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-
-
- CYBERPUNKS - 110% ENGLISH DOX ...released by UNIVERSAL SOLDIER
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-
- CREDITS:
-
- CONCEPTION,DESIGN AND CODING BY:ADRIAN CUMMINGS
- SPECIAL THANKS TO:JEREMY SMITH AND CORE DESIGN LTD.
- SUPPORT:I J CUMMINGS,K E J DEVINE AND LAURA P PAUL
- INSTRUCTION MANUAL BY:ADRIAN CUMMINGS
- PUBLISHED BY:CORE DESIGN LTD.
-
- (c) MUTATION SOFTWARE/CORE DESIGN LTD.1993 ALL RIGHTS RESERVED.
-
- VIRUS WARNING!
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- THIS PRODUCT IS GUARANTEED BY CORE DESIGN LTD. TO BE VIRUS FREE.
- CORE DESIGN LTD. ACCEPT NO RESPONSIBILITY FOR DAMAGE CAUSED TO THIS PRODUCT
- THROUGH VIRUS INFECTION.TO AVOID THE RISK OF INFECTING THIS PRODUCT WITH A
- VIRUS,PLEASE FOLLOW THESE SIMPLE PROCEDURES:
-
- 1.BEFORE LOADING THE DISKS,MAKE SURE THAT THEY ARE WRITE-PROTECTED.THIS
- PREVENTS ANY VIRUS WRITING ITSELF TO THEM.
- 2.ALWAYS SWITCH YOUR MACHINE OFF FOR AT LEAST 30 SECONDS BEFORE LOADING THE
- GAME.FAILURE TO DO SO MAY RESULT IN VIRUS CONTAMINATION OF THE MASTER DISK.
- 3.NEVER PUT THE DISKS THROUGH A VIRUS KILLER AS THIS WILL DESTROY THE
- INFORMATION ON THEM.
-
- AMIGA LOADING INSTRUCTIONS
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- THIS PRODUCT REQUIRES AN AMIGA WITH AT LEAST 1 MEG OF RAM.
- 1.TURN OFF YOUR COMPUTER.
- 2.PLUG A JOYSTICK INTO PORT 2.
- 3.TURN ON THE COMPUTER.
- 4.INSERT THE AMIGA KICKSTART DISK IF SO PROMPTED INTO THE COMPUTER"S INTERNAL
- DRIVE.(AMIGA 1000 ONLY)
- 5.WHEN THE WORKBENCH ICON APPEARS,INSERT DISK 1.THE GAME WILL LOAD AND RUN
- AUTOMATICALLY.
-
- LOADING TIPS
- ¯¯¯¯¯¯¯¯¯¯¯¯
- SHOULD THE TITLE SCREEN NOT APPEAR WITHIN 45 SECONDS OF TURNING ON YOUR
- MACHINE,THERE MAY BE A PROBLEM WITH YOUR COMPUTER SYSTEM.CHECK YOUR COMPUTER
- CONNECTIONS AND THAT THE ABOVE INSTRUCTIONS HAVE BEEN CORRECTLY CARRIED OUT.
- IF YOU ARE SURE YOUR COMPUTER IS FUNCTIONING CORRECTLY (I.E. OTHER SOFTWARE
- LOADS SUCCESSFULLY) AND ARE STILL UNABLE TO LOAD THE GAME,THEN YOU MAY HAVE
- A FAULTY DISK.CORE DESIGN LTD WILL REPLACE FREE OF CHARGE ANY DISKS THAT HAVE
- MANUFACTURING OR DUPLICATION DEFECTS.WHEN RETURNING DAMAGED PRODUCTS,PLEASE
- RETURN DISKS ONLY DIRECTLY TO CORE DESIGN LTD FOR IMMEDIATE REPLACEMENT.
-
- INTRODUCTION TO CYBERPUNKS
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- JOIN THE RANKS OF THE ELITE AND TAKE CONTROL OF A CRACK TEAM... THE 501ST
- CYBER ASSAULT SQUAD.THE FOREIGN LEGION OF THE FUTURE;ARMED TO THE TEETH WITH
- HIGH-TECH WEAPONS AND WEARING POWER ASSISTED ARMOUR,ONLY THESE ROCK HARD
- COMMANDOS ARE TOUGH ENOUGH TO TAKE ON THE UNIVERSE - AND BEYOND......
