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PRESS THE NUMBER OF YOUR CHOICEAY@4)@="@:1,}!6. D1:INTRO.DOC3@@= A`?"@:2,#6.D1:TACTIC1.DOC5@@? A`?"@:3,#}6.D1:TACTIC2.DOC5@@? A`?"@:4,#6.D1:TACTIC3.DOC5@@? A`?"@:5,}#6.D1:TACTIC4.DOC5@@? A`?"@:6,#6.D1:TACTIC5.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}$(@/(@:(@E(@P(@[(@g6-q A A`:F:Ad,"@}3*AdAU0(}: A`4F:Ad,"@(*AdAU4 A A#@@}# A B AC@+@@=AR@C(}@}-@(6-%@%"@!6-% A  Ap A:F:Ad,"@3*A}dAU0(}: Ap4F:Ad,"@(*AdAU4 A& A00AR@(}:R}-@@0(D-@AH R ApD ANG+F:Ad,"@3)F:Ad,}"@(=AdAUG AX Ab@-@@"=(#Ҡ堯à@$;@`},@@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 ******************** STAR RAIDERS TACTICS ******************** HOW TO BECOME A STAR RAIDERS } ____________________________ STAR COMMANDER CLASS 1 ______________________ by Dave Pettit [F }irst published in ANALOG's ATARI 8-BIT EXTRA, 1987.] Having played Atari's Star Raiders for years, I've learned a few i }nteresting ways to play it faster and more accurately. Some of my strategies are extensions of what Atari's Star Raiders U }ser's Manual says; some are applications of other people's strategies; and still others are unwritten facts of how the ga }me progresses. I hope these ideas will help all players, from Novice to Commander Level. The facts have been grouped by }topics, arranged in alphabetical order - except for "Miscellaneous Strategies" and specifics about the Commander Mission, }which are placed at the end. Ideas are arranged within a category so that practically everyone can use the beginning sugg }estions, while more able navigators will see uses for the later concepts. When an idea involving damaged or destroyed equ }ipment is given, it's placed at the specific section's end. You can read this article through or use it as a reference. S }ay you want to find out what you can do to locate a starbase when both your Tracking Computer and Long-Range Scan are dam }aged. You should look under each section - Starbase, Tracking Computer and Long-Range Scan. You'll probably find just wha }t you need in one of these sections. So, let's begin... Aft View ________ 1. When in aft view, the joystick directi }ons are reversed from those of the front view. An easier way to learn this: the controls are the same as for hyperwarp in }Pilot and higher missions (push left and go right; pull back and go down). 2. Don't use the strategy that some take - tu }rning your starship around to get a pursuing enemy. That takes too much time and energy, and you may get hit in the proce }ss. Spend some time and practice flying with the aft view. You will then be able to handle an attack from any direction. } 3. If you turn around (say, to pursue a distant enemy behind you), turn to the left or right, up or down, so the horizon }tal or vertical direction indicators (Theta and Phi) become larger in absolute value. For example, if you turn so the ind }icator changes from -350 to 0 and then from 0 to +475 (at which time, the Tracking Computer goes to front view), you'll h }ave waisted a lot of time. It's better to go from -350 to -475 first. Keep turning to 0, once in front view, to center the } enemy. 4. When turning around from aft to front view, an enemy can be as much as 40 metrons farther away. 5. If an en }emy is pursuing you in aft view and your engines are on, you can slow way down (say, from 6 to 4) and keep firing as they } approach you. If they don't get hit, they'll probably pass you by. But, as they pass and your screen changes to the front } view, you can speed back up to 6 or 7 to match their speed. This keeps them close to you, so you can shoot them when the }y least expect it. Although a very effective strategy, this does use a lot of valuable energy (see "Engines," No. 1, below }). Engines _______ 1. Don't rely on your engines too much in finding the enemy; if they go out, you are practically }stranded. Conserve fuel as much as possible and wait for the enemy to come to you. 2. William Colsher wrote in the Novem }ber/December 1980 issue of Compute! that saving energy is one of the most important ways to increase your rating. He's rig }ht. But new players should chase and shoot at the same time, so they can practice aiming. This will keep most of the enem }y in close range, where they'll be larger and easier to hit. Speeds of 5 or 6 are recommended here. In time, players will } learn when to shoot and when to wait, based on where the enemy is on the screen. 3. Mr. Colsher does not emphasize enou }gh that some enemy scout ships do not attack you - you have to go after them. The need for this can be determined by cente }ring them in the Attack Computer Display and observing the range indicator. If the range is getting larger or staying con }stant, you'll have to chase them down with a speed of 6 or 7. If the range is getting smaller, wait them out. 4. Most en }emies travel at 0 or 6. It's reported that 6 is the top speed of the Zylon ships. If you're chasing one at 6 and the rang }e doesn't change (or if you don't catch them soon), they're playing cat and mouse with you. Increase your speed to 7 or 8, } if you really want to catch them. 5. Sometimes you'll notice in the Long-Range Scan (or with the Tracking Computer) tha }t one enemy is pursuing you from the back, while another is standing still, dead ahead. By pressing 4 or 5, you can head }for the forward enemy and allow the other one to catch up with you. Then blast the one you see first and the other soon a }fter. That saves a little time and, probably, some energy. Maybe even your life. 6. Practice moving at speeds of 7, 8, a }nd 9. Try going this fast and shooting meteors. It's tough, but will improve your steering and aiming abilities. 7. Some }times - at high speeds - it's almost impossible to turn around and face in the other direction with the Tracking Computer } on. You must stop all your engines, turn around, then turn on the engines again. 8. If you need to destroy your starbas }e (to prevent Zylon capture) or an enempy starship quickly, don't hesitate to use a speed of 8 or 9. The loss of energy i }s small when weighed against the loss of a starbase to Zylon ships. 9. A speed of 9 with damaged engines is roughly the }same as a speed of 7 with normal engines. Use this factor to catch a fleeing enemy craft. 10. If your engines do get de }stroyed while your enemy is 300 metrons away and not approaching you, you can catch the ship using your Long-Range Scan an }d hyperwarp. Simply set up the enemy directly in front of your ship with the Long-Range Scan (see "Long-Range Scan", No. }6). Then press the H key and steer toward that ship, so that it remains in front of you till it's in the first third of t }he screen in front of your location (you're still in Long-Range Scan mode). Now press any number key and the F key. The e }nemy should be within visual range. This will cost you only about 100 mergs (units of energy), the same amount you'd use w }ith your engines working to take out an enemy at the same distance - but this method is considerably faster. You'll have !}to experiment with this method to get it to work for you. 11. Using the above technique, but, instead of pressing a numb!