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CD-ROM Today (BR) Volume 4 #16
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HELICOPS
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1996-12-18
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HELICOPS
Officer's Manual
Installing HeliCOPS
Technical Support
Game Overview
Mission Briefings
Officer Profiles
Enemy Profiles
Helicopter Specifications
Keyboard Controls
Joystick Controls
Power Ups
Installing HeliCOPS
The HeliCOPS installation program uses Autoplay (a Windows 95 feature that
automatically runs a CD when it is inserted into the CD-ROM drive). If
Autoplay is turned on, you do not need to run the setup program to install
HeliCOPS. The first time you insert the CD into the CD-ROM drive, Windows
95 will automatically start the setup program.
Once installed, every time you insert the CD into the CD-ROM drive the
Autoplay feature of Windows 95 will automatically start HeliCOPS.
To install HeliCOPS (if Autoplay is turned off):
1. Insert the CD in the CD-ROM drive.
2. Click the Start button and choose Run.
3. Type X:\SETUP.EXE (replace X: with the letter that represents your CD-
ROM drive) in the command line and press Enter. The Installation program
opens.
4. Choose the options you want and click Next.
Note: The program file is automatically copied to your hard disk, and
requires approximately 41 MB of disk space.
You can choose to install movies, sounds, and graphics to your hard disk.
The movie files require a large amount of disk space, so you may want to
have these run from the CD. (If the CD is not in the drive, the movies will
be skipped.) If you choose to install graphics and sound to your hard disk,
game response will be significantly improved. The stages are the next most
helpful item to install, followed by the movies.
5. Choose where you want to put the game and click Next. (You can click
the Options button to return to the previous screen if you need to make
changes.)
6. The installation program evaluates your system for optimal
configuration and completes the install automatically.
Note: If DirectX is not already on your system, you may need to configure
some of your DirectX-compliant hardware (such as the sound card or
joystick). You will need to reboot your system before running the game.
After the first installation, running the setup program opens a different
dialog box. This dialog box lets you run the game directly (with perhaps
movies and other components being read directly from the CD-ROM already in
the drive), remove it with the un-installer, copy additional components to
your hard drive, or exit.
HeliCOPS will load effortlessly on many different types of systems, but
occasionally some problems may occur. Video cards that do not comply with
DirectX 2.0 can still be used, but HeliCOPS will run in a window instead of
full screen, and at much slower speeds. For sound cards that are not
compatible, you will have no sound but the game will still run. Some
joysticks may connect to the sound card, so if the sound card cannot work,
then the joystick will not work.
The joystick is a critical piece of equipment for HeliCOPS. You should
calibrate it before playing the game or at any time you feel that it is not
operating accurately.
To calibrate your joystick:
1. Click the Start button and choose Settings, the Control Panel.
2. Double click the Joystick icon.
3. Follow the instructions to install the correct type and then test it
to make sure it is operating optimally.
Technical Support
If you have difficulty installing or running HeliCOPS, call Technical
Support at 972-498-8010. Support is available Monday through Friday from
8:00 a.m. to 9:00 p.m. and on Saturday from 8:00 a.m. to 7:00 p.m. Central
Time. You also can reach Technical Support via America Online (keyword
Seventh) or the Microsoft Network (Go Seventh).
Technical Support also is available via the World Wide Web on 7th LevelΓÇÖs
web page (www.7thlevel.com). Here you can download the latest technical
support information along with demos of current and future products,
register your products online, and participate in contests and chats with
the celebrities and individuals involved in our products.
Game Overview
It has been a generation since the Quake of '98 when, in the blink of an
eye, most of Old Tokyo was reduced to smoldering rubble. Out of the
wreckage, a new shining jewel ΓÇö NeoTokyo ΓÇö emerged like a Phoenix from the
ashes, rising as the New World's center of commerce and technology.
All that is past. It is now the year 2015, and NeoTokyo is in danger. The
name of Maxwell Giger, the ruthless leader of the international crime
syndicate known as Nemesys, is being whispered fearfully from every
neighborhood.
Alarmed at the growing corruption and ineffectiveness inspired by Giger
within the city's police department, Governor Koyo created a secret
airborne strike force known only as The HeliCOPS. Commander Iemitsu
Kabutogani, a decorated veteran of the NeoTokyo police, was the only one
the mayor could trust to lead the special force.
This undercover unit was assembled from unconventional sources, from law
enforcement to high technology, preparing for the day when Giger would
reveal himself. That day came all too soon. Before the HeliCOPS even had a
chance to fly their first mission, Governor Koyo was brutally assassinated
in a cowardly car bombing, leaving NeoTokyo in a state of shock and Maxwell
Giger more feared and more powerful than ever.
The Governor's death was only the beginning. NeoTokyo is on the brink of
collapse and Maxwell Giger has released a "wolf pack" of his most sinister
allies to fan the flames of terror and confusion among the citizens of
NeoTokyo.
The HeliCOPS are the only hope to free NeoTokyo from the iron grip of
Nemesys.
Game Flow
When you start HeliCOPS, you will see the logo and opening animations. To
skip any cinematic playback, click the left mouse button or press Esc.