- LEAD RAA,GEE AND BEE INTO BATTLE AGAINST TERRIFYING ALIEN LIFE - FORMS,ON
- MISSIONS THAT ARE MORE THAN JUST ANOTHER BUG-HUNT.
- TIME IS RUNNING OUT...THE DROP-SHIP IS READY TO ROLL;AND YOU ARE ABOUT TO
- BOARD AN EXPRESS ELEVATOR TO HELL...
- GOING DOWN!
-
-
- GAME OBJECTIVE
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- AFTER SELECTING THE "START" OPTION AT THE TITLES STAGE OF THE GAME,YOU WILL
- TAKE CONTROL OF THE 501ST C.A.S. (CYBER ASSAULT SQUAD),ALSO KNOWN AS
- CYBERPUNKS.A MISSION WILL THEN BE TRANSMITTED AND DISPLAYED ON THE C.A.S.
- LOCAL COMPUTER TERMINAL.AFTER READING THE MISSION INSTRUCTIONS,A COMBAT
- DROP-SHIP WILL TAKE THE SQUAD IN AS CLOSE AS POSSIBLE TO THE ACTION.
-
- AT THIS POINT THE MISSION BEGINS...BUT BE WARNED;TO SUCCEED IN ANY GIVEN
- MISSION YOU MUST COMPLETE THE MISSION OBJECTIVE OUTLINED IN THE BRIEFING,AND
- THE ENTIRE SQUAD MUST REACH THIS GOAL IN A GIVEN TIME - LIMIT.NOT AN EASY
- TASK,BUT TO BECOME A MEMBER OF THE CYBERPUNKS ELITE TAKES MORE THAN JUST
- KNOWING HOW TO FRY SOME ALIEN LOW LIFE WITH A FLAME THROWER,IT TAKES THOUGHT
- AS WELL AS FIREPOWER!
-
- ON COMPLETION OF A GIVEN MISSION;YOU WILL BE PRESENTED WITH A SPECIAL MISSION
- PASSKEY CODE NUMBER,WHICH WILL ALLOW YOU TO BYPASS ANY MISSIONS YOUR SQUAD
- HAS COMPLETED.YOU MAY THEN CONTINUE WITH THE NEXT MISSION IN FUTURE PLAYS OF
- THE GAME - (SEE "GAME OPTIONS" SECTION).BE SURE TO RECORD THIS CODE AND STORE
- IT IN A SAFE PLACE SHOULD YOU COMPLETE A MISSION.
-
-
- GAME CONTROLS
- ¯¯¯¯¯¯¯¯¯¯¯¯¯
- JOYSTICK:
-
- PLUG YOUR JOYSTICK INTO PORT-1 ON THE AMIGA.USUAL JOYSTICK DIRECTIONS APPLY.
- I.E. MOVE CHARACTERS UP,DOWN,LEFT,RIGHT AND DIAGONAL - THE FIRE BUTTON FIRES
- THE CURRENT WEAPONS IN USE IN THE GIVEN DIRECTION.NOTE THAT WHEN FIRING
- WEAPONS ALL CHARACTERS STOP AND MAY BE ROTATED BY MOVING THE STICK IN A
- CIRCULAR PATTERN (CLOCKWISE OR ANTI-CLOCKWISE),DEPENDING UPON EACH CHARACTERS
- FREE/LOCK FIRE MODE OPTION EXPLAINED BELOW.
-
- KEYBOARD:
-
- SPACE BAR = SELECT CHARACTER TO CHANGE WEAPON MODE,OR TO PICKUP/USE OR
- EXCHANGE ITEM ETC. ON STATUS-BAR.
- CUR CUR = SELECT WEAPON MODE FOR GIVEN CHARACTER,E.G. OFF/FIRE (RAA UP
- UP DOWN DOWN ONLY) OR FREE / LOCK (GEE & BEE) ON STATUS-BAR.
