SoS Technical Supplement
SoS Technical Supplement
SoS Technical Supplement
supplement folder, three 5.25” disks or two 3.5” disks, a full-color map, a reg- one 5.25” 1.2 MB disk (AT or 386 style disk)
istration card, and an order card for backup disks. two 3.5” 720K disks (Tandy and PS/2 models 25 and 30)
REQUIRED EQUIPMENT Formatting a disk requires that you boot your computer with DOS. At
Computer: This game requires an IBM PC, XT, AT, PS/2, Tandy 1000, the “>” prompt, type the appropriate format command. On most machines
Compaq 386, or a computer 100% compatible with those. The machine this is “FORMAT A:” to format a floppy disk in the “A:” drive. For details,
must have at least 512K of RAM (640 to use MCGA graphics) and DOS 2.x consult the description of “FORMAT” in your DOS manual.
or 3.x. Due to the amount of disk-swapping necessary on floppy-only Copy to Newly Formatted Disks: After formatting disk(s), use the DOS
systems, a hard disk is recommended, though it is not required. “COPY” command to copy the original disks with “*.*” as the file designa-
Controls: MicroProse recommends you use both a keyboard and tors. Typically this command is entered as “COPY A:*.* B:*.*“, even if you
joystick with this game. However, it can be run entirely from the keyboard. just have one floppy drive. For details, consult the description of “COPY” in
Display: The game requires VGA (256-color), MCCA (PS/2 models 25 your DOS manual.
and 30), EGA 1 h-color, CGA 4-color, Tandy 1000 16-color graphics, or Warning: Do not use the “DISKCOPY” command to copy disks. You
Hercules monochrome. must use the “COPY” command.
DOS: You must have IBM or Microsoft DOS, version 2.1 or higher. A Loading from Floppy Disks
version between 2.11 and 3.31 is recommended. (1) Boot your machine using DOS.
(2) Insert Disks: When the “A:>” prompt appears, remove the DOS disk
SAVING GAMES and insert the Sword of the Samurai “A” disk. If you have two floppy
You can save games only if you run the program from copies on either drives, put the “C” disk in the second drive. Use the copies made in the
floppy disks or a hard disk. If you run from the disks in the box you cannot install instructions above.
save anything. The original MicroProse disks are write-protected to avoid (3) Set Speed: If you have a turbo or multi-speed computer, set the com-
any inadvertent damage. To save a game, follow the instructions in the Role- puter to its highest speed (frequently “Ctrl” and “Alt” and “+” together do
Playing Controls section of this Technical Supplement. this).
(4) Start Program: Type SAMURAI and press Return/Enter. The game
INSTALLATION starts loading.
Sword of the Samurai is copy-protected using a “key disk” technique. (5) Insert Key Disk: When requested, insert the original “A” game disk in
This means you can copy the game files from the original disks however you a disk drive. Then type the letter of the drive (“A” or “B”) where you in-
prefer: to other floppy disks, or to a hard disk. These files are normal in all serted the disk.
respects. They can be backed up, restored, and optimized on a hard disk. (6) Replace Key with Installation Disk: When requested, remove the key
However, the original disks have special “invisible” markings that disk and re-insert your copy of disk “A”.
cannot be copied or removed. After you start the game the program asks you
Technical Notes: The key-disk system will work only if one of the floppy
to insert an original disk into afloppydrive, 50 keep the original disks handy.
drives you are using is designated “A” or “B”. You will not be able to run
MicroProse regrets that continuing casual and organized software piracy
the game if you are solely using an external drive labelled “C”, “D”, etc.
requires that we copy-protect this product.
To run in certain configurations you may find that you have purchased a correctly identify a clan crest. Clan crests can be found on right-hand pages
version of Sword of the Samurai with the wrong disk type (for example, in the Sword of the Samurai manual. They appear in alphabetical order for
a PS/2 with internal 3.5” “A” and “B” drives and an external 5.25” “C” easy reference.
drive could not run the 5.25” version of the game). If this occurs, ask the Example: You are asked to identify the Takahashi crest. Flip through the
retailer who sold the game to exchange it for the other version. If all else last half of the manual (“T”comes late in the alphabet) untiI you find the Taka-
fails, contact MicroProse’s Customer Service Department. (See the hashi crest, then use your controller to select the crest on the screen that
Troubleshooting section of this technical supplement.) matches the crest in the manual.
If you select the wrong crest, you will be able to play only the duel,
RUNNING ON A HARD DISK melee, and battle encounters, or an abbreviated version of a new full game.
