Fly your scorpion fighter and blast your pulse lasers through wave after wave of alien ships. To activate your additional equipment (speedup, firepower, bombs, missiles, seekers) collect enough fuel to highlight the equipment, then push and hold FIRE and collect one more fuel canister. Reach the alien stronghold and destroy it.
The game begins with our hero escaping in a Scorpion fighter from an alien space station out into deep space. Battle continues through asteroid storms to a nearby planet from where, equipped with weaponry and hyperspace units taken from destroyed alien craft, he sets out in search of the secret alien stronghold.
After many terrifying battles fought throughout the solar system our hero discovers the location of the alien base and the final conflict can begin……..
Zynaps is a shoot ‘em up set in an alien infested planetary system.
The Scorpion Attack Fighter
The MK1 Scorpion is supplied with a wide range of sophisticated equipment and weaponry followed by an internally mounted fuel scoop.
|Main Drive||Propulsion||The main drive units can be operated at four power levels ranging from low power for delicate control in tight spaces, to a maximum setting for high speed combat in deep space|
|Pulse Lasers||Weapon||Idea for heavy duty alien blasting. These wing mounted lasers also have four power settings|
|Plasma Bombs||Weapon||Two independent bomb throwers provide awesome destructive power against ground-based targets|
|Homing Missiles||Weapon||These self-propelled missiles carry scaled down planet bursting warheads and, once locked onto target, will destroy almost any large alien craft|
|Seeker Missiles||Weapon||The ultimate intelligent weaponry. Seeker missiles carry automatic target acquisition circuitry designed to lock onto any target they are able to destroy|
The Fuel Scoop
This provides the power to activate the Scorpion’s main systems. To activate a piece of equipment (weapons, propulsion etc) collect sufficient fuel to highlight the desired equipment in the WEAPONRY ACTIVATION INDICATOR, then collect one more piece of fuel with the scoop in ACTIVATION mode.
To go into activation mode, hold down the FIRE button until the ship changes from blue to flashing grey and keep it depressed when picking up the fuel. The new equipment will be activated, or its power setting increased and the indicator reset to position one - Speedup.
The WEAPONRY ACTIVATION INDICATOR displays, in order:
|FIREPOWER||Increase laser power|
|BOMBS||Activate bomb thrower|
|MISSILES||Enable missile targetting|
The opposition in Zynaps comes in five dangerous varieties:
|Spacecraft||Small flying craft can usually be destroyed with one hit from a laser, bomb or seeker missile. Homing missiles cannot lock on|
|Ground Installations||Dangerous planet-bound defence installations require multiple laser hits or a single bomb or seeker missile to destroy them|
|Alien Command Ships||Large flying craft, heavily armed and well protected. These can be destroyed with multiple laser hits or homing missiles|
|Mother Ships||Giant aliens - like the command ships only more so!|
|Natural Hazards||These consist largely of asteroids and other flying debris - keep well clear!|
|WARNING||Alien craft are known to be well armed with a variety of missiles, homing missiles and mines!|
|SCORING||Points are awarded for blasting individual aliens and special bonuses for destroying complete formations or more dangerous aliens. Bonus lives are awarded at 10,000 points and every 20,000 thereafter|
During the title sequence:
|F1||One or two player game|
|F3||One or two joysticks (only for two player game)|
Use a joystick for up, down, left, right and fire.
During play the FIRE button fires weapons or when held down activates the fuel scoop. Someweapons require the FIRE button to be held down before they will fire.
PROGRAMMER: John Cumming DESIGN: Dominic Robinson, John Cumming MUSICIAN: Nigel Grieve