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- Welcome to Corncob 3D. Copyright 1991,1992 Pie in the Sky Software
-
- Table of Contents
- -----------------
- 1) Getting Started
- 2) \(The Story so Far\)
- 3) Hardware Requirements
- 4) What to try if Corncob Crashes Your Computer
- 5) Inflight Keys
- 6) Keyboard Play and How to Handle the Rudder
- 7) Combat Missions: Theaters-of-Operation
- 8) Training Missions: Design-your-own
- 9) Friendly Structures
- 10) Enemy Structures
- 11) How to Take Off, Fly Level, and Land
- 12) How to Turn Your Plane
- 13) Running Around - Welcome the Assassin
- 14) Scoring and Promotion
- 15) Commonly Asked Questions
- 16) The Corncob Other Worlds Campaign Order Form
- 17) Technical Information and Disclaimer
-
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-
- Getting Started
- ---------------
-
- Welcome to Corncob-3d!
-
- Corncob-3d is an easy game to use.
-
- If you just want to get in the cockpit and fly, then type <CR> at the
- main menu. Doing so will bring up the Training Missions menu. Just
- type <CR> again, and you will receive the pre-flight report, which gives
- information the mission. Hit <CR> again to begin the mission.
-
- Once in the plane, the blinking message reminds you that the F4 key
- gives inflight help.
-
- The Story so Far
- ----------------
- The date is August, 1949. This is not the 1949 that we remember, though.
- In this 1949 WWII never happened (this is because among other factors,
- Adolf Hitler was killed at the age of 19 when hit in the head by a thrown
- beer bottle), but all was not peace in this alternate age.
-
- In 1938 aliens swept down out of the skies and began to set up struc-
- tures. Allthough many attempts were made to communicate, the aliens did not
- respond. It soon became obvious that these creatures simply were not
- interested in us, or in any other life on the planet. When human dwellings
- or sites were in their way, the aliens destroyed them and continued their
- seemingly random construction plans.
-
- So in 1941 the world governments agreed to band together in an alliance
- for humanity. No attacks were launched until November 1941. The plan was
- a simultaneous all out blitz against the extraterrestrials in every part of
- the globe.
-
- Your mission is critical in this plan. You must destroy several alien
- structures, and in the process, many aliens themselves. If you do not
- succeed the entire human effort will fail.
-
-
- Hardware Requirements
- ---------------------
-
- Corncob requires an IBM PC/AT-type, 12Mhz or faster, with a color VGA
- display, and 560k free RAM. A hard drive is recommended.
-
- NOTE: If you are running Corncob from a high-density floppy disk: you must
- copy COMMAND.COM from your DOS disk onto the root directory of this floppy
- disk.
-
-
- What to do if Corncob crashes your computer.
- -------------------------------------------
-
- Corncob has been tested on a variety of systems and has run reliably
- with no crashes for weeks of game play. However, Corncob 3D does do some
- rather unorthodox things which may cause problems with certain TSR
- programs.
-
- If you encounter problems reboot with no TSR or menu programs loaded.
-
- Inflight Key Definitions
- ------------------------
-
- F1 - Boss Screen (Customize your own boss screen by editing BOSS.TXT file)
- F2 - Intelligence Info
- F4 - Help
- F5 - Recenter Joystick
- escape - end mission now (for best score, use near your airstrip tower)
- cntl-c - abort mission (end mission, pretend mission never happened)
-
- Keypad arrow keys (NEVER use cursor keys, use KEYPAD arrow keys only!)
- 7,9 - left, right rudder control (Must use these for taxiing on ground)
- (Tap lightly; Don't hold rudder keys down continuously in flight!)
- 8,2 - nose down, nose up
- 4,6 - roll counterclockwise, roll clockwise
-
- numlock - toggle between {keypad arrows = views} or {keypad arrows = controls}
- left cntl key - use with keypad arrow keys for views
- left shift key - hold down to switch gun mode to cannons
- left shift key - apply brakes
-
- a - autopilot toggle on/off
- b - drop bomb now
- c - fire missiles (Keyboard control only)
- e - eject (must press space bar to pull ripcord) ALSO: (step out of plane)
- f - flaps toggle
- g - ground detail dots toggle on/off
- i - ignite rocket booster (15 second burn, 120 seconds recharge)
- m - map mode (arrows, pgup=move down, pgup=move up, shft arrows=change angle)
- p - pause toggle, (use spacebar to go through help screens when paused)
- r - toggle reverse window on/off
- s - toggle sound on/off, also use for reseting sound board in case of glitch
- t - hold down for accelerated time
- x,z - left/right rudder
- (Tap lightly; Don't hold rudder keys down continuously in flight!)
