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Bio Hazard II:
The Xenowars
Copyright L.J.Greenhalgh
1995/1996
1 meg ST/STE/Falcon
Colour monitor
Full Version
The author accepts no responsibility for any damage which may result
through the use of this program.
The year is 2081 three years after the dissappearence of the Imperial
Transport Equadus and its Xenomorph cargo. The Xenomorph scurge has
infested every corner of the known galaxy, humanity is on the run and
as a last ditch attempt the Imperial Marine Corps is formed.
Irreversibly sacrificing their humanity 2000 volunteers are turned
into cyborgs, half organic tissue, half silicon circuitry covered in
uranium alloys. Equipped with the latest in high tech weaponry their
task is to take the battle to the Xenmorphs, whatever the cost, they
are our last chance.
Welcome to Bio Hazard II a turns based stratergy game for the Atari
ST/STE and Falcon series of computers.
Control is either by a mouse, keyboard or a jaguar joypad connected
to port A. If using the joypad then button A emulates the left hand
mouse button, button B the right hand mouse button. Holding down
button C enables smoother pointer movement.
The option button is used to more to the next character
The pause button is used to disactivated oppurtunity fire
By default pressing left or right on the thumb pad when in control of
a character will rotate the character through 90 degrees anticlockwise
or clockwise respectively. However if button C is held down as well
the character will move left or right respectively.
DMA sound will be used if it is present on the system.
Hard Disc Installation
Create a directory on your harddrive, using whatever name you want.
Copy all the files on the included floppy, excluding the contents of
the auto folder into this new directory.
Now enter the auto folder and copy all the files present into the new
directory on your harddrive.
Click on the file bioII.prg to run the program from a harddrive.
>> Falcon Extra's <<
In order to run BioHazard on an Atari Falcon030 you will require
to boot into an ST LOW resolution. It will not operate with NVDI
in the background. The best way to run it is either from a special
boot manager such as the excellent STOOP or hold down the CONTROL
key as you boot the Falcon. This will take you into ST LOW.
For some reason due to the module playback routine you may find
that the title-screen music doesn't sound right and that in the
game itself you don't hear any of the great DMA sound effects.
To get around this problem please rename the BIOII.MOD file to
BIOII.MOX this means you don't get any music at the start but you
do get the brilliant sound effects.
(For those who want to you can load the module into Digital or
Protracker if you like :-)
Press the space bar at the title screen to get to the main menu
>> Main Menu <<
You will now be presented with the main menu. The up and
down arrows scroll through the scenario description. Click on the
'Play' button when ready. The left and right arrows move to the
different scenario descriptions. The different scenarios need to be
played in order, after successfully completing each scenario you will
be given a password (one player only) which must be typed in on the
main menu screen to access the next level.
When the scenario is loaded you will be asked to select either one or
two players. The game then proceeds as a series of turns until one
side is destroyed or a task has been completed.
The screen is scrolled by moving the mouse pointer to the edge of the screen
that you wish to scroll and clicking on the right hand mouse button.
Characters are selected by clicking on them with the left hand mouse button.
The characters are then controlled using the control pad on the right hand
side of the screen. Note that you cannot scroll the screen whilst in control
of a character.
If you are using a jaguar joypad and a character is selected the left
thump pad controls the movements of the character, the lower pad
sections represents the rest of the control panel, ie button 2 select
fire mode, button 5 deselect character/end go.
Each character has a number of movement points which are allocated at
the beginning of each go, actions like moving and firing reduce these
points. Once the number of points is zero that character cannot
perform any more actions that go.
If a unit's stamina falls to below a quarter of its original value
then that unit is considered to be wounded and will only receive half
it's allocation of movements points each go. If a wounded character is
not moved during a go then it will begin to recover stamina.
+----+----+----+
! 1 ! 2 ! 3 !
+----+----+----+
! 4 ! 5 ! 6 !
+----+----+----+
! 7 ! 8 ! 9 !
+----+----+----+
! 10 ! 11 ! 12 !
+----+----+----+
! 13 ! 14 ! 15 !
+----+----+----+
16
+----+----+----+
! 17 ! 18 ! 19 !
+----+----+----+
20
[Icon 1] Turn character left through 90 degrees. Cost 1 movement point
[Icon 2] Move character forward one square. Cost 2 movement points
Note that if you disconnect from a character whilst on top of another
character the character you are disconnecting from will be moved to
the first avaliable free square. Use this icon to attack people with
hand held weapons such as knives.
Note that some characters like rocket pods are considered to be
stationary and cannot move.
[Icon 3] Turn character right through 90 degrees. Cost 1 movement
point
[Icon 4] Move character left one square. Cost 2 movement points.
