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Work in Progress ...
Thank you for playing X-Bomber, I hope this documentation is helpful.

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1: Prologue [-] Collapse

X-Bomber

The year is 3002. In 2999 the Earth comes under attack from a powerful alien force; The Imperial Alliance. The Earth's defence forces are helpless against the onlaught and only the prototype space battleship; X-Bomber stands in the way of Earth's annihalation. The Alliance was narrowly defeated and X-Bomber leaves Earth in search of F-01; a legendary power capable of destroying the Alliance for good.

F-01 was discovered in the unlikeliest of places and the Imperial Master and his Alliance forces were finally destroyed but not before terrible damage was wrought upon the Earth.

The Alliance's retreat from Earth's solar system and surrounding territories has resulted in the liberation of several of Earth's neighbours. In recent months, Earth has developed peaceful relations with a planet called Simetra, left barren by after countless years of Alliance tyranny.

The process of rebuilding what the Alliance destroyed is underway.

6 hours ago, Earth's newly established Alpha Proxima Base reported an approaching Alliance Fleet then contact was lost. The Alliance has returned for revenge. X-Bomber, fully overhauled after its year-long mission, escorting 3 transport cruisers to Simetra is the only warship within range to deal with the threat.

and it is here that our story begins...

X-Bomber the Game's story follows on where the TV series left off as X-Bomber's refit is completed and her crew are brought back together after their early 'retirement' to deal with the resurging Alliance threat. Your job is to pilot X-Bomber, destroying waves of enemy ships, on a frantic quest to save the Galaxy once more, grabbing powerups, dishing out excessive firepower and, of course, making lots and lots of things explode.

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2: Installation [-] Collapse

2.1. System Requirements

Operating Systems Microsoft Windows 95, 98, 2000, ME, XP, Vista, 7 or 8 (preferably with latest service packs and drivers)
DirectX 9 for Hardware Acceleration
Processor 2,000 MHz AMD Athlon 64, equivalent or faster
Memory 1,024 MB
Graphics ATI Radeon 9800XT, equivalent or faster
Hard Disk Space Approximately 200 MB
Misc. Keyboard, Sound card, Gamepads & Joysticks supported

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2.2. Installation

  1. Click here to download the latest version of X-Bomber.
  2. Click "Open" when your browser asks you. If the file doesn't open, double-click the file in your browser's download list when it finishes downloading.
  3. Drag the folder from inside the zip file onto the desktop or into another folder.
  4. To run X-Bomber, double-click on the folder then double-click the "xb2-082.exe" Application.
  5. Click "Run" if Windows gives you a Security Warning.

2.2.2. Uninstalling

Just delete the X-Bomber folder.

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2.3. Troubleshooting

If X-Bomber fails to run or does not perform as expected, try the following:

  1. Download the latest version of X-Bomber and open it to overwrite and repair X-Bomber's files.
  2. Set the Windows Power Scheme to "Home/Office Desk" in XP or "Balanced" in Vista/7. You can find this in Control Panel > Power Options.
  3. Download and install DirectX 9.0c from Microsoft's website.
  4. Update your drivers; especially your graphics card drivers. [ AMD | Nvidia ]
  5. Update Windows fully and install Microsoft .NET Framework, using Windows Update.
  6. Check for viruses and spyware, using a good antivirus/antispyware.
  7. Close any other programs and background processes. uTorrent and other file-sharing programs impair X-Bomber's performance when their windows are open. If you close your antivirus, reopen it after running X-Bomber.
  8. Windows 95/98 - End "rundll32.exe", using Task Manager (Ctrl+Shift+Esc).

If you have a problem running X-Bomber, please do not hesitate to get in touch.

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3. Getting Started [-] Collapse

3.1. Menus

In any menu, use the Arrow keys or the mouse pointer to highlight an option. Then, press Enter or click to select it.
Press Esc or select the "Back" option to go back a step.


