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