- CUR CUR = SELECT CHARACTER INVENTORY ITEM TO USE (OR EXCHANGE IF
- LEFT RIGHT CHARACTER INVENTORY IS FULL) ON STATUS-BAR.
- RETURN = USE CURRENT ITEM IN CHARACTERS INVENTORY.NOTE:SOME ITEMS I.E.
- (DOOR KEY CARDS) MAY NOT BE USED DIRECTLY,BUT ARE USED
- AUTOMATICALLY ETC. ON STATUS-BAR.
- M = IN GAME MUSIC SOUNDTRACK ON/OFF TOGGLE.
- P = PAUSE GAME ON/OFF TOGGLE.
- ESCAPE = QUIT CURRENT GAME.
-
-
- PICKUPS & POWER-UP OBJECTS
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- DOOR KEY PASS CARDS:
-
- THESE KEY CARDS OPEN AIR-LOCK DOORS,AND ARE COLOUR - CODED (I.E. A BLUE CARD
- WILL ONLY OPEN A DOOR WHICH IS FITTED WITH A BLUE LOGIC LOCK ETC.).THEY
- CANNOT DISABLE FORCE - FIELD DOORS,AND YOU WILL NEED A SPECIAL ELECTRONIC KEY
- BYPASS CIRCUIT TO DO THIS(SEE BELOW).THE KEY CARD IS AUTOMATICALLY USED AND
- REMOVED IF A MATCHING DOOR IS LOCATED.THIS IS ACHIEVED BY WALKING DIRECTLY
- INTO THE DOOR,WHICH WILL THEN OPEN.KEY CARD COLOURS CAN BE RED,GREEN,BLUE,
- YELLOW AND BLACK.(IF A BLACK CARD AND MATCHING DOOR ARE FOUND,THIS INDICATES
- THAT YOU ARE ABOUT TO REACH THE BOSS-STAGE,AS BLACK DOORS ALWAYS BLOCK ACCESS
- TO TELEPORT PADS THAT LEAD TO THESE AREAS)
-
- FORCE FIELD KEY BYPASS CIRCUIT:
-
- THESE ARE HANDY TO KEEP IN YOUR BACKPACK,AS THEY ALLOW YOU TO GAIN ACCESS TO
- RESTRICTED AREAS.THEY ARE USED AUTOMATICALLY LIKE DOOR KEY PASS CARDS WHEN A
- FORCE - FIELD HAS BEEN LOCATED,BUT CAN ONLY DESCRAMBLE AND DISABLE
- FORCE - FIELD LOGIC LOCKS AND NOT OPEN NORMAL DOORS.(TIP FORCE-FIELDS
- NORMALLY PREVENT ACCESS TO AREAS THAT CONTAIN OTHER USEFUL OBJECTS THAT CAN
- ASSIST IN COMPLETION OF A MISSION-BUT MAY ALSO LEAD TO UNKNOWN DANGERS.)
-
- COMPUTER SOFTWARE DISKS:
-
- CAN BE USED WITH MATRIX COMPUTER TERMINALS,WHICH CAN BE FOUND SCATTERED
- THROUGHOUT THE GAME.THEIR COLOUR AND FUNCTION ARE LISTED BELOW,BUT BE AWARE
- THAT DISKS ARE ERASED AFTER USE ON A COMPUTER TERMINAL - DO NOT WASTE THEM AS
- THEY CAN BE VERY USEFUL:
-
- RED DISK = CONTAINS HOLOGRAPHIC GENERATOR SOFTWARE,WHICH ALLOWS THE
- COMPUTER TO CREATE ITEMS WHICH CAN BE USED LIKE OTHER OBJECTS.
- GREEN DISK = CONTAINS SOFTWARE WHICH ALLOWS ALL AIRLOCK DOOR LOGIC LOCKS TO
- BE DE-SCRAMBLED AND OPENED ON THE CURRENT DECK.THIS HOWEVER
- DOES NOT AFFECT FORCE - FIELDS,WHICH WILL REMAIN ACTIVE AND
- WILL ALSO DE-ACTIVATE ANY SURPLUS KEY CARDS THE CHARACTERS MAY
- BE CARRTING.
