Hover Strike: UL Manual
Hover Strike: Unconquered Lands
-------------------------------
You fear the worst for the planet's missing colonists. Communications have
ceased from the distant colony for over six months. Federation scouts have
discovered that Terrakian Pirates have taken over the planet, their deadly
machines patrolling every section of the surface.
The planet's colonists have completely disappeared. The Terrakians have
established a horrible factory in the fourth quadrant, where they process human
corpses to extract valuable organic compounds. You must lead the rescue mission
to save the remaining humans, if any, and regain the planet.
There is no contact with the surface. The Terrakians have installed an
atmospheric cannon which makes invasion plans and the armada's entry
impossible.
The Federation has chosen you to launch the preemptive strike. They've provided
you with preliminary reconnaissance reports.
A military transport will slip through the enemy's shields and take you to your
drop zone. Your vehicle is a state-of-the-art armored hovercraft. It's the
ultimate war machine, equipped with rapid-fire cannon and powerful missiles.
You have full maneuverability over any planetary terrain, including snow
drifts, lava floes, desert sands, and turbulent water. Anti-grav units let you
float just above the ground, so you need to use your brakes to slow down.
Your mission is to knock out key targets in each zone, crippling the Terrakian
forces and halting their bloddy work. Let your sensors guide you to destroy
enemy radar stations and blow up strategic fuel depots. Once you eliminate the
atmospheric cannon you'll make way for the Federation armada.
Save the colony before it's too late!
GETTING STARTED
---------------
1. Insert your Hover Strike: Unconquered Lands CD into Jaguar CD Multimedia
Player and close the lid.
2. Insert your Memory Track cartridge (if you have one) into the cartridge slot
of the CD Player.
3. Press the POWER button.
4. Press the A button to skip the introductory video and begin the game.
NEW GAME/SAVED GAME
-------------------
To start a new game, press the A button anytime during the introductory video
or high-score display. If you have saved a game previously and your Memory Track
cartridge has been inserted into the cartridge slot, a box (Fig 2a) will appear
that will allow you to choose either a new game or one of your saved games. If
you do not have a Memory Track cartridge plugged in, the Set Difficulty Box
(Fig 2b) will appear. Press the Joypad up or down to select a difficulty level,
then press the A button to start.
Note: Changing the difficulty setting will alter the way your hovercraft handles.
For a complete desription, see the Select Mission Options section, under
Hovercraft Options.
Once you've started a new or saved game, the Select Mission screen will appear.
The title of a mission and a brief summary of the mission will be displayed, as
well as your current game statistics (see Fig 3).
The Federation has analyzed the reconnaissance reports and has divided your
mission targets into six increasingly difficult levels, the last being the
mission to knock out the atmospheric cannons to allow the armada to enter the
planet's atmosphere. Each level consists of missions in different terrain and
with different strategic targets; a mission can only be completed when the
strategic targets are destroyed. You may choose from the selection of missions
by using the left and right Joypad buttons. Details of each mission's
reconnaissance report will be revealed to you once you select the mission by
pressing the B button.
If you complete a mission, the game will return to the Select Mission screen,
and you can choose from the remaining missions. Clear all missions on a level,
and you will proceed to the next level.
In a new game, you will begin on level one with a total of three hovercraft,
referred to in the game and this manual as "lives". You will be able to choose
from a selection of eight different introductory missions by pressing left or
right on the Joypad. In a saved game, you will begin on the level where you
left off, and you can choose from the remaining missions.
The other information on this screen summarizes your game statistics. You can
see how many rounds of your weapons are left, the number of lives remaining,
the score, and the current difficulty level.
SELECT MISSION
--------------
You can hit the Option button and up or down on the Joypad to select the
following options on the Select Mission Options screen:
Music Volume: Press the Joypad left or right to turn the music volume up or
down.
Main Volume: Press the Joypad left or right to turn the game sound effect up or
down.
Joypad Controls: Press the A button to enter the Joypad Controls box (Fig. 4a).
