310 lines
18 KiB
Plaintext
310 lines
18 KiB
Plaintext
|
|
|||
|
*-----------------------------------------------------------------------------*
|
|||
|
* RESCUE RAIDERS DOCS *
|
|||
|
* by *
|
|||
|
* Swamp Rat *
|
|||
|
* *
|
|||
|
* An original Marauding C.A.M.E.L. BBS file --806<>794<>4362-- *
|
|||
|
* Thanks to The Gremlin for cracking it. *
|
|||
|
*-----------------------------------------------------------------------------*
|
|||
|
|
|||
|
OK, most of this is straight from the book, so it will sound strange.
|
|||
|
|
|||
|
OVERVIEW
|
|||
|
Now suppose that a group of people exists today which has the means to
|
|||
|
alter the outcome of D-Day in such a way that the group will benefit.
|
|||
|
Using time travel, members of the group will take soldiers and modern weapons
|
|||
|
to the Europe of 1944 to influence the Battle of Normandy so that the group
|
|||
|
will gain enormous political and economic power forty years later. Their
|
|||
|
desire is to change the past so that they can rule the present. The danger to
|
|||
|
you -to everyone- would be enormous. If these people should succeed in their
|
|||
|
plans, you would be under absolute domination, at the very best. At worst,
|
|||
|
you would never have been born at all. (really nice guys, huh?)
|
|||
|
This is the premise of Rescue Raiders. The group of terrorists does exist;
|
|||
|
they have a time machine; they are determined to use their technology to
|
|||
|
change the course of World War II so that they can control...YOU. (ooh! drama!)
|
|||
|
|
|||
|
ABOUT THE GAME
|
|||
|
Rescue Raiders is a strategic war simulation game (and a damn good arcade
|
|||
|
game, too). You command aircraft and ground forces to advance toward the enemy
|
|||
|
and destroy him. Unlike other strategic war games, Rescue Raiders lets you see
|
|||
|
and control what happens directly. You will actually see helicopters, ground
|
|||
|
vehicles, soldiers, and missiles. You do not see a set of odd symbols on a
|
|||
|
map.
|
|||
|
To win Rescue Raiders you must use both tactics and strategy. Tactics is
|
|||
|
the "shoot-'em-up" part of the game. To succeed tactically, you must use your
|
|||
|
weapons, men and equipment to win fights against the enemy.
|
|||
|
Rescue Raiders is divided into eight battles. If you win a battle, you
|
|||
|
will automatically proceed to the next battle. Each new battle is more
|
|||
|
difficult than the last. Your loss of any of the battles will end the game in
|
|||
|
total victory for the enemy (not good).
|
|||
|
|
|||
|
GAME ELEMENTS
|
|||
|
Rescue Raiders contains a number of stationary and mobile elements.
|
|||
|
Stationary elements include time machines (headquarters) for you and the enemy,
|
|||
|
helicopter pads and bunkers. Mobile elements are helicopters, tanks, soldiers,
|
|||
|
engineers, anti-aircraft-missile carriers, and demolition team vehicles.
|
|||
|
STATIONARY ELEMENTS
|
|||
|
--* TIME MACHINES The time machine located at each end of the field serve as
|
|||
|
headquarters for both sides. A battle is won or lost when you or the enemy
|
|||
|
succeed in moving a Demolition Team Vehicle to the opponent's time machine.
|
|||
|
Only the Demolition Team Vehicle will destroy time machines, which are
|
|||
|
impervious to all other machines.
|
|||
|
--* HELICOPTER PADS Helicopter pads serve as the starting point for new
|
|||
|
helicopters. They also serve as refueling, re-arming and repair stations for
|
|||
|
helicopters during combat. A helicopter is automatically (but not instantly!)
|
|||
|
refueled, repaired and loaded with a maximum weapon supply whenever it lands
|
|||
|
on a helicopter pad. A helicopter pad is located by each time machine
|
|||
|
--* BUNKERS There are different types of bunkers in Rescue Raiders. Some may
|
|||
|
be destroyed if hit by weapon fire, while other types can only be destroyed
|
|||
|
by a very high number of hits, or cannot be destroyed at all. A bunker can be
|
|||
|
controlled only by placing soldiers in it. Bunkers are found at different
|
|||
|
locations from one end of the field to the other.
