Space Jihad Manual [Main]

The Space Jihad FAQ



What is Space Jihad?
Space Jihad is a multiplayer space combat game. Players chase each other about in small space fighters equipped with guns and missiles and do their best not to blow up their own ship (except when they want to, of course).

Why is it called Space Jihad?
Just to be politically incorrect. Credits for this wonderful name goes to Karl Smith (Footnote 1). Actually, the offical name is "Star Force", but it's better known as Space Jihad to me and my friends. Space Jihad is certainly more descriptive of the game anyway.

What platform does it run on?
A bunch of ancient Amiga B2000s. Each Amiga is equipped with:

  • A GVP G-Force '040 accelerator;
  • a GVP video card running at 352x288 with 256 colours;
  • an extra serial card;
  • 4 Megabytes of RAM;
  • a couple of 880K floppy disk drives; and
  • a two ton dongle. This dongle is equipped with:
    • Two 3-phase AC flux vector motors and drives
    • A gimble arrangement that looks like a kitchen whizz but big enough to hold one human occupant.
    • A large (1 metre wide) LCD back-projected display 300 pixels across.
    • A not-quite-yet working phone system (the engineer mutters something about the four crystals not yet vibrating in unison).
    • A red-glowing panic button.
    • Three 10 inch Multifunction displays, displaying much of the craft's instrumentation.
    • About forty switches and buttons. Nearly all of them are illuminated.
    • An analogue throttle and joystick.
    • Lots of interface hardware, much of which gets plugged into the amiga joystick ports, along with the analogue controls and the rotational encoder connections.

So it's a simulator thingy. How realistic is it?
It depends on what bit of the simulation you're talking about:

  • Battle experience
    Not even closely approximating reality - The marketing department has deemed that physical injury and death may be detrimental to customer satisfaction. During the game, you cannot physically harm anyone, though you can muss up their hair a bit with a few missiles.
  • Game flight physics
    Very realistic, given a spacecraft capable of acceleration several g's in most directions. Each ship's motion is the sum of all its thrusters (12 or 16 in number). The size, placement, direction and rate-of-change of the various thrusters give each ship a unique feel. The third-order motion gives all the ships a much more natural feel than the spaceships on most conventional computer games.
  • Instruments
    Sort of realistic. Apart from the magic radar that can see in all directions and has unlimited range. Once upon a time people were happy to spin off into space and never contact another lifeform during the game. These days, customers are a little more sophisticated and want to be able to find some action. The complete lack of weapon 'safeties' is a tad unrealistic, but this game it all about shooting people and giving them Bad Hair days, not docking with space stations and listening to The Beautiful Blue Danube.
  • Simulator motion physics
    Not very realistic at all. The simulators roll on two axes and no translational movement is possible. But some people really like being spun upside down a lot.

Are all those buttons real or just painted on?
Yes, they're all real. All the forty-odd buttons and switches do things in the game, except for the 'engine' switch and the switch that activates the fan that blows cool air on your left leg. The buttons do things like:

  • Designate a particular enemy ship you wish to examine whether with the aid of remote scannering instruments or with high explosives.
  • Control whether your ship flies in the direction it's pointing in or skates around like an Asteroids ship instead.
  • Accelerate up/down or left/right, or apply the brakes.
  • Operate the Multifunction displays, shields, cloaking, radar and other stuff.
  • Signal to the operator that you've had enough and really would like the room to stop spinning now.

Does it realistically model aerodynamics?
Perfectly! There is no air in deep space!

Is it any fun to play?
Sort of. It's a bit lacking in scenery and places to hide. Need more CPU grunt! Given its basic limitations, the game's been well tuned for gameplay, (through years of refinement). Some of the Experienced Players (Footnote 2) seem to delight in finding some perverse new trick that gives them the edge in combat. One of these tricks involves setting a homing missile to target one ship and launching the missile at a different ship at close range. (Footnote 3)

Where can I play it?
In a huge half-buried baked bean tin, in Pilgrim Place, behind Hoyts 8 at Moorhouse Avenue, in Central Christchurch, New Zealand. Contact your travel agent today!

How much does it cost to play?
Buckloads. Actually, it depends on what kind of simulator motion you want to pay for. The cheapest is 'none' at roughly $5 - you just play the game sitting in the cockpits with the motors off and the door open. Then there's 'partial' and 'full motion'. To qualify for any kind of motion, you have to go for the 15 minute basic training session.

Is it safe?
Mostly.

What if I want to get out?
Push the big red panic button. Hopefully, an alarm will sound, your simulator will come to rest the right way up and a friendly operator will open the door for you. Never undo the harness until instructed. Once you feel you're not in any immediate physical danger, you can pull the panic button back out and continue the game. Don't worry about losing your ship in the game - it's indestructible while the panic button is in (Footnote 4).

