********* 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. 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 warantee of the original document, if any, that may included in this etext. No other warantees, 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 the ~Zybex manual (Atari Version)~, transcribed by Richard Douwes , Retrieved from Morbid Guy's Atari 8-bit Manual Archive http://www.best.com/~morbid/manuals/zybex.txt ZYBEX10.TXT, September 1997, etext #286# ********* ZYBEX for ATARI XL/XE Simultaneous two player option L 2.99 Battle on your own or with a friend through the planets of the Czoken system to your final destination- Zybex. The great variety of weird and wonderful weapons ensure there are hundreds of variations on blasting your opponents to oblivion. Atari Program - Brian Jobling Game Design - Michael Owens & Kevin Franklin Graphics - Michael Owens ATARI LOADING INSTRUCTIONS: Switch off computer. Hold down OPTION key and switch on computer. This game is just too good to believe and is about the best arcade game you can imagine. Brilliant graphics, superb music and sound effects, and the kind of slick gamesplay that will have you itching for just one more go. The story has two rebels, Rinser and Cassalana, on an almost suicidal mission to escape the nightmare that is Death Row. To earn a stay of execution they must penetrate the very heart of many strange worlds and collect from each a teleport crystal. Each crystal gives access to another fantastic world until the excited player reaches the Restricted Levels and the ultimate challenge- Zybex itself. The last, Zybex crystal, is all-powerful, and will ensure your captors remove the death rings from your necks. Shoot your way through the bizarre and colourful aliens and find exotic weapons whose differing powers are a joy to discover and use. Each weapon delivers an even more powerful blast as you pick up more of the same weapon type. CONTROLS: JOYSTICK 1 ICONS and FIRE select one or two players 2 Run through alternative player colours by pressing FIRE when over man/woman icon 3 Do not engage AUTOFIRE on sophisticated joysticks. 4 S-STARTS game 5 Weapons fire automatically KEYBOARD SELECT to PAUSE game START to restart Pressing OPTION while game pauses takes you back to the title screen The game always begins on the first level, Arcturus, and each level sees you start with the Orbit Weapon. This bullet-firing gun begins on Fire Power 1 but can be further developed to deliver a constant stream of missiles when the player has the maximum (2) orbiting defence pods. The other weapons are the 8-way, the Pulse, the Wall, and the Rail Gun. This last can be developed into a long pole which cannot be stopped. All these weapons begin on Fire Power 1 but by picking up weapons of the same type each can have its power increased up to Fire Power 2. Fireballs and asteroids cannot be destroyed. At the end of most levels lies a commandship which is difficult to eliminate. The heads of these craft are vulnerable. When killed the player looses one Fire Power from the weapon carried at the time and assuming there are some spare lives, a new life has the player invulnerable to collision for a few seconds (while the figure flashes). Extra lives lie in the floating suits and after every 10,000 points. Bomus points, represented by a large floating B, are added up at the end of each level. Have you tried SPEED ACE, Zeppelin's super motorcycle racing game by the same author, Brian Jobling? The program code, graphics, music and artwork of this game are the copyright of Zeppelin Games and may not be reproduced, stored or hired without the written permission of Zeppelin Games Limited. (c) 1988 Zeppelin Games Limited 28 Osborne Road, Jesmond, Newcastle upon Tyne NE2 2AJ ********* End Project 64 etext Zybex manual. *********