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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2 Final//EN">
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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<HTML>
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<HEAD>
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<TITLE></TITLE>
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<STYLE>
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<html>
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a {color: #499FFF; text-decoration: none; font-family: helvetica;}
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<head>
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a:hover {color: #499FFF; text-decoration: underline}
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<title>Starfighter gameplay manual</title>
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body {color: #FFFFFF; background: #000000; font: 10pt helvetica;}
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<style type="text/css">
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table {color: #FFFFFF; font: 10pt helvetica;}
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a {color: #499FFF; text-decoration: none; font-family: helvetica;}
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td {color: #FFFFFF;}
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a:hover {color: #499FFF; text-decoration: underline}
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</STYLE>
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body {color: white; background: black; font: 10pt helvetica;}
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table {color: white; font: 10pt helvetica;}
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td {color: white;}
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h1 {color: white; font: 12pt helvetica; font-weight: bold;}
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h2 {color: white; background: #000099; width: 100%; padding: 2px; font: 10pt helvetica; font-weight: bold;}
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ul.menu li {color: white; background: #FF0000; border-style: solid; border-color: white; border-width: 1px; width: 14em; list-style-type: none; margin: 2px; text-align: center; text-shadow: 1px 0 black, -1px 0 black, 0 1px black, 0 -1px black;}
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dl dt {font-weight: bold;}
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dl dd {margin: 1em 0 1em 2em;}
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</style>
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</head>
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</HEAD>
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<body>
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<center>
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<img src="sflogo.png" alt="Starfighter">
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<BODY BGCOLOR="#FFFFFF" TEXT="#000000" LINK="#FF0000" VLINK="#800000" ALINK="#FF00FF">
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<h1>Gameplay Manual</h1>
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</center>
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<CENTER>
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<h2>License Agreement</h2>
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<IMG SRC="sflogo.png">
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<H3>Gameplay Manual</H3>
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</CENTER>
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<P></P>
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<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>License Agreement</B></TR></TR></TABLE>
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<pre>
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<P>Project: Starfighter<BR>
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Project: Starfighter
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Copyright © 2003 Parallel Realities<BR>
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Copyright © 2003 Parallel Realities
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Copyright © 2012 Guus Sliepen, Astrid S. de Wijn and others<BR>
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Copyright © 2012 Guus Sliepen, Astrid S. de Wijn and others
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</P>
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<P>
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This program is free software; you can redistribute it and/or
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This program is free software; you can redistribute it and/or<BR>
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modify it under the terms of the GNU General Public License
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modify it under the terms of the GNU General Public License<BR>
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as published by the Free Software Foundation; either version 2
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as published by the Free Software Foundation; either version 2<BR>
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of the License, or (at your option) any later version.
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of the License, or (at your option) any later version.<BR>
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</P>
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<P>
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This program is distributed in the hope that it will be useful,
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This program is distributed in the hope that it will be useful,<BR>
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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but WITHOUT ANY WARRANTY; without even the implied warranty of<BR>
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.<BR>
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</P>
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<P>
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See the GNU General Public License for more details.
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See the GNU General Public License for more details.<BR>
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</P>
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<P>
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You should have received a copy of the GNU General Public License along
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You should have received a copy of the GNU General Public License along<BR>
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with this program; if not, write to the Free Software Foundation, Inc.,
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with this program; if not, write to the Free Software Foundation, Inc.,<BR>
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.<BR>
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</pre>
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</P>
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<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>Introduction</B></TR></TR></TABLE>
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<h2>Introduction</h2>
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<P>
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Project: Starfighter is an old school 2D shoot 'em up. In the game you take on the role of a
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rebel pilot called Chris, who is attempting to overthrow a military corporation called Weapco. Weapco
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has seized control of the known universe and currently rules it with an iron fist. Chris can no longer
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stand back and watch as millions of people suffer and die. He steals an experimental craft known
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as "Firefly" and begins his mission to fight his way to Sol, freeing key systems along the way. The
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game opens with Chris attempting to escape a Weapco patrol that has intercepted him.
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</P>
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<P>
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<p>Project: Starfighter is an old school 2D shoot 'em up. In the
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<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>Installation</B></TD></TR></TABLE>
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game you take on the role of a rebel pilot called Chris, who is
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<P>Installation under Linux</P>
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attempting to overthrow a military corporation called Weapco.
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Weapco has seized control of the known universe and currently
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rules it with an iron fist. Chris can no longer stand back and
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watch as millions of people suffer and die. He steals an
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experimental craft known as "Firefly" and begins his mission to
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fight his way to Sol, freeing key systems along the way. The game
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opens with Chris attempting to escape a Weapco patrol that has
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intercepted him.</p>
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<PRE>
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<h2>Installation</h2>
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<p>Installation under Linux:</p>
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<pre>
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tar zxf starfighter-1.2.tar.gz
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tar zxf starfighter-1.2.tar.gz
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cd starfighter-1.2
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cd starfighter-1.2
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make
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make
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make install
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make install
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</PRE>
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</pre>
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<P>When the game is first run it will attempt to create</P>
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<p>When the game is first run it will attempt to create <code>~/.parallelrealities/starfighter/</code>.
