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TFMX Bh旕叓 > 䑕搞䔚 =@ ABCD  D 03502 C7$.'          >I>       Nrl```T>????h?h@@@@   @@ AA @B~CCDDEF0GpHJL`PUDpDpDpDpEEEEFPFPFFGGGHH IpxIJ KXKLM8NxONONPXPQR8RSTU`VWY Z`[] _aHcfHjmr0w660544P4X33221OI1@07/h..r-,,+AHAHAHAH BC(C(@D`EF9FGHIJK8KLxMNP8RSVpY]lcjv>@@@H~xrrl=ffZZZT ==8MMnN NO3PQP7QxRRSTUVpWWXZ[ \]_$ab dgfgj0lgo@sw{XXYZ\t\zP]H]^^_`<`aa@b6cdefg`yikaknnpqrsuvxz {@// /...--,h,++**)x((8'&&%%$##@"!N B xH  `@@@@@@AAAAA A ABC CC DEKPKOUXY ^epH8 7 77 6 6 x5x43C2==1/.!,*)'$" BP99 (99777@65[4aK4322@100/.p--0,+B .$  n4^H,F  46 0  $G 9 $ 8Em+6 && ,9]0 *&4J*$,%*&4J*$,% TFMX Bh旕叓 > 䑕搞䔚 =@ ABCD  D 03502 C7$.'          >I>       Nrl```T>????h?h@@@@   @@ AA @B~CCDDEF0GpHJL`PUDpDpDpDpEEEEFPFPFFGGGHH IpxIJ KXKLM8NxONONPXPQR8RSTU`VWY Z`[] _aHcfHjmr0w6605SEWER SOFTWARE thanks POMPEY PIRATES for the BATMAN the MOVIE Docs. BATMAN (Available for ANY ST from your nearest Pompey Pirate supplier...) Doc by The Alien of The Pompey Pirates. Keys:- F1 Toggle pause F2 Toggle music/sound effects ESC Quit game (when paused) Joystick #1:- FIRE Throw batarang UP Climb ladder/batrope DOWN Crouch or descend ladder/batrope LEFT Walk left/swing left on batrope RIGHT Walk right/swing right on batrope FIRE+UP Fire batrope grapple (also with left/right) FIRE+DOWN Drop through floor GAMEPLAY -------- Level 1: The Axis Chemical Plant As BRUCE WAYNE, you overhear Commissioner Gordon telling the Mayor of an attack on the Axis Chemical Plant by JACK NAPIER and his henchmen. Acting swiftly, you don your black costume and make your way to the scene... Once inside the factory, you must make your way to the top right corner of the plant to confront Jack. Avoid acid leaks, poison gas and Napier's henchmen who will shoot at you and even throw grenades. Use your BATARANG to kill your enemies, and your BATROPE to climb higher and swing across gaps. If you defeat Napier, he will fall into a vat of chemical waster which will disfigure his appearance and mind. You have created THE JOKER! Level 2: The Streets of Gotham City Having rescued Vicky Vale from the clutches of THE JOKER in the Flugelheim Museum, you must make good your escape in the BATMOBILE... Race as fast as possible through the streets avoiding the Joker's vehicles and roadside obstructions. You will have to turn at certain points- watch for the arrow at the top of the screen. To turn, press FIRE to shoot a grappling hook to the side of the road you are nearest too. If you have judged it right, the grapple will wind round a lamppost and pull your car around the corner. Miss three corners in a row and you will arrive at the police roadblock- and they don't know that you're on their side! Watch the distance marker at top right to find out how far you have got. Level 3: The Batcave The Joker has invented a compound called SMILEX which kills people on contact leaving a deathly grin on their faces. The Joker has spiked certain everyday consumables with elements from this compound which when mixed together, form Smilex... Using the powerful computer in the BATCAVE, you must, in the time given, ascertain which three objects contain these elements. As you select any three objects, the display will indicate how many contain an element of Smilex. You must, by process of elimination, select the trio containing the elements before the time runs out. Level 4: The Gotham City Carnival The Joker's deadliest scheme is now taking place at midnight on the streets of Gotham City. By promising massive handouts of money to the people of Gotham, the streets are packed with masses of unsuspecting citizens. However, all is not as it seems, for the carnival type parade contains a sinister secret. Inside the dozens of bright balloons is enough Smilex gas to kill the entire population of Gotham City. These balloons are about to be leaked... You are piloting the BATWING and must cut through the mooring ropes of the balloons with the wings of the flying craft. If you miss any of them, they will self-destruct, sending clouds of gas into the crowds. Similarly, if you miss the rope and hit the balloon itself, the same will occur. If, however, you slice the rope, the balloon will float harmlessly away where the gas will dissipate into the atmosphere. Control of the Batwing is similar to that of the Batmobile, but UP and DOWN now control altitude, not speed. Hold down FIRE with UP and DOWN to change speed. Level 5: Gotham Cathedral Pursuing the Joker into Gotham Cathedral, you must negotiate the crumbling floors and avoid the rabid rats in order to finally confront the Joker on the roof. As in level 1, use the Batarang and Batrope to achieve this aim. On the rooftop, you must defeat the Joker or he will make his escape by helicopter and bring Gotham City to it's knees. CHEAT MODE ---------- DON'T USE THIS UNLESS DESPERATE!!! YOU WON'T ENJOY THE GAME IF YOU CHEAT!!! Type in MAJJJJ on the title screen for infinite lives and a level advance feature (press F10). DESPERATE!!! YOU WON'T ENJOY THE GAME IF YOU CHEAT!!! Type in MAJJJJ on the title screen for infinite lives and a level advance feature (press F10). ------------------------------------------------------------------------- ##### ##### # # ##### ###### # # # # # # # # # # # # # # ##### ##### # # # ##### ### # # # # # # # # # # # # # # # # # # ###### ##### # # ##### # # S O F T W A R E P r e s e n t s ..... ------------------------------------------------------------------------- C A S T L E W A R R I O R The Story And Instructions Typed By THE TWINS OF TRILOGY For so many years have the people of the kingdom lived in harmony an tranquility that the former battleground of warlords has now become known as PACIFIA: The land of peace. It was EDELWULF The Great, a strong and mighty warriorlord who, nearly fifty years ago, bravely, skillfully and mercilessly vanquished his neighbouring opponents to unite the land as one and claim the crown. Following EDELWULF`s death some years later the throne was ascended by his eldest son EDELRED The Good. A learned and dutiful administrator, EDELRED has ruled over his country with a combination of efficient government and diplomacy towards neighbouring lands. The people of PACIFIA are happy with their lot and most loyal to their king. Except one. the evel wizard ZANDOR has been banished to a bleak castle on the furthest borders of the kingdom where he can do least harm. It is there that he has schemed and plotted EDELWULF`s downfall in order that he may sieze the kingdom for himself. To this end he has in- filtrated the royal castle and poisoned the king`s food. The king is near death and a black cloud hangs over his family and subjects. There is only one way to avert disaster - you, EDRED The Brave, son of EDELRED, must find ZANDOR and force from him a oure. 1mThe king has been poisoned. You have one day to find the antidote.0m 1mTO PLAY WITH ONE OR TWO PLAYERS0m It is possible for either one player or two to play. In the case of two players, one plays after the other. After pressing the fire button you will be asked to choose one or two players. Do this by pushing the joystick to the left or right and pressing fire on your selection. If you choose two players you will then be asked whether you wish to play with one joystick or two. 1mNote0m: At ay time during the game or demo mode you may pause the game by pressing the space bar. 1mLEVEL ONE: THE CORRIDOR OF DEATH0m You have arrived at the subterranean corridor that will lead to Zandor's castle but it is populated by some loathsome and dangerous creatures. In particular there is a giant golden sake and a green giant. Both must be destroyed by returning their fireballs. JUMP UP MOVE LEFT | MOVE RIGHT \ / JUMP LEFT -- -- JUMP RIGHT | CROUCH 3mWITH FIRE BUTTON PRESSED0m SWORD CHOP FORWARD DIAGONAL SWORD SLASH | DIAGONAL SWORD SLASH \ / LEFT SWORD SLASH -- -- RIGHT SWORD SLASH / \ DIAGONAL SWORD SLASH DIAGONAL SWORD SLASH 1mLEVEL TWO: THE DRAGON OLISOS0m You have reached the subterranean river but it is guarded by the mighty dragon Olisos. It is only possible to kill it by throwing spears but be careful because his arms are long and he spits fireballs. JUMP LEFT --- --- JUMP RIGHT 3mWITH FIRE BUTTON PRESSED0m THROW SPEAR * 1mLEVEL THREE: THE SUBTERRANEAN RIVER Negotiate the dangers of the river: your only defence is your shield. MOVE CANOE LEFT --- --- MOVE CANOE RIGHT 3mWITH FIRE BUTTON PRESSED0m SHIELD UP SHIELD DIAGONAL LEFT | \ | \ | SHIELD LEFT ----- 1mLEVEL FOUR: THE MONSTER JIBBA0m The final obstacle guarding Zandor is the mighty Jibba. 1mJOYSTICK CONTROLS FOR THIS LEVEL ARE THE SAME AS LEVEL TWO. LEVEL FIVE: CONFRONTATION WITH ZANDOR0m Zandor sits floating on his throne holding the mgic antidote and throwing evil spells at you. Avoid the spells and strike the wizard with your sword until finally he is gone. Then capture the potion. JUMP | | WALK BACK ---- ---- WALK FORWARDS | | CROUCH WITH FIRE BUTTON PRESSED STRIKE WITH SWORD 1mLEVEL SIX: THE TRIUMPHANT RETURN UP I I LEFT ---- ---- RIGHT I I DOWN WITH FIRE BUTTON PRESSED FIRE CASTLE WARRIOR THE END TYPED BY THE TWINS/TRILOGY IN AUGUST CHAOS STRIKES BACK - DEC 1989 ***************************** MAKE HASTE NOW, FOR THE DIABOLICAL PLAN HATCHED BY CHAOS HAS ALREADY BEEN SET IN MOTION. UNLESS YOU CAN RECOVER AND DESTROY THE CORBUMS QUICKLY, THEY WILL ABSORB ENOUGH MANA TO BECOME UNSTABLE. VIBORG AND THE ENTIRE VALLEY IT RESTS IN WILL BE DESTROYED SHOULD THEY EXPLODE. ------------------------------------------------- TO PREPARE FOR YOUR QUEST, YOU SHOULD HAVE PROGRESSED FAR ENOUGH IN DUNGEON MASTER THAT YOU ARE CONFIDENT OF YOUR ABILITIES. BE CAREFUL, FOR YOUR CHAMPIONS WILL ENTER THE NEW DUNGEON CHAOS HAS BUILT WITH NOTHING BUT THEIR SKILLS AND ATTRIBUTES TO DEFEND THEM. ONCE INSIDE, THEY MUST TRAVEL AS FIGHTER, NINJA, WIZARD AND PRIEST TO RECOVER THE CORBUMS HIDDEN ON THE WAYS. EACH CORBUM THEY FIND MUST BE THROWN INTO THE "FUL YA" PIT TO BE SAFELY CONSUMED. THE JOURNEY IS LONG AND DANGEROUS, SO YOUR CHAMPIONS WILL BE TRULY TESTED. ONLY WHEN THE LAST CORBUM IS SAFELY DESTROYED WILL THE DANGER BE NO MORE THAN A MEMORY. GETTING STARTED *************** TWO DISKS ARE PROVIDED WITH "CHAOS STRIKES BACK", THE UTILITY DISK AND THE GAME DISK. THE CHAOS STRIKES BACK GAME DISK WORKS VERY MUCH LIKE THE ORIGINAL "DUNGEON MASTER" DISK. YOU SHOULD REFER TO THE ORIGINAL DUNGEON MASTER MANUAL (OR SEWER RATS DOC DISKS 1 & 6) IF YOU HAVE QUESTIONS ABOUT THE GAME DISK. THE UTILITY DISK INCLUDES MANY NEW FEATURES AND IS ESSENTIAL TO STARTING THE NEW ADVENTURE. TWO ADDITIONAL DISKS ARE NEEDED TO CREATE A NEW ADVENTURE. YOU MUST HAVE EITHER A "DUNGEON MASTER" SAVED GAME OR A SAVED GAME FROM CHAOS STRIKES BACK "PRISON". LATER,YOU WILL NEED A BLANK DISK TO SAVE YOUR NEW ADVENTURE ON. THERE ARE TWO WAYS TO GET A SAVED GAME. THE EASIEST WAY IS TO START THE GAME DISK AND CHOOSE THE "PRISON" BUTTON OUTSIDE THE DUNGEON ENTRANCE. THIS ALLOWS YOU TO ENTER THE DUNGEON AND SELECT UP TO FOUR CHAMPIONS FROM THE LIFE TRAPPING MIRRORS HUNG THERE. AFTER CHOOSING YOU ADVENTURES, SAVE THE GAME AS YOU DID WHILE PLAYING "DUNGEON MASTER". (SEE THE "DUNGEON MASTER" MANUAL OR SEWER RATS DOC DISKS 1 & 6 FOR EXPLANATION OF THIS). THE SECOND SOURCE OF A SAVED GAME IS TO PLAY "DUNGEON MASTER". ANY "DUNGEON MASTER" SAVED GAME CAN BE USED. BUT BE FOREWARNED: IT WILL NOT BE EASY TO SURVIVE THE CHALLENGES IN "CHAOS STRIKES BACK", SO IT IS SUGGESTED THAT YOU USE A SAVED GAME IN WHICH THE CHARACTERS HAVE FOUGHT DEEP ENOUGH IN "DUNGEON MASTER" TO HAVE SEEN CHAOS HIMSELF. ONCE YOU HAVE A SAVED GAME AND ONE BLANK DISK HANDY, YOU ARE READY TO MAKE YOUR NEW ADVENTURE. INSERT THE UTILITY DISK INTO THE STARTUP DRIVE AND TURN THE COMPUTER ON. A BLUE TABLET WILL APPEAR WITH FOUR OPTIONS ON IT. USE THE MOUSE POINTER TO POINT TO ONE OF THE OPTIONS THEN "SELECT" IT BY PRESSING THE MOUSE BUTTON. THE OPTIONS ARE EXPLAINED BELOW. INTRODUCTION TO CHAOS STRIKES BACK: *********************************** A VISION SPELL IS CAST AND CHAOS IS CAUGHT PLOTTING. MAKE NEW ADVENTURE OR EDIT CHAMPION PICTURES: ********************************************* THIS OPTION IS ESSENTIAL TO BEGIN THE NEW ADVENTURE. IT ALSO ALLOWS YOU TO CHANGE YOUR CHAMPIONS' PORTRAITS. CONSULT THE HINT ORACLE: ************************ SELECT THIS WHEN YOU NEED HELP WITH THE GAME. RESTART SYSTEM: *************** THIS WILL EXIT THE UTILITY DISK AND RESTART THE SYSTEM. ---------------------------------------------- MAKING A NEW ADVENTURE. *********************** FROM THE BLUE TABLET OF THE UTILITY DISK, SELECT THE "MAKE NEW" ADVENTURE OPTION. YOU WILL BE ASKED FOR YOUR SAVED GAME DISK. THE CHAMPIONS ON THE SAVED GAME WILL BE READ IN AND THEIR PORTRAITS DISPLAYED ACROSS THE TOP. ONE OF THESE CHAMPIONS WILL ALREADY BE SELECTED FOR EDITING. THE CHAMPIONS FULL NAME, A FRAMED HALL OF CHAMPIONS MIRROR, AND A TRIPLE-SIZED VERSION OF THEIR PORTRAIT WILL BE SHOWN. IF YOU WISH TO TAKE YOUR CHAMPIONS INTO "CHAOS STRIKES BACK" JUST AS THEY APPEAR, SELECT THE OPTION "MAKE NEW ADVENTURE". THE UTILITY DISK WILL ASK FOR A BLANK DISK TO BE PUT IN EITHER THE STARTUP OR SECOND DRIVE. IF THE BLANK USED IS NOT FORMATTED, CHOOSE "FORMAT" FIRST. "FORMAT" WILL ERASE EVERYTHING ON THE DISK, SO BE CAREFUL NOT TO USE YOUR "DUNGEON MASTER" SAVED GAME. WHEN THE DISK HAS FINISHED FORMATTING, OR IF IT WAS ALREADY FORMATTED, CHOOSE "MAKE NEW ADVENTURE" IN THE CENTRE BOX. WHEN THE PROGRAM IS DONE MAKING THE NEW ADVENTURE, REMOVE THE DISK AND LABEL IT "CHAOS STRIKES BACK SAVED GAME". THIS DISK CAN NOW BE PLAYED USING THE "CHAOS STRIKES BACK" GAME DISK. RESUME. ****** AFTER YOU HAVE CREATED THE "CHAOS STRIKES BACK" SAVED GAME YOU ARE READY TO START THE NEW ADVENTURE. TO PLAY, INSERT THE "CHAOS STRIKES BACK GAME DISK" IN THE STARTUP DRIVE AND TURN THE COMPUTER ON. WHEN YOU SEE THE DUNGEON ENTRANCE PUSH THE GEM NEXT TO "RESUME". WHEN "CHAOS STRIKES BACK" ASKS YOU FOR THE SAVED GAME, USE THE NEW "CHAOS STRIKES BACK" SAVED GAME DISK INSTEAD OF A "DUNGEON MASTER" SAVED GAME DISK. "CHAOS STRIKES BACK" WILL ONLY WORK WITH A SAVED GAME CREATED USING "MAKE NEW ADVENTURE". IT IS IMPORTANT TO NOTE THAT DURING THE TRANSITION FROM EITHER OF THE SAVED GAME SOURCES TO THE "NEW ADVENTURE", YOUR CHAMPIONS WERE STRIPPED OF ALL THEIR POSSESSIONS. THEY WILL ENTER THE NEW GAME WITH NOTHING BUT THEIR SKILLS AND ATTRIBUTES TO DEFEND THEM. BE READY WHEN THE GAME STARTS BECAUSE CHAOS HAS BEEN PREPARING FOR YOUR ARRIVAL. THE HINT ORACLE *************** SOMETIMES IT MAY SEEM THAT THERE IS LITTLE YOU CAN DO TO DEFEAT CHAOS' SINISTER TRAPS AND RELENTLESS MINIONS. BUT A NEW POWER IS YOURS FOR THE JOURNEY INTO HIS DUNGEON:A POWER CHAOS HAS NOT SEEN BEFORE - THE POWER OF THE "HINT ORACLE". A BEING OF AWESOME ABILITY, THE ORACLE CAN REACH INTO A "CHAOS STRIKES BACK" SAVED GAME AND LEARN WHERE THE CHAMPIONS ARE. IT CAN THEN TELL YOU WHAT IT KNOWS ABOUT THE DUNGEON NEAR THE CHAMPIONS, INCLUDING INFORMATION ABOUT MONSTERS OR PUZZLES. ALTHOUGH IT WILL RARELY GIVE EXACT SOLUTIONS, IT CAN HOWEVER GIVE USEFUL HINTS AND ENOUGH INFORMATION TO HELP SOLVE A PROBLEM. THIS CAN PROVE INVALUABLE AT TIMES WHEN THE PUZZLES SEEM TOO DIFFICULT OR THE MONSTERS TOO POWERFUL. THE HINT ORACLE ONLY WORKS IN THE "CHAOS STRIKES BACK" DUNGEON. TO CONSULT THE HINT ORACLE YOU MUST TRAVEL TO A POINT CLOSE TO THE PART OF THE DUNGEON YOU WISH TO LEARN MORE ABOUT. SAVE THE GAME AND QUIT. TURN OFF THE COMPUTER AND INSERT THE UTILITY DISK IN THE STARTUP DRIVE, AND TURN THE COMPUTER BACK ON. WHEN THE BLUE TABLET APPEARS, SELECT "CONSULT THE HINT ORACLE". AFTER THE LAIR OF THE HINT ORACLE APPEARS, INSERT THE SAVED GAME DISK IN THE DRIVE INDICATED ON THE SCREEN AND CHOOSE "LOAD". WHEN THE ORACLE HAS LEARNED WHERE THE CHAMPIONS ARE IN THE DUNGEON, IT WILL SHOW A LIST OF CLUES IT CAN GIVE ABOUT THAT LOCATION. THESE APPEAR IN THE HINT ORACLES LAIR AS GLOWING BUTTONS WITH A SHORT TITLE WRITTEN ON THEM. IF ANY OF THE CLUE TITLES SEEM LIKE THEY MIGHT HAVE A HINT THAT CAN HELP ANSWER YOUR QUESTION, THEN USE THE MOUSE POINTER TO SELECT IT. A PRESS OF THE MOUSE BUTTON AND THE FIRST LEVEL OF HINT WILL APPEAR. THERE MIGHT BE MORE DETAILED LEVELS OF HINTS FOR ANY CLUE BUTTON. IF THERE ARE MORE LEVELS IN A HINT YOU CAN SEE THEM BY CHOOSING "NEXT" AT THE BOTTOM OF THE SCREEN. IF YOU WISH TO RE-READ A PREVIOUS LEVEL OF HINT, CHOOSE "LAST" TO BACK UP ONE LEVEL. IF YOU ARE IN A CLUE AND YOU WISH TO TRY A DIFFERENT CLUE, CHOOSE "DONE" TO RETURN TO THE INITIAL LIST OF CLUES. WHEN YOU HAVE FINISHED WITH THE HINT ORACLE, RETURN TO THE INITIAL LIST OF CLUES BY CHOOSING "DONE". CHOOSE EXIT FROM THERE TO RETURN TO THE BLUE TABLET. IF YOU WISH TO CONTINUE THE ADVENTURE, PLACE THE GAME DISK IN THE STARTUP DRIVE AND CHOOSE THE RESTART OPTION. THE PORTRAIT PAINTER ******************** A SPECIAL FEATURE INCLUDED WITH THE ""CHAOS STRIKES BACK" UTILITY DISK IS THE ABILITY TO EDIT THE PORTRAITS AND NAMES OF THE CHAMPIONS BROUGHT IN FROM A DUNGEON MASTER SAVED GAME. NOW YOU CAN PERSONALISE YOUR CHAMPIONS TO REFLECT THE WAY YOU SEE THEM. IN ADDITION, ANY PORTRAITS YOU CREATE CAN BE SAVED TO AN UNUSED DISK AND LATER LOADED IN FOR FURTHER EDITING OR FOR USE IN OTHER SAVED GAMES. TO USE THE PORTRAIT PAINTER, SELECT "MAKE NEW ADVENTURE OR EDIT CHAMPIONS" AND THE EDITOR WILL APPEAR. USE THE MOUSE POINTER TO SELECT THE CHAMPION YOU WISH TO EDIT. CHOOSE FROM THE CHAMPIONS SHOWN AT THE TOP OF THE SCREEN. LOAD CHAMPION ************* WHEN THE "CHAOS STRIKES BACK" UTILITY DISK IS FIRST STARTED IT WILL REQUEST A "DUNGEON MASTER" SAVED GAME. WHEN LOADED,THE CHAMPIONS IN THAT SAVED GAME APPEAR ACROSS THE TOP OF THE SCREEN. THE PORTRAITS OF THESE CHAMPIONS CAN NOW BE CHANGED. IF YOU WISH TO WORK ON A DIFFERENT SAVED GAME OR CHANGE PORTRAITS THAT HAVE BEEN SAVED SEPARATELY, USE "LOAD CHAMPIONS" BUTTON. THIS WILL GIVE YOU A CHOICE OF LOADING EITHER A "DUNGEON MASTER" SAVED GAME OR A PORTRAIT. PORTRAITS ARE CREATED BY SAVING A FINISHED CHAMPION PORTRAIT WITH THE "SAVE CHAMPION" BUTTON. BE CAREFUL WHEN LOADING PORTRAITS BECAUSE THE CURRENT PORTRAIT BEING EDITED WILL BE LOST. LOADING A DIFFERENT SAVED GAME WILL ERASE ALL THE CHAMPION PORTRAITS ON THE SCREEN. HALK----- IF YOU WANT TO CHANGE YOUR CHAMPIONS FIRST NAME,USE THE MOUSE POINTER TO POINT TO IT, THEN PRESS THE MOUSE BUTTON.THE NAME CAN BE BE CHANGED WHEN THE VERTICAL BAR APPEARS INSIDE THE BOX. USE THE "BACKSPACE" AND LETTER KEYS TO EDIT THE NAME. THE FIRST NAME IS IMPORTANT BECAUSE IT IS THE NAME THAT A PORTRAIT WILL BE SAVED AS. IMPORTANT: IF YOU WANT TO KEEP THE ORIGINAL VERSION OF A PORTRAIT YOU HAVE BEEN WORKING ON, BE SURE TO CHANGE THE FIRST NAME OF THE NEW PORTRAIT SO YOU WON'T ERASE THE OLD ONE. THE BARBARIAN______ THIS IS THE CHAMPION'S TITLE. IT CAN BE CHANGED WITH THE "BACKSPACE" AND LETTER KEYS, THE SAME WAY THAT THE FIRST NAME CAN. PREPARE THE TITLE FOR EDITING BY POINTING TO IT WITH THE MOUSE BUTTON. THE TRIPLE-SIZE VERSION OF THE CHAMPION'S PORTRAIT IS WHERE YOU CHANGE YOUR CHAMPION'S APPEARANCE. THE SIXTEEN COLOURS IN THE TALL BOX AT THE RIGHT EDGE OF THE SCREEN AND THE AVAILABLE COLOURS. WHEN YOU SELECT ONE OF THE COLOURS, A WHITE BOX WILL APPEAR AROUND IT. YOU CAN PAINT THIS COLOUR USING THE MOUSE POINTER. IF YOU WISH TO CHANGE A LARGE AREA OF ONE COLOUR TO A SELECTED COLOUR, PLACE THE ARROW SOMEWHERE IN THIS AREA AND DOUBLE CLICK OR USE THE MOUSE BUTTON TO "FILL" THIS AREA WITH THE NEW COLOUR. UNDO **** IF YOU MAKE A MISTAKE WHILE PAINTING YOUR PORTRAIT, PRESS THE "UNDO" BUTTON WITH THE MOUSE BUTTON AND THE LAST THING YOU DID WILL BE REMOVED, AND THE PORTRAIT RESTORED TO THE STATE IT WAS BEFORE THE ERROR. REVERT ****** IF YOU HAVE MADE MANY CHANGES, BUT WISH TO RETURN TO THE ORIGINAL PORTRAIT, PRESS ON THE REVERT BUTTON AND THE ENTIRE PORTRAIT WILL APPEAR AS IT WAS WHEN FIRST LOADED FROM THE DISK. IF REVERT WAS A MISTAKE, TRY UNDO. SAVE CHAMPION ************* AFTER YOU ARE SATISFIED WITH THE NAME AND PORTRAIT YOU HAVE CREATED, SELECT "SAVE CHAMPION" AT THE BOTTOM OF THE SCREEN. THIS ALLOWS YOU TO SAVE A PORTRAIT TO AN UNUSED DISK. SAVED PORTRAITS CAN BE FURTHER USING "LOAD CHAMPIONS", THEN SELECTING "PORTRAITS". THE PORTRAIT IN THE FRAME SHOWS THE CHARACTER AS THEY WOULD APPEAR IN ONE OF THE HALL OF CHAMPIONS MIRRORS. NOTE THAT MEDIUM DARK GRAY IS TRANSPARENT WHEN THE PORTRAIT IS SHOWN HERE, SO THE COLOUR OF THE MIRROR SHOWS THROUGH WHEREVER IT IS USED. THIS DOES NOT AFFECT MOST PLACES A CHAMPION IS CURRENTLY SHOWN, BUT IT MAY BE IMPORTANT IN FUTURE QUESTS, SO BE AWARE OF THIS. IF YOU DO NOT WISH TO PAINT PORTRAITS BUT STILL WANT TO CHANGE YOUR CHAMPION'S APPEARANCE TO REFLECT THEIR HIGHER LEVELS, "ENHANCED" CHAMPION PORTRAITS HAVE BEEN PROVIDED. ALL TWENTY-FOUR DUNGEON MASTER CHAMPIONS HAVE A NEW PORTRAIT ON THE CHAOS STRIKES BACK UTILITY DISK. THESE CAN BE LOADED AND USED THROUGH THE " LOAD CHAMPION " OPTION AS DESCRIBED ABOVE. *************************************************************** CREDITS & GREETINGS ******************* THIS DOC WAS TYPED BY KEITH (TEDDYSTACKER) WITH PROOF READING DONE BY JACKY (WACKY JACKY) ON 24/12/1989.ALSO SOME EXTRA PROOF READING DONE BY MERLIN (THANKS) A VERY BIG THANK YOU MUST GO TO ALL THE GUYS AT FTL FOR PRODUCING SUCH A GREAT GAME YET AGAIN. (IF OTHER SOFTWARE HOUSES WOULD PRODUCE GAMES OF SIMILAR QUALITY THEN NO ONE WOULD PIRATE THEM). MEGA GREETINGS GO TO: MERLIN (VERY MANY THANKS FOR EVERYTHING THIS YEAR), LAWZ OF THE POMPEY PIRATES (KEEP UP THE GOOD WORK LADS!!, HOPE YOU USE THIS DOC), GORDON (THANKS A LOT), POSSUM AND ALL THE OTHER LADS AT SEWER SOFTWARE (FEEL FREE TO USE THIS DOC), DAVE DELTA (ALL THE BEST FOR 1990), FAISEL (THIS DOC WAS TYPED ESP FOR YOU), BERNARD (KEEP THE GOOD STUFF ROLLING IN), PAUL OF DERBY (HOW'S THE MEGA 1), AND ANYONE ELSE I HAVE FORGOTTEN. LASTLY A VERY BIG HI TO "AUTOMATION" (ESP ANDY THE ARFLING - PLEASE GET IN CONTACT SOON). ALSO A VERY BIG THANKYOU TO THE REPLICANTS FOR THEIR CRACK OF THE MASTER GAME DISK. (WELL DONE LADS). ***************************************************************** ICANTS FOR THEIR CRACK OF THE MASTER GAME DISK. (WELL DONE LADS). ***************************************************************** Edited by SEWER POSSUM for DOC DISC 14.... C H A R I O T S O F W R A T H TYPED BY THE TWINS OF TRILOGY While fighting for your King in far off lands, you, Prince Agar of the Forgotten Kingdom, have been commanded to remain in the King's castle following accusations of excessive acts of barbarism in battle. Confined to your quarters, suddenly a Bard tells you that the Baronn, your arch-rival, has brutally kidnapped Princess Arthena - your future Queen. Enraged by the terrible news, you have no option but to disobey your King, and return to save your Princess - and at the same rid the world of the Baron for ever. So once again, you wearily climb into your space chariot, and commence the voyage home. The journey will be far from easy. On the way you must cross paths on which many travellers have perished, and few survived. Your only guidance comes from the Bard, who's map will direct you, and who's warnings of what lies ahead you should heed. But you have to do it - to save Arthena from the evil Baron... In the rush to escape from the King's castle unnoticed, you were unable to replenish your chariot's fuel and weapon supplies. You therefore have only a simple light-bolt gun with which to confront any foes your perchance might meet. You should look out for any weaponary dropped by slain attackers - you will need all the help you can get if you are to succeed in your quest. Fuel will also be available on your journey. There can be no other help - the way ahead is far from clear, its hazards unknown. You must be alert at all times, and must ride swiftly, ever watchful of the need to use your light-bolts should anyone, or anything, attempt to hinder your voyage. Your chariots is controlled by joystick. To launch a smart bomb, rotate the joystick around 360 degrees without pressing the fire button. THAT'S ALL FOLKS THE TWINS/TRILOGY IN AUGUST D O U B L E D R A G O N Edited from AMIGA source by POSSUM MANUAL TYPED BY THORAX! The Story so far......... Double Dragon is the story of two twin brothers, Billy and Jimmy Lee facing the odds together in a city where survival has to be learned the hard way. Their knowledge of the martial arts, combined with the experience of though urban existence, has made thom both formidable fighting machines, ready for any challenge that comes their way. But now the brothers are faced with their greatest challenge ever. Billy's girl Marian has been kidnapped by the Black Warriors, a savage and ruthless street gand led by the mysterious Shadow Boss. Using skill gained from a lifetime on the streets, and whatever weapons come to hand - including knives, whips, baseball bats, rocks and even oil drums - Billy and Jimmy must pursue the gang through the sprawling slums, factories and outskirts of the city, to reach the thugs'hideout for the final confrontation with the infamous Shadow Boss! The Cast Billy Lee: Height 5'10. Weight 165 Ibs. Billy began his Kung Fu training at the age of 12 and became a Kung Fu Sosaiken Master at the age at 20 Jimmy Lee: Height 5'10. Weight 170 Ibs. Billys twin brother and also a master in the martial arts. Lopar : Height 5'8. Weight 175 Ibs. Packs a nasty right and left punch, and gets a kick out of hurling oil drums around Abobo : Height 6'3. Weight 167 Ibs. The Middle Boss, Abobo likes to slap people about. Williams : Height 5'8. Weight 167 Ibs. Has perfected strong jump kick and is very handy with a knife or beasball bat. Linda : Heigth 5'4. Weight 114 Ibs. Watch out for her swift right and left punches. She also cracks a mean whip. Chintai : Height 5'6. Weight 152 Ibs. A Karate Master. Enough said... Willy : Height 6'. Weight 205 Ibs. The Big Boss, Willy is armed with a machine gun and, needless to say, won't hesitate to use it... Your weapons As you hunt throug the urban decay of the city you will find boxes, oil drums, knives, baseball bats and whips. All can be picked up (by moving near a weapon and pressing fire) and used in fights (by pressing Fire when the weapon is held) The action in Double Dragon takes place in 5 different scenarios: the City Slum, Industrial Area, he Forest, and outside and inside the Boss's Hideout. Attacking the enemy You have a vast range of fighting skills at your disposal. Individual attacking moves are below. LEFT OR RIGHT PUNCH - press fire to punch your opponent in the direction you are facing KICK - move joystick to the right and press Fire to kick forward. If can get very close to your opponent, you can turn the kick into a HAIR GRAB KICK. And you can turn a hair grab kick into a SHOULDER THROW by reversing joystick and pressing fire HEAD BUTT - move joystick down and press fire to head butt yoor opponent JUMP KICK FORWARD - move joystick in south west direction and press fire to turn an kick WHIRLWIND KICK - move joystick in south west direction and press fire to turn and kick ELBOW BACKWARD - move joystick to the left and press fire to elbow an opponent behind you JUMP BACKWARD - move joystick up and left and press fire JUMP UP - move the joystick up and press fire JUMP FORWARD - move the joystick up and right and press fire Playing the Game At the bottom of the screen are shown two sectioned bar displays one for each player. Each bar represents one life which is used up as Billy takes the enemys shot. (The number of lives remaining is shown next to the bar.) At the top of the screen, beneath the scores, is a display of how much time you have to left to complete that level. Just like the Arcade, if you are still hanging around when the clock runs out, you lose a life. Life is tough on the street. Keep fighting you way to the right using whatever weapon you can find. Beware of allowing the bad guys to rob you of a weapon to close to the edge of the screen - you will not be able to pick up it again! If you lose all your lives, you can use up one of the five credits you start the game with - drop another quarter in - and continue on just like the Arcade. Once all your credits are gone so are you. Press fire to use a credit and continue on from your present position when you lose all you lives and are prompted to do son on the screen Clear out the trash on one level to move on the next. Your girl is at the end of level 5 - go get her! Watch for the thumb to tell you when you move on! If two players as a team fight through more enemys its gets even more interesting towards the end. Keep your wits about you and one eye on your partner! REVOLVER ~~~~~~~~ The Ultimate Switcher Program by RICHARD J.PLOM by INTERSECT SOFTWARE CORP. With special thanks to PMD for typing in this manual TABLE OF CONTENT'S. 1 PREFACE 2 REVOLVER AN INTRODUCTION a)Overview of Revolver b)Revolver's Capabilities c)Features of Revolver 3 INSTALLATION OF REVOLVER a)Using the Install Program b)No-No's c)Memory Configuration Information 4 REVOLVER THE MAIN SCREEN (MENU) a)The Switch Function b)The View Function c)How to Roll Out d)Auto Roll Out Alert 5 DISK COMMANDS VIA REVOLVER a)Wildcards and Pattern Matching b)Copy Function c)Move Function d)Append Function e)Delete Function f)Rename Function g)Show File h)Make Folder i)Delete Folder j)Hide Files k)Lock Files l)Unhide/Unlock Files m)Directory Display n)Search Disk o)Format Floppy 6 CONFIGURING REVOLVER a)Ram Buffers 1)Partitions (Switcher) 2)Ram Disk 3)Disk Command Buffering b)Ports c)Send String to Port d)Time and Date e)Mouse Speed f)Terminal Defaults g)Verify (disk verify on-off) h)Use Colors from Revolver i)Suppress Boot Messages j)Saving the Configuration 7 REVOLVER'S SNAPSHOT UTILITY 8 HOW TO REBOOT YOUR SYSTEM 9 VT-52 EMULATOR AND RS-232 SETUP 10 REVOLVER'S FILE SELECTOR 11 EPILOGUE a)Tips for the Revolver User b)The Beta Test Report c)Where to Get Support It Starts. ~~~~~~~~~ 1 PREFACE REVOLVER required many hours of programming and testing to insure that it would not only be trouble free with almost all software written for the ST but be compatable with all versions of TOS ROMs.We've learned alot about the ST while writing this program. Future releases of REVOLVER will see many exciting new features as well as the polishing of current features for more ease of use.(Read the upgrade policy at the back of the MANUAL.) Tut, Tut,,you mean to tell me you hav'nt got a manual. 2 REVOLVER:INTRODUCTION REVOLVER is a powerful and unique package of utilities that push the Atari ST beyond it's previous limitations. With REVOLVER the possibilities are endless. a) AN OVERVIEW REVOLVER is not a disk accessory and is therefore active at all times,even within TOS environments. It works in all resolutions, low,medium and high,so that you can use it with both monochrome and color systems. REVOLVER is loaded at boot time from within the AUTO folder.It is activated by simultaneously pressing the left SHIFT KEY and the ALTERNATE KEY (REVOLVER will check to make sure your computer is not in the middle of some critical operation it will wait until that operation is over before letting itself be invoked.) When REVOLVER is invoked, your program will be frozen and the following features will be a available from REVOLVER's menu. ROLL OUT will save the program you are running,in its current state, to Floppy, Hard Drive or Ram disk for the future continuation. It does this by saving the contents of the computer's memory and hardware registers for the active partition.As the contents of memory are saved to disk, the information is compressed. A typical roll out from a 1 meg partition will require about 300k. The actual disk size of the ROLL OUT file will depend of the information in memory much like the size of an ARC'd file using ARC.TTP depends on the type of file being compressed. Since the entire partitions RAM memory (except REVOLVER itself and the REVOLVER accessories like the RESET proof RAM disk and PRINT spooler) and the contents of all the hardware registers are saved, the program,any AUTO programs,DESK Accessories,RAM disks, etc,are all saved in one step.When this memory image is Rolled in, the computer, programs and data will be as they were in the current partition before the Roll out. b) REVOLVER'S CAPABILITIES. Loading a popular word processor, dictionary and 30k text file would take 1 min 45 seconds from the desktop using a hard disk. REVOLVER will load them (from a previously ROLLED OUT file) from the same HD in less than 10 seconds! Not only is this a saving in time but it is accomplished in one step. This perceived speed advantage is seen because the Word Processor program spent time setting up the dictionary and text file in memory during the first load from the Desktop. After it has been rolled out, all the computer has to do is put the Rolled out file back in memory,this takes much less time to do.There are many programs that have a long setup time, all of them can benefit from REVOLVER's Roll out ability. Setup a LOW or MEDIUM resolution desktop with your favourite Desk Accessories. Roll it out and you can Roll it in at any time from within any resolution. REVOLVER's built in Switcher allows you to switch between up to 8 applications (memory permitting). And in addition allows you to Roll in and Roll out of those RAM partitions giving your ST unbelievable versatility. Save your place in a gave or business application.When you Roll in a file it continues execution EXACTLY where you rolled it out.Since REVOLVER is available from within just about any program the utilities included in REVOLVER are available to you at any time,even while running non-GEM programs. REVOLVER also contains the following utilities. FULL disk commands including wild cards Setup Printer Port and RS-232 Ram Disk (reset proof) Printer Spooler (reset proof) Send String to port Mouse Speed ( changes the ratio from 1:1 to 8:1) Set System Date and Time Key Click ( on-off) Carriage Bell ( on-off) Key Repeat ( on-off) Verify ( disk verify on-off) A screen snapshot utility Reboot System A VT-52 Emulator with RS-232 setup Warm or Cold Boot 3 INSTALLING REVOLVER. a) USING THE INSTALL PROGRAM. Double click on the install program (INSTALL.PRG) on your REVOLVER disk. A dialog box will appear with drive ID letters in it.Just click on the drive letter of your boot disk.If a Hard disk drive, your boot disk is probably C:REVOLVER's install program will copy REVOLVER to an AUTO folder on the drive selected when you click on the install button.It will also create an AUTO folder if one does not already exist. Clicking on REMOVE will delete the REVOLVER files from your AUTO folder. NOTE. Install REVOLVER only with the supplied install program. Installation by copying the files to your AUTO folder is not recommended since REVLOAD. PRG must be the first program in the AUTO directory. Using the install program insures a successful installation. Once installed, REVOLVER will load the next time you boot your system ( press the RESET button or turn your machine off then back on).Your computer will appear to boot twice. REVOLVER does a boot to install itself and then performs a normal boot. If you wish to boot your system without REVOLVER installing itself, simply hold down the ALT-LEFT SHIFT keys.Note: REVOLVER get's its memory when the system cold boots,if you wish to make sure your system has all of it's RAM accounted for,you must cold boot and down the ALT-LEFT SHIFT keys.This insures that REVOLVER has not and will not reserve any memory for itself. You may want to re-examine which programs you want in your AUTO folder or the desk accessories on your boot disk.Since REVOLVER contains many of the features found in some of the common AUTO folder programs and disk accessories, there is no sense in duplicating them. Also since it is possible to Roll in disk accessories and AUTO folder programs along with programs and data ( as a package),there is no need to have them resident with your permanent boot disk. FOR EXAMPLE: You can boot with GDOS installed in the AUTO folder, load Microsoft write ( which calls GDOS to install the screen fonts using the list of fonts in the ASSIGN.SYS file),then Roll the file out.You can then remove GDOS from the AUTO folder.It will not be needed again. When you Roll in the Microsoft write file ( the one you just made) back in again,GDOS as well as the screen fonts are already installed. b) NO-NO's Don't call REVOLVER while your computer is in the middle of disk reads,writes or any intensive I/O operations.REVOLVER is a far cry form the early Switcher programs that would crash if you switched while ANY I/O was going on.REVOLVER will check and will not allow itself to be invoked until the disk I/O is over.Still,avoid accessing during disk I/O and you will be assured of trouble free operation. We would appreciate any reports on problems encountered while using REVOLVER with other programs.This feedback will insure that future versions of REVOLVER will work FLAWLESSLY with those programs ( see upgrade policy and support section). c) MEMORY CONFIGURATION. REVOLVER'S Roll out file (.M?M) MUST be rolled into the same or larger Ram memory configuration for it to work.For you the user this means that the settings in the RAM Buffers Menu ( Switcher Partition, RAM Disk,Folder Fix,Print Spooler and Disk Command Buffer ) must not change after they have been set initially.If any of the above RAM features are changed,then any Roll out files (.MEM) previously made may not work.For this reason,we suggest that you set the values for the RAM Buffers and save the configuration before you seriously begin to Roll out files. NOTE: When you save a new memory configuration for REVOLVER,the computer will COLD BOOT the next time you press reset or select WARM BOOT within REVOLVER. 4 THE MAIN SCREEN By simultaneously pressing the ALTERNATE and LEFT SHIFT keys you will bring up REVOLVERS main menu.We've tried to make the user interface as easy and familiar to use as possible.There are several sub-menus under the main screen.In most cases once set up the main screen should be the only one you need to access. Click with the left mouse button to select any of the buttons,click on EXIT to return to your program. We've included a program on the disk that allow's you to change REVOLVER's activation keys in case of conflict with another program.The filename of this program is REVAC.PRG.Read the document file on disk called REVAC.DOC. a) SWITCH ( REVOLVER'S "SWITCHER" ) Clicking on the button marked SWITCH will bring up the box seen at the right. ___________________________________ | Select Partition to Switch to | |---------------------------------| | 1 2 3 4 5 6 7 8 | |---------------------------------| | EXIT | ----------------------------------- You can move between Partitions by clicking on one of the Partitions numbers of by simultaneously pressing the CONTROL-LEFT SHIFT-ALTERNATE keys from within any partition.Every time you press that key combination you will be moved to the next higher partition.If the next higher partition hasn't been booted yet,it will auto-boot.When you reach the highest number partition ( set in the Configure Ram Buffers Menu ) you will wrap around to 1 partition. REVOLVER's switcher defaults to two equal sized partitions you may configure it differently by setting up partitions of different sizes .If your memory permits,you may have up to 8 partitions. If you wish to change the partition sizes ( REVOLVER's default is to divide the memory into equal partitions ), you may set up partitions of different sizes by re-allocating the memory blocks that REVOLVER uses to determine the size of a partition.A 1 Megabyte machine has 8 Memory blocks,2 Megs are made up of 16 blocks,2.5 Megs are made up of 20 blocks and 4 Megs are made up of 32 blocks.You may allocate a minimum of one block to each partition that you have defined. ( a block is equal to 128 k ). REVOLVER's partitions,as with all of REVOLVER's Ram utilities,are reset proof.If one of the partitions crashes of you press the reset button,ONLY THE CURRENT PARTITION WILL WARM BOOT.All other partitions will remain as they were. EXAMPLE: We have a 1 meg ST and we want to set up 2 partitions.The first partition will have FIRST WORD and the second DCOPY.We want to have more memory available for First Word so we will set up the first partition with 6 of our 8 blocks of memory.The second need not be as large so we will set up the second partition with 2 blocks. 1) Click on the configure option on REVOLVER's main screen 2) Click on RAM Buffers 3) Click on Configure Partitions 4) Using the right and left arrow keys scroll the number of partitions to 2 ( default ) 5) Set the working partition number to 2 by clicking on the arrows on either side of "Working on Partition". NOTE: The TOTAL BLOCKS and BLOCKS LEFT fields,the blocks left field will show zero.You must release blocks from the second partition so that you can add them to the first partition,that is what we are no doing. 6) Remove blocks from partition 2,adding blocks to the blocks left field,by clicking on the arrow on the left side of the Number of Blocks field so the number decreases ( in our 1 meg machine,from 4 to 2 and the Blocks Left increases from 0 to 2 ). 7) Now change the working partition number back to 1 and increase the number of blocks for that partition by 2. NOTE: The first partition must be the largest,the second highest the second largest,etc.A good 1040 configuration example is 6 blocks to the first partition,2 blocks to the second...with a total of 2 partitions.The smaller partition is usable with small programs and the desktop can be useful in itself. 8) Save the Configuration by going to the bottom of the Configuration menu ( exit the Ram Buffers Menu ) and select Save. 9) Cold boot the computer.You must allow about 5 seconds of time if you are using the Off-On button.( You can use REVOLVER's built in could boot ). 10) After cold booting you will be in partition 1.Use the GEM desktop to load 1st Word as you would normally. 11) Press simultaneously the CONTROL-LEFT SHIFT-ALTERNATE keys to move to partition 2.If you need to boot with a different disk to run Dcopy you should install it in your boot drive before pressing the above keys.Your computer will now boot partition 2 ( Your boot disk must have a copy of REVOLVER in it ). 12) Load DCOPY from the desktop. That's it,to move from on partition to another,just press the CONTROL-LEFT SHIFT-ALTERNATE keys or bring up REVOLVER ( LEFT SHIFT-ALTERNATE ) and use the SWITCH option. b) COPY PARTITION When you click on copy partition you will be presented with a dialog window where you can click on the partition you wish the current partition copied to. c) VIEW PARTITION When you click on View in the main menu,you will be presented with a box exactly like the Switch option above.If you click on one of the ACTIVE partition numbers,REVOLVER will display the screen of that partition.Holding down the left mouse button and moving the mouse up or down will allow you to scroll the viewed screen in front of the current application screen.Clicking on the right mouse button well return you to REVOLVER's main menu. View will allow you to easily see what program is in each partition without having to SWITCH to that partition. NOTE: Viewing a screen in a different resolution than that of the current partition results in an accurate but unsightly display. d) HOW TO USE ROLL OUT. Here is a sample session: You want to set up a .MEM file ( our extension for the memory image file created during a ROLL OUT ) for INTERLINK.You have several favourite disk accessories you like to use with INTERLINK to background download,strip carriage returns from ASCII files or whatever.Here's what you do. 1) Move the Desk accessories you want included with INTERLINK to boot disk ( maximum of disk accessories is 6 ) 2) Reboot your computer ( this loads the Desk accessories into Memory) 3) Load in interlink from the desktop 4) Load a text file into the buffer 5) Load the Protocalls ( loadable emulations ) 6) Move the cursor to the point in the text file you would like it 7) Press the LEFT SHIFT-ALTERNATE keys simultaneously.You will be greeted with the REVOLVER box in the upper left of your screen 8) Choose the switch partition option and switch to another partition ( you can't roll out of the partition you are currently in ) 9) Now Select Rollout with the mouse and click the left Mouse button.A custom file selector box will appear 10) Enter the path and filename on the top line or do the following. a) At the bottom left of the file selector box is a drive select section with two arrows pointing left and right with a drive letter between. Using the mouse point to the right and left arrows and click with the left mouse button to change the drive ID letter. When the proper drive ID letter appears SINGLE click on it.The path will now be set to the ROOT of the drive selected. b) Using the mouse click on the folder ( Folders have a reverse diamond to the left of the file name )you want the .MEM file saved.To move up out of a folder click on the folder with the two dots as a name. c) Enter the mane you want the .MEM file saved under on the line at the bottom left of the custom file selector box.You don't have to specify the extension ( .MEM ) it will be added to the filename ( less than 8 letters ) that you enter. 1) Click on OK at the bottom right.REVOLVER will show you a progress box on how things are going.Roll out takes twice as long as Roll in due to the verify that takes place on all writes to disk. YOU CAN NOW REMOVE THE SPECIAL DISK ACCESSORIES FROM YOUR BOOT DISK.THEY WON'T BE NEEDED ANYMORE SINCE YOU JUST SAVED THEN WITH INTERLINK IN THE ( .MEM ) FILE. e) HOW TO ROLL IN: We will use the .MEM file saved in the above example to show you how to roll in a .MEM file. We will assume that you removed the Desk accessories loaded in the above example from your boot drive and rebooted your computer.It's not necessary but in makes more of an impression for the Desk accessories to show up as if by magic.( no shit ). 1) Press the ALT-LEFT SHIFT keys again and REVOLVER will pop back up.Now using the left mouse button select ROLLIN. 2) A custom file selector box will appear.Pick the file name you chose in the above example.You may have to move to the drive and folder you chose before to see it. ( same as above remember,you can't roll into the same partition that you are currently in ). 3) Click on OK at the bottom right and the file will ROLLIN.Switch to that partition and you will see that it is as it was when Rolled out. That's it,Check it out and you will find the disk accessories are there and the cursor resting where it was when you rolled the file out. f) AUTO ROLL OUT ALERT. Auto Roll Out Alert will alert you that it's time to switch partitions and Roll Out.Auto Roll Out Alert can be set to a minimum interval of 5 minutes. EXAMPLE: We are going to setup AUTO ROLL OUT ALERT for an interval of 10 minutes. 1) Press the ALT-LEFT SHIFT keys to bring up REVOLVER 2) Click with the left mouse button on Configure 3) In the center of the Configure screen click on ROLLOUT ALERT EVERY: 4) Enter on the line ROLLOUT ALERT EVERY:enter the time interval between roll out's 5) Click on the exit button 6) Click on exit again to leave the configure menu and return to the main screen 7) In the upper right of the main REVOLVER screen click on ALERT:OFF and it will toggle to ALERT:ON.This turns the AUTO ALERT off and on. 8) Click on EXIT and use First Word as you normally would At the interval you specified an ALERT BOX will appear prompting you to ROLL OUT your partition. 4 DISK COMMANDS VIA REVOLVER. A word about Wild Cards and pattern matching.Several of our commands can use wild cards to pattern match.The two characters that are used as wild cards are the (*) and (?).A question mark can be used to substitute for a single character and the asterisk can be used to substitute for multiple characters. b) COPY FILE(s) Copy a file(s) from one drive or folder to another drive of folder.You also have the ability to use Wild Cards to copy multiple files by pattern matching with this command. EXAMPLE: Copy a file(s) from drive A: to drive C: 1) Press the LEFT SHIFT-ALTERNATE keys to bring up REVOLVER 2) Click with the left mouse button on Disk Commands 3) Click on Copy with the left mouse button 4) With the Custom file selector choose the path to locate the file or files you want to copy 5) If you are inside a folder and you want to copy ALL the files in that folder then make sure (*.*) appears on the selection line at the bottom of the file selector ( default ). If you want to copy a single file,just click on it with the mouse or enter the file name on the selection line at the bottom of the box. To pattern match,for instance you want to copy all the files that end in (.PRG) just put (*.PRG) on the selection line.( * is a wildcard ).To copy everything that begins with (DCF) just put (DCF*.* or DCR?????.*) on the selection line. 6) Click on OK 7) A new file selector box will be displayed.Choose the drive and path you want the file(s) copied to 8) click on OK and the file(s) will be copied. c) MOVE FILE(s). Move files is the same as Copy files,but the file(s) are automatically removed from the original drive and-or folder after the copy.You can use pattern matching and wild cards with this function. d) APPEND FILE(s). Append will tack file(s) onto the end of a specified file.For Example,suppose we have a collection of letters about a particular subject and we want to put them together under on filename.You could use a word processor to merge these files,or you could use the Disk Function APPEND from within REVOLVER.You may use Pattern matching and Wild Cards when selecting the files that will be appended. EXAMPLE: 1) Choose Append in the Disk Commands Menu 2) Using the custom file selector box select the Drive and Path that the text file(s) reside in.You may use pattern matching and wildcards 3) Select the file you want to append by clicking on it or entering the filename on the selection line 4) Click on OK 5) Using the file selector box choose the file you want the above file(s) appended to 6) Click on OK. e) DELETE FILE(s). This function is similar to the Trash can delete available to you from the desktop.You can use pattern matching to delete multiple files.WARNING (*.*) will delete all files in a sub directory,if in the root,all files on that drive not in a sub directory will be deleted. 1) Press the LEFT SHIFT-ALT keys to bring up REVOLVER 2) Click with the left mouse button on Disk Commands 3) Click on Delete Files with the left mouse button 4) With the custom file selector choose the path to locate the file or files you want to delete 5) If you are inside a folder and you want to Delete ALL the files in that folder then make sure (*.*) appears on the selection line at the bottom of the file selector.If you want to Delete a single file just click on it with the mouse or enter the file name on the selection line at the bottom of the box.To pattern match,for instance you want to Delete all the files that end in (.PRG) just put (*.PRG) on the selection line ( * is a wild card ) f) RENAME FILE. Rename will Rename a file.You can also perform a RENAME from the GEM desktop by clicking on a file and then choosing Show Info from the GEM MENU BAR. 1) Choose RENAME in the Disk Commands Menu 2) Using the custom file selector box select the file you want to rename 3) Click on OK 4) Enter the name you want the file to have on the selection line at the bottom of the file selector 5) Click on OK. g) SHOW FILE. This allows you to view the contents of a text file. 1) Choose Show File in the Disk Commands Menu 2) Using the custom file selector box select the File you want to Show 3) Click on OK. The file will now be displayed on screen.You can use the Up arrow key and Down arrow key to page backward and forward through the text file.A CONTROL-C will take you back to REVOLVER's Disk Command screen. h) MAKE FOLDER. Make Folder will make a folder on the Drive specified. EXAMPLE: 1) Choose Make Folder in the Disk Command Menu 2) Using the custom file selector box select the Drive and path that you would like the Folder to reside in 3) Enter the name of the folder you wish to create,on the Selection line 4) Click on OK. i) DELETE FOLDER. Delete Folder will delete a folder,it's similar to dragging a folder to the trash can from the Desktop. 1) Choose Delete Folder in the Disk Commands Menu 2) Using the custom file selector box select the Folder you want to delete 3) Click on OK. ( Folders have the reverse diamond to the left of them ) j) HIDE FILE(s) Hide File(s) will hide a file.It will not appear in the Desktop directory window.You can use wildcards and pattern matching with this function. EXAMPLE: 1) Choose Hide File in the Disk Commands Menu 2) Using the custom file selector box select the File(s) you want to hide 3) Click on OK. An (H) will appear to the left of the filename.This means the file is hidden.You will not be able to see this file from the GEM desktop. k) LOCK FILE(s). Lock File(s) will lock a file.This will keep you from inadvertently erasing it from your desktop.You can use wildcards and pattern matching with this function. EXAMPLE: 1) Choose Lock File from the Disk Commands Menu 2) Using the custom file selector box select the File(s) you want to locked 3) Click on OK. An (L) will appear to the left of the filename,this means the file is Locked.You will not be able to delete this file from the GEM desktop. l) UNHIDE/UNLOCK FILE(s). This feature will unhide and unlock file(s).You may use pattern matching and wild cards with this function. EXAMPLE: 1) Choose Unhide/Unlock File(s) in the Disk Commands Menu 2) Using the custom file selector box select the File(s) you want to Unhide/Unlock.There should be a (H) or (L) or both to the left of the Filename 3) Click on OK. The (L) and (H) in front of the filename will disappear from REVOLVER's listing. m) DIRECTORY. This function will show you a directory of the files on a specified disk or folder. EXAMPLE: 1) Choose Directory in the Disk Commands Menu 2) Using the custom file selector box select the Directory you want show 3) Click on OK to exit.This is the only function that CANCEL and OK perform the same function. n) SEARCH DISK. The Search function will search a drive for the specified file or files.You may use pattern matching with this function. EXAMPLE: 1) Choose Search from the Disk Commands Menu 2) Choose the drive you want to search on REVOLVER's File selector window 3) Enter the search filter on the selection line at the bottom of the file selector box. Suppose we want to look for a file that starts with (W) and we know that it's a (.DOC) file.Enter (W*.DOC) on the selection line.Every filename that starts with (W) and has the extension (DOC) will be displayed on the screen.The entire path will be displayed so that you may find it later using the file selector box. o) FORMAT FLOPPY. This function is similar to the desktop format but we allow an extended format. EXAMPLE: 1) Choose Format in the Disk Commands Menu 2) A window will appear where you can toggle the following functions by clicking on them with the left mouse button: Format Type: Standard 360K per side Extended 400K per side. Number of Sides:you have a choice of 1 or 2 sides. Floppy drive A or B. 3) After selecting the above click on Format at the lower left of the window. 5 CONFIGURING REVOLVER. The following Features can be found in the Configure Screen.Click on Configure in the main screen to bring up the menu to the right ( remember to bring up REVOLVER's main screen press,simultaneously,the Left Shift-Alternate keys ).After setting them they should be saved,using the save option at the bottom of the Configure menu.This is the most important setup screen,make sure you have a thorough understanding before changing any of the defaults. BOOT MANAGER. The BOOT MANAGER,if turned on in this menu will bring up a menu ( during the boot process for each partition ) that will allow you to choose the Desk Accessories and Auto Folder programs you want loaded.Simply select ACC or AUTO on the lower left of the dialogue then use the mouse to move selections to the USE column ( if you want to use them ) or the POOL column ( if you wish to boot without them ).Pressing return or clicking on Desktop will allow the boot process to continue normally,clicking on CLI will cause the booting process to boot only TOS. a) The following features are found in the Configure menu under RAM Buffers( click on RAM Buffers in the configure menu ).They will automatically be installed, ( upon Cold Booting ) if you save the Config.REVOLVER.INF ) file in the Configure Menu. SINCE REVOLVER's ROLLED OUT FILE MUST BE ROLLED INTO A PARTITION OF EQUAL OR GREATER SIZE,CHANGING ANY OF THESE FEATURES MUST BE DONE CAREFULLY. 1) PARTITIONS. Clicking on Configure Partitions in the RAM Buffers menu brings up the screen at the right. _____________________________________ | Partitions | |-------------------------------------| | Number of Partitions: | 2 | | |-------------------------------------| | Working on Partition: | 1 | | | Total Blocks: Blocks Left: | | Number of Blocks: <| 03 |> | | EQUALIZE ALL PARTITIONS | |_____________________________________| Configure Partitions allows you to set the number of partitions available for Switching as well as the size of each partition.REVOLVER's RAM disk,Print spooler and Folder Fix take memory from the top,they get their memory first and are universal for all partitions. Because of this the partition menu calculates partition size in blocks rather than in absolute terms. A block is roughly equal to 128K. Overhead= ( Ram disk+Spooler+REVOLVER+Folder Fix+Disk Buffer ) Partition Size= #Blocks in Partition * ( 128 - Overhead/number of partitions ). Points to remember when setting up the Partitions: 1) Partition #1 must be the largest Partition and Partition #2 the second largest,Partition #3 the third largest etc. 2) You can only roll a file into a partition that is equal to or larger than the partition that it was rolled out of.If you roll a smaller partition into a larger partition then that partition will appear to be the same size as the smaller partition that was rolled into it.You will have to roll in a file that is the same size ( rolled out of a partition with the same number of blocks ) to get that memory back.When you save a .MEM ( Rolled file ) REVOLVER will put the number of the partition that the file was rolled out of,in the extension. 3) GEM's overhead is 130K for each partition ( if you allow GEM to boot ).So partitions under 160K are unusable. EXAMPLE 1: We have a 1040ST and we want a 40K Ram Disk,100 Folder fix,4K Disk Buffer and tow partitions.We want partition #1 to have six blocks and partition #2 to have 2 blocks.What is our Free Memory for each partition. Overhead = 40K + 120K + 17K + 4K = 181K ( 100 Folders = 17K ) Partition #1 Size = 6 ( 125K - ( 181K/2)) = 677.5 Partition #2 Size = 2 ( 125K - ( 181K/2) = 165.5 Note:if the #2 Partition were less than 160K then REVOLVER would refuse this RAM configuration and drop to the defaults. If this is what we want then we are ready to enter the partition information in the Configure Partitions Menu.You will be 3 windows under REVOLVER's main screen.Follow the steps below. 1) Bring up the partitions menu,by a) Clicking on Configure in REVOLVER's main screen b) Click on RAM buffers c) Click on Configure Partitions. Go to the tip of page 4 where this example is continued. EXAMPLE 2: We will setup a Mega 4 with a 300 folder fix,one tow meg partition for desktop publishing with the Atari Laser Printer,and tow on meg partitions. 1) Bring up the partitions menu by. a) Simultaneously press the LEFT SHIFT-ALTERNATE keys b) Click on Configure in REVOLVER's main screen c) Click on RAM buffers d) Click on Configure partitions. 2) At the top of the partitions menu scroll the NUMBER OF PARTITIONS with the right and left arrow keys. 3) Scroll through Working on Partition: to partition #1 4) Partition #1 has to be the largest partition so we make it the 2 meg or at approximately 128K per block, 16 blocks in size.Look at the line Blocks Left: it should be at least 16,if it isn't then you need to scroll to another partition using the Working on Partition: area to remove blocks so that we can put them in partition #1.Scroll the Number of blocks: to 16 5) Go to the Working on Partition: area and scroll to partition #2 6) Go to the Number of blocks: and scroll to 8 blocks ( 1 Meg ).Again if their are too few Blocks Left: remove them from another Partition ( not partition #1 of course ) 7) Do the same with partition #3 8) Exit the Partition menu by clicking on Exit,you will now be in the Configure RAM buffers menu 9) Follow the directions below to install your 300 Folder fix and then same the configuration. For the partitioning to take effect you must save the configuration using SAVE at the bottom of the Configuration main screen and then Cold Boot. 1) RAM DISK ( RESET PROOF ) REVOLVER's Reset proof RAM disk will survive a warm boot or a pressing of the reset button. EXAMPLE Installation. 1) Click on the line Ramdisk Installed: off until it toggles on 2) Enter the size you want your RAM Disk on the line SIZE:___K by clicking with the left mouse button on the underscores and entering the value in Kilobytes ( thousands of bytes ) You have to be careful here to enter a value that leaves you enough RAM to run your programs 3) Enter the drive letter ID by clicking with the left mouse button on the right and left arrows. REMEMBER,the RAM Disk will not be installed until you cold boot your computer.ALSO, THESE VALUES CAN NOT BE CHANGED,if you change anything in this menu,your previous Roll Out files will not work. 3) FOLDER FIX The ST allocates memory to remember directories and folders.If you scroll through more than 40 of them,then the ST will run out of this allocated memory and your directories will appear empty or files will disappear out of the directories.The only way to correct this ( after it happens ) is to warm boot the ST. If you have a HARD DISK DRIVE, you will probably need to increase the allocated memory for Folders.We provide an easy way to do this in REVOLVER.Just enter the total number of folders you think you will have on your Hard Disk minus the 40 that the operating system already allocates,in the Menu. EXAMPLE. 1) In the Configure Window click on RAM Buffers with the left mouse button 2) On the line that says FOLDER FIX INSTALLED: OFF click on the off to toggle it on 3) On the line ADD:___ EXTRA FOLDERS point to the underscore area and click with the left mouse button and enter the total number of folders you will need ( 100 extra folders will use approximately 17 K bytes of RAM ). REMEMBER, the folder fix will not be installed until you cold boot your computer. THE NEW TOS 1.4 ROM's FIX THE 40 FOLDER PROBLEM,THIS VERSION OF REVOLVER WILL DETECT WHICH VERSION OF ROM's YOU HAVE AND WITH VERSION 1.4 THE FORTY FOLDER FIX WILL TURNED OFF AUTOMATICALLY. 4) PRINTER SPOOLER ( RESET PROOF ) The printer spooler allows you to send test to the printer then continue with anything else.You do not have to sit waiting for the printer to finish printing before going on to do something else. Our printer spooler can survive a reset,this means that you can send text to the printer,do a warm boot and when the computer finishes booting,your text file will continue being spooled to the printer,right where it left off. We recommend you use REVOLVER's Warm Boot rather than the Reset Button.If you use the Reset Button there is a chance that one or two characters may be garbled during the transition period of the BOOT. EXAMPLE. 1) In the Configure Window click on RAM buffers with the left mouse button 2) On the line that says PRINT SPOOLER INSTALLED: OFF click on the off to toggle in on 3) On the line that says: SIZE ____K Enter the size of the printer spooler in thousands of bytes.( a typical page of text is 2K bytes long ) FLUSH buffer will throw away anything in the buffer and clear the spooler's memory. Remember,the printer spooler will not be installed until you cold boot your computer. 5) DISK COMMAND BUFFER The disk commands use a buffer to speed up I/O,in many cases with a value of 32K for the buffer our disk commands are faster than the built in GEM commands from the desktop.Due to limited RAM on smaller machines like the 520ST AND 1040ST,we allow you to choose a smaller value for the buffer,the minimum is 4K. DISK COMMAND BUFFER: ___K Enter 4K to 99K,for faster I/O use larger value.Rollout speed will increase with a larger disk buffer. b) PORTS SETUP PRINTER PORT AND RS_232 PORT. The configuration for the printer and RS-232 port can be found in REVOLVER's Configure menu.Just click to the right of each of the parameters and they will toggle through all of the possible values. c) SEND STRING T PORT. This function will allow you to send commands or data to or through the following ports in the ST: PRT= PRINTER: AUX= RS-232: KBD= KEYBOARD: MIDI= MIDI: CON= SCREEN: To send the string,enter it on one of the lines and then click on the port you wish to send it to.The lines are automatically sent starting with line #1 ( ie:they are sent sequentially ). By entering a back slash (\)you can send ASCII values to the ports.For example,we want to send printer commands through the printer port.Printer command start with an ESC code which is ASCII value 27,so to send this we would enter on one of the lines \27 ( to send one back slash you must enter two consecutively "\\".) d) SET SYSTEM DATE AND TIME. 1) Press LEFT SHIFT-ALT keys to bring up REVOLVER's main menu 2) Click on Configure to bring up the Configure Menu 3) Click on Set System Date & Time 4) Point and click on the time and use the Arrow keys to scroll the cursor through the Time as well as the Date.The UP-DOWN arrows will jump to a new field ( minuter fields,seconds field,days field,etc ).The right and left arrows will move right and left in the field 5) Click on Set to write the time and date to the ST's internal clock. e) MOUSE ACCELERATOR. Change the ratio of mouse movement from 1:1 to 8:1 ( Factorial mode ) or using Proportional mode where mouse movement is based on the acceleration of the mouse.This allows you to use the mouse on desks where there isn't a lot of room to maneuver the mouse.If you need the finer detail of 1:1 in you mouse movement,you can press the Alternate key and as long as that key is pressed your mouse ratio is back to 1:1. 1) Select Configure from REVOLVER's main menu 2) Select Mouse Speed from the Configure Menu 3) Toggle Mouse Accelerator on with the left mouse button 4) Factorial Mode: a) Click on Type: and you will toggle through the two choices Factorial and Proportional.Choose Factorial b) Using the arrow keys ( click on them with the left mouse button ) move the Factor: up or down. Remember,holding the Alternate key down will change the mouse factor to 1:1 only as long as that key is held down. Proportional Mode: a) Click on Type: until Proportional shows. Proportional will change the ratio of mouse movement depending on the velocity of the mouse.In other words,the faster you move the mouse,the higher the ratio. f) TERMINAL DEFAULTS. For all of the following,just bring up the REVOLVER Main Menu by pressing the LEFT SHIFT-ALT keys.Click on Configure and then you may toggle the following on and off with the left mouse button. CARRIAGE BELL ( ON-OFF ) This turns the carriage return bell for the VT-52 screen off and on. KEY REPEAT ( ON-OFF ) With this function you can turn key repeat on and off. g) VERIFY ( DISK VERIFY ON-OFF ). This function turns disk verify on and off.The ST will verify ( check for errors ) when writing to disk.It does this by reading the sectors it just wrote to disk and comparing them with a copy in RAM.Verify doubles the time for writes to disk.Turning verify off will not affect the speed of Reads from disk,but should nearly double write speeds.We don't recommend turning verify off,( unless you are using a RAM disk for all your disk I/O ). h) USE COLORS FROM REVOLVER. If you do not use colors from REVOLVER, then the color Palette that the currently running program has set will be the one REVOLVER uses.Sometimes there isn't enough contrast between the colors available in the pallet for you to read REVOLVER's menu.If this is the case,then you need to USE COLORS FROM REVOLVER.REVOLVER will change the color pallet when it is invoked and return the original colors when it leaves the screen. i) BOOT MESSAGES. Boot Messages will suppress messages from programs during the boot period. j) SAVE CONFIGURATION. At the bottom of the Configure screen are several options that let you save the defaults in the configure screen.When you click on SAVE at the bottom of this screen REVOLVER will write the REVOLVER.INF file to the AUTO folder.When REVOLVER is loaded,it will look for a REVOLVER.INF file in the AUTO folder.If it finds the .INF it will automatically configure all the functions in this screen to those previously saved by you. 7 SNAPSHOT SCREEN. A screen snapshot utility that will take a picture of your screen and save it to disk in Neochrome format. EXAMPLE: 1) Press the LEFT SHIFT-ALT keys to bring up REVOLVER 2) Click with the left mouse button on Snapshot Screen 3) Choose path and file name you want the .NEO file saved under,it is not necessary to add the extension REVOLVER will take care of that for you.( see how to use CUSTOM FILE SELECTOR ). 8 REBOOT SYSTEM. There are two ways to reboot the system in the ST: Warm boot and Cold boot. COLD BOOT will clear ALL memory and reset the system variables.You can cold boot your computer manually by turning it off ( wait 5 seconds ) and turning it on again.Or click on the Cold Boot button in the Reboot system menu.This method ( Cold Boot ) will also erase our Reset Proof RAM disk,as well as remove REVOLVER from High memory.It is usually not necessary to cold boot the computer. WARM BOOT will reset SOME of the system vectors and reload the desktop.Most of REVOLVER's features have been designed to take advantage of the ST's Warm Boot ability ( they survive a warm boot ). ( same as pressing the reset button ). 9 VT-52 EMULATOR The VT-52 EMULATOR is similar to the emulator you received with your ST.It does have two additional commands. F8 ( function key 8 ) will cause the modem to Hang up by pulling the DTR line low.For this to work with your modem,you must have the proper dip switch set ( DTR not forced true ) or if you have a programable modem ( the new 2400 baud with memory ) you must program it to recognise the DTR transition ( &D3 ). To exit the VT-52,screen press UNDO. 10 REVOLVER's FILE SELECTOR. The top line is a selection line where you can enter the pathname to select a file.After entering your drive and path you must click on it with the mouse for it to be activated. To display the contents of a particular folder simply click on the desired folder and it's files will be displayed.To move back up to the previous level simply click on the DOUBLE DOT folder name. The center window shows the director of the selected path. To enter a new filename just enter it on the selection line *.*____ at the bottom left of the file selector ( for example.saving a .MEM file ). The right and left arrows at the bottom left allow you to select the drive.Click on the right of left arrow until the drive you want shows up between the two arrows,then single click on the drive letter.The selected drives directory should show up in the center window. Clicking on STAT in the lower center of the file selector will give you a listing on the status of the drive selected ( size of drive and free space ). The up and down pointing arrows ( just under the directory window at the right ) allow you to scroll ( up and down ) directory listings. Sort toggles off and on the automatic file selector sort so that you can see which file is actually first. Clicking on a file name will place that name in the file name field at the bottom of the selector.Clicking on OK will select the currently displayed file and path,Cancel will abort the current function. 11 TIPS FOR THE REVOLVER USER,FROM RANDY MEARS. This manual's explanation of how to use REVOLVER,what it's features do and how to use them,will give you the savvy you need to become adept with the product.Because REVOLVER gives so much power to your ST computing,there are many things that you will discover on your own,including many capabilities that are not immediately obvious.Here are some of the things that I have discovered while testing and using it. Switching Partitions via the Control-Left Shift-Alternate key combination is best accomplished by pressing the Control key first. The view function is outstanding,not only will it let you see the screen for another partition,it will let you compare it to the currently active screen.The ability to slide the viewed screen up and down in front of the current screen is very handy. If the currently active partition crashes you have a couple of choices.You can press the reset button and re-boot the crashed Partition,usually leaving all other partitions intact or you can press Control-Left Shift-Alt and switch to the next partition.At any rate,if one of your partitions locks up or crashes,all you will lose is that partition..just press the reset button. Suppose you are copying files using the desktop and get on of these Retry/Cancel messages because your output diskette is not formatted.Without REVOLVER you would have to cancel the copy,format the disk than start the copy over again.With REVOLVER simply call up REVOLVER while the Retry/Cancel message is on the screen,format the disk using REVOLVER's formatter,exit REVOLVER then click RETRY on the Retry/Cancel message and your copy operation will continue. The Send to Port commands solve an annoying problem for me.I have a STAR SB-10 printer,a rare and incompatible device,and I like to put it into letter quality mode so that I can print from the desktop.This is done with REVOLVER by sending /27/52 to the printer port.I can also while the current document is printing send the codes required to turn letter quality off.It will be added to the end of the spooler so that the current document is still printing in letter quality.While the printing is still going on I can print another file to the spooler.When the current document finishes the next document will print but in normal quality. With REVOLVER it is possible to mix and match desktops.For instance you can be using a GDOS application in one partition and a game in another.You can have multiple sets of desk accessories etc. GDOS has always presented me with alot of problems since it slows my machine down and is incompatible with some software I don't really want it loaded unless I am using software that needs it.To solve that problem I booted a partition with GDOS and Rolled Out the Desktop under the name GDOS.MEM.I now boot all partitions without GDOS and,when I need it,I just Roll In GDOS.MEM to one of my partitions and run whatever GDOS software I need there. TEMPLEMON is an excellent debugging tool.The trouble is that the LASER C Shell will not run if TEMPLEMON is loaded.Since I do alot of development and need to use TEMPLEMON to find problems it would be nice if I could use LASER and TEMPLEMON without having to re- boot my machine each time I need to change.REVOLVER allowed me to solve this problem in the same way that I solved the GDOS problem,I just Rolled Out a Desktop with TEMPLEMON installed and you know the rest. REVOLVER's file finder is necessary for me.With a 40 meg hard drive and 180 folders in 4 Partitions I tend to forget where things are.REVOLVER tells me where to look. The more memory you have,the more you need REVOLVER.I run a 4 Meg Mega and have it configured as follows: 300 folder fix 1000K Ram disk 64K Print spooler 3 Partitions. REVOLVER ACTIVATE-KEY CHANGE PROGRAM. REVACT.PRG will allow you to change REVOLVER's Active Key Combination to one of four different combinations.The standard ALTERNATE/LEFT SHIFT,ALTERNATE/RIGHT SHIFT,LEFT SHIFT/RIGHT SHIFT ( both shift keys,simultaneously) or ALTERNATE/LEFT SHIFT/RIGHT SHIFT.You may find this useful if you have other programs that conflict with the standard ALTERNATE/LEFT SHIFT combination.This program will only work with Version 1.1 of REVOLVER. TO USE THIS PROGRAM. NOTE: Make a backup of your REVOLVER Installation Diskette and use it for this procedure. 