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- XENON
-
- Taken from an ST SEWER SOFTWARE docs disk. Typed in by BRIAN.
- Edited by Parsite.
-
-
- GAMEPLAY:- You have to negotiate four sectors, each divided into
- four zones. You have a choice of two craft, which you can change
- between at will. You have a ground craft, capable of eight way
- movement, and a faster jet fighter. You need to select the
- appropriate craft to negotiate the obstacles facing you and be
- prepared to change between them rapidly. Some of your opponents
- are ground based and some are at altitude, you need to be in the
- correct craft to shoot the alien that you are facing. Certain
- weapons can only be collected and used by the fighter craft.
- You can only use the ground craft on the ground, you cannot land
- on the top of buildings, you need to fly over these in the
- fighter. Shooting the aliens and their weapon emplacements
- reveals power cells. Collect these by moving over them, to give
- your craft extra power.
- There are eleven types of power pill:
-
- A - Armour Makes your ship invincible for 15 seconds.
-
- F - Fuel There are two types of fuel cell, those
- with one orange band restore five units of
- fuel, those with three restore all your
- lost fuel.
-
- H - Homing Missile Shoots homing missiles for 15 seconds.
-
- L - Laser Arms your fighter with lasers.
-
- G - Gun Cancels the lasers and reverts to normal
- bullets.
-
- P - Power Increases the distance your shots travel.
-
- R - Rate Speeds up your ground craft.
-
- S - Side Arms fighter with side lasers.
-
- W - Wings Gives you wing tip weapons.
-
- Z - Zap Again there are two types of zap pills.
- Those with a single orange band zap the
- aliens and screen, those with a triple band
- zap everything, aliens and emplacements.
-
- Balls Collect up to three rotating balls that
- follow you and mimic your fire pattern.
-
- Each time you are hit by the aliens' weapons you lose at least a
- unit of fuel which is used to recharge your shields. If you collide
- with any of the aliens you will suffer substantially more damage
- and consequently use more fuel. If your fuel runs out you lose a
- life and have to restart from the beginning of the zone.
- Some aliens will require more than one hit to kill them, these
- flash every time you successfully hit them. Some of the aliens
- are invulnerable.
- Half way through each sector you will be faced with a single
- large opponent. This is a 'Sentinel' so called because they are
- set to guard the path and they are fully sentient, that is smart.
- You need to find out where they are vulnerable and concentrate
- your fire on the appropriate points. Colliding with a 'Sentinel'
- is fatal.
- At the end of each section you will have another large and more
- dangerous 'Sentinel' opponent. These are only vulnerable to
- certain attacks, and completely invulnerable to all others. If
- you succeed in defeating this you will be refuelled and re-
- equipped ready for the next section. You lose any weapons you had
- collected on the previous section.
-
- THE SECTIONS:- In the first section the domes and aliens are
- either ground or air based, as are their bullets. When you shoot
- the lift domes, they are then replaced by either another dome,
- nothing or a power pill. You need to pick up the power pills to
- add extra weapons and abilities to your ship, be careful though,
- as picking up some pills switches off the bonuses you have
- already collected. You need to use the fighter to fly over the
- obstacles and the ground craft for close combat with the aliens.
- The second section uses only the fighter craft. You must avoid
- the sides and the various weapon emplacements mounted in the side
- walls. Once again there will be power pills to pick up. The third
- section is similar to the first, in that you have the use of both
- of your ships. You have to make the correct decisions as to which
- ship to use. Using the wrong ship can prove fatal. Finally you
- must negotiate section four. You are nearing your goal. Time is
- of the essence. Fly your fighter at speed through this section to
- achieve your goal.
-
- THE ALIENS:- In order to complete your mission successfully it
- will probably be necessary for you to read the following notes on
- the various enemies that you will be facing.
-
- Ladybirds - These are standard Xenite craft. They are used in
- several defence operations, as they are cheap and effective. They
- are small ground based craft. They are equipped with a low power
- unit and basic enemy identification, detection, and tracking
- equipment. They are armed with a forward firing missile.
-
- Pods - These are basic self-destruction type guards. They are
- equipped with an array of sensors enabling them to track and
- intercept intruders. They are not armed but explode on impact.
-
- Eyes - An upgrade to the design of the pods. These have a
- superior power plant and computer, giving them greater speed and
- the ability to track intruders at a greater distance. They will
- attempt to follow and collide with your ship.
-
- Spinners - Fly in either arrowhead or a single diagonal line
- across the screen. They keep to their place in formation as they
- are not equipped with sensors. They're, however, equipped with
- very powerful engines allowing them to attain high speeds.
-
- Launchers - Sitting on the side walls of the passageways. These
- are heavily armoured doors. They periodically open to launch a
- single rotator. It has been noted that the rotators launched from
- these show greater intelligence in their movements than the
- normal rotators that appear in packs.
