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Welcome to Project 64!

The goal of Project 64 is to preserve Commodore 64 related documents
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The Project 64 etext of the ~Delta II - Armalyte manual~, converted to
etext by <Kingprofi@aol.com>. "Everything in brackets [ ] is only
comment and not part of the original manual!"

DELTA210.TXT, April 1997, etext #205#

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MANUAL DELTA II - ARMALYTE

LOADING INSTRUCTIONS

Insert diskette into drive.
Type LOAD"*",8,1
ARMALYTE will load automatically. ARMALYTE is a multi-load game,
please follow all onscreen instructions to play. NOTE:if you have
problems loading remove any peripherals and repeat the above
procedure. If you still experience difficulties, return the whole
package to  the place you bought it.

JOYSTICK ONLY

MISSION BRIEFING

Two hundred years ago war broke out between the H'siffian Khanate and
the Terran Empire, after it was proven the H'siffians were responsible
for acts of piracy in the region of space known as DELTA

Earth finally won after 50 years of conflict. Things were in a mess,
but out of the ashes ARMALYTE INDUSTRIES emerged and seized power. In
the Years that followed, the DELTA incident was forgotten, although
the reestablished trade routes steered well clear of Delta space.

Five years ago, a patrol in Delta space stumbled into what appeared to
be an abandoned H'siffian research outpost. Armalyte Industries
established a research base on the ruins of the old H'siffian outpost
where scientists were accompanied by a token force of light armour
because H'siffian resistance was low

Four months ago Armalyte industries received a message that the
scientists were on the verge of a massive breakthrough, but shortly
afterwards all contact was lost with the outpost. Communications
haven't been reestablished since, and no patrol can get near the
place. This suggests the outpost has been overrun by invading forces.

According to transmissions received just before the loss of contact,
the H'siffians had made a similar  breakthrough to that of AI's
scientists.  They had discovered a power source of near-infinite
potential, but they weren't ready to tap the source. AI have decided
to hire independent fighting forces to disguise their military
involvement - for such risky manoeuvers would surely alert their
clients around the galaxy and  seriously damage their business
reputation.

Your mission is to enter Delta space and reclaim the outpost.
According to intelligence, much of the surrounding  area of space is
under H'siffian control; be careful out there!

The H'siffians, utilising the resources at the base have an almost
limitless supply of ships and firepower far more  advanced than we
know. To counter this we can equip you with state-of-the-art weaponry
and the very last in military transport. We will be on hand to ferry
replacement craft although your ships are expensive and supply is
short.

To get the ship into Delta space, it has to be stripped of all heavy
weaponry.  but throughout the deep space battlefield there are
munition pods(crystal-like formations in space) to collect. These
provide the ship with a massive energy surge activating the
inner-build shield  rendering you invulnerable for a while.
Continually shooting this crystal-like munitions pods provides the
ship with weaponry, the more shots the pod takes the better the weapon
received. In two-player mode addition pods appear, providing enough
power for both fighters. If you're fighting alone there is a remote
unit which fires as you do, and follows your every move unless you
detach it from your ship.


THE SCOREBOARD

[ Sarcastic note from the etexter : manual's graphic tried to convert
in ASCII - nice isn't it??!!?  :-)) ]

   .... __/--3--|  +    +
 ....____       -                0 0 0 0 0 0   - score
 ....____   [2] 1   _   +            ___
  .... __       -  /_\               \__>  0 - number of crafts
          \-----| /   \ +              -=

1= converge status
2= generator status
3= generator type
+= battery status
A= super weapon indicator

CONTROLS
--------------------
On title screen:
F1   - one- or two player mode
F3   - switch between the three different starfields
F7   - demo game
FIRE - starts the game
In game:
CBM KEY - switch player one super weapon
? KEY   - switch player two super weapon
SPACE   - toggle remote tracking on/off
RUN/STOP- pause(fire restarts)

SHIP ENHANCEMENTS
------------------------------------
MUNITIONS POD: Collecting a shield makes the ship invulnerable for
five seconds(ship flashes). When shot pods change shape to indicate
the enhancement that can be bolted on.

EXTRA FORWARD FIRE: At the start of each level you have two forward
shots which can be increased to four.

TAIL FIRE: Gives the craft a formation of backward-firing bullets.

VERTICAL CANNON: Adds vertical fire to your arsenal. Trident: Enables
two flanking guns to complement your main weapon.

CONVERGE: Adds two more shots to the main guns by diverting them from
the tail gun(if you have one!) and two extra fore gun enhancements are
needed (see converge status above).

[GENERATOR: pick it up and the super weapon will recharge faster. -
not mentioned in manual]

BATTERY: Adds one extra energy storage cell to your  craft(maximum of
four).  each stores six charges. For  use by the superweapons at the
required time.

SUPER WEAPONS, ENERGY CONSUMPTION & REMOTE:
Both ships have three super weapons, selected by  either player by the
keyboard. They are fired by  holding down the fire button for a few
seconds.  When fired they use up energy, which is supplied  by the
ship's on-board generator system. This, on its own, stores six energy
charges, and once fired you have to wait until the generator builds up
to full power again. If, however, you have some batteries, the energy
is dumped to an available battery and can be used later.

SUPER WEAPONS:
TYPE A: Discharges a long sustained blast, which passes through solid
matter and destroys aliens or installations otherwise impossible to
destroy. This weapon uses two charges to fire and has a low
availability.

TYPE B: Releases a swarm of laser fire around the craft, protecting
you from two directions. One charge per blast,medium availability.

TYPE C: Fires a rapid burst of pulsed energy, ideal for close
encounters in nay environment. One charge per blast;very high
availability.

THE REMOTE: In one-player mode, the second ship is replaced by an
automatic drone. This follows you and can act as a shield  against
most enemy shots. It can also be detached from your craft (press space
bar), and glides along its own trajectory until you recall it(press
space bar again).


ARMALYTE is the sixth in an on-going saga of intertainment products to
captivate and seduce from THALAMUS for the C64/128 on cassette and
diskette and has no catalogue number.

Armalyte was designed and programmed by CYBERDYNE SYSTEMS who are:
JOHN KEMP (systems programming),
DAN PHILLIPS (main programming),
ROBIN LEVY (all graphics, attack waves, level design),
JOHN HARRIES (original algorythms, additional programming).
WITH HELP FROM:
MARTIN WALKER (music,sound FX and test pilot),
MR. & MRS. KEMP (office servants),
DAVID BIRCH (hard-sell),
FRANCO FREY (festive financial favours),
OLI and DAVID (the noise of art),
ROGER (and his dirty Mac),
RICHARD (not just PR) and
STAVROS FASOULAS (for DELTA ONE - his pride is still intact).

In the incredibly improvable event of this product being faulty,
please return it to the original place of purchase.

PRODUCED BY PAUL COOPER FOR THALAMUS
Audio visual concept label, program (c) 1988 Thalamus ltd.
1 Saturn House, Calleva Park, Aldermaston, Berk RG7 4QW

unauthorised copying, hiring, lending, eating[no joke!], public
performance and broadcasting of this game are  unquestionable
prohibited. If you have written any computer software that you think
is up to THALAMUS please contact Paul Cooper at the adress above for a
confidential and informal discussion.

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End of the Project 64 etext of the Delta II - Armalyte manual.

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