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- X-COM (R) Apocalypse TM Demo Version 12th April 1997
-
- DEMO REQUIREMENTS
-
- 8 Megs Ram (16 Megs if running under Windows TM 95)
- IBM PC 486 (100Mhz minimum), Pentium and 100% compatibles.
- Quad Speed CD Rom Drive
- Super VGA Graphics (VESA required).
- MS DOS 5.0 or higher (also runs under Windows TM 95)
- Mouse Required
- 25 Megs Free Hard Drive Space
-
- DOUBLE SPEED CD ROM DRIVES
- The demo will run on double speed drives but music causes the
- game to run noticeably slower. You may also experience problems
- where the music will jump or 'POP'.
- Choose no music if using a double speed CD ROM.
-
- The CD ROM MUST BE IN THE DRIVE AT ALL TIMES.
-
- 8 MEG USERS
- Ensure that your machine is running only MS-DOS.
- We are aware that the demo can occasionally hang when running
- in 8 Megs of ram. This is however a rare problem and will be
- fixed in the production version.
-
-
- THE DEMO
-
- This demo allows you to play a single Tactical Combat Mission. To
- help you learn the buttons and interface we have implemented a
- system we call tooltips. Just leave the cursor over an option for
- a second and some help text will appear.
-
- You can play X-COM Apocalypse in two different modes: Real-Time or
- Turn-Based. In Real-Time you move your Agents around whilst the
- Aliens move - playing in this way requires a greater strategic
- approach. Players of previous X-COM games will be familiar with
- the Turn-Based game, where X-COM and the Aliens take Turns to move,
- just like a game of chess.
-
- Look for the notes explaining where the Turn-Based game differs.
-
- You begin the demo with the Mission Briefing. Use the buttons at
- the bottom of the screen to select the way in which you will play
- the Tactical Mission: Turn-Based or Real-Time.
-
- You will now be taken to the Squad Assignment screen.
-
- From here you can assign your Agents into different squads. It is
- possible to have up to six squads each containing up to six Agents.
- As you move the cursor over the Agents, their statistics
- and the weapons they are carrying, will be displayed in the
- Information Panel (on the left-side of the screen).
-
- Click OK to start the Tactical Combat Mission.
-
- THE TACTICAL SCREEN
-
- The Tactical Screen is split into two sections, the Tactical
- Display and the Control Panel.
-
- The Tactical Display always defaults to the Isometric Map View,
- this will be centered on your Agents that have been deployed in
- the Tactical Area.
-
- Note : if you are playing the Turn-Based game the Time Controls
- (Far Right) will be replaced by four new buttons. These are used
- to reserve Time Units for shooting and kneeling (more on this
- later). There is also an End Turn button.
-
-
- EXPLORING THE TACTICAL DISPLAY
-
- Move the cursor to the edges of the screen. The display will
- scroll revealing more of the Tactical Combat Area. At the start
- of each Tactical Mission, time is automatically paused so that
- you are able to look around and plan your initial moves.
-
- You can also use the cursor keys, on the keyboard, to scroll the
- Tactical Display.
-
- SELECTING SQUADS
-
- In X-COM Apocalypse, you can control Agents individually or
- collectively as squads.
-
- The Squad Icons (left of screen) indicate the number of Agents in
- each squad.
-
- Double click on the Squad Icon to select your squad. If you have
- scrolled the display so that your Agents are 'Off Screen', this
- will re-center the display on your Agents.
-
- When you select a squad, the Agents will have an orange marker
- displayed above their heads in the Isometric Map View. The squad
- number is displayed in the center of the markers. The Agent's
- present state of health is shown by the health bar positioned
- along the top of the marker. In the lower half of the marker, the
- Agent's Attack Mode is indicated by a colored bar. Blue
- represents Safe Mode, Green is Cautious Mode and Red indicates
- Aggressive Mode.
-
- One of the Agent markers will be yellow; this is the Agent whose
- equipment will appear centrally in the Control Panel. The current
- Attack Mode, Shot-Type and movement orders, displayed in the
- Control Panel, also refer to this Agent only.
-
- Note: in the Turn-Based Game, the Agent's remaining Time Units
- will be displayed above their marker.
-
- MOVING SQUADS
-
- After selecting a squad, you can move it in single file, or in a
- 'Group'-Formation. Group-Formation is selected as the default
- movement mode because it allows your Agents to cover a wider area,
- and explore more in a shorter space of time.
