************************************* | Star Fighter 3000 | | Documentation Project | ************************************* | Reference 2: Printed manual | | Changed: CJB 23.10.03 | ************************************* N.B. This text is best viewed at a display width of 77 columns. To create an index do a 'List of found' search for ">>". This is the manual text for the original Fednet release of the game (1.00) rather than for subsequent (iSV/APDL) versions. Any mistakes are entirely authentic! ----------------------------------------------------------------------------- >> Contents: ========= 2.0 - Bonus text - 2.0.1 Packaging text 2.0.2 Credits & Copyright 2.0.3 Contents 2.1 - Loading Instructions - 2.1.1 Making a backup 2.1.2 Running the game from floppy disc 2.1.3 Hard Disc Installation 2.1.4 Memory Management 2.2 - Introduction - 2.2.1 The Game 2.2.2 The Enemy ... 2.3 - Using the Menu - 2.3.1 The Main Menu 2.3.2 The Configure Menu 2.4 - Levels & Pyramids - 2.5 - Controls & Information - 2.5.1 Default Flight Controls for Keyboards & Mice 2.5.2 In Game Controls 2.5.3 Weapon Selection 2.5.4 Camera Select 2.5.5 Spacecraft views 2.5.6 Camera Control 2.5.7 Head-Up display information. 2.6 - Using the Map - 2.6.1 Map control icons 2.6.2 Radar Information and control 2.7 - Tactics - 2.7.1 Defensive tactics 2.7.2 Friendly formations a) Getting a formation together. b) Attacking with a formation. c) Knowing when to retreat. d) Re-allocation of targets. e) Friendly Fire & Losses. 2.8 - Flight Control & Weapon Systems - 2.8.1 The Predator Mk-IV : Flight & Control 2.8.2 Defence Systems 2.8.3 Attack Systems 2.8.4 Taking Flak 2.8.5 Docking 2.8.6 Flying Other Ships 2.8.7 Bonus Coins and Parachutes ----------------------------------------------------------------------------- >> 2.0 - Bonus text - ================== >> 2.0.1 Packaging text ---------- STAR ---------- FIGHTER 3000 From the authors of Chocks Away and Stunt Racer 2000 ... The year is 3037, your application has been accepted and you are on live T.V. being watched by over a billion people ... Compete through 108 exciting missions. Battle your way through enemy defences. Control enemy airspace and annihilate all terrestrial installations. Command your formations through huge intergalactic battles over many different planets. Earn enough to buy the ultimate killing machine, win cash prizes, even gamble your way to success. Features a smooth blend of fast texture mapping and realistic 3D images, lots of in-game music and sound FX and a great mix of strategy and arcade action. The fight is on, are you up to it ? For all Acorn machines Requires RiscOS 2.00+ (Min 2Mb) --------- FEDNET --------- >> 2.0.2 Credits and Copyright STAR FIGHTER 3000 Release 1.00 Programmed by The World Federation Entertainments Network ©1994, 1995 Sound & Music - A.M. Perrins Artwork - Tod Original Design & Chris Mills Typesetting & Printing - SmartDTP & Annie Berwick Additional Routines - Gordon J. Key Testing & Gameplay - Peter Moleworth, S. P. Hammond Gamecode & Design - T. D. Parry & A. P. Hutchings Published by: FEDNET SOFTWARE 36 Park Road, Duffield, BELPER, Derbyshire. United Kingdom. DE56 4GR (01332) - 842803 - WARNING - Software Piracy destroys Software Production >> 2.0.3 Contents - CONTENTS - Loading Instructions ... 1 Introduction ... 2 Using the Menu ... 3 Levels & Pyramids ... 5 Controls & Information ... 6 Using The Map ... 8 Tactics ... 10 Flight & Weapons ... 12 ----------------------------------------------------------------------------- >> 2.1 - Loading Instructions - ============================ >> 2.1.1 Making a backup Before playing Star Fighter 3000, we suggest that you make a backup of the second disc, and keep the original in a safe place. Once copied, the backup can be used in place of the original. Note: Disc one is copy protected and cannot be backed up. In the unlikely event of this disc failing, or the game failing to run, return it to Fednet Software for an immediate replacement. Please specify your machine configuration as this will help us identify potential problems. >> 2.1.2 Running the game from floppy disc To play Star Fighter 3000, double-click on the !Star3000 game icon. Insert disc 2 at the main menu prompt. >> 2.1.3 Hard Disc Installation Star Fighter 3000 can be installed and run from hard disc. To install the game, Double click on the !Install application and drag the disc icon to the directory viewer where the game is to be installed. You will be prompted to change discs. When running from hard disc, you will be asked to insert disc one as part of the copy protection procedure. Once verified, you will no longer need it. >> 2.1.4 Memory Management Star Fighter 3000 will automatically re-allocate all free memory to allow the game to run. If you experience problems on a 2Mb machine, try killing all user