ZYNAPS - Manual SCENARIO Zynaps is a shoot-em-up set in an alien infested planetary system. The game begins with our hero escaping in a Scorpion fighter from an alien space station out into deep space. Battle continues through asteroid storms to a nearby planet from where, equipped with weaponry and hyperspace units taken from destroyed alien craft, he sets out in search of the secret alien stronghold. After many terrifying battles fought throughout the solar system our hero discovers the location of the alien base and the final conflict can begin... CONTROLS Use a joystick to simulate up, down, left, right and fire. During the titles sequence: F1 selects one or two player games F2 selects one or two joysticks During play the fire button fires weapons or when held down activates the fuel scoop. Some weapons require the fire button to be held down before they will fire. To pause the game during play press ESC. Press fire to restart or Q to quit game. THE SCORPION ATTACK FIGHTER: The MK1 Scorpion is supplied with a wider range of sophisticated equipment and weaponry powered by an internally mounted fuel scoop. Propulsion: The main drive units can be operated at four power levels ranging from low power for delicate control in tight spaces, to a maximum setting for high speed combat in deep space. WEAPON SYSTEMS Pulse Lasers: Ideal for heavy duty alien blasting. These wing mounted lasers also have four power settings. Plasma Bombs: Two independent bomb throwers provide awesome destructive power against groundbased targets. Homing Missiles: These self propelled missiles carry scaled down planet bursting warheads and, once locked onto target, will destroy almost any large alien craft. Seeker Missiles: The ultimate in intelligent weaponry. Seeker missiles carry automatic target acquisition circuitry designed to lock onto any target they are able to destroy. THE FUEL SCOOP This provides the power to activate the Scorpion's main systems. To activate a piece of equipment (weapons, propulsion, etc) collect sufficient fuel to highlight the desired equipment in the WEAPONRY ACTIVATION INDICATOR, then collect one more piece of fuel with the scoop in ACTIVATION mode. To go into activation mode hold down the fire button until the ship changes from yellow to blue and keep it depressed while picking up the fuel. The new equipment will be activated, or it's power setting increased and the indicator reset to position one - Speedup. The WEAPONRY ACTIVATION INDICATOR displays, in order: SPEEDUP Increase speed FIREPOWER Increase laser power BOMBS Activate bomb thrower MISSILES Enable missile targeting THE OPPOSITION The opposition in Zynaps comes in five dangerous varieties: Spacecraft: Small flying craft can usually be destroyed with one hit from a laser, bomb or seeker missile. Homming missiles cannot lock-on. Ground Dangerous planet-bound defence installations require Installations: multiple laser hits or a single bomb or seeker missile to destroy them. Alien Command Large flying craft, heavily armed and well protected. Ships: These can be destroyed with multiple laser hits or homming missiles. Mother Ships: Giant aliens - like the command ships only more so! Natural Hazards: These consist largely of asteroids and other flying debris - keep well clear! Warning: Alien craft are known to be well armed with a variety of missiles, homming missiles and mines! Scoring: Points are awarded for blasting individual aliens and special bonuses for destroying complete formations of more dangerous aliens. Bonus lives are awarded at 10,000 points and every 20,000 thereafter.