ARMADA (C) COPYRIGHT HYPERWARE 1991 ARM.EXE Ver 1.0 A PRODUCT OF........... HYPERWARE 13245 SKIOMAH RD. APPLE VALLEY, CA. 92307 SYSTEM REQUIREMENTS THIS PROGRAM REQUIRES THE FOLLOWING EQUIPMENT. 1. IBM COMPATIBLE COMPUTER (286 OR BETTER RECOMMENDED). 2. EGA WITH 256K OF MEMORY ON CARD. 3. HARD DISK (DISK CASHING RECOMMENDED) 4. MICROSOFT COMPATIBLE MOUSE 5. MINIMUM OF 512K MEMORY NOTE: SLOWER COMPUTERS MAY PRODUCE UNSATISFACTORY RESULTS WITH ALL GAME OPTIONS ON. IF THE GAME IS SLUGGISH TRY PLAYING WITH OUT FIGHTERS OR WITH THE IR SCOPE OFF. OPTIONAL EQUIPMENT 1. SOUND BLASTER GENERAL YOU COMMAND THE AN ALLIED ARMADA CHARGED WITH DEFENDING YOUR AREA OF RESPONSIBILITY (GRID SQUARE). YOU HAVE 5 SHIPS PLUS AN ADDITIONAL CRUISER/COMMAND SHIP. YOUR CARRIER IS CAPABLE OF LAUNCHING ONE FIGHTER EQUIPPED WITH RADIATION AND INFRARED MISSILES. YOU HAVE ELECTRONIC COUNTER MEASURE JAMMING AND INFRARED JAMMING AVAILABLE TO SPOIL THE ENEMY'S AIR POWER ATTACKS, AS WELL AS JAM HIS INFRARED TARGET DETECTION EQUIPTMENT. YOU WILL BE PAIRED AGAINST ONE OF THE ENEMY'S TOP THREE COMMANDERS AND WILL HAVE TO CONTEND WITH HIS RELENTLESS SHELLING AND AIRCRAFT ATTACKS. BE WARE! THE WATERS ARE MINED. SET UP USE INSTALL TO COPY AND SET UP THIS PROGRAM TO YOUR HARD DISK. INSTALL WILL MAKE A DIRECTORY ON YOUR HARD DISK CALLED "ARMADA". IF YOUR HARD DISK IS PARTITIONED INTO MORE THAN ONE DRIVE, YOU MAY SELECT THE DRIVE OF YOUR CHOICE. INSTALL WILL EXTRACT THE REQUIRED FILES TO RUN THE PROGRAM. ONCE EXTRACTED JUST TYPE "ARM.EXE" TO RUN THE PROGRAM. SEE INSTALL.TXT FOR MORE INFOR- MATION. SOUND BLASTER SUPPORT IF A SOUND BLASTER CARD IS INSTALLED IN YOUR COMPUTER, THE GAME WILL RECOGNIZE IT AND SET UP FOR SOUND EFFECTS. YOU MUST HAVE 640 K OF MEMORY OR THERE MAY NOT BE ENOUGH ROOM FOR THE SOUND EFFECTS TO LOAD. SOUND EFFECTS CAN BE ELIMINATED BY SELECTING THE AUXILIARY CONTROL PANEL AND THEN SELECTING THE SOUNDS BUTTON. MAIN MENU 1. OPTIONS 2. DETAILS 3. SHIP INFO 4. OPPONENTS 5. START BATTLE 6. QUIT 1. OPTIONS TWO MINES ARE PLANTED IN EACH BATTLE SQUARE. A CANNON ROUND OR FIGHTER MISSILE WILL EXPLODE A MINE. MINE KILL RADIUS IS 2 GRID SQUARES. MINE DETONATIONS USUALLY SET OFF OTHER MINES WITHIN A 2 GRID RADIUS. (OCCASIONALLY THE MINE WILL DUD OR A LOW ORDER DETONATE.) CHOOSE: 0 MINES 1 MINE 2 MINES FIGHTERS ONE MARINE STEALTH FIGHTER FLIES FOR EACH SIDE. THESE FIGHTERS ARE EQUIPPED WITH RADIATION(EC) AND INFRARED(IR) GUIDED MISSILES. IF AN AIRCRAFT CARRIER GETS KILLED FROM EITHER SIDE, THAT