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Dmitry Usmanov
SPACE CRUSADE
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1991 HASBRO BRADLEY ltd. program made with the assistance of "GAMES WORKSHOP ltd.", 1992 GREMLIN GRAPHICS SOFTWARE ltd.
What happens if you mix "LASER SQUAD" and "HEROQUEST"? It seems that this is exactly the question that the programmers from "GREMLIN GRAPHICS" asked themselves when starting work on "SPACE CRUSADE". The resulting game inherited the best qualities of both programs and undoubtedly rightfully entered the "golden collection" of Speccy games. So, the year is 657 of the space era, exactly three years ago all of humanity was drawn into a brutal war against the Aliens. It all began on February 20, 654, when the freighter "Phaeton", heading to Rigel, disappeared in the depths of space. Then ships stopped communicating from various points in the galaxy, and alarming news reports began appearing on Imperial hypervision with frightening regularity. All intelligence was put on alert, and soon the cause was discovered.
It turned out that hostile aliens - the Aliens - were infiltrating the ships, instantly killing the entire crew and seizing the starship.
The Security Council of the Empire managed to learn that the aliens were entering our galaxy from another universe, a place where chaos reigns. The Aliens somehow manage to penetrate through space-time and materialize in our dimension. Fortunately, movement is only possible in small groups.
Upon learning this, the Emperor ordered the cleansing of our space from the forces of chaos. A war of annihilation began, dubbed the "Space Crusade" - a crusade into the depths of space.
After several months of hostilities, humanity managed to develop a tactic of action: a landing transport approaches the captured ship and engages it in battle, a group of scientists on board establishes contact with the main computer of the enemy ship and attempts to take control of it. At the same time, several landing craft dock with the captured vessel. The team of cybernetic soldiers quickly suppresses the resistance of the Aliens. Unfortunately, the cyborgs are unable to make complex decisions and are highly susceptible to the effects of psychotropic weapons. For this reason, one human - the commander of the landing unit - is always included in the team of cyber-soldiers. And this person will be you... As you can see, "GREMLIN GRAPHICS" has once again plunged us into the eternal struggle of Order and Chaos. Only now the authors' imagination will throw you not into the past, but into the distant future, onto lost space platforms. According to tradition, "GREMLIN GRAPHICS" first releases the 48th version of the game, and only then the 128th. They differ dramatically - the 48th program lacks additional three-dimensional animation, extra graphics, texts, all sound - in a word, everything that makes the game attractive and "playable". Thus, it turned out that the 48th version "arrived" in the country first, which looks somewhat dull compared to the full version.
After loading the program, you will see a screen with the names of the authors. If you have the 128th version, AY music will play, and the inscription "SPACE CRUSADE" begins to glow and soon appears before you engulfed in flames - in my opinion, the effect is simply stunning. Pressing "SPACE" will take you to the control menu.
1. SINCLAIR
2. KEMPSTON
3. KEYBOARD
Options 1 and 3 are equivalent - the right Sinclair joystick and keyboard are polled simultaneously.
When selecting the second option, the KEMPSTON joystick and keyboard are polled.
Control keys:
Z - left;
X - right;
K - up;
M - down;
SPACE - "fire"
I must immediately warn owners of computers with turbo capabilities: if you load the program in "TURBO" mode, you will "skip" through the first two screens and immediately land on the third over the splash screen.
After selecting control, you will enter the main menu:
1. SELECT CHAPTERS
2. SELECT MISSION
3. EXPANSION MISSION
"S": A few words about the third item: "EXPANSION MISSION". There is a tradition among commercial software producers to supplement already released games with new levels and missions. The term "EXPANSION" refers not to some separate additional mission, but to a promotional message about where to turn and what can be ordered from the company in the near future regarding this game. Of course, this refers to additional scenarios. For example, in the well-known "LASER SQUAD", the menu initially provided for only three scenarios, and items 4 (SAVED GAME) and 5 (EXPANSION) had no relation to separate scenarios.
