home *** CD-ROM | disk | FTP | other *** search
-
- ARMADA
- (C) COPYRIGHT HYPERWARE 1991
- ARM.EXE
- Ver 1.0
-
- A PRODUCT OF...........
-
- HYPERWARE
- 13245 SKIOMAH RD.
- APPLE VALLEY, CA. 92307
-
- SYSTEM REQUIREMENTS
-
- THIS PROGRAM REQUIRES THE FOLLOWING EQUIPMENT.
-
- 1. IBM COMPATIBLE COMPUTER (286 OR BETTER RECOMMENDED).
- 2. EGA WITH 256K OF MEMORY ON CARD.
- 3. HARD DISK (DISK CASHING RECOMMENDED)
- 4. MICROSOFT COMPATIBLE MOUSE
- 5. MINIMUM OF 512K MEMORY
-
- NOTE: SLOWER COMPUTERS MAY PRODUCE UNSATISFACTORY RESULTS
- WITH ALL GAME OPTIONS ON. IF THE GAME IS SLUGGISH TRY
- PLAYING WITH OUT FIGHTERS OR WITH THE IR SCOPE OFF.
-
- OPTIONAL EQUIPMENT
-
- 1. SOUND BLASTER
-
- GENERAL
-
- YOU COMMAND THE AN ALLIED ARMADA CHARGED WITH DEFENDING YOUR
- AREA OF RESPONSIBILITY (GRID SQUARE). YOU HAVE 5 SHIPS PLUS
- AN ADDITIONAL CRUISER/COMMAND SHIP. YOUR CARRIER IS CAPABLE
- OF LAUNCHING ONE FIGHTER EQUIPPED WITH RADIATION AND INFRARED
- MISSILES. YOU HAVE ELECTRONIC COUNTER MEASURE JAMMING AND
- INFRARED JAMMING AVAILABLE TO SPOIL THE ENEMY'S AIR POWER
- ATTACKS, AS WELL AS JAM HIS INFRARED TARGET DETECTION EQUIPTMENT.
- YOU WILL BE PAIRED AGAINST ONE OF THE ENEMY'S TOP THREE COMMANDERS
- AND WILL HAVE TO CONTEND WITH HIS RELENTLESS SHELLING AND
- AIRCRAFT ATTACKS. BE WARE! THE WATERS ARE MINED.
-
- SET UP
-
- USE INSTALL TO COPY AND SET UP THIS PROGRAM TO YOUR HARD DISK.
- INSTALL WILL MAKE A DIRECTORY ON YOUR HARD DISK CALLED "ARMADA".
- IF YOUR HARD DISK IS PARTITIONED INTO MORE THAN ONE DRIVE, YOU
- MAY SELECT THE DRIVE OF YOUR CHOICE. INSTALL WILL EXTRACT THE
- REQUIRED FILES TO RUN THE PROGRAM. ONCE EXTRACTED JUST TYPE
- "ARM.EXE" TO RUN THE PROGRAM. SEE INSTALL.TXT FOR MORE INFOR-
- MATION.
-
- SOUND BLASTER SUPPORT
-
- IF A SOUND BLASTER CARD IS INSTALLED IN YOUR COMPUTER, THE GAME
- WILL RECOGNIZE IT AND SET UP FOR SOUND EFFECTS. YOU MUST HAVE
- 640 K OF MEMORY OR THERE MAY NOT BE ENOUGH ROOM FOR THE SOUND
- EFFECTS TO LOAD. SOUND EFFECTS CAN BE ELIMINATED BY SELECTING
- THE AUXILIARY CONTROL PANEL AND THEN SELECTING THE SOUNDS BUTTON.
