************************************************************************** * * * Hello and welcome to XAP! * * * ************************************************************************** About XAP: ~~~~~~~~~~ XAP underwent four complete rewrites and was erased entirely once by a Lamer Exterminator which found its way into my disks. Curse it forever. This is the final incarnation which has taken six months of on-and-off development. It's written in AMOS. I just wanted to prove AMOS was actually good for something. And it's just about OK I think. (P.S. On my 1200 I can make it run twice as fast or smooth. Hope everyone buys one. AMOS on a 1200 is quite pleasantly useful). XAP is about 5000 lines long. If you want the source code, send me your registration number and a fiver and you can have it. Then you can tweak to your heart's desire. What XAP Runs On: ~~~~~~~~~~~~~~~~~ Currently XAP is tested on Amiga 500 with 0.5Mb Fast Ram expansion Standard Amiga 600 Standard Amiga 1200 Standard Amiga 4000/030 Accelerators should not affect the speed of the game in any way. Fast ram doesn't appear to have any effect either. You will need a normal colour monitor/TV and a mouse to play XAP. Also a joystick can be used in place of the two keyboard controls that there are. XAP can be installed to a hard drive easily. To play immediately, just boot the disk. **** IMPORTANT : On a 0.5Mb Chip Ram Amiga, switch off the power first, and disconnect any external disk drives!!!! If you don't, the display may get corrupted in your game. This is not a bug as such, it's just AMOS Basic's way of telling you you have no chip ram left! ANY TIME when you're playing XAP, if you type Ctrl-C, it aborts back to the Workbench. Also if you tap Left Amiga-A, you will be flipped back to the Workbench (useful if the boss wanders by but make sure you turn the volume down too..). To get back to the game, tap Left Amiga-A again. Playing XAP ~~~~~~~~~~~ XAP is an abstract shoot-em-up game of 32 levels. Each level is split into a number of phases in which a wave of aliens beams down. However, this is the demo version and you only get 4 levels, and on the end of the last level one of the end-of-level gidrahs from the full game appears. You are supposed to defend the cute purple creatures. These creatures sit about the screen and hop here and there oblivious to everything that is going on around them. The mouse is your main control device. It controls a crosshair. When you are beaming down at the start of a level or if you die, the crosshair turns into a diamond shape. This means that you should place yourself somewhere safe; you appear on the crosshair. When you appear, you will note that you are a purple sphere. Aliens beam in with a characteristic effect. Don't let one beam in on top of you! Collision with aliens when they finally materialise is generally fatal! (NOTE: You can't die by touching a cute purple creature - but you CAN shoot them. Don't.) To MOVE: hold down the RIGHT mouse button. You will move towards your crosshair. The further away it is, the faster you move. To SHOOT: hold down the LEFT mouse button. A stream of bullets will fire at your crosshair. You are also equipped with a SHIELD and SMART BOMBS. The shield is used by holding down the left shift key or holding the joystick fire button. You can destroy ANY ALIEN when your shield is on, but you will score NO POINTS AT ALL! In addition, collision with aliens and bullets makes your shield discharge much quicker. But it recharges s-l-o-w-l-y, and is totally replenished at the end of the level. Smart bombs are fired by pressing the CTRL key or by nudging the joystick in ANY direction (so don't drop it). Smart bombs destroy all aliens on screen. They don't work on all the aliens though... You can pick up missiles as powerups (see below). These can be launched manually at the crosshair with the left-ALT key. They go off automatically at purple creatures being attacked. They are quite fun however, and useful against end-of-level gidrahs. So what's happening to the purple creatures? Well, the wobbily spheres (look like bubbles) float about until they bump into purple creatures. You'll hear a sort of.. noise.. and then the bubble starts to mutate the creature round and round until finally it bursts to reveal... a MAD JELLY! Jellies cackle insanely and then home in on you shooting sporadically. They are quite dangerous really. To RESCUE a creature from mutation, simply shoot the bubble ONCE or hold your shields on and collide with it! You get a 500 point bonus for rescuing a creature (or 750 points if you are astoundingly quick or lucky). If all the creatures die, you are DOOMED. This is why you should not shoot them accidentally. If this happens, then you will be invaded by a massive JELLY INCURSION!!! Yikes! And on the next level, you will get ONE creature to defend... so you'd better be very careful indeed. Every four levels, you get ALL EIGHT creatures back again. Other than that, it's quite a simple game: shoot everything else that moves! Powerups ~~~~~~~~ Every so often you will receive a POWERUP. These beam in at the same time as aliens, and need to be collected sharpish or they disappear. The powerups are: Extra Life Extra Smart Bomb Extra Cute Purple Creature Super Shield - gives you an automatic shield for a short while, which acts like a normal shield except it gives you points for killing aliens with it! So use it! And afterwards you will note that your normal shield has been fully recharged. Rapid Fire - many of these can be collected (see Gun Powerup). Gun Powerup - increases the power of your guns. The two largest guns actually fire through any aliens they destroy, so careful where you aim! Also, a gun powerup slows your rate of fire down, so you need to collect more rapid fire powerups. Homing Missiles - you get several homing missiles (displayed in the status panel at the top). These go off automatically whenever a creature is attacked by a wobbily sphere. Most useful indeed. They don't always hit, though... Speedup - makes your ship faster. Mines - you can collect up to three mines. They serve two purposes: 1. When you die, mines are removed in preference to any other powerups from your ship. 2. They float around your crosshair, destroying aliens for quite some time. The more powerful your gun is when you get them, the longer they last. They aren't terribly effective though. When you die, you will lose some of your powerups according to a complicated scheme. Basically, mines are the first to go one by one, and then you are stripped of one level of speed, rapid fire, and gun power together (but you never go much below what you started the level with). If you have maximum powerup in a particular characteristic, you are awarded a bonus of 1000pts instead. End Of Level Gidrahs ~~~~~~~~~~~~~~~~~~~~ Every four levels, a really large alien comes on and tries to kill you (surprise). They need a lot of shooting. Some of them do wierd things. A couple of the later ones can only be shot in a certain place. You can tell if you're damaging an end of level gidrah because it screams in much the same way that a purple creature screams when you shoot it. Eyes are a good place to aim for. If they don't scream whatever you do then it's safe to assume that it's being damaged anyway... ************************************************************************** If you'd like to make donations, send comments (much appreciated too), etc. you can write a letter etc. to C. Prince, 92 Tring Road, Aylesbury, Bucks. HP20 1LS England If you want to babble etc. on e-mail, I can be got at ssuprinc@uk.ac.rdg until July '94. If you'd like the full game, send a CHEQUE or POSTAL ORDER for five pounds sterling (if you can't get pounds sterling then don't bother coz it's a hassle) to me. If you want the source code as well, send me ten pounds instead (what a scam! I hear you cry). I will send you a disk with the source code, all the graphics I can muster and sound samples etc. and maybe I'll even put some meaningful comments in. This sounds mean and miserly, but, business is business. P.S. If you send cash then it's at your own risk. P.P.S. Watch out for my new game Senseless Violence, which has just been completed (16/10/93). Demos should be circulating soon...