- BLUE DISK = CONTAINS DECK MAP BLUE-PRINT VIEWER SOFTWARE,WHICH WHEN USED
- CAN DISPLAY AN ENTIRE SUB-DECK MAP OF AN INSTALLATION.THIS
- ALSO SHOWS ANY AIRLOCK DOORS ETC.,AND YOUR CURRENT POSITION IN
- THE SUB-DECK.
- YELLOW DISK = CONTAINS RESTRICTED INFORMATION ?.YOU WILL HAVE TO FIND ONE TO
- VIEW ITS CONTENTS..(NOTE:IT"S CONTENTS DO NOT AFFECT THE
- GAMEPLAY IN ANY WAY - SO DO NOT WORRY IF YOU CANNOT FIND ONE.)
-
- MEDI-PACKS:
-
- USEFUL FOR RESTORING CHARACTERS ENERGY LEVELS.A SMALL PACK GIVES A BOOST OF
- AROUND ONE THIRD FULL ENERGY TO A CHARACTER AND A LARGE PACK RESTORES FULL
- ENERGY.IF FOUND:THESE CAN BE USED AT ANY TIME ON THE CHARACTER CARRYING ONE.
- (TIP TRY TO KEEP A FEW IN RESERVE FOR USE AFTER HEAVY COMBAT SESSIONS.)
-
- PARTY SHIELD ORB:
-
- WHEN ACTIVATED,CAUSES THE ENTIRE SQUAD TO BE TEMPORARILY PROTECTED BY A
- SPARKLING FORCE SHIELD WHICH CYCLES AROUND EACH CHARACTER IN TURN,MAKING THEM
- INVINCIBLE.
-
- TIME DISTORTION CUBE:
-
- USE TIME CUBES TO TEMPORARILY FREEZE TIME,WHICH IN TURN GIVES YOUR SQUAD
- EXTRA TIME IN WHICH TO COMPLETE A MISSION.
-
- SMART BOMB UNIT:
-
- THE ULTIMATE WEAPON,WHICH CAN BE ACTIVATED BY THE CHARACTER WHICH IS CARRYING
- ONE.THIS WILL WIPE OUT ANYTHING WITHIN ITS BLAST RADIUS,BUT WILL ONLY
- SERIOUSLY WOUND BOSS ALIENS NOT KILL THEM.(TIP IF USEING THIS WEAPON TRY TO
- GET NEAR AS MANY ALIENS AS POSSIBLE,TO ENSURE MAXIMUM KILL RATIO - AND TRY
- NOT TO WASTE ON SINGLE ALIENS.)
-
- AUTO SENTRY TRACKER PACK:
-
- THESE PACKS WHEN USED ENABLE A TEMPORARY ROBO-GUN WEAPON UNIT.THESE CAN FIRE
- IN UNISON WITH THE SQUAD TO ADD EXTRA FIRE POWER IN TOUGH SITUATIONS.THEY ARE
- ALSO HANDY FOR USE IN TIGHT SPACES WHICH CONTAIN ALIENS,WITH THE ABILITY TO
- LITERALLY SHOOT ROUND CORNERS AND HIT THEM WITH THE REMOTE WEAPON,WHILE THE
- SQUAD TAKES COVER FROM BEHIND A WALL ETC.A MIXIMUM OF THREE AUTO-SENTRY
- TRACKERS CAN BE ACTIVE AT ONE TIME,AND WILL REMAIN ON STATION UNTIL THEIR
- AMMO IS EXHAUSTED.
-
- ROBOT TAIL GUN UNIT:
-
- WHEN PICKED UP WILL ENABLE A ROBOT UNIT WHICH GUARDS THE SQUAD FROM REAR
- ATTACKS FOR A SHORT WHILE.IT IS EQUIPPED WITH A RING LASER UNIT WHICH
- INFLICTS MODERATE TO HIGH DAMAGE TO ANYTHING IT HITS,AND ALWAYS FIRES IN THE
- OPPOSITE DIRECTION OF THE SQUAD LEADER "RAA" TO ENSURE MAXIMUM REAR COVER.