|
|||
|
--* BARRAGE BALLOONS Barrage ballons are "semi-stationary" elements which are
|
|||
|
moored to some of the bunkers. Helicopters will be destroyed if they strike
|
|||
|
an opponent's balloon or its mooring line. Helicopters can fly safely past any
|
|||
|
friendly barrage balloon or its mooring line.
|
|||
|
MOBILE ELEMENTS
|
|||
|
--* HELICOPTERS Helicopters serve as primary observation platforms, as fighting
|
|||
|
vehicles, and as troop transport vehicles. Helicopters are the most heavily
|
|||
|
armed and destructive game elements, and are also the fastest moving of the
|
|||
|
game's mobile elements. You will have four helicopters at the beginning of
|
|||
|
play. If you run out of helicopters, you will loose the game. The enemy has
|
|||
|
an unlimited supply of helicopters (all's fair in love and war). Helicopters
|
|||
|
are armed with machine guns, high explosive and "smart" missiles at the
|
|||
|
beginning of a game. Helicopters are lightly-constructed and can be damaged
|
|||
|
or destroyed by any opposing fire.
|
|||
|
--* TANKS Tanks are heavily-armoured ground vehicles equipped with cannon and
|
|||
|
machine guns at the beginning of play. Tank weapons are effective against any
|
|||
|
other mobile game elements, including other tanks. Tanks resist enemy fire
|
|||
|
better than any other mobile element in the game
|
|||
|
--* SOLDIERS & ENGINEERS Soldiers or men are airborne infantry. They are
|
|||
|
equipped with parachutes, and they wear body armor which provides some
|
|||
|
protection against light weapon fire. They are equipped with automatic
|
|||
|
weapons.
|
|||
|
Engineers are military construction specialists. They can repair or replace
|
|||
|
certain installations which may be damaged or destroyed in combat. Engineers
|
|||
|
fight as normal soldiers first. Engineers become soldiers if they are
|
|||
|
transported by helicopter.
|
|||
|
--* ANTI-AIRCRAFT MISSILE CARRIERS & DEMOLITION TEAM VEHICLES Anti-Aircraft
|
|||
|
Missile Carriers are jeep-like vehicles. Each is equipped with a single smart
|
|||
|
missile. This missile is automatically launched when an enemy helicopter is in
|
|||
|
range and will seek and "home in" on the helicopter. Missile carriers will
|
|||
|
only attack helicopters. The carriers have no defensive capabilities, and can
|
|||
|
be destroyed by fire from any other element. A missile carrier is a "one shot"
|
|||
|
item: it self-destructs after launching its missile.
|
|||
|
Demolition Team Vehicles look like vans or ambulances. They contain electronic
|
|||
|
devices which allow them to neutralize and destroy the time machines. DTVs
|
|||
|
have no other offensive or defensive capabilities and are vulnerable to fire
|
|||
|
from any other game element.
|
|||
|
WEAPONS
|
|||
|
--* MISSILES "Smart" missiles are carried by helicopters and by anti-aircraft
|
|||
|
missile carriers. They are the fastest, long-range and most powerful weapons
|
|||
|
possessed by either side. A smart missile will seek and "home-in" on the
|
|||
|
target it is launched against. Smart missiles launched by the Anti-Aircraft
|
|||
|
Missile Carriers will attack only opposing helicopters. A smart missile can
|
|||
|
be launched from a helicopter against any opposing element.
|
|||
|
--* BOMBS High-explosive bombs are carried by helicopters only. An element
|
|||
|
struck by a bomb will be damaged or destroyed. High-explosive bombs must score
|
|||
|
a direct hit to be effective
|
|||
|
--* MACHINE GUNS Machine guns are carried by helicopters, tanks, and soldiers.
|
|||
|
They have a high rate of fire, but they have the least power and range of any
|
|||
|
weapon in the game. Tanks and soldiers have an unlimited supply of machine
|
|||
|
gun ammunition.