}er key to coast toward the enemy, time the pressing of the number key so that the enemy will pass by you a bit and have t!}o catch up later. This may avoid your getting blasted from the front. 12. If your engines and Long-Range Scan are both !}destroyed, you can use hyperwarp in short bursts to catch an enemy or to get closer to a starbase. Be sure, however, to k!}eep an eye peeled for a passing Zylon starship or starbase. Be careful, or this can waste a lot of time and energy. 13. !}Destroyed engines operate at a normal speed of about 5 when any key from 5 to 9 is pressed. Sometimes you'll be able to go!} faster, but not often. Keys from 1 to 4 produce speeds just smaller than your normal 1 to 4 speeds. Galactic Chart __!}____________ 1. The enemy will move on Star Dates in x.00 and x.50, except 0.50 and for 100 centons after surrounding a !}starbase. It's helpful to know this when you're starting a new game or wiping out the enemy around a starbase - they (and! } all other Zylong starships) sit and wait for 100 centons, even if the starbase is no longer surrounded! 2. Normally, wh! }en beginning a hyperjump, it takes about 8 centons to complete. Thus, the Star Date should not be in the ranges of x.42 t! }o x.49 or x.92 to x.99, otherwise, you may not be aware of enemy movements during your hyperjump. However, it's possible ! }to speed up your travel time by remaining with the Galactic Chart on-screen for a few seconds. This can reduce travel tim! }e by 1 or 2 centons, but be careful in missions above Novice Level - you may not be able to recenter the target marker qui!}ckly enough to get to the proper sector. 3. Enemy starships line themselves up horizontally and vertically, with a star!}base first. They then move in a straight line toward the friendly base to surround it. They seldom move diagonally (see "!}Galactic Chart", No. 11). 4. Enemy ships do move diagonally when travelling around a starbase. 5. Zylon starship sectors!} of 1 or 2 enemy ships (patrol groups) usually move every 50 centons. Use this to predict their travels. You decide if yo!}u'll have time to destroy a 4-Zylon sector. You might decide to aim for a blind sector if your Sub-Space Radio is out, or!} if you didn't watch the clock well (refer to "Galactic Chart", No. 2, above). 6. If the enemy seems to be converging on!} a starbase on the left and the Zylon starships are on the right, most patrol groups will move toward the base in a horiz!}ontal or vertical line. Thus, you can predict the enemy's next sector. Use this information to plan your next move when th!}e Star Date's about to change (see "Galactic Chart," No. 2, above), or while waiting for a distant Zylon starship in your!} sector (see "Galactic Chart," No. 8, below; also see No. 11 for the reason why and the movement of Zylon starships in th!}e other direction). 7. The enemy will most often move toward a group of starbases, rather than a lone starbase. But that!} doesn't mean that they never go for the lone bases. 8. If you're waiting for the final Zylon ship in a sector to approac!}h and attack, use the Galactic Chart to plan and position your next move. Then, after destroying the Zylon starship - and!} if the Star Date permits (see "Galactic Chart," No. 2) - you can hyperjump without looking at the chart again. This can !}save you time and valuable energy. 9. When you've been in a sector for a considerable amount of time, consider updating !}the Galactic Chart. You can do this quickly by typing GF. The fraction of a second that the chart is on will be enough to!} update it. You won't miss too much action, and you'll be able to avoid problems should your Sub-Space Radio go out sudde!}nly. 10. Also, type a quick GF when, according to Sub-Space Radio report, a starbase is first surrounded and you choose ! }to finish clearing the sector you're already in. You'll be able to identify the starbase under attack should your Sub-Spa!!}ce Radio go out suddenly. 11. The Zylon starships in the Galactic Chart are positioned from the left side of the top row!"}. Each sector is placed or left alone, through to the last sector in that row. Each row is positioned in this way, with t!#}he sector in the lower right located last. If a series of enemies is traveling toward a starbase on the right, the leftmo!$}st Zylon starship sectors will move diagonally. If the Zylon starships are clumped to the right, moving toward a starbase!%} on the left, all sectors could move as a group. 12. When you've eliminated most enemy sectors and enemy ships are group!&}ed, use the rook-mate strategy of chess - don't allow any enemy to pass a chosen horizontal or vertical line in the chart!'}. Slowly eliminate the closest enemy first, eventually moving through all enemy sectors. 13. Groups of four enemy starshi!(}ps are slower and don't move often. They're good bets for remaining stationary when your Sub-Space Radio is out, or when !)}you've forgotten to check the Star Date before selecting hyperwarp. Hyperwarp _________ 1. When in hyperwarp, the Sta!*}r Raiders User's Manual's directions say that it's necessary to keep the target marker in the center of the cross hairs. !+}This is true only at the critical moment of entering hyperspace - that is, when the velocity reaches 99 metrons/ second. !,}Knowing this will allow you to scratch your nose, make a quick check of the Galactic Chart or do practically whatever you!-} want - and still reach the sector you aimed for. 2. Use as many of your senses as you can. Listen to the sound of your !.}ship's engines at the moment before entering hyperwarp. If you can learn what that volume is, keeping the target marker in!/} the right place at the right time will be a lot easier. 3. Using jerky wiggles of the joystick is the easiest way to s!0}teer. Also, better control can be obtained by holding the top of the stick, rather than the middle. 4. Mr. Colsher is gen!1}erally correct in his rule about not jumping more than four sectors at one time. The cutoff point actually occurs when th!2}e hyperwarp energy required changes from 260 to 500 mergs. Therefore, use two jumps, rather than a single long energy-was!3}ting one, to get to the desired distant sector. 5. If you must use 260 mergs in a hyperjump, be sure to steer very caref!4}ully, or you may go off course by enough to use 500 mergs. If in doubt, either set up 250 mergs while on the Galactic Char!5}t, or aim back from the center of the cross hair a little bit (see "Hyperwarp," No. 8). 6. Mr. Colsher's rule ("Hyperwa!6}rp," No. 4, above) ought to be ammended further - don't hyperjump too far except in an emergency. The emergency might be !7}a surrounded starbase or a lack of photons or shields. Just don't do it often in a mission. 7. Be extra careful when hyp!8}erjumping to a sector on the edge of the Galactic Chart. A small error in navigation may put you on the wrong side of the!9} galaxy, not to mention causing a huge energy loss to your systems. 8. A little experimentation will show that the User's!:} Manual is right: if you position the hyperwarp target marker a little off center, you can hyperjump to a neighboring sec!;}tor from the one set in the Galactic Chart. This might be helpful if your shields go down, or if the enemy moves just as !