                                 U.S.S. STINGER
                             Attack Class Submarine
                                        
                                   GAME PLAY



Experience the ultimate combat simulation game called U.S.S. Singer!
Become captain of an American attack submarine whose mission is to destroy the
enemy freighters that carry supplies to their infantry, as well as the
destroyers sent to escort them!  You will be given a total of 17 hours to
complete this mission and return to a safe dock.  If you fail, the enemy troops
on the island will receive enough supplies to win the war!

Before playing the game, you must choose from four levels of difficulty.
You have the option to play using the keyboard or joystick.  You can also
increase game difficulty by switching the "FOG" option on.  The game begins with
your submarine in one of two docks with weaponry loaded and all tanks full.

It is important to note: There is no need to switch between
screens while playing since every instrument is visible under the periscope.

The speed of the enemy freighters is exactly half of your submarine, while the 
enemy destroyers are twice as fast as yourself.


                               GAME INSTRUCTIONS

The periscope occupies the top third of the screen.  You can see the following
objects on it in full 3-D:

  Freighters (4)
  Destroyers (8)
  Islands (10)
  Drilling Rigs (4)
  Lighthouse (4) - You will recognize them by their revolving lamp.
  Docks (2)      - Rectangles with an anchor sign at one end.

There is a zoom (magnification 1-8) built into the periscope to allow the
player to see objects even if they are miles away from the submarine.  It also
helps to guide your missiles (this is described in detail later).  Just under
the cross-hairs there is a small meter to show the angle (max. +-6 degrees) of
the torpedo tubes relative to the direction of the sub, so torpedoes can be
fired as long as the indicator can be seen.  The missiles are also aimed and
guided using the periscope, but you can shoot them in any direction.  While the
missile is in the air, two indicators appear - the left-hand one showing the
amount of missile fuel, and the right-hand one showing its height above water
level (0-40 meters).

You can turn the periscope by 1/6 degrees in both directions using the keys
1 or 2.  Pressing the shift key with one of these keys turns the periscope by 5
degrees.

If you press the m key, a map will be shown instead of the periscope.  On
the left you will see the map of the entire map area with the following
represented:

  Island
  Drilling Rig
  Lighthouse
  Dock
  Enemy Convoy - Flashing
  Submarine - Flashing

On the IBM version you have the option to use a larger map by pressing F3.
This allows you the time to find your position on the map, since the program
will stop while this option is on.

On the right you will find a detailed map showing the objects around the
sub (except the ships - this is a map only!).  Between the maps is a table
showing the coordiantes of the convoys and the docks.  If you submerge, the
program automatically gives you the map - you can't switch back to the periscope
unless you come to the surface.

As the game area is huge, the game would take a very long time to complete.
Therefore, a time compressor (referred to as DEUS) was incorporated.  In DEUS,
the time passes 30 times faster than normal.  Using this option you can save a
great deal of time getting to the next target.  This is a very useful feature,
but you cannot use it during battle.  In short, you can't shoot with DEUS
activated (this is displayed between the throttle and speed indicators), and you
can't flee in DEUS while a bullet (missile, torpedo, or cannonball) is on its
way.

                                 THE DASHBOARD

In the middle of the dashboard you will find the RADAR (sonar).  This
functions like a real radar with a range of 10 miles in diameter.  If you choose
the "FOG" option at the beginning of the game, you will have limited visibility.
In the thickest fog, visibility is only one mile.  Below the surface you can see
nothing at all.  To help navigate under these conditions, you can use the
"improved" radar option.  This is switched on/off with the "R" (range) key.  In
this case, the diameter of the radar range is reduced to 5 miles.  The state of
this option is shown with a sign positioned slightly left of the VSI (Vertical
Speed Indicator) inscription.  The radar is revolving with a moderate speed; 1
round per 3.6 seconds on the IBM.  The cathod ray tube used in the radar has an
afterlighting time of nearly two seconds.  The sonar helps you not only in
navigation, but also in targeting.  Your weapons have a range of 1 to 1.5 miles.
With the radar you can estimate the distance of the enemy ships and decide to
shoot or move closer.  In the rectangle above the radar you see:

1.   Periscope Angle (PA):  Tells you the position of the
     periscope in relation to the beak in degrees, with
     an arrow showing direction (left or right).

2.   Botton (BTTM):  The distance of the ship from the
     bottom of the sea.

3.   Magnification (MAGN):  The magnification of the
     periscope (1-8).

4.   Rudder (RDDR):  The value is shown in degrees (0-30)
     with an arrow indicating the direction.  To the right
     there is a sign which shows whether the rudder is
     locked.  If this function is off, the rudder will
     center automatically after a few seconds.

5.   Vertical speed indicator (VSI)

6.   Bearing (BRG):  The direction of the submarine.

The dashboard was designed to separate the fighting and navigating
instruments.  Therefore, there are two computer displays on each side of the
radar.  On the left, there are the weapons and the state of your ship.  On the
top of the weapon display there are indicators of the four torpedo tubes and the
launcher of the guided anti-ship missile.  After releasing them, they scroll out
of the display and pop up on the screen in the appropriate position.  Under the
weapons, there is the outline of the U.S.S. Stinger.  This is white when
everything is in order and hits are indicated with colored spots.  Red spots
mean that you lost.

Under the dashboard, you see the scoreboard.  Here you will find outlines
of a destroyer and a freighter with a number indicating how many have been
destroyed.  The torpedoes go twice as fast as the enemy destroyers and eight
times as fast as the enemy freighters.  Ships the size of the freighters will
only be sunk by full hits, so try to hit the engine compartment or the cargo
area.

