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- -----------------------------------------
- Star Fighter - Version 1.04 Playable Demo
- Copyright 1996, The 3DO Company & Krisalis Software Ltd
- -----------------------------------------
-
-
- Game Notes
- ----------
- You are now looking at the first playable preview of Star Fighter for the PC!
- This game was designed to take advantage of a Pentium processor [The
- programmers at Krisalis hand-coded each line in assembly from the original
- 3DO version].
-
- To see the true power of the graphics engine, try it out on a P133 or better
- with a PCI graphics card. Of course, Star Fighter supports all ranges of
- machines down to a 486, but nothing can beat the experience of flying around
- and destroying massive chains of buildings in hi-res 640x480 at 24 frames
- per second. Just compare Star Fighter against the competition to see the
- superior graphics quality in hi-resolution.
-
- If you own a 486, Star Fighter will run extremely fast in low-resolution
- mode, plus we will soon be supporting Creative Labs' 3D Blaster!
-
-
- History
- -------
- If you are at all familiar with the 3DO version of Star Fighter, you will
- notice right away that the PC edition bears as little resemblance to its
- predecessor as it did to the Archimedes classic. For one, the game engine
- now utilizes a natural fogging technique to bring terrain into view without
- pop-up. We have also added realistic textures to every object among the 8
- planet types, ranging from photographic quality grass, water, ice, and rock
- to steel and glass skyscrapers. All 60 maps have been updated and all
- fighter craft enhanced with additional polygon and texture detail.
-
- Best of all, we have retained the same playability that made the original
- game so great. A few logical loopholes have been closed here and there,
- and the mission objectives have been tweaked to provide an extremely
- challenging game with plenty of hidden features. Hunting for crystal
- combinations is now more convenient with the addition of a ship-board
- analytical computer, and an altimeter makes cockpit control easier for
- flight simulator enthusiasts.
-
-
- Game Tips
- ---------
-
- HereÆs how to rapidly get into the game and see all the new features:
-
- First, you should experiment with the detail and fog settings for your
- machine. Star Fighter makes its best guess at default settings based on
- your processor speed, but you will want to override these to see the
- maximum extent of the game engine. These settings should be adjusted
- every time the program is exited and re-started.
-
- ╖ Press F8 several times to increase game detail to the highest level.
- Detail settings can range from flat shaded polygons all the way up to
- fully fogged and shaded textures with transparency effects for explosions
- and engine flames. F7 reduces detail.
-
- ╖ Press and hold F6 down to reduce fog and extend the viewing region further
- into the distance. F5 increases fogging.
-
- ╖ If you want to see what a difference a high resolution 640x480 display
- can make, just press F9 to toggle between lo-res 320x200 and high.
-
- Wicked things to check out:
-
- ╖ Every single item in the game can be destroyed. For some particularly
- good effects, use air-to-ground (ATG) missiles to take out a large
- collection of buildings. Towers that look like a space needle with a
- revolving restaurant on top provide very satisfying explosions.
- Look for pipelines and glass bridges, where destroying one link can set
- off a massive chain reaction that ripples down the entire line.
-
- ╖ Terraform the planet surface by firing your lasers into a hill or
- mountain. This can actually be used as a tactical advantage when
- destroying hillside gun installations by blowing the ground out from
- underneath.
-
- ╖ Check out the multiple camera settings. You can view the Star Fighter
- from any or distance. The complete freedom of camera movement in this
- game is unparalleled. You can play from a flight simulator cockpit view
- down to a Zaxxon ╛ perspective if you desire. Test out the missile-cam
- for a mad effect.
-
-
- Minimum Requirements:
- ---------------------
- Processor: 486/33 MHz minimum, Pentium 90 MHz or better suggested.
- Memory: 6 MB RAM minimum (5.5 MB extended memory XMS, 400K conventional),
- 8 MB RAM suggested (required for Windows 95).
- Hard Disk: 1 MB of uncompressed space available.
- CD-ROM: Double-speed (300 K/s transfer rate).
- O/S: MS-DOS 5.0 or later or Windows 95.
- Video Card: VESA local bus or PCI video supporting 256 color
- SVGA (320x200 / 640x480).
- Sound Card: Creative Labs Sound Blaster or 100% compatible.
