VULCAN SOFTWARE LIMITED
in association with
MARBLE EYES
presents
G E N E T I C S P E C I E S
Amiga CDRom
INSTALLING TO HARD DRIVE
Genetic Species runs perfectly from the CD and does not require Hard Drive installation,
but you will need to install various library files from the 'Install' directory depending
on your individual computer set-up.
GRAPHICS CARD OWNERS
If you have a Graphics Card you should install the RTG system. This will place various
files in your libs directory on your hard drive and when initiating Genetic Species allow
you to choose various screen modes from the RTG requester.
AHI SOUND SUPPORT
Genetic Species utilises the AHI sound system allowing multiple channel and stereo sound
effects (even without a Sound Card) this should be installed before starting Genetic
Species.
PICASSO 96 OWNERS
If you have a Picasso Graphics Board there is a full installation program which will place
the needed libraries onto your hard drive. Having a Picasso board you will more than
likely have the needed files so check that this is not an older version than your current
one.
CD MUSIC
Genetic Species contains superb CD Music which is played throughout the game, to get the
best out of this Audio treat make sure your CDRom line outs are connected to a good stereo
system and that the volume is high! Genetic Species also uses the Amigas Audio outputs for
all in-game sound effects.
FIRST IMPRESSIONS
When you have successfully installed the various library files you will then be
able to run Genetic Species by double clicking on it's icon on the CD.
First up is the Credit sequence, this is our chance to let you know who all the 'hard
working people' are, who spent many sleepless nights to bring you Genetic Species. To skip
the credit sequence simply press your LMB.
Now sit back and marvel at the incredible 3D rendered intro animation, this sets the mood for what is about to follow and gives you an insight into the current situation in the Genetic Species world. You can terminate the intro animation by clicking any mouse button.
Please note that the intro Animation does not utilise Graphics Cards.
CONFIGURATION
After the intro sequences the first thing you will see is the options screen. Using the
arrow keys and the return key on the keyboard you can configure Genetic Species to best
suit your Amiga's set-up.
You have many options available that alter the way Genetic Species works.
You can alter many elements from, screen size, sound set-up, detail level and control
methods. Depending on your Amiga set-up you will soon find the right balance to make sure
Genetic Species performs at the best possible speed and clarity for your system.
If the frame rate is an important factor when choosing your settings, you can type
`framecount` as a level code which will show the frame counter on the screen during play.
Once happy with your preference setting you can save them to hard disk so the next time
you play Genetic Species it will already be set-up to your desired configuration.
When finished in the options Screen simply choose 'Disconnect' to start playing Genetic
Species.
CONFIGURATION SETTINGS IN DETAIL
Window Size
Controls the size of the visible playing area, this setting has the greatest influence on
game speed.
Floor & Ceiling Detail Mapping
The floor and ceiling detail level can be set to high, low or turned off completely, the
low detail setting produces a 10-20% increase in speed over the high setting.
Luminance Factor
Is everything too bright in the darkness of your tomb or are those sun reflexes blotting
out everything on the monitor? Boost or reduce brightness here.
Audio On/Off
If you wish to change AHI mode, you must turn off Audio, exit the menu, enter the Audio
menu again, and turn on Audio. An AHI requester will pop up, allowing you to choose a new
mode or different mixing frequencies. Note: Turning off Audio can also speed up the game
by 8-20%.
Channels
Depending on the AHI mode used, up to 16 channels of sound effects are allowed. We
recommend using the AHI mode "Paula: DMA 8 bit stereo" for best performance on
Amigas lacking sound card, however you will be limited to 4 channels.
Volume
Boost the volume to balance Amiga Audio and CD music. Please note that extreme boosting
may cause sound distortion.
Player Control
Here you may select your favourite key settings for controlling the BioShifter.
Mouse Control
Enable/Disable Mouse - Doesn't need explanation, does it?
Sensitivity Factor
Some mice are more sensitive than others, use this setting to control how fast the
BioShifter turns when moving your mouse.
Control Method
Moving the mouse to the left will turn the BioShifter clockwise. If this doesn't seem
logical to you, change this setting to invert the direction.
Multitasking On/Off
If you need to keep you operating system and programs running keep the switch on. Turning
off multitasking will freeze all programs increasing the game speed by 3-4%. Turning it on
will restore your system.
Buffering
Really mega-advanced setting for those GFX card users whose GFX card works best with
single buffering. On AGA systems you should always use double buffering!
GfxMode
A feature for GFX card owners; with this switch you may force Genetic Species to bypass
RTG, utilising AGA. It has no effect on AGA only systems.
Language Options
Choose your favourite language here, thanks to the A.T.O.
