---Cover
CAMPAIGN VERSION
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Contents
Inside this Package P2
Machine Platform P2
1. Firstly...
1.1 What is Daisenryaku II Campaign Version? P3
1.2 Introduction P3
1.3 Basic Terms P4
1.4 Ground Types P6
1.5 Alliance P8
1.6 Surface Unit P8
2 Boot the Game
2.1 Before Booting the Game P9
2.2 Controls P10
2.3 Boot the Game P11
2.4 Load Data P11
2.5 Game Setting P12
3 Controls During the Game
3.1 Command Flow P15
3.2 Entire Order Commands P16
3.3 Option Menu P20
3.4 Setting Menu P22
3.5 Action Commands P23
4 Rules during Game
4.1 Rules about Production P26
4.2 Rules About Troops P27
4.3 Rule about Fuel All (Supply All) P28
4.4 Rules about Moves P28
4.5 Rules about Battle P29
4.6 Rules about Supply P31
4.7 Rules about Change of Arms P32
4.8 Rules about Transports (e.g. mounting) P32
5 Utilities
5.1 Boot of Utilities and Their Roles P35
5.2 Editing Original Production Types P36
6 Challenge Campaign Game
6.1 Boot Campaign Game P37
6.2 Differences to Standard Game P38
6.3 Leftover Troops P39
6.4 Placing Troops Again P40
7 Map Editor
7.1 Boot Map Editor P41
7.2 Map Editor Screen P41
7.3 Map Editing Basic Procedure P42
7.4 Function Commands P43
8 Finally P44
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Inside this Package
(Translator's note: those unavailable with English version are omitted)
A Daisenryaku II Campaign Version contains following.
Please check.
- System Disk
- Data Disk
- This user's manual
- Reference manual (not available yet)
Machine Platform
Required Hardware
- MSX2, 2+, or turboRs with VRAM 128KB or more
3.5 inch 2DD disk drive is necessary.
- A blank disk (as user disk)
Pana Amusement Cartridges from Panasoft is also supported.
- Joypad (almost all operations are joypad-supported during the game)
- Monitor with RGB (SCART) or video input
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1. Firstly...
1.1 What is Daisenryaku II Campaign Version?
Dansenryaku (Grand Strategy) II is called a simulation game. A term "simulation" has definitions like "act of imitating" and "fake". Then, what sort of game is Daisenryaku II Campaign Version?
Try to liken this to chess. Firstly, chessboards correspond to maps with various grounds. Pieces like pawns and queens are equal to weapons like F14 Tomcat and Leopard2. A bishop can move diagonally but not vertically nor horizontally. A tank may move over a land but cannot enter sea. Speaking of the goal, you take enemy king in chess and occupy enemy capital city in Daisenryaku (this part is exactly a chess feel).
How is it? In one way of thinking a Daisenryaku can be said a chess made more entertaining (or complicating?).
Reflect on given various factors and data in your way, decide each actions, advance int the game and reach the goal. Here it can be said about simulation games that while goal is fixed, the processes to reach there are diverse according to each players. Also, even a single person can take different actions (you can call this part as '"senryaku" in Daisenryaku) and play styles - isn't that one of the fun which simulations alone can give? We are curious what you might think... give you answer by playing this.
1.2 Introduction
A Daisenryaku II Campaign Version is an war simulation game as an upgraded SUPER Daisenryaku, our former product. You as player becomes a commander of one nation, utilize various modern weapons and win victory over nations of computers and other players as your goal.
A player produce weapons over income taken from his or her cities, win over battles with troops from other nations and increase his or her cities. More you get the cities then more your income, so you can get many high-powered weapons and at last you'll be able to advance to enemy capital cities to let your enemies surrender.
Also, in campaign mode which is supported from this version, you accomplish 8 serial missions to rule over the enemy stronghold resident in final map as your goal.
There are following conditions to for a game to end.
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1) When you occupy enemy capitals
If you occupy a capital then the its nation will automatically surrender. In this case player wins.
2) When all enemy units are destroyed
Also if you destroy all enemy units, enemy nation will automatically surrender. In this case player wins.
3) When computer occupies all human nations
On the contrary, if a player has his or her capital occupied, the he or she is automatically regarded as surrendered. In this case player loses.
4) When 200th turn arrives
If 2 or nations exist on a map even when 200 turns are gone, then game ends there. In this case game is draw.
5) When all humans surrender
If situation is hopeless and you feel no more need in effort to continue the game, you can surrender. However, this is not possible before 10th turn. When this occurs, player loses.
1.3 Basic Terms
-1- Map
A battle field where game takes place is called a map. An overall view of a battlefield is called full map, while where player actually plays the game is called view map. And a view map is composed by hexagonal indexes (hexes).
-2- Hex
A hexagonal index which compose a view map is called a hex. Hex is a smallest unit which indicates terrain and distance, and affect unit moves and battles.
Hex was invented as a means to separate battlefields in war games. Before the coming of hex, it was done with square columns, but it had a drawback of inaccurate distance indication between diagonal moves and vertical/horizontal moves. Hex solved this.
-3- Unit
A troop controlled by a player is called an unit. An unit represents a group of weapons and personnel used in each part of the world, and contains various abilities in respect of moves and combats. Units belong to land units, aviation units and surface units as major genres.
(1) Land Units
Weapons or personnel units used for land combat are called land units. They include tanks, armored vehicles, anti-air fire vehicles, transport vehicles, supply vehicles and various infantries.
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(2) Aviation Units
Weapons unit used for aerial combats are called aviation units. Aviation Units. They include fighters, fighter-bombers, assault planes, assault helicopters and transport helicopters.
(3)
Weapon units used for sea battles are called surface units. They include 4 types of units, destroyers, airplane carriers, helicopter carriers and transport ships, first seen in Campaign Version Daisenryaku II.
-4- Phase
Each countries in a map processes their phases in order of Blue, Red, Green then Yellow. Period time you were passed a occasion from former nation to the time you pass to next nation is called a phase. All productions and actions take place here. For example, your (of the one who is playing the game) is called a player phase.
-5- Turn
Phases of all nations, which means 4 phases begin and end, and then return to first nation. This whole process is called a turn. A passing of 2 turns means every nations had processed 2 phases so far.
-6- National Area
Areas 5 hexes afar or closer to capitals are called national area. Within this area, You can do productions in capitals, cities, airports, harbours and hexes close to capitals.
However, you cannot produce if those hexes are occupied by enemies. Also you cannot produce in mountain, river or sea hexes.
