INTRODUCTION
This archive contains a complete set of 16 levels for Alien Breed 3d2. The
levels and the intro-text story take the form of a (loose) sequel to Alien
Breed 3d2. Most of the aliens and textures from the original game are used,
but I have also resurrected some aliens from Alien Breed 3d1, created some
new ones from the graphics released along with the source code files, and
modified / designed some new weapons. (Fancy a mini-rocket launcher?)
I have also used Jason Frecknall's minigun. Thanks to him.
INSTALLATION
This archive requires many of the original files from AB3d2-TKG, including
the executable itself, the original graphic files and the original aliens.
However, it does not require all of them.
To install, unpack the archive to your hard drive wherever you want the game
to live.
The archive unpacks as a directory called AB3d2-XeniumCore.
Open this drawer and double click the "Install_Files" icon.
This runs a simple DOS script to copy the required files, and only the
required files, into the AB3d2-XeniumCore directory, from either the
original AB3d2-TKG floppy disks or from an existing hard drive installation
of AB3d2-TKG.
The script opens a requester to choose installation from floppy or hard
drive.
If you choose to copy the files from an existing installation a requester
will then open for you to select the existing AB3d2-TKG directory on your
hard drive. Please note that the script clears the assigns to TKG1: TKG2:
SFX: and AB3: (which may have been set in your user-startup) so you cannot
use these assigns to find the directory.
The script will then copy all the required files into the AB3d2-XeniumCore
directory. If Aki Laukkanen's TKGPatch is present in your original
installation it will also be copied. This patch is recommended, but you
should not use the ENGINE option as it spoils the textures in some levels of
the game (introducing a solid line between wall tiles that prevents them
from blending together). The ENGINE option in itself does not make much
difference to the speed and is off by default. The patch is available on
Aminet if you do not have it.
If you chose to install from the original floppy disks, you will have to
insert the relevant disks at the "Please insert volume TKG1/TKG2/SFX"
requesters.
You can now run the game by double clicking the "Start" icon. This assigns
TKG1: TKG2: AB3: and SFX: all to the AB3d2-XeniumCore directory and opens a
shell window in which you should type either "tkg" or "tkgpatch C2P" to run
the game. Its probably a good idea to wait for the first window to close
before running the game.
It is possible to install this game by copying your AB3d2-TKG directory,
renaming it as Ab3d2-XeniumCore and dumping the extracted archive over it,
but this will result in redundant files and a bigger-than-necessary game
directory.
The file CompleteFileList.txt is a full list of what you should end up with
after installation.
SAVE GAME MANAGER
I always thought that five save game slots was not enough. Having triumphed
over the game you deserve the reward of then being able to play any level
any time. That's why I wrote Save Game Manager.
Save Game Manager does the following:
* Lists the saved levels currently available in the game.
* Allows you to archive these saved levels to the directory
"SaveGameArchive".
* Lists the saved levels in each of the files in the archive.
* Allows you to copy an archived set of saved levels into the game, backing
up the game's existing saved levels in an archive file called "LAST_SET".
* Allows you to launch the game (via a CLI window) or exit.
It is fairly self-explanatory to use, just double click the icon. Should the
start game option do nothing, it is probably because the Start script's 's'
bit has been reset by LhA. Set it with "Protect Start +s" (Install_Files
does this anyway, so you should have no problem).
Save Game Manager does not use any assigns, just looking for "boot.dat" and
a directory "SaveGameArchive" in the same directory as it is itself. To use
it with the original TKG you can just put it in the TKG directory and make a
new directory "SaveGameArchive". If you want the start game function to work
you will also need to copy the "Start" script to that directory.
GAME
I have tried to remain faithful to the gameplay of the original alien breed
games. Each level is designed to look impossible at first sight
(hopefully!), but by experimentation and discovery to be completable. (Well
*I* can do it anyway!). The emphasis is more on trying to figure out how to
do a level, rather than just running around like a maniac and hoping for the
best (of course trying that tactic is still worthwhile!). Where there is a
choice of routes: experiment! Where something looks impossible, don't give
up without trying the least likely strategy!
Level A is a simple intro level, later levels are far more sophisticated.
Level F is a bit of a nightmare, because its so big. Takes me something like
an hour even knowing everything - but its after this level that most of the
new stuff is waiting for you, so persevere! You DON'T need to do a "perfect
level" every level to get through to the end of the game, in fact if you do
it gets a bit too easy! (hmm. actually I've played too much to know.)
I have an A1200 030@50 and tend to play in small screen 1x1, reduced
rendering quality, switching down to 2x1 when I have to. So there you go.
Don't turn the lighting effects off or the flare laser will be almost
useless!
The story picks up after the destruction of the alien planet at the end of
TKG (of course you got to the end didn't you? NB. there are no "level Os" in
this game!). You have escaped with your life but little else, and your only
course of action is to return to the central populated systems of the
galaxy. There are remote outposts dotted among the fringe systems and you
journey from one to the next - only to find them lifeless, for the Breed
have passed before you...
If you do play through to the end of this game you will be rewarded with the
end scrolly from TKG which doesn't make sense to my story. Unfortunately
this text seems to be packed away in the executable somewhere so there's not
much I can do about it.
Oh and yes - my intro texts ARE completely deranged, I know!
CREDITS
me
Andy Clitheroe & Team 17 (I would love you to play this!)
Jason Frecknall for the Minigun (Apologies for doubling it up as a
mini-rocket launcher)
Jens Vang Petersen for his work on the Editor
CONTACT
You can mail me with comments etc. at mike@mikech.demon.co.uk
Have fun. Mike Child, December 1998.
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