home *** CD-ROM | disk | FTP | other *** search
- Welcome.
-
- Below is a brief description of 688 ATTACK SUB. To run the game, we suggest
- you print this document for reference, as it contains several keyboard
- commands needed throughout the game. At any time though, you can find a list
- of the key commands available on your screen by pressing F1 (the SPACE BAR
- advances to the next help screen, ESC exits help). The first time you run the
- game, you might want to start by pressing the F1 key, visit all your sub's
- stations, and press F1 at each station.
-
- BEFORE YOU START...
- If you haven't already done so, please make a backup of your 688
- ATTACK SUB disk. 688 ATTACK SUB is not 'copy protected' software,
- you should make a backup copy of this disk using DISKCOPY (consult your DOS
- manual if you don't know how to use DISKCOPY). Always play from your
- backup copy!
-
- IF YOU DON'T HAVE A HARD DISK:
- 1. Place your 688 ATTACK SUB disk in your floppy disk drive.
- 2. At a DOS prompt, (A: for instance) type the letter of the floppy
- drive that contains this disk, no space, a colon, then press ENTER.
- 3. Type CD \ then press ENTER.
- 4. Type 688 then press ENTER.
- 5. Follow the intructions you see on the screen.
-
- IF YOU DO HAVE A HARD DISK:
- You can copy all the files on your 688 disk to your hard disk.
- We have provided INSTALL.BAT, which will copy all the files from this disk
- onto a subdirectory called MAXELL at the root of your hard drive.
- 1. Place your 688 ATTACK SUB disk in your floppy disk drive.
- 2. At a DOS prompt, (A: for instance) type the letter of the floppy drive
- that contains this disk, no space, a colon, then press ENTER.
- 3. Type CD \ then press ENTER.
- 4. Type INSTALL, then press ENTER.
- 5. Follow the intructions you see on the screen.
- 6. Once INSTALL has finished, type 688 then press ENTER.
- 7. Follow the intructions you see on the screen.
-
- ONCE THE GAME IS LOADED...
- You will be asked to select between two scenarios. We suggest you start with
- scenario one, the training exercise. Type the number of the scenario you would
- like to play. First you will receive a mission description, your mission
- orders, and then you will find yourself at the Con (control room) of a 688
- ATTACK SUB (688 is the hull number of the USS Los Angeles, the first of this
- class of nuclear attack submarines). The game is paused whenever you are at the
- Con, so there is no rush. You should press F1 to get help. The Con is where
- you access different control areas (stations) of your sub, including the
- STATUS SCREEN, the SHIP'S CONTROL PANEL, the PERISCOPE, the NAVIGATION BOARD,
- the WEAPONS CONTROL PANEL, and the SONAR ROOM.
-
- FIRST, THE BASICS...
- Our interface is very versatile. The interface is divided into levels. At
- the top level is the CON. The Con provides access to the next level down,
- called STATIONS (Stations can be rooms or panels). At every Station are
- FUNCTION BUTTONS, INDICATORS, and a DISPLAY SCREEN. The function buttons are
- grouped into areas of related functions (all the rudder positions are a group
- for instance). All functions have 'hot spots' associated with them. Hot
- spots are areas that perform a function if you press ENTER or a mouse button
- while at that location. There are many ways you can select hotspots. Choose
- whatever suits your style...
-
- The TAB key will move you between all the groups available on your screen.
- The LEFT and RIGHT arrow keys will move between all positions inside a group.
- The UP and DOWN arrow keys will move to every position on the screen,
- regardless of groupings. Press ENTER to make a selection.
-
- There are QUICK KEY assignments for most functions. Press the letter
- associated with the function, and your cursor will go directly there. Often
- the QUICK KEY is the first letter of the function, pressing F1 at a station
- will list the assignments (if a function has a QUICK KEY assignment,
- it is printed in bold after the colon next to the function name in
- the help box). Press ENTER to make the selection.
-
- The FUNCTION KEYS are assigned only to the stations, F2 through F8. F1
- gives you HELP on every screen.