1) Run REVACT.PRG 2) At the prompt insert the backup of your REVOLVER 1.1 Installation diskette into drive 3) Click on the button that describes the activation sequence you desire 4) Once completed copy REVOLVER.SYS from the modified backup of your Installation diskette to your AUTO folder(s) 5) Re-boot any partition ( system need not be cold booted for this ) and the new activation sequence will take effect. HOW TO CALL REVOLVER. Included on the disk are 4 C Routines in Laser C/Megamax C format that will call REVOLVER's routines for bringing up or switching partitions. These routines could be used to call REVOLVER to switch between partitions of different operating systems.For instance you could have MS-DOS running under an emulator in one partition and switch to a partition running GEM,switch again and you are in a partition that is running under P-DOS. The only thing that would be required of these different operating systems would be that they followed the rules and not clear the system variables or try to grab more memory than the operating system says is available. REVOLVER will do the rest.If you are familiar with C you will notice that calling REVOLVER is very simple,it's sitting in memory ready to go,all that is need be done is to pass it the ball. GETMEM. This routine gets a user reset proof memory address.Any data stored in this area is not cleared upon a system reset. SWITCH IT. This routine causes REVOLVER to switch partitions.The partition to switch to is passed in " int t". INQUIRE. This routine gets information about the current memory configuration. POPUP REVOLVER. Bring REVOLVER up. b) SUPPORT FOR REVOLVER. If you have a Modem we have support areas on the following services. a) Our Support BBS 813-924-4590 ( 300-2400 baud ) ( 8N1 ) b) Compuserve Go ATAREVEN Section 2 ( Intersect ) c) GENIE page 475 Bulletin board topic 20 Voice a real person: Phone 813-923-8774 ( 9am through 5pm Eastern time ) Be sure to have a list of the steps necessary to create the problem you are having as well as having your serial number handy. We will be providing upgrades of this product at regular intervals.You can check our BBS,Compuserve or Genie for the latest version.You can even leave us a message with you ideas for improvements in future releases. c)BETA TEST REPORT. The beta test report can be found on the distribution diskette and is called RELEASE.TXT. It contains the tips and workarounds for programs used with REVOLVER. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ THE END ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~ Say Thankyou Paul ~~~~~~~~~~~~~~~~~~~~~~~~ S E W E R S O F T W A R E presents .... Lost Dutchman Mine documentation Typed by GRAVY TRAIN I. THE LEGEND: Somewhere deep in the vast and rugged Superstition Mountains of Arizona, there lies hidden a gold mine of immense richness. It was allegedly discovered by a prospector named Jacob Waltz, an old German immigrant who wandered the Superstitions during the early 1880's. He claimed the mine was so rich that the gold could be removed with only a knife. Waltz died on October 25, 1891, but he left behind many clues as to the location of his fabulous mine. One clue was to look for a pointed peek. Many people believe this peak is the landmark known today as Weaver's Needle. He also claimed his mine was located where no miner would ever look. Many old maps have A surfaced purporting to show the location of Waltz's treasure, but none have proven genuine. Today the Superstition Mountains continue to draw those who seek the fabled wealth of the King of precious metals. And Weaver's Needle still stands guard over Jacob Waltz's tantalizing secret... the LOST DUTCHMAN MINE. II. THE STORY The hot sun beats down on you and the dust from the stagecoach ride still coats your throat as you look around at the new surroundings. You are in Goldfield, a mining town nestled in the foothills of the legendary Superstition Mountains of Arizona. It's 1896, and gold fever has struck you, as it has thousands of others who have dreamed of riches and set out to seek their fortune in the West. Some have continued on to California but you have decided to travel to the Superstitions because of the legends that have reached your ears of the fabulous LOST DUTCHMAN MINE. Your throat parched from the long, dusty ride, you decide that the first stop should be the Saloon. You amble in through the swinging doors and walk over to the well-stocked bar. "What'll it be, old-timer?", the burly bartender asks. "Old-timer, indeed", you retort angrily, but as you stroke your white beard you have to admit that perhaps better days are behind you. But age has also brought with it experience and a toughness that belies the whiteness of your hair. Countless younger men have searched in vain for the LOST DUTCHMAN MINE, but you are convinced that you will succeed where all others have failed. You order a drink and savor the cool liquid as it quenches the fires in your throat and brings a smile to your lips. Yes, you will succeed! page 2 Suddenly there is a commotion behind you. You turn to see a tall, elegantly dressed man pull a gun from his coat and point it across the table at a man seated opposite him. "You accuse me of cheating?", he shouts loudly for all to hear. "Other men who have said that are no longer drawing breath", he continues ominously. The other gentleman quickly gets to his feet and flees out the doorway, while the gambler smiles and gathers the pile of coins and bills into his bag. "Thats Dapper Dan", explains the bartender under his breath. "He's a card shark, but don't ever call him a cheat. He's fast with a gun and he's not afraid to use it." You eye him cautiously as you sip your drink. You know that one day soon you'll have to try your luck. And hopefully live to tell about it. With the excitement over, the bartender now turns his attention back to you. "Stranger in town?", he asks as he pours you another drink. You reply with your story of arriving by stage to do a little prospecting. "Prospecting, huh", he replies with an indifferent shrug. "Well, you may want to talk to Old Ned down at the Assay Office before you head out to the mountains. He'll give you some good advice on what you need to survive out there. He's also the one who'll assay your gold, so you might as well get to know him." You thank him, slap down a couple of coins for the drinks, and head out to find Old Ned. You find the Assay Office easily (there's only one street in Goldfield), and pushing the door open, you enter the small building. You find yourself in a dusty room with what appears to be a ton of rocks of various sizes strewn about the floor. At the back of the room you spy a bearded man chipping away at a rock with a small hammer. He turns as the door closes behind you. "Who's there?", he asks gruffly, squinting through old spectacles perched precariously on the end of his long nose. As you explain the purpose of your visit his manner softens and he wades through the piles of rock to great you. "If you're going to prospect, you've come to the right place. There's gold out there, plenty of it, but it will take lots of work, lots of sweat and lots of luck. First you'll have to together a grubstake. That's your supplies. You'll be spending weeks, maybe even a month at a time out there in the desert and what you take with you will greatly determine whether you come back. "First off, you're gonna need a gun. You'll be traveling along in the desert and you'll find it will come in mighty handy when you're up against rattlers, Indians or robbers. Of course, you'll need a pick and shovel, and a pan for panning in the river. And you're gonna need food and lots of water. The hotter the temperature, the more water you'll need so always keep your canteens full. page 3 "They're expensive", he continued, "but as soon as you can, you'll want to buy yourself a burro. They can double your load carrying which means you can carry more food and supplies which in turn means you'll be able to travel farther out into the mountains. The burro you can buy at the Livery Stable. The rest of your food and supplies can be had at the General Store. It's the green building down the street called the Mercantile. You might want to carry some fish hooks. In an emergency you can catch a few fish in the river. They'll tide you over if you run out of food and you can make it back to town." Old Ned paused and scratched his scruffy beard. "Let me see what else I can tell you. Oh yeah, carry some anti-venom with you. You're bound to get bit by a rattler but if you drink the anti- venom it will counteract the effects of the poison. If you get bit and you haven't got any anti-venom, then get to the Doc as fast as you can! He's got an office at the end of town and he'll fix you up if you get bit or shot. He's a nice guy. He'll even extend credit in case you don't have enough to pay him. "Watch out for Indians and bandits. The Indians will be after your burros, the bandits after your gold and cash. You can usually scare off the Indians if you put up a little fight, but the robbers you'll have to wound or kill before they'll give up. If you do capture a robber, you can sometimes collect a reward at the jail. "One more thing. There are lots of old mines and caves out there. Be careful if you go exploring. And if you do find the 'motherlode', come back here to stake your claim. "Good luck, partner. Oh, and here's one more piece of advice. Stay away from Dapper Dan. He's a real card shark and a dangerous man. Although I have heard rumors that he carries with him a piece of an old map showing the location of the LOST DUTCHMAN MINE." With Old Ned's words ringing in your ears, you head down to the Mercantile to begin your adventure. III. PLAYING THE GAME Unlike most computer games, LOST DUTCHMAN MINE makes use of both the mouse and the joystick throughout the game. Use the mouse in port 0 and the joystick in port 1. You guide the Prospector through his adventures using the joystick. Where appropriate, you can move in one of four directions; right,left,up or down. The joystick button is used as an action button in various circumstances (firing a gun, for example). The mouse is used solely as a selection device. Think of the mouse being the prospectors hand. Using the mouse is simply a method of allowing the prospector to choose items or options during the game such as purchasing items at the store. To activate the mouse at ant time during game play, simply click the left mouse button once. With the mouse active, use the left mouse button to click on icons or press section buttons on the Status Panel. The game isn't protected and CAN be played from the Hard Drive. page 4 IV. THE STATUS PANEL The Status Panel is displayed at the bottom of the screen and is assessed by clicking once on the left mouse button to activate the Hand cursor. Once the cursor is in view, you may select an icon by clicking with the left button or by pressing the F1-F6 keys corresponding to each icon's position. The Icon's: THERMOMETER (a thermometer) This displays the current temperature. If the temp. rises above 90 degrees, you will require water more often. If the temp drops below 50 degrees, and you are not adequately dressed, you will require more food. TIME (a clock) Displays the current time and date. At night, the temp will drop and all buildings in town (except the Saloon and Livery) will close at 6 PM. F1-CASH (coin) Displays your current cash on hand. This amount does not include any money you may have in the bank or any gold being carried. F2-HEALTH (head) Changes color depending on your overall heath: GREEN==good TAN==fair RED==poor A flashing red means that your health is in extreme danger and requires immediate attention. Selection this icon will display a status box showing your heath, food, water, and any wounds. F3-FOOD INVENTORY (pan n' fire) This icon will show your total food inventory. To eat a food item, click on the item then click on CONSUME. To drink water from a full canteen, click on canteen and then on CONSUME. The canteen will remain in your inventory but will now be empty. Canteens can only be filled at the river. To move an item, click on the item once with the left mouse button to select it, then click on an empty inventory box with the right mouse button to place it. In this way items maybe moved between yourself and any burros. F4-TOOLS INVENTORY (pick n' shovel) Displays your inventory of tools and non-food supplies. You must be carrying a tool in your personnel inventory to use it. Items maybe moved by the same means as the F3 key selection. F5-SHOTS LEFT (gun) Icon become active only after you buy a gun and then shows how many shots you have left. page 5 F6-DISK (disk) Displays a selection box which enables you to SAVE, LOAD, RESET, or QUIT the game. SAVE-a game in progress, click on SAVE, after a selector box appears, enter the filename for the save. You may save your position anywhere within the game including within mines,caves,or in the town. Because you may enter a unique filename for each saved game, multiple save can be saved on one disk. LOAD-to load a previously saved game. RESET-allows a brand NEW game to be started without turning the computer off. QUIT-The preferred method of exiting the game!! To PAUSE the game press key! Press to continue. V. THE TOWN Your adventure begins in the town od Goldfield. As you walk down the main street, you will see many building which may be entered to conduct business. Normal open hours are from 8 AM to 6 PM, however the Saloon and the Livery are always open for your convenience like 7-11 and Stop n' GO. The town doctor maintains a small office next to the Saloon and treats snakebites as well as victims of gunfights and Indian attacks. The Doctor will mend them for prices stated. All wounds will be fully healed by clicking on the appropriate button and the fee will be automatically deducted from your cash. The doctor will extend credit if you are short on cash. If you have money in the bank, he will take the money automatically from your account. If you have no money, he will collect the remainder at the next opportunity. VI. MERCANTILE The Mercantile carries a wide variety of food an supplies needed by any enterprising prospector. Many items are available, most of which are necessary at some point in the game for for your success or survival. To make a purchase, click on the item with the mouse cursor. An arrow will appear next to the item confirming your selection and a description of the item and it's price will be displayed. Click on the BUY button and the item will be added to your inventory, with the purchase price being deducted from your available cash. Food items are automatically added to the FOOD inventory, other items are added to the TOOLS inventory. If you attempt to purchase more items that you can carry, you will be alerted of that fact. All purchased items are added to your inventory only. If you have a burro, move some items to the burro's inventory which will allow you to carry more items. The Mercantile does not extend credit. VII. SALOON DRINKS: To buy a drink, approach the bar. A selection box will appear offering you a choice of drinks. Select one. All drinks cost $1.00 and will add to your water status, although too many drinks may decrease your overall health status. page 6 SLEEP: After 6 PM, an option to SLEEP is available. Although your health does not rely on sleep, there are times when you will want to take advantage of this feature. Clicking on SLEEP will result in the immediate passage of time. After a brief fade to black, you will find yourself in front of the saloon at 9:00 the following morning. GAMBLING: If Dapper Dan is sitting at a table in the Saloon, you can choose to try your luck in a friendly game of poker. Just walk over to Dan's table and move the joystick up. Dan will ask you if you want to play a game. Click on the PLAY button to begin playing. Dan plays a simple game of poker with the following rules: $10 ante for both players...pot=$20 a) DISCARD- After each hand is dealt, you may discard upto 4 cards. Click on the card(s) you wish to discard. If you select fewer than 4 cards then you must select DONE to receive your replacement cards. If you discard 4 cards, your replacement cards will be dealt without any further action on your part. b) FOLD or BET- After you have discarded and received your new cards, you may place a bet. If you do not think your hand is good enough to win, you may choose to FOLD. Iived your new cards, ou choose this option, you will forfeit your ante and be asked if you want to play another hand. The rest is just like poer. c) CALL- If Dan chooses to raise, you may respond by either Calling, Raising or Folding. d) RAISING- Any time Dan raises, you may counter with your own raise. Anytime you you select RAISE, you are actually placing an amount equal to Dan's raise into the pot PLUS the amount of your raise! VIII. ASSAY OFFICE The Assay Office has two functions in Goldfield; to assay your gold (exchange gold for cash) and to file your mining claim. To get your ore assayed and converted to cash, enter the assay office. Once inside, press the ASSAY button and you will see your personnel inventory. Click on a bag of ore. It wl be removed from your inventory and its ore content and value displayed. The cash amount (if any) will be added to your cash. Repeat for any extra bags you or your burro(s) carry. IX. BANK Bank transactions are very simple. When you enter the bank, your current balance is displayed and DEPOSIT and WITHDRAW buttons appear in the Status Panel. To deposit cash use the DEPOSIT button and enter the amount to be deposited. The same procedure is used for Withdraws. Use the bank to keep safe large amounts of money! X. NEWSPAPER You may peruse the daily newspaper and find out whether the Indians are on the warpath, whether a hot spell is forecast, or catch up on the latest town gossip. page 7 XI. JAIL Upon entering jail, you will see the wanted posters of some of the claim jumpers and bandits that unfortunately roam in this area. If you engage in battle with one of them in the desert and choose to collt the reward for capturing him, you will immediately in the town jail to collect the reward. XII. LIVERY STABLE The Livery Stable has burros for sale. These sturdy little beasts of burden eat little and have amazing endurance in the desert. You may purchase up to three burros during the game, with each pack animal greatly increasing your load capability. To purchase, click on the one you wish with the hand cursor and then on the BUY button in the Status Panel. The burro will now be yours and you will be able to transfer items from your FOOD and TOOL inventories to the burro. If you decide to sell a burro, return to the Livery Stable, click on an empty stall and select SELL. YOU WILL RECEIVE ONLY 50% of the amount originally paid! XIII. THE DESERT Once you leave town, you'll find yourself looking down from an aerial view of the surrounding desert. Use the joystick to move in any direction over the terrain. Movement is faster and easier along the main road. If you decide to head out over the desert, remember that you will move slower and your need for food and water will increase. At any time, you may stop and press the joystick button to reveal a ground level view of the area and allow you to see details that you would otherwise miss from the overhead view. You can travel through the desert to the surrounding mountains to search for caves and abandoned mines, fish or pan for gold at the river, or return to town. Travel in the desert is not without its hazards. You must be ready for rattlesnakes, robbers, and indian attacks. These attacks will generally occur without any warning. Your screen will immediately switch to a ground level view and your adversary(s) will proceed to attack. You may choose to run or fight. You may run from rattlesnakes without penalty (in fact most people do). However, running from Indians or robbers will result in the loss of most of your possessions. (if you kill a rattler, it will be added to your FOOD inventory...It will keep you alive if needed!) XIV. THE RIVER Move to any area of the river on the overhead map and press the joystick button. You will be at that point at a ground level view. a). PANNING FOR GOLD If you have a pan in your inventory, a new button labeled PAN will appear on the Status Panel. Click on it to begin panning for gold. The results of each panning are added to your inventory as a brown bag of ore. Some areas of the river will produce better results than others. page 8 b). FISHING If you bought a fish hook, a new button will appear on the Status Panel labeled FISH. Click on it to fish. Each fish caught must be brought to the surface and will then be added to the FOOD inventory. As in real life, there won't be any fish in certain areas of the river, and it is possible to clean out the river by over-fishing! c). WATER Click on the WATER button to give yourself a soothing drink from the river. In addition, any empty canteens marked with an 'E' (empty) in your inventory will also fill up and show a 'F' for FULL. Clicking EXIT will return to the overhead view. XV. CAVES AND MINES There are over 100 caves and mines within the area of Goldfield that can be explored. From the overhead aerial view, move to any desired area and press the joystick button to have a quick look around. As you get closer to the mountains, you will start to see certain details such as a cave opening. Get as close as you can until you are at the cave or mine opening and you will automatically enter it. Be sure you have a lantern and some matches to light your way. Also make sure you have everything you need in your personnel inventory while exploring these areas as you cannot bring your burro with you. Using the PICK: In some parts of the mines there maybe a small deposit of raw gold ore. Pushing the joystick button will allow you to begin digging. After several swings of the pick, the results of your efforts will be added to the TOOLS inventory as a bag of ore. The pick is also useful for clearing away falling rocks. Using thedded to tPE: If you have rope, you can descend the shafts in the caves by pressing down on the joystick. A rope will attach to a convenient point overhead and you can descend to the lower level. Climbing up is just the reverse...just press up on the joystick. Using the LADDERS: Simply move the joystick up or down to use them. XVI. USING MIDI Adjust volume so that your monitor plays slightly louder than your MIDI device. Gunshots, footsteps, and other sound effects will not be sent through the MIDI channels, only music! The sounds are currently programmed to play through MIDI channels 1,2, & 3 optimized for the presets of the Casio. SEWER SOFTWARE thanks MAURIE for the ELITE PASS WORDS. Page Paragraph Line Word 6 1 1 1 WELCOME 6 1 4 4 WHOSE 7 1 1 3 PULSE 7 4 1 4 FILLS 7 5 1 1 THE 8 1 1 2 DRIVE 8 2 3 1 BUNKS 8 3 2 4 BANKS 9 1 4 2 YELLOW 9 3 1 1 THE 9 3 1 2 RATING 14 3 4 2 FOR 14 3 4 4 FAVOURABLE 15 1 1 5 RETURN 15 2 3 2 HYPERSPACE 15 2 3 3 FUEL 16 1 1 2 WORLD 16 2 3 3 THE 17 1 1 1 ON 17 1 1 3 FOR 22 1 2 1 UNLESS 22 2 1 1 LOCATE 25 1 5 1 OUTRUN 25 2 1 1 IF 25 2 2 3 CANNOT 27 1 1 2 ARE 27 1 2 2 PIRATE 27 2 1 1 SMALL 27 2 1 2 SHIPS 29 1 5 3 FOR 29 2 1 4 BATTLE 29 2 2 4 KILLER-CRAFT 30 1 1 1 BEFORE 30 1 1 2 THE 30 1 4 2 OF 30 2 1 5 ARE 33 1 2 1 MISSILE 33 2 1 1 PRESSING 33 3 2 1 WILL 33 3 2 4 SEQUENCE 34 2 2 7 SHIP 34 4 1 1 AN 35 1 1 2 SHIELD 35 2 3 2 ANY 37 2 4 1 PRESSING 46 1 1 5 VARIABLE The F16 Combat Pilot Docs.........part II Flying training During training, you may select a dummy "front line mission" for any role of the F-16. * SCRAMBLE - air-to-air interception * HAMMERBLOW - offensive counterair operations * DEEPSTRIKE - interdictor strike * TANKBUSTER - battlefield close air support * WATCHTOWER - reconnaisance Objectives will be assigned appropriate to your mission with simulated SAM warnings and "hostile" drone aircraft injected to maximise the "realism" of your sortie. Although there is no danger of actually being shot down, you will be warned of any "simulated kill" if you would not have survived in real combat. Remember to take notes during your pre-flight briefing and plan your flight route carefully. Your ground crew will ensure that your aircraft is fully serviced, refuelled and armed with a weapon mix appropriate to your mission. "Know and use all the capabilities of your airplane. If you don't, sooner or later, some guy who does will kick your ass." -Lt.D.Pace, U.S.Navy FWS Instructor --- PAGE 47 --- Chapter 4 FRONT LINE OPERATIONS WARNING! Do NOT embark upon a mission without training....it is DANGEROUS! Mission selection If is daybreak. You join the other pilots in the squadron crewroom to discuss objectives for the day ahead. Tactics, combat manoeuvres, one thing is quite clear - you're all itching to get airborne. The majority of your flying will be on missions assigned by Tartical Air Command (TAC) with front line operations grouped into the 5 primary roles of the F-16: * SCRAMBLE - air-to-air interception * HAMMERBLOW - offensive counterair operations * DEEPSTRIKE - interdictor strike * TANKBUSTER - battlefield close air support * WATCHTOWER - reconnaisance Having made your selection, you proceed to the pre-flight briefing for target details and weapon loading. Now, for all you fighter jocks who want to take the F-16 back to its roots, TAC has a special assignment: * GLADIATOR - one-on-one dogfight Never mind the SAM's or other "everyday" problems, just get out there and take him out! And finally ..... * OPERATION COQUEST - multi-mission strategic campaign Tactical Air Command will not allows novice pilots to command Operation Conquest - the risk is too great! Permission will be granted only after you have completed a successful mission in each of the primary roles at your first squadron. --- PAGE 48 --- MISSION TACTICS SCRAMBLE - air-to-air interception Hostile aircraft approaching........no time to lose! Your ground crew have refuelled and re-armed your aircraft, ready for take-off. Don't forget your pre-flight briefing....... * MiG-29s.......check! * 15000 ft......check! * 25 miles......check! * Heading 260...check! Weather update.....cloudbase 25000 ft, light SW winds OBJECTIVE: Intercept and destroy hostile aircraft. To explain fully the principles of air combat would take a book in itself so let's take a look at the five basic elements involved: --- PAGE 49 --- (a)DETECTION. Early warning radar may be able to help you here providing that the targets is not flying too low. Locating and tracking the target is best done with your air-to-air radar but bear in mind that it is a transmitter and will warn the enemy of your approach. The most important factor with detection is "the earlier the betteer" in order to give you time to plan your attack and to select the right weapon. "He who sees first,lives longest" -Unknown (b)POSITIONING Your most effective weapon is surprise. The majority of kills are made without the target even being aware of the attack until it is too late. So, planning your approach is vital. A wide sweeping turn to a position above and behind your enemy will give you maximum "energy" and the upper hand as you begin your attack. (c)ATTACK Having chosen your weapon commit yourself to the attack. Speed is very important now in order to maintain the element of surprise. Watch for the launch parameters of your weapon and let him have it! (d)ENGAGE Unless you caught your target completely off guard, expect him to make some pretty dramatic evasive manoeuvres. Put him on the defensive by getting in the first shot, then manoeuvre your aircraft onto his tail as quickly as possible. The most well known combat manoeuvres are described in detail in chapter 5 so make sure you've had plenty of practice. Pilots will also tell you that violent uncoordinated turns are often the best way to throw the enemy off your tail, so it pays to not be too predictable! Things can happen extremely quickly during a dogfight which may only last a few seconds so try to keep a good idea of what your target is doing and where he is - often easier said then done! On top of this you must keep an eye on your altitude and speed - trade off one for the other but don't let your speed drop significantly or you'll end up being the target. --- PAGE 50 --- (e)BREAK OFF The key to success in any dogfight is to remain as aggressive as possible. However, if you suffer extensive damage or see that you are running dangerously low on fuel, it's time to get the hell out of there. How? This could be tricky! Speed and height are what you really need so it's time to select full afterburner and head for home. Unfor- tunately, your opponent is not going to give up the chase too easily... HAMMERBLOW - offensive counterair operations Our objectives here are to reduce the enemy's ability to strike back. We achieve this by a variety of ground attack missions focussed upon military installations such as: (a) AIRFIELDS - runways, hangars, grounded aircraft, control tower etc (b) MILITARY BASES - these control the deployment of mobile ground forces (c) C-CUBED CENTRES - responsible for intelligence and EW coordination (d) EARLY WARNING RADAR INSTALLATIONS (e) SAM AND ANTI-ARTILLERY (AAA) SITES TAC will select your target and brief you with the necessary detaiels prior to take-off. You may even get a few words of advice about potential hazards in the target area so be ready to take notes. Your ground crew have refulled your aircraft and will recommend a suitable weapon configuration if you so request. Don't forget to make at least a couple of air-to-air missiles in case you attract some unwelcome attention. The most important aspect, as in any mission, is surprise. Here are a few tips so that you give the enemy as little warning as possible. (a) Flying directly to a target will allow the enemy to anticipate your objectives and prepare its defence. So, a common tactic is to plan your flight path with a dramatic change of direction prior to arriving at the target. (b) Flying low will minimise the possiblity of you being tracked by enemy early warning radar. This should reduce the likelihood of enemy interceptors appearing. (c) Unless radio and radar "silence" as much as possible. Transmitting to an airfield or using your radar will only make the enemy aware of your presence. (d) Unless directed to attack a SAM site or EW radar it is best to avoid these at all costs. "Fly low, hit hard!" OBJEKTIVE: Destroy assigned target(s) and return to base. --- PAGE 51 --- DEEPSTRIKE-interdictor strike As a key member of our interdictor fighter wing, you will now focus your attention on vital suppert installations and supply links. Targets of particular interest include: (a) FUEL DEPOTS - control fuel supply to airfields & military bases. (b) POWER STATIONS - supply power to factories. (c) FACTORIES - provide essential & replenishment. (d) BRIDGES - supply route choke points. Your priorities are clean. Penetrate enemy airspace, avoid ground defences, strike yous assigned target and get home as soon as possible. Easy? Don't you belive it! These missions need to be planned if you're going to survive. Organise your flight plan carefully - TAC will want to know where to look if you don't make it back! Get familiar with your route and any possible landmarks that you can use on the way. It's also a good idea to estimate your time to each waypoint - any fuel reserves are going to be essential if you have to divert to an alternative airfield. Your ground crew will recommend a suitable weapon load or, of course, you may select your own preferred configuration. Above all, keep a watchful eye on your threat warning panel and be prepared for the arrival of enemy interceptors. Just hit that Dogfight button and get in there! Objective: Destroy assigned target(s) and return to base. --- PAGE 52 --- TANKBUSTER - battlefield close air support Low level ground attack in the heat of the battlefield.....perhaps the most dangerous mission of all. Our intelligence sources have located allied and enemy tank battalions locked in a fierce land battle. Heavy losses are predicted unless you can provide air support - and fast! Now, these guys aren't fooling around down there, they'll shoot at anything that moves! Chances are there will be helicoptergunships providing air cover, backed up by mobile radar-guided SAM launchers. Still willing to volunteer? Your first priority will be to down any patrolling gunships so a couple of AMRAAMS should clear the air before you arrive. Use your air-to-air radar in track-while-scan mode to search during your approach - any choppers should be sitting ducks. Your next biggest threat are those mobile SAM launchers so keep an eye on your Threat Warning Panel. Be ready to use chaff and flares. Use your Mavericks to clear the area of SAMs before you arrive. Now, what about those tanks? Take LANTIRN with you if it's available. This box of tricks gives you automatic target acquisition and long range missile guidance for both infra-red and laser-guided Maverick missiles. Survival is the name of the game and if you can pick off your targets from a reasonable stand-off distance so muchthe better. However, this is not a perfect would and LANTIRN pods may be in short supply. What now? Well, laser- guided Mavericks may still be used from long range providing that allied infantry in the area are equipped with laser targets designators. A last resort is to use your AGM-65D IIR Mavericks by locking-on "visually" using the infra-red zoom lens of the missile. Without LANTIRN however this can only be achieved at relatively close range. OBJECTIVE: Assist your ground forces to clear the area of all enemy armoured vehicles, SAM launchers and hostile helicopter gunships. WATCHTOWER - reconnaissance For TAC to plan and coordinate its operations it is essential that up to date informations be acquired on the movement of enemy ground forces. Despite the advent of spy satellites, reconnaissance missions remain a vital source of intelligence. Present techniques involve two different approaches (a) high speed, high altitude sorties typical of the SR-71 Blackbird and (b) high speed, ultra-low level sorties which is where you come in.... We have recently taken delivery of the very latest high-tech reconnaissance pod - ATARS (Advanced actical Air Reconnaissance System) Mounted on your centreline weapons pylon, you can transmit your information in real time via relay stations back to HQ giving literally an up-to-the-minute strategic and tactical update. A vitally important aspect of any reconniassance mission is to keep the enemy unaware of where you've been and what you've learned about his movements. So, plan your route carefully, keep yourself as light and manoeuvreable as possible with a minimum self-defence capability, and remember to switch on your ATARS transmitter ONLY when you're over the target area. --- PAGE 54 --- OBJECTIVE: Fly over designated areas and transmit data back to HQ One last point...your ATARS pod is the very best that technology can offer. Don't let it fall into enemy hands....BRING IT BACK! GLADIATOR - two-player dogfight (dual pilots only) Select this mission for an exhilerating head-to-head battle. Your mission beginsat take-off with an air combat weapon load. (No preflight briefing necessary, no pilot log active.) Intelligence will inform you of your opponent's location and EW radar will track him during flight if he strays above 500 ft. (See T0 on UFCP) A new mission begin after each kill. "When you engage you know that only one of you is going home..." OPERATION CONQUEST Telex for you sir..... /ITX23291XX(TAC)+ 11:45:00 SECURITY: *TOP SECRET* DIPLOMACY NEGOTIATIONS DETERIORATING. INTELLIGENCE SOURCES HAVE IDENTIFIED INCREASING MILITARY MANOEUVRES. STANDBY...... --- PAGE 55 --- Looks like we could be in for some trouble. Time to get over to the pre-briefing room to assess the situation. Intelligence are expecting an update at any minute.... /ITX 23291XX(TAC)+14:45:00 FROM:TACTICAL AIR COMMAND SECURITY: *TOP SECRET* DIPLOMACY NEGOTIATIONS FAILED. APPROACHING HOSTILE FORCES. RULES OF ENGAGEMENT -*DEFENCE* DO NOT OPEN FIRE UNLESS FIRED UPON. STANDBY... Time to select weapon load and get refuelled. Check weather conditions - no asking for a calm sunny day now! Potential targets, enemy strenghts, be prepared - flight planning is essential. Will the enemy strike? /ITX 23291XX(TAC)+ 15:37:06 FROM TACTICAL AIR COMMAND SECURITY: *TOP SECRET* RED ALERT! HOSTILE FORCES ENGAGED. ACTIVATE **OPERATION CONQUEST**. YOU HAVE BEEN SELECTED AS SQUADRON COMMANDER. REPORT FOR INTELLIGENCE UPDATE IMMEDIATELY. RULES OF ENGAGEMENT - PURSUE ENEMY SURRENDER. GOOD LUCK! It is already clear thatthe enemy offensive consists primarilyof low flying ground attack aircraft and highly mobile tank battalions. their priorities are unknown, but many of our military installations and strategic support services are under threat. Things should become clearer as you learn more about the enemy's movements. Right now the enemy is enjoying air superiority - you've got to change that! Unlike your other front line duties, OPERATION CONQUEST will test your leadership and flying skills throughout a conflict that you hoped would never happen. Day and night, regardless of weather, the enemy advance continues. Without air support the allies will suffer heavy losses and morale will fall. Every ounce of experience will be needed to prevent the enemy from fulfilling his objective - total defeat of the allies. --- PAGE 56 --- As squadron commander it is your responsibility to anticipate the enemy's intentions, consider the consequences and act decisively. Under your command is a squadron of allied aircraft capable of flying missions in parallel to you own. Assignmentof targets and the effective use of these aircraft is YOUR responsibility during the pre-flight briefing but be prepared to face problems of reliability and shortages of weapons and spares - your ground crew can't work miracles! Study your strategic display carefully during your preflight briefing. Watch out for any weak links. Essential strategic installations can be repaired, given time and spares, but don't rely on either! Your priorities must remain flexible. TAC has prepared the following brief to assist with formulating your strategy: TACTICAL AIR COMMAND OPERATION CONQUEST - TARGET BRIEF COMMANDER'S EYES ONLY (a) AIRFIELDS - These range from minor airstrips with limited support capability to major front line stations. Airfields are heavily defended with SAM launchers and anti-aircraft. Your prioties here will include any visible aircraft on the ground, and putting the runway(s) out of action. (b) MILITARY BASES - These control the deployment of mobile ground forces, including tank batallions, SAM launchers and helicopter gunships. Destruction of these bases will reduce military coordination and effectiveness. Heavily defended. (c) FACTORIES - Supply weapons, spares, new military equipment (tanks, aircraft, etc) and provide an essential repair service for all damaged installations. Factories are considered relatively "soft" targets (i.e. not so heavily defended) but not all sites are of strategic importance. (d) POWER STATIONS - Provide power to factories. Because of their strategic importance they are very heavily defended. Output will only cease if all colling towers are destroyed. (e)FUEL DEPOTS - Supply fuel for aircraft and mobile ground forces. Relatively "soft" targets but numerous. Their destruction will lead to fuel shortages and reduced mobility for all military vehicles. --- PAGE 57 --- (f) SAM & AAA SITES - These are major ground defence installations offering long range, wide area defence against air attack. Avoid if possible or destroy from reasonable "standoff" range. Do not confuse with mobile SAM and AAA vehicles or shoulder-launced SAM's, all offering short range cover. (g) EARLY WARNING RADAR STATIONS - Responsible for tracking intruder aircraft and scrambling enemy interceptors. Avoid detection by flying below 500 feet, if possible, and take advantage of any "blind spots" midway between stations. Damage will reduce their effective range. Any area without radar cover is extremely vulnerable to air attack therefore EW stations are heavily defended. (h) COMMAND, CONTROL & COMMUNICATION CENTRES - responsible for producing intelligence reports, in-flight updates and the coordination of air and land forces. Heavily defended. (i) TANK BATTALIONS - Responsible for offensive ground attack on strategic installations. Highly mobile with cover against air attack provided by SAM launchers and/or helicopter gunships. Capable of limited self defence. (j) BRIDGES - Usually referred to as "supply choke points". The destruction of bridges will have a detrimental effect on the supply of spares, weapons and fuel. Your experience during OPERATION CONQUEST will be recorded in your personallog under "commanding hours" and "successful campaigns". As commander you will not "personally" embark upon a flying mission but instead fly as a squadron pilot, under your own callsign. In the event of this pilot being "killed in action", you will continue flying as another pilot, subject to the availability of aircraft. After successfully completing a campaign you will be offered the opportunity to transfer to a squadron of higher status during the debriefing. --- PAGE 58 --- For safety reasons, all weapons are disarmed until you are airborne. AIR-TO-AIR missiles You have two types available: Sidewinder AIM-9M Infra-red (IR) Min.range 0.5nm Max.range 11 nm AMRAAM AIM-120A Radar guided Min.range 0.5nm Max.range over 30 nm --- PAGE 59 --- Both of these missiles are "fire-and-forget" i.e. you may turn away from your target after weapon release. Although modern technology gives these missiles an "all-aspect" capability, they are most lethal when fired at a target either head-on or from astern. Vulnerability cone & lethal cone The missiles is armed using the weapon selector to bring the AIM9M or AIM120 discrete onto the head up display (HUD). The number remaining is also shown. In the centre of the HUD you will see the raning reticle, calibrated to approximatelt 30 mls. Your attack will begin having located the target on your air radar, probably in "track-while-scan" mode. Locking on to your chosen target with the "designate" command, you will see the LOCK discrete appear at the bottom left hand corner of the HUD and the target designator box overlaying the target if it is within the HUD field of view. The target will probably still be out of visual range so use the designator box as a steering cue. Look to the bottom right hand corner of the HUD for target range and bearing information. Prsitioned in the centre of the HUD you will now see the ranging reticle. As you get closer to the target you will see the ranging reticle "unwinding" in a counter- clockwise direction. --- PAGE 60 --- Once you are within range for the selected weapon you will see the IN RNG discrete appear on the HUD and the weapon will confirm its own lock-on by superimposing a diamond over the target as soon as its launch parameters are satisfied. Manoeuvre until the target is reasonably central on the HUD and launch your weapon. In the case of the AMRAAM, your radar will have passed tracking information to the hominng head up to point of launch. Guidance is automatic thereafter, party inertial, partly by its own radar. Be prepared for an ECM warning, (see Threat Warning Panel) indicating that your target is trying to confuse the missile with electronic counter- measures. This light will extinguish automatically if either your on-board ASJP (Airborne Self Protection Jammer) or the AMRAAM's internal ECCM (Electronic Counter-Counter Measures) manage to counter the ECM defence. The Sidewinder homes in on infra-red (heat) emissions from the target- a glowing afterburner being a particular favourite. Don't get confuse by the LOCK cue from your radar. The Sidewinder is NOT receiving radar guidance, you are! The missile will comfirm its own lock-on with the usual diamond symbol. After launch, the missile will follow the strongest heat source and that could be decoy flares if the enemy pilot has realised what is happening. So, if he tries to fool the missile, be ready for sharp evasive manoeuvres - he may just pass through your gun sights. Also, the missile's inability to distinguish one infra-red source from another makes it unwise to use when allied aircraft are close by or engaged in the same dogfight. Another point worth noting is that infra-red guidance systems do not work well in cloud so don't waste your Sidewinders if you find yourself above the cloudbase. Likewise, zooming for cloud cover may save your life if an IR missile is heading for your tailpipe. Don't forget that all missiles have a minimum range as well as a maximum. On launch, the missile accelerates very rapidly to its maximum speed and may in fact overshoot and miss the target all together if you are too close. If you find yourself staring down his tailpipe, arm your M61 internal gun and give it your best shot. --- PAGE 61 --- AIR-TO-GROUND MISSILES HARM AGM-88A, High Speed Anti-Radiation Missile HARM is a highly effective missile for use against any form of ground radar emitter e.g. early warning radar stations and radar-guided SAM installations. Your Threat Warning Panel includes a "radar tracking" warning light which illuminates whenever you are being tracked by a ground-based air defence radar. Assuming that you have HARM on board, proceed as follows. Use your weapon selector to arm the AGM-88 (confirmed on your HUD) and slect "Ground Target Ranging" radar mode on one of your multi-function displays. Working in conjunction with your radar, your weapons computer will now restrict displayed targets to ground radar installations, and the radar will automatically select the offending site shown on your Radar Warning Receiver. Lock on to the target using the "target designate" command. Operation of HUD symbology for radar LOCK, target designator box, ranging reticle, IN RNG cue and the weapon lock-on diamond, is the same as for air-to-air weapons. HARM is the very latest anti-radiation missile, sufficiently intelligent tostill find itstarget even if the enemy's transmitter is switched off after launch. Effective range approximately 4nm. MAVERICIK AGM-65 The stores inventory includes the two most popular versions of this highly effective air-to-ground missile: * AGM-65D Imaging Infra Red (IIR) * AGM-65E Laser guided Both types may be slaved to the LANTRIN target acquisition system, greatly enhancing stand-off range, accuracy and ease of use. Above 30000 ft the weapon becomes unstable. The AGM-65D is by far the most common version. Use the weapon selector to arm the missile, confirmed on the HUD by AGM-65D. Next put one of your MFDs into "thermal image" mode. Target acquisition without LANTIRN is by means of the of the imaging infa-red seeker in the nose of the missile which is used to generate a zoom thermal image on an MFD in your cockpit. Any "hot" target (i.e tank or mobile SAM launcher) wihtin the missile's field of wiew may be indentified beyond visual range, up to approximately 3 miles. Having indentified your target (ensuring that it's hostile and NOT allied!) "pickle" the weapon to lock the homing head to the target. The lock-on diamond will now appear and track your target, within the constraints of the HUD. The ranging reticle is calibrated to approximately 10nm. Manoeuvre your aircraft to bring the target reasonable central your weapon. n.b. Selecting and designating a target on your ground radar will not necessarily corrospond with the "pickled" target. Your weapon is locked on to the target surrounded by the diamond symbol whereas you may have designated a different target for tracking purposes on your radar. The LOCK and IN RNG discretes will refer to the rader- tracked target only. To summeraise: 1.Approach the target area, preferably with your Up Front Control Panel in Waypoint mode. The enemy may detect your approach if you use your ground radar. 2.Have the AGM-65D already armed, with an MFD in "thermal image" mode. 3.As soon as you identify a hostile "hot" target, pickle the weapon to lock on and Fire! 4.Repeat step 3 during your approach but do not stay immiediately over the target area - you will be less vulnerable if you fly out and then make a second pass. 5.Once launched, the missile is self-guided. --- PAGE 63 --- The AGM-65E version uses the tri-service laser tracker, allowing target designation by ground infantry, another aircraft carrying the weapon. The missile effectively rides a laser beam reflected from the chosen target, making it more accurate and elss susceptable to countermeasures than its infra-red equivalent. The missile's biggest advantage however is not being restricted to "hot" targets. In the absence of the LANTIRN you will be relying upon ground infantry to illuminate the target using their portal ILS-NT200. Operation is similar to the AGM-65S but lock-on is automatic once the weapon detects an illuminated target. This will be confirmed by the diamond tracking symbol appearing on your HUD. Advantages include not having to picle the target manually and knowing immediately that the acquired target is hostile. You do not however get a thermal image of the target. Without LANTIRN your effective range is approximately 3 miles. Now, adding LANTIRN starts a whole new ball game. As well as providing a night vision capability, LANTIRN allows you to identify and designate targets via your ground radar, both manually and automatically. The targetting pod contains both infra-red and laser target designators, allowing the system to be used with both types of Maverick. The infra- red type however is still restricted to "hot" targets. Having armed the required weapon (AGM65D or AGM65E) and comfirmed that the LANTIRN pod is active (see UFCP) select your ground radar on one MFD and "thermal mode" on another. LANTIRN will now automatically scan for hostile targets and designate the "most appropriate" on your ground radar display. You may of course manuallly override this and designate a different target. Range and bearing will be displayed on the HUD as usual, together with nthe target designator box overlaying the target which will initially be beyond visual range. Weapon lock-on is confirmed with the tracking diamond. After firing your weapon, LANTIRN will lock on immediately to its next prioritised target, leaving you ready to release another weapon. You will soon appreciate the enormous advantages of automatic target recognition and when you see how many targets can be destroyed on a single pass. Your effective range is now that of the missile - approximately 11 miles! To summarise, LANTIRN gives you automatic target recognition and selection from a much greater stand-off range - for both infra-red and laser guided Mavericks - together with night vision. Take it if you can get it! Unguided ordnance n.b. Bombs may not be released at roll angles greater then 60degs. Durandal By far the most effective weapon for putting runways out of action, the "concrete dibber" is an unguided bomb incorporating brake chute and internal rocket motor (see chapter 8 for further details). Selecting this weapon puts the HUD into CCIP mode (Continuously Computed Impact Point) and is confirmed by the discrete DUR. Release the weapon when the aiming reticle is over the desired point of impact, preferably at the intersection of two runways. Although this sounds simple, the best technique of bomb release requires a fair amount of practice: --- PAGE 65 --- 1. Approach the airfield at approximately 500 kts at below 500 feet. 2. Pull up into a climb, to about 2000 ft. 3. Roll inverted, pulling the nose down to position the aiming reticle at the required impact point. 4. Roll to level flight ,release weapon, light the afterburners and get the hell out of there, releasing chaff and flares as you go. MK83 1000LB AND MK84 2000LB BOMBS Both types are simple freefall "iron" bombs, capable of giving the enemy quite a headache. Again, use CCIP mode on the HUD with a release technique as described above. --- PAGE 66 --- MK82 SNAKEYE This paritcular freefall bomb is fitted with retarding fins that flick open immmediately upon release. Dropped at high speed and low altitude, their primary purpose is to "shake off" unwanted purpuing aircraft by exploding in their flight path. M61A1 CULCAN 20mm CANNONA The F-16 reings supreme int hte close-up digfight and this is where your choise of weapon wil be the internal 20mm cannon. When seleced, the ranging reticle (calibrated 6000 ft) is positioned by the weapon aiming computer to show the bullet trajectory. Manoeuvre your aircraft to position the reticle over the enemy aircraft and getting as close as possible, open fire whit short burst. Range can be up to 3000ft but is only really effective up to 1500ft. The motto here here is to go in close , and then when you think you are too close, go in closer! However, this is easier said than done. At typical combat speeds of 450 to 550 kts, things happen VERY fast so you'll have to keep your wits about you. A dogfight rarely lasts for more than just a few seconds and only one of you is going home. Mounted internally on the port side, this six-barrel, high velocity gun fires 100 rounds per second. Bearing in mind that you have only 500 rounds to begin with, its magazine can be emptied in 5 seconds! So, the techique is to fire short bursts, and only when the enemy is in your sights. This is not a video game! Other equipment: ATARS -Advanced Tactical Air Reconnaissance System This new high tech pod provides near-real-time reconnaissance capability. Electro-optical sensors replace conventional photographic technology. Images are digitally processed and transmitted back to HQ via relay stations for immediate interpretation. Operation is straighforward. Simply switch on the pod (confirmed on your UFCP) to scan the area beneath, simultaneously transmiting the data back to HQ. Remember, however, that any continuous transmitter will eventually reveal your position to the enemy. Do not leave the systemon for longer than necessary. Note: Do NOT jettison an ATARS. This would result in the enemy decoding our secure transmission algorithms and stealing the technology. --- PAGE 67 --- EXTERNAL FUEL TANKS These may be carried either on the centerline or inner wing pylons. Fuel is consumed equally from the external tanks prior to switching automatically to the internall supply. See the fuel gauge for quantity remaining and the "external tanks empty" light. CHAFF & FLARES Your F-16 is fitted with internal chaff/flare dispensers (ALE-40). The number of chaff and flare cartridges remaining is shown on your weapon status display. Unlike your weapons, chaff and flares do not have to be selected prior firing. Chaff is a simple but effective means of self defence againsf radar- guided weapons and tracking stations. Deploy chaff when you see a threat appear on your radar Warning Receiver. Flares are self-defence decoys used to "fool" infra-red homing missiles. Use when you see the AAM or SAM warning on your Threat Warning Panel but no indicate on your threat warning reciever. to be safe, dispense both chaff and flares and starts to manoeuvre aggressively. --- PAGE 68 --- After landing, procees to the nearest hangar where you will be met by the ground crew. They'll give you a full damage report later. Please observe airfield speed restrictions when taxing. So, time to relax a little. Asses the mission. TAC will be waiting to give you a full debriefing. For all "primary role" missions, you will be given your Mission Effectiveness (ME) ratio and your Kill Ratio (KR) for the particular flight. This will not neccessarily agree with your overall (ME) and (KR) values which are culminative and recorded in your pilot's log. For Operation Conquest your debriefing between flights will include information on squadron strength, allied ground forces, and a morale assessment. --- PAGE 69 --- DAMAGE REPORT Having digested that little lot, it's time to take a look at the damage report. Your ground crew will give you a report on major component status and will do their best to get your bird back into shape as soon as you initiate repairs. If all systems are not available your only option is to try another airfield. Who said life was perfect? If you are in the middle of OPERATION CONQUEST and fatigue is setting in, select the "R & R" option to take some well-earned leave. After a couple of days rest you'll be able to continue with the campaign by selecting the "OPERATION Conquest - Restore" option in the squadron crewroom. Finally, if you have just returned from a successful OPERATION CONQUEST, TAC will offer you a voluntary transfer to a new squadron of higher status. The choice is yours. Completion of OPERATION CONQUEST in the top level squadron takes a very special kind of pilot. Few have achieved this distinction and been awarded the highest accolade... --- PAGE 70 --- Chapter 5 COMBAT MANOEUVRES The following combat manoeuvres are categorised as Offensive and Defensive, bearing in mind that during a dogfight the situation can reverse in seconds with the pursor becomming the pursued. OFFENSIVE: The Lag Pursuit This is a very simple but effective manoeuvre, used to maintain both speed advantage and initiative during the attack. Follow your opponent as he attempts to break from the attack with a tight turn. By remaining on the outside of the turn radius, slightly astern, you can remain hidden from his field of view. Be ready for an attempt by your opponent to tighten the turn and force you into a spiral dive. --- PAGE 71 --- Offset head-on pass Approaching your opponent from head-on, begin by turning slightly to create an offset to one side. Follow this by turning sharply towards your opponent, passing beneath his flight path as he begins his turn towards you. Maintain this high g turn until you complete a full circle, finally out-turning your opponent to arrive on his tail. --- PAGE 72 --- Barrel roll attack As your opponent attempts to break by turning sharply into the directionof the attack, avoid the overshoot by pulling up hard and rolling away from the direction of his turn. Continue the barrel rolland complete the manoeuvre by pulling in behind your target as your direction of turn reverses. --- PAGE 73 --- High speed yo-yo If you find yourself closing in too fast and in danger of overshoo- ting, the high speed yo-yo can be used to trade off speed for height. Begin by pulling up into a climb, rolling on the way up to become inverted at the top of the manoeuvre. As you continue with the pull through, your speed loss will effectively tighten your turn radius allowing you to slide in behind your opponent. The high speed yo-yo is a very difficult manoeuvre to execute correctly, with timing and technique being critical if you are not to reveal your intentions. --- PAGE 74 --- Low speed yo-yo Use this manoeuvre to gain extra speed during the closing stages of your attack. Trading height for speed, start by diving inside your opponent's turn. Before he counterattacks, pull in behind your target by cutting across his turning circle. The desired closing effect may not be achieved in one execution, in which case repeat the manoeuvre until you are within firing range. --- PAGE 75 --- DEFENSIVE: The break With the enemy closing at your "six" there's no time to waste. Turn as sharply as you can into the direction of the attack thereby creating the quickest "angle-off" between yourself and the pursuer. Brief use of your airbrake may force your opponent to overshoot, allowing you to reverse your turn and move in for the attack. If the enemy is alert, this could be the beginning of the scissors manoeuvre. --- PAGE 76 --- The scissors Best described as a sequence of turn reversals, the objective is to force the enemy to overshoot and leave you in a firing position. With closely matched aidcraft (and pilot!) however, the manoeuvre can rapidly reach a stalemate with each aircraft gaining only a transient advantage. It is strongly recommended that after two reversals some alternative manoeuvre be tried such as the spiral dive. --- PAGE 77 --- Spiral dive Often used to shake off a pursuing opponent, this manoeuvre begins by rolling inverted and pulling into a steep turning dive. As the enemy follows you into the spiral, throttle back and extend your airbrake thereby forcing him to overshoot. Open throttle again quickly, turn towards your opponent and pull up for the attack. This manoeuvre should only be attempted at a starting altitude in excess of 15000 feet. --- PAGE 78 --- Split S Sometimes known as the Half Roll, this manoeuvre is commonly used to disengage from the dogfight. Begin by rolling your aircraft inverted and pulling into a vertical dive. Continuing the pull will bring you out on a heading opposite to that of your opponent. --- PAGE 79 --- Immelmann turn Used primarily for repositioning prior to attack, the Immelmann turn uses the vertical plane to change the direction of flight. Open full throttle and pull into a vertical climb. During the ascent roll your aircraft in preparation for a "roll off the top" onto your new heading. All of the above manoeuvres are common and well documented. In close combat however it often pays to not be too predictable! --- PAGE 80 --- Chapter 6 GROUND SCHOOL Your Aircraft Flying your F-16 is identical, in principle, to flying any other fixed-wing fighter. However, the F-16 was the first aircraft to be designed, from scratch, utilising the benefits of "fly-by-wire" technology. On-board computers automatically ensure that the pilot cannot overstress the airframe or execute a manoeuvre that would lead to a dangerous flight condition e.g. spin. Exceptional handling qualities and the application of advanced control techniques combine to give a superbly agile aircraft that can be flown aggressively and with confidence. Aircraft Controls To begin with the controls, your inputs are made via the sidestick controller (the F-16's equivalent to a control column) and the rudder pedals. Unlike conventional controls, hand and foot movement is minimal, the controlling factor being the force applied. Your inputs are measured by miniature force transducers linked to the computers of the quadrplex fly-by-wire control system. Here your demands are "inter- preted" and summed with a complex formula of stabilising criteria before finally signalling the control surfaces electronically. The F-16 contains no mechanical links between you and your airframe. The remark- able agility of this "electric jet" is achieved by designing an aerodynamically unstable aircraft and then using the fly-by-wire system to make it flyable. This involves dozens of minute adjustments to the control surfaces being made automatically every second! Let's take a look at the control surfaces: --- PAGE 81 --- FLAPERONS - a control surface with the combined function of flaps and ailerons. Pressing left or right on your sidestick will drive these surfaces differentially (one up, one down) and your aircraft will roll in the appropriate direction. Relative to you, of course, it appears that the horizon rolls in the opposite direction. The flaperons are also driven automatically. By changing the camber of the wing very rapidly, the fly-by-wire control system can optimize the wing shape for maximum wing efficiency, stability and control. --- PAGE 82 --- TAILPLANE - unlike conventional elevators, modern jet fighters use an "all flying" tailplane whereby the whole surface rotates. Pulling back on the sidestick moves both tailplane surfaces in unison, the effect being to pitch the nose of the aircraft upwards. Pushing on the sidestick has the opposite effect. At high speeds, the tailplane is used for roll control by driving the surfaces differentially in response to lateral pressure on the sidestick. RUDDER - The automatic coordination of controls make use of the rudder pedals rare, except perhaps for fine heading adjustment during fianal approach. In fact, during extreme manoeuvres, the rudder is locked out from the pilot so as to avoid sideslipping into a spin. AIRBRAKE- Situated either side of the tailpipe, this control is an efficient means of reducing airspeed quickly. The brake returns to its closed position on release. --- PAGE 83 --- --- PAGE 84 --- --- PAGE 85 --- --- PAGE 86 --- --- PAGE 87 --- --- PAGE 88 --- --- PAGE 89 --- --- PAGE 90 --- --- PAGE 91 --- --- PAGE 92 --- --- PAGE 93 --- --- PAGE 94 --- Appendix 1 ONE-ON-ONE COMMUNICATIONS Software Selecting GLADIATOR will lead you to the communications set-up screen. Ensure that BOTH computers are assigned the SAME baud rate. Choose which pilot will be RED LEADER and BLUE LEADER (must not be the same on both computers). Select TAKE-OFF to start mission. Pressing HOLD on either computer will freeze BOTH aircraft. The mission is resumed by pressing Continue on the same computer. Pressing Quit on either computer will abort the mission and return both pilots to the debriefing room. The simulation will run at the speed of the slowest computer, with adjustments made automatically to maintain real-time. HARDWARE Connection between the computers is via an RS232 null modem cable. Pin connections as follows: Plug A Plug B Pin 2 to 3 Pin 3 to 2 Pin 7 to 7 No handshake lines are necessary. If you have difficulty obtaining a suitable cable, then please call DI on 0276684959. --- PAGE 95 --- --- PAGE 96 --- --- PAGE 97 --- --- PAGE 98 --- All these pages where not written because they have noting to do with the game itself, so in order to safe some space and time it was cut away. Twins --- PAGE 99 --- GLOSSARY & ABBREVIATIONS AAA.............anti-aircraft artillery AAM.............air-to-air missile ACS.............air combat scan ADI.............attitude director indicator AFTI............Advanced Fighter Technology Integration AGM.............air-to-ground missile AoA.............angle of attack ASPJ............Advanced Self-Protection Jammer ATARS...........Advanced Tactical Air Reconnaissance System AUW.............All Up Weight (aircraft total weight) Avionics........aircraft electronic equipment BRG.............bearing (heading required to fly to target) Callsign........nickname used for radio transmissions Camber..........curvature of the wing CCIP............continuously computed impact point C-cubed.........command, control and communications Ceiling.........maximum practical flying altitude Cloudbase.......altitude at which you will enter cloud CNI.............communications, navigation and identification Combat zone.....designated flying area Dead stick......flight after engine failure Discrete........head up display symbology ECCM............electronic counter-countermeasures ECM.............electronic countermeasures ETA.............estimated time to arrival EWR.............early warning radar FBW.............fly-by-wire g...............weight multiplying factor, units of gravity GCA.............ground control approach Glideslope......up/down ILS beam GPS.............global positioning system GTR.............ground-target-ranging GTT.............ground-target-track Hardpoint.......weapon loading station HUD.............head up display --- PAGE 100 --- IAS.............indicated airspeed IFF.............Identification Friend or Foe IIR.............imaging infra-red ILS.............instrument landing system Jock............pilot LANTIRN.........Low Altitude Navigation & Targeting Infra-Red for night Localiser.......left/right ILS beam Mach............unit of speed of sound MFD.............multifunction display MSIP............Multi-national Staged Improvement Program nm..............nautical mile NWS.............nose wheel steering Pilot's log.....personal flying record R & R...........rest and recuperation Recce...........reconnaissance Reticle.........weapon aiming and ranging symbol RNG.............range or distance to target RWR.............radar warning receiver SAM.............surface to air missile Sidestick.......F-16 equivalent to conventional control column Sortie..........flight or mission STT.............single-target-track TAC.............Tactical Air Command TAS.............true airspeed TFTS............Tactical Fighter Training Squadron TWS.............track-while-scan UFCP............up front control panel UHF.............Ultra-High Frequency VSI.............vertical speed indicator Waypoint........pre-planned destination on flight route --- PAGE 101 --- INDEX Aerodynamics...............................................82 Airbrake...................................................82 Aircraft technical data..................................8,88 Air-to-air missiles........................................58 AMRAAM, AIM120A............................................58 Angle of attack indicator..................................26 ATARS reconnaissance pod...................................66 Altitude director indicator................................26 Autopilot..................................................45 Barrel roll attack.........................................72 Break, the.................................................75 Chaff......................................................67 CNI datalink...............................................28 Cockpit familiarisation....................................17 Command key................................................14 Compass....................................................34 Damage report..............................................69 Data entry panel...........................................30 Dead stick landing.........................................45 Debriefing.................................................68 DEEPSTRIKE.................................................51 Demo mode...................................................8 Digital artificial horizon.................................22 Durandal...................................................64 Eject handle...............................................32 Engine rpm indicator.......................................27 External fuel tanks........................................67 Failure status panel.......................................35 Flaperons..................................................81 Flares.....................................................67 Flight controls.............................................8 Flying clothing............................................87 Free flight................................................40 Fuel gauge.................................................27 GLADIATOR..................................................54 --- PAGE 102 --- Glideslope.................................................24 Ground Control Approach....................................44 Ground speed...............................................85 Gun........................................................66 HAMMERBLOW.................................................50 HARM, AGM-88A..............................................61 Head Up Display............................................36 High speed yo-yo...........................................73 IFF security code...................................1,kneepad Immelmann turn.............................................79 Indicated airspeed.........................................85 Instrument landing system..................................23 Kill ratio..................................................8 Lag pursuit................................................70 Landing practice...........................................43 Left handle panel..........................................33 Loading restrictions.......................................86 Localiser..................................................24 Low speed yo-yo............................................74 Maverick, AGM-65...........................................61 Met Office Function key....................................15 Mission Effectiveness.......................................8 Mission key................................................12 Mission selection........................................9,47 Mk 83 and Mk84 bombs.......................................65 Moving map display.........................................21 Multi-function displays....................................18 Offset head-on pass........................................71 OPERATION CONQUEST.........................................54 OPERATION CONQUEST - restore................................9 Pilot's log.................................................7 Performance envelope.......................................84 Pre-flight briefing........................................11 Primary flight data........................................22 QUICKSTART................................................4,7 Radar modes................................................18 --- PAGE 103 --- Radar warning receiver.....................................25 Rear view..................................................36 Reconnaissance pod, ATARS..................................66 Report key.................................................13 Right hand panel...........................................34 Rudder.....................................................82 Scissors...................................................76 SCRAMBLE...................................................48 Sidewinder, AIM-9M.........................................58 Snakeeye, Mk82.............................................66 Spiral dive................................................77 Split-S....................................................78 System control functions...................................30 TANKBUSTER.................................................52 Tailplane..................................................81 Take-off key...............................................17 Targets key................................................12 Threat warning panel.......................................31 Training...................................................11 True airspeed..............................................85 UHF communications transceiver.............................30 Up front control panel.....................................28 Vertical speed indicator...................................27 Vulcan, M61A1 cannon.......................................66 Warning lights.............................................32 WATCHTOWER.................................................53 Waypoint key...............................................13 Weapon Function key........................................15 Weapon management..........................................58 Weapon selection...........................................16 Weapon status display......................................21 Weapon technical dat.....................................9,92 Weather Key................................................13 Zoom thermal image.........................................23 CHECK OUT THIS NEW TRILOGY BBS 804-499-2266 IT'S FAST !!!!! We've brought you lots of info on this simulation......now here's the whole bloody manual! Sewer Possum - >> F - 1 6 C O M B A T P I L O T << - THE MANUAL TYPED BY THE TWINS AND LUCAS OF TRILOGY !!! Contents Map "Kneepad"..............................................2 Quickstart.................................................4 1. Introduction............................................5 2. Arriving at base * squadron crewroom/system set up....................7 * mission selection.................................10 3. Training squadron * pre-flight briefing...............................11 * cockpit familiarisation...........................17 * getting airborne/ flying training.................40 4. Font line operations * mission selection.................................47 * mission tactics...................................48 * weapon management.................................58 * debriefing........................................68 5. Combat manoeuvres - how to stay one step ahead!........70 6. Ground school * your aircraft.....................................80 * basic aerodynamics................EXCLUDED........82 * weapon loading restrictions.......EXCLUDED........86 * flying clothing...................EXCLUDED........87 7. Aircraft technical data................EXCLUDED........88 8. Weapon technical data..................EXCLUDED........92 Appendix 1 one-on-one communications......................94 Appendix 2 8 bit versions.................EXCLUDED........95 Appendix 3 the team, acknowledgements & further reading...96 EXCLUDED Glossary..................................................99 Index....................................................101 --- Page 2 --- F-16 COMBAT PILOT "KNEEPAD" CONTROLS Roll Right ................................................6 Roll Left .................................................4 Pitch Up ..................................................2 Pitch Down ................................................8 Rudder Left ...............................................1 Rudder Right ..............................................3 Centre Controls ....................................Mouse Left Button Increase Throttle .........................................