Armalyte+6 by NewBencorBrothers
- - - - - - - - - - - - - - - - - F ?GGHHIIJJKLMMNOPQRSTUWXZ[]_ "$')+.147:> - AC GADAMAHAOPPAQBHAD FAMXF - / ZAXA]AXA^AMAUABLS - / SDWHSDIHZP[P/PEPTPFP/ - BAAPF ZMC IZBT N YG KRA DXN -
- - - - - - - - - - - - - - - - - F ?GGHHIIJJKLMMNOPQRSTUWXZ[]_ "$')+.147:> - AC GADAMAHAOPPAQBHAD FAMXF - / ZAXA]AXA^AMAUABLS - / SDWHSDIHZP[P/PEPTPFP/ - BAAPF ZMC IZBT N YG KRA DXN -
- - - - OLLECTING A SHIELD MAKES THE SHIP INVULNERABLE FOR FIVE SECONDS (SHIP FLASHES). - HEN SHOT PODS CHANGE SHAPE TO INDICATE THE ENHANCEMENT THAT CAN BE BOLTED ON. - T THE START OF EACH LEVEL YOU HAVE TWO FORWARD SHOTS WHICH CAN BE INCREASED TO FOUR. - IVES THE CRAFT A FORMATION OFBACKWARD-FINING BULLETS. - DDS VERTICAL FIRE TO YOUR ARSENAL. - NABLES TWO FLANKING GUNS TO COMPLEMENT YOUR MAIN WEAPON. >>SPACE<< - - - - - OLLECTING A SHIELD MAKES THE SHIP INVULNERABLE FOR FIVE SECONDS (SHIP FLASHES). - HEN SHOT PODS CHANGE SHAPE TO INDICATE THE ENHANCEMENT THAT CAN BE BOLTED ON. - T THE START OF EACH LEVEL YOU HAVE TWO FORWARD SHOTS WHICH CAN BE INCREASED TO FOUR. - IVES THE CRAFT A FORMATION OFBACKWARD-FINING BULLETS. - DDS VERTICAL FIRE TO YOUR ARSENAL. - NABLES TWO FLANKING GUNS TO COMPLEMENT YOUR MAIN WEAPON. >>SPACE<< - - - - - DDS TWO MORE SHOTS TO THE MAINGUNS BY DIVERTING THE AMMO FROM THE TAILGUN(IF YOU ALREADY HAVE ONE). - WO EXTRA FORE GUN ENHANCEMENTS ARE NEEDED. - DDS ONE EXTRA ENERGY STORAGE CELL TO YOUR CRAFT,(MAXIMIUM OF FOUR). - ACH ONE STORES SEIX CHARGES, FOR USE BYTHE SUPER WEAPONS AT THE REQUIRED TIME. - OTH SHIPS HAVE THREE SUPER WEAPONS, SELECTED BY EITHER PLAYER BY THE KEYBOARD. - HEY ARE FIRED BY HOLDING DOWNTHE FIRE BUTTON FOR A FEW SECONDS. - HEN FIRED THEY USE UP ENERGY, WHICH IS SUPPLIED BY THE SHIP'S ON-BOARD GENERATOR SYSTEM. - HIS, ON ITS OWN, STORES SIX ENERGY CHARGES. >>SPACE<< - - - - - :DISCHARGES A LONG SUSTAINED BLAST, WHICH PASSES THROUGH SOLID MATTER DESTROYING ALIENS OR INSTALLATIONS OTHERWISE IMPOSSIBLE TO DESTROY. - SES TWO CHARGES TO FIRE; LOW AVAILABILTY. - ELEASES A SWARM OF LASER FIRE AROUND THE CRAFT, PROTECTING YOU FROM TWO DIRECTIONS. - NE CHARGE PER BLAST; MEDIUM AVAILABILITY. - :FIRESA RAPID BURST OF PULSED ENERGY, IDEAL FOR CLOSE ENCOUNTERS IN ANY ENVIRONMENT. - NE CHARGE PER BLAST; VERY HIGH AVAILABILITY. >>SPACE<< 4. - - - - - N ONE-PLAYER MODE,THE SECONDSHIP IS REPLACED BY AN AUTOMATIC DRONE. - HIS FOLLOWS YOU AND CAN ACT AS A SHIELDAGAINST MOST ENEMY SHOTS. - T CAN ALSO BEDETACHED FROM YOUR CRAFT(PRESS SPACEBAR)AND GLIDES ALONG ITS OWN TRAJECTORY, UNTIL YOU RECALL IT(PRESS SPACE AGAIN). - - - N TITLE SCREEN: - 1-ONE/TWO PLAYER MODE - 3-SWITCH BETWEEN THE THREE DIFFERENT STARFIELDS - 7-DEMO MODE - -STARTS GAME >>SPACE<< 5. - - - - - N GAME: - EY-SWITCH PLAYER ONE SUPER WEAPON ? - EY-SWITCH PLAYER TWO SUPER WEAPON - PACE-TOGGLE REMOTE TRACKING ON/OFF RUN/STOP-PAUSE (FIRE RESTARTS) - N PAUSE MODE 'Q' KEY ADVANCES A LEVEL. - (C)OPYRIGHT THALAMUS 1988 - AZ - RITE TO: - LYNN, 99 - D. - LASGOW, - COTLAND, - - OLLECTING