Well done! Mission completed
A reward is granted when you return to Earth Defense Fleet
The Barrax Empire has been destroyed and Commander Berry D. Mayers and Commander Lori Bergin are now safe on board your ship heading home to earth. Have a nice trip home. Well done!
You look out the side window of your ship. You see the crushed Barrax Empire as you take off.
The alarm goes off and you look out the rear window and see the whole planet changing shape and something is coming straight at you..........
Stardate 10.10.2.7.24 Starsystem IU2
The Barrax Empire - A ruthless species with one thing on their mind - ruling the universe.
Earth Defense Fleet have been in war with the Barrax Empire for centuries with many casualties on both sides........
Commander Berry D. Mayers and Commander Lori Bergin returning home from a well accomplished mission.
Their orders were to eliminate all Barrax Lifeform on planet Urainia and gather as much information about the Barrax Fighters.
As the commanders began their trip home they were suddenly attacked from out of nowhere by a huge Barrax Nova cruiser.
The last transmission from Commander Mayers and Bergin was this....
Ability to become invisible for a limited amount of time. Fast.t..acce...
..brigg.ht.light.beaming.us.un.board....
Commander Berry D. Mayers and Commander Lori Bergin are presumed to have been taken as hostage by the huge Barrax Nova cruiser.
Your mission code C61-178DE is to rescue Commander Berry D. Mayers and Commander Lori Bergin and their starship.
The E.F.D. inter-trak scanner picked up signals from a huge object moving towards planet Terrainia.
Engage and terminate commanders!
Good luck!
The final boss was the biggest object of them all. Consisting of forehead, head, left wing, right wing. Each individually hittable/destructable with two stages. Most bosses are split into several parts so that they can be animated and destroyed in several stages.
All enemies and also some other objects from the overworld. Most of these also appear in the other worlds.
This world used palette switching for the copper wired backgrounds. While playing the game you can notice that the copper wires are never on screen at the same time as the brown organic wires, because they both use the same color registers. The game can only change these unnoticed when they are off-screen.
The bosses were created by placing six 4 color sprites (16 pixels wide) next to each other (creating a single sprite with 80 pixels in width). The sprites' colors switch in the middle and they also change when being hit by the player. This is possible because two sprites share the same 4 color palette. Therefore the middle two sprites share one palette, while the outer two sprites share another palette, and so on.
Shots and orange overlays are created with more sprites.
Hybris used sprites very efficiently, which is one of the reasons why it was able to keep the silky smooth 50fps frame rate even on the old Amiga 500.
The player objects consist of a 16 color sprite (which is done by combining two sprites). This is combined with two 4 color sprites which make up the shields on either side of the player.
The shots are normal 4 color sprites. Since sprites are only limited in width (to 16 pixels) the shots can grow extremely high which can be seen on the far right with the pink bullets.
The bonus pickups are normal BOBs (Blitter OBjects). They are drawn traditionally to the screen.
All enemy sprites from Hybris. Due to the Amigas hardware limitations sprites are mostly 16 pixels wide and consist of 4 colors.
Only the enemies at the bottom are 32 pixels wide. This was done by placing two sprites next to each other.
The background tiles mostly consist of 64x64 pixel elements which in turn seem to consist of 8x8 pixel tiles which is unusual as 16bit computers usually prefer (i.e. are faster) at working with tiles that are 16 pixel wide.
The color palette changes during levels. In this case the green trees share the same palette entries as the water. I didn't remap the colors for this map so the trees appear blue instead of green.
The final level also contains the final end boss. Large end of level bosses usually were just part of the background tiles and weren't able to scroll independantly of the usual background. This is usually noticable because the background vanishes before such large bosses appear or the boss is not able to move.
[quote=Game]And so the cicle ends. The prophesy is fulfilled and Zoras is destroyed, his essence banished to the deepest pits of hell.
And in their joy, the people rise up as one, declaring you to be the true ruler and saviour of the northern kingdoms.
And as the light returns, the legion of darkness called up by Zoras' magic slithers back into the shadows...[/quote]
Used in the demo "Super Spinner" by Sodan
Used in the demo "Super Spinner" by Sodan
Used in the demo "Super Spinner" by Sodan