Type WILDEBEESTE
while playing.
The following keys can be used:
F1 |
+ 1 Level |
F2 |
-
1 Level |
F3 |
+10
Levels |
F4 |
-
10 Levels |
F5 |
End
game |
Startup Menu
Before every game, a menu appears to allow you to set up the game
as you prefer. Use the cursor keys (up/down to move between options left/right to change
the option) to select the mode (difficulty level).
Controller and preferred shot type - inertia or no inertia, shots
fired with inertia have your speed of motion forward, backward, left and right imparted to
them, shots without inertia will fly straight forward.
The Graphics mode and sound selections can also be made here. The
choice is yours. Players who have never played Vaxine before can use PRACTICE mode. Here,
the enemy cells never attack your bases, so there is no time pressure. Use this mode to
practice moving and firing until you are skilled enough to try the main game. Players who
have mastered the first few rounds may prefer to select ADVANCED mode which starts the
game off at level 10.
Playing the Game:
Vaxine starts on a checkerboard grid, upon which the whole game takes place. It is easiest
to move around this grid using a mouse, but you can use a joystick or keyboard if you
prefer.
The object of the game is to survive each level by destroying all
enemy cells which appear, before they bond together and destroy all of your base cells
which appear as half domes on the floor of the grid. The game ends if all of your bases
are destroyed, or if one of your three ammo streams reaches zero.
To destroy enemy cells, shoot at them using the left mouse/fire
button; BUT - you will only destroy a cell if you hit it with a shot of the SAME COLOR.
How do you know which color shot you are about to fire? Look at
the ammo readout at the top of the screen: it shows how many shots of the currently
selected color you have left. It changes color by clicking the RIGHT mouse button or
pressing the SPACE BAR. You have three different shot colors to choose from.
STATUS LINE:
At the top of the screen are a number of items that provide
essential information. On the top left is your score, in the center is the ammo bar
described above and to the right are two numbers. THe first of these shows the number of
enemy cells in the currently selected color which are on the grid. The second shows the
total number (all three colors) of bases remaining (you begin with nine).
AMMO RECHARGING:
If you shoot any enemy cell with the wrong color shot, it will
not be destroyed and will continue its evil business. However, the resulting energy
reaction creates a star which bounces on the spot three times before disappearing. If you
shoot this star you will gain more ammo - 8 shots if shot with the SAME color cell, only 3
shots if shot with a DIFFERENT color cell. Nothing comes free though; if the star
disappears without being shot you will lose five shots of that color. If you fall low on
ammo in the middle of a level you MUST recharge your ammo levels in this way; if any one
of your ammo levels fall to zero, then you cannot possibly defend your bases properly and
the game is automatically over.
THE STAR TREE:
To make life slightly easier on the ammo front, there is a short
"grace" period at the start of every level. This is shown by a timer at the top
right of the screen counting down to zero.
Immediately in front of you is a star tree - a source of free
ammo to help you through the level.
Just pick off the stars one by one. Stars shot with the same
color scores 80 points and yields 8 extra shots of ammo. Stars hit with a different color
shot scores 30 points and 3 extra shots.
Remember that as soon as the timer reaches zero, the
"grace" period is over and the bad guys will start to appear.
THE ENEMY CELLS:
Nasty, evil things with only one aim in life: to bond together in
groups of three or more, seek out one of your perfectly innocent base cells and suck the
life from them to make more of their own kind.
Try to destroy enemy cells before they even join together: they
are harder to hit when they're joined by strings and even harder to hit when bouncing
around one of your bases just prior to destroying it.
To help you know what they are up to behind your back, we've
included sampled sound effects to warn you whenever they: Materialize Rising siren sound
Join together Slurp sound Attack one of your bases Low resonance sweep sound
In addition to the normal enemy cells, later levels feature two
additional species:
HATCHERS appear as three differently colored cells bonded
together. When any one of them is shot, the Hatcher splits up into a whole mess of
individual cells. Worse still, if you haven't located and destroyed a Hatcher after a
period of time, it explodes of its own accord and makes even more cells than if it had
been shot.
SPITTERS will also appear if you take too long finishing a level.
Spitters look like flattened balls that roam around on the floor of the play area and can
only be shot by positioning yourself so that one of your shots lands on top of the
spitter. Sounds easy, but wait till you try it! No sneaky waiting until continuously
making stars. Spitters, as the name suggests, rome the grid, spitting out new enemy cells
from time to time. The longer you take, the more spitters appear and the more enemy cells
each one of them will produce.