3.1.1. Main Menu

X-Bomber Menu

The Main Menu has seven options:

  1. Start allows you to start a new game or start from any mission. You can select which ship(s) to play the mission with. When you return to the menu from playing a mission, the Start option is replaced by Resume, which allows you to resume your mission.
  2. Options allows you to adjust sound and music volume, configure controls and game settings; (including difficulty).
  3. Missions - When you return to the Menu from a mission, Missions allows you start any mission from scratch..
  4. Instructions shows this help document in the default browser.
  5. Hi-Scores allows you to save your current high-score, view your previous high-scores, upload any high-score to the Online High-Score Table.
  6. Credits shows information about the game's production.
  7. Exit - Choose this option and press Enter to close the game. Close the game at any time by pressing Alt+F4.

3.1.2. Mission Briefings

Scroll through and read your Mission Briefing by pressing the Left and Right Arrow keys then press Fire (default = Z) or Enter to start the level.
Press Esc or click "Shut Down" to return to the Main Menu.

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3.2. Controls

3.2.1. Remappable

Keyboard Layout Diagram

Function Key
Move: Arrow Keys
Fire Main Weapon:
Fire Auxiliary Weapon:
Hold Z
X
Activate Shield: Hold C
Function Key
Select Next Weapon:
Select Previous Weapon:
Shift
\
Select Ship / Transform:
Request Airstrike:
Tab
A
Transfer power from weapons to Shields:
Transfer power from shields to Weapons:
S
W

3.2.2. Non-Remappable

Function Key
Pause and return to Menu: Esc
Pause: Left Mouse Button
Function Key
Shuffle Music Track: F5
Toggle Fullscreen / Window Mode: Alt+Enter

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3.3 Instruments

Instrumentation Layout Screenshot

Counter-clockwise from top-left:

3.3.1. Main Gauges

  • Shields - As shield strength diminishes, the armour becomes more vulnerable.
  • Armour - When the Armour reaches zero, your ship is destroyed.

3.3.2. Weapons

  • Energy - Energy weapons normally draw power from this reserve when fired.
  • X-Impulse shows number and type of available X-Impulse Blasts.
  • Select
    • Shows the selected main weapon.
    • Shows the onboard Special Weapon and how much ammunition it has. (Illuminates when the Special Weapon is selected).

3.3.3 Tactical

  • Objective usually shows how much more damage your target can sustain.
  • Distance shows your distance from the end of Mission (boss).

3.3.4. Other

  • Messages shows notifications from the crew and other characters
  • Score increases when enemies are destroyed and when escape capsules are recovered.

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4: Gameplay [-] Collapse

How to Play

  1. Avoid the hazards such as weapons fire, enemy ships, asteroids and other obstacles.
  2. Use your weapons to destroy the enemy.
  3. Collect PowerUps to replenish your resources.
To complete a mission, you must survive to the end of the level and destroy the end-of-level Boss enemy. If your ship is destroyed, the game is over.

Collisions

Your two largest ships; X-Bomber and Dai-X can collide with enemy weapons-fire, enemy ships and other hazards. The smaller Dai-X Fighters, when flown individually are weaker and therefore do not collide with enemy ships but fly over them. Weapons-fire from friendly craft do not collide with you and your weapons-fire will not harm harm them. However splash damage from some of your weapons (such as missiles) may damage your allies slightly.

While Flying a Dai-X Fighter the other two fighters (that fly as your wingmen) cannot be damaged by the enemy unlike your other allies.

Only certain areas of your ships are vulnerable. These areas are shown in red below.

Vessel Name Hit Area Collisions
Enemy Weapons fire, Asteroids, Mines etc. Enemy Spacecraft Friendly Weapons Fire Friendly / Neutral Collisions
X-Bomber X-Bomber Hit Area
All
Yes Yes No No
Fighters Fighter Hit Areas
Fuselage / Hit Point (BrainCom)
Yes No No No
Dai-X Dai-X Hit Area
Torso
Yes Yes No No

Friendly fire does not feature in the game. This means you and your allies can blast away at the enemy without fear of hitting eachother. However ships can be damaged by explosions and splash damage causeed by their allies' weapons.

