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Wild Metal Country – Windows Manual – English

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Type
Manual
Platform
Windows
Language
English
Size
5.82 MB
Filename
wild-metal-country_win_manual_en_ds4.pdf
View manual text
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1
GETTING STARTED
Installing the Game for Windows® 95/98
1.
2.

3.

4.

5.

Insert the CD-ROM into the CD-ROM drive, with the picture side facing upwards.
The installation program will automatically load. If the installation program does not
load straight away, double click on the My Computer icon, then double click on the
CD-ROM icon. Within the new window you can highlight and select the Setup.exe
icon to install the game.
The set-up program will guide you through the installation, providing information at
each stage. Read the information carefully, then click Next to continue onto the next
stage, or click on Back to go back a stage.
Select the drive and directory where the program is to be installed. The default
destination will be displayed on the screen. If you wish to change the destination
drive and directory, click on Browse. You can then locate the correct drive and folder
where the game is to be installed, for example c:\Wild Metal Country. If you wish to
create a new directory for the game, highlight and select the Install Directory box,
then type the new name. Click OK when you are satisfied with the destination path.
To install the game to the specified directory, click on Next.
The installation program will then begin installing DirectX™ v6.1. Wild Metal Country
requires the components of DirectX™ v6.1 or higher to be installed and up to date for
the game to operate correctly. Refer to the DirectX™ v6.1 Information section for
further details.

To Run the Game
The program should only be run from one of its entries in the start menu:

Start > Programs > Wild Metal Country > Wild Metal Country
Note: You must have the CD-ROM in the CD-ROM drive while playing a single player
game or running a multiplayer server.

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3

Configuration of Video and Sound Devices

DirectX™ v6.1 Information

From within the START/Programs/Wild Metal Country menu, you can run the Hardware
AutoDetect program to set your video configuration. This allows you to use software or
hardware rendering methods, depending on the standards supported by your machine.

DirectX™ was developed by Microsoft to improve the communication between your
software (such as this game), Windows® 95/98, and the different hardware components
fitted inside your computer. Before this game will run correctly, the latest version of
DirectX™ must be installed onto your computer. The version supplied on this game CDROM is v6.1.

To ensure that the sound operates correctly when playing Wild Metal Country, you must
configure the sound device from within Windows® 95/98. To configure these items,
highlight and select the relevant icons in the Control Panel within the START menu. Set
up the devices within the dialogue boxes, following any on-screen instructions carefully.

Joystick Calibration
Joysticks must be calibrated using the Game Controllers application found in the
windows Control Panel.
If you are using a Force Feedback Joystick, the strength of the force feedback effects
may be modified using the settings window from within joystick properties.
For detailed information on how to set-up joysticks consult Windows Help topics,
'calibrating your joystick'.

Uninstalling From Windows® 95/98
You can uninstall the game by selecting the Uninstall option within the Wild Metal
Country menu. You can also uninstall the game by using the Add/Remove Programs
option from the Control Panel. Select the Wild Metal Country program from the menu,
and then click the Add/Remove button to complete the procedure.

As part of your regular computer care and maintenance, it’s important to ensure that the
drivers for your system are up-to-date and fully compatible with the latest version of
DirectX™. The ‘device drivers’ are small programs that control (or ‘drive’) the line of
communication between Windows® 95/98 and the hardware fitted inside your computer.
This hardware can include devices such as the video card (which controls the image
displayed on the monitor) or the sound card (which controls all of the sound generated
by the computer). The latest drivers should be available from the manufacturers of each
device. Most manufacturers will allow you to download the latest drivers, free of charge,
from their own website. If you are unsure about the exact drivers required for your
hardware, contact either your computer supplier or the manufacturer’s customer support
department.
If you require further information or advice then please either refer to our website (at
www.gremlin.com) or contact our customer helpdesk. Please refer to the back page of
this manual for full contact details.

Additional Information
For up to the minute information and additions, please see the Readme file installed with
the game. This contains important last minute information about the game and a trouble
shooting guide to explain any error messages. To view this file, select the icon titled
Readme within the START/Programs/Wild Metal Country menu.
Windows® is a registered trademark of Microsoft.

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5

The Story So Far...
For centuries no one has visited the three proscribed planets of the Tehric system.
These planets were abandoned when machine technology advanced to a stage
where highly dangerous automated military units developed self-awareness... with
devastating effects for the living populations.

MENU NAVIGATION
The front-end menus allow you to enter your player name, adjust the options and select
a type of game. Use the mouse to control the on-screen pointer or use the Cursor
Keys and TAB to select the options.

1

The machines were designed to protect vital Power Cores from invaders, but on
becoming self-aware they decided to wipe out all biological life. As the machines
were the most advanced technology of the era, the only option was to evacuate
the planets and leave them at the mercy of the metal life.

3
2

Now the planets are barren and overrun with feral fighting machines, evolved to
replace biological life. There is little evidence that humans ever owned these
planets, just half-buried remnants of buildings and roads.
Human controlled technology has now recovered to a stage where an attempt to
retake the planets is possible. Machines like those now ruling the proscribed planets
have been developed, this time with safeguards so that they can only be
controlled by humans.
A bounty hunter has been employed to attempt to retake the Power Cores, disrupt
the machine civilisations and escape in one piece. The bounty hunter will be beamed
to key areas on each planet, with backup air vehicles in support, to take on the
denizens of the Wild Metal Country.