CD Music On/Off
If your CD-ROM drive misbehaves, try turning off the CD music.
Ammo Display On/Off
Are those awesome transparent ammo counters and health bars annoying you? Turn them off
here.
Difficulty Normal/Easy
This setting controls the damage factor of the game. Chicken players will choose the easy
setting and real hard nut people should choose Normal.
BACKGROUND HISTORY
Since the beginning of the 21st century, Multi and Trans-National corporations had been
gaining power.
By the end of the century, global security, commerce and science were in the hands of a
few hundred people. Industrial complexes and research stations had been established in
space and on the moon, where research would never be impeded by environmental or ethical
concerns.
Due to rife competition and security of research, all employees of the corporations
were implanted with artificial control mechanisms to ensure complete loyalty. Competing
freely, conflicts among the corporations frequently sparked local wars, fought anywhere in
the Solar system, including Earth. As a result the rest of the human race was held
hostage.
As the 22nd century began, an underground alliance had been established among countries
which were secretly seeking to undermine corporate power. This alliance was known as the
Counter Force Alliance (C.F.A.) yet their strength was inadequate in the face of corporate
power, and nothing could be accomplished until something tipped the balance of power. This
happened in 2208.
PRESENT DAY
(C.F.A. Internal Memo)
Apparently the Nepentian Research Labs on the far side of the Magnus Crater was seized by
an unknown force. Observations suggested intense ground battles within the vicinity of the
base, involving at least three corporations. Two days ago the battles seemed to diminish,
yet we have been unable to identify which corporation came out victorious, if any.
Throughout the day we have tracked military shuttles shipping troops and cargo from the
remaining lunar facility, the Cantex Supply Station. Sources have informed us that the
destination was the Atlas Mining Asteroid orbiting the moon.
Atlas Mining Asteroid
The Atlas Mining Asteroid is currently being converted into a regular space
fortress armed with high energy space weapons. Whatever purpose this conversion serves is
unknown but we suspect it might become a threat to Earth. The recent alliance between the
remaining military corporations, the Nepentian Defence Triad and Lantaz Milsec, (to whom
the destroyed lunar bases belonged) suggests knowledge of an impending disaster.
Yesterday, 2 out of 3 lunar military bases were vaporised in what looked like accidents
involving stockpiled nuclear weapons but we suspect they were self-destruct actions aimed
at an unknown enemy aggressor.
We desperately need information on the current situation!
Begin C.F.A. Transmission
For some years, within the many corporation complexes, we have been
planting prototypes of the 'BioShifter'. This mobile device is capable of taking control
of Humans, Cyborgs and Droids through their electronic implants.
We have just activated of one of the BioShifters within the Cantex
Supply Station, where the bulk of the troops and supplies are being launched into space.
Lets hope we get the information we need.
End Transmission
BIOSHIFTER INITIALISATION
You are the first BioShifter to be activated in the Cantex Supply Station.
Once your mounted cameras are activated the distorted image clarifies to present your
environment as a 3D 'first person' perspective view.
MISSION OBJECTIVES
The plot progression of Genetic Species is Bilinear, this means that you will
have to accomplish various missions before you can progress to later levels, the way you
go about accomplishing your missions is entirely up to you. Pay close attention to your
mission briefings and be alert at all times and take nothing for granted.
YOUR SURROUNDINGS
The 3D environment is presented in glorious texture mapped and light sourced style
instantly allowing you to get a real feel for your surroundings.
The levels in Genetic Species are broken down into further platforms and each platform
is connected by lift terminals which you can access freely. This design is very useful for
leaving entire sections quickly in the case of level destruction or in situations where
enemy numbers are outrageously out of balance.
FURNITURE & PROPS
Throughout the levels you will come across many interactive Furnishings such as
Doors and Cupboards which can be opened and closed, although some need to be unlocked
first by means of 'switches or key cards'.
Computer Terminals can be found at various stages in the levels which allows control
over the In-Game configurations.
There are also hidden BioShifters which are only visible to you and have been planted
by the C.F.A. Activate them (by walking over them) and they will record your current
position. This is really useful if you find yourself `dead` as you will now be allowed to
restart from the last recorded position.
As well as secret passages and many other architectural oddities there will be various
items and objects ranging from exploding barrels, to energy vortex's, some should be left
well alone where others like the Vortex's can be entered to allow re-topping of energy
levels. Most other items can either be operated, picked up or destroyed but act wisely as
many items can help your missions immensely.
CHARACTERS
There are many interesting and frightening enemies within Genetic Species ranging
from Engineers to Face huggers, each enemy is unique and has his or her own abilities,
weaknesses and weapons, each posing a different threat.
