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Unreal Tournament 2004/Tips

Good tips for improving your game can be found at {ACDC}LordNightmare's blog. This applies mostly to general gameplay, although in terms of gametypes, it focuses mostly on deathmatch. It has not been updated recently, but then again, UT2004 still has the '04 part in it.

A place to look for gametype specific tips is MadHookUp's UT 2004 Guide For even more detailed, map specific tips, visit Stratos Group's Unofficial Guide To Unreal Tournament 2004 Both of these pages, of course, contain more general info as well. The second one covers a lot of material,

title: Unreal Tournament 2004/Tips


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Unreal Tournament 2004/Turrets/Link Turret

Link Turrets are found in Onslaught Game Modes usually stationed around Power Nodes and Power Cores. These turrets are very useful in shooting down any enemy aircraft that may be in the area. When inside the turret, by pressing the alternate fire button (usually the right mouse button), it zooms in on the area you have the crosshairs fixed on. To zoom back out simply press the alternate fire button again.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


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Unreal Tournament 2004/Vehicles/Scorpion

Scorpions have a unique primary firing weapon. By pressing and holding down the primary fire button it increases the gauge that shows how big, or small the ammunition will be. The ammunition that comes out is a green strand that goes through the air horizontally until it snags something. When it eventually snags an object, vehicle, or person it then wraps around that thing and clings until it eventually 'pops', thus inflicting damage.

A Scorpions secondary fire are two long blades that protrude from the sides and stay extended for as long as you hold down the secondary fire button. Be careful with these blades, because they will break if you hit them off of a wall or some other inanimate object. To protect them from this simply release the secondary fire button and let them come back to the Scorpion's side.


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Unreal Tournament 2004/Vehicles/Manta

The Manta is a unique vehicle, because it is the only one with the ability to jump. While riding in the manta simply press the jump button and it will fly up. The only time you can jump while in the vehicle is when you are on some type of surface and when the gauge is full.

A Manta's primary fire are small purple plasma shots coming from two firing mechanisms located at the bottom front of the vehicle. Its secondary fire is not dangerous at all, unless there is someone underneath the manta itself. Because its secondary fire is just a boost that sends it to the ground quickly. Holding this button down keep the manta grounded but you still have the ability to fly. this method is very useful in 'decapitating' your opponents.

title: Unreal Tournament 2004/Vehicles/Manta


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Unreal Tournament 2004/Vehicles/HellBender

A vehicle much like a HMMWV. Rather slow and also rather large it seats 3 players. 1 driver, 1 shock rifle turret, and one zoom pulse turret.


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Unreal Tournament 2004/Core Basics/Movement

UT2004 is a very fast game and mastering movement and speed is crucial. There are multiple ways of movement, but the most common is the WASD technique.

Movement & Movement Keys
The default movement keys are -

 * W, Up Arrow = Forward
 * S, Down Arrow = Backward
 * A, Left Arrow = Strafe Left
 * D, Right Arrow = Strafe Right

The most common keyset of movement is by using the WASD keys. This way, the user is able to quickly access other keys, such as Space, C, Q, E etc. The Arrow Key movement system is not recommended, as it leads to inconvenience, especially in Onslaught or Assault matches, which require multiple keys. However, if you do choose to use the Arrow Keys, it is easiest if you set the 'shift' key as your crouch action and the 'Ctrl' key as your jump action. This allows you to keep your left hand nearby all of the necessary keys and the only keys which are excluded from your reach would be the number configurations for switching positions in vehicles.

The number one tip given to all players is to constantly keep moving. Standing still makes the player an easier target. Constantly moving, especially in unpredictable patterns makes the likelihood of being shot lesser.

Another common tip is to "run laps" around the map. This means running around the map in a particular course. This course should cover most important objects such as Shield and Health packs. This way the player can constantly stay ready for action. This technique is used best in Deathmatch matches and its' variants.

Turning
Turning is achieved through the mouse. Moving the mouse forward will cause the player to turn upwards. Moving the mouse backwards causes the player to turn downwards. Similarly, moving the mouse to the right will make the player turn right and moving the mouse left makes the player turn left. You can invert these controls by going to Settings>Input>Invert Mouse.

Keep turning at all times to get the widest view possible. If you are engaging an enemy, keep turning your mouse so that it is constantly pointing towards the enemy. You will know this is so if you see the enemy player's name below the crosshair in green. This requires practice, as it is difficult to maintain the aim while moving or dodging.

Crouching
The Crouch key is usually set as a default 'shift' key. Crouching allows you to get as far out as possible on a ledge without falling off. This only works for building ledges and cliff ledges, not on a Manta's side or any other vehicle.

Dodging
Dodging is a very useful tool to get somewhere on the map a little faster, (if a vehicle is not around), or to dodge enemy fire. To successfully 'dodge', you must double tap the key of your choice depending on the direction you wish to go.

Double Jumping
Double Jump is a useful ability to get to a higher edge that jumping once just will not reach. In order to double jump you must first hit your default jump key, then at the peak of the jump you must hit the jump key again and your character will get an extra boost into the air.


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Template:Need for Speed: Most Wanted/Header

> Basics | Game modes | Pursuit system | Cars | Upgrades and parts | Appendices


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text: Category:Book:Need for Speed: Most Wanted


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Need for Speed: Most Wanted/Game modes

The premise of Most Wanted is essentially races and police chases. Two major modes, Career mode and Challenge modes, as the modes of the game that integrates the two features and is where you will be able to unlock new cars, parts and tracks.

Race Types

 * Tollbooth- You race alone to designated checkpoints (toll booths) along a point-to-point route before time runs out (similar to Time Attack modes in arcade-style racing games). The more time you have as you reach a toll booth, the more time you have to arrive at the next one.
 * Speed Trap- Players compete with each other to get the highest accumulated speed record at multiple traffic cameras. At a speed trap/traffic camera, players accelerate their car to aim for a high speed. Points will be reduced over a period of time after an opponent crosses the finish line first.
 * Circuit- Players race each other on a circuit course for a set amount of laps.
 * Sprint- Players race each other in a point-to-point course.
 * Knockout- Players race around a circuit, where a player in the last position after each lap is eliminated.
 * Drag- Using a car with manual transmission, players drag race against each other on a road which almost always has cars that you must avoid.

Career mode
You start out in several introduction races using a BMW GTR M3, a sufficiently fast and excellent racing vehicle for this moment, only to lose it to a racer who sabotaged your car. You then start again with a slower vehicle. From here you will have to face 15 other racers before racing the guy who won your car. Career mode cosists of:

 * Races in which you must place first to complete
 * Completing milestones in police pursuits
 * Collecting bounty
 * Completing the requirements that Blacklist racers set out that you have to accomplish before racing them
 * Defeating all of the blacklist racers and becoming the Most Wanted.

Once you have managed to defeat the last Blacklist racer, you will get back your BMW and will be required to experience the full force of the police. Keep from getting busted for 5 minutes and a phone call will notify you of an escape route at one end of the map. Reach that point and pick up speed to watch the final cutscene of your car jumping over a broken bridge, while the police fail to do so. If you have already completed all the races and milestones in this mode, you have completed the Career mode.

Note that Career Mode is very useful in unlocking much of the game's contents, including stock cars, race tracks and car parts.

Blacklist Racers (Career Mode)
Requires Information about Blacklist racer requirements

The following people are the Blacklist racers that you will have to face throughout the Career mode. You will defeat each racer to challenge the next Blacklist racer above the defeated racer until you reach racer #1, Razor, who will be your final racing competitor. Also enclosed in the list are requirements to race with each racer. The list of racers, for the earliest to the latest, are as followed:

Blacklist Rival #15, Sonny

 * Name: Ho Seun "Sonny"
 * Vehicle: Volkswagon Golf GTi
 * Strength: Circuit races
 * Bio: "This here is Sonny. He's dumped a whole lot of cash into his car. That ride is worked so don't be fooled, it's a rocket. He does anything he can to get a hold of parts before they hit the streets."

Blacklist Rival #14, Taz

 * Name: Vince Kilic "Taz"
 * Vehicle: Lexus IS300
 * Strength: Sprint races
 * Bio: "This crazy fool is a major heat score. Blacklist gave him the name "Taz". He hates cops and they hate him. Watch yourself around this guy. He prowls the streets of Rosewood looking for newbies."

Blacklist Rival #13, Vic

 * Name: Victor Vasquez "Vic"
 * Vehicle: Toyota Supra
 * Strength: Pursuit length
 * Bio: "This dude's been holding it down in the #13 slot for a while now. He can't break out of his rut and no one can run him out. He's slach and dangerous but knows how to handle his ride. He'll smoke you if he gets the chance."

Blacklist Rival #12, Izzy

 * Name: Isabel Diaz "Izzy"
 * Vehicle: Mazda RX-8
 * Strength: Lap Knockout races
 * Bio: "This girl is definitely a chick you don't want to mess with. She knows everything there is about cars, on and off the road. She's got her ride wired tight. She comes from a long line of race fanatics. Everybody she runs with is either a cousin, friend or uncle. They all stick close do don't get on her bad side."

Blacklist Rival #11, Big Lou

 * Name: Lou Park "Big Lou"
 * Vehicle: Mitsubishi Eclipse
 * Strength: Tollbooth time trials
 * Bio: "This slab of Korean muscle considers himself a real ladies man. He's all show. Along with that they say he has problems working the clutch so he's slow off the line. I wouldn't count on it if I was you."

Blacklist Rival #10, Baron

 * Name: Karl Smit "Baron"
 * Vehicle: Porsche Cayman S
 * Strength: Infractions
 * Bio: "This flake calls himself 'Baron'. He's a rich guy from the coast. He thinks garage custom is an excuse for being broke. As far as he's concerned, "If it's not name brand, it's nothing." Go show him what home grown rides can do."

Blacklist Rival #9, Earl

 * Name: Eugene James "Earl"
 * Vehicle: Mitsubishi Lancer Evolution VIII
 * Strength: Sprint races
 * Bio: "This guy hails from the lower eastside of Rockport but now rides on the coast. He's a big fan of imports and goes out of his way to take on the big blocks."

Blacklist Rival #8, Jewels

 * Name: Jade Barrett "Jewels"
 * Vehicle: Ford Mustang GT
 * Strength: Drag races
 * Bio: "This sweet thing goes by the name Jewel's. She's all about big block and muscle. She's got a lot of mileage under her wheels so don't be tempted to do anything stupid, she's got some serious power under the hood."