-
-
- MAIN MENU
-
- 1. OPTIONS
- 2. DETAILS
- 3. SHIP INFO
- 4. OPPONENTS
- 5. START BATTLE
- 6. QUIT
-
- 1. OPTIONS
-
- TWO MINES ARE PLANTED IN EACH BATTLE SQUARE. A CANNON ROUND
- OR FIGHTER MISSILE WILL EXPLODE A MINE. MINE KILL RADIUS IS
- 2 GRID SQUARES. MINE DETONATIONS USUALLY SET OFF OTHER MINES
- WITHIN A 2 GRID RADIUS. (OCCASIONALLY THE MINE WILL DUD OR
- A LOW ORDER DETONATE.)
-
- CHOOSE: 0 MINES
- 1 MINE
- 2 MINES
-
- FIGHTERS
-
- ONE MARINE STEALTH FIGHTER FLIES FOR EACH SIDE. THESE FIGHTERS
- ARE EQUIPPED WITH RADIATION(EC) AND INFRARED(IR) GUIDED MISSILES.
- IF AN AIRCRAFT CARRIER GETS KILLED FROM EITHER SIDE, THAT FIGHTER
- WILL MAKE A FEW MORE ATTACKS BEFORE HE HAS TO DIVERT TO HIS AUX
- BASE. THIS LEAVES THE EFFECTED SIDE WITHOUT FIGHTER SUPPORT.
- FIGHTERS PROBABILITY OF KILL (PK) GOES UP AS ELECTRONIC (ECCM)
- AND (IR) JAMMERS ARE KNOCKED OUT. JAMMERS DEGRADE WITH 1 HIT.
-
- CHOOSE: FIGHTERS ACTIVE
- NO FIGHTERS
-
- FIGHTER (PK) NO JAMMERS OUT or DEGRADED: 17% - 20%
- FIGHTER (PK) ONE OR MORE JAMMERS DEGRADED: 30% - 40%
- FIGHTER (PK) ONE JAMMER OUT: 40% - 50%
- FIGHTER (PK) TWO JAMMERS OUT: 60% - 70%
-
- DAY/NIGHT MISSION
-
- IF CHOOSING A NIGHT MISSION, BEST RESULTS ARE OBTAINED BY LOWERING
- THE LIGHT LEVEL IN THE ROOM.
-
- IR SCOPES
-
- CHOOSE: SCOPES ON
- NO SCOPES
-
- IR SCOPES CAN BE VERY HELPFUL FOR IDENTIFYING TARGETS. WHEN OPPO-
- SING IR JAMMERS ARE ACTIVE, TARGET DISCRIMINATION IS DIFFICULT.
-
- GAIN: - HIGH GAIN - MORE VALID AS WELL AS FALSE TARGETS.
- FZ : - FREEZE BUTTON - HOLDS CURRENT SCREEN INFO, NO UPDATES.
- RR : - REFRESH RATE BUTTON - TOGGLES FAST / SLOW SCREEN REFRESH.
- EP : - EMERGENCY POWER BUTTON - DOUBLES SET POWER OUT - LIMITED
- TO 3 SCREEN UPDATES (SLOW REFRESH) THEN REQUIRES 1 MINUTE
- FOR SET TO COOL DOWN BEFORE IT CAN BE USED AGAIN.
-
- NOTE: FZ, RR, AND EP BUTTONS CHANGE TO A RED COLOR WHEN ACTIVATED.
- TO ACTIVATE, MOVE THE HAND POINTER TO THE BUTTON, PUT THE FINGER ON
- THE BUTTON AND PRESS THE LEFT MOUSE BUTTON.
-
- SCOPE INTERPRETATION
-
- DARK RED DOTS - POSSIBLE TARGETS - MAY BE FALSE - SEE GAIN SETTING
- BRIGHT RED DOTS - HIGH HEAT SOURCE - MARKS TARGETS ALREADY HIT.
- BLUE DOT - POSSIBLE LOW HEAT TARGET - MAY BE MINE OR FALSE TARGET.
-
- WHEN NO FIGHTERS SELECTED AND IR SCOPES ACTIVE, IF YOU WAIT MORE
- THAN 90 SECONDS BEFORE SHOOTING, THE ENEMY WILL SHOOT AT YOU FIRST.