-
- In the Tactical Game, the cursor is accompanied by a green box
- as you move it around the Tactical Display. You may notice that
- the box turns yellow if you move it over a square occupied by one
- of your Agents. This box is used to set the destinations for your
- Agents.
-
- Move the cursor to a position a short way in front of the squad
- and click. Four yellow arrows will appear to mark the destination
- of your Agents.
-
- In order for your Agents to move, we must set time running.
-
- Click "Real Time" (Third button down in the time controls on the
- far right). Your Agents will now move to their new positions.
- Beware! In the Real-Time game, the Aliens can also move and your
- Agents may be attacked at any time.
-
- The objective of the current Tactical Mission is to find the
- Aliens and either stun or kill them. Practice moving your squad
- around the building. Experiment with both types of squad formation.
-
- You will notice as you move around, more of the Tactical Area
- becomes visible. This is because your Agents can only see what is
- in their line of sight.
-
- Move the cursor to a position away from your Agents and press
- the Right-Mouse Button (RMB). Your Agents will turn to face the
- direction of the cursor. This feature is very useful when
- exploring the Tactical Area.
-
- Note: in the Turn-Based game, if the Agent hasn't enough
- Time-Units, or if Time-Units are reserved for other actions,
- the Agent will not be able to complete the move until X-COM's
- next Turn. If the destination is a long distance away, it may
- take the Agent several Turns to complete.
-
- Whenever your Agents have run out of Time Units, simply click
- "End Turn" (Bottom Right). After the Aliens have taken their
- Turn, your Agents will have all of their Time Units returned
- to them, allowing you to play on.
-
- While you are exploring the Tactical Area, you may well come
- into contact with Aliens. The game will pause and the Message
- Panel will inform you of the current situation. It is
- recommended that you take advantage of this to re-order your
- Agents to cope with the new situation. Giving your Agents
- regularly updated orders will keep them alive longer!
-
- Click "Continue" to resume the action. Your Agents should
- now open fire.
-
- Note: shooting Aliens is covered in more detail later.
-
- Click Pause so that we can look at some other controls
- without being attacked.
-
- USING SPLIT LEVEL VIEWS
-
- The Tactical Area is built-up of several levels. These may be
- viewed individually or assembled into a complete 3-D picture.
- Splitting the Tactical Area into levels allows you to see
- behind walls and inside rooms (if you have already explored them).
-
- At the moment, the Tactical Area is set to Level Mode 2 (its
- default setting). This displays the level you are on and any
- levels below.
-
- Click "Toggle Map Display" (Left hand side third button down),
- the display will change to Level Mode 1. This hides everything
- above and below the currently selected level, this is why some
- rooms in the building appear to have no roof.
-
- Click the "Toggle Map Level Display" button again and the
- display will change to Level Mode 3. All levels are now displayed
- at once producing a complete 3-D picture.
-
- Click the button once more to return the display to the original
- Level Mode 2 setting.
-
- When you are playing the Tactical Game you may often need to
- switch to the level above or below the one that is currently
- displayed.
-
- You can change to any level instantly, using the Level Indicator,
- positioned in the center of the Control Panel. To change to
- Level 3, for example, simply click on the number 3.
-
- Alternatively, you can use the "Up/Down Level" buttons to move
- the display up or down a single level. These buttons are located
- in the right hand side of the control panel. They are shown as
- arrow pointing up / down.
-
- Note: Page Up and Page Down, on your keyboard, can also be used
- to move up or down a level.
-
- SELECTING SINGLE AGENTS
-
- There are two ways to select an Agent from the current squad.
-
- Click on any of the four Agent Icons on the right of the Control
- Panel; a yellow marker is now displayed above that Agent in the
- Isometric Map View. To deselect the other Agents, simply
- right-click on their Agent icons.
-
- Move the green cursor box over an unselected Agent in the
- Isometric Map View, the box should change to yellow. Click on
- the Agent. The marker should disappear from the first Agent
- and now appear above the second Agent. Clicking on a single
- Agent in the Isometric Map View automatically causes all other
- Agents to be deselected
-
- MOVING INDIVIDUAL AGENTS
-
- After selecting an Agent (see above) you are now ready to move
- that Agent.
-
- Click on a destination a short way in front of the Agent.
-
- A single yellow arrow will appear to mark the Agent's new
- destination.
-
- Ensure time is running.
-
- The Agent will now move to the new destination.
