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Welcome to Project 64!

The goal of Project 64 is to preserve Commodore 64 related documents
in electronic text format that might otherwise cease to exist with the
rapid advancement of computer technology and declining interest in 8-
bit computers on the part of the general population.

Extensive efforts were made to preserve the contents of the original
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listings, and indexes may have been either altered or sacrificed due
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eliminated where ASCII-art was not feasible.  Program listings may be
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for these limitations, alterations, and possible omissions.

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document. Finally, the document is given a .TXT extension.

The author(s) of the original document and members of Project 64 make
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use the information herein you do so at your own risk.

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The Project 64 etext of the ~Raid Over Moscow instructions, Atari
version~, converted to etext by Brian Hendricks.

RAIDOM10.TXT, August 1998, etext #410#

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RAID OVER MOSCOW is a multi-screen action game which requires
different skills and provides new sequences as you progress through
the game.  As squadron commander of the U.S. Defense Space Station,
you will lead your commandos on a virtual suicide mission.  You will
attempt to stop the nuclear attack.  If your force is successful in
knocking out the Soviet launch sites, you must go into the city of
Moscow itself.  Armed with only the weapons you can carry, your
commandos lead an assault on the Soviet Defense Center.


PLAYING INSTRUCTIONS

SEQUENCE I - SAC HEADQUARTERS

The opening sequence is a world overview from Strategic Air Command
Headquarters (SAC). This computer overview alerts U.S. Commanders of
any nuclear activity. When a Soviet launch has occurred, the launch
point will turn white on the screen.  The computer then immediately
identifies the launch site, the target, and the time to impact.  The
Soviet Missiles will be identifiable on the screen as a small cluster
of white dots heading toward the U.S.  Above the Earth is a white
figure which is the U.S. Space Station equipped with Stealth Fighter
Aircraft.  After a launch has been detected, you may enter the space
station by pressing <SPACE>


SEQUENCE II - DEFENSE TACTICS

Once inside the space station, fighter pilots will begin to scramble
to their aircraft.  Each Pilot must take his plane out of the station.
Because the aircraft is in a semi-weightless condition, control is
handled by three thrusters and the main engine.(NOTE:after the pilot
gets to his plane it will move to the launch pad & take off by it
self)


PUSHING LEFT OR RIGHT on the joystick will rotate the aircraft to the
left or right, thus controlling the direction that you are facing.

PUSHING FORWARD on the stick will fire the main engine causing the
aircraft to accelerate in the direction it is facing.

PULLING BACK on the stick has NO EFFECT since there are no brakes.
Once moving in a certain direction, the only way to slow your speed is
to rotate (by pushing left or right) until you are flying backwards,
and then fire the main engine (push forward on the stick).



OPENING THE HANGER DOORS is accomplished by pressing <SPACE> [F7 for
C=] once your aircraft is off the hanger deck.  (The door will stay
open only for a short period of time!)  Once outside the space
station, the screen will switch to the overview: Your craft will be
identified by a flashing white dot.  At this point, you must decide
either to attack the launch point (identified by the white launch
site) or to take more planes out of the station.  If you decide to
attack, guide your craft by the joystick or keyboard to the target.

Note: Taking More Planes Out

The advantages to taking more planes out is that if you lose one you
will not have to come back to get another plane from the space
station.  One will appear at the start of the attack run. If you wish
to bring additional aircraft out of the station, press <SPACE> (right
after you leave the station).