Officer Log-In Screen
The first screen you will see is the Officer Log-In. If you have logged in
before, simply choose your name from the menu by clicking it. Use the up
and down arrows to scroll through the list, if necessary. Then press Enter
or select SOLO (or NET for multiplayer gaming when that feature is
enabled). You can also double click the name to immediately continue in
SOLO mode.
Note: You may remove a name by highlighting it and clicking DELETE.
If this is the first time that you have played HeliCOPS, you need to log
in. Type in the name you want to be known as. Press Backspace to delete any
letters, if necessary. All of your preferences and game information will be
saved under the name you enter, so it is possible for different people to
play HeliCOPS on the same computer without overwriting each others' games
as long as they use different log in handles.
Options Screens
During gameplay, press Esc to display the Options screen. This lets you set
various preferences that will affect your game. These items will alter a
game IN-PROGRESS, so if things are getting too tough you can reduce the
difficulty or maybe turn some performance options off to speed things up.
Music
You have several choices for background music: OFF if you do not want any
music; MIDI for a unique soundtrack per stage; CD to play any audio CD
installed in the CD-ROM (this option can be used only when you do not need
the HeliCOPS CD) starting at track 1 for stage 1, track 2 for stage 2, etc;
OTHER randomly picks and play an audio track while you are flying.
Volume controls how loudly the sound effects are played. Use the arrows to
increase or decrease this number, with zero being off (no sound) up to five
which is maximum. If the sound level is still too low, try adjusting the
Windows 95 Volume Control window or just turn your stereo up.
Game Difficulty
Overall game difficulty can be Easy (excellent for novices but will quickly
turn boring for experienced players), Medium (a nice compromise - it keeps
you on your toes), or Hard (with the wrong combination of pilot and
helicopter this can challenge even the pros!). Because enemy attacks and
player damage (among many other variables) are directly controlled by this
value, changing this while you play will have immediate results. This
setting also determines how much repairing/restocking your helicopter
receives, if any, between stages.
Exit Mission
Click this option to exit the current mission, which returns you to the
main character selection menu.
Leave HeliCOPS
Click this option to exit HeliCOPS entirely.
Performance Screen
Clicking this option displays the Performance screen. The performance
options include many features which will add glitter and splash to your
game play. However, they may also slow the game down to unreasonable
speeds. If your machine is playing too slowly, try adjusting some of these,
especially the fog range. On the other hand, if you have a really quick
system, turn 'em on all the way and enjoy!
Rotated Effects
Rotated effects will enable or disable rolling special effects according to
the helicopter orientation. Since no effects do so right now, this can
always be OFF.
Textured Sky
Textured sky is an easy way to get some performance back. If the pretty
clouds or dazzling starscape are not very important to you, turning this
OFF will greatly improve game play speed.
Field of View
The field of view determines how wide your vision is. If you are feeling a
bit queasy at the current setting, try the other two. Narrow is generally
faster but does not give you much information on the sides while Wide may
take longer but gives you excellent peripheral vision. The fog range
(explained below) is also adjusted internally by this setting. In Narrow
you can see further than in Wide unless you pull the fog in explicitly
using that control.
Engine Sound
The constant engine noise of your helicopter may get a little annoying
after a while. You can turn this OFF to better hear sounds around you, like
enemies and power ups.
Fog Range
Use the arrows to increase or decrease this number. A value of 1 indicates
the fog is as close to the player as it can get given the current field of
view (see above), which can REALLY speed the game up. However, if you would
like to target your enemies from as far away as possible, change this
setting up to 9. Drawing everything out that far will take longer. Set this
to whatever value produces a nice balance between sight and game speed for
your machine.
Debris
Some special visual effects can also hiccup the game on slower machines,
especially if there is a lot of shooting and dying going on around you.
Debris controls how many additional pieces are flung away from a blown-
apart object.
Effects
Effects adjusts the size of the explosion when something is killed.
Impact
Impact affects the number of red dots that appear whenever one of your
shots hits something.
Keyboard Setup Screen
Click the Keyboard Setup button on the main Options screen to display a
screen that will let you re-map the most common control keys to whatever
you prefer.
Simply click once on the command you would like to change and then press
the key you want instead. When two game functions have the same key
assigned to them you will be warned EXCEPT when one of the functions is not
adjustable. For example, you can quite easily assign the tilde (~) to fire
your weapon (usually reserved for the CONTROL key) but will then lose the
ability to toggle auto-firing. If you do this and want that function back,
simply reassign the offending key to something else. Use the DEFAULT button
to return to the standard game key assignments.
Character Screen
After logging in to the system, you need to choose a character. To obtain
background information on the person click on the INFO button. Also
displayed on this screen is the player status: the helicopter they are
using (if this is an old game), the last stage number that was played and
how many lives remain. You may erase a character by clicking on the RESET
button to start over from the beginning! To pick a character, click the one
you want. If this is a new game, you will be presented with the Choose
Helicopter screen. Otherwise, the game will restart the stage you were last
in with all the power ups and preference options you had at the time.
Choose Helicopter Screen
The Choose Helicopter screen works much in the same way as the character
screen. You may learn a helicopter's specifications by clicking on its INFO
button. To choose your vehicle click on the name or the picture. From here
you will be shown the assembly animation for your craft and then
automatically start loading the first stage.
