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- _______ _______ ______ ______ ___ ___ __ _______ _______ ______ _______ _______ __
- | | | _ | __ \ __ \ | | | __|_ _| __ \ ___| | | |
- | | | < __/\ /|__|__ |_| |_| < ___| |__|
- |___|___|___|___|___|__|___| |___| |__|_______|_______|___|__|_______|__|____|__|
- ------------------------------------------------------------------------------------
- _____ _______________ __ _____________________ _ ______
- / _/ |/ / __/_ __/ _ \/ / / / ___/_ __/ _/ __ \/ |/ / __/
- / // /\ \ / / / , _/ /_/ / /__ / / _/ // /_/ / /\ \
- /___/_/|_/___/ /_/ /_/|_|\____/\___/ /_/ /___/\____/_/|_/___/
- ------------------------------------------------------------------------------------
- DEFAULT CONTROLS
- ARROW KEYS: maneuver
- Z: fire
- X: SIREN mode
- the controls may be changed from the options menu. there's no native joypad support.
- JoyToKey and Xpadder are both recommended applications for this purpose.
- JoyToKey: http://www.electracode.com/4/joy2key/JoyToKey%20English%20Version.htm
- Xpadder: http://xpadder.com/index2.php
- please note that "FULL SCREEN" mode is not guaranteed to work on all displays, as
- it runs the game at a low resolution that not all modern displays may support.
- ------------------------------------------------------------------------------------
- GAMEPLAY MECHANICS
- playing as HS001, you are equipped with two weapons. your main weapon is a spread-
- shot of feathers. your sub weapon is the SIREN mode. while holding X (or whatever is
- assigned to the function), the "HARPY" bar on the HUD will change to "SIREN". in
- this mode, your movement is slowed and you fire an extremely powerful laser. while
- firing, the "SIREN" bar will deplete. when it reaches zero, you cannot continue to
- use the laser. to recharge, you must return from SIREN mode to HARPY mode by releasing
- the key associated with it. once the bar has charged (even slightly), you can enter
- SIREN mode again and use the laser. SIREN mode also allows you to see your hitbox
- while moving, allowing for tight maneuvering.
- when enemies are destroyed, they drop gems. the closer you are to an enemy while dest-
- roying them, the higher value gems they will drop. each gem color is associated with
- a counter in the upper right of the HUD, and will dictate how many points you receive
- for every shot landed on an enemy. GREEN gems are worth thousands, BLUE are hundreds,
- PINK are tens, and RED are ones. as an example, if you have 7 GREEN, 3 BLUE, 6 PINK,
- and 2 RED gems, you will receive 7362 points for each shot landed. if you drop a gem
- of any color, its respective counter will return to ZERO.
- BOSS scoring is handled differently. for each boss encounter, you will see a faint
- timer in the background. every landed hit will give you the current value of the
- counter, so it is in your best interest to destroy a boss as quickly as possible.
- there are hidden bonuses in each level, and the third (5th, actually, as stages 3 and
- 4 were not complete) has enemy mechanics which are fairly different from the rest
- of the game and may be jarring at first. these were going to be eased into, but the
- project was not completed.
- to access the true final boss, you must complete the game without using any continues.
- ------------------------------------------------------------------------------------
- all content copyright respective owners. presented by SILLYSLARDY.JPG.
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