A SHIELD MAKES THE SHIP INVULNERABLE FOR FIVE SECONDS (SHIP FLASHES). - HEN SHOT PODS CHANGE - 9SHAPE TO INDICATE THE ENHANCEMENT THAT CAN BE BOLTED ON. - T THE START OF EACH - LEVEL YOU HAVE TWO FORWARD SHOTS WHICH CAN BE INCREASED TO FOUR. - IVES THE CRAFT A FORMATION OFBACKWARD-FINING BULLETS. - DDS VERTICAL FIRE TO - NABLES TWO FLANKING GUNS TO - /COMPLEMENT YOUR MAIN WEAPON. - DDS TWO MORE SHOTS TO THE MAINGUNS BY DIVERTING THE AMMO FROM THE TAILGUN(IF YOU ALREADY HAVE ONE). - WO EXTRA FORE GUN ENHANCEMENTS ARE NEEDED. - DDS ONE EXTRA ENERGY STORAGE - CELL TO YOUR CRAFT,(MAXIMIUM OF FOUR). - ACH ONE STORES SEIX CHARGES, FOR USE BYTHE SUPER WEAPONS AT THE REQUIRED TIME. - OTH SHIPS HAVE THREE SUPER WEAPONS, - SELECTED BY EITHER PLAYER BY THE - HEY ARE FIRED BY HOLDING DOWNTHE FIRE BUTTON FOR A FEW SECONDS. - HEN FIRED THEY USE UP ENERGY, WHICH IS SUPPLIED BY THE SHIP'S ON-BOARD GENERATOR SYSTEM. - HIS, ON ITS OWN, STORES SIX ENERGY CHARGES. - :DISCHARGES A LONG SUSTAINED BLAST, WHICH PASSES THROUGH - !SOLID MATTER DESTROYING ALIENS OR - %INSTALLATIONS OTHERWISE IMPOSSIBLE TO - SES TWO CHARGES TO FIRE; LOW AVAILABILTY. - ELEASES A SWARM OF LASER FIRE AROUND THE CRAFT, PROTECTING YOU FROM TWO DIRECTIONS. - NE CHARGE PER BLAST; MEDIUM AVAILABILITY. - :FIRESA RAPID BURST OF PULSED ENERGY, IDEAL - FOR CLOSE ENCOUNTERS IN ANY ENVIRONMENT. - NE CHARGE PER BLAST; VERY HIGH - N ONE-PLAYER MODE,THE SECONDSHIP IS REPLACED BY AN AUTOMATIC DRONE. - HIS FOLLOWS YOU AND CAN ACT AS A SHIELDAGAINST MOST ENEMY SHOTS. - T CAN ALSO BEDETACHED FROM YOUR CRAFT(PRESS SPACEBAR)AND GLIDES ALONG ITS OWN TRAJECTORY, - 'UNTIL YOU RECALL IT(PRESS SPACE AGAIN). - 1-ONE/TWO PLAYER MODE - 3-SWITCH BETWEEN THE THREE DIFFERENT - EY-SWITCH PLAYER ONE SUPER WEAPON ? - EY-SWITCH PLAYER TWO SUPER WEAPON - PACE-TOGGLE REMOTE TRACKING ON/OFF - ^RUN/STOP-PAUSE (FIRE RESTARTS) - N PAUSE MODE 'Q' KEY ADVANCES A LEVEL. - (C)OPYRIGHT THALAMUS 1988 -
**** COMMODORE 64 BASIC V2 **** 64K RAM SYSTEM 38911 BASIC BYTES FREE READY. LOAD"LEVEL 1",8,1: SEARCHING FOR LEVEL 1 LOADING READY. RUN READY. - -
**** COMMODORE 64 BASIC V2 **** 64K RAM SYSTEM 38911 BASIC BYTES FREE READY. LOAD"LEVEL 2",8,1: SEARCHING FOR LEVEL 2 LOADING READY. RUN READY. - P5AC3AE1AG)AI AE -
**** COMMODORE 64 BASIC V2 **** 64K RAM SYSTEM 38911 BASIC BYTES FREE READY. LOAD"LEVEL 3",8,1: SEARCHING FOR LEVEL 3 LOADING READY. RUN READY. - -
**** COMMODORE 64 BASIC V2 **** 64K RAM SYSTEM 38911 BASIC BYTES FREE READY. LOAD"LEVEL 4",8,1: SEARCHING FOR LEVEL 4 LOADING READY. RUN READY. - -
**** COMMODORE 64 BASIC V2 **** 64K RAM SYSTEM 38911 BASIC BYTES FREE READY. LOAD"LEVEL 5",8,1: SEARCHING FOR LEVEL 5 LOADING READY. RUN READY. - -
**** COMMODORE 64 BASIC V2 **** 64K RAM SYSTEM 38911 BASIC BYTES FREE READY. LOAD"LEVEL 6",8,1: SEARCHING FOR LEVEL 6 LOADING READY. RUN READY. -
**** COMMODORE 64 BASIC V2 **** 64K RAM SYSTEM 38911 BASIC BYTES FREE READY. LOAD"LEVEL 7",8,1: SEARCHING FOR LEVEL 7 LOADING READY. RUN READY. - -