<}you press H. It can also be used when you know (or can bet) that the enemy will move from where you last saw them. Simply!=} aim the target marker off center by one or more widths of the marker for each sector that you wish to move (see Figure 1)!>}. You should be able to move up to 4 sectors away with only a modicum of experimenting. You could, for example, display t!?}he Galactic Chart, find a nearby enemy or starbase, and hyperjump there without doing any positioning on the Galactic Cha!@}rt at all. This really speeds up the game. You should try this in Novice Level first; it's much easier there. Figure 1.!A} If no aim is given, the target marker (+) is positioned off of a normal Galactic Chart aim, or away from your present s!B}ector - either by two sectors to the left (A) or by three sectors to the right and one up (B). | | !C} | | + +- -- -- -- | | | !D} | A B 9. Not only can't you shoot in hyperwarp, !E}but you can't be shot at either. At least, you can't be shot at as long as you've reached a medium speed. 10. When enter!F}ing an enemy or starbase sector, or when seeking out a distant Zylon ship, use the Attack Computer Display and your own h!G}yperjump momentum to help steer the ship to the desired location. If the target is right or left of center in the display,!H} then push the joystick in that direction. If the target is high, pull back (called "nose up"); if low, push forward (cal!I}led "nose down"). It's possible to steer yourself to within sight range of a starbase more often than not by using this m!J}ethod. 11. Use hyperwarp within a starbase sector to get to your goal faster. This is especially handy with distant star!K}bases and/or destroyed engines. Use your engines for docking maneuvers as needed. 12. In hyperwarp, the range indicator!L} will work for distance to a starbase in your sector, but not for distance to an enemy. The enemy ships are much smaller t!M}han a starbase, and the computer simply cannot lock onto them. 13. During hyperjump, the Sub-Space Radio doesn't update !N}the Galactic Chart. If a starbase is surrounded because of poor timing on your part, you will have to change course (see !O}"Hyperwarp," No. 8), do a quick check of the Galactic Chart (see "Pause Key," No. 2), or cancel the hyperwarp. 14. If yo!P}ur tracking computer goes out, steering to another sector in hyperwarp can be difficult. The center of the screen - where !Q}the target marker is supposed to be - is the point where no stars appear. You can see this easily in Novice Level by star!R}ting hyperwarp and turning your Tracking Computer off. The target marker will be positioned correctly. continued...tar z ***************** TACTICS Continued ***************** How to become a Star Raiders ____%T}________________________ Star Commander Class 1 ______________________ by Dave Pettit Long-Rang%U}e Scan _______________ 1. Another way of centering an enemy, instead of the Attack Computer Display, is the use of the %V}horizontal and vertical displays on the Long-Range Scan screen. By adjusting them both to 0, you'll find the target is st%W}raight ahead (see "Long-Range Scan," No. 6, below). 2. On the Long-Range Scan, little orange rectangles represent the Zy%X}lon starships and a "dummy starship." Which is which? The one that disappears and reappears occasionally is the dummy (the%Y} enemy's attempt to decoy you), so go after the other one. 3. The orange rectangles that shoot or move rapidly about are%Z} the enemy. 4. When in a starbase sector, the rectangle changes to a friendly starbase shape. 5. When you've no better%[} clues as to which rectangle is the dummy (and your Tracking Computer is out) go from L to G or F, and then back to L. If%\} one of the orange rectangles moved drastically and isn't moving much now (or has disappeared), it is probably the dummy %]}ship. 6. If your Tracking Computer is destroyed, it's still possible for you to get closer to a starbase or the enemy. A%^}s soon as you've entered the sector, press L. Whatever you're searching for will come into view on the Long-Range Scan sc%_}reen. Position it in the top half of the screen, directly in front of your ship by pushing the joystick left or right. The%`}n move the stick forward or backward to "stretch out" the target - to get it to its maximum distance from you. (This is t%a}he same as being in the center of the Attack Computer Display in the front view!) As soon as the target is close to the c%b}enter of the Long-Range Scan, go to the front view and dock or shoot, whatever is appropriate. 7. Apparently, it's not p%c}ossible for both the Tracking Computer and Long-Range Scan to be destroyed together. Due to your ship's advanced design, %d}at least one will be usable to locate an enemy or starbase. 8. Of course, a destroyed Long-Range Scan won't tell you wh%e}ere the enemy ships are, but it will tell you if there are none, one, or (at least) two of them in your sector. Just count%f} the little orange rectangles. One is a dummy; any others are Zylon starships. Manual Target Selector _________________%g}_____ 1. In a sector with more than one Zylon ship, don't be tricked, while waiting for one enemy, into ignoring another%q}'B%DOS SYSB*)DUP SYSBSAUTORUN SYSBUPICLDR B>ZACADEMY MICBACADEMY BASB ACADEMY FNTB INTRO DOCBTACTIC1 DOCBdSTACTIC2 DOCB^TACTIC3 DOCBXTACTIC4 DOCB3vTACTIC5 DOC. Use the M key and the range indicator to see if another enemy is approaching - and find out which one will get to you f%r}irst. 2. When entering an enemy sector where a large distance must be travelled to catch an enemy, use the Manual Target%s} Selector to see if a second enemy is closer. If less than 400 metrons away, an enemy can usually be caught with hyperwar%t}p momentum (mentioned earlier; "see Long-Range Scan," No. 6). 3. Sometimes you can cause an enemy to approach you by usi%u}ng the M key. It's as if they realize that they're being "scanned," so they decide to quickly attack. 4. When all Zylon %v}starships in a sector are killed, the Manual Target Selector will switch to two different values. Don't be confused and s%w}tart looking for non-existent enemies. Pause Key _________ 1. You can use the Pause key (P) to temporarily stop the g%x}ame action and plan an attack strategy. However, be aware that some purists may find this a form of CHEATING! 2. Use th%y}is key if you've just entered hyperwarp, then received notice of a surrounded or destroyed starbase. To do this, type GP %z}quickly and don't touch the joystick. Determine what your move should be, realizing that the Galactic Chart hasn't been up%{}dated since you saw it last (see "Hyperwarp," No. 13). Plan on using offset navigation of the target marker (see "Hyperwa%|}rp," No. 8), then press the F key before moving the stick, so you can start steering as soon as you disengage the pause. %}}Of course, if you decide to cancel the hyperwarp, press a number key and move the joystick. 