+ Decrease Throttle .........................................- Throttle Slam Open ......................................+ and Shift Throttle Slam Shut ......................................- and Shift UnderCarriage ............................................U Airbrakes .............................................Backspace Wheelbrakes ..............................................B Dogfight Mode ............................................D Jettison Fuel Tanks ................................J and F together Jettison All .......................................J and A together Eject ................................................Ctrl E DISPLAYS Change Left MFD ........................................F1 Change centre MFD ......................................F2 Change right MFD .......................................F3 Radar Target Select ....................................F9 Radar Target Designate ................................F10 HUD pitch bars on/off ..................................K HUD on/off .............................................H WEAPONS SELECTOR Weapons select (fwd) ..................................TAB Weapons select (rev) ...................................Q Chaft ..................................................C Flares .................................................F Pickle Target ........................................SPACE Fire Weapons .........................................SPACE OTHER KEYS Pause/Continue ........................................P Quit ..............................................Ctrl Esc UP FRONT CONTROL PANEL Mode Select ............................................F5 Channel Select .........................................F6 Autopilot ..............................................F7 Recce pod on/off ......................................F8 COMMUNICATIONS Transmit Callsign ......................................T Request GCA ............................................G --- PAGE 3 --- COCKPIT VIEW Cursor Keys: - hold for brief look - Shift & cursor key to look MENU CONTROLS Select .................................................DEL Cancel ................................................HELP .......................or mouse left or right button --- PAGE 4 --- QUICKSTART Desperate to get airborne? Immediately after the title screen you will be standing in the squadron crewroom. Move the pointer over to pilot and go for it.... Briefing: * Temporary posting to Tactical Fighter Training Squadron * Aircraft fully fuelled, at the end of runway * "General purpose" weapon mix * No mission selection necessary * No pre-flight briefing * No adverse weather conditions * No pilot's log active * Controls - see kneepad Just enter your IFF security code and get airborne....... ---PAGE 5 --- Chapter 1 INTRODUCTION Welcome to the world of the F-16 combat pilot. You are about to join an elite group of pilots envied by fighter crews the world over. The F-16 Fighting Falcon is a truly remarkable aircraft, designed originally as a highly manoeuverable dogfighter and subsequently developed into an awesome multi-role combat aircraft. Every thrilling aspect of the F-16C has been included in this simulation, including many features only just becomming available to the front line squadrons. F-16 Combat Pilot is the first in a new generation of "strategic" flight simulations. In this single product you will fly on a variety of training missions, join an active front line squadron responsible for each role of the F-16 and ultimately participate in a strategic global conflict involving real-time interaction between aircraft, ground forces and the supporting infrastructure of military installations and essential services. Throughout your flying career your successes (and failures!) will be monitored and logged by Tactical Air Command (TAC) who are well aware of every pilot's amgition to fly with the supreme squadron. OVERVIEW Your experience as an F-16 pilot begins in the first of eight squadrons. During your training you will become familiar with the performance and complexities of your new fighting machine.Instructors will be on hand to offer a few words of advice and also to give you a taste of things to come. Active duty in a front line squadron will be a very different ball game. The targets are real, the enemy is real. Planning your mission is essential if you want to get back in one piece. Still, you have the best aircraft available, and a ground crew second to none.... MISSION TYPES: * TRAINING - mission practice & aircraft familiarisation * SCRAMBLE - air - to -air interception * HAMMERBLOW - offensive counterair operations * DEEPSTRIKE - interdictor strike * TANKBUSTER - battlefield close air support --- PAGE 6 --- * WATCHTOWER - reconnaissance * GLADIATOR - two-player dogfight * OPERATION CONQUEST - strategic option Each squadron is responsible for controlling its airspace of roughly 20.000 sq. miles. For security reasons, the name and location of each squadron is TOP SECRET. After being posted to a new squadron, be ready to familiarise yourself with your new surroundings during the pre-flight briefing - it could save your life! With the exception of OPERATION CONQUEST, each mission will consist of completing the objective assigned during the pre-flight briefing intelligence sources suggest well in excess of 1500 potential targets, both fixed and mobile, within each combat zone. For example, your task may be to destroy an early warning radar on an offensive counterair operation or a particular area may need "photographing" on a reconnaissance mission. In each case,you will be expected to fulfill your objectives within a single flight. For OPERATION CONQUEST however, you will need experience of all roles of the combat pilot. For this multi-mission scenario, the overall objective is to force the enemy to surrender by reducing his fighting ability and morale. You will experience the passing of day and night, variable weather conditions, the damage of strategic installations, and the deployment of tanks and mobile ground forces. The duration of this operation canvary significantly. To avoid pilot fatigue you will be allowed to request leave, and return whenyou are in peak fitness. All Tactical Fighter Squadrons and allied groups forces depend upon industry for supplies of weapons, spares and fuel. The enemy is expected to interrupt these supplies by attacking strategic targets such as power stations, fuel depots and factories. Fortunately, early warning radar installations are monitoring your airspace 24 hours a day. Coordination of all military operations lies with the Command, Control and Communications (C-cubed) centres and military bases. Anticipating the next strike and making the best tactical decisions is your job. HQ intelligence will do their best to keep you up to date.... --- PAGE 7 --- Chapter 2 ARRIVING AT BASE Your day begins in the squadron crewroom. Before getting airborne, let's take a look around. Select any item by simply pointing to the appropriate object. QUICKSTART - (Pilot) For all you fighter jocks keen to get off the ground without doing any homework! Not recommended for the serious pilot but it will give you a taste of things to come. The default conditions are descriped earlier. PILOT'S LOG (Filing Cabinet) This is your personal record containing all details of your experience as an F-16 pilot. Select your log by opening the cabinet and giving your name. A new log will be created automatically if the name given is not on file. --- PAGE 8 --- * NAME - enter your name, up to 8 characters. * CALLSIGN - enter your callsign, up to 10 characters. This will be used during air-toground communications. * SQUADRON - You will begin your flying career in the Wildcatters squadron. Each time you succeed in Operation Conquest you will be offered a transfer to a new outfit. * FLYING HOURS - total number of hours flown by this pilot. * KILL RECORD - total number of enemy aircraft destroyed - total number of ground targets destroyed, Mission Effectiveness ratio (over all missions), Kill Ratio (over all missions). pilot rating. Mission Effectiveness (ME) ratio = no. of assigned targets destroyed / total no. of assigned targets Kill Ratio (KR) = total number of targets destroyed / number of weapons used Pilot rating is determined by your ME ratio n.b. During your debriefing you will be given ME and KR ratios for the particular mission. These should not be confused with your overall ratios recorded in your log. * AIRCRAFT LOST - total number of aircraft that you have failed to bring back in one piece. * OPERATION CONQUEST - hours in command- victories- losses. * ERASE - use ERASE if you no longer wish to keep a particular log. FLIGHT CONTROLS (Desktop Computer) Your aircraft may be flown by usingonly the keyboard but you are strongly advised to use a joystick or mouse in order to create a sense of "feel" in the controls. DEMONSTRATION MODE (Window) For a dramatic flying display, take a look out of the window! AIRCRAFT TECHNICAL DATA (Aircraft Poster) Additional technical data on your aircraft and all likely adversaries is available for further study, Knowing your enemy's capabilities is essential if you are to succeed in air combat. --- PAGE 9 --- WEAPON TECNICAL DATA (Weapon Poster) Additional technical data on all weapon systems is available for further study. Familiarise yourself with each weapon systems is available for further study. Familiarise yourself with each weapon, when and how to use it. These are the "tools of your trade". OPERATION CONQUEST - RESTORE (Pilot's Flight Case) On returning from R & R select this option to continue the campaign. MISSION SELECTION (Door) Move onto mission selection by leaving the crewroom (via the door!). On leaving the crewroom you will arrive at mission selection. --- PAGE 10 --- MISSION SELECTION The five sides of the U S Pentagon represent each role of the F-16: * SCRAMBLE - Air-to-air interception * HAMMERBLOW - offensive counterair operations * DEEPSTRIKE - interdictor strike * TANKBUSTER - battlefield close air support * WATCHTOWER - reconnaissance The centre icon, used for selecting OPERATION CONQUEST, will not appear until you have satisfied Tactical Air Command that you are capable of commanding your squadron on Operation Conquest. For this you must fly a successful mission on each of the above categories, on front line duty, at least once. In the top left hand corner you will see a two-seat F-16D. Use this to select a temporary posting to the Tactical Fighter Training Squadron. In the top right hand corner is the icon used to select two-player mode. Selecting this will lead you to the Communications set-up screen and GLADIATOR, the one-on-one dogfight. --- PAGE 11 --- Chapter 3 TRAINING SQUADRON Welcome to the Tactical Training Squadron. Your documentation includes a map of our training area to help you plan your missions during your stay. For those of you not familiar with the F-16 we suggest our Free Flight or Landing Practice course. Mission-oriented training is available for more experienced pilots, covering all aspects of front line duty. If you are familiar with the pre-flight briefing and F-16 cockpit, I suggest you skip the next lecture and get airborne as soon as possible. Pre-flight briefing. OK guys. Notebooks at the ready. Your attention please.... Our electronic strategic display is identical to those used by the front line squadrons, showing your current position, all airfield locations, towns and major geographical features. Make sure that you are familiar with the layout - it could save your life! --- PAGE 12 --- Along the front of your display are the mode selector switches: * MISSION objectives * TARGETS target selector * REPORT intelligence update * WEATHER met report * WAYPOINT programmer * COMMAND aircraft assignment These allow you to access various computerised functions that you will need for planning your mision profile. How we ever managed in the old days I'll never know! Select the appropriate key to change the mode of the text area beneath the strategic display: MISSION key. With the exception of OPERATION CONQUEST, you will have selected your mission category prior to this meeting. TAC will now release details of your objectives. This information is CONFIDENTIAL and is for "your eyes only". example: MISSION: HAMMERBLOW CALLSIGN: HOTDOG * TARGET (A) EARLY WARNING RADER @ 014,283 * TARGET (B) SAM SITE @ 059,268 * TARGET (C) SAM SITE @ 051,259 TARGETS key The display defaults to showing only airfield locations and major non- strategic geographical features. Pressing the "TARGETS" switch will illuminate several target selector keys within the text area. The categories are as follows: * Tank battalions * Military bases * Command centres * Early warning raders * SAM sites * Power stations * Factories * Fuel depots --- PAGE 13 --- Press the appropriate key to highlight (or remove) the desired target category. In the case of mobile targets, the best we can do is to give you their last known positions reported by TAC reconnaissance flights. REPORT key Operators at the Command Centre have been piecing together the latest whispers and hard facts togive you their best advice for your flight. For the latest update, select "REPORT". Example: * Interceptor activity high * Enemy tank battalions @ 487,926 * Allied factories - heavy losses WEATHER key For a brief summary from the met office, select "WEATHER". Example: * Cloudbase 25000 ft * Light SW crosswinds * Mild turbulence These conditions may well change during your flight but we can't help that can we? WAYPOINT key So, down to the important task of flight planning. As an F-16 pilot you will not have the luxury of a navigator in the back seat but fortunately you do have the latest programable navigation computer to give you in-flight guidance via your Up Front Control Panel. A flight plan may vary from a simple direct route from A to B, to a complex multi-target hi-lo-hi profile over enemy territory. After selecting the waypoint mode, your present position will be highlighted on the strategic display. To set a waypoint, simply move the pointer to the required coordinates and press the "select" key. You iwll now see your proposed flight route automatically plotted. Further waypoints may be introduced, up to a maximum of five, each addition extending the flight plan. --- PAGE 14 --- To cancel a waypoint, place the pointer over the point to be erased and press the "cancel" key. Your flight route will be replotted accordingly. Select the "Waypoint Programmer" box to highlight your flight route in other display modes. Finally, a "clear all waypoints" option is available. During flight you may select range, bearing and time-to-go information for each waypoint on your Up Front Control Panel. COMMAND key (Operation Conquest only) As squadron commander, you may now instruct additional aircraft to execute missions in parallel to your own. Selecting the COMMAND mode will reveal the number of servicable aircraft available at each allied airfield. To despatch an aircraft, first contact the airfield. Providing that an aircraft is available you may now assign target coordinates for its mission by positioning the display pointer at the desired target location and pressing the "select" key. --- PAGE 15 --- The aircraft's flight route will be plotted as visual confirmation. To cancel an assignment, place the pointer back in the text area at the appropriate airfield symbol and press the "cancel" key. You may assign one aircraft per airfield. up to a maximum of four at any given time, bearing in mind that an aircraft cannot be given new instructions when its airborne. FUNCTION KEYS Before take-off you will want to consider your weapon configuration and weather conditions. On the right hand side of the display you will see the following: MET OFFICE function key With the exception of OPERATION CONQUEST, TAC will allow you to take off in the weather conditions of your choice. The met office will do their best to comply with your wishes! However, they cannot guarantee that conditions will remain stable throughout your flight. WEAPON function key OK, it's time to take a stroll across to the hangar and meet the ground crew. They have already refuelled your aircraft, rearmed the internal gun, and completed the sub-system ground checks. Your F-16 has 9 external hardpoints capable of carrying a vast selection of weapons, including the latest laser guided "smart" missiles, and the new AMRAAM "beyond visual range" air-to-air missile. In addition to this we have been cleared to use the first production LANTIRN nightvision and target acquisition pods, attached at specific locations either side of the engine intake. These pods will revolutionise our night attack capability. --- PAGE 16 --- Weapon selection. Having decided upon your weapon configuration, check the stock records for awailability. Weapons are loaded in pairs by indicating to the ground crew the chosen hardpoint for the weapon. Please bear in mind the loading restrictions explained to you at Ground School - they will not take you seriously if you suggest putting 2000 lb bombs on the wing tips! Keep an eye on your All Up Weight. Although it is not possible to exceed the specified maximum, remember that with increasing weight you become less manoeuverable. In fact, your F-16 will automatically reduce its maximum g capability if you exceed the 9 g stress loads. Also shown on your load report are your fuel state and ammunition level. You may resort to reducing these if your A.U.W. gets uncomfortably high. Weapons may be loaded and unloaded as often as you wish using "select" and "cancel". For your convenience, the stores officer will keep a record of up to three "preferred configurations" of your choice in order to speed up turn-around-time between missions. Your ground crew willalso be glad to suggest a weapon mix approriate to your mission. --- PAGE 17 --- TAKE OFF function key OK, you know your targets. Time to get airborne. Don't forget your last minute visual checks to make sure that all safety pins and covers are removed. Request permission for take-off, and be prepared to respond with your security clearance. Have a nice flight...... "You fight like you train" - Motto, U.S. Navy Fighter Weapons School TOPGUN For those of you not familiar with the F-16C, it's time to strap into the reclining ACES II ejection seat and take a look at "the office". --- PAGE 18 --- MULTI-FUNCTION DISPLAYS (Sperry) Following the trend in all modern aircraft towards the "glass cockpit", the instrument panel has been modified and updated many times since its first design. You are now looking at the very latest version, including the 3 multi-function digital displays introduced as part of the MSIP avionics update programme. This layout was first evaluated in the AFTI F-16 technology demonstrator. The major advantage of MFD displays is flexibility. You, the pilot, decide which to use for radar, weapons status, moving map etc. All functions are available on each display, giving you the choice of what to display and in the position you prefer. Refer to your kneepad for mode selection. AN/APG-68(V) Multi-mode Radar (Westinghouse) For the purpose of our flight, we will concentrate on the short range modes available on this state-of-the-art radar. (a)AIR-TO-AIR MODES: (i)TRACK-WHILE-SCAN (TWS) MODE Effective range approx. 30nm. Used for air-to-air search for hostile aircraft. The display represents a cross-sectional view of the pilot's field of vision, pointing in the direction of the noise of the aircraft. Ther radar will display all aircraft within its field of view and is capable of tracking up to ten targets simultaneously. Using the "target select" key, you may track any displayed target, with range (top LH corner, miles), altitude (top RH corner, 000's feet), and bearing information (bottom RH corner) calculated by your weapons computer. --- PAGE 19 --- (ii)SINGLE-TARGET-TRACK (STT) MODE Pressing the "designate" key will switch the radar to "single target track" mode (STT). The selected target will now be displayed as a diamond, with all others removed from the screen. You will also see the target designator box appear on the HUD, showing the position of your target relative to your aircraft together with the LOCK discrete. Return to track-while-scan mode by either pressing the "designate" key again or destroying the target. n.b. If your designated target leaves the radar's field of view, the display will return to TWS mode. (iii)AIR COMBAT SCAN (ASC) MODE Using the "dogfight" selector on your throttle control will put your radar in "air combat" mode. Target symbology is the same as STT mode (single diamond) but your weapons computer will automatically lock onto the target of "greatest threat", excluding allied aircraft of course. Effective range approximately 10nm. Return to track-while-scan mode by pressing the "designate" key. Superimposed on all modes you will see the roll orientation bar to assist you when looking down into the cockpit. (b)AIR-TO-GROUND MODES: Not to be confused with your GPS moving map display, the radar air-to- ground mode is used for ground target tracking. --- PAGE 20 --- (i)GROUND-TARGET-RANGING (GTR) MODE Equivalent to the air-to-air mode "track-while-scan". The display is now a forward-looking plan view showing fixed installations and mobile ground targets, differentiated by symbology. Using the "target select" key, you may track any displayed target, with range and bearing information shown on the HUD and MFD. Effective range 10nm. (ii)GROUND-TARGET-TRACK (GTT) MODE Pressing the "designate" key will switch the radar to "ground target track" mode (GTT). The chosen target will now be displayed as a diamond, with all others removed from the screen. You will also see the target designator box appear on the HUD, showing the position of the target relative to your aircraft together with the LOCK discrete. Return to GTR mode by either pressing the "designate" key again or destroyed the target. The display will automatically return to GTR mode if the designated target leaves the radar's field of view. --- PAGE 21 --- MOVING MAP DISPLAY Linked to the tri-service Global Positioning System, this display uses your inertial navigation computer and various external "classified" sources to pinpoint your exact position within the combat zone. The symbolic digital display highlights airfields, hills, towns, waypoints etc, relative to your aircraft at the centre of the MFD. WEAPON STATUS This mode gives a symbolic presentation of your external weapon count on each of the nine hardpoints. Having chosen your weapon type, (shown on the Head Up Display) the weapons computer will automatically select the hardpoint. Also shown are the number of remaining rounds of ammunition, plus the remaining chaff and flare cartridges. The currently selected weapon is highlighted. Consult this display if you get a "weapon failure" warning. --- PAGE 22 --- DIGITAL ARTIFICIAL HORIZON We are currently evaluating a new concept in arficial horizon design. A multi-segment circular strip is used to portray the attitude of your aircraft relative to the ground. Pitching the nose of the aircraft up gives an impression of flying over a "hill" and conversely, diving creates a "valley" effect. The proportions of "sky" and "ground" remain constant as the aircraft rolls. The distinct advantage of this new British design is that unlike the conventional spherical artificial horizon, the pilot is always aware of his aircraft's orientation. PRIMARY FLIGHT DATA This direct output from the air data computer replaces the old analog airspeed and altitude indicators that we used to have mounted in the central console. This display is particularly useful in the event of HUD failure or on the approach. * IAS Indicated airspeed, Knots * ALT Altitude, feet * VSI Rate of climb, feet per sec. * HDG Aircraft Heading, degrees * FUEL Fuel state ibs --- PAGE 23 --- ZOOM THERMAL IMAGE - with IIR Maverick and/or LANTIRN When carrying Maverick AGM-65D (Imaging Infra Red) missiles and/or the LANTIRN pods, you may select a miniature thermal image on any MFD, similar to looking through a telephoto lens. Without LANTIRN, you are effectively viewing the world through the homing head of the missile, restricted in this case to "hot" targets such as tanks and mobile SAM launchers. The image enhancing capabilities of LANTIRN enable you to identify and track any potential target within the capabilites of the selected weapon. (See weapon management, Chapter 4) INSTRUMENT LANDING SYSTEM, AN/ARN-108 (Collins) This display is your primary landing aid. The system consists of two radio beams transmitted from the airfield to help you line up with the runway centreline and approach the airfield descending along the correct glidepath. The equipment on board your F-16 uses the two beams to drive your display. --- PAGE 24 --- (a)LOCALISER The beam that helps you line up with the runway centreline is called the localiser. As you deviate from alignment with the centreline, the vertical needle on your display will drift in the opposite direction. e.g. drifting to the left will cause the vertical needle to drift right, and vice versa. Deviation from the centreline So, the localiser needle shows your relative offset from the centreline and to corect any error you must turn TOWARDS the needle. Make a corresponding turn in the opposite direction as the needle centralises to ensure that you finish on the correct heading. It will help if you have your Up Front Control Panel navigation display locked to the airfield for range and bearing information. (b)GLIDESLOPE Thesecond beam provides guidance for adjusting your rate of descent during your approach to the runway. The "ideal" glidepath leads to touchdown a few hundred feet beyond the runway threshold. Approaching too high will cause the glideslope needle to be BELOW the centre of the display and vice versa. So,to maintain the correct descent rate during your approach, keep the glideslope needle central. Respond if necessary by flying TOWARDS the needle, i.e. increase your rate of descent if the needle is low; decrease your rate of descent if the needle is high. --- PAGE 25 --- Deviation from the glideslope To summarise, your ideal approach is achieved by keeping the two display needles central. "Fly towards the needle" to correct errors. When in the vicinity of an ILS system, availability will be confirmed by the "ILS in range" light on your Up Front Control Panel. The landing aid is effective up to an altitude of 5000 feet at its maximum range of approximately 15 miles. n.b. Not all runways have ILS transmitters. OTHER INSTRUMENTS: Range Warning Receiver, AN/ALR-69 (Dalmo Victor) To the left of the Up Front Control Panel you will see a small circular display. This is your passive Radar Warning Receiver. Sensors positioned around your F-16 are used to detect radar transmissions from enemy aircraft, radar guided missiles and enemy early warning radar stations. Used in conjunction with your Threat Warning Panel, it is possible to determine the source and direction of the threat. It is interesting to note that an enemy aircraft using his air-to-air radar will be detected by your Radar Warning Receiver before he is aware of your presence. This is because your radar reflection will initially be too weak to be "seen" by the enemy rader. This illustrates the importance of maintaining "radar silence" wherever possible. --- PAGE 26 --- Attitude Director Indicator (Clifton Precision) To the right of the Up Front Control Panel is your Attitude Director Indicator, otherwise known as the standby artifical horizon. This instrument shows the pitch and roll attitude of your aircraft. Angle Of Attack Indicator (Gull Airborne) The vertical "tape" scale to the centre MFD is the Angle of Attack indicator. Refer to your ground school notes for a description of angle of attack, lift etc. From the practical point of view, you can imagine angle of attack as a measure of how hard the wing is having to work to generate the required amount of lift. For stability reasons, the angle of attack is automatically limited to 25 degrees by the fly-by-wire control system. A typical value during landing is 12 to 13 degrees. --- PAGE 27 --- Vertical Speed indicator To the right of the central MFD you will find the Vertical Speed Indicator. Calibrated in feet per second, this "tape" scale shows your rate of climb and descent. This instrument is particularly useful during the landing phase, but dramatic rates of climb/descent will exceed the full scale deflection. Engine rpm indicator On the far left hand side of the instrument panel, below the Master Caution light, you will see the new digital engine rpm indicator together with the afterburner indicator. The old analogue engine rpm indicator is in the usual place, over by your right knee. You will be pleased to hear that we now have the General Electric F110-GE-100 engine, rated at 27000 lbf maximum thrust. On power up the engine control system will adjust the idle rpm to around 60%. The throttle lever by your left hand adjusts engine rpm up to 100% and then, after passing a detent, moves through into reheat by pushing the control further forward. The amount of reheat selected is shown on the afterburner indicator. For your convenience a second digital rpm display is mounted next to the throttle control. Fuel gauge Over on the right hand side you will see the fuel gauge, together with the "fuel low" and "external tanks empty" warning lights. The gauge has two needle; one for internal fuel supply, and a second for external load. Fuel is consumed from the external tanks first. --- PAGE 28 --- Please bear in mind that for a given throttle setting, fuel consumption DECREASES as you gain altitude. Optimum performance is reached at the normal cruise altitude of around 35000 ft where we find that fuel consumption is roughly a quarter of the rate at sea level, giving an approximate flight duration of two hours and a tactical radius of 500 n.m. on full internal fuel. Using reheat does however consume fuel very rapidly giving a total duration with maximum reheat at sea level of less than ten minutes! Up Front Control Panel (UFCP) This panel houses essential Communications, Navigation and Identification functions (CNI) (a) CNI Datalink The largest portion of the UFCP is dedicated to a three function datalink display. Airfield and waypoint navigation data is derived from your Inertial Navigation System LN-39. Tracking data for enemy aircraft is obtained via datalink with allied Early Warning radar stations. Use the UFCP mode selector to cyle through the following modes: --- PAGE 29 --- (i) Airfield Range, bearing and ETA information is avialable on all allied airfields: Select the required airfield using the UfCp channel selector. e.g. A3 Airfield 3 * RNG 89 range 89 miles * BRG 245 bearing 245 degs * ETA 9:13 estimated time to arrival 9 mins 13 sec (ii) Waypoint Range, bearing and ETA information is available on all waypoints defined prior to takeoff. Select the required waypoint using the UFCP channel selector. e.g. W1 waypoint 1 * RNG 26 range 26 miles * BRG 172 bearing 172 degs * ETA 2:41 estimated time to arrival 2 mins 41 secs n.b. To fly towards your selected target, adjust your heading to match the target bearing. The estimated time assumes you are heading towards the target at your present speed. (iii) Tracking Allied early warning radar ststions will relay tracking information on all hostile aircraft currently being monitored. Select the required channel for range, bearing and altitude data, relative to your own aircraft. e.g. T2 target 2 * RNG 90 range 90 miles * BRG 018 bearing 18 degs * ALT 35 altitude 35000 ft --- PAGE 30 --- (b) System Control Functions To the left of the datalink display you will see six indicator lights: Top row (left to right): "Recce pod on" Comfirms ATARS pod on/off (manual) "LANTIRN" Confirms targetting pod on/off (automatic) "RADAR" Comfirms RADAR system on/off (MFD selected) Bottom row (left to right): "ILS in range" Your aircraft is within range of an ILS system "Autopilot" Confirms selection of automatic landing system "UHF transmit" Confirms transmission of callsign (c) UHF Communications Transceiver AN/ARC-164 (Magnavox) Mounted along the bottom of the UFCP is your UHF communications display. This is used for receiving numerous in-flight messages from airfields, command centres and EW radar installations. Data entry panel Before take-off you will be asked by the control tower for your IFF (Identification Friend or Foe) security code. Having made the approriate response via your Data Entry Panel you will be cleared to start your engine, taxi and take off. --- PAGE 31 --- Threat Warning Panel Immediately to the left of the Radar Warning Receiver you will find your Threat Warning Panel. This consists of five warning lights, each designed to bring to your attention a particular type of threat. * SAM - launch of surface to air missile detected. Threat will appear on your Radar Warning Receiver if radar guided, otherwise you can assume infra-red guidance. Respond by releasing chaff or flares. Manoeuvre to deplete missile energy and maximise tracking errors. * AAM - launch of air to air missile detected. Threat will appear on your Radar Warning Receiver if radar guided, otherwise you can assume infra-red guidance. Respond by releasing chaff or flares. Manoeuvre to deplete missile energy and maximise tracking errors. * ECM - enemy is transmitting Electronic Countermeasures in an attempt to defeat your tracking radar or air-to-air missile. * IFF - you are being tracked by the radar of an enemy aircraft. Consult your Radar Warning Receiver to determine his approximate bearing. * EWR - you are being tracked by an enemy Early Warning Radar installation. Consult your Radar Warning Receiver to determine its approximate bearing. Your Airborne Self Protection Jammer (ASPJ, AN/ALQ-165, Westinghouse/ ITT) should automatically attempt to break any radar tracking beam but don't depend upon it too heavily. Once the enemy are aware of your approach they are not going to give up trying to track you and far worse, you can expectto be met fairly soon by enemy interceptors. To break the lock, fly as low as possible and alter your course. -- PAGE 32 --- Warning lights * ALERT master caution light. Attracts your attention when any "subsystem" fails. Consult your Failure Status Panel to determine the precise failure. * ENG engine failure - not a pleasant sight considering that you have only one engine! Given sufficient altitude and a nearby airfield you should be able to execute a "dead stick" landing. Practice makes perfect! * FIRE warning of on board fire. Your only option is to eject. * FUEL fuel low warning. Flashes when fuel low, stays lit when out of fuel. Do not ignore! The consequences lead to unscheduled gliding practice.... * EXT external fuel tanks empty - comfirms empty tanks as cue to jettison if required. Other lights * Undercarriage - extreme left of instrument panel. Three GREENs confirm undercarriage UP. * Jettison - below the undercarriage light. You may jettison only external tanks, or jettison all external load with the exception of missiles fitted to the wingtips. The light illuminates to confirm operation. * Wheel brakes - illuminated when wheel brakes are ON * Air brakes - illuminated when air brakes are ON Eject handle - below the centre MFD. When all else fails, this is the last resort. Pulling the "loud handle" could save your life but don't use it at low altitude when inverted.... --- PAGE 33 --- Left hand panel Turning to your left you will see the throttle grip which is used to control engine rpm and reheat in the normal manner - forward to increase, back to decrease. You will probably notice a slight delay between your throttle movement and the change in engine rpm. This is quite normal and is due to the inertia of the engine's rotating blades. Once lit, your engine control system will prohibit a deliberate shut down of the engine. Typical engine rpm at the idle setting is about 60%. The power curve of the engine gives a gradual increase in thrust up to around 90% rpm, above which you will experience a rapid thrust increase up to 100% rpm. This is the maximum "dry" thrust or full military power. Further engine thrust is achieved with the selection of reheat. The principle operates on spraying additional fuel into the engine exhaust whereupon it ignites to provide a significant increase in thrust e.g. from 16000 lb to 27000 ib. Reheat is selected by moving the throttle grip through a detent beyond which you have linear control up to maximum thrust. To select reheat, push the throttle until you reach 100% rpm, release the throttle monentarily and then continue to push to the required reheat level as indicated next to the rpm readout. n.b. Enginerpm does not increase with the selection of reheat. Reheat will cause a dramatic increase in fuel consumption. Use it sparingly! --- PAGE 34 --- Right hand panel Looking over to your right you will see the sidestick controller. Instead of a conventional control column, your F-16 is fiited with a force-sensitive sidestick. Movement is minimal, with pitch and roll rates being proportional to the pressure applied. The sidestick also offers a nose wheel steering facility when moving on the ground at speeds below 95 kts. Mechanical compass Further forward you will see the back up mechanical compass, calibrated every 10 degrees e.g. 09 = East, 18 = South, 27 = West, 36 = North --- PAGE 35 --- Also on the right hand side you have the Failure Status panel. Consult this panel when you see the Master Caution light illuminate. * FBW - failure of fly-by-wire channel. Results in reduced aircraft agility. Control system gains halved. * U/C - undercarriage failure. If you cannot lower your undercarriage you will have no option but to do a "wheels up" landing - VERY GENTLY! One of the early prototypes managed it and just scraped the paint - it is possible. * RAD - radar failure. All radar modes lost. * OXY - oxygen system failure. Flight above 8000 feet will lead to impaired vision and eventually loss of consciousness. * NAV - failure of the INS. All navigation aids on your UFCP will cease to function. * LAN - failure of LANTIRN night vision pod or targetting pod. Automatic target selection will be lost. Enhangced night vision will be lost. * HUD - failure of the Head Up Display. Loss of all weapon aiming functions and head up flight data - speed, altitudeetc. * ECM - failure of ASPJ ECM jammer. More susceptible to radar tracking. * COM - failure of communications transceiver. GCA option no longer available. * RWR - failure of Radar Warning Receiver. Detection of enemy radar tracking beams will cease. * WPN - weapon failure. Consult weapon status display on an MFD to determine precise failure. * ILS - failure of Instrument Landing System. Automatic landing will no longer be available since autopilot uses the ILS system. --- PAGE 36 --- Rear view Your F-16 offers excellent all round vision from the cockpit. During combat manoeuvres this is essential. Makes sure that periodically you look out each side and to the rear to check for hostile aircraft. "One peek is worth a thousand radar sweeps" - Unknown Head Up Display (GEC Avionics UK) Superimposed upon your view ahead is a peojection of symbolic and alphanumeric information. Essential information such as airspeed, heading, altitude and weapon aiming symbology are presented enabling you to focus outside the cockpit ("head up") for the majority of the time. The display also has the ability to present a "daylight" infra- red image when usedin conjunction with LANTIRN for night flying. --- PAGE 37 --- Aircraft heading Magnetic compass heading across top of display. Incrementing left to right, notared in units of 10 degrees, calibrated every 5 degrees, resolution 1 degree. Central marker at your present heading. Indicated airspeed Vertical scale on left hand side of display. Incrementing from bottom to top, notated in units of 10 knots, calibrated every 10 knots, resolution 2 knots. Central marker shows your current indicated airspeed (n.b. NOT true airspeed; see Ground School notes for description of difference if you are not sure). Altitude Vertical scale on right hand side of display. Incrementing from bottom to top, notated in units of 1000 feet, calibrated every 100 feet, resolution 20 feet. Central marker at your present altitude. --- PAGE 38 --- Fligth Path Ladder Pitch bars (switch selectable) show aircraft pitch and roll altitude relative to the ground. Ends of bars point downwards when climbing and upwards when diving. Notated in units of 10 degrees. Present value intersects centre of HUD. Aircraft symbol At the centre of the HUD is a small synbol representing your aircraft. The symbol inverts to show inverted flight. g force At the top left hand corner of the HUD you willsee a readout of g force (weight multiplying factor) currently acting upon your aircraft and you. Mach number Your speed is given at the top right hand corner, expressed in units of the speed of sound at your present altitude. Range The uppermost figure at the bottom right hand corner of the HUD is the distance, in miles, to your current target. Bearing Immediately below Range you will find target bearing. Ajust your heading to this value in order to fly directly towards the target. Weapon symbology: Selecting a particular weapon will be confirmed on the HUD by its abbreviation or "discrete": * M61A1 cannon * AIM9M Sidewinder * AIM120 Amraam * DUR Durandal * AGM88 HARM * MK84 2000lb bomb * MK83 1000lb bomb * AGM65D IIR Maverick * AGM65E Laser Maverick * MK82 Snakeye bomb plus no. of weapon type remaining * LOCK radar locked on to target * IN RNG in range cue for selected weapon --- PAGE 39 --- Ranging reticle Afterdesignating a target on your radar, the ranging reticle will appear atthe centre of the HUD. This symbol provides a dynamic visual cue of the range to your target. Target designator This small box gives you an indication of where your target will appear on the HUD as it comes within visual range. Lock-on diamond Once the launch parametters of your chosen weapon are fulfilled, the homing head will confirm lock-on by superimposing a diamond over the target. CCIP To ensure accurate delivery of unguided bombs, your weapons computer offers a Continuosly Computed Impact Point, displayed on the HUD for the appropriate weapons. Place the displayed "impact point" over the desired target at the point of release. That just about covers everything. Any questions? --- PAGE 40 --- Getting airborne OK. Time to get airborne. "Free flight" is a good place to start if you're low on flying hours Don't forgetto register your pilot's log - paperwork is important too! Free flight On all training missions your flight will begin with a fully servicable aircraft, loaded with a weapon configuration appropriate to the sortie. Having requested permission to take-off, the control tower will ask for your IFF (Identification Friend or Foe) security code. Clearance to start your engine and taxi to the runway will then follow. Check your straps, one last look around - all clear - power up! Engine rpm will rapidly reach idle level (approximately 60%). Nudge the throttle forward gently to start taxiing away from the hangar. Steer by using either the sidestick controller (Nose Wheel Steering) or the rudder pedals (differential braking). Make your way over to the runway, line up with the centreline, throttle back to idle and apply the wheel brakes. Canopy locked. Control surfaces functioning. Clear for take-off. Holding the wheel brakes on, open the throttle to 80% rpm. Release the brakes. Open the throttle to 100% and follow through to full reheat. Hold tight! At a typical combat weight, this bird accelerates from 0 to 125 kts in approximately 10 seconds. As your speed passes through 125 kts, pull back gently on the sidestick to raise the nose. You will become airborne at roughly 150 kts with the speed continuing to increase even if you pull up into a vertical climb, providing that your All Up Weight is not in excess of 26000lb or so. Normal climb out from the airfield is at about 60 degrees. Retract the undercarriage immediately - you'll stress the retraction mechanism if you exceed 300 kts with the wheels down and your ground crew will NOT be pleased. Flaperon operation is totally automatic with the fly-by-wire system adjusting the leading and trailing edge settings optimum wing lift at all times. (See your ground school notes) --- PAGE 41 --- Having reached about 5000 feet, pull the throttle out of reheat and begin with a few gentle turns left and right to get a feel of the aircraft's response. Response. Remember to keep an eye open for other aircraft as you manoeuvre. As you bank your aircraft the "g" force required to sustain the turn increases. If you do not pull back on the sidestick as you roll, your aircraft will start to slip into the turn and the nose will fall slowly. Momentary back pressure on the sidestick will "trim" the aircraft by increasing your angle of attack and you will see a corresponding increase in "g" force (top left corner of the HUD). Once you become confident, try a few 360 degree rolls and tight turns. Notice how the maximum roll rate increases with forward speed. When manoeuvering at lower speeds you will notice the fly-by-wire control syatem limiting your angle of attack to 25 degrees. This is a built-in design feature to help you avoid stalling or spinning. If the aircraft finds that it cannot generate the required lift, the nose will automatically be lowered in order to increase the airspeed. For a more detailed discussion on aerodynamics, see your ground school notes. Similarly, at higher speeds the pitch rate is automatically limited to avoid overstressing the airframe. The F-16 will allow you to pull up to 9g (within its combat speed range) but don't expect to hold this for very long or you will black out. The effect is only temporary but things could get nasty at low altitude. Even worse, pushing on the sidestick will build up negative "g" resulting in "redout" - NOT to be recommended. During a sustained turn the wings need to generate extralift if the aircraft is not to lose altitude. This extra lift is generated by increasing the wing incidence which in turn creates extra aerodynamic drag. So, in a turn, you will notice your speed decay if you do not compensate by increasing the engine thrust. For example, in a 9g turn at approximately 600 kts you may need all the thrust you have - including reheat - depending upon your aircraft weight. Here's an interesting manoeuvre. Roll your aircraft to approximately 45 degrees and pull up into a climbing turn. As you continue to pull you will perform an "off-axis" loop i.e. inclined to the vertical. --- PAGE 42 --- During the manoeuvre you will see changes in both pitch and roll angles, with pitch decreasing to about 45 degrees and then decreasing as you pull into inverted flight. Unfortunately the ground school simulator doesn't get this right and ends up pitching over 90 degrees, even at steep roll angles! During "free flight" you are invited to fly to any of the designated ranges for target practice. You will NOT be subjected to dummy SAM alerts and drone interceptor aircraft - you will probably have enough on your plate already. Before getting too adventurous, it will be well worth while to practice your take-off and landing technique, usually referred to as "circuits and bumps". The idea is to remain within the airfield "circuit", getting familar with landmarks, perspectives and aircraft handling. The following illustration is a suggested circuit pattern with distances and altitudes that should give you plenty of time to correct for errors. As you become more proficient you will be able to stay much closer to the airfield, perhaps performing "airshow style" tight-turn take-offs and approaches. --- PAGE 43 --- So, let's start thinking about getting back down. On your Up Front Control Panel should be range and bearing information for the airfield. Turn onto the displayed bearing and your Inertial Navigation System will show you the estimate time to arrival. Aim to be approaching the airfield at about 125 kts, at 4000 ft altitude and 15 miles from touchdown. For assistance from the control tower, transmit your callsign and requesta Ground Control Approach (GCA). If you would like to practice your landing technique, ask the instructor to position your aircraft on the approach by requesting "Landing Practice" prior to take-off. Landing Practice Your flight begins at 2500 ft, lined up with the runway 10 miles from touchdown. At a typical approach speed of 125 kts you will have approximately 4 minutes before crossing the runway threshold. During your approach you may either (a) proceed without assistance (b) request a GCA talkdown (Ground Control Approach) or (c) select autopilot. Option (a) is what you should be aiming for, option (b) will give you a little help from the control tower, and option (c) is for those who want to see how it SHOULD be done. --- PAGE 44 --- (a) manualapproach Checklist: (all values approximate and will vary with aircraft weight) * throttle 78% * speed 125 kts * altitude 2500 ft * AoA approx. 13degs * VSI - 11 ft/s * pitch +5 degs * touchdown 10 mis * undercarriage down Contact the airfield control tower by transmitting your callsign. Be prepared for the response: * "ROGER callsign" * "STATUS GREEN" * "CLEAR TO LAND" Use your Instrument System to ensure that you maintain the correct glideslope during the approach. Lowering the undercarriage will make the aircraft response less agile (imposed by the fly-by-wire system) and the flaps will automaticallyadopt the landing configuration. Be ready to adjust the throttle slightly to account for the extra drag. Aim to touchdown a few hundred feet beyond the runway threshold, remembering to "flare" (pull the nose up slightly) just before touchdown in order tom raduce your rate of descent. After touchdown close the throttle and apply your wheel brakes after the nosewheel has lowered. Having finally stopped, take a look aroundfor the nearest hangar, open the throttle slightly and begin to taxi. Your debrif will begin after stopping inside the hangar. (b) Ground Control Approach, GCA Select the required airfield on your UFCP and transmit your callsign. Tower response: * "ROGER FALCON" * "STATUS GREEN" airfield combat status * "CLEAR TO LAND" Request GCA to start GCA approach * "ROGER FALCON" * "STARTING GCA" * "TURN LEFT TO 270" adjust your heading to 270 * "DESCEND TO 2500 FT" adjust your altitude * "FINAL APPROACH" turn into final approach * "HDG 360 VSI-8" Adjust heading and rate of descent * "HDG OK VSI OK" on finals... * "WELCOME TO BASE" after touchdown --- PAGE 45 --- (c) Autopilot Your aircraft is fitted with a landing aid which links the autopilot with the Instrument Landing System to give a fully automated landing. This may only be used if both your ILS equipment is functioning and ILS is available on the selected runway. The autopilot may be selected whenever the "ILS in range" light on the UFCP is lit. Control is fully apply the wheel brakes as usual. (d) Dead stick landing If you are unfortunate enough to be faced with a "dead stick" landing i.e. gliding in after engine failure, first ensure that all external stores are jettisoned. For a fixed wing fighter, the F-16 is very efficient at gliding with a typical altitude loss of 750 feet for every nautical mile flown. Adopting a slightly nose down attitude, maintain an indicated airspeed of approximatly 170 kts to give you the optimum glidepath. Your VSI should be around 40 feet per second. Do not put your undercarriage down during the approach - you cannot afford the extra drag. As you approach the runway threshold, lower your undercarriage and pull gently on the sidestick to flare and reduce your rate of descent to around 5 to 10 ft/sec. With practice you will be able to execute this manoeuvre with confidence - practice makes perfect! Having made a safe touchdown and brought your aircraft to a standstill, you will of course not be able to taxi to the hangar. The ground crew will be along shortly to congratulate you... It is vital that you perfect the technique of landing your aircraft safely! The only good landing is one that you can walk away from, with your aircraft in one piece! Thanks to MEDUSA (USA) for these docs.....a messy edit by me, but that format you save your ?ascii files in locks up everything I load it into. S.P FAST LANE PLAYING "FAST LANE" _____________________________________________________________________ The object of the game is ultimately to win the C1 racing driver's World Championship Title, by competing in races at nine different circuits around the world. HOW TO PLAY When the game is started you can choose whether to enter a Championship race,or just to practice first on the appropriate circuit. If you choose to PRACTICE on a circuit you can choose which circuit to practice on, how long to practice for and which driver from Spice Engineering's team you want to put behind the wheel. If you choose to "Start Championship" you will first choose a driver and then race on the first circuit in the championship and thereafter on all the other circuits in a set order. (See VENUES"). Before entering each race in the championship or practicing a circuit, you will enter the pits to set up your car. Note that this is just the initial set up and that you will be able to pull into the pits at any time during the game, except when qualilfying, to re-adjust any of the set up parameters. (See "PITS"). If you are competing in the championship, before each race you will have to qualify in order to get a good position on the starting grid. You do this by completing three laps of the current circuit. The quickest lap time of these three laps will then be used to as your qualifying time, and you will be placed on the starting grid accordingly. Each circuit has its own set of best qualifying times. (See "CHAMPIONSHIP OPTIONS"). VENUES At the start of the championship a list of circuits will be displayed. The order in which they appear on the screen will be the order in which you compete on them. Pressing "SPACE" will cycle through the circuit maps and dates and pressing "FIRE" will set the championship. CHAMPIONSHIP OPTIONS Before each championship race begins, and options page with the following options will appear: 1.Race information-choosing this option will give you information on the race about to begin. Details such as circuit length, number of entrants, etc ,will be shown. 2.Driver Data-choosing this option will give you information on the driver you have chosen to sit behind the wheel. 3.Enter race-Choose this option to actually enter the race! 4.C1 car specs-choosing this option will give you the car specification for the C1 Spice car you are driving. 5.Drivers championship table-this option gives you the current drivers placings in the championship. Note that this table is only for races already run and does not include the one about to begin. PITS When the "PITS" icon starts flashing on the screen (not in the qualifying section), it means that the pit lane and pits will soon appear on the left hand side of the track. To pull into the pits turn onto the black pit lane, stop the car and turn off the engine. You will then be in the pits. While you are in the pits, you can choose whether to adjust/repair a part of a system (each having a damage status underneath),by choosing one of the icons at the bottom of the screen, these icons represent: 1. Tires-replace a wheel or select a tire type. 2. Gearbox-replace the gearbox/clutch etc.(this option is not available on initial set up). 3. Suspension-replace a strut or change the suspension setting. 4. Brakes-replace the disc or change the brake bias-front/rear. 5. Bodywork-replace a body panel or adjust the spoiler angles. 6. Engine-tune up the engine or replace the battery etc. (this option is not available on initial set up). Each menu system is made up of three or more sub-systems, and each will have its own individual damage factor. It is advisable to replace any sub-system if it is more than 65% damaged. Pressing "ESC" from any part of the sub-menus will return you to the main icon screen. Pressing "space" on this screen will give you a "Current System Set Up", which is a list of which tires you have got on the car, spoiler angles etc. Press "space to return to the icon screen. Pressing "ESC" while on the icon screen will let you fill up the car with fuel etc and "ESC" will take you out of the pits. Note that the race is run in real time and so if you come in for repairs or fuel etc during the race you may lose one or more positions if you take too long on your pit stop. So quick pit stops may be essential depending upon your position in the race. GAME CONTROLS (ON CIRCUIT) _________________________________________________________ You will need a Joystick connected. The car has five gears ( + neutral ) and has a maximum speed of 182 mph. Pressing "fire" when speeding up will change you up a gear, whilst pressing "fire" when slowing down will change you down a gear. ACCELERATE | STEER LEFT _ _ _ _ _ | _ _ _ _ _ S T E E R R I G H T | | B R A K E K E Y B O A R D C O N T R O L S ( O N C I R C U I T ) _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ P - E l e c t r i c s o n / o f f Q - M a i n f u e l t a n k s e l e c t A - R e s e r v e f u e l t a n k s e l e c t I - I g n i t i o n o n / o f f S - S t a r t e r m o t o r o n / o f f R - R e q u e s t s y s t e m s r e p o r t L - L i g h t s o n / o f f S P A C E - s h o w c u r r e n t p o s i t i o n s ( i n r a c e o n l y ) F 1 - p a u s e m o d e H E L P - d i s p l a y t h e s e k e y s w i t h s t a t u s o n s c r e e n E S C - q u i t r a c e / q u a l i f y / p r a c t i c e s e s s i o n N O T E : A t t h e s t a r t o f a p r a c t i c e s e s s i o n y o u w i l l h a v e t o g o t h r o u g h a s t a r t u p s e q u e n c e , a s i n t h e r e a l r a c e c a r s , t o g e t t h e c a r g o i n g . T h e c o r r e c t s e q u e n c e i s a s f o l l o w s : 1 . E l e c t r i c s o n ( P ) 2 . F u e l s e l e c t ( Q o r A ) 3 . I g n i t i o n o n ( I ) 4 . S t a r t e r m o t o r o n ( S ) T h i s s e q u e n c e i s d o n e a u t o m a t i c a l l y i n t h e m a i n r a c e . S T A L L I N G I f y o u s t a l l t h e c a r ( " S T A L L " a p p e a r s n e a r t h e s t e e r i n g w h e e l ) , b y g o i n g t o o s l o w i n t o o h i g h a g e a r , y o u c a n r e - s t a r t t h e c a r b y t u r n i n g t h e s t a r t e r b a c k o n p r o v i d e d a l l o t h e r s y s t e m s a r e s e t c o r r e c t l y . C R A S H I N G G o i n g t o o f a r o f f t h e s i d e o f t h e c i r c u i t w i l l c a u s e a c r a s h . T h i s d o e s a l o t o f d a m a g e t o t h e c a r a n d i t i s a d v i s e d y o u r e q u e s t a s y s t e m s r e p o r t a f t e r t h e c r a s h t o d e t e r m i n e w h e t h e r a t t e n t i o n i s n e e d e d i n t h e p i t s . T I R E D A M A G E O n t h e m a i n c o c k p i t s c r e e n a t t h e b o t t o m l e f t h a n d s i d e o f t h e s c r e e n i s a t i r e s t a t u s i n d i c a t o r . T h i s s h o w s t h e c u r r e n t s t a t u s o f a l l t i r e s . T h e s t a g e r a n g e s f o r O ( o k ) t o 9 ( n e a r b l o w o u t ) . A b l o w o u t i s s h o w n o n t h e i n d i c a t o r a s a f l a s h i n g " B " a n d y o u w i l l h a v e t o c r a w l t o t h e p i t s t o h a v e t h e w h e e l c h a n g e d . P L A Y I N G H I N T S A N D T I P S _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ W h e n e n t e r i n g t h e p i t s s l o w d o w n a s q u i c k l y a s p o s s i b l e s o y o u d o n ' t o v e r s h o o t t h e p i t l a n e a n d c r a s h ! W h e n l e a v i n g t h e p i t s , c h e c k t h e r e a r v i e w m i r r o r b e f o r e r e t u r n i n g t o t h e t r a c k t o a v o i d c o l l i s i o n w i t h o n c o m i n g r a c i n g c a r s . R e q u e s t a s y s t e m s r e p o r t r e g u l a r l y t o k e e p t a b s o n y o u r f u e l s i t u a t i o n a n d a n y d a m a g e t o y o u r c a r . A v o i d t i r e b l o w o u t s b y k e e p i n g o f f t h e " b u m p - s t r i p " o n t h e e d g e o f t h e c i r c u i t a n d b y r e g u l a r c h a n g e s i n t h e p i t s . K e e p i n m i n d t h a t t h e w e a t h e r m a y c h a n g e a n d t h i s c o u l d m e a n t h a t y o u h a v e t h e w r o n g s o r t o f t i r e s o n t h e c a r , r e s u l t i n g i n a s h o r t e r t i r e l i f e a n d l e s s t r a c t i o n a s f e l t t h r o u g h t h e i n e r t i a o n t h e j o y s t i c k . C r a s h i n g w i l l d a m a g e t h e b o d y w o r k ( a m o n g s t o t h e r t h i n g s ) , a n d i f n o t r e p a i r e d w i l l l e a d t o p o o r c o n t r o l ( f e l t t h r o u g h t h e j o y s t i c k e t c ) . B e s u r e w h e n s e t t i n g u p t h e c a r i n t h e p i t s t o m a k e t h e c o r r e c t t i r e s e l e c t i o n . R e m e m b e r t h a t o n c e o u t o f t h e p i t s , y o u w o n ' t b e a b l e t o r e a c h t h e m f o r a n o t h e r f u l l l a p . C o r r e c t a n y d a m a g e o n t h e c a r a s s o o n a s a s y s t e m r e p o r t s h o w s a " W A R N I N G " m e s s a g e n e x t t o a d a m a g e d s y s t e m , a s y o u m a y h a v e t o r e t i r e f r o m t h e r a c e i f i t b e c o m e s " O U T O F A C T I O N " / I f t h e g e a r b o x i s o u t o f a c t i o n y o u w i l l h a v e t o r e t i r e f r o m t h e r a c e / p r a c t i c e s e s s i o n b e c a u s e y o u c a n ' t c h a n g e g e a r s . I f a t i r e b l o w s o u t , y o u r s p e e d w i l l b e s e v e r e l y r e s t r i c t e d a n d t h e s t e e r i n g w i l l b e c o m e e r r a t i c . L i m p b a c k t o t h e p i t s a n d c h a n g e t h e w h e e l . D o n ' t t h r a s h t h e e n g i n e a t t h e t o p e n d o f t h e r e v s t o o l o n g , a s t h i s w i l l d a m a g e t h e e n g i n e a n d g e a r b o x , e v e n t u a l l y l e a d i n g t o a p o w e r l o s s . P r a c t i c e s o m e c i r c u i t s b e f o r e e n t e r i n g t h e c h a m p i o n s h i p . T h e s e a r e l o n g r a c e s , w a t c h f o r n i g h t f a l l . P o o r s e t t i n g u p o f t h e b r a k e b i a s b e t w e e n t h e f r o n t a n d r e a r w h e e l s a n d / o r t h e s p o i l e r s e t c , m a y w i l l l e a d t o p o o r c a r c o n t r o l a s f e l t t h r o u g h t h e j o y s t i c k . B u t m o s t o f a l l , h a v e f u n . . . . . . . ! T H E S P I C E R A C I N G T E A M T H E D R I V E R S _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ G O R D O N S P I C E B o r n 4 / 1 8 / 4 0 L o n d o n , E n g l a n d . L i v e s : O l d W i n d s o r A f t e r w o r k i n g i n A u s t r a l i a a n d t h e U S A , G o r d o n f i r s t r a c e d i n 1 9 6 2 i n a n M G T F f o l l o w e d b y a M o r g a v P l u s 4 . I n 1 9 6 8 - 7 0 h e r a c e d w o r k s M i n i C o o p e r s w i t h s u c c e s s b e f o r e m o v i n g t o s p o r t s c a r s a n d F o r m u l a 5 0 0 0 , w i n n i n g t h e O u l t o n G o l d C u p i n 1 9 8 5 . D u r i n g 1 9 7 5 - 1 9 8 1 G o r d o n w o n t h e 3 l i t r e c l a s s o f t h e B r i t i s h s a l o o n c a r C h a m p i o n s h i p e a c h y e a r i n a F o r d C a p r i . I n 1 9 7 8 h e w o n t h e S p a 2 4 h o u r s r a c e a n d w a s B r i t i s h T a m a c R a c i n g C h a m p i o n , t a k i n g r u n n e r u p o v e r t h e n e x t 2 y e a r s . I n 1 9 8 0 h e w a s t h i r d o v e r a l l ( a n d G T P w i n n e r ) a t L e M a n s i n a R o n d e a u , r e p e a t i n g t h e 3 r d p l a c e t h e f o l l o w i n g y e a r . T h e c u r r e n t i n v o l v e m e n t i n S p o r t s c a r r a c i n g b e g a n i n G r o u p C 2 i n 1 9 8 4 - 8 5 w i t h t h e S p i c e R a c i n g T e a m T i g a w h i l e t h e f i r s t S p i c e E n g i n e e r i n g d e s i g n e d c a r a p p e a r e d i n 1 9 8 6 . W o r l d C 2 D r i v e r s c h a m p i o n f o r t h e p a s t f o u r y e a r s , G o r d o n S p i c e t a c k l e d h i s 1 2 t h L e M a n s t h i s y e a r . T h e 1 9 8 8 s e a s o n w a s p e r h a p s t h e b e s t y e t , w i t h R a y B e l m a s P a r t n e r i n t h e n e w S E 8 8 c , G o r d w o n t h e C 2 c a t e g o r y i n s e v e n o u t o f e l e v e n w o r l d s e r i e s r a c e s . T h i s y e a r h e h a s t a k e n t i m e o f f f r o m r a c i n g t o c o n c e n t r a t e o n h i s S p i c e P i c M o t o r a c c e s s o r y b u s i n e s s - b u t t h e l u r e o f L e - M a n s i s t o o m u c h t o k e e p " L e P a t r o n " a w a y f o r m t h e b i g e v e n t . . . . . . . . . . . . R A Y B E L L M B o r n 5 - 2 - 5 0 N e w M a l d e n , E n g l a n d . L i v e s : M o n t e C a r l o R a y b e g a n r a c i n g i n 1 9 8 0 a n d i n 1 9 8 1 / 8 2 w o n t h e 2 l i t r e c l a s s i n B r i t i s h H i s t o r i c G P C h a m p i o n s h i p i n a C h e v r o n B 8 . I n 1 9 8 3 a n d ' 8 4 h e r a c e d a C h e v r o n B 9 i n t h e s a m e s e r i e s , w i n n i n g h i s c l a s s a g a i n a n d a C h e v r o n B 3 6 i n T h u n d e r s p o r t s . H e a l s o r a c e d a L o t u s X 1 a n d W i l l i a m s F W 0 7 a n d F W 0 8 . R a y j o i n e d G o r d o n S p i c e i n a C 2 T i g a i n 1 9 8 4 , t a k i n g 5 w i n s a n d t h e f o l l o w i n g y e a r s h a r e d t h e D r i v e r s t i t l e w i t h G o r d o n , r e p e a t i n g t h e s u c c e s s i n 1 9 8 6 i n t h e n e w S p i c e P o n t i a c F i e r o . I n 1 9 8 7 R a y h a d a y e a r i n t h e W e s t G e r m a n S u p e r c u p w i n n i n g t h e C 2 t i t l e f o r S p i c e . A f t e r t h i s y e a r o f " p a r t r e t i r e m e n t " , R a y r e - j o i n e d t h e S p i c e W o r l d C h a m p i o n s h i p t e a m f o r 1 9 8 8 , p a r t n e r i n g c o m p a n y C h a i r m a n G o r d o n S p i c e i n t h e l e a d S E 8 8 c . T h e p a i r t o o k s i x C 2 w i n s . ( J e r e z , J a r a m a , M o n z a , L e M a n s , B r a n d s H a t c h ) , a n d t w o s e c o n d p l a c e s , ( S i l v e r s t o n e , a n d S p a ) t o j o i n t l y w i n t h e C 2 D r i v e r s C h a m p i o n s h i p , g i v i n g R a y h i s s e c o n d W o r l d T i t l e i n f o u r y e a r s . E L I S E O S A L A Z A R B o r n 1 1 - 1 4 - 5 4 , C h i l e . L i v e s : S a n t i a g o , C h i l e F o l l o w i n g w i n s i n F o r m u l a 3 w i t h a R a l t , h e c o n t e s t e d t h e B r i t i s h F o r m u l a 1 C h a m p i o n s h i p t a k i n g t h r e e w i n s f o r t h e R a m T e a m i n W i l l i a m s . P a r t i a l r e t i r e m e n t f o l l o w e d h i s l a s t G r a n d P r i x , a t L o n g B e a c h , C a l i f o r n i a i n 1 9 8 2 , t o a l l o w E l i s e o t o b u i l d u p h i s T o y o t a d e a l e r s h i p i n C h i l e . T a k i n g t w o n a t i o n a l r a l l y t i t l e s w i t h J a p a n e s e c a r s , E l i s e o r e t u r n e d t o m o t o r r a c i n g b y j o i n i n g t h e S p i c e t e a m i n 1 9 8 8 . T H O R K I L D T H Y R R I N G B o r n : 1 0 - 2 4 - 5 3 C o p e n h a g e n , D e n m a r k . L i v e s : C o p e n h a g e n D e n m a r k s m o s t s u c c e s s f u l r a c e d r i v e r b y n u m b e r o f w i n s . S t a r t i n g i n F o r m u l a F o r d i n D e n m a r k i n 1 9 7 6 , m o v i n g t o E n g l a n d t o r a c e f o r C h e v r o n a n d R a l t i n F o r m u l a 3 . I n 1 9 7 8 f i n i s h e d 5 t h o v e r a l l . S c a n d a n a v i a n S p o r t s 2 0 0 0 C h a m p i o n i n 1 9 8 3 , h e j o i n e d B P S p i c e i n 1 9 8 8 w i n n i n g t h e C 2 c a t e g o r y a t S i l v e r s t o n e a n d S p a . H e w a s r u n n e r u p i n t h e D r i v e r s C 2 w o r l d C h a m p i o n s h i p i n 1 9 8 8 . W A Y N E T A Y L O R B o r n : 7 - 1 4 - 6 0 E n g l a n d . L i v e s : S u r r e y , E n g l a n d W i t h t e n y e a r s a n d t w o L e M a n s b e h i n d h i m , W a y n e b e c a m e f o r m u l a T w o c h a m p i o n i n 1 9 8 6 . A t t h e c l o s e o f 1 9 8 6 , W a y n e h a d h i s f i r s t i n t e r n a t i o n a l s p o r t s c a r r a c e , f i n i s h i n g f o u r t h i n a P o r s c h e 9 6 2 . H e f i n i s h e d 4 t h a t L e M a n s f o r t h e s a m e t e a m i n 1 9 8 7 . S t a r t i n g i n K a r t i n g a t t h e a g e o f 1 5 , h e s w i t c h e d t o f o r m u l a F o r d a t 1 8 , w h i l e a l s o q u a l i f y i n g h i m s e l f a s a n a u t o m o t i v e m a c h i n i s t a n d f i t t e r . I N T O T H E P I T S _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ T h i s s e a s o n s r a c e s w o n ' t b e w o n b y t h e d r i v e r s a l o n e , i n d e e d t h e y w i l l b e s u p p o r t e d a n d c a r r i e d t o v i c t o r y i n t h e h i g h l y s k i l l e d h a n d o f t h e " P i t C r e w " . S u c h a r e t h e a d v a n c e s i n t e c h n o l o g y t h a t t h e d r i v e r h a s b e e n t u r n e d i n t o a n a l m o s t r o b o t i c f i g u r e o b e y i n g p i t i n s t r u c t i o n s w h i c h a r e b a s e d o n a c c u r a t e l y c a l c u l a t e d d a t a d e t e r m i n i n g h o w t h e c a r s h o u l d b e f i n e t u n e d d u r i n g t h e r a c e . T h e P i t c r e w h a s i n s t a n t a c c e s s t o i n f o r m a t i o n o n a l l a s p e c t s o f t h e c a r s p e r f o r m a n c e f r o m f u e l c o m s u m p t i o n a n d o i l p r e s s u r e t h r o u g h t o e n g i n e t e m p e r a t u r e a n d c a n t e l l t h e i r m a n a t t h e w h e e l w h a t h e s h o u l d d o t o o p t i m i s e t h e p e r f o r m a n c e o f h i