*********************************INVASION!***********************************
****      *   *****  *  ***  ***   ****     **      **    **   *****  *  ****
******  ***    ****  *  ***  **  *  **  ***  ***  ***  **  *    ****  *  ****
******  ***  *  ***  *  ***  **  *  **  ********  ***  **  *  *  ***  *  ****
******  ***  **  **  *  ***  **     ***     ****  ***  **  *  **  **  *  ****
******  ***  ***  *  *  ***  *  ***  ******  ***  ***  **  *  ***  *  *******
******  ***  ****    **  *  **  ***  *  ***  ***  ***  **  *  ****    *  ****
****      *  *****   ***   ***  ***  **     **      **    **  *****   *  ****
*****************************************************************************

(On one hand, they're coming to destroy YOU. On the other hand, WHO are you?)

Copyright Jerod Underwood Park 1997
All rights reserved

GAME BASICS: There is a large area of un-civilized landscape standing between your army and your goal. And hidden within' that landscape are platoons of your enemy just waiting to ambush you. Of course you could try to do the same thing, sense one of their goals is to knock out your HQ. Where as your goal is to knock out their's. But, the wilds can easily camouflage movement. Both sides advance towards the battle line, having confidence in their powerful wills and shear desires for victory. "Let them come by land and air." comes a yell out of the field radio's speaker, "We will most certainly meet and defeat them."

FIELD CONDITIONS: Each battle session will occur on a randomly chosen landscape. These terrains vary from hot, flat deserts to thick, lush forests. And everything in between. Many terrains contain plenty of places to hide out in. All require their own unique strategy.
Randomly located in every battle field are ammo supplies, medical kits, armor repair kits, equipment repair kits, and weapon upgrades that were dropped off in advance for later use during the up and coming battle by both sides.

THE TROOPS: There are ten different positions (if the arcade owner has bought and linked up all the arcade units together, that is) that the player can choose to be. (Five units for Blue Squadron and Five units for Red Alliance) In the broad spectrum, the player can choose to play for the proverbial good guys or bad guys side. On the more specific, each side has different kinds of troop groups. There are the Foot Platoon, the Jeep Patrol, the Tank Troops, the Helicopter Hawks, and the HQ Commanders. Each position has it's own arcade machine to be housed in. However, no Jet Squadrons exist due to the lack of air strips. (Even Harrier Jets aren't usable for these missions.) Though, the HQ units can authorize two aero strikes by automated bomber units in one session of the game, choose the location of and activate automated HQ defensive artillery against approaching foes, have lookouts to watch for incoming foes, and position and communicate with an unstoppable spy unit for gathering strike information.

Click here to read about the arcade casing design.
Click here to read up on a text IRC version of this action/strategy game.
Click here to return to the home page.

Copyright Jerod Underwood Park 1997
All rights reserved