It is always a good idea to select the helicopter that is appropriate for
the character you have chosen. Pilots in their preferred machines get a
little more speed and agility out of them. Who likes what can be inferred
from the character backgrounds and other not-so-subtle hints.
While a stage is loading you will be shown the briefing slides. These
screens contain the stage objective(s), warnings and any other pertinent
information for the mission you are about to enter. Usually they wait until
the voice-over is finished before proceeding but you can quicken this up by
pressing the SPACEBAR while the screens are being shown. Pressing ESCAPE
will abort the game load and return you to the main character selection
menu. When the stage is ready, you will spin around your helicopter giving
you a quick look-around before actually starting play.
Game Play
Use the F1 key in case you forget what the controls are. Please refer to
the keyboard and joystick sections of this document for the commands
available to you while flying. The Omnipod used by the HeliCOPS presents a
standard cockpit no matter what helicopter type you are in. The instrument
displays are as follows, with those that are available in the outside view
(if TAB is pressed) in italics:
The compass is centered on the top of the screen. It displays the direction
that the helicopter is pointing. The precise heading is the reading above
the little inverted triangle.
Along the right side of the display is the altimeter. This scrolls up or
down as you ascend or descend in height. The measurement units are in
meters, with your exact level noted to the left of the rest of the bar.
The bottom area of the cockpit contains many controls packed together. The
left-hand side has four gauges with numerical counters and icons
underneath. From left to right, these show how much ammunition you have in
your: 100mm's (if your helicopter has them), buzz rockets, devastator
missiles, and annihilator missiles. The 20mm's are not shown because they
never run out. When one of these weapons is selected the appropriate graph,
count and picture will highlight to show it is active. It will also flash
when you fire.
To the right of the ammo counts is the center console. At the top of it are
numerical displays of your "X" position, "Y" position, and then your speed
in meters per second. They will be green or red depending on whether the
value is considered positive or negative. This information can be used to
mark a particular location for later reference, such as where a weaponry
power up can be found.
The left side of this console contains your health bar graph while across
the map from it is your shield bar graph. When full they indicate that your
health or shields are in great shape. They will reduce as damage is taken,
although the shields will recover over time as long as you are not being
hit. If you are severely wounded a warning klaxon will sound and the high
damage indicator just above the map will light. In the outside view, these
two graphs are replaced by two horizontal bars in the upper-left corner of
the screen, with the health on top and the shields on the bottom.
The map is the single most important display in the entire cockpit. It will
give you an idea of what is around you at all times. The helicopter itself
is represented by a blue circle in the exact center of the map. Everything
else shown is relative to the direction the helicopter is currently
pointing, thus if it is above you in the map the object is ahead of you.
The boundaries of the stage are represented by a dark gray rectangle which
encompasses everything of interest in the area. Your helicopter will not be
able to fly outside of this box, although the enemies might and they are
immune to your weaponry if they are beyond these limits! Do not waste your
shots on them, instead wait until they come back into the area and then
blast them.
Everything else that appears on the map is some object that is important.
Its color describes the type of item it is, while its shape represents what
altitude it is in relation to the helicopter. An "X" means it is pretty
close to your height, while a minus "-" indicates it is below you and a
plus "+" above. The colors are as follows:
Color Object
Orange Enemies on patrol - they are NOT actively engaging the player.
Purple Gun emplacements and other non-moving foes.
Yellow An enemy's devastator missile. Avoid these! Chaff when they
get close.
Red Either an attacking mobile enemy or a non-friendly annihilator
missile. Sometimes you can lose persistent enemies by hugging the ground or
getting out of their sight. If they turn from red to orange you have
succeeded in shaking them. As for the missiles, chaff when they get near to
redirect them.
Green Power ups (including weaponry types). Find and collect these to
greatly increase your life-span.
White These are the stage objectives for this mission. What you are
expected to do with them is explained in the briefing screens.
Immediately to the right of the center section are four slots. These will
contain the icon pictures of any power ups you have collected that can be
stored for later use. Power up #1 is the upper-left one, with #2 being
upper-right, #3 lower-left and #4 lower-right. The currently selected power
up will be shown a little brighter. If a power up with a duration is being
used right now, a sound will be played and the icon for the appropriate
power up (or power ups - multiple ones can be used simultaneously) will
glow. When the last long-term power up is exhausted, a termination sound
will be played and the icon(s) removed from the panel. Immediate-use power
ups, such as Munitions and Repair, simply go away when they are activated.
In the outside view, the power ups will be displayed in a row in the bottom-
right of the screen, with #1 being the left-most through #4 as you move
right.
The final cockpit display is to the right of the power ups. This little
screen will show a picture of the current target or be blank if there is
none. The enemy type will be recognizable from this, allowing the player to
precisely select just who they want to destroy. The color of the foe is a
general indication of their threat level, with green ones being mostly
harmless up through yellow, orange and red as their dangerousness
increases. On some stages, information specific to the mission objective(s)
will be shown here instead.
If you fail the stage a screen will appear after the lose animation
providing you still have lives remaining. From it, you may choose either to
TRY AGAIN immediately or return to the MAIN MENU, which is the character
selection screen. If you have no lives left you will immediately restart at
stage one as if you were a fresh new player.
