DICK TRACY: THE CRIME-SOLVING ADVENTURE Quick Start Card Dick Tracy for Amiga This Quick Start Card contains details on loading and playing the game on your Amiga. For complete details on game play and goals, see the Police Procedure Handbook. Equipment You Need o Amiga 500, 1000, 2000, 2500, 3000 o 1 Meg of RAM o 3.5 inch disk drive Getting Started Before you do anything else, write-protect your original disks so you can't accidentally copy over them. You can do this by moving the tab on the upper right corner of the disk so you can see through the window. Hard Disk Users 1. Turn on your Amiga. 2. Insert Dick Tracy Disk 1 in the main floppy disk drive (df0:). 3. Double-click on your hard drive's icon to open its window. 4. Click on the Empty drawer to select it. 5. Pull down the Workbench menu and select Duplicate. 6. Select the drawer you just made (called copy of Empty), pull down the Workbench menu, and select Rename. Replace copy of Empty with TRACY for the new drawer name and press Return. 7. Double-click on the Shell or CLI icon. 8. Type COPY DF0:#? DH0:TRACY and press Return. 9. Repeat step 8 with Dick Tracy Disks 2 and 3 inserted in the main floppy disk drive (df0:). 10. When the copying is complete, type ENDCLI and press Return. 11. Dick Tracy is now ready for you to play from the hard drive. Floppy Disk Users 1. Insert a Workbench disk in the main floppy disk drive (df0:) and turn the computer on. 2. Remove the Workbench disk. 3. Insert Tracy Disk 1 in the main floppy disk drive (df0:). 4. Click once on the Tracy Disk 1 icon to select it. 5. Pull down the Workbench menu and select Duplicate. 6. There will be a series of requesters asking you to exchange disks. Insert the disk that the requester asks for and select Continue or Retry until the copying of the disk is complete. 7. Repeat steps 3 through 6 with Tracy Disks 2 and 3. 8. Do not write-protect the copies of your disks. 9. Store the original disks in a clean, safe place. Starting The Program 1. Hard Disk Users: Double-click on the TRACY drawer and then double- click on the Dick Tracy icon. Note: If you have only 1 Meg of memory, press Ctrl-D while Workbench is loading (which is right after you turn on the power to your Amiga computer). This prevents the Workbench program from loading, which leaves enough memory for the game to run properly. To start the program, type CD DH0:TRACY and press Return. Then type TRACY and press Return. Floppy Disk Users: Insert Dick Tracy Disk 1 in the main floppy disk drive and then turn on the computer (if your Amiga is already on, press Ctrl-A-A to reboot the computer). 2. You're asked the time a criminal committed a crime. Using the Criminal Code Wheel, find the mug shot of the criminal on the outer wheel. Line up the gun on the inner wheel with the mug shot and then find the crime on the inner wheel. Above that crime is a window with the time that the crime occurred. Enter the time and press Return. You must use the number keys on the main keyboard; the number keys on the keypad will not work. -= FUCK THAT: SKID ROW CRACKED THIS MUTHA =- 3. After you enter the correct time, you see the introduction screen. You can press Return to continue to Headquarters or wait for the program to automatically continue. Controlling The Game Keyboard If your keyboard is not responding to input, press Ctrl-K to activate it. Driving ------- North | ___________ | | | | | 7 | 8 | 9 | |___|___|___| | | | | West-- | 4 | 5 | 6 | --East |___|___|___| | | | | | 1 | 2 | 3 | |___|___|___| | South To drive Press the arrow key in the direction you want to travel. The longer you hold the arrow key down, the faster the car will travel. To change lanes While holding an arrow key down in the direction you want to travel, tap on the arrow key pointing in the direction of the lane you want to switch into. For instance, if you're driving north in the right lane and you want to switch into the left lane, you would hold down the up arrow to travel north and then tap the left arrow to switch into the left lane. To stop Press the arrow key opposite of the direction you're travelling. The faster you're travelling, the longer you will have to hold the key down to come to a complete stop. To shoot Press spacebar. To turn siren Press Return. on/off To enter a Stop the car in front of any marked building and then building press Return. On Foot ------- Move up | Jump left ___________ Jump right \ | | | | / | 7 | 8 | 9 | |___|___|___| | | | | Move left-- | 4 | 5 | 6 | --Move right |___|___|___| | | | | | 1 | 2 | 3 | / |___|___|___| \ Kneel left- Kneel right- * After you pick up a pick up clue* | pick up clue* clue, press Return Move down to continue. Joystick If your joystick is not responding to input, press Ctrl-J to activate it. Driving ------- Joystick Up: North Joystick Down: South Joystick Left: West Joystick Right: East To drive Move the joystick in the direction you want to travel. The longer you hold the joystick in a direction, the faster the car will travel. To stop Press the joystick opposite of the direction you're travelling. The faster you're travelling, the longer you will have to hold the joystick in that position to come to a complete stop. To shoot Press spacebar. To turn on/off Click joystick button to turn siren on; press Return siren to turn siren off. To shoot With siren on, click joystick button. To enter a Stop the car in front of any marked building and then building