450 lines
18 KiB
HTML
450 lines
18 KiB
HTML
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<title>Starfighter gameplay manual</title>
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<center>
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<img src="sflogo.png" alt="Starfighter">
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<h1>Gameplay Manual</h1>
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</center>
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<h2>License Agreement</h2>
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<pre>
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Project: Starfighter
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Copyright © 2003 Parallel Realities
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Copyright © 2012 Guus Sliepen, Astrid S. de Wijn and others
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Copyright © 2015 Julian Marchant
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 3
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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</pre>
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<h2>Introduction</h2>
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<p>Project: Starfighter is an old school 2D shoot 'em up. In the
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game you take on the role of a rebel pilot called Chris, who is
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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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<h2>Controls</h2>
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<p>Menus</p>
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<ul>
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<li>Arrow Keys - Highlight option</li>
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<li>Control / Enter - Select menu option</li>
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</ul>
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<p>Intermission Screen</p>
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<ul>
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<li>Mouse or Arrow Keys - Move cursor</li>
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<li>Left Mouse Button or Control / Enter - Selected option</li>
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<li>Right Mouse Button or Space - Toggle planet orbit On / Off</li>
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</ul>
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<p>In Game</p>
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<ul>
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<li>Arrow Keys - Control Firefly</li>
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<li>Ctrl - Fire primary weapon</li>
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<li>Space - Fire secondary weapon</li>
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<li>Shift - Toggle Primary Weapon Concentrate / Spread (see Weaponry)</li>
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<li>P - Pause / Unpause</li>
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<li>Escape - Flee (not possible until all primary missions completed)</li>
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<li>Escape while paused - Quit to title screen</li>
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</ul>
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<p>Joystick and Gamepad support</p>
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<ul>
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<li>Stick or Hat - Same as Arrow Keys</li>
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<li>Button 2 / 3 - Fire primary weapon / Select menu option</li>
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<li>Button 1 / 4 - Fire secondary weapon / Select menu option</li>
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<li>Button 6 / 8 / 9 - Toggle Primary Weapon Concentrate / Spread</li>
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<li>Button 10 - Pause / Unpause</li>
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<li>Button 5 / 7 - Flee (not possible until all primary missions completed)</li>
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<li>Button 5 / 7 while paused - Quit to title screen</li>
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</ul>
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<p>Note - Keys cannot be changed</p>
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<h2>How to Play</h2>
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<p>When first starting Project: Starfighter you will see the text
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scrolling introduction. You can either wait for this to finish or
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you can skip it by pressing ctrl or space.</p>
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<p>The title sequence will begin. Once the menu is shown (or you
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opt to skip to it by pressing space or ctrl) you may select from
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the options shown:</p>
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<ul class="menu">
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<li>Start New Game</li>
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<li>Load Game*</li>
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<li>Continue Current Game*</li>
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<li>Options</li>
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<li>Quit</li>
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</ul>
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<p><i>* Will only be shown if there are saved games
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available.</i></p>
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<dl>
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<dt>Start New Game</dt>
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<dd>This will start a new game.</dd>
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<dt>Load Game</dt>
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<dd>This will bring up a list of currently available games to be
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loaded, along with the planet that the game was saved in. This
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option is only shown when there is at least one saved game
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available.</dd>
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<dt>Continue Current Game</dt>
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<dd>This will automatically load the most recently saved game. This
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option is only shown when there is at least one saved game
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available.</dd>
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<dt>Options</dt>
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<dd>This will show a list of game options. Options for sound, music
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and an auto save slot can be changed. Music and Sound can be
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switched to either On or Off. The Auto Save Slot allows the
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player to select a save slot that will automatically be updated
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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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<dt>Quit</dt>
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<dd>This will quit the game. Quitting is immediate, without prompting
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(the game can also be quit at anytime by clicking the close
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button of the window).</dd>
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</dl>
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<h2>Loading and Saving Games</h2>
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<p>Games can be loaded from the title screen. When there are
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saved games available, the option "Load Game" will be shown.