- THE UNIT IS ALSO FITTED WITH ROTARY HOVER-BLADES,WHICH CAN ALSO CAUSE DAMAGE
- TO HOSTILE LIFEFORMS THAT COME INTO CONTACT WITH THEM.
-
- 1-UP:
-
- AN EXTRA LIFE IS AWARDED TO THE CHARACTER THAT PICKS UP THIS OBJECT.
-
- YELLOW "B" SPHERE:
-
- STANDARD MACHINE-GUN FIRING BULLETS;WEAPON POWER-UP,AWAREDED TO CHARACTER
- WHICH PICKS UP THIS OBJECT.INFLICTS LOW DAMAGE.
-
- GREEN "E" SPHERE:
-
- ENERGY ORB WEAPON POWERUP,AWARDED TO CHARACTER WHICH PICKS UP THIS OBJECT.
- INFLICTS LOW TO MEDIUM DAMAGE.
-
- BLUE "R" SPHERE:
-
- RING LASER WEAPON POWERUP,AWARDED TO CHARACTER WHICH PICKS UP THIS OBJECT.
- INFLICTS MEDIUM TO HIGH DAMAGE.
-
- RED "F" SPHERE:
-
- FLAME-THROWER WEAPON POWERUP,AWARDED TO CHARACTER WHICH PICKS UP THIS OBJECT.
- INFLICTS HIGHEST DAMAGE.
-
- GREY "?" SPHERE:
-
- RANDOM WEAPON POWERUP,ONE OF THE ABOVE MENTIONED WEAPONS IS AWARDED TO
- CHARACTER WHICH PICKS UP THIS OBJECT.
-
-
- IN GAME FEATURES
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- AIRLOCK DOORS & FORCEFIELDS:
-
- AIRLOCK DOORS ARE COLOUR - CODED,AND BLOCK OFF PASSAGES AND AREAS WITHIN THE
- SUBDECKS.THEY CAN ONLY BE OPENED BY USE OF MATCHING COLOUR - CODED KEY CARDS
- WHICH CAN BE FOUND SCATTERED AROUND THE VARIOUS DECKS ON EACH MISSION.
- AIRLOCK DOORS CAN ALSO BE OPENED BY USING GREEN COMPUTER SOFTWARE DISKS IN
- CONJUNCTION WITH THE COMPUTER TERMINALS,WHICH CAN DESCRAMBLE ALL LOGIC LOCKS
- FOR THE CURRENT SUB-DECK AND OPEN THE DOORS - (SEE PICKUPS & POWERUP OBJECTS
- COMPUTER SOFTWARE DISKS SECTION FOR MORE DETAILS).A DOOR LOGIC LOCK COLOUR
- CAN BE VIEWED BY WALKING DIRECTLY INTO THE DOOR,WHICH ACTIVATES AN ICON ABOVE
- RAA"S HEAD SHOWING THE KEY PASS CARD REQUIRED TO OPEN IT.AS MENTIONED EARLIER
- IF YOU ENCOUNTER A DOOR REQUIRING A BLACK KEY PASS CARD,THIS INDICATES THAT
- YOU ARE NEARING THE BOSS-STAGE OF THE GAME,AS BLACK DOORS ALWAYS BLOCK ACCESS
- TO TELEPORT PADS THAT LEAD TO THESE AREAS.
-
- TELEPORT PADS:
-
- TELEPORT PADS FEATURE THROUGHOUT THE VARIOUS SUB-DECKS ON MOST MISSIONS,AND
- CAN TRANSPORT THE ENTIRE SQUAD TO ANOTHER AREA WITHIN THE SAME SUB-DECK BY
- WALKING ONTO THEM.A BLUE CIRCULAR PAD IS THE TELEPORT TRANSMITTER AND A RED
- CIRCULAR PAD IS THE TELEPORT RECEIVER.YOU CANNOT TELEPORT BACK THE WAY YOU
- CAME I.E. WALK BACK ONTO RED PAD,AND YOU MUST THEREFORE LOCATE OTHER BLUE
- PADS TO TELEPORT BACK.BE WARNED THOUGH,YOUR SQUAD MAY END UP SOMEWHERE ELSE
- COMPLETELY-ALTHOUGH THERE IS NORMALLY ALWAYS A WAY BACK IF YOU FIND THAT YOU
- CANNOT FIND A CERTAIN OBJECT YOU NEED,SUCH AS A KEY PASS CARD TO OPEN A DOOR.
