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G- Toggles Gunsight P- Pauses Game Q- Quits Game R- Camera Replay S- Toggles all game Sound V- Displays Version Number ---- Esc- Returns to desktop from Menu Screen RETURN- Drops Plane Warhead ---- Numeric Keypad controls: 8- Forward View 9- 360 degree view- use mouse to change view point (much like looking around in your plane. Some missions you'll want to look around right away to see where the enemy is!) 4- Left View 6- Right View 2- Back View- Use to shoot behind you if you have a Rear Gun 3- Straight Down View ----for lining up the carrier for Dive Bombing '+'(plus)- Increase Throttle '-'(minus) -Decrease Throttle Mouse Controls Movement of plane- movement of camera (in Replay mode) Left Mouse Button- Fire Guns- Machines guns have limited range- wait til enemy is in range before starting to shoot at him- 'lead' with your shots Right Mouse Button- Fire 60mm Cannon if plane is equipped with one- more powerful but Ammo is limited- wait til your machine guns are hitting their mark- then open up with the Cannon. BOTH Mouse Buttons- Same as RETURN Key- Drops Warhead ---- Camera Replay Controls- You can watch yourself in combat as you drop the bomb or shoot down the planes. Hit C-to turn on the Camera. Camera records all your moves (til you hit 'C' again or it runs out of 'film'). To play it back- hit 'R' for a replay. Toggling 'C' erases what you just recorded and starts recording fresh. During Replay: Mouse controls Camera movement- you can pan the whole scene. Left Mouse Button- ZOOMS in on the action Numeric Keypad '+' and '-' keys change Camera's "ALTITUDE" 'R'- (R)eturns you to viewpoint from behind YOUR plane 'F'- returns you to Flight mode --- Flying a Mission- A pilot can only fly 16 Missions before he is retired. If you CHANGE (MODIFY) any of the characteristics of your mission (plane, fuel, Ammo, etc.), the mission does not count on your career and won't be saved to disk. TRAINEE missions are not saved to disk. You can save your pilots on your game disk IF it is prepared using the PREPARE option (just writes a separate file to the disk) or you can use a blank formatted disk for your pilots' records. Dive Bombing is done from an altitude of about 8000-10000 Feet. Dive down to under 2000 and hit Return to drop your warhead. Record yourself to see if you hit your target. Remember to use your brakes to slow you down. Remember to turn them OFF when you are trying to pick up speed again! Torpedo bombing is done from an altitude of 100-200 Feet. At a Speed of about 100 mph-150 mph (American) or 100-200 (Japanese). If ya like this game- BUY it! SEWER SOFTWARE presents - B L U E A N G E L S typed on 5/4-90 The Blue Angels have been thrilling spectators with precision flying for more than 40 years. A team of highly trained pilots in six F/A-18 Hornets, the Blue Angels have performed in front of more than 210 million people in performances around the country. Now you cam fly with this elite flying team. You'll learn how to handle an F/A-18 and how to perform the high-speed low-altitude maneuvers that are the hallmark of the Blue Angels. Most importantly, you'll learn how to be a member of a legendary team - performing these maneuvers in tight formation, precisely coordinated with split-second accuracy. Finally, you'll use these skills to participate in an entire air show as a pilot with the Blue Angels team. ------------------------ HOW TO USE THIS MANUAL ------------------------ Of course you're eager to take to the skies, but there are a few things you should know before you climb into the cockpit. Read the Getting Started section to find out how to copy the game disk. Check out the Overview section to find out how Blue Angels works - then you can go into Spectator Mode to watch an airshow. When you're ready to fly, start with the Becoming a Blue Angel section. Basic Flight Controls describe how to control your aircraft. Once you're familiar with the controls, you can step into the Simulator to try out various flight maneuvers. Of course, you can go right in and practice the maneuvers or even practice an airshow, but you'll do much better if you take things step-by-step. Flying an airshow is a difficult, demanding task requiring split-second timing and a good memory to perform the right maneuvers in the right sequence. If you want to end up as a star performer on the Blue Angels team, you'll need to practice your maneuvers quite a bit. And when you have the maneuvers down, you can begin practicing how those maneuvers are combined into an airshow. When you've flown a simulated airshow, and then practiced one, you're ready for the big time - flying an airshow in front of thousands of people, zooming over their heads at hundreds of miles an hour, your aircraft separated by a few scant feet from your teammates on either side. ---------- CONTROLS ---------- ......................return to the Main Menu ................pause ....................each time you get to a point where you must use the controls, the flight stops and the correct control to use is displayed. ---------- OVERVIEW ---------- Blue Angels is much more than a flight simulator. You'll learn to fly an airshow as part of the elite Flight Demonstration Squadron of the U.S.Navy. There are a number of things you have to learn before you can fly an airshow. You must become familiar with flying the F/A-18 Hornet, performing maneuvers ranging from the simple to the complex at speeds close to that of sound at heights sometimes less than a hundred feet off the ground. And you must do this flying in formation with your teammates just a few feet from your wingtips. This section will show you how to select the various options available in Blue Angels, and how to take a look around the program before you join the Blue Angels yourself. ----------------- THE MENU SYSTEM ----------------- The interface for Blue Angels consists of several menus with many selections available on each menu. These selections provide you with a multitude of different ways to train and fly for any of the six Blue Angels plane positions. ----------------------------- SELECTING MODES AND OPTIONS ----------------------------- In all menus, use the joystick to move through the available choices. The current menu choice is highlighted. Then press the fire button to make the selection. The options within the Main Menu can have many sub-menus. Depending on the feature in the sub-menus, the fire button will either select the feature, or show additional choices for that feature. Finally, after you've selected all of the appropriate features required for your Main Menu option, use the joystick to highlight Start Flight on the last sub-menu and press the fire button. Use the key when you're flying to return to the main menu, and press the Space Bar to pause the Game. --------------- THE MAIN MENU --------------- 1. After the opening credits, a picture of the diamond formation will appear. Highlight Select Position and press the fire button to select the Diamond position, or move the joystick right to highlight Next Position and press the fire button to scroll through the other two positions. When you find the position you want, highlight Select Position and press fire button. 2. When the Pilots List appears, move the joystick up or down to highlight the type of airshow you want. You'll see the names of the top nine pilots who have previously flown that airshow, and position 10 remains open for new pilots. 3. If this is youe first airshow, move the joystick up or down to highlight position 10, type in your name, and press the fire button. If your name is already on the list, use the joystick to highlight it, then press the fire button. 4. Next, the Main Menu will appear. From anywhere in the program, you can return to this screen by pressing the F1 key. Here's a brief description of the choices on the Main Menu: Spectator Mode: Lets you select and watch a prerecorded airshow from several locations. Simulator: Lets you practice maneuvers in a flight trainer. Practice Maneuvers: Puts you in the cockpit to practice maneuvers. Simulate Airshow: Lets you practice an airshow in a flight trainer. Practice Airshow: Get into the cockpit to practice a complete airshow. Airshow: The real thing - fly a complete airshow. Pilot List: Displays a listing of the pilots and their current ratings. Exit to Basic: Leave the program and return to Basic. ---------------- SPECTATOR MODE ---------------- This option lets you watch an airshow. This is a great way to get a feel for the maneuvers that you'll have to learn as a member of the Blue Angels. Just sit back and watch the pilots do their thing. When you've had enough, press F1 to return to the Main Menu. ----------------------- BECOMING A BLUE ANGEL ----------------------- You've had a chance to view an airshow, and see some of the amazing feats of flying that the Blue Angels regularly perform. Now it's time to see if you have what it takes to become a member of this elite team. We'll start our briefing with some background on the Blue Angels team and the plane you'll be flying, the F/A-18 Hornet. After that, you'll put in some time on the simulator practicing maneuvers before you're ready to get into a plane and try these maneuvers out in the air. Once you've practiced your maneuvers, it's time for you to pull these maneuvers together into the intricately-choreographed performance that is an airshow. You'll practice this first on the simulator, and then take to the air to try and get the split-second timing necessary to successful performance. --------------- YOUR TRAINING --------------- As a beginning pilot, choose a position to train for in an airshow. Watch some airshows in Spectator Mode and see how the different positions work. Then familiarize yourself with the controls. Now you're ready for the Simulator, where you can train to fly the demanding set of maneuvers that make up an airshow. As you gain confidence with your ability. Practice Maneuvers in the actual aircraft, and then go on to simulate and Practice an Airshow. Finally, when you've honed your piloting skill to razor-sharp edge demanded by the Blue Angels, you're ready to tackle an actual airshow in front of thousands of computerized airshow buffs. Of course, once you've successfully completed an airshow, your career isn't over. You can try to refine your talent to the point where you make the Pilot's List of the all-time best. Or you can go back and tackle an airshow from one of the other two positions. ----------------------- BASIC FLIGHT CONTROLS ----------------------- The controls