450 lines
18 KiB
HTML
450 lines
18 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
|
|
|
<html>
|
|
<head>
|
|
<title>Starfighter gameplay manual</title>
|
|
<style type="text/css">
|
|
a {color: #499FFF; text-decoration: none; font-family: helvetica;}
|
|
a:hover {color: #499FFF; text-decoration: underline}
|
|
body {color: white; background: black; font: 10pt helvetica; max-width: 72em; margin-left: auto; margin-right: auto;}
|
|
table {color: white; font: 10pt helvetica;}
|
|
td {color: white;}
|
|
h1 {color: white; font: 12pt helvetica; font-weight: bold;}
|
|
h2 {color: white; background: #000099; width: 100%; padding: 2px; font: 10pt helvetica; font-weight: bold;}
|
|
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;}
|
|
dl dt {font-weight: bold;}
|
|
dl dd {margin: 1em 0 1em 2em;}
|
|
</style>
|
|
</head>
|
|
|
|
<body>
|
|
<center>
|
|
<img src="sflogo.png" alt="Starfighter">
|
|
|
|
<h1>Gameplay Manual</h1>
|
|
</center>
|
|
|
|
<h2>License Agreement</h2>
|
|
|
|
<pre>
|
|
Project: Starfighter
|
|
Copyright © 2003 Parallel Realities
|
|
Copyright © 2012 Guus Sliepen, Astrid S. de Wijn and others
|
|
Copyright © 2015 Julian Marchant
|
|
|
|
This program 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.
|
|
|
|
This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
|
|
</pre>
|
|
|
|
<h2>Introduction</h2>
|
|
|
|
<p>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.</p>
|
|
|
|
<h2>Controls</h2>
|
|
|
|
<p>Menus</p>
|
|
|
|
<ul>
|
|
<li>Arrow Keys - Highlight option</li>
|
|
<li>Control / Enter - Select menu option</li>
|
|
</ul>
|
|
|
|
<p>Intermission Screen</p>
|
|
|
|
<ul>
|
|
<li>Mouse or Arrow Keys - Move cursor</li>
|
|
<li>Left Mouse Button or Control / Enter - Selected option</li>
|
|
<li>Right Mouse Button or Space - Toggle planet orbit On / Off</li>
|
|
</ul>
|
|
|
|
<p>In Game</p>
|
|
|
|
<ul>
|
|
<li>Arrow Keys - Control Firefly</li>
|
|
<li>Ctrl - Fire primary weapon</li>
|
|
<li>Space - Fire secondary weapon</li>
|
|
<li>Shift - Toggle Primary Weapon Concentrate / Spread (see Weaponry)</li>
|
|
<li>P - Pause / Unpause</li>
|
|
<li>Escape - Flee (not possible until all primary missions completed)</li>
|
|
<li>Escape whilst paused - Quit to title screen</li>
|
|
</ul>
|
|
|
|
<p>Joystick and Gamepad support</p>
|
|
|
|
<ul>
|
|
<li>Stick or Hat - Same as Arrow Keys</li>
|
|
<li>Button 1 / 4 - Fire primary weapon / Select menu option</li>
|
|
<li>Button 2 / 3 - Fire secondary weapon / Select menu option</li>
|
|
<li>Button 6 / 8 / 9 - Toggle Primary Weapon Concentrate / Spread</li>
|
|
<li>Button 10 - Pause / Unpause</li>
|
|
<li>Button 5 / 7 - Flee (not possible until all primary missions completed)</li>
|
|
<li>Button 5 / 7 whilst paused - Quit to title screen</li>
|
|
</ul>
|
|
|
|
<p>Note - Keys cannot be changed</p>
|
|
|
|
<h2>How to Play</h2>
|
|
|
|
<p>When first starting Project: Starfighter you will see the text
|
|
scrolling introduction. You can either wait for this to finish or
|
|
you can skip it by pressing ctrl or space.</p>
|
|
|
|
<p>The title sequence will begin. Once the menu is shown (or you
|
|
opt to skip to it by pressing space or ctrl) you may select from
|
|
the options shown:</p>
|
|
|
|
<ul class="menu">
|
|
<li>Start New Game</li>
|
|
<li>Load Game*</li>
|
|
<li>Continue Current Game*</li>
|
|
<li>Options</li>
|
|
<li>Quit</li>
|
|
</ul>
|
|
|
|
<p><i>* Will only be shown if there are saved games
|
|
available.</i></p>
|
|
|
|
<dl>
|
|
<dt>Start New Game</dt>
|
|
<dd>This will start a new game.</dd>
|
|
|
|
<dt>Load Game</dt>
|
|
<dd>This will bring up a list of currently available games to be
|
|
loaded, along with the planet that the game was saved in. This
|
|
option is only shown when there is at least one saved game