applications and reducing the fontsize to zero. If you still can't get enough memory, reboot the machine holding down ctrl-shift. This enters the desktop without loading any additional software. ----------------------------------------------------------------------------- >> 2.2 - Introduction ================== >> 2.2.1 The Game Welcome to Star Fighter 3000, The highest rated gameshow ever on a Fednet universal satellite channel. The year is 3037, and peak-time TV has acquired its most successful audience participation show ever. A result of the intensified battle for advertising revenue and military hardware between the two rival broadcasting companies, Fednet and TrashTV, lucky viewers were selected from thousands of applicants to take part in the Star Fighter UEP [Ultimate Expansion Programme]. The idea was simple ... Assemble an enormous military attack force around progressively difficult strategic locations (mostly belonging to TrashTV), invite viewers to take part in the ensuing battle, and broadcast the results ... Unfortunately, the battle soon escalated into a universal conflict. TrashTV quickly made a number of allies, (mainly on the promise of cheap advertising), each being a powerful military force in the galaxy. >> 2.2.2 The Enemy ... The Dark Lord, 'He who is master of all that is evil' as he likes to be called. The commander in chief of a synthetic super-race based on several artificial death stars and leader of a brutal regime. Thorg, an egotistical tribal warlord and leader of a primitive civilisation, hell-bent on sculpture and universal destruction. Intelligence reports indicate he is highly unstable as the result of generations of inter- breeding, and likes to dress up in a squirrel costume and play conkers in his spare time. The I.C.T. Corporation - Pioneers in experimental terraforming for military research. Previous customers include both Fednet & Trash TV. It's your job to eliminate them, and everybody else that stands in the way of Fednet's rightful position as the only purveyor of quality entertainment through the known universe. Destroy their buildings, Exterminate their armies, Grind them into the dust, all for points and prizes. ----------------------------------------------------------------------------- >> 2.3 - Using the Menu - ====================== All options on the menu can be selected / altered using the return key or clicking the mouse. Use the cursor arrows or move the mouse to select different options. >> 2.3.1 The Main Menu Start Game Start the currently selected mission. New Game New game clears all progress on the current level pyramid, and starts a new game. Select Level This toggles through the Easy, Medium, Hard & Password levels. Selecting 'Pcode' displays the password for the last completed mission and allows you to enter a new code, which if correct, will select and setup the correct pyramid to a previous setting and start the game. Configure Selects the configuration menu. Quit Leaves the game and returns to the desktop. >> 2.3.2 The Configure Menu Volume Alters the sound & music volume. Control Select Keyboard or Mouse control. Mouse control has 3 levels of sensitivity, 3 being the highest. Setup Setup allows you to customise the game format by cycling through 6 options, each of which can be selected and altered: - Setup Backdrop [On / Off] This toggles the war backdrop and will auto-select on game start. turning the backdrop off will speed up the menu. - Setup Detail [Low, Med, High, Max] The texture map detail level will auto-select on game start, reducing this will speed up the game, (especially on low, if your eyes can take it). - Setup Music [On / Off] Toggles the in game music - Setup Speaker [On / Off] Switches the internal speaker on & off - Setup Keyboard This option allows you to redefine the ship control keys. On selection, you will be prompted with Left, Right, Up, Down, Thrust & Fire. Press and then release the required control key at each of these prompts. - Setup Speed [Med, Fast, Max] This sets the maximum running speed of the game, The default being Fast. Max is unlimited just so that people with RiscPC's can show off. ----------------------------------------------------------------------------- >> 2.4 - Levels & Pyramids - ========================= There are 3 levels of competition, Easy, Medium and Hard. Each level is represented by a separate pyramid with 36 missions to complete over 8 sub- levels. Completion of a mission will award you a performance based credit bonus and allow you to select one of the two missions directly above it. Missions completed at the top of the pyramid return selection to unfinished missions at the bottom. Every time a new game is started, the score and ship status is reset, and you will get enough cash to see you through the first mission, £1200, £1400 and £1600 for the first