3D Star Fighter Pilot Manual
Created by Alan Barton
Date : 10th December 2001

Contents:


Introduction
How to play
On Screen Information
Controls and Control Options
The Config Screen
Sound Volume
Difficulty Settings
Weapon Introduction
Pickup types and how to uses them
Enemy Types
Registered and Unregistered Information
Support Information
End User License Agreement ("EULA").

3DAGames Home Page


Introduction:
Before I go into the details of how to play 3D Star Fighter Pilot, I just want to briefly explain what the game is, and what it is not.

3D Star Fighter Pilot is an arcade game, but it is not a space flight sim style game and it does not try to be. What the game tries (and I hope succeeds?) to be, is a good fun arcade game, people can (I hope), play many times, over and over again, and each time the game is played, it will play slightly differently. I really like the early 1980s style arcade shoot-em-up games. So 3D Star Fighter Pilot (I will call it SFP from now on), does aim to be an arcade game, in many ways, still like the early 1980s games. But the enemies in SFP replace the preset flight patterns of those early games, with a more complex form of AI which adapts to the player's actions, and the movements of the other enemies. (It uses flocking behaviour AI). So every game will play slightly differently. In a sense, its like the idea of AI Bots in all the modern first person shoot-em-ups, but in this case, its a space arcade game.

Anyway, that's my introduction. :)



How to play:
The game is played by duelling with one or more enemies at a time, until you can complete a sector of space, (one level). There are 31 sectors in the full game, but the demo only has one small test sector with 8 enemies in it, of three different types. (There are 21 types (or species) of enemy fighters (and creatures), and hundreds of enemies in total to fight in the full game). The game starts at sector 30 which is the outer limits of the enemy territory. You will need to fight your way to sector zero, which is the home of the enemy. If your spacecraft is destroyed, you must replay the current sector.



On Screen Information:
Score Bar information at the top of the screen:
{short description of image}
Wa-bb (Weapons) where the letter 'a' shows the current weapon number and the letters 'bb' show the remaining ammo for this weapon.
Lc (Lives) where the letter 'c' shows how many player lives remain.
E (Energy) shows the shield energy of your ship. When this runs out, your ship explodes and you fail to complete the current sector.
S (Score) shows your score. It changes colour (shade) whenever it changes to a new value.

The box at the bottom of the screen is your short range radar. The shape of the points on the radar signify what type of object is near your spacecraft. Your radar shows the position of the objects around you releative to your current position so as you turn your spacecraft around, you can see all the points on the radar move (rotate) as well. This helps to find out what is about to come near your spacecraft. The information on the radar is as follows.

{short description of image} Enemy in front
of your spacecraft.
{short description of image} Enemy shot in front
of your spacecraft.
{short description of image} Pickup in front
of your spacecraft.
{short description of image} Player shot in front
of your spacecraft



Controls and Control Options:
The game is controlled by the on screen menu until you get into the flying around main part of the game, then its controlled from the keys at the bottom of the Palm.

Please note, the menu button in the flying around main part of the game acts as a pause game button and allows you to go back to the Start screen to see the Config screen or the Highscore screen or even just start a new game. Also, when you are part way through a game, another button will appear on the Start screen which is Continue Game, which is how you get back into your existing game.

{short description of image} Unregistered Start Screen. {short description of image} Unregistered Start Screen with a partially played game in progress.
{short description of image} Registered Start Screen. {short description of image} Registered Start Screen with a partially played game in progress.
{short description of image} Unregistered About screen.
(This shows you need to enter your registration code to allow you to play the full game).
{short description of image} Registered About screen.
(This shows your registration code has been accepted, and you now have access to the full game).




The Config Screen:
The controls used can be found in the Config screen, when you then enter the Config Keys screen.

