SO there you are, minding your own business, reading a copy of Intergalactic Playbeing, when a pod down in the cargo bay of your ship, the Mombassa Oak, breaks loose. Urk, wholesale damage. Total trashing of computer systems.
You managed to get the Oak to limp on to the mining colony, its original destination, and gratefully set down, expecting worried faces and a Sirius Slopshocker in the bar afterwards.
Hang on, though, it's strangely quiet. Where is everyone? What's all this slimey stuff? What are these cocoons? And why is there a small alien scuttling down the corridor towards me? Oh no, it can't be...
But it is. And if you were too frightened to sit through Alien(s) then you better steer well clear of Xenomorph 'cos there's gonna be loads of little scuttly things and big chomping nasty beasties pouring down the corridors of the ship and the mining station, all heading for you.
Yes, that's where the staff of the mining station on Atargis have gone - into the stomachs of the aliens, and so will you if you don't find the necessary equipment to repair the ship and take off again.
Before you do that, you better figure out whether you're going to be Sigourney Weaver or Michael Biehn by generating your vital statistics. Sex, hair, or lack of it, and even eye colour can be defined.
Having decided who you are, whether you like boys or girls or aliens, you make straight for the weapons shop to tool up for the shout out at the Mombassa Corral.
Stun guns and lasers, rifles and rocket launchers, grenades and mines, machine guns and even particle accelerators can be wielded wildly or stored in a 3D back pack, which is the strangest way to represent something so humble as a back pack.
Some weapons need power blocks, so make sure you store some of those as well, otherwise you'll end up using that particle accelerator as a club.
Possibly the most exciting weapon is the robo-mine, which lives to destroy. As soon as you set it off it chases after the nearest victim. Unfortunately this could be you if you don't get out the way very quickly.
It's best used when there's a troop of Xenomorphs chasing you down a corridor and you're low on battery power. Quickly set it off, and run like hell as the sound of disintegrating aliens makes your kind of music.
While examining the contents of your goody bag, a smaller version of the main screen, which you have now obscured of course, pops up on the left side of the screen so that you can still have one eye on what's happening around you. Vigilance is everything in this game.
Once tooled up, off you set around the five level ship and the 20 level mining base. The viewpoint is 3D, but it doesn't scroll towards you, it is redrawn. It scrolls when you swivel around to look sideways though, which makes life a damn sight easier.
The ship is all hues of metallic grey, but there are these access tunnels lined with pipes running through everything, and it's down these that the sense of fear is amplified.
Just what is awaiting around the bend in the tunnel? It's a pity this isn't a two-
Because of this threat it is essential to find the motion detector as soon as possible otherwise you never know what you'll meet in the dark.
The aliens mutate, of course. Remember the pods from Alien? Remember John Hurt leaning over one as it opened? Urk! Those pods are here and you can see them split open to disgorge small larvae, or proto-
Out of these the fully grown aliens slobber. Then they come looking for you.