FIGHTER WILL MAKE A FEW MORE ATTACKS BEFORE HE HAS TO DIVERT TO HIS AUX BASE. THIS LEAVES THE EFFECTED SIDE WITHOUT FIGHTER SUPPORT. FIGHTERS PROBABILITY OF KILL (PK) GOES UP AS ELECTRONIC (ECCM) AND (IR) JAMMERS ARE KNOCKED OUT. JAMMERS DEGRADE WITH 1 HIT. CHOOSE: FIGHTERS ACTIVE NO FIGHTERS FIGHTER (PK) NO JAMMERS OUT or DEGRADED: 17% - 20% FIGHTER (PK) ONE OR MORE JAMMERS DEGRADED: 30% - 40% FIGHTER (PK) ONE JAMMER OUT: 40% - 50% FIGHTER (PK) TWO JAMMERS OUT: 60% - 70% DAY/NIGHT MISSION IF CHOOSING A NIGHT MISSION, BEST RESULTS ARE OBTAINED BY LOWERING THE LIGHT LEVEL IN THE ROOM. IR SCOPES CHOOSE: SCOPES ON NO SCOPES IR SCOPES CAN BE VERY HELPFUL FOR IDENTIFYING TARGETS. WHEN OPPO- SING IR JAMMERS ARE ACTIVE, TARGET DISCRIMINATION IS DIFFICULT. GAIN: - HIGH GAIN - MORE VALID AS WELL AS FALSE TARGETS. FZ : - FREEZE BUTTON - HOLDS CURRENT SCREEN INFO, NO UPDATES. RR : - REFRESH RATE BUTTON - TOGGLES FAST / SLOW SCREEN REFRESH. EP : - EMERGENCY POWER BUTTON - DOUBLES SET POWER OUT - LIMITED TO 3 SCREEN UPDATES (SLOW REFRESH) THEN REQUIRES 1 MINUTE FOR SET TO COOL DOWN BEFORE IT CAN BE USED AGAIN. NOTE: FZ, RR, AND EP BUTTONS CHANGE TO A RED COLOR WHEN ACTIVATED. TO ACTIVATE, MOVE THE HAND POINTER TO THE BUTTON, PUT THE FINGER ON THE BUTTON AND PRESS THE LEFT MOUSE BUTTON. SCOPE INTERPRETATION DARK RED DOTS - POSSIBLE TARGETS - MAY BE FALSE - SEE GAIN SETTING BRIGHT RED DOTS - HIGH HEAT SOURCE - MARKS TARGETS ALREADY HIT. BLUE DOT - POSSIBLE LOW HEAT TARGET - MAY BE MINE OR FALSE TARGET. WHEN NO FIGHTERS SELECTED AND IR SCOPES ACTIVE, IF YOU WAIT MORE THAN 90 SECONDS BEFORE SHOOTING, THE ENEMY WILL SHOOT AT YOU FIRST. DON'T GET SCOPE MESMERIZED. 2. DETAILS THIS GAME IS PLAYED BY PLACING YOUR SHIPS IN POSITIONS ON THE BATTLE SQUARE YOU DEFEND. THE OBJECTIVE IS TO GAIN CONTROL OF THE SEA. THE ENEMY AND ALLIED ARMADAS ARE OF NEARLY EQUAL STRENGTH WHEN YOU START. ONE SIDE MAY HAVE A SLIGHT ADVANTAGE DEPENDING ON WHICH OPPONENT YOU CHOOSE. STANDARD GAME: (1) BOTH SIDES HAVE 5 SHIPS TO SINK (2) BOTH SIDES HAVE ONE ATTACK JET (IR/RADAR) (3) BOTH SIDES HAVE 2 HIDDEN MINES IN THE WATER (4) BOTH SIDES HAVE IR DETECTION EQUIPTMENT OPTIONS: (1) MINES - 2 IS DEFAULT (CHOOSE 0 - 2) (2) FIGHTERS - ACTIVE BY DEFAULT (CHOOSE OFF) (3) OPPONENT - RANDOMLY SELECTED IF YOU DO NOT CHOOSE ONE BEFORE GOING TO BATTLE. (4) IR SCOPES - ACTIVE BY DEFAULT (CHOOSE OFF) DAY/NIGHT: NIGHT MISSIONS ARE BEST IN A DARKENED ROOM EXCEPTION: OPPONENT #3 ALWAYS FIGHTS WITH 2 MINES GAME INPUT (1) ALL