When you are successful, the win animation will be played and you are then
taken to the next stage.
Mission Briefings
ASSAULT ON NEOTOKYO - SuperBridge Shakedown - Stop General Oblix's
KillCorps from advancing to Haneda Airport via the SuperBridge.
By completing the link and cracking the codes of General Oblix's battle
plan, the player discovers that an attack has been launched on the
SuperBridge leading to Haneda Airport. This is a vital link in General
Oblix's takeover plan. If the SuperBridge is not quickly liberated from the
General's iron hand, NeoTokyo will be virtually cut off. The player must
handle the KillCorp's hoverjets while making sure no tanks reach the end of
the bridge.
Officer Profiles
The HeliCOPS were recruited from a variety of sources, some quite
unconventional. The unique individuals who compose this team and their
backgrounds are presented below.
Officer Miki Akino
Sex: Female
Age: 18
Height: 167 cm
Weight: 54 kg
Hair: Black
Eyes: Dark Brown
Origin: Japanese
Specialty: Electronics and Computers
Miki Akino is the daughter of Kanji Akino, inventor of the unique Omnipod
designs used by the HeliCOPS. Miki learned to fly a Comanche before she
could drive a car. While helping her father develop a revolutionary
interface code-named KRMA, the sentient data-creature known as Tiamat
raided the Akinos' compound, killing her father and gravely wounding Miki.
She survived through a series of operations that replaced her crippled arms
and many internal organs with cyberprosthetics. To fulfill her father's
"last wish," Akino became an alpha-level electronics expert, holding a
number of patents for technologies.
Officer Michael Knox
Sex: Male
Age: 23
Height: 178 cm
Weight: 74 kg
Hair: Blonde
Eyes: Pale Blue
Origin: Anglo-European
Specialty: Flight Mechanics
Before joining the HeliCOPS, Michael Knox served as an Interpol agent in
the special "Judgment" division with his twin sister Rachel. As a team,
they had a near-perfect success rate in operations ranging from
surveillance to assassination. Rumors of a psychic bond between them made
them legends in special ops. But for reasons still unknown, Rachel betrayed
the organization, becoming a double agent for Nemesys. Once revealed as a
spy, Michael and an Interpol "sweeper" unit moved in to capture her. Rachel
died while trying to escape, though her body was never found. Her defection
cast a shadow on Michael, who soon resigned from active service.
Officer Shin Otowa
Sex: Male
Age: 19
Height: 154 cm
Weight: 45 kg
Hair: Waist-length Blonde
Eyes: Dark Brown
Origin: Japanese
Specialty: Martial Arts
Officer Otowa is the son of Takamura Otowa and his wife Inada, once a
dancer in the world-famous NeoTokyo Ballet. Early on, Shin chose a path of
study in traditional dance and martial arts, eventually earning a master
title in the World Martial Arts Championship. However, Shin's life was
shattered when his father was imprisoned for murder, a charge Shin believes
was a frame-up by the ruthless profiteer Viktor Shrek. The publicity
following the scandal caused his mother to flee NeoTokyo in disgrace. Shin
became a law enforcement officer to help vindicate his father and restore
his family's honor.
Officer Jackie Ramirez
Sex: Female
Age: 23
Height: 173 cm
Weight: 63 kg
Hair: Auburn
Eyes: Hazel-Green
Origin: Cuban
Specialty: Jack-Of-All-Trades
Jackie Ramirez is the daughter of Cuban arms dealer Esteban Ramirez, but
she rejected her father's trade and became a law officer instead. As the
HeliCOPS' anti-terrorism expert, she uses the skills gained from her
family's "business" for the cause of justice. Jackie was unaware of her
father's criminal activities until, when she was 17, she fell in love with
one of her father's young agents, a boy named Yaku. Insanely protective,
Esteban Ramirez had the boy banished. Jackie suspected that her love had
been killed. She left her father, never to return, vowing to bring him and
his kind to justice.
Officer "Mad" Larry Washington
Sex: Male
Age: 25
Height: 195 cm
Weight: 98 kg
Hair: Black
Eyes: Dark Brown
Origin: American
Specialty: Weapons and Mechanics
Officer Washington has been a pilot since his teenage years "barnstorming"
with his family's vintage "flying circus." At age nineteen he joined the
Navy, quickly becoming a Top Gun pilot and instructor. He is a decorated
veteran of the Gulf War III. In the much-publicized Balkan Incident, during
a covert mission led by the U.N.'s General Oblix, Washington's squadron was
trapped behind enemy lines and was thought to have been destroyed.
Washington emerged from deep cover nearly two years later, the only one to
have survived the ordeal. By then, the U.N. had disbanded, and General
Oblix had formed his army of mercenaries.
Enemy Profiles
The people (well, most of them are anyway) that Giger has come to depend on
to help sow terror and establish his power each have carved distinct niches
in the underworld themselves. Information from their Interpol files is
scant, but what is known about them has been detailed below.
