O`8NNNNlp MNuTHIS DISK HAS BEEN IMMUNIZED AGAINST MOST VIRUSES BY THE 'ULTIMATE VIRUS KILLER' VERSION 6.3 BY RICHARD KARSMAKERS, *THE* ATARI VIRUS KILLER!!!puke'(*** @`  O`! #@%`)+-/1 3@5`79;=?A C@E`GIKMOQ S@U`WY[]_a c@e`gikmoq s@u`wy} @` @ ` @ @@ ` @ ` ǀ ɠ @ ` ׀ ٠  @` @`/!Aa  !Aaa(/#A%a')+-/1!O5a79;=?A!CAEaGIKMOQ!SAoWY[]_a!cAeagikmoq!sAuwy{}!Aa!Aa!Aa!aAaǁɡ!Aձׁ١!Aa!Aa " B b  !"!B!b!!!!!"!""#B"%b"'")"+"-"/#1"#3B#5b#7#9#;#=#?$A"$CB$Eb$G$I$K$M$O%Q"%SB%o%W%Y%[%]%_&a"&cB&eb&g&i&k&m&o'q"'sB'ub'w'y'{'}'("(B((((()")B)b)))))*"*B*b*****+"+B+b+++++,",@`  O`! #@%`)+-/1 3@5`79;=?A C@E`GIKMOQ S@U`WY[]_a c@e`gikmoq s@u`wy} @` @ ` @ @@ ` @ ` ǀ ɠ @ ` ׀ ٠  @` @`/!Aa  !Aaa(/#A%a')+-/1!O5a79;=?A!CAEaGIKMOQ!SAoWY[]_a!cAeagikmoq!sAuwy{}!Aa!Aa!Aa!aAaǁɡ!Aձׁ١!Aa!Aa " B b  !"!B!b!!!!!"!""#B"%b"'")"+"-"/#1"#3B#5b#7#9#;#=#?$A"$CB$Eb$G$I$K$M$O%Q"%SB%o%W%Y%[%]%_&a"&cB&eb&g&i&k&m&o'q"'sB'ub'w'y'{'}'("(B((((()")B)b)))))*"*B*b*****+"+B+b+++++,",DOC_DISK031NITRO SWR _5NUCLEUS SWRC OPERATS1SWRDoNOPERATS2SWR[' "PHOTON SWRr0/SUPRE2 SWR<AVETTE SWR<WINGFURYSWRcBUCK SWRBLARMGFASTSWR) 4 AUTO  CHUCKY SWR-SUPRE1 SWRK|0WASTELN2SWRGUMS1 SWRn{oGEMX SWR GODS SWR!8GUNBOAT SWR0 HEROQESTSWROUoWASTELNDSWR KINGSOL SWRvUMS2 SWRgSQUESTIVSWRl RHERO2 SWR3MACHINE1SWRg MACHINE2SWR UWASTELN3SWRRPROTECT2PRG Sewer Software presents..... DOC TO NITRO -------------- BY : MR.THOMPSON / DEFJAM -------------------------------------------------------------------------- LOADING INSTRUCTIONS -------------------- First: Always switch off your machine for at least 30 seconds before loading. Then.... ATARI ST owners: Insert the Nitro Disk A into Drive A. Switch on the monitor/television followed by your computer. AMIGA owners : Switch on. If the display prompts for Kickstart disk, insert one into the internal drive. When the display prompts for a Workbench disk, insert the Nitro disk into the internal drive. After loading the introduction sequence (Press fire button to exit sequence) the game will then cycle through a demo of the game until any of the fire keys have been pressed. The player/players will then enter the player selection screen. Full instruction on how to enter new players and play the game appear on the following pages. CONTROLS FOR NITRO ------------------ Player 1 Joystick0 left/right to steer + Fire to accelerate. Player 2 Joystick1 left/right to steer + Fire to accelerate. Player 3 Z key/X key to steer + SHIFT to accelerate. Pressing the fire on the startup page will allow the player to enter their name inform the computer that they wish to play in this round of the game. THE STORY --------- The huge crowd around the finish line has gone strangely silent. For it will only be seconds now before the Champion of Champions screams into view to claim the winner's garland and the 1 million pound prize. Here we are in the panoramic press centre to witness the end of the race they wanted to ban and that has spanned four continents over the last three months. All the ceteran race journalists present agree they've never been called upon to cover anything like it before. A sometimes vicious, allways no holds barred contest, where drivers have been able to change their vehicles negotiate the most dangerous conditions in the world. The latest report is that there are only two contestants left - Ave One and The Robot, with the last of the human challengers opting for a Formula One in his last bid for glory while his adversary is behind the wheel of a turbo buggy. Reports have been comming in that Ace One is maintaining a lead of a quarter of a mile but his vehicle has suffered cosiderable damage in this the final terrifying holocaust sector. His speed is dropping and this suggest he may be running out of fuel. This is going to be a desperately close finish. It's difficult to believe that this event has taken 12 incredible weeks and a total of over 20 individual races, making up the ultimate in driving challenges. The spectators have started to crane their necks to get a better view of the last bend as the on track speakers pick up the roar of the lead vehicle's engine. But hold onto your hats folks. A huge fissure has opened up in the last 100 metres, providing a potential death pit for the drivers. Surely, after all they've been through, they won't be found lacking now. Crouched behind the wheel, Ace One fought for control as yet another building collapsed at the edge of the track, spewing debris in front of his vehicle. A swing of the wheel and he was around. Foot down hard to the floor, the Formula One leapt forward once again, as he anxiously checked the rear view mirror to get a bearing on his pursuer - The Robot. Try as he had to throw off the last remaining challenger, he was still there, the turbo buggie constantly hurling itself along to eat away at the slim lead. If only he had not spun on that last oil slick, he'd be home and dry now. But there again The Robot had almost bought it on the black ice to even up the situation. Just one more lapse of concentration and that would be it, Ace One told himself. But that was the name of the game as it had been from day one. Yet he still found his mind wandering back to the thrills and spills of the early race sequences. The City level - where it had all started - with its hairpin bends and huge potholes had been testing enough. Then came the torturous forest roads with the ever present danger of boulders and fallen trees strewn across the track. In a split second, he relived the harrowing experiences of the treacherous desert circuit with its endless miles of fly blown sands, brain baking heat and oil oozing from burst refinery pipes. But even this had been as nothing compared to the Holocaust. Only superb reactions had kept him on course for victory as he plowed his way through this end-of-the-world hell. Ace One's travel mind suddenly conjured up a mental picture of the first time he had deliberately rammed a spectator who had wandered onto the track. He had splattered his victim as easily as if he'd stomped on a cockroach. Since then he had erased a dozen more, more than half of them impaled on his turbo buggy. But there was no time for conscience now. After all, people meant points. And winning was all that counted. To become Champion of Champions was the only goal no matter how many lives it cost. This must be the last bend, he told himself. Yes there's the winning post. But the ground has started to open up, threatening to swallow me up. Is victory to be snatched from me even now? Well it's all over folks. Ace One has uncorked the victory champagne and shaken its contents over his legion of admiring fans. But right to the end it was the closet of calls. It was only the superb acceleration of the Formula One that allowed him to leap the ever widening fissure that threatened in the last few yards to snatch a five second victory. This always promised to be the race to end all races - one where only those with the ultimate in driving skills and nerves of steel would survive. And that's just what it turned out to be. Ace One. We salute you. OBJECT OF THE GAME ------------------ Nitro is a no holds bared, first past the post racing game, with one simple goal in mind, to win the championship. There will be over 30 races to complete in, over 4 different types of terrain, in day-time and night-time sections. Nitro can handle up to three human challengers in the championship, with the computer making up the numbers. STARTING THE GAME ----------------- Pressing any of the fire keys during the demo section of the game will move into the 'Enter New Player Option Screen'. The player will then be invited to enter 3 characters to represent the players name. Pressing the left or right will alter character selected. Fire will then enter that character. After entering the third character the player will then move on to the car select phase whilst simultaneously waiting for the other contestants to enter their intials. If the other two possible players do not enter their initials within a short period of time then the game will gegin assuming that the cars have been selected. Pressing any of the other fire keys will allow the other players to enter their names and then enter the race. FORMAT OF THE GAME ------------------ The game consists of 32 or more tracks over 4 different stages. The players will choose which cars to use, and have the opportunity to buy new options for the car at the end of each race provided that the have enough cash to do so. Nitro has been designed to allow the players to enter the shop stage or select new car stage independently of the other contestants. This will enable one player to be in the shop stage and the other players to be, in the select car stage, for example. At the end of each race the players will be presented with the results of the last race together with the overall championship position. This will continue until all the races have been completed and the overall championship winner has been decided. The following provides a list of the various screens found between the racing sections of Nitro. CAR SELECTION SCREEN -------------------- The car select screen will be used to choose the most appropriate car for the next race. Each car will have its own characteristic and will be more suited for certain courses. Each car will have a limited number of uses per level, it may only be used 3 times. Once the car has been used 3 times it will then not be available to the driver. The statistics and characteristics for each car will be displayed under the graphics box at the bottom of the screen. THE SHOP -------- The shop provides the player with the opportunity to buy extras for his or her car, in order to enhance its handling. The player will have a certain amount of cash at his disposal. If the player does not possess sufficient cash deposits, then he will not be able to purchase all of the items below. The shop has the following in stock: Better Engine = Increased Top Speed Turbo Charger = Acceleration High Grip Tyres = Better Grip Special Offers = Differs from level to level Nitro Booster = Explosive Acceleration More Gas = Extra Gas for Cars Repair Damage = Repair Damage to Bodywork The option is selected by moving the pointer using the left or right keys/joystick, which in turn will highlight one of the surrounding icons, further details of each item in the shop will be displayed in the text area of that player's screen, i.e. under the shop icons. A player simply has to press the fire button in order to purchase an item. The computer will only allow you to purchase an item if you have collected sufficient money during the previous races. If the player wishes to leave the shop screen he simply selects the exit icon box and press fire. THE RACE -------- The cars will line up on the grid at the start of the race and wait for the lights to change from red to green. Once the lights change the race begins, pressing the fire key will accelerate the speed of the cars, and pressing left and right will change the direction that the car s are moving in. If the player possesses a Nitro Booster then pressing the joystick forward or in the case of the keyboard player using the '?' key, will cause the car to accelerate fiercely. The fastest line through the game is generally on the tarmac road surface, as the other surfaces will tend to limit the speedof the cars. It is also advantageous to avoid collision with the other cars as this slows both cars down and also alters the direction of cars. A careful eye will also have to be kept on the amount of gas for each car, this is displayed at the foot of the screen. If the gas should reach zero then that driver will be out of the race. If human player starts to drift behind in the race and falls off the edge of the screen then the computer will automatically place the computer at the bottom of the screen on the ATARI ST version of the game, and penalise the driver by taking some gas of his total. In the AMIGA version of Nitro, the screen will stop scrolling when the car reaches the edge. If the player is leading the race, then he will be penalised by depleting his gas reserves. If however, the car is stopping the scroll, because he is at the back of the race, then that player will be penalised until he moves away from the edge of the screen. The winner of the race will be the first car to pass the finishing line at the end of the race. The winner will then receive maximum points and a cash bonus. NIGHT TIME SELECTIONS --------------------- Nitro also features night time sections where the scenery is completely black, apart from the section of the screen that are highlighted by the lights from the cars. In order to give the players some indication of layout of the road, cats eyes are found in certain sections. (TIP until you are familiar with each circuit it is advisable to follow the computers until they reach the finishing line, and then attempt to sprint past them). PEDESTRIANS ----------- Normally cash will be deducted from drivers who drive over pedestrians during the course of the game. However on certain tracks points will be awarded to drivers that injure pedestrians. The drivers will be warned at the beginning of the stage if points are to be awarded. IN GAME BONUSES --------------- There will also be a series of bonuses throughout each race, these can be collected by simply driving over them. The following is a list of icons found in the game: Gas = 100 units of gas Bulb = Double headlights Dark Bulb = Other cars headlights off Money = Extra cash Red N = Nitro Booster White P = Extra points TYPE OF CARS USED IN RACE ------------------------- There are three different types of cars in the game, each with its own characteristics. |Fuel Consumption| Road |Cross Country --------------|----------------|---------|------------- Formula 1 | HIGH | GOOD | BAD --------------|----------------|---------|------------- Sports Cars | LOW | AVERAGE | AVERAGE --------------|----------------|---------|------------- Turbo Buggies | AVERAGE | BAD | GOOD --------------|----------------|---------|------------- -== THE END ==- Sewer presents an AMIGA doc which should apply equally for the ST..... INSTRUCTIONS FOR NUCLEUS! ========================= TYPED BY EXECUTIONER OF PROPHECY! TREASURE ISLAND BBS +44 (0)992 447273 --------------------------------- Time is running out...... your mission, to destroy the electric power core of the synthetic planet Cetorium, which supplies all its power needs. Without their supply of energy the aliens which have been raging war over us have been defeated. The only way to reach the NUCLEUS of the planet is to take on the entire planet's defence system, which no man has seen before or lived long enough to describe. Get ready Star-Pilot! CONTROLS: Joystick port 2 UP: Fly up. DOWN: Fly down. LEFT/RIGHT: Fly left or right. FIRE-BUTTON: Fire guns and weapons. MOUSE-BUTTON: Press left button to pause, press again to resume play. GAMEPLAY: If it moves shoot it! - If it doesn't move shoot it anyway! Shoot as many aliens as possible whilst trying to avoid hitting any aliens or their missiles with your ship. Occasionally a bonus sphere will appear. Try to collide with it to gain a power-up. The bonus spheres are as follows: (O) Electric orb weapon. (S) Speed-up. (P) Plasma cannon weapon. ("HEART") Extra ship. (E) Top or bottom electro gun. ("SKULL") Death. (T) Top or bottom electro gun. If you pick up a "Death" sphere, you will lose a life and all your weapons etc. At the end of each level there is a large guardian to destroy, before you can progress to the next level. Obviously the more weapons you have collected, the easier it will be to destroy these guardians. STATUS AND SCORING: At the bottom of the screen is the player's status bar. This shows from left to right; The score, Level and ships remaining. 1) THE SCORE This will increase when shooting aliens etc. A score bonus will be given at the end of each level when the guardian is destroyed. 2) LEVEL INDICATOR This displays the level you are currently on. 3) SHIPS INDICATOR This displays the number of ships that remain. GAME END: The game ends for the following reasons: 1) You have lost all your ships. 2) You have completed the game by destroying the "NUCLEUS" SEWERSOFT & SKID ROW present..... OPERATION STEALTH REFERENCE MANUAL FOR THE CINEMATIQUE SYSTEM We recommend that you make safety copies of your original disks and use these when you are playing. Note: Before you start playing, it is advisable to make sure that you have a blank formatted disk at hand so that you can save games part way through. HOW THE GAME WORKS You can move the figure that represents you around the screen at will. All you have to do is make him move is to move the cursor and press the LEFT mouse button. The hero will then walk towards the spot you have chosen. The figure will stop if an obstacle en route blocks his way. Choose another point that will allow him to get round the obstacle. The Actions Menu You can carry out numerous and varied actions, by using the hero, even though the actions menu is very simple. The actions menu is displayed if you press the RIGHT mouse button. Move the menu bar until it highlights the action you desire and press the mouse button. The actions activated by the LEFT button are as follows: EXAMINE: Lets you get more information about an object in your vicinity. When the cursor changes to a '+', point to the object you want to examine and press the LEFT mouse button. TAKE: Use this command when you want to pick up an object which you think may be useful. When the cursor changes to a '+', point to the object you want to pick up and press the LEFT mouse button. INVENTORY: Shows you the objects you hold. Press on either mouse button to quit the inventory. USE: Lets you use an object you possess, to carry out an action on any object or person in the vicinity. When the cursor changes to a '+', choose the object in the list then click on the object or person you want to use it on. ACT: Lets you carry out an action on any object or person. When the cursor changes to a '+', point to the object or person to be affected and press the LEFT mouse button. SPEAK: You use this to speak to the people you will meet. When the cursor changes to a '+', point to the person you wish to speak to and press the LEFT mouse button. The actions activated by the RIGHT button are as follows: EXAMINE: Lets you find out more about an object you possess. Move the menu bar until it highlights the chosen object then press the LEFT mouse button. USE: Lets you use one object you have, to carry out an action on another object you have. Move the menu bar until it highlights the chosen object then press the LEFT button. ACT: Lets you carry out an action on an object you have. Move the menu bar until it highlights the chosen object then press the LEFT button. The User Menu This menu provides additional functions. The menu is displayed when you press on both buttons at the same time. PAUSE: Stops the game until you press one of the mouse buttons. RESTART: Allows you to restart the game from the beginning. DISK DRIVE: Use this to tell the program which disk drive you want to use for savings games. LOAD A GAME: If you wish to rename a saved game, when the program asks you, insert the disk containing your saved games. The list of games saved on a disk will be displayed. Move the cursor to the name of the game to be loaded and confirm. SAVE A GAME: To save a game, when the program asks you, insert your saved game disk. A list of all the games already on the disk will be displayed. Choose an empty space and confirm. Type in the text box the name you wish the game to be saved under, and confirm. If there is no free space, either use a new disk or save it over an existing game. NOTE: As long as your hero is alive, you can save the game. We recommend that you use this option frequently, especially if facing a dangerous situation. In the course of certain animation sequences, you cannot guide your figure or save the game. But don't worry, nothing really dangerous can happen to you during these sequences, or if it does, it is already too late to take any action. Hints o Examine all the objects in your vicinity. o Get close to objects to examine them. No one is infallible and our hero cannot see certain details unless he examines them closely. o Read the comments that are displayed carefully. They may contain clues which may be important later. o Pick up the greatest number of objects possible. o Think about all the possible different uses of the objects you possess. o Act on everything you see. o Speak to as many people as possible, they may give you a lead. o Make a copy immediately you sense danger. If, after all this, you get stuck at a certain point in the game, try and remember if you have forgotten an object, or if you did not do something earlier on... LOADING INSTRUCTIONS AMIGA 500, 1000, 2000, 2000-HD and 2500 (If you are using an AMIGA 500 without extended memory you may have to unplug the external disk drive.) o Switch off the computer for at least ten seconds. o Switch on computer. o Insert the Kickstart disk in disk drive DF0: if required. o When the computer prompts you for Workbench, insert game disk No. 1 in drive DF0:. o The game will load and run automatically. Hard Disk Installation o Check that the number of bytes available on the hard disk is larger than that used by the game. o Create a new directory and copy the contents of each disk into it. Loading from the Hard Disk o Double click on the hard disk icon. o Double click on the icon of the directory that contains the game. o Double click on the icon DELPHINE.PRG. o The game will load and run automatically. KEYBOARD COMMANDS o The eight arrow keys move the cursor one pixel each time they are pressed. o Pressing SHIFT and an arrow key, moves the cursor rapidly. o Pressing CTRL and an arrow key, Positions the cursor in the center of one of eight squares into which the screen is divided. o The ESC key functions like the right mouse button. o Pressing CTRL and the "S" key turns the sound on and off. o The RETURN, ENTER and "5" key (the central key on the numeric keypad) function as the left mouse button. o You can also use the function keys to directly access the commands as follows: "F1" EXAMINE "F5" ACTIVATE "F2" TAKE "F6" SPEAK "F3" INVENTORY "F9" The actions menu "F4" USE "F10" The user menu o Pressing "P" halts the game until you press the key again. o Pressing "+" speeds up the animation. o Pressing "-" slows down the animation. Moving the Figure: Keyboard Key Direction ------------ --------- Q NW W N E NE A W S STOP D E Z SW X S C SE Moving the Mouse Numlock key on: Keypad Key Direction ---------- --------- 7 NW 8 N 9 NE 4 W 5 STOP 6 E 1 SW 2 S 3 SE Moving the Mouse Numlock key off: Keypad Key Direction ---------- --------- 7 NW 8 N 9 NE 4 W 5 STOP 6 E 1 SW 2 S 3 SE . User Menu 0 Actions Menu ENTER CONFIRM INSTRUCTION MANUAL THE HERO: JOHN GLAMES --------------------- John Glames has been a member of the CIA, the American secret service, for the last 7 years. His pedigree is outstanding, which is why he has been chosen for numerous dangerous and delicate international missions. The mission he is being entrusted with today is of capital importance, for the diplomatic stability of the world hangs in the balance. CONFIDENTIAL REPORT ------------------- SUBJECT: AGENT DSC 3 - JOHN GLAMES CHOSEN FOR THE MISSION "OPERATION STEALTH" BRIEFED: MARCH 1990 Height: 1.85 m Weight: 75 kgs. Age: 33 Born in 1957 to an upper middle class family in Vermont, from his earliest childhood his acute intelligence was remarkable. He went to school in his home town where he became a member of the local skiing and swimming teams. After having studied at the famous university in Boston, where, as a member of the swimming team, he established university records for the 1.500 m freestyle and the 200 m butterfly, he was admitted to Westpoint military academy at the age of 22. In 1981 DSC 3 spent a year at an American base in Asia. He put his time to good use, learning all the techniques of the martial arts, and is currently a Master of Ninjitsu. In 1983 he was recruited by our agency while he was finishing a brilliant Masters degree in chemistry at MIT (Massachussets Institute of Technology. He is, therefore, an excellent skier and a very good swimmer (he is particularly fond of skin diving, which he learned during his stay in Asia). His mastery of the techniques of the martial arts makes him very strong in hand-to-hand combat and very resistant both to effort and to injury. His brilliant studies, (he was among the top students both at MIT and at Westpoint) have made him an expert on armaments, shooting and chemistry. He is also infatuated with electronics and is passionately interested in anything touching upon that area. DSC 3 is also a great enthusiast for racing cars and car chases, an area in which he excels. His weakness? Women..... REPORTS ON HIS PREVIOUS MISSIONS -------------------------------- Restricted access - Top secret documents. STEALTH FIGHTER --------------- MODEL A: TECHNICAL SPECIFICATIONS OF THE STEALTH FIGHTER ------------------------ ARMAMENT: o Selected targets are located by Laser technology, which guides the bombs onto the chosen one. o Target error factor : 0.001%. o 2 missiles with nuclear washeads : "Smart bombs". o Each bomb can destroy a town the size of New York in 10 seconds. FUEL: o A mixture of refined aviation fuel, CAT 08 and 34% liquid hydrogen. o Quantity of fuel : minimum of 300 litres. o STEALTH Model A is not refuellable in flight. This option will be incorporated in Model B. OPTION "OZX": o Jams all radars. When it is in operation, the Stealth Fighter is undetectable. SPEED o 3,000 km/h. o from 0 to 800 km/h in 10 seconds. o from 800 to 2,500 km/h in 5 seconds : option "ULTRA". o from 2,500 to 3,000 km/h in 3 seconds : option "HYPER BOOST". DANGER! Only use HYPER BOOST option in cases of last resort because the fuel consumption is enormous. There is a risk of fuel shortage. YOUR WEAPONS ------------ 1) THE FALSE ATTACHE CASE The false attache case has a double bottom. CALCULATOR : DANGER!!! Never take the calculator far away from the attache case. The calculator is linked with the attache case by an infra-red beam. If you separate the calculator from the attache case, the infra-red beam is broken, setting off an explosion equivalent to 10 kg of plastic explosive. (Serious damage to everything within a radius of 10 meters). NTY FORGER: This ultra modern machine is designed to forge passports. The forger is in the secret compartment of the attache case and has three programs: o false French passport. o false British passport. o false German passport. Type in the required code on the calculator to get the NTY FORGER. a) Use the nationality best suited for the current political situation. b) Use the arrows on the NTY FORGER to select the nationality you have chosen. c) Press the button to confirm your choice. NOTE! This attache case is a new invention of our weapons service. The director of the service, Professor CARLING is very attached to it. 2) THE WATCH CABLE This can be an invaluable aid under any circumstances. An object like a watch is so ordinary that it would never raise the suspicions of your enemies, for example: the Watch Cable was very useful to agent DSC 2 during a chase over the roofs in HONG-KONG in the course of his last mission. THE CHASE IN HONG KONG ---------------------- After stealing documents from the Chinese secret services building in HONG-KONG, agent DSC 2 was spotted by the security services of the building. After a wild chase, DSC 2 found himself on the roof of the building. The enemy was at his heels. There was another building facing DSC 2. He used the cable option on his watch and was thus able to escape from his pursuers. o Maximum length of cable : 30 m. o Maximum weight the cable will support : 100 kgs. o The cable plays out in 10 seconds. 3) THE CUTTING PEN Just like the watch, an ordinary pen will never awaken the suspicions of your enemies. The cutting pen looks like an ordinary fountain pen. It is special because it contains a pressurized capsule of benzoic acid. When the swivel ring on the pen body is turned through 180 degrees, the benzoic acid capsule depressurizes and lets drops of benzoic acid fall from the nib of the pen. PROPERTIES OF BENZOIC ACID: DISSOLVES ALL AMOUNT OF ACID METALS NEEDED STEEL 3 drops IRON 2 drops GOLD 10 drops MANGANESE 5 drops TUNGSTEN 1 drop PLATINUM 8 drops LEAD 12 drops COPPER 2 drops SWIVEL RING Use the prescribed number of drops. If you exceed the dose the vapours given off by the chemical reaction could suffocate you. NOTE: The cutting pen was used successfully by agent DSC 1 to escape from the ALMADENA prison. 4) THE RECORDING RAZOR Recorder Option: a) Make sure the razor contains a blank micro cassette. To do this, first press the Eject button. You will find the micro cassette located towards the upper rear portion of the razor. Make sure the cassette has been rewound. b) Replace the cassette. c) To record a conversation : switch the On/Off switch to the On position. d) The shaving heads will now function as very powerful microphones, capable of recording any conversation within a radius of 20 meters of the razor. e) When the razor is recording : the indicator light is green. When the razor is not recording : the indicator light is red. f) When the cassette is full, the razor rewinds it automatically. When the cassette has been rewound, the indicator light changes to red. o Recording time of the micro cassette : 30 minutes. 5) THE SAFE - CRACKING BOX Allows you to find the combination of any safe. This box was dreamed up by world famous burglar known as "The Cracker". When he was caught by agent DSC 3, this mastermind of burglary told us all of his secrets. With his help, Professor CARLING perfected the Code-Breaking Box. Let it be said that Professor CARLING added his own personal touches so as to improve on the ideas of "The Cracker". HOW TO USE THE CODE - BREAKING BOX a) Place the box on the safe. b) Press the On/Off button. c) Slowly turn the tumbler of the safe. d) The numbers in the code will be shown on the number display in the same order as they occur in the combination lock. e) Recompose the code in the same order as that shown on the number display of the box and the safe will open. WARNING! The Code-Breaking Box is powered by two batteries containing enriched mercury. This substance allows it to sense all of the infinitesmal variations in sound. That is why it is used in the box. The disadvantage of enriched mercury is that it does not last very long when in use. You must act quickly. 