===================================================================== PERRY MASON The Case of the Mandarin Murder (TM) ===================================================================== --------------------------------------------------------------------- GETTING STARTED --------------------------------------------------------------------- Loading Instructions FOR THE IBM(tm): Before using this disk for the first time, you must install a copy of DOS (Disk Operating System) 2.0 or higher onto the disk. If you have a PCjr. only use DOS 2.1 or higher, If You Have One Disk Drive: 1. Put the DOS disk into the disk drive and close the drive door. 2. Turn on the monitor and computer. 3. Follow the instructions on the screen. Press the RETURN key if you don't want to enter the time and date. 4. When A> appears, remove the DOS disk and put the program disk into the disk drive and close the disk drive door. 5. Then type INSTALL1 and press the RETURN key. 6. Press any key when the message "Strike any key when ready" appears. 7. Respond to the series of prompts on the screen. . In response to prompts for drive B: Insert the DOS disk and close the drive door. Then strike any key. . In response to prompts for drive A: Insert the Game Disk and close the drive door. Strike any key. When the A> prompt appears on the screen with a flashing cursor after it, DOS has been added to your disk. 8. Place a write protect tab on your Game Disk. If You Have Two Disk Drives: 1. Put the DOS disk into drive A and put the Game Disk into drive B; close the disk drive doors. 2. Turn on the monitor and computer. 3. Follow the instructions that appear on the screen and press RETURN if you don't want to enter the date or time. 4. When the A> prompt appears, type B:INSTALL2 and press RETURN. 5. Press any key when the message "Strike any key when ready" appears. 6. When the A> prompt and a flashing cursor appear, Dos has been added to your disk. 7. Remove the Game Disk from drive B and place a write protect tab on it. 8. Remove the DOS disk from drive A. To Load Your Game Disk After Adding DOS: 1. Place Game Disk A in drive A and close the drive door. 2. Turn on the computer, or if it already is on, press the CTRL, ALT, DEL keys simultaneously. The program loads automatically. Disk Drive Configuration on the IBM: You may use one or two drives while playing on an IBM. Your computer will automatically recognize how many drives are currently attached. However, SAVE disks are not interchangeable between one and two drive systems. Any gameplay that you SAVE on a Save Disk created under a two drive system, for example, can only be RESTORED when using two drives. You may want to use fewer drives than are connected to maintain compatibility with another system. For this purpose, the SETUP command is available. 1. Type SETUP when the first cursor appears on the screen. 2. Follow the screen instructions to indicate how many drives you want the computer to recognize. 3. Follow all screen instructions on which disk to insert during gameplay. --------------------------------------------------------------------- FOR THE APPLE II SERIES: 1. Make sure the computer is turned off. 2. Insert Game Disk side A into the disk drive. 3. Turn on the computer and the program loads automatically. Using Two Disk Drives on the Apple This program automatically assumes you are using one disk drive. To use two disk drives, follow these instructions at the at the [sic] beginning of play: 1. Type SETUP when the first cursor appears on the screen. 2. Follow the screen instructions to indicate how many drives you're using. 3. Follow all screen instructions on which disk to insert to continue gameplay. NOTE: Do not attempt to interchange Save Disks between one and two disk drive systems. Any gameplay you save on a Save Disk created under a two drive system, for example, can only be RESTORED using two drives. --------------------------------------------------------------------- FOR THE COMMODORE 64(tm): NOTE: This game uses one disk drive. 1. Arrange your computer with one disk drive and a monitor or television. Do not connect the printer. 2. Turn on the disk drive and the computer. Make sure the SHIFT LOCK key is up. 3. Insert Game Disk Side A into the disk drive and type LOAD "DISK",8. 4. When the computer responds with "READY", enter RUN. The program will load automatically. FOR THE COMMODORE 128(tm): 1. Turn on the disk drive and monitor or television. 2. Depress the COMMODORE KEY (lower left) on the keyboard and turn on the computer. 3. When the screen displays the words "****COMMODORE 64****", insert Game Disk Side A into the drive and follow the instructions above beginning with the LOAD command. --------------------------------------------------------------------- Create NOTE: The program will erase any contents of a disk created as a Save Disk. The CREATE command will create a Save Disk, which enables you to save at any point in the game. You must create a Save Disk before you can save a game. This should be done as soon as you boot Perry Mason. To do this: 1. Enter CREATE. Follow all instructions on the screen. 2. The words "CREATE complete" will appear when the Save Disk is ready. 