277 lines
15 KiB
Plaintext
277 lines
15 KiB
Plaintext
RANGER & THE MASTER PRESENT:
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GLOBAL THERMONUCLEAR WAR
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DOCS
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BY BILL M. SPRAGUE
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COPYRIGHT (C) 1983, 84 APOLLO SOFTWARE, INC.
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ALL RIGHT RESERVED
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OUR PLANET IS STRUGGLING WITH THE NIGHTMARE OF A NUCLEAR WAR THAT IS ALL TOO PO
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SSIBLE. NEVER BEFORE IN WORLD HISTORY HAS MANKIND POSSESED THE CAPABILITY TO REA
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P SUCH DEVASTATING DESTRUCTION THAT THE EVENT SUCH DEVESTATING DESTRUCTION THAT
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THE EVENT OF SUCH A HOLOCOST COULD RESULT IN THE POSSIBLE EXTINCTION OF THE HUMA
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N RACE AS A WHOLE. IT IS NOT THE INTENTION OF THE AUTHOR OR THE PUBLISHER TO MAK
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E ANY POLITICAL STATEMENT CONCERNING THE ISSUES OF NUCLEAR ARMORMENT OR WAR. INS
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TEAD, WE WISH TO OFFER THE USER A SIMULATION OF A NUCLEAR HOLOCOST WHICH MAY LEN
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D TOWARDS THE INDIVIDUALS AWARENESS OF THE CONSEQUENCES AND EFFECTS TOWARDS THE
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INDIVIDUALS AWARENESS OF THE CONSEQUENCES AMD EFFECTS OF A REAL NUCLEAR ENGAGEME
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NT. WHILE THE GAME CLOSELY SIMULATES THE CURRENT NUCLEAR WAR WEAPONS AND THEIR E
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FFECT, THE RESULTS OF AN ACTUAL NUCLEAR WOULD PROBABLY BE MORE SEVERE THAN THOSE
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DEPLICTED IN THE GAME.
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COMMAND FORMAT
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THE PLAYER OPERATES THE GAME BY TYPING INTO THE COMPUTER A COMMAND REQUEST CONS
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ISTING OF SPECIFIC KEYWORDS. ALL KEYWORDS ARE DESTINGUISHED BY THEIR FIRST FOUR
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LETTERS. THROUGHOUT THIS MANUAL, THE SPECIFIC KEYWORDS REQUIRED TO PERFORM THE I
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NDICATED COMMAND ARE ENCLOSED IN POINTED BRACKETS <>. PLEASE NOTE THE TARGETING
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MATRIX CURSOR IN THE STRATEGIC FORCES ASSIGNMENT SCREEN IS CONTROLLED BY THE CUR
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SOR CONTROL KEYS. THE ESCAPE KEY MAY BE USED THROUGHOUT THE GAME TO ABORT AND RE
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TURN FROM COMMANDS.
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GAME OVERVIEW
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UPON BOOTING THE GAME DISKETTE, THE PLAYER IS PRESENTED WITH AN OPENING SCREEN
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DISPLAYING A COPYRIGHT MESSAGE AND INQUIRING WHICH OF THE TWO POSSIBLE SIDES THE
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PLAYER WISHES TO PLAY. THE PLAYER MAY CHOOSE EITHER THE UNITED STATES (AND NATO
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COUNTRIES) OR THE SOVIET UNION (AND WARSAW COUNTRIES). THE GLOBAL STRATEGIC DIS
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PLAY IS THEN PRESENTED DISPLAYING A MAP OF THE GLOBE AND THE GAME THEN STARTS WI
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TH THE PLAYER IN THE DEFENSIVE OF A NUCLEAR STRIKE FROM THE OPPONET PLAYED BY TH
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E COMPUTER.
