!Defender (c) Steven Singer 1993-99 ----------------------------------- This file last updated 28 Sep 1999 This is a demo pre-release version of Defender style game. This game is unfinished, but seeing as no significant work has been done in the last six years I thought it may as well see the light of day. Keys are : A - Up Z - Down Shift - Thrust Return - Fire Space - Change direction This is not meant to be an exact clone of Defender, it's just heavily influenced by it. Usual Defender rules apply. Protect the humanoids from being abducted by the landers. Destroy all landers, mutants and bombers to complete a level. The game is currently set up so that you do not need to destroy any pods, swarmers or baiters to complete the level. If a humanoid is carried to the top of the screen by a lander, the lander will become a mutant. If all ten humaniods on a planet are captured or destroyed the all landers will become mutants until you get to a new planet. You get a new planet (and a new set of ten humaniods) every four levels. If you shoot the lander that's carrying a humanoid then the humanoid will drop. If it falls too far before hitting the surface then it will die. You may pick it up as it falls and deposit it gently on the surface. You can carry several humanoids under your ship at any time. On later levels you will find pods, these hang around the screen moving slowly. Shoot them and they release a cloud of swarmers which will home in on you at high speed. You will also find bombers on later levels. These move across the planet at constant speed leaving mines behind. If you spend too long on a level then a baiter will be released on the far side of the planet and will chase at high speed. More and more baiters will be released the longer you spend on a level. Don't forget to use your radar to see what's happening off screen. Your laser weapon is seriously nasty, the whole length of the laser beam can kill not just the leading edge. Use it lots. Implementation Notes -------------------- There is no sound and no scoring system, and there are no smart bombs or hyperspaces (but that just makes life more interesting). This game uses a custom overscan mode (using mode number 65) old-style and new-style mode definition modules are provided which should work on most standard monitors. The mode is 640x288 pixels and uses 16 colours. The level setup is as follows: * Every level gets 25 landers warping in in waves of 5, 10 and 10. * Every level except level 1 gets level+2 bombers. * Every level except level 1 gets level*2-3 pods. * Each pod releases 4 swarmers. * The first baiter is released after 45 seconds on a level, subsequent baiters are released every 10 seconds. * The probability of a lander picking up a humanoid increases every level. * The probability of a lander shooting at you increases every level. * The speed a lander ascends with a humanoid increases every level. * The probability of a bomber laying a mine increases every level. * You get a new planet (with a new set of humaniods) every 4 levels. Lander shots are aimed towards you and are corrected for your speed. Copying restrictions -------------------- All the code and graphics are copyright 1993-1999 Steven Singer. All rights reserved. This software may be freely copied, as long as the following conditions are met: a) The entire application, including this notice, are distributed unchanged with every copy c) No charge (excluding possibly a minimal copying charge) is made for the software by the distributor. This software is provided 'as is', with no guarantee of its suitability for any purpose. NO WARRANTY IS GIVEN! If anyone wants to take over development and maintenance of this program, then they can apply to me for the source code. Contact ------- I may only be contacted by e-mail at singer@ox.compsoc.net. You may visit my web site at http://www.finesse.demon.co.uk/steven/