s c a r . T h e p i t c r e w w i l l k n o w t h e i n s t a n t s o m e t h i n g i s a m i s s . T h i s m o n i t o r i n g o f t h e c a r s p e r f o r m a n c e m e a n s t h a t t h e p i t i s r e c e i v i n g a d v a n c e i n f o r m a t i o n t o t h e e x t e n t t h a t i n s o m e i n s t a n c e s t h e m e c h a n i c s c a n p r e p a r e f o r a p i t s t o p w e l l b e f o r e t h e c a r c o m e s i n . I n t h e p i t s , t h e p i t c r e w s e t t h e w i n g ' s , s o t h a t a g r e a t e r r e a r w i n g a n g l e g i v e s b e t t e r g r i p , b u t m o r e d r a g - p a r t i c u l a r l y o n l o n g e r s t r a i g h t s s u c h a s " T h e M u l s a n n e " a t L e M a n s , o r a t S i l v e r s t o n e . H o w e v e r , r e d u c i n g t h e a n g l e a l s o r e d u c e s t h e g r i p , b u t g i v e s b e t t e r f u e l e c o m o m y , b e c a u s e o f t h e r e d u c e d d r a g . A l s o b y a d j u s t m e n t o f a k n o w o n t h e d a s h b o a r d , t h e f u e l s l e a n / r i c h c o n t r o l c a n b e a d j u s t e d f r o m + 8 % r i c h t o - 8 % l e a n . L e a n e r f u e l g i v e s l e s s p o w e r b u t s a v e s f u e l . T h i s c a n b e s e l f - d e f e a t i n g b e c a u s e , a s t h e e n g i n e i s d r i v e r h a r d e r w i t h l e s s f u e l , y o u w i l l i n e v i t a b l y u s e m o r e f u e l / m i l e f o r t h e s a m e l a p t i m e , t h i s c a n p r e s e n t a v e r y c o m p l e x p r o b l e m . F u e l i s a d d e d i n t h e p i t s s t o p s a t a r a t e o f 1 l i t e r p e r s e c o n d a n d t h u s t h e n e e d c o n s t a n t l y t o h a v e t o s t o p f o r f u e l , d e l a y s t h e d r i v e r c o n s i d e r a b l y . A l s o d u r i n g p i t s t o p s , o i l i s a d d e d t o t h e e n g i n e , a l t h o u g h t h i s t e n d s t o b e a r a r i t y e x c e p t a t l o n g d i s t a n c e c i r c u i t s s u c h a s L e M a n s w h e r e h i g h o i l t e m p e r a t u r e s a r e a t t a i n e d , o r i n t h e c a s e o f a n o i l l e a k f o l l o w i n g a g a s k e t f a i l u r e o r a c c i d e n t . B r a k e p a d s a r e r e p l a c e d e v e r y 5 h o u r s , s i n c e t h e s e a c t u a l l y c a t c h f i r e w h e n w o r n t h i n a n d v e r y r e g u l a r l y g l o w w h i t e h o t w h e n p u l l i n g a 2 0 0 m p h c a r u p a t t h e e n d o f a s t r a i g h t . L i t e r a l l y a c a r c a n b e l a r g e l y r e - b u i l t d u r i n g a p i t s t o p a n d f o l l o w i n g a c c i d e n t s . N o s e c o n e s c a n b e r e p l a c e d a s d a m a g e t o t h e s e l e a d s t o i n c r e a s e d w a t e r t e m p e r a t u r e w h i c h i s p o t e n t i a l l y c a t a s t r o p h i c . T a i l e n d s a n d w i n g s o f t e n g e t d a m a g e d d u r i n g s p i n s i n t o b a r r i e r s a n d r e q u i r e r e p l a c e m e n t . I n s o m e c a s e s p i t c r e w s u s e c o m p u t e r s t h a t m o n i t e r t h e c a r s e v e r y m e c h a n i c a l d y n a m i c . D a t a m e s s a g e s a r e s e n t b e t w e e n c a r a n d p i t s b y r a d i o w a v e s t u n e d t o a f r e q u e n c y s i m u l a r t o m i l i t a r y h e l i c o p t e r s . T h e s e p i t c o m p u t e r s a r e s o p o w e r f u l t h a t f o r e x a m p l e i f a d r i v e r m i s s e s a g e a r a n d s e n d s t h e r e v s s c r e a m i n g b e y o n d t h e 1 1 0 0 0 l i m i t , t h e c o m p u t e r w i l l k n o w e x a c t l y w h a t e f f e c t t h e m i s t a k e h a s h a d o n t h e w e a r a n d t e a r o f t h e e n g i n e a n d t h e t e a m c a n a d v i s e t h e d r i v e r o n n e c e s s a r y a d j u s t m e n t s t o p r e s e r v e h i s c a r f o r t h e r a c e . T h i s d e g r e e o f s o p h i s i t i c a t i o n i s e x t e n d i n g a t s u c h a r a t e t h a t i n t h e c a s e o f c a r s w i t h " a c t i v e " s u s p e n s i o n , ( i e . e l e c t r o n i c a l l y c o n t i n u a l l y c h a n g i n g s u s p e n s i o n c o n t r o l ) , t h e o n - b o a r d e l e c t r o n i c s c a n m a k e a d j u s t m e n t s t o t h e b a l a n c e o f t h e c a r o n t h e t r a c k d u r i n g t h e r a c e . A s t h e l a p s a r e c l o c k e d o f f a n d t h e c a r s w e i g h t d e c r e a s e s w i t h t h e f u e l b e i n g b u r n e d u p , s o t h e s u s p e n s i o n c a n b e a l t e r e d t o m a i n t a i n t h e e x a c t r o a d g r i p f o r m a x i m u m p e r f o r m a n c e . N o l o n g e r a r e t h e m e c h a n i c s w h o p u t t h e c a r o n t h e r o a d t h o u g h t o f a s b e i n g t h e " g r e a s e m o n k e y s " , t h e y a r e n o w a v i t a l p a r t o f a t e a m o f t e c h n i c i a n s r e s p o n s i b l e f o r m a k i n g s u r e e v e r y t h i n g i s j u s t r i g h t . E v e n t h e t r u c k d r i v e r s w h o f e r r y t h e v e h i c l e s a n d s p a r e s t o t h e t r u c k h a v e t o d o u b l e u p a s k e y m e m b e r s o f a c o m p l e x s e t o f t e c h n i c i a n s r e s p o n s i b l e f o r t h e w e l l - b e i n g o f t h e d r i v e r a n d c a r . G i v e n t h a t t h e S p i c e C 1 c a r s c o s t s o m e t h i n g i n t h e o r d e r o f 2 m i l l i o n e a c h t o r a c e p e r s e a s o n a n d a r e n o t b a c k e d b y a m a j o r m a n u f a c t u r e r , i t i s a r e m a r k a b l e e f f o r t . F o r a n i n t e r n a t i o n l t r i p , s u c h a s t o S u z u k a , J a p a n , t h e " p r i v a t e e r s " s u c h a s S p i c e , h a v e t o m o v e a n e n o r m o u s a m o u n t o f h a r d w a r e h a l f w a y a c r o s s t h e w o r l d . F o r e x a m p l e t h e S p i c e t e a m w i l l h a v e s e n t 1 2 , 0 0 0 K g o f s p a r e s i n s p e c i a l l y b u i l t c r a t e s . T h e t r a n s p o r t a t i o n a l o n e , o f w h i c h , w i l l h a v e c o s t $ 1 3 0 , 0 0 0 . T h e t e a m w h e n i n E u r o p e , w i l l t r a v e l w i t h t w o o r m o r e a r t i c u l a t e d l o r r i e s , o n e o f w h i c h w i l l b e a m o b i l e f a c t o r y o n w h e e l s . W h e n t h e r a c e i s o v e r , t h e D r i v e r s t a k e a b r e a k b u t t h e " P i t c r e w " w o r k s o n p a c k i n g u p , m o v i n g o n , a n d i n v e s t i g a t i n g t h e r e s u l t s a n d a n a l y s i n g t h e p e r f o r m a n c e o f t h e c a r s . T H E T A M I N G O F T H E B E A S T _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ S E W E R PRESENTS F I E N D I S H F R E D D Y ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Typed by THE TWINS Exported by Midnight Maniac KEY COMMANDS P Allows you to pause any event. S Toggles the music on or off. The sound effects will always remain. Allows you to bypass the opening credits and opening sequence. THE glorious GAME Blasted Big Bank! Your small, strggling circus is about to be seized by a sinistescumbag, to whom you owe the sum of 10.000 smackeroos. Your Big Top will be blacktop if you don't bag the bucks needed to banish the barbarous banker from your beloved business. To make matters more miserable, he's sent Fiendish Freddy to foil your fragile finances and prevent your people from performing at their peak. Your objective is to obliterate this financial obligation by perfectly performing the precarious perils of the Big Top. Thus you will thrill the throng of spectators while also earning the megabucks needed to expand your arena. THE magnificent MENU After the opening sequence, the carnival hawker and the Main Menu will come on the screen. This menu allows you to choose Game or Practice Mode. Practice Mode lets you practice any particular event as many times as you like. Game Mode takes you through all six events (in order) and will give a score to each player. Practice Mode To select Practice Mode, use the joystick to move the pointer to the bottom of the menu where it says PRACTICE and press the FIRE button. The menu changes to a list of the six events. Now move the pointer until it is over the event you want to practice and press the fire button. If necessary, you'll be instructed to insert a different disk. Once the event has loaded, the following message appears on the screen: PRESS "Q" TO QUIT OR, PRESS FIRE TO CONTINUE Whenever the fire button is pressed you'll go to the beginning of the event. Each event has three or four levels. You'll begin your practice at the first level ad advance to the subsequent levels only as you successfully complete each level. Whenever you "fail" at an event, or make it through all of the event's levels, the "Quit or Continue" message reappears. When you are finished practicing, press Q and you will be returned to the hawker and the Main Menu. Game Mode to select Game Mode, use the joystick to move the pointer to the number of players that will be playing the game. There may be anywhere from one to five players. Keep in mind that the $10,000 must be earned by a single player, not accumulated from what several players earn. Thus, in a multi-player game, you're trying to raise the money, but you're also trying to earnn more than the other players. Once the pointer is over the desired number of players, press the fire button. Next, each player will select an animal character to represent the player in the game. Each of the five characters is displayed one at a time. To scroll through the different characters, move the pointer over the words "Next Beast" and press the fire button. When the beast that you want appears, move the pointer to the words "Take this beast" and press the fire button again. When each player has selected his/her character, the ringmaster appears and the game begins. As each event begins, the character whose turn it is appears on the screen along with the level he/she is performing and the message "Now Appearing." The player then presses the fire button to begin the event. After all of the players have completed an event, the distinguished panel of judges will come on the screen and "score" each player by awarding him/her a certain amount of money. After the amount for the event is given, the player will see what his/her total is at that point. Once each player has been scored, the Ticket Tally appears and shows the totals for all of the players. THE explosive EVENTS Phenomenal Feats of Diving Daring (High Diving) To begin our Big Top O'Fun we bring you an act involving horrendous heights and terrifying targets (especially Level 3). Only the studiest of souls (and heads) will survive this stupendous spectacle. In this event you take on the persona of Horace the High Diver. First Horace climbs up the ladder and moves out to the end of the end of the diving platform. An arrow points to the level where Horace is standing. In the upper left corner of the screen is the name of the pose that Horace should perform first. In the lower left corner is a picture of the diver's target. Press the fire button to begin Horace's dive. Once Horace is airborne, begin to quickly move the joystick from side to side, but keep Horace over the target. This gets Horace spinning around so that he can gain enough momentum to go into a pose. Once he is going fast enough, a bell rings and the name of the pose flashes, indicating it's time to go into a pose. To perform a pose. move the joystick to the appropriate position and then press the fire button. The joystick positions for each diving pose are as follows: Swan Recline | Pike \|/ Yoga-- --King Tut /|\ Ballet | Nose Pinch Dive Bomb As each pose is done, another name of a pose appears in the upper left corner. At this point you should again move your joystick from side to side so that you prepare for the next pose. The more poses that are correctly done, the more money you will make on your dive- that is, as long as you hit your target! As your man reaches the target area, he will automatically go into his entry pose. ~~~~~~~~~~~~~ If you notice Horace veering from the center of the target, move the joystick in the direction he needs to go to steer him back on course. Once he is again on track, go back to moving your joystick from side to side and prepare for another pose. With each new level, Horace starts from higher up on the platform and has more time to perform the dives. However, it's also easier to go off course when your man is that high in the air. Freddy's Role Once the bell rings indicating it's time to go into a pose, you must immediately perform it. Failure to do so brings out Freddy with his portable, industrial-size fan to blow you off course. With each level Freddy appears sooner if you don't perform your poses as soon as the bell rings. Genuine Juggling Genius (Juggling) It's time to welcome Jeffy-Joe the Juggler to the center ring. As a boy he was bemoaned as "Butterfingers", but now, he's well known the world over as the "Wee Wizard of Wonderful Juggling" (and he's wealthy, too). The juggling event begins with Jeffy-Joe's obedient assistant catching and then tossing items up into the air. Jeffy-Joe then moves his unicycle to maneuver himself into position to catch and then juggle each of the items. Your objective is to keep Jeffy-Joe juggling as many items as possible until the time limit runs out. Drop five items and Jeffy-Joe's juggling career will be just a memory. To maneuver Jeffy-Joe, push the joystick in the direction you want to move. When you want to catch an item, move Jeffy-Joe so that he is positioned to catch the item in either his left or right hand. When you press the press the fire button, he will toss whatever is in his left hand and put whatever was in his right hand into his left hand. He will always throw things from HIS left hand (that's your right side), so you may want to get into the habit of catching with his right hand and then switching it to his left. Once you toss an item release the fire button and prepare for the next one. If you pull back on the joystick, Jeffy-Joe brings both hands in to catch something against his body. It doesn't matter how the items land in your hands: you can't get hurt or penalized as long as you catch it (i.e. you can catch a knife by the blade or a flaming stick by the fiery end). In Level 3 and 4 a baby becomes one of the juggling objects. Your objective is to safely return the little tot to its carriage. Doing so removes one of the dropped items from your tally. The carrigage will roll by as you juggle the baby. To put the baby in the carriage, position Jeffy-Joe so that after he tosses up the baby, the baby falls not into his hands, but straight down into the carriage. Both Jeffy-Joe and the carriage must be exactly positioned for this to happen. Beware of the tantrum that occurs if your baby misses the carriage. Without fire button pressed Moves___________________________________________Moves left | right | Brings in hands With fire button pressed Right hand___________________________________________Left hand goes up | goes up | Tosses bombs (and objects switch from right hand to left) Freddy's Role. Every now and then Freddy will distract your assistant and toss the items out for him. Unfortunately you could live without Freddy's help - REALLY. He's only tossing bombs and missiles. If one of these items falls, it's "Kablooey"for you (and were not kidding either)! To handle Freddy's bombs, catch the bomb in either hand and then press the fire button while pushing upon the joystick. This maneuver will toss the bomb back in Freddy's court. If he throws a missile into your act, simply keep juggling it as you would any other item until time runs out for that level. BREATHTAKING BRAVADO FROM HAZARDOUS HEIGHTS (Trapeze) May I direct your attention high above the center ring of our Big Top O'Fun. It's time for yet another death-defying act of courage, bravery, and scanty outfits that could come off at any time. It's our own Finola of the Flying Fuller Family, and she's ready to swing her way across out tent and into your lustful minds. As the event opens, Finola appears in the upper right corner of the screen. In the lower right corner you'll notice a picture of Finola's head. This represents the second chance that you'll should anything happen to Finola on your first attempt. In the upper left corner you'll see the next bar swing in and out of view. Press the fire button to start Finola off the platform. Then move the joystick in the direction that she should swing to get her momentum going. As Finola swings forward you should push the joystick left. As she swings backward, push the joystick right. To jump to the next bar, wait until the bar is moving toward Finola as she swings forward. Then, right when she is at the top of her swing, press the fire button. She'll then perform a beautiful flip and, if timed correctly, grasp the next bar. The process then begins again. In addition to just swinging from bar to bar, Finola encounters several obstacles like paper targets and flaming hoops. Some of these are even bobbing up and down. Again, you must time your swing so that the hoop or target is low enough for Finola to go through. Freddy's Role Where does he get those wonderful toys? In this event, Freddy is armed with a large pair of scissors and a jet pack. He's able to fly freely about the big top waiting for his opportunity. If you leave Finola on one bar too long while she waits for the perfect time to jump, Freddy comes along and "cuts" her act short. DEADLY AND DANGEROUS DAGGERS OF DEATH (Knife Throw) Ah, your lovely assistant, Knancy Knife, is in a precarious position now! You'll notice she's been blindfolded and tied to a rotating wheel, which also has balloons placed in many strategic areas about her. Your objective here is to break all of the balloons on the wheel before time runs out for that level. In addition to the beautiful and scantily-clad Knancy, there is a row of knives that represents how many tries you have to break the balloons in each level. A clock showing your time limit appears in the upper right corner. At the center of the wheel is your aiming knife. Use your joystick to move this knife around the wheel until it is over an area where a balloon will come by. Press the fire button when you want to throw the knife and it will fly from you to the wheel. Timing is everything in this game, so you'll need to get a feel for how long it takes the knife to hit the wheel. Take care not to hit Knancy. She's a real whiner and will surely let you know if your aim is off. In addition, you'll be penalized two throws whenever your dagger dents her. Freddy's Role Freddy still has a stash of bombs left over from the Juggling Event, so he's decided to put them to good use here. Periodically, he will appear from the side, throw his smoke bomb and then scram before it explodes. Unfortunately for you and Knancy, you have nowhere to run. The bomb fills the screen with smoke and generally shakes things up a bit. It will most likely throw off your timing and your aim, so try to regain your senses as soon as you can. Besides, he's always got another one where that came from. TENSE TRACEL TECHNIQUES ON TIGHTROPE (Tightrope) It's time to raise your gaze once again as our tightrope walker, Tony Tiptoe, demonstrates his amazing ability to span spectacular distances while perched at perilous heights. In other words, he's going to walk across that really high wire! The event begins with Tony Tiptoe poised in the upper right corner of the screen. The platform he must walk to is positioned in the lower left corner. In the upper left corner is the "tilt-o-meter" view of your man. This will clearly show which way Tony Tiptoe is leaning on the rope. Begin the event by pushing your joystick staight ahead. As Tony goes forward he will probably lose his balance and begin to lean to right or left. Depending on the direction he leans, move your joystick right or left to balance him again and continue moving him forward on the rope. (For instance, if he leans left, move your joystick to the right to straighten him and then move him forward again.) If Mr.Tiptoe leans too far and is in danger of falling off, he will yell "Whoa" and his balancing pole will turn red. If he remains in this dangerous position for more than a second, he will lose his balance altogether and Freddy will be on the scene in no time. Freddy's Role For this event Freddy has reached deep into his bag of tricks and pulled out some of his best. To begin with, if your man takes too long to cross the wire, Freddy wheels out his cannon and stops the man "dead" in his tracks. In other levels he can be seen flying about trying to push you off or hurling circular saw blades at poor Tony. When Freddy throws blades at Tony Tiptoe, you can deflect them with his ploe by hitting the fire button as the blade approaches him. Failing to do so will leave Tony with a "spitting" pain. COMBUSTIBLE CANNONS OF COLOSSAL COURAGE (Cannonball) And now for our fantastic and fiery finale! It's the fearless (and somewhat frenzied) Fernando, the Human Cannonball. I direct your attention to the far end of our Big lop where Fernando is pausing prior to his last minute preparations (and possibly making a pass at his pert apprentice). This event begins with your handsome human cannonball, Fernnnando, taking his pre-flight bows. In the lower right corner are two additional helmets, representing the two other chances you'll be given in this event. (That's three chances in all.) In the lower left corner is a small outline of the cannon. As his assistant, the lovely Lisa, loads the cannon with gunpowder, the small outline fils with red to indicate how much gunpowder has been placed in the cannon. Once she finishes putting in gun powder, our hero dives in. Once he's in the cannon, a scale version of the tent appears across the top of the screen. In the middle of this will be the target that the little guy must hit. Depending on how much gunpowder the lustful Lisa has placed in the cannon, you must decide how close or far the target shouldbe in order for Fernando to hit it. As soon as this screen appears, use your joystick to move the target closer (left) or farther (right) from the cannon. This must be done quickly before...well, read what it says under "Freddy's Role". Once your target is where you want it to be, press the fire button. At this point, your alluring assistant lights the fuse. Once she finishes, the opening of the cannon begins to rotate to the right side. You must now decide the angle at which you want Fernando to be fired out of the cannon in order to reach his target. When the cannon is at the angle you want, press the fire button again. This will launch the fearless Fernando. To see how Fernando progresses, follow his path along the scale drawing that appears at the top of the screen. If your placement of the target and angle at which he is shot are correct, he'll land on the target. If your choices were off, Fernando's landing will be more than a bit uncomfortable. Freddy's Role Once again, Freddy makes use of his jetpack so that he can fly about the tent. This time, however, he's armed with one big cork and just guess where he wants to stick it? Yes, if you waste too much time in this event trying to dicide where to postion your target, Freddy will make sure thatyour act creates a big bang. A wonderful WIN OR A loathesome LOSS If any one player has accumulated $10.000 or more, then your big top is saved from certain demise and it's curtains for Freddy. However, if no one person raised the needed $10.000, Freddy will take up permanent residence in the area and your circus will be nothing but a memory. THE END TYPED BY THE TWINS IN OCTOBER Thanks to POMPEY PIRATES for this and many other docs included on DOC 14. Take heart ALIEN, the AMIGA version plays much better...(some consolation)! FIGHTER BOMBER Another mega doc from Alien of The Pompey Pirates... this is the entire Fighter Bomber manual bar the really boring bits right at the end which are included in the game anyway... the game itself is on our disk 22; I couldn't fit this massive doc file onto the same disk as the game! Message to Vektor Grafix: I am going to quote from the ST Action interview... 'Nowadays, some people want smooth scrolling, others want spectacular graphics, but everyone wants great gameplay - in Bomber, all of these aspects are going to figure in equal strength.' WHAT??? Oh I see... he means they're all mediocre! Silly of me really. And they wonder why piracy is so bad! Okay, you print this out or you go down in flames, it's as simple as that! For all you veteran Falcon-jocks, here's the keys, all you'll need: QUICK REFERENCE GUIDE FLIGHT CONTROLS Cursors - Pitch and roll < > - Rudder 1 - 10% thrust press 1 again to cut the engine(s) 2 - 20% thrust ... 9 - 90% thrust 0 - 100% thrust press 0 again for afterburners = - - (main keyboard) Fine thrust control B - Air brakes W - Wheel brakes VIEW CONTROLS F1 - Cockpit view F2 - Look around view (keys as View plane) F3 - Weapon view F4 - Enemy aircraft view F5 - Control tower view F6 - Rear view F7 - Left view Shift+F7 - Right view F8 - Satellite view F9 - Track view F10 - View plane 4,6 = pan left/right 2,8 = pan up/down keypad + and - keys will zoom in some views WEAPON CONTROLS Return - Select weapon Space - Fire weapon S - Select air target (for Sidewinder, Aphid) Backspace - Select ground target (for Maverick, Kerry) C - Chaff F - Flare INFORMATION WINDOWS U - Alter window mode (weapons, waypoints, off) N - Next waypoint MISCELLANEOUS Shift+E - Eject H - Disengage fuel probe from tanker R - Change radar range (3, 6, 12, 25 miles) P - Pause/unpause game Esc - Go back a level during menus or quit back to level select from free flight mode Alternate+T - Accelerated time- hold them down (free flight only) Now, on with the actual manual... why do I bother? Cos I'm an ALIEN, that's why! Any bits that have ** around them are bits I've added. CREW BRIEFING An expectant hush fell over the briefing room as the powerful figure of Major Lance 'Deadeye' Mulchay took the stage. Glancing around the unusally crowded room, he leant his enormous, battle-scarred frame against the edge of his lectern. With a tap on the microphone, and a nod to his staff officers standing at the back, he began. "Don't worry fellas, I ain't gonna sing." How many times had he said that, he wondered, and at how many briefings. The War was a long time ago, but he felt every minute of it. "Ladies and gentlemen, and you flyers at the back there, welcome to Ellsworth Air Force Base." A nod to his left, and a series of slides began to appear on the screen behind him. "This is the annual Strategic Air Command Bombing Competition; ten years ago, the awesome collection of firepower out there on the tarmac would have been an unthinkable sight on a US Base. But in these days of detente, and goodwill to all men, even the Russkies," he paused for a laugh befitting a man of his seniority, "ha ha - only kidding comrades; where was I? Oh yeah - in these days when the cold war is becoming a fading memory, we of the free world can welcome pilots from all over to join us and test their capabilities against the best competition a defence budget can buy. This doesn't mean we're gonna let them out again, though, eh boys? Ha ha." The Soviet contingent merely smiled, content in the knowledge that in a few hours they were going to get the chance to wipe the smile of this ageing ace's face for good. The Major continued. "Behind me you see an aviation legend - The Lancaster Bomber. Without that baby the map of Europe might well be different today. An enormous beast, it could deliver a payload of staggering weight and destructive power. But it had one major problem - it was just too darn BIG. Little Messerschmitts used to creep up behind it and blow it out of the air. So we had to guard it, with other fighters like the Spitifire here, and the Hurricane. This was the same with all those big guys - the Wellington, the Stirling, our own B-17 and so on. Near the end of the war it became obvious that what we wanted was both, all in one plane. So we had the Mosquito, and later the F-100, and the British Lightning, that began to combine the speed of a fighter with the pay- load capacity of a bomber, and all in a much smaller package." Deadeye paused, for dramatic effect, and to smooth his moustache for the ladies. Both worked - the audience was his. ** Techie note here... since when was the Lightning a bomber, Activision?? ** "And now we have the bunch of death machines you see outside - the ultimate in flying destruction, Multi-Role Combat Aircraft from all over, from the Soviets' Mig 27 to our own F-15. And in a few hours you will see just what those babies can do. They will fly against each other in mock battle, they will take out strategic targets around this and the neighbouring states - without any warheads, I can assure you, " he added for the benefit of a few front-benchers who had begun to look worried about the idea of armed MiG 27s flying over the Mid-West. "Oh, I don't know, Chief," came a voice from the back. "There's a few parts of Montana I guess we wouldn't miss." "OK Kowalski, very funny - now button it, or you're peeling potatoes all next week." One thing Major Mulcahy hated worse than a smart-ass flyer, it was one who got a bigger laugh than himself. But he recovered. "So, fellow officers, welcome guests, and members of the press, prepare yourselves for a display of combat flying that'll knock your socks off, and may the best man win," he said, peering at the Curtis E LeMay Trophy that stood in pride of place, waiting to won by the top team of the day. "As long as it's us, of course," he whispered quietly to himself. Sitting at the rear of the briefing room was a lone pilot with a hard task ahead of him. He knew the competition - every good pilot did - but this didn't make it any easier. He had to prove to his superiors that he was the best, that he was ready to go up against anything the enemy could throw at him and come out on top. And this trophy was the way to do it. He had already had a look around the area before landing his jet, checking out the four US states that would be the arena for the mock battle. Some of the most spectacular scenery in the west was here - Mount Rushmore, the famous monument to the four historic presidents, Devil's Tower national monument (how many times had he seen 'Close Encounters' - almost as many as 'Top Gun' he guessed), and the plains and towns and cities of the American Mid-West, heartland to the world's leading nation. ** Leading nation my ass! ** He knew the missions he must accomplish in order to score maximum points, to gain the title Ace of Aces, and he knew it was going to be tough - but then, no-one ever said war was easy. In FIGHTER BOMBER, you are that pilot. But first you must ready yourself with a series of training missions. Sure, you've flown those runs a hundred times, but never was the prize this big, never was the competition this hot. You have your pick of the best of the world's technology, and also the choice of combat enemies. This doesn't make life any easier, though - any one of the pilots gathered at Ellsworth could take this trophy. It's your job to see that they don't. THE CURTIS E LeMAY TROPHY The Curtis E LeMay Bombing Trophy, the prize every aspiring Bomber Squadron hopes to gain, is presented in honour of the retired Commander in Chief of SAC. It's first victor, in 1958, was the 92nd Bomb Wing of the USAF in a B-52D. From 1977 to 1982, the USAF FB-111A stood victorious, while in more recent years the trophy has been snatched twice by the British 617 and 27 squadrons, both using the Tornado. AIRCRAFT SELECTION FIGHTER BOMBER features seven different aircraft for you to fly. These are: The McDonnell Douglas F-15E Strike Eagle - United States Air Force The McDonnell Douglas F-4E Phantom - USAF The General Dynamics F-111F Aardvark - USAF The Panavia Tornado IDS - Royal Air Force The Panavia Tornado IDS - Luftwaffe The Saab AJ37 Viggen - Royal Swedish Air Force The Mikoyan-Gurevich Mig-27 Flogger D - Soviet Air Force (CCCP) Information on the ability of each of these machines can be found by clicking INFO on each aircraft. ** This isn't totally accurate; for instance, the '27 really IS a pile of crap, and everybody knows it! Also, the 'Aardvark' is actually an electronic counter-measures platform, not a bomber. ** These planes are displayed for selection as soons as the game is loaded. A 2D and 3D representation of the various aircraft featured are available to you along with historical and technical information. We suggest you take advantage of this information as later missions will expect you to recognise instantly the kind of aircraft you are engaging. Selection is made with the mouse as normal. ENEMY AIRCRAFT SELECTION Uniquely, FIGHTER BOMBER (** I ain't typing that no more... FB instead!) allows you to select the kind of enemy aircraft you will encounter in your various missions. Each enemy aircraft will respond to you differently and you will soon learn which will present the greatest challenge in the various theatres of engagement. FB features seven different aircraft for you to fly against. These are: The F-14 Tomcat - United States Navy (USN) The F-16 Falcon - USAF The F-5 Tigershark - USN/USAF The Mikoyan-Gurevich MiG-29 Fulcrum - CCCP The Sukhoi Su-27 Flanker - CCCP The Dassault Mirage 2000 - Armee de l'air (France) The Mikoyan-Gurevich MiG-31 Foxhound - CCCP PILOT'S LOG Press SPACE to enter a new pilot on the roster screen. Type in the name and press RETURN. Press RETURN again to select a pilot. Every time you fly, your progress is recorded and filed against your flight log. So leave your Pompey Pirates disk 22 write-enabled! MISSION SELECTION For your first flight in FB, we recommend you select FREE FLIGHT. This will allow you to familiarise yourself with the flight controls and become proficient at some of the more complex manoeuvres you will need to master. FREE FLIGHT differs to every other stage of FB in that it is the only option that allows you to choose where you start from, and use ACCELERATED TIME- skip all that boring uneventful flying! The start-point options available to you are as follows: MT RUSHMORE Allows the programmers to show off ON RUNWAY Starts you on the runway at Ellsworth AT 30000 FT Allows practice of high altitude manoeuvres ABOVE BRIDGE Allows you to practice bombing runs OVER CITY Allows you to fly over Rapid City BEHIND TANKER Allows practice of inflight refuelling LINED UP Allows practice of landing procedure Once you are accustomed to your controls and environment, then you can attempt the first of the qualification missions. THE MISSIONS Each mission is only available when the previous one has been completed. To start with, only operation 'Sleeper' is available under COVERT. Once a mission has ended, the mission briefing screen will appear, allowing you to examine the route flown and your mission report. To continue, click on END, then select NEW MISSION for a... new mission!! ** Don't worry if you get blown out of the sky... your pilot doesn't die, remember this is all simulated war... you just get another unsuccessful mission on your flight log. Also, if you want a look at the missions you're not yet eligible for, when selecting a pilot, enter your name as "HOORAY FOR MICK". You can then play any mission, but you're stuck with that name! Other boring messages can be got by typing the following in for your pilot name: "KYLIE", "SO WHAT IF I DO" and "BUCKAROO". ** MISSION BRIEFING ** Original manual misses this bit entirely! The options are: MISSION TEXT Your mission brief... read carefully and REMEMBER! AREA RECON Check out any map area from a camera aircraft TARGET RECON Check out any target from a camera aircraft TARGET INFO Tells you what any target is OK Commence mission ** MISSION DESIGN Options are: SELECT AIR BASE Select the mission starting point, any of the flashing diamonds. It is not compulsory to land at that base- you may land anywhere that's got a runway! ADD TARGET Select a target and then position it on the map REFUEL POINT Select the altitude and position of the tanker DELETE LAST Clears the last target entered RECONNAISSANCE Allows you to view target areas in order to aid area and target recognition. Target info can also be obtained MISSION TEXT Allows you to enter your description of the mission DISK MENU Allows you to LOAD/SAVE missions TEST MISSION Allows you to fly the mission, after which you get the normal briefing, and are then returned to the designer END Leaves the mission designer ** To save missions, you will need a seperate blank disk. You cannot save on the FB disk! You can format a disk from within the disk menu. Then click on the blank area at the bottom of the file selector box, type in your filename, press RETURN, and finally click SAVE or LOAD. ** ARMING After choosing the mission, you must arm your aircraft appropriately. Weapons are selected by clicking over the weapon's graphic and dragging it to the small underside view of the aircraft. If a pylon is available for a weapon, it will flash. Not all pylons are suitable for all weapons. Some pylons can carry multiple weapons, e.g. three Mavericks. AUTO ARM will arm your machine with a suitable payload, but it is often better to choose yourself. One exception is with the F-15E; manually loading with Mavericks will give you 13 in total. Auto arm will give you 14 for some reason... hell, don't knock it, that's the kind of bug I like! Weapons available are: 1. 23/27 mm Cannon Used for close combat, many aircraft of the late 60's and early 70's were built without a cannon. The philosophy behind this being that with the advent of sophisticated guided missiles, an aircraft would never get within cannon range. The experience of the Vietnam war proved the fallacy of this. Most modern aircraft are equipped with a cannon either internally or as a centrally mounted pod taking up the centreline pylon. 2. Air to air missile (AAM) AIM-9L Sidewinder / Bofors Rb-24 / AA-8 Aphid Weight: 195 lb (88.5 kg) Performance: Mach 2.5 in 2.2 seconds Range: 11 miles (17.7 km) Mission time: 60 secs max. Warhead: 25 lb (11.4 kg) blast/fragmentation with active laser IR proximity fuse ** Yeah, all three exactly the same eh activision? ** The Sidewinder is an AAM guided to the target by locking on to the heat emitted by an enemy aircraft's tailpipe. Afterburners make especially attractive targets to such a missile! As the missile locks on to a target, a rising growl sounds in the pilot's headset until it reaches peek intensity at which point it is locked on, and the pilot should fire. When the laser proximity fuse senses it is close enough to a target, it explodes, sending out hundreds of preformed rods into the target. 3. Air to surface missile (ASM) AGM-65A Maverick / Bofors Rb-75 / AS-7 Kerry Weight: 635 lb (288 kg) Performance: Classified Range: Up to 25 miles after Mach 1.2 release at altitude Warhead: 282 lb steel cased blast/fragmentation or 83 lb shaped charge The AGM-65A is a video guided ASM. The pilot selects the missile, causing it's gyro to spin up to speed and light up a weapon ready indicator on his control panel. The image from the video camera is swung round on to the target and the pilot engages lock mode. He then uses either the video display or his head-up display sight to lock on to the target. The weapon is then released. After release the weapon remains locked on to the video image of the target and intelligently tracks it, even if it's moving. In the event of the image being interrupted the missile will follow it's last known trajectory. Even if the warhead fails to detonate, the heat caused by the impact would kill or disable a tank's crew for instance. 4. AGM-88A HARM Type: Anti Radiation missile Weight: 796 lb (361 kg) Performance: Mach 2+ Range: About 11 miles Warhead: Fragmentation with proximity fuse The AGM-88A is a kind of missile developed as a direct result of the ever- increasing technology used in modern air warfare. The missile uses the very radiation emitted by a ground radar tracking station to home in on. The pilot, suspecting an enemy is in the vicinity, can fire the missile 'blind'. If the enemy emits any kind of electromagnetic radiation, the missile will lock on. 5. Mk 13/18 Paveway II LGB Type: Laser-guided unpowered bomb Weight: 1,030 lb (467.6 kg) Performance: Freefall Range: Dependent on rlease altitude Warhead: High explosive The Laser Guided Bomb is a system designed to improve the accuracy of conventional bombs. The target is illuminated with laser light, either by the launch aircraft, a second aircraft, or even friendly ground troops. A ring of sensors around the nose of the bomb detects the reflected laser light and by passing signals to the movable controls surfaces of the bomb, keep it aligned with the target. The system is cheap, effective and requires no modification to the aircraft. 6. General Purpose Bomb Type: Unguided unpowered bomb Weight: 1,000 lb (454.6 kg) Performance: as for LGB Range: as for LGB Warhead: as for LGB (** an LGB is one of these with bits bolted on **) The accuracy of these babies has in the past been soley dependent on the skill of the crew, wind, etc. With today's modern aircraft the computer takes over calculating velocity, altitude, wind-shear, etc. The pilot is told when to press the button and the computers do the rest. ** But not in this game. Great huh, we're reduced to guessing when to drop the damn things. Take my advice and never use the useless pieces of junk! ** 7. JP-233 MWI - Airfield Denial Weapon Type: Submunition dispenser Weight: 11,200 lb (5,080 kg) Payload: Various bomblets The JP-233 is a series of submunition dispensers for parachute retarded payloads which include pavement cratering bomblets and anti-personnel mines with or without delayed action fuses. It's main use is for denying enemy forces their airfields. ** The bomblets spread in a generally broad pattern, so cutting a swathe across all the nice clean tarmac! But, seeing as there are no missions requiring runway denial, you'll never need this weapon. Another cockup from Vektor! ** 8. BOZ-100 ECM Pod - Chaff and IR Decoy flare dispenser Weight: 1,000 lb (454 kg) ** Such devices are often fitted internally, but this is an externally carried one. It enables the aircraft under attack from missiles to defend itself in two ways: An IR guided missile follows strong heat emissions, so flares will fool it into tracking the flare instead of your tailpipe, and chaff; hundreds of strips of metal; will create an attractive radar target for radar guided missiles. Don't worry about running out of either chaff or flares- you have an infinite supply!! ** 9. Durandal - Runway Penetration Bomb Weight: 430 lb (195 kg) Warhead: High explosive The Durandal is a simple but effective method of cratering and this rendering useless enemy paved landing strips. The weapon is released as lows as 185 ft and is immediately retarded by a parachute, causing it to point nose down. The rocket motor then fires the warhead deep into the concrete, from where it explodes upwards, creating a crater of up to 2,000 square feet! ** See note above about JP-233. ** 10. Rocket Pods These have been the mainstay of the ground attack arsenal since WW2. The pilot aims the aircraft at the ground target and fires a salvo of high explosive shells direct in the line of flight, just like using the cannon. This is particularly effective against mobile armour. 11. ALARM - Air Launched Anti Radiation Missile Weight: 390 lb Performance: Awful Range: Abysmal Propulsion: Two stage solid propellant motor Warhead: Yes ALARM is the British equivalent of the US HARM missile. It is fired in the general direction of enemy positions (e.g. SAM sites) and climbs to around 40,000 ft. It then pitches nose down and falls slowly, under a drogue parachute, while searching for hostile radio/radar emmissions. As soon as the enemy 'switches back on', the missile locks on the target and fires it's secondary motor, homing in on the enemy position. ** The real thing's range might be classified, but in the game it seems to be a paltry 2 miles!! I've found it next to useless, and it's probably better to use Mavericks and lock on visually- tricky, as radar sites are so tiny, and the closer you get, the more likely it is that you will intrude in it's radar net, and so be fired upon. Hey Sledge, looks like they've simulated it perfectly... the real thing doesn't work either, does it? Ha ha! ** Okay, that's the original manual except for all the useless bumf and trimmings at the end (which is in the game itself anyway- the INFO selections for the different aircraft). The rest of this is all my own work as they say... THE AIRCRAFT F-15E Originally a dedicated medium/short range fighter. Modified to the two seat F-15E, and strengthened to carry heavy ground attack payloads. Fast, manoeuvreable and carries a seriously large amount of weapons. Take it! F-4E Ancient (1960's), but a good workhorse. Designed as a fighter too, but more than adequate as a bomber. Used as such to great effect in Vietnam. Not particularly brilliant in any respect, but certainly not lacking either. F-111F Another golden oldie, the 'F' designation means Fighter as always, but the F-111 really isn't up to the job. Poor manoeuvrablity and sluggish handling will put you in hot water when under attack from other aircraft. On the other hand, it can carry a large amount of weapons comfortably over large distances- witness the Libya raid of a couple of years ago. Tornado Designed as a bomber primarily, and damn good at it's job. It has since been modified to the ADV (Air Defence Variant) type, which is the RAF's equivalent of the F-15. So no problems in the air to air combat department! Payload is excellent, it responds well and it's a good all-round choice. Viggen The aerial Volvo. Tough, dependable, and extremely good at running rings around bandits. Payload isn't so hot... only a light load can be carried, and not as large a range as the Tornado or F-15. Fuel conserving isn't high on this baby's list of priorities, either. The real thing has been designed to use motorways as landing strips in case of paved runways being destroyed. Whether you can do that in the game is as yet a mystery... try it! Flogger Oh dear... Well, one point in it's favour is that the Soviets have a fighter version- the MiG 23-, so you can probably hold your own in a dogfight. Unfortunately, payload is limited and fuel is another problem. I'd only go for this if all the other planes had been nuked or something... And the opposition... F-14 Ooooh... you are in deep you-know-what if one of these shows up! Designed as a tough, fast, highly manoeuvrable long/medium and short range fighter, it's got missiles with YOUR name on them! It's size will give you an advantage if you engage at high speeds- if you have a smaller aircraft you'll be turning tighter than the F-14. F-16 Hell, you fly one in Falcon- you should know all about these! Fast, tiny, mega manoeuvrable and seriously bad news if you're weighed down with bombs! If you don't get it on the first pass you better run for it, cos these guys are HOT in dogfights! F-5 Used by the US Navy Agressors squadron to simulate Soviet aircraft (go watch Top Gun). Performance below that of the F-16, but not by much. You might think these guys are an easy option- not so. The speed and ferocity with which the F-5s attack in the game has to be seen to be believed! MiG-29 The Soviet F-16? Nasty meeting one of these at close range... hit him quick or he'll be all over you! Su-27 Wow, a gap in my knowledge... looks like a tougher, possibly long range variation of the MiG-29/F-16. Maybe even as deadly as the F-15 would be if you were faced with one! Mirage 2000 Ha ha ha... a frog plane! Meant to be a good all round fighter but probably has problems at low speeds and altitudes, so a dogfight won't be particularly worrying. Watch out if he tries to sneak up on you at high altitude, though! MiG-31 No, not the Firefox! Still bad news though... almost definitely the Soviet F-15, this one. Large, heavy, and not primarily a dogfighter, it's more of a long range fighter. This is my favourite adversary... it's so big, it can't really worry me in a dogfight- it can't turn tight enough and ends up making high speed passes and hoping for a good missile shot. COCKPIT DISPLAY Nice one activision... leave out the important bits! The cockpit is mostly just decoration. The bits you'll need to worry about are as follows: ADI/Artificial Horizon: the brown/blue ball shows the attitude of your plane to the horizon. Sod all use really. Radar: switchable to ranges of 25/12/6/3 miles. Some aircraft (e.g. Tornado) have better radars. When locked on to an air target, the target's radar blip changes color with the better radars. Target display: this window shows either 'NO AIR/GROUND TARGET', the altitude, speed, bearing of an air target or a zoomed picture of a ground target. Information window: switchable to show current waypoint/current weapon ammo. Undercarriage indicators: if all three are green, your wheels are ready to kiss concrete. If all three are grey or black, the wheels are safely retracted and if there's any combination (e.g. one green, two grey), it's time to take up a new career- like maybe skydiving! Stall light: if this lights up, it means you've passed below the point at which your airspeed is sufficient to keep you aloft. The aircraft will nose- dive- wait until your airspeed goes up again to around 120 Kts and then pull up to avoid ploughing some farmer's field for free. IR light: if this lights up and beeps, there is an infra-red homing missile coming for a visit. Throw out some flares!! RH light: if this lights up and beeps, Mister Radar Homing Missile is about to arrive. Use some chaff, or die. Simple, huh? Message window: just tells you about major events in your locale. For example, incredibly interesting things like 'CHAFF RELEASED', 'TARGET DESTROYED', 'PULL UP YOU CRAZY IDIOT' etc. etc. Air brake light: if it's on, so's the air brake. Wheel brake light: no doubt you can figure this one out. Fire light: hmmmm... never had it light up myself, so maybe it's just more decoration. Anyway, if it does light up, I'd recommend a nice invigorating walk home. Either that, or stay in the plane and burn to death! Fuel indicator: when it hits the bottom, you're flying a bad tempered glider! Thrust indicator: shows level of engine power being used. Turns yellow when afterburner is being used. Compass: wow, who needs it? Airspeed indicator: the dial with KTS written on it. Totally useless. Use the HUD instead! Altimeter: the dial with FT written on it. Useless again. And on the Head Up Display... Altitude: shown on the right, above 'FT'. Airspeed: shown on the left, above 'KTS'. Heading: shown at the top (HDG). Current weapon: shown bottom left. If 'ARM' is above it, the weapon is armed and ready to fire. If it's 'LOCK' tben it's locked on to a target, it nothing is showing above it, there's no ammo left. Weapon sight: shown in centre, if weapon has a sight that is! LANDING YOUR AIRCRAFT (nope, nothing about this in the manual... would you believe it? Activision, what are you playing at??) Okay... first things first: REMEMBER the landing instructions you are given in the mission text. If you are given a number for the runway you need to land on, note it down. If you are given discretion about landing, you can land at any airfield- even the civilian ones- on any runway. To figure out what runway you need from the number given... Runway number Runway points 36 North 18 South The runway will also have the number on the tarmac! The number is actually the heading needed to land on it divided by 10, e.g. runway 18=180 degrees. Also, in some missions you're told to use runways like '36L' or '18R'. The R and L mean left and right of course, so take the runway on the left or right, whatever you've been told. Now, once you've got the runway in sight, drop thrust to 20% to get your speed down. When at about 300 Kts, push it back up to 40%. Align yourself with the runway you're going to land on- you may find having a Maverick sight up will help. Point at the end of the runway closest to you, drop speed to below 300 Kts and lower the undercarriage. Keep thrust at around 40% to keep from stalling. You should be aiming for crossing the runway threshold at about 100 Ft and 190 Kts. Once over the threshold, pull the nose up level, drop thrust to 10% (or even cut the engine if you want to be flash... but no second chances if you foul up, because you won't get the thrust to pull up) and hit the air brakes to drop speed to around 140 Kts if you aren't that slow already. Now you should be sinking gently onto the tarmac- keep that nose straight now! The lack of airspeed will cause altitude loss naturally, so don't point the nose down unless you fancy digging a crater! When the wheels hit the tarmac (did you bounce? Yes? You useless idiot!), cut the engine, hit the airbrakes if they're not already on, wait a sec and then hit the wheelbrakes. Wait till you roll to a stop, and voila! Landing complete! On some missions you're required to land at more than one airfield- to pick up and drop secret cargoes at secret airfields. Just land and take off as normal. INFLIGHT REFUELLING This is incredibly tricky to start with! The FREE FLIGHT practice option is of limited use- to actually make some practical use of it, you'll have to alter your heading a lot and get well off the perfect approach you're lumbered with! For the real thing, you will probably fly right past the tanker as it flies head to head with you. So, hit the airbrakes, pull round as tightly as possible and follow it. Match altitude as exactly as possible, keep the wings level and use the rudder to position yourself exactly behind the tanker. Now keep your speed at around 350 Kts and let the tanker crew do the work. The tanker should line itself up pretty well, and drift towards you. When the refuelling basket is just about to hit your probe (or even if it's just missed and you're about to overshoot), hit the airbrakes again. The probe should lock firmly into the basket, and you are now 'snouting' successfully! Disengage when your fuel is full, and dive away to avoid hitting the tanker. A tip: the tanker always heads due South when the crew sight you, so try and get the tanker heading to be 180, then match the heading yourself. AIR TO AIR COMBAT When you first realise somebody's got their eye on you, turn hard towards them to get into firing position quickly! If they're very close or you can't see them even though the radar says they're right next to you, break hard away from their radar position- this means they're very close- maybe even below you, and that's bad news- collisions aren't fun! If you can eyeball them, hit them quick with missiles- but do wait for a good steady lock-on tone. Hear any beeps? You're in trouble- somebody's REALLY got their eye on you- that's a missile warning. Hit the flares and break hard right or left- or even up if you're desperate. Trade altitude for speed to shake off any annoying bogies- though the F-16 and it's counterparts won't be held off for long by doing this. Most important lesson: hit any bandits QUICKLY, or you won't be around to try again! If you think you have the time, try using the enemy aircraft view- the position your plane is shown in will help you find the enemy. Finally, never underestimate your opponent, or the risk of collision. A collision is NOT an unlikely event- keep an eye on the radar at all times. If he's getting close, dive as steeply as possible (or climb with afterburner). A tip: if you're out of missiles and cannon, just keep using flares and go home. The enemy will exhaust his missile supply and just follow you to annoy you. Then the only risk is that he'll try a kamikaze run on you! WEAPON DELIVERY Pretty straight forward- only bombs, JP-233 and ALARMs seem to tricky to use. The JP-233 spreads it's bomblets well ahead of the point you release it, depending on your airspeed. Use satellite view on free flight mode to practice using it successfully. The standard unguided bombs are much the same, but require even greater accuracy. The ALARM (much like the real thing I'm told), is pretty useless. You've got to within 3 miles of an active radar, and you have to use it like a rocket pod- point the plane at the target and then release the weapon. Only use the ALARM if you can't afford a Maverick! Mavericks really are useful- flying at around 500 ft, they can be locked on to a target at around 16 miles, and fired immediately. Then you can turn away and forget about it! If all else fails, go for a low speed, low altitude pass with your cannon centred on the target, and let rip. The cannon is remarkably good at it's job in this game! Air to air weapons are different- the cannon is used in much the same way, but I wouldn't advise getting that close to a bandit because of the collision risk. Instead, take him out with a Sidewinder (or equivalent). Press S to lock on to the target, manoeuvre so he's in your sights, wait for the circle to lock on the target square, and when the circle is red and you get a steady lock-on tone, hit fire. Splash one MiG! (Or whatever...) Okay guys... that's all I can think of! If I've missed anything, don't blame me- blame activision for supplying such a crappy manual! sh one MiG! (OGHOSTBUSTERS II Doc by The Alien of The Pompey Pirates... Control is by joystick #1. LEVEL 1: VAN HORNE Guide the Ghostbuster to the bottom of the shaft in order to collect a sample of slime. Swing left and right to collect items from the sides of the shaft, making his feet touch the items to pick them up. When a ghost touches you, you will lose courage. Courage is restored by collecting bottles of elixir from the sides of the shaft. When the courage bar reaches zero, you fall off the cable. There are three weapons (cycled through with SPACE): Proton beam PKR bomb PKR shield Extra ammo is available from the sides of the shaft. To use PKR bombs: press fire and up or down (whatever direction you want the bomb to go) and release fire when you want the bomb to explode. The winch cable can be cut by sawing monsters which attack the cable. Use PKR bombs or large amounts of Proton beam on these monsters to kill them. The state of the cable is shown above the icon showing your courage. In order to collect the slime you must collect the three parts of the retractable scoop from the sides of the shaft. LEVEL 2: BROADWAY You must help the Ghostbusters reach the Museum of Art before the birth of the New Year. You control the fireball and must protect the statue and the population of the city from the evil ghosts. The Statue of Liberty is powered by slime and this is represented by a glass bottle on the bottom left of the screen. Every time the statue is hit by a ghost the slime will decrease. You only have a limited number of shots for each fireball and these are shown in the bottom panel. When you run out of shots the fireball dies and another is generated by the statue's torch. This in turn reduces the amount of slime in the statue. When the fireball shoots a ghost it turns into a droplet of slime; the droplets always fall to the pavement below where they stay until a new wave of ghosts appear. The statue's slime can be replenished by sending the population backwards and forwards along the road ahead to pick it up- SPACE is used for this and toggles left and right. As soon as a man touches a droplet of slime it is automatically transferred to the statue's supply. The longest bar chart in the score panel indicates the distance travelled by the statue. LEVEL 3: THE MUSEUM Controlling each of the Ghostbusters you must rescue Oscar the baby and destroy Vigo the Carpathian. When abseiling from the roof, push up to close the Ghostbuster's hands and push down to open them. To change weapons, position the pointer over a weapon and press fire. Move the weapon to it's new position and drop it by pressing fire. SPACE selects a Ghostbuster, RETURN enters weapon selection screen. Screen displays are: Top left... left bar is weapon energy, middle is selected character, right is character's strength. Top right... left bar is Vigo's strength, middle is Vigo, right is % of transfer to baby and far right is Janosz's strength. Maybe watching the movie would be a good idea? t below where they stay until a new wave of ghosts appear. The statue's slime can be replenished by sending the population backwards and forwards along the road ahead to pick it up- SPACE is used for this and toggles left and right. As soon as a man touches a droplet of slime it is automatically transferred to the statue's supply. The longest bar chart in the score panel indicates the distance travelled by the statue. LEVEL 3: THE MUSEUM Controlling each of the Ghostbusters you must rescue Oscar the baby and destroy Vigo the Carpathian. When abseiling from the roof, push up to close the Ghostbuster's hands and push down to open them. To change weapons, position the pointer over a weapon and press fire. Move the weapon to it's new position and drop it by pressing fire. SPACE selects a Ghostbuster, RETURN enters weapon selection screen. Screen displays are: Top left... left bar is weapon energy, middle is selected character, right is character'sThanks to POMPEY PIRATES for this doc....c'mon all you other crews, what the hell use is a cracked game without docs?? About as much use as a bicycle without wheels! S. P. HARD DRIVIN' Doc by The Alien of The Pompey Pirates... Controls are like a real car (well... ish), ie: once you've steered in a certain direction you have to return the wheel to the middle to stop turning. The direction the steering is in is shown on the dashboard, top middle panel. The tiny white bar! Gear shift is optional- either choose automatic gear shift or use keys 1 to 4 and N for Neutral. A tip: the game seems more forgiving, especially when cornering, if you are in neutral. Must be a bug! You'll skid in any other gear if going too fast. Gear shift can also be assigned to either joystick port. Steering is definable; either joystick port or mouse in port 0. Difficulty is also changeable. And for the yanks, you can even drive on the right! Press O for the options screen (even during the game) which allows you to change the above things. Also, to save the high score, the current champion and the winning route of the last championship lap, select YES for save game and then EXIT. When you get a low lap time, you are challenged by the current champion. Race him around the stunt course to become champion yourself. If you do win, your winning route is saved in memory (save it to disk as above). Now if you or someone else gets another low lap time, YOU will challenge that person. Racing against yourself? Crazy... Anyway, you'll have to beat the EXACT route you took to become champion last time! SPACE pauses the game. When challenged to the championship, press SPACE to continue- NOT a mouse button. Seems to be a bug there- locks up if you press a mouse button instead! en cornering, if you are in neutral. Must be a bug! You'll skid in any other gear if going too fast. Gear shift can also be assigned to either joystick port. Steering is definable; either joystick port S E W E R S O F T W A R E PRESENTS G I L B E R T ~~~~~~~~~~~~~ Typed by THE TWINS Exported by Midnight Maniac THE GAME Gilbert is feeling very pleased with himself. A jolly spiffing summer zipping about all over the Earth has left him feeling like a Super Hero. Unfortunately, the rest of his fellow Drillians are not quite as happy. In fact, they are green (and slimy) with envy. Talk, talk, talk. Rabbit, rabbit, will Gilbert never shut up about his time on Earth? Luckily, even Gilberthas to stop for breath and just as things are getting back to normal a telly-gram (!) arrives from earth to invite Gilbertback to do a new series. That's done it. The Drillians can take no more. They decide that the only way to avoid another winter of Gilbert's bragging is to stop him from getting to the Tyne Tees Television Studios and signing his contract. The Millienium Dustbin has certain importent parts removed (well wouldn't you class the tollet as important?)and spread about the planet of Drill. The Drillians remain tight lipped about it (not easy when you have a mouth the size of Gilbert's!) but being jolly sporting types, they give him a chance of finding some clues to the where abouts of the missing pieces. All Drillians love a good video game so they decide that if Gilbert can beat their favorite arcade game they will give him a clue. It all sounds very easy to a being with a brainbox the size of Gilbert's until he realises that he must reach Earth within 24 hours otherwise the contract will be given to another Superstar. PLAYING THE GAME You are in control of Gilbert (most unusual, you had better make the most of it!) He can walk, jump, float and swim around Drill (but not all at the same time, I hasten to add) and can protect himself from the various weirdo creatures that will try to stop him by snotting at them (YUK!). (NOTE: snotting has no effect underwater). If he snots away enough creatures on one screen he will see the HOVERJELLY which may drop an item of food when snotted which can be picked up by running Gilbert over it. These food items are: TIN OF BEAN - used by Gilbert to give himself a bad attack of wind so that he canfloat over the landscape. PIECE OF CAKE - eating this while floating will cancel the effect of the floating (how, we will leave to your imagination). He can carry up to 4 items and use them by pressing keys 1-4. Gilberts supply of snot is limited but can be replenished by entering a Milk Bar in the city. In the corner of every Milk Bar you will find one of the video machines which he can play by walking over to it. Once he has attempted a game he must find and play another before returning to the previous game. THE GAMES ARE: BRAIN DRAIN - play against a Drillian opponent in a test of memory. Select two tiles with the cursor and try to match them. SPROUT WARS - save the sweet, innocent little sprouts against the big bad buggy boo that has attacked them. Shoot him with your leek! GREED - collect the bags of dosh in the correct order but don't cross your path. SNOT FIGHT AT THE OK CORRAL - snot them varmits, partner old bean. EARTH INVADERS - the aliens revenge. Winning an arcade game will give a clue to where Gilbert can find the missing piece of Millenium Dustbin. GAME CONTROLS Controlis by joystick and mouse. P.........PAUSE A.........ABORT THE END TYPED BY THE TWINS IN OCTOBER Another game that's useless without DOCs.....our sincere thanx to ALIEN and the boys.......... INTERPHASE Doc by The Alien of The Pompey Pirates... The story so far... In tomorrow's almost wholly automated world, the employment-starved population is fed by the leisure industry. Gone are today's more traditional pursuits though. Music, cinema, the theatre - even video games - are joys of the past. The entertainment medium of the future is DreamTracks: recorded patterns of pure imagination produced by Dreamers. Visit foreign lands, planets or solar systems from the comfort of your own armchair. Smell, touch, taste, hear... LIVE the dreams of others imaginative enough to produce them. Others like Chad, a successful Dreamer whose career was about to rocket... until he discovered that his latest Track had been laced with deadly subliminal images capable of destroying the minds of anyone who experiences it. Horrified by the possibility of even greater global vegetation, Chad sets out with his opposite sex partner, Kaf-E (complete with symbiotic appendage), to recover and destroy the Master Track from the DreamTrack Corporation's Security building. HOW TO PLAY To minimize the risk of being caught, Kaf-E's gone in on her own. Taking the role of Chad, it's up to you to guide Kaf-E safely through the complex security system to the top of the building. Once at the top she must collect the correct DreamTrack from the vaults before making her way back down through the building to the exit. The Screen Thanks to an interface between man and machine known as the Interphase, Chad can influence the building's electronics with his mind, and subsequently tap the security system for information essential to ensuring Kaf-E's safety. The Interphase also allows Chad to intercept any messages from Kaf-E. Chad's viewpoint of the computer is represented by an abstract three- dimensional environment, and this is where the action occurs. Kaf-E's plight on the other hand, is shown on a two-dimensional blueprint of the building's floors. The blueprint for each of the 12 floors is shown only when a floor is reached, so you can't find out what's in store on later levels until you get there! Access and assess each blueprint, making careful note of the security systems present, and determine a safe route to the lift for Kaf-E to follow before attempting to disable any security 'obstacles' in the 3D environment. 3D DISPLAY Inside the computer, abstract three-dimensional objects relate to those shown on the two-dimensional blueprint. The two different states and relevant information is accessed through the blueprint (MAP) screen. Top left is shown game time, top right is your energy level. This is reduced when you collide with the floor, objects, the enemy or it's firepower. Energy is replenished by either entering a Power System or better still, by flying under red arches. To continually gain energy, try this: once you successfully fly under an arch DO NOT change your course at all. The layers wrap around, ie: the level is repeated infinitely in all directions, so you will soon fly under the arch again. Bottom left is the Message Received window which flashes whenever Kaf-E needs to talk. She transmits information whenever she encounters an obstacle. Press the right-hand mouse button on the message screen to get the message up quickly without having to wait for the typing... Above that is the layer of the floor you are on. In the 3D environment, each of the buiding's 12 floors is split into eight layers - this number lets you know which layer you are on. To move from one layer to another, fly through the Communication Holes (coloured squares or gaps) marked on the floor and ceiling. NB: some layers do not feature Communication Holes on the ceiling. Should you pass through the floor of such a layer and wish to return, keep flying down through the Holes in the floor, until you reach the required layer again. To the right of the message window and layer indicator is the Radar screen. This doesn't show your position, but the whereabouts of the enemy (small dots) and the Generators (large dots) out of which they appear. To the right of the radar are a row of function icons only available in Pointer Mode. Game Over The game is over when either Chad's energy runs out (thus severing the Interphase link and condemning Kaf-E to certain death) or he's de-Kaf-E-nated (!), ie: she is caught by a Security Droid or electrocuted on a high voltage floor. Tunnels The building's floors are connected by tunnels, through which Chad travels at a constant speed. Follow the Guide and avoid the walls and Data Lines which horizontally and vertically cross the tunnel. The entrance to the next level is at the end of the tunnel - fly into it. Moving in the 3D Environment Move the mouse left or right to bank in the respective directions. Move up to dive and down to raise. Pressing the left-hand mouse button activates functions, eg: cannon-fire. To change speed, hold down the right-hand mouse button and move the mouse up or down. Locating and destroying obstacles Enter the map screen and select the object you intend to destroy. Rather than fly around attempting to locate this object, use the NAVigational COMputer. Click on NAV to lock-on to the object. When the NAVCOM LOCKED message is given, exit to the 3D world and, following the arrows displayed in the centre of the screen, locate the object. Use a missile to destroy it and leave a wireframe shell. Missiles Whereas the cannons only destroy certain small objects, the missiles destroy EVERYTHING. Having select missiles, press the left-hand mouse button when the cursor is over a target. When LOCKED appears, press the button again to lauch the missile. Don't fire again- your cannon fire will destroy the missile! Tractor Device Allows you to pick up objects and move them elsewhere. Select tractor, click left button on an object to pick it up. Release the button to drop the object. Useful for holding elusive drones in place while you hit them with a missile... Docking Device Allows you to enter certain objects and influence them from within, for example, you can affect the orientation of turntables. Blueprint map This is where the strategic side of the game takes place. The blueprint shows the layout of all the corridors, rooms, doors and other security devices present on the current floor. Examine it carefully - important clues are often hidden. Hold down the left-hand button and move the mouse to scroll the map. Press the left-hand button once to centralise the map there. Press the right- hand button to centralise on Kaf-E. So you know what to look for in the 3D environment, click on an object in the map and then click INFO. It's 3D representation is then shown. Kaf-E appears as a triangle with a circle in the middle, security droids are triangles with circles at the top. Turntables are circles with a single line inside them. A droid entering it exits in the direction of the line. Kaf-E will stop and ask the way. To turn a turntable, dock with it and press the left-hand button for each turn you want it to make. To make Kaf-E continue in the same direction, enter and exit the turntable (right-hand button exits) without changing it's direction. Cameras often activate security droids. Destroy the camera to turn it off. Pressure pads also activate security droids. Electrified floors are fatal to the touch, but are deactivated after being used once. So direct a droid onto it, and then Kaf-E can cross safely! Workshops are there so you can clone any object you have accidentally destroyed. Dock with it and use the right-hand button to choose an object and eject it. Now exit and use the tractor beam to take the object to the wireframe remains of the one you destroyed. Position it as accurately as you can and release it. The Defence Systems Generators produce security droids for Chad to deal with. The most common droids are airborne fighters, groundbased drones and unicycling frogs (!). Destroy a generator and then destroy it's offspring for a quiet time... for a while at least. QUICK START: HOW TO COMPLETE FLOOR ONE Successfully negotiate the tunnel. Enter the MAP. Centre on Kaf-E, wait for her to send a message. Read the MESSage. Enter the map. Zoom in to the top right-hand corner of the map. Note that the camera is ON. Click on the camera and select INFO so you know what to look for. Exit back to the map. Click on NAV to receive the NAVCOM LOCKED message. Exit to the 3D world. Follow the arrows and destroy the camera. Enter the map again. The camera should now be OFF. Now for the door... Centre on Kaf-E. She's behind a closed door, so lock onto the door, follow the arrows and destroy that too. Kaf-E will now walk down the corridor, past the deactivated camera and then past an activated camera. This activates a security droid, but don't despair- Kaf-E narrowly misses it at the junction. Now destroy the door barring Kaf-E's entrance to the Clearance area, then destroy the door to the lift room. Wait for Kaf-E to reach the lift, then lock onto that, seek it out and fly through the iris SLOWLY. If you go too fast, you'll miss it. You're now on floor two! Pointer Mode Hold both mouse buttons down or press SPACE. Now select the function icon you require. Using the Keyboard T Activate tractor beam (TRK) D Activate docking mode (DCK) B Enter blueprint map mode (MAP) M Message screen (MES) ENTER/RETURN Activate missile mode (missile icon) A Acknowledge message- switch off alarm tone P Pause- any key to unpause 8 Forward view 6 Right view 4 Left view 2 Rear view SHIFT+ESC Abort game Game Save/Load Save/load is only possible in the tunnel section. Press SPACE, select LOAD or SAVE and click OK. CANC is to cancel the load/save. Save on a blank disk- and don't use the disk for anything else! Only one save can be stored on a disk. TIP Save your progress at the start of a tunnel. If you get to the end without losing much energy, save it again just before you enter the iris. If you do badly, load back the previous position! ut and fly through the iris SLOWLY. If you go too fast, you'll miss it. You're now on floor two! Pointer Mode Hold both mouse buttons down or press SPACE. Now select the function icon you require. Using the Keyboard T Activate tractor beam (TRK) D Activate docking mode (DCK) B Enter blueprint map mode (MAP) M Message screen (MES) ENTER/RETURN Activate missile mode (missile icon) A Acknowledge message- switch off alarm tone P Pause- any key to unpause 8 Forward view 6 Right view 4 Left view 2 Rear view SHIFT+ESC Abort game Game Save/Load HIPPO SIMPLE DATABASE. Typed for SEWER SOFTWARE H I P P O S I M P L E (35k) TABLE OF CONTENTS. Introduction Chapter 1.......Overview Chapter 2.......Tutorial Chapter 3.......Editing Chapter 4.......Field names Chapter 5.......Input filter Chapter 6.......Output format Chapter 7.......Commands Chapter 8.......Templates Chapter 9.......Advanced topics Appendix I......Command summary Appendix II.....Operator summary Introduction. HIPPO SIMPLE is a powerful,easy to use database.It allows quick and simple entry of data,but is still very flexible.Its features include merge,sort,sum,data compression,programmable commands,and a mouse based editor.Before using HIPPO SIMPLE make a back up copy of the original floppy disk. The original must be used to start up the program,But after one command is used(Such as "about hippo..." from the desk menu),it is no longer needed.Eject the original and replace it with the backup copy.Use the copy while working to protect the original from damage. CHAPTER 1:Overview. HIPPO SIMPLE operates one data file at a time.The data file is seperated into records.Each record usually holds several items of data,which could be about a single person,company etc.Each of the items in a record is called a field,and each field has its own name(e.g. "address," "post code" etc). HIPPO SIMPLE relies heavily on the use of templates.In order to use HIPPO SIMPLE to its fullest,it is essential to understand the usage of templates.Each template is like a special record which contains information for the database functions.There are four Templates used in HIPPO SIMPLE. The FIELD NAMES template is used to automatically set up field names for each new record.The INPUT FILTERtemplate is used to select which of the records are operated upon(if only a subset of records are to be changed,printed,or whatever).The OUTPUT FORMAT template is used to set the format for printed and displayed output.The FIELD SELECTOR template is used to select which fields are used in the SORT and SUM commands. Typical usage of the database would include first setting up the FIELD NAMES template to specify the appearence of the fields in each record,after which the data would be entered.When all the data is entered,the fields might be sorted into order by a particular field.Then the OUTPUT FORMAT template would be edited to determine the layout of a record for printing or viewing.Finally,the INPUT FILTER template can be used to select the desired records,which can then be printed. CHAPTER 2:Tutorial Following is a step by step description of the process required to create a database file, sort the records, and print the data in an organized fashion. 