of the F/A-18 are represented in a straightforward fashion on the joystick. Joystick Flight Controls Moves jet down | | Banks jet left ----+---- Banks jet right | | Moves jet up Joystick Flight Controls (with fire button pressed) Speeds jet up | | Rolls jet left ----+---- Rolls jet right | | Slows jet down --------------- THE SIMULATOR --------------- The flight simulator lets you practice your maneuvers before you try out your skills in an actual F/A-18. An added benefit is that your course can be marked out for you with large rectangles in the "sky", so that you can see where the plane is supposed to go. Of course, you won't see these rectangles when you actually practice the maneuver, but they're a great help as you learn. Learning to fly a maneuver requires the use of the cockpit instrumentation and a good memory. First, use the Autopilot to watch the maneuver being performed a few times to get a feel for how the maneuver proceeds. When you first try the maneuver for yourself, use Help - each time you get to aq point where you must use the controls, the flight stops and the correct control to use is displayed. The countdown clock located on the console constantly counts down to the next action you should take. Learn to use the countdown clock for tricky timing. If you're having real trouble with a maneuver, try it at medium speed or low speed. Once you've mastered it at a slower speed, then try it fast. Practice correcting for errors using the Evaluator DDI. ------------------- THE CONTROL PANEL ------------------- It's important to familiarize yourself with the simulator controls. The simulator Console provides a number of indicators that are extremely helpful when you're learning how to perform a maneuver. Noting such things as precise timing and altitude when you practice help you accurately recreate the maneuver during an actual airshow. Compass: Provides you with your heading. Countdown Clock: This indicator at the top of the control panel shows the amount of time before you should start your next joystick action. This is important in timing your maneuvers. Left DDI: Shows Help info. Righ DDI: Shows the name of the maneuver you are attempting and indicates which plane you are flying in the maneuver. ------------------- SIMULATOR OPTIONS ------------------- When you enter the simulator, you must first choose the position in the maneuver formation that you're going to fly. Highlight one of the three choices and press the fire button. If you choose the Diamond position, the usb-menus that follow will display the Diamond take offs and maneuvers. If you choose either of the solo positions, the following sub-menus display solo take offs and maneuvers. The first sub-menu that follows the Position Menu is called Maneuver Types. Highlight either Take Offs or Maneuvers, and press the fire button. A list of maneuvers like those in Figure 3, 4 or 5 will appear. (A complete description of each maneuver is found in Appendix 2.) When you highlight a maneuver, it is displayed in the cube to the right of the list. The maneuver is displayed the way the planes fly it. Once you've chosen a maneuvere to fly, the Operations sub-menu appears. This sub-menu lets you choose from several features to customize how to fly and view the maneuver. Features that are fixed are marked by NA (Not Applicable) and can't be changed. Help Mode is: Use the joystick to turn the Help feature on or off. Speed is: Select normal, medium, or low. The slower speeds help you observe the maneuvers more closely, and give you more time to make position adjustments. Left DDI is: This determines whether the left Digital Display Indicator in the cockpit is on or off. Right DDI is: Determines whether the Right Digital Display Indicator is on or off. Sound is: Turns the simulation's sounds on and off. Airshow type: Chooses airshow type. Press the fire button sequentially to indicate which type of show you want: flat, high, or low. Auto pilot is: Lets you turn the automatic pilot on or off. Start Flight: When you've chosen all of your options, highligh this option and press Return to begin your flight. --------------------- USING THE SIMULATOR --------------------- Once you've made your option choices, select Start Flight to begin. As you fly, the computer will track how accurately you are performing a maneuver. If you stray too far off the correct path, the screen will turn red and you'll hear a break message. When the maneuver is completed or the formation is broken, you will be taken to the Evaluation Screen. Evaluation Screen: Replays your performance so that you can see exactly how and where you strayed from the path of a perfect maneuver. The screen is divived horizontally into three sections, each of which gives you a different aeronautical cross-section of your flight. Combined, you can tell what you did wrong and how you can correct the flight. Top Section: Yaw is the amount of left and right turn. If your dotted flight line strays far from the straight line, you need to work on your turning. Middle Section: Pitch is the angle that your nose is pointing up and down. Again, if your dotted line is off the straight one, adjust the pitch of your jet. Bottom Section: Roll is the (360 degree) position of your jet relative to ground. Are you upside down, level, wings perpendicular, etc.? The straight line shows how you should be; the dotted line shows if you've rolled too much or not enough. Maximum Error is the percent you were off the correct path during the maneuver. If this number exceeds 100%, a break is called. Average Error is the calculated average percent you were off the correct path throughout the maneuver. Menu Options: Repeat Maneuver: Select this option to try the same maneuver over again. Main Menu: Select this to return to the Main Menu. Redraw Full Speed: Select this to redraw the evaluation screen full speed. Redraw Real Time: Select this to redraw the evaluation screen in real time. -------------------- PRACTICE MANEUVERS -------------------- Once you've trained in the simulator, it's time to strap yourself into a few million dollars of high-tech aircraft and try it, out for real. Of course, the view from the cockpit is different, but the instruments are much the same. Most importantly, you no longer have those handy rectangles in the sky to guide you through the maneuver. They are now on the console during practice maneuvers and during the airshow. You must depend on your instrumentation, memory and piloting skill to perform each maneuver. Of course, you can still use the Help info on your DDi to remind you of the proper controls to use at each point in the maneuver. And the autopilot can help step you through the maneuvers. The controls and the options are fully described in the previous section. As in the simulator, when you finish a maneuver, the Evaluation Screen appears where you can review your performance. When you go too far off the maneuver's prescribed track, a break is called out and you must begin the maneuver over again. Thorough practice on the simulator will make it less likely that you have to break off a maneuver. ------------------- FLYING AN AIRSHOW ------------------- Now that you have practiced the maneuvers and are confident in your ability to fly, it's time to combine those maneuvers into the intricate high-speed aerial ballet of a Blue Angels airshow. First, examine the following list of maneuvers for the different types of airshows. HIGH AIRSHOW DELTA SOLOS Split S Dirty Roll Delta Takeoff with Loop Knife Edge Diamond Loop Opposing Horizontal Roll Diamond Roll Fortus Diamond Double Farvel Solo Tuck Away Cross Diamond Vertical Break Opposing Minimum Radius Turn Diamond Low Break Cross BOTH Fleur-de-lis Delta Loop Delta 6 Plane Cross LOW AIRSHOW DELTA SOLOS Split S Dirty Roll Delta Takeoff Knife Edge Opposing Horizontal Roll Diamond Roll Fortus Diamond Double Farvel Solo Tuck Away Cross Tuck Under Break Opposing Minimum Radius Turn Left Echelon Roll Afterburner Turn Fan Break 4 Point Hesitation Roll FLAT AIRSHOW DELTA SOLOS Split S Dirty Roll Delta Takeoff Knife Edge 360 Degree Pass Opposing Horizontal Roll Diamond Loop Diamond Roll Fortus Diamond Double Farvel Solo Tuck Away Cross Ripple Roll Now that you have reviewed the airshow maneuvers, you're ready to learn them. ------------------- SIMULATED AIRSHOW ------------------- As before, you begin with the Simulator to learn the sequence of maneuvers. The controls are the same as before, with the exception that you have no choice of maneuvers to practice - you just choose the type of airshow, and then you do through the entire set of maneuvers. Again, use the instrumentation to guide you in your timing. Learn to spot the cues for the beginning of new maneuvers. Run through at medium or low speed to get the hang of it, then try full speed. When you feel confident enough, move into your aircraft and try Practice Airshow. ------------------ PRACTICE AIRSHOW ------------------ This is the final stage of preparation. You've spent a lot of time getting ready, and here's your chance to make sure you have it all down pat. Again, all you have to do is choose the type of airshow and the aircraft position. The options are all the same as before, except that the Help is no longer available. --------- AIRSHOW --------- This is it. All those hours of training and preparation have brought you to this point. Where you demonstrate your skill in front of thousands of people. Don't be nervous at the thought of all those eyes following your every move. Remember those maneuvers that you've drilled into your nervous system with hours of painstaking practice. Help is no longer available to you. But this time, the flight patterns should be second nature to you - you'll do fine. Of course, there's always room for improvement - and if you reach the highest levels of achievement, your name is placed on the Pilot's List. ------------ PILOT LIST ------------ This screen lists the all-time best scores as a percentage of error from the theoretical "perfect" airshow. The pilots on this list have performed with incredible accuracy during a demanding series of maneuvers, and only an outstanding pilot can expect to be listed here. To make it on the list, you must complete an airshow (in Airshow mode, that is) at full speed with a lower average error percentage than one of the pilots on the list. No wimps here. Press the fire button to return to the Main Menu. ----------------------------- APPENDIX 1: THE BLUE ANGELS ----------------------------- The U.S. Navy Flight Demonstration Squadron, popularly known as the Blue Angels, has performed