ASTRO MARINE CORPS ================== Your face remains expressionless and your eyes closed. Your vital functions have not been altered. The computer checks your physical condition and orders the hibernation chamber to open. A warm gas flows in through the air conducts and slowly you begin to read. You are on the planet Dendar, where you have been sent by the AMCCB (Astro Marine Corps Central Base), in the SOKK Confederation, three million light years away. Dendar is the first target of the dreadful DEATHBRINGERS, criminals of many species who have united their forces for a single aim: to conquer the galaxy. To stop this from happenning the AMCCB has sent its best man, now recovering from his state of hibernation. FX DOUBLE LOAD A.M.C. is made up of FX DOUBLE LOAD, meaning that you have to finish the first part to gain the acess code for the second load. FIRST LOAD Your mission is to capture the Deathbringers' ship. It won't be easy because hundreds of them will come after you knowing that you are their only threat. Above you an unmanned ASTRO MARINE ship surveils your movements and every now and then drops containers with useful contents - although ocassionally the Deathbringers change the contents, giving you an unpleasant surprise. You have a limited amount of time to fulfill this mission. ENEMIES Throughout the eight zones you will encounter the following enemies: • Assault Troops: armed humanoids, though not very dangerous. • Killer Worms: slippery, hard-to-hit little worms. To destroy them jump up and shoot down at them. • KL-234 Robots: they come out of the containers and go straight at you. • AT-140 Mines: try to dodge them or do whatever you can, but never shoot them or you'll be sorry. These also come out ot the containers. • X.I.A.R.O.S. Birds: until they detect you they won't go after you, but once they see you the only thing you can do is shoot. • The Great LASAARC: a creepy, disgusting monster that hides out in a hole. Throw grenades at it until you hear its deafening death cry. • Viscous Beings: slimy creatures that crawl on the ground. Get down to shoot them better. • Carnivorous Plants: you'll find out where they are once you're inside one. When you've learned this jump to avoid them. • Throwing Tromps: they come out of the ground and shoot missiles at you. • A-34 Walkers: giant robots that walk on two hydraulic legs. To destroy them shoot them in the head and then at their body. • Alien Soldiers: they are not your enemies so don't shoot them or you will be penalised. They aren't very brave but this isn't reason enough to kill them. However, you must be careful: sometimes they turn into horrible mosters that try to yank your head off. • Krauer: he's the boss, measuring over four metres. He can crush you at any moment. He's your last enemy in the first load. HELP • Extra life. • Energy: renews your energy to the maximum. • Positron shields: gives you temporal immunity. • Triple-shot photolaser: divides your shots into three (up, down and straight ahead). Very useful to do away with the killer worms. • T.E.D. (Totally Effective Discharge): with this nothing will stand in your way. • Grenades: you start out with 5 grenades and get 5 more in each container carrying them. SECOND LOAD The Deathbringers' ship has taken you to their planet. Your aim is to finish them off forever. Once again you have a limited amount of time to complete your mission. ENEMIES • Viscous Things: slimy reptiles that will swallow you if you let them get close enough. Jump over them before this happens. • Rec-1 Sattelites: autonomous recognition sattelites. Their oscillating movemnet makes them hard to destroy. • Balllfiowers: they come out of the ground and throw big balls of fire that you must avoid by either jumping or ducking down. • Mad Dragons: giant dragons with a huge fiery mouth. • Yurk Snakes: they appear very quickly and you have to be quicker if you don't want to see them on the inside. • Mega-chaser: a giant robot that you'll have to shoot in the head and legs. Once you've destroyed it you will enter the enemy base. • Laser Barriers: there's no way getting past them unless you locate and destroy the sensor corresponding to each barrier. • Proton Cannons: they come out of the ceiling and shoot at you incessantly. • SX-112 Battletowers: these shoot at three different levels. • Sliders: similar to the Rec-1 sattelites but less complex in their movement. • Absorbers: located on the ceiling. To destroy them let them begin to absorb you and quickly throw a grenade. • Highguns: mobile cannons located on the celling that shoot in two directions. • Tenta-Hurs: they come out of the containers and eat you alive if you're close enough. • The Great Alien King: the king of the Deathbringers. An enormous pseudo robot that breathes fire from his mouth and shoots unceasingly at you. Knock off his two heads and you will have exterminated the great threat of the galaxy. HELP • Lives. • Energy-grenades. • Extra time. • Twin shots: two-directional shots that destroy everything in their way. • Vertical shots: same as above but upwards. • Flamethrower: subsitutes your normal shooting. • Normal shooting: substitutes flamethrower when you are using it. TIPS BY Mc WIRIL • In part one, when an allied soldier turns into a monster the only way to do away with him is shooting him in the eye. • Careful with temporal immunity: it is no good against the carnivorous plants, the great Lasaarc or Krauer. • Careful with the elevating platforms: some of them are destroyed as soon as they enter in contact with you. • In part two, the best way to destroy the Yurk snakes is by throwing a grenade at them. • To kill the great alien king wait close to the ground until he opens his mouth. Jump up to avoid the gust of fire and throw grenades at him until you knock off his heads. • Try not to waste grenades. Sometimes they are vital. CONTROLS Redefinable keys and joystick compatible, with the possibility of defining keys for GRENADE, PAUSE and REMOVE. • SHOOT FIRE • ADVANCE LEFT OR RIGHT • ADVANCE SHOOTING LEFT OR RIGHT AND FIRE • ADVANCE SHOOTING UPWARDS LEFT OR RIGHT AND FIRE THEN UP • SHOOT UPWARDS FIRE THEN UP • JUMP UP • JUMP FORWARD LEFT OR RIGHT AND UP • JUMP AND SHOOT UPWARD UP AND THEN FIRE • JUMP AND SHOOT FORWARD LEFT OR RIGHT AND UP, AND THEN FIRE (RELEASING UP) • JUMP AND SHOOT DIAGONALLY LEFT OR RIGHT AND UP, UPWARD AND THEN FIRE • JUMP AND SHOOT DIAGONALLY... LEFT OR RIGHT AND UP, DOWNWARD THEN FIRE AND DOWN (RELEASING UP) • DUCK DOWNDOWN DOWN • DUCK DOWN AND SHOOT DOWN AND FIRE FX BIPLANE SCROLL Astro Marine Corps incorporates a scroll system with two planes of depth, adding more realism and beauty to the graphics without losing out on speed. FX MULTICOLOUR ACTION Each of the versions has been developed in full colour without any mixage. FX A.H.E. You will encounter Authentically Huge Enemies that occupy the whole screen. DESIGN TEAM PROGRAM (SPE, AMS, MSX. ST, AMIGA): Pablo Ariza PROGRAM (CBM): Fernondo Jimenez GRAPHICS (SPE, AMS, MSX): Pablo Ariza GRAPHICS (ST, AMIGA): Raul Lopez Javier Cubedo Pablo Ariza Snotcho GRAPHICS (CBM): Gina Daviu Carmen Sanchez Ruben Rubio MUSIC: Jose A. Martin SOUND FX: Pablo Ariza Jose A. Martin DESIGN: Pablo Ariza INSTRUCTIONS: Mc Wiril PRODUCED BY: Victor Ruiz 16-BIT VERSION AMC on 16-Bit machines is not a conversion from any of the 8-bit versions it goes beyond. In fact, development has been inspired on the structure of real coin-op machines. Discover the variety of enemies and scenarios as you advance unhesitantly towards your objetive. AMC has a lot of surprise in store for you.