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- NOVA STRIKE 2.1
-
- Nova Strike is a space flight simulation combat game. The object of the game
- is to develop the flying skills and tactics necessary to destroy all the enemy
- ships. You are given only one ship which has superior performance and weapons
- to accomplish this. Among the changes in this new version are: improved radar
- range, better flight stick response and support of the mouse buttons. This game
- requires a 286 or greater, 240k available memory, VGA graphics and a mouse.
-
-
- BEGINNING OF GAME
-
- When game begins all ships will be positioned near one of their bases. Each
- side has three bases. The position of these bases are randomly chosen each
- game. Only one of the three bases will begin the game with its location known
- to the opposing side. The other two are secret until a ship from the opposing
- side comes within radar range of them.
-
-
- DIFFICULTY LEVELS
-
- There are 2 difficulty levels. The levels correspond to the number of enemy
- ships per base when the game begins. The second level is geometrically harder
- than the first.
-
- Level 1 - 3 enemy ships.
- Level 2 - 6 enemy ships.
-
-
- PRACTICE GAME
-
- This game allows you practice. For this the beginning of the game is
- altered so that you begin near two enemy ships and one of their bases. The
- purpose is to allow you to practice using the weapons before playing a real
- game. Remember that this game begins with you at a favorable advantage since
- the enemy ships are both in front of you and relatively close to each other.
- Fighting 2 ships at once will be much more difficult in a real game.
-
-
- OUTCOME
-
- The object of the game is to destroy all the enemy ships. 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.
- If your ship was destroyed during this time, your keyboard and mouse will be
- frozen. The game can end in a win, lose or draw.
- If you win the game you will get a message in the upper left hand corner
- of the screen saying that all the enemy ships were destroyed. You may continue
- to fly until you hit the Esc key.
-
-
- INSTRUMENT DISPLAY
-
- When game begins you will be positioned 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.
-
- Directly below:
-
- MISSILES - Your current count of missiles.
-
-
- There are three circles in the middle of the screen, they are:
-
-
- Left - Top down radar. Objects above you are red and objects below you
- are green.
-
- Right - 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.
-
- Middle - 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 within 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.
-
- COMBAT MODE - Whether the combat mode is on or off.
-
- ALARM - Whether the alarm is on or off.
-
-
- FLIGHT OVERLAYS
-
- At all times your flight stick, the small square and the flight stick home,
- the small cross are displayed.
-
-
- WEAPONS OVERLAYS
-
- There are two types of crosshairs. One has horizontal and vertical lines
- and the other is a circle with a dot in the center.
-
- If you have a laser lock on a target a small box will appear around the
- target.
-
- If you have a missile lock on a target a small circle will appear around
- the target. If you have no missiles this circle will not appear.
-
- If you have a lock on a ship or a base it will display that targets shield
- strength below it.
-
-
- 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 unless they are known to the
- enemy, then they are blue.
-
- Once you have discovered an enemy base it will be displayed as a red
- triangle.
-
- When a base is fairly close to you the triangle will not appear.
-
- 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 a
- ship is fairly 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 bases in your radar range.
-
-
- PERFORMANCE
-
- Enemy ships have the same maximum acceleration and velocity as your ship
- under normal acceleration. However, they do not have afterburners which allow
- you to double your maximum acceleration and velocity.
-
- You need to be familiar with these terms:
-
- "maximum normal acceleration" - The maximum acceleration you are capable
- of without the afterburner.
-
- "maximum normal velocity" - The maximum velocity you are capable of
- without the afterburner.
-
-
- "maximum acceleration" - The maximum acceleration you are capable
- of with the maximum normal acceleration
- set and with the afterburner on.
-
- "maximum velocity" - The maximum velocity you are capable of
- with the maximum normal acceleration and
- the afterburner on.
-
-
- LASER AND SHIELD ENERGY
-
- Energy is automatically moved between the shields and the lasers as needed.
- For example, whenever the shields are below 100 percent they will transfer
- laser energy to get them back up to 100 percent. If you try to fire the lasers
- and there isn't enough laser energy, the energy will be taken directly from the
- shields.
-
- 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 have stronger shields than ships . Bases take only
- one half the damage that a ship would take to its shields from weapons. Once
- either takes damage that takes the shield strength below 0, they are destroyed.