-
- COMPUTER TERMINALS:
-
- YOUR SQUAD CAN LOG-ON TO COMPUTER THAT CAN BE FOUND ON MOST SUB-DECKS AT ANY
- TIME,BY SIMPLE WALKING INTO A TERMINAL SCREEN.YOU WILL THEN BE PRESENTED WITH
- A LOG-ON SEQUENCE WHICH WILL CONNECT THE REMOTE TERMINAL TO THE UNIVERSAL
- MATRIX 1000 CPU NETWORK.IF THE LOG-ON SEQUENCE IS SUCCESSFUL THE TERMINAL
- WILL GO ONLINE,HOWEVER SOME TERMINALS ARE DAMAGED AND WILL SHOW THE MESSAGE
- FAILED IF THEY ARE UNABLE TO CONNECT,AND IT IS NOT POSSIBLE TO USE SUCH
- TERMINALS.ALSO TERMINALS WITH BROKEN SCREENS ARE TOTALLY UNUSABLE,SO FINDING
- ONE THAT WORKS ISN"T AS EASY IT SOUNDS.
-
- ASSUMING THE SQUAD FIND A TERMINAL WHICH IS FULLY OPERATIONAL,THEN A MENU
- WILL BE DISPLAYED SHOWING THE NUMBER OF EACH TYPE OF COMPUTER SYSTEM SOFTWARE
- DISKS YOUR SQUAD IS CARRYING.YOU CAN THEN SELECT THE SOFTWARE DISK TO RUN ON
- THE TERMINAL,BY MOVING THE SELECTION ICON UP AND DOWN WITH THE JOYSTICK AND
- THEN PRESSING FIRE TO MAKE YOUR SELECTION,OR EXIT THE TERMINAL IF REQUIRED.
-
- EACH DISK TYPE WILL TAKE YOU TO A DIFFERENT MENU WHICH EXPLAINS IN GREATER
- DETAIL THE OPERATIONAL FUNCTION OF EACH DISK,HOWEVER YOU MUST ACTUALLY HAVE
- THE PARTICULAR DISK IN YOUR POSSESSION TO SEE THE REQUIRED MENU.AFTER A DISK
- IS SELECTED AND THE SOFTWARE HAS PERFORMED IT"S FUNCTION,THE DISK WILL BE
- ERASED AND REMOVED FROM YOUR TOTAL ON THE MAIN MENU,FROM WHICH YOU MAY MAKE
- ANOTHER SELECTION UNTIL ALL DISKS ARE EXHAUSTED.(SEE PICKUPS & POWERUP
- OBJECTS - COMPUTER SOFTWARE DISKS SECTION FOR MORE DETAILS ON THE FUNCTION OF
- EACH DISK.)
-
- DECK LIFTS:
-
- THE ONLY WAY TO PROGRESS TO ANOTHER SUB-DECK IS VIA A DECK LIFT,YOU MUST
- LOCATE ONE OF THESE TO MOVE TO A NEW SUB-DECK.THEY ARE CLEARLY MARKED AS
- LARGE ROUND EXIT PADS WHICH YOU MUST MOVE INTO THE CENTRE OF,TO ACTIVATE THE
- ELEVATOR.WHILE THE ELEVATOR DESCENDS TO THE NEXT LEVEL,YOU GET A SMALL CHANCE
- TO RELAX - BUT NOT FOR VERY LONG...
-
-
- STATUSBAR DISPLAYS
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- SCORING:
-
- TEAM SCORE(TOP STATUSBAR - LEFT) SHOWS THE CURRENT COLLECTIVE TEAM SCORE,
- WHICH INCREMENTS WHEN HITTING ALIENS OR PICKING UP ITEMS.