GAME INPUT IS VIA THE MOUSE. THE KEYBOARD CAN BE USED FOR (Y/N) ANSWERS, OR MOVE THE HAND POINTER TO THE Y or N AND PRESS THE LEFT MOUSE BUTTON. (2) SQUARE COLORED BUTTONS ARE USED FOR INPUT. THE BUTTONS ARE NOT ACTIVE WHEN COLORED YELLOW. WHEN BUTTONS TURN GREEN OR BLUE, THAT INPUT MAY BE ACCOMPLISHED. (3) INPUT IS STARTED BY SELECTING A TARGET GRID. MOVE THE POINTER TO A TARGET GRID SQUARE AND PUSH THE LEFT MOUSE BUTTON. (4) ONCE A TARGET GRID IS SELECTED, THE GAME BUTTONS WILL CHANGE FROM YELLOW TO GREEN OR BLUE AND MAY BE SELECTED AT THAT TIME ____ ____ ___ FIRE |____||____| RESET |_A_| = AUXILIARY PANEL HOLD |____||____| SPEED ____ |____| FIRE -- FIRES THE GUN, THEN MOVES TO THE OUTSIDE VIEW. ____ |____| RESET --- ALLOWS YOU TO CHANGE THE SELECTED TARGET GRID. ____ |____| SPEED --- INCREASE OR DECREASE BULLET SPEED. ____ |____| HOLD ---- HOLD THE OUTSIDE VIEW UNTIL A KEY IS PRESSED. __ |__| A ------- OPEN THE AUXILIARY CONTROL PANEL. ____ |____| MOUSE --- [AUX] EFFECTS MOUSE SENSITIVITY. ____ |____| SOUNDS -- [AUX] TURNS ON/OFF SOUND BLASTER IF INSTALLED [AUX PANEL] ---- PUSH THE BLUE MOUSE BUTTON TWICE TO RETURN TO THE GAME CONTROL PANEL. [ESCAPE] ------- PUSH ESCAPE TO RETURN TO THE MAIN MENU, YOU WILL BE ASKED IF YOU WANT THE "MAIN MENU? (Y/N). SELECT "Y" TO RETURN TO THE MAIN MENU. 3. SHIP INFO CARRIERS: CAPABLE OF LAUNCHING JET FIGHTERS EQUIPPED WITH IR AND RADAR/RADIATION MISSILES. [5 HITS TO KILL] DESTROYERS: CARRY THE INFRARED (IR) JAMMERS FOR THE FLEET. ONE HIT DEGRADES JAMMER, A KILL ELIMINATES JAMMER. [4 HITS TO KILL] CRUISERS: CARRY A 150MM GUN USED TO SHOOT AT THE ENEMY. TWO ARE PRESENT, THE ONE NOT IN THE GRID SQUARE IS THE SHOOTER AND DOES NOT COUNT IN THE KILLS REQUIRED TO WIN. [3 HITS TO KILL] SUBMARINES: [3 HITS TO KILL] JAMMERS: CARRY THE ELECTRONIC SPECTRUM JAMMERS FOR THE FLEET. ONE HIT DEGRADES JAMMERS A KILL DISABLES THEM. [2 HITS TO KILL] NOTE: WHEN JAMMERS DEGRADE, OPPOSING PILOTS ARE MORE EFFECTIVE AS THERE IS LESS INTERFERENCE TO CONFUSE THE MISSILES. 4. OPPONENTS CHOOSE AN OPPONENT #1. ADMIRAL IVAN DEMONIAC - KNOWN FOR HIS [ picture ] STERN APPROACH, A STRICT DISCIPLINARIAN. HAS A TRAINEE AS AN IR SCOPE TECHNICIAN. #2. CAPTAIN ARY N. RACE - THIS MAN [ picture ] THINKS HE IS GOD'S GIFT TO SEA WARFARE. HE IS AN EGO MANIAC THAT CAN NEITHER LEAD NOR FORMULATE A BATTLE PLAN. HAS A SEASONED VETERAN IR SCOPE TECHNICIAN #3. LT COMMANDER ULE SHIVA - HE BRIBED A [ picture ] MINE LAYER FOR INFORMATION CONCERNING THE COORDINATES OF MINES LAID IN ALLIED WATERS. HIS IR SCOPE TECHNICIAN IS OCCASIONALLY BRILLIANT. NOTE: YOU ALSO GET PERIODIC INTEL REPORTS OF KNOWN ALLIED MINE COORDINATES IN ENEMY WATERS WHEN PLAYING AGAINST ULE SHIVA. YOUR INTEL OFFICER IS NOT AS EFFICIENT AS HIS, SO THIS VITAL INFORMATION MAY BE DELAYED UNTIL AFTER SEVERAL SHOTS. 