LEGEND OF THE AMAZON WOMEN

by Simon F Finch





A plane crashes in a jungle clearing deep in the Amazon Forests with the

only survivors, a woman (Lady Wilde) and her daughter. On awakening from

unconsciousness Lady Wilde frantically searches the wreckage for her 

daughter but cannot find any trace of her. Realising her daughter has been

spirited away she sets foot into the forbidding jungle and has to fight her

way to rescue her and bring her back to safety. Little did she know the 

terrors she was about to encounter as she battled her way through and came

face to face with the "LEGEND OF THE AMAZON WOMEN" 





Published by U.S. Gold, 

UNIT 10, The Parkway, Heneage St, Birmingham, B7 4LY.



Under License from: Silvertime Inc., (The Software That Shines),

Costa Mesa, California.



Licensed in conjunction with International Computer Group.





LOADING INSTRUCTIONS



Loading    Type LOAD "" ENTER

	   The game will auto run when it has finished loading



Starting   Once loaded, the programme will display the following, in the

           main playing area.



PRESS

1.	KEYBOARD

2.	KEMPSTON JOYSTICK

3.	SINCLAIR JOYSTICK



After this has been made the first screen will scroll into view and the

prompt "PRESS S TO START" will appear.



AMAZONS: Amazons are present in all zones. they have floating intelligence,

within limits set by the current zone number.



There are three weapons, these being clubs, swords and axes. Swords will 

not appear until zone four and axes not until zone eight.



After an amazon has been killed, it is possible to take her weapon. This is

done by bending down, using the duck key, so that your weapon is 

approximately over the amazon's, then while in this position press the step

back key.



10 points are awarded for each hit on an amazon.



10 X the amazons intelligence for killing an amazon.



SPIKERS



Spikers appear in zone two and above, and can be avoided as follows.



The first spike will be thrown towards the player LEFT, as the plant comes

fully into view on the main screen. The spike will be thrown either high or

low, and the player should duck or jump respectively. The second spike will

be thrown after the player RIGHT, as the spiker reaches the left hand edge

of the play area. The player should keep walking, and just as the spike is

about to hit do a jump forward. This works for high or low spikes, but 

takes some practice.



500 points are given for avoiding each spike.



ARROWS



Arrows are in all zones. They appear between fights with amazons, but not 

if you are near a dragon or spikers. Arrows are fired from left or right 

and can be either high or low. A low arrow should be jumped and a high one

ducked.



100 points for avoiding an arrow.

200 points if an arrow hits an amazon.



DRAGONS



Dragons are only present in zone seven and above. They burst up from a 

small mound as the player approaches. you should not try to walk past a 

dragon as full contact with its body means instant death. EVEN IF THE 

DRAGON IS DYING The player is safe when in the ducked position and can hit

the dragon with a slice; care must be taken to time this properly, as 

getting caught in the dragons flame has a devastating affect on your 

strength. It is also possible to hit the dragon with a chop over the head.

This does more damage but is also more dangerous. A thrust has no effect.

When either the dragon or the player dies, the latter withdraws back into 

its hole. Only when this has happened is it safe to walk past. During a

fight with a dragon the amazons strength meter displays the strength of the

dragon.



1000 points for killing a dragon.



LIVES



The player starts the game with four lives, one on screen and three spare.

Remaining lives are represented by a number in the up-arrow icon showing 

your position on the radar.



When a player loses his/her last life a GAME OVER message is displayed and 

the first screen is scrolled into view again, with the "PRESS S TO START" 

prompt.



ZONE TEN



Once the player passes the idol at the end of zone ten the program takes

control. The lady walks towards the carrycot and bends down, a heart 

appears above them both and there is a short pause.



The program then jumps to the GAME OVER routine.



FINISHING



There are three ways to end the game.



1. Press Q to quit.

2. Losing all your lives.

3. Getting to the end of zone ten.



Pressing q simply restarts the game from the beginning, via the game over

routine.



TIMER



The timer counts down from four minutes: if a new zone marker has not been

passed before it gets to zero a life is lost. If however a player passes a 

zone marker, with time remaining, then this time is multiplied by ten and 

added to the score. The timer is reset to four minutes if it runs down to

zero or a new zone is reached.



SUMMARY OF SCORES



			POINTS



Hitting an amazon	10

Killing an amazon	10 x INTELLIGENCE

Avoiding an arrow	100

Arrow hitting an amazon	200

Avoiding a spike	500

Killing a dragon	1000

Completing a zone	10 x TIME REMAINING

			(IN SECONDS)



KEYBOARD CONTROLS



KEY	JOYSTICK	EFFECT



Z	Left		Step back.

X	Right		Step forward.

M	Down		Duck.

K	Up		Jump.

X & L	Right and Fire	Thrust.

M & L	Down and Fire	Slice.

K & L	Up and Fire	Chop.

X & K	Right and Up	Jump forward.

M & Z	Down and Left	Exchange weapons.



OTHER KEYS



H	Hold game.

S	Start game. (also after hold)

Q	Quit game.



RADAR ICONS



Player	Up-arrow with number of lives in it.

Amazon	Solid up-arrow.

Spiker	Spiky coconut.

Arrow	Arrow, showing height and direction.



THE DRAGON DOES NOT SHOW UP ON THE RADAR



