0% found this document useful (0 votes)
486 views

Descent Manual

Manual Descent II Game
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
486 views

Descent Manual

Manual Descent II Game
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 40

TABLE OF CONTENTS

System Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Installing Descent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Starting Descent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
The Main Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Options ..................................................5
Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Keylist ..................................................7
Default Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Keyboard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Automap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Robots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Powerups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Doors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Resupplying Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Mine Centers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Heads Up Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Recording and Viewing Demos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Capturing Screens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Custom Detail Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Network Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Network Troubleshooting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Modem/Serial Game Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Command Line Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Questions & Answers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34

INTERPLAY
1
SYSTEM REQUIREMENTS
IBM/Tandy 100% compatible 386-33 or faster (486-33 w/8 Megs of RAM
highly recommended) with 4 Megabytes of RAM. DOS 5.0 or later. Supports
Microsoft Mouse or compatibles. Sound Cards Supported: Sound Blaster
(Pro, 16, AWE32), Media Vision Pro-Audio Spectrum (Plus, 16, and Studio),
Gravis Ultrasound, Roland MT-32/LAPC-1/SCC-1 (Music Only). 1 or 2 Joysticks
supported as well as ThrustMaster WCS, FCS, FLCS, Gravis Game Pad, Phoenix,
Logitech Cyberman, CH Flightstick Pro and Wingman Extreme. Supports the
Forte VFX-1 and Victormaxx CyberMaxx.

INSTALLING DESCENT
1. For best performance do not run under Microsoft Windows. If you wish to
run under Windows, please refer to the Readme.txt file in your Descent
directory for instructions on running Descent under Windows.

2. Insert Disk 1 in drive A (or B).

3. At the C> prompt, type the letter of the drive you are installing from
followed by a colon, hit ENTER. Then just type DINSTALL.
i.e. C:\ >A: <ENTER>
A:\ >dinstall <ENTER>
The install program automatically creates a subdirectory called
GAMES\DESCENT and copies the files into the subdirectory. You can change
the subdirectory name by entering a new name in place of GAMES\DESCENT.

4. You will be prompted when to insert the remaining disks.

5. When the program is installed, you’ll see the Descent Setup Program
screen. This screen lets you customize the sound and music setup in
Descent. If you’re not sure about these options, you may choose
“Auto–Detect Sound Hardware”. Descent then detects your hardware setup
and chooses the options it thinks are best. WARNING: if there is a hardware
conflict Auto-Detect may lock up your computer.

If you do want to test or change an option, use the up/down arrow keys on
the keyboard to highlight an option and then press ENTER to select it.

6. Store your original disks in a safe, clean place in case you ever need to
reinstall the program.

INTERPLAY
2
STARTING DESCENT
1. Make sure you’re in the GAMES\DESCENT subdirectory. If you’re not sure
what subdirectory you’re in, type CD\GAMES\DESCENT and press Enter. You
should now be in the correct subdirectory.

2. Type DESCENT and press Enter. For special command line loading options,
see the section called “Command Line Options.”

3. If this is the first time you’ve started Descent, you’ll be asked to “Enter
your pilot name.” Enter a name and then press Enter. You’re then asked to
choose an input device. Use the up and down arrow keys on your keyboard
to move the highlight and then press Enter to select the highlighted option.

4. The Main menu contains a list of options you can choose from. To start a
new game, select New Game, then choose Starting level and Skill level. Each
time you start a new game you’re given an opportunity to meet with a
representative from the Post Terran Mining Corporation and get the
background on your mission. If you know your mission and want to bypass
this meeting, press Esc to go to your vehicle, or press SPACEBAR to move
quickly through the briefing.

INTERPLAY
3
THE MAIN MENU

NEW GAME Allows player to start a new game.

LOAD GAME Player Resumes from Saved Game. Game


can be saved during play at any time.

MULTIPLAYER Takes player to a menu where he can


choose to start or join a multiplayer
network, modem, or serial game.

OPTIONS Takes player to the options screen.

CHANGE PILOTS Player can change login name.

VIEW DEMO Allows player to view their Recorded Demos.

HIGH SCORES Takes player to high score screen. Player


can review high scores, time taken, and
other vital statistics.

CREDITS Shows player the list of credits for the game.

QUIT Exit the game.

INTERPLAY
4
OPTIONS

FX VOLUME Adjust sound effects volume using the


arrow keys.

MUSIC VOLUME Adjust music volume using the


arrow keys.

REVERSE STEREO Reverses left and right channel of the


stereo sound effects in Descent.

BRIGHTNESS Adjusts the Brightness level of the game.

CONTROLS Takes player to controls configuration screen.

DETAIL LEVELS Allows player to adjust detail level. Lowering


your detail level is highly recommended if you
are using a slower computer.

CALIBRATE JOYSTICK Calibrates the joystick (and throttle if used)


controller for the game.

JOYSTICK/MOUSE Adjusts the turning rate of your ship.


SENSITIVITY

SHIP AUTO-LEVELING Turns the Auto-Leveling feature ON/OFF.

INTERPLAY
5
CONTROLS

Here the player can adjust the fundamentals of their input device. All
changes are saved in your pilot file for future usage. The controls can also
be adjusted during game play.

To change any of the keys, simply move the highlight with the arrow keys
to the function you wish to change, press ENTER, then hit the new key you
wish this function to be. For axis entries, press ENTER, then move the new
joystick axis.

INTERPLAY
6
KEYLIST
GAME OPTION KEYS

G Abort game £ Cockpit on/off


¡ Help screen ¢ Calibrate joystick
™ Options ∞ Record own demo
A-™ Save
You may Save or Load at any time during the game.
A-£ Load
¶ Toggle between multiplayer HUD displays

• Send typed message (multiplayer only)

ª-¤ Taunt macros (multiplayer only)


S-ª Define F9-F12 taunt macros (multiplayer only)
O Pause game (not in multiplayer)

+/_ Change window size


R Save screen shot. All screen shots are saved in PCX format.

CYBERMAX VR KEYS

A-v Toggle between NTSC and VGA signals

S-§ Reverse Left/Right image

AUTOMAP

T Automap
(hold & release or tap on/off)

• To rotate the Map, use the ship turning keys

• To move the Map, use the ship sliding keys

• To move in and out of the Map, use the forward/reverse keys

• To show more or less of the Map, use + or - keys

INTERPLAY
7
DEFAULT CONTROLS
The following assignments can all be modified in the Options/Controls menus.

JOYSTICK

DIVE
BUTTON 1: FIRE PRIMARY

TURN LEFT TURN RIGHT

BUTTON 2: FIRE SECONDARY

CLIMB

INTERPLAY
8
KEYBOARD
These settings are defaults, and can be changed.

FLIGHT:

XVWX or keypad Ship rotation

a Forward

z Reverse

q or 7 Bank left

e or 9 Bank right

1 Slide left r Rear view

3 Slide right (hold & release or tap on/off)

- Slide up
+ Slide down
WEAPONS:

C Fire primary

Z Fire secondary

b Drop proximity bomb

f Flare

Select primary Select secondary

1 Lasers ^ Concussion missile

@ Vulcan cannon & Homing missile

# Spreadfire cannon * Proximity bomb

$ Plasma cannon ( Smart missile

% Fusion cannon ) Mega missile

INTERPLAY
9
OTHER CONTROL DEVICES
Descent fully supports the following:
Mouse * Gravis Phoenix
Joystick (one or two) devices may be selected and
Thrustmaster FCS customized under the
Options/Controls menu
* Thrustmaster WCS & FLCS
* DESCENT2.ADV, DESCENT.PHX,
Logitech Wingman Extreme DESCENT.B50 and DESCENT.M50
CH Flightstick Pro config files can be found in your
Gravis GamePad DESCENT directory.
Logitech Cyberman

GRAVIS PHOENIX

Spreadfire Cannon - 3 O@?@K?


W2@@@@@@6K
JB2 - Fire Secondary
7(M?e?I4@@6K?
@?hI4@@6K
@1he?I4@@@6K
Fire Primary - JB1 @@L?hf?W@@@6K?
3@)Xhf?.R+?4@@6X
N@@1hW.h?I4)X?
?3@@g?W&U?@f@?e?B)X
@5e?@@@?.R/K?e@?g31
4 - Plasma Cannon
O&(YfI'9??V4@fO)X?eN@L?
W2@0Y?e@??V4@@?eO2@@@@)?e?@@?
?W&(M??@heW2@UW(M?f?@
6 - Concussion missiles O&0Yg?@g*US@0YfO2@@@?
W2(Mg@@hV40MeO2@@@@?@H?
7@Y?f@?hf?O2@@@e@@@@
@@@6X?f@?h?O2@U??@@@0MI'L?
5 - Fusion Cannon
@@W@)Kf?O2@6T&?2@@@UV@@@@@?e?N1?
?J@@@U@@6?2@@@@?V@@@@X?V@@0M?I@?f@?
?'@?S@@?@@@X@W@@@@eV@@@0Mhe@?
?V4@@Y@@@?V@@0R'?4@@@0M?g?@f@?
7 - Homing missiles ?I4@@X@@@@X?
B@@X@V@@6K
?(R4@@@V4@@@6Khf@?eS1
@?e?I4@@@6Kh@?e*@
?@f@?
3L R - Rear View
3=g?I4@@@6XhN@
V'@?h?I'1f?@e?@
?V'=heV'=?e?@e?@
8 - Proximity bombs V'6Xh?V'@g?3L?
?V')X?hN@g?N1?
V4)Xh?@L?e@?e@?
B1h?3)Xe@?e@?
2 - Vulcan Cannon
Bank flare - F ?3L?g?V'1g@?
?N1?hN@e/Xe@?
3Lh?3L?V/e@L
V/X?g?N)Xf31
9 - Smart missile ?N1?h31e@?N@
@LhN@f?@
31h?@e@??@ 1 - Laser
Bank left - HOME V'L?g?@L?@??@
?N1?g?31?e?3L?
@?g?N@??@?S)?26X?
@Lh@?e?&@@0R)K
31h@L?@?N@?e@@@6X?