before more than 210 million spectators since it was created in 1946. Lieutenant Commander Roy M. "Butch" Voris was selected to organize and lead the original team. The Blue Angels performed their first airshow in June of 1946 at Jacksonville, Florida, flying Grumman F6F Hellcats. On August 15, 1946, the team began flying the faster and more agile Grumman F8F Bearcat, using the diamond formation which has since become the team's trademark. These prop-driven fighters served until 1949, when the jet-powered Grumman F9F-2 Panther was introduced. The new jets were painted bright blue with gold lettering and highly polished metal on the leading wing edges. This jet was flown by the team until the outbreak of the Korean War in June of 1950. The Blue Angels served in combat aboard the aircraft carrier USS Princeton as the nucleus of Fighter Squadron 191. It was with "Satan's Kittens" that Lieutenant Commander Johnny Magda, squadron commanding officer, was shot down, becoming the first Blue Angel to lose his life in combat. In late 1951, the Blue Angels were reformed using Grumman F9F-5 Panthers, stationed out of Corpus Christi, Texas. In the winter of 1954-55, the team switched to the sweptwing F9F-8 Cougars and moved to its current base of operations at Pensacola, Florida. The faster Cougar allowed the introduction of new maneuvers such as the Fleur-de-lis. The Blue Angels continued a busy performance schedule and were viewed not only in live airshows but on television and in movies. In mid 1957, they switched to the new supersonic Grumman F11F-1 Tigers. Despite differences in aircraft trim, control sensitivity, and power, the team made the changeover without a schedule disruption. The Tiger served the Blue Angels for 11 years. Its greater power allowed the introduction of several new maneuvers, including the four-plane diamond landing, the six-plane delta landing, the Double Farvel and the Dirty Roll. Once again, advances in aviation brought a new aircraft to the team. The 1969 season saw the Blue Angels using the McDonnell-Douglas F4J Phantom II. The Phantom made possible the four-plane Line-Abreast Loop, the inverted Fleur-de-lis, the Tuck-Under Break and echelon landings, while the two solos were able to fly the opposing Dirty Rolls on take-off. In 1973, the Blue Angels were altered from a Flight Demonstration Team to the Flight Demonstration Squadron. The next year, under Commander Tony Less, the squadron switched to the McDonnell-Douglas A-4F Skyhawk II. Though smaller than the Phantom, the shorter turning radius and faster roll capabilities of the delta-wing Skyhawks proved very effective in aerial demonstrations. Finally, on November 8, 1986, the squadron adopted the single-seat, twin-engine McDonnell-Douglass F/A-18 Hornet. F/A-18 HORNET The McDonnell-Douglas F/A-18 Hornet is a multi-mission, high-performance tactical aircraft that was designed as both a fighter and an attack jet. Eventually, it will replace both the A-7 Corsair and the F-4 Phantom. The Hornet's combination of high power and light weight give this highly sophisticated aircraft impressive maneuverability, rate of climb and acceleration. The Hornet is powered by two General Electric F404-GE-400 low-bypass turbofan engines that provide 32,000 pounds of thrust. The Hornet can carry up to 17,000 pounds of armament, including two Sparrow III and Sidewinder missiles in nine locations. Its radar can track multiple targets and display up to eight at one time. The Hornet's excellent reliability and quality workmanship means less maintenance, repairs, and servicing, and an aircraft ready to fly when duty calls. The Hornet is the ideal aircraft for the demanding needs of the Blue Angels Squadron. -------------------------------------- APPENDIX 2: DESCRIPTION OF MANEUVERS -------------------------------------- There are 30 different maneuvers that can be part of a Blue Angels airshow. Some of the maneuvers are only performed by certain plane positions, while others are group maneuvers that all planes perform. TAKEOFF These maneuvers, as you might expect, are performed on takeoff. Diamond Takeoff All four planes line up in a standard delta formation (one plane, then two planes, then three planes) with three feet of separation between their wingtips. They accelerate their engines and carefully check their indtruments, then take off the brakes and the delta begins its takeoff roll. Diamond Takeoff with Loop After takeoff, the Blue Angels go vertical. The aircraft maintain formation through the inverted position over the top. With incresing airspeed down the back side, the pilots experience a 4-g force as they round out the bottom of the loop. Split S This maneuver is flown only by the lead solo plane. On takeoff Blue Angel 6 makes a high performance climb followed by a half loop. Dirty Roll On the runway, Blue Angel No.5 accelerates his aircraft to takeoff velocity. He pulls it up, climbs to 50 feet and, in a spectacular demonstration of the thrust generated by an F/A-18, rolls his aircraft 360 degrees with the gear and flaps still extended. DELTA These maneuvers are performed by the Blue Angels in formations of four or six planes. Diamond Vertical Break The Blue Angels climb to vertical, turn so the bottoms of the aircraft face each other, and then break back. Diamond Low Break Cross Flying towards the stands, the Blue Angels break diamond formation with two aircraft flying to the north and two flying to the south. Each pair performs a three quarter horizontal loop, passing each other at minimum separation. Delta 6 Plane Cross From the right, the six-aircraft delta formation performs the front half of a loop. As the aircraft come over the top at 8,000 feet and re-enter the vertical, all six break away to six points of the compass. Each pilot, having accelerated his aircraft to 500 mph, then begins a Half-Cuban Eight reversal turn. As they pull up and over the top, all six pilots roll their aircraft 180 degrees and head back toward the center point. From six points of the compass and generating more than 1,000 mph of closing velocity, the aircraft cross at center point with minimum separation. Diamond Loop From the left, the tight Blue Angel diamond approaches the flight line at 500 mph. The Angels and their aircraft head up through the vertical. The pilots maintain formation as they go over the top and round out the loop. Delta Loop The Blue Angel delta approaches from the left and begins a climb into the vertical. All aircraft maintain minimum separation as they perform a graceful looping manuever and exit to the right. Diamond Double Farvel The Blue Angel diamond approaches from the right maintaining wingtip to canopy separation - but aircraft 1 and 4 are upside down. Diamond Roll The diamond approaches from the right and begins a climb. On signal from the leader, they roll 360 degrees as if welded together. Upon completion of the roll, they exit the flight line to the left. Diamond Fleur-de-lis With the two solo pilots joining the diamond fliers, a new formation - the double vee - takes place. The formation begins to climb into a loop and all aircraft separate and perform individual 360 degree rolls, with No.5 and No.6 performing horizontal rolls and exiting to the right and the left. Down the backside of the loop the three wingmen join the No.1 aircraft, and the Blue Angel diamond exits the area to the right. Diamond 360 Pass The Blue Angel diamond approaches from the right. In relatively slow-speed flight at an altitude of 150 feet, the four aircraft pass in a banked 360 degree turn at 350 mph too give the audience a close look at the minmum wingtip-to-canopy separation flown by the Angels (sometimes as close as 12 inches!). Ripple Roll From the diamond the Blue Angels reform into echelon formation. They then individually perform a 270 degree roll followed by a 180 degree turn. Left Echelon Roll Blue Angel No.1 positions his wingmwn in a left echelon. In this formation, the wingmen are stacked down and aft of the leading aircraft on a 45 degree bearing line. Then they begin to perform a maneuver the books say cannot be done - a 360 degree roll to the left. Tuck Under Break The diamond formation approaches from either the left or the right (depending on wind conditions) to set up their break for landing. As they enter the downwind leg to set up for landing. Fan Break Blue Angel No.1 positions his wingmen in a right echelon set, stacking his wingmen dwn and aft of the flight leader. As all four aircraft pass in front of the crowd at 300 mph at an altitude of 150 feet, they appear to be superimposed on one another. This formation is also known as the Blue Angel Echelon Parade. SOLO These maneuvers are performed by one or both of the solo aircraft. 4 Point Hesitation Roll The two solo pilots approach one another, roll their aircraft 360 degrees, pausing after each 90 degrees of roll. They cross at a center point in inverted flight. Fortus Approaching from the left in a two-plane formation with No.5 inverted and No.6 below his right wingtip, the solo pilots close on the flight line at 200 mph. The landing gear of both planes is lowered and they cross center point in landing configuration. After the gear are retracted, No.5 rolls back to normal flight and the two exit to the right. Opposing Horizontal Roll The two solo pilots, opposing each other toward the center point, execute a series of three horizontal rolls with minimum separation between them. Solo Tuck Away Cross Corning from behind the stands, the two solo planes cross paths, then loop in front of the stands, crossing form opposite directions with minimum separation. Crossover Roll In a tight two-plane formation with No.5 in the lead and No.6 on his right wing, No.6 takes nose-to-tail separation on No.5 in preparation for a crossover roll. The two solos bank steeply toward each other, pulling to roll out in opposite directions on the flight line directly before the crowd. The illusion of flying through one another is created during the execution of the maneuver. Once their wings are on level on the flight line, both solos pull up to 80 degrees nose high and execute a series of vertical climbing rolls. Knife Edge The two solo pilots approach the center point from opposite directions at 100 feet of altitude. They simultaneously roll their aircraft to 90 degrees of bank, push forward on the stick, and experience weightless or ballistic flight. They pass at near collision distance. Opposing Minimum Radius Turn Both solo planes fly from behind the stands, breaking and crossing in front of each other about 100 feet in front of the stands. Each