************************************************* * PROGENY * COPYRIGHT ©1996 * JVH BOING PTY LTD * ALL RIGHTS RESERVED ************************************************* Some features of Progeny: ------------------------- The game consists of 6 full levels and a final battle. Each level consists of 3 sections: 2 'wave' sections and a battle section. 1. As you progress through the game, the aliens become smarter. Some aliens later in the game can 'think' for themselves, for example: if the player is below the alien, and the alien is currently being tracked by a player missile, the alien might decide to throw a decoy for the missile, and move down to shoot at the player. 2. There is an introduction/transition animation before each level, as well as introductory and winning animations. 3. Music is played straight from CD. 4. A player controlled difficulty level, changeable while playing. 5. Password access to skip previously completed levels. 6. Over 100 weird and wonderful enemy objects. 7. You're protecting the earth, so you're fighting over natural earth landscapes, not somewhere in deep space. 8. Full screen animation in some playing areas. 9. Over 300 colours on screen at once, even on the PC version! 10. PC version will run comfortably on 486DX2/66 11. Option switches to turn on or off the music, sound effects, and animations. 12. 25fps on a PAL Amiga, and upto 60fps on a FAST pentium. DEMO REQUIREMENTS: ================== AGA Amiga, 68020 or better, 6MB of harddisk space, a CD32 compatible joypad (port 2). FastMem is not required, but is recommended. INSTALLATION: ============= Just unpack the .lzx archives into a directory on your harddrive. INSTRUCTIONS: ============= Playing the game: ================= Controlling your craft. ----------------------- The DIRECTIONAL control on the joypad moves your craft around the screen. The FORWARD and REWIND buttons at the front of the pad control your speed. FORWARD increases, and REWIND decreases your speed. The PLAY/PAUSE buttons, believe it, pauses and restarts the game. The 4 FIRE buttons each control a weapon function of your craft. The RED button fires your pulse weapon. If you press the RED button, 1 salvo will be fired. If you press and hold the RED button, a series of salvos will be fired. The pulse weapon is the only one that doesn't run out, it overheats. When it overheats you can still fire single salvos, but you'll have to wait a few seconds before the burst is available again. The BLUE button fires your beam weapon if it is available. If you press the BLUE button, a short burst will be fired. If you press and hold the BLUE button, then the burst will last until you release the button. The beam weapon can only be used while energy is still available for it. The YELLOW button is used to fire projectile weapons. A projectile is anything from a missile to a laserdrone. If you press the YELLOW button a "projectile" will be fired. If you press and hold the YELLOW button, projectiles will be fired until the button is released (the QUICK way of depleting your supply). Each type of "projectile" weapon has a limited supply. The GREEN button is used for defensive weapons, like shields or smart bombs. To use a shield, press and hold the GREEN button, the shield will stay on until it's energy runs out or until you release the button. To use a smart bomb, press the GREEN button once. Smart bombs are noot available in the demo. Reading the panel. ------------------ A WHITE indicator means "full strength", A BLACK indicator means "Out of energy". The meanings of the readouts on the panel from left to right: 1. Pulse Status Indicator (RED). This shows the currently available burst length. As you hold the button down, this indicator goes down. When you let the button go for a while, this will increase to full strength. 2. Beam Weapon Energy (BLUE). This shows the available energy for the beam weapon, if a beam weapon is available. The more you use your beam weapon, the less energy will be available, until it is no longer available. 3. Projectile Weapon Supply. This shows the availability of projectiles. Each time a a projectile weapon is fired, the supply will be decreased, until there are none left. 4. Defensive Function Supply or Energy. Depending on what type of defensive weapon is installed, this will show either the number available(smart bombs), or the energy available (shields). If you have a shield installed the energy will deplete whenever the shield is active. If you have a smart bomb installed, the supply will deplete with every shot. 5. Speed Indicator. The further this increases to the right, the faster you go. The faster you go, the more difficult the game gets. There are 6 speed settings, and 3 difficulty settings. In some places it is better to go hard and fast, other places slow and easy. 6. Points. This shows the number of points accumulated. Each enemy type scores differently. 7. Unit 1 Energy. A unit is effectively a life. If you get hit you don't immediatly die, your current unit loses energy. When a unit has no more energy left the pilot's escape is initiated. You have a total 4 units/3 escapes. 8. Unit 2 Energy. 9. Unit 3 Energy. 10. Unit 4 Energy. When this one's empty you don't escape. Using the shop: =============== Shop layout. ------------ The 4 bars at the top of the screen show the currently installed weapons for each button. Below that, the salvage accumulated by you is shown, and next to this the free mountings positions/spaces are shown. Each weapon requires a certain amount of mounting positions/spaces. Also, since your carrier ship (which serves a squadron of which you are 1) is a self-sustaining hangar and refit factory, materials are needed to manufacture the weapons you want installed. The carrier ship is always equipped for the minimum required weapons and 4 flight units per squadron member. At the bottom of the screen the current browser selection is shown. Installing a weapon. -------------------- To activate weapon selection for any button, press that button. To de-activate weapon selection for any button, press that button. To install a weapon press that same button. To leave the shop press the PLAY button. If you are currently browsing through a selection list for a button, then de-activate the weapon selection for that button by pressing that button. :) Example: Installing seeking missiles on the YELLOW button. Press the YELLOW button to activate the selection list. Use the FORWARD and REVERSE buttons to browse through the list. When "SEEK MISSILE" appears in the bar at the bottom of the screen, press the YELLOW button. Weapon availability. -------------------- In the demo not all weapons for each button are available. Here's a list of the ones that are available. Pulse weapons (RED): Plasma Shot Particle Blast Phased Energy Ball Laser Pulse Defensive Functions (GREEN): Energy Web Plasma Web Beam Weapons (BLUE): Flame Thrower Nitrogen Plasma Focused Plasma Phased Energy Beam Particle Beam Targetting Laser (Farm and Forest) Projectile Weapons (YELLOW): Aim Missiles Seek Missiles Aim Area Missiles Seek Area Missiles Photon Missiles Impact Mine Plasma Drone (Caves only) Laser Drone (Caves only) For the demo all available weapons can be installed. Units (lives) can (and will) be lost in the demo. Notes About The Demo. ===================== 1. Not all weapons for each button are available in the demo. 2. No music played in the demo (no CD you see...) 3. Not all sound effects are included. 4. The Demo consists of 3 executables, run from cli. These are (in order of appearance in game): volc, mounts, caves, farm, forest. 5. Each of these executables is effectively 1 section of the level.