3. If you pause long enough,%~} the enemy's strategy may change. Many times a Zylon ship that won't pursue you when your engines are out will pursue you%} after several minutes on pause. This may only be a coincidence (it doesn't happen every time), but it's been observed af%}ter many unplanned interruptions. It just goes to show you the amount of artificial intelligence built into this simulati%}on. Photons -- Yours and Theirs ___________________________ 1. You can't hit an enemy often by just shooting. As in a %}real starship, you need to steer with the joystick, then fire. It takes a coordinated effort, frustrating many beginning %}players. 2. Zylon starships can shoot only one photon at you at a time. You, however, can shoot photons two at a time.%} 3. It's best to shoot in bursts of two. With the photons coming out of alternate tubes, you may forget which one will fir%}e next. By shooting twice, you can guarantee that the tube you want to fire will. 4. Many times the enemy is destroyed %}just after they've shot at you. Don't get caught by that last shot. Either get out of the photon's way or shoot it down to%}o. 5. The cross hairs in the front and aft views are set for distant shots. The closer the enemy, the lower the ship mus%}t be in the view screen for you to hit it directly with a photon. Seldom can an enemy be hit above the horizontal cross h%}air (but see "Photons," No. 12). You can check this by firing two shots very quickly and freezing them with the P (pause) %}key. You can continue to release and freeze them by alternately moving the joystick a tiny amount and then pressing P aga%}in. Note: this method of freezing the view can also be used to view and study enemy starship attack strategy. 6. When an%} enemy keeps matching you with photon after photon, only to have them both explode, there are two ways to hit that ship. %}First, wait for the enemy's photon to come very close to you - but low enough so that it will pass without damage. Then fi%}re away. The photons will pass each other, with yours striking the enemy. 7. The second way to get around this problem i%}s to turn your ship to the left or right, so the other photon tube can be used to hit the enemy ship. It's as if the enemy%} keeps blocking your right jabs, then gets punched with your left hook! 8. A long, distant shot coming toward you (espe%}cially in Command Level) can be hard to avoid or destroy. Normal reaction for a high photon is to pull back on the joysti%}ck, going nose up. Instead, do the reverse: push forward after shooting your photon. If you time it right, your shot will %}float up and strike the enemy's photon burst. 9. The only time a photon of yours will curve up by itself is when the en%}emy is dead center and very close, called a "lock-on" in the User's Manual. Both photons fire in this condition. Don't try%} to create this condition. Instead, learn how to kill an enemy with single shots when you're ready, rather than waiting f%}or the ship to reach the right position. 10. One time that lock-on is effective and frequent is in combatting an enemy a%}t point-blank range. Usually, each single shot blocks one of the enemy's. When double shots are sent out, one usually blo%}cks an opponent's shot, while the other takes out the starship. Sometimes, when a shot misses the enemy, this process req%}uires three or more pairs of shots. This makes for an exciting battle. 11. When shooting the enemy at long range, give y%}our photons enough time to reach the Zylon starships before shooting again. With your ship's computer only being able to %}keep track of two photons - one from each photon tube -- at at time, you don't want to waste a perfect shot by shooting a%}gain. You can see this in Long-Range Scan by firing twice, waiting a few seconds and firing again. The farthest photon wi%}ll disappear first from the screen. 12. It is even possible to steer a photon after it has been fired! You can prove thi%}s by firing a photon and then moving the joystick to the right or left. If you hold the stick this way long enough, you'l%}l see the photon cross to the opposite side of the screen! By causing a nose-down action in front view (joystick forward)%}, you can make a photon go above the horizontal cross hair. With practice, you can direct shots to hit enemy starships at%} great distances - and on opposite sides of the screen. This method is especially useful when shooting in aft view. Using %}this method will save time and energy by destroying the enemy more quickly. You'll also be able to catch them by surprise%}. 13. Here's how to shoot and steer upon entering a sector. First, use the Attack Computer Display for initial steering %}(see "Hyperwarp," No. 10). Then watch the range to the enemy. When it is less than 200 metrons, shoot two shots. If you c%}an see the enemy, steer one of the shots toward them. But don't waste your time and energy firing ten or twenty times at %}nothing. Make sure there's a target first. 14. Don't try to hit an enemy in Long-Range Scan. You won't be successful oft%}en enough to make it worth your while. Remember, each shot costs you energy. 15. Shooting an enemy farther away than 120%} metrons may put them into attack mode. They will then come to get you. Try this in front view and in Long-Range Scan, too%}. 16. If a Zylon starship shoots and is destroyed, but your Tracking Computer changes views, you may need to avoid the e%}nemy photon. To do this, turn away from the photon hard! After you're sure the photon has passed you, you may continue yo%}ur attack on the next starship. 17. If you listen carefully, you may notice a slightly different sound when you fire a ph%}oton after your photons have been damaged. The sound has a slightly deeper pitch. 18. If in a heavy battle, where new d%}amage to your ship has just occured, fire one or two photons to make sure they're still working. Don't wait for the damage%} report and a Zylon ship to start attacking. 19. If your photons are damaged, it can be difficult to destroy a close Zy%}lon starship on the same side as the damaged photon tube. What you need to do is keep the enemy low on the screen, as you%} move your ship to position enemies on the other half of the screen. Usually, they'll still be shooting in the same direct%}ion as they have been. As soon as they shoot, and when they're right in front of the working photon tube, blast away! S%}hields _______ 1. You're always just two shots or less from death: one for your shields and one for you. Be prepared to%} go into hyperwarp QUICKLY when your shields go out, or you may die trying. 2. If your shields go out, press H as quickl%}y as possible. Don't worry about viewing the Galactic Chart. Just GET OUT OF THERE! Later, when you have more time to thi%}nk, move to a starbase with the help of the chart, and get your shields repaired. (Also, see "Pause Key," No. 2 - if you'r%}e inclined to do a wee "cheat".) 3. If your shields are destroyed and you're not being blasted by a close enemy, you mig%}ht want to stay put and clear the sector. When that's been done, or if a more hazardous situation develops, by all means %}get out fast. 4. If your shields are destroyed and you choose to play more, turn them off. It makes the screen easier to%} read and stops wasting valuable energy. Getting hit with no shields is the same as getting hit with destroyed shields - d%}ead is dead. Just remember to turn them back on when the docking routine at the starbase is over. 5. If your shields are%} out, don't use your engines unless you're in front view. A meteor may destroy you. In fact, if your shields are out you %}should always maintain a front view due to the danger of a meteor impact. 