6) THE CIGARETTE CASE This cigarette case contains two types of cigarettes. A) Rocket launching cigarettes. B) Finger print revealing cigarettes. A) ROCKET LAUNCHING CIGARETTES This cigarette contains a rocket near the filter. The rocket is linked to a heat sensor at the end of the cigarette by a minute thread. When the cigarette is lit, the thread burns and launches the rocket. Characteristics of the Rocket: o Length : 3 cm. o Range : 25 m. o Hit Rate : at 5 m - 100%. at 10 m - 95%. at 15 m - 92.5%. at 20 m - 90%. at 25 m - 87.5%. o It can destroy an object the size of a car. B) FINGER PRINT REVEALING CIGARETTES The cigarette contains an ultra-sensitive micro-film made of CrO2. With this micro-film, you can photograph any finger print. All you have to do is to place the micro-film on the spot where you have found the finger print. The computerized database research unit can then identify the owner of the finger print you have photographed. THE SUSPECTS ------------ SUSPECT No. 1 - GENERAL MANIGUA He was democratically elected by the Paraguayan people three years ago. At that time, he was adored by his fellow countrymen. He had thwarted a military junta that threatened to sieze power. General MANIGUA was not known then as General but as President MANIGUA. He had never been a military man, but had studied sociology at Harvard. Unfortunately, he has changed a lot since he came to power, but we do not know the reasons why. A year ago he assumed the title of General and dissolved the People's Assembly, making himself dictator. The country is now in a state of siege. Even his own family no longer recognize the good President MANIGUA. Freedom of speech has disappeared in SANTA PARAGUA. No one dare voice any opposition. General MANIGUA has surrounded himself with a terrifying secret police force which is ruthlessly efficient in its repression of political opponents. It is under these circumstances that a resistance group called LIBERTAD has been formed. This group struggles in secret against the dictatorship. According to them, MANIGUA is only the puppet of an international crime syndicate. However, opinions are divided in the group. Other members believe that MANIGUA rules the country with a rod of iron by himself. Since General MANIGUA plunged the country into a dictatorship, we have ceased to support him. We are now supplying LIBERTAD with arms to fight MANIGUA's secret police, making us MANIGUA's enemy No. 1, for without our arms supplies, the local resistance would be incapable of fighting. We are sending you to SANTA PARAGUA immediately because agent DSC 2, who has been on a mission there for the last six months, has sent this worrying telex: "IMPORTANT INFORMATION ABOUT THE STEALTH AFFAIR. STOP. I NEED URGENT HELP. STOP." It is therefore probable that MANIGUA is implicated, either directly or indirectly, in the theft of our STEALTH. We do not know, however, if he planned the whole affair, or whether he was callaborating with a foreign power. SUSPECT No. 2 THE U.S.S.R. (The KGB) Over the last few years our relations with the Soviet Union have improved considerably. We have jointly signed several treaties in such areas as disarmament and trade. The present leaders of the Soviet Union seem to be looking for dialogue. However, in the heart of the Supreme Soviet there are extremist elements who advocate the destruction of capitalism and war with the United States. We also know that Soviet scientists have been working for the last two years on an aviation project similar to STEALTH. The man in charge of the project, Professor LUKASIEWICZ, fled the U.S.S.R. and sought asylum in West Germany. Since he left, the project has been frozen. It could be that the Soviets, unsettled by our progress on the Stealth project, have stolen our technological jewel to copy it. Did they act in collaboration with General MANIGUA? We have no clues. Your air ticket. Destination : SANTA PARAGUA. -== The End ==-W SKID ROW SKID ROW SEWER and M.W.B. presents the COMPLETE SOLUTION to O P E R A T I O N S T E A L T H ********************************** Check the News Paper machine. Examine the return slot, use the coin to buy a news paper. Read it and notice what country it says in the last line. (the country making relations with santa paragua) Go to the toilet and open your Briefcase (Operate Briefcase). Operate the calculator. You are now in the secret room. Use the unused passport on the opening in the passport machine. Adjust the machine to what country it said in the newspaper. You are now able to get pass the costume officer. Speak to the welcome hostess. She gives you a telegram. Read the telegram. It will give you information on what suitcase to pick up. Go to the toilet and open the suitcase. Take the razor and connect it to the powerconnection to get some high voltage on it. You will be told to meet your agent at the LAS MIMOSAS park... (*****To make yourself clear to him, you have to wear a RED CARNATION****). Take the pen and the bench of marks out of your briefcase and search for the taxi (outside the building). The taxi will bring you to the city. In the city go to the bank and exchange your money for coins.. Now walk to the flowershop and offer the florist your coins. Take the red carnations and go to the las mimosas park.. Use the red carnations on JOHN (that's you) and take a sit on the bank. Your friend (friend?) will contact you, but he gets shot.. Before he dies he will give you a paper with a key and a number on it.. Now get away, otherwise you get arrested.. Visit again the bank and exchange all your money for coins.. Examine the paper with the key and keep the number on it in mind.. Give the paper with the key to the bankteller and he will give you access to the safes under the bank.. (he gives you only your key back). Find the safe with the number on the paper and open it.. you will find a briefcase with an envolope and a little box in it's secret room. Take the little box. Examening the envolope makes clear that it contains the documents about the missing stealth.. Suddenly... After Karpov and his assistent blowed up the entrance of the cave examine the ground and operate it.. You will find a sharp piece of metal. Use the cords on it and freedom is yours... Now take a closer look on the piece of metal and after operating it, it appears to be a pickaxe. Operate the pickaxe on the wall near the rocks (at the right) and a hole will appear.. Enter it. Now you get an arcade sequence (yech) After completing this sequence you're back again in the city. Go to the beach and buy a bracelat from the turk .. Enter the hotel and go to your room (3th floor at the right). Watch close what's happening.. At the boat operate your bracelat. After you are dumped in the sea operate the bracelate once again to free yourself. Free the lady. (this has to be done quickly). Another sequences will appear followed by another arcade sequence (yyeechh again). After this arcade sequence. Enter the room you've found.. You will found a statue in it... Examine it carefully and you will found that his arm is a switch to reveal a safe!.. Use the little box on the safe and operate the button on it. Crack the safe with it and remove it again... In the safe you will find the envolope again... Suddenly... (yes, those russians again) After completing the arcade sequence you get another mission from your bose to 'destroy the stealth's brain'.. ********************************* First go to the forth or fifth screen from the entrance described below (bottom of ocean)......then examine seaweed twice (over rotton wood) And you will get the elastic band.....u need this to solve,so do it! ********************************* ********************************* Swim to the most right and go down... You will find an closed entrance in the rocks... Examine the trunk of the palm (at the left of the entrance) and you will find a switch ... Press it and get into the entrance. Open the sluice and you will caught again... This time you are the food of some piranhes.. In the cage use the pen on the lock of the cagedoor... Your basically fucked and them fishes is gonna eat you! Operate your watch on the wall to your left and to your right!!!!! And you end up with a BATMAN like scene..... With a cord streched out in front of you!! Go to the grill on the right....and operate it!! You then get to solve the Final arcade sequence (crawling round pipes and avoiding rats and shit!..get the wrench ....and find the next porthole.....there are four of em!!! ) You end up in a bathroom with a guy brushing his teeth.. Sneak up against the showers and get close. OPERATE SOLDIER you will then beat the crap out of him !! Take the cup off the sink! Examine the boots... Use the laces to tie him up!! Take the napkin and stuff it in his mouth!! Use napkin on soldier! Put on the suit and boots... Leave the room.... DO NOT GO TO YOUR RIGHT go FORWARD!!! Go to the first room you see...its a storeroom. Operate the drawers until you find sum new laces!! Put them on your boots! You also get a Blank Stamp (use later to get a real stamp) Then go to the next room to your right (its a computer room......) Examine the clothes.... Get the mission instructions Get the rubber raft ...out of the garbage thing.. (operate garbage ) Take your glass and fill it with good water... Go back to where you came out of the bathroom! Go to the next screen.... An officer will tell you to get him some water...... (you should have it)... Now you will be able to get in the door next to the bathroom (this is the officers room)... ***Give him the water......***** and take the stamp on his desk when he is drinking... (must do this fast)... Switch the blank stamp with the one on his desk!! Go back to the computer room ..... There will now be an ink pad on the console.. (look for it, on the right part of console..............) ****tricky shit.. Now operate your cigarette case... and you will have 4 cigs!! They are in order given.... 1.....blue band...(fingerprint) 2.....gold...normal cig 3.....gold...also normal 4.....red... a heat seeking explosive cig!!1 Operate the first cigarette....(blue band) Use the paper left over on the glass.. This will give you a perfect fingerprint of the officer! Examine case...........wow its a stamp pad.. Use the stamp pad and ink pad together... Then stamp the stolen stamp on the pads........ Then use the freshly inked stamp on the mission instructions ...they are now .... Authorized instructions.. Go to the place where the officer told you to get him some water..... You'll see a door that need fingerprint id to open it. Simply use the fingerprint on the fingerprintid machine and the door will open!!!!!! Go thru the hall..... And to the lazer room... Use the authorized mission on the mailbox.... And the guy will let u through!!........ When you get in the next hall..... You'll find a trashcan... And electric plug.... Plug in your razor. Turn it on and place it in the trash. ...(this stuff will help ya later................) Go to the next room!!!!!!! This is sum tricky shit so read first then do.....OK!!!! You will be in a control room....with dr. WHY and his assholeyness OTTO. Dr WHY will tell you a story...and just listen to his shit!! When your......razor starts fuckin with them... **** QUICKLY use the red cigarette....on the computer on the right!!! **** *************************************************************************** Then as soon as the cig explodes ..... Do a OPERATE OTTO!!! And beat the fuck out of him!!!!!!!! So now put the cd in the player and get out fast!!!! Run to the door on the top left...when out move to the right. You are then in a room with a helicopter... RUN TO IT! You and the bitch will grab the bottom of the heli... And the island explodes beneath you... IT'S NOT YET OVER!!!! The fucker has a bomb! Take the elastic band and use it on the bomb on the bottom of the helicopter!!!!!! Then when ya'll fall...... Operate the rubber raft...quickly! The fag DR. and his heli...will explode.. You and the bitch use the extra two cigerettes... After the screw scene!!!!!!!!! Naw just kiddin........ The game ends and your a badass!! THANX to Powerslaves and WinterMute and Tiger2xlc. MWB PLK 47899, 2504CD, DENHAAG, HOLLAND. Sewer Software presents..... PHOTON STORM...BY JEFF MINTER.. ------------------------------- DOX TYPED IN BY SCOOTER/SCOOPEX......27/7/90 MISSION OVERVIEW. TO KILL ALL THE ENIMIES IN AN ATTACK WAVE, THEREBY OPENING UP YOUR STARGATE AND ENABLEING YOU TO WARP THROUGH HYPERSPACE TO THE NEXT LEVEL. TO COLLECT AS MANY PLUTONIUM PODS AS POSSIBLE, WHICH CAN BE USED AS EXTRA SHEILDING WHILST NEGOTIATING THE HYPER SPACE TUNNELBETWEEN LEVELS AND TO PREVENT ENEMIES FROM COLLECTING PLUTONIUM PODS(WHICH ARE USED TO BUILD AND ACTIVATE THE ENEMY BATTLESTAR). IF THE BATTLESTAR IS ACTIVATED YOU MUST DEFEAT IT IN MORTAL COMBAT TO END THE WAVE AND OPEN THE STARGATE. TO STAY ALIVE, GET FURTHER INTO THE ATTACK LEVELS, AND AMASS A TRULY AWESOME SCORE. HOW TO PLAY PHOTON STORM. ONCE THE GAME HAS LOADED, THE PHOTON STORM TITLE PAGE IS DISPLAYED, FROM THE TITLE PAGE YOU MAY PRESS THE LEFT MOUSE BUTTON TO COMMENCE A ONE PLAYER GAME. OR THE RIGHT MOUSE BUTTON FOR A TWO PLAYERS. IN TWO PLAYER MODE, PLAYERS COMPETE FOR THE HIGHEST SCORE:WITH PLAY AOLTERNATING BETWEEN PLAYER ONE AND PLAYER TWO EACH TIME A SHIP IS DESTROYED. IF THE GAME IS NOT STARTED FROM THE TITLE PAGE, IT WILL DISPLAY VARIOUS INFORMATION AND DEMONSTRATION SCREENS. PRESS THE LEFT MOUSE BUTTON TO INTERRUPT ANY OF THESE AND RETURN TO THE TITLE SCREEN TO START A NEW GAME. HOW TO CONTROL YOUR SHIP WHEN YOU BEGIN THE GAME, YOUR SHIP WILL APPEAR ON THE SCREEN, FOLLOWED SHORTLY BY THE ENEMIES AND STARGATE. (THE STARGATE IS THE LARGE GLOWING TRIANGULAR OBJECT YOU SEE ALMOST STRAIGHT AWAY WHEN YOU BEGIN THE GAME. ITS FUNCTION WILL BE EXPLAINED FURTHER ON ). YOUR SHIP IS IN THE CENTER OF THE SCREEN; IT REMAINS THERE THROUGHOUT THE GAME AND AS YOU FLY AROUND THE GAME WORLD MOVES RELATIVE TO YOUR SHIP. THE SHIP AND ITS WEPONRY ARE CONTROLLED BY A COMBINATION OF MOUSE AND KEYBOARD COMMANDS; FIRING: FIRSTLY AND MOST IMPORTANTLY, THE LEFT HAND MOUSE BUTTON IS YOUR FIRE BUTTON. HOLDING THIS DOWN RESULTS IN A TRIPLE BEAM OF LASER FIRE, AND TO BE BRUTALLY HONEST, THERES NO REASON EVER TO LET UP FIRING UNTIL EVERYTHING IS DESTROYED AND THE STARGATE IS OPEN..SO KEEP FIRING!! LOOKING AT YOUR SHIP, YOU`LL SEE A SMALL WHITE BLIP NEXT TO IT. THIS BLIP REPRESENTS THE AIMING POINT: YOU CAN CONTROL ITS POSITION BY MOVING THE MOUSE.IF YOU HOLD DOWN FIRE WHILST DOING THIS. YOU CAN FIRE IN ANY DIRECTION ALL AROUND YOUR SHIP-EVEN DIRECTLY BEHIND , IF THATS WHERE THE THREAT LIES. THRUST: YOUR SECOND MOUSE BUTTON, THE RIGHT HAND MOUSE BUTTON CONTROLS THRUST, IF THRUST IS NOT PRESSED, YOUR SHIP DRIFTS THROUGH SPACE AT WHATEVER ANGLE IT HAPPENS TO BE TURNED TO.PRESSING THRUST CAUSES TWO THINGS TO HAPPEN: YOUR SHIP ACCELARATES, AND IT ALSO TURNS TO FACE THE AIMING POINT. THUS BY COMBINATION OF MOVING THE AIMINBG POINT AND USING THE THRUST BUTTON, YOU CAN TURN THE SHIP TO GO WHEREVER YOU WANT, AND CONTROL THE SPEED OF TRAVEL. WHITH A LITTLE PRACTISE YOU`LL FIND THE SHIP CONTROL BECOMES SECOND NATURE, AND YOU`LL BE ABLE TO PERFORM VERY FAST MANOEURVRES AND EVEN MOVE IN ONE DIRECTION WHILST FIRING IN THE OTHER-AN ESSENTIAL SKILL IN PHOTON STORM.. BOOST THERE IS A KEYBOARD CONTROL WHICH ALSO AFFECTS THE WAY YOUR SHIP FLIES. THATS THE BOOST BUTTON - THE LEST SHIFT KEY ( NEST TO THE SPACE BAR ). HOLDING DOWN BOOST DOUBLES THE SPEED OF YOUR SHIP, IN WHATEVER DIRECTION YOU ARE TRAVELLING. USING BOOST TAKES ENERGY; YOUR AVAILABLE BOOST ENERGY IS SHOWN BY ONE OF THE TWO LINEAR GAUGES IN THE SCORE AREA, TH EONE WITH THE SMALL FLAME BY IT. ALL THE WHILE YOU HOLD DOWN BOOST, THE GAUGE COUNTS DOWN, WHEN IT REACHES ZERO, YOU CAN CAN BOOST NO LONGER. HOWEVER, WHILE YOU ARE NOT BOOSTING, THE ENERGY RECHARGES, ALBEIT SLOWLY. IF COMPLETLEY DEPLETE YOUR BOOST RESERVE, YOU MUST ALLOW IT TO RECHARGE,BEYOND A CERTAIN THRESHOLD ( ABOUT A QUARTER OF THE GAUGE) BEFOUR BOOST BECOMES AVAILABLE AGAIN. SMART BOMBS PRESSING THE CONTROL KEY RELEASES A SMART BOMB ( WHICH DESTROYS ALL ENEMIES AND MISSILES ON THE SCREEN). YOU BEGIN THE GAME WITH A STOCK OF FOUR SMART BOMBS; THEY ARE SHOWN AS PURPLE SPHERES IN THE BOX TO THE LEFT OF THE CENTRAL SCANNER IN THE SCORE AREA ( TO THE RIGHT, IF YOUR PLAYER TWO). EXTRA SMART BOMBS CAN BE COLLECTED, WILL GIVE YOU EITHER A SMART BOMB, SOME INVINCIBILITY, OR AN EXTRE LIFE. SINGLE BEAM SINGLE BEAM IS PURLEY FOR THE CONFIDENT PLAYER. IT REDUCES THE TRIPLE LASER BEAM TO A SINGLE BEAM; ANYTHING SHOT WITH THE SINGLE BEAM YIELDS DOUBLE POINTS. THUS,YOU CAN TAKE A RISK AND IF YOUR SKILLFUL ENOUGH YOULL BE REWARDED WITH EXTRA POINTS. TO OBTAIN SINGLE BEAM, HOLD DOWN THE ALTERNATE KEY WHILST FIRING. PHOTON STORM YOUR MISSION OBJECTIVES HAVE ALREADY BEEN OUTLINED..IN ORDER TO CARRY OUT YOUR MISSION, YOU NEED TO BE ABLE TO FLY AND FIRE CONFIDENTLY AND TO USE THE SCANNER AND HEAD UP DISPLAY. THE SCANNER IS CENTRALLY LOCATED IN THE SCORE AREA, IT DISPLAYS OBJECTS IN THE GAMEWORLD WHICH ARE NOT IMMEDIATELY VISIBLE ON YOUR SCREEN AS DIFFERENTLY COLOURED BLIPS, YOU CAN USE IT TO FIND OUT WHATS LEFT OUT THERE, AND TO WARN YOU OF INCOMING ATTACKERS.EFFECTIVE SCANNER USE IS ESSENTIAL TO SURVIVAL. THE SCANNER IS CAPABLE OF COVERING THE WHOLE GAMEWORLD. THE CENTRE OF THE SCANNER REPRESENTS WHERE YOUR SHIP IS. AS THE GAMEWORLS IS QUITE LARGE, THE SCANNER FEATURES AUTOMATIC RESOLUTION SWITCHING. IF YOU ARE A LONG WAY FROM ANY OTHER OBJECTS THE SCANNER ZOOMS OUT UNTIL IT PICKS UO AN OBJECT. AS YOU APPROACH AN OBJECT, THE SCANNER STEPS DOWN ITS RESOLUTION TO GIVE YOU A MORE LOCALISED VIEW OF THE IMMEDIATE REGION AROUND YOUR SHIP. THE SCANNER ZOOM FACTOR IS DISPLAYED UNDERNEATH THE SCANNER;X8 IS THE MAXIMUM ZOOM OUT(COVERS THE WHOLE GAME WORLD)X1 IS THE AREA IMMEDIATE TO YOUR SHIP. ALWAYS KEEP AN EYE ON THE SCANNER IF YOU WANT TO SURVIVE. IF YOU DO NOT YOU WILL DIE!!! THE OTHER IMAGING SYSTEM IS THE HEAD UP DISPLAY.THIS CONSISTS SIMPLY OF RUDIMENTRY GEOMETRIC OBJECTS SUPERIMPOSED UPON THE FEILD OF PLAY: A GREEN TRIANGLE REPRESENTS THE LOCATION OF THE STARGATE, THE RED CIRCLE REPRESENTS THE ENEMY BATTLE STAR. THE DISPLAY REPRESENTS A SCALED DOWN VERSION OF THE REAL GAME WORLD WITH RESPECT TO YOUR SHIP.THUS, FLYING FLYING TOWARDS THE GREEN TRIANGLE REPRESENTING THE STARGATE WOULD EVENTUALLY BRING YOU TO THE ACTUAL,REAL.(OR AT LEAST IN AS MUCH AS A SPRITE ON A VIDEO SCREEN CAN BE CONSIDERED TO BE ACTUAL OR REAL) STARGATE. THE HEAD UP DISPLAY IS USED IN TWO MAIN SITUATIONS: WHEN YOUR LOOKING FOR A STARGATE TO DO A WARP, AND WHEN AN ENEMY SHIP HAS STOLEN A PLUTONIUM ROD AND IS CARRYING IT BACK TO THE BATTLESTAR..ENEMY SHIPS CARRYING PLUTONIUM APPEAR AS WHITE CROSSES ON THE HEAD UP DISPLAY. YOU CAN EASILY PLOT ITS PROGRESS TOWARDS THE ENEMY BATTLESTAR, AND SET COURSE TO INTERCEPT AND DESTROY. DESTROYING SUCH LADEN ENEMY SHIPS YEILDS A BONUS, AND THE STOLEN PLUTONIUM IS RELEASED FOR YOU TO COLLECT-ANOTHER BONUS. SHOULD THE BATTLESTAR RECEIVE TO MUCH PLUTONIUM IT WILL ACTIVATE. WHEN THIS HAPPENS ALL THE ENEMIES ,IN THE LEVEL DISAPPEAR EXCEPT FOR THE BATTLESTAR, AND THE BATTLESTAR COMES TO GET YOU..UNLEASHING HORDES OF FERRETS IN YOUR GENERAL DIRECTION..TO COMPLETE THE LEVEL AND OPEN THE STARGATE. YOU THEN HAVE TO DESTROY THIS MONSTROSITY. A TASK INVOLVING LOTS OF HITS AND SOME NIFTY USE OF BOOST. YOUR ENEMIES NOW YOU KNOW HOW TO FLY THE SHIP AND USE THE SCANNERS AND THAT YOU MUST COLLECT THE PLUTONIUM. BETWEEN YOU AND YOUR OBJECTIVES STAND(OR IN MANY CASES,OOZE,GLURP AND SLITHER) AN EMETIC HERD OF PSYCOPATHIC ALIENS GUARANTEED TO GIVE ANY SANE MINDED SENTIENT BEING THE SCREAMING XENOPHOBIC HEEBIE JEEBIES.DEFYING ALL NATURAL LAWS AND WITHOUT BENEFIT OF A SPACESHIP,THESE CREEPS PROPEL THEMSELVES THROUGH SPACE INTENT UPON A SINGLE AIM:TO SPLATTER YOUR ATOMS. SOME MERELY ATTEMPT TO COLLIDE WITH YOUR SHIP.OTHERS LAY MINES OR FIRE BULLETS:OTHERS UNLEASH STREAMS OF FIREBALLS:AND MANY DO MORE THAN ONE OF THESE THINGS AT A TIME :OPPONENTS RANGING FROM SEMI-SENTINENT LUMPS OF ROCK TO BEINGS OF PURE ENERGY AND COLOUR,BREATHTAKINGLY BEAUTIFUL BUT WITH A BLACK HOLE FOR A HEART AND HOMICVIDE ON THEIR MINDS..MOST INSIDIUS OF ALL(OR AT LEAST ON LATER LEVELS) ARE THE GREEN ORB LIKE ABDUCTORS, WHICH SEEK OUT AND CAPTURE FLOATING PLUTONIUM PELLETS AND TAKE EM BACK TO THE BATTLE STAR. TO MAKE YOUR LASERS MORE POWERFUL...SHOOTING ONE OF THE STARFLAKE ENEMIES RELEASES A PELLET WHICH SOMETIMES WILL BE BLUE WITH A `W` ON IT..COLLECT IT BEFORE IT GOES AND YOU`LL HAVE ULTRA-PURPLE LASERS..WHICH LAST 30 SECONDS OR SO..THEN THERES SMART BOMBS..THESE PINK ORBS ARE THE MOST COMMON FOR SHOOTING A STARFLAKE AND THEY LET YOU VAPORISE EVERY ENEMY ON THE SCREEN..AND ALL PLUTONIUM PODS ARE COLLECTED AUTOMATICALLY..PLUS YOU GET 5 SECONDS OF SHEILD..DONT HESIATE IF YOU HAVE ONE USE IT!!! YOU CAN ALSO GET 30 SECONDS OF SHEILD BY PICKING UP GREEN ORBS..RELEASED BY THE STARFLAKES..WHEN YOU HAVE ONE USE THE TIME ,TO DESTROY THE TRICKIER TARGETS TO GAIN EXTRA POINTS..BY SHOOTING WITH THE SINGLE BEAM WITHOUT RISK.. ALL ABOUT PLUTONIUM YOU ARE TO TRY TO GET/COLLECT UP THIS STUFF AND TAKE IT BACK TO STARGATE FOR A BIG BONUS..YOU COLLECT IT BY JUST RUNNING RIGHT OVER IT,YOU CAN COLLECT MORE THAN ONE PIECE AND THEY ALL STREAM OUT BEHINJD YOUR SHIP,,IN FACT THE MORE YOU CARRY THE MORE POINTS YOU`LL COLLECT!!..PICK UP AS MUCH AS YOU DARE AND GET BACK TO THE STARGATE,,YOU WILL BE REWARDED BY MULTI COLOURED BONUS POINTS TINY IN STATURE BUT FAT IN NATURE.FLYING THROUGH SPACE, YOU`LL NOTICE HITHERTO MYSTERIOUS OTHER GAUGE UNDERNEATH NTHE BOOST GAUGE INCREASING..THE PELLETS YOU COLLECT THE BETTER,AS YOU FIND OUT ON FINISHING A LEVEL. FINISHING A LEVEL OTHERWISE KNOWN AS OPENING A STARGATE..THIS OCCURS WHEN ALL THE ENEMIES(APART FROM THE BATTLESTAR WHICH CANNOT BE DESTROYED IF IT IS ACTIVATED) ARE KILLED THE MESSAGE THE GATE IS OPEN--THE WAY IS CLEAR APPEARS ON THE HEAD UP DISPLAY..THIS IS THE SIGNAL TO HEAD FOR THE STARGATE..FLYING THROUGH LEADS YOU TO THE WAY.A MULTI COLOURED HYPERSPATIAL TUNNEL DOWN WHICH YOU MUST FLY YOUR SHIP TO REACH THE BONUSES AND THE WARP TO THE NEXT LEVEL..THE FIRST FEW WAYS ARE VERY VERY EASY..BUT THE LATER ONES CAN BE TRICKY..YOU MUST AVOID FLYING OUTSIDE THE WALLS OF THE WAY..YOU CAN SUSTAIN A NUMBER OF HITS DENOTED BY THE NUMBER OF GREEN PIXELS IN THE OSCILLATING CHAIN SUPERIMPOSED ON THE BOTTOM OF THE DISPLAY.EACH COLLISION WITH THE WALLS RESULTS IN THE LOSS OF ONE PIXEL..TO MANY COLLISIONS RESULTS IN EXPLOSION AND ALTHOUGH YOU DONT LOSE A LIFE YOU ARE RESET TO THE BEGINNING OF THE LEVEL AND LOSE YOUR BONUS POINTS..FLY DOWN SUCCESFULLY AND YOU`LL GET A BONUS FOR EVERY SHEILD REMAINING. THE OTHER WAY OF OPENING THE GATE OCCURS WHEN THE BATTLESTAR IS ACTIVATED..DESTROY THE BATTLESTAR AND ITS DELUGE OF FERRETS TO OPEN THE GATE AND ENTER THE WAY. MORE ON STARGATE IF THERE IS ANYWHERE IN THE GAMEWORLD, A PLUTONIUM PELLET BEING ABDUCTED THE GATE TELEPORTS YOU TO THE VICINITY IF NO ABDUCTION IS OCCURING, THE STARGATE TRIES TO WARP YOU ONTO A FREE FLOATING PELLET IF THERE ARE NO PLUTO-PELLETS, THE STARGATE TRIES TO PUT YOU NEAR A STARFLAKE IF THERE ARE NO STARFLAKES, THE STARGATE TRIES TO PUT YOU NEAR ANYTHING AT ALL STILL ALIVE IN THE GAMEWORLD IF THERES NOTHING AT ALL AROUND..THE STARGATE JUST WARPS YOU ON DOWN THE GALAXY A BIT GENERAL GAME HINTS TRY TO LEARN TO MOVE IN ONE DIRECTION AND SHOOT IN THE OTHER..THUS YOU CAN RUN AND STILL DISH OUT PHOTONS!!! DEVOLP A SQUINT SO YOU CAN KEEP AN EYE ON THE SCANNER, SCANNER USE IS ESSENTIAL. USE THE STARGATE..PRESERVE BOOST FOR THE CRITICAL MOMENTS IN A DOGFIGHT RESCUE THE PLUTO-PELLETS FOR BINUSES..LONG CHAINS MEAN BIG BONUSES!! OPEN STARFLAKES AND COLLECT THE BONUSES THEY YEILD..NEVER HESITATE TO USE A SMART BOMB USE GENTLE MOTIONS WITHIN THE WAY UNTIL YOU ARE USED TO IT.. PAUSE MODE. THERE IS A PAUSE MODE..PRESS RIGHT SHIFT KEY DURING PLAY TO HALT THE ACTION.PRESS Q TO QUIT THE GAME(AS USUAL)..AND GIVE EM HELL!!! ---------------------------------------------------------------------------- Sewer Software presents part 2 of the Supremacy docs... FOR THE PURPOSES OF THIS WHISTLE-STOP TOUR ROUND SUPREMACY,ITS NOT TOO IMPORTANT HOW WELL TRAINED OR WELL EQUIPPED YOUR FIRST PLATOONS ARE.CHECK HOW MANY CREDITS YOU HAVE AVAILABLE TO SPEND-THE TOTAL APPEARS IN A WINDOW TOWARDS THE TOP RIGHT OF THE SCREEN,BENEATH THE WINDOW THAT SHOWS THE LEVEL OF THE CIVILIAN POPULATION.EXPERIMENT WITH THE SUIT AND WEAPONS SELECTING MECHANISM AND WORK OUT WHAT YOU CAN AFFORD TO BUY.BEARING IN MIND THAT YOU WANT TO COMMISSION 4 PLATOONS.DONT SPEND ALL YOUR MONEY EQUIPPING ONE PLATOON,OR YOU`LL HAVE TO RAISE CASH BEFORE CONTINUING. YOU MAY WANT TO AIT A WHILE SO THAT EXTRA FUNDS CAN BE RAISED FROM TAXES,OR YOU MAY DECIDE TO GO TO THE GOVERMENT SCREEN AND BUMP UP THE TAXES TEMPORARILY TO RAISE EXTRA MONEY QUICKLY WHILE YOU WAIT FOR THE RECRUITS TO ATTAIN A HIGHER LEVEL OF TRAINING. THE `1ST` PLATOON HAS BEEN IN TRAINING THE LONGEST,SO START COMMISSIONING THAT PLATOON-KEEP CLICKING ON THE DOWN ARROW NEXT TO THE PLATOON IDENTITY WINDOW UNTIL `1ST` APPEARS. CLICK ON THE PLATOON COMMISSION ICON,PROVIDING YOU HAD THE CREDITS TO BUY THE SELECTED EQUIPMENT,THE `1ST` IS NOW PART OF YOUR ARMY.CLICK ON THE UP ARROW NEXT TO THE WINDOW THAT IDENTIFIES THE CURRENT PLATOON,AND IT DISPLAYS `2ND`.CLICK ON THE PLATOON COMMISSION ICON,AND THE `2ND` IS NOW OPERATIONAL,REPEAT THE PROCESS FOR THE 3RD AND 4TH PLATOONS. CONGRATULATIONS YOU NOW HAVE AN ARMY,TURN THE PAGE TO DISCOVER HOW TO DEPLOY YOUT PLATOONS. ----------------------------PAGE 40------------------------------------------ DONT CLICK .ON THE PLATOON DECOMMISSION ICON NOW-YOU`LL DISBAND YOUR NEWLY COMMISSIONED 4TH PLATOON WHICH WOULD BE SILLY.THIS ICON,LIKE THE PLATOON COMMISSION ICON,ONLY AFFECTS PLATOONS AND TRAINEES ON STARBASE. DEPLOYING PLATOONS: ONCE PLATOONS HAVE BEEN COMMISSIONED,YOU CONBTROL THEM VIA THE COMBAT CONTROL SCREEN WHICH ALLOWS PLATOONS TO BE MOVED FROM THE GARRISON ON A PLANET INTO A BATTLE CRUISER THAT IS SITTING IN A DOCKING BAY ON THAT PLANET,OR UNLOADED FROM A BATTLE CRUISER AND PLACED ON THE SURFACE OF A PLANET. CLICK ON THE COMBAT CONTROL ICON.NOTICE HOW THE PLATOONS-1ST THROUGH 4TH-APPEAR IN A LARGE GRID TO THE LEFT OF THE COMBAT CONTROL SCREEN.THE NUMBER OF MEN EACH PLATOON CONTAINS APPEARS NEXT TO ITS NAME.ALL FOUR PLATOONS ARE CURRENTLY ON THE SURFACE OF STARBASE.;A VERTICAL GREEN BAR GIVES A VISUAL REPRESENTATION OF YOUR OVERALL MILITARY STRENGTH ON THE CURRENT PLANET.(A DIGITAL READOUT TO THE RIGHT SHOWS HOW MANY MEN YOU HAVE ON THE CURRENT PLANET,AND REVEALS YOUR MILITARY STRENGTH THERE). WE`RE GOING TO SHIP THE 1ST AND 2ND PLATOONS TO YOUR NEW COLONY ONCE IT HAS BEEN SET UP BY THE ATMOS PROC.PLATOONS CAN ONLY BE TRANSPORTED IN BATTLE CRUISERS,SO NOW WOULD BE A GOOD TIME TO BUY ONE,CLICK RMB FOR MAIN SCREEN. --------------------------PAGE 41 AND 42 ------------------------------------- USUAL PROCEDURE TO BUY HERE..(YOU KNOW IT BY NOW..DONT YOU?)..IF YOU CAN`T AFFORD A BATTLE CRUISER,GO TO THE GOVERMENT SCREEN AND BUMP THE TAXES UP FOR A WHILE.(MAKE SURE YOU RESET THE TAXES AGAIN IF YOU DO THIS,AS IT IS EASY TO FORGET,AND END TAXING THE PEOPLE SO HEAVY THEY STOP BREEDING). RETURN TO THE MAIN MENU(CLICK RMB..REMEMBER)THEN CLICK ON THE CARGO BAY ICON TO CALL UP THE CARGO BAY SCREEN.CLICK ON BATTLE 1`S NAME TO MAKE IT THE CURRENT SHIP FOR CARGO BAY OPERATIONS.YOU`RE NOW IN A POSITION TO CREW BATTLE 1.AND IT ALSO NEEDS TO BE FUELLED AS IT IS GOING TO BE USED TO TAKE YOUR TWO PLATOONS TO YOUR FIRST COLONY. CLICK ON THE UP/DOWN ARROW IN THE ICON THAT CONTAINS A PICTURE OF A FUEL FILLER NOZZLE AND HOLD DOWN THE MOUSE BUTTON(UP ARROW) TO PUMP FUEL FROM STARBASE`S RESERVES INTO BATTLE 1`S TANKS.NOTICE HOW THE GREEN BAR-READOUT MARKED `FUEL` IN THE LARGE PANEL TO THE RIGHT DECREASES AS THE NUMBER IN THE FUELLING ICON INCREASES-THE FOUR VERTICAL GREEN DISPLAYS ON THE RIGHT OF THE SCREEN SHOW HOW MUCH FUEL,MINERALS,ENERGY AND FOOD ARE HELD IN RESERVE ON THE CURRENT PLANET. THIS AREA AS YOU WILL SEE LATER,IS ALSO USED WHEN RESOURCES ARE MOVED AROUND AS CARGO-WE`LL RETURN TO THE SUBJECT LATER.FOR THE TIME BEING,JUST TRANSFER FUEL FROM STARBASE TO THE TANKS OF BATTLE 1. WHEN BATTLE 1`S TANKS ARE FULL CLICK ON THE CREW ICON TO ASSIGN A CREW,THEN ITS RMB FOR MAIN SCREEN. AS THE BATTLE CRUISER IS NOW FULLY COMMISSIONED AND WAITING IN ONE OF THE DICKING BAYS ON THE STARBASE,YOU CAN LOAD PLATOONS ONTO IT.CLICK ON THE COMBAT CONTROL ICON.BATTLE 1`S NAME NOW APPEARS IN ONE OF THE DOCKING BAYS SHOWN AT THE TOP LEFT OF THE COMBAT CONTROL SCREEN,AND AS IT IS THE ONLY CRAFT IN A DOCKING BAY,IT IS AUTOMATICALLY SELECTED AS THE CURRENT CRAFT(IF THERES MORE THAN ONE DOCKING BAY OCCUPIED,CLICK ON BATTLE 1`S NAME..TO MAKE IT CURRENT CRAFT...) THE PLAN IS TO SEND PLATOONS 1 AND 2 TO YOUR NEW COLONY-SO THEY HAVE TO BE MOVED ON BOARD BATTLE 1.CLICK ON `1ST` IN THE LARGE GRID TO THE LEFT,AND YOU`LL NOTICE THE IDENTIFYING DETAILS OF THE 1ST PLATOON MOVE INTO ONE OF THE FOUR EMPTY CELLS DISPLAYED TO THE RIGHT OF THE DOCKING BAY DISPLAY.THE 1ST PLATOON IS NOW ONBOARD BATTLE 1.-NOTICE HOW THE MILITARY STRENGTH READOUT AND THE VERTICAL GREEN BAR IN THE CENTRE OF THE SCREEN REDUCES AS YOU MOVE THE PLATOON OFF THE SURFACE OF STARBASE.CLICK ON `2ND` TO LOAD THE 2ND PLATOON,AND NOTICE FURTHER DEPLETION IN STARBASES MILITARY MIGHT THAT TAKES PLACE.CLICK ON THE RMB FOR MAIN SCREEN. -------------------------------PAGE 43--------------------------------------- REVIEWING YOUR COLONY: CLICK ON THE ATMOS PROC ICON TO CHECK ON THE STATUS OF THE PLANET YOU STARTED FORMATTING A WHILE AGO.