Hints

  • If you're too close to your display, you can only focus on a small part of the screen and it's difficult to anticipate.
  • Don't stare at the instruments, just glance at them.
  • Make use of your Aux. Weapons [X] - better to use an X-Impulse blast or two than get the ship blown up.
  • Don't forget to use Dai-X if X-Bomber is badly damaged. Your ships re-arm and repair themselves when not being used.
    All your ships are repaired at the end of every level.
  • Use the right weapon. Some weapons are effective against swarms of small enemies but hopeless against stronger, single enemies.
  • Use slower weapons to lead targets to avoid being hit by their weapons.
  • Hold your fire sometimes to concentrate on dodging.
  • Just keep moving most of the time, this often allows you to dodge shots travelling directly at you without you having to think about it.
  • Don't worry about getting hit by smaller bullets. Your ships can take a fair amount of damage.
  • Relax. Take a break if you're tired or stuck. Adjust the difficulty in Options. This game is meant to be challenging.
  • If stuck, try a different weapon, ship or tactic. Use appropriate ship (ie. X-Bomber / Fighters / Dai-X) and weapons (ie. cannons / beams / spreadguns) according to the situation and enemy (ie. fighters / boss).

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5. Player Ships [-] Collapse

The X-Project, designed by Professor Hagan prior to his disappearance and built by EDF in an underground hangar on the Moon under the supervision of Dr Benn, was intended to maintain peace in Earth's Solar System.

5.1. X-Bomber

X-Bomber Diagrams

5.1.1. Overview

X-Bomber is a 200-metre prototype space-battleship, launched unfinished in 2999. X-Bomber's quantum drive gives the ship remarkable combat agility and performance, for a capital ship.

The ship has powerful shields, allowing it to withstand a good deal of weapons fire. The ship's reactor output combined with its array of energy weapons gives X-Bomber devastating firepower.

It serves as a fast and powerful carrier-ship to the three Dai-X Fighters, transporting them over long distances and re-arming them after missions.

X-Bomber is the toughest and best-armed ship in the game, making it good for new players. It is also the least agile.

X-Bomber
Performance: 50km/s (cruise)
Armament: Main Laser Cannons 160
Anti-Fighter Turrets 300
Laser Torpedoes 400
Neck Lasers 500
[ Special Weapon ]  
Aux. X-Impulse Blast 567 - 795 - [Untested]
Auto. Aft Lasers 200
Defence Systems: Shields 500
Armour 400

5.1.2. Main Weapons

Pulse Guns: Apollo SK-75 Pulse Laser Cannon (x2)
destroy most fighters and other small objects in one shot. The weapon consumes very little power.
Anti-Fighter Turrets: Phalanx-X Point Defence Battery w/ full-auto fire control (x3)
Several turrets operable manually from inside the turret or remotely from the ship's weapons console on the bridge. These point-defence weapons aim automatically, irrespective of where the ship is headed and are particularly useful for removing dense groups of astrofighters from hard-to-reach positions.
Laser Torpedoes: Scylla 200mm Laser Torpedo Launcher (x4)
fires a stream of Electromagnetic napalm from each of the ship's wing-tip pods - covers a wide area, travels quickly and does a lot of damage on arrival.
Main Lasers: Nemesis X-500 Optical Beam Laser (x2)
Twin lasers mounted in the ship's neck inflict substantial damage but consume power rapidly. A power transfer from the shields may be needed for sustained fire. Recommended for fast disposal of dangerous enemies.

5.1.3 Aux Weapon

X-Impulse: 'Apocalypse' Positron Blast Emitter
was originally designed as a single-use weapon but has since been improved. to fire smaller blasts more frequently. If you collect 3x X-Impulse PowerUps a full-intensity blast can be fired. Sufficient energy for 3x full intensity blasts can be stored. By collecting 10x X-Impulse PowerUps, a Super-X-Impulse blast can be fired.

5.1.4. Auto. Weapon

Rear Lasers: Zelus X-200 Optical Beam Laser (x2)
Two rear-firing lasers fire automatically when an enemy is detected behind the ship and when the weapons energy is 20% or above.

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5.2. Dai-X Fighters

Overview

X-Bomber carries three of the most advanced Astrofighters; BrainCom, MainBody, LegTrax - each designed for a unique purpose. Each fighter is fast and armed with an upgradeable main weapon, MegaBombs and secondary weapons.

You can select which Dai-X Fighter to fly by pressing Select Next Weapon [Shift] and Select Previous Weapon [\].