then performs a three-quarter horizontal loop, passing each other at minimum separation, directly in front of the stands. Afterburner Turn The solo performs the tightest possible turn using afterburners for maximum power. -- END OF MESSAGE -- SEWER SOFTWARE presents - CARRIER COMMAND CODES This is the most complete list of codes that I have had the time to compile. You will be given A PAGE NUMBER, A PARAGRAPH NUMBER You must supply the word or in this case the code. GOOD LUCK ZED KREGA. PAGE NUMBER PARRAGRAPH NUMBER WORD NUMBER CODE WORD 7 3 6 ONLY 7 1 7 BEING 12 1 2 CARRIER 14 1 11 MAP 14 3 3 THE 14 2 1 NEXT 16 1 2 BASE 17 2 5 LOSES 17 4 10 VIA 19 2 3 UNDER 20 2 7 CORE 21 3 7 HIGH 22 2 4 EACH 22 4 13 YOUR 25 1 5 FUEL 27 2 4 DRONE 28 4 7 FOUR 29 3 3 FAR 31 4 16 MOUSE 32 2 3 EVENT 32 4 7 EIGHT 33 5 17 MAY 33 3 2 MAIN 34 1 3 THE 35 2 18 TIME 35 2 4 STORE 36 2 2 WALRUS 36 4 2 STOP 39 3 4 FLIGHT 39 3 7 WILL 41 2 7 WITH 41 3 3 TAKEN 43 1 9 HAVE 43 2 3 EITHER 44 1 21 WEAPONRY 44 2 3 LEFT 44 4 4 SIDE 44 6 13 CYCLE 46 1 6 STATE 47 1 1 ONCE 49 1 10 CLASS 51 2 7 LIMIT 51 3 7 RANGE 53 2 2 LAND 53 3 12 CRASHED 55 1 2 MAIN 56 1 4 BOMB 59 2 4 QUARTER 59 3 16 WHILE 63 1 15 MODE 63 3 10 DECK 64 1 4 SCREEN SEWER SOFTWARE presents - COLORADO "We had a pretty bad winter in 1800. With the first signs of spring, St. Louis emerged from its lethargy. The big sailboats made the journey back up the Mississippi River and lined up along the jetty. I didn't have a dime to my name. I'd spent all my savings in the local saloons. It was time to head west again and hunt beaver, so I could sell the skins to my associate at the time, Schwartzbauer the goldsmith. I only took what was strictly necessary on these expeditions - a big knife, a sturdy two-handed axe, and Betty, my famous rifle with the maplewood stock. Schwartzbauer bought me a canoe and I sailed away on a misty April morning. I was canoeing quietly up the South Platte River when I suddenly heard shouts coming from the shore. I glimpsed a group of Pawnees between the trees, attacking an old Indian. I grabbed my faithful Betty, and pulled the trigger. Once again, my aim was good. The head Pawnee bit the dust. The other warriors, frightened by "the stick that spits fire" ran away immediately. I rushed over to the old man. He was a Cheyenne big chief. I noticed he was tied to the ground by a length of rope connected to a heavy wooden peg. I recognized this as a Cheyenne death ritual-an aged Indian will tie himself this way in an enemy's territory, so he may die the death of a warrior. The man was dying. He had been wounded in three places. He held out a piece of parchment to me, and whispered in a weak voice, "Help me, I am dying, I have lived the life of a warrior, now I die like one... but also I must be buried as one to enter the Happy Hunting ground. Do this for me, and I will make you rich." Moved by pity (and, I must say, the thought of money) I vowed to do this. "Take this map, it will lead you into a mysterious land. If you prove to be both strong and law-abiding, brave and cautious, cunning and helpful, you will discover the secret of your tribe, Pocohontas's gold mine. It will belong to you because you will have deserved it for saving my soul." With these words, the old man breathed his last. I built a burial- place for him, then returned to my canoe. I followed the rivers and streams for several days, as directed in the parchment. At dawn on the seventh day of travelling, I entered the territory mentioned on the map. I had no idea then of all the adventures I would have..." Extract from "MEMORIES OF A TRAPPER" by DAVID O'BRIAN CONTROL PANEL ___________________________________________________________ | | | | | | | | | | | | F1| F2| F3| F4| F5| F6| | | | | |_____|_____|_____|_____|_____|_____|_____|_____|_____|_____| \_____________ _____________/ | | | \/ | Powder level| Icons for objects | | Icon for | picking up Life points level and putting down - ICONS: You can only own a maximum of six objects. By pressing the corresponding function keys (F1 to F6), you can use certain objects directly. Thus, you can: - Select a weapon (rifle, axe or knife) - drink a potion (to replenish your life points level) - change your powder-horn (increases the powder level) - display a parchment (holding down the key to read it) - use specific objects (a big powder-barrel, a silver bullet) - TO PUT DOWN AN OBJECT: hit function key F7 then select the object you want to leave behind. - THE ESC KEY is a pause key. YOUR CHARACTER You move your character with the keyboard or a joystick. If you are using the keyboard use the numeric keypad (numbers 1 to 9 for the corresponding directions) and use the shift button to fire. - MOVING: You can move in six directions - right, left and on the four diagonals. - CLIMBING: To climb up or down a mountainside, use joystick directions up and down. - DESCRIPTION OF JOYSTICK COMMANDS WITH FIRE BUTTON (OR SHIFT KEY) DEPRESSED Recharge the gun Long jump (if the gun is selected) 2 Throw explosive 1 \ | / 3 \ | / \ | / \ | / Sign of peace if no \|/ weapon has been Turn around ----------- selected, 4 /|\ otherwise a high / | \ strike, depending / | \ on the weapon. / | \ 6 / | \ Pick up an object 8 Low strike, 7 Crouch depending on the weapon. 9 THE STOREKEEPER You can barter with Mac Biggie, the general storekeeper. When he has opened his shop, place yourself in front of him and an exchange menu will appear on the screen. To make an exchange, press the firing button. To get out again, go to the top of menu. SAVING The game is saved automatically at certain specific places. It happens directly on to your game diskette while you are pitching camp. ARCADE SEQUENCES - CANOE COMMANDS (without firing key or shift key) Accelerating left Accelerate Accelerating right \ | / \ | / \ | / \ | / \ | / \ | / \ | / \ | / Left ------------------- Right / | \ / | \ / | \ / | \ / | \ / | \ / | \ / | \ Braking left Slowing down Braking right - FIGHTING: To hit an enemy, use the joystick with fire button (or shift key) depressed. - LANDING: You can tie up alongside dry land. You can then step out of the canoe, using the firing button in the upper position. - MAP: You could follow the route on the map, which may help you to avoid the terrible waterfalls. SEWER SOFTWARE presents - CHRONO QUEST II: FROM PSYGNOSIS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MEANWHILE..... ~~~~~~~~~ AFTER A GREAT MANY ADVENTURES AND A FRENETIC CHASE IN A SPATIO-TEMPORAL UNIVERSE,YOU HAVE FINALLY CAUGHT WITH YOUR FATHER'S MURDERER AND YOU ARE ABOUT TO RETURN TO THE FAMILY CHATEAU IN 1922. EXPLORA IS STILL THERE,BUT DOES THIS TECHNOLOGICAL WONDER INVENTED BY AN AGED SCIENTIST AT THE VERY BEGINNING OF THE TWENTIETH CENTURY HAVE ENOUGH FUEL TO BRING YOU BACK TO YOUR ORIGINS? UNFORTUNATELY,THE TELEPORTATION PHASE IS DISTURBED BY A MAJOR INCIDENT - A DISORDER IN THE TEMPORAL TURBINES HAS CAUSED THE ENGINE TO OVERHEAT AND TO USE UP TOO MUCH OF THE METAL ESSENTIAL TO FUEL THE SUPERGENERATOR. ONCE AGAIN CATAPULTED INTO THE WORLD OF THE UNKNOWN,YOU ARE GOING TO HAVE TO USE EVERY LAST BIT OF INTELLIGENCE TO COME OUT ON TOP OF THESE NEW TRIALS. YOUR MAIN PREOCCUPATION WILL BE FINDING THE METAL SO NECESSARY TO FUEL EXPLORA. A BLUE LAGOON SURROUNDS YOU AS FAR AS THE EYE CAN SEE,BUT YOU SEEM TO BE ABLE TO MAKE OUT A ROCKY COAST LINE IN THE DISTANCE.YOU HAVE BEEN CATAPULTED ON TO THE BRIDGE OF A VERY STRANGE SHIP;AN ODD FRIGHTENING HUMMING MIXES WITH THE SOUND OF THE WAVES AND SEA MONSTERS JUMP OUT OF THE WATER CAUSING THE SHIP TO FOUNDER.QUICKLY YOU THROW THE FEW COINS LEFT IN YOUR POCKET INTO THE SUPERGENERATORS AND FIND YOURSELF IN THE COURTYARD OF A SUMPTUOUS PALACE.WHAT ARE THOSE METALIC SOUNDS? COULD IT BE MUSKETEERS SHARPENING THEIR FOILS? A HORSESHOE YOU FIND ON THE GROUND WILL ONCE MORE FUEL THE SUPERGENERATOR WHICH SEEMS TO ACCEPT ANY KIND OF METAL.SCARCELY HAVE YOU RECOVERED FROM THIS NEW TRIP THAN YOU MEET A WOMAN AS SEDUCTIVE AND BEAUTIFUL AS THE SIRENS OF ANCIENT LEGEND,WHO EMBRACES YOU,CALLS YOU ULYSSES AND INVITES YOU INTO HER BED! GAME PLAY ~~~~~~~~~ THE SOFTWARE IN CHRONOQUEST II HAS BEEN SPECIFICALLY DESIGNED TO BE "USER FRIENDLY".THE SELECTION OF ICONS AT YOUR DISPOSAL HAVE BEEN KEPT TO A MINIMUM SO THAT THE GAME CAN BE CONTROLLED BY ADVENTURERS OF ALL AGES.DON'T BE MISLED HOWEVER,THE CONTROLS MAY BE SIMPLE BUT THE GAME IS FAR FROM EASY TO SOLVE! ONLY A VERY PRECISE AND INEVITABLE ORDER WILL ALLOW YOU TO PASS THROUGH THE DIFFERENT STAGES AND TO RETURN TO YOUR ORIGINS. GEOGRAPHICAL MOVEMENT WITHIN EACH OF THE 13 STAGES IS ACCOMPLISHED BY USING THE ICONS "ADVANCE" AND "RETREAT". TIME TRAVEL FROM ONE STAGE TO ANOTHER HAPPENS WITH THE HELP OF EXPLORA.BY PLACING A METAL OBJECT IN THE FABULOUS MACHINE'S REACTOR,YOU PROVIDE THE ESSENTIAL FUEL,ALLOWING YOU TO MOVE THROUGH TIME.MOVEMENT WILL BE PROPORTIONAL TO THE RADIOACTIVE VALUE OF THE METAL OBJECT PLACED IN THE FLASHING TANK (REACTOR ACTIVATED).THE STRATEGY TO ADOPT THEREFORE IS TO JUDGE THE VALUE AND STRENGTH OF THE DIFFERENT METAL OBJECTS YOU MUST FIND,KNOWING THAT THEIR COMPOSITION MIGHT BE NEGATIVE OR POSITIVE. IN ORDER TO KNOW THE RADIOACTIVE COMPOSITION OF AN OBJECT AND TO SEE THE POSSIBLE DESTINATIONS ON THE TEMPORAL METER,BEFORE USING THE REACTOR,YOU MUST "EXAMINE"THE OBJECT IN THE INVENTORY WITH THE APPROPRIATE ICON.THIS OPTION IS ONLY POSSIBLE WHEN EXPLORA IS PRESENT ON THE SCREEN (REACTOR ACTIVATED). IN ORDER TO MOVE THROUGH TIME,YOU MUST "USE" THE DESIRED METAL OBJECT IN THE FLASHING TANK.BUT REMEMBER,ONCE AN OBJECT IS "USED"IN THE TANK IT CANNOT BE USED AGAIN.IT SHOULD ALSO BE REMEMBERED THAT SOME METAL OBJECTS MIGHT HAVE OTHER FUNCTIONS THROUGHOUT THE GAME. THE "EXAMINE" ICON WILL HELP YOUR SEARCH FOR DIFFERENT OBJECTS.DO NOT HESITATE TO SEARCH IN THE SMALLEST NOOKS AND CRANNIES OF THE SCREEN. WHEN YOU FIND AN OBJECT,IT WILL BE POSSIBLE FOR YOU TO "PICK UP" THE ITEM WITH THE APPROPRIATE ICON.IT WILL THEN BECOME PART OF YOUR INVENTORY AND YOU WILL BE ABLE TO "USE" IT WHRN YOU WISH. YOU CAN ALSO GET RID OF UNWANTED OBJECTS BY USING THE ICON "PUT DOWN".BUT REMEMBER,ONCE AN OBJECT IS "PUT DOWN",IT WILL BE LOST FOREVER. THROUGHOUT YOUR JOURNEY,YOU WILL MEET MANY DIFFERENT CHARACTERS WITH WHOM YOU CAN CONVERSE.THERE ARE A SELECTION OF ICONS DESIGNED FOR THIS FUNCTION. THE ICON "TALK" WILL PERMIT YOU TO ENGAGE IN CONVERSATION.YOU WILL THEN HAVE THE POSSIBILITY OF CHOOSING BETWEEN TWO PHRASES BY USING THE ARROW SITUATED TO THE RIGHT OF THE PHRASES.NOW CLICK ON YOUR CHOSEN RESPONSE AND WAIT FOR THE CHARACTERS REPLY. IF YOU WANT THE CHARACTER TO BEGIN THE CONVERSATION,YOU MUST CLICK THE