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Selecting this will show a list of available games to be loaded.
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Select a game from the list to load, you will then be taken to
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the Intermission screen. To go back, selected Back to Main
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Menu.</p>
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<p>Games can be saved in two ways. The first way is to save a
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game on the Intermission screen. Move the cursor to the Save Game
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icon and select it. You will see a list of five game slots that
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can be used to save a game to. Click one of these and then click
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the "Save" button to save the game. The second way is to use the
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Auto Save function. This will automatically save your game after
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you have successfully completed a mission. To make use of this
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feature you must choose a save slot that you wish to auto save
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into. This can be done on the title screen in the options section
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or on the intermission screen at the options section.</p>
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<h2>Getting Missions</h2>
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<p>In each System, the player can get missions by going to the
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Comms section of the Intermission screen. Here allies will inform
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you of tasks that need to be performed and what planet these
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tasks apply to. Once the player has decided which task they will
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perform, they must go to the corresponding planet in the system
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(see Moving Around for more details). Once stationed at the
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planet click "Start Mission" to proceed to the mission briefing
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screen. The "Start Mission" icon will not be shown if the mission
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of the planet has been completed.</p>
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<h2>Mission Briefing</h2>
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<p>Before the beginning of each mission you will be presented
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with a mission briefing screen. This will outline the mission's
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primary and (if any) secondary objectives. It will also inform
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you of mission restrictions, such as time limits. Once you have
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read this, press ctrl or space to continue</p>
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<h2>Completing Missions</h2>
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<p>Each mission in the game has one or more objectives tied to
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it. These objectives are either Primary or Secondary objectives.
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In order to complete the mission, the player must complete all
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the primary mission objectives. For example, when the game begins
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Chris is fleeing a WEAPCO patrol. The primary objective for this
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mission is to destroy all the enemy fighters. Once this is
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achieved the Firefly will leave the sector and the mission will
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be marked as a success.</p>
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<p>One thing to note is that some missions will have both Primary
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and Secondary objectives. In this case, the Firefly does not
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leave the sector if all primary mission objectives are complete
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and secondary objectives remain. The player may then attempt to
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complete remaining secondary objectives or press Escape to leave
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the sector. Secondary objectives are optional.</p>
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<p>During the mission you will see messages appearing at the
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bottom of the screen. These messages can be related to items that
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you pick up, as well as mission related information.</p>
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<ul>
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<li><font color="#FFFFFF">White messages</font> are standard for picking up items such as cash and power ups.</li>
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<li><font color="#00FF00">Green messages</font> signify successful completion of mission objectives.</li>
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<li><font color="#00FFFF">Light Blue messages</font> give further details about Primary mission requirements.</li>
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<li><font color="#FF0000">Red messages</font> indicate mission failures, warnings and wing mate ejections.</li>
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<li><font color="#FFFF00">Yellow messages</font> give further details about Secondary mission requirements.</li>
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</ul>
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<h2>The Target Arrow</h2>
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<p><img src="arrowNorthEast.png" align="left" alt="Target Arrow">
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The Target Arrow can be used to locate enemies and point you in
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the direction that the enemy craft is. You can toggle the Target
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Arrow between three mode by pressing "T" on the keyboard: Off,
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Mission target only, and All targets. This arrow is very useful
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for finding enemies that are evasive (such as transports) on
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missions that require you to destroy all present craft. Simply
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follow the arrows to find the enemy. The arrows will not be
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displayed when you are within the immediate vacinity of the
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target. On certain missions (such as Bosses) the mission target
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arrow will initially point towards a certain target that is part
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of the mission objective. The target's current remaining shield
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is also displayed in the bottom right hand corner of the
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screen.</p>
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<h2>Moving Around Systems</h2>
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<p>To play a mission in Starfighter you must be stationed at the
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relevant planet. To get to the planet you require, you will need
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to click on the planet whilst viewing it on the Show System
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section of the Intermission screen. Travelling between planets
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can be dangerous, but luckily Spirit is a peaceful place and
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there are no chances of interceptions, so travel is