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THE PLAYER, PROVIDED WITH ATTACK STATUS AND WAR STATUS REPORTS, FORMULATES A
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COUNTER ATTACK STRATEGY AND DEFINES STRIKE PROFILES INCORPORATING A SELECTION OF
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SIMULATED STRATEGIC WEAPON SYSTEMS AND TARGETING CROSS-SECTIONS. LAUNCHING STRI
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KES AGAINST THE ENEMY WHILE SUBSTAINING MINIMAL LOSSES IN A SIMULATED GLOBAL NUC
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LEAR WAR.
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GAMEPLAY CONTINUES UNTIL ONE OF THE TWO SIDES SUBMIT TO CONDITIONAL CEASEFIRE
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OR UNTIL A SIDE INCURRS LOSSES OF MORE THAN 70% OF ITS COMBINED MILITARY AND CI
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VILIAN ASSETS (A FORCED SURRENDER).
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GLOBAL STRATEGIC DISPLAY
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THE GLOBAL STRATEGIC DISPLAY PROVIDES A GRAPHICAL REPRESENTATION OF THE CURRENT
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WORLDWIDE ASSAULT AND RESOURCE STATUS ON EACH SIDE. THIS DISPLAY MAY BE OPERATE
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D IN ANY COMBINATIONOF THE FOLLOWING FOUR <DISPLAY> COMMAND MODES:
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<DISPLAY BASES> DISPLAY POSITION OF SURVIVNG STRATEGIC WEAPON
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INSTALLATIONS AND LAUNCHERS.
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<DISPLAY TARGETS> DISPLAYS POSITION OF SURVIVING STRATEGIC UNARMED
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TARGETS.
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<DISPLAY MISSILES> DISPLAYS IN-FLIGHT MISSILE TRAJECTORIES AS TRACES
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STARTING FROM LAUNCH POINT AND TERMINATING AT
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PRIME TARGET IMPACT.
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<DISPLAY AIRCRAFT> DISPLAYS IN-FLIGHT AIRCRAFT AND CRUISE MISSILES
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POSITIONS DURING FLIGHT FROM LAUNCH POINT TO PRIME
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TARGET IMPACT.
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THE FIRST TWO <DISPLAY> COMMANDS PROVIDE GRAPHICAL ASSESSMENT OF EACH SIDE'S SU
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MMARY STATUS FOR WEAPON AND VALUE TARGET RESOURCES. THE <REPORT WAR STATUS> COMM
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AND, DESCRIBED BELOW, PROVIDES A MORE DETAILED AND ELABORATE ASSESSMENT OF EACH
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SIDE'S RESOURCES.
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THE LATER TWO <DISPLAY> COMMANDS GRAPHICALLY ILLUSTRATE CURRENT ATTCK POSTURE
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ON A GLOBAL SCALE. IN-FLIGHT WEAPONS ARE DISPLAYED THROUGHOUT THEIR FLIGHT PROF
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ILE UNTIL PRIME TARGET IMPACT. FOR A MORE DETAILED ASSESSMENT OF THE ATTACK POST
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URE FOR EACH SIDE, SEE THE <REPORT WAR STATUS> COMMAND DESCRIBED BELOW.
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EACH OF THE ABOVE COMMANDS MAY BE USED IN ANY COMBINATION AND INDIVIDUALLY AC
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T AS A "TOGGIE" ON THE SELECTED ACTION. THAT IS IF AN ACTION IS SELECTED BY ONE
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OF THE ABOVE COMMANDS, THEN REPEATING THAT COMMAND WILL CANCEL THE ACTION. ALSO,
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NOTE THAT AT THE START OF THE GAME ALL DISPLAY GRAPHICS COMMAND ARE TOGGLED OFF
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.
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THE <CLEAR DISPLAY> AUXILLARY COMMAND IS PROVIDED TO CLEAR THE STRATEGIC DISP
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LAY AND RESET ALL THE DISPLAY GRAPHICS COMMAND TOGGLES TO AN OFF STATUS.
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STATUS REPORTS
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TWO STATUS REPORT SCREENS ARE AVAILABLE TO THE PLAYER FOR ASSESSMENT OF THE CUR
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RENT WAR SATUS AND ATTACK POSTURE OF EACH SIDE. THESE SCREENS CAN BE INVOKED AT
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ANY POINT DURING GAMEPLAY BY THE COMMANDS <REPORT WAR STATUS> & <REPORT ATTACK S
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TATUS> FROM THE STRATEGIC DISPLAY SCREEN.