Installation on a Hard Disk
You can copy the original disks onto a hard disk. The files copied are OPTIONS
standard DOS files. They can be copied, erased, and optimized as desired. Graphics Options
Install Program: For your convenience, a program called “INSTALL” EGA: Select this option if your machine has an “Enhanced Graphics
is included on disk C. It automatically installs Sword of the Samurai onto your Adapter” board with 256K of RAM. This option provides 16 colors on any
hard disk. RCB monitor (a high-resolution EGA monitor is not required).
If installing from 5.25” disks. Insert disk C into your “A” drive and type
Special Bonus: On certain screens in EGA mode, we have used MPS
A:INSTALL 5 and press RETURN (be sure to put a space between Labs’ exclusive “Super-EGA 85-Color System” to give you graphics that are
“INSTALL” and “5”). chromatically richer than you’ll find in standard EGA games.
If installing from 3.5” disks. Insert disk C into your “A” drive and type CGA: Select this if you have a “Color Graphics Adapter” board. This
A:INSTALL 3 and press RETURN (be sure to put a space between option provides four colors.
“INSTALL” and “3”). Tandy 1000: Select this option if you have a Tandy 1000. This option
After you enter the appropriate command, the install program will also provides 16 colors. Some Tandy computers also support CGA and/or
copy files and prompt you for the other disks as needed. Installation takes EGA.
about three to six minutes, depending on disk drive speeds. VGA/MCGA:Select this if you have a PS/2, or any other machine with
Warning: The INSTALL program assumes you install from floppy drive a “Video Graphics Array” board. This option provides 256 colors.
“A” onto hard disk ”C.” lf your hardwareconfiguration is different, do not use Note: If you have a PS/2 model 25 or 30 you will find CGA faster and
INSTALL. Instead, copy all the files from the floppies to the hard disk using easier to play.
the DOS “COPY” command. All Sword of the Samurai files must be in the Sound Options
same directory or subdirectory. Note: Not all sound options may be available on the “A” disk. Check
Technical Notes: The INSTALL program creates a subdirectory titled “READ.ME” file for latest information.
“SAMURAI” and copies all necessary files into it. It also places a file titled IBM Sound: This is appropriate to all IBM PC, XT, AT and PS/2
“SAMURAI.BAT” in your root directory to automate loading. machines with no special sound hardware. These machines have a simple
lf the installation fails or you prefer to organize your own subdirectories “beeper speaker” So don’t expect too much from the music and sound
and batch loaders, you can use DOS commands to create an appropriate effects.
subdirectory and copy all files into it. Be sure to copy all files from all disks. Tandy 1000 Sound: Use this option only on Tandy 1000 computers,
The file ”SAMLOADR” is a batch file which you can copy to any appropriate which include a special music chip that produces very nice sound effects.
location (typically the root directory). You should rename this file Adlib Sound: If you have added the “Music Synthesizer Card” by
“SAMURAI.BAT” when finished. AdLib, select this option. With an AdLib board you will hear beautiful and
atmospheric Japanese-style music in Sword of the Samurai.
OPENING SCREENS No Sound: This turns off all sound. To get sound again you must exit
Title and Credit Screens from the game to DOS and start over, selecting a different option.
If desired, you can move quickly through the title and credit screens by MT-32 MIDI Interface: Sword of the Samurai supports the Roland MT-
pressing Enter/Return, the Space Bar, or Joystick Button #1. 32 MIDI sound module with an MPU-401 (or compatible) MIDI interface
Clan Crest Identification and a MIDI cable. The cable must be routed from the interface’s “MIDI out”
To prove you are worthy to represent your clan, you are required to to the MT-32’s “MIDI in.”
The MIDI drivers for Sword of the Samurai are specifically set up for
driving the Roland MT-32. Custom timbres, patches, and system set-up are
downloaded to the MT-32’s RAM at the beginning of the game, so before
loading the game be sure to save anything you’ve been working on. Of
course, all Samurai RAM-stored sounds will be forgotten when the MT-32 is
turned off.
AUTOMATED LOADING
You can automatically select your options when you first load Sword
of the Samurai using “options parameters,” After you type SAMURAI, but
before you press Enter/Return, you can type additional characters to pre-
select options. Separate each option with a space.
The parameters for Sword of the Samurai are:
/J Joystick will be used
/NJ No Joystick is used
/GE Graphics are EGA 16-color
/GM Graphics are MCCA or VGA 256-color
/GC Graphics are CGA 4-color
/GT Graphics are Tandy 1000 1 h-color
/Al Audio (sound) is IBM
/AT Audio (sound) is Tandy 1000
/AA Audio (sound) is AdLib
/AN Audio (sound) is None-sounds are off
/AR Audio (sound) for Roland MT-32 MIDI sound
/V0 Both music and sound effects
/V1 Sound effects only
/V2 Silence - no sound
[Note:“Alt V” enables you to change the sound settings
during the game.]
