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PRESS THE NUMBER OF YOUR CHOICEAY@4)@="@:1,z}!6. D1:INTRO.DOC3@@= A`?"@:2,#6.D1:RAIDERS.DOC5@@? A`<"@:3, {}6. D1:STAR.DOC2@@< A`?"@:4,#6.D1:MANUAL1.DOC5@@? A`?"@:5,#6|}.D1:MANUAL2.DOC5@@? A`?"@:6,#6.D1:MANUAL3.DOC5@@? A`"@:7, }}A"@:8, A A6- B A`.@.@@~}K:"kAR@((0(} 3(Y(! Display to creen or rinterkAY@4,)@}6"@:P,A@@"@:S,APJ ATV@@9@@P:V@}@^ B A@h@r(@ |6-%@q"@f A}$(@/(@:(@E(@P(@[(@g6-q A A`:F:Ad,"@3}*AdAU0(}: A`4F:Ad,"@(*AdAU4 A A#@@}# A B AC@+@@=AR@C(}@-@}(6-%@%"@!6-% A  Ap A:F:Ad,"@3*Ad}AU0(}: Ap4F:Ad,"@(*AdAU4 A& A00AR@(}:R-@}@0(D-@AH R ApD ANG+F:Ad,"@3)F:Ad,"@}(=AdAUG AX Ab@-@@"=(#Ҡ堯à@$;@`},@@67@<@`,.%hhhhEhDhhBhIhHA VA`..@@ D:ACADEMY.FNT AV}F:A,&@E:6-?:C:,<@`<|fl0fF68of;p88pf< 80 0 ~~`0 0`<}f ``nf>ff~fff~~f<flxxlf`````~cwkccfv~~nf}8pp8?}UUUUx`x`~<~~<}0~0 ~ <~~<<>f>``|ff|<```<>ff>>ff>|``|fff8<<``lxlf8<f}kc|ffffff>|f```>`<|~ffff>fff<ck>6f< x~ 0~<~~<}~x|nf8x8ff|``>ff>|f```>`<|~ffff>fff<ck>6f< x~ 0~<~~< THE STAR RAIDER ACADEMY _______________________ STAR RAIDERS is a true classic. One of the most famous comput}er games of all time. It was Dave Neubauer, designer of the Atari's POKEY chip, who conceived and implemented STAR RAIDER}S for Atari Corp. in the late 1970's. So impressive was this game, that it was often used by Atari dealers as a demo to s}ell new Atari 8-bit systems. Now, over twenty-five years later, many Atari owners are discovering that STAR RAIDERS is st}ill a dynamic game, full of depth and rich detail. STAR RAIDERS is an exciting war game simulation in outer space betwee}n the Atarian Federation and the evil Zylon Empire. In fact, the non-human Zylon Fighters and the deadly Zylon Basestars r}emind one of the popular American TV series, BATTLESTAR GALACTICA. Locate distant targets with your long-range scanners. }Do close quarter battle with enemy ships as they make high speed intelligent passes at you. Fire your photon weapons. Pro}tect your Starbases. It truly has it all! This 8-bit game posesses a depth of play that few people are even aware of. In} fact, many claim its play action to be superior to the Atari ST version of STAR RAIDERS! Now you can experience it fully.} THE STAR RAIDER ACADEMY features a compendium of articles that reveal the many elaborate and intricate details of STAR R}AIDERS. Not only will these articles renew your interest in STAR RAIDERS, but they may even help you to achieve your Star} Commander Class 1 rating! articles renew your interest in STAR RAIDERS, but they may even help you to achieve your Star ********************************** THE STAR RAIDERS ACADEMY "This is your Commander speaking!" ****************}****************** by Joe Hafner When NASA trains astronauts for space missions they create a closed enviro}nment, called a Space Flight Simulator, which closely resembles the conditions of space. One of the most sophisticated el}ements of this simulator is the Computer Generated Imagery equipment, which projects a view of the stars and planets onto }the capsule window as if the capsule were actually in space. The visual effects are very real, and the equipment used to }create these projections costs several million dollars. For the cost of a Star Raiders cartridge, we who are earthbound} can also experience the thrill of space travel, including intergalactic confrontations, docking maneuvers, and warps thr}ough hyperspace. The visual effects here are also very real, especially when you add a dash of imagination. The game of }Star Raiders was conceived and implemented at Atari by Dave Neubauer, who also designed the Atari's POKEY chip. At the ti}me of its design, early in 1979, Star Raiders was one of the largest games written, requiring 8K of ROM storage. When the} technical and marketing people at Atari saw Star Raiders in action for the first time, they knew it was a winner, and too}k great pride in being able to present the game to the public. Star Raiders is a conceptually sophisticated game, involv}ing timing, strategy, and three-dimensional geometry, as well as the usual aiming accuracy and quick reflexes characteris}tic of most arcade and video games. As such, it is basically a real-time adventure game. For all of its sophistication, h}owever, the game still follows the Atari policy of providing a clear, unambiguous, and responsive control interface betwe}en man and machine, which means that it is easy to learn and to play. The ten-page Star Raiders User's Manual supplied w}ith the game clearly indicates the use of the controls and the screen displays. It also describes the four levels of play}, the scoring mechanism, and some of the strategies useful for getting through a mission. In this article we will examine }some of the more intricate game-playing techniques to help you get a better start at becomming a Star Raiders master. T}he premise of the game is simple. You are a lone Atarian Starship attempting to save a number of remote starbases from a h}orde of attacking enemy Zylon ships. The enemy tries to surround and destroy your starbases to obtain raw material for bu}ilding new Zylon warships, while destroying all forms of humanoid life in the process. If you are a beginner at the game}, play at the Novice Level. This is also a good place for young children to play, though one must keep in mind that Star }Raiders is really designed for older children and adults. At the Novice Level you have time to learn the operation of the} major controls, the joystick, the indicators, and the several screen displays. With your shields up your ship cannot be }damaged, and the Zylons will always seek you out. In the higher levels of play you may have to actually track down a Zylon} ship in order to engage and destroy it. With some of the Zylon patrol ships, it's almost as if you have to first get the}m mad enough to want to fight you. The theoretical maximum rating in Novice Level is a Warrior rank, but in actual play }a Lieutenant rating is as well as can be expected. If you consistently get an Ace or Lieutenant rating at the Novice Leve}l then it's time to move up to the more interesting levels. By that time you should have a good understanding of the cont}rols, and the attack pattern of the aliens. The Pilot Level, one step up from Novice, will first introduce you to steeri}ng through hyperspace. This can be confusing at first, but needn't be if you understand the concept. It actually becomes }somewhat easy as you acquire more skill at the task. On the forward screen you will see the large crosshairs which are put} there by your Attack Computer. In the center you will recognize from the Novice Level the smaller cross which is the hyp}erwarp target marker. In the higher levels of play the hyperwarp marker tends to drift around. Actually, you must imagin}e that your ship is drifting, and the marker is fixed. Your steering corrections on the joystick are really attempts to m}ove the Attack Computer crosshairs, which are drifting, over the hyperwarp target marker, which is fixed relative to spac}e geometry. Therefore, if the marker is above the crosshairs, your ship has drifted low, and you must pull back on the st}ick to raise the crosshairs. If the marker is left of center, then move the stick left to compensate. Remember you are st}eering the crosshairs (and the ship), NOT the hyperwarp target marker. Another game feature which you will need to under}stand in the higher levels of play is the Long Range Scanner. It shows the position of the enemy ships in a sector in rel}ation to the position of your space ship. However, it is not always obvious, because of the true three-dimensional nature }of a sector, where exactly the enemy is situated. Such is the reality aspect built into this amazing space flight simulat}ion. In order to understand the Long Range Scan you have to understand simple projection geometry. It's really not diffi}cult at all. Try to think of the sector as a clear