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Welcome to Project 64!

The goal of Project 64 is to preserve Commodore 64 related documents
in electronic text format that might otherwise cease to exist with the
rapid advancement of computer technology and declining interest in 8-
bit computers on the part of the general population.

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The Project 64 etext of the ~Zybex manual (Atari Version)~,
transcribed by Richard Douwes <Richard.Douwes@hcc-lwd.idn.nl>,
Retrieved from Morbid Guy's Atari 8-bit Manual Archive
http://www.best.com/~morbid/manuals/zybex.txt

ZYBEX10.TXT, September 1997, etext #286#

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ZYBEX for ATARI XL/XE

Simultaneous two player option    L 2.99

Battle on your own or with a friend through the planets  of  the
Czoken system  to  your  final  destination-  Zybex.  The  great
variety of weird and wonderful weapons ensure there are hundreds
of variations on blasting your opponents to oblivion.

Atari Program - Brian Jobling
Game Design   - Michael Owens & Kevin Franklin
Graphics      - Michael Owens

ATARI LOADING INSTRUCTIONS:

Switch  off  computer.  Hold  down  OPTION  key  and  switch  on
computer.

This game is just too good to believe  and  is  about  the  best
arcade game you can imagine. Brilliant  graphics,  superb  music
and sound effects, and the kind of  slick  gamesplay  that  will
have you itching for just one more go. The story has two rebels,
Rinser and Cassalana, on an almost suicidal  mission  to  escape
the nightmare that is Death Row. To earn  a  stay  of  execution
they must penetrate the very heart of many  strange  worlds  and
collect from each a teleport crystal. Each crystal gives  access
to another fantastic world until the excited player reaches  the
Restricted Levels and the ultimate challenge- Zybex itself.  The
last, Zybex crystal,  is  all-powerful,  and  will  ensure  your
captors remove the death rings from your necks. Shoot  your  way
through the bizarre and colourful aliens and find exotic weapons
whose differing powers are a  joy  to  discover  and  use.  Each
weapon delivers an even more powerful blast as you pick up  more
of the same weapon type.

CONTROLS:

JOYSTICK
1 ICONS and FIRE select one or two players
2 Run through alternative player colours by pressing  FIRE  when
over man/woman icon
3 Do not engage AUTOFIRE on sophisticated joysticks.
4 S-STARTS game
5 Weapons fire automatically

KEYBOARD
SELECT to PAUSE game
START to restart
Pressing OPTION while game pauses takes you back  to  the  title
screen

The game always begins on the first level,  Arcturus,  and  each
level sees you start with the Orbit Weapon.  This  bullet-firing
gun begins on Fire Power 1  but  can  be  further  developed  to
deliver a constant stream of missiles when the  player  has  the
maximum (2) orbiting defence pods. The  other  weapons  are  the
8-way, the Pulse, the Wall, and the Rail Gun. This last  can  be
developed into a long pole which cannot be  stopped.  All  these
weapons begin on Fire Power 1 but by picking up weapons  of  the
same type each can have its power increased up to Fire Power 2.
Fireballs and asteroids cannot be destroyed. At the end of  most
levels lies a commandship which is difficult to  eliminate.  The
heads of these craft are vulnerable.

When killed the player looses one Fire  Power  from  the  weapon
carried at the time and assuming there are some spare  lives,  a
new life has the player invulnerable  to  collision  for  a  few
seconds (while the figure flashes).

Extra lives lie in the floating suits  and  after  every  10,000
points. Bomus points, represented by a  large  floating  B,  are
added up at the end of each level.

Have you tried SPEED ACE,  Zeppelin's  super  motorcycle  racing
game by the same author, Brian Jobling?

The program code, graphics, music and artwork of this  game  are
the copyright of Zeppelin  Games  and  may  not  be  reproduced,
stored or hired without the written permission of Zeppelin Games
Limited.

(c) 1988 Zeppelin Games Limited
28 Osborne Road, Jesmond, Newcastle upon Tyne NE2 2AJ

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End Project 64 etext Zybex manual.

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