590 lines
24 KiB
Plaintext
590 lines
24 KiB
Plaintext
LOTUS III - FINAL CHALLENGE - COMPLETE DOCS.
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PRODUCED BY : RAZOR BLADE.
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***************************************************************************
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LOADING INSTRUCTIONS
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~~~~~~~~~~~~~~~~~~~~~
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Commodore Amiga
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1. Insert your Lotus III disk one into the default disk drive.
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2. Plug your joystick into port number 2.
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3. Turn on your computer and monitor. The game will now load automatically.
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Atari ST
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1. Insert your Lotus III disk one into the default disk drive.
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2. Plug your joystick into port number 1.
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3. Turn on your computer and monitor. The game will now load automatically.
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MANUAL PROTECTION
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When you first load the game, you will be requested to type in a word.
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A sentence will appear which says 'Please type in the word at the
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following co-ordinates:
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Page Line Word
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Beneath each of these three headings the relevant numbers will
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appear. Do not include section headings when you look to find a
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word. So, for example, if the numbers were 5-7-3, you would
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look at page 5, line 7, and word 3 on that line. Then type this
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word in and press the return key.
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LOTUS 111: THE ULTIMATE CHALLENGE
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=================================
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When we completed Lotus II, we didn't think that there was
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anywhere else to take an arcade racing game, and we did not plan
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to do any further Lotus games. Then many fans of the Lotus
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games, however, continued to write and telephone us, demanding a
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third Lotus game. After a while, we sat down, and over a period
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of a few weeks discussed if there was anything else we could do
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that would match the standard of the first two games, break new
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ground, and once that was done take it sufficiently beyond the
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other racing games that were around. If we couldn't take the
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new game further than the competition, then we would be better
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advised to spend our time on a different project. After around
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a month of serious consideration, be believed that we could do
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enough with a new game in the form of new features and
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additions, to make it worthy of, and take it far enough beyond,
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the first two Lotus games. People demanded Lotus III, so here
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it is-The Ultimate Challenge. The ultimate Lotus racing game.
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So What's New?
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--------------
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About three trillion tracks for a start, but more on that later.
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Lotus III combines all the best elements of the first two games,
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introduces a number of new features, and puts the control firmly
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in the hands of the player. The expanded range of options
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allows the player to alter the majority of features to suit
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themselves. As well as all the features brought over from the
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first two games, crammed in there are five new themed levels,
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each with it's own unique graphic style, and new features that
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affect the handling of your car. There is the stunning new
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Lotus concept car, the M200. This car will never go into
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production, so this will be the only opportunity you will ever
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get to 'drive' one. On top of all that lot there's a whole host
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of new music and sound effects, and loads of new graphics.
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RECS
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----
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The most startling addition, however, is the stunning RECS
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system, which will give you access to a practically infinite
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number of different tracks. (For the more pedantic among you
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the actual number is (26^D)x99 -somewhere around ten followed by
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twenty three noughts.) Just about every other game to feature a
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track creation system has followed the standard system of
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including a track editor, which means having to spend maybe an
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hour or more designing a single track, and then having to save
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to a data disk, and then physically sending it to anyone who
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wanted to see your stunning creation. Days, or even weeks,
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might pass before anyone ever tried your circuits or designs.
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With Lotus III, each track you design will take as little as a
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minute, and will generate a code which can then be given to
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anyone instantly, and they will then be able to play your
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creation within seconds, and there's no messing around with
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extra data disks either. In addition, you could enter your own
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name as a password to see exactly how difficult or easy that is.
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It's straightforward, easy and instant-and like all the features
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of the earlier Lotus games, it's so good that other software
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houses will be featuring it in their games in about six months
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time.
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Playing Lotus III
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~~~~~~~~~~~~~~~~~
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The Quick Start Guide
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---------------------
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Okay, so Lotus III isn't the most complex simulation around, but
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the wealth of choices and options could throw you at first.
