You have been equipped with an Image Enhancer to allow you to see the enemies. It also allows you to see the state of any of the buildings in the city by their colour. However, it can make negotiating the buildings deep in the city more difficult.
Once inside the city, your height is restricted to keep you below the eye of the enemy command post. Once you have destroyed all the enemies within the city the command post will no longer be able to detect you and you will be located and lifted out. Your altimeter shows you the maximum height you can attain before the safety mechanisms will restrict any more lift.
Try not to destroy the buildings instead of the enemy.
Clear up the enemy before they destroy the city...
Clear the city before the enemies destroy it.
3.1.1 HUD
The HUD displays the following:
Name Description Target Reticule Anything in the centre of the reticule will be hit by the ships weapons if its close enough Fuel Depot Locator Shows the direction to the Fuel Depot to allow the ship to refuel Lives Indicators showing the number of lives left Enemies Left Indicators showing the number of enemies left Altimeter Shows the current height of the ship and the maximum and minimum heights allowed Radar Shows the enemies around the ship that are close enough to be destroyed Direction Ring Indicates the direction the ship is facing Speed Shows the current speed; clockwise for forward and anti-clockwise for reverse Pitch Shows the current Pitch of the ship Fuel Current fuel amount - lowers as fuel is used Damage Damage taken - rises as damage occurs to the ship
3.1.2 Building Damage
The buildings will reflect the damage being done to them in two distinct ways. Any damage inflicted by an enemy will cause the building to lighten until it reaches white, whereupon it will collapse.
If the ship weapon hits the building, it will reflect the heat damage caused. Once it reaches bright red, the building will collapse. The farther you are from a building the less damage you will do.
3.1.3 Enemies
The enemies will fly at various speeds, but will get quicker as each city progresses. The size to which an enemy grows and shrinks will also diminish as the cities are cleared. Enemies can attach themselves to a building causing maximum damage, so if you are trying to locate an enemy off the radar, look for buildings getting lighter.
Remember that the distance off the Sky Ranger's weapon is shown by the radar, if you can see an enemy, it does not necessarily mean you are close enough to shoot it.
3.1.4 Scoring
The scoring will reflect a lack of accuracy and delay as well as reward for destroying enemies and clearing the city. Your score will have points deducted for hitting buildings with the Sky Ranger weapon and more so if you destroy it; how large a building it is will also be reflected. Each building that the enemies destroy before you clear them up will also reduce your score. Points are awarded for destroying the enemies (the quicker the enemy moves, the more points you are awarded) and a bonus given for clearing the city.
3.1.5 Rating
The game will keep track of how you are doing and give a rating after a city has been cleared. They might not be very grateful of getting rid of the enemies if half the city has been destroyed in the process...
After the game has ended, your overall rating will be given.
3.1.6 High Scores
If you have gone above and beyond and accumulated a High Score, then you can enter your initials to be stored on the High Score table along with the number of cities you've cleared and your overall rating.
3.2.1 Keyboard
There are two control schemes for keyboard control; Modern and Old School. The default keys for the ship are as follows:
Key Modern Old School* Left Turn Left Right Turn Right Up Pitch Forward Torque Increase Down Pitch Back Torque Decrease Page Up Accelerate Page Down Decelerate End Stop Space Fire
The keys can be defined to your personal preference. You can also select the sensitivity of the controls to determine how quickly you would like the ship to turn - see below for more details.
Acceleration increases your speed and will remain constant until you decelerate the ship or hit the 'Stop' key to come to an immediate halt. If you collide with a building the ship's Auto-pilot will bring the ship to a halt. Decelerating from a stop position will put the ship into reverse.
Old School specificsThe 'Torque Increase' lifts your ship and visa-versa and is only active while the key is held down, once you let go the key, the torque will shift back to hover.
'Accelerate' with Old School controls will pitch your ship forward and the 'Decelerate' will pitch the ship back. This can be used to help shoot enemies above or below the ship, but this would have to be considered an advanced technique and is tricky to master.
3.2.2 Mouse
The use of a mouse can be selected from the Controls menu; this will allow you to control the ship with one hand.
Mouse Modern Old School* Left Turn Left Right Turn Right Forward Pitch Forward Torque Increase Back Pitch Back Torque Decrease Left Button Fire Right Button Accelerate
The controls have been modified to allow the ship to be controlled using a mouse with no keyboard interaction. The main difference is with the 'Accelerate' control.
The ship will accelerate for as long as you hold down the Right Mouse button and will decelerate when it is let go.
You can also select the sensitivity of the controls to determine how quickly you would like the ship to turn - see below for more details.
3.3.1 Difficulty
There are three different difficulty settings. This will control the initial difficulty of the game and how quickly the difficuly rises after each city is cleared. It affects the speed and sizing of the enemies, fuel consumption and damage that is taken both by yourself and the buildings.
NOTE: If you are playing on Hard, then hitting a building wipes out the ship as in the original game.
3.3.2 Number of Lives
You can elect to play the game with 3, 4 or 5 lives available.
3.3.3 Classic Game Mode
The game can be made to play akin to the original Sky Ranger by selecting 'Classic Mode' (as opposed to 'Modern') from the Options menu. This entails that you will have to track down one enemy at a time as opposed to taking them all on at the same time.
3.3.4 System
There are two options to choose depending on the type of PC you are running on. The High Speed PC runs the game at 800x600 resolution, while the Low Speed PC runs the game at 640x480. This will affect how quickly the game runs.
3.3.5 Sensitivity
The sensitivity of the controls in the game can be adjusted for preference. The settings are Normal, Fine or Coarse.
KeyboardThis adjusts the granularity of the heading shift; ie. turning Left or Right. Fine control is slower, but allows for more accurate long distance firing; whereas Coarse moves quicker but can create issues with firin into the distance.
MouseWhen using a mouse, the sensitivity simply controls the speed of movement in either heading or pitch.
4.1.1 Frames Per Second (FPS)
Due to the large differentials between PCs, the maximum Frames Per Second can be set from within the Configuration file. It is initially set to 30fps which is the speed the game is meant to run at, but you can raise or lower this to affect the overall speed of the game to your liking.
The FPS can also be displayed on the screen by either pressing 'Shift+F2' or setting the 'ShowFPS' option to '1' (one) in the configuration file.
NOTE: On one (and only one) PC tried, the fps topped out at 22fps when the library was set to 30fps; and when raised to 40fps in the configuration file the game ran at 33fps. Just in case the game is running too slowly on your machine, try raising the fps value in the configuration file.
4.1.2 Mouse movement
The mouse movement in the game can be adjusted through the 'Mouse Ratio' setting. The value can be increased for an overall slower movement, or decreased to speed up the movement.
5. Summary
This game is a remake of Sky Ranger from Microsphere and it originally appeared on the ZX Spectrum 48K in 1986. The game can be found at:
Original Sky Ranger game on World of SpectrumThis remake has been written in C using the Allegro library. The 3d graphics have been created using software rendering with the Allegro 3d maths library. The building blocks are from a base library built for the game to create and explode rectangles, quads, pyramids and control a camera; it could be released for general consumption if anybody actually wants to use it.
Sky Ranger has been written for the Retro Remakes 2006 competition.
Thanks for reading,
Roddy McNeill