ball with your ship in the center and the Zylons anywhere else within }the ball. Now imagine sliding a flat plate of glass right through the center of the ball, so that your ship is sitting on} the glass as if it had landed there. Place the ball on the ground, with the glass plate perfectly horizontal, and stand }directly above the ball. Now, from the position of your eyes, draw a straight line down through the Zylon position and ont}o the glass plate. This is depicted as a side view in Figure 1 (below). Even though the actual Zylon position is at point} "A", its apparent position on the Long Range Scan is point "B", which always seems closer than it actually is. Figure }1: looking down from your effective viewpoin}t | | * | } * *A * |* * | * | } * + B * =============================== glass * * ^ pl}ate rotation * * of plate * * upwards * *} * clear ball } + = Your Ship's Position A = Actual Zylon Position B = Apparent Zylon Position (appears cl}oser than it is) Now consider what happens when you pull back on the joystick and cause the glass plate to rotate unti}l it touches the Zylon. The Zylon position is accurately indicated on the Long Range Scan. The Scanner effectively collaps}es all points inside the clear ball so that they lie directly on the glass plate, but without rotating the plate. Inciden}tally, you will notice the same effect, which is technically known as "vector projection", also occurs for the range indi}cator, which only indicates accurate range values when the target is directly ahead. This is when Theta (representing hor}izontal offset of target) and Phi (representing vertical offset of target) are both zero. You can get a good understanding} of these effects by flying around in a sector which has a starbase and observing the Long Range Scan and range indicator} as you adjust the position of your ship with the joystick. In any good spaceship design there are backup systems availa}ble to get you to safety in case your ship is damaged. This is also true in your ship. Only loss of photon torpedos can t}otally prevent you from engaging and destroying Zylons. Your Long Range Scanner and Attack Computer are truly complementa}ry. You can use one in place of the other at a reduced efficiency level. Your impulse and hyperwarp engines are of a desig}n which cannot be damaged, so you can always get to a starbase sector when necessary. If your impulse engines are destr}oyed and you need to catch a Zylon who is beyond range, line up the target with either the Attack Computer or the Long Ran}ge Scan, and engage hyperwarp. Do not just make steering corrections, but do abort the hyperwarp just before leaving norm}al space, or if the target is sighted. This should put you in range for a battle. Even if your Subspace Radio (which rec}eives Zylon position information for the Galactic Chart) is destroyed, you can use your knowledge of Zylon movement patte}rns to search out their current positions without going to a starbase for repairs. Being able to battle Zylons with redu}ced system efficiency is an important means of increasing your rating (as well as staying alive). This is because it takes} precious time to get to a starbase sector, dock, and wait for repairs from the shuttle craft. Time is a negative factor }in computing your rating, and each docking maneuver decreases your score by a few points. There is usually time for no mo}re than five or six docking maneuvers at the higher levels of play, the Commander Level, and still hope for a Star Command}er Class l rating, the highest rating obtainable. You must get used to operating with damaged or destroyed systems in o}rder to get maximum ratings. With practice you should be able to steer through hyperspace without your Attack Computer cr}osshairs, and still be able to hit your target sector most of the time. This skill is essential when you are trying to doc}k at a starbase to get your destroyed computer repaired; you have very little hope of completing your mission without thi}s skill. Part of the strategy of the game is knowing how much damage you can sustain before docking for repairs becomes t}he most prudent choice. There are no pat answers for this, and each individual commander must make his own judgement calls}. Yes, it's lonely at the top! Another element of this game is quick thinking under pressure. Consider this scenario: Yo}ur photons and your shields are destroyed, as well as your Subspace Radio, so you decide to dock for repairs. Without the} Radio, you cannot be sure of the Zylon positions, so you choose a starbase in a sector which appears safe from imminent }destruction. You manage to dock successfully, and the repair shuttle craft begins to approach your ship. Without warning,} the starbase on your screen explodes into a million pieces taking the shuttle repair crew with it. The starbase was surr}ounded after all! The Zylons are fast builders, and instantly power two new warships from the starbase debris, and begin }to attack your defenseless ship. You have only a few seconds to make the right decision, touch the appropriate controls, a}nd (possibly) live to tell the tale to other commanders back at Starfleet Headquarters. Survival in situations like this }separates the rookies from the veterans. As your skill inproves you may find yourself getting the maximum rating more an}d more often. So what do you do for more challenge? Try these game variations. Play Novice or Pilot Level missions withou}t shields. Try a Warrior or Commander Level, but allow the Zylons to destroy one or more of your starbases. Wait until the}re is only one or two starbases remaining and then go into action. Play an entire game without using the impulse engines.} Or simply give the Zylons a one or two minute head start before you start attacking them. It's also fun to play a two-p}layer game, where one Atarian runs the joystick and another runs the keyboard controls. You could actually sit side-by-si}de as if in an actual cockpit. This is a good way to play when friends who are not familiar with the game features want t}o play. However, be sure to decide beforehand who gets to be captain and ultimately makes the decisions when to engage the} enemy or retreat. The heat of the battle is no time to debate the issue! When you get familiar with the game, and you'}re looking for a new thrill, try hooking your TV's sound up to your stereo and turn up the volume. The photon blasts will} rattle your windows. Or for the ultimate thrill, hook your computer up to a large projection TV system (and great for two} player sessions). The effect is truly awesome! With the Star Raiders User's Manual and these few tips you should soon  }be saving galaxies like a seasoned starship commander. ((The author of this interesting article, Joe Hafner, is an elec }tronics design engineer and occasional teacher of programming. Having mastered Star Raiders, he shares his expertise with  }other Star Raiders fans. This article was originally published in ANTIC, The ATARI Resource, July 1983, Volume 2, Number  }4.)) Star Raiders fans. This article was originally published in ANTIC, The ATARI Resource, July 1983, Volume 2, Number  **************************** * ADVANCED STAR RAIDER * * TACTICS AND STRATEGIES * ********************!}******** by C. Donald Harris Jr. I assume that by now most people who own both an Atari 8-bit computer and the S!}tar Raiders game cartridge have either reached some level of proficiency or given up the challenge entirely and gone on t!}o other interests. This article is directed toward those of you who have mastered the easier levels of the game, who thoro!}ughly understand the Atari Star Raiders User's Manual, and are ready to attempt more hazardous adventures. From my viewp!}oint, the four levels of difficulty should be considered in two groups: * The beginner group (Novice and Pilot Levels)!