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However, those who have played Lotus I and II will probably want
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to get racing straight away, so here's a guide to getting down
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to racing instantly. Once the first option screen appears,
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click on 'Start', and, after pressing fire a couple more times
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to select your sound effects and car, you will be taken to the
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starting line of the first predetermined race in the Arcade
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season.
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The Complete Works
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------------------
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For the more methodical amongst you, this section will explain
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what each of the available options can do. First off, an
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explanation of all the options available to you on the main
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playing screen.
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Main Playing Screen
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Note: All input, even for Player Two, is input from the Player
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One joystick on the Main Playing Screen.
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This is the screen where you will make most of the decisions
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regarding the game. To highlight a particular option, simply
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move the red rectangle by using the joystick, until it surrounds
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the icon of your choice. If two options are offered in a
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particular box, hitting fire will toggle between the two. The
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different options available to you are as follows.
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Player One
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----------
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This will allow you to alter the name of Player One. To do
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this, highlight this option and then type in the new name.
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Start
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-----
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This is the option which will begin the race once you are happy
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with all the selections that you have made.
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Player Two
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----------
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Exactly the same as for Player One, this option allows you to
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alter the name of th~ second player.
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Gears
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-----
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Allows Player One to select Manual or Automatic Gears.
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Game
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----
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This option let's you select between Championship and Arcade.
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Each is a mix of the circuits of Lotus I, and the checkpoint
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sections of Lotus II.
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Arcade Mode
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-----------
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In Arcade mode, represented by the clock, the aim is to complete
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each stage within the allotted time (indicated on the screen).
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This is a race for points, the aim being to get the highest
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score possible. To make things even more straightforward, there
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are no fuel stops required for Arcade racing.
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Championship Mode
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-----------------
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The Championship mode, represented by the Cup, is very similar
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to Lotus I. This takes the form of a championship season, where
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overall success is dependant upo finishing in the top ten
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drivers of each race. Points are awarded after each race, and
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your starting position in the next race will be decided by your
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finishing position in the last race. If you finished first, you
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would begin the next race in twentieth, if you finished second
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you would begin in nineteenth, and so on. For more information
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on the different race styles, see the section entitled Racing
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late Gears As for Player One, this allows Player Two to select
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between Manual and Automatic gears.
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Accelerate
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----------
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Allows Player One to select whether pressing the fire button, or
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pushing forward on the joystick will accelerate his/her vehicle.
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Depending upon which is chofien, the following controls will
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apply:
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Fire Button Forward
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~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~
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Steer Left Joystick Left Joystick Left
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Steer Right Joystick Right Joystick Right
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Accelerate Fire Button Joystick Forward
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Brake Joystick Back Joystick Back
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Change Up a Gear Joystick Forward Joystick Forward/Fire
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Course
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~~~~~~
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This option allows you to select either one of the predetermined
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tracks, to chose single user defined track, or a whole sequence
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of user defined circuits and tracks, as follows:
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Selecting a predefined sequence
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-------------------------------
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There are six different predefined sequences built into Lotus
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III, namely an easy level, a medium level, and a difficult level
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on each of the Championship and Arcade levels. Easy consists of
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seven tracks, Medium of ten, and Difficult of fifteen, making a
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total of sixty four predefined tracks. To select any of the
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three, simply highlight one of the left three options in this
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box.
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Selecting your own track
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------------------------
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If you select the fourth option along, this will allow you to
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race a track which you have previously defined on the RECS
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screen. This option can be highlighted either before or after
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you go to the RECS screen to create a track.
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Selecting a sequence of player designed circuits
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------------------------------------------------
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The final option will take the player to a new screen where a
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sequence of user defined circuits can be created. To create a
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sequence, see the 'Define' sequence below.
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Acceleration
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------------
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As for Player One, this allows Player Two to select his/her
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chosen method of acceleration.
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Control (Player One)
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-------------------=
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For player One this is always the joystick.
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Number of Players
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-----------------
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The Player selects whether it is a One Player or Two Player Game.