Blacklist Rival #7, Kaze

 * Name: Kira Nakazoto "Kaze"
 * Vehicle: Mercedes Benz CLK 500
 * Strength: Pursuit cost to state
 * Bio: "Kaze is crazy. What she can't conquer with skills, she demolishes with speed. Don't let her sweet looks fool ya. She'll trash anything she sees including you. She's not afraid to ding her ride to put you out of commission."

Blacklist Rival #6, Ming

 * Name: Hector Domingo "Ming"
 * Vehicle: Lamborghini Gallardo
 * Strength: Photo tickets
 * Bio: "This here is Ming. He prides himself on keeping his ride looking stock. He's fast and shreds radar traps everywhere he can. He's the straight goods. Word is the guy his ride came from some rich cat who talked when he should have been listening. Don't take him on until you're ready."

Blacklist Rival #5, Webster

 * Name: Wes Allen "Webster"
 * Vehicle: Corvette C6
 * Strength: Escaping pursuits
 * Bio: "Webster's always talking about rides, performance, racers, blah, blah, blah. Won't shut up. He's got some crazy idea that he'sgonna make it big. When he ain't street racing he's hanging out at shops. His ride is tuned to the max. Apparently the interior is stripped of everything that isn't related to speed!"

Blacklist Rival #4, JV

 * Name: Joe Vega "JV"
 * Vehicle: Dodge Viper SRT10
 * Strength: Speedtrap races
 * Bio: "I don't know how JV does it, man. His nights are spent in the clubs and days on the streets. This guy's got a lot of street rep. Cops hate him and racers want to be like him. His flash green Dodge Viper has cops swarming around it all the time."

Blacklist Rival #3, Ronnie

 * Name: Ronald McCrea "Ronnie"
 * Vehicle: Aston Martin DB9
 * Strength: Immobilizing police vehicles
 * Bio: "You know Ronnie. He's on of those rich freaks that thinks he's ghetto. He definitely ain't from around that way. He got his car as a graduation gift from his parents. Don't be fooled though this guy knows how to drive. He's been to every race school you can think of."

Blacklist Rival #2, Bull

 * Name: Toru Sato "Bull"
 * Vehicle: Mercedes-Benz SLR McLaren
 * Strength: Sprint races
 * Bio: "If it weren't for Razor, Toru would still be hanging down at the docks dreaming of the Blacklist. This fool thinks he's got a sleeper, calls it reverse psychology. The only thing stock on his ride is the paint. Toru likes to keep his car mint to give him a bump when you can."

Blacklist Rival #1, Razor

 * Name: Clarence Callahan "Razor"
 * Vehicle: BMW M3 GTR
 * Strength: Every form of race and pursuit related-skills
 * Bio: "Razor rocketed to the top of the Blacklist using your ride. Now he's holding it down and rolling the streets like he owns them. He'll do anything he can to give himself an edge. That includes messing with your head. Remember, you can't trust anything he says."

Challenge Series
Challenge mode is basically a set of 68 (69 with a cheat) race challenges that require you to meet several requirements to complete a challenge. In Need for Speed: Most Wanted Black Edition, you will have 69 challenges (70 with a cheat). The level of difficulty of each challenge will increase as you progress.

There are two types of challenge mode races:

 * Tollbooth racing, which requires you to complete an entire track within an allocated time limit and heat level.
 * Milestone racing, which requires you to complete a milestone and evade the police.

Note that each completed event will unlock the next challenge, so you have to begin with the first challenge before moving up to more challenging objectives. Bonus cars will be unlocked as you progress that can be used in Quick Race Mode.

Note

''If the cheat code mentioned in paragraph 1 of this section is used, another challenge race will be added. It is called the Burger King challenge. In this race you will race against opponents in the BMW M3 GTR. Completion of this challenge will unlock the Junkman parts in the "My Cars" garage. The cars created in this garage can only be used in "Quick Race" mode.''

Quick Race Mode
Quick Race Mode consists of either races you can either create yourself or have the game create a race randomly. Quick Race Mode is also the only part of the game that you can use cars made in the "My Cars" garage and bonus cars won from the Challenge Series. Players can select what car they will drive, how many opponents, traffic level, number of laps, toggling on and off the catch-up feature, difficulty, and the track they will race on.

title: Need for Speed: Most Wanted/Game modes


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Need for Speed: Most Wanted/Pursuit system

Most Wanted features a far more sophisticated pursuit system and police AI than its predessecors. This section aims to provide you with the information needed to face police pursuits and end them.

Initiating a pursuit
In career mode, you run the risk of facing the wrath of the police if you have committed traffic offenses, including:

 * Property damage
 * Traffic collisions
 * Off-road driving
 * Speeding
 * Racing

When police talk about your car and your offences, it is a warning that police cars are in the area. You will need to watch out for closing police units using the upper radar (which tracks the location of a nearby unit and proximity to it). Once a police unit acquires visual contact of your car, the camera zooms in on the police unit to indicate where it is. Then, a pursuit begins.

''In the event that you have a higher heat level, 2-5, all that has to happen is for the police to see you. They will then initiate a pursuit.''

Heat levels
The aggressiveness of the police depends on the "Heat", or wanted level, of your car. Heat is collected during pursuit, when you are seen committing police offenses or continuing to engage in police pursuits.

While in chase, the police will refer to yours "Heat" level as a "Condition". There is a total of 7 Conditions in the game.

 * Condition 1, when district police will chase your car using Ford Crown Victoria-like police cruisers
 * Condition 2, when district police will chase your car using black, unmarked Ford Crown Victoria-like cruisers
 * Condition 3, when the state police will take over and use Pontiac GTO police cars against your car.
 * Condition 4, when state police will chase your car using black, unmarked Pontiac GTO cars
 * Condition 5, when the federal police will take over and use Chevrolet Corvette C6 police cars against your car. Sergeant Cross' elite Street Racing Unit will also participate in the prusuit.with cross in tow
 * Condition 6, when the federal police will combine black, unmarked Corvettes with the use of Rhino SUV's. Sergeant Cross himself will also participates in the pursuit along with his Street Racing Unit.
 * Condition 7, when the police will only use Heavy Rhino SUV's against your car. This condition is only available in the Black Edition of Most Wanted, within in a Challenge mode mission.

Police tactics

 * Heat Level 1 - The District police will simply chase you around.
 * Heat Level 2 - The District police will start using roadblocks.
 * Heat level 3 - The District police will start using Light Rhino SUVs.
 * Heat Level 4 - The State police will use Heavy Rhino SUVs, spike strips, and will call in a police helicopter to supervise the chase.
 * Heat Level 5 - The federal police will use all of the above tactics in the other heat levels

Heat levels can be reduced by changing the physical appearance of you car in a parts shop, or using another car you are owning to race while storing the other car in your garage (each completed race using that car will reduce the heat level for the other car in storage).

Infractions

 * Speeding- driving in police vision in excess of 150mph
 * Excessive Speeding- driving in police vision in excess of 180mph
 * Property Damage- running through destroyable scenery, including signs and light posts
 * Ramming a Police Vehicle- coming into contact with a police vehicle
 * Driving Off Road- driving your vehicle out of the lines binding the road edge
 * Resisting Arrest- awarded for entering cooldown after successfully evading custody
 * Hit and Run- hitting another car while in view of the police
 * Reckless Driving- driving in police vision in excess of 200 mph

In some cars, the speeding, excessive speeding, and reckless driving infractions may require a slightly higher speed.

Pursuit Breakers and Speedbreakers
The game introduces two new pursuit-related features: Pursuit Breakers and Speed Breakers

Pursuit Breakers, marked as triangles in the city map during pursuits, are road-side objects which are designated to collapse when you use your car to knock down its support, damaging or disabling following police cars. This feature is the best way to cut down the number of police units chasing you, as it is far more effective than evading the police units with speed, which will not always work. However, take note that you will need police units to be close to you and behind you when using Pursuit Breakers. Obviously, police units in front of you may not be affected by the collapsing debris, and police units far behind can easily avoid the falling objects. Each Pursuit Breaker will be replenished after a certain amount of time. On a side note, Pursuit Breakers may also be use in the same way to crash racing opponents.

The Speedbreaker is basically a bullet-time mode that slows down time and allows you to control your car quickly for a limited time. This feature is best used to find a weak point of a roadblock, or avoid incoming Rhino SUVs. Speedbreakers are also useful during fast-paced races, where you are required to avoid traffic (particularly in drag racing), maneuver tight corner or realign you car to take a shortcut. Each steering turn using a Speed Breaker, however, sends the car in a drift that could slow your car down; as such, it is also effective in taking sharp corners, and comes in handy for tough tollbooth races.

''Hint: If you see a roadblock, use the Speedbreaker to find a weak spot in the block, then come out of Speedbreaker mode and use a nitrous oxide speed boost to effectively smash through it. If you have no choice but to hit a police car, aim your car at the back tires of the police car.''

Pursuit status bar
A crucial indicator to take note of during police pursuits is the pursuit status bar, located at the bottom of your computer screen, this bar helps you indicate the current status of the pursuit, the number of police cars in pursuit, the amount of time before the next back of backup arrives, and the risk of you getting arrested.

The time remaining before backup arrives, obviously, indicates the amount of time before a large group of police units joins in to chase you. When this time runs out, you will see additional units waiting for you ahead, in addition to Rhino SUV units attempting to stop you. This counter will reappear again after the pursuit party is reduced to a small number of police units, whereby they request for back up again.

During pursuit, the meter will indicate the risk of you being arrested or the chances of you evading the police. If your car stops close to the presence of the police, the meter moves to the left, with the bar turning red, indicating that you will be arrested; driving your car away at a minimal speed will lower this risk. If all pursuing police units are far away from your car, or have lost contact of your car, the meter moves to the right and turns green, indicating that you will be evading the police.

The bar also indicates other information about police units: The number of police units disabled, and the number of police units which had a "exchange of paint", or physical contact from you car.

After evading the police, this bar will switch to a "Cooldown bar:, which will be explained in the next section.