This game looks bloody complicated. Do you have a manual for it?
Yes. It's around here somewhere, on the Web.

Is that spaceship over there 'me'?
No. If you are especially observant, you will notice:

  1. You're sitting in a small room with a joystick, a lever that goes back and forth and lots of modern aircraft style instruments plastered over the dashboard. Some kind of crosshair is fixed to the middle of the screen.
  2. When you wiggle the joystick, all the stars move left/right or up/down.
  3. When you pull the trigger, big sparkly bullet-things rush from the sides of the screen and race to the middle, getting smaller and smaller and smaller before finally disappearing.
  4. Strange machines covered in glowing bits often turn towards you and emit brightly coloured sparkly things that get bigger and bigger. Lots of loud bangs echo around the small room.
Hence no spaceship you can see is 'you'. You are sitting in a spaceship, looking out.

What happens if I push all those pretty buttons?
Heavenly music will burst forth, angels will sing your name and you will quickly transported to a new plane of existence. Go ahead. Push them all. You know you want to.

Sometimes, one of the other ships start growing larger. It keeps growing faster and faster. Just when I can see nothing but some part of the ship I'm blinded and deafened by light and noise. Soon the screen goes blank, a message appears and I see stars again. What happened?
You crashed.

I can't seem to hit any of the other ships, even though they are perfectly lined up with the sights? What's wrong?
The bullets you fire are quite slow, so you have to aim ahead of the target to land bullets on it properly. How much ahead you should aim depends on how fast the target is moving up/down/sideways and how far away it is. If you like, you can enable the Predicting Gunsight by pushing the green 'HUD MODE' button on the dashboard. That'll show you what to aim for.

What does "Relax, you're a bagel?" mean?
There is someone out there called "Bagel", targetting you with his Mind Control Laser. Resistance is futile. You are a bagel.

Why is it that, after the cheerful and helpful operator straps me into a simulator, he goes away and says "Bignose!"?
Oh, That's my fault. It's not the operator calling you 'bignose' at all. That's the sound that comes from a simulator when the operator puts it into 'debug mode' (Footnote 5) to adjust some deep and mysterious simulator parameters. The sound has been changed now, to something less likely to cause operator injury.

A message informs me that I can get a really fast ship with big guns, tons of nukes and fluffy dice if I type 'XYZZY'. How do I type 'XYZZY'?
Ignore it. It's a geek joke, rather like the one that says you don't have to be an Einstein to play this game (Footnote 6).

I finally manage to shoot down someone and a message tells me I 'fragged' the other player. A second later my ship gets destroyed and another message says we both fragged each other. Didn't I just waste that other player?
You did. It still doesn't mean that the burning lump of twisted metal that was once a spaceship hurts any less when you crash into it. Because motion is relative in space, the scoring system cannot determine the difference between you crashing into a bit of debris and someone else cleverly throwing the debris of a ship (that was wrecked anyway) in your direction. The scoring system simply knows that your ship was destroyed by a fast-moving bit of metal owned by the other player, hence that player is awarded a frag. To avoid 'mutual frags', strive to keep your ship from colliding with other ships or their burning wrecks. Those green lateral thrust keys are damn handy for sidestepping burning wrecks.

The inter-simulator phone system doesn't work! Why is this?
It's a hardware problem. The engineer mutters something about the four crystals not yet vibrating in unison. I told him he's supposed to wave the dead chickens anticlockwise in the southern hemisphere and that the sacrifical gerbils have to be virgins, but he won't listen.

Why is the 'Bambi' a complete pig of a ship to fly?
I copied the Bambi's shape from an earlier programmer. My boss liked the shape of it, the ship being all streamlined and all that. I thought it looked like a cross between one of the Battlestar Galactica's Vipers and a Fiat Bambina, so I called it 'Bambi'.
I designed the other two ships (primiarily around the way I could place the thrusters) and went on to develop the thruster physics model (Footnote 7). Then came Bambi. Where does one start on a ship like Bambi? There's almost no room on the ship to put the roll, pitch and yaw thrusters, let alone the lateral thrusters. Most of the surface area of the ship is behind the centre of mass, and the main engines are too close together for yaw to work quickly. Slightly over half of the the pitch control is done by the thrusters on the top and bottom of the nose. A few bullets in the nose or a minor ding can seriously impair the Bambi's flying ability. Still, it's the best that can be done for a ship designed to look like an aircraft.

