Tape version: insert cassette side B upside and rewind it.
The construction mode is selected on the console by clicking on EDIT, it is then possible
to use the various functions on the construction set. A screen play consists of 256 views
each of which holds 4 planes:
- a decoration (absolutely necessary)
- a background or foreground item (optional)
- the person
- a trap (optional)
The creation of one view consists of the following phases:
I. Place the decorations; click on the option LANDSCAPE and then choose one from those
suggested. By clicking in the black zone you move to another decoration set.
II. Choose and place an object in the background and foreground (optional); the option ITEM
must be activated.
A - Select BACK ITEM or FRONT ITEM by clicking.
B - Choose an object among those suggested (pass onto another set by clicking on one of the 2
arrows in the item window). To erase an item from the view, click in the white zone.
C - Horizontally position the object by clicking on one of 4 squares marked with X to move
the item left or right. An item can't slick out beyond the view.
D - Vertically position the object by clicking a vertical graduation to move the item up or down.
B, C, D can be done in any order.
III. By clicking on the option MAN you position the height of the soldier by vertical graduation to
go up or down in relation to the fllor (optional: by default, the floor coincides with the
lower decoration).
Use ON to make the soldier appear, OFF to make him disappear.
IV. Set a treao (optional) by clicking on option TRAPS.
The window is replaced with one for traps where it will be possible to choose a trap
corresponding to a number that will appear above the view you're working on. By clicking
in the white zone in the bottom of the screen you erase the trap.
HOW TO SET A TRAP
This operation is by far the most delicate and the interest of the game depends on it.
traps fail into 2 categories - whether they are bound to an object or not. For example, trap
No 2 JUMP/FALL can only apply to certain objects (low wall, sandbag...) corresponding to
the decoration to explain the fall.
On the other hand the traps DO 10 PUSHUPS or CLOSE COMBAT are independent of the presence
of items in the decoration - it does not matter where they are put, but for obvious reasons
it is not ideal to put them in the middle of the lake...
We suggest that you reed the following cluse in order for your scenario to be more enjoyable...
In order that you are free to give ruin to your creative mind, no test will be made on the traps that you set.
1. JUMP OVER WALL: associated with high wall item.
2. JUMP/FALL: associate with small items of type -sandbag, -low wall-, -jerry can-, -ammo box-
3. JUMP/SLIP: associate with items -barrel knocked over- or -damaged barrel-.
4. DOG START: the dog appears after you pass on the trap.
5. MINE: Only associated with mines. Put the iteam in the background.
6. GRENADE: only associated with grenades which must be in the foreground.
7. DROWN: only when there is a lake and in the abscence of a pontoon.
8. GET CHARGE: associate with -little box-, this object must be in the foreground and
situated at a reasonable distance before the door.
9. SET CHARGE: associated with the decoration object - armoured door-.
10. REAR ATTACK: (almost) anywhere: the adversary appear after you pass the trap.
11. LOW BURST: (almost) anywhere.
12. HIGH BURST:(almost) anywhere.
13. CLOSE COMBAT: (almost) anywhere; the adversary appears after you pass the trap.
14. SHOOTER: (almost) anywhere; the adversary appears after you pass the trap.
15. This number doesn't correspond to a trap.
16. Do 10 PUSHUPS: (almost) anywhere.
17. GRENADE COMBAT: Put this trap before trap -grenade-; the adversary appears after you passed the trap.
18. AIR-RAID: (almost) anywhere.
19. SWIM: associate with the lake.
20. CRAWL: associated with items such as drain pipe...all which shoulfd be in the foreground.
V. OPTION REPEAR
The last order selected is present in the window of option: REPEAT: by clicking on
REPEAT you effect this order view by view.
VI. DISK
As soon as your scenario is edited, you can save the game to disk by clicking on the option
DISK. With this same option, you can modify already exisiting scenarios after loading them.
VII. END
To leave the construction mode and go to play your scenario. (Part 4 CCS)
VIII. RESET
Erases a scenario.
To develop good scenarios, we advise you to get used to the play option and to take
time to examine the replays to understand the whole function of the concept of ACTION SERVICE 1.
Then you can examine and modify the whole screenplay DEMO by loading it with the
DISK option of the construction mode.