} will be entirely satisfying for those of you who enjoy the game but wish to avoid addiction. At the beginner lev!}els, your ship seems small, almost indestructable, and will only be attacked from the front. * The expert group (Warr!}ior and Commander Levels) requires considerably greater skills. Your ship seems larger, much more vulnerable, and!} will be subjected to either front or aft attacks, or even simultaneous front and aft attacks. I look at the Warri!}or Level as basic training for the Commander Level and suggest that your advanced training begin with that approach. Don'!}t expect much in the way of rank at the Warrior Level - the game completion bonus is too low. A week or so of practice at!} the Warrior Level will sharpen your skills considerably and with the tips provided in this article, you should be prepare!}d for mastery of the ultimate Commander Level. Overall Strategy ________________ You should first reach a fair amount!} of proficiency at the Pilot Level. For example, you should be able to fly "on instruments." Without stopping to think, yo!}u should know at once where the enemy, the Zylon, is from the azimuth, elevation, and range instruments on the ship's com!}puter display and which way to move the joystick to maneuver your space craft. You should also know how to conserve energ!}y during hyperwarp and when using the twin ion engines. To properly prepare to wipe out your enemy, your battle plan sh!}ould be designed around three priorities: survival, defense of starbases, and energy conservation. The main objective of ! }course is survival (no easy task at the Commander Level). To begin attack, switch to the Galactic Chart and press "P" (th!!}e Pause command). Now, it's study time: note the locations of your starbases in relation to the enemy's ships. This shoul!"}d help you plan your hyperwarp jumps from sector to sector more efficiently. The early-game strategy for defending starb!#}ases will include determining the starbase under attack and eliminating the fastest-moving enemy squadrons first. (Never !$}go after a four-ship enemy squadron first, because you will find a starbase surrounded before you know it!) You won't be!%} able to figure out which starbase is first on the Zylon's hit list right away. It may take 150 to 200 centrons (time uni!&}ts) of tracking enemy squadron movements to decide. In this interval, you should have blitzed your second or third two-shi!'}p squadron. Pick a nearby two- or three-ship fleet (they are faster!) and attack it. A caution: don't stray too far from !(}the galactic center until you're certain which starbase to defend. You don't want to waste precious energy crossing the e!)}ntire galaxy to begin your starbase defense. Don't forget about passing centons. Check the Galactic Chart during lulls i!*}n the fighting and note enemy-squadron movement. Don't forget to make your hyperwarps short jumps to save energy. Figure!+} 1 (displayed at end of article) shows the energy units used compared to hyperwarp distances out to nine sectors. Notice !,}the large energy increase for five sectors or more, and again for jumps of over eight sectors. Once you've identified the!-} starbase under attack, mop up the sector you are in, if you feel there is time, and move to defend your starbase. As yo!.}ur attack continues, you should stay near the starbase under attack and let the Zylons come to you; but watch the tricky !/}devils - when you least suspect it they will switch starbases and begin moving to a new target. Continue to wipe out the t!0}wo- and three-ship fleets first. Once you've done that, the pressure is off your starbases. Now that I've laid out the o!1}verall strategy, let's proceed with the fun part: wiping out all the evil Zylon vermin. Behind Enemy Lines ___________!2}_______ While in an enemy sector and attempting to destroy Zylons, your prime objectives are survival and energy conserv!3}ation. The main energy drains inside the sector result from hits from enemy photons and using the twin ion engines. By !4}far the most important of these is avoiding being hit by enemy photons. Each photon hit costs 100 mergs (energy units) and!5} causes damage. Damage not only reduces your chances of survival, but certain kinds of damage will mean an unplanned and !6}costly trip to the nearest starbase for repairs. This extra trip could cost 300 to 800 mergs or more. Eight hundred mergs!7} is equivalent to about eight final-score points, or the difference between ranks of Star Commander 1 and Star Commander 2!8}! The ion engines should seldom be needed in the enemy sector. As your ship comes out of hyperwarp and coasts to a stop,!9} three different types of enemy movements will be found: ships with no movement, fast-moving ships that will seem to appr!:}oach you but then retreat, and ships coming on at full-speed attack. Notice that ships within 120 metrons (distance units!;}) will always attack, become visible, and be within your photon range. Don't trust your Tracking Computer to lock on to !<}the "nearest" enemy vessel. If you are not immediately under attack when entering a sector, press "M" (the manual- tracki!=}ng key) to avoid nasty surprises. If a ship is coming on at full speed, just wait for it. When a ship seems to be coming i!>}n for an attack, but then takes off in some other direction, don't chase it because it's a sucker move. Scan the sector f!?}or another ship to attack. If you have the time and patience and are willing to wait, the enemy will eventually come to y!@}ou. (But don't forget that your starbase is under attack while you're waiting!) Early in the game at the Commander Level,!A} you cannot afford to wait. Contrary to what Atari's Star Raiders User's Manual tells you, speed 6 is NOT the most effici!B}ent way to use your ion engines. Energy requirements for shields, computers, and life-support sytems must be accounted fo!C}r during the journey. According to the Star Raiders User's Manual, the energy drain for these systems is 2.75 mergs/centr!D}on (energy units per time unit). Although my tests show a lower energy consumption, the most efficient speed is actually 8!E} not 6. Figure 2 (displayed at end of article) shows calculated and measured energy consumed for distances of 500 and 900!F} metrons. The calculated values are based on information taken from the user's manual. In either case, there is little di!G}fference in energy used for speeds above 7. Engaging the Enemy __________________ As you come out of hyperwarp and co!H}ast to a stop, you will often find yourself overunning an enemy ship and being fired upon before you are ready to defend y!I}ourself. Try this! As the ship comes within about 150 to 200 metrons, throw your ship into a hard turn in either directio!J}n. Hold the turn until the enemy has passed all the way behind you and is coming around the front again. Watch your instr!K}uments. By this time the screen will have stopped flashing, and you will be ready to fight with no distractions. As the !L}enemy approaches from the front, maneuver your joystick to keep him off to the side and low. The idea is, of course, to av!M}oid photon hits and damage as he approaches. When the enemy is about 20 metrons away, swing him into your sights and blow!N} him away. Conserve your photons - they cost energy too. Don't let the Zylon get much closer than 20 metrons before using!O} this maneuver, because he just might zip around behind you. If two ships are attacking from the front at once, concentra!P}te on the one closer to the center of the screen. A word about attacks from the rear: for several weeks I tried to hand!Q}le aft attacks without much success. If you can handle a frontal attack one second and an aft barrage the next (with all !R}your joystick movements reversed), that's great; but I've found that you can still reach Star Commander 1 without masterin!S}g the aft attack. To bring an aft-attacking enemy to the front, just throw your ship into a hard spin and he will wind up!T} in front of you. You will notice that you are almost never hit while in a spin. The Zylons cannot easily lock onto you w!U}hile your ship is in a hard-turn maneuver. The toughest situation you'll run into is simultaneous front and aft attacks.!V} You can quickly turn off your computer's autotracking (press "T") to concentrate only on the front. I've already suggeste!W}d how to handle frontal attacks, but in this situation throw in a small amount of back and forth joystick movement. This !X}helps spoil the aim of the aft attacker. Necessary Capabilities ______________________ How do you know when to cut and!Y} run? For some kinds of damage, there is no doubt. Some systems, however, are more important than others, so the decision!Z} is not clear cut. It's up to you. Table 1 (displayed at end of article) is presented for your use as a guide only. Many ![}other damage combinations are possible and are left to your judgement, skill level, and the battle situation. To help exp!