General Oblix
Sex: Male
Age: 45
Height: 165 cm
Weight: 82 kg
Hair: Gray (Balding)
Eyes: Dark Blue
Origin: American
Following the disbanding of the United Nations, the militant General Oblix
found himself without a cause or a mission. Years of peace proved
unendurable to him and drove him to form a mercenary brigade in the Middle
East. Within a few years, Oblix's "Death Brigade" was feared throughout the
world. His alliance with Nemesys reflects his desire to claim a more
permanent base of operations, a desire which places NeoTokyo in peril.
Last in a line of military men dating back to Valley Forge, Oblix is the
youngest general ever promoted to a United Nations command. After
impressive successes in the Second Persian Gulf War he assumed control of
the UN Balkan Task Force. When chaotic world politics doomed the mission
the United Nations itself soon collapsed. With support from international
arms merchants he formed a free mercenary company called the KillCorps to
indulge his lust for destruction. In recent years, the KillCorps executed
coups on four continents. It is considered the most formidable private army
on the planet.
Viktor Shrek
Sex: Male
Age: 32
Height: 173 cm
Weight: 72 kg
Hair: Dark Brown (w/ Gray)
Eyes: Light Brown
Origin: Russian
Clawing his way through the maelstrom of post-Soviet capitalism, Viktor
Shrek, CEO of SIN (Shrek International Network), represents the ultimate
opportunist. Highly respected and gifted with an almost hypnotic ability to
engender trust, Shrek has amassed a global empire in munitions and
cybertechnology. However, the true power he seeks ΓÇö social engineering on a
large scale ΓÇö has thus far eluded him. He sees NeoTokyo as the beachhead
for a new capitalist frontier under his command. His greed knows no bounds,
as does his desire to see the world in a perfect form of his own devising,
free from "petty human strivings."
As a young man in his hometown of Kiev, Viktor Shrek became the most highly
respected businessman in a place where respect is historically granted only
to those who instill fear. His power base enabled him to force political
compromise in Russia where he is widely believed to be the true power
behind the current Moscow Politbureau. Shrek International Networks has
recently sought expansion into new markets with a dynamic line of security
services and technologies field-tested during the recent civil unrest in
his own country.
Helicopter Specifications
The vehicles available for the HeliCOPS use attempt to cover every pilot's
preferences. From the agile but weak Ninja to the crawling behemoth that is
the Brutus, tradeoffs between speed, agility, toughness, and firepower have
been crafted into the helicopter designs. The machines themselves are
briefly described below. They start with the faster but less buff versions,
through those which attempt to combine a little of all the advantages up to
the head-on, direct assault powerhouses. Proper matching of pilot to craft
will significantly increase the chance of success while flying missions.
NINJA
The ultimate personal flier, this tiny craft can outpace and outmaneuver
any existing manned helicopter. While lightly armored with few weapon
options (100mm's are not even available until the first weaponry power up),
it can squeeze into defensible areas and strategically snipe at tougher
foes. Considering its great speed and agility, this is the recommended
vehicle for Hard mode where patience and tactics come into play. Its
shields replenish faster than any other helicopter's.
SPECTRE
Although it lacks heavy armor and weapons (like the Ninja, 100mm's are not
initially equipped), it is reasonably fast and nimble. Its large size
limits its mobility but the triple 20mm's available from the start help
compensate for this and allow it to take a good bit more punishment than
the Ninja. Its shields recharge quickly.
RONIN
This represents a nice balance between durability and maneuvering. This
helicopter has a nice complement of weapons available immediately and can
take a good deal of abuse as well with an average shield recharge rate. It
can also fit into surprisingly small areas, making it an ideal choice for
those pilots who prefer overall flexibility in their vehicles. It is
considered the general purpose HeliCOPS vehicle as it is able to meet most
mission requirements fresh from the factory.
TRITON
Another step up the ladder, this helicopter is built for taking massive
amounts of damage while dealing out a hefty helping of its own. It is not
unreasonably slow or unwieldy, so it is the best choice for beginning
pilots on Easy or Medium mode. Once fully powered, it is second only to the
Brutus in firepower. Its shields do not come back too fast to reflect the
large amount of armor available to absorb hits instead.
BRUTUS
The big guy. This dreadnought is intended for full-on assault without much
regard to dodging. It can take the greatest amount of punishment of all the
helicopters and starts with the most firepower (expandable to ridiculous
amounts). Unfortunately, it is also the slowest and clumsiest. Pilots who
prefer to just wade in and duke it out head-to-head will love the Brutus
(except on Hard!). The shields will eventually regenerate but the speed at
which they do so is the slowest of all the vehicles.
Keyboard Controls
Most of these controls can be customized by selecting the Keyboard Setup
button in the Options screen (accessed by pressing the ESCAPE key during
the game). The following keyboard controls are the default controls.
Note: It is possible to map a key to one that cannot be changed, such as
making the slash "/" key fire your weapons. If you do this, the function of
the non-changeable key will be lost (for example, in this case no network
messages can be sent). To get the key functionality back, either use the
Default button or change the original key.
Flying the Helicopter
Key Action
( Roll the helicopter left.
( Roll the helicopter right.
( Move the helicopter forward.
( Move the helicopter backwards.
Z Turn the tail rotor left, spinning you to the left quickly.
X Turn the tail rotor right, spinning you to the right quickly.
