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- NOVA STRIKE
-
- Nova Strike is a flight simulation combat game which takes place in space.
- The object of the game is to destroy enemy ships and their bases through a
- combination of tactics and strategy. You are given only one ship which has
- superior performance and weapons to accomplish this. Their are 6 difficulty
- levels, each progressively harder. Each one has a corresponding number of enemy
- ships and bases. You will be given an equal number of bases. This game
- requires a 80286 or greater, 210k of free memory, VGA graphics and a mouse.
-
-
- BEGINNING OF GAME
-
- When game begins each ship will be positioned behind one of its bases. The
- positions of these bases are randomly chosen each game. The location of enemy
- ships and bases is unknown to you. You must cruise around and find them. While
- you are doing this enemy ships are attempting the same.
-
-
- OUTCOME
-
- When either your ship or all enemy ships are destroyed the game will end,
- unless there are missiles in flight. If so, the game will continue only until
- they detonate. Game can end in a win, lose or draw.
-
-
- INSTRUMENT DISPLAY
-
- When game begins you will be position directly behind one of your bases
- and your instrument display will be on. On the right there are five horizontal
- bars, they are:
-
- VLCY - your velocity
- ACCL - your acceleration
- SHLD - your shield strength
- LASR - your laser strength
- FUEL - your current fuel
-
- Their two more items displayed as text, they are:
-
- MISSILES - your current count of missiles.
-
- AUTOFIRE - whether autofire is on or off. If on it will fire lasers anytime
- you have a laser lock on a target. It is extremely useful because
- it is difficult to get and maintain a laser lock long enough fire,
- especially at long ranges. Remember to turn it off when approaching
- one of your bases.
-
- There are three circles in the middle of the screen, they are:
-
- 2D - top down radar. Objects above you are red and objects below you
- are green.
-
- 3D - 3 dimensional radar. You are given a three dimensional perspective
- of where an object is in relation to your viewpoint. Objects in
- front of you are green and objects behind you are red.
-
- On both radars bases and ships are displayed constantly while
- missiles blink.
-
- Artificial Horizon - the small circle between the radars is the artificial
- horizon. Your roll and pitch are displayed as arcs.
-
- LOCK - If a missile has a lock on your ship the word "LOCK" will appear
- below the artificial horizon.
-
- Finally, on the right there are:
-
- STAR REFUELING - if you currently whithin the star system this will be on
- and you are continuously gaining 25 units of fuel.
-
- DIFFICULTY - the difficulty level of this game.
-
- REMAINING BASES - the remaining enemy bases.
-
- REMAINING SHIPS - the remaining enemy ships.
-
-
- STAR SYSTEM
-
- The game takes place in a system of stars. The system is circular although
- most of the stars are located in a narrow horizontal plane. It is here that all
- bases are located. The stars are not active in any way except as a frame of
- reference when flying and continuously supplying 25 units of fuel to any ship
- within the system.
-
-
- FLIGHT OVERLAYS
-
- At all times your flight stick, the small square and the flight stick home,
- the small cross are dispayed.
-
-
- WEAPONS OVERLAYS
-
- There are two types of crosshairs. One is the regular one with horizontal
- and vertical lines and the other is a circle with a dot in the center. Also you
- can toggle them off.
-
- If you have a laser lock on a target a small box will appear in the center
- of the crosshairs.
-
- If you have a missile lock on a target a large circle will appear around
- the crosshairs. If you have no missiles this circle will not appear since it
- is distracting when you have no missiles to fire.
-
- If you have a lock on a target it will display that targets shield strength
- below the crosshairs.
-
-
- LASER AND MISSILE LOCKS
-
- Laser locks require that a ship or base be in your line of sight while
- missile locks extend for a certain angle from your line of sight. Normally, a
- missile lock will be on the closest ship within that angle, however, if you have
- a laser lock on a target the missile lock will also be set to that target. To
- get either type of lock you must aim for the center of the ship. Finally, you
- must have a lock to fire a weapon.
