BATTLE SQUADRON

A Bird's-Eye View Space Shooter for One or Two Players
               Innerprise Software, from Electronic Arts, 1990

Martin Pedersen - Programming, Design
Torbin Larsen - Design, Graphics
Ron Klaren - Music/Sounds
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FAQ v0.1 by mechanized

Recent Changes to Document:
-v1.0 : Start of Document
       Entire document was written once I noticed that this 13 year old game
       had no FAQ for it at GameFAQs.com ...why, to think that a game was not
       covered at all is simply ... unthinkable!

Usage:
Only GameFAQs.com may host this document.

Legal:
All content is by my hands, except where noted.  All rights reserved.
Research is Primary, based on game play and the game manual, by Andrea Smith.
Game Genie codes from www.gamegenie.com; Game Genie is a trademark of Galoob.
Battle Squadron is owned by Electronic Arts, as they were the publishers.
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Contents:

       #0   - The Story
       #1   - The Basics
       #2   - Weaponry
               Nova Smart Bomb
               Orange Magma Wave
               Red Magnetic Torpedoes
               Blue Anti-Matter Particle Beam
               Green Emerald Laser
       #3   - Enemies
               Flying Enemies
               Ground Enemies
               Large Enemies and Bosses
               + Ending Rant
       #4   - Tactics
       #5   - Game Genie Codes




#0
The Story, Such as it Is (From the Manual)

                       SATIII-0845 PULSCOM BULLETIN
                          EMERGENCY NOTIFICATION:
                               ALERT STATUS 2

To: Squadron Commander/Battle Group V
From: GALAX LUNAR HQ
Subject: Hostage Situation
Immediate Action: All assigned leave cancelled.  All pilots confined to base.
       Await orders.

Date: 01.08.2400

INSTEL reports that commanders Bery Mayers and Lori Bergin are being held
hostage by Barrax forces.  Pulse-variable communications indicate that they
were attacked by a Barrax Nova Cruiser at 1600 hours in the Karnus Sector.

The commanders' final message to HQ was incomplete.  Trace Lock analysis of the
transmission follows: "ability to become invisible for a limited amount of
time....fast acce.....brigg......ght..light..beaming us on boar......"

Shortly after the attack, Inter Trak scans indentified a massive energy source
in the same Sector moving towards the planet Terrania.  It is believed that the
hostages are being held in the inner recesses of that planet.

Mayers and Bergin were returning from a successful mission to Urania, the home
planet of the Barrax Empire, and are in possession of information that is
necessary to the defense of Earth and the success of any future counteroffen-
sive action.



                       SATIII-0845 PULSCOM BULLETIN
                          EMERGENCY NOTIFICATION:
                               ALERT STATUS 1

To: Squadron Commander/Battle Group V
From: GALAX LUNAR HQ
Subject: Mission Briefing
Mission Code: C61-178DE

Date: 01.09.2400

Primary Objective: It is important that we free commanders Mayers and Bergin
before Barrax interrogators are able to break through their psychological
defenses.  Begin immediate rescue efforts of the hostages.  Eliminate Barrax
life forms from the planet's surface and subterranean forts.

INSTEL Brief: Suspicious and potentially hostile acitivies have escalated in
the Terranian region for the last 10 years.  An analysis of transport patterns
and laser scan results indicate that this planet is the major weapons research
and development center for the Barrax Empire.  It is highly probable that any
offensive action will be met by genetically engineered cyborgs and biological
weapon technology never before encountered in this galaxy.

INSTEL Recommendation: A large attacking force would prove counterproductive,
because we are guaranteed by scouts that early warning Barrax defenses would be
alerted.  A solo mission offers the best chance for success.  You are the
commanders' only hope for rescue.  Good luck....

(End)



#1
The Basics (Gameplay)

Players
       This game can be played solo or cooperatively with a second player.

Options Screen
       Credits Per Player: 1, 2, 3
       Number of Lives: 1, 3, 5
       Maximum Number of Enemy Bullets On-Screen at One Time: 8, 12, 16
       Enemy Bullet Speed: 75 (Slowest), 100, 150, 250, 400 (Fastest)

The Delta II Strike Cruiser
       As with most shooting games involving space ships, maneuvering is
managed by pressing the directional pad in a given direction.  This will, of
course, cause the ship to move in that direction.

Buttons
       A/C = Fire Weapons
       B   = Nova Smart Bomb

Power-Ups
       M Capsule = Adds 1 Nova Smart Bomb
       X Capsule = This color-changing capsule will upgrade your primary
               weapon.  Color decides weapon fire type (explained below).
       Green X   = Boosts the Bonus Score multiplier by 1. (# * 1,000)



#2
Weaponry of The Delta II Strike Cruiser

Nova Smart Bomb
       This is the standard issue Kill Everything or At Least Hurt Everything
weapon, typically used to clear out swarms of enemies in an emergency.  The
bomb radiates a swirling explosion, then implodes, taking roughly two seconds.


