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