354 lines
18 KiB
HTML
Executable File
354 lines
18 KiB
HTML
Executable File
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2 Final//EN">
|
|
<HTML>
|
|
<HEAD>
|
|
<TITLE></TITLE>
|
|
|
|
<STYLE>
|
|
a {color: #499FFF; text-decoration: none; font-family: helvetica;}
|
|
a:hover {color: #499FFF; text-decoration: underline}
|
|
body {color: #FFFFFF; background: #000000; font: 10pt helvetica;}
|
|
table {color: #FFFFFF; font: 10pt helvetica;}
|
|
td {color: #FFFFFF;}
|
|
</STYLE>
|
|
|
|
</HEAD>
|
|
|
|
<BODY BGCOLOR="#FFFFFF" TEXT="#000000" LINK="#FF0000" VLINK="#800000" ALINK="#FF00FF">
|
|
|
|
<CENTER>
|
|
<IMG SRC="sflogo.gif">
|
|
<H3>Gameplay Manual</H3>
|
|
</CENTER>
|
|
<P></P>
|
|
|
|
<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>License Agreement</B></TR></TR></TABLE>
|
|
<P>Project: Starfighter<BR>
|
|
Copyright Parallel Realities 2003<BR>
|
|
Copyright Guus Sliepen, Astrid S. de Wijn and others 2012<BR>
|
|
</P>
|
|
|
|
<P>
|
|
This program is free software; you can redistribute it and/or<BR>
|
|
modify it under the terms of the GNU General Public License<BR>
|
|
as published by the Free Software Foundation; either version 2<BR>
|
|
of the License, or (at your option) any later version.<BR>
|
|
</P>
|
|
|
|
<P>
|
|
This program is distributed in the hope that it will be useful,<BR>
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of<BR>
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.<BR>
|
|
</P>
|
|
|
|
<P>
|
|
See the GNU General Public License for more details.<BR>
|
|
</P>
|
|
|
|
<P>
|
|
You should have received a copy of the GNU General Public License along<BR>
|
|
with this program; if not, write to the Free Software Foundation, Inc.,<BR>
|
|
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.<BR>
|
|
</P>
|
|
|
|
<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>Introduction</B></TR></TR></TABLE>
|
|
<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>
|
|
|
|
<P>
|
|
<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>Installation</B></TD></TR></TABLE>
|
|
<P>Installation under Linux</P>
|
|
|
|
<PRE>
|
|
tar zxf starfighter-1.2.tar.gz
|
|
cd starfighter-1.2
|
|
make
|
|
make install
|
|
</PRE>
|
|
|
|
<P>When the game is first run it will attempt to create</P>
|
|
|
|
<PRE>
|
|
~/.parallelrealities/starfighter/
|
|
</PRE>
|
|
|
|
<P>Should this fail the game will not run.</P>
|
|
|
|
<P>
|
|
<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>Controls</B></TD></TR></TABLE>
|
|
|
|
<P>Menus</P>
|
|
<UL>
|
|
Arrow Keys - Highlight option<BR>
|
|
Left Control / Space - Select menu option<BR>
|
|
</UL>
|
|
|
|
<P>Intermission Screen</P>
|
|
<UL>
|
|
Mouse - Move cursor<BR>
|
|
Left Mouse Button - Selected option<BR>
|
|
Right Mouse Button - Toggle planet orbit On / Off<BR>
|
|
</UL>
|
|
|
|
<P>In Game</P>
|
|
<UL>
|
|
Arrow Keys - Control Firefly<BR>
|
|
Left Ctrl - Fire primary weapon<BR>
|
|
Space - Fire secondary weapon<BR>
|
|
Shift - Toggle Primary Weapon Concentrate / Spread (see Weaponry)<BR>
|
|
T - Targetting Arrow On /Off<BR>
|
|
P - Pause / Unpause<BR>
|
|
Escape - Flee (not possible until all primary missions completed)<BR>
|
|
Escape whilst paused - Quit to title screen<BR>
|
|
</UL>
|
|
|
|
<P>Note - Keys cannot be changed</P>
|
|
|
|
<P>
|
|
<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>How to Play</B></TD></TR></TABLE>
|
|
<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>
|
|
|
|
<TABLE>
|
|
<TR><TD BGCOLOR="#FF0000"><CENTER> Start New Game </CENTER></TD></TR>
|
|
<TR><TD BGCOLOR="#FF0000"><CENTER> Load Game* </CENTER></TD></TR>
|
|
<TR><TD BGCOLOR="#FF0000"><CENTER> Continue Current Game* </CENTER></TD></TR>
|
|
<TR><TD BGCOLOR="#FF0000"><CENTER> Options </CENTER></TD></TR>
|
|
<TR><TD BGCOLOR="#FF0000"><CENTER> Quit </CENTER></TD></TR>
|
|
</TABLE>
|
|
|
|
<P><I>* will only be shown if there are saved games available</I></P>
|
|
|
|
<P><B>Start New Game</B><BR>
|
|
This will start a new game
|
|
</P>
|
|
|
|
<P><B>Load Game</B><BR>
|
|
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.
