THE SPECTRUM GAMES DATABASE
FIGHTING WARRIOR

PUBLISHER
MELBOURNE HOUSE

AUTHOR
Stephen Cargill

YEAR 
1985

CATEGORY
ARCADE

ORGINAL INLAY CARD TEXT
(backward description)

 Instructions en Anglais


AS FIGHTING WARRIOR, champion of all Egypt, you
must use all your powers of combat and fighting
expertise in this arcade quest to rescue the beautiful
princess. Armed with nothing more than a sword,
you must face the ordeals and rise to the challenges
posed by the various creatures which cross your path.
Using either joystick or the keyboard you control the 
hero's manoeuvres in opposing his adversaries.
Sensational scrolling graphics, animated fighing action,
excitement and surprises make FIGHTING WARRIOR a game
that will guarantee many hours of excitement to all 
arcade players.

(inlay text)

            FIGHTING WARRIOR
Set in ancient Egypt, with its legend of sacrifi-
cial burials, mythical creatures and magic, your
task is to rescue your beloved princess Thaya.
She has been kidnapped by the evil Pharoah,
and only when you have freed her is your quest 
fully completed.

Locked away in a remotr temple, the princess is
about to be buried alive as a sacrifice to the gods.
Armed with nothing more than a sword, and your
reputation as the country's most acclaimed
warrior, you must cross the desert in search of
the temple.But many hazards and ordeals lie in
your path.Mythological demons, demigods and
magical devices are conjured up by the wicked
Pharoah's magicians and will hinder you in your
quest. You must use all your fighting skills and
powers of combat to fend them off.

On your journey you will also come across
various objects left behind over the centuries by
others who have travelled the same route.These
objects are rumored to possess magical
powers, and you must use your cunning to
determine how to release their magic. But
remember - take care to distinguish between
those containing good and evil powers.

Once inside the temple, your problems are not
over. The temple is in the control of the
Pharoah's magicians, who will use their evil
powers to sap your strength and stamina. You 
have triumphed in your quest only when you are
reunited with your princess and have released
her from her bonds.

LOADING INSTRUCTIONS

1. Place the cassette in the player, making sure
that it is rewound to the start and that the EAR
socket of your Spectrum or Spectrum + is
connected to that of the tape player, as detailed
in the Spectrum manual.

2. Enter the command LOAD "" then press the
ENTER key.

3. Start the tape player. The game will now load
automatically.

4. In case of difficulty, alter the volume level and
consult your Spectrum manual.

5. In the most unlikely event of a genuine fault,
please return the complete package to Melbourne
House Publishers at the nearest to you of the 
adresses shown. We will gladly replace it.

PLEASE DO NOT RETURN IT TO THE PLACE
OF PURCHASE.
(This notice does not affect your statutory rights)




PLAYING THE GAME
As you encounter an enemy on your journey
towards the temple, you must engage it in battle
and overcome it if you are to get any further!

There are seven different moves which you can
make which can be controlled using a joystick or
the keyboard. FIGHTING WARRIOR is compat-
ible with  Kempston,  Sinclair,  cursor and
programmable joystick interfaces.

JOYSTICK CONTROLS
Without fire button pressed (non-agressive
moves)
                  JUMP  
                   |
BACK OFF   ________|________      MOVE
                   |             FORWARD
                   |
                  DUCK

 With fire button pressed (aggressive moves)

              UPPER STRIKE
                   |
                   |
                   o________      MID
                   |             STRIKE
                   |
               LOW STRIKE

KEYBOARD CONTROLS
When using the keyboard, any key along the
bottom row will act as the 'FIRE' key.

Without 'FIRE' key pressed (non-agressive
Q = JUMP                                moves)
A = DUCK
P = MOVE FORWARD
O = BACK OFF

With 'FIRE' key pressed (aggressive moves)
Q = UPPER STRIKE
A = LOW STRIKE
P = MID STRIKE

When playing with either JOYSTICK or KEY-
BOARD, any key along the row from H to ENTER
will PAUSE the game.

SCORING
For every successful strike made on an enemy,
you gain 10 points. Bonus points can be added
to your score for any of the following


- making a quick kill

- releasing the magical power from the right
     object

- completing the game




 Program copyright  (c)Studio B Ltd., 1985


        Written by Stephen Cargill
        Graphics by Russell Comte
       Cover artwork by Steinar Lund

                Published by
              Melbourne House  
       Castle Yard House, Castle Yard,
             Richmond TW10 6TF
               United Kingdom

 70 Park Street, South Melbourne, 3205, Australia


      Enjoy these other great Spectrum
        titles from Melbourne House

 WAY OF THE EXPLODING FIST - "Certain to be
        THE summer hit" - Daily Mail

   STARION - "Astonishing, astounding,
         phenomenal" - Crash

 TERRORMOLINOS - "Melbourne House's latest
  and wackiest adventure" - Commodore User

 HAMPSTEAD - "Computer game of the year"
            - The Listener

 CLASSIC ADVENTURE - "Definitely one for
     your collection" - Your Computer

 MORDON'S QUEST - "A game with so much
 text and so many locations that it is difficult
  to belive it comes on tape" - Computer & 
                Video Games

     
    Unauthorised copying, lending, hiring, public
    broadcasting, transmission or distribution is
  prohibited without the express written permission
         from Melbourne House Publishers Ltd.
    All Melbourne House products are sold subject
     to our terms and conditions of sale, copies
           fo which are avaible on request.   

SEQUELS/PREQUELS
SCORES RECEIVED





typed in 1998 by Marlon mail to: marsand@free.polbox.pl






 