Spectrum 48K POLARIS CCS STRATEGY GAMES "POLARIS" is a complex game of naval strategy based on a visual chart of the battle area. You command a submarine and have located an enemy convoy at anchor in a lagoon. Your aim is to sink the ships without being destroyed by using torpedoes, missile or sabotage. You will have status reports, sonar and compass, and a periscope to assist you in this task. There are five levels of difficulty. (C) 1983. M. Fox Copies of this recording may only be made for the sole use of the purchaser unless written permission is obtained. From the publisher. CASES COMPUTER SIMULATIONS LTD, 14 Langton Way, London SE3 7TL LOADING INSTRUCTIONS The procedure for loading a program into your Spectrum is given in the manual. Please follow these steps for loading the program. 1. Connect the ear socket of the computer to the ear socket of your tape recorder. 2. Set the volume control as per Sinclair manual. 3. Adjust the tone control to maximum. 4. Type LOAD "". 5. Start the tape recorder. The program will RUN automatically once loaded. 6. The program takes 2 minutes to load. Printed by: ACI. Tel: 0233 22318 INSTRUCTIONS 1. COMMANDS There are ten commands that you can give to your crew. O = ORDERS - This gives a list of the possible orders. 1 = MOVEMENT - You may move in any one of eight directions. - A compass is given showing these. For each square you move, you use 100 units of power. Once you have moved, each enemy diver in his mini-sub will home in on your position by one square. 2 = SONAR - This command draws an updated chart of the lagoon, then jumps into periscope mode, this being drawn to the right of the chart. To leave periscope mode at any time, press ENTER and the "YOUR ORDERS?" prompt will appear below the chart. To use the periscope, press the appropriate key for the desired range between 1 and 3. The direction in which you are looking (initially NORTH) will appear below the periscope and the object at the direction and range set will appear in the periscope viewer. You can rotate the periscope by using the 'Z' and 'X' keys. 3 = TORPEDOES - Specify direction and maximum range (higher maximum range = more power used). Note: Torpedoes cannot destroy islands. 4 = MISSILES - These use 100 units of fuel per unit of range. You must have at least 15 crew to enable you to fire a missile. Missiles do destroy islands. 5 = REPAIR - This is a simple way of repairing damage though it uses some power. It repairs anything that is inoperative, i.e. has a damage factor of less than 0, though the actual repair function must be minus 6 before it stops working. If you try to use any function whilst damaged, the repair function operates automatically. If both engines and convertor have damage factors less than or equal to 0, you are deemed sunk by enemy depth charges. Damage is inflicted by enemy depth charges after commands 1, 3, 4, 8, and 9. There are several degrees of damage and related power loss, the worst of which is CRITICAL DAMAGE and which requires the sending of the message HELP in code. The code for this appears top right on screen then fades away. You must then enter it correctly so always keep an eye on screen top right for CRITICAL DAMAGE. 6 = STATUS REPORT - Gives updated report of resources and damage, also gives co-ordinates for you and H.Q. (H.Q. Coords are only printed if a refit is available). 7 = REFIT - This provides fresh supplies and crew. It can only be used once and then only with 18 or more ships to destroy at the start of the game. You must be within 2 squares (not diagonally) of H.Q. 8 = SABOTAGE - This sinks all enemy ships within 2 squares but can be expensive in terms of crew. (if your crew falls below 7, you lose). 9 = CONVERSION - This converts fuel to power or vice-versa at a ratio of 1 to 1. The gauges show the maximum that the tanks will hold. Excess is lost. Note. If you enter a wrong command, BREAK the program and GOTO 999. 2. HINTS ON PLAY It is advisable to start a game with the SONAR and to work out your general route, clockwise or anticlockwise, taking into account the position of H.Q. if available. Move diagonally when possible. Use torpedoes if short of crew, sabotage if short of power. Sabotaging single ships can be expensive. Try to memorise 2 or 3 moves ahead from each sonar chart as sonar cost 80 power, but not too many otherwise the divers may get you. Keep watching the screen in case of CRITICAL DAMAGE - this kills 2 crew. Sink as many ships as possible before refitting as the new supplies replace the old. If you are short of power, you can use the co-ordinates in STATUS REPORTS to reach H.Q. for re-fitting. Leave conversion of fuel until there is enough room in the tanks but, when you convert, do it all in one go. Mini subs contain enemy divers bent on your destruction. Avoid letting enemy divers run on to your H.Q. as they will destroy it. If you sail diagonally towards the edge of the lagoon, using enough power to go past the edge, you will be diverted along the edge for the rest of the distance. You can win by ramming the last ship.