ARTIFICIAL INTELLIGENCE
This text has been written to give the player of Genetic Species an insight into the
Artificial Intelligence Structures and resistance's of enemy units to allow a proper and a
more balanced challenge. Many hours have been spent to develop the AI structures which
define the personality and behaviour of the creatures in different situations.
When initialising a level all enemies are set to a `Prowl` mode as a default, in this
mode the enemies wander freely around the level area, searching for intruders. If the
player makes any kind of noise, like firing a weapon within hearing range, the enemy will
notice and while calculating the easiest route to the origin of the noise and move closer
to investigate. Generally, doors are not a problem to enemies, as long as they can be
opened and/or unlocked by the current enemy type.
When the player is in combat, some enemies tend to shout for help and thereby draw all
security units from a variant radius into the battle field, unless the security units are
already in `Guard` mode.
When the player appears in the enemy's line of view, the enemy will decide what to do
considering levels of aggression, health, damage taken, amount of friends available and
the distance to the player. Unless the enemy is mortally wounded or just a plain coward,
he will go into `Attack` mode where his purpose is to get within range of you and kill
you.
If you escape out of sight and don't make any noise, the enemy will continue to follow
you in the direction it last physically saw you were heading in. It creates a visual
reference (known as a patch) to your last visible position.
This `patch` might change position whilst the enemy is hunting you down, but when it
reaches a dead-end it will start backtracking to the original position of the `patch` and
then branch out in other areas to see if it can track you down further.
Occasionally the enemy might decide to retreat, panicking and running away in the
opposite direction of your location, it might be a good idea to terminate fleeing enemies
as they tend to gossip about your location to other enemy comrades. However you should be
aware that the enemies will attack you violently if they have no alternative route away
from you. Keep this in mind before chasing the refugee into a dead-end.
As mentioned before some units are guarding important areas of the game. They have a
completely different behaviour list, which make them very loyal to their post. However it
is possible to set off alarms, which will distract them and make them move away from their
assignment but they are always very aggressive when you invade their space.
ENEMY INFORMATION
Security Soldier
An ordinary corporation security soldier wearing a light ergo suit which is capable of
resisting a few direct hits. Security soldiers prowl the corridors of the base, gunning
down intruders with their .44 pistols and they never stop to ask questions first. Their
implants are of a low grade and they are vulnerable to probe attacks.
Security Officer
High rank Security Officers are tougher, quicker and meaner than ordinary soldiers. They
wear upgraded ergo suits and carry the .44 automatic gun. Their implants are simplistic to
preserve human intelligence and initiative. Important rooms are often only accessible to
Security Officers.
Cyber Scout
The echelon of the automated defence forces. Hovering a few feet above the ground they are
a deadly foe in deserted corridors due to their speed. The little human flesh and brain
that remains is hidden within a steel case. Their implants are protected by extra
circuitry, making it difficult to take them over without killing them.
Face Hugger
This genetically engineered creature has no official name. We believe it is a new
prototype war-unit escaped from some laboratory, and apparently capable of breeding
without artificial support. Being the perfect base invader it is extremely fast and its
spitting of acid creates a very dangerous entity. They have no implants but their genetic
control mechanisms are very vulnerable to entity takeovers.
Engineer
Otherwise know as the `Dirt Rats`, The Engineers keep the bases running, they wear no
armour and their implants are primitive, but simply spotting an intruder is enough to
bring them to a blood frenzy. If you get too close, he will try to chop you to pieces with
his fire axe, show him mercy and kill him. Engineers are also needed to access some
systems.
Commander
The commanding officer of the base is the toughest and most dangerous human you will come
across. He throws lethal grenades at intruders. Some restricted areas are only accessible
by the commander or someone carrying a commander access card.
Zombie
Zombies are the victims of evil Genetic experiments. Dragging their rotting limbs along,
they are slow but also hard to kill. Silenced guns are not very powerful but zombies will
happily keep shooting at you forever. Their implants have difficulty controlling the
damaged brains and taking them over is often the easiest way to give them eternal peace.
Gel Man
Little know information on this abdominal creature but the Gel Man is another genetic
creation designed for environments with extreme pressures.
Mantis
Little is know about these creatures. They seem to boast some kind of Psi-weapon.
Mechanoid
Strong defensive units carrying lethal flechette guns. 90% of their bodies have been
mechanised and armoured to take a phenomenal amount of damage. Their implants are strong,
and a PPD attack without stunning will leave them severely damaged. Notice that they are
limited to warfare and cannot handle delicate objects such as keycards or small weapons.
