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- Well, Mikey Mouse is scanning again. Got a Microtek 300g this time, so
- i shouldn't get sick of it quite so quick this time. Leave me any comments
- or requests at EAC.
-
- This is a GREAT GAME!! If you tried it before without the instructions,
- read THE WHOLE FILE, then READ THE DAMN THING AGAIN, then give it a try.
- Makes a big difference when you know what's what. BTW, if you have spent
- much time in flight simulators, the r option is HIGHLY recommended.
-
- MM
-
- Loading Instructions.
-
- IBM PC and compatibles (note: all Millennium PC titles are provided on
- 3.5" & 5.25" disks)
-
- 1. Insert the boot disk into the drive and from the MSDOS prompt,
- select the correct drive specifier.
-
- 2. Type ts and press RETURN. The game will now begin to load.
-
- 3. Once the game has loaded you will be confronted with a menu
- system to select the graphics mode and the control method that you
- require. To quickly bypass these menus in future, it is possible to
- type ts followed by a space and then the letter(s) that you would
- normally select in each menu and then hit RETURN, then you boot the
- game. It is also possible to add the letter r to this command line
- which will alternate the up/down controls. This is useful for players
- more use to flight simulator type controls.
-
- (Like: 'ts vmr' for VGA, right hand mouse, & reverse movement - MM)
-
- 4. Note: This game can be installed to your harddisk but you will
- require your boot disk to use as a key disk whenever you wish
- to play the game. (Yea, right.)
-
- Let the Games Begin
-
- Welcome to the 2238 MegaCorp Industries annual 'Ground Defence Games'
- brought to you exclusively by the Century 23 Television network!
-
- I'm sure you're all familiar with the games by now but for those of you
- who have been in a different galaxy over the past century I'II briefly
- tell you what these games are all about. Pilots from all over the
- galaxy are invited here by MegaCorp Industries to survive in lethal
- combat in a variety of hostile arenas especially prepared for the
- games.
-
- Each pilot is allowed to select one ship from the five approved by the
- MegaCorp Referees Committee. The pilot must choose carefully because
- he will be required to fly this craft throughout the whole of the
- games. This year, the five craft approved by the committee are:
-
- ThunderStrike 18 - The original and some would say the best
- ThunderStrike. A good all rounder with good speed, acceleration and
- handling.
-
- StrikeHornet 22 - The StrikeHornet is a relative newcomer to the arena
- but is already establishing a following. It's top speed is undeniably
- poor but excellent acceleration and good handling make Hornets worth a
- try.
-
- StrikeHornet 24 - This newer model of the StrikeHornet class suffers
- the same speed problems of earlier models and is hampered further by
- poor acceleration but no other strike craft in history comes close in
- manoeuvrability.
-
- ThunderFly 10 - No strike craft can beat a Thunderfly for speed. This
- model handles well in a tight turn but suffers from poor acceleration.
-
- ThunderFly 25 - This is the latest model in the ThunderFly class it
- offers unbeatable speed and acceleration but its handling leaves a lot
- to be desired as its slow turning speed can be a problem.
-
- The committee also considered allowing the use of vintage craft this
- year but this idea was abandoned after engineers failed to recondition
- a vintage Retaliator F29 craft. This was a very slow craft that was
- soon put out of service once the ThunderStrike class came in. It has
- very poor manoeuvrabiliiy, velocity and acceleration. It is even
- rumoured that some people used to play computer simulations based on
- this old fashioned 'museum-piece' back in the late 2Oth Cenlury but
- this is generally regarded to be highly improbable - no-one could be
- that boring!
-
- Once the pilot has chosen his craft, a standard energy shield will be
- fitted to it and the drone generators and ground installations for the
- first round will be set up around the arena. The pilot must then enter
- the arena in his craft and wait at the centre for the games to begin.
-
- The object of the games is for the pilot to defend the ground
- installations and knock out all of the enemy drone generators and
- enemy drones in each round. The pilot will lose the game and his
- contract with MegaCorp will be terminated if he loses all of the
- ground installations on any single round.
-
- At set intervals, referees will fire a variety of robotic drones into
- the arena from drone generators. These drones are armed with all the
- latest in military hardware and will try to destroy the pilots craft
- and destroy his ground installations.
-
- The pilot must destroy the drone generators to win the game. Referees
- cannot fire drones from destroyed generators and it is in the pilots
- interest to incapacitate the generators as soon as possible.
