Master Ninja Amiga reference card From Hippo --------------------------------------------------------------------------- SYSTEM REQUIREMENTS Required: Commodore Amiga with at least 512k memory running. STARTING UP ON 500, 2000 Master Ninja is self booting on the Amiga 2000 and 500. Simply put disk 1 i nto the drive and turn on your Amiga. STARTING UP AMIGA 1000 To boot Master Ninja on the Amiga 1000, turn on your Amiga and install Kicks tart 1.2. At the Workbench prompt place disk 1 of Master Ninja in the drive. T he game will automaticlly boot up at this point. CONTROLS With a few exceptions, combat in Master Ninja is run entirely from the joyst k. There are 24 moves, including weapons, your ninja can execute during hand-to -hand combat. Here is a list of weapons and their corresponding positions on th e joystick. MOVE JOYSTICK POSITION Duck............................................Down Jump............................................Up Walk Left.......................................Left Walk Right......................................Right Back Kick.......................................Upper Left Jump Side Kick..................................Upper Right Forward Roll....................................Down Right Backward Right..................................Down Left The following moves require you to depress the joystick button as you move t he joystick lever, thus the word "button" appears beside the joystick position. MOVE JOYSTICK POSITION Turning Kick....................................Button-Up Kneeling Punch..................................Button-Right Side Kick.......................................Button-Left Chop to Midsection..............................Button-Down Reverse Punch...................................Button-Up Right Elbow...........................................Button-Down Right Spinning Back Fist..............................Button-Down Left Low Block.......................................Button-Up Left Weapons and the ability to change directions are controlled from the keyboard . The weapons, their corresponding keys and the number of times they can be used are: WEAPONS KEY USE FREQUENCY Shurikens (Throwing Stars) 7 9 Knife 8 2 Blinding Powder 9 3 Change Direction 0 Note: The back kick maneuver also changes your ninja's direction. PAUSE SCREENS Throughout Master Ninja there are pause screens that textually tell you how you are doing or graphicly show you your upcoming obstacle. By pressing ANY KEY, you can move forward into your adventure. SWORD COMBAT When you enter Sanjo's treasue room, with the magic katana in your possession , you must work youe way across the room, blocking shurekens thrown by an enemy ninja. After successfully negotiating the length of the room, you must kill the opposing ninja with a thrust of the magic katana. During this special combat scene, the positions on the joystick assume different functions. These are: MOVE POSITION Walk Right Right Walk Left Left Block Shurkens Up Thrust to Kill Down QUITTING THE GAME To quit playing Master Ninja, place another boot in the internal drive and reboot the system as above. Caution: Never reboot the system or remove a disk while the access light is lit. Hippo notes that you must leave off the write protection in order to boot 'er up. L8R's >>>-HIPPO-<<<