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!