Cooldown
Upon evading the police, you are still required to avoid the police for an allocated time, known as a "Cooldown" period, until they give up and cancel search. Cooldown periods will be indicated in a bar where the pursuit status bar was. In this period, the police will still initiate search of your car; thus it is usually required that you avoid police units to avoid another new pursuit. In order to endure a Cooldown period, you will usually required to stop at an area that will rarely or never be seen by the police, usually off roadways and in covered spots. Hiding spots are also provided on the map; driving into these zones will speed up Cooldown time and shorten the Cooldown period.

Under higher heat levels, however, Cooldown periods will be longer, while more police units will be searching for your car, and cars with over 4 heat levels will be sought for by police helicopters, which are capable of finding your car easily if you are not hidden very well.

Arrest
When your Pursuit Status Bar on the bottom of your screen goes all of the way to the left (Busted), the game will switch to a cut-scene showing you being taken into custody. A police officer will simply arrest you or in some instances, your character will try to resist and the police officer will retalliate (ergo the "T" rating). After an arrest you are required to pay fines owed on the current pursuit as well as fines from others that you have evaded. You also have the option to use a "Get out of Jail Free" marker to avoid having to pay any fines at all. In the unlucky case where you happen to not have enough money to pay your fine, your car will be impounded.

Milestones
Milestones are one of three requirements set out by Blacklist racers that have to be completed in order to race them. Milestones may vary from Blacklist racer to Blacklist racer. Please note that to complete milestones, you have to successfully evade the pursuit.

 * Bounty Challenge- Requires a certain amount of bounty to be aquired in a single pursuit.
 * Cost to State Challenge- Cause the police to spend a certain amount of money to apprehend you in a single pursuit.
 * Roadblocks Challenge- Requires you to avoid a certain amount of roadblocks in a single pursuit.
 * Spike Strip Challenge- Requires you to avoid a certain amount of spike strips in a single pursuit.
 * Pursuit Time Challenge(less than)- Requires you to evade a pursuit under a set amount of time.
 * Pursuit Time Challenge(greater than)- Requires you to keep a police chase going for a set amount of time.
 * Trade Paint Challenge- Requires for your car to come in contact with a set amount of police cars in a single pursuit.
 * Infractions Challenge- Requires you to commit a set amount of infractions in a single pursuit.

Bounty
Bounty is another requirement to race a Blacklist racer. Bounty is calculated on three things; the length of the pursuit, the number of police vehicles immobilized, and milestones being completed. The more of each one of these that you get, the higher your bounty goes, plain and simple.

Rap sheet
Your rap sheet is a database where the Rockport police can access your street racing files. These files include your vehicle database, rankings compared to the 14 other Blacklist racers, pursuit information, etc. Your rap sheet is accessible from your safehouse in Career Mode.


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title: Category:Book:SimEarth


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text: Category:Book:SimCity

title: Category:Book:SimCity


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SimCity/History

SimCity was originally developed by game designer Will Wright. The inspiration for SimCity came from a feature of Wright's own game, Raid on Bungeling Bay, that allowed players to create their own maps. Wright soon found he enjoyed creating maps more than playing the actual game, and so began creating SimCity.

The game sparked a new paradigm in computer gaming by creating a game that could neither be won nor lost. This was not immediately recognized by the game publishers, who did not forsee the possibility of successfully marketing and selling such a game. Brøderbund declined to publish the title when Wright proposed it, and he pitched it to a range of major game publishers without success. Finally, founder Jeff Braun of then-tiny Maxis agreed to publish SimCity as one of two initial games for the company.

Wright and Braun returned to Broderbund to formally clear the rights to the game in 1988, when SimCity was near completion. Broderbund executives Gary Carlston and Don Daglow saw that the title was infectious and fun, and signed Maxis to a distribution deal for both of its initial games.

The subsequent success of SimCity speaks for itself: "Sim" games of all types were spawned—with Will Wright and Maxis developing a myriad of titles including SimEarth, SimFarm, SimTown, Streets of SimCity, SimCopter, SimAnt, SimLife, SimIsle, SimPark, The Sims and SimMars, which was never released. They also obtained licenses for some titles developed in Japan, such as SimTower and Let's Take The A-Train (just called A-Train outside of Japan). The most recent development is The Sims, and its sequel, The Sims 2.

SimCity is predominantly a single-player game (the exception being a "Network Edition" of SimCity 2000, and an obscure Unix port of the original SimCity). SimCity 4 also makes an attempt at multiplayer gaming with the ability to share regional maps and cities with other players, allowing players to collaborate, but not play in real time.

In 1990, SimCity won the Origins Award for "Best Military or Strategy Computer Game" of 1989.

title: SimCity/History


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SimCity/Starting a City

Once you've loaded up the game, you will have two basic options: Create a City, or Play Scenario. It's nt recommended to play a Scenario until you have the basics down, at least.

Click Create A City. A box will pop up asking you to name your city, name your mayor, choose difficulty, and other options. Then it will take you to the map-builder screen.

When you get to the map builder, there will be many options in a window. This window will have three sliders, a lot of buttons below it, and a square on top that shows a general indicator of how your city terrain will be made. You can click on that too if you want to modify how the mapmaker will generate your terrain. The sliders control the trees, water, map, etc. that the maker will generate. There are various buttons that can allow you to add trees, water, raise/lower terrain, increase/decrease water level, among others. Feel free to experiment.

title: SimCity/Starting a City


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SimCity/Lincity

Lincity
Lincity was originally for Linux, but now also runs on Microsoft Windows, BeOS, and OS/2, as well as a huge variety of Unix-styled systems. It features complex, 2D, top-down gameplay. It was last updated in August 2004, although any changes since circa 1999 have been relatively minor. It uses SVGALib or X11 as its graphics interface API on Unix systems, with a variety of native versions on non-Unix platforms.

Lincity puts you in control of managing every aspect of a city's economy. A variety of structures can be placed. All structures cost money to place, but all but a few can be placed on credit with no ill consequences save the large interest payments. Housing can provide jobs to a nearby market, which in turn will provide jobs to connecting transport (either dirt path, road, railroad). The jobs can in turn be used by other structures to put materials on to the transport. For example, ore mines use jobs to mine ore. Other more complex structures need a variety of things in order to function, or can produce more than one thing. Some structures even need electricity, which, unlike all other commodities in the game is supplied by power lines. For example, light industry uses jobs, ore, and optionally steel and electricity to produce goods.

Some structures will increase the technological level of the city. As the tech level increases, more advanced subjects can be built. When the city is advanced enough, a space program can be initiated which can eventually be used to evacuate from the city and win the game.

LinCity-NG

A fork of the game, Lincity-NG, uses SDL and OpenGL, and has isometric 3D graphics, similar to that in SimCity 3000. However, the gameplay is identical and it can read lincity save files. It again runs on Linux as its primary platform, with Windows, Mac OS X, BeOS, and Unix systems also supported. A Windows binary + gamefiles download of Lincity-NG is around 40 MB, compared to 800 KB for original the Lincity, with the around 40 times increased file size mainly due to the more advanced graphics and sound.

title: SimCity/Lincity


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SimCity/Parodies

Sim Brick was an extremely simple parody of SimCity. Developed by Sensible Software, it was only ever distributed on a cover disk with an issue of Amiga Power. The game play consists of an ant wandering around the screen, until players press the mouse button, at which point a brick falls down and squashes the ant.

The writers of The Simpsons also lampooned Maxis around the time when they were releasing a plethora of "Sim" titles. Virtual Doctor, a program used in an episode, was cited as "from the creators of SimSandwich…"

In the computer game Space Quest 4, the main character, Roger, has the opportunity to look through the bargain bin of a software store. Among the titles is SimSim, a simulator where players get to design simulators.

title: SimCity/Parodies


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SimCity/Legacy

SimCity inspired a new genre of video games. "Software toys" that were open-ended with no set objective were developed trying to duplicate SimCity's success. The most successful, however, was most definitely Wright's own The Sims, which went on to be the best selling computer game of all time.

The ideas pioneered in SimCity have been incorporated into real-world applications as well. For example, VisitorVille simulates a city based on website statistics.

title: SimCity/Legacy


text:
SimCity/Neighbor Connections

It is important to connect with your neighbors. You can connect Roads, Subways, Rails, Highways, Water Pipes, and Electric Lines with neighboring towns. Usually connecting with your neighbor will cost extra simoleans.

Neighbor Deals
In SC3K and SC4, you can make deals with your neighbors. These are to Buy or Sell either Power, Garbage, or Water.

 * Buy: This is when you buy Power or Water. This will cost you based on how much your grid takes from the neighboring cities. This can also mean taking Garbage from another City and storing it in your landfill system. You get money based on a set amount of Garbage that you import - unlike Buying Power or Water, you have to agree to take more or cancel the contract.
 * Sell: This is when you sell Power or Water. Unlike Buying Power or Water, you have to agree to sell more or cancel the contract. This can also mean exporting Garbage, in which you will have to pay a set amount based on how much Garbage you have been exporting.

Neighbor Deals require Power Line connections (for Power Deals), Water Pipe connections (for Water Deals), or Road connections (for Garbage Deals) and are proposed by neighbors in SC3K - you cannot start them - but in SC4, as you control both cities, you may begin a deal at any time. There is a penalty fee that you are charged if you cancel the deal. When buying, you only have to worry about destroying all your connections. When selling, you will sometimes run out of the commodity and the deal will automatically close, thus causing you to pay the penalty. An interesting tactic is to buy a commodity and sell the same commodity, thus creating a "safety net" in which you will never run out (when Buying, your neighbor wont ever run out of whatever your buying from them) of what your selling.

title: SimCity/Neighbor Connections


text:
SimCity/SimHealth

SimHealth, released by Maxis in 1994, is a simulation of the U.S. Healthcare system. Produced with assistance from the Markle Foundation, it is virtually unknown and difficult to find.

An incredibly complex simulation, it was generally regarded as difficult and dry. Armed with none of the tongue-in-cheek humor famous for Maxis games, the only real link to the franchise was the SimCity 2000-inspired user interface. Some also claimed that the game was unfairly biased towards more liberal healthcare programs. It was produced only for DOS, and is almost impossible to locate on the market today, let alone play on a modern operating system.

title: SimCity/SimHealth


text:
SimCity/SimCopter

As the name implies, SimCopter puts the player in the role of a helicopter pilot.

