User Guide
To save a game
. Saving a game puts a copy of your current game into the slot you select, overwrit-
ing any saved game that was in the slot previously. Go to the list of saved game slots, as explained
above. Move the pointer to an empty row of dots, or a game position you don’t mind losing, and
select that slot. (You can also select a slot from the keyboard by pressing the number corresponding
to the one you want.) When prompted, type any comments you have about this saved game—enter
anything you want, up to 32 characters long. Press
e
to return to the on-screen computer. Press
–
to return to the game.
To load a saved game.
Loading a saved game restores the game to the exact state it was in when
you created that saved game. To load a game, go to the list of saved game slots and move the pointer
to the slot containing the saved game position you wish to resume. Press joystick button #1, the left
mouse button or
e
to select that saved game. Press
e
to return to the on-screen computer.
Press
–
to return to the game.
To delete a saved game.
Deleting a slot clears out the saved-game data that was in that slot. To
delete a game, go to the list of saved game slots and move the pointer to the slot containing the saved
game position you wish to delete. Press joystick button #1, the left mouse button or
e
to select
that saved game. Press
e
to return to the on-screen computer. Press
–
to return to the game.
Note.
When you create a new character or load a saved game, your new choice replaces what was
your “current game” the last time you played. If you think you might want to return to your current
game position, save it before creating a new character or restoring an earlier saved game.
Mission Briefings
Immediately prior to every mission, you will be briefed about your objectives and available
resources on that mission. You may get information during organized briefings, when your character
discusses a mission with others prior to takeoff, or even when you’re already in space.
However you find out about the mission, you will usually learn about your objective, your naviga-
tion route and your wingman assignment (though some missions are flown solo).
Tactical Tip: Don’t bother writing down the details of your navigation route—this information is auto-
matically loaded into your ship’s computer.
IN THE COCKPIT
During a Wing Commander II campaign, you will fly several types of ships. Though each cockpit
has a slightly different arrangement, they all have basically the same screens and provide basically the
same information. A picture of each cockpit is provided to allow easy identification of controls and
gauges.
Viewscreen
The viewscreen provides a clear view of space directly ahead of you. A green circle with crosshairs
shows where your ship’s guns are aimed. Brackets indicate the position of a ship you currently have
targeted. Hostile ships have red brackets, friendlies have blue brackets. When other vessels communi-
cate with you, white brackets appear around them. When a target is locked (see Targeting System,
page 7), the brackets turn into a solid box.
Radar Display
The circular screen in every cockpit is a radar display. This display, divided into six sections, shows
how far you have to rotate to bring a target into your front viewscreen. Radar contacts are displayed
as dots. A dot in the outermost ring represents an enemy behind you; the center circle shows the
position of enemies ahead of you; and the four middle sections represent enemy positions alongside,
above or below you.
The color of each dot indicates what it is: red is for an enemy fighter, blue for a friendly fighter,
orange for an enemy capital ship, gray for a friendly capital ship, white for your carrier or home base
and yellow for a distress beacon (an ejected pilot or a data capsule or an enemy missile targeted on
you). In
VGA graphics mode, the shade of the dot indicates its range: the brighter the dot, the closer
it is.
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