|
|
STAR RAIDERS
BY ATARI, INC.
INSERTING THE GAME CARTRIDGE
To insert your ATARI 5200 game cartridge, hold the cartridge so the
name on the label faces you and reads right-side-up. Carefully
insert the cartridge into the slot in the center of the console.
Be sure the cartridge is firmly seated, but do not force it. The
POWER ON/OFF switch is located on the lower right side of the ATARI
5200. Press this switch to turn the power on after inserting your
game cartridge. See your Owner's Manual for further information.
TABLE OF CONTENTS
1. A WORD FROM COMMANDER CHAMPION
2. YOUR FLIGHT SIMULATION TRAINING
3. USING THE 5200 CONTROLLER
4. SPEED MODE
5. CONTROL MODE
6. ENERGY DRAIN
7. STARSHIP DAMAGE
8. STARBASE DOCKING
9. RATING
10. MISSION SKILL LEVELS
11. TRAINING MISSION
12. SURVIVAL TACTICS
13. SCORECARD
1. A WORD FROM COMMANDER CHAMPION
Welcome, cadets, to Federation Field. I'm Commander Champion, your
space flight instructor. You'll be stationed here for some
intensive starship flight simulation and computer training. When
you've successfully completed your training mission, you'll win
your Novice star and a commission in the Earth Federation's most
elite fighting unit . . . the Star Raiders.
We Star Raiders have a long, distinguished tradition of service to
the Earth Federation and the Galaxy. Since the year 2010 we've
policed the space routes, enforcing freedom of space and peaceful
coexistence of the solar systems. thanks to the Star Raiders,
there hasn't been a major space war since then. Space trade
flourishes and the Earth Federation prospers.
Now, just as we're beginning to think peace will put the Star
Raiders out of business, the Zylons . . . that rabble of half-life
barbarians from Alpha Solar . . . turn to space piracy and
terrorism. Their object is to break up the Federations's space
trade and weaken its influence in the Galaxy. Space Security has
issued "cease and desist" orders to no avail. Zylon responds by
hijacking our spacecraft and terrorizing starbases that harbor
them. They've pushed us to the limit. Let's rid the Galaxy of
this pest once and for all!
Your mission is to SEEK OUT Zylon combat ships in every sector of
the Galaxy and DESTROY THEM ON SIGHT. For this job we've given you
the ultimate in sophisticated fighter craft. Your starship is
equipped with high-power photon torpedoes, twin ion engines, and
dual hyperwarp engines that transport you instantly to the furthest
reaches of the Galaxy.
Your computer instrumentation surpasses state-of-the-art. It
includes a Galactic Chart with real-time updating, Long-Range
Sector Scan for pinpoint targeting, and the most advanced Attack
Computer ever devised for locking on the target and homing in for
the kill.
How does your starship compare with Zylon spacecraft? So far,
Space Intelligence has profiles of three Zylon combat spacecraft:
Zylon Fighter - Designed for high-speed attacks, these ships can be
deadly at close range.
Zylon Cruisers - These are patrol ships and attack only in self-
defense. But don't let their defensive posture fool you; they'll
give you plenty of trouble.
Zylon Basestar - Like our starships, Zylon basestars are equipped
with shields to deflect photon torpedoes and can only be destroyed
at close range. These are probably the trickiest of the Zylon
fighter craft. Approach them with extreme caution.
xx xx
xx xx xxxxxx xxxxxx
xx xxx xx xxxxxx xxxxxxxxxx
xxxxxxxxxxx xxxx xxxx xx
xxxxxxxxxxx xxxx xxxx xxxxxxxxxx
xx xxx xx xx xx xxxxxx
xx xx xx xx xx
Zylon Fighter Zylon Cruisers Zylon Basestar
Code name for this operation is WIPEOUT. You'll be launched on
your first WIPEOUT mission as soon as you win your Novice star. To
complete your mission, you must destroy all Zylon targets.
In a pinch, you can dock at a friendly starbase to energize and
repair your starship, but be prepared for trouble. Once WIPEOUT
gets underway, we expect Zylon to surround and attempt to destroy
all starbases that harbor our starships. Prevent this at all
costs! Remember, with every starbase destroyed, our position in
the Galaxy grows weaker and the Zylon menace grows stronger.
At the end of each mission, Mission Control will evaluate your
performance and rate you on five factors:
* Skill level (NOVICE, PILOT, WARRIOR, COMMANDER).
* Number of enemy starships destroyed.
* Amount of energy used.
* Length of time taken to complete the mission.
* Number of starbases destroyed.
Promotions are based solely on ratings . . . there are no shortcuts
to success in the Star Raiders. You start as ROOKIES, but in no
time at all you'll make ENSIGN and then PILOT. After that the
going gets rough. Don't be surprised if your first Pilot mission
ends with a demotion to GALACTIC COOK or GARBAGE SCOW CAPTAIN.
This is a tough service! But you've got the stuff to make it.
Some of you may even be WARRIOR material. We'll tell you if you
are. As for STAR COMMANDER, few ever make it, but who knows? The
next one might be you.
Go to it and good luck! Or as we say in the Star Raiders, "Shields
up and lock on target."
2. YOUR FLIGHT SIMULATION TRAINING
Your flight training program teaches you how to pilot a starship,
find and destroy the enemy, dock at a starbase to energize and
repair your starship, and above all, survive in space. The
training sessions are coordinated with your manual, so be sure you
read it thoroughly, cover to cover.