-
- The crafts energy shield will be depleted every time that it collides
- with a drone or is hit by enemy fire.
-
- If the crafts energy shield is exhausted then any more hits sustained
- on the pilots craft will destroy the craft and the pilot with it -
- just one of the many hazards that pilots come to expect from the games.
-
- Sometimes, when a pilot destroys a drone, a pick-up pod will appear.
- Pick-up pods contain military hardware to aid the pilot and if he picks
- a pod up, it will be installed into his craft to aid him. Many new
- items of military hardware will be available in the pods this year.
-
- As well as defending the ground installations, the pilot must attain a
- good hit rate and play a good exciting game to keep the network TV
- ratings high.
-
- If a piiot manages to destroy all of the generators then no more drones
- can be despatched into the arena and the pilot need only destroy any
- remaining drones to win. Pilots call this 'clearing a round' and they
- will often perform a victory roll before leaving the arena.
-
- Before starting his next round, the pilot will have his round
- performance assessed by the referees. A good hit rate will be scored
- for the efficient use of ammunition and will result in the pilot having
- his craft upgraded by the referees. A poor defence rate (thats anything
- under 100%) will result in the pilot having his craft downgraded.
-
- Pilots who complete an entire arena will be awarded a trophy before
- being promoted to the next arena.
-
- The referees then set up a new set of installations and generators for
- the next round and more drones will be loaded into the drone generators.
- Any number of installations and generators can be set up on each round
- and they can be positioned anywhere in an arena. The pilot must then
- re-enter the arena ready for the next round to begin.
-
- If a pilot clears all of the arenas he will win the supreme accolade of
- 'Defender of the Ground'.
-
- Okay, thats enough of the rules! Viewers at home should note that the
- Century 23 network has now programmed the correct score table
- information into their TV's central control system and if you look at
- the telefax panel on the lower part of your TV set, you will see the
- relevant score information for the games being dispiayed there.
-
- To take you through each display one-by-one, in the lower left you
- will see two score panels. The panel marked 'lnstallations' shows you
- how many ground installations the pilot has left to defend in the arena
- for this round. If this ever reaches zero, the pilot is in real
- trouble! The panel marked 'Generators' shows you how many drone
- generators are still in play in the arena for this round. Only once a
- pilot has destroyed all of these, will he have stopped any more drones
- from being fired into the arena.
-
- Also displayed on your telefax panel, you will see a red and a yellow
- bar. The yellow bar indicates the pilots shield energy protecting his
- craft from the deadly firepower being thrown at him by the drones. If
- this bar reaches zero, the pilots a goner for sure! Finally, and l'm
- sure this needs no explaining, the red bar indicates how many of you,
- the viewers at home, are tuned into the Century 23 network. Last year,
- a record 59.6 billion viewers scattered across the galaxy watched this
- program LIVE as 76 pilots died trying to gain the coveted title of
- 'Defender of the Ground'. Only 3 pilots claimed that title last year -
- how many will claim it this year?
-
- Also, last year, as l'm sure you'll all remember, the contestants only
- had to survive for eight rounds in three arenas. Well, this year we
- thought we'd make things interesting by making the contestants survive
- for ten rounds in a total of five wholly different arenas.
-
- Our cameraman, Bob, has indicated to me that he is now positioned and
- ready in his fully shielded, all terrain vidiunit inside the arena!
- Bob's unit is also equiped to receive information from the pilots on
- board computer and he'll be sending us back Heads Up Display data so
- that we can really get an idea of whats going on inside that arena.
- Well, over to Bob in the arena now, where I believe our first
- contestant is from Earth...
-
- Getting Started
-
- When you first load the game, the title credits will appear and the
- title tune will play. Press Space to continue. You will now be
- presented with the game options. If you do not touch a key for a short
- while, ThunderStrike will go into quadravisual testflight mode. Press
- any key to return to the game options.
-
- Press the relevant key on the keyboard to select the option that you
- require. If you have a mouse connected then you can also use the mouse
- buttons to click on the option that you require.
-
- Options (Control and Video)
- This option is also available from Time-out mode during the game.
-
- When selected, further options will appear. These options are Menu
- (returns to main menu or time-out menu), Keyboard or Mouse (depending
- on which option you selected on boot-up - see below), Miscellaneous
- Control and Presentation Options.