You can change a key (on the Config Keys screen) by pressing one of the on screen 'action' buttons on the left hand side of the screen. When one of these 'action' buttons is selected (highlighted), you can then press the key you want at the bottom of your Palm. (Also, when one of the action buttons is highlighted, the six letters at the top of the screen (drawn in the layout of the keys at the bottom of the Palm), change into buttons. So you can alternatively select one of these on screen buttons, (if you prefer this method of selecting which key on the Palm controls which action). When you change an action key which was already used on another action button, then this key letter is removed from the old action and a cross is put in its place to remind you that this action also needs to be setup. The OK button will only appear with all actions are setup. (So if any action has a cross by it, the OK button vanishes until all these crosses are changed to key letters). If you press the Cancel button at any time, this will restore all your old key layout as if you had not entered the Config Keys screen.

{short description of image} (1) Select Config Keys button
to enter the key setup screen.
{short description of image} (2) The config key screen, showing the default key layout.
(The letters A to F at the top of the screen are in the layout of the keys on the bottom of your Palm machine).
{short description of image} (3) Selecting one of the left hand
side (action) on screen buttons makes the Palm wait for you to select a new key for this Action.
(Change key by pressing this key on the Palm or selecting one of the A to F letters buttons at the top of the screen).
{short description of image} (4) If you select a key that was used already on another action, then the action where the key was gets removed and changed to the new action you just selected. (Please note, the OK button vanishes while unsetup actions remain).

The game also provides you with a choice of three different control methods for controlling the forward and reverse velocity of your spacecraft. The control options can be altered at any time in the game by entering the Config screen. The option is the Control: popup list. The three popup options in the list are as follows, (Standard, Linear and Decay). Each option only affects the way forward / backward key presses control the speed (rocket power output?) of the spacecraft.

{short description of image} Select anywhere on word Control: or the word next to it, which is its currently chosen option and a list of three options will popup. Select any of the words on the list changes the Control to this new option.


Standard option:This is the simplest to use control method of forward or backwards key presses control movement and the spacecraft comes to rest as soon as you release the keys. (This control option is designed for the beginner to use, as it's very easy to bring the spacecraft under control simply by releasing the controls and letting it stop moving).

Linear option:
This allows forward/backward keys to increase or decrease the current speed of the spacecraft. This method does give a greater degree of control over the spacecraft speed. This option also allows a hands free way of maintaining a certain speed. (This option is intended for more experienced players to use, but beginners can give it a try, if they wish?).

Decay option:
This option is like a cross between the Standard method and the Linear method. The decay option allows you to tap the reverse direction of the forward/backward keys you were pressing and the spacecraft will switch to a 'velocity decay', which brings the spacecraft to a stop automatically. When the key direction is reversed, if you wish to make this a permanent direction change, then double tap in that direction. Also, speeding up is as easy as the Linear option, as its just pressing forward quickly again. But slowing down (but not stopping), requires you to "catch" the speed you want, as the spacecraft slows down. This is done by pressing the forward key at the correct time as it slows down. The Linear method is probably the easier method to use, its just the Decay method is easier to stop the spacecraft moving if you prefer to play the game this way?. (This option is intended for more experienced players, but again, beginners are welcome to try it, if they wish?).


Lighting adjustments on Greyscale or Black and White machine.
These options only appear on the Greyscale or the Black and White machines.

{short description of image} Add Polygon Light (Tick box).
When you put a tick in the box, the game will increase the brightness of the 3D polygon models and the score bar. This option was designed to improve the visibilty (of the in-game screen) on some older Greyscale machines.
{short description of image} Invert Space (Tick box).When you put a tick in the box, the game will invert the whole screen.. This option was designed to improve the visibilty on some very older Black and White only machines.



