HUNTER KILLER 64
(c)1982 Charles (Chuck) R. Trahan
Not known if ever published. Was considered Public Domain
in the mid 1980s.
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GENRE: Action Adventure
FACTS ABOUT THIS GAME
This is a BASIC-written program with graphics and sound
demonstrating the capabilities of a newly produced micro-
computer called the Commodore 64. A previous version exists for
the VIC-20 with much less features. Most programs at the time
were written in BASIC, but this one is remarkable for its
playability, graphics and sound effects. It is also a good
example program for a would-be BASIC programmer... Certain
parameters can be easily adjusted when you get acquainted with
the program.
AIM OF THE GAME
You are in command of a submarine in the Pacific leaving from
Pearl Harbor during World War II with the goal of destroying the
largest amount (in tonnage) of Japonese enemy ships. The rank you
choose at the beginning is any of
1. Ensign
2. Lieutenant (junior grade)
3. Lieutenant
4. Lieutenant Commander
5. Commander
6. Captain
This choice decides on how many US ships are around to rescue you
and what kind of enemies you will meet in your mission. The
typical list of enemies (random) is from
18 to 51 for enemy aircraft carriers
10 to 45 " cruisers
22 to 50 " patrol boats
14 to 22 " destroyers
Your mission will then start and run in pseudo-real time as you
won't be able to pause the game! Events will often take prece-
dence over your commands (in effect they may prevent you at
times to act, as in the real world!).
THE COMMANDS
Commands are all via keyboard. They are as follows
(Type H -Help- at any time to see them on-screen):
N-For navigation chart & sub's status
R-To replenish from U.S. Ship
A-Ahead - Speed (STOP,SLOW,STD,FULL) -type STO, SLO, STD or FUL
C-For heading, then type NO,NE,EA,SE,SO,SW,WE, or NW
D-Deep dive. Lessens odds of attack
S-To surface
P-Periscope. Sub at scope depth
(you rotate the view 90 deg. by pressing RETURN)
E-Echoes (sonar) short and long range
T-Torpedos (aim the boat heading toward the target first!)
G-Deck gun
For Deck Gun, first aim the boat heading toward the target.
Use only when surfaced then adjust range and bearing:
Range:
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Range to target is displayed in upper left corner of screen.
It is determined by the gun elevation:
00 for 2000 yds. 45 for 10000 yds.
Ranges in-between will have to be interpolated.
Keep a chart of elevation vs. range (at least in memory)!
Enter elevation as ## (integer).
Bearing:
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Bearing is -45 deg. <<< 000 >>> +45 deg. referenced to center
of screen (which is itself fixed by the heading of your boat).
Enter bearing as +/-## (signed integer).
HINTS
1. The load of enemies is already heavy for Ensign! Go higher
only when you are told of a promotion at mission end, i.e. when
you decide to end the mission (by pressing M) after you are
sunk or you sank all the enemies. [Select another (S)ub only
when you feel dissatisfied with your performance...] You may
want in fact to look at the program and change some of the
parameters to make the game easier...
2. When heavily hit (D)ive and wait for repairs and US rescue
ships. Look at the (N)avigation chart, you will be informed of
the status. The chart does NOT show the enemies! Look for
diamonds on the chart. Always go at (FUL)l speed toward them
if you can. The frequency of US ships can be changed in the
program...
3. Time is limited by your fuel (depends on your speed) and
battery charge (the time you are submerged), not to mention
weapons, of course. You have to wait for a US ship to
(R)eplenish, and such ships may be far in-between! The chart
and messages will tell you where to go.
4. A torpedo launch can only be an approximate shot and the
target must be first in rather close range as seen from your
periscope or felt by sonar. Don't forget to adjust your
heading first! Same goes with the deck gun, you have to be in
close range, and surfacing is always very dangerous.
Good luck and good hunting!
-END-