# X-Bomber Game Project Manual Work in Progress... Click on one of the following headings to open / close a section... ## Section 1: Intro, Prologue, Precautions Welcome to X-Bomber, thank you for your interest in this project. X-Bomber is a freeware game of, hopefully, nearly professional quality. I think it is a 2D shoot-'em-up unlike any other thanks to the complexity of its missions, vast range of weapons, unique gameplay traits such as the Dai-X System and the unique TV show; "Star Fleet" on which it was based. I hope you find little reason to resort to this manual but I hope you'll find that it contains useful information about the game. ^ Top ^ ### 1.2. Prologue X-Bomber is set in the year 3002. In 2999 the Earth came under attack from a powerful alien force; The Imperial Alliance. The Earth's defence forces were broadly helpless against the onlaught and only the prototype space battleship X-Bomber stood in the way of Earth's annihalation. The Alliance task force was narrowly defeated and X-Bomber left Earth in search of F-01, a legendary power capable of destroying the Alliance for good. F-01 was discovered in the unlikeliest of places and the Imperial Master and his Alliance forces were finally destroyed but not before terrible damage was wrought upon the Earth. The Alliance's retreat from Earth's solar system and surrounding territories has resulted in the freedom of several of Earth's neighbours. In recent months Earth has developed peaceful relations with a peaceful planet called Simetra left barren by the Alliance after countless years of Tyranny. The process of rebuilding what the Alliance destroyed is underway. 6 hours ago Earth's newly established Alpha Proxima Base reported an approaching Alliance Fleet then contact was lost. The Alliance has returned for revenge. X-Bomber, fully overhauled after its battles, escorting 3 transport cruisers to Simetra is the only warship within range to deal with the threat. and it is here that our story begins... The Game, X-Bomber's story follows on where the TV series left off as X-Bomber's refit is completed and her crew are brought back together after their early 'retirement' to deal with the resurging Alliance threat. Your job is to pilot X-Bomber, destroying waves of enemy ships, on a frantic quest around the Simetra System to save the Galaxy once more, grabbing powerups, dishing out generous helpings of firepower and of course making lots of things explode. ^ Top ^ ### 1.3. Precautions Sit well away from the monitor. Try not to use too large or too bright a monitor. Avoid playing when tired Play games in well lit areas Take a 15 minute break for every hour of game-play. ^ Top ^ // Section Divider ## Section 2: System Requirements / Installation / Troubleshooting X-Bomber v0.48 ran easily on the following 2004-built machine when we tested it and will probably run on a much slower system too. If you have a less powerful machine at your disposal and X-Bomber runs well on it drop us a line and send us its specs.
Operating Systems | Microsoft Windows 95, 98, 2000, ME, NT 4.0+, XP, Vista or 7 (preferably with latest service packs and drivers)
DirectX9 for Hardware Acceleration (!!!)
