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Part 1 of 3, totalling 348K.... PAGE 3 1. INTRODUCTION Railroad Tycoon is a game about the fascinating world of railroads: steel tracks stretching to the horizon, promising adventure and romance; steam, diesel, and electric locomotives, some of the largest machines man has ever built; nations transformed by the speed and strength that locomotives could achieve, eclipsing the puny power of man himself and the animals he could domesticate; the sounds of steam whistles, diesel horns, and clanging bells; a world of risk - natural disasters, poor economic times, and rival railroads; and a world of opportunity - money, prestige, and fame. Railroad Tycoon puts you into this world as the president of a tiny railroad enterprise. Your railroad empire is only a dream, but you have a little money from investors and your own ability to start with. Your task is to carve your railroad empire out of this great world of opportunity. In Railroad Tycoon, you, the player, construct and operate a complete railroad, from tracks and signals to locomotives and livestock cars. If you successfully manage your resources and make them grow, you can expect a long professional life of railroading achievement. However, you are not alone in the world and other men possess the same dream as you. Your skills as a tycoon are tested by competing railroads run by men such as Commodore Vanderbilt, James Hill, and J.P. Morgan, determined to crush you or brush you from their path. Running your own railroad well is not going to be enough if your competitors do better, or raise the money to take you over. You begin Railroad Tycoon by choosing one of four different world maps to play on: Northeastern America (1830), Western America PAGE 3 PAGE 4 (1866), England (1828), or Central Europe (1900). The date in parentheses indicates the historical year in which the game starts. Each region has its own geography, economic opportunities, and locomotive technology. These four worlds were chosen for their specific interest or railroad history. England was the scene of the beginnings of railroading. The Northeast United States witnessed the beginning of railroading in America, and fostered many of the world's most famous railroads. The Western USA was the site of some of railroading's greatest construction efforts, the building of transcontinental railroads. Europe remains very railroad oriented, and France is running some of the fastest trains in the world. Each new world map is empty of railroads but full of the opportunity to earn money hauling freight and passengers. You must parlay one million dollars of loans and stockholder investments into a functioning, revenue earning business. If you dawdle or make too many mistakes, expect to be forcibly retired by irate stockholders or see your company gobbled up by a competitor. You simultaneously wear the hats of construction superintendent, master of the road, dispatcher, chief financial officer, and chief executive officer. You decide where to lay tracks, what types of trains to put in service, when to schedule trains, where to change the types of cars in a train, when to upgrade equipment, where to add facilities, where to encourage industry, and how best to finance expansion and improvements. At any moment in the game your attention can be directed to several places: to find the best route for expansion toward a new city, to examine the maintenance costs of your locomotives to see if any are getting too high, to scan Shipping Reports to see if one cargo or another is piling up enough to justify another train, to look for new industries springing up in areas where you can provide service. To succeed you must balance the investment of your limited funds between more construction projects, adding more trains, adding more facilities, and stock purchases. Profitable investment decisions increase your revenue and make possible further expansion PAGE 4 PAGE 5 and service improvements. But keep your eye on the stock market to see what your competitors are up to and don't let them ambush you. Competing railroads are operated by their presidents in the style of their historical personality. Expect a road run by Jay Gould to look for stock market profits and take every opportunity to raid your stock. Jim Hill can be expected to build an extensive and profitable system. Beware of his propensity to quickly grab access to profitable areas, blocking you out if possible. Competing railroads can be attacked operationally by building tracks into their stations and starting rate wars. The railroad that does the best job of providing service to the city is given a monopoly on local service by the city council. The loser must withdraw from the city, forfeiting his investment in track and stations. By this tactic you can reduce the earnings of competitors and continue your expansion. Alternatively, you may invest in the stock of competing railroads and possibly take them over. If you get control of another railroad, you can direct its finances and expansion, using it to help your road or block competitors. Your ultimate goal as a Railroad Tycoon is to run the most profitable railroad that you can and retire to a prestigious position, perhaps even becoming President of the United States. If your railroad is sufficiently profitable at your retirement you may be enshrined in the railroader's Hall of Fame. If you aren't able to make the grade as a railroad president, you may be able to find work as a snake oil salesman or circus impresario. PAGE 5 PAGE 6 1. INTRODUCTION Introduction.............................3 Table of Contents........................6 What is a Railroad?......................9 Before You Start........................12 Interface Introduction..................13 Opening Menus....................13 Menu Types.......................13 Menu Choices.....................14 Shortcut Keys....................14 Map Scrolling....................15 Pre-Game Options........................16 Game/World Options...............16 Difficulty Levels................16 Reality Levels...................17 The Difficulty Factor............18 RR President's Aptitude Test.....19 Reading and Using the Displays..........20 The Regional Display.............20 The Menu Bar.....................21 The Game Menu....................21 The Display Menu.................23 The Reports Menu.................24 The Build Menu...................25 The Action Menu..................26 The World View Window............27 Current Cash.....................28 Date.............................28 The Train Roster.................28 The Area Display.................29 The Local Display................30 The Detail Display...............31 Ending the Game and Winning.............32 Ending The Game..................32  Tycoon Rankings..................32 Railroader's Hall of Fame........32 2. SAMPLE RAILROAD TUTORIAL Tutorial................................35 3. RAILROAD ENGINEERING Laying Track............................49 How To Lay Track.................50 Surveys And Grades...............51 River Bridges....................52 Ferryboats.......................52 Tunnels..........................53 Double Track.....................53 Track and Bridge Demolition......54 Railroad Stations.......................56 Description......................56 How To Build A Station...........58 Shipping Reports.................58 Station Reports..................60 Station Improvements.............61 Trains..................................63 Building Trains..................64 Train Roster.....................65 Train Reports....................66 Naming Trains....................68 Train Classes....................69 Train Types......................70 Changing Locomotives.............71 Retiring Trains..................71 Routing Trains...................72 Train Consist....................75 PAGE 6 PAGE 7 Changing Destinations............76 Priority Orders..................77 Priority Consist.................78 Wait Until Full Orders...........78 Train Wrecks.....................80 Revenue And Cargos......................81 Earning Revenue..................81 How Revenues Vary................82 Cargo Types......................82 Resource Map.....................83 Cargo Conversions................84 Priority Shipments...............85 Building Industry................86 Operating Trains........................88 How Signals Work.................89 Signal Towers....................90 Overriding a Block Signal........91 Pausing Trains...................92 No Collisions Mode...............93 4. THE RAILROAD BUSINESS Railroad Capitalization.................95 Initial Capital..................95 Additional Stock.................95 Stockholder Happiness............96 Bonds............................96 Calling Your Broker..............97 Short Term Loans.................98 Declaring Bankruptcy.............98 Financial Reports.......................99 Balance Sheet....................99 Income Statements...............101 Train Income Report.............101 Stock Price Graph...............102 Economic Climate................103 Additional Reports.....................104 Accomplishments.................104 Efficiency Report...............104 History.........................105 5. RAILROAD COMPETITION Competing Railroads....................107 Rate Wars..............................109 Stock Market Takeovers.................111 Controlling Other Railroads............112 6. THE RAILROAD STORY The Origins of Railroading.............115 The Role of Railroads..................118 Introduction....................118 Changes Over Time...............118 Railroads Today.................119 Railroad Finances......................121 Railroad Stock..................121 Railroad Bonds..................122 Land Grants.....................122 Stock Market Shenanigans........123 Constructing Railroads.................126 Where To Build..................126 Truck Construction..............127 Bridges.........................130 Tunnels.........................131 Operating A Railroad...................133 Passenger Service...............135 Freight Service.................135 Making Up Trains................137 Moving Trains...................138 PAGE 7 PAGE 8 Steam Locomotives......................143 Introduction....................143 Making Steam....................144 Steam Power.....................146 Development and Decline.........146 7. NOTES AND CREDITS Railroad Tycoon Worlds.................149 Map Generation..................149 Specific Map Features...........149 Game Scale......................150  Game Time.......................150 Locomotive Roster......................151 North American Locomotives......151 European Locomotives............156 Tycoon Biographies.....................165 North American Tycoons..........165 European Tycoons................168 Designer's Notes.......................171 Player's Notes.........................174 Further Reading........................177 PAGE 8 PAGE 9 WHAT IS A RAILROAD Consider a railroad operating between Baltimore and Philadelphia. The railroad has laid a single track between these cities, setting up stations at each city where cargo can be put on trains and taken off. The railroad also purchases a locomotive and some freight cars. It advertises service between these cities leaving Baltimore at certain hours and arriving in Philadelphia roughly an hour after leaving Baltimore. Return trips are also scheduled from Philadelphia and take about an hour to reach Baltimore. Businesses in either city have the ability to use the railroad to ship goods back and forth. Whether the railroad is used for shipment or not depends on the relative cost, safety, and timeliness of railroad shipment versus alternative shippers (trucks, ships, airplanes, etc). This Baltimore & Philadelphia Railroad (the B&P) can only draw business by providing the required service at attractive prices, and thereby staying competitive with other transport modes. Once the B&P has started carrying cargos, it must balance its expenses and revenues to remain in business. The start-up costs of the railroad are the land it had to purchase to place its tracks, the cost of track construction plus any bridges or tunnels required along the way, station facilities, maintenance facilities, its locomotive and freight cars. All of these items plus operating personnel must be in place before the first train can run. After operations begin, the railroad has to provide fuel for the locomotive, maintenance expenses for equipment, and salaries for the work force. The revenue earned by the railroad must be sufficient to cover the expense of construction, operation, and provision for the future. For the B&P, the future may mean upgrading stations, buying additional locomotives and cars to carry more freight, double tracking the line so trains can simultaneously run in both directions, building signal systems so that multiple trains can run on the same track without colliding, freight yards, new car types for special cargos, etc. Railroads must constantly evolve because technology and service demands are changing and they must adapt to remain competitive. PAGE 9 PAGE 10 All railroads, regardless of their size, are composed of three elements linked together for one function. Track, locomotives, and cars are combined to move people and things from one place to another. The strengths and efficiencies of a railroad come from the elements that make it up and how they work together. Tracks make it possible for enormous loads to be supported, guided, and moved at one time. The cars are designed to carry specific cargos, for ease of loading and unloading, and for safe movement in combination. The locomotives make the railroads go. Supported and guided by the tracks, they can pull long trains of loaded cars at relatively low cost. A railroad train is made up of a locomotive, or source of motive power, and the cargo car's lined up behind it to be pulled. Types of engines and cars that make up the train are called the consist. For example, a train consist might be a single 1500 horsepower (hp) locomotive and 20 coal hopper cars. In a typical railroad operation, a crew of three or more men (engineer, conductor, brakeman, etc.) are assigned a locomotive and a train to pull. The crew takes the locomotive from the engine house out to the departure yard and connects up to the waiting train previously assembled by the yard crew. The conductor checks the train against its manifest to be sure everything is in order and okays movement. Following train orders from the dispatcher, the crew begins its trip, pulling the train from the yard out onto the track of the mainline. On the mainline the engineer takes over, controlling the speed of the train according to speed limits posted along the right-of-way, watching the signals that additionally govern movement and speed in each block, watching the track ahead for obstacles, making proper horn signals at crossings, and monitoring the performance of the locomotive. The brakeman's duties on the road are mainly to watch the train itself, looking out for smoking wheel bearings or other conditions that might result in an accident. PAGE 10 PAGE 11 At the end of its run, the train pulls into the receiving yard of another terminal and the crew uncouples the locomotive from the cars. They head to the engine house for maintenance and refueling of the locomotive, while the train is turned over to yard crews who break up the train and place the cars into other trains that take them on to their destinations. Railroads earn their money by being paid to move things. In the case of freight goods, the railroad and shipper make arrangements for the cargo to be loaded into a freight car. The railroad then arranges for the car to be picked up and added to a passing train. This train pulls the car towards its destination, perhaps directly there, perhaps only to a rendezvous with another train which carries it on farther. Ultimately the railroad brings the car to its destination where the receiver of the cargo arranges to get the goods out of the carrying car. The railroad is paid a fee for the delivery. This fee is normally prearranged and paid upon delivery within a reasonable period. Because a late or damaged delivery may reduce the fee or drive business to alternative transportation modes, railroads must be op- erated safely and according to schedules which assure timely service. Railroads today generate most of their revenue and profits from hauling large, heavy trains over long distances. In this role they continue to be the most efficient carrier. The purpose of most railroad operations is to get freight into and out of these long trains quickly and safely. Railroads came into existence because their technology offered transportation at speeds and costs previously unimagined. They continue to prosper today, despite competition from other transpor- tation modes, because in certain situations they are clearly more efficient than any alternative. PAGE 11 PAGE 12 BEFORE YOU START Sorting the Materials This Manual provides detailed instructions on how to play and information on the background of railroad construction, operation, and finances. The manual text is printed in two main type faces, normal and italic. Text in normal type usually discusses specific instructions. Text in italic type is usually a commentary on the information discussed in normal type. When you are looking for specific information in a manual section, look first in the normal type parts. The manual applies to all computer systems. Installation The Technical Supplement gives specific instructions for loading and/or installing the game on your computer. It also provides complete reference of all the graphics and keys used in the game. Learning the Game The Player Aid Cards offer a handy reference for the economic relationships of the various industries and geographic features on the individual region maps. The Technical Supplement has complete information about how to install Railroad Tycoon on either floppy or hard disks. Study Method: You can study the actual controls and instruc- tions in this manual (pages 3-113). Begin by reading through the Interface Introduction (pages 13-15), Pre-Game Options (pages 16-19), Reading And Using The Displays (pages 20-31), and the Tutorial Railroad (pages 35-47). Now begin play and refer back to the instruc- tions as needed. Jump Right In Method: This is the most popular with experienced computer game players. We recommend you at least read through the Interface Introduction, Pre-Game Options, and Reading And Using The Displays, but even this is not necessary. Refer to the manual's instructions for help with problems that arise. PAGE 12 PAGE 13 INTERFACE INTRODUCTION The interface of Railroad Tycoon was primarily designed to take advantage of the mouse. It may be played with either a keyboard interface or a combination keyboard/mouse interface, but play is faster if you have a mouse available. Throughout this manual there are references to certain keys, the Selector, Selector 1, and Selector 2. Because the manual is written for all machine formats you need to refer to the Technical Supplement to learn what these keys or buttons are. The interface relies heavily on menus. At every point where you can perform game functions there is a menu bar available from which menus can be accessed. Opening Menus Throughout the manual you are instructed to pull down menus to open them up and reveal the options they contain. To open a menu using the mouse, place the mouse pointer on the name of the menu in the menu bar and press Selector 1. You can also pull down a menu by pressing the keyboard letter key for the first letter in the name of the menu. For example, the Game menu is opened by pressing the G key. When a menu is opened, the choices it contains appear listed in a menu window. Menu Types In Railroad Tycoon there are generally two types of menus. The most common is simply a list of choices from which you choose the one desired. Making your selection usually closes the menu and imple- ments your choice at the same time. In the second type of menu, the options are either toggled on or off. Options that are on are noted by a check mark. Options that are off have no check mark. To exit these menus press Selector 1 outside and below the menu or press Selector 2. PAGE 13 PAGE 14 Menu Choices To make your choice of the options available using the mouse, place the mouse pointer on your selection and press Selector 1. Alternatively, you can open a menu by placing the mouse pointer on the menu name, pressing and holding down Selector 1, and dragging the mouse pointer down from the menu name. As you drag the pointer down the length of the opened menu, its options are highlighted one by one. To select an option, drag the pointer down until the option of your choice is highlighted, and then release Selector 1. If you don't have a mouse, you can make selections from a menu by using the direction keys to move a highlight bar up and down the menu until the choice you want is highlighted. Then press the Selector 1 key to make your choice. Note that in most menus the highlight bar does not appear until you press a direction key, usually the one that moves downward. When you are using the mouse, if you have opened a menu and wish to make no choice, you can accomplish this by either moving the mouse pointer below the menu and pressing Selector 1, or just by pressing Selector 2. Shortcut Keys Even when using the mouse, there are places when one key can save several steps. Included in the interface are several of these shortcuts, described in the Technical Supplement. These keys are normally accessed with the left hand, leaving the right hand free to use the mouse. PAGE 14 PAGE 15 Map Scrolling When playing Railroad Tycoon, you spend most of your time viewing one map display or another. In order to be able to move down the various maps you need to understand how to scroll whether you use a mouse or the keyboard. If you are playing with a mouse, move the mouse pointer to any part of the map visible, and press one of the following: Selector 2, the Center key, or the shortcut key for the display map that you are on. The map immediately centers on the position of the pointer. If you don't have a mouse, a cursor is usually present on the map display. (If not, press the Tab key to get it back on the map.) Use the Direction keys to scroll the cursor around the map. If you go off the map edge, the map is redrawn if possible, centered on the cursor's new position. Rather than move the cursor off of the map edge, you can move it to any position on the map and press either the Center key or the shortcut key for the display map that you are on. The map immediately centers on the position of the cursor. Zooming and unzooming from the various map displays explained in Reading And Using The Displays, page 20. PAGE 15 PAGE 16 PRE-GAME OPTIONS The beginning of a game of Railroad Tycoon requires you to make a number of choices regarding the parameters and location of the game you wish to play. To begin a game of Railroad Tycoon, follow the instructions in the Technical Supplement for booting the game. After the title and credit screens, you may be required to answer a few technical questions regarding your hardware, depending on the machine format you are using. You then proceed to the selection of pre-game options. Game/World Options The first menu that appears asks you to choose which game to load: "Start New RR" "Load Saved RR" "Load Tutorial" Choose "Start New RR" to begin a new game. Choose "Load Saved RR" to load a previously saved game. A menu of your saved games appears and you choose the one you wish to load. Choose "Load Tutorial" to load the tutorial railroad. The next menu asks you to choose the world you wish to play in: "Eastern USA" (begins in 1830) "Western USA" (begins in 1866) "England" (begins in 1828) "Europe" (begins in 1900) Difficulty Levels You are next asked to choose the level of difficulty at which you wish to play: "Investor" "Financier" "Mogul" "Tycoon" The Investor level is the easiest level to play and the difficulty increases as you move down the list. The level of difficulty affects how much revenue is earned by each delivery and the number of years you can play before you must retire. At the Investor level you can play 40 years, at Financier - 60 years, at Mogul - 80 years, and at Tycoon - 100 years. At the end of the period when you normally must retire, you may PAGE 16 PAGE 17 have the option of increasing your level of difficulty in order to continue playing. In addition to these effects, the level of difficulty chosen also affects your tycoon rating when you retire, as explained below in the section on Difficulty Factors. Reality Levels After you have chosen the difficulty level, you are then asked to set the level of reality at which you wish to play. A menu appears with three reality levels listed: "No Collision Operation/Dispatcher Operation" "Friendly Competition/Cut-Throat Competition" "Basic Economy/Complex Economy" This menu differs from most others in that each option is actually a toggle between two choices. The option that is shown in the menu is the active option of each pair. If you choose an option, that option is turned off and is replaced by the other one of the pair. If the menu currently lists "No Collision Operation", then the game is set to run in the No Collision Mode (see page 93). If you choose the "No Collisions" option from the menu, that turns on the "Dispatcher Operation" option and the game is set to play with more complex train operations. In this case, the movement of trains is controlled by block signals, and collisions are possible (see Operating Trains, page 88). New players should choose No Collisions. If the competition is friendly, they do not buy your stock, attempt to take you over (see Stock Market Takeovers , page 111) , or start rate wars at your stations (see Rate Wars, page 109). If the competition is cut-throat, they aggressively buy your stock, try to take you over, and start rate wars to capture your stations. New players should keep the competition friendly. In a basic economy every station serving a moderate size city demands all cargos. This makes it easier to make money, because any cargos that you can pick up can be delivered to any city station. In a complex economy the demand at a station is determined by demand of the industry and community it serves (see Railroad Stations, page 56). New players should play with a simple economy until comfortable with the concepts of supply and demand. PAGE 17 PAGE 18 For each of the reality levels, choosing the easier option makes the game easier to play by dropping out some concepts a new player then doesn't have to think about. As you get more familiar with the mechanics of the game and the decisions that must be made, you can selectively increase the reality level of your games. In addition to making the game more or less easier to play, setting the reality level has an effect on the difficulty factor explained below. The Difficulty Factor The difficulty factor is a measure of the degree of difficulty that you have set for your game. When you retire or are forcibly retired, the difficulty factor helps to determine your retirement bonus and tycoon ranking. The difficulty factor is a percentage, from 25% to 100%, and the higher the percentage, the higher your ranking is, other things being equal. The difficulty factor has two general components, the levels of difficulty and reality that you have set for your game. Each level of difficulty has a difficulty factor value. To these factors are added the factors from each of the reality levels. The easier levels of reality have a 0% difficulty factor. The difficult levels of reality are each assigned a number of difficulty factors that are added to your total when selected. When you are setting the level of reality for your game, the Difficulty Factor window is also visible. Within this window is dis- played the current difficulty factor of your game, ranging up to a maximum of 100%, and set at first by the level of difficulty that you have already chosen. As you adjust the reality levels, you can see the difficulty factor changing with each adjustment. New players should start with a very modest reality level. A difficulty factor of 100% is achieved by playing at the tycoon level with all three of the difficult reality levels turned on. This is the ultimate Railroad Tycoon challenge. The effect of your difficulty factor on your retirement bogus reflects the number of jobs you took on as president of your railroad. If you additionally acted as your railroad's dispatcher, had to battle much fiercer competition, and acted as your railroad's shipping agent, then your bonus is going to be larger. PAGE 18 PAGE 19 When you are satisfied with the reality levels that you have chosen and the difficulty factor that results from your choices, press the Selector 1 key, or Selector 2 if using the mouse, to proceed. This ends the pre-game choices you need to make to begin play. At this point the map is drawn and mountains, resources, and cities are added to complete the world for your game. As prompted, press any key to begin play. RR President's Aptitude Test Before you are actually accepted for the job as president of the new railroad being formed, you must pass one simple test. A window appears showing one large locomotive and a list of possible identities for it below. You must correctly identify the locomotive pictured. If you need some help, you can refer to the Locomotive Roster, beginning on page 151 of this manual. If you fail to correctly identify the pictured locomotive, your future as a railroad president will be severely handicapped. PAGE 19 PAGE 20 READING AND USING THE DISPLAYS After you finish choosing the pre-game options, the game opens at the Regional Display. The main feature of this display is the world map chosen for this game shown in the display window. The other important features of this display are the Menu Bar, the Train Roster, the date, your railroad's current cash, and the World View window. These features are found on the other displays as well. You spend the majority of the game playing from the displays, and you need to understand what you are seeing and how you can perform game functions from these displays to play well. The Regional Display This display shows the entire world chosen for your game. In the case of the Tutorial Railroad from which the above illustration comes, the game world is the Eastern USA. You should be able to recognize the rivers and coastlines. Refer to the Technical Supplement to learn what the different colors that are visible on land represent. This display gives you the complete picture of the world. It shows the basic geography, including the location of mountains and rivers, and also indicates centers of population. If railroads have started operating, they are visible as well. From the Regional Display you can pick out likely areas to consider building your railroad. Normally this is an area where at least two good sized cities are close enough together to make building a railroad between them a reasonable proposition. PAGE 20 PAGE 21 The Menu Bar Across the top of the entire window is the menu bar. From here you gain access to a number of menus from which you can change game parameters, save games, jump to other displays, read railroad reports, build railroad equipment and structures, and perform other game functions. In the following sections, the individual menus that are found on the menu bar are described in detail. The Game Menu When opened, the Game menu consists of 5 options: "Game Speed" "Train Messages" "News Reports" "Repeat Message" "Save Game" You can open this menu and make choices from it at any time during the game. The 5 possible options have these functions: Game Speed: Choose this option to vary the speed of the game. A new menu opens listing the 5 game speed options: "Frozen" "Slow" "Moderate" "Fast" "Turbo" Choose "Frozen" to completely stop the passage of time. This allows you to examine geography, build track, place stations, etc., while all trains and activities of competing railroads are halted. In addition, although you may call your broker, he won't answer until time starts moving again. "Slow", "Moderate", and "Fast" are simply relative scales of time, each faster than the other with no additional effect. PAGE 21 PAGE 22 "Turbo" speed is another special case, that not only triggers the fastest passage of time, but the game does not pause as is normal for any messages or end of year fiscal reports. The game just continues playing at top speed with no stops. Train Messages: This option refers to the train arrival announce- ments that appear in the World View window at the top right of the display. Normally a report appears in this window each time a train arrives at a station. This report lists the number of the train, where it has arrived, the time of arrival, what cargos are delivered, and the revenues earned by the delivery. By choosing the "Train Messages" option, you open another menu that gives you the choice of turning off these messages, or having them go away fast or slowly. News Reports: Choosing this option opens another menu from which you can set the type of news reports you wish to receive. From this menu you control the presence of the reduced sized newspaper reports that appear from time to time. If you are getting the information, the option has a check mark next to it. If you have the option turned off, the check mark is missing. Your options are: "Financial News" "Railroad News" "Local News" "Animations" o Financial News: These are mainly reports on the financial activi- ties of competing railroads, specifically the stock that they are buying and selling. You do not receive news of their bond sales and purchases unless the competing railroad transacting bonds owns stock in your railroad. o Railroad News: These are reports on the non-financial activities of the competing railroads, such as the start up of a new railroad, and the building of new stations and track. o Local News: These reports refer to events on your railroad such as the presence of a Priority Shipment or a change in the local supply or demand due to the loss or addition of industry (only when playing with a Complex Economy). o Animations: Certain events in the game such as bridge building and train wrecks are marked by an animated graphic sequence. You PAGE 22 PAGE 23 can turn off these animations to speed up the game. Repeat Message: If you were not able to read the last message that appeared, you can choose this option to have the message repeated. Save Game: The game you are currently playing is saved at the moment you make this choice. You are asked which of the 4 saved game files you wish to place the saved game in. Thereafter, this game can be called up again and play resumes from the exact moment when you saved it. If you choose to write the saved game into a file that holds a previously saved game, the older game is eliminated. The Display Menu The Display menu consists of 5 choices: "Area Display" "Local Display" "Detail Display" "Options" This menu is used to zoom in or out among the displays, or to change the information shown on the displays. The Regional Display is the farthest zoom, and the Detail Display is the closest zoom. How best to zoom from this menu depends on whether you have a mouse or not. If you do not have a mouse, use the Direction keys to center the cursor box in the area of the map now visible where you wish to zoom, regardless of direction. Pull down the Display menu and choose the display to which you want to zoom. The new display centers on the cursor. If you have a mouse, pull down the Display menu and choose the display option you wish to see. You are prompted to "Click on map center". Place the mouse pointer in the area of the current display to which you wish to zoom and press Selector 1. The new display centers on the mouse pointer. Alternatively, the shortcut keys shown on the menu can be used with either the mouse or keyboard interface. To use the shortcut keys, center either the cursor (when using the keyboard) or the mouse pointer (when using the mouse) in the area you wish to examine, and PAGE 23 PAGE 24 press the shortcut key specific for the display you wish to see. The new display centers on the area you marked. Options: By choosing this option, you open another menu from which you may toggle on or off information reported on the displays. The information that can be toggled on or off are the Shipping Reports and the Resource Map. If the information is on, the option has a check mark next to it. Information toggled off has no check mark. o Shipping Reports: If checked, Shipping Reports are visible from the Area and Local Displays (see Shipping Reports, page 58). If not checked these reports are removed. o Resource Map: If checked, this option converts the Area and Local Display maps to Resource Maps to help you find nearby sources of cargo supply and demand (see Resource Map, page 83). If not checked, the normal Area and Local displays appear. The Reports menu consists of 7 choices: "Balance Sheet" "Income Statement" "Train Income" "Stocks" "Accomplishments" "Efficiency" "History" Choose the option you wish to examine, and the report opens. Each of these reports is explained in more detail elsewhere in this manual, but a short description is included below. Balance Sheet: A financial statement from your railroad that shows its current condition in terms of assets, liabilities, and the retained earnings, or profits over its lifetime. (See Balance Sheet, page 99.) Income Statement: Another financial report showing your railroad's revenues and expenses, both for the fiscal period to date, and lifetime of the railroad. (See Income Statements, page 101.) PAGE 25 PAGE 26 Remove Track/Build Track: Available only from the Detail Display, this option toggles between building track and demolishing track. When the "Build Track" option is active, the menu choice available is "Remove Track". When the "Remove Track" option is active, the menu choice is "Build Track". In addition, the color of the Construction Box box changes to reflect the active option, as explained in the Technical Supplement. (See How To Lay Track, page 50, and Track And Bridge Demolition, page 54.) Improve Station: Available only from the Detail Display and only if the Construction Box is centered over an existing station, choose this option to build improvements at the selected station, such as an engine shop, maintenance shop, post office, restaurant, etc. (See Station Improvements, page 61.) Upgrade Bridge: Available only from the Detail Display and only if the Construction Box is centered over an existent bridge, choose this option to replace an existing bridge with a better one. The Action Menu The Action menu consists of 5 choices, or actions that you as president of your railroad can undertake: "Call Broker" "Survey" "Name RR" "Reality Levels" "Retire" You can open this menu and make choices from it at any time during the game. The 5 possible options have these functions: Call Broker: Gets you in contact with your stock broker so that you can buy and sell stocks and bonds. You can buy the stock of your own railroad or the stock of a competing railroad. Also through your broker you can direct the operations of any railroads that you control. (See Calling Your Broker, page 97 and Controlling Other Railroads, page 112.) Your broker may not always be able to return your call because he is currently taking calls from competing railroads or because you have frozen time. If you have a call placed, a letter B appears to the left of your current cash indicating that your broker will get back to you as soon as he can, and that you don't have to keep calling. PAGE 26 PAGE 27 Survey: Available only from the Detail Display, choosing this option calls in your engineers to survey the area visible on the display map. The engineers mark the elevation of the area in order to help you plan where best to lay your tracks to minimize grades. (See Surveys And Grades, page 51.) Name RR: Choosing this option allows you to give your railroad a new name. A window opens and prompts you to type in the name you desire. In addition to the full name, you are asked for a 3 letter handle for your railroad that is used in places where the full name would take too much space. For example, the handle of the Baltimore & Ohio Railroad might be the B&O. Reality Levels: Choosing this option opens a new menu of the game options that you selected when beginning play (see Pre-Game Options, page 16). You may turn these options on or off from this menu. The reality levels that can be changed are: o No Collision Operations/Dispatcher Operation: New players should choose No Collisions. o Friendly Competition/Cut-Throat Competition: New players should keep the competition friendly. o Basic Economy/Complex Economy: New players should play with the Basic Economy. Retire: Choose this option to end the game or to see how you are doing at this time. By choosing this option, you receive a report on what your retirement bonus would be if you retired now, and what occupation your performance indicates that you are best suited for. Press Selector 1 to open a menu that gives you a chance to return to the game or really retire. The World View Window This small window is most often used to show you at a glance the part of the world map that is currently shown in the display window. It is also used to display Train Arrival Announcements when one of your trains arrives at a station. (Note that how long Train Arrival Announcements linger in this window, or whether they appear at all can be determined by you from the Game menu, see page 21.) PAGE 28 When the world map is shown within the World View window, a box is drawn around the part of the world that is currently shown in the display window. Since it would not make any sense to show this map when you are at the Regional Display, the Railroad Tycoon logo is shown in the window instead. Current Cash The amount of money shown here is the cash your railroad currently has on hand to spend. The color of this number (as described in the Technical Supplement) indicates whether the balance is positive or negative. A negative cash balance is the current amount of short term loans that you have outstanding (see Short Term Loans, page 98). Date This is the current month and year of your Railroad Tycoon game. Each game begins in the month of January of the starting year. For example, games in the Eastern USA begin in January of 1830. The end of December in each odd-numbered year ends a fiscal period in the game and you review the financial reports of your railroad at that time. At the end of December of each year, you are charged interest on your bonds and short term loans. The Train Roster This roster is a list of your trains, in order, from Train #1 at the top, down to the last train on your railroad (see Train Roster, page 65). From this roster you can tell at a glance the cars currently in a train, whether they are loaded or empty, the train's destination, whether it is currently paused or not, its relative speed, and whether or not it is carrying a Priority Shipment. If a Priority Shipment is available on your railroad, the current reward for its delivery is shown at the bottom of the Train Roster. From the roster you can obtain more detailed information about each train and make changes to its route and consist by opening its Train Report (see Train Reports. page 66). PAGE 28 PAGE 29 The Area Display  This is the next zoom down from the Regional Display and is a schematic display of your railroad. It shows no geography, but only the track, signals, trains, stations, and Shipping Reports (if not toggled off) of your Railroad. For this display you may toggle off the Shipping Reports (see Display Menu, page 23) and toggle on or off the Resource Map (see Resource Map, page 83). This display is useful when you want ho see more of your railroad at one time than you can at the Local Display. From here it is also easier to pick out the railroad features since the local geography is hidden. PAGE 29 PAGE 30 The Local Display This is the second zoom down from the Regional Display and shows not only your railroad's features, but also the local geography and industry. From this display you can plan the expansion of your railroad into nearby areas with good population centers or industrial sites, while keeping the location of mountain and river obstacles in view. On this display you may also toggle on or off the Shipping Reports of your stations or the Resource Map. PAGE 30 PAGE 31 The Detail Display This is the closest zoom possible, and is the display at which all railroad construction is done. This display shows in greatest detail the geography, population centers, and industrial sites on the map. From this display only, you may survey the local geography and plan in detail the laying of track (see Surveys and Grades, page 51). This display is also the most useful when planning train movements that require the overriding of block signals (see Overriding A Block Signal, page 91), because you get the clearest view of the relative locations of your trains on your tracks. PAGE 31 PAGE 32 ENDING THE GAME AND WINNING Ending The Game A game of Railroad Tycoon can end in one of four ways. First, if you are thrown out of office and replaced as president of your railroad by irate stockholders (see Stockholder Happiness, page 96), the game ends immediately. Second, if another railroad manages to buy enough stock to gain control of your railroad, your services are no longer required and the game ends immediately (see Stock Market Takeovers, page 111). Third, when the number of years have passed for the level of difficulty you chose (see Difficulty Levels, page 16), the game ends unless you accept an increase in the level of difficulty. Fourth, you have the option of retiring at any time. Tycoon Rankings Regardless of how the game ends, your performance is rated according to several factors, including the value of the railroad when you retired, the number of years that you were president, the difficulty factor of your game, the number of competing railroads, if any, that you control, and whether you were thrown out of office. The resulting retirement rating is your retirement bonus and final rank as a tycoon, and indicates the job that you are most qualified for after retirement. Post retirement jobs range from Hobo, the worst, to President of the United States, the best. In the final scene of each game you are shown a picture of yourself in your new position. Throughout play, as you reach new levels of achievement you may receive offers of other jobs. These offers give you a general idea of how you are doing in the tycoon rankings. Railroader's Hall Of Fame If you do an exceptional job as railroad president, upon your retirement you maybe elected into the Railroader's Hall Of Fame. This is a select group of the 5 greatest Railroad Tycoons. If your tycoon ranking is high enough, you are given the opportunity to add your name to the list. PAGE 32 PAGE 35 2. TUTORIAL RAILROAD TUTORIAL RAILROAD To help new players understand the major concepts of Railroad Tycoon, a working railroad has been started and is described in this section. Follow the instructions for loading this railroad and read through this section with the railroad on your screen. Before attempting to follow the tutorial you need to at least be familiar with the manual section Interface Introduction, page 13. To load the tutorial railroad, follow the instructions for setting the Pre-Game Options (see page 16) up to the point where you have the option of starting a new railroad, loading a saved railroad, or loading the tutorial. Choose "Load Tutorial". This action skips the remainder of the pre-game options and takes you into the tutorial railroad game. The first step is the drawing of the world map. When the map is complete, press any key to begin the game. Looking Around After you press any key from the previous step, the Regional Display opens. Before you do anything else, pull down the Game menu at the top left of the display on the menu bar and choose the option "Game Speed". From the new menu that opens, choose "Frozen". This action freezes time until you change game speed again, and allows you to look around your new railroad before resuming operation. PAGE 35 PAGE 36 You are looking at the Regional Display. In the biggest window of the display is the map of the Eastern USA world, and you should be able to recognize the Great Lakes, rivers, and Atlantic coastline. In the bottom of one of the rivers, is an angled line that is a different color from the rivers. This is the track of your railroad, the Charlottesville and Richmond. Throughout this tutorial the Charlottesville and Richmond is referred to by its handle, the C&R. When you play Railroad Tycoon, you spend the majority of your time at this display or one of the three other similar displays. The other three displays are similar in design, except that the maps they show are closer zooms of this world map. For a more detailed description of what you are seeing on these displays and how to use them, refer to the manual section Reading And Using The Displays, page 20. For new, just pull down the menus listed across the menu bar, one at a time, to familiarize yourself with the options they contain. Note that some of the options have shortcut keys listed after them. You can use these keys to choose the corresponding option without having to use the menus. After you have looked at the menus, open the next display down, the Area Display. There are several ways to do this, but for now place either the mouse pointer (if you have a mouse) or the cursor (if you don't have a mouse, move the cursor with the Direction keys) just PAGE 36 PAGE 37 below the visible track of the C&R. Then open the Display menu with the keyboard and choose "Area Display". This display is a schematic representation of your railroad, and shows no geography. The parts of your railroad that are visible are the tracks, stations, signals, trains, and Shipping Reports. The Shipping Report graphically report which cargos are supplied and/or demanded at each of your stations, and are described in more detail in the manual section Shipping Reports, page 58. Notice that the display features surrounding the map window have remained unchanged, with one important exception. To the top right of the display where the game's logo previously appeared, there now appears a section of the world map. Within this map section a box appears. The area within the box is the area of the world map now visible within the display window. This Area Display can be modified to change the information it reports. To see this, open the Display menu and choose "Options". Notice on the menu that appears that Shipping Reports are checked, indicating they are on, and that Resource Map is not checked, indicating that it is off. Take the time now to switch these features on and off, pressing Selector 2 after each change to see the effect. As you play, you may find it helpful to have the Shipping Reports turned off to see more of the surrounding area. The Resource Map shows you at a glance the location of industry and population that PAGE 37 PAGE 38 supply and demand goods. For more information, see Resource Map, page 83. Before going on to the next display, reset the options to Shipping Reports on and Resource Map off. To zoom in closer to the C&R, center the cursor or mouse pointer just below the Charlottesville Shipping Report (the box marked "Cha"). Then open the Display menu with the keyboard and choose "Local Display". This display is a closer look at your railroad and the nearby geography. Now you can see map icons that represent the different types of terrain, industry, and population centers. These icons are described in detail in the World Economies Chart found on the Player Aid Cards. The parts of your railroad are represented in the same manner as they were on the Area Display. Note that the display features surrounding the map window have remained unchanged from the Area Display. Also, on this display you may turn off the Shipping Reports or turn on the Resource Map, as was possible on the Area Display. From this display, for the first time, you can obtain information about some of the map features. Using the mouse, place the pointer on the icon two squares below the Charlottesville station, and press Selector 1. Without a mouse, use the Direction keys to center the cursor directly on this icon and press the Information key. In either case, the icon is revealed as a steel mill. PAGE 38 PAGE 39 To zoom in as close as possible to the C&R, center the cursor or mouse pointer on the railroad's track, half way between the Charlottesville and Richmond stations. Then open the Display menu with the keyboard and choose "Detail Display". This display is the closest zoom you can achieve, and the most detailed view of the map and your railroad available. From this view you can see the trains moving in detail, including the smoke puffing from their stacks. Also visible in the greatest detail are the map icons for the geography and industries. The icons now visible are the ones shown in the World Economies Chart on the Player Aid Cards. Also visible for the first time are the names of the cities on the map. From the Detail Display you can obtain information about the map features present, as you can from the Local Display. However, the Shipping Reports are no longer visible and the Resource Map cannot be turned on. The Detail Display is the display where all railroad construction is conducted. From this display you lay track and build stations. How to perform these functions is described later in the tutorial. Before beginning construction, you should examine a few reports to get a better idea of how your railroad is operation. PAGE 39 PAGE 40 Station Reports Move the Construction Box onto the Charlottesville Station icon and press the Information key or press Selector 1 if you have a mouse. In either case you open the Station Report for the station at Charlottesville. This report shows you how big the station is, what improvements have been made there (only an engine shop at this time), what cargos are waiting to be picked up (cargos that are supplied there), and what cargos the city will pay for (what cargos are in demand there). This information helps you plan what trains to run where. You learn, for example, that you can sell anything here that you can carry, and that the city is supplying mail and passengers. If you look at the Station Report for Richmond you see that it also supplies mail and passengers. This presents you with an opportunity to run mail and/or passenger trains back and forth between the two cities, hauling mail and passengers between them. At each end you can pick up a cargo, take it to the other city for delivery, and then pick up a similar cargo for the return trip. The information regarding the local cargo supply and demand is also available in the Shipping Reports visible from the Area and Local Displays mentioned earlier. You use the Shipping Reports and the more detailed Station Reports to help plan where you wish trains to run. For a more detailed discussion of how stations work, see Railroad Stations, page 56. PAGE 40 PAGE 41 The tutorial railroad is set up to run at the lowest difficulty and reality levels. One of the reality options is the basic economy, where a city icon generates demand for all cargos. To quickly see how a complex economy works, return to the Detail Display from the Station Report, and pull down the Action menu. Choose the option "Reality Levels", and from the menu that opens choose "Complex Economy". This places a check mark next to the option indicating that the complex economy is turned on. Now return to the Station Report for the Charlottesville station to see the effect of changing to a complex economy. The station will no longer pay for (demand) everything. It will pay only for those cargos that the surrounding industry and population want. The city wants mail, passengers, and goods, the steel mill wants coal, and the paper mill wants wood. These are the only cargos now in demand. Before continuing with the tutorial, you can turn off the complex economy or leave it on as you wish. Next, it is time to examine one of your trains. Train Reports From the Detail Display, turn your attention to the Train Roster at the bottom right of the display. In this area are shown in order the three trains that already exist on your railroad. For each train the roster shows the number and types of cars in the train, the train's destination, and other information as explained in the section Train Roster, page 65. For now you want to use the roster to open the detailed Train Report of Train #2. To open the report if you don't have a mouse, use the Tab key to move the map cursor into the roster, and then use the Direction keys to move the cursor down the roster to Train #2. Then press the Selector key to open the Train Report. If you have a mouse, place the mouse pointer on the locomotive icon of Train #2 and press Selector 1. In either case, this opens the Train Report. PAGE 41 PAGE 42 The Train Report that is now visible provides you with detailed information about this particular train, including what it is carrying and where it is headed. For a more complete discussion of what you can see here and what you can do to make changes, see Trains, page 63. Of particular interest right now is the part of the report titled Scheduled Stops at the bottom left. Listed here are the four stops planned for this train. To the right of the planned stops, under New Consist, some freight cars are visible. The stops and consist changes for this train have been planned to take advantage of opportunities for profit along the C&R. If you return to the Local Display of the C&R, you can see the reasons for the schedule and consist of Train #2. At Charlottesville Junction there is supply of coal and at Charlottesville there is a steel mill that wants coal. The steel mill takes the coal and converts it into steel, creating a supply of steel. In Richmond there is a factory that wants steel. If it gets steel, it converts the steel into manufactured goods. The city of Charlottesville wants manufactured goods. So Train #2 has been scheduled to load coal at Charlottesville Junction into a coal car. It then travels to Charlottesville, delivering the coal. The coal becomes steel. Train #2 takes off its coal car and puts on a steel car to carry away the steel. The steel is carried to Richmond and delivered to the factory. The factory converts the steel to manufactured goods, creating a supply of goods. Train #2 takes off its steel PAGE 42 PAGE 43 car and puts on a goods car to carry the goods back to Charlottesville. After reaching Charlottesville a second time and delivering the goods, the train switches to a coal car again and starts the route over again. Note that next to Charlottesville Junction on the list of Scheduled Stops there is a letter "W". This indicates that this train is ordered to wait at this stop until it is fully loaded before leaving. How this order is placed and the advantage it offers is explained in Wait Until Full Orders, page 78. Note that at this time, Train #2 is listed as a Bulk Freight Local. Open the Train Type menu and select the choice "Limited". This changes Train #2 to a Bulk Freight Limited, and the train now only stops at the stations listed in its schedule, and only in the order listed. In the manual section on Routing Trains, the reasons for making this change are explained in detail. The manual sections on Routing Trains and Train Consist explain how schedules such as this one for Train #2 are arranged. If you wish, read these sections now. For practice, take Train #3, now hauling coal to Charlottesville, and give it the same schedule and consist of Train #2. Before leaving this report, however, pull down the other menus across the top to see what options are available. Laying Track The first real step in getting a new railroad operating is laying track. Although the C&R is already operating, it is going to have to expand to grow and increase revenues. You are going to lay some track to the north of Charlottesville to connect up to the lumber mill on the map in that direction. Wood from the lumber mill can be carried to the paper mill and converted into paper, as noted on the World Economies Chart (see the Player Aid Cards). To build some new track, return to the Detail Display and place the Construction Box on the track section directly below the paper mill that is to the east of the Charlottesville station. Now press the Track Construction key for laying track in a northeast direction. You see a new track section appear, branching off from the mainline to Richmond. Lay one more section in a northeast direction. Because the terrain directly ahead is hills, it might pay to survey the local area to see what the best route is. Press the Center key to center the map on the Construction Box, and then open the Action PAGE 43 PAGE 44 menu and choose "Survey". The elevations of all the visible map squares are revealed and this makes it clear that laying straight ahead would mean a steep rise in the relative elevation. However, if you build north for a while and then curve around the hills, the elevation changes remain reasonable. You can leave the survey on if you like, or remove it by pressing the Center key again. Lay four more track sections straight north, and then one more northeast. That brings your track adjacent to the lumber mill. Note that with the laying of each track section, your cash is reduced. Cash is being spent for the track and the land, or right-of-way, that the track takes up. You now have the track completed for the connection to the lumber mill, and it's time to put a station there to load the wood. Building A Station To build a station for the lumber mill, place the Construction Box on the track section that ends next to the mill. Pull down the Build menu and choose "Build Station". A new menu appears from which you choose the type of facility to build. Also, the economic radius of the types of stations available appears centered around the Construc- tion Box. The economic radius is explained in further detail in the manual section How to Build a Station, page 58. Basically it represents how far people and industry are willing to travel to each station type to pick up deliveries or drop off cargos to be shipped. The better the station, the farther they will come. Since your station is going right next to the lumber mill and there are no other likely customers nearby, you need only build the smallest station, a Depot with a radius of one square in every direction. Choose "Depot" from the list of options, and a station report for the new station at Charlottesville Crossing appears. This report shows that the station can be expected to supply 2 cars per year with a normal economy, and that no cargos are in demand here. Now that the track and a station have been built to a supply of wood, you need to put on a train to carry the wood to the paper mill. PAGE 44 PAGE 45 Building A Train To build a new train to carry the wood, pull down the Build menu and choose "New Train". A new window appears offering you the choice of locomotives to put on the train. However, at this time, only one locomotive is available, the 0-4-0 Grasshopper. If you don't have a mouse, a menu appears from which you can only choose the Grasshopper locomotive. If you have a mouse, no menu appears, but you make your selection by placing the mouse pointer on the icon of the locomotive on the left side of the window and pressing Selector 1. In either case, you are taken to the Charlottesville Station where the new locomotive is built. The engine appears here because the only engine shop on your railroad is at Charlottesville. (For more informa- tion about the engine shop and other facilities that can be built at your station, see Station Improvements. page 61.) The new locomotive drives out of the engine shop and stops to the left of the station platform. At this point you add the cars that you want on the train. You can put as many as 8 cars on any train, but this tiny locomotive is not capable of pulling that many. As time passes and better engines are developed, you can build much bigger trains, but for now just put on one wood hopper car. When the hopper is on, choose "No Thanks" to complete the train. You now go to the Train Report for your new train, Train #4. Your train is ready to go except that its schedule sends it back and forth from Charlottesville to Richmond. You want this train to go to Charlottesville Crossing instead, to pick up wood. You need to make this schedule change before allowing the train to start out. To change the schedule when you don't have a mouse, use the Direction keys to move the highlight box that is visible to the row marked #2 under Scheduled Stops. Now open the Schedule menu on the menu bar at the top of the report and choose "Change Station". This opens the Route Map. Use the Direction keys to cycle the cursor around the stations of your railroad until the cursor highlights Charlottesville Crossing. Press Selector 1 to choose Charlottesville Crossing and return to the Train Report. PAGE 45 PAGE 46 To change the schedule when using a mouse, place the mouse pointer on the city name "Richmond" and press Selector 1. This opens the Route Map. Move the mouse pointer to the small box beside Charlottesville Crossing and press Selector 1. Press Selector 2 to return to the Train Report. In either case, Charlottesville Crossing is now stop #2 on the list of scheduled stops for Train #4. This train is now scheduled to run back and forth carrying wood to the paper mill at Charlottesville. You can now leave the Train Report. Restarting The Railroad You have now examined the major game functions that you must understand to play Railroad Tycoon. Pull down the Game menu again and choose "Game Speed". Set the speed to "Slow" and let your railroad begin operating. Take the time now to examine some of the reports found in the Reports menu. They are explained in detail in the manual chapter, Railroad Business, page 94. Zoom in and out among the displays, and turn on the Resource Map for a while to look for likely areas to expand the C&R. It may be useful to save the C&R at this point, and then experiment with new routes, trains, and the reality options. To save the game at this point, pull down the Game menu and choose "Save Game." Your first experiments with Dispatcher Operations may result in some collisions, unless you have studied the manual section on Operating Trains, page 88, and have broken up your railroad into signal blocks. If things go wrong, simply reload the C&R from where you last saved it and try again. Reality Experiments If you decide to experiment with Dispatcher Operation, consider placing a signal tower halfway between Charlottesville and Richmond, and two more just after the switch on the way to Charlottesville Crossing. Place one on the mainline east of the switch and one on the branch line on the north side of the switch. Experimentation and reading the section on Operating Trains, page 88, should make it clear how these signals can speed the movement of your trains. PAGE 46 PAGE 47 The track between the new signals at the Charlottesville Crossing switch and Charlottesville can be double tracked to allow two trains at a time to move through this block.  You may also consider changing over to a complex economy. The C&R as set up for you can operate perfectly well with a complex economy. Further profitable expansion, however, will require that you understand how stations work, and the relationship between industry and cargos. When you have finished experimenting, it is time to restart the game, select your new railroad world, and build your own railroad from the beginning. PAGE 47 PAGE 49 3. RAILROAD ENGINEERING LAYING TRACK Where a railroad places its track can make a significant difference in its operations and profits. If track is laid up a hill, every train using the route must slow down or increase power to make the climb. If the track is sharply curved, trains must again slow down to prevent derailment. Poor track planning increases costs and reduces earnings. The most desirable track is straight and level, allowing trains to maximize speed in both directions. The more curves and grades, the slower trains can move and thus, the slower deliveries are made. Since most revenue is tied to speedy delivery, slow trains may be the difference between profits and losses. Once a railroad decides to lay track between two points, the construction process takes several steps. The first is to send engineers to the country to survey the geography. The surveyors select a route that minimizes grades, curves, and right-of-way expense. Railroads must buy the land, or right-of-way, over whThis is an IBM doc-look for more on SEWER DISKS! S E W E R S O F T W A R E presents - Blues Brothers By Titus Docs typed by: Squank Starting the Game: 1.EXE Runs the game in EGA/VGA 2.EXE Runs the game in CGA (Yukky!!) During the Game: ESC Exits to DOS F2 Toggles Music F3 Toggles Sound FX F5 Starts Game Over F10 Pauses Game Joystick Controls: Button 1 Picks up and throws items (Fire button) Button 2 No function Up Jumps Left-Right Runs Down Crawls Keyboard Controls: 8 Jumps 4 & 6 Runs left or right 2 Crawls Space Picks up and throws items (Fire button) To crawl or jumb left or right, you have to press 2 or 8 while you are running. You start the game with 3 lives. Each life consists of 3 hearts. When you get hit or shot, you lose 1 heart. Losing 3 hearts causes you to lose 1 life. If you can collect 100 record albums, you will gain 1 heart. ich their tracks are to be laid. The route selected should pass over undeveloped and less expensive real estate where possible, rather than expensive residential or industrial areas. Once the route is selected and the right-of-way acquired, track laying begins with the leveling of the road bed to as nearly level a grade as possible. This may require earth fills in depressions, cuts through ridges, and bridges and tunnels for more serious obstacles. Once the road bed is prepared, on goes the gravel ballast, the wooden crossties, and finally, the steel rails. In Railroad Tycoon you may also survey the area through which you wish to lay track. By conducting your survey you can plan how best to run your tracks so as to minimize grades, curves, tunnels and PAGE 49 PAGE 50 bridges. Building tunnels and bridges greatly increases the cost of your track, but may be a better alternative to long detours or steep grades. Your trains will move more slowly up steep grades and through tight curves, so good planning before the trains start running will increase your average train speed and profits over the life of your road. As construction engineer of your railroad you must carefully balance the cost of alternative routes versus their effects on your train operations. How To Lay Track Track is constructed on the Detail Display only. It is built in sections, one section at a time. A track section connects the center of one map square to the center of an adjacent square. To lay a section of track, center the Construction Box on the map in the square from which you wish the track piece to be constructed. Press the correct Track Construction key to build a section of track in the direction you desire. Watch the new track piece appear and note that the cost of the right-of-way and track construction are subtracted from your cash. Once your first section of track is laid, you can continue putting down more track in any of six directions: straight ahead or back, a 45 degree angle to the left or right, or a 90 degree angle to the left or right. However, once track building begins, you may only build new sections off of existing track. You cannot there after start a new section independent of existing track. All track built into a new square is single track. (See Double Track below.) You may build switches by having track split off an existing track piece at a 45 degree angle (not a 90 degree angle), but either the switch or original track must be a straight section. You cannot build a 'Y' track junction. You may not lay track across another section of your track or a section of another railroad's track. PAGE 50 PAGE 51 Surveys And Grades As you lay track you may receive a message reporting that the section you wish to lay has a grade of a certain size, 1.5% or higher. The higher the percentage, the steeper the grade and the slower trains can move here. You are given the choice of proceeding or not with construction. Before laying the track consider conducting a survey of the area to look for an easier route. You can survey an area by centering it in the Detail Display and choosing "Survey" from the Action menu. In each square of the map a number appears. These numbers represent the relative elevations of the squares. Grade percentages result from a complicated calculation of the differences between the elevations of two adjacent squares. Trains are slowed down by even the tiniest grade, and are only unaffected when moving downhill or on a level. Grades of some sort are all but impossible to avoid, and in many cases you have no good alternative but to accept grades of 3% or even higher. PAGE 51 PAGE 52 River Bridges Bridging the gaps over rivers and other geographic features was a major engineering challenge for railroads. In the early days the material of choice was stone, but its expense often forced the compromise of wood. As technology and engineering science progressed, engineers turned to steel as the best structural material for their bridges. It was relatively cheap but still capable of supporting the growing weight of trains. You may lay track across rivers by building bridges. To build a bridge, proceed as if you were laying a normal straight track section. Bridges cannot be built on curves. A menu appears showing you the cost of each bridge type now available. You have the option building any one of the bridge types, or of not building the bridge at all. River bridges may only be built in a straight line over one river square. The bridge is built from the starting square to the first land square on the river's other side. You may not build a bridge that crosses more than one river square. Floods may wash out your bridges. Trains on bridges that wash out or that cannot be stopped or rerouted before going off of a washed out bridge are destroyed (see Train Wrecks, page 80). A washed out bridge is rebuilt after the passage of sufficient time. You cannot speed the rebuilding process, or build a bridge of a new type at this location while the washout remains. You have a choice of up to three types of bridge to build. A wooden trestle costs $50,000 and is very susceptible to washouts. A steel girder bridge costs $200,000 and is much harder to wash out, but is not available until the technology for it is achieved. A stone mason bridge costs $400,000 and is almost impervious to floods. Only steel and stone bridges may be double tracked, wooden trestles may not. Ferryboats It is possible for your trains to cross tidal estuaries, the ocean, or large lakes with the help of ferryboats. To build a ferryboat, proceed as if you were laying track over the ocean or lake. In effect you build a ferry route. This route may include curves, but it may not be double tracked. Ocean ferries are built one square at a time. If the water to be crossed is several squares wide, you must continue building ferry PAGE 52 PAGE 53 sections to the other side of the water. Trains move over ferries as if they were normal track sections, except that train speed is very slow. Ferries can not be sunk or otherwise damaged. Tunnels When a hill or mountain along a planned route was impossible to build around or slice through with a cut, the last resort was a tunnel. Despite their cost, tunnels were normally bargains that eliminated the need for long, tortuous switchbacks with steep grades or long detours. In Railroad Tycoon you may have situations where your tracks cannot cross a mountainous area without building very steep grades. In these situations the increase in train speeds may justify the cost of a tunnel. If you attempt to build a straight track section of sufficiently steep grade, your engineers inform you that building a tunnel may be an option here. To build it, choose the "Build Tunnel" option from the choices presented. The engineers then calculate how long the tunnel needs to be to come out at the same elevation it starts at. A second menu appears reporting the required length of the tunnel and its cost. To build the tunnel, again choose "Build Tunnel". To not build the tunnel, choose "Never Mind". If you build the tunnel, it appears on the map and you can continue building track from its end. The track inside the tunnel is straight and level. Tunnels are constructed at the elevation of the square from which they are built and therefore have no grade. Tunnels may not be double tracked. Double Track The value of having two tracks between stops, one for traffic in each direction, was recognized by railroads early on. With a flexible system of switching between the tracks and monitoring the relative position of trains, double tracking made train movement more efficient. Doubling track, even at a later date, was much less expensive than the cost of a second single track because the right-of-way was already owned and much of the preparation was already accomplished. In Railroad Tycoon all of the track you lay is single track, but you may go back over existing sections and double track them. This PAGE 53 PAGE 54 immediately doubles the number of trains that can safely move over any section (see Operating Trains, page 88. However, doubling track is expensive and normally necessary on only your busiest sections. Monitor your train operations and double track those parts of your railroad where to often trains are kept idle waiting for tracks to clear. To double a track section center the Detail Display over the area to be improved. Place the Construction Box on the section to be doubled and press the Double Track key. Note the change of the section to the map symbol for double track. Track is doubled one section at a time. The following features may not be double tracked: 90 degree curves, tunnels, and wooden trestles. All stations, including signal towers, are automatically double tracked. Track And Bridge Demolition Railroads occasionally found it necessary to rebuild or remove track and other structures. The B&O for example, rebuilt its main line from Baltimore to Harper's Ferry several times to eliminate difficult curves and grades. As railroads have concentrated their business into long, mainline hauling, many branch lines have been abandoned and torn up. Many industries have gone over to truck transport, or entirely disappeared, eliminating the need for rail transport to communities. In Railroad Tycoon you may find circumstances where a station no longer needs to be served because the local industry has gone out of business, or where a bridge that can be double tracked is a good investment, etc. In these cases it may financially beneficial for your railroad to remove or realign your tracks. Note that track not being used stills costs you money for maintenance. To demolish a track section or bridge from your railroad, go to the Detail Display and place the Construction Box at the end of the section or bridge to be removed. Pull down the Build menu and choose the "Remove Track" option. Note that the Construction Box changes color, signifying that your work crews are now prepared for demolition. Press the Track Construction key for the direction in which you wish to tear up track and the section is removed. When track is removed, you receive cash for the value of the right-of-way that is sold. PAGE 54 PAGE 55 When you have completed all desired demolitions, pull down the Build menu again and choose the "Build Track" option. This returns the Construction Box to its normal color signifying that track building is again possible. PAGE 55 PAGE 56 RAILROAD STATIONS The first regularly operating railroad station in the United States is thought to have been built by the Baltimore & Ohio Railroad in the Mount Clare area of its home city. This station was used for many years until the passenger and freight traffic passing through it grew too large. Most of its functions were moved to a larger station in the Camden area that was better equipped to handle the traffic flow into and out of the expanding city. The purpose of a railroad station, like those on the B&O, is to provide a place for people and goods to transfer to and from trains. A small platform by the trackside where farmers drop off their milk cans, the special sidings adjacent to a coal mine, or the New York Central's Grand Central Station in Manhattan are all examples of stations or facilities functioning as stations. In order to work efficiently, a railroad sets up a network of appropriately sized and equipped stations to provide reasonable service to its customers. Grand Central Station would be wasted in a small rural town, while a small commuter station would not begin to handle the needs of New Yorkers. In Railroad Tycoon, you have a choice of three different sized stations to build. The larger the station you choose for a location, the larger the surrounding area it serves. However, larger stations cost more. Your challenge is to accurately assess the needs of the local community and provide a station that provides the most service for a reasonable investment. A station that is too large is a waste of money and a station that is too small reduces the local supply and demand for cargos, lowering potential revenue. Description In Railroad Tycoon stations are the only places that trains can stop to pick up and deliver cargos. Building track into industrial sites or cities has no effect on creating supply and demand for cargos. The transfer facilities that automatically come with a station must be present for pickups and deliveries to take place. There are three types of station: Depots ($50,000), Stations ($100,000), and Terminals ($200,000). They are differentiated by their cost, economic radius, and map icon. The economic radius is a range in squares out from the station in all directions. The better the station, the farther people and industry PAGE 56 PAGE 57 can be expected to travel to do business with your railroad. All industrial and population sites within the radius of a station send (supply) and receive (demand) business through the station. By adding together the supply and demand for cargos from the industry and population within range, the supply and demand for the station is determined. For example, assume each coal mine creates an average supply of two carloads of coal per year. A station with three coal mines within its economic radius then generates a supply of about six carloads of coal per year. A Depot has a radius of one square in all directions, a Station has a radius of two, and a Terminal has a radius of three. The square the station occupies also contributes. During the station construction process you are graphically shown the radius of each station type before you actually spend money to build. Examine this graphic to determine which station incorporates the area that you desire. The section of track that any station occupies is automatically double tracked. Each station comes automatically with a Signal Tower attached (see How Signals Work, page 89). Additional facilities can be built at any station location (see Station Improvements , page 61). An engine shop is automatically built at the first station that you build. PAGE 57 PAGE 58 How To Build A Station Railroad stations are built on the Detail Display. Place the Construction Box on the track section square where you want the station. Pull down the Build menu and choose "Build Station". A second menu appears offering four choices: "Signal Tower ($25,000)", "Depot ($50,000)", "Station ($100,000)", or "Terminal ($200,000)". For now, ignore the Signal Tower (see Signal Towers, page 90). Choose the station type you wish to build and press Selector 1. The icon for the station type you chose appears under the Construction Box. Immediately thereafter a graphic appears describing the station you just built. The station is named, and its type is shown with the date of construction. In a window is displayed the average yearly supply of specific cargos this station can be expected to generate, if any, plus a list of cargos that are demanded here. Stations may only be built on straight track sections, not curves. The straight section may end in the square chosen, thereby placing a station at the end of the line. Stations may not be built if their economic radius overlaps the radius of a nearby station in any square. To replace a station with a larger or smaller one, repeat the procedure for building a station and place the new station on top of the old one. For example, if you have a Depot that you wish to replace with a Terminal, center the Construction Box on the Depot and then follow the procedure for building a Terminal. The Depot is replaced by the Terminal. Shipping Reports An operating railroad must be flexible in its ability to reroute trains, add or delete trains, and otherwise adjust its service in response to changes in the supply and demand of cargos along its system, The opening of new coal fields, the burning down of a ferry, or the growth of a city's population are the kinds of factors that are constantly affecting railroads. A nimble management quickly adjusts to increased supply of steel here and decreased demand for livestock there by switching livestock trains to steel. Otherwise, trains that could earn revenue in one area run mostly empty in another, while the maintenance costs pile up. PAGE 58 PAGE 59 In Railroad Tycoon you monitor the supply and demand of cargos at your station by checking their supply and demand reports. When you see supplies of cargos to be shipped piling up on one station's report, you need to look at your other Station Reports to find places to deliver those cargos. Supply and demand information for your stations is found in two places, Shipping Reports, and their cousins, Station Reports discussed on page 60. These two reports are available at all times for each station on your railroad. To see a Station's Shipping Report, go to either an Area or Local Display of the part of your railroad containing the station. The Shipping Report is the window attached to the station icon by a line, and is also identified by a three letter abbreviation of the station's name. In addition to the name of the station, you can read the following information on the Shipping Report: what cargos are demanded here; what cargos are now available here to be shipped, and roughly how many cars of each; whether freight rates for deliveries here are halved, normal, or doubled; whether a priority shipment is available or demanded here (see Priority Shipments, page 85); and a relative measure of revenue earned for deliveries to this station. A short line in a column of the report indicates that that cargo is demanded at this station. For example, a line in the first column of the second row indicates you can earn revenue for bringing passengers here. One or more train car icons in a column indicates the number of carloads of the corresponding cargo now available here to be picked up by a train. No more than four car icons appear in a column, although more carloads than that may be available. The border around the window indicates freight rates. There is a border color for normal rate, for half rates (only during rate wars, see page 109), and double rates (see the Technical Supplement for the correct colors). Double rates exist for a new station from its opening until the end of the current fiscal period, and for one fiscal period after a successful rate war. PAGE 59 PAGE 60 To indicate where you are making money, the bottom of the Shipping Report window fills in as revenue is earned for delivering cargos to this station. The fill is emptied at the end of the fiscal period. The freight class cargos for England and Europe are slightly different from those in the USA, as shown in the Shipping Reports on the Player Aid Cards. Station Reports A Station Report provides supply and demand data in a different format from the Shipping Report, plus other information as well. Where the Shipping Report can show a maximum of four carloads of a cargo waiting, the Station Report can show a more accurate account using both car icons and actual numbers. You can call up a Station Report from the Area or Local Displays in two ways. If you are using the mouse, place the pointer on the Shipping Report and press Selector 1. If you are playing without the mouse, use the Direction keys to center the Construction Box over the station and press the Information key. ' From the Detail Display, the Construction Box must be centered on the station for the Information key or Selector 1 to call up the Station Report. However, when using the mouse, if you position the pointer on the station and press Selector 1, the Construction Box moves to the station square and then either Selector 1 or the Information key open the Station Report. PAGE 60 PAGE 61 Station Improvements In addition to stations and track, railroads developed a need for additional facilities and structures to improve the efficiency of the road or bring in additional revenue. Railroads built shops at strategic spots along their lines for building and maintaining locomotives and rolling stock. Switching yards were required at major junctions and stops where trains could be quickly broken up and reassembled. Railroads that skimped on these facilities paid high maintenance costs or provided unsatisfactory service. Railroads also found that they could earn money on additional services beyond transportation. They built railway hotels near their stations, and included restaurants in the stations themselves, such as those on the Atchison, Topeka, and Santa Fe run by the Harvey Girls (the best food in the west!). On your railroad you may build similar facilities to keep mainte- nance costs under control, store certain cargos to reduce wastage, and earn revenue. However, facilities are not cheap and you must carefully measure their benefit versus cost. Decide what facilities to add where based on the operating needs of your railroad and the traffic passing through individual stations. At each station (but not signal towers) you may build any of the following improvements: Engine Shop .............