SKID ROW
presents
CIRCUITS OF TIME DIRECTORY
"History at Your Fingertips"
for Bill & Ted's Excellent Adventure
Antoinette, Marie .............................. 1793
MARIE'S CAKE
BAKERY
Cakes for all
ocassions
Catering available No bread
Let them eat cake!
DIAL 1793
Arc, Joan of ................................... 1429
Billy the Kid (see Kid, Billy the)
JOANIE'S BAR-B-Q SHACK
Flame-broiled is
our specialty
Try our juicy
steaks, cooked
over an open
flame
DIAL 1429
Beethoven, Ludwig von .......................... 1810
PIANO LESONS
We teach the classics in your
own home.
Our instructors
are masters.
First Lesson Free!
(No rock please)
DIAL 1810
ask for Ludwig
Bonaparte, Napolean ............................ 1805
Napolean's Shoe's
We carry a complete line of
lifts for our shorter customers.
Look for a small
store opening
near you soon.
DIAL 1805
Einstein, Albert ............................... 1915
Uncle Al's
Hair Emporium
Perms, Coloring, Frosting
Relatively good prices!
DIAL 1915
Freud, Sigmund ................................. 1901
Joan of Arc (see Arc, Joan of)
Freud & Mom
Custom Couches
We understand your
furniture needs.
A wide variety
of styles and
colors available.
Ask about our Oedipus special.
DIAL 1901
Kahn, Genghis .................................. 1209
GenghisWear
Rustic fashions to fit your
tortured lifestyle
Custom Tailoring Available
DIAL 1209
Kid, Billy The ................................. 1878
Billy's Arcade
Experience the excitement of
the Old West in our all new
shooting gallery.
We have the
latest arcade
games!
DIAL 1878
Lincoln, Abraham ............................... 1863
LINCOLN'S LOG CABIN
SAVINGS & LOAN
An honest neighborhood bank.
Mortgages
Auto Loans
Boat Loans
Home Improvement Loans
Not FDIC insured.
DIAL 1863
Michaelangelo ................................... 1509
Napolean Bonaparte (see Bonaparte, Napolean)
Michaelangelo's Handyman
Service
House painting
and home repairs
I work on my
back for you
No job too BIG
licensed and insured
DIAL 1509
Nero ........................................... 0064
NERO'S FIDDLE FACTORY
Custom built violins
and fiddles
4 convenient locations in Rome
3 convenient locations in Rome
2 convenient locations in Rome
1 convenient locations in Rome
Hurry - DIAL 0064
Socrates ....................................... 9410
TOGAS BY SOCRATES
All the latest styles and colors
As seen in the latest issue of
FASHION FOR PHILOSOPHERS
FREE ALTERATIONS
Hemlock cocktail hour
6 - 9 P.M. daily
DIAL 9410
OTHER USEFUL NUMBERS
Circle K ....................................... 1989
Desert ......................................... 1632
Iceage ......................................... 0000
One Million B.C. ............................... 0010
San Dimas Mall ................................. 1990
===========================================================================
SKID ROW
presents
Bill & Ted's
EXCELLENT
adventure
The Computer Game!
Join Bill & Ted On Their Exciting Adventures Through Time & Space
USER'S MANUAL (AMIGA VERSION)
Contents
--------
Introduction .............................................. 1
Getting Started ........................................... 2
Requirements ...................................... 2
Loading ........................................... 2
Levels of Play .................................... 3
Controlling the game .............................. 3
Playing the Game .......................................... 4
Screen Layout ..................................... 4
Cast of Characters ................................ 5
How to use a Time Traveling Phone Booth ................... 6
Dialing ........................................... 6
Bagging a Dude .................................... 6
Exiting the Phone Booth ........................... 7
Saving a Game ..................................... 7
Loading a Game .................................... 7
Quitting a Game ................................... 7
Is Time Relative? ......................................... 7
Objects ................................................... 8
Using Objects ..................................... 8
Place of Interest ......................................... 9
Grades .................................................... 10
Some Hints ................................................ 10
Page 1 follows:
---------------
Introduction
------------
Bill and Ted's Excellent Adventure is an arcade/adventure style game,
with full animation and real time sound. The game plot loosely
follows the plot of the blockbuster movie. The game begins with Bill
and Ted facing failing grades in history if they don't ace the final
report. The night before the exam, as Bill and Ted ponder their misery,
Rufus materializes in a slightly modified telephone booth. Bill and
Ted are told that they can use the booth to travel through time and
space to locate historical figures to bring back for their oral exam.