Scientist
The science personnel of the laboratories. They wear no armour and carry weak weapons.
Their implants are not designed to repulse a probe attack so they can easily be taken
over. Some areas are only accessible to scientists.
StormTrooper
Aggressive commando troopers, specially trained to locate and kill intruders. The standard
weapon is the laser rifle which they will happily use to snipe on you. Their armour is
light to allow maximum mobility and their implants are medium grade.
Chameleon Soldier
The skin of the chameleon man has been altered to camouflage the body. This works best
when he is standing still, only when shooting and getting hit will the camouflage field
disrupt to show the puny human inside. The high speed assault rifle carried by chameleon
soldiers is too dangerous to ignore, so don't. The implants will yield to persistent
attacks.
Wolfhead
This biped killing machine is one of the most dangerous units around. Mounted on the left
arm is a rocket launcher. You guessed it, Rocket launchers are bad for your health. Some
units come with a Vulcan minigun instead. The controlling implants of this unit will only
disable if stunned.
Space Pilot
When not piloting space ships, the pilots are in an understandably bad mood. The Space
Pilot carries a grenade launcher which fires stun grenades capable of putting even the
biggest brute to sleep. The clumsy space suit puts some restraint on his mobility, but
protects against vacuum and probe attacks.
Battle Cyborg
Battle Cyborgs are enhanced, heavily armoured humans capable of high speed. They carry
flame throwers for toasting enemies. Due to the exposed upper body, the implants are weak
compared to the durability of the body.
BIOSHIFTER SHIFTER CONTROL
Being a mobile BioShifter, you have the ability to travel in any direction,
Forwards, Backwards, Sideways and Rotating, you can also walk, run, look behind you,
operate equipment and terminals, open doors, pickup objects and fire weapons.
PORTABLE PROBE DEVICE (P.P.D.)
The BioShifter has an in-built Portable Probe Device (P.P.D.) which can be used for two distinct purposes.
The first function is to enable you to see what the future holds. The minute you have launched the probe you will then see 'what it sees' through the use of an in-built micro camera (The Third Eye). You can steer the P.P.D. as it journeys forwards by using the arrow keys to guide it around corners and down corridors (this is very useful if you are running low on stamina and want to know what is up ahead). The probe will only last for around 5 seconds before transmission is terminated or will cease to function prematurely if it hits a wall or door. Please note that while you are controlling the P.P.D. your un-defended host body is vulnerable to enemy attacks.
P.P.D. USED FOR ENTITY TAKE OVER
The second function of the P.P.D. is the most important and an integral element
for success in your missions.
If you have previously Stunned a character (See Stunning) then you can guide the probe
straight into that stunned 'Character'. If successful then your Bio programs will initiate
a Cerebral Cortex intrusion through the Entities Identification implant and your life
force will absorb into that 'Character' allowing you to 'control' and to become that
'Character' for the duration of your life.
The sequence is fast and violent but once successful you should be able to catch a
glimpse of your former hosts body falling to the floor as your perspective changes.
Taking over other characters is vital to some missions, for example you might have to
become an Engineer to operate a particular piece of machinery or perhaps a Scientist to
gain access to secured Scientific labs or even a Face Hugger to allow fast 'close to
floor' escape from a scary situation.
PICKING UP OBJECTS & WEAPONS
You have the ability to hold up to 3 items (objects or weapons) which can be accessed
during play by pressing the appropriate function keys F1, F2 or F3.
Your default weapon always resides in the F1 position.
Whenever you run over an item (that can be picked up) it will automatically fill one of
your empty slots, if all slots are filled and you wish to exchange one of your current
items for a newly found item, then simply stand over the newly found item and press either
F2 or F3 to make the exchange.
You can also get information on your active object or weapon by pressing and holding
down the help key on the keyboard.
WEAPONS
The weapon arsenal in Genetic Species is one of the most brutal any Amiga game
has ever seen, ranging from Electric drills, Grenade launchers to Rocket Launchers, you
will never be helpless when faced against incredible odds. When you take over certain
characters you automatically have access to their weapon but many weapons are also
littered around the locations.
Bare in mind that the ability to use certain weapons is only allowed by certain
characters so be careful to choose wisely when taking over another entity.
WEAPONS IN DETAIL
There are many weapons available in Genetic Species but here is a brief list of
the most common ones.
