|
|
Line 17: |
Line 17: |
| the challenge and replay value (especially when you consider all the | | the challenge and replay value (especially when you consider all the |
| secrets to be discovered and variety of weapons available). | | secrets to be discovered and variety of weapons available). |
|
| |
| ==Conventional Weapons==
| |
|
| |
| At the beginning of the game, or when you start from scratch with a new
| |
| Zanac, you have the Single Missile. Picking up POWER CHIPS dropped by
| |
| BOXes or shooting a HAPPY FACE will upgrade your Conventional Weapon.
| |
|
| |
| * Single Missile -- the default Conventional Weapon. A single missile
| |
| fires from the center of the Zanac. This weapon fires very slowly.
| |
|
| |
| * Twin Missile -- two missiles fire from your Zanac. The rate of fire is a
| |
| little better.
| |
|
| |
| * Triple Missile -- A missile fires from the center of your Zanac and one
| |
| fires from each wing. The rate of fire is much better.
| |
|
| |
| * Super Missile -- Width of fire increases greatly: one missile shoots
| |
| from the center of the Zanac, but the other two missiles fire from a short
| |
| distance to the left and right of your ship entirely. This also gives you
| |
| some added protection from enemies that attack you from the side. Rate of
| |
| fire is greatly improved. In general, this really holds its own against
| |
| the Special Weapon but you can only get the Super Missile under special
| |
| conditions, not by collecting POWER CHIPs (see "Playing BOX Roulette"
| |
| below).
| |
|
| |
| The Conventional Weapon can hit targets on the ground and in the air, but
| |
| cannot destroy CHIPs.
| |
|
| |
| ** Playing BOX Roulette (upgrading the Conventional Weapon) **
| |
|
| |
| The easiest and safest way to upgrade the Conventional Weapon is to shoot
| |
| open BOXes that appear periodically throughout the game's levels.
| |
| Sometimes, the BOX will contain destructive CHIPs but other times it will
| |
| contain POWER CHIPS that upgrade your Conventional Weapon.
| |
|
| |
| When you shoot a BOX a couple times it will begin flashing. If it just
| |
| flashes, you know it contains destructive CHIPs. If you shoot it more the
| |
| CHIPs will be released, and if you run into it you will die. If the BOX
| |
| becomes partially translucent and reveals a larger, glowing POWER CHIP you
| |
| can either safely run into the BOX or shoot it more to release the POWER
| |
| CHIP and run into that. Either way, it takes several POWER CHIPs to obtain
| |
| the Twin Missile, and then several more to reach Triple Missile. After
| |
| that, you can collect POWER CHIPs to your heart's content and although you
| |
| will gain valuable points you will never obtain the Super Missile.
| |
|
| |
| To go directly to the Triple Missile, you have to play BOX Roulette. If
| |
| you run into a BOX without shooting it even once and it contains a POWER
| |
| CHIP then you go directly to Triple Missiles. If you run into it without
| |
| shooting it and it contains regular CHIPs your Zanac will be destroyed.
| |
| How sad. If you have the Triple Missile and successfully play BOX Roulette
| |
| twice (running into boxes without shooting them) you will be upgraded to
| |
| the Super Missile.
| |
|
| |
| BOXes sometimes appear alone, but most often they will appear in sets of
| |
| three. Early in the game, and when the Aggression Level is low, there will
| |
| usually be two boxes that contain CHIPs and one with a POWER CHIP. If you
| |
| shoot two out of three to reveal that they contain CHIPs, it is probably
| |
| safe to run into the remaining box to get your upgrade. As the aggression
| |
| level increases this will no longer be the case -- BOXes will begin
| |
| appearing in sets of three CHIPs or sometimes even two BOXes of POWER
| |
| CHIPs with one BOX of CHIPs.
| |
|
| |
| Whenever you pick up a weapon upgrade, your ship will flash for a few
| |
| seconds to indicate it is invulnerable. When you pick up a POWER CHIP, it
| |
| makes sense to use the period of invulnerability to run into any other
| |
| nearby BOXes. If they also contain POWER CHIPs you may end up upgrading to
| |
| Triple or Super Missiles and will also restart the short period of
| |
| invulnerability. Once in a while (like Level 3), the System will flood the
| |
| screen with nothing but BOXes, and you can use this domino effect to
| |
| quickly obtain the Super Missile.