PSYCHIC RADAR:
Another useful way of locating enemy cells is with the radar
function. Periodically you will see a word appear on the grid ahead of you. This message
is an indicator of the direction - (ahead, back, left, or right) of the closest cell whose
color matches the shot type you are using. This particular radar system also assumes that
there are times when you won't want to be bothered with it, for example when you are
battling with an eight- ball cluster. So, it only shows up when it thinks you are lost. It
decides this by seeing how long it's been since you last moved the mouse, joystick, or
pressed a key, so if you need any help wait for a second or so and it will appear.
THE PORTAL:
When moving around the grid, every so often you will see solid
black slabs emerge from the ground (or retract back into the ground). These are portals.
If you move through a portal, when you emerge on the other side everything will have
frozen. You can move around the grid freely, but all the enemy cells, stars, fragments of
explosion and so on, are suspended in mid-air. This state of affairs continues until
either the timer reached zero or you fire a shot. This is so that if things are going
terribly wrong somehwere, you can use a portal to suspend action until you've located the
trouble spot. Naturally there's a price to be paid for this. Everytime you use the portal
the enemy cells get meaner, as if the action had been shifted up a level. So if you use a
portal twice on level three, the aggrestion of the enemy cells will be that of level five.
DNA STRINGS:
Another weapon which can be used in the fight against disease and
destruction is the DNA STRAND. To fire a DNA strand using a mouse hold down the right
button and press the left button, using a joystick press and hold down the fire button.
With every press, a shot is fired attached by elastic to the previous one. If you pause
too long, or let go of the right button the string of cells you have fired will be
released and wander off around the grid. The advantage of these strands is that they
appear to the enemy as "one of their own." Every time an enemy cell bonds to the
string it is destroyed along with the leader cell until the string is used up.
There are two disadvantages to using DNA strings:
1) They cost FIVE TIMES as much as normal shots (ie. five units gone from the ammo
readout).
2) They have no intelligence of their own: they merely wait to be
approached by an enemy cell. So you must decide when it is worth launching them.
SAVED AGAIN:
Through the miracles of modern science, your job has been made
slightly easier by virtue of the fact that at the beginning of every fifth level, all of
your bases are restored and you will have the opportunity to increase your ammo levels in
the "Shooting Stars" sequence. In this bonus level dozens of ammo-storing stars
swirl onto the screen in front of you. Get as many of them as you can (with the same color
shot preferably, for maximum ammo top-up) and then continue on.....
CONTROL SUMMARY:
CONTROL FIRE CHANGE AMMO FIRE DNA
MOUSE: LEFT BUTTON RIGHT BUTTON Hold down RIGHT BUTTON press LEFT
BUTTON
JOYSTICK: BUTTON A BUTTON B Press and hold down OR SPACE BAR FIRE
BUTTON
KEYBOARD: ENTER SPACE BAR A Prolonged Press of the RETURN key.
In addition: press "P": to pause, SPACEBAR to continue:
Press ESC to quit game back to title screen. Press F10 while in the game or at the title
screen to return to DOS.
SCORING:
Each enemy cell: 250 points Each cell in cluster: 500 points Star
shot with same color: 80 points and 8 extra shots Star shot with different color: 30
points and 3 extra shots Hatcher: 1000 points Spitter: 2000 points Bonus for each
remaining base after every level: 100 points per base
PLAYING TIPS:
- Levels one and two are relatively easy because there are only a
few enemy cells - not enough to attack your bases. The Spitters will not appear for a long
time. Use these levels to practice moving around the grid and shooting accurately.
- Spitters are very difficult to shoot because they stay on the
ground and in the time it takes to line one up and destroy it, several cells could have
been released. On the higher levels they appear more quick and in greater numbers. Time is
of the essence.
- When enemy cells attack a base, you have a few seconds to try
and destroy them. You have only got to hit one of them, and all the others disperse back
onto the grid as individual cells.
- Further into the game your ammo levels will become crucial, so
on the early levels it is worth amassing as much ammo as possible.
- A level will not end until your last shot has dissapeared. This
feature can be exploited to shoot any stars remaining on the star tree at the end of a
level.