AMOS_ASTEROIDS - The object of the game is to destroy as many levels of rocks as possible, and avoid and destroy the alien ship which appears when there are less than 4 rocks left, and you miss 4 times in a row. BATMAN - Batman is a game created with Accolade's Shoot'em up Construction Kit. It is based on the Batman Movie, which is based on Bob Kane's classic DC(tm) comic hero. Premise: You (as Batman) are out for a late night spin in the Bat Jet, (newly rebuilt) when you notice the streets of Gotham have been overrun by the Joker's men, who are riding around in blue cars, taking potshots at anything that moves. You grimly activate the twin mini-guns on the wings of the Bat Jet and proceed to wreak havoc. But beware! That nefarious clown, Joker, is himself prowling the streets. BUGBLASTER - You have been supplied with a remote contol bugblaster, with which you must keep your garden from becoming overrun with bugs... Initially you may use your £200 of bug money to upgrade your pathetic bug erradicator at the local gardening store. At present you are only equipped with your pea shooter, and 10 homing peas (they come back once they hit the fan). CAFFEINEFREE - When the human race took to the stars, it wasn't long before they made first contact with an extra-terrestial species. Further communication proved them to be an intelligent, cultured, peace-loving race, with an advanced civilization. Of course, this sort of obnoxiousness really got up the collective nose of the fairly dense, uncultured, uncivilized, war-mongering Humans and so it was decided that the only sensible move was to declare war on the aliens and wipe them out. The war raged for years, with neither side gaining advantage. Finally, in an unprecedented show of international unity, the Humans decided to launch an all-or-nothing strike against the alien home planet. Two options were available to them: Firstly, an all-out offensive by the combined earth attack fleet. This was judged as having a very good chance of success, but would cost a horrendous amount of money. The second option was to send a single lightly armed experimental prototype fighter in to attack. This would be practically a suicide mission with very little chance of success and would probably lead to the destruction of the entire Human species, but it would save a few bucks. Either joystick or keyboard controls may be used - The choice is made by the way you start the game from the title screen. If you press the Fire button to start, joystick control is used. If the space bar was pressed, then the keyboard is deemed the input device of choice. DEFENDA - Defenda! is played on a scrolling screen which shows a section of the level on which your spaceship appears. On each level different types of aliens appear which kill on contact. The objective of the game is to destroy all the aliens of the screen while trying to protect the men standing on the surface of the planet. The green aliens will try to whisk away the men and if they succeed the alien turns into a nasty pink one. When all the men have gone the spaceship goes into deep space which contains many pink aliens. DEPTHCHARGE - Controls:Joytick controls Left/Right to move destroyer Hold fire button down and nudge joystick Left or Right to fire a depthcharge. Press SPACE to pause the game. Press Left Mouse Button to quit You can only fire 4 depthcharges at once, so the key is to be accurate rather than trigger-happy! Points are scored for each sub destroyed based on the depth of the sub. i.e. The deeper the sub the higher the score Small subs score double. Torpedos are more likely to be fired the higher the level you are on. Some torpedos fail to explode on contact with the destroyer (not many though)! DLXGALAGA - Deluxe Galaga is based on the game StarBattle on the old VIC20. That was one excellent game, that I had a lot of fun with. It's also some features from the games Galaga and Galaxions. I played Galaga on an arcade machine, but it was so long ago that I have forgotten how it looked like. My version of Galaga (or StarBattle) is a simple (?) shoot'em up game with good game play, but not so much fancy graphics. Many of todays game have lots and lots of graphics, but when it comes to game play they really sucks. They have manuals covering hundreds of pages, and you need hours and days to get into the game. What I want from a game is some relaxation for a couple of minutes, and then be able to quit the game and do some more work. And not to mark the calender for when I want to play the 30MB hi-tech game! You are in control of a small starfighter, and your mission is to protect the earth from alien attackers. When you start, your ship have limited supply of bullets and are moving a bit to slow, but by shooting the aliens you can collect the falling bonuses and get all sorts of weapons, extra speed and a lot of other goodies! There are double shoot, triple shoot, super weapon, extra life, smart bombs, money, warps, secret bonus level and much more. Look out for mother ships, rockets and super guardians! There is also a lot of secrets in the game, you can find this secrets yourself, or you can buy them in space-shop. The space-shop will appear every fourth level, but you must have more than 50 credits to enter the shop. There are more than 10 secrets hidden in the game. When you start the game for the first time, a preferences screen will appear. On this screen you can select what chips your Amiga have, the video system and how to save the hiscore list. ESC Stops the game in play, and quits the game if you are on any of the menu pages. F1 Selects 1 player mode. F2 Selects 2 players mode. 1 Selects beginner mode. (4 bullets, more speed) 2 Selects normal mode. (2 bullets, normal speed) 3 Selects hard mode. P Pauses the game, and starts the game again. You may also start the game again by using the fire button. E Toggles the sound effects on and off. J Joins two hiscore lists together. If a friend of you have the game you can use this function to make a new hiscore list with the best hiscores on. The new hiscore lists will contain only the best hiscores. You control the game with a joystick in port 2. BUTTON = Shoots at the aliens. LEFT = Moves the ship to the left. RIGHT = moves the ship to the right. EUPHORION - Another evil imperator has conquered the whole galaxy. Only a strong and brave warrior has a chance to fight him back. The challenge is yours! Defeat all enemy forces and bring back peace and freedom!.... Blablabla.....blabla....blablabla.... Joystick in port 1 controls your spaceship(s). left/right mousebutton allows 2nd player to control the moving shield. "P" pauses the game. "R" returns to the game after a pause. "Ctrl" + "C" ends the game and returns to WB. Shoot down enemy fighters. [Some fighters are not vulnerable and have to be avoided] Your moving shield protects you from the vulnerable fighters only! It is more efficient to control the shield by a 2nd player, than just leaving it alone. Don't crash into buildings etc.! GALACTOID - Galactoid is a 1 or 2 player shoot-em-up game that resembles the old classic shoot-em-ups Galaxian and Galaga. There are 30 different progressively harder stages in the game and each stage follows a specific format. When you first enter a