5. START BATTLE THIS SELECTION TAKES YOU TO THE INSIDE VIEW OF YOUR COMMAND SHIP THE CRUISER "FAITHFUL". THIS CRUISER IS EQUIPPED WITH WAR STATUS BOARDS THAT TRACK THE HITS AND MISSES FOR EACH SIDE. THE SHIP IS ALSO EQUIPPED WITH A 150 MM GUN USED TO FIRE ON THE OTHER SIDE. YOU RECEIVE INFORMATION WHEN THE ALLIED PILOT IS FIRING ON THE ENEMY AND INFORMATION WHEN THEN ENEMY PILOT IS FIRING ON YOUR POSITION. TO GET STARTED YOU MUST "PLACE YOUR SHIPS" IN THE BATTLE SQUARE. YOUR BATTLE SQUARE IS THE ONE ON THE LEFT SIDE OF THE SHIP (ALLIES). MOVE THE HAND POINTER TO THE SHIP YOU WANT TO PLACE ON THE BOARD AND PRESS THE LEFT MOUSE BUTTON. THE SHIP WILL BE HIGHLIGHTED WITH A BOX TO LET YOU KNOW IT IS THE ONE SELECTED. NOW MOVE THE HAND POINTER TO THE GRID YOU WANT TO PLACE THE LEFT MOST END OF THAT SHIP ON (FOR HORIZONTALLY REPRESENTED SHIPS) OR THE GRID YOU WANT TO PLACE THE TOP MOST END OF THE SHIP ON (FOR VERTICALL REPRESENTED SHIPS); NOW PRESS THE LEFT MOUSE KEY AGAIN. THE SHIP WILL APPEAR ON THE GRID SQUARE IN THE POSITION YOU SELECTED. NOTE: IT IS IMPOSSIBLE TO PLACE A SHIP OUT OF THE GRID SQUARE, IF ANY PORTION OF THE SELECTED SHIP WILL BE OUT OF THE GRID SQUARE WHEN THE LEFT MOUSE BUTTON IS PUSHED, A WARNING WILL LET YOU KNOW THAT IT IS NOT A VALID POSITION. STARTING THE WAR - YOU MAKE THE FIRST SHOT! (HOPEFULLY) NO ACTION WILL TAKE PLACE UNTIL YOU "SELECT A TARGET GRID". [EXCEPTION:] IF YOU ARE PLAYING WITH NO FIGHTERS AND USING THE IR SCOPES, THE ENEMY WILL FIRE AT YOU AFTER 1 AND 1/2 MINUTES IF YOU HAVEN'T FIRED. THIS WILL KEEP YOU FROM STUDYING THE INFRARED SCOPE FOREVER WITH OUT FIRING. "SELECT A TARGET GRID" BY MOVING THE HAND POINTER TO THE ENEMY GRID SQUARE BOARD THEN CHOOSE A SMALL GRID WITHIN THAT LARGE SQUARE. (PRESS THE LEFT MOUSE BUTTON). ONCE THE GRID HAS BEEN SELECTED THE BUTTONS ON THE CONTROL PANEL WILL CHANGE COLOR AND MAY NOW BE USED. "FIRE" IS THE MAIN CONTROL TO GAME PLAY - IT WILL SHOW YOU A VIEW FROM ABOVE THE BATTLE AREA WHERE YOU CAN WATCH THE ACTION. SEE DETAILS ABOVE FOR INFORMATION ON OTHER BUTTON CONTROLS. THE BATTLE WILL CONTINUE UNTIL ONE SIDE HAS ALL IT'S SHIPS IN THE BATTLE SQUARE SUNK. WHEN A SHIP IS HIT, THE AREA HIT WILL