[Icon 5] Move character backwards one square. Cost 2 movement points
[Icon 6] Move character right one square. Cost 2 movement points.
[Icon 7] Pick up object, the object is removed from the floor and placed
in the first avaliable pocket. The amount of movement points used
depends on the weight of the object.
[Icon 8] Activate fire mode, a target shaped cursor will appear, move it
over your potential target, scrolling the screen in the normal fashion
using the right hand mouse button. Press the left mouse button when ready.
A dialog box will appear with three choices. 'Snap' 'Aim' and 'Opp'.
A 'snap' shot is the most basic kind of shot, not very accurate but doesn't
use many movement points, an 'aim'ed shot is more accurate but uses twice
as many movement points. Characters can only fire within a 45 degree arc
either side of their current field of view, if the target you have selected
is outside this field then your character will be turned to face the correct
direction and the appropriate movement points deducted.
An 'Opp'urtunity shot is very different, if during the next go an
enemy character moves over your selected square, providing your character has
enough movement points for a snap shot, they will be fired at. This is very
useful for shooting people when they appear round corners for example. Be
warned that the computer is perfectly capable of using oppurtunity fire itself.
Note that you cannot set oppurtunity fire on a square which is currently
occupied.
Note that you cannot fire from on top of another character.
Some weapons are very unreliable and prone to jamming, indicated by a yellow
no entry sign over the weapons name. Weapons can only be unjammed by clicking
on the use icon with all your movement points intact.
If you are already in fire mode when clicking on the fire mode icon then you
will revert to the normal character movement mode.
Some parts of the scenery like tables and chairs can be destroyed by
firing at them, some parts like storage drums are highly explosive.
The thin yellow hatched walls are blast doors which can be destroyed
by the more powerful weapons.
[Icon 9] Drop object, the amount of movement points used depends on
the weight of the object. Note that if you drop a mine then anyone who
walks over it will be blown up. Note that only certain types of
character can pick up and use objects, aliens certainly can't.
[Icon 10] Open/Close doors. Note that if the door has a coloured band
across it, it is locked and requires the correctly coloured keycard to
open it. The keycard must be selected. Cost 5 movement points.
[Icon 11] This either disconnects you from the character you have
currently selected, or if no character is selected will ask you if you
wish to end your turn. In this case click on 'Yes' or 'No'. If you
have selected a one player game the computer will make its move,
otherwise control will be given to the second player.
Note that you can move from one character to another on the same
screen by clicking on the new character with the left hand mouse
button. You do not have to disconnect and reselect every time.
[Icon 12] This loads the currently selected object, if that object is a weapon
and you have the correct magazine for that weapon in one of the other pockets.
Cost 5 movement points.
[Icon 13] This displays a map of the current scenario with all the characters
displayed upon it. Click on the 'Ok' button to continue.
[Icon 14] Moves you to the previous pocket.
[Icon 15] This displays more stats on your current character. Click on the
'Ok' button to continue.
The attributes displayed are:
Default Movement- shows you the characters default movement points.
Default Stamina - shows you the characters original stamina
Protection - some scenery offers protection against incoming fire,
this shows how much.
Snap Innaccuracy - this shows you how bad a shot the currently
selected character is, the higher the number the worse a shot.
Snap Cost - This reflects how quickly a character can fire a weapon,
the lower the better.
Weight - Shows the combined weight of all the objects carried by a
character. If this number exceeds the original stamina then the unit
is considered to be overburdened and the allocation of movement points
will be slashed in half. Objects like armour and ammo clips once
worn/loaded are no longer considered to be held and their contribution
is no longer considered.
If oppurtunity fire has been activated it will be displayed here.
[Area 16] This shows you the currently selected object in your
selected pocket.
[Icon 17] This activates the file dialog, you can now either save your
position, reload a saved position or quit the game.
If you are running the game from a hard drive then the following too
paragraphs do not apply as any save game files are placed in the
current directory.
If you select save you will be asked to insert a saved game disc into
drive A. Ensure that this disc has been previously formatted, you
cannnot use the game disc for this purpose. The file will be saved to
this disc and you will then be asked to reinsert the game disc into
drive A.
If you select load you will be asked to insert the save game disc
which contains the saved game files. Once the file has loaded you will
be asked to reinsert the game disc into drive A.
If you select quit you will be asked for confirmation before returning
to the main menu.
[Icon 18] Moves you to the next pocket.
[Icon 19] This is the use object icon.
If the currently selected object is a medikit or food then this item will be
consumed and the stamina of the character increased. Cost 5 movement points.