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Should this fail the game will not run.</p>
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<PRE>
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<h2>Controls</h2>
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~/.parallelrealities/starfighter/
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</PRE>
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<P>Should this fail the game will not run.</P>
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<p>Menus</p>
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<P>
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<ul>
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<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>Controls</B></TD></TR></TABLE>
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<li> Arrow Keys - Highlight option
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<li> Control / Space - Select menu option
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</ul>
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<P>Menus</P>
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<p>Intermission Screen</p>
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<UL>
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Arrow Keys - Highlight option<BR>
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Control / Space - Select menu option<BR>
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</UL>
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<P>Intermission Screen</P>
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<ul>
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<UL>
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<li>Mouse or Arrow Keys - Move cursor
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Mouse or Arrow Keys - Move cursor<BR>
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<li>Left Mouse Button - Selected option
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Left Mouse Button - Selected option<BR>
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<li>Right Mouse Button - Toggle planet orbit On / Off
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Right Mouse Button - Toggle planet orbit On / Off<BR>
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</ul>
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</UL>
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<P>In Game</P>
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<p>In Game</p>
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<UL>
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Arrow Keys - Control Firefly<BR>
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Ctrl - Fire primary weapon<BR>
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Space - Fire secondary weapon<BR>
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Shift - Toggle Primary Weapon Concentrate / Spread (see Weaponry)<BR>
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T - Switch Targetting Arrow mode<BR>
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P - Pause / Unpause<BR>
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Escape - Flee (not possible until all primary missions completed)<BR>
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Escape whilst paused - Quit to title screen<BR>
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</UL>
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<P>Joystick and Gamepad support</P>
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<ul>
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<UL>
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<li>Arrow Keys - Control Firefly
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Stick or Hat - Same as Arrow Keys<BR>
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<li>Ctrl - Fire primary weapon
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Button 0 - Fire primary weapon / Select menu option<BR>
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<li>Space - Fire secondary weapon
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Button 1 - Fire secondary weapon / Select menu option<BR>
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<li>Shift - Toggle Primary Weapon Concentrate / Spread (see Weaponry)
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Button 2 - Toggle Primary Weapon Concentrate / Spread<BR>
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<li>T - Switch Targetting Arrow mode
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Button 3 - Switch Targetting Arrow mode<BR>
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<li>P - Pause / Unpause
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</UL>
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<li>Escape - Flee (not possible until all primary missions completed)
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<li>Escape whilst paused - Quit to title screen
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</ul>
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<P>Note - Keys cannot be changed</P>
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<p>Joystick and Gamepad support</p>
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<P>
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<ul>
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<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>How to Play</B></TD></TR></TABLE>
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<li>Stick or Hat - Same as Arrow Keys
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<P>When first starting Project: Starfighter you will see the text scrolling introduction. You can
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<li>Button 0 - Fire primary weapon / Select menu option
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either wait for this to finish or you can skip it by pressing ctrl or space.</P>
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<li>Button 1 - Fire secondary weapon / Select menu option
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<P>The title sequence will begin. Once the menu is shown (or you opt to skip to it by pressing
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<li>Button 2 - Toggle Primary Weapon Concentrate / Spread
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space or ctrl) you may select from the options shown</P>
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<li>Button 3 - Switch Targetting Arrow mode
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</ul>
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<TABLE>
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<p>Note - Keys cannot be changed</p>
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<TR><TD BGCOLOR="#FF0000"><CENTER> Start New Game </CENTER></TD></TR>
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<TR><TD BGCOLOR="#FF0000"><CENTER> Load Game* </CENTER></TD></TR>
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<TR><TD BGCOLOR="#FF0000"><CENTER> Continue Current Game* </CENTER></TD></TR>
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<TR><TD BGCOLOR="#FF0000"><CENTER> Options </CENTER></TD></TR>
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<TR><TD BGCOLOR="#FF0000"><CENTER> Quit </CENTER></TD></TR>
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</TABLE>
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<P><I>* will only be shown if there are saved games available</I></P>
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<h2>How to Play</h2>
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<P><B>Start New Game</B><BR>
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<p>When first starting Project: Starfighter you will see the text
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This will start a new game
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scrolling introduction. You can either wait for this to finish or
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</P>
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you can skip it by pressing ctrl or space.</p>
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<P><B>Load Game</B><BR>
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<p>The title sequence will begin. Once the menu is shown (or you
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This will bring up a list of currently available games to be loaded, along with the planet that
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opt to skip to it by pressing space or ctrl) you may select from
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the game was saved in. This option is only shown when there is at least one saved game available.
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the options shown:</p>
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</P>
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<P><B>Continue Current Game</B><BR>
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<ul class="menu">
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This will automatically load the most recently saved game. This option is only shown when there is
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<li> Start New Game
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at least one saved game available.
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<li> Load Game*
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</P>
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<li> Continue Current Game*
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<li> Options
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<li> Quit
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</ul>
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<P><B>Options</B><BR>
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<p><i>* will only be shown if there are saved games
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This will show a list of game options. Options for sound, music and an auto save slot can be changed.