click joystick button. On Foot ------- Joystick Up: Move up Joystick Down: Move down Joystick Left: Move left Joystick Right: Move right Joystick Left Diagonally Up: Jump left Joystick Right Diagonally Up: Jump right Joystick Left Diagonally Down: Kneel left/pick up clue* Joystick Right Diagonally Down: Kneel right/pick up clue* *To pick up a clue, kneel down and then click the button. To move Tap the joystick to turn in that direction. Hold the joystick down in the direction you want to walk; keep holding the joystick in the position and Dick Tracy will eventually run. To shoot Click joystick button. To enter a Stop in front of a doorway and click joystick button. You building will enter areas that you have access to. Selecting opponents from game screens To advance to Press Return or click joystick button. next screen To select game Highlight an option by pressing the up/down arrows or screen options pushing the joystick up/down and then press Return or click joystick button to select the option. To select Rogues' Use the up/down arrows to move between the criminal Gallery options mug shots, the Criminal File, and the Crime File. Use the left/right arrows to move a new mug shot under the magnifying glass, review the clues gathered from a criminal's hideout (under Criminal File), or review the clues gathered from a crime scene (under Crime File). Other keys used in the game Ctrl-B Toggle background music on/off. Ctrl-E Toggle engine sound on/off. Ctrl-J Use joystick. Ctrl-K Use keyboard. B Plant or pick up bug. To plant a bug, press B while in a criminal's hideout. To pick up a bug, position Dick Tracy over the bug and press B. L Load a game. P Pause game; Dick Tracy goes on "code seven." Press any key to resume game. R Go to Rogue's Gallery. S Save a game. Q Quit game and return to DOS. Saving And Loading a Game Saving o Press S to save a game. (Floppy disk users: When you're asked to insert a Save Game Disk, insert a blank, formatted Amiga disk.) o Enter a name to save the game under and press Return. You current game will be saved under the name you entered. Loading Press L to load a game. You go to the "Tracy checks his files" screen, which shows the names of the saved files in the lower right corner. Press the up/down arrow keys to scroll through the file names and then press Return to load the game and resume where you left off. ============================================================================== DICK TRACY: THE CRIME-SOLVING ADVENTURE MANUAL Tracy-- Good to have you back from vacation. I hope you got that itch for sun and sand out of your trousers, because right now you're about as far as you can get from paradise. Here's the dirt: While you were gone, the thugs in the city put their muscles and guns together to create the biggest criminal empire I've ever seen. The usual mugs-- Flattop, Pruneface, Itchy, Shoulders, Influence, Numbers, and the rest of them troublemakers-- are no longer small- time punks running their own shows. They're now carrying out orders of arson, murder, robbery, extortion, kidnapping, and counterfeiting in a crime racket that's like one big, unbreakable machine. I'm pretty sure that Lips Manlis is calling the shots. Now you know and I know that Lips Manlis is as crooked as a drunk jaybird, but he's usually just playing the role of a loudmouth racketeer in a penguin suit. He's smart, but I don't think he's smart enough to pull off something this organized. My good Irish guts tell me that Big Boy Caprice has got his dirty mitts all over this one. I'm sure he's sitting behind some fancy-schmancy desk at the Club Ritz barking at Lips Manlis, who then takes it out to his thugs. You'll have to work fast to stop Big Boy, but getting the goods on him won't be easy. I hate to admit this, but he's too clever to let himself be directly linked to any crime. The only way to dismantle his operation is piece by piece. We've got to arrest enough of them nickel-and-dime hoods to lure Big Boy into making a crucial mistake. Sam Catchem and Pat Patton will be working with you at Police Headquarters--you know you can always count on them for help. About all I can tell you right now is to get back on the streets: look for clues, talk to your informants, drop in on friends if you need to--just get out there and start putting those pieces together. Attached is the Detective Procedure Handbook which was updated last week. You know I think you're an ace detective, but I'm asking you to review it so you don't make any procedural errors. Remember when Numbers' counterfeiting case was botched? Numbers got off without a wrinkle and that unlucky detective now investigates expired parking meters. A mistake can cost us a case--and the more we lose, the more these two-bit mugs win. Again, welcome back. Now let's get the grease off the streets! Chief B. lh-cb |Page 1| Detective Procedure Handbook Section 1: Crime Case Assignment Page 2 1.1 Case Load 1.2 Criteria for Promotion 1.3 Headquarter Support Staff 1.3a Crime Lab 1.3b Squad Car 1.3c Squad Room 1.3d Rogues' Gallery 1.4 Criminal File 1.5 Crime File Section 2: Law Enforcement Equipment Page 3 2.1 Two-Way Wrist Radio 2.2 Health Meter 2.3 Squad Car 2.4 Bugs Section 3: Criminal Interface Procedures Page 5 3.1 Personality Variations 3.2 Vehicle Pursuit 3.3 Suspect Confrontation Section 4: Evidence Acquisition Page 6 4.1 Questioning Victims 4.2 Gathering Physical Evidence 4.3 Tailing a Criminal Section 5: Arrest Procedures Page 7 5.1 Questioning Victims 5.2 Arrests 5.3 Crime in Progress |Page 2| Section 1: Crime Case Assignment 1.1 Case Load: Regardless of what crimes are on the books, a detective will be assigned to only one case at a time. A detective must solve a case before he will be assigned a new one. 1.2 Criteria for Promotion: Solving a case by arresting the correct criminal without violating established procedures is criteria for promotion. Ranks within the investigative divisions are Detective Junior Grade, Detective, Detective First Class, and Chief of Detectives. The following violations may result in demotion: 1) Arresting the wrong person, 2) Not acquiring sufficient evidence to support an arrest, and 3) Repeated stays in the hospital. 