- DON'T GET SCOPE MESMERIZED.
-
- 2. DETAILS
-
- THIS GAME IS PLAYED BY PLACING YOUR SHIPS IN POSITIONS ON THE
- BATTLE SQUARE YOU DEFEND. THE OBJECTIVE IS TO GAIN CONTROL OF
- THE SEA. THE ENEMY AND ALLIED ARMADAS ARE OF NEARLY EQUAL
- STRENGTH WHEN YOU START. ONE SIDE MAY HAVE A SLIGHT ADVANTAGE
- DEPENDING ON WHICH OPPONENT YOU CHOOSE.
-
- STANDARD GAME: (1) BOTH SIDES HAVE 5 SHIPS TO SINK
- (2) BOTH SIDES HAVE ONE ATTACK JET (IR/RADAR)
- (3) BOTH SIDES HAVE 2 HIDDEN MINES IN THE WATER
- (4) BOTH SIDES HAVE IR DETECTION EQUIPTMENT
-
- OPTIONS: (1) MINES - 2 IS DEFAULT (CHOOSE 0 - 2)
- (2) FIGHTERS - ACTIVE BY DEFAULT (CHOOSE OFF)
- (3) OPPONENT - RANDOMLY SELECTED IF YOU DO NOT
- CHOOSE ONE BEFORE GOING TO BATTLE.
- (4) IR SCOPES - ACTIVE BY DEFAULT (CHOOSE OFF)
-
- DAY/NIGHT: NIGHT MISSIONS ARE BEST IN A DARKENED ROOM
-
- EXCEPTION: OPPONENT #3 ALWAYS FIGHTS WITH 2 MINES
-
- GAME INPUT
-
- (1) ALL GAME INPUT IS VIA THE MOUSE. THE KEYBOARD CAN BE USED FOR
- (Y/N) ANSWERS, OR MOVE THE HAND POINTER TO THE Y or N AND PRESS
- THE LEFT MOUSE BUTTON.
-
- (2) SQUARE COLORED BUTTONS ARE USED FOR INPUT. THE BUTTONS ARE
- NOT ACTIVE WHEN COLORED YELLOW. WHEN BUTTONS TURN GREEN OR
- BLUE, THAT INPUT MAY BE ACCOMPLISHED.
-
- (3) INPUT IS STARTED BY SELECTING A TARGET GRID. MOVE THE POINTER
- TO A TARGET GRID SQUARE AND PUSH THE LEFT MOUSE BUTTON.
-
- (4) ONCE A TARGET GRID IS SELECTED, THE GAME BUTTONS WILL CHANGE
- FROM YELLOW TO GREEN OR BLUE AND MAY BE SELECTED AT THAT TIME
-
- ____ ____ ___
- FIRE |____||____| RESET |_A_| = AUXILIARY PANEL
- HOLD |____||____| SPEED
-
- ____
- |____| FIRE -- FIRES THE GUN, THEN MOVES TO THE OUTSIDE VIEW.
- ____
- |____| RESET --- ALLOWS YOU TO CHANGE THE SELECTED TARGET GRID.
- ____
- |____| SPEED --- INCREASE OR DECREASE BULLET SPEED.
- ____
- |____| HOLD ---- HOLD THE OUTSIDE VIEW UNTIL A KEY IS PRESSED.
- __
- |__| A ------- OPEN THE AUXILIARY CONTROL PANEL.
- ____
- |____| MOUSE --- [AUX] EFFECTS MOUSE SENSITIVITY.
- ____
- |____| SOUNDS -- [AUX] TURNS ON/OFF SOUND BLASTER IF INSTALLED
-
- [AUX PANEL] ---- PUSH THE BLUE MOUSE BUTTON TWICE TO RETURN TO
- THE GAME CONTROL PANEL.
-
- [ESCAPE] ------- PUSH ESCAPE TO RETURN TO THE MAIN MENU, YOU
- WILL BE ASKED IF YOU WANT THE "MAIN MENU? (Y/N). SELECT "Y"
- TO RETURN TO THE MAIN MENU.
