|DEATHSCAPE: THE WARZONES OF TERRA
Now that it transpires the VARG's are going to ignore the Mars Peace Summit
it is my duty as chief DEATHSCAPE monitoring officer to disclose that you have
been chosen for this vital mission. To help you, we will issue you with the
very latest Zarquon C.A.M. III multi-role fighter and we will send in a
control ship to monitor your progress and activate all targetting and warning
Good luck, the future of the FREE systems is in your hands. . .
ZARQUON C.A.M. III MULTI-ROLE FIGHTER.
This is a small but formidable fighter, fitted with four rapid fire plasma
cannons and up to eight target seeking missies (TSMs). The ship uses an
advanced "fiy-by-wire" system, with control priority being given to the on
screen digital sight. This is an improvement on the earlier fixed-sight C.A.M.
II, as now more accurate targetting is possible. All Zarquon craft are fitted
with two powerful shield generators as well as the two high density fuel
tanks. Because of the dimensions of the ship however, much of the monitoring
has to be carried out by the control ship, as large on board computer systems
are not possible due to the bulky Rolls Royce ion displacement engines. The
control ship is also responsible for the following functions . . .
Coordinating re-fueling, shield replenishment and weapons transfer when flying
near exploding fuel dumps, generators and fortresses respectively. This is
achieved by a sophisticated energy and matter transference device located on
the underside of your craft. The ship is also responsible for deciphering the
VARG code and generating the "colour scoring" (a graphic representation of
your mission so far.)
Should your control ship ever be attacked, you will have the option to
teleport out of the grids and be required to defend it with it's on board
plasma cannons. Unfortunately, due to the sporadic nature of the teleport
devices energy cells, re-materialisation inside the control ship is not always
possible, so you may have to recharge your fuel supply. Once you have
teleported successfully, the display will change and show a view out of the
cockpit of the control ship. The energy is registered in six vertical bars -
should three or more of these bars fall to zero, then the ship will be
destroyed and your mission terminated. Succeed in defending the ship and you
will be teleported back into the grids at the place you last were, with your
missile quota increased by two. You also receive one extra missile each time
you destroy a fortress.
C.A.M. III console.
(For further information see relevant section in "Game data".)
Your console uses a multi-visual format to display all the information
necessary to the mission and to the control of your ship. Each of the console
"windows" provides a different part of the information needed to fly the
C.A.M. III successfully. One word of warning, when viewing the console, do not
forget to keep an eye on the top portion as more often than not the scrolling
text window provides vital assistance, particularly in combat. Other
information which should not be ignored is provided by the proximity
indicators. If any of these squares turn red, it means you are flying too
close to a tunnel wall, either vertical or horizontal, in which case immediate
evasive action must be taken.
One final word as regards to training not all the grid is actually territory,
there are neutral zones (which largely contain fuel dumps and generators) and
zones belonging to the SOL FEDS. Remember this as you fly through the grids,
as you don't want your superiors thinking you've gone rogue' and thus
terminating your mission prematurely.
The main gameplay is essentially split up into two sections, one of
navigation and the other of combat. Both are equally important to the
completion of the game and both require the same amount of skill and
perseverance. There are ten levels in the grids and a player can choose which
one he or she wishes to start at. Level one is mainly for beginners who want
to get the hang of flying their ship before tackling any dangerous opposition,
and level ten is for people who are tired of life or enjoy being frazzled by
hordes of merciless alien drones. The other two sections to the game are the
Mothership "intemission", which occurs when the control ship is attacked, and
the VARG Mothership screen, which is the finale of the game and only happens
when you have ten blue squares in your Varg window (see "colour scoring").
There are five different types of alien drones, and each type has it's own
particular attributes. Also, there are fuel dumps, generators and fortressess,
which are stationary objects in the grids. Each of these is a considerable
navigational hazard, and under certain circumstances must be destroyed in
order to continue playing the game. For example, ignoring a fuel dump when
your energy is low is not a good idea.
VARG DRONES AND ASSORTED DEATHSCAPE HARDWARE.
Fighters: These nasty wedge shaped craft will always fly in a spiral
formation from the tunnel centre. Class III fighters are officially labelled
as "super-deadly". Scouts: Nearly always approach from behind and dodge in
front of you for a while, maybe firing a few shots before disappearing down
the tunnel. They nearly always precede fighter or interceptor attacks and are
impossible to catch once they have started to accelerate. (So don't waste fuel
Bombers: Only dangerous from above, these slow but sturdy ships will zig-zag
down the floor of the tunnel to trick you before flying upwards.
K-craft: Suicide ships - they will try to mesmerise you with eratic forward
and backward movements before ramming your ship at it's weakest spots.
