Notice en français (38 pages).
Transféré par Milka depuis la GamebaseCPC de Loïc Daneels.
NOTICE PDF n° 2 (3.28 Mo)
Notice en espagnole (74 pages)
Transféré par Robcfg
Distribué par Dro Soft
NOTICE PDF n° 3 (1.13 Mo)
Notice en anglais (38 pages)
Transféré par CPCManiaco
NOTICE JPG n° 1
Taille réelle : 1248 * 393 px = 39.38 Ko
NOTICE TEXTE n° 1 (54.85 Ko)
_
_________ __ _____ / ___ __________ ___
/ | / \ | \ / / \ |\ | | | \ / \ | TM
\___ | / \| | | | || \| | | || ||
\ | | ___||___/ | | || | | |___/ | ||
____/ | | || \ \ \___/ | | | | \ \___/ |___
\ _
Commander's Guide
Spectrum and Amstrad
PROJECT CREDITS
Design: Paul Reiche III
Art Work: Paul Reiche III
and Greg Johnson
Manual Illustrations: Erol Otus
Sound, Music and Programming: The Sales Curve
Produced by: Chris Bankston
Manual: Larry Hall
Play Testing: David Friedland
Inspired by the Works of Fiction of:
Orson Scott Card, Larry Niven, Andre Norton, David Brin, Robert A. Heinlein,
Arthur C. Clarke, Jack Vance, Alan Dean Foster, Keith Laumer, A.E. Van Vogt,
E.E. "Doc" Smith, Joe Halderman, Dan Simmons, Fred Saberhagen and 100 worthy
others.
CONTACT WITH ALIEN BEINGS REPORTED
RUMOR OF STELLAR THREAT CONFIRMED
The International Press Dispatch, March 12, 2612. By Le-Quo Garibaldi, Press
Dispatch Interstellar Correspondent.
Rumors of a hostile stellar threat to the earth and its surroundings were
confirmed yesterday in an extraordinary meeting between a Star Control scout
ship and a Chenjesu vessel near the Ceres base. The first message exchanged
between the spaceships was as simple as it was shocking:
Attention: Earth vessel. We are not hostile to your species. However, we must
inform you of an immediate threat to your world and people. The Ur-Quan
Hierarchy is coming; our defenses are crumbling. We need your immediate
assistance. Please respond.
The results of the ensuing conference were made available to the International
Press Dispatch by interstellar lasfax. The meeting, held aboard the Cruiser
SpaceDuster, lasted several hours. A collection of intergalactic journalists
waited anxiously as the Chenjesu diplomats outlined their concerns to Star
Control General Juan O'Reilly and High Provost Ivana Or-Kochav, Earth's
highest ranking diplomat.
Earth's negotiators expressed their dismay that they had not been previously
informed of the existence of alien forms - or the fact of an interstellar war
between them. The Chenjesu replied that the Alliance's Supreme Council hadn't
judged Earth strong enough to join the Alliance. Moreover, Earth's initial
position was on the far side of the Coreward Front. Only in the last few
months has the Hierarchy approached our Solar System.
RUMOR (continued)
The Chenjesu emphasized that:
* The Ur-Quan Hierarchy, a rigid union of the ancient Ur-Quan slavers and
their minions, is on the verge of annihilating The Alliance of Free Stars.
* Alliance efforts to placate the Ur-Quans through negotiations have been in
vain. The Hierarchy's representatives slew three Alliance diplomats at the
conclusion of one particularly fruitless session.
* A Hierarchy triumph would be a disaster for known space.
The Chenjesu mediators told of Ur-Quan coercion of several unlikely races into
the Hierarchy, of threats delivered to Umgah elders, of an active military
alliance the likes of which has never seen the blackness of Truespace. The
Chenjesu elders "wove crystal slivers of detail into their story," as Ivana
Or-Kochav later told the assembled correspondents.
The High Provost described the Chenjesu intensity, which went well beyond the
crackling energy fields the aliens commonly emanate. Indeed, the dramatic
effect at times interfered with the Spaceduster's control consoles. General
O'Reilly spoke of "visible alarm in the aliens' emotive electrical outburst."
A high-level Cabinet Meeting will be held next week in Calcutta, India, one of
the United Nation's rotating capitals. The Delegation from the Belt is
presently afterblasting its way towards Earth. An atmosphere of high drama is
almost palpable at StarCon HQ in Geneva.
In the view of this reporter, the Chenjesu have issued a chilling, clarion call
to Earth and its inhabitants.
Table of Contents
HOW TO INSTALL STAR CONTROL.................................................. 1
Getting Started ........................................................ 1
PLAYER CONTROLS ............................................................. 2
Menus .................................................................. 2
Keyboard Ship Controls ................................................. 3
Joystick Ship Controls ................................................. 4
Other Special Controls.................................................. 4
EARTH'S TREATY OF ALLIANCE WITH THE FREE STARS .............................. 4
Article One: ........................................................... 5
Article Two: ........................................................... 5
Article Three: ......................................................... 5
Special Clauses ........................................................ 5
PLAYING THE GAME ............................................................ 6
The Main Activity Menu ................................................. 7
Setting Player Options ................................................. 7
Control Options ........................................................ 8
Using Options .......................................................... 8
Bulletin from ComSim Central ........................................... 9
PRACTICE .................................................................... 9
Flying Ships in Combat................................................. 10
MELEE ...................................................................... 13
FULL GAME .................................................................. 24
Selecting a Scenario .................................................. 24
Loading a Saved Game .................................................. 24
Fleet Command View .................................................... 25
Going to Combat ....................................................... 28
Strategic Ship Powers ................................................. 31
WINNING THE GAME ........................................................... 32
Saving a Game in Progress ............................................. 32
HOW TO INSTALL STAR CONTROL
Star Control is a science-fiction wargame which pits the forces of The Alliance
of Free Stars against those of the predatory Ur-Quan Hierarchy. The game is
designed so that you can ease into play, familiarizing yourself with menus,
options and player controls.