3. Remove the Save Disk and replace it with the Game Disk in the drive. Save You can save at any point in the game, and restore to that point later on. To save a game: 1. Enter SAVE. 2. Follow all screen instructions. (type up to 30 characters identifying your location when you save). When the save is completed, you may continue investigating your case. R e s t o r e You can restore to any point saved on the Save Disk at any time during the game. To do so: 1. Enter RESTORE. 2. Follow all screen instructions. PERRY will resume from the point you selected and you can continue your game. R e s t a r t Enter RESTART any time you want to return to the beginning of the game. Q u i t Enter QUIT if you want to end the game before completing it. PICTURESON/PICTURESOFF The game can be played without graphics. To play using text only, enter PICTURESOFF. Recall the graphics to your screen at any time by entering PICTURESON. --------------------------------------------------------------------- STRATEGIC CONSIDERATIONS --------------------------------------------------------------------- Your primary objective is to gain an acquittal for your client; secondarily, try to bring the real murderer to justice. Bear in mind that you must remain conscious of your client's best interest at all times. Using Paul & Della Be selective about what you send Paul to investigate, as each job takes time. Also be aware of Della's limitations. She is too busy to take shorthand notes during the trial, so you should note the significant details which come up during direct and cross-examination. Use Paul to investigate places or people which make use of his detective skills. Della is more helpful in sticky personal matters. She is especially good at persuading reluctant people to submit depositions on the defense's behalf. Direct Examination Strategies Don't be afraid to object to a question when you believe the answer will present evidence damaging to your client and ground for objection exists. Remember, however, that objections are interruptive, and often perceived by juries as attempts to withhold evidence from the court. Use your discretion in deciding not only when to object, but also in determining the proper legal grounds for objection. Cross-Examination Strategies The following are a few questions to help you decide whether or not to cross-examine a witness: . Has the witness hurt your case? . Was the witness' testimony believable? . What do you expect to get out of the cross? . What is the risk involved if other damaging evidence surfaces? Consider both the incriminating evidence brought forth by a witness and the witness' believability. If both factors rate high, then consider the amount of ammunition you have to crack the witness' testimony. What is the risk involved. Do you stand to gain or lose in the cross-examination. Be careful with expert witnesses. Questioning them too harshly will not assist the defense of your client. Introducing Evidence Strategies Introducing key items into evidence will greatly assist the defense of your client. Remember, however, to introduce each item at the appropriate moment. The following may be a useful step-by-step guide to _cracking_ a witness: 1. Ask a question which you know will provoke a dishonest response from the witness. 2. Introduce a key item into evidence which discredits the witness' testimony. 3. Show that item to the witness. To simply show the item to the witness before provoking a dishonest response, lessens opportunity to force the witness into making contradictory statements, which scores points with the jury. Remember, though, that not all witnesses can be _cracked_. Attempting to discredit some witnesses, especially expert witnesses, will anger the jury and discredit your defense. --------------------------------------------------------------------- INVESTIGATING THE CASE --------------------------------------------------------------------- Moving Between Game Locations Type GO TO followed by your destination. For example, to go to the scene of the crime: GO TO THE APARTMENT or GO TO APARTMENT. Once in the apartment, you may go from one room to another by typing: GO TO LIVING ROOM or any other room you want to investigate. To go to the courthouse to begin the trial, type GO TO COURTHOUSE or GO TO COURT. Getting a Description of Your Environment Type SURROUNDINGS or SURR. For specific information about anything described in the text, type EXAMINE, EX or INSPECT followed by the name of the object. For example: EX JURY or INSPECT GOLD STATUE. Taking Evidence Type TAKE followed by the name of the object. For example: TAKE GOLD LEAF. Reviewing Your Inventory Type INVENTORY or INV at any time to see a complete list of the items you have taken and are carrying with you. When the SYMBOL *** appears, press any key to continue your investigaiton [sic]. --------------------------------------------------------------------- USING YOUR ASSISTANTS --------------------------------------------------------------------- Paul Drake Paul Drake is a top-notch detective, experienced in investigating nearly any situation, no matter how dangerous or complex. If at any time you would like a report on a certain character or place, type PAUL, followed by a comma, and then INVESTIGATE, followed by the name of a character or place. For example: PAUL, INVESTIGATE VICTOR KAPP or PAUL, INVESTIGATE THE MANDARIN RESTAURANT While Paul is out investigating, continue presenting your case. Paul will return with his report when he has completed his investigation. Della Street Della Street is a highly skilled legal assistant, available