Meanwhile (Multiplayer Game) …
Several renegade mercenaries have combined forces to retake the Power Cores in
peripheral areas of the planets. After successfully clearing areas of self-aware
machines, disagreements have broken out about the sharing of the spoils. Each
mercenary fights for possession of the Power Cores.

4

1. Exit Game - To exit the game from the front-end menus, simply click on the red
exit button.

2. Options Window - This window displays the available options and settings for the

3.
4.

game. Along with the different options, each menu will feature a Back option. This
will allow you to exit the current menu and go back a step. Certain menus will also
feature up/down arrows, indicating that further options are available.
Languages/Colours - Use the left/right arrow icons to select the flag representing
your desired language. Within Multiplayer mode, this will also allow you to select
your player colour.
Tank Selection - Once you have selected a game type, use the left/right arrow
icons to choose your tank. For exact details about the available tanks, refer to the
Player Tanks section later in the manual.

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THE MENUS

7
Archive

As you enter the game, you will be presented with a range of different menus, all
featuring different game options and settings:

Player Names
Each player retains a set of personal default settings, such as their favourite vehicles,
colour (for multiplayer games) and which multiplayer game type they tend to use. The
first time that you run the game, you will need to enter your name. When you return to
the game at a later time, your name will appear in the player list. This will allow you to
continue with the same set-up, or enter a new name to create a fresh player profile. The
option to have multiple player names allows several players to use the same machine,
without interfering with each other’s settings.

This expands the number of save slots available. When a game is
placed in the archive, it is not removed from the six save slots - it
is copied and placed in the archive. This means that the archive can
also be used as a backup of the six save slots. To delete from the
archive select the archive option followed by the delete option, and
then select the saved game to delete. This reduces the chance of a
game being accidentally deleted.

MULTIPLAYER
Take part in a game against a number of human opponents. There are several different
types of multiplayer game available.

Power Core Games In a multiplayer Power Core Game each player owns a Power Core

Game Type
This will allow you to start a game in Single or Multiplayer mode, and also enter the
game Options menu.

SINGLE PLAYER

Frag Games

Objective: In the single-player game the objective is to collect and store one Power Core
of each wavelength (colour) to complete the level. Sounds easy? Just try it. The
inhabitants of the planets will not give them up easily.

Capture Games

Continue from your last saved position.
Play any of the available arenas. As you qualify for a new arena,
this will be added to the list, allowing you to replay and master
every area.
Load Saved Game Load a previously saved game. This allows you to return to a
partially completed arena and continue the game. Highlight and
select your saved game from the list provided.

Team Games

Continue Game
Load Arena

of their wavelength (colour) and the only way to collect it is to kill
them and collect it from the debris. In the multiplayer Power Core
Game there are second hand Power Core fragments available, too.
Three Power Core fragments are the equivalent of a full Power
Core.
Go it alone as a single player out for as many frags (kills) as
possible.
The Capture Game is based around a single Power Core. Possession
of the Power Core will bless the player and their team with the
ability to score frags (kills) against the opposition. The players and
teams without the Power Core cannot score frags. Their objective is
to simply (!) retrieve the Power Core from the enemy and then
start killing and scoring points.
Take part in a team, earning as many frags as possible for a total
team score.

Multiplayer games feature several options to put a time limit or kill limit on the session.
For complete details about multiplayer games, refer to the Network Gaming section later
in the manual.

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9

OPTIONS

Control Options

The Options will allow you to adjust a variety of settings within the game:

Default Controls This option allows the game controls to be reset to the default

Video Options

Edit Controls

From within Video Options it is possible to adjust the display settings. The Window/Full
Screen option will toggle between Full Screen and Windowed mode. Choose Resolution
will allow you to select a screen resolution from the list provided. There are also several
Performance Options that can be used to adjust the amount of detail used in the game:

Terrain Detail
Model Detail
Texture Detail

This is the detail at which the terrain is drawn. The further away the
terrain is the less detailed it becomes.
This is the detail at which game models such as tanks are drawn.
Tanks are drawn at lower detail further into the distance.
The textures on the terrain can be drawn with higher detail.

Audio Options
Audio Type

Ambience
Neighbours

As well as being able to play with any DirectSound supported
soundcard using High Quality (16bit) or Low Quality (8 bit) there is
also the option to select other technologies. These include hardware
accelerated providers (e.g. Soundblaster Live!, Aureal, and any
DirectSound3D hardware compatible card).
Turns on or off the streamed CD audio tracks.
This provides two levels for the audio. The Neighbours Out option
providers a higher average volume than the Neighbours In option.
We accept no responsibility for "noisy neighbour" disputes.

settings.
This allows the current controls configuration to be edited. To reassign a game control, highlight the control that is to be changed,
press Enter, and then press the new key to be assigned to this
control. Any button source will be accepted: key on the keyboard,
joystick button or a joypad button. The selection will fail if the button
pressed is already being used for another control. If this happens, reassign the other control to a free key.
Joystick Controls This option enables the joystick as the primary means of control.
Joystick Turret
Setting this option to on allows the turret to be controlled using an
analogue joystick or joystick POV control.
Force Feedback If a force feedback joystick has been detected then a FORCE
FEEDBACK option will be available. This enables selection of LOW,
MEDIUM and HIGH feedback simulation levels.

