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- Destination: MoonBase
- (c) 1990 by Jimbo Barber
- All Rights Reserved
-
- Instructions
-
-
- * System Requirements
-
- Any Amiga model with 512K, one disk drive and a joystick
- plugged in port #2.
-
- (This game may not work correctly on an Amiga with only 512K
- and TWO disk drives. There may simply not be enough
- available RAM. You are welcome to try it, of course... but I
- make no guarantees about how well it will work.)
-
- * Hard Drive Installation
-
- Simply copy (drag) the "MoonBase" drawer anywhere on your
- hard drive. It's that simple!
-
- * Object
-
- Guiding a lunar lander, the player must ferry cargo from an
- orbiting space station to bases on the surface of the moon.
- The player gets the cargo and fuel for the lander by docking
- with the space station. The main goal is to complete all
- the assigned cargo deliveries, and destroy as few landers as
- possible in doing so.
-
- * Game Elements
-
- Along with successfully controlling the lander, the player
- must also be aware of the following game elements:
-
- 1) There are a limited number of lunar landers per
- game. Therefore, the player must be careful not to
- destroy the landers during the missions.
-
- 2) There are limited fuel supplies, in both the current
- lander itself and the space station. The lander may
- refuel from the space station, as long as there is fuel
- remaining.
-
- 3) There is a time limit imposed upon each game.
-
- 4) There are a set number of missions (cargo runs
- between the space station and lunar bases) that should
- be completed during a game for the highest possible
- score.
-
- * Special Keys
-
- During the game, the following keyboard keys are active:
-
- 1) ESC - abort current game and return to the options
- screen.
-
- 2) 'P', 'p' or the spacebar - pause/resume the game.
-
- 3) 'Q' or 'q' - instantly abort the game and return to
- the Workbench. Use this if you want to stop playing
- before the end of the current game.
-
- These keys will work on either game screen.
-
- * Options
-
- Following the intro animation and Shareware notification
- screen, the options screen will be displayed. The player may
- control many aspects of the game, to make it as easy or as
- difficult as he wishes. The joystick is used to change the
- following options:
-
- * Default difficulty level (Easy-Medium-Hard) - These
- are preset values to get the player started. This entry
- displays 'Custom' when the player moves to the
- following fields to set his own difficulty level.
-
- * Number of landers (1-7) - This is how many landers the
- player will have available during the game. A lander
- may be destroyed by colliding with the space station or
- lunar surface, or by running out of fuel.
-
- * Maximum lander speed (Slow-Fast) - The lander is
- easier to control at slower speeds, but the experienced
- player will appreciate the faster speed when time is
- running short during a game.
-
- * Number of missions (1-5) - This is the number of
- missions (cargo runs between the space station and
- lunar bases) that should be completed during the game,
- for the highest possible score.
-
- * Lander fuel consumption rate (Slow-Fast) - This
- determines how quickly the lander burns fuel. The
- faster it burns fuel, the more often the player must
- dock with the space station to fill up.
-
- * Space station fuel level (Low-High) - This determines
- how quickly the space station runs out of fuel for the
- landers. Once the space station is empty, the landers
- can no longer refuel.
-
- * Maximum game time (1-6 minutes) - When time runs out,
- the game is over.
-
- Once the options have been set, pressing the joystick fire button
- will start the game.
-
- * Game Screen #1
-
- The game begins at the space station, in orbit above the
- lunar surface. At the top, left of the screen is the fuel
- gauge. There are two fuel levels, labeled 'S' and 'L'. The
- 'S' entry is the current fuel level in the space station,
- and 'L' is the fuel level in the current lander.
-
- To the right of the fuel gauge is the number of landers
- remaining. This will be updated each time the player
- destroys a lander. To the far right is the time remaining
- in the current game. At the bottom of the screen is the
- number of missions remaining, and which lunar base the
- current cargo should be delivered to (more on this later).
-
- As the game begins, a lander will be filled half-full with
- fuel (notice the fuel gauges) and brought out of the bottom
- of the space station on autopilot. Once the lander has
- cleared the space station, it is put on manual control. The
- player may now rotate the lander left and right by moving
- the joystick left and right, and fire the thrusters by
- pressing the joystick fire button.
-
- On each side of the space station there are two cone-shaped
- cargo docking ports (four total). Each docking port has a
- signal light which displays red or green. Only a docking
- port with a green signal has cargo waiting, and can be
- docked with. The lander will NOT dock with any docking port
- signaling red.
-
- To successfully dock with the space station, the TOP of the
- lander must be facing the desired docking port. Once the
- lander has gotten close enough to the docking port, is
- moving slowly enough, and is in the correct orientation, the
- autopilot will take over and attach the lander to the
- docking port. The player should remember the following
- facts when attempting to dock for cargo:
-
- 1) The top of the lander must be facing the desired
- docking port.
-
- 2) The maximum speed allowed when docking depends on
- the 'Maximum lander speed:' setting from the options
- screen. If 'Slow' has been selected, then the lander
- can dock with the space station when moving at maximum
- speed. If 'Fast' has been selected, then the lander
- must be moving no more than HALF the maximum speed when
- docking is attempted.
