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- * C R Y S T A L ` 9 2 *
-
- BRINGS YA
- PROJECT-X - FROM TEAM 17
- THE COMPLETE DOCS
-
-
- PROJECT-X BACKGROUND:
-
- It`s the same old story, someone else`s mistake has become
- your problem.... The fools, the mad fools.. the scientists
- did it fr fun, they must have done, no one wanted massive
- mutated insect-like droids, the by-products of early
- bio-mechanical experiments with powerful x-rays, not me
- and you. Dumped on the planet Ryxx and presumably left to
- degenerate, stagnate and fade out - the sickening
- mutations not only survived but thrived, their
- intelligence circuits warped by the past and left seeking
- revenge. Fears of a possible all-out attack has forced the
- Federation into action! Your mission is simple: fly to
- Ryxx, into the heart of the station the evil has made it`s
- lair and blow the whole thing sky high.
-
-
- LOADING INSTRUCTIONS:
-
- Reset your Amiga and insert disk one. when the title
- screen appears, press the joystick button to access the
- menu. Further disk changes will be prompted during play.
- Project-X will make use of whatever extra memory or drives
- are connected to your machine.
-
-
- VIRUS WARNING:
-
- To avoid possible virus infection ALWAYS keep your
- Project-X gamedisks write protected & turn the power
- supply off for ten seconds before playing.
-
-
- SAVING HIGHSCORES TO DISK:
-
- At the request of many people we`ve included an optional
- feature to save your high-scores to disk. It`s not
- possible to save the scores to the Project-X disks so you
- will need another for this purpose. There is no need to
- format the disk, simply follow on-screen prompts.
- REMEMBER: DO NEVER SAVE YOUR SCORES TO THE GAMEDISKS!
-
-
- PLAYING THE GAME:
-
- The format of the game needs little introduction and can
- be picked up within a short period of time. Control your
- space-ship with the joystick and collect power-ups for
- bonus weapon systems. Expect many varied traps and
- surprises from your evil adversaries. Auto-fire is
- provided but a faster firing rate can be achieved manually
- with rapid trigger action.
-
-
- SELECTING YOUR SPACE-CRAFT:
-
- A selection of three space-craft are availiable for
- selection during play, each having it`s own strengths and
- weaknesses.
-
-
- POWER-UPS:
-
- As you collect credits you are able to select strnger,
- more powerful weapons or enhance your current ones. when
- you lose a life, most weapons degenerate to a certain
- degree. To select a weapon or power-up, you can press
- either of the following: the space bar, the button on
- another connected joystick, the second button on a sega
- compatible joystick or you can "waggle" the joystick
- left-right quickly. Your ship will become heavy and
- sluggish if you try and add too much on, so think before
- you select!
-
- Speed Up : Boosts your ships handling speed, a couple
- are useful, essential even.. but too many
- could be a hindrance.
-
- Gun : The standard gun on your ship is pitifully
- weak, but you can upgrade it quickly to a
- more powerful force.
-
- Build Up : If you hold down your button, a powerful
- energy bolt will be unleashed.. however you
- will forfeit any other means of action in
- the progress.. but that`s the price of
- power! Not availiable if using Auto-Fire!
-
- Sideshots : These nifty bits of kit enable you to fire
- in both directions at once.. availiable in
- many power-ups.
-
- Plasma : These energy bolts are just the thing to
- wipe away oncoming evils.. availiable in
- many power-ups.
-
- Missiles : These awesome homing missiles track onto
- enemies and wreak havoc upon them.. a
- maximum of four can be used at once
- although stronger weapons limit use to two
- because of the energy needed.
-
- Lazer : A super-powerful cutting lazer, availiable
- in powerful, very powerful and incredibly
- powerful! The Lazer requires huge bolts of
- energy, certain other weapons will be
- redundant when the lazer is in use.
-
- Magma : This weapon fires a bolt of flame at the
- enemy, hot stuff indeed! Requires a lot of
- energy, other weaponry is weakened.
-
- Stealth : Valuable for those knife-edge situations,
- this shield saves many lives when the going
- get`s tough. The selection bar will turn
- GREY when your current weapon is at full
- power, the current ready-for-selection
- option is always highlighted when you are
- in credit.
-
-
- OTHER KEYS:
-
- P.... Pause Game
- TAB.. Toggle status bar on/off
- ESC.. Quit Current Game
-
-
- ONE OR TWO PLAYERS:
-
- Project-X can be played by one or two players although
- not at the same time. Both players use the same joystick,
- plugged in Gameport two. In two player mode, the game will
- not load a new level until both players have completed the
- current one - this is to save any unnecessary disk access.
- In the event of one player completing the current level,
- the other player will carry on until all lives are lost or
- the level is completed, in which case the next level would
- be loaded and the game continued.
-
-
- ABOUT TEAM 17....
-
- Based in Wakefield, West Yorkshire, England - we use only
- the best quality programmers, artists and musicians to
- bring you the ultimate in Amiga arcade action - like
- you`ve never seen before. We were also responsible for the
- budget game hit "Full Contact" and the highly succesful
- "Alien Breed".
-
-
- WHY DO PROJECT-X ?
-
- We looked at similar games on the Amiga, asked players
- what they wanted and what they would like to see - and
- came up with this, our solution. The Amiga s an extremely
- powerful machine and we felt that the ultimate "classic"
- shoot`em-up had yet to be written, there had been plenty
- of good attempts but we reckoned we could do much better.
- Have we? Well, that`s for you to decide.
-
-
- TECHNICAL STUFF:
-
- For those interested, who haven`t nodded off yet..
- Project-X was written using ASM-ONE assembler on an A3000.
- It uses a full Pal overscan display in 32 colours (we
- think this is a first for this type of game) scrolling
- most objects/backgroungs at 50 Frames/Sec. It contains
- 2megs of 32 colour gfx, 200K of music (synth/samples),
- 400K of speech/sound-fx, parallax bonus section running at
- 50 Frames, extra sprite routines using the new Fat Agnus
- chip, Copper routines (giving unlimited colours on-screen
- from a possible 4.096) - some parallax. Everything was
- designed and produced entirely on the Amiga.
-
-
- CREDITS:
-
- Programming/Design: Andreas "Bloody Swede" Tadic
-
- Graphics/Design : Rico "Beanbag" Holmes
-
- Music/Sound Fx : Allister "Sheep`n`Shoes" Brimble
-
- Speech Samples : Chris "Newkie Brown" Brimble
-
- Disk Format/Coding: Rob, Northern Software
-
- Additional Help : Stefan "BBS" Boberg
-
- Packaging/Design : EIS Design, Dewsbury
-
- Additional Music : DENS Design (By Bjorn "Awesome" Lynne)
-
- Project Manager : Martyn "Spadge" Brown
-
- Dox typed by : Cenobytes/Crystal
-
-
-
-