BE SUPER- IMPOSED WITH A BULLSEYE. WHEN IT IS ENTIRELY COVERED (DEPENDS ON HOW MANY HITS IT CAN TAKE BEFORE SINKING) IT IS CONSIDERED SUNK. WHEN THE BATTLE FIRST STARTS, YOUR SHOOTING CRUISER WILL NOT FIRE UNTIL YOUR AIRCRAFT HAS TAKEN OFF FROM THE CARRIER AND HAS CLEARED THE BATTLE SQUARE (IF FIGHTERS ARE ACTIVE). THERE MAY BE A DELAY IN CRUISER GUN FIRING IF THAT SIDES PILOT IS SHOOTING. IN THIS CASE THE CRUISER WILL NOT FIRE UNTIL THE PILOT HAS COMPLETED HIS FIRING PASS. 6. QUIT THE GAME IS QUIT FROM THE MAIN MENU. TO GET BACK TO THE MAIN MENU PUSH "ESCAPE" FROM WITHIN "OLD FAITHFUL" AND SELECT "Y" TO THE "MAIN MENU? (Y/N)" QUERY. STRATEGY (IR SCOPES INACTIVE) YOUR SELECTION OF OPPONENTS AND OTHER GAME OPTIONS MAY DETERMINE THE DIFFICULTY OF DEFEATING THE ENEMY. THE FOLLOWING ARE SOME SUGGESTIONS. 1. WHEN BATTLING WITH FIGHTERS ACTIVE, TRY TO KNOCK OUT THE OPPONENTS CARRIER FIRST SO THAT HIS PILOT WILL BE FORCED TO LEAVE. AIR POWER IS USUALLY THE DECIDING FACTOR, ESPECIALLY IF YOUR JAMMERS ARE OUT OR DEGRADED SO THE PILOT BECOMES MUCH MORE EFFECTIVE IN FINDING TARGETS. YOUR NEXT PRIORITY SHOULD BE HIS JAMMERS, AS SOON AS ONE OR MORE OF HIS JAMMERS ARE HIT OR KILLED YOUR FIGHTERS BECOME MUCH MORE EFFECTIVE IN FINDING ENEMY TARGETS. SEE ABOVE TO CORRELATE FIGHTER EFFECTIVENESS VS. JAMMERS. 2. IF BATTLING ULE SHIVA (#3), HE WILL HAVE VERY GOOD INFORMATION ABOUT ENEMY MINE POSITIONS IN YOUR WATERS. HE WILL EXPLODE A MINE ON THE FIRST SHOT TO DISABLE OR KILL AS MANY OF YOUR SHIPS AS POSSIBLE. WHEN YOU RECEIVE YOUR INTEL REPORTS ABOUT ALLIED MINE POSITIONS IN ENEMY WATERS, YOU SHOULD TARGET THESE MINES AS SOON AS POSSIBLE. NOTE: YOUR INTEL OFFICER MAY NOT HAVE INFORMATION IMMEDIATELY. HE WILL PASS IT AS SOON AS IT COMES IN - BE PATIENT. MINE REPORTS: WHEN A REPORT COMES IN IT WILL BE ACCOMPANIED WITH A BEEPING SOUND TO ALERT YOU. THE MESSAGE WILL APPEAR IN THE LOWER LEFT WINDOW FOR APPROXIMATELY 6 SECONDS. BE CAREFUL NOT TO MISS IT. 3. EACH OPPONENT HAS A DIFFERENT STRATEGY IN FINDING YOUR SHIPS, TO CHANGE OPPONENTS AFTER THE BATTLE YOU MUST RETURN TO THE MAIN MENU AND SELECT A SPECIFIC OPPONENT. IF NONE IS SPECIFIED AT BATTLE START YOU WILL GET A RANDOM SELECTION OF ONE OF THE THREE. IF "PLAYING AGAIN", YOU WILL PLAY AGAINST THE SAME OPPONENT YOU HAD IN THE LAST GAME. 4. ENEMY PILOTS SOMETIMES DELAY IN SENDING INFORMATION TO THE ENEMY COMMAND CENTER, SO SOME OF THE ENEMY SHOTS FROM THE VESSEL MAY APPEAR NOT TO BE IN ACCORDANCE WITH THE BEST BATTLE PLAN. STRATEGY (IR SCOPES ACTIVE) YOUR SELECTION OF OPPONENTS WILL DETERMINE THE DIFFICULTY OF DEFEATING THE ENEMY. SOME ENEMY INRARED TECHNITIONS ARE VERY SKILLED AND WILL SELDOM MISS A SHOT, OTHERS ARE NOT QUIT SO GOOD. 1. IR SCOPE INTERPRETATION IS AN ACQUIRED SKILL. AT FIRST IT MAY APPEAR THAT THERE IS MERELY A SCATTERING OF RANDOM FALSE TARGETS ON YOUR SCOPE. CLICK ON THE GAIN UP BUTTON TO RAISE THE GAIN, MORE TARGETS WILL APPEAR, YOU SHOULD NOW LOOK FOR A REPEATING SERIES OF DOTS THAT MAY REPRESENT A SHIP. USE FAST REFRESH RATE (BUTTON WILL TURN RED WHEN SELECTED) TO HELP GET A BETTER OVERALL PICTURE OF WHAT IS OUT THERE. THE AMOUNT OF JAMMING YOU ARE RECEIVING WILL EFFECT THE NUMBER OF FALSE TARGETS AND THE CLARITY OF THE PICTURE (AN INDICATION OF RELATIVE RECEPTION VALIDITY IS INDICATED BY THE RED AND GREEN BAR AT THE BOTTOM LEFT OF THE SCOPE - MORE GREEN MEANS BETTER SIGNAL RECEPTION CLARITY WHICH CORRELATES TO A MORE ACCURATE SCOPE). 2. EMERGENCY POWER BUTTON (EP). USE THIS WHEN YOU ARE RECEIVING A LOT OF JAMMING AND CAN'T BREAK OUT LIKELY TARGETS. WHEN SELECTED, EFFECTIVE POWER OUTPUT WILL DOUBLE, THE SCOPE WILL REVERT TO SLOW REFRESH RATE, AND YOU WILL GET 3 SWEEPS OF THE SCOPE (3 PICTURES) BEFORE THE SCOPE WILL SHUT ITSELF OFF DUE TO A POWER OVERLOAD. YOU MUST REMEMBER WHERE THE TARGETS WERE SINCE THE SCOPE WILL HAVE TO COOL DOWN FOR A FULL MINUTE BEFORE IT COMES BACK ON LINE. THE FREEZE BUTTON IS LOCKED OUT WHEN EMERGENCY POWER IF ACTIVATED, AND ONCE ACTIVATED (BUTTON TURNS RED) IT CAN NOT BE DEACTIVATED. 3. TRY TO LOCATE AND TARGET THE ENEMY IR JAMMER (LOCATED ON THE HIS DESTROYER) FIRST. ONCE THE JAMMER IS DISABLED OR ELIMINATED YOUR IR SCOPE PICTURE IMPROVES MARKEDLY AND YOU CAN TARGET THE REMAINDER OF HIS FLEET. ------------------------------------------------------------------------------ A SHAREWARE PRODUCT THIS GAME IS PROVIDED AS SHAREWARE, PLEASE FEEL FREE TO DISTRI- BUTE THIS PRODUCT AS LONG AS IT IS NOT ALTERED IN ANY WAY. YOU MAY USE THIS GAME FOR A SHORT TRIAL PERIOD TO DETERMINE IT'S VALUE TO YOU. IF YOU LIKE IT AND INTEND TO USE IT, A $10.00 REG- ISTRATION FEE IS REQUESTED. A REGISTRATION FORM IS AVAILABLE BY RUNNING "README.EXE" AT THE DOS PROMPT. OTHER HYPERWARE PRODUCTS GAMBLERS AND MONEY GRUBBERS - CRAPS GAMBLERS AND MONEY GRUBBERS - FRIDAY NIGHT POKER GAMBLERS AND MONEY GRUBBERS - BLACKJACK MACHII - MENUING SYSTEM NOTE: ALL PRODUCTS MAY BE PURCHASED OR REGISTERED FOR $10.00 A REGISTRATION FORM IS AVAILABLE BY SELECTING REGFORM FROM README.