In a minute, I'm going to show you your starship simulation chamber
and we'll "lift off" into space. Then you'll find out how to
handle your 5200 controller, which controls every function of your
starship (Section 3). I'll check you out on the Speed Mode and
Control Mode pushbutton controls (Sections 4 and 5) and teach you
to use the following starship equipment:
* Shields
* Attack Computer
* Galactic Chart
* Hyperwarp Engines
* Photon Torpedoes
* Control Panel Display
* Long-Range Sector Scan
* Manual Target Selector
* Tracking Computer
* Subspace Radio.
We'll discuss energy drain (Section 6) and what to do when your
starship is damaged (Section 7). Then you'll practice docking at
a starbase to energize and repair your starship (Section 8).
I'll explain how Mission Control rates your performance at the end
of each mission and decides what rank to promote (or demote) you to
(Section 9). next you'll get a briefing on what to expect at the
four skill levels: NOVICE, PILOT, WARRIOR and COMMANDER (Section
10).
When you're ready for your first training mission, I'll give you
step-by-step flight instructions (Section 11). To win your Novice
star you must complete your training mission with energy to spare
and earn a rank higher than ROOKIE.
After graduation, you will probably rise in rank pretty fast until
you make PILOT. Then it gets rough. So be sure you pay attention
to the lectures on SURVIVAL TACTICS (Section 12). At the end of
the manual we've provided a SCORECARD so you can keep track of your
progress.
That's the program. Now follow me and I'll show you your starship
simulator.
STARSHIP SIMULATOR
This is your starship simulation chamber. It's as close to a
starship as you will get until you earn your Novice star. But
don't underestimate it. Down to the last detail, it's exactly like
a starship. We call it STAR CRUISER 7.
Step inside and climb into the cockpit in front of the ATARI 5200
console. Insert the STAR RAIDERS cartridge, which contains the
simulation program, into the console cartridge slot (see inside
front cover for directions). Now turn on the television, your
window into space. Turn up the volume so you can experience the
audio as well as visual effects of space flight.
Attach the keypad overlay to the ATARI 5200 controller and plug the
controller into Jack 1 on the front of the console. Your 5200
controller is an exact duplicate of a real starship controller.
It's an incredible device. With this little controller in hand,
you command every function of STAR CRUISER 7, from engines to
photon torpedoes.
Get ready for liftoff. Buckle your seat belt and strap yourself
into your G-force harness before we power on the simulator. (G-
force is the gravitational force to which a body is subjected
during acceleration.)
Ready?
Power on by pressing the POWER switch on the 5200 console unit.
When the ATARI logo appears on your screen, start the countdown: 5,
4, 3, 2, 1, LIFTOFF!
Star Cruiser 7 is launched into space when NOVICE MISSION flashes
on the screen (Figure 1). Stars and meteors whiz past your
starship as you cruise forward at a comfortable speed of 12 metrons
per second. (Metrons per second is an Earth Federation unit of
space-time for speeds above 186,000 miles per second, the speed of
light.)
[Screenshot with a Meteor labelled, and the words "NOVICE
MISSION" in the upper left corner.]
Figure 1 - Forward (Fore) View of Space
3. USING THE 5200 CONTROLLER
With the 5200 controller (Figure 2) you'll pilot Star Cruiser 7,
control both Twin Ion and Hyperwarp engines, call up computer
displays, track the enemy, fire your photon missiles, and dock at
a starbase. We'll take a look at the control stick (sometimes
called a joystick) in a minute. Now let's talk about control keys.
[Photo of a 5200 controller. You know what it looks like.]
Figure 2 - Controller
KEYPAD OVERLAYS
For your convenience, two keypad overlays are provided (Figure 3).
Slip the overlay tabs into the slots above and below the keypad on
the controller.
SPEED 1 SPEED 2 SPEED 3
+--------+ +--------+ +--------+
| | | | | |
| | | | | |
+--------+ +--------+ +--------+
FORE VIEW AFT VIEW SCAN
SPEED 4 SPEED 5 SPEED 6
+--------+ +--------+ +--------+
| | | | | |
| | | | | |
+--------+ +--------+ +--------+
GALACTIC TRACKING SHIELDS
CHART
SPEED 7 SPEED 8 SPEED 9
+--------+ +--------+ +--------+
| | | | | |
| | | | | |
+--------+ +--------+ +--------+
ATTACK HYPERSPACE MANUAL
SPEED MODE SPEED 0 CONTROL MODE
+--------+ +--------+ +--------+
| | | | | |
| | | | | |
+--------+ +--------+ +--------+
ABORT GAME SELECT
Figure 3 - Overlay
CONTROL KEYS
* START: Brings up the Control Panel Display and starts the action
(see Figure 4). Use START to start a new mission at the same
skill level.
[Screenshot. Nothing remarkable about it.]
Figure 4 - START Starts the Action
* PAUSE: Freezes action temporarily. Press again to continue.
NOTE: if PAUSE is on longer than 8 minutes, the computer will cycle
colors on the television screen to prevent "burn in" of static
images.
* RESET: Resets STAR RAIDERS to the beginning at NOVICE MISSION
skill level (see Figure 1).
* GAME SELECT (#): After powering on, press the GAME SELECT key
(#) to change the mission skill level. Thereafter, press RESET
once before GAME SELECT to change the skill level. Hold in GAME
SELECT to cycle through the skill levels.
This key functions as the CONTROL MODE key after you press START.
We'll discuss the Control Mode in Section 5.
* SPEED MODE (*): Once you've pressed START, this key puts your
starship into Speed Mode, discussed in Section 4. This key has
no function until you press START.
CONTROL STICK OPERATION
The control stick rotates 360 degrees and handles your starship
with ease. In the Fore View (forward view of space) the control
stick operates as shown in figure 5A. In the Aft View (back view
of space) operation is reversed (Figure 5B). You'll learn how to
switch from Fore View to Aft View in Section 5 - CONTROL MODE.