The fourth item offered to load a postponed game, and the fifth was supposed to contain a message about new, additional scenarios. Therefore, by the way, it is useless to look for the nonexistent "EXPANSION" scenario for "LASER SQUAD". It simply does not exist. Sorry, but we got sidetracked.
1. SELECT CHAPTERS. You will enter a screen with three icons - BLOOD ANGELS, IMPERIAL FISTS, and ULTRA MARINERS. These are the emblems and names of the three units of cyborgs that you can command. Each team has its own distinctions.
BLOOD ANGELS. This unit was specially trained for close combat. Equipped with powerful armor, the cyborgs of this unit have specialized means for effective melee fighting. This does not mean that they cannot shoot; it just means that facing a dangerous opponent is their most effective application.
IMPERIAL FISTS. The emblem of this team is a foot, and this is no coincidence. Their main virtue is rapid movement. The expression "stings like a bee" perfectly describes any cyborg of the "Imperial Fists".
The special equipment of this group facilitates long-range destruction. They do not like to engage in close combat.
ULTRA MARINERS. This unit is something between the first and second groups. The "Ultra Marines" team is distinguished by powerful technical support, which is not aimed at destroying the enemy, but at facilitating combat.
So, before you are three types of teams. You are a young sergeant who has just graduated from the military academy. By choosing one of the groups, you will become its commander and gradually rise through the ranks - to become a lieutenant, and if you're lucky, even a captain of the star fleet. By selecting one of the icons (it will be fully colored), you will enter the next submenu:
1.1. SET-UP
1.2. LOAD
1.3. STATUS
1.3. The STATUS option will display your service record, where you can see:
MISSION RECORD - records of missions completed today.
Below is your military rank and the number of Honor Marks received from the Emperor.
At the very bottom is the line "CHAPTER SAVE CODE", followed by a combination of 11 characters - this is information about your rank. In the game "SPACE CRUSADE", the position is saved by code rather than on disk.
Exiting the screen is done through the triangular marker in the right corner.
1.2. LOAD - a keyboard with numbers and letters will appear before you. By entering the code that can be found in the "STATUS" window, you will load your position. The "DEL" icon erases the last character.
1.1. SET-UP - the menu for the weapons and equipment of the group. Before talking about it, it is necessary to stop at the weapons you have.
- Needle beam laser. The main weapon adopted before the War. With the onset of active hostilities, it became clear that needle beamers were not powerful enough to defeat the Aliens, so they are gradually being phased out.
Despite this, needle beam lasers are still the most common weapon in the Empire, and many attachments and additional devices have been created for them. The weapon is available in two versions - a lightweight commander's modification and with a power bayonet for cyborgs. The maximum shot power of the needle beam is 22 units on the green scale. (The strength of shots and blows is measured on two scales: Green - for light weapons, Red - for heavy ones. One unit on the red scale is approximately equal to three units on the green.)
- "Plasmoid", a powerful eight-barreled plasma gun. Initially installed on light ships. With the invention of cybernetic fighters, it became possible to create a portable model. The maximum power of the "Plasmoid" is 33 units on the red scale. After firing from this weapon, unused plasma charges often remain in the barrels (maximum - 7 pieces). They can be fired one by one at unprotected targets. You cannot shoot twice at the same target. The power of one charge in the barrel is 1 unit on the red scale.
- Grenade launcher, a portable multi-shot rocket launcher, the most powerful weapon in the game.
The explosion covers an area of 3*3=9 square meters (if we assume the area of one cell on the map is one square meter). The maximum blast power is 33 units on the red scale. When using this weapon, be careful, as blowing up an Alien risks killing your comrades in adjacent cells. For the same reason, you cannot shoot from the rocket launcher at close range.
- Gamma generator. One of the latest developments - a portable generator of penetrating radiation. Causes death to all living beings and disables the electronics of robots.
Unfortunately, due to the design features of the weapon, it can only be fired in eight directions (cardinal directions), but the stream of penetrating radiation affects everyone in a straight line of fire. The weapon is very effective to use in long and narrow corridors. The maximum power is 33 units on the red scale.