There are two modes of play. The free mode lets the player import and fly through cities of their own or any of the 30 cities supplied with the game. However, user cities sometimes need to be designed with SimCopter in mind, and most of the time the player must increase the number of police stations, fire stations, and hospitals to allow for speedier dispatches. The second mode is the heart of the game, the career mode. This puts the player in the shoes of a pilot doing various jobs around the city. These jobs include:

 * Rescuing sims from burning buildings, runaway trains, and capsized boats
 * Clearing traffic jams
 * Aerial firefighting
 * Catching criminals
 * Riot control
 * MEDEVAC
 * Transporting VIPs

The player starts with a small, weak helicopter, but as they accumulate money they can upgrade their existing helicopter and purchase new ones. Some jobs require certain equipment in order to complete them, and better helicopters offer greater speed, handling, and capacity. By completing jobs, the player earns money and points. When the player has accumulated enough points, the game lets them move on to the next city. The player then has a choice of going into a new city of the same difficulty or advancing to the next level. There are ten levels of difficulty, with new types of jobs being introduced and previous types of jobs increasing in difficulty.

The player is assisted by paramedics and police which will ride in the helicopter and can be deployed when necessary. The player can also dispatch police cars, fire engines, and ambulances.

There are five virtual radio stations that can be listened to while in the helicopter: classical, rock, jazz, techno and a mix station featuring all songs from every other station. The file format of the music is low quality WAV, and if a user wants, they can import their own music into the game as long as the music uses the WAV format as well.

Real World Impact

The game became infamous when a gay designer inserted sprites of near-naked men kissing each other, which was caught shortly after release and edited from future copies. He cited his actions as a response to the "bimbos" within the game. Nevertheless, the designer, Jacques Servin, was fired, leading to widespread coverage by major news outlets.

title: SimCity/SimCopter


text:
SimCity/Streets of SimCity

Streets of SimCity is a 1997 computer game published by Maxis. The novelty of this game stemmed mostly from the fact that the player could race cars around cities that had been created in SimCity 2000. The game is in full 3D, which was a departure from Maxis's normal fare. It was almost universally considered a flop. It is one of the few games in the Maxis series that Will Wright did not work on. Despite features such as being able to load cities from SimCity 2000 and an excellent soundtrack, the game was known more for its bugs, including unexpected crashes, issues with vehicles stuck in buildings, people walking backwards and being able to drive through trees.

The game is known to be the black sheep of the "sim" line, since it in no way actually simulates driving with precision. It instead focuses more on the goals of blowing up other enemy cars, winning races, evading cops, and hitting the occasional cow. The game can be controlled with a keyboard, a joystick, or a gamepad. As a result, the game was mostly only popular with SimCity 2000 users, which like SimCopter, allowed players to explore SimCity 2000 cities, created by themselves or otherwise. There is also a network mode in which players can play deathmatches with up to seven other individuals.

title: SimCity/Streets of SimCity


text:
SimCity/SimCity 2000

The unexpected and enduring success of the original SimCity, combined with the relative lack of success with other Sim titles, finally motivated the development of a sequel. SimCity 2000 (or SC2K) was a major extension of the concept; the view was now isometric instead of overhead, land could have different elevations, and underground layers were introduced for water pipes and subways. New types of facilities included hospitals, prisons, schools, libraries, museums, parks, marinas, zoos, stadiums and arcologies. Players could build highways, roads, bus depots, and zone land for seaports and airports. Enacting city ordinances and connecting to neighboring cities became possible. The budget and finance controls were also much more elaborate.

News came in the form of several pre-written newspaper articles with variable names that could either be called up immediately or could be subscribed on a yearly basis. The newspaper option provided many humorous stories as well as relevant news stories such as new technology or recent disasters. SimCity 2000 is the only game in the series to have this feature.

The only process considered to be a 'victory' was the exodus process, where by when 200 'Launch Arcologies' were constructed, they would take off and fly to another planet, reducing the city's population to just existing residents who are not living in the Launch Arcologies, but opening wide areas for redevelopment and adding large sums to the city treasury.

A re-packaged version of SimCity 2000, SimCity 2000 Special Edition (SC2K-SE), was released in 1995 for Microsoft Windows and DOS PCs, partly because the original SimCity 2000 cannot be run under Windows 95 (not even in prompt mode). In addition to containing SimCity 2000, it also featured the SimCity Urban Renewal Kit, new cities selected by Maxis from a 1994 competition, additional scenarios, and movies. The movies included with the Special Edition were the first true movies included with a Maxis game, in contrast to the previously used "animated bitmaps", such as the winning screen in SimAnt. These videos included the introductory movie and four commentary videos by Will Wright; the latter were accessed via the "WillTV" application that came with the game.

A network version of the game, SimCity 2000: Network Edition was released in 1996 for both Macintosh and Windows. The Network Edition had the ability to share in-game resources and to compete or cooperate with other cities. If the user is on a compatible network (TCP/IP or Novell's IPX), then SimCity 2000 Network Edition works in a similar way to SimCity 4, giving the ability to cooperate with other cities (for example, by trading electricity for money, and vice-versa).

SimCity 2000 also featured a revamped user interface. Instead of a static toolbar, items were accessed via cascading menus from the right of the screen, resulting in more screen real-estate for SimCity itself, without sacrificing functionality.

A special release of SimCity 2000 for the Nintendo 64 for the Japanese market featured some additional features, mainly minigames, a dating game, horse races and monster breeding, among others, all of them in 3D. A few new "natural" disasters were also included, most of them being giant monster attacks (players were able to use their monster to fight against them). With these additional features, many felt that the game lost its original flavor.

title: SimCity/SimCity 2000


text:
SimCity/SimCity 2000 Concepts

Two notable tricks (or glitches) involve the sea level tool in the terrain editor. By manipulating this tool, players can cause things that are not normally supposed to happen in the game, such as a rise in elevation without a hillside (like a cave) where a waterfall tile once sat and trees that sit on ground water (like a swamp). Although trees sitting on ground water are a fairly plausible terrain feature, it is not possible to achieve this effect by another means, and probably constitutes a glitch.

Another set of tricks involves using the terrain tools in the city mode which allows players utilize roads in ways that are not normally allowed in SimCity 2000. The first trick allows players build an underwater road tunnel; to do this, players are required to create a hill and dig a tunnel though it (the tunnel needs to be long enough so that its entrances will not be demolished during the next step), and then lower the hill using the terrain tool to a below-water level, thus allowing the tunnel to dip below grade under the water. The second is extremely difficult, involving adjustment of the terrain to allow a highway to connect at grade with a regular roadway instead of using an offramp.

With the release of SC2K came the introduction of a tool called the Sim City Urban Renewal Kit (SCURK). It enabled players to modify the images used in-game to represent various buildings, in much the same manner as general image manipulation software. The player was able to create basic bitmap files of a standard size with a standard 256 color palette. A number of pre-altered graphics packages were distributed, including some which replaced the "reward" buildings with images of various well known international buildings, such as the Eiffel Tower, but most buildings were made by fan-artists and shared on the Internet. Several SCURK designs influenced the designs of SimCity 3000's original buildings.

The SCURK is divided into three areas.
 * Paint the Town — A graphics program fashioned to produce custom buildings for SC2K.
 * Pick and Copy — A tileset (building set) modifier, which allows users to produce new tilesets that display specific custom buildings.
 * Place and Print — A sandbox-style city builder with less restrictions as it would in SC2K, which also enables users to print cities on paper. The SCURK was also bundled along with Streets of SimCity and SimCopter, as the Place and Print aspect of the program was especially useful for non-SC2K users who intended to build custom cities for either games.

title: SimCity/SimCity 2000 Concepts


text:
SimCity/SimCity 3000 Concepts

Notable changes from 2000 to 3000 were the introduction of waste management, better management of the power and water grids, the addition of farms, much larger maps, and a news ticker for status updates to replace the old popup-style newspaper (which many people were unable to close when SC2K was on the fastest speed setting). However, SC3K removed the ability to construct arcologies, but some feel that the huge buildings were only included because of SC2K's small map size, which prevented too many people from inhabiting a city at once.

Real-world landmarks were also introduced for the first time in SC3K, but were strictly for aesthetic purposes only. Landmarks in the game include the CN Tower, Notre Dame, the Bank of China Tower, and the Empire State Building.

Like Simcity 2000's Sim City Urban Renewal Kit (SCURK) tool, Simcity 3000 had its own building modifier called BAT (Building Architect Tool). However, BAT was based on the idea of building blocks (not unlike LEGO bricks). Because of the negative reactions on the limited possibilities with SCURK, BAT2 (Building Architect Plus) was introduced with the ability to add custom-made props.

Despite the huge amount of buildings and artists involved with BAT, it hasn't gained the cult-status SCURK has. Another possible reason is that BAT didn't allow people to create and edit cities by placing buildings free-of-charge, unlike SCURK's city editor, thus lessening BAT's appeal.

title: SimCity/SimCity 3000 Concepts


text:
SimCity/SimCity 3000

SimCity 3000 is essentially SimCity 2000 (SC2K) with several small features added and graphics updated to a standard appropriate for when it was published (1999). Some people consider SC2K to be a better game than SimCity 3000 since the two are essentially the same and because of SC3K's greater system requirements, and game-play issues. For example, SimCity 3000 Unlimited occasionally gives the player the option of hosting a parade, which gives a boost to the player's city. The animation for the parade lasts a long time, the game pauses during the animation with no option of skipping over the animation. Critics note other similar flaws.

A re-release, SimCity 3000 Unlimited, was released in 2000. Unlimited added, among other things, Asian and European building sets, a snapshot feature, an improved version of the Building Architect Tool (a very basic psuedo-3D design tool based on cubes), and scenarios (along with a creator based on MS Access).

The SimCity 3000 Unlimited edition was distributed with different titles in some places outside of the USA:
 * SimCity 3000 UK Edition in United Kingdom
 * SimCity 3000 Deutschland in Germany
 * SimCity 3000 World Edition elsewhere in Europe and Latin America
 * SimCity 3000 China in China
 * SimCity 3000 Japan in Japan
 * SimCity 3000 Korea in Korea

title: SimCity/SimCity 3000


text:
SimCity/SimCity 4

There are many differences between this game and previous versions, the largest difference being that cities are now located in regions that are divided into segments, each of which can be developed. The regional play concept adds a whole new dimension to this sequel of SimCity.

Neighbor cities played a large role in the previous version of the game, SimCity 3000. For example, neighbor deals could be established, where a city could exchange resources such as water, electricity, or garbage disposal for money. In this version, the player may develop several dependent cities at the same time, eventually populating the entire region. Additionally, the simulated city can now be seen at nighttime as well as during daytime.