Player Options
Rename Player This is used to change the player name without losing set preferences.
Delete Player This allows old player names (and their associated preferences) to be
deleted, but it doesn't allow the current player name to be deleted.
Warning: By deleting a player, you will also remove their preferences
and achievements. This data cannot be recovered once deleted.

Credits
All the very nice and very clever people involved in bringing this game to the world.

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11

ENTERING THE ARENAS

IN-GAME CONTROLS

The three planets are now desolate worlds devoid of all organic life, populated by an
array of mechanical guardians. The last traces of the former human masters can be seen
in the form of roads and the remains of man-made structures such as pyramids that
punctuate the otherwise unblemished environments.

The default in-game controls are:

Different surfaces affect the handling
of your vehicle. For example: the bleak
arctic wastes impair your speed and
grip due to the soft snow and hard ice,
whereas the harsh, hard rock and sands
on the red planet offer a different
challenge.
As you enter a level you are beamed in
under a store. These stores not only act
as regeneration centres for destroyed
tanks, but are also a vital part of your
mission, acting as delivery points for
collected Power Cores. For further details about these, refer to the Power Cores and the
Stores section later in the manual.

Key
5 (number pad)
6 (number pad)
2 (number pad)
3 (number pad)
ENTER (number pad)
+ (number pad)
A
S
SPACE BAR
Left CTRL
Numbers 1 to 8
9, 0, - and =
W
Q
Z
X
R
P
ESC

Action
Left Track Forwards
Right Track Forwards
Left Track Backwards
Right Track Backwards
Handbrake
Afterburn Boost (Multiplayer only)
Turret Left
Turret Right
Turret Elevation and Fire
Drop Mine
Turret Weapon Selection
Mine Weapon Selection
Camera Up and Forwards
Camera Down
Camera Zoom In
Camera Zoom Out
Rescue Call
Pause/Unpause
In-Game Options

Some keyboards do not allow certain combinations of keys to be pressed simultaneously,
often causing the PC to emit a scream of pain (well, a beeping noise) when you attempt
this. If you find this to be the case, redefine the controls to a setup that your keyboard
allows.

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13

CONTROLLING THE TANK

Controlling the Turret

This shows how the relevant number pad keys relate to the tank:

This shows how the rotation of the turret is controlled:

Forwards
Backwards

Left Track Right Track
5
6
2
3

The following are examples of how to use the tracks:
• Press the 5 key to drive the left track forwards. This will turn the tank to the right.
• Press the 6 key to drive the right track forwards; the tank will turn to the left.
• Press the 5 and 6 keys together to drive both tracks forwards; the tank will move forwards.
• Press the 2 key to drive the left track backwards; the tank turns left.
• Press the 3 key to drive the right track backwards; the tank turns right.
• Press the 2 and 3 keys together to drive both tracks backwards; the tank moves backwards.
• Press the 5 and 3 keys together to drive the left track forwards and the right track
backwards; the tank turns to the right faster than if either track was driven individually.
• Press the 6 and 2 keys together to drive the right track forwards and the left track
backwards; the tank turns to the left faster than if a single track was driven.

• To apply the handbrake, press and hold the Enter key on the number pad. This is primarily
fo keeping your tank stationary on slopes rather than for stopping your tank.

• Multiplayer Special: Press the + key on the number pad for an afterburn boost. Note that
using the boost uses a small amount of a vehicle's energy.

• Press the A key to rotate the tank’s turret to the left.
• Press the S key to rotate the tank’s turret to the right.
• Press and hold the A and S keys together to re-centre the turret (turret aligned
with the tracked unit).
It’s possible to play without using the turret, but there are many more possibilities for
using the vehicle and its weapons if you master the turret controls.

Firing the Turret Weapon
• Press and hold the SPACE BAR to increase the barrel’s elevation.
• Release the SPACE BAR to launch a shell.
Note that the longer the space bar is held, the greater the barrel elevation and the
greater the distance of the resulting shot. The barrel automatically lowers back to a level
position after firing.

Firing the Mine Weapon
• Press the left Ctrl key to drop the currently selected mine.

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15

Turret Weapon Selection

Mine Weapon Selection

Keys 1 to 8 are dedicated to the turret weapons. If at any time the currently selected
turret weapon is exhausted the turret defaults back to the Standard Shell.

The keys 9, 0, - and = are dedicated to selecting the mine weapons.

Roller
Standard Shell
Key 1

Key 9

A barrel-like mine which rolls over ground.

Useful, unlimited ammo.

Magnetic
Bouncer
Key 2

Key 0

Magnetically attracts nearby objects.

Bounces along the terrain after contact.

Jumping Jack
Sprinkler
Key 3

Key Fires many times in rapid succession. Turning the turret while firing
results in a spread shot.

If an object gets within range, these will jump towards them and
explode on impact. Just make sure you aren’t the target!

Beacon
Drifter
Key 4

Key =
Splits up into nasty fragments if fired over someone's head.
Useful at medium to long range, especially at static targets.

POV (Point Of Vision) Camera

Sniffer
Key 5

A simple homing missile (can be evaded with skill).

The game camera sits above and behind your vehicle. The camera is, as a rule, tied directly
in line with the rotation of the turret.

A big powerful ballistic shell.