\}lain the chart, here are some examples: * In a case where your photons are damaged, finish the sector if only one enemy !]}ship remains and the go to the nearest starbase for repairs. If you are outnumbered, leave the sector immediately. * In !^}a case where your computer and the sector-scan systems are damaged and your ion engines are destroyed, finish the sector i!_}f you are faced with only one Zylon then go for repairs. A final hint: your subspace radio is much more important early !`}in the game than it is later when enemy ship movements are not as threatening to your starbases. What I've described her!a}e is just about all I know about Star Raiders. I hope these suggestions will be helpful to your pursuit of new and better!b} ranking and many more hours of enjoyment. ********************************** NOTE: As referred to in the above !c}article, Figure 1, Figure 2, and Table 1 appear below: ********************************** Figure 1 ________ !d}Energy drain for hyperwarp engine use. The drastic increase in energy use over distances greater than four sectors emphasi!e}zes the need to plan movement within the galaxy so that only short jumps are required. ENERGY DRAIN VS. SECTORS TRAVELED!f} --------------------------------- 1200| * | 1000| !g} | * 800| * ENERGY | * IN!q}B%DOS SYSB)AUTORUN SYSB+PICLDR B>0ACADEMY MICBnACADEMY BASB ACADEMY FNTB INTRO DOCBlRAIDERS DOCB STAR DOCBMANUAL1 DOCBr"MANUAL2 DOCB8MANUAL3 DOC MERGS 600| | * 400| | * !r} 200| * * * * 0| !s} -------------------- 0 1 2 3 4 5 6 7 8 9 SECTORS TRAVE!t}LED Figure 2a & 2b ______________ Energy expended for ion engine use. Contrary to the figures in the Star Raiders u!u}ser's manual, selected-speed 8 is most efficient when other systems are also drawing energy. Figure 2a shows the energy!v} --------- expended at a variety of speeds over 500 metrons. ^^^ ENERGY CONSUMED VS. !w}SPEED OVER A DISTANCE OF 500 METRONS *=ACTUAL +=CALCULATED -----!x}------------------------- 2400| + | 2200| !y} | 2000| | 180!z}0| | 1600| | !{} 1400| | ENERGY 1200| IN MERGS | !|} + 1000| | 800| !}} | 600| | * + 400| !~} | * 200| * + + + | * * + * !} | * 0|------------------ 0 . . 3 4 5 6 7 8 9 !} SPEED SELECTED Figure 2b shows the corresponding --------- values of energy expended!} for a distance of 900 metrons. ^^^ ENERGY CONSUMED VS. SPEED OVER A DISTANCE OF 900 ME!}TRONS * = ACTUAL + = CALCULATED ------------------------------- 24!}00| + | 2200| | !} 2000| | 1800| | !} 1600| | + 1400| !} | ENERGY 1200| IN MERGS | 1000| !} | 800| + | !} 600| | 400| * | * +!} 200| * * + + + | * * * 0|------------------ !} 0 . . 3 4 5 6 7 8 9 SPEED SELECTED Table 1 _______ Damage prio!}rities determine when to leave for repairs immediately. In this chart, "finish sector" means wait until you have disposed!} of all the Zylons in the sector before hyperwarping to a starbase; "finish sector if even odds" means go for repairs imme!}diately unless there is only one Zylon in the sector. If more than one piece of equipment is damaged, follow the instruct!}ions for the highest- priority item. PRIORITY 1 - SHIELDS -------------------- * If damaged, hyperwarp at once. * If d!}estroyed, hyperwarp at once. PRIORITY 2 - PHOTONS -------------------- * If damaged, finish sector if even odds. * I!}f destroyed, hyperwarp at once. PRIORITY 3 - COMPUTER/SECTOR SCAN --------------------------------- * If damaged, finish!} sector if even odds. * If destroyed, hyperwarp at once. PRIORITY 4 - SUBSPACE RADIO --------------------------- * I!}f damaged, your decision. * If destroyed, finish sector. PRIORITY 5 - COMPUTER --------------------- * If damaged, cont!}inue. * If destroyed, finish sector. PRIORITY 6 - ENGINES -------------------- * If damaged, continue. * If destroyed,!} continue. PRIORITY 7 - SECTOR SCAN ------------------------ * If damaged, continue. * If destroyed, continue. ((Thi!}s interesting article was first published in the September 1982 edition of BYTE Magazine.)) -= END =- ((Thi w ******************************* STAR RAIDERS COMPUTER ADVENTURE The Atari User's Manual ********************%}*********** TABLE OF CONTENTS _________________ I - INTRODUCTION Mission Objectives II - USING THE JOYSTIC%}K Control Stick Operation III - TO BEGIN PLAY Console Controls Power On/Off Select Start%} System Reset Atari Key IV - CONTROL KEYS 0-9 Twin-Ion Engine Control A Aft View C %}Computer Attack Control F Front View G Galactic Chart H Hyperwarp Engines Engaged L Long-%}Range Sector Scan M Manual Target Selector S Shields T Tracking Computer P Pause C%}ontrol Panel Display Attack Computer Display Sub-Space Radio V - ENERGY USAGE VI - STARBASE DOCKING VI%}I - RATING VIII- SKILL LEVEL DESCRIPTIONS Simplified NOVICE Instruction PILOT Level WARRIOR Level %} COMMANDER Level IX - SURVIVAL TACTICS X - TECHNICAL INFORMATION I - INTRODUCTION ________________ CONGRATULA%}TIONS. You are now part of the elite unit of the Atarian Starship Fleet - THE STAR RAIDERS. You're about to accumulate ma%}ny hours of flight time while battling some elusive, but very deadly interplanetary enemies. the battleground will be the%} entire known galaxy, which for your convenience has been divided into "sectors" that are displayed on a Galactic Chart. %}The galaxy is literally at your fingertips! Before you embark on your first mission, some background information is nece%}ssary to fill you in on the current state of galactic political affairs. The treaty between the Atarian Federation and t%}he Zylon Empire has been broken. A technical state of war exists. The deadly menace of the Zylon Empire threatens to elim%}inate humanity as we know it. Your orders: DESTROY ALL ZYLON STARSHIPS ON SIGHT, SHOW NO MERCY! To date, only three type%}s of Zylon craft have been observed. They are classified as follows: ZYLON FIGHTER - Designed for high-speed attacks. At%} close range they can be deadly. * * * * * ***** Zylon Fighter * * * * *%} ZYLON CRUISER - These ships may have assigned patrol routes within a sector and will not usually attack unless provoked.