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- Basics -

We're concerning about a classic shoot'em'up game by horizontal forced scrolling, left-to-right as 98% of them.
Background mazes, enemy ships which can shoot or not at you, shooting turrets, floating pistons, walking walkers and several other weird stuff will try to stop your continuous advancing, making you loose all your ships. At the rightmost end, a final boss awaits to fight; nonetheless, another remarkable opponent will meet you in the middle of every level.
Certain baddies may drop coins, which allow you to advance your weapon, but  you have to feed it up till a powerbar reaches its zero, downgrading your shoot. Certain other baddies drop various pickups concerning weapons and energy.


- Weapons & Pickups -

The weapons/pickups system still undergoes an evolution, but we are quite sure about several fixed points. This is the copypasted text about our system's version V0.94, in which some different devated values are included in square brackets.


There are 6 levels for 4 different weapons, where a common level 1, which we have at the very beginning, will have more bullets on screen only, with no graphic change.
Plus, there are up/down/rear fire, that can be different in power and bullets number accordingly to the main weapon's level.
The enhancements are different in gfx, bullets number on screen and hit power, and they're accessible getting pickups.
In order to keep that level, you have to refuel a constantly decreasing powerbar, completing the coinbar, that allows you to have a whole powerbar back. If the powerbar reaches zero, your weapon's level decreases by 1 and restarts from full bar. It could get down to level 1, in which there's no active powerbar (it shuts off).
If no weapon needs to be refueled, once reached its maximum, coinbar will wait fully loaded, until a weapon comes.
The powerbar works this way:
- get full coins in the green bit -> you power up
- get full coins in the red bit - >you recharge
- no coins before bar runs out -> downgrades weapon
- no coins before bar runs out on lowest weapon - bar STAYS zero!
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Baddies or Baddie groups will occasionally drop pickups[fixed/random/both?], then they start slowly cycling: smart/up/down/rear/plain/laser/blade/plasma/shield.
Shooting at pickup will speedup the cycling process. [Not true if we shall decide for pickups escaping to the left]
Smart hits all the sprite targets on the screen, with a high hit power.
Speed gives you wings, doubling your speed for a fixed time [how much?].
Picking up your weapon allows your global level to grow by 1, refueling your powerbar by [half/whole]. If your level is just MAX (6), you get much more points and a complete powerbar refueling. Complete refueling with energy pickup too.
Picking up a different weapon, changes your weapon at the same level, refueling your powerbar by a slice.
Picking up/down/rear the first time activates up/down/rear shooting at the current player's level.
Picking another up/down/rear, gives you more points, and refuel powerbar by [a bit/more].
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To be build by experiencing the game. They're buildup by 4 variables: speed, power, bullets, size. Plasma is the powerful weapon, Blade is the bullet's, Laser is an average of both.
Up/Down/Rear shots never change: 2 bullets, power 1, speed 1.

plain shot laser energy blade plasma ball
>>> level(speed,power,bullets,size) <<<
1(1,1,2,1) 1(1,2,1,1) 1(1,2,1,1) 1(1,3,1,1)
2(1,1,3,1) 2(1,2,2,1) 2(1,3,1,1) 2(1,4,1,1)
3(1,1,4,1) 3(1,3,2,1) 3(1,4,1,1) 3(1,4,1,2)
4(1,1,5,1) 4(2,4,1,2) 4(2,4,2,1) 4(1,4,1,2)
5(1,1,6,1) 5(2,4,2,2) 5(2,4,2,2) 5(2,5,2,2)
6(1,1,7,1) 6(2,5,2,2) 6(2,4,3,2) 6(2,5,3,2)

- HiScore Table  -

Saving enough memory, the best would be to preserve your best performance from the dust of time and forgetfulness. Hence, we'll try to have a vanity board that saves your scores on the disk itself.