1] Insert the original Hippo Simple disk into drive A. 2] Start up Hippo Simple by clicking twice on the "SIMPLE PRG2 icon. 3] When the disk has stopped spinning, select About Hippo... from the DESK menu. Click with the mouse in the "OK" bos. This causes the program to check for copy protection. 4] Eject the original disk and insert a backup of Hippo Simple. If you do not have a backup copy, see your ST owner's manual for instructions on how to make one. 5] Select "New" from the FILE menu to create a new data file. "Open" can be selected to open an already existing file. 6] Select "Field Names" from the TEMPLATES menu. Input the names of the desired fields into this template. Field names can be placed anywhere within the template, but the name must be followed immediately by an equal sign (with no space between the name and equal sign). Example: First= Last= Phone= Hours= 7] Select "Edit Record" from the TEMPLATES menu. If this is a new file (with no data entered yet), elect "Delete Record" from the EDIT menu. This deletes the first blank record and replaces it with a record which contains field names. 8] Data can now be entered into the file. Use the Tab key to advance the text cursor to the next field within a record. To advance to a new record, select "Next" from the EDIT menu, or press the `F10` key. 9] The input filter can be used to select only certain records for a command, like a screen which lets some objects through but stops others. For instance, if the "Hours" field represents hours worked, and a display of all records with more than forty hours is desired, then the first line of the input filter should be set to: Hours>#40 Or, to view all records with a last name of "Smith" and that have more than 35 hours, the first two lines should be set to: Hours>#35 Last=="Smith" Then the "Display" command can be selected from the COMMANDS menu to view the selected records. To edit the input filter, select "Input Filter" from the TEMPLATES menu. After editing the input filter, select "Edit Record" from the TEMPLATES menu to return to normal editing. 10] The "Sort" command, from the COMMANDS menu, can be used to sort the records into order based upon certain fields. First, the field selector template must be set to determine which fields to sort by. To edit the field selector template, select "Field Selector" from the TEMPLATES menu. For example, to sort the records alphabetically be name, the first lines of the field selector template should be: Last First The first line contains the name of the field which is normally used in the sort. However, if this field is the same for two or more records, the field named on the second line will be used for those records, and so no up to 16 fields. To sort be the numeric value of a field rather than alphabetically, the field name in the template should be preceded be a `#` sign. For example, to sort by the "Hours" field, the first line of the field selector template should be set to: #Hours After editing the field selector template, select "Edit Record" from the TEMPLATES menu to return to normal editing. Once the field selector template has been set, simply select "Sort" from the COMMANDS menu to sort the records into order. 11] Numeric fields can be totalled for some or all of the records in a file. The totals are placed in a new record, which is appended to the end of the file. The field selector template must contain the names of any fields which are to be added. For example, to add up the "Hours" fields from each record, the field selector template would contain a line set to: Hours The new record, which will contain the final sum, is created according to the output format. To print the total of a field, the field name must appear in the output template, preceded by a `<` character and followed by a `>` character. For example, to print the sum of all the "Hours" fields, the output format template might contain a line such as: The total number of hours is . The output format template can be edited by selecting "Output Format" from the TEMPLATES menu. After editing the output format template, select "Edit Record" from the TEMPLATES menu to return to normal editing. Only the fields from records which pass through the input filter will be added to the total, so if all records are to be added, the input filter should first be cleared. Once the field selector, input filter, and output format templates are set up, select "Sum" from the COMMANDS menu to add the fields. A new record which contains the total will be created at the end of the file. 12] To print the contents of a file, the output format template must first be set up. Each record of output will lock just like the output format template, except for a few special cases. The most notable of these special cases uses the '<' and '>' characters around a field name to print the value of that field. For example, and output template might look like: Phone number: Worked hours. The default output template simply prints each record as it would appear on the screen, including field names. Only those records which pass through the input filter will be printed; if all records are to be printed, the input filter template should be cleared first. Once the output format template has been set up properly, select the "Print" command from the COMMANDS menu. 13)To save a new data file,select "save as" from the FILE menu,and type in the name of the file.To save the file to drive B change the line of the file selection box which reads A:\"." to B:\"." then click with the mouse in the box below.To save changes to an existing file(a file which was opened with the "OPEN" command),simply select the "save" command from the FILE menu. 14)When done using HIPPOSIMPLE,select "Quit" from the FILE menu to return to the desktop. CHAPTER 3: Editing The first step in editing with HIPPOSIMPLE is to select "new" or "open" from under the FILE menu.The "open" command loads existing data from the disk,and may take a little while for a very large file.The "new" command starts a new,blank data file,and is ussually followed by a "load template" or "field names"command. "Load template" is found under the FILE menu,and is used to set everything in the editing enviroment for a specific type of data file.See the next chapter for more information on the "field names" command. To edit the text of a record,click with the mouse at the desired edit position.The square text cursor will move into place.Now simply enter text using the keyboard.The text cursor can also be moved with the arrow keys,or shift and arrow keys to get around fast.The insert key can be used to insert one character at a time into a line.Any text pushed off past the the right of the screen is lost.Shift insert will insert a blank line above the current line.Again any text pushed off the bottom of the screen is lost.The home key positions the cursor at the top left of the screen.The Clr key (shift-home) positions the cursor at the bottom right.The backspace key deletes the previous character.The delete key deletes the current character.The Tab key moves the cursor to the next field (as defined by the '-' character).The return key moves the cursor to the first field on the next line. In many cases,the function keys can be used in place of menu commands,as shown in the menus. Hippo Simple allows blocks of text to be cut,copied and pasted within and between records.To select a region of text for one of these operations,move the cursor to the upper left hand corner of the region,press the mouse button,then move to the lower right hand corner and release it.The region will be highlighted in black.If a menu command is used,the region will no longer be highlighted but will still be active until changed with the mouse.Selecting "copy" tells Hippo Simple to remember the contents of the region for later pasting. Selecting "cut" deletes all text from the region withiut remembering it. After using the copy command,"paste" can be used to write the stored text back to the screen.The text will be pasted such that the top left corner of the paste region lies where the cursor is. The text of the paste region will take up the exact same area as the copy region did,unless part of it falls off the bottom or right of the screen.Everything lying under the paste region is overwritten,never to be seen again.Data from the copy command is not forgotten until another copy is executed.This means that data can be copied from a record,then a different record or even a different file can be opened,and the data can be pasted into the new record or file.Also,the data from a single copy command can be pasted many times into different places. To move to the previous data record,select "previous" from under the edit menu.To move to the next data record,select "next".If the next command is selected while the editor is at the last record of a data file,a new record is added to the end. The "find" command under the edit menu can be used to search for a string through all records following the current one.Enter the string to be searched for,followed by a return.Partial words can be used for the search string.(i.e. searching for "cat" will find "vacatin"). Any records in the current file can be moved to,by use of the "go to"command under the edit menu.If a number is used that is larger than the current number of records,a new record is created at the end of the file. A new record can be inserted between the current record and the previuos record with the "insert record" command from under the edit menu.Likewise,the current record can be deleted from the file using the "delete record" command.Be sure to use "delete record" from the edit menu for this purpose,because the "delete" command from the commands menu has a very different effect. CHAPTER 4: Fields Fields are defined in Hippo simple as a string of letters followed by the character '=' (eg "name="). Do not put a space between the field name and the '='. Since the field name cannot contain spaces,the '_' is treated as a letter,use a field name like "day_of_the _week=" rather than "day of the week=". Each field has a numeric (floating point) value and a string value.If no digits appear in the field,its' numeric value is 0. Although it is fine to have spaces in the field itself,do not put a space directly after the '=', for reasons of compression.Fields can appear anywhere within a record,and do not have to be in the same place from record to record. Different records can have different sets of fields.This free format style allows greater flexibility for entering data and merging files. There is a template for field names which is used to automatically print the field names onto each new record.To change this template,select the "field names" option from the templates menu.The field names template,which looks just like a data record,will appear on the screen.The editor works in the same way on this screen as it does for record editing.Field names can be entered on this template,using the rules above,at whatever positions are desired.The field names will appear on each new record exactly as they appear here.To return to normal editing,select "edit record" from the templates menu. CHAPTER 5: Input filter. The input filter is a special template that has its own syntax.It is used to select the records that are operated upon by certain commands.For an examp[le of its usage,imagine a data file with a "date" field and a "save" field in each record,and that any records dated before 1985 are to be deleted unless the "save" field is "yes". The input filter can be set to operate on only those records dated before 1985,AND that have a "save=no" field. then the "delete" command can be used to remove only the specified records. To edit the input filter template,select "input filter" from the templates menu.The input filter template,which looks similar to a data record,will appear on the screen.The editor works in the normal way on this screen. The input filter works by using relational comparisons on data fields.Each of these relationals appears on the very left hand side of the template screen,for a maximum of 16 relationals. There are 8 relational operators for use in the input filter: OPERATOR FUNCTION 1) = Does field not exist? 2) ! Does field not exist? 3) < Less than? 4) > Greater than? 5) == Equal to? 6) != Not equal to? 7) <= Less than or equal to? 8) >= Greater than or equal to? Also there are 4 types of things for a field to be compared to: SYNTAX EXAMPLE MEANING ^(line#) V Line of text in a record #(number) #2.36 Constant numeric value "(string) "june Constant string (field) date Value of the field The relational operators '=' & '!' are used to check if a field occurs within a ercord or not,and has the form (field)= or (field)!. All other operators use the form (field)(op)(value). Following are some examples and thier meanings: pass= Use only if it has a record called "pass" time! Don't use if it has a record called "time" age>=#21 Use record only if it's "age" field is at least 21 xyz==^1 Use record only if it's "xyz" field matches it's 1st line letter<"m Use only if it's "letter" field comes before "m" alphabetically us==them Use record only if it's "us" & "them" fields match. The '=' & '==' operators may seem easy to confuse,but Hipposimple will give a warning that nothing should be on the right hand side of a '=' operator if it is accidentally used in place of the '==' operator. If there is only one relational in the input filter,then it's operation is relatively straightforward.Any record which satisfies the relation is passed through the input filter,and any record which does not is not passed through.In other words,the input filter makes it appear as if the data file only contains records which satisfy the relation. If there are multiple relations in the input filter,then only records which satisfy ALL of the relations are passed.So if there are two relations,only records containing fields that satisfy the first relation AND the second relation are passed to the command. As many as 16 relations can be put into the input filter,but in practise there are no more than a few in use at one time. The commands that use only records from the input filter are: "change," "display," "to file," "print," "count," "delete," and To return to normal editing,select "edit records" from the templates menu. CHAPTER 6: Output Format. The output format template allows Hipposimple to output data in a consistent format even if the recorde of a file are not stored in a consistent manner.It also allows the format of the output to change greatly with no change in the data itself.Each of the output commands (the top 4 commands in the commands menu) uses the output format to set up each screenful of data before it is output.To set the output format,Select "output format" under the templates menu.A screen will appear which contains the format for outputting data.This screen can be edited with the normal editor commands. The output format template has its own syntax for representing the structure of the output.The default output format simply prints every line of the record exactly as it is shown in the record itelf.Following is a list of special output format strings: STRING EXAMPLE MEANING ^(line#) ^14 Output this line of record Print value of the field > > Same as above but right justified <+,5,max> Print the numeric value of:x(+,-,*,/)y > > Same as above but right justified <$special> <$END> Print a special character (see below) An output screen will appear exactly the same as the output format screen,with the exception of the above strings.This means that if the output format screen is completely blank,for instance,then none of the output commands will print anything but blank screens. If a line of the output format template starts with the '^' character followed by a number fropm 1-16,then that line of the output will be printed exactly as the given line number of the record.For example,if the first 3 characters on line 5 of the output format template are "^12",then the fifth line of output for a record will be whatever appears on line 12 of that record. The '^' character must be on the first character of the output format line,and the rest of the line will be ignored. If a field name appears inside the characters '<' & '>' on the output template then the value of that field will be printed as output.The field's string value is printed rather than its numeric value.to force the numeric value to be printed,add 0 to it with the form "<+,fieldname,0>" instead of using the form "". The string "" prints the numeric result of 'x op y'.where 'x' & 'y' represent either numbers or field names,and 'op' is either '+' (addition),'-'(subtraction),'*'(multiplication),or '/' (division).For example,"<" ,rate,time>" can be used to print the product of the numeric values of the "rate" and "time" fields,and "" will always print "4.00". Adding an extra '>' at the right of "" or "" causes the output for that value to be right justified.The rigth hand side will be at the exact line position of the second '>' character on the output format line.If the value is too long to be placed at the right position,it will be fitted as closely as possible. Sometimes special characters are needed to make the output behave correctly.These special characters can be inserted into the output format template with a string of the form"<$special>", where special is either 'CR','LF','CRLF','END','FF',or a number.If it is a number,the ASCII character with that value is inserted.For example,"<$64>" will output the character '@'. "<$CR>" prints a carriage return (ASCII 13), "<$LF>" prints a line feed (ASCII 10) "<$CRLF>" prints a carriage return followed by a line feed,and "<$FF>" prints a form feed (ASCII 12). "<$END>" must appear at the very beginning of a line in the output format template,and is used to stop output for each record at that line (so that less than 16 lines can be printed per record).To return to normal editing,select edit record from the templates menu. This chapter ends with a short example: -------OUTPUT FORMAT TEMPLATE-------- Record for: <last_name> <last_name> <address> <city> <state> <zip> New salary: $<+,salary,500> Comments: ^10 <$END> -------POSSIBLE RESULTING OUTPUT------- Record for: Mr.John Doe 1234 main ave. Los Gatos,CA New salary: $18,500.00 Comments: None. CHAPTER 7; Commands. Many of the commands discussed in this chapter use the input filter template or the output format template.They are: COMMAND INPUT FILTER OUTPUT FORMAT Change yes yes Display yes yes To file yes yes Print yes yes Count yes no Delete yes no Merge no no Insert no no Sort no no Unique no no Sum yes yes Refer to the chapters on the input filter and the output format for additional information. The "change" command causes all records that pass through the input filter to be formatted according to the output format template,then written back over the original record.This is a powerful editing tool,because it can arrange a large number of records into a standard format.Only records which pass the input filter are changed.Data can be lost with function if there are fields in the original record which do not appear in the output format template. The "Display" command reads all records that pass through the input filter,and then displays them on the screen according to the output format.The data is not affected.The number of lines displayed on screen may be different than the number of lines output per record,so some records may be split between screens. The "to file" & "print" commands operate in the same way as the "display" command,but they send information to a file or to the printer rather than to the screen.Records which pass through the input filter are written to the output device according to the output format. The "count" command gives the number of records that are passed by the input filter.It is sometimes useful to check this before using other commands in order to insure that the correct records are being operated upon. The "delete" command deletes all records that pass through the input filter.The "display" command can be used to check which records will be removed from the file. The "insert" command inserts all of the records from the selected file into the current data file.The new records are inserted between the current record and the previous record. The "sort" & "sum" commands utilize the field selector template to determine which fields to operate on.To set the field selector template,select field selector from under the templates menu. The field selector template will appear on screen,and can be edited in the same way as a data record.Field names and line numbers of a record can both be used as field selectors,and either the string or numeric value of the variable can be selected.To use the string value of the field,enter only the field name at the beginning of the line.To use its numeric value,enter '#(field name)' (e.g.,'#year').To use the string value of a line number,enter '^(line number)' (e.g.,"#^7"). From 1 to 16 lines can be entered in the field selector template. Field selector variables must start at the left edge of the line. The "sort" command arranges the records of the current file in order,using the variables in the field selector template to determine the order.The first item in the field selector template is the most significant field for sorting,and the level of significance decreases down the list.Any number of levels from 1- 16 can be used.The sort command arranges the records from the lowest value to the highest value,as determined by the most significant field.If the field selector variable is a string value,the sort is alphabetic.If two records have the same value in the most significant field,then the second most significant field is used to determine order,and so on down the list.Rarely will sort need to use more than the first few fields to decide the order.Very large data files may take a long time to sort,because the RAM space is limited in this case.Also,sorting with fields selected is faster than sorting with line numbers selected. The "unique" command deletes all occurences of duplicate records that are adjacent to each other.It only detects duplicates if they are side by side,so a sort command is normally executed just before a unique command.The sort command should bring all duplicate records together. The "merge" command is the equivalent of an "insert","sort" and "unique" executed in succesion.The result is that two seperate files merge into one sorted file with no duplicate entries. The "sum" command is used to add up the specified fields from all selected records,and then create a new rtecord with the totals displayed.The field selector template must have the desired fields or line numbers sey in order for them to be totalled.It does not matter whether they are set to string or numeric values. but line number variables should only be used if the given line number exists in all the line numbers being added.Only the records that pass the input filter add to the total.The results are printed according to the output format template,forming a new record which is appended onto the end of the file.The field names for the totals in the output format are the same as the names of the variables being totalled. CHAPTER 8: Templates. There are 4 templates used by Hippo Simple.They hold the field names,the field selector information,the input filter,and the output format.They have an effect on many of the available commands,and it is useful to have a set of standard template files that are used for common types of data editing. The "load templates" & "save templates" commands under the file menu are provided to allow templates to be stored in disk files.All the information in all 4 templates is loaded or saved when one of these commands is used. Some sample data files with their corresponding template files are sent with the Hippo simple disk.They are located in the sample subdirectory,and have the extensions 'SMP' for data files and 'TEM' for template files.To view a data file,use tho open command from the file menu to open the 'SMP' data file ,or use the 'load templates' command to load the 'TEM' template file. The templates have been set up to be used with some of the more complex commands such as 'sort' & 'sum'.Viewing the templates from these files may make it clear how they are used. CHAPTER 9 : Advanced topics. While editing large files,certain commands such as sort & unique may take quite a long time to execute because there will be only a small amount of memory for them to operate in.Commands can be halted in the middle of execution by hitting any key on the keyboard.Sometimes Hippo Simple may halt for several seconds for no apparent reason.This just means that its memoryhas become fragmented from editing operations and it is cleaning things up.The current amount of memory space available for expansion can be found by selecting 'About Hippo...' from the desk menu,then clicking in the box marked 'Simple'.In the display that appears, the numbers on the right are the maximum values for each item,and the numbers on the left are the values for current usage.Hippo Simple will be out of memory when any number on the left becomes as large as the numbers to its right. Data from files taht were not created with Hippo Simple can be used if it is converted to the Hippo Simple file format.This file format is fairly straightforward,and can be craeted directly from a text editor.The last character on each line of the file must be a line feed (ASCII value 10) rather than a carriage return or a carriage return -line feed combination.The first line of the file contains only a decimal number which is the number of records in the file.After that,the text of every 16 ilnes makes up one record.Following the record data there is one line containing the string 'IMP'.After this line there are 4 groups of 16 lines,each of which contains the data for one of the templates.The order of the template files is : Field names,Field select,Input filter,and Output format.The last line of the Output format is the last line of the file. APPENDIX 1: Command summary. Following is a list of all available commands,a brief description of their usage,and a list of which templates are used by the command. S- Command uses Field selector template I- Command uses Input filter template O- Command uses Output format template New- Create a new,blank file Open- Open an existing file for editing Close- Close file in order to open a new one Save- Save changes to existing file Save as- Save file under a new name Save templates- Save only the four templates to a file Load templates- Load the four templates from a template file Quit- Exit back to desktop Cut- Delete the selected text Copy- Write selected text to buffer Paste- Transfer text from the buffer to the screen Previous- Move to the previous record Next- Move to the next record Go To- Move to any record Insert record- Add a new record before current record Delete record- Delete current record Change- Templates I,O - Write data back to the records according to the output format. Display- Templates I,O - Display data on the screen as it would appear on the printer. To file- Templates I,O - Write records to a file according to the output format. Print- Templates I,O - Write records to the printer according to the output format. Count - Templates I - Count the number of records which pass through the input filter. Delete- Templates I - Delete all records which pass through the input filter. Merge- Template S - Merge a file on the disk with the current file. Insert- Insert all the records from a file before the current record. Sort- Template S - Sort the records by the fields in the file selector template. Unique- Remove adjacent repeated records. Sum- Templates S,I,O - Create a new record containing the totals of selected fields. Edit record- Normal editing mode. Field names- Edit template containing field names. Field selector- Edit template to select fields for Sort or Sum. Input filter- Edit Input filter template. Output format- Edit Output format template. APPENDIX II : Operator summary. Input template operators field= Pass record if it has named field field! Don't pass record if it has this field field<value Pass if field is less than value field>value Pass if field is greater than value field==value Pass if field is equal to value field!=value Pass if field is not equal to value field<=value Pass if field is < or = to value field>=value Pass if field is > or = to value 'value' can be one of the following: ^3 Given line of the record #71.4 Constant numeric value "string Constant string value field Name of a field Output template operators ^10 Ouput line as it appears in record <field> Output value of the named field <field>> Same as above,right justified <$END> Terminate output at current file <$13> Output ASCII character <op,val,val> Output operations numeric value <op,val,val>> Same as above,right justified 'op' can be +,-,*,/ for addition,subtraction,multiplication,or division.'val' can be a number or a field name. ������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������� SEWER SOFTWARE presents I N D I A N A J O N E S AND THE LAST CRUSADE TYPED BY THE TWINS OF TRILOGY GAMEPLAY Indiana Jones and the Last Crusade is an exciting multilevel game in which you control Indy in his search for various artifacts. There is an important artifact on each level. The objective of the game is to fight your way through each level and collect the artifact. Once the artifact is collected, then you need to fight your way to the end of the level. Each level presents a different challenge and tasks. On level 1 you need to collect the Cross of Coronqado but remember to collect the torches or it will get dark and difficult to see your way around the caves. Once you have the Cross you need to escape over the top of the train. Level 2 takes you deep within the catacombs. When the catacombs were built, secret archways were constructed to hinder false seachers. Presented with 6 archers, the true searcher finds the correct arch and continues on his search. The false searcher unable to choose the right arch is doomed to wander the catacombs in vain, unable to find the Crusader's Shield that lies there. When beginning this level you will see the arches, and above each arch is coded hieroglyphic. These change daily and the date is shown above the arches. To find the correct arch, look up the date on the grid shown on the back page of the Byzantine Crusader and enter through the arch that matches the code you find. Once you have found the shield, you need to scale the castle wall, but beware of the lightning. Level 3 and the game moves onto the airship. Search for the grail Diary that Indy's father has lost here. Be careful to pick up the passes as you move. They are made of flimsy paper and fall apart after a short time. If Indy does not have a pass the alarm will be raised, making your task more difficult. And finally to Level 4. Dr.Jones Snr. has been shot and his only hope is that Indy can get to the Holy Grail in time. With dad's heart gradually turning to stone, you must guide Indy quickly, but safely past the traps set by the Crusade knights. Time is your enemy and only the brave will make it in time. GAMEPLAY CONTROLS Joystick operation only. Joystick inthe second Port. F9/F10 will Pause/Unpause the game. Shift/ESC will abort the current game. THE END TYPED BY THE TWINS OF TRILOGY ����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������We had a big response to the inclusion of jokes on our earlier DOC DISCS, so we're very happy to present this selection compiled by our good friend STU. -------------------------------------------------- Jokes to offend almost anyone! Compiled by Stu C -------------------------------------------------- What did the hurricane say to the coconut tree ? Hold on to your nuts, this is no ordinary blow job. What do you call a female clown ? A Clunt. What's the difference between a nigger and a tyre ? Tyres don't sing when you put chains on them. Did you hear about the Irish man who asked to be a Johoves Witness ? He refused because he hadn't seen the accident. Why do niggers carry shit in their wallets ? For identification. Did you hear about the gay who got fired from the Sperm Bank ? He was caught drinking on the job. What's the perfect definition of a woman ? a) She's three feet tall, has a round hole for a mouth and her head is flat so you can put a beer on it. b) The Sports model has pull back ears and her teeth fold in. c) The economy model fucks all evening and at midnight turns into a roast beef sandwich and a six pack. Why does Ray Charles smile all the time ? Because he doesn't know he's black. Did you hear about the gay burglar ? He couldn't blow the safe so he went down on the elevator. Did you hear about the gay Indian ? He jumped into his canoe, took three strokes and shot across the lake. How do you get four gays on a bar stool ? Turn it upside down. Why don't black cheerleaders do the splits ? Because if they did they would stick to the floor. Why do blacks wear wide brimmed hats ? To keep the birds from shitting on their lips. Why do blacks wear platform shoes ? To keep their knuckles from dragging on the ground. What do elephants use for tampons ? Sheep. How do you say "FUCK YOU" in Jewish ? "Trust Me". Define Jewish foreplay. Two hours of begging. What do you get when you cross a nigger with Bo Derek ? 10 of spades. Why don't Irish people eat pickles ? Because they can't get their heads into the jars. Why don't Italians eat fleas ? Because they can't get their little legs apart. How do you get an Iranian girl pregnant ? Come on her shoes and let the flies do the rest. Why did God make urine yellow and come white ? So the Irish could tell if they were coming or going. What has six legs and eats pussy ? You, me and Billy Jean King. What's the brown stuff between an elephants toes ? Slow natives. What's better that roses on you piano ? Two lips on your organ. What do you get if you cross a nigger with a gorilla ? A dumb gorilla. What does it say inside a nigger's lip ? Inflate to 20 pounds. Did you hear about the new Irish parachute ? It opens on impact. Why do niggers have such small steering wheels ? So they can drive with handcuffs on. What's the difference between a Jew and a pizza ? A pizza doesn't screen when you put it in an oven. Did you know that the Chalenger astronauts had dandruff ? They left there Head & Shoulders all over America. Why do Jews have such big noses ? Air is free. Why did the nigger trade in his wife for a toilet ? Because the hole was smaller and the smell was better. What did Adam say to Eve ? "Stand back, I don't know how big this thing gets." Why don't Italians have freckles ? They slide off. What do you have when you're up to your ankles in niggers ? Afro Turf. How do you stop a nigger from spitting ? Turn the oven down. What's old wrinkled and smells like Ginger Rogers ? Fred Astaire's face. What's yellow, ugly and sleeps alone ? Yoke Ono. What weighs 10 pounds and didn't get plucked last christmas ? Roy Orbison's Guitar. Why don't they have any black snow skiers ? Because their lips explode at 1,000 feet. Where is an elephant's sex organ ? In his feet. If it steps on you, you're fucked ! How many black does it take to change a light bulb ? Five. One to change the light, the other four to hold the sound equipment. Why are Ice Hockey goalkeepers and West Indian girls alike ? They both change their pads after three periods. What do you get if you cross a nigger and a monkey ? Nothing. Monkeys are too intelligent to fuck a nigger. Why does Nancy Reagen always climb on top ? Because Ronny can only fuck up. Why did God create the orgasm ? So niggers would know when to stop fucking. Why don't they have ice cubes in Ireland ? They lost the recipe. What's a real mate ? Someone who'll go into town and get two blow jobs, and come back and give you one. What's black and makes you laugh ? a bus load of niggers going over a cliff. How do you save a drowning nigger ? Throw him an anchor. What do you call an Irish girl with half a brain ? Gifted. Why do women have two holes so close together ? In case you miss. What do you call a beautiful girl in Poland ? A tourist. How can you tell if a woman is wearing underwear ? Look for dandruff on her shoes. Why don't niggers drive convertables ? Their lips would flap in the wind and slap then to death. What's the ultimate rejection ? When you're wanking and you're hand falls asleep. How do you tell how many niggers live in a town ? Count then windows of cellars and multiply by 36. How do you kill a West Indian ? Smash a toilet seat over his head when he's taking a drink of water. What happens to a Jew when he walks into a wall with an erection ? He breaks his nose. How many blacks does it take to pave a driveway ? Depends on how thin you slice them. What's the difference between a black girl and a ten pin bowling ball ? You can only stick three fingers in a bowling ball. You know the barman's pissed off when you find a string hanging in your Bloody Mary. Why is Italy shaped like a boot ? Do you think you could fit that much shit in a tennis shoe. Did you hear about the Klu Klux Knieval ? He tried to jump over 6 niggers with a steamroller. How does God make Puerto Ricans ? He sandblasts niggers. Did you hear about the homosexual who left home because he didn't like the way he way being reared. Why don't blanks have cheque books ? Because it's hard to sign your name with spray paint. What is organic dental floss ? Pubic hair. Why do blacks smell so bad ? So blind people can hate then too. What are the three greatest lies ? 1) The cheque is in the post. 2) Black is beautiful. 3) I won't come in your mouth. Why do women have two holes so close together ? So you can carry then home like a six pack. How do you brainwash an Irishman ? Give him an enema. Why wasn't Christ born in the U.S.A. ? They couldn't find three wise men and a virgin. Why do the Irish wear hats ? So they know which end to wipe. Did you hear about the Irishman who studied five days for a urine test. Why did God give niggers big dicks ? Because he fucked up their hair. ----------------------------------------------------------------- IRISHMANS' LETTER TO THE D.H.S.S. ON RECEIPT OF RECEIVING THE AIDS LEAFLET Dear Sir, I have just received the AIDS leaflet through my door, and would like to apply straight away for AIDS. I have been on the dole for the past ten years, and have been living on Supplementary Benefit and any other State aid I could get. It now seems I would be getting aid for sex. It's a pity that AIDS has come so late, as I have already got 15 children, and wondered if you would be paying back payments. Your leaflet states the more sex I have, the more chance I have of getting AIDS. My only problem here is persuading the wife, who is not so keen after 15 kids. Several years ago, I bought some sex aids but she showed little interest, and they were hardly used. Would there be any chance of a refund for the #17.28 which I paid out for these gadgets? Anyway, I will now explain to her that the Government will now be paying us for the sex we have, and I'm sure she will agree we can't let a chance like this slip by. You also state that I can pass my AIDS on, but as you will understand, with a wife and 15 kids to feed, there won't be much left to pass on. If by any chance there is a bit left over, I will pass it on to my poor old mother-in-law, who only has her pension. I understand from your leaflet I can get AIDS from a blood transfusion, and I intend to write to my local hospital right away to see when I can have one. Will the AIDS I get from the hospital be deducted from the AIDS I get from you? Perhaps you will write and let me know. I am a firm believer in getting every aid from the country I can get, and I'm sure you'll agree that by my past performance I do qualify for this one. Could you let me know how much I will get paid each time, and will it be weekly or monthly payments? Yours faithfully SHAMUS O'TOOLE P.S. Your advert is great. I certainly won't die of ignorance - I know my rights. ----------------------------------------------------------------- THE GOOD FOOD GUIDE TO CHINESE MEAT DISHES 1 Bol Oxs...............Hot Meat balls 2 Sur Kum Sihz..........Sausage slices 3 Hol Mein Kok..........Scrag end encased in Ladyfingers 4 Kor Sor...............Rolled pork fillets rubbed in chile powder 5 Eja Ku Lait...........Shaft of mutton in white cream sauce 6 Long Dik..............Coc in Van 7 Veri Ti Rin...........Massive extrusion of forcemeat Vegetables 8 Wan Kin...............Bamboo Shoots 9 Peo Sof...............Chinese leaves 10 Wot Kung Fu Dat.......Tossed salad 11 Sik In Lu.............Sweet and sour in hot sauce 12 Pu Bik................Young Sprouts 13 Sik In Lu.............Extra number 11 14 Du Reks...............Entre coat 15 Hoo Pong In Car See...Yellow rice with meat droppings 16 Hoo Kum On Mat........Thick white rice on ryebread Sauces 17 Pei Sol...............Cantonese drippings 18 Sei Men Drip..........Delicately flavoured white sauce 19 Yu Kum................Hot custard 20 Hu Lade Turd..........Brown sauce with nuts 21 Fan Tom Ar Sol........Invisible brown sauce without nuts Specialities 22 Lik Mein..............Plate of the day 23 Fug Yu................Chinese toast 24 Munth Lei.............Popular dish of the period 25 Kow Poo...............Savoury pancakes 26 Dogie Bagg............Chinese take away 27 Ho Mo.................Sausage surprise 28 Bo Gee................Pick of the week Desserts 29 Vee Dee...............Spotted Dick 30 Kum In Yu.............Cream Squirt 31 Yu Pong...............Crap suzette 32 Kum Lots..............Extra portion of cream 33 Ars Pik...............Chocolate fingers 34 Hoo Shat In Fann......Chocolate spread 35 Or Jee................Chinese stuffing on a bed of manderins 36 Es Kie Mo Kum.........Frosted banana cream 37 Tu Tun On Goo Lies....Crushed nuts 38 Wun Hung Low..........Mixed Nuts 39 Di Rere...............Chinese afters in aromatic brown sauce 40 Hu Pong...............Chinese snifters 41 Kwik Wank.............Cream slice Beverages 42 Yu Rine...............Jasmine tea 43 Wob Li Tit............Milk shake ----------------------------------------------------------------- Special High Intensity Training ------------------------------- In order to assure that we continue to produce the highest quality work possible, it will be our policy to keep all employees well trained through our programme of SPECIAL HIGH INTENSITY TRAINING (S.H.I.T.). We are giving our employees more S.H.I.T. than any company in town. If you feel you do not receive your share of S.H.I.T. on the job, please see your supervisor. You will be placed on the top of the S.H.I.T. list for special attention. All of our supervisors are particularly qualified to see that you get all the S.H.I.T. you can handle at your own speed. If you consider yourself to be trained enough already, you may be interested in helping us to train others. We can add you to our BASIC UNDERSTANDING LECTURE LIST, SPECIAL HIGH INTENSITY TRAINING (B.U.L.L.S.H.I.T.) programme. If you have any further questions, please address them to our HEAD OF TRAINING, SPECIAL HIGH INTENSITY TRAINING (H.O.T.S.H.I.T). Thank you. BOSS IN GENERAL SPECIAL HIGH INTENSITY TRAINING (B.I.G.S.H.I.T.) P.S. With the personality some of you display around here, you could easily become the DIRECTOR OF INTENSITY PROGRAMMING, SPECIAL HIGH INTENSITY TRAINING (D.I.P.S.H.I.T.) ----------------------------------------------------------------- TV RACE RELATIONS BOARD Due to the vast influx of commonwealth citizens into London Suburbs the B.B.C. are pleased to announce a change in the programmes to suit our Commonwealth Cousins. SUNDAY 7.15 Singh Something Simple 8.00 The Hohammedin Line 9.50 The Ghandi Williams Show 10.30 Wogs my Line MONDAY 4.30 Watch with Buddha 5.15 Asian Wide 6.30 Currynation Street 7.00 Singh-a-Long-a-Paks 9.00 Ali as Smith and Jones TUESDAY 2.00 Andy Ghandi 3.30 Pakanory 4.30 Brown Peter WEDNESDAY 1.45 The Wooden Wogs 2.00 Ranjit and Sanjit, the Flower Pot Men 4.30 Crackerpak 5.00 The Pak & White Minstrel Show THURSDAY 5.00 Journey Hindu Space 8.00 Pakerama 9.25 Please Sahib 10.00 Bless this Hut SATURDAY 5.30 Cooniversity Challenge 8.45 Amin called Ironside 10.00 Batch of the Day PLEASE NOTE: None of the above Programmes are transmitted in colour. ----------------------------------------------------------------- d to announce a change in the programmes to suit our Commonwealth Cousins. SUNDAY 7.15 Singh Something Simple 8.00 The Hohammedin Line  9.50 The Ghandi Williams Show 10.30 Wogs my Line MONDAY 4.30 Watch with Buddha 5.15 Asian Wide 6.30 Currynation Street 7.00 Singh-a-LongThanks to POMPEY PIRATES for this and other docs...also for your comments and suggestions for our DOCs and UTILITIES menus! S.P LASER SQUAD This is another mega-doc from the Pompey Pirates... typed word for word from the manual by The Alien... ow, my fingers are gonna hurt! I REALLY RECOMMEND YOU PRINT THIS OUT- IT'S OVER 33K LONG, AND THAT'S A LOT OF STUFF TO REMEMBER! Controls:- Joystick in port one or keys: Q/A/O/P/SPACE Z/X/P/L/SPACE Other controls:- F1 toggle fast/slow scrolling of map F2 toggle fancy wiping of menus etc. F3 QAOP keys F4 ZXPL keys F5 toggle music/sound effects PART ONE: PLAYING THE GAME -------------------------- OVERVIEW Laser Squad is played in a series of game turns. Each player, during his turn, controls a small number of units which represent humans, droids or other creatures. Each unit has it's own individual name and characteristics which affect the abilities and activity of that unit. At the start of each game turn each unit is allocated a number of Action Points (or APs) which are used for performing all activities of that unit such as movement, combat, manipulating objects etc. Once all action points are used for each unit, or the player does not wish to use any more, the 'end turn' option is selected and the other player (or computer) takes his turn. The winner of the game is the first side to accumulate 100 victory points. Victory points are awarded for various things, such as eliminating enemy units or destroying certain installations, depending on the scenario being played. GAME SETUP You will be asked whether you want a one player game or a two player game. If you select the one player option the computer will take control of the second side. You will then be asked what level you wish to play at. The number of levels varies between scenarios and the higher the level the more difficult the computer is to beat. If you playing with two players then only the player whose turn it is should be allowed to see the screen. Each player now selects equipment and deploys his units. EQUIPMENT SELECTION In each scenario you are allocated a number of Credits to spend on armour, weapons and ammunition. The first thing you must do is select armour for each unit. Your units are displayed on the left of the screen and you select armour for each unit in sequence. Use the UP and DOWN controls to select the type of armour and press FIRE when you are satisfied with your choice. If you select '0' then the unit will have no armour. If you select a number from one to four then the unit will be given an armour type according to the specifications displayed in the table on the right of the screen. A full explanation of armour is included in the reference section. After you have allocated armour to each unit you then select equipment. Initially the object selector is highlighted. Use the RIGHT and LEFT controls to change the object currently selected. Each object's unique graphics symbol and name is displayed together with the cost of purchasing the object. In order to allocate objects to a unit use the UP and DOWN controls to highlight the unit you require and then use RIGHT to add the currently selected object to that unit's equipment, or LEFT to subtract the object. You cannot give an object to a unit if you have insufficient credits, or if that unit's weight or size limits would be exceeded. Once you are satisfied with your selection press FIRE twice to continue the game. All weapons are loaded with ammunition when purchased, but extra ammunition for each weapon is available. Consult the weapons table in the reference section for details on weapons and ammunition. DEPLOYMENT Each unit is deployed in turn until all units have been placed on the map. The deployment mode shows the name and equipment of the unit to be deployed on the right of the screen and the map window on the left. Use UP, DOWN, LEFT and RIGHT to move the flashing white cursor around the map until you have found the deployment square you want. Each scenario will specify which spaces you can deploy on. Place the cursor over the deployment square and press FIRE to deploy the unit. GAME OPTIONS Before each game turn starts you will be presented with a menu which allows you to save and load games. Press the number of the option you require or press FIRE to continue the game. 1. SAVE GAME Save the current game to disk. You must use a blank, formatted disk which is not to be used for anything else. 2. LOAD GAME If you select this option then the current game is abandoned in order to load a new game. You will be presented with the same menu that appears when the main program is loaded. CURSOR MODE At any time the game is in one of three different modes; cursor mode, select mode or fire mode. Each game turn starts in cursor mode which simply allows you to move the cursor around the map using UP, DOWN, LEFT and RIGHT. The display on the right of the screen shows information about the map space under the cursor as follows: MAP: The name of the terrain features such as grass, floor, wall etc. OBJECT: The name of any object on the ground. UNIT: The name of any unit under the cursor. OBJECT IN USE: The object that the unit is currently using, if any. CURSOR MODE OPTIONS Laser Squad is controlled via a series of menus which are simply lists of different options available to you at any time. To display a menu, whichever mode you are in, press FIRE. Use UP and DOWN to highlight the option of your choice and press FIRE to select the option. The options that can be available in cursor mode are as follows: SELECT: If the cursor is place over one of your units with APs remaining then you will be able to select that unit for movement and other actions. Once you select this option you will enter selection mode. INFO: If the cursor is place over any unit then information on that unit can be displayed. NEXT UNIT: This option simply moves the cursor to another friendly unit with APs remaining. SCANNER: A strategic map of the entire playing area can be displayed showing the positions of all your units and any enemy units that are currently spotted. CANCEL: The cancel option in each menu just clears the menu and returns you to the current mode. SELECT MODE In Select mode the message display on the right of the screen shows essential information about the unit you have selected... (UPPERCASE letters are large characters in game, lowercase are small) Name of unit _________/ CORPORAL \ JONLAN APs/---\ Action points remaining ------> 34 | * | <---- Direction indicator Min. APs needed for opportunity fire -> 25 \---/ morale> good <-------- Unit's morale stamina> superb <------ Unit's stamina wound>2 <----- Wounds burd>6 <------ Burden object> Object in use ________/ m4000 \ auto-gun terrain> Terrain unit is ______/ rock standing on \ dust Protection value of terrain --> prot>0 2 <ENEMY ^ \___ Number of enemy units spotted Most important is the number of Action Points remaining and the direction indicator which shows which direction the unit is facing. Once you have selected a unit then the directional controls are used to move the unit as follows: LEFT: Rotate unit left RIGHT: Rotate unit right UP: Move unit forwards in the direction that it is facing DOWN: Move unit backwards MOVEMENT Moving a unit will always cost Action Points, depending on the terrain that is being moved over. Moving diagonally will cost an extra two APs and rotating a unit 45 degrees costs one AP. If you attempt to move into impassable terrain the unit will attack the terrain and possibly destroy it. You are allowed to move the selected unit over friendly units but you can never end movement on top of a friendly unit (they're not that friendly... ha, ha. oh, go back to sleep!). The only options available to a unit on top of another are to continue moving or to select the END MOVE option from the menu (wot no slap n' tickle option? I'm determined to take the mickey out of this bit!). If you select the END MOVE option then the unit will be placed on the last empty place it occupied. CLOSE COMBAT In order to engage in close combat simply move your unit into an enemy unit. (Make love, not war...) The close combat display on the right will show you what weapon the unit is using (if any), the accuracy (% chance to hit), the AP cost, the damage and the hit location. LINE OF SIGHT Laser Squad uses a hidden movement system which means that enemy units will not appear on the map unless they are in the field of vision of one of your units. A unit's filed of vision extends 45 degrees from the front. Various types of terrain such as walls or doors will block line of sight. You will not see an enemy unit until it is clearly in view. SELECT MODE OPTIONS When you press FIRE in select mode you will have a variety of menu options depending on the circumstances of the unit. Mose of these options cost APs based on a percentage of the unit's Action Point allowance. For example if a unit is allocated 50 APs at the beginning of the turn then changing an object costs 20% of it's AP allowance which is 10 APs. Actions cannot be carried out if the unit has insufficient APs (although the option is still included in the menu list). The following menu options are available in select mode: END MOVE: Ends the selection of the unit and returns to cursor mode. The unit can still be re-selected provided it still has APs remaining. FIRE: If the unit has an object in use then it can be fired or thrown. Selecting this option changes the display to fire mode. CHANGE: If the unit is carrying one or more objects then this option is used to select an object for use or to change the object in use. The unit's objects are displayed on screen with the ammunition amount, weight and size of each object. The white pointer on the left shows which object is currently in use, if any. Use the UP and DOWN controls to move the pointer to the object you want to use and press FIRE to change object. Performing this action costs 25% of the unit's Action Point allowance. PICK UP: If the unit is standing on a space with one or more objects on the floor then they can be picked up. This option displays all the objects in the space in a similar manner to the change object display. Use the UP and DOWN controls to move the pointer to the object you want to pick up and press FIRE to implement the action. If you don't want to pick up any objects move the pointer to CANCEL and press FIRE. This option costs 50% if the unit has an object or 25% if it does not. DROP: If the unit has an object in use then it can be dropped, costing 10% of it's AP allowance. It is possible to hide an object that is dropped, depending on the size of the object and the capacity of the terrain the unit is standing on. For example you can hide a grenade in a plant pot but not a rifle, you cannot hide anything on a floor space but you can hide most things under a bed. If it is possible to hide the dropped object then a small menu is displayed asking you whether you wish to hide the object or not. LOAD: If the unit has a ranged combat weapon in use and it is also carrying the appropriate ammunition for that weapon then it can be loaded with new ammunition costing 50% of the unit's AP allowance. PRIME: If the unit has a grenade in use which is not primed then it can be primed at a cost of 20%. Use the UP and DOWN controls to alter the timer and press FIRE to prime the grenade. The value of the timer determines when the grenade will explode. If the timer is set to 0 then it will explode at the end of your turn. If it is set to 1 then it will go off at the end of your opponent's turn, and if it is set to 2 then it will go off at the end of your next turn, and so on. OPEN: If the unit is facing towards a close, unlocked door then it can be opened. The cost is 20% of AP allowance. CLOSE: If the unit is facing towards an opened door it can be closed. The cost is 20% of AP allowance. UNLOCK: If the unit is facing towards a locked door and it is using the correct key then the door can be unlocked. The cost is 25% of AP allowance. LOCK: If the unit is facing towards an unlocked door and it is using the correct key then the door can be locked. The cost is 25% of AP allowance. SCANNER: The strategic map can be displayed with no AP cost. CANCEL: Clear menu and return to movement. FIRE MODE When you select the FIRE option the main display will change from a perspective map to a Line of Fire map which shows all the terrain that blocks shooting or throwing. All units are replaced with a blob depicting the target area of each unit. The square cursor is replaced by a cross-hair cursor for targeting shots. The information display on the right shows the weapon being used and essential information for ranged combat... (UPPERCASE for big chars in game, lowercase for small) Name of ______________/ SNIPER weapon \ RIFLE Unit's action points remaining -------> APS>34 Ammunition in weapon -------> AMM>12 autoshot acc> ap> N.A. <---- Automatic fire not snapshot available for sniper Accuracy of snap shot including acc> ap> rifle weapon skill -------------------------> 31% 16 <--- Action point cost aim shot for snap shot acc> ap> 66% 33 throw acc> ap> 45% 10 In order to fire a weapon move the cross-hair cursor to the desired point, press FIRE to display the fire mode menu and select the type of shot you require. You will not be able to fire a shot if the cursor is outside the unit's field of vision. FIRE MODE OPTIONS Only ranged combat weapons will have the three fire options for automatic fire, snap shots and aimed shots. Some weapons are unable to do automatic fire. If the unit is using any other object then only the throw option will be available. The following options are available in Fire Mode: AUTO: Automatic fire is a burst of continuous fire between two specified points. A minimum of three shots must be fired and the unit must have enough APs for at least three auto- shots in order to select this option. Once you have selected automatic fire you must select a second target point within the unit's field of vision. Press FIRE when you have moved the cursor to the desired point. You will then be asked to select the number of shots you wish to fire from three up to the maximum allowed by the unit's Action Points. Use the UP and DOWN controls to change the number of shots and FIRE to execute the shots. SNAP: A snap shot is a single shot, but is more accurate than automatic fire. AIM: And aimed shot is the most accurate type of shot but requires the most Action Points. THROW: Any object can be thrown up to a distance determined by the unit's strength divided by the object's weight. An object will never be thrown further than the cursor which allows for fairly accurate placing of objects. The accuracy of throwing is equivalent to the unit's agility rating and the cost is 20% of the unit's AP allowance. If a thrown object hits another unit then the object can be caught provided the unit is facing the thrower and has no object currently in use. If the object is not caught then it will fall at the unit's feet. INFO: If the cursor is over a unit then information on that unit can be displayed. END FIRE: Ends fire mode and returns to select mode. CANCEL: Clears menu. OPPORTUNITY FIRE Opportunity fire is an essential feature of the tactics employed in Laser Squad. If a unit is left with at least half it's Action Point allowance at the end of a game turn then it will be eligible for opportunity fire. During your opponent's turn opportunity fire will be triggered when an enemy unit moves into the field of vision of your unit. Control will switch to you in fire mode which allows you to shoot the enemy unit. Once you select the END FIRE option then your opponent can continue with his turn. PART TWO: REFERENCE GUIDE ------------------------- UNIT CHARACTERISTICS Each unit has a unique set of attributes which affect the game in various ways. MORALE VALUE: Each unit's morale value represents the value of the unit to the rest of it's squad. If the unit is eliminated then the morale of all units on it's side will decrease by an amount equal to it's morale value and all enemy unit's morale will increase by the same value. MOVEMENT TYPE: Different types of unit have different AP costs for certain types of terrain. For example the droids in scenario one are unable to trample over the household furniture. ACTION POINT This represents the number of Action Points that the unit ALLOWANCE: is allocated at the start of each turn. However, a unit's initial AP allowance is modified by a number of factors. The weight of the unit's armour and the unit's burden are both subtracted from this value. CONSTITUTION: A unit's constitution is the amount of damage it can take before it is eliminated. WOUNDS: If a unit's constitution is reduced then the unit will receive a number of wounds which are subtracted from the unit's Action Points at the start of each turn. WOUND RATE: The wound rate is the number of constitution points lost needed to generate one wound. STAMINA: This value represents the physical fitness, or energy, of the unit. If a unit spends more than half it's APs on energetic tasks like movement then stamina will be reduced. Unused APs will help recover stamina. If Stamina reaches such a low level that the unit is feeble then it will only receive half it's AP allowance at the start of each turn until stamina is recovered through rest. MORALE: *NOT same as Morale Value* A unit's morale is adversely affected if friendly units are eliminated or if a unit is wounded. Morale will increase (but not beyond initial Morale) if enemy units are eliminated. If a unit becomes panicked then it may drop objects that it is using. The morale of droids is never reduced. WEAPON SKILL: This value affects ranged combat only. Combined with the skill factor of a weapon the accuracy of firing can be increased. STRENGTH: The weight of objects that can be carried is determined by a unit's strength. In close combat strength can increase the damaged done by a weapon. AGILITY: The accuracy of throwing depends on a unit's agility. The accuracy of hitting in close combat is affected by the attacking unit's agility and the defending unit's agility. UNARMED COMBAT: This represents the unit's innate ability at close combat without using any weapon. BURDEN: A unit's burden is subtracted from it's AP allowance. The burden value is calculated according to the strength of the unit and the total weight of all objects carried. ARMOUR: Each unit has an armour rating for it's front side, left side, right side and rear. The unit's directional facing and the source of each shot is used to calculate which armour rating is used in combat calculations. Armour can be damaged if a damage value from a shot or hit is greater than the armour rating. A unit's constitution will only be affected by a damage value which is greater than the armour value. VICTORY POINTS: A unit's victory point value is added to the enemies total victory points when the unit is eliminated. WEAPONS AND OBJECTS There are three basic categories of objects in Laser Squad; weapons, ammunition and other objects. There are three types of weapon; close combat weapons, ranged weapons and grenade type weapons. Most ranged weapons can be used in close combat. Objects can have some or all of the following characteristics: WEIGHT: All objects have a weight value SIZE: All objects have a size value. Units are limited in the total size of objects that they can carry depending on the type of armour worn. When there is more than one object in a space then the largest object is displayed on the map. CONSTITUTION: All objects have a constitution value which represents the damage factor needed to destroy the object. ACTION POINT When an object is on the ground there can be an AP cost for COST: moving onto it in addition to the AP cost for the terrain. CLOSE COMBAT The percentage of APs required to use the weapon in close COST: combat. CLOSE COMBAT The basic chance of hitting with the weapon. This is modified ACCURACY: by a number of factors in close combat. CLOSE COMBAT The average amount of damage points inflicted by the weapon DAMAGE: in close combat. CLOSE COMBAT The percentage of a unit's strength that is added to damage STRENGTH BONUS: in close combat. CLOSE COMBAT The percentage of a unit's agility that is added to the AGILITY BONUS: accuracy in close combat. AUTOMATIC FIRE The percentage of a unit's action point allowance used for a AP COST: single automatic shot. AUTOMATIC FIRE The percentage chance of being on target with an automatic ACCURACY: fire shot. SNAP SHOT/AIM SHOT AP COST and SNAP SHOT/AIM SHOT ACCURACY are same as above but for different shot types! SKILL FACTOR: This value determines how much of a unit's weapon skill is added to accuracy in ranged combat. RANGED COMBAT The average amount of damage inflicted by the weapon in DAMAGE: ranged combat. If the weapon has explosive ammunition, or if the weapon is a grenade type, then this value represents explosive power. AMMUNITION: The type of ammunition that is used if the object is a ranged combat weapon. CLOSE COMBAT CALCULATIONS The accuracy of close combat is determined by the sum of the following factors: 1. The basic close combat accuracy of the weapon. 2. Add the agility factor determined by the weapon's agility bonus and the attacking unit's agility. 3. Subtract all the enemy unit's agility if it is being attacked from the front. 4. Subtract half the enemy unit's agility if it is being attacked from the side. 5. Subtract a quarter of the enemy unit's agility if it is being attacked from the rear. The damage in close combat is determined by the sum of the following factors: 1. The basic close combat damage of the weapon. 2. Add the strength factor determined by the weapon's strength bonus and the attacking unit's strength. 3. Add a random factor which modifies the damage value calculated so far between 50% and 150%. 4. Subtract the defending unit's armour rating for the side in which it is hit. 5. Subtract the protection value of the terrain occupied by the defending unit. RANGED COMBAT CALCULATIONS The accuracy of ranged combat is determined by the sum of the following factors: 1. The basic accuracy of the weapon depending on the type of shot. 2. If the shot is a snap shot then add the skill bonus determined by the weapon's skill and the firing unit's weapon skill. 3. If the shot is an automatic shot then only add half the calculated skill bonus. 4. If the shot is an aimed shot the add double the calculated skill bonus. Ranged combat damage is determined by the sum of the following values: 1. The ranged combat damage value of the weapon. 2. Add a random factor which results in a damage amount between 50% and 150% of the initial damage value. 