Technical Summary

BrainCom

MainBody

LegTrax

BrainCom MainBody LegTrax
Role: Fighter-Interceptor Fighter-Bomber Heavy Assault Craft
Type: Speed Power Balance
Max. Velocity: 70km/s 60km/s 65km/s
Defence Armour 100 200 175
Shield [ 133 ]
Armament Fire 1 [ Rapid-Fire Pulse Gun ]
Spread-Fire Pulse Vulcans Dual/Quad Rapid-Fire Pulse Guns Spread-Fire Pulse Machinegun
Fire 2 2x 2x High-Explosive Cluster Bombs
Capacity: 2
2x Beam Cannons
Capacity: 4
Graviton Cannon
Capacity: 80

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5.3. Dai-X (Combined)

Overview

Technical Summary

Dai-X
Max. Sublight Velocity: 60km/s (cruise) 65km/s (afterburners) Power Rating
Armament: Fire 1 Eye Lasers 350
Super Cannons 222
X-Tracers 520
Mortar Cannons 640
Nuclear Torpedoes 400
[ Special Weapon Slot ] Variable
Defence Systems:Fire 2 Blocking Shield 10 secs
Armour 400 STU

Weapons

Eye Lasers: Thanatos 350mm Optical Beam Laser (x2)

Super Cannon: ??? 200MW Pulse MachineGun (x2)

X-Tracers: Ragnarok Positron Blast Emitter(x4)

Mortar Cannons: Xiphias 80mm 8-barrel Micro-Missile Launcher (x2)

Nuclear Torpedoes: Oblivion 200 MT ThermoNuclear Missile

5.4. WingBlade

WingBlade Main Weapons: - Dual Rapid-Fire Pulse Guns
- Quad Rapid Spread-Fire Pulse Guns
- Hydra Missiles
Aux. Weapons: - 5-Way Spread-Fire Cannon
- ?-Impulse
- Plasma Missiles
- Dual Beam Cannons
Auto. Weapons: - Dual Rear-Firing Pulse Guns
- 2x wing-tip-mounted 40mm Vulcan turret machine guns

5.5. The Skull

Skull Mode Azuris Mode
Shield: --- 250 ---
Armour: 300 500
Weapons Energy: 1875 3125
Agility: 55 km/s 45 km/s
Forward Weapons: Pulse Cannons
Lightning Cannons
Pulse Cannons
Plasma Cannons
Side Weapons: Pulse Guns x6
Point-defence guns x8
Pulse Cannons x10
Beam Cannons x2
Secondary Plasma Missiles x256 Plasma Missiles x512
Auto Weapons: Rear-firing Lasers

5.6. Original X-Bomber

Main Weapons: - Dual Pulse Cannons (controlled-direction type)
- Dual Heavy Pulse Cannons
- Turrets (Phalanx-VIII, high-speed-tracer type)
- Laser Torpedoes (converging type)
- Main Laser (rapid pulse type)
Aux. Weapon: X-Impulse (requires 3x PowerUps to fire)
Auto. Weapon: Rear-Firing Lasers

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6: Powerups and Special Weapons [-] Collapse

6.1. System Powerups

Three Powerups can be used by any ship. They each come in three versions; Silver, Gold and Platinum, giving 25%, 50% and 100% boosts respectively.
Armour Powerup Shield Powerup Weapons Powerup
  1. Armour: Repairs your ship's armour. (Increases score if armour full)..
  2. Shields: Increases your ship's shield strength. (Shield Powerups make X-Bomber invincible to weapons-fire for a short time when both it's shield and weapon reserves are nearly full and regenerates Dai-X's armour when the shields are nearly full)
  3. Weapons: Recharges your ships weapons energy. (activates afterburners when energy full)..

6.2. Secondary Weapons

  1. X-Bomber > X-Impulse: Charges X-Impulse System. Overfilling the X-Impulse causes the Super X-Impulse to fire.
  2. Fighters > MegaBombs: Reloads fighter bomb magazine.
  3. Missile Packs: Reloads Missiles by 25% for use with the Mortar Cannons and Nuclear Torpedoes.

