Les Passagers Du Vent Reisende Im Wind Passengers On The Wind Los Pasajeros Del Viento
NOTICE / MANUAL
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Notice en français (4 pages)
NOTICE PDF n° 2 (2.8 Mo)
Notice en allemand (4 pages)
Transféré par Loïc DANEELS
NOTICE PDF n° 4 (2.18 Mo)
Notice en anglais (12 pages)
Transféré par Nicholas CAMPBELL
NOTICE TEXTE n° 1 (14.99 Ko)
PASSENGERS ON THE WIND
Once, there were two little girls who were as alike as two peas in a pod. The
youngest was called Agnes. Her father, Simon de Roselande didn't want to burden
himself with her in the court where he was getting over the loss of his wife,
in the company of his eldest son, Benoît, aged thirty-two.
Agnes was placed in the hands of the governess who had been left in charge of
the family estate. Agnes wouldn't have been able to suffer her father's absence
if, before dying, Madame de Roselande hadn't made him promise to welcome and
bring up an orphaned child of the gentry, a companion for Agnes. She resembled
Agnes in an unbelievable way and was called Isabeau de Marnaye. They became
inseparable and took advantage of their likeness to deceive the governess.
When the governess died, Monsieur de Roselande decided that he would take back
the two girls in order to take care of their education personally. In order to
deceive their father, the two little girls decided to swap dresses. This time,
it was fatal. The father didn't recognise his daughter and had her educated at
a convent, while he took Isabeau, henceforth fortunate and noble, with him.
Surprised by Agnes' attitude, insisting on her true identity, the Mother
Superior wrote to Monsieur de Roselande. The reply was as follows :
"Little Isabeau is very affected by the death of her governess and found the
separation from Agnes terrible. What's more, my daughter told me that, for some
time, Isabeau has suffered from certain identity problems. I beg you to treat
her leniently and I'm sure that you know how to keep such rebelliousness under
control".
Isabeau, (now called Agnes) overcome with remorse, gets permission to take "her
sister" back home with her. For five long years, Agnes had waited for the
moment where she would finally be able to make "Agnes" pay the price of her
betrayed childhood.
For "Agnes'" fourteenth birthday, a great dance was organised by Monsieur de
Roselande. On seeing "Isabeau", Benoît invites her to his appartment where he
takes advantage of her. The next day, "Isabeau" says to her sister : "Benoît is
leaving in three days and must choose between taking us with him or appearing
in court for this act he has committed". It is in this way that the two sisters
leave.
At the time of the naval combat against the English, "Agnes" dies. Isa, Hoel, a
young Breton sailor and the Doctor on board, Saint-Quentin, are the only
survivors. Isa falls in love with Hoel who, himself, isn't indifferent to the
young girl's charms.
Saint-Quentin knowing the true identity of Isa, will not give up until her
nobility and fortune is given back to her.
Taken in by the English, the three friends arrive at Portsmouth. Isa is freed
by the British Authorities and obtains a residence permit. Unfortunately, it
isn't the same for her friends who join about nine hundred war prisoners on a
horrible pontoon.
Isa then becomes a private French tutor to Mary, daughter of Mr. Hereford. She
is expecting a child by John Smolett, one of the pontoon's guards who will help
Isa communicate with Hoel ...
PASSENGERS ON THE WIND
after François Bourgeon
There are sagas which cannot be told, they must be lived. Inspired by the comic
strips of the same name, the software for PASSENGERS ON THE WIND is one of
these sagas. The action, risks and humour make up the basic ingredients for
this breathtaking and exciting adventure.
You play the parts, each in turn, of the daring heroine in search of an ideal,
Hoel, a courageous and loving Breton sailor, or more than fifteen other baroque
characters living towards the end of the eighteenth century : a surgeon to the
Royal Family, a philosophical black slave, an enterprising libertine, a shy
sub-lieutenant...
You will discover fear when combatting the cannon on board the FOUDROYANT,
vessel in the service of the King of France.
You will learn the mysteries of voodoo on meeting King Kpengla who reigns
supreme over the Dahomey and when faring the big game in the Savannah.
You foil the political and amorous schemes of grasping unscrupulous men.
You are both the director and actors of destiny : you mastermind the progress
of the adventure, then you suffer the consequences as the character. A thousand
mishaps in search of the truth, that is what the invitation to travel with the
PASSENGERS ON THE WIND offers you.
