Game: FJ-RX  (Frantic Journey Resurrection)
Code: Richard Eric M. Lope BSN, RN (Relsoft)
GFX: Adigun Azikiwie A. Polack (AAP), Eero Pitkanen (eebro), relsoft
Music/SFX: AAP, VGmusic(I'll try to find out who made those nice BGMs and credit them properly on the next release.)
Design: Relsoft, AAP, Anya Therese B. Lope


Controls(default):
Movement=> arrow keys
Fire-> space
Change option formation _>
speed => is right now used to get options 
bomb =>
pause -> "p"

Gameplay:

This is a very beta version of the game so don't expect much.  
This game is a cross between gradius, ikaruga and strikers 1945.
You have your "bankaw" laser which behaves like the ikaruga laser.
When you continually press the fire button, your RFG gauge would fill and
your ship would release your laser only when you release the fire button
at full RFG level. Notice that at full RFG your level 3 shots would also
relase a sinwave shot and the gauge would blink as well as a "Bankaw" text at
right side of screen. 
Your options have 3 formations and each formation has its own bullet barrage.
 

Enemies right now are few and far between sice I haven't coded that many enemies
yet.


Dev menu at the start of screen:

FX levels:
1.Is fastest and should only be used by very slow systems.
2. The default would have full screen per pixel effects.
3. Aside from FX level 2, the boss would be a realtime blob insted of a sprite.


Gamemodes:

Normal => play the game with the keyboard or the joystick.
Replay => is a computer controlled replay of the last game. Notice that the 
replay is only saved when you kill the boss. Pressing esc at the middle of the
game would not save the replay for that stage.



Sourcecode:

I included the source code for coders who would wan't to compile this on
other platforms like DOS or Linux.  The only external dependency of this game
is Fmod.DLL which could be disabled by compiling with the NO_SOUND option. See
"Tsound.bi" and unrem the #define NO_SOUND line. Doing that would not include the
DLL and its dependencies.

Right now this is coded in FB 0.20b and intel x86 Assembly so this would only
run on x86 based machines.

I would very much appreciate it if you could test this for bugs and if it would 
even compile and run on DOS and Linux.


The future:
This engine is the product of a months work along with 4 typhoons (brownouts) and my failing health.
I don't know. I'm giving this another month of coding since I could very well 
finish this isn like 2 weeks for as long as my health is fine. Now that I get my
latop back happy days are here again.  I coded this on a 600 mhz hitachi with a 
bad LCD so coding this on my laptop again would make things faster and easier.


relsoft out.  Indefinitely...