|
|||
|
--* ANTI-AIRCRAFT & TANK GUNS Anti-aircraft guns are ground-based rapid-fire
|
|||
|
cannons. They are effective against helicopters and in some cases may be
|
|||
|
turned against tanks. Anti-aircraft (or anti-tank) guns fire automatically
|
|||
|
whenever the opposing element is in range.
|
|||
|
Some bunkers are equipped with machine guns which can be used by the side
|
|||
|
occupying them.
|
|||
|
**==IMPORTANT NOTICE!!!==** Technological development is very rapid during
|
|||
|
wartime. Some weapons may change as you progress from battle to battle.
|
|||
|
>>>>>-----PRESS "S" FROM DEMO MODE TO START THE GAME!!!!!-----<<<<<
|
|||
|
HOW TO PLAY
|
|||
|
The play area in Rescue Raiders is a long battlefield. Your headquarters,
|
|||
|
consisting of a time machine and a helicopter launch pad, are located at the
|
|||
|
right end of this battlefield, and the enemy's headquarters are located at the
|
|||
|
left end.
|
|||
|
--* THE GAME SCREEN The game screen is divided into two main areas from which
|
|||
|
you can obtain information. The larger area, consisting of most of the screen
|
|||
|
from the bottom up, is a television-like display. This display is roughly
|
|||
|
centered on your helicopter, and shows objects, equipment and men in the
|
|||
|
immediate vicinity of your helicopter. The smaller area stretching across the
|
|||
|
top of the screen is your "tactical radar" display: it depicts every element
|
|||
|
on the battlefield, including missiles. You use the large display to maneuver
|
|||
|
your helicopter in combat and on reconnaissance missions. Use the tactical
|
|||
|
radar display to obtain an instant summary (or "map") of the positions of all
|
|||
|
the elements belonging to you or the enemy. One important use of the tactical
|
|||
|
radar is to detect enemy weapons which may be homing in on your helicopter.
|
|||
|
Objects in the tactical radar display are color-coded according to what type
|
|||
|
of element they are. The helicopters are represented as white squares which
|
|||
|
are larger than any other element on the tactical radar.
|
|||
|
--* HELICOPTER MANEUVERS AND OPERATIONS Your helicopter is the only game
|
|||
|
element which you directly control and operate. You use your joystick to fly
|
|||
|
the helicopter: simply push the stick in the direction you want the helicopter
|
|||
|
to go.
|
|||
|
Helicopter weapons are controlled by the joystick buttons.
|
|||
|
Button 0 fires the machine gun. The machine gun will continue to fire as long
|
|||
|
as button 0 is pressed or until you are out of ammunition (you have 50 rounds)
|
|||
|
Button 1 drops bombs. Bombs will be released as long as button 1 is pressed.
|
|||
|
You can carry up to ten bombs at a time.
|
|||
|
Press both buttons simultaneously to trigger the helicopter smart missiles.
|
|||
|
The helicopter must be at the same altitude as a target before the missiles
|
|||
|
will
|
|||
|
launch. The missiles will "lock in" on the closest enemy element at the
|
|||
|
helicopter's altitude, which may not be the target you wish to hit. Your
|
|||
|
helicopter carries a maximum of two smart missiles at a time.
|
|||
|
No weapons can be fired or launched while your helicopter is on the ground
|
|||
|
or on a pad. If you press button 1 while on the ground, bombs will not be
|
|||
|
released, but men who are in the helicopter will get out and begin to march
|
|||
|
toward the enemy.
|
|||
|
Your helicopter can carry up to five men at a time, in addition to the
|
|||
|
pilot. If you land in front of any group of your men, they will climb into
|
|||
|
the helicopter as they reach it, until five are on board.
|
|||
|
If you press the space bar while the helicoptr is flying and carrying men,
|
|||
|
one of the men will bail out and attempt to parachute to the ground. You can
|
|||
|
drop a full load of men by pressing the space bar five times. Sometimes a
|
|||
|
parachute will not open, and the man will fall to the ground and be killed. If
|
|||
|
your helicopter is destroyed in the air, a man will sometimes survive to bail
|
|||
|
out and parachute safely to the ground, where he will fight as an infantryman.
|
|||
|
This man may be the helicopter's pilot or an infantryman that is being
|
|||
|
transported.