- keypad +/- increase/decrease throttle
-
- joystick button 1: fire guns
- joystick button 2: fire missiles
-
- Standing on the Ground Key Definitions
- --------------------------------------
-
- d - detonate your planted assassin bomb
- m - go to map mode
- p - pause (same as inflight)
- s - toggle sound on/off, also use for reseting sound board in case of glitch
- t - hold down for advanced time
- v - radio for a rescue van
- j - hold down, release to jump. The longer held down, the higher the jump
- keypad 2,8,4,6 - turn your head down, up, left, right
- keypad 5,0 - run forward, backward in direction you are facing
- left cntl - changes function of keypad arrow keys to operate views
- caps lock - toggles remote control mode: fly plane from ground
- space bar - fire handgun (Keyboard control only)
- joystick button - fire handgun
-
-
- Keyboard Play
- -------------
-
- A great deal of effort was put into Corncob in order to make keyboard
- play work well. The keyboard is interrupt driven, and your key presses
- are timed to within 1/1000 th of a second. Also, Corncob has no problem
- detecting keystrokes even when 3 keys are held down at once.
-
- Remember that to apply gentle tweaks to the control, you must press
- keys on and off rapidly, with the average time spent down being the
- desired roll/pitch rate. You have three displays on the front panel
- which show you what you are presently sending to the control stick.
- These meters are just to the right of the ALT light.
-
- NOTE: if the keypad arrow keys suddenly appear to be not functioning
- properly, perhaps you have bumped the numlock key. See the 'inflight
- keys' section for the function of the numlock key.
-
- Combat Missions: Theaters-of-Operation
- ---------------------------------------
- To fly a mission a pilot first chooses in which theater of operations he
- wishes to fly. A theater of operations is a terrain filled with airports
- and areas of enemy concentrations. After opening a theater, select 'F'
- from the combat missions menu in order to fly a mission in that theater.
-
- A pilot selects his mission by either flying there from the airstrip, or
- simply pressing F2 to bring up a list of the local missions. The pilot
- selects the mission by using the arrow keys to move the text until the
- start coords for the desired mission light up. Then by pressing the
- <enter> key, he/she will be teleported right to the action.
-
- After you have completed your mission, you must fly back to your
- airstrip to get credit for your victory. If you can land the plane, your
- points will be much higher than if you quit during a 'flyby'.
-
- Still, even if you cannot land the plane safely, quiting the flight via
- the <escape> key must be done close to airstrip in order to avoid losing
- a plane. The definition of 'close' to your airstrip is when your
- airstrip's radar dish is blinking.
-
- Most theaters of operation have 9 airbases from which the pilot
- can take off and land in. (However, this version contains only 1-airstrip
- theaters.) Each airbase has intelligence information about the enemy
- forces in the vicinity. Intelligence info can be gotten from entering
- the control tower on foot, or by using your radio (F2 key) when in the air.
- The information you receive will be from the last airport you were in.
-
- One of the most important things about theaters is that they have a
- history capability. This means that anything a pilot has destroyed will
- stay destroyed forever. For example, say that yesterday a mission was
- flown in which the Devil's Aquarium was demolished. If that same theater
- is flown in today, the wreckage will still remain. This applies to
- friendly objects as well as enemy objects. Which brings us to the topic
- of plane conservation.
-
- Planes are a precious resource which should not be wasted. Each time
- you crash a plane beyond repair, there is one less in your theater.
-
- Even a heavily damaged plane can be repaired by landing and strolling
- over to the control tower on foot. If the pilot cannot land, then ending
- the mission with a low flyby will assume a safe landing with plane intact,
- and the next time the game is played the plane will be repaired.
-
- If desired, some older model planes can be brought out of storage, but
- this should be used only when desperate. These planes have reduced
- performance specs, and are a brown color. Planes are brought out of
- storage when you select 'F' to fly at an airstrip where there are no
- regular blue planes available.
-
- Of course, if a pilot runs out of planes in a theater, or would like a
- fresh start, there is always the option of reopening a fresh theater. A
- pilot can have up to 15 theaters open at one time, so he may fly one mission
- in DUSK theater, then fly a mission in WASTELND, and so on. Closing an
- undesirable theater does not affect the pilot's record. In fact even if a
- pilot is killed in action, he can be resurrected. The only cost of
- resurrection is the fact that the computer keeps track of how many
- resurrections you did, and places this number by your name in all records.
-
- Each pilot has records kept both for his total career, and his performance
- in each theater in which he has flown.
-
-
- Training Missions
- ---------------
- If you don't want to fight in an actual theater -- you just want to hop
- in a plane and shoot at aliens -- then the Training Missions are for you.
- Use the menu to specify the number of enemy KLA sites, AAA batteries, and
- ground vehicle sites, and you are ready to engage in combat.
-
- You will be placed in a universe which is empty except for your airstrip
- and the enemy field of operations. The basic setup of the enemy territory
- will always be the same. The fuel storage canisters (or Ticks, as pilots
- call them) are always the primary mission objective.
-
- The default is that you are issued an invulnerable plane for training
- missions. If you wish the mission to add to your pilot's score, you may
- toggle off the invulnerable plane option.
-
- Please note that the default training mission is much harder than the
- combat missions.
-
- Friendly Objects
- ----------------
-
- Airplanes
- ---------
- Every airstrip has one or more airplanes that you may fly. To get into a
- plane, simply walk up to it. To get out of a plane use the 'e' key. There
- are three different plane types in the game.
-
- The blue-winged planes are the standard front-line ground attack planes.
- The brown-winged planes are older planes which have been brought out of
- storage in the case of an emergency. These planes have less engine power.