-7- Military Finance
Military finance is money you need to produce, supply and recover your troops. Military finance is gained from your own capitals and cities. Therefore, if you increase your cities then military finance will increase accordingly.
Military finances will be calculated and collected automatically in beginning of each turns. You can freely set amount of military finance you can get from one city within value of 0 to 100. However, the income from a capital is fixed at 300. Also, you cannot produce troops over the limit of military finance. And, military finance you did not spend within 1 turn will remain until next turn.
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-8- Zone Of Control
Each troops hold control power over hexes next to their residential hexes. If an enemy enter into these hexes, it will stop in those hexes even if they have remaining moves. This is called ZOC.
1.4 Ground Types
(Translator's note: names do not match with those shown at ground defense ratio table, P20)
-1- Capital
An important terrain which is unique for each nations. If an enemy occupies here you are lost. On the contrary, you can win victory by occupying enemy capital.
You can produce troops which act on land in capital and surrounding hexes. Also land units can supply and recover at capital. Moreover, capital is one of the grounds superior at attack and defense.
-2- City
Cities are necessary to get military finance. Military finance is decided by number of cities you occupied. Also, if it is within national area and occupied by you, then you can produce, supply and recover your land troops. If it is out of national area production is not possible, but supply or recover are possible. Defense can be ranked as good.
-3- Airport
You can change arms, supply and recover aviation troops here. If it is within national area, you can produce aviation troops.
-4- Harbour
You can supply surface units or recover hit points (page 8) of ships. In harbours within national area, you can produce surface troops.
-5- Fortress
A ground with superb defense. Use wisely. It has no nationality so you cannot occupy one.
-6- Road
Paved road. A ground which costs lowest fuel,
and where any land troops can move fastest.
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-7- Flatland
A almost flat land, where most land troops can pass over with same amount of fuel cost with roads.
-8- Rough Land
Uncultivated land. If a land troop pass over here, it suffers from a little more fuel cost compared to roads and flatlands.
-9- Desert
When a land troops pass over here, fuel cost is almost middle between flatland and rough land.
-10- Forest
This has an advantage of considerable high defense. The fuel cost for a land troops passing here is same with deserts.
-11- Mountain
This is a steep highland area. Only very few of land troops can pass here. Defense is of maximum level.
-12- River
Some land troops cannot pass cross this. Even if they can, fuel cost is well high.
-13- Sea
No land troops can enter here.
-14- Marsh
An troublesome ground with high fuel cost to pass, and low defense. Avoid it as much as possible.
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-15- Bridge
Land troops can pass just as roads. Surface units can pass too.
1.5 Alliance
In Dansenryaku II Campaign Version, you can make alliances treaties between nations. There are following rules concerning alliances.
(1) Alliance and Moves
You can continue moving even if you enter ZOC of allied troops.
(2) Alliance and Supply
You can get supply fuel and ammunition of troops in allied cities, airports and harbours. You cannot recover damages and hit points, though.
(3) Alliance and Battles
You will not be attacked from allied nations. However, misfire may happen.
(4) Alliance and Occupying
You cannot occupy allied cities, airports, harbours nor capitals.
(5) Nullification of Alliance
If you attack allied troops directly, then alliance will be automatically nullified. Also, if you misfire an allied troops with indirect attack, there is a chance that alliance will be nullified.
When this happens, an alliance nullification message will be displayed (this can be also checked with player change screen). If an alliance is nullified, phase of your own nation ends without question, and all your own units resident in allied cities, airports, harbours and allied national areas will be destroyed.
1.6 Surface Unit
Unlike other types of troops, surface units have one weapon (ship) for each troops, and the damage status of a troop will be indicated in form of hit points (how much a ship is fatigued). Also in case of supplies, you do not recover number of weapons (ships) but hit points.
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2 Boot the Game
2.1 Before Booting the Game
In Daisenryaku II Campaign Version, map data and game data are saved to System Disk, user disks or SRAMs (Pana Amusement Cartridges). If you are going to save to user disks or SRAMs, prepare them before starting the game.
<< Preparation of User Disk >>
User disk is not included in the package. Please get one at your side. To make an user disk,
1) Firstly, get a 2DD diskette. This is not necessary be new, but since you should format it, do not use one with important data.
2) Turn the power of MSX2 body and your monitor to boot BASIC.
3) Insert your disk into disk drive.
4) Type
CALL FORMAT
with keyboard, and press [RETURN] key. By executing this command, most machines will require following steps, but some machines are exceptions. If you have such exceptional machines, please refer to their manuals.
5) Drive name (A, B)
will appear. Press [A] key.
6) 1-Single Sided
2-Double Sided
will appear. Press [2] key.
7) Strike a key when ready
will appear. Press [RETURN] key.
8) After several moments... if you get
Format Complete
OK
Then it's completed. Now format disk is done.
9) Then boot the system disk of Daisenryaku II Campaign Version.
10) Choose [UTILITIES] from start menu.
11) Choose INIT-U DISK in utility menu.
12) Follow the instructions displayed to make an user disk.
* Items later than 9) are simplified; please refer to "2.3 Boot the Game" and "5 Utilities" for detail.
<< Preparation of SRAM (Pana Amusement Cartridge) >>
If you have a Pana Amusement Cartridge (PAC) or FM Pana Amusement Cartridge (FM PAC) from Panasoft, then you can statuses during the game to them. Read their manuals before starting the game, and set them properly.
2.2 Controls
Daisenryaku II Campaign Version can be controlled by keyboard or a joypad. Control is possible using only a joypad except map editor occasion. (refer to P41 for map editor controls.) Controls will be explained in joypad cases only hereafter, so if you are using a keyboard treat "A button" and "B button" as "SPACE or RETURN key" and "ESC", respectively.
* Keyboard
(1) Decide = SPACE key or RETURN key
(2) Cancel = ESC key
(3) Move Cursor = cursor keys
* Joypad
(1) Decide = A or 1 button
(2) Cancel = B or 2 button
(3) Move Cursor = directional (cross) key
* This manual refers them as Cross Key, A and B buttons
* Use keyboard to input nation names and file names for map data and game data. Press left or right of cross key, then you will be prompted to input names. Use normal keyboard input. When input is done, press RETURN key.
* When you are moving a hex cursor, you can move them by larger increments if you press B button and cross key together.
* In certain paragraphs hereafter, the act of moving a cursor using up and down of a cross key and pressing A button at desired item is simply noted as "select".