MINI GUN
Ammotype: BULLETS
Mounted - Extreme Shot Rate - Noisy
44 PISTOL
Ammotype: SLUGS
Medium Shot Rate - Standard Issue - Much Ammo - Noisy
FLECHETTE
Ammotype: METAL SLIVERS
Medium Range - High Lethality - High Shot Rate - Little Ammo
TAZER
Ammotype: ELECTRIC CHARGES
Plentiful Ammo - Low Range - Stun Capability - Silent
FLAME THROWER
Ammotype: GASOLINE
Mounted - Medium Velocity - Low Range - Lots Of Ammo
FIRE AXE
Close Combat - Unlimited Use
SILENCED PISTOL
Ammotype: SLUGS
Much Ammo - Silent
LASER MINE
Ammotype: EXPLOSIVES
Manual Deployment - Extreme Lethal - Movement Sensor
STUN LAUNCHER
Ammotype: STUN GRENADES
Minimal Shot Rate - Low Velocity - Low Range - Stun Capability
LASER RIFLE
Ammotype: PHOTONS
Instant Hit - Medium Range - Long Reload Time
PLASMA GUN
Ammotype: PLASMA BOLTS
Medium Velocity - Medium Shot Rate
INDUSTRIAL DRILL
Ammotype: Nuclear Driven Battery
Close Combat - The Most Deadly Weapon
ROCKET LAUNCHER
Ammotype: EXPLOSIVES
Mounted - High Lethality - Little Ammo
ASSAULT RIFLE
Ammotype: BULLETS
High Shot Rate - High Velocity
HAND GRENADE
Ammotype: GRENADES
Slow Shot Rate - High Lethality
AMMUNITION
The blood of a Weapon! You'll soon learn that no matter how good a weapon is, it
is useless without ammunition. Ammunition can be collected throughout the levels but
conserve your need for wasting it as there's nothing worse than being caught in a corridor
with 6 fully armed Droids approaching with only one bullet left! Best use it on yourself!
:)
Some weapons (like the Fire Axe) have unlimited Ammunition.
STUNNING CHARACTERS
There are special Stun weapons available, these give off sharp concentrated
electric energy bursts or stun smoke and when used properly will stun almost all living
entities.
Sometimes the stunned Entities appearance turns a frosty blue colour as their cells temporarily solidify but in all successful stuns the character remains motionless, although the stunned state is only temporary it should give you enough time to launch the P.P.D. for take-over or at least run away.
Some smaller weapons can also stun characters but are not so reliable.
PORTABLE MAP
To help you keep track of your virtual location you are also equipped with a portable map
device, this can be activated or deactivated by a press of a button and also scaled to
fill all your display or part of your display.
There is also the ability to set the luminance controls so it can be dimmed into your
view to allow continuous play whilst map reading. However the maps should only be used as
a rough guide to your location as the data may be somewhat outdated and not reveal all
secret locations.
HINTS AND TIPS
You never know what can happen in Genetic Species, some puzzles are devious and not
everything should be destroyed or blown away, look out for secret passage ways and rooms
and always make sure you are the correct character for the task ahead. Good Luck!
DEFAULT KEYBOARD CONTROLS
Arrow Left - Rotate Left
Arrow Right - Rotate Right
Arrow Up - Walk Forwards
Arrow Down - Walk Backwards
< - Side Step Left
> - Side Step Right
Side Stepping can also be achieved by holding down the Right Amiga Key whilst pressing the Left and Right Arrow Keys.
Space Bar - Operate Doors, Switches, Terminals & Lifts
Right Alt - Fire Your Weapon
Right Shift - Run (Must use arrow keys)
Help - Will give you information on the active Weapon.
Del - Portable Probe Device Initiation
Esc - Force the BioShifter to eject from the host body.
BackSlash - Look Behind you (eeek!)
Caps Lock - Toggle Map Display
Numeric '+' - Enlarge Map
Numeric '-' - Shrink Map
Ctrl and '+' - Increase Map Luminance
Ctrl and '-' - Decrease Map Luminance
F1 to F3 - Choose Weapon or Object you are carrying.
Esc and ~ - Quick Exit
MOUSE CONTROL
If you have chosen the mouse as your primary input device then you can rotate a full 360
degrees by moving the mouse left and right. The Mouse Buttons available (RMB, MMB, LMB)
are 100% customisable and can be set for either, firing, walking, running or strafe etc.
Note: all keys can also be used when using the Mouse.
FINALLY
We hope you enjoy Genetic Species as much as we have enjoyed making it.
To keep up to date with future enhancements and information, please visit the Vulcan
Website www.vulcan.co.uk and the Genetic Species Developers Page www.marble-eyes.dk
LOOK OUT FOR THE GENETIC SPECIES LEVEL CREATOR CDRom COMING SOON
Genetic Species CDRom
Copyright 1998 Vulcan Software Ltd & Marble Eyes. All rights Reserved.