-
- 3. SHIP INFO
-
- CARRIERS: CAPABLE OF LAUNCHING JET FIGHTERS EQUIPPED WITH IR AND
- RADAR/RADIATION MISSILES. [5 HITS TO KILL]
-
- DESTROYERS: CARRY THE INFRARED (IR) JAMMERS FOR THE FLEET. ONE
- HIT DEGRADES JAMMER, A KILL ELIMINATES JAMMER. [4 HITS TO KILL]
-
- CRUISERS: CARRY A 150MM GUN USED TO SHOOT AT THE ENEMY. TWO ARE
- PRESENT, THE ONE NOT IN THE GRID SQUARE IS THE SHOOTER AND DOES
- NOT COUNT IN THE KILLS REQUIRED TO WIN. [3 HITS TO KILL]
-
- SUBMARINES: [3 HITS TO KILL]
-
- JAMMERS: CARRY THE ELECTRONIC SPECTRUM JAMMERS FOR THE FLEET.
- ONE HIT DEGRADES JAMMERS A KILL DISABLES THEM. [2 HITS TO KILL]
-
- NOTE: WHEN JAMMERS DEGRADE, OPPOSING PILOTS ARE MORE EFFECTIVE
- AS THERE IS LESS INTERFERENCE TO CONFUSE THE MISSILES.
-
- 4. OPPONENTS
-
- CHOOSE AN OPPONENT
-
- #1. ADMIRAL IVAN DEMONIAC - KNOWN FOR HIS [ picture ]
- STERN APPROACH, A STRICT DISCIPLINARIAN. HAS
- A TRAINEE AS AN IR SCOPE TECHNICIAN.
-
- #2. CAPTAIN ARY N. RACE - THIS MAN [ picture ]
- THINKS HE IS GOD'S GIFT TO SEA WARFARE.
- HE IS AN EGO MANIAC THAT CAN NEITHER LEAD
- NOR FORMULATE A BATTLE PLAN. HAS A SEASONED
- VETERAN IR SCOPE TECHNICIAN
-
- #3. LT COMMANDER ULE SHIVA - HE BRIBED A [ picture ]
- MINE LAYER FOR INFORMATION CONCERNING THE
- COORDINATES OF MINES LAID IN ALLIED WATERS.
- HIS IR SCOPE TECHNICIAN IS OCCASIONALLY
- BRILLIANT.
-
- NOTE: YOU ALSO GET PERIODIC INTEL REPORTS OF KNOWN ALLIED MINE
- COORDINATES IN ENEMY WATERS WHEN PLAYING AGAINST ULE SHIVA. YOUR
- INTEL OFFICER IS NOT AS EFFICIENT AS HIS, SO THIS VITAL INFORMATION
- MAY BE DELAYED UNTIL AFTER SEVERAL SHOTS.
-
- 5. START BATTLE
-
- THIS SELECTION TAKES YOU TO THE INSIDE VIEW OF YOUR COMMAND
- SHIP THE CRUISER "FAITHFUL". THIS CRUISER IS EQUIPPED WITH
- WAR STATUS BOARDS THAT TRACK THE HITS AND MISSES FOR EACH
- SIDE. THE SHIP IS ALSO EQUIPPED WITH A 150 MM GUN USED TO FIRE
- ON THE OTHER SIDE. YOU RECEIVE INFORMATION WHEN THE ALLIED
- PILOT IS FIRING ON THE ENEMY AND INFORMATION WHEN THEN ENEMY
- PILOT IS FIRING ON YOUR POSITION.
-
- TO GET STARTED YOU MUST "PLACE YOUR SHIPS" IN THE BATTLE SQUARE.
- YOUR BATTLE SQUARE IS THE ONE ON THE LEFT SIDE OF THE SHIP (ALLIES).