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2.3 Boot the Game
1) Turn the MSX power on and insert System Disk into disk drive, and press RESET button. Several moments after title is displayed.
2) When title appears then press A button.
You will move to start screen and following
start menu appears.
STANDARD |
CAMPAIGN |
MAP EDIT |
UTILITIES |
In our case here, select STANDARD. Then you will move onto next Load Data. Refer to referent chapters about Campaign, Map Edit and Utilities.
2.4 Load Data
1) If SRAM is present, then
LOAD FROM DISK |
LOAD FROM SRAM |
(translator's note: I have never seen them in English version) will appear. Select LOAD FROM DISK if this is your first time. This menu does not appear if SRAM is not present.
* If you have already saved data into SRAM and want to load it, select LOAD FROM SRAM. In this case, procedures thereafter will be same with 4) and later.
2) CHANGE DATA SET DISK message appears. If this is your first time then remove System Disk and insert Data Disk. If you have already saved game status into System Disk and want to read it, then you don't need to swap the disks. Also, if you have saved into your user disk, then insert it instead of Data Disk.
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3) Data Loading screen will appear. Use cross key to set menu cursor to the map you want to play and press A button.
There are either "Map", "Save" or "Csav" indications after data (file) names. They indicate map data, saved game status data and saved data of a campaign game, respectively.
<< Data Load Screen >>
4) After loading a data, map appears. In this occasion, you can move a hex cursor with cross key and check the map. Press A button if you are OK, or B button if you want to read other map. If A button is chosen, then you will move onto next Game Setting.
2.5 Game Setting
Various setting of the game you are going to begin is done here. To change a contents of a box, firstly move a menu cursor to desired box and change with right and left. Nation name can be only set with keyboard (refer to * in P10). Press A button to move onto next (neighboring right) nation. Press B button if you want to finish game setting. Menu cursor will move onto SURE/CANCEL section. If you choose SURE here, then game now starts. If you choose CANCEL then you will return to start menu.
* You cannot change anything other than nation names and production types in a campaign game.
* "Players" in a map data are initially all set to Computers. If humans (you) want to participate, please decide who plays which nations prior, and set them as Players before beginning the game.
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<< Game Setting Screen >>
-1- Nation Name
Name of nations which appear in the game. If you press right or left of cross key, then you will be prompted to input names. Input the name with keyboard and press RETURN key.
-2- Player
Set who plays which nations. "Player" will be played by humans, "Computer" will be played by computer, and "Not" will be played by no one (does not appear in the game).
-3- Production Type
Choose production type you desire among 12 various types. If edit army data is present in the Data Disk inserted in the disk drive, then it will be displayed after 12 production types.
-4- ALLIES (refer to P8 for details about alliance)
Ally nations change within possible combinations. Set alliance relations appropriately. B, R, G, Y stand for Blue, Red, Green and Yellow respectively.
-5- COLLECT (Income Ratio)
Ratio of military finance each nations receive every turns during the game. Range is between 0 to 100%. Setting is done by 10% increments. Note income from capital is fixed at 300.
-6- FOUND (budget)
Set initial value of military finance. Like COLLECT, bigger the better. Possible range is between 0 to 100000.
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3 Controls During the Game
<< Basic Game Screen >>
Here we explain various commands you execute in the game and about control screen.
-1- View Map
Game's basic screen where you move troops or conduct similar acts.
-2- Small Map
This displays entire map of a battlefield.
-3- Name of the Nation Currently being Played
This displays the name of the nation currently being played.
-4- CITY, -5- AIRPORT, -6- HARBOUR
They display number of cities, airports and harbours owned by the nation currently being played, respectively.
-7- FOUND
This displays military finance of the nation currently being played.
-8- Hex Cursor Position Axis
This displays coordination axis of the hex cursor in view map.
-9- Hex Distance from Capital
This displays how many hexes far the hex cursor in the view map is from the capital. 5 hexes within capital (production possible area) are displayed in offset.
-10- Turn
This shows the turn you are in.
-11- Hex Cursor
This is used to select troops and grounds on the map.
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3.1 Command Flow
* If you set your hex cursor onto a hex with no troops and press A button *
* Entire Order Commands
Produce (P16)
Unit (P16)
Fuel all (P18)
Home (P18)
Map (P18)
Sets Optional (move to option menu)
NEXT (p19)
* Option Menu (P20) press B to go back to Entire Order Commands
Sets (move onto setting menu)
Army basic abilities table (P20)
Ground defense ratio table (P20)
Stats on comparative attack ratio (P21)
* Setting Menu (P22) press B to go back to Option menu
Battle mode change (P22)
Save game (P22)
Load game (P22)
Player change (P22)
Music selection (P22)
Quit game (P22)
Give-up as unconditional surrender (P22)
Various switches (P22)
Screen position adjustment (P22)
* If you set your hex cursor onto a hex with a troop and press A button *
* Action Commands
Move (P23) <=> Transport (P24)
Fire (P23)
Supply (P24) <=> Change arms (P24)
Bark (P25)
These are commands used during the game. Basically, use A button to execute a command, and B button to cancel or return to prior command menu. Refer to noted pages for operation of each commands.
3.2 Entire Order Commands
These commands are about game as large, like producing troops and ending a turn. To do this, set a cursor on a hex without a troop and press A button.
- Production
Troops do not appear unless this is done. First thing you do to carry on the game is this "production". Think game flows and tactics while producing.
1) Move hex cursor with cross key to a hex you want to produce from, and press A button.
2) Entire order commands are displayed. Choose PROD.
3) Data about the weapons able to be produced
in the hex you set your hex cursor on and
summary of production type will be displayed,
so select with cross key and press A button
(B button to cancel). Production is conducted.
<< Production Screen >>
# Only the troops able to be produced will be displayed clearly. Note the troops you cannot produce at this location are displayed in green, and troops you have no money to produce are displayed in yellow.
# The figures next to troop silhouettes in each sections indicates money you need to produce the troop.
- Unit (troop table)
After many battles and increasing own troops, you will find hard time grasping every troop statuses. This is handy for such occasions. Here, you can select a troop you want to control from a table, or get an information about your own troop.
1) Choose UNIT from entire order commands, and press A button.
2) Set the menu cursor on the troop you want to control with cross key and press A button. The hex cursor automatically moves onto the troop on view map.
<< Troop Table Screen >>
-1- No
Serial numbers for troops.
-2- Name
Name of the weapon.