-
- A MOUSE (with a Microsoft(TM)-compatible mouse driver) will move your cursor
- anywhere on the station screen. When you are over a hot spot, your cursor
- will change appearance. Press any button on the mouse to select that
- function.
-
- The NUMBER keys across the top of your keyboard are assigned to function
- groups on each screen, and the groups are numbered top-to-bottom,
- left-to-right. Pressing a number will move you directly to the assigned
- group. Since the screens vary slightly, the number assignments can vary (the
- 3 key will not always take you to the TARGET button for instance). Press ENTER
- to make the selection.
-
- All these methods can be used with each other- You may mouse over to a
- particular button, press ENTER to activate it, go directly to a station with a
- FUNCTION KEY, type a QUICK KEY followed by the mouse button to make another
- selection. Beginners should find this easy to try. With practice you can find
- the method fastest for you.
-
- The stations in 688 ATTACK SUB have much in common. The similar elements will
- be described below. Other areas are explained in the individual help screens.
- (Press F1 on any screen for help).
-
- 1. At the very top of the stations are two target information lines. If you
- have selected a target, all known data regarding the target is printed here.
- This will help you keep track of what your target is doing as you move from
- station to station.
-
- 2. Most of the stations contain a large DISPLAY SCREEN on the left hand
- side. The display screen is your 'window'. There are three modes you can
- select.
-
- TOP-DOWN. This presents the world as if you were looking at a map, with the
- darker colors indicating deeper water.
-
- CONTOUR MAPPING. This shows you the underwater world as if looking through a
- 'window' (Your 688 has been equipped with a device that functions like a
- depth finder. It allows you to look at the actual bottom contours of the
- ocean around you.)
-
- PERISCOPE. If your periscope is up, you will see the periscope view in 3D
- perspective. You can see land and ships from here. If your periscope is up,
- you will see the periscope view in place of the contour-mapping view.
-
- This display is controlled by the group of nine buttons in the lower left
- corner of your screen. You may select one of these buttons with the tab and
- arrow keys, your mouse, or by pressing the quick key on your keyboard that
- matches the button you want to press, below is a description of the functions
- of these buttons:
-
- C = Turn on the contour mapping system.
-
- P = Look to port when in contour mapping mode.
-
- S = Look to starboard when in contour mapping mode.
-
- F = Look forward when in contour mapping mode.
-
- T = Turn on top-down map.
-
- I = Zoom in the map when in top-down mode.
-
- O = Zoom out the map when in top-down mode.
-
- B = Turn on/off bottom contours on the top-down map.
-
- H = Turn on/off Head-up-display
-
- The Head-up-display consists of two gauges. At the top of the display screen
- is the compass bar, which shows your current heading. Along the right side of
- the display screen is a depth gauge, calibrated from 0 to more than 2000
- feet. The left edge of the depth gauge shows two markers. The dark marker
- shows where the bottom is, and the light marker shows your ship's depth (never
- let the light marker hit the dark marker!)
-
- Several things can appear on the display.
-
- A BOX at the center of the display: That's you. You are placed in the center
- of the display whenever possible.
-
- X's: an 'X' marker denotes a sonar contact. The X marker is special. It
- means that all you know about this contact is its bearing (bearing is the
- contact's position in degrees relative to north. For instance, bearing 90
- is like saying 'due east'). You do NOT know how far away it is! If you
- change map zoom (using the top-down map) the X's always appear to be the same
- distance away. As soon as the sonar man can figure out how far away the
- target is, the X will change to the first available letter.
-
- LETTERS: represent 'hard' contacts. Your sonar man will assign a letter to
- each contact it can locate. Once a contact has been located, a couple of
- things happen. First, sonar starts tracking the object, leaving black dots
- behind the contact as it moves. This gives you an idea of what direction a
- contact is moving. The second thing sonar does is to analyze the audio
- spectrum of the contact, and try to identify the class and possibly the actual
- vessel's name. If you TARGET the contact, this information is posted at the
- top of the screen as it is gathered, and the tracking markers for that contact
- will change color.
-
- NUMBERS: are placed as you set waypoints at the navigation board. See the
- help screen (F1) at the nav board for a complete description.