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available</i></p>
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Music and Sound can be switched to either On or Off. The Auto Save Slot allows the player to select
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a save slot that will automatically be updated when the player finishes a mission. This can be
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switched from None to 1, 2, 3, 4 or 5. When this option is set to a number, that save slot will be
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used to save a game at the end of a mission. Note that any currently existing game will be
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automatically overwritten.
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</P>
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<P><B>Quit</B><BR>
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<dl>
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This will quit the game. Quitting is immediate, without prompting (the game can also be quit at
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<dt>Start New Game</dt>
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anytime by clicking the close button of the window).
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<dd>This will start a new game.</dd>
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</P>
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<P>
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<dt>Load Game</dt>
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<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>Loading and Saving Games</B></TD></TR></TABLE>
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<dd>This will bring up a list of currently available games to be
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<P>Games can be loaded from the title screen. When there are saved games available, the option "Load
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loaded, along with the planet that the game was saved in. This
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Game" will be shown. Selecting this will show a list of available games to be loaded. Select a game
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option is only shown when there is at least one saved game
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from the list to load, you will then be taken to the Intermission screen. To go back, selected
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available.</dd>
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Back to Main Menu.</P>
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<P>Games can be saved in two ways. The first way is to save a game on the Intermission screen. Move
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the cursor to the Save Game icon and select it. You will see a list of five game slots that can be
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used to save a game to. Click one of these and then click the "Save" button to save the game. The
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second way is to use the Auto Save function. This will automatically save your game after you have
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successfully completed a mission. To make use of this feature you must choose a save slot that
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you wish to auto save into. This can be done on the title screen in the options section or on
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the intermission screen at the options section.</P>
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<P>
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<dt>Continue Current Game</dt>
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<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>Getting Missions</B></TD></TR></TABLE>
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<dd>This will automatically load the most recently saved game. This
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<P>In each System, the player can get missions by going to the Comms section of the Intermission
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option is only shown when there is at least one saved game
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screen. Here allies will inform you of tasks that need to be performed and what planet these tasks
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available.</dd>
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apply to. Once the player has decided which task they will perform, they must go to the corresponding
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planet in the system (see Moving Around for more details). Once stationed at the planet
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click "Start Mission" to proceed to the mission briefing screen. The "Start Mission" icon will not
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be shown if the mission of the planet has been completed.</P>
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<P>
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<dt>Options</dt>
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<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>Mission Briefing</B></TD></TR></TABLE>
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<dd>This will show a list of game options. Options for sound, music
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<P>Before the beginning of each mission you will be presented with a mission briefing screen. This
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and an auto save slot can be changed. Music and Sound can be
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will outline the mission's primary and (if any) secondary objectives. It will also inform you of
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switched to either On or Off. The Auto Save Slot allows the
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mission restrictions, such as time limits. Once you have read this, press ctrl or space to
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player to select a save slot that will automatically be updated
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continue</P>
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when the player finishes a mission. This can be switched from
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None to 1, 2, 3, 4 or 5. When this option is set to a number,
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that save slot will be used to save a game at the end of a
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mission. Note that any currently existing game will be
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automatically overwritten.</dd>
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<P>
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<dt>Quit</dt>
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<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>Completing Missions</B></TD></TR></TABLE>
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<dd>This will quit the game. Quitting is immediate, without prompting
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<P>Each mission in the game has one or more objectives tied to it. These objectives are either
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(the game can also be quit at anytime by clicking the close
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Primary or Secondary objectives. In order to complete the mission, the player must complete all the
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button of the window).</dd>
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primary mission objectives. For example, when the game begins Chris is fleeing a WEAPCO patrol. The
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</dl>
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primary objective for this mission is to destroy all the enemy fighters. Once this is achieved the
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Firefly will leave the sector and the mission will be marked as a success.</P>
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<P>One thing to note is that some missions will have both Primary and Secondary objectives. In this
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case, the Firefly does not leave the sector if all primary mission objectives are complete and
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secondary objectives remain. The player may then attempt to complete remaining secondary
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objectives or press Escape to leave the sector. Secondary objectives are optional.</P>
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<P>During the mission you will see messages appearing at the bottom of the screen. These messages
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can be related to items that you pick up, as well as mission related information.<P>
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<P>
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<FONT COLOR="#FFFFFF">White messages</FONT> are standard for picking up items such as cash and
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power ups<BR>
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<FONT COLOR="#00FF00">Green messages</FONT> signify successful completion of mission objectives<BR>
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<FONT COLOR="#00FFFF">Light Blue messages </FONT>give further details about Primary mission
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requirements<BR>
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<FONT COLOR="#FF0000">Red messages</FONT> indicate mission failures, warnings and wing mate
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ejections<BR>
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<FONT COLOR="#FFFF00">Yellow messages</FONT> give further details about Secondary mission requirements
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<BR>
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</P>
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<P>
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<h2>Loading and Saving Games</h2>
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<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>The Target Arrow</B></TD></TR></TABLE>
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<P>
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<IMG SRC="arrowNorthEast.png" ALIGN="LEFT">
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The Target Arrow can be used to locate enemies and point you in the direction that the enemy craft
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is. You can toggle the Target Arrow between three mode by pressing "T" on the keyboard:
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Off, Mission target only, and All targets. This arrow is very
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useful for finding enemies that are evasive (such as transports) on missions that require you to
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destroy all present craft. Simply follow the arrows to find the enemy. The arrows will not be displayed
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when you are within the immediate vacinity of the target. On certain missions (such as Bosses) the
|
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mission target arrow will initially point towards a certain target that is part of the mission objective. The
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target's current remaining shield is also displayed in the bottom right hand corner of the screen.