stage you will see the first wave of enemies fly onto the screen and then seek their place in a formation or 'pack'. Each full wave consists of 4 enemies per side. The first stage consists of exactly four full waves, and generally the higher the stage the more waves fly in. Sometimes the last wave of a stage will be a half wave containing only 2 enemies per side. After all waves have flown on (or shortly before), the enemies in the formation will start diving at you, and you must avoid them and their bombs. You may shoot the enemies while coming on in waves, while in the formation, or when they are diving at you. You get more points for shooting them when they are not in formation. Scoring will be discussed later in this document. You will frequently find that a 'power-up' will fall from one of the enemies that you destroy. This will only fall when you are 'single' (ie. you can only shoot 1 shot at a time). When you pick up the power-up, you become double and can fire 2 shots at a time. When you get hit (either by an enemy or a bomb), one of two things happen: 1) If you are single; you lose a life. 2) If you are double; you become single. You start out with 3 lives (including the first one), and you have the option of continuing gameplay when you lose all of your lives. Bonus stages occur after every 3 or 4 stages except for the first one, which occurs after the second stage. Each bonus stage contains 4 waves of 10 targets each, and each target is worth 100 points. If you manage to destroy all 40 targets you get a bonus of 10,000 points. GALAGA - A long time ago, in a galaxy far far away, I walked into a dark and deserted coinop-hall ... 'Anybody here!?' I screamed, only causing some alien-rats to seek peace somewhere else. As I wandered thru the place, I discovered a person in the back, he seemed very occupied. I decidedly walked towards him, but as I came closer, a certain smell of rotten flesh filled the air. The person still didn't react, eventhough the wooden floor made enough noise to wake up the whole alien-town. Was this man deaf or something ?! Still approaching, it prooved that the man had worse problems: he was dead; not only dead, but long-time- dead: his rotten body was covering a coinop, an arm lying on the floor, in a pool of dried-up blood, the hand still holding a joystick. All of a sudden the remains of his body started sliding off the coinop, revealing the monitor ... While the body hit the floor with a smooth 'SPWAAT', the GAMEOVER tune of »»» Galaga'92 ««« sounded thru the hall ... When you take off with your spaceship, you will have very little equipment. Don't just push your firebutton, but AIM at the aliens, only this way you will avoid being hit by an alien while you are temporarily out of ammo. Once you have collected enough firepower, the way is clear to some serious MEGABLASTING !! But stay alert, one hit of an alien-bomb and you will loose all power-ups, and life will be harder than ever, certainly in the harder stages... When you are fighting a Nasty, stay underneat him, where his bombs proceed most slowly. It is best to kill all small aliens before you attack the Nasty ! Take as much bonuscoins as you can. They increase your power until a certain level. Each time your power increases, a message will be displayed shortly, indicating what the effects were. Once you have reached the maximum power, no messages will be displayed, but you will still be awarded extra points ! HELLZONE - Use your joystick & fire button to destroy the ravaging hordes of alien scum. P Pauses (fire button restarts) Esc Exits/Restarts HEMROIDS - If you need to know how to play asteroids then...Where have you been? Use a joystick plugged into the second port (Not the mouse one) and press the fire button to start. The objective is to waste as many of the unnamed lumps as you can int the shortest possible time. Zap the saucers that occasionally pass by for even more points and see how high you can climb the high score table. I have topped 100,000 many times; so It isn't impossible. You die when you hit somthing hard, so watch out. Thankfully, the collision detection is (relatively) good, so don't blame the program when YOU die. If things look sticky, then pull back to send your ship into another dimension; from whence it will return a few seconds later at a different position in on the screen. If that happens to be in the middle of a lumpy thing then...tough. Naturally the lumps will split up when you shoot 'em, which can (past wave 10) get hectic. INCINERATOR - You get a choice of Easy, Medium, and Hard games, for which the difficulty level increases during game play. More missiles, faster play, and tougher computer opponents are set for the hard level. You get to play 1 or 2 players, for which you alternate attacking and defending between each other. The computer plays the second player in 1 player mode. Helicopters are very nasty since they rapid-fire lasers on the city, wiping out huge sections of the city. They don't start firing on the city immediately, but they should be destroyed immediately. To use a super weapon you press both mouse buttons or the space bar. This wipes out all of the missiles on screen and even gets the helicopter. To pause the game, press any key on the keyboard (except space). To restart the game, press the fire button. intact. INTERFACEROBOT - Twenty Regal Kingsize has found himself in the 24273rd dimension known locally as Subllamatron. The packet of cigarettes is lost and needs to get back to its own dimension. You are that tobacco product and you must guide it through 176*10²¹ levels, sorry that should be 30 levels of cigarette related mayhem. Shoot things that move and collect Yin-Yangs. Score big and have fun killing aliens up a treat. Use a joystick to move the blue and white health hazard and use the fire button to erm fire. During the game Press P to Pause. (P to unpause) Level codes are given after each Boss alien. MEGASQUAD - Megasquad is a two-player combat-style game with two different modes of gameplay: Tag and Duel. Both game modes are played on boards consisting of walls and gates, and there are many boards to choose from. You may either choose a board each time you play, or you can have the computer pick a random board. Control: The control is based on rotation and thrust. Each player controls a ship, and the ship is rotated left and right with the joystick. Thrust can be applied by pressing up on the joystick. In duel mode, the fire button fires a shot. Player 1 uses joystick #1 (the free joystick port) and player 2 uses joystick #0 (the mouse port). Tag: The object of tag is to accumulate a certain amount of points before your opponent does. The player who is not 'IT' accumulates two points per second. The player who is 'IT' must try to tag the opponent. When the player who is 'IT' tags the opponent, the opponent becomes 'IT'. There is a three- second getaway time, and during this time no points are accumulated. At the beginning of a Tag game there is a scramble to determine which player starts out as 'IT'. Both players are placed at an equal distance from a red line, and the last player to cross the line starts out the tag match as 'IT'. There are six different scramble boards, and you can select which one is used, or