Dive
_ /\ _
| |
Port Turn/Rotate
(Left) < > Starboard
(Right)
|_ _|
\/
Climb
A. Fore View Control
Climb
_ /\ _
| |
Turn/Rotate Port
Starboard < > (Left)
(Right)
|_ _|
\/
Dive
B. Aft View Control
/\
Neutral _ --
(0 Thrust) \ --
\ --
\
<||| () |||>
\
-- \_Minimum Thrust
-- (Slow)
--
\/
\_Maximum Thrust (Fast)
C. Thrust Rates
Figure 5 - Control Stick Operation
THRUST RATES
Star Cruiser 7 can turn, climb, and dive at four different thrust
rates, as shown in Figure 5C. When the control stick is centered,
your ship is at zero thrust. The further from center you move the
control stick, the more thrust you apply and the faster your
starship moves.
Try this:
1. Select NOVICE skill level.
2. Press START.
3. Press the CONTROL MODE key (#).
4. Press the SHIELDS key (6) to turn your shields on, maggot.
SHIELDS ON appears momentarily at the top of the television
screen. Shields will protect your starship in the even you
collide with a meteor during the following maneuver.
5. Press the SPEED MODE key (*).
6. Press the (0) key to stop your engines.
7. Center the control stick. When the stick is at zero thrust, it
appears that stars are fixed and only meteors move.
8. Push the control stick forward very slowly and start to dive at
minimum thrust. Increase thrust by degrees until you're at
maximum. Slowly return the control stick to center.
9. Execute right turns, left turns, dives, climbs, and rolls at the
four thrust rates until you can control Star Cruiser 7 with
ease.
FIRE BUTTONS
Once you've pressed START you can fire photon torpedoes. Press one
or both of the lower red buttons on your 5200 controller and watch
a photon torpedo travel toward the center of the television screen
and disappear in the distance. Photon Torpedoes are discussed in
Section 5.
NOTE: The two upper red buttons have no function, so you can press
the upper and lower buttons at the same time if you like.
4. SPEED MODE
When your starship is in Speed Mode, the keys on the keypad control
the Twin Ion engines and regulate forward speed (Figure 6). Each
key sets a speed or velocity, expressed in metrons per second (V =
X met/sec.):
Speed Velocity V
Key (met./sec.)
----- -----------
0 V = 00
1 V = 00
2 V = 00
3 V = 01
4 V = 03
5 V = 06
6 V = 12
7 V = 25
8 V = 37
9 V = 43
Now try this:
1. After START, press the SPEED MODE key (*).
2. Turn up the volume on your television set.
3. Press SPEED keys 5, 4, 3, 2, 1, and 0 in turn. Notice that your
engine sounds diminish and stars appear to move slower and
slower as your speed decreases.
4. Now press SPEED keys 6, 7, 8, and 9 in turn and notice what
happens as you steadily increase speed.
[Shot of the keypad overlay with the Speed functions
highlighted.]
Figure 6 - Speed Mode Keys
5. CONTROL MODE
When your starship is in Control Mode, all the number keys on your
keypad operate starship equipment or program modes of operation
(Figure 7).
[Shot of the keypad overlay with the Control keys highlighted.]
Figure 7 - Control Mode Keys
Try this:
1. After START, press the CONTROL MODE key (#).
2. Press the AFT VIEW key (2): AFT VIEW appears at the top of the
television screen. The Aft View is the view of space from the
aft or back space window. Stars and meteors appear to recede
into the distance as your starship moves forward.
3. Press the FORE VIEW key (1) to restore the Fore View of space
(Figure 1).
Now let's look at the starship equipment operated in Control Mode.
SHIELDS
Before you set out on a mission, press the SHIELDS key (6) and turn
on your shields. SHIELDS ON appears momentarily at the top of your
screen and space looks blue.
With shields on, your starship can never be destroyed by photon
torpedoes or meteors . . . unless, of course, it hyperwarps into a
meteor. Without shields, it hasn't a snowball's chance. At NOVICE
skill level, shields prevent your starship from being damaged. At
all other skill levels, shields give protection but do not prevent
damage. (See Section 7 - STARSHIP DAMAGE for more information.)
To turn off the shields, press SHIELDS (6) again. SHIELDS OFF
appears at the top of the screen and space looks black.
ATTACK COMPUTER
Your next move is to turn on your Attack Computer. Press the
ATTACK key (7). ATTACK COMPUTER ON appears momentarily at the top
of the screen, along with the target crosshairs and the Attack
Computer Display (Figure 8). In the Aft View, only the target
crosshairs appear; there is no Attack Computer Display.
Use the Attack Computer Display to track enemy targets (see PHOTON
TORPEDOES), starbases (Section 8 - STARBASE DOCKING), and meteors
(Section 12 - SURVIVAL TACTICS).
To turn off the Attack Computer display, press the ATTACK key (7)
again. ATTACK COMPUTER OFF appears at the top of the screen.
[Screenshot with the Target Crosshairs and Attack Computer
Display labeled and the words "ATTACK COMPUTER ON" at the top.]
Figure 8 - Attack Computer On
GALACTIC CHART
After turning on your shields and the Attack Computer, press the
GALACTIC CHART key (4) to display the Galactic Chart and target
data (Figure 9A). The chart shows you the whole galaxy, divided
into sectors. Some sectors contain enemy spacecraft and friendly
starbases; others are uninhabited. Starbases are indicated by *;
Zylon spaceships are identified as follows:
xx
xx
xxxxx = patrol consisting of two enemy ships
xx
xx
xxx
xxx = task force of three enemy ships
xxx
xx
xx xx = fleet of four enemy ships.
xx
[Screenshot with the Galactic Chart displayed.]