-
- Note: Occasionally you may have a lock on a target and the weapon won't fire.
- This is because you didn't have the lock the next time around when the
- keyboard command was processed. You can avoid this with "AUTOFIRE" for
- the lasers and by attempting to fire the missiles just before you expect
- to have a missile lock in a combat situation.
-
-
- TACTICAL OVERLAYS
-
- When tactical overlays are on, bases and ships are designated by triangles
- and circles respectively in the following conditions:
-
- Your bases are displayed as green triangles. If a base has been discovered
- by the enemy it will blink.
-
- Once you have discovered an enemy base it will be displayed as a red
- triangle.
-
- Enemy ships will have a circle around them, this aids in acquiring the
- ship quickly if it is very small. If the circle is blinking it means that
- the ship is out of your radar range and in the radar range of one of your
- bases. When the ship is very close to you the circle will not appear.
-
-
- STRATEGIC OVERLAYS
-
- Strategic overlays will display a map of the entire system. Bases will be
- displayed the same as in tactical overlays. The location and direction of
- ships are displayed as small vectors. Your ship is yellow and enemy ships are
- orange. You can change the magnification of this map and also toggle the
- shield strength of your bases and any enemy ships or bases in your radar range.
-
-
- PERFORMANCE
-
- Enemy ships have 25 percent less maximum acceleration and velocity than your
- ship.
-
-
- SHIELDS
-
- Both ships and bases have shields. However, only ships have shields that
- can regenerate. Shields take damage from missiles, lasers and in the case of
- ships, collisions. Bases take only one fifth the damage that a ship would take
- to its shields. Once either takes damage that takes the shield strength below
- 0, they are destroyed. Ship shields are regenerated by consuming fuel.
-
-
-
- LASERS
-
- All ships have lasers. It takes eight units of energy to fire your lasers
- and each shot causes ten units of shield damage. Enemy lasers take four units
- of energy to fire and cause five units of shield damage. Also, enemy ships can
- fire their lasers at only one fourth the rate your ship can. Lasers are
- regenerated by consuming fuel. If you have insufficient energy to fire your
- lasers your laser strength will blink.
-
-
- MISSILES
-
- All ships can carry up to 3 missiles. Missiles can only be fired if their
- is a missile lock on a target. Once fired they will home in on their target
- even if another ship passes in front of them. Only if they lose a lock on the
- target or if the target is destroyed before the missile reaches it will a
- missile attempt to lock on to another ship. Missiles can fly only a certain
- amount time after which they detonate. When missiles detonate they cause damage
- to any ship or base near them regardless of what the target was. All missiles
- have twice your ships max acceleration and max velocity. Enemy missiles cause
- between 0 - 30 units of damage while your missiles cause between 0 - 120 units
- of damage depending on how well they intercept a ship. Best way to limit the
- damage caused by a missile to have a high velocity and pull up or down before
- they hit. Also flying towards the missile creates a very high closing speed and
- makes it harder for it to get a good intercept. One other way is to outrun
- a missile. If the missiles are fired from near your max radar range and you
- have a high velocity and you can fly directly away from them then they might
- not reach you before they have to detonate.
-
- Note: Often when you fire missiles they appear to fly off the screen. This is
- because they are out of your field of vision, they are still homing in
- on their targets.
-
-
- FUEL CONSUMPTION
-
- Fuel is used for acceleration and to regenerate shields and lasers. All
- ships have the same amount of fuel but your ship is able to consume fuel twice
- as fast if necessary for acceleration and regeneration of shields and lasers.
- The amount of energy that goes towards regenerating your lasers and shields is
- your maximum fuel consumption minus your acceleration. Also while you are in
- the star system you will gain 25 units of fuel which is enough to maintain 25
- percent of your maximum acceleration. Be careful not to run out of fuel
- outside of the system or you will be stuck. A max fuel load is approximately
- enough to get you from one end of the star system to the other and back.