you can have the computer select a random one each game. This is done from the option screen. Duel: The object of the duel game is to shoot your opponent and avoid getting shot. You accumulate one point each time you kill your opponent, and your opponent accumulates a point when he kills you. The first player to get a certain number of points wins the game. There is a three-second invincibility which takes effect at the beginning of the game and whenever a player dies and reappears. ORBIT3D - You are the pilot of a small space vehicle in orbit, along with your Mother Ship, around a large black hole in space. Your vechicle is supplied with oxygen for life support, fuel for maneuvering, and torpedoes for destruction of asteroids captured by the gravitational force of the black hole. The object of the game is simply to survive in orbit as long as possible. To refill your supplies of oxygen, fuel, and torpedoes, you must successfully rendezvous and dock with the Mother Ship. To preserve these vital supplies, you must protect the Mother Ship from destruction. In the Learn mode, you have unlimited oxygen, fuel, and torpedoes, and neither you nor the Mother Ship can be destroyed. The Learn mode allows you to practice maneuvering in orbit without being immediately destroyed. In the Play mode, oxygen, fuel, and torpedoes are consumed as they are used and must be resupplied by docking with the Mother Ship. Quantities of these supplies remaining on your ship are indicated on the screen, and an alarm will sound if supplies of oxygen or fuel are nearly gone. Also indicated on the screen is elapsed time in seconds. Survival time in excess of 300 seconds is an excellent score. The Demo mode is a replay of an encounter with a famous pilot at the controls to prove that it is possible to survive for a short while, at least. A small symbol at screen lower left shows the position of the joystick at all times to demonstrate the technique of maneuvering in orbit. Your vehicle thrusters are controlled using the joystick (connector #2). Your vehicle is accelerated in directions parallel or diagonal to playfield grid lines by joystick movement. Torpedoes are launched in these same directions by joystick movement with the "Fire" button down. You are limited to two torpedoes at a time. In case of exhaustion, you can cause the game to pause at any time by pressing the spacebar. You can dock with the Mother Ship by making contact while matching your speed and direction of motion. If docking is perfect, you vehicle will be taken aboard the Mother Ship. If you make hard contact, you will hear the clang of your hull against the Mother Ship, but docking will be successful. If your speed and direction do not match within acceptable limits, you will be destroyed. Once docked, undocking is accomplished by pressing the Fire button. In any event, you cannot remain docked for more than 10 seconds. Although you have powerful thrusters, you do not have enough fuel to constantly overcome the gravitational pull of the black hole. In order to survive, then, you must achieve a stable orbit allowing you to cease expenditure of fuel while launching torpedoes to protect the Mother Ship. Expenditure of fuel should only be required to change the shape of your orbit to rendezvous with the Mother Ship, or to move quickly out of the path of an approaching asteroid. Changing the shape of your orbit in a predictable way will require some practice. The key to these maneuvers is to avoid moving either directly toward or directly away from the black hole. Instead, move your vehicle around the black hole, and let its gravity pull your vehicle into an orbit. Begin in the Learn mode, and observe the motion of your vehicle without applying any thrust. Generally, you will find yourself in an oblong or elliptical orbit which swings very close to the black hole at one end, and far out into space at the other end. Experiment with applying thrust in short bursts either in the direction you are moving (acceleration) or opposite to the direction you are moving (deceleration). To achieve predictable results, it is best not to apply thrust in other than these two directions. In general, thrust in the direction of motion will take you into a higher orbit while thrust opposite the direction of motion will take you into a lower orbit. The ability to change your orbit from elliptical to circular shape will be useful in docking with the Mother Ship. Deceleration at the closest point of approach to the black hole will circularize your orbit at a small distance from the black hole. Acceleration at the farthest point in the path of your orbit will result in a circular orbit at a large distance from the black hole. Observe the joystick position while running the Demo mode for an illustration of the techniques required to control orbital motion. PARATTACK - Parattack is loosely based on a game I saw many years ago on another type of computer. Basically, all you have to do is blast away the enemy planes and paratroopers before they get you. Full instructions can be found in the game. Use a joystick and the mouse. Your high score will be recorded in a high score file in the same drawer as the programme. For this reason the programme will need to access this drawer so don't remove the disk while the programme is running! If the high score file does not exist the programme will create it. This could be useful if someone else has given you a copy of the game with their high scores in it. Just delete the file so you can start with a fresh set. QUICKMONEY - A two player game of reflexes, cunning, strategy and explosions. A globally broadcast gameshow in which the contestants participate in mechanised gladiator fights and try to destroy each other for cheap and tacky prizes. The fights take place in purpose built arenas, the players controlling their craft remotely (after all, this future society is very non-violent), so nobody is physically hurt as such. Other targets are introduced into the arenas, in the form of mechanical and biologically-engineered droids. If it moves, blast it. If it doesn't move, blast it anyway, just to be on the safe side. The game is presented as a split-screen-top-view of the arena, the top window tracks player one, and the lower window, player two. Arenas are simple mazes which scroll vertically to keep each player centered. Each craft has a shield system, which is depleted by contact either with droids, or with blasts fired by the other player. Shield status is represented as a white bar next to the scores in the middle of the display. If a shield reaches the zero mark, then the respective player is respectively very dead indeed. Blowing away your opponent earns you bonus points. So needless violence is strongly encouraged, as the overall winner of the game is the player who has the most points when the game finishes. Points may be earned by shooting and destroying droids or the other player. Shields may be recharged by moving over a recharge area, which looks like a yellowish/brownish squarish thing on the floor. However, recharging involves 'buying' back shield energy with points, and so recharging is not always a very good idea. If you have no points, you cannot recharge. The contestants stay in the arena until