Figure 9A - Galactic Chart
MARKING THE TARGET
Choose an enemy target sector. With the control stick, move the
cursor (+) from its position in the center of the chart to the
target sector. Note that a blinking ring (??) remains in the
center. The ring marks the sector you more from; the cursor marks
the sector you move to. (We like prepositions to end sentences
with.)
You can move the cursor from sector to sector at fast or slow
speed, as shown in Figure 9B.
/\
_Stop
-- /
/
< | () | > --Fast
\
-- \_Slow
\/
Figure 9B - Cursor Control Speeds
* Slow: Keep the control stick close to center.
* Fast: Push the stick as far as possible in the direction you
want the cursor to move.
* Stop: Center the control stick.
NOTE: The cursor can "wrap" around the Galactic Chart vertically
and horizontally. For example, it can leave the Galactic Chart at
the bottom and reappear at the top, or leave the chart at the right
side and reappear at the left side.
Which sector should you choose?
A two-ship patrol is the easiest target to begin with, but there
are other considerations:
Warp Energy: You must hyperwarp from sector to sector, and that
uses up a lot of energy. The further the target, the more energy
you use. In general, it is more economical to cover the Galactic
Chart in short jumps. We'll go into energy drain more thoroughly
in Section 6.
Enemy Position: Zylon ships constantly shift sectors in an effort
to surround and destroy starbases. You will save yourself a lot of
grief if you go after targets that are in dangerous positions, such
as next to a starbase.
STARBASE SURROUNDED
Your subspace radio will flash STARBASE SURROUNDED on your screen
when Zylon combat ships surround a starbase. After the warning,
you have 1 minute to clear enemy ships from a sector next to the
starbase and save the base. If Zylon succeeds in destroying the
starbase you will lose a vital energy and repair port, and Zylon
will build two new combat ships out of the starbase debris.
Figure 10 shows the enemy positions required for a starbase to be
surrounded.
>
= * =
= >
Figure 10 - Starbase Surrounded
NOTE: THE ZYLON FLEET WILL ATTEMPT TO SURROUND AND DESTROY ONLY
ONE STARBASE AT A TIME.
The Zylons will shift sectors at different rates, depending on
their size. A patrol will move the fastest, a task force at half
the speed of a patrol, and a fleet at approximately 1/8 the speed
of a patrol.
TARGET DATA
When you have selected your target, read the target data under the
Galactic Chart (Figure 11).
[Screenshot of the Galactic Chart again, with the data at the
bottom of the screen highlighted.]
Figure 11 - Target Data
WARP ENERGY: Number of energy units required to hyperwarp to the
sector selected.
TARGETS: Number of enemy targets in the sector selected.
STAR DATE: Elapsed time during a mission, measured in centons; 100
centons = 1 minute. The enemy may jump from one sector to another
when the STAR DATE counter crosses .00 or .50.
DC:PESCLR: DC = Damage Control, P = Photon Torpedoes, E = Engines,
S = Shields, C = Computer, L = Long-Range Scan, R = Subspace Radio.
Status of the equipment is shown by the color of the letter:
- blue = normal
- yellow = damaged
- red = destroyed
We will discuss starship damage in more detail in Section 7.
HYPERWARP
The HYPERSPACE key (8) turns on your Hyperwarp Engines, and
HYPERWARP ENGAGED appears momentarily at the top of the screen.
Before you activate your Hyperwarp Engines, however, be sure the
Attack Computer is on. You need the crosshairs for navigating in
hyperspace and the Attack Computer Display for tracking targets.
NAVIGATING IN HYPERSPACE
At NOVICE skill level, you do not need to steer your starship. The
computer centers the Hyperwarp Target Marker in the crosshairs and
keeps the starship on course (see Figure 12).
[Screenshot with the Crosshairs and Hyperwarp Target Marker
labeled.]
Figure 12 - Hyperwarp Engaged
At PILOT, WARRIOR, and COMMANDER skill levels, you must steer in
hyperspace. Using the control stick, keep the Hyperwarp Target
Marker centered in the crosshairs. A light touch on the control
stick is recommended for steering.
You must get the target marker centered in the crosshairs by the
time HYPERSPACE or HYPERWARP COMPLETE flashes on the screen;
otherwise you will be off course and out of your target sector
Just before hyperwarp is completed, the engines reach peak velocity
and volume. Press the HYPERSPACE key (8) now and listen to the
engines so you will recognize peak level when you're in hyperspace.
NOTE: The further the distance between sectors, the harder it is
to stay on course in hyperspace.
ENTERING A SECTOR
When you enter a sector occupied by Zylon combat ships, the
computer flashes HYPERSPACE and sounds the RED ALERT. Note that a
target marker, showing the position of the target relative to your
starship, appears in the Attack Computer Display (Figure 13A).
[Screenshot of Red Alert with the Target Marker labelled.]
Figure 13A - RED ALERT
When you enter a sector with a starbase in it, HYPERWARP COMPLETE
flashes at the top of your screen and a target marker, showing the
position of the starbase, appears in the Attack Computer Display
(Figure 13B).
[Screenshot of a Starbase Sector. The Attack Computer Display
has a starbase icon in it.]
Figure 13B - Starbase Sector
When you enter an empty target sector, HYPERWARP COMPLETE flashes
on the screen but there is no target marker in the Attack Computer
Display (Figure 13C). Return to the Galactic Chart and correct
your position.
[Close-up shot of an empty Attack Computer Display.]
Figure 13C - Empty Sector
HYPERWARP ABORT
If you're in hyperwarp when you get a STARBASE SURROUNDED message,
abort hyperwarp and return to the Galactic Chart to see which
starbase is in trouble. To abort hyperwarp, press the ABORT (0)
key. When HYPERWARP ABORTED appears on your screen, press the
GALACTIC CHART key (4).
