
            ________  ________  ________  ____  ________  ________
           _)       \_)       \_)       \_)   \_)       \_)       \
  __ ____ /___/     /   /_____/\  /     /     /   /     /   /     /
 /_//___// \___    /   /     /CT\/     /     /   /     /   /     /
      ::/___/     /___      /:::/     /_____/___      /___/     /___ __
       :T:::\____/::::\____/::::\____/::::::::::\____/::::\____//__//_/
       :|::::::::::  ::::::::  ::::::::        ::::::::  :::::::T::::
       :|:                                                     :|:
        |             Codetapper of Action Presents             |
        |                                                       |
        |                                                       |
        |                       Defender II                     |
        |                                                       |
        |     .                                           .     |
        | ..::                                             ::.. |
        | :.:        Another fine Action Production!        :.: |
        l______/\  ___________________________________  /\______|
                 \/                                   \/

GAME OPTIONS
------------
There are six options available from the main title screen.  Each option is
represented by a box on screen.  Use the mouse to move the pointer and
click in the box representing your choice.  (If the music is playing, press
SPACE to get the pointer).  Selecting any of the Begin Game options will
lead you to a further screen, at which you can choose to begin a one or two
player game.  In two player games, players take alternate turns, play
passing whenever a player's ship is destroyed.  If you click on the
illuminated pyramid, you can enter a Sector Code, allowing experienced to
begin play at an advanced level.


DEFENDER
--------
You control a small but agile spaceship which flies at will through a
horizontally-scrolling.  At the bottom of the gamespace appear a variety of
hostile enemies.  Your priorty targets are the Landers.  These ships are
fairly slow-moving and at first not unduly aggressive, but they must be
dealt with urgently, as their mission is to cruse above the mountains
looking out for Humanoids yo abduct.  With increasing frequency, Landers
will swoop down and grab hold of one of your Humanoids, causing him to emit
a frightened squeal.  This is your cue to streak to the rescue.  The Lander
tries to drag your Humanoid up to the top of the screen.  If you can get
there and blow away the Lander, the Humanoid will drop off and fall back to
the planet surface.  The Humanoid can survive falls of a short distance,
but if he falls too far, he will die.  The only neat thing to do is catch
the falling Humanoid by running into him with your ship.  Once you've got
him, you can take him anyware; unless you put him back down on the planet,
he'll just dangle there taking in the view.  He cannot be shot while you've
got him.  You can carry any number of Humanoids underneath your ship.  When
you decide to replace your Humanoids on the planet surface, you get a bonus
for each one.  Of course, you are far from defencelles in the face of all
this naughtiness.  You have a rapid-fire sheet-laser cannon in your ship
which never runs out of ammunition or energy (it also slits Humanoids up a
treat, so watch it).  And you have limited stocks of the most powerful
weapon in video history, the Smart Bomb.  Trigger a smart bomb and every
enemy on the screen is instantly transformed into tiny pieces.  You also
have a further tactical aid at your disposal:  your scanner.  This is a
small radar screen located above the main display.  The scanner maps the
whole of gamespace, displaying the position of each occupant, hostile or
friendly, as a coloured blip.  Use the scanner to grasp in an instant the
situation as it evolves and plan an effective response.


STAR GATE
---------
Williams followed up the original Defender arcade game with the sequel
STARGATE.  This new game introduced extra enemies and a couple of twists to
the gameplay and increased the overall game difficulty.  Stargate gave the
player one extra weapon, called Inviso.  This weapon permits the player to
cause his ship to become invincible and invisible, whilst leaving all the
weapons fully opertioal.  With inviso on, the player can kill enemies by
ramming and cannot be shot (very useful for tricky Humanoid rescues).  The
main game feature was the eponymous stargate.  This portal hovers above the
planetoid and the player can fly in at any time.  Usually, the stargate
will warp the player instantly to the other side of the gamespace.  The
stargate also has two more important functions:  if you fly in while a
Humanoid abduction is taking place anywhere on the planetoid, the stargate
will warp you straight there, ready to exact retribution.  And if you
gather up four or more Humanoids and enter, you can warp ahead by three
levels, copping a fat bonus for so doing.


GATE STRUCTURE - DEFENDER AND STARGATE
--------------------------------------
Defender consists of a single mission - protecting your Humanoids -
repeated endlessly, with more and nastier versions of the enemies on each
successive level.  If you lose your planet, it is restored, with a full
complement of Humanoids, at each fifth level - so, if you lost your planet
on level eight, you'd get it back with ten new Humanoids at level ten.
Stargate has a similar structure, but with two new missions added.  The new
missions are the Yllabian Dodfight, which takes place in free space on
Level Five, and the Firebomber Showdown, which occurs over the usual
planetoid but with no Landers, at Level Ten.  Your Humanoids and planetoid
are restored after each of these special missions.  The missions alternate
at every five levels, so you get the Yllabian Dogfight again at 15,
Showdown at 20 etc.