Bank right - PGUP 0 - Mega missile V'L?g31?@e@?f?@)KeO@KO@K


?V1?gN@f@?eO2@@@@@@@@@@@@@@6X
O2@@@?g?@e@?3@@@@0?@M?h?I')X?
?O2@@@?@@?g?@e@?S(M?
?O2@@@T@@@@Lg?@f*U
N@1?
?3@L
O-T2@@@@0R+MeB1g?@L?@?N1hf?W.?@@?V')X?
?O-KO2@@@@0R+Mhe?@g?@@?@?J@gW2@@@@?.Y?fV4)K
O-T2@@@0R40M
O2@@@@0R+M ?@L?h?W&@?@?@@?.M
?31?f?'@??.Y@L? I'6X
?V'1
O-T2@@@@0M @?f?S5?e?@@? V'L?
?O-T2@@@@@0R+M ?@?@?@@?f?*U??@?@H? ?V/K
O26T2@@@?(M? @@?@f?N@?f?N1??@?@ V'6X
O-T2@@@@@UI+M??;@U
?O2@@@@@@>@<f;)X??W-T@) @?@@@@@?he3Lf?J@?e?3L? ?V')X?
O.?@@@@@?@@@@?
N1f?@@??@?S1? V')X
O2@@@@@@U?fS@@?e?)T@)?W&?(M? J@he?&@? ?V4)K?
?W-T2@@@@@@Uf?S@@?W.?7>5?@?J@(M?W.R+Y
O.R+M?fI'@(?/T&@@?*U:@0Y?e7(Y??*U? O.?@@@ ?@?@0Y @@f?'@??@?N@?
N@f?S5?f@? ?I'6X?
V')X
W20Yg?)XV+Y?S@0M??S@0M??/X?(Ye?V46K?h?@?@0Y ?@f?7H??@e@? ?V4)K?
?O.Mg?)T@)?e@(M?e@0M?e?V/?g?S@@@@
?W20Y?g?3@<f(Y W.?.M? ?@f?3L??@e@?
?@f?S,?e?J5? ?I4@6X
?I')X?
W&<?h?V'? O2@?.Y ?@L?e?7H??@?7U? V')X
?W&@
W.M? @@?@0M ?@,?e?@e?3X@,?
?(Y?e?@e?V@(Y? ?V')K?
S@@@
?W.Yh@@@@6X @?h?@eW. ?@@6T@T2@@0Y 7<?@
W&H?f@@@?fI/X?
&@e?O.?h?V/XhfW.e?@g?W.?eJ5 ?@e@[email protected]?@ ?B@R+M ?O@?26T26?2@@@6T2@6?@X@??@
@?e@6?2@6?2@@@@@@@@@@@@@@@@@@@V@Y@@@?@W@@>@@@@@@@@@
?@@0Y?heV/X?h?W.Yf?@@??/T.Y?@?7H ?O@KO@?@?2@@@@@@@@@@@@@@@@@@@@5??J@@@@?@@@@T@@T@@@@@@@@@@@@@@@@@0?4@@0R40MI@M?e@@
W&?@
?W&@ ?V/?hW&U?h?V'Ue?J5?/T2@@6T2@@@@@6?2@@@@@@@@@@@@@@@@@@@@@@W@X@W@@@@@@@@@@@@@@@U??*>(?4@0M?S@UI+M
?W.R4@@@@@@@?@@?V/?@?.Y?N@Y@W@@Y?@?@?@@@@T@@@@@@@@@@@T@0?@?@?40R4@@[email protected]/?e?@?@f@?@?e?@e?@?@e?@?@?.Y??I(R)Khg ?W.?@@@6X?hg
W&@@ [email protected]? J@@@0R'@@@?@?@(MI'>(M?gI+M?heI4@?e?@@@e?@?&@?@?@?@?@? W.e?J@@6Xhf
?W&@ .Y 7@fS(M?e?(Y??V+Yf?@g@?e@?@? @?e?W.?eW.f?@?@f@?@?e?@f?@[email protected]@1hf
W&@@W2@@@@@@@@@6K?he@? ?J@@T-KO.Yhf@? @??J@T.??.Y?e.Y ?@ .YeI'=?he
?W&@@@@0MI@MfI4@@@6K?g@?eW.he?W.?@?W.?@?@?7@S(R@(Y?e?@e?W.?f@?e?@f@?f/Xf@?@@e?@?@@?e@??7R@U?
?&0M I4@6K?g?W.YeW2@?@??@?.Y?e.Yf?3@@H?3Ue?@f?.Y? @?e?@[email protected]@??W.??V'6X?h
?V@@L?S@@6X?he?@e@?e?/K? @?eV/
?W2@@??@?@)Ke@?@?e?@@?@?e@[email protected]?J5?W.YW-XN@)Xh
?@@@?@@@@6T.?@e?I'6X?e@?W.Y??W&U O.MW5?e?@V'@? @?W&HW.YW.R/?@@1h
?@@@@@eW@L?e?I'Ue?@@?S@)Kf.YeW&>)T2@@@@@@@@@@@@@@@@@@@S)T&U?B)X?@?@f@?h?V4@e?@g@?f@?@??@(YW&U?O2@@LV'L
?V@?f.R1??W&?S,f?W.Y@@@?/Xe?W.R@@0MI@M?eI@?@MI@?@?@?'@R4@)?J@)K?hf?@ ?@?@e?W2@6T.?@@@@@?@?&@?.Y?.Ye?3@@L?g
J@H?7>@@0Y@V/XN1e?@?@f@?/Xg?@?.M?I+Y? ?S@@1?g
W2@@@@6Xf@?O&@T.YeW.?7H?3X@?V1eW.YJ(M V'9?eO&UI4@f@?hW.e?@?@f?W-Xe@?@?f75?J@@U?e@?S,?@hfS,?W.?@@ '@Y@5?g
?W&U?@W@>)KO2@@@@@>@Y?e*U?@eV4@@@5e.YW&H?
O.R4@@0R4@@(Y@?I'>@@@(eV/gW@0Ye?W&5 ?V'@@@@?,?e?O.?f?@@?e*Uhe?.R/[email protected])Ke@?7H?@gW-K??@0Y?.Y?
N@?@V'U??@@0Y?heV/g@?@? 3T&U?*>@6K?:@=e?@?/KO.R4@ S5?3U?g
?W2@0Y?S1?g
?@0Yg?W(YJ5eV4@[email protected]&(Y ?@@@LN@@?@M?e?@?@f?@e?@ /XeV'?)KS@@@@@@?@6Xe?V4@U?f?O-Ke@? W&U?eO&@?g
O2@@he?*UO.YfS@?@@?he@?.R@(Y?
?W2@(Mf?@g?V'@Y?eO20R'U@?g?W&?@??J(Y I'1?@5f@Kg?@hf@?f?/X?eV/e?V'?@@U?e?I+MS)T2@??S@@@6T2@@?@6X@W2@@@@@@6K?hf?O&?,?W2@@@?g
?V'X@H?@(?@@6X ?V/?f?@@?V'US)T2@6K?O&>(M?W2@>(?40R+R+MI4@@0?@?@M?S@@@@6Kh@@R+Y?7(M?h
W.R'U?@?hfV'@@@@@UeS@@?g?&@?eW.Y? V4@L?3U?@MI/KO.?f@?@?W.e@?e@?@@f/Xg?V40R+M?B@@@@0Y??7<I+Y ?.Y@X?I4@?@KO2@?@@f(YW2@?g
@?*U?S1?@?f?@g?N@?eV)T20MgW.f@?7H
@?S,?75??O26T-K?O-K?f@@@@@@0Mh.Ye@??J5? I/KS,?e?S@0Y?/Xf?W.Yf@?hV/?@hfJ(M?fC5
?V'@U?@@?*U?eV/f?.Y?he@?he?@@?f.YfW20Y J@)Xf@@0MfW2(??O.Mh
?W&@@1he?O&0Y?@(Y?h
*U?(YW20MS@?@@@>@@6K W2@?f@?W&H?
?'@?S)X?W.M??.R+R+R'@W@@@6?@?@K??@?@@?.Mg?W&5 V'1?@@?S,?/X
?V'9e?7U?N)X??@g@?@??@?@f@?hfW.Y?gS@@? ?@g?W.?g*U W&@@@@=?e?@eW2@0M?e(Yhe
?W&@@??I4@6K?@?O&0M?
?S5?7R/T.Yh?V4@U?I4@@@@@6K?heW.?7(Y V'@@?@)X?3)K ?O.Yh7< W&U@@@@??I4@@@@0M?e?W2(hf
?*U?3LV+Y?he?I/?g?I4@?@g?W.YJ@H?
?S)XV/ W&f?.Y?75 ?V'@?3>,?V4@@??@?@he?@f@?@?e@??W20Y?g?J5?
V'9V@H ?@?@ W.M?h?.Y? ?W&?@@XW5?hfW&(Yhf
W&?@US@@U?fW.f?O&(Y?hf
?.R/K? ?/X?he7@?@@@e?J(Y ?V'@@?@?@6T-K?e@?@?h@?g?W-T.Y ?O&?@?@@Y@)Xf*Ue?W2@0Yhg
?@ ?V4@ ?V/?h?J@@gW&H??.Y@f?W&@ V'@?@??S(R'@
?V'9e@@H?S@=?h?@g@? @?f?.R+Y?he?@ J5 ?W2@>@R+Y@?@@)K?eN)K?O&0M
O&YS@@eJ@@0?4@@@6X@@@0M
?@ @?heJ@fO&<? V'@?@@L?7R'@(??@?@hf?/T. 7U O2@@@@@0Y@?W&0M?fI4@0M?
?@
?@L? ?W.?75eO2@@
@?g?.YJ@H?@@0M? ?V'9?S)T@LV'U?h@??@f?S(Y
V'@@R@>,?N@6X? W.Y? @)X?g?O-T2@@R'T(Me?@?7U?
@V)T2@?@@@@@>@>@@?S(Y?@??3T@)?
?@@?
?/X?
?/XV/X
@?h?75?J@
@?J@H?75
W.g@??O&5?J@H
?W.Yh'@(Y?75?
NUM - Slide up ?V'@?@@U?J(R/Xe@@h?W.Y
N@eS)T&H?S)X?h?@?7H?
?@?@@>@@L?*?)XheJ5
?3@(MS1?N@R/X??@@?f.Y
?J@@@@Y@?@V'T@0R+R'T.Yf?S(M
?7>@@@?@?@?S(MfS(YW.?@?@(Y?
?@@8e?@?@?.Y?@?@?*U?.Y??:(Y
?3@W-Xhe@?V/e?@@0Y?
?N1?V/X?hfO.Y?f?@6KS(Y?J(Y?
@L?V/[email protected]@(Y?W&H ?V'UO&@=?@?N)XfW.
V'@@>@@@?J@)K?e.YW. ?V@(R1?@?@?W.?@?fO@?@M?
@@@Y:5f?.Y?e)T2@@@
3)X?e/KO2@@@?@@g?O.Y?W&0Y?O&@? ?V'>(Me?*[email protected] @@@?e@@@H?@?@eO-KC@0M?
N@)KeV40Mhf@0Y?O&<?W2(M
?3@@6Xf?@?@@@?@?@@?eW2@@?W&(Y?
?V'@@)K?
V'@S@6K?hfO&<?W2(M
?V'@>@@@6KgO2@@@@=O&0Y?
?W&0M?O&0Y PGDN - Slide right V'UO26KS,?
V'>@8?fV'@R/?@@
?V'@W26?2@e@?
V'@>@@@H?75?
O.?@@?g@?@?e:@T20R40M?
?V'@@>@0Y?@?/KO-X?e?@?@@@0Yhe@@@@@@0R+M
?O2@@?
O2@@0Y@?
O2@0M?e@?
V'@Y?I4@@@@@@@0R'M?S@0M?
?V4@@?hf?.M? ?V4@UI@?J@H?he?O2@@0M?e?J@?
?I/Ke7@he?@@@0MgO&@?
@@6XeO2@@@? V'@?@@@@@@@?@?@?hO2@@0M
?I')?2@0M?
V4@0M? +NUM - Slide down ?V'X@@
V4@@L?heO2@@0M
?@1?gO2@@@0M?
?@@=?O2@@@@0M?
?O2@@0M?
I4@@0M