- MOVE THE HAND POINTER TO THE SHIP YOU WANT TO PLACE ON THE BOARD
- AND PRESS THE LEFT MOUSE BUTTON. THE SHIP WILL BE HIGHLIGHTED
- WITH A BOX TO LET YOU KNOW IT IS THE ONE SELECTED. NOW MOVE THE
- HAND POINTER TO THE GRID YOU WANT TO PLACE THE LEFT MOST END OF
- THAT SHIP ON (FOR HORIZONTALLY REPRESENTED SHIPS) OR THE GRID
- YOU WANT TO PLACE THE TOP MOST END OF THE SHIP ON (FOR VERTICALL
- REPRESENTED SHIPS); NOW PRESS THE LEFT MOUSE KEY AGAIN. THE SHIP
- WILL APPEAR ON THE GRID SQUARE IN THE POSITION YOU SELECTED.
-
- NOTE: IT IS IMPOSSIBLE TO PLACE A SHIP OUT OF THE GRID SQUARE, IF
- ANY PORTION OF THE SELECTED SHIP WILL BE OUT OF THE GRID SQUARE
- WHEN THE LEFT MOUSE BUTTON IS PUSHED, A WARNING WILL LET YOU KNOW
- THAT IT IS NOT A VALID POSITION.
-
- STARTING THE WAR - YOU MAKE THE FIRST SHOT! (HOPEFULLY)
-
- NO ACTION WILL TAKE PLACE UNTIL YOU "SELECT A TARGET GRID".
- [EXCEPTION:] IF YOU ARE PLAYING WITH NO FIGHTERS AND USING THE IR
- SCOPES, THE ENEMY WILL FIRE AT YOU AFTER 1 AND 1/2 MINUTES IF YOU
- HAVEN'T FIRED. THIS WILL KEEP YOU FROM STUDYING THE INFRARED
- SCOPE FOREVER WITH OUT FIRING. "SELECT A TARGET GRID" BY
- MOVING THE HAND POINTER TO THE ENEMY GRID SQUARE BOARD THEN
- CHOOSE A SMALL GRID WITHIN THAT LARGE SQUARE. (PRESS THE LEFT
- MOUSE BUTTON). ONCE THE GRID HAS BEEN SELECTED THE BUTTONS ON THE
- CONTROL PANEL WILL CHANGE COLOR AND MAY NOW BE USED. "FIRE" IS
- THE MAIN CONTROL TO GAME PLAY - IT WILL SHOW YOU A VIEW FROM ABOVE
- THE BATTLE AREA WHERE YOU CAN WATCH THE ACTION. SEE DETAILS ABOVE
- FOR INFORMATION ON OTHER BUTTON CONTROLS.
-
- THE BATTLE WILL CONTINUE UNTIL ONE SIDE HAS ALL IT'S SHIPS IN THE
- BATTLE SQUARE SUNK. WHEN A SHIP IS HIT, THE AREA HIT WILL BE SUPER-
- IMPOSED WITH A BULLSEYE. WHEN IT IS ENTIRELY COVERED (DEPENDS ON
- HOW MANY HITS IT CAN TAKE BEFORE SINKING) IT IS CONSIDERED SUNK.
-
- WHEN THE BATTLE FIRST STARTS, YOUR SHOOTING CRUISER WILL NOT FIRE
- UNTIL YOUR AIRCRAFT HAS TAKEN OFF FROM THE CARRIER AND HAS CLEARED
- THE BATTLE SQUARE (IF FIGHTERS ARE ACTIVE). THERE MAY BE A DELAY
- IN CRUISER GUN FIRING IF THAT SIDES PILOT IS SHOOTING. IN THIS CASE
- THE CRUISER WILL NOT FIRE UNTIL THE PILOT HAS COMPLETED HIS FIRING
- PASS.
-
- 6. QUIT
-
- THE GAME IS QUIT FROM THE MAIN MENU. TO GET BACK TO THE MAIN MENU
- PUSH "ESCAPE" FROM WITHIN "OLD FAITHFUL" AND SELECT "Y" TO THE
- "MAIN MENU? (Y/N)" QUERY.