-
- MISSION TIME:
-
- MISSION TIME (TOP STATUSBAR - RIGHT) SHOWS THE TIME IN WHICH TO COMPLETE A
- GIVEN MISSION.IF THIS REACHES ZERO YOUR MISSION WILL HAVE BEEN A FAILURE.TIME
- CAN BE FROZEN TEMPORARILY BY USING A TIME DISTORTION CUBE - (SEE PICKUPS &
- POWERUP OBJECTS - TIME DISTORTION CUBE SECTION FOR MORE DETAILS.)
-
- LIVES:
-
- RAA,GEE & BEE LIVES (BOTTOM STATUSBAR - EACH) SHOWS THE NUMBER OF REMAINING
- LIVES EACH CHARACTER HAS.THE CUBERPUNKS ARE ALL FOR ONE AND ONE FOR ALL WHEN
- IT COMES TO COMBAT,AND IF ANY MEMBER OF THE SQUAD SHOULD RUN OUT OF LIVES
- WHILE THE OTHERS HAVE REMAINING LIVES,THEN LIVES WILL BE SHARED OUT
- AUTOMATICALLY UNTIL ALL LIVES ARE EXHAUSTED.THIS DOES NOT APPLY TO INDIVIDUAL
- ENERGY LEVELS HOWEVER AND REMAINING ENERGY IS NOT SHARED.
-
- ENERGY:
-
- RAA,GEE & BEE ENERGY (BOTTOM STATUSBAR - EACH) SHOWS THE CURRENT AMOUNT OF
- ENERGY EACH CHARACTER HAS.
-
- CHARACTER SELECTION DISPLAY:
-
- A LARGE WHITE BOX (BOTTOM STATUSBAR - EACH) IS SHOWN AROUND THE CURRENTLY
- SELECTED CHARACTER TO CHANGE WEAPON MODE,OR TO PICKUP/USE OR EXCHANGE ITEM
- ETC.
-
- FREE FIRE/LOCK FIRE OPTION:
-
- A SMALL WHITE BOX (BOTTOM STATUSBAR - EACH) IS SHOWN AROUND THE CURRENTLY
- SELECTED WEAPON MODE ICON TO INDICATE WHICH MODE IS ACTIVE.THIS ALLOWS GEE &
- BEE TO FIRE IN THE SAME DIRECTION AS RAA,OR TO FIRE IN INDEPENDENT DIRECTIONS
- FROM RAA ALLOWING FOR "COVER ME" STYLE TACTICS.
-
- BACKPACK INVENTORY DISPLAYS:
-
- A INVENTORY SHOWING THE CONTENTS OF EACH CHARACTERS BACKPACK IS GIVEN,AND A
- SMALL WHITE BOX (BOTTOM STATUSBAR - EACH) SHOWS THE CURRENTLY SELECTED ITEM
- WITHIN THE BACKPACK TO USE.
-
-
- GAME OPTIONS
- ¯¯¯¯¯¯¯¯¯¯¯¯
- NUMBER OF TEAM LIVES OPTION:
-
- AFTER SELECTING "OPTIONS" AT THE TITLES STAGE OF THE GAME,YOU ARE FREELY ABLE
- TO SELECT THE NUMBER OF LIVES YOUR SQUAD WILL START THE GAME WITH,WHICH IN
- TURN AFFECTS THE DIFFICULTY OF THE GAME.
-
- MISSION PASSKEY REPLAY OPTION:
-
- AFTER SELECTING "OPTIONS" AS ABOVE,YOU WILL BE ABLE TO ENTER YOUR MISSIOM
- PASSKEY CODE NUMBER WITH THE JOYSTICK,WHICH WILL ALLOW YOUR SQUAD TO BYPASS
- ANY PREVIOUSLY COMPLETED MISSIONS AND RESTART AT THE CURRENTLY UNCOMPLETED
- MISSION.IF THE PASSKEY CODE IS INCORRECT YOU WILL BE PROMPTED TO RE-ENTER IT.
-
-
-
- THAT"S IT...
-
- PS:PRODIGY RULEZ....
-
- GREETS TO:/VITRO,RAZOR,MCI,NIKO AND ALL MEMBERS FROM PRODIGY...
-
-
-