-
- Control Tower
- -------------
- Every airstrip has a control tower. This tower contains the radio
- equipment and intelligence officers. If a pilot enters the door of the
- control tower on foot, his plane will be repaired if close enough.
-
- If a control tower is destroyed, it may be impossible to get intelligence
- info on future missions.
-
- Radar Unit
- ----------
- The radar tower watches for your safe return to home base. If you want
- to have your plane on the next mission, you must make sure the radar tower
- is flashing before ending the mission with the escape key. The radar tower
- begins flashing when you get to within a certain distance of the control
- tower.
-
- Ending the mission with the radar tower flashing makes a big difference
- in the computed pilot score.
-
- Runways
- -------
- Runways are the ideal location for taking off and landing. Your plane
- can do both on the grass also, but the risk of crashlanding is much higher
- when not landing on the runway. Taxiing on the grass bounces the plane
- about, and can cause a crashlanding even at low speeds.
-
- Rescue Van
- ----------
- When a pilot is downed behind enemy lines, he can be rescued by the rescue
- van. He must first eject from the plane, and then use his handheld portable
- radio to call for assistance. (Press the 'v' key.) A rescue van will be
- dispatched and will appear shortly. The van will approach you and stop when
- within a few steps of the pilot. When the pilot enters the van the mission
- is over, and the pilot is considered home safe.
-
- The rescue van is not indestructible. The van will be destroyed if it
- collides with another object on its way to pick you up. It is up to the
- pilot to maneuver himself so that there are no obstructions between the
- approaching van and himself.
-
- Enemy Defenses
- --------------
-
- Force Fields
- ------------
- Force Fields are a passive defense system used to protect resources by
- shielding them from firepower, and preventing our aircraft from flying
- through. Some forcefields shimmer, some are solid colors. Some fields
- appear as a rectangular frame which may or may not vary in size with the
- passage of time.
-
- The solid and shimmering force fields require the most power, and
- therefore only click on when needed. When a bullet or missile, or
- a plane itself comes near a solid forcefield, it will pop into existence.
- Almost all bullets and missiles are stopped by the forcefields, as well
- as bombs. Do not use missiles when your plane is too close to field,
- as they will explode in your face when launched. A forcefield will
- cause damage to a plane at a certain rate during the time in which
- the airplane is flying too close. If a forcefield must be flown through,
- then to minimize damage, fly through perpendicular to the surface, and
- the higher the airspeed, the better.
-
- In almost all cases, forcefields are powered by a local generator orb.
- Therefore when you take out the orb, all the local ff's will drop.
-
- Note that the enemy's fire can be stopped by forcefields also.
-
- Barrage Balloons
- ----------------
- Barrage balloons are huge membranes filled with a lighter-than-air gas.
- They float up and down randomly. Their purpose is simply to be in the way.
- They are organic and self-regenerating, so although they stop all our
- firepower, they themselves are indestructible.
-
- Bee Swarms
- ----------
- Bee swarms are very similar to the barrage balloons discussed above. They
- float up and down, but they are much harder to see, and are more difficult to
- determine their exact position due to their indistinct appearance.
-
- AAA Batteries
- -------------
- These are one of the most threatening of the enemy's active defenses. AAA
- sites track your plane and send up volleys of explosive shells which burst in
- the air around you. You do not have to be hit directly to take damage from
- an AA shell. The shells are designed to explode into fragments that tear
- through your plane, even if you are hundreds of feet from the explosion.
-
- The AAA batteries vary wildly from site to site. We have found that there
- is a correlation between muzzle color and deadliness. Usually brown AAAs
- are the least threatening, while white AAAs are devastating.
-
- Note that enemy AAA shells can destroy enemy KLA's.
-
- KLA's Deathballs
- ----------------
- These are enemy missiles that lock on to your plane, and attempt to
- explode when close enough. They are launched either from missile sites
- or from saucers. These missiles have varying abilities which you can
- determine from their color.
-
- When a KLA becomes active, it will show up as a green dot on your
- radar screen. When you see one visually you will notice that when
- it is pointed at you it begins to flash. At this point the KLA has a
- lock on you. Most KLAs will accelerate forward when they get a lock.
-
- Note that deathballs always head directly towards you, and do not
- lead your plane, like AAA batteries do.
-
- Generator Orbs
- --------------
- Generator orbs produce power for force fields and act as a central
- structure to each concentration of enemy activity. The process used by
- the aliens to generate power has a strange disorienting effect on humans
- when close to the orb. Usually this effect decreases with distance, but
- under certain circumstances can become independent of position.
-
- When attempting to destroy it, aim for the center of the flashing ball.
- It takes maybe ten missiles or two bombs and a few missiles to destroy one.
-
- When an orb is destroyed all the force fields in the immediate vicinity
- drop. This makes them of extreme strategic importance on some missions.
- In some situations it is wise NOT to destroy the orbs, since sometimes
- the alien's force fields can be used to our advantage.
-
- There is a special kind of orb which has an attractive tractor beam that
- exerts a pulling force on your plane.
-
- Some orbs have been designed to be invincible to normal weapons, and the
- only effective way to take them out is via suiciding the plane into them.
- Make sure you bail out before contact, or else you will be killed in the
- ensuing explosion. If you must bail a good way away from the target, hit
- caps lock to control your plane remotely.