|
|||
|
Your helicopter will be damaged if it is hit by enemy weapons, even if it
|
|||
|
is not destroyed. You can tell when your helicopter has been damaged, because
|
|||
|
it will emit puffs of smoke from the lower rear part of its fuselage. These
|
|||
|
puffs of smoke will increase in size as damage becomes more severe.
|
|||
|
If your helicopter is destroyed and you still have additional helicopters
|
|||
|
remaining, the screen will continue to show the helicopter's last location for
|
|||
|
a few seconds, then will switch to your headquarters helicopter pad. At times,
|
|||
|
you may wish to continue watching the action taking place at the site where
|
|||
|
your helicopter was destroyed:holding down either joystick button will allow
|
|||
|
you to see events occurring after the destruction of your helicopter.
|
|||
|
Releasing the joystick button(s) will then return the screen view to the new
|
|||
|
helicopter at the right end of the field.
|
|||
|
Return your helicopter to the launch pad if you want to replace depleted
|
|||
|
weapons and ammunition, or if you wish to refuel or repair damage. When the
|
|||
|
helicopter has been completely repaired, re-armed and refueled, a green bar
|
|||
|
will appear across the top of the screen immediately below the tactical radar
|
|||
|
display. The more supplies and repairs your helicopter requires, the longer
|
|||
|
it will have to wait on the pad before the green bar appears If men are on
|
|||
|
board the helicopter, they may be able to make repairs without returning to
|
|||
|
the launch pad under certain circumstances.
|
|||
|
When your fuel becomes low, the "Low Fuel" message will appear in the
|
|||
|
center of the display screen. When fuel becomes dangerously low, an audible
|
|||
|
warning will begin to tick, and a fuel gauge will be displayed at the top of
|
|||
|
the screen.
|
|||
|
|
|||
|
GROUND FORCES
|
|||
|
You must advance ground forces to take ground and to win the game by
|
|||
|
destroying the enemy time machine. Ground forces include all mobile elements
|
|||
|
except helicopters.
|
|||
|
Ground forces are deployed by using the keyboard.
|
|||
|
PRESS: FOR:
|
|||
|
T Tanks
|
|||
|
M Men (soldiers)
|
|||
|
E Engineers
|
|||
|
A Anti-Aircraft Missile Carriers
|
|||
|
D Demolition Team Vehicles
|
|||
|
|
|||
|
Pressing T, A, or D will bring one vehicle onto the field. Pressing M will
|
|||
|
deploy a squad of five men, and E will deploy two engineers. You must
|
|||
|
wait until a vehicle or squad is on the field before deploying something else.
|
|||
|
You will hear a click as an element is deployed, and the lines above and below
|
|||
|
the tactical radar display will change from blue to white while elements are
|
|||
|
moving onto the field (this change is visible on a monochrome monitor, although
|
|||
|
the colors are not).
|
|||
|
Ground forces advance and fire on enemy forces automatically. A ground force
|
|||
|
element stops moving forward only when it is actually firing at an enemy
|
|||
|
element.
|
|||
|
Ground forces should be deployed in such a way that they will overcome
|
|||
|
resistance on the field. Remember to anticipate normal losses and casualties.
|
|||
|
Your helicopter is an invaluable tool for supporting and defending ground
|
|||
|
forces.
|
|||
|
|
|||
|
FINANCE
|
|||
|
|
|||
|
Like a real army, your forces require money to operate. Everything you
|
|||
|
use, except for your initial allotment of helicopters and the fuel and weapons
|
|||
|
for them, must be paid for. Every time you press a key to deploy a mobile
|
|||
|
ground element, the price of that element will be subtracted from your balance.
|
|||
|
You may purchase additional helicopters by pressing the H key if you have
|
|||
|
sufficient cash.
|
|||
|
You receive money according to the time you spend in combat. Every
|
|||
|
fifteen seconds, one small bag of money is added to your account.
|
|||
|
You will be charged at the following rates, in small bags of money:
|
|||
|
|
|||
|
Item (quantity) Price
|
|||
|
1 Helicopter 20 bags
|
|||
|
1 Tank 4 bags
|
|||
|
5 Men 5 bags
|
|||
|
2 Engineers 5 bags
|
|||
|
1 Anti-Aircraft Missile Carrier 3 bags
|
|||
|
1 Demolition Team Vehicle 2 bags
|
|||
|
|
|||
|
If you do not have sufficient cash to pay for an item, pressing the key to
|
|||
|
deploy it will have no effect.