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6.3. Special Weapons

6.3.1. Overview

No. Colour X-Bomber Dai-X
1 Yellow ADEN. Cannons WildFire Missiles
2 Blue Homing Missiles WingBlade / Lock-On Lightning 2
3 Orange Rotator SpreadGun 1 Rapid-Fire SpreadGun 1
4 Green Plasma Cannons 1 Plasma Mines
5 Aqua Scalar Mass Driver 1 DRAGOON System 2
6 Red EM Napalm Cannon Homing Lasers 2
7 Grey Laser Torpedo Retrofit 1 Point Singularity Bomb
8 Purple GunBoys 2 Buster Cannon
9 MagentaLaser Sabre 2, 1 Equipment Pack
10 Lime Booster THOR

1 Weapon consumes own ammunition, not ship's internal power.
2 Always-On - Fires when unselected to support your other weapons.


6.3.2. X-Bomber Special Weapons

1. ADEN. Cannons
4 8-barrel rotary cannons unleash a storm of 90mm depleted-uranium penetrators. Shreds fighters and unshielded larger targets. Marginally effective against shielded targets.
2. Rotator SpreadGun
This pulse weapon uses an oscillating twin muzzle to release a pattern of fire over a wide area.
3. Homing Missiles
follow any thermal or lidar signature, defined as a hostile by X-Bomber's CMS. Each high-agility missile has an undeterrable guidance system and a powerful anti-ship warhead.
4. Plasma Cannon:
No longer the reserve of space stations and planetary defences, this Quad Plasma Cannon releases 20 rounds per second, easily blasting through even the hardiest of targets.
5. Scalar Mass Driver:
Fires 6-metre, cylindrical neutronium munitions at multiples of lightspeed using scalar energy. The weapon has a 1 metre deviation over a range of 100,000 militons. Hold [Z] to charge. Release to fire.
6. EM. Napalm Cannon
Works on same principal as Laser Torpedoes but bombards a wide area, dissipating after a distance. Stream is guided by an EM field, making it snake and curve according to X-Bomber's movement. It sets targets alight, damaging them even after you stop shooting them.
7. Converging Laser Torpedoes
Removed in accordance with treaty signed with the Simetran Government. The converging mode can be re-installed as a special weapon. The mode requires more power but creates extensive damage.
A weapon designed to replace this system, called the Positron Blaster, is undergoing R&D.
8. GunBoys
These sentry drones attack the opposition with twin laser cannons. They hold a nasty surprise for the enemy when destroyed - Can be deployed anywhere by pressing [Z].
9. Laser Sabre
A rotating turret emits three diverging beams that damage and reflect off enemies. The beams cause greater damage the more times they reflect.
10. Booster
The Booster docks with X-Bomber and provides two phased plasma beam cannons as well as two 24-tube rocket launcher pods with 1,000 rockets each. When not selected, the Booster charges X-Bomber's Shields, Weapons and X-Impulse systems and repairs the Armour. The Booster can be destroyed by enemy weapons fire. As the Booster suffers damage, the phase plasma cannons become less effective.

6.3.3. Dai-X Special Weapons

1. WildFire Missiles
Two 16-tube shoulder-mounted launchers release a swarm of semi-guided SledgeHammer missiles from a 500-round magazine.
2. Rain
WingBlade is an independent ship and an augmentative weapon for Dai-X. When unselected, it accompanies the Dai-X. When selected, it docks with Dai-X and fires a stream of lightning that curves and locks onto enemies that it touches.
3. Rapid-Fire SpreadGun:
A back-pack-mounted weapon that projects two streams of pulse lasers ahead as well as four smaller calibre streams to either side at a high rate of fire.
4. Plasma Grenades
DRAGOON Pack
The 'Six-Shooter' backpack stores six 'remote weapons'; each with a beam cannon, that attack the enemy independently.
Homing Lasers
10. THOR.
Works as a Booster for Dai-X, providing two phased plasma beam cannons as well as two guided missile launchers and two beam cannons. When not selected, THOR charges Dai-X's Shields and Weapons; reloads the Missiles and repairs the Armour.