- Ship shields are regenerated by consuming fuel.
-
-
- LASER AND MISSILE LOCKS
-
- Your laser and missile locks extend for a certain angle from your line of
- sight and can even lock onto enemy missiles. The lasers of enemy ships extend
- for a much smaller angle and they cannot lock onto your missiles. You must have
- a lock to fire a weapon. Although you never lock on your bases, they can still
- interfere with you getting a lock on something behind them. Also, there is a
- certain minimum distance that a ship or base needs to be in front of you to get
- a lock while you can get a lock on a missile nearly point blank. The range to
- get a lock is half your radar range.
-
- Note: Your weapons will not fire if you had a tenuous lock. That is, you did
- not have a lock the next time around when the keyboard or mouse command
- was processed.
-
-
- 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 third the rate your ship can. Lasers are
- regenerated by consuming fuel.
-
-
- MISSILES
-
- Your ship can carry up to 5 missiles, while enemy ships can only carry up to
- 3 missiles. Once fired they will home in on their target even if another
- ship or base comes between them and their target. Only if they lose a lock
- on the target or if the target is destroyed before the missile reaches it will
- a missile try to acquire a new target. Missiles can fly only a certain amount
- of time after which they detonate. When missiles detonate they cause damage to
- any ship or base near them regardless of what the target was. Enemy missiles
- cause between 0 - 35 units of damage while your missiles cause between 0 - 70
- units of damage depending on how well they intercept a ship. Other than
- destroying them with your lasers, the 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. This can
- usually only be done at maximum acceleration.
-
- 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. Also the damage mentioned above from lasers and
- missiles is to the shields of ships. Bases will take less damage.
-
-
- FUEL CONSUMPTION
-
- Fuel is used for acceleration and to regenerate shields and lasers. Your
- ship carries twice the fuel that enemy ships do and is able to consume fuel
- twice as fast if necessary for normal 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 the fuel required for your normal
- acceleration. Using the afterburner does not affect this formula. 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 normal acceleration. Be careful not to run
- out of fuel outside of the system or you will be stuck. A maximum fuel load is
- approximately enough to get you from one end of the star system to the other and
- back twice without using the afterburner.
-
-
- RADAR
-
- All ships and bases have radar of the same range. While bases cannot attack
- an enemy ship, they do transmit the 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
- maneuver to break off the collision. You do not collide with bases.
-
-
- BASES
-
- Bases are represented by two horizontal triangles. Both are gray on the
- outside but yours are green on the inside 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
- the exact location of a ship from the opposing side whenever one comes into its
- radar range. Since bases do not move once a ship from the opposing side comes
- within radar range its position is known from then on.
-
-
- DOCKING
-
- To dock with a base you need to fly towards the center of it at about 1/2
- your max normal acceleration. When inside it your velocity will be slowed down
- to 1/5 your max normal velocity and your shields will flare green. You will
- replenish your missiles and fuel. However, if you have any missiles in flight
- when you are docking 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.
-
-
- COMBAT MODE
-
- Toggling combat mode on will set your maximum normal acceleration and turn
- the afterburner on, set the mouse speed to alternate speed for combat and remove
- bases from the radar screens. When you toggle it off your mouse speed and radar
- screens will be back to normal but it is left to you to decide what new velocity
- you want to set.
-
-
- AFTERBURNER
-
- Your ship has an afterburner, enemy ships do not. Using the afterburner
- doubles your maximum acceleration and velocity from what normal acceleration can
- provide. However the additional acceleration it generates requires twice the
- fuel that the engine consumes at its normal maximum acceleration. To use the
- afterburner you must have at least one unit of normal acceleration. When the
- afterburner is on your velocity and acceleration bars will be missing the middle
- line. This means that the scale has been doubled. Also, whenever you toggle
- off the afterburner the middle line will reappear for the acceleration but if
- the velocity is too high to be displayed on the normal scale the velocity will
- continue to be displayed on the higher scale until the velocity decreases to
- the maximum normal velocity.
-
-
- 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.
-
-
- SOUND
-
- There are different sounds for firing missiles, firing lasers, exploding
- missiles, exploding ships, collisions and the alarm. The maximum distance to
- hear any of these sounds is twice your radar distance except the sound of a
- collision. You will only hear this sound if your ship collides with an enemy
- ship.