-
- 3) The DIRECTION the lander is moving is not important.
- It may be moving toward the cargo docking port,
- parallel to it, or even away from it!
-
- 4) The player must get fairly close to the port before
- the autopilot will engage and dock the lander.
-
- Once docking is completed, the cargo will be transferred to
- the lander, and the player will be notified which lunar base
- is to receive it (the display on the bottom right of the
- screen). The signal light for that docking port will turn
- red, and the lander will be released from the port. As the
- lander begins to drift backwards, control is on manual and
- the player may continue maneuvering.
-
- At the top of the space station is the docking port for
- fuel. The procedure is the same as docking for cargo
- except:
-
- 1) The lander MUST be moving parallel or towards the
- fuel docking port! It cannot be moving away from the
- port, or the autopilot will not engage.
-
- [Special note: The game clock stops once autopilot takes
- control and docks the lander. It starts again when the
- lander is released. I did this to be fair to the player.
- Since the autopilot/docked/cargo/fuel loading sequence is
- there just for effect, and takes a few seconds to complete,
- I didn't want to penalize the player. This is important
- when time is short at the end of a game.]
-
- When the lander leaves the left or right hand side of the
- screen, it will reappear on the opposite side. The lander
- cannot leave the top of the screen, because it does not have
- the power to leave orbit. If the player tries to leave the
- top of the screen, the lander will fall back into the game
- screen. If the player leaves the bottom of the screen, then
- they enter the second phase of the game, which is explained
- later.
-
- The lander can be destroyed by either crashing into the
- space station or running out of fuel. If the lander runs
- out of fuel on this screen, it automatically self-destructs
- to avoid cluttering the space around the space station with
- useless floating landers.
-
- [Special note: I have the lander self-destruct on this
- screen (but not on the second screen... see below) when it
- runs out of fuel, because it is quite possible to have the
- lander moving in a straight path (or even sitting still for
- that matter) that will never cause it to collide with the
- space station. In that situation, the player would be
- unable to do anything with the lander and would just have to
- wait until time ran out. Not much fun.]
-
- When the lander is destroyed for any reason, the player
- loses all the fuel remaining in that lander, and any cargo
- that lander was carrying. Therefore, if the player crashes
- AFTER docking and receiving cargo, then he must dock for
- cargo again. As usual, the green signal will light on one
- of the cargo docking ports to indicate where the lander
- should dock.
-
- * Game Screen #2
-
- As the player leaves the bottom of the space station screen,
- he is automatically taken to the lunar surface screen. At
- the top left are the fuel gauges and other information that
- appear on the previous screen.
-
- There is gravity on this screen, and the lander will
- constantly fall toward the surface when not being pushed
- upward by the thrusters. There are three numbered lunar
- bases on the surface, and these correspond to the
- destination given the player when he docks to receive cargo.
- The player may land on any lunar base, but the current
- mission will not be completed until the cargo is delivered
- to the correct base.
-
- When landing on a lunar base, there are three rules to
- follow:
-
- 1) The lander must be in the full upright position,
- with the top of the lander pointing straight up.
-
- 2) The lander must be traveling at no more than half
- its' maximum speed.
-
- 3) The lander must touch down within the green landing
- grid on top of the lunar base.
-
- No more than two lunar bases will be visible when the player
- enters this screen. As the lander reaches the right or left
- edge of the screen, the ground will scroll to reveal the
- other base(s). Which bases are visible when the player
- enters this screen is chosen entirely at random, as is the
- destination base when the player receives cargo.
-
- After the player successfully delivers the cargo to the
- correct lunar base, he may blast off from the base and
- return to the space station by leaving the top of the
- screen.
-
- On this second game screen, the lander can be destroyed by
- crashing into the lunar surface, landing incorrectly (not
- upright, too fast or not within the green grid) or running
- out of fuel. If the lander runs out of fuel on this screen,
- the lander will not self-destruct. Gravity will simply pull
- it down to the surface where it will be destroyed. When the
- lander is destroyed, the player is returned to the space
- station screen and given another lander, if any remain. Any
- cargo or fuel is lost, of course.
-
- * End Game
-
- The game ends when any of the following criteria are met:
-
- 1) All of the landers are destroyed.
-
- 2) All of the available fuel (including that in the
- space station) has been consumed.
-
- 3) The time allotted for the game has expired.
-
- 4) All of the missions have been completed.
-
- The final score is a percentage, based on the overall
- success of the missions and the resources remaining at the
- end of the game. The most important factors are the number
- of landers remaining (the fewer destroyed the better), and
- the number of missions completed. There is also a
- difficulty factor involved, and is based on the options
- chosen by the player at the beginning of the game.
-
- If the player has a high score, he may enter his name into
- the high score table. The high scores are based first on
- difficulty level, and then percentage score. To be fair, a
- difficulty level of X with a 50% or below score can be
- beaten by a difficulty level of X-1 with a 75% or above
- score. The top ten high scores are saved to disk.
-
- The player may choose to clear the high scores (which also
- clears them on disk), play another game (which returns the
- player to the options screen) or quit.
-