-
-
- RADAR
-
- All ships and bases have radar of the same range. While bases cannot attack
- an enemy ship, they do transmit the shield strength and position of an enemy
- ship. For example, if enemy ships are within the radar range of your base but
- not your ship it will be displayed on the strategic display and tactical
- overlays.
-
-
- COLLISIONS
-
- If ships collide with each other they cause 1 unit of damage to each others
- shields. If enemy ships collide with either themselves or you they will break
- off the collision. You do not collide with bases.
-
-
- BASES
-
- Bases consist of two horizontal triangles. Yours are green and the enemies
- are red. Bases are passive, they cannot attack and you cannot collide with
- them. They are used to refuel and rearm. They do have radar which allows any
- ship on its side to know if it is being attacked and if it was destroyed. Their
- shields do not regenerate, instead they take take damage until they are
- destroyed. Since bases do not move once an enemy base comes within your ships
- radar range its location will be known from then on, and you can see it on your
- tactical and strategic displays.
-
-
- DOCKING
-
- To dock with a base you need to fly through the center of it at a low
- velocity. If your tactical overlays are on fly directly at the triangle.
- You will replenish your missiles and fuel as well as having your shields and
- lasers regenerated. However, if you have any missiles in flight when you dock
- you can replenish your missiles only up to the number of missiles that are not
- in flight. You cannot fire weapons when you are docking and you cannot dock at
- an enemy base.
-
-
- SOUND
-
- There are different sounds for firing missiles, firing lasers, exploding
- missiles, exploding ships, and collisions. Exploding ships sound only slightly
- different than exploding missiles. There is no distance limitation for a sound
- except the sound of a collision. You will only hear this sound if your ship
- collides with an enemy ship.
-
-
- MISCELLANEOUS INFORMATION
-
- - When enemy ships attack your bases they use their lasers only. They save
- their missiles for your ship.
-
- - When you're upside down, objects will rotate towards you from the opposite
- direction as shown on the 2D radar.
-
-
- FILE SAVING
-
- If you are using the registered version of this software you can save
- games and the configuration. Filenames can be from 1 to 8 characters including
- the letters (a-z), numbers (0-9), and the underscore. You must also enter the
- extension ".10" for the version of the software. You may save as many files as
- you wish but the directory list can only list 100.
-
- Note: Letters are displayed as upper case even though caps lock is off.
-
- You can also save the configuration which are the defaults you are allowed
- to change such as colors on the instrument display and the mouse speed. From
- then on whenever you begin a new game you have the new defaults.
-
-
- KEYBOARD COMMANDS
-
- ` - set roll to 0
- 1 - set acceleration to 0 r - fire missile
- 2 - set acceleration to max e - toggle autofire
- 3 - fire lasers w - increase acceleration
- 4 - toggle sound q - decrease acceleration
-
- a - toggle tactical overlays z - toggle instrument display
- s - increase magnification x - save configuration (if registered)
- d - decrease magnification c - restore default configuration
- f - toggle strategic display v - toggle shield strength
-
- Esc - to quit or save game and quit (if registered).
-
- Pause key will halt the game, hit the spacebar to continue.
-
-
- Changing the Configuration
-
- 6 - cycle instrument display y - cycle radar center
- 7 - cycle text u - cycle warp
- 8 - cycle increment i - cycle acceleration
- 9 - cycle top of horizon o - cycle shield
- 0 - cycle bottom of horizon p - cycle laser
- - - decrease delays [ - decrease mouse speed
- = - increase delays ] - increase mouse speed
-
- h - cycle fuel n - cycle missile lock
- j - cycle crosshair type m - cycle ship overlays
- k - cycle crosshair , - toggle speed moderation
- l - cycle flight stick
- ; - cycle flight stick home
- ' - cycle laser lock
-
-
- The mouse controls the roll and pitch changes. Moving the mouse backward
- increases the pitch, moving it forward decreases the pitch. Moving it to the
- right rolls to the left, and moving it to the left rolls to the right.