-3- Type
Category is by moving method of the troops.
-4- L
Level of the troops. Level is an experience point of a troop which indicates how many or how much battles it experienced. Masteries are displayed by F (weak) to A (strong). More close to A an troops is, it is stronger than other troops of same type.
-5- Sp
Machine numbers or hit point of the troop.
-6- Place
Coordinate axis where the troop is. It is indicated using left-upper edge (0,0) and right-below edge (63,63) as standards.
-7- Gas
Remaining fuel of the troop.
-8- Arm1 to 4
Arms owned by the troop and their remaining ammo.
-9- Transport
Number of the troop, which referent troop is carrying or being carried by. Alphabet indications stand as following.
N = plane on board, V = VTOL, C = carrier plane, H = helicopter, G = ground force, I = infantry, D = sea transport
-10- Mv
This indicates whether the troop finished its action in the current phase.
End = finished its action. Nothing = not yet. Trn = being carried now. Spl = just received supply, and still can act.
* --- = Leftover troops from last map. Troops which are not placed yet. * Campaign mode only
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- FUEL
When this command is executed, it supplies all own units which are able to receive supplies.
1) Position of the hex cursor on view map does not affect anything. Choose FUEL in entire order command, and press A button.
- HOME
Transfer the hex cursor in the map to capital.
1) Select HOME and press A button, then sub-menu appear. Select the nation you want to be transferred and press A button.
- MAP
The small map displayed in right-upper part in the screen will be magnified and displayed large on the screen.
1) Select MAP and press A button. Thereafter, each time you press A button, the display will switch in following orders; entire view => troops locations => entire & troops => entire... Point on the entire view map moves with cross key. Press B to return to view map of the point position.
<< Entire View >>
-1- Current turn
-2- Hex cursor position axes
-3- Commander of the nation. P indicates a human is in charge, C for computer, and N for no intervene. Also, ATK and DEF tell which is in charge of the phase now.
-4- Alliance of the nations
-5- Number of troops in the nation
-6- Military finance of the nations
-7- Number of cities of the nation (including those it occupied)
-8- Number of airports of the nation (including those it occupied)
-9- Number of harbours of the nation (including those it occupied)
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Press A button then;
[Troops Location]
Press once more then;
[Entire & Location]
- SETS
Open option command menu. Refer to option menu in P20.
- NEXT
Use this to end all actions during your own phase and pass the phase to next nation. Set the menu cursor on it, and press A button. You can finish even if not all troops have not finished their actions, of course, but once you finish you can never act regardless what enemies act to you. You need to think really carefully before executing NEXT command.
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3.3 Option Menu
These commands are displayed when SETS are selected within entire order commands. Here you can do game setting during gameplay, or look at weapon data.
- SETS
Open setting menu. Refer to P22.
- Army basic abilities table
Displays ability of weapons.
Set menu cursor, and press A button. Basic abilities table appears.
Use up and down of cross key to change displayed page, and right and left to swap Arm1,2 and Arm3,4 displays.
<< Army Basic Abilities Table Screen >>
-1- Name of unit
-2- Type of move
-3- Mov, move power which a troop can use within one turn.
-4- Price
-5- Gas, maximum fuel amount a weapon can load.
-6- Arm1 to 4, name and maximum ammo load of the arms the weapon has.
-7- Transpor, which indicates whether it can carry troops. Abbreviations for troops are as follows.
N = plane on board, V = VTOL, C = carrier plane, H = helicopter, G = ground force, I = infantry
-8- Types of troops it can carry.
- Ground defense ratio table (move cost ratio table)
Ground type, move power a troop should pay to pass the ground and terrain-dependent defense which affects the troop during the battle are displayed for each move types.
Set menu cursor to GROUND in option menu and press A button.
* Not all grounds are displayed at once. Use right and left of cursor key to display rest.
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<< Ground Defense Ratio Table >>
- Stats on comparative attack ratio
This is a table which summarized how much hit is expected when your troops conduct a battle with enemy troops. However, these figures do not include adjustment due to grounds and masteries. You can enhance better fighting if you do checking by this table before entering a battle. If a troop has black figures in white backgrounds, that means it can do multiple attacks.
Set menu cursor on STATS in option menu and press A button. Right and left of cross key scrolls weapons of attack side, while up and down scrolls defense side. Also, press A button to change the nation of defense side. Press B button to return to option menu.
<< Stats on comparative attack ratio >>
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3.4 Setting Menu
- Battle mode change
Switches modes during battle scenes.
TOWNS = Battles scenes are displayed only when human players participate.
ANIMS = All battle scenes are displayed.
NO ANIMS = No battle scenes.
- Save game
Save the current game status. Follow the displayed messages to save the data. Note you should input file names with keyboard (refer to * in P10).
- Load game
Quit the current game and return to map load screen. If you want to retain the game data you are playing, make sure to save it prior.
- Player change
Changes who control which nations during the game. Correspondences of who is in charge of which are displayed, so set menu cursor to where you want to change and change with right and left of cross key.
- Music
You can select background music independently for each nations. Change with right and left of cursor key. If you select OFF, then music is not played during its nation phase.
- Quit game
Quit the game you are playing and return to star screen. Like "Load game" the game data will not be saved, so make sure to save prior if you want to retain it.
- Give-up as unconditional surrender
If you have no hope how long you play the game, you can conduct "unconditional surrender". If multiple people are playing and one decides to quit, if he or she selects this item, others can keep on playing. However, unconditional surrender is possible only from 10th turn and later.
- Various switches
You can set various modes to your like. Change with right and left of cursor key.
BEEP ... Sounds ON/OFF
DUNNO (detail) ... Graphics displayed on right and left bottom during real fight ON/OFF
MAP ... Hex borders display ON/OFF
- Screen position adjustment
You can change the position of the display overall. Adjust this if some portion of the display is leaking out. Use cross key to adjust.
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3.5 Action Commands
You use "action commands" to move your troops or to fight enemy troops. Set you hex cursor on the troop you want to act, and press A button.
- MOVE
Move a troop over view map.
[How to Operate]
1) Set the hex cursor on the troop you want to move, open action commands dialogue, set menu cursor to MOVE and press A button.
2) View map will be divide to color displayed area (where you can move to) and monochrome area (where you cannot move to).
3) Take hex cursor to the where you want to move to, and press A button.
4) After a troop reaches the selected hex, then decision commands will be displayed. Select STOP if you only move, FIRE if you want to fight nearby enemy troop, by setting menu cursor on them and pressing A button. If you want to undo the action, press B button before selecting STOP or FIRE.