Sound volume:
3D Star Fighter Pilot (SFP) has its own volume setting to allow you greater control of the game sound effects volume. The game will use the Preferences volume setting in the Palm Prefs application, but only on the very first time the game is started. This gives SFP a starting volume to use, so for example, if you do not want game sounds, (and your Palm Prefs are setup to be zero volume), then SFP will startup for the first time and assume you want to keep the sound at zero volume. After this very first time, SFP ignores any changes to the Palm Prefs volume and just remembers whatever volume you setup within the game, (just before you last exited the game). The volume control within 3D Star Fighter Pilot allows better and finer control over the volume than the Palm Prefs program can allow. You can alter the sound volume at any time in the game by entering the Config Screen and just clicking on any part of the volume 'slider' box. The slider will make a noise at the volume you set as you remove your Palm Pen from the volume control on the screen. You can repeat this until you get the sound volume you prefer.

{short description of image} Full sound volume example. {short description of image} Half sound volume example.



Difficulty Settings:
The difficulty setting is found on the Config screen. The full game has five difficulty settings. (The demo version of the game only has one preset lower difficulty setting). The settings are as follows: Easy, Normal, Hard, Crazy, ARGHHH!.

Please note, any changes made to the difficulty setting only affect the next new game, the next time you select the New Game button.

If you are an experienced games player and you want a serious instant challenge, then I would recommend sometimes playing the game at the ARGHHH! Level, as this is intended to make even the easiest enemies far more challenging, but the game still plays fair. (The difficulty option alters many aspects of the game, including the behaviour AI of the enemies. Some enemies are for example better at dodging your attacks at higher difficulty settings).

{short description of image} Normal difficulty selected. {short description of image} Difficulty choice popup list shown.
(Select any word from the list with your Palm Pen selects this difficulty setting, but the setting only takes effect the next time you start a New Game).



Weapon Introduction:
Your spacecraft can hold two weapons at once. Its primary weapon and the secondary weapon. You start the game with only the secondary weapon. This is a some what weak and mainly defensive weapon, which you carry mainly just for emergencies, when the primary weapon runs out of ammunition (ammo). The primary weapon can be upgraded, but the secondary weapon cannot, but you can (and need to) still add to its ammo supply. When you have any primary weapon ammo, then the fire button will shoot this weapon until you run out. (You will not be able to use the secondary weapon until you run out of primary ammo). (Also, the total ammo allowed to be held at once is limited to a maximum of 99 shots for all types of weapons).


Please note, to be successful in the game, you will need to seek out and use some of the primary weapons against the enemies, as just relying on the secondary weapon is difficult. (The secondary is only really for emergencies when you run out of primary ammo).



Pickup types and how to uses them:
The primary weapon is upgraded by flying over a pickup. The pickups are (purple) pulsating/flashing circles with things inside them. The way the pickups work, is if you fly over the same type of primary weapon pickup twice, then the second time onwards, it will add to your ammo supply. But, if you were to fly over a different weapon to the current type of primary weapon, then you loose your old primary weapon and all its accumulated ammo.

Also, some types of the enemies can pickup your pickups and use them against you. :) (So you have a choice, loose your current weapon and all its ammo, or risk leaving a good pickup for one of the enemies to maybe find and use against you. :)

Also, all enemies can take the health pickups, to help restore their own health level. The health pickup is the white cross in the (purple) pulsating/flashing circle.

Also, even if an enemy does not take a pickup, when it flies over the pickup, it can knock it off into space and you loose it. Some fast enemies can hit the pickups so hard and fast that you cannot catch the pickup.

{short description of image}

(1) Rapid Fire Ball.
The small fire ball in the pulsating/flashing pickup is the secondary weapon ammo. Picking it up, does not affect the current primary weapon.