ICON "LISTEN".YOU RESPOND BY USING THE PROCEDURE "TALK" AS PREVIOUSLY DESCRIBED. DURING A DIALOGUE,YOU ALSO HAVE THE POSSIBILITY TO "GIVE" AN OBJECT TO A CHARACTER OR TO "USE" AN OBJECT,THANKS TO THESE TWO SUPPLEMENTARY ICONS. WHEN A CHARACTER GIVES YOU AN OBJECT OR PROPOSES THAT YOU TAKE ONE,IT WILL AUTOMATICALLY BE PLACED IN YOUR INVENTORY. SOME LAST WORDS OF ADVISE BEFORE BEGINNING THIS FABULOUS ADVENTURE: - YOU MIGHT HAVE TO PASS THROUGH THE SAME STAGE SEVERAL TIMES,BUT MEETING MOST OF THE CHARACTERS WILL ONLY TAKE PLACE ONCE. - BE CAREFUL:-DO NOT SYSTEMATICALLY TAKE EVERY OBJECT THAT YOU FIND AND BE SURE TO USE THEM WISELY. - USE THE "SAVE-GAME" FEATURE REGULARLY. - GOOD LUCK....YOU'LL NEED IT! DIFFERENT ICON FUNCTIONS ~~~~~~~~~~~~~~~~~~~~~~~~ GIVE - IS USED FOR GIVING AN OBJECT TO A CHARACTER BEFORE,AFTER,OR DURING A CONVERSATION,AT THE MOST OPPORTUNE MOMENT. TALK - WHEN YOU ARE IN THE DIALOGUE PHASE,THE ICON "TALK" WILL PERMIT YOU TO START UP A CONVERSATION,CLICK ONE OF THE FOLLOWING TWO PHRASES AFTER HAVING SELECTED IT WITH THE ARROWS TO THE RIGHT OF THE SCREEN. LISTEN - DURING THE DIALOGUE PHASE,YOU CAN ALLOW THE CHARACTER TO SPEAK FIRST BY CLICKING THE ICON "LISTEN". USE - AS ITS NAME SUGGESTS,THIS ICON ALLOWS YOU TO "USE" AN OBJECT FOR A SPECIFIC OBJECTIVE.IT WILL PERMIT YOU TO EXECUTE AN ACTION AT A PRECISE TIME AND PLACE,BY DIRECTLY OR INDIRECTLY MAKING USE OF A TRANSPORTED OBJECT.THE FUNCTIONS OF THIS ICON MUST BE TAKEN IN THE BRAODEST SENSE OF THE TERM"USE". "USE" A KEY IN A LOCK TO OPEN A DOOR. "USE" A SWORD AGAINST SOMEONE IN ORDER TO CHALLENGE HIM TO A DUEL "USE" A ROPE TO CLIMB A WALL. "USE" A GOLD BAR IN THE REACTOR TO TRAVEL. THE PROCEDURE IS AS FOLLOWS:CLICK THE ICON "USE" THEN CLICK THE OBJECT YOU WISH TO USE THEN FINALLY CLICK THE PART OF THE SCREEN WHERE YOU WISH TO "USE" THE OBJECT.BE EXTREMELY PRECISE IN POSITIONING THE MOUSE'S POINTER AND DO NOT HESITATE TO REPEAT AN ACTION SEVERAL TIMES IN CASE OF DOUBT. SEARCH/EXAMINE - THANKS TO THIS OPTION,YOU ARE ABLE TO "EXAMINE" EVERY NOOK AND CRANNY OF THE SCREEN TO DISCOVER OBJECTS.TO DO THIS, YOU MUST FIRST CLICK THE "EXAMINE" MAGNIFYING GLASS ICON.THEN,CLICK THE PART OF THE SCREEN YOU WISH TO "EXAMINE".THE "EXAMINE" ICON CAN ALSO BE USED TO ANALYSE AN OBJECT IN YOUR INVENTORY.THE PROCEDURE IS VERY SIMPLE: CLICK THE "EXAMINE" ICON,THEN CLICK THE ICON REPRESENTING THE OBJECT YOU WISH TO ANALYSE.IN THE CASE OF A SPECIFIC METAL OBJECT,IF YOU "EXAMINE"IT WHEN THE REACTOR IS ACTIVATED,THEN THE TEMPORAL METER WILL INDICATE THE POSSIBLE DESTINATIONS (IN CASES WHERE YOU CHOOSE TO 'USE" THE OBJECT,IN THE REACTOR). PUT DOWN - WITH THE HELP OF THIS ICON,YOU CAN GET RID OF AN OBJECT JUDGED TO BE NO LONGER USEFUL.TO DO THIS,CLICK THE ICON "PUT DOWN" THEN CLICK THE UNWANTED OBJECT IN THE INVENTORY.BUT REMEMBER... ANY OBJECT "PUT DOWN" WILL BE FOREVER LOST IN SPACE. PICK UP - IF YOU WISH TO COLLECT AN OBJECT,SIMPLY CLICK THE ICON "PICK UP", THEN CLICK THAT PART OF THE SCREEN WHERE THE OBJECT IS LOCATED.BE EXTREMELY PRECISE IN PLACING THE MOUSE'S POINTER AND DO NOT HESITATE TO REPEAT AN ACTION SEVERAL TIMES IN CASE OF DOUBT. REACTOR - THIS ICON REPRESENTS THE COMBUSTIBLE TANK OF EXPLORA.THIS FABULOUS TIME MACHINE'S TANK ACCEPTS ANY METAL OBJECT AS A FORM OF FUEL. WHEN THIS ICON IS FLASHING (REACTOR ACTIVATED),YOU CAN PLACE ANY METAL OBJECT IN YOUR POSSESSION IN THE TANK.SIMPLY CLICK THE DESIRED METAL OBJECT,THEN CLICK THE FLASHING PART OF THE REACTOR. RETREAT - BY CLICKING THIS ICON,YOU WILL GEOGRAPHICALLY RETRACE YOUR STEPS. ADVANCE - BY CLICKING THIS ICON,YOU WILL GEOGRAPHICALLY PROGRESS INTO THE FUTURE. SAVE - AFTER HAVING SELECTED THE ICON "SOS",YOU CAN "SAVE" THE GAME IN PROGRESS BY CLICKING THE ICON "SAVE" AND BY FOLLOWING THE INSTRUCTIONS ON THE SCREEN.YOU WILL REQUIRE A BLANK FORMATTED DISK BEFORE YOU CAN "SAVE" THE GAME. LOAD - AFTER HAVING SELECTED THE ICON "SOS" YOU CAN RELOAD A PREVIOUSLY SAVED GAME BY CLICKING THE ICON "LOAD" AND BY FOLLOWING THE INSTRUCTIONS ON THE SCREEN.YOU WILL REQUIRE YOUR PREVIOUSLY SAVED DISK FOR RE-LOADING. EXIT - A SIMPLE CLICK OF THE MOUSE ON THIS ICON WILL ALLOW YOU TO RETURN TO THE PRINCIPAL INSTRUMENT PANEL,(GENERALLY AFTER SELECTING "DIAL"). DIAL - AFTER HAVING SELECTED THE ICON "SOS",YOU CLICK THE ICON "DIAL",THEN CLICK THE ICON "EXIT".THIS WILL ALLOW YOU TO TURN OFF THE VOCAL SYNTHESIS OF THE DIALOGUE WITH THE CHARACTERS AND WILL REDUCE THE TIME SPENT ON DISK SWAPPING. SOS - CLICK THIS ICON WHEN YOU WISH TO SAVE OR RELOAD A GAME,ALSO TO DELETE OR TO RESTORE VOCAL SYNTHESIS OF THE CHARACTERS. -* SEWER *- -* Proudly Presents *- -* Defenders Of The Earth Instruction Manual *- -* Typed In By Mr.Z *- DEFENDERS OF THE EARTH is based on the very popular t.v series of the same name. The defenders, four super heroes from the golden age of comics are: FLASH GORDON - The Team Leader MANDRAKE THE MAGICIAN - A Master of illusion LOTHAR - The strongest man in the world THE PHANTOM - Has the strength of ten tigers at his command They are aided and abetted by their pet mascot ZUFFY A Team - invincible, ready, able and willing to defend the earth at all times. The courage and skill of the defenders is put to the ultimate test by the evil of their arch enemy MING THE MERCILESS. He knows that only the defenders stand in the way of his plans to be master of the world. To stop them he abducts their children and takes them to the dark dungeons of his fortress. He issues a dire warning - interfere and your children die. A daring plan is concieved and put into action. Detection by the highly sophisticated intruder alarm would mean instant death of the children and so flash will enter the dark and dangerous fortress alone in hope that he will be able to pass undetected through the intruder systems. Flash agrees to summon the other defenders to his aid should he need it. Lothar and the Phantom will use their incredible strength, Mandrake will use his occult magical powers to confound the forces of evil under mings command and even Zuffy offers his help in whatever way he can. Flash, armed with a powerful handgun, transports into Ming's fortress with the future of the world in the balance. PLAYING INSTRUCTIONS Flash starts the game with a number of power shields which will be worn down by contact with enemy fire and direct contact with Ming's forces. The shields are shown in the bottom left of the screen. Flash is invisible to the detector system while he is on his own but watch out for the special field generators. Crossing the generators while they are still active will set off the alarm and bring the full might of OCTON against him. Flash can jump or duck to avoid the attacks by the vicious creatures inhabitating the fortress and he must be careful of the secret weapons concealed in the wall. When flash needs special help of the other defenders, he activates the `CALL HELP' key. He will need them to help open some doors, cross chasms, deactivate the intruder detection system etc. The defender most able to help will be sent by DYNAK-X. If they are hit by the enemy forces a loss of energy level will occur. The defender will have to leave if his energy level gets too low and will be unusable until his strength is built up again. If no one is available to help then flash will have to survive on his own. Flash can give his weapons extra charge if he can find power packs scattered in the fortress. He can also find and use more powerful guns that will be useful in dealing with some of ming's special bodygaurds such as Mongor the serpent. He may also come across extra energy and extra shields. Ming's main throne room is the scene of the final battle where the fate of the children and of the world will finally be decided. LOADING INSTRUCTIONS Turn machine off. Put disk into DF0: and turn computer on. The game will autoboot, leave the disk in the drive while playing the game. CONTROLS Use joystick only. P - Pause (Press fire to restart) A - Abort SPACE - Call help Credits Program (c) 1990 Enigma Variations Ltd Characters and name (c) 1990 King features Entertainment Inc King Features Syndicate Inc. All Rights Reserved Docs Typed In By Mr.Z of SKY SEWER SOFTWARE presents - DIVE BOMBER REVENGE OF THE AVENGER THE FACTS The date: May 24, 1941 The place: The Denmark Strait between Iceland and Greenland. The circumstances: World War II. The event: The mighty German battleship, Bismarck, sinks HMS Hood. Within minutes, nearly 1,400 British seamen are sent to a watery death. THE REVENGE Suddenly the Allied control of the North Atlantic is severed by the world's most powerful fighting ship. And the British Admiralty wants revenge. It rallies every available warship in the North Atlantic-- including the aircraft carrier Ark Royal. THE FANTASY In the middle of the night on May 26, under cover of darkness, a U.S. Navy prototype torpedo plane is secretly rushed to the Ark Royal. All hopes rests on the prowess of this new secret weapon from America. The name of the flying fighter? The Grumman Avenger--soon to become the world's best-known torpedo bomber. The Avenger sneaks up on the mighty Bismarck before dawn. Within a few hours, it knocks out the Bismarck's two main forward gun turrets as well as the two aft turrets. The Bismarck quickly becomes a sitting target and begins sinking into the icy North Atlantic. At 1016 hours the British order a cease fire. At 1040 hours the Bismarck capsizes and sinks. THE MISSION Pure revenge. sink the ship that sink our ship. Sink the Bismarck with your Avenger. Or go down trying! Note: Dive Bomber is part history, part fantasy. Historically, the Avenger did not take part in the sinking of the Bismarck. dive bomber lets you experience what would have happened if one of the world's greatest torpedo bombers, the Avenger, had taken part in one of the most important events of WWII: the sinking of the Bismarck. GETTING STARTED 1. Set up your system as explained in the owner's manual. You can control Dive Bomber with a mouse or joystick. To use a mouse, plug it into Mouse/Joystick port 0. To use a joystick, plug one into Joystick port 1. 2. Insert the Dive bomber disk into drive A and turn on your system. 