END - Slide left


Slide left/right - Rudder

INTERPLAY
10
THRUSTMASTER
THRUSTMASTER FCS & WCS

Reverse
?W2@
O&@@
W2@@@@
?W&@@@@@e?@?@@@@@@@@@@@@@@@?@@@
W&@@@@@@@@ ?@@@@?@@@@
?W&@@@@@@@
@6K?
N@@@
?@@@L? HAT - Slide Controls ?&@@@@@@@@L?
?I4@@@@?
?@@6K?
?I4@
?@6K
I46X
?@?')X
?V')X?
V')X
?V')X?
V')X
?V')X?he?O2@@@@0Y?
V')XhO2@@0M
W2@@@?
?O&@@@5?
I/K?
?V46X?
?I/K
V46K
I4@?
?@6X
Forward
?V')X?fO2@0M? I/X?
V'1?eO2@0M? ?V/K
?N@W2@@0M? V4@?f@?
@@(M @L
?O2@@@U? ?/X??J@1

Fire Secondary ?O2@0M?B@@


?O2@0Mf@@=?
O2@@0Mg?B@@
?W&KO2(R+Mhe@@L?
W&@@@0Y?hf?B)X
?V/KO&@@
S@@@@@
?O&@@@@@L?hg
?'@@@@@@@@1?hg
?V4@@@@@@@@?hg
@@6K
I4@@?@6K
I46K
I4@??@@6K?
7@@@
@@@@
3)X?
V')X
?V')X?
V')K
?V'@@@
V'@@L?
?V4@@? Roll right ?/X?
Roll left ?@
?@
?I'@@@@@@?hg
V4@@@@@?hg
I4@@@?hg
I4@?hg

?I46K? ?N1? ?@
?I4@6K ?O@?@?@?@? 3L ?@
I46K ?O2@@@@@@@@@@? V/X? ?@
I4@6K? ?W2@U?@@@V'@?@@@@?
?I46K?hfW&US@@@?@?S@@@@@H? ?V/X
N)X? ?@
?I4@6Kh?O&>@(M?@?3@@>@X@@ ?31? ?/X?
I4@@6Xe?W2@?@0Ye3LN@V'>@@@
?W@1e?78S@<fN1?3LV4@X@
?.R'eJ@T&@=f?3LV/K?V@@
?W&>@@>@@@@??N)XV'@@@@
W.R@(R@@e@Le@)KS@@
7H?@H?3@e@,e?I40R'e@?
?J5?J@e?@@@0Y
?V'L
N)X?
?3)X
?V4)X?
?B1?
3L
N)X?
?S,?
?*U?
?N1?
@?
@?
@?
@?
?@
?W.?
?7H?
W.
?W.Y
?7H? Taunt Macro 3
W&H?'@e@@0M ?@)X @? J5
Fire Primary ?@@@6K
I4@@6K
75eV'L?
(Ye?V/K
@?
@?
/X
V4@?@?@@@@?@@?f@@
@?
N@
?3L?
?@e?N)X
31
B1
?3L?hf@?
?V/Xhf@?
N)X?
?@)Xhe@@
B1
?3L?hW&
@?
J5
.Y
7H
?J5?
?7H?

I4@6K? N)K? ?/X?eV'L? ?V/Xg?W&@ ?@


?I4@@6K? ?@@6X? ?V/Xe?N1? N1g?*@@@@?'6K
?I4@@@@? ?@@@6KeO@g@6X?fW.f?/X?fV/X?
?I/? V/f3L ?3=?f?V40M??S@@@@@?g?@
I4@@@@L?fN@1?e?W.Yf?V/Xf?N1?
?@,?f?@@Le?.Y?gN)X?f@?
?(Y?f?@V1hf?@,?f3L
?@?@L?@?h?(Y?fN1
?@?@@?@?he?@f?3L?
?@?@H?3Lg?O)X?3L?e?N1?
?V46X??W.?e?O20Y@g@6T&
?B)KO.Y??W2(M??@g?I4@=?
@@@HeW&(YeJ@L?g?I46X?
?I@??W&(Y?@?@@@?f?O.??I/K
O&@H?J@?N@g@@U?eV46Khf?W20M?
?W2@@R'=O&5??@@?f@@1?fI46KheO.M?
O&@@@?V4@0Y??@f?J@@@?gI46XgO20Y
?W2@
W.M?
?O.Y
?O20Y? Taunt Macro 2
?@@@eN1f?O2@@)XV/?f3L W2@@@@@?g?31?e?@0MheI/K?eO20M
I4@@?@W2@@@(MI(R1?gN1
?@?@(M?W@Uf3T-Xf?@ *@@@?I@?g?S5?
?@@@L?h?7U? ?V46T2(M
?S@@H?
?3T(Y?W.R1?@eN@R/f?3L? 7@?S,??W26X?e?@)?h@@g?O20Y@
?N@Y?O.YJ@T@L??@g?N1? @@?7H??7<B)Xe?@e@@6Xf@5f?O2(M??@L?
?O2@@?e@@@@YO.R@R1??@e@?f@? @@?@e?@e@)e?@@?@?B1f@He?@@@@UeC@1?
?O2@@@5?f?@@0YJ@X@??3L?@?f3L ?J@@@5e?3=?@Hg3=C5f@?@KC(M?I/?@0Y@?
?O-T2@@0MI40Y?e?@?3X?W&?@@L?N1?@?fN1 ?@@@@He?V4@@?f@?V40Yf3X@@@Hh@?
O2@@@0R+M?he?3LN)T&?(MI/e@?g?@ ?@5?hf3LhS@@@@?@@g3L
?O2@@@0M ?N1?@@>(Y?f@??@f?3L? ?@H?hfS,h&0M?f?@?@eS,
?O2@@@@?@@@@@0M?
@?3@(Yh?@f?N1? ?@hf?@@H ?@(Y
3LN@g@??@h@? @@@?e?@ @?g?O2@he?@H?
?W2@?@@0M? N1?@1?f3L?@e@?f3L ?J@@@?e?@hf?@@LfW2@@U@L?h?@
?.M? ?@?@@LfN)X@e@?fS, W&@@5?e?@hf?N@@f7(MB@@@?hJ5
?@eS)X?e?3@@L?g*U ?O.MI(Y?eJ5 @?f@Y?C@Xh?W.Y
O2@R/Xe?V'@@??@fN1 ?W2(Y?g.Y 31f3@@0R1e/T26X??7H?
?@@Y@?N1fN@e?@f?@ O&0Y ?@fV'M??@eN@@@)KC5
?N@?@??3L?eJ@1??@f?@ W2(Mhe@?hf?W&@@6K?f?@e?@@0R@@U

Fire Flare @?3L?V/?e.Y@?