Press and hold the W key to move the camera up and forwards, providing a view over
the edge of any cliffs or slopes. The camera will return to its default position once the W
key is released, unless there is a target in view.

Big Bang
Key 6

Magnatron
Key 7

Is magnetically attractive to just about everything (fire it over
people's heads to pull them off balance or over cliff edges).

Press and hold the Q key to move the camera down, providing a view from ground level
giving a better view of what is above. The camera will return to its default position once
the Q key is released, unless there is a target in view. Use the Z and X keys to move your
camera closer to or further from your vehicle.

If it hits someone (or something), you swap places.

The camera moving in sympathy to the turret allows the skilful player to drive in one
direction and look in another (very handy when being chased by an enemy).

Teleporter
Key: 8

Allows you to "mark" positions. This helps you with navigation and,
in a multiplayer game, communication. These beacons can then be
collected and reused at another time.

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17

Scanner
Overlaid on your main point of vision is the scanner.
The scanner is a top down view with your position at
the centre. The different coloured shapes indicate the
relative positions of other vehicles, installations and
objects in the area. This display can be turned on and
off by press the right Shift key:

N White Letter N

Points towards North.

The scanner detects enemies within a cone area, extruding
from the direction of the turret. It also detects any enemies
outside this cone which are very close (e.g. close behind). To
get the best information on the surrounding area sweep the
turret around to gather more scanner data. Anything which is
picked up by the scanner but is off the main part of the
display is shown as a small symbol at the scanner's edge with a
line attached. The longer the line, the further away the object.
Smaller versions of these symbols represent the last known
positions and are only displayed for a short period.

INFOBAR
The Infobar gives you some vital information for playing the game and can be found at
the bottom of the in-game screen.

Coloured Squares

Enemy vehicles.

Coloured Triangles

"Statics" (motionless enemy installations,
such as the Sentries and Mine Dispensers).

Coloured Circles

Other human players (only available
during a multiplayer game).

Grey Diamonds

Support helicopters.

Hourglass Shapes

Power Cores.

1

3

5

6

724

8

1 Turret Weapons
2 Power Core Detector
3 Mine Weapons
4 Danger Detector
5 Score Display
6 Power Core Status Bar
7 Helicopter Rescue
8 Energy Meter

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19

(1) Turret Weapons

POWER CORES AND THE STORES

This shows the turret weapons, and the number of shells you have of each. The currently
selected weapon is indicated by the orange light above the icon.

The Power Cores are the key to capturing an area. You must collect at least one Power
Core of every wavelength (colour) and deliver them all back to the stores safely.

(2) Power Core Detector
If this indicator displays a solid yellow light, this means that a power core is somewhere
ahead. If the light is half lit this means that there is a vehicle ahead which may be
carrying a power core.

(3) Mine Weapons
This shows the mine weapons, and the number you have of each. The currently selected
weapon is indicated by the orange light above the icon.

(4) Danger Detector
If the red light is lit this indicates that something dangerous is nearby; this threat is
something that won’t show up fully on the scanner.

(5) Score Display
This shows your current score.

(6) Power Core Status Bar
This shows how many Power Cores (or Partial Power Cores in a multiplayer game) have
been collected, and how many have been locked at the stores. For further details, refer to
the Power Cores and the Stores section later in the manual.

(7) Helicopter Rescue
Once activated a solid green light indicates that a Helicopter is attempting to respond to
the request. A flashing green light indicates that the helicopters are not responding to
the rescue request. If this light is unlit you are not currently requesting help. Refer to the
Helicopters section later in the manual for further details.

(8) Energy Meter
This gives a visual indication of the current energy level of the tank.

Collecting the Power Cores: As you drive up to a Power Core it will be
automatically loaded into the tank. Your current load of Power Cores will be
indicated by the Power Core Status Bar.
Delivering the goods: You can then drive back to the
stores where the collected Power Cores can be safely
locked and stored for the remainder of the level. To
deliver the goods, simply drive slowly under a store.
The icon in the Power Cores Status Bar will change to
indicate that the Power Core(s) are locked.
You can collect as many or as few Power Cores as you
want when delivering to the stores. Just remember that you will need to eventually
deliver every colour before the level will be complete.
Once you have locked a Power Core, it cannot be lost, even if your current tank
is blown into teeny little bits! If your tank is destroyed while carrying unlocked
Power Cores, then they will be scattered along with your debris and will need
collecting again.

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21
HELICOPTERS
The helicopters can replenish your health and drop ammunition
crates. There are two types of crates:

Ammunition for turret weapons.

A package containing extra mines.

The self-aware machines inhabiting the Tehric system often leave their Drive Unit
behind when destroyed. These can be collected to gain energy. The best way to recover
energy however is by requesting help from the helicopters. They can transfer large
amounts of energy and fully replenish energy levels.
On death all the ammunition which you were carrying is encapsulated into a weapons
module. This module can be picked up again; but, in the multiplayer game other players
will be able to gather it as well.

PLAYER TANKS
There are five different vehicles to choose from:

If you get stuck upside down, the helicopters can lift you back onto your tracks! To call for
emergency assistance, press the R key. An indicator light will appear on the Infobar to
show that your call has been received and support is on the way. The response time of
the helicopters is reduced by attacking them or calling for help too often. In addition if
you drive away from the helicopter while requesting help, it will not respond.

