********* Welcome to Project 64! The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. If you would like to help by converting C64 related hardcopy documents to electronic texts please contact the manager of Project 64, Cris Berneburg, at pcgeek@compuserve.com. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. 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Therefore if you read this document or use the information herein you do so at your own risk. ********* The Project 64 etext of the ~Delta II - Armalyte manual~, converted to etext by . "Everything in brackets [ ] is only comment and not part of the original manual!" DELTA210.TXT, April 1997, etext #205# ********* MANUAL DELTA II - ARMALYTE LOADING INSTRUCTIONS Insert diskette into drive. Type LOAD"*",8,1 ARMALYTE will load automatically. ARMALYTE is a multi-load game, please follow all onscreen instructions to play. NOTE:if you have problems loading remove any peripherals and repeat the above procedure. If you still experience difficulties, return the whole package to the place you bought it. JOYSTICK ONLY MISSION BRIEFING Two hundred years ago war broke out between the H'siffian Khanate and the Terran Empire, after it was proven the H'siffians were responsible for acts of piracy in the region of space known as DELTA Earth finally won after 50 years of conflict. Things were in a mess, but out of the ashes ARMALYTE INDUSTRIES emerged and seized power. In the Years that followed, the DELTA incident was forgotten, although the reestablished trade routes steered well clear of Delta space. Five years ago, a patrol in Delta space stumbled into what appeared to be an abandoned H'siffian research outpost. Armalyte Industries established a research base on the ruins of the old H'siffian outpost where scientists were accompanied by a token force of light armour because H'siffian resistance was low Four months ago Armalyte industries received a message that the scientists were on the verge of a massive breakthrough, but shortly afterwards all contact was lost with the outpost. Communications haven't been reestablished since, and no patrol can get near the place. This suggests the outpost has been overrun by invading forces. According to transmissions received just before the loss of contact, the H'siffians had made a similar breakthrough to that of AI's scientists. They had discovered a power source of near-infinite potential, but they weren't ready to tap the source. AI have decided to hire independent fighting forces to disguise their military involvement - for such risky manoeuvers would surely alert their clients around the galaxy and seriously damage their business reputation. Your mission is to enter Delta space and reclaim the outpost. According to intelligence, much of the surrounding area of space is under H'siffian control; be careful out there! The H'siffians, utilising the resources at the base have an almost limitless supply of ships and firepower far more advanced than we know. To counter this we can equip you with state-of-the-art weaponry and the very last in military transport. We will be on hand to ferry replacement craft although your ships are expensive and supply is short. To get the ship into Delta space, it has to be stripped of all heavy weaponry. but throughout the deep space battlefield there are munition pods(crystal-like formations in space) to collect. These provide the ship with a massive energy surge activating the inner-build shield rendering you invulnerable for a while. Continually shooting this crystal-like munitions pods provides the ship with weaponry, the more shots the pod takes the better the weapon received. In two-player mode addition pods appear, providing enough power for both fighters. If you're fighting alone there is a remote unit which fires as you do, and follows your every move unless you detach it from your ship. THE SCOREBOARD [ Sarcastic note from the etexter : manual's graphic tried to convert in ASCII - nice isn't it??!!? :-)) ] .... __/--3--| + + ....____ - 0 0 0 0 0 0 - score ....____ [2] 1 _ + ___ .... __ - /_\ \__> 0 - number of crafts \-----| / \ + -= 1= converge status 2= generator status 3= generator type += battery status A= super weapon indicator CONTROLS -------------------- On title screen: F1 - one- or two player mode F3 - switch between the three different starfields F7 - demo game FIRE - starts the game In game: CBM KEY - switch player one super weapon ? KEY - switch player two super weapon SPACE - toggle remote tracking on/off RUN/STOP- pause(fire restarts) SHIP ENHANCEMENTS ------------------------------------ MUNITIONS POD: Collecting a shield makes the ship invulnerable for five seconds(ship flashes). When shot pods change shape to indicate the enhancement that can be bolted on. EXTRA FORWARD FIRE: At the start of each level you have two forward shots which can be increased to four. TAIL FIRE: Gives the craft a formation of backward-firing bullets. VERTICAL CANNON: Adds vertical fire to your arsenal. Trident: Enables two flanking guns to complement your main weapon. CONVERGE: Adds two more shots to the main guns by diverting them from the tail gun(if you have one!) and two extra fore gun enhancements are needed (see converge status above). [GENERATOR: pick it up and the super weapon will recharge faster. - not mentioned in manual] BATTERY: Adds one extra energy storage cell to your craft(maximum of four). each stores six charges. For use by the superweapons at the required time. SUPER WEAPONS, ENERGY CONSUMPTION & REMOTE: Both ships have three super weapons, selected by either player by the keyboard. They are fired by holding down the fire button for a few seconds. When fired they use up energy, which is supplied by the ship's on-board generator system. This, on its own, stores six energy charges, and once fired you have to wait until the generator builds up to full power again. If, however, you have some batteries, the energy is dumped to an available battery and can be used later. SUPER WEAPONS: TYPE A: Discharges a long sustained blast, which passes through solid matter and destroys aliens or installations otherwise impossible to destroy. This weapon uses two charges to fire and has a low availability. TYPE B: Releases a swarm of laser fire around the craft, protecting you from two directions. One charge per blast,medium availability. TYPE C: Fires a rapid burst of pulsed energy, ideal for close encounters in nay environment. One charge per blast;very high availability. THE REMOTE: In one-player mode, the second ship is replaced by an automatic drone. This follows you and can act as a shield against most enemy shots. It can also be detached from your craft (press space bar), and glides along its own trajectory until you recall it(press space bar again). ARMALYTE is the sixth in an on-going saga of intertainment products to captivate and seduce from THALAMUS for the C64/128 on cassette and diskette and has no catalogue number. Armalyte was designed and programmed by CYBERDYNE SYSTEMS who are: JOHN KEMP (systems programming), DAN PHILLIPS (main programming), ROBIN LEVY (all graphics, attack waves, level design), JOHN HARRIES (original algorythms, additional programming). WITH HELP FROM: MARTIN WALKER (music,sound FX and test pilot), MR. & MRS. KEMP (office servants), DAVID BIRCH (hard-sell), FRANCO FREY (festive financial favours), OLI and DAVID (the noise of art), ROGER (and his dirty Mac), RICHARD (not just PR) and STAVROS FASOULAS (for DELTA ONE - his pride is still intact). In the incredibly improvable event of this product being faulty, please return it to the original place of purchase. PRODUCED BY PAUL COOPER FOR THALAMUS Audio visual concept label, program (c) 1988 Thalamus ltd. 1 Saturn House, Calleva Park, Aldermaston, Berk RG7 4QW unauthorised copying, hiring, lending, eating[no joke!], public performance and broadcasting of this game are unquestionable prohibited. If you have written any computer software that you think is up to THALAMUS please contact Paul Cooper at the adress above for a confidential and informal discussion. ********* End of the Project 64 etext of the Delta II - Armalyte manual. *********