(IT HAS PROBABLY ALREADY FORMATTED BY NOW,AS THE MESSAGE WINDOW WILL HAVE POINTED OUT,BUT IF IT HAS`NT,WAIT UNTIL YOU GET THE MESSAGE THAT PLANET 1 IS NOW FORMATTED) CLICK ON THE UP ARROW TO THE RIGHT OFSTAR MAP TO MOVE THE PLANET CURSOR TO THE PLANET JUST ABOVE STARBASE.THE VIDEO WINDOW WILL NOW DISPLAY A VIEW OF YOUR NEWLY FORMATTED PLANET.THERE ARE FOUR DIFFERENT TYPES OF PLANET THAT CAN BE CREATED BY AN ATMOS PROC-VOLCANIC-TROPICAL-METROPOLITAN AND DESERT-AND THEY EACH HAVE DIFFERENT ATTRIBUTES.NOW WOULD BE AN OPPORTUNE MOMENT TO USE PAUSE FACILITY WHILE YOU CHECK OUT WHAT KIND OF PLANET YOU HAVE CREATED. CLICK ON THE PAUSE ICON TO SUSPEND GAMEPLAY WHILE YOU TURN TO PAGE 67 OF THIS MANUAL TO DISCOVER MORE ABOUT PLANETS...NOTICE HOW THE PAUSE ICON TURNS TO SILVER TO SHOW THE GAME IS SUSPENDED.RETURN HERE ONCE YOU HAVE IDENTIFIED WHAT TYPE OF PLANET,PLANET 1 IS. CLICK THE LEFT MOUSE BUTTON(LMB) TO DEACTIVATE THE PAUSE..SO YOU CAN RESUME PLAY. -------------------------------PAGE 44---------------------------------------- NOW THAT PLANET 1 HAS BEEN ESTABLISHED AS A COLONY,YOU MAY WISH TO CLICK ON THE GOVERMENT SCREEN ICON TO DISCOVER WHAT YOU HAVE IN THE WAY OF POPULATION AND RESOURCES IN THE SEED COLONY PLANTED BY THE ATMOS PROC,CLICKING ON THE GOVERMENT SCREEN ICON WILL CALL UP THE GOVERMENT SCREEN WITH PLANET 1 SELECTED AS THE CURRENT PLANET-ASSUMING YOU LEFT THE PLANET CURSOR ON PLANET 1. NOTICE THAT YOU HAVE A LITTLE OF EVERYTHING,START THINKING WHAT EQUIPMENT YOU NEED TO BUY AND SEND TO PLANET 1 IN ORDER TO ESTABLISH IT AS A COLONY,BEARING IN MIND THE TYPE OF PLANET IT IS. WE HAVE ALREADY BOUGHT A SECOND SOL SAT GEN FOR PLANET 1.WHICH IS CURRENTLY ORBITTING STARBASE,AND HAVE COMMISSIONED A BATTLE CRUISER AND LOADED TWO PLATOONS ONTO IT,READY FOR SHIPMENT TO THE NEW COLONY.TIME TO SEND THE CRAFT ON ITS WAY.CLICK RMB FOR MAIN SCREEN. CLICK ON THE NAVIGATION ICON,YOU WILL NOTICE PLANET 1 IS THE CURRENT PLANET-ITS DOCKING BAYS ARE EMPTY,SO THERE ISNT A CURRENT CRAFT SELECTED FOR NAVIGATION.FIND BATTLE 1`S NAME IN THE CENTRAL GRID THAT DISPLAYS THE ROSTER OF THE CRAFT IN YOUR FLEET,AND CLICK ON IT TO SELECT BATTLE 1 AS THE CURRENT SHIP FOR NAVIGATION OPERATIONS. --------------------------PAGE 45 AND 46-------------------------------------- BATTLE 1 IS IN A DOCKING BAY ON STARBASE,SO YOU NEED TO CLICK ON THE LAUNCH INTO ORBIT ICON TO GET IT INTO SPACE. THEN CLICK ON THE JOURNEY TO PLANET ICON TO INITIATE THE TRIP.THE ROSTER OF CRAFT IS NOW REPLACED BY A LIST OF NAMES OF ALL FORMATTED PLANETS IN THE PLANET SYSTEM,CLICK ON PLANET 1 AS THE DESTINATION.NOTICE HOW THE DETAILS APPEAR IN THE JOURNEY STATISTICS PANEL TO THE BOTTOM RIGHT OF THE NAVIGATION SCREEN WHEN YOU DO THIS-YOU CAN SEE HOW MUCH FUEL IS NEEDED TO UNDERTAKE THE JOURNEY,AND YOU ARE GIEN THE `EDA`-ESTIMATED DAYS OF ARRIVAL. WHILE YOU WAIT FOR BATTLE 1 TO COMPLETE THE JOURNEY,YOU MIGHT AS WELL SEND ONE OF THE SOL SAT GEN FROM ORBIT AROUND STARBASE TO ORBIT ROUND THE PLANET 1.CLICK EITHER SOLAR 1 OR SOLAR 2 IN YOUR CRAFT ROSTER TO SELECT A SOLAR SATELLITE AS THE CURRENT CRAFT FOR NAVIGATION SCREEN OPERATIONS. AS THE SOL SAT GEN ARE ALREADY IN ORBIT,ALL YOU NEED TO DO IS CLICK ON THE JOURNEY TO PLANET ICON AND SELECT PLANET 1 AS THE DESTINATION.WHEN YOUR SOL SAT GEN ARRIVES AT PLANET 1 IT WILL STAY IN ORBIT AND IMMEDIATELY BEGIN BEAMING DOWN ENERGY TO THE PLANET SURFACE. ITS WORTH REMEMBERING YOU CAN CHANGE THE CURRENT PLANET WHILE YOU ARE USING THE NAVIGATION SCREEN-IF THE LAST THING YOU DO IS CLICK ON A PLANET AS A DSTINATION,THEN THE PLANET BECOMES THE CURRENT PLANET WITHIN THE GAME WHEN YOU LEAVE THE NAVIGATION SCREEN,SIMILARLY,IF THE LAST HING YOU DO ON THE NAVIGATION SCREEN IS CLICK ON A CRAFT,THEN ITS LOCATION(OR ITS DESTINATION)BECOMES THE CURRENT PLANET. BATTLE 1 WILL NOW ORBIT AROUND PLANET 1,SELECT BY CLICKING ON ITS NAME IN THE CENTRAL ROSTER,THEN CLICK ON THE LAND ON PLANET ICON TO MOVE IT FROM ORBIT TO A VACANT DOCKING BAY ON THE SURFACE OF PLANET 1.CLICK RMB FOR MAIN SCREEN. ----------------------------PAGE 47------------------------------------------- SETTING UP A GARRISON: CLICK ON THE COMBAT CONTROL ICON TO CALL UP THE COMBAT CONTROL SCREEN.PLANET 1 SHOULD STILL BE THE CURRENT PLANET.BATTLE 1 IS IN A DOCKING BAY,AND IT CONTAINS THE 1ST AND 2ND PLATOONS:THEIR NAMES APPEAR IN THE PANEL CONTAINING 4 GRIDS THAT IS LOCATED JUST RIGHT OF THE 3 DOCKING BAY WINDOWS,BECAUSE BATTLE 1 IS THE CURRENT SHIP,THE OTHER DISPLAYS ON THE COMBAT CONTROL SCREEN SHOW THERE IS A MILITARY STRENGTH OF ZERO ON PLANET 1. WHEN YOU CLICK ON THE NAME OF ONE OF YOU PLATOONS,IT IS MOVED TO THE SURFACE OF PLANET 1,AND A GREEN VERTICAL BAR APPEARS ON THE SCREEN,INDICATING THAT YOU HAVE ESTABLISHED A MILITARY PRESENCE ON THE PLANET.CLICK ON THE NAME OF THE OTHER PLATOON THAT IS STILL WAITING ABOARD BATTLE 1 AND NOTICE HOW YOU HAVE BOOSTED YOUR MILITARY PRESENCE ON PKANET 1 EVEN MORE. END OF TOUR: YOU HAVE NOW GOT STARBASE UP AND RUNNING EFFICIENTLY AND ESTABLISHED A COLONY ON PLANET 1:THE QUICK START TOUR IS NOW COMPLETE AND YOU CAN BEGIN TO PLAY IN EARNEST.YOU MAY WISH TO SAVE THE GAME POSITION AGAIN BEFORE CONTINUING PLAY.BUT FROM HERE ON ITS YOUR SKILL AGAINST THE SKILL OF THE ENEMY COMMANDER-GOOD LUCK-AND DONT FORGET THAT ELSEWHERE IN THIS MANUAL THERE ARE HELPFUL HINTS ON MANAGING RESOURCES,DEVELOPING STRATEGIES AND GOING TO WAR,ALONG WITH MORE DETAILED DESCRIPTIONS OF THE PRIMARY CONTROL SCREENS FOUND IN THE GAME. ---------------------------PAGE 48-------------------------------------------- THIS IS JUST A LARGE PICTURE OF THE MAIN SCREEN. ---------------------------PAGE 49-------------------------------------------- MAIN SCREEN: THIS IS THE SCREEN WHICH APPEARS WHEN YOU FIRST ENTER ONE OF THE FOUR PLANET SYSTEMS,FROM HERE,YOU ACCESS CONTROLS AVAILABLE TO YOU DURING PLAY,RECIEVE MESSAGES ON THE VIDEO TELEPRINTER CONSOLE,AND AGAIN AN OVERVIEW OF THE PROGRESS OF THE GAME. WHEREVER YOU ARE,WHATEVER YOUR DOING,ONE CLICK ON THE RIGHT MOUSE BUTTON(RMB) RETURNS YOU HERE,UNLESS YOU ARE IN THE MIDDLE OF BUYING OR RENAMING SOMETHING,IN WHICH CASE THE (RMB) TEMPORARILY DUPLICATES THE `ENTER` KEY,USED TO ENTER YOUR CHOICE,2 CLICKS OF THE RMB WILL GET YOU BACK TO THE MAIN SCREEN. THE SYSTEM MAP: AN AT-A-GLANCE TO HOW THINGS ARE GOING IN THE CURRENT SOLAR SYSTEM.YOUR STARBASE IS AT THE BOTTOM OF THE MAP AND THE ENEMIES BASE IS AT THE TOP.THE COLOURED DOTS THAT ORBIT AROUND THE AXIS OF THE STAR MAP REPRESENT THE PLANETS:RED REPRESENTS A PLANET UNDER CONTROL OF THE ENEMY:BLUE REPRESENTS A NEUTRAL,UNFORMATTED PLANET:WHITE INDICATES THAT A PLANET IS CURRENTLY BEING FORMATTED,EITHER BY YOU OR THE ENEMY. A DOT THAT FLASHES BETWEEN RED AND GREEN INDICATES A PLANET THAT IS CURRENTLY EMBROILED IN BATTLE.YOUR OPPONENTS FACE APPEARS IN SILHOUETTE BEHIND THE SYSTEM MAP-THE CLEARER YOU CAN SEEE HIM,THE CLOSER HE IS TO VICTORY. -------------------------PAGE 50---------------------------------------------- THE PLANET CURSOR: SELECTS THE `CURRENT PLANET` AND IS MOVED UP AND DOWN THE SYSTEM MAP USING THE UP/DOWN ARROW CONTROLS AT THE TOP RIGHT OF THE MAP,CLICK THE UP/DOWN ARROW PAIR CLOSEST TO THE ANIMATED MAP TO MOVE THE PLANET CURSOR UP OR DOWN ONE PLANET PER CLICK,OR CLICK AND HOLD ON THE RED UP/DOWN ARROW PAIR TO THE RIGHT TO MOVE THE PLANET CURSOR AROUND THE SYSTEM MORE RAPIDLY.RELEASE THE MOUSE BUTTON TO STOP THE CURSOR IF YOU USE THESE ARROWS. NOTICE HOW THE VIEW SCREEN IN THE VIDEO WINDOW CHANGES WHEN YOU MOVE THE PLANET CURSOR AROUND THE SYSTEM.... PLANET INFO: THE ICON AT THE TOP LEFT OF THE SYSTEM MAP DISPLAY CALLS UP BASIC INFO ON THE CURRENT PLANET-ITS WORTH REMEMBERING THAT THE LARGER THE PLANET IS,THE LONGER IT TAKES TO FORMAT.THIS ICON ALSO GIVES A BREAKDOWN ON THE STATUS OF THE ENTIRE PLANET SYSTEM,REVEALING THE NUMBER OF PLANETS UNDER ENEMY CONTROL AND THE NUMBER OF PLANETS THAT HAVE YET TO BE FORMATTED. HOME KEY: THE ICON AT THE BOTTOM LEFT OF THE SYSTEM MAP DISPLAY IS THE `HOME` KEY-CLICK ON IT TO MOVE THE PLANET CURSOR DIRECTLY TO STARBASE. --------------------------PAGE 51--------------------------------------------- VIEW WINDOW: WHEN THE PLANET CURSOR IS RESTING OVER A PLANET IN THE SYSTEM MAP,A VISUAL REPRESENTATION OF THE PLANET APPEARS IN THE VIDEO WINDOW,AND THAT PLANET BECOMES THE `CURRENT` PLANET-MANY OF THE ICONS NOW CALL UP SCREENS WHICH HAVE AN EFFECT ON THE CURRENT PLANET,PROVIDING ITS UNDER YOUR CONTROL. THERE ARE FOUR TYPES OF FORMATTED PLANET THAT YOU WILL ENCOUNTER IN THE GAME,EACH OF WHICH HAS DIFFERENT PROPERTIES.THE VIEW THAT APPEARS IN THE VIDEO WINDOW MAKES IT CLEAR WHAT TYPE OF PLANET YOU ARE DEALING WITH-PROVIDING IT IS UNDER YOUR CONTROL. A CURT `CLASSIFIED` MESSAGE APPEARS OVER A BLACK SCREEN IF YOU SELECT ONE OF THE ENEMY CONTROLLED PLANETS WITH THE PLANET CURSOR.IF YOU SELECT A LIFELESS,UNFORMATTED PLANET ALL YOU WILL SEE IS A BLEAK GREY PLANETSCAPE-UNLESS AN ATMOS PROC IS BUSY FORMATTING THAT PLANET,IN WHICH CASE WAVES OF FIRE WILL SWEEP ACROSS THE SURFACE.(FOR MORE DETAILED DISCUSSION,SEE PAGE 67) THE CALANDER AT THE TOP OF THE VIDEO WINDOW KEEPS TRACK OF GAMETIME-WHICH STARTS DAY 1 OF YEAR 2010(THERE ARE 60 DAYS IN EACH YEAR IN THIS DIMENSION)THER`S NO TIME LIMIT TO THE AMOUNT OF TIME YOU HAVE TO COMPLETE A GAME,BUT GAMETIME CONTINUES RELENTLESSLY.EVENTS ARE TRIGGERED BY THE PASSING OF SET AMOUNTS OF TIME-FOR INSTANCE,A POPULATION OF A GIVEN SIZE CONSUMES A GIVEN QUANTITY OF FOOD EACH DAY.YOU MAY WISH TO USE THE PAUSE FACILITY TO SUSPEND GAMETIME IF YOU NEED TO STOP AND THINK. A DISPLAY AT THE BOTTOM OF THE VIDEO WINDOW SHOWS THE NAME OF THE CURRENT PLANET,PROVIDING IT HAS BEEN FORMATTED. -------------------------PAGE 52---------------------------------------------- PAUSE AND SOUND CONTROLS: CLICK ON THE EAR TO TOGGLE SOUND EFFECTS ON/OFF,CLICKING ON THE HAND PAUSES THE GAME,AND THE ICON BECOMES SILVER-COLOURED-CLICK ON IT AGAIN,OR LMB TO RESUME PLAY. MESSAGE WINDOW: INCOMING MESSAGES WILL AUTOMATICALLY SCROLL ONTO THE MESSAGE WINDOW,AND STACK UP,WAITING FOR YOU TO READ THEM.YOU WILL BE ALERTED WHEN A NEW MESSAGE HAS ARRIVED-RETURN TO THE MAIN MENU SCREEN AND CLICK ANYWHERE IN THE MESSAGE WINDOW TO READ THE NEW TEXT.CONTINUE CLICKING IF THERE ARE MORE MESSAGES WAITING.MESSAGES CAN INCLUDE REPORTS ON PROGRESS AND EVENTS THAT EFFECT THE COURSE OF THE GAME,AND ARE A USEFUL SOURCE OF INFORMATION. CONTROL PANEL: CLICKING ON THESE ICONS GIVES ACCESS TO THE OTHER CONTROL SCREENS WITHIN SUPREMACY.LEARN TO RECOGNISE THESE ICONS-THEY ALSO APPEAR ON OTHER SCREENS, WHERE THEY ALLOW YOU TO GO DIRECTLY TO ANOTHER CONTROL SCREEN WITHOUT RETURNING TO THE MAIN SCREEN FIRST.DETAILED DESCRIPTIONS OF THE SUB-SCREENS ACCESSED BY THESE ICONS CAN BE FOUND IN THE FOLLOWING PAGES. --------------------------PAGE 53--------------------------------------------- GOVERMENT SCREEN ICON: THIS CALLS UPO THE GOVERMENT SCREEN,WHICH PROVIDES STATISTICAL INFO ON THE CURRENT PLANET-WATCHING THE DISPLAYS UPDATE ALLOWS YOU TO BUILD UP AN IMPRESSION OF ECONOMIC TRENDS ON A PLANET.SELECT THIS SCREEN TO LEARN THE LEVELS OF RESOURCES(FOOD,MINERALS,FUEL AND ENERGY)THAT ARE PRESENT ON THE CURRENT PLANET,AND TO GAIN AN OVERVIEW OF THE POPULATIONS SIZE,MORALE AND RATE OF GROWTH,CLICKING ON THE UP/DOWN ARROWS NEXT TO THE DISPLAY THAT SHOWS THE CURRENT RATE ALLOWS IT TO BE CHANGED.ONCE YOU ARE ON THE GOVERMENT SCREEN,YOU CAN SWITCH TO ANOTHER PLANET UNDER YOUR CONTROL WITHOUT RETURNING TO MAIN THE MAIN SCREEN BY CLICKING ON ITS NAME IN THE CENTRAL GRID. BUY SCREEN ICON: PLANT,MACHINERY AND SHIPS CAN BE BOUGHT ONCE YOU ACCESSS THE BUY SCREENS,GOODS ARE TRANSFERRED INSTANTANEOUSLY FROM YOUR HOME PLANET SYSTEM TO STARBASE,BUT YOU HAVE TO HAVE THE APPROPRIATE RESOURCES ON STARBASE AND AN EMPTY DOCKING BAY BEFORE A PURCHASE CAN BE COMPLETED.OWING TO ITS VAST TECHNOLOGICAL COMPLEXITY,YOU CANNOT OWN MORE THAN ONE ATMOSPHERE PROCESSOR(ATMOS PROC)AT A TIME-AND IF YOU ARE ATTEMPTING TO GAIN CONTROL OF THE HITOTSU PLANET SYSTEM,YOU WILL HAVE TO WAIT A WHILE BEFORE YOUR SCIENTISTS MAKE AN ATMOS PROC AVAILABLE. -------------------------------PAGE 54---------------------------------------- NAVIGATION SCREEN: USED TO CONTROL THE MOVEMENT OF YOUR FLEET-WHICH CAN CONTAIN UP TO 32 CRAFT AT ANY ONE TIME.YOU CAN DISCOVER THE POSITION OF A GIVEN CRAFT BY CLICKING ON ITS NAME IN THE CENTRAL GRID OF THE NAVIGATION SCREEN.THIS SCREEN IS ALSO USED TO LAUNCH SHIPS INTO ORBIT FROM THE DOCKING BAYS OF THE CURRENT PLANET,TO COMMENCE JOURNEYS,TO ABORT JOURNEYS AND TO LAND SHIPS FROM ORBIT. PLANET FORMATTER: ONCE YOU HAVE PURCHASED AN ATMOS PROC,IT CAN BE LAUNCHED ON THE JOURNEY TO THE CURRENT PLANET BY CLICKING HERE,THE NAVIGATION SCREEN IS NOT USED TO CONTROL ITS MOVEMENTS.YOU CAN ONLY DESPATCH THE ATMOS PROC TO AN UNFORMATTED PLANET.WHEN IT ARRIVES,IT LANDS ON THE PLANET SURFACE AUTOMATICALLY AND BEGINS FORMATTING WITHOUT ANY FURTHER INTERVENTION ON YOUR PART,CLICKING ON THIS ICON AGAIN REVEALS HOW MUCH GAMETIME HAS STILL TO ELAPSE BEFORE THE FORMATTING WILL BE COMPLETE. KEEP TRACK OF WHERE YOUR ATMOS PROC IS LOCATED-AS IT LANDS ON THE BARREN SURFACE OF AN UNFORMATTED PLANET,IT APPEARS ON THE PLANET SURFACE SCREEN OF A COLONY THAT IT CREATES.SHOULD THE ENEMY WIN CONTROL OF ONE OF YOUR PLANETS AND FIND YOUR ATMOS PROC ON THE SURFACE,HE IS CERTAIN TO SCRAP IT.YOU CAN THEN BUY ANOTHER ONE IF YOU NEED TO,BUT THEY ARE VERY EXPENSIVE. -----------------------------PAGE 55------------------------------------------ PLATOON MANAGEMENT: AT THE START OF A GAME,YOU DONT HAVE AN ARMY.CLICK HERE TO ACCESS THE PLATOON MANAGEMENT SCREEN WHICH ALLOWS CIVILIANS TO BE DRAFTED FROM THE STARBASE POPULATION,PUT INTO TRAINING,EQUIPPED AND COMMISSIONED INTO THE BASIC FIGHTING UNIT OF AN ARMY,THE PLATOON. CARGO BAY: EACH COLONISED PLANET HAS 3 DOCKING BAYS,WHICH YOU CAN ACCESS FOR CARGO OPERATIONS IF YOU CONTROL THE PLANET.CLICK HERE TO ACCESS THE CARGO SCREEN FOR CURRENT PLANET;YOU CAN THEN CREW SHIPS OR UNLOAD FUEL,PASSENGERS AND CARGO FROM OR TO THE STORES HELD ON THE PLANET. PLANET SURFACE: IN ADDITION TO 3 DOCKING BAYS,EACH PLANET HAS ROOM ON ITS SURFACE FOR 6 CRAFT.CLICK HERE TO ACCESS THE SCREEN THAT ALLOWS YOU TO MOVE SHIPS FROM THE DOCKING BAYS TO THE SURFACE PLATFORMS AND BACK AGAIN.MINING AND HORTI-STATIONS HAVE TO BE ON THE SURFACE OF A PLANET AND THE TOGGLE SWITCH MOVED TO `ON` BEFORE THEY START PRODUCING RESOURCES. --------------------------------PAGE 56--------------------------------------- COMBAT CONTROL: ONCE YOU HAVE LANDED THE BATTLE CRUISER,THE COMBAT CONTROL SCREEN ALLOWS YOU TO MONITOR AND CONTROL THE WAR ON THE CURRENT PLANET,WETHER YOU CONTROL THAT PLANET OR NOT.PLATOONS CAN BE MOVED ON OR OFF BATTLE CRUISERS IN DOCKING BAYS,AND THE AGGRESSION LEVEL WITH WHICH PLATOONS FIGHT CAN BE ADJUSTED. SPYING: INFO ON THE STATUS OF THE CURRENT CAN BE PURCHASED BY CLICKING HERE-BUT YOU HAVE TO PAY IN ADVANCE FOR EACH SNIPPET DISK MANAGEMENT: SUPREMACY USES SPECIALLY FORMATTED DISKS TO STORE GAME POSITIONS,CLICKING HERE ACCESSES THE CONTROLS THAT ALLOW A DISK TO BE FORMATTED AND GAME POSITIONS TO BE SAVED OR LOADED.YOU CAN ALSO RESTART THE GAME IN PROCESS OR RESET THE COMPUTER.(IF YOU WANT TO CLEAR A HOST OF QUEUED MESSAGES FROM THE MESSAGE WINDOW,CLICK ON THIS ICON TO CALL UP THE DISK CONTROL DIALOG,THEN CLICK CANEL TO RETURN TO THE GAME). --------------------------------PAGE 57---------------------------------------- GOVERNMENT SCREEN: FROM THIS SCREEN YOU CAN GAIN ALL THE INFO YOU NEED ON THE WELL-BEING OF YOUR COLONIES.CLICKING ON THE GOVERMENT ICON ON THE MAIN SCREEN BRINGS YOU HERE,AND A DETAILED SUMMARY OF THE ECONOMIC POSITION AND MILITARY STRENGTH ON THE CURRENT PLANET IS DISPLAYED.WITH A LITTLE PRACTISE,TRENDS THAT MIGHT NEED IMMEDIATE OR FUTURE ACTION CAN BE SPOTTED BY VIEWING THE WINDOWS OF THIS SCREEN.YOU CAN ACCESS INFO ON YOUR OTHER COLONIES DIRECTLY-JUST CLICK IN THE CENTRAL GRID ON THE NAME OF THE COLONY TO MAKE IT THE CURRENT PLANET. RENAMING PLANETS: THE NAME OF THE CURRENTLY-SELECTED PLANET CAN BE CHANGED AT ANY TIME,PROVIDING IT IS UNDER YOUR CONTROL-JUST CLICK ON THE RENAME BUTTON TO CONFIRM.AS THE GAME DEVELOPS,YOU MAY FIND IT USEFUL TO USE MEANINGFUL NAMES TO HELP YOU REMEMBER WHAT IS ON A PARTICULAR PLANET. --------------------------------PAGE 58--------------------------------------- SEND CASH TO STARBASE: CLICKING ON THIS ANIMATED ICON SENDS ALL THE CREDITS THAT ARE IN THE TREASURIES OF ALL YOUR COLONIES BACK TO STARBASE ALMOST INSTANTANEOUSLY.IF THE WAR IS RAGING,ITS WORTH POPPING BACK TO THE GOVERMENT SCREEN AS OFTEN AS YOU CAN,JUST TO DO THIS-IF THE ENEMY`S ARMY CONQUERS ONE OF YOUR COLONIES YOU LOSE EVERYTHING THERE:YOU MIGHT BE ABLE TO RESCUE SOME CASH. MONITORING RESOURCE LEVELS: THE RESOURCES DISPLAY REVEALS THE CURRENT STOCKS OF FOOD,MINERALS,FUEL AND ENERGY ON THE PLANET UNDER EXAMINATION.THE DISPLAY UPDATES DYNAMICALLY-THAT IS, WHILE YOU WATCH.THE FIGURE IN THE FOOD METER,FOR INSTANCE JUMPS UP ONCE PER DAY OF GAMETIME IF YOU HAVE ONE OR MORE ACTIVE HORTI-STATIONS ON THE SURFACE,THEN JUMPS DOWN AS THE POPULATION REMOVES ITS FOOD RATION FOR THE PERIOD.IF LEVELS GET TOO LOW OR DROP TO ZERO YOU NEED TO TAKE REMIDIAL ACTION.FURTHER DETAILS ON MANAGING RESOURCES APPEAR ON PAGE 87. POPULATION AND MILITARY GARRISON: PEOPLE ARE VERY USEFUL.YOU CAN USE THEM TO CREW SHIPS AND FIGHT WARS IF YOU TRANSPORT THEM BACK TO STARBASE,OR YOU CAN RAISE MONEY FROM A COLONY BY TAXING THE POPULATION.THE POPULATION DISPLAY REVEALS THE CURRENT NUMBER OF PEOPLE ON A PLANET,THE RATE AT WHICH THE POPULATION IS GROWING,THE MORALE OF THE PEOPLE AND THE TAX RATE APPLIED. --------------------------------PAGE 59---------------------------------------- ALL OTHER THINGS BEING EQUAL,POPULATION GROWTH IS A FUNCTION OF MORALE,WHICH IN TURN IS A FUNCTION OF THE TAX RATE.CLICKING ON THE UP/DOWN ARROWS NEXT TO THE TAX DISPLAY ALLOWS YOU TO SET A TAX RATE,BETWEEN 0% AND 100%.FURTHER DETAILS ON MANAGING POPULATION APPEAR ON PAGE 87. WHEN A COLONY IS ESTABLISHED,IT HAS MILITARY STRENGTH RATING OF `0`.PLATOONS CAN ONLY BE TRAINED,EQUIPPED AND COMMISSIONED ON STARBASE-BUT ONCE THAT HAS BEEN ACHIEVED,YOU CAN SHIP THEM OUT TO GARRISON A COLONY OR ATTACK A PLANET UNDER ENEMY CONTROL.ONCE PLATOONS HAVE DISEMBARKED FROM A BATTLE CRUISER,THEN THEIR MILITARY STRENGTH IS ADDED TO YOUR MILITARY STRENGTH ON THAT PLANET.FURTHER DETAILS ON THE FACTORS THAT EFFECT THE COMBAT ABILITY OF YOUR PLATOONS APPEARS IN THE MISSION BACKGROUND SECTION ON PAGE 82. LOCATING CRAFT: CRAFT MAY BE ORBITTING A PLANET,SITTING ON ONE OF THE SIX PLATFORMS ON ITS SURFACE,OR BE PARKED IN ONE OF THE THREE DOCKING BAYS.CLICKING ON THE APPROPRIATE OVERVIEW ICON REVEALS WHAT IS CURRENTLY WHERE-UNLESS YOU HAVE MORE THAN SIX CRAFT IN ORBIT AROUND THE PLANET,IN WHICH CASE THE FIRST SIX TO ARRIVE ARE SHOWN IN THE DISPLAY WINDOWS. SHORTCUTS: THESE THREE ICONS OFFER A QUICK ROUTE TO OTHER CONTROL SCREENS-USE THEM TO AVOID RETURNING TO THE MAIN SCREEN. --------------------------------PAGE 60--------------------------------------- BUY SCREEN: YOUR ONE STOP SHOP FOR SHIPS AND EQUIPMENT,THIS IS WHERE YOU COME TO BUY AN ATMOS PROC, A SOL SAT GEN,A BATTLE CRUISER,A MINING STATION,A HORTI-STATION OR A CARGO CRUISER.FLIP THROUGH THE SCREENS BY CLICKING ON THE LEFT OR RIGHT ARROWS UNTIL SOMETHING CATCHES YOUR FANCY....CLICK THE RMB FOR MAIN SCREEN. THE STATUS PANEL AT THE FOOT OF EACH OF THE SIX FLIP SCREENS IDENTIFYS THE ITEM ON OFFER,SHOWS ITS PRICE AND GIVES YOU A SUMMARY OF THE RESOURCES YOU CURRENTLY HAVE ON STARBASE.SUFFICIENT CREDITS ARE ALL YOU NEED TO MAKE A PURCHASE IF YOU ARE FIGHTING IN THE HITOTSU SYSTEM:CREDITS AND MINERALS ARE USED TO PAY FOR GOODS IN THE FUTATSU SYSTEM;CREDITS,MINERALS AND ENERGY ARE REQUIRED TO PAY FOR GOODS REQUIRED IN THE MITTSU AND YOTTSU SYSTEMS. GOODS ARE NOT MANUFACTURED-THEY ARE SENT FROM YOUR HOME UNIVERSE EPSILON THE MOMENT YOU RETURN THE APPROPRIATE PAYMENT THROUGH HYPERSPACE GATE BY CLICKING ON THE `BUY`BUTTON ON A SCREEN IN THE CATALOGUE.YOU MUST HAVE ENOUGH RESOURCES IN STORE ON STARBASE TO MAKE THE PAYMENT IN ORDER TO MAKE A PURCHASE. DELIVERY CAN ONLY BE MADE IF YOU HAVE A VACANT DOCKING BAY ON STARBASE TO RECIEVE A CRAFT AND A PURCHASE MUST NOT TAKE YOUR FLEET SIZE TO OVER 32 CRAFT. CLICK ON `BUY` IF YOU WANT TO PURCHASE THE PIECE OF KIT CURRENTLY ON DISPLAY,BEFORE CONFIRMING A PURCHASE BY CLICKING THE RMB,YOU HAVE THE OPPORTUNITY TO TYPE IN A NEW NAME FOR THE ITEM BY PRESSING `BACK SPACE` AND ENTERING A NEW NAME,WHICH CAN CONTAIN UP TO 8 CHARACTERS.PRESS `ENTER` OR THE RMB TO CONFIRM THE NEW NAME. --------------------------------PAGE 61--------------------------------------- THE DEFAULT NAME USES THE CLASS AS THE FIRST PART OF AN IDENTIFIER,EG;`FARMING` AND A NUMBER,IF YOU ALREADY HAVE 4 HORTI-STATIONS AND GO TO BUY ANOTHER,THE DEFAULT NAME WILL BE `FARMING 5`. YOU CAN ONLY RUN ONE ATMOS PROC AT A TIME-YOU CAN ONLY BUY ANOTHER ONE IF THE ENEMY CAPTURES YOUR FIRST UNIT. DURING THE COURSE OF PLAY,TECHNOLOGICAL ADVANCES WILL BE MADE BY YOUR SCIENTISTS AND NATURAL DISASTERS WILL OCCUR IN THE SYSTEM.BOTH CAN AFFECT THE OPERATIONAL CAPABILITIES OF THE CRAFT IN YOUR FLEET,OR AFFECT THE SPECIFICATIONS OF CRAFT THAT WILL BE SHIPPED FROM EPSILON NEXT TIME YOU MAKE APURCHASE. WHAT DOES WHAT....: THE ATNMOSPHERE PROCESSOR(ATMOS PROC) IS A TRULY SOPHIISTICATED PIECE OF TECHNOLOGY,IT REQUIRES NO CREW,AND RUNS ON NUCLEAR ENERGY WHICH IT GENERATES ITSELF.IF YOU SEND IT TO A NEUTRAL,UNFORMATTED PLANET THAT IS INCAPABLE OF SUPPORTING LIFE,THE ATMOS PROC CAN CREATE POPULATION-FRIENDLY CONDITIONS ON THE PLANET SURFACE.A NEWLY FORMATTED PLANET WILL ALSO BE SEEDED WITH A QUANTITY OF FOOD,MINERALS,FUEL,ENERGY AND PEOPLE AS WELL AS THE BASIC INSTALLATIONS SUCH AS DOCKING BAYS NEEDED TO RUN A COLONY,FOR MORE DETAILS,SEE THE PLANET FORMATTING DESCRIPTION ON PAGE 66. --------------------------------PAGE 62--------------------------------------- A :SOLAR SATELLITE GENERATOR(SOL SAT GEN):, LIKE THE ATMOS PROC,IS NUCLEAR POWERED AND RUNS AUTOMATICALLY.WHEN IT IS ORBITTING A PLANET IT GENERATES ENERGY WHICH IS BEAMED DOWN TO THE PLANET SURFACE AND PLACED IN STORAGE. A :BATTLE CRUISER: CAN ONLY CARRY LIMITED AMOUNTS OF CARGO AND A LARGE NUMBER OF CIVIALIAN PASSENGERS,BUT ITS PRIME PURPOSE IS MOVING PLATOONS.UP TO FOUR PLATOONS CAN BE ACCOMADATED IN ITS ON-BOARD BARRACKS.AT THE START OF A GAME,BATTLE CRUISERS REQUIRE FUEL TO TRAVEL BETWEEN PLANETS. A :HORTICULTURAL STATION(HORTI-STAT):,LIKE A :MINING STATION:HAS TO BE CREWED, PLACED ON THE SURFACE OF A PLANET AND ACTIVATED BEFORE IT SERVES ITS PURPOSE.AS MIGHT BE EXPECTED,AN OPERATIONAL HORTI-STAT CREATES FOOD WHICH IS PASSED INTO THE HOSTS PLANETS STORES,WHILE A MINING STATION CREATES MINERALS AND FUEL.THESE RESOURCE-GENERATING UNITS CAN TRAVEL BETWEEN PLANETS,PROVIDING YOU SUPPLY THEM WITH FUEL,AND THEY CAN CARRY SMALL AMOUNTS OF CARGO ON THE JOURNEY. A :CARGO CRUISER: IS WELL SUITED TO DEEP SPACE OPERATIONS,IT REQUIRES A CREW AND FUEL TO BECOME OPERATIONAL,AND CAN LUG LARGE QUANTITIES OF PEOPLE,FUEL,ENERGY MINERALS AND FOOD BETWEEN PLANETS.AT THE START OF THE GAME,CARGO CRUISERS REQUIRE FUEL TO TRAVEL BETWEEN PLANETS. FURTHER DETAILS ON THE ATTRIBUTES AND USES OF EACH OF THE SIX CRAFT APPEAR IN THE GLOSSARY ON PAGE 12. --------------------------------PAGE 63 AND 64--------------------------------- NAVIGATION SCREEN: THIS SCREEN ALLOWS YOU TO CONTROL THE MOVEMENT OF CRAFT IN YOUR FLEET AROUND THE PLANET SYSTEM.ONLY CRAFT THAT HAVE BEEN CREWED AND ARE NOT IN ORBIT ABOVE PLANETS,IN TRANSIT BETWEEN PLANETS OR WAITING IN A DOCKING BAY ON A PLANET UNDER YOUR CONTROL CAN BE ACCESSED FROM THIS SCREEN. FROM THE NAVIGATION SCREEN,YOU CAN ISSUE FOUR ORDERS TO A CAPTAIN WHO IS IN POSITION TO ACCEPT THEM;LAUNCH FROM A DOCKING BAY INTO ORBIT;LEAVE PLANETARY ORBIT AND TRAVEL TO ANOTHER PLANET ASSUMING ORBIT ON TRAVEL;LAND FROM ORBIT AND ENTER A VACANT DOCKING BAY;OR TERMINATE SPACE TRAVEL IMMEDIATELY AND BEGIN ORBITTING THE NEAREST PLANET. AT THE TOP LEFT,YOU ARE SHOWN THE NAME OF THE CURRENT PLANET AND THE NAMES OF ANY CRAFT THAT ARE IN THE THREE DOCKING BAYS ON THE PLANET.TO LAUNCH A SHIP FROM THE DOCKING BAY,CLICK ON ITS NAME TO ALERT THE CAPTAIN. THE NAMES OF ALL THE CRAFT IN YOUR FLEET APPEAR IN THE 32 CELL GRID AT THE BOTTOM OF THE SCREEN.TO ISSUE A COMMAND TO THE CAPTAIN OF ONE OF YOUR CRAFT THAT IS NOT IN THE DOCKING BAY OF CURRENT PLANET TO WHICH YOU ISSUE ORDERS-PROVIDING IT IS AVAILABLE FOR SERVICE.THE CENTRAL READOUT WILL INFORM YOU IF THE SHIP IS AWAITING A CREW,HAS INSUFFICIENT FUEL TO UNDERTAKE THE VOYAGE YOU HAVE CHOSEN FOR IT,OR IS SITTING ON THE SURFACE OF A PLANET AND CANNOT BE LAUNCHED.YOU MAY HAVE TO MOVE OTHER CONTROL SCREENS TO REMEDY THESE PROBLEMS,AND RETURN HERE TO RE-ISSUE YOUR ORDERS. WHEN YOU HAVE ALERTED A CAPTAIN BY CLICKING ON THE NAME OF THE SHIP HE COMMANDS,DETAILS OF HIS CRAFT APPEAR IN THE CENTRAL WINDOW,AND IN THE HEADING PANEL ONCE YOU HAVE ISSUED YOUR ORDER. LAUNCH INTO ORBIT:(PICCY OF ROCKET LEAVING A PLANET) IF THE CRAFT IS IN A DOCKING BAY AND HAS BEEN SELECTED AS THE CURRENT CRAFT, CLICK HERE TO LAUNCH IT INTO ORBIT-THE FIRST STAGE IN MAKING A JOURNEY THROUGH SPACE. JOURNEY TO A PLANET:(PICCY OF 2 PLANETS WITH AN ARROW IN BETWEEN) IF THE CRAFT IS CURRENTLY IN ORBIT AND HAS BEEN SELECTED AS THE CURRENT CRAFT,CLICK HERE TO ASSIGN A DESTINATION.THE FLEET ROSTER PANEL WILL BE REPLACED BY A LIST OF NAMES-CLICK ON THE NAME OF THE PLANET YOU WANT TO SELECTNAS THE DESTINATION. LAND FROM ORBIT:(PICCY OF A ROCKET GOING TO LAND ON A PLANET) CLICK HERE TO LAND A CRAFT,BRINGING IT DOWN INTO A VACANT DOCKING BAY ON THE SURFACE OF THE PLANET IT IS ORBITTING. ABORT MISSION:(PICCY OF A ROCKET WITH A CROSS THROUGH IT) CLICK HERE TO ABORT AN INTERPLANETARY JOURNEY,THE CAPTAIN WILL PUT HIS SHIP INTO ORBIT AROUND THE NEAREST PLANET. --------------------------------PAGE 65--------------------------------------- WHEN YOU CLICK ON ONE OF THE NAVIGATION SCREEN`S COMMAND ICONS,THE CENTRAL MESSAGE WINDOW GIVES YOU A REPORT.IF YOU WANT TO KNOW THE WHEREABOUTS AND EDA(ASTIMATED DAY OF ARRIVAL)OF ANOTHER CRAFT,CLICK ON ITS NAME IN THE FLEET ROSTER AND THE DEATAILS WILL APPEAR HERE. ONCE YOU HAVE CLICKED ON A SHIPS NAME TO MAKE IT THE CURRENT SHIP,YOU HAVE THE OPTION TO RENAME IT,CLICK ON THE RENAME ICON AND YOU HAVE THE OPPORTUNITY TO TYPE IN A NEW NAME FOR THE CURRENT CRAFT BY PRESSING BACKSPACE AND ENETERING THE NEW NAME,WHICH CAN CONTAIN UP TO EIGHT CHARACTERS,PRESS ENTER OR THE RMB TO CONFIRM YOUR CHOICE,THIS FACILITY IS MORE USEFUL IN THE MORE ADVANCED GAMES,WHERE YOU CAN CAPTURE ABANDONED ENEMY CRAFT WHICH IVARIABLY HAVE UNITELLIGIBLE NAMES. --------------------------------PAGE 66--------------------------------------- THIS WAS JUST A DESCRIBTION OF PLANET FORMATTING ALREADY DISCUSSED SO I SKIPPED IT...NOTHING OF IMPORTANCE WAS MISSED..IT HAD ALL BEEN MENTIONED PREVIOUS. --------------------------------PAGE 67---------------------------------------- PLANET TYPES: VOLCANIC: HORTI-STATS AND SOL SAT GEN WORK HERE,BUT THE REAL GAINS ARE MADE IF YOU SET UP MINING OPERATIONS, A BASIC MINING STATION PRODUCES 5 TIMES THE YIELD OF MINERALS AND 3 TIMES THE YIELD OF FUEL ON A VOLCANIC PLANET AS IT DOES ON ANY OTHER PLANET TYPE.THOSE YIELDS MAY BE FURTHER INCREASED BY TECNOLOGICAL BREAK THROUGHS. DESERT FARMING: FARMING AND MINING OPERATIONS PROCEED AT NORMAL BASIC RATES, BUT THE ENERGY YIELD FROM ORBITTING SOL SAT GEN`S IS MUCH INCREASED OWING TO THE THIN ATMOSPHERE THAT CLOAKS DESERT PLANETS-VERY LITTLE ENERGY IS LOST WHEN IT IS BEAMED DOWN TO THE PLANETS CAPACITOR STORAGE DEVICES. TROPICAL: NORMAL BASIC YIELDS ARE OBTAINED FROM MINING AND SOLAR SATELLITES BUT AS MIGHT BE EXPECTED YOU GET SIGNIFICANTLY MORE FOOD FROM A HORTI-STAT WHEN IT IS INSTALLED ON A TROPICAL PLANET AS IT UTILISES SOME OF THE LOCAL FLORA AND FAUNA IN THE PRODUCTION OF FOOD,YIELDS FROM HORTI-STATS MAY BE FURTHER INCREASED BY TECHNOLOGICAL BREAKTHROUGHS. METROPOLIS: STARBASE IS A METROPOLIS PLANET-THESE PLANETS ARE GOOD LITTLE EARNERS-THE REVENUE PER UNIT OF TIME YOU RECIEVE FROM SETTING A GIVEN TAX RATE ON A GIVEN SIZE OF POPULATION IS MUCH HIGHER ON A METROPOLIS PLANET THAN ON ANY OTHER PLANET TYPE. --------------------------------PAGE 68---------------------------------------- PLATOON MANAGEMENT: YOU NOW KNOW HOW TO ENLIST,COMMISSION AND ARM YOUR PLATOONS, YOU CAN HAVE UP TO 24 PLATOONS,WHICH ARE IDENTIFIED BY NUMERIC NAMES,AND CAN BE COMPOSED OF BETWEEN 1-200 SOLDIERS. IF A PLATOON IS WIPED OUT IN A BATTLE,THEN ITS NUMBET BECOMES AVAILABLE AGAIN BACK ON STARBASE,AND NEW RECRUITS CAN BE DRAFTED IN.IF,HOWEVER, A PLATOON IS DIMINISHING IN STRENGTH AND YOU WISH TO ASSIGN EXTRA MEN TO IT,YOU HAVE NO OPTION BUT TO BRING IT BACK TO STARBASE IN A BATTLE CRUISER,DECOMMISSION IT,RECRUIT NEW MEN,TRAIN AND EQUIP THEM BEFORE RE-COMMISSIONING THE PLATOON ONCE MORE. THIS SCREEN CAN ALSO BE USED TO REVIEW THE STATUS OF THE PLATOONS YOU HAVE SCATTERED AROUND THE SYSTEM. --------------------------------PAGE 69---------------------------------------- DRAFTING TROOPS: TO ENLIST CIVILIANS,YOU FIRST NEED TO SELECT A VACANT PLATOON NUMBER-CLICKING THE UP/DOWN ARROW NEXT TO THE PLATOON WINDOW CYCLES THROUGH THE PLATOONS,AND THE NUMBER OF SOLDIERS CURRENTLY IN EACH PLATOON APPEARS IN THE TROOPS WINDOW TO THE RIGHT,TO TRABSFER CIVILIANS INTO THE PLATOON THAT IS SELECTED AND AVAILABLE FRO RECRUITMENT,CLICK ON THE UP OF THE UP/DOWN ARROW NEXT TO THE DRAFTING WINDOW. AT ANY STAGE,RIGHT UP UNTIL A PLATOON HAS BEEN COMMISSIONED,YOU CAN MOVE MEN IN OR OUT OF IT. WHEN CIVILIANS ARE DRAFTED,THEIR TRAINING BEGINS AUTOMATICALLY,THE GREEN SOLDIER IN THE WINDOW TO THE BOTTOM RIGHT OF THE SCREEN BEGINS TO RUN,AND A PERCENTAGE FIGURE STARTS TO INCREMENT.THE LONGER YOU LEAVE A PLATOON IN TRAINING,THE HIGHER THE PERCENTAGE,UNTIL IT FIANLLY HITS 100% WHEN THE RECRUITS HAVE BEEN TRAINED TO A LEVEL EQUIVALENT TO THAT OF THEIR LEADER,A FIVE STAR GENERAL,TRAINING TAKES TIME,HOWEVER,AND WHILE YOU CAN LEAVE THE ROOKIES TO GET ON WITH THE BUSINESS ON OTHER SCREENS,THE PRESSURES OF WAR MAY MEAN YOU HAVE TO TAKE STRATEGIC DECISIONS ABOUT HOW MUCH TRAINING TO OFFER YOUR NEW RECRUITS. --------------------------------PAGE 70---------------------------------------- COMMISSIONING PLATOONS: PROVIDING YOU HAVE SUFFICIENT FUNDS,CLICKING ON THE COMMISSION ICON EQUIPS THE CURRENTLY SELECTED PLATOON WITH THE CURRENT SELECTION OF BODY ARMOUR AND WEAPONARY,AND THE PLATOON BECOMES AVAILABLE FOR ACTIVE SERVIVE AT THE LEVEL OF TRAINING IT HAD REACHED WHEN IT WAS COMMISSIONED. DECOMMISSIONING PLATOONS: IF YOU WANT TO CHANGE YOUR MIND-OR HAVE BROUGHT A DEPLETED PLATOON BACK TO STARBASE IN ORDER TO BOOST ITS NUMBERS OR RE-EQUIP,YOU MUST FIRST DECOMMISSION IT BY CLICKING ON THE DECOMMISSION ICON.THIS HAS A PENALTY IN THAT YOU CAN`T SELL WEAPONS BACK INTO THE STORES,AND NEW RECRUITS SERIOUSLY DILUTE THE TRAINING LEVEL OF THE HARDENED SQUAD.SOMETIMES,ITS SIMPLER TO LET A PLATOON GET WIPED OUT,RATHER THAN BRING THE BOYS HOME. --------------------------------PAGE 71---------------------------------------- CARGO BAY: EACH PLANET HAS THREE DOCKING BAYS,WHICH ALL INCOMING CRAFT EXCEPT THE ATMOS PROC USE AS LANDING AND LAUNCHING PLATFORMS,WHEN YOU BUY A NEW CRAFT,IT CAN ONLY BE SHIPPED FROM YOUR HOME SYSTEM EPSILON INTO A VACANT DOCKING BAY ON STARBASE. AS A BRAND NEW BATTLE CRUISER,HORTI-STAT,MINING STATION OR CARGO CRUISER NEEDS TO BE CREWED WITH CIVILIANS BEFORE IT CAN BE USED-AND FUEL HAS TO BE LOADED FROM STARBASE STORES IF IT IS TO JOURNEY TO ANOTHER PLANET.CRAFT THAT ARE UP AND RUNNING MAY NEED TO HAVE CARGO OR PASSENGERS LOADED OR UNLOADED AND ADDITIONAL FUEL MAY HAVE TO BE TAKEN ON BOARD OR TRANSFERRED FROM A CARGO`S HOLD TO ITS FUEL TANKS FOR PARTICULARLY LONG JOURNEYS. ALL THESE OPERATIONS CAN TAKE PLACE IN THE CARGO BAY,WHICH IS CONTROLLED FROM THIS SCREEN-PROVIDING OF COURSE THAT THE CURRENT PLANET HAS SUFFICIENT RESOURCES IN ITS STORES FOR YOU TO DRAW UPON. DOCKING BAY OPERATIONS: THE MAIN DATA PANEL REVEALS DATA ABOUT THE SHIP YOU ARE WORKING ON IN THE CARGO BAY,AND IS UPDATED AS YOU MOVE STORES AND PEOPLE AROUND. THE NAME OF THE CURRENT PLANET,TOGETHER WITH THE OCCUPANTS OF ITS DOCKING BAY APPEARS IN THE INFO PANEL AT THE TOP LEFT