|
|
available.</dd>
|
|
|
|
<dt>Continue Current Game</dt>
|
|
<dd>This will automatically load the most recently saved game. This
|
|
option is only shown when there is at least one saved game
|
|
available.</dd>
|
|
|
|
<dt>Options</dt>
|
|
<dd>This will show a list of game options. Options for sound, music
|
|
and an auto save slot can be changed. Music and Sound can be
|
|
switched to either On or Off. The Auto Save Slot allows the
|
|
player to select a save slot that will automatically be updated
|
|
when the player finishes a mission. This can be switched from
|
|
None to 1, 2, 3, 4 or 5. When this option is set to a number,
|
|
that save slot will be used to save a game at the end of a
|
|
mission. Note that any currently existing game will be
|
|
automatically overwritten.</dd>
|
|
|
|
<dt>Quit</dt>
|
|
<dd>This will quit the game. Quitting is immediate, without prompting
|
|
(the game can also be quit at anytime by clicking the close
|
|
button of the window).</dd>
|
|
</dl>
|
|
|
|
<h2>Loading and Saving Games</h2>
|
|
|
|
<p>Games can be loaded from the title screen. When there are
|
|
saved games available, the option "Load Game" will be shown.
|
|
Selecting this will show a list of available games to be loaded.
|
|
Select a game from the list to load, you will then be taken to
|
|
the Intermission screen. To go back, selected Back to Main
|
|
Menu.</p>
|
|
|
|
<p>Games can be saved in two ways. The first way is to save a
|
|
game 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 second way is to use the
|
|
Auto Save function. This will automatically save your game after
|
|
you have successfully completed a mission. To make use of this
|
|
feature you must choose a save slot that you wish to auto save
|
|
into. This can be done on the title screen in the options section
|
|
or on the intermission screen at the options section.</p>
|
|
|
|
<h2>Getting Missions</h2>
|
|
|
|
<p>In each System, the player can get missions by going to the
|
|
Comms 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.</p>
|
|
|
|
<h2>Mission Briefing</h2>
|
|
|
|
<p>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</p>
|
|
|
|
<h2>Completing Missions</h2>
|
|
|
|
<p>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.</p>
|
|
|
|
<p>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.</p>
|
|
|
|
<p>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.</p>
|
|
|
|
<ul>
|
|
<li><font color="#FFFFFF">White messages</font> are standard for picking up items such as cash and power ups.</li>
|
|
<li><font color="#00FF00">Green messages</font> signify successful completion of mission objectives.</li>
|
|
<li><font color="#00FFFF">Light Blue messages</font> give further details about Primary mission requirements.</li>
|
|
<li><font color="#FF0000">Red messages</font> indicate mission failures, warnings and wing mate ejections.</li>
|
|
<li><font color="#FFFF00">Yellow messages</font> give further details about Secondary mission requirements.</li>
|
|
</ul>
|
|
|
|
<h2>The Target Arrow</h2>
|
|
|
|
<p><img src="arrowNorthEast.png" align="left" alt="Target Arrow">
|
|
The Target Arrow can be used to locate enemies and point you in
|
|
the direction that the enemy craft is. You can toggle the Target
|
|
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>
|
|
|
|
<h2>Moving Around Systems</h2>
|
|
|
|
<p>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 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 overheating 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> - Five way spread, massive 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://starfighter.nongnu.org">http://starfighter.nongnu.org</a></p>
|
|
</body>
|
|
</html>
|