SimCity 4 can be used in conjunction with Maxis' popular game The Sims. Sims can be imported into the city where they will report what they think of the area they are living in. SC4 comes with some default sims for those without a copy of the game. Moreover, SC4 does have a control interface very similar to The Sims.

Graphics in SimCity 4 are rendered using trimetric orthographic projection whereas SimCity 2000 and SimCity 3000 were rendered with diametric projection. According to an article on the history of SimCity, published on its official site, free camera movement was considered but rejected for use in this version and a locked perspective camera was retained from earlier versions. Like The Sims, SimCity 4 incorporates both 2D and 3D graphics in the game; buildings and static props are presented as sprites wrapped around polygons, and a majority of other elements have incorporated full 3D graphics, such as the natural landscape, moving vehicles, roads and railways.

You can also port the .sc4 files from SimCity 4 to The Sims 2 for new neighborhood types.

Contents

 * Concepts
 * Transport

title: SimCity/SimCity 4


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SimCity/SimCity 4/Concepts

SimCity 4 was the most complex SimCity game at the time of release. Old tactics that have worked from past games no longer applied, and now the world has gotten a lot bigger, regions can hold several to hundreds of cities that can all be interconnected to create a massive megalopolis. SimCity 4 deserves its own section as many of the rules that apply to it do not apply to past SimCity games.

title: SimCity/SimCity 4/Concepts


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Space Invaders

This is a Wikibook on the classic video game Space Invaders. It is intended to evolve into a social, political, and technological resource for people who are researching the popular game.

Chapters

 * /Introduction/
 * /Game Info/
 * Arcade Implementation
 * /Walkthrough/
 * /Popular Reaction/
 * /Later Releases/
 * /Street Art/
 * /Bibliography/
 * /Glossary/
 * Authors and Contributors

title: Space Invaders


text: Category:Book:Space Invaders

title: Category:Book:Space Invaders


text:
Space Invaders/Introduction

Space Invaders is most likely one of the most widely known classic game, second only perhaps to Pac-Man or Donkey Kong, maybe Pong. It is involved in a futuristic setting where aliens are attacking Earth (or Alpha Centauri or whatever) and you must defend the planet. Originally designed by Toshihiro Nishikado, it was originally manufactured by Taito and licensed for production in the U.S. by the Midway Manufacturing division of Bally. Released in 1978, it ranks as one of the most influential video games ever created. Though simplistic by today's standards, it (along with other contemporary games such as Pac-Man) was one of the forerunners of modern video gaming.

title: Space Invaders/Introduction


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Space Invaders/Game Info

Space Invaders was an adaptation of the popular shooting gallery games that were a mainstay of carnivals. In this electronic version of the game, the player controlled the motions of a movable laser cannon that moved back and forth across the bottom of the video screen. Rows and rows of video aliens marched back and forth across the screen, slowly advancing down from the top to the bottom of the screen. If any of the aliens successfully landed on the bottom of the screen, the game would end. The player's laser cannon had an unlimited supply of ammunition to shoot at the aliens and destroy them before they hit the bottom of the screen. Meanwhile, the aliens would shoot back at the player, raining a hail of deadly rays and bombs that the player would have to dodge lest his cannon be destroyed. The player's cannon could be destroyed three times (the player had three lives), and the game would end after the player's last life was lost. Occasionally a bonus spaceship would fly across the top of the screen which the player could shoot for extra points.

Video games had existed prior to Space Invaders, and the game Pong by Atari was already a few years old when this game was released. But Space Invaders captured the attention and imagination of the public in a manner paralleled by few games before or since. Its science fiction based action and futuristic setting appealed to a public in the midst of Star Wars mania. The game's design included a touch of horror, as it gave players the illusion that they were in a desperate battle to save the world from alien invaders... a battle that they would eventually lose, as endless waves of electronic aliens would sweep down until they were overwhelmed. The simple background soundtrack to the game, which gave the impression of a beating heart, increased the tension and kept players coming back for more.

title: Space Invaders/Game Info


text:
Space Invaders/Arcade

One key feature of Space Invaders was the fact that as more and more of the aliens were shot, the remaining aliens would move faster and faster. The change in speed was minor at the beginning of a wave, but dramatic near the end. This action was originally an unintentional result of the way the game was written - as the program had to move fewer and fewer aliens it ran faster and faster, but was kept after finding favour with the development team.

Space Invaders used an Intel 8080 as its processor, running below 1Mhz and a 1 bit per pixel framebuffer mapped from the main CPU address space. All sound effects were implemented individually with discrete electronics.

The actual output of the game was displayed mirror-image on a black and white monitor which sat recessed in the game's cabinet. The image was projected (automatically) to a plastic panel which the player saw. Behind the reflective panel was a lunar landscape which gave the game an impressive background setting. Since the actual video game console itself had a monochrome video image, Taito added color by coating the reflective screen with colored bands.

title: Space Invaders/Arcade


text:
Space Invaders/Walkthrough

You start off in a small ship, with three barriers between you and the aliens that you can and should occasionally take refuge in. Be warned, however, that these barriers are not invulnerable, and will eventually be shot to pieces by either the aliens or you (yes, you can destroy them too). What is usually a good strategy is to rather than hold the fire button, get into position, then hit the fire button rapidly, and move to a barrier, giving yourself covering fire. You can only have one shot on the screen at once, so make sure that there are enemies in your line of fire.

title: Space Invaders/Walkthrough


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Space Invaders/Popular Reaction

The enormous blockbuster success of Space Invaders made the entertainment industry sit up and take notice. Within the first year of its release, the game had generated revenue ranging in the hundreds of millions of dollars—with the majority coming from teenagers and school children, who pumped millions of quarters into the game at a frenzied pace. Video game mania among the youths in the United States was so pervasive that for a time, some children and teenagers were panhandling and begging strangers for quarters so that they could continue playing the game.

This phenomenon led to the first outcries against video games by groups of concerned adults, who felt that the content of video games was a corrupting influence on children. In the case of Space Invaders, the issue was not usually the highly abstract and stylized violence, but with the fact that the game could not be "won" in any familiar sense. As framed by the critics, the player is powerless to do more than to delay an inevitable defeat. They suggested that the game taught an unwholesome life lesson, inculcated defeatism, and possibly was intended to put the United States at a disadvantage in its economic rivalry with Japan by undermining the competitive spirit of American youth.

Space Invaders became very popular in part due to its new style of gameplay. Up until its release, video games were timed to a clock, and once a player's time was up (plus possible bonus time), the game ended. With Space Invaders, the game ended only when the player had exhausted the three allotted "lives": a person could therefore play for as long as their skill level allowed.

title: Space Invaders/Popular Reaction


text:
Space Invaders/Later Releases

The home version of Space Invaders for the Atari 2600 was a huge success. Not only did it capture the look and feel of the original arcade version, but it also offered 112 different versions of the game. Variations included invisible invaders, invisible missiles and other subtle alterations. It was the first video arcade adaptation for the Atari 2600 system. The console had been released in 1977, but sales of the 2600 skyrocketed during the 1980 holiday shopping season, as millions of families bought the Atari system just so that they could play Space Invaders. This marked the beginning of home video adaptations of popular arcade games (some of which were less than successful).

Space Invaders spawned a large number of imitators, as other video game manufacturers sought to cash in on its successful formula, and released many arcade games featuring variations of the same theme: attacking aliens from outer space.

Taito released several sequels to Space Invaders in the arcades over the years — Space Invaders Part II ("Deluxe Space Invaders") (1979), Return of the Invaders (1985), Majestic Twelve: The Space Invaders Part IV ("Super Space Invaders '91") (1990), Space Invaders DX (1994), and Akkanvader ("Space Invaders '95: The Attack Of The Lunar Loonies") (1995).

The release of Pac-Man in 1980 broke the mold of "alien invader" games, and it opened the way for more creativity and originality in the video gaming industry. But the legacy of Space Invaders lives on, and action-based science fiction games continue to pay homage to the original shoot-em-up video game.

Enemies based on Space Invaders also appeared in Bubble Bobble games. To top it off, Bubble Symphony featured both a giant Space Invader guarded by aliens who move just like in Space Invaders as a boss and cameo appearances by the player controlled spaceship as a companion for the main characters.

Super Space Invaders was a Space Invaders clone for a range of systems including the Amiga, Master System and Super Nintendo Entertainment System featuring greatly upgraded graphics and sound, along with additions to the gameplay such as power-ups and advanced forms of aliens. Despite this, it was given average reviews at best, and sold very poorly.

Space Raiders (Space Invaders: Invasion Day in Europe) was released in 2001 and is a 3D version of space invaders. Rather than a laser at the bottom shooting up, the player is a human shooting forward at aliens in the street: a prime example of how much games have changed over the years.

title: Space Invaders/Later Releases


text:
Space Invaders/Street Art

Space Invaders has also inspired a form of street art, championed in particular by an artist named "Invader". Using ceramic tiles, Invader and other street artists cement together mosaic images of traditional Space Invader aliens, bonus spaceships, and variations on those themes, sometimes including characters from the Pac-Man series of video games. The mosaics, many being small yet others as large as murals, are cemented onto building walls, lamp post bases, and other structures. The form has spread throughout the world since the 1990s, especially among major European cities, and continues to be replicated.

title: Space Invaders/Street Art


text:
Space Invaders/Authors

 * Original Author: SamE
 * Principal Author:
 * Chief Contributor of Images:

Contributors
(In Alphabetical Order - please sign using four '~')
 * AgeofAtari
 * AmishThrasher 04:21, 22 September 2005 (UTC)
 * Poiuyt Man

Wikipedia
The following Wikipedia articles were used as a basis for material used in this book:
 * Space Invaders

title: Space Invaders/Authors


text:
America's Army: Special Forces/Basic Marksmanship Training

Basic Marksmanship Training

 * 1) Use Iron Sights: Always use iron sights. This is the way to line up your shot properly. It increases your combat effectiveness and consequently your likely-hood to hit the target.
 * 2) Breathe: Fire between breathing cycles.  You CAN hear the inhaling and exhaling. Your combat effectiveness is highest after you finish inhaling or exhaling.  Press the insert key to make the your breathing significantly less.
 * 3) Stay Low: Crouch whenever possible. The lower you are, the more accurate your shots will be due to increased combat effectiveness.
 * 4) Aim for the Center of Mass: Aim at the center of the target's body. Do not aim for the head. Aim one or two pixels to the left of the iron sight.
 * 5) One Target, One Shot: You want to get one target with one shot. If you can pull off getting a target with the 2nd shot - DO IT.  But be damn sure you can make it. Do not do this more than once. Remember, you only have 40 bullets for 40 targets. To be given a chance to do the Advanced Marksman training a score of 36 is required, which means you can only miss 4 targets.
 * 6) Don't Use Left Mouse Button: Use your Ctrl button to fire, so you don't move your mouse when you click.
 * 7) Right Mouse Button: Bind your right mouse button to your sights instead of Z so that you can easily zoom in and out to acquire a target.
 * 8) Adjust Your Screen Resolution: Put you screen at the lowest resolution possible, so the targets will be a little bigger and easier to hit.
 * 9) Press the "SHIFT" key to reduce your walking speed.  This puts accuracy up quite a bit.


text:
America's Army: Special Forces/Obstacle Course Training

1: Don't hit the barbed wire.