-
- TRFRU
- -----
- Tetrahedral Radio Frequency receiving units, or TRFRU, are antenna
- systems used for spying on all human military communications. They look
- like small black tetrahedrons spinning in the air.
-
- Mortars
- -------
- Mortars are simple ground devices that spew incendiaries when any human
- is near. They are used to deny low altitude flying.
-
- Mind Benders
- ------------
- Mind benders are small tofu-like structures that have a hallucinatory
- effect on the human nervous system. These devices blaze with flashing
- colors, and spin slowly about the ball in their centers. They are
- extremely tough, and can only be taken out with a bomb. In many missions
- they are unreachable from the air. In this case a volunteer must land his
- plane in enemy territory and proceed on foot to plant an assassin bomb on
- the device, then blow it up remotely from a distance.
-
- Aliens
- ------
- Aliens are very light and like to be in constant motion. They rarely are
- seen on open ground and must be approached on foot most of the time. The
- handgun is the weapon of choice for assassinating aliens. Upon death
- chemical reactions occur that may cause the body to float up into the sky.
-
- If an alien touches you while you are not in your plane, you are captured.
-
- Ground Transports
- -----------------
- These ground vehicles look like three wheeled radio controlled cars.
- They are no threat to the airborne pilot; however it is a different story
- for the pilot on foot. These shopping carts (unofficial name) can capture
- an ambulatory pilot.
-
- There are two ways to avoid capture while on the ground. One is to use
- your handgun to destroy approaching carts. The other method is to lead
- them into some wreckage or other structure which will cause the cart to
- turn onto it's side and die. Ground vehicles are notoriously stupid.
-
- When a shopping cart comes near, a human on foot feels a force inexorably
- pulling him towards the cart.
-
- Flying Saucers
- --------------
- Saucers are the primary vehicle for alien airborne transportation. They
- vary widely in self-defense capability. Some possess AAA; some have missile
- launchers (KLA) aboard. All but the dumbest have the ability to execute
- evasive maneuvers. All saucers have the ability to make bombing runs against
- airfields. The color of the top ball on the saucer indicates its intent.
-
- Saucers emanate from saucer sites. These sites look like large square
- cookie tins with an 'x' in the bottom.
-
- Portals
- -------
- The aliens have developed a means of instantaneous travel. Portals are
- small force fields which look like rectangles with the corners clipped.
- There are a number of different types of portals. Some are used by saucers
- to appear directly over the home airstrip. These can be used by the clever
- pilot as a means of getting home when his plane is not serviceable enough
- to fly back.
-
- Other kinds take you to a random place in the theater, depending on
- whatever the aliens used it for last. Others are placed as traps that
- result in a destroyed plane, or worse, instant death.
-
- How to Take Off, Land, and Fly Level
- ------------------------------------
- The key to success in Corncob is to become a good flyer. Only when a pilot
- learns the abilities and limitations of his plane can he make the complex
- maneuvers required to make it to the rank of General.
-
- Takeoffs
- --------
- Pulling your plane up into the air is the easiest part of flying. Merely
- put the throttle to the maximum, and pull up on the stick when you reach
- over 150 mph.
-
- However, there are some details to be aware of. If your plane is not lined
- up on the runway, you will have to maneuver on the ground. The joystick
- controls the tilt of the plane, it cannot turn the plane. Therefore, use
- the rudder controls to steer while on the ground.
-
- To bring the plane to a stop you must use the brakes. These are the
- left shift key, the '.' key, or the '0' key on the keypad. The brakes must
- be used to bring the plane to a complete stop. (The plane must be brought
- to a complete stop to qualify as a landing.)
-
- Once you are lined up, bring the throttle up to max. When you reach 100
- mph the tail of your plane will rise off the ground. Keep the plane on the
- runway by tapping the rudder keys if needed. When you surpass 150 mph, pull
- back gently on the stick. If you pull back too hard the tail will swing
- down so quickly that it will slam back down onto the runway, thus kicking
- down your nose due to the bounce. This can cause a crash, so be careful.
-
- Level Flight
- ------------
- When in the air the most important thing is to avoid crashing into the
- ground. To achieve level flight you must keep your gunsight above the
- horizon. How high you must keep your nose depends on your airspeed. Near
- the stall speed of 100 mph, the nose must be kept much higher above the
- horizon than when you are flying at 350 mph.
-
- There is an altimeter and a climb rate meter to help you fly level.
- A warning light will flash if your altitude drops below 150 feet.
-
- When climbing, keep an eye on your airspeed. If this drops below 100 mph,
- then you may not have enough airspeed to fly. This makes a stall possible.
-
- Stalls and Advanced Aerodynamics
- --------------------------------
- A stall occurs when the air traveling over the wings becomes turbulent.
- This results in a dramatic loss of lift, and unless corrected, the plane
- will invariably fall to the ground. Stalling can be brought about by
- letting your airspeed drop below stall speed, or it can also occur as a
- result of an imprudent aerobatic maneuver.
-
- In a computer sim, the joystick tension does not reflect the flight
- situation. Therefore, Corncob has in it an automatic stall preventer that
- limits the stick travel to the maximum attainable without causing a stall.
