Copyright © 2003 Parallel Realities
- Copyright © 2012 Guus Sliepen, Astrid S. de Wijn and others
- Copyright © 2015-2019 Julie Marchant
Project: Starfighter is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version.
- -Project: Starfighter is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
- -You should have received a copy of the GNU General Public License along with Project: Starfighter. If not, see http://www.gnu.org/licenses/.
- -Artistic components of the game are covered by various other libre licenses, such as CC BY or CC BY-SA. See LICENSES for more information.
- -Project: Starfighter is an old school 2D shoot 'em up. In the - game you take on the role of a rebel pilot called Chris, who is - attempting to overthrow a military corporation called Weapco. - Weapco has seized control of the known universe and currently - rules it with an iron fist. Chris can no longer stand back and - watch as millions of people suffer and die. He steals an - experimental craft known as "Firefly" and begins his mission to - fight his way to Sol, freeing key systems along the way. The game - opens with Chris attempting to escape a Weapco patrol that has - intercepted him.
- -Menus
- -Intermission Screen
- -In Game
- -Note - Keys cannot be changed, but some alternative keys can also be used (use alternative keys if ghosting occurs):
-Joystick and Gamepad support
- -Games can be loaded from the title screen.
- -Games can be saved on the Intermission screen. Move the cursor to the Save Game - icon and select it. You will see a list of five game slots that - can be used to save a game to. Click one of these and then click - the "Save" button to save the game.
- -The current game is also automatically saved to the Autosave slot.
- -In each System, the player can overview missions by going to the - Missions section of the Intermission screen. Here allies will inform - you of tasks that need to be performed and what planet these - tasks apply to. Once the player has decided which task they will - perform, they must go to the corresponding planet in the system - (see Moving Around for more details). Once stationed at the - 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.
- -Before the beginning of each mission you will be presented - with a mission briefing screen. This will outline the mission's - primary and (if any) secondary objectives. It will also inform - you of mission restrictions, such as time limits. Once you have - read this, press ctrl or space to continue
- -Each mission in the game has one or more objectives tied to - it. These objectives are either Primary or Secondary objectives. - In order to complete the mission, the player must complete all - the primary mission objectives. For example, when the game begins - Chris is fleeing a WEAPCO patrol. The primary objective for this - mission is to destroy all the enemy fighters. Once this is - achieved the Firefly will leave the sector and the mission will - be marked as a success.
- -One thing to note is that some missions will have both Primary - and Secondary objectives. In this case, the Firefly does not - leave the sector if all primary mission objectives are complete - and secondary objectives remain. The player may then attempt to - complete remaining secondary objectives or press Escape to leave - the sector. Secondary objectives are optional.
- -During the mission you will see messages appearing at the - bottom of the screen. These messages can be related to items that - you pick up, as well as mission related information.
- -To play a mission in Starfighter you must be stationed at the - relevant planet. To get to the planet you require, you will need - to 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.
- -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.
- -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.
- -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.
- -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.
- -During the course of the game you will receive money. Money is - gained from picking up cash spheres and from the shield bonus at - the end of each mission.
- -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.
- -Certain weapons and upgrades will not be available to you - until later in the game.
- -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:
- -- | Cash - Provides you with cash. | -
- | Plasma Ammo - Increases your current plasma ammo. | -
- | Rocket Ammo - Increases your current rocket ammo. | -
- | Shield Sphere - Replenishes your shield reserves. | -
- | Plasma Power - Boosts your plasma power. | -
- | Plasma Ouput - Boosts the amount of plasma shots you can fire. | -
- | Plasma Cooler - Increases your plasma firing rate. | -
- | Super Charge - Five way spread, massive power and cooling (rare). | -
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.
- -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.
- -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.
- -Project: Starfighter
- Copyright © 2003 Parallel Realities
- Copyright © 2012 Guus Sliepen, Astrid S. de Wijn and
- others
- Copyright © 2015-2019 Julie Marchant
Created using the SDL - library.
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