|
|
</P>
|
|
|
|
<P><B>Continue Current Game</B><BR>
|
|
This will automatically load the most recently saved game. This option is only shown when there is
|
|
at least one saved game available.
|
|
</P>
|
|
|
|
<P><B>Options</B><BR>
|
|
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.
|
|
</P>
|
|
|
|
<P><B>Quit</B><BR>
|
|
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).
|
|
</P>
|
|
|
|
<P>
|
|
<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>Loading and Saving Games</B></TD></TR></TABLE>
|
|
<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>
|
|
|
|
<P>
|
|
<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>Getting Missions</B></TD></TR></TABLE>
|
|
<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>
|
|
|
|
<P>
|
|
<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>Mission Briefing</B></TD></TR></TABLE>
|
|
<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>
|
|
|
|
<P>
|
|
<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>Completing Missions</B></TD></TR></TABLE>
|
|
<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>
|
|
<P>
|
|
<FONT COLOR="#FFFFFF">White messages</FONT> are standard for picking up items such as cash and
|
|
power ups<BR>
|
|
<FONT COLOR="#00FF00">Green messages</FONT> signify successful completion of mission objectives<BR>
|
|
<FONT COLOR="#00FFFF">Light Blue messages </FONT>give further details about Primary mission
|
|
requirements<BR>
|
|
<FONT COLOR="#FF0000">Red messages</FONT> indicate mission failures, warnings and wing mate
|
|
ejections<BR>
|
|
<FONT COLOR="#FFFF00">Yellow messages</FONT> give further details about Secondary mission requirements
|
|
<BR>
|
|
</P>
|
|
|
|
<P>
|
|
<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>The Target Arrow</B></TD></TR></TABLE>
|
|
<P>
|
|
<IMG SRC="targetArrow.png" ALIGN="LEFT">
|
|
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 on or off by pressing "T" on the keyboard. 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 arrow to find the enemy. The arrow will not be displayed
|
|
when you are within the immediate vacinity of the target. On certain missions (such as Bosses) the
|
|
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.
|
|
Please note that due to the nature of the game, the target arrow cannot be cycled through enemies.
|
|
</P>
|
|
|
|
<P>
|
|
<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>Moving Around Systems</B></TD></TR></TABLE>
|
|
<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>
|
|
|
|
<P>
|
|
<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>Interceptions</B></TD></TR></TABLE>
|
|
<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>
|
|
|
|
<P>
|
|
<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>
|
|
<UL>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).
|
|
</UL>
|
|
</P>
|
|
|
|
<P><B>Permanent Upgrades</B></P>
|
|
<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>
|
|
<UL>
|
|
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.<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
|
|
to save your money for them</P>
|
|
|
|
<P>
|
|
<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>Item Spheres</B></TD></TR></TABLE>
|
|
<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>
|
|
<TR><TD><IMG SRC="cash.gif"></TD><TD><B>Cash Sphere</B> - Provides you with an additional cash bonus</TD></TR>
|
|
<TR><TD><IMG SRC="ammo.gif"></TD><TD><B>Plasma Ammo Sphere</B> - Increases your current plasma ammo</TD></TR>
|
|
<TR><TD><IMG SRC="rocketAmmo.png"></TD><TD><B>Rocket Ammo Sphere</B> - Increases your current rocket ammo</TD></TR>
|
|
<TR><TD><IMG SRC="plasmaDamage.png"></TD><TD><B>Power Sphere</B> - Boosts your plasma power</TD></TR>
|
|
<TR><TD><IMG SRC="plasmaAmmo.png"></TD><TD><B>Output Sphere</B> - Boosts the amount of plasma shots you can fire</TD></TR>
|
|
<TR><TD><IMG SRC="plasmaRate.png"></TD><TD><B>Cooler Sphere</B> - Increases your plasma firing rate</TD></TR>
|
|
<TR><TD><IMG SRC="superCharge.png"></TD><TD><B>Super Sphere</B> - Three / Five way spread, full power and cooling (Rare)</TD></TR>
|
|
</TABLE>
|
|
</P>
|
|
|
|
<P>
|
|
<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>Cut Scenes</B></TD></TR></TABLE>
|
|
<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>
|
|
|
|
<P>
|
|
<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>Ending the Game</B></TD></TR></TABLE>
|
|
<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>
|
|
|
|
<P>
|
|
<TABLE BGCOLOR="#000099" WIDTH="100%"><TR><TD><B>About</B></TD></TR></TABLE>
|
|
|
|
<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 Parallel Realities 2003<BR>
|
|
Copyright Guus Sliepen, Astrid S. de Wijn and others 2012<BR>
|
|
<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>
|