2: Stay between the white markers.

3: You do not have to climb down, just walk off the edge.

DesertFox_59 and Unknown

the above is not true for new course the following is true and will help 1the obstacle course, crouch under the first jump over the second crawl under 3rd look up and climb 4th and side step through the last one 2climb up the latter and just walk across the rope bridge 3move to the edge turn around away from the net and walk backwards, you'll grab on simply hit s to go down 4doubble time to the next instructor (tap w twice to run) 5climb the ladder 6move over the rope 7face instructor and hold s to repel

on to the weapons training soldier

And what to do when it doesn't work out...
you fall off something and hear a crunch, you broke your legs falling to far be sure to climb all the way down soldier


text:
America's Army: Special Forces/Weapons Familiarization

First off you must get 3 out of 5 weapons qualified to beat.

For the m9 simply aim and get 10 out of 15 to advance.

Next up the saw for this you must hit 6 targets out of 18 to qualify you have 50 rounds to do so.

Then just beat one of the others and you are done! on to shoot house soldier.


text:
America's Army: Special Forces/MOUT Single Player Training

In the MOUT Training Exercise, you are given equipment and instructions to enter the MOUT Shoothouse and fire on enemy wooden targets, but not at friendly wooden targets. Ammunition and grenades are live, so watch your fire.

Weapons

 * The M16A2 Carbine Rifle OR the M9 Berreta Sidearm
 * 3 Flashbangs
 * Night Vision Goggles

Targets

 * Opposing Forces dressed in Green and Gray clothing; More properly, they are masked. (shoot).
 * Allied soldiers and civilians dressed in standard brown clothing. None of them are masked.(Don't shoot)

Getting Ready
Before the training, you will be invited to a briefing by your lovely training sergeants...it's quite easy: shoot foes and spare friends.(No do not shoot your sergeant) There are a couple of boards with OPFOR on them. These wooden boards are what you should shoot at while in the shoothouse. Keep in mind not to damage anything outside the shoothouse. Pick up your weapons: Night Vision Goggles, Flashbangs, and an M16 or an M9. Choosing between the M9 and the M16 is a bit tricky. The M9 offers better aim and less recoil, but a smaller magazine and fire rate. The M16 packs 2 times more bullets than the M9, but has more recoil and thus is harder to aim. I myself chose the M9, as all targets in the MOUT shoothouse go down after one shot.

In the shoothouse
Enter the shoothouse when ready. Do not waste any time; you will gain more points if you do it quicker. Every time you enter a room, look at all targets and quickly spot OPFOR among the wooden boards. Make sure you hit them correctly. Use flashbangs only if sure that you are throwing them at an enemy. There will be one room that is very dark and may hamper you ability to aim and identify targets. There are two options: Move fast, shoot fast, but be careful. Shooting one of your wooden buddies will result in serious loss of points. ROE is not tolerated in America's Army. ;)
 * 1) The second you enter that room, activate Night Vision with 'V' and will be able to see.
 * 2) Turn high up on brightness and gamma setting. I prefer this due to the larger FOV.

If you wish to skip this training, simply run through the shoothouse without doing anything and proceed to the end. You will get lousy points, and you are considered a NO-GO, but it is completed.


text:
America's Army: Special Forces/Advanced Marksmanship Training

M24 Range

 * 1) Go Prone and Deploy Bipod by pressing "H".
 * 2) Take Practice shots at the red targets to get a feel for timing the breathing.
 * 3) During the test, take your time and find the small white target downrange.
 * 4) Shoot the target the same way you shot the red targets in practice.

Colenel_1337 (X)

Problems with Advanced Marksman
Q: I can't select Advanced Marksman training.

''A: Did you get the Expert Rating on the Rifle Range? If so, look at the next question, otherwise you cannot be a sniper.''

Q: I got an expert rating, but I still can not do the sniper course.

''A: Make sure that you uploaded your results from the Rifle range into your Personal Jacket. Also try exiting the game, and then starting the game. If none of that works, press ~ and type open m24_range.''

Colenel_1337 {X}

Tips For Advanced Marksman Training

 * 1) Always take your shots while lying down and with the bipod up.
 * 2) Wait until you have finished your breath and you are not moving. Take that 1 second to pull off your shot.
 * 3) Since you only get 1 shot, aim for the chest. Don't try going for the head unless you are just fooling around. Most times, you won't get the headshot, especially if it is your first time using the M24 or M82.
 * 4) Make sure that the target you are aiming at is actually the target you need to hit. Take your time finding it and lining up your shot, as you have as much time as you need.

Colenel_1137

Here is what I have in addition to MM_Snuffy's guide:

 * When qualifying with an M24, aim a bit to the left (in the left shoulder from your point of view), wait for that space between the breaths and fire.
 * For the M82, aim for the right shoulder from your point of view.
 * Use the bipod (H)
 * When disposing of the mortar shell, aim for the lower portion and a bit to the right (like 1 pixel)
 * If you miss, the next time stand up and walk backwards. The guy will say "Time for your test" or something like that, so you don't have to shoot all bullets again.
 * If you just can't get it, practice. It is not that hard.

Colenel_1337

The following is a guide to sniping with any weapon, including the effective accuracy while under different conditions. Pendragon's Sniper School


text:
America's Army: Special Forces/Airborne Training

Tower Jump

 * 1) Check your parachute before executing the jump.
 * 2) Tap E just after you get released
 * 3) Look left or right just before landing to make sure you do not break your legs.

Zeus_1337 {X}

Live Jump

 * 1) Before you jump out, look a little to the left, and keep looking that way.
 * 2) Press W until you see the Landing Zone.
 * 3) Press E to flare the parachute.
 * 4) Execute the landing you learned during the Tower Jump.

Zeus_1337{X}


text:
America's Army: Special Forces/Medic Training

Medic Training
The only possible hints here are that if you are having trouble:

 * 1) Take Notes
 * 2) Listen to the instructor each time
 * 3) Don't be afraid of failing
 * 4) Multitask. Do homework to keep from falling asleep
 * 5) Use outside experiences. A lot of this stuff I learned in swimming lessons and other first-aid courses.

DesertFox_59 {X}

Generalg23

{FoM}Gurkbuster

The following resource is designed for full-fledged medics to allow them to augment and support their team both effectively and properly.

Pendragon's Medic School

Strategy by Mysekurity:

 * 1) Walk into the test area and sit down to start the lecture.
 * 2) Now in the real world, get up from your computer, fix yourself a snack, work on other homework, or do something interesting.
 * 3) When the teacher's done talking, you'll start your test. Take a screenshot of each page (I think it's the F9 key), and then exit the game. Go to your screenshots folder (in /Screenshots) and print them out. If you'd like, you can crop them for size constraints, or if you have time, re-write them.
 * 4) Now re-launch the game, and, using your test as a study guide, pay attention to what the teacher is saying, and circle the correct answers on your physical sheet of paper. When the test comes up, your answers will be the exact same as what you've been studying with.

You can also cheat (http://www.gamewinners.com/DOSWIN/blamericasarmy.htm) because they never change the answers, or instead of taking screenshots go to the console and type in pause, then minimize, look up the answers, and type pause again in the console.

This also works with Special Forces training.


text:
America's Army: Special Forces/Special Forces Training

Tips
Keep in mind that special forces training is supposed to be hard. This being the case, we can and will only give hints.

Evade and Escape
Always Crouch. Never The Shortest, even when you need more time then you need. They will spot you. Its easy to see you. He gives instructions. This is needed.
 * 1) Stay Slow and Low.
 * 1) Always take the longest route.
 * 1) Stay away from guards, lights, hilltops, and towers.
 * 1) Do not cross bridges.
 * 1) Listen to the guy in the 'copter.
 * 1) If you need to go near towers, time the light and remember, Low and Slow! (Make sure Dynamic Lighting is turned on in your Video Settings so you can SEE the light.)
 * 1) Learn the enemy speech using the OPFORian translator to know when it's safe to proceed.
 * 2) Run until you are spotted, then drop prone and don't move – you can do the whole thing with this method (and some luck) in about 10 min.
 * 3) Make sure you're going the right way. If you don't, the guards have super-vision and stuff. If the guards seem to catch you way too easily, chances are you're going the wrong way, but give it a couple more tries before giving up.
 * 4) Use riverbeds.
 * 5) Use SLOW prone in shrubs and bushes.
 * 6) Use SLOW prone around enemy camps and sentries.

DesertFox_59 {X}, Unknown, {FoM}Gurkbuster, UCA_Duck-Bill, sly.fox88  XxDSpAwNxX

the link above didn't work for me, try opfor_language.


text:
America's Army: Special Forces/Advanced Training

JAV TRAINING

simply walk up to him hit f and talk then by default \ puts you in sneak mode use top down when tank is behind a hill use direct when its in the open


text: Category:Book:America's Army: Special Forces


text:
America's Army: Special Forces/Teams/Clans

Please list here (alphabetically) your AA Team/Clan web site. Include team name, tag, and URL.