$100,000 Switching Yard ..........$50,000 Maintenance Shop ........$25,000 Food Storage ............$25,000 Livestock Pens ..........$25,000 Goods Storage ...........$25,000 Post Office .............$100,000 Restaurant ..............$25,000 Hotel ...................$100,000 New trains may only be started at stations containing an engine shop. When you build a new train you are given the choice of which of your engine shops to place the locomotive. If you have only one shop, the new train must start there. Having more than one engine shop makes placing trains on the far reaches of your railroad easier. Engine shops also act as maintenance shops. A switching yard reduces the time PAGE 61 PAGE 62 required to change the cars in a train by 75% (see Train Consist, page 75). Place switching yards at stations where trains regularly change their consists. The more trains you have changing at switching yards, the greater the distance your trains can travel in a year. A maintenance shop reduces the maintenance cost of trains that pass through its station in a fiscal period by 75%. Trains that do not receive regular maintenance may pay very large maintenance bills and erode your railroad's profits. In your role as master of the road, your staff informs you which trains are not receiving regular mainte- nance each year. All supplies of cargos that are not picked up eventually waste away. In effect they are picked up by some alternative transport. Storage facilities prevent this wastage of cargos at the station where they are built. Post offices store mail. Food storage warehouses store food. Livestock pens store livestock. Goods warehouses store manufactured goods. England and Europe have storage for cargos unique to their worlds. Restaurants and hotels earn additional revenue from passengers delivered to their stations, with hotels earning two times the revenue of a restaurant. Rail travelers need to be fed and often require overnight lodging when arriving or departing. Railroads that provide these services fill the needs of their customers and earn extra revenue. You build station improvements from the Detail Display. Center the Construction Box over the station to be improved, pull down the Build menu, and choose "Improve Station" from the options. From the list of improvements that appears, choose the one you wish to place. At the station you see the improvement being built. Press Selector 1 to return to the game. You may build each facility only once at a station. A facility that already exists at the station is shown in parentheses with no cost when you pull down the menu and cannot be purchased again. You receive an engine shop with the first station you build. Its cost is automatically subtracted from your cash. PAGE 62 PAGE 63 TRAINS The Function of a railroad is to transport people and freight from one place to another, and this is physically accomplished by trains. A train consists of two parts, an engine providing the power for motion and the carrying vehicles pulled by the engine. In the United States the engines and carrying vehicles are generally known as locomotives and cars. Since the earliest days of railroading there has been a continual evolution in the technology of both locomotives and cars. Safety, efficiency, and reliability have increased. For locomotives the evolutionary trend has generally been toward higher speed and greater pulling power. In addition, locomotive designs were adapted to the role they were to perform and to the geography the road ran through. For example, trains operating in mountain or plains areas required different gear ratios. Locomotives designed for express passenger trains had relatively less pulling power but generated higher speed. Where speed was of less importance, such as for bulk cargos like coal, gearing and wheel size emphasized pulling power. In addition, locomotives have evolved from wood burning steam engines to coal and oil burning steam engines, diesel-electrics, diesel-hydraulics, and electrics. Cars have gotten larger, but mainly more specialized. The earliest cars were horsepulled wagons fitted for use on rails. These evolved into specific cars for passengers, livestock, coal, liquids, etc. The job of the master of the road is to provide suitable locomotives and cars for the service the railroad is providing. This mix of equipment and rolling stock must be maintained, upgraded when outmoded, and adjusted for changing service needs. In Railroad Tycoon you must continuously monitor the equipment and rolling stock needs of your railroad so that the correct cars and trains are in operation. As time passes new locomotive designs become available for your railroad and correctly matching locomotives to tasks improves your road's efficiency. For example, a fast Ten Wheeler locomotive pulls a two or three car passenger train much faster than a powerful Consolidation locomotive, but the Consolidation pulls a 6 car coal train much faster than the Ten Wheeler would. In addition, you must be sure that the proper cars are available when trains arrive in a station to load cargos. A train of passenger cars PAGE 63 PAGE 64 is not going to take on a load of oil. You arrange for the correct cars to be in the right place by setting the routes of your trains and/or changing the cars in an arriving train to provide the desired service. Incorrect routing or cars means cargos are not picked up and revenue is lost while the maintenance cost meter is running Building Trains You place a new train on your railroad by first building a new locomotive and then buying cars to couple to it. In order to build a new locomotive, however, you must have previously built at least one railroad station. This is necessary because all new trains appear with their locomotive at an engine shop, and your first engine shop appears automatically with the building of your first station. When at least one engine shop exists on your road, you may build new trains from any Display. To build a new train, pull down the Build menu and choose "New Train". This opens the New Train window that shows a picture of the locomotive types available, their characteristics, and their cost. If you are using the mouse, place the pointer on the icon of the locomotive you wish to build and press Selector 1. If you don't have a mouse, an Engine menu appears. From this menu choose the train you wish to build, or the "None" option if you decide to build no locomotive. If you build a locomotive, another menu appears listing your choices of engine shops where the locomotive may be constructed. If you have only one engine shop this menu doesn't appear. When necessary, choose the location for your new train by selecting the desired option. Having chosen the location for the new train, you go to the station where it was built and watch the new locomotive driving out of the engine shop. The engine stops on the left side of the platform ready for you to add cars. Choose new cars one by one from the Car menu now present. When the train is finished to your satisfaction, choose the "No Thanks" option. This opens the Train Report discussed below. A train may include up to 8 cars, of any combination of types. You may build a train containing no cars. (They can be added later on the Train Report.) PAGE 64 PAGE 65 The Train Roster is a graphic display of the trains currently running on your railroad and is placed at the lower right of the display windows. When a new train is purchased, it is added to the roster. The oldest train on your railroad is at the top of the roster and the newer trains are added in order below it. The bottom train on the roster is the most recent train added. Each train occupies one line on the roster, with a locomotive symbol at the left of the line and up to eight car symbols to its right. The car symbols are the same ones that appear in Shipping Reports. From their shape and color you can tell at a glance what type of car each represents. In addition, the color of the cars changes slightly depending on whether the car is at least 50% full or not. At the far right of the line is a three letter abbreviation for the name of the city that is the train's next destination. In the above example, the first train is headed for RIC, the abbreviation for Richmond. A colored line that appears below a train's destination indicates the train's relative speed. PAGE 65 PAGE 66 Train Reports As each new train is built on your railroad, a Train Report is created for it. Thereafter, this report is always available for consulting. A Train Report provides in one place the important information concerning a train, and also is where changes tn the train's makeup, type, and schedule are made. Understanding how this report can be used, how you make changes in what your trains are made up of and how you change what they are doing is a key factor in playing Railroad Tycoon. A Train Report appears immediately after a train is purchased, and thereafter the report for any train on your railroad can be accessed from any display. The train report quickly provides the following detailed information about your train. o Train #: Train 1 is at the top of the Train Roster, number two is the second from the top, etc. o Name/Class/Type: If this train has been awarded a name, it is shown (see Naming Trains, page 68). For trains that are not named their freight class and type are shown instead. To change the train's type, see Train Types, page 70). o Location: The approximate location of the train on your railroad. o Locomotive type: The locomotive type pulling the train. If you wish to see detailed information about the performance of the locomotive on your train pull down the Engine menu and choose the option "Engine Info". To change the locomotive on the train see Changing PAGE 66 PAGE 67 Locomotives, page 71. To retire a train entirely, see Retiring Trains, page 71. o Maintenance: The expected maintenance cost of this train per fiscal period. o Speed: The current speed of your train. o Destination/Loading/Unloading: The destination is the name of the station to which this train is currently heading. To change the destination see Changing Destinations below, page 76. If the train is stopped and either loading or unloading, this is noted and a destination is not listed. o Consist: Graphic icons of the locomotive and car types that currently consist this train. To change the train's consist, see Train Consist below, page 75. o Cargo: Type or types of cargo on board. o Priority Orders: If the train has priority movement orders, they are shown here. To give the train priority movement orders, see Priority Orders below, page 77. o Priority Consist: If the train has priority consist change orders, they are shown here. To give the train priority consist orders, see Priority Consist below, page 78. o Scheduled stops: Each train may have from 2 to 4 scheduled stops and they are listed here. To change the train's scheduled stops, see Routing Trains below, page 72. o Consist Changes: Any consist changes planned at scheduled stops are planned here. To change the train's consist at stops, see Train Consist below, page 75. o Wait Until Full Orders: If the train is to wait at a stop until fully loaded, that order is noted in this column. To place or remove this order, see Wait Until Full Orders below, page 78. o Revenue Earned: This fiscal period to the left, and last fiscal period to the right. To open a Train Report when you don't have a mouse, press the Tab key to move the cursor or Construction Box (Detail Display only) into the Train Roster window. The flashing cursor appears to the left of the first train in the roster. Press the Selector key to open the Train Report for this train. To select another train, move the cursor up and down the roster with the Direction keys. PAGE 67 PAGE 68 To open a Train Report with the mouse, place the mouse pointer on the locomotive of the train that you wish to examine, and press Selector 1. Alternatively. you can place the mouse pointer on a locomotive on any of the displays and press Selector 1. Naming Trains Railroads got into the habit of giving their fastest and best known scheduled trains distinctive names. Crack named trains gave the public a symbol by which to judge the railroad and improved the morale of railroad employees. Most names were practical or had some historical or geographic significance, but others promised or advertised something more than just transportation. Examples of the latter types are the Orient Express (adventure), Flying Scotsman (speed), and the 20th Century Limited (modernity). Trains that received names were generally passenger trains, but in many cases the faster scheduled freight trains were named as well. Trains maintained their names over many years, regardless of changes in locomotives and car. The name was applied to a scheduled service, such as the New York to Chicago express, not to the specific locomotive and cars that made up the train. In Railroad Tycoon you may have the opportunity to name certain of your trains as well, and within the limits of length, you may choose any title you think suitable. The only way you can name a train is if that train succeeds in setting a new speed record for service between any two stops on your road. If one of your trains sets such a record you may type in the name you choose. However, train names cannot exceed a length of 24 letters, including spaces. Thereafter, the train's name appears on its Train Reports. The passenger revenue earned by a train is increased by 25% if the train is named. Once a train has been named, the name cannot be changed unless the train sets a new speed record. If the train is retired, the name is also retired PAGE 68 PAGE 69 Train Classes Railroads have to move a number of trains each day over a limited area. In order to help arrange these movements, they developed a system whereby trains are ranked, or classified. depending on the value of their cargos. When two or more trains want to move over the same track, the dispatchers controlling movements had a clear set of rules by which to determine the order of their movements. Generally, the higher classed trains moved first. In Railroad Tycoon trains are classified as either mail, passenger, fast freight, slow freight, or bulk trains, with mail being the highest class, bulk being the lowest class, and the others ranked in between. Class is determined by the car types in the train. If only one type of car is in the train. then the class of that car type sets the class of the train. For example, a train made up entirely of coal cars is classified as a bulk train. If more than one type of car is in the train, it is called a mixed freight, but its class is determined by the most common car type in the train. For example, a train containing a livestock car (fast freight), two grain cars (slow freight), and a petroleum car, is a mixed freight classified as a slow freight, because the most common car types were slow freights. The class of the train is important when two or more trains are attempting to move over the same section of track. In this case the highest class train is given clearance by your dispatcher and moves first, and then the others move in descending class order. Understanding and acting upon these relationships can improve the operation of your railroad. By keeping car types in trains of similar or adjacent classes, you can keep cargos moving at efficient speeds. As explained later (see How Revenues Vary, page 82), for some cargos the time elapsed from pickup to delivery is more important than for others. It therefore pays to have similar cargos combined into trains and not mix all of the cargo types together. For speed sensitive cargos such as mail and passengers, it pays to place them in smaller faster trains because the increased revenues more than pay for the increased cost per ton for the train operations. For bulk and slow freight cargos that are much less speed sensitive, it pays to combine them into longer, slower trains. The bulk or slow PAGE 69 PAGE 70 freight revenues are nearly the same whether delivered in several small fast trains or one long slow train. However, the long slow train has only one locomotive earning the revenue, while moving in several faster trains requires investing in several locomotives and crews. Train Types An additional method of defining trains was to assign them a type, such as local, through, express, or limited. The purpose of these types was to separate trains, not by what they were made up of, but by where they were intended to stop. By dividing its trains into types, a railroad made planning of movements easier, and also advertised to the public the various services these trains provided. In Railroad Tycoon you also may define your trains by type. This is useful because the train type determines what stops the train makes, if any, in addition to those specifically scheduled. You may make each of your trains a local, through, express, or limited train. The effects of these types are that they stop at less stations where they could possibly pick up or deliver cargo. o Local: Stops at every possible station between scheduled stops. o Through: Stops at every possible station between scheduled stops, except that it does not stop at Depots. o Express: Stops at every possible station between scheduled stops, except that it stops only at Terminals between scheduled stops, not at Depots or Stations. o Limited: Stops only where scheduled. Regardless of type, a train always stops at those stations scheduled for it on its Train Report. To change the type of a train, open its Train Report, pull down Train Type menu, and choose the type you wish the train to be. The train's type is changed on the Train Report, and thereafter, the train makes stops according to its new type. Note that when a train is first built, it is automatically made a local type train and remains a local unless you change it. The advantage to be gained from changing a train's type is that you can customize where it does or does not stop. In most cases you are raising a train's type to keep it from making unnecessary or unprofitable stops. PAGE 70 ---- End of part 1 ---- rms of assets, liabilities, and the retained earnings, or profits over its lifetime. (See Balance Sheet, page 99.) Income Statement: Another financial report showing your railroad's revenues and expenses, both for the fiscal period to date, and lifetime of the railroad. (See Income Statements, page 101.) PAGE 25 PAGE 26 Remove Track/Build Track: Available only from the Detail Display, this option toggles between building track and demolishing track. When the "Build Track" option is active, the menu choice available is "Remove Track". When the "Remove Track" option is active, the menu choice is "Build Track". In addition, the color of the Construction Box box changes to reflect the active option, as explained in the Technical Supplement. (See How To Lay Track, page 50, and Track And Bridge Demolition, page 54.) Improve Station: Available only from the Detail Display and Part 2 of the Rail Tycoon docs.. another 104K! PAGE 71 For example, a passenger train running from New York to Philadelphia could stop at several stations in between, all accepting delivery of passengers. But knowing that passenger revenues are higher for fast delivery over long distances, you change the type of the train to a limited type so that it skips all of the intervening stations. Your passenger train now receives the revenue for a longer delivery, keeps its speed maximized by eliminating stops along the route, and remains full. If it made many stops at smaller stations along the way, the train would probably not be able to keep fully loaded. Without this change, passengers may be picked up and delivered in several places along the route, slowing down the train's passage between the two cities, and probably collecting less revenue because the passengers only travel a short distance before being delivered. Changing Locomotives As the game continues locomotives age and their maintenance costs begin to climb. In addition, new locomotive types are invented that offer better service. Every locomotive needs to be replaced at some point, either because it is too old or because a newer type can do a much better job. When you decide it is time to replace a locomotive, you make the change from the Train Report. To change the locomotive on a train, open the Train Report, pull down the Engine menu, and select "Replace Engine". From the list of locomotives available that appear, choose the engine you wish to put on the train. The change takes place immediately. The Train Report is updated to show the change, and the cost of the new locomotive is subtracted from your cash. Retiring Trains You may occasionally find that a train is no longer profitable, causing congestion on the line and slowing more important trains, or otherwise no longer worth maintaining. If you choose to do so, the entire train can be removed from your roster. To remove a train from your railroad, open its Train Report, pull down the Engine menu, and choose the "Retire Train" option. The train disappears from the roster, its report goes away, and the numbers of all trains adjust to reflect the new order in the Train Roster. PAGE 71 PAGE 72 Routing Trains The routing, or scheduling, of trains is one of the most important parts of railroad management. An efficient schedule insures that cargos are picked up and delivered in a timely manner, and that the train operation costs for providing service are kept down. A great many extra trains insures timely service, but run up costs so much that railroad profits shrink. In practice, the master of the road provides the locomotive and cars that the dispatcher requires to meet the demands for service. The dispatcher receives requests for service from industry and uses this information to plan what trains are required. Railroads found that by regularly scheduling certain trains, or by arranging with important customers to provide service at specific times, passengers and shippers could make their plans to ship or receive according to the schedule. A regular schedule also made it easier to plan the movement of trains, as dispatchers along the line could expect certain trains to arrive in their divisions at scheduled times. In Railroad Tycoon, the scheduling of your trains is also very important. By examining the Shipping Records of your stations, you learn what cargos are available for shipment, and where those cargos can be delivered. Your task is to build trains of the proper cars to carry the available cargo, and then rout the train so it moves from stations where cargos are supplied to stations where the cargo can be delivered. For example, in our tutorial game both Richmond and Charlottesville supply and demand passengers. So, a train of passenger cars can run back and forth between these cities picking up passengers at either city and delivering them at the other. To do this, you must build a train of a locomotive and at least one passenger car, and then route the train to run from Charlottesville to Richmond. Having been scheduled, this train runs between the two cities forever, or until you step in to make changes. When a new train is built, it is automatically given a route between the station at which it was built and another station on your railroad. This is shown on the Train Report. You are rarely going to want your train to run this exact route, so the route needs to be changed, and this is done from the Train Report. PAGE 72 PAGE 73 As an example, assume you are running the Charlottesville & Richmond Railroad from the tutorial. You notice that the supply of coal is building up at Charlottesville Junction, and that a train could take this coal to a Steel Mill in Charlottesville, pick up steel there and take it to a factory in Richmond, and pick up manufactured goods there for delivery to Charlottesville. You decide to change the route of Train #3, now scheduled to run back and forth from Charlottesville to Charlottesville Junction. To change the route of Train #3 using the mouse, open its Train Report and place the pointer on the open line below Charlottesville in the section marked Scheduled Stops. Press Selector 1, and the route diagram for this train opens. Notice that the current route of this train is marked. The number 1 next to Charlottesville Junction notes this station as the first station on the route, and the number 2 next to Charlottesville notes it as the second stop. Move the mouse pointer directly below the box marking the station at Richmond, and the information regarding supply and demand there appears to the right. With the pointer below the Richmond station box, press Selector 1 to make Richmond stop number 3. Notice that the station box turns to the color of scheduled stops, the track into the station turns the color of an active route, and that the number 3 appears next to the station box. Richmond has now been added to this train's route as scheduled stop #3. To check PAGE 73 PAGE 74 this, press Selector 2 which returns you to the Train Report. Notice that scheduled stop #3 is indeed listed as Richmond. Since you want this train to return to Charlottesville from Richmond, you have to add Charlottesville to the route again as stop #4. Place the mouse pointer on the open line below Richmond in the Scheduled Stops section and press Selector 1 to open the route diagram. Move the mouse pointer under the box for the Charlottesville station and press Selector 1 again. The number 4 appears with the number 2 next to the Charlottesville station box, noting that this station is stop #4 as well as stop #2. Return to the Train Report by pressing Selector 2 to be sure the four scheduled stops are arranged in order from 1 to 4 as Charlottesville Junction, Charlottesville, Richmond, and Charlottesville again. To change the route of train #3 when playing without a mouse, first open the Train Report. Note the highlight box that appears over the number of the scheduled stops at the left of the report. This highlight box can be moved up and down with the Direction keys. Use a Direction key to move the highlight box to the empty row below stop #2, Charlottesville. Now open the Schedule menu at the top of the report, and choose the "Change Station" option. Press any one of the Direction keys until the station box at Richmond is highlighted. When the Richmond box is highlighted, press Selector 1. This returns you to the Train Report where Richmond is listed now as stop #3. Repeat this procedure to select Charlottesville as stop #4. As the final step in arranging this route, pull down the Train Type menu and choose the "Limited" option. This makes train #3 a Limited train and it stops only at stations on its route. This makes no difference now, but if more stations are added at a later time, it prevents needless or wasteful stops. Train #2 is now scheduled to run its route between these four stations. After it completes its route, reaching Charlottesville for the second time coming back from Richmond. It returns to the first station on its route and begins the route all over again. PAGE 74 PAGE 75 Train Consist The number and types of cars that make up a train are called its consist. The dispatcher plans the consist of a train to insure that the correct types of cars are available to carry waiting cargos. At stops along its route a train may change its consist several times as it makes pickups and deliveries. In Railroad Tycoon, you may arrange for regularly scheduled consist changes to take place at stops along a train's route so that the train contains correct cars for cargo pickups. You can coordinate the changes in the train's consist with its scheduled stops, so that the train may carry several different types of cargos in one circuit of its route. If all the cars needed were put on at the same time, only some of the cars would be needed at one time, and the others would be just extra weight for the locomotive to pull. For an example of planning a train's consist changes, return to the Train Report for Train #3 of the Charlottesville & Richmond whose schedule was just rearranged in the section above. Train #3 is now scheduled to run to four stops to take advantage of several related industries. Coal from Charlottesville Junction can be taken to the steel mill at Charlottesville and converted into steel. The steel from Charlottesville can be taken to the factory in Richmond and converted into manufactured goods which can be delivered to Charlottesville. But the train cannot take advantage of these industries if the consist remains one coal car because the coal car cannot carry steel or goods. To change the consist of Train #3 using the mouse, open its Train Report. Place the mouse pointer on the line showing "no changes" to the right of the scheduled stop Charlottesville Junction under the heading "New Consist". Press Selector 1 and choose "Coal Car" from the Add Car menu that appears. Note that a coal car icon appears on the line where "no changes" was previously showing. You may also use the mouse to repeat the train's current consist from the top of the report in any row of the New Consist area. Place the mouse pointer on the row where you want the consist repeated and press Selector 2. This is useful if you want to add cars to the current consist without rebuilding the entire train. PAGE 75 PAGE 76 To change the consist of Train #3 when playing without the mouse, open its Train Report. Note the highlight box at the left hand side of the report under Train Orders. Move this highlight box to stop number one, Charlottesville Junction by pressing the Direction keys. When the box is on the "1", pull down the Consist menu and select Coal Car from the options. Since this is the only car making up the consist at this station, choose the "No Thanks" option to get back to the report. The presence of the coal car indicates that the consist orders for this train are to remove all other cars on the train when it reaches this stop and put on one coal car. Repeat this process and place a steel car at the second stop, Charlottesville, and a goods car at the third stop, Richmond. Leave the consist at the fourth stop, Charlottesville again, unchanged. You have now arranged the consist changes necessary for Train #3 to take advantage of the industry along its route. It is scheduled to carry coal from Charlottesville Junction to the steel mill at Charlot- tesville. The steel mill uses the coal to make steel and your train puts on steel cars there to carry the steel to the factory at Richmond. The factory takes the steel and converts it into manufactured goods. Your train again changes its consist to a goods car so it can carry the goods back to Charlottesville for delivery. When your train reaches Charlottesville for the second time, it has completed its route and returns empty to Charlottesville Junction to start the route over. At the start of its route it replaces its goods car with a coal car and starts the cycle over again. Changing Destinations As you monitor the operations of your trains, you may wish from time to time to change slightly the route of a train. This may be useful when a bridge is washed out on the route, or because a supply of a cargo further down the route has diminished, or for other reasons. By changing the destination of the train, you can have it skip a wasteful stop or avoid a wreck. In the Train Orders section of the Train Report, under Scheduled Stops, the next city to which the train is moving, its destination, is highlighted. You may change this destination to another city on your railroad, regardless of whether the new destination is on the train's list PAGE 76 PAGE 77 of scheduled stops or not. To temporarily change the destination to a city not on the current route list, see Priority Orders, page 77. To change your destination to another scheduled stop when playing without the mouse, move the highlight box to the city to be the new destination. Pull down the Schedule menu and choose the "Go To Station" option. The highlight changes from the old destination to the new city, marking it as the train's next destination. To change your destination to another scheduled stop when using the mouse, place the mouse pointer on the name of the stop you wish to make the new destination for the train and press Selector 2. The new station is highlighted, signifying that it is the next destination for this train. Priority Orders You may find it occasionally useful to have one of your trains temporarily change its route to avoid a washed out bridge, to pick up a Priority Shipment, or to take advantage of a temporary change in the supply or demand of a cargo nearby. For example, a train that was unable to fill up with coal to take on to a steel mill may be rerouted by a Priority Order to another nearby city where coal has been sitting unused. By rerouting your train to pick up this coal, you fill it with coal more quickly than having it wait at its first coal stop until full. To temporarily change the destination for a train to a city not on its list of scheduled stops, you must give it Priority Orders. This change is made from the Train Report. To give a train Priority Orders using the mouse, place the mouse pointer on the space below Priority Orders to the right of the "P" symbol, and press Selector 1. On the route diagram that appears, move the mouse pointer to the station box for the city which you wish to be the new destination and press Selector 1. A "P" symbol appears next to the city you have selected, noting this station as a priority destination. Press Selector 2 to return to the Train Report. To give a train Priority Orders when not using the mouse, use the Direction keys to move the highlight box under the "P" symbol below Priority Orders. Pull down the Schedule menu and the route diagram appears. Use the Direction keys again to highlight the station that you PAGE 77 PAGE 78 wish to be the priority destination, and press Selector 1. This returns you to the Train Report. Back on the Train Report, you see that under Priority Orders the new destination is listed, and the bottom part of the Train Orders section is screened out. This signifies that the normal train orders have been overridden. Once the train reaches its priority destination, it returns to its normal route, picking it up where it left off. Priority Consist Occasionally during play you may wish to temporarily change the consist of a train. This is especially useful when attempting to pick up a Priority Shipment, see page 78. This type of change is made from the train's Train Report. To give a train a Priority Consist order when using the mouse, move the mouse pointer onto the line below Priority Consist marked "no changes", and press Selector 1. This opens the Add Car menu from which you may choose a car to be added to the Priority Consist. When a car is selected, the menu goes away, but you can call it back by placing the pointer on the same line again and pressing Selector 1. To delete a car in the Priority Consist, place the pointer on it and press Selector 1, and it is removed. To give a train a Priority Consist order when not using the mouse, use the Direction keys to move the highlight box onto the 'P' symbol to the left of the Train Orders section, and pull down the Consist menu. This act automatically clears all of the existing cars, if any were present, from the Priority Consist line. Choose from the Add Car menu the cars you wish to add to the Priority Consist. The cars of the Priority Consist are placed on the train at its next stop, overriding any previously scheduled consists. The train proceeds along its normal route (unless given Priority Orders) and at the second station it stops at, its normal consist orders again go into effect. Wait Until Full Orders For sufficiently large customers, railroads put on unit trains, or trains dedicated to the one shipper. A common example are coal trains, sent to one mine to load coal and carry this cargo directly to a port , steel mill, etc. These trains were not scheduled to arrive and depart by timetable as other trains, but were sent to be loaded, and then moved PAGE 78 PAGE 79 when loading was complete. In this way the railroad could arrange for proper locomotives and crews knowing that they would be moving a full train. In Railroad Tycoon you may also arrange that a train wait to move until fully loaded by giving it Wait Until Full Orders. Trains given the order do not move until every car in the train is fully loaded or until the order is lifted. Using these orders you can improve the efficiency of your railroad, especially when the train is to pick up a cargo to be converted and carried on to another stop on its route. For example, consider Train #2 on the Charlottesville & Richmond Railroad of the tutorial. This train is scheduled to make four stops and change its consist three times. The coal it loads at the start of its route is converted to steel which is carried to a factory. At the factory the steel is converted to manufactured goods which are delivered back to Charlottesville. As noted later in the section about cargo conversions, the conversion process is 100% efficient. If the train starts with 40 tons of coal, this converts to 40 tons of steel, and this converts to 40 tons of goods. For this reason, it is beneficial to begin with 40 tons of coal, thereby guaranteeing full loads at every stop. For cargos where no conversion is to follow, or where the cargo is very speed sensitive, such as mail, waiting until full is less valuable or actually wasteful. To order a train to wait at a stop until fully loaded, open its Train Report. When using the mouse, place the pointer in the space between the stop number and the name of the stop under Scheduled Stops and press Selector 1. Use the same procedure to remove wait orders from a train that is already waiting. When playing without the mouse, use the Direction keys to highlight the number to the left of the stop where you wish the train to wait. Pull down the Schedule menu and choose the option "Wait" to order a train to wait until full, or choose the option "Don't Wait" if the train is already waiting and you wish that it no longer do so. PAGE 79 PAGE 80 A "W" appears to the right of the stop number signifying that the train is ordered to wait until full at this stop. Train Wrecks The accidental wrecking of trains has been a part of railroading from its start. The severity of accidents ranged from commonplace derailments to spectacular head-on collisions. Wrecks resulted from mechanical failure and bad weather, but more often from human error. The negative effects of a major wreck included not only the possible loss of passengers, crew, cargo, and equipment destroyed, but also a drop in demand for the railroad's services. Passengers and shippers looked to alternative railroads or transport rather than risk the trains of a demonstrably incompetent railroad. In Railroad Tycoon you can suffer train wrecks due to washed out bridges or to collisions. Trains that cannot be halted or rerouted in time plunge off of washed out bridges. When you override block signals, you run the risk of letting too many trains into a block and causing a collision. If one of your trains goes over a washed out bridge or two or more of your trains collide, the result is a train wreck. When a train wrecks, the locomotive, cars, and cargos that make it up are destroyed and removed from your railroad. You receive no compensation. In addition, all cargos of the same type as those lost on your train immediately disappear from every other train on your railroad. Shippers have their cargos taken off your trains immediately. Also, all supply of these same cargos disappears from the stations on your railroad, as shippers find other ways of moving their goods. Eventually calm is restored and the cargos once more become available, assuming you suffer no more wrecks. PAGE 80 PAGE 81 REVENUE AND CARGOS Railroad revenue comes from two main sources, passenger fares and freight charges. A passenger boarding a train in Chicago pays a fare for being conveyed to Detroit. A steel mill in Pittsburgh pays a freight charge for delivery of a load of coal from Scranton. In these examples the railroad is responding to the supply and demand for passengers and coal. The passenger in Chicago represents a supply of passengers there. The coal piled up in Scranton also represents a supply, this time of coal. The desire of the passenger to go to Detroit represents the demand for passengers in Detroit, just as the mill's desire for coal represents demand for coal in Pittsburgh. Since steel mills in Railroad Tycoon also demand coal, a steel mill within the radius of a Pittsburgh station on your railroad would be represented by the demand at that station for coal. If your railroad has track connections to a station near Scranton that has a coal mine within its radius, you can make money by having a train take coal cars to the Scranton station, load coal, and then deliver it to the Pittsburgh station. The key is a good start and profitable existence in Railroad Tycoon is understanding the relationships between the industries that create the supply and demand for cargo, the stations that act as shipping and receiving points for industry, and the revenue you earn by having trains carry cargos from stations that are shipping to those that are receiving. Earning Revenue Revenue is earned by loading your trains at a station that is a supply source for a cargo and then routing the loaded train to a station that has demand for that cargo. When a train stops at a station to make a delivery, several things take place to mark the event. First, in the World View window at the top right of your screen, an announcement appears describing the train's arrival. The announcement lists the time of the arrival, the train's type and number, the name of the station, the cargos delivered, and the revenue received. Second, when the cargo is delivered, the car icons on the Train Roster switch from loaded to unloaded. Third, your cash balance shown in the bottom of the Information window increases by the revenue received. And fourth, the bottom of the Shipping Report fills in green proportionally to the revenue earned. PAGE 81 PAGE 82 How Revenues Vary Some cargos are more valuable to railroads than others because some customers are willing to pay higher fees for faster service. For this reason railroads develop a hierarchy of trains offering different services and customers can select the type of service that suits them best. In general, mail, passengers, and express packages attract the highest fares because they are given the best service. The fastest freight trains earn slightly lower fees for speedy delivery of important cargos such as perishable foods. Bulk cargos such as coal have the lowest rates but are still profitable because railroads can efficiently carry them in huge quantities. On your railroad you can arrange some differentiation of service to improve profitability by making up trains of the same or neighboring freight classes, by carefully setting train types and routes, and by understanding how freight rates are determined. The revenue earned for delivering cargos can vary between stations (see Shipping Reports, page 58), cargo classes, worlds, and over time. For the Western United States, revenues are higher than normal for east-west deliveries and lower than normal for north-south deliveries. The other worlds use the normal rate structure. Over time, freight rates tend to fall. To compensate, you must run bigger, faster, and for greater distance trains. The revenue for mail is most sensitive to time and distance. The faster it is delivered once picked up and the farther it is carried, the higher the revenue per ton. Passengers are less sensitive to time and distance, fast freight is even less sensitive, and so on down to bulk cargos that are insensitive to time and distance. It doesn't matter how far you carry bulk cargos or how fast. You are paid a strict fee by the ton. Cargo Types The economies of the United States, England, and Europe are each represented by 11 cargos that can be carried by railroads. Some cargos are unique to one world, and some are available in all three. The 11 cargo types are separated into 5 freight classes, each with a distinctive color as described in the Technical Supplement: mail, passengers, fast freight, slow freight, and bulk. PAGE 82 PAGE 83 The cargo class determines the revenue earned for delivery (as explained in the section above), how long it takes to load or unload a car, the weight of a full car, and the weight of an empty car. Mail class cars take the least time to load or unload, then passenger cars, etc., down to bulk cars that take the longest time. Mail cars are the heaviest when empty, then passenger cars, down to bulk cars that are the lightest car type when empty. Conversely, bulk cars are the heaviest when full, then slow freight, up to mail cars that are the lightest when full. By being aware of these differences in cargo types when loading, riding empty, etc., you can improve the efficiency of your railroad by carefully arranging the makeup of your trains. For example, a train made up entirely of mail cars or mail and passenger cars, loads and unloads much faster than the same train if a slow freight car is also in the consist. Thus a mail train moves faster. The supply and demand for cargos is derived from cities, villages, and industries as shown on the World Economies Chart found on the Player Aid Card. Be aware, however, that it takes more than one village by itself to have any significant effect. The aggregate of supply and demand from several villages is needed to make rail service worth- while. Resource Map To help you see where cargos are supplied and in demand, you can convert the Local Display into a Resource Map. When you do this, the geography of the map is removed, and new one-letter symbols appear to mark sources of cargo supply and demand. You can call up this Resource Map while planning and see at a glance the economic situation in your vicinity. To access the Resource Map, center the Area or Local Display over the part of the map that you wish to examine and pull down the Display menu. Choose "Options" from this menu. From the Options menu, choose "Resource Map", and a check mark appears next to that option. The check mark indicates that the Resource Map is now taking the place of the normal Area and Local Displays. Press any Selector to make the display change to the Resource Map. PAGE 83 PAGE 84 The letter symbols that appear on the map indicate a source of supply for a cargo at the symbol's location. For example "C" indicates a source of coal which must be a coal mine. A letter symbol on a square background indicates a source of demand for a cargo. For example, a "W" on a square background indicates a source of demand for wood, most likely a paper mill. If the Shipping Reports of your stations are blocking your review of the map, you can turn them off from Option menu as well. When the Shipping Reports are visible their menu option is checked. Choose "Shipping Reports" from the menu to turn off the check mark, and this makes them disappear from the display. To put the Resource Map away and return to the normal map displays, reverse the procedure for accessing the Resource Map and remove the check mark from the Option menu. Cargo Conversions Certain industries developed a special relationship with railroads because raw materials brought to them by rail were converted into products that were in turn shipped out by rail. For example, cattle brought by train to packing plants was converted to frozen or canned meats and then shipped by rail to markets. In this case an important rail cargo, processed meat, does not exist as a naturally found resource. In each world of Railroad Tycoon there are a number of cargos that come into being only after the conversion of another cargo at an industry. These types of cargos can offer special opportunities for revenues because the same cargo can be carried several times. PAGE 84 PAGE 85 As shown on the World Economies Chart found on the Player Aid Cards, some industries demand one cargo and then convert it to another that they now supply. For example, a carload of coal brought to a station that serves a steel mill is converted into a carload of steel. A carload supply of steel is then available at the station. This steel could then be taken to a factory's station, converted to manufactured goods, and then carried finally to a station demanding goods. In this case, one carload of coal is converted into two successive carloads, each earning revenue. Priority Shipments The majority of railroad trains are run according to timetables. In this way the railroad can schedule its stops and equipment needs for efficiency, and its customers can confidently make travel and shipping plans. However, railroads are often requested to provide special trains for excursions, emergency shipments, etc. These special trains are usually quite profitable because the railroad would not disrupt its normal service to accommodate the specials if they weren't. Occasionally during play your railroad can receive requests_for delivery of Priority Shipments. When delivered quickly they can be very lucrative, but at other times the pickup and delivery points are placed such that the disruption to your regular service may be too great. When a priority shipment appears, take a few moments to decide whether the delivery is worth your trouble. You are notified by a message window when a Priority Shipment becomes available. The message tells you the cargo type to be delivered, where it must be picked up, and where it is to be delivered. In addition, a letter P appears in the Shipping Report of the station where the shipment is waiting, and a letter D appears in the report of the destination station. The color of these letters corresponds to the color of the freight class of the shipment. For example, if the shipment is food, classified fast freight, the letters are the color of fast freight, as described in the Technical Supplement. When a Priority Shipment appears, the fee for delivering it also appears in the bottom of the Train Roster window. The amount shown is what your railroad would earn for delivery at that instant. Unfortunately, that fee continually shrinks in size as time passes, but many PAGE 85 PAGE 86 are so large as to be quite substantial even after much time has passed. If the delivery fee reaches $20,000 the shipment is cancelled and all further references to it are removed. In order to pick up a Priority Shipment, a train containing a car capable of carrying the priority cargo must be routed to the station where it is waiting. When the train stops, the Priority Shipment is loaded on board. The color of this train's locomotive icon on the Train Roster changes, to indicate the shipment is on board. Note that every train containing the correct type car that stops at this station picks up the shipment, not just the first. Priority Shipments may be handed on to other trains. Whenever a train carrying the shipment stops at another station, it "stocks" that station with the shipment. Thereafter, any train containing the correct type car and stopping at this "stocked" station, also picks up the shipment. Building Industry Recognizing the long run benefit to themselves and the economic region they served, railroads often took steps to encourage industry along their system. You may find at times that your railroad could substantially benefit from new industry in the right area, such as placement of a steel mill near a large coal area, or a food processing plant near a grain area. A judicious investment such as these, or the provision of a missing link for a chain of cargo converting industries could provide a handsome return. As an alternative to waiting for industries to grow along your railroad, you may speed the natural process by attempting to invest in specific industries. You may try this at any time. The industries that may be built in each world are shown on the World Economies Chart, found on the Player Aid Cards. To build a new industry, go the Detail Display. Center the Construction Box in the area where you want the Industry to appear and pull down the Build menu.  This menu lists the industries available to be built. Choose the Industry you desire. If a suitable site was found in the area, the industry is built and the Construction Box moves to the site to point it out. If no suitable site is available, you are informed that the industry can not be built. PAGE 86 PAGE 87 The search for a suitable site is carried out by your engineers. You cannot choose the square you desire. If a suitable site cannot be found within 3 squares of where you placed the Construction Box, the investment does not take place. In this case you may elect to move the Construction Box to another location and try again. As with other industries in the game, ones you build may also go out of business or change type. PAGE 87 PAGE 88 OPERATING TRAINS The operation of a train is in the hands of two people, the locomotive engineer who sets the train's speed, and a dispatcher who determines when and where the train moves. Railroad locomotives only move straight ahead or in reverse, they have no steering wheel. The engineer, sitting in the locomotive's cab and watching the track ahead, uses the throttle to adjust the train's speed to reach points along the line as scheduled. He assumes that the track ahead are correctly arranged to guide the train to its proper destination. In Railroad Tycoon, all of your engineers drive like Casey Jones on a good day. When the tracks are clear, they open the throttles wide on your locomotives and make the best possible time. The dispatcher's job is to be sure that the orders given the engineer before the train pulls out put his train at the right place at the time, that the tracks are properly arranged as needed, and that the movement of all trains is accomplished safely. You perform the first two functions of the dispatcher on your railroad (scheduling and switching) on the Train Report. When you set a train's route on the Train Report, the division dispatchers on your road schedule departures and arrivals, and arrange for the necessary track switching. The third function of the dispatcher, providing safe operation, is more complicated. The safe movement of trains is controlled by the dispatcher on a large schematic diagram of the railroad. The location of each running train is continually updated on the board. The entire road is divided into blocks, and the movement of trains into blocks is controlled by signals, like traffic lights. A train is not allowed into a block until trains ahead of it are out of the block, thus preventing the chance of collision. On your railroad, safety is assured by signals that are automatically set up when stations are built. However, relying on these signals alone may result in very conservative, inefficient operation. In your role as construction engineer and dispatcher, you may improve the efficiency of your road for minimum cost by selective placement of additional signals and double tracks. You may also step into the management of individual trains by pausing them or opening blocks that would normally be closed. PAGE 88 PAGE 89 How Signals Work The rules for signals apply only when the reality option "Dispatcher Operations" is in effect. Each station or signal tower on your railroad comes equipped with a set of track signals, one signal on each side of the track that passes through the station. These signals control the movement of trains past them in either direction. A Go signal allows an approaching train to pass, while a Stop signal stops it. Refer to the Signals Chart on the Player Aid Card for a description of Go and Stop signals. All of the track stretching from one signal to the next along the line is considered a block of track. Only one train at a time is allowed in a block of single track. When a train enters a block of single track, the signals at both ends of the block turn to Stop preventing any more trains from entering. When the train reaches the end of the block, the signals at both ends turn to Go and once again allow entry. Note that the boundaries of a block are set by the placement of signals. In cases where tracks split at a switch, the tracks that continue on from the switch remain part of the original block unless a signal is placed after the switch. For example, assume your railroad lays track between Richmond and Charlottesville. You then place a switch between these two and run another track section north to Washington, D.C. If you don't add any more signals, all of the track between the three cities exists as one block, and only one train can normally run on all of this track at a time. PAGE 89 PAGE 90 By placing another signal just past the switch on the way to Washington, you separate the old block into two blocks, one that runs between Richmond and Charlottesville, and one that runs between the switch and Washington. If all of the track in a block is double track, the signal system allows two trains at a time to be in the block, regardless of their relative position. Every set of signals on your railroad comes with a signalman in a tower. If a train approaches a tower and the block ahead is empty, the signal is set to Go. When the train enters the block, the signalman telegraphs the dispatcher and the dispatcher marks the train in the new block on his board. The dispatcher telegraphs the signalman and his counterpart at the other end of the block to close the block. Both signalmen set their block signals to Stop and no further trains are allowed in. When the train inside reaches the other end of the block, the signalman at that end telegraphs the dispatcher, and he gives the okay to reopen the block. Recognizing what track constitutes a block can become complicated when tracks begin branching out. Signals do not come with switches. All track that extends off of your mainline from a switch remains part of your mainline block unless you add a signal tower to the branch to separate it. Signal Towers A block that separates two stations a great distance apart may be so long that trains are running very inefficiently between them. While one train is traveling across the block, the second is sitting at a Stop signal at one end. One thing you can do to speed the relative movement of trains in this situation is divide the big block into smaller blocks by adding signal towers along the line. The mathematics of calculus say that the more blocks you divide the big block into, the faster two or more trains can move between the ends of the original block. But signal towers are expensive. You must find an economical compromise between the number of towers to add and the increase in train speed that would follow, versus the cost of the those towers. PAGE 90 PAGE 91 To build a signal tower, go to the Detail Display and place the Construction Box on the track section where you want the tower to appear. Pull down the Build menu, choose the option "Build Station", and then choose the option "Signal Tower" from the menu of station choices. The new tower appears within the Construction Box on the display and the signals immediately begin affecting the movement of trains. A signal tower consists of a set of signals and a section of double track. An unlimited number of trains may wait adjacent to a signal with no risk of collision. Signal towers cost $25,000 and may only be built on existing straight track sections. They may not be built on curved, switch, bridge, or tunnel sections. Overriding A Block Signal The dispatchers on your railroad never make mistakes, but they are also very conservative. There may be times on your railroad when more liberal train operations can result in faster, yet safe, service. In your role as chief dispatcher, you may open blocks that are normally closed to get stopped trains moving. This action is useful when a fast train is already in a block and a slower train is waiting stopped behind it, or when one train is inside a complicated block of switching tracks and a train that is waiting has a route that doesn't interfere with the moving train. You may override a signal from any display except the Regional Display. On the Detail Display, the Construction Box must be centered on the signal you plan to change. If you are using the mouse, place the pointer on the signal you wish to override and press Selector 1. A Signal window opens showing the track, tower/station, and the two signals, one in each direction. The two signals are at either end of the building and control the blocks that they are adjacent to. Inside the Signal window, place the mouse pointer on the signal you wish to override and again press Selector 1. To override a signal when you don't have a mouse, place the cursor on it and press the Signal key. This opens a widow that requests that you indicate the direction of the signal you wish to change. Press the Direction key that corresponds to the direction of signal. For example, if the signal you wish to change is on the west- PAGE 91 PAGE 92 bound side of a station placed on a straight track running east to west, you would press the due west Direction key to override that signal. In both cases, another menu opens offering you the choices "Normal", "Hold", or "Proceed". Choosing "Normal" restores normal signal operation: stop if the block is full, go if the block is empty. You may override existing signals with either menu choices "Hold" or "Proceed". How these overrides are graphically displayed is shown on the Signal Override Chart in the Technical Supplement. A signal overridden with "Hold" stops all trains until the signal is overridden again back to "Normal" operation. A signal overridden with "Proceed" allows the next train through, but then automatically returns to normal operation. The menu choice "Normal" returns a currently overridden signal back to normal operation. Pausing Trains Railroads find it desirable on occasion to hold up the movement of a train. A train could be held to prevent an accident or to allow a following train to pass. On your railroad you may also find it desirable to temporarily halt a train. In addition to the above reasons, you may wish for a train to wait outside a station until a supply of cargo has built up for the train to carry away. You may pause a train by either changing the signal that it is approaching (as explained in the section immediately above. Overriding Signals), or by ordering the train itself to pause. Changing a signal to "Hold", however, stops all trains that reach this signal. Pausing an individual train stops it alone. You pause an individual train from the Train Roster. If using the mouse, move the mouse pointer to the line below the train you wish to pause, and press Selector 2. The line below the train changes color or pattern to indicate that the train is ordered to pause. If you don't have a mouse, use the Tab key and Direction keys to move the cursor next to the locomotive of the train you wish to pause and press the Hold key. PAGE 92 PAGE 93 The change in the line below the train indicates that this train is going to stop moving at the next signal it reaches and move no farther until you remove the pause order. To remove the pause order with either the mouse or keyboard, repeat the procedure for pausing. The line reverts to its normal appearance and the train resumes normal operation. No Collisions Mode When you are first learning to play Railroad Tycoon, it may be useful to play without having to worry about signals and collisions. This may allow you to concentrate on learning other aspects of the game. To play without the possibility of collisions and be able to ignore the system of blocks and signals, choose the "No Collision" option when you are setting the parameters of your railroad. The effects of the No Collision Mode are that trains can never wreck. Even though the signal system does not work, trains do not collide. When two trains meet or pass each other, the lower class train pulls over to a siding and halts. This is handled automatically by your dispatchers and you don't have to make any preparations. When the higher class train has passed, the halted train gradually begins moving again. A disadvantage to this mode is that a low class train may be halted many times when trying to complete its route. PAGE 93 PAGE 95 4. THE RAILROAD BUSINESS RAILROAD CAPITALIZATION Railroads were one of the great capital enterprises of the industrial age, requiring huge investments in the global construction projects that they became. Before the first train could run, costly and extensive preparation was required: miles of roadbed prepared, bridges built where necessary, rails purchased and laid down, minimum station facilities built, locomotives and rolling stock made ready. The money that made railroads possible came from several sources, including investors subscribing to stock shares and thereby becoming partial owners of the enterprise, investors buying long term bonds, short term bank loans, and profits generated by the railroad once operations started. When a new game of Railroad Tycoon begins, you have already sold part of the public on your dream and attracted investors who have bought enough of your stock and bonds to give you a start. As play continues you may have the opportunity to sell additional stock, borrow more money, buy back stock into the treasury, and buy back bonds. Initial Capital The initial capitalization of your railroad is $1,000,000, $5000,000 obtained from selling bonds and $500,000 obtained from investors who have bought 100,000 shares of your stock at $5 per share. This is the money you begin your railroad with. Additional Stock As time passes and your railroad grows, new stock, in addition to the 100,000 outstanding at the start, may come into existence in two ways: new stock issues or stock splits. New stock may be issued only when you build a station into a new city. As a bonus for the new railroad connection, the local city leaders may offer to buy 10,000 new shares from you at the current market PAGE 95 PAGE 96 price. If this occurs, you have the option of making the or not. Choose the option you wish from the menu that appears. The stock sold consists of newly authorized and registered shares that previously did not exist. The sale increases the outstanding shares in the public's hands by 10,000. A 2 : 1 stock split occurs at the end of any fiscal period in which your stock price reaches $100 per share or higher. At the beginning of the next year, the number of shares is doubled and the price of the new shares is halved from the price of the old. For example, if the price at the end of the year of 140,000 shares is calculated to be $110, the stock splits resulting in 280,000 shares priced at $55 per share. Stockholder Happiness Regardless of the fact that the railroad you are running is your dream and that your decisions have made it the great enterprise that it is, you nevertheless work for the stockholders and they are a cynical bunch. Your stockholders are only happy if the stock price is higher than last year and headed higher. If the stock price doesn't increase they become unhappy, and they can become quite angry if by some shocking circumstance the stock price should actually fall. You retain office as president of your railroad so long as the stockholders are at least content with the job you are doing. Their happiness is measured at the end of each fiscal period when the stockholders calculate their return on investment (ROI) averaged over the last 5 years. The higher this number, the happier they are. If for several periods in a row this number doesn't increase, or actually decreases, the stockholders become progressively angrier. If stockholder patience runs out, they may throw you out of office and replace you as railroad president. You are forcibly retired and your management of the railroad ends. However, if at least 50% of your railroad's stock is in the treasury, you cannot be fired. Bonds Your railroad starts with an outstanding 4% bond of $500,000. Further bonds are sold and bought back in $500,000 increments. Each bond sold has an annual interest rate which is subtracted from your railroad's cash at the end of every December. The interest rate on any new bond you wish to sell depends on the economy and the number of bonds you have outstanding as in the table below. PAGE 96 PAGE 97 Once the current interest rate reaches 9%, you may not sell any further bonds, regardless of how many you already have outstanding or the current state of the economy. If the economy improves and Economic interest rates fall, you may sell further bonds until the rate reaches 9% again. Bond rates are lower in the Western USA due to government subsidies. To sell bonds or buy them back, call your broker. Interest Rate Table INTEREST RATES Number Of Bonds Outstanding Economic Climate 0 1 2 3 4 5 6 7 Boom 2% 3% 4% 5% 6% 7% 8% X Moderation 3% 4% 5% 6% 7% 8% X X Normal 4% 5% 6% 7% 8% X X X Recession 5% 6% 7% 8% X X X X Panic 6% 7% 8% X X X X X Notes: Interest rate percentages are the rate you will pay another bond, depending on the current economic climate and the number of bonds you have outstanding. X = no bond sales possible. Calling Your Broker To conduct most financial transactions involving stocks and bonds, you call your broker to get access to the financial activity menus. Pull down the Action menu and choose the option "Call Broker". This opens the Financial Summaries window. From here you can obtain certain financial information about your railroad and your competitors, sell or buy back bonds, buy and sell treasury stock, buy and sell competing railroad stock (Stock Market Takeovers, page 111), and operate competing railroads (see Controlling Other Railroads, page 112). To sell or buy back a bond, pull down the Cash menu. If you choose the option "Sell $500,000 Bond", that amount of money is added to your cash and to the size of your bonds. Choosing the option "Buy Back $500,000 Bond" subtracts that amount from your cash and bonds. To buy stock in your railroad and put it in your treasury, pull down the Buy Stock menu and choose the option "Buy Treasury Stock". The cost of the stock is subtracted from your cash and 10,000 shares are added to your treasury. Treasury stock is sold in the same manner as it is bought, except from the Sell Stock menu. Note that you cannot buy treasury stock if the public doesn't own any, and that you cannot sell treasury stock if there isn't any in the treasury. The price of stock is determined by normal buying and selling on the stock market. When a very large order to buy or sell is placed, the price PAGE 97 PAGE 98 is forced up or down in order to find enough sellers or buyers on the other side to complete the transaction. All stock transactions in Railroad Tycoon are extraordinary orders involving relatively large amounts of the outstanding shares. For this reason, expect to actually pay 10% more than the quoted price when buying, and receive 10% less than the quoted price when selling. Short Term Loans During play you may spend more money than you have. When you engage in deficit spending, the color of your current cash ln the display window changes color. If at the end of a year you have a negative cash position, you are charged 12% on the negative balance. Declaring Bankruptcy Like any business, railroads can get so deeply in debt that protection from debtors and court supervised reorganization is the only alternative to utter ruin. The normal result of a bankruptcy is that the previous owners (stockholders) are wiped out, the bonds outstanding are reduced to a manageable level, and the remaining lenders receive new stock in exchange for their money that was lost. If the business returns to health, the rising stock price may someday equal or exceed the money lost when part of the bankrupt company's bonds were converted to stock. If economic conditions, accidents, and other circumstances work against your railroad to the extent that it appears headed for ruin, you have the option of declaring bankruptcy at any time. This step can partially relieve your debt burden and perhaps get your railroad back on its feet. There may be times when it's good defensive strategy as well. To declare bankruptcy, call your broker, pull down the Cash menu, and choose the option "Declare Bankruptcy". All bonds that can be repaid from your cash are paid off, half of your outstanding bonds are eliminated (rounded down), all of your treasury stock is eliminated, all of your stock held by competing railroads is eliminated, and the public is left with 100,000 shares. After declaring bankruptcy, you may not lay any more track until your cash balance is positive and all remaining bonds have been repaid. PAGE 98 PAGE 99 FINANCIAL REPORTS As your game of Railroad Tycoon continues you may call up a number of different financial reports to examine the process of your railroad. The reports that are available are a Balance Sheet, an Income Report, a Train Income Report, and a Stock Price Graph. All of these reports are available during play. From any display, pull down the Reports menu and choose from the list the report you wish to see. Balance Sheet BALANCE SHEET: 1832 Charlottesville & Richmond RR Assets: Lifetime Year to Date Changes Operating Funds: $ 418,000 $ 130,000 Treasury Stock: $ 360,000 $ 90,000 Other RR Stock: $ 170,000 $ 40,000 Facilities: $ 100,000 $ 0,000 Industries: $ 0,000 $ 0,000 Real Estate: $ 127,000 $ 0,000 Track: 42 miles $ 126,000 $ 0,000 Rolling stock: $ 26,000 $ 4,000 ---------- $1,330,000 Liabilities: Outstanding Loans: $ 500,000 $ 0,000 Stocking Equity: $ 500,000 $ 0,000 PROFIT: $ 300,000 YTD: $ 260,000 Stock Price The Balance Sheet compares the value of the assets and liabilities of your railroad and shows whether you have made a profit or loss during its existence. The figures are presented in two columns, the right hand side for the year to date, and the left hand side for the lifetime total of the railroad up to this moment. Liabilities, expenditures, or losses are indicated by figures in a specific color on screen (see the Technical Insert), or with a (-) sign in documentation illustrations. Figures in normal color indicate income gains, positive value of assets, increases in value of assets, and profits. Operating Funds is the cash you now have on hand. Stock assets are the value of your treasury stock and the stock of other railroads that you own. This value is a liquidation value, or what you could expect to get for it if you tried to sell it all right now. Because each buy or sell order tends to raise or reduce the price by 10%, the listed value is substantially lower than just the number of shares you own times the current price. PAGE 99 PAGE 100 Facilities include all of your stations, signal towers, and station improvements, valued at their purchase cost. Industries include any steel mills, factories, or other industrial sites that your railroad has purchased, also valued at purchase cost. Real estate is the value of the right-of-way that you have purchased when laying track, and does not include buildings which are listed under facilities. Track is the value of track you have laid, listed at what it would cost if laid during a Normal economic climate. Rolling stock is the value of locomotives and cars you own at their purchase cost. Note that most assets are valued at what they cost. For example, in the illustration above the C&R railroad has purchased 3 stations for $100,000 each, and they are listed as assets under Facilities as worth $300,000 in total. Real estate is an exception, in that it generally increases in value. Stock, both treasury and in other railroads, can fluctuate in value. In the year to date column is shown any changes in the value of assets during the ongoing fiscal period. The statement above shows that so far this period $132,000 in cash has been generated, treasury stock has increased in value by $90,000 and other railroad stock owned has increased by $40,000. A negative number appears in the rolling stock row for the current year if you eliminate cars from your trains, or replace or retire locomotives. The asset total for the railroad is the value at this moment of everything the railroad owns. The liabilities of your railroad are the bonds which you have outstanding and the stockholder's equity, the money they paid into your company to buy stock when it was started. In accounting terms the long term profit of your railroad, the money that it has earned, is the value of your assets minus what you owe bondholders (debts) and stockholders (equity). This profit figure is also known as retained earnings, or profits above investment and debts that have been plowed back into the company. PAGE 100 PAGE 101 In the case of the C&R railroad, it has assets of $1,330,000 versus equity and bonds of $1,000,000. It has made a profit of $330,000 in its operating lifetime. Income Statement Income Statement Income Statement; 1832 Economic Climate: Recession REVENUES: YTD: Total: Mail $ 0,000 $ 0,000 Passengers $ 32,000 $ 292,000 Fast Freight $ 31,000 $ 0,000 Slow Freight $ 0,000 $ 77,000 Bulk Freight $ 0,000 $ 91,000 --------- --------- Other Income $ 80,000 $ 0,000 $ 143,000 $ 460,000 EXPENSES: Interest / Fees $ 0,000 $ 40,000 Train Maintenance $ 0,000 $ 6,000 Track Maintenance $ 4,000 $ 22,000 --------- --------- Station Maintenance $ 9,000 $ 40,000 --------- --------- $ 13,000 $ 77,000 Operating Profit $ 130,000 $ 383,000 Stock Profits $ 130,000 The income statement reports earnings and expenses for the current fiscal period and for the lifetime of the railroad. The left hand column reports year to date (YTD) figures and the right hand column