-
- Keyboard (PC only) - If you are operating from keyboard In
- control, this option will enable you to redefine the keys.
- Mouse (ST/Amiga and PC) - If you are operating from mouse control,
- this option will enable you to do one of as four things:
- i) Alter the mouses left/right sensitivity.
- ii) Alter the mouses up/down sensitivity
- iii) Switch between up/down and dive/climb control. A cross in this
- box represents dive/climb control and will be more suitable to pilots
- used to aircraft controls.
- iv) Switch between left or right handed mouse button control. A
- cross in this box represents left handed control.
-
- Selecting Your Strike Craft
- You start the game with the ThunderStrike 18 craft but if you wish you
- can change this for one of the craft from the StrikeHornet or
- ThunderFly ranges. Using this option enables you to see the five craft
- in the MegaCorp hangars. Using the keyboard press Space to change the sA
- highlighted craft and RETURN to select it. Alternatively, if you are
- using a mouse, click on one of the craft in the background to highlight
- it and then click on it again when it is highlighied to select it.
-
- In the Arena
-
- You start each arena from the centre. The games will start as soon as
- the camera view of your ship appears and the referees will immediately
- start to launch drones from the generators. If you have just entered
- the arena it is always wise to take a look at the terrain map (press
- F4) to determine your situation. Your position is shown on the map as
- an encircled 'T'. The positions of active installations appear as
- small, red, pulsing squares and active generators appear as larger,
- chequered blue/red squares. Note that the game is now paused. Press
- any key to return to camera view.
-
- Inside the arena, ground installations are the red pyramids, pulsing
- to show that they are active. They will turn grey and flatten out if
- they are successfully attacked and destroyed by a Saboteur drone. When
- Saboteur drones attack installations, they mount the installation and
- turn red. It then takes them about ten seconds to destroy the
- installation.
-
- Drone generators are the blue/red mounds, pulsing to show that they
- are active too! They will turn blue/grey and flatten out if you manage
- to destroy one. If you repeatedly press fire, a number of yellow shots
- will spray forward from your craft. These are low powered shots
- (indicated by yellow) and it takes about five direct hits with this
- weapon to destroy a generator. For information on high powered
- ammunition, please read the section on Power Pods. Do not fly over a
- generator or your ships energy shield will rapidly deplete. Note that
- when your ships shield is being damaged, your ship will flash red.
-
- Drones - five different drone types can be launched from the drone
- generators. As you progress from round to round, the action will
- really heat up as referees fire more and more of these at an even
- faster rate. The drones also become tougher from arena to arena and
- will take even more shots to destroy in ihe later arenas.
-
- If a drone collides with your craft, your energy shield will take
- massive damage. The five drones in this years arenas are:
-
- Saboteurs - these drones appear as blue/cyan spinners that move slowly
- along the ground and are incapable of firepower. The Saboteur drone
- will try to attack your ground installations. They are the only drones
- capable of this and as such they represent a great threat. As soon as
- a Saboteur drone is launched, it will target on one of your
- installalions and head for it. If the drone manages to reach the
- installation, it will mount it and try to destroy it. If you destroy
- a Saboteur whilst it is mounted on an installation, the installation
- will be saved. If the Saboteur succeeds in destroying the installation,
- it will either turn into a mutated Saboteur or re-target on another
- installation. Mutated Saboteurs are highly dangerous and should be
- avoided at all costs. They appear as red spinners and will home in on
- your craft, tring to collide with it and damage it.
-
- Fighters - these drones appear as fighters flying in the air at high
- speed with cyan nose-cones and red afterburners. The Fighter drone
- will try to attack your craft by firing shots at it. Once launched,
- the Fighter drone will head straight for your craft. As soon as it is
- within range of you it will fire at you. If you manage to tail a
- Fighter, it will take evasive action to try to shake you off. As you
- progress from round to round, the referees will increase the firepower
- of Fighters.
-
- Gliders - these drones appear as dark blue, wide-winged gliders flying
- in the air at slow speed and turning in large arcs. The Glider drone
- will try to attack your craft by firing shots at it. Once launched,
- the Glider drone will roam around in wide arcs. If the Glider sees
- your craft in its sights, then it will fire at you though it is only
- capable of small amounts of firepower. If the Glider drone senses that
- all of the generators have been destroyed, then it will slowly home on
- your craft in an attempt to impact with it.