PHOTON TORPEDOES
A photon torpedo is a burst of concentrated energy that can
completely destroy an enemy spaceship, meteor, or another photon
torpedo. As long as you have energy, you never run out of
torpedoes, but each time you fire, 10 units of energy are used up.
If you hit another photon torpedo head on, 100 units of energy are
used up (see Section 6 - ENERGY DRAIN). Obviously, then, you
should make each photon torpedo count and not fire randomly.
Your starship is equipped with two torpedo launchers, on the port
and starboard sides. You can only fire one torpedo at a time,
except when the Attack Computer locks your torpedoes onto the
target; then the fire button launches both photon torpedoes
simultaneously.
Lock-on occurs when the target marker is centered in the Attack
Computer Display and the horizontal (�) and vertical (�)
coordinates in the Control Panel Display read +00. In Figure 14,
the lines labeled "A" show that the computer is locked on in the
horizontal coordinate; those labeled "B" show that the computer is
locked on in the vertical coordinate. When the marks designated
"C" appear, the computer is locked on in both coordinates and the
target is within range. This is the best time to fire; you have a
90% kill probability at this time.
---------------
| | |
| A __|__ A |
|-- | | --|
|----| <*> |----|
|-- |_____| --|
| B | B |
| C|||C |
---------------
Figure 14 - Target Locked On and Within Range
NOTE: Of course you can hit the enemy without locking on your
torpedoes, but you use up more energy.
When you hit a target (enemy ship, space object, or photon torpedo)
it explodes into silver particles (Figure 15). If your target is
a Zylon fighter or cruiser, your hit destroys it and the computer
credits you with a kill (see CONTROL PANEL DISPLAY). If it's a
Zylon basestar, a hit does not always destroy it. Basestars are
protected by shields and can only be destroyed by a direct hit.
When an enemy ship hits your starship (with shields on), the screen
flashes red and blue. (Colors may vary with the settings of your
television set.) If your ship is damaged, DAMAGE CONTROL sounds a
warning and flashes a message on your screen telling you what
equipment has been damaged or destroyed (see Section 7 - STARSHIP
DAMAGE).
After you have wiped out all Zylon spacecraft in a sector, the
target marker in the Attack Computer Display disappears. Return to
the Galactic Chart and select another sector.
[Fore View Screenshot with a Zylon ship exploding]
Figure 15 - Zylon Ship Hit
CONTROL PANEL DISPLAY
The Control Panel Display appears at the bottom of the screen in
the Fore, Aft and Long-Range Views. The display shown in Figure 16
is interpreted as follows:
V:12 - Velocity is 12 metrons per second
K:18 - So far you have 18 kills to your credit.
E:8260 - You have 8260 energy units left (out of 9999 units at
mission start).
T:2 - The Attack Computer is currently tracking Target 2, which
is a starbase; T:0 or T:1 would be an enemy target, and
T:3 would be hyperspace. When the Tracking Computer is
on, T changes to C.
�:+12 - In the horizontal coordinate, your starship is off target
by +12 gradons (see Note).
�:+10 - In the vertical coordinate, your starship is off target by
+10 gradons.
R:+236 - The target is 236 centrons in front of your starship (see
Note). If R were -236, the target would be 236 centrons
behind your starship.
NOTE: Angles are measured in gradons (0 - 99 gradons). Distance
is measured in metrons; 100 metrons = 1 centron.
[Screenshot with nothing to see but the Control Panel Display at
the bottom.]
Figure 16 - Control Panel Display
LONG-RANGE SECTOR SCAN
When there's a target marker in the Attack Computer Display but you
can't seem to find the target, use the Long-Range Sector Scan
(Figure 17). Press the SCAN key (3).
[Long-Range Scan Screenshot with your Starship, the Target, and
the Target Destination labeled.]
Figure 17 - Long-Range Sector Scan
The Long-Range Sector Scan shows you a top view of the sector your
starship is in. In Figure 17, your ship is in the center and all
objects in the sector rotate around it. To use the sector scan:
1. Select a target.
2. Move the control stick to the left until the target is directly
in front of you.
3. Move the control stick forward or back, depending on the
position of the target, until the target is as far above your
starship as possible.
4. Enter Speed Mode (#) and use your engines to approach the
target. Select a moderate SPEED key (3, 4, or 5).
5. Minor course corrections may be needed as you approach the
target. Repeat steps 2 and 3 if required.
6. When the target is very close to your starship, press the 0 key
to stop the engines.
7. The target should now be visible in the Fore View. Press the
CONTROL MODE key (#), then the FORE VIEW key (1).
MANUAL TARGET SELECTOR
When more than one Zylon ship is attacking, the Attack Computer
decides which target to track and display. The computer selects a
target at random unless you are in a space duel, in which case it
selects the target that is shooting at you.
If you wish to select a different target, press the MANUAL key (9)
to override the computer and call up the Manual Target Selector.
Normally only two Zylons attack at the same time. The Control
Panel shows them as T:0 and T:1, target 0 and target 1. If T:0 is
displayed, pressing the MANUAL key automatically selects T:1 and
vice versa.
To return to automatic target selection, press the MANUAL key (9)
again.
TRACKING COMPUTER
The Tracking Computer automatically tracks the selected target as
it moves from fore to aft of your starship. The television screen
switches between Fore and Aft views as the Tracking Computer tracks
the target. Press the TRACKING key (5) to turn on the Tracking
Computer. COMPUTER TRACKING ON appears momentarily at the top of
the screen and the Aft View is displayed. To turn off the Tracking
Computer, press the TRACKING key (5) again. TRACKING OFF will be
displayed at the top of the screen. Note that if you switch off
the Tracking Computer in the Aft View, you must press the FORE VIEW
(1) to restore the forward view of space.
