881 lines
41 KiB
Plaintext
881 lines
41 KiB
Plaintext
|
NUKE
|
||
|
|
||
|
The Nuclear Age Magazine
|
||
|
|
||
|
Do-It-Yourself
|
||
|
How to Start
|
||
|
|
||
|
NUCLEAR WAR
|
||
|
|
||
|
How To Start Nuclear War....................................... 3
|
||
|
A look at the current stat of global politics. How close are
|
||
|
we to nuclear war?
|
||
|
|
||
|
Global Leaders................................................. 7
|
||
|
A personal look at the most powerful leaders in the Nuclear
|
||
|
Age. What shaped their backgrounds? How would they react in
|
||
|
critical situations? Who will press "The Button" first?
|
||
|
|
||
|
The Nuclear Arsenal........................................... 10
|
||
|
A detailed report on which weapons work the best. What is the
|
||
|
most effective combination? What is the best defense? Bombers
|
||
|
or missiles, versatility or reliability?
|
||
|
|
||
|
Disasters!.................................................... 14
|
||
|
A humorous look at accidents and other things that can plague a
|
||
|
global leader. From natural disasters to hybrid sciences,
|
||
|
earthquakes to dread Cattletech armaments.
|
||
|
|
||
|
International Relations....................................... 16
|
||
|
A comprehensive discourse on diplomacy in the Nuclear Age. How
|
||
|
can the personality of each leader be classified? How should
|
||
|
you treat each leader?
|
||
|
|
||
|
2
|
||
|
|
||
|
HOW TO START NUCLEAR WAR
|
||
|
|
||
|
Welcome to Nuclear War! As leader of a global power in a fictional world,
|
||
|
you must lead your nation to victory by being the last remaining country in
|
||
|
the world. You must use every means at your disposal to win, whether it be
|
||
|
through the cunning use of propaganda campaigns or through the devastating
|
||
|
force of a tactical nuclear strike. You must take advantage of the weak
|
||
|
and scheme against the mighty to insure your place as the ultimate victor.
|
||
|
|
||
|
Selecting Opponents
|
||
|
|
||
|
After the title sequence has concluded, you will be presented with the
|
||
|
Nuclear War Opponent Screen. You may choose four global leaders out of the
|
||
|
ten available to compete with. To learn more about the global leaders,
|
||
|
read the article entitled Global Leaders. To choose a leader, simply move
|
||
|
the pointer to the leader desired and click the mouse button. A yellow
|
||
|
happy face will appear in the upper right-hand corner of the leader's video
|
||
|
monitor. If you wish to change your video selection, simply click on the
|
||
|
leader again. The happy face will disappear, and you may select another
|
||
|
leader. Continue this process until you have selected the four leaders you
|
||
|
desire.
|
||
|
|
||
|
After you have selected four leaders, click on the "Nuclear War" title.
|
||
|
If you wish a random selection of leaders, click on "Nuclear War" without
|
||
|
choosing any leaders. Additionally, you may choose one, two, or three
|
||
|
leaders and have the remaining space(s) randomly filled.
|
||
|
|
||
|
Starting Game Play
|
||
|
|
||
|
After you have clicked upon "Nuclear War," the game will begin by
|
||
|
loading the Diplomacy Terminal. It is from this screen that your actions,
|
||
|
and the actions of the other world leaders will be decided.
|
||
|
|
||
|
Diplomacy Terminal
|
||
|
|
||
|
The Diplomacy Terminal is where all aspects of the game are decided. The
|
||
|
terminal contains individual monitors for the four other global leaders,
|
||
|
icons for missiles, warheads, bombers, and defense systems as well as
|
||
|
building up your nuclear stockpile and conducting propaganda. The terminal
|
||
|
also has a central viewer which shows the current demographics of each
|
||
|
country's population.
|
||
|
|
||
|
The central viewer automatically shows your own country and it's
|
||
|
population. To view another global leader's country, simply click upon the
|
||
|
desired leader's face and his or her country will be shown. To return to a
|
||
|
view of your own country, click upon the face of the leader whose country
|
||
|
you are currently viewing.
|
||
|
|
||
|
While using the Diplomacy Terminal, there are two actions which should
|
||
|
be completed. First, you may set your current attitude towards the other
|
||
|
global leaders by clicking on the selected leader's happy face until the
|
||
|
desired attitude is shown. To learn more about the different attitudes ,
|
||
|
read the International Relations article.
|
||
|
|
||
|
Secondly, the leader's face sends a message to you. The expression lets
|
||
|
you know what to expect from that leader, whether it be friendship or
|
||
|
antagonism. At the beginning of the game, all leaders treat one another
|
||
|
neutrally. From then on, every action affects how each leader feels toward
|
||
|
you and each other. Each leader has five different faces. Their range
|
||
|
consists of Hostile, Unfriendly, Neutral, Friendly, and Benevolent.
|
||
|
|
||
|
In the lower right-hand corner of their view screen, the leaders have a
|
||
|
number that represents how that leader feels toward you. A rating from 0
|
||
|
to 99 will appear on the card. A "0" would mean that the leader hates
|
||
|
everything about you and that all of his or her immediate attacks are
|
||
|
headed in your direction, a "50" would mean that the leader retains neutral
|
||
|
feelings toward you, and a "99" would mean that you can do no wrong in the
|
||
|
leader's eyes and that you have nothing to fear from the leader, unless you
|
||
|
are the only other remaining nation. To find out how each leader feels
|
||
|
toward one another, click on the leader's face. The other three leaders
|
||
|
now have a different rating number while the leader you selected has none.
|
||
|
The leaders' rating numbers now reflect how each leader feels toward the
|
||
|
leader revealing no rating. It is not recommended that any form of attack
|
||
|
be launched against someone who likes you. As much as they liked you
|
||
|
before, they would now hate you the same amount. Betrayal is a costly
|
||
|
thing.