1.3 Headquarters Support Staff: From Police Headquarters a detective of any rank has complete access to the Crime Lab, Squad Room, Squad Car, and Rogues' Gallery. 1.3a Crime Lab: Sam Catchem supervises the crime lab. All evidence discovered in the field will be analyzed by the lab. Catchem personally reviews all findings with each detective before storing the results in the Crime File. 1.3b Squad Car: See Section 2.3 for proper squad car checkout procedures. 1.3c Rogues' Gallery: The Rogues' Gallery allows access to two important files: the Criminal File and the Crime File. The Criminal File (Section 1.4) contains rap sheets on known criminals. The Crime File (Section 1.5) details the crime a detective is currently assigned to investigate. |Page 3| 1.4 Criminal File: The Rogues's Gallery displays a group of criminals currently under investigation. To review a criminal's records, position his mug shot under the magnifying glass; the criminal's rap sheet automatically opens to accompany his photo. Sam Catchem updates the Rogues' Gallery as necessary. He will remove Criminal Files of those who have been arrested or dismissed as suspects and will add those who warrant investigation. All evidence collected on a criminal and any clues retrieved from his hideout is recorded into his Criminal File. 1.5 Crime File: The Crime File contains details on the type of crime that occurred, the address at which it took place, and the time and date it was suspected that the crime was executed. Also stored in the Crime File are clues from the crime scene and evidence from informants and witnesses. Section 2: Law Enforcement Equipment 2.1 Two-Way Wrist Radio: One of the most important advances to law enforcement in recent years has been a invention of the two-way wrist radio. Specially developed by Smith Industries, the two-way wrist radio allows a detective to remain in constant contact with Headquarters, so he can be immediately notified when a crime is reported. The two-way wrist radio also alerts a detective to any activity that his bugs pick up. A well-placed bug can alert a detective to a crime that is about to occur. 2.2 Health Meter: The Health Meter is a new piece of required equipment. The device, which comes in the form of a small cloth "dot", is placed behind the ear and is imperceptible to the wearer. The Health Meter allows Headquarters to monitor a detective's overall physical condition. The department will not allow a detective to remain on the streets if his health is perilously drained. These things have been shown to adversely affect health: falls, gun shots, sewer water, and collisions with objects (while on foot). As a detective's health deteriorates, the Health Meter changes from green to red. If the Health Meter runs out, a detective is required to check into the hospital to recuperate, after which he will be returned to Headquarters. Because repeated trips to the hospital suggest inattention to personal safety, a detective may be demoted for chronic trips to the hospital. |Page 4| A Health Meter does not need to be completely red to adversely affect performance; when it is predominately red, a detective's performance will begin to suffer. If a detective is in pursuit of a criminal, he may not have enough energy required to sustain the chase. The department strongly recommends that each detective voluntarily submit himself to a rest program when necessary. Tracy I know two things that should keep you in top shape: Tess & Mike's Diner. If your gal is as good with the first aid as she is with meatloaf, she can patchup all your scuffs. And I know you'll find this hard to believe- a bowl of chili from Mike's Diner could put the shine back on your shoes. Sometimes a little break with a cup of joe and gut-sticking chili is all you need. In case you haven't heard, the diner moved into a bigger joint on 9th. Don't go hanging around either too often-bad for the heart. Dames make it too fast, chili makes it burn. Chief B. 2.3 Squad Car: A the beginning of a shift, each detective is assigned a clean squad car from the garage. Like a detective's Health Meter, each squad car has a Damage Meter. As a squad car receives damage, the Damage Meter changes from green to red. The more distressed a squad car is, the worst it will perform. Three actions have accounted for the largest percentage of squad car damage: bumping pedestrians, striking other cars, and receiving gunfire from criminals. The state of a vehicle is critical during pursuit-a criminal may easily outrace a squad car if the vehicle is extensively damaged and running poorly. The department recommends that a squad car be returned to