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</P>
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||||||
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<P>
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<p>Games can be loaded from the title screen. When there are
|
||||||
<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>Moving Around Systems</B></TD></TR></TABLE>
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saved games available, the option "Load Game" will be shown.
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<P>To play a mission in Starfighter you must be stationed at the relevant planet. To get to the
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Selecting this will show a list of available games to be loaded.
|
||||||
planet you require, you will need to click on the planet whilst viewing it on the Show System section
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Select a game from the list to load, you will then be taken to
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of the Intermission screen. Travelling between planets can be dangerous, but luckily Spirit is a
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the Intermission screen. To go back, selected Back to Main
|
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peaceful place and there are no chances of interceptions, so travel is instantaneous.</P>
|
Menu.</p>
|
||||||
<P>Other systems are not as friendly and whilst travelling to a new destination the player runs
|
|
||||||
the risk of being intercepted by a WEAPCO patrol. After Spirit the player will select a planet
|
|
||||||
to travel to by clicking on it with the mouse. "Destination", followed by the planet's name
|
|
||||||
will appear in the bottom right hand corner of the screen. A new icon labelled "Go To Destination"
|
|
||||||
will also appear. Clicking this icon will make the player travel to the destination planet.</P>
|
|
||||||
<P>Travelling to new planets is represented at the bottom of the screen by the two planets (the
|
|
||||||
one being travelled from and the one being travelled to). A red bar will fill up as the journey
|
|
||||||
progresses. The speed the bar fills up will vary occurring to how far away the planets are from
|
|
||||||
one another. At any point during this time the planet can be intercepted (see Interceptions).
|
|
||||||
Once the red bar has filled up completely the journey will be completed and you will be
|
|
||||||
stationed that the new planet.</P>
|
|
||||||
|
|
||||||
<P>
|
<p>Games can be saved in two ways. The first way is to save a
|
||||||
<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>Interceptions</B></TD></TR></TABLE>
|
game on the Intermission screen. Move the cursor to the Save Game
|
||||||
<P>Interceptions can take place whilst travelling between two planets within a system. When the
|
icon and select it. You will see a list of five game slots that
|
||||||
player is intercepted they will go directly into a mission-like scenario. The objective of this
|
can be used to save a game to. Click one of these and then click
|
||||||
interception is to clear all attacking forces. Once this is done, the player will be free to
|
the "Save" button to save the game. The second way is to use the
|
||||||
leave.</P>
|
Auto Save function. This will automatically save your game after
|
||||||
<P>Interceptions also serve other purposes - Sometimes the WEAPCO patrol may have slave
|
you have successfully completed a mission. To make use of this
|
||||||
transports with them. One of the objectives of a later system is to rescue a certain amount of
|
feature you must choose a save slot that you wish to auto save
|
||||||
slaves. This is only possible during interceptions.</P>
|
into. This can be done on the title screen in the options section
|
||||||
<P>One important thing to remember is that any damage the player receives during an interception
|
or on the intermission screen at the options section.</p>
|
||||||
will NOT be repaired until they have reached the destination planet. Therefore if the player
|
|
||||||
is heavily damaged during one interception that damage will still be present if they are
|
|
||||||
attacked again. This can make interceptions very dangerous.</P>
|
|
||||||
|
|
||||||
<P>
|
<h2>Getting Missions</h2>
|
||||||
<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>Weaponry and Upgrades</B></TD></TR></TABLE>
|
|
||||||
<P>During the course of the game you will receive money. Money is gained from destroying enemy craft
|
|
||||||
and picking up cash spheres in game (please be aware that due to the nature of the game cash is not
|
|
||||||
earned for destroying ships during Interceptions).</P>
|
|
||||||
<P>Money can be used to upgrade the Firefly and purchase additional ammunition for weapons. Items
|
|
||||||
can be purchased from a shop on the Intermission screen.</P>
|
|
||||||
|
|
||||||
<P><B>Temporary Upgrades</B></P>
|
<p>In each System, the player can get missions by going to the
|
||||||
<UL>Temporary upgrades are used to boost the Firefly's ability to be powered up. For example, at
|
Comms section of the Intermission screen. Here allies will inform
|
||||||
the start of the game the Firefly can only be powered up to fire two plasma bolts are once. By
|
you of tasks that need to be performed and what planet these
|
||||||
purchasing an upgrade for the Firefly, you can allow for power ups to enable you to fire a maximum
|
tasks apply to. Once the player has decided which task they will
|
||||||
of up to five plasma bolts at once. Note that this only affects power ups and these will still be
|
perform, they must go to the corresponding planet in the system
|
||||||
ammunition limited. To upgrade your default weapon, you will need permanent power ups (see below).