S,h@?e/Xf@?
@@@YhfV/f@L
?W@@@6K?f/Xh@@
W&@X?I46K?eS,e?@
7<I/K??S@@@?7He?@f@@
@?)T5??S@@?*U?e@?e?@fN@
?W.M
O.Y?
W20Y
W2@?&0Y?he@?hfO&@0?4@@@?)X?@g:(R4@@
?W&<
W&@?
@?he?@(Mh3)X?f?@(Yg@@@6K?
@?heJ@H?hN@,?fJ(Y?h?I4@@6K?
'@@@@@6T&5he?(Y?e?W.Y
@?eS@@@T(R40Y
@?e*U?I'U
S,eV46K
@?e?W.YW.Y?
O.Y?
?I46K?
?I4@6K
I46K
I4@@
?J@@HW20M??S,?/Xhe?@@@@@ ?O.M @?e*UfS@@@@@@?hO2(Y
?W2@6Xe?@?7@5?.M??@@@U?S)X?e?/X?e?@@@@@L?
?@?&@@@,e?@?3@?g?I4@0R1?@@?N1?e?@@@@@@? ?W20Y?
O.M? O2(? V4@@@?.Mg@@@@@@@@@0Y??I40M?
O.?@@@?@eI40Ye?@e@@hf3Lf@?e?@@@@@H? ?@(Y O2@0Y? ?W.?
?O.?@@@@@@0Y
?@?@@@@@@0Y?
?@@@?@
?O.?@@@@@@0Y
O.?@@@@@@0Y?
?@?7@?hfV/e@?@?e?@@@T5
?@@@
W2@@6Kh?W.Y?(Y?@?f7Y
?W&0M?B@@@@@@@@6T&H?f@?f@@@@
O.M?e?@@V@?@M?I'@e@?hf?@6K
W20Yf?@5?gV'L?@?h@?fI4@@
@?f?S(Y
W.?@(?@?fW.Y?
Rear View
C(Y?
O20Y
?@0M
?O2@
O2@0M?
O20M
?O2@0Mg/Xhe?O2@?.Y?
?O20M?f@?eS,hO2@@@H
O2@0M?g@?e7Hf?O2@0MI4@?)X
?@0Mhf@?@?eO2@@@?g@)?/K?
@@@@0M?W@?e?@@?e?V4@@6K?
@Mf?@@?e?@H?g?I46K?
@?e?@he?I4@6K
Taunt Macro 1
?O.Mg?@h?V/?he@?h?@6K ?O2@0M ?7@Le?@ I4@6K?
?W20Y?g?31?he@?g?C5?heI4@6K? ?O20M? ?3@@e?@ ?I4@@6K?
O.M?h?V'=h@?h@(Y?hf?I4@@6K?
?O2@?@@0M?
@He?@L? ?I4@?@@6K?
Drop Bomb ?W.Y
?W2@?.Y?
W20YhfV46Kg@??@f?C(Y
?W.M
W.Y?
I46Kf@??@e?O20Y?
I46T-T@=?@@@@0M?
B@@0R4@@@X
?3X?e?W@@
W&?N1?e?7<?e?@6X
?I4@6K
I4@@?@@@
?/K?
?V4@@?
?@
O20M
W2@Y
7@@@6K
?O20M?
O2@0M?
?7@?e?@@?/X
?@@Le?@Y?V/X?
?O2@@@@)T.?@@6XV/X
?W2@8?eI4@Ue?I/XV/X?
W&>5?@fI/fV/KV1?
&@@Uf/Ke?/X??S@@@?
?I4@6K
I4@6K?
?I4@6K
I4@@ ?@@6K?
O.M? ?W&@e@?eJ5gB1 @V@?4@@@6K I4@6K?V'@??S)T20M? ?I4@6X
W20Y W.M?e@?@?.Yg?@ ?O2@@? @?e?I@?'@6K ?I46XN@?O&@0M? S1
?W.M
O.Y? ?W.Yg@?hJ5
?*U? ?W.Y @(M?@?
?C(Ye@? @?gV4@@6?)X
@?hI4@@@)K? ?I/?@@0M ?W&@
O&@@
W20Y
?O.M ?V/K
V4@6X?h?W.Y W.Y? ?W2(Y??J5?
W&(Ye?.Y? @?heI@?'@@6K
@?hf?V4@@@6K O2@0M?
?O2@@0M??@
?W20Y?
W&U? ?I/KhO.Y?
V4@6K?eO2(Y ?W&(Y?
O&(Yf?/X? @? I4@@6K
I4@@@6K? ?O2@@0M?e?@
?W2@@0M?
7@)X
@@>)K? ?I4@@@@0Y? ?@@(Y?f?V/?
?@(Y @?
?J5? I4@@@6K?
?I4@@@6K O&(Mh?@
?W2@@0Y?
?J(R4@@@?)X? W2@0Y? ?*U? ?I4@@@6K O&(Mhf?@
?7U?eI@?3)T-K ?W&@h?W2@ ?N@6K? I'>@@6K? W2@(Y?hf?@
?@)?f?V40R@6K W&@@hW&@@ @V4@6K ?V+R4@@@6K ?O&@0Y
?@@@@6K? ?W&(M?g?W&<?@ @?eI46K I4@@@6K? O2@@0M ?@
?@hf?I4@@6K? O&(YhW&@??@ @?fI46K I@?'@6K? W2@@0M ?@
?@ I4@6T-X? W2@(Y?h7< @?gI4@6K? ?V4@@6K? ?O&(M? C5
?@ I40R)K ?W&@0Yh?C5?e?@ @?h?I46K? I'@6K? W2@@0Y O20Y
@@@@6K W&(Mhe@(Y?eJ5 ?I4@6K ?V4@@@6K ?O&@0M O20M
?@ ?I@MS@6K ?W&(Y?h?C(Yf7H @? I46K I4@@@6X? ?O2@0M O20Me?@
?@ .R4@@6K? O&(Yh?W2(Y?e?J5? 3L I4@?/K I4@@)K ?O2@0M O20M
?@ ?I(R@@(? W2@(Y?hW&0YfW.Y? V/K? ?I4@@@6KhfW2@@0M O20Mg@?
?@@@6K @@UO26K? ?W&@0Yh?W&<f?W.Y ?V46X? V46K ?I4@@@@6X?g?O&@0M ?@0Mh@?
I4@6K? ?I4@0R@6K? W&@XheW&@?fW.Y? ?I/?@@ I4@?@@ I4@@)Kf?O2@0Mhf?O@?fW.hf@?
?@f?I4@@? (R46K? ?O&0R/he.Mf?W.Y ?I'@@@@?@@0Mhf?O2@@?f.Y
?@@6K? ?I4@6T2@6Khf?W2(M?hW2(?g?.Y? /K ?@6K V+M? ?@h?O2@@?@@@@@@@?hf?.Y?
?O2@@@@@@?e@?he?W.?
@?he?I46K?
@?hf?I4@6K I40MS@@6K?hW&(Yh?W&(Y?f?@
&@XV@@6Kf?O&@H?hW&(Y V46K
I4@6X? I46K
I4@6K?hf@6X?f?@f?@g?O2@@?@@@@@@0Mhf?@
3=
V46K I4@6K?
I4@6K? ?I4@@XV@@6KO2@@@h?O&0Y?fW2@?
I4@@XS@@@0M?h@(M?f?W.M ?I/?@6K? ?I46K?he@@1?f?@f?@f?O20R'@@@?@(M?hfO.
?I4@6Xf?W2@0?@?he?@e?W20M??V@@@@0YhfO20Y
I46K
I4@? ?I4@6K
I4@6K? ?I4@U?he?C(YgW.Y?
?B1?@?g?W2@H?f?W.Y ?I46X?
?I/?/X I/fO.M?h?@[email protected]??W2@@@0MhfO20M
?@@@@Hf@? .Ye?*@@(MhfW20M
@@6X
I/?@ ?I46K?
?I4@6K @?@?gW&R'gW.Y?
@?f?W&5g?W.Y V/K?
?V4@ ?@W@@?f@?f?@
J@@>5?e?J5?f?@f?@g?@@?hf?.Y? @(Y?he?W.M
?/K?
?V46X? I4@6K?
?I46K? @?gW&(YgO.Y?
@?@?e?W&(Y?fW20Y ?@6Khe?W.MB@U?e?7Y?f?@h@?f@1heW.
I46Kh?.Y?J@)T2@?@@6K?e?@f?@[email protected]
?I/?/K
V4@? ?I4@6K @?fW&0Yf?W.M
I4@6K?he@?@??W&<gW.Y? I4@?e?O2@e?O&>@0M?e?I4@eC5hf?@@?g?O.?
?W-T20M??W2@@0M?h?@@UfO@e@?eJ@@,f?O20Y?
@6X?
?I/?/K I4@6K?he@?W&5?f?W.Y
?I4@6Kf?/X?3T&(Y?fW.Y? W&@0M?eO.M?
?W.?.MfO2@U B@@?@@@@e@??O&>(Ye?W20M?
?@H?g?O2@R+Y?eO.M?
V4@?@@ I4@6K??N1?S@(Yf?W.Y O2@@?.Y?f?@0MI/K? [email protected]@@R'fO20Y
?I4@6X@W&(Y?fW.Y? ?W2@@@0Mg?@@@f?V46K? *Ue@@fO20M
?@6X ?I4@@@@Hf?W.Y @KfO-K??O.?W.?@@@?.M?h@@he?I46K?he?@fS,gO20M
I/?/X? ?I@Y@?fW.Y? @?@@@@@@0R4@@0Y?.Yhf@@@? ?I46K? .YfW20M
?V/?@@hf?@e@?eW.Y? @?e?W.Y ?O.?@?@@@? ?I4@h@@h?O.M
?O-T2@@@@0Y? ?@6Khe@??O20Y?
?@?@6Kg?@e@?W.Y? ?W.Y @@@?@@@@@@@0R+M? I46Ke?@f@?@(M?
I4@6X@?O@X@?(Y
I4@6K?e?@e?O.Y ?I4@@@@@@?
?I4@@?f@0Y? ?I@?@M
@?