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instantaneous.</p>
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<p>Other systems are not as friendly and whilst travelling to a
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new destination the player runs the risk of being intercepted by
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a WEAPCO patrol. After Spirit the player will select a planet to
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travel to by clicking on it with the mouse. "Destination",
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followed by the planet's name will appear in the bottom right
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hand corner of the screen. A new icon labelled "Go To
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Destination" will also appear. Clicking this icon will make the
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player travel to the destination planet.</p>
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<p>Travelling to new planets is represented at the bottom of the
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screen by the two planets (the one being travelled from and the
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one being travelled to). A red bar will fill up as the journey
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progresses. The speed the bar fills up will vary occurring to how
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far away the planets are from one another. At any point during
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this time the planet can be intercepted (see Interceptions). Once
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the red bar has filled up completely the journey will be
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completed and you will be stationed that the new planet.</p>
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<h2>Interceptions</h2>
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<p>Interceptions can take place whilst travelling between two
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planets within a system. When the player is intercepted they will
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go directly into a mission-like scenario. The objective of this
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interception is to clear all attacking forces. Once this is done,
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the player will be free to leave.</p>
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<p>Interceptions also serve other purposes - Sometimes the WEAPCO
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patrol may have slave transports with them. One of the objectives
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of a later system is to rescue a certain amount of slaves. This
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is only possible during interceptions.</p>
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<p>One important thing to remember is that any damage the player
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receives during an interception will NOT be repaired until they
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have reached the destination planet. Therefore if the player is
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heavily damaged during one interception that damage will still be
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present if they are attacked again. This can make interceptions
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very dangerous.</p>
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<h2>Weaponry and Upgrades</h2>
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<p>During the course of the game you will receive money. Money is
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gained from destroying enemy craft and picking up cash spheres in
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game (please be aware that due to the nature of the game cash is
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not earned for destroying ships during Interceptions).</p>
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<p>Money can be used to upgrade the Firefly and purchase
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additional ammunition for weapons. Items can be purchased from a
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shop on the Intermission screen.</p>
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<dl>
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<dt>Temporary Upgrades</dt>
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<dd>
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Temporary upgrades are used to boost the Firefly's ability to
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be powered up. For example, at the start of the game the
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Firefly can only be powered up to fire two plasma bolts are
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once. By purchasing an upgrade for the Firefly, you can allow
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for power ups to enable you to fire a maximum of up to five
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plasma bolts at once. Note that this only affects power ups and
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these will still be ammunition limited. To upgrade your default
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weapon, you will need permanent power ups (see below).
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</dd>
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<dt>Permanent Upgrades</dt>
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<dd>
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These power ups are more expensive than temporary upgrades, but
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are permanent. Whereas a temporary upgrade requires you to make
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use of power ups on an ammunition limited base, permanent power
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ups are not limited. This is highly useful when facing heavily
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shielded and tough opponents, with no means of getting plasma
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ammo or transports in sight! When you power up your permanent
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weapon, your powered up weapon level will also be automatically
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upgraded if it is less powerful than your new current power up
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level.When the Firefly's Primary Weapon has been upgraded to
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its maximum output (3 plasma cannons) the player can toggle the
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output type by pressing Shift. The output type can either be
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Concentrate (the default firing type) or Spread. Various
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situations can call for varying the output type.
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</dd>
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<dt>Secondary Weapons</dt>
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<dd>
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As well as primary weapons and temporary upgrades, the Firefly
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is also capable of using a secondary weapon. At the start of
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the game this is a rocket launcher. Like the other weapons in
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the game this can be upgraded by purchasing a new weapon from
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the shop. At the start of the game, a Double Rocket Launcher
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and Micro Rocket Launcher are available for purchase. Secondary
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weapons are used in the same way the rocket launcher is used
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(Space to fire). However the Laser Cannon and Charge Cannon
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work differently.Neither the Charge Cannon or the Laser Cannon
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are ammunition limited (unlike the other rocket based weapons).