Colored Weapons
Each weapon is listed by name and area of fire, in relation to the ship.
Five upgrades are available to each weapon.

       This   ..   represents the Delta II Strike Cruiser.
             i/\i


       Diagram   Weapon Description

           ||      Orange Magma Wave (Strong Forward, Sides)
          |  |     This is the starting weapon.  It is primarily a forward
       -,  ..  ,-  weapon, but gains supplemental side fire at higher levels.
       ,. i/\i .,  At highest level, two pairs of angled shots are discharged
                   from each side, and the weapon gains slight spreading.


          o  o    Red Magnetic Torpedoes (Forward, Strong Spread)
        o      o  Fires two small red balls that fly apart from each other
        o      o  at a shallow angle.  At higher levels, the number and size
         o    o   of balls increase, as do their area of coverage.
           ..     This is the Spreader weapon, and is the best for that job.
          i/\i


           ][
          ][][    Blue Antimatter Particle Beam (Forward, Behind)
         ][  ][   Shoots a pair of blue beams forward.  Higher levels of the
           ..     weapon increase each beam's width as well as some minor, but
          |/\|    good spreading, as well as adding rear fire.  Very effective
          ][][    weapon for anyone who can master circling opponents.
           ][


          !!!!
         !!  !!   Green Emerald Laser (Strong Forward)
        !!    !!  This is easily the most powerful forward weapon in the game,
         !!  !!   but due to this it is also the least area of affect.  With
                  development, this weapon gains some modest spread, but has
           ..     no supplemental fire to handle enemies at the sides, which
          |/\|    happen often in swarms.


#3
Enemies
The content below is listed by enemy type (Flying, Ground, Large/Bosses), the
enemy's name followed by points for its destruction, and a brief description
of its difficulty, attacks, and its appearance (if it's interesting enough).


Flying Enemies

       F-319 Bombers             50
       These are out-dated attack ships from ancient wars.  They are not
       hard to take down, but typically appear in groups, firing together.

       Artillery Gunship       1000
       The Gunship shoots a steady fire at you when it comes on screen.  Takes
       a few hits to destroy, and releases X Capsules to upgrade your weapons.
       Looks kind of like a robot frog.

       Karnus Fighters          100
       Most dangerous of the flying group due to their frequent appearances,
       invisibility, rate of fire, and grouping.  Require a few shots to down.

       Mini Speed Bombers        50
       These pour out of capsules on certain technological emplacements.  They
       move fast, but can be taken down with little force.

       Biotech Wingman         1500
       Of all the fliers, this one can take the most damage before going down.
       These have exceptional aim, and often appear in pairs.  They're big and
       have red, flapping wings.

Ground Enemies

       Terror Tanks             500
       These move slow and take a few hits, but are otherwise not particularly
       dangerous.

       Gun Emplacements         250
       Domed turrets follow the Delta II's movements and fire with precision.
       They can withstand a fair amount of damage, comparable to a Karnus.

       Mini Gun Pod             100
       These open up like little mouths to shoot off a single, well-aimed
       bullet.  Attached to bases.

       Bases                   (Undeterminable)
       The single feature common in these are their gun 'cores.'  These
       'cores' fire a series of shots at the Delta II, and must be stripped
       of their armor before their internal, glowing domes can be destroyed.

       Mutant Cybersnakes      1000
       Cybersnakes can take a LOT of damage, often surviving an onslaught long
       enough to make it out of the screen.  Like other ground emplacements,
       these will shoot at you with relatively accurate shots.

       Teganoids               1000
       Little crab-like creatures, these pop out of the ground to deliver
       surprise attacks.  They can take quite a beating.

       Double Nitrogunner      2500
       The only plant-based ground emplacement the Delta II will combat, these
       have a good rate of fire, with decent accuracy.  Take a few hits to
       destroy.


Large Enemies and Bosses

       MagnoStryker            5000
       This ship has simple attacks involving a two-shot burst, followed by
       a very slow-moving, heat-seeking missile.  Weapon-fire is generally
       easy to evade.

       Mechnoguardian          5000
       Captain of the Armed Forces, he shoots bullets at a high rate of fire
       and launches slow-moving heat-seeking missiles.

       Nomulot                 3500 (Based on Score Pre-Fight and Post-Fight)
       This large, blubbery-looking pale creature takes up half the screen!
       Four points on the Nomulot's body must be destroyed before it becomes
       vulnerable.  At that point, shoot it in the blobby center.

