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Manual
Chambers of Shaolin 1989, Grandslam

Chambers of Shaolin - Manual

 1. Description of the Game
Hang Foy Qua,the hero of this story finally reached the monastry of shao-lin
after a long exhausting way and was accepted as a novice.He has to conquer
the Chambers of shao-lin . Each of these Chambers will help to unite body
and mind in harmony.we will assist Hang Foy Qua on his troublesome way to
become a master . therefore we will pass six selected chambers to help him .
Hang Foy Qua , aware of the big resposibility for his people and his sister
, will try to pass the examination with the best results he is able to get .
The better these results are the easier his fight against his enemies will
be !

S I - Z H I - B A N
test of the stick

 In this chamber Hang Foy Qua's concentration will be improved and sharpened
 by constant training .
 The master attacks him with a bo (a long stick). He may srike to the head
 , the body or to the legs . Because it will only be obvious at the last
 moment where the master strikes the bo , Hang Foy Qua has to concentrate
 to react quickly enough to avoid the blows.

 Joy-Control:

      Stick up     -     JUMP
      Stick down   -     DUCK
      Stick left/right - GO FORWARD/BACKWARD

S I - Z H I - R O U - L U A N G
Test of Agility

 In this chamber his reacton will be tested and also the control of the
 Flic-Flac , a very quick evasie movement . Here Hang Foy Quo needs to
 escape several objects wich move in different trajectories . Each
 collision with one of this objects costs him some of his power. Only by
 touching the YIN & YANG sign will he incease his power . If he whishes to
 use the Flic - Flac in a fight , he has to pass this test

 Joy - Control :

      Stick up       -   Flic-Flac
      Stick left/right  - Go Left/Right
      Stick up/Button   - Jump
      Stick down/Button - Duck
      Button            - Turn around

S I - Z H I - J U N G - S I
Test of balance

 In this chamber the take off power will be trained.Hang Foy has to jump to
 and between four rising and sinking poles . By following the signal you
 must successfully land on ten poles in a little time as possible . If Hang
 Foy Qua tumbels into the water he must go back again and try again

 Joy - Control :

     Stick right  -  the jump from the veranda to the first pole happens
                     automattically after moving the joystick RIGHT
     Stick left/right - Turn left/right
     Button           - Jump

S I - Z H I - K U A I
Test of speed

 In this chamber a kick will be taught . The Hero's objective is to hit
 and release a mechanism fixed at the highest reachable point thus enabling
 him to keep his feet dry . this can only be achieved by repeatedly kicking
 a ball and making it swing .He not only has to look out for the constantly
 rising waterlevel but also for the chrushing ball swinging down from a
 great height.

 Joy - Control :

    Stick UPLEFT/UPRIGHT -  Turn left/right
    Stick left/right     -  Go left/right
    Stick down           -  Duck
    Stick up+Button      -  Kick
    Stick left/right+Button - Turn around left/right
    Stick down+Button       -  Duck

S I - Z H I - L I - S I
Test of Strength

 This chamber is designed to improve the power of a blow .
 During the lessons the number of boards will increase . Hang Foy Qua has
 to place his hands at the middle of the board to use as little power as
 posssible in the blow itself

 Joy - Control :

   Button   -   to stop the moving hands as close to the middle as possible
   Stick left/right - to obtain as much punch as possible , move the stick
                      quickly from left to right and back

S I - Z H I - H O U
Test of Fire

 Here Hang has to be trained for the slow sweeping kick . Standing on a
 Bridge he has to kick burning baskets away wich the master throw to him
 to stay alive he must avoid the burning baskets

 Joy - Control :

   Stick up        - Flic Flac
   Stick UPLEFT/UPRIGHT - Turn left/right
   Stick left/right     - Go left/right
   Stick down           - Low sweeping Kick
   Stick downleft/downright - turn left/right

  2. THE COMBAT SCENARIO
 if you feel fit , you can prove your strenght in combat. Choose from the
 start-menue the option  F I G H T . After a few seconds a new menue will
 appear :

FIGHTER  VS.  FIGHTER
COMBAT
SELECT SOUND
DEMO FIGHT
EXIT

 FIGHTER VS. FIGHTER allows two players to fight against each other .Both
 will need a stored character

 COMBAT allows one player to play against the computer . Again he have to
 load an stored character .

 In the selection SELECT SOUND you can choose between MUSIC or SOUND FX

 If you select DEMO FIGHT you can watch a battle - Computer VS. Computer
 Press SPACE to exit the demo

 EXIT puts you back to the MAIN MENUE

 IF you survive FOUR opponents , played from the computer , you are able to
 enter the last TEST

 How to use the Character-Disc :
 After finishing the six chambers you are allowed to store the
 training-results . The following menue will appear :

CREATE SAVE DISC
SAVE CHARACTER
EXIT

 First time , you have reached this selection you must CREATE A SAVE DISC
 You will need a blank new Disk .

 With the option SAVE CHARACTER you can store the training result of this
 man
 A new Save-disc can hold 250 ENTRIES
 You can EXIT this menue without saving the Character , but be careful ,
 the results are then lost for ever !

 JOYSTICK - CONTROL ON FIGHTING SCREEN

 Stick up              - Flic-Flac
 Stick UPLEFT/UPRIGHT  - Turn left/right
 Stick left/right      - go left/right
 Stick down            - Spagat
 Stick DOWNLEFT/DOWNRIGHT - Turn left/right
 Button                   - Turn left/right
 Button+Stick up          - JUMPKICK
 Button+Stick UPRIGHT     - Kick to head
 Button+Stick UPLEFT      - punch to head
 Button+Stick right       - kick to body
 Button+Stick left        - TIGERCLAW
 Button+Stick down        - Low sweeping kick

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Typed by CRISTINA for FPL. Edited by PARASITE.
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