| |
|
| |
| On some levels you will encounter a Ground Target I have called a HAPPY
| |
| FACE. Shooting the HAPPY FACE with your Conventional Weapon will
| |
| automatically upgrade it to the Super Missile and also net you some
| |
| points. However, if you do this when you previously only had the Single or
| |
| Twin Missile then make sure you don't pick up any more POWER CHIPs --
| |
| doing so will make you drop back down to your previous weapon level. It is
| |
| only safe to pick up POWER CHIPs if you upgrade when you already had the
| |
| Triple Missile.
| |
|
| |
| ==Special Weapons==
| |
|
| |
| You can only have one Special Weapon at a time. Collecting the same weapon
| |
| upgrade multiple times will sometimes make the weapon more powerful. If
| |
| you collect a different upgrade you will switch to that weapon instead.
| |
|
| |
| Just like when you collect a POWER CHIP, the Zanac flashes to indicate
| |
| temporary invulnerability whenever you collect a Special Weapon bonus.
| |
|
| |
| Special Weapon upgrades either appear in a target on the ground or are
| |
| dropped by WEAPON DROPs. In general, you will want to concentrate on Fire
| |
| 0 unless you can pick up Fire 7.
| |
|
| |
| All weapon names are taken directly from the Zanac manual.
| |
|
| |
| * Fire 0 -- All Range Weapon
| |
| Description: This is your default weapon when you start the game or after
| |
| you die. It is actually reasonably powerful, especially because it is the
| |
| only weapon you can fire behind you or directly to the left or right.
| |
| - Initially, it fires a single bolt of energy forward or in the direction
| |
| you are steering with the D-Pad.
| |
| - Collect a second Fire 0 and you will fire twin bolts of energy instead of
| |
| one.
| |
| - Collect a third Fire 0 in a row without collecting any other Special Weapon
| |
| and the width of fire will increase.
| |
|
| |
| This weapon works against ground and air targets but it will not destroy
| |
| CHIPs.
| |
|
| |
| * Fire 1 -- Straight Crusher
| |
| Description: A ball of energy shoots straight forward from your ship until
| |
| it leaves the screen. You can only have one ball of energy on the screen
| |
| at any time. A counter displays the number of shots you have left. Each
| |
| time you collect Fire 1 the counter will refill, but if you collect it 4
| |
| times the ball of energy will become huge -- easily twice the size of your
| |
| Zanac.
| |
|
| |
| In general, this is a poor weapon except at its super-sized maximum. Even
| |
| then, Fire 7 is still much better. It will destroy just about anything,
| |
| even CHIPs.
| |
|
| |
| This weapon works against both ground and air targets, even CHIPs.
| |
|
| |
| * Fire 2 -- Field Shutter
| |
| Description: A shield protects a portion of your ship from all attack. Can
| |
| not be shut off and is powerless against targets on the ground. A counter
| |
| will indicate how many more hits the shield can take but the lower the
| |
| counter the less of your ship is protected. Conversely, collecting more
| |
| Fire 2 upgrades will increase the counter and area protected.
| |
|
| |
| For some reason, the System really, really hates Fire 2. Collecting it
| |
| will make aggression levels shoot upwards and you can expect to be
| |
| assaulted by DEGIDs after picking up even a single one. Because of this
| |
| and the fact that it leaves you with the Conventional Weapon as your only
| |
| offensive weapon, it is mostly useless and should be ignored in favor of
| |
| other weapons.
| |
|
| |
| To its credit, the Field Shutter destroys CHIPs. It is useless against
| |
| targets on the ground, however, including bases.
| |
|
| |
| * Fire 3 -- Circular
| |
| Description: A ball of energy circulates around your ship, destroying
| |
| everything it touches but leaving everywhere else vulnerable. A counter ticks
| |
| down each second the weapon is running until it runs out and returns you to
| |
| Fire 0. Collecting another Fire 3 will upgrade the counter and potentially
| |
| upgrade to a double version of the same weapon.
| |
|
| |
| This is only marginally better than Fire 2, but eventually a ship or bullet
| |
| will sneak past your perimeter and destroy you making it a less than desirable
| |
| weapon.
| |
|
| |
| The Circular is powerless against objects on the ground, but will destroy
| |
| anything in the air including CHIPs.
| |
|
| |
| * Fire 4 -- Vibrator
| |
| Description: Don't look at me, that's what the manual calls it! When you
| |
| activate Fire 4 a ball of energy about the size of your ship travels
| |
| forward a fixed distance, then begins oscillating horizontally across a
| |
| portion of the screen. A counter displays the number of hits it can take
| |
| before disappearing. You get 60 hits each time you fire Fire 4; each hit
| |
| makes the field of energy a little smaller, much like Fire 2.