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6.4. Dai-X Fighter Upgrade Weapons

BrainCom
Dual 62
83
125
Quad 138
208
277
Hex 388
437
466
466
MainBody
1 Alternating 55
2 83
3 Dual 111
4 166
5 Rapid-fire Dual 222
6 333
7 Quad Burst 500
8 533
9 Quad Burst Rapid 640
10 680
LegTrax
Single 50
Dual 66
100
Triple 150
200
Quad 266
Penta 333
Penta 373
Penta 386
Penta 413

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7: Characters [-] Collapse

Shiro Hagen

Shiro Hagen Shiro is X-Bomber's captain since X-Bomber's return to Earth and the demise of the Imperial Master. Shiro is an ace pilot after a year's experience at the helm of X-Bomber and has a burning hatred of the Imperial Alliance after they brainwashed and enslaved his instructor Captain Carter and killed his mentor, Dr Benn.

Barry Hercules

Barry Hercules Hercules maintains and controls all of X-Bomber's weapons systems and munitions. His gung-ho approach, inability to miss a target and endless supply of comebacks make him the sole choice for X-Bomber's Weapons specialist.

John Lee

John Lee John Lee's superhuman appetite, uncanny 6th sense for danger and expert knowledge of X-Bomber's communications and computer systems make him the ideal 3rd and final human crew member.

Dr Benn Robinson

Dr Benn Dr Benn, former captain of X-Bomber and commander of MoonBase was killed during a lethal raid on X-Bomber. The Dr's wisdom and principled command of X-Bomber has left a great impression on the three young crew members.

Lamia

Lamia The mysterious girl Lamia, princess of a race of mystics proves to be the last remaining way of stopping the Alliance's total destruction of the Earth. Although Lamia vanishes after defeating the Alliance she is with the crew in spirit if not in person.

PPA.

PPA. PPA the 'Perfectly Programmed Android' has (unfortunately) survived all of X-Bomber's previous ordeals unscathed and acts as an overriding voice of caution and discipline to the other, more impulsive crewmembers.

General Kyle

General Kyle General Kyle, supreme commander of Earth Defence Forces provides a model of unwavering defiance against the devastating Imperial Alliance onslaught. His dauntless composure in dealing with the Alliance serves to reassure those around him, even in the most desperate of circumstances.

Professor Hagen

Professor Hagen The father of Shiro Hagen and designer of the X-Bomber and Dai-X was presumed dead prior to being found by the crew of X-Bomber and returned to Earth where he returned to work completing his X-Project. The Professor's devastating weapons have continually saved the Earth from complete annihilation by the Alliance.

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8: Allies and Enemies

9. Legal / Technical [-] Collapse

9.1. Legal & Terms of Use

9.1.1. Copyright

X-Bomber the Game is unofficial and unendorsed. Star Fleet, X-Bomber et al. are Copyright © 1980 Jin Dynamic. No Copyright infringement is intended. This material is for personal use only.

All other elements Copyright © 2002 - 2013 Piers Bell and all other authors whose work appears in this game. All rights reserved.

Please read the following carefully - Use of the software represents your agreement to these terms.


9.1.2. License

This program is free software. The author gives unlimited permission to copy, distribute, transmit, display and reproduce this software at no charge to the recipient and in its exact original state, without any modifications.

Unauthorised adapting, modifying, creating derivative works, hiring, licensing, sale, or sale of any content from the game are all prohibited. If you'd like to use any material from X-Bomber the Game, please let me know.


9.1.3. Disclaimer

X-Bomber the Game and associated files are provided "AS IS", without warranty of any kind. The author will in no event be liable for any loss or damage of any kind in connection with use or performance of the game or any content available from it.

You download and use this software entirely at your own risk. You must ensure you are entitled to download this data and you must scan for any viruses or disabling applications.

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9.2. Technical information

Display: 800x600 resolution 16.7 Million colours 50 frames/second
Runtime: Multimedia Fusion 2 Direct3D 9 Hardware Acceleration 32-bit Windows Application
Audio: Compressed wave sound 32-channel mixing 128kbps MP3 soundtrack (replaceable)

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Star Fleet, X-Bomber et al. © Enoki Films. This site is unofficial and unauthorised. No copyright infringement is intended. This material is for personal use only. This site and content © 2002-2013 Piers Bell