-
- Rotators - These appear either as single craft launched from the
- launchers described above or in patterns of four or sixteen that
- attempt to block the passageway. No rotator has been known to be
- armed with any weapons, they are self-destruction craft relying
- on collisions for their effect.
-
- Sidewinders - These are among the largest of the flying Xenite
- ships. Equipped with lasers they have a nasty habit of lurking at
- the side of the passageways and coming out into the middle when
- they detect intruders.
-
- Sideshooters - Another large flying ship. These are equipped with
- two lasers. They have slightly less armour than the sidewinders,
- and fly in patterns rather than having sensors.
-
- Middleshooters - Earlier version of the sideshooter, these only
- mount a single laser, and again move in a variety of patterns to
- cover the whole of the passageway.
-
- Side Guns - There are quite a number of different types of gun
- emplacements that sit on the side walls of the passageways. They
- vary in the amount of detection circuitry and movement that they
- are equipped with. Some rely on shooting a constant stream of
- missiles across the passageway, so that there is no way that an
- intruder can pass without taking a large amount of damage, others
- can track intruders and aim their guns or even follow intruders
- along the passageway itself. You will have to learn the
- differences between these types yourself as it has not been fully
- documented.
-
- Spinners - An upgrade on the simple ground based pod, spinners
- fly in patterns. Later models are equipped with missiles. They
- have some extremely nasty habits in their flight patterns. Watch
- out for these.
-
- Cells - These most often appear in groups of four. They have
- basic sensors and will move along the passageways until they
- detect an intruder, then they will switch into a pattern mode
- firing their missiles along the length of the passage.
-
- Kites - These move down the passage at very high rates, they are
- not armed with missiles.
-
- Pumps - More of a hinderance than anything else. These expand and
- contract regularly, blocking the entire passage at their greatest
- extent. They are heavily armoured and therefore require an
- extremely large number of hits to destroy them, it is simpler to
- avoid them instead.
-
- Blinkers - Similar to the side guns that you will already have
- encountered. These fire salvos of three missiles at a time. They
- also have more armour than most of the other side weapons and
- will require several hits before they are neutralised.
-
- Hearts - These move in a variety of patterns. They come in a
- range of models with different power packs and ornaments.
-
- Circle Moulds - Fast moving craft armed with missiles.
-
- Brain - These are highly intelligent, heavily armoured powerful
- craft, among the most powerful in the Xenite armoury. They are
- armed with smart missiles.
-
- Stalks - These are invulnerable. They will either launch a large
- number of missiles, or if shot enough times they release the
- bubble that they hold at the top of the stalk.
-
- Bubbles - These come in two varieties. Some are equipped with an
- intelligent sensor and will try their best to collide with any
- intruder. Others are simply fast moving and launched in large
- groups to provide blanket cover.
-
- Lip Guns - Highly armoured, these are only used in defending
- important Xenite Colonies. They are armed with both lasers and
- normal guns. Besides these there are the Sentinels that appear at
- the end of every section. These are unique creatures or at least
- there have never been previous reports of the Xenites using the
- design of any Sentinel more than once, and a large number of
- these have been reported from other sectors. You will have to
- find out for yourself the particular method of destroying the
- Sentinels that you are faced with. They are definitely the most
- feared of all the Xenite weapons met so far.
-
- STATUS PANEL:- Down the right hand side of the screen there is a
- status panel. This displays all the information you need to know
- about the state of the game and of your craft.
- At the top of the display there are four numbers. The top number
- is your score. Underneath this there are two single digit
- numbers. To the left is the number of lives you have left, to the
- right the sector number. Underneath these is your altitude.
- Beneath this there is your long range communicator screen. Most
- of the time this is blanked off, but at the start of each section
- Captain Xod will appear and tell you which section you are
- starting.
- Underneath this there is a bar display showing your fuel level.
- Underneath this there are two bar graphs. The left one is your
- rate, and the right one your power - the distance your shots
- travel.
- At the foot of the display there is a weapon panel. This has ten
- letters on it. Weapons active are highlighted in red. The weapons
- are:
-
- W - Wing
- L - Laser
- S - Side Shot
- H - Homing Missile
- A - Armour
- B - Ball
- X - Extra ball making two
- X - Extra ball making three
- O - Time left on homing missile
- O - Time left on armour
-
-
- CONTROLS:- When the program has finished loading, you will see
- the main control panel. Your protective shield is down, and the
- mission screen is switched off, so the main display is covered in
- static.
- Press - F1 to select one player option
- F2 to select two player option
- Fire to start play
-
- To change between air and ground craft, press Space or rapidly
- wiggle the joystick.
- To Pause the game press F3.
- The fire button will restart play.
- To quit press F10.