| |
|
| |
| Unfortunately, while the weapon is active you cannot move it or fire
| |
| another one. This means that only a fixed portion of the screen is
| |
| protected from incoming enemies for any portion of time and it can do
| |
| nothing against enemies that attack from the side or the rear of your
| |
| ship. You just have to dodge and use Conventional Weapons on the rest.
| |
| When your 60 seconds are up you can put the Vibrator in a more useful part
| |
| of the screen but you will probably get killed first.
| |
|
| |
| It does work against CHIPs and objects on the ground.
| |
|
| |
| * Fire 5 -- Rewinder
| |
| Description: The Rewinder shoots a ball of energy upwards from your ship a
| |
| fixed distance, then the ball falls back until it hits the Zanac at which
| |
| point you can fire again. It moves with your ship as you steer left and
| |
| right but is always directly in front of it.
| |
| - Initially, it fires a single ball of energy from the center of your
| |
| ship.
| |
| - Collect a second Fire 5 and you will have twin orbs that shoot from the
| |
| wings.
| |
| - With a third Fire 5, your width of fire widens.
| |
| - Collect a fourth Fire 5 and instead of a Rewinder your ship will shoot a
| |
| powerful laser from the center of your craft..
| |
|
| |
| Fire 5 will destroy CHIPs and Ground Targets. It is marginally useful
| |
| against bases but is otherwise likely to get you killed unless you can
| |
| upgrade to its maximum level.
| |
|
| |
| * Fire 6 -- Plasma Flash
| |
| Description: A single ball of energy travels from your ship. When it
| |
| contacts an aerial enemy the entire screen is cleared of everything other
| |
| than Special Weapon upgrades, just like when you use an ERASER. A counter
| |
| displays the number of shots remaining before you revert to Fire 0. Each
| |
| additional Fire 6 collected resets your counter.
| |
|
| |
| It does not affect targets on the ground at all. Fire 6 is kind of useful
| |
| to get you through the occasional patch of dense enemy craft, but you are
| |
| better off sticking to another Special Weapon and using ERASERs instead.
| |
|
| |
| * Fire 7 -- High Speed
| |
| Description: The best Special Weapon in the game! A rapid fire stream of
| |
| energy balls shoots from the front of the ship. It veers a little bit left
| |
| and right as you steer in those directions but does not shoot directly to
| |
| the sides or to the rear. A counter displays the number of seconds of
| |
| continuous fire left. Collecting another Fire 7 will reset the counter to
| |
| 200, but if you collect four Fire 7s in a row you will be upgraded to High
| |
| Speed's maximum level -- the ball of energy you shoot becomes huge, easily
| |
| twice the size of your ship (the same size as Fire 1's maximum level).
| |
|
| |
| This works against Ground Targets and CHIPs. This is my favorite weapon
| |
| and at maximum I love to watch it turn enemy craft into hamburger meat.
| |
|
| |
|
| |
| When you use your Special Weapon to shoot a HAPPY FACE, any counters will
| |
| get reset to maximum and you will automatically be upgraded to the
| |
| weapon's most powerful level as well as racking up some points. Obviously,
| |
| this only works with weapons that can hit targets on the ground.
| |
|
| |
|
| |
|
| |
| ==Enemies==
| |
| You will encounter a wide variety of enemy ships and Ground Targets in
| |
| Zanac, and most enemies come in several different varieties each with a
| |
| unique movement and firing pattern.
| |
|
| |
| Where an enemy's name or sub-type was given in the original Zanac
| |
| instruction manual I have marked its name with an asterisk(*). There are
| |
| more enemies then those described in the manual, so where I did not have
| |
| an existing name to work with I just made it up. In some places the manual
| |
| is very poorly translated so my Types may not exactly match.
| |
|
| |
| Unfortunately, my colors may be a little off as I am slightly colorblind.
| |
| Feel free to send color corrections.
| |
|
| |
| ===Ground Targets===
| |
|
| |
| BUILDING: A circular or square object on the ground which you can shoot open.
| |
| -Square BUILDINGs usually just give you points when you shoot them, but once
| |
| in a while they will release a FAIRY. See also "The Fairy" in the
| |
| "Controls and Weaponry" portion of this document.
| |
| -Round BUILDINGs release a random Special Weapon upgrade when shot.