%} * *** ** ** Zylon Cruiser ** ** * * ZYLON BASESTAR - Unlike the oth%}er Zylon craft, these ships are equipped with heavy shields and can only be destroyed at close range. Use extreme caution%} when attacking a Zylon BASESTAR. ** ****** ** Zylon Basestar ****** ** %} The strategy of the Zylons is simple, yet clever. They will avoid contact unless provoked. While engaging you in battl%}e the rest of the Zylon fleet will be surrounding and destroying friendly starbases, which are vital for your survival! T%}he enemy is dangerous and diabolical. Be on your guard at all times. During battle you will be concerned with the enemy %}craft which are occupying the sector you're currently in, although you have the ability to "hyperwarp" to any sector at a%}ny time. When you destroy an enemy starship with one of your photon torpedos, that starship stays destroyed for the remai%}nder of the mission. A photo torpedo is a burst of pure concentrated energy - it completely destroys a target upon direc%}t contact. As a word of caution, beware of the many meteors flying through space which you will observe during your miss%}ion flights. A meteor will destroy your ship if it hits you when your shields are down. When your shields are up, a meteo%}r can still damage your starship (except in the Novice Level). It is also possible to hyperwarp into a meteor, which will%} result in damage or even cause the destruction to your starship to hit one at such great speed. You can destroy a meteor%} by hitting it with one of your photon torpedos. It's best to simply steer clear of them. The friendly starbases allow yo%}u to stop for repairs. The number of starbases in a mission depends on the skill level you're playing. (The higher the sk%}ill level, the more starbases, but the more enemy starships as well.) Docking at a starbase enables you to receive a new %}supply of energy and to repair your starships damaged and/or destroyed equipment. During each mission you receive update%}d information from the computer on the status of your starship and equipment, unless your computer is destroyed or damage%}d. When that occurs you're on your own until repairs are made. The rating or rank you receive on each mission depends on%} how well you develope your skills in space. The Novice Level will help you get started. The going gets much tougher from%} there. You can work your way up to Pilot, then Warrior, and finally to Commander, which is reserved for the smartest, mo%}st skilled players. STAR RAIDERS is a dynamic game, full of depth and detail. It is absolutely essential for you to read%} these instructions carefully to acquaint yourself with the basic operations of the game and with using the joystick befor%}e you start playing. Then, after each mission you will know more about the important aspects of game play, and the depth %}of the game will become much more apparent to you. As a final note to this introduction, it is important for you to rea%}lize that you never actually see your own starship on the screen (except when using the Long-Range Scan, which is explain%}ed later). You are sitting at the controls looking out into deep space. Your television screen is your "window" into space%}. What you see on the screen is deep space which surrounds your ship. Becoming a Commander will take quite a bit of flig%}ht time. Good luck, the galaxy awaits you! Mission Objectives ------------------ Your objectives in space are fivefol%}d. Primarily, your mission is to destroy all Zylon starships, without allowing them to destroy your starship, or at least %}with as little damage to your spacecraft as possible. Your secondary objectives are to complete the mission in as little%} time as possible, with miminal energy expended, and without allowing friendly starbases to be destroyed. II - USING T%}HE JOYSTICK _______________________ Use one of your joystick controllers with this game. Be sure to plug the controller%} cable firmly into the number 1 jack on your Atari console. Control Stick Operation ----------------------- In keepin%}g with official fleet jargon the joystick will henceforth be referred to as the "Contol Stick." As shown in the diagram (%}see Front View and Aft View, below), pushing the Conrol Stick forward causes your starship to dive. Pull the stick back an%}d your starship climbs. Push the Contol Stick left and your starship turns to port, or to the left side of the ship facin%}g forward. Push the stick to the right to steer your starship to starboard, or right side of the ship facing forward. T%}hese directions apply to the front view of space, which means you are looking out the front of your spacecraft. When the a%}ft (or rear) view of space is on the screen, pushing the Control Stick right and left has the opposite effect. Since you %}are looking backward when the aft view is on the screen, moving the stick to the right causes the back of the ship to mov%}e to the left. Moving the Control Stick to the left then, causes the back of the ship to turn to the right. You will le%}arn how to bring up the front and aft views on the screen in Section IV. Press the fire button to fire your Photon torpe%}does. Using the Control Stick to steer your starship effectively and accurately will take practice. Don't be discouraged%} if at first this process seems awkward. Your steering ability will sharpen with time. Front View: Dive %} \ | / \|/ Left --+-- Right %} /|\ / | \ Climb Aft V%}iew: Climb \ | / \|/ %} Right --+-- Left /|\ / | \ %} Dive III - TO BEGIN PLAY ___________________ Make sure the POWER ON/OFF switch is ON, the Control Stick c%}able is firmly plugged in, and the Star Raiders Cartridge is firmly inserted into the console cartridge slot. Press the%} SELECT key to choose the mission difficulty level you wish to play. Each time you press SELECT the display will show the%} mission level at the top of the screen. The NOVICE, PILOT, WARRIOR, and COMMANDER missions are explained fully in section%} VIII - SKILL LEVEL DESCRIPTIONS. NOTE: Section VIII contains "Simplified NOVICE Instructions" to get you started quickl%}y. If you're impatient to get started, you may wish to skim-read to that point. Later, though, be sure to read the comple%}te manual through! After choosing a difficulty level, press START to begin your mission. The SYSTEM RESET key will abort %}a mission and return Star Raiders to the NOVICE mission level. The Inverse Video key on the keyboard of the XL/XE compute%}r models (the Atari key "/|\" on the older 400/800 models) will also abort a mission, after which a rating will be displa%}yed based on your score thus far. (The OPTION key has no effect in Star Raiders.) IV - CONTROL KEYS _________________%} The following keyboad keys control and direct the Star Raiders game play: 0-9 Twin-Ion Engine speed control. Als%}o aborts hyperwarp. A Aft View. C Computer Attack Control F Front View. G Galactic Chart. H Hyperwarp Engines %}Engaged. L Long-Range Sector Scan. M Manual Target Selector. S Shields On/Off. T Tracking Computer On/Off. P P%}ause Control (suspends game). 0-9 - Twin-Ion Engine Control ----------------------------- The Twin-Ion engeines are use%}d to maneuver your starship within a sector when pursuing or evading the enemy. Use these keys to select the velocity (V)%} or speed at which your starship travels. The corresponding speed is displayed at the far left corner of the Control Pane%}l Display. Key: 0 - V=00 mps 1 - V=00 mps 2 - V=00 mps 3 - V=01 mps 4 - V=03 mps 5 - V=06 mps%} 6 - V=12 mps 7 - V=25 mps 8 - V=37 mps 9 - V=43 mps Control Panel Display (V represents velocity %}or metrons per seconds). Your ship always moves forward. The best cruising speed is key 6 (V=12 mps). The Zylon starships%} have a maximum speed of approximately 7 (V=25 mps). A - Aft View ------------ Shows view of space behind your starsh%}ip. C- Computer Attack Control -------------------------- Displays "cross hairs" in front view. | %} - - | Displays "cross hairs" in aft view. - - Also displays the%} Attack Computer Display in the front view at the lower right corner of the screen. ------- | %} | | |-|H|-| | | | ------- The computer updates the horizontal (Theta), verti%}cal (Phi), and range (R) coordinates of the attacking Zylon starship. It also locks your photons onto the target (see the%} section explaining the Attack Computer Display). * *** *** * %} * * * * ******* Theta * * * Phi * * * * * *** *** %} * F - Front View -------------- Shows view of space in front of your starship. G - Galacti%}c Chart ------------------ The Galactic Chart is one of your most important tools during each mission.. It provides you %}with a display of the entire galaxy, divided into "sectors" on the screen. Each sector contains either enemy starships, a%} friendly starbase, or is uninhabited. On the Galactic Chart, sectors that are occupied are indicated as follows: %} * * * *** ***** Friendly Starbase *** * * * ........................... **%} ** 3 Zylon Starships (a task force) ** ...........................