|
(see Moving Around for more details). Once stationed at the
|
||||||
</UL>
|
planet click "Start Mission" to proceed to the mission briefing
|
||||||
|
screen. The "Start Mission" icon will not be shown if the mission
|
||||||
|
of the planet has been completed.</p>
|
||||||
|
|
||||||
<P><B>Permanent Upgrades</B></P>
|
<h2>Mission Briefing</h2>
|
||||||
<UL>These power ups are more expensive than temporary upgrades, but are permanent. Whereas a temporary
|
|
||||||
upgrade requires you to make use of power ups on an ammunition limited base, permanent power ups are
|
|
||||||
not limited. This is highly useful when facing heavily shielded and tough opponents, with no means
|
|
||||||
of getting plasma ammo or transports in sight! When you power up your permanent weapon, your
|
|
||||||
powered up weapon level will also be automatically upgraded if it is less powerful than your new
|
|
||||||
current power up level.<P/>
|
|
||||||
When the Firefly's Primary Weapon has been upgraded to its maximum output (3 plasma cannons) the
|
|
||||||
player can toggle the output type by pressing Shift. The output type can either be Concentrate (the
|
|
||||||
default firing type) or Spread. Various situations can call for varying the output type.
|
|
||||||
</UL>
|
|
||||||
|
|
||||||
<P><B>Secondary Weapons</B></P>
|
<p>Before the beginning of each mission you will be presented
|
||||||
<UL>
|
with a mission briefing screen. This will outline the mission's
|
||||||
As well as primary weapons and temporary upgrades, the Firefly is also capable of using a
|
primary and (if any) secondary objectives. It will also inform
|
||||||
secondary weapon. At the start of the game this is a rocket launcher. Like the other weapons in the
|
you of mission restrictions, such as time limits. Once you have
|
||||||
game this can be upgraded by purchasing a new weapon from the shop. At the start of the game, a
|
read this, press ctrl or space to continue</p>
|
||||||
Double Rocket Launcher and Micro Rocket Launcher are available for purchase. Secondary weapons are
|
|
||||||
used in the same way the rocket launcher is used (Space to fire). However the Laser Cannon and
|
|
||||||
Charge Cannon work differently.<P/>
|
|
||||||
Neither the Charge Cannon or the Laser Cannon are ammunition limited (unlike the other rocket based
|
|
||||||
weapons). The Charge Cannon works by the player holding down the Space bar and releasing it. A
|
|
||||||
meter at the bottom of the screen shows how much charge has been built up. The Laser Cannon works
|
|
||||||
by the player holding down the Space bar to fire a stream of laser fire. It is prone to over heating
|
|
||||||
and must be allowed to cool after usage.
|
|
||||||
</UL>
|
|
||||||
|
|
||||||
<P>Certain weapons and upgrades will not be available to you until later in the game, so remember
|
<h2>Completing Missions</h2>
|
||||||
to save your money for them</P>
|
|
||||||
|
|
||||||
<P>
|
<p>Each mission in the game has one or more objectives tied to
|
||||||
<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>Item Spheres</B></TD></TR></TABLE>
|
it. These objectives are either Primary or Secondary objectives.
|
||||||
<P>When an enemy craft is destroyed they will sometimes release ammo and cash spheres. Certain
|
In order to complete the mission, the player must complete all
|
||||||
enemy craft will release power up spheres that can give your weapon a temporary boost. The following
|
the primary mission objectives. For example, when the game begins
|
||||||
are spheres that can be picked up during missions,</P>
|
Chris is fleeing a WEAPCO patrol. The primary objective for this
|
||||||
<TABLE>
|
mission is to destroy all the enemy fighters. Once this is
|
||||||
<TR><TD><IMG SRC="dollar.png"></TD><TD><B>Cash</B> - Provides you with an additional cash bonus</TD></TR>
|
achieved the Firefly will leave the sector and the mission will
|
||||||
<TR><TD><IMG SRC="rocket.png"></TD><TD><B>Plasma Ammo</B> - Increases your current plasma ammo</TD></TR>
|
be marked as a success.</p>
|
||||||
<TR><TD><IMG SRC="rocketAmmo.png"></TD><TD><B>Rocket Ammo</B> - Increases your current rocket ammo</TD></TR>
|
|
||||||
<TR><TD><IMG SRC="heart.png"></TD><TD><B>Shield Sphere</B> - Replenishes your shield reserves</TD></TR>
|
|
||||||
<TR><TD><IMG SRC="plasmaDamage.png"></TD><TD><B>Plasma Power</B> - Boosts your plasma power</TD></TR>
|
|
||||||
<TR><TD><IMG SRC="plasmaAmmo.png"></TD><TD><B>Plasma Ouput</B> - Boosts the amount of plasma shots you can fire</TD></TR>
|
|
||||||
<TR><TD><IMG SRC="plasmaRate.png"></TD><TD><B>Plasma Cooler</B> - Increases your plasma firing rate</TD></TR>
|
|
||||||
<TR><TD><IMG SRC="superCharge.png"></TD><TD><B>Super Charge</B> - Three / Five way spread, full power and cooling (Rare)</TD></TR>
|
|
||||||
</TABLE>
|
|
||||||
</P>
|
|
||||||
|
|
||||||
<P>
|
<p>One thing to note is that some missions will have both Primary
|
||||||
<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>Cut Scenes</B></TD></TR></TABLE>