- This does not mean that it is impossible to stall. The stall preventer
- simply limits the control stick from causing a stall which would be the
- result of pulling back too hard.
-
- The most common cause of a stall is simply that the airspeed has dropped
- too low to sustain flight. Another common cause is excessive sideslipping.
-
- Also, a damaged plane is much more likely to stall. Wing damage will lower
- the lift of the wings, and control damage can make the stick jitter beyond
- what the automatic stall preventer can handle. Of course engine damage will
- lower airspeed, and rudder damage will increase level flight sideslip.
-
- How to get out of a stall
- -------------------------
- To get out of stall means getting your forward airspeed up. Since your
- direction of motion is invariably down when stalled, it is best to get the
- nose pointed down. Of course your throttle should be place to maximum also.
-
- Note that when the stall is so bad that your airspeed is nil, then you have
- lost the ability to control the plane with the control surfaces. In fact, it
- is even possible for your plane to fly backwards with the controls operating
- in a reversed fashion. Even backwards airspeed is better than zero. If you
- are falling backwards, pull the stick back to push the nose down. Once the
- nose is down, hold her there until you get some forward airspeed.
-
- The emergency rocket booster can also be useful in getting out of a stall.
-
- Landing
- -------
- This is one of the hardest parts of learning to fly.
-
- The biggest problem for beginners is to get lined up properly. One point
- to remember is that you must not fly toward the middle of the runway. Fly
- towards the close end of the runway, or a point on an imaginary line running
- the length of the runway and beyond. Once you are over that imaginary line,
- then turn your nose to point towards the end of the runway. Getting lined
- up is especially difficult in Corncob, due to fact that the plane may be
- slipping sideways.
-
- When you get close enough to the runway so that it no longer looks like a
- line, but instead looks like a black rectangle, engage the flaps, and drop
- your throttle to zero. (But don't let your airspeed drop below 100 mph.) At
- this point you should be no higher than 1000 ft.
-
- Your plane has automatic landing gear that pops down as required.
-
- Now let the plane drop, shedding that altitude before you reach the end
- of the runway. When you get to 100 or 200 feet, level the plane out for the
- final drop to the runway.
-
- If you are not perfectly lined up, but are low and over the runway, then
- drop and steer with the rudder once your wheels touch. The gear of your
- plane is quite tough, and on the runway surface you can have your rate of
- climb meter almost pegged negative and still survive. Landing on the
- grass can be done, but requires a much more sensitive touch down.
-
- It is a good idea to be holding down the brake key throughout the whole
- landing process. The left shift key is situated conveniently for the
- left hand to operate the brakes and rudder controls. For those that use
- the left hand on the joystick, use the keypad rudder and brake controls.
-
- Once you have solidly touched down you may taxi about using your rudder.
- Be careful to keep your speed down while taxiing (especially if your flaps
- are down.) because it may cause you to lift into the air inadvertently, and
- then cause a crashlanding. Please remember than on the ground, the stick
- is useless, and you must steer with the rudder keys. Pulling the stick over
- on the ground may cause your plane to flip.
-
- Crashes
- -------
- There are two different types of crashes. One is a fatal wreck, and the
- other type is a crashlanding. A crashlanding is where your plane is brought
- down too hard, and the landing gear fails. The plane then spins to a stop
- on the ground. When it stops, your plane is dead and will not fly again
- until repaired. If you were close to your airstrip, the repair crew can fix
- it. (Do this by entering the control tower through the door on foot.)
-
- The other type of crash is the fatal crash. This happens if you slam into
- the ground too hard, or if your plane is so tilted during landing that your
- wing tip hits.
-
- Midair collisions
- ------------------
- There many types of objects which will destroy your plane if you collide
- with them. When this happens your plane bounces, and the damage indicators
- immediately max out. The screen border turns dark red, and the eject light
- begins to flash. At this point you should bail out, since it is likely that
- you will die if you try to land the plane. Don't bother trying to make it
- back to base. (Although landing such a plane has been done on occasion,
- it most often proves to be a fatal mistake.)
-
- Some of the objects which will destroy your plane in a collision are:
- Saucers, fuel dumps, TRFRU, generator orbs.
-
- How to Turn Your Plane
- ----------------------
- Please note that Corncob's advanced flight model makes turning different
- than on many commercial flight games which have simpler models. With a
- little practice however, you will find the plane is just as maneuverable.
-
- To turn your plane, simply move the stick left or right. The plane will
- begin to bank. Don't be too shy, give the plane a nice 45 degree bank.
- Now that wing's lift is no longer pulling straight up, your will lose some
- lift, and your nose may drop. Pull back on the stick to keep the nose
- above the horizon. You will notice that as you pull back on the stick,
- your nose will be pulled into the turn.
-
- To make a typical combat turn, place the plane on its side, so that the
- horizon froms a vertical line. Then pull all the way back on the stick, and
- hold it there until you have the compass reading you desire. Then simply
- flatten your plane back to the level. Be careful not to let the nose
- drop during the turn. You can alway bring it up by unbanking the plane a
- little, and the nose will lift since you are holding the control stick
- back. This method of turning is actually easier than a slow coordinated
- turn. The price for the fast turn is airspeed.