| |
|
| |
| HAPPY FACE: A large smiling face on the ground, like an oversized ICON. When
| |
| you shoot it the eyes will open and it will automatically upgrade whatever
| |
| weapon you shoot it with to the maximum level.
| |
|
| |
| *ICON: A statue on the ground which releases an ERASER. See also "The Eraser" in
| |
| the "Controls and Weaponry" portion of this document.
| |
| -Type 1 ICONs are the most common. They have their slits for eyes. They
| |
| release normal, Type 1 ERASERs which clear the screen.
| |
| -Type 2 ICONs have a different expression, with a big grin. There is typically
| |
| one of these per level, often located very close to a Type 1 ICON. This
| |
| releases Type 2 ERASERs which let you warp to another level.
| |
|
| |
| TURRETs: Targets on the ground which shoot at you. These appear alone or in
| |
| clusters as bases. See also "Base Destruction 101" in the "Tips, Tricks, and
| |
| Techniques" portion of this document.
| |
| -ALMOND Turrets fire ALMOND shaped projectiles. They are the weakest turret as
| |
| any weapon can destroy ALMOND projectiles. They come in a variety of
| |
| shapes and sizes. The smallest square ones come in symmetrical pairs or
| |
| groups of four and do not count towards destruction of a base.
| |
| -AMOEBA Turrets fire round, blue blobs that kind of look like miniature
| |
| TERZAs. The second base on Level 1 is a single AMOEBA turret surrounded by
| |
| four round BUILDINGs. The AMOEBA Turret is round and opens and closes a
| |
| bit like a camera shutter.
| |
| -CHIP Turrets are the most common. They shoot CHIPs, simple bullets, at you.
| |
| The very first base in the game is a single CHIP turret. Some especially
| |
| small CHIP Turrets do not count towards the destruction of a base.
| |
| -MISSILE Turrets shoot MISSILEs at you, typically in three directions (forward
| |
| towards your Zanac, and diagonally to the left and right).
| |
| -COMBINATION Turrets look a little like an eyeball. They fire a mixture of
| |
| both ALMONDs and CHIPs.
| |
|
| |
| WEAPON DEPOT: A Ground Target shaped like a number next to two flashing
| |
| rectangles. When shot it releases a Special Weapon upgrade. Touch the
| |
| upgrade with your ship and you will get the corresponding Special Weapon.
| |
| Every level has the same WEAPON DEPOTs in the same order. See also
| |
| "Special Weapons" in the "Controls and Weaponry" section of this document
| |
| and WEAPON DROP below in Aerial Targets.
| |
|
| |
| ===Aerial Targets===
| |
| ALMOND: A almond or football shaped projectile released by some TURRETs,
| |
| LOGAs, and other enemies. It can be destroyed by any weapon.
| |
|
| |
| AMOEBA: A round, blue blob that looks a bit like a miniature TERZA. The
| |
| AMOEBA is released by one kind of TURRET. It can be destroyed by any
| |
| weapon but can usually soak up a couple hits first.
| |
|
| |
| *BOX: So many strange names, but they call the BOX a BOX. This is a
| |
| rectangular blue box. See "BOX Roulette" in the "Controls and Weaponry"
| |
| portion of this FAQ.
| |
|
| |
| *CHIP: Your basic, small round bullet. Fired by many enemies, released by
| |
| some BOXes and TURRETs. The Conventional Weapon and Fire 0 do not destroy
| |
| CHIPs but they sure will destroy a Zanac.
| |
|
| |
| *DEGID: An enemy shaped a little like a heart. It appears as two halves,
| |
| one on either side of the screen. When your ship passes between them the
| |
| two halves come together, crushing your ship between if it is unlucky
| |
| enough to get caught.
| |
| -Type 1 DEGIDs are blue and come from the top of the screen.
| |
| -Type 2 DEGIDs are tan and come from the bottom.
| |
|
| |
| *DUSTER: A big rock on a fixed course. Easily destroyed but sometimes they
| |
| slip past your notice.
| |
|
| |
| EGG: A blue ship that descends from the top of the screen. Partway down it
| |
| splits in half, releasing a few CHIPs. The EGG can only be destroyed when
| |
| in one piece; the two halves are indestructible to any weapon which does
| |
| not completely clear the screen and will even stand up to a direct hit
| |
| from your ship.
| |
|
| |
| *EFFINE: Looks a little like a reversed, slightly remodeled Zanac. This
| |
| spaceship comes in several types.