- FIRE
Use your troop to attack enemy troop. In Daisenryaku II Campaign Version "battles", there are two attacks "close range attack" and "indirect attack",
[How to Operate]
<> Close Range Attacks
1) Select FIRE in action command and press A button, or open sub menu after MOVE as noted above, select FIRE and press A button.
2) Select an arm to attack and press A button. Battle takes place. Note even if you are in contact with multiple troops, one troop can only conduct one attack in one turn.
<> Indirect Attacks
1) Select FIRE in action command and press A button. Select an indirect arm with cursor key and press A button (weapons usable for indirect attacks are those with more than 2 range).
2) The range where indirect attack is possible and aim appears, so set an aim on an enemy troop you want to attack indirectly, and press A button.
3) Attack will be done one-sided from you.
* You cannot do indirect attacks along with MOVE commands.
Indirect attacks are not always done onto aimed enemies. In case of low-level troops, attack may go to side way, and if there is your troop there, the attack will fall onto it!
- SUPP
Conduct this "supply" to refill the consumed fuels and ammo due to troop actions.
[How to Operate]
1) Set the hex cursor onto the troop you want to supply, and press A button. Supply is not possible unless troop is not in position where supply is available.
2) Set menu cursor to SUPP in action commands, and press A button.
3) If a troop can change arms (see below), then you will be prompted as "CHANGE ARMS?" so if you want to supply only and don't want to change arms, select NO.
- Change Arms
This is to change the type of arms a troop is equipped with. If you change arms wisely depending upon situations and opponents you are going to face, then you will be able to conduct battles in superior conditions.
[ How to Operate ]
1) Set the hex cursor onto an aviation troop you want to change arms, and press A button.
* You cannot change arms unless the troop is not in the position where supply is available.
2) Set menu cursor to SUPP in action commands, and press A button.
3) You will be prompted as "CHANGE ARMS?", so select YES and press A button.
4) Arms loaded on the troop are displayed. Select either of them and press A button.
- Transport
Loading a troop onto a troop which can carry it is called mounting. Mounting is effective when you want to send a slow troop to front swiftly, or when you want to send a weak unit guarded.
[ How to Operate]
1) Move the hex cursor and set it on the troop you want it to mount, and select MOVE command.
2) Move it to the hex where carrying troop is present.
3) Press A button when they are over one another, then mounting is done.
* If you want to undo the action press B button before selecting STOP.
- Bark
This is to unload troops being carried. Barked troops finish its action during the referent phase. The troop which barked its load cannot take any other actions than barking other troops it is carrying.
[How to Operate]
1) Set the hex cursor on the troop which is carrying, and open action commands dialogue. Set menu cursor on BARK and press A button.
* You can also bark on the destination of a move. After moving, avoid STOP and select BARK.
2) 6 surrounding hexes around a troop are bark ranges. Set the hex cursor on where you want to bark, and press A button. If surrounding 6 hexes are filled with other troops, or are of grounds which the troop which is going to be unloaded cannot enter, then bark is not possible onto that hex.
3) Air transports can only bark in (both your and other nations') airports.
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4 Rules during Game
There are various rules upon playing the game in this Daisenryaku II Campaign Version. We explain about the rules upon execution of commands and rules resident on occasions.
4.1 Rules about Production
# Production and Military Finance
In order to conduct production, you need military finance. Productions are done by consuming military finance. Necessary military finance for production of each troops are indicated next to troops silhouettes in production screen. You can also check them in basic abilities table (P20).
There are following conditions about military finance.
1) You gain military finance from cities each turn.
2) Not only production, but military finance is also consumed in times of supply.
3) You can cumulate military finance every turn.
4) Capital acts identical to cities in respect to military finance.
# Where You Can Produce
You can produce troops in following places. However, when other troops are present on the hex where production is possible, then it is not possible.
1) Capital. However, production is limited to land troops.
2) 6 hexes in contact with capital. However, if those hexes are of mountains, rivers or seas then productions are not possible.
3) Your own cities, airports and harbours within national area (within 5 hexes of distance to the capital). However, you cannot produce if such cities, airports or harbours are occupied by enemies.
# Production Condition
There are following conditions about production.
1) Maximum number of troops a nation can produce is limited to 48.
2) Aviation troops can only be produced in airports, while surface troops can only be produced in harbours.
3) Production types (types of weapons you can produce) are specified depending on nations, and you can only produce weapons of the type which the referent nation fighting in the map supports. However, you can specify the production type you want to use on setting screen limited to the occasion when you begin the new game. Once a game is started, you cannot change your production type.
12 nations are set as production types in Daisenryaku II Campaign Version.
4.2 Rules About Troops
# Abbreviated Items in Troops Table
1) No
Serial numbers for troops.
2) Name
Name of the weapon.
3) Type
This is called move type, a category decided by its moving method.
-4- L
Level of the troops. Level is an experience point of a troop which indicates how many or how much battles it experienced. Masteries are displayed by F (weak) to A (strong). More close to A an troops is, it is stronger than other troops of same type.
-5- Sp
Machine numbers or hit point of the troop.
-6- Place
Coordinate axis where the troop is. It is indicated using left-upper edge (0,0) and right-below edge (63,63) as standards.
-7- Gas
Remaining fuel of the troop.
-8- Arm1 to 4
Arms owned by the troop and their remaining ammo.
-9- Transport
Number of the troop, which a troop is carrying or being carried by. Alphabet indications stand as following.
N = plane on board, V = VTOL, C = carrier plane, H = helicopter, G = ground force, I = infantry, D = sea transport
-10- Mv
This indicates whether the troop finished its action in the current phase.
Those indicated as "finished" are treated as finished its action, those indicated as "not yet" are troops which have not acted yet, those indicated as "transport" are troops being carried. Moreover, those indicated as "supply" are troops which did not take any other actions other than receiving supplies thus still can act.
* Limited to campaign modes, those indicated as "---" are leftover troops from last map which are not relocated yet.
(Translator note: this section differs from page 17 and is wrong)
---Page 28
4.3 Rule about Fuel All (Supply All)
Since changing of arms is not possible after execution of fuel all, so if you have troops you want to change their arms, conduct "change arms" for each troops you want to change arms prior to execution of this command. (Refer to "fuel" and "change arms" in actions commands, P24 for details)
4.4 Rules about Moves
# Move
An act to move a troop on a map is called "move", which is a basic of all actions.