If the currently selected object is a jammed weapon and the character has
it's maximum allocation of movement points then that weapon will be unjammed.
Cost all movement points.
If the currently selected object is armour then that object will be taken out
of the pocket and assumed to be worn, with the armour of that character
increased. Cost 5 movement points.
If the currently selected object is dynamite then a dialog box will be opened
and you will have the oppurtunity to set the timer using the left and right
arrow icons. The timer is measured in 'goes' .Once you have set the timer
click on 'Ok', if the timer is not set to zero then the dynamite will be
dropped on the floor and the countdown begun. The countdown can be stopped
by picking up the dynamite again.
If the currently selected object is a credit card and the character is facing
a food dispensor then the credit card will be replaced with food. Cost 5
Movement points.
If the currently selected object is a medi card and the character is
facing a medi dispensor, then the medi card will be used to buy the
character extra stamina. Cost 5 movement points.
[Area 20]
This shows the major stats for the character:
mov: the amount of movement points left
sta: the amount of stamina remaining, when this is zero the character is
dead.
nam: the name of the character.
amm: the amount of bullets remaining in the weapons magazine.
arm: the armour value of the character, as long as this is not zero then
the character will not be damaged by incoming fire.
Keyboard Shortcuts
[P] Pick up object
[D] Drop object
[Insert] turn character left
[Clr Home] turn character right
[M] See map
[U] Use object
[L] Load weapon
[Space] Disconnect from character/End go.
[Backspace] Activate/Disactivate fire mode
[Delete] Previous pocket
[#] Next pocket
[A] See attributes
[Return] Open/Close door
[N] Move to next character
[O] Disactivate oppurtunity fire
When a character is not selected or fire mode is activated
the cursor keys can be used to scroll the screen.
When a character is selected they move the character in the
appropriate direction.
Pistol:
Standard issue marine pistol, limited range. Can remove an
area the size of a basket ball from a man, barely scratches most
Xenomorphs.
Assault Rifle:
Fires uranium tipped caseless shells, will damage most known
Xenomorphs, limited range.
Shotgun:
An archaic weapon with extremely limited range but superb
power, you want to keep this handy for close encounters!
Rocket Launcher:
The weapon of choice for the discerning marine, awesome
firepower and range.
Ioniser
The latest weapon to appear from the Imperial labs, fires a
ball of electro-plasma with devestating effect, Xenomorph soup!
Sniper Rifle
Good accuracy and long range, very reliable, although lacking
in destructive capability.
Laser Rifle
Widely tipper to replace the assault rile as the staple weapon
of the marine corps. More accuarate, more reliable, longer range and
larger magazine all help to make this a superb weapon.
Knife:
If your using these, pray!
Sentry Gun:
These are placed in areas of know Xenomorph activity, cannot
be moved and are considered expendable, there task is to destroy as
many Xenomorphs as possible before they are inevitable destroyed.
Rocket Pod:
More powerful than the sentry gun, fires missiles with large
area destructive fire power. Cannot be moved.
Mines:
Placed in the path of oncomming Xenomorphs, can do
considerable damage.
Grenades:
Can damage many Xenomorphs in one go.
Known Xenomorphs
Baby Alien:
A freshly hatched solider alien, lacking the hard exoskelton
of a mature solider alien. Armed only with claws this creature only
presents a problem for wounded marines.
Clone:
Slow moving, moderately well armoured. The weakest of the
mature Xenomorphs. Armed with Acid Spits.
Soldier:
The workhorse of the Xenomorph army, well armoured and fast
moving, these are justifiably feared! Armed with acid spits.
Fury:
The most recently discovered of the Xenomorphs, extremely
fast moving. Armed with acid spits.
Bio Gun:
Information Restricted.
Queen:
Information Restricted.
Other Units
Mech Droids:
Cheap and cheerful droids mainly used for menial tasks in
dangerous backwater worlds. Quite well armoured, although slow. Their
programming is prone to errors. Can be used to store vast amounts of
audio/visual data. Extremely strong, can carry huge amounts of heavy
equipment. Has various bio mechanisms which need organic nourishment.
War Droid: Well armed and well protected combat droid, a marines best
friend.
Minning Droid: Slow moving, extremely well armoured. Armed with the
powerful minning laser, although this has extremely limited range and
number of shots.
Queries
If you have any queries about this game then please write to
:-
L.J.Greenhalgh
54 High Street
Wick
South Gloustershire
BF15 5QH |
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Hardware Requires Blitter Supports STe DMA sound Supports STe palette
Sound Features digitized sound fx at 12.5KHz on STe
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ST Format · September, 1996 | Rating: 78% |
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