Project-X - Manual
It`s the same old story, someone else`s mistake has become
your problem.... The fools, the mad fools.. the scientists
did it fr fun, they must have done, no one wanted massive
mutated insect-like droids, the by-products of early
bio-mechanical experiments with powerful x-rays, not me
and you. Dumped on the planet Ryxx and presumably left to
degenerate, stagnate and fade out - the sickening
mutations not only survived but thrived, their
intelligence circuits warped by the past and left seeking
revenge. Fears of a possible all-out attack has forced the
Federation into action! Your mission is simple: fly to
Ryxx, into the heart of the station the evil has made it`s
lair and blow the whole thing sky high.
Reset your Amiga and insert disk one. when the title
screen appears, press the joystick button to access the
menu. Further disk changes will be prompted during play.
Project-X will make use of whatever extra memory or drives
are connected to your machine.
To avoid possible virus infection ALWAYS keep your
Project-X gamedisks write protected & turn the power
supply off for ten seconds before playing.
SAVING HIGHSCORES TO DISK:
At the request of many people we`ve included an optional
feature to save your high-scores to disk. It`s not
possible to save the scores to the Project-X disks so you
will need another for this purpose. There is no need to
format the disk, simply follow on-screen prompts.
REMEMBER: DO NEVER SAVE YOUR SCORES TO THE GAMEDISKS!
PLAYING THE GAME:
The format of the game needs little introduction and can
be picked up within a short period of time. Control your
space-ship with the joystick and collect power-ups for
bonus weapon systems. Expect many varied traps and
surprises from your evil adversaries. Auto-fire is
provided but a faster firing rate can be achieved manually
with rapid trigger action.
SELECTING YOUR SPACE-CRAFT:
A selection of three space-craft are availiable for
selection during play, each having it`s own strengths and
As you collect credits you are able to select strnger,
more powerful weapons or enhance your current ones. when
you lose a life, most weapons degenerate to a certain
degree. To select a weapon or power-up, you can press
either of the following: the space bar, the button on
another connected joystick, the second button on a sega
compatible joystick or you can "waggle" the joystick
left-right quickly. Your ship will become heavy and
sluggish if you try and add too much on, so think before
Speed Up : Boosts your ships handling speed, a couple
are useful, essential even.. but too many
could be a hindrance.
Gun : The standard gun on your ship is pitifully
weak, but you can upgrade it quickly to a
more powerful force.
Build Up : If you hold down your button, a powerful
energy bolt will be unleashed.. however you
will forfeit any other means of action in
the progress.. but that`s the price of
power! Not availiable if using Auto-Fire!
Sideshots : These nifty bits of kit enable you to fire
in both directions at once.. availiable in
Plasma : These energy bolts are just the thing to
wipe away oncoming evils.. availiable in
Missiles : These awesome homing missiles track onto
enemies and wreak havoc upon them.. a
maximum of four can be used at once
although stronger weapons limit use to two
because of the energy needed.
Lazer : A super-powerful cutting lazer, availiable
in powerful, very powerful and incredibly
powerful! The Lazer requires huge bolts of
energy, certain other weapons will be
redundant when the lazer is in use.
Magma : This weapon fires a bolt of flame at the
enemy, hot stuff indeed! Requires a lot of
energy, other weaponry is weakened.
Stealth : Valuable for those knife-edge situations,
this shield saves many lives when the going
get`s tough. The selection bar will turn
GREY when your current weapon is at full
power, the current ready-for-selection
option is always highlighted when you are
P.... Pause Game
TAB.. Toggle status bar on/off
ESC.. Quit Current Game
ONE OR TWO PLAYERS:
Project-X can be played by one or two players although
not at the same time. Both players use the same joystick,
plugged in Gameport two. In two player mode, the game will
not load a new level until both players have completed the
current one - this is to save any unnecessary disk access.
In the event of one player completing the current level,
the other player will carry on until all lives are lost or
the level is completed, in which case the next level would
be loaded and the game continued.
ABOUT TEAM 17....
Based in Wakefield, West Yorkshire, England - we use only
the best quality programmers, artists and musicians to
bring you the ultimate in Amiga arcade action - like
you`ve never seen before. We were also responsible for the
budget game hit "Full Contact" and the highly succesful
WHY DO PROJECT-X ?
We looked at similar games on the Amiga, asked players
what they wanted and what they would like to see - and
came up with this, our solution. The Amiga s an extremely
powerful machine and we felt that the ultimate "classic"
shoot`em-up had yet to be written, there had been plenty
of good attempts but we reckoned we could do much better.
Have we? Well, that`s for you to decide.
For those interested, who haven`t nodded off yet..
Project-X was written using ASM-ONE assembler on an A3000.
It uses a full Pal overscan display in 32 colours (we
think this is a first for this type of game) scrolling
most objects/backgroungs at 50 Frames/Sec. It contains
2megs of 32 colour gfx, 200K of music (synth/samples),
400K of speech/sound-fx, parallax bonus section running at
50 Frames, extra sprite routines using the new Fat Agnus
chip, Copper routines (giving unlimited colours on-screen
from a possible 4.096) - some parallax. Everything was
designed and produced entirely on the Amiga.
Programming/Design: Andreas "Bloody Swede" Tadic
Graphics/Design : Rico "Beanbag" Holmes
Music/Sound Fx : Allister "Sheep`n`Shoes" Brimble
Speech Samples : Chris "Newkie Brown" Brimble
Disk Format/Coding: Rob, Northern Software
Additional Help : Stefan "BBS" Boberg
Packaging/Design : EIS Design, Dewsbury
Additional Music : DENS Design (By Bjorn "Awesome" Lynne)
Project Manager : Martyn "Spadge" Brown
Typed by Cenobytes/Crystal