<[=---------------------------------=]> | GATO Documentation | <[=---------------------------------=]> <[=---------------------------------=]> | Uploaded by | | [] The Wizard //e [] | <[=---------------------------------=]> <[=---------------------------------=]> | Distributed On: | | | | The Outpost 312-441-6957 | | The South Pole 312-677-7140 | | The Proving Grounds 415-526-0889 | | The Proving Grounds 612-645-7132 | | The Underground II 714-929-0935 | | | | The Mines of Moria 713-871-8577 | | 713-871-9121 | | | <[=---------------------------------=]> <[=---------------------------------=]> | A T-Men & Wareforce Production | <[=-----------+----------+----------=]> | (c) 1985 | <[=--------=]> <[=---------------------------------=]> | Cracked by | | | | The Warezird - Rackateers | <[=---------------------------------=]> <[=---------------------------------=]> | Introduction & Operating Info | | Part 2 | <[=---------------------------------=]> +---------------+ | Introducation | +---------------+ GATO is a real-time simulation of a World War II atack submarine. All objects (ships, island, torpedoes) are tracked simultaneously with an accuracy greater then one ten thousandth of a unit in an area of 500 million square units. "Three Dimensional" object perspective provides depth of field may evade and flee - or attract the sub - if you are detected. Each mission begins with a coded radio message assigning your objective: an enemy convoy or fleet to intercept, te position of friendly forces needing rescue or resupply, or a coastal position for landing a spy or commando unit. Then, you are shomewhere in your patrol area in the Pacific - and you are on your own! The success of your mission, and the safety of your submarine and its crew, are in your hands. You will navigate the submarine in a patrol area divided into 20 quadrants, some of which contains islands, as shown on your Patrol Area Chart and Quadrant Chart screens. Your primary strategic objective is to efficiently complete as many missions as possible with the supplies your carry on each patrol. YOu may choose to recieve your next mission assignment message at any time. You may set the level of technical difficulty, and chance will play some small part at critical moments. But the main factor for the success is the captain's skill operating and navigating the submarine to achieve mission objectives, using radar, charts, and all the other realistic GATO-class sub capabilities. You learn and use the strategic, tactical, and operations skills of a GATO-class submarine captain to win. Your record of enemy tonnage sunk is automatically entered in the Captain's Log and can be saved for future games. It all goes into your efficiency rating at COMSUBPAC - Commander Submarine Force Pacific Fleet - If you return from your mission... +-----------------------+ | Operating Information | +-----------------------+ +--------------------+ | Keyboards/Joystick | +--------------------+ Before starting the game, set the Caps Lock key so that all the letters are in CAPITALS. You only need to press a key once to activate its function. If you have a joystick hooked up to your computer it will be active automatically. See Part 1 for keyboard and joystick operating instructions. +---------+ | Screens | +---------+ There are 3 introductory screens (the title screen, author/copyright screen, and main menu), and 9 game screens (date inquiry, game control parameters, mission assignment, main control screen, chart, quadrant, radar, damage, and captain's log). Date Inquiry: Ships sunk will be logged with the month and day that you enter here. The year will always appear as 1943. Game Control Parameters: (GCP) This screen appears after the Date Inquiry; It may also be selected during play by pressing the [TAB] key. 1. Level of Difficlty - (0 to 9, 0 = Easiest; 9 = Most Difficult) Ship Traces show on quadrant charts at difficulty level 5 or lower, and on patrol area chart only at the levels less then 3. At levels about 7 the Morse code message is not printed and you can only listen (it helps if you know Morse code) 2. Sound On/Off - (1 for shound, 0 for no sound) 3. Time of Day - (1 for day, 0 for night) 4. Player Number - (1 through 4. This is NOT the answer to "How Many Players?" but to "Which number player is up next) Up to 4 players are allowed - one player at a time. Each player should be assigned a number (1 through 4). Each time a player completes a mission (or is sunk), the next player "up" must enter the GCP [TAB] to "log on" his/her player number. The program then assigns that player a seperate Captain's Log for tallying scores. 