WARNING! This mode should be used by experience space pilots only.
It is possible to get caught in the cross-fire of two enemy ships,
one in front and the other behind your starship. As they
alternately fire at you, the computer will constantly switch
between Fore and Aft views, so fast that only experienced Star
Raiders are able to survive.
SUBSPACE RADIO
The Subspace Radio is used to update the Galactic Chart and relay
the messages STARBASE SURROUNDED and STARBASE DESTROYED. It also
generates the TARGETS display below the Galactic Chart.
6. ENERGY DRAIN
Your starship has 9999 units of energy at the start of each
mission. Each operation drains some of this energy. Note that the
faster your starship travels, the more energy you use. In terms of
the tradeoff between energy drain and distance covered, speed 6
(velocity = 12 metrons per second) is the most efficient speed.
Operation Energy Drain (units)
Abort Hyperwarp 100
Each enemy photon hit 100
Each photon torpedo fired 10
Shields up 2 units per second
Attack Computer on 1/2 unit per second
Life Support System 1/4 unit per second
(always on)
Twin Ion Engines | 0 | 1 | 2 | 3 | 4 |
(Speed) | | | | | |
Energy Drain/Second | 0 | 1 |1.5| 2 |2.5|
(units). | | | | | |
| 5 | 6 | 7 | 8 | 9 |
| | | | | |
| 3 |3.5|7.5|11.25| 15|
| | | | | |
The longer the hyperwarp jump, the greater the energy drain. Jumps
of five sectors or more are very costly. If you must got a long
distance, try to do it in several small jumps instead of one long
jump.
When energy falls below 1000 units, the Control Panel Display
flashes a red warning. You can refuel at any starbase provided
your starship has the energy to get there. See Section 8 -
STARBASE DOCKING for refueling instructions. If you run out of
energy Mission Control will abort your mission and recall you to
base.
Hyperwarp | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
Distance | | | | | | | | |
(Sectors)
Energy Drain |130|160|200|230|500|700|800|900|
Per Jump | | | | | | | | |
(Units)
| 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
| | | | | | | | |
|1200|1250|1300|1350|1400|1550|1700|1840|
| | | | | | | | |
| 17 | 18 | 19 | 20 | 21 | 22 | 23 |
| | | | | | | |
|2000|2080|2160|2230|2320|2410|2500|
| | | | | | | |
7. STARSHIP DAMAGE
DAMAGE CONTROL flashes a message on your screen when any of these
units is damaged or destroyed:
* Photon Torpedoes
* Twin Ion Engines
* Shields
* Attack Computer
* Long-Range Scan
* Subspace Radio
In addition, the Damage Control indicator below the Galactic Chart
(Figure 18) keeps track of equipment that is damaged or destroyed.
DC = Damage Control, P = photon torpedoes, E = engines, S =
shields, C = attack computer, L = long-range scan, and R = subspace
radio. A yellow letter means equipment damaged; a red letter means
equipment destroyed.
[Screenshot of the Galactic Chart with the data at the bottom of
the screen highlighted. Identical to Figure 11, except a few
letters in the Damage Control indicator are yellow or red.]
Figure 18 - Damage Control Indicator
PHOTON TORPEDOES
When your photon torpedoes are damaged, only one operates, but you
can continue your mission. When they are destroyed, your position
is suicidal. Get out of the target sector fast, find a starbase on
the Galactic Chart, and hyperwarp to it for repairs. (See Section
8 - STARBASE DOCKING.)
TWIN ION ENGINES
Your engines will work when damaged, thanks to a backup impulse
system however, progress will be slow. If your engines are
destroyed, your speed will be very slow and your starship will be
extremely vulnerable. You can, however, use the hyperwarp engines
to move within a sector. Press the 0 key and abort hyperwarp when
you are close to the target (see Hyperwarp Abort in Section 5).
Better yet, dock at a starbase for repairs.
SHIELDS
Shields will flicker when damaged, and the Control Panel Display
and Galactic Chart will turn yellow. If you take a hit when your
shields have flickered off, you will be destroyed in a blinding
flash. Don't take chances. When your shields are damaged, get out
of the sector fast and hyperwarp to the closest starbase. (See
Section 12 - SURVIVAL TACTICS for some tips.)
ATTACK COMPUTER
When the computer is damaged, �, � and R in the Control Panel
Display are lost. When your computer is destroyed, all computer
functions cease: the Manual Target Selector and Tracking Computer
do not function, and the target crosshairs and Attack Computer
Display disappear. It will be extremely difficult to steer in
hyperspace and dock at a starbase without the crosshairs and Attack
Computer Display, but you can do it. See Section 12 - SURVIVAL
TACTICS for help.
LONG-RANGE SCAN
Damage to the Long-Range Scan causes a mirror image of every object
being scanned, and you will have to distinguish between the real
object and its reflection. Select a target and follow steps 2, 3,
and 4 in the Long-Range Scan instructions (Section 5). If the
target moves away from you instead of toward you, it's the
reflection.
SUBSPACE RADIO
If the Subspace Radio is damaged, the Galactic Chart will not be
updated. However, moving the cursor around the Galactic Chart will
update the TARGETS indicator below the Galactic Chart and show you
the number of enemy targets in each sector.
If the radio is destroyed, you're in big trouble. No starbase
messages will be relayed, so you will not know when a starbase is
surrounded. Hyperwarp to a starbase and repair your radio at once.
