## Description
The compilation includes 2 games, namely _Fireflash_ and _Destroyer_.
_Fireflash_ which is the lead title, was originally published within this
compilation and _Destroyer_ was originally published within the compilation
_Games Pack 1_ also published by _Abacus_.
### Fireflash
_Fireflash_ is a missile defence game where the main goal is to protect a base
from continuous extraterrestrial attacks and a subsequent invasion. The base
has as defences two turrets located longitudinally at each extremity of the
screen which emit horizontal laser beams, and four anti-missile platforms
distributed from the centre to the laterals where the laser turrets are
located that fire anti-craft missiles. The first ones are specific for short-
range defence and the second ones for long and medium-range.
The management of both types of fire-power must be differentiated: the laser
turrets shouldn’t be excessively used because they might became overheated and
therefore temporarily non-operational, and as for as the anti-missile
platforms take some time to be reloaded, it might be necessary to alternate
their use.
In the subsoil there are respectively four supply channels connected together
by a main artery leading to the anti-missile platforms allowing them to be
reloaded. If any channel is damaged its respective platform will become non-
operative. If the main artery is damaged the dependent platforms could also
become inactive.
The attacks either will come from bombs that will fragment themselves in
multiples if not destroyed in time; from spaceships that can escape from the
range of the laser turrets and may decimate the entire surface of the base;
and finally from an atomic bomb that if not destroyed in time will annihilate
the entire base allowing an extraterrestrial mother-ship to invade the planet,
ending the game. If the nuclear bomb is intercepted the invasion is aborted
and the player has passed the level.
### Destroyer
In _Destroyer_ , which carries the name of the ship the player commands, the
goal is to escort some merchant ships that are sailing from the right to the
left of the screen and intercept the enemy submarines with dropping charges
before they can emerge and fire their precise deadly missiles against them.
Every time an enemy missile is allowed to be fired a merchant ship will be
lost.
The player has to destroy 5 enemy submarines before 10 of the merchant ships
are sunk. The lower the casualties, the higher the player’s score will be.
The destroyer will not be targeted by the enemy, but itself could pose a
deadly threat both to the merchant ship and the player if a collision occurs
between them. The game is immediately over if that situation occurs, or if the
player wasn’t able to safely sail away from the blast of his own charge. These
two situations are the only direct threats to the destroyer.
The enemy submarines can only fire if they are on the surface and then they
are represented by the submarine’s periscope. If the destroyer is sailing near
an enemy submarine, it will not surface. If the player can’t visually observe
the enemy, he can instead detect them with his sonar, where a higher pitch
indicates a short distance an enemy is located from the destroyer. If it turns
green, then a ship is in range to blast an enemy submarine by dropping a
charge.