6. Before leaving a sector with no shields, ty%}pe F and H, rather than the other way around. See that there are no meteors in the view ahead of you and you may be able %}to avoid hitting a meteor on your move into hyperwarp. If the aft view appears, your forward path should be clear. Conti%}nued...hitting a meteor on your move into hyperwarp. If the aft view appears, your forward path should be clear. Conti$ ***************** TACTICS Continued ***************** How to become a Star Raiders _____)}_______________________ Star Commander Class 1 ______________________ by Dave Pettit Starbases )}_________ 1. Missions in which all the starbases are grouped together are easier to win than those in which they're spre)}ad out. After trying to surround one starbase and failing, the enemy will move to another that is, in this case close by.)} Some players consider this cheating, but it's a good temporary strategy. 2. You need to get close to a starbase to dock)}, but how close? When you see three the large windows on each side of the starbase, stop your engines and move the joysti)}ck until the DOCKING COMPLETED message appears. 3 It takes 16 centrons to complete repairs after docking. Use this time,)} and the time to enter and exit (about 8 centrons each), to decide when to destroy a surrounded starbase yourself, when t)}o stay docked, or when to attempt a docking. There's also a varying amount of time to locate a starbase and dock with it.)} 4. Docking too often wastes time and energy. Use the following priority list for decisions on docking: (1) photons destr)}oyed; (2) shields damaged or destroyed; (3) Sub-Space Radio destroyed; and (4) other problems. (See "Shields," all paragr)}aphs, and "Sub-Space Radio," No. 7, for more details and suggestions.) 5. While waiting for repairs at a starbase, use t)}he Galactic Chart to plan your next move. Then hyperwarp as soon as docking is completed. 6. There are no meteors in a )}starbase sector (the strong shielding of a starbase keeps them repelled), so turn your shields off when in these sectors t)}o save energy (and obtain a clear view). After docking, remember to turn them back on. 7. To save energy when docking, )}turn off the Tracking Computer, as there's no need for it once the starbase is in sight. After docking is over, be sure to)} turn it back on before hyperwarping. 8. It's possible to steer your ship with the momentum of hyperwarp directly to you)}r starbase, thereby saving energy. If your range to the starbase upon entering the sector is 300 to 400 metrons, you can )}usually do it (see "Hyperwarp," No. 10). And practice. 9. If your hyperwarp momentum appears to be too fast and the sta)}rbase too close to dock, you can add some traveling distance by "porpoising". This is done by making your ship go up and d)}own several times very quickly (like a swimming porpoise). Do this by pushing forward and back on the joystick, quickly. )}In Figure 2 (below), you can see that your starship will climb and dive to add the needed distance and avoid passing the )}starbase. This method will same needed time and energy. Figure 2. This side view of your entering the sector from the l)}eft demonstrates two paths: Path 1 (*) shows normal entry and passing the starbase; Path 2 (^) shows "porpoising" action )}to shorten overall travel distance, to keep the starbase in front of your ship and, possibly, to quickly complete docking)} maneuvers. * ^ * ^ * ^ = )} ^ * ^ ^ === ^ * * * * * * * *^*^ ===== * ^ ^ ^ === ^)} = * = Path 1 (normal entry) ^ = Path 2 ("porpoising" entry) 10. If a starbase is about to be totally su)}rounded, you can attack early. By entering a sector next to that starbase, you can be destroying the enemy before the sta)}rbase is surrounded. You will then have a little less than 100 metrons to destroy the now stationary Zylon sectors. 11. )}When a starbase is surrounded, go after the groups of three or less Zylon starships. You need to be very skilled and have )}a lot of time to take out a group of four. 12. If you have just barely cleared a sector around a surrounded starbase and)} need to dock for repairs, it may be to your advantage to wait for the next Zylon starship movement at star date x.50 or )}x.00. By your staying there, the Zylon ships can't completely surround the starbase on that move. This will give you at l)}east 150 metrons to hyperwarp, dock, hyperwarp again, and destroy another enemy sector before the starbase could be surro)}unded again and destroyed. 13. If a starbase has been surrounded for too long and its destruction is inevitable, do it y)}ourself. This will prevent the Zylons from looting the starbase for starship parts. 14. It's possible for more than one )}starbase to be surrounded at one time. This can happen when the two starbases are very close together and several enemy cr)}aft have converged on the same one. To prevent a double loss, destroy the Zylon starships in an intersecting sector as in)} Figure 3, below. Figure 3. As displayed below, two starbases (*) are surrounded. To save them, attack either common se)}ctor with the three Zylon starships. --------------------------------- | | | | | | | | | | | | | | |4| | -------------)}-------------------- | | | |3| | | | | | | | | | | | | --------------------------------- | | |*| | | |2| | |2|4| | | | )}| | --------------------------------- | | | | | | | | |2|3|*|2| | | | | --------------------------------- | | | | | |)} | | |2|*|3|4| | | | | --------------------------------- | | | | | | | |2| |4| | | | | | | ----------------------------)}----- | |*| | | | |3| | | | | | | |*| | --------------------------------- | | | | | | | | | | | | | | | | | ---------)}------------------------ * = Starbase 2 = 1 or 2 Zylons (Patrol Group) 3 = 3 Zylons (Task Force) 4 = 4 Zylons (Flee)}t) 15. Suppose your starship is badly damaged: your Long-Range Scanner and Tracking Computer are out, so navigation is )}difficult. You decide to go to a Starbase, but have always had trouble finding them. Don't worry! Starbases are huge and )}most of the time you'll come within a visual range of a starbase after a hyperjump. 16. When all the starbases have been)} destroyed, the enemy stops moving. Use your last Galactic Chart as a guide. All will not be lost now if your radio goes o)}ut, but you certainly won't make Star Commander this way. Sub-Space Radio _______________ 1. If a starbase is surroun)}ded or destroyed just before you receive some damage or hyperjump into an enemy sector, the warning sound (and, sometimes)}, the word messages) about the starbase will be bypassed for the new message. 2. If your Sub-Space Radio is damaged, it )}still functions but doesn't update the Galactic Chart. Simply move through the chart with the joystick and watch the numbe)}r of targets indicator. As long as it's zero, keep searching for enemy starships. The indicator will change if targets ar)}e found. 