The Alliance and Hierarchy each possess four different types of warships. Each
vessel has its own maneuvering and firing characteristics, plus a unique
special power that you can employ when circumstances dictate.
You can play the game in single-player or two-player mode. A player may select
either the joystick or the keyboard to control either race. When using the
joystick, use joystick Port #2. See the Player Controls section below for
diagrams of keyboard and joystick controls.
Getting Started
To boot up the game, use one of the following system instructions.
Spectrum 128 Tape System:
1 Connect your joystick to Port #2 (if you want to use one).
2 Turn on your computer.
3 Insert Star Control cassette into the cassette recorder, label side up.
4 If you have a +3, press the cursor down until 48K BASIC is highlighted, then
press Return. Type LOAD" and press Spacebar. If you have a +2, press
Spacebar when the LOADER option appears.
5 Press Play on the cassette recorder.
1
Amstrad Disk System:
1 Connect your joystick if you want to use one.
2 Turn on your computer.
3 At the ready prompt, insert Star Control disk into the drive, label side up.
4 Type RUN" DISK then press Return.
Amstrad Tape System:
1 Connect your joystick if you want to use one.
2 Turn on your computer and at the ready prompt, insert Star Control cassette
into the cassette player.
3 If you are playing both a cassette and disk machine, first type |TAPE and
press Return.
4 Type RUN" and follow the on-screen instructions.
PLAYER CONTROLS
One or two players can play Star Control, using the joystick or the keyboard.
You can choose keyboard/joystick at the Set Players Options Menu.
-----------------------------------------------------------------------
| Note: For simplicity of use, we refer only to the keyboard commands |
| throughout this manual. |
-----------------------------------------------------------------------
Menus
Most aspects of gameplay in Star Control are accessed by a system of menus.
Each menu will list various options which allow you to choose and outfit ships
for battle, choose strategic scenarios, etc.
2
To select menu items with the keyboard, use the cursor arrow keys to highlight
the one you want, then press Spacebar to select a highlighted item.
Keyboard Cursor Controls
Spectrum
Q
O P
A Spacebar
Moves Highlight Selects Highlighted
Option
Amstrad
^
< >
v Spacebar
Moves Highlight Selects Highlighted
Option
Keyboard Ship Controls
Amstrad Spectrum
Special 1 A
Rotate Left 2 O
Rotate Right 3 P
Thrust 4 Q
Fire 5 Spacebar
3
Joystick Ship Controls
(Up)
Thrust
(Up/Left) ^ (Up/Right)
Thrust & Rot. Left | Thrust & Rot. Right
\ | /
(Button) ---------> O \ | /
Fire \ | /
(Left) <-------- --------> (Right)
Rot. Left | Rot. Right
|
|
|
v
(Down)
Special Power
(Hierarchy and Alliance joystick controls are identical.)
Other Special Controls
Return Exit any mode of play
H Save game (Full Game only)
ESC Go back one screen within a Full Game (Amstrad only)
EARTH'S TREATY OF ALLIANCE WITH THE FREE STARS
This document, "A Binding Consenting Concord Between The Alliance of Free Stars
and Earth" - dated 5.2.2612, and signed by High Provost Ivana Or-Kochav and
General Juan O'Reilly, for the Earth; and Commander-in-Chief Bzrrak Ktazzz and
Secretary of Space Zeep-Zeep, for The Alliance of Free Stars - formalizes the
mutual bond forged in the face of the threat posed by the evil Ur-Quan
Hierarchy.
4
Article One:
Earth agrees to join immediately the Alliance of Free Stars, and commit its
military and civilian resources to the Defense of The Alliance of Free Stars
against the unbridled and impudent attacks of the Ur-Quan Hierarchy. Earth
forfeits prior sovereignty and agrees to place Star Control, its military and
diplomatic structure, under the control of Alliance C-in-C Bzrrak Ktazzz and
Secretary of Space Zeep-Zeep for the duration of this agreement. The agreement
shall remain in force for as long as the Hierarchy menace persists.
Article Two:
The Alliance of Free Stars commits itself to the defense of Earth against the
threat posed by the forces of the Ur-Quan Hierarchy. Earth agrees that the
Alliance's military leaders are entitled to deploy Earth's forces in a manner
that best protects the constituent members of this federation.
Article Three:
The military and diplomatic commanders of the Alliance, and those of Star
Control (now subsumed into the General Staff Structure), shall pool their
resources and merge personnel. General Juan O'Reilly joins the Alliance
General Staff with the rank of High Commander, Earth Planetary Region. High
Provost Ivana Or-Kochav assumes the title of Assistant Undersecretary of Space.
Both will sit on The Supreme Council of The Alliance of Free Stars, and vote on
all key security issues which the Supreme Council considers.
Special Clauses:
Should the Alliance be defeated at the Hierarchy's hands, the Concord is null
and void. In case of an outright Alliance victory, the united Supreme Council
will determine the appropriate steps.
5
Special Clauses: (continued)
Failure to defend the Earth, or its space stations, lunar or belt colonies may
be taken as cause by Earth for leaving the Alliance.
Any deviation from this Agreement by Earth ends the Alliance's obligations and
Star Control will become an independent entity of the sole control of the
United Nations of Earth and surrounding environs.