Shift While holding this key down, press the up or down arrow to pitch you
in-place up to 90 degrees. Thus, you can look or fire straight up or down
as long as this key is held. Note: You will not move forwards or backwards
while doing this.When this key is released, you will quickly snap back
straight and level.
Alt While holding this key down, press the left or right arrow will slide
the helicopter in that direction without changing which way it is facing.
This is perfect for strafing across a line of enemies. When this key is
released, the helicopter will simply turn in the indicated direction again.
Use the numeric keypad for the following:
- Gain altitude.
+ Drop altitude.
/ Reduce power (throttle down). The helicopter will get more sluggish.
* Increase power (throttle up). The helicopter starts at full throttle.
Use the main keyboard numbers for the following:
5 Decrease the altitude at which the helicopter is flying.
6 Increase the altitude at which the helicopter is flying.
Cockpit View
To alter the view (use main keyboard numbers but a joystick hat will take
precedence over keys 1-4):
1 Forward (cockpit) view from inside the helicopter. The instruments
are visible here.
2 Look left out of the cockpit.
3 Look right out of the cockpit.
4 Directly behind the helicopter. Nice for watching enemy missiles
chase your chaff or to see if anyone is on your tail.
8 Stationary view facing the front of the helicopter.
9 Stationary view facing the back of the helicopter.
To control the "swagger" in views 8 & 9:
[ Tightens the camera view (less wobble).
] Loosens the camera view (more helicopter movement visible).
7 View from the outside of the helicopter. This has a great deal of
options and flexibility in camera movement (explained below), which can get
quite confusing. We recommend just trying the various possibilities until
you achieve a position you like (right underneath the helicopter looking
where it is going is a nice one).
To move the camera (use the numeric keypad):
4 Circle the camera clockwise around the helicopter.
6 Circle the camera counterclockwise around the helicopter.
8 Rotate the camera looping above the helicopter.
2 Rotate the camera going underneath the helicopter.
5 This determines which way we point the camera. Initially, it is set
to point with the helicopter, i.e., in the direction it is going. Pressed
once, it will point the camera directly at the helicopter at all times.
Pressing the key again reverts back, etc..
7 Move the camera closer to the helicopter, although it will never go
completely through it.
9 Move the camera farther from the helicopter - there is no upper limit
to this range so your vehicle can get out of sight!
. The camera usually points towards where the helicopter is going. To
get a quick look in the exact opposite direction, tap this key. Tap it
again to look ahead once more.
0 By default, the camera's pitch is locked to that of the helicopter.
Thus, it cannot tilt up or down to look at a slight angle. When pressed,
this key unlocks the camera so it can do just that (and the following two
keys can be used). Pressing it again locks the camera.
1 Pitch the unlocked camera lower (look down).
3 Pitch the unlocked camera higher (look up).
Weapons
The HeliCOPS have a variety of weaponry available in their arsenal. Two
types of guns, rockets, and two different missiles exist to pound the
forces of Nemesys into powder. Each weapon has a unique firing rate (a
delay between successive shots), auto-targeting range (some weapons will
not lock unless the enemy is close), and auto-target field of view (for
example, the main guns and missiles can target over almost the entire
visible range while buzz rockets lose track easily unless the player is
pointed more or less right at the enemy). The difficulty level chosen by
the player will also affect the weaponry. The field of view gets smaller as
the difficulty increases and the weapons do less damage.
Key Action
T Chooses the main guns, 20mm's, which have unlimited ammunition. They
can be quite lethal at high levels of weaponry powerups.
Q Selects 100mm guns (if available). They are more powerful than 20mm's
but fire slower. They do have a much longer targeting range, however.
W Arms buzz rockets. These burst in groups and do a great deal of
damage but have a slow reload time and are only effective at relatively
close ranges.
E Picks devastator missiles. They are less accurate and pack less of a
punch than annihilators but fire faster.
R Prepares annihilator missiles. Having great range and a fast top
speed these are the most powerful weapons around. On Easy mode they can
kill many enemies in just one hit.
Ctrl Fires the selected weapon if any ammunition is left.
~ Toggles auto firing on or off. By default, this is turned off. For
keyboard players, turning this on leaves more fingers available for
maneuvering and defense.
0 Turns missile tracking on. Every new missile fired will then be
tracked. If this gets old, press this key again to turn it off.
Enter Releases chaff. Enemy missiles can be quite as deadly as your own.
These particles have a good chance (that drops as the game difficulty level
increases) of attracting missiles CLOSE to the player and causing them to
target the chaff instead. They then spiral harmlessly down until they
exhaust themselves. The only limit on this is the delay between which
successive chaff bursts can be fired. This delay is short on Easy but is
long enough on Hard, so that care must be taken to time it for the best
effect.
Targeting
Key Action
Home Auto-targeting (default). With this on, the nearest enemy will always
be targeted.
End No targeting. Crosshairs appear and all player shots are directed
straight ahead. This can be useful to concentrate on a non- or slow-moving
enemy to the exclusion of others that may be close enough that auto-
targeting would get distracted and lock onto them instead.
To enter the manual targeting mode:
Page Up Selects a target that is farther away from the current target
and sticks with it as long as possible.