5. Reset Captain's Log - Erases the scores in the low for whichever number player is shown in #4. Each player's Captain's Log is automatically reset when that that player is sunk...it goes down with the ship. Mission Assignment: Messages are assigned at the beginning of each game or at the request of the player (press M). A message is "recieved" in Morse code and printed on your screen on letter at a time as it is being deciphered. Should you perfer to recieve the message quickly, turn the sound OFF, and the message will appear on the screen all at once. Main Control Screen: The main screen shows the submarine instrument panel, with the view from the bridge or through the periscope. Crosshars will appear when the periscope is up. +------------------------------+ | The Instrument Panel Display | +------------------------------+ Depth: Down to 399 feet, as measured from the sub's deck. The guage stops when the sub goes beyond this depth (although the radar screen will show acutal depth reached), and the sub will be crushed due to pressure if depths below 399 are maintained for more then a few seconds. Speed: Between 0 and 20 knots, or nautical miles, per hour (1 nautical mile - 1.15 land miles. Heading: Present course in degrees (magnetic compass bearing). the subs direction is due North at a heading of 0 degrees, due East at 90, due South at 180, and due West at 270. Fuel: Remaining diesel fuel in tons. A flashing light will show when the fuel level is critically low. Batt: Currect charge of batteries for electric motors. A blinking light and beeping sound indicate when the battery charge is dangerously low. Charging: A light indicates that the batteries are charging. O2: Remaining air (breating oxygen), which is used at a constant rate when the sub is below 20 feet. A triangular pointer slides up and down to show the amount of air in the tanks. Torpedoes: The number of torpedoes remaining. A circular light indicates that the outer torpedo doors are open. Square indicator to the right show shich torpedo tubes (1 to 4) are ready to be fired. Power: Shows current mode of propulsion, either ENGINE or BATT, or that the diesel engines and electric motors are OFF. Damage: A light indicates that the submarine has sustained damage. When you sustain new damage a beep will sound. Press the [D] key for a damage report. +----------------------+ | Submarine Operations | +----------------------+ The submarine itself is run with the controls described below. Speed: Number keys 1,2,3,4, and 5 set forward speed. 0 stops the engines or motors. Your actual speed depends upon whether you are using diesel or electric power, as well as damage conditions and drag from open torpedo doors and raised periscope. 9 reverses engines. Power: YOu may switch between electric ([B]attery) and diesel ([E]ngine) power by pressing the [B and [E] keys. You have a much greater range and speed while using diesel power, but you cannot run the diesel engines at a depth below 20 feet. If you don't switch to electric power when diving below 20 feet, power goes off. If that happens, turn on the electric motors, press a speed key, and center the drive planes. With each increase in speed, especially when submerged and under electric power, and even greater increase in drag occurs and battery or fuel consumption increases dramatically. (Silent running nderwater is possible only at 1/3, with low noise at 2/3 speed.) Periscope: The [^] and [6] keys send the periscope up and down respectively. When the scope is up a crosshair appears in the middle of the screen. You can use the periscope at depths of 0 to 45 feet. You may look in the different directions, Forward, Port (left), Starboard (Right) and Aft (backward), by typing the firest letter of each of thses directions. (The scope view is 90 degrees wide and each command turns the scope 90 degrees. Torpedoes: Before firing a torpedo (which is done with the X on the keyboard or button 0 on the joystick), you must open the outside torpedo doors by pressint the [T] key. A light indicatesthe doors are open (Your speed will then diminish slightly due to an increase in drag.) To close the doors press the [T] key again. (At great depths doors will not open due to pressure.) You begin with a supply of 24 torpedoes. After each torpedo is fired the number in the square indicator disappears and the tupe is temporarily out of commission until the crew in the torpedo room can reload it. The number reappears in the square indicating when each of the 4 forward tubes is loaded. Torpedoes travel at a speed of 60 knots and can take several seconds to reach the target, so you must aim ahead of moving ships at long range - and, of course, the periscope must be turned forward. The vetical crosshair is aligned on the target by using left or right rudder. (The horizontal crosshair never moves. It is used for range estimates.) At low difficulty levels you will usually sink the enemy ship with one torpedo hit, if not, his speed and maneuverability will be reduced. Oxygen: The oxygen supply is used at depths below 20 feet. When you surface and turn on the diesel engines, the air compressor starts automatically and refills the tanks within a few minutes. Damage Report: The sub's damage can be checked by pressing the [D] key ([D]amage). The affected area will be highlighted in red on the sub diagram and a trouble light will appear next to the name of the damaged are on a checklist. Damaged submarine functions are crippled or rendered useless. There are certain areas which are more critical than others such as the control room, torpedo room, or the bridge. When heavy damage accumulates, chances of survival are slim, and you should return to the subtender for repairs. +------------+ | Navigation | +------------+ Navigation and game control are accomplished with the following functions. Radar: Radar (the [R] key) shows