|
||
|
|
||
|
After you have set all of your attitudes, you need to decide your action
|
||
|
for the upcoming game turn. You may choose whether to build your nuclear
|
||
|
arsenal, launch a propaganda campaign, ready a defense system, or prepare a
|
||
|
nuclear strike. You may attempt only one of the four actions per turn.
|
||
|
|
||
|
3
|
||
|
|
||
|
Building
|
||
|
|
||
|
To build missiles, bombers, warheads, and defense systems, click on the
|
||
|
Build icon in the upper left of the Diplomacy Terminal. Clicking on the
|
||
|
"Nuclear War" logo ends your turn and sends you to the Global Monitor
|
||
|
Screen to view the actions of all the leaders.
|
||
|
|
||
|
Your ability to produce a weapon component or defensive system depends
|
||
|
on the amount of cities you have. At five cities, production is at peak
|
||
|
efficiency. At one city, production is at a minimum. Additionally, the
|
||
|
more powerful weapon components and defensive systems are harder to build
|
||
|
than those of a lesser magnitude. Items built will be listed on the
|
||
|
Teletype machine of the Diplomacy Terminal after all actions have been
|
||
|
resolved on the Global Monitor Screen.
|
||
|
|
||
|
A green light will appear if you have at least one of any specific
|
||
|
weapon component or defense system. When you run out of a weapon component
|
||
|
or defense system, the light will turn red.
|
||
|
|
||
|
If you build twice in a row, all global leaders will automatically
|
||
|
distrust you. You are withdrawing from global politics and Stockpiling. It
|
||
|
is not recommended that you Stockpile, as even friends will begin to hate
|
||
|
you.
|
||
|
|
||
|
Propaganda
|
||
|
|
||
|
In order to conduct propaganda, you must first select a target. Choose
|
||
|
the leader whose country you wish to bombard by clicking on his face.
|
||
|
Select the enemy city you wish to blitz with the propaganda campaign by
|
||
|
moving the pointer over it and clicking the mouse button. The results of
|
||
|
your campaign will be played out on the Global Monitor Screen after you
|
||
|
click on the "Nuclear War" logo to end your turn.
|
||
|
|
||
|
A propaganda campaign can cause from 1 to 10 million people to leave
|
||
|
their homeland for your country. The actual number of people who emigrate
|
||
|
is dependent on the size of the city and several other factors.
|
||
|
|
||
|
An important note: propaganda attacks have the largest chance of
|
||
|
something going wrong with them. Almost anything can result if a
|
||
|
propaganda campaign misfires. Beware of excessive use of propaganda.
|
||
|
|
||
|
To learn more about what happens when calamity strikes, read the article
|
||
|
entitled Disasters!
|
||
|
|
||
|
Defense Systems
|
||
|
|
||
|
When you are low on population and know that you will be the target of a
|
||
|
nuclear strike, it is time to think seriously about deploying a nuclear
|
||
|
defense system. To prepare a defense system you may either click on the
|
||
|
Defense icon, which automatically loads your most potent defensive
|
||
|
|
||
|
4
|
||
|
|
||
|
system, or you can manually select one of the system types by clicking on
|
||
|
the desired model name.
|
||
|
|
||
|
To learn more about the different capabilities of defensive systems,
|
||
|
read the section about defensive weapons in The Nuclear Arsenal article.
|
||
|
|
||
|
Nuclear Strike
|
||
|
|
||
|
A nuclear strike, the most deadly and effective form of attack, actually
|
||
|
takes a minimum of two turns to execute. This is because it consists of
|
||
|
readying the carrier and then readying the nuclear payload.
|
||
|
|
||
|
To ready the carrier, select the missile or bomber you desire to launch.
|
||
|
If you click on the Missile or Bomber icon, the largest capacity carrier
|
||
|
of the selected type will be chosen. If you want a specific carrier, click
|
||
|
on the desired size listed adjacent to the proper icon. After selecting a
|
||
|
carrier, click on the "Nuclear War" logo to end your turn.
|
||
|
|
||
|
On the turn after the deployment of a carrier, select an enemy city to
|
||
|
target by clicking on it. To load a warhead onto the carrier, you may
|
||
|
either click on the Warhead icon, which will ready the largest possible
|
||
|
warhead for the missile, or choose a specific size from the list next to
|
||
|
the Warhead icon. To culminate the nuclear strike, click on the "Nuclear
|
||
|
War" logo. Be aware that if a warhead is not placed on the carrier and
|
||
|
some other course of action is taken, the carrier will be wasted.
|
||
|
|
||
|
If you launch two carriers in a row, your allies will dislike you. You
|
||
|
are wasting precious time and endangering alliances. Do not vacillate,
|
||
|
launch a warhead!
|
||
|
|
||
|
To learn more about the different missiles,
|
||
|
|
||
|
5
|
||
|
|
||
|
bombers, and warheads, read the appropriate section in The Nuclear Arsenal
|
||
|
article of Nuke Magazine.
|
||
|
|
||
|
Global Monitor Screen
|
||
|
|
||
|
After you have decided the plan of action which you will follow, end
|
||
|
your turn by clicking on the "Nuclear War" logo. The next screen you see
|
||
|
is the Global Monitor Screen.
|
||
|
|
||
|
At this screen the actions of all five global leaders will be played
|
||
|
out. An animation sequence for each nation represents what action each
|
||
|
leader decided to do for their own country. A printed message runs across
|
||
|
the bottom of the screen further clarifying the various actions. If you
|
||
|
wish to hasten the animation sequences, click the mouse button. After the
|
||
|
last country has completed its action sequence, you will be returned to the
|
||
|
Diplomacy Terminal.