3. Subtract the target unit's armour rating for the side in which it is hit. 4. Subtract the protection rating of the terrain occupied by the target unit. And now... a really boring table of numbers! The following table's columns (along the top) are as follows: 1. weight B. % auto shot accuracy 2. size C. % snap shot AP cost 3. constitution D. % snap shot accuracy 4. AP cost in map E. % aimed shot AP cost 5. % close combat cost F. % aimed shot accuracy 6. % close combat accuracy G. % skill factor 7. close combat damage H. ranged combat damage factor 8. % close combat strength bonus I. ammunition capacity 9. % close combat agility bonus J. ammunition type A. % auto shot AP cost ...and the rows (down the side) are: 1. M4000 AUTO GUN A. EXPLOSIVE 2. MARSEC AUTO GUN B. M50 AUTO PISTOL 3. SNIPER RIFLE C. L80 LAS-GUN 4. MARSEC PISTOL D. PUMP SHOTGUN 5. L50 LAS-GUN E. MS AUTO CANNON 6. HEAVY LASER F. MK-1 7. ROCKET LAUNCHER G. AP75 GRENADE 8. DAGGER H. LIGHT SABRE 9. AP50 GRENADE (this won't be any use unless you print it out, and even then it's probably limited in usefulness- I enjoy the game without all this calculation crap!) 1 2 3 4 5 6 7 8 9 A B C D E F G H I J 1 10 12 106 2 25 40 8 20 10 3 5 25 16 50 40 8 46 20 M400 GUN CLIP 2 12 14 116 2 25 38 10 20 9 6 5 25 18 50 45 8 58 20 MARSEC GUN CLIP 3 7 8 98 1 20 52 8 20 13 -- -- 33 26 67 56 13 52 12 RIFLE CLIP 4 6 4 100 0 20 50 6 17 17 -- -- 13 10 25 22 7 40 8 PISTOL CLIP 5 16 14 120 2 33 34 10 17 10 5 4 20 12 50 24 5 30 40 L50 LAS-PACK 6 28 34 126 3 50 24 11 17 7 3 3 17 10 33 16 6 45 50 HEAVY LAS-PACK 7 12 22 86 3 50 26 9 14 8 -- -- 33 10 67 18 5 160 1 ROCKET 8 1 2 60 0 17 58 20 13 33 -- -- -- -- -- -- -- --- -- 9 2 2 60 0 -- -- -- -- -- -- -- -- -- -- -- -- 90 -- A 15 8 80 0 -- -- -- -- -- -- -- -- -- -- -- -- 70 -- B 5 4 103 0 25 26 5 25 13 10 3 20 12 50 30 5 42 12 PISTOL CLIP C 14 18 112 2 25 30 8 17 8 -- -- 25 28 50 64 4 48 10 L80 LAS-PACK D 9 9 106 0 25 40 8 20 14 -- -- 25 16 50 38 7 64 6 SHOTGUN CLIP E 26 30 120 3 33 26 11 17 7 13 8 25 20 50 40 7 78 12 CANNON CLIP F 14 12 136 1 25 36 8 17 13 8 12 33 25 33 57 10 53 30 MK-1 CLIP G 4 3 130 0 -- -- -- -- -- -- -- -- -- -- -- -- 160 -- H 5 4 180 0 20 46 84 17 33 -- -- -- -- -- -- -- --- -- (after typing that bit, I get the sneaking suspicion that all the above data is printed onscreen during the weapon selection... hope it isn't!) PART THREE: THE SCENARIOS ------------------------- SCENARIO ONE: THE ASSASSINS INTRODUCTION The Marsec corporation manafactures the best weapons in the galaxy, but it's boss, Sterner Regnix, uses unsavoury methods to extract the best from his top scientists. The use of mind control drugs and cybernetic implants in widely used, but officialy denied by Marsec. The Inter-stellar Trading Standards Authority is powerless to intervene. A small band of ex-employees have decided to assassinate Sterner Regnix. They have located his private home on the planet CX-1 and will stop at nothing until Sterner is dead. DEPLOYMENT ASSASSIN SQUAD: Deploy on the red and yellow deployment squares around the house. Entrance to the house can be gained through opening the east or west doors. DROID SQUAD: Sterner Regnix and his body guard of combat droids deploy ont the blue squares inside the house. VICTORY CONDITIONS ASSASSIN SQUAD: If the assassins manage to eliminate Sterner Regnix they win the game. DROID SQUAD: The droid squad wins if they eliminate all the assassins and Sterner Regnix remains alive. ------------------------------------------------------------------------------ SCENARIO TWO: MOONBASE ASSAULT INTRODUCTION The Omni Corporation's moonbase on Arid-6 holds security information on the 30 billion population of galaxy sector nine. Somewhere in sector nine is the rebel star system, the infamous Rebelstar, which still remains a secret from all it's enemies. However the Arid-6 moonbase represents the biggest threat to the rebels so far with an increasing amount of data on rebel movements. A small band of rebels have penetrated the moon's outer defences and are poised to launch an attack on the moonbase itself. DEPLOYMENT LASER SQUAD: Deploy on the red and yellow squares outside the moonbase. Entrance can only be gained by opening the airlocks. OMNI CORP: Deploy on the magenta squares inside the moonbase. VICTORY CONDITIONS LASER SQUAD: A sufficient number of Databanks and Analysers must be destroyed to guarantee victory. A Databank is worth five victory points and an Analyser is worth two. The Laser Squad wins if 100 victory points are gained. OMNI CORP: The Omni Corporation wins if all the Laser Squad is eliminated. ------------------------------------------------------------------------------ SCENARIO THREE: RESCUE FROM THE MINES INTRODUCTION A routine rebel mission has gone badly wrong. A reconnaisance mission in one of the Metallix corporation's mine installations has resulted in the death of most members of a rebel squad. However, all is not lost. Three members of the squad have been imprisoned on one level of the mine and they have vital information on the mine complex. A small squad has hastily been assembled to free the prisoners. DEPLOYMENT LASER SQUAD: Deploy on the red and yellow squares on the top left and top right of the map. METALLIX CORP: Deploy on blue squares in mine complex. VICTORY CONDITIONS LASER SQUAD: All three of the prisoners must escape to guarantee victory. Once a prisoner is released from his cell move him to an elevator door and move into the elevator to escape. METALLIX CORP: The Metallix corporation wins if at least five of the rebels are killed. ------------------------------------------------------------------------------ SCENARIO FOUR: THE CYBER HORDES INTRODUCTION In this scenario a samll band of rebels must defend a rebel planet station from attack by an Imperial droid squad on the large planet of Azar. The base contains seven stabiliser cores which prevent seismic instability under the planet's thin crust. The imperial squad leaders have pinpointed weaknesses in Azar's defences and have assembled a squad designed for the task of destroying the cores. If they succeed the existence of the entire rebel colony on Azar would be threatened. DEPLOYMENT REBEL SQUAD: The Rebels must deploy on the red squares inside the main base area on the right of the map. DROID SQUAD: The Droids must deploy on the blue deployment squares on the top left and bottom left of the base. VICTORY CONDITIONS REBEL SQUAD: In the two player game the Rebels must eliminate all eight of the droids in order to win. In the one player version the droids receive reinforcements. The Rebels must destroy 100 victory points worth of droids in order to win. DROID SQUAD: The Droid Squad wins if at least five of the stabiliser cores are destroyed or if all the Rebel Squad are killed. ------------------------------------------------------------------------------ SCENARIO FIVE: PARADISE VALLEY INTRODUCTION The destruction of the planetary stabiliser base has left the Azarian colony in ruins. Volcanic eruptions have destroyed most of the major installations abd the Imperial assault ships hover above the atmosphere like vultures waiting for their prey to die. Such a massive attack on such a small colony could only have one objective- to locate and capture the rebel blueprints for their advanced starfighter. Rather than destroy all their work the Rebels have transferred all the data into a small security device. A squad is assigned the task of escaping from the colony with the device in order to reach the distress beacon on the western plains. However, the journey is not easy. The route through Paradise Valley is very dangerous because all the local wildlife is hostile and deadly. An underground network of tunnels can make the journey easier, but the entrances and exits are all hidden. A sentient race known as the Sectoids tend to collect and store weaponry taken from humans unfortunate enough to meet them, and they have the ability to use these weapons as well. In the valley above the vegetation provides cover for the vicious Venomouse Splurges whose acidic spit is lethal. Only the most ingenious squad leader could possibly negotiate Paradise Valley. DEPLOYMENT REBEL SQUAD: The Rebels must deploy on the red and yellow squares on the left hand side of the valley. ALIENS: The Aliens do not have a deployment phase. They are deployed randomly in their natural terrain. (Hang on, if these guys are indigenous to the planet, why are they called Aliens? That's Alien-discrimination if you ask me!) VICTORY CONDITIONS REBEL SQUAD: The Rebels must take the security device which is initally carried by Corporal Hansen over to the right hand side of the valley. ALIENS: The Aliens will win if all the Rebels are killed. ------------------------------------------------------------------------------ Well, that's the entire manual! Three typing sessions! HINTS 'N TIPS... In your first turn, make sure all your units CHANGE so they're actually carrying the weapons you've given them! On scenario one, enter from the right of the building and use one unit as bait for the droids. Then let 'em have it! For a really easy win, load up with as many rockets (and launchers!) as you can afford, then use one unit as a pathfinder- let him walk into ambushes while your rocket firing units plaster the area if your pathfinder sees any enemy units. Megadeath! And the pathfinder unit? Expendable. (Evil laugh...) In any scenario where the enemy is not reinforced, eliminating all his units will always win the game. In scenario two, don't stand too close to anything you shoot- chain reactions of explosions can set in; especially when you hit gas storage! In scenario three, make sure the prisoners stand as far from the door as possible when you blow it open. In scenario four try and leave enough APs for opportunity fire at all times, and put a guard on the stabiliser cores if possible. In scenario five, play the Aliens!!! -------------------------------------------------------- STRIDER Doc by The Alien of The Pompey Pirates... It's the year 2048 and another one of those evil extra-terrestrial dictator types has arrived with the obligatory army of dinosaurs, gymnasts, soldiers and funny metal things that could be dogs. It's up to you and your massive chopper (oo-er) to free the world from ol' bad guy's tyrannical rule... again. Control is by stick #1... Up Jump (with left/right for diagonal jump) Down Crouch (with left/right for crawl) Left/right Run left/right Fire Use sword Slash open various pods to get extra energy and weapons (e.g. a bigger, faster sword... which only lasts for a limited time!). Keys: F9 Pause F10 Continue o two, don't stand too close to anything you shoot- chain reactions of explosions can set in; especially when you hit gas storage! In scenario three, make sure the prisoners stand as far from the door as possible when you blow it open. In scenario four try and leave enough APs for Edited by SEWER POSSUM for DOC DISC 14........thanks to ACU/PIRASOFT DOCS FOR THUNDERBIRDS THE SCENARIO The year is 2063. On a remote island in the Pacific Ocean lives retired industrialist Jeff Tracy and his sons. To the outside world they are the 'idle rich'. The reality is something different. Deep under the island is an underground complex. This is the base of International Rescue, an organisation dedicated to the saving of lives. Orbiting high above is Thunderbird 5, a space station monitoring all radio signals for a hint of an emergency. Within Tracy Island are Thunderbirds 1,2,3 and 4. All ready at a moments notice to be launched to any point on the earth or in space. The International Rescue organisation is headed by Jeff Tracy and the vehicles piloted by his sons Alan, Gordon, John, Virgil and Scott. All the Thunderbirds craft were designed and built by a brilliant scientist and engineer Horatio Hackenback the III, known within Thunderbirds as 'Brains'. International Rescue is a secret organisation, and for it to continue to function it must protect the identity of its agents and the location of its base and craft. To help in this it uses many agents around the world who's job it is to get information about possible threats. The British agents who are Thunderbirds most able team are Lady Penelope and her butler Parker, for Penelope, being an English aristocrat is often a useful cover. As well as having to contend with natural disasters the Thunderbirds also have an arch-enenmy, the Hood, who has sworn to stop at nothing until he has stolen the secret designs of all the Thunderbirds craft You have joined International Rescue, it is your task to save lives across the world and stop the evil Hood. BASIC PLAY The Thunderbirds computer game is in 4 parts of increasing difficulty. The objectives of each part is detailed later in this guide. You can control two Thunderbirds characters, one at a time. The character which is under control can be moved around the 'Action Area' under your control to perform certain tasks. These must be performed to solve various problems and puzzles which block your progress to the objective of the Mission. OBJECTS To help you solve your individual tasks you can take 4 objects from a selection of 6. Each character carries 2. The choice of what to take is yours, experience will help you decide the objects that are best suited for each Mission and who should take it. Other objects will be discovered in the Mission locations, these can be used individually or together with another object. A character may drop an object which may then be picked up and used by another. CONTROL You may control your Thunderbirds character with either the keyboard or joystick. The following keys are used. O - climb up or enter lift (joystick up) K - climb down or drop/pickup object (joystick down) Z - go left (joystick left) X - o right (joystick right) Return - use highlighted object (joystick fire) Space - swap character 1 - highlight object 1 2 - highlight object 2 H Help, which names the objects the character is holding. If you wish to abort the Mission at any time you may do so by pressing shift and Q at the same time. HINTS To complete Thunderbirds we recommend that you make maps of each Mission with notes as to the location and use of objects. All Missions are solvable within the time provided. SCREEN LAYOUT The screen displays all the information you require. To the top left are the character displays. These show you the characters you are currently working with, together with a picture of each Thunderbird are the objects they are carrying and a health level. If the health level reaches zero then that character is unconscious and the Mission will be aborted. If one of the objects is highlighted then this indicates that this object is active and may be 'used'. TEXT Below the character display is a text line which shows any words that any of the characters may say. You should read this as sometimes it contains clues as to what you should do. TIME In the top right of the screen is a timer, all your missions are a race against time. The clock will begin at a maximum of 99 and count down to zero. If it reaches zero and you have not completed your task the Mission is aborted. The later Missions have less time to complete, so planning your moves is vital. MISSION 1 - MINE MENACE An explosion has destroyed the lifting gear in the Santa Peuablo Mine leaving 2 miners trapped in the mine cage deep below the surface. Conventional rescue services will arrive in a couple of hours-this will be too late-the mine is flooding from a damaged valve on the mines's pumping station. Alan, Virgil and Brains are to attempt a rescue using TB2 to pull the cage up the shaft to safety. To do this both Alan and Brains must reach the stricken men to attach the grab and save the day. Alan starts his journey in the control room near the surface, while Brains is transported in the MOLE underground to start his rescue. You are presented with 6 items before the mission begins, only two of which can be carried by each character, so two must be left behind. Your characters are: BRAINS ALAN The objects are: Torch Lamp Laser cutting tool Bag of gobstoppers Klaxon Grease Can Hint You must first use Brains to find a hammer to fix the small winch lift and then a spanner to re-start the pump which will stop the mine flooding. Leave Alan to his own devices till you have done these things. MISSION 2 - SUB CRASH A revolutionary new submarine, the Oceanic Star, is undergoing sea trials when it is struck by a mine. It sinks out of control and comes to rest on the rim of an under sea Volcano. The crew escapes leaving only the Captain to shut down the nuclear reactor which is going critical - he is overcome by the radiation. The Nuclear Reactor will explode and cause a terrible disaster to local marine animals - as well as setting off a chain reaction of volcanic destruction. The reactor must be shut down, but you must work quickly before the Sub slips off the rim into the Volcano and the hull is crushed by the pressure or melted by the heat. Your characters are: GORDON ALAN The choice of equipment is as follows: Two Aqualungs Radiation Pills Can of 'Shark-away' shark repellent American Express card Copy of Kine Magazine Hint Beware radiation! Coloured cards are used to control the reactor, among other things. MISSION 3 - THE BANK JOB After the Submarine in mission two surfaces, small fragments of a certain type of limpet mine are found embedded in the hull. The Thunderbirds must find out who planted it. The only problem is that the records of the company which made this mine are in the vault of the Bank of England. Lady Penelope and Parker must get into the Bank of England and retrieve the document from the main vault. They only have a limited amount of time before the Bank opens. They start at the back of the Bank and are immediately confronted by a guard. You must get the document, but you must not get caught or run out of time. Lady Penelope would not like prison food so be careful. Your characters are: LADY PENELOPE PARKER The objects you can take are: Clockwork mouse 'Snoozy' sleep spray Stethoscope Dynamite Iron bar Mirror Hint The lift is a heavy problem. MISSION 4 - COUNTDOWN TO TERROR The file obtained by Thunderbirds agents in the vault identifies the source of all the Thunderbirds problems as their arch-enemy the Hood. Worse than that, he is in possession of a film taken at the sub rescue of the Thunderbirds craft. If this film is not recovered before it can be computer analysed all Thunderbirds Secrets will be sold to the highest bidder. Information obtained by Lady Penelope through the World Intelligence Network points to a small town called Dry Gulch in Arizona. Thunderbirds 1 and 2 take off immediately. While airbourne the HOOD interrupts TV broadcasts and threatens to launch a Nuclear Missile at London if a ransom of 4 Billion dollars is not paid by the World Bank within 3 hours. The primary objective is to stop the HOOD from launching his missile but you must also find the Film. Remember- Thunderbirds are the only people who can stop him-his only threat. The missile must be either disarmed or desroyed, and the HOOD must be stopped. Your characters are: VIRGIL SCOTT The objects you can take are: Two pairs of dark glasses Tube of super glue Yoyo Gun First aid kit Hint Your on your own with this one. F.A.B. -END- K JOB After the Submarine in mission two surfaces, small fragments of a certain type of limpet mine are found embedded in the hull. The Thunderbirds must find out who planted it. The only problem is that the records of the company which made this mine are inSEWER S'WARE thanks MAURIE for LEADER BOARD GOLF docs.... ABILITY.............DESCRIPTION Novice..............Beginner level. When a shot is taken on this level it will not hook or slice or be affected by the wind. Amateur.............Intermediate level. Shots at this level will not be affected by the wind. Professional........Advanced level. No restrictions on wind or hook and slice. SELECTING A CLUB Club selection is made by moving the mouse forward or back. APPROXIMATE LENGTH IN YARDS CLUB SHORT LONG 1W 1 Wood..........125.................250 3W 3 Wood..........116.................237 5W 5 Wood..........102.................222 1I 1 Iron..........102.................219 2I 2 Iron.......... 88.................213 3I 3 Iron...........67.................210 4I 4 Iron...........64.................193 5I 5 Iron...........63.................192 6I 6 Iron...........54.................171 7I 7 Iron...........45.................163 8I 8 Iron...........35.................146 9I 9 Iron...........25.................123 PW Pitching Wedge...11..................83 Putter...........1 inch..............64 feet The putter is the only club which may be used on the green and is automatically selected. Shots from the rough and good shots from the bunkers (with no hook or slice) will function as if made by a club 2 sizes smaller. The left mouse button controls the cursor to aim the shot. The wind indicator is on the right side of the screen. Allowance for the wind should be made at Professional Level. The height of the white stake indicates the wind velocity and the blue line the direction, The right mouse button is used to swing the club and hit the ball. Press the button to commence the swing. Set the power by releasing the button during the back swing. Releasing the button at the top of the swing will set maximum power. Hook and slice is avoided by re-pressing the button as the club hits the ball. The snap indicator lets you know if you pressed early or late. When putting you should make allowance for the slope as shown by the slope indicators on the green when aiming the shot and the power should be set according to the slope and distance. To go to driving Range press "R" or press "D" for Demo, when select player screen appears. Exit by pressing "/". �������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������------------------------------------------------------------------------- ##### ##### # # ##### ###### # # # # # # # # # # # # # # ##### ##### # # # ##### ### # # # # # # # # # # # # # # # # # # ###### ##### # # ##### # # S O F T W A R E P r e s e n t s : ------------------------------------------------------------------------- LEONARDO INTRODUCTION Leonardo is a little thief who steals nearly everything he can get his hands on. Accompany Leonardo on his criminal trips. Help Leonardo to avoid the numerous alarm systems, guards and ghosts. Follow Leonardo's way through fifty different banks, museums and warehouses. The existence of our little burglar depends on your skill and tactical superiority. SYSTEM CONFIGURATION Commodore Amiga 512K / Atart ST 512K. Joystick required. LOADING THE GAME Put the program disk in your internal drive when you start your computer. OPENING SEQUENCE After a short loading process, a title sequence appears on the screen. Press your joystick button to leave this mode. THE OPENING MENU START GAME - Enter the world of Leonardo SHOW HIGH SCORE - See the high score champions WHAT IS WHAT - Explanations of the various objects PASSWORD - See explanation below PASSWORD After level 10, 20 and 30 you will receive a password. By entering the password you can start the game (with Start Game) directly on the current level. Level 40 and 50 do not have any more passwords. You will have to be able to play the remaining levels with five Leonardos (this was Leonardo's idea, and we were not able to dissuade him from it.) END OF GAME After having successfully passed all the levels you will be rewarded with a photograph from Leonardo's private album. PLAYING THE GAME Using your joystick, you lead Leonardo through the several buildings. By pressing the fire button, you can make Leonardo push everything which comes in his way except for the walls of the building he is in. The pushed objects do not stop moving until they collide with hindrances or with other objects. The guards and the ghosts are stopped by a collision with pushed objects and returned to the Watchman Lodge. RADAR If you should become disorientated, you can find out where you are by watching the radar in the lower half of the screen. On the radar, the guards and the ghosts are shown as white dots, the loot as three red dots, and Leonardo as a yellow dot. Attention! Leonardo has constructed the radar himself. Disturbances are highly possible! TIME LIMIT You only have a limited time for burglary. The number of seconds is shown at the bottom of the screen, next to the word "TIME." Running out of time will result in a jailed Leonardo! BONUS From time to time you will find a bonus key which allows you to enter a room filled with pearls. You will then have a certain amount of time to collect as many pearls as possible. GOAL The object of the game is to push all three equal items in one line to complete a level. PRISON If you get arrested (Leonardo will hardly be happy about that,) you will see the number of your free Leonardos carved into the prison wall. THE OBJECTS Bobbyguard - The watchman, don't touch him! Boohoooh - A ghost, don't touch him! Watchman Lodge - Don't enter! Boulders - Removable and destructible obstacles. Paralyzing Rock - When you destroy a paralyzing rock, the guard and ghost are paralyzed for a short time. Thief Trap - Snaps when it is touched. Sewer Entrance - Arrows inward, your transported to sewer exit. Sewer Exit - Arrows outward. Antiguard Dynamite - When it explodes, guard and ghost are sent back to the watchman lodge. Bundle of 1000 points - 1000 bonus points to collect. Enter Bonus Level - Key to enter the bonus levels. Bonus Pearl - Pearl to collect in the bonus level KEY FUNCTIONS S - Turn sound on/off M - Music on/off P - Pause game on/off ESC - breaks off a started level with the loss of one Leonardo SPACE or FIRE BUTTON - Breaks off menu and sequences Complete manual brought to you by PARANOIMIA 89 ���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������Another biggie by CHUCKLES......you realise that if it wasn't for he and all the other people who contributed you wouldn't be reading this......cos we simply wouldn't be putting these discs together. Think about it! S.Possum MANHUNTER 2 or MANHUNTER IN SAN FRANCISCO CONGRATULATIONS on being selected for the esteemed position of Manhunter. This guide will introduce you to all of the information you will find necessary to become an effective, loyal follower of the Orb Alliance. Manhunter is the highest position a human can hold under the Alliance, so be grateful. Each day, you will be given an assignment by your sector's super- vising Orb. The assignments will involve tracking down humans who, in some way, have wronged the Alliance. You will be given a 24 hour period to discover and report the human's identity so that he can be corrected. Unlike Manhunter: New York, you are not immediately issued a Manhunter Assignment Device (MAD), but you will find it soon after crashing. MAD is your link to the Alliance computer. With MAD, you can access the tracking records associated with your current assignment as well as the Human Database Service. As Manhunter, you are allowed to travel to locations pertinent to your current assignment. DO NOT STRAY OR LOITER. Always conduct yourself in a manner suitable to your position. Treat your fellow earthlings with the indifference they deserve. MANHUNTER ASSIGNMENT DEVICE (MAD) MAD is a small, portable terminal linked by radio transmission to the Alliance computer. MAD has two functions: Info & Tracker INFO: This function provides access to limited information on all humans currently residing in the Planet Earth city where you are located. After pressing the INFO button, type in the full name of the human. The Human Database Service will then provide your MAD with information (Address,ID numbers, etc.) of the selected human. After receiving information, you may select REPEAT to try another name or select EXIT to leave the program. If you accident -ally type in the wrong name, you can try again or type BYE to leave the program. NOTE: The Orb Alliance has authorised Manhunters to visit any address furnished by the Info system. TRACKER All human movement is recorded in the Human Tracking Records database of the Alliance computer. Due to the low priority placed on these records, tracking information on each human is only available from shortly before the time of the alleged criminal activity to a time period not extending beyond the end of that day. Due to unforseen difficulties with human tracking disks, the targeted human's identity is not recorded. Also, tracking of a target is cut off if the human should venture under earth soil. However, this practice is strictly forbidden and should not hamper your investigations. One function of MAD is to tap into the appropriate human tracking records for your current assignment. When MAD first accesses tracking records, it will determine and then "tag" the most appropriate human target signal. A playback will then begin of that target's movements throughout the city. During playback, MAD will also display any other human targets that come in close contact with the tagged human target. You may tag any of these human subjects that you feel may be superficial to your investigation. To tag a new target, simply place your marker over the desired subject and press Enter. You may encounter a target represented by a large 'S'. This human has a special purpose and cannot be tagged. The yellow rotating target should change to the subject you have chosen. You may replay tracking records as often as you find necessary. Manhunters are authorized by the Orb Alliance to visit any location that a tagged target visits. NOTE: Experienced Manhunters have found that the most efficient way to use the tracker is to watch it until it terminates tranmission. Proceed to replay the transmission, closing MAD after the target leaves each location. Travel to the location shown and investigate. MANHUNTER OVERVIEW A Sierra 3-D Animated Adventure Game, simply stated, is an interactive movie where you become the main character. In this game, the main character is a Manhunter, an agent of the future who spies on fellow humans for an alien empire. Each 3-D Animateed Adventure Game has a main goal, and yours in Manhunter is to work undercover as a San Francisco manhunter, try to find the killer that you followed from New York, and discover why the orbs are so busy in San Francisco. You will need to move stealthfully and wisely, as time is quickly vanishing for America and its citizens. TIPS ON PLAYING MANHUNTER 1. HOW TO MOVE AROUND See reference card or WALK THRU later in these notes. 2. KEEP YOUR FACE COVERED AND YOUR LIPS TIGHT Due to the dangerous nature of this adventure game, you will want to save your game often. Follow the instructions on your reference card to SAVE GAME after you have made important progress in the game. SAVE GAME whenever you encounter a potentially dangerous situation. If you do encounter danger, or fail to complete all the required tasks to get past a given obstacle, you can follow the instructions on your reference card to RESTORE GAME to the place you were at when you last saved your game. Intelligent use of this function has spared many a Manhunter from having his position terminated permanently. NOTE: Manhunter: San Francisco employs a conveniant feature that automatically gives you a second chance after you have encountered the most grisly of situations (namely, a gruesome death!). This feature allows you to face the most unexpected of conclusions without requiring you to replay the entire game. 3. KEEP YOUR EYES OPEN Look at and examine everything you can. Watch those around you closely. Pay attention to detail. There are many clues, both visual and symbolic, which will help you succeed in your quest. SOLDIER ROBOT (full robot) These servants of the Alliance act as the orb's arms and legs. Do not in any way interfere with their activities. They have ultimate authority. SHEPHERD ROBOT (has legs only) These servants of the Alliance maintain control over special humans. It is forbidden to interfere with them. Arcade difficulty is normally set to hard. If you want to change the difficulty level, it is under the "Action" menu selection. Difficulty will be reset to hard when you reach the next arcade sequence. WALK THROUGH The game starts with two space ships leaving New York. As a Manhunter you are chasing Phil, a dangerous killer and Orb ally, west across the United States. You follow Phil into San Francisco crossing the Golden Gate Bridge, over Alcatraz Island, over the city, and down a city street. While zooming down the street you hit the side of a building and crash in the street. Phil hovers above in his spaceship laughing, then zooms off to land behind the ferry building. This introduction sequence repeats until you press ENTER. Your adventure begins as you crash into a city street. When you stagger out of the ruined space ship you discover that you landed on someone. Two objects are lying next to the legs. Place the marker over the green ID card. Press ENTER to pick it up. You landed on a manhunter. Now you can assume his identity while you try to figure out where Phil is. Pick up the blue Manhunter Assignment Device (MAD), it automatically turns on. Its screen flashes "Awaiting Input". Let's see what this manhunter was up to. Place the marker over the INFO option and press ENTER. Type in the name of the squished manhunter (Peter Brown) on the ID card. Press ENTER to input the name information into the computer. Type BYE or select the EXIT option in the right corner to return to the main screen. Place the marker over the TRACKER option and press ENTER. THe computer responds, "Tracker has locked on Target. Location: Bank of Canton". Press ENTER when you are ready to proceed. (Note: In most situations, the SPACEBAR will perform the same functions as ENTER.) The yellow target is the person you are currently tracking. Remember to always watch where the targets go and what they do. After the targets leave the bank, you will zoom out to see the targets as they travel on the city map. Then the computer zooms into the next location. If the targets split up, the computer will continue to track the yellow target. When the computer is finished tracking, you will receive the message "Target signal lost. Tracking terminated.".Press ENTER to continue. Select TRACKER again. At each location you can tag another target if you want to follow it. Follow the first target again until he reaches the warehouse. Put the marker over the other target and press ENTER to tag it. The new target turns yellow. After following this target to the end, press C to close the computer. Now you can travel to several locations. Press F3 to travel. You are now viewing the travel map. Locations you are authorized to investigate are indicated by a blinking square. Your current location is indicated by an X. The blue/red circle is your marker. When the marker is square and has a 3 in it, you are seeing yourself onscreen (third person). Follow the footsteps of the first two targets to investigate the locations they have visited. The Bank of Canton was their first stop. It is not on this section of the map. Move the marker to the right until it reaches the right edge of the screen. The screen will flip to reveal the next portion of the map. You will see the Bank of Canton, Embarcadero Fountain and the Ferry building blinking. Position the marker over the bank. Press ENTER to travel there. Now you are standing in front of the Bank of Canton. Move your marker around the screen to reveal various messages. Position the marker over the door of the building to the left of the bank until it changes into an up arrow. Press ENTER to go inside. Position the marker over the hole dug in the wall until it changes into an arrow pointing into the tunnel. Press ENTER. You are now standing in a tunnel where the targets disappeared and reappeared under the bank. Move the marker onto the log to reveal a message. Position the marker over the end of the tunnel and it will change into an arrow pointing in the direction of the room at the end of the tunnel. Press ENTER to go into the room. Next, position the arrow over the face of the dead man slumped over the desk. The arrow turns into a magnifying glass whenever an object can be looked at closer. Press ENTER to look closer. Press ENTER to back out of this view. Position the arrow over the dead man's left hand and press ENTER to look closer. Press ENTER to back out of this view. Position the arrow over the safe, notice the arrow changes to a question mark. Read the comment at the bottom of the screen. Position the arrow over the piece of paper lying on top of the right side of the desk. Press ENTER to look at the paper. Read the note and press ENTER to put the note in your robe, which stores it in Inventory. Press the TAB key to display your inventory items, then ESC to go back to the game. Position the arrow over the piece of paper on the floor by the garbage can. Press ENTER to look at the paper. Read the paper. There may be clues here that will help you later. Press ENTER to put it in your robe. Note the words on the door in the back of the room. What could they mean? If the arrow is not already pointing down, position the arrow towards the bottom of the screen. Press ENTER to leave. Press ENTER to back out of the tunnel. Press ENTER to go up the stairs. You are now outside the bank. Your marker is the blue/red circle again. Move it to the far left at the sidewalk and it will turn into a left arrow. Press ENTER to go to the left. Now you are looking at someone lying on the sidewalk. Move the marker to the center of his body until it turns to a magnifying glass . Press ENTER to look closer. Move the marker over his head. Press ENTER. You will notice a large bite on his neck, take the fank lodged in his neck. Then pick up the laundry receipt lying on the ground next to him. These objects will go in your robe. Press ENTER to back up. Press F3 to travel. Move the marker to the top of the map. The screen flips to reveal the next portion of the map. You will see the warehouse location blinking. Position the marker over the warehouse blinker. Press ENTER to travel there. You are now standing in front of the warehouse. Move the marker around the screen for messages. Go into the front enterance of the warehouse and move your marker around again for messages. Go into the next room. This scene is an arcade sequence with a top down view of the inside of the warehouse. Try to make it to the room in the lower left corner of the storage room. Remember, arcade sequences are set back to hard for each arcade game. You might want to set the mode to easy. Press ESC to bring up the menu selections. Move right until "Special" is selected. Move down until easy arcade is selected. Press ENTER to set this arcade sequence to easy. Now you are on your own! Good luck on your adventure! SPECIAL NOTES 1. During your investigation, you MUST be sure to tag ALL possible targets. If you fail to tag and follow a suspect, you will miss valuable clues and be unable to complete the game. 2. At several points during the game, your cursor will appear as a numeral 3 in a box. This indicates that the viewpoint has changed from first person to third person perspective. When you see the #3 on your screen, the character you are viewing is yourself as seen from the eyes of an imagineary observer. 3. In order to use the items you have aquired, you must place your cursor on the person or object on which you wish to use the item before accessing your inventory screen. If your cursor is not on an object or person, the item you choose from your inventory will simply be displayed. For example, if you wish to break down a door using an axe you have acquired, you must first place your cursor on the door, then press your TAB key to view your inventory. Now you can highlight the axe and press ENTER. The object will be manipulated in the desired fashion. QUICK REFERENCE CARD Manhunter is somewhat different from other 3-D Animated Adventure Games. Most of the game is presented in a first person perspective. This allows you to view your surroundings onscreen as if you are actually there. The perspective changes to thirs person several times during the game. When you are in third person perspective, you will see your character on the screen. A marker on the screen is used to move through the game and to manipulate various objects. The marker will change shape when it is positioned over something that is important to the game.You can search a room by simply placing the marker over the various objects in the room. Watch the bottom of the screen for descriptions of what you can do. Press ENTER or the SPACEBAR to perform the actions described at the bottom of the screen. The various marker shapes are as follows: BLUE BALL WITH RED CENTER - You can perform any special activities at this location on the screen. ARROW - You can move in the direction that the arrow is pointing. MAGNIFYING GLASS - You can take a close-up look at the object. OPEN HAND - You can take or manipulate the object displayed. POINTING HAND - You can press (push) the object displayed. ? QUESTION - Describes an object. 3 3rd PERSON - You see yourself on the screen. COMMAND AND CONTROL KEYS MS-DOS AMIGA ATARI MAC APPLE IIGS HELP F1 F1 F1 1 1 SHIFT 1 TOGGLE SOUND F2 F2 F2 2 2 SHIFT 2 TRAVEL F3 F3 F3 3 3 SHIFT 3 SAVE GAME F5 F5 F5 5 5 SHIFT 5 RESTORE GAME F7 F7 F7 7 7 SHIFT 7 RESTART GAME F9 F9 F9 9 9 SHIFT 9 MENU ESC MOUSE MOUSE MOUSE --- MOUSE INVENTORY TAB TAB TAB TAB TAB TAB QUIT GAME ALT-Z ALT-Z ALT-Z --- --- OPT-Z JOYSTICK CTL-J --- CTL-J --- --- CTL-J Thats all folks! Typed in by Chuckles. 1729 words. ������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������ Thanks to PIRASOFT/ACU for these (and many other) docs... MR HELI ~~~~ INTRODUCTION ~~~~~~~~~~~~ Far Away on the other side of the universe, a shining green planet is losing it's life to the twisted followers of a mad scientist known only as "The Muddy"! It is your job as part of the Cosmic Heli Patrol to unmask the evil Muddy and restore the balance of nature. Use your trusty joystick to fly Mr. Heli deep into the heart of the planet ,firing missiles , bullets and bombsat The Muddys followers as you go. You may also use your weapons to destroy groups of bricks and uncover a small fortune in crystals which you may use to buy the surrounding power-ups. LOADING INSTRUCTIONS ~~~~~~ ~~~~~~~~~~~~ Amiga A1000 users should switch on the computer and Insert a kickstart 1.2 disc. When the WorkBench prompt appears, insert the game disc. After about ten seconds the title picture will appear and the game should load in about thirty seconds. JOYSTICK CONTROLS ~~~~~~~~ ~~~~~~~~ Pushing the joystick up will cause Heli to climb. Pulling the joystick down will cause Heli to dive. Pushing the joystick left or right will cause Heli to fly to the left or right. Pressing the fire button while Heli is in the air will activate Heli's guns and missles. Press the fire button while Heli is resting on level ground will activate Heli's guns and bombs. KEYBOARD CONTROLS ~~~~~~~~ ~~~~~~~~ O - LEFT P - RIGHT Q - UP A - DOWN SPACEBAR - FIRE PAUSE - Left Mouse Button QUIT - F2 MUSIC On/Off F3 GUN - Add one to the number of bullets Mr Heli can fire. CIRCLE - A pick up shield. FISH - Destroy all bricks on screen. SOLDOUT - This will appear after you have bought something or if Mr Heli already has it. BOMB - Add one to the number of bombs Mr Heli can drop each time you press the fire button. MISSILE - Add one to the number of homing missiles Mr Heli can fire at once. PETROL - Increases Mr Heli's energy level. Typed By: PRINCE OF DARKNESS ���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������Our sincere thanks to CHUCKLES for typing in this excellent doc for a very useful utility. ***************** * MultiDesk * ***************** INTRODUCTION Welcome to MultiDesk! You are about to go where no Atari ST user has gone before -- beyond the six accessory limit. At one time or another, every ST owner has probably wondered why he/she should be limited to six desk accessories that can only be installed at boot time. After all, there is software for the Macintosh that lets you load desk accessories until the drop-down menu goes off the bottom of the screen, run accessories as if they were programs, easily change a whole set of accessories without rebooting, and much more. MultiDesk brings these advanced possibilities to the ST at last. MultiDesk runs as either a standard ST accessory or as a program, just by changing its name from MULTDESK.ACC to MULTDESK.PRG. When MultiDesk is installed as a desk accessory, you can load any other standard ST desk accessory at any time, even from within a running program. You can even load MultiDesk into itself -- freeing you from any limit except the amount of RAM in your computer. (We've loaded MultiDesk into itself 130 levels deep!) You can tell MultiDesk how much memory to set aside for loading desk accessories and change this amount when you need more RAM. While you're on the desktop, you can load an entire setup of accessories with a couple of mouse clicks. And when you run MultiDesk as a program, any desk accessories you load will run as if they were programs, and be cleared from memory when you're finished with them! WHAT IS A DESK ACCESSORY A desk accessory is a program much like the programs you run from the GEM desktop. The difference between a "runnable" program and a desk accessory is that accessories load at bootup time and remain resident in your computer's memory - you can't run them like ordinary programs. Instead, their names appear in the drop- down menu titled "Desk", which appears at the far left of the menu bar used by the ST desktop and many GEM programs. (Some programs may use the Atari Fuji symbol instead of the word "Desk".) Accessories are "opened" by clicking on their names in the drop-down menu; you can open accessories while other GEM programs are running, giving the ST a rough multitasking/switching capability. There are desk accessories for most every conceivable purpose; calendars, calculators, clocks, even word processors and databases. When you turn on your computer, press the reset button, or switch resolutions, the ST looks in the root directory of your boot disk for files with the extension ".ACC" and tries to load them. You are limited to six desk accessories at a time; if more than six .ACC files are on the boot disk, only the first six are loaded. Thus, changing to a different set of desk accessories is a complicated procedure; you have to either set up a different boot disk for each set of accessories, or go through a maze of file copying and renaming, or use an AUTO folder program (like Desk Manager or Superboot, to name two shareware programs in wide circulation) to rename your accessories for you. No matter which method you use, you still have to reboot your computer every time. MultiDesk removes all of these limitations. INSTALLING MultiDesk To install MultiDesk, copy the file MULTDESK.ACC into the root directory of your boot disk. If you use an autobooting hard disk, you should copy MULTDESK.ACC into the root directory of your boot partition (probably C:). You must now reset your computer (or turn it off and on again) in order to have MultiDesk installed on your desktop. USING MultiDesk To open MultiDesk, move the mouse cursor up to the word "Desk" in the upper left corner of your screen. When the drop-down menu appears, move down to the name "MultiDesk" and click the left mouse button; the main MultiDesk dialog box will appear in the middle of the screen. At the top of the box, under the title, is a status line. Shown first is the "Buffer Size", the total amount of memory in kilobytes (1024 bytes) available for loading accessories. This amount is reserved by MultiDesk when it starts up, and may be changed by using the "Configure" option, described below. "Bytes left" shows the number of bytes left in the buffer; as you load accessories into MultiDesk, this number will get smaller. The large empty box on the left side is the selection box; it will display the names of the accessories that you load. The buttons (boxes) along the right side are used to select the various options of MultiDesk. * Load Acc You may load an accessory at any time, while at the ST desktop or from within a running program. To do so, point at the "Load Acc" button, press the left mouse button (from now on we shall refer to this action as "selecting", e.g. select "Load Acc"), and the file selector box will appear. The File Selector is a standard GEM object; you will see this box quite often when using MultiDesk and many other ST programs. Locate the name of the accessory that you wish to load and select it. The accessory will be loaded into memory, and the file selector will reappear so that you can load another accessory immediately. Click on the file selectors "Cancel" button, and you'll see the name of the accessory you just loaded in MultiDesk's selection box. Now you can open this accessory simply by clicking on its name. You have just witnessed the first of many things that were never before possible without MultiDesk! The large box at the left of the MultiDesk dialog box has space enough for 16 accessory names. MultiDesk allows a maximum of 32 accessories to be loaded; if you load more than 16, the up and down arrows to the right of the selection box will become enabled and you can scroll up and down through the list by clicking on the arrows. You can load MultiDesk into one of its own slots, and again inside itself ad infinitum. We've tested this "nesting" up to a depth of 130 levels on our Mega ST4; the only limit is the amount of memory in your computer. If you wish, you can load up to 32 "nested" MultiDesks into the main MultiDesk, and 32 more into each of those, and 32 more ... etc. etc. -- allowing you to install as many accessories as your memory will hold while still only using one drop-down menu slot. Accessories do not need to be kept on your boot disk for MultiDesk to find them. You're free to put them wherever you like; we keep ours in a folder named \ACCS. Any resource files that go with the desk accessories should be kept in the same directory with the accessories; MultiDesk contains special code to ensure that accessories will always find their associated .RSC files (resource files). Also, you should be aware that some accessories may need to locate data or configuration files when they run. Since there is no universal method for accessories to find these types of files, you may have to do a little experimentation to find out where they need to be kept. Well- behaved accessories will display an error message when they fail to locate their data files; however, in some cases (mostly with public domain accessories) they may simply crash if they can't find the files they need. (Tsk, tsk.) If you keep any accessories in the root directory of your boot disk (besides MultiDesk) and you don't want them loaded into one of the regular accessory slots, you will need to alter the file- name extensions to something other than ".ACC". We recommend that you change the extension to ".ACX,"since this is used by many bootup selector programs to "turn off" accessories. If you do not use ".ACX," you should at least make sure the first two characters of the extension are "AC," so the files will show up in the File Selector when you select "Load Acc." * Load Setup This option is used to load an entire group of accessories into memory at once. Select "Load Setup," then choose the name of a previously saved setup file (described below). All accessories must be in the same drive and folder they were in when the setup file was saved. If an accessory cannot be found or there isn't enough room in the buffer for it, you will see a warning message and it will not be loaded. You can abort the loading of a setup file after it has started by holding down the "Alternate" key. If you load a setup while there are already accessories installed, they will be cleared from memory before the new setup is loaded. Since clearing all accessories from memory involves some rather radical programming measures (see the section titled "Clear All"), you will not be allowed to load a setup file while a program is running. However, please note that you are able to load accessories one at a time while a program is running by using "Load Acc." * Save Setup Select "Save Setup" to save the current list of installed accessories. When the file selector appears, type in a name to which the setup file will be saved, MultiDesk uses the extension ".MLT" to denote a MultiDesk setup file. You don't need to add the extension when you type the name; if you type only the first eight characters, MultiDesk will automatically tack ".MLT" to the end of it. A setup file is simply a list of the accessory filenames. The full drive and pathname of each accessory (e.g. "C:\ACCS\CONTROL.ACC") will be saved in the file and, as described above, a "Load Setup" operation will expect the accessories to be in the same place. To automatically load a group of accessories at bootup, name your setup file MULTDESK.MLT and place it in the same directory with MultiDesk. If MultiDesk finds this file, it will override any default accessories saved with its configuration. (See "Save" in the section titled "Configure" for more details.) MultiDesk versions 1.4 and higher save setup files in ASCII format so that they can be modified with a text editor or word processor. Non-ASCII setup files created by earlier versions of MultiDesk can still be read by later versions. The first line of a setup file must always be: MS14 that is, the characters "MS14" followed by a carriage return. If you change or delete this line, MultiDesk will be unable to read the setup file. * Clear All Use this option when you want to clear all the installed accessories from MultiDesk. You will not be allowed to "Clear All" while running a program; as we mentioned above, this could cause serious problems with the running program. A "Clear All" is automatically done before the accessories are loaded by a "Load Setup" operation. Outwardly, a "Clear All" operation seems to take only a split second. Internally, however, MultiDesk is very busy. At boot time when MultiDesk starts up, it takes a snapshot of all important memory locations and system variables. When a "Clear All" is executed MultiDesk restores these locations to their default values, so that any alterations made by the accessories will be reversed. Why does MultiDesk do this? Because there is no provision in the ST operating system for notifying accessories to "shut down and get out", so that they can clean up after themselves and restore any changes they've made to interrupt vectors or system variables. Luckily, the vast majority of ST accessories don't tamper with system variables; the ones that do, we've got covered. * Configure When you click on the "Configure" button, another dialog box will appear showing all the configuration options. * Buffer Size This box shows the size of the memory available for loading accessories in kilobytes or "K", where one "K" equals 1024 bytes. You can change this amount by clicking the left mouse button on the up and down arrows. To quickly adjust the buffer size to the desired amount, click and hold down the button. To type in a new buffer size directly from the keyboard, click on the number itself. The buffer size will not actually be changed until you exit the Configuration Editor Box by clicking on the "OK" button (see below). * Names This setting determines whether or not a box will appear showing the names of the accessories during the loading of a setup. Click on the button labeled "Names" to turn this feature off and on. If the button is selected the names will be displayed; otherwise the accessories will load without being displayed. This setting also affects whether the accessory names will show when MultiDesk loads a default group of accessories at boot time. If you have MultiDesk set to show names, you can turn off the name display while a setup file is loading by holding down the "Control" key. When the "Names" button is not selected, groups of accessories will load a bit faster since the screen doesn't need to be redrawn after each accessory loads. * Return When the button labeled "Return" is selected, you will always return to the main MultiDesk dialog box after exiting an accessory. When "Return" is not selected, you return immediately to the desktop when you close an accessory. * Auto-Run This setting determines whether accessories run immediately after loading. When the button labeled "Auto-Run" is selected MultiDesk will immediately "open" each accessory when you use the "Load Acc" function. The "Auto-Run" setting has no effect on the loading of setup files. * Persist When the button labeled "Persist" is selected, the last accessory used will persist. This means that when you click on "MultiDesk" in the "Desk" drop-down menu, the main MultiDesk dialog box will not appear; instead, the last accessory that you used will be opened immediately. To return to the MultiDesk dialog box when "Persist" is selected, hold down the Alternate key or the right shift key while you click on MultiDesk. * Snap When "Snap" is selected, the mouse cursor will snap to the position of the first accessory name when you click on MultiDesk. * Timers If the "Timers" button is selected, desk accessories that need to perform some function on a regular timed basis will be allowed to operate. The most common type of timed accessories are those that perform "alarm clock" tasks; there are several such accessories available, both public domain and commercial. (In the case of multi-function desk accessories such as Timeworks Partner ST or DESKPAC.ACC, their other functions will still work properly whether "Timers" is selected or not.) In the section titled "Troubleshooting" we talk about the problems that can occur when a desk accessory uses GEM's evnt_timer function (which is how alarm clock accessories work). We've included the "Timers" button so that you can choose for yourself whether you wish to take the risk of using an accessory that relies on evnt_timer. See troubleshooting for more details. * Query When the button labeled "Query" is selected, MultiDesk will pause during the loading of a setup file and ask if you want to load each accessory in the file. An alert box will appear, showing the names of each accessory and give you the option to "Load" the accessory, "Skip" it, or "Cancel" the setup load. This lets you load only certain accessories from a setup file, and bypass others. * Sort When the "Sort" button is selected, the accessory names will be sorted alphabetically to make it easier to find them in the list. When the names are sorted, they will be left aligned in the menu box. If you turn "Sort" off, the names will appear in the order in which the accessories were loaded and each name will be centered on its line. * Menu Name You may enter any name (up to 17 characters) which will appear in the "Desk" drop-down menu when MultiDesk loads at boot time. The name that you choose will not appear in the menu until you reboot. For this reason you must use the "Save" option to save the name or it will be lost upon rebooting. * Shrink to Fit This option allows you to make the most efficient use of your available memory. When you click on "Shrink to Fit", MultiDesk "shrinks" the accessory buffer down to fit only the accessories that are loaded, and releases the rest of the memory used by the buffer so it can be used by other programs. For example, if your buffer size is 200K and you load three accessories into MultiDesk that together use 40K, after shrinking your new buffer size is 40K. The accessories remain installed after a "Shrink" operation; but after you shrink the buffer you will not be able to load any more new accessories until you increase the buffer size enough to fit them. (Shrinking is not allowed while a program is running, as it would result in memory fragmentation. * Save This option allows you to save the configuration settings directly into MultiDesk so that they will be remembered the next time MultiDesk runs. All settings will be saved including "Buffer Size", the states of "Names", "Return", "Auto Run", "Persist", "Snap", "Timers", "Query", and "Sort", the "Menu Name", and the "Desk Accessory" and "Setup File" paths. Also saved with the configuration will be the names (and drive/pathnames) of all the accessories currently installed. This way you can save a list of your favourite accessories to be loaded automatically every time you boot up. Upon rebooting, MultiDesk will expect the accessories to be in the same drive and folder as they were when you used "Save", otherwise they won't be loaded. (Note: if a setup file named MULTDESK.MLT is present in the same directory with MultiDesk when it runs, that setup file will take precedence over the list saved with the configuration.) When you select "Save", an alert box will ask you if you're sure. If you say yes, MultiDesk will write the configuration into itself (MULTDESK.ACC). If it does not find itself (maybe you changed the name so that you could have more than one MultiDesk), you will be asked if you want to locate MultiDesk. If you click on the "Locate" button, a File Selector will appear to let you save the configuration to the name you have chosen for MultiDesk. * OK Select "OK" to exit the configuration dialog box. Remember that you must Save if you want your settings to be changed permanently. Otherwise they will be lost when you reboot. If you have changed the buffer size value before you click on "OK", one of the following will happen. If you are inside a program, an alert box will tell you that you cannot change the size immediately but it is possible to save the buffer size for future use. If you are on the desktop, an alert box will ask if you want to set the new buffer size immediately. If you answer "Yes", all of the current accessories loaded into MultiDesk will be cleared from memory and the new buffer size will be allocated. * Desk Accessory Path This box shows the full pathname that was last used to load an accessory. It will be saved with the rest of the Configuration data when you use "Save". This way you can keep your accessories in a separate folder and the File Selector will look there first, whenever MultiDesk is started up. If you click anywhere inside this box, a File Selector will appear to let you choose a new pathname in which to find the desk accessories. * Setup File Path This box shows the full pathname that was last used to load or save a setup file. It will be saved with the rest of the Configuration data when you use "Save". Just as with the "Desk Accessory Path" box, you can click anywhere in the box and use a File Selector to choose a new pathname in which to find setup files. * Info Selecting "Info" will bring up the information dialog box, which displays the current version number, copyright notice, version date, and our mailing address. Select "OK" to exit the info box. * Exit Select "Exit" when you wish to return to what you were doing before you entered MultiDesk. This should be either the desktop, a program, or a higher level of MultiDesk (if you've loaded MultiDesk into itself). RUNNING MultiDesk AS A PROGRAM Another unique ability of MultiDesk is that the same disk file will run perfectly well as either a desk accessory or a program. If you want to use MultiDesk as a program, simply change the name from MULTDESK.ACC to MULTDESK.PRG, and then double-click it from the desktop to run it. We suggest making a permanent copy of MultiDesk called MULTDESK.PRG and keep it with your other programs, as well as keeping the accessory version active on your boot disk. When MultiDesk is run as a program, you can load and run standard ST desk accessories as if they were programs too. The advantage of this is that you don't have to set aside any permanent memory for accessories; you just use the accessory features that you need, then "Exit" MultiDesk to use another program! For example, suppose you only need the Atari Control Panel to set your desired screen colors and the system clock. Just run MultiDesk as a program, load the Control Panel, use it to set the colors, time and date, and "Exit". Running MultiDesk as a program gives you all the benefits of using desk accessories without taking any memory away from other programs, and without taking up a permanent slot in the "Desk" drop-down menu. Note that when MultiDesk is running as a program, the "Return" option in the configuration box cannot be deselected. Using "Install Application" You may use the desktop's "Install Application" feature to install MULTDESK.PRG as an application for "ACC" document types.If you do this, you can run a desk accessory the same way you run an ordinary program...simply by double-clicking on it! To do this,click once on the filename MULTDESK.PRG. Then move the mouse cursor to the "Options" menu, and select the entry titled "Install Application". In the dialog box that appears, type in the letters "ACC," but do not press "Return." Instead, use the mouse to click on the button labeled "Install." Now use the "Options" menu again to "Save Desktop," and the ST will write a file called DESKTOP.INF to your boot disk. Whenever you boot up with this disk, MULTDESK.PRG will be installed for ACC files. Now, when you double-click on any file with an extension of ACC the program version of MultiDesk will run, load the selected accessory, and immediately start it up. MULTDESK.PRG can also be installed as an application for "MLT" files. TROUBLESHOOTING We've tested MultiDesk with every accessory that we could find. (Almost 200 of them, in fact.) And so far, MultiDesk has been compatible with 95-97% of them. However, we can't guarantee that every other accessory that comes along will work with MultiDesk just as we can't guarantee that every accessory will work without MultiDesk. Potential problems can arise with desk accessories that use the GEM evnt_timer call. There are documented problems with using this call in a desk accessory; sometimes the system gets lost in the middle of the timer call, and sometimes it will just lock up. At the very least, it will probably cause a noticeable degradation in system speed. The upshot of this is that it's not a good idea to use evnt_timer in a desk accessory. Since there are a few desk accessories that use the evnt_timer call anyway (alarm clocks are the most common type) we've decided to allow you to choose for yourself whether you wish to enable an accessory's timer functions, by selecting or deselecting the "Timers" button in the Configuration Editor box. By default, the "Timers" button is turned off; you'll have to turn it on before any timer-related functions will work. Be aware, however, that when "Timers" is selected you may experience occasional weird symptoms such as those mentioned above. If you have a problem with MultiDesk that results in a system crash (bombs on the screen, or a sudden reset), the chances are very good that some other AUTO program or desk accessory is interfering with MultiDesk. The course of action in this case should be to remove all AUTO programs and accessories except MULTDESK.ACC, and see if MultiDesk will run when it's the only thing installed. If you're using a hard drive, try booting from a copy of the MultiDesk master floppy disk with your hard drive turned off (or bypassed). Always make sure that you have the latest version of hard disk auto-booting software, or Atari- supplied AUTO programs (like the Diablo Emulator for the SLM804 laser printer). If you're able to boot MultiDesk when it's the only thing installed, you can then try adding AUTO programs and desk accessories one at a time to try to find the one that causes the problem. Typed in by Chuckles. �����������������������������������������������������SEWER SOFTWARE presents the NEODESK docs...a huge effort (in 2 parts) typed by CHUCKLES. Our sincere thanx. This file was over 100k......subsequently now it's in 3 parts. ***************************************************************** * * * INSTALLING NEODESK ON YOUR BOOT DISK OR HARD DRIVE * * * ***************************************************************** NEODESK 2.0 is not copy-protected. You may thus copy it to your standard boot disk or your hard drive. NeoDesk may be stored in any folder or directory of your choice. Simply make sure that you copy all the NeoDesk program files, or NeoDesk will be unable to run. These are all located inside the NEODESK folder on your original NeoDesk 2.0 disk. If you find the previous explanation slightly confusing, the following installation procedure will simplify the entire process: * FOR HARD DRIVE USERS 1. Open a window to the "boot" partition of your hard drive. This is usually drive C. A "boot" partition is the partition from which all your accessories normally load. 2. Make sure the original NeoDesk 2.0 disk is in disk drive A. Then open a window to disk drive A. 3. Drag the NEODESK folder from the original NeoDesk 2.0 disk window (in disk drive A) to the window you opened from the hard drive. This will copy the NEODESK folder with all of its contents to your hard drive. * FOR FLOPPY DRIVE USERS 1. If you presently do not have a "boot" disk, then format a new disk. This will become your new "boot" disk. From now on, this disk should go in disk drive A whenever you turn on or reboot your computer. A "boot" disk is a disk that the computer uses to initialize itself and load its accessories from. 2. If you have a single drive system, then place the "boot" disk in drive A. If you have a double drive system, place the "boot" disk in drive B. 3. Open a window to the disk drive B icon. If you have a single drive system, simply press [Return] at the prompt asking you to insert disk B into drive A. (Your boot disk is now considered "disk B".) 4. Place the original NeoDesk disk into drive A. If you have a single drive system, remove your "boot" disk before inserting the original Neodesk disk. 5. Open a window to the disk drive A icon. If you have a single drive system, simply press [Return] at the prompt asking you to insert disk A into disk drive A. (Your NeoDesk disk is now considered "disk A".) 6. You should now have two open windows. Drag the NEODESK folder from the original NeoDesk disk window over to the window for your "boot" disk. This will copy the NEODESK folder to your "boot" disk. If you have a single drive system, the operating system will now ask you for a series of disk swaps. These will prompt you at different times to insert disk A and disk B into disk drive A. Carefully follow these prompts so that all the NeoDesk files will be copied correctly. The NeoDesk Control Panel and the NeoDesk Printer Queue are desk accessories, and thus must be in the "root directory" of your boot disk or hard drive. They are loaded automatically by the computer whenever you turn it on. To utilize them, make sure to copy the entire contents of the NEODESK.ACC folder (not the folder itself) to the "root directory" of your boot disk or hard disk. AUTOBOOTING NEODESK If you wish to have NeoDesk autoboot then you must tell the ST to do so. Different versions of TOS handle this in different ways. Anything older than TOS 1.4 does not support autobooting and thus you must use the public domain utility Startgem. Startgem was specially written for use with versions of TOS that do not support autobooting. The following procedure will show you how to install Startgem in your system: 1. Startgem consists of two files: STARTGEM.PRG and STARTGEM.INF. The first is the Startgem program itself, the second is a text file which tells it the name and location of the program you wish to have autobooted. The first is located inside the STARTGEM folder in your original NeoDesk disk. The second you will create from HARDDISK.INF or FLOPPY.INF files which are also located inside the STARTGEM folder. 2. Copy the STARTGEM.PRG file to the AUTO folder of your boot disk. This is the same disk from which all of your desk accessories are normally loaded from. If you do not have an AUTO folder, then you must create one now. 3. If you are booting a floppy drive, copy the FLOPPY.INF file to the root directory of your boot disk. Using the "Show Info" command you can now rename the FLOPPY.INF to STARTGEM.INF. 4. If you are booting from a hard drive, copy the HARDDISK.INF file to the root directory of drive C. Using the "Show Info" command, you can rename the HARDDISK.INF file to STARTGEM.INF. Basically, STARTGEM.INF must contain the complete name and path of the application that you wish to have autoboot. For example, if NEOMASTR.PRG (this executes NeoDesk) is stored in drive C inside a folder called NEODESK, then STARTGEM.INF should contain the following text: "C:\NEODESK\NEOMASTR.PRG". Startgem should also be the last file in your AUTO folder. There is no way to verify this from the GEM desktop, but from NeoDesk you can check with the "No Sort" file display option. The STARTGEM.INF may be edited by using any text editor or word processor; just be sure to save without formatting as an ASCII file. Versions 1.4 and above of TOS support autobooting and have no need for Startgem. The following procedure will show you how to install NeoDesk for autobooting from the GEM desktop. 1. Open a window to the NEODESK folder in your boot disk or hard disk boot partition. 