the relative angle and range between the sub and other objects such as ships and islands. Ships are tracked as single dots which move acress the radar screen, and islands are displayed as circles. The top of the screen shows what is in front of you, what is on the right of the sub, and so on. The sub's radar has a range approximately 10 percent londer than that of the periscope or visual sighting from the conning tower. the radar schope is positioned atop its own mounting tube and may be used to a maximum depth of 45 feet. To clear the radar schope press the R key. Press the [Space Bar] or any unused key to return to the main program. (You may fire torpedoes, dive, or surface while using radar.) Remember, both you and the other ships may be moving. Chart of Patrol Area: The patrol are chart (the C key) displays your position (in blue dots) and traces your present course witin the entire patrol area. It is most useful to see which quadrant you are in and how deep you are into enemy territory, as well as island posittion and general patrol area geography. the subtender (in blue) and enemy ships (in red) are also displayed at game difficulty levels less than 3. Press C again to clear your trace. Press any unused key to return to the main screen. Quadrant of Operations: The quadrant chart (The Q key) traces your position an course in the quadrant where you are currntly located. (Allow at least ten points to be plotted if you want an accurate course trace.) Subtender and enemy posi|ions are shown at a game difficulty level of 5 or lower. the position of any island is alos shown. Shoals and reefs are indicated by a dotted red line. The chart changes automatically when the sub moves from one quadrant to another. Press Q agaon to clear your trace. Press any unused key to treturn to the main screen. Mission Assignment Messages: Pressing the M key brings a new mission assignment message. This is normally done when your current mission is complete, but you may call for a new mission at any time. The patrol are will change accordingly. Messages are preceded by the leve of classification, and the Date Time Group (DTG). This DTG gives the day of the month (entered at the beginning of the game), and Zulu tim (Greenwich Meant Time, Greenwich, England). Islands: Take care when approaching islands. If you get too close you may run aground on a shoal. In that event, you will drift free on the tide in a short time. Reverse engines to back away from the island (hold 9 key down until off of shoal) before going forward on a new course Damage Repair and Resupply: When you have accumualated significant damage or are low on supplies, you should return to the allied subtender, which cruises among four allied-controlled quadrants (1,2,6, and 7). When you approach, the subtender's speed will decrease to about 3 knots. Once you are close enough, and parallel course and speed, damage will be repaired, torpedoes replaced, and fuel tanks refilled. Do not shoot your own subtender! YOu will have no way of resupply, and it will get you in hot water with COMSUBPAC!!! Captain's Log: Use the L key to display the Captain's Log - the record of each ship sunk and the toal tonnage accumulated for all the sub's missions since the log was last cleared. The log is not reset when you begin the game, so you may continue to play where you last left off (unless you were sunk). You may clear the Log with the game control. The Log is also cleared when the list of known enemy ships is exhausted. Press any unused key to return to the main routine. (The program pauses when you display the Log.) +--------------------+ | Beginning the Game | +--------------------+ When you have recieved your first mission assignment and have pressed a key to begin, you will see the main screen with the instruments indicating full supplies and zero depth, speed, and bearing. You will be in a friendly quadrant, usually quadrant 7, which you can verify by pressing the [C] key to view the patrol area chart. The sub and (at difficulty levels less than 3) the subtender will be plotted as blue dots on the chart. Enemy ships will be plotted in red (at level 2 or lower). The patrol are is divided into 20 quadrants. Of these, 1,2,6, and 7 are occupied by allied forces. Quadrants 11 and 16 are relatively nuetral. Enemy ships are not often found there. These of the are is dominated by the enemy. Your missions are to infiltrate this region to cut off enemy supply lines, rescue and resupply allied forces, and perform reconnaissance and espoinage support. Use the chart to determine the courese necessary to reach your objective, and use the main screen display to monitor your use of the controls as you set the sub in motion on the proper course. Use the charts to track your progress until the objective is in view. <[=---------------------------------=]> | Command List - Part 1 | <[=---------------------------------=]> +----------------------+ | Main Menu Selections | +----------------------+ +----------------------+ | | | 1) Normal Play | | 2) Demonstration | | 3) History | | 4) Exit | | | +----------------------+ Selecting NORMAL PLAY begins the GATO game. A DEMONSTRATION is displayed illustrating how GATO is played and will keep playing until you press ESC