Press up or down on the Joypad to choose the control setting you wish to
alter. If you select Accelerate, Fire Photon, or Brake, press left or right on
the joypad to change the assignment of the A, B, and C buttons. If you choose
Raise Gunsight or Lower Gunsight, press left or right on the Joypad to reverse
the up or down Joypad assignment.
Hovercraft Options: Your hovercraft controls are set when you choose a
difficulty setting at the beginning of a new game, but you can override them.
Here is a description of each option:
Hover Mode - Allows you to turn off the hovercraft characteristics of your
craft. This means that the craft will stop whenever you let go of the
accelerate button. On 'EASY', this mode is turned off.
Damage From Terrain - Causes the craft to take damage when hitting impassable
terrain. This option will only be turned on hen playing with the 'HARD'
setting.
Rock When Hit - Rocks your craft when the enemy shoots you. This feature
makes the craft feel more realistic, but makes it harder to aim and shoot.
This is turned off on 'EASY'.
Recoil When Hit - Causes your craft to recoil when the enemy shoots you. This
feature adds realism, but it makes shooting and driving the craft harder.
This is turned on when playing with the 'HARD' setting.
FMV On or OFF: Bypasses all full-motion video interludes when off to speed
gameplay.
Save Game: Allows you to save the current state of your game. You can save up
to two games.
CONTROLS SUMMARY
----------------
A button Accelerate*
B button Fire Photons*
C button Brake*
Joypad Left Rotate craft left
Joypad Right Rotate craft right
Joypad Up Move crosshairs up*
Joypad Down Move crosshairs down*
Option Select alternate weapons system
Pause Pause the game
1, 3 Fire alternate weapon
2 Guided missile lock-on, closest target
5 Guided missile lock-on, cycle targets
4, 6 Change central viewscreen (Radar, Compass)
7, 9 Switch between internal and external view
0 Toggle music on and off
8 + Joypad Up/Down Zoom remote camera in/out (external view only)
8 + Joypad Left/Right Pan remote camera (external view only)
Joypad Down + A + C Engage reverse mode
Joypad Up + A + C Engage forward mode
* Reverse thrust
Overlay
You have been provided with a joypad overlay to assist you in playing Hover
Strike: Unconquered Lands. To use, just insert the tabs into the slots to the
left and right of the numeric keypad. The overlay will serve as a handy
reminder of some of the game controls. If you should misplace or lose the
overlay, you can cut out the actual-size overlay template (Fig. 5a).
CONTROLLING YOUR CRAFT:
-----------------------
Your Hover Strike vehicle is a heavily armored hovercraft, and can be thought
of as a floating tank. It has powerful anti-grav units that enable it to glide
over any surface. Impulse engines can propel the vehicle to high speeds, and
can be engaged in both forward and reverse modes. This hovertank also features
anti-inertial gyrospheres that allow rapid rotation of the craft.
Controls are simple; use the Joypad left and right controls to point the
vehicle in the right direction and use the impulse engines (A button) to propel
forward. Remember, you are flying a hovercraft, so you slide smoothly over
terrain and will need your hydraulic brake system to slow down or stop (C
button). Press and hold down the C button if you find yourself being tossed
uncontrollably in a tight canyon, or by enemy fire. Also, avoid flying into
steep walls or you may damage the craft.
Your hovercraft floats just above the ground - there is no friction from
terrain to slow you down. Holding down the A button will increase your forward
momentum until maximum velocity is reached; releasing the A button disengages
the impulse engines and you will eventually slow to a stop. To come to a quick
stop, hold the C button down to engage your brakes.
Reverse - For more advanced pilots, the craft has the ability to go backwards.
Just hit the A and C buttons at the same time, and the Joypad down button. This
will engage the reverse gear. From then on, the A button will send you
backwards. To put your hovercraft back into forward gear, hit the A and C
buttons at the same time and hit the Joypad up button.
USING YOUR WEAPONRY
-------------------
Your Hover Strike vehicle is equipped with a complete arsenal of fire power.