-
- Note: Aliens or hostile units may be encountered at any time.
- Beware! Ensure you keep an eye on your squad!
-
- To make the selected Agent turn around, move the cursor to a
- position within the Tactical Display and click the RMB.
- The Agent will now turn to face in the direction of the cursor.
-
- THE OVERHEAD MAP VIEW
-
- Now that we have started to move Agents around the Tactical
- Area, we will need to be aware of their position as they
- continue to move around. For this, we can use the Overhead Map View.
-
- Click Pause.
-
- Click "Switch Map View" (2nd button down on right) to activate
- the Overhead Map View.
-
- The Overhead Map View allows you to see more of the Tactical
- Area on screen. The diamond shape outline, shows the area of
- the map that will be displayed when you return to the Isometric
- Map View. As in the Isometric Map View, the Overhead Map View
- will only show the areas that your Agents have explored.
-
- You can scroll the Overhead Map View in the same way as the
- Isometric Map View, simply move your cursor to the edge of the
- screen.
-
- Note: you can also use the cursor keys (on the keyboard) to
- scroll around the map.
-
- You will see Yellow arrows on the Map; these are X-COM Agents.
- Any Red arrows are hostile units and any Purple arrows represent
- neutral personnel.
-
- Solid arrows show units on the present level; large outline arrows
- show units above the current level; small outline arrows show
- units below the current level. The direction of the arrow indicates
- the direction that a unit is facing.
-
- Note: the map will only show the level of the Tactical Area you
- have currently selected.
-
- Click on the "Up/Down Level" buttons or the Level Indicator (in
- the Control Panel) to display other levels.
-
- Scroll the Overhead Map View until the diamond outline surrounds
- at least one of your Agents.
-
- Click the "Switch Map View" icon again to return to the Isometric
- Map View.
-
- SEARCHING FOR THE ALIENS
-
- As you continue to move your Agents around the Tactical Area,
- you will encounter stairs, doors and lifts. To use these, do
- the following:
- To go through doors, click inside the room.
- To go up stairs, click at the top of the stairs.
- To go down stairs, click at the bottom of the stairs.
- To use a Grav Lift, move your Agents to the Lift.
- Select the level you wish to move to and then click on
- this level. Your Agent will move up or down to the
- selected level using the Grav Lift.
-
- ENGAGING THE ALIENS
-
- When one of your Agents sees an Alien, a small Alien indicator will
- appear above the icon of that Agent in the Control Panel. Clicking
- on the 'Alien Sighted' Indicators will cause the display to be
- centered on the relevant Alien.
-
- Agents will open fire automatically on any Aliens sighted. They will
- also use any cover available (within a one square radius).
-
- Note: if you are playing the Turn-Based Game, you will have to fire
- on Aliens manually. Details later on.
-
- COMPLETING A TACTICAL MISSION
-
- If you successfully manage to kill or stun all Aliens in the Tactical
- Area, or if all of your Agents are killed or stunned, then the
- Tactical Mission will end and you will be taken to the Debriefing
- Screen. Here you will be given a score based on how successfully you
- completed the mission objectives.
-
- After clicking OK you will see our slideshow showing some of the
- games many other features.
-
- TACTICAL COMBAT (ADVANCED MOVEMENT)
-
- Lets look at some of the more advanced movement options available
- to you during Tactical Combat Missions.
-
- We have already learnt how to move our Agents around the map, so
- lets look at the different movement modes they can use. The
- movement options are located in the right hand side of the screen.
- Below the Agent icons at the bottom.
-
- RUNNING
-
- Agent movement is not restricted to walking. Sometimes your Agents
- will need to cover ground very quickly, when they are retreating
- or moving into cover. In this instance, you can order your Agents
- to run.
-
- Click the "Run" icon to order the selected Agents to run.
-
- Click a destination. All of the Agents should run to that
- destination. Be careful not to make you Agents run too much;
- running expends more energy than walking - don't exhaust your
- Agents!
-
- Note: Agents will not be able to fire at enemy units whilst they
- are running.
-
- Click "Walk" to return your Agents to walking speed.
-
- When squads or multiple Agents are selected, then any movement
- orders given, will apply to them all. If you want an order to
- apply specifically to one Agent, then ensure that only that
- Agent is selected.
-
- Note: in the Turn-Based game, running will expend less Time Units
- than walking.