Signed This Day, 5.2.2612 in The Hall of Everlasting Peace and Forbearance,
Headquarters of the General Staff of the Alliance of Free Stars.
[Signature] [Signature]
Zeep-Zeep Ivana Or-Kochav
Secretary of Space High Provost
PLAYING THE GAME
After the Startup Screen, you view the Main Activity Menu. This is your
gateway to play. We suggest that you learn the ships and their capabilities in
Practice mode, then move on to Melee, facing your enemy in a realistic combat
environment. At the Full Game level, you make strategic moves, such as mining,
colonizing, fortifying, and moving your ships from star to star in
three-dimensional space.
6
The Main Activity Menu
[Screenshot of Main Activity Menu] Figure 1. MAIN ACTIVITY MENU
This screen displays the primary Play options and the current game setting for
both Alliance and Hierarchy players. Select an activity by highlighting your
choice and pressing Spacebar. A short description of the highlighted activity
is printed in the text window at the bottom of the screen.
Setting Player Options
[Screenshot of Set Players Menu] Figure 2. SET PLAYERS MENU
When you select this option from the Main Activity Menu, the screen changes to
show the possible game settings. Current settings are marked by black stars.
When you're satisfied with the settings, highlight OK, and press Spacebar to
return to the Main Activity Menu.
7
Control Options
Control options determine who controls the Hierarchy and Alliance sides in both
strategic and combat modes. Control options are:
Human The human player (you) totally controls the side, making all
strategic decisions and fighting all battles.
Computer The Computer totally controls the side. The computer controls ship
selection in Practice and Melee, as well as Fleet Command in Full
Game.
Cyborg The human player makes strategic choices. But when battle occurs,
the computer takes over full combat responsibility.
Psytron The human player fights all battles, while the computer decides all
strategy.
Using Option
For the Human, Cyborg or Psytron options, the player can choose whether he
wishes to use keyboard or joystick control.
-----------------------------------------------------------------------
| Note: Establish the Using setting before from Human to Cyborg or |
| Psytron. |
-----------------------------------------------------------------------
The Rating System
When you set a Rating, you decide how skillfully a computer player controls his
side. You can set the rating to Standard, Good or Awesome.
For Psytron and Cyborg control, Rating sets the skill with which the computer
controls its portion of play. A player who can defeat an Awesome opponent in
either Melee or Full Game is worthy of respect indeed.
8
Bulletin from ComSim Central
Dispatch from Yehat Colonel Yeep-Neep to Alliance Cadets:
"All new Alliance pilots are hereby assigned to ComSim Central, the
full-sensory simulation specially designed to prepare new warriors for space
combat. Upon arrival, new pilots will be welcomed and given a tour of the
facility.
"Each new commander is heartily encouraged to review the characteristics of
enemy craft while at ComSim. Once refreshed, you'll be asked to choose a
vessel (one of each type flown by the four Alliance races is available) for
your first simulated flight.
"This is the real classroom. We'll be monitoring your performance from the
control room, seeing how you maneuver, gain attack position, and evade the
enemy. We'll be checking weapons selection, as well as your judgment in
resource management.
"Now's the time to muff the approach, or activate your main weapon system a
trifle late. Put your flight gear on, receive Tishtushi's Blessing, and hit
the flight deck running!!"
PRACTICE
In Practice, you can match any ship against any other ship in combat. Whether
the ships selected are from the same side (Hierarchy or Alliance), or whether
they're on different sides, you select them the same way.
9
PRACTICE (continued)
To select a ship for Practice: Highlight the desired ship and press Spacebar.
Once you've selected two ships, the display changes to the Combat Screen.
[Screenshot of Ship Selection Screen] Figure 3. SHIP SELECTION SCREEN
-----------------------------------------------------------------------
| Note: If you've selected Computer or Psytron Control for one or |
| both sides, the computer automatically picks a ship to fly against |
| you. If you want to control ship selection, change the setting to |
| Cyborg. |
-----------------------------------------------------------------------
Flying Ships in Combat
In Practice combat, you can fight as long as you want. When one ship is
destroyed, the battle starts anew with the same pair of ships. The action is
interrupted only when one side wants to choose a new ship to fly.
To select a new vessel to fly, press Return, then Spacebar, and you'll return
to the Main Menu. Press Return once more to select Practice again.
Basics of Maneuver
Maneuver consists of thrusting forward and rotating your craft left or right.
You can give commands to thrust and turn independently, or issue them
simultaneously.
-----------------------------------------------------------------------
| Note: Refresh your knowledge of the Ship Control keys by referring |
| to the Ship Control section in the Getting Started portion of this |
| manual. |
-----------------------------------------------------------------------
10
Inertia
Inertia is the tendency of an object in motion to remain in motion. A vessel
gains inertia upon thrusting. Collisions result in the exchange of inertia,
and affect smaller craft more than larger vessels.
The Basics of Shooting
A crucial element in shooting is the preparation which precedes the shot.
Achieving an effective shooting posture requires that you keep several things
in mind:
* The type and range of weapon you're firing.
* The defensive capabilities of your opponent, both in defensive weaponry and
evasive potential.
Remember, too, that an opponent's evasive maneuver can set up an unwelcome
exchange of positions. A turn taken to avoid damage can lead to an unwelcome
reversal of roles.
-----------------------------------------------------------------------
| Note: Again, consult the Ship Control section for a review of |
| firing controls in keyboard and joystick modes. |
-----------------------------------------------------------------------
Taking a Hit
When your spacecraft is struck by an enemy weapon, it loses crew members, shown
as red lines on the Ship Status Display. The damage a weapon will do to a
target depends upon the weapon's characteristics and, at times, the firing
range.