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WAR STATUS SCREEN. THIS SCREEN PROVIDES A DETAILED BREAKOUT OF THE CURRE
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NT DAMAGES EFFECTED TO EACH SIDE IN SEVERAL COST AREAS IN THREE MAJOR CATAGORIES
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; MILITARY FORCES, CIVILIAN ASSETS, AND HUMAN RESOURCES.
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WITHIN THE FIRST CATEGORY, CURRENT LOSSES IN FOUR MAJOR WEAPON CLASSIFICA
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TIONS ARE EXPRESSES IN PERCENT KILLED OR EXPENDED RELATIVE TO THE INITIAL INVENT
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ORY. AN ADDITIONAL ENTRY IS IS PROVIDED DENOTING THE RELATIVE LOSS OF C-CUBED-I
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(COMMAND, CONTROLED, COMMUNICATIONS, AND INTELLIGENGE) AND MILITARY RESOURCES.
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THE NEXT CATEGORY SUMMERIZES KILL RATIOS IN SEVEN MAJOR CIVILIAN REALATED
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AREAS; HOUSING, FOOD STOCKPILES, HOSPITAL AND MEDICAL RESOURCES,TRANSPORTATION,
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COMMUNICATION, GOVERNMENT, AND ECONOMIC/INDUSTRIAL ASSETS.
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THE LAST CATEGORY EXPRESSES THE COSTS OF THE ENGAGEMENT IN TERMS OF HUMAN
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LIFE. ABSOLUTE FIGURES ARE PROVIDED FOR BOTH POPULATION DEATHS AND NON-FATAL IN
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JURIES FOR EACH SIDE. THESE FIGURES INCLUDE BOTH THE DIRECT EFFECT OF NUCLEAR BL
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ASTS AND THE INDIRECT EFFECTS OF BOTH THE FIRECT EFFECT OF NUCLEAR BLASTS AND TH
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E INDIRECT EFECTS OF RADIATION FALLOUT AS WELL AS LACK OF MEDICAL AND OTHER RESO
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URCES.
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'ATTACK STATUS SCREEN' PROVIDES A COMPARITIVE SUMMARY OF THE ATTACK POSTU
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RE OF BOTH SIDES. THE CURRENT TOTAL NUMBER OF LAUNCH VEHICLES IN FLIGHT IS PROVI
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DED FOR A SUB-LAUNCH BALLISTIC MISSLES, ICBM, AND STRATEGIC AIRCRAFT.
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TARGETING DISTRIBUTION WITHIN SEVEN TARGET CLASSIFICATIONS IS PROVIDED AS
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AN AID TO THE PLAYER'S ASSESSMENT OF THE OPPONENTS ATTACK STRATEGY. THE DISTRIB
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UTION IS EXPRESSED AS RATIOS RELATIVE TO TOTAL VALUE OF CURRENT IN-FLIGHT LAUNCH
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VEHICLES.
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EACH REPORT RETURNS DIRECTLY TO THE STRATEGIC DISPLAY SCREEN UPON PRESSING THE
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ESCAPE('ESC') KEY.
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ATTACKING THE OPPONET
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THE PLAYER ATTACKS BY LAUNCHING PRE-DEFINED STRIKES AT THE OPPOSING SIDE. STRIK
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ES ARE DEFINED BY INCLUSION OF A PORTION OF THE PLAYER'S STRATEGIC FORCES (OF VA
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RIOUS TARGETING CROSS SECTIONS) UNDER A SPECIFIC "LAUNCH CODES" COMPLETELY AT TH
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E PLAYERS DICRETION.