3. Although you can find enemy sectors with a damaged radio by using the targets indicator, a lot of time can b)}e wasted. Also, you don't get the big picture of enemy fleet movement. 4. With a damaged radio, you must be careful. You)} won't be able to see if any starbase is about to be surrounded or destroyed. Of course, you will be notified by word mes)}sage and warning beeps, when one is affected. 5. If a starbase is surrounded while your radio is damaged, you can use th)}e Galactic Chart and still find which one. Watch the targets indicator while searching the sectors around each starbase. )}If any sector has no enemy, look around another starbase. And if the starbase is adjacent to a second starbase, make sure )}the second one's not surrounded, as well ( see "Starbases," No. 14). If it is, attack any sector of common enemy Zylon st)}arships, no matter how many there are, or you'll lose one or both starbases. This is not the time to wait! 6. With a dam)}aged radio, you won't know of starbases that have moved since the last chart update. Otherwise, assume that they're as sh*}own on the chart. 7. If your radio gets blasted, go ahead and get some more enemy before docking. But don't wait too lon*}g or get too greedy - you may discover that one or more starbases have been surrounded or destroyed while you were busy f*}ighting! Tracking Computer _________________ 1. Turning on your Tracking Computer will help in shooting and in locati*}ng enemy Zylon starships. Use the crosshairs as a guide in aiming your shots. 2. The Star Raiders User's Manual does not*} recommend the use of the Tracking Computer in Novice Level, probably to reduce a new player's confusion and because the e*}nemy won't attack from behind you in Novice Level. Even when used at this level, however, you can shoot at the enemy in t*}he aft view whenever possible. This can be helpful, as they can't block your shots in this view. (See "Zylon Starships," *}No. 2 and No. 4). It's also good shooting practice. 3. The automatic tracking system of the Tracking Computer doesn't us*}e any extra energy. It will change the screen to front or aft view, to show the direction of the enemy who fired on you la* }st. The only shortcomings occur in a deadly crossfire situation (see "Zylon Starships," No. 19, No. 20, and No. 21) or wh* }en one enemy shoots and gets killed, but their shot still hits after your view switches (see "Photons," No. 16). 4. You * }don't need to center an oncoming enemy with the Attack Computer Display. For the most part, Zylon starships are "self-cen* }tering" on the attack - they seldom go for your blind sides. 5. Don't look at the Attack Computer Display when the enemy* } is in visual range; look at the enemy directly. The display should be used when searching out distant enemies (see "Trac*}king Computer," No. 6, below). 6. If a distant enemy or your starbase goes off the screen, steer in the direction of the*} Attack Computer Display. If the image is in the lower left, for example, push the joystick to the front and left. Your s*}hip will start pointing toward its object and, eventually, face the centered and/or visible target. 7. Don't pursue a di*}stant enemy totally through the use of the Attack Computer Display. By doing so you may ignore a meteor or a surprise att*}ack by a second Zylon starship. 8. By using the Attack Computer Display with a damaged Tracking Computer, you can still *}get to a target, but you won't be able to use the number displays at the bottom of the screen. Instead, try to get the ta*}rget centered in the Attack Computer Display. Then (or even while centering) use your engines to get to the target (see "*}Engines," No. 4 and No. 9). Practice helps. 9. When your Long-Range Scan is destroyed, you can still find an enemy or yo*}ur starbase with a partly or fully functional Tracking Computer (see "Tracking Computer," No. 10, below). If the Tracking*} Computer is working, position the target in front of you (front view screen and a positive distance away). Then position*} it to the center of the Attack Computer Display and, with the horizontal and vertical indicators on the screen set to ab*}out 0, engage your engines (or Hyperwarp as described in "Engines," No. 12), and steer with the target centered. 10. Whe*}n your Tracking Computer is destroyed and you're waiting for an enemy to attack, be sure to occasionally flip back and for*}th between front and aft views, or you might be surprised by another Zylon or a meteor. 11. If your Tracking Computer is*} destroyed, it has to be turned on again after being repaired at a starbase. This is the only device that needs action wh*}en destroyed and repaired. Hmmm. The fault of the shuttle's repair crew?Continued... only device that needs action wh([ ***************** TACTICS Continued ***************** How to become a Star Raiders ____.}________________________ Star Commander Class 1 ______________________ by Dave Pettit Zylon Sta. }rships _______________ Note: It's in the actions of the enemy starships that this game's built-in artificial intelligenc.!}e really shines. Star Raiders is unique in this aspect. Even the Atari ST's version pales in comparison! 1. Know how ma."}ny Zylon starships are in a sector when you enter and count them as they're killed, so you won't get hit by surprise or e.#}xit too soon. 2. If you're playing at Novice Level, you don't have to pursue the enemy in the sectors - they'll come rig.$}ht to you all of the time. 3. Most of the enemy will come to you in the other missions, too, if you give them a chance. M.%}ost are hungry for a battle. If the numbers are getting closer to 0 in the range indicator, then sit back and wait a few .&}moments. They are on their way. 4. If the enemy were visible on-screen at one time in Novice Level (and sometimes in oth.'}er missions), but can't be seen now, do not move to find them. Play dead and they'll come to you. Stop all movement with .(}the joystick and engines (press 0 to stop engines), an let the enemy come into view. They'll become visible again in eith.)}er front or aft view, unless you've outrun them. 5. Some enemy will seem to be coming toward you and ready to attack. At.*} a range indicator value of about 150 and 450 metrons, they suddenly stop and reverse directions. Now you must pursue th.+}em at a speed of 7 or more. 6. When an enemy is centered in the Attack Computer Display, it will be visible in the view s.,}creen at about 120 metrons, using the range indicator. 7. When an enemy first appears on the screen, it will show up as .-}a yellow dot (just smaller than a white star) that usually moves against the background of stars. This is most evident wh..}en you're not moving, but it can be detected at any speed or time (including Hyperwarp deceleration, even if the screen i./}s flashing red and blue - watch carefully). Many players don't concentrate enough to see this. Such concentration separat.0}es the warrior from the novice. 8. Before some ships appear on the screen, a meteor is often seen. The Zylons use this l.1}ike a decoy. Don't attack the meteor; you may be caught by surprise by the Zylons. Instead, just avoid it, and sit tight .2}and get ready to shoot at the correct target. 