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A}PRINT A LEVEL*-@@&68,-* **(Reading in level >:%@d,.:-@)}(.:-@X@1)@!6-P:'@,16-&$@''68%@,-8%@,%@}''68%@,-8%@,%@L3367%$@`%@,.7%@<%@,V3367%$@`%@,.7%@}<%@,`   j'('7@<@,0PAt(Press RETURN to print~F:,"AUAP}AU(((@Level >:%@d,.-@)55(@7$@`%@<$@`%@`}, (@ Statistics:-@@%%(@'7<,' = 8, (@(@} $D:PRINTLEV.BASics:-@@%%(@'7<,' = 8, (@(@! * * * * * * * * ** * * * } *** *** * ALIENS! * *** ***** ** *** **** ******************************** **************}****************** ****** **** *** ******* ***** ** *** **** ** * ** *** } * * * THE GAME ________ Derived from Dandy, Aliens is a 26 level spa}ce adventure in which "cooperation" among players, rather than competition, is the key to success. Certain executive}s from The Company are attempting to transport dangerous Alien lifeforms to Earth. A freighter leaving LV-426, is now} rapidly approaching Earth base. Your mission is to: 1. Head your Marine(s) (up to 3 soldiers with 2 players) and} board the freighter. 2. Collect any Alien specimens found (for later disposal). 3. Get out alive! You, o}r yourself and another player, must get past Aliens of varying danger; you lose strength each time an Alien rams you, a}nd you must constantly obtain protective vests and then remember to replenish your strength by outfitting yourself }with new vests when your strength deteriorates. Should you lose all strength, you wind up in limbo, but your partne}r player can revive you by shooting into one of the many large blue Alien eggs scattered throughout the freighter. If} you are playing Aliens in the single player mode and your strength drops to zero, then YOU ARE DEAD!! They got you.} Bombs can be picked up along the way and dropped at strategic times to wipe out all Aliens in the area. You will al}so need to pick up blowtorches to melt the secured airlocks of the freighter. Once you explore a level, wiping out A}liens and collecting up all the Alien specimens, you head for the square dark blue portal in the maze to be transpor}ted to the next level. PLAYER STATUS DISPLAY _____________________ STRENGTH: A player's strength } starts out at 90%, which is the maximum you can attain. Being hit by Aliens reduc}es your strength by a percentage equal to the type of Alien you encountered. }They all look the same. Ugly! VESTS: A player may carry up to nine protective vests. Pla}yers start a game with no vests. BOMBS: A player may carry up to nine Bombs. Players start} a game with no bombs. BLOWTORCHES: A player may carry up to nine blowtorches.} Players start a game with none. SCORE: Each player has a six digit score on the} right end of the status line. Gathering Alien specimens or killing live Aliens adds} to this score. While playing the game, the screen shows the section of the freighter your Marines are currently exp}loring. Each level is three screens high and three screens wide. Stick together! If one of your party wanders off }the screen, nothing happens to him. The off screen member just can't fire or see where he is going, until he rejoins th}e main group! The group cannot advance until he joins them. PLAY CHARACTERISTICS ___________________}_ Each player is represented on the screen by a little Marine wearing a colored uniform. Player one is dressed in b}lue, and player two is dressed in brown. Plasma guns are fired with the joystick button and are used to kill the man}y monsters you will run into. They do no harm to other members of your party. To collect specimens, etc., just move} your Marine across them. To maintain your strength level you must put on new protective vests. To do this, just pres}s the number key on the keyboard that represents your on screen figure. Example, "1" or "2". If you have any vests, }the number of vests indicated on the status line for your figure will then decrease by one, and your Marine's strengt}h level will increase to 90%. NOTE: your strength level will only decrease if you get rammed by an Alien. Bombs des}troy all Aliens visible on the screen. At times, bombs are your only defense to keep from being overwhelmed by Aliens.} To explode a bomb that is on the screen, just shoot it with your plasma gun. To explode a bomb that you have picked }up previously in your travels, hold down the SHIFT key and press your player number on the keyboard. A little awkward}, but you will get the hang of it. Blowtorches are needed to open airlocks, represented by barriers. Pick up as many} blowtorches as you can find, and use them wisely. You can not get through a secured airlock without a blowtorch. }Pressing the SPACE BAR pauses the game. To start again, just press the SPACE BAR once more. Pressing any of the funct}ion keys will also start the game over. THINGS YOU WILL ENCOUNTER _________________________ ALIEN SPECIME}NS: will look like a small blue canister. BLOWTORCHES: look a little like a } blowtorch. BOMBS: look like miniature bombs. ALIENS: look like ugly wriggling life forms. Can be } killed with one to three shots. Some Alien forms actually create other Aliens, } sometimes almost faster than you can kill them off. These MUST be killed, thus preventing } them from creating more Aliens, but it's not easy. Sometimes Aliens can become so thick all at} once that the only way to save yourself is with a bomb. Use the bombs wisely, and then only as a last defense. There} are not that many bombs to be found. CREATING YOUR OWN SPACEBASE ___________________________ Boot up ALIEN}S as far as the Copywright screen. Remove the Aliens disk and place in the drive a blank formatted disk. Press the }space bar to get to the game menu. At the game menu, press SELECT key until Aliens editor displays, and then press S}TART. Move the joystick around the screen. You will see the character currently under the cursor displayed in the } "indicated character" spot designated by the " "<---" " at the top of the screen. To chose that character for placeme}nt in your new game level, just press that character on the keyboard. Then use your fire button on the joystick to p}lace it where desired on the screen. Alien uses the current level to read or write a level design. The "Level" indi}cator at the bottom line tells you which level is the current one. The "-" key moves you toward level "A" while the }"=" moves you toward "Z". Pressing "W" will write your new level to disk. Pressing "R" reads a level from disk. If } level is not on disk, Aliens will create a blank level with just an up and down passage for you to edit. PRINTI}NG HARD COPY of Aliens ____________________________ Included on the disk is a Basic program called PRINTLEV.BAS. }This will print Alien levels to your printer. After running this file with your Alien levels disk in the drive, the }screen will prompt you asking which level you wish printed. The "*" will print all levels. Just type the level that y}ou wish printed. The program will read in that level and prompt you to ready your printer. Press return and the pri}nter begins. ALIENS LEVEL FORMAT ___________________ An Alien level consists of 30 lines of 60 squa}res each. Each character can be any one of sixteen items, so each byte of data in the file can represent two Alien s}quares. Have fun and experiment with this great game. It can be as easy or challenging as you chose to make it. } ENJOY...Have fun and experiment with this great game. 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