THRUSTMASTER FLCS

Slide Control
Fire Primary

Forward/Reverse
Roll left/right

Taunt Macros
Fire Secondary Multiplayer only
Fire Primary
Forward/Reverse
HAT Slide left/right
Fire Flare
Slide Controls

Drop Bomb

INTERPLAY
11
COCKPIT VIEW
To toggle the view of your cockpit on or off, press F3. When the cockpit
view is off, it’s replaced by a status panel across the bottom of the screen.
To get full screen view simply hit the + key at this point; the – key can
reduce the window size to increase game speed.

REAR VIEW
To look out the rear of your ship, press R. If you hold down the R key you
will temporarily look out the rear; when you release R you will return to the
front view. If you want to switch indefinitely to the rear view, quickly tap R.
RECHARGING
At specific sites within every mine there are energy centers that will boost
your ship's energy level. Although these centers will only boost your ship's
energy level up to 100, it is possible to achieve a maximum level of 200 by
collecting 'energy packets' that are scattered throughout the mines. These
energy centers have distinct gold walls with a sparkling energy field
between them. See “Mine Centers” section.
EXHAUSTING A WEAPON
If you exhaust a weapon, it automatically selects the next best weapon.
YOUR SHIP AS A WEAPON
The objects in Descent are “physical” objects; you can ram into something
with your ship and possibly cause a response. For example, most doors can
be rammed open or shot at to open, while hostage doors must actually be
fired upon until destroyed. You can conceivably ram something repeatedly to
destroy it - if this happens to be a fighting method you’ve been reduced to,
best of luck!

INTERPLAY
12
AUTOMAP
The Automap keeps track
of places you’ve been. As
you move through new
territory, your progress is
drawn in by the Automap.
To access the Automap,
press the Tab key. To
close the Automap, press
Esc or Tab.

• The center object is your ship. Other green objects are hostages.
• The purple object is the mine’s entrance.
• The red, yellow and blue walls are the locked doors. These doors
require the use of corresponding color-coded access keys for passage.
• Yellow areas are refueling stations.
• The Red area is the Reactor.
• In Team Anarchy and Cooperative Modes, your teammates appear as
colored objects with directional arrows.

ROBOTS
There are many robots in the mines of the PTMC. Unfortunately the invading
force has also created variations of these that are deadly.

INTERPLAY
13
POWERUPS

Access Keys - These access keys give you access to the


different security levels of the mines. They are color coded
to the doors they open.

Energy Boost - This will give your energy banks a boost,


up to 200 units max. (Energy Centers can deliver recharge
up to 100 units.)

Shield Boost - This will give your ship’s shields a kick. By


getting shield powerups, you can get your shields up to a
maximum of 200 units.

Cloaking Device - Gives your ship cloaking ability for a


limited time.

Invulnerability - Makes your ship invulnerable for a


short time.

Extra Life - Gives you a bonus life.

Laser - Laser cannons have four power levels. The laser


powerup will give you the next available level.

Quad Laser - This powerup will modify your existing laser


system to fire four bolts instead of the standard two.

Vulcan Cannon - This weapon rapidly fires explosive-tipped


shells.

INTERPLAY
14
Vulcan Ammo - This gives you more ammunition for the
Vulcan Cannon.

Spreadfire Cannon - This fires a spread of energy at


your target.

Plasma Cannon - Fires bursts of supercharged plasma.

Fusion Cannon - Fires destructive blasts of energy directly


from the ship’s fusion reactor. Holding down the Fire key
will continue to charge the Fusion cannon until you release
it. Doing this can double the damage, but can also damage
your ship if you hold it too long.

Concussion Missiles - All-purpose dumbfire rockets. Come


singly or in packs of four.

Homing Missiles - Same size warhead as Concussion


Missiles, these are equipped with a tracking device that
can follow a target around most turns. Come singly or in
packs of four.

Proximity Bombs - These bombs are dropped behind your


ship, waiting to explode when something gets near. Can be
armed as a secondary weapon, or dropped directly by hit-
ting the default key “B”.

Smart Missile - When this missile detonates, it sends


tracking bomblets of heated plasma after the surrounding
targets.

Mega Missile - Stand back when you fire this


earthshaker.

INTERPLAY
15
DOORS
There are a variety of doors that can be found in the PTMC mines. Most can
be opened by either bumping into them or shooting them. There are some
though, that can only be opened if you have the appropriate access key.
Others can only be opened if certain actions are performed or the Reactor
is set to self destruct (i.e. the emergency exit). Hostage doors take several
hits to destroy, and there are also doors that are hidden.

RESUPPLYING WEAPONS
Throughout the mines are caches of missiles and vulcan ammo that you can
pick up to restock your supply.

INTERPLAY
16
MINE CENTERS
Energy Center - Designed for
“on the fly” replenishing of
robot’s power cells, it will
also recharge your own. (up
to 100 units).

Robot Generator - Automated


centers that determine a
mine’s needs and assemble
robots from surrounding min-
erals and metals. Very dan-
gerous.

Main Reactor - The power


generator of the whole mine.
Usually in a secluded place
away from day-to-day mine
mishaps.

INTERPLAY
17
HEADS UP DISPLAY

➉ ➈


1B
1A


➆ ➇ ➅
➁ ➂

1) Aiming Reticle 6) Ship status indicator


1A Primary weapons arming status
7) Enemy missile lock alarm
1B Secondary weapons arming status
8) Access key indicator
2) Primary weapons display
9) Current score
3) Secondary weapons display
10) Ships remaining
4) Weapons energy status bar
5) Shield energy status indicator

INTERPLAY
18
RECORDING AND VIEWING DEMOS

RECORDING A DEMO
Descent has a fully integrated demo recording and playback system that
lets you keep a permanent record of blasting your friends to pieces. This
recording will work in single or multiplayer games.

Press F5 anywhere in the game to start recording; press F5 again to stop


the recording. When you stop a recording, you’ll be prompted to enter a
file name.

If you press Esc at this dialog box, the


demo will not be saved.

VIEWING A DEMO
To view a recorded demo, choose View Demo
from the Descent Main menu. Highlight a demo
from the Select Demo list and then press Enter
or click a controller button to open that file. To
delete a file, highlight the file and then press
Ctrl + D.

During playback, the following keys


are available:

U Play S+W Fast reverse

V Stop S+X Fast forward

W Single frame reverse C+W Go to start of demo

X Single frame forward C+X Go to end of demo

The demos will record advancement from one level to the next; however, the
escape sequences will be skipped in playback.

Demo files are saved in the Descent subdirectory and have the file name
extension of .DEM. Demo (.DEM) files may be freely distributed.

INTERPLAY
19
CAPTURING SCREENS
You can capture (take a “snapshot”) of any screen in Descent by pressing
the Print Screen key while at that screen. Each screen you capture is
saved to a .PCX file in the GAMES\DESCENT subdirectory. When you press the
Print Screen key, your computer’s hard drive light will flicker momentarily to
indicate that it’s working to capture the screen; you will see an onscreen
message.

To view a captured screen, exit Descent. Then load a paint or draw program
and open the .PCX file you want to view. A screen is saved under the file
name SCREENxx.PCX (where xx = 00 or higher; e.g., SCREEN00.PCX,
SCREEN01.PCX, SCREEN02.PCX, etc.).

To view the screenshots, you need to exit Descent and then launch a paint
or draw program that’s capable of reading .PCX files or converting .PCX files
into another file type that can be used by the program. In some cases, the
paint or draw program will automatically convert .PCX files into a different
file type it can read. In other cases, you’ll need to convert the .PCX file to a
different file type before your paint or draw program can read it. Paint or
draw packages often come with a separate conversion program that lets
you convert a file from one type to another. If you need more details on
viewing the .PCX files captured in Descent, see your paint or draw
program’s user documentation. Look for details on reading or converting
.PCX files.

INTERPLAY
20
CUSTOM DETAIL LEVELS
Detail levels may be individually adjusted by selecting Options (from either
the Main Menu screen or hitting F2 while playing a game), and then
selecting Detail Levels. Custom settings can be made by choosing “Custom”.

Object Complexity: This affects the number of polygons used by objects


like robots, player ships, and other 3D objects. Lower values will increase
speed, but simplify the shape of many objects.
Object Detail: This determines at what distance an object changes from
flatshaded to texture-mapped details. Setting this slider to a lower value
will cause robots to be flat-shaded much closer.
Wall Detail: This option determines at what distance walls appear
flat-shaded vs. texture-mapped. It also affects the accuracy vs. speed of
the texture mapper. If you notice textures “sliding” or “jumping” a little in
the distance, this slider is set too low.
Wall Render Depth: This will change the maximum distance you can see.
Lower values will increase the speed of Descent, but will cause
flat-colored “walls” to appear in long hallways. These boundaries do not
affect weapons or other objects, only your visuals.
Amount of Debris: Changing this slider will determine how much debris is
made when robots explode. Setting this to a low value will make fewer
pieces in heavy combat.
Sound Channels: In addition to visuals, sound can have a minor effect on the
speed of your game as well. This slider will change the maximum
number of sounds that can be played at once.

INTERPLAY
21
NETWORK PLAY
NETWORK REQUIREMENTS
Descent is designed to run on a Novell network using the IPX protocol. To
use IPX protocol on your LAN-connected PC, you must be loading the
IPX.COM driver provided by Novell, in addition to lower-level drivers required
by your particular brand of network card.

To get optimum performance from network games, you should be connected


on the same local network so its packets can be routed directly without
intermediate processing by routers. If players are all on the same
sub-network, the router and servers will experience almost no load due to
the network game in progress.

SETTING UP A GAME
Descent supports up to 4 simultaneous network games on a single socket.
If you need to run more than four games on a single LAN, players can use
the -socket option to change to a different socket number
(i.e. C:>Descent -socket#). Descent uses a default socket number of
5100(Hex). The -socket option adds a value to this base, so “-socket 1”
would tell Descent to use socket 5101(Hex). You can use this option to avoid
socket conflicts with other network services if they arise.
To prepare for network play, select Multiplayer from the Main menu.

