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- PACIFIC GENERAL
- ------------------
- Demo 1.0 Release
- 6/6/97
-
-
-
- Background
- ----------
-
- The Japanese war machine began in direct response to Western
- influences in the Asian theater. Seeing the Europeans and Americans
- loot their backyard generated a fear that their own island would face
- a similar fate. Thus was born the goal of a greater "Asian Unity"
- and the death of isolationism. The Russians were first dealt a
- humiliating loss before the Great War; then, Manchuko fell under
- Japan's thumb. China, disorganized and wracked by internal conflict,
- lie open and waiting for leadership.
-
- The United States entered the 20th century with a great deal of zeal,
- but not much foresight. The American role in WWI solidified their
- position as one of the worldÆs great powers. Isolationism and a lack
- of planning followed this new position, shrinking US vision over
- the next two decades. The British influence continued to decline
- throughout the region, as the Germany's aggression in Europe diverted
- attention and resources from the Orient. This left Hong Kong,
- Australia, and India with little protection in the face of an
- expansive enemy. America, fat on its laurels, has been attacked by
- the Japanese at Pearl Harbor. The US has taken the lead in the war to
- fight the Japanese and push them back to their island once and for all.
-
- Pacific General is a simulation game set in the Pacific theater of
- conflict in World War II, pitting the Japanese Empire against the
- combined might of the Allied forces. In this game, it is possible
- to take either side in the conflict, which can be played from the dawn
- of combat in 1937 to the historical or hypothetical outcome(s) of the
- war. Land, air, and naval operations play a key role in the battles
- to be fought.
-
- Pacific General is based on the 5-Star General engine first seen in
- Panzer General. PacG creates a unique naval combat system and AI
- to handle the all important sea war, secondary to games such as Panzer
- and Allied General. This unique system, coupled with other
- enhancements as outlined below, makes PacG an interesting addition to
- the 5-Star Line.
-
-
-
- Pacific General Demo
- --------------------
- Welcome to the Pacific General Demo. The Pacific General Demo has
- a single scenario, pitting the American forces against Japanese
- forces in a fight for Rabaul. This demo was created to provide you
- with an opportunity to experience the general look and feel of Pacific
- General.
-
- To Start the demo, click on the "Start" button in Win 95, click on
- Programs, and select the "Pacific General Demo" icon.
-
-
-
- What can I do in this demo?
- ---------------------------
- On the Main Menu, you will see 8 buttons. When you move your
- cursor over any of the buttons, hot text describing the button's
- functions will appear in the box below the buttons. In this demo,
- there are only two active buttons, "Play Scenario" and "Quit".
-
- To start the demo scenario, just click on the "Play Scenario" button.
-
- The scenario that is provided for you is an island scenario. You play
- the Americans against the Japanese forces in an attempt to take the
- city hexes of Rabaul. There are two groups of forces that you control,
- one on the land and the other in the ocean.
-
-
- Features not provided in the demonstration version but will be
- included in the release version of Pacific General:
-
- ╖ Head-to-Head play (TCP/IP, IPX, Modem)
- ╖ Unique gameplay when playing as either the Japanese or Allies, two
- separate campaigns
- ╖ Campaigns based on the side of the conflict you opt to play,
- campaigns have a user-directed path
- ╖ Combat handled traditionally for land scenarios, but modified and
- enhanced from the current model used for naval situations
- (including the addition of new unit types) and island scenarios
- ╖ Each scenario has a victory condition based on a final point tally:
- these points are based on any objective hexes, losses to your own
- forces, and casualties inflicted on the enemy
- ╖ Additional enhancements seen in other 5-Star products such as a unit
- glossary feature further enhance the game experience
- ╖ Enhanced gameplay screens and interface representing the campaign/
- scenario side the player has chosen to play
- ╖ Naval units are oversized, overlapping the sides of the hex they
- reside to represent their immense size
- ╖ Some scenarios have night turns incorporated to reflect the tendency
- of the Japanese to surprise attack at night
- ╖ Battle Generator lets the player create their own scenarios with
- maps provided in the game. The maps will include areas in Europe,
- Africa, the Americas, and Asia
- ╖ Complete Music Score
- ╖ Cinematic Sequences
-
-
- Menu System
- -----------
- When you first start the demo, you will notice that there are no menus
- active. The default setup is with the menus "up". You can pull
- "down" the menus in one of two ways. If you press the Space Bar,
- the menus will lock down on both sides of the screen. If you prefer
- to leave the menus "up", you can pull down the menus as you need them
- by moving the cursor to the bottom of the information menu (at the top
- of the screen), along the bottom bar, on the left or right edge. The
- menu for the side you are on will pull down. To select a button on a
- menu, just move your cursor over the button and left click on it. All
- of the buttons in the game are accompanied by hot text to describe its
- function.
-
- The menu on the left side of the screen is the Main Menu and has
- functions such as saving and loading a game, the audio controls, end
- turn, etc. If you have a unit active (see below), the left menu changes
- to the Unit Menu. The unit menu contains all the commands for the
- units in the game.
-
- The menu on the right side of the screen is the Options Menu.
- Functions such as turning hidden units on or off, viewing the
- strategic map, or turning the hexsides on or off are on this menu.