they are either dead, or they have destroyed a set number of droids, in which case the next arena is entered. If one player dies, the other player continues playing until the end of the current arena (survival is optional), so if you are in a losing position, you have a chance to gain some more points. The scores are then compared and an overall winner is declared. Droids always originate from the area of floor marked with inward-pointing arrows. Every level has one of these areas, and it is not a good idea to be over one when a droid emerges, as your craft will take damage. However, a good way to gain points is to stay near this area and pick off droids as they come out. The other player will often have the same idea, and so you may find yourself having to fight for this valuable territory. There are a number of different droid types, each acting in a different way. They get tougher (although not so very much brighter) and increase in numbers as you progress. RINGWAR - RingWar is a classic arcade game of reflexes. The graphics are based on the vector style of the old arcade games such as Asteroids and Tempest. When you first start the game, your ship will appear at the far right border of the screen. In the center of the screen you will see three concentric sets of rotating rings, in the center of which will be a another ship. A powerful force surrounds the outer ring segment, if your ship runs into it it will be pushed away. Shooting a segment in a ring first weakens that segment, which turns it a brighter shade of blue. The next shot to hit that segment destroys it. Note that you have to leave at least one segment intact in each of the three groups of rings, or the entire group of ring segments will be regenerated. Once you have punched a hole into at least one of the segments in each of the rings, it will then be possible to destroy the inner ship and advance to the next level. But be careful! Once you have made an opening through the rings it is possible for the center ship to shoot back at you. Your ship is equiped with a shield. Every time you use it you drain the power source in your ship. Once your ship has run out of shield power, thats it! That ship has no more shield until you die. The red bar at the top of the screen indicates how much shield is left. The shield will protect from exploding mines and the shots from the inner ship. As you play, mines will randomly warp into the game, and chase you. It is possible, though difficult, to shoot a mine before it reaches you. When a mine gets within a certain radius of your ship, it explodes. The further you are away from the mine when it explodes, the better your chances of surviving. It is safe to fly through the mines, but only while they are warping in. Up to three mines can be on the screen at once on the higher levels of the game. SAFRONDREAM - The setting is 23150 AD on a planet not so far away from Pluto You were the champion of your planet, Fuque, and the savior of the world but now the evil scum of the universe have taken the tablets of power and will soon use them to rule the entire universe. You cannot allow this to happen, you alone must take back the tablets of power and destroy the evil scum that threaten your planet. Standard joystick controls: Left = Left; Right = Right; Up = Up; Down = Down; Fire = (Suprise suprise!!) Fire SCORCHEDTANK - Scorched Tanks is a tank warfare game where 2 to 4 players take turns buying weapons and shooting them at each other. The more damage a player causes another, the more money they get. The more money a player receives, the larger the weapons they can buy. This is a very simple concept, but extreemly addictive! Scorched Tanks is very much related to a very popular game called Scorched Earth on MS-Dos machines. I've only played Scorched Earth maybe five times ever. But it impressed me so much that I decided that the Amiga need a version too. Scorched Tanks is very similar yet VERY different to the MS-Dos game. 'Tanks innovates where 'Earth and other look-a-likes leave off. The gameplay and interface are so easy to use, an 8 year old can pick it up in no time. I tested it with a group of little kids. They spent two hours screaming and jumping around while they blew-up each others computer tanks. Basically it's simple to learn and the interface's layout doesn't take away from the game. WeaponsLink is how each player buys and sells weapons, shields, and other items of use. Choose the desired item and select buy or sell. Select DONE to go to the next player. Each player must fire at the other tanks until there is only one tank left. Destroying a tank earns a player $5000. the winner of the round receives $5000. Second $2500. Third $1250. Forth $625. Before Fireing weapons, remember to set angle, power, and desired weapon before clicking FIRE. SCUDBUSTERS - Teh Startup Screen. This screen will allow playing the computer or play against a friend (or enemy) using the modem. This demo version of the program will not allow use of the modem. When you register you will be sent the full working version. Select START to get to the battlefield. Select QUIT to quit the game. BATTLE is one game the highest score at the end is the winner. WAR a war will be 7 battles, The army with the highest score will be declared the winner. THE BATTLEFIELD The battlefield screen is a Pseudo 3-D view of a battlefield, The enemy is at the top far away and you are at the bottom. The DEPLOY EQUIPMENT window has your equipment. From left to right SURFACE TO SURFACE MISSLES (3)- SURFACE TO AIR MISSLE (1) - RADAR (1) - COMMAND AND CONTROL (1) DEPLOY EQUIPMENT Use the mouse to select a piece by placing the crosshair over the piece you want to move then click the left mouse button. The piece will disappear. Move the crosshair to where you want to place the piece and click the left button of the mouse. You won't be able to place the pieces outside of the playfield,and you won't be able to place the piece too close to another piece. START THE GAME When the last piece is on the play field the game has begun, so be ready! LAUNCHING SURFACE TO SURFACE MISSLES Select the missle by using the F1,F2,F3 keys.(F1=missle1,F2=missle2,F3=missle3) Then place the crosshair in the enemy battlefield and press the left mouse button to launch the missle. If you have the crosshair in the blue sky, the missle will fall to the ground below that point. When the missle is launched it will fly out of view at the top of the screen,then a few seconds later you will see a small warhead fall over the enemy battlefield. Your enemy has SURFACE TO AIR missles and he may shoot your missle down. If you see your missle explode in the air you will know he got it with his missle. LAUNCHING SURFACE TO AIR MISSLE Select the SAM by pressing the SPACE BAR then select the target using the crosshair, and press the left mouse button. NOTE - the SAM will not launch below the enemy's front line. You will have to lead your target a little to hit it. As an option the ESC key is assigned to select the SAM missle. Your RADAR unit helps you aim the missle. If your enemy destroys your RADAR unit you will have to aim a little better to hit your target. NOTE should your SAM launcher get destroyed, it will be repaired after a period of time, or you