Original game from Denis Grachev.
Control: Q/A/O/P/SPACE, Internal and Ext-1 joy. HOLD=Pause game, Left SHIFT+STOP=game over, Reset=exit game and save high score.
At the end game screen the Enter exit back to menu.
Little cheat added: during game play pres F1+F8 will finish level. This not make better score just you can try it later levels, or see the game end.
All three versions of game converted.
Added extra START program which contain epimgconv converted screen, at there you can select which version will be loaded. But the .COM also can be started directly.
All version also run on EP64, but if not enough memory then only one AY music used, and if not enough free space in the system segment then AY music disable only AY effects used. On 64K machine the game run slower, practice mode
LIRUS.COM the 48K version, added extra the second version loading screen
LIRUS128.COM the 128K version, this is the all in one version. Have the both version loading screen, and also the Mr. Beep music from the 48K version. It is have 3 AY music instead two. Use the original and the CSP version of the menu song (alternately). The end game music replaced to another which are better sound on Dave, and I more like it
But it also from same man.
LIRUSCSP.COM This is a special party version, with one level: let's see who can make better score during limited time.
Some technical details:
-MEGALZ compression replaced with epcompress -m3, because better compression than the original
-AY emulation from IstvanV, in stereo mode. It is set the 192 port value depending the machine speed
-in the main program stored again the loading screen pixel data for menu background. Duplication removed
-not used areas removed from program file end
-levels put to separate files then possible make level editor
-the Level 14 are different in 48K and 128K version then I kept both
-IM2 mode deleted
-stack moved to Page 0
-after the modifications lot of free space made on Page 1, it is used for LPT, then not needed separate LPT segment
-originaly each AY music have own player code. Now only one common PT3 player used
-originaly separate segments used for AY musics, now only one segment used (if available) and the remain free space on Page 0
-CSP version don1t load the never used second music
-radar drawing have a bug: draw a 12 characters, but it is only are 9 characters. The remain 3 characters overwrite date on Page 0, which make problem in EP version
-the Ship sprite now really transparent: added customized sprite draw routines (for all four directions) which only copy used characters
-in 48K game at the End game screen very boring to wait the scroll text start without the AY music. The wait shortened.
-the loader program on error not just exit, will write the error message to the status line. It is handle the 7Fh code, and at disk error ask the real error code from the EXDOS
-the loader program will throw away some earlier parts for reduce the memory usage, for make possibel run on EP64