|
and Secondary objectives. In this case, the Firefly does not
|
||||||
<P>During the course of the game mini cut scenes will be shown after certain missions. These scenes
|
leave the sector if all primary mission objectives are complete
|
||||||
serve to extend the plot of the game and provide the player with gameplay tips. If you wish to
|
and secondary objectives remain. The player may then attempt to
|
||||||
skip a cut scene press Escape. It is advised that you only skip cut scenes if you have already seen
|
complete remaining secondary objectives or press Escape to leave
|
||||||
them.</P>
|
the sector. Secondary objectives are optional.</p>
|
||||||
|
|
||||||
<P>
|
<p>During the mission you will see messages appearing at the
|
||||||
<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>Ending the Game</B></TD></TR></TABLE>
|
bottom of the screen. These messages can be related to items that
|
||||||
<P>The game is over when the Firefly's shield units are reduced to 0 (zero), or a Primary Mission
|
you pick up, as well as mission related information.</p>
|
||||||
objective is failed. At this point, you will see the Game Over screen. To continue, press Ctrl
|
|
||||||
or Space. You will then be taken back to the title screen. In certain missions the game will end
|
|
||||||
if Sid Wilson is killed.</P>
|
|
||||||
|
|
||||||
<P>
|
<ul>
|
||||||
<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>About</B></TD></TR></TABLE>
|
<li><font color="#FFFFFF">White messages</font> are standard for picking up items such as cash and power ups.
|
||||||
|
<li><font color="#00FF00">Green messages</font> signify successful completion of mission objectives.
|
||||||
|
<li><font color="#00FFFF">Light Blue messages</font> give further details about Primary mission requirements.
|
||||||
|
<li><font color="#FF0000">Red messages</font> indicate mission failures, warnings and wing mate ejections.
|
||||||
|
<li><font color="#FFFF00">Yellow messages</font> give further details about Secondary mission requirements.
|
||||||
|
</ul>
|
||||||
|
|
||||||
<P>Parallel Realities started off writing games on the Amiga using AMOS and then, later, Blitz Basic
|
<h2>The Target Arrow</h2>
|
||||||
2. Games written included the BOTSS Trilogy and most notably TANX Squadron. TANX Squadron was awarded
|
|
||||||
Amiga Format's contributor prize of the month in the summer of 1999. Project: Starfighter originally
|
|
||||||
started life on the Amiga but was never completed. Development began again for Linux in 2002 with this
|
|
||||||
being our first C program. The game matured quickly from the initial ideas and this is the finished
|
|
||||||
product. We do hope you enjoy playing it.</P>
|
|
||||||
|
|
||||||
<P>Project: Starfighter<BR>
|
<p><img src="arrowNorthEast.png" align="left" alt="Target Arrow">
|
||||||
Copyright © 2003 Parallel Realities<BR>
|
The Target Arrow can be used to locate enemies and point you in
|
||||||
Copyright © 2012 Guus Sliepen, Astrid S. de Wijn and others<BR>
|
the direction that the enemy craft is. You can toggle the Target
|
||||||
<P>Created using the <A HREF="http://www.libsdl.org">SDL library</A></P>
|
Arrow between three mode by pressing "T" on the keyboard: Off,
|
||||||
|
Mission target only, and All targets. This arrow is very useful
|
||||||
|
for finding enemies that are evasive (such as transports) on
|
||||||
|
missions that require you to destroy all present craft. Simply
|
||||||
|
follow the arrows to find the enemy. The arrows will not be
|
||||||
|
displayed when you are within the immediate vacinity of the
|
||||||
|
target. On certain missions (such as Bosses) the mission target
|
||||||
|
arrow will initially point towards a certain target that is part
|
||||||
|
of the mission objective. The target's current remaining shield
|
||||||
|
is also displayed in the bottom right hand corner of the
|
||||||
|
screen.</p>
|
||||||
|
|
||||||
<P ALIGN="RIGHT"><A HREF="http://sourceforge.net/projects/pr-starfighter/">http://sourceforge.net/projects/pr-starfighter/</A></P>
|
<h2>Moving Around Systems</h2>
|
||||||
|
|
||||||
</BODY>
|
<p>To play a mission in Starfighter you must be stationed at the
|
||||||
</HTML>
|
relevant planet. To get to the planet you require, you will need
|
||||||
|
to click on the planet whilst viewing it on the Show System
|
||||||
|
section of the Intermission screen. Travelling between planets
|
||||||
|
can be dangerous, but luckily Spirit is a peaceful place and
|
||||||
|
there are no chances of interceptions, so travel is
|
||||||
|
instantaneous.</p>
|
||||||
|
|
||||||
|
<p>Other systems are not as friendly and whilst travelling to a
|
||||||
|
new destination the player runs the risk of being intercepted by
|
||||||
|
a WEAPCO patrol. After Spirit the player will select a planet to
|
||||||
|
travel to by clicking on it with the mouse. "Destination",
|
||||||
|
followed by the planet's name will appear in the bottom right
|
||||||
|