Processor | 2000 MHz AMD Athlon 64
Memory | 1024 MB
Graphics | ATI Radeon 9800XT
Hard Disk Space | Approximately 40 Megabytes (~20 Megabytes after installation)
Misc. | Keyboard, Sound card, Gamepads+Joysticks supported
^ Top ^ ### 2.2. Installation (from the Internet) To download the latest version of X-Bomber from the internet visit "http://www.xbomber.co.uk" and click the green "Download" button. Click "Run" or "Save File". If the installer does not run automatically after downloading locate it then double-click on it. Continue through any Windows security warnings by clicking "Run" or similar. When the installer appears click Next, Next, Start then Exit and sit back and watch the show. To run X-Bomber again Click "Start", "(All) Programs", "X-Bomber" then "X-Bomber". #### Uninstalling X-Bomber Click "Start", "(All) Programs", then "X-Bomber" and then "Uninstall X-Bomber". Click "OK" to confirm and click "OK" again to exit. ^ Top ^ ### 2.3. Troubleshooting If X-Bomber fails to run or does not perform as expected please try the following: Please download the latest version from xbomber.co.uk and install it. If ever X-Bomber suddenly fails to run this usually fixes the problem by repairing or updating X-Bomber's files. Many types of spy-ware and viruses are known to interrupt X-Bomber's installation sequence and / or hinder its in-game performance. Please check your computer for such infections. Please ensure that your operating system has the latest updates and that your device drivers are current. Non-updated installations of Windows and faulty graphics drivers have sometimes been known to noticeably slow X-Bomber's operation. Please close any running programs before starting X-Bomber, particularly those dealing with complex graphics and multimedia. Certain taskbar or 'systray' applications and processes have been known to adversely affect X-Bomber's performance. These may include certain utilities for updating other applications such as Acrobat Reader and Photoshop or downloading and 'peer-to-peer' programs such as Limewire and Azureus. It is highly recommended that these be ended before running X-Bomber. However you should not attempt to disable the always-on facilities of your computer's antivirus. In addition: rundll32.exe causes X-Bomber to slow down. If X-Bomber runs poorly press Ctrl+Alt+Delete and look for rundll23.exe in the processes list. Highlight it and press "End Task" to restore X-Bomber's performance. If none of the above help to resolve a problem running X-Bomber please do not hesitate to contact me. ^ Top ^ // Section Divider ## Section 3: Getting Started / Menus After starting X-Bomber by clicking its icon in the Programs Menu or on the Windows desktop X-Bomber loads its config files and quickly checks itself over for errors. When this is finished you can skip the intro by pressing "Enter". The Main Menu is then displayed. All menus in the game are operated using the "Arrow Keys" to highlight options, "Enter" to open them and "Escape" to go back a stage; or by using the Mouse. Select "Start" to begin a new game. Scroll through and read your mission briefing by pressing the left and right arrow keys and press FIRE or "Enter". Enjoy. ### 3.1. Menus #### Main Menu The Main Menu has seven options: Start, Options, Missions, Instructions, Hi-Scores, Credits and Exit. The Start option allows you to start a new game from the beginning or continue from where you left off. Opening the Options Panel allows you to adjust sound and music volume and configure control and game settings; (including difficulty and the degree to which X-Bomber can demand CPU power). The Missions Panel allows you to return to any mission already reached. It also allows you to enter codes that affect game-play or unlock levels. Instructions: Shows these instructions in your default browser. Hi-Scores Credits Exit #### Mission Briefings ^ Top ^ // Section Divider ## Section 4: Controls / Instruments
Function | Keyboard (Default) | Joystick 1/2
--- | --- | ---
Movement (Hold 2 non-opposing keys together to move diagonally)
Move Up: | Up Arrow | Joystick Forwards
Move Down: | Down Arrow | Joystick Back
Move Left: | Left Arrow | Joystick Left
Move Right: | Right Arrow | Joystick Right
Fire (Hold for continuous fire)
Fire Primary Weapon: | Ctrl | Fire 1 / A
Fire Secondary Weapon: | Space | Fire 2 / B
Select Weapon [ X-Bomber and Dai-X Mode ] / Select Fighter [ Fighter Mode ]
Select Next Weapon / Fighter: | Shift | Fire 3 / C
Select Previous Weapon / Fighter: | \ | Fire 4 / D
Change Ship: [ X-Bomber -> Fighters -> Dai-X ] | Tab
Special Function: | F
Call Airstrike: | A
Transfer Power (X-Bomber and Dai-X only)
to Shields: | [
to Weapons: | ]
Non-Remappable In-Game Controls
Pause game and open In-Game Menu: | Esc.