Destroying Enemy Ships
You destroy an enemy ship by eliminating all of its crew members. A few
weapons can destroy a vessel with a single shot, but you usually require
several to finish the job.
11
Special Powers
Each vessel has an unique special power. To learn more about the special power
of each ship, read both The Alliance's Computer Reconstruction Report on the
Vessels of the Ur-Quan Hierarchy, and The Hierarchy's Estimation of the
Capabilities of Alliance Warships.
The Window Display
The Window Display shows you the physical universe you occupy in Star Control.
Depending on which aspect of the game you are currently playing, the window
will display stars, ships, weapons and anything else "out there."
Fuel Usage
Fuel is expended by firing weapons or by using your special power; however,
normal maneuvering is "free." If you do not have enough fuel to perform an
action, you must wait until you have regenerated enough fuel.
Ship Status Display
While you engage in combat, Ship Status Displays appear at screen right,
informing you of basic facts about the two combatant vessels, as well as
measurements of relevant ship status information. Check the combatants'
displays whenever you have a respite.
___________________
| __ __ |
| | | | | |
| | | /^\___|__|_|_______ Ship Silhouette
| | | |_| | | |
| |__| | | | | |
| | | ||_|| |__| |
| | | v | _|_|_______ Fuel
| | _|_________|__|_|___
| |__| |__| | \
| | \
| CREW FUEL | Crew
|___________________| Figure 4. SHIP STATUS DISPLAY
12
[Illustration]
"A Hierarchy Ship Scores A Direct Hit"
MELEE
True competition between the Hierarchy and the Alliance begins in Melee mode.
In this form of play, each side has a fleet of four ships - one from each alien
race. Players for both sides take turns selecting a ship with which to fight.
To pick a ship, highlight the desired vessel, and press Spacebar. If you pick
the question mark, the ship will be chosen randomly. When a ship is destroyed,
it is crossed off of that side's ship roster. The player must now select a new
ship with which to attack the enemy.
When a player has destroyed all of his enemy's vessels, he wins and is awarded
a victory screen.
13
[Illustration]
"Ur-Quan Giving Orders to Umgah"
COMPUTER RECONSTRUCTION REPORT: H.L. 3
ENEMY VESSEL SPECIFICATIONS SYNTHESIZED FROM GATHERED SPACE DEBRIS.
Priority One Alpha, Eyes Only: Star Control General Staff and Earthling Cruiser
Captains.
Retrodigestive Data Disposal strongly urged.
Issued by Division of Synthetic Special Reconstruction, Intergalactic
Intelligence ("SSRII") Star Control Headquarters, Geneva, Switzerland.
May 14, 2612.
In the wake of the special request by Star Control Commander-in-Chief Karen
Chin Singh, received by SSRII in the wake of the fateful meeting between the
Cruiser SpaceDuster and the Chenjesu envoys, we have compiled this report
(#1232.3.3.55.1/2A), detailing the findings of
14
COMPUTER RECONSTRUCTION REPORT: H.L. 3 (continued)
SSRII's computer synthesis squad. Operating under sealed conditions in a
security lab somewhere in Europe, the reconstructionists meticulously examined
assembled space debris from near and far galaxies. The object: Identify and
analyze likely spaceships of the Ur-Quan Hierarchy.
Each team was assigned the reconstruction of a particular Hierarchy race and
its vessel. Their members relied upon a set of networked computers running
state-of-the-art graphics and post-animation software. Working in consort,
they painstakingly gathered fragmentary evidence of Hierarchy beings and their
ships.
The Division of Synthetic Special Reconstruction has assembled a detailed
portrait of the civilization, structure, and technological attainments of each
subject race:
RACE: UR-QUAN
The Ur-Quan race is the oldest in known space. Ur-Quans are a slaving race
with a rigid social order that includes the numbering of each Ur-Quan unit.
Such structured classification reveals the hierarchical essence of this ancient
species. SSRII's attempts to quantify the specifics of Ur-Quan ranking were in
vain.
Ur-Quan technology is very advanced, and the Ur-Quan temperament is expressed
in the careful cultivation and exploitation of squads of interstellar agents
funnelling intelligence to their masters.
The Ur-Quans' appearance is interesting, given the race's essentially predatory
disposition. Resembling a giant caterpillar, a fully-grown Ur-Quan is formed
of a segmented body-tube ten meters long and two meters in diameter. The
Ur-Quan equivalent of a face is rich in sensory organs. The tubed creatures
are clawed, which allows them to cling tenaciously to the roped ceilings of
their dreaded Dreadnought craft.
15
RACE: UR-QUAN (continued)
The Ur-Quan uses a particularly striking means of trans-species communication.
The "Talking Pets", an Ur-Quan invention genetically engineered for the
purpose, telepathically interpret Ur-Quan commands into the spoken languages of
subordinate species, and reverse the procedure when receiving extra-special
transmissions.
The Ur-Quan live to subjugate lower species; war is their raison d'etre and
their inspiration. They treat the other members of the Hierarchy as
serf-races, bowed to the master's will and fearing his predictable wrath.
SHIP: THE UR-QUAN DREADNOUGHT
The Ur-Quan Dreadnought is the single most devastating ship in known space.
Alternately termed "Planetary Siege Units", a single specimen of this feared
ship has succeeded in subduing and enslaving entire worlds. A sole Ur-Quan
commands each Dreadnought, manipulating heterogeneous crews assembled from the
Hierarchy's slave races.
The central Dreadnought weapon is a long-range fusion bolt of immense
destructive capability. A ship may fall to a single well-aimed bolt.