-
- STRATEGY (IR SCOPES INACTIVE)
-
- YOUR SELECTION OF OPPONENTS AND OTHER GAME OPTIONS MAY DETERMINE
- THE DIFFICULTY OF DEFEATING THE ENEMY. THE FOLLOWING ARE SOME
- SUGGESTIONS.
-
- 1. WHEN BATTLING WITH FIGHTERS ACTIVE, TRY TO KNOCK OUT THE
- OPPONENTS CARRIER FIRST SO THAT HIS PILOT WILL BE FORCED
- TO LEAVE. AIR POWER IS USUALLY THE DECIDING FACTOR, ESPECIALLY
- IF YOUR JAMMERS ARE OUT OR DEGRADED SO THE PILOT BECOMES MUCH
- MORE EFFECTIVE IN FINDING TARGETS.
-
- YOUR NEXT PRIORITY SHOULD BE HIS JAMMERS, AS SOON AS ONE OR
- MORE OF HIS JAMMERS ARE HIT OR KILLED YOUR FIGHTERS BECOME MUCH
- MORE EFFECTIVE IN FINDING ENEMY TARGETS. SEE ABOVE TO CORRELATE
- FIGHTER EFFECTIVENESS VS. JAMMERS.
-
- 2. IF BATTLING ULE SHIVA (#3), HE WILL HAVE VERY GOOD INFORMATION
- ABOUT ENEMY MINE POSITIONS IN YOUR WATERS. HE WILL EXPLODE A
- MINE ON THE FIRST SHOT TO DISABLE OR KILL AS MANY OF YOUR SHIPS AS
- POSSIBLE. WHEN YOU RECEIVE YOUR INTEL REPORTS ABOUT ALLIED
- MINE POSITIONS IN ENEMY WATERS, YOU SHOULD TARGET THESE MINES AS
- SOON AS POSSIBLE. NOTE: YOUR INTEL OFFICER MAY NOT HAVE INFORMATION
- IMMEDIATELY. HE WILL PASS IT AS SOON AS IT COMES IN - BE PATIENT.
-
- MINE REPORTS: WHEN A REPORT COMES IN IT WILL BE ACCOMPANIED WITH
- A BEEPING SOUND TO ALERT YOU. THE MESSAGE WILL APPEAR IN THE LOWER
- LEFT WINDOW FOR APPROXIMATELY 6 SECONDS. BE CAREFUL NOT TO MISS
- IT.
-
- 3. EACH OPPONENT HAS A DIFFERENT STRATEGY IN FINDING YOUR SHIPS,
- TO CHANGE OPPONENTS AFTER THE BATTLE YOU MUST RETURN TO THE
- MAIN MENU AND SELECT A SPECIFIC OPPONENT. IF NONE IS SPECIFIED
- AT BATTLE START YOU WILL GET A RANDOM SELECTION OF ONE OF THE
- THREE. IF "PLAYING AGAIN", YOU WILL PLAY AGAINST THE SAME
- OPPONENT YOU HAD IN THE LAST GAME.
-
- 4. ENEMY PILOTS SOMETIMES DELAY IN SENDING INFORMATION TO THE ENEMY
- COMMAND CENTER, SO SOME OF THE ENEMY SHOTS FROM THE VESSEL MAY
- APPEAR NOT TO BE IN ACCORDANCE WITH THE BEST BATTLE PLAN.
-
- STRATEGY (IR SCOPES ACTIVE)
-
- YOUR SELECTION OF OPPONENTS WILL DETERMINE THE DIFFICULTY OF
- DEFEATING THE ENEMY. SOME ENEMY INRARED TECHNITIONS ARE VERY
- SKILLED AND WILL SELDOM MISS A SHOT, OTHERS ARE NOT QUIT SO GOOD.
