Notice en anglais, français (8 pages).
Transféré par Milka depuis la GamebaseCPC de Loïc Daneels.
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NOTICE TEXTE n° 1 (8.79 Ko)
The Great Escape
Its programme code and graphic representation are the copyright of Ocean
Software Limited and may not be reproduced, stored, hired or broadcast in any
form whatsoever without the written permission of Ocean Software Limited. All
rights reserved worldwide. The Great Escape runs on the Amstrad CPC 464, 664
and 6128 computers.
LOADING
Insert the program disk into the drive with the A side facing upward. Type
|DISK and press ENTER to make sure the machine can access the disk drive.
Now type RUN"DISK and press ENTER the game will now load automatically.
THE GAME
The year is 1942, the place Germany. War has broken out and you have been
captured and placed in a high security P.O.W. camp. Victory may be far away, so
it is your duty to escape, but this will not be easy. It will take careful
planning and much patience, culminating in a skilful and resourceful
implementation. In the camp you are closely guarded but while you follow the
daily routine you will need to slip away unnoticed to reconnoitre the situation
and collect tools and materials necessary for your chosen escape route. There
are many avenues of escape, some difficult, all certainly dangerous and each
one requiring different skills or equipment.
CAMP GEOGRAPHY AND POSSIBLE ESCAPE ROUTES.
The camp is a small converted Castle on a promontory surrounded on three sides
by cliffs and the cold North Sea. Official entry to the camp is by a narrow
road through the gatehouse and all traffic must carry papers authorising their
passage. Elsewhere the camp has been closed by either fences or walls and dogs
are deployed to patrol the perimeter. These areas are watched by men from the
observation towers and there are very few blind spots, at night powerful search
lights comb the walls looking for any sign of movement.
The prisoners are housed in pre‐fabricated huts within the castle ground just
to the side of a quadrangle that is used for roll calls and recreational
purposes. In line with the Geneva Convention the prisoners must have exercise
so an area has been provided and this is conveniently situated on the inland
side allowing close up inspection of the southern fences.
Beneath the camp is a labyrnth of old drains and tunnels dug out by past
internees it could prove an ideal route to escape but entering without a torch
is very dangerous as it is far too easy to get lost in the dark.
WITHIN THE CAMP THERE ARE FOUR MAIN
CHARACTER TYPES
1. The Commandant 3. Fellow prisoners
2. The German Guards 4. The escaping prisoner
1. THE COMMANDANT
This daunting figure controls the camp, it is he who chooses the number of
soldiers to place on particular patrols and the observation positions.
At the beginning of the game security is fairly lax but the more times the
player is caught out of bounds the more secure the camp will become.
The Commandant is the least predictable of the security forces, he often
inspects his guards to see if they are in the correct place and are following
instructions and it is possible to bump into him almost anywhere in the camp.
It is a good idea therefore to know his whereabouts at all times to avoid
unfortunate encounters!
2. THE GERMAN GUARDS
These characters are the work horses of the camp staff. They must either trudge
along on patrol, shiver on observation towers or stand alert on sentry duty and
ensure the prisoners keep to their daily routine.
Once allotted to a patrol, they will dutifully pace up and down taking
approximately the same time on each circuit. This will allow you to time the
position of the guards and modify your escape plan accordingly. The hero will
be detected within the lines of sight of any of the security forces so it is
possible to sneak past a guard who is looking the other way, but they are very
alert and you will have to be quick.
The soldiers who look after the POW’s escort the prisoners before they move
about the camp, so two or three guards will follow them to the parade ground,
the exercise area or the prisoners mess.
3. FELLOW PRISONERS
These unfortunate fellows have been in the camp for a long time, at first they
were enthusiastic about escaping but a long series of failures have crushed
their morale.
They now seem happy to bide their time until the end of the war. However some
of the men retain a bit of spirit and can be bribed or persuaded to create a
diversion allowing you to disappear unnoticed.
Their life is ordered by alarm bells, these tell them when to get up and when
to go to roll‐call, when to eat and when to exercise. An analysis of this
routine will enable you to estimate at what time your escape will be noticed
and the alarm bells start ringing!
4. THE ESCAPE – “OUR HERO”
You control him by joystick or keyboard putting in several patterns of
behaviour. If you are in bounds i.e. the morale flag is YELLOW you will follow
the routine like any other prisoner and this allows you to become familiar with
the camp and camp life without having to follow the other characters around
manually. You will only diverge from this path by taking over the controls, but
if you wander too far out of bounds the morale flag will turn red; now you are
liable to arrest and have total control. You can drop/pick up objects (press
fire and joystick down/up) that you find in the camp but you can only carry two
objects at any one time. When you have discovered places that are infrequently
searched or unlikely to be discovered by the security forces you may leave a
cache of useful objects there. Any objects that are found however by the Guards
or Commandant, or that you are carrying when captured will be confiscated
immediately.
If you are spotted while on an escape you will have two choices, either to make
a run for it or to surrender. Once caught you will lose all the objects that
you were carrying and the camp security stepped up; you will also be sent to
the cells but so that the action of the game can continue this is only for a
moment and you will then be escorted back to your comrades.
MORALE
The flag on the left of the screen is the morale indicator, its height on the
flagpole denoting the current morale. Each time you find something useful or
explore a different part of the camp your morale and score will increase
accordingly, however each time one of your possessions is discovered and
removed your morale will decrease. Red Cross parcels and other goodies will
arrive randomly throughout the game and increase your morale level. Capture and
consequent punishment will reduce your morale enormously and if it ever reaches
zero you will lose control and our hero will become just another member of the
camp prisoners. The only remedy for this situation is a new game.
THE ALARM BELLS
The alarm bell has two functions, when it sounds in a short burst it denotes
the commencement of meals, roll‐calls etc and a message will appear at the
bottom of the screen with the relevant information. When a potential escapee is
discovered out of bounds the alarm bell will ring continuously and this is the
signal to the guards that an escape is in progress.
NEWS BULLETIN
Messages will appear on screen, keeping you fully informed of all news events
within the camp, i.e. the discovery by the guards of hidden items etc.
SCORING
You score points and increase your morale by discovering objects, using them
and escaping – each of these activities will increase your score.
CONTROLS
KEYBOARD
Q – DIAGONAL LEFT UP
A – DIAGONAL RIGHT DOWN
P – DIAGONAL RIGHT UP
O – DIAGONAL LEFT DOWN
M – FIRE
CURSOR UP – GAME ABORT
FIRE and UP is pick up. FIRE and DOWN is drop. FIRE LEFT/RIGHT is use object.
THE GREAT ESCAPE
This software product has been carefully developed and manufactured to the
highest quality standards. Please read carefully the instructions for loading.
IF FOR ANY REASON YOU HAVE DIFFICULTY IN RUNNING THE PROGRAM, AND BELIEVE THAT
THE PRODUCT IS DEFECTIVE, PLEASE RETURN IT DIRECT TO:
MR. YATES, OCEAN SOFTWARE LIMITED, 6 CENTRAL STREET, MANCHESTER M2 5NS.
Our quality control department will test the product and supply an immediate
replacement if we find a fault. If we cannot find a fault the product will be
returned to you at no charge. Please note that this does not affect your
statutory rights.