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The Arcade Companion 1
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sand
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1992-08-01
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9KB
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180 lines
++------------------------------------------------++
|| ||
|| SAND STORM - version 1.0 ||
|| ||
|| A Pod Bay Enterprises Product ||
|| ||
|| Registration Fee: $10 (Registration Only) ||
|| $15 (Reg. & Champion Ver) ||
|| ||
|| Register with: David A. Johndrow ||
|| 3115 Deerchase Wynd ||
|| Durham, NC 27712 ||
|| ||
|| IMPORTANT: Make checks payable to ||
|| DAVID A. JOHNDROW ||
|| ||
++------------------------------------------------++
Since SAND STORM is being offered at a registration fee that is below the
average cost for shareware games, please support the shareware concept by
registering this products. Feel free to ask any questions during
registration, or contact me via the following networks:
PRODIGY ID: BJTK26A
AMERICA ON-LINE ID: POD BAY
In addition to your fee, filling out the form found in Register.Doc will
be greatly appreciated.
NOTE: For shipping of SAND STORM outside of the United States, you must also
enclose an extra $4 to cover expenses.
+--------------------------------------------+
| SAND STORM - version 1.0 | 2
+--------------------------------------------+
+-----------------------------------+
| SAND STORM SYSTEM REQUIREMENTS: |
+-----------------------------------+
Required:
EGA graphics adapter and monitor
Microsoft compatible mouse
384k RAM free
Recommended:
10Mhz Clock speed
Low blood-pressure
+---------------------------------+
| ALL YOU NEED TO KNOW TO PLAY: |
+---------------------------------+
There are three basic scenarios you will face in the standard version of
the SAND STORM game: SCUDS, JETS, and TOMAHAWKS. Before each mission you will
be briefed on what to expect. Reading the briefs will help you adopt a
strategy before each mission - making you more inclined towards success. After
the briefing, you will see a introduction sequence reminding you of what type
of scenario is to come, then the mission begins. After completion of a
scenario, you will be given information regarding your performance.
SCUDS:
Move the cursor around the screen with the mouse. When you wish to launch
a Patriot to the current location, push the left button. It couldn't be more
simple! Watch out for Conventional (White), Al Hussein (Blue), and Chemical
(Green) Scuds. In addition, an occassional jet may fly over. Try to hit the
jet for extra points, but only worry about the bomb that it may release. The
scenario ends when the last scud detonates or is destroyed. The game ends if
you let the damage bring down the status of the installations to below 50%.
JETS:
Same in scope as the scuds routines but with more jets than usual and
fewer scuds than usual.
TOMAHAWKS:
During this scenario you will use the mouse to move a tomahawk missile up
and down to avoid contact with AA fire. When your target appears (Usually
after several screens), push the left button to initiate the strike sequence.
At that time, the tomahawk will nosedive to the ground and, hopefully, destroy
its target. The scenario ends after the last tomahawk detonates or is
destroyed. The game ends if you fail to destroy 50% or more of the targets.
+--------------------------------------------+
| SAND STORM - version 1.0 | 3
+--------------------------------------------+
+----------+
| HINTS: |
+----------+
Recognizing "greater dangers" during play will greatly enhance survival
during the scuds and jets scenarios. You must protect the following types
of targets: Cities, towns, hospitals, barracks, water towers, radar, airfields,
oil refineries, oil wells, oil storage tanks, and ships at sea. Use the
following table to familiarize yourself to what can do the most damage to
any given facility:
Missile: Direct: Nearby Hit:
----------------- ------- -----------
Scuds (White) 50% 30%
Al Hussein (Blue) 40% 24%
Chemical (Green) 50% 30% (Cities, towns, hospitals, barracks or water)
30% 18% (Everything else)
Bombs 30% 10%
Keep in mind, that while you are not evaluated on your ability to protect
the Patriot missile launcher, hits to the launcher result in its loss of
ability to fire as rapidly. You can actually lose all use of the launcher,
leaving you with nothing to do but watch, helplessly, as the scuds rain down
on their targets.
During Tomahawk sequences, two approaches may prove helpful. First, avoid
a panic-stricken wild-driving technique. This usually results in head-on AA
contact. Just cruise along, moving when necessary. Secondly, when your target
is within sight, move your tomahawk into a low flying position before
initiating the strike sequence. As you will no doubt learn at some point, the
tomahawk is still very much damageable during this time, actually more-so
since you can no longer swerve away from danger. Moving into a low position
before striking will minimize the amount of time spent in this critical phase.
DISCLAIMER:
In closing, please keep in mind that this game is intended solely for
enjoyment of gaming. I wish to make no political statements with it.
It is not intended to stir up emotions regarding the gulf war but rather
allow computer users to kill some time trying to rack up high scores on
something that is a game...nothing more. If after reading this you still
feel that this game is improper...please get a real cause!
+--------------------------------------------+
| SAND STORM - version 1.0 | 4
+--------------------------------------------+
+--------------------+
| ABOUT SAND STORM |
+--------------------+
Development of the SAND STORM game began in, as you probably surmised,
January of 1991. Since there is a lot of stuff out there already, it has
changed names three times from Scuds to Patriot and eventually to SAND STORM.
While getting to a quick start, development slowed while emphasis on another
POD BAY product (256 PAINT) took priority. After realizing that even though
all of the air war hysteria has passed, there might still be some interest in
a quality game in the air-war genre. Hence, the game now draws to completion
in April of 1992. SAND STORM was created using object-oriented features of
Borland's Turbo Pascal version 6.0, a remarkable product. EGA graphics sprites
were all done by the author using the TEGAS (v3.0) graphics package, another
David Johndrow and mostly Bob Roberds (BSX International) product. VGA
graphics sprites were done using the 256 PAINT graphics editor, Pod Bay.
The following people were instrumental in debugging and assisting the growth
of SAND STORM in the following ways: Nancy Johndrow, my wife, provided, ideas,
the title, and tolerated countless hours of "Just look at this last thing, then
you can go!" Kevin Stokes of Pie in the Sky Software freed me from a dangerous
mousetrap. Bob Roberds created TEGAS and gave me the means to get the job done.
In addition, the January 18th, 1991 edition of U.S. News and World Report & the
February, 1991 edition of National Geographic were both invaluable resources.
+-------------------------------------------