9. Don't always shoot at the meteors. They can indicate that an enemy's ne.3}arby; when a Zylon starship shoots a photon, all meteors disappear - vaporized. 10. Many of your distant shots can get b.4}locked by an enemy shot, and a cloud of debris hides the enemy. Don't let these fool you. The enemy will stay hidden as lo.5}ng as possible, attacking when (and from where) you least expect it! This cloud of debris can also be created by blasting.6} one enemy, only to have another hide in the dust. If you have the Tracking Computer on, there'll be little doubt of kill.7}ing the enemy - the Tracking Computer will automatically switch to the opposite view screen if the enemy was blasted and .8}a second enemy is in the other direction. 11. With practice, you can predict a Zylon starship's path before he makes it!.9} Many times they'll move right into your shots after you've made them. For example, if a Zylon starship is hovering for a .:}long time in the top half of the screen, his next move has to be down. By shooting first (before he crosses the middle of.;} the screen), most times you'll destroy him through his own navigation. 12. Some Zylon starships enter high on the scree.<}n and shoot before crossing the horizontal line in the crosshairs of the Tracking Computer. The solution? Let them cross .=}that point when off of center so that their shot will miss you. Then, reposition them below the horizontal line and blast.>} away. Or go after the shot first, then the enemy. 13. Zylon basestars can be destroyed at close range, usually with one.?} shot. Getting them into position is hazardous at times, as well as difficult. A conservative way of destroying them is to.@} keep firing and hitting them, even though they're too far away. It's as if their shields weaken with repeated attacks, u.A}ntil they're finally destroyed with what seems the weakest of hits. It makes for an exciting battle! 14. Another time th.B}at lock-on is effective (see "Photons," No. 9 and No. 10) is on the first approach of a Zylon basestar in Novice through .C}Warrior missions. Their first attack is straight down the center. That will be their last attack, if you wait patiently t.D}o time it right. In Commander Level, they fire sooner, making it a little more complicated - you may get them or their sh.E}ot, but seldom both. 15. Basestars can also be positioned for destruction very nicely. Shoot while chasing them at speed.F}s of 6 or 7. It does take some practice to steer while moving at such speeds. Try working up to those speeds and higher by.G} practicing with speeds 4 and 5. (However, see "Engines," No. 1 and No. 2). 16. Another way of blasting a Zylon basesta.H}r is by hitting their photon just as they fire it. The combination of both photons exploding so close to the ship's struc.I}ture is too much for their shields. However, this is a strategy of coincidence and luck. It takes split second timing! 1.J}7. Shoot at enemy basestars at long range, even if there's little chance of killing them. You will at least keep them "in .K}your sights" and also be blocking their shots, when made. When you're ready, let them come closer and blast them. 18. E.L}nemy ships have various strategies, including the following: (a) Pursue you at all cost (see "Zylon Starships," No. .M}3 and No. 4); (b) Avoid you at all cost (see "Engines," No. 3 and No. 4); (c) Remain stationary and out of .N} range (see "Engines," No. 3); (d) Travel back and forth at a distance from you (see "Engines," No. 3 and No. 4);.O} (e) Attack when centered with the Attack Computer Display or when scanned using the M key (see "Manual Targ.P}et Selector," No. 3); (f) Sit under your nose at about 15 metrons distance and wait for a sneak attack; (g.Q}) Always attack in front view; (h) Always attack in aft view; and finally... (i) Two enemy in a crossfire (see the.R} next three entries). 19. Using the Tracking Computer can be disasterous in a crossfire, if you aren't careful. There are.S} several things that you can do to get out of a crossfire. First, quickly turn off the Tracking Computer and concentrate .T}on one enemy. When it's been blasted, turn the Tracking Computer back on and blast the other one. 20. Second, press spee.U}d 8 or 9 and get out of there FAST! After a few seconds, press 0. Sit and wait for them to catch you in aft view - they a.V}lmost always will - and blast them as they show up. 21. Third, concentrate on one of the pair of enemy, but leave the Tr.W}acking Computer on. Avoid getting hit by the other Zylon starship, but don't attack them. Whenever facing the chosen enemy.X}, concentrate on its destruction. The problem in a crossfire is that so much time is wasted in repositioning for each pla.Y}yer that it's too late when the enemy's finally in your sights. At that time, the other enemy usually fires, causing the .Z}Tracking Computer to change views and mess up your aim. If one of the enemy craft is a basestar, you're usually in deep t.[}rouble. 22. If a mass of enemy is moving toward a distant starbase on the opposite side of the Galactic Chart, you can u.\}se one of two strategies. The first is to attack the slowest enemy sectors and gradually destroy all of them. 23. The se.]}cond is to attack the fastest and forward-most enemy sectors. By always destroying the leaders, you keep the enemy nearer.^} to you and avoid a surrounded starbase. This method works best with either a slow-moving or small group of enemy. 24. I._}f a starbase is surrounded and you're on the other side of the galaxy, you need to get there fast - but efficiently. Using.`} the small-hyperjump method (see "Hyperwarp," No. 4 and "Zylon Starships," No. 25) with the shoot-and-fly method (see "H.a}yperwarp," No. 10 and "Misc. Strategies," No. 2), you can reduce (and sometimes eliminate) the enemy in other sectors as y.b}ou go, and still have time to save your starbase. 25. Use checkerboard-type hyperjumping to move across the galaxy (see.c} Figure 4, below). This will work in destroying isolated sectors of Zylon starships and in hurrying to save a distant sta.d}rbase (see "Zylon Starships," No. 24). Figure 4. Using checkerboard hyperjumping, you can get to the other side of the.e} galaxy and clear several sectors, too. Do it in this example by travelling left, down, and across (toward the starbase in.f} the upper left), through the nearby sectors with 4, 3, 2, 4, and 3 Zylon starships. --------------------------------- .g} | | | | | | | | | | | | | | | | | --------------------------------- | |2| | | | | | | | | | | |4|^| | ----------------.h}----------------- | |*|3| |2| | | | | | | | | | | | --------------------------------- | | | |2|2| |3| | | | | | | | | |.i} --------------------------------- | |*| | | | | | | | |2| |3| | | | --------------------------------- | | | |S| | |4.j}| | | | | | | |*| | --------------------------------- | | | | | | | | | | |*| | | | | | -------------------------------.k}-- | | | | | | | | | | | | | | | | | --------------------------------- ^ = YOU * = Starbase 2 = 1 or 2 Zylons .l}(Patrol Group) 3 = 3 Zylons (Task Force) 4 = 4 Zylons (Fleet) 26. Sometimes an enemy on one edge of the Galactic Ch.m}art moves to the other edge. This is a problem if all of the enemy are on one side of the Galactic Chart - you'll eventua.n}lly have to travel the length of the galaxy to get them. (Too bad you can't just go over the edge for as little energy as .o}a single sector. But then, we can't avoid Einstein's laws of time and space, can we?) The solution is to get them before .p}they can move. When you have a choice, get the enemy on the edge of the galaxy rather than the enemy one or two sectors i.q}n from the edge. 27. If you're having a hard time catching or blasting an enemy, it's possible to get a different enemy .r}(or enemy strategy) by leaving the sector and coming back either immediately, or later in the mission. 