The Dreadnought can also launch a small squadron of self-motivated fighters,
which systematically seek out enemy vessels and autonomously fire short-range
lasers. These special fighters are of limited range, however.
The Dreadnought's chief liability is its mediocre turning speed - a chink, not
a fatal flaw, in its awesome armor.
RACE: ILWRATH
This Hierarchy race epitomizes evil. The Ilwrath are spiderlike creatures
committed to an absolute religion. Ilwrath piety dictates a devotion to a
frightening higher calling. An Ilwrath crew receives spiritual endorsement in
the accomplishment of vicious surprise attacks. Moreover, Ilwrathian faith
opposes the taking of prisoners.
16
Given the race's devotion to war, the alliance with the Ur-Quans is entirely
natural. However, fragmentary reconstruction of one Ur-Quan - Ilwrath summit
dialogue shows that even Ur-Quans show restraint in the face of a belligerent
faith. One multilingual Ur-Quan Talking Pet inscribed the following note in
shorthand, deciphered by SSRII's interstellar linguist:
"Ilwrath hospitality best accepted in small doses. Dinner fit for a spider.
Entertainment a grisly TELEVDR recap of annihilation of Chenjesus. Most
enjoyable."
SHIP: THE ILWRATH AVENGER
The Ilwrath Avenger maneuvers effortlessly. The Avenger relies upon the deadly
HellFire Blast, which is potent at short range.
The Avenger's unique cloaking powers render the ship invisible. Combined with
the Avenger's aggressive instincts, this stealth capability makes the Avenger
the ideal attack weapon.
The Avenger's maximum speed doesn't match that of the Alliance's best ships.
This weakness is concealed, however, unless enemy vessels remove themselves
from the Hellfire Blast's effective range. Rumors suggest that Avenger crews
chant a death spell after successful battle, contorting their spidery forms
into joyful frenzies and paroxysms of unearthly pleasure.
RACE: ANDROSYNTH
SSRII employed a special team of Socioanthropsychs to analyze the Androsynths,
which are humanoid clones. This race of renegade clones has been a thorn in
the side of Star Control since it "emigrated" in the year 2535, shortly after
physics experiments in which a team of Eurasian scientists subjected the clones
to a series of cruel experiments. The resultant Hamburg revolt - in which the
captive clones seized effective control of the Baltic port for a time -
collapsed, spurring the Androsynths to seek haven in space.
17
RACE: ANDROSYNTH (continued)
Androsynth "animosity" towards Earthlings is well-documented; the clones'
wellspring of emotion has fueled seventy-seven years of hostility. They adhere
to Ur-Quan discipline gladly, as the Hierarchy's warmongering sates the
Androsynth's lust for revenge.
Many an Earthling cruiser with an uncluttered laser display has flown on
full-alert in regions where Androsynth Guardians have occasionally been
sighted. The thought of an undetected, glittering Guardian in the neighborhood
has spurred some cruiser captains to pulverize asteroids in hallucinations
known in the flying fraternity as 'clone fever'.
SHIP: THE ANDROSYNTH GUARDIAN
The Androsynth Guardian consists of a strange layering of blue glass and
platinum metal alloys. Its structure reflects the clones' obsession with
aesthetics; in the words of one of the SSRII team, the Androsynths are the
"fashion design engineers of space warfare." The ship's design may be intended
to lull an opponent into fatal complacency.
The ship's main weapon is a molecular acid-based blob, which is released in
multiples and follows an erratic homing pattern to an enemy vessel. The
chaotic tracking path baffles opponents' defensive measures.
Guardian commanders can give orders in battle to collapse a ship into a solid
ball, simultaneously engaging a set of powerful thrusters. The transformed
vessel then hurls itself at an enemy at terrifying speeds, causing enormous
damage if impact occurs. An Androsynth vessel in 'comet' form and carrying
full fuel can hold its curled shape for a substantial period; a Guardian low on
fuel returns to its normal shape more quickly.
The principle Guardian flaw is its slothful speed in normal configuration. The
ship cannot easily escape a fleet pursuer; this defect probably explains the
evolution of the Androsynth's special power.
18
RACE: UMGAH
The Umgah are blobbish creatures consisting of three main body parts: mouths,
eyes and tentacles. Their heightened sensory appendages do not compensate for
an appearance which, in the words of a tired SSRII syntho-reconstructionist,
"gives the Ur-Quan a run for their starbucks."
The Umgah are marked by an unusual sense of humor, a cosmic wittiness fitted to
their bizarre appearance. Umgahs regard their participation in the Ur-Quan
Hierarchy with bemusement, and the conflict between the Hierarchy and the
Alliance as an ongoing intergalactic prank. Boredom, as ever, motivates all
creatures to feats of deadly purpose.
SHIP: THE UMGAH DRONE
The Umgah fly an anti-matter cone whose profile, when analyzed, projects
forward. The Drone's navigational attitude can be maintained indefinitely
without loss of power, and lets the ship be both weapon and shield against
incoming missiles.
Enemy vessels entering the Umgah Drone's anti-matter cone take immediate, often
fatal, damage.
The Umgah rely on a phenomenal retro-propulsion system which hurls the ship
backwards with terrific force, endangering any enemy vessels sucked into the
anti-matter cone. Retro-propulsion drains great amounts of energy.
Commence Retrodigestive Data Disposal - Security Experts, Division of Special
Synthetic Reconstruction, Intergalactic Intelligence.
19
DECRYPTION OF AN UR-QUAN TRANSMISSION: AN ESTIMATION OF THE CAPABILITIES OF
ALLIANCE WARSHIPS
JUNE, 2612.
