KAMIKAZE -------- A Game of Naval Warfare in the Pacific in WWII ---------------------------------------------- From Ark Royal Games -------------------- Copyright (C) 1983 ------------------ Phil Keller ----------- This program is being offered as Shareware. The Copyright means that you cannot sell it or offer any portion of it for sale. We support Shareware and ask that you support it too ny sending $5.00 to ARK ROYAL GAMES, POB 14806, JACKSONVILLE, FL 32238 We invite you to make backup copies. Feel free to share this program with your friends. Warning: Because of the length of this program, full error trapping was not possible. Entering the wrong commands may produce errors. Please refer to the instructions before entering commands until adequately familiar with the program. KAMIKAZE is a naval battle game representing a Midway-type encounter between American and Japanese forces at the close of WWII. Player controls the American force of 12 ships and 78 planes and must destroy the Japanese fleet before it and the more than 25 Kamikaze squadrons find and destroy him. There are five conditions of victory. Game begins 1 Jan 45 and ends the turn after 1800 hours, 8 Jan 45. There are four turns per day starting with the 0600 hours turn and ending with the 1800 hours turn. There are no night turns. PREPARATION: If running on a CoCo 3, type PALETTE RGB or PALETTE CMP and press before running. 1) Cload, Load, or Run "KAMIKZ.BAS" 2) Select or Refuse Joystick 3) Select difficulty (1 easiest) 4) Select high speed poke. (Some CoCo's don't like this poke. All CoCo 3's love it!) If selected, high speed poke remains in operation entire game. Before to reset 65494,0 or (CoCo 3) 65496,0 before doing any I/O operations. Or just turn off the computer and turn it back on. A) The BRIDGE It is on the bridge that player starts each turn and issues orders. FLAG lists ships under command and their 'hit' status; MAP gets player to the grided mapscreen; READY prepares planes for air cover and attack: REPAIR offers the chance to correct hit damage: INTELLIGENCE may supply a general direction and an accurate strength of the Japanese fleet; and CONV allows conversion of fighter planes to torpedo bombers. Memory remaining is listed at top left. B) FLAG press Player begins the game with 12 ships listed below. ID identifies the kind of ship: CV-carrier, BB battleship, HC-heavy cruiser, LC light cruiser, DD destroyer. HITS lists the number of hits, except CRITICAL HITS, that the ship can receive before sinking. SAS is the Surface Attack Strength of the ship, used in surface combat; ABR is the abbreviation of the ship's name when displayed for reference during Kamikaze attacks. FTR, DBR, and TBR refer to fighter, dive bomber and torpedo bomber allotment of the two carriers. IDNameHITSSASABRDBRTBR CVSeminole 61SM1212 CVDolphin51DL1010 BBBabcock55BC BBPayne54PN HCMiami44MI HCJax43JX LCBowden33BD LCTowner33TN DDKingsport21KP DDTaylor21TL DDDickens21DK DDCain21CA These ships comprise the main battle group. Other ships, picket and support, aid in the success of the game but do not affect victory conditions and are not listed in FLAG. C) TARGET press Examines contacts made using RADAR and SEARCH. Identifies type, number, direction and distance from U.S. fleet. TARGET displays automatically before any Japanese attack. D) READY press Player may not attack by air or use air cover for defense unless planes are readied that turn. (Search planes are always readied.) Select the number of fighters from 0 to 8 from each carrier to be used as AIR COVER. Remaining fighters and all bombers are now readied for attacking the Japanese. After readying planes, player must skip a turn to ready planes again. Exception, planes may be readied always at 0600 hours. E) REPAIR press Player has a 60% chance of having enough time in one turn to repair hit damage on any one ship. Enter until the correct ship appears, then enter es. Player may not visit the mapscreen during REPAIR, though enemy movement and attack may still occur. Repair costs one turn regardless of whether it was successful or not. F) INTELLIGENCE press Not very helpful until contact with the Japanese is made, then reliably supplies general direction and strength of Japanese fleet until contact is lost. Intelligence may be called on once a turn. The Striped flag on the bridge tells you when Intelligence may be called. G) CONV press This converts fighters to torpedo bombers at a cost of one to one and the loss of a turn. No more than the original 'at start' number of TBR's may exist on each carrier. Once converted, planes may not be converted back. Enemy movement and attack may occur during conversion. H) MAP press

Player starts the game with his fleet located along the bottom row of grids. There are no enemy units in this row on turn 1. The Japanese fleet starts in any grid along the top two rows of the screen. Japanese Kamikaze squadrons may be anywhere. The small green box, hereafter called the CB, (command box) in the upper right corner of the map will show 'N', north, or 'A', for air cover, whichever is appropriate. The CB will also initial any command you make while at the map. At the map, player uses Radar, Search, Pickets --in THAT ORDER-- launches fighter and bomber attacks and moves. RADAR press Radar back then wasn't very good, and 66% of the time neither is yours. The tighter the circle pattern the more accurate the results. Radar must be used every turn player uses MAP, and like every other map command, may only be used once each turn. If Radar contacts an enemy unit in the same grid the U.S. fleet is in, an attack will immediately occur. Search press May be used after Radar. Unlike radar, search is not mandatory. Move the blue search plane around the map with the arrow keys and press to search the grid. Search only makes contact with the Japanese fleet, It ignores aircraft. Up to four grids may be searched each turn. Press to end search early. A blue 'X' will mark the last four vacant grids searched. If contact with the Japanese fleet is made, the 'X' will be red. Pickets press