to help you in any telephone investigation you deem necessary. Once in the courtroom, Della can also summarize topics covered in the direct examination. For example: DELLA, CALL JANE WINSLOW or DELLA, CALL DR. ERICHSON Continue presenting your case until Della returns with the phone call report. To ask Della to summarize the direct examination of a witness, type: DELLA, SUMMARIZE. Della will summarize topics covered by the prosecution for your use during a cross-examination. To ask Della to assist you in formulating a cross-examination strategy, type: DELLA, TIP. She'll suggest a brief strategy for approaching the witness currently under cross-examination. She will also include a list of questions which you may ask the witness. --------------------------------------------------------------------- THE DIRECT EXAMINATION --------------------------------------------------------------------- During the direct examination the prosecuting attorney, Hamilton Burger, will call a witness to the stand for questioning. You, as defense attorney Perry Mason, can either object to Burger's questions or allow the witness to answer. Either choice will carry weight in determining the outcome of the trial. Direct Examination Procedures Following the text in which Hamilton Burger calls his witness to the stand, or following a witness' answer to a question, *** will appear. Press any key to continue. Burger will then ask a question. When the cursor appears, you can either object to the question by typing: OBL [sic] or OBJECTION or allow the witness to continue by typing: ANSWER or A or LISTEN. Type REPEAT at any time during the direct examination to get Burger's last question to reappear on the screen. To enter commands such as SAVE, RESTORE, or EXAMINE, type the command when the cursor appears, as you would at any other point in the game. Some commands will cause the last question Burger asked to scroll off the screen. Objecting to Hamilton Burger's Questions If you type OBJ or OBJECTION, Judge Northrup will either overrule you [sic] objection, or ask you to state the grounds for the objection. Permissible grounds for objecting are as follows: . IRRELEVANT - Use this objection when Burger's question asks for evidence that would have no bearing on the trial. For example: JULIAN, WHERE WERE YOU BORN? . HEARSAY - Use this objection when the question asks for evidence based on a statement made by someone other than the defendant, and is beyond the witness' direct experience. The statement may be oral, written, or non-verbal contact. For example: JULIAN, DID MARGOT TELL VICTOR ABOUT THE GUN? . LEADING - Use this objection when the question suggests a specific answer. For example: JULIAN, DID THE DEFENDANT STEAL THE MONEY? . OPINION - Use this objection when the witness does not possess the necessary expertise to answer. Only witnesses who qualify as experts may offer opinions in their area of expertise. For example, COULD ANYONE FIRE A GUN FROM CLOSE RANGE? is a question which could only be asked of ballistics expert Bill Dorset, as it concerns his area of expertise. This objection may also be used when you feel the witness' answer cannot be substantiated by facts. For example, SUZANNE, DID VICTOR LOVE LAURA? . UNQUALIFIED - Use this objection when the question asks for a fact, but the witness is unqualified to give the information. For example: BURNS, DID THE GUN KILL VICTOR? . BROWBEATING - Use this objection when Burger is intimidating the witness or using unseemly conduct. Often browbeating arises from a series ofintimidating [sic] questions designed to make the witness suffer emotional stress. For example: MILLER, DIDN'T YOU DESPISE THE VICTIM? --------------------------------------------------------------------- THE CROSS EXAMINATION --------------------------------------------------------------------- After Hamilton Burger has finished questioning a witness in the direct examination, you have the opportunity to cross-examine the witness, when you may ask any question that pertains to the subject matter introduced during the direct. If you ask a question outside the subject matter covered in the direct examination, Burger will object, and you'll have to withdraw the question. Cross Examination Procedures At the end of the direct examination, Burger will signal that he is finished questioning: YOUR WITNESS, COUNSELOR. When the cursor appears, begin your cross-examination by typing a question. If there are no objections, the witness' answer will automatically follow. When the cursor appears, proceed to your next question. You may continue to ask as many questions as you like, until your [sic] satisfied with the information provided. To restate your previous question and therefore, press a witness for the truth, type: REPEAT or CONTINUE at any time during the cross. To end the cross-examination, type: END or NO FURTHER QUESTIONS. --------------------------------------------------------------------- INTRODUCING EVIDENCE --------------------------------------------------------------------- To introduce an item from your inventory into evidence, type: INTRODUCE AS EVIDENCE For example: INTRODUCE THE CIGARETTE AS EVIDENCE. Using Evidence To use the evidence to make a point in the courtroom, type: SHOW or GIVE TO For example: GIVE THE CIGARETTE TO MARGOT To list all objects entered in evidence, type: EXAMINE EVIDENCE --------------------------------------------------------------------- COURTROOM THEATRICS --------------------------------------------------------------------- Occasionally you might want to adopt certain poses and change the expression on your face in order to score points with the jury or intimidate a witness. To do so, type: SMILE AT, SNEER AT, CURSE, etc.. You may also: STAND, SIT, FACE, WHIRL TOWARDS, etc. --------------------------------------------------------------------- CONVERSING WITH OTHER CHARACTERS --------------------------------------------------------------------- The following Chinese Restaurant Menu will assist you in solving THE CASE OF THE MANDARIN MURDER. When questioning witnesses you must phrase your questions in the format outlined in the chart (choose one from each column). Phrase your questions by choosing words listed in columns A,B, and C (each of the 3 columns contain ALL the possible words you may use). The possible verbs (column D) and object phrases (column E) are listed in the word list. Additional rules: 1. The first time you address someone, you must begin your question with his or her name followed by a comma. For example: BURNS, WHAT IS YOUR OCCUPATION? After you've addressed the character once, it's not necessary to address him or her again unless you want to speak to a new character. For example, your next question to Burns might be: HOW MANY GUESTS ENTERED THE BUILDING? 2. You may use one prepositional phrase in column E. For instance, you may say: DID YOU STUDY BALLISTICS IN SCHOOL? You may not, however, use more than one prepositional phrase, for instance: DID YOU GO TO THE APARTMENT ON FRIDAY NIGHT? as it would not be understood by the game. 3. Use single verbs in column D. Compound verbs, however, should not be used. For example: COULD MARGOT HAVE KILLED VICTOR? wouldn't be understood by the game. 4. You may use the first name, last name, or both first and last names of the subjects in column C. Please note, however, that the subjects in column C are the _only_ subjects which can be used. 5. Here are the only exceptions to the above rules. You may type: DESCRIBE EXAMINE TAKE GO TO PAUL,INVESTIGATE DELLA,CALL DELLA,SUMMARIZE DELLA,TIP SURR INVENTORY ===================================================================== Memo: Chief- Here's some info I dug up for the Kapp case. These are all of the important people involved as far as I can tell. If you ask me, Victor Kapp was a real snake, with enough enemies to fill up Dodger Stadium. Let me know if you need anything else. Laura Kapp- released from the institution only to find her world turned upsidedown. Victor Kapp- The dead restaurateur. I guess he got stiffed for the last time, huh Perry?! Sgt. Holcomb- Mr. Long Arm of the Law himself. He'd rather arrest you than the murderer any day! Russell Miller- the restaurant critic who finds himself in an occasional cash bind. I don't like this guy...a real wimp. Julian Masters- His money made Victor's dreams come true. My operatives tell me Victor didn't need him for the Mandarin. I wonder why? Suzanne Masters- Julian's wife and Laura's friend... a kept woman who seems to be keeping a few of her own secrets. Ed Burns- doorman at the St. James Apartments Margot Dubuq- What a curvy little croissant! Who knows what her relationship with Victor was all about? Bill Dorset- police ballistics expert - a good man. Jack Crossman- medical examiner- tops in his field. Lt. Tragg- Chief of Homicide. He may work for the prosecution, but I know he likes and respects you. ===================================================================== THE MANDARIN RESTAURANT ----------------------- NOUNS action Daphne Jack range affair death jail reason affidavit debt Jane record afternoon deceased jealous registration age decedant jealousy relationship alibi defendant judge report alien degree Julian resident Andrew delirious jury responsibility anger Della Kahlua restaurant angle den Kapp results anyone dent kennel review apartment deposition key rights appearance detective kitchen room Argos deterioration landlord rig arrival diploma Laura rum Arthur disease leading Russell ashes dish leaf sample asylum distance leaves Saturday attorney divorce letter scene automatic Doberman lieutenant schizophrenia autopsy doctor lightswitch school ballistics document liqueur scotch ballroom dog liquor scratch bar doll list search Barstow door litter sergeant bathroom doorman lobby sgt bedroom Dorset location share behavior dr lock sheet bill Drake love shift blood Duboq magazine sickness bloodstain earring man sink Bob Ed Mandarin snapps body editor mantle sofa bone elevator Margot someone book employee marriage sound bookshelf entry Masters speaker bottle envious me spot box envy medicine stain Bradford Epicure men stair brandy Erichson Midori stand Brannigan evidence Miller state briefcase examination mirror statue browbeating examiner mistake step building exit Monday stereo bullet experience money street bureau expert motive struggle Burger expertise murder Sunday Burns feet murderer Suzanne business file name switch butt finances next table cabinet fingerprint night telephone cafe fired noise television call fireplace Northrup tenant career Flamingo note terms case floor occupation terrace cause food office Terry ceiling Forbes officer test chair force opening threats chalk foyer opinion Thursday chef Frank outline time chief Friday