First is your main photon cannon; this rapid-fire blaster can produce nearly
unlimited plasma photons at the touch of a button (B button). You will be using
this weapon the most often. You can spray the enemy with a hail of photons by
moving the target crosshairs up and down (Joypad up and down), and rotating
your craft left and right. Note: this is a fixed-gun vehicle, so rotating your
gun also rotates the craft itself. The target crosshairs will remain in the
horizontal center of the screen, enabling you to steer and target enemies at
the same time using the up and down buttons. You can also switch the function
of the up/down buttons in the Option screen, if you prefer the controls
reversed.
Use your Option button to access your alternate set of weapons, and the
alternate weapon firing buttons (keypad 1 and 3) to launch the currently
selected weapon.
Missiles: When you select missiles with the Option button, you can target the
weapon with the same crosshairs as the main photon cannon. These missiles fly
straight and are considerably more powerful than a single photon.
Guided Missiles: After selecting guided missiles, you need to lock on to your
target using one of your two tracking systems. The first (key 2) locks onto
the closest target in front of you, so that you can take care of immediate
danger. The second (key 5) will switch from target-to-target, so that you may
lock-on to anything currently on your radar screen. Note that the switchable
lock-on can also be handy for quickly identifying targets, by referring to the
selected target on your cockpit screen (see fig 6). Although their tracking
mechanism is highly accurate, you may need to point the guided missile in the
general vicinity of your target, or away from obstacles by using the
crosshairs or rotating the craft. Guided missiles and normal missiles have
equal destructive power.
NOTE: If guided missiles are armed, the lock-on target flashes red on the
location of the target, and if the regular missiles are selected, the lock-on
target remains green.
Mortars: Engaging the mortar launcher allows you to lob powerful explosives at
all targets. Move the crosshairs up and the mortars will go farther; move them
down and you can hit closer targets. Remember mortars can cause much damage,
with a large kill radius to match, but they are useless unless triggered by
ground impact (i.e. they will not destroy airborne targets).
Flares: Not really a weapon, but an aid, to assist on missions on the dark
sections of the planet. Use just like mortars.
COCKPIT
-------
Your armored hovercraft has a cockpit displayed at the bottom of your screen.
The cockpit contains gauges and displays crucial to gameplay and your survival.
TRACKING SYSTEMS
The most important display is at the center of the cockpit: the radar/compass.
The radar/compass is a dual mode display that can be switched from radar to
compass mode by hitting key 4 or 6 during gameplay.
Radar: The radar tracks enemy craft, powerups, certain weapon fire, and mission
targets. Your craft has been preprogrammed with locations of the mission
targets, and the yellow diamond on the perimeter of the radar represents the
direction you must head to engage a mission target. If it is blue, then the
mission target is within range and it will move within the radar screen. The
number in the lower right hand corner of the radar is the number of remaining
mission targets. The light blue dots represent enemy in your current area, and
the orange dots represent powerups. All weapons except yours and the enemy's
photons are represented by green dots.
Compass: Switching from radar to compass, this display shows the direction that
you are headed as well as a blue or yellow diamond to represent a mission
target and its direction. The red arrow line points in the direction that you
are headed. To head towards your mission target, steer your hovercraft so that
the diamond is aligned with the red arrow.
POWER SYSTEMS
During gameplay, the two most important elements that you need to keep track of
are energy and shields. Should either of these supplies run out, your vehicle
will be destroyed. The gauges on the cockpit are as follows:
Energy: To the lower right of the radar/compass display is the energy gauge,
with a bar representing the remaining energy. When the energy level is above
the half way mark, the gauge bar is blue. When it drops below half, the bar
becomes yellow. When the energy is dangerously low, the bar will flash red,
and an alarm will sound. Energy is drained by driving, and by firing photons.
If you run out of energy, your hovercraft will be destroyed.
Shields: To the lower left of the radar/compass display is the shields gauge,
with a bar representing the remaining shield level. When the shield level is
above the half way mark, the gauge bar is blue. When it drops below half, the
bar becomes yellow. When the shields are dangerously low, the bar will flash
red, and an alarm will sound. Shields are drained by enemy fire and by running
into impassable slopes.