|
||
|
|
||
|
City Sizes
|
||
|
|
||
|
There are five different icons representing the myriad of sizes cities
|
||
|
can be. They range from a small Tent to a sprawling Metropolis. Here is a
|
||
|
breakdown of the population size each icon depicts:
|
||
|
|
||
|
Tent: 1-4 million people
|
||
|
Thatched Hut: 5-9 million people
|
||
|
Cottage: 10-19 million people
|
||
|
Mansion: 20-29 million people
|
||
|
Metropolis: 30 million people and beyond
|
||
|
|
||
|
Losing a City
|
||
|
|
||
|
Whether it be from propaganda, a disaster, or a nuclear strike, the
|
||
|
attrition of population cities face can be devastating. But what happens
|
||
|
when a city's population is completely eliminated? The city is destroyed
|
||
|
and will never be able to sustain life again. It is now a permanent
|
||
|
crater. This reduces your or your enemy's building capabilites and brings
|
||
|
you just one step closer to being annihilated.
|
||
|
|
||
|
If you call a nuclear strike or propaganda campaign against a city that
|
||
|
has been obliterated by an opponent, then your course of action was wasted.
|
||
|
The opponent got there first, and there is nothing left to destroy or lure
|
||
|
away. The foiled strike or campaign is referred to as a "military
|
||
|
exercise." No leader likes to admit that he has been beaten.
|
||
|
|
||
|
Final Strike
|
||
|
|
||
|
When a nation's last city is destroyed by any means, the country's dying
|
||
|
action is to launch a last, desperate strike against all of the remaining
|
||
|
players. One random inhabited city in each surviving country is targeted
|
||
|
by the felled player. If the player does not have enough carriers or
|
||
|
warheads to strike the nations remaining on the globe, the nation he hates
|
||
|
the most is attacked first, and then the second most hated is attacked, and
|
||
|
so forth until the arsenal is depleted. If the player has carriers and
|
||
|
warheads to attack more than one city per nation, the excess armaments are
|
||
|
wasted. Only one city per nation may be targeted, no matter what the
|
||
|
situation is.
|
||
|
|
||
|
The Final Strike, which the computer controls, occurs after the round in
|
||
|
which a nation was destroyed concludes. The computer also selects the most
|
||
|
powerful weapon combinations and launches the carriers one after the other
|
||
|
into the remaining territories.
|
||
|
|
||
|
After a Final Strike, the decimated leader no longer appears on the
|
||
|
Diplomacy Terminal and is replaced by a dead screen. The leader is
|
||
|
completely removed from play, and his turn will be skipped on the Global
|
||
|
Monitor Screen.
|
||
|
|
||
|
If the human element is knocked out of the game, the computer will enter
|
||
|
a fast-mode of play, never leaving the Global Monitor Screen, which
|
||
|
accelerates toward the end of the game. The surviving computer player, if
|
||
|
there is one, wins the game and has a chance of having a score recorded on
|
||
|
the High Score List.
|
||
|
|
||
|
High Score List
|
||
|
|
||
|
Scores are determined by both the number of cities the survivor has and
|
||
|
the final population the survivor is left with.
|
||
|
|
||
|
6
|
||
|
|
||
|
GLOBAL LEADERS
|
||
|
|
||
|
Infidel Kastro
|
||
|
|
||
|
Until the marriage of his elder sister, Infidelity, to the president of
|
||
|
a superpower nation, Infidel's homeland was considered a low- budget banana
|
||
|
republic. As soon as she could, Infidelity had her husband, Nikita
|
||
|
Chikita, ship nuclear missiles by the boatload to Infidel. This
|
||
|
shot-in-the-arm allowed eager Infidel to enter the arena of global
|
||
|
politics. Glorying in the part of the young upstart, Infidel has generally
|
||
|
inflamed global tensions and pushed the demands of his otherwise
|
||
|
insignificant nation under the other leaders' noses. The other leaders have
|
||
|
reluctantly been forced to deal with the pesky and obtrusive power Infidel
|
||
|
represents.
|
||
|
|
||
|
Infidel truly appreciates and admires some of
|
||
|
|
||
|
7
|
||
|
|
||
|
the more established global leaders and plays up to them. If impressed
|
||
|
suitably, Infidel can make a staunch ally. If angered or displeased,
|
||
|
Infidel's ever- present cigar will flare up, most likely with several
|
||
|
million citizens suffering from the sudden flare of a nuclear blast.
|
||
|
|
||
|
Mao the Pun
|
||
|
|
||
|
This rotund punster's rise to power has been phenomenal. Youngest son
|
||
|
in a family best called a horde. Mao left the family farm and went to the
|
||
|
city to start a new life for himself. He worked nightclubs as a stand-up
|
||
|
comedian, cracking up the audience with truly awful puns and his
|
||
|
outrageous, uniform clothing.
|
||
|
|
||
|
Mao grew quickly in fame, finally landing his own nationally syndicated
|
||
|
TV sitcom, paired with a beautiful, if somewhat vacant, former talk show
|
||
|
hostess. His popularity constantly increased, as did the population in his
|
||
|
very own homeland. Inspired buy the rise to power of a bad B-movie actor's
|
||
|
rise to political glory in a neighboring nation, Mao ran successfully for
|
||
|
national office.
|
||
|
|
||
|
Unaccustomed to such power, Mao's tenure in global politics has been
|
||
|
rather tentative. He prefers to concern himself with domestic issues and
|
||
|
puns rather than to worry about the other leaders. If treated nicely, Mao
|
||
|
will reciprocate. If angered, Mao will attack. The simple policy suits
|
||
|
his nation fine, as they believe that they will eventually overrun the
|
||
|
world as the propagate like rabbits. Mao's reign is interrupted
|
||
|
intermittently by rapid population increases, causing overcrowding
|
||
|
problems.
|
||
|
|
||
|
Ghanji
|
||
|
|
||
|
The spaced-out musician and herb farmer was thrust into global politics
|
||
|
unwillingly. A member of an international coalition of music greats united
|
||
|
for world harmony, the aged Ghanji was called upon to use his popularity as
|
||
|
a reggae superstar to rally his countrymen behind him and become an
|
||
|
international force for peace.
