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— 1990-09-14
KASTLE KUMQUAT
the documnetation
Credits:
Game design, code and GFX by: TREE of NERVE AXIS (Daniel Leyden)
Musical score by : Colin Walker of PROBE
Documentation by : TELEMACH of NERVE AXIS (Paul Wain)
THE STORY:
In a far-off kingdom, long long ago, there was a little fairy
princess, who had never heard of the game KASTLE KUMQUAT by TREE of NERVE
AXIS. And she never would , because she didn't have access to an Amiga.
But our Story is in a different place, a place so different that I
can't be bothered to describe it. The story centres around a very greedy
and environmentally unaware King, whose favourite food is the very rare
Blue Kumquat. Now had there been a Greenpeace movement in this kingdom, the
Kumquat would be safe from callous gluttons such as our kingy, but there
wasn#t, and so the Kumquat is mercilessly harvested to fill the King's
appetite. Now the fruit is so rare that it can be found in only one place,
the Kumquat Kastle. Unfortunately the Kastle is very well-guarded by the
legendary multicoloured Kubes of doom, who have been placed in the castle
to wander around mindlessy killing all intruders. To make matters worse, a
recent volcanic eruption has leaked into the Kastle, and so all the
basements and sewerage channels in the Kastle are now full of red-hot lava.
The king needs a brave and powerful warrior (with no particular concern for
environmental matters) to enter the Kastle and harvest the last of the rare
fruit. Unfortunately this kingdom has no brave warriors, and so the most
eligable candidate is chosen, and that candidate is YOU. Hard-working
blacksmith's son that you are, you set off toward the Kastle armed to the
bare teeth with absolutely nothing (but the Kubes are indestructable
anyway!). Gullible fool that you are, you believed the king's story about
letting you marry his daughter should you get out (Prat!).
THE GAME:
General control: Joystick controls man's movement, fir cause him to jump
forward in direction he is facing.
Objects in the game:
YOU: You are the scrawny little fella in the skin-tight white pyjamas and
the worried look on his face
KUBES: Are just that, spinning, multicoloured cubes. These move in regular
patrols and are deadly on the slightest contact. These cannot be
jumped.
LAVA: the bright red stuff between the platforms, also flowing from burst
pipes. With small gaps, these can be jumped, large gaps and its
roasted feet.
KUMQUATS: Bright blue pulsing objects, these are your goal. Collecting 20
of them gives an extra life. There are 220 to be found in total.
GEM KEYS: these look like colored diamonds, in either red, green or blue.
Possesing one of these will enable you to activate the GEM SWITCHES.
SWITCHS: These vary in appearance. Some will be rocks in the floor, spome
will be pressure plates. Look hard for them. Most are toggle switches,
that is, if you step on it once, and a door opens, stepping on it
again will close it.
GEM SWITCHES: These are just like ordinary switches, but before you can use
it, you must ahve a gem of the same colour as the switch.
EXTRA LIVES: These look like little man-shaped objects, with a natty
multicoloured copper effect in them. Collect for an extra life!
PIT TRAPS: These look like ordinary floor. Walking on one will begin to open
it up, and if your not off of it when it opens fully (i.e. very quickly!)
then say bye-bye to another life!
DOORS: these need to be opened by tripping the correct switches. No amount
of swearing, cursing or other mental or physical abuse will open them
Well, that's as much as needs to be said really, but to finish, here's the
walk-through for the first three screens, as they are rather hard the first
time round.
Hint: Your man needs very little ground to stand on and can balance on very
thin walkways.
WALK-THROUGH:
From the start, go up, avoiding the two kubes as you go. NEXT SCREEN.
wlk forward to the end of the platform, jump across to the middle platform,
then jump across the left ones until back on the 'mainland'. go up the left
of the screen, avoiding the kube to the NEXT SCREEN. Walk up the left of
the screen. Avoid the pit trap (small circle on the ground) and stand on
the stone next to it (hidden master switch). The door to the kastle will
now open. Now we need to get over there to get in. Walk down the tiny ledge
next to the flowing lava, back to the second screen. Carefully walk around
the ledge around the island until back up onto the third screen. Make your
way up past the side of the lava again and enter the kastle. Now find the
rest out yourself!