a department garage for repairs as often as necessary. Four department garages are open all day/all night to service the fleet: 42 1st Street, 200 2nd Street, 16 7th Street, and 114 10th Street. |Page 5| 2.4 Bugs: Proper use of bugs provides the detective with a clever way of staying one jump ahead of the crooks. A detective starts with three bugs. For each crime that is solved, an additional bug is rewarded. Bugs can only be planted in a criminal's hideout, but they can be planted, picked up, and replanted at any time. A detective is alerted on his two-way wrist radio whenever a bug detects criminal activity. Bugs Baily is in charge of replanting a bug whenever a criminal relocates his hideout. Section 3: Criminal Interface Procedures 3.1 Personality Variations: Criminals come in all shapes, sizes- and tempers. Some are passive and relatively cooperative when pulled over. Others are highly agitated and prone to shooting when confronted. 3.2 Vehicle Pursuit: During vehicular pursuit, the suspect's vehicle will appear on the squad car monitor. There are three methods of pulling a suspect over: 1) The first and least confrontational is to turn on the squad car siren during pursuit. Depending on the suspect's personality type, he may voluntarily pull over at this point. 2) If the siren is on but the suspect fails to yield, a detective has the option of shooting out the tires to disable the suspect's vehicle. As the suspect's car takes damage, his car's Damage Meter drops from right to left. When the suspect's Damage Meter turns red, the suspect will be forced to abandon his car. 3) Maneuvering a squad car in front of a suspect's vehicle will force him to stop. 3.3 Suspect Confrontation: A detective has three options after pulling over a suspect: 1) Grill the suspect. Criminals react differently to a good, hard grill. Some buckle under the force of intimidation and will talk, while others interpret a show of force as an invitation to shoot. A detective should make his decision based on the number of people he is confronted with and how the suspect is behaving. If a gun battle breaks out, the suspect may try to flee. The suspect may be pursued on foot until he escapes, a detective's health fails, or the detective apprehends the suspect. 2) Arrest the suspect. Each detective is required to obtain the proper evidence to validate an arrest. A premature or false arrest is grounds for demotion. See Section 5: Arrest Procedures for guidelines. 3) Return to the squad car. If a detective does not believe this is the proper time to approach the suspect, he may return to his squad car. |Page 6| Section 4: Evidence Acquisition 4.1 Questioning Victims: ALways question victims at the scene of the crime. They may be able to provide critical information on the perpetrator. 4.2 Gathering Physical Evidence: Detectives must keep in ind that criminals can be as negligent as they are malicious. When investigating crime scenes, hideouts, or other suspicious areas, take all evidence to the Crime Lab for analysis. 4.3 Tailing A Criminal: A detective may follow any suspect to his hideout. The opportunity to search a suspect's hideout may yield solid evidence linking the suspect to the crime. Locating a criminal's hideout also provides the opportunity for bug planting. A suspect should not be pursued too closely or he may become alarmed and attempt to flee. Tracy I hear that Breathless Mahoney may be sitting on some information. You might want to pay her a professional visit. She's at the Club Ritz. And word is that your little buddy, The Kid, gets around too. The last report said he was staying somewhere on 5th Street, but he's been jumpy lately and moves around after someone makes contact with him. The boys tell me that it's only worth checking in with Kid after you narrow it down to a couple of thugs; otherwise, the dirt that The Kid gives you ain't all that firm. Chief B. |Page 7| Section 5: Arrest Procedures 5.1 Prior to Arrest: A good detective uses evidence like height and hair color to pinpoint the suspect. Using the information in each criminal's file to dismiss certain suspects while focusing the investigation on others is the foundation for solid detective work. Statements from witnesses and informants also bolster a case. A case is significantly strengthened if evidence can be gathered from a suspect's hideout. The Crime Lab will analyze the evidence; if they are able to verify that it came from the scene of the crime, that becomes damaging evidence linking the suspect to the crime. Blood, fingerprints, and items from the scene of the crime are especially incriminating. 5.2 Arrests: Arresting a criminal should only be done after ample evidence has been gathered to support an arrest. In recent years, numerous cases have been thrown out due to improper police procedure or lack of evidence. A premature or false arrest will result in a demotion. 5.3 Crime in Progress: No case is more open and shut than catching a criminal in the act of committing a crime. If a detective is at the scene of a crime in progress, he should move in and make the arrest, Every detective should exercise extreme caution in these volatile situations. Although not as indisputable as arresting a criminal in the act of committing a crime, observing a criminal in the act of committing a crime, observing a criminal fleeing the scene of a crime is excellent evidence when building a case against him.