OF THE SCREEN.TO BEGIN CARGO OPERATIONS ON A CRAFT,CLICK ON ITS NAME TO MAKE IT THE CURRENT CRAFT UNLESS IT IS THE ONLY SHIP IN THE PLANETS DOCKING BAYS,IN WHICH CASE IT IS AUTOMATICLLY SELECTED AS THE CURRENT SHIP FOR CARGO BAY OPERATIONS. --------------------------------PAGE 72--------------------------------------- LOADING AND UNLOADING: THE CURRENT SHIP APPEARS,TOGETHER WITH ITS CLASS DETAILS,IN THE CENTRAL CONTROL PANEL.IF IT HAS PASSENGER-CARRYING CAPACITY,CLICKING THE UP/DOWN ARROWS IN THE PASSENGER EMBARKATION ICON ALLOWS PEOPLE TO BE TAKEN ON BOARD FROM THE CURRENT PLANETS POPULATION,OR OFFLOADED TO JOIN ACTIVITIES ON THE PLANET,SIMILARLY IF THE CRAFT NEEDS IT TO TRAVEL THROUGH SPACE,FUEL CAN BE PUMPED INTO THE CRAFTS TANKS FROM THE CURRENT PLANETS STORES,OR SIPHONED BACK INTO STOCK. CLICKING ON THE CREW ICON: REPESENTED BY A CAPTAINS HAT-ALLOWS THE FULL COMPLEMENT OF CREW TO BE RECRUITED FROM THE EXPERIENCED POOL OF SPACE FLYERS IN THE POPULATION,PROVIDING THERE ARE ENOUGH CIVILIANS IN THE POPULATION OF THE CURRENT PLANET. CLICKING ON THE AUTO-LOAD ICON ALLOWS ALL THE CARGO ON BOARD TO BE MOVED INTO THE PLANETS STORES-FUEL IN THE TANKS IS NOT CONSIDERED TO BE CARGO FOR THE PURPOSES OF THIS ICON. AND ITS POSSIBLE TO DECOMMISSION A SHIP,SELLING IT OFF AS SCRAP, YOU DONT GET A BRILL PRICE-AS THE VALUE WINDOW IN THE MAIN DATA PANEL REVEALS-BUT YOU MAY NEED TO MAKE ROOM IN YOUR FLEET ROSTER FOR A DIFFERENT CRAFT,YOU MAY HAVE CAPTURED AN ENEMY CRAFT WHICH YOU MAY WANT TO TURN INTO CREDITS,OR YOU MAY NEED THE MINERALS. --------------------------------PAGE 73---------------------------------------- THE STORES DISPLAY: THE CONTENTS OF THE CURRENT PLANETS STORES AND OF THE CURRENT CRAQFTS CARGO HOLD ARE DISPLAYED IN THE STORES PANEL.THE VERTICAL GREEN BAR REPRESENTS RESOURCES HELD ON THE PLANET.WHILE THE RED BARS REPRESENT RESOURCES THAT ARE IN THE CARGO HOLD OF THE CURRENTLY-SELECTED CRAFT.EACH GREEN BLOCK IN THE BAR READOUT REPRESENTS 250 UNITS;EACH RED BLOCK REPRESENTS 25 UNITS.A NUMERIC READOUT,IN CORRESPONDING GREEN AND RED WINDOWS,GIVES A MORE ACCURATE INDICATION OF WHATS WHERE. CARGO CAN BE LOADED AND UNLOADED MANUALLY,BY CLICKING AND HOLDING ON THE RED BUTTONS TO MOVE RESOURCES ONTO THE SHIP OR CLICKING AND HOLDING THE GREEN BUTTONS TO MOVE THEM INTO STORES. --------------------------------PAGE 74---------------------------------------- PLANET SURFACE: AT ANY ONE TIME,A MAXIMUM OF 9 CRAFT CAN BE LOCATED ON A GIVEN PLANET-THERE ARE THREE SPACES IN THE DOCKING BAYS,AND SIX PLATFORMS ON THE SURFACE OF THE PLANET ITSELF. IN ORDER TO LAND FROM ORBIT(OR BEFORE YOU CAN BUY A CRAFT ON STARBASE)THERE HAS TO BE A VACANT DOCKING BAY AVAILABLE TO RECIEVE IT.THIS MAY MEAN LAUNCHING A CRAFT AND PARKING IT IN ORBIT-THERES UNLIMITED ROOM IN THE SPACE LANES-OR IT MAY MEAN TRANSFERRING SOMETHING FROM A DOCKING BAY OUT ONTO THE SURFACE OF THE PLANET TO MAKE ROOM. REMEMBER:HORTI AND MINING STATIONS ONLY PRODUCE RESOURCES WHEN THEY HAVE BEEN MOVED OUT ON THE SURFACE OF A PLANET AND ACTIVATED. THE PLANET SURFACE SCREEN ALLOWS YOU TO MOVE CRAFT BETWEEN THE 6 PLATFORMS ON THE PLANET AND THE 3 DOCKING BAYS.TO MOVE CRAFT OUT,CLICK ON ITS NAME IN THE DOCKING BAY PANEL..TO MOVE IT BACK INTO A VACANT DOCKING BAY,CLICK ON THE VISUAL REPRESENTATION OF THE CRAFT THAT APPEARS WHEN IT OCCUPIES A SURFACE PLATFORM. AND TO TURN ON A MINING OR HORTI-STATION,SIMPLY CLICK ONCE ON THE ON/OFF TOGGLE SWITCH...YOU MAY NEED TO CHECK ALL YOUR MINING AND HORTI-STATIONS AFTER A COSMIC STORM OR ENERGY FAILURE-THEY HAVE A NASTY HABIT OF SWITCHING THEMSELVES OFF AND GOING UNNOTICED UNTIL STORES HAVE DROPPED DANGEROUSLY LOW. --------------------------------PAGE 75--------------------------------------- COMBAT CONTROL: THIS IS THE SCREEN YOU NEED TO ACCESS ON STARBASE ONCE YOU HAVE TRAINED AND EQUIPPED SOME PLATOONS AND BOUGHT AND COMMISSIONED A BATTLE CRUISER.ITS THE ONLY WAY TO GET COMBAT UNITS OFF YOUR BASE AND ON THEIR WAY TO GARRISON A COLONY OR ATTACK AN ENEMY PLANET,AS A GAME PROGRESSES,THIS SCREEN IS USED TO DEPLY FORCES. AND THIS IS THE ONLY CONTROL SCREEN THAT ALLOWS YOU TO ACCESS A PLANET THAT IS CURRENTLY UNDER THE ENEMY`S CONTROL PROVIDING YOU HAVE LANDED A BATTLE CRUISER ON AN ENEMY PLANET,IT IS POSSIBLE TO GO TO THE MAIN SCREEN,SELECT THAT PLANET AS THE CURRENT PLANET AND USE THE COMBAT CONTROL ICON TO CALL UP THIS SCREEN FOR THE PLANET YOU ARE ABOUT TO ATTACK. PLATOONS ARE DISPLAYED AS PAIRS OF NUMBERS;THE FIRST NUMBER IS THE IDENTIFYING PLATOON NUMBER;THE SECOND NUMBER REVEALS HOW MANY SOLDIERS ARE CURRENTLY IN THAT PLATOON. USING THE DOCKING BAYS: YOU CAN LAND UP TO THREE BATTLE CRUISERS AT ANY ONE TIME(AND IN CASE YOUR WONDERING,THEY BLAST THEIR WAY IN,VAPOURISING ANY CRAFT THE ENEMY MAY HAVE PARKED IN HIS DOCKING BAYS)ONCE YOU HACE LANDED A BATTLE CRUISER,CLICK ON ITS NAME TO SELECT IT AS THE CURRENT SHIP FOR COMBAT CONTROL OPERATIONS,AND CONTENTS OF ITS PLATOON ACCOMMODATION APPEAR IN THE STATUS WINDOW TO THE RIGHT OF THE THREE DICKING BAY WINDOWS. --------------------------------PAGE 76--------------------------------------- THE PLANET SURFACE: IT WOULD BE POSSIBLE(BUT NOT NECESSARILY ADVISABLE)TO MOVE 24 PLATOONS ONTO A SINGLE PLANET-THERES CERTAINLY ROOM ON THE PLANET SURFACE.CLICK ON THE IDENTIFYING NUMBER-PAIR OF A PLATOON IN THE BATTLE CRUISER CONTENTS WINDOW TO MOVE IT ONTO THE PLANET,AND THE NUMER-PAIR APPEARS IN THE LARGE GRID.TO EMBARK A TROOP,MAKE SURE THERES ROOM IN THE CURRENT BATTLE CRUISER,THEN CLICK ON ITS NUMBER-PAIR IN THE LARGE GRID TO MOVE IT ABOARD THE SHIP. THE COLOUR OF WAR: GREEN IDENTIFIES YOUR FORCES AND RED IS THE ENEMY`S COLOUR,WHEN YOU FIRST ACCESS THE COMBAT CONTROL SCREEN.THE VIDEO WINDOW AT THE TOP RIGHT OF THE SCREEN SHOWS A SHORT ANIMATED SEQUENCE OF A SOLDIER PLANTING A FLAG IN THE GROUND,IF THIS TAKES PLACE AGAINST A GREEN BACKDROP,THEN THE CURRENT PLANET IS UNDER YOUR CONTROL,IF IN RED THE ENEMY HAS CONTROL. THE MOMENT AFTER YOU LAND FORCES,A GREEN VERTICAL BAR READOUT APPEARS IN THE CENTRE OF THE SCREEN;THE RED AND GREEN BARS REVEAL THE COMPARITIVE MILITARY STRENGTH OF THE OPPOSING ARMIES.CLICKING ON THE AUTO SCALE BUTTON LOCATED BETWEEN THESE TWO BARS ALLOWS YOU TAKE A MORE DETAILED VIEW OF THE DIFFERENCE IN FIGHTING STRENGTH-THE STRENGTH OF THE LARGER FORCE IS DISPLAYED AS A FULL BAR AND THE BAR REPRESENTING THE SMALLER FORCE IS SCALED TO PROPORTION,A NUMERIC VALUE FOR THE SCALING FACTOR APPEARS IN A WINDOW TO THE RIGHT. --------------------------------PAGE 77--------------------------------------- BATTLE THEN COMMENCES,AND NUMERIC READOUT OF YOUR MILITARY STRENGTH AND THAT OF THE ENEMY`S SHOW THE MIGHT OF THE TWO FORCES,ANITHER READOUT,REVEALING HOW MANY SOLDIERS REMAIN ON EACH SIDE OF THE BATTLE LINES.AS COMBAT BEGINS,THE VIDEO WINDOW SHOWS SCENES FROM THE CONFLICT-CLICK ON IT AT ANY TIME TO SEE THE NEXT SEQUENCE. FINALLY AT THE END OF THE BATTLE THE VIDEO WINDOW WILL REPEAT THE CLIP OF THE SOLDIER TRIUMPHANTLY PLANTING HIS FLAG...IS IT GREEN...OR IS IT RED? ALTERING AGGRESSION: APART FROM STRATEGIC DECISIONS-BEATING A HASTY RETREAT OR SHIPPING IN MORE PLATOONS-YOU CAN AFFECT THE WAY THE BATTLE PROGRESSES BY ADJUSTING THE AGGRESSION FACTOR OF YOUR SOLDIERS.CLICKING ON THE UP/DOWN ARROW IN THIS ICON ALLOWS THE AGGRESSION FACTOR WITH WHICH YOUR SOLDIERS FIGHT TO BE ALTERED. INCREASING AGGRESSION RAISES YOUR MILITARY STRENGTH,BUT YOU LOOSE TROOPS MORE RAPIDLY IF THE BOYS ARE FIGHTING AGGRESSIVELY.THE BIGGER THE DIFFERENCE BETWEEN YOUR OVERALL MILITARY STRENGTH AND THE ENEMY`S.THE MORE QUICKLY THE BATTLE IS OVER.RAISING AGGRESSION INCREASES YOUR OVERALL STRENGTH,BUT USE THE CONTROL WISELY-WHEN YOU ALREADY OUTNUMBER THE ENEMY FORCE`S AND WANT A SPEEDY CONCLUSION TO THE BATTLE SO YOU CAN MOVE THE PLATOONS INVOLVED TO ANOTHER COMBAT ZONE.INCREASING AGGRESSION WHEN THE CONTEST IS QUITE CLOSE OR WHEN THE ENEMY OUTNUMBERS YOU COULD HAVE DISASTROUS RESULTS.FOR ADVICE ON MILITARY STRATEGY,SEE MISSION BACKGROUND SECTION ON PAGE 82. --------------------------------PAGE 78--------------------------------------- SPYING: A COMPREHENSIVE SPY NETWORK IS AUTOMATICALLY MAINTAINED FOR YOUR BENEFIT-SPIES ARE AT WORK ON EVERY HABITABLE PLANET IN THE SYSTEM,AND CAN BE PAID TO PROVIDE USEFUL INTELLIGENCE THAT SHOULD HELP YOU PLAN CAMPAIGNS AND JUDGE YOUR MILITARY PRIORITIES. MOVE THE PLANET CURSOR IN THE SYSTEM MAP UNTIL IT IS RESTING OVER THE ENEMY PLANET ON WHICH YOU WANT SOME INFO--YOU`LL NOTICE THAT THE VIDEO WINDOW IS`NT OFFERING MUCH...NOW CLICK ON THE SPYING ICON--A PRICE LIST FOR INFO ABOUT THE ENEMY PLANET APPEARS IN THE MESSAGE WINDOW. CLICK ON `EVERYTHING`IF YOU CAN AFFORD TO GET A FULL RUN-DOWN,OR BE SELECTIVE IF YOU ARE SHORT OF CREDITS OR HAVE A SPECIFIC PLAN FOR RAIDING ENEMY PLANETS-YOU MIGHT BE IN THE NEED OF PEOPLE,PERHAPS,AND BE LOOKING FOR AN ENEMY PLANET WITH A HEALTHY POPULATION THAT YOU CAN `KIDNAP` AND SHIP BACK TO ONE OF YOUR COLONIES. REMEMBER THE ENEMY IS MANAGING HIS COLONIES ACTIVELY,SO SPY INFO CAN QUICKLY GO OUT OF DATE-ITS WORTH PAYING SPIES FOR INFO THAT YOU CAN USE TO BUILD UP A GENERAL PICTURE OF YOUR ENEMIES ACTIVITIES.BUT YOU MIGHT WANT TO RETURN TO THE SPY ICON AND COLLECT UP TO DATE DATA BEFORE MOUNTING AN ATTACK. --------------------------------PAGES 79/80/81--------------------------------- THESE PAGES WERE ALL ABOUT GAME SAVING AND LOADING...NO MORE INFO WAS HERE, THATS ALREADY HAD BEEN GIVEN...SO HAVE PASSED IT OVER.SEE THE INDEX FOR PAGES CONTAINING THIS INFO... --------------------------------PAGE 82---------------------------------------- MISSION BACKGROUND SECTION: YOUR ULTIMATE AIM IS TO INVADE THE ENEMIES BASE AND DEFEAT HIM ON HIS OWN GROUND-CLEARLY THIS INVOLVES ESTABLISHING AND DEPLOYING AN ARMY.APART FROM THE RECRUITING TROOPS FROM THE STARBASE POPULATION,PUTTING THEM INTO TRAINING AND PURCHASING WEAPONS FOR THEM,YOU WILL NEED TO EVOLVE AN OVERALL MILITARY STRATEGY.AND THAT STRATEGY WILL NEED TO BE MODIFIED ACCORDING TO WHICH PLANET SYSTEM YOU ARE FIGHTING FOR AND WHAT STAGE THE OVERALL THE OVERALL CONFLICT HAS REACHED.REMEMBER,A GOOD MILITARY COMMANDER REACTS TO DEVELOPMENTS IN THE FIELD. TROOPS CAN BE DEPLOYED TO GARRISON YOUR COLONIES,PROTECTING THEM FROM ENEMY INVASION,OR THEY MAY BE LAUNCHED INTO OFFENSIVE ACTIONS TO ATTEMPT TO WIN CONTROL OF PLANETS WHICH YOUR OPPONENT HAS COLONISED.VALUABLE RESOURCES GAINED BY CONQUERING ENEMY COLONIES-AND YOU MAY WELL DISCOVER FULLY-FUNCTIONAL CRAFT EITHER ON THE PLANET SURFACE OR IN ORBIT AROUND A DEFEATED PLANET,REMEMBER TO LOOK FOR THEM! YOU MAY CHOOSE TO CONCENTRATE ON LAUNCHING ALL OUT ATTACK AS SOON AS YOU CAN,SENDING WAVE AFTER WAVE OF BATTLE CRUISERS TO THE ENEMY BASE IN THE HOPE OF DEFEATING HIM BEFORE HE CAN BECOME ESTABLISHED.ALTERNATIVELY,YOU COULD EXPAND YOUR PLANETARY EMPIRE GRADUALLY,COLONISING PLANETS ONE BY ONE AND CONSOLIDATING YOUR POSITION BEFORE YOU MOVE FORCES AND EQUIPMENT DEEPER INTO THE CURRENT PLANET SYSTEM. OBVIOUSLY THE TASK OF MANAGING RESOURCES AND DEPLOYING 24 PLATOONS IS MUCH MORE COMPLICATED IN THE 32 PLANET SYSTEM..MITTSU AND YOTTSU THAN IT IS IN THE 8 PLANET SYSTEM HITOTSU OR IN THE 16 PLANET SYSTEM OF FUTATSU,BUT THERE ARE A COUPLE OF BASIC APPROACHES WHICH CAN BE MODIFIED IN THE LIGHT OF EXPERIENCE. YOU COULD CHOOSE TO ESTABLISH STARBASE AS A VIABLE,SELF SUPPORTING COLONY,PUT AS MANY TROOPS AS YOU CAN INTO TRAINING,AND THEN BUY AN ATMOSPHERE PROCESSOR AND SEND IT ON A THE PLANET HOPPING JOURNEY TOWARDS THE ENEMY BASE.ONE STRATEGY INVOLVES `RAIDING`SUCH NEWLY FORMED COLONIES FOR RESOURCES AND SHIPPING THEM BACK TO STARBASE.LEAVING ABANDONED PLANETS IN YOUR WAKE. ITS WELL WORTH ESTABLISHING A MININGCOLONY ON THE FIRST VOLCANIC PLANET YOU ENCOUNTER AND A FARMING COLONY ON THE FIRST TROPICAL PLANET YOU FORMAT,THOUGH,AS THESE RESOURCES ARE VITAL AND THE YIELDS FROM MINING STATIONS AND HORTICULTURAL STATIONS ARE MUCH IMPROVED IF THEY ARE LOCATED ON A N APPROPRIATE PLANET. SOMETIMES ITS WORTH ESTABLISHING A STRONG GARRISON IN THE MIDDLE OF A GROUP OF ENEMY CONTROLLED PLANETS,THEN --------------------------------PAGE 83--------------------------------------- USING THE PLANET AS A BASE TO MOUNT LOCALISED ATTACKS ON THE PLANETS UNDER ENEMY CONTROL OR FOR THE FINAL PUSH AGAINST THE ENEMYS BASE. AND IN THE FINAL STAGES OF A GAME,IF THE VICTORY SEEMS WITHIN YOUR GRASP,YOU COULD MOUNT A BLITZKREIG ATTACK ON THE ENEMYS STARBASE BY ABANDONING ANY ATTEMPT TO PROTECT YOUR OWN COLONIES AND THROWING ALL AVAILABLE PLATOONS INTO WHAT YOU HOPE WILL BE THE FINAL BATTLE. ONLY EXPERIENCE GAINED IN THE THEATRE OF WAR WILL HELP YOU FORMULATE WINNING STRATEGIES. TRAINING AND DEPLOYING TROOPS: WHEN YOU PUT NEW RECRUITS INTO TRAINING ON STARBASE,IT TAKES TIME FOR THEIR SKILL LEVEL TO BUILD UP.IDEALLY,YOU MIGHT WANT TO DRAFT THE MAXIMUM OF MEN INTO A NEW PLATOON AND LEAVE THEM TRAINING UNTIL THEIR COMMANDER ACHIEVES THE RANK OF A 5 STAR GENERAL-WHEN THE MEN WILL HAVE ACHIEVED A TRAINING LEVEL OF 100% IF YOU HAVE PLENTY OF TIME AND AMASSED A VAST STORE OF CREDITS,THEN GOING FOR THE VERY BEST IN TRAINING AND EQUIPMENT WILL PAY DIVIDENDS.IN THE HEAT OF WAR,HOWEVER,YOU WILL FIND YOURSELF MAKING COMPROMISES. SOMETIMES IT IS VITAL YOU COMMISSION A NEW PLATOON IMMEDIATELY,RATHER THAN WAITING UNTIL THE TROOPS REACH A TRAINING LEVEL OF 100%,AND THERE WILL BE TIMES WHEN YOU CAN`T AFFORD TO COMMISSION A PLATOON OF 200 MEN AND EQUIP THEM WITH THE VERY BEST EQUIPMENT.THIS MIGHT MEAN PURCHASING LESS EXPENSIVE KIT,OR REDUCING THE NUMBER OF TROOPS IN THE PLATOON BEFORE IT IS COMMISSIONED.LEARNING HOW TO MAKE THE BEST STRATEGIC DECISIONS IN THE CIRCUMSTANCES IS PART OF THE KEY TO SUCCESS AS A MILITARY COMMANDER. THE STRATEGY YOU ADOPT IS ALSO AN IMPORTANT ASPECT OF COMMANDING AN ARMY.EVERY TIME A PLATOON WINS A BATTLE THE CALIBRE OF THE TROOPS-THEIR TRAINING LEVEL AND EXPERIENCE LEVELS INCREASES BY 7% AND IT IS WORTH GIVING YOUR TROOPS COMBAT EXPERIENCE AS SOON AS YOU CAN. CAREFUL USE OF THE AGGRESSION AS SOON AS YOU CAN,CAREFUL USE OF THE AGGRESSION CONTROL ON THE COMBAT SCREEN CAN ALSO PAY DIVIDENDS. --------------------------------PAGE 83--------------------------------------- THE REST OF THE PAGES..ARE REALLY A POINT OF LEARNING BY ACTUALLY PLAYING THE GAME...JUST PUT IN TO FILL THE DAMN BOOK AND MAKE IT ANNOYING TO THE GUYS WHO TYPE IT IN..I HAVE READ IT..AND AS I SAID ITS ONLY REALLY BATTLE SITUATIONS THAT YOU WILL COME UP AGAINST ANYWAY...SO ENJOY THE GAME...AND GIVE ME THE EASY DOCS TO DO..ANOTHER MONTY PYTHON WOULD DO.... THE DOX WERE TYPED IN BY SCOOTER OF GENESIS....ENJOY THEM..BY THE WAY THERE IS STILL 200 LINES OF DOX TO READ FROM HERE....BUSY LAD AINT I..... ------------------------------------------------------------------------------ SUPREMACY QUESTIONS: ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ `MY PEOPLE ARE STARVING WHAT CAN I DO?` ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ IF YOU WANT TO ABANDON THE POPULATION,THEN SET THE TAX RATE AT 100% SO YOU CAN DERIVE MAXIMUM REVENUE FROM THE PEOPLE BEFORE THEY ALL DIE OF STARVATION. ALTERNATIVELY IF YOU WANT TO PRESERVE THE POPULATION ON THE PLANET,THEN YOU NEED TO MOVE FOOD FROM ANOTHER PLANET OR SET UP A HORTI-STATION TO MAKE THE COLONY SELF SUFFICIENT. IN THE SHORT TERM,TO GAIN TEMPORARY RESPITE WHILE YOU MAKE ARRANGEMENTS FOR THE LONG TERM,YOU CAN PUT PEOPLE INTO CRYGENIC STORAGE ON BOARD A SHIP BY MOVING A CARGO CRUISER OR BATTLE CRUISER INTO A DOCKING BAY ON THE PLANET AND USING THE PASSENGER ICON TO LOAD PASSENGERS ABOARD.IF THE FOOD SHORTAGE OCCURS ON STARBASE YOU CAN DRAFT SOME PEOPLE INTO YOUR ARMY,USING THE PLATOON MANAGEMENT SCREEN. PEOPLE IN CRYOGENIC STORAGE OR IN THE ARMY DO CONSUME FOOD FROM YOUR RESERVES.CARGO CRUSIERS CAN ACCOMODATE UO TO 1850 CIVILIANS,WHILE BATTLE CRUISERS CAN UP TO 4500 PASSENGERS. OR YOU COULD MOVE PEOPLE TO ANOTHER PLANET WHICH HAS A PLENTIFUL SUPPLY OF FOOD. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ `I SENT A SOLAR SATELLITE GENERATOR TO MY PLANET,BUT IT DOESNT SEEM TO BE GENERATING ENERGY....WHATS WRONG?` ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ SOLAR SATELLITES ONLY WORK WHEN THEY ARE IN ORBIT,GO TO THE NAVIGATION SCREEN,CLICK ON THE NAME OF YOUR `ROGUE`SATELLITE AND MAKE SURE THAT IT IS ORBIT.LAUNCH IT AGAIN IF YOU LANDED IT BY MISTAKE. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ `ALL THE PLANETS IN THE SYSTEM ARE NOW FORMATTED....WHAT SHOULD I DO?` ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ MOVE YOUR ATMOSPHERE PROCESSOR INTO THE DOCKING BAY AND THEN SCRAP IT-ITS OF NO FURTHER USE,AND YOU MIGHT AS WELL CLAIM ITS SCRAP VALUE,THEN USE THE GOVERMENT SCREEN TO SEND THE CASH RAISED BACK TO BASE. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ THERES A POPULATION OF ZERO ON A PLANET I OWN,BUT I WANT PEOPLE THERE.WHAT SHOULD I DO? ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ FIRST,CHECK THAT THE PLANET CAN SUPPORT HUMAN LIFE.SOMETIMES PLANETS ARE RENDERED POISONOUS AS A RESULT OF A NUCLEAR EXPLOSION-AN INCOMING MESSAGE WILL HAVE ADVISED YOU OF THE FACT--ITS POINTLESS MOVING PEOPLE ONTO A PLANET THAT WILL KILL THEM!! THEN USE CARGO CRUISERS OR BATTLE CRUISERS TO SHIP PEOPLE IN FROM ANOTHER PLANET.YOU MAY WANT TO MOVE SOME FOOD INTO THE DEPOPULATED PLANETS RESERVES BEFORE MOVING THE NEW INHABITANTS,AND YOU MAY DECIDE TO BUY HORTI-STATION(S) FOR THE NEW PLANET. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ THE POPULATION OF ONE OF PLANETS HAS REACHED 30,000 AND DOESNT APPEAR TO BE GROWING ...WHY? ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ THE COLONISTS HAVE DEVELOPED EVERY AVAILABLE INCH OF THAT PLANETS SURFACE,AND THE COLONY CANNOT EXPAND FURTHER.YOU COULD ALWAYS MOVE PEOPLE TO ANOTHER PLANET,THEREBY MAKING SPACE.... ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ THERE IS A NEGATIVE NUMBER AGAINST`RATE OF POPULATION` ON ONE OF MY PLANETS...WHY? ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ PROBABLY BECAUSE YOUR PEOPLE ARE STARVING,OR RECOVERING FROM A FOOD SHORTAGE.MAKE SURE THEY HAVE ENOUGH FOOD-AND YOU COULD CONSIDER TRYING TO RAISE THEIR MORALE BY LOWERING THE TAX RATE. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ WHY CAN`T I LAUNCH MY ATMOSPHERE PROCESSOR? +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ USE THE MAIN SCREEN-NOT THE NAVIGATION SCREEN.THE ATMOSPHERE PROCESSOR HAS ITS OWN CONTROL ICON;SELECT THE UNFORMATTED PLANET YOU WANT TO FORMAT BY MOVING THE PLANET CURSOR OVER IT IN THE SYSTEM MAP.THEN CLICK ON THE ATMOSPHERE PROCESSOR ICON. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ EVEN THOUGH I HAVE FILLED THE TANKS OF ONE OF MY CRAFT,WHEN I TRY TO SEND IT TO A PLANET AT THE OTHER END IF THE SYSTEM,I CAN`T-THE NAVIGATION SCREEN TELLS ME THERE`S `INSUFFICENT FUEL`....WHAT SHOULD I DO? ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ YOU ARE GOING TO HAVE TO BREAK THE JOURNEY.STOPPING OFF AT A PLANET THAT YOU CONTROL,TO FUEL,IF THERE ISNT MUCH FUEL ON THE PLANET YOU USE AS A STAGING POST,YOU COULD LOAD FUEL INTO THE CARGO HOLD OF THE CRAFT,LAND,UNLOAD IT INTO THE PLANETS RESERVES AND THEN REFILL THE TANKS AGAIN. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ WHATS THE POINT OF RENAMING PLANETS AND CRAFT? ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ITS USEFUL,AND CAN HELP YOU KEEP TRACK OF THINGS. IF YOU CAPTURE A PLANET FROM BEHIND THE ENEMY,YOU MIGHT FIND THAT HE HAS LEFT A CRAFT BEHIND.THE ENEMY USES NAMES THAT ARE MENINGLESS TO YOU-SO YOU MAY FIND IT HELPFUL TO RENAME A CAPTURED CRAFT ACCORDING TO THE DEFAULT NAMING SCHEME THAT CALLS HORTICULTURAL STATIONS`FARMING 1`,`FARMING 2` AND SO ON,THE ENEMY ASSSIGNS STRANGE NAMES TO THE PLANETS HE CONQUERS,WHICH YOU MIGHT WANT TO CHANGE FOR YOUR CONVENIENCE. AND ITS EASY TO LOSE TRACK OF PLANETS AND THEIR ATTRIBUTES,PARTICULARLY IF YOU ARE PLAYING IN ONE OF THE LARGER SYSTEMS.ITS WORTH USING MEANINGFUL NAMES THAT HELP YOU IDENTIFY THE ATTRIBUTES OF YOUR COLONISED PLANETS,FOR INSTANCE,YOU COULD MAKE BEST USE OF YOUR HORTI-STAT BY ESTABLISHING THEM ON A TROPICAL PLANET-CALLING IT `FARM` WOULD REMIND YOU THAT YOU ARE USING THAT PLANET TO PRODUCE FOOD. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ I WANT TO BUY SOMETHING,BUT HAVENT ENOUGH CREDITS...WHAT CAN I DO? ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ GO TO THE GOVERMENT SCREEN AND CLICK ON THE ICON THAT SENDS ALL THE CASH ON YOUR COLONIES BACK TO STARBASE.IF YOU STILL HAVENT GOT ENOUGH CASH,YOU ARE EITHER GOING TO HAVE TO WAIT UNTIL THE TAX REVENUES RAISE ENOUGH CASH TO FUND YOUR PURCHASE,OR,IF YOU ARE BUYING WEAPONS OR BODY SUITS,SELECT A CHEAPER OPTION. YOU CAN REDUCE THE AMOUNT OF TIME YOU HAVE TO WAIT BY INCREASING THE TAX RATE-RAISE IT UP TO 100% IF YOU BARE IN A REAL HURRY,BUT RE,MEMBER TO REDUCE IT AGAIN WHEN YOU HAVE RAISED THE CREDITS YOU NEED,OR THE POPULATIONS MORALE AND RATE OF GROWTH WILL START FAILING. YOU GET THE BEST TAX FROM POPULATION ON METROPOLIS PLANETS(LIKE STARBASE)SO KEEP THE POPULATION HIGH ON AT LEAST ONE OF YOUR METROPOLIS PLANETS. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ I`VE BOUGHT 9 CRAFT,PARKED 6 ON THE SURFACE,AND THREE ARE STILL IN THE DOCKING BAY.TROUBLE IS,I WANT TO BUY ANOTHER CRAFT,BUT I HAVENT GOT ENOUGH FUEL TO SEND ONE OF THE SHIPS IN THE THREE DOCKING BAYS INTO ORBIT...WHAT CAN I DO? ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ OOOPS!,WELL YOU ARE GOING TO HAVE TO GO THE CARGO BAY AND SCRAP ONE OF THOSE SHIPS IN THE DOCKING BAYS,THERES NO ALTERNATIVE,THEN IT MIGHT BE A GOOD IDEA TO BUY A MINING STATION TO PROVIDE YOU WITH FUEL. AS A SHORT TERM SOLUTION,IF YOU LOADED FUEL INTO THE TANKS OR CARGO HOLD OF ONE OF THE SHIPS YOU MOVED OUT ONTO THE PLANET SURFACE EARLIER,GO TO THE PLANET SURFACE SCREEN AND MOVE THE CRAFT INTO THE NEWLY-VACANT DOCKING BAY,FROM THERE,YOU CAN UNLOAD THE FUEL FROM A SHIPS TANKS OR CARGO HOLD BACK INTO STARBASE`S RESERVES,THEN GO BACK TO THE PLANET SURFACE SCREEN AND MOVE THE EMPTY SHIP BACK INTO A DOCKING BAY. REPEAT THIS PROCESS FOR ANY CRAFT ON THE SURFACE THAT YOU INTEND TO LEAVE THERE.YOU MIGHT FIND THIS RAISES ENOUGH FUEL TO LAUNCH A SHIP OR TWO INTO ORBIT AROUND STARBASE,THEREBY FREEING YOUR DOCKING BAYS. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ I HAVE`NT GOT ENOUGH MINERALS OR ENERGY TO MAKE A PURCHASE - WHAT CAN I DO? ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ MINERALS,FUEL AND ENERGY CAN ONLY BE MOVED AROUND A PLANET SYSTEM AS CARGO IN THE HOLD OF ONE OF YOUR CRAFT.IF YOU ARE PLAYING IN A PLANET SYSTEM WHERE MINERALS AND ENERGY ARE NEEDED TO COMPLETE A PURCHASE,THEN THEY ARE TAKEN FROM RESERVES ON STARBASE,O.EITHER MOVE MINERALS AND ENERGY FROM YOUR COLONIES TO STARBASE,OR SET UP A MINING STATION AND SOME SOL SAT GEN RESOURCES FROM STARBASE ITSELF. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ALL MY HORTI AND MINING STATIONS SEEMED TO HAVE STOPPED WORKING.....WHY? ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ IT MAY SEEM THEY HAVE RUN OUT OF ENERGY,WHICH THEY CONSUME AS THEY PRODUCE RESOURCES.LAUNCH A SOL SAT GEN INTO ORBIT AROUND THE PLANET ON WHICH YOUR STATIONS ARE PLACED,THEN GO TO THE PLANET SURFACE SCREEN AND CLICK THE ON/OFF TOGGLE SWITCHES TO ACTIVATE YOUR EQUIPMWNT,ALTERNATIVELY AN ELECTROMAGNETIC STORM MAY HAVE SWEPT ACROSS THE GALAXY-THE MESSAGE WINDOW WILL HAVE INFORMED YOU OF THE FACT,SO TOGGLE THE RESOURCE GENERATING EQUIPMENT BACK ON. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ I`VE FORGOTTEN WHERE ONE OF MY CRAFT IS LOCATED..HOW CAN I FIND WHERE IT IS? ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ GO TO THE NAVIGATION SCREEN AND CLICK ON ITS NAME IN THE CENTRAL GRID THAT SHOWS THE FLEET ROSTER-THE MESSAGE DISPLAY WILL GIVE YOU THE CURRENT LOCATION OF THE CRAFT. And that's it, at long last! BAYS ARE EMPTY,SO THERE ISNT A CURRENT CRAFT SELECTED FOR NAVIGATION.FIND BATTLE 1`S NAME IN THE CENTRAL GRID THAT DISPLAYS THE ROSTER OF THE CRAFT IN YOUR FLEET,AND CLICK ON IT TO SELECT BATTLE 1 AS THE CURRENT SHIP FOR NAVIGATION OPERATIONS. --------------------------PAGE 45 AND 46-------------------------------------- BATTLE 1 IS IN A DOCKING BAY ON STARBASE,SO YOU NEED TO CLICK ON THE LAUNCH INTO ORBIT ICON TO GET IT INTO SPACE. THEN CLICK ON THE JOURNEY TO PLANET ICON TO INITIATE THE TRIP.THE ROSTER OF CRAFT IS NOW REPLACED BY A LIST OF NAMES OF ALL FORMATTED PLANETS IN THE PLANET SYSTEM,CLICK ON PLANET 1 AS THE DESTINATION.NOTICE HOW THE DETAILS APPEAR IN THE JOURNEY STAT Sewer Software present another Doc typed by Scooter. This time it's UMS II, totalling a massive 1304 lines. Part 1 of 2 (751 lines) ... THE MASTER CONTROL PANEL. ------------------------- THE MASTER CONTROLS PANEL IS NOT THE BRAINS,NOR IS IT THE HEART OF UMS II,RATHER, AS THE NAME IMPLIES, IT IS THE PLACE WHERE A MYRIAD OF VARIATIONS MAY BE ADJUSTED,MODIFIED AND TWEAKED SO THAT THE SIMULATION MAY BE TAILORED TO BE AS ACCURATE AS POSSIBLE, FOR EXAMPLE, IF THE USER WOULD LIKE TO SIMULATE AN  ESPICIALLY RAINY MONSOON SEASON,OR ACCELERATE THE RATE OF SCURVY(ATTRITION) AMONG SAILORS,THEN THIS WOULD BE THE PLACE TO DO IT. .MCP FILES ---------- ALL OF THE SETTINGS OF THE MASTER CONTROL PANEL CAN BE SAVED AND RE-LOADED AT A LATER TIME,THESE FILES,WHICH END WITH THE .MCP FILE EXTENSION,CAN BE SAVED OR LOADED FROM THE `MODIFY` MENU(SEE CHAPTER 2 DETAILS) WHEN A SCENARIO IS FIRST LOADED,THE PROGRAM WILL AUTOMATICALLY LOOK FOR ,MCP FILE OF THE SAME NAME.-FOR EXAMPLE- IF THE SCENARIO ABCDEF.DAT IS LOADED,THE PROGRAM WILL ATTEMPT TO LOAD THE CORRESPONDING .MCP FILE -ABCDEF.MCP-ALSO SAVED IN THE .MCP FILES ARE VARIOUS USER PREFERENCES,SUCH AS DISPLAYING THE TEMPERATURE IN CENTIGRADE OR FAHRENHEIT,DISTANCES IN MILES OR KILOMETRES AND THE USERS NAME FOR THE 4 VIEWING LEVELS. THE MASTER CONTROL PANEL INTERFACE. ----------------------------------- TO ACCESS THE MASTER CONTROL PANEL SELECT -MASTER CONTROL PANEL- FROM THE -MODIFY MENU-(SEE CHAPTER 2). THE MASTER CONTROL PANEL CONSISTS OF 4 GROUPS OF BUTTONS. CLICKING THE MOUSE ON ANY OF THE TOP ROW OF BUTTONS (EXCEPT EXIT) WILL CHANGE THE LABELS OF THE 3 OTHER GROUPS OF BUTTONS. CLICKING THE MOUSE ON THE 2ND ROW OF BUTTONS WILL CHANGE THE LABELS OF THE 2 REMAINING GROUPS OF BUTTONS.CLICKING THE MOUSE ON THE LEFT SET OF BUTTONS WILL CHANGE THE LABELS ON THE RIGHT GROUP OF BUTTONS,AND ONLY THE RIGHT GROUP,CONTAINS VALUES THAT THE USER MAY CHANGE. THIS METHOD OFMENU SELECTION REPLACES HUNDREDS OF DIALOG BOXES. CHANGING BUTTON VALES (ATARI ST/AMIGA) -(DIDNT PUT IN MAC OR IBM VAL) --------------------------------------------------------------------- TO CHANGE A VALUE DISPLAYED ON A BUTTON FROM THE RIGHT HAND GROUP ON THE ST/AMIGA -CLICK ON THE BUTTON UNTIL IT IS HIGHLIGHTED- THEN PRESS THE LEFT HAND MOUSE BUTTON..(FROM NOW ON SHOWN AS -LMB- OR -RMB-) TO DECREASE THE VALUE OR THE RMB TO INCREASE THE VALUE.EVERY VALUE IN THE MASTER CONTROL PANEL HAS A MAXIMUM AND MINIMUM VALUE. THE VALUE STOPS WHEN IT HAS BEEN REACHED. THE MASTER CONTROL BUTTONS. --------------------------- THE MASTER CONTROL PANEL (NOW SHOWN AS MCP) IS SET UP IN A TREE STRUCTURE.THIS IS TO SAY THAT CHANGING THE SELECTED TOP BUTTON WILL CAUSE DIFFERENT OPTIONS TO APPEAR IN THE SUBORDINATE GROUPS OF BUTTONS. THE CHART BEGINNING DESCRIBES THE LOCATION OF ALL BUTTONS ON THE -MCP- AND INCLUDES A BRIEF DESCRIPTION OF THE VARIABLE STORED.... TOP BUTTON - -2ND BUTTON- -LEFT BUTTON- -RIGHT BUTTON- ATTRITION GROUND EXPERIENCE EXPERIENCE LEVELS 0-9 THESE VARIABLES SPECIFY THE PERCENTAGE OF ATTRITION FOR GROUND UNITS BASED ON EXPERIENCE. THE GREATER THE NUMBER-THE HIGHER THE LOSSES. LEADERSHIP LEADERSHIP LEVELS 0-9 EXACTLY AS WITH EXPERIENCE ABOVE...BUT BASED ON LEADERSHIP.. THE GREATER THE NUMBER - -THE HIGHER THE LOSSES MORALE MORALE LEVELS 0-9 EXACTLY AS WITH LEADERSHIP BUT BASED ON MORALE.. THE GREATER THE NUMBER- -THE HIGHER THE LOSSES SUPPLY SUPPLY LEVELS 0-9 EXACTLY AS WITH LEADERSHIP BUT BASED ON SUPPLY.. THE GREATER THE NUMBER - -THE HIGHER THE LOSSES. SEA SUPPLY SUPPLY LEVELS 0-9 THE % OF ATTRITION FOR NAVAL UNITS BASED ON SUPPLY. THE GREATER THE NUMBER - -THE HIGHER THE LOSSES.  