Page Down Selects a target that is closer than the current target and
sticks with it as long as possible. Once you are in manual mode, a new
target will be selected if the current one is destroyed or moves out of
range / view. However, it is recommended that auto-targeting be turned back
on instead of relying on manual mode's selection capabilities.
Targeting Display Options:
B Toggles a "shrinking" box (the smaller the box, the better the lock
is) with crosshairs. The length of the crosshairs indicate how accurate the
current weapon can ideally be (the longer the better) while the color of
this display indicates the degree of lock established. Red means we have
just started and anything fired now will be pretty inaccurate. This changes
as time goes on from orange to yellow to green, by which point the weapon
will have the best accuracy it can. This is most useful for missile firing
to help ensure a good lock and therefore a hit.
C Toggles a numerical display of the distance to the target in meters.
The color of these numbers follows the lock reasoning of the box explained
above.
V Toggles a picture of the target shown in the small right-hand cockpit
screen. Good for determining just what a far-off target actually is and to
ensure you are on the enemy you want.
G Toggles enemy health bar graph on and off. This bar reduces as the
foe takes more damage and is closer to death. When the bar is exhausted the
target dies.
Insert Toggles current weapon's field of view on and off. Some weapons
(like buzz rockets, especially on Hard mode) have very narrow areas in
which they will auto-target. This display will outline the rectangle that
the current weapon's good in to remind the player to keep the enemy within
that view.
Power Ups
The available power ups and what they can do are listed later in this
document.
Key Action
A Selects power up 1 (upper-left icon).
S Selects power up 2 (upper-right icon).
D Selects power up 3 (lower-left icon).
F Selects power up 4 (lower-right icon).
Spacebar Activates the selected power up. Sometimes the result is
immediate and other times a sound will begin and last for how long the
effect is good for. This depends on the power up used.
Miscellaneous
Key Action
F1 Displays On-screen help of game controls.
Esc Displays the options screen, unless an animation is playing, in which
case it cancels the cinematic playback.
H Toggles the display of a hit to the player helicopter. This is a
circle with a line and bar on it. The line points where the enemy who just
hit the player is in relation to the helicopter (straight up is directly
ahead, down is behind the helicopter, etc.). The bar indicates the altitude
of the enemy - if it is towards the top of the circle they are above the
'copter, while if it is at the bottom of the circle they are underneath.
The color of the entire display indicates the severity of the impact -
white means a relatively insignificant hit, while yellow, orange and red
suggest ever more damaging blows.
Pause Halts all game action while flying until this key is pressed again.
, and . Decreases or increases the cockpit map magnification. The
larger the number, the more area can be scanned but the more crowded the
display is. Use lower magnifications to home-in on a power up while bigger
ones can quickly pinpoint stage objectives. The numbers with their
respective zoom factors are:
1 - 100 meters 3 - 300 meters
6 - 600 meters 10 - 1 kilometer
20 - 2 kilometers 30 - 3 kilometers
60 - 6 kilometers
Tab Toggles instrument displays on or off (when the view is not in the
cockpit).
To reduce the tediousness of long flight times, especially in slow
helicopters, the pace of the entire game can be changed. The following keys
implement this. Do not let events get too quick for you to handle!
- (main keyboard) Reduces the time factor by one if it has been
accelerated.
= (main keyboard) Increases the relative speed of the game, up to five
times normal play. This can just be an even faster way to get killed unless
most of the enemies have been destroyed.
Backspace Immediately jumps to time factor one, which is usual.
Joystick Controls
Flying the Helicopter
Key Action
Left Rolls the helicopter left.
Right Rolls the helicopter right.
Up Moves the helicopter forward.
Down Moves the helicopter backwards.
Button 2 While holding this button down, pressing left or right slides
the helicopter in that direction without changing which way it is facing.
This is perfect for strafing across a line of enemies. When this button is
released, the helicopter will simply turn in the indicated direction again.
Button 4 While holding this button down, pressing up or down pitches you
in-place up to 90 degrees. Thus, you can look or fire straight up or down
as long as this button is held. Note you will not move forwards or
backwards while doing this. When this button is released, you will quickly
snap back straight and level.
Throttle This is the helicopter's collective. If the throttle is
centered midway between its two extreme positions the helicopter will
hover. A "lower" throttle will start the helicopter descending while
pushing it to full will cause altitude to be gained. It takes some practice
to return the throttle to the centered position when the desired height is
achieved but the sensitivity this input allows makes it well worth learning
this skill.
Weapons
Key Action
Button 1 Fires the currently-selected weapon if any ammunition is left
for it.
Button 3 Selects a new weapon type to ready for firing. Pressing
repeatedly will eventually loop through all the possible choices.
Cockpit View
If a "hat" is present, the following additional actions are possible.
Note: The "hat" takes precedence over the keyboard, so changing the view
from the cockpit using a keyboard key only "flashes" the new view and then
returns to whatever the "hat" indicates.
While in the cockpit (key 1):
Hat Up/Normal Forward (cockpit) view from inside the helicopter. The
instruments are visible here.
Hat Left Look left out of the cockpit.
Hat Right Look right out of the cockpit.
