Speedboat Assassins Typed by Belgarath Loading Insert disc in drive A: Program will load and run. Controls Configure game on the options screen then use the joystick to play: Left/Right steers the speedboat left/right Up speed up Down slow down Fire to fire current armament In The Navy... War is fought on many fronts, but the front you're about to be involved in is very wet. Four famous harbours have been seized by enemy forces and Central Command has decided something must be done, and done fast. You receive the urgent orders on your wristfax. Pausing only to kiss loved ones goodbye (yeuchh!, but even crack marine commandos have to endure occasional slushy scenarios), with one mighty bound you are at the controls of an Assassin Class assault speedboat. With Kevin your hunky commando chum as co-pilot, you wait to be airlifted into action. A hurried phone call to the helicopter pilot soon has him scurrying to the base, and within mere hours of receiving orders from central Command you embark on the mission. The objective is simple: gain access to harbours under enemy occupation, destroy four telecommunications towers that control the automated defence craft patrolling each harbour and then make good your escape. Storming Ports Assassin Class assault boats were designed to work in parallel with helicopters. Your boat is airlifted into the action, supported by the chopper during battle and airlifted out after a battle has been successfully concluded. As each mission begins, a counter starts ticking down. It takes a few seconds for the chopper to lower the boat into the water - just long enough for a clutch of mines to bob up to the surface. Yes, those unsporting enemy hordes have surrounded the entrance to each and every harbour with a minefield. Slow and easy driving makes navigating minefields fairly easy, but rough, tough speedboat commandos out for maximum points will put their foot to the floor and try to get through the minefield as fast as possible - there's a one thousand point bonus for every second left on the clock when you hit the calm waters of the inner harbour. Once inside the harbour itself, the first problem crops up - the speedboat is unarmed. Wait for the friendly supply helicopter to make its descent and line the boat up under it to collect a weapon system. Throughout a battle, the chopper descends every thirty seconds or so, starting from a random point in the sky. Each time you dock with the helicopter, either the weapon system on the boat is upgraded or additional speed and manoeuvrability is collected from your airborne buddies. The single-shot missile launcher can be upgraded to a double-shot launcher, which can in turn be exchanged for a pair of smart bombs. Only two smart bombs are delivered at a time, however, and after they have been used it's back to the single-shot cannon until you dock with the chopper again. Each harbour contains zillions of mines, single-and double-hulled enemy surface craft (one or two hits to destroy respectively) and four telecommunications towers that control the enemy defences. In order to make the zone non-hostile, the four red comms towers have to be blown out of the water. Watch out though - when a tower is toppled, mines are released around its base on the seabed, and they soon float up to the surface. Take out all four towers and it is time to leave the current harbour, make a rendezvous with the chopper and get yourself airlifted to the next troublespot in line for the Assassin treatment. Trouble is, the enemy have planted an absolutely huge destroyed at the harbour exit, and you ain't goin' nowhere until it's well and truly sunk. Ten, fifteen or even twenty hits are needed to deal with the destroyer, so get that trigger finger itchy! Programmed by Binary Design Typed by Belgarath