|
||
|
|
||
|
Now, forced into an unwanted position of power, Ghanji uses his
|
||
|
magnetism and music to obtain what he desires. An avowed pacifist, he will
|
||
|
never use a nuclear weapon.
|
||
|
|
||
|
However, due largely to his international popularity as a reggae singer,
|
||
|
he excels in the use of propaganda. When he conducts a propaganda
|
||
|
campaign, it works at an increased rate of effectiveness. Also extremely
|
||
|
gullible, he will attempt to befriend any who prefer the use of propaganda
|
||
|
to nuclear force.
|
||
|
|
||
|
Jimi Farmer
|
||
|
|
||
|
Mister Farmer is a perfect gentleman, and he always attempts to treat
|
||
|
his contemporaries fairly and with equanimity. Jimi was a virtual nobody
|
||
|
until, due to internal strife within the opposition party, Jimi grabbed the
|
||
|
reins of power of his nation.
|
||
|
|
||
|
Jimi is reticent to use nuclear weapons and prefers the cunning use of
|
||
|
propaganda to lure people to the honest ways of peace and unity. His
|
||
|
passiveness and genuine desire for world peace make some people think of
|
||
|
him as a pushover. But be warned, Jimi does not tolerate any sort of
|
||
|
deception, and if threatened he will attack viciously and thoroughly.
|
||
|
|
||
|
A valuable piece of information about Jimi is that he often has family
|
||
|
crises and must break off international relations to deal with whatever
|
||
|
problem exists. This disruption cancels any and all actions planned for
|
||
|
his nation. More often than not, his brother Bili, an embarrassment to the
|
||
|
family, is the cause of whatever disruption occurs.
|
||
|
|
||
|
Mikhail Gorabachef
|
||
|
|
||
|
Mikhail was a minor chief of state visiting a nuclear power plant when a
|
||
|
gigantic meltdown destroyed the entire countryside. Mikhail caused the
|
||
|
meltdown when he spilled a soft drink on the main control panel. Mikhail
|
||
|
was the sole survivor of the accident and escaped with only one major scar.
|
||
|
Some soda splashed onto his head and the radiation burned it into his
|
||
|
scalp, causing him to lose most of his hair surrounding the permanent soda
|
||
|
stain.
|
||
|
|
||
|
Mikhail quickly lied his way to the top leadership post in his nation,
|
||
|
citing that the old regime was negligent in caring for the populace. He
|
||
|
quickly cleared all government positions of competent administrators and
|
||
|
replaced them with his friends and family. He then made many speeches
|
||
|
telling his nation and the world how much more prosperous his country was
|
||
|
under his rule. Mikhail and his close acquaintances were the only ones who
|
||
|
prospered, piling huge Swiss Bank Accounts and appearing on tabloid talk
|
||
|
shows.
|
||
|
|
||
|
Especially sneaky and amazingly believable, Mikhail constantly lies and
|
||
|
gets away with it. His favorite tactic is to act friendly to a nation he
|
||
|
wants control of, and then, when it is least expected, he will mount an
|
||
|
all-out nuclear strike against the nation.
|
||
|
|
||
|
Tricky Dick
|
||
|
|
||
|
One of the most nefarious leaders of all time, Tricky Dick could sell
|
||
|
hamburgers to a Hindu. He knows everybody's weakness and vaunts it.
|
||
|
|
||
|
Tricky Dick was a Used Car Salesman until he gained political power by
|
||
|
selling a prominent politician a car once owned by an unsavory character of
|
||
|
the underworld. Tricky Dick neglected to mention that one of the extras
|
||
|
the car came with
|
||
|
|
||
|
8
|
||
|
|
||
|
was a bullet-riddled corpse in the trunk. After the sale, Tricky Dick
|
||
|
immediately called the local Sheriff, his brother-in-law, and had the
|
||
|
political chief arrested.
|
||
|
|
||
|
Tricky Dick then entered politics with a campaign based upon morals and
|
||
|
ethics. Unfortunately, he lies like an old rug and is merciless. Many a
|
||
|
world leader has met his doom after heeding Tricky Dick's advice. Yet, he
|
||
|
exudes an incredible aura, and the world leaders cannot help but like him.
|
||
|
Even if he does something that would normally provoke a confrontation,
|
||
|
global leaders will simply say, "Ah, I've been Dicked again," and smile at
|
||
|
him.
|
||
|
|
||
|
Colonel Malomar Kadaffy
|
||
|
|
||
|
Malomar is the extraordinarily disturbed son of a failed cookie tycoon.
|
||
|
Dissatisfied, young Malomar associated with certain, aspiring politicians
|
||
|
who wanted to change the power structure within their homeland. Malomar, a
|
||
|
certified lunatic with erratic fits of paranoia, soon grasped the reins of
|
||
|
leadership from his erstwhile companions, who were in fact glad to have
|
||
|
such an ambitious man in their midst.
|
||
|
|
||
|
After a successful military coup, Malomar's staunchest supporters came
|
||
|
to congratulate him. Malomar promptly had them all executed, thinking that
|
||
|
they were after him. Now, reasonably assured that no one was against him,
|
||
|
he began his confused rule. Age old allies were attacked for no reason,
|
||
|
dire enemies were sent foreign aid, and his father's cookies became the
|
||
|
national currency.
|
||
|
|
||
|
Dealing with Colonel Malomar in global politics has the same effects as
|
||
|
rolling a die continuously, namely random results. Also, it pays to shoot
|
||
|
down any missile or bomber Malomar launches. He is so disturbed that he
|
||
|
occasionally affixes a 100 megaton warhead to any sized missile. Sometimes
|
||
|
this attack works with cataclysmic effects. Oftentimes, the warhead falls
|
||
|
off prematurely.