2. Select the NEOMASTR.PRG icon. Then select "Install Application" from the Options menu. 3. Select the [Auto] button next to where it says "Boot Status". Press the [Return] key. 4. Select "Save Desktop" from the Options drop-down menu. Once you have set NeoDesk for autobooting, simply pressing the reset button on your computer will cause NeoDesk to automatically load and install itself in memory. LOADING NEODESK LOADING If you are not autobooting NeoDesk, you can load it by double- clicking on the NEOMASTR.PRG icon from the GEM desktop. LOADING PROCEDURE Once in memory, NeoDesk will search the directory (drive and path) that it was loaded from for the NeoDesk default information file. This file will contain the personalized information you save when you select the "Save Desktop" command from within NeoDesk. For color systems, this file is called NEODESKC.INF. Monochrome systems use a file called NEODESKM.INF. NeoDesk will use this file to set up the desktop to the same settings you had as when you last used the "Save Desktop" command. If NeoDesk cannot find this file, an alert box will come up and NeoDesk will utilize its standard default options. When NeoDesk cannot find its default information file, it will check your system for all active drives and install on the desktop the icons for each one it finds. This includes hard disk partitions and ramdisks. Unlike the GEM desktop, Neodesk allows up to three different kinds of drive icons on the desktop. These are disk drive icons, hard drive icons, and ramdisk icons. It is very likely that NeoDesk will initially confuse your ramdisk with a hard disk partition. This is due to the fact that there is no easy way for NeoDesk to know what kind of drives are installed. Once you have saved a corrected NEODESKC.INF or NEODESKM.INF file with the "Save Desktop" command, NeoDesk will know from now on what kind of drives you have without any problems. NeoDesk will also install a trashcan icon and add a new kind of icon, a printer icon. This last icon can be used with NeoDesk's Printer Queue Accessory (NEOQUEUE.ACC) or by itself for printing of files. For more information see the Printer Queue section. USING NEODESK THE DESKTOP In many ways, Neodesk works just like the GEM desktop. On the top of the screen, you will find the standard GEM menu bar. Here you will find most of NeoDesk's commands. The "desktop" is the area that is located below the menu bar. It consists of a standard pattern and color which can be changed by using NeoDesk's Icon Editor. If you wish to be more creative, the desktop can be replaced by your favorite Degas (PI2, PI3) or NeoChrome (NEO) picture. To change the desktop to a picture of your choice, simply choose a Degas or NeoChrome picture to fit the screen resolution that you are using (either medium or high resolution). For high resolution (mono), rename the picture to NEOPIC_M. For medium resolution (color) rename it to NEOPIC_C. Place it in the same directory as NeoDesk. The next time you boot up NeoDesk, the picture will be automatically loaded and placed on the desktop. For example, if you have a medium resolution Degas picture called TIGER.PI2, simply rename it to NEOPIC_C.PI2 and place it in the same directory as NeoDesk. The next time you boot up NeoDesk, the picture will be automatically loaded and placed on the desktop. MOUSE POINTER For the most part, NeoDesk will use the standard "arrow" mouse pointer shape for all of its operations. However, when you execute a folder or file move operation, NeoDesk will use the "hand" mouse pointer shape. This visual clue will indicate what type of file operation you are currently performing. Also, whenever NeoDesk is busy doing something it will display the "busy bee" mouse pointer shape. The mouse "rubber band" box which is used to select multiple icons also exhibits some improved performance. The mouse rubber box is what appears when you point the mouse to the desktop or inside a window and hold down the left mouse button. Make sure that it is not over an icon or window control. While the GEM desktop rubber band box can only be drawn towards the lower right of the screen, NeoDesk's rubber band box can be drawn in any direction. ICONS NeoDesk icons work in a very similar manner to those in the GEM desktop. NeoDesk allows you to edit any of the icons used by NeoDesk. For more information see the Icon Editor Section. Like the GEM desktop, you have a standard set of desktop icons. NeoDesk replaces the draw icon with three new icons which represent your hard drive, floppy drive, and ramdisk. On top of this, NeoDesk has a standard trashcan icon along with a brand new printer icon. The trashcan icon works just like the trashcan in the GEM desktop. Any file you drag over it will be deleted. If you wish to delete all the files in a drive, NeoDesk will allow you to drag that drive icon to the trashcan icon. The new hard drive, floppy drive, and ramdisk icons work just like the old drawer icons in the GEM desktop. They can be assigned to any drive of your choice. For more information see the Install Desktop Icon... entry in the Drop-Down Menus section. The new printer icon works either in conjunction with NeoDesk's Printer Queue or by itself. Whenever you wish to print a file, simply drag it over the printer icon and release the icon over it. If you wish, you can select a group of files to be printed at once. This is the same procedure you use when dragging an icon to the trashcan. If there is no Printer Queue loaded, the files will be printed directly to the printer. If the Printer Queue is loaded, the file names will be passed on to the Printer Queue. For more information see the Printer Queue section. A drive icon may be selected or opened (just like if you single or double-click on it) by holding down the [Shift] key while pressing the letter for that drive icon. Thus, if you wish to select the icon for drive A, simply press [Shift][A]. Pressing the icon letter a second time will open it (the same effect as double-clicking on it). You also have the standard set of file icons to represent all data files, program files, batch files, and folders. NeoDesk expands upon this by allowing you to define custom icons to represent any folder, file, or program of your choice. This is done by using NeoDesk's Icon Editor. For more information see the Icon Editor section. Any file icon from an open window may be dragged directly onto the NeoDesk desktop. When you release a file icon over the desktop, a copy of that icon is left on the desktop where you placed it. The original file is not affected in any way. Instead, the copy of the icon tells NeoDesk where that file is located. This allows you to place commonly used files and programs right on the desktop, so they are always within easy reach. Trying to open a desktop file icon whose original file is no longer stored in the same disk location, or after having removed the floppy disk containing that file, will result in an appropriate error message. A desktop file icon cannot be copied like a file icon inside a window. To remove any desktop file icon from the desktop, drag it to the trashcan; The original file will not be affected in any way. By selecting a desktop file icon from the desktop and then selecting the "Install Desktop Icon..." entry from the Options menu you may rename that icon to a new name (this new icon name may contain upper- and lower-case characters along with blank spaces.) This will not affect the path and name of the original file in any way. You can also give the desktop file icon a unique letter. Once a desktop file icon has a unique letter, you may select it by holding down the [Shift] key while pressing the letter. Pressing the letter for that icon a second time will have the same effect as double-clicking on it. This is the same keyboard system used to select drive icons. For more information see the Install Desktop Icon... entry in the drop-down menus section. WINDOWS NeoDesk uses custom windows which, while being very similar to any other standard GEM windows, offer many advantages. First of all, notice that NeoDesk's custom windows are much faster than the windows in the GEM desktop. They also do not use the "grow" and "shrink" boxes that the GEM desktop has, thus descreasing the amount of time needed to open or close a window. NeoDesk also raises the number of windows that may be opened at one time to seven. While there is a system limit of seven windows, the GEM desktop will only allow you to open four. Be warned, that if you have any desk accessories open that use windows, NeoDesk will only be able to open the remaining windows. If you open a NeoDesk window to a drive, you will find that at the top of the window the path and file template for that window will be displayed. The GEM desktop will only display the drive and path which you are looking at, while NeoDesk adds a file template. For more information see the "Select Template..." entry in the drop-down menus section. NeoDesk windows do not have a horizontal scroll bar. Instead, all the files to be displayed in the window are arranged to fit within the specified width of that window. If there are more files than will fit into the window, they will be scrolled towards the bottom of the window. In that case, you can use the vertical scroll bars to access those files. This allows you to clearly display your icons in windows that are placed side by side. The space that would have contained a horizontal scroll bar is instead used to display the volume name of the drive from which you have opened a window. For more information see the Show Information... entry in the drop-down menus section. The "close" button on NeoDesk windows works just like any other window's close button. This is the button on the upper left-hand corner of the window. Clicking on it once will cause the same effect as if you had selected the "Close" command from the "File" drop-down menu. For more information see the "Close" entry in the drop-down menus section. Clicking on the "full size" button on a NeoDesk window will cause it to grow to the full size of the screen. This is the button on the upper right-hand corner of the window. Once you have made a window full size, you may resize it to a new window size of your choice. From that point on, by clicking on the full size button you can have your window jump back and forth between its original location to your newly set location. You will also notice that to the lower left hand corner of the window there is a new special button indicated by the "<<" character. Clicking on this button will send that window to the back of any other windows that may be on the screen. This is the opposite of topping a window (when you click on a window that is not selected so that it becomes foremost one.) This will make it easier to arrange any windows that you may have open. The "Resize" button to the lower right hand corner of a window will allow you to resize that window to any size that you choose. Point to this button; then, while holding down the left mouse button, drag it to a new location on the screen. The outline of the window will follow the mouse pointer. Releasing the left mouse button will result in the window being resized. Under normal circumstances, the window status bar (the second line in the upper part of the window) displays the total number of items in the directory being displayed inside the window and their total size in bytes. It is the total size of all the files in the window, not including folders. If, because of window size, the contents of this bar cannot be displayed in its entirety you can scroll its contents by clicking on the scroll arrows to either side of it. If you select a file icon inside a window, the window status bar will instead display the file's size, date stamp, read/write status, and file archive bit. The file's size is displayed in bytes. The file's date stamp is the last date that the file was modified or created whichever is more recent. The read/write status tells you if the file can be only read or read and written to. An "R" is shown if the file is read-only and a "R/W" if it is read/write. A read-only file may not be deleted or modified in any way. The archive bit is used by backup software to indicate if the file has been modified since the last time it was backed up. Whenever a file is copied or modified NeoDesk will turn that file's archive bit on (an "A" will appear) to indicate that you should archive the file (make a backup) as soon as possible. It is the backup software's responsibility to turn the archive bit off when they backup the file. This is the same method used by the new TOS 1.4 ROMs. For more information see the Show Information... entry in the Drop-down Menus section. Selecting multiple files in the same window will result in the sum of the files' sizes (folder sizes are not calculated) being displayed on that window's status bar. Selecting a single folder displays the creation time and date of that folder. Neodesk windows will repeat themselves when you try scrolling their contents. When you point the mouse and hold down the left mouse button over any of the scroll arrows or scroll areas in a NeoDesk window, the scroll bar (and its affected contents) will continue scrolling in the direction that you are pointing the mouse for as long as you are holding down the left mouse button. While this feature is normally only available on newer machines, we have implemented this in such a way that it will work with all machines. There is an obscure bug in the built-in GEM Desktop that allows users to select icons from a non-selected window (one that is not in front) by simply holding down the right mouse button while selecting the icons with the left mouse button. We have kept the benefits of this bug while expanding on the features it offers so that with NeoDesk you are also allowed to scroll, resize, and send to back any window that is not selected by simply holding down the right mouse button while selecting these operations with the left mouse button. DROP-DOWN MENUS On the GEM menu bar at the top of the desktop, you will find most of NeoDesk's commands. These are selected in the same way normal GEM menu choices are made. Simply point to the entry of your choice and click on it with the left mouse button. Next to every menu entry you will find a keyboard equivalent for that command. There are three types of keyboard equivalents. They require that you either hold down the [Control] key, the [Alternate] key, or that you press the displayed key. To save space in the drop-down menus the symbol "^" is used to represent "Control" and "[Alt]" represents "Alternate". For example, if you wish to select the "O^" keyboard equivalent, simply hold down the [Control] key while pressing the "O" key. While "[Alt]H" would mean that you are supposed to hold down the [Alternate] key while pressing the [H] key. Finally, "F1" and "Esc" simply require that you press the keys with those labels. If any drop-down menu entry is currently not available, it will be displayed in light gray text, instead of the standard black text. Available menu entries will be displayed in black text, and will reverse image when you point at them with the mouse. NEODESK DROP-DOWN MENU * ABOUT NEODESK The "About NeoDesk" entry in the NeoDesk drop-down menu will display important copyright information about the program, and will also display the TOS version that is installed in your machine. In addition, it will display how much memory is currently installed in your system along with how much memory is presently free and available for program use. The actual memory available for program use will be slightly higher, especially if you have NeoDesk set to remove itself from memory whenever you execute a program. For more information see the Set Preferences... entry in this section. If you previously have installed a reset-proof ramdisk in your Auto folder, the total amount of memory displayed by NeoDesk will be minus the size of that ramdisk. This also applies to programs like "Revolver" and "Shadow". Also displayed here will be NeoDesk's version and serial number. To close this display, simply press the [Return] key or click on any part of the deskpad. * DESK ACCESSORIES Under this entry, below the gray bar, will be the desk accessories that you have installed. NeoDesk does not make any changes to the way the GEM/TOS operating system works, so unless you use a program specially designed to increase the number of desk accessories, you are still subject to the standard limit of six accessories. If you have correctly installed the NeoDesk Control Panel and the NeoDesk Printer Queue, they will appear under the "About NeoDesk" entry with the other accessories. * PRINTER QUEUE If correctly installed, the "Printer Queue" entry under the NeoDesk drop-down menu will call the NeoDesk Printer Queue desk accessory. This desk accessory handles the printing of any files sent to the printer via NeoDesk. It also allows you to set the printer configuration. You may also use this accessory from inside any standard GEM program. For more information on the installation and operation of this desk accessory see the Printer Queue section of this manual. * CONTROL PANEL If correctly installed, the "Neo Control Panel" entry under the NeoDesk drop-down menu will call the NeoDesk Control Panel desk accessory. It is available from any standard GEM program. This new control panel replaces the Atari Control Panel that you received in your "Language disk" which came with your ST. It takes up less memory than Atari's control panel while offering several new features, including a screen saver and a corner clock. It also works in any screen resolution. For more information on the installation and operation of this desk accessory see the Control Panel section of this manual. FILE DROP-DOWN MENU * OPEN The "Open" entry in the File drop-down menu will open any icon that is presently selected. This is the same operation as double- clicking on an icon on the screen. When you open a program icon, the program is executed. When you open a data file icon, one of two things will happen. If you have previously installed an application to recognize that type of document, the application will be opened, and the name and path of the document will be passed on to it. Otherwise, the file will be displayed on the screen. For more information see the Install Application... entry in this section. If you hold down the [Alternate] key while opening a file (or double-clicking on it), it will automatically be displayed to the screen no matter what type of file it is. When a file is displayed to the screen, it is displayed without format just as it is stored on the disk. When the screen fills, the <More> prompt appears. Press the [Return] key to display the next line, or [Space Bar] to display the next screen. You can also click once with the left mouse button to display the next screen. When NeoDesk has finished displaying the file, you will be prompted to "Press any key or the left mouse button to return to the desktop". You may also return to the desktop at any time during the display by pressing "Q" for quit, [Esc] for escape, [Control][C] for cancel, or by double-clicking the left mouse button. NeoDesk has a secondary display mode, to which you can toggle back and forth by pressing [Control][Z]. In this secondary display mode, you can view a file by pressing any key as a toggle, to pause or continue its display. Pressing [Control][Z] again will return you to the normal file display mode. If this secondary display mode is used when viewing a file, it will remain in effect the next time you view a file. If you select a series of data files, and then hold down the [Shift] key while double-clicking on any program icon, that program will be executed and the names and paths of the data files selected will be passed on as a program parameter. You will discover that many word processors and editors (such as Word Writer and Tempus) will let you utilize this method to choose a data file that you wish to edit. While most programs will only recognize the first name selected, some programs (like Tempus) will allow up to four files to be loaded at once using this method. Because there is no easy way for NeoDesk to know which file you wish to open, you cannot use the drop-down entry "Open" to make this feature work. Instead, you must double-click on the program file. If you wish to open an icon which is on the desktop without using the mouse, simply hold down the [Shift] key and press the letter for that icon twice. For example, if you wish to open a window to drive C, simply hold down the [Shift] key and press the [C] key twice. This is the same effect as double-clicking on the icon with the mouse. If you wish to open a file icon that you have placed on the desktop using this method, you must make sure that you have first given it a unique identifying letter using the Install Desktop Icon... command. If a batch file interpreter (also known as a command line interpreter, shell, or just CLI) is installed in the Set Preferences... dialog box when you open a batch file, NeoDesk will execute the batch file interpreter and pass on to it the name and path of the batch file selected as a program parameter. When a file ending in ".TTP" (Tos Takes Parameters) or ".BPT" (Batch file Takes Parameters) is opened, a dialog box will appear asking for any parameters to pass on to the program or batch file selected. Unlike the built-in GEM Desktop's dialog box which will only allow a small quantity of characters and will convert anything entered in upper case, NeoDesk will allow you to enter up to 126 characters consisting of upper- and lower-case letters. This is where file redirection instructions can be entered. File redirection does not work with GEM programs, but only with TOS programs written to take advantage of this. You may redirect the output to either a new file "> {filename}" or to the end of an already created file ">> {filename}". You can even redirect output to your printer "> PRN:". The input may also be redirected from another file "< {filename}". * SHOW INFORMATION The "Show Information..." entry in the File drop-down menu displays information about the item selected. Depending on the type of item you choose, options offered include the abilities to change file names as well as volume names on floppy disks or hard disk partitions. Another option for files is to update the date and time stamp and to change the read/write status. When "Show Information..." is selected for a drive icon, a very detailed report about the disk will be displayed. You will have the option to create and/or change the volume name for that disk providing that it is not write-protected. NeoDesk uses its own volume name format. This is due to the fact that Atari never supplied a reliable way to change the volume name on a disk on all TOS versions. Our volume name format offers several advantages. First of all, it can be up to 20 characters long. Second, it can contain just about any character of your choice. Finally, you can change it at any time. NeoDesk stores the volume name in a 21-byte hidden file called NEODESK.DAT. When you "Show Information..." on a file icon, you are allowed to set the date and time of that file to match the present system time. This is commonly called the touch command. Simply select the "Set date and time to right now" button so that the file will be touched and thus have the present system date and time when the "OK" button is selected. The file's Read/Write status can also be determined and changed. "Read and Write" is the normal option and when selected, it allows you to modify or delete the file. "Read Only" works like a write-protect tab for individual files and when selected, it prevents that file from being modified or deleted. A file can be renamed by typing a new name into the editable field shown at the top of the dialog box. It is possible to change a file's name even if it is in "Read Only" mode. We also offer a much faster way to rename files. Hold down the [Control] key and click once on the file to be renamed. A small dialog box will appear prompting you for a new name for that file. If you wish to rename multiple files, hold down the [Shift] key and select the files to be renamed. Then hold down both the [Control] and [Shift] keys and click on any of the selected files. NeoDesk will now prompt you one by one for a new name for each of the selected files. At each file the option is given to either "Skip" that file or just "Abort" the entire operation. When you "Show Information..." on a folder icon, a dialog box will be shown. It displays the folder's name, date and time it was created, number of files and folders in it , total number of hidden/system files, and the folder's total size in bytes. If you have one of the newer versions of GEM/TOS that support renaming folders (TOS 1.4 or above), hold down the [Control] key and click on a folder. If you can rename it, enter a new name just like renaming a file. On older GEM/TOS versions, an alert box will come up informing you that if you wish to rename a folder simply move it to a folder with a new name. For more information see the Disk & File Operations section. ���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������Part II of the NEODESK 2.0 docs by CHUCKLES. * CLOSE FOLDER The "Close Folder..." entry under the File drop-down menu will close the current folder. When displaying a folder directory, that directory closes and the directory the folder is in will be displayed in the window. This option is not available if you are displaying a disk's root directory. Remember, this only works on the "active" or "topped" window. This is the equivalent of clicking on a window's close button from inside a folder. * CLOSE WINDOW The "Close Window..." entry under the File drop down menu will close an active window and remove it from the screen in one step, even if you are displaying a folder. * CREATE NEW FOLDER The "Create New Folder..." entry in the File drop-down menu will allow you to create a new folder. While folders are not files, they do hold files in order to separate them from other files. A folder may also contain other folders down to eight levels deep. For this command to be available, an active window must be displayed to the directory in which you wish to create the new folder. * FORMAT FLOPPY The "Format Floppy..." entry in the File drop-down menu will allow a floppy disk to be formatted in the selected drive. This option will only be available if you have selected the icon for the floppy drive to be formatted. The formatting dialog will give a number of formatting options. Formatting any floppy beyond 80 tracks is not standard and thus officially not considered reliable, though many people have reported no problems in going beyond this limit. You will find that it might offer quite a bit of additional storage space. Machines with a GEM/TOS operating system dated 1987 or later will support "fast" (also known as "twisted") disk formats. NeoDesk will automatically recognize these machines and turn on the "twister" option so that any disk formatted will be automatically "twisted". For the most part, both 9 and 10 sectors per track can be used reliably on any Atari system. The more sectors per track, the more space will be available on that disk. Of course, 10 sector disks have more information stored on them, so opening a window to a 10 sector disk will take a bit longer than opening a window to a 9 sector disk. If your machine does not support "twister" format, the fastest type of disk that can be formatted is a 9 sector disk. If your machine does indeed support "twister" format, you will find that 10 sector disks are slightly faster than 9 sector disks when reading and writing large files. All disks formatted with NeoDesk contain the correct boot sector information required so that they can be read by the MS-DOS operating system. Pressing [Control][C] or the [Undo] key will abort any disk format operation, though the disk will be unusable until formatted again. * QUIT NEODESK The "Quit NeoDesk..." entry in the File drop-down menu will allow you to quit NeoDesk and return to the built-in GEM Desktop. VIEW DROP-DOWN MENU * SHOW AS ICONS The "Show as Icons" entry under the View drop-down menu will display the directories icons. When a directory is shown as icons, different pictures (icons) in the windows indicate different items or types of items. Items shown as icons are listed horizontally, left to right across the window. A check mark will appear to the left of this entry if it has been selected. Icons may be edited or new ones created with the NeoDesk Icon Editor. For more information see the Icon Editor section. * SHOW AS TEXT The "Show as Text" entry in the View drop-down menu allows a directory to be displayed as text. A small box to the left of a filename signifies that the item is a folder. If you are using the multiple column display option (see the 1 Column/1Column entry in this section) the items shown as text will be listed from left to right, otherwise they are listed vertically, from top to bottom. Items shown as text may be opened, copied, moved, and deleted using the same techniques as icons. * SMALL TEXT/LARGE TEXT The "Small Text" or "Large Text" entries in the View drop-down menu will let you choose which text size you wish to use when you are using "Show as Text". This is a toggle, which will change every time it is chosen. * 1 COLUMN/1 COLUMN The "1 Column" or "1 Column" entries in the View drop-down menu will allow the choice of which format "Show as Text" will use. "1 Column" will result in all file names and information being displayed in a vertical manner from top to bottom. This is the way the built-in GEM Desktop works. "1 Column" will result in NeoDesk displaying all file names and information in a left to right, top to bottom format similar to the method used to display icons. This will allow the display of multiple columns of files. The number of columns is only limited to the size of your window and text. * SHOW SIZE The "Show Size" entry in the View drop-down menu will let you choose whether or not "Show as Text" will display a file's size. The file's size is displayed in bytes. Folders will display a file size of zero. This is the number returned by the GEM/TOS operating system, future ROM versions may use this number to display the actual folder size. * SHOW DATE The "Show Date" entry in the View drop-down menu will let you choose whether or not "Show as Text" will display a file's date stamp. This will be the last date that a file was either modified or created. See the "Show Information..." entry in this section for how to update a file's date stamp. * SHOW TIME The "Show Time" entry in the View drop-down menu will let you choose whether or not "Show as Text" will display a file's time stamp. * UPDATE WINDOW The "Update Window" entry in the View drop-down menu will update the contents of your present active window to make sure it is displaying the actual items on the disk. For example, if you open disk A's window, and then change the disk inside drive A, the directory in the window will not automatically show the items on the disk. We strongly recommend using this command whenever changing a drive's disk. SORT DROP-DOWN MENU * SORT ITEMS BY NAME The "Sort Items by Name" entry in the Sort drop-down menu will let you specify if you want items listed in alphabetical order, folders before files. * SORT ITEMS BY DATE The "Sort Items by Date" entry in the Sort drop-down menu will let you specify if you want items listed in chronological order, with the most recently modified (or created) item appearing first, folders before files. * SORT ITEMS BY SIZE The "Sort Items by Size" entry in the Sort drop-down menu will let you specify if you want items listed according to there size in bytes, with the largest items appearing first, folders before files. * SORT ITEMS BY TYPE The "Sort Items by Type" entry in the Sort drop-down menu will let you specify if you want items listed alphabetically by there extenders. Items with common extenders are grouped together in alphabetical order by name, folders before files. * NO SORT The "No Sort" entry in the Sort drop-down menu will let you specify that you do not want any items sorted. Files and folders will be displayed in whatever order they are physically stored on the disk. This is very useful for users who wish to find out in what order there accessories or AUTO folder programs are being loaded. * SELECT TEMPLATE The "Select Template..." entry in the Sort drop-down menu will let you specify a custom file template to be used to sort a window's contents. Each open window is allowed to have its own unique template. To select a template, enter the template you wish to use in the editable field. Wildcards are allowed. The "*" character substitutes for all possible characters and combinations of characters, and you can replace an entire name or extender. The "?" character substitutes for any individual character. For example, "*.ACC" would show all accessories in a window, "NEO*.*" all files starting with the letters "NEO", and "*.?C?" all files whose extentions have a "C" as their second letter. The template is reset to "*.*" (all files) by either closing and opening a window or clearing the template line in the "Select Template..." dialog box. OPTIONS DROP-DOWN MENU * INSTALL DESKTOP ICON... The "Install Desktop Icon..." entry in the Options drop-down menu will let you install, change or remove a desktop icon. It does not require that a desktop icon be selected, unlike the built-in GEM Desktop. To install a new desktop icon, simply enter the name and letter of the icon to install (no drive letter is needed if installing a printer or trashcan icon), then point to the icon to install. Hold down the left mouse button, and drag the icon you have selected from the dialog box. You are also able to change the name or remove any selected icon; simply select that icon before choosing this option. You can change the name of any program or data file icon that is on the desktop. The new name will not affect the original file name and can consist of any series of characters. For information see the Icons section in this manual. * INSTALL APPLICATION The "Install Application..." entry in the Options drop-down menu will let you install an application so that you will be able to open a data file directly from the desktop into that application without having to open the application first. Thus, if a word processor has been installed with this option, to edit a document belonging to that word processor simply double-click on the document. The word processor will be loaded first and then it will load the document you selected. To install an application, first select a program or ".BTP" (Batch File takes Parameters) icon from any window, then select "Install Application...". It will then let you install up to two different file extenders to that program or batch file. Once you have installed this, opening any document ending with those extenders will result in the appropriate application or batch file being loaded and the document you selected being passed to the program. When the application is executed, its path becomes the current system path, and the entire path and name of the document is passed on to the program as a program parameter. This means that an application which requires a resource file can be placed outside the folder in which the document resides. The built-in GEM desktop does not allow this. If you were to place the application in a separate folder or drive, it would not be able to find its resource file. In the case of a ".BTP" batch file, the document's name and path is passed on as a parameter of the batch file, which is then executed by your Batch File Interpreter. The name that is passed, is the shortest one possible. Thus, if a document is in the same path as the application, only the document name is passed. Wildcards are allowed when installing an application. See the "File Templates... entry in this section for a complete explanation of how wildcards work. * SNAP ICONS TO GRID The "Snap Icons to Grid" entry in the Options drop-down menu will "Snap" the desktop icons to a predefined grid size. A dialog box is presented which allows you to customize the grid size. The shaded boxes represent the largest possible size of an icon. By clicking on the arrow buttons you are allowed to set the distance between icons. Pressing the "Defaults" button will restore the grid defaults to their original state. Once the grid size is set, pressing the "Snap" button will cause the desktop icons to snap to the grid. * EDIT ENVIRONMENT The "Edit Environment..." entry in the Options drop-down menu will allow up to ten environment strings to be entered. When a program is executed, a special pointer is passed on to it indicating where these variables are located in memory. Though most programs ignore this option, some shells and compilers (like Mark Williams C) take advantage of this feature. This allows many programmers to compile from the desktop, something which was literally impossible from the built-in GEM desktop. For example, environmental variables might read like "PATH=C:\BIN" or "LIB=C:\LIBRARY". Most casual users will have little or no use for this feature. As a small piece of trivia, the need for this feature was one of the original reasons that prompted Dan Wilga to write NeoDesk. * SET PREFERENCES... The "Set Preferences..." entry in the Options drop-down menu will customize many of NeoDesk's settings. When you select this setting, you will be presented with a dialog box. First of all, this sets the "Icon Dragging Mode" that will be used. If you select "Copy", whenever an icon is dragged to a new position to perform a file operation, it will proceed to make a copy of that item at the new location specified. If you select "Move", whenever you drag an icon to perform a file operation, it will proceed to physically "move" that item to a new location specified. If you select "Ask", whenever you drag an icon to a new position in a window, NeoDesk will ask if you wish to "copy", or "move" the item in question. For more information see the Disk & File Operations section. You can also specify to have NeoDesk "Confirm Copies/Moves". If "Yes" is selected, whenever a "copy" or "move" operation is attempted, you will be prompted for confirmation. If you wish, the entire operation may be cancelled before it has begun. When this option is on, the status display for "Copying" or "Moving" will show how many files are remaining to be copied before the operation is completed. NeoDesk can also "Confirm Deletes". If you select "Yes", whenever deleting a file or drive, NeoDesk will prompt you for confirmation, and allow you to cancel the operation before it begins. When this option is on, the status display for "Deleting" will show how many files are remaining to be deleted before the operation is completed. The "Status Displays" option chooses if NeoDesk will display a special Status Display during any file operation that will show which file operation is taking place and which file is presently being manipulated. This option also chooses if a status display will be shown while a disk is being formatted. The "Pause After TOS Apps" option allows you to choose to have NeoDesk pause the display after all ".TOS", ".TTP", and ".BTP" applications finish executing. This is very useful in preventing the loss of valuable data when exiting a "TOS" (text based) application. The "Use Master to Execute" option requires a little more explanation on how NeoDesk works. When you run the NEOMASTR.PRG file, you are really executing a special "NeoDesk Master Shell" that will in turn load and execute the NeoDesk program (NEODESK.EXE). Whenever an application is executed, the Master Shell will unload NeoDesk from memory, and load and execute the application. This will save about 130K of memory. When running a program, the Master Shell takes up less than 24K of memory. After quitting the program that you were running, the Master Shell will reload the NeoDesk program returning to where you were before. This is what happens when "Yes" is selected in this choice. Select "No" and the Master Shell will keep NeoDesk in memory while the application is running. The main advantage to this is speed, because NeoDesk no longer has to be reloaded. However, using this option will take up about 154K of memory at all times, even when running a program. Thus, we only recommend this option for larger memory systems or when running very small programs. If you are using the Master Shell to load and unload NeoDesk, you may specify in the "Alternate NeoDesk Path" an alternate directory and path for the Master Shell to use to load NeoDesk from. It loads the NEODESK.EXE file plus the appropriate resource file (.RSC) for that screen resolution. This can be a ramdisk, Drive B, or anywhere else. The directory, path, and name of the "Batch File Interpreter" that you are using can also be specified. Whenever you open a batch file, this Batch File Interpreter (or Command Line Interpreter) will be loaded, and the name and path of the batch file will be passed on to it, along with any parameters for the batch file. See the Batch Files section for more information. In the "Program to Auto-execute" line, the directory, path, and name of any program to be automatically executed after NeoDesk is first loaded, may be entered. This program is executed right after the NEOAUTO.BAT batch file. The "Maximum Files per Folder" signifies the maximum number of items that can be viewed and sorted in any one directory. Because one must allocate enough memory to sort the files in a directory, there is a physical limit to the number of files NeoDesk can view or sort. If you exceed the number of files shown here, NeoDesk will display as many files as possible. The ones shown will be the first ones stored on the disk. The default is 112 files, since that is the standard limit of folders and files in the root directory of a floppy disk. If you do not have enough memory in your system to display 112 files, NeoDesk will lower that number to the actual number of files it can display. If this limit is too low for your needs, you can edit it to any number that you wish. This number is limited by memory, but it can represent, at most, 999 files. While all the memory used to view and sort files is returned to the system whenever a program is run, it might be useful to keep this number as low as possible because it uses the same memory that NeoDesk needs when copying files. * SAVE DESKTOP The "Save Desktop" entry in the Options drop-down menu will save a NEODESKM.INF or NEODESKC.INF file (the first is for monochrome and the second for color) to the directory that the NEOMASTR.PRG was initially loaded from. This file will contain information on the location, name, and type of icons on the desktop. It will also contain the size, location, file template, and scroll bar status of any window you have open on the desktop. It will save the size and location of any window previously opened. All environmental variables, any parameters entered for TOS Takes Parameter or Batch file Takes Parameter files, and any selections you have set in the drop-down menus, such as "Set Preferences..." and "Snap Icons to Grid..." will also be included. This will make it possible for you to return to NeoDesk and have it come up just the way you left it when you last saved a copy to the "desktop". Since NeoDesk keeps separate color and monochrome information files, owners of both monitors will be able to keep different desktops for each resolution. * LOAD DESKTOP The "Load Desktop" entry in the Options drop-down menu will load a desktop information file that was previously saved with the "Save Desktop" command. To use this feature, simply select a desktop information file icon and select this entry. NeoDesk will analyze the file, and if it is a correct desktop information file, proceed to load it into memory. This will allow you to have different desktops for specific applications with your favourite programs right on the desktop. * PRINT DESKTOP The "Print Desktop" entry in the Options drop-down menu will print a copy of the screen to a dot matrix printer. Everything on the screen is printed. This is the same "Print Screen" command that is available in the built-in GEM desktop. There are commercial and public domain programs that will change the type of printers the screen dump can print to. Under normal circumstances the Atari ST assumes it is printing to an "Epson FX" compatible printer. DISK AND FILE OPERATIONS NeoDesk utilizes all available memory for disk and file operations. It will read in as many files as possible before writing them to disk. This will minimize the number of disk swaps and guarantee the shortest time possible. Thus, the more free memory you have, the less disk swaps and the faster file copies will be. * STATUS FILE DISPLAYS If this option is selected in the Set Preferences... dialog box, every time a disk operation (copy, move, or delete) is performed, a status file box will appear. This will report the type of operation that is taking place and which file is presently being manipulated. If "Confirm Copies/Moves" or "Confirm Deletes" is turned on then the status display will show how many file operations remain to be performed. * COPYING FILES When copying a file, NeoDesk preserves the date and time stamp of the original file, which older versions of the built-in GEM desktop do not do. NeoDesk does not allow a file to be copied to itself. This might result in the file becoming truncated, especially if the copy is performed with older versions of the GEM/TOS operating system. NeoDesk displays the mouse pointer in the standard arrow shape when performing a file copy operation. Any file copy operation may be aborted by holding down [Control][C] or the [Undo] key. * MOVING FILES When moving a file, NeoDesk physically moves that file to its new location. When performing a file move operation, NeoDesk will display the mouse pointer as a flat hand. When you move a file to a different drive, NeoDesk will first copy the file and then delete the original. Any file move operation may be aborted by [Control][C] or [Undo]. * CHOOSING BETWEEN MOVE AND COPY Under Set Preferences... you can choose which file operation is to be carried out whenever a file or folder icon is dragged to a new location within a window or on a drive. NeoDesk will display the mouse pointer as a flat hand rather than the standard arrow mouse pointer shape when performing file move operations. The file operation may be toggled by holding down the [Control], [Shift], and [Alternate] keys while performing the actual file drag. This only works after you have started dragging the items to be copied or moved, and before releasing them at there new location. Thus, if "Copy" was selected under Set Preferences... and you wanted to move a file, simply select the file you want to move, pick it up with the mouse, hold down the [Control], [Shift], and [Alternate] keys, then drag the file to a new location. You will notice that the mouse changes to a flat hand shape signifying a file move operation. * RENAMING FILES & FOLDERS Renaming files can be done either by using the Show Information.. command or by holding down the [Control]key and then clicking on the file of your choice. See the Show Information... entry in the previous section for more information. On machines with a TOS version older than TOS 1.4 the renaming of folders is not allowed. There is a simple alternative to this. Simply move the folder within the same window and give it a new name. If you are running TOS 1.4 or above, NeoDesk will allow you to directly rename the folder by holding down the [Control] key while clicking on the folder. * DELETING FILES & DISKS Files may be deleted by simply dragging them to the trashcan. If "Confirm Deletes" is selected you will be asked to confirm the operation before starting it. The file delete process may be interrupted by [Control][C] or [Undo]. Once a file has been deleted, there is no easy way to recover it. Disk icons may also be dragged to the trashcan. NeoDesk will display a warning and allow you to cancel before executing such a dangerous procedure. This procedure will result in all files belonging to that drive (including hidden/system files) being deleted. This is very useful for emptying the contents of a ramdisk. * DISK COPYING When a drive icon is dragged to another drive icon,NeoDesk analyzes the disk types to see what kind of disk copy is possible. An estimate of how many disk swaps are required will be shown. A disk swap is defined as being when NeoDesk goes back and forth between the source drive and the destination drive for information. Any disk copy operation may be aborted by [Control][C] or [Undo]. Three options are available in this process: 1. COPY ALL FILES, just as if all the files from the source drive had been dragged to the destination drive. All data is preserved in the destination drive, and the success of this operation is simply based on there being enough available space in the destination drive for all of the files to be copied. 2. COPY ALL SECTORS WITH FORMAT, where NeoDesk will analyze the source disk and then format the destination disk to the same size and type as the source disk. This only works IF the destination drive can format a disk of the same size and type as the source disk, such as with floppy disks, or when copying a ramdisk to a floppy. (This last one will ONLY work if the ramdisk imitates a floppy disk down to the correct size and type of floppy that the disk drive can handle along with the necessary boot sector information). This option will only copy disks that NeoDesk is capable of reproducing. NeoDesk can reproduce any disk that TOS is capable of formatting. However, most exotic formatters use custom formatting routines which TOS is unable to imitate. If you use one of the more exotic formatters available, NeoDesk might not be able to reproduce the disk. It is doubtful that NeoDesk will correctly copy a disk that is copy-protected. 3. COPY ALL SECTORS WITHOUT FORMAT, only IF both disks have been previously formatted to the same size and type. All data on the destination disk will be destroyed. This is how the built-in GEM desktop disk copy works. This option will also work with identical hard disk partitions. If both hard disk partitions are exactly the same size and type (and have equal number of bad sectors) then NeoDesk will let you backup one hard disk partition to another. BATCH FILES Batch files are files that contain a list of commands belonging to a Batch File Interpreter (also known as a Command Line Interpreter or Command Shell), that can automate a series of operation. For batch files to work, the name and path of the Batch File Interpreter must be entered in the Set Preferences... dialog box. Once the name has been entered, pressing [Control][B] (B is for Batch) forces NeoDesk to execute the Batch File Interpreter. When a batch file is opened, NeoDesk will load the Batch File Interpreter and give it the name and path of the batch file selected as a parameter. It is then up to the Batch File Interpreter to execute the batch file's commands. By adding the correct "exit" command to terminate the Batch File Interpreter, you will return to NeoDesk as soon as the batch file has executed. NeoDesk supports two types of batch files. The standard ".BAT" batch files and the special ".BTP" (Batch file Takes Parameters) batch files. This last one works in the same manner as ".TTP" (TOS Takes Parameter) files. Whenever it is executed, the File Parameter dialog box will appear. Here any special parameters that should be passed on to the batch file can be entered. For example, a batch file which deletes files might take the names of the files it should delete as a parameter. Saving files with either the ".BTP" or ".BAT" file endings will result in NeoDesk assigning that file a special batch file icon. This icon may, of course, be edited or overriden using the NeoDesk Icon Editor. When NeoDesk first boots up, it searches for a batch file named NEOAUTO.BAT in the same directory as it was loaded from. This allows you to automate any batch file commands that should be executed at boot time. Not all Batch File Interpreters work with NeoDesk. If the shell you use ignores any Command Line Parameters passed to it, then it will not work correctly. Many other shells which have no problem reading ".BAT" files, will refuse to read ".BTP" files. Msh, a Batch File Interpreter from the Mark Williams Company is a good example of a Batch File Interpreter that has no problems with either ".BAT" or ".BTP" files. Included in your original NeoDesk 2.0 disk is a public domain Batch File Interpreter called COMMAND.TOS. It has no documentation (other than pressing "?" at its prompt) and it has been known to crash, but for simple batch files it is more than adequate. It will work with both types of batch files. CONTROL PANEL OVERVIEW NeoDesk's Control Panel is a powerful replacement for the Atari Control Panel that comes in the ST's Language disk. It incorporates nearly all the functions of the original, while adding several other frequently used ones. It will also work in any screen resolution. Two major features on Atari's Control Panel you will not find in the NeoDesk Control Panel. First is the ability to change the parameters for the RS-232 port. This was intentionally omitted for two reasons. The first one is that most programs that use the RS-232 port for communications already provide a method of setting parameters. The second reason involves the inability to legally inquire the state of the RS-232 port from older versions of the Atari Operating System. Because there is no way for a given program to know what the RS-232 values are, applications such as Atari's Control Panel will reset the RS-232 values whenever they are executed. The second missing feature is the ability to change the printer settings. We found it more useful to include this in the NeoDesk Printer Queue rather than in the NeoDesk Control Panel. INSTALLING THE CONTROL PANEL * FOR HARD DRIVE USERS Copy the NEOCNTRL.ACC and NEOCNTRL.RSC files from the NEODESK.ACC folder in the NeoDesk 2.0 Master Disk to the root directory of your hard disk. If there is more than one partition in the hard drive, make sure to copy the files to the partition that is used for booting the hard disk (usually drive C). * FOR FLOPPY DRIVE USERS Copy the NEOCNTRL.ACC and NEOCNTRL.RSC files from the NEODESK.ACC folder in the NeoDesk 2.0 Master Disk to your boot disk. This is the disk that is normally placed in drive A when booting the computer. From this point on, rebooting your computer will force the NeoDesk Control Panel to be loaded and installed. It will appear listed as any other desk accessory, under the NeoDesk drop-down menu. OPERATING THE CONTROL PANEL To open the NeoDesk Control Panel, select the "Neo Control Panel" entry as it appears under the NeoDesk drop-down menu. Selecting the "Set Date and Time" button produces a dialog box that allows a new date and time to be set. If "24-hr" (hour) mode is selected, you will be prompted to give the time in 24 hour format. Otherwise, you will be prompted to give the time in 12 hour format (am/pm). The date is entered in standard month/day/year format, where the year can be any number from 00 to 99, with ant number greater than 79 interpreted as 1900 plus that number and any number smaller than 80 as 2000 plus the number (1980-2070). If your computer has European ROM's the date format will appear in standard European date format. Turning on the "Corner Clock" option in the NeoDesk Control Panel will continually display the time in the upper right hand corner of the screen. Unlike other corner clocks, this clock will be updated once per second in an attempt to save as much processor time as possible. It will work in all screen resolutions. Using the NeoDesk Control Panel screen saver will help prevent "phosphor burn-in" on the monitor. This can occur when the screen displays the same image for extended periods of time. To help prevent this, the screen saver changes the appearance of the screen after a set time of inactivity. If you do not touch the mouse or keyboard for the amount of time specified in the screen saver option, the display will change. If you are using a color monitor, the screen will become completely black. On a monochrome monitor the screen will begin to cycle back and forth between the white on black and black on white display modes, depending on the interval set. Pressing any key, mouse button, or moving the mouse will restore the screen to its normal status. Mr. Wilga's favourite method of accomplishing this is to hit the table with enough force to cause the mouse to move. (Ed. note: What will the man think of next?) The "Blitter Chip" option will allow you to turn your BLITTER graphics chip on or off. If you do not have a blitter installed, this option will remain off. The built-in GEM desktop does not always reflect the actual status of the blitter, since it does not actually check the chip itself unlike the NeoDesk Control Panel. The key repeat is adjusted by two scroll bars in the center of the NeoDesk Control Panel window. The "Repeat Key After" scroll bar controls the amount of time that is required to hold down a key before it starts to repeat. The "Repeat Every" scroll bar controls how fast a key will repeat thereafter. Both times are printed in milliseconds (1/1000th of a second) to the right of each scroll bar. Pressing the right and left arrows will move the number up or down by 20 milliseconds (this is the smallest increment available). Clicking on the gray area within the scroll bars will increment or decrement the number by 100 milliseconds. You can also, of course, drag the box to any location within the scroll bar. On a color monitor, the color palette controls will allow you to change the color settings by selecting any of the four color buttons and then adjusting the appropriate red, green, and blue values to achieve the desired hue. Note that on a low resolution screen you will be only able to adjust the first four of the sixteen system colors. However, since these four are the colors primarily used by most applications we feel that this is sufficient. The "Reset Colors" button will restore the palette to what it was when the NeoDesk Control Panel was last used. On a monochrome monitor, the color box is replaced by a single button which will toggle the screen between the only two display modes available on a monochrome monitor; black on white and white on black. Towards the bottom right of the NeoDesk Control Panel window there are several small icons. The first one shows the status of the keyboard "key click". When it is not grayed out, a click is produced from the monitor's speaker whenever a key is pressed on the keyboard. Clicking on this icon will enable or disable this feature, in a toggle. Next to it is a bell icon that turns the system bell on or off. To the right of this icon, there is a mouse icon, that when clicked on will produce a dialog box which allows you to change the amount of time needed for your computer to recognize the difference between a single mouse click and a double-click. A setting of zero will cause the longest delay possible so that you will have a good deal of time between two mouse clicks for them to be considered a double-click. In order to test the setting, a button is provided. If, when you double- click on this box, it changes to black momentarily, it was considered a double-click. The last icon will display important copyright and version information about the NeoDesk Control Panel. Finally, at the bottom of the NeoDesk Control Panel window, you will be shown the total amount of memory installed in your machine, plus the total amount of free memory available. For more information see the About NeoDesk... entry in the Drop-Down Menus section. * RESTARTING YOUR COMPUTER When using the NeoDesk Control Panel, pressing the [Control], [Alternate] and [Delete] keys at the same time will cause a "warmstart" and pressing the [Control],[Alternate] and [Undo] keys at the same time will cause a "coldstart". These key combinations will work from almost anywhere. A warmstart has the same effect as pressing the reset switch in the back of your computer, while a coldstart has the same effect as turning the computer off and then back on. ��������������������������������������������������������������������������������������������������Part 3 of the NEODESK 2.0 docs typed by Chuckles.... * CLOCKS The NeoDesk Control Panel deals a little differently with system time than the Atari Control Panel. In the Atari ST there are actually two clocks, and three in the Mega ST. The two clocks that are common to all machines are the "intelligent keyboard clock (IKBD)" and the "system clock". The keyboard clock is an actual chip that is located in the circuit board of your computer, whereas the system clock is part of the machine's operating system. It uses software to count seconds, rather than pure electronics as on the keyboard. The third one that is presently only in the Mega ST's, is the battery-backed clock that keeps real time even if the machine is turned off (this clock is also available as an option for ST owners from third-party manufacturers). Because there are two and sometimes three clocks involved, the NeoDesk Control Panel uses the following method for setting the keyboard and system clocks when you boot up your computer: 1. The NeoDesk Control Panel attempts to read the keyboard clock. If you had previously set the clock and then reboot the computer without turning it off, the keyboard time should remain correct. 2. If there is no valid time in the keyboard clock, it attempts to read the system clock which is also set internally by the real time clock in the Mega ST. Once a valid time has been read, the NeoDesk Control Panel will set both the keyboard and system clocks. While running, the NeoDesk Control Panel keeps track of its own time. To make sure it does not loose time, the NeoDesk Control Panel rereads the keyboard clock and adjusts the system time under the following conditions: 1. Whenever the NeoDesk Control Panel window is redrawn. 2. Whenever the NeoDesk Control Panel window is the active window and the time increases by one minute. 3. Whenever the top of the hour is reached. If you are running a non-GEM application, the NeoDesk Control Panel will wait until you exit that application to reread the keyboard clock. 4. Whenever the user selects the "Set Date and Time" button from the NeoDesk Control Panel. If you use a third-party clock that requires a separate program in the AUTO folder to set the system date and time, make sure you leave that program in the AUTO folder.Whenever you reboot your system, the date and time will be correctly set. Whenever you Save Desktop from within NeoDesk, all the settings from the NeoDesk Control Panel will be saved in NeoDesk's own information files. Whenever you load NeoDesk, or Load Desktop, these new settings will become the current NeoDesk Control Panel settings. Do not rename the NEOCNTRL.ACC file, or NeoDesk will not be able to save or set its settings. If you rename or delete the NEOCNTRL.RSC file, the NeoDesk Control Panel will still read and set its values (including turning on the corner clock and screen saver) though you will be unable to access it. PRINTER QUEUE OVERVIEW The NeoDesk Printer Queue desk accessory is a complete printer queue, able to handle up to ten files. You may change the order or remove any of the files waiting to be printed. The NeoDesk Printer Queue will continue to print inside any standard GEM program. It will not take up any additional memory when printing files, because it remembers the names and paths of every file waiting to be printed rather than reading them all into memory at once. The file's data is passed to the printer as fast as the printer can take it. The NeoDesk Printer Queue will also let you configure the printer. These settings are saved in the NeoDesk information files when Save Desktop is selected from inside NeoDesk. The NeoDesk Printer Queue may not be renamed or it will not be able to read the settings you last saved when you selected Save Desktop. INSTALLING THE PRINTER QUEUE * FOR HARD DRIVE USERS Copy the NEOQUEUE.ACC, NEOQ_C.RSC and NEOQ_M.RSC files from the NEODESK.ACC folder in the NeoDesk 2.0 Master Disk to the root directory of your hard drive. If you have more than one hard drive partition, make sure to copy the files to the partition used for booting the computer (usually drive C). Rebooting the computer will force the NeoDesk Printer Queue to be loaded into memory. * FOR FLOPPY DRIVE USERS Copy the NEOQUEUE.ACC, NEOQ_M.RSC and NEOQ_C.RSC files from the NEODESK.ACC folder to the root directory of your standard boot disk. Rebooting the computer will force the NeoDesk Printer Queue to be loaded into memory. OPERATING THE PRINTER QUEUE To add files to the printer queue, simply drag them from any open window to the printer icon on the desktop. You will not be allowed to place more than 10 files in the queue at any one time. Selecting the "Printer Queue" entry from the NeoDesk drop-down menu will reveal the main printer queue window. To change the order of any of the files waiting to be printed, simply drag the actual file name as it appears in the printer queue to a new location in the list. If you wish to remove a file from the printer queue, drag it to the special trashcan icon located in the printer queue window. If you run a TOS program that does not allow desk accessories to operate, the NeoDesk Printer Queue will finish printing whatever data it has in memory and then lie dormant until it is allowed to operate again (when you return to GEM). You will not lose any data while the queue is dormant. We strongly recommend that you do not try printing from inside any program while the printer queue is still operating. Do NOT remove the floppy disk containing the file(s) which the printer queue is printing, or waiting to print. The printer queue does not read the files waiting to be printed into memory, instead it just passes them along to the printer. For the same reasons, do not move or delete files waiting to be printed. If the printer queue cannot find a file that it is trying to print, it will ask you if it should remove it from the list or try looking for it again. Choosing the "Form Feed" button will send a form feed character to your printer, causing the page to advance to the top of the next form. The "Select Files" button will open an item selector so you can directly choose a file to be printed right from the NeoDesk Printer Queue window. This will allow you to choose a file from inside any standard GEM program. The "Configure Printer" button will display a dialog box that will allow you to change the printer settings. These include the standard options that are available in Atari's Control Panel, as well as an option to send a form feed character to the printer after each file printed by the NeoDesk Printer Queue. The option to route files to the serial (RS-232) port will also route any screen dumps performed. Clicking on the copyright icon will display important copyright and version information about the NeoDesk Printer Queue desk accessory. If you double-click on the printer icon on the desktop, the NeoDesk Printer Queue accessory will come up just as if you had selected it from the drop-down menus. If you decide NOT to run the printer queue, you can still print by dragging the file(s) that you want printed to the printer icon. Though, the ability to queue files to be printed in the background will be lost. ICON EDITOR OVERVIEW NeoDesk's Icon Editor is a complete editor which will allow you to edit and create icons to be utilized by NeoDesk. It also can change the color and pattern of the NeoDesk Desktop. It may be used to save and load special NeoDesk Icon Files which you can share with your friends. LOADING THE ICON EDITOR The Icon Editor must be executed from inside NeoDesk to work. To load it, simply double-click on the ICONEDIT.APP program icon which is stored in the ICONEDIT folder in the NeoDesk 2.0 Master Disk. Once the Icon Editor is loaded, two windows will appear on the screen. They will show the icons presently used by NeoDesk. The top window will show how those icons look when placed on the desktop, the bottom window will show how those icons look when placed inside a window. Although all icons are shown in both windows, that is not always the case in the NeoDesk desktop. Folder icons only appear inside windows and are never allowed on the desk. Drive, trashcan, and printer icons are never allowed inside a window. DROP-DOWN WINDOWS On the standard GEM Menu Bar you will find the Icon Editor's drop-down menus. * ABOUT THE ICON EDITOR The "About the Icon Editor" entry in the Desk drop-down menu will display important information about the Icon Editor. This will include copyright and version number information. * DELETE ALL ICONS The "Delete all Icons" entry in the File drop-down menu will delete, from the Icon Editor, any custom icons that NeoDesk is presently using. All that will remain shall be the nine default icons. These are the Floppy Drive, Hard Drive, Ram Disk, Printer, Trash, Folder, Program, Text, and Batch File Icons. * RESET The "Reset" entry in the File drop-down menu will undo any changes on icons or the desktop pattern and restore them back to what they were when the Icon Editor was first loaded or "Save Permanently" was last selected. * SAVE PERMANENTLY The "Save Permanently" entry in the File drop-down menu will save all icons and the desktop pattern as they appear on the screen to your copy of NeoDesk. From now on, these are the icons that NeoDesk will use when displaying files. It will actually modify both the copy of NeoDesk that is running in memory and the copy stored on the disk (it looks for NeoDesk in the path that it was loaded from). * LOAD .NIC FILE The "Load .NIC File" entry in the File drop-down menu will allow the loading of a NeoDesk Icon File (.NIC) into the Icon Editor. Selecting this option will call the item selector, where you can enter the name of the file that should be loaded. Once the file selection is made, NeoDesk will display a list of icons that are stored in that icon file. You have the option either to "Load All" the icons in that file, or to select individual icons. Select the icons to be loaded and press the "Load" button. This icon editor has the ability to load older NeoDesk Icon File formats from older versions of NeoDesk. * SAVE .NIC FILE The "Save .NIC File" entry in the File drop-down menu will allow you to save a NeoDesk Icon File (.NIC). This file will contain a complete copy of all icons in the Icon Editor. A NeoDesk Icon File contains a complete copy of all the icons in the Icon Editor. It can be used to exchange icons with friends or as a way to save icons for future use. * QUIT The "Quit" entry in the File drop-down menu returns you to NeoDesk. If you have edited any icons without saving them, a warning will appear. The option will be given to save the icons to NeoDesk, return to the Icon Editor, or quit without performing any changes. EDITING THE DESKTOP Editing the desktop will allow you to change its pattern and color. The color choice is based on the screen resolution, four colors for medium resulution and two for high resolution. To edit the desktop, point the mouse over the desktop pattern as it appears in the upper window of the Icon Editor and double-click on it. A dialog box will appear which will allow you to change the desktop. At the top of the dialog a sample desktop will be shown, to see what the desktop will look like. To select a fill pattern for the desktop, click on the fill pattern of your choice. To edit a custom pattern, click on the "Edit User-Definable " button. A new dialog box will appear for editing a pattern of your choice. To edit a pattern, point to any area in the drawing grid and hold down the left mouse button. If you initially hold down the mouse button over a white space, the mouse will go into a drawing mode. If you initially hold down the left mouse button over a black space, the mouse will go into an erasing mode. The mouse will remain in a drawing or erasing mode until you release the left mouse button. CUSTOM & DEFAULT ICONS NeoDesk uses two types of icons. The first are Default icons. These are icons that cannot be removed from NeoDesk, they can only be edited. They are always in NeoDesk and are used to represent standard types of files. NeoDesk will use these icons when it does not find a custom icon for a specific item. They are the Floppy Drive, Hard Disk, RAM Disk, Printer, Trash, Folder, Program, Text and Batch File icons. The first five icons represent items that are only located on the desktop, the last four represent items that are located inside windows or on the desktop. The folder icon represents sub-directories. The program icon represents any file ending in .PRG, .TOS, .APP,and .TTP, which are file types that are executable. The Batch File icon represents any file ending in either .BAT or .BTP. Finally, the Text file icon represents all other remaining files. The second type of icons are the Custom icons. These are icons that you can create and delete, and are used to represent any single file or group of file or folder icons. Custom icons have a File Template which tells NeoDesk to which files it should attach that icon to. Wildcards are fully supported. (See the File Templates... entry in the drop-down menus section for more information on how to use wildcards.) For example, if a custom icon had the file template of "*.ACC", then all files ending in ".ACC" would receive that icon. The file template of "EASYDRAW.PRG" would make sure that the icon is used with the file called EASYDRAW.PRG. Custom icons are read from top to bottom of the Icon Editor window. This means that the first custom icons receive highest priority. So if an icon has a file template that reads "*.ACC" and after that another icon has one that reads "CALC.ACC" then the CALC.ACC file will receive the icon for the "*.acc" template and not the icon for the "CALC.ACC" template. CREATING NEW CUSTOM ICONS To create a new custom icon, drag the New Icon icon from the left of the screen into any of the two Icon Edit windows. The new icon will appear at the bottom of the window. Edit this icon and attach a file template to it. An icon can be copied from another icon's data. Drag the icon you wish to copy the data from to another icon. When you release the icon, its data will be copied to the second icon. Dragging an icon to an empty location inside a window will create a copy of that icon. There is a set limit of how many icons you can have loaded at any given time. This number should be somewhere between 100 and 120 icons. DELETING CUSTOM ICONS To delete a custom icon, drag it from inside either Icon Edit window to the trashcan. When released, it will be deleted from the Icon Editor. EDITING ICONS Both custom icons and default icons can be edited. Double-click on the icon that you want to edit. Once you have selected that icon, the main data editing dialog box will appear. On the left side of the dialog box, the icon is shown as it would look on the desktop or inside a window. In the center, draw or erase on the icon drawing field by pointing and holding down the left mouse button. To the bottom of the dialog box, enter the file template for that icon. If you are editing a default icon, you are not allowed to assign it a file template. To the right choose your drawing mode, display mode, or use one of the special drawing tools. Selecting the "Draw" button uses the mouse for drawing the icon data. Selecting the "Erase" button erases the icon data with the mouse. If you hold down the [Shift] key, it is possible to shift to the opposite drawing mode temporarily. Selecting the "Move" button will move any section of the icon data to a new position in the icon drawing field. After selecting this option, draw a rubberband box around any section of the icon data and drag the block to a new location. The contents will be physically moved to their new location. Selecting the "Copy" button will copy any section of the icon data to a new position in the icon drawing field. After selecting this option, draw a rubberband box around any section of the icon data , and drag the block to a new location. The contents will be copied to the new location. The "Clear" button will present a dialog box that will either clear the data you are working on now, or both the Icon Data and Icon Mask. The "Mask" display option will show the Icon Mask for the icon you are editing. The Icon Mask is used in combination with the Icon Date for drawing the icon. Drawing and erasing the Icon Mask works like the Icon Data. It is common practice that an icon's mask will occupy all space occupied by the icon plus an extra border. The "Blur" (Blur Data to Mask) function will automatically create an Icon Mask from the Icon Data you have entered, adding the extra border. The "D to M" (Copy Data to Mask) function will copy the Icon Data to the Icon Mask without creating the extra border. Selecting the "Both" display will let you edit both the Icon Data and Icon Mask at the same time. The mouse will now act as a toggle. Clicking on the same grid space will allow you to change its contents to a Data bit, Mask bit, Both, or None. For icons that use a drive letter, choose the "Position Letter" option and place the letter in any part of the icon's editing field by simply dragging the Letter Box. For an icon's letter to be visible on the desktop, it must have a mask behind it. The "Undo" button will delete the last drawing change performed on the Icon, thus restoring the icon to how it was before the change occured. TECHNICAL INFORMATION TROUBLE SHOOTING * COMPATIBILITY NeoDesk is compatible with just about any Atari ST program, but there are a couple of programs which do cause trouble. This is usually due to the program not adhering to the standard programmer's guidelines which should be followed whenever a program is written for the ST. The following programs have problems when used with NeoDesk: 1. Cad 3D 2.0 from Antic Software. It works fine, but it will crash the system when you quit. It seems that the program takes over all memory in the system and writes over NeoDesk itself. When you quit, there is nothing left to return to. Antic has announced they have no immediate plans to fix and upgrade this program, but if and when they do this bug is on their "list". 