Play starts with three picket gunboats: Quebec, Raven, Sierra. Their initials are listed on the Bridge display. These boats may be used to supply additional search after regular air search has been made. Move the cursor to any grid within three ROWS north or south inclusive of the U.S. fleet and press to search. Like air search, pickets only contact the Japanese fleet. Unlike air search, which is immune to enemy attack, the picket gunboat stands a 75% chance of being destroyed if contact is made. (Bridge keeps count.) No 'X' will mark picket search grids. Air Attack press A circle is immediately drawn indicating player's attack radius. If planes are readied and the target location (of enemy planes or fleet) lies inside the radius, player may launch an air attack. Move the cursor to the target grid and press . (Or to cancel attack.) If Japanese fighters are in the target grid the fighter vs fighter display will appear. Each Japanese and American fighter (blue) will be shown along with the two command boxes (red and green) and a large blue box at the bottom. The smaller boxes tell which type of unit from each side is taking part. The large boxes shows the color of the side having the highest odds of winning. Red is Japanese. Press to have combat or any other key to cancel the attack and return home. If is entered, losses will occur until the smaller boxes go blank, meaning the first round is over. Player may continue pressing until one side is eliminated. U.S. fighters will only attack Japanese fighters. They cannot strafe ships. If no enemy fighters exist in the target grid, 'NF' (no fighters) will appear on the map. Press to launch bombers. Bombers may only be called in if the grid contains the Japanese fleet. Bombers MUST ATTACK THE SAME GRID ATTACKED BY FIGHTERS. If Japanese fighters remain in the target grid then they will make on pass at each bomber group beginning with torpedo bombers. After Japanese fighters have made their passes, or if there were none there to begin with, each ship remaining in the Japanese fleet will appear. The large box in the lower left counts American planes remaining to be placed. After all American planes are placed, it then counts bomber losses during attack. Move the cursor with the arrow keys. To place a bomber in the desired cursor location, press . Torpedo bombers may not be placed directly on a Japanese ship, though dive bombers may. All bombers may attack, and be attacked by, ships one location away; direction doesn't matter. As many bombers may be placed in the same location as desired. Once planes are all placed, an 'A' (attack is ready to begin) will appear in the blue box. Any key then starts the attack. Player may jump into attack before placing all bombers by pressing . All unplaced planes go home. Dive bombers may be placed directly on top of a Japanese ship. This reduces the number os ships firing at it to one, as well as the targets it can attack to one. Dive bombers have a slightly better chance of hitting their targets than do torpedo bombers. After all attacks have ended, any key displays the remaining ships in the Japanese fleet. Press to return to the map. MOVEMENT press . Player must press to change turns and to return to the Bridge. Movement is therefore the last command issued every turn. Await the 'M' to appear in the CB and then enter one of eight direction keys to change grids or press the key to remain in the same location. The movement keys are the four arrow keys and the following: N to move northeast, E to move southeast, S to move southwest and W to move northwest. J) JAPANESE ATTACKS These may occur during radar, movement, repair or conversion, and consist of either 1) Kamikaze attack or 2) an attack by the Japanese surface fleet. A claxon will sound and TARGET will display its information. 1) Kamikaze attack: While all the racket is going on, grab the joystick (if selected at loading). The high res screen will display four support ships in green and a targeted blue ship, either an aircraft carrier or one of the other ships in your fleet's main body. The ship's initials appear on the screen; two counters, one in the upper right and one in the lower left, become active. The counter in the upper right reminds you of the number of hits the target ship has remaining before it sinks. The counter in the lower left reminds you of how many Japanese planes are waiting in the wings to attack. If AIR COVER was ordered, a blue Navy plane will appear somewhere over the targeted ship. As soon as the red Kamikaze appears the shooting starts. Smaller guns from support ships are heard firing automatically. Big guns are fired with the joystick button, or automatically if Joystick was refused. Point the stick to aim the big guns. A random miss factor exists to create the third dimension (depth) effect. Kamikazes must be 'splashed' or blown to smithereens before the danger has passed. To aid in determining close calls, the Kamikaze will explode red and then clear when missing, or red, GREEN, and clear when hitting your ship. A critical hit may occur any time the target ship is struck by a Kamikaze. A critical hit destroys the ship immediately. The chance of this occurring is indirectly proportional to the size of the ship. Destroyers are more likely to sustain a critical hit than are battleships. A high pitched sound occurs whenever a ship has just taken its last hit, whether critical or not. When a carrier is sunk, its fighters flying air cover are automatically transferred to the remaining carrier. When both carriers are sunk the game is lost. It cannot be assumed that while the Kamikazes are attacking the Japanese fleet is standing still. When one attack ends, another may begin. Air cover lasts until the U.S. fleet is moved. 1) Surface attacks. This occurs when both the U.S. fleet and the Japanese fleets move into the same grid. A word of advice. Don't let this happen. The Japanese have a decided advantage. The Yamato is in the Japanese fleet, and it is a BAD ship. Once engaged, however, player isn't interested in what he should have done. He now must decide whether to duke it out by pressing or to attempt an escape by pressing . Escape offers the best chance but the price may be high. After pressing , player is required to pick a ship to cover his retreat. Chances are that the ship picked to cover this retreat will never be seen again, so think hard. However, the greater the surface attack strength (SAS) of the ship left behind, the greater the chance of saving the rest of the fleet. Surface Attack may preclude the use of air cover and Ready planes for TWO turns. One more thing: Once the shooting starts, player has five seconds to make up his mind. It is not an enviable position to be in, but we warned you not to tangle with the Japanese fleet except from the sky. Kamikaze is a product of Ark Royal Games offered as SHAREWARE. Any inquiries regarding this or any other Ark Royal product should include an SASE. If our SHAREWARE concept is successful, the following programs may soon be up loaded to your favorite service: Across the Rubicon Mission Empire Guadalcanal Starblazer Waterloo Bomber Command Battle of the Bulge Battle For Tunis And more...! You make SHAREWARE successful. Please support it. --Ark Royal Games