IronHeart v 1.3
by Yuri Boyko ( goldeneye700@mail.com )

(Activate WORD WRAP or open Ironhrt.doc for better view)

Introduction
Ironheart is an action RPG similar to that of Zelda for NES / Game Boy systems. The graphics are great and the level design was done professionally. The game runs on ION 1.4 or later on a TI-83/83+ calculator. If you don't have ION 1.4, go to www.ticalc.org to get it. The game takes up about 19K memory, but it is worth it. It's no problem for a TI-83+ with ION since games can be run from archive. Just make sure you have 20K ram free if you run it from archive.

Installation
Send the appropriate file to your calculator (Ironhrt.83p for TI-83, or Ironhrt.8xp for TI-83+) and run ION.

The Story
The King's nephew was captured and is kept on Serpent Island. The character you play is a warrior named Danath, and he travels to the island to find King's nephew, since the King promised a generous reward for anyone who finds him.

Gameplay
To make the story short, all you have to do is find the nephew while killing a few monsters on the way. There are also some secrets in the game . When you die, you will start where you began the game, but all the things in the game will remain the way you left them. You will still have your items, and all the door are left open, etc. The game is saved each time you exit - select continue next time you start the game to load it.. There are two potions in the game: one restores your health, the other increases your maximium health. 


Controls
Arrows control your character, [2nd] pops up the inventory screen, you can cycle the items - the item on the bottom is the one being used. [Mode] drops your current item. [Del] exits the game, use [2nd] in the start menu or to cycle messages. To fight all you need to do is charge onto a monster, and the sword swings automaticaly. You can also rapidly press the left/right cursor keys to swing in both directions. You'll figure it out. To use an item, you must hold it in your hands and than walk into the place you want the item to be used.

--

The engine I used in this game (ARPGCS) was made by Paul Robson (autismuk@aol.com). I started to make my own engine, but I didn't have enough time to complete it any time soon (Programming in assembly is a real pain in the ass). And Paul's ARPGCS came along, which looked like something better than I was making, so I decided to use his. This let me concentrate more on the game design then on programming. I know that many games that have came out gave this egnine a bad name, but this game should change that. The engine has some limits though, so don't blame me if some things look strange - I had to improvise because of the tile-limit. The game could've been longer, but I didn't feel like taking up more than 19K of memory.

Sequel?
Maybe...

Version History
	
	Version 1.3
	- I thought wrong - found some more bugs and fixed them.
	- Now there is a way to kill that immortal snake you find on the road, if you can figure out how.
	- This should be the final version.

	Version 1.2
	- Fixed more bugs, including the bug in the cave with the pearl, were you would
	   get stuck if you broke the wall at the wrong place.
	- I think that's all the bugs.

	Version 1.12
	- Fixed a few minor bugs

	Version 1.1
	- Fixed a few bugs
	- Added one more secret room
	- Got rid of some text to make the game smaller

	Version 1.0 beta
	- My first release, all 20K of it.


Send any comments, suggestions to goldeneye700@mail.com	
		
	
 