Pause Game | Pause / Break
Next music track | F5
Fullscreen / Window | Alt + Enter
Show / Hide Menu Bar | Ctrl+M
^ Top ^ ### 4.2 Instruments ^ Top ^ // Section Divider ## Section 5: Gameplay Weapons Press Select Weapon Next and Previous (Shift and \ by default) to cycle forward and backward through your weapons. To fire the selected weapon press and hold Fire (Ctrl by default). Each ship also has a Super Weapon that can be fired by pressing Fire 2 (Space by default). #### Collisions Your two largest ships; X-Bomber and Dai-X can collide with enemy weapons-fire, enemy ships and other hazards. The smaller Dai-X Fighters, when flown individually are weaker and therefore do not collide with enemy ships but fly over them. Weapons-fire from friendly craft do not collide with you and your weapons-fire will not harm harm them. However splash damage from some of your weapons (such as missiles) may damage your allies slightly. While Flying a Dai-X Fighter the other two fighters (that fly as your wingmen) cannot be damaged by the enemy unlike your other allies. Only certain areas of your ships are vulnerable. These areas are shown in red below.
Vessel Name | Hit Area | Collisions
--- | --- | ---
Enemy Weapons fire, Asteroids, Mines etc. | Enemy Spacecraft | Friendly Weapons Fire | Friendly / Neutral Collisions
X-Bomber | All | Yes | Yes | No | No
Fighters | Fuselage / Hit Point (BrainCom) | Yes | No | No | No
Dai-X | Torso | Yes | Yes | No | No
Friendly fire does not feature in the game. This means you and your allies can blast away at the enemy without fear of hitting eachother. However ships can be damaged by explosions and splash damage causeed by their allies' weapons. #### Strategies Don't sit too close to the monitor when playing. Otherwise you'll only focus on your small part of the screen and stop being able to anticipate and plan ahead. Don't stare at the HUD too much - glance at it from time to time and concentrate on flying. Don't give yourself RSI by tapping fire. Most of the game's weapons have auto-fire. Make frequent use of your X-Impulse (X-Bomber), Megabombs (Fighters) and X-Tracers (Dai-X), especially if you have pretty good stash and another X-Impulse (etc.) powerup appears. It is better to use up an X-Impulse blast than to get the ship blown up. There are plenty of X-Impulse powerups available after all. This game has no 'lives' as such. If one of your ships is heavily damaged: switch to another and use it instead, until it too is badly damaged. This way you can use your range of ships as extra lives and extend your life-expectancy. All your ships are repaired at the end of every level. Make use of your special weapons (X-Bomber, Dai-X) and upgrade weapons (Fighters) and use an appropriate weapon for the given situation. Practice leading moving targets so that you can still hit them with slower-moving weapons. Sometimes not shooting helps you concentrate on dodging in tricky situations. Keep moving most of the time, this often allows you to dodge shots travelling directly at you without you having to think about it. Some bullets that the enemy fire are mostly to distract the player. They will not cause a great deal of damage to the X-Bomber but they will have done their job if you swerve and crash into something larger inadvertently. Avoid over-aggression, take a break if you're tired or stuck. People play video games better when they're relaxed, just enjoy yourself. If stuck try a different weapon, ship or tactic. Use appropriate ship (ie. X-Bomber / Fighters / Dai-X) and weapons (ie. cannons / beams / spreadguns) according to the situation and enemy (ie. fighters / boss). ^ Top ^ // Section Divider ## Section 6: X-Project The X-Project, designed by Professor Hagan prior to his disappearance and built by EDF in an underground hangar on the Moon under the supervision of Dr Benn, was intended to maintain peace in Earth's Solar System. ### 6.1. X-Bomber #### Overview X-Bomber is a 200-metre prototype battle-cruiser, launched unfinished in 2999. It is powered by a quantum reactor, supplying twin 5-coil hyper-drives giving the ship unprecedented speed in hyperspace. X-Bomber's direct drive quantum engines and afterburners afford the ship remarkable