the lifetime total. The figures in the total column do not include the YTD figures in the left hand column. Revenue shows sources of income and expenses show where cash has been spent. The operating profit (or loss) is the money earned (or lost) in either time frame, calculated by subtracting expenses from revenue. Stock Profits indicates the gain or loss, so far this year, in the value of stock you own. The revenue for the freight classes, such as mail, passengers, etc., is the income earned for delivery of that type of cargo. For example, in the statement above, the C&R has earned $32,000 so far this year, and $292,000 in its history prior to this year, for delivery of passengers. Other Income is earned for delivering Priority Shipments and by restaurants and hotels your railroad owns in stations where passengers are delivered. Under expenses, Interest/Fees is the money you have paid out in Interest on bonds, interest on negative spending (spending money when your cash balance in $0 or less), and fees paid for selling or buying back a bond. Train, Track, and Station Maintenance are expenses you must pay for salaries and up keep of these items. Train Income Report From this report you can read at a glance how each of your trains is performing. The most important information is normally what the train has earned so far this year (YTD), what it earned last year (Last Year), and what its expected maintenance cost is for this year. The Train Class shows whether the train is a local, through, express, or limited. Under route is shown the stops the train is scheduled to make PAGE 101 PAGE 102 and a > indicator shows its next destination. Also shown is the train's name if it has one, correct icons for the types of locomotive and cars that make it up, and its average speed. If you have so many trains operating that they don't fit on one page, press the Selector 1 to flip to the next page of trains. Stock Price Graph This graph displays the relative prices of your own stock and the stock of the competing railroads. Across the top of the graph are the names of the railroads that have stock outstanding. Starting in the bottom left corner are colored lines that trace the changes in stock prices as the game continues. The lines on the graph are color coded with the names of the railroads above. Trace from the right-most end of any line to the left side of the graph to get an approximation of the current value of that stock. For example, the line with the same color as the C&R's name ends just short of the $20 line, indicating a price of around $18 per share. When a stock's price reaches or goes over $100 per share, the stock splits. Two new shares are issued for each one old share, and the price of the new shares is set at half the price of the old share. The scale of prices on the graph changes to reflect the splitting of a stock. PAGE 102 PAGE 103 The scale of the graph on the left side extends from $0 to $100 when a game begins. After a stock split the scale doubles so that it always can show the correct price of stocks. For example, the first time a stock splits, the scale changes from $0 - $100 to $0 - $200. In this way the correct relationship between the prices of split and unsplit stocks is maintained. Economic Climate The economic climate in Railroad Tycoon moves between Panic, Recession, Normal, Moderation, and Boom. Panic is the worst, and Boom is the best. The overall trend is a gradual movement toward better times, but sudden bad news can drop the economy quickly and far. The current climate affects the interest rate on bonds, the cost of track, the cost of double track, the cost of right-of-way, and the supply of cargos generated. Generally, things cost more and more cargos are generated in better times. Competing railroads are also affected by the economic climate. They normally have lower revenues in worse times, but may do more building to take advantage of lower costs. They may also roll over their bonds in good times to lower their interest costs. Changing economic climates offer you opportunity and challenge. The opportunity in good times is to possibly lower your interest costs by buying back high interest bonds and selling new low cost bonds. In bad times construction costs are lower and this can save you money if you can arrange to do your expansion then. Also, bad times may require you to reduce the number of trains or the cars on existing trains. Smaller, faster, full trains in bad times can be expected to make much more money than larger, slower, half empty trains. PAGE 103 PAGE 104 ADDITIONAL REPORTS In addition to Financial Reports, you may call up other reports for information about your railroad. These include a list of your Accom- plishments, an Efficiency Report, and a History of your railroad. These reports are available during play. From any display, pull down the Reports menu and choose from the list the report you wish to see. Accomplishments This report is simply a log of the important events that have taken place on your railroad during your presidency. Generally, any news that is sufficiently important to make it into the newspaper headlines is added to the list of your accomplishments. Examples of accomplish- ments are the initiation of service to a new city and new records set for earnings. Efficiency Report This report supplies information on how well your railroad is doing in taking advantage of opportunities to pick up cargos supplied along your system. The first part shows the total number of carloads of cargo that have been made available so far this fiscal period and during the previous period, and how many you managed to pick up. The percentage number indicates approximately how much of the available cargos you carried. The closer the percentage approaches 100, the more efficient your railroad is at taking advantage of profit opportunities. Ton-miles traveled is a measure of the capacity that you have moved. For example, a 40 ton car that travels 10 miles equals 400 ton-miles traveled. Ton-miles delivered is the number of tons delivered times the distance those tons were carried. If the 40 ton car is fully loaded when it traveled 10 miles and then delivered, it would equal 400 ton-miles delivered. The utilization efficiency is ton-miles traveled by your railroad divided into ton-miles delivered. It roughly tells you the percentage of time your cars are traveling empty. PAGE 104 PAGE 105 Revenue efficiency measures the money you make versus the number of ton-miles you carry. The dollar figure is an estimate of the money you earn per ton delivered. The higher the number, the more money you are making per ton, and the more efficient are your operations. History The history report is a replay of your railroad's accomplishments reviewed on the Regional Display that shows the growth of your railroad, the economy, and your competitors, up until now. The replay is carried out on a year by year basis. PAGE 105 PAGE 107 5. RAILROAD COMPETITION COMPETING RAILROADS Once the technology of trains on rails was demonstrated to be practical, railroads began appearing throughout the industrial world. The earliest roads had large areas all to their own, but that circum- stance didn't last. As more entrepreneurs and investors were dazzled by the glamor and apparent riches of railroading, the countrysides became crisscrossed with new tracks. Rival railroads fought for access to new or already lucrative areas. When in direct competition, healthier roads cut rates hoping weaker opponents could not afford the losses. The ultimate competition came in the stock market where rivals fought for control of each other's companies or other railroad pawns on the map. The people who ran railroads during the era of expansion were of all types, brilliant engineers, accomplished executives, shrewd financiers, incompetents, and crooks. Railroad presidents not only had to manage their own business, but understand the strengths and weak- nesses of their rivals and plan accordingly. In Railroad Tycoon you too have rival railroads to contend with. Watch out for competing railroads expanding and cutting you off, starting rate wars at key stations, or attempting to take control of your railroad in the stock market. In return, look for opportunities to cripple or take over your competitors. Getting control of one or more of your rivals may significantly improve the success of your railroad. Up to three of your rivals may start up their own railroads. These railroads are run according to the personality of the historic figure that is their president. For example, a railroad run by Jim Hill is always looking for new cities to build to. Roads run by J. P. Morgan or Jay Gould are adept at stock market dealings. PAGE 107 PAGE 108 You may not lay track across the track of a competing railroad, and you may not build a station within 5 squares of a competing railroad's station. You may lay track directly into a rival's station, triggering a rate war (see Rate Wars, page 109). Once competing railroads are started, you may buy and sell their stock in a manner similar to that for buying your own stock (see Calling Your Broker, page 97). If you can purchase enough of a competitor's stock, you take the railroad over (see Stock Market Take- overs, page 111) and can partially control it (see Controlling Other Railroads, page 112). PAGE 108 PAGE 109 RATE WARS Prior to government regulation of freight rates, a standard tactic of rival railroads serving the same cities was to cut rates. This drew business away from competitors, weakening them and hopefully driving them from the vicinity. The survivor could then raise prices to very profitable levels without the competitive pressure keeping them down. Your railroad may be the target of a rate war attack from a competing railroad, or you may use the rate war as a means of weakening a rival. To win a rate war you must understand what is going on and how best to proceed. A rate war is triggered when you either build track into a competitor's station or a competing railroad lays track into one of your stations. You receive a message announcing that a rate war has started, and the border around the Shipping Report of the affected station turns to the color signifying half rates. Until the rate war is concluded, the border remains in the halfrate color, signifying that all revenues for delivering cargo here are halved. A cargo that would normally earn $20,000 when delivered, earns $10,000 when taken to a station in a rate war. The winner of a rate war is decided by the local city council of the town where the war is underway. At the end of each fiscal period the council examines the service provided by the opponents and votes for which should be given a monopoly on service to the city. Beginning with the vote after the second fiscal period of the war, the first railroad to gain at least a 66% vote majority is declared the winner. The votes in a rate war are directly tied to the amount of cargos delivered to, and taken from, the contested station. For example, if the station demands coal, the more coal you can deliver there, the more votes in your favor. If the contested station has a large supply of wood, your vote total increases for every ton of wood carried away. The city council is affected by your record on every cargo that they supply and demand, so it is in your interest to devote special trains to servicing this station, regardless of revenue, just to earn votes. If a competing railroad loses a rate war, all of its track leading out of the station is torn up. If this leaves any stations isolated with no other track connections, then those stations are also eliminated. PAGE 109 PAGE 110 If your railroad loses, all of your facilities, track, trains, bridges, etc., within three squares of the station are eliminated. You receive no compensation for these losses. If you win a rate war, the station becomes wholly yours. The border around the Shipping Report for the station turns from the color signifying half rates, to the color signifying double rates. For the next fiscal period all cargo delivery revenues are twice the normal rate. Having shamelessly acceded to the town's every wish to win the rate war, you are now in the happy position of giving them a lesson in monopoly economics. You may not build facilities such as engine shops, post offices, etc., at a station in a rate war. PAGE 110 PAGE 111 STOCK MARKET TAKEOVERS In the latter half of the 19th Century, many of the greatest railroad battles in America were fought on Wall Street, far from the tracks and trains of the combatants. One way to neutralize a competitor was to take him over and make his resources work for you, not against you. Some of the more infamous railroad men of this period knew next to nothing about running a railroad, but were experts in stock manipula- tion. While building and operating your railroad, you must remain aware of the stock market dealings of your competitors. Given the opportunity, they may take over your company, loot it of cash, and put you out of work. You must protect yourself from that risk, and also look for opportunities of your own. It is possible for you to take over one or all of your competitors, and have them work for you thereafter. In addition to buying your own stock, you may purchase stock in any competing railroads. If at any time you hold over 50% of the stock outstanding (owned by the public, in the company treasury, or in your hands), you take it over and control it (see Controlling Other Rail- roads, page 112). Stock purchases and sales are made in a manner similar to those for your own stock (see Calling Your Broker, page 97). However, if the opposing management has bought the remaining stock you need and put it in the treasury, you can only buy the remaining shares by making a tender offer. Once the public has no shares left to sell, you may tender an offer for all of the shares you don't own. To do this call your broker from the Action menu and attempt to buy more stock in the target railroad. A new menu appears informing you that you must tender for all the remaining stock in the treasury at twice the current market price. You have the option of making this purchase or not. If you proceed to tender for the remaining stock, the cost is subtracted from your cash and you then own 100% of the stock in the railroad. Note that since you only need over 50% to retain control, you may sell off some of the stock now or later without losing control. However, if you sell stock to the point that you no longer own over 50%, you lose control of the railroad and it becomes a competitor again. PAGE 111 PAGE 112 CONTROLLING OTHER RAILROADS Controlling one or more of your competing railroads can help you financially and tactically. The value of their stock can increase, helping to increase the value of your own. You can transfer money from their treasuries to yours, or vice versa. You can attempt to have a controlled railroad build track that blocks other railroads from expanding, while your own railroad grows unhindered. Having obtained control of a rival you must decide how best to profit from its resources. Is the best course to invest in it, or have it invest in you? Use it as a blocker, or build it away from you to keep your options open? Have it start a rate war against another rival? Once you have taken control of a competing railroad, you may make some operating decisions for it. To operate a controlled railroad, pull down the Action menu, choose "Call Your Broker", and then pull down the Operate RR menu. You have four operating choices, as shown in the Operate RR menu below. Choose the "Take $100,000" and "Give $100,000" options to move money from the controlled railroad's treasury to your railroad's treasury, or vice versa. Money is normally moved in $100,000 amounts. Money may also be moved in $250,000 increments if a substantially large a mount of cash is available in either treasury, and the Operate RR menu changes to reflect this ability. Choose the "Buy Back Bond" option to order the controlled railroad to buy back one $500,000 bond. The railroad's cash and bonds are then reduced by $500,000. Controlled railroads only buy back bonds when you tell them to do so. They may never sell more bonds. Choose the "Build Track" option to order the controlled railroad to attempt to connect to a certain city. A text window opens giving you the opportunity to name the cities you wish it to build from and to. Type in the name of the city and press the Selector 1 key. Thereafter,  the railroad attempts to build to the city you named. If it is unable to build there for some reason, a message appears telling you this. PAGE 112 PAGE 113 Once you have taken control of a railroad, your exercising of this option is the only way the controlled railroad continues to build. You may build your tracks into the stations of a controlled railroad, creating Union stations. When this occurs, you automatically build a terminal (normal cost $200,000) for the cost of a station ($100,000). You may build facilities at Union stations. PAGE 113 PAGE 115 6. THE RAILROAD STORY THE ORIGINS OF RAILROADING The history of railroading can be traced back to rut roads in ancient Greek cities that are thought to have guided ceremonial carts. But the elements of railroading as we think of it all came together for the first time in 1825 when George Stephenson piloted his engine locomotion No. 1 along the tracks of the Stockton & Darlington Railroad, pulling a train of 34 cars. Preserved from that day is an account of the somewhat mystical beginnings of railroading from one of Stephenson's workmen. Having unloaded the locomotive from its wagon, mounted it on the tracks, and filled its boiler with water, the men discovered they had no match. While one man went off to get a lantern, Robert Metcalf used sunlight through his magnifying glass to light his pipe. Being practical he turned his glass on some hemp packing and soon had transformed the power of the sun into the fire of the first locomotive to pull a common carrier train. That day in September was a triumph not only for Stephenson and the founders of the railroad, but for all the other inventors and thinkers who had contributed to the new technologies and ideas brought together there for the first time. The combination of track, locomotive, and common carrier train, was to revolutionize the transportation of people and goods, and help change the world forever. The first component of the railroad to be developed was the track that guided the trains and cars. The benefits of moving wheeled vehicles along rails of some sort had been recognized for many years prior to 1825. By distributing the weight of the load along the rail and down through the track structure, very heavy loads could he supported. PAGE 115 PAGE 116 Without this weight distribution, the heavy steam locomotives that were soon to appear would be unable to move without sinking into the ground. A smooth wood or iron rail surface in contact with the smooth wheels of moving vehicles offered much lower resistance, or friction than the uneven roads or ground. Flanged wheels on the vehicles helped them adhere to the rail. The combination of rail and flanged wheel meant that heavy loads could be pulled by horses, and then steam locomotives, at unprecedented speeds. Rails served as guides, allowing a single power source to pull a long string of carrying vehicles and thereby spread the costs of power over more loads. Prior to rails, vehicles had to be moved singly, each with a single power source, usually a horse. Track was used prior to the 1820's primarily inside and outside of mines where the expense of its construction was practical due to the frequent movement of heavy loads. Other than for mines, tracks were rarely seen until tramroads appeared in the 1600's. Tramroads were tracks over which horses pulled specially wheeled wagons. Before tramroads became widespread, however, a new power source had appeared, the steam locomotive. The first practical demonstration of a steam locomotive occurred in 1804 when Richard Trevithick's engine pulled some ore cars along a tramroad in Wales. This early design did not generate the enthusiasm it deserved, but other inventors continued to search for efficient ways to transform high pressure steam into a locomotive power. The success of Stephenson's Stockton & Darlington designs, plus his later triumph at the Rainhill Trials of the Liverpool & Manchester, got the Western world's attention. Men of industry and science came from all over to see steam locomotive power first hand. Most went home impressed with the new technology and many drew up plans for railroads in their communities. The difference between the Stockton & Darlington and previous railroad experiments was that the train that Stephenson pulled was a common carrier. Anyone wishing to travel or ship goods could buy space on the train. The freight and passenger cars were owned by the company, and they promised to have the train depart from a depot at PAGE 116 PAGE 117 one end of the line and arrive on a schedule at another depot where passengers and goods unloaded. The Stockton & Darlington was the model for all future railroads. Railroads would have been only interesting toys if there were no opportunities for their profitable employment. By the 1820's England had witnessed the economic value and profitability of canal transport. The new technology of railroads promised even greater practicality and profits than canals because it offered greater speed and capacity, was cheaper to build, could be built anywhere, and could operate in any weather. PAGE 117 PAGE 118 THE ROLE OF RAILROADS Introduction The role of a railroad is to assemble and move trains of cars carrying goods and/or passengers from one place to another. Because they can move large loads over long distances for minimal costs, they are often by far the most efficient method of transportation available. Today in North America, mainline railroads principally carry freight. Passenger traffic is mainly concentrated in commuter traffic into and out of major cities, carried by local private or government owned lines. In most European countries, railroads still have important passenger business. Historically, the role of railroads has gone through many changes. Beginning as a special type of transportation with limited use, they expanded into the principal way of moving anything, anywhere. Their role in the economy has shrunk in scope today, but not in importance. Changes Over Time Prior to the Stockton & Darlington, railroads were adjuncts to the mining business. Only the steady volume and weight of mine traffic justified the expense of tracks, power, and cars. The typical train consisted of a horse or primitive locomotive pulling a few cars of coal or ore. The main cargo of the first Stockton & Darlington common carrier train was still coal, but the difference was that flour and passengers were also carried along. The railroad advertised that it was offering transport service to and from its terminal cities. Freight could be shipped by the package or the carload, and passengers were welcome. All the cars in the trains were owned by the company and arrangements were made with the railroad for loading and unloading. From this beginning of common carriage, the role of the railroad began to broaden and diversify. The first common carriage railroads were built to connect coastal cities with sources of raw materials in the interior. For example, the Stockton & Darlington, the Liverpool & Manchester, and the Baltimore & Ohio were all planned originally to increase the flow of trade to ports. This traffic did indeed flourish, and these early roads found to their delight that traffic going back to the interior grew as well. Very quickly passenger traffic in both directions far exceeded expectations, and railroads developed the concept of trains wholly dedicated to carrying passengers. PAGE 118 PAGE 119 The success of the first railroads inspired imitators, and soon railroads were being built everywhere. Every city and then every town wanted to be connected to its neighbors by rails. People and goods began moving back and forth by train in astonishing amounts. Access to railroads brought new industries and population into a region, increasing traffic even more. Dedicated railroads were built to serve individual industries such as coal mines and lumber mills. The cheap, fast, and safe transportation provided by railroads was an added spur to the economic growth of nations undergoing the Industrial Revolution. Railroads themselves benefitted from improved technology as steel rails and more powerful locomotives provided more efficient service. The peak of railroad mileage in the United States came in 1916. At this time most intercity transportation within the country was handled by railroads. Raw materials, finished products, livestock, and people moved throughout the country almost entirely by rail. Railroads Today Since 1916 the mileage of track in the United States has decreased nearly 25%, but surprisingly, the ton/miles of traffic carried has more than doubled. These changes were brought about mainly by the abandoning of parallel and branch tracks, and the consolidation of traffic. During the heady days of railway expansion many routes were overbuilt and the traffic could not support all the railroads trying to compete. Inefficient lines have now been mostly eliminated. When railroads hauled most of the passengers and freight for the nation, branches and spurs trailed off the mainlines in every direction, serving even the smallest industry or community. Today the branch line is all but gone from Class 1 railroads ($50,000,000 gross revenue per year), though many are being operated by local companies or governments. The major railroads have trimmed down to just their mainline trunks. Traffic is now concentrated at major freight terminals and large consolidated freight trains constitute the majority of traffic. As more of the transport roles that trains once provided have gone to other carriers, railroads have concentrated their business where they are most efficient. When freight can be quickly loaded into and dispersed PAGE 119 PAGE 120 from the large, fast, long distance trains that operate today, the costs of railroad shipping cannot be beat. The single most common railroad cargo today is coal carried to power generating plants, metallurgical industries, and ports for overseas shipment. Additional common cargos are containers or truck trailers on flat cars, iron and steel scrap, metallic ores, coke (the kind made from coal and burned to make steel), petroleum products, fabricated metals and machinery. When railroads became viable they quickly superseded canals, stagecoaches, and freight wagons as the principle method of ground transportation. For over 100 years they remained dominant. In the 20th Century many of their roles have been passed over to other transportation modes, such as automobiles, trucks, airplanes, barges and pipelines, but they remain extremely efficient in their core business. Railroads can be expected to have an important role in transportation for a long time, and in the future may find several of their previous roles restored. PAGE 120 PAGE 121 RAILROAD FINANCES Railroad Stock Railroads were some of the first great capitalized corporations. The expense of their construction could not be born by one man or a small group, especially when so much work had to be finished before the first train could run. For this reason, most railroads were originally financed by stock subscriptions. The new corporation began with a charter from the government, usually the state in the United States. According to this charter, so many shares of stock were authorized for sale, each share equalling a part ownership in the company. These shares were then offered to the public for purchase, thereby raising funds. In the Baltimore & Ohio's case, shares were offered at a price of $100 each, but you subscribed to the shares by putting up only a percentage of the cost, say $5. At regular intervals stock subscribers were expected to make additional payments until the entire $100 had been paid in. If you missed your payments, the ownership of the stock normally reverted to the company and your investment to date was lost. In return for your investment the company promised to begin paying dividends at a future date from the revenue it expected to be earning by that time. The great advantage of funds raised from stock sales was that there was no requirement that they be paid back. Investors were gambling that the railroad would be profitable, returning to them dividends and perhaps even an increase in the value of their shares. But if the railroad did poorly, their only recourse was to remove the president and bring in someone who could try to set things right. In addition to stock sales to the public, local or state governments would occasionally purchase stock to help finance a railroad enterprise thought to be especially beneficial to the community. A town might offer to buy stock to encourage a railroad to build into the area. For example, the Baltimore & Ohio built a line from Baltimore to Washington, D.C. at the request of the state of Maryland in return for the state buying a large block of B & 0 stock and other considerations. PAGE 121 PAGE 122 Railroad Bonds When stock sales dried up,the next alternative for raising money was to borrow it. This was most often done by authorizing and selling bonds to the public. The railroad agreed to buy back the bond at a fixed date in the future, and pay a fixed amount of interest each year to the purchaser. For example, if a 30-year 5% bond was sold for $1000, the railroad would receive $1000 today, pay $50 interest each year to the bond buyer, and after 30 years buy back the bond for $1000. The bond buyer was betting that the railroad would not fail, giving him a fixed return of $50 each year, and then returning his $1000. The railroad was betting that it could put the $1000 to work immediately in such a manner so as to generate enough future income to cover the, interest payments and pay back the $1000 in 30 years. The bond holder owned only the bond, he had no part of the railroad's ownership. However, if the railroad could not buy back the bond after 30 years, the bond holder normally had first right to any money raised from the sale of bankrupt railroad assets. Railroads tried very hard to keep bond holders happy and paid up, however, because the interest rates they had to pay and their ability to sell more bonds depended greatly on their previous record of payment. Land Grants The railroads in North America were often built into areas of low population where traffic was expected to be light for some time. Especially in the West where transcontinental railroads were thought to have important national benefits, the government subsidized railroad construction by giving the railroads large blocks of land. The railroads sold this land to raise money for construction. This system served very well, and by the late 1800's the western expanse was bridged several times. The land was sold to farmers and entrepreneurs who built new towns along the roads, accelerating settlement and soon generating rail traffic. However, the system was not regulated and many of the land grant railroads were rife with corruption and swindle. The most famous western fraud was the Credit Mobilier scandal involving the Union Pacific Railroad. The directors of the Union Pacific started a second company, the Credit Mobilier, and hired it (and PAGE 122 PAGE 123 themselves) to do the construction of the Union Pacific. They then proceeded to bill themselves about three times the cost of construction, pocketing the difference. By the time the Union Pacific completed its famous link with the Central Pacific, it was essentially bankrupt. Despite the scandals, stock and bond holder losses, and the large government give-away of land, the construction of the transcontinental railroads was considered a good investment for the nation. When the looted railroads were reorganized they generally proved to be good investments beyond their strategic value. It should be mentioned that one transcontinental road , the Great Northern, was built from Duluth, Minnesota to Seattle, Washington, entirely without government land grants. The Great Northern was the creation of James Hill, tough and often ruthless, but one of the great railroad builders of the age. Stock Market Shenanigans Unfortunately for many investors and bondholders, railroads and their stocks often became playthings in the hands of shrewd and skillful crooks. The result too often was a sudden railroad bankruptcy and financial ruin for investors. When the stock market worked as planned , the price of a stock at any one time was thought to be an accurate representation of the value of the company. But on Wall Street in the late 1800's, the stock market often behaved oddly, manipulated legally (for that age) and illegally. That time period was one of consolidation and competition in the railroad business, as overbuilding of railroads was reducing profits. Railroads looked to take over competitors or ruin them financially as a cheap alternative to lengthy rate wars. In this environment men such as Jay Gould, Jim Fisk, and Daniel Drew found opportunity. The most common ploy was to quietly accumulate a low-priced stock with little prospects, and then generate a lot of buying in it with rumors. Since it was relatively easy to borrow funds against stock values, rising prices generated more buying power that forced prices higher, and so on. At some point the original plotters jumped out, selling their accumulation at a profit, while the late comers watched their hot stock collapse. PAGE 123 PAGE 124 A more subtle strategy was the bear raid. A little judicious stock buying and the spread of some rumors in the right places were designed to get a stock's price flying upward. At the right moment the bears started selling short, or selling shares they didn't have at today's price, in the hope that they could buy them at a much lower price later, just before they were to be delivered. Their short sales helped drive down the stock, plus new rumors were designed to start panic selling. The raiders pocketed the difference between the price they sold at, and the lower price they paid later for the stock they delivered. For example, assume the raiders decide to attack the Erie's stock, a favorite target, now selling for $50. They begin buying the stock and spreading rumors that the New York Central is buying Erie. The stock begins to climb toward $80. The raiders jump in, selling Erie short at $80, or selling it but not having to deliver the stock for a week. They continue selling and spreading more rumors that the New York Central is not only not buying but planning a new rate war. The Erie stock plunges to $20 in 4 days. The bears buy back at $20, delivering the stock to the people who bought it from them at $80, and pocket $60 per share. If possible the two ploys were worked together, making money on both the way up and down. The danger in a bear raid was the risk that the stock you were shorting continued to rise in price, instead of fall, forcing you eventually to pay a higher price than you had already sold it for. If you sold short at $80 and the price rose to $100 before you could buy it back, you lost $20 per share. In one memorable case, Commodore Vanderbilt got wind of a bear raid on one of his stocks, and started furious buying. The short selling bears, led by Daniel Drew, were caught in a bear trap, as the price kept rising further above the price where they had sold it. Drew and his accomplices had to make a secret deal with Vanderbilt on his terms to avoid total ruin. Jay Gould and others took these games one step further by actually taking control of the Erie and other railroads and manipulating their stock prices from inside. The public may have been bewil- PAGE 124 PAGE 125 dered by the violent swings in the stock price of the Erie, but Gould and his friends were making money with each move. Several years later, the moribund Union Pacific, still feeling the effects of the Credit Mobilier scandal, fell into Jay Gould's hands for a very low price. The railroad immediately began paying large and steady dividends, and the stock price rose accordingly. When Gould sold out for many times his cost, the new owners discovered massive hidden loans that couldn't be repaid and the road went back into bankruptcy. By the turn of the 20th Century, new regulations on Wall Street had curtailed many of the manipulators' frauds. The Security and Exchange Commission and other government bodies were set up to protect industry and stockholder rights. Most of the villains of this age were brought down by either the government or their own excesses. Jay Gould eluded his enemies to the end, dying rich, but despised. PAGE 125 PAGE 126 CONSTRUCTING RAILROADS Where To Build The first step in constructing a railroad was obtaining a charter from the government (state or national). This empowered the railroad to build its connections by obtaining passage through private land with the government's right of eminent domain. Having decided that the proposed railroad would sufficiently benefit the community, the government made it possible for the railroad to obtain reasonable passage. Armed with its charter, the railroad sent its surveying parties into the field to search for the best route. The surveyors had to keep several factors in mind including changes in elevation, curves, the value of the land the road was to pass over, and the proximity of possible revenue sources. The two main concerns were to minimize grades and curves. A locomotive pulling a heavy train uphill has to devote increasing power to lifting as the grade, or percentage change in elevation, increases. A 3,000 horsepower locomotive pulling a 2,000 ton train (a 1.5 hp per ton train) can travel at 60 miles per hour on level track, but its speed drops to 22 mph on a 1% grade and 10 mph on a 2% grade. Lighter trains are less affected by grades. Straight tracks are easier to build and maintain, and allow trains to move faster. When a train is moving around a curve, part of the locomotive power is needed to pull the train around, and less is available for pulling forward. Also, the centrifugal force of the curve tends to push the cars out of the curve, putting more drag on the locomotive. In the early days of railroading extremely tight curves restricted the size of engines and cars that could negotiate them. In 1828 the surveyors of the first Baltimore & Ohio route faced the dilemma of choosing between tighter curves or steeper grades. Drawing on the limited information available from England and having little idea of the abilities of steam locomotives, they minimized grades and accepted exceedingly tight curves. This proved the wrong compromise as locomotives capable of handling grades soon became available. The curved track sections were a constant problem for the railroad, moreover, being rebuilt many times through the years. When its survey was complete, a railroad had a plan of the track, including where bridges, fills, and tunnels would be needed. Armed with the power of the state, the railroad bought the required land and the construction gangs began building the road. PAGE 126 ---- End of Part 2 ----ought to a station that serves a steel mill is converted into a carload of steel. A carload supply of steel is then available at the station. This steel could then be taken to a factory's station, converted to manufactured goods, and then carried finally to a station demanding goods. In this case, one carload of coal is converted into two successive carloads, each earning revenue. Priority Shipments The majority of railroad trains are run according to timetables. In this way the railroad can schedule its stops and equipment needs for efficiency, and its customers can confidently make travel and shipping plans. However, railroads are often requested to provide special trains for excursions, emergency s The third and final part... another 123K! PAGE 127 Track Construction The earliest track designs in America were modeled on less expensive English examples, including cast iron straps fastened to stone sills laid lengthwise, wood stringers laid lengthwise with iron straps on top, and iron straps on wood stringers laid on stone blocks. The stone construction was satisfactory for horse pulled cars, but absolutely unsuited for locomotives whose weight required give in the track for a  smooth ride. Some English roads were built of edged plates laid lengthwise, but these were too expensive for American use. Where wood crossties had been used instead of stone as a temporary expedient to save time and expense, they were found to actually work quite well. Wood proved to have the necessary resilience and cushioning effect required when steam replaced horses. In addition, track could be spiked directly into the wooden tie. The wooden ties used today weigh 200 pounds. They are pressure treated with 25 pounds of preservative to slow decay. Additional improvements include pre-drilled spike holes that reduce fiber damage and improve spike grip, and metal tie plates that spread the load of the rail over more of the tie to prevent tie cutting and crushing. The expected useful life of first quality ties has been extended to 25 or more years. In many parts of the world where wood is difficult to obtain, concrete ties have been used instead. The future of concrete ties depends on the length of their useful life, which is still being tested. Concrete ties require a new track structure because the dynamic action occurs between the tie and the ballast, not the tie and the tie plate of wooden tie track. The weight of increasingly heavy locomotives made strap rail dangerous as well as obsolete, because the straps tended to roll with the weight and separate from the roadbed. The disconnected ends, known as "snake heads", had an alarming tendency to pull up and pierce the bottom of cars passing over. Alternatives to strap and plate rails were bar rails rolled in the shape of an "L", upside down "U", "I", or "T". The flange of the L rail kept the wheels of the cars on the track. The U, I, or T rails laid on wood ties and run over by cars with flanged wheels were found to be the best system. The T rail, laid upside down, proved to have the greatest PAGE 127 PAGE 128 strength and is still used today. Robert Stevens, the son of early railroad proponent Colonel John Stevens, is credited with designing the T rail on a trip to England in 1830 to study English railroads. During his sea passage he whittled out of wood the first T rail, the familiar rail spike, and the tie plate, all used today in modified form. The T design did not become universal, however, until after the development of the Bessemer process reduced the price of steel from $300 per ton to $50. Prior to that cast iron (hard but too brittle) and wrought iron (strong but too soft) had been cheaper alternatives. As a nearly ideal construction material with a useful combination of hardness, strength, and stiffness, steel made the developing power of heavy steam locomotives usable. The iron rail that Stevens ordered in England weighed 15 pounds per yard; current steel rails are rolled out at 112 to 145 pounds per yard. Rail sections in North America have been 39 feet in length since the 1920's, so as to fit on 40 foot flat cars. The sections are bolted together at the ends. These bolted joints, however, are the weakest part of the track. They PAGE 128 PAGE 129 wear out first, and the reduced stiffness at the joint requires extra maintenance to minimize rough riding. An answer to this problem has been 1500 foot welded rails, made up of shorter rails joined as they are made. These long rails are transported and laid down by a special train, and laid only on high temperature days and with special techniques to minimize contraction and expansion problems. A 1500 foot steel rail would contract 1 foot if the temperature dropped from 100 degrees to 0 degrees without the special steps taken when it is laid down. Below the wooden ties to which the track is fixed lies the track ballast, usually consisting of crushed rock. Ballast holds the ties in place, spreads out the load from the rails, and keeps the track structure drained. If the ballast does not drain free of water, ice may put additional stresses into the rail and tie system, and the track may heave when it thaws. Soggy ballast also speeds the rotting of the ties. Below the ballast is the subgrade, earth accumulated and tamped down so as to support the track pressure from above in all weather conditions without settling. Drainage ditches are normally dug to the sides of the subgrade to improve drainage. In only a few instance can track be laid directly on the ground without some subgrade preparation. In his book about modern railroading, John Armstrong describes 4 diesel locomotives linked together rounding a curve at 70 mph being guided and supported by 260 feet of track. Combined, these locomo- PAGE 129 PAGE 130 tives weigh 750 tons. The track below them consists of: o 11.5 tons of steel rail, held in place by o 600 lb. of spikes, and resting on o 3.1 tons of steel tie plates, resting on o 16.7 tons of crossties, resting in o 130 tons of crushed rock ballast, which in turn is resting on the subgrade and right of way below. Bridges In 1940 there were nearly 4,000 miles of track in the United States laid on bridges, enough to stretch from New York to London. Bridges were found immediately necessary to cross rivers and other obstacles in the geography because railroads had to minimize the elevation changes on their lines. Preferred construction materials were either stone, wood, or metal, depending on the location, engineering science and technology of the day, and cost. For the earliest railroads, especially in England, stone was the preferred material for bridge construction. The science of wood bridge building was not advanced, and the early builders were making their best guess as to the future demands on the bridge. These early English structures had great beauty and durability, and the English continued to build in stone when it could be afforded. The Baltimore & Ohio in America emulated the English, building its first four great bridges and viaducts out of stone as well. But it was soon realized that the expense and time of construction made stone generally impractical in America where the distances covered were so great and the number of bridges needed so large. Necessity being the mother of invention, American engineers turned to wood as a cheap and fast alternative to stone. Wood was very plentiful in America and often right at hand for the bridge builders. Engineers found that bridge parts could be prefabricated and then brought to the bridge site for installation. In this manner the B&O was able to replace wooden bridges burned by Confederate troops at Harpers Ferry in a matter of days. PAGE 130 PAGE 131 Where stone was not practical, English engineers turned to long iron plate girders laid end to end and supported by stone piers. These were practical in England because of the relative availability of cheap iron versus wood. English railroads as well, were more profitable than American roads of the period and more capital could be raised for permanent structures. American railroads continued experimenting with wood first, and then iron construction techniques. The result was the truss bridge, first of wood, then wood and iron rods, and then the all iron truss bridge. Trusses linked together in spans could inexpensively bridge a large distance. A major step in the improving science of civil engineering came in 1847 with the publishing of a study analyzing the stresses in truss bridges. When cheap steel became available, it surpassed all other materials in bridge construction. Its characteristics made it an ideal and economic choice, and opened the way for new designs such as the steel arch, the suspension bridge, and the cantilever. The first all-steel bridge was built of truss spans in 1879 across the Missouri River at Glasgow, Missouri. Each member, or part, of a railroad bridge must be calculated to support several loads and forces, including the weight of the bridge itself, the weight of the locomotives and cars expected to pass over it, the sideways thrust of swaying vehicles, thrusts generated by trains attempting to stop on the bridge, and side pressures of the winds. As train weight, size, and speed increased, there had to be a corresponding evolution in bridges. Tunnels In those cases where a ridge or hill must be passed by a railroad, a tunnel may be the economical solution. The engineers have to estimate the costs of tunnel construction versus alternative track arrangements to bypass the obstacle, and then the railroad manager have to evaluate the effects on their operations of the alternatives. In the United States, tunnels have been the chosen alternative in over 1500 locations. PAGE 131 PAGE 132 Tunnels were not a new idea, having already been found useful for canals. The earliest canal tunnel was built in France in 1678. Even in the United States there were at least two canal tunnels before the first railroad tunnel was built. A tunnel is simply a hole bored through a mountain or hill. The construction crew works its way through the mass with drills and explosives, attacking the face of the tunnel and removing the debris. Where practical the tunnel is built from both ends towards each other to speed construction. In some cases shafts are sunk from the top of the hill down to the tunnel elevation and new bores are built out from the middle, increasing the working faces. The earliest railroad tunnels were dug with hand drills and black powder. Later in the 19th Century pneumatic drills became available, as did a superior explosive, nitroglycerine. Tunneling could be dangerous work, especially under rivers when added precautions were necessary to prevent collapse. A common practice was to send the tunneling parties ahead of the railroad so that the tunnel might be ready when the tracks reached it. In America, railroads often built some expedient track to get the line operating while work progressed on tunnels that would eventually become the mainline. The longest through railroad tunnel in the United States is the 7+ miles Cascade Tunnel finished by the Great Northern (now Burlington Northern) in 1929. The shortest tunnel in the United States is the 10 yard Bee Rock Tunnel finished by the Louisville & Nashville between Kentucky and Virginia in 1891. The longest railroad tunnel in the world is the 33+ miles Siekan Tunnel in Japan between the islands of Honshu and Hokkaido. Slightly less impressive is the 30 mile Channel Tunnel or "Chunnel' between Britain and France, expected to be completed by 1993. PAGE 132 PAGE 133 OPERATING A RAILROAD Passenger Service In the United States today less than 3% of railroad revenue comes from passenger service, mainly because travelers prefer the convenience or speed of automobiles and airlines. In Europe and other areas this is not the case because greater congestion and population densities make railroads important people movers, and automobiles and highways are not as commonplace. Historically, however, passenger traffic was significant. The earliest railroads were planned to be freight haulers, but the large revenues that quickly materialized for carrying passengers were a pleasant surprise. Not only did travelers abandon the road coaches of the day, but new traveler's flocked to the stations, attracted by the speed, low cost, and novelty of rail travel. For most of the 19th Century and the early part of the 20th, railroads were the prime means of intercity transport. By the early 1900's industrialized nations were crisscrossed by tracks reaching every community. You could reach any town in the country by train. The alternative remained travel by coach or horseback on often poorly maintained roads. Catering to the demand of the growing middle class, railroads regularly scheduled passenger trains promising speedy and comfortable service. Salon cars, bar cars, dining cars, sleeping cars, observation cars, and others were designed to enhance the experience of traveling by train, even overnight. As part of their publicity campaigns and competition with each other, railroads in the Golden Age invested disproportionate funds in their passenger service. High speed luxury trains, rigid timetables, elegant hotels, restaurants, and elaborate stations all served to impress the public with the grandeur and prominence of the providing railroad. The public goodwill and prestige earned by highly visible passenger service was expected to make the railroad more attractive to freight shippers and investors. Passenger service was generally divided into three modes: local trains that stopped at every station along their route, through trains that covered a larger route making only a few stops, and the crack prestige trains normally running between major terminals at each end of the railroad. In addition, passengers often had a choice of travel PAGE 133 PAGE 134 classes as well, and could pay higher fares to travel in privacy and luxury. This was especially true in Europe. Local trains were relatively slow, stopping at every small station between two major terminals. For example, a local train might stop at all stations between New York and Philadelphia, connecting passengers in the smaller communities with the major cities at the route's ends. At the same time, through or limited trains ran non-stop, or with only a few stops, back and forth from major cities that generated enough traffic to support the service. A through train from Philadel- phia to New York might stop at only a few communities, such as Trenton. A person wishing to go from Princeton to New York could catch the local to New York, or the local to Trenton and then catch the through train to New York. On important routes such as New York to Chicago or London to Edinburgh, railroads put on crack trains and competed fiercely for the honor of providing fast and luxurious service. It was believed that these crack trains were the main standard by which the railroad was judged, so every effort was made to keep the quality of service high. Normally these trains covered long distances making few, if any stops. By the end of the Golden Age, many of the crack trains were as well known as the railroads that operated them. Examples of crack trains were the New York Central's 20th Century Limited, the Pennsylvania's Broadway Limited, the Santa Fe's Super Chief, the London & North Western's Irish Mail, the London & North Eastern's Flying Scotsman, and the Orient Express. In North America, the decline in intercity passenger traffic is directly linked to the automobile, the extensive highway system, and airline growth. By the late 1960's passenger traffic had dropped so much that many railroads were facing bankruptcy trying to maintain service mandated by Federal law. Ultimately, most of the Intercity traffic was taken over by a government corporation, Amtrak, that now provides this service on a much reduced scale. However, Amtrak is still not profitable and requires a large government subsidy to maintain operations. PAGE 134 PAGE 135 Freight Service The principle business of railroads has always been the hauling of freight. The first railroad of any kind was built to haul coal, and the first train pulled by a steam locomotive carried iron ore. As railroads developed into common carriers, prepared to haul anything in their cars along their tracks, they came to carry every cargo imaginable. The earliest freight cars were wagons modified to run on rails. Some of these were built to haul specific cargos such as coal and ore, but most were just open wagons into which sacks and barrels could be packed. The transfer of freight to and from train cars was handled by brute strength at a rudimentary station building or platform. As railroads and the demand for their services expanded, new equipment and techniques were developed for handling and shipping cargos. One advance was designing cars to carry specific cargo types. Among the earliest of these were hopper cars to carry bulk items such as coal, ore, sand, and gravel. The familiar box car replaced the wagon as a general cargo type, providing protection from the weather. Flat cars remained useful for odd shaped items. Later developments were tank cars for transporting liquids, gondolas (a flat car with low sides), livestock cars, refrigerated cars (first with ice and then electric cooling), mail cars (for sorting mail enroute), and others. The history of the railroad freight business has been a continuing evolution of the process of getting the shipper's freight onto a train for shipment, and off again fr delivery. Railroads are undeniably efficient once the cargos have been placed into trains, but the efficiency can be squandered if pickup and delivery are too costly. The first freight cars were mainly loaded at a stop or station on the line where the cargo was moved from wagons onto the train cars. At the other end, the receiver's wagons picked up the load. The work was done mainly by hand and was slow, but was the only alternative for small, less-than-carload shipments. For shipments the size of an entire carload, other transfer methods were developed. An early idea was to set up an area of team tracks and access roads where shippers loaded and unloaded entire cars that they arranged to meet. The name is retained from the days when wagon teams met the trains. If a customer consistently generated sufficient business, tracks were laid to his door, and cars were directly delivered and PAGE 135 PAGE 136 picked up by passing trains. For a consistently large customer, such as a coal mine, entire trains provided service, special chutes or docks were built to speed loading and unloading, and even special cars were built, as noted above. In these ways the process of transfer was speeded up for both the railroad and customer. In a manner similar to passenger trains, freight trains were scheduled as local trains, through trains, and even some express fast freights. In addition, there was the unit train. Local freights originated at a major freight yard on the line, and would travel on to the next yard, collecting and setting out cars at the sidings of shippers. Starting out with cars to be delivered to shippers along the way, it would reach the other yard made up of cars filled by businesses for delivery elsewhere. When the local freight reached the yard at the end of its route, it was broken up and the individual cars were placed into through trains headed to a distant yard destination. At its destination yard, the through train was broken up and its cars placed in another local freight for delivery. Through trains traveled non-stop between major freight yards and were made up in the yard of cars collected by the local freights for delivery elsewhere on the line. A through freight might stop at several yards along the route, adding at each a few more cars also headed for the train's destination. The crack, or fast, freights moved valuable or perishable cargo that required fast shipment, such as milk, livestock, produce, etc. They generally traveled non-stop from one yard or customer to their destination. The unit train is made up entirely of one cargo, usually carried from one shipper to one destination, and is an example of railroading at its most efficient. Most unit trains carry coal from a mine to a port or steel mill, where the coal is quickly unloaded by special equipment. Unit trains may travel thousands of miles without a consist change and can weigh up to 13,500 tons with their locomotives.  Each business day in North America, approximately 100,000 freight cars are loaded at industrial sidings, at team tracks, or by special equipment such as coal chutes. The average freight train consists of 66 cars, weighs 2080 tons, and travels at 17 mph, PAGE 136 PAGE 137 including all delays enroute. Within that average, however, are many varieties of trains such as a local delivering newsprint to a downtown newspaper, a long drag of coal cars headed from Virginia coalfields to Norfolk, or a fast freight of California produce headed for New York. Making Up Trains Trains are assembled in freight yards or terminals under the direction of a car distributor. His job is to supervise the break up of each train entering the terminal so that cars are placed into proper trains for the next stage of their journey. He receives information from the yard crew and the railroad's computers on what is arriving, and balances this information with empty car requests from shippers in his division and orders from other car distributors elsewhere on the line. The car distributor makes up a switch list that tells the yard crews on which tracks and in what order the new cars are to be placed. Within the yard certain classification tracks are assigned to each of the new trains being made up, the west bound local, the east bound local, the through freight to the next major terminal, etc. Within these trains, cars headed to similar destinations, such as a paint or furniture factory, are kept together in blocks. Blocks are placed in the trains in the order that they are to be dropped off. The work of the yard crew is done by either flat or gravity switching. In flat switching a relatively light locomotive is used to get the waiting cars and place them into the new train. This is a slow and laborious process, requiring many engine movements, track switches, and a nimble crew. This push-and-pull switching has been part of railroading from its earliest days, and is still carried on in all small yards and even some large ones. Where possible, railroads alternatively employ gravity switching. In this process the arriving train is slowly pushed up a hill or hump, and each car is automatically uncoupled at the summit. The free car then rolls down the hill and is switched and braked from a control tower so as to arrive in the correct classification track. The work of the yard crew is reduced to pushing the train over the hump. The classification work is done by the tower staff. PAGE 137 PAGE 138 A hump yard was first successfully operated on the London & North Western at Edge Hill, near Liverpool, in 1873. The Pennsylvania Railroad opened the first American hump yard in America at Greensburg in 1882. In these early yards, men were stationed at each switched down the hill and signalled to properly direct the cars. Other men actually rode the cars down, turning the brakes by hand to control car speed. Cars were classified by clerks who checked the waybills from the arriving conductor and marked the cars with chalk. Today the hump switches are controlled electrically from the tower, and the cars are slowed by retarders along the tracks that squeeze against the wheels as they pass. The drop of the hill and the classification tracks are carefully designed to help control car speed. Cars are classified by electronic codes read off their sides, and the information is almost immediately available on the tower's computer. A single hump yard can classify up to 1500 cars in an 8 hour day, and as many as 3,500 in a three shift day. Once the classification is complete, the train is pulled forward into a departure yard, and road locomotives join up. In some cases the classification yard produces only blocks of cars, and in the departure yard the blocks are assembled in station order to be dropped off, and then the road locomotives join. At this point the train is ready for its journey. Moving Trains The primary revenue producing railroad operation is moving trains from one place to another. In the United States today the average mile of track in freight service carries about 5.5 trains per day. However, 67 percent of the traffic travels over only 20% of the existing mileage, so the mainlines carry much more of the load. Once all the track and yards are in place, the efficient movement of trains depends on having the correct locomotive available for power, a safe way of controlling congestion, and a good mix or schedule of trains operating to meet the demand for service. When the early railroads converted from horses to steam, man loaded cars could be put into a train because of the enormous increase in motive power. The first steam locomotives were not differentiated by task, but as the technology improved, some designs were found PAGE 138 PAGE 139 capable of greater speed and others more pulling power. At this time the distinction began to be made between smaller fast trains, primar- ily for passengers, and slower, more powerful trains, primarily for freight. Fewer but larger drive wheels produced higher speeds when pulling relatively light loads. This resulted in the popular American and Ten-Wheeler designs in the United States, and the graceful single driver locomotives in Britain. These locomotive types remained useful and popular from the 1840's until the 20th Century, when increased train sizes and new technology passed them by. Where pulling power was more important than speed, especially over the grades typically found in North America, new designs such as the Mogul and Consolidation developed. With their heavier weight and greater traction, they were capable of pulling greater train weights and climbing grades. In England the 0-6-0 goods engine performed a similar service for many years with very little design change. On United States railroads today, diesel-electric locomotives provide most of the power, and they have proved to be much more versatile than their steam ancestors. Only six different basic locomotive types are now being built, ranging from light industrial switchers to Amtrak's 3600 horsepower passenger engines. These types are differentiated by horsepower and traction, and within types, gear ratios can be adjusted to change running speeds. A railroad meets its power demands by choosing a locomotive type of certain gear ratio, and linking several engines together if necessary. In this way an efficient amount of power, traction, and speed is provided for moving the train in question. Once the train is powered and ready to move, it is placed in the hands of dispatchers who control movements over the road. The track of the railroad is divided into manageable parts, usually called divisions, each with its own dispatcher. His job is to move trains over the tracks efficiently and safely. He must allocate a limited resource, space on the tracks, among the waiting trains so that the railroad fulfills its obligations with a minimum of trains sitting idle. To help dispatchers do their jobs, trains historically have been rated for importance, with higher class trains being given priority over PAGE 139 PAGE 140 others. The highest value trains are normally the fastest, as well. Dispatchers organize train movements by first planning the schedule of the highest value train, then the second highest value, etc. Passenger and express freight trains were normally given priority over freight trains due to the relatively high revenue of a passenger train and the high public profile of the passenger business. Among passenger trains, the crack express trains were normally given priority over their entire route. Next in value were through trains. Local passenger trains still had priority over most freight trains, but occasionally an express fast freight was more important. Among the freight trains, regularly scheduled fast freights were normally given priority, but a special freight that was put on might override the normal arrangement. The lowest priority freights were the locals, stopping many times along the division to set out and pick up cars. They had to get out of the way of just about everything. Once the dispatcher has an understanding of the priority of trains expected to pass over his division, he plans how the movement is to take place and passes out the orders to the trains. In these orders the conductors on the trains are told when the train should be at various points on the line. If this timetable is followed then the railroad should be running efficiently. The dispatcher then oversees the movement of trains from his tower by keeping track of their location on a control board. On this board are displayed the various tracks and switches of the line and the current positions of all trains, stopped or moving. The track of the division on the board, as well as on the line, is divided into blocks by signal towers. Once a train has entered a block, that block is normally closed to all other trains until the first train has passed through. By this system, if the signals are properly obeyed, collisions are avoided. Inside each train's locomotive, the crew conducts the movement of their train as ordered. The dispatcher monitors their position on his board by messages from signal towers reporting passing trains, and from direct communication with the locomotive crew if necessary. Due to any number of factors such as accidents, engine trouble, bad weather, etc., the dispatcher's original plan often must be modified. PAGE 140 PAGE 141 By changing signals and switches, the dispatcher can hold up or reroute certain trains to let others pass. The crew on the train can only control whether the trains moves forward or backward, and train speed. Where the train moves is controlled by how the dispatcher sets the switches the train passes over. By his control of switches, signals, and train orders, he orchestrates the movement of the trains. On some parts of the railroad, especially in mountain districts or on single tracks, the movement of trains presents especially interesting problems for the dispatcher and train crews. Where the problem is an extended region of steep grades that sharply reduce train speed, the solution is often to change locomotives at the beginning of the mountain region. More powerful mountain engines pull the train over the grades, and then hand the train over to lighter engines more suited for speed on the level land below. Where the problem is a single relatively short grade and the line is not crowded, an alternative solution is doubling the grade. In this maneuver the locomotive takes half the train only to the top of the hill, leaves it in a summit siding, returns for the other half, and then rejoins the parts at the top and continues downhill. Another solution to the grade problem is adding helper engines, either as pushers or double heads. A pusher engine joins the train at the bottom of the grade by coupling on the end, and then applies its power to the back of the train. When the summit is reached the pusher uncouples while moving and the train continues with minimum stopping. Double heading places an extra locomotive at the front of the train. This requires more switching and time, but is desirable for passenger trains because it reduces the discomfort that normally results from the combination of pushing and pulling engines. On single tracks the dispatcher must deal with trains coming together from opposite directions, called meets, and faster trains overtaking slower trains, called passes. Operations on single track roads require the judicious placement of double-ended passing tracks where trains can pass each other. Passing tracks are designed to hold entire trains where possible, but terrain, right-of-way cost, and local PAGE 141 PAGE 142 ordinances often prevent this and the dispatcher must keep in mind the variable size of sidings when planning meets. Where one or both meeting trains do not fit on sidings they must stop and maneuver past each other by breaking up the trains and moving manageable parts back and forth until they are entirely clear. These maneuvers are known as saws when one train only can fit on the passing track and double saws when neither train fits on the passing track. An efficient railroad keeps an adequate schedule of trains running along its routes to provide service that is competitive. This schedule depends on a proper mix of locomotive and car types being available and proper management of moving trains by crews and dispatchers. An inefficient railroad can have the wrong equipment attempt a task, raising costs, offer an inadequate schedule, or regularly fail to meet its schedule and lose customers to the compe- tition. PAGE 142 PAGE 143 STEAM LOCOMOTIVES Introduction The enduring symbol of railroading is the steam locomotive, one of the most marvelous and fascinating machines that man ever created. They were tangible proof in their time of mankind's ability to conquer the known world with technology. In the span of one generation, the speed limit at which people could travel rose from the few miles per hour limit that had remained constant since the domestication of the horse, to nearly 100 mph. For their day they were a combination of the automobile, the airplane, and the space shuttle. The marvel of the machines is that they were so large and so solidly heavy, yet could move so fast and so gracefully. That they could move at all seemed a great achievement when their mass was viewed up close, and it was difficult to comprehend how the power was generated to pull the enormous loads they dragged. They were incredible machines in their day, consisting mainly of a fireplace and a tank full of water, but capable of great power and speed. The fascination with steam locomotives derives from their physical presence and from watching, smelling, and hearing them work. Standing next to one of the last generation of steam locomotives, you cannot help but feel dwarfed by its height and breadth. The polished connecting rods look like the largest wrenches ever made, and the top of the drive wheels are at eye level or more for most people. Standing near a moving locomotive you feel the perceptible tug of the machine driving past, pulling the wind with it, and sucking you off of your feet. At rest the engine gives little indication of its capability. The only apparent movement in a fired up locomotive are tendrils of smoke and steam, and possibly the preparations of the train crew. In motion, the locomotive is the picture of undeniable, massive power. The wheels turn, the burnished connecting rods shimmer, the dust rises, and the smoke and steam puff from the stack, all in a delightfully precise choreography. The smells of the locomotive are the smells of engines: oil, grease, coal, hot metal, a roaring fire, and boiling water. This is the no nonsense smell of work being done. The sounds of a steam locomotive give it credence as a living, breathing being. The hiss of an idle engine sounds like the boiling of the giant teapot that the locomotive nearly is. The chuff-chuff of steam PAGE 143 PAGE 144 escaping the cylinders and venting through the stack is the breath of this colossal iron horse. The blast of the steam whistle, whether in the distance or up close, is the call to travel and adventure. The clanging bell of a locomotive approaching a station means your wait is just about over, or your adventure is about to begin. In most of the industrialized nations, the steam locomotive no longer works hard for a living, but is kept running as a tourist attraction or museum piece. That so many are still operating is a testament to the fascination they inspire. Making Steam When water is heated in a container, it begins to boil, or be converted into a hot gas of water vapor called steam. The important factor in this process is that steam takes up a much greater volume of space than the equivalent amount of water, over 1500 times as much space. If the steam in the container cannot escape, the energy of expansion becomes pressure building up inside the container. If the pressure gets high enough it splits the container open. The objective of all steam engines is to capture the pressure of the expanding steam and make it do work. This is usually accomplished by building up the pressure to a certain level in a boiler, and then opening a path of low resistance that the pressurized steam can escape down. Along the escape path, however, the steam must push a partially resistant blockage out of the way. This blockage is a piston, and the steam pressure forces it back down a cylinder until a valve opening is uncovered allowing the steam to escape. By opening and shutting separate escape paths from the PAGE 144 PAGE 145 boiler, steam pressure is alternatively directed to opposite sides of the piston, pushing it back and forth. This push-pull motion of the piston can then be converted to power. The first step in making steam in a steam locomotive is to boil water. This is done in the boiler, the long tank that makes up most of the length of the locomotive. At the back of the boiler, just in front of the cab where the crew is located, is the fire box. In the fire box the fire is built that heats the water. In the early locomotives wood was the usual fuel, but coal became more common later on. Some locomotives burned oil where it was cheaply available. The fire is fed by hand or automatic loaders. The draft necessary to provide oxygen comes from a grate at the bottom of the fire box and is pulled through the box and out tubes that extend through the boiler to the smoke box below the smokestack. Air passes through the grate and is heated in the firebox. As it passes down the tubes to vent out of the stack, it heats the water that surrounds the tubes in the boiler. In this way the heat of the fire is transferred to the water, making it boil and convert into steam. Inside the boiler the steam begins to accumulate, gradually filling and expanding. When it tries to expand, it has no outlet and the pressure inside the boiler increases instead. When the pressure gets sufficiently high, the locomotive is said to have "steam up" and be ready to move. While the locomotive is getting up steam, the crew is overseeing the process. The fireman is responsible for building the fire and maintaining sufficient water in the boiler. The engineer lubricates the connecting rods and other working parts of the locomotive, inspecting it for any prob- PAGE 145 PAGE 146 lems. As steam builds the engineer keeps track of the pressure to be ready when the locomotive can move. Steam Power When one steam pressure is sufficient, the engineer opens the throttle. This opens the escape path for the steam down the "dry pipe" to the cylinder valves and pistons. The valves pass the steam through into the cylinders where the steam builds up pressure against the piston. The piston is designed to give way under sufficient pressure and it begins to move backwards. The pistons are connected by massive rods and other connecting gear to the drive wheels. The motion of the pistons is converted by the complicated connecting gear into movement by the wheels in one direction, either forward or backward. At the same time, the cylinder valve over the piston is connected to the wheels and the wheel motion moves the valves back and forth. The motion of the valves opens and closes vents into and out of the piston cylinder for the entry of new steam and exhaust of spent steam from the opposite sides of the piston. The engineer controls the speed of the locomotive with the throttle. By opening and closing the throttle he lets more or less steam into the cylinders. The amount of steam let in controls how fast the pistons move back and forth, and thus the speed of the engine. Development and Decline By the 1850's, most of the basic principles of steam locomotive power had been discovered. Thereafter, the development of the locomotive was a matter of making them larger and more powerful, and only a few significant advances in technology were made. The larger weight and increased power was made possible by the availability of cheap steel that could be made into the heavy rails necessary for the support of heavy trains and engines. One of the most important later inventions was the idea of using the exhaust steam from the cylinders, now low pressure steam, to power a low pressure cylinder. This was called compounding, and the massive compound engines of the 20th Century were the pinnacle of steam locomotive development. The Union Pacific Big Boy, a 4-8-8-4 weighing over 500 tons, was capable of generating over 5,000 horse- power. PAGE 146 PAGE 147 Steam locomotives were made obsolete by the development of the diesel- electric locomotive in the 1930's, even though steam power continued in use on North American roads into the late 1950's. The advantages of the diesels were mainly that they were cheaper to operate and more reliable. Diesels could be linked together in tandem under the control of one crew and do the work of several steam locomotives and crews. Diesels also converted more of the energy from their fuel into power. Despite their obvious inferiority, however, steam locomotives are still in use in a few nations, notably China and South Africa, where coal is plentiful and oil dear. In addition, railroad buffs and museums in the industrialized nations have preserved a remarkable number of operating steam locomotives. The thrill of seeing a steam locomotive in full flight is still to be felt, even if only on Saturday afternoons. PAGE 147 PAGE 149 7. NOTES AND CREDITS RAILROAD TYCOON WORLDS Map Generation When starting a new game of Railroad Tycoon you choose one of 4 different worlds for the location of your railroad. Your choices are: Eastern USA, 1830 Western USA, 1866 England, 1828 Europe, 1900 Each world approximates the geography of the region portrayed, but no world exactly duplicates the real geography. Each new map is generated from a base map that represents the economic geography prior to the time period of your game. From this point a new mix of resources and industrial growth is placed. As a result of this process, each game you play must be different because the growth of cities and location of industry is never the same. In one game New York is a great city, but in the next it may be just a village. The best location for railroads is therefore different from game to game. Once you have made your opening choices of play options, the game begins by placing you at the Regional Display. In order to read the map of this display you must refer to the Regional Map Chart in the Technical Supplement. This chart explains what type of geography is represented on the map by each color. Specific Map Features The worlds in Railroad Tycoon differ slightly in the mix of resources and industries that are present. These separate mixes result in some different cargos being available only in one world or another. For a description of the map icons and what they represent in each world, refer to the World Economies Chart on the Player Aid Cards. PAGE 149 PAGE 150 The Western USA world has some unique features. Revenue earned for carrying cargos on east-west routes are double what would be normally expected. Revenues earned for carrying cargos on north-south routes are half what would normally be expected. These effects are designed to encourage east-west railroads. In addition, completing a railroad connection from the east side of the Mississippi River on the right side of the world to the Pacific Coast on the left side of the world earns a $1,000,000 bonus for achieving a transcontinental railroad. Game Scale The four game maps have been built in a square grid. Each position on the grid is referred to as a map square throughout this manual. The speed of trains, the distance they travel, and the distance effect on revenue earned is kept consistent between the worlds, despite the fact that the worlds have been built to different scales. In addition, adjustments are made when building or traveling in a diagonal direction to account for the difference in distance when traveling diagonally, as opposed to horizontally or vertically within a grid. Game Time A game of Railroad Tycoon is broken into fiscal periods for accounting purposes, and each period lasts two years. At the end of a fiscal period, you are normally shown a number of fiscal reports to review that concern your railroad and any competing railroads that may exist. While your reports detail the operations of your railroad for two years, the numbers are actually derived from the operations of your trains for only one 24 hour day, converted into what would be expected from these operations over an entire year. The operation of one of your trains in the 24 hour period, represents many trains running that route over the two years. When a Train Arrival Announcement reports the arrival of one of your trains at a station, the time of the arrival is also noted. The hour of the arrival corresponds to the 24 months in the fiscal period. 12:00 AM corresponds to January of the first year, 1:00 AM to February of the first year, etc. PAGE 150 PAGE 151 LOCOMOTIVE ROSTER The locomotives included in Railroad Tycoon were chosen to represent important historical designs and evolving technology. When each game begins, only one or a few locomotive types are available for purchase by your railroad. As time passes, technology improves and better locomotives can be purchased. Eventually the older types cease production and are thereafter not available. Each locomotive included in the game is listed below with an illustration and descriptive notes. Included with the notes are some suggestions on how best to employ the locomotive types in the game. The North American locomotives appear in the Eastern and Western USA games, and the European engines appear in the England and Europe games. North American Locomotives 0-4-0 Grasshopper: The first of these locomotives was built by Phineas Davis of York, Pennsylvania, winning a $4,000 prize offered by the Baltimore & Ohio Railroad for a 3-1/2 ton coal burning locomotive. They were called grasshoppers because their motion resembled that insect. They were front heavy, moving with a pitching motion, and their vertical rods moved up and down to power the wheels like a grasshopper's hind legs. These four wheeled vertical boiler engines were ideal for the sharp curves of the B&O and were the railroad's main power by the mid-1830's. These are the only locomotives available at the start of a game in the Eastern USA, so you have no choice. Use them for everything but note they are not particularly fast, even when pulling only one car. 4-2-0 Norris: William Norris of Philadelphia built the first of his Norris type locomotives for the Philadelphia & Columbia in 1834 and its performance, especially on a steep incline, was sensational. The design was simple, sturdy, and versatile enough to be useful through- out America, and influence European designs as well. The Norris type was noteworthy for its bar frames, outside cylinders at the smokebox, the Bury firebox, and placement of the driving axle in front of the firebox to improve adhesion. This is the first modern locomotive available in America and the performance of your trains can be substantially improved in both speed PAGE 151 PAGE 152 and pulling power by replacing your grasshoppers with it. No other locomotive replacement has this impact. 4-4-0 American: The most popular locomotive type in North America from the middle to late 1800's, with over 25,000 being built. Noted for its ability to handle heavy loads over varied routes, its ability to operate over uneven tracks, simple construction, low initial cost, and ready maintenance, it was the ideal general purpose locomotive for the period of westward expansion. It became the national engine because it answered every need. Use the American for most of your long haul trains, especially those hauling passengers or mail. When cars are kept to three or less, the locomotive can maintain very good speeds. 2-6-0 Mogul: The mogul engine type was developed to power heavy, fast freight trains that were too much for the American type which it bettered in tractive power by nearly 50%. The wheel arrangement had been tried as early as 1852, but a really successful mogul engine was not built until 1864. The mogul type was on its way to replacing the American as a national type, at least for freight service, but was itself replaced by the 2-8-0 before it was firmly established. By the time this locomotive comes available, you maybe running large or long freight trains. Add a car or two to these trains if the business is there, and put Moguls at their head. These trains can then maintain their previous speed, while delivering more cargo. Placing a Mogul on a passenger train, however, is wasting money. 4-6-0 Ten-Wheeler: This was the second most popular wheel arrangement of the 19th Century in North America, and it began to seriously rival the American after 1860. First used as freight engine, it PAGE 152 PAGE 153 was recognized by the 1850's as useful in general service. By the 1880's the dogma of specialized motive power for each class of service relegated the Ten-Wheeler to passenger service. It served on mainline passenger trains until about 1910 when heavier engines were required. Use the locomotive for high speed trains carrying mail, passengers, and fast freight. They can maintain the speed of Americans while pulling one or more additional cars. Alternatively, put them on long runs with a few cars and they set speed records. 2-8-0 Consolidation: This wheel arrangement was originally introduced in the late 1860's for slow pusher service, but by the middle 1870's its value as a road engine was recognized. It was built in larger numbers than any other single wheel arrangement, approximately 33,000 between 1866 and 1950. The original Consolidation was designed by Alexander Mitchell in 1865 and incorporated all the elements that made the 2-8-0 a success. When the Erie replaced its 4-4-0s with Consolidations in 1876, it found that the heavier engine could pull trains of twice the weight, while reducing expenses from 96 cents to 53 cents per ton-mile. Use this locomotive for long, heavy freights, or for trains passing over steeper grades. 4-6-2 Pacific: Baldwin Locomotive Works claims the first Pacific type, delivered to New Zealand in 1901, although locomotives going back to 1889 had the wheel arrangement. Early into the 20th Century the Pacific became the preferred locomotive for almost all express passenger PAGE 153 PAGE 154 trains and many fast freights, and they remained useful after being replaced on the top trains in the 1930's by 4-6-4 Hudsons. About 7000 were built in the United States. By the time the locomotive is available, you probably have some very long runs on your line. Use the Pacific to haul fast trains on the long distances. It can maintain very high speeds if not burdened with too many cars. 2-8-2 Mikado: The first 2-8-2s were built in 1897 for a railway in Japan, hence the name. The type was introduced in the United States in 1903, and it grew in popularity. It became the most common freight locomotive in the United States, partly because it was specified as an authorized design by the federal government when US railroads were briefly nationalized for World War I. They were again built in large numbers during World War II and exported after the war as part of the Marshall Plan. Although more often known as "Mikes" in the United States, during World War II their class name was changed to "McArthur" by sensitive railroad managements. This is a heavy freight engine for pulling long trains. Use it to replace Consolidations when you want to add a car or two to the train consist. 4-6-6-4 Mallet (Challenger class): In the late 1800's Anatole Mallet, a Swiss engineer, developed the design of the compound, or articulated, locomotive with a rear group of drive wheels powered by high pressure steam and a forward group of wheels powered by the residual low pressure steam. Work on this design continued with the first large mallet, an 0-6-6-0, appearing on the B&O in 1904. This type proved very popular as power for heavy freights and pusher engines. The final era of the mallets, and the final development of steam power, was marked by the Challenger class 4-6-6-4 locomotives that appeared in the 1930's. Weighing nearly 300 tons and exerting over 5000 horsepower, yet capable of running speeds over 70 mph, Challengers PAGE 154 PAGE 155 were used for heavy freights and mountain passenger trains. The most powerful North American steam locomotive in the game, use it for your heaviest freight trains and for passenger trains that must negotiate steep grades. EMD F Series Diesel-Electric: In 1939 the Electro-Motive Division of General Motors sent a 4 unit diesel locomotive on a 83,764 mile tour over 20 major American railroads to demonstrate its capabilities. The demonstrator units consistently outperformed their steam competition and suffered no mechanical failure, convincing railroads of their worthiness. Within 20 years steam disappeared from American railroads. The demonstrators developed into the F series of cab (A) and booster (B) units that could be geared for variable speeds and equipped for passenger traffic. Over 7,000 F diesels were built until production stopped in 1953 due to the increasing popularity of hood diesel units and declining passenger traffic. Useful for any train that is relatively small and needs to move fast, the diesels additional advantage is that their maintenance costs are substantially lower than steam locomotives. PAGE 155 PAGE 156 EMD GP Series Diesel-Electric: Responding to the desire of railroads for a road switcher locomotive, capable of switching as well as some road work, in 1949 EMD produced the first of its GP (general purpose) series. It was an immediate success and an improved version remains in production today. The structural strength of the locomotive is in the frame, and the hood serves only to protect the mechanical parts. In addition, the hood gives the engineer very good vision in both directions, and allows easy access to the motors. It is available in different gear ratios and capable of being linked together under the control of one engineer, making it very flexible in use. Use the GP diesel to replace aging steam freight engines, because the GP, like the F series, has substantially lower maintenance costs. 2-2-0 Planet class: Delivered by the Stephensons to the Liverpool & Manchester Railway in October, 1830, the Planet proved to be very successful for its day. Its major innovation was to put the cylinders at the front end, helping to distribute the weight of the engine. The Planet proved to the world that reliable steam locomotives could be built, and laid the foundation of the fortune of Robert Stephenson & Co., locomotive builders. However, the design was flawed by problems with forged crank axles and by its short wheelbase with the firebox outside it at the rear. Axles failed, and the engine had a tendency to pitch continually, threatening to derail. You must use the Planet in England at the start as it is your only choice, but replace it as soon as you can when the Patentee becomes available. If possible, keep its train lengths to only one or two cars. 2-2-2 Patentee: The Stephensons continued to develop the Planet design, adding a third axle and removing the flanges from the large center drive wheels. The result was less force on the drive axle, lower axle loading on the L&M's track, no pitching, and allowance for an even larger firebox. The improvements were patented, hence the PAGE 156 PAGE 157 name "Patentee". The Patentee type, with variations and improvements, was constructed by most locomotive builders in England and Europe from 1835 to 1845. Patentees, built either in England or at home, were the first locomotives to run in several countries, including Belgium, Holland, Italy, and Russia. The Patentee is useful for all types of trains, but should not be asked to pull more than three cars. It substantially improves the service of your road by easily surpassing the Planet in speed and power. 4-2-0 Iron Duke Class: The Iron Duke was an express engine designed by Daniel Gooch for the 7 foot gauge Great Western Railway and built in their own shops in 1847. The long wheel base made for stable running but required ample curves. The broad gauge allowed a larger firebox and thus greater steam production. These locomotives and their immediate descendants, the slightly modified Lord of the Isles class, were extremely successful, consistently demonstrating high speed and stability. Oft he 29 Lords class built beginning in 1851, 23 were still in service on express trains in 1892 when the broad gauge was abolished. Place these locomotives into service on all of your fast trains as soon as you can afford them. They can pull 2 cars at very good speed, and 3 or even 4 reasonably. 0-6-0 Dx Goods: A universal freight, or goods, engine designed by John Ramsbottom for the London & North Western Railway, the class was built from 1855 to 1872. They were simple but sturdy, and very popular with 943 being built, a record number for any type of English locomotive. They served for nearly all types of freight business, and after reboilering, some continued to run until 1930. Replace any type locomotive on freight service pulling 3 or more cars with this locomotive as soon as possible. None of its predecessors can pull cars or climb grades as well. PAGE 157 PAGE 158 4-2-2 Stirling 8 ft Single: One of the loveliest and most graceful steam locomotives, it is named for the Locomotive Superintendent of the Great Northern, Patrick Stirling, and its 8 foot single drive wheel. They were built from 1870 to 1893, and finally withdrawn in 1916. While the standard express train was 6 compartment cars, the Stirlings handled all of the crack passenger trains of the GNR, including the then unofficial 10 AM King's Cross (London) to Edinburgh "Flying Scotsman". The advent of heavier "corridor" passenger cars and dining cars, reduced them to lesser tasks. This locomotive should be placed at the head of your fast trains, especially those carrying mail and passengers. Don't burden it with more than 3 or 4 cars because under those conditions it slows considerably and loses much of its value. 0-8-0 Webb Compound: Built by Francis Webb for the London & North Western to pull heavy coal trains, it was powerful but difficult to drive and expensive to maintain. The locomotive had outside high-pressure cylinders and a single low-pressure cylinder between the frames. In various modifications, over 470 were built and the last was not withdrawn until 1964. They were found especially useful in the mountainous regions in and near Wales. Place the Webb compound on your long and heavy freight trains, especially those moving in mountainous regions. Don't waste its power on passenger trains. PAGE 158 PAGE 159 4-2-2 Johnson Midland Spinner: Though the single driver locomotive was thought obsolete by the late 1880's, Samuel Johnson of the Midland Railway designed this class, nicknamed Spinners, in 1887. The reason for his confidence was the recent invention of steam sanding gear which assured a steady supply of dry sand under the drive wheel, sufficiently improving its adhesion to make the design again practical. The Midland competed with other companies at all of its passenger stops but one, and consequently operated many light trains at good speed to attract business. The Spinners served this need well, and remained in service well into the 20th Century, beautifully painted with the Midland's distinctive crimson colors. This locomotive is the ideal choice for a one or two car train that must travel at high speed. 4-4-0 Claud Hamilton Class: Between 1900 and 1923, 121 of these engines were built by the Great Eastern Railway for light express passenger service, mainly from London to the Norfolk coast. They incorporated a number of design features considered to be before their time, including a large cab with windows, power-operated reversing gear, and a water scoop (for picking up water from a trough between the rails without stopping). In addition, they burned waste oil from the company's oil-gas plant. Other modern features included an exhaust steam injector and a variable mouth blast-pipe for adjusting the amount of exhaust steam sent up the stack to improve the draft in the fire box. Another high speed locomotive for relatively light trains of 2 or 3 cars, possibly more if the grades are moderate. PAGE 159 PAGE 160 4-6-2- A1 Class: The first class of Pacific locomotives to run in Britain, they were ordered in 1922 by Nigel Gresley, Locomotive Superintendent of the Great Northern Railway. Very attractive engines with graceful lines and a pleasing livery, they could pull as well as they looked. Beset at first with a number of irritating problems, after adjustment they established an excellent reputation. Beginning in the summer 1928, they ran the longest non-stop service in the world, 392 3/4 miles from London to Edinburgh. This was the Flying Scotsman, inherited by the London & North Eastern from the Great Northern when English rail- roads were amalgamated into four systems in 1923. An excellent locomotive for longer passenger trains and fast freights, use it to upgrade any non-bulk or non-slow freight of 3 or more cars. Also very useful for trains trying to cross substantial grades. 4-6-2 A4 Class: Possibly the most popularly known steam locomotive in Great Britain, this streamlined Pacific engine holds the world speed record for steam, 126 mph. Built from 1935 to 1938, they were not displaced from their role as express locomotives until the arrival of diesels in the 1960's. In the interim they powered the crack trains of the London & North Eastern, including "The Silver Jubilee" from London to Newcastle, the "Coronation", and the "West Riding Express". This is the best steam locomotive for crack passenger service, especially in areas where the grades are kept to a minimum. It can pull several cars at very high speeds, or moderate speed trains at good speed. Don't waste it pulling slow or bulk freight. PAGE 160 PAGE 161 6/6 GE Class Crocodile: These electric locomotives were first put in service on the Swiss Rhaetian Railway, serving ski resorts in the Alps. Electricity was chosen because of the easy access to hydroelectric power and the lack of coal in Switzerland. The first crocodile, so named for their engine hoods, entered service in 1921 and proved much more powerful and reliable than the steam locomotives that were previously employed. The design was so successful that it was embodied in larger locomotives for parts of the Swiss Federated Railways. As a tribute to their soundness, the entire class of these locomotives was still working in 1987 with the exception of the first built which was destroyed in an avalanche. This locomotive is very useful for moderate freight trains, especially those needing to negotiate steep grades. It is too slow for passenger service, but its low maintenance costs make it an attractive replacement for aging steam freight locomotives. 1-Do-1 Class E18: This electric express passenger locomotive entered service on the growing electrified network of the Deutsch Reichsbahn in 1935, and was the result of 9 years of evolution from earlier designs. The design was characterized by the four independent drive wheels within a rigid frame, guided at both ends by single trucks. They proved to be very fast and powerful, the most advanced electric locomotive in the world at the time, and 92 were ordered. However, the war intervened and only 53 were built. Two of the locomotives were in Austria at the end of the war and retained there. The Austrians copied the design, and for many years they were the fastest passenger locomotives in that country. PAGE 161 PAGE 162 Use these locomotives tv replace any aging steam locomotive in passenger service except possibly the A4. Like the diesels, all electric locomotives offer substantial savings in maintenance costs. 4-8-4 242 A1: Rebuilt in 1946 from a pre-war 4-8-2, this was the most powerful steam locomotive to run in Europe, and the most powerful locomotive of any type outside of North America. It was designed by Andre Chapelon after the 4-8-2 from which it originated proved a failure and an embarrassment to the government committee that had designed it. The A1 developed 5,500 hp compared to 2,800 before rebuilding, and was similar in output to an American 4-8-4 which weighed 50% more. At a time when French railway brass were trying to convince the government to finance an expensive conversion to electric operation, the A1 proved an even greater embarrassment than it had as a failure in its previous life. It was more powerful than any existing electric locomotive and was sufficiently economical in coal consumption to nullify the savings of electrication. Unfortunately, the bureaucrats won out, and the only example of this superb locomotive was quietly broken up in 1960. When this locomotive becomes available it is a good choice for powering your longest and heaviest freight trains, as well as your longer fast trains. Its pulling power can make up for its maintenance cost. V200 B-B: These 1,100 hp diesel-hydraulic passenger locomotives were built as prototypes in 1953 for the German Federated Railway and went into production 3 years later. A diesel-hydraulic locomotive transmits its power directly to the drive wheels, not to PAGE 162 PAGE 163 electric traction motors as in a diesel-electric. They were designed for use on those parts of the railway that were not scheduled for electrication. By 1962 these locomotives were averaging 145,000 miles per year of service, pulling loads 30% higher than originally specified for the design. In the 1980's the number in service has been reduced due to further electrification. This locomotive is useful for pulling shorter trains, especially those carrying mail or passengers. However, don't ask this engine to perform in mountainous areas, it works best in the plains of central and northern Europe. Bo-Bo-Bo RE Class 6/6: This heavy duty mixed traffic mountain locomotive entered service in 1972 on the difficult Swiss Federated Railway's St. Gothard mainline over the Alps. It provides an astounding 10,000 hp in a single unit, and was built to help cope with the steadily increasing tonnage moving over this route since the 1950's. The RE 6/6 developed from earlier designs stretching back to the 1930's, and are over 80% more powerful than their immediate precedents, the Ae 6/6, within the same weight limitations. In addition to being capable of all freight traffic, they are also suited for trains moving at the highest speeds allowed on the Swiss system. This is the locomotive for powering all heavy freight and passenger trains, especially in mountainous regions of the map. Its huge horse- power output means it can handle any load over any grade. TGV: The French TGV (Train a Grande Vitesse, literally "train with great speed") is a high speed articulated multiple unit electric train placed in service in 1981 between Lyons and Marseilles. PAGE 163 PAGE 164 The route between these two cities and on to Paris is the busiest in France and the TGV trains were intended to reduce congestion. Although the minimum speed for these trains is now limited to 168 mph, they have reached 236 mph, a world record. Each train consists of eight cars and two power units, one at each end. The train remains together as a unit. Most of the existing trains have first and second class accommodations, though a few are for first class or mail only. The special track on which they run has now been extended to Paris. Employ this locomotive on your fast trains, primarily mail and passenger. No locomotive in the game is capable of its speed. Heavier freight loads slow down the train dramatically, so leave those chores to the RE 6/6. PAGE 164 PAGE 165 TYCOON BIOGRAPHIES North American Tycoons The following historical figures may appear in a game of Railroad Tycoon as the president of a competing railroads. The management style of competing railroad presidents can be expected to reflect the per- sonality of these tycoons. One set of tycoons appear in games in North America, and another set appear in games in England or Europe. After the name of each tycoon is a letter in parentheses, either a "B", "R", or "M". A "B" indicates a builder, a man you can expect to concentrate on building the best railroad he can. An "R" indicates a robber baron, a man you can expect to be very active in the stock market. An "M" indicates a mixed personality, a man capable of both building and stock manipulation, but not particularly adept at either. Jay Cooke (M): Made a fortune during the Civil War selling Union war bonds that the government had been unable to move. In 1869 his firm, Jay Cooke & Company, undertook the financing of the Northern Pacific Railroad. Despite Cooke's good intentions and an early strong start in raising funds, the railroad stalled. Construction costs had soared and funds had dried up. Unable to pay his debts or interest on Northern Pacific bonds, Cooke's banking house closed, precipitating the Panic of 1873. Erastus Corning (M): A nailmaker and ironmonger, as Mayor of Albany he rode behind the Dewitt Clinton, the first locomotive and train to run on of the Mohawk & Hudson Railroad. He served for 20 years as president of the Utica & Schenectady, drawing no salary, but made a fortune supplying everything the railroad needed in the way PAGE 165 PAGE 166 of iron. He formed the New York Central in 1853 by combining several small railroads linking Albany to Buffalo. Outmaneuvered by Cornelius Vanderbilt, he lost control of the NYC in 1867. Daniel Drew (R): Called the King of the Bears for his Wall Street short selling attacks, or bear raids. ("He that sells what isn't his'n, must buy it back or go to prison.") Gained control of the Erie Railroad in the Panic of 1857 and looted it ruthlessly with the help of Jay Gould and Jim Fisk who joined him after the Civil War. Was bankrupted by Gould after Drew left the Erie in 1868 and tried to raid it once more. Jim Fisk (R): A Vermont tin peddler, carnival sharpie, and stockbroker brought into the Erie Ring by Dan Drew to help with stock manipulations and speculations. With Jay Gould he attempted to corner the gold market in 1869. Gould forced him out of the Erie in 1872 because of criminal charges and scandals. He was shot by the boyfriend of his former mistress. John Forbes (B): Made his fortune as a young man with clipper ships in the China trade, and was persuaded to lead a group taking over the failing Michigan Central Railroad. He built it into Chicago, and turned his eyes farther westward. He bought the tiny Aurora Branch Railroad and eventually built it into the Chicago, Burlington, & Quincy. Praised by Ralph Waldo Emerson for his remarkable force, modesty, and goodness, uncommon traits in the railroad men of the era. Jay Gould (R): The shrewdest Robber Baron. Brought into the Erie Ring by Dan Drew, he directed the looting of the railroad as president from 1868 to 1872. He manipulated the stocks of several PAGE 166 PAGE 167 other railroads thereafter, and cheaply bought control of the scandal- plagued Union Pacific with funds looted from the Erie. He paid out large dividends and drove the UP stock to astounding prices, at which point he sold out. The new owners found a huge secret debt and unpaid interest due. He went on to buy up and manipulate the stock of several other railroads including the Missouri Pacific, the Texas & Pacific, and the Wabash. Died rich at his estate in Lyndhurst, New Jersey in 1892. Jim Hill (B): The greatest American railroad entrepreneur, he built the Great Northern from Duluth to Seattle without the government assistance claimed necessary by the other trans-Mississippi trunk lines. The Great Northern was the only trans-continental railroad built without land grants, and the only one not to go into receivership. Hill built and operated his road well and actively helped the settlers along it. He later proved an adept financier, taking over the failing Northern Pacific and the CB&Q to gain a link to Chicago. He was ruthless and tough when he had to be. J. Pierpont Morgan (R): The pre-eminent banker and financier of the late 1800's and early 1900's. He was an active force in consolidating and reorganizing railroads such as the Philadelphia & Reading, Chesapeake & Ohio, Erie, Norfolk & Western, Southern, and others. He helped Vanderbilt take over the New York Central, financed other railroad ventures, and eventually began running them himself, often placing a deputy in charge to keep his ownership secret. His ultimate dream of combining all US railroads into a cooperative cartel to reduce ruinous competition was squashed by the anti-trust campaigns of President Teddy Roosevelt. PAGE 167 PAGE 168 J. Edgar Thompson (B): The man who made the Pennsylvania Railroad the best in the country, consistently outmaneuvering his rivals while set- ting and meeting the highest standards for engineering and efficiency. It was said that his power was so great that the state legislature would delay its adjournment until he had no more business for it to conduct. Cornelius Vanderbuilt (M): The "Commodore" made his fortune in shipping but sold out to get into railroads in 1857. After gaining control of the New York & Harlem Railroad and the Hudson River Line, he bitterly fought for and captured the New York Central. Combining these lines he eventually extended the NYC to Chicago. He furiously battled the Erie Ring and later fought the Pennsylvania Railroad until J. P. Morgan brought peace. At his peak he was the richest man in America. European Tycoons Isambard Kingdom Brunel (B): One of the most noted Victorian engineers, he was famous for the bridges and ships he built, including the colossal Great Eastern, an enormous iron ship and a wonder of the age. He was appointed engineer of the Great Western Railway at the age of 27 in 1833 and built it to the unprecedented gauge of 7 feet. His innovative and graceful engineering works, plus his exacting standards, made the Great Western and its subsidiaries the most efficient and smooth riding railroad in England. Great Western trains averaged 50 mph in comfort long before most other railroads could dream of such speed. George Hudson (R): Known as the "Railway King", he was a draper in York who invested an inheritance in railway shares and thereafter became active in railroad affairs. In 1837 he was appointed PAGE 168 PAGE 169 chairman of the York & North Midland Railway, and later was instrumental in the formation of the Midland Railway, becoming its chairman. His ambition was to unite all the railways of England under his control. He manipulated and schemed without principle, and at his peak controlled nearly one third of the track in use. His efforts helped trigger the Railway Mania of 1845 that swamped Parliament with worthless and fraudulent railway schemes. His financial collapse ended the mania. George Stephenson (B): A coal mine enginewright who went on to develop and demonstrate to the world a practical steam locomotive. He built some of the most famous English railways, including the Stockton & Darlington and the Liverpool & Manchester, and founded with his son the famous Robert Stephenson & Company locomotive works in Newcastle upon Tyne. Robert Stephenson (B): The son and co-worker of George Stephenson, and a brilliant engineer in his own right. He worked with his father in the design and construction of the first practical steam locomotives, and operated their locomotive works that supplied the first engines to many parts of the world. He was appointed engineer of the London & Birmingham Railway, completing it in 1838, and went on to build many lasting and famous engineering works. Napoleon III (M): His self-style "Emperor" loved expansion for the sake of glory, even if it incurred large debts. He promoted railway expansion by a law that guaranteed railroad bonds. In addition to weak financial thinking, Napoleon III was unable to manage complex problems. This eventually caused the ignominious collapse of his "empire". PAGE 169 PAGE 170 Benito Mussolini (M): This fascist leader of Italy (1922-45) was Hitler's "model". Despite his many faults, Mussolini was said to have "made the trains run on time". However, his nepotistic bureaucracy was actually quite inept. Worse, a crushing debt load and a world- wide depression destroyed all attempts at Italian economic expansion. Otto von Bismarck (R): "Iron" Chancellor to the King (Kaiser) of Prussia, Bismarck unified Germany by forcing smaller neighbors to submit, through politics or war, as appropriate. Competent in finance and administration, he waited for sufficient strength or a golden opportunity before forcing a "unification." Helmuth von Moltke (B): As Chief of the German General Staff, 1900- 14, Moltke was a great planner and administrator. His detailed orders for railroads to mobilize and maneuver troops were very successful. He believed that a good attack may be the best defense. Czar Nicholas II (B): Last of his line, Nicholas was a weak and hesitant leader. Railroading progressed well when he had good advisors (such as the genius Serge Witte, who organized the vast Trans-Siberian line). Vladimir I. Lenin (M): Architect of the soviet governmental system, Lenin was a bold, gambling leader who returned to Russia in a "sealed train". He took over a weak, confused nation and started its rapid industrial expansion (during the 1920s and 30s). Charles de Gaulle (B): French head-of-state after WWII, he was concerned with growth and glory first, but unlike Napoleon III, de Gaulle had greater skill in administration and problem-solving. He vigorously defended all "French" possessions, but avoided overreach- ing expansion. Baron Rothschild (R): One of the greatest banking houses in Europe, the Rothschilds were financiers of many railroads. Ruthlessly efficient, they bankrupted failures as quickly as they supported successes. Like most bankers, they disliked open warfare or conflict. Money and size were their chief weapons. PAGE 170 PAGE 171 DESIGNER'S NOTES The final product of any computer game project is determined by the strength of the central game concept, the ability and tastes of the designers, and the trial and error process of the game's evolution. Provided here is a brief description of how these elements were brought together to design Railroad Tycoon. The Railroad Tycoon design team consisted of Sid Meier, Bruce Shelley, and Max Remington, all working at MPS Labs, the software design studio of MicroProse Software. For Sid, Railroad Tycoon was most memorable as a game unlike any other he has made in his career. Knowing trains were "cool", he was challenged by the task of building them into a fun and interesting game. Bruce had worked on railroad games in a previous life, including the 1830 game mentioned below, and has had a longtime interest in railroad history. For him, Railroad Tycoon was the most interesting game project of a ten year career in games. Max joined the team after the basic mechanics were proved sound and jumped in with his normal unending stream of ideas and artwork. Inspired to build his own model railroad at home, he lived up to his nickname, "Maximum". The inspiration for Railroad Tycoon came from several sources. One was playing 1830, a boardgame about US railroads, during after hours gaming sessions here at MicroProse. Then Sid worked up a system for building and operating model railroads that looked like something right out of a model railroading magazine. In the Spring 1989 Bruce wrote a proposal for a railroad game based on his experience with railroad boardgames, his interest in railroad history, and the play of the innovative new "sandbox" or "god' computer games that had recently appeared. The railroad game idea kicked around for some time, until in a burst of activity during a vacation in August of 1989, Sid built the first working prototype. This game was crude, but the potential was clearly there. A project underway at that time was put on hold and development of Railroad Tycoon went full-time. A central design problem was choosing the scope of the game. Sid's early game was a model railroading game. Bruce's proposal posed the player as the president and guiding force of a railroad, but PAGE 171 PAGE 172 it left out the tycoon competition so popular in 1830. The dilemma was how much to include in one game. In the end we automated much of the low end detail, such as throwing individual track switches, and concentrated on the higher end, you as president of your own railroad. We found that running a big railroad and having to fight off rivals made the most interesting game. We didn't forget train operations, however, and stretched the game to allow for that to be included. By having one day of train operations represent the operation of your entire railroad for two years, we retained the feel of day to day train operations within the framework of running a big railroad. By this decision we hope to have retained the appeal to real rail enthusiasts, while broadening the appeal to game players. We gained the evolution of locomotives and other technology, the changing of the game worlds as time passes, the influence of your railroad on the growth of cities, and competition over time with competing railroads. The more tedious details of train operation, not remembered as fun now anyway, are left for lower level managers on your "staff". The keys to making the details of train operation fun and challenging were the routing of trains by station, the different economies for each world, and the competition with rivals over territory and stations. Trains were previously routed by you acting as a switchman, setting switches to allow certain types and classes of trains to pass in one direction or another. The new system gives more of the feel of you being the dispatcher, planning the movement of trains and then letting them run. This system was one of the big breakthroughs in making the game work. The next big change was increasing the complexity of the original economy in which just five types of cargo existed: mail, passenger, fast freight, slow freight, and bulk. Now the whole map became important as you scanned for industrial sites and resources. The more complex arrangement of supply, demand, and conversion of cargos added a new dimension to play. PAGE 172 PAGE 173 The last major addition was the competing railroads. Before their inclusion, the game was just a puzzle, or a race to accumulate cash. Now players had some real worries: rate wars, stock takeovers, and being beaten into rich areas. In addition, they had some new oppor- tunities: takeovers resulting in more cash or an ally against another rival. The game originally was built for the Northeast USA, but we talked ourselves into expanding into England first, where railroading started, and then the Western USA and Europe. By making each world different in some manner, we hope that each has its own flavor and interest. Giving the game as much variety as we could was one of our goals from the start. We think that the endless variation of the maps, the four different worlds, and the influence of your railroad on regional economic growth insure that no two games can be alike. In our experience no two games, nor any two people, play similarly, and different styles of play can succeed. We believe there is room for detailed operation, wide expansion, and financial wheeling and deal- ing as you wish. The player is the master of his own destiny. Each time you start a new game, you don't know how the game is going to go. We are very happy with the result of our work. Railroad Tycoon was a great project to work on, and we're not just talking about field trips to the Strasburg Railroad and the B&O Museum. We think we got just about everything in that we wished for, and even as we wind down from many months of intense work it remains a joy to play. We hope that Railroad Tycoon is as interesting, challenging, and fun to play as it was to design. Sid Meier Bruce Shelley MaX Remington March 2, 1990 PAGE 173 PAGE 174 PLAYER'S NOTES For new player's it is recommended that the reality levels all be set at the easy options. With more experience add the Complex Economy. then Dispatcher Operation, and finally Cut-Throat Competition. The most important part of building a new railroad is selecting an area of the world to start in. One option that often works well is to start your railroad between areas containing one or more cities each, 20 squares or less apart. Two areas such as this should be able to provide passenger traffic capable of generating substantial revenue right away. Then look to expand your mainline to other cities and extend branch lines to industries or resource areas. Also important when first starting out are the locations of industries and sites that generate the supply of cargos besides passengers and mail. Having a harbor on your line is very useful because in all worlds they demand at least some cargos, and in others they generate the supply of cargos as well. Concentrations of natural resource sites are useful because they tend to grow tn size with utilization. If you can get trains into a large natural resource area, it can pay to put on several large unit trains just to haul this resource. Also look for industry connections, such as those found in the tutorial railroad where coal is converted to steel and then into goods. You can then set up train routes like the one in the tutorial where one train carries all of the conversions, earning revenue on each delivery. Use Wait Until Full Orders to make such conversion trains more efficient by running full. When planning your track, minimize grades and curves, avoid 90 degree curves, and minimize bridges. These track features all have their uses, but they also slow your trains and sometimes limit what you can do. Double track where several trains are normally scheduled to use the same sections, but use signal towers as much as possible to increase speed rather than double track. Where to double track and where to place signals should be determined by how much traffic is moving past and how much cash you have to spend. The longer the distance between stations and the faster the trains that are running, the longer the distance you can afford between PAGE 174 PAGE 175 signals. If you break blocks at track switches with signal towers, you can prevent long blocks consisting of both mainline and branch line track. Signal towers at both ends of a bridge may be useful if the bridge washes out. You can then override the signals to Hold, and prevent trains from wrecking. Try not to get into a negative cash position, but also keep your outstanding bonds down. However, there may be times when the opportunity to expand or the purchase of new facilities or equipment can justify taking on a heavy debt. Refinance your bonds during boom times. Don't necessarily replace all of your locomotives just because a new model has become available. You must balance the cost of replacing a locomotive versus savings in maintenance costs and improved performance. Often an older design is more efficient at performing a task than a newer engine. When playing in the North- eastern USA or England, it usually pays to replace your Grasshoppers or Planets on better class trains as soon as you can afford to. If you have stations generating several carloads of mail each year, the high cost of improving them with post offices may pay, if you can put on trains carrying mail to take advantage of this supply. Use the other storage facilities as well to minimize the wastage of cargos and keep your trains as full as possible. For example, goods storage at USA harbors is helpful if you are carrying off the goods. Restaurants are usually a good investment for any station where passenger deliveries are made, but reserve hotels for the busier passenger stations. Because the time taken to switch on new cars at a consist change applies against the next movement of a train, the cost of a switching yards may be a good investment at stations where higher class cargos are being put on. The yard can help speed the cargo on its way and eventually repay your investment in higher revenues for deliveries. Keeping all of your trains adequately maintained reduces your maintenance costs but may require many strategically placed engine and maintenance shops. The decision of when to replace locomotives depends on their maintenance cost and the availability of better PAGE 175 PAGE 176 engines. You'll have to decide at what point would the lower mainte- nance cost of a newer engine repay its cost. When just getting started or building expansions, it may pay to freeze or slow time while you build. Adding new stations in January of the year and having trains ready to run to them can maximize the first year revenue bonus for deliveries to new stations. Plan your rate wars carefully, if possible, and try to win them quickly. They can be useful in blocking your competition and reducing his stock price, but are usually very costly to put in effect. The reduced revenue at a rate war station continues until the war is resolved. Adjust the length and consist of your trains to best suit the job they are to do. Shorter trains normally move faster, but for slow and bulk freight its more important to move quantity, regardless of speed or distance. Also keep the car types the same or within one class in each direction. Where trains are running empty in one direction, the return trip may be faster with just a caboose on the train instead of empty cars. Buy your own stock when it's cheap, or when you can afford it. Remember that you can't be thrown out of office if 50% of the stock is in the treasury. Carefully consider local offers to buy more stock that may occur when you build into new cities. The cash may help, but diluting the stock makes it more difficult to raise the price. Buy the stock of your competitors, when you can afford it, as this at least forces them to buy as well. Take over competitors if you have the opportunity. This greatly improves your situation. As time passes, it is harder to keep up profits. To do so you will probably need fast trains carrying mail, passengers, and fast freight over long distances, or a great deal of slow and bulk freight deliveries. PAGE 176 PAGE 177 FURTHER READING A wide variety of sources were consulted for this game. No single source discusses locomotive specifications, railroad history, or railroad operations, especially for Europe as well as North America. Among the many books used, the following were found especially useful and are recommended for further reading: The American Heritage History of Railroads in America, by Oliver Jensen, American Heritage Publishing, New York, 1975. An excellent and well illustrated history of American railroading. Aboard a Steam Locomotive, a sketchbook, by Huck Scarry, Prentice- Hall, New York, 1987. A children's book, but nevertheless a well illustrated and simple explanation of how railroads and steam locomotives work. Early American Locomotives, by John H. White, Jr., Dover Publications, New York, 1972. A collection of locomotive engravings from early railroad literature. Cade's Locomotive Guide, by Dennis Lovett and Leslie Wood, Marwain, Bletchley, 1988. A guide for modeler's of British locomotives, but includes useful information and photos. This Fascinating Railroad Business, by Robert Selph Henry, Third Edition, Revised, The Bobbs-Merrill Company, New York, 1946. Includes a variety of interesting details about the history of constructing and operating railroads until the time of its being published. The Great Book Of Trains, by Brian Hollingsworth and Arthur Cook, Portland House, Crown Publishers, New York, 1987. A major source of locomotive information. Includes some beautiful illustrations. The Guinness Railway Book, by John Marshall, Guinness, Enfield, 1989. Interesting railroad facts, records, and trivia. A History Of The American Locomotive, Its Development 1830-1880, by John H. White, Jr., Johns Hopkins Press, Baltimore 1968, and Dover Publications, New York, 1979. Design influences, component development, and case histories of early locomotives in America; not for beginners. PAGE 177 PAGE 178 A History Of The Baltimore and Ohio Railroad, by John F. Stover, Purdue University Press, West Lafayette, 1987. An excellent history of the pioneering American road known as the "railroad university." How To Operate Your Model Railroad, by Bruce A. Chubb, Kalmbach Books, Milwaukee, 1978. An entertaining and understandable discussion of railroad operations as explained for model railroaders. Impossible Challenge, by Herbert H. Harwood, Jr., Barnard, Roberts, and Company, Baltimore, 1979. A history of the Baltimore & Ohio Railroad within the State of Maryland. The Lore Of The Train, by C. Hamilton Ellis, Crescent Books, New York, 1975. An entertaining, though wordy, world history of railroading. The Railroad - What It Is, What It Does, by John H. Armstrong, Revised Edition, Simmons-Boardman, Omaha, 1982. The best source found for what American railroads are like today and how they are operated. The Railway Revolution, by L. T. C. Holt, St. Martin's Press, New York, 1962. A very interesting biography of George and Robert Stephenson, two of the most famous design and construction engineers of English railroading. Steam Locomotives, by Luciano Greggio, Crescent Books, New York, 1985. An excellent source for locomotive illustrations and information on the historical development of locomotives throughout the world. Track Planning For Realistic Operation, by John Armstrong, Second Edition, Kalmbach Books, Milwaukee, 1979. Although directed at model railroaders, this paperback succinctly discusses and illustrates railroad operations. The World's Rail Way, J. G. Pangbom, Bramhall House, New York, 1974, a facsimile of the 1894 edition. A beautifully illustrated and descriptive narration of the history of railroading prior to the 1893 Columbian Exposition. The author helped organize the railroad exhibit there and this book resulted from the material he gathered. PAGE 178 RAILROAD TYCOON TECHNICAL SUPPLEMENT PAGE 1 Contents Your Railroad Tycoon package should contain a manual, this technical supplement folder, two Commodore Amiga disks, two player aid cards, and a registration card. Required Equipment Computer & Display: This simulation requires a Commodore Amiga with a minimum of 1 Meg. of RAM and a color monitor. Please pre-format a disk for your Saved Games. Controls: The simulation can be run entirely from the keyboard, or with a mouse and keyboard. A mouse is recommended as the interface has been designed to take advantage of the mouse. Unlike some MicroProse simulations, a joystick cannot be used to run Railroad Tycoon. Installation on a Hard Disk COMMODORE AMIGA: Boot up your hard disk as normal and insert Railroad Tycoon Disk A. Open this disk and double-click on the "INSTALL" icon. Please follow any on-screen prompts. A folder titled "Railroad" will be created on your hard disk, containing all necessary files. LOADING Loading from Floppy Disks COMMODORE AMIGA: If your computer has KickStart in ROM, insert the Railroad Tycoon "A" disk into the internal drive. The program will then auto-load. If your computer does not have KickStart in ROM, load KickStart as normal, then insert your Railroad Tycoon Disk A into the internal drive. The program will then auto-load. PAGE 1 PAGE 2 Thereafter during play you are prompted when you must remove the "A" disk to insert the "B" disk. Note that at certain times the program accesses the "A" disk for information so do not remove the "A" disk from your drive once the game has begun unless prompted to make a switch. Loading from a Hard Disk COMMODORE AMIGA: Boot up your hard disk as normal. Open the "Railroad" drawer and double-click on the "Game" icon. SAVED GAMES You may save games currently under way and recontinue them at a later date. Games may be saved onto your hard drive or onto a previously saved game disk. You may not save games onto your original game disks or back-up game disks. To save a current game, open the Game menu and choose "Save Game". If the game was booted from floppy disk, you will be asked to insert your previously formatted Save Game disk before selecting a slot to save to. You may only have four games saved on any disk. If the game files are full on any disk, move the highlight to the existing saved game you wish to overwrite and press return. This writes the new saved game over the old one, erasing the old one. If you don't want to erase any game on a full disk, hit the ESC key to return to the game, and start over. However, you cannot format a disk while the game is underway, so have additional formatted disks handy. PAGE 2 PAGE 3 Loading a Saved Game Saved games can only be loaded during the pre-game options. To load a saved game, follow these instructions: 1) Choose the option "Load Saved RR" when you start the game. 2) If you are playing from floppy disk, follow the prompt to insert your Save Game disk. 3) Move the highlight down the list of saved games until the game you wish to load is highlighted, and press RETURN. This loads the saved game. AMIGA RAILROAD TYCOON FEATURES Dissolving Railroads: If the shore price of a competing railroad falls below $5 and stays there for too long, there is a chance that the railroad can be dissolved and disappear entirely from the game. Bankruptcy Penalty: For each bankruptcy that you declare, the interest you must pay for selling new bonds is increases by 1%. After enough bankruptcies, you will be unable to sell any bonds. Car Costs: Each car you place on your trains costs $5,000. When you make consist changes, you are only charged if the total number of cars on your railroad increases. Menu Options: You may highlight any menu option by pressing the letter key of the first letter in the option. If more than once choice share the same first letter, additional letter key taps cycle through the options that start with the same letter. Sound Effects: If you selected one of the sound driver options when you started your game, you may toggle the sound effects on or off later in the game. This is done from the Features option, found in the Game menu. If you selected No Sounds when beginning play, the sound effects option does not operate. Find City: You may zoom into the Detail Display around any city in the game world by pulling down the Display menu and choosing "Find City." Type in at least enough letters of the city name to distinguish it from all other cities in the world and press RETURN. Animations: There are no animated sequences in the Amiga version, speeding up game play. Hence there is no Animation option in the Game Menu. Difficulty Levels: You are not required to retire after a certain number of years as explained in the manual on page 16 under Difficulty Levels. Instead, you may play up to 100 years at any level. However, you may not increase the level of difficulty once you have started playing. The difficulty level you choose when beginning a new game remains in effect for its duration. PAGE 3 PAGE 4 WORLD ECONOMY NOTES North America North America is blessed with huge natural resources that have only been exploited since the beginning of European colonization. To this day, the region remains a major source of raw materials such as coal, metallic ores, oil, and wood products. It is also one of the richest meat and grain producing regions in the world. Railroads were especially useful in America because they made cheap transportation available throughout this large continent. They made exploitation of this bounty of resources possible. The early railroads were built to bring mainly raw products, such as coal and grain, from the continental interior to the peripheral harbors. As the region industrialized, the role of railroads expanded. They moved people westward during the great expansion, they interconnected the growing eastern cities, and they connected the growing industrial sector with both the sources of raw materials and markets. In Railroad Tycoon the economic impact and role of railroads in North America is similar to that of the real world. The equivalent of the Pittsburgh steel mills, the West Virginia coal fields, the Detroit automobile factories, and the Chicago stockyards are in the game, though rarely in their historical location. The opportunity is their for your railroad to find the raw materials and connect them to the industries, and the industries to their markets. You develop your business by linking the coal fields to the steel mills, the steel mills to the factories, and the factories to the cities. In a similar manner you can connect the cattle ranches to stockyards, the grain elevators to food processing plants, lumber yards to paper mills, etc. When you connect larger cities together, you create the opportunity for carrying mail and passengers between them. Harbors and river landings are places where you can pass on cargos to ships and river boats, and may be a source of new cargos from overseas. As you build and operate your railroad, you witness the impact you have on the population and industrial growth of the area that you serve. Cities along your railroad may become the Pittsburgh or Detroit of your world. England Great Britain was the first nation to industrialize and the place where the concept and technology of railroading was invented. The earliest railroads in Britain were built to connect interior industries and resources with harbors. The main export resource was coal, mostly shipped around the coast to London and other population centers. But unlike North America where there was a rich variety and quantity of resources, in Britain the resources were more limited. As a result of the Industrial Revolution, this island nation was converted into an industrial powerhouse, a world leader in manufacturing technology and production. Raw materials not available at home were imported and converted into good for export or home consumption. Railroads played a vital role in this industrialization by easing and speeding the movement of materials, finished goods, and labor throughout the country. For example, coal from the mines near Newcastle was first carried by rail to coastal ports like Sunderland, and later directly by rail to the steel mills and factories of Sheffield. PAGE 4 PAGE 5 The famous Sheffield knives went by train throughout the country and from ports throughout the world. Another major industry comprised the cotton mills that grew around Manchester to use the water coming down the hills for power. Cotton for the mills arrived at Liverpool from India and the American South, and was carried by rail to Manchester. The mills converted the cotton to cloth goods that were carried back to Liverpool for shipment overseas. In Railroad Tycoon you can profit by looking for these same economic relationships. Harbors are sources of supply for cotton and hops, and these cargos can be carried to textile mills and breweries for conversion into goods and beer. Pottery and glass goods from glass works, the products of chemical plants, and factory goods can all be shipped to harbors for exportation. To be successful, your railroad must link the peripheral harbors to the industrial midlands and resource centers. Since each game map is different, you must locate coal and chemical deposits now not necessarily outside Newcastle, and link these resources to the industries that use them. In this way you can help build cities such as Salisbury or York into another London. Europe The European economy is in the middle, between the resource rich North American economy and the industry rich British economy. Europe is large enough to have substantial resources and thus not depend so much on imported resources. Still, the European nations industrialized, although after Britain and not to the same degree. Blessed with greater natural resources than the island nation of Great Britain, the European nations were not as forced to rely on their ability to manufacture goods for exportation. Although trade was certainly important, it was not necessary to finance the importation of food and materials as it was in Britain. Most of the larger European nations found within their borders sufficient natural resources for industrial production. Nevertheless, some nations proved to have a comparative advantage in the production of certain goods. These advantages became the basis for international trade across the continent. French wines were traded for German guns or Italian cloth. Railroads served their familiar important transport role throughout Europe. Within nations they brought the coal and ore to the mills, and moved the mill products to other industries and harbors. They were also found to be more important people movers than in either Britain or North America because of congestion, lack of roads, and high petroleum costs. Between nations railroads hauled resources, finished products, people, and mail. In Railroad Tycoon the rich industrial region of the Ruhr River Valley or the grain fields of the Ukraine may turn up anywhere. As a railroad president it is for you to search the map to find the pieces of the economic puzzle and profitably link them together. PAGE 5 PAGE 6 DISPLAY COLORS Regional Display Map Colors COLOR INFORMATION DISPLAYED Dark blue Oceans and lakes Light blue Rivers Blue Woods Dark green Cleared land Light green Farmland Light grey Foothills Light blue Hills White Mountains/Alps Brown Swamp/Desert Red Villages Yellow Cities Red/yellow Industries Dark red Harbors Black Coal, wood, chemicals, nitrates Train Roster COLOR INFORMATION DISPLAYED Black line Stopped train Red line Paused train Green line Train speed indicator Black engine Normal loads Green engine Priority Shipment on board White car Mail car at least half full Light grey car Mail car less than half full Light blue car Passenger car at least half full Blue car Passenger car less than half full Yellow car Fast freight car at least half full Light green car Fast freight car less than half full Red car Slow freight car at least half full Dark red car Slow freight car less than half full Black car Bulk freight car at least half full Dark grey car Bulk freight car less than half full Freight Classes COLOR INFORMATION DISPLAYED White Mail Light blue Passengers Yellow Fast freight Red Slow freight Black Bulk freight PAGE 6 PAGE 7 Financial Reports COLOR INFORMATION DISPLAYED Red Losses or decreases Black Profits or increases Shipping Report Borders COLOR INFORMATION DISPLAYED Grey Normal revenues Red Halved revenues White Doubled revenues Train Report Scheduled Stops COLOR INFORMATION DISPLAYED Light grey Scheduled stop Black Current destination Station Reports COLOR INFORMATION DISPLAYED Dark green Cargo picked up this period or Revenue earned for delivery Red Cargos removed by other transport Light green Cargos available now Construction Box Colors COLOR INFORMATION DISPLAYED White Build track Red Remove track and bridges CONTROLS General FUNCTION KEYBOARD MOUSE Selector RETURN key Left button Selector 1 RETURN key Left button Selector 2 Right button Open menu First letter key Right button Move cursor, Numeric keypad keys Construction Box (Box) or menu highlight Track Construction/Demolition Keys FUNCTION KEYBOARD COMMAND North Shift and numeric keypad `8' key Northeast Shift and numeric keypad `9' key East Shift and numeric keypad `6' key Southeast Shift and numeric keypad `3' key South Shift and numeric keypad `2' key Southwest Shift and numeric keypad `1' key West Shift and numeric keypad `4' key Northwest Shift and numeric keypad `7' key PAGE 7 PAGE 8 Shortcut Keys FUNCTION KEYBOARD COMMAND Go to Regional Display `F1' key Go to Area Display `F2' key (centers on cursor or pointer) Go to Local Display `F3' key (centers on cursor or pointer) Go to Detail Display `F4' key (centers on cursor or pointer) Open Income Statement `F5' key Open Train Income Report `F6' key Build a new train `F7' key (must own engine shop) Build station `F8' key (Box on spot) Call broker `F9' key (game not frozen) Survey elevations `F10' key (from Detail Display only) Additional Keys FUNCTION KEYBOARD COMMAND Double track a single track section Shift and `D' key (Box must be on track section) Single track a double track section Shift and `S' key (Box must be on track section) Get information `I' key or Shift and `?' key (for icon inside Box) Override signal `S' key (for signal within Box or cursor) Center map on cursor or pointer `C' key Quit game Alt and `Q' key Exit menu without making choice ESC key KEYBOARD INTERFACE ONLY General FUNCTION KEYBOARD COMMAND Switch cursor TAB key (between map and Train Roster) Open Train Report RETURN key (train marked in roster by cursor) Pause train `H' key (train marked in roster by cursor) Train Report Controls FUNCTION KEYBOARD COMMAND Go to priority row of Train Report `P' key Highlight schedule stops 1,2,3, or 4 `1',`2',`3', or `4' key Go to Route Map Shift and `S' key Move highlight on Route Map Numeric keypad `1-9' keys (not `5') Select highlighted stop on Route Map RETURN key Exit Route Map without any changes ESC key PAGE 8 PAGE 9 SOUND CUES Sound Caused By Whistle/Horn Train passing through station without stopping Clink of coins Revenue earned (one clink for each $25,000) SIGNAL OVERRIDE CHART Normal Operation Existing Signal Color Effect GO Green Indicates currently safe to enter block STOP Red Indicates currently not safe to enter block PROCEED Yellow Passes next train and returns to NORMAL operation HOLD Black Stops all trains until overridden with NORMAL or PROCEED Note: On the Area and Local Displays, normal signals appear in black boxes and overridden signals appear in white boxes. PAGE 9 PAGE 10 WORLD CITY LISTS The following lists include all the cities found on the four world maps. To find the location of any city pull down the Display menu and choose "Find City." Type in enough letters of the city name to differentiate it from any other name on the list. For example, in the Northeast USA, "All" is enough identification for Allentown because those letters differentiate it from all other cities on the list, including Albany and Altoona. The same information is sufficient when ordering a controlled railroad to build track from one city to another. Northeast USA Cities Akron Cumberland Knoxville Roanoke Albany Dayton Lansing Rochester Allentown Detroit Lexington Saginaw Altoona Dover London Salisbury Asheville Elkhart Louisville Sault Ste Marie Ashland Elmira Manchester Scranton Atlantic City Erie Memphis Sherbrooke Baltimore Evansville Milwaukee Springfield Bangor Florence Montreal St Louis Binghamton Fort Wayne Morgantown Sudbury Bluefield Fredericksburg Nashville Syracuse Boston Gary New Haven Terre Haute Bridgeport Grafton New York Toledo Bristol Grand Rapids Norfolk Toronto Buffalo Green Bay Oil City Traverse City Burlington Greensboro Ottawa Trenton Champaign Greenville Paterson Utica Charleston Hagerstown Pembroke Washington Charlotte Harpers Ferry Philadelphia Watertown Charlottesville Harrisburg Pittsburgh Wheeling Chattanooga Hartford Portland Williamsport Chicago Huntington Poughkeepsie Wilmington Cincinnati Indianapolis Providence Winchester Cleveland Jamestown Raleigh Winston-Salem Columbus Johnstown Richmond Youngstown Western USA Cities Abilene Burns Dodge City Fort Worth Albuquerque Butte Duluth Fresno Amarillo Calgary Durango Gary Austin Casper El Paso Grand Junction Barstow Cedar City Elko Grand Rapids Baton Rouge Chicago Eugene Great Falls Billings Chihuahua Evansville Green Bay Bismarck Decatur Fargo Hays Boise Denver Flagstaff Hermosillo Bozeman Des Moines Fort Smith Houston PAGE 10 PAGE 11 Indianapolis Monclova Regina Spokane Jackson Monroe Reno Springfield Kansas City Nashville Richland St Louis La Crosse Needles Rock Island St Paul Lake Charles New Orleans Roswell Thunder Bay Las Vegas Ogallala Sacramento Tonopah Lincoln Oklahoma City Salt Lake City Tucson Little Rock Omaha San Antonio Tucumcari Los Angeles Phoenix San Diego Tulsa Memphis Pierre San Francisco Tuscaloosa Midland Pocatello Saskatoon Vancouver Miles City Portland Sault Ste Marie Waterloo Milwaukee Pueblo Seattle Wausau Minot Rapid City Shreveport Wichita Mobile Redding Sioux Falls Winnipeg English Cities Aberystwyth Chatham King's Lynn Peterborough Aldershot Cheltenham Kingston Plymouth Appleby Chester Lancaster Portsmouth Banbury Colchester Leeds Preston Bangor Colwyn Bay Leicester Reading Barmouth Coventry Lincoln Rugby Barnstaple Crewe Liverpool Salisbury Barrow Croydon London Scarborough Bath Darlington Ludlow Sheffield Bedford Derby Luton Shrewsbury Birkenhead Doncaster Macclesfield Southampton Birmingham Dover Manchester Stockport Bletchley Durham Merthyr Tydfil Stoke Bolton Exeter Middlesbrough Sunderland Boston Gloucester Minehead Swansea Bournemouth Great Yarmouth Morpeth Swindon Bradford Harrogate Newcastle Taunton Brighton Hastings Newport Thetford Bristol Hereford Newtown Torbay Builth Wells Hexham Newhampton  Whitehaven Cambridge Holyhead Norwich Winchester Canterbury Horsham Nottingham Wolverhampton Cardiff Ipswich Okehampton Worcester Carlisle Kendal Oxford Wrexham Carmarthen Keswick Penrith York PAGE 11 PAGE 12 European Cities Adrianople Dijon Lublin Rostock Amsterdam Dresden Lvov Saint Etienne Antwerp Essen Lyons Salonika Barcelona Florence Madrid Salzburg Bari Frankfurt Magdeburg Saragossa Bayonne Genoa Marseilles Sarajevo Belgrade Graz Metz Sofia Berlin Grenoble Milan Southampton Bern Hamburg Minsk Split Bialystok Hannover Munich Stettin Birmingham Innsbruck Nantes Strasbourg Bologna Istanbul Naples Stuttgart Bordeaux Kaunas Nice Tirana Bremen Kiel Nuremburg Toulouse Breslau Kiev Orleans Tours Brest Kisinev Osijek Trieste Brest-Litovsk Konigsberg Osnabruck Turin Bristol Krakow Ostrava Utrecht Brussels Le Havre Paris Valencia Bucharest Le Mans Plymouth Varna Budapest Leipzig Poznan Vienna Cologne Lille Prague Vinnica Copenhagen Limoges Regensburg Warsaw Danzig Liverpool Reims Zagreb Debrecken London Rome Zurich ---- End of Document ----, is wasting money. 4-6-0 Ten-Wheeler: This was the second most popular wheel arrangement of the 19th Century in North America, and it began to seriously rival the American after 1860. First used as freight engine, it PAGE 152 PAGE 153 was recognized by the 1850's as useful in general service. By the 1880's the dogma of specialized motive power for each class of service relegated the Ten-Wheeler to passenger service. It served on mainline passenger trains until about 1910 when heavier engines were required. Use the locomotive for Part 1 of 2, totalling 180K! Thanks to TEDDYSTACKER S E W E R S O F T W A R E presents - Typed by Flux/Crystal F-15 II Strike Eagle. Full Documents. INTRODUCTION The F-15E Strike Eagle Designer/Manufacturer: McDonnell Douglas, USA. Role: Strike Fighter. Crew: Two. Mission Weight at Takeoff: 35 tons. Engines: Two General Electric F110 Engines. Range: 1200 kms. Ceiling: 65,000' Maximum Speed at 0': 810 kts. Maximum Speed at 36,000': 1260 kts or more. Manoeuvrability: Very Good. The F-15E Strike Eagle is the latest in a long line of F-15 Eagles, whose development began in the mid 1960's. Originally conceived as an ultra- powerful, ultra-fast air-superiority fighter, the design has developed into an air-superiority fighter with ground-attack capabilities. The F-15 Strike Eagle is one of the fastest, most manoeuvrable, and most powerful military aircraft in the world. It has the capability to carry the latest air-to-air and air-to-ground armament in addition to its 20mm cannon. The latest version of the Strike Eagle is equipped with a sophisticated zoom FLIR/TV/laser target tracking system that allows the pilot to see close up views (either TV or thermal) of the target at all times. QUICK START There are several ways to get into playing F-15 Strike Eagle II. The most obvious and perhaps the most fun way is the try-and-see approach. But for those who prefer a little guidance we have provided a short tutorial to help get you started. Try-And-See Method We suggest that you try this method. Just dive in and try things out, referring to this manual and the Technical Supplement as necessary. We strongly suggest that you * use the Keyboard Reference Card, and * glance over Aircraft Controls to familiarize yourself with the HUD and cockpit. Tutorial Method You can use the "Abbreviated Tutorial" method described below for your first flight, or you can work through the more detailed tutorial further down. If you like to be guided through a situation, we suggest the full tutorial. Note that the tutorial urges that you at least skim through Aircraft Controls. Study Method You can study the actual controls and operating instructions for the craft, then attempt to fly it. This is what real pilots do. In this case, read all of Aircraft Control before flying and refer to the section as necessary. You can use the tutorial on your first flight or skip it, as you prefer. However, we suggest a practice mission as your first flight. Set-Up And Options 1) Install and Load the Simulation: see "Installation and Loading Instructions" in the Technical Section for details and specific commands. 2) Log onto the Pilot Roster: Following the on-screen instructions, erase one of the pilot names and type your name. 3) Difficulty Level: As a new pilot, you should try the "Rookie" difficulty level first. 4) Theatre: Then accept the Libyan Theatre. 5) Today's Mission: Your commanding officer informs you of your mission for today. He always gives you a two-part job to complete, a primary and a secondary target. Stop! Now, before you push the selector to continue: A Quick Checkout Before starting the game, examine the Keyboard Reference Card. This is an invaluable aid in flying your fighter. You will notice that the command keys you'll need most often are nmemonic - that is, they will be easy to remember, once you are familiar with them. The card contains a list of these keys and their functions, and shows you the other command keys in the game. Find the Pause key. This is a very useful key while learning. Skim through Aircraft Control of this manual for an overview of the cockpit and HUD (head-up-display). You'll need some familiarity with these before you fly. You are also invited to look at Views and Simulation Controls, especially the Out of Plane Views. Experiment with these on your first few flights. You'll find the views quite interesting and useful. Start The Game Now, while the mission screen is still before you, tap the selector button and you'll find yourself already airborne. (If you didn't select "Rookie" from the Difficulty screen, see How To Fly, for how to take off). Fly To Your Target Turn on the autopilot (tap the Pilot, Automatic Key) to get on course to your target. Every time you touch the control stick, the autopilot automatically turns off. Therefore, you can experiment a bit with flight on the way to the target, then turn the autopilot on once more to get back on course. Note that there is an arrow on the horizontal bar at the top of the HUD that indicates the bearing of your target; make sure this arrow remains centred on the horizontal line as you fly towards your targets. Alternatively, the autopilot will always get you back on course. During flight to the target, you will undoubtedly encounter enemy aircraft that are trying to stop you from completing your task. You'll have to shoot them down or, at least, avoid being shot down. Read Weapons and Defences for more information. Attack The Target Look at the map on the left side of your cockpit. You will see two cross- shaped markers; these indicate the locations of your two targets in Libya. When your fighter gets close to one of these, arm a Maverick missile (tap the Ground Attack Missile Key). If you are close enough to the target, it will appear on the right cockpit CRT, and a box will appear in your HUD. This box is a tracking box, and you can see what is being tracked in your right-hand cockpit CRT. You can cycle through all available ground targets by tapping the Target Search Key repeatedly. When you find the primary or secondary target stop searching and get ready to fire. As you get closer, the tracking box in the HUD changes to an oval, and the CRT screen shows the words "Missile Lock". Your Maverick missile is now locked on and ready to fire. To fire tap the Fire Missile Key. The missile will find its own path to the target. If you want insurance, wait a second or two, then tap the Fire Missile Key again to fore a second missile at the same target. You can either continue the mission according to the tutorial instructions, or you can return home immediately. Finishing The Mission To return home immediately, tap the Waypoint Select Key to display the waypoints in the centre of your HUD. Repeated tappings of the Waypoint Select Key will cycle through the waypoints for the primary, secondary, and friendly airbase. When the "Waypoint: Friendly Airbase" appears there, turn on your autopilot (tap the Pilot, Automatic Key) to get on course for home. Landing As you approach the friendly airbase, tap the Ground Attack Missile Key to switch the HUD to AIR-GROUND mode. When you are near the landing strip, it will appear in your right-side cockpit CRT. When you are very close to the airbase, your fighter will be set down safely onto the runway. This happens automatically. You have completed your first mission. CHAPTER 1. TUTORIAL =================== YOUR FIRST MISSION This tutorial is designed to help you through your first mission. Though recommended, flying this tutorial is not required; it is provided purely as a convenience. For a faster entry into your first game, turn to Abbreviated Tutorial. If you prefer to study the aircraft before you fly, go directly to Chapter 2. Preflight Briefing Options Log Onto The Pilot Roster Follow the on-screen instructions to entre your name into the roster. Use the controller to select a name to erase, press the proper key to erase it, then type your name. Finish entering your name by pressing the RETURN key. (For more information about the roster, see The Pilot Roster). Choose Your First Mission On your first mission, be sure to choose the following options: * Rookie difficulty level, then press the selector; * Libya Theatre, then press the selector. Next your commanding officer appears and tells you what today's mission is. After reading this screen, press the selector. Helpful Hints Training You will find yourself airborne when the mission starts (you do not have to take off in Rookie difficulty level). The first thing you should do is tap the Training Key. In training missions, enemy weapons do not damage. You can safely ignore enemy aircraft and missiles. Furthermore, you have an automatic barometric altimeter that adjusts your altitude to keep you above 300'. However, it only makes mild corrections, and is useless if you make wild manoeuvres. Pause To get the most from this tutorial, pause the simulation (tap the Pause Key) and read the next few paragraphs, then "unpause" and resume action for a short period. Whenever you're confused, just pause. Note that tapping any key (except pause) will "unpause" and resume the action. Re-supply In training missions (only) you can get an infinite supply of fuel and ammunition. Each time you tap the Re-supply Key, your fuel tank is filled and your ammunition is increased to the maximum possible level. This option is especially useful in target practice. A Light Touch Using a light touch on the Control Stick. The most pilot error is a "ham- fist" on the stick, throwing the plane around the sky in uncontrolled abandon. Only emergencies should cause you to "peg" your stick (push it up against the stoppers, beyond which it cannot move). Chasing the Gauges When you roll an aircraft left or right, pitch it up or down, change the throttle or the brakes, it takes time for the plane to "settle out". Good pilots fly by making a change, then waiting a couple of seconds to see the results. If you don't, you'll just "chase gauges" that are themselves still changing. Airspeed settles out much more slowly then other settings. It takes time for your plane to build up velocity or lose momentum in level flight. Check Out the Cockpit and the HUD The Controls Look at your Keyboard Reference Card, showing all the controls for your Fighter. The most often-used key commands are mnemonic, so they are easy to remember once you are familiar with them. The HUD The upper half of your screen represents the transparent HUD (head-up display), through which you can see the world beyond. The vertical scale on the left of the HUD indicates your airspeed and that on your right, your altitude. The horizontal scale across the top of the HUD indicates your heading. A full explanation of the symbols and numbers can be found further on. The HUD has two operating modes: AIR-AIR fro aerial combat, and AIR-GROUND for ground attacks. Arming a missile (tapping the Short-range, Medium-range, or Ground Attack Missile Keys) switches your HUD to the mode needed to operate the armed weapon automatically. For example, if you press the Short- range or Medium-range Missile Keys, your HUD is automatically set to AIR-AIR mode, because these missiles are air-air missiles; tapping the Ground Attack Missile Key places the HUD in AIR-GROUND mode, because your ground attack missiles are air-ground missiles. The Cockpit The lower half of your screen is the cockpit of your aircraft. The various elements are later on. We suggest you look at the three CRT displays to get familiar with them. * The left-side CRT shows a map of the world in which you will be flying. By tapping the Zoom Map Key you can zoom-in on the map; by tapping the Expand Map Key you zoom back out. * The centre CRT contains a radar tactical display showing the situation occurring in the immediate vicinity of your aircraft. * The right CRT is your tracking camera display. When your on-board targeting system is tracking a target, you get a close-up vies of the target in this display. Beneath the CRTs is a series of warning lights. The two leftmost (marked "R" and "I" respectively) are missile warning lights. When a radar-guided missile is flying at you the "R" light flashes; when an infrared-homing missile is coming at you the "I" light flashes (see Dealing with Missile Attacks for details). The other two lights indicate when your landing gear is extended ("L") and when your brakes are on ("B"). On the far left hand side of the cockpit is your fuel gauge (labelled "F") and on the far right is your throttle gauge (labelled "T"). The cockpit on the ST and Amiga versions also incorporates the following: In the lower left hand corner are gauges indicating how many Mavericks, Sidewinders, AMRAAMs, Chaff and Flares are left. Above the centre CRT (radar tactical display) is an indicator showing how many cannon rounds are left. Above the Fuel Gauge is the Autopilot On/Off indicator. Just below the HUD is the Message Window. On IBM compatible versions all the information outlined in the above paragraph is displayed on the HUD. Flying to the Target Level Flight Once airborne your first step is to achieve level flight. Push the control stick forward or back until the horizon is level across the middle of the HUD. Then make fine adjustments until you're neither gaining nor losing altitude. Flying on Course Now its time to get onto the right course. Look at the heading indicator across the top of your HUD and the INS Direction Indicator (the small, bright triangle somewhere on the top of the scale). Turn towards the indicator. As you turn the triangle moves towards the centre; when the triangle is in the centre of the scale you're "on course" to the first waypoint, your primary target. To turn, push the stick left or right - but do it gently - and the plane will bank. Release (centre) the stick when the bank angle of the horizon is about 45 degrees. To turn faster, pull back on the stick somewhat but watch your speed (on the left of the HUD) and altitude (on the right). A turn with back-pressure on the stick turns you much more quickly, but can slow your plane and rob you of lift, causing a drop in altitude. Minimum safe speeds varies with the current situation of your aircraft. A "stall indicator" bar rises from the bottom of the speed scale when you travel too slowly. If this bar reaches the tick-mark in the centre of the scale, your plane stalls - it is no longer airworthy, and begins to fall out of control. If this happens, lower the nose to retain speed, then pull out into level flight. Minimum safe altitude is about 300'. However, in this training mission stay at least 800' above the ground. Autopilot If you're confused about which direction to fly, and how to do it, just tap the Pilot, Automatic Key. it will take over immediately, turning you onto the correct course. If you're below 1000' the autopilot will climb to that altitude. If you touch the control stick the autopilot automatically turns off. Enjoying the Flight Once on course, enjoy yourself by trying out the nifty viewpoints available by toggling through the View Keys. You can return to the cockpit at any time: just tap the Cockpit Key. You can see out the front, rear, and sides of the cockpit canopy using the Look Front, Look Rear, Look Left and Look Right Keys. In mountain valleys and over urban areas the scenes can be thrilling. You can also step "outside" your aircraft and watch it using the Chase Plane, Slot View, and Side View Keys. Bank the plane left and right to observe the difference between the chase plane (where you appear to be in a plane following in the "footsteps" of the fighter) and the slot (where you remain behind the fighter and always remain level). The Tactical View, Reserve Tactical View and Missile View Keys are used in combat situations. These views show the target that is being tracked by your tracking camera and your aircraft (or missile). always keeping both on the screen. Accelerated Time On long journeys, you can speed the passing of time by tapping the Accelerate Time Key. This doubles the rate at which time passes. To return to normal time, simply tap the key again. Combat activity or landing will automatically return you to normal time. Attacking Enemy Aircraft While flying, you will, no doubt, see enemy aircraft. These fighters will attempt to stop you from reaching your target. You may want to destroy them. To do so, tap the Medium-range Missile Key. This arms one of your AMRAAM missiles and switches the HUD to AIR-AIR mode so that your targeting system will track enemy air targets. The tracked target will appear in the tracking camera CRT on the right side of the cockpit. Look at the display: it gives you the range to the aerial target (in kilometres) and the heading you must fly to get to it. If a tracking box appears on your HUD, the target is in front of your aircraft; if not, look at the heading in the tracking camera CRT and turn towards that heading until you see the tracking box (or oval) appear in your HUD. When this occurs, wait for the tracking box to become an oval (if it's not already) then tap the Fire Missile Key. This launches a missile. For more information about attacking enemy aircraft and dealing with enemy air attacks, see Chapter 4. If the enemy fighter is within 15 kms you'll want to use your Sidewinders instead of your AMRAAMs. To use the Sidewinders, tap the Short-range Missile Key, then follow the procedure above. You could, if you're feeling particularly heroic, attack the enemy fighters with your cannon. This is more difficult, but it saves missiles and is very gratifying if you hit. tap either the Medium- or Short-range Missile Key to get the HUD into AIR-AIR mode. This will cause a small circle to appear in the centre of the HUD; this is the gunsight. The gunsight is historical, that is, it shows where the shells would be hitting now if you had fired them 2 seconds earlier; therefore you must lead your target. (For details about the cannon and missiles, see Attacking the Enemy). Attacking the Target As you approach the primary target and the coast of Libya is on the horizon, it's time to start thinking about taking that target out. Arm your Mavericks Tap the Ground Attack Missile Key. This switches the HUD to AIR-GROUND mode and arms one of your Maverick missiles. As you get near the target, it will suddenly appear in your tracking camera screen. Don't be concerned if other targets appear there first; the tracking system locks-on to the nearest target. A message will tell you when the primary or secondary target is being tracked. You can search for your primary or secondary targets, or any other ground target, by tapping the Target Search Key. In AIR-GROUND mode this will cycle through all ground targets that your tracking system can find. You can stop any time you find a target you want to attack. Wait for Range, Altitude and Missile Lock You'll notice that a small box appears in the HUD. This is the "target box". The target seen on the tracking camera CRT is in the middle of this box. When you get within missile range the box changes to an oval shape. In addition, "Missile Lock" flashes on the tracking camera CRT. The oval shape means that your missile can hit if you attack at maximum speed. If you wait longer, eventually the oval changes colour. This means the missile can hit regardless of your speed. It's important that you not launch a weapon too low. You may be caught in the missiles explosion, or a missile may hit the ground before its motor can power it up and away. A simple rule to get you started is that safe launch of missiles requires at least 500' altitude. Launch When you have "missile lock", launch the missile by tapping the Fire Missile Key. After launching you may want to turn away slightly since flying through an exploding target could damage your aircraft. Shortly after the launch the missile should hit the target. A successful hit causes a fire and sends a cloud of smoke into the sky. Secondary Target You can now fly to the secondary target and attack it as well, using the same procedure. Returning Home Setting the INS to the Landing Point Tap the Waypoint Select Key until "Friendly Airbase" appears in the message window. This moves the Waypoint marker along the heading track at the top of the HUD to a new position indicating the heading to your airbase. Flying Home You can either use the autopilot or manually fly the plane home. As before, guide yourself using the heading scale (horizontal scale at the top of the HUD). When the INS Direction Indicator arrow is lined up on the centre of this scale, you're on course towards your home base. Now simply fly towards the base, and when you get near it your plane will land automatically. Congratulations! You've successfully completed your first mission as a fighter pilot. CHAPTER 2. OPERATING INSTRUCTIONS ================================= AIRCRAFT CONTROLS The Head-Up Display (HUD) The HUD is designed to provide crucial flight and weapon information in a graphic format. HUD data is projected onto a wide-angle clear plane in the front of the cockpit. You look through the HUD to the outside world. As a result, valuable information is right in front of your eyes, where you can see it and the outside situation simultaneously. HUD Modes The HUD display has two modes: AIR-AIR and AIR-GROUND. When you tap either the Short-range Missile or Medium-range Missile Keys the HUD switches to AIR- AIR mode automatically. When you tap the Ground Attack Missile Key, the HUD automatically switches to AIR-GROUND mode. AIR-AIR mode is for attacking enemy aircraft; your tracking system will track these targets only. AIR-GROUND is for attacking ground targets; your tracking system is restricted to these targets. Some HUD information is universal across all modes. Other information is specific, available in just one of the modes. AIR-AIR Mode Indicators When your HUD is in AIR-AIR mode, you will know by the presence of the following: Missile Targeting Envelope: This is a large circle fixed on the HUD. It represents the area of sky in which an air-air missile can be aimed and "locked-on" to a target. Gunsight: In AIR-AIR mode the gunsight circle replaces the flight path indicator. The gunsight shows where your shells would be landing if you'd fired two seconds ago (the time it takes for them to travel the 6 km maximum range). If you're tracking a target that's closer then 6 km, it shows where the shells would land if you'd fired the proper time in the past for them to have travelled that range. See Your M61A1 20mm Vulcan for details on using the gunsight. AIR-GROUND Mode Indicators AIR-GROUND mode is indicated by the absence of the missile targeting envelope and presence of the flight path indicator, which replaces the gunsight. This indictor shows the direction you are flying (which may be different from the nose indicator). The plane is geometrically level when the nose indicator and flight path indicator overlap. However, this is rare in an aircraft. Furthermore, level flight (where you are neither climbing nor diving) often requires the nose to be pitched slightly above the flight path, to achieve a useful angle of attack. See Flight Techniques, for more information. Universal HUD Information The great majority of information displayed on the HUD is available to you regardless of the mode your HUD is currently in. This information is described below. Airspeed: Your airspeed appears on the left-side vertical scale, in knots. Heading: Your heading (the absolute direction towards which you are flying, where 000 degrees is North, 180 degrees is South, 90 degrees East and 270 degrees West) is indicated along the horizontal strip across the top of your HUD with one of the ticks on the scale you determine your absolute heading. Altitude: Your altitude appears on the right-side vertical scale, in feet. Tracking Box: Your fighter is equipped with a computerised optical tracker. A small box - a tracking box - appears around the nearest target ahead, to help you locate it. The HUD mode determines whether ground or air targets are tracked. Of course, the tracking box is visible only when the target is in front of you. On most systems the tracking box is colour-coordinated with the current armament. The colour of the box indicates whether the current weapon is effective against the target being tracked. See the Technical Supplement for more details on colours. Missile Lock: The tracking box turns into an oval when the currently-armed missile is "locked on" to the target. This is a maximum range shot. A missile fired at this point may or may not hit. When the oval changes colour, the shot is now a "sure thing", with hardly any chance of missing. Stall Speed Indicator: At times a coloured bar rises form the bottom of your airspeed scale; this represents the stall speed. If it rises above the centre tick-mark, your plane stalls (see Stalls for more information). Vertical Velocity Indicator (VVI): A coloured bar extending upwards or downwards from the centre tick-mark on the altitude scale indicates your fighter's vertical velocity. If the VVI bar extends downwards, your plane is losing altitude; if the VVI bar extends upwards, your plane is gaining altitude. Each tick-mark represents 100' per minute. Therefore, the larger the bar, the faster you're losing or gaining altitude. Landing Speed Indicator: This coloured arrow appears on the altitude scale only when your landing gear is down. It indicates the safe maximum VVI for landing. If the VVI bar extends below this mark, landing is dangerous. INS (Waypoint) Direction Indicator: The arrow on the top of the heading scale shows the heading you should fly to reach the currently selected Inertial Navigation System (INS) "waypoint". To get "on course", align the arrow with the centre tick-mark. For each mission, your Inertial Navigation System is preprogrammed with the primary and secondary targets and the airbase at which will land after completing your mission. You can cycle through these waypoints by tapping the Waypoint Select Key. Nose Indicator: This cross-hairs symbol is fixed in the middle of the HUD, and represents the direction you nose currently points. Pitch Lines: Pitch lines appear on the HUD when the horizon is invisible due to radical climbing or diving. Each pitch line represents 10 degrees of pitch up or down. If your aircraft is geometrically level, pitch is 0 degrees. If the aircraft is diving straight down or climbing straight up the pitch is 90 degrees. Roll is indicated by the relative angle of the horizon or pitch line to the cockpit and nose indicator. If the horizon or a pitch line is perfectly horizontal, your craft is level. If the line slants to the left or right, your craft is rolled to the left or right. Radio Messages: Coded burst transmissions arrive by radio periodically. These are decoded by your on-board computers and displayed as text in the message window. Weapons and Defences Updates Whenever you arm a new missile, by tapping the appropriate missile key, a message indicating this appears in the message window. Whenever you release a chaff or flare (see Dealing With Missile Attacks, for details) a message appears in the message window indicating you have released the defence. Cockpit Displays The Satellite Map Your fighter is equipped with three CRT displays inside the cockpit to help you identify threats and fly to your target area. This CRT appears on the left side of the cockpit and portrays the geographical features of the region. It is orientated so North is always towards the top of the CRT. Your primary and secondary targets appear on this map as coloured crosses. Enemy radar signals are displayed graphically: dotted lines are pulse radar, solid arcs are doppler radar. Ground search radar are entire 360 degree circles, while ground fire-control tracking radar are short arcs. Aircraft radar, search or fire-control, are short arcs except for AEW&C aircraft (the II-76 "Mainstay" or E-3C "Sentry"), which have an entire 360 degree circle. Missiles and aircraft also appear on this map as colour-coded squares. See the Technical Supplement for more details. You can zoom in on or expand the map by tapping the Zoom or Expand Keys. The Tactical Display This map is drawn by your computer from analysis of radar signals. It portrays the tactical situation surrounding your fighter and is orientated so the top corresponds to your flight path. Thus the map rotates as you turn. The display graphically depicts aircraft, missiles, ground radar sources, airfields and incidental ground targets. A 16 km square grid is superimposed for range reference. See the Technical Supplement for details on the colour coding of this map. Warning: The airbase symbols on this map are icons only. They may not be correctly aligned. Do not use this map for landings! Radar Ranges: You can adjust the range of the radar signals that draw this map. Tap the Radar Range Key to change to short, medium, or long-range radar, thus changing the scale of the tactical display. Tracking Camera CRT The camera CRT, located on the right side of the cockpit, shows a close-up view of the target being tracked. In addition, it displays the type of target tracked (the type of aircraft or ground installation), the range to the target, and the heading at which you must fly to reach it. Primary and secondary objectives are listed as such. Civilian and friendly targets (which you shouldn't hit) are noted also. Fuel and Throttle Gauges Your F-15 cockpit has two gauges: a throttle gauge and a fuel gauge. The gauge with the letter "T" beneath it is the throttle gauge and indicates the amount of thrust being generated. On the extreme left side of the cockpit is an illuminated vertical bar with an "F" beneath it. This is your fuel gauge. As you use fuel during a mission this bar shortens. Missile Warning Lights At the bottom of the cockpit are found warning lights. One marked "R" and the other marked "I". The "R" stands for radar and this light begins flashing when a radar-guided missile is in the air and tracking you. The "I" stands for infrared and this light flashes when an infrared-homer is in the air and tracking your fighter. Landing Gear and Brake Warning Light When your landing gear is extended, the "L" light is illuminated. If your fighter is going to fast for the gear to be safely extended, this light flashes. When your brakes (air or wheel) are on the "B" light is illuminated. Weapons Readout Along the lower left side of the cockpit is a panel that gives a constant digital readout of the number of each type of missile you have remaining. The leftmost shows AMRAAMs (medium range AAM), the centre shows Sidewinders (short range AAM), and the right, Mavericks (AGM). For details about your missiles, see Attacking the Enemy. Defences Readout Along the lower side of the cockpit are two indicators showing how many Chaff Cartridges and Flares you have remaining, labelled C and F. For details about your defence systems, see Dealing with Missile Attacks. Autopilot Indicator In the upper left side of the cockpit is Autopilot On/Off indicator. When the Autopilot is activated, the indicator is illuminated. Flight Controls Control Stick Your fighter has a standard aircraft control stick. Pushing the stick forward pitches the plane down, pulling it back pitches it up. Pushing the stick left rolls left, while pushing it right rolls right. Note that the more you push the stick, the more the aircraft pitches or rolls in that direction. When you release the stick (ie. centre it) the aircraft remains in the new attitude until you move the stick again. Controlling the Throttle The throttle controls the power output of your engines. Maximum throttle ("full military power") gives you maximum speed and performance, but also uses up fuel faster. Throttle Controls: The Maximum Power Key immediately opens the throttle, giving you maximum thrust. The No Power Key closes the throttle, shutting down the engines. The Increase Throttle Key opens the throttle a small amount. The Decrease Throttle Key closes the throttle a small amount. The Afterburner: Your fighter is equipped with an afterburner that allows you to gain a sudden burst of thrust power at the expense of a great deal of fuel. To use the afterburner, fly at top speed, then tap the Afterburner Key and watch as your airspeed shoots up dramatically. This can be very useful in tight situations where escape is the better part of valour. Eject (Bail Out) There are situations when it is best to bail out of your aircraft. When you are so damaged by enemy fire that you can no longer keep the aircraft in the air, it's probably time to eject. Just tap the Eject Key and you're out. Do not, however, eject if your fighter is inverted, or if you are less then 100' from the ground; you'll end your career if you do. Landing Gear The Landing Gear Key toggles your landing gear up and down. The "L" light in the cockpit indicates the landing gear position (see the Technical Supplement for colours). If the "L" light flashes, it means the gear is down at too high a speed - you should either slow down or raise the landing gear. Extended landing gear slows you down, and high speeds can rip it off entirely. Brakes If your aircraft is airborne, the Brake Key toggles the airbrake retracted (in) and extended (out). When the brake is extended the aircraft slows down because the airbrake causes extra drag. If the aircraft is on the ground, the Brake Key toggles the landing gear brakes on and off. In either case, if the brakes are on, the "B" light is illuminated in the lower right corner of the cockpit. Automatic Pilot The Pilot, Automatic Key toggles the automatic pilot on and off. The autopilot, when active, flies you towards the current INS waypoint. If you're below 1000' altitude, the autopilot climbs to that altitude. When the autopilot is turned on, the autopilot light will be illuminated, or a message will appear in the centre of the HUD. If you touch the control stick in any way, the autopilot turns off. Warning: The autopilot does not avoid hills and mountains! Weapons and Defences These instructions give only the bare rudiments of how to operate each weapon. Many important secondary considerations (like not launching some to low) and tactical tricks are described in Air Combat. Weapons Missiles: To fire a missile you must first arm it. This is done by tapping the appropriate key for the missile you want to fire. Once a missile of a particular type has been armed all missiles of that type are armed until you arm a missile of another type. To arm your: * medium-range air-to-air missiles (AMRAAMs), tap the Medium-range Missile Key. * short-range air-to-air missiles (Sidewinders), tap the Short-range Missile Key. * ground attack missiles (Mavericks), tap the Ground Attack Missile Key. When a missile is armed, a brief message appears in the message window indicating the name of that missile. Once armed a missile may be fired by tapping the Fire Missile Key. Before firing a missile, make sure your targeting system is locked on to a target (the targeting box is an oval). If you want to be more certain of a hit, wait for the oval to change colour. (For more information about your missiles and how and when to fire them see Firing Your Missiles). Missile Targeting: When you arm a missile, the targeting system in the missile begins tracking the closest possible target, and this target appears in your tracking camera CRT. This may or may not be the target you want to track. If you've armed an air-to-air missile, the tracking system will focus only on the closest target. But if the missile you've armed is a ground-attack missile, you can tap the Target Search Key to switch to a different target. You can cycle through all possible ground targets by repeatedly tapping the Target Search Key until you find the target you want to track. Note that when an armed ground-attack missile (a Maverick) finds the primary or secondary target, a message appears on the tracking camera CRT informing you of this. Cannon: Your 20mm cannon is always available for use (unless out of ammo or damaged); it does not have to be armed, To fire the cannon, press the Fire Cannon Key to fire one burst. Defences Your fighter is equipped with two types of missile evasion devices: chaff and flares. Chaff is used to confuse radar-guided missiles and flares are used to fool infrared-homing missiles (see Dealing With Missile Attacks for more information). * To release a chaff cartridge, tap the Chaff Release Key. * To release a flare, tap the Flare Release Key. VIEWS AND SIMULATION CONTROLS As an aid to learning flight manoeuvres, a variety of out-of-plane viewpoints are available. In all these views your viewpoint is outside of your aircraft, looking at it and/or the enemy. These alternative views can be very helpful in learning manoeuvres because you can clearly see the effect your actions have on the flight of the plane. Views Return to Cockpit Press the Cockpit Key to return to the normal, in-the-cockpit viewpoint. This control is used to get you back into the cockpit - looking through the HUD - after you've switched to another view. Look Front Tap the Look Front Key to look out the front of your fighter. Look Left Tap the Look Left Key to look out the left side of your fighter. Look Right Tap the Look Right Key to look out the right side of your fighter. Look Rear Tap the Look Rear Key to look out the back of your fighter. Slot View Press the Slot View Key. Here you are positioned directly behind your fighter. This view is named for the famous "in the slot" position used by aerial acrobatic teams. Unlike the chase plane view, slot view remains level with the ground, do you can clearly see the degree of pitch and roll your fighter is making. The Zoom and Expand Keys function in this view, moving your viewpoint closer to (Zoom) or farther from (Expand) the fighter. This view is an excellent one for learning the most efficient and effective flight manoeuvres. Chase Plane View Press the Chase Plane Key. Here you are positioned in a hypothetical "chase aircraft" that follows a short distance behind your fighter. Although this view is very dramatic, its use as a teaching and learning aid is limited. Side View Press the Side View Key. Here your viewpoint is from the right side of the fighter. The Zoom and Expand Keys function in this view, moving your viewpoint closer to (Zoom) or farther from (Expand). This view can provide a useful reference point. It's also an excellent way to check the state of your landing gear. Missile launches are most dramatic when seen from this viewpoint. Missile View Press the Missile View Key. In this view, you are positioned directly behind your own missile as it flies to its target. If more then one weapon is in flight, you are positioned behind the missile launched most recently. If no ordnance is in flight, you are positioned behind the plane, and will follow the first item launched. The Zoom and Expand Keys move your viewpoint closer to (Zoom) and farther from (Expand) the missile. This view is very entertaining, as it lets you follow the weapon directly to the target. If you're having trouble understanding why your weapons sometimes miss, switching to this view after launch can be helpful. Tactical View Press the Tactical View Key. Here you are positioned near your fighter, but looking past it at whatever target is being tracked on your tracking camera. This view automatically rotates to keep both your fighter and its target in view. The Zoom and Expand Keys function in this view, moving your viewpoint closer to (Zoom) or farther from (Expand) the fighter. This view is invaluable when dogfighting. It helps you outmanoeuvre and line up on an opponent (although it's wise to return to the cockpit before shooting, to avoid wasting ammo). The view is also useful if you want to return for a second or third attack run on a ground target. Reverse Tactical View Press the Reverse Tactical View Key. Here you are positioned near the fighter's target, looking past it at your own fighter. The target may be another plane, or a ground target - whatever your tracking camera is following. In either case, you see the target in the foreground, and your fighter far away. In fact, often you fighter is nothing but a dot in the sky. This view automatically rotates and pans to keep both the target and your plane in view. The Zoom and Expand Keys function in this view, moving your viewpoint closer (Zoom) or farther from (Expand) the target. Experienced pilots find this a very dramatic view when making attack runs on ground targets. It's a great showoff view, swinging to follow your plane as you fly overhead. Director Mode Press the Director Mode Key to cycle through the three Director settings, Director 1, Director 2 and Director Off. Director Mode is provided to allow you to watch all the outstanding views described above at the most appropriate time. Director 2 allows you to see action from anywhere within the theatre. Whenever you receive a radio transmission describing an event taking place within the theatre (such as an enemy plane scrambling to intercept you, or a SAM firing a missile at you), the Director 2 mode will show this to you. Director 2 will also show you when you fire a missile or when someone fires at you. Director 1 shows only those actions which you have directly initiated, such as missile launches, target destruction. Director mode can be very entertaining but it is not recommended when you are in close proximity to enemy fighters, because it can be distracting when you are trying to dogfight. We recommend that you use Director mode only when not near the enemy, or when showing the game off to your friends. Simulation Controls Pause The Pause Key immediately and instantly freezes the simulation. To resume action, press any key. Some computers have a special "pause" or "hold" key. Depending on the internal design of your machine, this key may also work. Accelerated Time The Accelerated Time Key doubles the rate at which time passes. Accelerated time is useful when flying long distances without encountering and significant threats or opposition. "ACCEL" appears on the HUD when the accelerated time option is on. tapping the Accelerated Time Key again returns the simulation to its normal time rate. You should return to normal time before combat; it's very hard to control your fighter and respond to enemy actions in accelerated time. Re-supply The Re-supply Key is available only in training missions. Pressing this key fills the plane's fuel tanks and gives it extra weapons. Re-supply is designed for sight-seeing and target practice. Detail Adjust The Detail Adjust Key allows you to change the amount and depth of ground detail visible through the cockpit. See the Technical Supplement for details. In general the slower your computer, the lower the level of detail you should use. Volume Adjust The Volume Adjust Key allows you to change the type and variety of sounds used in the simulation. See the Technical Supplement for details. When you press the key, the new sound setting appears briefly on the HUD. Your Career as a Fighter Pilot As a fighter pilot in F-15 Strike Eagle II you will fly missions at four different levels of difficulty - Rookie, Pilot, Veteran and Ace - and in six theatres - Libya, Persian Gulf, Vietnam, Middle East, North Cape and Central Europe. See Chapter 5, Theatres, for more details. Promotions and Medals For each mission you fly successfully, you receive points. When you've accumulated enough points you will be promoted, and if you receive a large number of points in a single mission, you may receive special commendation in the form of a medal. The Pilot Roster Each time you boot up the game and before each new mission you will be shown the Pilot Roster. This screen shows the ranks, scores and medals of pilots that have flown before, and allows you to continue the career of a pilot who is still active or begin a new pilot's career. You may erase a pilot from the roster, but if you do it is permanent and cannot be undone. Refer to your Technical Supplement for more information about loading and saving the roster. Difficulty Levels and Theatres After each mission you are given a choice of difficulty level and theatre. you may choose any theatre or difficulty level you like, but be warned that the higher difficulty levels are no "piece of cake" and you'll probably want some times in the easier ones to gain experience. There are six theatres arranged in the following order of difficulty; Libya, Persian Gulf, Vietnam, Middle East, North Cape and Central Europe. You can score more points in the higher risk areas, but you may last longer if you progress through the theatres and difficulty levels slowly. You are never forced to progress to a new theatre or level of difficulty, but the game does suggest a slow, steady progression. Ending Your Career A pilot's career ends when he is killed, which can occur in one of two ways: 1. he crashes or unsuccessfully bails out of the fighter during a mission, or 2. he bails out of the fighter (even successfully) too many times during his career. Becoming a Casualty There are two ways of being killed: crashing your fighter or bailing out under less then desirable circumstances. Crashing: As you are hit by enemy fire during a mission and your plane becomes more damaged, it also becomes less and less effective - harder to fly, slower, and less manoeuvrable. Your airspeed will decrease to the extent where you may go into a stall from which you can't recover. Finally, your fighter will crash. It's a good idea to bail out before you reach this point, because if your fighter crashes while you are aboard, you'll be killed. Fatal Bail Out: If you eject (by tapping the Eject Key) at an altitude less then 2000' or greater then 14,000' you stand a good chance of being killed. In addition, if you bail out while the plane is inverted you will almost certainly lose your life. Too Many Bail Outs: The Air Force will retire you from active flight duty if you lose to many of its expensive jet fighters. If you bail out of the fighter too often during a career, you end your career. Missions Mission Objectives Your objective in ever mission is given to you by your commanding officer on the "Today's Mission" screen. You will constantly be the object of enemy SAM and AAM fire and may have to dogfight enemy fighters, but success is measured by whether you destroy your objectives. Scoring To obtain a high score, you must destroy the primary and secondary targets and shoot down as many enemy aircraft as possible. You should always assume a full state of war exists with the enemy and should cripple him as much as possible. Therefore, destroying enemy ground installations such as SAM radars, oil storage facilities, runways, missile boats and so on is also very good. Remember though, that your primary and secondary targets must take priority. Ending a Mission A mission ends once both your main targets are destroyed and you have landed or bailed out safely. Safe Landing After you've destroyed the primary and secondary targets you can land at any friendly base to end the mission. When you land, stop and turn off your engines. Once you've destroyed your main targets, you cannot replenish fuel or ammunition (see Landing the Fighter). Landing During a Mission: Until you destroy your targets, you cannot end a mission by landing the fighter. You may replenish your weapons during a mission by landing at any friendly airbase. But you cannot end the mission at this time unless the primary and secondary targets have been destroyed; you may only replenish your supply of weapons. You should not land until both main targets are destroyed and you are ready to end the mission, because replenishing your weapons during a mission costs you a substantial portion of your final score. Safe Bail Out When you bail out of your aircraft under safe conditions (not inverted, and not too low) you end the mission. If you have destroyed your primary and secondary targets, the mission is considered a success, even though you didn't bring the fighter home. Safe ejection can be accomplished between 2000' and 14,000' altitude with your fighter in a gentle climb. Ejecting outside of these limits, especially at low altitude or in an inverted dive, can kill you, thus ending your career. Warning: Strike Eagles are expensive pieces of equipment. The Air Force values its pilots but it also values its planes. If you bail out too many times during your career, the Air Force will take away your wings and give you a desk job, ending your career. Being Captured: Where you eject is important as well. Ejecting over friendly territory, or over water away from an enemy coastline is ideal - you can easily be rescued. If you eject over enemy territory or near an enemy coastline, however, you may be captured. You, of course, are a top pilot, so the authorities will not let you languish in a POW camp; you are exchanged if you are captured. Your career doesn't end - but you will not receive a good score. Mission Review After completing a mission, you may watch a replay of what happened. Just select "Review Mission" from the "Mission Debriefing" screen. Multi-Player Option If you want to play F-15 II competitively against another player, there is a "same mission" option. Any time you choose the same difficulty level and same theatre as the immediately preceding mission, the game will ask you if you want to fly the same mission as the one just completed. If you say yes to this question, the next mission will have the same primary and secondary targets as the previous one and the fighter will begin the mission from the same base. This is very convenient for playing against an opponent. Each player can fly his own pilot in identical missions and try to score the most points. CHAPTER 3. FLIGHT TECHNIQUES ============================ FUNDAMENTALS OF FLIGHT The Forces Four Basic forces act upon an aircraft in flight: thrust, drag, weight and lift. Thrust pushes the plane forward; it varies with engine power. Drag (friction) reduces the effort of thrust and is relatively constant. Gravity pulls the plane towards the ground, regardless of the plane's altitude. Lift pushes upward from the wings, directly opposing gravity. Lift Aircraft fly because of the difference in pressure created by air flowing over and under the wings. The wing design causes air to flow faster over the top of the wing then under the bottom, creating high pressure beneath the wing and low pressure above it. This difference in pressure pushes the wing upwards and is called lift. If the pressure difference is great enough, the upward lift is greater then the plane's weight (ie. the force of gravity) and the aircraft flies. Speed and Lift The amount of lift generated by the wing varies with airspeed. The faster the plane flies, the faster the airflow, so the greater the pressure difference. If your plane is in level flight, reducing the speed reduces lift and causes a decent (even though you didn't point the nose down). Angle of Attack and Lift The amount of lift generated also varies according to the angle between the wing and airflow. If you pull the nose up (thereby changing the angle of the wing relative to the airflow), you increase the pressure difference, increasing your lift. If you dive, the reverse occurs. This difference between the airflow direction and a line through the wing (the wing "chord") is the "angle of attack". Angle of attack is visible on your HUD in AIR-GROUND mode. In level flight, whenever your nose indicator is above your flight path, the difference between the two is the angle of attack. The Effect of a Roll Lift is a force perpendicular to the wing. If the wings are tilted (you are rolling or banking the fighter) the lift force is no longer straight up. Instead it has two components: one moving the aircraft sideways, the other straight up. This causes the plane to turn. However, it also reduces the force opposing gravity. During a turn a pilot can adjust the angle of attack by control stick "back pressure", that is, by pulling back slightly on the stick. The amount of adjustment needed is very small. Overcorrection is a common error among beginner pilots. Achieving Level Flight To achieve "level flight" at a given power setting, raise or lower the nose of your fighter until the VVI shows zero (ie. no accent or decent appears on the "V" strip gauge). Note that a pitch of 0 degrees may show ascent or decent, depending on airspeed. Nosing up or down to a new "angle of attack" adds or subtracts lift as needed to achieve level flight. Never assume that a pitch of zero automatically means level flight. Stalls An aerodynamic stall occurs when the wing's angle of attack becomes too large. The air stops flowing smoothly over the wing, and instead part of the airflow breaks away onto an independent path. This erases the pressure difference, vastly reduces lift, and generally causes the nose to drop. Stall speed varies considerably depending on aircraft altitude, flap configuration, etc. Tight turns increase the stall speed. Simultaneously, the act of turning will tend to decrease your airspeed. As a result, stalls are quite common in tight turns. Your fighter has an audible stall warning horn and a thin, coloured bar showing stall speed on the HUDs airspeed indicator. HOW TO FLY If you are flying at Rookie level, you will not have to worry about takeoffs and landings - you begin the game already flying, and after you've destroyed your primary and secondary targets you can simply fly towards a friendly airbase and be landed automatically. All other difficulty levels require you to take off. Following are some guidelines on how to take off, fly, and land in your fighter. Taking Off Look at the satellite map on the left side of the dashboard and note the locations of the primary and secondary targets for your mission. Now look at the heading scale along the top of your HUD and tap the Waypoint Select Key several times, noting the positions of the waypoint marker. Leave the marker pointing to the target you want to attack first. Check your ordnance (tap the Short- and Medium-range Missile Keys and the Ground Attack Missile Key) to familiarize yourself with the weapons you are carrying. Accelerate Turn on your engines by tapping the Maximum Power Key. As you move down the runway or carrier deck, watch the speed scale (left side of the HUD) very carefully. A thin, coloured bar on the side of that scale will gradually go down. This is the Stall Speed Indicator. When the bar drops below the centre tick-mark your plane is past stall speed. This happens very quickly on a carrier deck, and somewhat slower on a runway. Climb and Turn onto Course Once past stall speed, pull back gently on the stick. Watch the altitude scale on the right side of the HUD: you'll start climbing. Push the control stick left or right until the waypoint marker along the top of the HUD matches up with the centre tick of the heading scale. Alternatively, you can simply tap the Pilot. Automatic Key and let your autopilot turn you onto the correct course to the first waypoint. Flying the Fighter A Light Touch Use a light touch on your controller. The most common pilot error is a "ham- fist" on the stick, throwing the plane around the sky in uncontrolled abandon. That kind of heavy-handed flying may be fun in a dogfight but, it's totally useless for lining up a cannon shot, or making a landing. Unless it's an emergency use light, smooth stick movements. Chasing the Gauges When you change an aircraft's operating regime, by moving the stick, changing the throttle, etc., the effects of the change don't happen instantly. It takes a second or two for your gauges and displays to "settle out" and show the new situation. For smooth flying a pilot always makes a change, then observes the effects. Constant adjustment and correction should be avoided, because all you'll do is "chase the gauges", overcorrecting every move. Straight and Level Flight To be a good combat pilot, you need to master level flight. Do this in a training scenario, rather then real life. Climb to 2000' (2K on the HUD altimeter) and level the aircraft so the nose of the plane points at the horizon. Now reduce the throttle to about 75% to achieve an economical cruising speed. Although the nose indicator on the HUD may appear level with the horizon, a glance at the VVI probably shows that you are gradually climbing or descending. If climbing, push forward slightly on the stick and let go and see what happens; if you're descending pull back. Your goal is to keep the altimeter rock steady. You'll notice that your flight path indicator aims at the horizon, but your nose indicator may be pointed above or below it, depending on your speed. Generally, the slower you're travelling, the higher you must pitch the nose to achieve level flight. Experiment. Tap the Brakes Key. This slows your plane. Watch the HUD and notice how the flight path indicator drops as your speed and altitude drop. To achieve level flight at this new, lower speed, pitch up (pull back on the stick) until the flight path indicator is level with the horizon. You may need to adjust once or twice to find the setting. Turning Beware of stalls when pulling tight turns. As your roll angle increases beyond 45 degrees (when turning right or left), your stall speed rises from the normal 120 knot range to over 200 knots (in a 90 degree roll). Since tight turns can "bleed off" airspeed, a long, tight turn may reduce your airspeed below the stall speed. Keeping an eye on your speed is especially important when making tight turns at low altitude - a stall can mean a crash! To make a very tight turn, roll to 80 or 90 degrees. Then you can significantly increase your turn rate by pulling back on the stick. However, this trick bleeds off airspeed even faster then a bank turn, and the danger of a stall increases accordingly. Climbing Ballistic ("straight up") climbs cannot be maintained for excessive periods: the engines are insufficient for a prolonged ballistic climb. Remember that any prolonged vertical manoeuvre greatly reduces airspeed. However, going vertical is a very clever manoeuvre for changing direction, since you can roll while vertical, quickly pointing your nose in any desired direction, then push down into level flight again. For details of these types of manoeuvre, see Dogfighting. Low Altitude Flying At altitudes under 500' you can expect increased buffets, downdrafts, and other irregularities that make flying difficult. Also beware of low ridges and mountains. It's easy to fly into a mountain if you're not looking. Good pilot develop a "cross check" routine of scanning the entire HUD periodically, to make sure everything is okay. In "Rookie" and "Pilot" flight options you have a barometric/laser altimeter. If you drop below 300' this device automatically but gently pushes your plane above 300'. Be warned, the device automatically turns off when the landing gear is down or when the gun is firing. The device is not proof against power dives, stalls or other radical manoeuvres, but works fine in normal flight regimes. In fully realistic flight the automatic altimeter that keeps you above 300' is turned off. This allows a skilful pilot to cruise at extremely low altitudes. Landing the Fighter One of the more difficult manoeuvres in flying the plane is getting it safely back on the ground. If playing in Rookie difficulty level, all you have to do to land the plane is fly toward a friendly airbase; when you get near the base, the plane will be set down on the airstrip almost immediately. If playing in higher difficulty levels, you have the choice of landing the plane yourself or allowing the autopilot to land it for you. About Airbases All ground runways and aircraft carriers have a North-South orientation. On approach, a course of 000 (if coming form the south) or 180 (if coming from the north) will aim you directly at the runway. Airbase runways are more then twice as long as your safe landing distance at 200 knots, so you have a large safety margin. Aircraft carriers have arrestor wires on the stern. You must touch down before or on these wires, which catch and stop your plane. If you miss you'll roll off the deck. Do not attempt to land on the bow of an aircraft carrier. There are no arrestor wires there, and other aircraft spotted for launching may be positioned there - you don't want to crash into them. Automatic Landing Players who don't want to worry about learning to land the aircraft may use autopilot to land the plane for them. To do this, select friendly airbase with the Waypoint Select Key. Then turn the autopilot on (tap the Pilot, Automatic Key) and sit back and watch the plane land. You still may be shot by an enemy aircraft and ground-based weapons, but the autopilot will land your aircraft perfectly every time. This approach can be quite useful in learning to land. Watch the fighter's HUD and panel to get an idea of timing, descent, braking and so on in approaching the runway. After a few times you'll probably be ready to attempt a landing unassisted. Straight-in Approach Landing Probably the easiest way to land the fighter, short of the autopilot, is to take the straight in approach. Simply put, you find the airfield, approach it from directly North or South, and slowly descend towards the runway. Just before touchdown, open the brakes. That's it in a nutshell, but for more detail read on. Line-up the Approach: Set the waypoint marker on the airbase (by tapping the Waypoint Select Key). Set your course so that you approach the heading 000, or 180. Beginners should plan to begin this approach about 40 km to 50 km from the runway. Attempting to find the approach and make a landing less then 20 km from the base is not advised for beginners. Approach at 300 knots: As you approach in level flight, reduce your throttle until the airspeed shows 300 knots (about 70% throttle). You'll need to raise the nose 5 to 7 degrees to maintain level flight until you're about 20 km from the airbase or carrier. Throttle 50%, Gear Down: Now reduce the throttle to about 50%. This slows the plane to about 230 knots. As you reach this speed, lower your landing gear. If you're moving too fast, extend the brakes (tap the Brake Key) for a brief period, then retract them again. Descend: There are two methods for descending. One is to reduce the power slightly. If you were in level flight, you know have less thrust and will gradually descend. This method is generally preferred by pilots. The other method is to reduce the pitch of the nose slightly. Typically you're landing with the nose pitched up about 5 to 7 degrees, to maintain level flight at low power. Therefore, reduce this upward pitch a few degrees to cause a gradual descent - do not point the nose down and dive for the runway. In either case, your nose should always have a positive pitch (the nose indicator should be above the flight path indicator). Keep an eye on your airspeed and stall bar. If the stall bar indicator is too close to your current airspeed (within 25 knots), your throttle is too low or you're flying with brakes on. Increase the throttle or take off the brakes. Conversely, if you're moving too fast (over 250 knots), extend the brakes (tap the Brake Key) for a brief period, then retract them again. Touchdown on Runways: Your altimeter will read 0' on a runway and 125' on an aircraft carrier deck. These are your "touchdown" altitudes. The safe touchdown vertical velocity is shown by an arrow on the VVI portion of your HUD altimeter. A VVI of 400'/minute or less (4 ticks on the scale) is always safe. The easiest and safest touchdown is simply to gradually continue the descent until you're on the runway. Then cut the power (tap the No Power Key) and engage the brakes (tap the Brakes Key). Touchdown on Aircraft Carriers: Landing on a carrier is slightly more difficult, since you must touch down in the arrestor cables area. To avoid overshooting the cables, increase your descent by lowering the nose a little extra, then at the last second extend the air brake (tap the Brakes Key) as you pull the nose back up a bit. If you miss the carrier's arrestor cable area, don't bother trying to touch down. Instead close the brakes (if you opened them earlier) and hit maximum throttle (tap the Maximum Power Key). Since your nose is pointed up, you'll climb upward again.  CHAPTER 4. AIR COMBAT ===================== ATTACKING THE ENEMY Your Strike Eagle is equipped with three types of missiles and one cannon. Two of the missile types, the AIM-9M Sidewinder and the AIM-120A AMRAAM, are air-to-air missiles, or AAMs. They are used for destroying enemy aircraft. The other, the AGM-65D "maverick" is an air-to-ground missile, or AGM. It is for firing at targets on the ground. The cannon (M61A1 20mm "Vulcan") may be used effectively against either air or ground, although it is far more difficult to hit targets with the cannon. Missiles in General Radar-Guided Missiles There are essentially three types of radar-guided missiles: beam riders, semi-active homers and active homers. The vast majority of radar guided missiles fall into the first two categories, relying upon a radar beam emanating from the launcher to guide it to the target. This means that the launcher, whether an aircraft or ground-based radar station, must continue to track the target until the missile reaches it. The third type, called active homers, is the most technologically advanced, the most expensive, and the most deadly; they transmit and receive their own radar signals, so once fired, they guide themselves to the target. These are commonly called "fire- and-forget" weapons. Most long- and medium-range missiles are radar guided, because of the penetration power and range of radar beams. Infrared-Homing Missiles All infrared (IR)-homing missiles are "fire-and-forget" weapons. These home- in on the heat coming out of your fighter's exhaust system or from the tips of the wings, where air friction makes them hot. Early IR-homers were somewhat unreliable because they were not very sensitive to differences in temperatures; they were easily confused by non- target heat sources, such as the sun or even hot rocks on the ground. Modern IR-homing systems are tuned to finer changes in temperature and ignore all but heat signatures characteristic of aircraft. Your Missiles AMRAAMs Your AIM-120A AMRAAM missile is one of the best medium-range weapons in the world. It is the only "fire-and-forget" radar-guided missile in the American inventory. It has sufficient circuitry to penetrate most enemy defences, and sufficient manoeuvrability to chase down most fighters, not to mention nailing bombs and transports. Because the AMRAAM has greater range then the Sidewinder (32 km compared to 17 km), pilots typically open fire at long range with the AIM-120, then switch to Sidewinders if any enemy aircraft survive to that range. Note: The AMRAAM has been in development for a number of years and is not yet generally available. They are available for your Strike Eagle, though. Sidewinders The short-range, IR-homing AIM-9M Sidewinder is probably the best dogfighting missile in the world. It is more manoeuvrable then the AMRAAM, giving it a better chance of "hanging on" to a twisting, turning target. The most advantageous firing position for the Sidewinder is up the enemy's tailpipes. The next best position is from above, diving down onto the top (hot side) of the enemy plane. The third best position is directly into the enemy's nose. Shots against the enemy as it crosses in front of you, or at its underside (the cold side) have very little chance of hitting. The main weakness of the Sidewinder is its limited range. Mavericks Your AGM-65D Maverick is an air-to-ground missile, used for destroying targets on the ground. It is a "fire-and-forget" weapon of almost unsurpassed quality. Once your tracking camera is on the right target, it's just a matter of waiting for the tracking box to change from a square to an oval (indicating lock-on), and then for the oval to change colour (indicating a high-accuracy firing solution). When firing at ground targets; its usually wise to wait for the oval to change colour before launching the missile. Once the missile is launched you can find other targets and manoeuvre as you please. The Maverick uses a highly-advanced guidance system. When you lock-on to a target, the missile takes a "snapshot" of the target's infrared image which it then stores in memory. When fired, the missile simply flies toward it "memorize THUNDERJAWS Dox typed by 2TUFF of CRYSTAL ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ INTRODUCTION: Deep within her subterranean fortress the evil Madame Q has launched a new and dastardly plan-to build an army genetic mutants to take over the world! You have been dispatched to infiltrate her defenses and thwart her insane Plans. Along the way you will encounter her guards both on land and underwater lizard women and half human cyborgs patrol her island defenses, while cybernetic sharks infest the surrounding waters. Use the weapons provided wisely and remember to pick up the weapons dropped by her guards. Reports of giant armoured sharks and unconfirmed, but watch out! GENERAL: Thunderjaws is divided into two main Sections - underwater and inside Madame Q's various Bases. You must infiltrate each base in turn through underwater entrances and, once inside, make your way to the control room Choose either one or two player mode, but remember Madame Q will dispatch more guards if there are two of you. Each control room is guarded by a boss monster who is very difficult to destroy, so collect extra weapons before taking these guyz on! WEAPONS: Uzi - Provides rapid fire capability. Explosive Bolt - Massive destruction power. Flame Thrower - Excellent at short range Super Seeker - No place to hide from this one. Tri Shot - Get enemies on other platforms. HEALTH: First aid kits and oxygen tanks have been dropped off in various locations to restore your health. UNDERWATER ENEMIES: Punker , Manta-creature , Drop Ship , Shark , Piranha , Diver LAND ENEMIES: Fire Woman , Hooded-Guard , Battle-Tank , Bat-Women , Robo-Dog , Robo-Guard Spider-Bot , Punker , Level 1-mothership , Lava-man , Lizard-women Q's Personal Guard CONTROLS: AMiga/St: Use joystick in port #2 for one player or in the mouse port for two players. JOYSTICK CONTROLS: Left: Move Left Right: Move Right Up: Short jump/Climb Ladder Down: Duck Up + Left: Jump Left Up + Right: Jump Right Up + Fire: High Jump Down + Fire: Jump Down LOADING INSTRUCTIONS: Amiga/ST: Reset machine and insert game disk. NOTE: Thunderjaws automatically detects extra Memory and includes extra features d" target. The missile is smart enough to hit the target in the centre. Firing Your Missiles You must always arm the appropriate missile before you can fire it. This is done by tapping the appropriate missile key (Medium-range, Short-range, or Ground Attack). Once a missile is armed, it will begin tracking the nearest target (the target appears in your tracking camera CRT). If you are attacking a ground target and want to track a different target, tap the Target Search Key (note that this key works only for ground targets). tapping it repeatedly cycles through all currently available ground targets. Stop when the target you want appears on the tracking camera CRT. If you have armed an air-to-air missile, you cannot switch from target to target because the IR-homer in the missile will track only the nearest target. If the tracking box appears in your HUD, the target is in front of your fighter and you can fire the missile once it locks on. If the tracking box does not appear, check the heading of the target in the tracking camera CRT and turn towards that heading until the box is in your HUD. Always remember to wait for lock-on before firing a missile. If you don't wait for the target box to become oval shaped, you're firing without lock-on and will almost certainly miss. Once you have a lock, look at your airspeed. If you're moving fast (around 500 knots or more) or the target is closing, a maximum range lock-on shot will probably hit. However, if your speed is low or if the target is flying away from you, wait until the range closes, ideally until the oval changes colour. Then simply hit the Fire Missile Key. Missile accuracy doesn't take into account enemy defensive equipment or evasive manoeuvring. First line and elite fighter aircraft may prove more difficult to hit. Although the "Mainstay" AEW&C craft manoeuvres poorly, it has superior defensive equipment that may make your missile go astray. You may find that guns are necessary against Mainstays flown by capable crew. remember that missiles fall 300' to 400' before their motor is powerful enough to guide them away to the target. if you're diving to a low altitude, the missile could slam into the ground before it can fly away. Firing in a tight turn, or while inverted, can cause the missile to tumble. The wisest method is only to fire when you're level and above 500'. Sidewinders and AMRAAMs always home on the most prominent target, which is usually the nearest. They will do so even if you were tracking someone else. You may be tracking a target, fire a missile, and then discover it goes for one of the fighter escorts that happens to be closer! Your M61A1 20mm Vulcan Jet aircraft travel so quickly that conventional machine guns and cannons cannot fire fast enough to guarantee a hit: a plane could literally fly between the shells. Therefore, modern aircraft cannons are either a group of guns (such as the twin 23mm cannons in many Russian MiGs) or a multi-barrel Gatling gun (such as the six barrel Vulcan on your Strike Eagle). Aircraft cannons have an effective range of 0.5 to 3 kilometres, with a maximum range of 6 kilometres. Inside 0.5 kilometres use of a cannon is unsafe, as there is a significant danger that a piece from a disintegrating target may hit you. The Historical Gunsight Your F-15 has the most modern, advanced gunsight available: a "historical" gunsight with automatic radar rangefinder. In normal operation this gunsight "assumes" you are firing at maximum range (6 km). However, if your tracking box is on a closer target, that shorter range is used instead for gunsight calculations. The gunsight computer constantly calculates range, flight path and ballistics for you. It then displays where you shells would be if they were hitting the target now. The gunsight continually calculates firing, delays the appropriate time, and displays potential hits as they would occur. Therefore, the sight is "assuming" that you fired at the correct time in the past (hence the term "historical" gunsight). The historical gunsight requires conscious "retraining" to use well since it doesn't require you to "place the sight on the target". However, this weakness is more then compensated for by the advantages of anticipation firing. The sight allows you to fire sooner and more accurately then any other sight in existence. The historical gunsight is the device of choice among "in-the-know" fighter jocks. Anticipation Firing It takes about two seconds for the Vulcan's shells to travel the maximum 6 kilometre range. Therefore, to hit a target you must judge the speed at which the target and your sight converge. You should fire about two seconds before they meet. If the range is less then 6 km, wait a little less. For example, at 3 km wait until the target and sight are one second apart; at 1.5 km wait until target and sight are a half second apart, etc. You can use this sight like an old fashioned predicting sight. That is, wait until the sight is on the target, then shoot. But at 6 km range you'll have to hope the target stays on the same course for two seconds to insure a hit. In short, the key to using a historical gunsight is anticipation. Don't wait for the sight to reach the target. Instead, learn to anticipate the meeting of sight and target, then shoot ahead of time. Strafing Ground Targets Using your Vulcan cannon against ground targets requires some skill. In a strafing attack, dive low (under 500') then straighten out and fly level. Because the cannon gunsight is optimized for air-to-air combat, "walking" your shells across the ground is the best way to hit a target, but this uses a lot of ammunition. Experienced pilots confine themselves to ranging bursts until they're close. The most difficult problem in strafing is your limited range. Maximum cannon range is only 6 kilometres; effective range is just 3 kilometres. This means you only have a couple of seconds to hit the target before it passes beneath your gun. A common error when strafing is "target fixation" where you ignore altitude. Remember that strafing means diving - and you've got to come up again sometime! After you pass your target, open the throttle and turn away. Keep an eye on your missile warnings and be ready to drop chaff or flares. ENEMY ARMAMENT The enemy will be firing sophisticated missiles at you in an attempt to destroy your aircraft. He will use basically two types of missiles: Surface- to-Air Missiles (SAMs), that are fired from ground installations, and Air-to- Air Missiles (AAMs), like your AMRAAMs, and Sidewinders, that are fired from his fighters. His aircraft are also equipped with rapid-firing cannons, like your Vulcan. In general, the enemy's cannons are not as effective as your own, but be careful of the lucky shot. Enemy Missiles Enemy SAMs As you fly into enemy radar search zones, which include just about all of the areas into which you will fly, the enemy will attempt to destroy your fighter from ground-based missile launch sites. In order to avoid being shot down by SAMs it is important to understand how they work. Radar Guided SAMs: Medium- and long-ranged SAMs are radar-guided. All types use the same three-step process to engage their target: (1) Radar search: Enemy search radar periodically scans a 360 degree area of the sky. (2) Radar tracking: When a search radar finds a target (such as your plane) it "hands off" to a narrow-beam fire control radar which locks onto your craft. At this point a missile is launched. (3) Radar control: Once the missile is launched, the narrow beam continues tracking your plane so the missile's course can be updated and corrected. IR-Homing SAMs: Short-range SAMs are usually infrared-homing missiles. The only significant difference between the method used for killing you with IR SAMs and that for Radar SAMs is that once fired , an IR SAM doesn't rely upon the radar to update its course during flight; instead, it guides itself to the target. (1) Radar search: A search radar finds your aircraft. (2) Radar tracking: A tracking radar follows your aircraft. (3) Missile launch: The IR homing missile is launched. At this point tracking radar is unnecessary, as the missile can guide itself to the target. Enemy AAMs The enemy has a wide variety of threatening AAMs, but probably the most dangerous one is the Russian AA-10 "Alamo". Like your AMRAAM, it is a "fire- and-forget" medium range missile, and is difficult to shake. All other Russian medium- and long-range AAMs are radar-guided, semi-active homers - they rely upon a radar beam emanating from the firing aircraft to guide the missile to your fighter. By definition, all IR-homing AAMs are "fire-and-forget" weapons. These are usually short-range (8-12 km), dogfighting missiles. The most dangerous is the Russian built AA-8 "Aphid", whose manoeuvrability and modern IR seeker is almost a match for your Sidewinder. If enemy MiGs or Sukhois close to AA-8 range, you could be in trouble; only your dogfighting skill could save you. Enemy Guns The enemy has cannons equivalent to yours in range and power. However, the enemy still uses old predicting gunsights. This means they are virtually required to get behind you before they can make a decent shot. In addition, all but the most elite pilots will be slow to fire, since they must place the gunsight on the target and keep it there to score a hit. If you sense the enemy is behind you and ready to fire cannons, "jinking" (small, violent moves in random directions) can throw his aim. Finally, Russian built aircraft with the older GSh-23 cannon may not always hit, since the lower volume of firepower increases the chance of you "flying between the shells" and escaping serious injury. Don't rely on this: not every 23mm shell is an unlucky one! DEALING WITH MISSILE ATTACKS Inevitably, you will find yourself under attack from both ground-based and air-launched missiles. Your fighter is designed to give you ample warning before you are hit and destroyed, and there are several defence systems built into the plane to aid you in spoiling the enemy's attempts to shoot you down. In addition, with practice you can manoeuvre your way out of desperate situations without having to rely upon your fighter's defence systems. Missile Attack Warnings Your first warning that a missile has been fired at you comes in the form of a beep and a message displayed in the message window. This will inform you of the type of missile fired and the place from which it was launched if it is a SAM or the type of enemy plane that fired it if it's an AAM. At this point one of the warning lights on the dashboard begins flashing to remind you that a missile has been targeted. If the offending weapon is radar-guided, the "R" light flashes; if it is an IR-homer, the "I" light flashes. Your next warning appears on your tactical screen, in the middle of the dashboard. You see the missile as it approaches your fighter. Finally, when the missile is within a few seconds of impact, you here the missile proximity klaxon, a high-pitched bleeping sound that continues until the danger is passed or until the weapon slams into your fighter. End of part 1...er on. We suggest you look at the three CRT displays to get familiar with them. * The left-side CRT shows a map of the world in which you will be flying. By tapping the Zoom Map Key you can zoom-in on the map; by tapping the Expand Map Key you zoom back out. * The centre CRT contains a radar tactical display showing the situation occurring in the immedia Part 2 of the F-15 Strike Eagle II docs. Responses to Missile Attacks Reduce Your Visibility In some cases, especially when a missile is fired at you from great distances, you can avoid the danger by simply "hiding" from the radar that must track you to guide the missile to your fighter. Unfortunately, IR-homers that are already enroute cannot be evaded in this way, but you may avoid additional launches of IR missiles, since the first step in launching is to find you with radar. First and foremost, the further you are from the enemy radar site, the weaker the signal. Therefore, you may wish to simply turn and run away for a while, until the signal is too weak to "see" you. Also remember that reducing your altitude, lowering your engine power, and levelling out your flight will help. Chaff (for Radar-Guided Missiles) For defence against radar-guided missiles, your fighter is equipped with chaff cartridges. Each chaff cartridge deploys a cloud of tiny tin-foil strips that reflect enemy radar. For two or more seconds the strips form a huge radar reflector, blinding the missile, like a smoke screen. The classic chaff technique is to wait until a radar-guided missile is just a couple of seconds away (when the missile proximity klaxon sounds). At that instant fire a chaff cartridge (tap the Chaff Key) and turn away. The blinded missile will fly straight into the chaff, missing you. Note that you do not have an endless supply of chaff cartridges; your current supply is constantly updated and indicated on the left hand side of the console, or on the HUD whenever you use one. Doppler Missiles: Enemy missiles with Doppler radar guidance systems are a special danger. These missiles will not home on the chaff unless your course is perpendicular (at right angles to) the missile. If the missile chases you from the rear or attacks from straight ahead, the chaff has no effect. Only three SAMs currently have Doppler guidance: the SA-10, SA-12 and SA-N- 6. Only one AAM (air-to-air missile) has Doppler guidance: the AA-10. Flares (for IR-Homing Missiles) For defence against IR-homing missiles, your fighter is equipped with heat- producing flares. Although called "flares", these are really small, finely tuned heat decoys. A flare lures an IR missile towards it (an away from you), but only during the 2 to 3 seconds it burns. After that the flare dies and the missile resumes seeking. Therefore, like chaff, the standard technique is to wait until the missile is a couple of seconds away (the klaxon sounds), then drop a flare while you turn away. Like chaff cartridges, you don't have an infinate number of flares; your supply is indicated on the left hand side of the console, or on the HUD whenever you use one. Manoeuvres It's important to remember that chaff and flares aren't perfect. Both radar- guided and IR-homing missiles continue seeking after your flare or chaff expires and Doppler radar missiles ignore chaff altogether if you're on the wrong course. Therefore, it's important to manoeuvre out of the missile's "field of view" when the defence expires. If you don't, the missile will re- acquire you and continue on a collision course! If you're an especially skilful pilot, you can outmanoeuvre an enemy missile without mechanical aids. Evading the Missile's View: SAMs have a limited cone of vision; they can only "home" on targets within the acquisition arc of their seeker. This arc is a bare 45 degrees ahead of the missile. If flares or chaff temporally confuse a missile, you can evade attack by turning rapidly to move outside this 45 degree arc. Usually the quickest escape course is one perpendicular to the missile's flight path. Turning inside a Missile: When a missile is close, you still have a chance to outmanoeuvre it, because its turning arc is larger then yours. If the missile is trying to fly up your tail, roll over onto a wingtip for a tight turn, then pull back hard on the control stick to tighten the turn further. Keep an eye on your airspeed, since you can't stay long in this kind of turn - soon the plane will stall. But meanwhile, the missile is making a wider, faster turn that causes it to zoom past harmlessly. Turning towards a Missile: If a SAM approaches you from the side, gradually turn towards it, increasing the tightness of your turn as it comes closer. The objective is to keep the missile's course at right angles (perpendicular) to your own. This tactic works because the missile cannot turn with you. Instead, it gradually falls behind and zooms past your tail. Evading Frontal Attacks: If a missile approaches you from the front, wait until it's about 8 to 12 kilometres away (about 2/3 of a grid square on the tactical display). Then make a quick 90 degree turn, placing the missile facing your side. Now roll over 180 degrees and turn towards the missile. Now you're set up for a turning battle (see Turning towards a Missile, above). Missile Minimum Range: Large less-manoeuvrable missiles fire straight up when first launched. This means that they can't begin homing until they're beyond a certain distance (in range and altitude) from their launchers. As a result, circling right over a battery of low-manoeuvrability SAMs can actually be very safe. DOGFIGHTING The best way to ambush an enemy plane is to slide up from behind it. Enemy aircraft have forward-facing radars only (except the IL-76 "Mainstay" AEW&C), so coming in from behind means you can catch him off guard. Traditionally, fighter pilots prefer to attack from above. This gives them an energy advantage in a dogfight. However, missile tactics and the importance of secrecy make a height advantage less valuable. Gaining height makes you visible to enemy radar, which may warn your targets. Therefore, approaching low and from behind is often wiser. Only if your missile attacks fail and the enemy discovers you should you begin to seek an altitude advantage. If you're surprised or "bounced" (attacked from above) be the enemy, immediately look for incoming missiles and take appropriate defensive action. Missiles arrive faster then aircraft, and must be avoided first. Only then can you begin dogfighting. The Missile Exchange Often an air-to-air battle starts because the enemy has discovered you and vectors fighters in your direction. The result, quite frequently, is a head- to-head face-on. In this western-style showdown each side starts with an exchange of medium- ranged AAMs. be prepared to chaff the "incoming" or manoeuvre it to a course perpendicular to your own. Once your medium-range radar missile is away, switch to a Sidewinder. You may get a second close-range missile shot if the AMRAAM fails. Scoring with a head-to-head cannon shot is much more difficult; it's not worth the ammo unless you're out of missiles or you're an incredibly good marksman. In most cases, if you can get off a second missile shot so can an enemy carrying second-generation IR missiles (the AA-8 or AA-10 IR version). These nasties show up frequently on MiG-29s and Su-27s, but aren't unknown on other craft flown by veteran or elite pilots. The Early Turn One of the most difficult but useful tactics in a head-to-head match is making an early turn. Against inexperienced pilots this trick is easy, since greenhorns usually keep boring in, hoping for a cannon shot. Against vets, an early turn requires fine timing. If you turn more then a second or two ahead of the enemy, you're just telegraphing your intentions. If you wait to long you get no advantage at all. Dogfighting Manoeuvres The essential rule in dogfighting is to get on the enemy's tail. On all fighters, gun and missile guidance systems face forward, so if you're on the enemy's tail he cannot shoot at you. If you can't get on his tail, try to place his aircraft as much ahead of you as possible, so you have the maximum number of firing opportunities. Maintaining higher speed or altitude is valuable in a dogfight. A plane slower and lower can only dodge attacks. A plane faster or higher can attack or retreat as desired. Having a higher speed or altitude is termed the "energy advantage". If the enemy is behind you, there are various classic escape manoeuvres: Turning Inside, the Scissors Turn, the Immelmann Turn, the Split-S Turn and the Yo-Yo Turn. Not only should you learn to execute them, but also learn to recognise them so you can apply the appropriate counter manoeuvre. Turning Inside You can see enemy planes approaching on your tactical display. The simplest solution to an enemy plane coming up from behind you is to turn towards him. If you're turning faster and tighter then he is, you'll gradually circle around and get onto his tail. You make the tightest turn possible by rolling onto your side and pulling back hard on the control stick - but be careful of stalling! Of course, if the enemy is turning faster then you, he will eventually come around behind you. If this happens try something else immediately. The longer you wait the worse it gets, until he lines up a shot and toasts you. Scissors Turn A more complex way to out-smart an enemy aircraft is the scissors turn. Begin turning toward him as if you're planning to out-turn him, but once he begins to turn with you, quickly roll over to turn in the other direction. This opens the scissors. As the enemy realizes you've turned away and tries to follow, reverse the procedure and roll back towards him again. If your turns were quicker and tighter then his, and/or you're a slower plane, he will eventually pass in front of you. This allows you to get onto his tail. A novice enemy pilot trying to turn with you can quickly be lured into a scissors trap. Even if his plane turns better, his slow reaction to each reversal will quickly give you the edge. A more experienced enemy pilot may avoid your trap by anticipating your next turn and blasting you (if his fighter is less manoeuvrable then yours), or by pulling up and over you into a yo-yo turn (if he's faster). Immelmann Turn This manoeuvre is an excellent way to reverse direction quickly, especially useful when an enemy plane has buzzed past in a head-on-encounter and you want to gain altitude and get on his tail at the same time. First you preform a half-loop upwards to reverse direction, then a half roll to right your aircarft. If an enemy fighter is behind you, an Immelmann can bring you nose- to-nose with him. Note that an Immelmann gives you an altitude gain but costs speed, since a half-loop upwards slows you down significantly. The original Immlemann, a German WWI fighter ace, reputedly rolled while vertical, allowing him to finish the loop in whatever direction he desired. He still finished the half-loop inverted - it's aerodynamically more efficient that way. Split-S Turn This is another way of reversing direction quickly, but is more dangerous. Begin by rolling inverted, then pull the stick back to half-loop downwards. Many pilots begin the loop before the roll is completed, rolling the plane while looping. The split-S causes you to lose considerable altitude, so it's often wise to reduce throttle and/or use speed brakes to minimise altitude loss. The Split-S complements the Immlemann because you gain speed and lose altitude. Unwary fighter pilots have sometimes tried to Split-S into or away from the enemy without remembering their altitude. The result can be a Split- S right into the ground! Yo-Yo Turn This manoeuvre is used mainly by higher speed jets against slower opponents. Therefore, you should learn this manoeuvre well, because your fighter is one of the fastest, most powerful in the world. You may see Su-27s and MiG-29s attempting it against you! This turn requires excellent cockpit visibility, something that earlier MiGs lack. To execute a Yo-Yo turn, climb and roll towards the enemy, until he's visible out the top of your canopy. Then pull over into a dive while still turning. During the dive you roll the plane to help line up your shot. Very often you'll take that shot while inverted. In effect you make a very big turn in three dimensions, Most of the turn radius is "consumed" with the climbing and diving, allowing a faster plane to travel further and turn wider, yet still come out on the tail of the more manoeuvrable plane. As you gain altitude you gain the "energy advantage" and the flexibility to turn either way your opponent goes. American F-4 Phantom pilots used this manoeuvre with great success against slower but more manoeuvrable MiG-21s over North Vietnam during the Vietnam war. Note that the best defence against a Yo-Yo is to reverse your turn, or to use the third dimension yourself (usually by going into a Split-S). Because a Yo-Yo requires good spatial perception, first practice it using the Slot View (if alone) or Tactical View (if you've got a target). CHAPTER 5. THEATRES =================== LIBYA Introduction Libya is ruled by Col. Mu'ammar al-Qadhaffi, leader of the secret army organisation that deposed the former king in 1969. The capital city is Tripoli and the nation's chief source of wealth is oil. A desert nation, Libya has only on visually distinctive mountain region: the Jabal al Akbar to the east of Benghazi. Deep in the desert, east of Sabha, are the desolate, isolated mountains of the Al Haruj al Aswad, while to the west are the great sand seas (ergs). Rich by third world standards, Libya buys most of its armament from the Soviet Union. Its military is trained by Soviet advisors, but national pride has prohibited (so far) any significant Soviet presence. Soviet advisors do not participate in combat operations. Libya's army is approximately 60,000 men strong, its navy has 53 ships and 6,500 men, while its air force has roughly 530 planes, 30 combat helicopters, and 8,500 men. A 10,000-man paramilitary "Pan-African Legion" also exists as well as various terrorist training camps. Sightseeing in Libya Flying over Libya is a unique experience. It is a truly desert nation, a land of red and brown hardscrabble with patches of tan sand and grey boulder fields. Water is all underground, seeping to the surface in occasional patches of green oasis or mountain valley. Mountain ranges are low, undulating areas full of small hillocks and short peaks. From the air it's often hard to tell the difference between ageing roadways and dark wadis (gullies) in the desert. But some works of man stand out, particularly the rust red of oil wells and pipelines or the distinctive star-pattern of SAM batteries. Friendly Bases Sigonella on Sicily (UD15): The USA maintains the Sigonella military field in southeastern Sicily. The Sigonella runway is the main staging point for air attacks against the North African coast, especially Libya. Unfortunately, the flight distances are quite long. CV American at Sea (UD70): This 60,000-ton "Kitty Hawk" class conventional aircraft carrier, designated CV66, serves with the US 6th Fleet in the Mediterranean. It participated in the 1986 raids against Tripoli and Benghazi. The carrier is ideally positioned for launching and recovering strikes against Benghazi, the Gulf of Sirte, or targets deep inside Libya. Here it cruises on a southerly course with its traditional ring of close escorts. The carrier remains well north of the Gulf of Sirte to avoid SSM attacks from enemy ships and aircraft. It is surrounded by escorts and regularly replenishes the CAP (combat air patrol) with F-18 launches. Neutral Bases These airbases are in neutral territory. Don't use them unless specifically ordered to do so or if you must make an emergency landing. Suda Bay on Crete (VD41): Near the city of Khania, this airfield is not an American base, although in years past it was a major NATO air and naval base. It has the advantage of being both closer and less public then equivalent fields in Greece or Egypt. Halfar on Malta (UD13): Once a critical strength position for the British Commonwealth in the Mediterranean, this is now a neutral port and sometime tourist haven. Libyan Cities and Targets Tripoli (TC87): The capital city of Libya has a large military-civilian airbase at Idris, well protected by SAM batteries. Until recently, long-range SA-5 Gammons watched the skies from these sites, but there are indications that Russian military advisors may replace these with more formidable SA-12 Gladiators. Tripoli is also the site of a major army headquarters, various military depots, oil storage areas, and sometimes terrorist training camps. Missile boats can almost always be found prowling the coast nearby. Sabha (UB17): This southern town is the main military base of operations for Libya's southerly expansion. It was the major depot for the war against Chad and is still extremely important to Libyan trans-Saharan ambitions. The most important military installations here are the large airbase and the SAM battery protecting it. Misratch (UC26) & Sirte (UC43): These costal towns house low-level military headquarters and oil storage tanks for refuelling ships. Sirte is a secondary naval base, supporting missile boats that cruise the western side of the :Line of Death". Ras Lanuf (UC82) & Port Brega (UC92): Ras Lanuf is Libya's largest and newest oil facility. A vast quantity of oil for export is stored here, and a large number of oil tankers ply the waters nearby. There is also a refinery, vast "farms" of oil tanks, and a major military headquarters. Port Brega oil facility is older but still in operation despite the completion of Ras Lanuf. A number of SAM batteries are sited in this vital area. Port Brega airfield, west of town, serves both ports. Benghazi (VC16): This city is the site of Libya's second-largest military base, including the Benina airfield and powerful protective SAM batteries. The city itself is large, with a military headquarters and a few small oil storage facilities to serve the ancient port. Terrorist training camps are not uncommon in the hills to the east. Al Bayda (VC37): This sleepy coastal town in the mountains Jabal al Akbar has major military significance. It overlooks the narrow Ionian sea between Libya and Greece, making it an ideal site for anti-ship missiles. There is a small airstrip and SAM site as well. Oil Fields: The great oil fields of Libya are in the southeast, where literally thousands of wells pump crude from the ground. This oil os piped to Ras Lanuf and Port Brega. The great producing fields can be found near Raguba (UC90), Waha (VB18), Amal (VC30), Jalo Oasis (VC40) and Gialo (VB49). Most fields have a few storage tanks on site to hold crude temporarily until it can be piped to the port. However, the majority of storage tanks are at the ports, not on the fields. Secret Bases: Western intelligence operatives in Libya are preparing two secret, hard-pack surfaces suitable for aircraft landings. One is at Al Mukhayli (ONC VC43), the other is on the edge of the great ergs, at Yafran (ONC TC93). Libyan Air Defences Libyan air defence forces use Russian-built equipment and are trained by Russian advisors. SA-2 Guideline and SA-5 Gammon SAMs have been the backbone of Libyan air defences, but there are rumours of upgrades to new SA-10 Grumble and SA-12 Gladiator systems. Local military forces make use of SA-7 and SA-14 shoulder-fired missiles. These are also popular terrorist weapons and can be expected in the vicinity of terrorist camps. Libyan army units use various medium-range SAMs, including SA-8s, -9s, -11s and -13s. Libyan Air Force Fighters: The Libyan Air Force is composed of over 140 MiG-23MF "Flogger" fighters, a number of MiG-25 "Foxbats" (for reconnaissance and long-range interceptions), and several antiquated MiG-21s. The Air Force also has various Mirage 5D fighter-bombers for ground attack missions. Intelligence expects that MiG-23s and 25s will be your primary air-to-air opponents, although you may encounter the new MiG-29 "Fulcrum" flown by Soviet personnel. Reconnaissance Bombers: Although Libya does not possess any Tu-95 "Bear" reconnaissance bombers, Russian Bears frequently operate from Libyan bases. Air Transports: It is suspected that Libya's antiquated fleet of C-130H and C-47 air transports (built in America) will be replaced with Russian equipment, perhaps including the new An-72 "Coaler" jet transport. Libyan Navy The Libyan Navy is composed primarily of missile corvettes and missile patrol boats. The largest of these is the 770-ton Russian-built Nanuchka II class armed with Styx surface-to-surface missiles, SA-N-4 SAMs, and a twin 57mm gun turret. Other boats include the Russian Osa-class, Italian-built Wadi M'ragh class and the French-built La Combattante II types; these have poorer missiles and SA-N-5 SAMs, or no SAM at all. The Nanuchkas are the best boats in the Libyan Navy. They preform the most aggressive patrols, making them the primary threat. Patrols occur frequently in the Gulf of Sirte, south of the "Line of Death". Sometimes the Libyan air force flies fighter missions in support of these naval patrols. THE PERSIAN GULF Introduction Iran has been ruled by Shi'ite radicals since the overthrow of the pro- American Shah in 1979. In September, 1980, Iraq attacked Iran, beginning a long, costly war between those nations that lasted for years. Both contestants are viewed with distrust by the Arab states south of the Persian Gulf and Iran's support of international terrorism has not improved the nation's image. Iran also calls for a Shi'ite religious revolution throughout the Islamic world. This naturally bothers the leadership of the Arab states, since their governments are Sunni. However, Iran is populated by Persians, not Arabs. So far this cultural and linguistic barrier has hindered the spread of Iranian Shi'ite radicalism across the Persian Gulf to the Arab states. Iran is a large nation with varied geography. The Elbroz and Zagros mountain ranges run from the northwest corner (where Iran touches Turkey and the Soviet trans-Caucasus) diagonally southeast, along the border with Iraq, and then parallel with the Persian Gulf. South of these mountains, at the head of the Gulf, are Iran's oil fields. North of the mountains the nation is divided into two regions. The western part, near Iraq, Turkey and trans-Caucasus Russia, is fertile, heavily populated and includes most of the major cities and industrial plants. The eastern part, bordering Pakistan, Afghanistan and Soviet Central Asia, is largely barren desert and mountains with a small, impoverished, under-educated population. Under the Shah, Iran's oil-rich finances permitted massive investment in military forces, mostly from the USA. Since the revolution, however, many complex weapons have failed for lack of spare parts and maintenance, while most of the rest were damaged or destroyed in the war with Iraq. Iran has some sophisticated aircraft and missiles remaining, but these are deployed to protect key cities in the interior, rather then as a border defence. Sightseeing in The Persian Gulf Like Libya, the Persian Gulf is a desert region, except for the large, high spine of mountains that runs diagonally through Iran from the northwest to the southeast. However, water is more plentiful especially in Iran, resulting in increased agriculture and large local irrigation works to control the seasonal run-off from the mountain highlands. The Gulf has many interesting and exceptional areas, such as the Tigris- Euphrates watershed that reaches the head of the gulf around Abadan. Once a great seaport and teeming metropolis, the destruction of the Iran-Iraq war has reduced the area to a ruin of small towns and villages. Kharg Island, despite wartime attacks, is one of the great man-made wonders of the world. Surrounded by oil platforms and supertankers, guarded by missile boats and fighter patrols, it remains the site of numerous refineries and oil storage tanks. There are also great oilfields south of Kuwait City, north of Bushehr in the Bandar-e-Rig, on Bahrain and Qatar, and along the UAE coastline near Ruweiss and Tarif, as well as assorted individual platforms along the Arabian coast. Another interesting region of Iran is the great valley of Bandar-e-Lengeh and Bandar' Abbas. Seasonal rivers flowing from the mountains have formed a fertile valley floor that empties into the Straits of Hormuz, the strategic doorway to the Persian Gulf. On the opposite side (the southern side) of the straits, creating a narrow choke-point of naval traffic. Friendly Bases America's strongest allies in the Persian Gulf are Saudi Arabia and the tiny island kingdom of Bahrain. CV Nimitz at Sea (KY83): This huge 80,000-ton nuclear carrier is the class ship of the latest and most powerful program of aircraft carriers. Normally assigned to the Pacific Fleet, it is prepared to visit the Indian Ocean at any time. Here it sails with a close escort of destroyers, and has its F-18s on regular rotation in CAP (combat air patrol). American aircraft carriers do not sail into the restricted waters of the Persian Gulf, where they would be "sitting ducks" for land-based air and missile attacks. Carrier task forces remain in the Indian Ocean, although the Nimitz and her ring of close escorts have sailed deep into the Gulf of Oman to provide a base as close as possible to the Persian Gulf targets. If threatened, the ship can always sail to the southeast and escape into the vast expanses of the Indian Ocean. Ras as Saffaniyah (JY19): This is Saudi Arabia's northernmost oil terminal and port along the Gulf. Its airfield is in a useful strategic location. Dhahram (JY54) & Al Hufuf (JY44): Dhahram is Saudi Arabia's largest port city on the Persian Gulf. However, the Al Hufuf airfield slightly inland is a strategically useful and less public position for basing missions and raids. Bahrain (JY65): This small island nation is strongly pro-American, providing large naval and air base facilities for American military forces. Neutral Bases Kuwait is a friendly neutral nation. Oman is neutral but pro-Western, and the UAE (United Arab Emirates) are studiously neutral. Kuwait City in Kuwait (JZ12): Originally neutral, Kuwait sought US aid and support after repeated Iranian threats and attacks. The Kuwait airport can be used occasionally to stage missions that demonstrate America's support of Kuwait, or for emergency landings. However, Kuwait is fearful of provoking more Iranian hostility and therefore will not grant America basing rights. Qatar (JY75): This small independent nation works hard at the appearance of neutrality, probably because it has both strong pro-American and strong pro- Iranian factions. Although missions cannot be staged from here, it is possible to use the pro-American groups to aid in emergency landing situations. Ruweiss (KY01) & Tarif (KY11): These small oil ports of the UAE are not especially friendly to the American cause. Because the UAE is a decentralized government, pressure and money in the right places could permit an emergency landing. Some of the largest oil fields of the UAE are in this area (ONC KY22-23). Abu Dhabi (KY31): Abu Dhabi is the major city of the UAE, where the appearance of neutrality is most important. Emergency landings at this base are very difficult, but not impossible if Iranian diplomacy succeeds in making yet more enemies. Al Khafi at Dubai (KY65): This large airfield outside the city of Dubai is the most strategically useful of all the UAE airfields. It is the base closest to south-central Iran and is an important launching or retrieval point for deep missions. However, as at Abu Dhabi, political problems make the use of this base difficult to impossible. Muscat in Oman (KY90): Oman is careful to remain neutral in all affairs, but is strongly pro-Western. For example, much of its army is trained and officered by "retired" British military personnel. The military portion of the Muscat airfield is available for missions and emergency landings, provided everything remains secret and politically "deniable". Iranian Cities and Targets Dezful (JZ38), Masjed Soleyman (JZ47) & Ahvaz (JZ37): These cities are the main "rear areas" behind the former Iran-Iraq battlefront. They have a variety of SAMs. Although all originally had airbase facilities, it is believed that only Masjed Soleyman's remains intact. Abadan (JZ24): This city is located at the final junction of the Tigris and Euphrates Rivers, near the Persian Gulf. Numerous battles in and around this area have destroyed the once beautiful surrounding countryside with poisonous gas. Bandar Khomenyi (JZ44): This is the main Iranian military base behind the southern part of the Iran-Iraq front and a major staging base for military supplies and munitions of all sorts. It has a large airbase, powerful SAM batteries, and a major military headquarters. Bandar-e-Rig Oil Fields: These oil fields, clustered along the coast and inland hills (JZ61 and JZ71) are a key source of Iran's oil wealth. Kharg Island (JZ60): This island is covered with refineries, oil storage tanks and port facilities for oil tankers. Until the Iran-Iraq war it was the greatest oil terminal in the world. Repeated attacks have ruined many of the facilities, but never all of them. Now protected by SAM batteries, and missile boat patrols, it is still Iran's main port for oil export. Much of Iran's oil wealth is offshore. One of the heaviest concentrations of oil platforms is in the vicinity of Kharg Island. Beware that some platforms are now used by Iranian Shi'ite "Guards" as military bases. Bushehr (JZ80): This important coastal city was once a major oil port, but is now completely overshadowed by neighbouring Kharg Island. The military forces on its SAM batteries and airbase are not always first rate. However, it is home port for many Iranian frigates and missile boats that patrol the gulf. Shiraz (KZ03): This inland city, sited on a highland plateau, is one of the largest Iranian cities. It is also the nerve centre and main headquarters for Iran's southern military command - the forces responsible for the Persian Gulf. There is an exceptionally large military airbase here that is usually protected by powerful SAM batteries. Esfahan (JZ89): Nestled in a large gap of the Zagros Mountains, this inland city is the classic "gateway" to northwestern Iran. As a transportation and population centre it naturally boasts an airfield and SAM sites. Yazd (KZ38) & Kerman (KZ84): These two cities are distant population centres on the edge of the Iranian deserts. Both cities are dominated by strong traditionalist sentiment, which in recent years has translated into fervent Shi'ite extremism. However, the huge war has caused many families to reconsider their support for Jihad. Bandar-e Lengeh (KY57): This western city on the Straits of Hormuz has a minor military base, including an airfield and SAM battery. However, its primary function is civilian, serving the large oil fields in this area. Offshore oil platforms are especially common in KY35-45. Seasonal rivers running from the mountains to the west down into Bandar-e Lengeh have a variety of interesting road and rail bridges over them. Bandar 'Abbas (KY68): This city is Iran's major military base on the Straits of Hormuz. Major Iranian Navy elements are based here, as well as the latest SAMs and a large, well-equipped military airbase. Secret Bases: Western intelligence operatives in Iran are preparing two secret, hard-pack surfaces suitable for aircraft landings. One is in the Shalamzar valley (JZ67) in the Zagros Mountains, the other in the mountains south of Kerman, at KZ82. Iranian Air Defences Hawk batteries are Iran's longest-ranged surface-to-air missiles. Nearly exhausted in fighting with Iraq, these weapons are formidable defenders of Iran once more. Sold by Britain to Iraq, Rapier batteries are fast, but shorter-ranged, and hindered by a fire control system that is primarily visual, with the radar intended originally as backup. The Rapier radar system never approached the quality or sophistication of the Hawk. In fact, in the Falkland Islands fighting, the Rapier was surprisingly ineffective. The Tigercat, an antiquated British design, appears in less important areas. Many Tigercat sites have little or no radar, since the missile is designed for visual control. The Seacat is a naval version of the Tigercat, found on Iranian Vosper Mk 5 type frigates. It is somewhat more dangerous because the frigates have decent radar search systems. Iranian Air Force This service is composed primarily of American-built aircraft acquired during the Shah's rule. Before the outbreak or war the Air Force had a nominal strength of 75 F-14 Tomcats, about 200 F-4D and F-4E Phantom IIs, 140 F-5E Tiger IIs, plus various other planes and helicopters, including C-130 Hercules transports and P-3F Orion reconnaissance bombers. Fighters: Iran lacks the sophisticated technicians and parts to keep its F- 14s operational. Within a year after the revolution fewer then five were functional. No missiles or parts exist for the long-range Phoenix AAM system, but some F-14s can carry AIM-7F Sparrows or AIM-9H Sidewinders. The older but less effective F-4s and F-5s are easier to maintain. These planes are the backbone of the Iranian fighting air force, intercepting raids, guarding rear areas and ships from attack, and occasionally attempting a raid of their own. Iranian fighters are equipped with AIM-9H Sidewinders, one of the last and best first-generation IR AAMs. The F-4 Phantoms (but not the F-5 Tigers) are designed to carry the AIM-7F Sparrow, a medium range radar-guided missile. Reconnaissance Bombers: Iran has few naval reconnaissance bombers, and most of those are P-3O Orions with inoperative electronic gear. Such planes are reduced to visual patrols only - a waste os aviation fuel in a modern warfare environment! However, it's possible that long-range Russian Tu-95 "Bear" bombers may make an appearance, flying from Afghanistan or Yemen. Airborne Early Warning & Control: Iran has no "AWACS" or other AEW&C aircraft. Instead, the few operational F-14s are used in this role, since the F-14 has an extremely powerful air search radar. Air Transports: Iran has a variety of small, medium and large air transports, including the American C-130 Hercules, German Fokker F27, French Dassault-Breguet Falcon 20 and Boeing 707 and 747 transports models. The exact types available vary greatly, depending on the supply of spare parts and the presence of knowledgeable mechanics. Given Iran's dislike of the West, some consider it likely that she will shop in Russia for the next transports bought, perhaps the new and very flexible An-72 Coaler. Iranian Navy The Iranian Navy suffered greatly in the Iran-Iraq war. Many ships were damaged in the fighting and remain unrepaired; the others have deteriorated badly for lack of maintenance. The great naval base at Khorramshahr, near Abadan, was destroyed early in the war and remains a ruin. It is believed that one or more of the four Vosper Mark 5 frigates are still functional. These 1,100-ton ships include Seacat SAMs, and a 4.5" gun turret. Occasionally patrols by these or smaller ships can be expected in the region of Kharg Island or in the Straits of Hormuz. If functional, the Vosper frigates pose a significant military threat. Iran's Shi'ite "Guards" also man a large number of fast motorboats. The crew carry rocket-propelled grenades to attack shipping, and shoulder-launched IR SAMs to protect themselves from air and helicopter attack. Virtually invisible, these "mosquitos" are a threat only to unarmed merchant shipping, or an aircraft unlucky enough to pass over the area. These boats are based all along the Iranian coast, especially at Bandar 'Abbas, and from a variety of offshore oil platforms. VIETNAM Introduction Vietnam war missions take us back to when Southeast Asia consisted of five countries: North Vietnam, South Vietnam, Cambodia, Thailand and Laos. North Vietnam is attempting to conquer South Vietnam and reunite the two countries under Communist control. The North Vietnamese have established hegemony over Laos and Cambodia, and only South Vietnam and Thailand remain friendly to the US. The principal geographic feature of the area is the Mekong River that flows from China to the sea. The area is heavily vegetated with lowland swamps, jungles and wooded mountains. Outside the major cities, civilisation is marked mainly by rice paddies and villages of grass huts. North Vietnam is a poor nation, but is supplied with weapons by the Soviet Union. Their army is large relative to the national population and highly motivated. Despite heavy losses and generally inferior equipment, they have thrown the French out of the region and are fighting the South Vietnamese and their US allies to a standstill. Their air force is equipped with older MiG- 17s, some reportedly flown by pilots of sympathetic countries. Their northern cities and the supply routes south are heavily protected by anti-aircraft missile batteries. Their navy consists of only a few missile boats patrolling the coast. The most important targets for US air attacks are the two major bridges on the supply routes heading south: the Paul Doumer Bridge near Hanoi and the Thanh Hoa Bridge. The majority of the supplies supporting the war in the south must pass over these two bottlenecks. Sightseeing in Southeast Asia This region is mostly green and overgrown and often very little can be distinguished from the air except rivers, rice paddies and grass huts. Mountain ranges are low and wooded. The most impressive man-made features are the large bridges in North Vietnam. Also noticeable are smaller bridges and the distinctive pattern of SAM batteries. The war is being fought in South Vietnam, and hotspots can be found in several areas of the country. Look for burning objects on the ground and flights of Huey helicopters. Friendly Bases Tan Sonh Nhut (XU53): Located outside of Saigon, this is the largest and busiest airport and base in Southeast Asia. Military aircraft based here are used primarily to support nearby ground troops. Da Nang (YU37): The northernmost airbase in South Vietnam. Aircraft from here support local ground troops, interdict supplies on the Ho Chi Minh Trail, and strike targets over the border to the north. Nha Trang (YU12): Located to the east of the central highlands. Aircraft from this base support ground troops and interdict supplies coming south on the Ho Chi Minh Trail. Udorn (XV95): Just over the border in Thailand from the Laotian capital of Vientiane. Aircraft based here reach out to bomb targets in North Vietnam and Laos. Don Muang (XV90): Located in the southeast corner of Thailand, this is an important base for making attacks on the Ho Chi Manh Trail and enemy troop concentrations in the central highlands of South Vietnam. Korat (XV43): Located southeast of Bangkok in central Thailand. Aircraft from here conduct bombing attacks on targets in North Vietnam. Takhli (XV45): This base northeast of Bangkok in Thailand is part of the air defence of the capital and was not an important base for war missions. Bangkok (XV14): The capital of Thailand. The airbase here is too far from the war zones and North Vietnam to be particularly useful. CVs Constellation (YU77) & Kitty Hawk (YV81) at Sea: These 80,000-ton carriers have a complement of approximately 85 aircraft, and are placed in the Gulf of Tonkin to strike targets deep in North Vietnam. Prohibited from striking civilian targets, the navy concentrates on the transportation routes bringing supplies south, especially the vital Paul Doumer and Thanh Hoa Bridges. Each carrier group consists of one carrier and a ring of escort destroyers. A combat air patrol of fighter planes is continuously overhead to intercept any approaching North Vietnamese aircraft. North Vietnamese Cities and Targets Hanoi (YV68): Surrounded by numerous airbases and SAM batteries, the capital city of North Vietnam is one of the most heavily defended air targets in the world. The SAMs deployed in this area are either SA-2 Guideline or SA-5 Gammon missiles. Nearby airbases are located at Gia Lam, Phuc Yen and Kep. To the southwest of Hanoi is the Paul Doumer Bridge, one of the highest priority targets in North Vietnam. The bridge is also defended by SAM batteries. Haiphong (YV86): This city is the most important North Vietnamese port, and is guarded by SAM missiles and a fighter airbase nearby at Cat Bi. Located near Haiphong are numerous storage dumps and tankfarms. Thanh Hoa Bridge (YV55): Southwest from Hanoi along the coast is this second important bridge, also heavily defended by SAM batteries. Vinh (YV44): This coastal town supports an interceptor airbase that helps defend the major bridges to the northwest, the approaches to North Vietnam from Thailand, and the supply routes to the south. Dong Hoi (YV30): This town supports the southernmost North Vietnamese airbase. Although often attacked by friendly forces, it remains operational and its fighters intercept attackers heading north or bombing the Ho Chi Minh Trail. Cambodian and Laotian Cities and Targets Phnom Penh (XU36): The capital city of Cambodia has fallen under the control of North Vietnamese-sponsored Communist forces. Enemy planes are operating from the airbase outside the city. SAM batteries have been placed in the area. Vientiane (XV97): The country of Laos is controlled by the Pathet Lao, a Communist group supported by North Vietnam. Enemy aircraft are now based at Wattay, near the Laotian capital of Vientiane. Ho Chi Minh Trail: This supply route from the north is a maze of roads and trails that winds through the mountains and jungles of both Vietnams, Cambodia and Laos. Targets along this trail are generally not fixed, but some bunker and depot locations are known. North Vietnamese Air Defences The North Vietnamese use Russian-built equipment and are trained by Russian advisors. The majority of the SAMs deployed are SA-2 Guideline or SA-5 Gammon missiles. North Vietnamese Air Force The majority of the fighter aircraft in the North Vietnamese Air Force are MiG-17s, a highly manoeuvrable plane, but lacking in firepower and electronics. The air force also possesses a few more modern MiG-21 and MiG-23 aircraft, possibly flown by foreign nationals. Intelligence reports that MiG-17s will be your primary opponents, although you encounter MiG-21s and MiG-23s as well. North Vietnamese Navy The North Vietnamese Navy consists of only a few torpedo boats transferred to it from the navies of Communist China and the Soviet Union. From the Soviets came 190-ton S.O.-1 class boats and from the Chinese came Shanghai-II class boats. Both boat types are armed with light anti-aircraft cannon, but no SAMs, and thus offer only a small threat to aircraft. THE MIDDLE EAST Introduction The Middle East has been the scene of constant tension and recurring warfare since the United Nations formed the country of Israel in 1948. In the crucible of this conflict, the Israelis have forged a superior army and air force that have consistently out-matched their opponents. The threat to Israel today comes from Syria and Iraq, although Iraq has been significantly worn down by eight years of warfare with Iran. The Jordanians have adopted a policy of near neutrality and are not expected to take an active part in any near future conflict. Lebanon has been torn apart by civil war and invasions by Israel, Syria and Palestinian refugees. The Syrians and Iraqis are supported financially by the Saudi Arabians, but receive most of their weapons and training from the Soviet Union. Jordan and Saudi Arabia act independently and have relatively strong ties to the West. Sightseeing in the Middle East The Middle East is primarily a desert world, with agriculture existing only along the coasts and rivers. A low chain of mountains extends northward along the coast through Israel and Lebanon, up into Turkey. Between the Mediterranean Coast and the mountains of Turkey and Iran, the desert is broken by the valleys of the Tigris and Euphrates Rivers. Visible from the air are many works of man, including the ruins of ancient buildings and nuclear power plants in Iraq rumoured to be assembling nuclear weapons. Friendly Bases Akrotiri on Cyprus (ER13): Aircraft from this British airbase are capable of reaching targets along the Mediterranean Coast. American or Israeli aircraft would not normally base here, but could use the facilities in an emergency. CVN Eisenhower at Sea (ER46): This 80,000-ton "Nimitz" class nuclear carrier often serves with the US 6th Fleet in the Mediterranean. Here it cruises off the coast of Lebanon, positioned to strike anywhere along the Mediterranean Coast. Carrying a compliment of approximately 85 aircraft, the Eisenhower is constantly guarded by a combat air patrol of fighter planes. Ramat David (ER73), Tel Nof (ER82), Lod (ER81) & Hatzerim (ER91): These Israeli airbases are home for the fighters and fighter-bombers of the air force many consider to be the best in the world. Backed up against the sea by enemies or non-friendly neutrals, the Israelis must be prepared to launch air defence or attack missions in any of three directions. Malatya in Turkey (ES25): Turkey is a NATO ally and no friend of Iraq or Syria. This airbase is home for aircraft assigned to defend Turkey's southeast border, and from here planes can reach the capitals and other targets in both Iraq and Syria. Tabuk in Saudi Arabia (FS81): This airbase serves as a defensive post along the Saudi Arabian northern border. In any armed conflict in the region, US aircraft would be allowed to land here only in an emergency, unless circumstances called for Saudi Arabian support of US interests. Jordanian Cities Amman (ER94): Amman is the capital of Jordan and home for the major elements of the Royal Jordanian Air Force. The most numerous planes available are Mirage F-1s and Northrop F-5s. Ground air defence is provided by Hawk missiles. Ma'An (FR57): Outside this city is the Prince Hassan airbase, where half of the Air Force's combat planes are deployed. Planes were placed here to reach the Sinai Peninsula, but now that the Israelis have made peace with Egypt, air elements here may be moved farther north to cover the West Bank areas. Iraqi Cities and Targets Baghdad (FS57): The capital city or Iraq is located between the Tigris and Euphrates Rivers. Although low in strength due to war losses, major elements of the Iraqi air force are based here. Outside the city is a nuclear power plant that many believe is producing materials for nuclear weapons. Mosul (ES88): The second largest city in Iraq also has heavy air defences. Another nuclear facility is thought to be operating nearby. Kirkuk (FS29), Habbabiyah (FS54) & H3 (FS20): At these locations the Iraqis have airbases ringing their country. Kirkuk faces Iran and H3 is an outpost at a pumping station in the desert along a major pipeline to Syria. Syrian Cities and Targets Damascus (ER85): This ancient city, the capital of Syria, is situated east of a gap in the coastal mountain ranges and was founded on the east-west trade route. Damascus is the major military base in Syria and home to a majority of the Syrian Arab Air Force. Dayr As Zawr (ES92), Hims (ER59) & Palmyre (ES70): These towns support airbases that guard Syria's northern and western borders. Dayr As Zawr is located at an ancient crossing point on the Euphrates River. Palmyre is a desert oasis town near the centre of Syria. Hims is northeast of Lebanon, helping to surround that country. Halab (ES40): Previously known as Aleppo, this city is located in the northern hills of Syria near the Turkish border. Aircraft based here cover the Turkish border and can reach south to Israel or into the Mediterranean. Al Ladhiqyah (ER48): This town north of Lebanon on the Mediterranean Coast is near the Turkish border and supports the airbase closest to Cyprus. It is not a shipping port but is a vacation spot and fishing centre. Syrian Air Defences The Syrians use Russian-built equipment and are trained by Russian advisors. They possess over 75 batteries of surface-to-air missiles, mostly SA-2 Guideline and SA-3 Goa weapons. Local military forces are equipped with SA-7 and SA-14 shoulder-fired missiles, and these can also be expected in the vicinity of terrorist camps in Lebanon and Syria. Syrian Air Forces The Syrian Arab Air Force is composed of over 450 combat aircraft and 50,000 men. The majority of the interceptor aircraft available are MiG-21s and MiG- 23s, with one squadron of MiG-25s. The MiG-25 squadron is reported serviced and manned by east Germans and Russians. Iraqi Air Defences Iraq has not invested large resources in air defence, and has only 10,000 men assigned to this branch. Largely separated from enemies to the west and north, it has concentrated most of its defence against Iran. SAM batteries deployed are either SA-2 Guidelines or SA-5 Gammons. Iraqi Air Force The Iraq air force has substantially modern equipment, but did not demonstrate a high degree of training or skill during the war against Iran. The main air defence aircraft are MiG-21s and Mirage F1s. THE NORTH CAPE Introduction Politics: The North Cape area is shared by four nations. West to east, they are Norway, Sweden, Finland and the Soviet Union. Their political orientations parallel in their geographical locations: Norway belongs to NATO, Sweden is a pro-Western neutral, neutral Finland accommodates the Soviets, and the Soviet Union, of course, leads the Eastern Bloc. Military Forces: In terms of global politics, the North Cape is the single most important military region in the Soviet Union. Murmansk is Russia's only year-round open-sea access to the Atlantic Ocean. Russian SSBNs (ballistic missile nuclear submarines), the heart of nuclear deterrence, sail from here into the Atlantic lifelines. Norway fields a large, tough force tailored for a dogged defence of its mountainous homeland. Reasonably well-equipped, the majority of the forces guard the populous southern regions. The northern bases have only token garrisons. Northern Norway seems more important to NATO then it does to the Norwegians, since important NATO air, naval and marine troop assets are planned to reinforce this area in time of war. Sweden's armed forces are designed to make the Russians (or anyone) think twice about violating that country's neutrality. The forces are well equipped and well trained, with a nationwide reserve system that makes a large part of the citizenry part-time soldiers. However, the northern part of Sweden is almost unpopulated, so the defences there are considerably lighter. Recently Sweden has been greatly irritated by Russian midget submarines literally crawling around inside her fleet bases, and by a Russian diesel sub that ran aground in a harbour entrance while carrying a nuclear-tipped torpedo (a serious insult to anti-nuclear Sweden). Finland fields a much smaller and less sophisticated force then its neighbours. Although fiercely independent, Finland has learned to accommodate the desires of its powerful neighbour, the Soviet Union. The Soviets maintain this "friendly" attitude by garrisoning powerful military forces near the Finnish border, and strongly encouraging Finland to buy Soviet military equipment. Geography: This entire region is a harshly cold climate. Northern Norway is a long, mountainous country with a harsh climate and "iron" (rocky) sea coast. In this terrain a small group of determined defenders could stop an army for years. The "open" areas of Finland and Sweden are deceptive. On the map it may appear to be an open plain, perfect for attack. In reality it's a frigid wilderness in the winter and a vast, marshy bog in the summer. Friendly Bases The two Norwegian land bases here are civilian airfields, but both are closer to the Russian border then the NATO bases at Banak and Bardu. It is easy and wise to stage missions through either Lakselv or Kautokeino, rather then flying longer distances from more rearward fields. Such staging could be just a quick landing and refuelling both inbound and outbound. In effect, the fields can function as grounded refuelling tankers. Kautokeino (WX11): Located in the barren tundra of the Finnmarksvidda, Kautokeino airfield is well suited for operations across the top of Finland to Murmansk. The population is very small and the entire area well defended by tundra swamps and bogs in the summer, or sub-zero blizzards in the winter. Lakselv (WX34): Located at the inland end of the Porsangen Fjord, Lakselv town has an airfield suited to operations into Russia. It is far enough from the border to survive the first few days of fighting, but close enough for easy flying. CV Kennedy at Sea (WX67): In the middle 1980s the Secretary of the Navy announced a new policy - a wartime policy of sending aircraft carriers deep into the Norwegian Sea, to challenge Russia's fleet near its home ports. Although considered suicidal by some, this policy is certainly useful for launching missions. Here CV67, one of the conventional carriers with the US Atlantic Fleet, makes a quick dash to the North Cape to launch your mission. As always, the carrier is accompanied by a screen of escorts, and is constantly launching and recovering a CAP of F-18s. Neutral Bases Available neutral bases in this region are all Swedish. Sweden is strictly neutral in international politics, but economically closely tied to the Western Bloc. Given recent events an aggressive Russia moves, its not unlikely that a few missions, or emergency landing, would be allowed at northern Swedish airbases. Kiruna (WW28): The northern most airfield in Sweden, this base is located in the nearly unpopulated foothills of the Estrange Mountains. Missions could operate easily from this area, with nobody but reindeer to observe the events. Gallivare (WW26): Although this airfield is also far north in Sweden, Gallivare town is a junction or rails and roads. In the summer moths it is also a popular tourist area, with the Muddas National Park a few miles to the west. Missions operating from this base must be very discrete. Lulea (WW13): This fairly populous city is the main Swedish military base in the Northern Region. It is also a port on the Gulf of Bothnia, the northern most arm of the Baltic Sea. The Land of the Midnight Sun The North Cape (Nardkapp in Norwegian) is a realm of extremes. In the summer the sun shines throughout the night, while in winter in never rises above the horizon. The most northerly areas are realms of tundra and permafrost - ground that remains frozen throughout the year, save for the top few inches in the summer. Only moss and course grass grows here, although it can turn brilliant green on good summer days. The majority of the region is taiga, vast pine forests that are home to reindeer, arctic fox, and rock ptarmigan. The southerly lowlands are a deep watershed, full of small lakes, marshes and bogs. The White Sea coast line is almost entirely marsh as the land blends gradually into the sea. The interior of the Kola Peninsula has the characteristic mountains of a tundra-taiga borderland: low, rolling, rocky and bare, with pockets of snow even in summer. The Norwegian coast has more dramatic terrain. Here is the topmost end of the spine of mountains that divides Norway from Sweden. Even here they are still steep, bare, rocky with clinging patches of ice and snow. Amid this monotonous, desolate terrain are impressive human works, especially the city of Murmansk with its sprawling military complexes. Hideously expensive to build and maintain through the long, deep winter, this region is surely the most valuable military real estate in the world, judging by money invested per acre! Northwestern Russia Murmansk (XX11): This major city is Russia's only year-round port on the Atlantic Ocean. Its great piers and depots support not only a steady stream of merchant shipping, but the powerful Red Banner Northern Fleet. Murmansk is literally "at the end of the line", in this case a long railway line that runs southward 700 miles to Leningrad. Murmansk is also the nerve centre of Russia's powerful air forces, including both PVO air defence planes and Naval Aviation of the Northern Fleet. Satellite airfields surround the city, including large bases at Kildenstroy (XX10) and Kilpyaur (XX00). The Northern Fleet includes, roughly, one aircraft carrier, 75 other major surface warships, one marine brigade, 133 submarines and 446 naval aircraft. The protection of its bases is the duty of 12 Divisions of army troops (about 300,000 men total) and 150 planes of Tactical Aviation (air force planes supporting the army) and the PVO (air force interceptors guarding the border). The great Severomorsk (XX31) submarine pens are also just outside of Murmansk. This underground base is the home port for the few Typhoon class of ballistic missile subs, as well as many other diesel and nuclear undersea craft. Pechenga (WX91): This town is Russia's forwardmost military base in the far north. Just a few miles from the Norwegian border, Pechenga is the inevitable staging point for any invasion into NATO territory. Although it has an airbase and strong SAM defences, the Polyarnyy airbase complex to the east (in WX80) is somewhat larger. Monchegorsk (XW18) & Olenegorsk (XW19): These two towns, near the base of the Kola peninsula, are major airbases for long-range naval aviation bombers, as well as providing fighter and SAM cover to the railroad link between Murmansk and the south. Kandalaksha (XW16): This small city is the main population centre at the base of the Kola peninsula. It is primarily a transportation hub, with rail lines and a naval port that faces eastwards, into the White Sea. South of the city lies the Loukhi (XW04) air defence complex, including a large SAM battery that covers this section of the Murmansk-Leningrad rail line. Kem (XW21): South of Kandalaksha, Kem is the next significant city along the Murmansk-Leningrad line. It too is a small port facing onto the White Sea. It is also the starting point for the Voknavolok rail line that runs westwards to the Finnish border. This is a purely military line, intending to support the Russian military presence on the Finnish border. Arkhantgel'sk (XW71): This city is Russia's largest port on the Atlantic. Although closed by ice during the winter, it has much better rail and road connections to the interior of Russia, and is almost totally invulnerable to enemy attack. In addition to large port facilities, the city is surrounded by military defences, the most notable being the complexes at Severodvinsk (XW51) and Kushkushara (XW84). In addition, units of the Northern Fleet patrol offshore in the White Sea. Secret Bases: Western intelligence operatives in this area have secretly created two hard-frozen airstrips suitable for landing, one at XW57, the other at XX20. Air Defences The Kola Peninsula is vital to the Soviet Union because of the access it affords to NATO's lines of communication, but its very proximity also makes it particularly vulnerable to NATO counterstrokes. Consequently, the Kola Peninsula is likely to prove one of the most challenging anti-aircraft environments in the world today. Long-range SAMs: These are area defence weapons that, along with fighters, are your primary opposition. The older SA-2s and SA-5s have been undergoing continual upgrade to SA-10 and SA-12 quality. The entire system is enhanced by the LPAR early warning radar system at Kirovsk. Light SAMs: Soviet ground forces in this area are outfitted with the usual battlefield SAMs, including the older SA-9 and SA-13IR missiles, as well as the newer SA-8 and SA-11 radar guided missiles. Mobile infantry carrying SA-7 and SA-14 shoulder-launched IR SAMs are a significant threat as well. The PVO and Naval Aviation Fighters: This region is defended partly by the PVO units, with long-range MiG-25 and MiG-31 interceptors using long-range radar-homing AAMs. Naval aviation fighters operating from either carriers or land strips include the Yak-38V/STOL jet and the new Su-27 multi-purpose fighter. During wartime shorter-ranged units may arrive, including MiG-29 and Su-27 dogfighters with short-ranged IR missiles as well as long-range radar weapons. All these planes but the Yak-38 are worthy opponents. The Yak can only carry IR homing missiles (generally AA-8 Aphids). It is considerably slower and less flexible than the other fighters. Reconnaissance Bombers: Many long-range Tu-95D "Bears" are based in this area, to keep tabs on NATO naval activity in the North Atlantic. A nuisance in peacetime, these planes pose a serious threat in a war. Eliminating them is always a high priority in NATO war plans. That would blind the Russian high command to activities in the Atlantic and Norwegian seas. Transports: Russia possesses numerous air transports for its huge force of airborne units. The most modern of these is the jet propelled An-72 "Coaler", which is particularly suited to fast, high priority missions like inserting commando teams or transporting critical command personnel. AEW&C Aircraft: The Soviets routinely deploy Il-76 "Mainstay" aircraft in this region. The 300+ mile radars on this plane may be your most formidable enemy. If you're spotted and can't discover how or by whom, chances are it's a Mainstay. The Red Banner Northern Russia's Northern Fleet offers both tempting targets and a significant threat. Its modern Sovremennyy-class destroyers carry SA-N-7 missiles, while the numerous Krivak class frigates sport the SA-N-4. The larger Kiev-class carrier has the powerful SA-N-6, a sea-going equivalent to the SA-10. These warships are more then capable of defending themselves. Stationed off the northern coast, they significantly extend the Soviet anti-aircraft umbrella. In addition to these ships' SAMs, the Kiev carries a complement of Yak-38 "jump-jet" fighter aircraft. While less capable then ground-based fighters, the British Harriers in the Falklands taught  the world not to under estimate the capabilities of such planes. An up-coming addition to the Northern Fleet is a class of huge aircraft carriers fitting out in the Crimea. Tentatively titled the "Kremlin" class, these ships are expected to join the Northern Fleet soon. CENTRAL EUROPE Introduction Politics: Central Europe is where the full force of East and West meet. Since World War II Europe has been two hostile blocs, with a few neutrals balanced between. On one side are the communist East European nations, created in the wake of Soviet armies at the end of WWII. On the other side are democratic Western European nations, created by the USA and Britain in the wake of their armies during WWII. Since 1949 the West has been linked by NATO. In 1955 the East formalised an equivalent organisation, the Warsaw Pact, dominated by the USSR. From then to now the two greatest military organisations on earth have uneasily eyed each other along the German border. Military Forces: The Warsaw Pact can deploy almost 3 million men, about 80,000 armoured fighting vehicles, and 6,000 combat aircraft. Against this juggernaut the Western powers can field around 2 million men, 40,000 AFVs, and 4,000 combat aircraft. The numerical imbalance is partially offset by the higher quality of the western troops and equipment, presumably along with the traditional advantages of being the defender. Together, the two sides have almost 10,000 nuclear weapons for battlefield use in Europe. These range from small, sub-kiloton shells designed to wipe out troop concentrations, up to multi-megaton city-busters. Artillery, planes, and missiles of all types and ranges can deliver these weapons. At one time NATO felt it had to use nuclear weapons to compensate for numerical inferiority. Today it has an alternative plan: "air land battle, 2000". In this NATO uses superior technology, including its stealth planes, too attack deep in the rear of the Warsaw Pact armies destroying their logistical support. If this innovative strategy works NATO need not use nuclear weapons to stem the Red tide. However, if this fails, NATO must choose between a nuclear holocaust and the conquest of Europe by the Soviet Union. Geography: The "Central Front" stretches 1000 km through the middle of Germany, bordered on the north by the Baltic Sea, and on the south by the Alps. The initial strategic objective of a Russian invasion would most certainly be the Rhine river, only 150 km from the frontier (at the closest point). West German terrain is mildly favourable to the defender especially in the forested and hilly southern half. The broad, flat North German Plane is the traditionally invasion route but every few kilometres there is a new town, village or city. Each could become a new defensive bastion. One often neglected geographic consideration is the terrain to the east of the frontier, with the development of the "Air-land battle" this region takes on a new significance. The North German Plane broadens towards the east, encompassing most of East Germany and Poland. It is crossed by a number of major rivers flowing northward, channelling road and rail traffic into a variety of bridges. This combination of open countryside and numerous "choke points" is well suited to air operations. Friendly Bases West Germany, Holland and Denmark are studded with airfields that could serve as bases for stealth raids into Eastern Europe. They form a gentle, north-south crescent bulging west in the middle. Which is the most suitable starting point for a particular airstrike depends mainly on the location of the target. Deep penetration raids will usually start from Denmark or Southern Germany. Shorter tactical strikes, however, must fly directly into the mouth of the tiger. Jutland Peninsula - Vandel (CC52) & Leck (CB59): These far northern bases make ideal jump-off points for raids out across the Baltic. Often it's easier to deal with missile boats in the Baltic than the heavier SAM defences in East Germany and Poland. Northern Germany (Hanover) - Ahlhorn (CB37) & Gutersloh (CB53): These bases, directly behind BAOR (British Army Of the Rhine), face across the flat, densely populated North German Plain, the most likely axis of advance should the Warsaw Pact attack NATO. Therefore, they represent the most direct route to one of the greatest concentrations of hostiles in the world. Central Germany (Westphalia) - Rhein-Main (CB52) & Ramstein (CB50): These bases are the great, famous bases of American air power in Europe. Rhein-Main is one of the largest military bases in the world, while Ramstein is the headquarters for the 4th Tactical Air Force. Southern Germany (Bavaria) - Neuberg (CA68), Leipheim (CA57) & Memmingen (CA65): These bases are all Luftwaffe (air force of the Federal Republic of Germany), but like many German bases, are entirely willing to host American aircraft as needed. Any of these bases makes an excellent jump-off point for missions into Czechoslovakia. Sightseeing from the Baltic to Bohemia Without doubt, the most impressive sights in this region are the vast urban metroplexes, from the northern ports of Hamburg (CB67) and Lubeck (CB77) to the old cities of Leipzig (CB82) or Warsaw (DB95), or the industrial sprawl of Prague (DB30) and Krakow (DB90). Those northern areas not covered with cities, towns or villages are divided into small plots of farmland. Much of the area is watered by extensive river systems flowing northward. Bridges large and small are common near cities. An especially impressive suspension bridge can be found on the southwestern outskirts of Hamburg (CB67). The southern part of this region is dominated by low mountains that virtually surround Czechoslovakian lowlands of Bohemia (to the west) and Moravia (to the east). The valleys and passes amid the mountains provide numerous natural routes, and not a few flying challenges. Although much of the highland areas were once forested, in the last few decades acid rain has denuded many areas and started rampant erosion. The once green mountains are now brown, grey and black. The much higher Alps capped by perpetual snow are generally obscured by haze to the southwest. The Eastern Bloc East Germany: During a limited or conventional war the main strength of the Warsaw Pact forces will travel through here, surging into West Germany. The greatest natural barrier in East Germany is the Elbe river, running from the Czechoslovakian mountains northward to Hamburg. Destroying these river bridges would cut off the Pacts forward troops from their supply lines. Poland: In a NATO-Pact conflict Poland is the "rear area" through which Russian troops and supplies would flow toward the front lines. Many important headquarters and depots are situated in the central and western part of the nation. The Wista-Vistula river system divides Poland in half, from north to south. Destroying the road and rail bridges can seriously damage Pact operations. Polish defence complexes include a powerful system west of Gdansk at Stupsk (DB48), and south of Lodz at Radom (DB83). In addition, Warsaw (DB95) is a major transportation hub, so active SAM batteries can be expected in that area during wartime. Czechoslovakia: This Pact nation, separated from Germany by the mountains and the rugged highlands of the Bohemian Forest, is likely to play a secondary role in wartime. Czechoslovakian defences are somewhat lighter then those of East Germany and Poland. Tabor (DA38) is the most significant installation. Far to the east, guarding the entrance to Hungary and southern Poland, is another defence complex at Konmarno (DA87). Kaliningrad: This region of Russia named after the major seaport of Kaliningrad (renamed from Konigsberg in 1945), is the Soviet "front line" on the Baltic. It includes a major OTH (over-the-horizon) radar station (at EB09), as well as the Klaipeda airbase (EC02). Air Defences Equipment: Since the "Central Front" forms the focal point of the war, the anti-aircraft defences on both sides are the most intensive in the world. The Soviets are certain to deploy large quantities of their most modern weapons, SA-10s and SA-12s, for area defence. In some areas the older, less effective Sa-5 long-range systems may still be in place. Radar guided SA-8s and SA-11s are most commonly used for more local defences, especially near important military concentrations or objectives. A few are even sited near the larger SAM batteries to provide local defence. The shorter-ranged infrared SA-9s and especially SA-13s may appear instead if the radar-guided weapons are not available. At sea the Baltic missile boats typically have either SA-N-5 or SA-N-7 systems, although Krivaks and larger ships with the SA-N-4 can be expected in wartime. Defended areas: The whole region is alive with lethal metal. The most dangerous areas will undoubtedly be on or near the front lines in West Germany, and perhaps at any invasion sites in Denmark. Also beware of reserve troop concentrations in East Germany or Poland. But these are relative assessments, not absolute. Let down your guard anywhere and your aircraft will undoubtedly follow. Air Forces The Soviet Air Force is the largest in the world and one of the most modern. It deploys a wide variety of interceptor, bomber and support aircraft. Some are obsolescent, but many can meet the best of the West. The Soviets know the value of air superiority. They'll give high priority to that goal in any European war. Fighters: As always the primary foe is another pilot. With 6,000 combat aircraft to choose from you can bet that the Red Air Force will find a few to spare for you. They'll also have the hot new models. If you're lucky, you'll only see second-line MiG-23s, but more likely you'll encounter quality dogfighters like the MiG-29 and the Su-27. In the rear areas you're more likely to see long-range interceptors like the MiG-25 and the MiG-31. Bombers: The Russians have many different bomber aircraft. One of the most troublesome is the Tu-95 "Bear" modified to carry cruise missiles. Keeping a number of these craft in orbit behind Russian lines gives them an "untouchable" airborne nuclear force. Airborne Early Warning and Control: The Soviet Il-76 "Mainstay" AEW&C was designed for work on this kind of environment. Flying "racetrack" orbits deep behind friendly lines, its powerful radars can see NATO air operations develop and radio appropriate orders to various fighter squadrons. The effort to develop these planes has been long and costly; the size, weight and expense of the electronic gear is gigantic. Each plane is precious. Eliminating them would cripple Soviet air operations. The Pact appreciates this too, so getting them won't be an easy job. Transports: Thousands of air transports will shuttle back and forth on both sides of the front line, carrying troops, raiding parties, munitions, staff officers, etc. The new Russian workhorse that flies anywhere and carries almost anything is the An-72 "Coaler". Its high speed and short-field capability make it the natural choice for secret missions, and a natural target for you. Naval Forces The Russian Baltic fleet, headquartered at Baltiysk outside of Kaliningrad, controls 4 cruisers. 16 destroyers (many of them obsolescent), 7 Krivak-class large frigates, 22 missile boats and other light warships, and 21 amphibious assault ships, as well as 45 submarines (mostly older diesel-electric models). It also controls the East German and Polish Navy's, which have numerous additional frigates and missile boats. This force has two goals: too cover the northern flank of the Warsaw Pact from air attack, and too invade Denmark in the event of war. CHAPTER 6. WARPLANES ==================== US-BUILT AIRCRAFT F-4E Phantom II Serving the US Navy and Air Force as fighter and strike fighter throughout the 1960s and early 1970s, this old reliable is now obsolete and serves mainly for reconnaissance and electronic warfare ("Wild Weasel"). However, hundreds were sold to western nations worldwide, including Iran under the Shah. You can expect to encounter these flying patrols over the Persian Gulf. F-5E Tiger II This inexpensive and unsophisticated fighter was never adopted by US combat arms, but has been widely sold abroad, including 138 to Iran. Underpowered, with poor avionics, it is useful only against obsolete opponents. It carries only short-range air-to-air weapons. F-14D Tomcat This heavy, long-range interceptor has extremely powerful avionics for use with the AIM-54 Phoenix semi-active radar-homing missile, which has a 200 km effective range. The aircraft is the Navy's long-range defender of carrier battle groups. The swinging wings are computer-controlled for maximum performance but they signal the plane's energy state to the enemy. In 1987 the Navy began a programme that upgraded the original TF30 engines with the newer, more powerful F110s. About 80 F110-engined F14s were supplied to Iran, but engine troubles, complexities in the avionics system, and the delicacy of the Phoenix missile have greatly reduced their military value. They are often used as radar-warning patrol aircraft. Mirage 3NG This large, powerful ground support/air superiority aircraft is based upon the famous French Mirage 111 series. This NG (new generation) version is the most advanced Mirage fighter to date. The prototype first flew in 1982 and was still in development in 1985. F-16C Falcon The latest production fighter added to the US Air Force, the F-16 is the most manoeuvrable dogfighter in the world (with the possible exception of the MiG-29). The inherently unstable airframe that gives this agility would be un-flyable except for the computerized electronic controls, hence the nickname "Electric Jet". Advanced air-ground avionics and anti-missile defences are "extras", making the basic aircraft relatively cheap. Many western nations have purchased F- 16s. However, until the AIM-120 AMRAAM it had no long-range AAM. F/A-18A Hornet Although not as manoeuvrable as the F-16, this heavier multi-role fighter has numerous avionic and defensive aids built in. These were required by the US Navy, its main user, who needed an all-purpose fighter and attack bomber able to fire a variety of sophisticated weapons. Like the F-16, it also is sold to various western nations. A-6E Intruder Designed at the end of the 1950s a a low-level attack bomber for use in poor weather, this plane remains an unqualified success. Avionics and weapons have been rebuilt more then once to maintain the "state of the art", with upgrades under development. AV-8B Harrier 11 Originally designed as a strike fighter, the American-British co-redesign greatly enhanced manoeuvrability. Its avionics are designed for ground attack rather then air-to-air combat. Despite this, Harriers were successful as interceptors and combat air patrol in the 1982 Falklands war. The Harrier is the primary fighter of the US Marines, the British Royal Navy, and frontline squadrons of the British Royal Air Force (RAF) in Germany. Usually it uses short segments of roadway or a ski-jump deck for rolling takeoffs, and lands vertically, like a helicopter. A-10A Thunderbolt 11 This slow, heavily-armed plane was designed purely for frontline ground support with "tank busting" as its speciality. This role (un-glamerous to the USAF), along with its peculiar appearance, earns it the unofficial nickname "Warthog". Although intended for combat in Europe where low clouds and bad weather are frequent, the A-10 is a fair-weather day-only plane, but the manufacturer hopes to interest the USAF in a night-flying variant. Unless protected by good fighters (F-15s and F-16s), this plane is doomed if sent into airspace contested by USSR fighters. Ef-111A Raven This is a specially-built electronic version of the F-111 strike and interdiction bomber. The original concept of the F-111 was a high-speed bomber for deep strikes at night or in bad weather. The EF-111 is popularly known as the "Electronic Fox" or "Spark Vark" (the unofficial nickname of the E-111 is "Aardvark" or "Vark"). It is designed to accompany deep strike and interdiction missions, providing electronic screening and jamming. It is the fastest, most powerful such craft in the world. SOVIET-BUILT AIRCRAFT MiG-21 Fishbed This agile, manoeuvrable, easy-flying fighter was the premier dogfighting plane of the 1960s and early 1970s. It has simple avionics and a standard armament of 2 or 4 AA-2s (now often replaced by AA-8s), making it inexpensive to buy, arm and maintain. However, it has little or no HUD, weak radars and low-quality defences, making it obsolete as a fighter. Unfortunately, its limited carrying capability makes it poor as a strike fighter. MiG-23 Flogger This swing-wing fighter replacement for the MiG-21 originally had few avionics and a 22,485lb. R-27 engine. This caused serious performance flaws, and the version sold abroad was unable to fire sophisticated weapons. The upgraded version, listed above, is still a mediocre performer. All versions commonly carry AA-2 and/or AA-8 missiles. Most USSR and East European versions also use the AA-7 radar homing missile. With its MiG-27 brother, this plane has huge production runs, making it the cheapest fighter available today. This alone makes it one of the worlds most popular aircraft. MiG-27 Flogger This is the ground-attack variant of the MiG-23. In Russian frontline units it includes a laser designated for laser-guided munitions and simple terrain- avoidance radars for low-level attacks. Improved jammers and decoys are added as well. However, many sophisticated attack aids common on western strike fighters are not present. Presumably the MiG-27s compensate for this with quantity, as huge production runs greatly lower its cost. MiG-25 Foxbat This plane was originally designed to defend the distant borders of the USSR from air attack, working with special ground radars to attack enemy bombers with a special long-ranged AAM (the AA-6). It is extremely fast, but quite unmanoeuvrable. A few are bought by client states for status reasons, but the reconnaissance version (MiG-25R) is more popular. It has an 88,000' ceiling, making it immune to normal SAM or fighter interception. MiG-29 Fulcrum Originally designed to outfit the F-15, this plane is a modern, lightweight dogfighter with superlative agility. It has engine power in excess of its weight. Common armament is AA-10 "fire and forget" radar-homers along with some AA-8 and/or AA-10 IR missiles. The degree of sophistication in the avionics is unknown, but unlikely to match western models. This MiG is considered the Russian equivalent of the F-16. MiG-31 Foxhound This aircraft is a redesigned MiG-25. Although slightly slower, it is improved in all other categories, especially low-altitude interceptions against planes and cruise missiles. The new AA-9 long-range missile is designed for look-down attacks on low-level cruise missiles. It also has AA- 8s and AA-10s. Su-24 Fencer This is the most advanced air-ground attack plane built by the USSR. Externally it appears similar to the F-111, including the side-by-side seating in the cockpit. However, its armament and avionics are designed for front-line and rear-area strikes into the teeth of enemy air defences. Western air and ground commanders fear the Su-24 more than any other Soviet aircraft. The aircraft may carry a few AA-8s for self defence, but it is not designed for air-to-air combat. Su-27 Flanker This aircraft was designed to defeat the F-14 and F-15 fighters. It is a large powerful dogfighter whose usual armament is probably four AA-8 and four AA-10 missiles. In comparison to the MiG-29, the Su-27 is a larger, heavier plane. If its avionics and flight controls are truly modern, the Su-27 may be a superior plane. However, in dogfighting manoeuvrability the MiG-29 and F-16 probably have the edge. Yak-38 Forger Originally known as the Yak-36MP, this vertical take-off fighter operates from the Kiev-class aircraft carriers, which lack the equipment and deck space for conventional jets. Initially thought to be a Russian equivalent of the Harrier, the Yak-38 is considerably inferior. It has limited interception capability and very limited strike capacity. Until this plane, however, the Russian navy had nothing bigger than helicopters for its warships at sea. Tu-26 Backfire Many of these swing-wing bombers are in service with the Soviet naval-air arm, carrying long-range missiles to attack hostile warships up to 3,000km out to sea. The Backfire's exceptionally long range and high speed, plus its powerful missiles make it a mortal threat to USN aircraft carriers. With aerial refueling it has sufficient range to get within cruise-missile-launch position of the USA. As a gesture to arms control, the USSR has removed air refuelling equipment from its air force Backfire's. An-72 Coaler This is the latest general-purpose air transport of the Soviet Union. Its jet engines and short-takeoff performance make it an outstanding utility craft for transporting all types or personnel and cargo between remote airfields. MiG-17 Fresco The MiG-17 represents the Soviet Union's first missile armed fighter/interceptor. First seen in 1955 it was a major re-design of the MiG- 15. While considered obsolete in 1965, it saw extensive action in the skies over Vietnam, where its performance against the more modern US fighters was admirable. TECHNICAL SUPPLEMENT ==================== Key Controls Flight Controls Increase Throttle + Decrease Throttle - Maximum Power Shift/+ No Power Shift/- After Burner A Eject ESC Landing Gear up/down L Brakes on.off B Pilot, Automatic P Weapons and Defences Short-range Missile S Medium-range Missile M Ground Attack Missile G Flare Release F Chaff Release C Avionics Waypoint Select W Radar Range R Zoom Map Z Expand Map X Views Return to Cockpit SPACE Look Front F1 Look Left F2 Look Right F3 Look Rear F4 Slot View F5 Chase Plane F6 Side View F7 Missile View F8 Tactical View F9 Reverse Tactical View F10 Director Mode D Simulation Controls Accelerated Time on/off Alt/A Detail Adjust Alt/D Control Sensitivity Alt/K Pause Alt/P Quit Alt/Q Re-supply Alt/R Training Alt/T Volume Adjust Alt/V Change Control Method Alt/J Slew Keys Move North Alt/S Move West Alt/Z Move South Alt/X Move East Alt/C Notes on Simulation Controls Change Missions to Training (Alt/T): Tapping this key converts your current mission into a training mission. This means that henceforth enemy weapons do not damage. Tapping Alt/T again exits training. Once a mission is converted to training you cannot score any points for it, even if you toggle training off again. However, the slew controls and re-supply key only function while in training. Change Control Method (Alt/J): Tapping this key cycles through the four available control methods. Control Sensitivity (Alt/K): Tapping this key cycles through the three available sensitivity levels. Detail Adjust (Alt/D): The level of detail affects the game's speed. Slew (Alt/S,Z,X,C): These keys function only in training. tapping a key "teleports" your aircraft in that direction. The distance you're "teleported" varies with the current Zoom/UnZoom scale of the satellite map (left-side cockpit CRT). Slew is an excellent way to check out the region while training. Display Colours HUD Targeting Colours Black rectangle Out of that weapon White rectangle Weapon out of range White oval Weapon locked on target Red oval Weapon locked at ideal range Red-boxed dot Enemy missile Green-boxed dot Friendly missile Landing Gear Light Blue Landing gear up Red Landing gear down Missile Warning Lights Red Flashing Radar/IR missile incoming Blue No threat Satellite Map (Left CRT) White dot Your aircraft Orange dot Mission objective on ground Black dot Ground radar Dotted line Pulse radar Solid line Doppler radar Tactical Display (Centre CRT) Brown lines 16km grid Brown radar dish Ground radar Blue boat Warship radar Grey rectangle Airfield Red crossed circle Other ground targets Grey airplane Your F-15 Large orange asterix Main target White dots Chaff Red burst Flare Blue plane Plane at higher altitude Red plane Plane at similar altitude Brown plane Plane at lower altitude Yellow line Radar-guided missile Brown line Doppler Radar missile Red line IR-Homing missile Grey-boxed object Current target Typed by Flux/Crystal. Finished 01:20:29 on 1 July 1991. Typed with Protext v5.06.SAMs, or no SAM at all. The Nanuchkas are the best boats in the Libyan Navy. They preform the most aggressive patrols, making them the primary threat. Patrols occur frequently in the Gulf of Sirte, south of the "Line of Death". Sometimes the Libyan air force flies fighter missions in support of these naval patrols. THE PERSIAN GULF Introduction Iran has been ruled by Shi'ite radicals since the overthrow of the pro- American Shah in 1979. In September, 1980, Iraq attacked Iran, beginning a long, costly war between those nations that lasted for years. 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K Q rH $0ϙzrEtE0 *0*t(D"Y  dĀ &D&E$ B ui" ", M-l&$Nb Pb>>.. AND MUCH MORE TO READ LIKE...HINT's etc... ______________________________ \\ A n D - N o W // \\ // \\____ FOLLOW ____// \\ ME // \\_ TO _// \\ SOME // \\_ _// \\// \/ H I N T ' s S O M E T H I N G S T O B E A R I N M I N D ------------------------------------------------ In the far NORTH-WEST corner of the map lives a wizard-like priest (JUDAS? hehehe) of the god Herne. This man-of-the-woods is a great ally and can offer much useful advicem as well as a helpfull gift. He should be the first person to visit if you get stuck. To be a hero (like SUB-0) requires a lot of qualities, backed-up with the appropriate deeds. Almost everything you encourage ROBIN to do will affect his standing as a hero. In particular, remember that ROBIN HOOD was renowned as a 'robber of the rich to feed the poor'. Unfortunately, the richest are well protected, and the merely well-off are strong and well-armed. There is one, however who can provide rich pickings; a former friend but now a turncoat of the first water. Remember that your crimes of robbery and murder will not go unnoticed if you whish to retain you freedom to go as you please, then refrain from too much crime too early. The more trouble you and your BAND cause, the harder it becomes to survive!. ROBIN is a leader of men. Sometimes the best trick is to delegate!! You'll find that some of the icons have different effects if you apply them to the Merry Men............ now you have reached the end of thiz Doc file..... aS E W E R S O F T W A R E presents - (thanks to TEDDYSTACKER) HotWire v1.3 Reference Manual Software by Charles F. Johnson & John Eidsvoog Manual by Larry Herzberg & Charles F. Johnson Layout and Revisions by Charles F. Johnson Cover Design and Logo by Maurice Molyneaux Copyright 1989 CodeHead Software All Rights Reserved Second Printing INTRODUCTION If you've used a computer for any length of time, you've undoubtedly come to recognize the advantages of keeping your files well-organized. Especially if you own a hard disk drive, you've probably gone out of your way to create sub-directories (folders) for every conceivable purpose, and even built in several levels of sub-directories within sub-directories. When you're in a hurry, however, it can be annoying to have to wade through directory after directory in order to get to the program you wish to run. Wouldn't it be convenient if you could simply press a key - any key - and immediately run a program from the desktop, no matter how deeply it happened to be buried in sub-directories? Well, now that you own HotWire, that's exactly what you can do. HotWire allows you to assign "Hot Keys" to up to 54 programs, enabling you to run any one of them instantly from the desktop. And if you forget what key you've assigned to a particular program, you can simply hit right-Shift/Help in order to access the HotWire Menu, where all 54 programs can be simultaneously displayed. Then, just clicking on any program with the left mouse button (or pressing its Hot Key) will run it; clicking on it with the right button will display all of its HotWire parameters. HotWire is much more than just a quick way to run programs, however. It's also a general-purpose, fully user-configurable "shell" program which greatly facilitates the passing of filenames from one application to another. For instance, if you own any programs that can - or must - be passed a command line before they run, you can set up HotWire to do this for you automatically; you can even use "filename variables" on command lines, making it extremely easy to coordinate the running of programs that share data files (as many editors and compilers do). And HotWire actually "fixes" some of the more arbitrary limitations of the present ST operating system. If you've ever tried to use the Install Application option of the desktop, for example, you know how inflexible it is; both the program and the data file you click on have to reside in the same directory. HotWire completely frees you from this silly restriction, as long as the program you've installed as an application is also in the Hotwire program list. And finally, HotWire also allows you to autorun a GEM program, something that's impossible to do with just an auto folder. For more information on all of these features, please read the rest of this manual carefully. Then, when you've learned all about what's under the hood, go take a joyride with HotWire! BEFORE YOU DO ANYTHING ELSE * Registering HotWire IMPORTANT! Before proceeding any further, you should now take your HotWire master disk, make sure it's not write-protected (the little window is closed), insert it in drive A, and run the program called REGISTER.PRG. This program will ask you to type in your name and address, then "register" your copy of HotWire so that you may receive updates and technical support from CodeHead Software. Be sure to type in the information exactly as it will appear on your registration card. When you've entered the necessary information, click on the button labeled REGISTER and the data will be written to the HotWire master disk. You will not be able to use HotWire, or make a functional copy of the HotWire master disk, until you run the registration program. After running the registration program, and returning your CodeHead Software registration card, you will be eligible for telephone support and updates. Please take a minute to fill out and mail back the registration card...it really does help us to serve you better. INCLUDED FILES The following files are included on the HotWire master disk: HOTWIRE.PRG The HotWire program file. REGISTER.PRG Run this program first, before doing anything else. After registering HotWire, this program will be non-existent. README.xxx If this text file is present on your disk, you should double- click it (from the desktop) and "Show" or "Print" it before continuing. README may contain important information that could not be included in this manual due to publishing deadlines. The extension of this file reflects the version number of HotWire. ---------------------------------------------------- Your HotWire master disk may also contain other files which aren't listed on this page. If so, any necessary documentation will be included in the README text file. ---------------------------------------------------- GETTING STARTED After running REGISTER.PRG to register your copy of HotWire, be sure you make a back-up copy of the HotWire master disk before going any further. This can be done either by copying the whole disk, or by copying the files individually to another disk. HotWire is not copy-protected, because CodeHead Software believes that those who legitimately purchase software should be free to make as many copies as they need for their own use only. Giving away or selling copies of this program, or of any copyrighted material, is strictly illegal. HotWire has two modes of operation. You can "install" HotWire as a resident program, or you can "run" it like any other ST application. When HotWire is "installed" as a resident program it remains in your computer's memory and retains its data until you reboot. You can open the HotWire Menu, or run programs with "hot keys," any time you're at the ST desktop. When you "run" HotWire, it acts like a normal program; only the HotWire Menu is active (no desktop "hot" keys), and when you exit, HotWire is cleared from memory along with any data it contains. * "Installing" HotWire There are two ways to "install" HotWire as a resident program. If you wish HotWire to be "installed" automatically at bootup time, it should be placed in a folder called AUTO on your boot disk. If you already have an AUTO folder set up, you can simply copy HOTWIRE.PRG into it. If you don't yet have an AUTO folder on your boot disk, you'll have to create one first, then copy HOTWIRE.PRG into it. (See your ST User's Manual if you're not sure how to create a new folder.) When HotWire runs from an AUTO folder, it is automatically installed as a resident program. When you boot up, you'll see a message from HotWire as it loads; then - after any other AUTO folder programs have been loaded and run - you'll be delivered to the desktop, unless you've designed an autorun program (see "Autorun" in the Options Box section, below). You can also configure HotWire to automatically open the HotWire Menu after the bootup process has been completed. (See the section titled "The Info Box" for more details.) The second way to "install" HotWire is to run it from the GEM desktop, by double-clicking on its filename or icon. When you do this, HotWire displays an alert box containing three buttons labeled "Run," "Install," and "Cancel." Click on "Install" to make HotWire resident. ---------------------------------------------------- Once HotWire has been "installed" as a resident program, you can access the HotWire Menu from the desktop by holding down the Right Shift key and pressing Help, by holding down the right mouse button and pressing a function key F1, or by quickly clicking the right mouse button and immediately releasing it. ---------------------------------------------------- * "Running" HotWire The only way to "run" HotWire is from the GEM desktop. When you double-click HOTWIRE.PRG, an alert box appears with three buttons, "Run," "Install," and "Cancel." If you don't click any of the buttons, after three seconds HotWire will automatically "run." If you want to "Install" or "Cancel" you need to click on one of those buttons before the timeout expires. To stop the timer, click either mouse button somewhere outside the box. When HotWire "runs," it does not use any permanent memory in your computer. You can use all of the features of the HotWire Menu, but since HotWire is not resident the "desktop hot key" features will not be available. Also, you should be aware that when you exit from HotWire (when it's "running"), it will be erased from your computer's memory; so if you've changed your HotWire configuration, be sure to save a .HOT file before quitting. THE HOTWIRE MENU Before we discuss all of the functions that can be accessed from the HotWire Menu (shown above), let's install a program into it. This will help to familiarize you with the Options Box, which controls all of the parameters associated with each installed program. * Headings You may wish to install your programs under general headings - like "Games," "Utilities," etc. - in order to keep the HotWire Menu better organized. To enter a heading, click on a blank line with the right mouse button. This will bring up a dialog box titles "Enter A Heading," into which you can type up to 20 characters. There are also 8 buttons in the box labeled "Fill Character" - if you click on any of these buttons, the heading will be filled with that character. If you change your mind about entering a heading, click on the Cancel button and no action will be taken. To install the heading in the HotWire Menu, click on OK or hit Return and the heading will appear in the Menu at the spot you selected. If you click on a heading with the left mouse button, it will be briefly highlighted but nothing will happen. To change the text of a heading, click on it with the right mouse button. To remove a heading you must use the "Zap" function. (For more about headings, please refer to "Zap" and "Move" in the section titled (HotWire Menu Functions"). * Installing A Program In HotWire To install a program into the HotWire Menu, click on a blank line with the left mouse button. The File Selector will appear, allowing you to choose whatever program you want to install at that position. Then the Options Box will appear, with the selected filename displayed on top. * The Title Field The first thing you'll probably want to do when the Options Box appears is type a name into the title field. This is the name that will appear in the HotWire Menu referring to the program you just selected; it can be the same as the filename, or any twenty characters you choose. The title field is also where you enter the control characters for program chaining (see "Chaining" for more details). There are a couple of reasons why you might want to enter a title other than the filename. For one thing, filenames are often cryptic abbreviations of a program's actual name, due to their eight-character (plus three-character extension) limitation. Since a title can be twenty characters long, why not use the program's full name? And secondly, you might want to enter the same program into the HotWire Menu several times under several titles, giving each entry a different command line to pass when the program is run (see Command Line, below). If you leave the title field blank, HotWire will automatically use the filename as the title when you click on OK. * Running Mode Beneath the title field are two buttons which refer to the type of program you are presently entering into the HotWIre Menu, "GEM Mode" and "TOS/TTP Mode". (These buttons are called "radio" buttons, because selecting one with always deselect the other.) They will not normally have to be set by the user; the buttons will come up selected to the proper settings depending upon the extension of the current program's filename. Filenames ending with ".PRG" will automatically select the GEM Mode button, while those ending with ".TOS" or ".TTP" will automatically select the TOS/TTP Mode button. If for some reason the filename of the program you are trying to enter does not have one of these extensions, you will have to select the proper button yourself. To do this, you have to know that the difference between GEM and TOS/TTP programs is that GEM programs use the mouse; TOS or TTP programs turn the mouse off, clear the screen and turn the screen cursor on. Although it usually will do no harm to install a TOS or TTP program as a GEM program, you should never install a GEM program as a TOS/TTP program; if you do, you'll have no mouse pointer and the program's screen display will probably be messed up. * Command Line Selecting this button in the Options Box will cause the Command Line Box to appear every time the current program is run. Not all programs accept a command line, but many do. Those that do usually expect it to contain the name of a file for the program to load when it runs; for instance, a word processor might expect to be passed the name of a text file to automatically load, saving the user some time and hassle. Other programs, like ARC.TTP for instance, also expect to see certain characters on the command line which stand for program options. As a matter of fact, the command line is the only way to tell most TTP programs what to do. When the Command Line Box appears prior to running a program, you can enter a filename into it one of two ways: you can simply type the filename in, or you can use the File Selector by clicking on the button marked, appropriately enough, "File Selector". If you use the File Selector to enter a filename onto the command line (at the cursor's current position), there are three options you should be aware of: 1) Pressing the Alternate key while selecting a filename will enter the filename without any path specification. Some programs might "choke" on a path. 2) Pressing the Control key while entering a filename will enter the path with the filename, and the filename will be entered in lower-case letters (some programs require this). 3) Pressing both the Alternate and Control keys while entering a filename will enter the filename in lower-case without any path specification. After you've set up the command lie the way you want it, click on OK to pass the command line to the program and run it; clicking on Cancel will abort running the program and return you to either the desktop or the HotWire Menu, depending upon the program's Return Options setting (see below). All current command lies are saved with the list of programs in a .HOT configuration file. It is also possible - and in many cases, extremely desirable - to enter variables for filenames on the command line. For a complete discussion of how to do this, see the section titled "The Info Box." * Exit Prompt If this button is selected, when you exit a TOS/TTP program HotWire will print a prompt and wait for you to press either mouse button or any key before continuing. * Hot Key Entry The Hot Key Entry Panel consists of four buttons (Left Shift, Right Shift, Control, and Alternate), and a box which contains an editable field with room for a single character. This is where you enter the optional key (or combination of keys) that will trigger HotWire to run the current program whenever you're at the GEM desktop or the HotWire Menu. To move the text cursor to the Hot Key's editable field, click on the square or use the Tab or Down Arrow keys. Once the cursor is in the box, you can enter any character from A to Z simply by typing it. If you wish to use the Shift, Control, or Alternate keys in combination with your alphabetic letter, you may select them by clicking on their respective buttons. Since there are twenty-six letters and sixteen possible Shift, Alternate, and Control key combinations, this gives you a total of 416 possible HotKey combinations to choose from. ---------------------------------------------------- Remember that it's also perfectly all right to use a single key, without Shift, Alternate, or Control. ---------------------------------------------------- Another way to enter the Hot Key is to double-click (or right-click) the box which holds the letter; if you do this you can type in the Hot Key combination directly. A prompt will appear, asking you to type the key combination you wish to use for the selected program; when you type a key (holding the Shift, Alternate, or Control keys if you desire), the Hot Key Entry Panel will be set to display the key or combination of keys that you choose. To cancel without selecting a Hot Key, just click either mouse button and the prompt will disappear. If you enter a Hot Key for a particular program, it will always be displayed immediately to the right of that program's title in the HotWire Menu. The Left Shift, Right Shift, Control and Alternate keys will be symbolized by a small grid of four boxes set in the same relative positions as the physical keys they represent. As you can see from a glance at the ST keyboard, those relative positions are as follows: Control Left Shift Right Shift Alternate The keys you have selected to be held down when the Hot Key is pressed will be "filled in" on the grid of boxes; the squares representing unused keys will remain "hollow." * Documents: HotWire has a method of starting an application and automatically passing it the name of an associated document, similar to the GEM desktop's "Install Application" feature but more flexible. This feature lets you run a program and have it automatically load an associated data file, saving you the step of manually loading the file after the program is active. The section of the Options Box labeled "Documents:" contains four editable fields, into which you can enter up to four document types for each program in the HotWire Menu. A document type consists of a filename's unique three- character extension; for example, Word Writer ST documents have an extension of .DOC, Flash script files have the extension .DO, Easy Draw files have the extension .GEM, etc. To add a document type to a program installed in the HotWire Menu, just enter the extension(s) of its associated document(s) into one (or more) of the four document fields. To start a document, right-click on the "Run" icon at the bottom of the HotWire dialog box (the top line will change to read "Start a Document"), and use the file selector to locate and select the document you wish to operate on. When you do this, HotWire will search through its list of programs to find the one that contains that document type, run the program, and pass it the name of the selected document. When HotWire searches through the list, it will run the first program it finds which matches the selected document type. If you want to use the same document type for more than one program, you can do so. Just use HotWire's "Move" function to move the program you wish to use to the top of the HotWire Menu, before starting the document. It's important to note that not all ST programs are written to handle document names passed to them by an external shell. You will have to refer to the manual for each program (or use the trial-and-error method) to decide whether or not this feature of HotWire will work with any particular one. * Hot / GEM There are two different methods that HotWire can use to pass a filename to a program when you "Start a Document"; we've labeled them the "Hot" method and the "GEM" method. At the left of the "Documents:" area, there is a box which says (by default) "Hot." Click on this box to toggle between the "Hot" and "GEM" methods. The reason for having two methods? Well, you see, no standard technique was ever officially endorsed by Atari for programs to "parse" their command lines. (The "command line" is how the document filename is passed to an application.) This means that every developer has had to determine for him/herself the best method of handling a command line; and as a result, the same method of passing a command line to a program will not work reliably with all applications. The "GEM" Method When the GEM desktop passes a filename to an "installed" application, it sets the current drive and path to that of the document, and the filename it passes to the application contains no path information; e.g. "ARTICLE.DOC". This works fine as long as the application and document are in the same directory. But if they're not, and the application needs to find a resource file (or any other miscellaneous data file which is normally kept in the same directory with the program), the chances are that it won't be able to - because the current path is set to that of the document, not the program, and most programs simply try to load their resource files from the current path. Unfortunately, some programs assume that there will never be a full path in front of a filename passed to them on the command line. When they see a command line, they get the current drive and path, and then just append the contents of the command line to the end of it. When the command line doesn't contain any path information, this might result in something like: C:\UTILITY\MYFILE.ARC But if the command line already contains a full path for the document, you might end up with something like: C:\UTILITY\C:\UTILITY\MYFILE.ARC ...which clearly isn't going to work. Therefore, the "GEM" method mimics the way the GEM desktop normally handles "Install Application"; it sets the drive and path to that of the document file, and passes the application a filename without path information. The "Hot" Method When the "Hot" method is selected and you "Start a Document," HotWire sets the drive and path to that of the program (not the document) and passes the program a full pathname for the document; for example: E:\WWRITER\DOCUMENT\ARTICLE.DOC In most cases, this should free you from the restriction of having to keep document and program in the same directory. THe program should always be able to find its resource file and/or data files, since the current directory is set to wherever it resides. However, if a program is not written to accept a full pathname on its command line (see above), this approach will not work properly. By experimenting with the "Hot/GEM" document methods, you should be able to make just about any ST program work properly with "HotWire's "Start a Document" feature. It should be noted, however, that there may be a few (very few) programs that will not accept a document unless it is located in the same directory, no matter which method you use. * Return Options The buttons labeled "Return Options" determine whether you will return to the desktop or the HotWire Menu, after quitting the current program. Always: always return to the HotWire Menu, regardless of whether the program was run from the HotWire Menu or the desktop. Never: never return to the HotWire Menu (but instead return to the desktop), regardless of where the program was run from. Same: the location you return to will be the same as the location you ran the program from (either the desktop or the HotWire Menu). Opposite: the location you return to will be the opposite of the location you ran the program from (either the desktop or the HotWire Menu). * Autorun Selecting this button will cause the HotWire to autorun the current program at boot-up. Only one program at a time can be selected to autorun, but the autorun program can chain to other programs. (See "Chaining" for more details.) If you have already selected a different program to autorun, a prompt will appear asking you to confirm the substitution. In order to autorun the designated program, you must also select the "Autostart" button in the Info Box (where the title of the current autorun program is also displayed) and save the .HOT configuration file (see "Save" and "Info" in the section titled "HotWire Menu Functions"). * Replace with Heading When you click on this button, the Options Box will be replaced by the "Enter A Heading" dialog box. Unless you click on Cancel (or leave the editable field blank), the current program will be cleared from the HotWire Menu and replaced by the heading of your choice. * Set Path Click on this button if you wish to change the program installed at the current position in the HotWire Menu, or if the name or path of the current program has been changed. The File Selector will appear, allowing you to find the proper program. After selecting the file, you will be asked if you wish to "Reset" the Options Box to reflect the default values for the new file, or "Keep" the current settings. * Cancel If you click on this button you will exit the Options Box, and none of the changes made will become permanent. * OK Click on this button to confirm all of the current settings of the Options Box. You will be alerted if your current list now contains more than one autorun program, or if you have inadvertently duplicated a Hot Key. Once you have finished installing programs into the HotWire Menu, it is important to save the current HotWire configuration to disk if you wish to use it next time you boot up (see "Save" in "HotWire Menu Functions"). ---------------------------------------------------- To edit a program's parameters after installing it in the HotWire Menu, click on it with the right mouse button. This will open the Options Box for that program showing all of its current settings. ---------------------------------------------------- * Installing Other File Types in the Menu HotWire also allows you to install .HOT files, Work Lists, and Document files in the HotWire menu. This means you can install a .HOT file to load at the press of a key or the click of the mouse, allowing you to quickly move from menu to menu. Installing these new types is the same as installing a program; simply click on a blank line with the left button and find the desired file with the file selector. THe type of file that you select will now show at the top of the Options box: Executable (program), Configuration (Hot file), Work List, or Document. If you choose a file with an unknown extension (other than .PRG, .TOS, .TTP, .APP, .HOT, or .WRK), you will be asked if you want to install it as a document or a program. For instance, you might want to install an .ACC as a program (if it runs either way such as MultiDesk) or as a document type (since MultiDesk will accept an .ACC as a document). If you are installing a document file, you must make sure there is a program in the current HotWire Menu that has been installed for that document type. For instance, if your word processor uses the file extension "DOC" for its data files, you should install it as a program and enter "DOC" on its document line (see "Documents" above). You can then install files with a .DOC extension into any of the empty slots (as documents). When you select one of the DOC files, HotWire will run your word processor (the installed program) and pass it the name of the .DOC file you selected. If HotWire can't find a program in the current Menu that has been installed for the selected document type, you will see an alert box telling you so. * Chaining HotWire lets you form chains of programs that will be executed in sequence. Chaining is specified by using one of the three special chain characters as the first character of the program title. The chain control characters are: Down Arrow (entered by typing Control-B): chain to the next program in the list if it starts with a chain character. Up Arrow (entered by typing Control-A): loop back up to the beginning of the chain and run that program. Asterisk: end of chain - run this program but do not proceed to the next. The asterisk is the same as a down arrow which is the last entry in a chain. Since a down arrow pointing to a non-chain character looks ambiguous (does it go on or stop?), we've included the asterisk to provide a more visually oriented stop character. Except for looping, chaining always proceeds to the next program in the list. The program at the bottom of a column will proceed to the top of the next column (except for the last entry which will abort). Chained programs must be contiguous in the HotWire menu. Chaining may be manually aborted by pressing Right-Shift Undo any time before exiting the program or by holding down the Left Shift key while exiting the program. This will cause the program to return to the HotWire menu or the desktop, depending on the Return setting. You enter enter any program within a chain and the flow of control will follow the rules described above. * Ideas for Chaining Straight Chain: Any number of programs with down arrows will form a simple chain, causing each program to be executed in order. Don't forget that you can have multiple entries for the same program if you wanted to run the same program between each of the others. If the last chained program is a down arrow or asterisk, it will return to HotWire or the desktop. Back and Forth: If one program (with no chain character above it) points down to another program's up arrow, control will flow back and forth. This is ideal if you are constantly switching between the same two programs. Multiple loops: - If you add up arrows below the above situation then clicking on any of the up arrow programs would run it, jump to the top, and go back and forth. Self-Chaining: If you install a single program loop (an up arrow with no arrow above it) for your Desktop Publishing program, you could quit, bringing up the G-Plus Alternate Options box to load another ASSIGN.SYS file, and reenter the program. NOTE: Chaining currently supports executable files only. HOTWIRE MENU FUNCTIONS Now that you've learned how to install programs into the HotWire Menu and edit their parameters, let's discuss the functions represented by the row of icons at the bottom of the Menu. You can select these functions either with the mouse, or by typing the function keys (F1 through F10). From left to right: Load (F1) After clicking on this icon or pressing function key F1, the File Selector will appear, allowing you to select the HotWire configuration file you wish to load. The current directory will initially be searched for files ending with a .HOT extension. Every HotWire configuration file contains a list of programs you have installed into the HotWire Menu, the last command lines associated with each program, Hot Key assignments, and all other parameters set for each program in the Options Box. Save (F2) After clicking on this icon or pressing function key F2, the File Selector will appear, allowing you to name the current HotWire configuration file and save it. If you don't type an extension for the filename, HotWire will automatically append .HOT to it. The configuration file contains the entire list of programs in the HotWire Menu, all their settings, and all of their current command line contents. At bootup, HotWire will search the current directory (or the "Default Path," if you've set it) for a file called HOTWIRE0.HOT; if not found, it will then search for HOTWIRE.HOT. If either of these files is found, it will be loaded and installed automatically. Print (F3) After clicking on this icon or pressing function key F3, an alert box will appear, allowing you to choose between two types of listings, Full or Hot. A Full listing provides you with a duplicate of all the program titles as they are listed in the HotWire Menu, without their Hot Key assignments. A Hot listing provides you with a record of only those titles that have Hot Keys assigned to them, with their associated Hot Keys. Move (F4) After clicking on this icon or pressing function key F4, the mouse cursor will change into a hand, with which you can "grab" a title (or blank line) and move it elsewhere in the HotWire Menu. This lets you group similar programs together. To "grab" an entry, click on it and hold down the left mouse button. Without letting go of the button, move the outline of the selected entry to the desired destination within the HotWire Menu. When the button is released, the entry will be moved to the new location, displacing whatever was there before. You can copy an entry from one spot to another by holding down either Shift key as you let go of the button. You can think of all 54 entries (program titles and blank lies included) as a deck of cards. When you move a card from one location to another, the displacement causes all the cards in between to shift one position in the deck. This same sort of relative shifting occurs whenever you move an entry, allowing you to relocate as many entries as you like without ever "running out of room". When you're finished moving entries around, simply click on any function icon, or double-click (or right-click) anywhere in the HotWire Menu. Zap (F5) When you click on this icon or press function key F5, the mouse cursor will change to an 'X', with which you can "target" the title or heading you wish to remove. You can remove as many entries as you like by clicking on them with the 'X' cursor. To exit "Zap" mode, click on any function icon or right-click anywhere in the HotWire Menu. Clear (F6) You can clear all entries from the entire HotWire Menu, by clicking on this icon or pressing function key F6. An alert box will appear requiring you to confirm this action. (This function also clears the Work FIle list.) Run (F7) Clicking on this icon or pressing function key F7 allows you to run any program, including ones that aren't listed in the HotWire Menu. The File Selector will appear, allowing you to find and select the program you wish to run. When you exit a program that is run in this way, you will always return to the HotWire Menu. To start a document, and automatically pass its name to one of the programs in the Menu, right-click on the Run icon. (See "Documents" in "The Options Box" for more details.) Info (F8) Clicking on this icon will cause the Info Box to appear. This dialog box displays several items of interest, including the version number of HotWire, the title of the current autorun program, and the filename of the current .HOT configuration file. See the section titled "The Info Box" for more details. MultiDesk (F9) If MultiDesk (another powerful CodeHead Software product) is installed in your computer, clicking on this icon will open the MultiDesk dialog box, letting you use whatever accessories you've loaded into MultiDesk without exiting HotWire. Exit (F10) Click this button when you wish to exit HotWire to the desktop. If you've "installed" HotWire, all data will be retained when you exit. If you're "running" HotWire, any data you've entered will be lost when you exit; therefore an alert box will appear, asking the ever-popular question, "Are you sure you wish to exit?" (When HotWire is "installed," this alert box does not appear.) * Hot Keys to Load .HOT/.WRK Files In addition to the functions listed above, HotWire allows you to load .HOT and .WRK files with a "hot" key while you're at the HotWire Menu, so you can change your entire configuration with a single keypress. In order to use this feature, you should first create several configuration files (.HOT files) and if you wish, several work lists (.WRK files) and rename them HOTWIRE0 through HOTWIRE9 (adding the extension of .HOT or .WRK). If you're planning on using .WRK files, you should match them with their respective .HOT files; for example, HOTWIRE2.HOT and HOTWIRE2.WRK. These files should be placed in the HotWire "Default Path," so that HotWire can find them. (See "Default Path" in the section titled "The Info Box.") Once you've taken these steps, you can instantly load any of 10 different .HOT/.WRK files by holding down either Shift key, and typing a number from zero to nine on the numeric keypad. HotWire will search in the "Default Path" for both .HOT and .WRK files which have a final digit that matches the digit you type, and load them if it finds them. * Hot Keys to Save .HOT Files You can quickly save the current list of programs to a .HOT file by holding down Control and typing a number from zero to nine on the numeric keypad. The .HOT file will be saved to the name HOTWIREx.HOT (where 'x' is the number you typed), in the current default directory. (If you haven't saved a default directory into the HOTWIRE.PRG file, the default directory will be wherever HotWire ran from.) * Warm and Cold Boot Keys HotWire allows you to reboot your computer from the keyboard at any time. To perform a "warm boot" (equivalent to pressing the reset button in back of your ST), hold down Alternate and Control and type the Delete key. (Delete is right underneath Backspace.) To perform a "cold boot" (equivalent to turning your ST off and on again), hold down Alternate, Control, and Right Shift, and type Delete. TOS 1.4 also has a "keyboard reset" feature; the key combinations used by HotWire as the same as those used by TOS 1.4. * The HotWire Menu in Low Resolution HotWire works in all three ST resolutions - low, medium, and high. However, the low resolution screen is not wide enough to display the entire HotWire Menu at once; there's only enough room to show about a third of the dialog box at a time. Therefore, in low resolution there is a special key command to let you see the other two thirds of the box. While the HotWire Menu is displayed, press the Help key and HotWire will "flip the page" to the other parts of the menu. In medium and high resolution, the Help key has no effect on the HotWire Menu. THE INFO BOX When you click on the Info icon at the bottom of the HotWire menu (or type F8), the HotWire Info Box appears. * Work Files In the centre of the Info Box are entry fields for the eight possible filename variables (~1 through ~8) that can be used in place of actual filenames on command liens. This enables you to set up "shell" environments in which the command lines passed to each program should never have to be modified; when changing work files, only the definitions of the filename variables will need to be changed. To define a filename variable, simply left-click on the entry field (~1 through ~8) of your choice. The File Selector will appear, allowing you to "fill that variable slot" with whatever work file you choose. (NOTE: These "work files" do not have to actually exist. You can type in any name on the file selector's "Selection" line to install as a work file.) The entry field will then become editable, allowing you to modify the work filename if necessary; for instance, you might want to change the filename's extension, depending on which program in the shell this filename variable will be passed to. To remove a work file from the list, click on it with the right mouse button. Keep in mind that although the list of work files only shows the actual filenames, a complete path is stored internally for each work file. Remember that your command lies must be properly set up to make use of these filename variables. If you always want to pass a certain program the filename variable "~1", for instance, you must type in those two characters on its command line; the "~" character, called "tilde", can be found next to the Backspace key on the ST keyboard. When HotWire passes a command line to any program in its list, it first scans the command lie for the tilde character. If a tilde is found, followed by a number from 1 to 8, HotWire substitutes the name of the specified work file when it runs the program. In addition to the filename variable number, there are two other useful symbols that can follow the tilde: Entering a backslash "\" character tells HotWire to pass only the filename part of the work file; the work file's path will be left off when the name is substituted. Entering an "S" (upper or lower case) tells HotWire to set the current drive and path to the drive and path of the work file, rather than the drive and path of the program you are about to run. The correct syntax for using these symbols is to place them between the tilde and the filename variable number. If you were to use them both with filename variable ~3, for instance, you would type "~\S3" on the command line. And the order is important; the tilde must be first. If you use the backslash and "S" symbols, they should follow the tilde, in that order. Variable processing is terminated by a numeric character from 1 to 8. Here are some examples of command lines that use work file variables: xh ~S1 This example is for ARC.TTP. It extracts everything from the archive represented by work file ~1, setting the drive and path to that of the work file. vh ~1 >PRN: This example is also for ARC.TTP. It lists the contents of the archive file represented by work file ~1, sending the listing to the printer. -p -v -s ~\S1 -o~\2 This example is for the Mad Mac assembler from Atari. The first three commands (-p -v -s) tell Mad Mac to generate an executable file, with verbose messages, warning of unoptimized branches. Next comes the source code file, which is represented by the command ~\S1. Both of the possible options are used here -- the syntax means: don't include the path information for the work file, and set the drive and path to that of the work file when Mad Mac is executed. Last on the command line is the name of the output file generated by Mad Mac, which will use just the filename (no path) of work file ~2. Once you've entered the filename variable(s) into a program's command line, HotWire will not waste your time by displaying the command line box every time you run the program; it will assume instead that any changes that need to be made can be accomplished by redefining the content of the filename variables (which is done here in the Info Box, not on the command line). If you wish to modify the command line for any reason, however, hold down the Control key when you click on the program in the HotWire menu to bring up its command line again. * Load Work List A .WRK file can be loaded at any time from the Info Box by clicking on "Load Work List". The File Selector will appear, to allow you to choose a new list of work files. * Save Work List After setting up a list of files, always be sure to save it by clicking on "Save Work List." The File Selector will appear, allowing you to click on (or type in) a name for your .WRK file. If you plan to install HotWire as an application (see "Installing HotWire Itself As An Application," in the "Advanced Uses" section), you should consider using the same pre-extension filename for your current .WRK and .HOT files; that way, clicking on either one from the desktop will automatically run HotWire and load both files, as long as both reside in the same directory. * Current: This shows the name of the currently loaded .HOT file. * Autorun: This shows the title of the current Autorun program, which will be automatically started at bootup. See the section titled "The Options Box" for more details on designating a program to run automatically. * .HOT Warnings HotWire remembers when you've made changes to your current Menu, and will warn you if you try to load a new .HOT file before saving the current one. If this button is not selected (turned off), the warnings will not appear. * Auto-Start The Info Box also contains the Auto-Start button, which has three important functions: 1) If the Auto-Start button is selected and one of the programs in the HotWire Menu has been designated as the "autorun" program (see Autorun in the Options Box section, above), then that program will automatically run at bootup. 2) If the Auto-Start button is selected but no program in the HotWire Menu has been designated as the "autorun" program, then the HotWire Menu will automatically appear at bootup. 3) If the Auto-Start button is not selected, then nothing will be autorun, even if a program in the HotWire Menu has been designated as the "autorun" program. Disabling Autostart If you have HotWire configured to automatically run a program at bootup, or to automatically bring up the HotWire Menu, you can disable this by typing Right-Shift/Undo any time after HotWire loads from the AUTO folder. * Default Path When you click on this button, a file selector appears to let you choose a default path in which HotWire will search for its .HOT and .WRK files. (Note: the file selector's "Selection" line is not used by this function. Just locate the directory and click the file selector's "OK" button.) When you've chosen a default path, HotWire will save this path directly into the HOTWIRE.PRG file. If HOTWIRE.PRG is not found in an AUTO folder on the boot disk, a file selector will appear to let you locate the HotWire program file and save the default path. When HotWire is first run - either from the AUTO folder or from the desktop - it searches the current directory for HOTWIRE0.HOT and HOTWIRE0.WRK, and loads them automatically is they're present. If neither of these files is present, HotWire will then search for HOTWIRE.HOT and HOTWIRE.WRK. If none of these files are present in the same directory with HotWIre, it will then search for them in the "Default Path." Please note that when AUTO programs are being loaded, the current directory is the root of the boot drive, not the \AUTO folder itself. * OK Click this button to exit from the Info Box and return to the HotWire Menu. If you've changed the Auto-Start button an alert box will appear, reminding you to save a new .HOT file. ADVANCED USES * Using HotWire With "Install Application" We mentioned in the introduction to this manual that HotWire "fixes" one of the more annoying limitations of the ST operating system: the requirement that data files and "installed applications" must reside in the same directory. (Actually, an application's data files may also be located in the root directory of the current drive, or the root directory of the boot drive...but it's still a significant limitation.) Up to now, you might never have used the Install Application function, perhaps because you didn't really understand how it worked, or if you did, you didn't care to set things up to work around its limitations. The idea behind installed applications is actually quite useful, however, and with its limitations removed by HotWire, you might decide to employ it in your system. The purpose behind making a program an installed application is to allow you to run that program and automatically load one of its data files by clicking on the data file itself, instead of on the program. This is most convenient if you have divided a given program's data files into several different sub-directories or folders; then you can search those sub-directories for the data file of your choice, click on it with the mouse, and automatically run the program which saved it as a data file in the first place, automatically loading the data file into the program to boot (forgive the pun). Ironically, it is this very convenience which the ST's method of installing applications defeats, unless you store the program in every sub-directory, an obvious waste of disk space. HotWire fixes this problem by intercepting the trap #1 vector and watching for the "Pexec" call, which is how the ST operating system runs programs. If HotWire detects that the user is clicking on the data file of an installed application (by checking to see if a command line was attached to the Pexec call), it prepends the current directory to the front of the data file and sets the "current" drive and directory to the place where the program is running from. However, it has to "know" where that place is, which is why the program you have installed as an application must also be installed into the HotWire Menu if this "fix" is to work. Now, if the previous paragraph was too technical for you, don't worry about it. You need not understand how HotWire works in order to use it; just remember that last sentence: the program you have installed as an application must also be installed into the HotWire Menu. In case you have never used the Install Application option of the desktop, here's how to do it: Click once on the name of the program you wish to install as an application. Then go to the drop-down "Options" menu and click on "Install Application". A small dialog box will appear with a three-character editable field entitles "Document Type:". You should type in whatever extension the program uses when saving files; for instance, some word processors use the extension .TXT, while others use .DOC. Generally you can override these default extensions, but if you do you should consistently use the same extension whenever you save a file out of the program, especially if it's an installed application. Finally, you must choose the application type: GEM, TOS, or TOS-takes parameters. Remember, GEM programs use the mouse; TOS and TTP programs turn the mouse off, clear the screen and turn the text cursor on. Once you've installed an application, don't forget to select Save Desktop from the drop-down Options menu. This will write a file called DESKTOP.INF to the main directory of your boot disk. This file is where the operating system retains a record of all installed applications and their document types. * Installing HotWire Itself As An Application Although installing HotWire itself as an application requires a few extra steps in addition to the ones outlined above, taking the time to do so provides you with yet another level of flexibility in setting up a shell environment. For instance, if you install HotWire as an application for document types .HOT and .WRK, clicking on either file type will automatically run HotWire and load both files, as long as their pre-extension filenames are identical and they reside in the same directory. You can install HotWire as an application for other document types as well, allowing you to functionally group them together with .HOT and .WRK files. This means that simply by double-clicking on an .ARC file, for example, you can run HotWire, load the .HOT and .WRK files you have specially set up for ARC.TTP, autorun ARC.TTP, and - since the data filename you originally clicked on will always be loaded into the filename variable ~1 on the work list - automatically pass ARC.TTP the data file in question! The only requirements are that the data filename share the first four characters of its associated .HOT and .WRK files, and that it reside in the same directory as those files - or in the "Default Path." * Modifying the DESKTOP.INF file Here's how to install HotWire itself as an application: 1) Install any GEM program other than HotWire as an application. 2) Save the current desktop. 3) Load the desktop file (DESKTOP.INF) into a text editor (one which can output ASCII files; generally any word processor that can "print to disk" is capable of this). 4) Near the bottom of the file, you should see a line that looks something like this: #G 03 04 DUMMY.PRG@*.XXX@ where DUMMY.PRG is the program you installed as an application and .XXX is the document type you entered when installing it. 5) Without disturbing anything else about the line, type in HOTWIRE! where DUMMY.PRG is. Erase the .PRG extension. Then substitute the document type of your choice for .XXX (.HOT is a good place to start). The finished line should look like this: #G 03 04 HOTWIRE!@*.HOT@ 6) Now, if you want to add other document types (like .WRK files, or the data files of some program you've installed into the HotWire Menu), just duplicate the line above, changing .HOT to the extension of your choice. 7) Be sure to save this modified DESKTOP.INF file back to the disk it came from. Now, the next time you boot with this DESKTOP.INF file in your disk, the desktop will be set up to automatically open the HotWire Menu when you double-click on your chosen document type. Any unauthorized reproduction of the HotWire disk, the files contained therein, or this manual is illegal. No part of this product may be reproduced or distributed in any form or by any means without the prior consent of CodeHead Software. Please help us to protect our rights and we will be able to continue to provide you with unprotected software and the kind of customer support you deserve. We have tested HotWire as thoroughly as possible, and have not found it to cause problems of any kind. Nevertheless, CodeHead Software cannot guarantee HotWire to work with all software and hereby disclaims any implied warranty with respect to fitness for any particular purpose. We cannot be responsible for any damage including but not limited to your equipment, reputation, profit-making ability, or mental or physical condition caused by the use (or misuse) of this software. CodeHead Software P.O. Box 74090  Los Angeles, CA 90004 (213) 386-5735 HotWire and the HotWire User's Manual are: Copyright 1989 CodeHead Software. All Rights Reserved. Software written by Charles F. Johnson and John Eidsvoog. Manual written by Larry Herzberg and Charles F. Johnson. Cover art and icons designed by Maurice Molyneaux. The docs for HotWire were typed in WORD FOR WORD .. COVER TO COVER .. with ALL the release notes for versions above 1.3 by... Adam Of Evil - SysOp of The _MEGA_ Party Palace ST! BBS HotWire Release Notes Version 1.4 Release date: Monday, November 27, 1989 Free MultiDesk Update! The HotWire menu has a special entry allowing you to directly enter MultiDesk, CodeHead's accessory manager. This option will be disabled unless MultiDesk version 1.8 or greater is present in your system. For this reason we are offering a free update to MultiDesk, if you have a version earlier than 1.8. Simply send in your MultiDesk disk with your HotWire registration card and we'll send you a free update. NEW FEATURES OF VERSION 1.4 Ledger Feature The new ledger function of HotWire keeps track of the amount of time spent in each program that you run from HotWire. To enable ledgering, bring up the 'Info' box and click on 'LEDGER' (make it solid colered). This is the master ledger switch and must be turned on for the ledger function to operate. Next, for each program in which you wish to keep tack of time, bring up its 'Options' box and enable its 'LEDGER' button. The time spent within that program will now be logged into a ledger file. There is one more step you will want to take. If you don't set a ledger path, your ledger files will be created in the current directory, which means after running a lot of programs they may end up all over the place. You should create a folder somewhere (called 'LEDGERS', or whatever) and use the 'SET PATHS' option described below to inform HotWire of its location. THen all of your ledger files will be kept in one place. In order to make these changes permanent, you must remember to 'SAVE CONFIG' in the 'Info' box (for the ledger path), and save your .HOT file if you have enabled the 'LEDGER' for any of its programs' options. A new ledger file will be created for each day, with a filename from the date, e.g. "HW112289.LGR" for November 22, 1989. For this reason you should make sure that your internal time and date is correct. If you have a 520ST or 1040ST without a battery clock and no clock in your hard drive, you will have to set your clock each day. We have provided a program to do this for you (see below). Each time you exit from a program with ledgering enabled, a box will appear while the ledger file is updated, showing the HotWire title of the program and the ledge file name. If a ledger file already exists for the current day, a new entry will be added to the existing file. Ledger files are simple text files which may be edited with a text or word processor, or you may show or print them from the desktop. The start and end times for each program are shown, along with the total time spent within that program. The current date and the total elapsed time spent keeping track of this ledger file are shown at the top of the ledger. If you have used a document to start up an installed application, the document's name will also be shown in the ledger file. We have future plans to write a program which will read and correlate ledger files, generating useful information such as a list of all times spent in one program over a period of many days, or maybe a list of the total elapsed time spent each day. Maybe one of your aspiring programmers would like to beat us to the punch. How about it? Corner Clock / Clock Setter Program Once we added the ledger feature, we realized the need for a corner clock in HotWire, so we added one. To show the corner clock, bring up the 'Info' box and enable the 'CLOCK' button (make it solid colored). This is the master clock switch to enable the corner clock display from HotWire. You must use 'SAVE CONFIG' in order to make this change permanent. Next, you may enable the 'CLOCK' button in the 'Options' box of any program in which you'd like the clock to also appear. This allows you to choose which programs will show the corner clock because its presence may interfere with some programs' displays. After changing the 'CLOCK' button in your programs' options boxes, you should save your .HOT file to make the changes permanent. We've included a special clock setting program, "CLOCKSET.PRG", to assist you in setting the time and date. Its use is very simple. Just run the program (you may want to install it in your HotWire menu). It will show the current time and date and allow you to change it as you desire. When you're done, click on 'OK' (or 'Cancel' if you don't want to change the time/date). NOTE: CLOCKSET.PRG sends a special message to HotWire to tell it to update its clock. If you set your clock with another utility, HotWire will not know that the time has changed and will not change its display until you enter the 'Info' box and turn the 'CLOCK' button off and then on again. Set Paths The 'SET PATHS' button in the 'Info' box brings up a dialog box which allows you to define three different paths. when you click on one of these buttons, the file selector will appear. Use the file selector to find the directory you wish to use an select OK. The first button is for the default HotWire path. This path defines the location of your .HOT files and .WRK files (it was formerly the only path that could be set in HotWire). It is in this directory that HotWire will look for HOTWIRE0.HOT or HOTWIRE.HOT when it first initializes. This is also the location for shift-numeric-keypad loading of .HOT and .WRK files 0-9 (see manual) and control-numeric-keypad saving of .HOT files 0-9. We set our default path to a folder called HOTSTUFF. The second button defines the location of your ledger files. As described above, this allows you to locate a folder where all of your ledger files will be written. The third button defines not only a path but also a filename and is used to locate MaxiFile. If you use MaxiFile as a program, you can tell HotWire where MaxiFile is located (make sure you select not only a directory, but also the filename for MaxiFile). After setting or changing any of these paths you should use the 'SAVE CONFIG' option to make the changes permanent. Save Config When you select 'SAVE CONFIG' from the 'Info' box, an alert box will appear asking you if you're sure you want to save your configuration. If you confirm, HotWire will save the system path, ledger path, MaxiFile location, and environment parameters, as well as the ledger, clock, and warnings settings. The configuration will be saved directly into the HotWire program file so if you have renamed it, HotWire will ask you if you'd like to locate it before saving. Passwords You may now enter a password for any program to which you would like to restrict access. To add password protection to a menu item, bring up its 'Options' box (by right-clicking) and click on 'Password'. The 'Password' dialog box will appear asking you to type in a password of up to 8 characters. Enter the password of your choice and click 'OK'. You must save your HOT file if you wish to keep the password. Now when you select that menu item, HotWire will ask you to enter the password. For your protection, the password will not appear on the screen. If you don't enter the correct password, you can't run the program (or start the document). Passwords are case-sensitive; that is, upper and lower case letters are different. If you wish to change the password, you will need to enter any existing password before entering a new one. Environment Parameters You may now enter up to 12 environment parameters into HotWire. Environment parameters are pieces of information that may be used by other programs. Although most programs do not make use of these environment strings, they are of some use to compilers and assemblers. For this reason, most people will not find them useful although programmers might find them invaluable. After entering or changing any of the environment variables you'll need to use the 'SAVE CONFIG' option in the 'Info' box to make them permanent. MaxiFile Interface There is now a MaxiFile icon on the HotWire screen. You may click on it to directly enter MaxiFile. If MaxiFile (or MultiFile 1.2) is present as an accessory, it will appear immediately. If neither accessory is currently available, HotWire will try to load MaxiFile as a program from the location that you have saved in the 'SET PATHS' box. If this fails, an alert box will appear informing you that you'll need to have MaxiFile (or MultiFile 1.2) in order to use this feature. This alert box will also allow you to locate the MaxiFile program. You can also press the F10 function key instead of clicking on the MaxiFile icon. In previous versions of HotWire the F10 would exit from the HotWire screen. Exiting is still available by pressing the Return or Enter key. When MaxiFile has been called from HotWire, the MaxiFile exit button will read 'HOT!', showing you where you'll be returning to when you select it. You can double-click on any executable file on the MaxiFile screen to run the program just like on the GEM desktop. If you double-click on a document type for which there is a program installed in the current HotWire menu, the installed program will run and automatically load the document. These features are only available when MaxiFile has been called from the HotWire control panel. HotWire also has special features for calling MaxiFile as a program. These allow you to use MaxiFile as if it were an accessory, but not give up the memory required as an ACC. When you first run MaxiFile from the HotWire control panel, it will run with the currently saved default setup. But when you exit from MaxiFile, it will tell HotWire its current setup (Source and Destination paths, warning settings, sort options, etc. -- everything but the 20 default paths). The next time you run MaxiFile from the control panel, HotWire will send this information back to MaxiFile so that MaxiFile comes up the way you last left it, just as if it were an ACC still in memory. In order to tell MAXIFILE.PRG that it was called from HotWire, it's necessary that one of the slots in the "Environment Parameters" box be set to "HOTWIRE=". (It doesn't matter what follows the equals sign.) HotWire 1.4 automatically enters this in the last slot in the "Environment" box, so you don't have to do it the first time...but if you edit the Environment Parameters, be careful to leave the "HOTWIRE=" slot alone, or the communication between MAXIFILE.PRG and HotWire will fail. New Fill Patterns There are now 8 more fill patterns available in the 'Headers' dialog box. 'Clear All' Warning You will now be warned (if 'WARNINGS' are enabled) when trying to 'Clear All' entries from the HotWire menu if you have made changes to your HOT file. 'CARDS' Fix There was a bug in pre-1.4 versions of HotWire when trying to run "CARDS.PRG" from Michtron. Previously an alert box would appear showing "TOS Error 23" and the program would not run. We were relying on some documentation of the shel_read call which proved to be incorrect. The problem is fixed in HotWire 1.4 and you may now run CARDS.PRG without problem. NEW FEATURES OF VERSION 1.3 Version 1.3 adds a third way to bring up the HotWire menu. You may now be warned before loading another HOT file if changes have been made to the current one. The registered owner's name will now appear in the bottom of the Info box. HotWire 1.3 saves its HOT files in compressed format. Now most HOT files are around 2K instead of the previous 10K. The compressed HOT files will not load into previous versions of HotWire. To convert your old files to the compressed format, just load each one into the HotWire and save it again. An obscure bug in the chaining feature has been fixed. This bug would only happen if you aborted from a chain and then ran a program from the execute icon. Be sure to check out the Hot Pathsetter program in the folder called HOTPATH and the Little Green Selector in the folder called LGSELECT. Please note that Little Green Selector is a shareware product and is included with HotWire for your convenience. If you find it useful you should send in a shareware contribution. TIPS AND TRICKS STARTGEM/Head Start vs. HotWire If you're currently using a utility to autorun a program at bootup, such as STARTGEM.PRG or Head Start 1.1, you should REMOVE it from your AUTO folder before installing HotWire. HotWire is not compatible with these "autoboot" programs, and crashes may occur if you try to run them together at bootup time or the system may hang. Since HotWire has its own "autorun" facility, you should use HotWire instead for this purpose. THUNDER! vs. HotWire The Thunder! spelling checking accessory uses a bizarre scheme to continually scan the keyboard, watching for misspelled words. Unfortunately, this scheme interferes with HotWire's hot keys. There is a solution, though - Version 1.8 of MultiDesk (our desk accessory loader/unloader) includes a special mode for the Thunder! accessory which allows you to turn it on and off as needed. Using MultiDesk, you can leave Thunder inactive until you need to use it, so that HotWire's hot keys will work. Then when you need Thunder! (most likely when you're using a word processor) just go into the MultiDesk Config box and turn it on. If you have Thunder! installed as a regular desk accessory (i.e. not loaded into MultiDesk), you will be unable to use the hot key features of Hot Wire. Why is there a delay when I hit a hot key? Well, there really isn't a delay, it just might seem that way. When you hit a hot key on the desktop to run a program, and that hot key includes one of the "shift" keys (Control, Left/Right Shift, or Alternate, HotWire will wait to actually run the program until the status of the "shift" keys change. This means that the program will not start until you either let go of the "shift" keys you're holding, or press one of the keys you're not. (See "Using HotWire with G+Plus" for more details.) Using HotWire with G+Plus It's a little tricky to use the "Alternate Options" feature of G+Plus (CodeHead Software's replacement for Atari GDOS) with HotWire, but it's definitely possible. The G+Plus Alternate Options menu is brought up by holding down the Alternate key while running a program. If you're at the HotWire menu, you can simply hold down Alternate while clicking on the program's name in the list. (Make sure to hold down Alternate until the program actually starts up; HotWire does some checking before actually starting a program.) There are two ways to access the G+Plus Alternate Options menu while starting a program from the desktop with a hot key. If the hot key is a single key, with no "shift" keys, you can hit the key and then quickly press and hold the Alternate key immediately afterwards; there is enough time to do this, even if the program is running from a hard disk. With just a little practice, you'll be able to do it every time. If the hot key is a combination involving "shift" keys as well as an alphabetic key, a difference technique can be used. HotWire waits until you actually LET GO of the "shift" keys before running a program, or until the status of the "shift" keys CHANGES. Let's say you have a GDOS program installed with Alternate-E as its hot key. From the desktop, you can start that program and also bring up the G+Plus Alternate Options box by following these steps: 1) Hold down the Alternate key and type E. 2) Without releasing the Alternate key, tap and quickly release any other "shift" key. (Control, Right of Left Shift.) 3) Continue to hold the Alternate key until the G+Plus Alternate Options menu appears. In this example, the program will run as soon as you tap and release one of the other "shift" keys, and G+Plus will detect that the Alternate key is still being held down. Fictitious Names The names of the programs shown on the cover of the HotWire manual under the "UTILITIES" heading are all CodeHead products (most are included in CodeHead Utilities), but none of them are included with HotWire. All other programs shown on the front cover are completely fictitious (from the mind of out artist, Maurice Molyneaux). Have fun reading their names, but please don't call us and ask where you can get them because the only stores that carry these products are located somewhere in the Twilight Zone. ROM Versions HotWire will not work with disk-based versions of TOS 1.4; there are some differences in the disk version's startup code that prohibit HotWire from properly installing itself. (The only people who can have legal copies of TOS 1.4 are registered developers, anyway.) ShareWare Folder For your convenience we've provided the latest versions of two shareware programs by Charles F. Johnson. The Little Green Selector (LGSELECT.PRG) and PinHead (PINHED13.PRG) are contained in the folder named SHAREWARE on your master disk, along with their respective doc files which you may 'Show' or 'Print'. As these programs are shareware, none of the purchase price of this package is applied to them. If you use these programs (regularly) you are expected to send a shareware payment to Charles at the address listed in the documentation. Thank you. HotWire Release Notes Version 2.0 Release date: April 7, 1990 Brief Overview of New Features in HotWire 2.0 * A GEM menu bar with access to all options plus equivalent key commands. * Install MultiDesk Setup Files in the HotWire menu allowing you to automatically load certain accessories for certain programs. * John Eidsvoog's new shareware screen saver program, HotSaver, communicates with HotWire clock and ledger files for accurate time tracking. * Configurable corner clock with caps lock indicator -- clock setting program included. Clock display can show either the date or the time according to your preference, and then can be turned on and off at ANY time, even while running a program. * New programmable command line options let you build your own shells for ARC.TTP, LHARC or other command-line oriented programs. * Now works with the TOS 1.6 ROM's in the Atari STe. * New headings box allows use of entire character set in menu titles plus inverse headings. * Free RAM display and controls for blitter and HotWire's zoom boxes. * Ledgers will track the elapsed time spent in the programs of your choice. If you use HotSaver, the ledger may be automatically adjusted to subtract inactive time (when the screen saver kicks in). * HotWire now has 8 user-configurable ALARMS that can be set to go off only once or to repeat daily! An audible alarm is sounded, and the text message of your choice appears on the top line of the screen...no matter what you're doing at the time. * Load and save blocks of menu entries, allowing you to easily transfer entries between different HotWire menus. Also delete blocks of entries. HotWire Now Has a Menu Bar! With the release of version 2.0, HotWire is now a complete GEM program with a menu bar for accessing commands, and full access to any desk accessories you have installed! There are now three ways to get at the HotWire command functions -- you may click on one of the icons at the bottom of the screen, choose the function from the menu bar, or type its key command. In the HotWire menu bar, the keyboard equivalents for each command are clearly marked next to the name of the command. All HotWire key commands (except the hot keys you assign to entries in the menu) use the ST's function keys. Since there are more than ten commands, some of them also require you to hold down either Shift key while typing the function key. In the menu bar, the commands that do not use the Shift keys are shown with a lower-case 'f' (for example, 'f5'); the commands that require the Shift key to be pressed are shown with an upper-case 'F' (for example, 'F5'). Concurrent Access to HotWire While DAs are Open Some desk accessories reside in a window and can be moved around the screen, brought to the front, etc. Other DAs use the dialog box interface and block out all other actions while they are open. If you open a windowing accessory (such as the Atari Control Panel) over the HotWire menu, you may continue to use the menu WITHOUT the necessity to bring it to the front. All functions of HotWire can be concurrently accessed in this fashion without having to close the open accessory, including loading new menus, running programs, moving and deleting entries, etc. When a windowing desk accessory is open on the HotWire menu, the only functions that will not work are the 'hot keys'...because GEM will always send any keyboard events to the current top window. If you load a new menu while a DA is open, you will see it 'fill in' BEHIND the open accessory, without disturbing the DA's display. (Try this, it's kind of neat!) Install MultiDesk Setup Files in the HotWire Menu If you use our famous MultiDesk accessory loader, you can now install MultiDesk setup files (.MLT files) in the HotWire menu. If you click on any entry which contains a MultiDesk setup file (or type its 'hot key'), HotWire communicates with the MultiDesk accessory and tells it to load the selected setup file. HotWire also lets your "chain" .MLT files to other programs. (See 'Chaining' in your HotWire manual for more details.) This feature lets you load a certain group of accessories into Multidesk for a particular program, then automatically run the program...all with one keypress or mouse click! To install a MultiDesk setup file into the HotWire menu, click on any blank line in the menu. When the file selector appears, use it to locate and select the .MLT file you wish to install at that spot. (Of course, you must have previously used Multidesk to SAVE a setup file before you can do this.) The HotWire Options Box will appear, allowing you to enter a title for this entry and a 'hot key' if you choose. At the top of the Options Box, you will see the 'File Type' listed as 'MultiDesk Setup File'. PLEASE NOTE: in order for this feature to work, you must have MultiDesk version 2.0 or later. (MultiDesk 2.0 is being released at the same time as HotWire 2.0.) HotSaver Screen Saver A screen saver is a utility that turns off your screen after a certain period of inactivity (i.e. no mouse movements or key presses), to prevent 'burn-in' of the screen image on your monitor's picture tube. Included on the HotWire 2.0 master disk is a new screen saver program written by John Eidsvoog...and we can confidently predict that you've never seen a screen saver as complete and feature-packed! When used with HotWire, HotSaver is capable of adjusting the HotWire ledger to subtract the inactive time from your ledger if you wish, and has many other features designed specifically to interact with HotWire 2.0. HotSaver comes with a text file explaining how to set it up and use it; please read this file to get full enjoyment from HotSaver. New Corner Clock Options The HotWire corner clock has been vastly improved, with many new features. You can now set the corner clock to show either the date or the time. When the time is being displayed, you have the option to show a little arrow which indicates the current status of the ST's CapsLock key (the arrow faces up when CapsLock is on, and down when it's off). You may choose to show the time in 24- hour (military) or 12-hour (civilian) format, and choose to display the seconds ticking away or turn the seconds off. To set these options, select the drop-down menu entry titled 'Corner Clock Options', or type Shift-F4. In addition to these new options, HotWire now allows you to turn the clock on and off at any time, and switch between the time and date displays at any time, by typing a special key combination. The key combos used for these functions are: Alternate/Shift/Control/~ (the '~' key is right next to the Backspace) - Toggle between time and date displays. Alternate/Shift/Control/+ (right next to the '~' key) - Toggle corner clock on/off. Please note that these commands are ALWAYS active, wherever you may happen to be...even while running a program. Compatible with the New TOS 1.6 (STe TOS) HotWire is fully compatible with the version of TOS (1.6) being shipped in Atari's new STe computers. In fact, this version of HotWIre no longer relies on ANY undocumented addresses or variables at all, and so may even be compatible with Atari's 68030-based TT computers. (As of this date, we haven't heard back from Atari on this yet.) Use the Entire ASCII Character Set in Program Titles and Headings HotWire 2.0 now allows you to access all 256 characters in the ASCII set for program titles and menu headings. If you right-click on a blank line in the HotWire menu (or right-click on an existing heading), the new 'Headings' box will appear. In this box are buttons for all the ASCII characters that cannot be typed directly from the keyboard. Left-click on any character in this box to enter that character at the end of the current Heading line, or right-click on a character to fill the entire line with it. The new Headings box also allows you to Center, Right- or Left-Justify the text, or set the Heading to show as 'Inverse' in the HotWire menu. (Inverting your headings makes them stand out much better, and can really improve the appearance of your HotWire menus.) You can also access the Headings Box from within the Options Box for any menu entry. If you right-click on an existing entry for a program, document, work list, HotWire menu file, or MultiDesk setup file, the HotWire Options Box for that slot will appear. To open the Headings Box, just right-click on the 'Title' line in the Options Box. From this point you can use the Headings box exactly as described in the preceding paragraphs. (You can also open the Headings Box this way when you are installing an entry into the menu for the first time.) NOTE: Only headings may be set to 'Inverse'. When you open the Headings Box from within the Options Box, the 'Inverse' button will be disabled. New Stuff in the HotWire 'About' Box You can display the HotWire 'About' box by typing function key f8, by typing the space bar, by clicking on the CodeHead icon at the bottom of the screen, or by clicking on the 'About HotWire' entry in the Desk drop-down menu. In addition to the version number and copyright info, the 'About' box displays several items of interest, including the size of the largest block of free memory, the current date (with the day of the week), the filename of the currently loaded .HOT menu file, and the name of the AutoRun Program (if there is one). At the bottom of the 'About' box are two configurable parameters. The purpose of these parameters are: 'AutoStart Delay' - This value determines how long HotWire will wait before autostarting the autorun program, or before opening the HotWire menu, in order to let any desk accessories finish loading before HotWire does its thing. HotWire 2.0 comes with this value pre-configured to '05', which should be enough time for most purposes. If you're using Multidesk 2.0 or later, or using the included HOTSTART.ACC, you can set this value to a low number like 2 or 3, since MultiDesk and HOTSTART contain special code to communicate with HotWire and let all DAs finish loading before continuing. If you don't have MultiDesk or HOTSTART installed, you will have to experiment to see which value works best for you. When HotWire 2.0 starts up, it also looks for a file called DELAY.DEF. This file should contain an ASCII string with a new AutoStart Delay setting, followed by a carriage return/line feed combination. NOTE: the use of DELAY.DEF is optional; if DELAY.DEF is found, the delay value in the file will supercede the value saved with the HotWire configuration. 'Alert Box Delay' - This value determines the number of seconds that HotWire will hold its opening 'alert box' on the screen when you run it after bootup. (In order words, when you don't install HotWire in the AUTO folder; see your HotWire manual fore more details on the difference between 'installing' and 'running' HotWire.) If you prefer to run HotWire instead of installing it, you may set this value to zero and HotWire will always 'run' right away without any delay. HOTSTART.ACC If you have trouble autostarting a program before the normal desk accessories have finished loading, just make sure to install the HOTSTART desk accessory (included on your master disk) as an ordinary desk accessory (i.e. NOT loaded into MultiDesk). This accessory communicates with HotWire 2.0 and forces it to wait for autostart until the system is fully initialized. HOTSTART.ACC takes up very little memory, but if for some reason you don't want to use it, you may also experiment with different settings for the 'AutoStart Delay' (see above). HotWire Alarms HotWire 2.0 now includes a full-featured 'Alarm Clock' function which lets you set up to 8 separate alarms to go off at any time. Each alarm can be turned on and off individually or set to repeat every day at a certain time, and each alarm has its own 34-character 'reminder' message which will display on the top line of your screen when the alarm goes off. To get to the Alarms dialog box, click on the entry titled 'HotWire Alarms' in the 'Configure' drop-down menu, or type Shift-F9. At the upper left of the Alarms Box are 8 buttons representing the 8 individual alarms. Click on any of these buttons to set that alarm, or to show its current settings. At the upper right is the Status of the current alarm. This can be set to ON or OFF. To activate an alarm, you should make sure its status is set to ON. (An exception to this is if you set the alarm to 'Repeat Daily'...see below.) After an alarm rings, HotWire automatically sets its status to OFF. The Alarms Box contains buttons labeled 'Set Time' and 'Set Date'. Clicking on one of these buttons will set the selected alarm to the current time or date, allowing you to quickly adjust an alarm. You may set any of the 8 alarms to repeat every day at the same time if you wish, by selecting the button labeled 'Repeat Daily'. When you select this button, the Status buttons will become disabled and deselected; HotWire handles daily alarms somewhat differently from "normal" alarms, and it is not necessary to set a daily alarm's status to ON. Here's how the daily alarms work: when HotWire boots up it checks through its saved alarms for daily ones. If it finds a daily alarm, it checks to see whether the time for that alarm has already passed -- if the current time is later than the alarm time, HotWire leaves that alarm alone. However, if the current time is earlier than the alarm time, HotWire sets the status for that alarm to ON (internally) and sets the date to the current date, so that alarm will ring at its appointed time. The Alarms Box contains a 34-character editable line to hold the reminder message for each alarm. You can move the cursor to this line by typing the down arrow key, or by clicking on the lie with the mouse pointer. Then type normally to enter the message for that alarm. At the bottom of the Alarms Box is a group of 'control' buttons for other functions. The buttons labeled 'Enable All' and 'Disable All' will set the statuses for all non-repeating alarms to either ON or OFF, respectively. The button labeled 'Save All' will save all 8 alarms directly into the HOTWIRE.PRG file, in the location from which it was run. 'Save One' will save only the currently selected alarm, again directly into HOTWIRE.PRG. When an Alarm Goes Off HotWire will trigger an alarm when it detects that the alarm time has been either reached OR EXCEEDED. THis means that if the current time is 10:30:00 AM and you set an alarm for, say, 10:00:00 AM and set its status to ON, when you exit the Alarms Box that alarm will go off. However, if you set a daily repeating alarm in the same situation, the repeating alarm will not go off upon exiting the Alarms Box since the time for that daily alarm has already passed. Alarms can (and will) go off while you are doing just about anything with your computer. When the alarm goes off, all action will halt and you'll hear a repeating beep (which sounds a lot like the alarm clock that probably wakes you up every morning). The top line of the screen will change to show the number of that alarm, along with the message you've assigned to it. To turn off the alarm and continue with whatever you were doing, just hit any key on the ST's keyboard. (The mouse does not do anything at this point.) In case you happen to by typing when an alarm goes off, HotWire will always ring the alarm bell at least five times. Load, Save, and Delete Blocks HotWire 2.0 now has the ability to load, save, and delete sections of the current menu (called 'blocks'). These features are very handy for setting up new HotWire menus, especially when you want to include one or more entries from another menu as a starting point. The block functions can also act as a sort of 'clipboard' for transferring entries between different menus. To save a block of menu entries, click on 'Save A Block' in the File drop-down menu, or type Shift-F6. HotWire will prompt you to select the starting and ending entries to include in the block files, and then the mouse cursor will change to a 3D "block" pointer (to remind you that you're in 'Block' mode). Use the block pointer to click on the first and last entries which you wish to include in the block file. It doesn't matter in which order you select them; if you wish you can click on the last entry before the first. After you've selected the second entry, a file selector will appear to let you save the block file to whatever name and location you choose. HotWire uses a default extension of .HBL for block files. To load a block of menu entries, click on 'Load A Block' in the File drop-down menu, or type Shift-F5. A file selector will appear, to let you locate and select the block file you wish to load. After you've selected the block file the mouse cursor will change to the 3D block pointer, and you can click on the entry at which you wish to start loading the block. NOTE: the block of entries will replace whatever entries were previously in those slots with no further warning! To delete a block of menu entries, click on the 'Delete Block' in the Edit drop-down menu, type Shift-F7, or right-click on the 'ZAP' icon at the bottom of the HotWire screen. You will be prompted to select the starting and ending entries to delete, and the mouse cursor will change to a little pair of scissors to let you know that you're in 'Block Delete' mode. Click on the first and last entries you wish to delete, and HotWire will erase them and everything in between, replacing them with new blank lines. NOTE: you may abort out of any of the block functions (while the mouse cursor is in the shape of the 3D block pointer or the scissors) by right-clicking anywhere in the HotWire menu. The 'Options' Drop-Down Menu Many of the HotWire's options are now customizable through the 'Options' drop-down menu. An option is considered 'ON' if it has a checkmark in front of it; click on any option in this menu to toggle its checkmark on and off. The items in this menu are: AutoStart - This option determines whether HotWIre will automatically run the designed 'Autorun' program, or automatically open the HotWire Menus after the system boots up. If this item has a checkmark in front of it the autostart will take place. The setting of this option is saved in the HOT file, not in the HOTWIRE.PRG itself. Warnings - If this item has a checkmark in front of it, HotWire will warn you before loading a new menu, if the current has been changed in some way but not yet saved. Like AutoStart, the setting of this option is saved in the HOT file, not in the HOtWire program file. (All options below this point are saved in the HOTWIRE.PRG file.) Ledger - This option determines whether HotWire will keep a ledger file of each program you run. See the release notes for HotWire v1.4 for a more complete discussion of ledgering. External Ledgering - This option determines whether HotWire will include in the ledger programs that are run either through MaxiFile or with the 'RUN' icon. Corner Clock - If this item is checkmarked, HotWire will display its corner clock in the upper right hand corner of the screen. Zoom Boxes - If this item is checkmarked, HotWire will show a 'zoom box' whenever you select an item from the menu. If you'd rather skip the special effects, turn off the checkmark in front of this item. Blitter - This option shows you the current state of the blitter chip in your ST, and lets you turn the blitter on or off as you choose. If your computer is not equipped with a blitter, this option will be grayed-out. NOTE: the ST desktop always resets the blitter to its own saved setting whenever you quit HotWire. Run MULTDESK.PRG with the MultiDesk Icon HotWire 2.0 now lets you run MultiDesk as a program by clicking on the MultiDesk icon at the lower right corner of the HotWire screen. You may set the path for MULTDESK.PRG in the HotWire System Paths dialog box, which you can open by clicking on 'HotWire System Paths' in the Configure drop-down menu. Unlike the interface with MAXIFILE.PRG, when you run MultiDesk as a program in this way no special information is passed back and forth between HotWIre and MultiDesk. This feature was added for those people who don't like to keep MultiDesk installed as an accessory, but still need to access it in program mode occasionally; it saves having to install MultiDesk in a slot in the HotWire menu. Holding Shift is No Longer Necessary When Loading Numbered HOT files Previous versions of HotWire allowed you to quickly load HOT files with names such as HOTWIRE0.HOT, HOTWIRE1.HOT, HOTWIRE2.HOT, etc. by holding either Shift key and typing the number associated with that file on the ST's numeric keypad. HotWire 2.0 does away with the need for the Shift key -- you may simply type the number (on the keypad) of the HOT file you wish to load. New '*' Option in Document Types If you start a document (see your HotWire manual for details), HotWire searches through the current menu, looking at the 'Document Types' (extensions) assigned to each entry until it finds a match for the selected filename extension. In previous versions, if the end of the list was reached without finding a match, HotWire would put up a warning box telling you that it was unable to find an application for the selected document. HotWire 2.0 now allows you to specify a 'default' application which will be called (and passed the name of the selected document) if the above-mentioned search fails. To designate the default application, just enter the '*' character as one of its 'Document Types' in its Options Box. For example, this lets you automatically call a file viewer program if you start a document with an unusual extension that isn't assigned to any other application. Programmable Command Lines HotWire 2.0 has a unique feature that we're calling "Programmable Command Lines". This feature lets you build your own shell (in the form of a HotWire menu) for manipulating any ST program that uses a command line, calling up the GEM file selector (or whichever replacement you may have installed) to enter filenames. To use this feature requires you to enter some special characters on the command line. When a program is started which has a command lien associated with it, HotWire first scans through the command line for any of these special characters and takes whatever actions are indicated before actually running the program. (See the section about "Work Lists" in your HotWire manual for more details about command liens.) Here's how these special "programmable" characters work: ~D - These two characters tell HotWire to bring up the GEM file selector to insert a filename at this point in the command line. If you don't care which path the file selector is initially set to, you can just use these two characters. Here's an example intended to be used with ARC.TTP, to show a verbose listing for the file you select: vh ~D *.* When HotWire sees the ~D characters, it brings up the file selector. If you click on the file selector's 'Cancel' button, the running of the program will be aborted. However, if you choose a file HotWire will substitute that filename on the command line at the point where the "~D" appears (removing the ~D, of course), and run ARC.TTP. In all cases, programmable command line processing is terminated for that section of the line when a white space is encountered. X - If the first character following ~D is an 'X' (or 'x'), HotWire will clear the 'Selection' line in the file selector. If the 'X' is not present, the 'Selection' line will retain the name of the last selected file. Path - If the ~D(X) characters are immediately followed by a path designation, HotWire will set the file selector to that path. Here's an example: vh ~DC:\*.ARC *.* This command line will bring up the file selector, showing all *.ARC files in the root directory of drive C. To clear the 'Selection' line first in this same example, you would use: vh ~DXC:\*.ARC *.* Pathname Variables - HotWire also lets you set up to 10 pathname variables which can be used in combination with the ~D command, to allow you to automatically set the file selector to a default path of your choice. The list of pathname variables can be saved with the rest of the HotWire configuration. To initially set up your pathname variables, click on 'HotWire System Paths' in the Configure drop-down menu. At the bottom of 'System Paths' dialog box, you will see 10 buttons labeled 0 through 9. Click on any of these buttons and a file selector will appear to let you set the path for that variable. To use a pathname variable, all that's necessary is to enter its number after the ~D(X) characters. Using the above example for calling ARC.TTP, you can employ a pathname variable (instead of an explicit path) by using a command line like: vh ~D0 *.* or vh ~DX0 *.* Default Extension - You can tell HotWire to automatically append the extension used in the path specification to the end of the filename on the 'Selection' line by adding the '@' character AFTER the path (or path variable). Examples: vh ~DX0@ *.* vh ~DC:\*.ARC@ *.* HotWire will only append the default extension if you don't enter an extension after the filename on the 'Selection' line. In the first example, the extension will be whatever you've defined for path variable number 0. In the second example, the default extension is 'ARC'. Title Line - You also have the ability to enter a "title line" for the file selector, which will show at the top of the screen (and in the file selector itself IF you're using the Little Green Selector). The title line should be the last part of the ~D command, following all other options. The title line consists of 2 12-character strings, separated by the vertical line character ('|'), and enclosed in single or double quotes. Examples: vh ~DX0@''Locate ARC|file to list'' *.* vh ~DC:\*.ARC'List which|ARC file?' *.* xh ~D0@''Extract from|which ARC?'' ~D1''Put these|files where?'' As you can see in our third example above, it's possible to have more than one ~D sequence on a single command line. Using Existing Path/File - If a ~D command using a path variable is immediately followed by the equal sign ('='), HotWire substitutes whatever path and filename are already defined for that pathname variable. This lets you use a previously defined path/filename without the necessity to select it again. (By the way, we do realize that the above description is highly technical. In the near future we're planning to write a more comprehensive tutorial, taking you through the programmable command line process step by step. When the document is finished, we'll be circulating it through the telecom services like GEnie and Compuserve. In the meantime, the information given here should be enough to let you get started. Don't be afraid to experiment with this stuff; you can't hurt anything by doing so.) New Feature in CLOCKSET.PRG 1.1 The Clock Setter program now has a dual purpose. If you put it in your AUTO folder, it will read the clock in the keyboard processor, use this time to set the GEMDOS clock, and display a message with the current date and time. This feature is intended for users who have an internal battery clock. It has only been tested with the TIME-SAVER clock by Mind Mine but should work with all internal clocks which hook up through the keyboard processor. The main reason for adding this feature is so that users of the Z-Time clock can get rid of the Z-Time software which conflicts with much of our software and still have the correct time showing on the screen via the CLOCKSET program and HotWire. NOTE: Make sure that you don't put the original CLOCKSET.PRG 1.0 in your AUTO folder or you may end up in a continuous crashing bootup cycle. HotWire 1.3 Manual Update If you still have the HotWire 1.0 manual (red and black cover) and have never updated beyond version 1.1, we suggest that you update to the 1.3 manual. Features are explained there which are not covered in these release notes, such as chaining, along with many others. The 1.3 manual can be purchased for $5.00 from CodeHead Software. Proof of HotWire purchase is also required, such as your registration card on file here, sending in your master disk, or returning your 1.0 manual. Low Resolution Scrolling In low res, you can now use '+' on the numeric keypad (in addition to the 'Help' key) to scroll the display horizontally. This was added in order to be more consistent with MaxiFile which also uses the plus key. HotWire Release Notes Version 2.1 Addendum April 23,1990 Installing ASSIGN.SYS Files in the HotWire Menu You can now install ASSIGN.SYS files for CodeHead's G+Plus program directly into the HotWire menu list. Simply click on a blank entry and locate an ASSIGN.SYS file (any file with an .SYS extension). An alert box will ask you if you want to install the file as a document or an ASSIGN.SYS file for G+Plus (since you may have other files with an extension of .SYS). Click on ASSIGN and continue with the installation. Remember that you can title the installation anything you wish. Since you can also chain these entries, this gives you an excellent way to set up an unlimited number of combinations of different font assignments for your programs that use GDOS. You are no longer limited by the 12 assignments available in the G+Plus Installation Editor. Simply chain the ASSIGN.SYS file entry to the GDOS application you wish to use it with. Or you can just create a HotWire menu with all of your ASSIGN.SYS files in it and easily select the one you wish to use. G+Plus is CodeHead Software's replacement for Atari's GDOS. The ASSIGN.SYS file loading feature will only work if you have G+PLUS.PRG installed (in your AUTO folder). The G+Plus accessory is not needed, although it is handy to check the name of the currently loaded ASSIGN file. For this purpose the G+MINI.ACC works just as well and uses less memory. Disabling HotSaver's Animation Routine There is a new button in the Program Options Box labeled "NO ANIMATION." When you launch one of the programs in the HotWire Menu, HotWire checks the status of its "NO ANIMATION" button: if the button is selected, HotWire communicates with HotSaver, telling HotSaver to turn off its animation routines while that program is running. Since HotSaver's animation routines take a high percentage of the processor's time, some operations will slow to a crawl once the animation kicks in. Now you can select "NO ANIMATION" for programs which could be affected by this program. With "NO ANIMATION" selected, when the screen saver kicks in the screen turns blank but no animation occurs. THis takes virtually no time away from the processor, allowing it to continue with the current task at full speed. Typical programs which would benefit from the "NO ANIMATION" setting are BBS programs and programs which do printing, such as Ultrascript. This option will only affect HotSaver if HotSaver is currently configured with ANIMATION enabled. (NOTE: If you select "NO ANIMATION" for the HotSaver program itself, HotSaver will show the "ANIMATION" button as "off" even though it is really enabled. It has just been temporarily turned off by HotWire. Why would you do this anyway?) Global Alarm Enable/Disable An "Alarms" entry in the Options drop-down menu allows you to turn all alarms on or off globally. If "Alarms" is turned off (no check mark), no alarms will ring at any time. Turning the check mark on will allow alarms to function normally. This setting is saved with your HotWire configuration. Individual Alarm Disable A button in each program's Options Box allows you to disable all alarms while in that program (by selecting "NO ALARMS"). This insures that HotWire Alarms will not interrupt the execution of that program. A typical use for this option would be in a tape backup program, BBS Software, or other software that may run unattended. When you exit the program, any alarms that have been deferred will ring. 12/24-Hour Time Entry, and More Alarms When editing the time, you can enter the hour in 24-hour mode. If the hour is greater than 12, it will be automatically converted to a 12-hour number when you select another alarm or exit the box. You can now set up to 16 different individual alarms. The previous maximum was 8. New Repeating Alarms Alarms may now be repeated daily, weekly, or monthly. When you select weekly alarms, seven day-of-the-week buttons will appear (in place of the "Set Date" button and date entry string). You may select any combination of days on which you'd like your weekly alarm to ring. (Selecting all seven days is the same as a "DAILY" alarm, while selecting none of the buttons will cause the alarm not to ring at all). Selecting the "MONTHLY" button will cause an alarm to ring each month on the day of the month entered in the date string. If you enter a day that does not exist in all months (like 31), the monthly alarm will skip those months which do not contain that date. 'Day' Button Shows the Day for Any Date The Alarms Box has a new button labeled 'Day'. If you click this button, HotWire will display the day of the week associated with the date showing on the date entry line. Automatic Updating of Expired Alarms A new entry in the options drop-down menu allows you to enable the automatic saving of expired alarms. If you have saved a non-repeating alarm with status "ON", it will continue ringing every time you boot up after its time has come unless you again save it with status "OFF". If you enable "Save Expired Alarms", HotWire will automatically save any alarm (with status "OFF") that has already rung. The saving will occur the first time you return to the HotWire menu after the alarm has rung, with the message "Saving Alarm #X" at the top of the screen. If "Save Expired Alarms" is turned off (left unchecked) you will have to manually save any alarms which have expired. The current setting of "Save Expired Alarms" is saved with your HotWIre configuration. Unparalleled Individualized Configurable Multi-Regenerative Snooze Feature HotWire alarms now include a unique configurable "snooze" option. When an alarm rings, the space bar will turn it off as before. But if you hit any other key to stop the alarm, it will initiate a snooze timer which will cause the alarm to ring again after the snooze period has expired. THis feature is especially useful if you are on the phone when the alarm rings. You can hit a key to stop the alarm without worrying that you will forget to do whatever that alarm is reminding you to do. It will persistently re-alarm you at intervals of the snooze period as long as you continue stopping it with a key other than the space bar. The snooze period can be set from 1-9 minutes in the alarms dialog box and will be saved with your HotWire configuration. (NOTE: The "snooze" feature was inspired by the Tramiels' innovative marketing policy.) Feature Not Documented in the HotWire 2.0 Manual or Release Notes We neglected to document a hidden feature in HotWIre 2.0. You can change the "default" button in any of HotWire's alert boxes. Simply hold down the "Alternate" key when clicking on the desired button. The next time the alert box appears, that button will appear as the default. (The "default" is the button that will be selected when you hit the Return key). The alert button settings are saved with the HotWire configuration. Bugs Fixed in HotWIre 2.1 HotWire 2.1 fixes a few small bugs that appeared in version 2.0, namely: o You can now use hot keys containing Control/Left-Shift/Alternate with no problem. The hot key combination Control-M also works correctly now. o The combination Control-f7 works now as documented, initiating the starting of a document (same as right-clicking on the "running man" icon). o In HotWire 2.0 it was possible to load a block which contained hot key assignments that already existed in the current menu list. Now any duplicate hot keys contained in a newly loaded block will be blanked out. o In the Alarms dialog box, the "Enable All" and "Disable All" buttons have been removed. o There was a problem in HotSaver 1.0 which could cause a crash when the screen saver kicked in (with "RESERVE SCREEN" turned off). This has been fixed. Loading a MultiDesk Setup File That Can't Be Found There is a bug in MultiDesk 2.0 that will cause a system lockup when trying to load an .MLT file through the HotWire Menu. The bug attacks if MultiDesk is unable to find the specified .MLT file. To solve this problem you will need to update your MultiDesk to version 2.1. This is a free update to owners of MultiDesk 2.0 HotTools Folder The HotTools Folder contains useful tools for maintaining HotWire and its associated files, such as HotSaver, ClockSet and HotPathSetter. DOCS TO : CRUISE FOR A CORPSE DONE BY : MR.TERRY / TRIPPLE H! --------------------------------------------------------------------- CHARACTER BACKGROUND INFORMATION: 30th July 1926: LAUNCHING CEREMONY OF THE KARABOUDJAN III ----------------------------------------------------------- Yesterday morning, a host of local dignitaries waved Mr and Mrs Karaboudjan offas they launched Karaboudjan III from dock "26". The Karaboudjan III is a superb 19th century sailing ship which has been renovated and modernised in the shipyards of the old port. Mr Garcia, works supervisor, explained the improvements which have been made to the boat: "It is an old sailing ship that we have completely restored. We have also changed the structure of the ship as some materials had deteriorated from bad weather. "The Karaboudjan III belongs to business tycoon, Niklos Karaboudjan. Mr Garcia continued his historic tale about the ship: "This boat belonged to a pirate called one-eyed Jack. One-eyed Jack and his band terrorised the seas of Europe. They attacked trading ships and such like. Jack, with his pirates plundered anything which could be later sold on the black market: cargos of spices, silks, whisky... All the stolen goods were stored on the little island of Ligorni, situated along the coast Sicily, to be sold or exchanged later. One-eyed Jack was a pirate feared and sought by the entire world's maritime police. Jack had one big vice: alcohol. So it was that one October evening in 1820, Niklos Karaboudjan's great grandfather, Anastopoulos Karaboudjan, found himself involved in a bet with Jack. Anastopoulos was on a business trip to the isle of Ligorni. In fact he had a meeting with Jack to sell him weapons. That evening, Jack had already had a lot to drink and owed Anastopoulos a fairly large sum of money for a previous delivery of weapons. He made Anastopoulos a bet: "I am going to get out a case of my best hooch and we'll see if you are capable of drinking as many glasses as me. If I win my bet, I won't owe you a penny, If you win, I'll give you a superb sailing ship that I stole this week from an English spice merchant". Jack was convinced that Anastopoulos would not be able to hold his drink as well as him. He underestimated Anastopoulos, who had frequented the murkiest bars of Europe and was used to very strong liquor. Anastopoulos was not too pleased with his bet, as he was afraid of losing, and had no need for such a sailing ship. He had come to his island with his henchmen to recover the money that Jack owed him, but also to sell him more weapons. Jack had been one of his best customers for many years, and although he always paid very late, he had never really caused any problems. Anastopoulos felt obliged to accept the bet. The challenge began in the island's only tavern which was filled to bursting. Every gulp made by the two protagonists was punctuated by loud cheers from the noisy crowd. To everyone's surprice, it was Jack who was the first to collapse. Jack, a fair player, kept his promise and several months later delivered the sailing ship to Anastopoulos. The sailing ship was in a pitiful state. Anastopoulos passed the boat onto his son Savidis, who in turn passed it on to his son Niklos. Later, the sailing ship was stored in an old warehouse in the port of Marseilles. A year ago, Mr Karaboudjan came to find me to get me to renovate this old carcass. He told me he wanted to use it for organising cruises with his friends. We can congratulate Mr Garcia and his men who have accomplished a superb piece of work and who have made this boat into a veritable masterpiece. 3rd March 1926: POLICE BLUNDER!!! Raid on the Cafe De Paris! -------------------------------------------------------------- Last night at about 10.00pm, Inspector Raoul Dusentier and his men carried out a raid on one of Paris's most fashionable restaurants: the Cafe de Paris. The police were looking for a dangerous criminal who was supposed to be in the Cafe de Paris that evening. Everyone who was dining in the restaurant was taken away. Mr Dusentier explained that he had to take everyone into custody to be sure that the man they were looking for did not escape. Now, the man in question did not happen to be there. Mr Dusentier made his humblest apologies to the persons detained, and he hastily released them. He had evidently been misled by one of his informers. Mr Karaboudjan, a businessman currently very much in the public eye, was dining, amongst others, that night at the Cafe de Paris. We asked him about the indelicate practice of the police. This is what he had to say: "Don't be too hard on these police officers. They were only trying to do their job and they made an unfortunate mistake. It can happen to anybody. We shouldn't criticise them, as we are only too glad to have them around when we need them. It is just a shame that I was unable to finish the duck I was eating, it was excellent." A declaration which will certainly put Mr. Dusentier's mind at rest. 26th June 1926: SOCA LAMBADA ABANDONS THE RACING GRAND PRIX AT ANTIBES ------------------------------------------------------------------------ Julio Esperanza y Soca Lambada, son of the famous industrialist Pedro Soca Lambada retired from the grand prix of Antibes on the sixth lap. Soca Lambada was in fourth position at the time and had had a very good race. Unfortunately he was let down by his car's engine. This is the second time this season that Soca Lambada's engine has caused him problems. It is even more of a shame since Soca Lambada has undeniable qualities as a driver. He should have another look at the mechanics for future races! Julio doesn't have anything to worry about with regards to the future of his team however, as it is generously financed by his father's business. 26th June 1926: SALE OF PARIS'S HOTEL ROYAL --------------------------------------------- One of Paris's most beautiful private hotels, the Royal, was sold yesterday afternoon in the officeof the notary Maitre Logan. The purchaser wished to remain anonymous. The former owner, Mr Fabre seemed, on the other hand, greatly saddened by the sale: "I had no choice. My business was in considerable debt and my only solution was to sell . This private hotel has been in our family for six generations." We asked Mr Fabre to reveal the name of the purchaser. But it seems that the purchaser has given Mr Fabre instructions to keep this a secret. Mr Fabre did however tell us, "The only thing I can say is that the purchaser has paid a ridiculously low sum in relation to the value of the hotel. However, I had no choice as I was being cornered by my creditors. 5th December 1926: AUCTION SALES IN FRONT OF NOTRE DAME CATHEDRAL IN PARIS -------------------------------------------------------------------------- Father Fabiani is today organising an auction sale to finance the renovation work of the cathedral's windows. Amongst the objects to be sold are religious frescoes and books dating from the middle ages. Father Fabiani calls on your generosity and hopes that many of you will come... 12th January 1927: FIRST PERFORMANCE OF THE TENOR PAZAGLI AT THE OPERA DE PARIS ---------------------------------------------------------------------- Last night the Paris smart set were jostling one another at the opera to applaud the first performance of Marce Pazagli, the tenor. Pazagli is one of Italy's most celebrated tenors. His last performance at La Scala, Milan, once again had the audience in raptures. His forst performance in France was a triumph and received a standing ovation. In the boxes, the presence of numerous celebrites was noted, amongst them the enticing Mrs Karaboudjan. To everyone's surprise, she was not accompanied by her charismatic husband, but by two charming bodyguards. ************************************************************************** REFERENCE MANUAL FOR THE CINEMATIQUE SYSTEM ------------------------------------------- CONTROLLING THE HERO ---------------------- A. MOVING To move Raoul within a room, point the mouse cursor at the required destination and press the LEFT mouse button. Raoul will then move to that location, avoiding any obstacle in his way. To go to a different room, place the cursor over the door or the exit displayed on the screen and press the LEFT mouse button. B. MANIPULATING YOUR ENVIRONMENT Each room contains a large number of objects, any of which could be clues, vital to the progress of your investigation. To find out about the actions you can use on an object, place the mouse cursor over it and press the LEFT mouse button. A list of verbs relating to the selected object will be displayed. Place the mouse cursor over the relevant action verb (the highlighted verb will then change colour) and press the LEFT button. Raoul will then carry out the order you have given him. If you choose not to use any of the proposed actions, move the cursor within the menu (all the verbs will then be the same colour meaning that none has been selected), then press the LEFT button to exit the list. It is important to know that only actions which can be executed on the objects immediately are displayed on the list. EXAMPLE: Raoul is in a room containing a chest of drawers. Let's suppose you wish to examine the contents of one of the drawers and that the drawer is closed. Move the mouse cursor over the drawer and press the LEFT mouse button. A single verb will appear on the list: OPEN... Nothing yet will allow you to search the inside of the drawer. Select the verb OPEN ordering Raoul to open the drawer. Then press again on the drawer and the following verbs will be displayed: SEARCH , CLOSE Now, all you have to do is select the verb SEARCH on the list and reap the fruit of your efforts. C. USING FOUND OBJECTS Some actions are likely to be possible only when the object is in your possession... For example, you will need to take a letter before you can read it, a jacket before you can wear it..etc... To display the inventory of objects carried by Raoul, simply press the RIGHT mouse button. If you want to affect one of the objects displayed in the inventory, move the mouse cursor over the name of the object (it will then change colour) and press the LEFT mouse button. The list of actions associated with that object will be displayed instead of the inventory. Point the mouse cursor to a verb (which will then change colour) and press the LEFT mouse button. Remember, only actions possible immediately will be displayed on the list. EXAMPLE: Raoul has just picked up a small ball of paper and you want to READ what it says... Press the RIGHT mouse button and display the list of objects carried by Raoul. Then, point the mouse cursor to "piece of paper" and press the LEFT mouse button to call the following list: EXAMINE, THROW, SHOW, SMOOTH OUT. Select the verb SMOOTH OUT on the list. Raoul will then smooth out the piece of paper. Now recall the inventory and select the "piece of paper"... The list of verbs associated with it is now as follows: EXAMINE, THROW, SHOW, READ. All you need to do is move the mouse cursor over the verb READ and press the LEFT mouse button. D. ESTABLISHING LINKS BETWEEN OBJECTS It is very likely that the objects you will find at various locations have not been placed there by chance and the odds are that at some stage in your quest, you will have to make the most of your opportunities. Use your powers of deduction, flair and intuition to try and guess the link between particular objects. Although these relationships are, on the whole, easy to establish (a key goes into a lock to unlock a door, a pickaxe digs an opening into a rock), sometimes it will take more time. Don't lose heart immediately because there is ALWAYS a solution. When you think you have guessed the link between two objects, try it out to check your deduction. Here are some examples which illustrate the way to establish a relationship between one object and another... A: You have a key... In front of you, a locked door just asking to be opened. -Press the RIGHT button to call the inventory. -Choose the "key" from the inventory. -In the new list of verbs, select the verb "put in"...A control phrase will be displayed "key:put in..." to remind you that you must now select the object in which you wish to put the key... -Move the cursor over the lock and press the LEFT mouse button... Raoul will execute the action. B: You still have the key and you have just found a small box. The key and the box are both in the inventory and you will try to open the box with the key... -Press the RIGHT button to call the inventory. -Select the "key" from the inventory. -Select "Open.." on the list of verbs relating to the key. -Press the RIGHT button again to recall the inventory. -Now, move the mouse cursor over the word "box" and validate with the LEFT button to execute the opening of the box with the key... C: A pile of records on a table and, nearby, a record player. You want to listen to a record... -Move the cursor over the pile of records and press the LEFT mouse button -The list of verbs associated with the pile of records is now displayed. Choose "Put on...". The following control phrase is displayed "record: put on..." reminding you that you need to decide where Raoul must put the record -Move the cursor over the record player and press the LEFT button to validate the action of "putting the record on the record player" and listen away. E. DIALOGUE An investigation conducted according to the rules must begin by a close interrogation of the suspects. When a character is in the room, move the mouse cursor over him/her and press the LEFT button to display the list of actions. Select the verb "speak" to start the conversation... A list of topics of conversation classified by heading will be displayed. Each heading includes all the topics of conversation relating to a character (except the heading "objects found" which allows you to question the suspects on the objects you discovered during your investigation). EXAMPLE You want to question Father Fabiani about Julio's taste for computer games. When you go into dialogue mode, the following menu will be displayed: TOM FABIANI SUZANNE JULIO HECTOR OBJECTS FOUND THANX FOR YOUR HELP Place the mouse cursor on "Julio" and press the LEFT button. A sub-menu with all the topics of conversation having a link with Julio will be displayed: JULIO HIS PASSION FOR GAMES HIS LOVE OF PLANTS HIS RELATIONSHIP WITH SUZANNE OTHER TOPICS... Move the cursor over "his passion for games" and press the LEFT button to receive Father Fabiani's answer. According to the answer, one or more topics will be added to the list. Some minor topics will merely pad out the conversation and allow you to obtain more detail on a particular theme. These temporary topics are easily recognizable as they are displayed dark in the menu. EXAMPLE Let's suppose that the priest's answer to the previous question is : "Julio has a passion for adventure games, especially DELPHINE's... "There would be two new temporary themes in the menu "Adventure Games" and "Delphine"... These themes may bring up others. In some instances, the new topic is vital to the progress of your investigation. It will then be displayed permanently on the list (in white) and you will be able to question someone else on the same topic. To exit the conversation, choose the heading "thank you for your help" on the list. When you are in a heading sub-menu, select "other topics" to go back to the main headings menu. THE USER MENU This menu offers functions which are not part of the actual game but which will allow you, for example, to save or reload a game... You access this menu by pressing both mouse buttons simultancously. RESTART: to restart a game from the beginning. SAVE DRIVE: to tell the program on which disk you wish to save. SAVE GAME: to save the current game onto a disk. At the prompt, insert the save disk. A directory of games already on the disk will be displayed. Choose a slot and validate. If there is not slot available in the directory, use a new save disk or save over an existing game. LOAD GAME: to continue a previously saved game. At the prompt, insert the save disk. The list of saved games on the save disk will be displayed. Move the mouse over the name of the game to be loaded and validate. NOTE: You can save a game as long as your hero is alive. We recommend that you use this option regulary and everytime the situation is dangerous. During some animation sequences, where you not have to guide your character, you will not be able to save the game. Don't worry, nothing very dangerous can happen to you during these sequences or it's too late to take action! HINTS AND TIPS FOR BEGINNERS If this is the first time you have played an adventure game, here are some tips : -Examine all the objects in your location -Read carefully all the comments displayed as they may hold important clues for the rest of your adventure. -Pick up as many objects as possible. -Consider the various possible uses of the objects you have. -Activate everything you can. -Talk to as many people as possible, they may put you onto a lead. -Save as soon as you feel some danger. -However, if you are stuck at somestage of the game, try and check whether you have forgotten an object or whether you have failed to do something earlier. -Every problem has a solution - ALWAYS. LOADING INSTRUCTIONS: ATARI 520, 1040 ST, MEGA ST, AND STE ---------------------------------------------------------- * Switch on computer. * Insert game disk No. 1 in drive A. * Double click on the icon DELPHINE.PRG. * The game will load automatically. Hard Disk Installation * Check that the number of bytes available on the hard disk is larger than that used by the game. * Create a new directory and copy the contents of each disk into it. Loading from the Hard Disk * Double click on the Hard Disk icon. * Double click on the icon of the directory that contains the game. * Double click on the icon DELPHINE.PRG. * The game will load and run automatically. LOADING INSTRUCTIONS: AMIGA 500, 1000 AND 2000 ---------------------------------------------- (If you are using the AMIGA 500 without extended memory you may have to unplug the external disk drive.) * Switch off the computer for at least ten seconds. * Switch on computer. * Insert the Kickstart disk in disk drive DF0. * When the computer prompts you for WorkBench, Insert game disk No. 1 in drive DF0. * The game will load and run automatically. Hard Disk Installation * Check that the number of bytes available on the hard disk is larger than that used by the game. * Create a new directory and copy the contents of each disk into it. Loading from the Hard Disk * Double click on the Hard Disk icon. * Double click on the icon of the directory that contains the game. * Double click on the icon DELPHINE.PRG. * The game will load and run automatically. LOADING INSTRUCTIONS: IBM PC AND COMPATIBLES -------------------------------------------- Hard Disk Installation * Switch on computer. * Insert the DOS disk in disk drive A: * Once the computer is up and running, insert game disk No. 1 in disk drive A. * Type A: and press ENTER. * Type INSTALL and press ENTER. * Follow the instructions displayed on the screens. * Check that the number of bytes available on the hard disk is larger than that used by the game. * Create a new directory and copy the contents of each disk into it. Loading from Floppy Disks * Switch off the computer for at least ten seconds. * Switch on computer. * Insert the DOS disk in disk drive A: * Once the computer is up and running, insert game disk No. 1 in disk drive A. * Type A: and press ENTER. * Type DELPHINE and press ENTER. Loading from Hard Disk * Type C: and press ENTER. (If your Hard Disk is not called C:, type the letter that corresponds to it.) * Type CD/DELPHINE and press ENTER. (C) 1991 DELPHINE SOFTWARE. All rights reserved. Cinematique is a trademark of Delphine Software. Manufactured and Distributed under license from Delphine Software by U. S. Gold Ltd., Units 2/3 Holford Way, Holford, Birmingham B6 7AX. Tel: 021-625-3366. Copyright subsists on this program. Unauthorised copying, lending or resale by any means strictly prohibited. S E W E R S O F T W A R E presents - -> ELF <- --- You, the brave Cornelius, must rescue your girlfriend Elisa who has been abducted by `Necrilous the Not Very Nice'. To do this you must travel trough eight levels of Forest, Ruins, Lake, Swamp, Caves, Mountains, and two halves of Castle. You must finally locate and destroy the winching mechanism that are lowering your loved one into a large bubbling vat and then do battle with Necrilous himself. On your journey you will find many useful objects scattered about the landscape. Use these to the best of your abilities. Herbs and Pets, when collected, will allow you to purchase pieces of equipment from the numerous shops. Slaying an end of level guardian will give you a green crystal - use these to gain Necrilous' chamber. Good luck Cornelius - you''re gonna need it! -> CONTROLS <- -------- The is a one player game controlled by joystick only. *Keys while waiting to play: Fire button - Start game F1-F7 - Load saved game from disk 1 F9 - Toggle music/fx F10 - Death sequence on/off *In Game: Joystick up - Jump - Climb ladder - Fly up - Grab ladder while falling - Enter shop when `in' is flashing - Enter interaction when query prompt is flashing. Joystick down - Duck - Down ladder - Grab ladder while falling Joystick left - Walk left - Fly left Joystick right - Walk right - Fly right Space bar - Enter interactive panel (when no `query' prompt is flashing) F - Force field on/off P - Pause on/off Escape - Exit game F1-F7 - Save position on disk 1 when a level is completed -> SHOP CONTROLS <- ------------- Whilst in the shop push the joystick in the appropriate direction to move around. Press FIRE once to get information on selected item (see reference card for details.. so buy the original.. haha). Press FIRE again to purchase the time. -> INTERACTIVE PANEL CONTROLS <- -------------------------- Push joystick UP and DOWN to select an action. Push joystick LEFT or RIGHT to select an object. Press fire to perform an action. When talking type in a keyword followed by RETURN. -> STATUS AND SCORING <- ------------------ The status panel displays from left to right: Health, Pets, Live and Score. The collected Herb Count be found in the interaction Panel. -> HIGH SCORE TABLE <- ---------------- The high score table displays your name, score and a cuteness rating based upon the percentage of cute characters shot. The high score table is automatically saved to disk 1 if this disk is write enabled. A bonus will be awarded at the end of each level calculated on the number of bonus collected. Bonus objects are small tokens dropped when monsters are shot. Handy health top-ups can also be left behind. An extra life is awarded every 100 000 points. *Level 1: Battle your way trough the enchanted forest and work out how to open the doors that let ya you into the next section. You must destroy the end of level baddie that lurks at the edge of the wood. *Level 2: The-Men-At-Arms are now trying to stop you in your quest. Can you avoid the various weapons or would a quick trip to the underground tunnels be of help? Watch out for the mummies and deadly rats. *Level 3: A serie of rickety walkways leads over a vast lake to a swamp jungle on the other side. Aquatic monsters of every description are out to get you. You will need to work out how to control the many flying platforms to continue. *Level 4: Jungle indians threaten your progress. Slime and water monsters attack when least suspected. Find the lost statue to complete the puzzle. *Level 5: Dwarfs mining rare crystals attack at every opportunity. Ore carts laden with gems thunder past. You must solve the interaction puzzles to progress through this maze. Could this level be your opportunity to buy some chain mail? *Level 6: Snow capped peaks and rock outcrops decorate this level. Snow and ice mosnters do not take kindly to your trespassing but you msut search everywhere to solve the puzzles. Your Firing is a bit lack-lustre. Perhaps a trip to the shop would be in order. Flying may also help you. *Level 7: You are now in the first part of the Castle. This dark edifice is home to countless demons and disturbed creatures. Solve the puzzles to progress to the second part of the castle. *Level 8: At last you have found your love, but Elisa is in great danger. Destroy the winching equipment and finally battle Necrilous to win the game. 1) HELP and WANT are a good place to start when you are talking to a character. 2) Watch the sides of the screen for flying enemies. 3) Don't waste herbs or pets on frivolous items. 4) Make a map before you get lost. 5) If you can buy the flying machine do so! 6) Don't drop litter in th countryside. Bill Elliot's NASCAR Challenge Quick Start docs STARTING THE GAME QUICK START RACING If you want to begin racing immidiately, highlight Start Racing and press enter and you will automaticaly begin practicing with a Ford Thunderbird and Bill Elliot on the Daytona track. To get the system menu press F10 HOW TO DRIVE YOUR CAR o Joystick: - forward to accelerate - back to brake - press SPACEBAR to shift gears down - press FIRE BUTTON to shift gears up o Keyboard - up arror to accelerate - down arrow to brake - SPACEBAR to shift the gears down - BUTTON to shift gears up HOT TIP #1: NASCAR drivers turn the steering wheel with a short back-and-forth motion (called "sawing") to steer around banked turns. Using the keyboard controls enables you to come closer to this technique than the joystick controls allow. HOT TIP #2: When you want to feel even more speed as you fly around the turns, try playing the game with the "Objects Off" option. This puts the power of your Amiga in the race and less in the off-track graphic detail. HOT KEYS: General ------- CTRL B - Toggles music on/off CTRL E - Toggles sound f/x CTRL L - Loads a saved game CTRL P - Pause game CTRL Q - Exits game CTRL S - Saves game F10 - Systems menu SPACE - Exits current screen ENTER - Next item, accept input BACKSPACE - Previous item ESC - Cancels any changes and returns to main menu  Keys used during race --------------------- ARROW KEYS - Left/Right = steering Up/Down = accelerating/braking ENTER - Shift gear up SPACE - Shift gear down BACKSPACE - Toggles leader board on/off TAB - Activates INSTANT-REPLAY ESC - Exits race B - Toggles the cars to polys/bitmap M - Toggle rear view mirror on/off O - Toggles ojects off/on T - Tune your car (only in practice mode) X - Turns driver's head to the right C - Sets driver's head to zero V - Turns driver's head to the left Tape functions during instant replay ------------------------------------ ESC - Exit replay F2 - Slow motion F3 - Pause the replay F4 - Stop the replay F5 - Rewind the tape F6 - Play the tape F7 - Fast forward F8 - Move forward one frame F9 - Move backward one frame DEL - Clear the replay Camera functions during instant replay -------------------------------------- F1 - Cycle through 6 camera views [ - Increase camera height ] - Decrease camera height Z - Zoom in z - Zoom out A - Swing camera to the right a - Swubg canera to the left 0 to 9 - Train camera on opponent car - to = - Train camera on player's car , < - Cycle backwards through cars . > - Cycle forward through Quicks docs typed by Zodact of --> Razor 1911 <-- rupted, or you want to get a backup of deleted files. try to have at least 750kB to 1mB of free memory when maki HUNTER - INSTRUCTIONS -------------------------------------------- TYPED IN 910924/5 BY STRIDER! HISTORY ------- 'Land HO!' was the cry from the crow's nest of the Escurial, which woke the crew of the continental navy at dawn on June 3rd 1773. A few hours later, the first pale-skinned humans trod the sands of the Archipelago. The first was the young skipper Captain FAREWELL, followed by Lord Hampstead, representing the Crown, Sir Humphrey, the expedition's official cartographer, and half a dozen crewmen. They first discovered a magnificent beach of almost unbearably white sand, fringed by tropical vegetation. Brightly-coloured flowers, hidden birds singing in the treetops, and an omnipresent sun. This island rich in fresh, pure springs and rivers, the named Felicity. They then visited all the islands in the Archipelago one after the other. On the main island, they came across a peaceful race of fisherfolk, who welcomed them with laughter, song and feasting. These were the people of the Archipelago, smiling, friendly and generous. The sailors of the Escurial stayed several months in this paradise before, heavy-hearted, they set off for a long voyage across the seas. This initial expedition was followed by many others, and a permanent colony was established in the Archipelago in 1785, becoming an important staging post for mariners. Many years later, captain FAREWELL, now a retired admiral, came to live there. He used all of his influence on the mainland to lay the foundations of an independent state. But a further half-century of violence, massacres and bloodshed was necessary before the Archipelago finally obtained its independence. We are the heirs of these men and women who fought for freedom and peace. One day perhaps future 'Alexanders' or 'Napoleons' on the mainland will again look at us as a province ripe for conquest. But on that day, I know that the people of the Archipelago will rise up as one to defend these islands, our homeland. Preface to 'The Archipelago' by John Spring. August 1984. (C) Ed. Humphrey --- Classified memo TOP SECRET --- Subject : Creation of an elite HUNTER corps. Commanding officer : General DARTUS. The elite HUNTER corps was specifically created to counter the military threat taking shape on the mainland. The most recent reports to reach us indicate renewed activity in the naval shipyears opposite to our cities. All the information in our possession would seem to point to a massive and imminent invasion of out country. The Archipelago military HQ, with the agreement of the President, have for a number of years now allocated considerable funding to the 'HUNTER' programme and given full power to General Dartus regarding the choice of his men and the training techniques. We consider that this option if the only choice left to us and gives us a chance in the face of the massive resources deployed by the mainland forces. To fight the enemy on his own terms would be unthinkable, and this is why we decided to create the elite corps. The task successfully completed by General Dartus was indeed a formidable one. In a very short time, he selected the best men from the Archipelago army and subjected them to intensive training. These men have been operational for just a few weeks. They are perfectly familiar with the terrain on which they will have to fight. They are able to survive behind enemy lines, take advantage of all available cover, use all possible means of transport and, of course, exploit any flaw in the enemy defenses to strike a decisive blow. These elite troops are tireless, intensively trained, invincible, and able to destroy anything or anybody with any weapon. They can immediately fulfill any mission HQ entrusts them. - Dispatch from John Martins, freelance reporter on the Archipelago when the invasion occurred - 'The invasion of the Archipelago by the mainland armies is currently halted, but nearly half of the islands are under the control of the occupying army. In a radio broadcast this morning, the President announced that there would be no rest until the enemy had been completely chased from our shores. This speech was applauded by the entire population of the Archipelago, which has already mobilized to repel the invader by all means at its disposal. In certain circles, the work 'Hunter' can also be heard. These soldiers, who nobody had previously heard about, are apparently to a large extent responsible for halting the mainland armies. Who are they? Where do they come from? Are they as dangerous as it is believed? To obtain the answers to these questions, one would probably have to ask the mainland soldiers who have had to fight them. And when one considers the forces deployed for this invasion, and their no more than limited success, one can be forgiven for beginning to believe that the Hunters really do merit their growing reputation. LOADING THE GAME ---------------- Insert the tape into the serial port, and then switch off your computer. A few hours later you will be in the Archipelago. You will see a picture of a Zelnik, one of these lamers trained in all forms of combat, from head-on warmonging to backstabbing behind enemy lines. You will be one of them. Pressing the space bar will give you a choice of several options... MAIN OPTIONS ------------ 1. View soldier This command will give you a view of the character proposed to you. You will discover his face and his rank and status. 2. Start new game This command will give you access to a choice of missions. These fall into three main categories, each of which has its own characteristics and its own dangers...but all of which are limited to a specific period of time. 2.1 Hunter Once again, HQ has given you a strategic mission of the highest importance. Your intelligence, your training and your adaptability will all be needed. These missions require stealth, efficiency and preservance. You will have to cross the vast distances of the Archipelago, on both land and sea, from East to West and from North to South. You will have to penetrate the very heart of enemy-held territory in search of informers and items vital to the defense of your homeland. You will often have to confront the enemy in order to complete your mission. 2.2 Missions The country needs you. The missions entrusted to you by the senior command are specific commando operations which have to be completed as quickly as possible. Whether attacking a building, a radar antenna or a hostile advanced post, all these targets are part of the overall plan for retaking the Archipelago. In this case, time is against you. You will need to be fast, accurate and efficient in all circumstances. 2.3 Action Hunter... the fate of the free world rests on your shoulders. The last great battle against the occupier began a few hours ago. You have been trained for years in anticipation of this day. You are the cornerstone of a system which will sow confusion among the ranks of the enemy. They will do everything to stop you since they know that you are the grain of sand which can cause theie entire strategic machinery to seize up. The free people of the whole Archipelago are counting on you. Do not dissapoint them! 2.4 Cancel This command enables you to return to the previous choice if you wish. You will return to 'MAIN OPTIONS' where you can choose either one or other of the item. 3. Disk options This command will give you access to other commands for loading or saving games in progress. This will enable you to modify your character from simple soldier to officer and keep the objects you have discovered. Saving your games as you go along will also enable you to keep the credits accumulated after each decisive blow struck against the enemy and, of course, after each successful mission. These credits can be used to purchase equipment from your side's stores. Be careful however, since it is also possible to loose credits by killing animals or innocent civilians, or destroying monuments. You can enter this menu at any time by striking the ESC key. Before saving anything, you must initialize a data disk by activating option 3.3 - Init disk. The number of times you can save and the size of the names given are limited. 3.1 Load game Loading a game which had already been started. Simply click on the name of the game you wish to continue. 3.2 Save game Saving a game in progress. Enter the name under which you want to save your game, and then hit Return. 3.3 Init disk Initialization of backup disk. 3.4 End This command is used to return to the main menu (MAIN OPTIONS) in order to make a new choice. 4. Demo Demonstration... This will give an animated presentation of the entire game. BEGINNING A MISSION ------------------- 1. Presentation of the mission You have now made your choice... Whatever the type of mission chosen, the process is always the same. When you have clicked on the corresponding item, the computer will ask you to enter your name. You can choose any name you like, but do not forget that this will be the name you use to save your character. After typing this name in on the keyboard, click the mouse again and your character and the title of your mission will appear. Whatever the mission given to you, it must be accomplished within the time allotted to you along with the mission itself. HQ has decided that you are one of the soldiers best qualified to conduct this operation... but you must complete it and return to base before the date and time specified. Otherwise... Click once more, and you will enter the world of HUNTER... 2. Description of the screen Here you are in the world of Archipelago. You are at the entrance to the HQ. Around you is a 3-D universe which you will be able to move around easily... as soon as you have learned the instructions given in this manual! 2.1 The border At the bottom of the screen, a border gives you a certain amount of information, from left to right : * Coordinates These enable you to locate yourself within this universe. X represents the horizontal coordinates, ascending from left to right. Y represents the vertical coordinates, ascending from top to bottom. * Clock This will inform you of the date and the time. You will not be given this item at the beginning, and you will have to find it during one of the missions entrusted to you and then activate it (see equipment table). The clock is vital in that it tells you how much time you have left to complete your mission... * Radar screen When you have a 'portable radar unit' and it is active (see equipment table), you will see a central cross-hair which represents you. Around you, points of light correspond to all items liable to move; other soldiers, civilians, but also animals and vehicles. * Life points This vertical bar is completely red when you create your character. But if you are wounded or tired, this bar will gradually but relentlessly fade away. * Weapons and equipment The weapon you have IN HAND at any one time is permanently displayed in an icon located to the right fo the life points. By clicking this icon with the mouse, you can call up the various weapons in your possession. To the left of this icon, and according to the weapon selected, a figure appears in the small box informing you of the number of rounds available. Display of the pistol with figure 73 means that you are holding a pistol with 73 rounds left. Similarly, display of a grenade and the figure 4 means that you have a total of 4 grenades (including the one you are holding). You can also call up your equipment reserves in this icon. This time, the left-hand figure represents the number of equipment units you are carrying. For example, you will have 1 clock, 2 medical kits, etc. (see 2.2 - 'equipment table' for more details on the equipment and how to use it). * Credits At the beginning of the first mission, you have exactly 0000 credits. You can increase this number by successfully completing a mission, by destroying enemy targets, whether or not planned for your missions, or by killing enemy soldiers... But be careful, since credits can also be negative if you kill an innocent civilian or animal (even if accidentally), but also if you destroy civilian buildings or allied vehicles. * Speak By clicking this word with the mouse, it is possible to question a person (soldier or civilian) encountered during a mission. You will thus be able to obtain important information. * Give By clicking this word, you will automatically activate the equipment table, from which you will then be able to choose the object you wish to give. By then clicking this object, you will give it to the person, who will be free to either accept it or refuse it. * Quit By clicking this word, you can stop the game. You will then have several options, described under the general title 'GAME OPTIONS' : * Return to game By clicking this option, you will return to the mission, at the point you left off. * Briefing By clicking this one, you can again read the description of your mission. By clicking a second time, you will return to the game. * Disk option Similar to that described in '3. Disk options', except for the END option, which this time will return you to 'GAME OPTIONS', and not to 'MAIN OPTIONS'. * Quit game If you click this option, and after confirming, you will return to 'MAIN OPTIONS'. * Fuel tank When you use a motorized vehicle, this gauge marked 'FUEL' will give you a permanent reading of the fuel level in the tank. This gauge comprises two parts : the main tank and the reserve. When you go onto reserve, the corresponding gauge will start flashing to warn you that you are close to running out of fuel! * Disk This item is located to the right of the 'FUEL' gauge and will enable you to save the game in progress without having to stop playing. This means that you can resume a game at the point you saved it. * Text box It is in this box that all information you discover during the mission will be written, as will all information concerning the equipment you use. This box can also be used for dialogue, for warnings or to display the credits obtained. Always keep an eye on it! 2.2 Equipment table You can use the mouse to find out what equipment you are carrying. Raising the cursor (small arrow) above the lower border will call up a series of icons representing your possessions. You will see that 'TIME' stands still as soon as you access this table. This gives you the time to make an unhurried choice of the object you wish to use. By clicking one of these icons, you will see it appear in the border window in the bottom left-hand corner. To the left of this window, the figure gives the number of units of this 'object' that you are carrying (not forgetting that the number is limited, for example, you cannot carry more than two units of fuel, etc.). By clicking a second time, you will use this object according to its specific characteristics. A weapon will be fired or explosives will be laid using the 'FIRE' button on the joystick (see the chapter on 'Using the joystick'). Here are a few examples of the objects you will be able to find : * Fuel Jerricans of fuel. These jerricans (you will be able to carry no more than 2) will enable you to fill the tanks of the vehicles you use. * Clock This clock will give you the date and time. By clicking this icon a first time, you will activate the clock. Click it a second time to deactivate it. * Portable radar unit This will enable you to activate the radar screen (see 2.1 - THE BORDER). Activate it by clicking this icon once, deactivate by clicking a second time. * Log book This item is vital. By clicking this icon once (small red book marked 'LOG'), you will call up a plan of part of the Archipelago. On this plan, a white dot corresponds to your position. To the right of this plan, you will be able to choose between several items. Whatever the mission, you will always see the 'ALLIED HQ' and the 'ALLIED STORES' items. Depending on the mission entrusted to you, you will have other items (e.g. 'FUEL TANKER') to help you complete it. By for example clicking the 'ALLIED STORES' item, you will see a dot light up on the left-hand map. This light dot corresponds to the exact location of the stores. When another item is clicked, the first dot disappears, and another appears somewhere on the map. You will then be able to find out where you are at all times. This log-book will also allow you to add any items that you have yourself encountered. To do this, two options are proposed on the left of the screen. * Add items If you click this proposal, you can add a new item under the existing ones (for example : 'ENEMY FORT'). You need then simply give the corresponding X and Y coordinates to see a new dot light up on the map when you click 'ENEMY FORT' (still using the same example). * Remove items The reverse operation is self-explanatory. Finally, the 'RETURN TO GAME' option will return you to the main game phase. * Map By clicking this icon, you will call up a map of the Archipelago overlaid on the main game phase. On this map there are two points - your position and the last item requested on the log-book. This map can remain displayed on the screen while you play. To erase it however, click this icon a second time. * Medical kit This medical kit will be useful when, for whatever reason, your character has lost life points. By clicking this item, you will automatically use a medical kit unit and recuperate a certain number of life points. Be careful, as you can only carry a certain number of medical kits! You will sometimes find large quantities of them in a hospital and this will be one of the intresting items which are worth recording in the log-book. * Flares At night, flares will enable you to see around you for a short time. By clicking the corresponding icon, you will fire a flare. Here again, you can only carry so many of them. * Aerial observation drones By clicking this icon (picture of a satellite antenna) you will launch one of these drones (Drone no.5?! Hihi) and discover a more detailed plan of the region around you. Several items are proposed to the right. By clicking one of them, the other items shown on the map will be erased to give a clearer representation of those you have requested. When you release the pressure, all items return. The options are as follows. * Building By clicking this item, you will only see houses, forts and other habitable buildings. * Vehicle You will only see vehicles, although you will be unable to tell whether they are tanks, boats, or others. Nor will you know whether or not they are occupied. * Structure You will only see uninhabitable buildings, such as monuments. * Ground gun You will only see these items, ranging from anti-aircraft batteries to missile launchers. * Person All human beings will show up on your map, but you won't know if the are Allied, Enemy or Civilians. * Resume Finally, the 'Resume' item enables you to return to the main phase. * Parachute The parachute will enable you to jump from a helicopter or aeroplane in flight. To do this, click the picture of the parachute and you will automatically jump from the aircraft carrying you. Now here are some examples of the weapons you can find, or acquire from 'Allied Stores'. It should be noted that unlike non-combat equipment, weapons remain displayed in the border icon, indicating the type of weapon you have in hand. Selection is either with the mouse directly in the Border, or by pressing the Enter key on the keyboard. * Pistol This is the standard issue, 89 modified mark WW83 pistol. You two will be inseparable. This 9mm calibre weapon is a powerful arm at close quarters and you will be able to use it either by clicking the 'Pistol' icon on the equipment table, or by directly clicking on the icon in the border until this weapon appears. Firing is then controlled from the joystick. * Bazooka This is a formidable weapon, in particular for destroying and enemy tank, house or radar antenna. This bazooka is a fairly short, one-shot, disposable tube containing a high-penetration rocket. To use it, the method is exactly the same : click the image and then fire with the button on the joystick. * Time bombs Two blocks of Super-Detonite connected to a timer fuze can be used to blow up a house or building by placing the charge along a wall. To place one of these charges, simply click this image and then press the fire button on the joystick. You will thus lay a primed charge which will explode a few seconds later (giving you just enough time to reach a safe distance). * Landmines These will explode as soon as someone or something touches them. You can place them at strategic points using a procedure similar to that used for the timed explosives. Click the image and place your mine at your present location. * SAM (Surface-to-Air Missile) The SAM is the pilot's nightmare. It is fired from the ground at a flying target and leaves the helicopter or airplane no chance. Lightweight and deadly, it can be carried easily... Click this image... Aim carefully (by pointing your character towards the target)... And fire! 2.3 Main Table This table offers you a 3-D external view, which means that you can see your character as well as everything around it. 3. Using the mouse 3.1 Consulting the equipment table The mouse enables you to consule the equipment table and use the objects you have discovered during the course of your mission. To do this, refer to the description of these objects in chapter 2. 3.2 Equipment table This list is intentionally incomplete but does contain the more important items. Nonetheless, to use a simple object, simply click on the corresponding image in the 'Equipment table'. If a weapon, the mouse only enables you to select it, or in other words pick it up. You will need to use the joystick to fire it. 3.3 In the border The mouse enables you to select weapons from the border window. It will also enable you to SPEAK, GIVE or QUIT. For more details, see chapter 2.1 - The Border. 3.4 In the stores The stores in fact only contain weapons. The following table represents all the choices open to you. Each weapon is accompanied by a number of corresponding to the stocks of this weapon in the stores. If you click one of these icons, you will return a unit of this weapon to the stores. At the bottom of the screen, you will find the same icons, but this time representing your own possessions. The figurre corresponds to the units of each weapon you possess. By clicking one of these icons, you will take a unit of this weapon from the stocks, up to the maximum allowed to you. Finally, the last three choices, 'CLEAR' which returns everything to stores and cancels out all your possessions, 'AUTO' which will automatically give you a certain quantity of each weapon, and 'END' which will take you out of the stores. Click on one of these choices. 4. Using the joystick 4.1 Moving on foot The joystick will enable you to move your character around this three-dimensional world. Push the joystick forwards to move towards the back of the screen. Pull back to move towards the front of the screen. The sideways positions will enable you to move to one side or other of the screen. By pushing the joystick to the right, the character on foot will always move to the right of the screen. When he encounters an object, generally indoors, but sometimes outdoors, he need simply to move over it to include it in his 'Equipment table'. If he cannot take this object because he has already reached the maximum number allowed, the object will be considered an obstacle. But, as the name implies, the Archipelago to a large extent consists of water. If you wish, you can swim across sea channels bu simply continuing to walk forwards when you reach the shoreline of an island... but watch out for fatigue... and for the sharks who are never far away! 4.2 Other types of movement You can use the various vehicles you find, provided of course that they are unoccupied. To do this nothing could be simpler. Simply touch the vehicle to find yourself automatically at the controls. With one notable exception, which will be presented later on, all the vehicles obey the same laws of movement. By pushing the joystick forwards, you startup and accelerate. Pull back to slow down and stop. The sideways positions can be used to turn to one side or the other, but still with the vehicle as the reference point. Thus, when you push the joystick to the right, the vehicle will always turn to its right (unlike foot movement which depends on the screen). Finally, the space bar is used to get out of the vehicle. The one exception is the helicopter. To start the rotors, push the joystick forwards and press the button at the same time. Keep this position to gain altitude. But a helicopter cannot be controlled like a simple tank... A shade too much to one side or the other means a certain crash! When you have managed to take off, the angle of forward tilt will control the acceleration. Landing is by pulling back the joystick with the button pressed. Good luck, since landing is easily as dangerous as take-off. When driving a motorized vehicle, you can choose to jump out with the vehicle in motion. To do this, press the space bar without stopping the vehicle first. The vehicle will continue in a straight line until it hits an obstacle. When the vehicle is a helicopter however, it is better to use the parachute. All motorized vehicles need fuel to operate. You will therefore need to fill the tank regularly. To do this, activate the 'Equipment table' and click once on the icon representing your fuel reserves. You can repeat this operation until the tank is completely filled. But be careful or waste, since you will often have to change transports, either for simple reasons (changing terrain) or when forced (vehicle destroyed by enemy defenses). But in any case, the fuel in the tank cannot be recovered and is therefore lost. In the APPENDICES, you will find more details on the main types of vehicles. 4.3 Using weapons Weapons are easy to use. After selecting your weapon with the mouse, or with the Enter key on the keyboard, pressing the button on the joystick will fire a projectile straight ahead... Be accurate... If you have chosen to lay an explosive charge, pressing the fire button on the joystick will place a unit of this explosive charge next to you. For more details on these weapons, refer to 2.2 - Equipment table. 5. Using the keyboard The keyboard can replace the mouse to a certain extent. You can in particular use the various items you have discovered. For example : * ESCAPE This key returns yo to 'GAME OPTIONS' (see the QUIT option in chapter 2.1 - The border). * R Activation of the portable radar unit. By pressing a second time, it is deactivated. * P Pause... Press again to return to game. * RETURN With this key you can select weapons one after the other. * A This key will launch an aerial observation drone. * F This key will fire a flare. * L Consult log-book. * C Clock. Press once to activate clock, press again to deactivate. * ? Overlaid map. Activate. Deactivate. * SPACE BAR To get out of a vehicle. * ARROW UP Rear zoom. * ARROW DOWN Forward zoom. APPENDICES ---------- 1. Night and day Your missions will often last several days. You will quickly find out that nights on the Archipelago are dark indeed. Light begins to fade in early evening and complete nightfall occurs around midnight. Without flares you will have difficulty in distinguishing land, water, buildings and even the time and your coordinates... So do not waste them. 2. Rank If you are fast and effective, HQ will reward you accordingly. You can be promoted to sergeant, lieutenant, captain... or why not higher. 3. Vehicles * Truck Military type with reinforced chassis but no armour. Four wheel drive and power steering. * Car Civilian car. No weapons and no armour. * Ambulance Generally close to a hospital. No special armour. But do not delude yourself as to the protection offered by the red cross. As far as the enemy is concerned, it is a more clearly visible target than anything else. * Tank 1 Sheridan type. Lightweight, fast tank designed for surprise attack. Armed with an 80mm gun, it has considerable power. Its light weight and powerful engines wll enable you to turn on a sexring. * Tank 2 Angus type. Heavy tank designed for a frontal assault. Its top speed and handling qualities are far inferior to those of the Sheridan, but its combination of weight, armour and 80mm gun make it a highly dissuasive weapon, in particular when fighting in open country. * Launch Equipped with two 200 HP outboard motors, this launch only has one enemy : the homing torpedo. * Hovercraft This aircraft cushion vehicle will carry you over both land and sea. Its advantages are clear as it will do away with the interminable footslogging between two vehicles. * Windsurfer This means of transport has the distinct advantage of requiring no fuel. Jump onto the board and let the wind fill your sail. The crossing will of course be longer than in the launch... but your favourite sport is worth any sacrifice if the wind is there! * Rowing boat Grab the oars and row... you might even be able to pass for an innocent fisherman! * And many others that you will discover as you go along... 4. Animals On land and at sea, you may meet many animals, innocent yet sometimes aggressive. Some may be used for food, but be careful. If for example you kill a gull, even accidentally, you will lose credits. Others, such as sharks or bulls, can injure you, sometimes seriously. 5. Advice * Never forget that you must complete your mission within the given time. * When you take an object for the first time, check the equipment table to familiarize yourself with its symbol. That way you will be able to recognize it more quickly when you need it. * Don't waste ammunition. * Don't worry... flying a helicopter needs training! * Don't sail too close to the shoreline. * Respect civilians but have no mercy on the enemy! * Good luck Hunter... The future of the Archipelago is in your hands!!! --------------------------------------------------------------------------- HUNTER REFERENCE CARD --------------------- Hunter commands using the keyboard : * ESCAPE This key returns yo to 'GAME OPTIONS' (see the QUIT option in chapter 2.1 - The border). * R Activation of the portable radar unit. By pressing a second time, it is deactivated. * P Pause... Press again to return to game. * RETURN With this key you can select weapons one after the other. * A This key will launch an aerial observation drone. * F This key will fire a flare. * L Consult log-book. * C Clock. Press once to activate clock, press again to deactivate. * ? Overlaid map. Activate. Deactivate. * SPACE BAR To get out of a vehicle. * ARROW UP Rear zoom. * ARROW DOWN Forward zoom. Hunter commands using the mouse : The mouse enables you to consult the equipment table which appears when you move the mouse pointer above the border. You can then select a weapon or an item you have discovered during the course of your mission. Most of these items are described in the manual (see paragraph 2.2 - 'Equipment table'). Using the joystick Moving your character : Your character can be moved in the following eight directions : N NW NE W E SW SE S Just push the joystick in the desired direction and your character will follow. To immobilize your character, place the joystick in the middle ('Neutral') position. Directions available for all land vehicles : N NW NE W E S * N Accelerate. * NE Accelerate while turning right. * E Turn right. * NW Accelerate while turning left. * W Turn left. * S Slow down/stop. Exception : The helicopter. To start up or accelerate : Push the joystick up (N) and press the button at the same time to speed up rotors. To stop or slow down : Pull the joystick towards you while pressing the button. By pushing the joystick up (N) only, the helicopter will lose altitude. By pulling the joystick towards you (S) the helicopter will gain altitude. In general : The joystick button applies to the weapon you are CURRENTLY USING. Weapons are automatically selected accordingly to the type of vehicle chosen. A word of advice : To advance as quickly as possible in your mission, we suggest that you save the game regularly. GOOD LUCK DUDE! PUH! Finally! Fucking big dox! But the game is AWESOME and it was WORTH it! So enjoy the game people! And... NO I did not have a OCR reader for this!!! S E W E R S O F T W A R E presents - MULTIGEM docs 1. About MultiGEM MultiGEM is a true multitasking system for the Atari ST/STE/TT lines of computers. Multitasking is not a new idea, it has been available on other computer systems for many years now. IBM PC (and clones), Macintosh and Amiga DOS all have the ability to multitask. Now the Atari ST has the Ability to multitask using MultiGEM. MultiGEM is a full featured Multitasking system that will allow you to run up to six TOS/GEM programs at once. Using MultiGEM is as easy as using your Atari GEM "Desk Top", there are no special commands to know, just double click on the programs you want to run. MultiGEM allows almost all current Atari ST programs to multitask. MultiGEM supports current Atari ST system calls, which means that programs that uses GEM windows and or menu bars usually have no problem multitasking. Even TOS programs have the ability to multitask under MultiGEM. 2. Installing MultiGEM Installing MultiGEM is very simple to do. Locate the MultiGEM distribution disk and insert it into drive "A". If you intend to install MultiGEM on a floppy disk, please pre-format a disk and have it ready. Formatting the disk as a single sided disk will be enough space to install MultiGEM. If you are installing MultiGEM on a hard drive (recommended) make sure you have at least 350kb of disk space available on the partition you intend to install MultiGEM on. After you have put the distribution disk into drive "A" double click on the drive "A" Icon on your Atari GEM "Desktop". When the Drive window has opened locate the file named INSTALL.PRG Once you have located this file please double-click on it. The installation program will prompt you to select a logical drive to install MultiGEM on, please enter the logical drive that applies to you. Notice the highlighted box called "copy DESKTOP/NEWDSK.INF also", if you want MultiGEM to automatically configure a MultiGEM altered DESKTOP.INF (NEWDESK.INF if your using a MEGA STE or TT computer) file, leave this highlighted. I recommend that you first make a backup copy of your current DESKTOP.INF file and let MultiGEM create a new one. Once you have entered the correct logical drive click the "OK" box. NOTE: If you are using a floppy disk to boot your hard disk follow the steps for a floppy based system. Copy all the files from your new MultiGEM work disk to the disk you boot your hard disk with. MultiGEM will now begin to install all the necessary files on your hard disk or floppy disk. The MultiGEM installation program will customize MultiGEM for your version of TOS. As the installation program proceeds floppy drive users will be prompted to swap disks, just follow the directions given by the installation program. Hard disk users will not have to do anything until the installation program has finished. When the installation program is finished you should click on box called "QUIT". If you are using a floppy based system make sure your new MultiGEM work disk is in drive "A". You can now re-boot your computer, MultiGEM will now load into memory. Your Atari GEM "Desk TOP" will appear on the screen, if you left the "copy DESKTOP/NEWDESK.INF also" highlighted your "Desk Top" will look different than normal, you can re-install any disk drive icons, colors and resolutions at this point, then save the "Desk Top". 3. Understanding MultiGEM Once you have installed MultiGEM you are now ready to learn how MultiGEM works. MultiGEM basically enhances GEM so that it can multitask. Most Atari ST programs use a menu bar or GEM window and these kinds of programs work well with MultiGEM. Why? Because programs that use these GEM features use a GEM "system call" called "Event_xxxxx" which checks with GEM to see if an event has happened. Things like a window was moved, a menu bar was activated or the mouse was moved. Since these are very common in Atari ST programs most programs work well with MultiGEM. Unfortunately some programs do not use GEM system calls very well. These kinds of programs WILL work under MultiGEM, but may not multitask or may prevent other programs from Multitasking. The good news is that these kinds of programs are not to common. What About TOS and TTP programs? Most Atari users are familiar with TOS and TTP programs. These kinds of programs do not use GEM windows or menu bars, so do they multitask? YES! We have included a special utility program called "MULTIWIN.PRG" that allows TOS programs to run in a GEM window. If you allowed the installation program to create a new DESKTOP.INF (NEWDESK.INF on MEGA STE and TT) file, the "MULTIWIN.PRG" program will automatically be used when you run TOS programs. This a is very nice feature of MultiGEM, TOS programs usually clear the screen and use text only. Because MultiGEM puts these TOS programs into their own GEM windows, they can now multitask with other GEM programs and not interfere with your view of other programs running on the screen. The "MULTIWIN.PRG"program will also let programs called TTP run in their own GEM window. We will go into more detail on the "MULTIWIN.PRG" latter in this manual. Printing, Formatting, and File Copying. MultiGEM does not affect the Atari "Desk Tops's" Format, Print or File Copying features. When these features are used from your "Desk Top" they for the most part will not multitask. GEM programs however are a different matter. Programs that use these features CAN multitask, but are dependant on the way the program was written. If the program does not make an "Event_xxxxx" system call during one of the above features it will usually suspend multitasking during its operation. For example when a program goes into print mode, it will multitask while printing if the programmer used an "Event_xxxxx" system call in the section that causes printing. If the programmer did not check with GEM by using an "Event_xxxxx" system call, multitasking will be suspended until the program has finished printing. Tip: To help with programs that do not multitask while printing, use a print spooler. Time Sharing and Priority Multitasking environments such as MultiGEM use a time sharing system among all the programs currently running in memory. The programs that are running in memory are given slices of time by MultiGEM's Event Manager. Generally the window or program that is currently being used will get top priority. This means that any free time left by the program your currently working with will be equally shared among any other existing programs currently running in memory. The Event Manager in MultiGEM will handle up to six GEM/TOS/TTP programs at once. As you add more programs the Event Manager has more things to do and requires more time to handle the added programs. This will cause a slight slowdown in the program your currently working with. Viewing Files There is a file viewing utility that is called every time you double click on a file that does not have of the following file extensions; PRG,TTP,TOS,MUC and APP. A program called "MULTILIS.PRG", which is located in the folder called "MULTIGEM", is activated and loads the file double clicked on from the "Desk Top" into a GEM window. This program serves to help view files and not interfere with any Multitasking programs. The "Desk Top's" "SHOW" function will stop Multitasking while it is being used. Using MultiGEM After installing MultiGEM and running it for the first time, look under the "DESK" menu selection on your "Desk Top". You will notice that there are now six MultiGEM Slot's ("MultiGEMslot"). If you had some accessories in your boot partition you may see those desk accessories and some "MultiGEMslot's". Every time you run a PRG, APP, TTP or TOS program MultiGEM will load your program into one of these slots (see pic 1). In the illustration above you can see that we have loaded in PageStream. To launch (run) a program, just use your Atari "Desk Top" normally. Once you have launched a program it will be loaded into memory and displayed on the screen. If the program uses a GEM menu bar and a GEM window for output, you will still have access to your Atari "Desk Top". Just resize the GEM window so that you can see the "Desk Top" behind it. Once you have re-sized the GEM window move your mouse pointer to the accessory area of the menu bar (usually the far left menu selection) click on any slot that says "MultiGEMslot". The menu bar will now change to your Atari's regular GEM "Desk Top". Once at the "Desk Top" you can launch another program or use any of the regular "Desk Top" functions. you may repeat this process as many times as needed or until all six "MultiGEMslot's" have been used. If you would like to activate a program that is currently running in memory, you can use a combination of the following methods. You may have noticed that when you launch a program it's file name replaces one of the "MultiGEMslot's" in the desk accessory area. In the above illustration you can see that PageStream's file name has now replaced one of the "MultiGEMslot's". It will remain there until you "Quit" from PageStream. To activate a program just click on its file name now listed in the desk accessory slot (MultiGEMslot). The menu bar will now change to the menu bar used by the program selected. In our example of PageStream the menu bar would change from the "Desk Top's" menu bar to PageStream's menu bar. If the program also uses a GEM window, the program's output window(s) will become active. Any graphic or resource used by the program will be re-drawn on the screen. The other way to activate a program that uses GEM windows is to click on its output window. Once you click on a GEM window belonging to a program the menu bar will change accordingly. Again in, our example of PageStream, if you were to click on PageStream's GEM output window the menu bar would change to PageStreams. Programs that do not use GEM windows can still work with MultiGEM. As long as the program you are using has a menu bar you should be able to get to the Atari "Desk Top" by clicking on one of the empty "MultiGEMslot's". If the menu bar changes to that of your "Desk Top" but the screen does not change, you can try pre-loading other programs. Once you have pre-loaded the other programs you can simply click on a file name that appears in the desk accessory area. You should be able to switch between all the programs you have loaded into memory. Some programs like Degas Elite will not allow its screen to be erased by MultiGEM. You can however bring programs forward that are in memory by clicking on their file name in the desk accessory area of the menu bar. This should put the program on top of the one currently running. With some programs you may have to experiment a little before you are able to see other programs running in memory. TOS and TTP programs in a Window TOS and TTP programs are run VIA a program called "MULTIWIN.PRG" located in the "MULTIGEM" folder on your boot partition or floppy disk. This program allows TOS and TTP programs to run in a GEM window. When you ran the MultiGEM installation program it created (if selected) a new "DESKTOP.INF" (NEWDESK.INF on TT/MEGA STE) file with certain lines added which automatically loads the "MULTIWIN.PRG" every time you try to run a TOS or TTP program file. If you did not create a new "DESKTOP.INF" file you can add the missing line to your current "DESKTOP.INF" file. Follow the instructions outlined in chapter 6 "Altering your Desk Top Information File. To run a TOS or TTP program just launch the program normally from your Atari "Desk Top". Once you have launched the program it will automatically be loaded by the "MULTIWIN.PRG" and displayed into a GEM window. If the program was a TTP file, the file name of the program will be listed in the upper left hand corner. You can now type in the parameters for this program. For example you could run "ARC.TTP and that file name would be listed in the upper left hand corner. With this particular program you would type in some commands and a path and a file name, then hit return. "ARC.TTP" would now start its operation with all its output being placed in it's GEM window. Most TTP programs we have tested multitask with no problems. TOS programs are run the same way except they do not require any parameters. TOS programs are automatically loaded into the "MULTIWIN.PRG". All output to the screen will be placed in it's own GEM window. Many TOS programs will multitask. Some TOS programs do not use print line commands. These programs will sometimes Write over the GEM window created for them. We recommend that you test run TOS programs once to see how they react to the "MULTIWIN.PRG". Most TOS programs we have tested work well with MultiGEM. Running Desk Accessories Like Programs MultiGEM will allow you to run accessories just like you run other program files right from your Atari "Desk Top". The MultiGEM installation program created a new "DESKTOP.INF" (NEWDESK.INF on MEGA STE/TT) file that allows you to run accessories with the file extension "MUC" (MUltiaCcessory). All accessories have the extension "ACC". Many Atari users rename an accessories not in use with the file extension "ACX". If you would like to have MultiGEM run accessories with this extension instead of "MUC" please see chapter 6, Altering The Desk Top Information File. Accessories can be used normally with MultiGEM. Accessories that boot up with you system will however take up a "MultiGEMslot". You can tell the difference between an accessory that was loaded upon boot up and a program or accessory thaT WAS LAUNCHED THEM THE "Desk Top". You will see a ">" (greater than sign) next to program or accessory that was loaded from the "Desk Top". When accessories are loaded normally (loaded during the boot up) they can not be removed, but will act like normal accessories. Some programs run both as accessories or regular programs, these of course work very well with MultiGEM. Again we suggest test running accessories to see how they will react under MultiGEM. Some accessories can only be run as accessories and not launched from your "Desk Top" like a program. As a rule accessories that allocate memory or load other accessories should be run normally and not loaded like program files. Most accessories we have tested work very well with MultiGEM. Since accessories are designed to multitask via GEM, the usually multitask fine. 5. Using The Configuration Utility The configuration utility is a very important part of MultiGEM. It allows you to customize MultiGEM to work with all the various programs you may use. The configuration utility sets up a file called "MULTIGEM.INF" which lets the MultiGEM Event Manager know how to treat all the individual programs and accessories you may run. There are two ways to call the MultiGEM utility program. The best way if possible is to hold down the Shift Key, Control or Alternate key and at the same time click on one of the empty MultiGEM slot's (MultiGEMslot). This will bring up an alert box with three selections. Desktop Clicking on this selection will take you out of the program you are currently working with and bring up the "Desk Top". There are times you may not be able to use this function. If all six "MultiGEMslot's" have been used or the current program is running in single mode. Pref.. This selection will bring up the MultiGEM configuration program. Mouse on Some programs my not handle the mouse correctly. Selecting this function will help these programs display the mouse better. Pam's MultiGEM Configuration Program If you do not use or are unable to use the above method you can run the configuration program from the "Desk Top". You can run the program file called "MULTICON.PRG" located in the "MULTIGEM" folder on your boot disk or boot partition. Once you have run the configuration program the following options are available; Memory:______Bytes This option will allow you to allocate or limit the amount of memory that can be used by a program or accessory. Many programs want to allocate all available memory to themselves. When this happens there is no memory left to run other programs. By limiting the amount of memory that can be used by a program, you can more efficiently manage your computers memory. The default setting is 1mb (1,000,000) but you can set it for as much or as little as you feel necessary. Programs vary in the size of memory they require, so you will have to experiment a little to get the best results. Remember that most programs that work with a 520ST (512K memory) actually use 400k or less. NOTE: After you "Quit" a program running under MultiGEM all memory used by that program will be returned to GEM for later use by other programs. Insert This function allows you to select a program (TOS/TTP/APP/PRG/MUC) an