Heavy types of weapons have a solid weight, which reduces the movement speed of cyborgs by 2 m/turn.
The following types of weapons are specifically designed for commanders and are unavailable to cyborgs.
- "Elite", a special commander plasma gun, a product of high technology. The power of this weapon reaches 33 units on the red scale, although it weighs as much as the needle beam laser.
- Power halberd, a melee weapon that increases the strike power to 33 units on the red scale.
- This is also a melee weapon - a monomolecular blade. Develops 33 units on the red scale. In a fight with the blade, you can strike with the other hand on the green scale. Thus, the total maximum strike power is equal to 33 red scale + 22 green scale.
Entering the SET-UP mode, you can select weapons for the commander by activating one of the icons at the top, under the "COMMANDER SELECT WEAPON" line. You are offered the following sets:
- Needle beam laser without bayonet and power halberd.
- Monomolecular blade and no shooting weapon in the other hand.
- Plasma gun "Elite".
Next, you will need to choose additional equipment for your team. This can be done by activating the icons at the bottom of the screen ("SELECT EQUIPMENT"). Here's what they mean:
Additional sight for ranged weapons for cyborgs. Each squad has two such sights. By selecting these icons, you will see an image of the weapon they connect to on the left. To change the type of weapon, hover over it with the cursor. In my opinion, it is most reasonable to install sights on the grenade launcher and gamma generator.
Smoke grenade, available to every landing group. If you use the smoke grenade in battle, opponents will be unable to see you during their turn and will not be able to attack your squad.
Thermal grenade. Used by one of the fighters in close combat. Such a grenade is also available to each group. When used in battle, it adds two charges on the red scale to the strength of the landing soldier's strikes. Thus, if used together with a blade or halberd, the maximum strike power will be 3333 units on the red scale - enough to destroy any alien, even an armored robot.
Standard attachment for the needle beam laser. Increases the maximum attack and defense power in close combat to 222 units on the green scale.
Impact adjustment device. Available only to the commander of the "BLOOD ANGELS" squad. Allows you to adjust the power of the commander's strike in close combat.
Extended bayonet for the needle beam laser. Available only to cyborgs from the "BLOOD ANGELS" squad. Allows holders of needle beamers to strike diagonally. The resistance of opponents is reduced by one charge in this case.
Infrasound generator. This device is only available to the "BLOOD ANGELS". It automatically activates upon landing and reduces the striking power of some aliens by one charge on the green scale.
Laser sight. Only available to the commander of the "IMPERIAL FISTS" squad. Allows you to adjust fire when shooting.
Antigravity generator. This device connects to heavy weapons in the "IMPERIAL FISTS" squad. It lightens the weight of the weapon and increases the speed of soldiers with heavy weapons to 6 meters per turn.
Additional gamma generator. Connects to the plasma gun "ELITE" of the commander of the "IMPERIAL FISTS". When firing, you can choose to fire from the plasma gun or the penetrating radiation generator.
Identification computer. This is available to fighters from the "ULTRA MARINERS" squad. It allows you to recognize enemies by their image on the locator.
Full sight. Only usable by the commander of the "ULTRA MARINERS". The sight allows you to adjust both the commander's shooting and the striking power in close combat.
First aid kit. Only available to the commander of the "ULTRA MARINERS". Using the first aid kit can fully restore the commander's energy. It works only once.
Initially, you can select only four equipment icons. Each Honor Mark you receive gives you the right to use one additional icon.
At the bottom left is the orders window. These are so-called special orders that allow the group to increase their qualities for one turn. You can choose:
An order to shoot or fight twice in one turn, which can be used by any group.
An order to move twice in one turn, available to all teams.
An order to use a flash grenade. A bright flash reduces the striking power of the opponent by one charge on the red scale. The flash grenade is only available to the "BLOOD ANGELS".