-
- CRAWLING
-
- In X-COM Apocalypse, it is essential for Agents to use cover. You
- must learn to strategically position and move your Agents within
- the Tactical Area. Agents can use many features of the Tactical
- Area for cover, by Crawling to positions and Kneeling behind them.
-
- Select an Agent.
-
- Click "Crawl" to order your Agent to assume a crawling position.
- Crawling makes your Agent a harder target for any hostile units
- to hit.
-
- Click on a destination. The Agent will now Crawl to that
- destination.
-
- Note: in the Turn-Based game, crawling will expend more Time Units
- than walking.
-
- KNEELING
-
- If there is any cover close to your Agents, move your Agent to that
- position.
-
- Click "Kneel" to make the selected Agent kneel. The advantage of
- kneeling behind cover is that your Agent is less visible to hostile
- units, and can fire more accurately.
-
- Kneeling functions differently to Walking, Running and Crawling as
- it is a position that your Agents will adopt once they have reached
- their destination.
-
- Click "Kneel" to return your Agent to a standing position.
-
- Note: in the Turn-Based game, both kneeling and standing will use an
- Agent's Time Units; if you intend to kneel at the end of each move
- then you must reserve enough Time Units to do so.
-
- TACTICAL COMBAT (ATTACKING THE ENEMY)
-
- Lets look at the Attack Modes and Shot-Type controls available to you
- in Tactical Combat Missions. You will need to find some Aliens to use
- these.
-
- In the Real-Time game, X-COM Agents will react automatically when
- hostile units come into their line of sight. But how they react is
- dependent on the orders you give them.
-
- ATTACK MODES
-
- The Attack Modes are located beneath the Agent Icons.
-
- Note: in the Turn-Based game, Attack Mode "orders" only have effect
- in Opportunity Fire (more on this later). If you are playing the
- Turn-Based game, skip this section, and turn to Firing In The
- Turn-Based Game.
-
- Depending on your objectives or strategy, you may wish to change
- the Attack Mode that your Agents adopt when exploring the Tactical
- Area.
-
- Select an Agent.
-
- Click "Safe". Your Agent will always take the safe option when
- moving around the Tactical Area (ie the Agent will not be
- aggressive and will seek cover over confrontation).
-
- Select a destination for the Agent to move to.
-
- You can order your Agents to be Aggressive or return to Cautious
- behavior as, and when, your circumstances change. Experiment with
- Attack Modes as you move around the Tactical Area.
-
- Click "Cautious" to return your Agent to a Cautious approach.
-
- SHOT-TYPES
-
- In conjunction with Attack Mode, you should also give Agents weapon
- orders. The Attack Mode indicators are located below the Squad icons.
-
- Click "Aimed Shot" to make your Agent favor an Aimed-Shot.
-
- The Aimed-Shot is more accurate than the Snap or Auto-Shots but the
- rate of fire is slower.
-
- Now, select and give your other Agents different orders. Experiment
- with different combinations and see what happens.
-
- Clicking "No Shot" will prevent your Agents from firing. This can be
- useful if you haven't much ammo.
-
- As with Attack Modes, these orders affect all selected Agents. When
- single Agents are being controlled, the other Agents in the squad
- retain their previous orders.
-
- USING COVER AND TARGETTING THE ALIENS
-
- To play X-COM Apocalypse effectively it is recommended that you
- place your Agents as strategically as possible to get the greatest
- benefit from cover. You should give them the best opportunity to
- use cover by placing them near to it; Agents can then duck in and
- out of cover or Kneel behind it. For ambushes, try to use areas
- where Agents can only be attacked from one direction. Also, where
- possible, use Agents to cover each other.
-
- The game will pause and show a message whenever a hostile unit is
- sighted by one of your Agents. It is recommended that you take
- advantage of this to re-order your Agents to cope with the new
- situation. Giving your Agents regularly updated orders will keep
- them alive longer!
-
- Should multiple hostile units appear, it is possible to direct your
- Agents' fire on a particular target.
-
- Right-click on the hostile unit. A red target cross-hair will now
- remain on the targeted unit.
-
- Note: you can prevent the game from pausing by switching the
- Messages Panel off. You can turn messages on or off from the
- Options Screen. Active Messages are accompanied by a Tick. To
- switch a message off, click on the tick, a cross will appear in its
- place indicating that the message is now disabled. All messages
- will still appear in the message bar but will not cause the game
- to pause when they appear.