-
- The fastest turns are done with the flaps engaged, since this greatly
- increases the lift from the wings. Be careful not to let your airspeed
- drop too much. Flaps increase drag also.
-
- Note that the amount of time required for the turn depends very much
- upon your airspeed. (Just like in an automobile, when moving fast you
- cannot make tight turns.)
-
- Running Around - Welcome the Assassin
- -------------------------------------
- Part of your job as a pilot will be special forces missions. In these
- missions you may have to land your plane in enemy territory and engage
- the enemy on foot.
-
- When you leave your parked plane, and venture into enemy territory on
- foot, you are taking the risk of being captured or killed. You can be
- killed by AAA shells or KLA's. You can be captured by shopping carts
- or aliens themselves.
-
- To defend yourself, you take a handgun with 20 rounds of ammo, and one
- assassin bomb. The plane has an inexhaustible supply of these, so you
- may always go back to the plane to resupply yourself. You can even retrieve
- handgun ammo and bombs from crashed planes.
-
- To move around when standing, turn yourself with the keypad arrow keys,
- and move the '5' key and walk in reverse with the '0' key on the keypad.
- If you want to go far, hold down the advance time key 't' simultaneously.
-
- You also have the capability to jump. Hold down the 'j' key, and you will
- see a magenta bar on the side of your screen. The longer you hold down the
- 'j' key, the higher you will jump when you release the key. Jumping is a
- necessary capability for some missions which take place on air-based
- structures, and you have to jump from one pad to another at 20,000 ft. You
- have the unique capability of changing direction or stopping and starting
- horizontal movement while in the air. When jumping off something down to the
- ground, be careful not to jump too high, or else you may be killed.
-
- Some objects will support your weight, and others won't. Horizontal force-
- fields, fuel dumps, platforms, and control towers will support your weight.
-
- Enemy ground transports seek you out, and when they are close, will start
- to drag you towards them. You can evade them by defensive gunfire, hopping
- to safety, or by luring them into your crashed plane or perhaps one or their
- own structures.
-
- Aliens just bumble about randomly and are not much of a threat, but
- watch your back.
-
- Your assassin bomb is planted with the ';' key. When you plant a bomb it
- will remain where you planted it until it is time to detonate with the 'd'
- key. The bomb will stay suspended in the air if that is where you have
- placed it. The 'd' key will not directly detonate the bomb, however it
- will be armed, and it will begin to drop when the 'd' key is pressed.
-
- The most common use for assassin bombs is against mindbenders. These
- devices are vulnerable only to bombs. Adjust your position until you are
- standing in the center of the device. Then plant the bomb, and walk away.
- When you are satisfied that you are far enough away, detonate the bomb
- with the 'd' key.
-
- Scoring and Medals/promotion
- ----------------------------
-
- Scoring
- -------
- Your score for a mission is determined by a formula outlined below. Your
- raw score which depends on how much stuff you killed is multiplied by 3
- factors. These three factors depend on what happened during your mission.
- For example say your raw score for a mission was 1000. Further suppose that
- you returned from your mission, and landed your plane safely at an airstrip.
- Then your final mission score would be:
-
- 5 * 5 * 1 * 1000 = 25000
-
- But say you ejected in combat, and had to be rescued by the rescue van.
-
- 4 * 1 * 1/2 * 1000 = 2000
-
- Here you can see that bringing your plane home increased your score by
- 10 times.
-
- Now let's say you brought your plane back, but didn't have the guts to
- try and land it.
-
- 5 * 1 * 1 * 1000 = 5000
-
- So you can see it is worth it to learn how to land the plane. It may be
- impossible to get a Stellar Cluster without landing your plane.
-
- If you make multiple flights during your mission, the multiplier reflects
- the worst thing you did. For example, if you crashland a plane, but then
- take another into the air, (without quitting the mission) and do a great
- job, and even land beautifully, your multiplier will reflect the fact that
- you crashlanded. The fact that you also landed will not affect your score.
-
- Therefore you can see that flying against multiply mission objectives may
- raise up your score, but you are jeopardizing the points you have already
- earned by flying more without ending the mission. Of course you'll never top
- the high score list without taking some chances.
-
- Commonly Asked Questions
- ------------------------
-
- > Sometimes when I eject or crashland, there is a continuous tone that
- > never fades. How do I turn it off?
-
- Under certain conditions, the stall indicator sound can get stuck on.
- Just tap the 's' key twice to reset the sound system.
-
-
- > When first lifting off the ground, why does the nose lift for a second,
- > and then seem to knock back down?
-
- If you pull back too hard on the stick while lifting off, your tail
- wheel will be slammed back down onto the pavement, and when it bounces
- upward, your nose appears to bounce downward. It is possible to crash
- and burn as a result of this, so pull back on the stick gently.
-
-
- > Why does the stall light go on sometimes when I'm taxiing on the runway?
-
- The stall detector is looking at the airflow over the wings. It is
- calibrated to detect stalls when the plane is flying. When on the ground,
- the weight of the plane is held by the landing gear, thus making the stall
- detector give incorrect readings. Just ignore it.
-
-
- > Why doesn't the plane steer worth a bean when I'm on the runway?