Interceptors: Used in the defence of fortresses, they can also ambush you at
junctions. These are the most dangerous ships you will encounter and should be
avoided wherever possible. One useful fact about the Varg drones is that they
only attack from the front because the exhaust from your engines scrambles
their targetting devices.
Fuel dumps: Due to the volatile liquids they contain, these are very easy
targets for your missiles. Transference of the superheated fuel to your tanks
is performed by the control ship. Generators: These, when destroyed, provide
the energy required by the replenish your shields.
Fortresses: The function of fortresses is two-fold. One is to monitor the
conflicts within the grids, and the other is to defend against "unreasonable
enemy activity". When destroyed their function is also two-fold. Varg
fortresses provide not only extra missiles, but also a fraction of the
Motherships' cloaking-shield code. Needless to say. blowing them up is no easy
Finally there are the meteors;- the shattered remains of asteroids that have
collided with the grids. These lumps of rock are highly unpredictable as they
bounce off the tunnel wails and are a major navigational hazard.
Upper junction indicators will flash when approaching a junction. Text
window: displays various messages and your score so far, when called up by
hitting a key.
Shield indicator: Shows the strength of your ships' shields, with a separate
indicator for the left and right of the screen.
Proximity indicators: Change from green through orange to red, and tell you
if you are dangerously close to a tunnel wall or safe from fricition damage.
Varg window: This displays your "colour scoring'' and works like this. . .
Initially, all the sixteen squares are coloured dark grey, but are changed
when you perform certain functions. You get a RED square when you hit single
ships in any one attack wave, and also when you hit meteors. ORANGE squares
are acquired when you destroy fuel dumps. YELLOW when you destroy any attack
wave completely. You get a PURPLE square for detroying generators and BLUE,
the highest scoring square of all, occurs when you destroy Varg fortresses.
These blue squares will always remain on your screen as they also represent
fractions of the Varg code, whereas the other squares may be re-coloured due
to lack of space. Each colour represents a numeric value and your total can be
displayed as such by pressing the appropriate button. T-bar This is your speed
indicator and is operated by one of the console hands. The higher up the
screen the hand goes, the faster ship travels.
Button banks, these two banks, enable the player to operate special
functions, such as calling up the grid map and disarming weapons etc . . . The
console hands operate these buttons in response to key presses by the player
when he/she selects any of the functions available.
Tunnel window: It's function is two fold. To display exactly where your ship
is in the tunnel. Joystick: A straightforward display showing movement of the
target sight in relation to the players joystick movements.
TSM window: This simply shows how many target seeking missiles you have in
your weapons bank.
Grid window: Displays an overhead view of the Deathscape grid in your
immediate vicinity, and is useful for finding fuel dumps etc. .. using the
pop-up large scale map. It will also show a silhouette of whatever drone is
attacking you, and is a helpful aid to combat. Fuel display: This is like the
shield display, split into two bars and shows how much fuel you have in both
your fuel tanks. Each tank is independently controlled, so if you continually
fly to the left of the tunnel your left tank will be emptied faster, and
vice-versa for the right.
THE VARG MOTHERSHIP.
This is essentially a floating city in space and manufactures all the robot
drones you will encounter on your mission. Due to it's sheer size, it must be
hit by at least four missiles, aimed at the fusion reactor housings. Once the
disruptor beam generators have been activated you will have a short time limit
to complete this before you are destroyed. However with more than four
missiles it is possible to disable this function. It is also possible to
destroy the danger of the ship, to stop more drones attacking you. With a full
complement of missiles, a complete victory over the Varg Mothership is
possible. Plasma cannons however, are only effective against attacking drones
as the Motherships' shields are too strong for them to penetrate successfully.
There are ten levels to the grid which may be accessed by use of the
junctions. Most junctions have only left or right exits, which when the
junction indicators flash, means you must pull very quickly over to the left
or right and hold your position there, or you will miss your turning.
There are junctions which allow you to go up or down and these may be found
by locating them on your grid map. the grid map also shows the locations of
fuel dumps, fortresses and generators.
The direction in which you are flying and your position is shown by the
flashing figure on the map.
There are eight buttons on your console which are activated by using the
numeric keys 1-8.
1. Music/sound effects 5. Automatic score update
2. Abort from VARG Mothership 6. Autofire mode
3. Grid map 7. Teleport to control ship
4. Missiles 8. Teleport to VARG Mothership
Speed is controlled by the function keys on the Commodore and User defined
keys on the Amstrad and Spectrum.
NB You cannot break free of the tunnel to face the VARG Mothership until you
have collected all 10 pieces of code from the destroyed fortresses. Your on
board computer will signal completion of code by displaying a Blue Z on your
colour score screen.
**END OF DATA - GOODLUCK**
TO LOAD:SEE LABEL
Retyped in 2013 by hERMOL
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