/P Pictures complete full role-playing graphics
/NP No Pictures that load from disk - partial role-
playing graphics
[Note: “Alt Z” enables you to change the picture settings
during the game.]
/S Single disk drive, so don’t go to role-playing be-
tween melees and duels (saves a disk swap).
Example: If you use a standard PC or XT without joystick, CGA
graphics, and standard PC sounds, you would load the game with SAM/NJ
/GC /Al. A space must be placed between each parameter.
TROUBLESHOOTING
Notes
The latest notes regarding this program can be found on disk “C” in an
ASCII file named “READ.ME”. You can read this file by using standard DOS decide to...” and includes such options as “Equip more samurai” and “Drill
commands, such as “TYPE READ.ME”. your troops.” You cannot Restore (during the game) or Save from any other
loading Problems scroll. The Restore game option destroys your current game.
If the program does not load or run correctly, turn off your entire Playing Tip: Frequent reference to the Status and the Summary Scrolls
machineand restart it. Make sure DOS and Sword of the Samurai are the only will be a big help when it comes time to decide what to do next. Keeping
programs loading into memory. Other RAM-resident programs or tools may track of your rivals’activities and status is the key to successful play. Note
conflict with Sword of the Samurai. Also, make sure your computer and that your spies are not 100% accurate so information from the Summary
graphicscard havesufficient memory. The computer needs 512K of RAM (or Scroll may occasionally be misleading.
640K to run in MCGA mode), while EGA or VGA cards require 256K of Video
RAM. MELEE CONTROLS
If you continue to have trouble, try the original Sword of the Samurai
Key
disks. Your copies may be bad. If the originals don’t work, try the original
Move Your Samurai Cursor keys Joystick
Sword of the Samurai disks in another PC, preferably an IBM or Compaq
machine. If the disks work in that, then your machine has compatibility
Sword Attack (when enemy is close) Enter/Return Button #1
Bow Attack (when enemy is distant) Enter/Return Button #1
problems (i.e., some aspect is not entirely IBM-compatible).
If you have trouble loading on other IBM/Compaq machines as well as Pick Up/Put Down (when at object) Enter/Return Button #1
your own, you may be one of the tiny percentage with a defective disk. In Pause the Melee Space bar
such cases, contact MicroProse Customer Service. Quit to DOS (destroys current game) Alt Q
Sound Level (all/effects only/none) Alt V
MicroProse Customer Service
Retreat from Melee:
MicroProse Customer Service can be reached at (301) 771-l 151,
Village/Paddy Move against the edge of the
Monday through Friday, 9 AM to 5 PM, Eastern time. Please have a pencil
Melee Area.
and paper handy when you call.
Castle Move against the outer door
ROLE-PLAYING CONTROLS at the bottom of the lowest
The following controls apply when the text scrolls are on the screen: level.
Wounds: When you suffer one wound, your speed of movement and
Key
of attack slows considerably. When you suffer a second wound, you fall and
Controller Cursor keys Joystick the melee ends.
Selector Enter/Return Button #1 (top) Doors: To open a door, move directly against it for a second.
status Scroll (toggle on/off) F1 Stairs: To climb stairs up or down, movealong them and pressdirectly
individual Status Scroll Move cursor to portrait and press
against the end for a second.
(from status Scroll) Selector; to return to Status Scroll,
Hostages: Move to where the hostage is lying, and press the Selector
press Selector again. (Return or Button #1) to pick him/her up. Press again to put hostage down,
Strategic Map (toggle on/off) F2 and move away from him/her to fight.
Summary Scroll (toggle on/off) F3
Return to Role Playing ESC
DUEL CONTROLS
(from scroll or map)
Quit to DOS (destroys current game) Alt Q
Graphics Mode Alt Z Move Your Samurai Cursor keys (only) Joystick (only)
(toggle all/some pictures) Swing Your Sword Cursor keys + Enter/Return Joystick+Button #1
Sound Level (all/effects/none) Alt V Parry an Attack Cursor keys + Backspace Joystick+ Button #2
Save Came* Alt S Pause the Duel Space bar
Restore Game* Alt R Quit to DOS Alt Q
Re-initialize Joystick Alt J (destroys current game)
Sound Level Alt V
*Save and Restore Game: These options are available only from the (all/effects only/none)
Home Option Scroll, the one that begins “Considering the situation, you
Retreat from the Duel: Back off the bottom of the Duel Area. Cavalry: Represented by horseman symbols, as many as four in a row.