can elect to convert one of your other launchers to a SAM site using the 1,2,3 keys on the keypad. Press 1 on the keypad to replace launcher 1 with a SAM. Strategy is important here. It's up to you. YOUR AWACS The panel in the lower left is your AWACS. The sections will turn orange when your enemy launches a missle. The sections represent a map of your enemy's battlefield. If the pannel in the upper left turns orange,your enemy launched a missle from the back left side of the battlefield. When you launch a missle at the enemy you may notice one of the AWACS panels turn orange then grey,like a flash. This indicates he launched his SURFACE TO AIR missle to shoot your missle down. To get a more precise location of the enemy launch sites, use the F4 key to send your plane over his battlefield. When he launches a missle a small orange dot appears to let you see his launch sites. CAUTION CAUTION!!! if you leave your AWACS over his battlefield too long he will shoot it down!!!!!!!. Use the F5 key to bring your AWACS back to a safe distance. The only time you dont have to worry about getting shot down is if you destroy his SURFACE TO AIR launcher. See the section STATUS to find out what he has activated. Should your AWACS get destroyed, be patient it will be repaired after a period of time. ENEMY AWACS During the battle you will see an airplane in the sky to the left or the right. This is your enemy AWACS. If you are launching a SURFACE TO SURFACE missle when this AWACS plane is in view,your enemy will have the location of the missle you launch, he will come after it,so be ready he doesn't miss!!! Use your SURFACE TO AIR MISSLE to shoot down his AWACS. RADAR The RADAR panel in the bottom center will show you an orange bar after the enemy launches a missle. This bar is in a relative position to where the inbound missle is going to come down. If the bar is on the left side of the pannel then the missle will come down on the left side of the battlefield. If an enemy missle hits your RADAR truck the radar glass will shatter and you will lose inbound reports,and your SURFACE TO AIR missle will be less accurate. STATUS This pannel lets you know what your enemy has active. When your missles hit one of his pieces of equipment the piece that you hit will be removed from the status window. NOTE ON THE MISSLES The SURFACE TO AIR missles can't hit anything in your enemy's battlefield. The SURFACE TO SURFACE missle can't be used to hit an enemy inbound missle. DON'T GET CONFUSED!!! ENDING THE BATTLE Your COMMAND AND CONTROL HEADQUARTERS is what you are trying to protect! If an enemy missle hits it the battle is over!! Also if you lose all your SURFACE TO SURFACE missles, the battle is over!! At the end a message will appear to let you know if you WIN or LOSE,then you will go to the startup screen to see your score. NOTES ON YOUR ENEMY HINTS 1. The kill ratio on his SAM is about 75%. If you destroy his RADAR unit this falls to 50%. 2. You destroy his SAM site and he can't shoot at your AWACS. When you see you have destroyed his sam hit the F4 key to get your AWACS down range. 3. Take a defensive posture at first. Concentrate on shooting the inbound missles. Try to get a shot at his AWACS plane. After you see his AWACS fly by then launch your SURFACE TO SURFACE MISSLES. 4. You shoot down his AWACS plane and he can't detect your launch sites, so launch at will. 5. Use your AWACS for short periods of time just to see one launch site then concentrate on it. 6. Try to get his SURFACE TO AIR MISSLE first, then you can concentrate on his launch sites. SOLE_DEFENDER - You're in charge of defending one of the huge mechanized space platforms producing products for earth. Out here, if your platform isn't protected, it will quickly belong to someone else. The good news is your platform has an automated defense network to keep the wolves at bay. The bad news is someone has sabotaged it and the enemy is descending on the platform at a rapid pace. What do I do? ------------- You need to repair the defense network as quickly as possible while eliminating the enemy where you can. All you can hope to do is slow them down though, because they're too many of them and they're coming too fast. You also have to worry about supplies for your ship, because they're being rationed. How do I get back control of the platform? ------------------------------------------- Once the defense network circuit board is repaired, it will take over and eliminate the enemy. So as soon as the circuit board is repaired, you win. How could I loose the platform? ------------------------------- The enemy is rapidly deploying all over the place. There may be some enemy in every sector, but if the enemy FULLY occupies 5 sectors (shown in red on your ship's console display), then the enemy has taken over and you have lost the platform. What other problems do I face? ------------------------------ If you run out of fuel, or get hit too many times, your attempt to save the platform has ended. How do I use my ship? -------------------- Use your joystick to turn the ship left and right. Let your ship go off the edge of the screen to access the next sector(screen). Pull back on the joystick and press the fire button to access your ship's console. This displays the status of your ship, its supplies, and how much of the network has been repaired. From this screen you can also quit the game, restart the game, access on-line help, or return to the game. What is the console's sector map showing me? -------------------------------------------- The squares in this map represent the 80 sectors of the platform. The blue square is where your ship is located. Green squares indicate light or no enemy activity. Yellow squares show where the enemy is building up. Red squares show what sectors the enemy has fully occupied. If the enemy attains 5 fully occupied sectors, you have lost the game. Squares that show a dot in the middle indicate sectors that contain a supply dock. Numbers on the sector map indicate where the network nodes are. Each number corresponds to the position the node has on the IC board. If the dot or number in the sector is white, you have not accessed that item yet. Black indicates you have been there already. Where do I go first? -------------------- Your main task is to reach all network nodes in order to replace all IC's in the defense computer. (To see what network nodes look like on the platform, bring up the on-line help screen; the node image appears near the bottom). You must get to all the nodes while keeping control of the enemy hotspots and maintaining supplies. What do I do when I find a node? -------------------------------- Just as your ship crosses over the top of the node, pull back on the joystick and press the fire button. This will bring up the IC board that needs repair. Each IC on the board represents a different node in a different sector. The IC for the node in your sector is highlighted on the board. You can only change the IC for the sector your in. What do I do with the IC board? ------------------------------- You must choose the IC number for the IC by moving your joystick left or right. This number is used to calculate the sum for the row and column the IC is in. When the total of all the IC rows and