       Surlotech               (Uncertain)
       The final ship you must fight is the Barraxian Surlotech.  In
       appearance, its wings are much like a bat's, though more monstrous.
       Two 'evil' green eyes serve for windows.
       Its weapon fire consists of erratic, repeating bullet shots.
       Recommended weapons are the Blue Anti-Matter, powered enough for rear
       shots, and the Orange Magma, powered for Side shots.
       The hail of bullets from Surlotech is hard to deal with, but
       fortunately one can find *some* safety Behind him, to the sides, or in
       the upper right corner of the screen.  With the Blue Anti-Matter,
       keep behind his wings stay up with his movements.  With the Orange
       Magma, fly at the sides of the screen and let the side shots do the
       work.  With either strategy, keep a sharp eye out for the rare shot
       into the corners or sides, as they will actually be *aimed* for you.
       After a while, the ship falls apart, revealing the red, muscular mass
       of the green-eyed Surlotech monster.  It will shoot bullets as before,
       but all shots will be aimed for you and around your location, so keep
       moving.  Depending on his location, some success may be found in
       Circling the Surlotech.  Watch for regular gaps in weapon-fire to slip
       your ship through.

       Once Surlotech is defeated, the game is over, and after a few brief
       scenes of the rescue of the hostage commanders, and a generally
       lame ending (fun game, bad ending!) you are taunted with the potential
       of Battle Squadron II.  As you might have noticed, Battle Squadron II
       never did happen, so... word to the wise game developer: if you're
       going to pull a stupid ending like this (that no one likes, remember)
       you'd better at LEAST do that sequel.  Even with a sequel, this sort
       of game ending is a lazy cop-out.  Remember!

#4
Tactics

Here are some additional gameplay tips.

       4.1 - Bullet Speed 75
       While it might sound like a good idea to have enemy bullets set slow,
       this will end up dangerous as it turns weapon fire into slow-moving
       hazards that clutter the play area.  This is compounded when enemies
       swarm you.
       4.2 - Enemy Bullet Maximum and Bullet Speed
       This is, essentially, your Difficulty Level.  It is compounded
       further by Bullet Speed, which is best set at 150 or 250 at Max
       Bullets 12 for a Middle Difficulty Game at Bullet Max 12.  From there,
       8 Max at 100 Speed would be the Easiest game, while 16 Max at 400 Speed
       would be the most difficult (and insane).  And we haven't even touched
       Credits and Lives!
       4.3 - Weapon Choice
       There are a variety of weapons available to the player.  Before
       settling into a serious game, give each weapon type a try to find the
       one you are most comfortable using for general game play.
       4.4 - Weapon Combinations - All Comers be Toast!
       When playing two-player, have one player be the forward-weapons
       oriented person and the other be supplemental.  Good combinations would
       be Orange Magma and Blue Anti-Matter, or Orange Magma and Red Magnetic,
       or Green Emerald and Red Magnetic.  Sure, Blue Anti-Matter and Red
       Magnetic, too!
       4.5 - Weapon Combinations - The Sweepers
       When playing two-player, concentrate on gaining Orange Magma or Red
       Magnetic on both players.  Such a combination is less effective against
       bosses, but disasterous for the stage's enemy offerings.
       4.6 - Weapon Combimations - Sharpest Shooters
       Got what it takes to go two-player with the Green Emerald Lasers?  The
       strongest weapons array, times two, with modest spread and no room for
       errors will decimate everything in its path in the proper hands.
       4.7 - Nova Bomb Management
       It is important to remember that the Nova Bomb is not an Ultimate
       Weapon.  It is, essentially, best used in emergencies as a Defense.
       Nova Bombs do good damage to enemies, kill lower strength enemies (the
       ones that tend to cause emergencies, and swarms), and, very
       importantly, they get rid of enemy bullets and missiles.


#5
Game Genie Codes

These codes are to be used with Galoob's Game Genie hardware for the Sega
Genesis.  (Duh.)  As clearly noted below (and again here) you MUST enter the
Master Code to get any of these to function.

R1JT-R60T  MASTER CODE !MUST BE ENTERED!
AD1T-AAE0  Infinite Lives
AA5A-AAC8  Infinite Nova Smart Bombs
BE7A-RAA4  Start with 9 Nova Smart Bombs
AY7A-RAA2  Start with Weapons Upgraded--Player 1 ONLY
BDLA-AA9Y  Keep Weapons after Death
AA6T-RAF2  Limit enemy bullets on screen to 1
AN6T-RAF2  Limit enemy bullets on screen to 4
AY6T-RAF2  Limit enemy bullets on screen to 6
NA6T-RAF4  Slow Enemy Bullets
966T-REF4  Fast Enemy Bullets