Decimation RREALogic / Cause N 'Effect 1994

This is a shoot 'em up with some attacking ships in style of Galaxian. The "spaceship" under our control automatically moves forward, however we can accelerate or slow down this movement, and also direct it to the sides. There are two types of weapons: a laser cannon with infinite ammunition ("Ctrl") and rockets ("Alt"), of which, in turn, there are two "sets" (the number of "charges" in both is limited); switching between them is carried out by pressing "Tab". The ship has a certain amount of health, visually displayed in the form of a yellow horizontal bar with the inscription "Shield" on the right side of the screen, decreasing as damage is received. Below there are two red bars with divisions: the left one, "Power", means the stock of the currently used means of killing (when using a laser cannon, it is always at its maximum), the right one, "Temp", which is zero by default, is the motor overheating. The laser cannon does not affect the latter in any way - but when using missiles, the corresponding scale begins to fill up on the sly, and if you allow it to reach the maximum mark, our "ship" will explode. Within the framework of the current "wave", it seems that there is no way to reduce the last named indicator, but when moving to the next stage it is automatically reset. Below, in the form of the corresponding symbols, the number of the above-named ammunition of both types we have is displayed (regardless of which weapon is "active" at the moment). - but when you use rockets, the corresponding scale starts to fill up on the sly, and if you allow it to reach the maximum mark, then our "ship" will explode. Within the framework of the current "wave", it seems that there is no way to reduce the last named indicator, but when moving to the next stage it is automatically reset. Below, in the form of the corresponding symbols, the number of the above-named ammunition of both types we have is displayed (regardless of which weapon is "active" at the moment). - but when you use rockets, the corresponding scale starts to fill up on the sly, and if you allow it to reach the maximum mark, then our "ship" will explode only after two hits (although the missiles, of course, they have enough and one), move faster and "smarter", attack more violently, and their "charges" themselves are much more deadly - and with all this, there are also a lot of them within the wave, and new units continue to arrive along its "course". It is important to take into account that ammunition fired by both types of opponents, in the event of the death of the latter, continues to exist for some time and move towards us, so contact with them should be avoided; knocking out such "shots", alas, is impossible. The third level is relatively calm and somewhat resembles a puzzle (!): On it you must carefully fly between asteroids, collisions with which lead to damage to the ship's shield. Of course, the aforementioned cosmic bodies can be destroyed, but when they hit, they always break into two of their analogs, smaller in size, collisions with which are a little less painful than with "whole" variants; to blow up these objects, taking into account the automatic movement of the ship, you can simply not have time, and the free space, in contrast to the "usual" levels, is very small, that is, it is almost impossible to maneuver. But, we repeat, this "wave" (officially it is also called by this word) can be easily passed by looking for "corridors" in the stream of asteroids and carefully flying through them.
Screenshots
Full Demo 388kb (uploaded by Old-Games.ru)


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