columns matches the numbers around the edge of the IC area (the numbers in white on the board) then you have repaired the defense network. Press the fire button to exit the screen after you have made your choice. But I don't know what IC# to select yet --------------------------------------- That is true in the beginning; you can only make an educated guess. (Hint: The only numbers used are 0,5, and 10.) As you get more ICs on the board, you'll have more information to figure out what numbers are needed at what position to make the rows and columns add up right. You may have to revisit a node to change its IC number more than once. Sometimes when I hit an enemy dead on, my ordnance passes right over him -------------------------------------- Your weapons work differently than you might expect. There are 3 types of enemy weapons: floating attack probes, platform vehicles (crawlers) and gun placements. You have a specific ordnance for each type of enemy weapon. When you hit an enemy of that type, it is deducted from that supply. If you don't have that type of ordnance, the enemy won't be hit and the ordnance will be deducted from what you have the most supply of. If you miss the enemy altogether, your supply is deducted the same way as mentioned previously. I'm running out of supplies, how do I get more? ----------------------------------------------- Look on your console screen for a sector with a dot and head for that sector. When you arrive you'll see a red and blue dock with a light circling around it. You'll have to circle around until your timing is just right to cross into the center of the dock just as the light goes underneath your ship. If you do this correctly, the dock center will change to a down arrow. Pull back on your joystick and press the fire button. This will bring up the supply screen. How do I use the supply screen? ------------------------------- You can choose one of the supplies listed on the notepad. To select an item, move the joystick up or down, then press the button when the check mark is on the item you want. Your ship will be fully resupplied on that item (or fully repaired). EACH DOCK CAN BE USED ONLY ONCE, so plan your usage carefully. If you're always repairing damages, you won't have opportunity to get anything else, so watch those hits. SPACEINVADERSII - HERE WE GO AGAIN !!!! Those little green fellows with the brain the size of a pea are back and they are after revenge. They were on route to Earth to perpitrate an awful crime against humanity - kidnap the entire female population for use as mine workers in their slime mines! As your craft was the only ship between them and Earth your task is to `delay' them as long as possible until Earth can get some pretty hefty anti-alien hardware together. THE GAME: Your ship is situated in the middle of the screen and has powered up it`s mark II shields ready for the onslaught. Use your funstick to rotate the ship by pressing left and right and to rotate the shields around your ship press up and down. There are new weapons aboard your ship which can be used in two different ways - by pointing your ship in the desired direction and pressing fire will release a stream of bullets which travel in a line and are good for taking out ranks of aliens alternitivly when you are rotating the ship press fire to release a wide covering of plasma death. THE SHIELDS: The shields will stop all incoming and outgoing missiles and will not sustain any damage at all. WHEN THE SCREEN FLASHES: The screen will flash colours to tell you the status of your lives. If the screen flashes red an enemy missile has hit your ship and taken a life point from your ship. When the screen flashes green it means that the ship has had time to reinforce itself or fix damage resulting in an extra life point. These occur every 1000 points. STARTING AND STOPPING THE GAME: To load the game double click on the small alien icon and wait for a short time. Messages will appear during loading - if everything is going fine then the message will be "LOADING DATA" but if "NOT ENOUGH MEMORY" apppears then reset your Amiga and try again. If everything has loaded ok then the title screen should fade in displaying the current high score. From here press the fire button on the funstick to enter the game. While playing the game pressing the left mouse button will exit back to CLI/Workbench. SPECTRUM - Use the joystick in port 2 to blast away at the ever lowering wall. When you blast a hole large enough to fit through, push forwards to activate the thrusters. The levels get prgressivly harder, until nearly impossible, but I have completed the game during bug testing. This was my second ever game. Some of the levels flicker a bit because the blitter is too slow to scroll all 5 planes at once. TANX - Anyway Tanks is a 2 player game only ( Although I have known a few people who play in on their own! ),each player is given a tank to control on a landscape,the idea is to take it in turns to shoot at your opponent. ( See.? I said it was simple ). You have control over the angle of the tanks barrel and the velocity behind the shot. The winner is the person who scores a direct hit on their opponents tank. ( Cooo, now there is a surprise.) Thats the basic idea behind the original Tanks game, now here is my version. Amiga Tanx. ~~~~~~~~~~~~~ Amiga Tanx follows the same lines as the original game,but with just a few variations. a) Randomly generated Landscapes. b) Two main types of Landscapes. c) Variable gravity. d) Variable wind strength and direction. e) Targets to hit. f) Objects which affect the flight of the tanks shot. g) Full Stereo Sound. h) 50 frames a second screen update. i) Parallax scrolled play area. j) Over 100 colours on screen. ( Honest ! ) Playing The Game ~~~~~~~~~~~~~~~~~~ When the Tanx title appears, press the left mouse button, after a few seconds the Main Options Screen will appear. From this screen you can change many game parameters. The parameters will be explained later on. To Play a game simply move the mouse pointer and click on the PLAY Icon situated in the top right of the screen. After a few seconds you will be shown the Landscape on which the battle is about to take place. ( The Landscape is about 2 screens wide. ) A control panel,then drops down from the top of the screen. From here the current player can control his/her tank and scroll around the landscape. The current Players name is displayed and their tank is brought into view. The following Icons are displayed in the panel. Velocity - Represented by bar bells. ( What else? ) Clicking on the arrows underneath will alter the velocity of the players shot. If you hold the left mouse button down then the velocity will rise slowly,hold down both left and right mouse buttons and the velocity will rise quickly. Velocity can be in the range of 0 to 199. Angle - Represented by a 90 degree angle. Clicking on the arrows underneath will alter the angle of the tanks gun barrel. Click with the left button alone and the value will change slowly.Hold down both mouse buttons and things will wizz along. The angles are in degrees. Values are between -90 and 150 Negative angles will fire the bullets downwards. + 90 degrees will fire the bullets straight up. Fire - Represented by a rocket