{short description of image} (2) Phase Razor.
Medium power, broad sided weapon. Longer range and faster than the standard Rapid Fire Ball. (The Phase Razor is designed as the weapon of choice, for all cadet pilots). While this weapon is wider than the Rapid Fire Ball or the Lava Dart, you must still ensure that the majority of this weapon hits the enemy, for it to cause any damage.
{short description of image} (3) Lava Dart.
More destructive, longer range, higher mass (so it knocks the enemies away more) and faster than the Phase Razor. Concentrated energy weapon with excellent armour piercing performance, but requires greater pilot targeting skills due to its narrow width and higher speed.
{short description of image} (4) Ion Plasma Meteor.
This is a charge up type of weapon. Once you have the weapon, just hold down fire and it builds up energy. As soon as you release fire, it will be launched. When you let this get fully charged, its very powerful, at least against some of the earlier enemies you will encounter in the game. The one disadvantage is you cannot fight back while charging it.
{short description of image} (5) Dark Matter Shell.
This is a powerful but alien weapon, taken from the enemy. It takes time to learn how to use it. Its a weapon intended for experts. Little is known about this weapon, but tests have shown it to be very effective at close range. (Which is the video game story line way of saying you have to spend time learning how to use this weapon. ;)
{short description of image} (6) Crackon Bomb.
This weapon is a very powerful bomb, combined with a self destruct timer which showers nearby enemies with a very powerful, high mass version of the Rapid Fire Ball shot.
{short description of image} (7) Omega Missile.
Once launched, the Omega Missile will seek out and constantly make assessments of its most suitable targets. The only defensive strategies that are known to work against an Omega Missile are rapid evasive manoeuvres during the last few seconds before impact, and safety in numbers, where every enemy tries to avoid being the target!. (If the enemy fires an Omega Missile at you, then I wish you good luck!. :)

(Note: You can only fire up to 4 missiles at any one time).
{short description of image} Health pickup.
This restores about 20% of your health. Please note, all enemies can take the health pickups, to help restore their own health level.



Enemy Types:
There are 21 types (or species) of enemy fighters (and creatures), and hundreds of enemies in total to fight in the full game. Each type of enemy has its own characterstics which have been summarised in the following values.

Speed: The maximum speed of the enemy. Your spacecraft is capable of up to about 800.
Weapon: Which type of weapon the enemy normally uses.
Upgradeable: This warns which enemies are capable of taking weapon pickups and using any of them against you.
Shields: This is a value from 1 to 10 (where 10 means very strong).
Danger: This is a summary of how dangerous this enemy can be. (This value is from 1 to 10, where 10 is most dangerous).
Score: How many points this enemy is worth, if you can destroy it.

