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Arrival: Galactic Defense PDF Print E-mail

ArrivalAliens are planning a massive assault on Earth, but you are going to take the fight to them! Defend your tower and battle alien forces on five (5) planets against four (4) unique alien races. Collect and save resources to upgrade your tower and add new units, special attacks and abitilies to help defeat the alien scourge.

Drifting through space in a mining and exploration rig you accidentally intercept a message signaling a hostile invasion of Earth. You must defend against the invasion forces and warn the inhabitants of Earth before it is too late.

Use your ships on-board robot factory to build troops to cripple the aliens on their home worlds as you make the race home. Gather Interplanetary Resources (IPR) to use as raw materials for research and creation of new weapons and units.

 

The Tower

The deep space mining and exploration rig is not designed for galactic war, but thanks to the autonomous on board research factory, it can adapt and produce powerful military units. The rig will automatically transform into a defensive base upon landing on a new planet. Equipped with base ground units and a simple turret the tower is able to defend against basic threats.

The aliens will send out waves of troops in increasing difficulty. After each wave of aliens is defeated, collected IPR can be used to purchase tower upgrades from the research factory. When you defeat the forces of a planet the upgrades will be lost. They are simply too heavy to launch into space and haul to the next planet.

 

Tower Upgrades

When a level is upgraded it allows for the use or creation of different units, weapons or repairs. A level must be upgraded before the corresponding units, weapons or repairs can be purchased or used.


Turret - The standby defensive and offensive weapon. It is cheap to use, and allows for manual control when precision is necessary. When upgraded, the turret is able to deliver a more powerful payload for any of the three core weapon types.


Repair - Fix up troops in the field. When upgraded, the repair level is able to fix more efficiently, and even revive disabled units.


Special - Turn the tide of any battle by launching a special attack. When upgraded, the special level will add a new attack type.


Air - Create and deploy flying units. The air level comes default with the MB-2000 flying soldier. When upgraded, the air level will allow for the creation of more powerful air units.


Ground - Create and deploy ground forces. The ground level comes default with the MB-100 and MB-200 units. When upgraded, the ground level will allow for the creation of more powerful ground units.

 

Tech Upgrades

Building and upgrading your tower's levels allows additional technology upgrades to be purchased.

Turret Weapon Technologies

Mortar (Level 1)
Standard explosive round.
Shots Per Magazine: 4
Reload Time: Very Fast

Sticky Plasma (Level 1)
Burning plasma that attaches to a unit and continues to do damage.
Shots Per Magazine: 8
Reload Time: Fast

Shock Mortar (Level 1)
Electrical round that stuns and damages nearby units.
Shots Per Magazine: 2
Reload Time: Slow

Cluster Mortar (Level 2)
Rapidly fires three shots at a time.
Shots Per Magazine: 10 (Triplets)
Reload Time: Fast

Plasma Napalm (Level 2)
Plasma fire that will damage any unit that touches it.
Shots Per Magazine: 1
Reload Time: Very Slow

Homing Shock (Level 2)
Electrical round that adjusts its trajectory for higher accuracy.
Shots Per Magazine: 2
Reload Time: Average

Super Mortar (Level 3)
Powerful explosive round.
Shots Per Magazine: 1
Reload Time: Average

Plasma Volcano (Level 3)
A large plume of plasma that erupts with sticky plasma.
Shots Per Magazine: 1
Reload Time: Slow

Thunderhead (Level 3)
Powerful electrical round that fires five bolts of lighting at the nearest enemies.
Shots Per Magazine: 2
Reload Time: Average

Repair Technologies

Light Repair (Level 1)
Replenishes 10% of your units' health and 25% of tower health.

Standard Repair (Level 2)
Replenishes 20% of your units' health and 50% of tower health.

Instensive Repair (Level 3)
Replenishes 30% of your units' health, replenishes 75% of tower health and revives dead uncollected units to 10% health.

Special Weapon Technologies

Unit Self Destruct (Level 1)
Converts all deployed units into moving time bombs.

Laser Storm (Level 2)
Multiple laser beams from space destroy units unlucky enough to get caught in the blast.

Meteor Shower (Level 3)
A gravity bomb that pulls meteors out of space and slams them into enemy troops.

Air Unit Technologies

MB-2000 (Level 1)
The reconfigured airborne version of the MB-200 unit, used primarily for ZERO-G space mining. This unit has slightly higher health than the MB-200, but much faster with a stronger attack.
Type: Weak Air Offensive

X-Striker (Level 2)
The state of the art X line of attack and defense units are feared and respected throughout the galaxy.
Type: Strong Air Offensive

X-Guardian (Level 2)
The X-Striker reprogrammed and armored for tower and base defense.
Type: Strong Air Defensive

Stratofortress (Level 3)
This unit predates the X line and has been in service for nearly 500 Earth years. It is a strong bomber, but slow and defenseless.
Type: Bomber

Ground Unit Technologies

MB-100 (Level 1)
Reprogrammed mining bot.
Type: Weak Melee Ground

 MB-200 (Level 1)
Reprogrammed mining bot with upgraded welder that is used as a ranged weapon. Type: Weak Ranged Ground

 Hover Fortress (Level 2)
Strong ranged unit with anti-aircraft capabilities. Tactical protocol states to pair this unit with the X-Striker air unit for best offensive results.
Type: Strong Ranged Ground

 Recycler (Level 2)
Scours the ground for bot remains, once filled it returns to base. If it comes under attack, it will attempt to flee the area and will lose a small amount of collected parts.
Type: Other

 A2 Widowmaker (Level 3)
Ultra strong artillery unit with anti-aircraft capabilities. Tactical protocol states to pair this unit with the X-Guardian air unit for best defensive results.
Type: Artillery

 

 

Additional Screenshots
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