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STRIKE DEFINITION
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THE PLAYER MAY HAVE DEFINED UP TO A MAXIMUM OF EIGHT STRIKES AT ANY POINT DURIN
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G GAMEPLAY. TO BEGIN STRIKE DEFINITION THE PLAYER ENTERS THE COMMAND <DEFINE STR
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IKE> FROM THE GLOBAL STRATEGIC DISPLAY. THE PLAYER WILL THEN BE PROMPTED FOR A L
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AUNCH CODE. THE LAUNCH CODE IS ANY STRING OF THE PLAYER'S CHOOSING UP TO 6 CHAR
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ACTERS IN LENGTH. IF YOU INTEND TO HAVE SEVERAL STRIKES DEFINED SIMULTANEOUSLY,
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IT IS RECOMMENDED YOU CHOSE CODES THAT NOT ONLY INDICATE THE COMPOSITION OF THE
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STRIKE BUT ALSO CAN BE REMEMBERED EASILY. IT WILL BE NECESSARY TO CORRECTLY RE-E
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NTER THE CODE AT LAUNCH TIME IF THE STRIKE AND ITS INCLUDED FORCES ARE TO BE USE
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D.
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AFTER ENTERING THE LAUNCH CODE, THE PLAYER IS PRESENTED WITH THE STRATEGIC FORC
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ES ASSIGNMENT SCREEN. HERE YOU WILL SELECT FROM THE UNASSIGNED AVAILABLE STRIKE
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FORCES THE VARIOUS STRATEGIC BASES TO BE INCLUDED IN THE CURRENT STRIKE DEFINITI
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ON. THE SCREEN CONSISTS OF TWO PARTS; A WEAPON BASE TARGETING CROSS-SECTION MATR
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IX AND A STRIKE DEFINITION SUMMARY.
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THE STRIKE DEFINITION SUMMARY APPEARS AT THE TOP OF THE SCREEN. IT PRESENTS AN
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OVERALL ASSESSMENT OF THE STRIKE INCLUDING LAUNCH CODE. TOTAL NUMBER OF LAUNCH V
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EHICLES, TOTAL WEAPON YIELD, TOTAL NUMBER OF TARGET CLUSTERS, AND TOTAL ESTIMATE
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D VALUE INCLUDED IN THE STRIKE. THE SUMMARY ALSO INDICATES THE PRIMARY WEAPON/TA
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RGET IN THE STRIKE DERIVED FROM THE MOST INCLUDE BASE CLASSIFICATION. THE TARGET
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ING MATRIX CONSISTS OF FOUR COLUMNS OF LAUNCH VEHICLE TYPES AND SEVEN ROWS OF TA
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RGET CLASSIFICATIONS. AN ENTRY WILL APPEAR IN THE MATRIX IF THE PLAYER HAS A WEA
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PON BASE AVAILABLE CORRESPONDING TO THE INDICATED WEAPON AND TARGETING. THE ENTR
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Y CONSISTS OF TWO NUMBERS INDICATING THE NUMBER OF OPERATIONAL LAUNCH VEHICLES A
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SSIGNED TO THE BASE AND THE TOTAL YEILD OF EACH VEHICLE IN KILOTON EQUIVC TNT. N
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OTE THAT IN GENERAL BASES WITH A HIGH TOTAL YEILD CORRESPOND TO HIGH TARGET VALU
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ES. ADDITIONALLY, THE ENTRY DISPLAY WILL BE FLASHING IF THE BASE IS THREATENED B
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Y CURRENT ENEMY INBOUNDS. DISPLAY SELECTION ORDER FOR BASES IN TARGETING MATRIX
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IS BASED ON HIGHEST TARGETING VALUE. USING CTRL-A,Z,S,W, POSITION THE MATRIX CUR
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SOR OVER A CANDIDATE ENTRY AND STRIKE THE RETURN KEY. A SUMMARY WILL BE ASSIGNED
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TO THE BASE, THE TOTAL ESTIMATED VALUE OF THE TARGETS, AND THE SPECIFIC WEAPON