Hint: not all screens have land bridges leading to them, sometimes you've
just got to risk it and take a leap when seeking treasure!
KASTLE KUMQUAT
All code and graphics are copyright Daniel Leyden in 1992. This game is
SHAREWARE. If you would to have or use any of the source code or
graphics in this game should ask Dan straight away. I'm sre he won't
mind, but it does help to ask him first!
Please try to register this game, by sending a small donation to
Dan, this gives him good reason to carry on writing these games,
plus he will give you the source code and level editor for this
game as well (plus he'll be dead grateful!)
The music in this game is copyright COLIN WALKER of PROBE. Again talk to
him about using it,etc
This doc file was written by Paul Wain (TELEMACH of NERVE AXIS) due to the
fact that TREE (Dan) never wrote one, and I don't think any release is
full without a suitable doc for it!
Moral support for the development of this game was provided by Mark Page
(ROMBUST of NERVE AXIS), who also taught Dan how to code in the first
place!
Marketing (i.e. spreading) of this game was initiated by TELEMACH
This entire game is protected by the rules and regulation of NERVE AXIS.
(that is, if we get any trouble from people involving this game, all 25
of us come and duff you up!)
ABOUT NERVE AXIS
Well we didn't write this game just to miss the opportunity to tell
everybody about the group! So here's a little about us:
Although NERVE AXIS is officially listed as a demo crew, there is very
little chance of us releasing very many demos, because although we do
have some demos underway (and maybe even out by the time you read this), a
lot of our releases will be GAMES and UTILITIES. Demos are the cooles t
things ever on the amiga, and the demo scene is the ONLY way to be part of
a REAL amiga team, but there are a lot of other demo crews out there, and
we are not going to get very famous with all that competition. SO instead
we turn our attentions to utils and games, because although we are doing
some demoes, we are much better at coding other stuff!
If I listed all our members you would be reading this file till
armageddon, as we have a LOT of playtesters, organizers and swappers.,
instead I will just read out the important parts, our currently most active
CREATIVE group members
TELEMACH -- Manager, coder
EVIL C -- Manager, swapper
ROMBUST -- Coder
TREE -- Coder, GFX
MR.MAGGO -- Coder
SPONGE -- Coder
Q -- Graphic artist
LEONARDO -- Graphic artist
ELRIC -- Musician / Graphic artist
ARMO -- Musician
THE ZONE -- Freelance musician
But even with all these people, we are still looking for more members. It
does not matter how talented you are, or whether or not you know much about
the Amiga Demo Scene, we're not going to brand you a 'lamer'. So don't be
shy and give it a go, sen up some of your work today to these cool and
incredibly friendly dudes today!
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TELEMACH (Paul Wain)
34 Strawberry hill rd
The Haulgh
Bolton
ENGLAND
BL2 1LP
phone (0204) 392805
or..
EVIL C (Clive Waddington)
22 Linacre Ave
Great lever
Bolton
ENGLAND
BL3 3EY
phone (0204) 654418
TREE (Daniel Leyden)
76 Beech avenue
Langlee
Galashiels
TD1 2LE
ROMBUST (Mark Page)
50 Victoria Ave
Sleaford
Lincs
NG34 7LN
phone: (0529) 303351
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Look out for these Nerve Axis productions, past and future one all here!
ESCAPE 1+2 : A nifty maze game by ROMBUST, escape from the horrible, nassty
wet dungeon some unkind person has put you in!
SOURCE TIDY: A coder's text formatter for assembler source code, By ROMBUST
THE DUEL: A light-cycles/Krazy Katterpillar hybrid game, play it and see!
NEURAL NIGHTMARES: A stompin' music demo!
And lots more other wild and crazy stuff in the future.
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remember: The demo scene is cool! do not confuse the demo scene and the
software cracking scene.
So all you independant coders, musicians and GFX artist out there, give
the demo scene a try! But just remember to talk to NERVE AXIS first. Send
some examples of your work up to us now! You may be surprised!
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