	TerraScape - Breakdown Velocity
	Version 1.0
	(c) 2003 Pieslice Productions

	A 3D-Flight Arcade Game.


TABLE OF CONTENTS:

	1. OVERVIEW
	2. SYSTEM REQUIREMENTS
	3. GAMEPLAY

---------------------------------------

1. OVERVIEW

	TerraScape: Breakdown Velocity is 3rd-person flight
	arcade game, like Raptor updated to 3D.
	You fly the Avatar fighter and your mission is to
	vanquish the evil corporate forces.

2. SYSTEM REQUIREMENTS

	- 80486 or better processor, theoretically
	- 350mhz Pentium II or better recommended
          (MMX processor will increase performance radically)
	- VGA graphics, 1mb onboard memory
	- 548kB free base memory (could be reduced to
	  about 535-540kB due to the future updates. This version
	  has some inefficent coding which makes its
	  memory requirements as high as they are)

	- 8MB free XMS memory + about 10MB free memory for sounds
	- Recommended OSes: Win 95, Win 98, Win ME
	- Will work in these OSses:
		DOS, Win 3.1, Win 95, Win 98, Win ME, Win NT
		Win 2000, Win XP, Linux w/DOSEMU(?not tested)
	- DirectSound compatible Soundcard recommended. If the
          sound card is high-end hardware accelerated, virtually
	  no slowdown can be noticed, even with music and EAX enabled.
	  The Environmental Audio is only supported by SoundBlaster
	  Live and Audigy series. On the other soundcards the
	  environmental audio option does nothing.		

	The sounds will work in WIN9X family machines, in 2000
	and NT there's no way to get them to work. 
	Windows XP is a thin red line. 
	The sounds might or mightn't work.
	Use compability settings for "DS4QB2.EXE" and 
	"TerraScape (DirectSound)" if you decide to try.
	
	email to Pieslice Productions (pieslice_product@hotmail.com)
	if you got the sound working in Windows XP.
	
	If your game runs slow, try to disable the graphic detail.
	Terrain Smoothing and Atmosphere, if disabled, will
	greatly increase the performance.
	If it's still slow, disable the music.
	If it's still slow, run without sounds.
	If it's still slow, buy a better computer.
	(sorry, I'm a bit tired while writing this crap;)	
	
3. GAMEPLAY

	Read the instructions from main menu.
	(....REALLY TIRED...)

	There's still some gimmix to remember.
	<><><><><><><><><><><><><><><><><><><>
	- The circular device in the upper left corner of your
          screen is the pitch an altitude meter. The red
	  bar grows up when you are near the ground level. If it
	  hits the middle of the meter display, you'll crash on
	  ground. Try to avoid both ground and building impacts.
	  They'll ruin your shields.

	- ACM targeting logic & hierarchy:
	  1. >PHI (Boss)
	  2. >Structure Target
	  3. >Flak Cannon/Tank/Bunker/Kuvataideakatemia
	  4. >Air Target/Transport vehicle/Shuttle
	  Basically the highest priority target within
	  the sensor range is the target where the missile
	  will lock on.
	
	- Both SND and ACM need no visual contact with their
	  targets. They'll use the sensor array to lock on to
	  their victims. SNDs are similar to ACMs except they
	  can be targeted only to the enemy fighters.

Some weapon stuff:

	APL - Basic weapon.
	ION - Good against fast air targets and enemy squadrons.
	      Low accuracy weapon, spread it all over.
	TLA - Good against air targets and large structures.
	PDC - Better than any other energy weapon.
	      Suitable against all enemies.
	DFM - Structure buster. Not for air battles.
	SND - Seekers of death.
	ACM - Seekers of even more death.


Remember that savegame puts you in the beginning of the level you
are in!!!!
Yeah I know, it's lazy coding, but it increases the challenge ;)

Feel free to comment on this product. Yeah, this doc is lame, but
I might add some online doc later.
Heads up for the QB community!!!!!
Hope this game will increase the faith for our future.

Pauli Merilainen/Pieslice Productions
pieslice_product@hotmail.com


