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Precision Software Appli…tions Silver Collection 1
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Precision Software Applications Silver Collection Volume One (PSM) (1993).iso
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mc386_11.exe
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MC386.DOC
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1992-02-26
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Missile Command 386
Version 1.1
Program requirements: VGA, MS-compatible mouse or trackball. Those are
required; additionally the game wants a fast machine
(like 16 MHz) and a math coprocessor because it does
floating point math while in progress and would have
to stop and think it the middle of its attacks; but
the program is runnable without these conditions.
Missile Command is a simple game. It consists of a series of rounds. In each
round the game mounts an attack on your cities. This consists of missiles
entering from the top of the screen or coming from a satellite or airplane
that flies across the screen. Also a flying saucer may try to destroy one of
your cities or missile bases. To defend yourself, you have three missile
bases, each armed with ten missiles. The idea is to destroy the attacking
entities with your missiles before they can destroy your cities. Missile
bases which are destroyed will be reborn with the next round. Cities lost
are gone forever but the game generously rewards you with a bonus city for
every 10000 points you score. It is possible to have more cities than will
show up on the screen; these reserve cities will take the place of the
displayed cities as those are destroyed. The reserve cities are also used
in calculating the game score.
The game ends when all of your cities have been destroyed. That will not take
long if you do not defend skillfully. Remember it takes time for your missile
to get to its target so you have to lead the missile you want to intercept.
Also once you press that key the missile is fired; you need not wait on it.
It will take care of itself, traveling to its targeted position and exploding
there. One useful strategy is to create an arc of death in the sky by moving
the mouse cursor and rapidly pressing a fire key; small Xs will appear in the
sky indicating the explosion points for the launched missiles. Properly
placed, this arc can thin an attack considerably, giving you time to pick off
individual enemies that might have been missed in the fireworks. Each of your
missiles has a killing radius such that it does not have to directly hit a
target to destroy it but that radius is smaller against a satellite, plane
or flying saucer than it is against an attacking missile.
A thing to remember is that as wonderful as it is to shoot down a plane or
flying saucer, the most important thing is to save the cities.
Keys: Scoring:
A : Fire missile from lefthand base Surviving city 150
S : Fire missile from center base Surviving missile base 100
D : Fire missile from righthand base Unused defense missile 5
N : Noise toggle
P : Pause; hold down for slow motion Destroyed attacking missile 25
Destroyed plane 75
ESC : Quit to DOS Destroyed satellite 75
Destroyed flying saucer 75
Bonus city for each 10000 points Bonus for destroying whole attack 100
MC.EXE accepts a command line argument, a real number in the range .1 to 10.
This is a factor in the distance a missile moves for each game cycle with a
smaller number meaning a shorter distance and thus slower missile speed.
The default is .85 which is a number which plays okay on my 16 MHz machine
which has a math coprocessor. The 10 is really kind of a joke but you have
to set an upper limit somewhere; on my computer it is more like a lightning
storm than Missile Command. On a 4.77 Mhz machine without a coprocessor,
the missiles would come in just a bit more slowly with the command line as
C:\>mc 10
than they would on mine without the argument but the game would not be
playable. You could move the mouse across the screen while the machine
calculated its previous target position. If you enter a number outside of
the range .1 to 10 or omit the argument (it is optional) the default is
used.
Missile Command needs a fast machine and a coprocessor because it attempts
to animate so many objects at arcade game speeds.
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History
Version 1.1 -- January 27, 1992
Changed name to Missile Command 386 and zipfile name to MC386_11.zip.
First version compiled with Borland C++ 2.0.
Settled on fourteen different sky colors.
Removed calls to mshow() and mhide() and those functions from
MC_MOUSE.C
MC_PLAY.C
MC_MOUSE.C
MOUSE.H
and replaced the calls to them with inline assembly language code. Should
make cursor display more stable during heavy screen activity.
Made sfx and saucer structures near which may eliminate the problem of the
blank rectangle they occasionally left on the screen as they moved; I suspect
that was due to the program becoming confused as to where the images were
stored in memory. We shall see
Feynman Software, St. Louis, Missouri.