palmtree today cigarette friend partners toilet citizenship friends partnership towel closet friendship Paul trainer clothes Fritzie paw tree clothing fury pen Tragg club gambler penalty trash cognac gambling penthouse Tuesday college gin people Tufts Colt glass percentage type conclusion guest perjury university condition gunshot permit unstable confidante Harvard philharmonic unqualified conscious hate phone victim contract hatred photo Victor contusion hearsay pillows vodka cook Holcomb pinscher voice cooking hole plant wall coroner home plate water corpse homicide police warm couch honor position Wednesday counsel illness post wife court immigrant profit window courtroom institute prison wineglass crime institution prosecution Winslow critic intimidating purse woman cross investigation qualification women Crossman investment qualified work cut irrelevant radio wound cuts ADJECTIVES accompanied clove golden mental accurate coffee guest miss any Colt gun more apartment cooking gun's murder Argos cross headless not ballistics dining her oriental Barstow district highball other blood dog's his palm Bradford door's human partnerships breakfast Epicure illegal phone broken expert intimidating police browbeating faithful jury prosecuting bullet fatal kennel's restaurant bullet's financial lady's sign-in business's Flamingo leading sliding cafe's forensic lethal steak card Friday living two chalk Fritzie's Mandarin unaccompanied chef's furthur marriage wet cigarette glass master wine closet gold medical your closet's PREPOSITIONS about during near through after for of to as from off towards at in on under before into over with behind VERBS admit drink keep saw agree drop kill say am eat killed search answer employ knock see appear end know sell are enter leading serve arrest entered learn shoot arrive examine leave shot ask exit left show asks expert let sift attack face lie sigh attract fail lift sign become fall light sit been feel like skip begin fell listen sleep belong finance live smile blackmail find lock smoke break finish look snarl bring fire love sneer browbeating fired marry spend call flush mean spin came found meet spit cause frown miss split caused gamble move stand certain get murder stare change give murdered start check glare no study chuckle go obj summarize climb grab objection surr close graduate open surrounding conclusion growl opinion suspect collide had owe swear come happen own take comfort has owned talk commit hate pause taste complete have perform tell conduct having pet test continue hear pick think cook hearsay proceed threaten could hesitate punch time cover hide put train curse hire qualified tune date hit rant turn describe injure rave unlock despise inspect read unqualified deteriorate insult reassure use dial intimidating recognize visit did introduce register wait die inventory release was dissolve invest rest were divide involve review whirl divorce irrelevant ruin wink do is run witness does join said work doing jump saved would COLUMN A COLUMN B COLUMN C COLUMN D COLUMN E --------------------------------------------------------------------- Interrogative Interrogative Subject _Any_ Verb _Any_ Object Pronoun (opt.) Verb (opt.) ------- ---------- Phrase or Word ------------- ------------- anyone look -------------- when did Burger speak At the apartment how do Burns take Ballistics where were Crossman admit On Friday night why could defendant entered Any blood who weren't dog kill The gun how many are Dorset happen Broken glass what is Fritzie came At Victor was guests smile On the couch wouldn't Julian turn In the closet didn't Laura fired The bullets Margot let Near the table murderer commit To school Police doing In the restaurant residents grab Russell Suzanne Tragg Victor You BUILDING SENTENCES WITH THE CHART 1. Choose a question phrase from column A and column B: WHEN DID, COULD, WHO WERE, WHAT WAS, HOW MANY 2. Choose a subject from column C: THE DOG, CROSSMAN, THE DOCUMENT 3. Choose one verb from column D: LOOK, TAKE, ADMIT 4. If needed, construct a phrase for column E: - Find a noun on the noun list: APARTMENT GUN ARGOS - If needed, find an adjective from the list: LAURA'S BROKEN FRIDAY - Choose one preposition from the list: TO IN AT These can be combined into an object phrase: ON THURSDAY NIGHT IN VICTOR'S APARTMENT THE GUN ===================================================================== IBM is a registered trademark of International Business Machines Corp. Commodore 64 and Commodore 128 are registered trademarks of Commodore Electronics Ltd. Apple is a registered trademark of Apple Computers Inc. PERRY MASON & The Case of the Mandarin Murder is a registered trademark of Spinnaker Software Corp. This software product is copyrighted and all rights are reserved by Spinnaker Software Corporation. The distribution and sale of this product are intended for the use of the original purchaser only and for use only on the computer system specified. Lawful users of this program are hereby licensed only to read the program from its medium into memory of a computer for the purpose of executing this program. Copying, duplicating, selling or otherwise distributing this product is hereby expressly forbidden. Copyright(c) 1987 Spinnaker Software Corp., One Kendall Square, Cambridge, MA, 02139. All rights reserved. ********* End of the Project 64 etext of the Perry Mason manual. *********