********* Welcome to Project 64! http://project64.c64.org The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. If you would like to help by converting C64 related hardcopy documents to electronic texts please contact the manager of Project 64. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warrantee of the original document, if any, that may included in this etext. No other warrantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. Therefore if you read this document or use the information herein you do so at your own risk. ********* The Project 64 etext of SDI Converted to etext by Neil Tomlinson. ********* SDI --- NOW THE ODDS ARE EVEN --------------------- INTRODUCTION ------------ SDI - Strategy and Arcade at its best! This classic Sega arcade hit, in the true Ronald Reagan Strategic Defense Initiative style, tests your skills in both offensive and defensive warfare to the limit. It's all out nuclear war and your mission is to defend your country from enemy nuclear space weapons and save the planet from imminent catastrophe. SPECIAL FEATURES ---------------- * Single or multi-player modes * Offensive and defensive levels at each stage * Seven main tunes * Over 300 different sprites - animated deadly enemies which will collide with one another. COMMODORE 64/128 CASSETTE ------------------------- If you are using a Commodore 128 type the following: GO 64 then press RETURN Y then press RETURN. Plug a joystick into Port 2. Hold down the SHIFT key, then press the key marked RUN/STOP. Game Controls ------------- The player controls both satellite and cursor; pressing fire will aim a laser from the satellite to the current cursor position. When using a joystick or keyboard both satellite and cursor respond to normal joystick movement. If the fire button is pressed the cursor only will move and lasers will fire. SDI may also be played as a team game, one player moving the satellite using keyboard, and a second player controlling the cursor and laser with a joystick. Control Options From the title screen press SPACE to return to option screen. The keyboard controls are as follows: Q - Up O - Right A - Down I - Left P - Fire SPACE - TOGGLE MOVEMENT (Satellite/cursor) F1 - One player game F2 - Two player game Run/Stop - Pause Q - Quit (when paused) Joystick Control ---------------- Use the joystick, without pressing the fire button, to move both the cursor and satellite. Use the joystick, when pressing the fire button, to move the cursor only and fire the lasers. The screen displays both players and lives remaining - in a two-player game the relevant "1-Up" or "2-Up" will flash to show which player's turn. The damage bar at the bottom of the screen relates to damage to your space station. If the bar fills up completely the game will end. There are 12 levels in S.D.I. during which you will face waves of enemy and enemy base missiles, satellites and fighters. If at any time during an offensive half you allow any enemy craft to penetrate your defences you must play a defensive half. At the end of each offensive half you will receive a report on the results of that half: a perfect score will be rewarded with 20,000 bonus points (and a dancing duck!). During play you will also come across satellites bearing bonus pods: BLUE - Extra speed when moving Satellite RED - Multiple cursors (up to 3) YELLOW - Extra fire power (bigger explosions) To collect the bonus pods shoot at them to release them, then steer your satellite into the pod before it leaves the screen. © Sega © Activision Inc. The Hit Squad, P.O. Box 350, Manchester M60 2LX