Genre: | Arcade Game: Shoot-em-up |
Publisher: | Mastertronic |
Machine Compatibility: | ZX Vega |
Release: | Professionally released built-in in to the ZX Vega |
Available For: | Spectrum 48K/128K/+2 & ZX Vega |
Original Release Date: | 24th August 2015 |
Box Type: | Not a physical item so no box |
Author(s): | Tiny Williams & Stephen Cork |
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The war has now been raging for five standard years and now a way has been found to bring it to an abrupt halt.
The alien High Command's base has been found, your task is to find the mothership, then blow it to pieces.
Programmed by Stephen Cork.
The war has now been raging for five standard years and now a way has been found to bring it to an abrupt halt.
The alien High Command's base has been found on a small canyon riddled planetoid. Your task is to find the mothership, then blow it to pieces.
To reach the mothership you must traverse four heavily defended canyons and each canyon has a sentinel. These sentinels are similar to the mothership. but smaller and they require a number of shots to destroy them. There are a number of items that you can pick up. These include fuel drums, these will boost your fuel level.
Note: If you run out of fuel, you won't lose a life, you will lose the game!
The number of force-fields, weapons and fuel is displayed on screen. Whenever you fire, you also use one of whatever weapons you have, but since a smart bomb destroys everything when you use them, they will work seperately from your trackers.
At the end of each level, you are re-docked with your base ship and your forcefields and fuel are replenished.
The built-in map editor will allow you to customise the first three levels onlyO (We can't make it too easy for you, can we?)
When editing do not put too much into the map. The game has only a fixed amount of memory. Adding more than the game can handle will cause the editor to ignore the extra. As a guideline the map supplied uses the exact number of objects that the game can handle. Pressing 'FIRE' will select a function from the boxes on the left. The indicator on the right shows the current 'HELD' piece. When the mode at the bottom of the screen reads 'POKE', then that piece will be poked on to the map wherever your cursor is. The 'UP' and 'DOWN' boxes change the piece you are holding. Selecting 'PICK' changes your mode to 'PICK'. This enables you to pick an object from the map and place it elsewhere. 'EXIT' takes you out of the program and to the tape routines.
Note: Should you put different coloured objects together without a gap, you will probably get a colour clash. The in-built map takes this into consideration so you should emulate this style when creating your own.
Finally, do not fill in the spaces between levels or the scroll will look confusing. Stick to where we have put things, and above all, have fun.
Redefinable from the title screen
The following utilities are also available to allow you to edit the supplied screens of this game:
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