One of the players must select Start A Netgame Game from the Multiplayer
menu in order to select the parameters for the game.

Mission This lets you choose which mission file to use.

Description The description is the name that other people will see in
their Join A Network Game menu.

Level This can be any valid level for the mission you have loaded.
Play will begin on the level selected and can continue to the
other levels as play progresses.

INTERPLAY
22
Mode Mode determines what type of game will be played:

• Anarchy is a player-only battle to the death, where the goal is to


accumulate the most kills by killing up to 8 other players.
• Team Anarchy is the same as Anarchy, but in teams. The next screen
you see is the Team Selection screen. Team names can be modified in
the text boxes. To move a player to the other team, highlight his or her
name and then press Enter. Team 1 ships are blue while Team 2 ships
are red. Press Esc to accept the teams and start the game. This can be
played with a maximum of 8 players.
• Anarchy With Robots is the same as Anarchy, only there will be robots
in the game trying to kill any player they find. The goal is still to score
kills by killing your fellow players.This can be played with a maximum of
4 players.
• Cooperative Mode lets you team up with the other players to destroy all
the robots in the mine and complete the level. The goal is to get the
highest score by killing robots, rescuing the hostages and escaping the
mine after destroying the level Reactor.This can be played with a
maximum of 4 players.

INTERPLAY
23
Closed Game This determines whether or not other players will be allowed
into your game after it begins. If the Option box is checked,
only players that were chosen for play at the start of the game
are allowed in. Note: In a closed game, the starting players
are still allowed to leave Descent and rejoin at any time.

Difficulty This determines several factors, from robot awareness and


deadliness to time for mine destruction countdowns. The
farther the slider is to the right, the tougher the game
will be.

Once the parameters are chosen, the person starting the net game presses
Enter. This brings up a screen where the person who started the game can
select the players. As each network player selects your game from the Join
A Network Game screen, their names appear in the list. By default all play-
ers who want to join are selected; you can deselect a player by using the
Spacebar to clear the check-box next to his or her name. Once you’ve
selected the players you want for the game, press Enter to start the action.

JOINING A NETGAME
To join a netgame, select Multiplayer from the Descent Main menu and then
select Join A Network Game. This brings up a menu of currently active
network games on that socket. Below each game is listed the current level
number of the game, the number of people playing, and game status. Game
status can be one of the following:

• Forming - The person starting the game is still at the player selection
screen. There is still time to join in before the game starts.
• Open - The game is in progress but you can still join in because either the
game is not closed, or you were previously connected to the game and
can rejoin.
• Closed - The game was either started as a closed game so you can’t join,
or else there is already the maximum number of players in the game.
• Between Levels - The players in this game are rushing for the escape
tunnel. You cannot join a game that is between levels. If the game is
between levels, you can wait at the Join A Network Game menu until the
game mode changes to open.

INTERPLAY
24
If you leave a netgame for whatever reason, you can usually join in later
and resume your game. Although you lose accumulated items, you will
retain your ship color and kill count unless you have been gone long enough
for someone new to have taken your spot. Make sure you rejoin from the
same computer and use the same pilot name so the game can identify you
as an existing player.

The person who started the game is also free to leave and rejoin the game
at will; there are no special restrictions for this person other than setting
the initial parameters for the game.

NETWORK TROUBLESHOOTING
If you try to select Start A Network Game or Join A Network Game but get
an error message saying your IPX drivers are not loaded properly, make
sure your computer has a reasonable amount of low memory available.
Although Descent uses a DOS extender to avoid low-memory hassles, low
memory is still required for network buffers. Also make sure your IPX.COM
and other network drivers are being loaded properly. A good test is to make
sure you can log onto a network server, if one is available.

Another thing to try is using a different socket number. It’s possible that
some other application on your computer is using socket 5100h, which will
prevent Descent from opening its own network connection. Try large values
for the -socket option and see if this solves the problem.

Sometimes while playing a game you may receive a message box that says
your network card is missing packets from other players. This can be the
result of a slow network card, heavily congested network, or software con-
flicts in your system. If the message appears, you can rejoin the game and
try again, but the problem should not be ignored completely since it’s likely
to return. Here are some possible causes for dropped packets in your net-
work games:

• Too many players for a high-traffic LAN. Eight players is the maximum
number sustained by a high-quality LAN and fast computers. It is possible
that your LAN or computer configuration can only reliably support a maxi-
mum of four to six players.

INTERPLAY
25
• Bad LAN card. Some cards drop IPX packets even without heavy loads or
outside interference. If you suspect the LAN card of causing problems, try
switching that computer’s card with another card.
• Software conflicts. Other drivers that are running may cause problems
with the network interrupts. These conflicts may not be apparent when per-
forming other LAN tasks that do not use IPX or that have a built-in layer of
error-checking and repeating. Try disabling other unneeded drivers in your
CONFIG.SYS and AUTOEXEC.BAT to see if the problem goes away.
• Router problems. Playing the game between players on opposite sides of
a router can be a cause of lost packets and other delays. It is recommended
that the game not be played in this fashion since it creates a system load
on the router that can disturb other users of the LAN. If you continue playing
the game with an unreliable network connection due to one of these
problems, you are likely to see erratic behavior in the game even before an
error message is displayed.
NETWORK FEATURES
There are several features available to the network player that aren’t used
in a regular one-player game.

F6 Teammate ID Display - If enabled, this will show a teammate’s name if he


or she is in your sights. Press F6 to toggle this feature on and off.

F7 Kill List - You can turn on and off the kill list shown near the bottom of
your screen by pressing the F7 key. In Network Team games, this alter-
nates the display between Player Kills, Team Kills, and no kill display. In
cooperative games, the kill tally is replaced by score.

F8 Send Network Message - To send a message to other player(s) in the


game, press F8 and type in your message [press Enter to send it]. If you
begin the message with one or more characters followed by a colon (:), the
message will be addressed only to pilots whose names match the charac-
ters. For instance, if you want to send a private message to Scourge, you
would enter “Scourge: Your time is near!” If you entered “S: You’re dead!”
the message would be sent to any players whose name begins with the
letter “S” (e.g., Scourge, Stan, Sue, etc.) If no match is found, the message
will not be sent. In Team Anarchy mode, addressing messages to “1:” or
“2:” will send them only to Team 1 (BLUE) or Team 2 (RED), respectively.

INTERPLAY
26
Shift + F9 to Shift + F12 Record Taunt Macros - You can create pre-defined
taunts for your opponents using the message macro keys. To define or
redefine a macro, press Shift + F9 through Shift + F12, type in a message,
and then press Enter to save it.

F9 to F12 Send Taunt Macros - To send a taunt macro, press one of the F9
through F12 keys. The macros are stored on a per-player basis so you only
have to set them in your first game. Addressing messages to specific play-
ers using the colon (:) is available in macros as well.

NETWORK PLAY RULES


Some special rules apply to Multiplayer Descent games:

• When you fire a secondary weapon in a multiplayer game, a new powerup


of that type is created at random somewhere in the mine (this keeps the
total number of secondary weapons in the game constant). If you see a
weapon suddenly appear in front of your ship, consider yourself lucky!
Replacement powerups are also created when the effects of an Invulnerability
or Cloak powerup wear off. Concussion missiles are the only secondary
weapon not replaced. This replenishment does not occur in cooperative games.
• When you bring up menus in multiplayer games, the action does not stop
as it does in one-player games. While you’re viewing a menu, your ship
remains vulnerable to attack by other players. It’s a good idea to find a
quiet spot to hide in if you need to examine the Automap or reconfigure your
controls. If you are attacked while in a menu or if the reactor is about to
explode, the menu will automatically abort so you can deal with the problem.
• After you finish a level there may be a waiting period while other players
are trying to escape from the mine. No player is allowed to enter the next
mine until all have completed the current mine; this keeps players from
gaining an unfair advantage of finding powerups in the new level. If you
escape early in the countdown sequence, there may be up to a 60-second
wait for other players to finish, plus time for them to fly through the escape
tunnel and view the kill list. If you don’t want to wait around for the other
players to finish, you can leave the netgame by pressing Esc at this screen.
• Weapon powerups are single-use only in network games. This means if
there is only one Fusion cannon in the mine and someone else has taken it,
the only way to get it is to kill the person currently carrying it. When you
kill another player, the weapons they are carrying are ejected as powerups
for you to take.

INTERPLAY
27
MODEM/SERIAL GAME SETUP
DESCENT MODEM/SERIAL SUPPORT
Descent supports serial and modem play. All of the information relating to
network play also applies to modem and null-modem games, although the
procedure for starting new games is somewhat different since only two
players are involved. This section describes the ways in which the serial
version of the head-to-head game differs from the network game.

STARTING A GAME
All of the serial/modem options are available by selecting Multiplayer from
Descent’s Main menu, and then selecting Modem/Serial Game.

Before performing any func-


tions in the Serial Game menu,
both users should check their
COM settings to confirm that
they are correct for each
machine. Once the COM set-
tings are chosen, they are
saved for all future games.

Note: If you’re playing a game via a null-modem cable, both machines must
have the same baud rate in the COM settings menu. Modem games do not
require the same baud rate.

The COM settings should be self explanatory for those familiar with other
serial programs. If your machine has a 16450 UART, you should select a
baud rate of 9600 or 19.2K. The higher the baud rate, the better the game
will perform in serial mode. If you have a 16550 UART, you can select the

INTERPLAY
28
38400 baud rate settings
for optimum performance.
This selection only sets
the rate of communication
between the computer and
the modem if a modem is
being used. Even though
many modems do not sup-
port actual baud rates
higher than 14400, it is still better to choose a 38400 baud rate if your UART
will support it. This lets the program spend less time communicating with
the modem, thus improving the frame rate. If you’re unsure of the type of
UART your machine has, you can try selecting the 38400 baud rate option;
the program will tell you if it does not detect a 16550 UART.