Sword-Swinging Basics: Moving your Controller (cursor keys or joys- Like infantry, a cavalry unit’s front edge must contact an enemy to attack it,
tick) with the Selector (Enter/Return or Button #1) held down swings your but cavalry is generally faster and more powerful than infantry.
sword in the direction indicated. Musketeers: Represented by gunman symbols, as many as four in a
Overhead Cut: Back on the controller to bring your sword up, then row. Musketeers attack enemies at a distance like archers, but they have a
press forwardto swing forward and down. You can cut left, right, or center, shorter range. However, they do more damage at close range, and are more
depending on how you position the controller. This cut can be parried. effective in close combat.
Slash Across: To the side on the controller to bring the sword straight Unit Controls in Battle
out, then across to the other side to slash. You can slash across from either Controlling Your Units: You can tell any unit on your side where to
the left or right side. This cut can be parried. march and which way to face. To do this, a unit must be chosen, directed,
Over-the-Shoulder Cut: Back on the controller to bring your sword up, and ordered. In other words, you must pick the unit you want, tell it where
then back even farther until the sword stops, then finally forwardto swing to go, and tell it how to get there.
forward and down. You can cut left, right, or center, depending on how you Joystick Control: When using the joystick (with some keyboard input)
position the controller. This cut cannot be parried. tocontrol your units, your directions are given in a different order from when
Wounds: A duelist falls when he receives his fourth wound. Your using the keyboard alone. With the joystick, how you choose your unit also
wound indicator appears at the upper left; your opponent’s is on the upper determines what orders you give it. You choose by using the joystick to move
right. the warfan cursor near or to the desired unit, then pressing Button #1 or #2.
Button #1 orders the unit to turn and march; Button #2 orders it to march
BATTLE CONTROLS without turning. Holding the desired button down, use the joystick to direct
Formation Orders the unit bydragginga linetothedesireddestination. Releasethe button, and
Choosing a Formation: When the battlefield first appears, your units the unit will start its move.
appear at the bottom of the field. The name of their current formation appears Jovstick Commands
above them in the center of the field. You can cycle through the available Turn and March Move cursor near/to unit, choose
formations until you find the one you think best. with Button #1
KEY March Without Turning Move cursor near/to unit, choose
Show New Formation Up/down cursor keys Up/down on joystick with Button #2
Flip Formation Left/Right Left/right cursor k e y s Left/right on joystick Direct Unit to Destination Move cursor while holding
Select Current Formation Enter/Return Button #1 button down
(Selecting a formation starts the battle.) Commence Move Release button when at desired
destination
Attack and Defense Formations: You will be either attacking or Turn Without Marching When cursor reaches
defending in the coming battle. If you are attacking, the formations shown destination, without releasing
during the Formation Orders period will have white lines leading from your the button, press the “*” key
units toward the enemy at the top of the field. These are the routes your Pause the Battle Space bar
attacking units will follow (unless you give them new orders once the battle
starts). lf you are defending, the formations shown will have no linesgrowing Retreat from the Battle R key
from them. Quit to DOS (destroys current game) Alt Q
Unit Types: Armies are composed of four possible types of units.
Infantry: Represented by spearman symbols, as many as eight in two Sound Level (all/effects only/none ) Alt V
rows of four. These are the basic combat unit. An infantry unit’s front edge
must contact an enemy in order to attack it. Routed Units: A unit can sustain only so much damage before it
Archers: Represented by archer symbols, as many as four in a row. An decides to quit fighting and run away. Such a unit turns away from the enemy,
archer unit can attack enemies at distance by shooting arrows into its goes into a wide open formation, and runs for it. A routed unit that runs off
position. It can also fight (weakly) in close combat. the field of battle is not destroyed, but it is out of the current battle for good.
A routed unit that stops before it leaves the field and regains itstightformation
can be ordered back into the battle.
Withdrawing Units: Archers faced with intimidating enemies go into
open formation and withdraw rather than fight. They regain tight formation
once they are no longer threatened and can be ordered back into the battle.
Victory Conditions: The side which destroys or chases away all its
enemy’s units is the victor, i.e., the side with the last units on the field wins.
Keyboard Control: When using the keyboard alone to control your
units (the designer’s recommended method), you choosethe unit you want
with a number key, direct it by using the cursor keys to drag a line to the
desired destination, then order it by pressing “+” (to turn and march), " - " (to
march without turning), or " * " (to turn without marching anywhere). We
strongly suggest you use the keypad to direct your units.
Control Keyboard Commands
Choosing a Unit number key that matches unit
Directing a Unit cursor keys (warfan drags line to
desired location)
Orders:
Turn and March + key
March Without Turning key
Turn Without Marching * key
Stop in Place number key that matches unit
Retreat from the Battle R key
Pause the Battle Space bar
Quit to DOS (destroys current game) Alt Q
Sound Level (all/effects only/none) Alt V