An order for holders of needle beam lasers to fight twice per turn. Available to the "BLOOD ANGELS" group and, strangely enough, the "IMPERIAL FISTS".
An order that allows each fighter to choose what to do: either shoot (fight) twice or move twice. However, if a fighter starts shooting, they cannot take a step, and vice versa. This order is available in the "IMPERIAL FISTS" and "ULTRA MARINERS" groups.
Allows one holder of heavy weaponry to shoot twice and move twice in one turn. But! Only to the holder of heavy weaponry and only to a fighter from the "ULTRA MARINERS" squad.
Initially, you can select only one special order, but as your rank increases, you will be able to include more and more icons from this window.
When exiting the equipment screen, make sure that all inscriptions - "COMMANDER SELECT WEAPON", "SELECT EQUIPMENT", and "ORDERS" are covered with a "mesh". If even one inscription is fully illuminated, it means something has not been selected.
By pressing the triangular marker at the bottom, you will enter the cyborg equipment screen. It is divided into two parts: on the left - weapons available in stock, and on the right - those held by the cyborgs. If a sight is installed on a weapon, it is shown next to it.
By clicking on the dark image of the weapon on the left, you take it from the cyborgs. The next click transfers the weapon to the landing soldier whose name is not obscured by the "mesh". The pointer then shifts down one soldier. In general, it is not worth changing weapons among the cyborgs - they are all completely identical, just off the assembly line, and differ only by call signs. This screen will need to be used only for equipping new landing soldiers who have replaced those destroyed in battle. So, you have chosen equipment for your entire group. By pressing the triangle, you will exit to the unit menu. The emblems of the squads that will participate in the mission are shown completely. You can disable them by selecting the emblem with the cursor. Exit to the main menu by selecting the word "DONE".
When you exit to the main menu, a new option will appear before you - START. By choosing it, you send your landing craft to one of the captured ships. Before rushing into battle, it would be good to know what you are about to do. To do this, enter the "SELECT MISSION" menu.
You will see a list of 12 missions that you must complete. The assigned task is displayed in the window at the bottom. By pressing the triangle, you will read the mission text in the window (in the 48th version, it is not displayed). The minimum number of points required to complete the mission is shown in yellow. Points are awarded for completing primary and secondary tasks, as well as for destroying aliens. Points are deducted for losses in your squad and for killing cyborgs from other groups (with the exception of the second mission).
Note that only the primary task is described here, and the secondary task will be given to you by the mother ship on site.
Due to the fact that information about the secondary mission may arrive at the very end of the game, or not arrive at all, I provide translations of all tasks in the missions here:
1. SEEK AND DESTROY.
PRIMARY TASK: Find and destroy the dreadnought (armored autonomous capture robot). The Aliens have blocked some corridors with rocks. Clear the passages of boulders using your weapon; one hit is enough.
SECONDARY TASK: Destroy the only android on board.
The minimum number of points to win this mission is 80.
2. ELIMINATE AND SURVIVE.
PRIMARY TASK: Imperial forces used experimental biological weapons against the Aliens on board, but not all aliens were killed.
Eliminate the Aliens, as well as all landing soldiers from other groups, as the mother ship will have enough antidote for only one landing squad. If only one group lands, it will have to eliminate five infected chaos soldiers.
SECONDARY TASK: Find and destroy the dreadnought.
The minimum number of points for mission credit is 80.
3. DISABLE ALIEN VESSEL.
PRIMARY TASK: You must disable the alien ship by destroying the engine control panel in the engine room. To destroy the panel, you need to hit it at least twice.
SECONDARY TASK: Find and destroy the dreadnought.
The mission is credited upon scoring 80 points.
4. LOCATE AND RESCUE.
PRIMARY TASK: Find the container containing the brain of the leading scientist of the Empire and take it to the docking platform.
SECONDARY TASK: The enemy has landed a squad of five chaos soldiers on board. You must eliminate them all.
To credit this mission, you need to score 80 points.
5. LOCATE AND RETRIEVE.
PRIMARY TASK: A squad of soldiers was thrown into space during the testing of experimental secret weapons. Find and return the prototype weapon to the docking platform.