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Control (Player Two)
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--------------------
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If Player Two selects the joystick, then he should have the
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joystick plugged into I 1(0 on ST). If the keyboard option is
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selected, then the following controls apply:
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L Emulates Joystick Forwards
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, (Comma) Emulates Joystick Backwards
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Z Emulates Joystick Left
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X Emulates Joystick Right
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Space Emulates Joystick Fire
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Of course, which key is used to accelerate is dependant upon
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whehter joystick forwards or joystick fire has been chosen as
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the accelerate key.
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Constructor
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-----------
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Choosing this will take the player to the RECS screen, which has
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a more detailed section later in the manual.
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Code
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----
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If the player knows the code of a particularly hot course, then
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rather than going to the editor, the number can be entered here.
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It is done in the same way that entering a players name is done.
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Alternatively, if the player wants to find out how difficult
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racing round 'FRANKIE 50' is, it can be typed in here.
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Define
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------
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The bottom panel is used to enter the codes for the predefined
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circuits. The keyboard should be used to enter the first nine
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letters. (You could, of course, choos to have a three letter
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word followed by six blank spaces.) The cursor pad is used to
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move the cursor to the right, and to put it in the correct
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position to enter the last two numbers. Once the last number is
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entered, the Down Cursor key should be pressed to take you to
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the next line, and allow you to enter another track code. Once
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you are happy with the selection you have made, use the joystick
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to highlight the 'Exit' panel
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That's everything on the Main Screen covered. Following is a
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detailed explanation of the RECS system.
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RECS
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====
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RECS is the innovative and original new track design system that
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will allow the player to create stunning tracks in a matter of
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seconds. Creating tracks is amazingly simple, and once created,
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there's no messing around with saving to disk- or anywhere else
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for that matter. Exchanging tracks with a friend to see who can
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get the best time on it couldn't be simpler, and all you need to
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do is pass on the code. Your friend can then enter the code,
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and the track will be identical to the one that you created.
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Once you've both practised on it, then the fun really starts
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when you go head to head against each other! And with literally
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billions of different tracks to play, you'll be playing Lotus
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III for ages!
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DESIGNING A TRACK
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-----------------
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Each of the different sections on this screen allow you to
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influence the style and form of your track. Most are rated from
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0% to 100% in 4% increments. Each affects the track as follows:
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Type
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----
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Choose whether the race will be laps or stages.
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Curves
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------
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This will determine how many curves your track is likely to
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have. Obviously, the lower the percentage, the straighter the
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track will be. Higher percentages will mean that your track has
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a lot of curves.
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Sharpness
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---------
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Sharpness will influence the actual type of bends and curves on
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your track. A lower number will make for gentler turns, whilst
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the higher numbers will create some really tricky corners.
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Length
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------
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The determines the length of the track.
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Exit
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----
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Once you are happy with the track that you have designed, select this
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option and you will be taken back to the main playing screen.
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Hills
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-----
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This option allows you to decide on the number of hills that
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there will be. A low number will mean that you will have a very
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flat track, while a high number will mean that the track will
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be extremely hilly.
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Steepness
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---------
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Not surprisingly, this option will allow you to affect the
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steepness of the hills on th circuit. Gently undulating scenery
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or steep ascents and descents? It's your choice.
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Difficulty
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----------
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As if creating a tortuously bendy hilly circuit wasn't enough,
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you now get to influence the difficulty of the track. This will
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affect the aggressiveness of the other drivers, how tight the
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time is on the circuit, and so on.
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Code
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----
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The code for the circuit that you are creating is displayed
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here. To save you going through the trouble of designing the
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same circuit again and again, you can simply make a note of the
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code here, and enter it on the main screen in the future. A lot
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more straightforward than messing around with data disks and
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other such stuff.
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Scenery
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-------
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Do you want to be racing through featureless deserts or scenery
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packed oases? Again, the choice is yours. Obviously, the less
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scenery there is, the more time the computer can dedicate to
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bringing you an ultra smooth update, but even with scenery at
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100% it's probably still got the fastest, smoothest and most
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impressive update around anyway.