| |
| *Type 1: This type tends to appear in groups and will hang around the
| |
| center of the screen, appearing to duck in and out of the background. It
| |
| can only be destroyed when a dark blue and above the background.
| |
| *Type 2: Crosses the screen at the top, spewing ALMONDs. Appears when the
| |
| Aggression Level is high.
| |
| *Type 3: Descends from the top of the screen, scattering CHIPs directly to its
| |
| left and right.
| |
| *Type 4: Appears at the top of the screen, releases a single MISSILE and then
| |
| deploys a force field somewhat like your own Fire 3.
| |
|
| |
| *ENEMY ERASER: A ball formed of two rings of energy, the ERASER emerges
| |
| from ICONs. See also "The Eraser" in "Controls and Weaponry."
| |
| *Type 1: emerges from Type 1 ICONs and will clear the screen when you
| |
| touch it with your ship.
| |
| *Type 2: is released by Type 2 ICONs and will also clear the screen,
| |
| unless you wait for the inner ring to disappear. Then, it acts as a warp
| |
| to another level.
| |
|
| |
| FAIRY: A FAIRY is released from some square BUILDINGs. She works kind of
| |
| like an Eraser and can destroy a single base instantly. See also "The
| |
| Fairy" in the "Controls and Weaponry" portion of this document.
| |
|
| |
| *GIZA: A round, cell-like enemy that soaks up firepower before being
| |
| destroyed.
| |
| *Type 1: is completely stationary, and mostly blue. The manual says it
| |
| takes 16 shots to destroy one.
| |
| -Type 2: Appears suddenly and stays in one place, initially
| |
| indestructible. Then, it will turn orange and begin chasing your ship.
| |
| When orange, the "Homing Giza" can be destroyed by your ship's weapons.
| |
|
| |
| *GOLGOS: A ship that is larger than most of the other enemies, though not as
| |
| large as Capital Ships. It has two vertical wings on either side of a narrow
| |
| body, kind of like a Tie Fighter from Star Wars. Their appearance varies more
| |
| from Type to Type than just the usual color shifting.
| |
| -Type 1 (*RED GOlGOS): Has a red center with pointy, leglike blue wings.
| |
| Launches MISSILEs in groups of five.
| |
| -Type 2 (*BLUE GOLGOS): Has blue wings and a yellow center. Scatters one CHIP
| |
| after another in alternating directions.
| |
| -Type 3 (*YELLOW GOLGOS): Has yellow wings with a blue center. This one really
| |
| looks like a Tie Fighter! Scatters CHIPs in three directions at a time --
| |
| forward towards your Zanac and diagonally to the left and right.
| |
|
| |
| *LOGA: A oval shaped craft with four 'veins' emerging from a central
| |
| point. It opens to release ALMONDs.
| |
| *Type 1: is blue and descends on the left or right hand side. It releases
| |
| a single set of ALMONDs.
| |
| *Type 2: is yellow and releases a number of ALMONDs in an arc, repeating
| |
| at regular intervals.
| |
|
| |
| *LUSTER: The Luster is a space ship shaped like the letter Scatters CHIPs in
| |
| three directions. The arms of
| |
| the U sometimes open and close.
| |
| *Type 1: Looks like a normally oriented U and is purple colored. This is
| |
| the most dangerous type. It starts at the top of the screen then descends
| |
| in a very wide arc that usually takes it behind your Zanac at the bottom
| |
| of the screen. When it reaches almost the very bottom of the screen it
| |
| crosses from left to right (or vice versa) and shoots CHIPs. The trick is
| |
| either to catch it as soon as it appears or hover near the *very* bottom row
| |
| of the screen so you will still be underneath the LUSTER.
| |
| *Type 2: Descends slowly on the left or right hand side of the screen and blue
| |
| colored. It shoots CHIPs at regular intervals.
| |
| *Type 3: Descends on the left or right hand side of the screen, oscillating
| |
| back and forth an inch or two as it descends, colored yellow. It also
| |
| spews CHIPs. Somewhat dangerous in a crowded screen.
| |
|
| |
| MISSILE: Looking much like your own Conventional Weapons, these missiles
| |
| descend in a straight line from the top of the screen alone or in bunches.
| |
| They also emerge from Type 4 EFFINEs and self-destructing Capital Ships.
| |
| When they appear in bunches, they split partway down the screen.