SECONDARY TASK: Destroy the engine control panels in the engine room.
To successfully complete this mission, you need to score 80 points.
6. PURGE AND WITHDRAW.
PRIMARY TASK: Intelligence reports that this alien ship has three hatches on the outer hull. Open these doors and retreat to your ship, as vacuum will fill all compartments of the ship.
SECONDARY TASK: Find and destroy the dreadnought and the android.
The minimum number of points to complete this mission is 80.
7. INTERCEPTION.
PRIMARY TASK: Aliens have been found on a drifting space station. There are many of them; your goal is to destroy as many aliens as possible. According to intelligence, there is radioactive fuel on board, the radiation of which can disrupt the normal operation of locators. If only one squad of soldiers lands, they must destroy at least 15 Aliens.
SECONDARY TASK: Find and destroy the container with radioactive fuel. To destroy it, you need at least two hits.
The minimum number of points to complete this mission: 100.
8. EXTERMINATE.
PRIMARY TASK: It has come to light that this ship carries a population of very dangerous Aliens known as "killers".
Eliminate all "killers" you encounter. If only one squad of soldiers lands, at least 10 killers must be destroyed.
SECONDARY TASK: Find and destroy the radioactive container, which must be hit at least twice.
You must score at least 100 points to complete this mission.
9. LOCATE AND EXTERMINATE.
PRIMARY TASK: Information has been received that cocoons with "killers" embryos are hidden on board this ship. You must find the incubator room and destroy as many cocoons as possible. One hit is enough to destroy a cocoon. If only one squad of soldiers lands, they must destroy all embryos.
SECONDARY TASK: Kill as many adult killers as possible. If the task is carried out by only one squad, they must kill at least 10 aliens of this type.
To complete the mission, you need to score 100 points.
10. SABOTAGE AND WITHDRAW.
PRIMARY TASK: Reconnaissance robots have managed to discover a weak link in the external fuselage of the ship. Find this link and break a hole in it (at least three hits are required). Then, you must retreat, escaping from the vacuum that will arise in the compartments.
SECONDARY TASK: Find and destroy the dreadnought.
To successfully complete this mission, you need to score at least 100 points.
11. DESTROY ALIEN SHIP 17.
PRIMARY TASK: Transport ship N17 has been captured by Aliens. They managed to disable the self-destruct mechanism of the ship. Your task is to activate this mechanism by destroying the control panel in the command cabin. At least two hits are required to destroy the panel.
SECONDARY TASK: There are three androids on board infected with a computer virus. They must not leave the ship under any circumstances. Find and destroy all three androids.
The minimum number of points to complete the mission is 100.
12. DESTROY CUBE OF CHAOS.
PRIMARY TASK: Intelligence reports that Aliens on board are guarding the so-called "Cube of Chaos" - a device close to completion. If this device is not destroyed, the Aliens will be able to execute their plans: to tear the space-time continuum, allowing the realm of Chaos to penetrate through deformed matter into our universe. To destroy the Cube of Chaos, at least 3 hits are required.
SECONDARY TASK: Activate the self-destruct mechanism of the ship by destroying the control panel in the helm.
To successfully complete the mission, you must score 100 points.
So, the mission is chosen. Press "START" and you will find yourself on the ship.
The screen before you is divided into four parts: on the left - a large screen showing a section of the ship from above. Initially, it is focused on the first landed squad.
By pressing the arrows on the edges of the window, you can move the image in the corresponding directions. By hovering the cursor over your fighter, you take control of them.
On the top right is the information window. Here appears data about the soldier making the move. Let's examine it in more detail.
In the top right corner of the window is the emblem of the group to which the fighter belongs. At the top center is the soldier's call sign, and on the left is the warrior's energy indicator.