-
- FIRING IN THE TURN BASED GAME
-
- If you encounter a hostile unit, you should use a weapon against
- it before it gets a chance to fire.
-
- First, select the Shot-Type you wish to use from the three options.
-
- Click "Aimed-Shot" for an Aimed-Shot in the target's general
- direction.
-
- Now that we have chosen the Shot-Type, we must select the weapon to
- fire with.
-
- To select a weapon, click on one of the Agent's 'hands'.
-
- Click on the target using the LMB. Your Agent will now fire the
- weapon at the target.
-
- Now one of three things will happen:
-
- 1) The Agent fires a shot and misses. This is unfortunate but is
- expected - initially all of your Agents are Rookies. You will find
- that your Agents will become more accurate as they fight more
- battles.
-
- 2) The Agent hits the hostile unit with the shot. Aliens can be
- very tough, so don't be surprised if they don't die from the
- first hit.
-
- 3) The hostile unit fires back. If this happens pray that it
- does not hit your Agent and that your next shot kills it.
-
- You can continue to fire by clicking the Left-Mouse-Button, or
- cancel firing by clicking the Right-Mouse-Button.
-
- Note: firing in the Turn-Based Game causes Agents to use
- Time Units.
-
- USING EQUIPMENT
-
- Agents can be equipped with weapons other than guns. You may
- prefer to attack with a grenade, or use a grenade to clear an
- area of cover.
-
- Click on "Equip Agent" from the Control Panel to take you to the
- Equip Agent Screen. This button is located centrally on top of the
- weapons panels in the middle of the control panel.
-
- Click on a grenade to 'pick it up'. Keep the Left-Mouse-Button
- depressed and drag and drop the Megapol AP Grenade to the
- empty 'hand'.
-
- Click OK again to return you to the Isometric Map View.
-
- Note: Turn-Based players! Check your Time Units before you use
- the grenade, you may not have enough left! If you have run-out,
- click "End Turn". When it is your Turn again, all of your Agent's
- Time Units will be replenished.
-
- Left click on the grenade to bring up the Prime Grenade 'window'.
-
- Click and drag the Slider Bar, in the Prime Grenade 'window', to
- the left/right to set the grenade to detonate in "3 secs".
-
- Note: in the Turn-Based game, slide the Bar left/right until it
- reads "End of Turn". This means the grenade will detonate at the
- end of the X-COM Turn.
-
- Click Tick to accept the grenade settings.
-
- Click Return to cancel priming the grenade.
-
- Each hand is accompanied by two buttons, "Throw" and "Drop".
- Because of the three second detonation time (in the Real-Time
- game), it is better to throw the grenade. You don't want to
- blow-up one of your own Agents!
-
- Click the "Throw" button next to the hand containing the grenade.
-
- Click a target in the Isometric Map View. The grenade will now be
- thrown there. After three seconds (or at the end of the Turn, in
- the Turn-Based Game) it will detonate, clearing whatever is in that
- area.
-
- If an Agent already has a grenade in their hand and you need them
- to throw it quickly, simply select the grenade with the RMB in
- the Hands Area. Click a target in the Isometric Map View. The
- grenade will now be thrown at its intended target and explode
- on contact with the floor.
-
- Using the Medi-Kit
-
- You can use the medi-kit to heal critical wounds. In order to use
- the medi-kit ensure that it is placed in one of your Agent's hands.
-
- Click on the medi-kit from the hands area. The medi-kit display
- will appear in the top right corner of the screen. Wounded parts
- of the body will appear highlighted in red.
-
- Click on the affected body part in the display and it will change
- color to indicate that healing has been started.
-
- You must now wait while the Agent's wounds heal, which will take
- some time. If you move the Agent, the healing process is cancelled
- and you will have to use the medi-kit again.
-
- RETRIEVING EQUIPMENT FROM THE TACTICAL AREA
-
- If you complete a Tactical Combat Mission successfully and kill,
- or stun, all of the Aliens, then you will automatically retrieve
- all of the items left by the Aliens.
-
- If, however, you decide to evacuate the Tactical Area before you
- have killed all of the Aliens, then you will have to pick up
- Alien Artifacts manually.
-
- After you have successfully killed an Alien, position an Agent
- over the equipment dropped near the corpse.
-
- Click "Equip Agent" to open the Equip Agent Screen. Any objects
- that are on the floor will be displayed in the Item Menu at the
- bottom of the screen. Use the drag and drop method to collect
- these items. Drop them into any spare carrying space your Agent
- may have.