3. When the disk directory appears, double-click on the file DIVEBOMB.PRG. 4. Watch and listen as the Dive Bomber program loads. (Or press Return to bypass the opening screens.) FLIGHT TRAINING In 1941, the Avenger was only a prototype. Even the most experienced pilots needed to familiarize themselves with its controls. Before you venture into the war zone, it's a good idea to practice flying the Avenger. On the selection screens that appear, choose an option by pointing to it and pressing the fire button. (On the ST, you must make these selections with the mouse.) Then use the controls to practice your take-offs, landings, and torpedo runs on the Bismarck. Note: If your mouse or joystick fails to respond, press M,. which toggles between mouse and joystick control. THE CONTROLS Note: With an ST, you can use a mouse or joystick to control the Avenger. For mouse control, roll the mouse when this manual tells you to move the joystick handle. Press the left mouse button in place of the joystick fire button. Press the right mouse button in place of the spacebar. Press M on the keyboard to toggle between mouse and joystick control. Ascend Pull joystick handle back. Descend Push joystick handle forward. Bank right Push joystick handle right. Bank left Push joystick handle left. Brake Press K. Reset a control With the joystick handle, move the cursor across the control panel until it's pointing to a switch. Then press the fire button. Display Pilot's screen Press 1. Display Engineer's Press 2. screen Display Navigator's Press 3. screen Display Tail Gunner's Press 4. screen Switch between gun Press spacebar. cursor and yoke Fire machine gun Press the fire button. Drop a torpedo Press L twice (once to get it ready, once to let it go. Pause Press P. Display status screen Press S. Return to selection Press Esc. screens TAKING OFF To ensure a successful take-off, follow these steps: 1. Press 2 to view the Engineer's screen. 2. Turn on the light by pointing to the light switch and pressing the fire button. 3. Lock your wings by pointing to the wing lock control and pressing the fire button. The switch moves to L (lock). 4. Set the arrester to U (up) position. 5. Select a fuel tank by clicking on tank 1,2, or 3. 6. Set your fuel mixture to 2/3 rich. 7. Set the throttle switch to 3/4 full. 8. start the engine by clicking on the ignition switch. 9. Press 1 to display the Pilot's screen. 10. Press K to release the brake. 11. Nose up gently by pulling back on the joystick handle. The yoke should follow the handle. If the yoke fails to move, press spacebar to toggle into yoke control. Check your ascent by watching your artificial horizon. 12. Once you've cleared the deck, press 2 to display the Engineer's screen. set the fuel mixture and throttle to medium values. Set your landing gear and tail wheel to the U (up) position. The Avenger should stabilize in the air. LANDING When you get close to the Ark Royal, follow these steps for a successful landing: 1. Press 2 to view the Engineer's screen. 2. Set the landing lights switch to On. This turns on the landing lights on the Ark Royal. 3. Put the tail wheel in the D (down) position. 4. Put the arrester in the D (down) position. 5. Put your landing gear in the D (down) position. 6. Reduce your airspeed to under 175 mph by reducing the throttle. 7. Press 1 to view the Pilot's screen. (Check your airspeed. It should be under 175 mph. If not, return to the Engineer's screen and reset your throttle.) 8. Make sure your altimeter reads between 50 and 100 feet. 9. Keep your descent (vertical) speed at four feet per second or less. 10. Adjust your nose to level or slightly up for touchdown. Watch your artificial horizon to monitor your descent. THE REAL THING Now that you've had some flying practice, you're ready for real combat. And the German Navy is ready to protect the Bismarck--with Dornier aircraft, mines, E-boats, even U-boats. On the Ark Royal the captain has you pick straws. Each straw is a different mission. The short straw is the most difficult mission. You can either accept your mission or refect it and choose another straw. Once you accept a mission, get ready to take on the German naval forces. Be sure you know what you're doing when you choose to attack the Bismarck. You only get one chance to torpedo the ship. And if you fail, the game ends. PILOT'S SCREEN The Pilot's screen is the cockpit. Here you actually fly the plane. You can also shoot down the enemy with machine-gun fire and drop a torpedo on the Bismarck from this screen. AIRSPEED--Your airspeed is shown in hundreds of miles per hour. To increase or decrease airspeed, display the Engineer's screen and adjust the throttle and fuel mixture settings. ALTIMETER--Red needle indicates altitude in ten of feet. Grey needle indicates altitude in hundreds of feet. White needle indicates altitude in thousands of feet. ARTIFICIAL HORIZON--Shows your altitude and the angle of your wings relative to the fixed horizon. This is especially valuable when flying at night, in clouds, or in other low-visibility situations. ARTILLERY ROUNDS REMAINING--Shows how much ammunition you have left. When the indicator reaches zero, you've run out of fire power. To fire, press Spacebar to toggle into gun control. A gunsight appears in your windshield. with the joystick handle, move the gunsight to aim, then press the fire button to fire on enemy aircraft, E-boats, U-boats, and mines. Press Spacebar again to toggle back into yoke control. BRAKE--Stops the Avenger on the runway. During take-off, release the brake by pressing K. COMPASS--Shows your direction of flight. INVERTED T-BAR--Gives the position of your ailerons (wing flaps) and rudder, reflecting how far up or down and right or left the yoke is set. SCREEN SELECTION BOX--Flashes when you're needed at another position. On the keyboard, press the number that's flashing to display the position. TORPEDO--when the lever is forward, a torpedo is waiting. to ready the torpedo, move the lever to the middle by pressing L. To drop the torpedo, press L again. VERTICAL SPEED--Numbers indicate up or down speed in tens of feet. YOKE--Steers the plane. To ascend, pull the joystick handle back. to descend, push the joystick handle forward. to bank, push the joystick handle right or left. The yoke follows the joystick handle. ENGINEER'S SCREEN The Engineer's screen is where you prepare your Avenger for take- off and landing. It is also where you make sure all systems are in order. When your plane is damaged you can continue flying, but the risks are high. Your best bet is to return to the Ark Royal for repairs. ARRESTER--This hook dangles from the rear of your plane and catches the landing cables on the Ark Royal's runway. Be sure it is down during a landing. CAMERA--Switch the camera to On before dropping a torpedo. When it's all over you'll see a playback of your attack on the Bismarck. FUEL GAUGES--Measure the fuel level of their respective tanks. FUEL MIXTURE--Adjusts your fuel and air ratio. Use a richer mixture for take-offs and fast get-aways. Use a leaner mixture for cruising. FUEL TANKS--The three numbered quadrants represent your three fuel tanks. When one tank is empty (watch your fuel gauge), switch to another tank. Main tank 2 holds three times as much fuel as wing tanks 1 and 3. When a tank is almost empty the engine starts to stall out. Immediately switch to a full tank and the engine will restart itself automatically. IGNITION--Starts your engine. Never turn off your ignition during flight. LANDING LIGHTS--Controls the lights on the runway of the Ark Royal. Unless the lights are on, you can't land. Once they are on, the Ark Royal will orient itself to you for a successful landing. LIGHT SWITCH--Turns the Engineer's light on and off. Always turn off the light before leaving the Engineer's screen since your lights make it easier for the enemy to spot you. OIL PRESSURE/OIL TEMPERATURE--Indicate the condition of your engine. If the oil pressure gets too low, the engine fails. If the oil temperature gets too high, the engine overheats. Either circumstance is perilous. Ditch the plane before it crashes. (See Survival in this manual for instructions.) RPM--Your engine's rotations per minute. To adjust the RPMs, move the throttle up or down. Avoid overrevving the engine (high RPMs). Redline (danger) is 5,000 RPM. SCREEN SELECTION BOX--Flashes when you're needed at another position. On the keyboard, press the number that's flashing to display the position. TAIL WHEEL AND LANDING GEAR--For landing, switch both of these levers to the down position. Otherwise, keep them up during flight. THROTTLE--Controls your engine speed. During flight it should usually be set at medium. TORPEDO--If you are planning to attack the Bismarck, carry a torpedo. Otherwise, it's added baggage that weighs down your Avenger. To load the torpedo, flick the torpedo switch to Y (yes before take-off. WING LOCK--Always set the wings to the L (locked) position during take- off and flight. NAVIGATOR'S SCREEN From the Navigator's screen you'll create flight plans and monitor reports of enemy locations. The Navigator's screen has four views, or quadrants, making up a complete map. To move from quadrant to quadrant, push your cursor against any edge of the screen. To set a flight pattern from the Navigator's screen, move to a quadrant. Position the cursor in the quadrant and press the fire button. A destination cursor drops onto the map. To set a flight pattern from the Pilot's screen, fly in the direction indicated by the vertical red bar on the compass. ARK ROYAL--The British aircraft carrier that is your home base. AVENGER--the United States Navy torpedo bomber you are flying. BISMARCK--Your ultimate target--the queen mother of all the battleships of World War II. She has a crew of over 2,300 men and carries 15-inch guns. You have one opportunity to sink the Bismarck. If you fail, the game ends. E-BOATS--Carrying deadly anti-aircraft guns, these are Germany's answer to U.S. PT class boats. Each boat represents a group of from one to five boats. ENEMY FIGHTERS--Advance radar sightings of enemy dornier aircraft. Each plane represents a group of from one to ten planes. MINES--Contact-sensitive explosives planted in the waters. Shoot and destroy them before they destroy the Ark Royal. SCREEN SELECTION BOX--Flashes when you're needed at another position. On the keyboard, press the number that's flashing to display the position. U-BOATS--German submarines carrying anti-aircraft guns and torpedoes. Each submarine represents one to five subs sailing together. You can only see them when they surface. TAIL GUNNER'S SCREEN From the Tail Gunner's screen you'll be firing at the enemy-- especially at targets you may miss from the Pilot's screen. ARTILLERY ROUNDS REMAINING--Shows how much ammunition you have left. When the indicator reaches zero, you've run out of fire power. GUNSIGHT--Use the joystick handle to move the gunsight and aim your gunfire at the enemy. Press the fire button to fire. SCREEN SELECTOR BOX--Flashes when you're needed at another