# Move Power
How many hexes a troop can move during one phase is set distinctively depending on troops types. These are called "move power". A move is conducted by consuming a move power, and a move in a phase must be done within the limit of its assigned maximum move power. You cannot leave the remaining move power to next turn, nor you can give them to other troops. You can look at move powers in basic abilities table in option menu.
# Move Cost Ratio
An amount of move power consume is decided by type of grounds a troop pass over and its move type (move power). This is called as move cost ratio of a ground.
For example, since move cost ratio of a road is 1, so a tank with move power of 7 can move up to maximum of 7 hexes if its path is made of roads only.
You can look at move cost ratios in ground defense ratio table in option menu.
# Move Hexes Conditions
You cannot move to or pass over hexes in following cases.
1) You cannot enter in the grounds where ground defense table states as intrusion impossible (-).
2) You cannot end a move on a hex where other troop is already present. However, this excludes the case you mount on your troop which can carry you.
3) If you come contact with enemy troops, you must end your move there. However this excludes the case when you are already in contact with enemy troops before you begin the move. In that case you can continue moving until you come contact with enemy troops again.
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# Move and Fuel
Each troops have their own fuels. If fuel reaches 0, then the troop becomes immobilized until it is supplied.
Moreover, when a fuel of an aviation troop reaches 0, it is treated as fell, and disappears on end of the turn. Also be noted about following facts.
1) Aviation troops are regarded to consume certain amount of fuels to fly even if they do not move at all. This is called minimum fuel cost. Calculation is done as following.
Minimum fuel cost = move power of the troop / 2 (rounds up)
2) If an aviation troop is in airport of own or allied nation, it does not consume fuel. Therefore, it does not fall even in fuel is 0.
3) Fuels can be supplied by cities, harbours or supply troops of own or allied nations.
However, conditions differ depending on troops.
# Move Conditions
There are following conditions about move.
1) Only player of the referent phase can conduct moves.
There is no need to move every troops.
2) A troop which finished its move once finishes its action during a phase.
However, there are cases you can continue to fire, bark or mount. In those cases, the troop ends its action when such commands are executed.
3) While a troop is moving, other troops cannot move.
4.5 Rules about Battle
# When Battles Occur
Close Range Attack ... This happens when you intrude into neighboring hexes of enemy troops, or when you are already in such hexes by the time your phase has arrived.
Such conditions are called "enemy contact".
Whether you will conduct a battle is left to a player's choice, and you are not always forced to conduct a battle whenever enemy contact occurs.
Indirect Attack ... This happens when a troop owns an indirect attack arm (an arm which can attack an enemy 2 or more hexes far). Since you are not in contact with the troop you attack, you will not be counterattacked. Likewise, if enemy attacks you indirectly, it will be enemy's one-sided attack.
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# Arms for Battles
There are 15 types of arms below used in Daisenryaku II Campaign Version.
Each troops own maximum of 4 types of arms noted below, but same arm shows different abilities depending on troops. Refer to stats on comparative attack ratio for details.
(Translator's note: there are critically wrong use of terms in English version)
Close Range Attack
(Abbreviations)
Air-to-air Missile ... AAM
Surface-to-air Missile ... SAM
*Bomb ... Bomb
*Rocket shot ... RCT
*Machine gun ... Ugun
*Tank gun ... Dbom
*Anti-tank missile ... ATM
*Machine rifle ... Dgun
*Personal machine gun... Mgun
*Gunboat fire ... Missile
Indirect Attack
Air-to-air missile 2 ... AAM2
Surface-to-air missile 2 ... SAM2
Cannon gun ... Cann
* Rocket gun ... RCT2
* Anti-surface craft missile ... Sbom
* indicates multiple attack weapon.
# Single and Multiple Attacks
Attack types are divided to "single attack" or "multiple attack" jargons depending on arm you attack with.
1) Single Attack
This is to attack one enemy machine with your one machine.
2) Multiple Attack
This is to attack two enemy machines with your one machine. However, this attack is limited to land troops only. Attacks to aviation and surface troops will be done as single even if you use multiple attack arms.
# Attack Ratio
Basic rate of an attack hit is decided by combination of foe type and arm you use. This is called an attack ration.
You can look at attack ratios of your troops on stats on comparative attack ratio.
Following factors affect attack ratio.
1) Ground and Attack Ratio
A ground where a troop is affect attack ratio. Ground defense ratio table tells you defense ratio of each grounds. Grounds with bigger value gives less chance of being it.
2) Level and Attack Ratio
More a troop goes through battles, it gains experiences. More a troop has gained experiences, it will be stronger in battles. Level is a numeric indication of such degree.
---Page 30
Higher the level, you will have benefit in both attack and defense.
Level is ranked in grades F to A, and it rises by number of enemy troops it has destroyed. Higher the level of a destroyed enemy, bigger the experience point you will get. Moreover, you will be given separate experience award if you annihilate an enemy troop.
# First-hand Attack in Close Range Attacks
Assume the troop which initiated the battle as attacker, and the troop which was declared an attack was defender.
Close range attacks are mostly done simultaneously, but there are cases that a troop with higher level begins attack faster.
An attack is done in following procedure.
1) Levels of an attacker and a defender are compared.
2) If attacker's level is equal to or more than defender's level, then both will begin the battle simultaneously.
3) If attacker's level is more than defender's level, then there are cases attacker begins its attack faster.
4) If attacker takes first hand, defender receives all of attacker's attack, then counterattack with remaining machines only.
4.6 Rules about Supply
# Where You can Supply
Supply is possible when a troop is in following locations.
1) Capitals, cities (including cities you occupied), airports and harbours which belong to your or allied nation.
2) Hexes in contact with a trailer of your own nation
@ Supply to an aviation troop is only possible on airports (including airports you occupied) which belong to your or allied nation.
However, VTOLs including Harrier and Forger (Soviet Yak) and helicopters can receive supply from trailers.
@ Supply to a surface troop is only possible on harbours (including harbours you occupied) which belong to your or allied nation.
# An Effect of Supply
If you conduct supply, then spent fuel and ammo return to maximum. Also, up to 4 of destroyed machines in the troops and up to 4 hit point (how much a ship is fatigued) will recover.
However, destroyed troops will not recover if supply is done from a trailer.
---Page 32
# Supply Troops
Supply troops have following features.
1) A supply troop can conduct supply either before or after its move.
However, the troop being supplied cannot receive supply after moving.
2) You cannot supply a supply troop using another supply troop.