LEADERSHIP LEADERSHIP LEVELS 0-9 EXACTLY THE SAME AS -SEA -SUPPLY. EXPERIENCE EXPERIENCE LEVELS 0-9 EXACTLY SAME AS THAT OF SEA/SUPPLY -SEA/LEADERSHIP MORALE MORALE LEVELS 0-9 EXACTLY THE SAME AS SEA/SUPPLY ..ect WEATHER RAIN... THIS VARIABLE SPECIFIES THE % OF ATTRITION FOR NAVAL UNITS IN RAIN... SNOW... EXACTLY THE SAME AS.. WEATHER/RAIN MOVEMENT GROUND WEATHER RAIN... THIS VARIABLE SPECIFIES THE % OF ADDITIONAL COST IN MOVEMENT POINTS FOR GROUND UNITS TRAVELLING IN RAIN. SNOW... EXACTLY THE SAME AS THE ABOVE -RAIN- BASED ON SNOW. EXPERIENCE EXPERIENCE LEVEL 0-9 EXACTLY THE SAME AS SNOW/RAIN BUT BASED ON EXPERIENCE. MORALE MORALE LEVEL 0-9 EXACTLY THE SAME AS SNOW/RAIN BUT BASED ON MORALE. FORCED MARCH MOVEMENT BONUS - THIS VARIABLE SPECIFIES THE % OF BONUS IN MOVEMENT POINTS FOR GROUND UNITS WHO HAVE BEEN ORDERED TO PERFORM A FORCED MARCH. SEA LEADERSHIP LEADERSHIP LEVEL 0-9 THIS VARIABLE SPECIFIES THE % OF ADDITIONAL COST IN MOVEMENT POINTS FOR NAVAL UNITS BASED ON LEADERSHIP. EXPERIENCE EXPERIENCE LEVEL 0-9 EXACTLY THE SAME AS LEADERSHIP..BUT BASED ON EXPERIENCE. MORALE MORALE LEVEL 0-9 EXACTLY THE SAME AS LEADERSHIP..BUT BASED ON MORALE. WINDS DIRECTLY INTO THE WIND.. THIS VARIABLE SPECIFIES THE % OF ADDITIONAL COST IN MOVEMENT POINTS FOR NAVAL UNITS TRAVELING INTO THE WIND RUNNING WITH THE WIND.. EXACTLY THE SAME AS... -DIRECTLY INTO THE WIND- CLOSE HAULING.. THIS VARIABLE SPECIFIES THE % OF ADDITIONAL COST IN MOVEMENT POINTS FOR NAVAL UNITS TRAVELING AT A DEGREE ANGLE -INTO- THE WIND. REACHING.. THIS VARIABLE SPECIFIES THE % OF ADDITIONAL COST IN MOVEMENT POINTS FOR NAVAL UNITS TRAVELING AT A 90 DEGREE ANGLE -WITH- THE WIND BROACH REACH.. THIS VARIABLE SPECIFIES THE % OF ADDITIONAL COST IN MOVEMENT POINTS FOR NAVAL UNITS TRAVELING AT A 45 DEGREE ANGLE -WITH- THE WIND BECALMED.. THIS VARIABLE SPECIFIES THE % OF ADDITIONAL COST IN MOVEMENT POINTS FOR NAVAL UNITS TRAVELING A MAP SQUARE WITH CALM WINDS. MOVEMENT BONUS PATHS TRACK.. % OF BONUS IN MOVEMENT POINTS FOR UNITS TRAVELING ALONG A TRACK (PATH TYPE 1) ROAD.. SAME AS PATH TYPE 1 ONLY ROAD IS (PATH TYPE 2) HIGHWAY.. SAME AS PATH TYPES 1/2 ONLY HIGHWAY IS (PATH TYPE 3) RAILROAD.. AS PATH TYPES1/2/3.. ONLY RAILWAY IS (PATH TYPE 4) RIVER.. SAME AS PATH TYPES 1/2/3/4 ONLY RIVER IS (PATH TYPE 5) CANAL.. SAME AS PATH TYPES 1/2/3/4/5 ONLY CANAL IS (PATH TYPE 6) COMBAT BATTLE EQU MULTIPLIERS MORALE LEVEL MULTIPLIER A UNITS MORALE FACTOR IS MULTIPLIED BY THIS NUMBER IN THE BATTLE EQUATION. LEADERSHIP LEVEL MULTIPLIER A UNITS LEADERSHIP FACTOR IS MULTIPLIED BY THIS NUMBER IN THE BATTLE EQUATION. EXPERIENCE LEVEL MULTIPLIER. SAME AS ABOVE ONLY ITS -EXPERIENCE-. MAXIMUM RANDOM MULTIPLIER.. THIS IS THE LARGEST RANDOM NUMBER PERMITTED IN BATTLE. TECH LEVEL DIFFERENCE.. IN COMBAT THE TECH LEVEL BETWEEN COMBATANTS IS AND THE UNIT THAT HAS THE HIGHEST TECH LEVEL WILL RECEIVE A BONUS EQUIVALENT TO THIS NUMBER TIMES THE DIFFERENCE. FORTIFICATION LEVEL - TIMES SPs: A DEFENDING UNIT IN A SPECIAL  SQUARE WILL HAVE ITS STRENGTH POINTS MULTIPLIED BY THE FORTIFICATION LEVEL OF THE SPECIAL SQUARE TIMES THIS NUMBER. NUCLEAR WEAPONS PRIMARY BLAST RANGE IN KMS.. ALL UNITS REGARDLESS OF NATIONALITY -WITHIN- THIS DISTANCE(IN KILOMETERS) OF A DETONATION WILL BE IMMEDIATELY DESTROYED.AND REMOVED FROM THE MAP. RANGE OF SECONDARY EFFECTS IN KMS.. ALL UNITS REGARDLESS OF NATIONALITY,-LESS- THAN THIS DISTANCE(IN KILOMETERS)OF A DETONATION OF A NUCLEAR DEVICE,WILL LOSE A % OF POINT STRENGTH AS DETERMINED IN THE VARIABLE IMMEDIATELY BELOW. SECONDARY BLAST EFFECT... THE COST IN % OF TOTAL STRENGTH POINTS,OF ALL UNITS WITHIN THE SECONDARY RANGE OF EFFECT OF A DETONATION OF A NUCLEAR DEVIVE.. (SEE ABOVE) GROUND A/D 80%+ CASUALTIES- THE LOSSES SUFFERED BY A GROUND UNIT(AS A % OF THE TOTAL STRENGTH POINTS) OF A UNIT THAT HAS AN 80% OR GREATER ADVANTAGE OVER ITS OPPONENT AS DETERMINED BY THE BATTLE EQUATION.THE PRECISE NUMBER OF CASUALTIES ARE DETERMINED BY THE FORMATION OF THE UNIT.THE 7 POSSIBLE MILITARY FORMATIONS FOR GROUND UNITS ARE... SCREEN- DEFEND-HOLD-MARCH-FORCED MARCH-ATTACK-ASSAULT. A/D 60%-79% OF A UNIT THAT HAS 60-79% ADVANTAGE OVER ITS OPPONENT AS DETERMINED BY THE BY THE BATTLE EQUATION. THE PRECISE NUMBER IS DETERMINED BY THE FORMATION OF THE UNIT. WHICH CAN BE ANY OF THE 7 LISTED AS ABOVE (A/D80+) A/D 40%-59% (WHEN UNIT HAS THE STRENGTH OF ITS OPPONENT) THE REST IS AS ABOVE A/D 80% ECT... A/D 20%-39% (WHEN UNIT HAS A 20-39% -DISADVANTAGE-) THE REST IS AS ABOVE... A/D <20% (WHEN A UNIT HAS A <20% -DISADVANTAGE-) THE REST IS AS ABOVE SEA CASUALTIES A/D 80%+ THE LOSSES SUFFERED BY A GROUND UNIT(AS A PERCENTAGE OF TOTAL STRENGTH POINTS) OF A UNIT THAT HAS AN 80% OR -GREATER- ADVANTAGE OVER ITS OPPONENT AS DETERMINED BY BATTLE EQUATION THE PRECISE NUMBER OF CASUALTIES ARE DETERMINED BY THE FORMATION OF THE UNIT. THE 4 POSSIBLE MILITARY FORMATIONS FOR SEA UNITS ARE...AVOID-EVADE-ATTACK-OFFSHORE BOMBARDMENT. A/D 60%-79% (WHEN A UNIT HAS 60-79% -ADVANTAGE-) THE REST IS AS ABOVE A/D 40%-59% (WHEN A UNIT 40-59% THE STRENGTH OF ITS OPPONENT) THE REST IS AS ABOVE A/D 20%-39% (WHEN A UNIT HAS 20-39% -DISADVANTAGE- WITH ITS OPPONENT) THE REST IS AS ABOVE A/D <20% (WHEN A UNIT HAS <20% -LESS THAN ITS OPPONENT) THE REST IS AS ABOVE AIR MISSILE CASUALTIES.. A/D 80%+ THE LOSSES SUFFERED BY AN AIR OR MISSILE UNIT(AS A % OF TOTAL STRENGTH POINTS) OF A UNIT THAT HAS AN 80% OR -GREATER- ADVANTAGE OVER ITS OPPONENT AS DETERMINED BY THE BATTLE EQUATION. THE 7 POSSIBLE MILITARY FORMATIONS FOR AIR AND MISSILE ARE...MOVE-PATROL-ESCORT-TRANSPORT-ATTACK-INTERCEPT A/D 60%-79% (WHEN A UNIT HAS 60-79% -ADVANTAGE- OVER ITS OPPONENT) THE REST IS AS ABOVE A/D 40%-59% (WHEN A UNIT HAS 40-59% -THE STRENGTH- OF ITS OPPONENT) THE REST IS AS ABOVE A/D 20%-39% (WHEN A UNIT HAS 20-39% -DISADVANTAGE- OF ITS OPPONENT) THE REST IS AS ABOVE A/D <20% (WHEN A UNIT HAS <20% -LESS- THAN ITS OPPONENT) THE REST IS AS ABOVE ------------------------------------------------------------------------------ TOP BUTTON -2ND BUTTON- -LEFT BUTTON- -RIGHT BUTTON- SET ITU INTERNAL TIME UNITS- IN DAYS THE MINMUM TIME UNIT IN UMS II IS ONE DAY TO CALCULATE THE TIME IT TAKES TO CREATE UNITS AND RE-INFORCEMENTS.THIS VARIABLE SETS ITUS TO X NUMBER OF DAYS FOR EXAMPLE,IF THIS NUMBER IS SET TO 7 THEN ITU WILL EQUAL ONE-WEEK TIME BETWEEN COMMANDS- CALANDER INCREMENTED IN DAYS AFTER THESE MANY DAYS HAVE ELAPSED THE SIMULATION WILL AUTOMATICALLY STOP AND ALLOW HUMAN CONTROLLED NATIONS TO ISSUE NEW ORDERS TO UNITS AS WELL AS AN OPPORTUNITY TO SET NATIONAL POLICIES,MAKE HARD COPY PRINT-OUT MAPS,FORM DIPLOMATIC ALLIANCES,SET BUDGETS AND GOALS ECT.. RESOURCES PROVINCIAL PRODUCTION POINTS- COST IN PRODUCTION POINTS THIS NUMBER REPRESENTS THE NUMBER OF PRODUCTION POINTS THAT MUST BE SPENT TO INCREASE THE LEVEL OF PRODUCTION POINTS PRODUCED BY AN EXISTING PROVINCE RECRUITMENT POINTS- COST IN PRODUCTION POINTS THIS NUMBER REPRESENTS THE NUMBER OF PRODUCTION POINTS THAT MUST BE SPENT TO INCREASE THE LEVEL OF RECRUITMENT POINTS PRODUCED BY AN EXISTING PROVINCE TAX RATE LOSS OF WILL PER 10% OF TAX RATE THIS NUMBER REPRESENTS THE NUMBER OF NATIONAL WILL POINTS THAT ARE SUBTRACTED PER 10% OF THE TAX RATE (AS SET IN BUDGETS AND PRODUCTION DIALOG BOX)FOR EXAMPLE,IF THIS NUMBER IS SET TO `2` AND THE NATIONS TAX RATE IS 80% THEN 16 NATIONAL POINTS WILL BE SUBTRACTED EVERY TURN. PORTS PORT CABABILITY-COST IN PRODUCTION POINTS THIS NUMBER REPRESENTS THE NUMBER OF PRODUCTION POINTS THAT MUST BE SPENT TO INCREASE THE PORT CAPACITY OF A GIVEN SPECIAL SQUARE NATIONAL WILL CAPITALS LOSS OF NATIONAL CAPITAL THIS NUMBER WILL BE DEDUCTED FROM THE NATIONAL WILL OF A COUNTRY THAT LOSES ITS NATIONAL CAPITAL CAPTURE OF NATIONAL CAPITAL THIS NUMBER WILL BE ADDED TO THE NATIONAL WILL OF A COUNTRY THAT CAPTURES AN ENEMYS CAPITAL. LOSS OF PROVICINAL CAPITAL THIS NUMBER WILL BE DEDUCTED FROM THE NATIONAL WILL OF A COUNTRY THAT LOSES A PROVINCIAL CAPITAL CAPTURE OF A PROVICINAL- -CAPITAL. THIS NUMBER WILL BE ADDED TO THE NATIONAL WILL OF A COUNTRY THAT CAPTURES AN ENEMYS PROVICINAL CAPITAL MILITARY UNITS- LOSS OF UNIT THIS NUMBER WILL BE DEDUCTED FROM THE NATIONAL WILL OF A COUNTRY FOR EVERY MILITARY UNIT LOST FOR ANY REASON. CAPTURE OF A UNIT THIS NUMBER WILL BE ADDED TO THE NATIONAL WILL OF A COUNTRY FOR EVERY ENEMY DESTROYED THROUGH DIRECT MILITARY ACTION SPECIAL SQUARES-LOSS OF SPECIAL SQUARES THIS NUMBER WILL BE DEDUCTED FROM THE NATIONAL WILL OF A COUNTRY FOR THE LOSS OF A SPECIAL SQUARE FOR WHATEVER REASON CAPTURE OF A SPECIAL SQUARE THIS NUMBER WILL BE ADDED TO THE NATIONAL WILL OF A COUNTRY FOR EVERY SPECIAL SQUARE THAT IS CAPTURED THROUGH MILITARY ACTION PROXIMITY UNIT VISIBILITY ENEMY UNITS VISIBLE WITHIN- -KILOMETERS- ONLY ENEMY UNITS WITHIN THIS DISTANCE WILL BE DISPLAYED ON THE MAP HOSTILE CONTACT DISTANCE BETWEEN UNITS- KILOMETERS HOSTILE CONTACT(BATTLE) WILL ENSUE WHEN 2 ENEMY UNITS COME WITHIN THIS DISTANCE OF EACH OTHER WEATHER PREVAILING WINDS BY LATITUDE- LATITUDE(-90 TO +90)  THIS BUTTON SWITCHES BETWEEN `EAST TO WEST` AND `WEST TO EAST` THIS SETS THE PREVAILING WIND DIRECTION IN LONGTITUDE PRESSURE ZONE MATRIX FREE- SIZE IF SQUARES IN KILOMETERS THIS VARIABLE SETS THE SIZE OF THE SQUARES OF PRESSURE ZONE MATRICES TEMPERATURE AVERAGES BY LATITUDE- LATITUDE (-90 TO +90) THESE VARIABLES SET THE AVERAGE TEMPERTURE FOR THE SELECTED LONGTITUDE BAND SEASON SPRING SUMMER FALL WINTER THESE VARIABLES SET THE SEASONAL TEMERATURE MODIFIER FOR EACH OF THE 4 SEASONS CLIMATE TROPICAL GROUP 1- MONSOON SEMI-ARID ARID MEDITERRANEAN SUB-TROPICAL MARINE CONTINENTAL COOL COOL SUB-ARTIC THESE VARIABLES SET THE CLIMATE TEMERATURE MODIFIER FOR EACH OF THESE CLIMATE TYPES CLIMATE HIGH ALTITUDE GROUP 2 POLAR THESE VARIABLES SET THE CLIMATE TEMERATURE MODIFIER FOR EACH OF THESE CLIMATE TYPES LAND + SEA LAND THIS VARIABLE SETS THE TEMPERATURE MODIFIER FOR EACH OF THESE CLIMATE TYPES SEA SAME AS ABOVE -LAND- PRECIPITATION CLIMATE TROPICAL GROUP 1 MONSOON SEMI ARID ARID MEDITERRANAEN SUB-TROPICAL MARINE CONTINENTAL COOL SUB-ARTIC THESE VARIABLES SET THE %(LIKELIHOOD) OF PRECIPITATION AT A GIVEN SQUARE OF THIS CLIMATE TYPE ONCE A WEATHER FRONT HAS BEEN OCATED AT THESE CORDINATES CLIMATE HIGH ALTITUDE GROUP 2 POLAR REST IS SAME AS ABOVE GROUP 1 EXIT--SELECTING EXIT WILL EXIT MASTER CONTROL PANEL AND RETURN USER TO THE MAP ------------------------------------------------------------------------------ GROUND MOVEMENT AND ORDERS. -------------------- ACTIVATING A UNIT.....BY DOUBLE CLICKING ON THE UPPER LEFT OF THE UNIT INFO BOX THE INFO ON THAT UNIT WILL APPEAR (HAS A FLAG OF THE UNITS COUNTRY ON IT) IBM KEYBOARD COMMANDS ---I/ISSUE DIRECT ORDERS...D/DONE...N/NEXT UNIT. A GROUND UNIT MAY BE ACTIVTED BY DOUBLE CLICKING ON UPPER CORNER OF A UNIT.IF MORE THAN ONE UNIT SHARES THIS MAP SQUARESELECT NEXT UNIT(BOTTOM RIGHT CORNER)TO ACTIVATE THE DESIRED UNIT. SELECTING ISSUE UNIT DIRECT ORDERS(2ND BOX FROM BOTTOM)WILL CAUSE THE GROUND UNIT ORDERS BOX TO APPEAR. GROUND MOVEMENT. ---------------- GROUND UNITS MAY BE ASSIGNED A MOVEMENT ORDER AND A DEFENSIVE ORDER AS WELL AS UP TO 7 WAYPOINTS. THE MOVEMENT ORDER ORDER,EITHER MARCH-FORCED MARCH-ATTACK-OR ASSAULT INDICATES THE FORMATION THAT THE GROUND UNIT WILL ASSUME WHEN MOVING FROM ONE POINT ON THE MAP TO ANOTHER. WHEN THE UNIT HAS REACHED ITS OBJECTIVE(THE LAST ASSIGNED WAYPOINT) OR THE UNIT HAS BEEN ASSIGNED TO IT BY THE DEFENSIVE ORDER. ONLY THE ORDERS THAT A UNIT HAS SUFFICIENT SUPPLIES TO CARRY OUT WILL BE ACTIVE.EACH ORDER COSTS A SET NUMBER OF SUPPLY POINTS PER STRENGTH POINT.THE COST,IN SUPPLY POINTS,FOR EACH ORDER CAN BE SET BY THE USER IN THE ORDERS COST AND EFFECT. FOR EXAMPLE, IF THE COST OF A GROUND UNIT ASSUMING -ASSAULT- FORMATION IS 3 SUPPLY POINTS, AND THE UNIT HAS 4 STRENGTH POINTS, IT IS NECESSARY FOR THE UNIT TO HAVE AT LEAST 12 SUPPLY POINTS TO BE ISSUED THIS COMMAND. THESE CALCULATIONS ARE CARRIED OUT BY THE COMPUTER BEFORE THIS DIALOG BOX IS PRESENTED AND ILLEGAL ORDERS WILL NOT BE SELECTABLE. THE GROUND MOVEMENT CONTROL BOX. -------------------------------- ONE OF THE 5 MOVEMENT ORDERS MAY BE ASSIGNED TO EACH UNIT AS WELL AS ONE OF THREE DEFENSIVE ORDERS. THE RE-SUPPLY BUTTON WILL BE ENABLED ONLY IF ANOTHER UNIT SHARES THE SAME MAP SQUARE. THE TRANSPORT BUTTON WILL BE SELECTABLE ONLY IF THE ACTIVE UNIT HAS TRANSPORT CAPABILITIES -AND- ANOTHER UNIT SHARES THE SAME MAP SQUARE. CANCEL EXITS THE ROUND MOVEMENT COMMAND BOX WITHOUT SAVING ORDERS FOR LATER EXECUTION. SETTING WAYPOINTS ----------------- AFTER A UNIT HAS BEEN ASSIGNED A MOVEMENT ORDER(IT IS NOT NECCESSARY FOR A UNIT TO BE ASSIGNED A DEFENSIVE ORDER;A UNIT NOT ASSIGNED A DEFENSIVE ORDER WILL DEFAULT TO SCREEN) AND CONTINUE HAS BEEN SELECTED THE CURSOR WILL TURN FROM AN ARROW TO A SOLID BLACK CROSS HAIR. A LINE WILL EXTEND FROM THE UPPER LEFT HAND CORNER OF THE UNIT TO THE CURSOR. POSITION THE CURSOR ON THE DESIRED WAYPOINT AND PRESS THE LMB TO SET A WAYPOINT. PRESS THE RMB TO END SETTING WAY-POINTS . THE USER IS NOT ALLOWED TO SELECT AN ILLEGAL WAYPOINT. TO DETERMINE THE ACTUAL ROUTE THAT A UNIT WILL TRAVEL FROM WAYPOINT TO THE NEXT,DEPRESS -ALT- KEY. THE ROUTE WILL APPEAR AS A SERIES OF DARKENED AND FLASHING BOXES.THIS IS HANDY METHOD FOR DETERMING LEGAL MOVES ACROSS RIVERS. (ILLEGAL WAYPOINTS)- GROUND UNITS MAY NOT TRAVEL ACROSS COASTAL SEA,SHALLOW SEA O DEEP SEA MAP SQUARES(EXCEPT WHEN BEING TRANSPORTED BY NAVAL UNITS) GROUND UNITS MAY NOT CROSS RIVERS OR CANALS EXCEPT IN MAP SQUARES THAT ALSO CONTAIN EITHER A -TRACK-PATH-RAILROAD-OR HIGHWAY. ------------------------------------------------------------------------------ WEATHER. -------- WEARE CONCERNED ABOUT WEATHER PRIMARILY FOR 2 REASONS; 1- HOW WEATHER EFFECTS MOVEMENT OF UNITS; 2- HOW WEATHER CONTRIBUTES TO ATTRITION OR THE LOSS OF A UNITS STRENGTH. RAIN-SNOW-WINDS-STORM FRONTS AND TEMPERTURES DO NOT JUST HAPPEN, RATHER THEY ARE GENERATED DYNAMICALLY FOLLOWING A DETAILED SET OF RULES.AND, LIKE ALL IMPORTANT FACTORS IN A SIMULATION, THE USER MAY ADJUST THE VARIABLES AND CHANGE THE OUTCOME. PRESSURE ZONES. --------------- NOTE A LETTER `L` CIRCLED MEANS A -LOW PRESSURE ZONE- ............. `H` ............... -HIGH PRESSURE ZONE- THE FIRST FACTOR IN ALL WEATHER CALCULATIONS IS THE LOCATION OF THE HIGH PRESSURE AND LOW PRESSURE ZONES. WHEN A SCENARIO IS FIRST CREATED HIGH PRESSURE AND LOW PRESSURE ZONES ARE PLACED ON THE MAP IN A MANNER SIMILAR TO PLACING UNITS. AS SIMULATED TIME ELAPSES THESE PRESSURE ZONES MOVE ABOUT THE GLOBE. AS THESE PRESSURE ZONES MOVE THEY CREATE AND MODIFY STORM FRONTS AND WIND PATTERNS. PRESSURE ZONES MOVE IN THE GENERAL DIRECTION F THE PREVAILING WINDS OF THE LOGTITUDE OF WHICH THEY ARE CURRENTLY LOCATED. THE PREVAILING WINDS MAY BE SET IN 20 DEGREES LONGTITUDIAL BANDS USING THE MASTER CONTROL PANEL(MCP) FOR EXAMPLE, IF THE PREVAILING WINDS FOR 30 DEGREES NORTH TO 50 DEGREES NORTH HAVE BEEN SET TO `EAST TO WEST`, THEN A PRESSURE ZONE LOCATED 37 DEGREES NORTH NORTH WILL MOVE IN WESTERLY DIRECTION. USING THE MCP THE USER MAY REVERSE THE PREVAILING WINDS AT THESE LONGTITUDES AND THE SAME PRESSURE ZONE WOULD NOW MOVE IN THE OPPOSITE,OR EASTERLY DIRECTION. IN ADDITION,WIND PATTERNS MAY BE SENT AUTOMATICALLY REVERSE WITH THE CHANGE OF SEASONS. FURTHERMORE,THE DIRECTION OF THE MOVEMENT OF PRESSURE ZONES IS AFFECTED BY THE LOCATION OF OTHER NEARBY PRESSURE ZONES.HIGH PRESSURE ZONES MOVE TOWARDS LOW PRESSURE ZONES. WIND DIRECTION OBVIOUSLY AFFECTS THE MOVEMENT OF SAIL POWERED NAVAL UNITS(HOW THE WIND EFFECTS THESE UNITS IS ADJUSTABLE VIA THE MCP)THE 2 FORCES THAT,IN TURN,EFFECT WIND DIRECTION ARE; 1-THE LOCATION AND PROXIMITY OF PRESSURE ZONES...AND 2- THE PREVAILING WIND PATTERNS AT A SPECIFIC LONGTITUDE. IF THERE ARE NO PRESSURE ZONES, WIND WOULD MOVE IN STRAIGHT EAST TO WEST,OR WEST TO EAST LINES. IT IS THE LOCATION AND TYPE, OF PRESSURE ZONES THAT CHANGE WIND PATTERNS. PRESSURE CAUSE WIND PATTERNS TO BE SHAPED INTO A SPIRAL,,OR CORIOLIS EFFECT SHAPES,ABOVE THE EQUATOR,HIGH PRESSURE ZONES CAUSE A CLOCKWISE EFFECT AND LOW PRESSURE ZONES CAUSE A COUNTER-CLOCKWISE EFFECT. THESE PATTERNS ARE REVERSED BELOW THE EQUATOR. THE RANGE OR DISTANCE WHICH PRESSURE ZONES EFFECT PREVAILING WIND PATTERNS(AS WELL AS STORM FRONTS)MAY E ADJUSTED VIA THE MCP. THIS IS DONE BY CHANGING THE VALUE FOR THE VARIABLE `SIZE OF PRESSURE ZONE MATRIX SQUARES` THIS NUMBER ADJUSTS THE SIZE,IN KILOMETERS,OF THE SQUARES THAT COMPRIMISE THE PRESSURE ZONE MATRIX. APRESSURE ZONE MATRIX IS SET TO 5 SQUARE 2 DIMENSIONAL ARRAY.FOR EXAMPLE, IF THE VARIABLE IS SET TO 100 KILOMETERS THEN A PRESSURE ZONES RADIUS OF EFFECT WOULD BE 250 KILOMETERS(A DIAMETER OF 500 KILOMETERS CENTRED ON THE LOCATION OF THE PRESSURE ZONE). 4 FACTORS EFFECT THE TEMPERATURE OF A SPECIFIC LOCATION; 1- THE LONGTITUDE OF THE LOCATION..2- THE GENERAL CLIMATE GROUP OF THE LOCATION..3-THE CURRENT SEASON..AND 4- IF THE LOCATION IS OVER SEA OR LAND. THE GLOBE IS DIVIDED IN LATITUDINAL TEMPERATURE ZONES OF 20 DEGREES EACH,THE AVERAGE OR THE BASE TEMPERATURE FOR EACH OF THE ZONES MAY BE SET VIA THE MCP. THIS BASE TEMPERATURE IS THEN CHANGED BY THE USER VIA THE MCP AS WELL.THESE MODIFYING CLIMATE TEMPERATURE MAY BE EITHER POSITIVE OR NEGATIVE NUMBERS,FOR EXAMPLE, IF THE AVERAGE TEMPERATURE AT A CERTAIN LOCATION IS 60 DEGREES FAHRENHEIT,THE LOCAL CLIMATE IS MEDITERRANAEN, AND THE CLIMATE MODIFIER FOR MEDITERRANEAN IS +7 THEN THE RESULT WOULD BE 67 DEGREES FAHRENHEIT. THIS NUMBER IS FURTHER MODIFIED BY THE SEASONAL DIFFERENCE. LIKE THE CLIMATE MODIFIERS,THIS MAY BE EITHER A POSITIVE OR NEGATIVE NUMBER THAT IS ADDED TO THE RESULTS OF THE PREVIOUS CALCULATIONS. IT IS ASSUMED THAT SPRING ENCOMPASSES THE MONTHS OF MARCH-APRIL-MAY:SUMMER JUNE-JULY-AUGUST; FALL SEPTEMBER- OCTOBER- -NOVEMBER;WINTER DECEMBER-JANUARY-FEBUARY. THE SEASONAL MODIFIERS MAY BE CHANGED VIA THE MCP...FOR EXAMPLE, IF THE CURRENT SCENARIO DATE IS JULY 15, AND THE SUMMER SEASONAL MODIFIER IS +12 THE TEMPERATURE AT OUR PREVIOUS HYPOTHETICAL LOCATION WOULD NOW BECOME 79 DEGREES FAHRENHEIT. THE LAST VARIABLE USED TO DETERMINE TEMPERATURE IS A MODIFIER FOR LAND OR SEA.THIS LAST NUMBER REFLECTS THE TENDENCY OF WATER TO RETAIN HEAT IN WITER AS EARTH DOES IN THE SUMMER.THE 2 NUMBERS,ONE FOR LAND AND ONE FOR SE,MAY BE EITHER A POSITIVE OR NEGATIVE NUMBER. THEY MAY BE CHANGED BY THE USER VIA THE MCP. THIS NUMBER IS THEN ADDED TO THE PREVIOUS CALCULATIONS AND THE RESULTANT NUMBER IS THE TEMPERATURE AT THIS LOCATION. TEMPERATURES FOR LOCATIONS ON THE MAP MAY BE VIEWED BY CHECKING THE `TEMPERATURE` OPTION IN THE WEATHER DISPLAY BOX. TEMPERATURE AT ONE LOCATION MAY BE VIEWED BY POSITIONING THE CURSOR OVER THE DESIRED LOCATION AND CLICKING THE MOUSE BUTTON WHILE PRESSING THE -SHIFT- KEY. TEMPERATURES MAY BE DISPLAYED IN EITHER CENTIGRADE OR FAHRENHEIT BY CHECKING THE DESIRED OPTION IN THE WEATHER DISPLAY BOX. STORMS AND STORM FRONTS. ------------------------ STORM FRONTS ARE CAUSED WHEN THE RADIUS OF EFFECT OF A HIGH PRESSURE ZONE OVERLAPS THE RADIUS OF EFFECT OF A OW PRESSURE ZONE. IF THE TEMPERATURE AT THE LOCATION IS ABOVE FREEZING(32 DEGREES FAHRENHEIT. 0 DEGREES CENTIGRADE) THE THUNDER STORM SYMBOL WILL BE DISPLAYED AT THE LOCATION. IF THE TEMPERATURE AT THE LOCATION IS BELOW FREEZING, THE METEOROLOGICAL SYMBOL FOR SNOW WILL BE DISPLAYED. IT IS QUITE POSSIBLE FOR ONE STORM FRONT TO PRODUCE BOTH,RAIN AND SNOW. AFTER THE FRONTS HAVE BEEN DETERMINED,THE CHANCE OF PRECIPITATION FOR EACH MAP SQUARE AFFECTED BY THE FRONTS IS CALCULATED. THIS IS DONE BY COMPARING THE CLI-MATE PREIPITATION % FOR THE PERTINENT LOCATIONS TO A RANDOMLY GENERATED NUMBER, THE CLIMATE PRECIPITATION %(OR THE CHANCE THAT IT WILL RAIN OR SNOW FOR A GIVEN CLIMATE TYPE) MAY BE ODIFIED USING THE -MCP- CLIMATES. --------- THERE ARE 12 DIFFERENT TYPES OF CLIMATES;TROPICAL-MONSOON-SEMI/ARID-ARID- -MEDITERRANEAN-SUB-TROPICAL-MARINE-CONTINENTAL-COOL-SUB/ARTIC-HIGH ALTITUDE-AND POLAR. EVERY LOCATION ON THE GLOBE BELONGS TO ONE OF THESE GROUPS.THESE CLIMATES EFFECT PRECIPITATION AND TEMPERATURE(SEE ABOVE).USING THE -MCP- IT IS POSSIBLE TO REDEFINE THE ATTRIBUTES OF THE CLIMATE GROUPS. FOR EXAMPLE,IT IS POSSIBLE TO SET THE CLIMATE PRECIPITATION % TO 99% FOR ARID,THIS WOULD OF COURSE,RESULT IN RAINFALL IN WHAT WOULD NORMALLY BE A DESERT AREA. ------------------------------------------------------------------------------ End of part 1... Now laod part 2.N THE THEATRE OF WAR WILL HELP YOU FORMULATE WINNING STRATEGIES. TRAINING AND DEPLOYING TROOPS: WHEN YOU PUT NEW RECRUITS INTO TRAINING ON STARBASE,IT TAKES TIME FOR THEIR SKILL LEVEL TO BUILD UP.IDEALLY,YOU MIGHT WANT TO DRAFT THE MAXIMUM OF MEN INTO A NEW PLATOON AND LEAVE THEM TRAINING UNTIL THEIR COMMANDER ACHIEVES THE RANK OF A 5 STAR GENERAL-WHEN THE MEN WILL HAVE ACHIEVED A TRAINING LEVEL OF 100% IF YOU HAVE PLENTY OF TIME AND AMASSED A VAST STORE OF CREDITS,THEN GOING FOR THE VERY BEST IN TRAINING AND EQUIPMENT WILL PAY DIVIDENDS.IN THE HEAT OF WAR,HOWEVER,YOU WILL FIND YOURSELF MAKING COMPROMISES. AOMETIMES IT IS VITAL YOU COMMISSION A NEW PLATOON IMMEDIATELY,RATHER THAN WAITING UNTIL THE TROOPS REACH A TRAINING LEVEL OF 100%,AND THERE WILL BE TIMES WHEN YOU CAN`T AFFORD TO COMMISSION A PLATOON OF 200 MEN AND EQUIP THEM WITH THE VERY BEST EQUIPMENT.THIS MIGHT MEAN PURCHASING Part 2 of the UMS II docs... (553 lines) SPECIAL SQUARES-PORTS AND FORTS. -------------------------------- A SPECIAL SQAURE IS A MAP SQUARE THAT CONTAINS EITHER A NATIONAL CAPITAL,A PROVINCIAL CAPITAL,A PORT,A TOWN OR FORTIFICATIONS. SPECIAL SQUARES HAVE NAMES-THOUGH IT IS NOT NECESSARY FOR A SQUARE TO HAVE A UNIQUE NAME-AND ARE CONTROLLED EITHER ONE OF THE PROVINCES THAT MAKE UP NATIONS(AND THEREFORE CONSIDERED AS PART OF THE RESOURCES OF THAT NATION)OR ARE DECLARED `UNCONTROLLED` AND WILL BE OCCUPIED BY THE FIRST MILITARY UNIT THAT ENTERS THE SPECIAL SQUARE. FROM THE -MAIN MENU- IT IS POSSIBLE TO -GOTO- ANY SPECIAL SQUARE FROM ANY POINT ON THE MAP,SELECTING THIS OPTION FROM THE MENU WILL PRODUCE THE -GOTO-DIALOG BOX. CLICK ON THE DESIRED SPECIAL SQUARE TO SEE ITS CO-ORDINATES. DOUBLE CLICK ON THE SPECIAL SQUARE TO GO TO THOSE CO-ORDINATES IMMEDIATELY. TO THE LEFT OF THE SPECIAL SQUARE LIST IS A LIST OF ALL PATHS IN THE WORLD. THIS FUNCTIONS IDENTICALLY TO THE SPECIAL SQUARE LIST. SPECIAL SQUARE INFO ------------------- TO RECEIVE DETAILED INFO ABOUT A SPECIAL SQUARE (NOW SHOWN AS -SS-).POSITION THE CURSOR OVER THE DESIRED SPOT ON THE MAP AND PRESS THE -LMB-AND LEFT SHIFT KEY TOGETHER. A DETAILED DIALOG BOX WILL NOW APPEAR DISPLAYING INFO ABOUT THE LOCAL TEMPERATURE,CLIMATE,WIND DIRECTION AND CO-ORDINATES. CLICK ON THE `MORE INFO` BOX TO RECEIVE DETAILED INFO ABOUT THE SPECIAL SQUARE.CLICK ON `CONTINUE` TO EXIT THE BOX..IBM USERS MAY ALSO USE KEYS `M` AND `C` RESPECTIVELY FOR THE SAME EFFECT. FORTIFICATION LEVEL. -------------------- THE FORTIFICATION LEVEL OF A -SS- IS USED TO INCREASE THE DEFENSIVE STRENGTH OF UNITS LOCATED ON THE -SS-. THE FORTIFICATION BONUS IS A VARIABLE THAT MAY BE CHANGED USING THE -MCP- THE HIGHER THE FORTIFICATION LEVEL, THE GREATER THE BONUS. CURRENT PORT CAPACTY. --------------------- THIS NUMBER INDICATES THE MAXIMUM COMBINED STRENGTH POINTS OF SHIPS THAT MAY BE DOCKED AT THIS SPECIFIC -SS- AT ONE TIME.FOR EXAMPLE,IF THE CURRENT PORT CAPACITY OF A -SS- IS 10,ONE NAVAL UNIT WITH 6 STRENGTH POINTS AND ANOTHER WITH 4 MAY SIMULTANEOUSLY BE IN THE SAME SQUARE.HOWEVER,A THIRD SHIP,GIVEN ORDERS TO MOVE INTO THIS -SS- WOULD NOT BE ALLOWED TO ENTER. IF THE NAVAL UNIT IN QUESTION IS UNDER HUMAN CONTROL. A REPORT WOULD BE ISSUED ASKING THE USER TO MAKE NEW ORDERS FOR THE THIRD UNIT. POTENTIAL PORT CAPACITY. ------------------------ PORT CAPACITY CAN BE EXPANDED BY USING A PROVINCES PRODUCTION POINTS,THE COST,IN PRODUCTION POINTS,FOR INCREASING A -SS- PORT CAPACITY IS SET IN THE -MCP-. THE POTENTIAL PORT CAPACITY INDICATES THE MAXIMUM PORT CAPACITY THAT THIS -SS- CAN BE RAISED TO. CURRENT PORT CAPACITY. ---------------------- THIS NUMBER REPRESENTS THE DEPTH OF THE DRAFT OF THE SHIPS THAT CAN HAROUR AT THIS -SS-.THERE ARE 4 DRAFTS REPRESENTED BY THE NUMBERS 1-4; 1- VERY SHALLOW DRAFT; 2- SHALLOW DRAFT; 3-DEEP-WATER; 4- VERY DEEP WATER. IN TURN, EVERY NAVAL UNIT TYPE, WHEN CREATED, IS ASSIGNED A CLASS CORRESPONDING TO THE DRAFT OF THE SHIP. FOR EXAMPLE, A SHIP WITH A UNIT TYPE CLASS 3(DEEP WATER) WOULD NOT BE ALLOWED TO ENTER A -SS- THAT HAS A CURRENT PORT CLASS OF 2(SHALLOW DRAFT). POTENTIAL PORT CAPACITY. ------------------------ PORT CAPABILITY CAN BE EXPANDED BY USING A PROVINCES PRODUCTION POINTS.THE COST,IN PRODUCTION POINTS,FOR INCREASING A -SS- CAPABILITY IS SET IN THE -MCP-. THE POTENTIAL PORT CAPABILITY INDICATES THE MAXIMUM PORT CAPABILITY THAT THIS -SS- CAN BE RAISED TO. NO SPECIAL CAN HAVE A PORT CAPABILITY GRETARE THAN 4. CAPTURE AND LOSS OF SPECIAL SQUARES. ------------------------------------ THE LOSS OF A -SS- ADVERSELY EFFECTS A COUNTRYS NATIONAL WILL.WHEN A COUNTRYS NATIONAL WILL IS REDUCED TO ZERO THAT NATION SURRENDERS,INVERSLY,THE CAPTURE OF AN ENEMYS -SS- INCREASES THE VICTORS NATIONAL WILL. THE AMOUNT OF INCREMENT, AND DECREMENT CAN BE SET IN THE -MCP-. ------------------------------------------------------------------------------ SEA POWER AND AMPHIBIOUS OPERATIONS. ------------------------------------ A SCENARIO MAY CONTAIN UP TO 40 DIFFERENT TYPES OF NAVAL UNITS. THE TOTAL NUMBER OF INDIVIDUAL UNITS,HOWEVE, IS LIMITED PRIMARILY BY THE AVAILABLE RAM.NAVAL UNITS,LIKE ALL UNITS IN UMS II ARE CONTROLLED BY A COMMAND HIERARCHY, OR ORDER OF BATTLE. FOR EXAMPLE ANY ORDERS GIVEN TO HARDY WILL AUTOMATICALLY BE PASSED ON TO THE `VICTORY`-`EURYALUS` AND `NEPTUNE` (AS THESE SHIPS HAVE LESS SP THAN HARDY) ANY ORDERS THAT ARE GIVEN TO NELSON WILL AUTOMATICALLY BE PASSED ON TO HARDY (SAME APPLIES-HE`S GOT A HIGHER SP THAN HARDY) AND THROUGH HIM TO THE SHIPS UNDER HIS CONTROL. THIS WILL BE ESPECIALLY USEFUL WHEN MAKING LARGE SCALE MOVEMENTS. ACTIVATING A UNIT. ------------------ A SEA UNIT MAY BE ACTIVATED BY POSITIONING THE CURSOR ON THE LEFT HAND CORNER OF A UNIT AND DOUBLE CLIKCING. IF MORE THAN ONE UNIT SHARES THIS MAP SQUARE SELECT -NXT UNIT- TO ACTIVATE THE DESIRED UNIT. SELECTING -ISSUE ORDERS- WILL CAUSE THE NAVAL UNIT ORDERS BOX TO APPEAR. NAVAL ORDERS. ------------- AT ALL TIMES A NAVAL UNIT IS CURRENTLY UNDER ONE OF 4 ORDERS. IN ADDITION TO THESE STANDING ORDERS,THE UNIT MAY BE ASSIGNED UP TO 7 WAYPOINTS. THE NAVAL UNIT WILL PROCEED FROM ONE WAYPOINT TO THE NEXT IN CONSECTUTIVE ORDER UNTIL THE LAST WAYPOINT IS REACHED OR NEW ORDERS ARE ISSUED TO THE UNIT. IT IS NOT NECESSARY TO ASSIGN A NAVAL UNIT ANY WAYPOINTS. A UNIT WITHOUT CURRENTLY ASSIGNED WAY-POINTS WILL REMAIN IN ITS CURRENT LOCATION. [NOTE] A SCENARIO MAY CONTAIN UP TO 40 DIFFERENT TYPES IN TOTAL, THESE 40 UNIT TYPES MAY BE ANY COMBINATION OF NAVAL,AIR,MISSILE OR GROUND TROOPS. WHILE IT IS QUITE POSSIBLE FOR A SCENARIO TO CONTAIN ONLY NAVAL UNITS, MOST SCENARIOS CONTAIN ABOUT 10 DIFFERENT NAVAL UNITS. WIND AND NAVAL MOVEMENT. ------------------------ THE DIRECTION OF THE WIND IN RELATION TO THE DIRECTION OF TRAVEL OF SAIL POWERED NAVAL UNITS EFFECTS THE SPEED OF THE NAVAL UNIT. THE AMOUNT OF THE EFFECT IS DETERMINED BY THE SETTINGS IN THE -MCP-(UNDER MOVEMENT,SEA WINDS MENU) THE DEFAULT SETTINGS ARE; RUNNING 100%-BROAD REACHING 120%-REACHING 60%-CLOSE HAULING 40%-AND DIRECTLY INTO THE WIND 20%. FOR EXAMPLE,A NAVAL UNIT TRAVELLING FROM SOUTH TO NORTH,WITH THE WIND FROM THE SOUTH-WEST WOULD BE `BROAD-REACHIN` AND WOULD RECEIVE ONLY A 20% MOVEMENT BONUS. [NOTE] ONLY SAIL POWERED NAVAL UNITS ARE AFFECTED WIND DIRECTION. AMPHIBIUS OPERATIONS. --------------------- AMPHIBIUS OPERATIONS-CAMPAIGNS INVOLVING THE TRANSPORT OF GROUND UNITS ACROSS BODIES OF WATER BY NAVAL UNITS-ARE FULLY SUPPORTED BY UMS II. TRANSPORTING A GROUND UNIT VIA A NAVAL UNIT IS ACCOMPLISHED IN 2 STEPS. FIRST. ------ A NAVAL UNIT(WITH SUFFICIENT TRANSPORT CAPACITY) IS MOVED INTO A SPECIAL SQUARE(-SS-)ARE THE ONLY PLACES ON A MAP THAT GROUND AND NAVAL UNITS MAY SHARE A LOCATION. ALL GROUND UNITS HAVE A `LOAD VALUE` OR THE COST TO TRANSPORT THIS UNIT THIS NUMBER IS SET FOR A PARTICULAR UNIT TYPE AT THE TIME THAT THE SCENARIO IS CREATED. WHEN A NAVAL UNIT WITH `TRANSPORT CAPACITY`(ALSO SET FOR EACH UNIT TYPE AT THE TIME THAT THE SCENARIO IS CREATED) ENTER A -SS- A `LOAD UNIT BOX` APPEARS AND DISPLAYS A LIST OF ALL GROUND UNITS THAT THE NAVAL UNIT HAS SUFFICIENT TRANSPORT CAPACITY TO CARRY. IF THERE ARE MORE THAN 5 GROUND UNITS LOCATED IN THE -SS- THE `MORE` BUTTON IS ENABLED,SELECTING THIS BUTTON WILL DISPLAY THE NEXT SET OF 5 GROUND UNITS. SELECTING THIS BUTTON AGAIN WILL CONTINUE TO DISPLAY GROUND UNITS IN GROUPS OF 5. TO LOAD A GROUND UNIT CLICK THE BUTTON THAT CONTAINS THE UNITS NAME,THE SYMBOLS <> WILL APPEAR ON EITHER SIDE OF THE UNIT NAME TO INDICATE THAT IT HAS RECEIVED ORDERS TO BOARD TRANSPORT. SECOND. ------- TO UNLOAD A GROUND UNIT THAT IS BEING TRANSPORTED BY A NAVAL UNIT,WHILE GIVING MOVEMENT ORDERS TO THE TRANSPORTING NAVAL UNIT,POSITION THE CURSOR OVER A LAND SQUARE THAT IS ADJACENT TO A WATER SQUARE AND PRESS THE -RIGHT SHIFT- KEY AND LMB TOGETHER. THE UNLOAD UNITS BOX WILL APPEAR. CLICK THE MOUSE ON THE BUTTON THAT CONTAINS THE NAME OF THE UNIT,OR UNITS THAT YOU WISH TO UNLOAD AT THIS PLACE. UNIT/S SO SELECTED WILL APPEAR WITH A DASH(--) ON EITHER SIDE OF THE UNIT NAME. ------------------------------------------------------------------------------ SUPPLIES AND TRANSPORTATION. ---------------------------- SUPPLIES. SUPPLIES ARE THE CURRENCY THAT MILITARY UNITS EXPEND AS THEY ASSUME DIFFERENT FORMATIONS AND MOVE ABOUT THE MAP. THE COST TO ASUME EACH MILITARY FORMATION IS SET BY THE USER IN THE FORMATION COST AND EFFECT BOX. NOTE IN THE DIALOG BOX. THE LEFT AND RIGHT HALF OF THE BOX HAS BEEN DIVIDED FOR DISPLAY PURPOSES. IF THE COST IN SUPPLY POINTS FOR EVERY MILITARY FORMATION IS SET TO ZERO THEN SUPPLY WILL HAVE NO IMPORTANCE OR EFFECT ON A SIMULATION. IT IS THROUGH THIS DIALOG BOX THAT THE IMPORTANCE OF SUPPLY IN A SIMULATION IS ET. REDISTRIBUTE SUPPLIES. --------------------- WHEN 2 OR MORE UNITS OCCUPY THE SAME MAP SQUARE, SUPPLIES CAN BE EXCHANGED BETWEEN THEM. THIS IS NECESSARY TO RE-SUPPLY UNITS AND TO LOAD SUPPLIES ON TO TRANSPORT UNITS FOR MOVEMENT. THE `RE-SUPPLY` OPTION IS SELECTABLE FROM THE UNIT MOVEMENT COMMAND BOX(SEE GROUND MOVEMENT-SEA MOVEMENT..ECT) IF THIS BUTTON IS SELECTED THE RE-DISTRIBUTE SUPPLIES BOX WILL APPEAR WITH A LIST OF ALL UNITS THAT SHARE THE SAME MAP SQUARE,SELECTING `MORE` WILL CAUSE THE NEXT GROUP OF 5 UNITS TO BE DISPLAYED IN THE BOX. TO TRANSFER SUPPLIES BETWEEN UNITS,DECREMENT THE STORE OF SUPPLIES OF THE FIRST UNIT BY CLICKING THE DOWN ARROW. THE SUPPLIES WILL BE ADDED TO THE TOTAL OF `UNCLAIMED SUPPLIES` AT THE TOP OF THE DIALOG BOX. TO ADD THESE SUPPLIES TO THE SECOND UNIT,CLICK ON THE UP ARROW FOR THAT UNIT. THE SUPPLIES WILL BE DEDUCTED FROM THE UNCLAIMED TOTAL AND ADDED TO THE 2ND UNIT. SELECT `DONE` WHEN FINISHED. ALL UNCLAIMED SUPPLIES ARE DESTROYED. THE MAXIMUM QUANTITY OF SUPPLIES THAT ANY UNIT CAN CARRY IS 99 SUPPLY POINTS. SPOILS. ------- TO THE VICTOR THE SPOILS. WHENEVER A UNIT HAS BEEN ELIMINATED IN BATTLE THE VICTORIOUS UNIT WILL RECEIVE ALL THE ELIMINATED UNITS SUPPLIES THAT IT CAN CARRY. ------------------------------------------------------------------------------ COMBAT. ------- COMBAT OCCURS WHENEVER THE DISTANCE BETWEEN 2 HOSTILE UNITS IS LESS THAN THE CURRENT VALUE OF `CONTACT BETWEEN HOSTILE UNITS` AS SET IN THE -MCP-. THIS DISTANCE IS USUALLY 20 KILOMETERS, HOWEVER, THE USER MAY CHANGE IT FOR EACH SCENARIO. THE METHODS FOR DETERMINING THE VICTORIOUS AND DEFEATED UNITS, AS WELL AS THE NUMBER OF CASUALTIES SUSTAINED ARE DEFINED BY THE USER. FOLLOWING COMBAT,THE MORALE LEVEL FOR THE VICTORIOUS UNIT IS RAISED BY 1 POINT. FOR EXAMPLE, A UNIT DETERMINED TO BE VICTOR WHO PREVIOUS TO COMBAT HAD A MORALE LEVEL OF 5;-STALWART- WOULD BE RAISED TO A MORALE LEVEL OF 6;-DETERMINED-. A DEFEATED UNITS MORALE LEVEL IS REDUCED BY 1 POINT. FOR EXAMPLE; A UNIT DETERMINED TO BE THE DEFEATED UNIT WHO PREVIOUSLY HAD A MORALE LEVEL OF -WAVERING- WOULD BE REDUCED TO A MORALE LEVEL OF 3;-SHAKEN-. FOLLOWING COMBAT,THE EXPERIENCE LEVEL FOR `BOTH` UNITS ARE RAISED BY 1 POINT,FOR EXAMPLE;A UNIT WHO PREVIOUS TO COMBAT HAD AN EXPERIENCE LEVEL OF 5;-IRREGULAR- WOULD BE RAISED TO AN EXPERIENCE LEVEL OF 6;-REGULAR-. THE UNIT SUFFERING THE GREATEST NUMBER OF CASUALTIES-AS MEASURED IN STRENGTH POINTS- WILL BE FORCED TO RETREAT. THE COMPUTER WILL MOVE THE UNIT IN THE OPPOSITE DIRECTION FROM WHICH ATTACKED. IF THE ATTACKER IS VICTORIOUS IT WILL CONTINUE WITH ITS PREVIOUS ORDERS. IF EITHER UNIT IS IS UNABLE TO CONTINUE WITH ITS PREVIOUS ORDERS AND IS UNDER `HUMAN` CONTROL THE USER WILL BE ASKED TO ISSUE NEW ORDERS TO THE UNIT. REPORTING HOSTILE CONTACT. -------------------------- IF EITHER OF THE CONTROLLING NATIONS OF THE ATTACKING OR DEFENDING UNIT HAS HAD THE `SHOW REPORT` OPTION SET ON. A REPORT ON THE APPROPRIATE NATIONAL STATIONARY WILL BE DISPLAYED ON SCREEN. ON AMIGA THE REPORTWILL ALSO APPEARIN THE SPECIFIED TYPEFACE FOR THAT NATIONS REPORT,AS BELOW. IF THE OPTION `PRINT REPORTS` HAS BEEN SELECTED THE REPORT WILL ALSO BE SENT TO PRINTER. IF THE OPTION USE STATION Sewer Software presents..... ~ VETTE! MANUAL ~ ------------- (typed by PILGRIM {Adept}...) TABLE OF CONTENTS ----------------- 1. INTRODUCTION Racing through the streets 2. HISTORY OF THE VETTE! 