Descent requires a modem that is capable of at least 9600 baud with an


error correction protocol (v.42 bis is preferable). Data compression is also
helpful, and should be enabled in the modem. The modem should respond to
a drop in the DTR control line by hanging up the modem. Fortunately, most
modern modems have these settings as their factory defaults.

If you receive good performance at 9600 baud or above when using your
modem for things like online services, no special initialization string should
be necessary to run Descent (ATZ should work). If your modem is something
more exotic, you may want to use the initialization string AT&F1 to reset the
modem to factory defaults; this setting should work great with Descent.

INTERPLAY
29
CONNECTING A SERIAL GAME
STEP1

Starting a game of serial Descent is a two-stage procedure. First, a link


must be established between two machines. There are two ways to estab-
lish this link: null-modem cable link or modem (and phone line). This is
accomplished differently depending on whether you’re using a null-modem
cable or a modem. If you are establishing a null-modem game link, both
players must select Establish Null-Modem Link from the Serial Game menu.
After the two computers have established a connection over the null-modem
cable, you will be returned to the menu and should have new options avail-
able to you. If the two machines fail to achieve a link, check the serial
parameters on both sides. The baud rate settings must be identical on both
sides for them to communicate properly. After establishing the null-modem
link, one machine is designated as the master and the other is the slave.
This is not visible from the menu; when you start a game, only one of the
two machines will prompt for the game settings to use.

If you’re establishing a modem link, one person must select Dial Modem
from the Serial Game menu and the other must select Answer Modem. The
easiest way to coordinate this is to decide before starting which side will
answer the modem; this person should select Answer Modem and wait until
the phone rings. After the modems connect, you will be returned to the
serial game menu and new options will be available to you.

STEP 2

The second phase of starting a modem/serial game is actually running the


game. This option is only available after you have connected via modem or
null-modem. If you do not see the Start Game option on your menu, make
sure your settings are correct and try again. The second line in the menu
(highlighted in blue) helps to confirm whether or not you are connected. If
the line reads Not Currently Connected, you must select one of the three
options (Establish Null-Modem, Dial or Answer) before you can start a game.

When selecting Start Game, one computer will wait for the other computer
to start. The other computer will be offered a menu of game options such
as Start Level and Game Mode. If a modem is being used, the person who
dials is also the one who selects the parameters. In the case of serial
games, the person who selects the parameters is randomly determined.

INTERPLAY
30
Once the parameters are set, both players will be placed in the mine and
the game begins. After the game is finished or when one of the players
decides to leave the game, both players are returned to the Serial Game
menu. Please note that the communication link is still active. If you want to
play another game - maybe with different settings or a different starting
level - just select Start Game again. If you want to hang up the modem or
release the null-modem connection, select Close Link.

DISCONNECTING A SERIAL GAME


Make sure you select Close Link or Exit The Serial Game Menu after you’re
done playing a modem game. If you don’t, the modem connection will remain
established with the other player (which could rack up quite a phone bill)!

MODEM GAME FEATURES


• You can send messages back and forth between players while connected
You can do this by selecting Send Message from the Serial Game menu (this
option is only available if a connection has been established). This is useful
if you do not have an extra phone line for voice communications during play
and you need to negotiate the terms of the game.

• Another feature is automatic notification of starting a game. If player A


selects Start Game but player B doesn’t, player B will be informed that play-
er A is ready and will be given the option of starting. If player B is not ready
to start, player A will be informed of this.

• A small phonebook is available from the Dial menu under the Serial Game
menu. This lets you store the names and phone numbers of your eight most
frequently called opponents. To edit the phonebook, go to the Dial menu and
select Edit Phonebook.

INTERPLAY
31
MODEM PLAY TROUBLESHOOTING
• If your frame rate is lower in modem games than in standard games, try
setting your baud rate higher in the COM setup menu. The lower the baud
rate, the more time the computer spends writing data to the serial port, and
therefore the slower the game’s frame rate. If possible, outfit your computer
with an improved 16550 UART which will enable COM speeds of up to 38400.

• If your program hangs with the message Waiting for Opponent displayed,
this may indicate a failure in the serial link (errors caused by using too high
a baud rate, interference with the null-modem cable, or uncorrected errors
in the modem connection). However, in many situations it is normal to pause
for a long time at this screen. One case where this happens is after a level
is completed. If one player exits the mine early in the countdown, the game
must wait until the other player has either escaped or has been killed
before continuing. Since the countdown timer is up to 40 seconds and the
sequence of flying through the escape tunnel can take several more sec-
onds, a wait of 60 seconds or more at this screen between levels is not a
sign of problems. On the other hand, waiting for the opponent at the start of
a new modem game or establishing a connection should be brief - a wait of
more than 10 seconds is a sign of problems.

• If you are getting numerous errors in the serial connection, the program
will inform you with an onscreen dialog box. This is a warning to you that
you are probably driving the serial hardware in your computer at too fast a
rate. If you continue without reducing the baud rate, there is a chance
important communications between the two players will be lost and the
game will behave erratically. Try reducing the baud rate in the COM setup
menu or adding an improved UART to your computer.

INTERPLAY
32
COMMAND LINE OPTIONS
The following DOS command line options can be used when loading Descent.
Type the command line after DESCENT and then press Enter to start the
game (e.g., DESCENT -CyberMaxx).

-CyberMaxx Enables CyberMaxx helmet display


-MaxxTrak <n>
Enables CyberMaxx head tracking via COM port n
-VFX Enables VFX helmet support
-VFXTrak Trak Enables VFX head tracking (VFX1.COM must be resident)
-VFXMono Enables monoscopic rendering for VFX helmet
-Volume <v> Sets sound volume to v, where v is a value between 0 and 100
-Socket <n> Changes IPX socket for network games; n is a value
-LowMem Lowers animation detail for better performance with low
memory machines
-Verbose Shows initialization steps for technical support
-NoSound Disables sound drivers
-NoMemCheck Disables memory requirement checking
-NoLoadPats Disables patch loading for Gravis UltraSound
-NoNetwork Disables network drivers
-NoSerial Disables serial drivers
-NoJoystick Disables joystick support
-NoMouse Disables mouse support
-NoDosCheck Ignores results of Dos version check. May be needed for
DR DOS users
-NoMusic Disables music; sound effects remain enabled
-NoCyberman Disables Cyberman support

INTERPLAY
33
QUESTIONS & ANSWERS
Regardless of your computer configuration, you should have no troubles run-
ning Descent. Just in case you do have some issues, here are some tips.

GENERAL PROBLEMS
Q: I have a Gateway 2000 P75. The colors in Descent are completely
screwed up. What do I do?
A: Do a hard reboot of your computer and go into your Bios Setup. Find the
“VGA Palette Snoop” option and disable it. This should fix the problem.

Q: Descent runs slowly on my machine, especially in large battles.


What can I do?
A: Try putting your detail level on a lower setting. Also try using F3 and +/-
to change the size of the game window. Also, lowering the number of avail-
able sound channels through the Options/Detail/Custom menus can help sig-
nificantly in large battles.

Q: I have a small game window and a low detail level, but Descent still
loads and runs slowly. What can I do?
A: Check your sound card settings by running the Descent Setup program.
Incorrect settings can cause significant slowing. To access the Setup pro-
gram, go to the GAMES\DESCENT subdirectory, type SETUP and press Enter.

Q: Why do the walls in my game seem to jump around in the distance? Why
do I get a colored wall in the middle of my tunnels?
A: This can happen when the Detail Level is set below the highest setting.

Q: My computer has 4 MB of RAM. How do I speed up the game and reduce


the hard drive access time?
A: If you have less than 8 MB of RAM, try running a disk cache (even as
small as 256k). This can help immensely. Also, load the game by typing
DESCENT -lowmem so you trade off animation detail for speed. You might
consider purchasing a memory upgrade; every meg of RAM you add will
increase performance.

Q: Why does Descent lock up when I run it?


A: It could be a sound card problem. Load the program by typing
“DESCENT -nosound”. Run the Setup program and make sure your card
settings are correct. If you don’t hear digital sounds or music when you test
them in Setup, try the Auto Detect Sound Hardware option. If this doesn’t
help, refer to your sound card manual for troubleshooting instructions or call
Interplay’s Technical Support.

INTERPLAY
34
Q: Why does my computer lock up during setup when autodetecting for a
sound card?
A: Due to hardware conflicts, autodetecting for sound cards is a risky
process. If you know the brand, port address, IRQ and DMA of your sound
card(s), you should manually configure these items. Lockups are also com-
mon when autodetection is used but no sound cards are installed.

Q: Why don’t I hear anything when I test my sound in setup?


A: There are several possibilities. You may have the wrong sound card
selected. You may have selected the incorrect port, IRQ or DMA settings. The
volume may be set too low in your sound drivers (or the volume slider on
the back of your sound card). Hardware conflicts or loose cables may also
be to blame.

Q: Why does the introduction music stop when I reach the Main menu?
A: You probably have your Music Volume slider set too low in the Options
menu. All Options settings are stored in your pilot file; when the game
identifies your pilot name, it lowers the volume to a level you may have
customized.

Q: Why doesn’t my joystick respond to the game?


A: Be sure you have Joystick selected in the Options/Controls menu, and
make sure the joystick is calibrated. If your joystick connects to your
sound card, make sure the joystick port jumper is enabled on the card.
Some soundcards have this disabled by default.

Q: Hey! Why did some of my powerups disappear?


A: Certain powerups will remove themselves from the game if they have
been around four or five minutes. This only happens to Concussion missiles,
Energy powerups and Shield powerups dropped by a dead player.

Q: Why does Descent act strangely when I run it under Windows?


A: Although Descent may run under Windows, it isn’t recommended. You will
probably get odd behavior and slowdowns due to timer conflicts. Gravis
Ultrasound users may get no sound at all under Windows.