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Scatter
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-------
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Neat park-like rows of trees and bushes and ornaments, or
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greenery scattered about everywhere? Take your pick.
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Obstacles
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---------
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This will allow you to choose between an obstacle free open
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freeway, or the sort of assault course normally associated with
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the SAS.
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Scenario
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--------
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This will allow you to select which of the thirteen different
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scenarios you wish to race on. Each one will have different
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effects on your vehicle, how it handles, and so on. The
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thirteen, running from left to right, are as follows:
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Rally
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-----
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With more mud and water on the track than by the side of it,
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this type of track will prove difficult for any driver, in any
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vehicle.
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Futuristic
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----------
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Set against the background of a city of the future, this is one
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of the most demanding types of circuit. Amongst the more usual
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hazards, there are magnets by the side of the road which will
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attract your vehicle, (Okay, you're right, Lotus cars are
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constructed from fibre glass, but then this is the future after
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all.) and a laser beam that will drastically slow your vehicle
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if it should hit vou. Nlght The darkness on this level will
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prove to be as hazardous as the fog. Limited visibility and
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other drivers who are also hindered by the lac of light will
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make for some tricky manoeuvring.
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Marsh
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-----
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Oil and mud on the track, and sections which are completely
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submerged by water cause some very tricky hazards. You're never
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going to make ultra fast times on these sections, but then,
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finishing these sections is an achievement.
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Mountains
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---------
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With a cliff on one side, and huge mountains and hills on the
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other, it's just about impossible to stray off the track on this
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one. This lack of manoeuvrability and margin for error makes
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this level particularly difficult for overtaking and
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accelerating to any great speed.
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Snow
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----
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Another favourite from the earlier Lotus games, the deceptively
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pretty scenery creates some of the most hazardous racing
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conditions around. There's not only the slippery surface to
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deal with, but also the driving snow to obscure your vision.
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Roadworks
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---------
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Complete with road cones, signs, hazard barriers and potholes,
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the roadworks make the roads ultra thin, and make overtaking
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almost impossible. You're really going to need your wits about
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you to succeed on this level.
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Storm
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-----
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Just the sort of driving experience to test the best. Beating
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rain and roaring thunder serve to make the drive difficult, and
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the road conditions can't exactly be described as the best. in
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the world.
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Desert
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------
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Like the snow, this is another level where it's best to stick to the
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middle of the track if possible. As you drift from the centre, there's
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more sand on the surface which will really slow up the Lotus. Get to
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the edges of the track, and there will even be small sand drifts to
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hinder you.
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Fog
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---
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Definitely one of the most difficult stages, the fog will
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obscure your vision, and make racing even the most
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straightforward track a difficult task for the most experienced
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driver.
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Motor way
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---------
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One of the favourites from Lotus II, this section contains not
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only your lane of traffic, but also oncoming traffic! It's up
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to you whether you take the chance to cross into the oncoming
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traffic-it's easier to overtake the other racers, but there's
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also the traffic coming towards you to worry about.
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Wind
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----
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This isn't the sort of wind that might dry your washing, this is
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the sort of wind that will push your car from one side of the
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track to the other without any fuss. A hurricane in pixels.
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Forest
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------
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Dense trees line this stage, and you will find water, trees and
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logs strewn across the track. Hitting a log, rather than
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damaging the car, will cause the car to do a spectacular jump,
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useful for overtaking or jumping over track hazards.
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Racing
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======
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That's all the introductory stuff out of the way, now let's get
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on with what you're here for-the racing. Just to recap, you
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will remember that once you are happy with the current
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configuration of the game on the Game Setup Screen, clicking on
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'Start' will take you to the starting line of the first race.
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Selecting Music
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----------------
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This is done by Player One. Once you have chosen 'Start', you
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still have two decisions to make. The first is to select the
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music or sound effects that will accompany the race. The CD
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screen, first featured in Lotus I will appear. To chang the
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music track, simply move the joystick left or right, and wait a
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few seconds while the new track loads. Once you are happy, hit
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the fire button.