The game involves a time limit in which B & T must recover as many
figures as they can, and return to the high school to make their
presentation. To further complicate their task, several objects
have been scattered throughout history that they must retrieve
before they can pick up many of the people. Locating objects is
more difficult in higher levels of play.
Hey dude, enjoy Bill & Ted's Excellent Adventure!
Page 2 follows:
---------------
Getting Started
---------------
Requirements
------------
In order to run Bill & Ted's Excellent Adventure you will need the
following equipment:
o An Amiga with at least 512K of RAM
o A 3.5 inch disk drive
o A joystick
o A color monitor
NOTE: Please be sure you have the computer properly hooked up and
are familiar with its operation. If there are questions about the
computer, please refer to your owner's manual.
Loading
-------
If your Amiga requires a KickStart disk, boot with KickStart
(version 1.2 or higher).
When you are asked to insert the Workbench disk, insert the Bill
& Ted's Excellent Adventure disk. The program will then load
display the opening sequence. To skip past the opening sequence,
press the SPACEBAR.
Page 3 follows:
---------------
Starting the Program
--------------------
Once loaded, the program will ask you to enter the level of
difficulty. Enter the number for the desired level. Take note
of the number of dudes required for a passing grade.
Levels Of Play
--------------
Level 1 - need 5 dudes minimum
Level 2 - need 12 dudes minimum
In level 1 and 2 only a single object is required to bag some dudes.
Any objects you come across will be visible on screen.
Level 3 - need 6 dudes minimum
Level 4 - need 12 dudes minimum
In level 3 and 4 only one object will be required to acquire
another object to bag some of the dudes. Some objects will not
be visible on the screen.
Controlling the game
--------------------
The joystick is used to move Bill & Ted around the screen. Press
the FIRE button to jump or pick up an object if Bill & Ted are near
it.
Press the SPACEBAR to access the object list on the lefthand side of
the screen.
Page 4 follows:
---------------
Playing the Game
----------------
After you have been given your assignment, you will find yourself in
the parking lot of the local Circle K. Before you realize what is
happening, that ultra-cool dude Rufus appears out of nowhere in his
time-traveling phone booth. Rufus explains how you can use this
phone booth to go to different time periods. All you have to do is
dial the right right number. Rufus leaves Bill & Ted standing next
to the phone booth. You must help them bag the necessary number
of historical dudes so that they can pass their history class.
However, as Rufus said, "the clock is always running in San Dimas!"
Screen Layout
-------------
Below is the screen layout used throughout the program. All of the
action occurs in the large window in the middle of the screen.
Page 5 follows:
---------------
Cast of Characters
------------------
Bill Short blond dude Blue jacket
Ted Tall dark dude Red jacket
Rufus Real cool dude Wears cool shades
Missie (I mean MOM!) Ted's step-mom
Historical Dudes
----------------
Sigmund Freud 1 2 Joan of Arc
the Frud-dude one hot chick
Marie Antoinette 3 4 Napoleon
the cake chick short, dead dude
Abe Lincoln 5 6 Albert Einstein
the prez Uncle relativity
Billy the Kid 7 8 Socrates
cowdude philos-o-fizer
Beethoven 9 10 Nero
plays mean tunes plays mean violin
Michelangelo 11 12 Genghis Kahn
the roof-dude loves Twinkies
Page 6 follows:
---------------
How to Use a Time-traveling Phone Booth
---------------------------------------
Dialing
Using a phone booth for time travel is relatively easy (at least
our phone booth). Simply dial the year that you want to visit.