combat agility and performance, embarrassing many small fighter craft. The ship's shield emitters generate a spatial distortion around the ship allowing the ship to soak up vast amounts of weapons fire. The ship's reactor output combined with its array of energy-based weapons gives X-Bomber phenomenal firepower. It serves as a base-ship to the three Dai-X Fighters, transporting them over long distances and re-arming them after missions. Simply put: X-Bomber is the strongest, most powerful ship in the game; both in terms of robustness and weaponry, making it perfect for new players. Consequently, however, it is also the slowest, finding it difficult to manoeuvre its way out of certain tight situations. #### Technical Summary
Max. Sublight Velocity: | 50km/s (cruise) 60km/s (afterburners) | Power Rating
Armament: | Fire 1 | Laser Cannons | 160
Heavy Laser Cannons | 283
Anti-Fighter Turrets | 300
Laser Torpedoes | 400
Aft Lasers | 200
Neck Lasers | 500
[ Special Weapon Slot ] | Variable
Fire 2 | X-Impulse Blast | 567 - 795 - [Untested]
Defence Systems: | Shielding | 500 STU (regenerative)
Armour | 400 STU
#### Weapons The X-Bomber's fixed weapons are as follows: Laser Cannons: Apollo SK-75 Pulse Laser Cannon (x2) The ship's SK-150 Dual Pulse Laser Cannons destroy most fighters and other small objects in one shot. The weapons' high efficiency means that the weapon draws no power from the weapons energy reserve (meaning you can keep the weapons reserve at maximum allowing your shields to recharge at twice the rate). Turbo Laser Cannons: Zeus SK-75 Pulse Laser Cannon (x2) The T-25 Turbo Laser system draws power from the weapons reserve through the standard Laser Cannons to increase the weapon's power and fire-rate with devastating results. Anti-Fighter Turrets: Phalanx-X Point Defence Battery w/ full-auto fire control (x3) Several turrets operable manually from inside the turret or remotely from the ship's weapons console on the bridge. These point-defence weapons aim automatically, irrespective of where the ship is headed and are particularly useful for removing dense groups of astrofighters from hard-to-reach positions. Laser Torpedoes: Scylla 200mm Laser Torpedo Launcher (x4) This is X-Bomber's weapon, used when superior firepower just isn't enough. The weapon fires 4 streams of Electromagnetically charged napalm, one from each of the ship's wing-tips. The weapons' continuous blasts reach the target faster than conventional lasers and do more damage once they get there. Aft Lasers: Zelus X-200 Optical Beam Laser (x2) Although X-Bomber hardly specialises in running away it is nevertheless useful to defend the aft of the ship against more manoeuvrable aggressors. The Twin aft Launchers naturally combine with less power than the 4 forward launchers, leaving the front end of the ship better defended against capital ships. This weapon is more than adequate, however for the rapid annihalation of sneaking enemy fighters. Neck Lasers: Nemesis X-500 Optical Beam Laser (x2) X-Bomber's large, twin pure laser energy beams with resonant kinetic pulse consume a phenomenal amount of power, often requiring additional power from the shields. The weapon does, on the other hand, create incredible damage and is best used for the rapid disposal of extremely hazardous opposition. X-Impulse: 'Apocalypse' Positron Blast Emitter As a weapon of last resort X-Bomber is also equipped with the X-Impulse. Originally the weapon was designed to fire one devastating blast, depleting the ship's energy almost completely. The X-Impulse has been improved to allow more frequent firing of lower powered "Sub X-Impulse" blasts. The weapon can also be charged up, releasing the original blast intensity when fired. Sufficient power for three such blasts can be carried onboard at any time. Additionally the weapon can be charged even further to fire a single "Super X-Impulse" blast, a truly terrifying prospect for any enemy. ^ Top ^ ### 6.2. Dai-X Fighters #### Overview X-Bomber carries three Astrofighters; the most advanced ever built: BrainCom, MainBody, LegTrax - each designed for a unique purpose. Each fighter is fast and armed with an upgradeable main weapon, MegaBombs and secondary weapons.