Ur-Quan Dreadnought Report, Talking Pet Transcription
A review of the abilities of Ships of The Alliance of Free Stars demonstrate an
inferior capability - underpowered vessels of primitive technology lacking in
armor, and commanded by specimens of inferior races.
Of all the Alliance races, only the crystal-based culture of the Chenjesu
Broodhome offers a serious test to Hierarchy commanders. Dreadnoughts are
hereby instructed to obliterate the upstarts at every opportunity, sparing
none. Associated Hierarchy members: Your well-being depends upon the faithful
execution of Ur-Quan directives. Failure to eliminate Alliance ships will
result in severe and immediate censure!
CHENJESU
The Chenjesu are the most potent of the Alliance races. Crystalline in
substance, existing on electric energy, they control both electrical and
crystalline life forms. The Chenjesu is a philosopher-race; their highest
achievement is "The Book of Bzzbezzu Kzaaz," no better than a fourth-eon
Ur-Quan Quardmaster's ruminations.
The Chenjesu operate a marginal defense establishment by Ur-Quan standards. In
Alliance terms, the crystal-producing creatures are wizards, their Broodhome
warship the proof of an advanced society. The Broodhome fires large
crystalline life forms, a large crystal which fragments upon Chenjesu command
and the D.O.G.I., which home in on a target and endeavor to steal its energy by
sucking it out through the hull. Broodhome crew manufacture D.O.G.I.'s on
board.
20
Though its maneuverability is limited, the vessel is relatively powerful. The
Chenjesu Broodhome carries a sizable crew and a plentiful supply of fuel.
Summary: A race of rudimentary accomplishments, by the standards of Ur-Quan
society. Still, Chenjesu Broodhomes may pose some threat to lesser Hierarchy
vessels.
YEHAT
The Yehat are peculiar arboreal creatures who pride themselves on their
association with their wild Homeworld. Yehats operate out of energized nebula
which Dreadnoughts have rarely entered. Unlike most of the cowards of the
Alliance, Yehats will not unilaterally flee at the sight of a Hierarchy vessel.
Yehats fly a strange, darting ship, the Terminator, carrying a high-energy
force shield to provide immunity against enemy attack. The Terminators' shield
derives from the race's electro-nebular origins.
When activated, the shield reduces the effectiveness of the ship's main weapon
- an energy missile released from a pulse cannon. Astonished Dreadnought
commanders have reported the absorption of moderate damage from the
vine-climbing-Yehats' vessel. The Terminator is usually dispatched by the
actions of a pair of Dreadnought fighters on special mission.
Summary: Primitive but proud, the Yehat violates the basic rule of the
Alliance: turn tail when a worthy Hierarchy vessel blips onto a laser display.
Beware of the Terminator's pulse cannon.
21
EARTHLING
Ur-Quan ProtoQuotoSynthetic reconstruction enjoyed the process of assembling a
profile of this amusing creature. Earthlings are erect hominids who believe
themselves to be technologically advanced. In fact, the human race is mired in
the mentality and tools of the early post-Atomic age. Its representatives
alternate between threat and appeasement. Its art is post-primitive, its
system of government a model of inefficiency featuring an archaic system of
organization - "bureaucracy," believed to induce submission in defiant
individuals.
The human ship, the Earthling Cruiser, is a ponderous vessel. The Cruisers are
a product of 20th Century American technology. Still manufactured in Detroit,
Michigan, in Middle America, the Cruisers are one part Soviet booster, one part
Star Wars gadgets, and one part discarded automobile parts. Powered by surplus
Proton boosters, the Cruisers are slow and vulnerable (Androsynths enjoy
picking them off for sport).
The Earthling Cruiser employs heat-seeking tactical nuclear weapons. Its crew
is multinational and operates under the direct control of Star Control, Earth's
military defense organization.
The Cruiser favors its Point Defense Cannon, adapted from antiquated U.S.A.
Star Wars technology. The P.D.C. auto-targets and destroys incoming missiles
at short range; our missiles should evade this primitive weapon easily.
The Alliance commanders keep Star Control under close watch, having witnessed
disasters such as the accidental detonation of a tactical "nuke" near an
unsuspecting fleet of Yehat Terminators.
Summary: Hierarchy commanders, dispense with Earthling Cruisers without mercy
and without delay.
22
RACE: MYCON
Our researchers were partially baffled when confronting the fragmentary remains
of Mycons. The Mycons are bright fungus men possessing an obscure set of
behavioral aesthetics and motivated by unknown factors.
Mycons reproduce by belching clouds of minute spore particles into the
atmosphere; when the particles come to rest on a living being, they affix
themselves and start to grow. When the DNA dust lands on a Mycon, the genetic
materials are mixed; otherwise, a clone of the Mycon sporer is created. By
bathing themselves in concentrated radiations, the creatures induce collective
budding and the replacement of lost crew members. Hence the term: Mycon
Regeneration.
No doubt exists as to the slavish loyalty of the Mycons to their Alliance
masters. Having joined the Alliance in an act of free will, the Mycons show
fungal fanaticism in their wholesale adoption of Alliance aims.
SHIP: THE MYCON PODSHIP
Mycon Podships rely upon a tracking Plasmoid, a ball of coalesced energy which
uses a highly-developed tracking system to lock on to, and home in on, a
target. Deadly at close range, the Mycon Plasmoid is diffused as it travels
longer distances. Hierarchy ships, with their superior technology, should have
no trouble avoiding this attack.
The Mycons have the amazing ability to regenerate their crew. A podship must
have full power to begin regenerating crew, however; completion of the
regenerating act adds four furious fungal fighters to a podship's crew.