2. Zoomracks Database. This program crashes the minute it is executed, which is entirely due to the program. You will discover that it will not work with most desk accessories. It will work from the built-in GEM desktop. * SHELL FIX There is a popular command in the Atari ST operating system called Shell_Write (and its variations Shell_Read and such) which allows a program to execute another program upon termination. Easy Draw uses this call to execute its Outprint program and Regent Base II uses it to execute all of its sections. The problem with the call is that it only works from the built-in GEM desktop. It will not work from any sort of shell or desktop (like NeoDesk). In response to the need for this feature, we have written a public domain program called Shell Fix which fixes this problem. If you use any of the programs that use this call to execute another program, simply copy the SHEL_FIX.PRG from the SHEL_FIX folder inside the EXTRAS folder in your NeoDesk 2.0 Master Disk to the AUTO folder of your boot disk. SHELL_FIX.PRG must be executed before STARTGEM.PRG. Use the No Sort feature in NeoDesk to verify its order of execution. We must admit, that because there is no legal way to do what Shell Fix does, it does not abide by the standard programming guidelines of the Atari ST. This is also why we have released it as freeware in the public domain environment. It has been written so that it should work on all TOS versions, up to and including TOS 1.4. If it conflicts with any other utility, you may be forced to remove it. We can only hope that in a future ROM version Atari will fix this deficiency. * WIND_UPDATE LOCKUP In the unlikely event that GEM refuses to recognize mouse clicks and movements to the menu bar when inside NeoDesk, you can try sending a wind_update (END_UPDATE) call to the GEM operating system in an attempt to correct the situation. Pressing the [Control],[Shift] and [Alternate] keys along with the [Enter] key will send a wind_update call to the operating system.One or two should do the trick. However, be warned that if you go overboard and send too many wind_update calls, the computer will lock up completely, forcing you to reboot. * STARTGEM The public domain Startgem program is included to help machines with ROM's older than TOS 1.4 autoboot NeoDesk. It does something which normally is not available on the Atari ST, the ability to autoboot a program. But to do this, it must break some of the standard programming guidelines. For the most part, Startgem does not conflict with other programs, but there are exceptions. If you suspect that you are having a problem, remove Startgem from your system. We did not write Startgem, so we are unable to offer advanced technical assistance on it. Users of MultiDesk, please note that MultiDesk is not compatible with Startgem. The writers of MultiDesk have attempted to fix this problem by writing their own version of Startgem called HeadStart. This program, in conjunction with MultiDesk 1.7 or greater will allow you to continue autobooting NeoDesk while using MultiDesk. Contact the writers of MultiDesk for more information. SCREEN SAVER The NeoDesk screen saver will not blank out the screen if the program being run changes the color pallette continually. Spectrum 512 is a good example of this. The screen saver knows when to turn the screen back on by using one of the main keyboard interrupt vectors. If another program changes this vector and does not jump to the one set by the NeoDesk Control Panel, the screen will blank after the correct number of minutes. However, you will not be able to return the screen to normal. The solution is to simply not use the screen saver when running a program that misbehaves in this manner. We have yet to find a program that causes this problem, but it is possible. CORNER CLOCK The NeoDesk corner clock will disappear or blink in any program that changes the physical screen display base. MEMORY USE When you first execute NeoDesk, it will be configured to use the Master Shell to execute programs. While you are running NeoDesk, it will take up about 154K of memory. If the number of files displayed at once in any directory has been increased, it will take up more memory. When you open an application, the Master Shell will unload NeoDesk, releasing all memory used by NeoDesk and run your program. Since NeoDesk itself has been removed from memory, only the NeoDesk Master Shell will remain, which takes up as little as 21K of memory. If you select not to use the Master Shell option, whenever a program is executed NeoDesk will only release the memory it is using to display additional files in any one directory before executing your program, taking up about 154K of memory. If you choose to use a picture as your desktop background, the NeoDesk Master Shell will take up an additional 32K of memory. Each custom icon will take up approximately an additional 300 bytes of memory (.3K). If you are using the Master Shell option the memory for these icons will be released whenever you run an application. NEODESK LIMITS Maximum number of installed applications 10 Maximum number of environmental variables 10 Maximum characters in the command tail 126 Maximum files in the printer queue 10 Maximum icons on desktop 32 Maximum disk drive icons on desktop 32 Maximum file icons on desktop 16 Maximum icons displayed in a window at once 72 Maximum text filenames in a window at once 132 Maximum nested subdirectories 8 Mimimum viewable files in any one subdirectory 10 Maximum viewable files in any one subdirectory 999 KEYBOARD EQUIVALENTS [Control][Alternate][Delete] Warm Reboot [Control][Alternate][Undo] Cold Reboot [Control][Shift][Alternate] Toggle Copy/Move [Shift]{drive letter} (First time)Select Disk Drive (Second time)Open Disk Drive [Shift]{desktop icon letter} (First time)Select Desktop Icon (Second time)Open Desktop Icon [Up Arrow] Scroll Topmost Window Up One Page [Down Arrow] Scroll Topmost Window Down One Page [Control][B] Execute Batch File Interpreter [Control][Clr Home] Set Path of Topmost Window to Root [Shift]{single mouse click} Select Multiple Items [Control]{single mouse click} Rename File in Window [Control][Shift]{single mouse click} Rename Multiple Files in Window [Alternate]{open file} Display Executable File [Shift]{open program} Pass Selected Icons as Parameters to Program [Control][Shift][Alternate][Enter] Wind_Update Call WHEN DISPLAYING A FILE: [Return] Display Next Line [Space Bar] Display Next Page [Control][C],[Esc], or [Q] Return to Desktop [Control][Z] Enter Alternate Mode {single mouse click} Display Next Page {double mouse click} Return to Desktop MENU ENTRIES: [Control][A] About NeoDesk [Control][O] Open [Control][S] Show Information [Control][Up Arrow] Close Folder [Control][W] Close Window [Control][N] Create New Folder [Control][F] Format Floppy [Control][Q] Quit NeoDesk [Alternate][I] Show as Icons [Alternate][T] Show as Text [Alternate][H] Toggle Text Size [Alternate][C] Show 1/ more than 1 Column [Alternate][S] Show Size [Alternate][D] Show Date [Alternate][A] Show Time [Esc] Update Window [F1] Sort by Name [F2] Sort by Date [F3] Sort by Size [F4] Sort by Type [F5] No Sort [Control][T] Select Template [Control][D] Install Desktop Icon [Control][I] Install Application [Control][G] Snap Icons to Grid [Control][E] Edit Environment [Control][P] Set Preferences [Control][X] Save Desktop [Control][L] Load Desktop [Alternate][Help] Print Desktop That's it folks, enjoy. Chuckles. ������������������������������������������������������������������������������������������������������������������������������������SEWER PRESENTS:- POPULOUS:PROMISED LANDS(DATA DISK) typed by ORACLE IMPORTANT:IT WOULD BE ADVISABLE TO MAKE A NOTE OF THE FOLLOWING INFO... 1.BOOT UP POPULOUS IN NORMAL WAY 2.CLICK ON CONQUEST WHEN TITLE SCEEN APPEARS 3.WHEN WORLD TO CONQUER APPEARS CLICK ON START GAME 4.WHEN GAMES STARTS CLICK ON GAME-SETUP ICON(WORLD) 5.SELECT SURRENDER THIS GAME 6.SELECT TRY IT AGAIN WHEN THE GAME LOST REQUESTER APPEARS 7.WHEN FINISHED LOADING TAKE OUT POPULOUS DISK AND INSERT DATA-DISK 8.CLICK ON GAME-SETUP ICON 9.SELECT CONQUEST OPTION 10.WHEN WORLD TO CONQUER APPEARS,CLICK ON START GAME TO PLAY GENESIS LANDSCAPE,OR CLICK ON NEW GAME AND TYPE IN THE NAME OF A WORLD THAT YPU ALREADY KNOW. ONCE YOU HAVE FOLLOWED THE 10 STEPS ABOVE,YOU SHOULD KEEP THE DATA DISK IN THE DRIVE AT ALL TIMES WHEN PALYING THE CONQUEST SERIES.PLEASE NOTE THAT IF YOU WIN A CONQUEST WORLD ON THE AMIGA WILL NOT HEAR THE CONGRATULATORY SPEECH. THE LANDSCAPE NAMES IN THE CONQUEST SEQUENCE HAVE NOT BEEN CHANGED,THOUGH YOU WILL FIND THAT THEY ARE MUCH TOUGHER TO COMPLETE NOW! IF YOU WANT TO USE THE NEW WORLDS IN YOUR OWN CUSTOM LANDSCAPES,TRHEN FOLLOW THE PROCEDURES AS OUTLINED ABOVE THEN: 1.CLICK ON THE GAME-SETUP ICON 2.SELECT CUSTOM 3.SELECT PAINT MAP AND CLICK ON OK YOU CAN NOW ACCESS THE NEW WORLDS BY PRESSING THE FOLLOWING KEYS: 5 - THE BIT PLAINS 6 - THE WILD WEST 7 - BLOCKLAND 8 - SILLY WORLD 9 - REVOLOUTION FRANCAISE 4.CLICK ON THE GAME-SETUP ICON. 5.SELECT SELECT PLAY-GAME,AND CLICK ON OK AFTER YOU HAVE FINISHED THE GAME IN CUSTOM MODE,YOU MAY BE ASKED TO REPLACE THE ORIGINAL POPULOUS DISK.AFTER DOING SO,CLICK OK ON THE DISK REQUESTER, THEN AFTER THE DISK ACCESSING HAS STOPPED,REPLACE THE DATA DISK AND FOLLOW THE CUSTOM LANDSCAPE PROCEDURE FROM STEP 1 ABOVE.AFTER LOADING A SAVED GAME ON A SINGLE DRIVE MACHINE,YOU WILL BE ASKED TO'INSERT ORIGINAL POPULOUS DISK'.HERE IF YOU ARE PALYING FROM THE DATA DISK THE PROGRAM IS ACTUALLY ASKING FOR THE DATA DISK,NOT THE ORIGINAL POPULOUS DATA DISK THE END! ������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������ SEWER SOFTWARE R I C K D A N G E R O U S Instructions Typed by THE TWINS OF TRILOGY Rick is equipped with: The Dynamite This may be laid in order to trigger traps, blow away walls, enemies and generally do some damage, to allow our hero to continue his quest. This also hasthe added feature of being 1mVERY DANGEROUS0m when lit, so our hero must get away from it as quickly as possible before it detonates! The Big Stick May be used to: Jab the enemy with your stick. The Gun .....3mthis fires bullets!0m There will be a limit to the number of bullets that this holds. By killing a nastie a bonus may be left behind which when collected will replenish the supply. This means the player may have to go back and put himself yet again in danger. Use your ammunition wisely remember the gun is often a trigger to activate a trap, rather than to just kill the enemy. Traps Inavoiding traps be resourceful like Rick. The traps are devious. You may need your stick, gun, dynamite or simply your wits to survive, depending on the nature of the trap. There are no instructions as how each trap is triggered or avoided so be careful - think ahead, things are not always what they seem........ JOYSTICK CONTROLS Without Fire Button Depressed. Pushing the joystick left and right causes Rick to walk left or right. Pushing the joystick up causes Rick to jump into the air. Pushing the joystick up and to the left or right causes Rick to jumb in that direction. Pulling the joystick down causes Rick to duck down. Pulling the joystick down and to the left or right causes Rick to crawl along the ground in that direction. With Fire Button Depressed Pushing the joystick left or right causes Rick to use his short stick. Used for pushing buttons or stunning Rick`s enemies. Pushing the joystick up causes Rick to fire his gun in the direction he is facing. Pulling the joystick down causes Rick to light and drop a stick of Dynamite. KEYBOARD CONTROLS Colour ON/OFF.....Space Bar - Pressing the space bar while the title screen is being displayed will turn the colour off, for that realistic 1945 look! Quit to start.................................Escape Pause ON/OFF.......................................P ����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������� ROBOCOP DOCS (Who needs them its so easy) ROBOCOP Patrolman Murphy was the 32nd cop to be gunned down in Detroit since Security Concepts Inc. took control of the police department.It was the opportunity OCP had been waiting for...They took what was left of Murphy and turned him into a deadly killing machine with a reinforced titanium body an erased memory and a programmed mind.However they could not wipe out the memory of his horrific ordeal and he sets out to track down the gang responsible.In this game you are ROBOCOP!!You are the future of law enforcment CONTROLS SPACE :- Jump Point up ^ | Point up/ascend stairs | Ascend stairs/point up | | Left <----------------+----------------> Right | | | Descend stairs/move left | Move right/descend stairs | Crouch Fire will normally fire a bullet.However if ther is a villian next to him, ROBOCOP will punch him therefore conserving ammunition. Ammunition is limited for the superweapons. In the photofit section left and right joystick movements select between the differnt pieces of face available,whereas up and down movements select which area of the photofit to change. GAMEPLAY Armed with a standard police pistol you seek out the criminals responsible for Murphy`s death.You can then collect capsules giving you more ammunition, better fire power or three way bullets.You can also pick up baby food to give you extra energy. As ROBOCOP you must make your way through numerous sections in order to complete the game.Making your way from left to right and shooting/punching any villians that confront you.You will be shot at both from the ground and from above.All bullets must be avoided as each hit reduces your energy substantially.Crates and boxes may be found along the way which contain extra energy(in the form of babyfood),or extra weapons.You will then progress onto a shooting gallery enabling you to practise the accuracy of your fire power and increase your score accordingly.After the second patrol you will be confronted a photo-fit identification screen.You must match up the face on the right with the one portrayed on the left,changing the hairline,eyes,nose, mouth,chin and ears in order to build up the similar composite.Having identified the perpetrator,you then proceed to the junk yard where many of the villans lie in wait.Having completed your mission in the junk yard,you will be confronted with a hostage situation whereby one of Clarence Boddickers men is holding a girl hostage.You must now use all the abilities you learned in the shooting gallery to shoot her captor without harming the hostage. having successfully cleared up the hostage situation,you will then enter the drugs factory,used for the manufacture of illegal narcotics.After this you will be confronted with a thermograph photo-fit,similar to normal photo-fit mentioned before.Having successfully identified all the main perpetrators, you then make your way to the OCP Headquarters wherein you must evade the boobytraps and villans and defeat the deadly ED209 which lies in wait at the end of the level.Another shooting gallery gives you more oppotunity to hone your abilities which may have impaired through injuries sustained,after which you make you way inside the OCP Headquarters where even more challenges lie in wait.The game culimates in a final hostage confrontation,where Dick Jones is holding the President of OCP hostage.If you manage to defeat Dick Jones the game will be completed and ROBOCOP will be hailed as a hero> STATUS AND SCORING Score,time remaining and energy displayed at the top and bottom of screen 20 points for hitting a bad guy 50 points for killing a bad guy 250 points for collecting a capsule Special bonus for completing a level HINT AND TIPS 1.Conserve ammunition on superweapons 2.Criminals will always attack you at the same point.Remeber this positions to gain the iniative 3.On hostage screens,try to anticipate the movement of the villians for an easier shot. SPECIAL TIP BY SCOTT OF ACCUMULATORS NOT IN INSTRUCTIONS WHen faced with the villan at the end of each section just keep on pressing the spacebar to jump up and fire when you reach the top of each jump.This should help you finished the game i have 4 times already!!!!! ������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������� SEWER SOFTWARE presents- Scapeghost instructions by THE PERFECT CRIME CRIME BECAMES OUR PROFESSION SCAPEGHOST Alan Chance was on an undercover mission, trying to infil- trate a drugs gang. All was going well, but then something or someone alerted the gangsters and they killed Alan and escaped, taking his colleague Sarah as a hostage. His fellow police falsely blame a mistake of Alan's for tipping off the criminals. Alan has three nights as a ghost to disprove this false accusation,clear his name and gain revenge. Use his detec- tive skills and growing spirit powers to delay the gangs- tars, track down thier new hideout and bring them to justice. OK. The light remained off. Ace made as if to applaud, but thought better of it. > IN I went inside and found myself in the vestry of St. Amigas chapel listening to the drone of PC fans and prayer disks. a bell, a bottle and a candle. > SCORE I scored 15 out of 1000. > RAM SAVE OK. (Before doing anything with these strange objects, save the positions in Ram - i.e. in the computer's memory in case you encounter difficulties and want to return to this point using RAM LOAD. To save on disc or anythink else. > EXAMINE ALL BUT THE CANDLE Bell: it was a small golden ornament. Bottle: as I reached for thebottle of holy water, I felt my strength drain away. I could not move, even to step back from the bottle ! > RAM LOAD Ok. I was inside St. Amiga's chapel, listening to the drone of PC fans and prayer disks. I could see a bell, a bottle and a candle. > TAKE BELL I took the bell. I dropped the key. (Ghosts are relatively weak and cannot levitate many things at once). > GO TO MEMORIAL (letting the computer work out the route Pressany key to abandon this type of "high level" command) I floated north and was outside St. Amiga's chapel of rest. I floated north and found myself beside a fallen oak tree. I floated east and was outside the Sinclair family vault. Exists led west and inside. > RING BELL Slowly and with a great noise, the side ot the vault swung open..................................... HINTS Draw a map (or a series of maps). Remember that the EXISTS ON command lists all the paths from each location. To make life easy for you, the objects that matter in a loca- tion are normally listed in a sentence like, "You can see Ace and a key". Examine all the objects that you see. Most are useful. Use the "high level" commands, such as GOT TO CHAPEL, RUN TO SHED,FOLLOW DOG, WAIT 5, WHICH DO THE WORK OF MANY INSTRUCTIONS. Pressing a key "breaks" out of such commands. Try everything you can think of even weird or dangerous actions sometimes provide clues, and might be fun. You can use UNDO (or Load if you have previously used SAVE) to recover if the results are "fatal". You can word commands in many different ways. For example, if there were an axe and a ball on the ground, you could take the axe by: > GET THE AXE > TAKE AXE > GET ALL BUT THE BALL > LOOK AT THE AXE AND TAKE IT If the game doesn't understand your command, try rephrasing it and using synonyms. If the game still doesn't understand, you are probably trying something that is not important. HINTS FOR PART 1 ================ * build up your strength as a ghost: * recruit your fellow spirits: * buy time by delaying the gang's criminal plans HINTS FOR PART 2 ================ * once in the gang's old hideout, collect clues to help the police work out where they have moved to; * allert the emergency services and make sure that they trip over something really dramatic, so they know foul play is involved. HINTS FOR PART 3 ================ * distract the lookout while the police are arriving: * rescue the hostage and prevent the gang destroying the evidence. A note to all pirates and other criminal subjects : A high quality product is always worth bying. ���������������������������������������������� S E W E R PRESENTS S H I N O B I ~~~~~~~~~~~~~ Typed by THE TWINS CONTROLS Up * jump up Down * crounch Left/Right * turn left (and then walk left/right) Fire * hurl current weapon or kick/punch Fire and Up/Fire and Down * leap between the ground and higher platforms <Space Bar> * activates Ninja Magic P * pause FOO, WHAT A SCORCHER! One hot summer's day, everything began to go wrong. As the most famous graduate of a secret oriental Ninja school, you had been invited back to the annual graduation ceremony and prize-giving. Having enthralled the junior classes at the assembly with your tales of international ninjing, you were just about to move on to handing out prizes to the seniors when there was a flash of Dark Ninja Magic and Bwah Foo made an unscheduled appearance. Few of the pupils realised who Bwah Foo was, but within a ninja-second you had identified him and realised that this once illustrious graduate of the Ninja school had turned to the Dark Ways. Transfixed by Bwah Foo's Holding Magic, you were unable to move a muscle or even twitch a tendon as Bwah's henchmen led away the entire junior class. Then the evil Foo issued his personal challenge to you. With one mighty bound he somersaulted onto the speech-giving platform and thrust his face in front of yours. "Why if it's not Joe Musashi", he sneered, "Old Goody-Two Shurikens himself. Well, well, well." (Clearly the quality of teaching on the Dark Side has slipped abominably, you thought to yourself, as Bwah Foo ranted on in clipped baddie-speak the like of which was normally reserved for second-rate pantomimes in seaside towns.) "...well, well, well. It's gold I want", Foo continued, "all the gold in the Scholl's coffers. And if I don't get my gold by Wednesday evening I'll kill every last member of the Junior Class and THEN you'll be sorry." And with a maniac cackle and a flash of green Ninja Magic, he was gone. FOO'D FOR THOUGHT It took a few hours for the Holding Magic to wear off - clearly the magicians on the Dark Side were much more skilled than the speechwriters. While you were held in the clutches of Bwah Foo's magic, your finely-tuned Ninja mind began turning over. Obviously the dastardly fellow had taken the kidnapped children to his hideaway, and clearly he meant business. The school was going to have to dip into its coffers and make with the gold - or face the wrath of some very angry parents.... But then you'd shared a tea-ceremony with the school principal and his favourite concubine just before the speechgiving - and hadn't the principal bemoaned the fact that the school was nearly out of gold? That's right! An appeal for funds was about to be launched to the Old Boys - and if past graduates didn't cough up, then the school would almost certainly have to close. Or at the very least merge ignominiously with the Samurai School at the other end of the island, "and you can imagine how the parents would like that", the principal had sighed. "Oh Well" you sigh, "there's only one thig for it", you thought as the Holding Magic began to wear off, "It looks like it's up to me to get those children back". FOO'D FIGHT Now Wednesday evening is drawing close, and with it the deadline set by Bwah Foo for the delivery of the ransom. You have found his hideout, and it's time to put those ninja skills to gooduse on the side of the truth, beauty and justice. In order to reach Bwah Foo's lair you must fight your way through five missions. Each mission is divided into three or four stages, packed with highly-mobile henchpersons, a handful of the kidnapped Ninja children and one of Bwah's big bosses who must be defeated before you can pass onto the next mission. The rescue has to be achieved before Bwah Foo's deadline expires, so there's a time limit in which a section has to be completed. All the children found in a mission have to be rescued before you can confront the boss at the ed of each mission. Just walk past the kids and your Ninja Magic causes them to be beamed back to Mummy and Daddy. Then you must defeat the boss in a fight to the death and you can move to the next mission, with time left on the clock converted to useful points. Saving Ninja children earns the eternal gratitude of the parents, but more importantly also confers points. Rescue several sprogs, and you earn a power-up weapon that is more deadly than the shuriken. Use these weapons well and remember that when the going gets really tough you can call the power once per level - use it wisely! THE END - TYPED BY THE TWINS OF TRILOGY IN OCTOBER �����������������������������������������������������������������������������������������������������������=========================================================================== S E W E R S O F T W A R E P r e s e n t s - Don Bluth's S P A C E A C E !!! From ReadySoft Inc. Docs by IPEC ELITE ============================================================================ The evil Commander Borf is attacking Earth! With the help of his dreaded weapon, the Infanto Ray, Borf will reduce all of humankind into infants and take over the planet. Only two people have the courage and strength to stop Borf and save the Earth, the beautiful Kimberly and the heroic Space Ace. But as they approach Borf's stronghold Ace is hit by the Infanto Ray, changing him into a weakling, and Kimberly is kidnapped by the evil madman! Only you can guide Space Ace, and his weak alter-ego Dexter, to rescue Kimberly and defeat Borf. But watch out, many dangers and deadly beasts await as you travel planet and back again! Survive Borf's monsters, rescue Kimberly and finally confront Borf himself in deadly hand to hand combat all before the Earth is enslaved forever! ============================================================================ Game Instructions ----------------- To Load Space Ace ----------------- A-1000 Owners - Turn on your computer. - insert KICKSTART 1.2 or greater at the prompt. - when prompted for the WORKBENCH disk, insert the SPACE ACE Disk One (1) into the internal disk drive. All Others - turn on your computer. - when prompted for the WORKBENCH disk, insert the SPACE ACE Disk One (1) into the internal disk drive. The game will then load quickly. Starting The Game ----------------- After the game has loaded the demo mode will automatically begin. The demo runs through scenes from the first disk and then returns to the title screen and credits. To start playing the game simply press the fire button on the joystick or the zero (0) on the keypad at any time. You will know the game has started when the player score screen appears. This screen shows your score and the number of lives you have remaining. The first scene will then load automatically. Playing Space Ace ----------------- You do not directly control all of Ace's actions, rather you control his reactions to the events that happen around him. As you watch the animation, you must decide in which direction Ace should move on the screen and when. To finish a scene successfully you must make a joystick move or press the fire button when Ace is in danger. Timing is very critical and often you may make the correct move but at the wrong time. Also, many scenes require more than one move. If you are having trouble, watch the animation carefully and move Ace in the safest direction or if no direction is safe press the fire button to use Ace's laser gun or laser staff. If you're sure you have the correct move try varying the time when you make the move, a little sooner or a little later. Don't be surprised if Ace doesn't move immediately after you have made a joystick move. You must wait for the animation to finish and if you made the correct move(s) you will continue on to the next scene. Don't be surprised when you see Dexter in one scene and Ace in another. Ace has been hit by the Infanto Ray once already and he transforms back and forth between some of the scenes. You have three lives and for every 10,000 points you will receive on extra life. The game will end if you lose all of your lives or when you have completed all of the scenes on the four disks. From time to time it will be necessary to change the disk in the drive. After you have finished all the animations on a disk you will be asked to insert the next disk so that the game can continue. NEVER eject one of the game disks while you are playing, unless you are prompted, or you may damage the disk! Controls -------- There are two ways to control Ace: you may use either a joystick plugged into Joystick Port 2, the port beside the mouse port, or the numeric keypad on the keyboard. The directions you will need are UP (8), DOWN (2), LEFT (4) and RIGHT (6). To use Ace's laster gun or staff press the FIRE BUTTON on the joystick or the '0' on the keypad. Ending The Game --------------- To stop playing the game simply reboot your Amiga, press the CTRL key and the two AMIGA keys (on some machines the COMMODORE Key and the AMIGA Key) at the same time. The screen will go blank and you may now eject the disk(s) from the drive(s). Saving Your Position -------------------- To save your position press the 'S' key during a scene and after you have successfully completed the scene you will be prompted for your save disk. Remove the game disk from the internal drive and insert the Save disk. Your position will be saved and you will be prompted again for the current game disk. NOTE: Any data on your Save disk will be ERASED. Be sure to use a blank disk or one you will use only to save your position onto. Also it is unnecessary to format the Save Disk. Loading a Saved Game -------------------- To load a saved game press the 'L' key during a scene and you will be prompted for your Sae disk. Remove the game disk from the internal drive and replace it with the Save disk. The last saved position will be loaded and you will be prompted for the appropriate game disk. NOTE: You can cancel either of the operations by pressing the 'ESC' key while the 'Insert SAVE Disk' prompt is on the screen. Pausing The Game ---------------- You can pause the game at any time by pressing the 'P' key on the keyboard. To continue to play, press the 'P' key again and the game will resume. Turning the Audio Off/On ------------------------ You can toggle the audio off and on by pressing the 'A' key on the keyboard. Playing Scene One ----------------- Borf will appear from his space station flying on an anti-gravity platform. He will fire his laser gun at the rocks around young Ace. Just before the third laser shot, move RIGHT and Dexter will jump behind the large rock on the right hand side of the screen. Borf will fire again hitting the top of the rock. Before Borf shoots at the rock again, move LEFT and Dexter will jump from behind the rock to the centre of the screen. Borf will follow and fire his gun again. Before Borf can shoot, move DOWN, Dexter will jump behind the rock again and you will have finished this scene. �������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������Some long awaited and much needed DOCs to the paint program SPECTRUM 512......thanks to TREVOR for typing these in. SPECTRUM 512 REFERENCE GUIDE Loading: Boot up disk. You should see some red vertical lines on black background appear. This is the sync.prg in the Auto folder working. If you don't see this, reboot disk until you do. Next load the FIXIT.PRG this adapts the program for use on U.K. 50 Hz. mains. Then load SPECTRUM.PRG. Note if you put FIXIT.PRG into the Auto folder it will load automatically. Other programs on disc are SPSLIDE.PRG which displays all picture and block files on the disc. and SPECDEG.PRG which converts Spectrum 512 picture files (Uncompressed only) into Degas format. There is no printer driver or text facility with Spectrum 512. General Information Right mouse in top half of screen gets menu " " " bottom " " " " colour matrix Magnify is enabled by selecting MAG in menu but is not displayed until cursor is moved to top or bottom of screen. Picking up colours Right mouse with cursor at sides of screen picks up adjacent colour. With colour matrix displayed, pick up colours with right mouse from the matrix or from anywhere in your picture. If matrix is covering part of your picture, scroll it holding down left mouse. To pick up colour direct from your picture (no matrix displayed) -[Control] Right click anywhere on screen UNDO Function [UNDO] deletes last operation since mouse was clicked in nearly all functions. Pressing [UNDO] a second time reinstates. PALETTES Palettes are FIXED, FLOAT OR CUSTOM. With all palettes, picking up colours in left margin changes colour of pen etc in usual manner. Picking up colour in right margin does same but also changes areas in picture drawn with immediately previous colour to the new colour. Floating Palette Top colour is active colour next 26 colours are shaded from active colour. These change as new colours are picked up. Bottom eight colours are for blending. Pick up a colour from the matrix/picture or palette then [ALTERNATE] right click next to top bar in blending area (left side of screen). Do the same with another colour to the bottom colour in the blending area. The blending area will then give the available shades between the two chosen colours. Fixed Palette Same as floating palette but shading area does not change when selecting colours enabling you to retain particular shades for continuous use. Custom Palette Do it yourself palette can display up to 196 of the 512 colours available. Colours picked up from matrix etc. are added to custom palette using palette editor. (See below) MENU Draw Top row first box gives pencil. Hold down left mouse to draw. Polyline Second box. Left click gives function as Degas K-line. Right click gives function as Degas Polygon. Can be used with NO ZAG. Circle/Ellipse Third box. Left click gives circle, right click gives ellipse. Left click in picture to start circle/ellipse. Size as required then left click again and drag to position required. "Bumping" against screen edges squashes circle/ellipse Right click fixes circle/ellipse. Airbrush Fourth box. Keys A to D change nozzle size. Keys 1 to 9 change flow rate. Can be used with CYCLE. Flow rate can be verified in the Magnify window. Brushes Fifth Box. click in this box gives sub menu of brushes. Click on required brush. "A" and "O" in this submenu are used for drawing in PATTERN mode. Click on "A" to ensure patterns are aligned (same as pattern draw using Degas) Click on "O" and patterns can be drawn anywhere. Patterns Sixth box. Click on this box gives submenu of patterns for use with FILL and BRUSH. In submenu top/left pattern is solid. Active pattern is outlined. Bottom row can be customised by grabbing part of picture screen (must have black background). Select PATTERNS, then [ALTERNATE] click on any bottom row pattern Place square cursor over part of picture required as a pattern. Left click adds it to PATTERN sub menu. Right click does same but inverse colours. Fill Seventh box. Left click gives normal fill. Right click gives "fill to new". Screen changes colour while filling to save time. To prevent this, double click does not change screen but is much slower. A slow fill can be aborted by left clicking. "Fill to new" is not stopped at any colour boundary but only at boundary in the current active colour and cannot be blocked by NO ZAG lines. Edit colour Eighth Box. Changes any or all of the colours in your picture. Click on this box gives submenu. Click in the empty squares to activate. Left click (Global) affects whole picture. Right click affects area covered by AIRBRUSH (All AIRBRUSH options are available). Holding down [ALTERNATE] while clicking on HUE/SOME or LUMIN/SOME gives ALL EXCEPT SOME. CHANGE Replaces colours with other colours from the custom palette. CHANGE ONE Replaces parts coloured with palettes first colour with palettes second colour. Rest of palette is ignored. Palette editor is enabled to allow adjustment of palette as required. Press [RETURN] to leave palette editor and acti- vate colour change. CHANGE MANY As above but changes colours using pairs of palette colours. ie. First to second colour. Third to fourth colour. Fifth to sixth colour and so on. Palette must be arranged carefully with Editor. HUE Increases or decreases R,G or B content of a specified colour. It will not alter black globally but HUE increases will alter black locally. In all following references to HUE and LUMIN (brightness), these rules apply: Global operations can be repeated by clicking left mouse again. Local operations change each pixel in the area covered by the AIRBRUSH only once. To repeat a local operation press [RETURN] and then click left mouse again. Right click to return to menu. . HUE ALL Processes whole picture (global) or whole area under AIRBRUSH (local). . HUE SOME Processes only colours which are in the CUSTOM palette. Clicking on HUE SOME gives Palette editor first so you can edit colours if required. Pressing [RETURN] exits editor and change colours in picture. . HUE ALL EXCEPT SOME (ALTERNATE click on SOME) as above but processes only colours which are not in the CUSTOM palette. LUMIN LUMIN + or - increases or decreases the brightness of parts or all of your picture in exactly the same ways as the HUE functions work. All the rules for HUE apply. Block Ninth box. Cuts and pastes Blocks. Gives self explanatory sub menu. but has additional function PICTURE/BUFFER SWAP using Function key. Buffer will hold 12 full pics on 1040 or 2 only on 520. It uses same memory area as ANTI-ALIAS and when nearly full ANTI-ALIAS is deactivated (crossed out in Menu). ANTI-ALIAS is restored by deleting material from buffer. Blocks are stored consecutively in buffer always full screen width but only as much screen height as required. Right mouse scrolls through buffer. Cutting blocks Left click on one corner of area required. drag out box. Left click again to grab box, or right click to abort Resizing and flipping blocks After grabbing block press [SHIFT] and move mouse (don't press any mouse buttons). Block is scaled proportionately or press [ALTERNATE] to scale block disproportionately. Cursor keys flip block. [ESC] Restores original block. Pasting blocks Left mouse pastes block. Screen changes colour for speed. Double left click stops colour change but is slower. Right click to start making another block. Right click again to return to menu. COPY/MOVE COPY makes block but leaves original intact. MOVE makes block and leaves a hole where it was cut from. [UNDO] puts the block back in the hole but still keeps block in buffer. TRANSPARENT/OPAQUE Black background is transparent on TRANSPARENT blocks. In OPAQUE the whole block including background is overprinted when block is pasted. PIC to PIC Self explanatory. Uses buffer so remember memory requirement. PIC to BUFFER Click here and menu disappears. Double left click anywhere on screen transfers whole picture to buffer. or define a block which will transfer to buffer on final left click. Right click returns to menu. BUFFER to PIC Click here and menu disappears, and buffer appears. Scroll with right mouse. [ALTERNATE] left click to erase block under mouse pointer. Double left click on block to grab it and return to picture, or define a sub-block (same rules as for defining and cutting blocks). When you have returned to picture the frame can be moved, sized and flipped as usual. Left click or double left click to paste. Right click returns to menu. To transfer whole pictures select MOVE/OPAQUE from menu then double click on picture in buffer, then click again when main screen appears, buffer picture is pasted on main screen. (Only works on full screens). BUFFER SAVE Click here and menu disappears. Save blocks individually or as a string to disk. To save one block Left click on it twice (but don't double click) and name it in GEM directory as required. To save string of blocks left click on first block required, Scroll "S" cursor to last block required and left click. Name as reuired in GEM directory. When blocks are saved you are returned to buffer. TO EXIT BUFFER, DOUBLE LEFT CLICK. BUFFER LOAD Click here and menu disappears. If you need to erase any blocks to make space do it now. When ready to load left click to get GEM directory select block required and click OK box. When loaded, left click to load another block or DOUBLE LEFT CLICK TO EXIT BUFFER. To transfer blocks to picture you must exit buffer in order to select buffer to pic mode from menu. PICTURE/BUFFER SWAP Used for quickly swapping main screen picture for one in buffer (only complete screens, not blocks). Use Function keys 1 to 9 to swap pictures 1 to 9 . Does not work if menu or colour matrix are displayed or if ANTI-ALIAS is selected. F 10 always selects last picture in buffer. GRADIENT FILL This is a complex feature for filling areas with colours smoothly graded from one to another. It is not a block mode but it is mentioned here because it is initiated from the block menu. See instructions for using gradient fill later in this document. Anti Alias Has three functions. Straight Anti-Alias smooths jagged edges on diagonal lines and colour boundaries and is the default function when you click on Anti-Alias in the menu. Second function is Blurrer, softens all lines and boundar- ies. Third function is Contraster increases contrast between colours by lightening light ones and darkening dark ones. Choose function by pressing A, B or C keys. Keys 1 to 9 control the width of pixels the functions operate on. Anti-Alias defaults to 9 and works at all widths. Blurrer defaults to 1 and is best at 1 to 5. Contraster defaults to 1 and is best 1 to 3. The functions and widths are displayed in the magnify window. All three anti-Alias functions work in three ways. 1)Local mode, processes pixels under the magnifying glass cursor. Hold down left mouse and drag over areas as required. Right click returns to menu. 2) Box mode, processes area in a box defined in same way as defining box in block mode. Right mouse returns to menu. 3)Global mode, processes whole picture. Double click left mouse to activate. Floating, fixed and custom palettes See above. No zag Draws lines, polygons, circles and ellipses without jagged edges (similar to anti-alias). Used with LINE and POLYGON it rounds off sharp corners. To retain sharp corners, left click twice on the corner while drawing it (not double click). FILL doesn't work properly in a NO ZAG figure because the edges contain many shaded colours, so when you press the right mouse at the end of drawing a shape, hold it down until the mouse pointer reappears. Keep holding down right mouse and drag cursor to the side of the line you will be filling to, as close to the line as possible then release mouse button. This will leave this edge without NO ZAG and FILL will work O.K. Mag See above. Cycle Cycles through the colours in the custom palette as you draw with brush or airbrush. Starts at top and works downwards, then repeats. [RETURN] Resets CYCLE to top colour again. Exit by deselecting in menu or choosing a new colour Erase Creates cursor which erases pixels over which it is moved. To erase entire picture hold down [ALTERNATE] and click on ERASE. WARNING: This is one of the few functions that [UNDO] does not work with! Save Left click gives GEM box. Type in name and click on O.K. Picture will be saved as SPU or SPC depending on which format is selected. Compressed format is the default option. (SPC). Right click give choice of format and drive options before going on to GEM box as above. Load Left click gives GEM box. Type in name and click on O.K. to load. Erases current picture on screen. Right click gives choice of loading formats and drives. Quit Back to desktop. Current picture lost unless saved first. PALETTE EDITOR Used to define colours for CUSTOM palette. To call, put mouse pointer near bottom centre of screen, then [ALTERNATE] right click. Colour matrix appears, CUSTOM palette is displayed and flashing cursor appears at top of CUSTOM palette. [RETURN] exits editor. To insert a colour use cursor keys to position flashing cursor then select colour from matrix with right mouse. It will be inserted at the cursor and remaining colours will shift down to accommodate this extra colour. To delete a colour, position cursor below it and press [BACKSPACE] To delete the whole palette press [ESC] WARNING: [UNDO] will not reinstate a cleared CUSTOM palette. Instead of using the colour matrix, you can select a colour by typing in its RGB number. The program expects three digits (0-7). Once you've started to type digits the program will not continue until it has received three valid digits. The [SPACE] bar inserts black lines in the CUSTOM palette to divide up groups of colours you may wish to keep separate so they can be easily seen. To distinguish these lines from the palette colour black, the palette colour black becomes a flashing grey while in palette editor mode. [INSERT] inserts a range of colours between the colour the cursor is on, and the one above it. You can save custom palettes to disk while in editor mode. [CONTROL] "S" saves. [CONTROL] "L" loads. GRADIENT FILL Use GRADIENT FILL to give smooth colour blends as required for example in spheres, cylinders cones etc. Click on BLOCK in menu then in either PIC to PIC or PIC to BUF mode define a GRADIENT FILL box. Hold down [CONTROL] left click to create upper left corner of box. Size box with mouse then left click again to set it. Release [CONTROL]. Green outlined box remains and CUSTOM palette appears. To create a full screen G/FILL box, hold down [CONTROL] and double left click. Usually not enough memory on 512ST for full screen G/FILLs. From this point on all GRADIENT FILL operations are carried out on the numeric key pad. Using equivalent key on the main keyboard will not work. Enter palette editor to define the colours you want to use, then exit editor. Pick up any colour except the top one from the palette, to use as a starting colour for the G/FILL, then paint it in the G/FILL box where you want the effect to commence. (Don't use CYCLE, NO ZAG, ANTI-ALIAS or EDIT COLOUR with GRADIENT FILL). If you select a colour which is not in the CUSTOM palette it will act like "masking tape" to prevent G/FILL working on the area which it covers. It is now essential to "set" this chosen colour by pressing [ENTER] or [+] If you use [ENTER] the area you have drawn with the starting colour cannot be altered by the G/FILL effect. If you use [+] the starting colour can be modified by the G/FILL effect. Repeat the above two paragraphs to add any more colours required then press [(], [)], or[.] to activate GRADIENT FILL. [(] gives solid fill. [)] gives Airbrush fill and [.] gives Dithered fill. Screen is turned off while fill takes place. Fills take from a few seconds to several minutes to complete. Any key redisplays to check progress or to stop fill. [(],[)], or [.] resumes. G/FILLS remain in memory (only one G/FILL box at a time) until new G/FILL box is defined. G/FILL memory can be eliminated by using ANTI ALIAS or by filling block buffer. An alert box warns of this danger. Rough G/FILL which is quick can be performed by holding down [ALTERNATE] while pressing [(], [)] or[.]. Whole screen for complete rough fill takes 40-45 secs whereas normal whole screen complete fill can take up to 25 minutes (Wow!), although the effect is usually completed far enough after 3 to 4 minutes. During Rough fill the screen turns dark blue, then when the rough fill is completed the screen turns black and the program continues with the normal fill. From this point on you can stop and restart the fill as before. To check what's in the G/FILL box while working on the main screen press [/] to see colours or [*] to see colours and the box. GRADIENT FILL effect is very difficult to describe in words. The best idea is to play with it and see what results you get. ----------------000000000------------------- ��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������� S E W E R S O F T W A R E p r e s e n t s - Space Ace Solve ~~~~~~~~~~~~~~~ Written By: ~~~~~~~~~~~ Vicious Rumor Of PARANOIMIA! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Scene 1: -------- Kimberly Shouts, "Theres Borfs Ship!", and instantly falls. You must hit RIGHT when he starts to jump, then LEFT to go back, then finally DOWN to duck. Scene 2: -------- As soon as you begin this sequence hit RIGHT to back away. Then as the robots right arm starts to go up, hit LEFT. Then wait for Ace to crouch down, then go LEFT. Finally when he is just about to fall off the last bit of rock left, the robots left arm will go up and you go LEFT. Scene 3: -------- The three ships will come out of the bottom of the screen. Press the joystick DOWN. The as they start moving towards you, go UP. Scene 4: -------- This is an easy one. As the ship makes its descent, hit UP to slow down for the landing. Scene 5: -------- Simply press the BUTTON to blast the green muck monster. Scene 6: -------- As you stand on the broken bridge, hit RIGHT to move away from the stomping arm. Then as you crouch down, hit UP to jump across. Scene 7: -------- Wait for the platform to come up twice, then hit RIGHT then quickly hit another RIGHT. Scene 8: -------- As the monster opens his jaws, press DOWN. Then right after hit RIGHT. Scene 9: -------- Same principle as the other, as you are running towards the monster, hit DOWN, then LEFT to go across the bridge. Scene 10: --------- When you first see the tentacle come on the screen, press the BUTTON to blast the creature. Scene 11: --------- After you are dropped onto the bridge, there will be 2 monsters in fromt of you, then right behind you cat guards will appear, hit the joystick UP to go on. Scene 12: --------- As soon as you see the security dogs, hit UP to go through the door. Scene 13: --------- In this scene 3 dogs come at you from in front of you, behind you, and also to the left. Go RIGHT here. Scene 14: --------- As you jump on the floor, go UP and the dogs will get fried by the energy conduits. Scene 15: --------- As the 2 robots raise their guns to blast you, go RIGHT and the will shoot each other! Scene 16: --------- As you are walking down the hall, get near the end and hit LEFT. Scene 17: --------- Again you are in a hall. Hit LEFT to avoid the energy conduits! Scene 18: --------- Ok last hall sceen, go RIGHT to avoid the conduit here. Scene 19: --------- Borfs Stronghold, when you are getting near the ladder, hit UP. Scene 20: --------- As Borf raises his staff, hit the BUTTON to block it. Scene 21: --------- Once again hit the button to block Borfs staff. Scene 22: --------- For the last time hit the BUTTON to block the staff. Scene 23: --------- Here Ace goes offensive but gets blocked, block Borfs staff swing and then go RIGHT to roll from the swing. Scene 24: --------- As Ace almost falls off the bridge, hit the BUTTON to block the attack. Scene 25: --------- Borf will take 2 swings here, the first go UP, then he will swing again, go DOWN to duck it. Scene 26: --------- Here go RIGHT when you first enter the screen, then Ace will jump, go DOWN to just on his back. Scene 27: --------- As you are on Borfs back, his little blue nasties will try to bite your arm off, avoid this by going LEFT as soon as the screen switches to the hanging rope. Scene 28: --------- Swing down the rope but dont make any moves. Scene 29: --------- As soon as the platform hits the lava, go RIGHT to jump off. Scene 30: --------- The first Infanto Ray shot. When you see yourself on the screen, go RIGHT to stop. Scene 31: --------- When you reach the intersection here, or a little before, go LEFT to turn down the left part of the bridge. Scene 32: --------- You are running in front of some mirrors, when you see the Infanto Ray blast, hit RIGHT. Scene 33: --------- As you look from above yourself, hit LEFT to push the mirror in the way of the beam, then hit RIGHT to move out of the way. Ok CONGRATULATIONS!!! You have solved the long awaited Space Ace! Its a whole helluva lot better then Dragons Lair! Hope you get the right moves from this. ��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������Thanks to POMPEY PIRATES for STUNT CAR RACER docs..... Doc by The Alien of The Pompey Pirates... Definitely a good idea to print this out! It's 2008 and motor racing has taken a new turn... DRIVING CONTROLS Joystick in the usual port #1... Steering left/right Accelerate forward Brake/reverse back Boost fire Once the car has started accelerating, you don't have to continue to push forward on the stick. Keyboard... Steering S/D Boost+accelerate RETURN (hold down for boost, release for normal) Boost+brake/reverse SPACE Brake/reverse = Quit race ESC Pause P Unpause O Redefining keys During the game, pause and press F1. Type in the keys you want and unpause. Different keysets are held for different players. Auto Alignment When the car is on a straight and you're not steering, it automatically steers in the direction of the track. Other controls. In menus, use joystick or numeric keys to highlight an option and fire or RETURN to select it. Practice mode. A practice session last 3 laps, after which the car will be repaired and refuelled. More practice laps can be attempted if you want. If in SUPER LEAGUE, the extra performance of your car applies in practice as well. DASHBOARD Lap indicator (bottom left) Prefixed with 'L'' e.g. L2 is second lap. Boost (next to lap) Prefixed with 'B' e.g. B30 means 30 units left. Seperation (below lap) Shows distance between you and your opponent in metres. Lap time/stopwatch The flag indicator lights up when you are in the lead. Top right is a display showing current lap time. Under this is the best lap time (for both players). The stopwatch lights up if the best lap time is yours. Speedometer Speed shown in 10s of mph (so much for metric in 2008!). If speed is above 250mph, the speedo resets and reads from 0 again (add 200 to whatever it shows). OTHER FEATURES Damage 1. Chassic cracks A crack in the chassis occurs during hard cornering or landings. Should a crack travel right across the chassis, the car is wrecked and out of the race. Cracks are repaired after a race. 2. Stuctural damage Severe impacts cause holes in the crossbar. Not repaired after races, and if a crack reaches a hole it progresses at a faster rate. Only in division 4 do you get an undamaged car for each season. Crane The crane lifts you onto the track at the start of the race and whenever you leave the track subsequently. Only press fire to release from the crane when you're over the track! RACING SINGLE PLAYER LEAGUE Objective Become top driver in the first league and enter the Super League. Super League You can only enter this after becoming champion of division one. You can now compete against the best drivers in another series of races, but with much improved engine power and brakes. Racing Seasons A full season lasts six races; all permutations with all three drivers and the two tracks. You only compete in four of the races. The driver at the top of the division at the end of a season is promoted to the bottom of the next division up. Abort a season by holding down F1 while selecting NEXT RACE. REMEMBER! You are aborting the season, NOT leaving it temporarily!! Practice Sessions Use them or die, sucker!! Points Awarded Win 2 points Best Lap 1 point In the event of a draw at the end of a season, the player with the highest number of won races will be promoted. If that's equal too, a random choice is made! If you retire from a race or wreck your car, you lose. If both players wreck their cars, the first wreck is the loser. MULTI PLAYER LEAGUE Driver's Championship Up to eight playes can take part in the four racing seasons. Races are conducted by each player racing against the computer. Access to tracks Since there is no promotion in multi player, access to tracks higher than division four can only be made by saving games from single player when you have made it to a higher division. If you're good enough to reach division one in single player, you can play those tracks in multi player! Super League tracks can also only be accessed in this way. Remember that if you load higher tracks like this, the computer racers will perform just as they would in those divisions! Save Game Player names, positions and points can be saved after each season and loaded back at a later time to continue from that point (also applies in single player). To distinguish between single and multi player saved games, prefix multi player filenames with 'MP'. Once you've loaded a saved game, select 'START SEASON' to continue. Restart Championship To restart without having to re-enter everyone's names, select REPLAY. To restart the whole game and return to single/multi player selection, hold down F1 and select REPLAY. Multi Player Racing Season Consists of two rounds, one on each track. A round consists of each player racing against a computer car. Usual point rules apply. Bonus points apply like this: Best lap time (for human players) 1 Best race time (for human players) 2 The computer car's times are ignored. Quit the Season Skip the remaining races in a round by holding down F1 while selecting to continue on the next race fixture page. You then go to the end of track bonus points screen. Individual races can be skipped by pressing ESC during the race. Hall of Fame Contains the track and lap records and the names of the people who achieved them. These can only be set in a real race, not in practice. Computer cars never get onto the hall of fame, thank goodness. Save Hall of Fame Select SAVE and prefix the filename with 'HALL'. Load Hall of Fame Select LOAD and select the appropriate filename. If the hall of fame already contains some records, only the better ones in the saved version are loaded. In this way you could load more than one file to combine all the best records. Load / Save To go over the filenames again... Single player anything Hall of Fame HALLanything Multi player MPanything Suggested filenames are DIV1, DIV2 etc. for different divisions or SDIV1 etc. for super league. Press ESC to abort from saving/loading. ** NOTE: use a BLANK disk for Stunt Car Racer saves!! You cannot use a disk that already has something else on it!! If you do, you may lose some of the data on that disk!! Do format the disk before you attempt to save to it, though... ** Replay This is effectively an UNDO option if you don't do as well as you expected in a season. Only for cheats and cowards really... Computerlink Mode See, it pays having these 16 bit machines! Connect two STs with a null modem lead (as in Populous and Falcon) and load the game on both computers. Select COMPUTERLINK (the first machine to select becomes the MASTER and the other the SLAVE. The master machine does all the selecting from menus.). Now play as in Multi Player League! If any machine locks up, press F5 to abort the link. RACING TIPS Overtake on straights! Use boost at the start and get as far ahead as you can in case you crash. When leaving a bend, concentrate on the track ahead, not the curve into it. On certain tracks, going as fast as possible is suicide... for example, Stepping Stones and Rollercoaster- go too fast, and you'll go too far over a jump and find yourself going off the track. On the other hand, taking it nice and easy on a track like the High Jump will result in a blob of strawberry jam half way up the support...! In computerlink mode, you can barge the other player off the track by ramming his car. You won't get away without damaging yourself, though! One really flash trick is to crash off the track, and when being lifted back, release yourself from the crane as the other player passes below. SPLAT... ally flash trick is to crash off the track, and when being lifted back, release yourself from the crane as the other player passes below. SPLAT... ��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������VEGAS GAMBLER ENTRY CODE typed by MAURIE for SEWER SOFTWARE Page Line Letter...1 2 3 4 5 6 7 8 9 1 1 L I G H T S A R E 2 S U D D E N Y O U 3 M O N E Y C L A N 4 M A C H I N E I S 2 1 A M I G A T U R N 2 G R E A T E R W H 3 G A M B L E R D I 4 A P P L E E C G S 3 1 T H E C U R S O R 2 A N D I S U S E D 3 A M I G A U S E T 4 A P P L E E C U S 4 1 V E G A S G A M B 2 D E C R E A S E A 3 A C C U M U L A T 4 H A V E A F T E R 5 1 O N C E Y O U H A 2 T H E R E W I L L 3 A V A I L A B L E 4 T O P L A Y A N D 7 1 T H E S L O T M A 2 D I S K I S D E S 3 E X C I T E M E N 4 V E G A S C A S I 8 1 T H E F I R S T T 2 M A C H I N E T H 3 A N D F I V E C O 4 T H E V E G A S G 9 1 A F T E R Y O U H 2 T H A T B E T E V 3 B E T T I N G P A 4 I N O R D E R T O 10 1 A F T E R Y O U H 2 L I N E S H A V E 3 T O P U L L T H E 4 M O V E T H E C U 11 1 W H E T H E R Y O 2 P I C T U R E S T 3 C O M B I N A T I 4 T H E Y A R E A S 12 1 I F W I N N I N G 2 T H O S E P A Y L 3 I F Y O U H I T A 4 O F Y O U R S C R 13 1 A F T E R E V E R 2 C H A N G I N G Y 3 O N E O F T H E O 4 T H E G A M E M O 14 1 T H E G A M E O F 2 B A S E D U P O N 3 S H O E W I T H S 4 O B J E C T I V E 15 1 V E G A S G A M B 2 C A R D S A S D O 3 T H E S H O E T H 4 F I F T Y O R L E 16 1 T O P L A C E A B 2 B E T T I N G B O 3 Y O U S E L E C T 4 D E P E N D I N G 18 1 O N C E Y O U H A 2 T H E D E A L B U 3 C A R D S W I L L 4 A D D T H E V A L 19 1 T O S T A N D B R 2 D I R E C T L Y A 3 I F Y O U B U S T 4 T A K E S Y O U R 20 1 Y O U W I L L N O 2 T H R E E O T H E 3 B U T T O N S M A 4 A T I N C R E A S 21 1 I F Y O U A R E D 2 T H E M A S T W O 3 A M O U N T S O N 4 T O S P L I T A H 22 1 T O C O N T I N U 2 C O N T I N U E B 3 A G A I N O R Q U 4 T O P L A Y A N O 23 1 W H E N P E O P L 2 H A N D A S C L O 3 B E A T T H E D E 4 T H E R E A R E T 24 1 V E G A S G A M B 2 I S A S I M U L A 3 P O K E R G A M E 4 C A S I N O S T O 26 1 I N O R D E R T O 2 O U T O F Y O U R 3 P U T T I N G C O 4 T O P U T A C O I 27 1 O N C E A N I N I 2 P R E V I O U S B 3 A R E B E T T I N 4 T H E C O I N S A 28 1 O N C E Y O Y H A 2 T H E C U R S O R 3 M A C H I N E A N 4 S H O W Y O U Y O 29 1 W H E T H E R Y O 2 D I F F E R E N T 3 O N E P A I R A P 4 E X C E P T F O R 30 1 N O W T H A T Y O 2 O F F T H E R E A 3 H A N D P A Y O F 4 P A I R J A C K O 31 1 T H E P O K E R M 2 J O Y S T I C K B 3 H A N D W I L L T 32 1 A F T E R E A C H 2 H A V E T H E C H 3 G A M E S O N Y O 4 C H A N G E Y O U 33 1 V E G A S G A M B 2 T O G I V E Y O U 3 F A M O U S L A S 4 T A B L E A R E I 34 1 T H E R O U L E T 2 W H E N Y O U S P 3 W H E E L T H E S 4 T H R O U G H T H 35 1 T H E F I R S T T 2 C H I P V E G A S 3 G O I N G T O B E 4 L O C A T E D I N 36 1 T O D E C R E A S 2 O R S I D E O F T 3 C H I P S E L E C 4 A S E C O N D W A 37 1 W H E N Y O U H A 2 C U R S O R T O T 3 W I L L A P P E A 4 S T O P W I T H T 38 1 T H E R E A R E M 2 P E R H A P S T H 3 B E T T I N G O N 4 S T R A I G H T B 39 1 D O Z E N B E T A 2 D O Z E N B E T Y 3 N U M B E R S T O 4 B O X E S A T T H 41 1 W I N N I N G I N 2 L A N D O N W H E 3 P L A Y I N G R O 4 A W I N N I N G N 42 1 A F T E R E A C H 2 T H E F I R S T T 3 B U T T O N I F Y 4 W O U L D L I K E 43 1 W H E N Y O U A R 2 V E G A S G A M B 3 S E L E C T I T 44 1 Y O U M U S T U S 2 U S E T H E F O L 3 C T R L T O G G L 4 M A I N M E N U 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Wicked. How to play Wicked. Plug the joystick into the port not occupied by the mouse. Watch the demo for a brief explanation of the rules or press the trigger to start immediately. Select from the three game balance options and press the trigger again to start the game. The Eye of Infinity. The all-seeing eye looks on as you select your battleground against evil in the twelve great consatellations of the Universe - the zodiac star signs. Initially you can choose from any of the first three constellations (move the cursor with the joystick and then press the trigger). If you win a constellation you are then able to play up to three levels higher and can select a challenge of appropriate difficulty and matching reward if you are successful. On the Zodiac signs - Green means can be played, Red means not yet able to play and Blue means alredy completed. The Constellation Map. After selecting a constellation on the eye screen, a map of it unrolls, showing all the stars with three highlighted. You must purge these three evil to complete the constellation and save the Universe from the creeping infestation of darkness. Point to a star with the dagger and press the trigger. The Play Screen. Good and Evil : As you enter the screen, good (red and yellow) portals and evil (blue and green) portals are already producing good and evil growth of the same colours. As good growth can only cover evil growth that you have shot - turning it blood red - you must shoot a pathway through the evil growth to his evil portals. These evil portals are invunerable to your fire but can be destroyed if covered by good growth. When all evil PORTALS (not necdcessarily evil growth) have been eliminated, the screen is won. If, however, the evil growth is allowed to cover all of your good portals the screen is lost, along with a life. Sporing/creating new good and evil portals: As well as producing a fixed amount of growth, all portals have the ability to reproduce. When the sun face appears - during daytime - good spores (small silver discs) appear in good portals. If you touch one you will pick it up and can drop it ON EXISTING GOOD GROWTH ONLY, by pressing the trigger, creating a new good portal. These should be positioned close enough to evil portals to attempt to grow over them but not so close that you cannot defend them against evil growth. When the beast is dominant - at night - a distinctive sound effect indicates the creation of evil spores (red flashing stars) over evil portals. It is always a priority to destroy them. they can be killed by your fire or by touching them either as they rest for a few moments or when they fly off. If allowed to settle on existing evil growth thay create a new evil portal. The Player : Momentum control is according to joystick direction and varied with game balance being least on tacticle and most on arcade. Holding down the trigger porduces continuous fire in the direction of the joystick and stops the player moving. The Guardians : (There are seven, such as the Devil, the Spider or the hand). The Beast sends his Guardians and their Servants from the land of Pandaemonium to protect his evil portals. On the left of the snake/bird dial, a white arrow indicates your status in the battle against the Guardian. Durning daytime you can shoot the Guardian, moving the white arrow up. If it reaches th top, the Guardian is sent back to Pandaemonium and you win a brief respite. When the Guardian or his Servants touch the player, the white arrow falls. If it reaches the bottom of the dial, you lose a life. YOU CAN ONLY HURT THE GUARDIAN DURING DAYTIME, at night your bullets have no effect. The Taro : Once each day and night the central face opens revealing a Tarot card, and a special crystal flies out and lands, sent either by the forces of good or evil. If you touch the crystal before the worm pushes it off the screen, it gives you a special power which may be good, bad or mixed. you must learn to read the cards to know what sort of power the crystal will confer and whether it was sent to help or hinder you. Winning & Losing : To win the game you must complete the hardest constellation, Sagittarius. You lose the game when all of your lives are lost. Usefull keypresses. P - Pause Space - Exit play screen and return to constellation screen, forfeiting a life. Esc. - Restart Game. The Calling. Pure Evil, silent and cunning is creeping into the distant worlds., poisoning the soul of all that lives. Even as I speak death's dream kingdom is sent against us through portals of destruction - the seething, screaming hoardes from pandaemonium. I call on thee, noble warrior, to lead the battle against evil. When I - a younger man - was likewise summoned to the palace of the shining thrones, to come before the Lord of Light himself. I was filled with awe yet also with fears for mine own safety, through closed eyes I could see a brilliant light that human eyes dare not gaze upon direct, and I could feel the might heat wrapped around me like a garment, gripping my soul, reaching in and demanding my obedience. It was there that I beheld the ritual of the Ring of flame that thou shalt undergo : thy wrists and ankles tied by heavy chains to the mighty oaken Ring and with a single tidal wave of heat, through peeling skin and burning flesh and boiling blood, cast off thy mortal form to be transformed into a Blazing Star, sent against Darkness, to fly through the heavens on wings of fire. Yet I, faced with this unearthly challenge, fled the palace and hid among the shadows these many years. Now I am called up[on again, no longer a noble warrior but a humble messenger sent to summon thee to take my place. I hope to rectify my great failings as a younger man, for I was trained in the ways of Battle and come to tell thee all I know, heed this good advice as it is all the preperation thou hast time for: First - Know thine enemy, thou must learn to contend with the different types of evil that the Beast shall send against thee. Turquoise evil growths are readily killed, while others are more resilient to thy attack, such as those light blue and green. Hardest of all for thee to kill is evil growth dark blue in colour. Likewise, their shape betrays their cunning, the round forms are fooilsh and haphazard with diamond and cross-shaped growths possesing greater guile. Most sinister of all, those octagonal of form plan their attack against thee with the utmost igenuity. Against such growths thou must learn to use good portals as a decoy and thus deflect the evil growth away from thy surprise attack. Second - Listen and watch for the creation of his evil spores, these must always be destroyed. Try also to collect and drop thy good spores with haste and be aware that it is time. Dropping good spores and the vreation of good portals is of great import - near enough to evil portals to attack them, yet not so close as to prohibit their defence. Be careful also to select which good portals thou shouldst protect, for thou shalt not be able to defend them all. Third - It is wise to kill the Guardians as day is close to turning into night, then they will be returned to Pandaemonium during night-time, when they are most dangerous, and not in day-time when they are vunerable to thy fire. Fourth - Build a stronghlod, select for thyself on every star a part of the battlefield, perhaps a distand corner, on which thou canst establish a strong and steady base. Use this to mount thy attacks against evil. Fifth - Keep an outpost, since thou canst only drop thy good spores on existing good growth, it is often of great use when time is pressing, to keep a small outpost of thy good growth. Later thou canst settle good portals here to assist thee in thy rapid growth across the field of battle. Sixth - Try to surround strongholds of evil forcing the Beast to divide his resources and fight the war on two or many fronts, as evil growths become more cunning the Beast will use this same tactic against thee. Seventh - Use thy fire carefully, shooting a narrow and direct path through his evil growth toward his portals. Thus thy good growth be channelled between areas of living evil growth directly to his evil portals. Eighth - Learn to read and understand the tarot cards and know when to collect the special crystals and the powers they confer. Ihave studied the tarot and here are the meanings of the trumps as I understand them: The Sun - Goodliness. The Moon - Great Danger. The Star - Power. The Lion - Fortitude. Tower of Destruction - Chaos and Disaster. Death - Rebirth. Hanged Man - An Untimely End. Wheel of Fortune - The Turning of Fate. Ninth - There are seven great guardians each with servants, which the Beast has sent to guard his portals and hinder thee in battle. Understand their individual ways, their movements, their powers and their weakness. Tenth and Finally - For each star, learn where to concentrate thy strenght and growth and come to know when, where and what thou must attack and defend. If thou shouldst lose a battle do not be disheartened. Final victory shall come from speed and skill but also from thy sheer determination to succeed. I shal not decieve thee - the task I call on thee to do, in the name of the Sun God, Lord of Light, is both magnificent and terrifying. If thou dost fail, then the Beast will take thy soul forever. But if thou canst succeed, thou shalt take thy palce in the Palace of the Shining Thrones, and from that day unto eternity the glory of the worlds will be thine. Noble Warrior, this is thy call to battle !. @ 05/07/89 The Phantom Lord. ��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������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