ENERGY & DEATH
All vehicles have a finite amount of energy. When this energy is used up they are
destroyed. In addition almost all static objects, such as boulders, crates and gun-towers
can be destroyed. Many things, including the player vehicle, have regenerative
capabilities and will gradually repair themselves over time by absorbing background
radiation. However, this is a very slow process.
Various events can cause loss of energy, the most significant one being damage from
weapons. Violent collisions also cause serious energy loss, especially on less heavily
armoured areas of a vehicle. If the front of the player tank collides with the back of an
opponent, the opponent will take more damage, as the front of vehicles tend to be well
armoured. Ramming can be an important tactic, especially in multiplayer games where
boosting allows heavy damage to be inflicted.

Rhino
The Rhino is a tough compact tank with spikes on the front for extra
ramming damage. It is not the most stable of the tanks, but generally rolls
back onto its tracks if overturned.

Bulldog
The Bulldog is a small compact three-wheeled tank. Two wheels are at the
front and one at the back to provide extra manoeuvrability especially on
rough terrain. It is not as fast as some of the others.

Manta
The Manta is a low stable tank that is hard to hit because of its low profile.
It can tuck the turret down into a groove when it is facing forward, which
reduces the profile further, minimising air resistance and giving extra
speed. It does not often turn upside down, but it can be difficult to right
when it does, and the assistance of a helicopter is often needed.

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23
Cheetah

Buffalo (Heavy Armour)

The Cheetah is a fast slender tank. It does not have a lot of armour but it can
outrun almost all enemies. Its light weight means that it can be knocked over,
but it easily rights itself.

Heavy, long range tank, well armoured, low manoeuvrability. Fires drifters at
long range. Will back-off from enemies if they come too close to allow the
use of drifters, but will fight with standard shells if necessary. Its best tactic
is to occupy an area with good natural defences (e.g. on top of a hill, behind a
wall) and bombard enemy. Occurs mostly in open spaces or long valleys.

Roadrunner
The Roadrunner is a bizarre vehicle which utilises anti-gravity technology to
balance it on a heavy metallic sphere for stability, making this machine tricky to
master.

THE PLANET’S INHABITANTS
Track Vehicles

Hyena (Light armour)
Common soldier tank, with standard shells and simple tactics. Does not
approach very close to enemies, preferring to attack from medium range.
Not particularly well armoured. Often used for patrols and often occurs in
small groups. Mainly defensive duties, doesn’t go far from base. Hyenas
will run away if wounded and threatened by an enemy.

Bull (Medium Armour)
Fast violent tank with bouncing missiles. Attacks enemies whenever it sees
them, charging and shooting on the move. It will not wait for an opponent
to make the first move. Will pursue enemy away from bases. Your best
option is to keep an eye out for them and kill them before they get too
close and accurate, or drop mines to panic them and then pick them off.

Rat (Light Armour)
Fast, highly mobile vehicle with three wheels and no turret. Used as scout for
bases - they park where they can watch routes and report to bases if they
see an enemy. Drops roller mines if enemy gets close behind.

Viper (Medium Armour)
Comes in close to fire batches of sprinklers. Large reload time between
attacks during which they back off. Drops rolling mines if enemy is close
behind. Enemy’s best option is to dodge attacks and fight back during reload
time. Vipers run away if badly wounded and enemy is aiming at them.

Owl (Light Armour)
Tries to stay at mid range from enemy, and transmits enemy’s position to
own tribe. Will attack with rolling mines if enemy gets too close. Your best
tactic is to eliminate them before getting close to their base, to avoid a
combined attack from enemies who all know where you are.

Porcupine (Light Armour)
Tries to stay at mid range from enemy and jams enemy’s scanner. Also has
the effect of a cloaking device - any tanks near to the porcupine cannot be
seen on scanner even if the enemy is beyond jamming range. Occurs in
combination with other tanks to provide ambushes and surprise attacks
which cannot be seen on the scanner. Suicides if enemy gets too close. You
should pick them off as soon as possible to avoid surprise attacks but not get too close
unless deliberately trying to get them to suicide (risky!).

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25
Lemming (Heavy Armour)
Small stupid vehicle, more like a drone than an intelligent tank. Drives
towards the enemy and self-destructs when close causing major damage.
Emits a strong magnetic field when about to detonate. Most effective in
limited space where enemy cannot escape easily.

Raven (Heavy Armour)

Scorpion (Heavy Armour)

Eagle (Medium Armour)

Patrols, dropping magnetic mine at each patrol point. Tries to stay away
from enemies to avoid detection.

Large aggressive hover vehicle, well armed with sniffers, bouncers and
shells.

Performs long bombing runs on enemies, strafing with sprinklers and
dropping heavy bombs.

Hippo (Heavy Armour)
Large vehicle which does not have weapons, consisting mainly of storage
space. It collects power cores and is used as mobile base guarded by other
tanks. Depends on other tanks for protection as it has no weaponry.

Hawk (Light Armour)
Smaller faster version of Eagle with strafe weapon and light bombs.
Usually occurs in pairs or more.

Airborne Vehicles
Duck (Medium Armour)
Strange hovering vehicle which fires magnatrons. Tries to stay at mid
range, backing off if the enemy gets very close. Used in open areas near
bases as it needs room to manoeuvre and relies on allies to take
advantage of magnatron effect. Runs from enemy if badly wounded.