Common Features: | Temporary Blocking Shields
HyperJump ability
#### Technical Summaries ##### BrainCom
Role: | Fighter-Interceptor
Type: | Speed
Max. Sublight Velocity: | 70km/s
Defence Systems: | Armour | 100
'Riot Shield' | Variable, temporary
Armament: | Fire 1 | Laser machinegun
M620 Pulse Vulcan System
Fire 2 | 2x Euridium Bombs | Capacity: 2
##### MainBody
Role: | Fighter-Bomber
Type: | Power
Max. Sublight Velocity: | 60km/s
Defence Systems: | Armour | 200
'Riot Shield' | Variable, temporary
Armament: | Fire 1 | Laser Machinegun
8x P/TA-8 Plasma-Wave Point defence
Fire 2 | High-energy chemical laser blast | Capacity: 8
##### Legtrax
Role: | Heavy Assault Craft
Type: | Balance
Max. Sublight Velocity: | 65km/s
Defence Systems: | Armour | 175
'Riot Shield' | Variable, temporary
Armament: | Fire 1 | Laser machinegun
P3X Pulse Laser system
Fire 2 | Dumbfire Demolition Rockets | Capacity: 80
^ Top ^ ### 6.3. Dai-X (Combined) #### Overview #### Technical Summary
Max. Sublight Velocity: | 60km/s (cruise) 65km/s (afterburners) | Power Rating
Armament: | Fire 1 | Eye Lasers | 350
Super Cannons | 222
X-Tracers | 520
Mortar Cannons | 640
Nuclear Torpedoes | 400
[ Special Weapon Slot ] | Variable
Defence Systems: | Fire 2 | Blocking Shield | 10 secs
| Armour | 400 STU
#### Weapons Eye Lasers: Thanatos 350mm Optical Beam Laser (x2) Super Cannon: ??? 200MW Pulse MachineGun (x2) X-Tracers: Ragnarok Positron Blast Emitter(x4) Mortar Cannons: Xiphias 80mm 8-barrel Micro-Missile Launcher (x2) Nuclear Torpedoes: Oblivion 200 MT ThermoNuclear Missile ^ Top ^ // Section Divider ## Section 7: Special Weapon System #### Weapons
No. | Missions | X-Bomber | Dai-X
--- | --- | --- | ---
Episode 1 + 2
0 | 0, 6- | 3-Way Laser A | 3-Way Laser B
1 | 0-5 | ADEN Cannons | WildFire Rockets
2 | 0-5 | Homing Missiles | RAIN
3 | 0-5 | Rotator SpreadGun | Rapid-Fire SpreadGun
4 | 2-5 | Plasma Cannons | Nano Homing Lasers
5 | 3-5 | Scalar Mass Driver | DRAGOON. System
6 | 4-5 | Steerable EM.Napalm | Spreadfire XM. Torpedoes
7 | 5... | X-Laser Torpedo Retrofit | Point Singularity Ripper
Episode 2 + 3
8 | ? | Point-Defence GunBots | Hunter-Killer SwarmDrones
9 | ? | CIWS Upgrade | Lock-On Point Defence [Eye-Laser Upgrade]
Episode 3
10 | ? | Controlled-Direction Ricochet | Missile Blossom Packs
11 | ? | All-Aspect Flak Suppression | Lock-On Blitz
12 | ? | Broadside Spread Lasers | SpreadFire Pulse Cannon
13 | ? | Power Booster Pack | Thor Pack (Phase Plasma Cannons)
14 | ? | 90' Tracing Lasers | X-Wave
| Weapon consumes own ammunition rather than ship's power.
| Weapon requires cooldown time after long periods of sustained fire.
| 'Always-On' weapon fires even when not selected to support standard weapons.