on a red button. If you are happy with the angle,velocity and tanks position,then click on this to fire your bullet! Quit - Represented by a white flag. Clicking on this during any point in play will quit the current game and return to the options screen. Scroll Land - Represented by a small landscape and tank. Click on the arrows will scroll the Landscape Left and right, and up and down. this will enable you to pick out your target ( The other players tank ). Pressing the left mouse button will scroll slowly. Hold down both buttons and it will wizz along. Move Tank - Represented by a Tank ( Suprising huh.? ) Clicking on the arrows below the icon will move your tank. Tanks can only move on their flat plain. They can not go up or down hills or ride over craters. When you fire the bullets, they will fly given your angle and velocity. The bullets are accurately calculated using a projectile forumla,so they will act as if in real life. Each player takes it in turn to fire a shot. the first player to hit their opponents tank wins.! After a game has been won. A status screen is displayed. A tally of the games won by each player is displayed. From the Status screen you can play another game with the current parameters or you may exit to the Main Options screen to alter the parameters. - See Next section. The current tally of the games won by each player is only cleared when you change the players name from the main options screen. - See next section. Game Parameters. ~~~~~~~~~~~~~~~~~~ As you may have seen from the Main Options screen there are lots of parameters that you can change. A) Wind Strength. B) Wind Direction. C) Gravity Strength. D) Landscape generation. E) Objects. F) Sound. Also on the Main options screen you will find the following Icons. ABOUT - The current version of the game and who wrote it! QUIT - Quit the game. PLAYER1 - PLAYER2 - The two player icons at the top left of the main options screen enable you to alter the players names.Simply click on the icon under the players name. You may type in 3 letters from the keyboard or move your mouse left/right and click to leave a character. PLAY - Play a game with the selected parameters. I will run through each of the parameters and explain what they all do! To operate any of the options,simply move the mouse pointer over the switches ( little boxes with black or red lights in them ) and press the left mouse button. A) Wind Strength. ~~~~~~~~~~~~~~~~~~~ Pretty obvious this one. You can introduce wind affect into the game. Wind affects the flight of the bullets and makes the game a little harder to play. The wind strength and direction is displayed during the game, at the bottom of the screen. The flag denotes the direction,whilst the meter and number ( from 0-9 ) denotes the strength. The options under Wind Strength are as follows. 1) None - No wind affect at all. The default option. 2) Light - Light wind.A small breeze blows and has a small affect on the bullets flight. 3) Medium - A brisk wind blows across the landscape. This wind noticeably affects the bullets flight. 4) Strong - Definitely gale force conditions now. The wind is very strong and the bullets are very much affected by the wind. 5) Random - The wind strength is randomly chosen during the game.After each players shot the wind can change strength with this option. NOTE: With options 2-4 the wind strength is chosen at the beginning of a game and does NOT change throughout the game. With option 5. The wind strength is randomly chosen, and DOES change during a game.So watch the wind meter before taking a shot.!!! B) Wind Direction ~~~~~~~~~~~~~~~~~~~ This option rightly alters how the wind direction is generated. 1) Same. - The default option. The wind direction is chosen randomly at the start of each game and does not change during that game. 2) Random - The wind direction is chosen randomly at the start of each game,but it can change randomly during a game so watch out!!! C) Gravity Strength ~~~~~~~~~~~~~~~~~~~~~ No prizes for guessing what this does. Different gravity strengths require different tactics. All gravity is chosen at the start of each game,and does NOT change during the game. 1) Light - Light Gravity,makes the bullets feel very light. When fired they will tend to float along. 2) Medium - This is the default option and is equivalent to the earths gravity. 3) Strong - The bullets feel very heavy and drop like an elephant wearing several lead anvils as ear rings. 4) Random - The Gravity is randomly chosen from the above. D) Landscape Generation. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ There are two types of landscapes. Mountains and Foothills. For each type the landscape is randomly generated,so no two landscapes will be the same. During landscape and object creation,a small message appears on screen informing you. - See the Known Bugs Section.!!! 1) Mountains- Steep mountains with large valleys. This makes hitting tanks quite tricky. Lots of cover. 2) Foot Hills- Shallow valleys with small hills. Tanks are easily spotted and not to difficult to get at. 3) Random A Totally random landscape is generated. Watch out!! some bizarre shapes can be generated with this option. E) Objects. ~~~~~~~~~~~~~ These are not for the faint hearted.! 4 types of objects can be placed on the landscape. All the objects are placed randomly on the landscape. NOTE: See the Known Bugs section !!! 1) Targets. - These can be destroyed,if you hit a target you will get a free shot the next round. 2) Fans - These can not be destroyed. These blow ( What else do fans do.? ) very hard in the direction they face. If the bullets fly into range of one of these expect strange results.! A fans wind strength is usually stronger than a strong wind. A fans strength is randomly chosen. 3) Pushers - These strange objects look like pulsating red pyramids. ( With an arrow going up and down) When ever a bullet flies over them it will be pushed upwards very hard. 4) Pullers - These look like a pair of jaws opening and closing. These have the opposite affect of the Pushers. When ever bullets fly over them they will be pulled down very sharply. F) Sound ~~~~~~~~~~ If you wish you may switch off all sounds during the game. All the sounds are digitised and played in full stereo,so why should you want to switch the sound off.? Some other things I should mention, ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ No two games of Tanx will be the same. Most of the parameters I use to generate landscapes and object positions are randomized as much as possible. ( This was right pain debugging the code! ) The tanks are randomly positioned on the landscape, players are randomly assigned tanks to use.The player that goes first is also randomly chosen. So don't complain if your mate always goes first!! Tanks are limited to moving on their "flat plain" only,they can not go up mountains or over craters. But you are able to "Tunnel" your way into a nearby mountain. Simple position your tank about a tanks width from the mountain or hill,set your angle to -4 or -5 and velocity to over 100. The explosion of the bullets hitting the land,will remove a hefty chunk of land.repeat this a few times and you will have created a tunnel.Drive your tank in for cover!! But your tank must be able to fire out of it! Try setting the landscape to Foothills,wind to strong,gravity to light. Fun ain't it.? Be careful not to shoot yourself.!! It is best to start of with the default options, no wind,medium gravity and no objects. As soon as you find this to easy,introduce wind and different gravity strengths. Finally try switching on the following and playing for the hardest level. 