Note that if cyborgs have their energy depleted by one symbol, six energy blocks are used to maintain the commander's viability. (This is natural, as a human life is much more valuable than the cost of any artificial organism). Depleted energy blocks are shown as crossed out. In the center of the window is an image of the weapon owned by the fighter. Messages appear at the bottom, warning, for example, that shooting in the landing craft is prohibited, etc.
Directly below the information window is a map of the ship you are on. The soldiers are represented as squares (which makes them blend in with the walls), while the Aliens are shown with diagonal stripes. By selecting areas on the map with the arrow, you shift the main screen to that location.
If you hover the arrow over an alien, instead of the map, you will see its photograph and name (in 128k).
At the bottom of the screen is a row of control icons. Here they are:
Move. By selecting this icon, you will see a shaded area on the large screen and map where your fighter can move. Point the arrow to the destination of the route, and your soldier will go there. Movement can only occur once per turn, so be careful. First, you need to get your entire squad off the docking platform, as cyborgs left in the landing craft will go out of your control and will remain there until the end of the operation. A regular soldier can move 6 meters (squares) per turn; a cyborg loaded with heavy weaponry can only move 4 meters per turn. If there are multiple paths to the destination, the cyborg will choose its own path, which it considers optimal (but not always the same as yours). All doors in its path will automatically open.
Shoot. The shootable space is shaded, just like when moving. Select a target with the arrow, and a series of shots will be fired at that location. A scoreboard with changing numbers will appear in place of the map. The numbers change randomly in each digit from zero to three on the red scale and from zero to two on the green scale. After a few seconds, the numbers will stop changing, forming a number that indicates the number of hits on the target. If you have a scope attached to your weapon, the message RE-ROLL SCORE will appear, and you can change the digit in one of the places by pointing to it with the arrow (that digit will again yield a random number). If you do not want to adjust the hit count, press CANCEL. Sometimes, the Aliens use a vortex field generator against you, causing all heavy weaponry of your soldiers to cease functioning for one turn (the message WEAPON JAMMED).
Fight. To do this, you must approach another object closely, activate this option, and point the arrow at the opponent. The attacking force of the hit will appear on the screen, just like when shooting. If you have a hit modifier, you can use it. Then it is the opponent's turn - their hit strength will also be randomly generated.
The outcome of the fight is determined by comparing two numbers. If both fighters hit in the same scale, it is simple: whoever rolls a higher number kills their opponent. A completely different situation arises when comparing numbers across different scales: then draws can occur, and sometimes a fighter with a stronger hit dies - I have seen with my own eyes how an alien with 3 units on the red scale destroyed a cyborg with 210 units on the green scale. In any case, the most dangerous thing is to not hit at all (zeros on the scale), as then the damage will be the strongest.
In one turn, each fighter can either shoot once or fight (unless using special orders). Give a special order. This option can only be used at the beginning of the turn, before any fighters have acted. Icons will appear with the orders you selected on the ship in "SET-UP" mode. If you do not want to give any orders, press "CANCEL". You can only give one special order per turn.
Use special equipment. The devices you selected will appear (special equipment includes a smoke grenade, thermal grenade, and first aid kit). By selecting one of the devices, you will automatically activate it.
It is better to activate the thermal grenade before the opponents' turn - as a means of defense, allowing your fighter to deliver powerful blows to all Aliens that attack them. Otherwise, the grenade will only take effect in one fight.
Control the doors. Initially, this option appears only if the fighter is standing next to a door. By selecting this icon, you will open the door, and you will not be able to close it again.
However, as soon as a group of scientists from the main ship takes control of the enemy's onboard computer (you will learn about this by reading the message "MASTER CONTROLS"), the icon will function differently.
When selecting it, you will be asked to choose the desired door (SELECT DOOR). By hovering the cursor over any door on the ship, you will open or close it.
It should be noted that all doors on the ship are equipped with powerful force drives. No creature can withstand the force of closing bulkheads. Therefore, doors can be used as weapons, destroying careless aliens with them.
Activate locator. By selecting this icon, you will see an expanding circle on the map - the scanner's range. If any alien enters this circle, you will see its location on the map, and a low sound will be heard from the speakers.