1. ADEN Cannons: 4x 6-Barrel Rotary Cannons unleash a hailstorm of 40mm, titanium-construction, depleted-uranium-tipped, armour-piercing shells. The weapon makes short work of fighters and larger, unshielded targets but is ineffective against deflector shields. 2. Rotator SpreadGun: The Vector Cannon releases 3 streams of medium yield laser missiles in 3 directions; straight ahead and 45' to port and starboard, allowing you to strike targets on either side easier than ever. 3. Homing Missiles: Homing missiles follow any heat signature, defined as a threat by X-Bomber's LIDAR and targetting computer. X-Bomber's communications system only maintains guidance contact with a finite number of missiles at once, limiting the number available for release at any one time. However a single missile is usually sufficient to devastate most larger targets. 4. Plasma Cannon: The Plasma Cannon, a weapon originally deemed too energy inefficient for use onboard starships is mainly the reserve of space stations and planetary outposts due to its devastating power. However this Quad Plasma Cannon assembly's comparitively modest power consumption makes it perfect for implementation on a Battlecruiser. The weapon releases a total of 20 rounds per second, easily blasting through even the hardiest of targets. 5. Railgun: The Railgun fires 6-metre long munitions at multiples of lightspeed using electromagnetic Gauss fields. The weapon has a 1 metre deviation over a range of 100,000 militons making it the most accurate weapon in existence. However the unit takes a pedestrian 2 seconds to cycle, recharge the Gauss propulsion field and reload the firing chamber with a new slug. 6. EM. Napalm Cannon Works on the same principal as Laser Torpedoes without any beam focussing / rectification, bombarding a wide area but dissipating after a relatively short distance. The beam snakes and curves in accordance with the ship's movement and sets targets alight, causing them damage even after you stop shooting at them. 7. Turbo Laser Torpedoes The Turbo Laser Torpedoes constitute a selectable retrofit to the ships existing, forward Torpedo system, making the four beams converge, requiring far more power to fire but delivering over twice as much damage to the target. 8. Gunbots These devices escort the ship, opening fire on the opposition with twin laser cannons and acting as mines, detonating a gravitic charge destroying surrounding enemy craft should one collide with it. 9. Anti-matter Torpedoes The Antimatter Torpedoes are large, slow and easy to intercept. Should it reach its target however the weapon causes heavy damage to enemy capital ships. The torpedoes send out smaller bomblets upon detonation, seeking out surrounding targets. 10. Phase Plasma Cannon The Phase Plasma Cannons deliver far more power than the standard design, for use against enemy capital ships, as destructive as the Anti-matter Torpedoes without the possibility of interception. ^ Top ^ // Section Divider ## Section 8: Powerups There are three types of powerup that can be used by the X-Bomber, Fighters and Dai-X alike. They each come in three variants; silver, gold and platinum - giving 25%, 50% and 100% increases respectively to their relevant systems. The effects of these powerups vary somewhat depending on which ship uses them. (When these powerups are collected while their reserve is already high; certain bonus features are activated). Armour: Repairs the armour of whichever ship you are flying. (If X-Bomber's armour is nearly full; collecting armour powerups helps to increase your score). Shields: Increases the shield integrity of X-Bomber and Dai-X and activates the Temporary Blocking Shields on the Fighters. (Shield Powerups make X-Bomber invincible to weapons-fire for a short time when both it's shield and weapon reserves are nearly full and regenerates Dai-X's armour when the shields are nearly full) Weapons: Recharges the weapons energy bank of X-Bomber and Dai-X and activates. (Weapons Powerups activate the afterburners on X-Bomber when the weapon and shield reserves are nearly full also on Dai-X when its weapons reserve is nearly full). #### Tactical Weapons X-Impulse Powerups: These are collectable only by X-Bomber and charge the ship's X-Impulse System. Overfilling the X-Impulse reserve causes the Super X-Impulse to fire. MegaBombs: These are useable only by the Fighters, they add one MegaBomb to your fighter's payload. Missile Packs: These are collectable only by the Dai-X and reload the Ship's Missile bay by 20%, for use with the Mortar Cannons and Nuclear Torpedoes. ^ Top ^ // Section Divider ## Section 9: Characters #### Shiro Hagen
| Shiro is X-Bomber's captain since X-Bomber's return to Earth and the demise of the Imperial Master. Shiro is an ace pilot after a year's experience at the helm of X-Bomber and has a burning hatred of the Imperial Alliance after they brainwashed and enslaved his instructor Captain Carter and killed his mentor, Dr Benn.