|
||
|
|
||
|
Ayatollah Kookamamie
|
||
|
|
||
|
The Ayatollah Kookamamie started life as an innocent altar boy, until
|
||
|
one day he was locked into the end receptacle of a laundry chute. He was
|
||
|
found there three days later, completely entombed in the monk's robes and
|
||
|
sheets and gibbering like a crazed idiot. After much intensive
|
||
|
psycho-therapy and extensive shock treatment, the Ayatollah was released
|
||
|
back into society.
|
||
|
|
||
|
Upon release, he promptly gathered together his most fanatic
|
||
|
acquaintances and formed a group which sought to enlighten the masses to
|
||
|
the advantages of living the life of an aesthetic dressed in bath towels
|
||
|
and linen, especially fitted sheets. His followers are commonly see
|
||
|
prancing about in the streets, dressed in sacred sheets and towels, begging
|
||
|
for donations.
|
||
|
|
||
|
Dressed constantly in high religious regalia, sheets respectfully
|
||
|
adorning his body and a holy bath towel wrapped reverently about his skull,
|
||
|
the Ayatollah is highly chaotic and dangerous. The majority of global
|
||
|
leaders believe that the Ayatollah should be dry-cleaned before his
|
||
|
influence spreads.
|
||
|
|
||
|
Ronnie Raygun
|
||
|
|
||
|
Perhaps the most charismatic leader of recent times, Ronnie is
|
||
|
completely out of touch with reality. He started his career as an organ
|
||
|
grinder. Ronnie's partner was a super-intelligent chimpanzee, named Nancy,
|
||
|
that he rescued from a genetic research lab. The chimp ran every aspect of
|
||
|
Ronnie's life, the superior intellect clearly asserting itself. Nancy
|
||
|
wanted revenge against genetic researchers and forced Ronnie to run for
|
||
|
national office. Soon after Ronnie assumed power, Nancy died, leaving
|
||
|
Ronnie without guidance. Under Ronnie's tenuous grasp, his country no
|
||
|
longer heads anywhere.
|
||
|
|
||
|
Ronnie is now entering senility and is constantly tired and grumpy. Be
|
||
|
warned, when Ronnie misses his morning or afternoon nap, he becomes
|
||
|
downright cranky! This, coupled with the fact that he sometimes thinks
|
||
|
that he is living in a Spaghetti Western, makes Ronnie somewhat of a
|
||
|
mindless warmonger. Ronnie is always a step away from his favorite, shiny
|
||
|
toy, The Button.
|
||
|
|
||
|
Every once in a while Ronnie completely forgets his current attitude
|
||
|
toward the other world leaders and will start negotiations anew with each
|
||
|
of them. This is perhaps the only reason nuclear war has not broken out
|
||
|
during his reign.
|
||
|
|
||
|
Prime Minister Satcher
|
||
|
|
||
|
The only female leader, Prime Minister Satcher gained her position by
|
||
|
being especially ruthless and bloodthirsty. This appealed to the aged
|
||
|
aristocracy of her blighted nation, who promptly backed her ascension to
|
||
|
global power, hoping for a last, glorious war.
|
||
|
|
||
|
Under her reign, her decaying nation has selected assorted Third World
|
||
|
Nations to thrash upon. The populace has accepted Satcher's incessant
|
||
|
declarations of war, and she has even drawn up much support for her
|
||
|
actions. Recently her popularity has peaked after she personally lead an
|
||
|
assault to reclaim an island chain that a particularly silly nation thought
|
||
|
they could claim.
|
||
|
|
||
|
Satcher has no qualms about pressing a conflict to the breaking point
|
||
|
and starting a gory bloodbath. Known extensively as "P.M. Satcher," she is
|
||
|
prone to inexplicable fits of extreme violence. The other world leaders
|
||
|
dread those few, inevitable days when they have no choice but to placate
|
||
|
the moody and irascible autocrat.
|
||
|
|
||
|
9
|
||
|
|
||
|
THE NUCLEAR ARSENAL
|
||
|
|
||
|
Tired of the absurd requirements that the bureaucracy sets upon you to
|
||
|
run your country? Does one of your global neighbors just flat-out annoy
|
||
|
you? Are you sick of the patter of mindless feet as the victims of
|
||
|
propaganda campaigns rush back and forth between the world's nations,
|
||
|
continuously defecting and immigrating? There is a way to end all of these
|
||
|
problems.
|
||
|
|
||
|
Just press The Button.
|
||
|
|
||
|
But what will you launch? How much damage can your weapons do? How
|
||
|
many megatons can each missile or bomber carry? We at Nuke Magazine have
|
||
|
consulted with some of the world's leading experts and have come up with
|
||
|
these answers.
|
||
|
|
||
|
Warheads
|
||
|
|
||
|
Limited to four basic sizes, warheads are an integral part of the
|
||
|
nuclear attack. Though of varying potency, all four have the same end
|
||
|
purpose, that of population reduction.
|
||
|
|
||
|
The 10 megaton warhead, affectionately called "Boom-Boom" by the
|
||
|
military brain trust, is the smallest, most widespread and basic unit of
|
||
|
power in the nuclear arsenal. On its own, it can inflict damage capable of
|
||
|
destroying a base of two million people and can be launched on any missile
|
||
|
or bomber.
|
||
|
|
||
|
The 20 megaton warhead is the favorite explosive of most world leaders.
|
||
|
"Raging Death" delivers a rampaging fireball of destruction capable of
|
||
|
obliterating a base of five million people, much more effective than
|
||
|
multiple 10 megaton strikes. Another advantage is that "Raging Death" is
|
||
|
fairly easy to produce and can be launched on almost all missiles.
|
||
|
|
||
|
Normally saved for truly despicable opponents, the 50 megaton warhead BB
|
||
|
is unquestionably a tool of mass destruction. A base of 10 million people
|
||
|
can be purified in this tidy parcel of flaming death, sometimes called "The
|
||
|
Cleanser." The only drawback is the limited amount of carriers available
|
||
|
for this potent payload.