|
|||
|
The game imposes limits on the total number of each mobile element which
|
|||
|
can be on the field at one time. If you attempt to exceed these limits, press-
|
|||
|
ing a key will not deploy a new element, even if you have enough cash to buy it
|
|||
|
|
|||
|
COMPUTER STATUS REPORTS
|
|||
|
|
|||
|
You can obtain a report from your command computer at any time by pressing
|
|||
|
C. This report shows you the amount of cash you have and displays your
|
|||
|
helicopter combat readiness. The amount of cash is displayed first, followed
|
|||
|
by the number of bombs, smart missiles and men aboard your helicopter. Last,
|
|||
|
the number of helicopters remaining to you is shown.
|
|||
|
Cash is displayed as moneybags of two different sizes. One large bag
|
|||
|
represents four small ones. The prices of equipment and men listed above are
|
|||
|
listed in small bags.
|
|||
|
You will see the symbols for bombs, missiles or men only if they are on
|
|||
|
board your helicopter at the time of the report.
|
|||
|
A guage showing the fuel supply for your helicopter will be displayed
|
|||
|
across the top of the screen just below the tactical radar display during a
|
|||
|
Computer Status Report. On a color monitor, white represents fuel remaining,
|
|||
|
and red represents fuel already used. The white bar will shorten to the left
|
|||
|
and be replaced by red as fuel is consumed. You will be able to see the
|
|||
|
difference between the "white" and "red" portions on a monochrome monitor,
|
|||
|
even though the actual colors are the same.
|
|||
|
|
|||
|
SCORING
|
|||
|
|
|||
|
The objective of Rescue Raiders is to win battles. The only way to
|
|||
|
achieve total victory and truly win the war against the Time Terrorists is to
|
|||
|
defeat them on all eight Rescue Raiders battlefields. To help you measure
|
|||
|
your progress and your achievement even if you fall short of this goal, a
|
|||
|
point score is provided.
|
|||
|
Rescue Raiders is scored according to two factors:The amount of damage done to
|
|||
|
the enemy; and the cost of damaging the enemy.
|
|||
|
Your point score is an indication of how well you have achieved the
|
|||
|
objectives of Rescue Raiders. Your goal should be the highest possible point
|
|||
|
score while winning the eight battles.
|
|||
|
War, however, is not a black-and-white issue. the winner of a war pays
|
|||
|
an enormous price for victory. There are the obvious financial burdens
|
|||
|
involved not only in the purchase of weapons and equipment, but in the shifting
|
|||
|
of a nation's production from consumer goods to military supplies. The
|
|||
|
civilian population must bear the cost of this production directly, in the form
|
|||
|
of taxes, and indirectly, in th form of goods and services which become scarce
|
|||
|
or unavailable in a wartime economy. Even so, the financial cost of a war is
|
|||
|
less important than its moral cost. No amount of money will restore those who
|
|||
|
are killed. A nation at war has a moral obligation to balance the advantages
|
|||
|
of victory against its costs.
|
|||
|
Points are deducted from your score for each mobile element which you
|
|||
|
deploy. Points are also deducted for time spent in battle: the longer it takes
|
|||
|
you to win, the lower your score will be, with all factors equal.
|
|||
|
Press ESC to pause the game and view your score.
|
|||
|
|
|||
|
OTHER FEATURES
|
|||
|
|
|||
|
Save game-press ESC to freeze, then type SAVE.
|
|||
|
To restore saved game, press ESC to freeze, then CONT.
|
|||
|
|
|||
|
Call these super-duper K-K00L rad boards!!!!
|
|||
|
The Marauding C.A.M.E.L. BBS 806-794-4362 Apple II
|
|||
|
The Missing Link 806-799-0016 Apple II
|
|||
|
Bloom County 806-762-6787 Mac
|
|||
|
Sunset Strip II 806-793-7011 Commodore 64/128
|
|||
|
|
|||
|
|
|||
|
|