hand corner of the screen. A new icon labelled "Go To
|
||||||
|
Destination" will also appear. Clicking this icon will make the
|
||||||
|
player travel to the destination planet.</p>
|
||||||
|
|
||||||
|
<p>Travelling to new planets is represented at the bottom of the
|
||||||
|
screen by the two planets (the one being travelled from and the
|
||||||
|
one being travelled to). A red bar will fill up as the journey
|
||||||
|
progresses. The speed the bar fills up will vary occurring to how
|
||||||
|
far away the planets are from one another. At any point during
|
||||||
|
this time the planet can be intercepted (see Interceptions). Once
|
||||||
|
the red bar has filled up completely the journey will be
|
||||||
|
completed and you will be stationed that the new planet.</p>
|
||||||
|
|
||||||
|
<h2>Interceptions</h2>
|
||||||
|
|
||||||
|
<p>Interceptions can take place whilst travelling between two
|
||||||
|
planets within a system. When the player is intercepted they will
|
||||||
|
go directly into a mission-like scenario. The objective of this
|
||||||
|
interception is to clear all attacking forces. Once this is done,
|
||||||
|
the player will be free to leave.</p>
|
||||||
|
|
||||||
|
<p>Interceptions also serve other purposes - Sometimes the WEAPCO
|
||||||
|
patrol may have slave transports with them. One of the objectives
|
||||||
|
of a later system is to rescue a certain amount of slaves. This
|
||||||
|
is only possible during interceptions.</p>
|
||||||
|
|
||||||
|
<p>One important thing to remember is that any damage the player
|
||||||
|
receives during an interception will NOT be repaired until they
|
||||||
|
have reached the destination planet. Therefore if the player is
|
||||||
|
heavily damaged during one interception that damage will still be
|
||||||
|
present if they are attacked again. This can make interceptions
|
||||||
|
very dangerous.</p>
|
||||||
|
|
||||||
|
<h2>Weaponry and Upgrades</h2>
|
||||||
|
|
||||||
|
<p>During the course of the game you will receive money. Money is
|
||||||
|
gained from destroying enemy craft and picking up cash spheres in
|
||||||
|
game (please be aware that due to the nature of the game cash is
|
||||||
|
not earned for destroying ships during Interceptions).</p>
|
||||||
|
|
||||||
|
<p>Money can be used to upgrade the Firefly and purchase
|
||||||
|
additional ammunition for weapons. Items can be purchased from a
|
||||||
|
shop on the Intermission screen.</p>
|
||||||
|
|
||||||
|
<dl>
|
||||||
|
<dt>Temporary Upgrades</dt>
|
||||||
|
|
||||||
|
<dd>
|
||||||
|
Temporary upgrades are used to boost the Firefly's ability to
|
||||||
|
be powered up. For example, at the start of the game the
|
||||||
|
Firefly can only be powered up to fire two plasma bolts are
|
||||||
|
once. By purchasing an upgrade for the Firefly, you can allow
|
||||||
|
for power ups to enable you to fire a maximum of up to five
|
||||||
|
plasma bolts at once. Note that this only affects power ups and
|
||||||
|
these will still be ammunition limited. To upgrade your default
|
||||||
|
weapon, you will need permanent power ups (see below).
|
||||||
|
</dd>
|
||||||
|
|
||||||
|
<dt>Permanent Upgrades</dt>
|
||||||
|
|
||||||
|
<dd>
|
||||||
|
These power ups are more expensive than temporary upgrades, but
|
||||||
|
are permanent. Whereas a temporary upgrade requires you to make
|
||||||
|
use of power ups on an ammunition limited base, permanent power
|
||||||
|
ups are not limited. This is highly useful when facing heavily
|
||||||
|
shielded and tough opponents, with no means of getting plasma
|
||||||
|
ammo or transports in sight! When you power up your permanent
|
||||||
|
weapon, your powered up weapon level will also be automatically
|
||||||
|
upgraded if it is less powerful than your new current power up
|
||||||
|
level.When the Firefly's Primary Weapon has been upgraded to
|
||||||
|
its maximum output (3 plasma cannons) the player can toggle the
|
||||||
|
output type by pressing Shift. The output type can either be
|
||||||
|
Concentrate (the default firing type) or Spread. Various
|
||||||
|
situations can call for varying the output type.
|
||||||
|
</dd>
|
||||||
|
|
||||||
|
<dt>Secondary Weapons</dt>
|
||||||
|
|
||||||
|
<dd>
|
||||||
|
As well as primary weapons and temporary upgrades, the Firefly
|
||||||
|
is also capable of using a secondary weapon. At the start of
|
||||||
|
the game this is a rocket launcher. Like the other weapons in
|
||||||
|
the game this can be upgraded by purchasing a new weapon from
|
||||||
|
the shop. At the start of the game, a Double Rocket Launcher
|
||||||
|
and Micro Rocket Launcher are available for purchase. Secondary
|
||||||
|
weapons are used in the same way the rocket launcher is used
|
||||||
|
(Space to fire). However the Laser Cannon and Charge Cannon
|
||||||
|
work differently.Neither the Charge Cannon or the Laser Cannon
|
||||||
|
are ammunition limited (unlike the other rocket based weapons).