8. STARBASE DOCKING
When your energy supply falls below 1000 units or your starship
needs repairs, return to the Galactic Chart and find a starbase.
Position the cursor in the center of the starbase sector (*). The
closer the cursor is to the center, the closer your starship will
be to the starbase. Engage hyperwarp by pressing the HYPERSPACE
key (8). If you are on-course when HYPERWARP COMPLETE flashes on
your screen, a target marker should appear in the Attack Computer
Display. Proceed as follows:
1. Center the target marker in the Attack Computer Display.
2. Check the range (R) of the starbase on the Control Panel
display. You want the starbase in front of you, not behind you,
so the range indicator should read +. If it reads -, move the
control stick toward you or away from you, as required, to
change the range reading to a + value.
3. Adjust your position horizontally. Move the control stick right
or left, as required, until the � coordinate in the Control
Panel Display reads + or -3.
4. Adjust your position vertically. Move the control stick forward
or back, as required, until the � coordinate reads + or -3.
5. Bring the starbase within range. Press the SPEED MODE key (*)
and select an appropriate SPEED key, depending upon how far away
you are. Decrease your speed as you approach the starbase.
When R is +000, press SPEED key 0 to stop your engines.
6. When you have the starbase locked on, ORBIT ESTABLISHED should
appear momentarily on your screen (Figure 19A). If it does not
appear, adjust your position and range slightly.
7. When orbit is established, you will receive a message to STANDBY
while the Transfer Vessel leaves the starbase and services your
starship (Figure 19B). When TRANSFER COMPLETE appears, your
starship is ready to hyperwarp to another sector. Re-enter
Control Mode (#) and return to the Galactic Chart.
NOTE: If you hit a key or move the control stick before docking is
completed, DOCKING ABORTED will appear on the screen. Adjust your
position and range, as required, to bring back ORBIT ESTABLISHED.
[Screenshot showing your ship docked with a Starbase. The
Attack Computer Display shows the Starbase is locked on.]
Figure 19A - Starbase Docking
[Screenshot showing the transfer vessel (looks like a small car)
leaving the Starbase.]
Figure 19B - Energy Transfer
STARBASE DESTROYED
If Zylon destroys your starbase while you are attempting a docking,
you will find yourself in enemy-occupied territory and under attack
by two new enemy ships created from the starbase debris. If your
starship is in shape to fight, you can engage and destroy the enemy
before you leave the sector. The target marker remains in the
Attack Computer Display after the starbase is destroyed so you can
track the enemy. If you're not in a position to fight your way out
of the sector, re-enter Control Mode and return to the Galactic
Chart to find another starbase.
9. RATING
A mission ends when . . .
* You destroy all enemy targets and complete your mission.
* You run out of energy and your mission is aborted.
* Your starship is destroyed.
No matter how your mission ends, you will receive a rating on your
performance . . . a posthumous rating if your starship is
destroyed.
Mission Control bases each rating on the following factors:
* Mission skill level
* Number of enemy combat ships destroyed
* Amount of energy used
* Length of time taken to complete mission
* Number of starbases destroyed.
Here's the formula:
M + 6(No. of enemy destroyed) - energy used/100 - Length of time
taken/100 - 18(No. of starbases Zylon destroyed) - 3(No. of
starbases you destroyed),
Where M is a mission factor determined as follows:
Mission Bonus for Mission Penalty for
Level Completing Aborted Destruction
Mission of Starship
NOVICE M = 80 M = 60 M = 40
PILOT M = 76 M = 60 M = 50
WARRIOR M = 60 M = 50 M = 40
COMMANDER M = 111 M = 100 M = 90
Note that the formula penalizes you more for allowing Zylon to
destroy a starbase than for destroying one yourself. I'll have
more to say about that when we study survival tactics in Section
12.
Your NEW RANK is displayed at the top of the television screen by
rank and class. There are five classes per rank, Class 1 being the
highest and Class 5 being the lowers.
If you do not score at least 48 points on a mission, your new rank
will be GALACTIC COOK or GARBAGE SCOW CAPTAIN. If you can't do
better than that, your mission skill level is too advanced for you.
Switch to a lower skill level and work you way back up.
Rank Mission Score
ROOKIE 48 - 79
NOVICE 80 - 111
ENSIGN 112 - 143
PILOT 144 - 175
ACE 176 - 191
LIEUTENANT 192 - 207
WARRIOR 208 - 223
CAPTAIN 224 - 239
COMMANDER 240 - 271
STAR COMMANDER 272 - 303
10. MISSION SKILL LEVELS
Any time your rating puts you on a different skill level . . .
NOVICE, PILOT, WARRIOR, OR COMMANDER . . . press RESET, then GAME
SELECT (#) and change the skill level at the top of your screen.
NOVICE LEVEL
* 3 starbases
* 9 enemy sectors with total of 27 enemy combat ships
* With shields on, starship cannot be damaged.
* Computer steers during hyperwarp.
PILOT LEVEL
* 4 starbases
* 12 enemy sectors with total of 36 enemy ships
* Starship can be damaged with shields on
* Must steer during hyperwarp.
WARRIOR LEVEL
* 5 starbases
* 15 enemy sectors with total of 45 enemy ships
* Starship can be damaged with shields on.
* Steering required during hyperwarp
* Enemy attacks are faster and more devastating.
COMMANDER LEVEL
* 6 starbases
* 18 enemy sectors with 54 enemy ships
* Starship can be damaged with shields on
* Steering required during hyperwarp
* Constant attacks under very hazardous conditions.
COMMANDER missions are only recommended for the most experienced
Star Raiders.
11. TRAINING MISSION
This is it! Time to solo. Complete this training mission with a
rank higher than ROOKIE to win your NOVICE star and full commission
in the Star Raiders. Here we go.