-
- Lungers - these drones appear as cyan/blue rocks that float along
- slowly through the air and require a number of shots to destroy. They
- are incapable of firepower but when they are destroyed, they will emit
- shrapnel in all directions in an attempt to damage your craft. When
- the Lunger Drone is launched, it will determine a random direction and
- float in that direction. If the Lunger drone senses that all of the
- generators have been destroyed, then it will directly home on your
- craft in an attempt to impact with it.
-
- Bombers - these drones appear as yellow/blue craft flying in the air
- at slow speed. The Bomber drone will try to attack your craft by
- leaving trails of 'floating mines' for your craft to collide with.
- Once launched, the Bomber drone will head straight for your craft. As
- soon as it is within range of you it will start to drop large numbers
- of 'air-mines' close to you and then slowly take evasive action
- leaving a trail of mines. Tailing a Bomber is extremely difficult.
-
- The Heads Up Display (HUD)
-
- The HUD is an intelligent, sophisticated piece of equipment that is
- essential to the pilot. It will actually anticipate the data that the
- pilot requires and throw it up on screen. This saves the HUD from
- being constantly cluttered wiih unneeded data. The system is split
- into two halves, image data being displayed on the right and textuai
- data being displayed on the left.
-
-
- The image systems include:
-
- Turning Angle Indicator (TAI) - this appears as a straight line within
- a square box. The angle of the line indicates the turning angle of the
- craft to the left or right.
-
- Tracklock Direction Indicator (TDI) - this only appears when in a
- TrackLock and it replaces the TAI system. The TDI appears as a box
- with two triangles either side of it pointing left and right. If the
- box is highlighted, the craft will pass straight on at a TrackLock
- intersection. Otherwise, the craft will turn left or right according
- to which triangle is highlighted, so long as the craft is able to turn
- in that direction.
-
- Compass - this appears as a triangle that rotates. The triangle shows
- the direction in which your craft is facing. The compass is extremely
- useful if used in conjunction with your position on the MOR.
-
- Main Overview Radar (MOR) - this is probably the most vital part of
- the HUD. The MOR shows the position of all drones and installations on
- the map and should be used in conjunction with the relief map. Saboteur
- drones are shown as cyan/blue 'blips'. All other drones are shown as
- yellow 'biips'. Your position is shown as a white 'blip'. Finally,
- active installations are also shown on this radar as red 'blips'. A
- warning sound followed by a red 'blip' flashing indicates that a
- saboteur is attempting to deactivate that installation.
-
-
- Attack Radar (ARi - this radar will only switch on when at least one
- drone comes within close vicinity of your craft. Unlike the MOR, this
- radar will rotate around you, with your craft always being positioned
- at the centre of the radar. Saboteur drones are shown as cyan 'blips'.
- All other drones are shown as yellow 'blips'. Drone fire is shown as
- purple 'biips'. Note that installations are not shown on this radar.
-
- The textual data systems include:
- Pod Tracking Indicators (PTI) - any pick-up pod that appears on screen
- will have a PTI attached to it indicating what pod type it is.
-
- TrackLock Indicator (TLI) - the message 'TrackLock' will appear if the
- player enters a track and the TDI will switch on.
-
- Turbo Indicator (TI) - if the craft has a turbo pod installed, this
- indicator will display the number of Turbos left whenever the pilot
- presses the thrust button. It also indicates when Turbo is Engaged.
-
- Defence Pod Indicator (DPI) - if the craft has at least one defence
- pod installed, the message 'Defence Pod Active' will be displayed.
-
- Twin Fire Indicator (TFI) - if the craft has a twin fire pod installed,
- the message 'Twin Fire Exhausted' will appear when the pod runs out.
-
- Power Fire Indicator (PFI) - if the craft has a power fire pod
- installed, the message 'Power Fire Exhausted' will appear when the pod
- runs out.
-
- Pod Installation Indicator (PII) - whenever the craft picks up a pod,
- an indication sound will be heard and a message will appear indicating
- the pod type collected.
-
- Shield Critical/Exhausted Indicator (SCEI) - when the shield energy of
- your craft runs dangerously low, a warning sound will be emitted and
- a 'Shield Critical' message will flash. If your shield runs out, the
- message 'Shield Exhausled' will appear. If your craft sustains another
- hit it will explode!
-
- Impact Indicator (II) - if your craft collides with a drone, you will
- take massive damage and a message will appear indicating which type of
- drone you collided with.