| |
|
| |
| MORTAR: A blue enemy with a notceable muzzle at the front. The MORTAR sprays
| |
| an unending stream of MISSILEs at you, which can make it difficult to take out
| |
| with weaker weaponry. Try to dodge left to right -- the MORTAR will follow but
| |
| you will be able to get your shots through a little easier. Although normally
| |
| it shoots toward the bottom of the screen it is more than happy to shoot
| |
| upwards if it can get below you.
| |
|
| |
| *POWER CHIP: An upgrade to the Conventional Weapon, dropped by the BOXes. See
| |
| "BOX Roulette" in the "Controls and Weaponry" section of this document.
| |
|
| |
| ROUND FACE: A silly looking round face with little legs. The eyes move back
| |
| and forth. Initially, it is blue colored and moves upwards towards the top of
| |
| the screen. If you keep shooting it, it will turn red and move downwards.
| |
| Either way, pick it up for a 1-up! A ROUND FACE sometimes emerges from SARTs
| |
| and WEAPON DROPs when shot with the Special Weapon.
| |
|
| |
| *SART (Reconnaissance Plane): The SART is the eyes and ears of the System.
| |
| It looks kind of like a moon lander. If you destroy it, the Aggression
| |
| Level is decreased. It also occasionally releases ROUND FACEs. A ROUND
| |
| FACE will almost always emerge from the first SART you see in a new game
| |
| if you shoot it with the Special Weapon. The SART appears at the top right
| |
| or left of the screen, descends vertically about halfway down the screen,
| |
| then zooms back the way it came. Usually SARTs appear when the Aggression
| |
| Level is low; if it gets higher, you will see WEAPON DROPs instead.
| |
|
| |
| T-CELL: These are red, organic looking blobs that first appear in Level 8,
| |
| which seems to take place on or inside a huge alien creature or living
| |
| planet. The T-CELLs attack in waves and are indestructible to any weapon
| |
| which does not clear the screen. However, they are destroyed when you ram
| |
| them with your Zanac.
| |
|
| |
| *TERZA: A round enemy with points, it comes in four colors which denote its
| |
| flight pattern. Easily destroyed.
| |
|
| |
| *UMBER: Oval shaped, or maybe shaped a little like a tulip.
| |
| *Type 1 descends from the center of the screen and then opens to release
| |
| seven of CHIPs in an arc. This type is blue colored and is very common.
| |
| *Type 2 is purple around the edges with a white middle, and releases two
| |
| chips. The two CHIPs will rotate in a circle paralel to each other while the
| |
| UMBER withdraws.
| |
| *Type 3 is yellow and randomly scatters chips, also quite rare.
| |
|
| |
| *VEYBAR: A ship with two knife-like edges at right angles from each other. Blue
| |
| and yellow varieties swoop down from the top of the screen, dropping CHIPs.
| |
|
| |
| WEAPON DROP: A rectangular frame around a number which descends along the
| |
| right or left-hand side of the screen. If you shoot it, you get the
| |
| corresponding special weapon or a ROUND FACE (1-up). Unlike the WEAPON DEPOT
| |
| this is an aerial target and most are not pre-scripted. They appear randomly
| |
| in more or less random places in a level, and generally when Aggression Levels
| |
| are high. Some may be pre-scripted, and in some levels weapon upgrades come
| |
| almost exclusively via WEAPON DROPs.
| |
|
| |
| WEAPON DROPs usually appear with Special Weapon upgrades in sequential order.
| |
| If the first WEAPON DROP you notice is carrying Fire 5, the next will probably
| |
| have Fire 6. Usually, when WEAPON DROPs are appearing you will not see SARTs
| |
| until the Aggression Level goes down.
| |
|
| |
| ===Capital Ships===
| |
| On certain levels you will have to fight super-sized aerial craft I call
| |
| Capital Ships. In a fixed place on each of those levels, a large craft will
| |
| appear and zoom around the screen firing various projectiles at you in a fixed
| |
| pattern. Your weapons will literally bounce off the surface of the craft;
| |
| although they still do damage this slows your rate of fire.
| |
|
| |
| Eventually, after being hit enough times the ship will change color. First,
| |
| the ship will turn yellow and then after being hit some more it will turn
| |
| white. After you shoot it a few more times it will freeze in place and become
| |
| dotted with small explosions. Then it will self-destruct, hurling a
| |
| ring of MISSILEs in all directions.
| |
|
| |
| If you do not destroy a Capital Ship, it will depart at another fixed place
| |
| later in the level. The Walkthrough, when completed, will give information
| |
| on the Capital Ships you will meet on each level.
| |
|
| |
|
| ===Aggression Levels=== | | ===Aggression Levels=== |