********* Welcome to Project 64! The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. If you would like to help by converting C64 related hardcopy documents to electronic texts please contact the manager of Project 64, Cris Berneburg, at pcgeek@compuserve.com. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warantee of the original document, if any, that may included in this etext. No other warantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. Therefore if you read this document or use the information herein you do so at your own risk. ********* The Project 64 etext of the ~Bruce Lee manual~, converted to etext by anonymous, obtained from the Asimov Apple ][ site, http://www.apple.asimov.net/site/documentation/games/brucelee/ BRUCEL10.TXT, April 1997, etext #200# ********* BRUCE LEE(TM) DATASOFT(R) STRATEGY An opulent, mysterious, and perilous fortress is the setting as Bruce Lee seeks to claim infinite wealth and the secret of immortality from the wizard who dwells within. You begin your search for the wizard at the entrance to his fortress. This chamber, and each chamber here, is sealed off from the other rooms. The only way to get from one room to the adjoining room is to jump up and take the lanterns which hang from the ceiling. When you get all the lanterns (or at least certain lanterns) for that room, the door opens. (Watch the edges of your screen so that you'll see when your exit is possible.) Hint: You must get all of the lanterns in the first three rooms in order to proceed. Then go to the middle room and look for the opening through which you can exit. Throughout your search for the wizard, you are attacked by the ninja brandishing their BOKKEN sticks. Even more dangerous is the Yamo, who runs after you and delivers crushing kicks. Duck and run away to foil their attempts to harm you, then come back kicking and chopping - the Yamo can survive only three blows and the ninja can survive only two. Take as many lanterns and cover as much ground as you can before these foes reappear. To get around each room, you can climb vines (up, down, or sideways), ride on waves of particles which change direction at random, leap from ledge to ledge, and jump down from a ledge without injury. Hazards and traps await you in rooms close to the wizard's chamber. You must avoid electrical charges passing through gaps between ledges, PAN lights streaming across the floor, and exploding T'SUNG-LIN (bushes) appearing from nowhere. When you finally reach the wizard, keep away from the fire balls streaming from his eyes. Press the button which destroys the wizard - and his fortunes are yours! Enjoy them, because your next foray into the fortress will be more difficult! REQUIREMENTS * Apple II(R) series computer * Apple compatible disk drive * TV or video monitor * Joystick GETTING STARTED 1. Turn off your computer. Connect a joystick. 2. Turn on the power to your TV or video monitor. 3. Insert the BRUCE LEE(TM) diskette with the label side up. Close the disk drive door 4. Turn on the computer. The program will load and run automatically. Leave the disk in the drive during game play. NUMBER OF PLAYER is selected by pressing the 1 or 2 key. In a ONE-PLAYER GAME, you are Bruce competing against the Yamo and ninja. You can take five falls before the game is over. In a TWO-PLAYER GAME, you and another person take turns being Bruce, competing against the Yamo and ninja. As soon as you (Bruce) take a fall, the other player takes a turn as Bruce. The computer keeps track of each player's score. BEGIN PLAY by pressing either joystick button. PAUSE the game by pressing the SPACE BAR. To resume play, press a joystick button or press the SPACE BAR again. JOYSTICK CONTROLS RUN left and right by moving the joystick left and right. KICK by pressing the joystick button while you are running. You will deliver a kick in that direction. CHOP by pressing the joystick button while you are standing still. You will execute a chop in the direction you are facing. LEAP to get from one ledge to another by moving the joystick up and to the left or right. You may find that Bruce will have to leap to avoid hazards along some passageways. JUMP to take a lantern or to grab on to a vine. CLIMB up a vine by positioning yourself under it, moving the joystick up, and holding it there until you reach the top. You can climb down the vine by pulling the joystick down and across it by moving the joystick left or right. DUCK to avoid a blow from the Yamo or ninja by pulling the joystick down. INDICATORS At the top of the screen from left to right you will find: player "up", that player's score, top score for this session of play, and the number of falls in reserve before the game is over. POINTS Lantern 125 Knocking out ninja 200 Chopping ninja or Yamo 100 Knocking out Yamo 450 Kicking ninja or Yamo 75 Destroying wizard 3000 Entering new room 2000 Landing on ninja or Yamo 50 CREDITS Programming by Richard Mirsky Concept by Ron J. Fortier and Kelly Day Computer graphics by Kelly Day Documentation by Ingrid Holcomb Apple is a registered trademark of Apple Computer Inc. DATASOFT(R) 19808 Nordhoff Place, Chatsworth, CA 91311 Licensed by Ziv International Bruce Lee(TM) designates a trademark of Linda Lee. Datasoft(R) is a registered trademark of Datasoft Inc. (C) 1984 Datasoft Inc. All rights reserved. PRINTED IN USA ********* End of the Project 64 etext of the Bruce Lee manual. *********