Dynamix HEART OF CHINA Game Documentation HumbleDox 6/10/91 ----------------------------------------------------------------------------- **************** * Introduction * **************** A light hearted romantic adventure in the mold of movies such as "Romancing the Stone" or "Raiders of the Lost Ark", Heart of China (HOC) is far removed from the standard fantasy or sci-fi plots of most computer games. Instead, HOC was designed to take you on a whirlwind, globe-spanning adventure that captures the flavor and romance of exotic locations and characters. To achieve this goal we had to accomplish both technical and design breakthroughs. There were two main issues on the technical side that are worth noting. First was the addition of a Story Branch alert that signals when you've taken a pathway in the story that could have been approached from a different direction. This was an important addition to the adventure because it allows you to actually see the multiple plot paths in the game. Rise of the Dragon, HOC's predecessor, also had multiple story branches but the feedback we received told us that most people were unaware that these different pathways existed. With the Story Branch alert, you'll immediately know when you've tried something that could have been done another way. Also on the technical side was the artwork. It was decided very early on that we would use a combination of live actors and realistic, hand painted backgrounds to achieve the rich "period" feel of the game. However, combining the photographed actors with the painted backgrounds turned out to be much harder than we had originally anticipated. Total reworking of the art work was required on two separate occasions to get it just right. Despite all of the difficulties encountered, I think the resulting "film quality" look was worth the effort. Along with the technical advances made in HOC, exploring the chemistry between three very interesting characters was a top priority. Friendships and romance develop over the course of the entire game, with the romance between Lucky and Kate being the focal point and an intriguing "buddy" interaction developing between Lucky and his ninja partner, Chi. HOC's sidekick system (allowing interaction between three main characters) was essential to this process of fostering believable characters and emotional attachment. The sidekick system is a powerful feature that will be a critical element in future Dynamix adventure games. Finally, I would like to thank the huge team that brought the HOC vision to life. Taking a look at the enormous list of credits gives you an idea of just how many people devoted their time and energy to this project. It's their hard work combined with Sierra's patience and support that have made this adventure a reality. ----------------------------------------------------------------------------- ************ * Overview * ************ Welcome to Heart of China, the second game to use the new Dynamix Game Development System (DGDS). As you are about to discover, the world of Jake Masters is unlike anything you've seen in computer gaming. Because of this, it's important that you understand the elements that make Heart of China so unique. The characters have character... The characters in Heart of China all have personalities and a past... its important to remember this when you deal with them. Also, just like real people, they remember things that you've said or done to them. Keep this in mind because everything you say and do will affect their actions in the future. Time clicks on... Time passes in the world of Jake Masters. This means that, just like in the real world, things happen with or without you. It also means that the passage of time becomes a factor in everything you do. You are the main characters... Heart of china unfolds almost entirely through the eyes and minds of three main characters. What they see you see. What they know you know. There's a lot of informaton locked away in the minds of these individuals. Each one has different skills and knowledge... learn to use them. What you see is what you get... In Heart of China. you don't type commands to make things happen. You enter Jake Master's world and physically make things do what you want them to do. This is one of the most revolutionary concepts of the game. Through the use of a point-and-click interface, you actually pick up objects and use them. Want to start a tank? Simply pick up the keys, place them in the ignition and turn the key. It's simple yet incredibly powerful. The point-and-click commands are fully explained in the following pages. Mastery of the basic techniques takes only moments, after which you can begin to explore, learn and grow in your interacbve abilities. ----------------------------------------------------------------------------- ***************** * Plot Branches * ***************** One of the most unique, and potentially overlooked, elements of Heart of China is the multiple ways in which you can proceed through