STRATEGY TIP

Once the launch silos are destroyed (explained in the next two
scenarios) all remaining aircraft will go back inside the station.
Each time you attack a new city and destroy the launch site, you will
have to go back inside the hanger.  Because of this, take out only the
number of aircraft you believe will be required to destroy one launch
site.  This will save time and allow you a better chance to destroy
the site before the missiles hit U.S. targets.(NOTE:if the missiles
reach there target before you destroy the main silo your planes will
not return to the space station, they will "wait" for the next attack
outside of the station)


SEQUENCE III - ATTACK RUN Now that you are in Soviet airspace, you
begin your attack run on the Soviet launch sites.  In order to reach
the launch sites, you must first make a run through enemy territory to
reach the missile silos.  To avoid Soviet radar, your craft will have
to fly at a very low level, and this allows Soviet ground defense a
chance to shoot you down.  Various defense weapons will appear as you
travel.  Each of these are worth points.  Beware of Soviet heat
seeking missiles, which will come up from behind you.  When you see
them coming from behind, fly as low as you can to the ground.  Once
they have flown past you, shoot the missile down for additional
points.

ATTACK RUN CONTROLS - The controls for this scene are similar to the
controls for a real jet aircraft.  Push left to bank left, right to
bank right.  Push forward to dive and pull back to climb.  (Some
people find it helpful when playing this scene, to face the right as
if they were actually sitting in the aircraft.)  On level 1, you are
prevented from crashing into the ground, but not on level's 2 or
3,also you can crash into the objects on the screen.

After the run through enemy territory is completed, prepare to destroy
the launch silos.


SEQUENCE IV - THE MISSILE SILOS
Once you reach the missile silos, check the control panel to see how
much time before the missiles hit the U.S.

In this scene there is one main control silo surrounded by four launch
silos. Control of your aircraft is the same as the attack run:

   Move joystick left to move left.
   Move joystick right to move right.
   Push forward to dive.
   Pull back to climb.

Each silo has a small window which you must fire a rocket through in
order to destroy it.  When you are properly lined up at the target,
your aircraft will turn RED.

As you attempt to line up on a target, the silo defense system will
fire at you. You can avoid the enemy rockets by moving left or right
or by moving up or down.  The elevation of the enemy rocket is set at
the same elevation as your aircraft at the time of firing.

The Center Silo is the control silo.  The nuclear missiles launched
are controlled from this point.

When this silo is destroyed the missiles can no longer be controlled
and cannot be detonated.  This silo can be destroyed first if time is
running out, but when it is hit, the attack will stop and you will
switch back to the computer overview.  The silos located on the side
of the Control Silo are worth high points.  In addition, when you
destroy one of these silos, you will be awarded an extra aircraft (you
may have 9 maximum).  If you destroy all the silos in the scene, extra
points will be added to your score.

As you attempt to destroy the silos, enemy aircraft will enter from
the left and try to shoot you down.


NOTE:
Pay close attention to the "Time to Impact" heading on the control
panel. If time is running out, you may want to attack the main control
silo first. However, because each silo is worth an extra plane and a
considerable amount of points, destroying all of the silos will
greatly enhance your score.


SEQUENCE V - THE SOVIET DEFENSE CENTER
You will not be allowed to attack the Soviet Defense Center in Moscow
until you have destroyed each of the three perimeter launch sites at
Leningrad, Minsk, and Saratov.  After the last perimeter site is
destroyed, you will make a final attack run into the city of Moscow.
Your mission is to blow up the Defense Center.  If you are successful,
you will set Soviet military strength back ten years!

The scene opens with a U.S. Commando in  trench behind a stone wall in
front of the Defense Center.  To control movement form side to side
move the joystick left and right.  Moving the joystick forward and
back controls the elevation of the rocket launcher on the shoulder.
Once a target is lined up, use the button to fire.

TARGETS - Soldiers are located on the walls on both sides of the
Defense Center. These soldiers will fire at you, so it is imperative
not to stay in the same position for very long in the trench.

Secondary targets include all of the towers on the buildings.  These
can be destroyed to increase your score.

Other targets are the doors located directly ahead of you.  One of
these doors is an entrance into the reactor room (the next scene).
While the other doors turn BLACK when hit, this door turns BLUE w/a
white square in the center. The door is randomly selected and will be
different each time.