to quit. It is possible to turn the sound OFF during the demo by pressing S. The HISTORY selection will give you a brief description of the GATO class of submarine, its specifications and function during World War II. EXIT will take you out of the GATO program. Note - After exiting GATO it will be necessary to turn off the computer or reboot another program. +-----------+ | Keys List | +-----------+ +--------------------+ +---------------------------+ | Speed Keys: | | Depth/Heading: | +--------------------+ +---------------------------+ | | | | | 1) All Ahead Flank | | [Up Arrow] - Surface | | 2) A Ahead Full | | [Down Arrow] - Dive | | 3) All Ahead 2/3 | | [<=-] - Left Full Rudder | | 4) All Ahead 1/3 | | [-=>] - Right Full Rudder | | 5) All Ahead Slow | | [ - ] - Center Rudder and | | 0) All Stop | | dive planes | | 9) All Back | | | +--------------------+ +---------------------------+ +----------------------------------------+ +---------------------------------+ | Power | | Torpedoes | +----------------------------------------+ +---------------------------------+ | | | | | [E] - Engine (Diesel) | | [T] - Open/Close Torpedo Door | | [B] - Battery (Electric below 20 Feet) | | [X] - Fire Torpedoes (or switch | | | | 0 on the Joystick) | +----------------------------------------+ +---------------------------------+ +------------------------------+ +-------------------------------+ | Periscope | | Screens | +------------------------------+ +-------------------------------+ | | | | | [^] - Up Periscope | | [C] - Chart of Patrol Area | | [6] - Down Periscope | | [Q] - Quadrant Chart | | [F] - Forward View | | [L] - Captain's Log | | [A] - Aft View (Rear) | | [D] - Damage Report | | [P] - Port View (Left) | | [M] - Mission Assignment | | [S] - Starboard View (Right) | | [R] - Radar/Clear Radar Scope | | | | | +------------------------------+ +-------------------------------+ +----------+ | Joystick | +----------+ +-------------------------------------------------+ | Surface While Surface Surface While | | Turning Left Turning Right | | + + + | | | | | | | | +--------+ | | Left Rudder | Center | Right Rudder | | | Rudder | | | + | Dive | + | | | Planes | | | +--------+ | | | | | | | | + + + | | Dive While Dive While | | Turning Left Dive Turning Right | +-------------------------------------------------+ +------------+ | Other Keys | +------------+ [TAB] - Gave Control Parameters (sets difficulty level, +ter the password... type in JYTR and press [RETURN]. You will now be asked to enter coordinates X,Y. For an explanation of how to plot these coordinates see the illustration below. 20,000 +-------------+------------+------------+------------+-----------+ | 16 | 17 | 18 | 19 | 20 | | | | | | | | | | | | | 15,000 +-------------+------------+------------+------------+-----------+ | 11 | 12 | 13 | 14 | 15 | | | | | | | | | | | | | 10,000 +-------------+------------+------------+------------+-----------+ | 6 | 7 | 8 | 9 | 10 | | | | | | | | | | | | | 5,000 +-------------+------------+------------+------------+-----------+ | 1 | 2 | 3 | 4 | 5 | | | | | | | | | | | | | 0 +-------------+------------+------------+------------+-----------+ 0 5,000 10,000 15,000 20,000 25,000 The X coordinate is represented by the 5 Quadrants illustrated at the botton of the Chart and numbered 0 to 25,000 (from left to right), each quadrant having a value of 5000. The Y coordinate is represented by the 4 Quadrants illustrated at the left of the Chart and numbered 0 to 20,000 (from bottom to top), again, each quadrant having a value of 5,000. You do not have to tel the system where you are, just where you want to be. For example, if you are in Quadrant 1 (as seen fromthe Chart screen), and want to get to the uppter right hand cornder of quadrant 8...press [Z], enter the password [JYTR] and press [RETURN], enter the X coordinate [14,500], and the Y coordinate [9,050] (typed in as: 14500,9050), and press [RETURN]. The Chart will now show you postioned in your new location. You may choose any number from 0 to 25,000 for X, and any number from 0 to 20,000 for Y. Numbers higher than those specified for X and Y will not be accepted; if you make a mistake the system wil give you another blank field to enter the correct coordinates. It will take some time to orient yourself on the Chart so keep experimenting - you'll get it down in no time. Oh yes...if you try to use the RSD function to escape an enemy who has you spotted with sonar...forget it! You got yourself into that mess, you'll have to figure a way out of it... the hard way. +------------------+ | Morse Code Table | +------------------+ [A] . _ [0] _ _ _ _ _ [B] _ . . . [K] _ . _ [S] . . . [1] . _ _ _ _ [C] _ . _ . [L] . _ . . [T] _ [2] . . _ _ _ [D] _ . . [M] _ _ [U] . . _ [3] . . . _ _ [E] . [N] _ . [V] . . . _ [4] . . . . _ [F] . . _ . [O] _ . [W] . _ _ [5] . . . . . [G] _ _ . [P] . _ _ . [X] _ . . _ [6] _ . . . . [H] . . . . [Q] _ _ . _ [Y] _ . _ _ [7] _ _ . . . [I] . . [R] . _ . [Z] _ _ . . [8] _ _ _ . . [J] . _ _ _ [9] _ _ _ _ . ------------------------------------------------------------------------------ MINES OF MORIA 1985 871-8577 & 871-9121 "Houston's finest board..." ------------------------------------------------------------------------------