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1991-12-08
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394 lines
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.
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.