ALTERNATE WEAPONS SYSTEMS
A crucial part of your hovercraft's destructive power is the alternate weapons
systems. To keep track of your weaponry during the game, the following displays
are available on the cockpit:
Current Weapon: To the upper right of the radar/compass display is the
currently engaged weapon. When toggling weapons with the Option button, you
will see a picture of the weapon you have selected as the alternate weapons
system.
Weapon Status: To the upper left of the radar/compass display is the weapons
status. The number displayed is the number of currently engaged weapons left
(see Current Weapon above).
To the left of the number is a bar graph with
three bars. Each bar is a graphic that represents the number of weapons left
for all alternate weapons. The top bar signifies the number of regular
missiles in your stocks, the middle is the number of guided missiles, and the
bottom is the number of mortars. The one marked with the red dot is the
currently selected weapon. Note that the bar graph indicates how much of a
weapon is left relative to sixteen. The graph is a handy way of seeing whether
or not you are about to run out of any type of weapon. If you have more than
sixteen of any weapon, the bar graph will indicate a full stock. The actual
number of a weapon is only displayed when it is selected as the current
alternate weapon.
LIVES AND SCORE
Above the cockpit, you are looking out of the cockpit window. On the upper left
of the window, the number of remaining lives are displayed, and on the upper
right is the current score.
POWERUPS
--------
Scattered about the planet's surface, you will find powerups that will help you
on your missions. There are separate powerups for energy, shield recharge,
missiles, guided missiles, and mortars. To retrieve a powerup, just drive over
one. You may also see enemy carrying powerups; shoot them to see if they will
drop the powerup. Remember, any weapons that you collect during a mission, you
get to keep for future missions, up to a maximum capacity of 64 for each type
of weapon. If you abort or your craft is destroyed during a mission, you lose
any powerups that you collected, and your supplies will be restored to the
levels before you started the mission.
OPTIONS MENU
------------
During gameplay, press Pause and hit the A, B, or C button to bring up the
Options menu. Use the Joypad up and down button to select the following
options:
Music Volume : Use the left/right Joypad to turn the music volume up/down.
Main Volume : Use the left/right Joypad to turn the game volume up/down.
Abort Mission : Use the left/right Joypad to abort the mission or cancel to
return the previous Option menu.
EXTERNAL MONITOR
----------------
Your hovercraft is equipped with a remote observation robot, that constantly
follows your craft. By pressing 7 or 9, you may engage the external view
monitor which represents the view from the observation robot. The remote camera
robot is adjustable. Hold down key 8 while using the Joypad. The Joypad up and
down buttons will bring the camera closer/further from your ship. The left and
right buttons rotate the camera around the hovercraft, enabling you to see all
around your vehicle. You still have the same control over your craft, but you
will be able to survey the terrain around you. In addition, the radar, compass,
and current weapon count will be displayed.
To return to your cockpit view, press the 7 or 9 keys again.
FINISHING A MISSION
-------------------
To finish a mission, you must destroy the mission targets, as specified in the
mission description. When you finish a mission, your transport will retrieve
you and your hovercraft, and your shields and energy will be recharged for the
next strike. Hit any key to cancel the transport pickup sequence and go
directly to the Select Mission screen.
ENEMY DESCRIPTIONS
------------------
HEAVY ARMORED TANK: This is a powerful offensive weapon, but it is not very
mobile. Equipped with a rapid-firing missile-launcher, it can withstand
several hits before going down.
LAND CRAWLER TANK: This tank is much bigger than your own craft, and the
armament includes twin missile-launchers, giving it devastating firepower. It
is extremely tough, with armor almost four times as strong as that of a heavy
tank.
"MAD DOG" M.T. WALKER: Able to walk over the ground, this robot is one of the
most fearsome weapons the Terrakian's have to offer. The walker's attack
begins with blasts from a laser cannon. This unit is well armored and can take
many hits; but once the body has been destroyed, you must stay alert for the
walker's head! It will separate from the body and attack you with photons. The
computer-controlled head will 'buzz' your tank while firing, and it will
eventually try to ram you!
GUN TURRET: The remote-controlled gun emplacement comes standard with laser
cannons, and it's firing is extremely accurate, even against a moving target.
Although not heavily armored, it is still very dangerous.