-
-
- MORE DETAIL
-
-
- CYCLE INSTRUMENT DISPLAY 6
- This changes the color of the instrument display. You are prevented from
- changing the color to either top or bottom horizon color. However you may
- blank out other items by changing this.
-
- CYCLE HORIZON COLORS 9 0
- When cycling these colors you are prevented from changing them to the color of
- the instrument display.
-
- CHANGE MAGNIFICATION f d
- This changes the magnification of the strategic display. The three lowest
- settings magnify in respect to the center of the star system, the rest in
- respect to your ship.
-
- SET ROLL TO 0 `
- This will enable your ship to fly perfecty straight. Without this, even if your
- artificial horizon shows you as straight you still may have some roll. This
- will only work if the roll is within certain range of 0 to begin with.
-
- TOGGLE SHIELD STRENGTH v
- With this on you will see the shield strength of your bases and any ships in
- their radar range and any ships or bases in your ships radar range.
-
- DELAYS - =
- Setting delays will slow down the game. This may be necessary if program runs
- to fast on your computer. Also if the top of the screen or the mouse stick
- flickers excessively you will need to increase this. The default is 0.
-
- CYCLE SHIP OVERLAYS m
- This is the color of the circle that surrounds and enemy ship when tactical
- overlays are on.
-
- CHANGING MOUSE SPEED [ ]
- Changes the rate the roll, pitch and yaw change in regard to your flight stick.
- The minimum value is 5 and the maximum is 25. The default is 15.
-
- TOGGLE SPEED MODERATION ,
- When this is on the computer attempts to keep the speed of the game constant for
- the difficulty level. With it off the game will get faster as you destroy
- ships. Normally this would be on, but if your computer runs slow at a high
- difficulty level you can use this to increase the speed as you destroy enemy
- ships. Then if it starts running too fast you can increase the delays to slow
- the game down.
-
-
- POTENTIAL PROBLEMS
-
- MEMORY - this program needs about 15k of memory free in addition to the size of
- the executable for memory allocations. Insufficient memory will cause
- file or alloc errors. To correct this problem remove anything other
- than DOS and the mouse driver from the lower 640k memory.
-
- SCREEN FLICKER - because of the speeds of different CPU's and VGA cards, the top
- of the screen or the whole screen or just the flight stick
- might flicker. To stop this increase the number of delays
- "=".
-
- FILE ERRORS - if you get an error reading or writing a file the program will
- abort. Most likely cause is that there is not sufficient memory
- to allocate a file buffer or room on the disk. Also the file
- could be corrupted or had the permission changed.
-
- ALLOC ERRORS - there is insufficient memory for a memory allocation.
-
- FLASHING TEXT - when toggling the instrument panel from "OFF" to "ON" or when
- changing the configuration to quickly you may end up with
- flashing text on the instrument display. This is caused by a
- variable changing its value at the same time. To get rid of
- this simply toggle it "OFF" then "ON" again.
-
-
- TECHNICAL SUPPORT
-
- If you are a registered user of this software and have a problem or a
- question, send a stamped self-addressed envelope to the same address you
- registered it. Please give as complete a description of the problem as
- possible along with a discription of the system your running on. Also include
- your serial number.
-
-
- DISCLAIMER OF WARRANTIES
-
- This software is licensed solely on an "as is" basis. No warranties, either
- express or implied, are made by the developer with respect to the software,
- its merchantability, or its fitness for a particular purpose. The entire risk
- as to the quality and performance is with the licensed user of the software.
-
-
- WARNING
-
- THIS SOFTWARE IS PROTECTED BY U.S. COPYRIGHT LAW (TITLE 17 UNITED STATES CODE).
- UNATHORIZED REPRODUCTION AND/OR SALES MAY RESULT IN IMPRISONMENT OF UP TO ONE
- YEAR AND FINES UP TO $10,000 (17 USC 506). COPYRIGHT INFRINGERS MAY ALSO BE
- SUBJECT TO CIVIL LIABILITY.
-
-
- Copyright (c) 1992 Michael Kline
- All Rights Reserved