-
- At the bottom of the display screen your course (CRS), speed (SPEED), and
- depth (DEPTH) are constantly displayed. Your course is printed in degrees (90
- is east), your speed in knots, and your depth in feet.
-
- 3. The TARGET button appears on several screens, and allows you to select
- contacts for attack. Once you have hit the TARGET button, a cursor appears on
- the display screen (regardless of what mode the display is in). The TAB key
- will cycle through the available contacts, (or you can use the arrow keys, the
- mouse, or type the letter of contact that have been assigned letters to place
- the cursor) and when the cursor is in the right position, (we suggest using
- the TAB key to do this, it seems the easiest) you will see the contact
- information updated on the target information line at the top of your screen.
- You can use this feature to examine all your contacts to decide which ones you
- should (and shouldn't) attack.
-
- 4. At the bottom of your screen there are two lines of text. The bottom line
- is the situation line, which always contains your map coordinates, and the
- time (since you started the scenario). The upper line is the MESSAGE line.
- Here, the crew keeps you informed of what is happening at other stations. If
- you arm the torpedo tubes from the weapons control panel for instance, the
- weapons control officer will report to you when the torpedo is ready to fire
- even when you're looking through the periscope.
-
-
- IT'S TIME TO CHECK OUT YOUR SUB... You're on the Con of the Los Angeles. We
- recommend that you go to each station and press F1. Learn about each station
- by reading the help screens. Press the space bar to advance to the next HELP
- screen. In the training scenario you start at periscope depth, with all
- engines stopped. Somewhere nearby are three decommissioned warships that you
- have been ordered to destroy. We suggest you go to the periscope, raise it,
- and take a look around (don't leave the periscope up too long though, because
- you may be detected). From the periscope you may want to go to the weapons
- control panel to load some torpedoes. Next, try going to the ship's control
- panel and set engines forward to 1/4 speed. While the torpedoes are being
- armed, and the ship is accelerating, set a waypoint at the navigation board in
- the direction of your targets (they probably show up as X's, but be aware that
- whales, schools of shrimp and fish can show up as contacts. As you head in
- the direction of the X's, the signals become stronger, and it becomes easier
- for sonar to determine what they are (remember though, you can't hear anything
- behind your sub, nor can your opponents hear behind their vessels). Once an X
- is resolved, it will be replaced by a letter. Target that letter, and after a
- while you may get an identification. If the periscope is still up, you should
- get identification immediately, but remember that beyond a few miles, ships
- are below the horizon.
-
- When the display screen is in contour mapping mode, lettered contacts are
- represented by circles. Larger circles mean closer contacts. When lettered
- contacts are very far away, only the letter will be displayed. On EGA, MCGA
- and VGA screens lettered contacts are assigned a color- blue for underwater,
- green for surface, and red for weapons (they emit very high frequency sounds,
- so they are easy to identify)
-
- Good hunting!
-
- In the second scenario, you are being tailed by a Soviet Victor III class
- submarine, and your orders are to escape detection. Complicating the issue are
- other vessels, and more clever opponents. You have 15 minutes for this
- scenario. If you escape detection for a period of two minutes, the scenario
- will end. You're on your own out here this time, facing new challenges.
-
- Replay both scenarios. They play differently, with new starting locations,
- and different commanders on the other vessels. Once you have mastered the
- Maxell Special Edition Scenarios, you will be ready to tackle Electronic Arts'
- own version, with even more: more scenarios, starting with a new training
- mission, ranging to missions of various levels of challenge, length and
- experience. There are more weapons that you can use, more ships to see, more
- maps to explore, more sounds to hear, more crewmen to meet. You'll learn more
- about the tactics and strategies of submarine espionage, evasion and
- destruction, and face veteran enemies with new tricks of their own. You will
- be able to test yourself against your friends with the MODEM option, or take
- the Con of the faster, deeper-diving soviet Alfa class ships. Play either
- side of most scenarios!
-
- Start 688 ATTACK SUB by typing 688 now, and answer the screen
- display options. After you have played a few times, you will remember
- the number of your graphics mode. Typing 688 4 will run 688 ATTACK
- SUB in MCGA mode without going to the graphics configuration screen.
-
-