1) All objects on 2) Random Wind strength 3) Random Wind Direction 4) Random Gravity 5) Random Landscape. TARC - This is a space invaders type game. There are nine levels of increasing difficulty: each level contains more aliens and bombs, weaker shields and more frequent bonus ships. There are eight different aliens, each with eight frames of animation and displayed in full colour. Some of the aliens vary their widths to make themselves harder targets. The bonus ships present a special danger - they have varied effects on the control of your ship and the speed of the aliens and their bombs. The most deadly is probably the bonus ship which reverses the joystick control directions. Note that the first bonus ship has no effect. High points are awarded for the destruction of these ships. The shields will withstand a fixed number of hits, either from alien bombs or your own laser fire. As more hits are sustained the shields start to glow until they are bright red, at which point they fail completely. You start the game with four lives. Two extra ives can be awarded - one for reaching 5000 points and one for reaching 50000 points. The game finishes when either all your lives are lost or the aliens land at the bottom of the screen. Points are scored by hitting aliens and bonus ships. The values of the higher rows of aliens are progressively greater. All rows have a greater value in higher levels. CONTROLS Joystick in port 2: Left, Right & Fire. TRAX - This is a simple two player game based on combat from the Atari VCS. The object of the game is simple, each player has a tank and he/she has to destroy the other tank as quick as possible. As in the old VCS only one shot can be on screen at the same time so careful shots are required or it could spell doom!!! Main Menu ~~~~~~~~~ Using the joystick in port 1, moving up / down selects an option whilst left / right changes it. Unlimited Shots - Self explanatory. Yes/No. Unlimited Time - Self explanatory. Yes/No. You Can Shoot Yourself - This lets you select whether or not your own shots can kill you. Yes/No. ( This makes for an interesting game with it On ). Player B Joy / Key - Changes control for player B from joystick or keyboard. Keys - S - Up X - Down , - Left . - Right ? - Fire Number of Shots - This lets you change the number of shots each player start with. 10-99. Number of Lives - This lets you change the number of lives each player start with. 3-99. Duration of Game - This can be between 1 to 20 minutes. Duration of Shot - This can be between 1 to 4 seconds. Select Level to Play - This is from 1 to 40. Load Maps from Disk - First place your map disc into drive df0: and press fire now select using the joystick the bank you wish to load and press fire again. How To End a Game ~~~~~~~~~~~~~~~~~ To win a game either player has to have shot his/her opponent the required amount of times, but the game can also end when the time runs out or both players run out of shots. Keys for Trax :- ~~~~~~~~~~~~~ Q - Quits from the game being played. Esc - Quits Trax and returns to DOS. Map Editor ========== In the first version of Trax this was only used by myself to save time creating maps, but there was potential to have it somehow in the game and after choosing to have it as a separate program here it is. When the Map Editor is loaded you will be presented with Level one's map although all fourty are in memory as well. Control ~~~~~~~ Using the mouse a cursor can be moved to any block on the screen to edit. You can select a different block to draw with by pressing the right mouse button, this flips the screen to the blocks screen then by pressing the left button a block will be selected. When you press the right mouse button to return to the map the left button will let you draw with that block. Keys for MapEd :- Q Quits MapEd. F Fills screen with tile 0. I Makes walls invisible. V Makes walls visible. L Load maps. S Save maps. P Paste map from buffer. C Copy map to buffer. D This option should when pressed automatically place shadows onto your map. Please note although it has been tested throughly there still may be one shading it may miss if so please write to me. Thank You. W Clears all shadows off the map. Handy if making modifications and you don't want the shadows confusing you. Up & down arrow keys cycle through the maps. Loading Maps ~~~~~~~~~~~~ Insert your map disc into drive df0: and press L. Using left and right arrow keys select a bank. Now by pressing return that bank will load. Note :- each bank consists of all fourty maps. Saving Maps ~~~~~~~~~~~ Insert a blank disc into drive df0: and press S. The program will check this disc to see if it has been used before, if not the save will be done automatically. Using left and right arrow keys select a bank to save to. If there is already 1 bank on the disc then you could either save to this bank which would overwrite it or save to a new bank number 2. Copying & Pasting ~~~~~~~~~~~~~~~~~ Pressing C will copy the current map to memory then you can load another bank of maps and overwrite any map by pressing P. WEBZ - The rules are simple; You are a small male spider living in your homey web when you are suddenly besieged by hordes of nasty critters. Your nasty ex-wife (the Black Widow) tries to shoot a poisonous web at you while scorpions, dragonflies, Praying mantis' and tough little army ants all take turns trying to do you in. You continue to live by eating up all of the poor little bugs that are stuck in you web or are just passing through: flies, beetles and little mosquitos. (these guys give you energy to fight.) Basically, avoid the bad guys and eat up as many of the little guys as you can. WIPEOUT - Simple: shoot everything that moves! Complex: Use joystick in the port #2. Use fire to fire (:->) and to enter the game from the intro. Pushing the stick will accelerate the ship and pulling will slow it down (logical, eh?). Turning the stick to left/right will rotate the ship around its Z-axis. Right mouse button will freeze all action (as long as it's pressed) and left one will exit to WB/CLI. At this point the game will try to save the high scores. Short description of the game display: | PLAY AREA | |_____________________________| ______________________________ | | 2. | 1. RADAR | 1. |___________________| | | 3. | 2. SCORES |_________|___________________| 3. SHIELD & SPEED ______________________________ | 4. | 4. COMMENTS |_____________________________| RADAR shows the enemies around you and is therefore very useful in order to find them. But don't trust it too much! SCORES show your current score and the highest score in the Hall of Fame. SLD means your protection shield. It will be weakened by hits and collisions with the enemies. Shooting will also temporarily weaken the shield. SPD shows your current speed. In the COMMENTS box different messages will be shown upon your actions.