3. STARTING AND OPERATING Hardware Requirements Set up and loading information Starting mechanisms Menu options Head-to-head play 4. CAR SPECIFICATIONS Players Opponents 5. COURSE DESCRIPTIONS San francisco zoo to golden gate bridge Bay bridge to san fransisco zoo San fransisco zoo to golden gate bridge to bay Bridge back to san fransisco zoo 6. INFORMATION BEFORE DRIVING How to operate your vehicle Instrument panel and controls Strategies Scoring 7. TROUBLESHOOTING 8. REFERENCE Keyboard Commands 9. GLOSSARY ------------------------------------------------------------------------------ PAGE 1 1. INTRODUCTION Racing through the streets. People the world over have always challenged one another in competition. From the first runners, throwers, and lifters they have competed, at first person against person, later with the help of animals and machines. The competition using machines has envolved into auto racing as we know it today; however, only a few have experienced organized automobile racing. For most, this natural desire to compete with our machines can be satisfied only by racing them on the streets. What you are about to experience is just such an experience, but from the safety of your own computer. The car you will be driving has its introduction, been the quintessential street racer. You will be competing with the most impressive crop of high-performance cars ever produced, but with an advantage over them. You are in control, and you will decide your exact course. Your skills will allow you to race the mighty VETTE! and beat the best the rest of the world has to offer. Corvette never enjoyed the factory racing sponsorship granted such makes as Ferrari, Jaguar, Porsche, and many others, yet it became the dream car of every red-blooded American child since its introduction in 1953. The car's tremenous potential but lack of official racing sponsorship has resulted in two generations of drivers who have used the inherent strengths of the car for racing on the streets. ------------------------------------------------------------------------------ PAGE 2 From straight line drag racing to the ultimate thrill of racing through city streets and freeways, the VETTE! has always enjoyed the most enviable reputation as the KING of the street racers. This reputation has not always been because of the racing victories but from the pure beauty of the car. It looks awesome, sexy and FAST. Of course it is all of these and more. ------------------------------------------------------------------------------ PAGE 3 2. HISTORY OF THE VETTE! In February 1953, the New York Motorama displayed the first prototype of the all new Corvette. It was a white convertable powered by the 235-cubicinch, truck-based, straight six-cylinder engine mated to the two-speed, Power Glide, automatic transmission. In order to meet the show deadline for the prototype, the designers, led by Harley Earl, decided to use a new material for the body panels. This material, Glass Reinforced Plastic (GRP), was also used in the initial production run of 300 units as an interim measure until the new metal Kirksite was available. As fate would have it, the new metal and its tooling were not to be, and the Corvette body remained GRP for the next year's run of 3,265 (of the planned 12,000 units). It is still made of fibreglass today. The interest in the 1953 prototype was so great that Chevrolet went into production immediately, and on June 30th of that year the first unit rolled off the assembly line. Production continued with the six-cylinder engine and automatic transmission until the 1955 model year production, which saw the introduction of the 256-cubic-inch, small block V-8 engine with a three-speed, manual transmission. The 1955 production run was only 700 units, and the car was on the vergeof being cancelled by Chevrolet. ------------------------------------------------------------------------------ PAGE 4 The Ford Thunderbird was introduced in 1954 for the 1955 model year. That introduction brought a new awareness to the American people of the benefits of a two-seater 'personal car', and with it a new hope for the VETTE! The 1956 Corvette had a restyled body shape. (Quick body panel changes were possible up to the last minute because of the GRP material being used). This was the year that the Corvette and Thunderbird faced each other at Daytona for the NASCAR Speed week. With the help of the engine designer/driver Zora Arkus Dontov, who took over for Ed Cole, the new Corvette production car managed to reach a top speed of 150.583 mph. This impressive feat was not enough to beat the Thunderbird in the quarter-mile runs, but established the car as one to be reckoned with in the racing circuit. In the 1957 model year, the designers added a fuel injection system to the Corvette and bored out the 265 to 283 cubic inches. The injection boosted the power of the 256 up to 283 brake horsepower (bhp), achieving the automotive milestone of one bhp per cubic inch. This was the year that Corvette raced at Daytona and Sebring with full factory supports. The Sebring race was the most impressive for Chevrolet, with the win there putting the name 'Corvette' on the lips of everyone in motor car racing. ------------------------------------------------------------------------------- PAGE 5 The 1958 through 1962 model year saw the addition of a myriad of options, both in the drivetrain and in external trim pieces. These changes caused a weight gain to over the magical 3000 pound marker. In 1960 sales increased to 10,000 units and continued to rise to 14,531 units in 1962. These sales figures were aided by Ford's withdrawal of the Thunderbird from the market. In 1962 the engine displacement also increased to 327 cubic inches. Corvette's evolution over the first 10 years of production had emphasized the performance of the engine and transmission, without much development of the suspension. This was to be dramatically changed with the next model year. The Sting Ray Corvette was introduced in 1963 with a totally revised body derived from Bill Mitchell's racing efforts. It was the first year to utilize revolutionary suspension design components like the independent rear suspension and ladder frame. This was also the first coupe available as a Corvette, and the only year that Mitchell's split rear windshield was produced. 1964 marked the beginning of the horsepower race for all of Detroit's car makers. The Corvette was no exception. Matched with the new 4-speed, manual transmission, the 327-cubic-inch engine produced 375 bhp at 6200 rpm and 350 lbs/ft of torque at ------------------------------------------------------------------------------- PAGE 6 4600 rpm. In the 1965 edition, a 396 ci produced 425 bhp, and the 1966 model introduced a massive 427-cubic-inch engine. This and the next year saw small styling changes and minor mechanical changes. Aside from engine output, the only major change was the introduction of four-wheel, disc brakes in 1965. The year 1967 more or less settled the horsepower race. Corvette was declared the winner with the introduction of the L88 with its 12.5:1 compression ratio, alloy manifold and aluminium heads. The model was snatched up from dealers for a total of 20,000 sold. This monster produced 560 bhp at 6400 rpm. A privately sponsored, fuel-injected race car recorded a top speed of 192 miles per hour at Bonneville. Aerodynamic and structural improvements were the order of the day for the next several years. The sales figures and performance statistics steadily increased. John Z. DeLorean returned in 1968 to actively manage the production runs, to the record sales year of 1969 of 38,000 units. Power train and suspension improvements along with luxury amenities raised both the price and the weight of the car. The biggest engine ever put in front of the firewall was introduced for 1970: the 454 ci option that delivered 390 bhp at 4800 rpm, actually 45 horsepower less than the 427 engine. The decline in horsepower per bhp was caused by the advent of emission legislation. ------------------------------------------------------------------------------- PAGE 7 For most of the 1970s, horsepower continued to decline while sales went up. Horsepower fell from 330 in 1970 to 225 in 1976 to 165 in 1978. The big engines were phased out of production in the 1974 model year. Sales figures, which remained high, totalled 37,000 in 1974 (a new record) and increased slightly in 1975. The convertible was gone in 1976. in 1978, major style revision took place with a return to the fastback shape of the mid-60s and production of the Silver Jubilee edition. Horsepower was also back on the rise, with the biggest power plant, the L82, producing 220 bhp at 5200 rpm. Only small changes were made in the following years until major re-styling occured for the 1984 edition. The Corvette was also put on a diet, given a more aerodynamic shape and a new electronic dash. All these changes have carried over to the current models. Other evolutionary changes of the past few years have broght increased horsepower and at the same time increased fuel efficiency. The present day VETTE! is the one you are about to experience in four variants, two from Chevrolet and two from after-market whizz, Reeves Callaway. This is an exciting car - powerful, strong and quick. Take care of your new car, and enjoy the thrill of racing. ------------------------------------------------------------------------------- PAGE 11 3. STARTING AND OPERATING Starting Mechanisms. After or during the VETTE! title screen, press any key on the keyboard or a button on your mouse to begin the game. To view the credits, wait a few seconds until they display on your screen. You have now entered the Performance Test Garage fot your vehicles. By pressing the left and right arrow keys or the right mouse button you will be able to select the vehicle of your choice. After you have highlighted your selection, press RETURN or the left button on your mouse to confirm your selection and start the performance test. After you choose your VETTE model at the Performance Test Garage, you will be prompted to select a driving skill level: Trainee, Rookie, or Pro. The three different skill levels change the following parameters in the game: Level Damage Traction Police Cruise Control ----- ------ -------- ------ -------------- Trainee None High None Constant Rookie Reduced Moderate Present Constant Pro Realistic Realistic Present Realistic If damage is set to none, you cannot hurt your VETTE no matter what you hit. Moderate damage affects your car's performance, and realisic damage can totally wreck your car. If traction is set to high, it will NOTE: ---- The left-hand chart shows statistics about your chosen car's performance specifications. Press the space bar if you want to run a performance test on your selected car. The right-hand chart will display an acceleration graph illustrating the car's acceleration of all gears in their top speed in colour coded bars representing each gear. ------------------------------------------------------------------------------- PAGE 12 not oversteer and spin out as easily as at the higher skill levels. If you commit a traffic offence, you will be chased by the police unless you're a trainee. When cruise control is constant at Trainee and Rookie levels, breaking and accelerating will set a new speed for the cruise control to maintain. When cruise control is realistic, it will automatically turn off when you break and reset to a new speed when you accelerate. After you have made your skill level selection, you can check out your opponents' cars at the next screen and pick one to race against. While previewing the opponent car in 3D, use F7 and F8 too zoom in and out, F9 and F10 to change the camera angle, and + and - to change the speed of rotation. The skill level of your chosen opponent will be matched against your own. You can choose your opponent car with a joystick (press the fire button to select the car) or a mouse (the right button toggles throgh the opponents and the left button selects the car). Once you've selected your opponent car, the game will proceed to the Course Selection screen. Menu Options. You can access the available menu options at any time in the game by pressing the ESC key. The ESC key brings up three options: File, Control, and Communications. NOTE: ---- The menu option defaults to "Keyboard" for Control. ------------------------------------------------------------------------------- PAGE 13 The File menu will bring up four choices: Return to Game, Tour Mode ON/OFF, Quit to Garage, and Quit to DOS. When the Tour Mode is on, the race is suspended and the T key is activated. When you press T your VETTE is automatically teleported to the next landmark. The front dash will display the name of the landmark. Since the race clock is deactivated in Tour Mode, you can drive around the landmark as long as you like and then press T to see the next landmark. If you turn off Tour Mode, you will resume the race where you left off. If you choose "Quit to Garage", your current race will be aborted but you can choose another car and another race. "Quit to DOS" will exit the game and return you to the DOS prompt. To rejoin the game choose "Return to Game". The Control menu has three options: Mouse ON/OFF, Joystick ON/OFF and Calibrate. The joystick will not work unless you first calibrate it. "Calibrate" will be dimmed until the Joystick is selected. "Calibrate" also lets you adjust the sensitivity of the joystick control from 1 to 10. If both "Mouse" and "Joystick" are set to off, the game defaults to the keyboard for control. You can also select "Cancel" to return to the Control menu if you decide not to calibrate your joystick. NOTE: ---- "Hang Up Line" and "Off-Line/On-Line" are not available until you're connected over a modem. If you are playing over a modem and you wish to disconnect after finishing a race, select "Hang Up Line" from the Communications menu. You can also choose "Off-Line" when you're at the Performance Garage if you wish to talk to your friend. Once you've finished speaking with your friend over the phone, choose "On-Line" to race head-to-head again. ------------------------------------------------------------------------------- PAGE 14 The Communicatoins menu brings up two options: Two Players ON/OFF and Hang Up Line. If you choose "Two Players", you will next see a full-size screen labelled "Two Player Communications". This screen has three sections. The first section displays three options: Connection, Port, and Baud Rate. You can toggle through these options by pressing the up and down arrow keys. Once "Port" is selected, for example, you can use the left and right arrow keys to toggle through the values available. You can select one of the values by continuing onto the next option. All the available options ans values are shown below: Connection: (Direct) (Modem) Port: (Com 1) (Com 2) Baud Rate: (1200) (2400) (4800) (9600) (19.2K) (38.4K) (57.6K) Mode: (Call) (Answer) Procedure: (Initiate Call) (Take Over Line) Dial: (Standard) (Special) Line Type: (Tone) (Pulse) (Phone Number) (Dial String): Save Options: (Yes) (No) Done?: (Yes) (Cancel) Choose "Direct" if you wish to connect two computers with a null-modem serial cable. See the next page for a cable diagram. Select "Com 1" or "Com 2" depending on which serial port you're using (PC). If you're playing over a modem, choose the fastest modem baud rate in common for you and your opponent. If you're playing over a null-modem serial cable, try the highest speed of 57.6K. If that doesn't work, keep trying the next highest baud rate until you reach 9600 baud. If you choose "Modem" for Connection, the second and third screen sections will appear. Select "Call" or "Answer" depending on what you and your friend have decided beforehand. Choose "Take Over Line" if you wish to dial by hand. The default is "Initiate Call". If your modem is not Hayes-compatible or if you wish to enter the modem commands yourself, select "Special". If you choose "Standard", you can enter a phone number below. If you choose "Special", you can enter a direct modem command. ------------------------------------------------------------------------------- PAGE 15 You can save your communications setup (port, baud rate, phone number, etc.) by choosing "Yes" for Save Options. Once you reach the bottom of the screen, you can start the head-to-head play by choosing "Yes" or return back to the main menu by choosing "Cancel". You can also use the main mouse on this screen. Move the mouse up and down to highlight the different options. Press the right button to toggle through the values and the left to select "Yes" or "Cancel" for "Done?" Head-To-Head Play If you're playing over a direct connection, you will need a null-modem serial cable. You can use either a regular serial cable with a null-modem adapter (which you can buy from any computer store) or else a special null-modem serial cable. In either case, pins 2 and 3 must be swapped and the pin for the ground must be straight through. See the diagram below. Null-Modem Serial Cable ----------------------- Computer A Computer B ---------- ---------- PIN PIN --- --- 1 1 2------ -------2 \/ /\ 3------ -------3 4 4 5 5 6 6 7---------------7 . . . . ------------------------------------------------------------------------------- PAGE 16 If you're playing head-to-head over a modem, decide who will be the caller and the answerer beforehand, as well as which course you'll be racing on. You will not be allowed to race simultaneously on different courses. When you play head-to-head, you are racing not only the clock but your opponent to finish line. If your opponent crosses the finish line ahead of you, the program will notify you. You can then press ESC to quit the race. NOTE: ----- The communications setup remains in effect until you change it or exit the game. You can also save the communications setup to disk by choosing "Save Options" at the Communications screen. ------------------------------------------------------------------------------- PAGE 17 4. CAR SPECIFICATIONS Players 1989 Stock Corvette ZR1 "King of the Hill" Corvette Callaway "Twin Turbo" Corvette Callaway "Sledgehammer" Corvette Opponents Lamborghini Countach Porsche 928S 4 Ferrari Testarossa Ferrari F40 ------------------------------------------------------------------------------- PAGE 18 1989 STOCK CORVETTE ENGINE Type V-8, iron block and aluminium heads Bore * stroke 4.00 * 3.48 in, 101.6 * 88.4 mm Displacement 350 cu in, 5733 cc Compression ratio 9.5:1 Engine-control system GM electronic with port fuel injection Power (SAE net) 245 bhp @ 4300 rpm Torque (SAE net) 340 lb-ft @ 3200 rpm DRIVETRAIN Transmission 4-speed automatic with lockup torque Converter Final-drive ratio 3.07, limited slip Gear Ratio Mph/1000 rpm Max. test speed I 3.06 7.8 43 mph (5500 rpm) II 1.63 14.7 81 mph (5500 rpm) III 1.00 24.0 132 mph (5500 rpm) IV 0.70 34.3 154 mph (4500 rpm) DIMENSIONS Wheelbase 96.2 in Track, F/R 59.6/60.4 in Length 176.5 in Width 71.0 in Height 46.7 in Curb weight 3313 lb Weight distribution 51.0/49.0% Fuel capacity 20.0 gal STEERING Type rack-and-pinion, power-assisted Turns lock-to-lock 2.0 Turning circle curb-to-curb 40.3 ft BRAKES F: 12.0 * 0.8-in vented disc R: 12.0 * 0.8-in vented disc Power assist vacuum with anti-lock control WHEELS AND TYRES Wheel size 9.5 * 17 in Tyres Goodyear Eagle ZR40, P275/40ZR-17 ACCELERATION Zero to 60 5.6 seconds Standing 1/4 mile 14.3 sec @ 95 mph Top speed 154 mph BRAKING 70.0 mph 168 ft @ impending lockup Fade none HANDLING Roadholding 0.87g 300-ft-dia skidpad Understeer moderate Manifacturer's suggested Retail price $32.000 ------------------------------------------------------------------------------- PAGE 19 1989 ZR1 "KING OF THE HILL" CORVETTE ENGINE Type V-8, aluminium block and heads Bore * stroke 3.90 * 3.66 in, 99.0 * 93.0 mm Displacement 349 cu in, 5727 cc Compression ratio 11.3:1 Engine-control system GM electronic with port fuel injection Power (SAE net) 380 bhp @ 6000 rpm Torque (SAE net) 370 lb-ft @ 4000 rpm Redline 7200 DRIVETRAIN Transmission 6-speed Final-drive ratio 3.54:1, limited slip Gear Ratio Mph/1000 rpm Max. test speed I 2.68 7.8 56 mph (7200 rpm) II 1.80 11.6 83 mph (7200 rpm) III 1.31 15.6 114 mph (7200 rpm) IV 1.00 20.8 150 mph (7200 rpm) V 0.75 27.8 180 mph (6475 rpm) VI 0.49 42.5 151 mph (3550 rpm) DIMENSIONS Wheelbase 96.2 in Track, F/R 59.6/60.4 in Length 176.5 in Width 73.0 in Height 46.7 in Curb weight 3500 lb Fuel capacity 20.0 gal STEERING Type rack-and-pinion, power-assisted Turns lock-to-lock 2.0 Turning circle curb-to-curb 40.3 ft BRAKES F: 12.9 * 1.1-in vented disc R: 11.9 * 1.1-in vented disc Power assist vacuum with anti-lock control WHEELS AND TYRES Wheel size F: 9.5 * 17 in R: 11.0 * 17 in Tyres Goodyear Eagle F: P275/40ZR-17 R: P315/35ZR-17 ACCELERATION Zero to 60 4.2 seconds Top speed 180 mph Manifacturer's suggested Retail price $50.000 ------------------------------------------------------------------------------- PAGE 20 1989 CALLAWAY "TWIN TURBO" CORVETTE ENGINE Type twin turbocharged V-8 Bore * stroke 4.00 * 3.48 in, 101.6 * 88.4 mm Displacement 350 cu in, 5733 cc Compression ratio 7.5:1 Engine-control system Callaway/Chevrolet electronic with port fuel injection Power (SAE net) 382 bhp @ 4250 rpm Torque (SAE net) 562 lb-ft @ 2500 rpm DRIVETRAIN Transmission 6-speed Final-drive ratio 3.54:1, limited slip Gear Ratio Mph/1000 rpm Max. test speed I 2.68 7.8 43 mph (5500 rpm) II 1.80 11.6 64 mph (5500 rpm) III 1.31 15.9 87 mph (5500 rpm) IV 1.00 20.8 115 mph (5500 rpm) V 0.75 27.8 153 mph (5500 rpm) VI 0.50 34.7 191 mph (5500 rpm) DIMENSIONS Wheelbase 96.2 in Track, F/R 59.6/60.4 in Length 179.0 in Width 71.0 in Height 46.7 in Curb weight 3500 lb Weight distribution, F/R 51.0/49.0% Fuel capacity 20.0 gal STEERING Type rack-and-pinion, power-assisted Turns lock-to-lock 2.0 Turning circle curb-to-curb 40.0 ft BRAKES F: 12.9 * 1.1-in vented disc R: 11.9 * 0.8-in vented disc Power assist vacuum with anti-lock control WHEELS AND TYRES Wheel size 9.5 * 17 in Tyres Goodyear Eagle ZR40,P275/40ZR-17 ACCELERATION Zero to 60 4.4 seconds Standing 1/4 mile 12.9 sec @ 111 mph Top speed 191 mph ------------------------------------------------------------------------------- PAGE 21 1989 CALLAWAY "SLEDGEHAMMER" CORVETTE ENGINE Type twin turbocharged OHV V-8 Bore * stroke 4.00 * 3.48 in, 101.6 * 88.4 mm Displacement 350 cu in, 5733 cc Compression ratio 7.5:1 Engine-control system Callaway/Chevrolet electronic with port fuel injection Power (SAE net) 898 bhp @ 6200 rpm Torque (SAE net) 772 lb-ft @ 5250 rpm DRIVETRAIN Transmission 5-speed Final-drive ratio 3.07:1, limited slip Gear Ratio Mph/1000 rpm Max. test speed I 2.68 8.8 53 mph (6000 rpm) II 1.80 13.7 82 mph (6000 rpm) III 1.31 17.3 104 mph (6000 rpm) IV 1.00 10.7 178 mph (6000 rpm) V 0.75 43.8 254 mph (5800 rpm) DIMENSIONS Wheelbase 96.2 in Track, F/R 59.6/60.4 in Length 176.5 in Width 71.0 in Height 46.7 in Curb weight 3313 lb Weight distribution, F/R 51.0/49.0% Fuel capacity 20.0 gal STEERING Type rack-and-pinion, power-assisted Turns lock-to-lock 2.0 Turning circle curb-to-curb 40.3 ft BRAKES F: 13.0-in vented disc R: 11.5-in vented disc Power assist vacuum with anti-lock control WHEELS AND TYRES Wheel size 9.5 * 17 in Tyres Goodyear Eagle ZR40,P275/40ZR-17 ACCELERATION Zero to 60 4.2 seconds Top speed 254.76 mph ------------------------------------------------------------------------------- PAGE 22 LAMBORGHINI COUNTACH ENGINE Type DOHC 4-valve V-12 Bore * stroke 3.37 * 2.95 in, 85.5 * 75.0 mm Displacement 315 cu in, 5167 cc Compression ratio 9.5:1 Power (SAE net) 425 bhp @ 7000 rpm Torque (SAE net) 368 lb-ft @ 5200 rpm Redline 7200 DRIVETRAIN Transmission 5-speed Final-drive ratio 3.21:1 Gear Ratio I 2.68 II 1.80 III 1.31 IV 1.00 V 0.75 DIMENSIONS Wheelbase 98.4 in Track, F/R 60.5/63.2 in Length 165.4 in Width 78.7 in Height 42.1 in Curb weight 3285 lb Fuel capacity 31.7 gal ACCELERATION Zero to 60 4.7 seconds Zero to 100 10.8 seconds Standing 1/4 mile 12.9 @ 110.0 mph Top speed 179 mph Manifacturer's suggested Retail prize $116,000 ------------------------------------------------------------------------------- PAGE 23 PORSCHE 928S 4 ENGINE Type V-8, aluminium block and heads Bore * stroke 3.94 * 3.11 in, 100.0 * 78.9 mm Displacement 303 cu in, 4957 cc Compression ratio 10.0:1 Power (SAE net) 316 bhp @ 6000 rpm Torque (SAE net) 317 lb-ft @ 3000 rpm DRIVETRAIN Transmission 5-speed Final-drive ratio 2.20:1, limited slip Gear Ratio Mph/1000 rpm Max. test speed I 4.07 8.0 49 mph (6100 rpm) II 2.71 12.0 73 mph (6100 rpm) III 1.93 16.8 102 mph (6100 rpm) IV 1.46 22.2 135 mph (6100 rpm) V 1.00 32.5 162 mph (5000 rpm) DIMENSIONS Wheelbase 98.4 in Track, F/R 61.1/60.9 in Length 178.1 in Width 72.3 in Height 50.5 in Curb weight 3525 lb Fuel capacity 22.7 gal STEERING Type rack-and-pinion, power-assisted Turns lock-to-lock 3.0 Turning circle curb-to-curb 37.7 ft BRAKES F: 12.0 * 1.3-in vented disc R: 11.8 * 0.9-in vented disc Power assist vacuum with anti-lock control WHEELS AND TYRES Wheel size F: 7.0 * 16 in R: 8.0 * 16 in Tyres Dunlop SP Sport D40 F: 225/50VR-16 R: 245/45VR-16 ACCELERATION Zero to 60 5.7 seconds Standing 1/4 mile 14.1 @ 100.7 mph Top speed 165 mph Manifacturer's Suggested Retail Prize $58,900 ------------------------------------------------------------------------------- PAGE 24 FERRARI TESTAROSSA ENGINE Type DOHC 4-valve flat-12 Bore * stroke 3.23 * 3.07 in, 82.0 * 78.0 mm Displacement 302 cu in, 4942 cc Compression ratio 8.7:1 Power (SAE net) 380 bhp @ 5750 rpm Torque (SAE net) 354 lb-ft @ 4500 rpm DRIVETRAIN Transmission 5-speed manual Final-drive ratio 3.21:1 Gear Ratio Max. test speed I 3.14 50 mph (6800 rpm) II 2.01 75 mph (6800 rpm) III 1.53 103 mph (6800 rpm) IV 1.17 134 mph (6800 rpm) V 0.88 181 mph (6800 rpm) DIMENSIONS Wheelbase 100.4 in Track, F/R 59.8/65.4 in Length 176.6 in Width 77.6 in Height 44.5 in Curb weight 3660 lb STEERING Type rack-and-pinion Turns lock-to-lock 3.4 Turning circle curb-to-curb 39.4 ft BRAKES F: 12.2-in vented disc R: 12.2-in vented disc Power assist vacuum WHEELS AND TYRES Wheel size F: 16 * 8 in R: 16 * 10 in Tyres Goodyear Eagle VR50 F: 225/50VR-16 R: 255/50VR-16 ACCELERATION Zero to 60 5.4 seconds Standing 1/4 mile 13.3 sec @ 107.0 mph Top speed 181 mph BRAKING 80.0 mph @ impending 242 ft lockup Fade none HANDLING Roadholding 0.87g 100-ft-dia skidpad Manifacturer's suggested Retail price $126,600 ------------------------------------------------------------------------------- PAGE 25 FERRARI F40 ENGINE Type Turbocharged and intercooled V-8 aluminium block and heads Bore * stroke 3.23 * 2.74 in, 82.0 * 69.5 mm Displacement 179 cu in, 2936 cc Compression ratio 7.8:1 Engine=control system Weber-Marelli IAW with port fuel injection Power (SAE net) 471 bhp @ 7000 rpm Torque (SAE net) 426 lb-ft @ 4000 rpm DRIVETRAIN Transmission 5-speed manual Final-drive ratio 3.21:1 Gear Ratio Mph/1000 rpm Max. test speed I 3.70 7.8 60 mph (7750 rpm) II 2.30 12.6 98 mph (7750 rpm) III 1.64 17.7 137 mph (7750 rpm) IV 1.28 22.6 175 mph (7750 rpm) V 1.02 28.4 201 mph (7100 rpm) DIMENSIONS Wheelbase 96.5 in Track, F/R 62.8/63.4 in Length 174.4 in Width 78.0 in Height 44.5 in Fromtal area 19.9 sq ft Curb weight 2650 lb Weight distribution, F/R 49/51 % Fuel capacity 31.7 gal STEERING Type rack-and-pinion Turns lock-to-lock 2.9 Turning circle curb-to-curb 39.4 ft BRAKES F: 13.0 * 1.2-in vented disc R: 12.2 * 1.2-in vented disc Power assist none WHEELS AND TYRES Wheel size F: 8.0 * 17 in R: 13.0 * 17 in Tyres Pirelli P Zero F: 245/40ZR-17 R: 335/35ZR-17 Manifacturer's suggested Retail price $260,000 ------------------------------------------------------------------------------- PAGE 26 5 COURSE DESCRIPTIONS 1 San Francisco Zoo to Vista Point (Golden Gate Bridge) 2 Golden Gate Bridge to Bay Bridge 3 Bay Bridge to San Francisco Zoo 4 San Francisco Zoo to Golden Gate Bridge to Bay Bridge back to San Francisco Zoo Following the Performance Test Garage, you choose the course by pressing the arrow keys or moving the joystick around. After you have highlighted your selection, press RETURN or the button on your joystick to confirm your selection. Although you cannot use a joystick at the Course Selection screen, you can use a mouse to select your course by pressing the right button to toggle through the different courses and the left button to choose one. The two maps included with the package will aid you in navigation through San Francisco, but do not offer the same level of details as the game. It's up to you to determine the best route for each racecourse. If you're looking for a freeway onramp, drive under the green freeway signs. To make your visit to the "City by the Bay" even ------------------------------------------------------------------------------- PAGE 27 more enjoyable, we have included an on-board navigation map. Just press H for "Help" and a map inset will toggle on and display the locations of both your car and your opponent's. Your VETTE shows up as the red blip on the on-board map. The map also shows your compass heading in the upper right-hand corner. Also designed to aid you in navigation through the city streets is the traffic control icon on your front dash. Traffic information is displayed there to give you, the driver, enough time to plan ahead for the next intersection. San Francisco Zoo to Golden Gate Bridge Your first course statrs at the San Francisco Zoo northwest of Lake Merced. The city zoo houses over 1,000 mammals and birds and includes a koala bear breeding facility. The zoo's showcase is the $2 million Gorilla World, a nature-like enclosure for large primates. As you drive north on the Great Highway, you'll be paralleling the Pacific Coast with its spectacular surf and beaches. You'll pass by the Golden Gate Park, the "Central Park of the West". Spanning nearly half the width of the city, San Francisco's favourite park is over 1,000 acres of gardens, lawns and forests. The transformation of sand dunes to park ------------------------------------------------------------------------------- PAGE 28 grounds was begun in 1887 by John McLaren. Golden Gate Park is also the home of the California Academy of Sciences, the DeYoung Memorial Museum and other cultural sites. Further on, you can view California sea lions from the Cliff House overlooking Ocean Beach. As you turn right on Geary Boulevard, you'll pass by Lincoln Park on the left with Monterey cypresses guarding its golf course. Lincoln Park is also the home of the California Legion of Honor with its fine collection of French paintings. As Lincoln Boulevard turns left, you'll be bordering the Presidio, the oldest active military base in the nation. Established by the Spanish in 1776, the Presidio is now composed of 1500 acres of beautiful wooded hills and has been declared a National Historic Landmark. Finally, you approach the Golden Gate Bridge, the most photographed landmark of San Francisco. Built in 1936, the Golden Gate Bridge connects the city to Marin County with 8,981 feet of orange painted