-
- 1. IR SCOPE INTERPRETATION IS AN ACQUIRED SKILL. AT FIRST IT MAY
- APPEAR THAT THERE IS MERELY A SCATTERING OF RANDOM FALSE TARGETS
- ON YOUR SCOPE. CLICK ON THE GAIN UP BUTTON TO RAISE THE GAIN,
- MORE TARGETS WILL APPEAR, YOU SHOULD NOW LOOK FOR A REPEATING
- SERIES OF DOTS THAT MAY REPRESENT A SHIP. USE FAST REFRESH RATE
- (BUTTON WILL TURN RED WHEN SELECTED) TO HELP GET A BETTER OVERALL
- PICTURE OF WHAT IS OUT THERE. THE AMOUNT OF JAMMING YOU ARE
- RECEIVING WILL EFFECT THE NUMBER OF FALSE TARGETS AND THE CLARITY
- OF THE PICTURE (AN INDICATION OF RELATIVE RECEPTION VALIDITY IS
- INDICATED BY THE RED AND GREEN BAR AT THE BOTTOM LEFT OF THE
- SCOPE - MORE GREEN MEANS BETTER SIGNAL RECEPTION CLARITY WHICH
- CORRELATES TO A MORE ACCURATE SCOPE).
-
- 2. EMERGENCY POWER BUTTON (EP). USE THIS WHEN YOU ARE RECEIVING A
- LOT OF JAMMING AND CAN'T BREAK OUT LIKELY TARGETS. WHEN SELECTED,
- EFFECTIVE POWER OUTPUT WILL DOUBLE, THE SCOPE WILL REVERT TO SLOW
- REFRESH RATE, AND YOU WILL GET 3 SWEEPS OF THE SCOPE (3 PICTURES)
- BEFORE THE SCOPE WILL SHUT ITSELF OFF DUE TO A POWER OVERLOAD.
- YOU MUST REMEMBER WHERE THE TARGETS WERE SINCE THE SCOPE WILL HAVE
- TO COOL DOWN FOR A FULL MINUTE BEFORE IT COMES BACK ON LINE.
- THE FREEZE BUTTON IS LOCKED OUT WHEN EMERGENCY POWER IF ACTIVATED,
- AND ONCE ACTIVATED (BUTTON TURNS RED) IT CAN NOT BE DEACTIVATED.
-
- 3. TRY TO LOCATE AND TARGET THE ENEMY IR JAMMER (LOCATED ON THE HIS
- DESTROYER) FIRST. ONCE THE JAMMER IS DISABLED OR ELIMINATED YOUR
- IR SCOPE PICTURE IMPROVES MARKEDLY AND YOU CAN TARGET THE REMAINDER
- OF HIS FLEET.
-
- ------------------------------------------------------------------------------
-
- A SHAREWARE PRODUCT
-
- THIS GAME IS PROVIDED AS SHAREWARE, PLEASE FEEL FREE TO DISTRI-
- BUTE THIS PRODUCT AS LONG AS IT IS NOT ALTERED IN ANY WAY.
-
- YOU MAY USE THIS GAME FOR A SHORT TRIAL PERIOD TO DETERMINE IT'S
- VALUE TO YOU. IF YOU LIKE IT AND INTEND TO USE IT, A $10.00 REG-
- ISTRATION FEE IS REQUESTED. A REGISTRATION FORM IS AVAILABLE BY
- RUNNING "README.EXE" AT THE DOS PROMPT.
-
- OTHER HYPERWARE PRODUCTS
-
- GAMBLERS AND MONEY GRUBBERS - CRAPS
- GAMBLERS AND MONEY GRUBBERS - FRIDAY NIGHT POKER
- GAMBLERS AND MONEY GRUBBERS - BLACKJACK
- MACHII - MENUING SYSTEM
-
- NOTE: ALL PRODUCTS MAY BE PURCHASED OR REGISTERED FOR $10.00
- A REGISTRATION FORM IS AVAILABLE BY SELECTING REGFORM FROM
- README.
-