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DEPLOYED. YOU WILL THEN BE PROMPTED FOR A COMMAND ENTRY. IT, UPON REVIEW OF THE
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BASE SUMMARY, YOU DECIDE NOT TO INCLUDE THIS BASE IN THE STRIKE DEFINITION, STRI
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KE THE ESCAPE KEY TO RETURN TO THE MATRIX. OTHERWISE, ENTER THE COMMAND <INCLUDE
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>. THE BASE WILL BE ASSIGNED TO THE STRIKE AND THE NEXT HIGHEST VALUE BASE CORRE
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SPONDING TO THE SAME MATRIX CLASSIFICATION WILL BE DISPLAYED. A BASE WITHIN THE
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CLASSIFICATION MAY BE SKIPPED BY ENTERING THE <NEXT> COMMAND. THE DISPLAYED BASE
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WILL NOT BE ASSIGNED AND THE DISPLAY WILL PROCEED TO THE NEXT HIGHEST VALUE BAS
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E. THIS INCLUSION PROCESS MAY BE CONTINUED UNTIL THE LEAST VALUE BASE HAS BEEN D
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ISPLAYED OR THE BASES FOR THE SELECTED CLASSIFICATION HAVE BEEN EXHAUSTED. YOU C
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AN BE RETURNED TO THE TARGETING MATRIX AT ANY POINT BY PRESSING THE 'ESC' KEY. Y
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OU MAY AT ANY POINT RETURN TO THE GLOBAL STRATEGIC DISPLAY BY PRESSING THE 'ESC'
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KEY. IF YOU FIND IT NECESSARY TO RETURN TO THE GLOBAL STRATEGIC DISPLAY BEFORE
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COMPLETING YOUR STRIKE DEFINITION, YOU MAY CONTINUE THE SAME DEFINITION BY REISS
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UING THE <DEFINE STRIKE> COMMAND AND ENTERING THE LAUNCH CODE CORRESPONDING TO T
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HE STRIKE YOU WISH TO CONTINUE. NOTE THAT IF NO BASES HAVE BEEN INCLUDED UNDER T
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HE LAUNCH CODE BEFORE LEAVING THE STARTEGIC FORCES ASSIGNMENT SCREEN, THE THE ST
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RIKE IS CONSIDERD NULL AND THE LAUNCH CODE IS NOT ASSIGNED.
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MAKE SURE TO CALL MASTER WORLD AT 213-478-5478
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LAUNCHING A STRIKE
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HAVING DEFINED ONE OR MORE STRIKES, YOU MAY SELECTIVELY LAUNCH A STRIKE AT ANY
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POINT FROM THE GLOBAL STRATEGIC DISPLAY BY ISSUING THE <LAUNCH STRIKE>. YOU WILL
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THEN BE PROMPTED TO ENTER THE CORRECT LAUNCH CODE INDENTIFYING THE STRIKE TO LA
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UNCH. IF YOU DO NOT ENTER THE CORRECT CODE AN ERROR MESSAGE WILL BE DISPLAYED A
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ND YOU WILL HAVE TO RESTART THE LAUNCH COMMAND. IF YOU DO NOT REMEMBER THE LAUNC
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H CODE THEN ALL THE BASES INCLUDED IN THE CORRESPONDING STRIKE DEFINITION WILL B
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E INACCESSABLE THROUGHOUT THE REMAINDER OF THE GAME. UPON ENTRY OF THE CORRECT L
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AUNCH CODE, A LAUNCH SEQUENCE WILL BE INITIATED FOR THE STRIKE INCLUDING AUTOMAT
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IC TARGET SELECTION, TIME TO TARGET SELECTION, AND TOTAL YIELD SELECTION CIRRESP
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ONDING TO THE DEFINED STRIKE. THE LAUNCH COMMAND WILL THEN BE TRANSFERED TO THE
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INDIVIDUAL BASES AND LAUNCH WILL COMMENCE. PROGRESS OF THE STRIKE CAN BE VIEWED
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VIA THE ATTACK STATUS REPORT AND THE GLOBAL STRATEGIC DISPLAY.