28. Don't get bla.s}sted with less than three sectors of Zylon starships remaining. Sure, no starbase can be surrounded and destroyed, but yo.t}u can be! Remember, you're always two shots or less away from destruction - one for your shields, and one for you!Cont.u}inued... Remember, you're always two shots or less away from destruction - one for your shields, and one for you!Cont, ***************** TACTICS Continued ***************** How to become a Star Raiders ____2w}________________________ Star Commander Class 1 ______________________ by Dave Pettit Misc. Str2x}ategies & Variations _____________________________ 1. Various strategies of destroying all enemy sectors on the Galactic2y} Chart can be used. Generally, start in one area and try to eliminate all the enemy sectors. Then, gradually move through2z} other enemy sectors while travelling toward the starbase that will apparently be surrounded. Of course, if the base is s2{}urrounded, a more defensive strategy is needed to save it (see "Commander Mission," No. 1 for a specific application). 22|}. By rapidly attacking the enemy, change a 4-enemy sector to a 3- or 2-enemy sector, to help them move together faster if 2}}you don't have time to completely clear the sector. Generally, kill only the one or two Zylon starships that first appear2~}. Don't wait too long for them to get to you. 3. Learn the keyboard positions by feel, rather than by sight. Do this at 2}least for the F, G and H keys, as they're used most often. 4. Learn to steer with the joystick using one hand only, so y2}our other hand can work the keyboard. This will help in positioning in the Galactic Chart, Long-Range Scan, and, sometimes2}, in front and aft views. It shouldn't be necessary to do this for very much of a mission - just some parts of it. 5. I2}f the Galactic Chart is poorly arranged or your ship is damaged very quickly, you can always press START. This may be cons2}idered by purists as a form of "cheating", but we all tend to do better with positive feedback and success. Judge for you2}rself. 6. If a series of consecutive missions is quite hard to win, little change in enemy strategies or destructive res2}istance will occur upon pressing START or SYSTEM RESET. You may have to turn off the computer for a few seconds, to clear2} the memory banks, and try again that way. 7. If you get tired of regular play, try some variations in game play and goa2}ls. Can you complete a Novice Level mission without any shields? Can you earn more than a Lieutenant Class 1 this way? And2}, without shields, how many enemy can you destroy in the other mission levels without dying? 8. Once you've made Star Co2}mmander Class 1, you can try for the most missions in a row with that rating. Can you triumph in fourteen consecutive mis2}sions without quiting in the middle or getting destroyed? 9. Reread the Star Raiders User's Manual. You'll probably lear2}n many more details that you missed in your first reading. Commander Mission _________________ 1. In Commander Level,2} an effective strategy is to destroy all the 4-Zylon starship sectors you can before a starbase is surrounded. This works2} well because the other enemy will move more easily to surround the starbases. But 4-Zylon starship fleets move so seldom2} that they'll almost always be in the same general area where they started. By eliminating them early, you'll make many p2}arts of the galaxy free and clear, and the enemy will be grouped for your easy travel from sector to sector on little ener2}gy. 2. It's possible to earn Star Commander Class 1 and have a starbase destroyed by you or the enemy. Don't give up aft2}er one starbase is lost, but don't plan on the top rank after the loss of two! 3. For an experienced player, it's also 2}possible to complete a game without docking! Your energy level can get very very low, so be careful. You're almost assured2} a top ranking this way. 4. It is possible to be destroyed an earn a Star Commander Class 1 rating. Very few enemy are u2}sually left alive, and your shooting during the game was otherwise superb. 5. The last enemy sector remaining is usuall2}y the most difficult to clear. It may take several attempts at Commander Level just to complete. Sometimes the enemy will2} cleverly avoid you. Sometimes there will only be one ship left to destroy before your own demise. Two-Player Version _2}_________________ Star Raiders can be made into an excellent 2-player game! One player, the Pilot, uses the joystick and2} calls out commands for the other, the Navigator, to carry out on the keyboard. The commands could be "Galactic Chart," f2}ollowed soon after by "Hyperwarp - front view." A cooperative mission such as this can be a lot of fun. This is also good2} training for an inexperienced player, who can control the keyboard while watching and learning. Conclusion __________2} To further your interest in the game, why not get several other Star Raiders fans together and form an informal Star Ra2}iders Commanders Club. You could meet once a week and compete for ratings, discuss strategies, or engage in cooperative 22}-player missions. All the better if you have access to a big-screen televison. Believe me, watching Star Raiders perform 2}on the big-screen with the photon hits reverberating through stereo speakers is an amazing group experience. If you see2}m to be in a rut in an advanced mission and can't get any higher rating, try an easier mission! Don't be fooled into thin2}king that this is not a complex game! It takes real determination and skill to reach the higher mission ratings. By pract2}icing in the lower missions, you can improve some of your skills. On returning to the harder missions, you'll probably do 2}much better. And don't think that you'll still be as good next month as you are now. You're going to have to warm up or k2}eep practicing to maintain your skills and ratings. Don't be afraid to experiment. After all, Star Raiders is only a ga2}me, albeit a darn good one. And, unless you have a winning streak going, it's okay to try some of these ideas and incorpor2}ate them into your overall game plan. Or, perhaps you want to see if you can improve your aim in aft view, or make some i2}mprovements in docking by going back and forth between starbases. If you get blown up or run out of energy, simply press 2}START and keep flying! ____________________________ REACH FOR THE STARS MAY ALL YOUR BATTLES BE WON! _____2}_______________________ ____________________________ REACH FOR THE STARS MAY ALL YOUR BATTLES BE WON! _____0