|
||
|
|
||
|
"Buster," the warhead of last resort, is the 100 megaton payload that
|
||
|
does it all. This angel of the Apocalypse kills outright a base of a mere
|
||
|
25 million people, effectively altering the balance of power in the
|
||
|
aggressor's favor. Beware! If "Buster" chances to target upon a nuclear
|
||
|
stockpile, the results could be catastrophic for everyone.
|
||
|
|
||
|
Missiles
|
||
|
|
||
|
The classic form of nuclear attack, missiles are also the more popular
|
||
|
of the two delivery systems. Easily mass produced and thus relatively
|
||
|
cheap, every nation can afford extravagant military expenditures on
|
||
|
missiles without protest from the masses. However, missiles are only good
|
||
|
for a single attack, as they explode with the warhead.
|
||
|
|
||
|
The foul Carnage Missile has the smallest capacity of any nuclear
|
||
|
delivery system. It can only carry a single 10 megaton warhead. It is
|
||
|
mainly used when countries do not wish to waste a larger missile on a
|
||
|
small, 10 megaton warhead.
|
||
|
|
||
|
Again, mid-size destructive power wins the nuclear popularity poll. The
|
||
|
gruesome Gravedigger Missile foments destruction wherever it goes, carrying
|
||
|
either a 10 or 20 megaton warhead in its formidable confines. This is
|
||
|
easily the most used and useful of all delivery systems.
|
||
|
|
||
|
Deathbringer. Not much else besides the name needs to be said about
|
||
|
this missile when it is loaded properly. It can carry 10, 20, or up to 50
|
||
|
megatons of portable Armageddon as its payload. Many countries build up
|
||
|
defense programs specifically against the ravages this high- tech missile
|
||
|
can produce.
|
||
|
|
||
|
Sheer possession is all a country needs for the Pacifier Missile to
|
||
|
subdue unwieldy neighbors. Few in number and closely hoarded, the Pacifier
|
||
|
delivery system has the capability of crippling the strongest of powers or
|
||
|
putting an end to the most feeble of nations. It alone of missiles can
|
||
|
carry the dread 100 megaton "Buster" warhead.
|
||
|
|
||
|
Bombers
|
||
|
|
||
|
Bombers are steadily growing in popularity throughout the world's
|
||
|
military echelons. The can service multiple global areas and can carry
|
||
|
combinations of warheads until they have reached their peak payload level.
|
||
|
Their flexibility and general usefulness is slowly overcoming the
|
||
|
ridiculous price tag that is generally associated with them.
|
||
|
|
||
|
The reliable NP-1 is the first bomber that attained widespread global
|
||
|
usage. Known widely as the "Nuclear Postman," the NP-1 has never missed a
|
||
|
prompt delivery of its fiery parcels of radioactive joy to date. The
|
||
|
"Nuclear Postman" can carry up to 50 megatons of atomic mail, but more than
|
||
|
that is forbidden. And don't worry, this postman delivers on Sundays, too.
|
||
|
|
||
|
The GR-2 bomber, commonly known as "The Grim Reaper," is the single most
|
||
|
potent delivery system ever. "The Grim Reaper" may carry any combination
|
||
|
of warheads up to 100 megatons. Combinations range from a single service
|
||
|
venture with a "Buster" warhead or a succession of service contracts with
|
||
|
any combination of lesser warheads not exceeding 100 megatons of ruination.
|
||
|
|
||
|
** NOTE: Bombers may carry any combination of warheads that do not exceed
|
||
|
the maximum payload capacity. Ready the bomber, on the next turn target
|
||
|
|
||
|
11
|
||
|
|
||
|
and load the first warhead. On the following turn, target and load the
|
||
|
second warhead. Continue this process until maximum capacity is reached.
|
||
|
For example, if a GR-2 were at 90 megatons capacity (say from a 50 meg and
|
||
|
then two subsequent 20 meg warheads), it could only carry a 10 meg warhead
|
||
|
on its fourth and final bombing run. When bombers have reached capacity or
|
||
|
anything other than a warhead is played by that global leader while a
|
||
|
bomber is deployed, the bomber is nullified and disappears from the
|
||
|
arsenal.
|
||
|
|
||
|
Defense Systems
|
||
|
|
||
|
Defense systems are normally deployed as a last resort. They are used
|
||
|
either to protect the last remaining vestiges of a ravaged population or
|
||
|
when a nation has run out of offensive options and believes itself to be
|
||
|
the target of a nuclear strike. However, the strategic use of a defense
|
||
|
system can effectively crush an enemy nation's offense. Remember, a
|
||
|
defensive system destroys all carriers that it is able to during the turn
|
||
|
in which the defense system is deployed.
|
||
|
|
||
|
The Laser Net Defense System can shoot down and destroy any hostile
|
||
|
missile. Sadly, the deadly pincers of laser light wielded by Laser Net
|
||
|
have proved wholly ineffective versus a nuclear strike conducted by
|
||
|
bombers.
|
||
|
|
||
|
The ultimate in defense capability, the Peacekeeper MegaCannon can
|
||
|
destroy any hostile nuclear strike launched against the home nation. Both
|
||
|
missiles and bombers are easy targets for this formidable implement of
|
||
|
defensive vindication.
|
||
|
|
||
|
13
|
||
|
|
||
|
DISASTERS!
|
||
|
|
||
|
As a global leader, you are responsible for the health and well-being of
|
||
|
your citizens. You must promote their ideals and satisfy their wants. And
|
||
|
in the Nuclear Age, you must protect the masses from explosions, radiation,
|
||
|
and fallout.
|
||
|
|
||
|
You try your best to fulfill these necessities, but some things are just
|
||
|
doomed to failure. An earthquake can destroy the best-made bomb shelter,
|
||
|
or a nuclear meltdown can destroy your most fertile farmlands.
|
||
|
|
||
|
Nuke Magazine has compiled a list of inexplicable occurences, good and
|
||
|
bad, that can alter a nation's position.