The guided anti-ship missile (GASM) is a more effective weapon than the
torpoedo.  After launching a GASM, you can control its movements by following
the target with the periscope.  The missile attempts to maintain its position in
the center, so if you turn the periscope the missile will adjust its course.

The missile will go upwards, not only because of the position of the
launching pad, but because of weight reduction due to fuel consumption.  Using a
magnification of 2X or 3X will help you aim more accurately.  When you feel the
GASM might miss the target, let it fall into the water by tilting its nose down.
This enables you to fire another missile immediately after this one has hit the
water.

On the right of the RADAR, there is the navigating computer display.  In
the top row you will find the indicators for the battery, the fuel, the
hydroplane, the ballast water and the depth meter (the ballast tanks and the
hydroplanes are used to submerge USS Stinger.  To learn the process, try every
key while watching the depth meter and the VSI indicator).  Below these you will
find the throttle and speed meters and the compressed air indicator.  The air is
used to empty the ballast tanks of the submarine, but if there is not more air,
you can't come to the surface again.  Between the air meter and the speed
indicator are the indicator lamps showing the amount of fuel remaining in the
tank, the condition of the batteries, which engine is being used, and whether
the air compressor is on.  Between the throttle and speed indicators, a small
sign shows the status of DEUS.  The following abbreviations are found on this
display:

     BATTERY - BTT            THROTTLE - THR
     DEPTH   - DPTH           SPEED    - SP
     BALLAST - BLST

Your mission is completed only if you cruise to the nearest dock when there
are no more surviving enemies.  In the course of the game you can go to the dock
to refuel, repair your sub, and reload weapons.  (Important:  never fire any of
your weapons if it might hit your dock.  The dock may get so seriously damaged
that you would be unable to use it again.)  The final approach of the docking
process is helped by a radio signal sent from the center of the dock.  The
corresponding instrument in the sub is shown under the scoreboard if your
distance from the dock is less than one mile.  Docking is absolutely perfect if
BRG of the ship is 90 degrees and the values EO NO are seen.  The program
tolerates the following limits:  EO-WIO, N2-S2, BRG 89-91.  To begin the docking
process you have to first stop the USS Stinger.  In the program the "DEUS" mode
will be activated automatically and the program will start repairing, refueling,
etc.  If necessary, you can stop this process by coming out of the dock
(throttle back).

On each of the difficulty levels, you have an advantage on the enemy ships.
But be careful; as you step higher in rank, the enemy crew become more and more
skilled.  The higher the rank, the greater the distance from where they can
track you or your weapons.  Once they are alerted, the ships will separate.  The
freighter will try to flee, but the destroyers will attack you - they can fire
with their guns.  They will even try to collide with you to break the hull of
the USS Stinger.  You may think that under the surface you will be safe.
However, the enemy can use hydrophones to detect you when you are below the
surface and the destroyer can throw depth-charges into the water.  The ships
cannot see you as easily when you are under the surface, so you can get closer
to a convoy when submerged.  It is worth knowing that the enemy destroyers can
aim their guns in limited angles, so you have time to shoot them when they are
turning after you.  Though one hit from the cannon of a destroyer is usually not
fatal, the second or the third hit can cause problems (e.g., the radar or the
air compressor may break down).  It is advisable to submerge after the enemy
ships turn on you and go deeper to avoid the depth-charges of the destroyer.
Watch the radar and the bottom indicator to avoid running into underwater rocks.
Switching off the engines may be a good trick to get the enemy destroyer to lose
your trace.


                                 IBM PC VERSION

The graphics on the IBM version are similar to that on other machines, but
you will find that it has three game play options to choose from:  PRACTICE
MODE, CADET SCHOOL, and COMBAT MODE.

In the PRACTICE MODE you need not spend your time sailing towards the enemy
- the program places you close to them.  The destroyers will attack you as in
the real game, but with their guns being harmless, the only danger lies in a
possible collision with them.  The purpose of this option is to help you
discover the best way to attack the enemy.

Test your skills as a submarine commander in the CADET SCHOOL.  This school
gives you certain tasks (or "drills") and in the end evaluates your performance
according to the time used in solving the task, the damage suffered by the sub
(if you damaged it "fatally", you have to repeat the task or even the previous
task as well) and the number of torpedoes and missiles used.  You can earn three
different ranks:  Captian, Commander or Lieutenant.  If you remain a cadet, the
program suggests that you take another term in the school.  Your rank is stored
on the disk to be retrieved each time played.

COMBAT MODE starts with your respective rank, but you can be promoted
(above Captain there are two ranks: Vice-Admiral and Admiral) if you
successfully destroy two enemy convoys.  Each convoy has five members on this
version.  This makes the game more difficult because there can be three
destroyers escorting each convoy.  After every game, you will receive an
evaluation report and summary which outlines your history as a submarine
commander.


                                IBM CONTROL KEYS

Q     - Throttle forward              Numeric Keypad:
A     - Throttle backward             "-" - Rudder lock on/off
TAB   - Time scale swap               7   - Periscope left *
        (turbo mode on/off)           9   - Periscope right *
W     - Ballast intake on/off              *Pressing shift will
S     - Ballast out on/off                  intensify turns.
M     - Map on/off                    4   - Rudder/missile left#
F3    - Larger map on/off             6   - Rudder/missile right#
H     - Hold                               #Pressing enter key
P     - Magnification up                    will turn missile
O     - Magnification down                  faster.
SPACE - Fire a torpedo                8   - Missile down
ENTER - Launch a GASM missile
ESC   - escape (self-destruction)