To find out who has entered the locator's range, it must be seen by one of the fighters, or you must aim the identification computer at it (a high tone sound in the speakers).
Aliens on the ship are constantly moving but never come into your line of sight. As soon as you detect them with the locator, they become aware of your location and start searching for you. Therefore, you must use the locator cautiously to avoid being under fire. It is best to activate the locator at the beginning of the turn.
Pass the turn to other groups. If all groups have acted, the turn passes to the Aliens.
To the right of the control icon row are five portraits. The first is the squad commander, the others are cyborgs. By hovering the arrow over one of the images, you will switch control to it (a green square will light up below). Pressing the icon again moves the main screen to that fighter. During combat, commanders sometimes report the situation on the mother ship. For one turn, they will not be able to act, and you will not be able to select them with this icon (the message "REPORTING IN").
Additionally, selecting these icons allows you to disable the identification computer for the "SUPER SOLDIERS."
The fact is that when passing the turn to this squad, the game switches to computer mode - you can identify three unknown targets. If there are no such targets, press one of the soldier selection icons.
In the lower right corner of the screen are two icons:
The icon to activate the three-dimensional mode. If you enable this mode, all movements of your soldiers will be displayed in a pseudo-three-dimensional image. Only in this mode can you visually distinguish commanders from cyborgs (the humans have officer insignia on their shoulders). In version 48, enabling "3D" is completely pointless - without motion animation, everything looks very ugly. Unfortunately, even in the full version, this mode will have to be used rarely - the game becomes very slow, and even turbo mode on the computer does not help.
View map. By selecting this icon, you will control not the cursor, but the scrolling of the screen.
When you have completed your turns, the turn passes to the opponent. In the information window, the number of remaining turns until the mission is completed appears ([N] TURNS REMAINS). When the number of turns reaches zero, the landing craft will depart from the ship, and all remaining fighters on it will be considered dead.
Sometimes during the Aliens' turn, messages about events that occurred on the ship appear in the information window. Here’s what can happen:
1. MASTER CONTROLS - the enemy's onboard computer has been taken under control, allowing doors to be opened from a distance.
2. OUT OF AMMO - means that one of your cyborgs has been affected by a special radiation that depletes the energy of heavy weapons. On the next turn, this cyborg will be armed with a spare laser - needle beam.
3. LURE OF CHAOS - psychological influence on the cyborg's brain. If the fighter's morale is not high, under this influence, he switches to the enemy's side and begins to attack your squad. The radiation has been named "Lures of Chaos."
4. AUTO DEFENCE - automatic defense has been activated. Numbers from zero to three appear on the screen, indicating the dose of penetrating radiation your fighter will receive.
5. BOBY TRAP - a trap mine has been triggered. An explosion with a maximum strength of 33 units on the red scale covers an area of 9 square meters.
There are two more messages - "MECH ASSAULT" and "PSYCHIC ATTACK." I could not draw any parallels between the appearance of these inscriptions and the behavior of the soldiers.
Following the appearance of the messages, the aliens begin to move. Here is their classification:
GRETCHIN - An Alien in the first stage of development. Its defense is still too weak to withstand shots, but it moves quickly and fights well in close combat. Armed with a light alien-made laser and a sword. The Gretchin shoots and fights on the green scale.
ORC - As it ages, the Gretchin transitions to a new stage - its body is covered with armored plating, and its movement speed decreases. Due to its external resemblance to characters from ancient myths, astronauts nicknamed it Orc. It shoots and fights on the green scale.
SOULSUCKER - A product of the Aliens' genetic engineering, a semi-rational creature bred specifically for combat. The front limbs of the monster are transformed into blades, which it uses to deliver terrible blows. Its colossal defense allows some individuals to survive even after volleys from missile launchers. The nickname Soul Sucker was given to this Alien for its fierce nature.
It does not possess shooting weapons, fights on the red scale, and is capable of making charge movements at speeds of up to 8 meters per turn. Very dangerous.