Hierarchy commanders are ordered under penalty of extermination to eradicate
these fungal pests before they have the opportunity to reproduce!
23
FULL GAME
Full Game combines strategic play with arcade-action combat. You develop
resources, build colonies, purchase ships, fortify stars, and plot moves
through space while your opponent is carrying out a similar set of actions.
Both sides compete to achieve superior strategic position, so that combat
occurs on advantageous terms.
Play is divided into turns, alternating between Hierarchy and Alliance. On a
player's turn he can perform three (3) actions, such as moving a ship, building
a new ship, or developing a mine or colony.
The game ends when one player destroys his enemy's starbase.
Selecting a Scenario
To play Full Game, select Full Game from the Main Activity Menu.
Wait until the Fleet Command View appears. The first player is then prompted
to begin his or her move.
Loading a Saved Game
To load a saved game, highlight and select Load Saved Game from the Scenario
Selection menu. When the Saved Game Selection menu appears, highlight and
select one of the currently saved games to play. Wait for the Fleet Command
View to appear.
You may save a game during Full Game mode by pressing the H key. You may save
up to ten games at a time. Always insert a blank formatted disk or a tape
before saving your game!
-----------------------------------------------------------------------
| Note: Loading a saved game does not alter player settings. |
| Establish these settings before loading a game. |
-----------------------------------------------------------------------
24
Fleet Command View
Once you have selected the Full Game, you move to the Fleet Command View. In
the center of the screen, you view the starfield.
At screen right, you view a commander's display: Fleet List, Orders Window and
Status Display.
[Screenshot of Fleet Command View] Figure 5. FLEET COMMAND VIEW
The Fleet List
The Fleet List displays the ships presently in your fleet, their type and name.
When it is your turn, the first ship in the Fleet List is highlighted and
flashes in the star cluster. The Ship Icon which appears next to each ship's
name illustrates its shape and provides a visual identity.
Orders Window
The Orders Window, which appears beneath the Fleet List, shows you the move
options in your present turn. To select an active, colored, orders option,
highlight and select as you would any other menu item.
Remaining Actions
The three-buttoned Actions Indicator at the top of the starfield indicates the
number of actions available in the present turn.
25
Commission Window
The Commission Window, which appears when you highlight the starbase in the
Fleet List, shows you how many Starbucks you currently have - as well as
available ships to buy, their names and cost.
Status Display (Review)
The Ship Status Display appears during combat, and is the same as that visible
in Practice and Melee.
Stars
Stars are colored according to the kind of planets which orbit them.
Unexplored stars are indicated in white. When you move a ship to an unexplored
star it changes color. A blue star indicates a mineral planet, a green star a
colonizable planet, and a yellow star a dead planet.
Mineral Worlds
Mineral worlds are hot, heavy, dense planets and contain metals, ores, sulphurs
and other compounds which may be exploited for mining. When these minerals are
processed, they generate starbucks which allow you to build and power new
ships.
Life Worlds
Life worlds are green and temperate planets resembling the Earth. They contain
plenty of water and oxygen, and are ideal locations for a race to build
colonies.
Dead Worlds
Dead worlds are rocky wastes which never possessed atmospheres - or had them
obliterated in some cosmic calamity. A dead world can be fortified by a
resourceful planner.
Ships
If you have a starbase, you can buy new ships, and can have up to seven ships
in your fleet.
26
Starbases
A starbase is a large, slow-moving space station at which you can build new
starships.
-----------------------------------------------------------------------
| Note: We recommend that you guard starbases with at least one |
| combat vessel. An undefended starbase is automatically destroyed |
| if any enemy ship reaches it. |
-----------------------------------------------------------------------
Installations
A primary activity in the Full Game is building installations which aid the
player in conquering star clusters:
[ Colonies (diamond)
[Screenshot of Starfield] -----------------[ Fortifications (square)
[ Mines (+)
Figure 6. THE STARFIELD
Colonies
A colony, established on a life world, provides a place for a ship to recruit
new members to replace those lost in combat.
Mines
Mines, established on mineral worlds, earn the side developing that world's
resources Starbucks at a rate of one per turn (your starbase also generates one
Starbuck per turn).
27
Fortifications
You establish fortifications as a defensive web through which no single ship
can pass or easily destroy (with the exception of the Ur-Quan Dreadnought).
Fortifications protect colonies and mines, and may block an attack route to a
starbase.
Should a single ship move into a fortification, it is stuck. To free it, it
must successfully besiege or be joined by a second ship which will
automatically destroy the fort at the end of the turn.
Destroying Enemy Installations
You destroy an undefended enemy colony, mine or fortification by moving onto it
with any ship. Alternately, if you defeat all enemy ships in battle which are
guarding an installation, you automatically destroy it.
Going to Combat
When a player completes his turn and has moved ships to stars containing one or
more enemy ships, a battle ensues for each star under contention. For each
battle, the Combat Transition Screen appears (shown below).
[Screenshot of Combat Transition Screen] Figure 7. COMBAT TRANSITION SCREEN
-----------------------------------------------------------------------
| Note: In battles with multiple ships, the attacker's ships fight in |
| the order they land on the star, while the defender's ships are |
| selected to fight at random. |
-----------------------------------------------------------------------
28
Selecting a Ship to Command
To select a ship to command in Full Game, highlight that ship's name and select
it. Now use the ship to build fortifications, establish a mine or colony, or
move to another star.
Giving Orders
When you want to give orders, scan the orders which apply to the
currently-selected ship in the Orders Window. Highlight one of the active
Orders options (the word's color indicates if it is available), and select.