-
-
- Controls
- --------
- To scroll the map, just move the mouse cursor to the edges of the map.
-
- To select a unit, left click on the unit to activate it. The area
- that the unit can move is highlighted. To move the unit, just left
- click on the hex where you want the unit to move. To attack an
- enemy unit, activate a unit, and move the mouse cursor over the enemy
- unit. The cursor will change to a cross-hair, if you can attack the
- unit. To attack the unit, just left click on the enemy unit. On the
- cross-hair are a set of flags, each with a number below it. The flag
- represents the side of each unit (your units have the American flag).
- The numbers below the flags represent the expected results of the
- combat. To deactivate a unit, just right click.
-
- To view the statistics of the enemy units, right click on the unit.
- You can view the statistics of your units in one of two ways. You
- can click on the Go To Unit button on the Options menu, and scroll to
- the unit. Or, you can just right click on a unit, but make sure that
- you do not have a unit active ... otherwise the active unit will be
- deactivated (see previous paragraph).
-
- You can also bring up the Unit Menu by activating a unit, and left
- clicking on the unit a second time.
-
-
- Hints & Strategies
- ------------------
- In the demo, there is a carrier in the gulf in the middle of the map.
- To open the carrier's hanger, activate the carrier, left click on the
- carrier to bring up the Unit Menu, and select the Special button.
-
- Aircraft carriers can carry up to 8 planes. The carrier hangar bay
- window can be viewed using the Special button from the Unit
- Controls. The hangar window displays the carrier's hangar capacity as
- slots for the number of planes that the carrier can hold. Planes are
- launched by selecting them and left-clicking on the Launch Plane
- button. Aircraft carriers with planes stored in hangar bays are
- indicated by a blue dot symbol next the unit's strength indicator.
-
- If a plane ends movement over a carrier, the plane lands and is placed
- in the carrier's hangar. Planes can land on a carrier at night, but
- have a chance to crash into the sea or into the carrier (automatic
- critical hit). The percentage chance to land safely is influenced by
- the plane's experience.
-
- Aircraft carriers with planes stored in hangar bays have a blue dot
- symbol to the right of their strength indicator. Clicking on the
- Special button while an aircraft carrier is selected opens the Hangar
- display which shows any aircraft on board the carrier. Left-clicking
- on an aircraft displays its status and makes it available for launch
- by clicking on the Launch button. After launch, the aircraft is
- deployed over the carrier it can be moved normally this turn and
- must be moved if more aircraft are to be launched.
-
- Fighters in a naval scenario may be assigned to a Combat Air Patrol
- (CAP). A CAP of up to seven fighters may be assigned to any aircraft
- carrier, or battleship. A fighter on CAP moves with the assigned
- ship, and is removed off CAP only after intercepting an enemy unit.
- All of the units on CAP move as fast as the slowest moving unit, in
- most all cases, the naval unit. The CAP fighters move along with the
- naval unit it escorts at the same time that the naval unit moves. CAP
- is represented on the plane by a small blue dot. Fighters on CAP are
- refueled automatically.
-
- Fighters can be assigned to act as combat air patrol for aircraft
- carriers they are adjacent to using the Special button. When a fighter
- is on CAP, there is a blue dot next to the right side of its strength
- indicator. Up to seven fighters can be placed on CAP for any carrier,
- one in each hex surrounding the carrier and one over the carrier. If
- a fighter is on CAP over a carrier, no planes may land or launch from
- the carrier. Each fighter on CAP attacks the first enemy plane that
- tries to attack the carrier, if it has not already attacked during that
- turn. Once it has attacked, the fighter is removed from CAP status,
- but can be placed back on CAP the following turn.
-
-
- -----------------
-
- We hope you have as much playing the Pacific General demo as much as we
- have had making the game. There has been a lot of "extra polish" to
- this game, and we know it shows. The full product will ship in early
- July, 1997.
-
- Enjoy playing PacGen.
-
- - John Eberhardt
-
-
- "...it's looking better than it should."
- - Chuck Kroegel,
- President, SSI
-
- -----------------
-
-
- Credits
- -------
-
- Producer John Eberhardt
- Associate Producer Glen Cureton
- Game Design SSI Special Projects Group
- Lead Programmer Mike Coustier
- Game Programmers Paul Murray, Reggie Seagraves, Ben Cooley
- Audio Programming Ralph Thomas
- Lead Artist Mike Filippoff
- Artists Ryan Paul, Grisha Grigoriev
- Scripting James Young, Dave Merrick, Richard Wagenet
- Audio Design Steven Lam, Lance Page
- Multimedia Design Lee Crawford, Maurice Jackson
- Main Title Theme,
- Japanese Music Danny Pelfry and Rick Rhodes
- American Music Steve Lucky and the Rumba Bums
- Data Manager Caron White
- Lead Product Tester Bill White
- SSI Test Team Garrett Graham, Kelly Calabro,
- Dion Burgoyne, Daniel Rivera, Jason Bredice,
- Dave Wallick, Jeremy Dang, George Chastain,
- Chris Lanka, Mark Schmidt, Forrest Elam,
- Nile Sabbagh, Chris Smith
- Executive Producer Dan Cermak