The phone numbers for all of the dudes and other numbers you may
need are listed in the Circuits of Time Directory included in the
box with the program. To dial a number, you must first go into
the phone booth. Type in the number you want to dial. No carriage
return needed.
To correct or change a number, use the backspace key.
Bagging a Dude
When you locate a dude, you must figure out how to get him or
her to go with you (yes there are female dudes). Some dudes
won't go with you unless you give them an object that they
need or want. (See the section on Using Objects.) If you give
the dude the correct object, he/she will follow you anywhere.
For other dudes, all of the excitement is in finding them. Once
you locate the dude, simply approach him/her and press the FIRE
button. They will now follow you.
Once a dude is following you, simply walk back to the phone booth
and they will get inside with you. When a dude enters the phone
booth, his/her picture on the righthand side of the screen will
be highlighted, and Bill & Ted will tell you what a great job you
have done.
Page 7 follows:
---------------
The phone booth will only hold Bill and Ted and two others.
Therefore, you may need to go from one place to another, and
collect up to two historical dudes before returning to the San
Dimas mall to drop them off. If you try to pick up more than two,
the last person picked up will not enter the booth, and may or
may not be there when you return.
When you drop dudes off at the mall, their pictures on the righthand
side of the screen will be outlined with a black line. You can always
know who is at the mall and who is in the phone booth with you by
looking at these pictures.
Exiting the Phone Booth
To exit the booth in the current world, press E. This does not
work after using the save game option.
Saving a Game
To save a game in progress, press the S key. You will now see 10
save game positions, 0..9. Select one of the save game positions
by pressing the corresponding number key on your keyboard. If a
game is already saved in one of the positions, that number will be
highlighted.
Loading a Game
To load a game that you had previously saved, press the L key.
You will now see 10 save game positions, numbered 0..9. Select
one of the save game positions that is highlighted to retrieve
a previously saved game.
Quitting the Game
To quit a game, press the Q key. Press Y to confirm your exit.
Is Time Relative?
-----------------
Time IS relative (according to Uncle Albert). The quicker you
bag your dudes and get to school, the more points you will win.
Of course, priority must be given to bagging enough dudes to pass,
but speed is also important. Anytime you are outside the booth,
the clock is running. GOOD LUCK DUDES!
Page 8 follows:
---------------
Certain objects have special meaning for our historical dudes.
For some dudes, you will need to have a certain object in your
possession to be able to bag him. Objects can be found in most
of the different place you will visit. It is necessary to determine
which object is needed to bag which dude.
In level one and two, objects are readily apparent (what we mean
is, there is usually a message printed on the screen when
something is located near you). You only need to have the correct
object for the dude you are after. Listed below are the objects
available in levels 1 and 2:
OBJECTS
-------
A MUSICAL NOTE
FIRE EXTINGUISHER
TWINKIE
CALCULATOR
FLOWERS
PENNY
VIOLIN
GOLD COINS
A QUESTION?
AN ANSWER!
In levels three and four, one object may be required to be able to
find a second object before you can bag the desired dude. Some of
these objects may not be visible, and will not be announced. (Wow,
this is becoming most complicated.) Listed below are the additional
objects available in levels 3 and 4.
OBJECT
------
SHOVEL
ICE PICK
KEY
LIGHTER
DOLLAR
BREADBOX
SEEDS
Page 9 follows:
---------------
When an object is picked up (by pressing the FIRE button on your
joystick), it is placed in the object list on the lefthand side of
the screen. You are limited to six objects at a time. If the
object list is full, you will not be able to pick up another object
until an object is removed from the list (either used to bag a
dude, or placed on the ground).
Press the SPACEBAR to gain access to the object list on the left side
of the display. Use the up/down arrow keys to move the pointer,
and press the RETURN to select an item. (This action will remove
an object from the object list and either give it to the dude, or
put it down in the current world.) Objects dropped from the object
list can be picked up again with the FIRE button, if there is an
empty place for it in the object list.