Some orders are carried out in one step; others, such as Build or Move, require
additional steps to complete the command. Orders "in progress" are specially
colored.
-----------------------------------------------------------------------
| IMPORTANT NOTE: If you choose to build an installation (colony, |
| mine or fortification), but interrupt during construction with a |
| new order, all work on that new installation will be lost. |
-----------------------------------------------------------------------
Moving a Ship
To move a ship, follow these steps:
1 Highlight the ship in the Fleet List that you wish to move, then press
Spacebar.
2 Highlight Move in the Orders Window, then press Spacebar.
3 When the ship you desire to move is highlighted, use the cursor keys to move
the blinking cursor to the star of you choice.
4 Press Spacebar to confirm the selection.
5 If you have actions remaining in your present turn, you may select Move
again to jump to another star.
-----------------------------------------------------------------------
| Note: As with all other commands, Move uses only one action, except |
| for moving a starbase, which requires that you use all 3 moves in a |
| turn. |
-----------------------------------------------------------------------
29
Colonize
To colonize, you require a life world and two turns. Then select the ship you
wish to build the colony with, and select Colonize from the Orders Window.
Once a colony is established, friendly races may recruit from it.
Mine
You can build a mine only in a blue, mineral star system. To do so, select a
ship, then select Mine from the Orders Window. A mine's construction require
two turns. A mine, once established, generates one starbuck per turn.
Build
You can build a new ship at your starbase. When you choose Build, a highlight
appears in the Commission List at the top of the screen. Move the highlight to
the ship desired, and press Spacebar (but only if you have the required
Starbucks).
-----------------------------------------------------------------------
| Note: A fleet can hold no more than seven ships and a starbase at |
| any given time; see the section on Scuttling for replacing ships |
| when the limit has been reached. |
-----------------------------------------------------------------------
Recruit
You can recruit to replace crew members lost in combat. Select Recruit, and
your ship will regain its maximum crew level.
Fortify
You can choose Fortify from the Orders window to build a defensive web through
which a typical enemy cannot pass. As with colonies and mines, the raising of
a fortification requires two turns.
30
Besiege
You can besiege enemy fortifications, and if successful, the fort is instantly
destroyed. Your vessel can then move on. To besiege, highlight and select
Besiege from the Orders menu.
-----------------------------------------------------------------------
| Note: When a vessel besieges a fort, it has a 10% chance of |
| destroying it. An exception is the Ur-Quan Dreadnought, which will |
| automatically destroy a fort. |
-----------------------------------------------------------------------
Scuttle
You can scuttle one of your fleet's ships (useful when you wish to replace one
vessel in a full fleet) by highlighting the ship to be scuttled, then
highlighting and selecting Scuttle in the Orders menu. You can only scuttle
when you already have seven (7) ships.
Passing A Turn
Passing ends your turn. Highlight and select Pass in the Orders Window.
Strategic Ship Powers
The Ur-Quan ship in the game possess a special strategic power.
Ur-Quan Fort Destruction
A single Ur-Quan vessel is able to destroy fortifications by itself, without
besieging. To do so, an Ur-Quan must simply end its turn at an enemy fort.
31
[Illustration]
Mycon growing new Crew
WINNING THE GAME
You win a Full Game when you destroy the enemy's starbase. When you win, you
are awarded a Victory Screen. You then return to the Main Activity Menu.
Saving a Game in Progress
To save a Full Game in progress (while in Fleet Command View only):
1 Press H.
2 Insert a formatted disk or tape into the drive. Do not use the Star Control
game disk or tape!
3 Select a number from 1-9 to identify the saved game. Then press Spacebar.
4 When the save is complete, you return to the Fleet Command View.
32
ACCOLADE CUSTOMER SERVICE IN ENGLAND: 44-1-738-1391
If you need help with this - or any other - Accolade product, please give us a
call. Be sure you are at your computer when you call, and we'll try to solve
your problem. Or write to us at:
Accolade Europe Ltd.
Attn: Customer Service
50 Lombard Road
London SW11 3SU
England
YOUR DISK/TAPE CARRIES A 90-DAY WARRANTY
Accolade, Inc. warrants for a period of 90 days from the date of purchase by
the original purchaser of the Software that the recording medium on which it is
recorded will be free from defects in materials and workmanship. Defective
media which has not been subjected to misuse, excessive wear or damage due to
carelessness may be returned during the 90-day period without charge.
LICENSE AGREEMENT and LEGAL MUMBO JUMBO
This computer software product (the "Software") and the user manual are
provided to the Customer under license from Accolade, Inc. and are subject to
the following terms and conditions, to which the Customer agrees by opening the
package of the Software and user manual and/or using the Software. Granting of
this license does not transfer any right, title or interest in the Software or
the user manual to the Customer except as expressly set forth in this License
Agreement.
The software and the user manual are copyrighted 1990 by Accolade, Inc. All
rights are reserved. Neither the Software nor the user manual may be
duplicated or copied for any reason. All registered trademarks and names are
properties of their respective owners.
The remedies provided above are the Customer's sole and exclusive remedies. In
no event shall Accolade, Inc. be liable for any direct, indirect, special,
incidental or consequential damages with respect to the Software or the user
manual. Except as provided above, Accolade, Inc. makes no warranties, either
express or implied, with respect to the Software or the user manual, and
expressly disclaims all implied warranties, including, without limitation, the
warranty of merchantability and of fitness for a particular purpose.
____ ____ ____ ____ ____
\ / / / \| \ | \| TM
____ | | | || ___ | || ____
/ \ | | | || / \ | ||
/ \\____\____\____/\___/ \|____/|____
11/7/90
The best in entertainment software.TM 05178