Hat Back Directly behind the helicopter. Nice for watching enemy
missiles chase your chaff or to see if anyone is on your tail.
While in the chase (outside) view (key 7), to move the camera:
Hat Left Circle the camera clockwise around the helicopter.
Hat Right Circle the camera counter-clockwise around the helicopter.
Hat Up Rotate the camera looping above the helicopter.
Hat Down Rotate the camera going underneath the helicopter.
Miscellaneous
HeliCOPS fully supports the Microsoft 3-D joystick and all of its
functions.
Rudder pedals may be used and are quite handy for spinning quickly (they
affect the tail rotor).
Not all joysticks have hats, throttle controls or as many buttons as
HeliCOPS supports. The keyboard will have to be used to supplement those
controls which cannot be activated through the joystick.
Power Ups
Power ups can be identified within the game as hexagonal spinning objects
of assorted colors (green, blue, purple, etc.). They have a picture (an
icon, usually similar to what will be displayed in your cockpit power up
area if it is collected) and a text description of what they are. You can
carry up to four at on time in the helicopter. Power ups survive from stage
to stage unless the helicopter is destroyed or they are used. Sometimes a
power up will not be accepted on-board - this is probably due to it being
ammunition when the player is already maxed-out in that particular weapon.
If a player has two or more of a type of powerup that lasts for a while and
uses them both at once, the effective duration is doubled. Four
Invincibilities would be effective for a good long time.
You pick up a power up by running over it. You must be able to see it right
in front of you, then move over it.
Weaponry power ups are special. They look like spinning gun turrets. When
you collect these power ups, they will increase the on-board weaponry of
20mm's and 100mm's (i.e., more will fire simultaneously) as well as
increase the maximum ammunition available for all weapon types. For the
Ninja and Spectre, which do not start with 100mm's, the first weaponry
power up will cause this weapon to be added to the helicopter.
There are six unique levels of weaponry. A new helicopter starts at 0 with
the default complement of weapons available for that helicopter type. Each
weaponry power up collected will increase overall firepower up to a maximum
of five. At this point, all helicopters deliver 20mm and 100mm death very
effectively, with the Ninja still having the "weakest" (relatively
speaking) and the Brutus the most overpowering assortment of destruction.
Every time a life is lost one level is subtracted from the weaponry level,
making things a bit harder. As a reward for successfully completing a
stage, one powerup level is automatically added to your helicopter. In
summary, seeking out and retrieving all the available weaponry power ups at
the beginning of each stage will make completing it much easier and more
enjoyable. They show up on your cockpit map as green, just like other power
ups.
The normal power ups are as follows:
Ammo One of these exists for each relevant type of weaponry (100mm [Ammo],
Buzz Rocket, Devastator and Annihilator). Unless the player already has
full ammunition for that weapon, they will boost that weapon to its full
capacity immediately when collected. They are not stored in the helicopter
for future use.
Cloak This will last for a while once activated. It will hide the player
from the enemy, causing them to wander about aimlessly as long as it is in
use. This provides a nice breather if the action is getting too heavy.
Conflict When this is used, the enemies will turn on and fight each
other with the same tenacity they usually reserve for the player. While
they are off killing each other, the player can be collecting more power
ups or just picking the enemies off while they are distracted. It does not
last for too long.
Extra Life One life will be added to the player's current total as soon as
this is picked up.
HyperSpeed This doubles the maximum speed and effective agility of the
player helicopter, making even the Brutus snappy and responsive. This
effect lasts for a good long time before wearing out.
Intensifier The player's weapons (all types) will do TWICE their normal
damage if they are fired while this is on. It doesnΓÇÖt hang around for too
long but the results can be incredibly awesome while it lasts. Try a Smart
Bomb when one of these is on in Easy mode within a bunch of enemies.
Invincible The standard - all weapons will be reloaded and no ammunition
will be used while this lasts. Of course, the player can not be hurt at all
either. Very good to just blindly wipe-out everything around and you can
forget about defending or dodging for a while.
Lock On This lasts a while. While it is activated, all weapons have
PERFECT accuracy with NO lock-on time required. Tons of very smart missiles
can be released while it is on to clear an area quickly.
Munitions Out of ammunition? This will immediately restore all weapons to
full capacity when it is used.
Nova Restore The perfect cure-all. This will be used AUTOMATICALLY if a
hit is taken that would kill the player but he has one of these lying
around. It will repair all damage and restock all weapon supplies when it
is used.
Rapid Fire This will temporarily double the firing rate of all weapons.
Buzz rockets suddenly become real useful while this is on.
Repair This quick-fix removes all damage from the helicopter when it
is activated. It also is used automatically if required, just like the Nova
Restore.
Scrambler When used, all enemy missiles in-flight will retarget on other
enemies. Any new missiles fired for a while will also ignore the player and
go after other enemies instead. Other weapons are NOT affected. This is
great if you are tired of chaffing.
Smart Bomb The classic area-of-effect weapon. When used, a large amount of
damage will be inflicted on all enemies around the player, dropping off in
effectiveness the farther away they are from the helicopter. The difficulty
mode the player is playing also affects the base damage done. Easy is quite
satisfying while on Hard this is normally not too impressive. However,
combined with the Intensifier, it can be quite chilling.