Bat (Light Armour)
Patrols near base. If an enemy is detected it will stay at a safe distance
and transmit position of enemy to its own tribe. You need to bring them
down quickly or risk attack from enemies which are receiving your
position.

Crow (Light Armour)
Firefly (Light Armour)
Tiny hover vehicle occurring in swarms. Flies towards enemy firing special
non-ballistic close range weapon. You can hold them off by aiming at
them and scaring them off, but they work in teams. Occasionally use
disorientating teleport missile at close range.

Patrols and collects power cores which are not already in bases, taking
them back to its own base. Will rescue any small tanks on its own side
which get overturned. If it gets close to the enemy it drops magnetic
mines. Often flies around Hippos guarding them and collecting any power
cores dropped when they are destroyed.

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Statics
Mine Dispenser (Medium Armour)
Launches mines of a particular type if enemy gets too close. Blue ones launch Jumping
Jacks, Red ones launch Magnetic mines and Green ones launch Roller mines.

27
Antigravity Pillar
Once used as part of local defences, these rotating pillars still function intermittently,
producing a localised antigravity effect on anything not in contact with the ground.

Oil Pump
Sentry (Heavy Armour)
Large tower fires long distance shells if it sees the enemy.
Often has a fixed sweep range, so you are safe from their
attack if you can get behind them.

Sweeper (Medium Armour)
Fires standard shells if enemy comes into view. Behaves as
a smaller, weaker sentry which often occurs in groups.

Ancient oil pumps still function in some desert areas. They are highly volatile if
damaged, causing major explosions.

Communications Mast
Some communication masts have survived in tundra areas. These masts collect long
range sensor data and transmit it to nearby units. They also transmit the position of
nearby units over long distances.

Air Pump
Trunk (Medium Armour)
Behaves like a Sentry, but fires magnatrons and has shorter range.

Pylon (Medium Armour)
Used as markers for base perimeters or other notable areas. Can be used as barriers with
a force field between them while their associated fueller is alive.

Fueller (Heavy Armour)
Acts as a generator for pylon force fields.

Neutral Statics
There are some machines which exist on the planets which are as dangerous to the
inhabitants as to strangers. Some of these are relics of human civilization and some are
machines once used by the machine life but which are now forgotten and abandoned,
functioning automatically.

Air pumping units from ancient mining operations can still be seen in remote tundra
areas. These machines suck in and blast out air, keeping a good flow of air circulating
inside the mines.

Teleport Gates
On the Red Planet old teleport gates still exist for transmitting vehicles instantaneously
across the landscape.

AC/DC Generators
Ancient power generators still collect electricity from the highly charged atmosphere on
the Red Planet. They have long been disconnected from any conduit and discharge into
any nearby metal objects.

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29

ARENA STATISTICS

NETWORK GAMING

Once a level has been successfully completed, a level Statistics Screen is displayed.

Running a Networked Game

Time Taken
Accuracy
Turret Skill
Kills
Deaths
Average Speed
Maximum Speed
Distance Travelled

The time taken for you to complete the level.
The accuracy of your turret shots during the level.
How much skill you showed in using your turret’s capabilities to kill
enemies.
The number of enemies destroyed on the level.
The number of times you died during the course of the level.
The average speed of your vehicle during the level.
The maximum speed you achieved during the level.
The distance you travelled during the course of the level.

Wild Metal Country supports 5 types of network: IPX, LAN TCP/IP, Serial, Modem and
Internet TCP/IP. When playing a Modem game, it is recommended that you have access to a
fast modem, and in the case of Internet play, a fast connection to the server. Before starting
the game, ensure that you have opened your desired connection within Windows®. You must
be logged onto the local network server or your dial-up Internet service provider before
attempting to play a Multiplayer game.
To play a Wild Metal Country network game, one person needs to be the server, preferably
the fastest machine. The other players join this game as clients and are dependent on the
server game running. If the server quits the game then all of the client players will also be
forced to quit.

GAME SAVING

To Run A Server

The option to save the game is earned when a Power Core is picked up and locked at a
store. Exiting the arena allows you to exercise this option and the game is saved at the
point when you locked the most recent Power Core. There are six save slots available for
you to save the game into. An archive option is available should you require to store
more than six save positions. For details about reloading a saved game or archive, refer
to the Single Player section earlier in the manual.

IPX is the recommended network game type and is the most trouble free method if you
have access to this type of network.

IN-GAME OPTIONS
Press the ESC key to toggle the options screen on and off. This presents a selection of
menus as in the front-end menus. For full details about these options, refer to The
Menus sections earlier in the manual.

1. Select MULTIPLAYER from the GAME TYPE screen.
2. Select START NEW SERVER from the OPTIONS screen.
3. In the SETUP SERVER screen:
• Choose your arena using the CHANGE ARENA option if required.
• Choose your service provider (e.g. IPX CONNECTION or MODEM CONNECTION).
• Set the number of players if you want to impose a limit of less than 8 players. 8 players
•

•

is the maximum possible.
If you want to change the network capacity setting, change it here. This is only
recommended if you are having problems with the client updates, in which case you can
reduce the capacity to reduce the load on your network which may help any problems the
client is having with jerkiness or slow response. If the capacity is already set to LOW then
it is recommended that you try restricting the number of players in the game.
Select CONTINUE. The currently selected arena is shown in brackets.