steel. Once across the bridge, your race ends at Vista Point, where you can admire the entire San Francisco Bay. ------------------------------------------------------------------------------- PAGE 29 Golden Gate Bridge to Bay Bridge Your second course starts at Vista Point, north of the Golden Gsate Bridge. You'll be able to choose from many different routes to get to your destination, the San Francisco-Oakland Bay Bridge located on the waterfront. This World War II army base has been transformed into a home for many cultural groups, such as theatre workshops and art studios. Further down is Aquatic Park, a lovely lawn that borders the water. Next door, Fisherman's Wharf features pavement stalls that sell fresh crab, shrimp cocktails and sourdough bread. Pier 39, Ghirardelli Square and the Cannery offer tempting items for purchase nearby. If you continue to follow the waterfront, you'll be driving down Embarcadero with its many shipping piers. At the end of the road is the Embarcadero Center, four skyscrapers connected by a pedestrian mall in one plaza. The Hyatt Regency, located in the Center, sports a spectacular atrium, rising 170 feet. The entire hotel itself is topped by a revolving reataurant. You might decide to try driving down brick-paved Lombard Street, known as "The Crookedest Street in the World". Make sure your brakes are working because it's a steep descent! Your route may take you by the famous Coit Tower ------------------------------------------------------------------------------- PAGE 30 on Telegraph Hill. Rising above its neighbours, the tower was designed roughly in the shape of a firehose nozzle. It was built in 1933 as a monument to the city's volunteer firemen, and its rotunda is decorated with fifteen frescoes done by WPA artists. Lillie Hitchcook Coit, who had an overwhelming foundness for fire engines, provided this memorial. A drive through Chinatown is another possibility on this bridge course. Chinatown is only sixteen square blocks but more Chinese live here than anywhere outside Asia. The main entrance to Chinatown on Grant Avenue is guarded by stone lions on either side of an oriental arch. Grant Avenue is lined with tearooms, shops, temples, restaurants, and street performers, while the pavements of Stockton Avenue are overflowing with fresh produce and other groceries. You can eat the best of Chinese cuisine here in Chinatown. The crowd-pleased Chinese New Year's parade always brings out plenty of firecrackers and the famous gold dragon. Near Chinatown is the Financial District, also known as the "Wall Street of the West". Immortalized in adverts, the Transamerica Building is the best-known of San Francisco's skyscrapers and seems to have been inspired by the pyramids of Egypt. Close by is the shopping mecca of Union Square, lined with fabulous shops and boutiques. ------------------------------------------------------------------------------- PAGE 31 Just before you drive onto the Bay Bridge, you'll see the Ferry Building. Lit at night, this clock tower by the bay used to tell the time for those commuting to San Francisco via ferry boats. Now the Bay Bridge links San Francisco to the East Bay. Over 8 miles long, this bridge runs through Treasure Island, a man-made island created for the 1939 Golden Gate International Exposition. Railway trains once ran on the bottom deck of this bridge. The second course ends on the other side of the Bay Bridge. Bay Bridge To San Francisco Zoo Your third course starts on the Oakland side of the Bay Bridge. Driving across the upper deck of the bridge, you can see the waters of the bay beneath. Once across, you'll be racing mostly on freeways to reach your final destination, the San Francisco Zoo. Going southwest on Interstate 80, you will travel above the South of Market area. This neighbourhood is also known as "SoMa" for short in homage to SoHo in New York. The entire area is undergoing a renaissance in the arts with new galleries and clubs opening almost overnight. Also below Interstate 80 is the most Moscone centre, a dramatic building built in 1981. Occupying eleven acres, this mostly-underground hall is distinguished by a glass-and-girder lobby at ------------------------------------------------------------------------------- PAGE 32 street level and a landscaped lawn over the roof. You'll next drive south on Highway 101, also known as the Bayshore Freeway. The road curves around the San Francisco General Hospital. Your route will take you through the residential neighbourhood of the Mission District, Potrero Hill, and Bernal Heights. Turning west on Interstate 280, you'll parallel BART, which stands for Bay Area Rapid Transit. Reminiscent of Disneyland's monorail, BART operates streamlined cars that zip beneath, above and beside city streets. This form of public transport carries hundreds of thousands of commuters into San Francisco daily. Balboa Park and the City College of San Francisco are across the highway from each other. As you approach the coast, you'll turn onto John Daly Boulevard. Your drive will take you past the Olympic Country Club, one of the world's most beautiful golf courses. To the north is Fort Funston, a well-known spot for hang gliders. Across the highway lies Lake Merced, a U-shaped reservoir used by joggers, rowers, and picknickers. Your third course ends at last at the San Francisco Zoo. San Francisco Zoo To Golden Gate Bridge To Bay Bridge Back To San Francisco Zoo The fourth and last course is a loop of the first three courses in order. You will start at the San Francisco Zoo, drive to both bridges and finish back at the zoo. Good Luck! ------------------------------------------------------------------------------- PAGE 33 6 INFORMATION BEFORE DRIVING Before you can start driving, you will have to answer a question based on the VETTE! documentation. When a question refers to a map, please look at the text on the back of the road map. You can drive any VETTE model at lower skill levels by choosing between Trainee, Rookie or Pro. We recommend that you limit your speed during the first five races to a maximum of 55 mph, although you shouldn't drive for long periods of time at any one constant speed. Always drive at a moderate speed the first few times through all four courses in order to become more familiar with them. You should also drive at lower skill levels (using the 1989 Stock Corvette) until you're more familiar with the game. How to operate your vehicle and driving mechanisms In order to begin the race, press ENTER or the fire button on your joystick to start the countdown. Now you are ready to race your VETTE! against your opponents. The race is started by a stoplight. When the light changes from red to green, it is signalling the beginning of the race. NOTE: ----- You cannot start the race until the light turns green. You can also press A for automatic transmission if you don't wish to manually change gears. ------------------------------------------------------------------------------- PAGE 34 During the racing process gears range drom 1 to 6 and Reverse (depending on the model selected). Gears are changed by pressing the corresponding number on the keyboard. If you're using a joystick, button A is upshift and button B is downshift one gear. If your joystick has only one button, use the keyboard for downshifting. Since some cars have automatic transmission, you won't need to shift gears on those models. Acceleration of your VETTE! is determined by the gear you are in, the current speed, the degree of turn and the terrain, just as if you were driving in the real world. By using the up arrow on your keyboard or pushing the joystick forward, you can increase the amount of throttle with each successive stroke. Be careful not to carry too much speed into turns because it can cause spin outs, slides or accidents when trying to take the sharp corners in the streets of the San francisco Bay Area. Just as the throttle increases with each successive stroke, the steering mechanisms work in the same manner. The turning angle will increase with each successive stroke and decrease each stroke in the oppisite direction. The steering wheel is self-centring (just as in the real Corvette). When you release the key or joystick, the wheel will automatically return to centre. In addition to the wheel being self-centring, you can straighten NOTE: ----- On the numeric keypad, the 7 and 9 keys will allow you to accelerate and turn left or right respectively. Similiarly, the 1 and 3 keys will brake and turn left or right respectively. ------------------------------------------------------------------------------- PAGE 36 your VETTE in its lane (except on diagonals) by pressing 5 on the numeric keypad or K. These keys also function if you're using a joystick or mouse. Braking is accomplished by holdingdown the down arrow key (and space bar) or pulling the joystick back. The brake pressure is increased by the amount of time that the key (or space bar) or joystick is pressed. Strategies 1. To determine the optimum route from the beginning to end of the course route. 2. To judge the appropriate speed for corners and oncoming traffic while maintaining a competitive time record. 3. To make it through the course without any accidents at a better speed than your opponents. 4. To study your map to learn street names and other landmarks. 5. To refer to onscrean navigational aids to keep you on course. Your optimum driving strategy will also depend on traffic. Be careful to obey traffic laws. At Rookie and Pro skill levels the police are always on the lookout for lawbreakers. If you break a traffic law, you will hear a siren and see the police car signalling you to pull your car over. Failure to stop your NOTE: ----- There are different traffic patterns that vary according to what time of day it is. Other types of vehicles you might have to drive around are double parked trucks, semi-trailer trucks, school buses and others. Always remember that Smokey might be on your tail, just waiting for you to run a red light or exceed the speed limit. Receiving a ticket will increase your time for the course. ------------------------------------------------------------------------------- PAGE 37 VETTE may result in damage to your car as the police car will try to force you off the road. Once your car is stopped, the police will hand you a ticket with the offences indicated. Provided you are not cited for vehicular manslaughter or evading arrest, you can talk your way out of a ticket by selecting an excuse, some of which are better than others. If your excuse is accepted, you are free to drive off. If cited for a traffic offence at Pro level, you will pay a time penalty in addition to the time spent while waiting for the ticket to be written. Scoring The ten best scores for each course can be recorded by typing your name and then pressing ENTER. The scores are based on the time it takes you to reach your destination and the amount of damage to your vehicle. The Top Ten screen for each course will also display the skill level for each entry. In addition it will also indicate the number of traffic offences, if any, and the total time penalty incurred. If you win the race (against either the computer or a human driver), you will be treated to a "Victory Party" on Lombard Street! Collision damage is now determined by what skill level you're driving at, not what VETTE model. If NOTE: ----- Collision damage is determined by the speed and angle of impact and what was impacted. If you get into an accident with either of the two Callaway models, the car's performance and handling will suffer due to structural and mechanical damage. You will receive added time delays because you and your car will have to recover, Be careful - crashes can be fatal! ------------------------------------------------------------------------------- PAGE 38 you're lucky enough to find a petrol station, you can get your car repaired by pulling into the station and stopping between the building and the gas pumps. To determine the damage to your VETTE, press D for damage indicator. The indicator will highlight any mechanical failures and their severity with the following symbols: yellow diamond for minor damage, yellow circle for moderate damage, red asterisk for serious damage and flashing red asterisk for critical damage. When your car is totally ruined, the damage indicator will show flashing red asterisk for the entire car. Driver's Checklist 1. Select the correct car for the course and opponent. 2. Start off in the right gear. 3. Practise racing the course before the race. 4. Know the course objective (and the alternate routes). 5. Know the landmarks along the way and study the maps. 6. Understand how the selected VETTE! handles. 7. Know how to avoid unexpected driving hazards, such as obstacles, police, etc 8. Have fun! ------------------------------------------------------------------------------- PAGE 39 7 TROUBLESHOOTING How can I play VETTE! against another person? You can play head-to-head in two ways: direct connect or using a modem. If you connect two computers together directly, a null-modem serial cable must be connected to each computer's serial port. The null-modem serial cable must have pins 2 and 3 switched and the pin for the ground must be straight through. If you're connecting two computers over phone lines, you need two 1200 baud (or faster) Hayes-compatible modems. ------------------------------------------------------------------------------- PAGE 42 8 REFERENCE Keyboard Commands Car Controls Key Turn steering wheel left arrow left or J Turn steering wheel right arrow right or L Accelerate arrow up or I Brake arrow down or M or Space Bar Accelerate and turn left 7 (numeric keypad) or U Accelerate and turn right 9 (numeric keypad) or O Brake and turn left 1 (numeric keypad) or N Brake and turn right 3 (numeric keypad) or , Straighten car in lane 5 (numeric keypad) or K Views Key View left F1 View forward F2 View right F3 Helicopter view F4 or + (numeric keypad) Raise helicopter view F7 Lower helicopter view F8 Increase camera angle F9 Decrease camera angle F10 NOTE: ----- You can drive the car using the arrow keys on the numeric keypad or else the I J L M keys on the regular keyboard. Of course, you can also use a joystick. ------------------------------------------------------------------------------- PAGE 43 Gear Selection Key Gear 1 1 (top row) Gear 2 2 (top row) Gear 3 3 (top row) Gear 4 4 (top row) Gear 5 5 (top row) Gear 6 6 (top row) Neutral 0 (top row) Reverse R Upshift one gear + (top row) Downshift one gear - (top row) Opponent Car 3D Preview Key Pan and zoom in F7 Pan and zoom out F8 Change camera angle F9 and F10 GEAR SHIFT DIAGRAM 1 3 5 |_|_|_ | | | | 2 4 6 R ------------------------------------------------------------------------------- PAGE 44 Miscellaneous Key Front dash toggle F5 Rear view mirror toggle F6 Automatic shift toggle A Cruise control toggle C Engine sound toggle E Gear shift toggle G Sound toggle S Menu options ESC Buildings toggle B Damage indicator D On-board map H Tour T Windows toggle W NOTE: ----- You can increase your viewing area by toggling off the front dash, the rear view mirror or both. (If the gear shift toggle is on, the game will always display the gear shift). If you wish to drive a Corvette with automatic transmission, you can press A. (The 1989 Stock Corvette is shipped with a 4-speed automatic). If you press C for cruise control, the car will maintain a constant speed. The cruise control will disengage if you step on the brakes or press C again. Press E if you wish to turn off the engine sound but leave all other sound on. ------------------------------------------------------------------------------- PAGE 47 9 GLOSSARY Aspect ratio - generally the ratio between two dimensions of an object. In tyre terminology it applies to the unloaded sidewall height of the tyre divided by its overall width. A lower aspect ratio implies a shorter, wider tyre. Bore - the diameter of a cylinder. Brake torquing - a procedure generally used in performance tests to improve the off-the-line acceleration of a car equipped with an automatic transmission. It is executed by firmly depressing the brake with a left foot, applying the throttle with the car in gear to increase engine rpm, then releasing the brakes. Brake torquing is particularly effective with turbo-charged cars because it helps overcome turbo lag. Chassis - a general term that refers to all of the mechanical parts of a car attached to a structural frame. In cars with unitized construction, the chassis comprises everything but the body. Compression ratio - the ratio between the combined volume of a cylinder and a combustion chamber when the piston is at the bottom of its stroke, and the volume when the piston is at the top of its stroke. The higher the compression ratio, the more mechanical energy an engine can squeeze from its air-fuel mixture. Higher compression ratios, however, also make detonation more likely. Crankshaft - a shaft with one or more cranks, or "throws", that are coupled by connecting rods to the engine's pistons. Together, the crankshaft and the con rods transform the pistons' reciprocating motion into rotary motion. Cylinder - the round, straight-sided cavity in which the pistons move up and down. Typically the cylinder is made of cast iron and formed as part of the block. Cylinder head - the aluminium or iron casting that houses the combustion chambers, the intake and exhaust ports, and much or all of the valvetrain. The head (or heads, if an engine has more than one bank of cylinders) is always directly above the cylinders. Cylinder liner - the circular housing that the piston moves in when the cylinder is not an integral part of the block. Also known as a "sleeve". Differential - a special gearbox designed so that the torque fed into it is split and delivered to two outputs that can turn at different speeds. Differentials ------------------------------------------------------------------------------- PAGE 48 within axels are designed to split torque evently; however, when used between the front and rear axels in four-wheel drive systems (a centre differential), they can be designed to apportion torque unevenly. Disc brakes - properly called caliper disc brakes, a type of brake that consists of a disc that rotates at wheel speed, straddled by a caliper that can squeeze the surfaces of the disc near the edge. Driveability - the general qualitative evaluation of a powertrain's operating qualities, including idle smoothness, cold and hot starting, throttle response. power delivery, and tolerance for altitude changes. Fibreglass - a composite material that relies on small glass fibres for its strength. Final-drive-ratio - the reduction ratio, found in the gearset of a drivetrain, that is furthest removed from the engine. Typically, the differential ratio. Fuel injection - any system that meters fuel to an engine by measuring its needs and then regulating the fuel flow, by electronic or mechanical means, through a pump or injectors. G - the unit of measure for lateral acceleration, or roadholding. One g is equivalent to 32.2 feet per second. Gearset - a group of two or more gears used to transmit power. Handling - a general term covering all the aspects of a car's behaviour that are related to its directional control. Horsepower - the common unit of measurement of an engine's power. One horsepower equals 550 footpounds per second, the power needed to lift 550 pounds one foot off the ground in one second or one pound 550 feet in the same time. Instruments - the displays on the dashboard that communicate information about the mechanical operations of the car. Lockup - the juncture at which a tyre starts to skid during braking. Neutral steer - a cornering comdition in which the front and rear slip angles are roughly the same. On-centre feel - the responsiveness and feel of the steering when the wheel is approximately on centre. Power - the rate at which work is performed. The power is proportionate to torque and rpm and is measured in horsepower. ------------------------------------------------------------------------------- PAGE 49 Push - a slang term for understeer. Roadholding - the ability of the car to grip the pavement. Series (tyre) - the numerical expression of a tyre's aspect ratio. Skidpad - a large area of smooth, flat pavement used for various handling tests. Torque - the rotational equivalent of force, measured in pound-feet. Turn-in - the moment of transition between driving straight ahead and cornering. Understeer - a handling condition in which the slip angle of the front tyres is greater than the slip angle of the rears. Also referred to as PUSH. ------------------------------------------------------------------------------- _______ __ __ ______ _____ __ __ ______ _______ _______ ______ /__ __// /\/ // ____/\ / ___/\ / /\/ // ____//__ __//__ __// __ \ \ / /\ / /_/ // /__ \ / /\ \ / /_/ // /__ \\ / /\ \\ / /\ / /\ \ /\ / / / __ // ___/\ / / ___ / __ // ___/\ / / / / / / / / / / / /\/ // /___\ / \/ // /\/ // /___\ / / / / / \__/ / /_/ /_/ /_//______/\ \_____//_/ /_//______/\ /_/ /_/ \______/ \ \ \ \ \\\ \ \ \\ \ \ \\ \ \ \ \ \ \ \ _______ _____ ______ ______ _______ / ___ /\/ ___ \ / ____/\/ __ \/__ __/\ / /\_/ / / /\ / /\/ /__ \/ /\ \ /\ / /\ \ _ _ ___ __ / ___ / / /_ / / / ___/\ / /_ Sewer Software presents..... ~ WINGS OF FURY DOCS/HINTS ~ ------------------------- ( TYPED BY THAT HIP ALASKAN CAT - YEP IT'S ME - JIMMY ROGERS !!!) It is 1944 and the world is at war. Europe is ablaze with a conflict that engulfs her like the flames of hell, leaving a path of destruction wherever it burns. The Far East, too, is being consumed by a furious struggle for dominance. In the Pacific theater, the allies face an enemy possessed of great skill and a relentless determination. As the tide begins to turn in favor of the allies, the enemy struggles ever more desperately to maintain the footholds it had gained earlier in the war. However, both on the sea and in the air, the U.S. Navy proves to be more than a match for it's opponents. One reason for this is the incredible striking power of the Navy's Air Force. It is instrumental in defeating the enemy in battle after battle. Within the Navy's air command, one plane seems to be leading the fight for an allied victory: the mighty F6F Hellcat! The Hellcat is incredibly powerful and durable, a real work horse capable of bearing bombs, rockets and torpedoes. Able to outmaneuver the enemy's best fighter planes, the Hellcat has established one of the best kill-to-loss ratios in the war. Now you have the opportunity to fly your very own Hellcat. You'll be assigned to provide air support for the USS Wasp. This aircraft carrier has been heavily damaged and must make its way safely back to port. On this perilous journey, you must defend the carrier against torpedo bombers, rout the enemy from their island strongholds, sink enemy vessels that lie en route to home port and protect yourself by shooting down enemy planes. Strapping yourself into the cockpit, you face a tremendous responsibility. The fate of the carrier and every man onboard has been placed in your experienced hands. As the signal officer gives you the go, you give your Cat full throttle and take off into the unknown skies before you. Just minutes off the deck, you sight the first sign of trouble: a pair of enemy fighters bearing down on you from above... OK - SO MUCH FOR THE INSPIRATION..... HERE ARE SOME TIPS TO MAKE THE GAME PLAY EASIER... TAKING OFF - Taxi towards the aft end (to the right of the screen) of the ship to get enough distance to take off. Turn back towards the bow of the ship and go full throttle. When the tail of the plane lifts you have reached take-off speed! Go For IT Dude ! BOMB BUILDINGS FIRST - This puts all the soldiers in gun pits. Then Simply BOMB the pits and make your Strifing Runs REALLY Count ! ENEMY PLANES - You'll know when they are comming by the RED ARROWS in the Sight Window. You'll also notice a 2 digit counter under the Score Counter after you take out an Enemy Aircraft. This tallys up the number ya take out. They're worth 350 points each. Machine Gun em' up the tail pipe for best results, also you'll need to be full throttle to keep up to them and make the shots count. As you hit em' they'll turn, stay with them - it takes several good hits to down one. Also, don't let them take ya out further than ya have fuel to get back with. MISSION ACCOMPLISHED - After all enemy are dead on island you'll get Return To Ship orders. Return to ship for next mission. However you can return to ship at any time to get a new load of weapons. LANDING - This took awhile to figure out - and this is the primary reason I decided to type up this doc! Always land the same direction ya take off - against the wind. You'll notice the 4 loops at the Aft end of the ship. These are the Aircraft Aresting Cables. Ya got four chances to catch one. Get your aircraft positioned just above deck level on approach and as ya pass over the decks edge PUSH Straight UP on the joystick. As the back wheel touches it'll grab the cable and stop ya. Depending on how high you were when ya drop ya can - with the 3rd or 4th cable end up right over the Elevator. When ya stop, taxi to the elevator and PRESS Fire. You'll then be given the next mission and/or new armorment. HARD DRIVE/RAM INSTALL- I've played this off my Hard Drive and It's FAST! Just Copy The Wings Drawer and Icon onto Your HD And she'll play just fine ! With Three Meg of Ram - She also Played fine from my RAM Disk..... Try IT - You'll Like IT ! .... WELL THATS ALL I GOT FOR NOW... I've Made It To Midshipman Mission III... But I've only had the game for a few hours.. ENJOY THE GAME FOLKS !!!!!! ....... THIS IS JIMMY AND I'M OUTTA HERE ! WINGS OF FURY ( Helpful hints ) Brought to you by THE PHANTOM at ELECTRIC DREAMS bbs AT 415-365-9761 To Take Off From Carrier -- Hold Stick Left Or Right, then at end of ship angle to the upper left or right. (landing gear will go in at a certain speed by itself) To Fire Machine Guns -- Hold Down Fire Button To Fire Rockets,Bombs,Torpedo -- Push Fire Button Rapidly Or you can use the MOUSE! to fire them.. Other Things to know -- Use Rockets to Destroy Anti-AirCraft Bunkers. Some ships will need more than 1 torpedo to sink it (Battleships & Aircraft Carriers). Proper Use of Torpedo -- Fly Level about an inch above the water (not a real inch, just what you see on the screen). Look at the small window at the bottom of the screen. When you ythink you are close enough, relaese the torpedo! BUT if you are too high or not level, it will explode. If you release it too soon, it will run out of fuel, or if you release it too late, you'll crash into the ship!!. Sometimes Torpedo planes will attck YOUR ship, And a little red arrrow in the screen at the bottom will appear. If this happens, you have two options, SHOOT IT DOWN, or you can shoot the torpedo AFTER its in the water( I prefer the first method myself) Thats about all I have on it, so give my friends boards a call when you are done playing it!. THE CENTRUM at 312-776-0417 BUSY SIGNAL at 213-836-1346 ELECTRIC DREAMS at 415-365-9761 WAREHOUSE at 415-439-1580 Quickly reformatted by Sewercide 02/91.....raft Carriers). Proper Use of Torpedo -- Fly Level about an inch above the water (not a real inch, just what you see on the screen). Look at the small window at the bottom of the screen. When you ythink you are close enough, relaese the torpedo! BUT if you are too high or not level, it will explode. If you release it too soon, it will run out of fuel, or if you release it too late, you'll crash into the ship!!. Sometimes Torpedo planes will attck YOUR ship, And a little red arrrow in the screen at the bottom will appear. If this happens, you have two options, SHOOT IT DOWN, or you can shoot t Sewer Software present the complete story for Wastelands. Hints and tips coming in Doc Disk 32! NOTE : THE FOLLOWING DOCUMENTATION HAS BEEN TYPED EXACTLY AS APPEARS IN THE ORIGINAL BOOK OF PARAGRAPHS FROM START TO END. While you're playing Wasteland, you'll be referring to paragraphs in this documentation. We know that as a Desert Ranger who enjoys the best of challenges, you wouldn't randomly read these paragraphs in search of clues. But intense radiation, coupled with the blazing sun, can impair your good judgement, rendering you totally unable to resist. Fight your best fight here - try not to read a paragraph until you're instructed to. You'll get a lot more out of Wasteland this way. Once you successfully complete Wasteland, you can then kick back in your lounge chair under a shady cactus and read the rest of the fictional vignettes. 