game play. These multiple "plot paths" are present because the interactive storyline of Heart of China is NOT LINEAR in design. There are often several ways to proceed into the story when faced with a puzzle or obstacle. It's important to remember that your actions affect the flow and direction of the adventure you are playing... you truly "interact" with the game. There are several entirely different endings to the story. The ending that you experience, and the paths you take to reach that ending, are completely dependent upon the actions and decisions that you make throughout gameplay. Plot Branch Alert Because of the numerous options that plot paths present, it's important that you're aware when you've chosen a story pathway that could have been approached from a different direction. That's why the Plot Branch alert is used. It will appear at any point in the adventure when you've chosen a path that could have been approached in a different way. The Plot Branch alert won't tell you what you've done that could be done differently, it only alerts you to the fact that you have bypassed a potential piece of the story. Also, keep in mind that the Plot Branch alert does not tell you if the choice you made was the best one, it simply indicates that there was another plot path available for you to proceed down. Remember this if you find yourself at a point in the adventure that appears to be a dead end. If you are absolutely "stuck," you may have ventured down a plot path that makes it impossible to successfully complete your mission. Romance Meter Your actions and choices will not only determinine the physical flow of the storyline but the relationship between Kate Lomax and "Lucky" Jake Master To see how you're doing in the romance department, you can access a Romance Meter (a small heart located in the lower left-hand corner of the screen during flight sequences) which visually displays Kate Lomax's current feelings toward Lucky. There are three stages to the meter: Passionate, Neutral and Cold. By left clicking on the icon, you'll be able to see a story panel that displays, through thought boxes, the feelings that the two characters have for one another. Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü IMPORTANT! Ü Ü Keep a watch on the Romance Meter! You may Ü Ü solve all of the game's puzzles correctly and Ü Ü still not get the optimal ending sequence if Ü Ü Kate and Lucky aren't nose-to-nose come Ü Ü Paris. Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü ----------------------------------------------------------------------------- ***************** * Simplicity... * ***************** The essence of Heart of China is the simple action of point-and-click. The small cursor on the screen represents you in the world of "Lucky" Jake Masters. By moving the cursor around Lucky's world and "clicking," you interact with his environment. There are only 3 basic point-and click actions: 1. LOOK: single click the right mouse button while the cursor is placed over the object you want to look at. This will bring up a text box Containing information on the object you're looking at. 2. OPERATE: single click the left mouse button while the cursor is placed over the object you want to activate or select. 3. MOVE: click and hold the left mouse button while the cursor is placed over the object you want to pick up and move. Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü NOTE: not all objects can be picked up so Ü Ü don't cramp your fingers trying to pick up Ü Ü a seagull or cow. Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü ----------------------------------------------------------------------------- ********************** * Simplicity Plus... * ********************** O.K., we lied. There are more than 3 basic point-and-click commands. We didn't want to discourage you! Besides, the following advanced point-and-click techniques are really just extensions of the big 3. Really... no spreadsheet functions or multi-event video cassette recorder features here. Just the simple point-and-click with a bit of flare thrown in for added excitement. So hang in there with us! There are only 3 more clicks between you and the point-and-click big league. 1. MAIN INVENTORY: Right click while the cursor is placed on Inventory Icon, Windows showing a character's status and the current inventory objects he or she is holding. 2. QUICK INVENTORY: Left click while the cursor is placed on the lnventory Icon. Only your inventory window. 3. USE: While a character is holding a usable object, such as a gun, you can select that object for USE by clicking and holding the right mouse button. While the right button is held down the cursor will change to indicate that the particular item has been selected. USE + OPERATE: While an object is selected for USE and the on-screen cursor is showing the icon for the selected object, it can be OPERATED like all other objects, by single clicking the left mouse button. USING OBJECTS THAT A CHARACTER IS CARRYING To USE objects that a character is carrying, simply click and hold the right mouse button. The on-screen cursor will change to indicate that the specific object being held has been selected for USE.. When the object is selected for USE, it can be OPERATED in the same way as other. There will be times when the character's hand can be used as an object. When the player uses a character's hand (holding no other objects) in this way, the cursor will change to display a hand. That's it. You can now look at objects, move them and operate them. You can also select and use objects that a character is carrying. Very simple, very easy, low-stress interaction. On the following pages are more tips and techniques that will help you understand the interaction techniques used in Heart of China. Elements such as inventory use, talking with other characters, game play options and more in-depth use of the cursor are explained. ----------------------------------------------------------------------------- ******************** * The Smart Cursor * ******************** "Hey! My cursor keeps changing!" Yes, that's right. The cursor you know and love changes in DGDS games when moved over certain items. That's because it's small and wants to tell you something about what it's pointing at. In addition to pointing in different directions, the cursor will, at times, completely change shape to inform you about items, places or people you should pay attention to. We've taken the liberty of interpreting this language of cursor-ease for you. * When the cursor changes to an exit sign it's telling you that by left clicking on this spot you can enter another room. * When the cursor changes to a pointed exit it's differentiating between two closely placed, but different, exits. * If the cursor changes to a conversation bubble, you can left click to engage in a conversation with the person the cursor is pointng at. * If the cursor changes to a magnifying glass, it's your cue that you can left click to "zoom in" and get a closer look at what the cursor is pointing at. * In some situations the cursor will change to a hand icon. This tells you that the character may engage in hand-to-hand contact with the items on-screen. ----------------------------------------------------------------------------- *********************** * Multiple Characters * *********************** While travelling, you'll find that you can pick up companions who will travel with you. Because characters have their own strengths and weaknesses, you'll find the need to place different individuals in "control." The characters present in your party are represented by icons located in the bottom corners of the screen. The Inventory Icon is located in the lower right-hand corner of the screen and always represents the character that is controlling the action. The Secondary Character Icon is located in the lower left-hand corner and always indicates a secondary traveller who is not controlling the action. SWITCHING ACTIVE CHARACTERS Choosing which character to lead the adventure is an important part of puzzle solving in Heart of China. Because each character has specialized skills, you'll need to pick who does what to successfully complete your quest. You can switch the Secondary Character with the Controlling Character by simply left clicking on the Secondary Character Icon. ----------------------------------------------------------------------------- ********************* * Inventory Screens * ********************* INVENTORY ICON Located on the bottom right corner of all game play windows, the Inventory icon represents the Controlling Character. It's use is straightforward and very simple. * To give an object to one of the characters, simply move the item on the top of that character's icon and drop it. * To access the Main Inventory Window, right click on the Inventory Icon. * To access the Quick Inventory Window, left click on the Inventory Icon. * To use an object, the current holder of that object must be the controlling character. MAIN INVENTORY WINDOW Accessed by right clicking on the Inventory Icon, the Main Inventory Window gives you control over all items that you have placed into a character's inventory. You can drop the items from inventory, give them to the character to use or transfer them to the Secondary Character's inventor to use. QUICK INVENTORY WINDOIN Accessed by left clicking on the Inventory Icon, the Quick Inventory Window shows you only the object inventory. While you will not be able to use the inventory items on the character from this menu, you can quickly move objects from inventory. ----------------------------------------------------------------------------- ************** * Object Use * ************** Using objets in the world of Heart of China is easy. Simply move objects to where you want them to be used or perform an action on objects that need something to be done to them. * If you want to pick something up off the ground and put it in your inventory, you simply move the object onto the Inventory Icon (or Secondary Character Icon) and drop it. * If you want to use an item on something, simply take it out of inventory and drop it on the thing you wish to use it on. If you want to give an object to a character (besides Chi, Kate, or Lucky), do the same. * Sometimes to complete a task or solve a puzzle it is necessary for you to trade objects between different characters. This can be accomplished easily from either the main or quick inventory screens. ----------------------------------------------------------------------------- ************************* * Character Interaction * ************************* "Character interaction," or talking to other characters, is a vital part of Heart of China. The on-screen cursor will change to the talk bubble when it is moved over characters that you can talk to. To engage in conversation with characters, simply left click on them when the talk bubble is active. ----------------------------------------------------------------------------- *********************** * Advanced Techniques * *********************** Here are a few tips and hints that will be helpful once you've mastered the basics. TIME In Heart of China, time is an ever-present companion. People come and go, change moods and respond to the passages of time, just as people in the rael world do. Also, you must remember that each day that Lucky delays in recuing Kate he loses $20,000 dollars. This means that if you make a mistake and have to wait around to correct it... it's going to cost you! INVENTORY AND OBJECTS Always remember that objects can be dragged directly from the quick inventory window to the game environment. If you need to give an object to another character or use an object from inventory on an object in the current room, simply move the object from Quick Inventory to the place desired. CHARACTER INTERACTION The display duration for dialogue boxes shown during character interaction can be controlled in two ways. 1. The operate command (left click) will immediately move you to the next dialogue box. 2. The TEXT SPEED settings in the VCR MENU section can be adjusted to speed up or slow down the display duration of all dialogue boxes. CURSOR ICONS AND LIMITED KNOWLEDGE Generally speaking, the "smart cursor" in Heart of China will alert you to areas in interest by changing the direction it points or by changing shape. However, there is a limitation to the cursor's intelligence. It can only tell you what the controlling character knows about. For instance, if you're trying to locate something hidden in a room and Lucky doesn't know where the object is, the cursor will not change to indicate the item. In some instances locating hidden objects requires the trial and error approach, using the OPERATE and LOOK commands to investigate areas where a character's knowledge is limited. THOUGHT BOXES AND DESCRIPTION BOXES When you issue a LOOK command, you will get one of two types of descriptions boxes: 1. THOUGHT BOX Shown when a character has a personal comment about what you are looking at. Thought boxes give insight into each of the main characters and valuable clues on game play. 2. DESCRIPTION BOX Offers text descriptions of whatever you are looking at. ----------------------------------------------------------------------------- ******************************* * Meanwhile & Story Sequences * ******************************* Heart of China operates in a living environment where events are happening all the time, whether you're present or not. When an event of interest occurs and you aren't there to witness it, a Meanwhile Screen will pop up introducing a sequence that shows you what's occurring. Meanwhile sequences are intended to convey information that heightens the cinematic experience of the story. It's important to note that these sequences are not interactive, you can't affect them, and the information given in the sequences isn't known to your game alteregos unless the character is pictures in the sequence. The fact that characters aren't knowledgeable of the events shown in meanwhile sequences is important to remember. It means that their questions and responses to other characters will only deal with elements that they are aware of. ----------------------------------------------------------------------------- ******************* * Game Play Menus * ******************* VCR MENU Pressing the ESC key or left clicking on the top of any game play screen will bring up the VCR Menu. This is the main menu from which all others are accessed. The following is a breakdown of the 5 menus, and their sub-menus, available from the VCR Menu. * CONTROLS MENU - DIFFICULTY: Adjusts difficulty levels in arcade sequences. - TEXT SPEED: Adjusts the duration of Dialogue Box display. - DETAIL LEVEL: Adjusts the amount of animation displayed. - VCR: Returns you to the VCR Menu. - PLAY: Returns you to game play. * OPTIONS MENU - JOYSTICK ON/OFF - MOUSE ON/OFF - SOUNDS ON/OFF - MUSIC ON/OFF - VCR: Returns you to the VCR Menu. - PLAY: Returns you to game play. * CALIBRATE - BUTTON THRESHOLD: Allows fine tuning of what the game considers a button "click." - JOYSTICK: Brings up joystick calibration screen with instructions on "centering" your joystick for the game. - MOUSE: See below. - VCR: Returns to the VCR Menu. - PLAY: Returns to game play. * MOUSE SUB-MENU - MOUSE SPEED: Controls how fast the cursor moves with mouse movement. - CALIBRATE: Returns to the CALIBRATE menu. - PLAY: Returns you to game play. * FILES - SAVE SUB-MENU: See next page. - RESTORE SUB-MENU: See next page. - RESTART: Quits the current adventure and restarts the game from the beginning. - VCR: Returns to the VCR Menu. - PLAY: Returns to game play. - SAVE SUB-MENU: Brings up the Save menu. Up to 20 games can be saved in one directory. The Save feature is NOT operational during Meanwhile Story sequences, dialogue sequences or arcades. - RESTORE SUB-MENU: Brings up the Restore menu. Restoring a previously saved game will quit the current game. - QUIT: Brings up the QUIT menu. - YES: Quits the game and exits to DOS. - NO: Aborts the QUIT game command, returning you to game play. ----------------------------------------------------------------------------- ********************* * Keyboard Controls * ********************* The keyboard equivalents for mouse and joystick controls have been simplified and combined to make keyboard play less frustrating. Cursor Movement The cursor is controlled on the keyboard by the Arrow keys on the numeric keypad and the Tab key. When continually pressed, the Tab key will cycle through known. active object locations. The combination of Shift + Tab will cycle the cursor in the opposite direction. press Tab key once = move cursor to next object. press Shift + Tab once = move cursor to previous object. Pick Up/Drop & Operate Commands The multiple commands used for OPERATE and MOVE have been combined into one keystroke on the keyboard. Pressing the Spacebar or 5 on the numeric keypad will operate objects that can be activated and Pick up or Drop objects that can be moved. press Spacebar or keypad 5 once Pick up or OPERATE object. press Spacebar or keypad 5 again Drop or OPERATE object again. Look Command The LOOK command is controlled by the ENTER key. press ENTER key once = LOOK at an object. VCR Menu The VCR Menu can be brought up at any time during game play by pressing the ESC key. a Press ESC = bring up VCR Menu. ----------------------------------------------------------------------------- ******************** * Action Sequences * ******************** The action sequences are interwoven into the evolving story. If they are completed successfully, or if you choose to skip them, normal game play will resume. THE CHENGDU TANK SIMULATION The control of the tank is fairly straightforward. You can move forward at two speeds, turn left or right and fire your single shell cannon. MOUSE CONTROL: left click on the desired Mouse Control Pad action icon to make the tank move, fire, turn or stop. JOYSTICK: Increase Speed = Joystick Forward Decrease Speed = Joystick Back Fire Cannon = Button #1 KEYBOARD: Increase Speed = Numeric Keypad 8 Decrease Speed = Numeric Keypad 2 Fire Cannon = Space Bar Stop Tank = Numeric Keypad 5. THE ORIENT EXPRESS TRAIN BATTLE In the Orient Express action sequence, you "direct" Lucky from a side view as he strives to drive his attacker off the back of the speeding train. MOUSE CONTROLS: Directing Lucky's actions during battle are as simple as left clicking the command on the Mouse Control Pad. JOYSTICK: Attack = Button #1 Rest = Joystick Forward Duck = Joystick Back KEYBOARD: Attack = A Retreat = R Rest = S Duck = D ----------------------------------------------------------------------------- QUICK REFERENCE CARD ESC or F10.................VCR Menu Alt C......................Joystick Calibration Alt R or F9................Restart Alt Q......................Quit Alt S or F2................Sound On/Off Alt M......................Music On/Off Alt J......................Joystick On/Off Alt D......................Mouse On/Off Alt P......................Pause Game F5.........................Save Game F7.........................Restore Game TAB........................Toggle between hotspots CTRL-C.....................Clear text box in Save Menu NOTE: During character interaction and non-interactive story sequencese, pressing SPACEBAR or ENTER will advance to the next dialogue box or story screen. ----------------------------------------------------------------------------- Need Help? Call the Sierra/Dynamix Automated Hint Line System You may reach the hint system by dialing: 1-900-370-KLUE. California users need to call: 1-900-370-5113. This service is available 24 hours a day and the charge for this service will be .75 cents for the 1st minute and .50 cents for every additional minute. Long distance charges are included in this fee. Callers under the age of 18 must get their parent's permission before calling the hint line.