mission on each pyramid, with increments of £100, £200 and £300 for every sub-level up. Selecting 'New Game' from the main menu will clear all progress on the current pyramid and return you to the bottom. {Diagram} - Highlighted missions indicate bonuses available - Missions select cursor - Completed missions indicated by arrows / red squares, Each level has 12 bonuses spread randomly throughout the pyramid, and each bonus may earn you: Gamble - Gamble with your ships equipment * Sponsorship - Earn cash from companies eager to advertise Cash Prize - Complete a mission in 1 life to receive cash Bonus Level - 1 Min. of Parachute Drops * Upgrade Ship - Randomly upgrades ship * Multiplier - X all bonus coins and end-of-mission score Penalty - Downgrade ship * * You will not get these when Flying special spacecraft. ----------------------------------------------------------------------------- >> 2.5 - Controls & Information - =============================== >> 2.5.1 Default Flight Controls for Keyboards & Mice Z or Mouse Left - Roll Left X or Mouse Right - Roll Right " or Mouse Up - Dive / or Mouse Down - Climb 'Return' or Right Button - Fire Selected Weapon 'Space' or Left Button - Thrust >> 2.5.2 In Game Controls S - View Ship Status M - View map E - Release ECM P - Pause game R - Re-group your formation A - Break formation for attack T - Toggle head-up display Q - Quit game >> 2.5.3 Weapon Selection f1 - Lasers f2 - Air to Ground Missiles f3 - Air to Air Missiles f4 - Cycle Super Weapons >> 2.5.4 Camera Select f5 - Reset normal view f6 - Tracking Camera >> 2.5.5 Spacecraft views f9 - Reset view to player f10 - Cycle through view types: (a) Player (b) Friendly Spacecraft (c) Enemy Spacecraft (d) Player Weapons f11 - View next instance of type >> 2.5.6 Camera Control 'Up Arrow' - Forward view (+ Right Ctrl for Up) 'Down Arrow' - Rear view (+ Right Ctrl for Down) 'Left Arrow' - Camera left 'Right Arrow'- Camera right 'Page Up' - Zoom camera in 'Page Down' - Zoom camera out >> 2.5.7 Head-Up display information. During gameplay, the following information is shown on screen Score Shown on top left Shields - Green Shows shields power out of total (Red) - Orange Shows Ship is under attack - Flashing Ship is damaged and repairing Speed - Sliding speed indicator shown over shields Current Weapon Shown on top right + Quantity E-C-M Shown on top middle Direction + Grid Ref Shown on top right Formation Grid Only displayed when friendly troops are in formation. This displays all ships and their relative positions. Distant ships Shown as a cross, colour indicates type: - Red Enemy ship - Green Friendly ship - White Missile / Unclassified - Orange Credit ----------------------------------------------------------------------------- >> 2.6 - Using the Map - ===================== The detail map (Large) displays the complete combat area in varying detail and scale, showing all ships locations, type and status. All ground objects are shown, including mission targets. To scroll the map, use the cursor keys, or move the cursor to the edge and press select. Selecting an area in the global map (Small) will also move the detail map to that area. The global map (Small) only displays airborne spacecraft. Red, Green & White crosses indicate Enemy, Friendly and the player's ship respectively. To control the map cursor, use the mouse or alternatively the Z,X,",/ and return keys. >> 2.6.1 Map control icons ZOOM ICONS - Scales the current map view SMALL MAP - Shows spacecraft and ground targets. Selecting here will scroll the detailed map view. RADAR ICON - Toggles drawing of ground objects on the map. BRIEF ICON - Outlines the general details of the mission and combat statistics. VIEW ICON - Allows a detailed ground view of any ground targets from a local position STATUS ICON - Displays current ship setup, and allows player to purchase equipment (Only on mission start or when docked in mothership). Note: This is NOT available during special ship setup missions (ie. Prototype combat craft etc.) >> 2.6.2 Radar Information and control Fighter Spacecraft - These flash between their I-D Code and their current direction. The 1st letter indicates type: [E] Enemy [F] Friendly The 2nd indicates status: [A] Attacking [P] Patrolling Flightpath. [F] Flying in formation. Large Spacecraft - These flash a large 'S' symbol, and their current direction. This applies to all large craft except Fednet motherships which show up as an 'M' Airborne Targets - Aircraft with a special mission significance show their status instead of a direction. - A Cross indicates that the ship has to be destroyed (or be destroyed prior to it reaching its destination.) - A Heart indicates that the ship must survive (or be safely escorted to its destination) Airborne Weapons - Any item classified as a weapon will be displayed as a red missile + direction. Direction indicators - Most items displayed on the radar screen will display a current direction. The colour of this arrow indicates its type: GREEN - Friendly ships. RED - Enemy ships. WHITE - The player ship. Ground Mission Targets - Targets which must be destroyed to complete a mission are shown by a small flashing 'x' Information points - Indicated by a flashing 'I', clicking on these will give a detailed briefing on a particular location or target area. (Only in zoom X1). ----------------------------------------------------------------------------- >> 2.7 - Tactics - =============== >> 2.7.1 Defensive tactics General principles (1) - "Do not spread your attack force too thinly. If there is something to attack, it is safe to assume that it may attack you. It is more important to finish a mission at a steady pace than to waste licence payers fees on scrap metal." (Advanced pilots manual Pg 56, Vol II) Most of the missions will require you to re-dock with the mothership when finished. If this is so, and the mothership is under enemy attack, you must defend it to the death to avoid being stranded on an enemy planet. >> 2.7.2 Friendly formations a) Getting a formation together. On some missions, you may have to locate members of your attack force and request they join from a patrol. A close fly-by the leader of the friendly formation will signal a request to join the attack force, and all following will join. It is good defensive practice (and good manners) to allow the formation to settle behind you before moving into dangerous areas. b) Attacking with a formation. Pressing 'A' will send your formation in to battle with the nearest airborne targets. They will always attack on a one to one basis (ie. 2 enemy craft nearby, 2 will break formation), the rest stay with you for defence. If you wish to raise the stakes, pressing 'A' again, will send in more of your formation, increasing your chances of victory, but also your potential losses. c) Knowing when to retreat. Keep a careful eye on your attack force - Fednet military advocate the use of C&C (Care and control) at all times. * You will receive radio updates from time to time from your attack force. If things get too rough, 'R' will regroup your formation. However, be careful not to force your wingmen into retreat if it puts them in a vulnerable position as they leave the battle scene. If consistently fired upon while trying to regroup, they will return to combat. d) Re-allocation of targets. When an enemy target is destroyed by a friendly craft, the nearest enemy targets to the player will always be selected for attack. If none are found, the friendly ship will attempt to rejoin your formation. This serves 2 main purposes: a) It is good defensive practice to defend the formation leader. b) Formation pilots are fully aware that it is common for flight leaders to swan about enjoying themselves while they get pounded to bits. e) Friendly Fire & Losses. Friendly pilots will tolerate a certain amount of friendly fire before switching sides and trying to kill you. This can however lead to some quite exciting battles as the formation you have left will leap to your defence. You will also receive points for attacking your own team, it is a game show after all ... In the sad event of a friendly pilot dying in combat (while he / she is still on your side), it should be remembered that it is extremely bad manners to pick up the bonus coins left behind. * General principles (2) - "Care and Control - Every pilot lost to the enemy increases their strategic advantage. Do not abandon your fellow pilots unless it looks dodgy, in which case, leg it back to the mothership and let them fight it out" (Advanced pilots manual Pg 5, Vol I) ----------------------------------------------------------------------------- >> 2.8 - Flight Control & Weapon Systems - ======================================= >> 2.8.1 The Predator Mk-IV : Flight & Control The ship you will be flying for most of the mission is the Predator Mk IV standard issue combat fighter. The Predator is fitted with two FedEng hyper drive thrusters with built in gyroscopic stabilising units. These can be upgraded to provide better acceleration and faster turning speed. To further assist the ships turning capabilities there are also stabilising wings on either side of the ship engines. These are designed to use the ships aerodynamic properties to increase the turning speed where the atmosphere is dense enough. Consequently the turning power of your ship is reduced when you are at high altitude or the atmosphere of the planet is thin. However as air friction is reduced your ship will be able to attain higher velocities. The standard ships engines and control power have 6 upgrades available. Fednet combat research suggest that engine power is more useful when the atmosphere