-
-
- ALARM
-
- Using the alarm will alert you to the presence of enemy ships or bases that
- come in your ships radar range. It also will alert you to enemy ships in radar
- range of your bases. It enables you cruise without having to constantly look at
- your radar screens or strategic displays for attack or newly discovered enemy
- bases. It also warns you if you have come within range of a previously known
- enemy base which you were trying to skirt around.
-
-
- STRATEGY
-
- Your basic strategy should be to fight only 1 or 2 ships at a time and then
- get away as fast as possible before other ships can arrive to engage you.
-
- Destroying bases will force enemy ships to refuel more often. Destroying
- all of them will severely weaken them since they cannot replenish missiles and
- fuel. Without being able to refuel at bases, enemy ships will gain fuel only
- from the stars and be forced to spend most of their time cruising at very low
- velocities. Destroying bases is more helpful on the second difficulty level.
-
-
- TACTICS
-
- If you are trying to escape a ship or get out far enough in front of him so
- you can turn around and attack, jink up and down and left and right in a random
- order. This will make it difficult for him to get laser lock on you. This is
- more effective if you start jinking before the enemy ship starts firing since
- by then it can match your movements fairly well.
-
- When enemy ships are attacking your bases the tactical and stategic overlays
- will display their location and you can often attack and destroy them before
- they can turn around and fire their weapons at you. This assumes that you can
- reach them before they leave the bases radar range or destroy the base.
-
- To outrun a missile you usually need to be flying at your maximum velocity
- and directly away from the missile.
-
-
- Note: The above information on strategy and tactics are only suggestions. It
- is up to you develop the strategy and tactics needed to win.
-
-
- MISCELLANEOUS INFORMATION
-
- If you are playing this game on a floppy disk make sure you have a backed it
- up on another disk. Do not play from your only copy.
-
- When you come up with a configuration that you like (colors, mouse speeds,
- etc.) and have saved it "x", its a good idea to make a backup copy of the
- configuration file "cnf". For example "copy cnf cnf.bak".
-
- When enemy ships attack your bases they use their lasers only, they never
- use their missiles.
-
- You should spend most of your time flying at your maximum velocity. While
- using the afterburner to achieve this will decrease your maximum range, it will
- speed up the game and help you survive an unexpected encounter with an enemy
- ship.
-
- Try to detonate a missile soon after it is fired. This will cause damage to
- the ship that fired it.
-
- Try to avoid running out of fuel. If you do and you are in the star system
- your will receive enough to maintain up to 25 percent of your maximum normal
- acceleration but this would leave you extremely vulnerable to attack with little
- fuel for velocity and/or regeneration of lasers and shields.
-
- When you're upside down, objects will rotate towards you from the opposite
- direction on the 2D radar.
-
- Occasionally when you have a base lined up on the visual display and you
- switch to the strategic display the vector repesenting your ship appears to be a
- little off. This is because the end points of the vector rotate in a very small
- group of pixels.
-
-
- FILE SAVING
-
- 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.
- Letters are displayed as upper case even though caps lock is off. On the disk
- the program will add the extension ".21" for the version of the software. You
- may save as many files as you wish but the directory list can only list the
- first 100. 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 use the new defaults.
-
-
- MOUSE
-
- The mouse controls your flight stick. 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.
- You can control both the speed of the mouse and whether the change is
- arithmetic or geometric. Also, the default for the software is to read a 3
- button mouse. If your mouse has only two buttons you must change the
- configuration.
- The left mouse button fires the missiles, just press and release it. The
- middle mouse button(the right on a two button mouse) fires the lasers, keep it
- pressed down as long as you want to fire.
-
-
- KEYBOARD COMMANDS
-
-
- q - Set acceleration to 0. 5 - Toggle afterburner.
- w - Set acceleration to maximum.
- e - Fire lasers.
- r - Fire missile.
- t - Toggle strategic display.
-
- a - Decrease acceleration. z - Toggle instrument display.
- s - Increase acceleration. x - Save configuration.
- d - Decrease magnification. c - Restore default configuration.
- f - Increase magnification. v - Toggle shield strength.
- g - Toggle combat mode. b - Toggle tactical overlays.
-
- F1 - Toggle alarm.
- F2 - Toggle sound.
-
- Esc - to quit, save game and quit or resume game.