- Supports Sound Blaster (Basic, Pro, ASP, 16, and AWE 32),
- Ensoniq SoundScape (8 and 16), Microsoft Sound System
- (8 and 16 Mono/Stereo), Pro Audio Spectrum (Basic and 16),
- Gravis UltraSound (Basic and Max), ESS Audio Drive (488 and 688),
- Roland RAP-10, and Adlib Gold (1000 and 2000).
-
- Although Star Fighter will run on any 486 processor, the minimum
- realistic requirement is a 486 running at 33Mhz.
-
- StarFighter will run nicely in MS-DOS or Windows 95.
-
-
- Re-configuring your sound card
- ------------------------------
- After installing Star Fighter, to change the sound card settings,
- press either one of the shift keys while Star Fighter loads. This will
- display the sound configuration screen.
-
-
- 640x480 Mode (High resolution)
- ------------------------------
- High Resolution mode (640x480) is not recommended for machines slower than
- a Pentium running at 90Mhz (or equivalent). You may press the F9 key within
- Star Fighter to toggle between low and high resolutions.
-
-
- Windows 95
- ----------
- When running Star Fighter in high resolution (640x480) mode in a DOS box
- under Windows 95, it is not recommended that you switch between full-screen
- and a window, as the testing we have done has shown that display is not
- always restored correctly.
-
- Keyboard
- --------
- StarFighter responds to the keyboard at all times in addition to input from
- control pads or joysticks. Use the directional arrows, space bar, enter key,
- and escape key to navigate the various menu systems. The default keyboard
- configuration is described below:
-
- General
-
- Up: P or Up Arrow
- Down: L or Down Arrow
- Left: Z or Left Arrow
- Right: X or Right Arrow
- Select Item: Space or Enter
- Previous Menu: Escape or Left Control
- Skip Movie: Space or Enter
- Toggle Resolution: F9 (Toggle low (320x200) and high (640x480) res)
- Increase View: F6 (Less fog - decrease frame rate)
- Decrease View: F5 (More fog - faster frame rate)
- Increase Detail: F8
- Decrease Detail: F7
-
- Aboard Ship
-
- Fire Weapon: Enter
- Select Weapon: Left Alt
- Thrust: Space
- Toggle Camera: Right Shift
- View Map: B
- E. C. M.: Left Shift
- Pause Menu: Left Control
-
- Strategic Map
-
- Lock on Target: Space
- Status/Target Info: B
- Mission Briefing: Right Shift
- Zoom In: Enter
- Zoom Out: Left Alt
- Exit/Previous Menu: Left Control
-
- External Camera
-
- Rotate View: Up/Down/Left/Right
- Zoom In: Enter
- Zoom Out: Left Alt
-
- Other
-
- Pause Game: F1 (press any key to resume)
- Quit to DOS: F12
-
- Problems with StarFighter
- -------------------------
-
- If StarFighter is running too slowly for your liking, there are a couple of
- things you can do to improve the situation:
-
- 1. Decrease the detail level. Using the F7 key, you can lower
- the amount of detail used, thus speeding the game play.
-
- 2. Decrease the visibility. Using the F5 key, you can lower
- the visibility by bringing in the fog. This will result in
- faster game play.
-
-
- Star Fighter Credits
- --------------------
-
- Krisalis Software Ltd.
-
- Producer: Tony Kavanagh.
- Director: Pete Harrap.
- Original Design: FEDNET - T.D. Parry and A.P. Hutchings.
- PC & Console Programming: Pete Harrap, Mark Incley, Richard Teather,
- and Karen Crowhurst.
- Modelling & Cinematics: Dave Colledge.
- Artwork: Mark Potente and Neil Adamson.
- Music & Sound: John Avery, Rhubarb Productions.
- Quality Assurance: Steve Sumner, Richard Beirne, and Graham Morley.
- Thanks To: Mark Adamson and Darryl Blandford.
-
- The 3DO Company
-
- Executive Producer: Greg Richardson.
- Producer: Nick Earl.
- Director: Gary Lake.
- Narration: Howard Swain.
- Audio & Sound F/X: Bob Vieira, Jeffrey Bihr, Spark Studios.
- Quality Assurance: Mike Herauf, Jason Wildblood, Dan Silberman.
- Thanks To: Scott Walker for providing novice pilot input
- and low score testing.
-
-
- USES SMACKER VIDEO TECHNOLOGY BY INVISIBLE INC.
- D.B.A. RAD SOFTWARE.
-
- End of readme.txt