 * (1VB)
 * 1st Veterans Battalion
 * -=[10thSFG]=-
 * 10th Special Forces Group
 * [11-b]
 * ElevenBeta Clan
 * [2W]
 * Second Wolf Battalion
 * [75th]
 * 75th Ranger Regiment
 * [9thSF]
 * 9th Special Forces
 * [AO]
 * Alpha Omega
 * [ACA]
 * American Canadian Alliance
 * .AMp.
 * American Pride
 * -={aZ}=-
 * Absolute Zero
 * -={CIB}=-
 * Coronado Island Boys
 * {CS}
 * Christian Soldiers
 * DELTA
 * Delta Operators
 * -=DeToX=-
 * South African AmericasArmy
 * )x({[DOE]})x(
 * Over Everbody
 * [D.oh]
 * Team D'oh
 * }EoS{
 * Element of Surprise
 * [FD]
 * Final Destination
 * {}-Fear_This-{}
 * Fear This Clan
 * [FOCKER]
 * The Focker Ownage Company
 * [ForceNZ]
 * ForceNZ, A New Zealand ArmyOps squad
 * -{Free}-
 * The Freelancers
 * {IDS}
 * International Death Squad
 * =INS=
 * Infiltrate, Neutralize, Secure
 * -[KoH]-
 * Knights Of Havoc
 * [LB]
 * Lost Battalion
 * [Medic]
 * AAO/AASF Medics
 * -=MLK=-
 * Moonlight Killers
 * *MoG*
 * Men of God International
 * =NS=
 * NaySayer Clan
 * -[RedNeX]-
 * RedNeX - AAOps Clan
 * -[Ri051]-
 * Ri051 Croatian Game Squad
 * {S&S}
 * Saints & Soldiers
 * (SOD)
 * Soldiers of Death
 * [SOT]
 * Special Operational Teams
 * -[SWAT]-
 * Special Weapons and Tactics
 * {TAC}
 * Terra Australis Corps
 * -TAC^
 * The Alpha Company
 * (TECTA)
 * The European Combat & Tactical Allience
 * [TG]
 * Top Guns
 * {TR}
 * Tunnel-Rats
 * UCA_
 * United Continental Army
 * -=[USA]=-
 * Ultimate Server Admins
 * UsF^
 * United Special Forces Clan
 * =WFC=
 * War Force Clan
 * [XSHOK]
 * South African AmericasArmy
 * -{XFG}-
 * Xtreme Force Gamez


text:
America's Army: Special Forces/Links of Interest

'''Please do not post links to clan/team sites here. There is a separate section for that.'''

http://www.americasarmy.com/images/aa_logo.gif

America's Army Web Site

America's Army Tactical Review

http://aaotracker.4players.de/Images/banner/trackerlogo1.gif

ArmyOps-Tracker

Console Commands

http://media.xfire.com/ads/xfire_ad_90x60.gif

Xfire- Xfire lets you find buddies, chat with them, and instantly join the server that they are on.

Crazy Dog's World

Prima Strategy Guide Preview

AAMSL- Web based browser for Americas Army Servers

http://www.forwardobserver.us/modules/Forums/templates/smartDark/images/logo_phpBB.gif

Forward Observer - A web based or downloadable server browser

AAO Tactics

MilitarySim.com

America's Army on Wikipedia

Modern Firearms


text:
America's Army: Special Forces/Contributors

Log of Updates

Contributors
Please post your name here if you have contributed to the guide.

Aphonik aka. -=MLK=-MiniB

Thanks for nothing

[LB]Chewy

[Medic]_Force

LonePhantom aka [SOT-A]Phantom

[Matt-GCA]

sf.raven

Oldschool (Reformed)

RandomSAW [TRM]XxRandomSAWxX

RC2: Contributions

Desertfox_59 {X} desertfox59 at gmail.com: Contributions

Ldog187 aka -[SWAT]-LDOG: Contributions

-={CIB}=-LstBoyScout scout@cibsquad.com

DarkSeedious - retardedyapcs@hotmail.com

[RedNeX]_Sulphate - sulphate@rednex-clan.com

Free_Bear

Generalg - Gamerg27@hotmail.com

{FoM}Gurkbuster a.k.a. Tequila=NS=

Hyper9

Intuition...

Canscorch: Contributions

Kardon45

BigEcho

DCMan{FSS}

[SBOB]Ferrard Carson

[S-8]TheDeerHunter

Rattletrapmusicman

The-Big-Cheese. (Urban)

DragonJTS (Dentrag123 in-game)

-[KoH]-Slayer

KillerTeddy


text:
America's Army: Special Forces/Interviews

Exclusive Interview with [Dev]DJ Monkey Boy Interviewee: [Dev]DJ Monkey Boy

Desertfox_59 {X}: Where do you see AAO going in the future as a game? [Dev]DJ Monkey Boy: We hope to expand AA as a realistic first person action game and a tool to show more about Army life. Main features to be added down the road will be AI to have a powerful co-op play mode, playable vehicles, and maps with more random elements; such as spawns and objectives. Along with this will be more in-depth core/expanded training along with firebase maps to see further into deployed Army life.

Desertfox_59 {X}: What are you going to do to help encourage teamwork? [Dev]DJ Monkey Boy: In the near future adding voice over IP will greatly enhance teamwork, but we still hope to add more. We are considering other incentives as well.

Desertfox_59 {X}: What branches of the Army will the game ultimately include? [Dev]DJ Monkey Boy: Depending how long the project goes it may eventually include all major branches, but for now we will stick to what is already in AA and hope to add other infantry units such as mortar teams. We will probably add vehicle branches when applicable. We will have to go one step at a time since each division takes a lot of work.

Desertfox_59 {X}: Can we expect to see more training missions in the future? [Dev]DJ Monkey Boy: Yes and we hope to improve the old ones. In the near future SF training of ODAs will be expanded. For example in Q-Course there is Language Training where players will learn critical components of the Americas Army OPFOR (Opposing Force) language. Players will also go through SFAUC (Special Forces Advanced Urban Combat) training, which is modeled after actual Special Forces shoot house environments. There is also SF Weapons Familiarization where players will learn how to employ new Special Forces weapons within the game.

Desertfox_59 {X}: Are you going to do anything to help improve game preformance on lower-end machines? [Dev]DJ Monkey Boy: We hope to move over to latest UT 2004 core code which should help performance of graphics and network/internet speed.

More interviews: http://www.americasarmy.com/community/interviews.php


text:
America's Army: Special Forces/Basic Tactics/Hints

Low Honor = Underestimation
One misconception in America's Army is that honor directly correlates to skill. This is not true, for a variety of reasons. They include:
 * Multiple Accounts: Often players with high honor start additional accounts. Also, they may have accounts with various tags.  There are always accounts that were stolen too.
 * Players may actually play the game as intended despite the influx of rushers and stat mongers to the game. By this it is meant low honor players could focus their sessions on providing covering fire and teamplay rather than personal point gathering.
 * Picking the squad leader or fireteam leader weapon class on a successful team (which is already winning rounds in a lopsided manner) is a way to get high honor even if those players don't actually issue commands or just sit around and hide.
 * Cheating: A user who cheated may have high honor from cheating on public servers, but that doesn't mean they are going to be able to beat you in matches without their cheats.
 * Bought Accounts: You can buy high honor accounts via services like eBay.

 * Honor servers: Not all servers are honor servers so low honor players may have experience surpassing what their honor suggest.

So, remember, honor is not equal to skill. But you can trick those who don't believe by playing on a low honor account.

Check Your Fire... And Your Six
It is never good to shoot your own team. Once they're dead they can't cover you. So check your fire, and check your six (meaning behind you) too. The OPFOR can sneak up from behind.

Don't Stand in Front of Your Sniper
There is nothing more annoying than finding a great hiding spot, aiming your M-82, preparing to make a perfect headshot, and then seeing a member of your own team standing right in front of you or on top of you, blocking your shot and giving the OPFOR a chance to move. Don't do it. If you see a sniper from your own team, get away! By standing right by the sniper, you will draw attention to him and you will possibly block his shot.

Noise Is, Well, Noisy
Believe it or not, the OpFor have ears. This means you can be heard, yet not seen. Your goal is to be neither seen nor heard. So stay low, stay quiet. (PS from RandomSAW- wear headphones so you can hear OpFor trying to sneak up on you. The advantages of wearing headphones are endless)

Try to become familiar with the different sounds that different ground surfaces make. Concrete sounds different than carpet (i.e. Weapons Cache). Dirt sounds different than wood (i.e. Insurgent Camp). By noticing these differences you can more accurately pinpoint where an OPFOR might be. In Weapons Cache, for instance, the sound of feet on carpet almost certainly means that the OPFOR is somewhere on the second floor. Combined with directional sound, this method allows you to determine where the OPFOR is with considerable accuracy. -os-pwned

Love Your Neighbor As Yourself
Be sure to respect your teammates, especially those around you. Teamwork is key. If someone needs an extra grenade, or a smoke thrown, help them out. If you don't, they may be reluctant to help YOU later.

Pendragon's Command School

The Gun Fires THAT Way, Soldier
Know your weapon. Remember that spamming a door with the M4 against a RPKer isn't going to work well. You have 30 bullets - they have 200 (what looks like an RPK to you is a SAW for the enemy). And remember there is a limit to how far a grenade can be thrown.

Thou Shall Not Cheat
If you are cheating, stop reading here and quit playing this game. Cheaters will make a game no longer fun. If you still want to game, get a Game Boy, that way there's no way for you to cheat.

Use Thy Sight
Use Your sights/scope when ever possible. You will be amazed how many more kills you get by taking the extra second to bring up your sights. But, scoping in close combat situations is risky, as you lose precious seconds going into zoom and remaining. Know when you should or should not scope in.

Communication Is Key To Teamwork
Even if you never use any of the more sophisticated methods of communications, such as the several voice communications programs, or hand signals, there are a few simple things to keep in mind that will do wonders for helping your team achieve its objectives.

Report your position frequently. This action is bound the 'U' key by default. Binding the "Report In" action to a convenient button, such as the middle mouse button will make it easier to report, and safer since you're finger isn't far from the fire button. A good rule of thumb for the frequency of reports is to report whenever you enter a new area. At the very least your teammates know where you've been killed, which can be a very important piece of information.

After making reporting in a habit, another useful habit to acquire is reporting the location and movement of enemy forces unless you have a sure kill. Report the enemy if you're under fire and can reach cover. Someone else may be able to flank the enemy. Reporting enemy locations when not under fire is recommended in several situations when firing on them could be disadvantageous. A short list of sample situations include, but is not limited to: It can be difficult to type and play, but when you're not under fire is the perfect time.
 * Being in a concealed locations and not wanting to be revealed by shooting
 * Spotting an enemy force that has the advantage of numbers.
 * Spotting an enemy when you are unable to assure a kill due to your health or distance.
 * Spotting an enemy on the run that you cannot catch or shoot.