# Fuel all
Conducting supplies to every own troops present on hexes where supply is possible is called "Fuel all" (FUEL). This is a useful command which can supply multiple troops with one operation, but also has a drawback of huge military financial cost.
* Caution: If you do fuel all (FUEL), then you will not be able to change arms during that turn. Please be careful.
4.7 Rules about Change of Arms
# Change of Arms Condition
Only aviation troops equipped with 3 or more arms can change arms.
# Where You can Change Arms
An aviation troop can change arms in airports (including airports you occupied) which belong to your or allied nations. You cannot change arms on board of aircraft carriers and helicopter carriers.
4.8 Rules about Transports (e.g. mounting)
# Where You can Mount
Mounting to following transporting troops are possible in limited locations.
air transport: Only if the plane is in airport (disregarding it belongs to your nation or not).
sea transport: Only if the ship is in harbour (disregarding it belongs to your nation or not).
# Mounting Rules
There are following rules about mounting.
1) If a transporting troop engages into battle situation, the troops being transported cannot enter the battle. Only the transporting troop can fight.
---Page 33
2) If a transporting troop receives damage, the troops being carried also receive damage. In this case, damages are done at same ratio to both (except sea transports and air transports).
3) When a mounting is done, both actions of the troops being mounted and transporting troop is over in that phase.
4) Even if a transporting troop receives supply during transport, the mounted troops cannot receive supplies though.
# Troops which can Transport and Troops which can be Mounted
Following are the types of troops which can transport and can be transported.
1) If capitals for troop types are noted in "Transp" section in basic abilities table, then it can do transport. Likewise, the troops with their capitals noted there are those can be transported.
2) Depending on number of machines in transporting troops, following limitations apply to number of troops being transported.
@ A air transport or sea transport troop can carry 2 troops regardless of number of machines present in the troops being transported, or hit point of the transporting troop.
@ A transporting troop of other types can carry one troop. In this case, it can carry twice the number of machines (but no more than 20) compared to machines present in own troop. For example, a cargo helicopter troop with 4 machines can carry an infantry troop with 8 soldiers.
3) Possible combinations of transporting and mounted troops are as follows.
Transporting Troops | Mounted Troops |
Trucks or cargo helicopters | Infantries |
* air transports or * sea transport | Any land troops |
* Helicopter carriers | Helicopters VTOLs |
* Airplane carriers | Helicopters VTOLS Carrier planes |
* Ships and air transports planes can transport 2 troops.
Fighters and assault planes among aviation troops are more minutely categorized as standard planes, carrier planes and VTOLs. Carrier planes are those which can land or take off from airplane carriers, and VTOLs are those which can land or take off from helicopter carriers.
---Page 34
# Where You can Bark
Bark is limited to following locations.
1) 6 hexes surrounding a transporting troop.
If surrounding 6 hexes are filled with other troops, or are of grounds which the troop which is going to be unloaded cannot enter, then bark is not possible onto that hex.
2) air transports can only bark in (both your and other nations') airports.
---Page 35
5 Utilities
Utilities are of a menu you use mainly when you work with disk-related subjects like copying of map and game data or editing production types.
5.1 Boot of Utilities and Their Roles
If you choose UTILITIES in start menu, following utilities menu appears.
COPY FILE |
COPY ARMY |
CREATE ARMY |
INIT U-DISK |
DELETE |
QUIT |
- COPY FILE (copy maps and data)
Copy map data and game data. Follow the instructions being displayed to copy. You cannot copy campaign maps.
Be careful if the production types differ between the original disk and in the destination disk. For example, if one weapon is a ship in original disk and it is a tank in destination disk, then you will see a tank in sea!
- COPY ARMY (copy production types)
Copies production types. There are 16 production types. This command copies all of them at once. Follow the instruction being displayed to copy.
- CREATE ARMY (copy production type)
There are already 12 production types available. However, original production editing is available for those who want more different types. Please refer to next chapter for instructions.
---Page 36
- INIT U-DISK (initialize user disk)
An user disk is made by formatting it through BASIC or MSX-DOS, but it does not make it directly usable. You must execute this command onto the formatted disk. After it, you can save map data or game data to it as your user disk.
- DELETE (delete data)
This deletes map data or game data in disks. You can never recover any data deleted by this command, so pay your utmost attention to delete really unnecessary data only.
5.2 Editing Original Production Types
1) Choose CREATE ARMY and a summary of production types appear similar to data load screen. Choose your desired production type and press A button. You will find 4 blank data names; they are reserved for new data. Use them if you are going to create original production types.
2) A screen similar to "production" in entire order commands appears. Like in production, move a cursor to a production troop you want to make change with cross key.
3) Make change to a production troop by pressing A button and right or left of cross key together.
4) After finishing editing of all production troops you want to change, press B button. You will return to summary of production types. If you press right or left of cross key here, then you will be prompted to enter a name for a production type. Use keyboard to enter like when you enter nation or game data names, and press RETURN to finish.
5) When all necessary editing is done, press B button at summary table. Then SAVE/EXIT menu appears. If you are sure to save the result to disk, select SAVE. If you select EXIT then your editing result will not remain.
---Page 37
6 Challenge Campaign Game
A campaign game is, in one phrase, a game which takes long time. There are 8 maps registered in Data Disk. In campaign game, you "conquer 1st map, then 2nd map, after conquering this then to 3rd map, in such system continue the game until you conquer the 8th map as final goal". In this, you can leave surviving troops over to next stage. Basic playing style is not particularly different to standard games.
A campaign game takes time, but is recommended to those who want to enjoy Daisenryaku II Campaign Version patiently.
6.1 Boot Campaign Game
1) Choose CAMPAIGN in start menu, then NEW/LOAD menu will appear. If you are going to play campaign game for first time, or want to play campaign game from initial setting, then select NEW. If you have already played a campaign game before and want to resume from saved point, select LOAD.
<> When NEW is selected
2) If NEW is selected then first map will be loaded. Follow the instruction being displayed to swap the disks and load.
3) Game setting screen appears. You can only change your nation name and production type in campaign game. Set them as in standard games.
4) Press B button to end game setting. Menu cursor will move onto SURE/CANCEL. Select SURE. If you select CANCEL you will return to start menu.
5) Campaign game title appears. Press A button, then story will be explained to you, and campaign game begins.
---Page 38
<> When LOAD is selected
2) If LOAD is selected then you will enter data load screen just like in standard games. However, you can only read campaign game save data, noted as "CSAV".