-
- It is important to retrieve Alien technology so that you can
- research it when you return to Base.
-
-
- OPPORTUNITY FIRE (TURN-BASED ONLY)
-
- Opportunity Fire is a slight exception to the Turn-Based rule.
- It allows you to end your Turn leaving Agent's with enough Time
- Units to fire a shot. Your Agents can automatically fire during
- the Alien's turn at any hostile unit who strays into their line
- of sight.
-
- The way an Agent behaves during Opportunity Fire depends on the
- Attack Mode you select. You can make the Agent more likely to
- fire or hide depending on these Attack Modes.
-
- Click "Aggressive" to order your Agents to proceed aggressively.
- Agents are more confrontational using this Attack Mode and more
- likely to shoot in Opportunity Fire.
-
- Reserving Time Units
-
- You must reserve enough Time Units for your Agents, to take full
- advantage of Opportunity Fire. In this case we will reserve enough
- for an Aimed-Shot.
-
- The reserve time unit buttons are located on the far right of the
- screen.
-
- Click "Reserve Aimed-Shot". Now this is selected, the Agent will
- always retain enough Time Units to perform an Aimed-Shot in the
- event of Opportunity Fire.
-
- Click the "End Turn" icon to end the Turn.
-
- COMPLETING TACTICAL COMBAT MISSIONS
-
- Now that you are used to ordering your Agents, try moving them
- around the building to explore some of the rooms and walkways.
- But beware! You never know what's lurking around the next corner.
-
- The Tactical Combat Mission will end under any of the following
- circumstances:
-
- 1. All Hostile units are unconscious or dead - You Win.
- 2. All X-COM Agents are unconscious or dead - You Lose
- 3. All Hostile units panic and flee the combat area - You Win
- 4. All Agents leave the Combat Area using Exit Points.
-
- For each building there are several Exit Points, all of which are
- marked by arrows:
-
- If Agents are injured you may well want them to leave the Tactical
- Area in order to seek medical attention.
-
- Select the Exit Point as the destination for your Agents and they
- will walk out of the Tactical Area automatically.
-
- Note: if you leave the Tactical Area without killing all hostile
- units, or retrieving any Alien artifacts, you will receive a lower
- score in the Debriefing.
-
- DEBRIEFING
-
- At the end of each Tactical Combat Mission, you will be given a
- Debriefing. This will inform you if your mission objectives were
- achieved and calculate a score based on your performance in
- various areas.
-
-
- KEYBOARD CONTROLS
-
- General
-
- Switch Map View TAB
- Up Level Arrow PAGE UP
- Down Level Arrow PAGE DOWN
- Toggle Map Level Display Print Screen
- Set Safe Mode F9
- Set Cautious Mode F10
- Set Aggressive Mode F11
- Crawling F2
- Walking F3
- Running F4
- Don't Fire F5
- Aimed-Shot F6
- Snap-Shot F7
- Auto-Shot F8
- Kneel BACKSPACE
- Message History M
- Center-On Message HOME
- Select Squad 1,2,3,4,5,6
- Assign selected units to squad CTRL + 1,2,3,4,5,6
- Abort mission ESCAPE
-
- 'Hand' Area
-
- Equip Unit Screen ENTER
- Throw (Left Hand) [
- Throw (Right Hand) ]
- Drop (Left Hand) @
- Drop (Right Hand) #
-
- Note: these keys may differ on non-English keyboards; it is the
- position that is important, ie the group of 4 keys to the left of
- the ENTER key.
-
- Prime Grenade Window
-
- Accept Settings Y
- Cancel N
-
- Real-Time Only
-
- Pause on/off SPACE
-
- Turn-Based Only
-
- End Turn E
-
-
-
- KNOWN PROBLEMS
-
- Windows 95
- Because X-COM Apocalypse was designed and developed to run under
- MS-DOS you may experience problems running under Windows 95. To
- achieve optimal frame rate and performance levels, it is
- recommended that you reboot your system in MS-DOS mode.
-
- NB: It is important to ensure all necessary CD-ROM and Sound
- card drivers are loaded before attempting to run X-COM Apocalypse;
- failure to do so may result in the game failing to load. If you
- are unsure as to how to do this, or if your machine came with
- Windows 95 pre-installed, please consult your hardware
- manufacturer.