Places of Interest
------------------
THE SANS DIMAS MALL
This is the drop off point for the dudes you have bagged. You can
enter the mall and visit with the dudes at the soda shop. Your
Dudes are standing along the counter, grazing. There is a phone in
the corner where you an walk to it. If you hang out by the phone,
Missie will call to see if you are ready to go to school.
Answer N if you want to keep playing. You will be able to leave the
Mall and continue your game.
Answer Y to have Missie pick everybody up and go to the school to
make your report. When you leave the mall, Missie will be there
with the station wagon, the Dudes will troop out and we find
ourselves in the school auditorium.
AUDITORIUM
You must return to the school auditorium for your report. The
Dudes you have gathered will be introduced, and your grade
determined.
Page 10 follows:
----------------
MISCELLANEOUS PLACES
Desert
1,000,000 B.C.
Ice Age
Grades
------
Scoring depends on the level of play, which is selected by the
player. Skill level determines the amount of game time available
and the number of figures needed for a passing grade.
In the action sequences, points will be awarded for each obstacle
mastered, bad guys dispatched, coins collected, etc. Each object
collected has point value.
Your final grade will be determined by:
o the number of characters needed (ya gotta meet QUOTA!)
o the level of play selected, (guts and style)
o elapsed time used in the adventure.
Some Hints (Only because we're nice)
------------------------------------
Napoleon -- Austria -- 1805
Watch the bombs and the creek. If you get blown up or fall in the
river while with Napoleon, you will lose him!
Billy the Kid -- New Mexico -- 1878
If things get rough, use INSert to punch your way out of the bar.
(level 3) - Maybe you are thirsty and can get a drink at the bar.
Socrates -- Athens -- 410 B.C.
The boys must visit Socrates first to get a question. They they
must visit the Oracle, collecting coins along the way, and trade
the coins for the answer. When the boys bring the answer to Socrates,
he will go with them.
The Oracle of Delphi:
The Oracle lives at the top of a mountain. There is a path leading
up the mountain with gold coins placed along the path.
Page 11 follows:
----------------
Level of play determines how many coins must be collected for the
Oracle. The mountain has four screens, with ledges and dead ends
along the way.
WATCH YOUR STEP!!! There is a spot to climb, search for it! The
boys must bring a question from Socrates. The Oracle takes their
coins and question and gives them a scroll cotaining the answer.
The Oracle will show them an easy way down. If they don't have
enough coins, they will have to climb down and collect more.
Sigmund Freud -- Vienna, Austria -- 1901
(Level 3 & 4) - Try dropping something, it may break open!
Abraham Lincoln -- White House -- 1863
It's an OVAL office!
Michelangelo -- Sistine Chapel, Rome -- 1509
Michelangelo is lying on the top of a rickety scaffold, painting.
The rickety scaffolding adds some risk. BE CAREFUL! Try the
easy way down.
Joan of Arc -- Orleans, France -- 1429
Bill and Ted arrive just after the pyre is lit and must rescue
her from the fire. (use something) If they don't save her, it
ain't a preety scene... (it's a barbacue)
Marie Antoinette -- France -- 1793
Maze sequence in the palace dungeon. Find your way through the
maze and avoid the guards. Find Marie locked in her cell. At
higher levels, the maze gets (a LOT) more complicated!.
1,000,000 B.C. -- San Dimas -- 0010
(Level 3 & 4) - B & T can trade the caveman FIRE for something
they have.
Circle-K -- San Dimas -- 1989
(Level 3 & 4) - Look inside for something useful.
Ice Ages -- ??? -- 0000
(Level 3 & 4) - Is something frozen in glacier?
Desert -- ??? -- 1632
(Level 3 & 4) - Article buried in the sand.
Mall -- San Dimas -- 1990
(Level 3 & 4) - There IS a flower pot here!