-
- Round Cleared Indicator (RCI) - when a round is cleared, this indicator
- appears in large red letters across the HUD showing which round has
- been cleared while your craft does a victory roll.
-
- Shutdown Imminent Indicator (SII) - if all of the installations are
- deactivated then the 'Shutdown Imminent' message will appear in large
- red letters across the HUD giving the pilot ten seconds to clear the
- round - otherwise the pilots contract will be terminated!
-
- Military Hardware Pods
-
- Sometimes when you destroy a drone, a purple/blue pod will appear -
- bouncing up and down in the air. Pods contain the very latest in
- military hardware and may be collected by the pilot to aid him. The
- pod will remain in the arena until it stops bouncing, so the higher
- above the ground it appears, the longer it will be available for.
- The HUD will let you know what type of pod it is via the PTI.
- You can pick it up by simply flying into it at which point it
- will be instantly installed in your craft. The pods available
- in the games this year are:
-
- Defence Pod - The very latest in craft defence - another fine
- breakthrough invention from Professor Cardomans Laboratories. When
- installed a blue energy capsule will spin around your craft, protecting
- it until it collides with and destroys an enemy drone. Up to three
- pods can be collected for your defence.
-
- Twin Pod - Double your firepower with this ingenious invention from
- MegaCorps very own research laboratories. When installed, this pod will
- give you twin fire capability for a set amount of shots.
-
- Power Pod - Really turn up the heat on your firepower with MegaCorp's
- Power Fire Pod. When installed your shots will turn red and will equal
- the strength of five standard yellow shots. This is very useful for
- destroying generators faster and for later arenas when some enemy
- drones will require a higher number of shots to destroy.
-
- Shield Pod - Top up your shield. When collected, your shield energy
- will be replenished by one-fifth of full capacity.
-
- Turbo Pod - MegaCorp's creation will give you that extra burst of
- speed. When collected, the Tl will be activated on the HUD. Each pod
- contains four Turbo's and you can never have more than four Turbo's
- installed at one time. To activate the turbo, quickly double-click/
- press the thrust button - the turbo will be active for about five
- seconds. Beware when Turboing because the trailing camera unit can be
- thrown high up into the air behind you and you won't be able to see
- your craft for a few vital seconds. In this instance use the AR or
- MOR to guide you 'blind'.
-
- Various HUD messages will appear as you collect pods to show that they
- have been installed in your craft.
-
-
- The Arenas
-
- You must surive through ten rounds in each of five arenas. The five
- different arenas are:
-
- Deinon - Rounds 0 to 9.
-
- Xerxes - Rounds 10 to 19.
-
- Polloi - Rounds 20 to 29.
-
- Canton - Rounds 30 10 39.
-
- Synaps - Rounds 40 to 49.
-
- lf you clear all fifty rounds, you will be awarded the supreme
- accolade 'Defender of ihe Ground'.
-
- Tracklocking
-
- Black tracks run around each arena and a skillful pilot should be able
- to use these to his advantage. To enter a track you should line
- yourself up with the track and pull your craft down into it. You will
- now be TrackLocked and the track will drag you along at high speed.
- This is quite difficult for novice pilots to do first time but you
- will soon pick it up.
-
- Examination of the terrain map will show you the position of your
- craft on the tracks. You should use the TDI on your HUD to guide you
- around the tracks. Note that TrackLocking should only be attempted by
- skilled pilots and should only become necessary from round nine
- onwards if you do not have any Turbos fitted.
-
- Flight Controls
-
- The game can be played using a keyboard or mouse (keyboard option not
- available on ST/Amiga).
-
- Using a mouse; left, right, up and down will move you left, right, up
- and down. Use the left mouse button to thrust you forward and the
- right mouse button to fire. You must repeatedly press this button to
- maintain your fire.
-
- During the Game (Keyboard players - PC only):
-
- Z Left.
- X Ri9ht.
- L Up.
- < Down.
- P Thrust.
- Space Fire.
-
- During the Game (Keyboard and Mouse players):
-
- F4 Show detailed terrain map. Game is paused in this mode.
-
- F10 Pause/Unpause picture.
-
- ESC Enier Time-Out mode.
-
- Turbos - Pushing the thrust button twice quickly when you have a turbo
- installed will initiate the turbo.
-
- From Time-Out mode you can access Options (control and video), Abort
- the games or return back to the games.
-
-