TRAP-DOOR GUN TURRET: Similar to the regular gun turret in appearance only.
This tough machine will be found placed in the ground, and can hide
effectively under any surface. It comes armed with rapid-firing missile
launchers and can be very damaging if not dispatched quickly. It can often be
taken out with mortar shells.
LAND MINE: Very small and difficult to see, this trap laid by the Terrakian
troops can cause a great deal of damage to sensitive components on the
underside of your Hovertank. Pay close attention when these are nearby.
MAGNETIC MINE: Attracted to the metallic alloys of your Hovertank, these
floating bombs will pursue your craft relentlessly, and then explode on
impact. Use your radar to assist in clearing out these hazards.
DURIAN T-5 JET: The Terrakian air raider fires lasers, and is extremely
accurate from quite a distance. Shielded with little armor, it can be tracked
down easily. That is, if you are an accurate shot also. Be aware that the
pilot will sometimes attempt to ram your Hovertank, effectively sacrificing
their plane just to damage your craft.
THUNDER TANK: Patrolling the enemy base, thislightly armored tank is not very
mobile, but possesses devastating firepower with great accurady. This enemy
craft can do a great deal of damage in very little time if it is not disposed
of quickly.
GUARD TOWER: This robotic turret was designed specifically by the Terrakian
Warlords to protect their base. The tower is armed with twin laser cannons,
but possesses only light armor.
ELEVATOR TURRET: Built into the very structure of the enemy base, this laser
turret is well camouflaged as it rises from the steel surface. They take
several seconds to lock onto your position, so your best bet is to attack them
quickly.
BIO-MATTER HARVESTER: Equipped with a large set of bio-mechanical drills, this
robot can travel through the Organic terrain easily. You can detect its
location by looking for motions on the surface. It will rise quickly before
attacking with lasers, and it can only be damaged while above the surface.
DRONE: Armed with a signle Photon cannon, the farming drone patrols the Organic
areas of the planet. These can be very dangerous when encountered in groups.
BIONIC: As a prototype weapon created from the bio-matetr harvest, this machine
is very dangerous as it is armed with a powerful laser cannon, and is
controlled by extremely efficient a.i. It will tend to float at a distance
from you until you stop moving, then it attacks you quickly. Keep moving if
you are to stand a chance against one of these creations.
FLOATERS
The Terrakians have mastered the technology of nullifying gravity, and have
built a large fleet which possess this ability. These crafts are called
Floaters, and there are several types that you will encounter. Most are lightly
armored and carry only a single photon cannon. But they do move quickly, and
can pursue you over any terrain.
DREDGING FLOATER: These enemy crafts sometimes carry powerups, transporting
them for the Terrakian troops. When destroyed, they will drop their payload
and you can use it for yourself! These floaters will also be found without
powerups, emerging from their underground factories. Although not heavily
armored, they can be dangerous in groups.
CLOAKING FLOATER: Identical to the Dredger in appearance and weaponry, the
Cloaking Floater has the ability to disappear from your radar screen while
under its cloak of invisibility. Targeting one is difficult, and they only
become visible when attacking.
PATROL FLOATER: The Patrol Floater is equipped with twin photon cannons and
guided by vicious seek-and-destroy robotics. Their small attack profile can
make them difficult for even a guided missile to hit.
SURVEILLANCE FLOATER: The fastest moving craft you will face, this seeing-eye
robotic device will report your presence to Terrakian forces. They are
equipped with a single photon cannon.
DREADNOUGHT FLOATER: Dark, tough, and ominous. These enemy vehicles will stop
at nothing to destroy you. The most heavily armored Floater, it will strike
quickly and repeatedly.
VARIOUS ENEMY TARGETS AND INSTALLATIONS
Throughout your many missions, you will often be given Terrakian installations
and industrial buildings as targets. These are a few of the targets you will be
asked to disable:
NUCLEAR GENERATOR: Important source of power to enemy bases.
FUEL TANK: Vital to keeping the Terrakian troops mobile.
PROCESSING STATION: The heart of the Processing system. These must be destroyed
to put an end to the Terrakian's bloody work and save the planet's colonists.