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31

4. In the GAME OPTIONS screen.
• Change the type of game you want if required (see Network game variations).
• Set the timer or frag limit if you want one.
• If required, select EXTRA OPTIONS and change the time of day. You can also set-up
•

the game to allow the normal five tanks or to allow non-standard tanks.
Select the START option.

Once the game is running you can change the network capacity via the
SERVER/NETWORK OPTIONS selection in the OPTIONS menu (obtained by pressing
ESC). You can also remove a player from the game by selecting REMOVE PLAYER
FROM GAME in the SERVER/NETWORK OPTIONS and selecting the name of the player
to be removed.

This is not a team game - every player fights for themselves.

This is a team game - players with the same colour fight together.

This is a Power Core game.

This game involves gaining a frag count only.

This is a Capture Game.

To Run A Client
IPX is the recommended type of network game and is the most trouble free method if
you have access to this type of network.

This is a timed game.

1. Select MULTIPLAYER from the GAME TYPE screen.
2. Select JOIN A GAME from the OPTIONS screen.
3. In the CONNECTION screen: Select the appropriate service provider (e.g. IPX

This game allows non-standard tanks.

CONNECTION or MODEM CONNECTION). Select CONTINUE.

Multiplayer Game Types

The game will now search for servers, and give a list of the servers found. If no servers
are found you can select REFRESH to update the list.

POWER CORE GAME (individual only): Each player owns a Power Core of a different
colour. To win a level you need to collect a full set of Power Cores. Neutral Power Cores
(those which are not owned by a player) are positioned around the landscape in the usual
way. Power Cores owned by a player can only be obtained by killing that player and
collecting the Power Core from the wreckage. In addition to this any Power Cores other
than a player's own which a destroyed player owned can be picked up from the wreckage
in the form of fragments. Three fragments are equivalent to a full Power Core.

If servers are found, you can join a game by selecting the server name. If you are playing
an individual game (as opposed to a team game) there may be restrictions on which
colour you can select, as some will already be taken. In this case your power core icon will
change to a wireframe image and you will need to change your colour and select the
server again. After the name of the server there appears a set of icons to show which
type of game the server is running (see Multiplayer Game Types for exact details).

FRAG GAME (individual or team): The objective is to achieve more kills than the
opposition.

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33

CAPTURE GAME (individual or team): The Capture Game is based around a single Power
Core. Possession of the Power Core will bless the player and their team with the ability to
score frags (kills) against the opposition. The players and teams without the Power Core
cannot score frags. Their objective is to simply (!) retrieve the Power Core from the enemy
and then start killing and scoring points. This encourages teamwork as attacking or
defending the current Power Core holder is the key to success.

To view the current scores, hold down the Tab key. This will show a comparison of each
individual player, and in a team game, how many of your team's points were earned by you.

Multiplayer Scoring
A frag (kill) count is maintained in all games, although in the Power Core Game, this is
secondary to collection of the Power Cores. The number of Power Cores collected is shown
in the usual way.
In general, you score a frag every time you kill someone who is not a teammate, but you
will also lose a frag whenever you kill someone on your team, including yourself! The
exception to this rule is the Capture Game in which you can only gain frags while yourself or
a teammate is in possession of the power core. If you are killed by a helicopter or a collision
with a neutral object you lose a frag.
Every time you kill something, you will be informed by an icon:
You killed an enemy

An enemy killed you

You killed yourself or a teammate
If you just see the player’s name with no icon, then no point was gained for the kill (Capture
Games only).

1.

2.

3.

RED
RED
BLUE
BLUE

PLAYER1
PLAYER2
PLAYER4
PLAYER3

5
5
5
2

/
/
/
/

4.

5.

6.

10
10
7
7

-3:
-1:
7:
2:

-3
0
5
1

The first four columns show general scoring information for this game:
Team Colour.
Player’s Name.
This player’s number of frags.
This team’s total number of frags.

1.
2.
3.
4.

Columns 5 and 6 display exact information comparing you to your opponents:
5. The number of frags you have gained against each player.
6. The number of frags gained by each player against you.
e.g. The diagram shown here is what PLAYER1 would see on their scoreboard:
• PLAYER1 has destroyed himself/herself 3 times, albeit accidentally! As we are viewing
the scoreboard from PLAYER1's perspective, columns 5 and 6 will be identical. In this
case, both show -3 points.
• PLAYER1 has killed PLAYER2 once (again accidentally, as this is a teammate). PLAYER2
has been a little more careful and managed not to kill PLAYER1.
• PLAYER 1 has killed PLAYER4 7 times! This has earned PLAYER1 7 frags against
PLAYER4. In retaliation, PLAYER 4 has managed to kill PLAYER1 5 times.
• PLAYER1 has killed PLAYER3 twice, gaining 2 frags. PLAYER3 has killed PLAYER1 once.
These scores are then totalled as:
Your total number of friendly frags, e.g.
-3-1=-4
Plus your total number of enemy frags, e.g. 7 + 2 = 9
Results in the Total Frag Score, e.g.

- 4 +9 = 5 Frags

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35

Notes

CREDITS

Some options such as changing your resolution and redefining keys which are available
from within the game in single player mode are not available from within a multiplayer
game. This is because some options are time consuming for your machine and can disrupt
the game or cause you to lose your network connection. The options are still available
from the front-end screens, before you join the game.