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The Charge Cannon works by the player holding down the Space
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bar and releasing it. A meter at the bottom of the screen shows
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how much charge has been built up. The Laser Cannon works by
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the player holding down the Space bar to fire a stream of laser
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fire. It is prone to overheating and must be allowed to cool
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after usage.
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</dd>
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</dl>
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<p>Certain weapons and upgrades will not be available to you
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until later in the game, so remember to save your money for
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them.</p>
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<h2>Item Spheres</h2>
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<p>When an enemy craft is destroyed they will sometimes release
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ammo and cash spheres. Certain enemy craft will release power up
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spheres that can give your weapon a temporary boost. The
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following are spheres that can be picked up during missions:</p>
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<table summary="Description of all item spheres.">
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<tr>
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<td><img src="dollar.png" alt="Cash"></td>
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<td><b>Cash</b> - Provides you with an additional cash bonus.</td>
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</tr>
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<tr>
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<td><img src="rocket.png" alt="Plasma Ammo"></td>
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<td><b>Plasma Ammo</b> - Increases your current plasma ammo.</td>
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</tr>
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<tr>
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<td><img src="rocketAmmo.png" alt="Rocket Ammo"></td>
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<td><b>Rocket Ammo</b> - Increases your current rocket ammo.</td>
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</tr>
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<tr>
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<td><img src="heart.png" alt="Shield Sphere"></td>
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<td><b>Shield Sphere</b> - Replenishes your shield reserves.</td>
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</tr>
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<tr>
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<td><img src="plasmaDamage.png" alt="Plasma Power"></td>
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<td><b>Plasma Power</b> - Boosts your plasma power.</td>
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</tr>
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<tr>
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<td><img src="plasmaAmmo.png" alt="Plasma Output"></td>
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<td><b>Plasma Ouput</b> - Boosts the amount of plasma shots you can fire.</td>
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</tr>
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<tr>
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<td><img src="plasmaRate.png" alt="Plasma Coolor"></td>
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<td><b>Plasma Cooler</b> - Increases your plasma firing rate.</td>
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</tr>
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<tr>
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<td><img src="superCharge.png" alt="Super Charge"></td>
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<td><b>Super Charge</b> - Five way spread, massive power and cooling (rare).</td>
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</tr>
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</table>
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<h2>Cut Scenes</h2>
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<p>During the course of the game mini cut scenes will be shown
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after certain missions. These scenes serve to extend the plot of
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the game and provide the player with gameplay tips. If you wish
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to skip a cut scene press Escape. It is advised that you only
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skip cut scenes if you have already seen them.</p>
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<h2>Ending the Game</h2>
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<p>The game is over when the Firefly's shield units are reduced
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to 0 (zero), or a Primary Mission objective is failed. At this
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point, you will see the Game Over screen. To continue, press Ctrl
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or Space. You will then be taken back to the title screen. In
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certain missions the game will end if Sid Wilson is killed.</p>
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<h2>About</h2>
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<p>Parallel Realities started off writing games on the Amiga
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using AMOS and then, later, Blitz Basic 2. Games written included
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the BOTSS Trilogy and most notably TANX Squadron. TANX Squadron
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was awarded Amiga Format's contributor prize of the month in the
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summer of 1999. Project: Starfighter originally started life on
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the Amiga but was never completed. Development began again for
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Linux in 2002 with this being our first C program. The game
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matured quickly from the initial ideas and this is the finished
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product. We do hope you enjoy playing it.</p>
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<p>Project: Starfighter<br>
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Copyright © 2003 Parallel Realities<br>
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Copyright © 2012 Guus Sliepen, Astrid S. de Wijn and
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others<br></p>
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<p>Created using the <a href="http://www.libsdl.org">SDL
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library</a>.</p>
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<p align="right"><a href="http://starfighter.nongnu.org">http://starfighter.nongnu.org</a></p>
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</body>
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</html>
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