1 You creep up to the window and, in the soft, muted lights, you see a tall woman with long, blond hair. She hi Sewer Software and Skid Row present..... ~ BUCK ROGERS IN THE 25TH CENTURY: COUNTDOWN TO DOOMSDAY ~ ------------------------------------------------------ [THE RULEBOOK] TYPED BY OLLIE NORTH CONTACT SKID ROW AT THE INQUISTION!! Part 2.. See Sewer Doc Disk Number 30 for the first part of these docs. To the right of the point of view window, in either 3-D or Area, are the map coordinates, current time, facing direction (N, S, W, E) and what the team is doing. Every time the team moves a square, one minute of game time passes. Combat View Combat view occurs automatically whenever the team engages in battle. The combat screen is a detailed view of the area the team was in when the encounter began. Overland Map This view displays a large region and is used to move across planetary surfaces. Move the team with normal direction controls. Solar Map Solar Map view is used when the team is traveling in its rocketship to another planet or outpost. Simply move the ship towards the destination as you would move in any other view. The difference between this view and others is that destinations are orbiting the sun, and they move as the ship does. The relative speed of the ship is very fast, so reaching destination is not difficult--that is if there are no encounters with pirates or RAM warships. Each move on the solar map takes three days of game time. Adventuring Options The Adventure Menu controls normal game options while exploring or traveling between planets or outposts. While traveling on the solar map, some commands are not available. Adventure Menu: MOVE AREA VIEW LOOK CHANGE ROCKET SAVE MOVE is used to actually get to where you can move the team around the map. The team can turn right or left, turn around, or move forward. Refer to the Data Card for computer-specific movement information. Select EXIT to return to the Adventure Menu. AREA toggles between the area and 3-D view. In many regions this command may not be available. VIEW displays the character screen and the View Menu. LOOK is used to search an individual square. Looking in a square takes ten minutes of game time. CHANGE is used to change the characters in the team and the parameters of the game. Change Menu: ORDER PURGE MESSAGES ANIM LEVEL EXIT ORDER changes how the characters are listed on the screen and how they are deployed in combat. Characters at the top of the list tend to be on the front line in combat. PURGE eliminates a character from the team and erases him from the saved game disk. A purged character is gone forever and may not be recovered. MESSAGES controls the rate at which messages are printed on the screen. If the game is running too slowly, use the FASTER command to speed up the displays. If you have trouble reading messages, try the SLOWER command. ANIM allows you to toggle the animation of the close-up pictures on and off. Turning the animation off speeds up the game. This command is not available on all computers. LEVEL permits you to adjust combat difficulty. Page [7] Level Menu: NOVICE CADET TROOPER VETERAN ACE The game is preset at the Trooper level. This is the level at which we consider the game to be balanced. To make the combats easier, choose either the Novice (easiest) or Cadet level. To make the combats more difficult, choose either the Veteran or Ace (hardest) level. When you choose to make the game more difficult, you are rewarded by receiving more experience points from your combats. When you choose to make the game easier, you are penalized by receiving fewer experience points from your combats. Receiving fewer experience points will slow the rate at which your characters advance levels. Advancing at a slower rate will give you less powerful characters which, in the long run, may more than offset the benefits of playing at an "easy" level. ROCKET is used to examine the team's rocketship. This is only available during space travel, and may not be on all computer systems. SAVE restores the characters and current game to the save game disk or directory. Saved games may be loaded either from the first menu or from the Team Creation/Training Menu. Save often -- especially after surviving really tough encounters. See your Data Card for computer-specific savings instructions. Outposts Outposts are pockets of humanity, if not civilization, sprinkled around the solar system. They range in size from city-sized installations on planets to glorified rocketship service stations among the furthest asteroids. Outposts are where teams can buy new gear and ammunition, get ship repairs and purchase fuel. The Outpost Menu allows the team to get to the various facilities that may be found in outposts. Larger stations, of course, have a greater variety of services to offer than the smaller frontier outposts. Outpost Menu: BANK DOWNTOWN HOSPITAL PORT TRAINING BANK will allow you to deposit credits for safekeeping. An extensive computer network keeps track of accounts so that you may withdraw your funds from any branch in the solar system. Bank Menu: DEPOSIT WITHDRAW EXIT DEPOSIT prompts you for the number of credits you wish to deposit. WITHDRAW allows funds to be retrieved from the team account. EXIT returns to Downtown Menu. DOWNTOWN is where Shops, Restaurants, and so on are located. Downtown Menu: SHOP LIBRARY BAR RESTAURANT EXIT SHOP allows characters to buy and sell equipment. Shop Menu: BUY SELL AMMO VIEW POOL TAKE DIVVY EXIT BUY displays the available gear and costs. Select items for the active character to buy. SELL puts you in the Gear Menu with SELL option highlighted. If this option is not available on your system, then select the VIEW option then the GEAR option then choose SELL. AMMO is used to purchase ammunition for a character's weapons. This includes recharges for battery packs on energy weapons such as lasers. Page [7] VIEW displays the character screen with the SELL command available in the Gear Menu. POOL places all the team's credits into a pool which can be used by any member to make purchases. Use the TAKE or DIVVY commands to pick up the credits pool after all purchases have been made. TAKE is used to pick up credits from the team credits pool. DIVVY picks up everything from the pool and distributes even shares among the team. EXIT returns to Downtown Menu. LIBRARY is where the team goes to get information. To effectively use a library, at least one character needs to have Library Search skill. BAR and RESTAURANT are places where characters go to hear the latest gossip and news. The quality and class of clientele in these establishments varies a great deal. Going to a high society place may get you a different type of information than a dive. Bar Menu: BUY DRINK TALK WAIT EXIT BUY DRINK purchases a round of drinks for the team so that they can relax and listen to the latest gossip unobtrusively. TALK has members of the team chatting with patrons and trying to coax information. WAIT has the team sit tight and see what happens. EXIT returns to Downtown Menu. Restaurant Menu: ORDER FOOD TALK WAIT EXIT ORDER FOOD has the team sit down to a meal and listen to gossip. TALK has members of the team chatting with patrons and trying to coax information. WAIT has the team sit tight and see what happens. EXIT returns to Downtown Menu. HOSPITAL offers first rate medical services, for a fee. Hospital Menu: HEAL EXIT HEAL will have the hospital give medical treatment to the active character. EXIT returns to the Outpost Menu. PORT is where ships are repaired, resupplied, fueled, and launched. Everything in port is paid for from the team's NEO salvage account. This is the account that is credited with the salvage value for enemy ships the team has defeated. At Salvation Station port facilities and materials are free. All other stations charge the going rates. Port Menu: LAUNCH REPAIR FUEL AMMO MED SUP EXIT LAUNCH exits the outpost and puts the team in space. REPAIR has your shop repaired at the port shipyards. The cost of repairs will vary with the amount of work required. FUEL allows you to purchase fuel for your ship. AMMO allows you to purchase ammunition for your ship's weapons. MED SUP allows the team to restock the shipboard Medical Center. EXIT returns to the Outpost Menu. TRAINING allows characters to get to a Training Center and advance in level. You can also modify the team using the Team Creation/Training Menu. Page [9] Encounters When a team comes across opponents or NPCs, an encounter occurs. If the team attacks immediately it may receive a bonus to its initiative in combat. If the opponents surprise the team, the opponents can attack immediately and get a bonus to their initiative in combat. If the opponents do not attack immediately, the team can react by choosing from an Encounter Menu. Encounter menus vary and they list options for new situations. **************************************************************************** SAMPLE ENCOUNTER MENU: COMBAT WAIT FLEE TALK In this menu you have opportunities to attack immediately, wait and see, run away or try and talk. **************************************************************************** Combat During combat the computer chooses the active character. Characters with higher dexterity will tend to go before characters with lower dexterity. A character may hold his action until later with the WAIT command. There is a more detailed description of how combat works in the Log Book. The active character will be centered on the screen at the start of his combat segment. The active character's name, HP, AC, and current weapon are displayed. The Combat Menu lists the character's options. COMBAT MENU: MOVE TARGET VIEW INTIMIDATE QUICK AID SPRINT DODGE JETPACK WAIT GUARD END MOVE allows a character to move into an opponent's square. NOTE: if a character selects SPRINT or DODGE all further movement by that character during that round will be sprinting or dodging. TARGET allows weapons to be aimed. If the character has shot an opponent in a previous segment, the cursor will come up on that target. When targeting, the range to the target will be displayed above the menu bar on some systems. If a character moves adjacent to an enemy, and has no more movement remaining, the TARGET command can be used to attack with a melee weapon (mono knife, sword, etc.) The TARGET command can also be used to survey the condition of your team and enemies. As you move the target cursor over a character or opponent, HP and weapon information will be displayed on the right of your screen. Target Menu: NEXT PREV MANUAL ATTACK CENTER EXIT NEXT is used to look at all possible targets, starting with the closest target and then going to the next farthest and so on. NEXT and PREV only indicate targets in the character's line of sight. PREV (Previous) is the opposite of the NEXT command. Use this command to look at the possible targets starting with the farthest, and working back toward the character. This command is most often used to select a target for a missile attack. MANUAL permits the player to aim anywhere on the map. Only targets in the character's line of sight can actually be attacked. ATTACK is used to fire a weapon, throw a grenade, or attack an adjacent enemy with a melee weapon (mono knife, sword, etc). If this option is not displayed the target is out of range or not in line of sight. CENTER will center the screen around the cursor. This is helpful when manually targeting. This option is not available on all computer systems. Page [10] VIEW displays the character screen and View Menu. INTIMIDATE is the skill to project an aura of menace and to frighten adjacent opponents. Intimidated opponents will be too frightened to move or fight for one round. QUICK turns control of the character over to the computer Press the space bar to regain manual control of characters. Under computer control, a fighting character with a readied missile weapon will tend to hang back and attack from a distance. If the character has no readied ranged weapon, he will ready a melee weapon and charge. Characters will remain under computer control for all subsequent combats until manual control is again selected. AID only appears if a team member is bleeding to death. Only character with First Aid or Treat Light Wounds skills can use the command. The command will perform either First Aid or Treat Light Wounds, depending on the characters abilities. Also, medics with the Treat Stun/Paralysis skill can also use the AID command to treat stunned characters. The team member using the AID command must be adjacent to the victim. SPRINT allows a player to run at double normal combat move distance. The character cannot shoot or guard after sprinting. DODGE has the character move and try to evade enemy fire at the same time. The character will receive a temporary AC bonus that increases as he advances in level. The character cannot do anything else in the same segment--including attack or fire weapons. JETPACK allows a character with a jet pack to fly over the battle to any square in range. Any opponents guarding in squares adjacent to the destination square can attack when the character lands. JETPACK can only be used in outdoor fights, and the character must have a jet pack and Use Jet Pack skill. WAIT causes the character to hold his turn until after the other characters and opponents have acted. GUARD sets a character armed with a ranged, non-area effect weapon (laser rifle, bolt gun, etc.) to fire automatically at the first opponent to move. Characters armed with melee weapons will attack the first opponent to move adjacent. END finishes a character's turn. After the Battle When combat is over team Medics will treat wounded characters and you will see how much experience each character receives. After this the Booty menu is displayed. Most of the Booty Menu commands work like the commands in the Shop Menus. BOOTY MENU: VIEW TAKE POOL DIVVY EXIT VIEW displays the character screen and View Menu. TAKE permits the active character to pick up any gear or credits left by defeated opponents. This will only appear if the opponents had booty or the team has pooled its funds. Take Menu: GEAR CREDITS EXIT GEAR lists the equipment in the booty. Frequently, the weapons and armor used by opponents are not listed because they are poor quality and not worth taking. CREDITS displays the amount of credits found after a battle. EXIT returns to the Booty Menu. Page [11] Space Combat The solar system is a dangerous place in the twenty-fifth century. Space travel is filled with the constant threat of pirates and RAM warships. In space combat there are two basic menus; one of the pilot, and another for the crew. Not all options in space combat menus are always available. Pilot Menu: FIRE TARGET QUIT VIEW CLOSE WITHDRAW RAM BOARD FIRE allows the pilot to attack with the ship's K-cannons and missiles. This attack has the greatest chance to hit, and will affect random systems on the enemy ship. TARGET allows the pilot to fire the ship's K-cannons and missiles at specific systems on the enemy ship. Targeting is more difficult than the general FIRE command. QUIT ends the pilot's turn. VIEW allows you to examine either the ship or the pilot. CLOSE shortens the distance between your ship and the enemy ship. If the enemy ship is faster than yours, and attempts to WITHDRAW, you will not be able to close. WITHDRAW attempts to escape the enemy ship. If your ship is not faster than the enemy ship, you will not be able to disengage. RAM is an attempt to crash your ship into the enemy ship, RAM uses the pilot's Pilot Rocket skill to determine success. When ships ram, the damage inflicted on each ship is the tonnage of the other ship. For example, if a 150 ton ship rams a 50 ton ship, the larger ship suffers 50 points of hull damage while the smaller ship suffers 150 points of hull damage. BOARD is only available if the enemy ship can no longer maneuver and the range is zero or one. When you board your team docks with the enemy ship's airlock, and they must fight their way in. The only way to salvage a ship is to board it and capture both the control bridge and engineering sections. Sections that have been destroyed do not have to be secured. Only characters with spacesuits or armor can board ships with zero life support. Crew Menu: FIRE TARGET LOAD JURYRIG QUIT VIEW COMMAND AID BOOST ENGINES SENSORS FIRE is similar to the Pilot Menu command, except that crew members may only fire lasers. TARGET is similar to the Pilot Menu command, except that crew members may only fire lasers. LOAD reloads ships weapons. This command only appears when a weapon is empty or not fully loaded. The weapons that are ready to be loaded are displayed when LOAD is selected. JURYRIG appears when some weapons or system has been damaged, and if the character has the Jury Rig skill. Ship's systems can only be successfully jury rigged once per battle. Weapons can be jury rigged whenever they are nonfunctional. The chance for success and degree of accomplishment is based on the character's skill level. When this command is selected a menu of damaged systems will come up. Page [12] QUIT ends the character's turn. VIEW allows you to examine either the ship or the character. COMMAND only appears when the pilot is dead or incapacitated. COMMAND orders the current character to take control and pilot the ship. Remember: Put a character with good Pilot Rocketship skill into the pilot's position if the first pilot is incapacitated--this skill is crucial in space combat. AID only appears when a character is bleeding to death, and the current character has either a Treat Light Wounds, or First Aid skill. BOOST ENGINES attempts to squeeze extra speed from the rocket engines. This command only appears if the current character has Nuclear Engine Repair skill. The engines may be damaged if the skill check fails. Engines can only be boosted successfully twice during a battle. SENSOR only appears if the current character has Sensor Operation skill. This is an attempt to probe the enemy ship. After Space Combat After your team has defeated the enemy ship, boarded it, and secured both the bridge and engineering sections, a salvage beacon is attached to the hulk and a NEO tug will pick it up. The team is automatically credited the salvage value of the ship in their NEO salvage account. This account can be used to pay for ship repairs, fuel, ammo and medical supplies at any space port. At the same time as the beacon is being placed, all salvageable fuel from the defeated ship will be transferred to your ship. Medics on the team will perform whatever services they can for the wounded, and additionally, all possible field repairs will be made on the ship. If there are any valuables on the captured ship a Booty Menu will also come up. === THE END ===nefits of playing at an "easy" level. ROCKET is used to examine the team's rocketship. This is only available during space travel, and may not be on all computer systems. SAVE restores the characters and current game to the save game disk or directory. Saved games may be loaded either from the first menu or from the Team Creation/Training Menu. Save often -- especially after surviving really tough encounters. See your Data Card for computer-specific savings instructions. Outposts Outposts are pockets of humanity, if not civilization, sprinkled around the solar system. They range in size from city-sized installations on planets to glorified rocketship service stations among the furthest asteroids. Outposts are where teams can buy new gear and a Sewer Software and System-F Bring ya a short useful help for ya play Armour Geddon From Psygnosis ------------------------------ The functions are quite useful so note or print them exept if ya have a great memory. Few infos at the end of this file. Esc: Hq screen. F1: Vehicle 1. F6: Vehicle 6. F2: " 2. F7: nothing F3: " 3. F8: Reset Radar. F4: " 4. F9: Radar zoom out. F5: " 5. F10: Radar Zoom in. Still on the main Keypad: 1: Beacon 1 7:Waypoint Beacon 2: " 2 8:Base Beacon Same for 3, 4, 5, 6. +,- increase or decrease power. Tab: Raise Gun Turret <-: Brake Ctrl: Lower Gun Turret Q: Payload 1 (means first weapon carried, selected or not) W: Weapon view E:Emergency Beacon T: Target I: Camera left. O: Camera right P: Guess yourself! A: Payload 2 S: Start/Stop engine. F: Fuel Pod G: Teleport J: Joystick mode K: Key mode L: Lift mode Z: Payload 3 V: VDU mode B: Brake N: Next mission M: Mouse mode ,: Left Rudder .: Right Rudder /: Camera down Space bar: Yoke/Cursor Toggle in Keyboard/Joystick mode Right Alt: Flare DEL: Shield down Help:Shield up Now, the number pad: 0: Satellite view 1: 225o 2: 180o 3: 135o 4 up to 9 changes view except 5 for the internal view. Enter makes ya reach the external view. +: Camera down -: Camera up Ok, well, here are the important things... First, select 3 vehicles (a tank, a plane and an Helico) Load some weapons and start... Press `E' to turn on the engine, then use the + and - to move (from the main keyboard, not from the numeric one!). Select your weapons with Q, A, or Z... When attacked, put your shield up, press Help. And that's all there is..nu: ORDER FOOD TALK WAIT EXIT ORDER FOOD has the team sit down to a meal and listen to gossip. TALK has members of the team chatting with patrons and trying to coax information. WAIT has the team sit tight and see what happens. EXIT returns to Downtown Menu. HOSPITAL offers first rate medical services, for a fee. Hospital Menu: HEAL EXIT HEAL will have the hospital give medical treatment to the active character. EXIT returns .  ..  DOC31 PRG, Sewer Software and The Simpson's Presents Chuck Yeager's Advanced Flight Simulator Docs Typed Up By: The Spiker Please note : This doc is supplied in the original format that we received it, including all spelling mistakes and poor structure. Unfortunately, we at Sewer Software don't have the time to correct all documents, so the files remain "as is". Many apologies for the inconvenience, but it's either poorly spelt docs or no docs at all, and the choice seems clear to me. Gaining More Disk Space ------- ---- ---- ----- If you need more disk space on your backup copy, DEL Dup.exe, Install.bat, and Afscklst.txt from the root directory. Controlling AFS Planes ----------- --- ------ You control AFS planes in one of four ways: 1) using a joystick; 2) using the numeric keypad, 3) using the mouse or 4) using the Maxx computer interface peripheral. Read the following sections for umportant information regarding joysticks and Maxx. See "Aircraft and Simulator Controls" for all of AFS' keypad controls. Tandy Joystick Ports: if you own a: Tandy 1000, plug your joystick into the 'right' port; Tandy 1000SX, plug your joystick into the 'left' port; Tandy 1000EX, plug your joystick into the 'rear' port. Recalibrating Joysticks: if your joystick loses synchronization with the elevators, ailerons, and rudder, center the joystick and hit J to recalibrate. Using the Maxx Computer Interface Peripheral: AFS is compatible with the Maxx control stick, which simulates an airplane's control yoke. Set the Maxx throttle slider all the way off(down), and start AFS. When AFS is running, select Joystick from the Sys menu. If you accidentaly start AFS with the Maxx throttle in the ON position, center the wheel, slide throttle off(down), and press J to "calibrate joystick." Menus ----- Press the Up or Down cursor key and press Enter to select a command from the Main menu. Selecting a Main meny commands opens a menu containing the titles of several pull-down menus. If you choose Intro Flight, Test Flight, or Airplane Racing from the Main meny, you begin flying immediately. Press the Esc key or the Spacebar tp see the menu bar in one of those cases. Select a pull-down menu using the Right or Left cursor key, and press Enter to pull it down. Press the Right or Left cursor key to open a different pull-down menu. Press Esc to close the menu or the menu bar. Each pull-down menu contains commands, usually with first command selected. Press the Up or Down cursor key to select a command, and press Enter to activate it and return to flying. Active commands are red. Inactive commands are white. Unavailable commands are blue. Select the Main Menu command from the Option menu to return to the main menu. Many menus also contain blank space that you can fill in with your own flight lessons or formation flight maneuvers (see manual). Configuring AFS For Your Computer ----------- --- --- ---- -------- AFS attempts to configure itself for your computer each time you start the program. However, if you have a color graphics adapter, AFS can't tell whether you have an RGB or composite color monitor. AFS defaults to RGB, so change the default setting in order to see colors on a composite color monitor. You can also change other configuration items to match your own preferences. To change the system settings: choose Intro Flight from the main menu and press Esc until the menu bar appears across the top of the screen; select Sys in the menu bar and press Enter. The SYStem configuration menu appears, listing various configuration options (See "Sys Menu" below); use the cursor keys to select an option you want, then press Enter. AFS closes the menu bar and returns you to flying; to make another menu change, press Esc or the Spacebar to open the menu bar. Sys Menu --- ---- RGB: sets the colors and character style for an RGB color monitor. Composite: sets the colors and character style for a composite color monitor. New Palette: changes the screen to a color scheme appropriate for an EGA card. Composite 2: changes the screen to a color scheme appropriate for the Tandy PCs. Sound: turns on sound effects. No Sound: turns off sound effects. Joystick: chooses the joystick of Maxx for operating ailerons, elevators, and rudder. Mouse: chooses the mouse (Microsoft type) for operating the ailerons, elevators, and rudder. This option is only available if you have installed a mouse driver (see your mouse documentation for information on use and installation). Slow Mouse: chooses an older (white with green buttons) Microsoft-type mouse for operating the ailerons, elevators, and rudder. This option is only available if you have installed a mouse driver (see your mouse documentation for information on use and installation). Keyboard: chooses the arrow keys on the keyboard for oprating the ailerons, elevators, and rudder. Center Image: shifts the entire displayed image to the right a bit, compensating for an off-center image. Save Setup: saves the current airplane and palette/display settings so they will be in effect the next time you start AFS. The Flight Recorder and Buying the Farm --- ------ -------- --- ------ --- ---- The flight recorder may be damaged if you buy the farm while it is running. So you may get unpredictable results if you try to replace an auger job. Removing Recordings from Menus -------- ---------- ---- ----- When you record maneuvers in Formation Flight, or lessons in Flight Instruction, your recordings are added to the AFS menus. These menu items reside in the AFS directory on disk a the file names you assign during the recording session. For instance, if you record a maneuver called "Figure8," AFS creates files in the AFS directory, but all you see is the command "Figure8" in the Maneuver menu. To remove the "Figure8" command from the Maneuver menu, choose Return to DOS from the Main menu, and at the DOS prompt type: DEL \AFS\FIGURE8.*. This command deletes all of the "Figure8" files, and when you start AFS, the command is deleted from the Maneuver menu. This procedure also works for the recordings you make in Basic, Advanced, and Aerobatic Flight instruction. Simply use the name you assign to the recording in the same manner: DEL \AFS\MYSTUNT.* (replace MYSTUNT with your own recording name). Using the Clear Race Command ----- --- ----- ---- ------- The Clear Race command in Airplane Racing removes your race opponents permanently -- even if you quit and restart the program. Each time you successfully complete the course, AFS adds a new opponent until you reach the maximum number of opponents for your computer's memory configuration. If you want to reinstate all of the race opponents without running the course a number of times, you must reinstall AFS on your backup disk. Printing the Test Flight Checklist -------- --- ---- ------ --------- There is a duplicate of the test flight checklist (Appendix B of the manual) on your AFS master disk. The checklist is stored on disk as a text file called AFSCKLST.TXT. If you have a printer, use the DOS print command to print as many checklists as you need (see your DOS user's manual for more information on printing text files). Using a TV as a Composite Monitor ----- - -- -- - --------- ------- Use your VCR to turn your color TV into a composite monitor. Plus the composite Video Out signal from your computer's graphics adapter into the Video In jack of your VCR. Switch your VCR to Camera mode so it recognizes the video signal, and you have a composite color monitor. You may need to asjust your TV in order to match the colors onscreen with those described in the manual. If the display runs off the left edge of the screen, choose Center Image from the Sys menu to shift the image right. Enhancing AFS Performance --------- --- ----------- You can greatly enhance AFS' performance by using the CONFIG.SYS file on your DOS system disk to increase the number of file buffers available. (See your DOS user's manual for information on modifying the CONFIG.SYS file.) Add the following line to CONFIG.SYS: BUFFERS = 24. Also, without a CONFIG.SYS file, you can race against only two opponents. To race against five opponents, add this line: FILES = 8. The changes you make to CONFIG.SYS take effect only after you reboot the computer. Aircraft and Simulator Controls -------- --- --------- -------- Aircraft Controls ------------------------------------------------------------------------------ Input Device Throttle Systems Stick ------------------------------------------------------------------------------ Keyboard + Increase B Brakes (Keypad) - Decrease *F Flaps 8,2 Elevators Up/Down F2 Full *G Landing gear 4,6 Ailerons Left/Right F4 Increase 1 Notch R Radio 7,9 Up & Left/Right  F6 Increase 1/2 Notch 1,3 Down & Left/Right F8 Decrease 2 Notches 5 Center Stick F10 Cut < or 0 Rudder Left > or Decimal Rudder Right ------------------------------------------------------------------------------ Mouse Same as Above Same as Above Mouse Control Stick Right Button Right Rudder Left Button Left Rudder Both Buttons Center Rudder ------------------------------------------------------------------------------ Joystick Same as Above Same as Above Stick Control Stick Button 0 Right Rudder Button 1 Left Rudder Both Buttons Center Rudder ------------------------------------------------------------------------------ Maxx Slide Control Same as Above (below wheel) Wheel Left/Right Ailerons Left/Right Wheel Fwd/Back Elevators Up/Down ------------------------------------------------------------------------------ Simulator Controls ------------------------------------------------------------------------------ View Menus Functions ------------------------------------------------------------------------------ A-Left/Front View Return-Select Highlighted Command J-Calibrate Joystick C-Chase Plane/Front View Esc-Open/Close/Cancel menu O-Fly/Observe D-Right/Front View 2,4,6,8-Change Menu or Highlight (Instruction Only) S-Satellite/Front View Spacebar-Open Menu Bar From Flight P-Pause X-Rear/Front View F1-Go to Demo Flight Ctrl-Break--Quit AFS Z-Tower/Front View F3-Go to Test Flight (Return to DOS) F5-Go to Formation Flying Return-Cancel maneuver F7-Go to Airplane Racing or lesson recording F9-Go to Flight Instruction (press at filename prompt) * Inoperative on Some Airplanes == THE END == Armour Geddon From Psygnosis ------------------------------ The functions are quite useful so note or print them exept if ya have a great memory. Few infos at the end of this file. Esc: Hq screen. F1: Vehicle 1. F6: Vehicle 6. F2: " 2. F7: nothing F3: " 3. F8: Reset Radar. F4: " 4. F9: Radar zoom out. F`d`Pack-Fire by Axe/DelightIKdMFa&NK kA -Jgrѓg f``GP$]*$**ԓ**p AC$QC&LN&&QvHCj&l",p&&QjNH Na f.%߇`>.-%Wއ`,އgNu> f.%߇Nu.-%WއNurއgAQNupaSAk0gTSAgXadBad\`dpaSAjpNupaAAL!a҅NupaSAkPAAL aAa0`Npap`.pap`>aJ@g p`2aJ@gp`(aJ@gp`p``"agQk`U@C!!Q`  U`3sL*O.&8*m-RoЭFȑ@ ?Jb'ƪ!9TXPKLvW,&:*ߏoE뺁2HJ#ahD)1 ?BK|:d(PI Њ$a2nbА<{_0</CwXZBkFp5_`$ )e2bg{'gg'{'gg'g{'{(g)g*g{'+d+,zorB0@rLVvY ^_nfDxnk @<(T^ )4)0< OF op/cvp+(]X"a"vjH*/Ra\,R 8 "J,y[],uA#7X=P3J*#K)j/D0Q/U?8BB??>O'XJj5*Vnot&I# b K=0ʓFqtB`;ެ~w t5pW.:w8oW.t {[-(HUX0`vJy,)Qp G^I7xXNU @' Ðp8ՀD0N3(:3GC'!Nu(Pq,:l8@NM ż'2p8݁8) ' N]˲Tv@%$俟tp% 0$ x ~C`Y9'u q N%! t(PBD N( ' ¤_m)(N @@'8 ĐPa808SQ~aK &B6N 'AQK0@Mxtpq*:< p :nF ~҃GuPQD:T N:H 'rGCA: