PACIFIC WAR CCS (C) 1983 K. Wright Copies of this recording may only be made for the sole use of the purchaser unless written permission is obtained. From the publisher. CASES COMPUTER SIMULATIONS LTD, 14 Langton Way, London SE3 7TL LOADING INSTRUCTIONS The procedure for loading a program into your Spectrum is given in your manual. Please follow these steps for loading the 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 tone control to maximum. 4. Type LOAD "". 5. Start the tape recorder. The program will RUN automatically once loaded. 6. The program takes 4 minutes to load. 1. General course of play ------------------------- Pacific War is a one player game simulating the Battle of the Eastern Solomons which took place during August 1942. The player controls the American forces, the computer the Japanese. The Japanese intention is to reinforce their troops on Guadalcanal by landing reinforcements on the north west tip of the island from the transports in task force 1. Guadalcanal is the island on which Henderson Field is situated. 2. Game Structure ----------------- The game is divided into game turns and operational turns (op-turns). There are 3 op-turns per game turn. Each task force moves 1 print position per game turn. Each air mission moves 2 print positions per op-turn. At the end of each game turn the current status of each task force is displayed. 3. Game Level ------------- Enter 1 to 9. 1 most difficult (i.e. almost impossible). 9 simplest. 4. Start Position Areas ----------------------- The rectangles in the north and west of the map show where the Japanese task forces will start. The exact positions vary from game to game. The player places his task forces in the south eastern corner of the map. 5. Set start positions ---------------------- Move cursor by using keys 5, 6, 7, and 8, when in required position press 0. Repeat for all task forces. 6. Course change ---------------- Enter C for course change for any task force requiring a new course. Initially you will have to set the course for all task forces. Use the cursor to set the target position, the appropiate task force will thereafter move towards this print position. During the game a task forces course can be changed by setting a different target position. 7. Take Off Phase ----------------- Enter task force number: 1, 2, 3, or 4. Aircraft codes: F = Fighter Combat Air Patrol C.A.P. T = Torpedo plane Enter C then the number of fighters D = Dive bomber These fighters will help defend your task forces. Search Mission: Enter S Set target: use cursor to assign target for each airmission. Enter code of aircraft. Enter number of aircraft: in a search mission this will always be 1 as there is no extra benefit in assigning more than 1 aircraft. Enter 0 You will now be asked to to assign another airmission: if none enter 0 and return to take off phase from which you can access another task force. A second or third mission can be assigned in the same way, though a total of only 3 air missions, regardless of type, are allowed per carrier. Air Strike: Enter A Set target position. Enter code of aircraft and then the number of aircraft. 0 to max. Repeat the process of aircraft code and number until all aircraft you want in this airstrike have been assigned to the airmission. Enter 0 to return to the airmission option. Either assign another airmission or enter 0 and return to take the off phase. Both types of airmission will report any ships sighted in each print position they enter. Immediately after reporting an enemy task force an air strike will attack that task force. The fighters of the air strike will engage the defending fighters and a number of your aircraft will be shot down. The remaining torpedo and dive bombers will attack the task force with any hits achieved being displayed. 8. Enemy Aircraft Sighted Report -------------------------------- This indicates that an enemy mission has located your task force and thereafter that it may be subjected to air attacks. 9. Task Force Status -------------------- Current damage is represented by the letter D followed by the number of hits on that ship. Battleships sink on D5, transports on D2 and all other ships on D4. After task force status the map is reprinted and any enemy task force sighted in the previous two game turns will be erased and replaced by a square. This square shows the area a previously sighted task force must currently occupy.