ZYNAPS DOCUMENTS
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SCENARIO 
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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 stormsto a nearby planet from where, equipped with weaponry and hyperspace units takenfrom 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 baseand the final conflict can begin... 


THE SCORPION ATTACK FIGHTER 
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The MK1 Scorpion is supplied with a widerange 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 powerfor delicate control in tight spaces, toa maximum setting for high speed combat in deep space. 


WEAPON SYSTEM 
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Pulse lasers:
Ideal for heavy duty alien blasting. These wing mounted lasers also have fourpower 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 
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This provides the power to activate the Scorpion's main system. 
To activate a piece of equipment (weapons, propulsion etc.) collect sufficient fuel to highlight the desiredequipment in the WEAPONRY ACTIVATION INDICATOR, then collect one more piece of fuel with the Scorpion in ACTIVATION mode. 
To go into activation mode hold down thefire button until the ship changes from blue to flashing grey and keep it depressed while picking up the fuel. The new equipment will be activated, or its power setting increased and the indicator reset to position one - Speedup. 
The WEAPON ACTIVATOR INDICATOR displays,in order: 
SPEEDUP Increase speed. 
FIREPOWER Increase laser power. 
BOMBS Activate bomb thrower. 
MISSILES Enable missile targeting. 
SEEKER Enable seeker missile. 


THE OPPOSITION 
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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. Homing missiles cannot lock-on. 

Ground Installations:
Dangerous planet-bound defence installations require multiple laser hits or a single bomb or seeker missile to destroy them. 

Alien Command Ships:
Large flying craft, heavily armed and well protected. These can be destroyed with multiple laser hits or homing missiles. 

Mother ships:
Giant aliens - like the command ships only more so! 

Natural hazards:
These consists largely of asteroids and other flying debris - keep well clear! 

WARNING: 
Alien craft are known to be well armed with a variety of missiles, homing missiles and mines! 


SCORING 
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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 pointsand every 20,000 thereafter. 


CONTROLS DURING THE TITLE SEQUENCE 
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[F1] Select one or two player game. Player one: Joystick in Port two. Player two: Joystick in Port two. 
NOTE: If chosen two joysticks, player two controls the Scorpion fighter over port one. 
[F3] Select one or two joysticks. Can only be selected when chosen a two player game. 


CONTROLS DURING THE GAME 
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[RUN/STOP] Pauses the game. Press fire to continue. 
[CLR/HOME] Quit current game. Only when game is paused. 


CREDITS 
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Game design Dominic Robinson John Cumming 
Programming Dominic Robinson John Cumming Michael Croucher 
Graphics Dominic Robinson John Cumming Steve Crow Mark Jones 
Sound and Music Steve Turner J.Dave Rogers Kevin Greave Nigel Greave 
Copyright Hewson Consultants Ltd. 1987 


REMEMBER CREDITS 
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Tape original + documents supplied, cracked, trained, debugged, shortened, highscoresaver installed and documents typed by JACK ALIEN

WHAT'S DEBUGGED 
* There were nasty rasterflickers at the left side of the scrolling rasterbars at the title sequence. 
* The bars at the upper half of the scrolling rasterbars looked ugly, too much white. 
* A nasty flicker appeared sometimes at the top of the display panel during gameplay. 
* The equipment icon in the Weapon Activator Indicator disappeared sometimes during gameplay. 
* One of the Alien Mother Ships had a sprite that didn't belong there. 
* One SFX was missing when player two collected a fuel in activation mode. 
* There was a shot SFX at the very first start of the game. 
* Fire button didn't work sometimes at the Get Ready screen. 
Anyway, I know that this game features more bugs but I DON'T GIVE A SHIT ABOUT IT... why ? Because this game S-U-C-K-S!This IS one of the worst programmed games I've ever seen. 
Don't use Action Replay or the game willcrash anytime... kill cartridge! 
BTW: It seems that the game was bigger planned. I found 50 (!!!) unused sprites in the memory, no joke! 

(RE)MEMBERSTATUS 
Hok, Icon, DanDee, Fatman, Intruder, Jack Alien and Derbyshire Ram. 

IMMORTAL ANTIQUES 
www.remember64.de 
...enjoy... or not !?! -END-