-
- Don't try to use the joystick to steer a grounded plane. The control
- stick left/right controls mostly only the roll (left/right tilt) of the
- plane. You must use the rudder controls to steer on the ground. These
- are the 'x' and 'z' keys, or the '7' and '9' keys on the keypad.
-
-
- > Sometimes I can't get back into my plane. I just go right through it.
-
- There are two possible reasons for this. One is that you must walk
- at least about a couple plane lengths away before attempting to reenter.
- This hysteresis is to avoid popping back into your plane before you had
- a chance to walk away.
-
- The other possibility is that you walked too far from your plane. If
- you stray so far from your plane that it has shrunk to a point, then
- the plane will engage the automatic security system, and lock itself up
- tight. In none of the missions is it imperative to walk anywhere near
- this far from your plane.
-
-
- > Why don't the brakes appear to work?
-
- In Corncob, the brakes do NOT toggle on/off. To stop you must hold
- down the brake key until the plane comes to a complete stop. For
- joystick play, this is the left shift key, or keypad '0'. For keypad
- play, it is '.' or keypad '0'.
-
-
- > Why doesn't the 't' key appear to work?
-
- In Corncob, the advanced time mode does NOT toggle on/off. To fly in
- advanced time, hold down 't', and release it to return to normal flight.
- Note that the time compression is directly related to your computer speed.
- To advance time to the fastest, increase the frame rate by using 'r'
- and 'g' to turn off ground detail and the rear view.
-
-
- > Why does using the rudder in flight just make me stall?
-
- Unlike other flight sims, Corncob's flight model includes the capability
- of your plane sliding sideways through the air. The rudder causes your nose
- to flip to the side, without necessarily changing the direction of motion of
- the plane. Using too much rudder (by holding the key down too long), will
- cause the plane to turn to the point where it is hurling sideways through the
- air. Note that as soon as you release the rudder, the sidewind makes the
- nose tend to flip back into the sidewind, thus restoring the original
- orientation of the plane. The rudder is useful for flipping the nose a
- little to the side for a quick shot at a side target without the need of
- negotiating the slow process of turning the plane.
-
-
- > How do I know when to end the mission?
-
- A large part of Corncob is bringing your plane back to the base. Therefore
- you must bring your plane to a friendly airstrip, or else when you go to fly
- again, you will have one less plane in that theater.
-
- To exit without losing a plane, exit the program with escape when you are
- flying low over your airfield (with the radar tower flashing white), or else
- land on the air strip. Landing on the airstrip will give you a much higher
- score multiplier, so it is worth an attempt if you think you can do it
- without crashing.
-
- To find an airfield, follow the homing indicator that runs along the bottom
- of the windscreen.
-
-
- > How do I zoom down closer when in map mode?
-
- When in map mode, the KEYPAD 9 key will zoom down, and the KEYPAD 3 key
- will zoom up. Use the joystick or keypad arrow keys to move around. To make
- the map jump back to your present position, hit the KEYPAD 7 key.
-
-
- > Why do I die every time I eject, regardless of altitude?
-
- Ejecting successfully from a flying plane requires two keys. 'E'to eject,
- and <space bar> to pull your ripcord. If you don't pull your ripcord, you
- will die when you strike the ground.
-
- If you bail out at 20000 feet, wait until you get closer to the ground
- before pulling your ripcord, otherwise you will be stuck in the air for a
- long time.
-
-
- > Why are some generator orbs seemingly indestructible?
-
- Some orbs have been designed to be invincible to normal weapons, and the
- only effective way to take them out is via suiciding the plane into them.
- Make sure you bail out before contact, or else you will be killed in the
- ensuing explosion. If you must bail a good way away from the target, hit
- caps lock to control your plane remotely.
-
- The indestructable orbs have bases which are a light shade of blue/green.
-
-
- > Why does the complete light refuse to go on, even though I know
- > the mission is completed?
-
- The mission objectives have to be given some geometric scope via the
- mission builder when the mission is created. Almost all mission complete
- sensing is done via the generator orbs. IE, if you have completed a mission,
- but the complete light doesn't go on, make a flyby of the mission's generator
- orb, (or its remains) and many times the complete light will belatedly light
- up. Note that if your complete light never lights, you will not get credit
- for accomplishing an objective.
-
-
- > Sometimes my plane goes into a weird mode where my keypad arrow
- > keys stop working, and something weird happens.
-
- Numlock toggles the keypad arrow keys between views, and control of the
- plane. Note that the numlock light on the keyboard will not change. If you
- would like to use the views without changing the mode of the arrow keys, hold
- down the left control key to temporarily change the function of the arrow
- keys to view, the normal function of the keys returns when you release the
- left control key.
-
-
- > I can't find any way to put down the landing gear!
-
- The plane has landing gear that comes down automatically. From a game
- standpoint, it seemed unnecessary to have something which doesn't add to the
- fun of the game, and can cause pilots to be killed. We all get punished in
- life enough for being absent-minded, why be punished when playing a computer
- game?
-
-
- > Why can this Corsair do a loop directly after take off?
-
- Because the number one priority in this game was to have fun. That meant
- increasing the thrust of the engine by a factor of four. For those sim buffs
- who will criticize that, how many flight games keep the realistic figure of
- 10-15 minutes just to climb to 17,000 feet? Who wants to spend 1/4 hour of
- their life just sitting there watching your computer plane climb?