-
- Pause key will halt the game, hit the spacebar to continue.
-
-
- The following keys change the configuration:
-
- 6 - Cycle instrument display color. y - Cycle radar center color.
- 7 - Cycle text color. u - Cycle velocity color.
- 8 - Cycle increment color. i - Cycle acceleration color.
- 9 - Cycle top of horizon color. o - Cycle shield color.
- 0 - Cycle bottom of horizon color. p - Cycle laser color.
- - - Decrease delays. [ - Decrease mouse speed.
- = - Increase delays. ] - Increase mouse speed.
-
- h - Cycle fuel color. n - Cycle missile lock color.
- j - Cycle crosshair type. m - Cycle ship overlay color.
- k - Cycle crosshair color.
- l - Cycle flight stick color. . - Decrease mouse combat speed.
- ; - Cycle flight stick home color. / - Increase mouse combat speed.
- ' - Cycle laser lock color.
-
- \ - Toggle number of mouse buttons.
- F7 - Toggle mouse changes.
- F8 - Reverse mouse buttons(if left handed).
- F9 - Cycle border color.
- F10 - Cycle border type.
-
- More detail:
-
- 6 CYCLE INSTRUMENT DISPLAY COLOR
-
- This changes the color of the instrument display. You are prevented from
- changing the color to either top or bottom horizon color.
-
- 9 0 CYCLE HORIZON COLORS
-
- When cycling these colors you are prevented from changing them to the color
- of the instrument display.
-
- d f CHANGE MAGNIFICATION
-
- 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.
-
- v TOGGLE SHIELD STRENGTH
-
- With this on you will see the shield strength of your bases and any enemy
- bases in your ships radar range.
-
- - = DELAYS
-
- Setting delays will slow down the game. You may use this if the game runs
- to fast for your liking. The default is 0. If your system is 20 Mhz or faster
- you may wish to use this.
-
- m CYCLE SHIP OVERLAY
-
- 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 for the
- mouse combat speed and 10 for the normal mouse speed.
-
-
- MAJOR CHANGES FROM VERSION 2.0
-
- Radar range has been doubled.
-
- Energy is automatically exchanged between the shields and lasers as neaded.
-
- You can use the mouse buttons to fire the weapons instead of the keyboard.
-
- Enemy ships have improved lasers and better combat maneuvering.
-
- In combat mode you can now lock on enemy bases.
-
- Some improvements to the graphics and sound.
-
- Improved flight stick response. The farther you move the flight stick from
- its home position the greater the rate of change. You can also change back to
- the older arithmetic response with F7.
-
- Fixes sound and graphics problems on some computers that were caused by bios
- differences.
-
- ---- Read the instructions for all the changes. ----
-
-
- FILE ERRORS
-
- If you get an error reading a file the program will abort. Most likely
- cause is that a file is missing. Also the file could be corrupted or had the
- permission changed.
-
- If you get an error writing a file the program will abort. Most likely
- cause is that there is not sufficient room on the disk. Also the file could
- be corrupted or had the permission changed.
-
-
- TECHNICAL SUPPORT
-
- If you are a registered user of this software and have a problem or a
- question, fill out the technical support form, file "tech.frm" and send along
- with a stamped self-addressed envelope to:
-
- Nova Strike Software
- 240 Tiki Drive
- Merritt Island, FL 32953
-
- You may print out this form using the DOS print command.
-
-
- NEW VERSIONS
-
- You can always find the most recent version of this software on Compuserve.
- It will be on the IBMNEW forum under general fun and games. Simply browse for
- the keywords NOVA and STRIKE.
-
-
- DISTRIBUTING THIS SOFTWARE
-
- You are free to pass the UNREGISTERED version of this program around. This
- includes posting it on bulletin boards and shareware distribution lists. Please
- remove any previous versions of this program, these are:
-
- Nova Strike 1.0 - released as self-extracting file "ns10.exe"
- Nova Strike 2.0 - released as self-extracting file "nova20.exe"
- and zip file nova20.zip
-
- The above file names are only the names they were released under by me.
- These could have been changed by others.
-
- If you are a shareware distributor please write me to let me know that you
- are adding it to your shareware distribution list. This will put you on my
- mailing list for upgrades and new programs.
-
-
- 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.
-
-
- Copyright (c) 1992 Michael Kline
- All Rights Reserved