3) Game setting screen appears. However, you can only confirm them, and cannot change.
4) If you have confirmed the contents, press B button. Menu cursor will move onto SURE/CANCEL. If you select SURE then game begins. If you select CANCEL then you will return to start menu.
6.2 Differences to Standard Game
- Victory Condition of a Campaign Game
Unlike in standard games, in campaign game, conquering a map is not considered a victory. It only comes only after conquering all (8) registered maps.
- Change Settings
You can only change player setting at the time you have selected NEW to load. Eve then changes are limited to nation name and production type.
- Military Finance
In campaign game, you can take the military finance you have gained in a stage to next stage.
- Turns Limitation
In a standard game, if no victory is gained within 200 turns then it will be a draw. However, campaign game has limitations in turns, and you cannot proceed to next stage if no victory occurs within turns limit. Note, if you finish in earlier turn, you will be awarded with bonus points of; remaining turns x last military finance = next initial military finance, and remaining turns x 5 = additional experience points.
- Leftover Troops
In campaign game, unlike in standard games, you can take surviving troops to next stage. Leaving of troops is done at troop leaving menu after winning each maps.
You can take any number of troops with you, with limitation of 48 troops. But be warned that number of troops you can own in next stage is limited to 48 troops together with leftover troops. Also, troops can retain their experience points they gained in prior stage.
---Page 39
6.3 Leftover Troops
After conquering a stage and reading war situation report, leftover troops menu appears. Select ALL or SCRAP (translator's note: I am not sure of terms in the actual game. Or was it in the game, REUSE/SCRAP and by selecting scrap, all troops were destroyed?) with cross key, and press A button. If ALL is selected, then all surviving troops in prior stage will be taken to next stage. If SCRAP is selected, leftover troops selection screen appears.
<< leftover Troops Choice Screen >>
Select the troops you want to take to next stage out of leftover troops selection screen. Move cursor using up and down of cross key, and set to the name of the troop you want to take. If you press right or left of cross key then troop name indication switches between white and blue. Those indicated with white will be taken to next stage. When you are sure you have turned all troops you want to take into white, press B button.
---Page 40
6.4 Placing Troops Again
If you select "produce" in entire order command in next stage, REUSE/NEW menu appears. If NEW is selected then it acts as standard production command. Produce troops accordingly. If REUSE is selected the you can place the troops which made valor in prior stage. When REUSE is selected then troops placement table appears.
<< Troops Placement Screen >>
Use menu cursor to move up and down of cross key, and set on the troop you want to reuse. Press A button to place the troop. Press B button to cancel.
---Page 41
7 Map Editor
Data Disk includes 20 kinds of map data already, so you can enjoy games in myriad kind of settings.
However, even they cannot satisfy certain people.
Map editor is available for such people. You can make your only original map by using a map editor.
7.1 Boot Map Editor
Select MAP EDIT in start menu, then map editor screen appears. Operations in map editor are done with keyboard.
7.2 Map Editor Screen
Map editor basic screen is as follows.
<< Map Editor Screen >>
-1- Full map screen (right-up)
-2- View cursor (white square in -1-)
-3- Editing screen (main part)
-4- Ground data display
-5- Hex cursor
-6- Function display (bottom)
---Page 42
7.3 Map Editing Basic Procedure
Basically, a map is edited by;
1) Select a ground you want to place out of ground data display.
2) Place it on editing screen.
How to Operate
1) Select a ground you want to place out to ground data display.
-1- Use [INS] key or [DEL] key to select grounds. There are 30 ground data overall. 15 data are on display. You can switch to display rest 15 data by using [INS] or [DEL] keys, but [SELECT] will do it by one keystroke.
-2- Selected ground appears in "Hex" indication below ground data display.
2) Place on editing screen
Move the hex cursor to appropriate location in editing screen and place selected ground.
-1- Use cursor key to move hex cursor to the location you want to place selected ground on. Note you can move by bigger increments by pressing [SHIFT]+ cursor key.
-2- Press SPACE key to place selected ground on selected hex.
3) About Draw mode
Press [BS] key to switch between Move mode and Draw mode. In draw mode, you can place selected ground all while you move your hex cursor.
---Page 43
7.4 Function Commands
- Load [F1] Key
Load existing map data. Follow the instruction being displayed to load the data.
- Save [F2] Key
Save the map data you made. Follow the instruction being displayed to save the data. Input map data in same way with standard game data save (refer to * in P10). Note, even if you read a game data or campaign data, edit and save, then it will be saved as map data.
- CHEC (cities) [F3] Key
Displays number of buildings of each nations. Make sure to check number of buildings occasionally during map editing to avoid poorly balanced maps.
- FROM [F4] Key, TO [F5] Key
Use this to change whole particular grounds into another ground. Operation is little complicated; see below.
-1- Select a ground you want to change from with [INS] or [DEL] key, and press [F4] key. Selected ground will appear at "From" indication below ground data display.
-2- Select a ground you want to change to in similar manner, and press [F5] key. Selected ground will appear at "To" indication below ground data display.
-3- Move view cursor using cursor key or [SHIFT]+cursor key to display the area you want to make change in editing screen.
-4- Press [TAB].
- FILL [F6] Key ([SHIFT]+[F1] Key)
Fill entire map with currently selected ground.
- MOVE [F8] Key ([SHIFT]+[F3] Key)
Move entire map in scroll fashion. Press [F8] key, then function display changes. Move the map by pressing function keys correspondent to the direction you want to move to. Press once and then move 2 hex if it is to vertical direction, 1 hex if it is to diagonal direction. After moving sufficiently, press [F10] key ([SHIFT]+[F5] key) to QUIT. Then function displays return to former status.
- QUIT [F10] Key ([SHIFT]+[F1] Key)
Quit map editor and return to opening screen. If you want to retain the data you made, make sure to execute [SAVE] by using [F2] key prior.
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8 Finally
- If Game Doesn't Work
@ If cartridges other than PAC/FM-PAC are inserted in slots, then game might not boot. Remove unnecessary cartridges before turning MSX on.
@ External drives are not supported. Make
sure to remove them prior.
---Page 45
(Translator's note : Copyright issues and
disclaimers, among others including customer
support information were listed in pages
44 and 45. Three "tactical memo"
blank pages with vague monochrome background
pictures existed after page 45)
---Tactical memo 1
Tactical Memo
---Tactical memo 2
Tactical Memo
---Tactical memo 3
Tactical Memo