1. If required, press RESET and use the GAME SELECT key (#) to
select NOVICE MISSION.
2. Press START. Note that the Control Panel Display appears.
3. Press the CONTROL MODE key (#).
4. Press the SHIELDS key (6) to turn on your shields.
5. Press the ATTACK key (7) to turn on the Attack Computer
Display.
6. Press the GALACTIC CHART key (4) to display the Galactic Chart.
7. Move the cursor to an enemy target sector. A two-ship patrol
is the easiest target to start with, but your first choice
should be a target that is threatening a starbase.
8. Read the target data under the Galactic Chart.
9. Press the FORE VIEW key (1) to bring up the Attack Computer
Display.
10. Press the HYPERSPACE key (8) to engage your hyperwarp engines.
11. When RED ALERT flashes on your screen, you've arrived in the
target sector.
12. Center the target marker in the Attack Computer Display.
Remember that the best time to fire is when your photon
torpedoes are locked onto the target.
13. Destroy all enemy targets in the sector. When there's no
longer a target marker in the Attack Computer Display, you've
completed your task in the sector.
14. Return to the Galactic Chart, select another sector, and repeat
Steps 8 through 14 until you've destroyed all the Zylon ships.
REMINDER! You have just 1 minute to rescue a starbase after your
subspace radio flashes STARBASE SURROUNDED. If you are in
hyperspace at the time, abort (press ABORT or 0) and return to the
Galactic Chart. Select an enemy sector next to the besieged
starbase and repeat steps 8 through 14.
STARBASE DOCKING
When the energy gauge in the Control Panel Display drops below 1000
and the Control Panel flashes the red low-energy warning, hyperwarp
to a starbase and energize your starship:
1. If you're in hyperspace, press the ABORT key (0), then select
the Galactic Chart.
2. Move the cursor to the center of a starbase sector.
3. Put your starship into the Fore View, then engage your hyperwarp
engines.
4. When HYPERWARP COMPLETE flashes on your screen and the target
marker appears in the Attack Computer Display, you've arrived.
5. Using your control stick, get the starbase in front of you (R =
a + value) and correct your position until both � and �
coordinates = + or -3.
6. Press the SPEED MODE key (*). Select the appropriate SPEED key
and bring the starbase into range. When R = +000, press the 0
key to stop your engines.
7. After establishing orbit, wait for TRANSFER COMPLETE. Then re-
enter Control Mode and return to the Galactic Chart to select an
enemy target.
RATING
When your mission is ended, you'll receive your rating.
Good news?
Congratulations! Prepare your dress uniform for graduation and
receive your Novice star. You are now a full-fledged member of the
Star Raiders!
Bad news?
Don't be discouraged. Some of the most famous Star Raiders didn't
win their stars the first time. Try again. You'll do it next
time.
12. SURVIVAL TACTICS
Here are some survival tactics that experience Star Raiders use to
help them complete their missions and earn a promotion. If you
have a few tips of your own, tell your fellow Star Raiders.
HOW TO MAKE A FAST RETREAT
When your shields are destroyed, the next enemy hit will destroy
your starship. To get out of the sector fast, press the HYPERSPACE
key (8) and hyperwarp out of the sector without consulting the
Galactic Chart. When you're safe in an empty sector, return to the
Galactic Chart and locate a starbase.
HOW TO REACH A STARBASE FASTER
If you know there's a starbase next to an enemy sector you're in,
you can hyperwarp directly to the starbase sector without using the
Galactic Chart. In hyperspace, move the Hyperspace Target Marker
to the edge of the crosshair that points in the direction of the
starbase.
HOW TO FIND A STARBASE WITHOUT THE COMPUTER
How can you find a starbase when your Attack Computer Display
doesn't work? Here's some help:
Locate a starbase on the Galactic Chart and engage your hyperwarp
engines. As you enter hyperspace, note the position of the
Hyperspace Target Marker and try not to stray from that position.
When hyperwarp is completed, press the SCAN key (3). If you're in
the starbase sector, the starbase should be visible on the Long-
Range Sector Scan. If it is not, return to the Galactic Chart,
correct your position, and try again.
When you get the starbase on the Long-Range Scan, center it as
instructed in Section 5, LONG-RANGE SECTOR SCAN. Then press the
FORE VIEW key (1). The target should now be visible on the screen.
LOW ON ENERGY?
If your energy supply threatens to run out while you are trying to
dock at a starbase, turn off your shields temporarily. This will
save 2 units of energy per second and may buy you enough time to
establish orbit and energize your starship. Don't forget to turn
your shields back on before you hyperwarp into an enemy sector.
WHEN TO SACRIFICE A STARBASE
When you cannot save a starbase, it is better to destroy it
yourself than let Zylon destroy it. Mission Control doesn't
penalize you as much when you destroy a starbase, because Zylon
cannot use the starbase debris to build two new combat ships.
NEED A LITTLE TARGET PRACTICE?
After you destroy a starbase, the Attack Computer tracks meteors in
the starbase sector, since there are no enemy targets to track.
This gives you a perfect opportunity to practice homing in on the
target and locking on the photon torpedoes (see PHOTON TORPEDOES in
Section 5). Meteors make good tracking targets because they never
alter course. Sorry, you do not get kill credits for zapping
meteors.
13. SCORECARD
Name Date Skill Level Rank & Class
_____________ _______ ___________ ____________
_____________ _______ ___________ ____________
_____________ _______ ___________ ____________
_____________ _______ ___________ ____________
[etc.]
END (Whew!)
Graciously typed by Jay Tilton
for Atari Gaming Headquarters
Used with permission from Atari Gaming Headquarters
|
|
|
|