position. On the keyboard, press the number that's flashing to display the position. SURVIVAL Return to the Ark Royal frequently.j This will give you a chance to refuel your tanks and restock your ammunition. Also, any damage done to your plane will be repaired. Fly trial runs to see how far a full load of fuel will take you. This will give you an idea of how long you can stay out before returning to the Ark Royal. When landing, keep the nose of the Avenger up, keep your airspeed under 175 mph, and keep your vertical descent at less than four feet per second. Don't worry about your direction when coming in for a landing. As soon as you turn on the landing lights the Ark Royal will orient itself to your position. Regularly check your status screen (press S) to see the extent of damage inflicted on the Ark Royal and on your Avenger. If you run out of fuel or if your plane experiences engine failure, ditch your Avenger in the ocean. to ditch, land very softly at the lowest possible speed (under 100mph) with your landing gear up. Once you hit the water, switch off the engine immediately and wait for the rescue team. You can only drop a torpedo on the Bismarck. When releasing a torpedo, fly very low (about 100 feet). Drop the torpedo when you are close to the Bismarck. The torpedo will skim the water, increasing your chances for a perfect hit. Fly under 2,000 feet as often as possible to avoid being picked up on enemy radar. This is a valuable tactic when attacking the Bismarck. If a spotlight is tracking you, lose it by changing direction quickly. Keep your engine lights off except when direly needed. Enemy flak increases when the Germans can see you. Eliminate as many enemy U-boats and E-boats as you can before trying to torpedo the Bismarck. Otherwise the Ark Royal will be in danger when you're not there to defend it. Keep your eye on the Bismarck. If it sails off the map, you may not be able to raise it again and complete your mission. If you fail to hit the Bismarck with a torpedo, the game ends. Protect the Ark Royal at all costs. If it's destroyed you have nowhere to go for repairs and refueling. THE AVENGER The Grumman Avenger (codenamed Blackhawk), earned a reputation as the most deadly torpedo bomber developed during World War II. It quickly became the standard torpedo bomber for the entire U.S. Navy and was produced in larger numbers than any other torpedo bomber in history. The Avenger carried a crew of three men: a pilot, a gunner, and a navigator/radio operator who also manned the lower guns in some models. Avengers were built for the Battle of Midway, June, 1942. They also battled the Japanese at Rabaul, New Britain in the fall of 1943. In February, 1944, Avengers destroyed more than 250 Japanese aircraft on the ground in the Truk Islands. An integral force in both the Atlantic and Pacific naval campaigns, Avengers also engaged in anti-submarine operations carried out from small escort carriers, beginning in February, 1943. By the spring of 1944 they had helped eliminate enemy submarines from all major shipping lanes. VITAL STATISTICS Wingspan 54 feet, 2 inches Engines Wright double row R-2600 Cyclone Maximum horsepower 1600 Top Speed 300 mph Carrying capacity 2,000 pounds of bombs or a standard torpedo Other armament .50 caliber machine gun in front cowl .50 caliber machine gun in the power- operated ball turret THE BISMARCK The infamous Bismarck was one of the largest and most powerful fighting ships ever built for the German Navy. It was first launched on February 14, 1939. But months of outfitting, trial runs, and finishing touches were needed before the Bismarck was finally completed in March, 1941. By then it had become a very powerful and extremely dangerous warship. Its crew consisted of over 2,300 officers and men. VITAL STATISTICS Length 823 feet Beam 118 feet Planes 4 float planes for reconnaissance and combat Armament Eight 15-inch guns in four double turrets with a maximum range of 26 miles. Twelve 5.9-inch guns in six double turrets with a maximum range of 14 miles. A host of anti-aircraft weapons with a range of up to 11 miles Armour 8.7 inch thick barbettes (armored protective cylinders around the gun turrets). 14.1 inch thick main turrets 3.9 inch thick secondary turrets A conning tower up to 13.8 inches thick SEWER SOFTWARE proudly presents a bloody HUGE doc...it's Dr. T's Keyboard Controlled Sequencer ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CHAPTER 1 ~~~~~~~~~ GETTING STARTED ~~~~~~~~~~~~~~~ Thank you for purchasing Dr. T's Keyboard Controlled Sequencer for the Atari ST or Commodore Amiga. You now owm the most powerful music processing program available at this time. Before reading this manual, check your disk directory for a file entitled README. If one exists print or view the file before diving into the manual. The file contains any corrections or additions to this manual which were made after it went to press. This manual is current for version 1.6 of the KCS. If you haven't already done so, turn to Appendix 1 of this manual and read it carefully. This appendix contains important information on obtaining backups, warranty service, and customer support. We have made every effort to test the program and eliminate serious software bugs. Still, there is always some possibility that bugs exist. We suggest that you become thoroughly familiar wdth the program before using the sequencer on stage. Dr. T's music Software assumes NO RESPONSIBILlTY for losses caused by software errors or other problems in using the program! How to Use This Manual ~~~~~~~~~~~~~~~~~~~~~~ The Keyboard Controlled Sequencer is a program which operates in three modes and performs several independent, yet inter-retated, functions. Our philosophy in designing this program has been to give the musician a wide variety of methods for creating and manipulating music while imposing a bare minimum, of restrictions on the form of that music. This allows each user to develop a unique method of creating music without regard to our own ideas of what form the music should or should not take. In addition to this chapter, the manual contains two short tutorial chapters describing the six disk operations and sequencer options, and several chapters of application notes and general information. We recommend that you start by reading this chapter and the tutorials, followed by Chapter 4 (OPEN AND TRACK MODE EDITING) for more information on editing and Chapter 11 (SET OPTIONS) for information on the sequencer's operating parameters. Refer to the other chapters as the need arises. Once you become familiar with all the features of the Keyboard Controlled Sequencer, you will develop your owm method of using it, depending on the equipment you are using and your own personal approach to music. Program Overview ~~~~~~~~~~~~~~~~ The Keyboard Controlled Sequencer provides three distinct modes of operation: Track mode, Open mode, and Song mode. In Track mode, the program acts as a 48 track tape recorder with many special functions that make it far more powerful than an actual tape deck. Open mode is a more generalized sequencing system which allows for completely independent looping of up to 128 separate sequences. Song mode is used to chain sequences created Track and Open modes into complete songs much like a drum machine. The three modes allow different approaches to be used for different pieces of music depending on the requirements of the piece or the mood of the composer. An entire song can be done in Track or Open mode without ever going to the other two modes or a composition could be started in one mode, edited in another, and completed in a third mode. Individual notes, phrases sequences or entire songs can be easily transferred between the various modes using special copy commands, or with cut and paste techniques. Sequences and tracks can also be merged, unmerged, split, or appended to other sequences or tracks. Sequences and tracks can contain any type of MIDI data including note data, continuous controllers pitch bend, aftertouch, system exclusive messages, and real time commands. Tempo changes can be added at any point in a track or sequence. In addition, Open mode sequences can contain events which start, stop, and otherwise influence other Open mode Sequences. This provides a means for creating music of enormous complexity, or it can be used simply as an alternate method for creating traditional song structures. Each mode has its own edit and play/record screens. While each edit screen has some unique features, many of the editing commands, as well as the overall operation of the edit screens, are similar in all three modes. The three play screens each have their own special methods for interacting with a sequence as it is Playlng. Which mode you choose for a given piece of music will depend on your level of familiarity with the program, as well as the requirements of the piece. Users who are familiar with the Commodore or Apple versions of the KCS will probably want to dive right into Open mode, to take advantage of its expanded structuring capabilities. If you are new to sequencing but are familiar with multi-track tape recording you may want to work exclusively in Track mode until you have finished a couple of small pieces. Once you feel comfortable with Track mode, you can transfer your tracks to Open mode for assembly into songs, either in Song mode or, after you've gained more experience, with Open mode control sequences. We do some or our pieces exclusively in Track mode, other pieces in Track and Song modes, and other pieces using the generalized control structure of Open mode. The KCS supports a number of load and save operations, for maximum flexibility in transferring music from one file to another. Indivdual songs, tracks, and sequences may be saved, all 48 tracks may be saved as a block, or the entire contents of memory . may be saved. MIDI files are supported via an external conversion program, and the settings of a number of important playback and record options can be saved in an "environment" file. As with any piece of Software, it is a good idea to periodically save a copy of your work to disk in case of an accident. Any work which takes more than 15 minutes is probable worth backing up, and you should also keep alternate takes of pieces in progress, as well as archive copies of completed works. Open Mode Sequences ~~~~~~~~~~~~~~~~~~~ A sequence in Open mode may contain any type of MIDI data or commands to start or stop other sequences. Sequences are divided into two types, primary and secondary. There are 35 primary sequencesc