|
||||||
|
The Charge Cannon works by the player holding down the Space
|
||||||
|
bar and releasing it. A meter at the bottom of the screen shows
|
||||||
|
how much charge has been built up. The Laser Cannon works by
|
||||||
|
the player holding down the Space bar to fire a stream of laser
|
||||||
|
fire. It is prone to over heating and must be allowed to cool
|
||||||
|
after usage.
|
||||||
|
</dd>
|
||||||
|
</dl>
|
||||||
|
|
||||||
|
<p>Certain weapons and upgrades will not be available to you
|
||||||
|
until later in the game, so remember to save your money for
|
||||||
|
them.</p>
|
||||||
|
|
||||||
|
<h2>Item Spheres</h2>
|
||||||
|
|
||||||
|
<p>When an enemy craft is destroyed they will sometimes release
|
||||||
|
ammo and cash spheres. Certain enemy craft will release power up
|
||||||
|
spheres that can give your weapon a temporary boost. The
|
||||||
|
following are spheres that can be picked up during missions:</p>
|
||||||
|
|
||||||
|
<table summary="Description of all item spheres.">
|
||||||
|
<tr>
|
||||||
|
<td><img src="dollar.png" alt="Cash"></td>
|
||||||
|
<td><b>Cash</b> - Provides you with an additional cash bonus.</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><img src="rocket.png" alt="Plasma Ammo"></td>
|
||||||
|
<td><b>Plasma Ammo</b> - Increases your current plasma ammo.</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><img src="rocketAmmo.png" alt="Rocket Ammo"></td>
|
||||||
|
<td><b>Rocket Ammo</b> - Increases your current rocket ammo.</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><img src="heart.png" alt="Shield Sphere"></td>
|
||||||
|
<td><b>Shield Sphere</b> - Replenishes your shield reserves.</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><img src="plasmaDamage.png" alt="Plasma Power"></td>
|
||||||
|
<td><b>Plasma Power</b> - Boosts your plasma power.</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><img src="plasmaAmmo.png" alt="Plasma Output"></td>
|
||||||
|
<td><b>Plasma Ouput</b> - Boosts the amount of plasma shots you can fire.</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><img src="plasmaRate.png" alt="Plasma Coolor"></td>
|
||||||
|
<td><b>Plasma Cooler</b> - Increases your plasma firing rate.</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><img src="superCharge.png" alt="Super Charge"></td>
|
||||||
|
<td><b>Super Charge</b> - Three / Five way spread, full power and cooling (rare).</td>
|
||||||
|
</tr>
|
||||||
|
</table>
|
||||||
|
|
||||||
|
<h2>Cut Scenes</h2>
|
||||||
|
|
||||||
|
<p>During the course of the game mini cut scenes will be shown
|
||||||
|
after certain missions. These scenes serve to extend the plot of
|
||||||
|
the game and provide the player with gameplay tips. If you wish
|
||||||
|
to skip a cut scene press Escape. It is advised that you only
|
||||||
|
skip cut scenes if you have already seen them.</p>
|
||||||
|
|
||||||
|
<h2>Ending the Game</h2>
|
||||||
|
|
||||||
|
<p>The game is over when the Firefly's shield units are reduced
|
||||||
|
to 0 (zero), or a Primary Mission objective is failed. At this
|
||||||
|
point, you will see the Game Over screen. To continue, press Ctrl
|
||||||
|
or Space. You will then be taken back to the title screen. In
|
||||||
|
certain missions the game will end if Sid Wilson is killed.</p>
|
||||||
|
|
||||||
|
<h2>About</h2>
|
||||||
|
|
||||||
|
<p>Parallel Realities started off writing games on the Amiga
|
||||||
|
using AMOS and then, later, Blitz Basic 2. Games written included
|
||||||
|
the BOTSS Trilogy and most notably TANX Squadron. TANX Squadron
|
||||||
|
was awarded Amiga Format's contributor prize of the month in the
|
||||||
|
summer of 1999. Project: Starfighter originally started life on
|
||||||
|
the Amiga but was never completed. Development began again for
|
||||||
|
Linux in 2002 with this being our first C program. The game
|
||||||
|
matured quickly from the initial ideas and this is the finished
|
||||||
|
product. We do hope you enjoy playing it.</p>
|
||||||
|
|
||||||
|
<p>Project: Starfighter<br>
|
||||||
|
Copyright © 2003 Parallel Realities<br>
|
||||||
|
Copyright © 2012 Guus Sliepen, Astrid S. de Wijn and
|
||||||
|
others<br></p>
|
||||||
|
|
||||||
|
<p>Created using the <a href="http://www.libsdl.org">SDL
|
||||||
|
library</a></p>
|
||||||
|
|
||||||
|
<p align="right"><a href="http://sourceforge.net/projects/pr-starfighter/">http://sourceforge.net/projects/pr-starfighter/</a></p>
|
||||||
|
</body>
|
||||||
|
</html>
|
||||||
|
|
Loading…
Reference in New Issue