INTERPLAY
35
Q: I have a Thrustmaster WCS hooked up with a joystick. When I use the
stick to fly and the A and Z keys to move forward and backward, I start
flying out of control. Why?
A: Because these devices intercept the keyboard signals, your ship may fly
strangely when you also hold down keyboard keys (like A and Z). If you
keep the WCS or FLCS on your system, it’s recommended that you use those
devices for throttle control and sliding, not the keyboard.

MODEM/SERIAL PROBLEMS
Q: Why does my game freeze during a modem/serial game and give me the
message “Waiting for opponent”?
A: This screen will appear if you’ve died in or escaped from an exploding
mine. If the other player is still flying there can be up to a 60 second delay.
However, if your game sits at this screen much longer, chances are some-
thing is wrong. Likely culprits: opponent is having technical difficulties,
interference with unshielded serial cables, loose cables, baud rate set too
high, or uncorrected errors in the modem transmission.

Q: Why are my modem games a lot slower than my normal one-player games?
A: Try using a higher baud rate in the COM Settings menu. If your computer
does not have a 16550 UART, you should consider getting one so you can go
up to 38400 baud when communicating with the modem. See the
“Modem/Serial Game Setup” section for details.

NETWORK PROBLEMS
Q: What do I do if I’m getting an error message stating that my IPX drivers
are not loaded properly?
A: First, make sure you have a reasonable amount of low memory available.
Although Descent uses a DOS extender to avoid low-memory hassles, some
low memory is still needed for network buffers. If this fails, make sure your
IPX.COM and other network drivers are loaded properly. A good way to test
this is to log on to a network server, if one is available.

Q: Why does my network game seem slow and unreliable?


A: Try using a different socket number. It’s possible that some other appli-
cation on your computer uses socket 5100h, which prevents Descent from
opening a proper network connection. Try large values for the -socket option
(like 32 or 100). Remember, your opponents will need to use the same
socket you do.

INTERPLAY
36
Q: What does it mean when Descent tells me my network card is missing
packets?
A: This can be a result of a slow network card, heavy traffic on the net-
work, or software conflicts in your system. If you get this message, you
can rejoin the game and try again. If the problem persists, one of the fol-
lowing could be to blame:

• Loose cables. Happens to the best of us. Check the plugs on the back of
your computer, specifically the ones running to and from your network card.
• Too many players. While eight players is offered as the maximum in
Descent, it’s possible that your LAN or computer configuration can only sup-
port four to six players reliably.
• Bad network card. Some cards drop IPX packets even without heavy loads
or interference. If you suspect your LAN card, try swapping it with one from
another computer.
• Software conflicts. Other drivers may be running that cause problems with
the network interrupts. These conflicts may not emerge when performing
other LAN tasks that either don’t use IPX or have layers of error-checking.
Try removing unneeded drivers from your CONFIG.SYS and AUTOEXEC.BAT.
• Router problems. Playing Descent with players on different sides of a
router may cause lost packets or delays. Playing this way is not recom-
mended because it creates a significant load on the router that may disturb
other LAN users.

Q: I tried everything to resolve my problem but I’m still stuck! Now what
do I do?
A: Don’t panic. Read through the Customer Support section on page 39.
Interplay’s Customer Support department is happy to help with any
problems you may have.

You may also find additional Trouble shooting answers in the readme.txt file.

INTERPLAY
37
CREDITS
Executive Producer INTERPLAY CREDITS Audio Director
Alan Pavlish Charles Deenen
Marketing &
Producer Package Design Additional 3D art
Jacob “Rusty” Buchert III Jerry Luttrell Michael J. Sherak
Line Producers Jim Veevaert
Raphael Hernandez Manual Design & Layout QUALITY ASSURANCE
William Church Ulises Gerardo
Director of QA
Manual written by Jeremy S. Barnes
PARALLAX CREDITS
Parallax
Assistant Director of Q.A.
Original Design Zina Powers
Jim Boone
Mike Kulas Raphael Hernandez
Matt Toschlog PC Technician
Music
Darren L. Monahan
Programming Jim Torres
Matt Toschlog Ken Allen Lead Tester
Mike Kulas Brian Luzietti Jason Suinn
John Slagel Larry Peacock
Testers
Che-Yuan Wang Freaks Productions: Raphael Hernandez
Mark Allender Scott McKelvey
Larry Peacock
Art & 3D Models Tim “Q” Wiles Rob Pardo
Adam Pletcher Leslie Spitzer Larry Smith
Steve Pendelton
Level Design Soundeffects
Timothy Mendivil-Knapp
Che-Yuan Wang Mike Reagan at
Matt Norton
Mark Dinse SoundDelux
John Werner
Jasen Whiteside Gregory Allen
Brian McInerny
Adam Pletcher Steve Lesh
Chris O’Connor Charles Deenen
Multiplayer Programming Audio Technology
Rob Huebner Human Machine
John Slagel Interfaces, Inc.
Sound effects Post Production By
Eric Brosius Charles Deenen
Greg LoPiccolo
Voice Director
Intro Sequence Text Michael McConnohie
Scott Bennie
Voice Editing
Josh White
Craig Duman
Adam Pletcher
Chris Borders
Parallax Testers
Soundeffects Supervisor
Mike Lake
Jacob “Rusty” Buchert III
Bryan Diller
Charles Deenen
Dave Beedy
Tim Skirvin

INTERPLAY
38
CUSTOMER SUPPORT
If you have any questions about this, or any other Interplay product, you can reach
our Customer Service/Technical Support Group at:
Interplay 16815 Von Karman Irvine, CA 92606 Attn: Customer Service. Customer
Service is available 24 hours a day through our Automated Customer Service system,
with a Customer Service representative available during normal business hours at
(714) 553-6678.
Please have your system information available, or better yet, try to be at your com-
puter. The more detailed information you can provide our support personnel, the bet-
ter service we can provide you.
If you have a modem, you can reach us at the following:
The Interplay BBS: We have a 24-hour, 7-day a week multiline BBS available for cus-
tomer questions, support and fixes. The number is 714-252-2822. Modem settings
are 300-28.8k Baud, V.32bis, V.42bis, 8-N-1. This is a free service.
America Online: You can E-mail Interplay Customer Support at IPTECH. To reach our
Customer Support board in the Industry Connection, press CTRL-K for “Go To
Keyword.” Then type INTERPLAY in the Keyword window. In addition to reading and
leaving messages, you can download fixes and demos from the “Software Libraries.”
CompuServe: We are available for IBM and compatible on-line support. We are locat-
ed in the Game Publishers B Forum, type GO GAMBPUB at any “!” prompt. Then select
“Section 4” for Interplay Productions. You can leave technical support questions
there. You can also download fixes and demos from Library 4 in GAMBPUB. The best
place for game play hints about our games is in the GAMERS forum. If you are not
already a CompuServe member, you can call CompuServe toll-free at 1-800-524-3388
and ask Representative #354 for a free introductory membership and a $15 usage
credit. For game play hints look in the Gamer’s Forum (GO GAMERS). Besides technical
support for Interplay products, CompuServe offers many other services, including
communications, reference libraries, hardware and software support, travel, games
and much more.
PRODIGY® Interactive Personal Service: You may send mail directly to us. Our ID is
“PLAY99B”.
Internet: You can reach Interplay with “[email protected]”. Many Interplay
demos and patches are available at Internet FTP sites.
To visit our World Wide Web site, point your browser to:
“http://www.interplay.com/”

INTERPLAY
39
LIMITED WARRANTY
INTERPLAY LIMITED 90-DAY WARRANTY
Interplay warrants to the original consumer purchaser of this computer software
product that the recording medium on which the software programs are recorded will
be free from defects in material and workmanship for 90 days from the date of pur-
chase. If the recording medium is found defective within 90 days of original purchase,
Interplay agrees to replace, free of charge, any product discovered to be defective
within such period upon receipt at its Factory Service Center of the product, postage
paid, with proof of date of purchase. This warranty is limited to the recording medium
containing the software program originally provided by Interplay and is not applicable
to normal wear and tear. This warranty shall not be applicable and shall be void if the
defect has arisen through abuse, mistreatment, or neglect. Any implied warranties
applicable to this product, including warranties of merchantability and fitness for a
particular purpose are disclaimed. Interplay disclaims all responsibility for incidental or
consequential damages
Some states do not allow limitations as to how long an implied warranty lasts and/or exclu-
sions or limitations of incidental or consequential damages so the above limitations and/or
exclusions of liability may not apply to you. This warranty gives you specific rights, and you
may also have other rights which vary from state to state.
Lifetime Warranty
If the recording medium should fail after the original 90-day warranty period has
expired, you may return the software program to Interplay at the address noted below
with a check or money order for $5.00 (U.S. currency), which includes postage and
handling, and Interplay will mail a replacement to you. To receive a replacement, you
should enclose the defective medium (including the original product label) in protective
packaging accompanied by: (1) a $5.00 check, (2) a brief statement describing the
defect, and (3) your return address. If you have a problem with your software, you may
wish to call us first at (714) 553-6678. If your media is defective and a replacement is
necessary, U.P.S. or registered mail is recommended for returns. Please send the
defective disk(s) only (not the box) with a description of the problem and $5.00 to:
WARRANTY REPLACEMENTS
Interplay 16815 Von Karman Irvine, CA 92606
Copying Prohibited
This software product and the manual are copyrighted and all rights are reserved by
Interplay and are protected by the copyright laws that pertain to computer software.
These disks are not copy-protected. This does not mean you may make unlimited
copies. You can back up the disk for your own personal use, but it’s illegal to sell, give
or otherwise distribute a copy to another person.
NOTICE: Interplay reserves the right to make modifications or improvements to the
product described in this manual at any time and without notice.

INTERPLAY
40

You might also like