Starfighter gameplay manual

# Gameplay Manual

## License

Copyright © 2003 Parallel Realities
Copyright © 2012 Guus Sliepen, Astrid S. de Wijn and others
Copyright © 2015-2017 Julie Marchant

Project: Starfighter is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version.

Project: Starfighter is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with Project: Starfighter. If not, see http://www.gnu.org/licenses/.

Artistic components of the game are covered by various other libre licenses, such as CC BY or CC BY-SA. See LICENSES for more information.

## Introduction

Project: Starfighter is an old school 2D shoot 'em up. In the game you take on the role of a rebel pilot called Chris, who is attempting to overthrow a military corporation called Weapco. Weapco has seized control of the known universe and currently rules it with an iron fist. Chris can no longer stand back and watch as millions of people suffer and die. He steals an experimental craft known as "Firefly" and begins his mission to fight his way to Sol, freeing key systems along the way. The game opens with Chris attempting to escape a Weapco patrol that has intercepted him.

## Controls

Menus

- Arrow Keys - Highlight option
- Control / Enter - Select menu option

Intermission Screen

- Mouse or Arrow Keys - Move cursor
- Left Mouse Button or Control / Enter - Selected option
- Right Mouse Button or Space - Toggle planet orbit On / Off

In Game

- Arrow Keys - Control Firefly
- Ctrl - Fire primary weapon
- Space - Fire secondary weapon
- Shift - Toggle Primary Weapon Concentrate / Spread (see Weaponry)
- P - Pause / Unpause
- Escape - Flee (not possible until all primary missions completed)
- Escape while paused - Quit to title screen

Joystick and Gamepad support

- Stick or Hat - Same as Arrow Keys
- Button 2 / 3 - Fire primary weapon / Select menu option
- Button 1 / 4 - Fire secondary weapon / Select menu option
- Button 6 / 8 / 9 - Toggle Primary Weapon Concentrate / Spread
- Button 10 - Pause / Unpause
- Button 5 / 7 - Flee (not possible until all primary missions completed)
- Button 5 / 7 while paused - Quit to title screen

Note - Keys cannot be changed.

## How to Play

When first starting Project: Starfighter you will see the text scrolling introduction. You can either wait for this to finish or you can skip it by pressing ctrl or space.

The title sequence will begin. Once the menu is shown (or you opt to skip to it by pressing space or ctrl) you may select from the options shown:

Start New Game
  This will start a new game.
Load Game
  This will bring up a list of currently available games to be loaded.
Continue Current Game
  This will load the Autosave slot. It is only shown if an autosave is available.
Options
  This will show a list of game options.
Quit
  This will quit the game.

## Loading and Saving Games

Games can be loaded from the title screen.

Games can be saved on the Intermission screen. Move the cursor to the Save Game icon and select it. You will see a list of five game slots that can be used to save a game to. Click one of these and then click the "Save" button to save the game.

The current game is also automatically saved to the Autosave slot.

## Getting Missions

In each System, the player can get missions by going to the Missions section of the Intermission screen. Here allies will inform you of tasks that need to be performed and what planet these tasks apply to. Once the player has decided which task they will perform, they must go to the corresponding planet in the system (see Moving Around for more details). Once stationed at the planet click "Start Mission" to proceed to the mission briefing screen. The "Start Mission" icon will not be shown if the mission of the planet has been completed.

## Mission Briefing

Before the beginning of each mission you will be presented with a mission briefing screen. This will outline the mission's primary and (if any) secondary objectives. It will also inform you of mission restrictions, such as time limits. Once you have read this, press ctrl or space to continue

## Completing Missions

Each mission in the game has one or more objectives tied to it. These objectives are either Primary or Secondary objectives. In order to complete the mission, the player must complete all the primary mission objectives. For example, when the game begins Chris is fleeing a WEAPCO patrol. The primary objective for this mission is to destroy all the enemy fighters. Once this is achieved the Firefly will leave the sector and the mission will be marked as a success.

One thing to note is that some missions will have both Primary and Secondary objectives. In this case, the Firefly does not leave the sector if all primary mission objectives are complete and secondary objectives remain. The player may then attempt to complete remaining secondary objectives or press Escape to leave the sector. Secondary objectives are optional.

During the mission you will see messages appearing at the bottom of the screen. These messages can be related to items that you pick up, as well as mission related information.

- White messages are standard for picking up items such as cash and power ups.
- Green messages signify successful completion of mission objectives.
- Light Blue messages give further details about Primary mission requirements.
- Red messages indicate mission failures, warnings and wing mate ejections.
- Yellow messages give further details about Secondary mission requirements.

## Moving Around Systems

To play a mission in Starfighter you must be stationed at the relevant planet. To get to the planet you require, you will need to select a planet to travel to by clicking on it with the mouse. "Destination", followed by the planet's name will appear in the bottom right hand corner of the screen. A new icon labelled "Go To Destination" will also appear. Clicking this icon will make the player travel to the destination planet.