ANDROID - An Alien reconnaissance robot. Initially, they were planned to be integrated into human society for reconnaissance and sabotage, but design flaws allowed humans to quickly identify them. After that, androids began to be produced without camouflage skin, leaving only a metal skeleton. The android fights on the red scale - with a halberd; it shoots from an upgraded laser on the green scale, with a maximum shot strength of 222 units.
Androids can teleport to any location on the ship, their old body is destroyed in a powerful explosion covering 25 square meters (it was previously thought that it was committing suicide, hence the message "SUICIDE ANDROID"). Sometimes a malfunction occurs in the android's mechanism, and it cannot do anything during the turn (message "ANDROID FAULT").
CHAOS MARINER - A landing cyborg affected by the LURE OF CHAOS radiation. Such a cyborg is armed with Earth-made weapons (in this case, you will see its type on the screen), or a light alien laser. It fights on the green scale.
CHAOS COMMANDER. The Lures of Chaos do not affect humans, so the most powerful and well-armed member of the traitorous cyborg group is chosen as the commander. Usually, this is a fighter with a missile launcher, sometimes with a plasma gun made by the Aliens.
DREADNOUGHT. This armored killer robot was adopted by the human army. But already in the first months of the war, the Aliens managed to completely re-subordinate all robots of this model to themselves. The combat machines turned against their creators, and the powerful heavy robot fell into the hands of the aliens.
Its life support is maintained by several energy blocks, and its body is equipped with weapons such as a needle beam, gamma generator, and missile launcher. It can fire all these means simultaneously. In close combat, the dreadnought fights in both the green and red scales. Fortunately, this robot is very unwieldy and lacks intelligence.
After completing your assigned task, you should return to the docking platform. When there are no living fighters left on the ship, the game ends. You will see the Emperor's opinion of your combat skills on the screen.
If you (the commander) die, a necrology will appear on the screen, where you can read with what honors your body was thrown into open space. If at least one of your cyborgs remains alive, they will be informed of the change of commander.
Upon successfully completing the mission, you will be awarded Honor Badges, and you may even be promoted - it all depends on your successes. Each rank (except for sergeant) has two degrees - junior (PRIMUS) and senior (SENIORIS). If you are not promoted immediately, you may be promoted for service: then the status menu will display the message "TRADE." If you select it, your rank will be raised, but all Honor Badges will disappear.
In general, Honor Badges are not awards but something like a transitional pennant; they give the right to use special equipment. As a punishment for failure, all Honor Badges can be stripped from you.
I managed to rise to the rank of "CAPTAIN SENIORIS," but after that, I was not promoted. Perhaps there is a similar long pause as between the rankings "DANGEROUS" and "DEADLY" in "ELITE"? Who knows, maybe you will be the one to become a colonel or even an admiral of the interstellar fleet of the Empire...
Contents of the publication: Spectrofon #12
- Expertise - Дмитрий Усманов
Detailed description of gameplay mechanics for a tactical video game involving combat on an alien spaceship. The article outlines various game strategies and character abilities. Includes information on game stages and outcomes.
- The Exam
Description of a successful heist strategy in the game 'THEY STOLE A MILLION' by readers from Tomsk. Includes step-by-step details on disabling alarms and managing resources. Raises a new challenge for readers to accomplish a heist without arrests.
- Premiere
Review of two programs for ZX Spectrum: a math learning tool for children, and a cellular automaton simulation.
- Review
Review of recent gaming software releases in Moscow, highlighting domestic and foreign games, with detailed critiques of several notable titles.
- From the World by Bit
Discussion of the demo version of the game 'Star Heritage' by Step Creative Group, based on reader feedback and suggestions. Details about gameplay tips, technical aspects, and future plans for the full version. Comments on other game projects and software queries.
- System - Vladimir Larkov
Detailed guide on improving VG-93 turbo mode with corrected schemes.
- Advertising
Advertising opportunities for ZX Spectrum users and detailed instructions for purchasing Spectrofon magazine across Russia.