|
||
|
|
||
|
Earthquakes
|
||
|
|
||
|
A random disaster that has no mercy, the earthquake strikes
|
||
|
infrequently. A cause of major distress worldwide, an earthquake can level
|
||
|
any one city in a matter of moments. No one city is immune, from a
|
||
|
sprawling metropolis to a ram-shackle hut.
|
||
|
|
||
|
Nuclear Meltdowns
|
||
|
|
||
|
What can be said? Accidents do happen, even in places with hundreds of
|
||
|
safety checks and failsafe devices. Of course, some accidents are more
|
||
|
disastrous than others, and this particular one is perhaps the ultimate
|
||
|
"Boo-Boo." Press the wrong button, spill soda on the wrong panel, or fall
|
||
|
asleep at the wrong time, the end result is the same. The surrounding
|
||
|
countryside will be uninhabitable for a century or more, and there are
|
||
|
always other locations to spend your vacation at. You probably did not
|
||
|
really need that city anyway.
|
||
|
|
||
|
Population Explosions
|
||
|
|
||
|
And everyone thought that only Mao had these. Every once in a while,
|
||
|
for no apparent reason, a mass of babies will be born. Maybe it was the
|
||
|
fertility drugs which lace the water supply, or the musk which circulates
|
||
|
with the air conditioning, or it could have been those oysters everyone was
|
||
|
forced to eat. It could have just been hormones. Never mind why, you now
|
||
|
have more constituents to brainwash. Be thankful!
|
||
|
|
||
|
Mass Defections
|
||
|
|
||
|
Face it, not everyone is going to agree with the way you run your
|
||
|
country. They will probably even spout some lies about how superior your
|
||
|
neighbor's nation is. Hell, the guy's probably a plant, and you know it!
|
||
|
Anyway, you might lose some people to one of your neighbors. Of course, you
|
||
|
might gain some of your neighbor's population when his population finds out
|
||
|
the truth about your outstanding nation.
|
||
|
|
||
|
Forcible Ejections
|
||
|
|
||
|
Sometimes, dissident factions are discovered before they gain power
|
||
|
enough to disrupt your absolute control over the nation. What do you do
|
||
|
with these trouble makers? A mass execution would lend sympathy, and they
|
||
|
cannot be convinced to follow your lead. The answer, a rather ingenious
|
||
|
one, was the Human Catapult. This titanic catapult launches all dissidents
|
||
|
to the country of their choice, "Par Avon."
|
||
|
|
||
|
Cattletech
|
||
|
|
||
|
A perverse mutation of the Human Catapult, Cattletech substitutes a
|
||
|
heard of cows for the regular, human ammunition. Created by a psychotic
|
||
|
who held much malice for Ghanji, Cattletech is used when a nation cannot or
|
||
|
does not want to take any Bull from any country. This devastating weapon
|
||
|
creates mass hysteria, chaos, and havoc. As soon as the war cry, "Cherchez
|
||
|
la vache!" is uttered, fear enters the heart of even the most brave. The
|
||
|
airborne cows crush houses, cars, schools, hospitals, and even fast-food
|
||
|
restaurants. Those cows that survive the shock of being flung through the
|
||
|
sky thousands of miles stampede in the target nation, destroying everything
|
||
|
in their path until the last cow turns to hamburger.
|
||
|
|
||
|
Flying Saucers
|
||
|
|
||
|
Reports that we are being watched by our brothers in space are true. And
|
||
|
they are amused. Better than the worst action movie for sheer devastation
|
||
|
per minute, the aliens have decided that the human race must be kept alive.
|
||
|
They target on one of the most promising cities, chosen for brutality and
|
||
|
stupidity, and clone it. Two identical people where there was one, twice
|
||
|
the total population, and twice the potential for mayhem!
|
||
|
|
||
|
16-Ton Weight
|
||
|
|
||
|
No one knows for sure where this bizarre technology came from or what
|
||
|
warped mind created it, but all fear its ruinous effects. Materializing
|
||
|
over a seemingly random city, the 16-Ton Weight drops down on the populace,
|
||
|
doling out the truly squishy death en masse. The weight drops again and
|
||
|
again, until nothing is left but a flat wasteland.
|
||
|
|
||
|
Space Cadets
|
||
|
|
||
|
Every nation has them. They creep in the sewer system, infiltrate
|
||
|
houses, and breed. No leader knows what to do with them. Occasionally,
|
||
|
they gain enough money, hire the right people, and BINGO! They're gone!
|
||
|
They strap a big ol' rocket engine to the bottom of the city, pop a big ol'
|
||
|
plastic shell on top of the city and WHAMMO! The city is gone out to space
|
||
|
to live in the 1.5 Orbital Pattern, where it is safe.
|
||
|
|
||
|
15
|
||
|
|
||
|
INTERNATIONAL RELATIONS
|
||
|
|
||
|
In order to help you, the aggressive global leader, gain an edge over
|
||
|
your opponents, Nuke Magazine has prepared a report on the different
|
||
|
personalities the other global leaders are thought to hold. Also detailed
|
||
|
is the art of Happt Face Diplomacy, which is the cornerstone of Nuclear Age
|
||
|
politics.
|
||
|
|
||
|
Personalities
|
||
|
|
||
|
After much in-depth research, five basic personality types were found
|
||
|
among the ten dominant global leaders. At first, we thought there was only
|
||
|
one type, Absent, but after several years of observation with the most
|
||
|
powerful electron microscopes, subtle differences were found. The five
|
||
|
personalities are Standard, Pacifist, Liar, Chaotic, and Warmonger.
|
||
|
Coincidentally, a pair of leaders match each personality type. Following
|
||
|
is a definition of each personality type and a list of which leaders
|
||
|
exhibit them.
|
||
|
|
||
|
Standard
|
||
|
|
||
|
Basically, this is the control group personality. Reactions displayed
|
||
|
by other personalities could be traced back as a mutation upon the Standard
|
||
|
reaction. What is the Standard reaction though?