{short description of image} (1) Vampire Scout Class Fighter
Speed
Weapon
Upgradeable
Shields
Danger
Score
: 640
: Razor
: No
: 4
: 4
: 350
{short description of image} (2) Cryaxe Scout Class Fighter
Speed
Weapon
Upgradeable
Shields
Danger
Score
: 750
: Standard Rapid Fire Ball
: No
: 3
: 2
: 150
{short description of image} (3) Binary Fighter
Speed
Weapon
Upgradeable
Shields
Danger
Score
: 900
: Double Rapid Fire Ball Cannons
: No
: 3
: 3
: 250
{short description of image} (4) Hawk Triple Strike Fighter
Speed
Weapon
Upgradeable
Shields
Danger
Score
: 800
: Triple Burst Rapid Fire Ball
: No
: 5
: 3
: 400
{short description of image} (5) Ghost Lightning Fighter
Speed
Weapon
Upgradeable
Shields
Danger
Score
: 700-1200
: Razor
: No
: 4
: 6
: 600
{short description of image} (6) Heavy Bombardment Platform
Speed
Weapon
Upgradeable
Shields
Danger
Score
: 750
: Close range Rapid Fire Ball Cannon
: No
: 7
: 5
: 650
{short description of image} (7) Falon Advanced Heavy Fighter Commander
Speed
Weapon
Upgradeable
Shields
Danger
Score
: 750-1000
: Razor (Quad burst fire mode)
: No
: 5
: 7
: 1500
{short description of image} (8) KX-100 Heavy Cruiser
Speed
Weapon
Upgradeable
Shields
Danger
Score
: 750
: Lava Dart
: Yes
: 6
: 4
: 1250
{short description of image} (9) Bio Seeker
Speed
Weapon
Upgradeable
Shields
Danger
Score
: 700
: None
: No
: 3
: 3
: 250
{short description of image} (10) Auto Defence Grid Drone
Speed
Weapon
Upgradeable
Shields
Danger
Score
: 750
: Rapid Fire Ball (Ultra Enhanced Burst Cannon mode)
: No
: 5
: 8
: 1000
{short description of image} (11) Heavy Chain Cannon Cruiser
Speed
Weapon
Upgradeable
Shields
Danger
Score
: 750
: Razor (Triple burst fire mode)
: Yes
: 5
: 6
: 800
{short description of image} (12) Z-1250 Beatle Mechanoid
Speed
Weapon
Upgradeable
Shields
Danger
Score
: 1250
: Meteor
: Yes
: 5
: 7
: 1600
{short description of image} (13) Astro Leach
Speed
Weapon
Upgradeable
Shields
Danger
Score
: 750
: None, but it eats weapon pickups (and ships! :)
: No
: 4
: 4
: 650
{short description of image} (14) Argonion Shark Hunter Killer
Speed
Weapon
Upgradeable
Shields
Danger
Score
: 750
: Meteor
: No
: 7
: 6
: 1400
{short description of image} (15) Gravitonion Fire Star Ultra Destroyer
Speed
Weapon
Upgradeable
Shields
Danger
Score
: 800
: Dark Matter Shell plus two Lava Dart cannons.
: No
: 10
: 10
: 2500
{short description of image} (16) Megacrobe Bio Mass
Speed
Weapon
Upgradeable
Shields
Danger
Score
: 800
: None
: No
: 2
: 7
: 100
{short description of image} (17) Triaxe Redeemer
Speed
Weapon
Upgradeable
Shields
Danger
Score
: 750
: Lava Dart and double Rapid Fire Ball cannons
: No
: 5
: 8
: 1500
{short description of image} (18) Proteus Fighter
Speed
Weapon
Upgradeable
Shields
Danger
Score
: 750
: Double Dart cannons
: No
: 5
: 4
: 400
{short description of image} (19) Venomx Squid Hunter
Speed
Weapon
Upgradeable
Shields
Danger
Score
: 1200 (With rapid acceleration).
: None
: No
: 5
: 9
: 1250
{short description of image} (20) Parasitic Mega Moth
Speed
Weapon
Upgradeable
Shields
Danger
Score
: 750
: Lava Dart stinger shot
: No
: 5
: 8
: 1000
{short description of image} (21) Fire Eagle Fighter
Speed
Weapon
Upgradeable
Shields
Danger
Score
: 700
: Double burst fire Lava Darts
: No
: 7
: 8
: 1500



Registered and Unregistered Information:
The full game requires you to enter your registration code to unlock the entire game. Until this is done, the game prevents access (and hides access) to many of the game features. You should receive your registration code when you purchased the game. If you do not have the registration code, please contact the company you purchased the game from, as they should provide you with your own registration code.

To enter your registration code, please select the Register button on the Start screen.

{short description of image} (1) Select the Register button on the Start screen. (Once you have entered your correct Registration Code, the Register Button will vanish). {short description of image} (2) Enter your Registration Code then select OK when you are finished. (If you enter a wrong code or fail to enter the full code, the game will just ignore what you enter when you press OK).
{short description of image} The About Screen shows if you have entered your registration code correctly. (Please note, if you start an unregistered game, then it will only play through a few enemies then the game ends quickly). {short description of image} The About screen changes to give you this Thank You message once you have entered your Registration code. (Please note, once you have entered your code, then the About screen will not appear when you start new games).




Support Information:
If you have any questions or technical problems, then the 3DAGames support help page can be found at : www.3dagames.com/support/index.html

Alternatively, if you would prefer, you can email the 3DAGames support help line at : support@3dagames.com



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