For the Squad Leader, setting objectives can help coordination immensely. If the other players are working as a team you can overwhelm the enemy by approaching a single objective from several ways. By default, setting objectives is bound to the 'O' key. After pressing the 'O' key, press the letter for the objective as listed on the HUD.

Squad Leader and Team Leaders can INCREASE a rifleman or snipers accuracy by being in proximity of the person. So if you are assigned to Team Bravo or Charlie Sniper Team Leader... STICK with the sniper and help him to spot using your Binoculars. (Give him a frag as well... he needs it... press 2 for grenade and backspace to discard the nade in hand)

CQB Movement Down Corridors... Yes, the one-two movement tactic works... keep to the SIDE of the corridor as the CENTRE is certain death when you get spotted... CROUCH/PRONE and SIGHTS ON and COVER your Mates while your team mate runs pass you. Alternate cover and running. And never shoot over your friend's head.

Pendragon's Communication School Pendragon's Command School

Rolling Grenades!
Rolling Grenades. In case you didn't know already, if you have a flashbang, grenade, smoke or any other type of thrown grenade, you can roll it. All you have to do is press your Mode Switch Button (the one you use to make your M16 burst and M4 full auto). Well now you know there is a rolling feature, but why would you even bother? Well here's why.

Flashbangs
There is already a great post about the flashbangs and how to use them, but I'm going to stick specifically to rolling the flash. ** Just a quick note, don't ever, ever EVER cook a flash when rolling **. Rolling flashbangs creates a huge advantage when you are standing next to the door you want to enter. Instead of throwing the flash and having it bounce to a corner or behind an object where its effects are diminished, by rolling the grenade at the foot of the door (which is where that sneaky OPFOR is looking.. I promise!) it will stay in the doorway and explode there instead of in a stupid corner where nothing happens. Also, when rolling a flash you really can't see it when it goes into the room because it is so close to the floor, giving the OPFOR a less time to react and turn away from it.

Frag Grenades
Rolling frag grenades helps a lot when trying to clear a room, because they tend to do what the flashbangs do, go hide in a corner. When rolling a frag grenade, try to aim for the middle of the room or structure you are clearing. (It's best to have 2 people doing this, 1 rolls a flash and quickly gets ready to enter, the other cooks off a grenade and rolls it in, and the flasher moves in and clears. Repeat this process several times.) Also, when frags are cooked off in the rolling process, cook them off a little bit shorter than you usually would, because rolling takes a hair more time than throwing.

[edit]Furthermore, when you roll a frag grenade you do not shout "Frag Out!" like you do when you throw a grenade normally. This decreases the likelihood that the OPFOR will know the 'nade is coming and you'll catch him by surprise. -os-pwned

Smoke Grenades
Smoke grenades are probably the most useful to roll because of the fact that usually they don't land where you want the smoke (Bridge Crossing is a great example). Instead of whipping that smoke where it might miss your intended target, roll the grenade. It will land really close to where you want unless for some reason you get shot in the process of rolling it .. Rolling smoke is a very effective way to smoke a doorway, because when the smoke is thrown to the doorway, it tends to miss. You know what I'm talking about...

Thermite Grenades
Ah yes... That wonderful CSAR mission. You secure the chopper, and throw your thermite into it and it.. ricochets back at you, hits you, misses the Blackhawk and kills you in a matter of 4 seconds... Double the Humility. Well, for all of those people who have ever missed the Blackhawk, This is for you. By rolling a thermite into the Blackhawk, it won't ever, EVER, EVER come out. Ever. It stays and does its job. Otherwise, I don't recommend wasting your thermite on an OPFOR because you might need it later!

Ok. Well I hope this helps some of you guys with your room clearing. Hooah!

Kardon45-- I hope to see you men on the battlefield

Links to General Tactics and Beneficial Behaviors
The content from the following links could be incorporated if permission is granted by the authors.

 * New Guy's Guide to Common Traits and Skills
 * RodeoX's Americas Army Operations Basic Training (No longer maintained)
 * Pendragon's US Weapons School
 * Pendragon's Target ID School


text:
America's Army: Special Forces/Stealth Tactics

Introduction
Stealth is an important part of any combat situation, especially when outnumbered. Without stealth, your enemies will know every move you make, and will be waiting for you to make your move.

Movement
Moving quietly is the most important part of stealth. The general rule in AA is, the more slowly you move, the more quietly you move. One very quiet example is the crouched, slow stance, pictured below.

This stance can be achieved by crouching, then pressing the shift key so there is only one outline as shown above.

There are several advantages to this stance: First, foot steps will be very quiet on most surfaces. This means not only will the enemy not hear you, but you will be able to hear them. Second, you become a smaller target. The smaller target you are, the harder you are for the enemy to hit. Farohar: And third, using this stance your hit probability will increase compared to standing or running as well. Also if you are prone(laying down) and in the slow movement mode you don't make any sound at all!

Know your terrain
By knowing your terrain, you will know all the hiding spots you can use to your advantage. The easiest way to find hiding spots is go into single player mode, and explore a map and look at the good hiding spots. If you find one that’s possible to use, get in your crouched position, then use “freecamera 1” in the console and circle around your character. Take note of how visible you are from what directions. Switch back to first person using “freecamera 0” to look for more spots.

There's also another way to find some good spots. When you die, you can cycle vision trough your teammates. Some times, you'll discover some good spots; use them and see if they're really effective.

Frag Grenades
Frag grenades are effective when used properly. Each time you throw a grenade, the enemy can hear the pin being removed from the grenade and the spoon being released, as well as possibly see where a grenade is being thrown from. Worst of all, since you shout "Frag Out!"(no it is not being said into your radio) the enemy can hear you shout, and guess your location. It is important to never throw more than one grenade from the same location, unless you are relatively sure that no living enemies heard or saw your last grenade. Remember, grenades should never be used when it is possible there is a friendly in the blast area.

Don't forget to "cook" your grenades! After you pull the pin by pressing the primary fire button, release the spoon by pressing your fire mode button. You will have approximately five seconds before the grenade explodes. The less time the enemy has to run after the grenade lands next to him, the better chance he will get hit by the grenade. If you don't cook your grenade at all, there's a very good chance he will have time to move to safety before the grenade explodes, wasting your grenade, and giving away your position. Learn to adjust for the distance and height of your throw, and cook it so it explodes right when it lands next to the enemy (or even airburst it over his head, a useful tactic on the Bridge ledges).

Smoke Grenades
Smoke grenades should be used as a distraction. If a room has multiple entrances, throw a smoke grenade at the entrance you are not going to use. While the enemy is watching that entrance for incoming enemies, you can sneak in another entrance and throw them off guard.

Smoke can also be used as cover. Sometimes, such as on Bridge, smoke is very necessary for the assaulting team. However, remember that smoke can be shot through. The enemy may shoot randomly through it, and if you are moving through the smoke, you can be hit. Note: this tactic can also work very well for the assaulting team, as long as you make sure to look for the enemy positions before you throw it. Furthermore, this is also very effective against armored targets. if you throw one, you can shoot at the tank, but it is unlikely they will return fire.

Flashbang Grenades
Flashbang grenades or stun grenades can blind and deafen anyone within their blast radius. The closer a player is to the blast, the more blind and deaf they will be. If they are at the edge of the blast, they may only be partially affected. Flashbangs' blasts are much more intense indoors than outdoors. Flashbangs also cause players' CEM to go down, an effect which lasts for a while after the blindness and deafness wears off. This lower CEM makes it much harder for the player to hit targets, especially at distance. Flashbangs also do a minimal amount of damage to players' health rating; if a player is very nearly dead, a flashbang may kill them. Because of the bright flash, loud sound, and short fuse, it is usually easy to tell where one of these grenades was thrown from. They should only be used when no friendlies or noncombatants are known or suspected to be in the blast area.

Generally it is not a good idea to cook a flashbang grenade. They have very short fuses, and you could end up flashing yourself. However, if you know what you are doing, cooking flashbangs may have advantages.

Flashbangs can be very effective if used correctly. If you think there is a sniper nearby, try throwing a flashbang at the suspected position. If you were correct, the sniper will be incapacitated and an easy kill.

Weapons and Firing
Outdoors:

The preferred weapon for outdoors stealth is the sniper rifle, due to its long distance accuracy. The next best weapon is an M16-A2 or M4A1 in single fire mode, preferably a suppressed M4A1. Only a few rounds should be fired from the same location, to prevent the enemy from locating you by the sound of your gun.

Indoors:

The preferred weapon for indoors stealth is the M16-A2 or M4A1 in burst or auto mode. However, weapon fire should be limited to only when a clear shot is available, and there is a 90% chance of hitting the target. Using iron sights should help with this, especially with the M4A1 Auto.

Stealth Healing
If you are the medic, when it is time to heal your teammates press the slow walk key. Then when you say stop it will be a whisper instead of a shout. Same goes for if you need a medic, press the slow walk key before you call for the medic and it will be a whisper, but you will show up on medics HUD.

You can also use the "I'm hit!" radio call, and then report in, which the enemy will not be able to hear.

Even better here is a way to call for medic and report in location without saying anything. You can either code this into Keybindings.ini or add it to your user.ini file.

Code: callmedic | commoradio | commosendmessage 28 | commosendmessage 99

(This is legal for TWL, I talked to an Admin on IRC today.)--Ldog187

''I'm not sure either. Don't think it would get incorporated into PhantomScript though, I prefer the "silent medic" call already programmed in which doesn't show up on the medic's compass. Encourages those with need of medical attention to STAY PUT. Just my $.02'' --Phantom 20:57, 28 Apr 2004 (UTC)

The Door Trick
To open a door without making noise use the slow walk mode as described above, and you will open the door slowly.

Enemy Communication
It helps to know what your enemy is shouting, so you can know if you have been discovered, having a nade thrown at you, or if the enemy is wounded. OPFORian TranslatorOPFORian sounds

Camo-in-a-Can
Drop a frag just in front of a wall (be sure that no friendlies are around). This will create a black blast mark, and since your OpFor clothes are always dark colors or even black, you will be hard to see if you stand in front of the blast mark. This works especially well on night missions like Insurgent Camp or SF Pipeline.