|
||
|
|
||
|
If you antagonize a Standard leader, the leader will dislike you. If you
|
||
|
cultivate a friendship, the leader will like you. A Standard personality
|
||
|
will feel neutral towards anyone until reason for change is shown.
|
||
|
|
||
|
The leaders evincing Standard personalities are Infidel Kastro and Mao
|
||
|
the Pun. Standard personalities are among the easiest to manipulate.
|
||
|
|
||
|
Pacifist
|
||
|
|
||
|
This is really the most odd personality type for a global leader. What
|
||
|
do the Pacifist leaders think? Do they honestly believe that they can
|
||
|
advance the goals of their citizens and nation through peace and
|
||
|
non-violence?
|
||
|
|
||
|
Pacifists prefer to use propaganda over tactical nuclear strikes and are
|
||
|
very successful propagandists. If pressed into a corner or thoroughly
|
||
|
angered, the Pacifist will contemplate nuclear action.
|
||
|
|
||
|
Ghanji and Jimi Farmer are avowed Pacifists. They are both extremely
|
||
|
tough opponents, angered easily by nuclear strikes and yet highly
|
||
|
susceptible to lies.
|
||
|
|
||
|
Liar
|
||
|
|
||
|
Though all global leader have the tendency or should we say aptitude,
|
||
|
for lying, a selected few cannot ever seem to tell the truth. They feel
|
||
|
that if they told the truth, all of their plans would be revealed.
|
||
|
Considering that everyone knows that their plans consists of varying ways
|
||
|
to subvert the world to their every whim and that they are lying through
|
||
|
their teeth when they speak of harmony and brotherhood, lying seems rather
|
||
|
pointless.
|
||
|
|
||
|
A Liar is hard to gauge. He might be frothing mad at you, and yet he
|
||
|
will bash your enemy. Or, he might profess friendship for you and respect
|
||
|
for your ideals and then turn around and annihilate your nation. What
|
||
|
makes a Liar all the worse is that sometimes the Liar will sneak some truth
|
||
|
into your dealings. So, when you expect the opposite the Liar actually
|
||
|
does what he says.
|
||
|
|
||
|
The most famous Liars in the world are Tricky Dick and Mikhail
|
||
|
Gorbachef. They are the two most difficult global leaders to conquer.
|
||
|
|
||
|
Chaotic
|
||
|
|
||
|
Some leaders defy definition. Their reactions are truly random and
|
||
|
diverse. They may attack you because it is a cloudy day, they may attack
|
||
|
you because it is a sunny day, or they may attack you because it is any
|
||
|
day. Chaotic leaders are essentially insane and wholly unpredictable.
|
||
|
|
||
|
They act like small children, doubting of their friends and hopeful of
|
||
|
their enemies. Caution is best used when dealing with Chaotics. Stay aware
|
||
|
of their reactions, and you might discover a method to their madness. Your
|
||
|
method is wrong; however, they are truly chaotic.
|
||
|
|
||
|
The Chaotic personalities are quite obvious: Colonel Malomar Kadaffy and
|
||
|
Ayatollah Kookamamie.
|
||
|
|
||
|
Warmonger
|
||
|
|
||
|
This is a straight-forward personality. Warmongers will be your friends
|
||
|
so long as you help them nuke their enemies. Use wimpy propaganda or
|
||
|
attack them or one of their friends, and they will happily nuke you until
|
||
|
only swirling, radioactive dust clouds inhabit your cities.
|
||
|
|
||
|
The two Warmongers are Ronnie Raygun and Prime Minister Satcher, and
|
||
|
they are both relatively easy to control.
|
||
|
|
||
|
Happy Face Diplomacy
|
||
|
|
||
|
There are five different happy faces: Benevolent, Friendly, Neutral,
|
||
|
Unfriendly, and Hostile, each representing a different attitude which you
|
||
|
can adopt toward any global leader. The same attitude will affect each
|
||
|
leader in a different manner.
|
||
|
|
||
|
While a Hostile attitude might increase a Warmonger's like of you, it
|
||
|
will thoroughly annoy a Pacifist. Discover the reactions the different
|
||
|
personality types have to each happy face, and use the results well. A
|
||
|
word of warning: As the leader's attitude (face) changes, so does the
|
||
|
affect of the different happy faces.
|
||
|
|
||
|
Remember, not even the most effective usage of happy faces will
|
||
|
alleviate the problems caused when you Stockpile, launch consecutive
|
||
|
missiles or bombers with no warheads, or waste time. All actions affect
|
||
|
attitudes held by each leader, so be careful.
|
||
|
|
||
|
16
|
||
|
|
||
|
Nuclear War
|
||
|
|
||
|
A Note on Sounds and Graphics:
|
||
|
|
||
|
Nuclear War uses virtually all chip memory of your machine, whether it be
|
||
|
512K or more, and it is recommended that multi-tasking not be used while
|
||
|
running the Nuclear War program.
|
||
|
|
||
|
Also, Nuclear War detects how much memory your machine has (512K or more)
|
||
|
and loads extra sounds and graphics if your machine has more than 512K
|
||
|
available.
|
||
|
|
||
|
Controls and Menus:
|
||
|
|
||
|
In the manual, whenever it directs you to "click the mouse button" use the
|
||
|
left mouse button. To restart or quit a game while playing Nuclear War,
|
||
|
select the appropriate option from the menu with the right mouse button.
|
||
|
|
||
|
Nuclear War Challenge:
|
||
|
|
||
|
Only a few have seen it, but in certain cases a city population becomes so
|
||
|
enormous that a Metropolis is forced to become a Domed City. Can you end
|
||
|
your game with any Domed Cities?
|
||
|
|
||
|
=============================================================================
|
||
|
Nuclear War docs are brought to you by The Southern Star for M.A.A.D..
|