is dense (eg. Earth, Ice Planets etc.) and the control rate more useful for planets with a thinner or no atmosphere (eg. Deathstars etc.) When your ship is turning there is a reduction in speed which can be used to your advantage to slow down quickly by rolling with the engines off. This speed reduction can also be a disadvantage to you if you are being attacked by ground fire, it's best to keep moving in these situations. >> 2.8.2 Defence Systems The most important defences are your shields which have 7 upgrades available. The shields are slowly replenished by the ships CFG (Central Fusion Generator), however if you are docked with the mother ship your shields will be charged at a higher rate. ECMs (Electronic Counter Measures) are your only other defences. Known to the troops as the ADD (Annoyed Duck Device), these work by sending a high frequency energy wave from your ship destroying all missiles in the immediate area. ECMs require very high quantities of power to be activated and consequently drain a small amount of energy from your shields banks. 'The best form of defence is attack!', quote from Ohlan Farn's best selling paperback, 'Star Fighter Pilot - Man or Mouse ?'. >> 2.8.3 Attack Systems The Predator can be fitted with a wide selection of weapons including Lasers, Air to Ground missiles (A-T-G), Air to Air missiles (A-T-A) and a selection of currently classified super weapons. Laser Cannons have 7 upgrades available which will increase the number of beams fitted and the destructive power of each beam. A-T-G missiles when selected will highlight the currently locked onto object with green outline, once fired they will identify and home into the most vulnerable point. A-T-A missiles highlight the currently locked onto ship in red. Note - Missiles only have a certain amount of fuel and will detonate if they don't reach their target within a certain time. In addition, when using missiles on ground guns, satellites or large star cruisers, there is a possibility that the missiles will be shot down by the laser fire. It is good combat practice to try and draw the laser fire away after you have fired missiles at these targets. >> 2.8.4 Taking Flak When your ship is hit by laser fire the power surge generated can temporarily jolt the gyroscopic stabilising units causing the ship to roll. This effect can be more dramatic when hit by missiles or crashing into objects. If your shields are critical and you take a hit, the C.C.S. (Central Control System) may shut down in order to route all available power to charging the shield banks. Whilst the C.C.S. is down, the ship is very hard to control and very vulnerable. With the damage critical there is a possibility that further hits might damage your engines, control or shield banks or cause a total system overload destroying your ship, doing you serious injury in the process. >> 2.8.5 Docking The Fednet mother ship will accompany you on most missions. If there are any enemy fighters in the area the mother ship will attack, but cannot deviate from its preset flightpath. It's also necessary that you are docked before you can purchase any ship upgrades. The docking bay is situated to the rear of the ship and uses the FedEng matter tractor beam to help secure safer docking. It's a good idea to follow the mother ship slowly and wait until it's on straight level flight before attempting to dock. Don't attempt to dock too quickly or at a steep angle as this might prove fatal. Note: During dock, any enemy fighters that you were engaged in combat with will automatically attack the mothership. On entering the docking bay the camera will change to an internal view of the mother ship and all pilots controls will be overridden. To initialise the launch sequence when docked engage your thrusters and you will be automatically released from the tractor beam. >> 2.8.6 Flying Other Ships FedEng are responsible for manufacturing over 70% of the known fighters in the universe and on certain missions you will have the opportunity to fly new ships as they are developed, or customised versions of the Predator. It is important that you read the mission brief to get an idea of what these ships are capable of. >> 2.8.7 Bonus Coins and Parachutes When you destroy a ground object or a ship, bonus coins will be left in it's place for you to collect. These bonuses consist of cash awards, extra missiles or extra lives. There is also the occasional 'damage' coin thrown in by Fednet master control, to keep you on your toes, these coins will instantly drain all your power if collected. Strategic command will occasionally drop parachutes into the combat arena and you will receive the message 'Parachute Drop Detected'. Parachutes are marked on the map and if you are quick to respond you can collect yourself a mystery prize. END OF PILOT BRIEFING GOOD LUCK