AIR DEFENCE =========== Play the role of 'Commander of Air Defences' in AIR DEFENCE. You have 10 squadrons of fighters, 2 squadrons of Early Warning Aircraft (AEW) and 2 squadrons of Flight Refueling Tanker Aircraft (AAR). Your objective is to fend off and destroy the waves of enemy aircraft that are trying to destroy your industries, radar, ships, airfields and your Headquarters. Beware of the enemy squadrons that have heavy fighter escorts! There are 5 levels of difficulty. LOADING INSTRUCTIONS -------------------- The procedure for loading a program into your Spectrum is given in your manual. Please follow these steps for loading a program. 1. Connect the ear socket of the computer to the ear socket of your tape recorder. 2. Set the volume control as per Sinclair manual. 3. Adjust the tone control to maximum. 4. Type LOAD "". 5. Start the tape recorder. The program will RUN automatically once loaded. 6. After the loader section will follow the title screen and a section of machine code. The main program allows you to SAVE a game in progress and so after the machine code section you will see a prompt for the appropiate tape to be inserted. To load the original program, key O or load a saved version key S. INSTRUCTIONS ------------ 1. MAP DISPLAYS --------------- The MAP shows the relative positions of your squadrone and the enemy's raids. Your squadrons - once airborne - will be shown in their current position in white ink. The actual graphic used should give an idea of the squadron's heading. Enemy raids will be shown - in red - if they are within radar cover. The squadron or raid number will be displayed underneath each symbol although you can switch this label off if the screen becomes too cluttered. The letters down the side and along the top of the MAP define the grid of squares within which aircraft may move. You can specify a particular patrol area for one of your squadrons by using these letters. The first letter should be read downwards: eg. to choose a patrol to the right airfield F, then type "DN" in response to the screen prompts. 2. COMMAND PROMPTS ------------------ At the end of each time period the following command prompt will appear at the bottom of whichever display you are using: Scram Alloc reHeat Cap Rtb Pause Base Tote Map reFuel Labels saVE Key the appropiate capital letter. The commands are explained below: Scram(ble) is the term used to pass take off instructions to a squadron. After pressing 'S' you will be asked to enter a squadron number, and then to decide wether to Allocate or to send your aircraft of Combat Air Patrol. Alloc(ate) allows you to send a squadron to engage a particular enemy raid. You will have to enter the squadron number, raid number and whether you want reHeat selected. You may allocate after scramble, or any other time a squadrone is airborne. Obviously you may only allocate a fighter squadron. reHeat gives you an appreciable speed advantage over the enemy aircraft, although it does bear a fuel penalty. This command allows you to order a squadron to either switch on or off. ReHeat is automatically switched off after an engagement, on joining a tanke, or on landing. It is indicated on the Map by a bright square. Cap is the abbreviation for Combat Air Patrol and using this command allows you to order a squadron to patrol a chosen area. You may do this immediately after scrambling or at any other time a squadron is airborne. Rtb allows you to order a squadron to return to base. Pause allows you to halt the program at this point for any emergencies! The game is restarted by pressing any key. Base allows you to change a squadron's recovery airfield - use one of the letters on the MAP display. Tote calls down the TOTE display. Map calls down the MAP display. reFuel allows you to order a squadron (any) to rendezvous with a tanke squadron (13 or 14) for in flight refuelling. Labels switches on/off the track labels on the MAP display. saVe allows you to SAVE the game at this point. When you reload, remember to change to the correct tape. If you wich to alter an entry at this stage then press 'SPACE' or 'DELETE'. If an entry is correct, then press 'ENTER'. 3. TOTE DISPLAY --------------- The TOTE display gives you a status report of your own aircraft as well as the enemy's aircraft. t = Time period. FIGHTERS SQN AC = Squadron No. and number of aircraft. WPNS = Number of weapons remaining. STATUS: T/R = On the ground to refuel and rearm. S/BY = On the ground an ready for take off instructions. T xx = Going to refuel with tanker squadron 'xx'. A xx = Allocated to bomber raid 'xx'. RTB = Returning to base. O/A = Out of action! LAND = Shows airfield which squadron will land and time period when they must land or run out of fuel. BOMBERS BO ESC = Enemy squadron number, number of bombers and number of escorts if within radar cover, otherwise MM is indicated or nothing. STATUS: REP = Reported by radar. INT = Reported by intelligence. RTB = Return to base. SPLA = Splashed or destroyed. TARGET RECOVERY Airfields A-F \ Radar \ Indicates the time period in Ship } in which your Facility will H.Q. / return to normal operation Industry / 4. THE TARGETS -------------- The targets you are responsible for guardening are: Industry which produces all your armaments. If this is damaged then you ability to rearm your squadrons on turnround will be reduced. Headquarters which controls all your telephone lines. If this facility is lost then you may not be able to receive messages or to pass scramble orders to your squadron's bases. Naval units have their own independent anti-aircraft missiles which can be very effective in helping you to destoy the enemy raids. Radar is a vital element for without it you will be denied information on the enemy raids. Whilst it is operational, the radar's cover does not extend to the top and bottom of the MAP so you will have to deploy your AEW aircraft wisely. You may also get occasional overland visual reports from 'observers'. Airfields obviously play host to your squadrons and must be protected. If an airfield is damaged, then you will not be able to use it for landing or take off. 5. AIRCRAFT ----------- (a) Type Squadrons 1-10 have 12 Fighters each, each Fighther has 4 missiles. Squadrons 11 & 12 are AEW (early warning). Squadrons 13 & 14 are AAR (tankers). (b) Endurance Figthers 24 periods (without reheat). Early Warning (AEW) 60 periods. Tankers (AAR) 72 periods. Aircraft on patrol will return to base when fuel is low. However, aircraft allocated will press on the attack regardless. 6. THE ENEMY BOMBER RAIDS ------------------------- The number of bombers you face will depend on th elevel of difficulty you have chosen; however, not more than 20 will be active at one time. As you destroy raids, replacements will be generated until the limit is reached. The raids will consist of varying numbers of bombers and escorts - again generally dependent on the difficulty level - which will take off from 'far eastern' airfields at different times. Each raid will fly an independent route to one of the targets. Once a raid reaches its target you will receive a message at the bottom of the screen, together with a damage report. After that the raid will run for home and, if not destroyed will refuel and rearm to start again!! (c)1984 Almart Copies of this recording may only be made for the sole use of the purchaser unless written permission is obtained from the publisher. 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