designated by the single numerals 1 - 9, and the letters A - Z. Primary sequences can be started and stopped from the Open mode play screen by pressing the appropriate alphabetic or numeric key. The remaining 93 sequences are called secondary sequences and are designated by two digit numbers from 00 through 92. These sequences may be started from the Open mode play screen by pressing two digits on the numeric keypad. They playback of both primary and secondary sequences may be independently controlled in real tine using the computer keyboard, and as many sequences as desired can be played simultaneously. The KCS contains two reserved sequences, sequence Y and sequence Z. Sequence Y is used from, the edit screen by the BACKUP function. The program will not let you create or edit sequence Y, but you may play or append an existing sequence Y. Sequence Z is used as an automatic backup for certain editing functions, and is not accessible to the user. Using the Keyboard and Mouse ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Atari ST and Amiga keyboards consist of a basic typewriter layout with a row of ten function keys above, a group of cursor control and editing keys to the right, and further right, a numeric keypad. Dr. T's Keyboard Controlled Sequencer uses the mouse to move the edit cursor, to access the various options on all three edit screens, to oontrol playback from the edit screens, and to control playback and rocording in Track mode. Clicking the left mouse button selects the option under the mouse pointer or places the edit cursor at that point, while clicking the right mouse button, or both buttons at once, select a play option. When we use the expression *Click the mouse on xxx", we are asking you to move the mouse pointer to xxx and then to click the left button. "Double click" means to click the appropriate button twice in quick succession. The computer keyboard is used heavily on the various play and record screens. the functions or the keys vary from screen to screen, and are described in detail in Chapters 6 - 9, and summarized in the Appendix. When selecting tracks or sequences on the play and recoed screens, numerals on the numeric keypad will NOT have the same effect as the numerals on the typewriter keyboard. Function keys Fll - F20 are accessed by pressing SHIFT and Fl - FlO. The function of the FlO key is also duplicated throughout the program by the SPACE bar. In many cases, the RETURN and ENTER keys will perform the same function, though there are some parts of the sequencer in which these keys act differently. Such instances will be pointed out in the manual, as well as the Appendix. Special Note for Amiga Users ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fortunately for us at Dr. T's, the Atari ST and the Amiga are similar enough that no significant changes had to be made to the program when we ported it from the ST to the Amiga. Due to some slight differences in the two computer's keyboards, however, some of the keys used for control functions in the program are not available on both computers. In the Amiga version of the program, we have substituted the following keys for keys on the Atari keyboard. Atari ST Amiga ~~~~~~~~ ~~~~~ UNDO Right AMIGA key INSERT Right ALT key CLR HOME Shift-DEL Numeric ( Numeric - (1000 only) Numeric ) Shift-Numeric - (1000 only) Numeric * Numeric . (1000 only) Numeric / Shift-Numeric . (1000 only) Edit Windows and Dialog Boxes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ When selecting an edit operation or some other function in the KCS, it is often nccessary to provide additional information to the program. Two methods are utilized to set the parameters for these operations. Dialog boxes are an element of the ST's GEM operating system, and are used to enter data for some functions in the ST version of the program, and edit windows, which were specifically designed for the KCS, are used by operations requiring more than a few data entries in the ST version, or for all operations in the Amiga version. Dialog boxes, which are described in the manual that came with your ST, appear in the center of the screen when certain operations are selected. The box will contain two or more edit buttons, and possibly one or more areas for entering numeric data or text, called data fields. Clicking on a data field will place the cursor at the end of that field and the BACKSPACE and ESC keys can be used to clear the data field. When done entering data click on the appropriate exit button. If one of the exit buttons is heavily outlined, it can also be selected by pressing RETURN. Some dialog boxes may have radio buttons as well, which are used to choose one of several options. These buttons are similar to the buttons on a car radio, because selecting one will turn the previous selection off. Edit windows are used by moost operations which have more than two or three options to setect. Some edit windows are quite small, while one, the SET OPTIONS window, occupies the entire screen. Edit windows contain an assortment of radio buttons, data fields, and exit buttons but, look quite different from, dialog boxes. The radio buttons are the cyan (blue-green) text areas which describe the various options used to turn an option on or off (called toggling), while others are used to select one or another of a set of mutually exclusive choices (such as one of the three clock source options). Whether a button is a toggle switch or a selector switch is usually obvious from context, and is easily determined through experimentation. Data may be typed into the data felds, or data can be entered using the arithmetic strip, which is a row of red arrow and diamond icons at the bottom of the edit window. After clicking on a data feld, clicking on different parts of the arithmetic strip will change the value there. Clicking on the leftmost diamond sets the entry to its lowest legal value, the right diamond selects the highest value, and the middle diamond selects the center of that parameter's range. Clicking on the >>> or <<< symbols increases or decreases the entry by ten units, while > and < change the value by one unit. The functions of each of the icons in the arithmetic strip are duplicated by the M, <, COMMA, L, PERIOD, >' and / keys. The CLR HOME key will clear a data field, which is not always the same as entering zero. The cursor control keys can also be used to move from one data field to another. The exit buttons for the edit windows are the white text at the bottom of the edit wAndow. The RETURN key duplicates OK, and the UNDO key duplicates the CANCEL button. Hard Disks and Multiple Programs ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Hard disks can be extremely useful in a studio or live MIDI system. The KCS can be installed on a hard disk, but the oriUnal program disk must be inserted in drive A: on the ST, or any floppy drive on the Amiga, as a "key disk" when the program boots. In addition to the KCS program file, you will need to copy the files DEFAULT.ENV and DEFAULT.VRY to the hard disk. For Atari ST owners who would like to have more than one program, available for use at any time, a new feature which allows this has been added to version 1.6 of the KCS. The Multi Program Environment (MPE) allows you to load up to four additional Dr. T programs into the computer at once, by releasing memory normally used for sequence storage for use by the other programs. Note that the KCS is NOT compatible wdth other programs which perform this function externally such as K-Switch. Because of memory limitatations when the KCS is running the only desk accessory you may use with the KCS is CONTROL.ACC, which was suppUed with your Atari. In the Amiga version of the KCS, the Amiga's multi-taskung features are fully suppoded. Chapter 4 contains complete details. Equipment Hookup ~~~~~~~~~~~~~~~~ Depending on the equipment you have, there can be several ways to connect the various synthesizers, drum machines, sync boxes, etc. Basically you want to connect your recording synth or master keyboard's MIDI out to the computer's MIDI in then connect the computers MIDI out to the master synth's MIDI in. If you're using an Atari ST, you can connet your MIDI cables diretly to the computer's built-in MIDI port. If you have an Amiga, you can use any commercial or home-built MIDI interface that connects to the Amiga's serial port. (This includes just about every Amiga MIDI interface on the market, wnth the notable exception of Roland's MPU 401.) It is considered good practce to plug the MIDI interface into the computer before turning your system on. If you have more than one synth, you will need to connect any additional synths to the computer using a MIDI through jack on your master synthesizer, if present. Assign each instrument to its own MIDI channel, and make sure that data reception is enabled on each instrument. If you want to use drum, machine or other MIDI clock source as a master clock while recording you will need a MIDI merger to connect the computer's MIDI input to both devices simultaneously. When connecting your system, there are two common conditions to watch out for that can cause major headaches. The first is a MIDI loop, caused by routing the computer's MIDI out back to its input, either through a MIDI merger or a synth with a built in merge or echo function. The other condition, which occurs only on the Atari ST, is caused by the ST's slightly nonstandard MIDI output jack. While the MIDI spec calls for pins 1 and 3 of a MIDI connector to be left open, the ST uses these pins to provide a thru connection from the ST's MIDI in. Normally, this would not be a problem, but some manufacturers of MIDI cables also violate the MIDI spec and short these two pins to pins 4 and 5, which carry MIDI data. When used with the ST, these cables can cause data to become garbled, so check your cables carefully before using them. Worse yet, some instruments short these pins together at their MIDI inputs, so that even simple 5 conductor MIDI or DIN cables can cause the problem! If seeminly correct MIDI connections result in playback problems, check for these conditions. MIDI connectors are optically coupled so a wrong connection will at worst result in no data transmissi@on. Running the ST KCS ~~~~~~~~~~~~~~~~~~ To run the Keyboard Controlled Sequencer on the Atari ST, insert the program disk in the disk drive and turn the computer on, or press the computer's reset button. The desktop will appear, with the disk directory enclosed in a window. Double click on the icon labeled KCS16.PRG,, and the program will load and run.