
                                FIRE AND ICE
                                ------------


STUFF ADDED/CHANGED IN THIS VERSION:
------------------------------------
- cracked, filed, packed/re-packed, linked
- HD compatibility
- Falcon030/TT/CT60 compatibility
- 60Hz compatibility
- 8/16 MHz switchable on MegaSTE
- CPU caches switchable on Falcon030 and TT
- fixed a bug in the high score saver (new name not copied to list)
- pressing F1 to F4 during intro will now just bring up the option
  screen but will not change any options as long as you can't see
  the option screen.
- added quit option
- added memory snapshot option
- added 2 trainer options


SOURCE:
-------
Pasti images from original disks.


EXTRA KEYS IN THIS VERSION:
---------------------------
Control D        - quit to desktop
Control 1 - 9    - save memory snapshot #1 - #9
Control F1 - F9  - load memory snapshot #1 - #9

Hidden keys on the Klaz intro text screen:
H - toggle 50/60Hz (on Mega/ST/E)
L - toggle internal speaker on/off (on Falcon/TT)

Please see below for original game controls.


NOTE:
-----
A code protection screen will appear when you have finished a level and
before you can advance to the next one. It will show up only once. To pass
the protection screen just click on "OK".


TRAINER OPTIONS:
----------------
- Infinite time

- Infinite lives


MEMORY SNAPSHOTS:
-----------------
Memory snapshots can be saved/loaded at any time once the program has
loaded to the Fire and Ice title screen. There may be a delay until
loading/saving actually starts when the program is busy loading or
unpacking data.


Klaz, February 2012
CT60 fix: March 2012


--------------------------------------------------------------------------
--------------------------------------------------------------------------



Here's the original manual, taken from lemonamiga.com with thanks again,
with some editing by me:



FIRE AND ICE - MANUAL
=====================


Controls:
---------

Control of Cool Coyote is by joystick, keyboard or joypad, selectable
from the options screen. See below.


Joystick
---------

Plug your joystick into port 1.

             JUMP                            JUMP HIGHER

               |                                 |
               |                                 |
             \ | /                             \ | /
              \|/                               \|/
WALK  ---------X-------- WALK     VEER ----------X---------- VEER
              /|\                               /|\
             / | \                             / | \
               |                                 |
               |                                 |

             DUCK                            FALL QUICKER

         ON THE GROUND                        IN THE AIR

Jab fire to launch a small ice pellet. Duck and hold fire down to launch a
snow bomb, up to seven can be carried at once. Whilst not ducking, hold
fire down to launch the current special weapon, if you have one.


Keyboard
---------

Many keys may be used offering a wide choice of setups for left and right
handed players.

up up           up up
Q  W e r t y u i O P

down down             down down
 A    S   d f g h j k   L    ;

left left right right    left left right right
 Z    X    C     V    b n  M    ,     .     /

The cursor arrow keys are also available.

The Alt (Alternate) and both Shift keys are used as fire buttons.


Other keys
----------

HELP - pause / unpause game
ESC  - abort game and return to intro sequence (only when paused)

While the intro sequence is running, any of the function keys will bring up
the option/info screen.


Joypad
-------

Joypad controls are as joystick except that the up function is moved to a
second button. This will vary, depending on the joypad actually used. A
joypad may be used be used in the joystick mode if required.
NOTE by Klaz: I didn't have the means of testing this game with a pad, so
this may or may not work.


Player Options
---------------

Press any function key during the the titles sequence or demo game to bring
up the options screen. The following options available:

F1 - select joystick, keyboard or joypad control.
F2 - small maps display on or off.
F3 - select full competition mode i.e. play all worlds in sequence, or
1st to 4th world trainer mode, where you can practise on one world
only with 9 lives.
F4 - in-game music on or off.

Note that your high score entries may be saved to disk, along with your
selections on F1, F2 and F4. So if you intend to always play with a joypad,
you need only to select this mode once, then get a high score, and save
this to disk. Next time you load the game it will have remembered your
selections.

Other information presented on this screen pertains to your individual
machine. On the Atari ST, additional chip RAM will be used for a third
screen to allow smoother game flow.


The Story So Far
-----------------

Suten quietly congratulated himself. This was the perfect place to hide.
Already worshipped by the indigenous Human population, he could remain here
undisturbed. He needed to rest from some time, it had been a long journey,
over 12 light year across the coldness of space. Here he could absorb
energy from the heat of the midday sun, and it was very hot here. He began
to make plans for his takeover of this small planet, all he needed now was
time to replenish his energy. He laughed out loud as he recalled the moment
of his escape from his prison of two thousand years. It had actually been
very easy, he thought. The guards had become slow and lethargic, they had
made mistakes. He knew they would, after all, he had time to wait, nothing
but time.
Glemm had picked up the trail at last. It had taken a while, but he knew
that somewhere there would be evidence of the vast expense of magical
energy required to transport his old enemy away from this place. How could
they have let him escape, he wondered. He called upon the elemental forces
to begin the chase. He would have to be careful, Suten was dangerous. He
would have no qualms about starting a full-scale elemental battle wherever
he was, and at any cost to his surroundings. Glemm remembered how an entire
solar system had been destroyed prior to Suten's capture. That was why he
had been incarcerated for the remainder of his existence.
The trail led to a small blue-green planet, the third of nine orbiting a
yellow star. Suten was bound to be somewhere in the hotter regions. Fire
had always been his favourite elemental force. It was more destructive than
the others. This was not going to be easy. Direct confrontation would be
disastrous for all the life-forms on the planet. No, there had to another
way. Glemm needed an agent, someone he could help to defeat Suten without
arousing too much suspicion. Who would be the best choice certainly not a
Human, they were far to stupid and clumsy. They couldn't hero their way out
of a paper bag. The sort of hero required needed to be smart, cunning,
fast and willing to travel!
Glemm began his search near the northern polar ice cap. There weren't many
suitable candidates here at all. He could feel Sutens evil magic even here,
he didn't have long. Many of the less intelligent creatures were already
behaving aggressively towards each other, on a path of certain self-
destruction. Where was the hero he needed? Walruses? Too slow! Peskimos?
Too stupid! He focussed on a small igloo, and heard the distant sound of
music. He had chanced upon the home of the Cool Coyote. He could't risk
direct contact. His materialisation would almost certainly be detected by
the rejuvenated Suten. He would have to help the hero in more subtle
ways....


Weaponry
---------

Cool Coyote's main weapon is ice pellets, small round lumps of ice which
can freeze enemies. More than one hit may be required to do this. Jab fire
to launch an ice pellet. Secondary special weapons may also be obtained.
Metal discs may be found lying around, which bear symbols relating to their
function. Touch the disc to pick it up. It turns blue and moves to the top
right of the screen to confirm that it has been collected. The special
weapon display also shows smaller versions of the symbol. Up to three of
these are displayed, showing the last three shots of the weapon. Some may
only start with one or two shots. Picking up another disc of the same type
as already held will accumulate shots, whereas picking up a different type
will replace the old weapon.
Multiple special weapons discs are contained in bonus ice blocks and
crystal orbs.
More special weapons are revealed as the game progresses. You will find
such weapons as airbombs, rain clouds, shields and the sonic bark.

Clouds and Snow Bombs:

Cool Coyote can carry up to seven snow bombs at a time, launched by
ducking down and holding fire pressed for a short time. These bombs rise
into the air and hit all enemies on screen. Snow bombs can be obtained
from three places:
1) Clouds. This is the main source, not to be confused with thunderheads,
which are an altogether unpleasant experience. Fire at the fluffy white
clouds to cool them down. They will start to rain, then hail, then snow if
you continue fire at them. Once snowing they deposite large flakes,
which may be collected for later use. After a short time the clouds can
snow no more and become storm clouds. Move away at this point to avoid
being struck by lightning.
2) Bonus ice block. Instead of special weapons discs, occasionally a snow
bomb may be released
3) Crystal orbs. Behaving much as bonus ice blocks.


Freezing Enemies
----------------

One more of the hits from ice pellets or snow bombs is required to freeze
each enemy. They will stay frozen for a few seconds before flashing. This
indicates that they are thawing out. They will then resume their normal
activities, but beware, they will be more immune to a second freezing.
In order to eliminate a meanie you must shatter it while it is frozen by
walking or jumping into it.
The puppies can also shatter enemies. Note also that freezing a flying
enemy will cause it to crash on the ground and shatter.
At the moment that you shatter a meanie it will reveal a key part if it was
carrying it, accompanied by a sound effect. The key will remain where it
was produced until Cool Coyote approaches it, whereupon it will chase him
until picked up.


Displayed Information
----------------------

* SCORE     LLLL ####
    0       ******

* is a snowflake showing the number of days remaining to complete the
land. Each 'arm' of the flake represents one day and night. When the flake
is gone on the seventh night, the fire wizard will have had time to locate
our hero and hot things up for him.

LLLLL is the lives remaining display. Up to nine may be held in reserve.

##### is the special weapon display, showing the last three shots and the
type.

*** is the snow bomb stock, up to seven may be carried.


Getting from Place to Place
----------------------------

Each of the countries visited by Cool Coyote is split into as many as five
lands. Some lands are secret locations and others may be skipped if you
find secret exits. It is not necessary to visit all lands to complete the
game.
You are given a percentage of lands covered with your high score entry. It
is possible to visit all the lands in one game, there are either/or
situations.
Exit from most lands will be via the ice door, which Cool Coyote must
locate on each land. This will be shaped like a key-hole. The key to open
this has been split into six pieces and each piece has been given to one of
Suten's minion types, e.g. one of the penguins will have one part (always
the same part, not always the same penguin!). As our hero collects each
part, all currently collected parts are shown at the bottom of the screen.
Touching the exit door with an incomplete key also does it. Touching the
exit door having collected all the parts will open the door. Jump through
the door to get to the next land.
Some lands have secret and not-so-secret exits, jumping into these will
also get to another land. The full key is not required to do this.


Ice Steps and Bridges
----------------------

Situated around the landscape are magical ice switches. Step into them to
activate a column of ice steps or an ice bridge. These temporarily provide
access to other places. They slowly melt and finally are unable to support
any weight. The hotter the land, the quicker they melt. Puppies will use
the steps and bridges, but lead them away before the ice melts.


Puppies
--------

On many lands, Coyote puppies can be found. If on screen or just beyond
they will attempt to jump towards Cool Coyote for protection. They are too
small to concern other creatures and will not be hurt by them. Like Cool
Coyote, they are able to fire small ice pellets and do so when he does.
They can be led to the exit doorway and through it to yield an extra life.
One way to do this is to stand opposite exit. Puppies are afraid to use
moving platforms and cannot jump large gaps or into deep holes. They will
also wander off if left behind. They can be made to jump ahead of Cool
Coyote by firing rapidly for a short time. This makes the puppies feel
brave and they will move off in the direction the Coyote is facing. Stop
firing for a short while and they will return. The puppies can also shatter
frozen enemies and, since they can fire ice pellets, are capable of
eliminating meanies on their own, even if Cool Coyote has been hit.


Days and Nights
---------------

The sky colour changes from day to night every so often, and the snowflake
at the top left of the display information loses one 'arm' at every
nightfall (except the first). After seven days and nights, the fire wizard
will track down Cool Coyote and hot things up for him. Keep going at this
point and hurry to the exit, it only gets hotter from here on.


Bonus Objects
-------------

Many small bonus objects are dotted about each land. These may be collected
for bonus points and are also accumulated towards extra bonuses.


Extra Lives
-----------

Extra lives, indicated by the 1UP symbol are awarded at 20.000, 70.000,
150.000, 260.000 and 400.000 points. They are also obtained by picking up
the Bone-us ice bones and by guiding puppies through the exit doors.


Credits
--------

Game design by Andrew Braybrook and Phillip Williams.
Programmed by Andrew Braybrook.
Graphics by Phillip Williams.
Additional graphics by John Lilley and Andrew Braybrook.
Sound and Music by Jason Page.
Extra tools programmed by Gary J. Foreman and Steve Turner.
Produced by Graftgold Ltd.
Published by Renegade.
Technical advice from Holger Schmidt.
Save high scores to disk for Julian Eggebrecht.
Monster Amiga B2000 loaned by SJR Computer Services Ltd.


---
Typed by CRITICAL MASS, edited by Klaz