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ENDING THE GAME
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IF THE PLAYER PERFORMS EFFECTIVE COUNTER-STRIKES AND REDUCES THE OPPONENTS COMB
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INED ASSETS TO A SUFFICIENTLY LOW LEVEL, THE OPPONENT MAY OFFER HIS SURRENDER IN
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TERMS OF A CONDITIONAL CEASE-FIRE. THE PLAYER WILL BE GIVEN THE OPPORTUNITY TO
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ACCEPT OR DECLINE THE OFFER. IF THE PLAYER ACCEPTS, THE GAME IS TERMINATED AT ON
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CE. OTHERWISE PLAY CONTINUES UNTIL ONE OF THE TWO SIDES COMBINED MILITARY AND CI
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VILIAN ASSETS ARE REDUCED BY 70%. THIS IS CONSIDERED A WIN FOR THE PREVAILING SI
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DE. THE PLAYER MAY AT ANY POINT SURRENDER THE GAME TO THE ENEMY IN A CONDITIONAL
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CEASE-FIRE BY ISSUING THE <SURRENDER> COMMAND FROM THE GLOBAL STRATEGIC DISPLAY
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SCREEN. UPON GAME END, THE WAR STATUS SCREEN IS DISPLAYED SUMMARIZING THE FINAL
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STATUS OF THE WAR AND THE INCURRED LOSSES FOR BOTH SIDES.
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SIMULATED WEAPON SYSTEMS
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DISTRIBUTION OF WEAPONS BETWEEN THE TWO SUPERPOWERS FOLLOW THE 1985 ESTIMATE CO
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NSISTENT WITH SALT ][ (AS PRESENTED IN THE SALT TREATY HANDBOOK) ARE REPRESENTED
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IN THE GAME AS ILLUSTRATED IN THE FOLLOWING TABLE (UNITED STEAS : SOVIET UNION)
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:
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LAUNCH VEHICLES MEGATONNAGE WARHEADS
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ICBMS
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MIRV 536 : 820 423 : 4314 1608 : 5752
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NON-MIRV 504 : 360 1026 : 4590 504 : 480
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SLBMS
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MIRV 668 : 356 383 : 750 5648 : 3752
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NON MIRV 240 : 620 81 : 796 240 : 1324
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BOMBERS (ALCMS, SRAMS, GRAVITY BOMBS)
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346 : 90 1624 : 420 4504 : 420
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============ ========== ============
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TOTAL 2160 : 2246 3537 :10870 12504 :11728
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THE WEAPON SYSTEMS SIMULATED IN THE GAME ARE SUMMARIZED BELOW. LAUNCH VEHICLES
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PERFORMANCE, BASING MODE/LOCATION, AND NUMERICAL DISTRIBUTION WERE TAKEN PRIMARI
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LY FROM THE U.S. DEPARTMENT OF DEFENSE PUBLICATION "SOVIET MILITARY POWER", SECO
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ND EDITION, AND "THE WORLDS WEAPON SYSTEMS", GENERAL DYNAMICS, POMONA DIVISION.
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UNITED STATES SOVIET UNION
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=============== ==============
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ICBMS (INTER-CONTINENTAL BALLISTIC MISSLES)
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MINUTEMAN-II SS-11
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MINUTEMAN-III SS-13
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TITAN SS-17
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MX (PEACEKEEPER) SS-18
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SS-19
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SLBMS (SUB-LAUNCHED BALLISTIC MISSLES)
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POLARIS C-3 (U.K) SS - N - 6
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POSEIDON C-3/C-4 SS - N - 8
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TRIDENT C-4 SS - N - 17
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SS - N - 18
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SS - NX - 20
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BOMBERS (INCLUDING ALCMS, SRAMS, GRAVITY BOMBS)
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B-52G/H BACKFIRE
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FB-111 BISON
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B-1B BEAR
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BADGER/BLINDER
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BLACKJACK
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THAT'S THE DOCS,
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CREDITS GO TO
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BROUGHT BY
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DARK RANGER AND THE MASTER
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TYPED BY
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THE MASTER CALL MASTER WORLD AT
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213-478-5478
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