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Selecting Your Car
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------------------
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The next decision to be made is which of the three cars you will
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drive. Again, eac~ will appear on the screen in turn. Once the
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car that you wish to drive appears on the screen, hit the fire
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button to go to the starting line of the race. Again. Player
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One selects for both players, as it would be unfair if the two
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drivers were driving different cars.
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Once you are at the starting line, what you will see on your
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screen will be dependa upon whether you are racing in
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Championship or Arcade mode.
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Championship
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------------
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In Championship mode the aim is to finish as the top racer over
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a season. The player must finish in the top ten in each race in
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order to go onto the next race. As stated earlier, the starting
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position in the next race is determined by the finishing
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position of the current race. If there are two players, then
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providing that at least <20>l driver finishes in the top ten, then
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they will both be carried into the next race. This is the more
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difficult of the two types of race, and this is reflected in the
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display.
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Pit Stops
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---------
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Pit Stops are required for some of the longer sections or
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circuits in the Championship mode. Pitstops are situated
|
||
directly after the starting line in circuits or directly after a
|
||
Checkpoint for the linear sections. In order to refuel, simply
|
||
pull onto the wider strip of track situated on the right hand
|
||
side of the track directly after the signs, and stop the
|
||
vehicle. You will see that your fuel gauge indicator will
|
||
gradually fill up. As soon as you are happy with the amount of
|
||
fuel you have, push forward and hit the fire button on the
|
||
joystick, and you will rejoin the race. On all but the
|
||
mountain level, they are indicated by a sign.
|
||
|
||
Arcade
|
||
------
|
||
Arcade mode is a straightforward race for points, the aim being
|
||
to finish each race with the largest number of points possible,
|
||
and within the time limit. There are no refuelling stops required
|
||
in Arcade mode. The display is similar to the Championship
|
||
mode, but differs in the following important areas. If one player
|
||
manages to finish within the allotted time, then both players will be
|
||
carried through to the next round.
|
||
|
||
Two Player Mode
|
||
---------------
|
||
In two player mode, a small box will apprear in the top right
|
||
corner of the screen, indicating either how far ahead, or behind
|
||
the other player you are. Your car is represented by the line
|
||
in the centre of the box, and if you are behind the other
|
||
player, a coloured band will form to the right of this,
|
||
indicating how far behind you are. If vou are ahead. then a
|
||
band will form to the left.
|
||
|
||
If the screen is showing a line here, this indicates that you
|
||
are in front of the other driver.
|
||
|
||
If a line appears here, this indicates that 10th other
|
||
driver is well in front of you.
|
||
|
||
Game Over
|
||
--------
|
||
Should the player fail to finish in the top ten in Championship
|
||
Mode, or fail to fin within the time allowed in Arcade Mode,
|
||
then the current game will be over, and Main Options Screen will
|
||
appear again.
|
||
|
||
Any Problems?
|
||
-------------
|
||
If you have problems loading Lotus III, then return it to your
|
||
retailer, or to Greml] Graphics at the address on the packaging.
|
||
If you have any questions relating to th game, then the Gremlin
|
||
Graphics Helpline is available between the hours of 2.00 and
|
||
4.00 U.K. time Monday to Friday, on 0742 753 423.
|
||
|
||
(EVERYONE CALL GREMLIN AND COMPLAIN COZ THERE STILL AINT A COMPLETELY
|
||
100% VERSION THAT WORKS ON ALL MACHINES HEHEH)
|
||
|
||
|
||
|
||
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|
||
Another file downloaded from: The NIRVANAnet(tm) Seven
|
||
|
||
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
|
||
Burn This Flag Zardoz 408/363-9766
|
||
realitycheck Poindexter Fortran 510/527-1662
|
||
Lies Unlimited Mick Freen 801/278-2699
|
||
The New Dork Sublime Biffnix 415/864-DORK
|
||
The Shrine Rif Raf 206/794-6674
|
||
Planet Mirth Simon Jester 510/786-6560
|
||
|
||
"Raw Data for Raw Nerves"
|
||
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|