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:
------
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:
-------
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!


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