Travelling to new planets is represented at the bottom of the screen by the two planets (the one being travelled from and the one being travelled to). A red bar will fill up as the journey progresses. The speed the bar fills up will vary occurring to how far away the planets are from one another. At any point during this time the planet can be intercepted (see Interceptions). Once the red bar has filled up completely the journey will be completed and you will be stationed that the new planet.

## Interceptions

Interceptions can take place whilst travelling between two planets within a system. When the player is intercepted they will go directly into a mission-like scenario. The objective of this interception is to clear all attacking forces. Once this is done, the player will be free to leave.

Interceptions also serve other purposes - Sometimes the WEAPCO patrol may have slave transports with them. One of the objectives of a later system is to rescue a certain amount of slaves. This is only possible during interceptions.

One important thing to remember is that any damage the player receives during an interception will NOT be repaired until they have reached the destination planet. Therefore if the player is heavily damaged during one interception that damage will still be present if they are attacked again. This can make interceptions very dangerous.

## Weaponry and Upgrades

During the course of the game you will receive money. Money is gained from picking up cash spheres and from the shield bonus at the end of each mission.

Money can be used to upgrade the Firefly and purchase additional ammunition for weapons. Items can be purchased from a shop on the Intermission screen.

Temporary Upgrades
  Temporary upgrades are used to boost the Firefly's ability to be powered up. For example, at the start of the game the Firefly can only be powered up to fire two plasma bolts are once. By purchasing an upgrade for the Firefly, you can allow for power ups to enable you to fire a maximum of up to five plasma bolts at once. Note that this only affects power ups and these will still be ammunition limited. To upgrade your default weapon, you will need permanent power ups (see below).
Permanent Upgrades
  These power ups are more expensive than temporary upgrades, but are permanent. Whereas a temporary upgrade requires you to make use of power ups on an ammunition limited base, permanent power ups are not limited. This is highly useful when facing heavily shielded and tough opponents, with no means of getting plasma ammo or transports in sight! When you power up your permanent weapon, your powered up weapon level will also be automatically upgraded if it is less powerful than your new current power up level.When the Firefly's Primary Weapon has been upgraded to its maximum output (3 plasma cannons) the player can toggle the output type by pressing Shift. The output type can either be Concentrate (the default firing type) or Spread. Various situations can call for varying the output type.
Secondary Weapons
  As well as primary weapons and temporary upgrades, the Firefly is also capable of using a secondary weapon. At the start of the game this is a rocket launcher. Like the other weapons in the game this can be upgraded by purchasing a new weapon from the shop. At the start of the game, a Double Rocket Launcher and Micro Rocket Launcher are available for purchase. Secondary weapons are used in the same way the rocket launcher is used (Space to fire). However the Laser Cannon and Charge Cannon work differently.Neither the Charge Cannon or the Laser Cannon are ammunition limited (unlike the other rocket based weapons). The Charge Cannon works by the player holding down the Space bar and releasing it. A meter at the bottom of the screen shows how much charge has been built up. The Laser Cannon works by the player holding down the Space bar to fire a stream of laser fire. It is prone to overheating and must be allowed to cool after usage.

Certain weapons and upgrades will not be available to you until later in the game.

## Item Spheres

When an enemy craft is destroyed they will sometimes release ammo and cash spheres. Certain enemy craft will release power up spheres that can give your weapon a temporary boost. The following are spheres that can be picked up during missions:

| Cash - Provides you with cash.
| Plasma Ammo - Increases your current plasma ammo.
| Rocket Ammo - Increases your current rocket ammo.
| Shield Sphere - Replenishes your shield reserves.
| Plasma Power - Boosts your plasma power.
| Plasma Ouput - Boosts the amount of plasma shots you can fire.
| Plasma Cooler - Increases your plasma firing rate.
| Super Charge - Five way spread, massive power and cooling (rare).

## Cut Scenes

During the course of the game mini cut scenes will be shown after certain missions. These scenes serve to extend the plot of the game and provide the player with gameplay tips. If you wish to skip a cut scene press Escape. It is advised that you only skip cut scenes if you have already seen them.

## Ending the Game

The game is over when the Firefly's shield units are reduced to 0 (zero), or a Primary Mission objective is failed. At this point, you will see the Game Over screen. To continue, press Ctrl or Space. You will then be taken back to the title screen. In certain missions the game will end if Sid Wilson is killed.

## About

Parallel Realities started off writing games on the Amiga using AMOS and then, later, Blitz Basic 2. Games written included the BOTSS Trilogy and most notably TANX Squadron. TANX Squadron was awarded Amiga Format's contributor prize of the month in the summer of 1999. Project: Starfighter originally started life on the Amiga but was never completed. Development began again for Linux in 2002 with this being our first C program. The game matured quickly from the initial ideas and this is the finished product. We do hope you enjoy playing it.

Project: Starfighter
Copyright © 2003 Parallel Realities
Copyright © 2012 Guus Sliepen, Astrid S. de Wijn and others
Copyright © 2015-2017 Julie Marchant

Created using the SDL library.

http://starfighter.nongnu.org