Gunstar Posted January 20, 2003 Share Posted January 20, 2003 I've been playing Koronis Rift lately (Lucasfilm game) and want to hopefully finish it as I never did years ago. Problem is, I remember that the game originally came with a "reference card" telling what all the symbols meant for the weapons ans sheilds and stuff that are picked up (alien technology). Dose anyone have one of these cards or the instruction manual that could be posted here or send me a scan of it via e-mail? It's just about impossible I think to even think of finishing this game without upgrades and I can't know what I can use without that card/instructions. Every time I try to use something new right now, I end up just bogging down everything and my tank won't move too well, if at all or shoot well or anything. I end up having to call the ship (if I am clear of enemy saucers) and trying to get my ship working right again (also shutting off the new equipment). Please help! Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted January 20, 2003 Share Posted January 20, 2003 http://www.geocities.com/vpeters_2000/Atar...oronisRift.html Symbols shown in asterisks...but you get the idea. Quote Link to comment Share on other sites More sharing options...
Gunstar Posted January 20, 2003 Author Share Posted January 20, 2003 Thank YOU! Quote Link to comment Share on other sites More sharing options...
ZylonBane Posted January 22, 2003 Share Posted January 22, 2003 Ah, sacrificed many evenings to Koronis Rift. In retrospect, the only thing it really had going for it was the spectacular graphics and terrain interaction. The way your speed and viewpoint varied as you drove around Koronis (and the shifting engine sounds) was just perfect. Looking back, the actual gameplay sucked hard. You spend all of your time either driving around, or spinning in circles trying to blast the UFOs that hassle you. Success apparently requires figuring out what the modules do via trial-and-error, but in a game where "error" means death by one or two UFO shots, followed by about two minutes to start over, experimentation isn't really encouraged. It's like if someone tried to combine Doom and Mastermind. Just doesn't work. The "Ballblazer" module was pretty cool though. Quote Link to comment Share on other sites More sharing options...
jon-paul Posted January 23, 2003 Share Posted January 23, 2003 did this game ever have a map? Or was it a randomly generated as i suspect? Quote Link to comment Share on other sites More sharing options...
Gunstar Posted January 23, 2003 Author Share Posted January 23, 2003 I'm not sure if KR was randomly generated or not, I do know the levels stayed the same as far as where you found the artifacts and what the artifacts were, but the landscapes MAY have been random in between those points, or it may have been preset fractal landscapes. I do know for sure that Rescue on Fractalus was randomly generated each time...and The Edielon was definately set fractal tunnels, nothing random there at all. Good question. Quote Link to comment Share on other sites More sharing options...
jon-paul Posted January 23, 2003 Share Posted January 23, 2003 I'm not sure if KR was randomly generated or not, I do know the levels stayed the same as far as where you found the artifacts and what the artifacts were, but the landscapes MAY have been random in between those points, or it may have been preset fractal landscapes. I do know for sure that Rescue on Fractalus was randomly generated each time...and The Edielon was definately set fractal tunnels, nothing random there at all. Good question. Hmmm, In which case there may be maps/directions. never seen any though. Quote Link to comment Share on other sites More sharing options...
ZylonBane Posted January 23, 2003 Share Posted January 23, 2003 There were definitely maps. Once you get the mapping module, this becomes apparent. One of the highest levels I got to, the layout was a huge spiral maze. Quote Link to comment Share on other sites More sharing options...
Godzilla Posted February 3, 2003 Share Posted February 3, 2003 The trial and error nature of the gameplay is much more enjoyable in emulation (on a pc, or better yet, a Dreamcast) :-) and yea, back in the day, having a real 3d world was enough to make the trial and terror worth the effort (on a side note, i LOVED the fading lighting effects as the terrain got closer, the a8bit version of this game totally SPANKED the c64s graphics.) I recently bought originals of a8bit Koronis Rift & Eidolon to complete me collection of the Lucas fractal games, which I love. Eidolon takes the persistent 3d world gfx of Koronis and introduces them to more of a traditional real-time 3d corridor shooter, and I believe Eidolon was the first real 3d fps. Great game :-) Quote Link to comment Share on other sites More sharing options...
Albert Posted February 3, 2003 Share Posted February 3, 2003 The "Ballblazer" module was pretty cool though. Ballblazer module? What the heck was that? ..Al Quote Link to comment Share on other sites More sharing options...
ZylonBane Posted February 14, 2003 Share Posted February 14, 2003 On one of the rifts, you find a hulk that looks exactly like a Ballblazer rotofoil. The module from it, when installed, plays a bloopy version of the Ballblazer theme. Uses a ton of energy too. Quote Link to comment Share on other sites More sharing options...
capnarrr Posted February 17, 2003 Share Posted February 17, 2003 Here is a scan from the instruction book for those who need it. Anyone know what rift the ballblazer module is on? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted February 19, 2003 Share Posted February 19, 2003 http://www.crestviewfl.com/~richard/KRONIS.TXT http://project64.c64.org/games/0-l/ well... can not find right now the maps... but i can remember seeing them back in 80s in german game mags... they were nice hand-draws. how are the amstrad cpc & spectrum versions from koronis rift compared to the original? hve Quote Link to comment Share on other sites More sharing options...
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