%} ** ** ** 4 Zylon Starships (a fleet) ** ...........................%} ** ** *** 1-2 Zylon Starships ** (a patrol group) ** You will also notice tw%}o dots on the Galactic Chart. One dot represents your present position, the other dot (which moves via the Control Stick)%}, indicates your hyperwarp destination. You must move the dot to the sector to which you wish to travel and then "hyperw%}arp" to that sector. (See H - Hyperwarp Engines Engaged, immediately following this explanation.) Checking the Galactic C&}hart frequently is important not only to mark the progress of the mission, but also because the enemy starships will shif&}t periodically in an effort to surround and destroy your starbases. The Zylon fleet will concentrate on one starbase at &}a time, and will never scatter in an effort to attack, and surround more than one starbase simultaneously. Whenever a st&}arbase is surrounded, you have approximately one minute (100 centons) to clear a sector adjacent to the starbase to save &}it. The diagram (shown below) shows the necessary enemy positions for a starbase to be surrounded. ----------- &}| | | | | | ----------- S = Starbase | | |*| | | * = Zylons ----------- | |*|S|*| | -----------&} | | |*|*| | ----------- | | | | | | ----------- The Zylons will shift at different rates depending on &}their size. A patrol group will move the fastest. A task force will move at half the speed of a patrol group. A fleet wil&}l move at approximately 1/8th the speed of a patrol group. There is vital information displayed just under the Galactic & }Chart on the screen. As you move the dot to each sector, the amount of energy needed to hyperwarp to that sector is shown,& } (e.g. WARP ENERGY=700) - based on distance; and the number of enemy targets that occupy that sector is displayed (e.g. T& }ARGETS=4). The STAR DATE is also shown -- it represents the elapsed time during a mission. The STAR DATE is based on uni& }ts of time which are called centons. The enemy may jump from one sector to another when the STAR DATE crosses .00 or .50.& } In addition, there is DAMAGE CONTROL (DC) information located at the bottom, right side of the screen -- "DC:PESCLR." Th&}e letters correspond to the following starship equipment: P=Photons E=Engines S=Shields C=Computer L=Lo&}ng-Range Scan R=Sub-Space Radio The status of the equipment is defined by a color. A BLUE letter indicates the equipment &}is okay or working normally. YELLOW indicates damaged equipment, and RED means the equipment has been destroyed. The eng&}ines will still work even after they have been destroyed thanks to a backup implulse system. However, progress will be ve&}ry slow. The shields will "flicker" when damaged. If you take an enemy photon hit at the exact moment when the shields hav&}e flickered off you will be destroyed. When the computer is damaged, the coordinates Theta, Phi, and R are lost. When the&} computer is destroyed, no computer functions are performed. When using the Long-Range Scan after it has been damaged, y&}ou will see a mirrored image of everything in that sector. (See the section describing the Long-Range Scan.) H - Hyper&}warp Engines Engaged ----------------------------- You must engage hyperwarp to move from one sector to another. You do &}this after moving the dot on the Galactic Chart with the Control Stick to the desired sector (see section on Galactic Char&}t). At the NOVICE level you need not "steer" in hyperspace. However at the PILOT, WARRIOR, and COMMANDER levels you must&} steer while in hyperspace. To begin a hyperjump, first make sure you are in the front view (F). Then press H (hyperwarp)&}. The hyperwarp target marker (shown below), which appears only during hyperwarp, will be displayed between the cross hai&}rs. Cross hairs | " - = = - &} "Hyperwarp target marker | Using the Control Stick keep the hyperwa&}rp target marker lined up between the cross hairs as closely as possible while hyperwarp is engaged. If you get too far ou&}t of line, you may end up in the wrong sector. The difficulty in hyperwarping from sector to sector increases with the di&}stance between the sectors. A red alert will be sounded as a warning indicator when you enter a sector occupied by enemy& } Zylon starships. The closer you jump to the center of the sector, the closer you will be to the target or targets. To &!}abort hyperspace, press any one of the engine control keys (0-9). continued...u will be to the target or targets. To $T ******************************* STAR RAIDERS COMPUTER ADVENTURE Atari User's Manual ***************************#}***** continued... L - Long-Range Sector Scan -------------------------- This will show you a top view of the entire*$} sector your starship is occupying. Your ship is in the center and all other objects in the sector rotate around it. The *%}enemy targets (and meteors) will appear as flashing squares and are larger than other objects, which are stars. To use the*&} sector scan: 1. Select a target. 2. Move the Control Stick to the left (the objects will rotate around your ship*'}), until the target is directly in front of you. 3. Move the Control Stick forward or back (depending on the *(} position of the target on the screen), until the target is as far away from you as possible (toward the top of *)}the screen). 4. Use the engines to approach the target while observing the scan. 5. Minor course corrections may **}be needed as you approach the target (especially if the target is moving). Repeat steps 2 and 3 if necessary.*+} 6. When the target is very close to your ship, stop the engines. The target should now be visible in your fron*,}t view screen (F). When the Long-Range Scan is damaged you will see a mirror image of every object which is being sc*-}anned. One object will be a reflection only. Select a target and follow procedures 2, 3, and 4. If the target moves away f*.}rom you (rather than toward you), you have chosen the reflection instead of the real target. Choose the other target. */}M - Manual Target Selector -------------------------- When you hyperwarp into a sector with more than one enemy target in*0} it, the computer must decide which enemy to display in the Attack Computer Display (as well as the enemy's coordinates -*1}- Theta, Phi, R -- in the Control Panel Display). Target selection then, is done automatically, provided the computer h*2}as not been destroyed. The computer will randomly select a target unless you are in a battle, in which case the computer *3}will select the target that is shooting at you. By pressing M you can manually select another target. Typically, only tw*4}o Zylons will attack at one time. They are displayed as target 0 or target 1. For example, the computer may select T=0. By*5} pressing M you can change the target to T=1 (shown in the Control Panel Display at the bottom of the screen). When tra*6}cking a friendly starbase, T will be 2; during hyperwarp, T will be 3. (Note: T=2 overrides T=3.) S - Shields --------*7}--- The shields protect your starship. When they are activated (S) there will be a slight bluish tint to your view of s*8}pace. When the shields are not activated space will appear dark black. Your starship will be destroyed if hit when the sh*9}ields are down. The Control Panel Display and Galactic Chart become yellow when your shields are damaged or destroyed. *:}T - Tracking Computer --------------------- When you activate the Tracking Computer it automatically tracks the selected*;} target (if the computer has not been destroyed) as it moves from front to aft views in space. This, of course, will caus*<}e the screen display to shift from front to aft views in space. WARNING: There are some instances in which this mode sho*=}uld be used by experienced space pilots only. In playing higher levels it is possible to be caught in a deadly cross-fire*>} in which one enemy will be in front of you and the other behind you. As they alternately fire at you, the computer will *?