FIREFLY
 Ocean 1988

 CONTROLS : Keyboard, Kempston, Cursor
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 AIM : Your task as commander of the Firefly is to destroy the
 mechanoid system framework, developed by the enemy, by removing the
 vital energy source used to sustain its existance.

 GAMEPLAY : The framework is represented on the screen by a system of
 grids, each one being one of the following:

 1. A robot-occupied zone.
 2. An unconstructed region.
 3. A robot-free "Dead Zone".
 4. A planetary sector.
 5. The system power source.

  The system grid is arranged randomly each turn. You always start in
 the Dead Zone on the far left, ready to battle your way through the
 occupied area to the power source.

  Your movement is restricted to the Dead Zone areas and you can
 therefore only enter a system which is adjacent to a Dead Zone. You do
 so by positioning the Firefly on the appropriate square and pressing
 fire. You cannot enter a system with a planet at its core. These are
 the main mechanoid colonies and are too well protected against attack.

  The unconstructed regions are the least protected by the robots. In
 order to take over one of these you must first override its "intrusion
 detection" alarm system. This can only be done manually. If you fail
 to do it correctly in the given time, a chain reaction will occur,
 causing the robotic system to jumble itself up, forcing you to retreat
 to the far left of the grid.

 ENTERING AN OCCUPIED AREA : The solar system chart will be replaced
 by a close-up view of the area with one of the Firefly's battleships
 in the centre. The scanner at the bottom of the display will show the
 entire area and your battleship, observed from a distance.

  Your ship is equipped with an ion-thrust drive and plasma disruptor
 balls which, if used correctly, can get you out of impossible
 situations!

  Each area has four main energy points (fast-flashing dots on the
 scanner) and two teleports (slow-flashing dots). These are protected
 by a selected number of robots which, because of their size, will not
 show up on your radar. Once destroyed these robots may deposit some
 useful items.

  To take over the area you must destroy all four energy points. You
 accomplish this by entering each point and trying to overpower them.
 You can only do this, however, by collecting four excess energy units
 (yokas) which are constantly being expelled into the playfield by each
 of the energy points.

  The teleports can be used to move your ships into inaccessible places
 or for more economical travel around the playfield. However, these are
 robotic devices and may be difficult for humans to operate.

  Your ship can be damaged by:
 1. Robotic collisions.
 2. Mechanoid missile attacks.
 3. Incorrect teleport operation.
 4. Failure to overpower energy points.
 5. Entering energy points with insufficient energy units.

  A ship is lost when it can no longer sustain any more damage... thus
 the occupied area will remain under robotic control but, if you have
 any ships left, you may re-enter the same system or choose another
 route through the framework.

 COMMENTS : "Firefly virtually overflows with quality, style and sheer
 excellence."
 RATING : 92% (CRASH #50, March 1988)

 NOW : Still a very good game - probably not up to modern commercial
 standards, of course, but it is definitely on a par with many public
 domain and even some budget games.
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 KEYS : Redefinable
        Pause			- SPACE
        Quit			- BREAK