-
- Windows 95 Keyboards
- On certain video cards Windows 95 is unable to restore certain DOS
- based graphical applications such as X-COM Apocalypse . This is
- particularly a problem with regards to the new Windows 95 keyboards
- containing the 'Start' and 'Windows' keys. On pressing these
- keys Windows suspends X-COM Apocalypse to bring up a menu but is
- then unable to restore it. The only solution to this problem is to
- run the game in MS-DOS mode.
-
- Microsoft Plus
- To prevent problems whilst running X-COM Apocalypse, the System
- Agent should be disabled.
-
- Auto-Detect
- If you experience problems with the auto-detect program, please
- follow the steps listed below:
-
- 1. Manually select your sound card and then enter the correct Port,
- DMA and IRQ settings. If you are unsure as to what these are, try
- typing SET from the DOS prompt or consult your hardware manuals.
-
- 2. Run the detection/sound process in MS-DOS mode.
-
- Sound Galaxy Pro
- The auto-detect program can sometimes wrongly identify this card as
- a SoundBlaster 16. Users must manually select SoundBlaster and then
- enter the correct Port, IRQ and DMA settings.
-
- Gravis Ultrasound
- The playback quality of the sound test sample may sound garbled.
- This should not affect playback quality during the game.
- This card is always detected as an 8 bit card.
-
- ATI Stereo F/X
- X-COM Apocalypse is not compatible with this make of sound card.
- Users should select NO SOUND.
-
- Crystal Dynamics Chipset
- Any cards with this chipset will be detected by the installer as a
- SoundBlaster Pro. This causes the game to crash, please select
- SoundBlaster and the game will run fine.
-
-
- CREDITS
-
- MYTHOS GAMES LTD.
- Game Design Julian Gollop
- Lead Programmer Nick Gollop
- Programming Dave Bostock
- Thaddaeus Frogley
- Andy Greene
- Julian Gollop
- Map Editor Simon Watson
- Ian Tory
- Product Manager Helmut Watson
- Lead Map Designers Mark Simmons
- Steve Moorhouse
- Jason Grace
- Map Designers Phil Davies
- Dave Moore
- Karli Watson
- Dave Kemsley
- Kevin Tucker
- Helmut Watson
- Marc Walton
- Dave Watson
-
- MICROPROSE
- Art Co-ordinator Guy Jeffries
- Artists Erol Kentli
- Greg Shill
- Pete Austin
- Kevin Wicks
- Guy Jeffries
- Martin Severn
- Matthew Knott
- Additional Art Drew Northcott
- Paul Truss
- Gavin Cooper
- Martin Smillie
- Eddie Garnier
- Jonathan Rowe
- Paul Varney
- Amanda Roberts
- Terry Greer
- Nick Cook
- Jane Barnett
- Pietro Lantro
- Julian Madle
- Andrew Morriss
- 3D Scanning Steve Edwards
- Alien World and Models Designed by Tim White
- Music and Sound Designed and Produced by John Broomhall
- Lead Composer Richard Wells
- Additional Music Dave Punshon
- John Broomhall
- Sound Design Steve Cowell for PC Music Ltd.
- Audio Post Production Matt Vowles for Sprockets and Bytes
- Vocal-Artists Valentina Britten
- Julian Holman
- Drew Northcott
- Eddie Garnier
- Additional Audio Martin Severn
- Darren Lambourne
-
- A/V Systems incorporate HMI's Sound Operating System.
- Mapping Marc Curtis
- Guy Jeffries
- Lead Quality Assurance Darren Kirby
- Quality Assurance Don Witcombe
- Paul Coppins
- Phil McDonnell
- Dan Luton
- Stuart Poole
- Jamie Toghill
- Martin Crompton
- Neil McEwan
- Anton Lorton
- Matt Bridges
- Chris Briggs
- Alameda, CA Compatibility Group Hoi Nguyen
- William Hom
- Khoi Nguyen.
- Manual Author/Editor Justin Manning
- Managing Editor Alkis Alkiviades
- Senior Product Manager Adrian Turner
- Producer James Hawkins, Stuart Whyte, Steve Goss
- and Grant Dean.
-
-
- (C) 1997 Mythos Games Ltd. and MicroProse Ltd. X-COM Universe and
- other elements (C) 1997 MicroProse Ltd. All Rights Reserved.
- MICROPROSE and X-COM are registered trademarks and X-COM APOCALYPSE
- is a trademark of MicroProse Ltd. All other trademarks are the
- property of their respective holders.
-