Ghost Fleet © 1983 Fabris, Robert.
Destroy the advancing fighter ships. Don't be too trigger-happy, for if they are beyond weapon range they don't count. The closer they are the more they count, but be careful! Bombs have a blast radius! Don't detonate them too close! Half of them are cloaked! You will have to rely on your audible radar.
JX(1) left or right will fire a 'Torpedo Bomb'. These are NOT refillable UNLESS you score the minimum of 1,000 points in that round. To fire your 'Laser Guns', just squeeze the trigger! To refill the 'GUNS', just pull back on the joystick [JY(1)=-1] JUST AFTER the stars appear and BEFORE the next ENEMY ship appears. This is the ONLY TIME you can refill either your 'GUNS' or your 'SHIELDS' during round play. EVERYTHING gets refilled when you make >999 points in the round! To refill your 'SHIELDS', push your joystick FORWARD [JY(1)=1]! This game has an AUTOMATIC 'Black-out' feature in case you leave it running. To restart the game just squeeze TR(1)!
Published in
Arcadian 5, no. 7 (May 6, 1983): 107, 111. (Original Printing)
Arcadian 5, no. 9 (Jul. 22, 1983): 144-145. (Program Analysis, Part 1)
Arcadian 5, no. 12 (Oct. 24, 1983): 181-182. (Program Analysis, Part 2)
The object is to score 1,000 points per round by destroying enemy ships. | |
Guns | |
When Enemy is too far away (Out of Range) - 0 points | |
When Enemy is not too close - 100 points | |
When Enemy IS too close - 75 points | |
Bombs | |
When Enemy is NOT too close - 100 points | |
When Enemy IS too close - 50 points and loss of a SHIELD unit | |
GAME OVER is when you get a negative score for a round OR if you fail to get 1000 points in any round! |
Programmer: Ken Lill