-
- CORNCOB OTHER WORLDS CAMPAIGN ORDER FORM
-
- Name ________________________________________________________________
-
- Address _____________________________________________________________
-
- City _______________________________ State ______ ZIP _______________
-
- Country (if outside USA) ____________________________________________
-
- CIRCLE HD DISK SIZE: 5-1/4" (HD) -or- 3-1/2" IMPORTANT!
-
- Price of Corncob Other Worlds Campaign $20.00
- Shipping and Handling 3.00
- ------
- Make check payable to "MVP Software" Total enclosed: $23.00
-
- Master Card/Visa information (credit card orders only)
-
- Card number __________________________________________
-
- Expiration number ____________________________________
- ---------------------------------------------------------------------------
- VOLUNTARY QUESTIONS: Please help us determine what features you would like
- ==================== in future products.
-
- Circle what type of equipment you have: 8088 286 386 486 Pentium
-
- Circle the speed of your computer(Mhz): 12 16 20 25 33 40 50 66 ___
-
- Circle any that apply: Joystick Mouse Modem_______ SVGA card____________
- (speed) (type)
-
- Sound Capability: Adlib Sound Blaster SB Pro Thundercard
- PC speaker only Other ____________________________________
-
- Where did you get Corncob 3D:
- Friend CompuServe AOL Prodigy Ryan's Bar Exec-PC Sound Advice
- Invention Factory Channel 1 Space BBS VA Connection
- Other BBS (name): _______________________
- Shareware Distributor (name): _________________________________________
-
- Approx # of commercial games owned: ____ #Registered shareware games: ____
-
- Circle preference: Beautiful Graphics Game Complexity
-
- Circle preference: Solo against computer -OR- Modem 2-Player
-
- Circle preference: Strategy Action Simulation Other_________
-
- Long term game playability: Few Levels w/ hard difficulty Lotsa Levels
- ---------------------------------------------------------------------------
- Send this order form and your check for $23.00 to:
-
- MVP Software, 1035 Dallas S.E., Grand Rapids, MI 49507-1407
-
- From the US or Canada call 800-968-9684 toll-free 24-hour order line.
- Call (616) 245-8376 tech support, information, or overseas orders.
-
-
- The Corncob program itself
- --------------------------
- Corncob 3D was written by Kevin Stokes, with a lot of additional
- programming by George Welch. The program documentation was written by Kevin
- Stokes. Original music was written by Jim Collymore, A.S.C.A.P. All music
- in the game is copyright 1986-1991 James L. Collymore, and the use of the
- three music files for any purposes except for Corncob 3D is strictly illegal.
- The music is contained in the following files: DESTINY3.ROL, RIDINGT.ROL, and
- DREAMS0.ROL. These files cannot be legally copied or distributed without the
- author's permission.
-
- The VGA directory (created the first time Corncob 3D is run) contains all
- the digitized artowrk in the game. These photos were extensively retouched
- using the excellent program MVP Paint, by David Johndrow. You can order your
- own copy of this extremely useful program from MVP Software.
-
- Corncob 3D was written in assembler and C. The excellent library of
- routines Spontaneous Assembly was used in developing the program.
-
- This software is based in part on the work of the Independent JPEG Group.
-
- THIS SOFTWARE IS DISTRIBUTED ON AN AS IS BASIS. MVP SOFTWARE AND PIE IN THE
- SKY SOFTWARE MAKE NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO
- THIS SOFTWARE, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF FITNESS
- FOR A PARTICULAR PURPOSE AND MERCHANTABILITY. ACCORDINGLY, THE ENTIRE RISK
- AS TO THE USE, RESULTS AND PERFORMANCE OF THE SOFTWARE IS ASSUMED BY THE
- USER. IN NO EVENT WILL MVP SOFTWARE OR PIE IN THE SKY SOFTWARE BE LIABLE
- FOR ANY DAMAGES, INCLUDING CONSEQUENTIAL DAMAGES, EVEN IF MVP SOFTWARE OR
- PIE IN THE SKY SOFTWARE HAVE BEEN ADVISED OF SUCH DAMAGES.
-
- IF ANY OF THE PROVISIONS, OR PORTIONS THEREOF, OF THIS DISCLAIMER ARE
- INVALID UNDER ANY APPLICABLE STATUTE OR RULE OF LAW, THEY ARE TO THAT EXTENT
- DEEMED TO BE OMITTED. ALL OTHER PROVISIONS, HOWEVER, REMAIN IN EFFECT.
-
- MVP Software is a member of the Association of Shareware Professionals
- (ASP). ASP wants to make sure that the shareware principle works for you.
- If you are unable to resolve a shareware-related problem with an ASP member
- by contacting the member directly, ASP may be able to help. The ASP
- Ombudsman can help you resolve a dispute or problem with an ASP member, but
- does not provide technical support for members' products. Please write to
- the ASP Ombudsman at 545 Grover Road, Muskegon, MI 49442-9427 or send a
- Compuserve message via CompuServe Mail to ASP Ombudsman 70007,3536.
-
-