********* Welcome to Project 64! http://project64.c64.org 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. 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. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warrantee of the original document, if any, that may included in this etext. No other warrantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. Therefore if you read this document or use the information herein you do so at your own risk. ********* The Project 64 etext of Energy Warrior Converted to etext by Neil Tomlinson. ********* ENERGY WARRIOR -------------- In the year 2079 the Earth lies a blackened wreck, a mere shadow of its former blue and green glory. However this is not due to any major war or alien invasion. It is just the result of neglect and chemical erosion. Its people have been decimated by plagues. The few areas of natural beauty that remain are therefore incredibly precious to the remaining people of Earth. You are a reserve warden, responsible for hte maintenance of three of the biggest remaining areas of natural beauty left in the world. Most of your work is routine, even boring, ubt it is well paid, well respected and safe. The reserves are maintained by aura energy generators, buried deep below the ground. All you have to do is the routine tidying and occasional rounding up of the animals. Or at least that was all you had to do! Unfortunately the Star Cygnis Alpha has just gone supernova. Now normally this would not interest you much, you were never really keen on astronomy, but even you must admit that it looked very pretty. Unfotunately Cygnus Alpha was the home to the Wavaren, or rather one of the planets that circled it was. They were not best pleased with losing their planet, but they had enough advanced warning to escape, so now they are looking for somewhere new to live. Now this is where it starts to bother you for they seem to have decided that they want to live in your reserve! GAMEPLAY -------- You are responsible for three regions, one forest, one set of oceanic islands and of rocky desert. Each of these is divided into ten areas. The areas are self-contained, they are kept in pristine condition with their own supply of aura energy and zonded off with force fields. It is your job to clear all the areas of aliens. When you manage to clear an area of aliens it will seal off, and no more aliens will be able to enter it. Mind you neither will you. If the aliens succeed in reducing the aura energy of an area to zero then it will ide. If you let three areas in any region die you will be terminated. When you have cleared one region of aliens then you will move on to the next. ALIENS ------ There are several types of alien craft. There are individuals, that come at you singly. Squadrons that fly in strict formations. Chains that fly in follow-the-leader patterns. Mother ships, these large craft need to be shot several times, blasting off different bits before they are finally destroyed. Dragons appear to be similar to the chain robots at first, but only the head can actually be damaged, these need several shots to kill. Killing these elaves a bonus behind. BONUSES ------- These appear each time you kill a slave dragon. They take the form of a life that appears where the robot's head exploded. This bears an icon depicting what you will receive if you collide with it. This changes, slowly at first but gradually the speed at which it changes increases. Eventually it explodes. The various bonuses are: more craft power, more area aura energy, blitz bombs, exit level. YOUR CRAFT ---------- You fly a J.O.S. Fighter. You have powerful beam lasers that fire forwards and blitz bombs that explode all aliens on screen. You start with a limited number of these, but can pick up more from bonus tiles. You need to patrol the ten areas, and make sure that the aliens do not have a free run to destroy any one of them. Do not concentrate on one area, as then the aliens will have no difficulty in destroying the others. CONTROLS -------- Joystick in port two only. Blitz Bomb C= Regional Status M Pause Run/Stop Abort game <- while paused BUBBLE ALIEN 25 POINTS TRIALIEN 25 POINTS BUBBLY 25 POINTS SQUARE TRI 25 POINTS SKULL 25 POINTS FIGHTER 25 POINTS SKATER 25 POINTS EYE BALL 25 POINTS SPIKEY 25 POINTS DRAGONS Dragons come in various shapes, sizes and speeds. You score 25 pts. for each bullet that hits the dragon in the head. When killed it turns into icons, which are as follows. ICONS ----- There are 5 different icons. Energy, Aura, Bombs, Key, Mystery. Energy replaces Energy, Aura - Aura and so on. A key puts you to the next area. MOTHERSHIPS ----------- No points are scored for shooting motherships. Each take about 10-15 shots to kill. LOADING INSTRUCTIONS -------------------- Hold down SHIFT and press RUN/STOP. M.A.D. MASTERTRONIC A MEMBER OF THE MASTERTRONIC GROUP OF COMPANIES The program code, graphic representation and artwork are the copyright of Mastertronic and may not be reproduced, stored, hired or broadcast in any form whatsoever without the written permission of Mastertronic. All rights reserved. © Mastertronic Limited 1987 Design: Words & Pictures Ltd. London Manufactured in the U K