RADAR DISH: For the Federation's rescue armada to arrive safely, the majority
of these planet-wide monitoring devices must be destroyed.
SAVING A GAME
-------------
You may only save a game in the Select Mission screen, and you must have your
Memory Track cartridge inserted in your cartridge slot. You must either
complete or abort the mission (see Options Menu) to return to the Select
Mission screen and save during gameplay. Once there, press the Option button
and press the Joypad up or down to select the "Save Game" option. You may save
your game in one of two slots. Be careful to keep track of which slot you are
using. The Memory Track cartridge will save the current level that you are
playing, the number of lives you have left, the number of weapons you have, the
missions you have completed, and your score.
2-PLAYER COOPERATIVE MODE
-------------------------
Hover Strike will allow 2 players to play simultaneously during gameplay. This
2 player cooperative game can be started at any point by simply plugging a
second controller into Controller Port 2 on your Jaguar console. The player who
has controller 2 can now take on the role of the Hovertank's "gunner", taking
over responsibility of all weapon actions, while player 1 controls all flight
and maneuvering of the Hovertank. One advantage of cooperative play is that
player 2 is able to move the crosshairs over the entire play screen,
independently of player 1. Also, this gives player 1 the ability to concentrate
on finding targets quickly. Note that the button assignments on controller 2
are slightly different from controller 1. Player 2 can control only weapon
actions; he cannot affect movement of the Hovertank.
CONTROLLER 2 SUMMARY
Button A Fire alternate weapon *
Button B Fire Photons *
Button C Select alternate weapons system *
Joypad Left Move crosshairs left
Joypad Right Move crosshairs right
Joypad Up Move crosshairs up *
Joypad Down Move crosshairs down *
* configurable, see Select Mission Options
All other Joypad functions remain the same as those on controller 1. During
cooperative play, player 1 still has control over all of the tank's functions,
and his Joypad commands can interfere with those of player 2. So remember,
during cooperative play, both players must work as a team to succeed. Talk to
each other and plan your strategies accordingly!
ADJUSTING VOLUME
----------------
Press pause during play and press the A, B or C button to access the Option
menu. Then use the Joypad up or down button to select the music volume slider
or the main volume slider.
To adjust volume, press the Joypad to the left to decrease volume, to the right
to increase volume.
To adjust volume during the Select Mission screen, see Select Mission Options.
Note: If you have muted the music (using 0) any time prior to trying to adjust
volume, the music volume will not be adjustable, and the word "MUTED" will be
displayed instead of the volume slider. You must turn off the mute option
before attempting to change the music volume.
GAME STRATEGY TIPS
------------------
1. To make sharp turns 'on the fly', press and hold the joypad toward the
direction you want to turn. Release the A button to slow down, and then press
it again to guide you through the turn as you go into it. Using this technique
of tapping the A button while turning requires precision timing, but it is
extremely useful. Remember; you are flying a HOVERCRAFT. Acceleration and
braking, along with speed and momentum, are more important to good piloting
than traction and terrain.
2. Use the 5 key often while navigating through heavily occupied areas. This
targeting system is helpful with identifying enemies that are not in visual
range. By determining where the most dangerous enemies are, you can plot
strategies. For example, you will probably want to attack a floater factory
entrance and attempt to seal it off as soon as you suspect one is present. Or,
if you are low on shields, you might rather stay clear of enemies and search
for powerups.
3. Avoid slamming into steep mountains or falling off high ledges. These events
can cause great amounts of damage to your shields. Be especially aware of your
surroundings in the night missions, and lay down several flares at a time for
better visual navigation.
4. Remember that the quickest way (or maybe even the only way) to reach your
mission targets, may not take you along a straight path. You will often have
to circle around mountains, ridges, or other impassable structures to find
them.
5. Search the Urban missions for hidden passages within some structures. These
might be the only way to find a target.
6. Know your enemy! If you can kill one with only a couple of photon blasts,
don't unleash a flurry of missiles, these are too valuable to waste!
7. Pay attention to the distant planets in the sky. They can be used for
navigating the planet, as their locations are relative to a compass, and those
locations will remain fixed.
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