#### Barry Hercules
| Hercules maintains and controls all of X-Bomber's weapons systems and munitions. His gung-ho approach, inability to miss a target and endless supply of comebacks make him the sole choice for X-Bomber's Weapons specialist.
#### John Lee
| John Lee's superhuman appetite, uncanny 6th sense for danger and expert knowledge of X-Bomber's communications and computer systems make him the ideal 3rd and final human crew member.
#### Dr Benn Robinson
Image Missing | Dr Benn, former captain of X-Bomber and commander of MoonBase was killed during a lethal raid on X-Bomber. The Dr's wisdom and principled command of X-Bomber has left a great impression on the three young crew members.
#### Lamia
Image Missing | The mysterious girl Lamia, princess of a race of mystics proves to be the last remaining way of stopping the Alliance's total destruction of the Earth. Although Lamia vanishes after defeating the Alliance she is with the crew in spirit if not in person.
#### PPA.
| PPA the 'Perfectly Programmed Android' has (unfortunately) survived all of X-Bomber's previous ordeals unscathed and acts as an overriding voice of caution and discipline to the other, more impulsive crewmembers.
#### General Kyle
| General Kyle, supreme commander of Earth Defence Forces provides a model of unwavering defiance against the devastating Imperial Alliance onslaught. His dauntless composure in dealing with the Alliance serves to reassure those around him, even in the most desperate of circumstances.
#### Professor Hagen
| The father of Shiro Hagen and designer of the X-Bomber and Dai-X was presumed dead prior to being found by the crew of X-Bomber and returned to Earth where he returned to work completing his X-Project. The Professor's devastating weapons have continually saved the Earth from complete annihilation by the Alliance.
^ Top ^ // Section Divider ## Section 10: Enemy Hardware ## Section 11: Allied Hardware ## Section 12: Legal / Technical / XBomber.co.uk ### 12.1. Legal & Terms of Use #### Copyright This game is entirely unofficial and is not endorsed by anyone involved in Star Fleet or X-Bomber. Star Fleet et al. are Copyright © 1980 Jin Dynamic. No Copyright infringement is intended and this software is for personal use only. All other elements Copyright © 2002 - 2006 Piers Bell and all other authors whose work appears in this game. All rights reserved. Please read the following carefully - Use of the software represents your agreement to these terms. #### License This program is free software. The author gives unlimited permission to copy, distribute, transmit, display and reproduce this software at NO CHARGE to the recipient and in its exact original state, without any modifications. Unauthorised adapting, modifying, creating derivative works, hiring, licensing, sale, or sale of any content from the game are all prohibited. If you wish to re-use any material (graphics etc.) from this game you should contact the Author. #### Disclaimer The game, X-Bomber and associated files are provided "AS IS", without warranty of any kind. The Author shall in no event be liable for any loss or damage of any kind in connection with use or performance of the game or any content available from it. You download and use this software entirely at your own risk. You must ensure you are entitled to download this data and you must scan for any viruses or disabling applications. ^ Top ^ ### 12.2. Technical information:
Version Name: | X-Bomber v0.56
Version Summary | 10 Missions including Training
Graphics
Native Display resolution: | 800 x 600 pixels
Colour Depth: | 16.7 Million colours (32 bit)
Framerate | 50 frames/second (machine independent)
Technical
Type: | Win32 / x86 Standalone Application
DirectX Version Required: | DirectX9 (Direct3D9)
Game Engine: | Clickteam Multimedia Fusion 2
Runtime Version: | Build R249 beta 4
File Version | 3.0.248
Hardware Acceleration Version | Beta 5
Level Engine | Crash Overdrive with Dai-X System, Multi Special Weapons System
Audio
Sound Samples | compressed wave sound with 32-channel mixing
Music | General and XG MIDI
^ Top ^ ### 12.3. http://www.xbomber.co.uk Piers Bell [aka. Crash Override] 26 September 2009 ^ Top ^ // Section Divider ^ Top ^ // End Document