Chris Stamp

Producer,
Programmer

Patrick Kerr

Lead Programmer

Jeff Cairns

Lead Artist, Level
Designer

HINTS AND TIPS

Bill Henderson

Programmer

Darren Baines

Artist, Level Designer

Keith McLeman

Programmer

Gary Thomson

Artist, Level Designer

David Paterson

3DMA engine

Choose your ground carefully - if your tank is on uneven ground or tilting upwards it
might be difficult to hit targets, especially at close range.

Mike Dailly

3DMA engine

Ramming can be very effective especially in multiplayer games (try using the boost
at the same time for extra damage).
Remember to use the helicopters if your tank gets stuck.

Aaron Puzey

3DMA engine

David Lees

3DMA engine

Ian Thomson

Level Designer

To become an expert tank operator, you'll need to become practised in the handling of
the turret, while driving. Remember: press both turret keys together to realign turret.
Different weapons are effective at different ranges and under different situations.
Experiment with all the weapons - each can be very useful.

Sean Brown

Level Designer

Raymond Usher

Audio Programmer

Allan Walker

Sound Designer

If your keyboard beeps or doesn't respond correctly when using combinations of
important keys try redefining some of them. The acceptable key configurations vary
from keyboard to keyboard.

Barnaby Dellar

Tools Programmer

•
•
•
•
•
•
•
•
•
•

If your vehicle turns over, try using your turret to lever yourself back up. Shooting at
the ground will also do the trick but is likely to cause damage.
Use beacons to mark areas of interest and to orient yourself to avoid getting lost.
If power cores are in awkward or inaccessible places, shoot them somewhere else they're pretty tough!

Andrew Patterson Tools Programmer
Adam Fowler

Tools Programmer

Craig Conner

Musician

Gary Penn

DMA Creative Manager

David Jones

DMA Boss

Thanks also to:
Paul Farley, Steve Taylor, Allen Shiels, Stacey
Jamieson, Craig Arbuthnott, Alan Jack,
Malcolm Tween, Steve Lycett, Phil Eckford,
John Blythe, Gavin Davenport, Luke
Warhurst, Jon Wilson, Harvey Lee, Richard
Iggo, Lizzie Deighton, Paul Beech, Martin
Calpin, Kim Blake, Chantal Beaumont, Richard
Cartwright, Richard Barclay, Sarah Bennett,
Russell Elliott, Aaron Garbutt, Brian Baglow,
Robert McCracken and Jim Woods.
Uses Miles Sound System. Copyright © 19911998 by RAD Game Tools, Inc.
Dolby and the double-D symbol are
trademarks of Dolby Laboratories.

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ANY PROBLEMS?
If you have any problems installing Wild Metal Country, try closing down other programs and applications within
Windows95 (eg, office programs, virus checker, disk and display utilities). If the problem persists, return the game to
your retailer, or to Gremlin Interactive Limited at the address on the packaging. Before you call Gremlin's Helpline you
should have the following information available for our operators. Contact your supplier if you do not know this
information. The specification and manufacturers of the various hardware installed in your machine, including: •
Processor (eg, Intel Pentium) • RAM capacity (eg, 16 Mb RAM) • Sound card (eg, Sound Blaster 16) • Video card (eg,
VGA/SVGA) • CDROM (eg, 8xspeed CDROM). You can contact the Gremlin Interactive Limited Helpline between the
hours of 9.45am and 5.00pm UK time Monday to Friday, on 0114 279 9020. You can E-mail us on
[email protected]. Alternatively, you can check the Tech Help and Helping Hand sections of our website at
www.gremlin.com

LIMITED WARRANTY
Gremlin Interactive Limited make no warranties, conditions or representations expressed or implied, with respect to
this manual, its quality, merchantability or fitness for any particular purpose. This manual is provided "as is" and was
correct at the time of going to press. Gremlin Interactive Limited make certain limited warranties with respect to the
software and the media for the software. In no event shall Gremlin Interactive Limited be liable for any special, indirect
or consequential loss or damages or any loss or damage caused by or suffered by reason of any loss or corruption of
data arising in the use or inability to use the software. Gremlin Interactive Limited warrants to the original purchaser of
this computer software product that the recording media on which the software programs are recorded will be free of
defects in materials and workmanship for 90 days from the date of purchase. During this time period, faulty materials
will be exchanged if the original product is returned to the place of purchase, together with a dated receipt of purchase
or a copy thereof. This warranty is in addition to, and does not affect your statutory rights. This warranty does not
apply to the software programs themselves, which are provided "as is", nor does it apply to media which has been
subject to misuse, damage, corruption or excessive wear.

COPYRIGHT
© 1999 Copyright Gremlin Interactive Limited. The DMA® and Wild Metal Country® logos are registered trademarks of
DMA Design Limited. All Rights Reserved. This manual and the information contained on the Wild Metal Country
disk(s) are copyrighted by Gremlin Interactive Limited. The owner of this product is entitled to use this product for his
or her own personal use only. No one may transfer, give or sell any part of the manual, or the information on the disc
without the prior permission of Gremlin Interactive Limited. Any person or persons reproducing any part of the
program, in any media, for any reason, shall be guilty of copyright violation, and subject to civil liability at the discretion
of the copyright holder.

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