Enemy tanks will come out of side doors and try to stop you.  Again if
you stay in one position too long your likely to get blasted.

ENTERING THE REACTOR
Once all the soldiers are eliminated, the tank destroyed, and the door
opened, you will progress to the next scene.  Remember, however, that
all the towers on the building can be destroyed for extra points.

Once a soldier is shot off the wall, he will be replaced after a
certain amount of time.  Keep this in mind when you are playing
because you will not be able to progress to the next scene until the
white door is exposed and there are no men or tanks in the scene.


SEQUENCE VI - INSIDE THE REACTOR ROOM
Now you have penetrated inside the Soviet Defense Center and are
inside the nuclear reactor chamber, which is the power source of the
facility.

Description of the Screen
A maintenance robot will travel from side to side to keep the reactor
temperature stable.  If the cooling process is interrupted, the
reactor will overheat and become unstable.  The system will gradually
reach critical mass and explode.

Your objective is to sabotage this operation by neutralizing the
maintenance robot.

The robot has defense capabilities and will be able to sense your
presence inside the facility.  He will begin automatically firing at
you.  In addition, he is invulnerable to a frontal attack.  The robot
does have an Achilles heel.  If the robot is hit from behind, the
control circuits can be damaged and it can eventually be destroyed.

Because the robot maintenance area cannot be penetrated; your weapon
is a small disc grenade.  To hit the robot from behind, your disc must
be bounced off the rear wall of the facility.

To help you get the proper angle you also have a laser beam guidance
system. This appears as a small black dot on the back wall.  To adjust
the guidance system, push forward on the joystick to move right and
pull back to move the target left.

To move your commando push the joystick left or right.  When your
commando and target are properly lined up, put the button on the
joystick to release the disc.

You have only a certain number of discs and men.  You can retrieve
your discs by catching them before they pass you.  Each time a disc
hits the robot, that disc is lost.  You are awarded an extra disc when
a robot is destroyed.  To catch a disc, you must move your man
directly in front of the disc as it comes towards you.  Each robot
will require four hits from behind it to destroy it. More than one
robot will need to be destroyed to accomplish your mission. The number
of robots which must be destroyed is as follows:

   Level 1(Beginner)     2 Robots
   Level 2(Advanced)     4 Robots
   Level 3(Suicidal)     5 Robots

In addition, each time you hit the robot, it moves faster and becomes
more aggressive.  The number of men you have in this scene will be
determined by how successful you have been throughout the game.  Once
you are out of men, the game is over.  If you run out of discs, and
you still have men left, you will have to go back outside to the
previous scene (Defense Center) and battle back inside in order to
have more discs.

In some cases, you may want to sacrifice a man in order to save a
disc.  If the disc is still on the screen when a man is lost, the disc
will be saved.

After the next to last robot is destroyed, the final robot offers up a
big problem.  This last robot is so aggravated by your presence that
he neglects the reactor, which is already unstable.  This will cause
the reactor to go critical.  On the right edge of the screen is a time
that will show the amount of time to ETCM (Estimated Time To Critical
Mass).  At critical mass the reactor will explode taking the Defense
Center with it.  Whether you escape alive or not will be determined at
this point.  If you destroy the robot with enough time left to make it
to your plane you will survive.  If not, we will notify your family.


SCENE VII - THE FINAL CHAPTER
This scene will let you know if your mission is entirely successful.
If you escape, you will be awarded considerable bonus points.


ADDITIONAL FEATURES

Pause Feature
To stop all action and "Freeze" the game, simply press <ESC>.  To
continue press the same key again.

Abort Feature
To cancel the game and start press the number of the level you wish to
play(I.E. 1,2,or 3)

Automatic Demo
If left unattended for approximately one minute the game will go into
demo mode. Under demo the computer will briefly display all of the
major action screens. you may initiate the demo from the title screen
by pressing "D".

NOTE: The DIGI-CHECK for raid over moscow is $D7b8

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