Impassioned by the story and the game, the software writers have added
exceptional quality graphics reproducing, stroke by stroke, those of François
Bourgeon. When the Savannah, the sea or the characters appear on the screen,
you live moments of poetry and wonder. Be careful and keep a clear head, beauty
can be fatal.
3.000,000 copies have been sold all over the world. PASSENGERS ON THE WIND
promises a software revolution, the revolution of the film in which you are the
hero.
THE STORY
The adventure takes place on the eve of the French Revolution, in the troubled
district of the Triangular Commerce, that is the slave trade between the shores
of Brittany, America and Africa. Hoel, Breton sailor for his country, flees
France when unjustly accused of murder. He is accompanied by Isa, an
adventuress who turns out to be a countess whose title has been usurped. In
order for one to regain his honour and the other her title, they travel through
this strange world at the end of the eighteenth century. From ports in Brittany
to African shores, the PASSENGERS ON THE WIND encounter different cultures and
face a thousand dangers in quest of their truth.
THE AUTHOR
François Bourgeon is one of the masters of the modern comic strip. PASSENGERS
ON THE WIND, his masterpiece, received the most prestigious reward possible for
comic strips : the GRAND PRIX DU SALON D'ANGOULEME. The critics hailed the
perfection of the script and the accuracy of the strokes which combine to
captivate the reader and lead a new dimension to the comic strip. François
Bourgeon only agreed to have his work transformed into software on the
condition that spirit and wording of the story were scrupulously respected. The
software writers worked with the same strictness and exactitude as that Breton,
magical designer and free spirit of the world of make-believe.
THE SOFTWARE
The resume of the first volume of the comic strip which accompanies the
software will allow you to discover the main characters and situations. The
programme transfers you into the master of destiny of the heroes : you direct
them all so that each attains their objective ; One by one, Isa, Hoel or any
other character in the story, you choose and then decide for them and direct
their lives. You can play more than fifteen different personalities and
discover hundreds of directions, places and events. You control everything
simply by moving the joystick or using the keyboard and also benefit without
any pressure, from enjoyment of the game and the exceptional graphics.
PRINCIPLE OF THE GAME
You are both the director and heroes of the game. The screen is divided into
three main sections :
- a graphic section where the action takes place. (You are the director) ;
- character symbols showing you the character you are playing ;
- texts from which you decide on the action.
graphic part
_____________________________________________/____________
| / |
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| |
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|__________________________________________________________|
_____________ _________________________________________
| | | | | |
| | | | | |
| |-| |-| PASSENGERS ON THE WIND |
| | | | | |
|___________|^| |_\_________________________^_____________|
| \ |
^ zone 1 zone 2 Text
|
Character symbol
The game is split into ten episodes which you will discover as the game
progresses.
A main scene comes up for every episode and just by confirmation you can access
the characters you wish to play. For example, in scene 1 you confirm :
a) two women on the right of the graphic section to access the character
symbols for Isa and Mary,
b) the pontoon, to access Hoel and John.
When this first search is over, you do not use the graphic section again. The
character you are playing appears in a window on the lower LHS (character
symbol).
To change it you just position the cursor on the arrow (zone 1) and confirm :
you will see another character appear.
The text you see appear by confirming the characters shows what they are
thinking or saying. Sometimes, this text leads you to make a decision. You then
have the choice between several possibilities which appear on the screen in
another colour. In select decisions, position the cursor on zone 2 and make
them file past by confirming. Do not forget that you can change characters at
any time. One last thing, the character reaction time sometimes plays a role in
the unfolding of the game.
The action also evolves by itself. So you can confirm the attitude of a
character if its decisions suit you. You confirm by actioning the character
concerned a second time ; it could be that the character progresses in
reasoning or words.
You control the action by making the characters' decisions for them and as
spectator and director you watch its evolution thereby determining your action.
No image is free.
AIM OF THE GAME
So as not to reveal too much about the game, it is absolutely essential to read
resume of Volume 1 of the comic strip.
Here are some excerpts/frames :
[Excerpt from comic strip]
I/ AMSTRAD
A/CONFIGURATION
PASSENGERS ON THE WIND is compatible with micro-computers Amstrad CPC 464, 664
(cassette and disk versions) and Amstrad CPC 6128 (disk version only).