}automatically change views on the screen (front to aft or aft to front). This will happen very rapidly and only experience*@}d Star Raiders will be capable of surviving such an attack. P - Pause --------- Stops the mission temporarily. To co*A}ntinue the mission move the Control Stick in any direction. The pause key works at any time during a mission, and may be u*B}sed to suspend hyperwarp. WARNING: After nine minutes in which no control keys are pressed or no photons are fired, the*C} mission will automatically abort and the display screen will go into attract mode. Only a moving starfield then will be d*D}isplayed. Control Panel Display --------------------- Displays information via the Control Panel indicators. The indi*E}cators are located toward the bottom of the screen in the front, aft, and long-range views. They are: V:12 - (Velocity.*F}) K:18 - (Kills.) E:8260 - (Energy remaining.) T:2 - (Target selected; changes to C:2 when Tracking Computer *G} is on.) Theta:+12 - (Theta, represents horizontal offset of target, in gradons.) Phi:+10 - *H}(Phi, represents vertical offset of target, in gradons.) R:+236 - (Range of target, in cent*I}rons. "+"=Target is in front of starship. "-"=Target is in back of starship.) Attack Compute*J}r Display ----------------------- The Attack Computer Display appears at the bottom right corner of the screen, when the*K} front view of space is shown. By lining up the target marker in the middle of the Attack Computer Display you can track *L}and locate enemy targets, or friendly starbases. When you center the target marker you will notice indicator marks on th*M}e edges of the display. These marks are used for automatic computer lock-on of your starship's photon torpedoes. The mar*N}ks called out as A in the diagram (see diagram below) indicate that the computer has horizontally locked your photons ont*O}o the target. The marks called out as B indicate that the computer has horizontally and vertically locked your photons on*P}to the target. When the marks called out as C appear, the target is locked-in horizontally, vertically, and is also within*Q} range. This is the best time to fire your photons. Both photons will fire with a kill probability of +90% guaranteed. *R} ------------- | | | | | | |A ------- A| |- | * * | -| *S} |--| *** |--| |- | * * | -| |B ------- B| | | | | C|||C | -*T}------------ Note: Using the computer lock-on is the best procedure for destroying a Zylon Basestar. Also note that The*U}ta=+0, and Phi=+0 when the target is centered. Whenever you are in an empty sector the Attack Computer Display will be em*V}pty. Likewise, when you destroy all enemy targets in a sector, the target marker will disappear from the Attack Computer *W}Display. Sub-Space Radio --------------- The Sub-Space Radio is used for updating the Galactic Chart. It also relays *X}messages from starbases: "STARBASE SURROUNDED" and STARBASE DESTROYED." It also generates the targets indicator, displaye*Y}d on the Galactic Chart. If the Sub-Space Radio is damaged the Galactic Chart will not be updated. If destroyed, no radio*Z} communication functions are performed. If the Sub-Space Radio is damaged, moving the cursor around the Galactic Chart w*[}ill still indicate the number of enemy targets in each sector on the TARGETS indicator at the bottom of the screen. V *\}- ENERGY USAGE ________________ You start each mission with 9999 units of energy. Every operation of your starship requ*]}ires energy. There are, however, different levels of energy required for different starship functions. You may obtain a n*^}ew supply of energy (provided you don't allow it to totally run out), by docking at a starbase, the procedure for which i*_}s described in the next section (VI - STARBASE DOCKING). If you allow your ship's energy to run out (i.e. reach zero) the *`}mission will be aborted. NOTE: As a warning, the Control Panel Display flashes RED when your energy supply drops below *a}1000 units. Energy Drain ------------ Reason for Drain Unit Drain For each photon hit 100. For each*b} photon fired 10. Per second when shields on 2. Per second when computer on .50 Per second for life suppo*c}rt .25 Energy used for Engines ----------------------- Twin-Ion Speed Unit Drain per S*d}econd 0 0. 1 1. 2 1.5 3 *e} 2. 4 2.5 5 3. *6 3.5 7 *f} 7.5 8 11.25 9 15. * The most efficient speed (in most instanc*g}es) is 6 (V=12), in terms of energy used and distance travelled. Energy Used for Hyperwarping ---------------------*h}------- Hyperwarp Distance Energy Drain (in sectors) per Jump (in units) 0 *i} 100 1 130 2 160 3 200 4 *j} 230 5 500 6 700 7 800 8 900 *k} 9 1200 10 1250 11 1300 12 1350 13 *l} 1400 14 1550 15 1700 16 1840 17 *m} 2000 18 2080 19 2160 20 2230 21 2320*n} 22 2410 23 2500 NOTE: Jumps over a distance of five sectors are very costly in *o}terms of energy used. If it is necessary to go a long distance it is more efficient to make several smaller jumps rather t*p}han one long jump. Also note that these numbers are approximate only. It is possible to find null points (black hole loca*q}tions? ) within a sector which very these values slightly. VI - STARBASE DOCKING _____________________ When anything*r} needs to be repaired on your starship, or when your starship's energy supply is low, it is necessary to dock with a frie*s}ndly starbase. After hyperwarping to a sector with a starbase, center the target marker in the Attack Computer Display. *t}Check the range (R) showing on the Control Panel Display to determine the distance between you and the starbase. Make sur*u}e that R is + (i.e. the target is in front of you). Also, the coordinates Theta and Phi should be close to zero (i.e. less*v} then + or - 3). Use the Twin-Ion engines to carefully approach the giant starbase. You may want to use the Long-Range *w}Scan (L) to locate the starbase, especially if your computer has been damaged or destroyed. If so, follow the procedure de*x}scribed under Long-Range Sector Scan (Section IV.). The starbase will appear as a small diamond-like shape on the sector *y}scan display. Docking is established when the starbase is in the center of the cross hairs at a safe minimum distance fr*z}om your ship. When three small windows appear on both edges of the starbase, and it is centered between the cross hairs, *{}quickly reduce your engine speed to 0. The message, "ORBIT ESTABLISHED" will appear on the screen, followed by the message*|}, "STANDBY." The small white repair shuttle will then leave the starbase and advance toward your ship. When the message, *}}"TRANSFER COMPLETE," appears, repairs are completed and it is safe to leave the starbase and hyperwarp to another sector.*~} NOTE: If you hit a button or key (other than G), or move the Control Stick before docking is complete, the operation wi*}ll be interrupted and the message "DOCKING ABORTED" will appear on the screen. Retrace the previous steps to complete doc*}king. Approach the starbase at a reduced speed (1, 2, or 3) for best results in docking. WARNING: While docking or when*} docked, DO NOT press the fire button. You do not want to fire a photon and destroy your Federation starbase! VII - RA*}TING ____________ At the conclusion of each mission your rating is calculated automatically by the computer. The ratin*}g is established by the following five factors: 1. Mission Level (NOVICE, PILOT, WARRIOR, COMMANDER). 2. Number of e*}nemy destroyed. 3. Amount of energy used. 4. Length of time taken to complete the mission. 