DEFENDER II: GAME STRUCTURE AND OVERVIEW
----------------------------------------
Defender II retains many of the gameplay elements from Defender and
Stargate whilst adding a variety of different missions and enemies.  The
game is structured as a series of 4-wave zones.  Each zone consists of a
Mission or Theme Wave followed by three Defender waves played out over the
usuall planetoid.  There are eight distinct Missions Waves, during which
the player is required to achieve some objective specified at the start of
the wave; and eight Theme Waves, in which a plague of a particular enemy
species is encountered.  The player is equipped with the usual laser and
Smart Bombs, plus the following items of extra ordnance:

Toothpaste Laser: A fat, powerful weapon, useful for destroying targets
                  which might otherwise require a lot of shots from the
                  usual laser.

Bomb Pod:         Allows the player to shoot a stream of bombs at
                  ground-based targets.

Upshooter:        Covers the player with shots which issue on an upward
                  diagonal.

Al Drone:         The most useful all-round weapon, and the default issue.
                  The drone accompanies your ship, looking for and aiming
                  at enemies, and despatching them with a powerful beam
                  laser.

The player has a limited supply of power for these weapons; when that power
is gone, they cannot be fired.  New power is given out at every 10,000
points, along with an extra ship and Smart Bomb.  The most awesome weapon
in the new armoury is the SMART LASER.  When triggered, the Smart Laser
lashes out in the form of lightning bolts all round your ship, destroying
all enemies within range.  Like the other weapons, Smart Laser draws power
from your supply and cannot be activated when that power is drained.  The
ship's laser, Smart Bombs and Smart Laser, plus one of the special weapons,
are available at any one time.  You can select any of the special weapons
at any time; there is no restriction as long as you have the power to fire
them!  There is a Star Gate, which may be used for Humanoid rescues and
Warping just like its predecessor.  The gameplay progresses through 16
distinct 4-wave sectors, with new enemies being introduced each sector.  In
all, you may expect to encounter some sixty alien types, armed with
eighteen different kinds of weapon, on your journey through the game!  Some
missions require the use of the ship's tractor beam, which drains all the
power usually reserved for the weapons systems...  Humanoids and planetoid
are restored after each Mission/Theme wave.  When your game is over, you
are given a Sector Code.  On subsequent games, you can enter this code and
begin play at the start of that sector, copping a positively obese Start
Bonus for surviving the initial wave of the sector.


DEFENDER II CONTROLS
--------------------
The recommended and defult control method for Defender II uses a
combination of mouse and keyboard controls.  Ship flight controls are
assigned to mouse, weapon systems to keyboard.  With practise, the mouse
provides an intuitive, fast and accurate flight control, and all weapons
are easily activated without having to move your hand around the keyboard:

Mouse up/down:      Move ship vertically
Left mouse button:  Thrust (accelerate ship in direction it is pointing)
Right mouse button: Reverse (turn ship around)
Left shift:         Fire (hold down for continuous rapid fire)
Control:            Smart Bomb (press once to trigger a Bomb)
Alternate:          Inviso/Smart Laser (hold down for as long as you
                    require Inviso of Smart Laser)
Spacebar:           Weapon Select (press once to select next special
                    weapon in Defender II)

There is an alternate keyboard control method available for those who can't
handle the mouse controls.  Use the Options screen to select keyboard
controls.  The keys are deployed as follows:

Control:     Up
Left shift:  Down
Alternate:   Reverse
Return:      Thrust
#:           Fire
Right shift: Smart Bomb
Caps Lock:   Inviso/Smart Laser
Tab:         Weapon Select

To help you learn the Mouse controls, use the Trainer option from the title
screen.  This gives you a free hand to take a pop at a few baddies and try
out the starbuggy before going into battle.


HIGH SCORES
-----------
If you make it into the top ten scores on any of the games, you will be
asked to enter three initials for the highscore lists.  When asked to enter
the initials, use left/right mouse motions to select the correct letter,
and press the left button to enter your selection.  The score table is
displayed with your entry added after you have entered the last letter.
The three score tables (for Defender, Startgate and Defender II) are
displayed in rotation during games Attract Mode.  You can check the scores
at any time by clicking on the appropriate Game Start icon with the Right
Mouse button on the main title screen.  Hold down the right RIGHT mouse
button while the table is displayed to hold it for as long as you require.
If you complete a game and you forgot to check your score while Game Over
was happening, you can just leave the controls alone and watch the Attract
Mode.  The last player one/player two scores are displayed when the game is
demonstrated.


USING SECTOR CODES
------------------
At the start of a game of Defender II, you can click on the illuminated
pyramid to enter a valid Sector Code and gain access to higher levels of
the game.  The current Sector Code is displayed beneath the pyramid.
Clicking on the pyramid replaces the code with dashes, allowing you to
enter a valid code.  Use the same mouse motions as for highscore initial
entry.  If the code is accepted, the new starting is displayed at the
bottom left of the screen, along with the Starting Bonus for that level.
Play now begins at that level, and when the first wave is successfully
completed, the Starting Bonus will be added to your score.  Clicking the
RIGHT Mouse button on the pyramid will rest the game to the Start Sector.


CONVENIENCE CONTROLS
--------------------
Usually just the lock on the door, the seat and the flush handle.
Seriously though, these controls are available during a game for the
convenience of the player.  The following keys do the following funky
stuff:

P: Pause Game (press U for unpause to resume the action).
X: Exit/Restart quits the current game and goes back to the title screen.
S: Samples On/Off allows you to turn off the in-game sound effects. This 
   is fine if you are the sort of dude who plays their Defender in a 
   darkened room with loud rock blasting.