B/ LOADING AND START UP
Before use, ensure that all accessories are correctly connected (video,
joystick, disk drive, tape recorder...)
1 - DISK VERSION :
Connect the central unit.
Type in | CPM (to get |, press keys SHIFT and @ simultaneously).
2 - CASSETTE VERSION :
First use :
The game is made up of ten episodes numbered 0-9. It is possible that you may
need to go directly to a certain episode, especially if you have a saved
"situation". In this case, we advise you to locate the episodes by noting the
number on the counter.
Steps to follow :
Ensure that the cassette is rewound to the beginning of cassette 1, side B.
Set the counter on zero.
Press the PLAY key.
Type CAT and press ENTER.
Every time the computer locates an episode, note the counter number. Do the
same on both sides of cassette 2.
After this, you will be able to find the episode again more easily thanks to
this number. This procedure is only necessary for the first time.
Loading the game :
Connect the central unit. Insert cassette 1 in the recorder, side A facing
upwards.
On Amstrad CPC 664 only, type | TAPE (To get |, press SHIFT key and @
simultaneously). Then on Amstrad CPC 464 and 664, press CTRL and ENTER (numeric
keypad) at the same time. Press PLAY on the tape-recorder.
C/ SAVING THE GAME
So as not to have to re-start the game at the beginning every time, it is
possible to save the situation in progress. For this, get a blank (VENDOR for
Amstrad CPC 464, CPC 664, CPC 6128) formatted disk ( or a blank cassette),
which we shall call the "situation" disk (cassette).
Steps to follow :
At any time during the game,
Press the S key ;
- disk version : Insert the "situation" disk in the drive ;(For Amstrad CPC
464, 664, 6128, press the spacebar to get the catalog). Give a code between 0
and 9. When the save is over, replace the "situation" disk with the game
disk.
- tape version : Insert the "situation" cassette in the drive.
Give a code between 0 and 9. When the save is over, replace the "situation"
cassette with the cassette that you are using.
D/ LOADING A "SITUATION"
At the beginning, in the middle or even at the end of the game, you can take
advantage of your previous experience by loading a "situation".
Steps to follow :
Press the C key.
- disk version : Insert the "situation" disk. For Amstrad CPC 464, 664, 6128,
press the space bar to get the catalog).
Give your code.
After loading, insert the game disk in place of the "situation" disk.
- cassette version : Insert the "situation" cassette.
Press PLAY on the tape-recorder.
Give your code.
After loading, insert the cassette that you are using unless the program asks
you to load a specific episode.
E/ COMMANDS
The game is played entirely with a joystick or a keyboard. The movements are
very simple : just move the cursor directing the joystick or with the arrowed
keys on the keyboard.
Confirmation is made by pressing on the ACTION button on the joystick or
pressing the spacebar on the keyboard.
If you come to a standstill at any time during the game, press ESC in order to
re-start the episode in progress.
II/ ATARI 520 ST AND 1040 ST
A/CONFIGURATION
PASSENGERS ON THE WIND is compatible with micro-computers Atari 520 ST and 1040
ST with a disk drive and a colour monitor.
B/ LOADING AND START UP
Connect the central unit.
Insert the disk in the drive.
Tap (or click) symbol A twice.
Then tap (or click) the symbol LPDV.PRG twice.
C/ SAVING THE GAME
Same instructions as for the AMSTRAD CPC 6128.
D/ LOADING A "SITUATION"
Same instructions as for the AMSTRAD CPC 6128.
E/ COMMANDS
Same commands as for the AMSTRAD CPC 6128. Press ESC to go back to the last
situation.
III/ IBM PC and COMPATIBLES
A/ CONFIGURATION
PASSENGERS ON THE WIND is compatible with micro-computers IBM PC and
COMPATIBLES with a disk drive.
B/ LOADING AND START UP
Connect the central unit.
Load the D.O.S.
Insert the disk in the disk drive.
Type in LPDV and press RETURN.
C/ SAVING THE GAME
Same instructions as for the AMSTRAD CPC 464, CPC 664, disk version.
D/ LOADING A "SITUATION"
Same instructions as for the AMSTRAD CPC 464, CPC 664, disk version.
E/ COMMANDS
Same commands as for the AMSTRAD CPC 464, CPC 664, disk version.
Press ESC to end your game. Confirm by pressing Y (Yes).
Press F2 to stop the music, press it again to start the music.