If you want to see a really good fighter spaceship design, have a look at a Star Fury from Babylon 5. It's an X-shaped ship with engines on each tip. Note how each engine has thruster ports pointing in various directions. This is so the ship can slide in any direction and turn very quickly on any axis.
Notice the opening sequence where a Star Fury strafes a target, passes it and turns around to continue blasting at it without changing its original course. This is easy to do in Space Jihad:

  • Fly towards a target. Shoot it as you approach.
  • Steer just enough to avoid hitting the target. Now hit the ACC/VEL button.
  • Readjust your aim and continue hitting the target. As the target flies by, keep pointing at it and keep firing. You're still flying on the original course.
  • When the target is getting too far away (assuming you haven't destroyed it already), hit the ACC/VEL button again and your ship will start flying in the direction its pointing the same way it normally does.

If you're really good, you can fly round in circles about a target and shoot it at the same time. Just don't try it in a Bambi, 'cos it's a pig.

The messages from the damage report machine don't make sense!
That's because the damage report machine is one of the first things to get damaged.

Why is it that I die most often when I ram another ship?
It's probably because you're using the front of your ship (which is weak and brittle) to ram the side of another ship (which usually is very tough). Try picking a really tough ship like the Eletric Reaper and turn it so it's side on to the target when ramming. If you have a Tyron and find that your rotary cannon thing is out of ammo, you will find that the gun itself makes an excellent battering ram, even against incoming missiles in their terminal homing stage.

Are there any cheat codes?
There was one. It was available in 'debug mode' and increased the speed of your bullets to several kilometers per second. The kinetic energy of these bullets was so high that just one or two rounds could destroy any ship (well, the rounds with significant mass could). On the latest version of the game I installed, I changed the cheat to make your bullets move a few feet per second instead. I think there may be another cheat to get back high speed bullets, but I don't remember it off the top of my head and I'd have to read the source code or dissasemble the game code.

How about writing a aircraft flight simulator?
That's the current project for Flight Developments Ltd. It should be out by 'Feburary'. I just don't know which Feburary.


Footnotes

1 : Karl Smith is an expert on all matters considered silly. [Back]
2 : Hardcore flight-sim weenies. [Back]
3 : The ship's incoming missile warning system works when it detects the missile tracking the ship. This warning happens about a second after a missile launch, when the missile's guidance system activates. This delay is necessary for the missile to safely clear the craft from which it was fired. An experienced pilot, with some clever flying, can aim a missile in its unguided state directly into an enemy ship. If this trick works, the recipient cannot even use the ECM to destroy the missile since it is electronically tagged as 'some other ship's problem'. [Back]
4 : Bloody Eamon used this feature in the beta-test version of the game. He would accelerate an Electric Reaper (a ship with Big Thrusters) to about 100 metres per second and ram other ships, pressing the panic button just before impact and releasing it again.
This misfeature has been fixed. Although you remain invunerable in panic mode, your ship and its bullets and missiles can do no damage to other ships. Not directly, anyway. [Back]
5 : 'Debug mode' is intended for use by trained staff only. Putting a simulator into debug mode requires a 'silly walk', a complex series of finger gymnastics performed in the correct order. This silly walk is known only to the programmers and the Star Force staff, who regularly meet in shadowy places to exchange secret handshakes. They're not likely to tell you what the silly walk is. It would be bad if anyone could walk in off the street, enter the debug mode, reset the game, uncalibrate the joysticks, change their motion priviledge, fiddle with the motor DACs and remotely control another simulator and break that as well. [Back]
6 : An example of a Fortune Cookie:
"Newtonian mechanics approximates
relativity in euclidean space, so you
don't have to be an Einstein to play this game."   [Back]
7 : Thruster physics is what makes the ships move. In deep space, any given thing will either be 'at rest' or move constantly in a straight line until a force acts on it, to speed it up, slow it down or change its direction. Spaceships need many thrusters and tend to have groups of them pointing left, right, up, down, forward and backward. Some thrusters are designed to rotate the ship about some axis. some do nothing but push the ship along in some direction (these have to be pointing out from the centre-of-mass of the ship, otherwise that thruster would impart a spin to the ship). Some groups of thrusters are used in unison to accelerate the ship, and used differentially to change the rate of spin of the ship.
Controlling these thrusters manually would be a nightmare. You'd need about 16 sliders (one for each thruster), and it would take you roughly half an hour of fiddling just to point the ship to some new direction. Hence the control of the thrusters is all done automatically. You just pretend you're flying a plane of sorts. The ship will move at the speed you set and turn easily with the joystick so long as none of the thrusters are damaged. Beware of lurching forward at great speed in a ship with four Big Thrusters when two of the thrusters on one side are broken.   [Back]

[Main]