5. Number of starbases d*}estroyed (by enemy). These five factors are worked into the following formula to establish a rating: RATING = M+6(*}No. of enemy destroyed)-(energy used/ 100)-(length of time taken/100)-18(No. of *} starbases destroyed by the enemy)-3(No. of starbases destroyed by you)*} Values for M (see above equation) ------------ NOVICE: Mission Completed M=80 Mission Aborted *}M=60 Starship destroyed M=40 PILOT: Mission Completed M=76 Mission Aborted M=60 Star*}ship destroyed M=50 WARRIOR: Mission Completed M=60 Mission Aborted M=50 Starship des*}troyed M=40 COMMANDER: Mission Completed M=111 Mission Aborted M=100 Starship destroy*}ed M=90 Your rating is displayed by rank and class. The bottom rank is ROOKIE, the top rank is STAR COMMANDER*}, with several others in between (see below). The classes are 1 through 5, with 1 being the highest and 5 being the lowest*}. Thus, the classes divide each rank into five equal parts. Rating Misson Score ROOKIE *} 48-79 NOVICE 80-111 ENSIGN 112-143 PILOT 144-175 ACE *} 176-191 LIEUTENANT 192-207 WARRIOR 208-223 CAPTAIN 224-239 COMMANDER *} 240-271 STAR COMMANDER 272-303 If you fail to score at least 48 points during a mission you will r*}eceive a gag ranking, such as "GARBAGE SCOW CAPTAIN," or "GALACTIC COOK." If you receive such a ranking repeatedly, you ar*}e playing a mission level which is too advanced for your current skills. Switch to a lower skill level. continued...(} ******************************* STAR RAIDERS COMPUTER ADVENTURE Atari User's Manual *********************.}********** continued... VIII - SKILL LEVEL DESCRIPTIONS _______________________________ NOVICE Mission (Simplified).} -------------- 1. If necessary, use the SELECT button to bring up the NOVICE mission on the screen. 2. Press STA.}RT. 3. Press S and C on the keyboard (shields up and Computer Attack Display on). 4. Press key G to display the .} Galactic Chart. Using the Control Stick, move the hyperwarp destination dot to an empty sector. 5. Press the.} F (front view), then engage hyperwarp by pressing key H. Your starship will hyperwarp automatically to the d.}esired sector. 6. To find enemy targets in a sector: - Center the target marker in the middle of the Attack.} Computer Display. - Note that Theta=+0, and Phi=+0, and R=(a low "+" number) when the enemy targe.}ts appear on the screen. 7. Using your photon torpedoes, destroy all enemy targets in the sector. 8. Move to anot.}her enemy sector and repeat the same procedure. It is to your advantage to go after enemy targets that are cl.}osest to, or threatening your starbases, first. Remember, if a starbase is surrounded, you have only 100 centons .}(one minute) to clear a sector adjacent to the starbase to save it. Keep an eye on the Control Panel indicator.}s and the Galactic Chart so that you are aware of the status of the mission at all times. There are 3 starbases and 27 en.}emy starships at the NOVICE level. The mission ends when: (1) You destroy all enemy targets, or (2) you run out of energ.}y, or (3) your starship is destroyed. NOTE: No damage can be inflicted on your starship in a NOVICE mission! PILOT Mi.}ssion ------------- There are 4 starbases and 36 enemy starships at the PILOT skill level. You MUST steer your ship dur.}ing hyperwarp, which you will find adds a more difficult, yet more realistic perspective to your flight. Your starship WIL.}L be susceptible to enemy attacks, and you WILL find the mission more difficult in general. NOTE: Steering during hyperw.}arp is necessary for PILOT, WARRIOR, and COMMANDER missions. Also, your starship may receive damage during these mission .}skill levels. WARRIOR Mission --------------- You will find this skill level even more difficult to survive. There ar.}e 5 starbases and 45 enemy starships to contend with during the WARRIOR mission. You must move quickly since the enemy att.}acks will be frequent and generally more devastating. COMMANDER Mission ----------------- This skill level is reserve.}d for the most experienced Star Raiders. There are 6 starbases and 54 enemy starships at the COMMANDER level! Just gettin.}g through the mission in one piece will be quite an accomplishment. There will be no time for hesitation and you will be .}under constant attack. Make sure you're capable of handling the most hazardous circumstances before you take on the COMMAN.}DER mission. IX - SURVIVAL TACTICS _____________________ Here are some helpful tactics that you may employ during a .}mission which will increase your chances for survival, as well as help you gain a higher rating. After you become an expe.}rienced Star Raider you may discover some of your own. Whenever your shields are destroyed, the next enemy photon hit yo.}ur starship takes will destroy you. One way to avoid being destroyed in such a manner is to immediately hyperwarp out of .}the sector by hitting the H key. This can be done without checking the Galactic Chart (it doesn't matter where you hyperwa.}rp to, just get out of there). After you have safely hyperwarped away from the sector in which you were under attack, che.}ck the Galactic Chart to locate a starbase where you can stop for repairs (new shields). In the situation just described,.} it is possible to take the tactic even one step further. Your shields are destroyed during an enemy attack. You know fro.}m memory that a starbase is located in a sector directly adjacent to your starship's location. Hit the H key (without tak.}ing time to check the Galactic Chart), and move the target marker to the edge of whichever cross hair points in the direc.}tion of the adjacent starbase sector. For example, if the starbase is located in the sector to the right, move the targe.}t marker to the edge of the right cross hair, as shown in the diagram (see section on Attack Computer Display). If your.} steering is accurate (NOVICE mission level excluded), you will successfully hyperwarp to the starbase sector. In doing so.} without checking the Galactic Chart, you will have saved time, energy, and possibly the mission. In a situation where y.}our energy supply may run out before you establish orbit with a starbase, hit the S key to deactivate your shields tempor.}arily (after you are out of enemy range). This will save you two units of energy per second while docking at the starbase.} (as long as you avoid hitting a meteor). Then, with a new supply of energy you can put up your shields and continue the .}mission. If a starbase is surrounded and it appears you cannot save it, it is far better to destroy the starbase yoursel.}f than to allow it to fall into enemy hands (see Section VII - RATING). Additionally, two more Zylon starships will be cre.}ated out of the starbase debris, if you allow the enemy to destroy the starbase. If your computer is destroyed, the cro.}ss hairs will disappear from the front view display. When this occurs it becomes extremely difficult (but not impossible) .}to make hyperjumps. When you press H to hyperwarp remember the intitial position of the hyperwarp target and try to keep .}it steady around that central point on the screen. When your Sub-Space Radio is destroyed early in a mission it is best .}to dock immediately. Otherwise, you may find that several starbases have been destroyed without your knowledge. It can be.} quite a surprise! When your engines are destroyed, your speed will be very slow and jerky. You can, however, use the hy.}perwarp engines to move within a sector. Abort the hyperjump (by pressing keys 0-9) when you are close to the target. NO.}TE: It takes 100 units of energy to abort a hyperjump. X - TECHNICAL INFORMATION _________________________ Units ---.}-- * Time in centons. 100 centons=1 centor * Distance in metrons. 100 metrons=1 centron * Velocity is measure.}d in metrons per second. (i.e, V=metrons/sec) * Acceleration is measured in metrons per second, where second .}is squared. 2 (i.e, A=metrons/sec ) * Angles are measured in gradons (0-99). * Energy is m.}easured in mergs. -------- END --------trons/sec ) * Angles are measured in gradons (0-99). * Energy is m,2