ROBOWAR 2022 for the TI-82, the action / strategy game. This
shareware version let's you play through an intense battle
against the robot invaders from beyond our solar system.
In this game you buy weapons to augment your arsenal, choose
combat zones, and engage the varied robots in one-on-one desperate
battles that require both courage and tactical calculation.  Like
nothing ever seen before...  Can you retake our home from the cruel
mechanoids...  The year is 2022.  The year humanity shall live...
or die.


                         ROBOWAR 2022 USER'S GUIDE
                      COPYRIGHT (C) 1995 JORDAN WALES
                        102137.1604@compuserve.com

Visit the ROBOWAR 2022 Home Page at this URL:
http://ourworld.compuserve.com:80/homepages/jwales/homepage.htm

E-Mail me with any questions or comments you may have.
If you have any ideas for improving this product, believe me, you'll be glad
of taking the small effort to type my i.d. into the mail address and write a
little note!

NOTE:  THIS PROGRAM IS SHAREWARE.  REGISTER OVER COMPUSERVE NOW! (ONLY $10.00)
TO RECEIVE THE FULL-FLEDGED SIMULATION!  PLEASE DISTRIBUTE THIS SHAREWARE
FREELY.  COMPUSERVE SWREG REGISTRATION ID # IS 9623

SECTION 1.0
HISTORICAL BRIEFING
December 01, 22:42.67, 2018
The night covered the eastern hemisphere in a blanket of cool darkness.
Cold, tired guards paced back and forth along the perimeter of the remote
Siberian oil field.  The Earth spun around her axis, hurtling in never ending
circles around the distant conflagration of the sun.  Heedless to the
discomfiture of humanity, she turned her western face towards the warming
ball that pulsated and glowed in the everlasting night of space.  All was
peaceful.  Nine planets and 100,000 asteroids tumbled and waltzed around the
bonfire.  All but one.Because of the enormous amount of refuse left by
humanity in space, The Earth was comfortably sequestered in the middle of a
behemoth cloud of twisting metal and plastics.  Everything from ancient
booster rockets to the odd wrench or toothbrush, left by the intrepid pioneers
of yesteryear.  Such things had made it increasingly treacherous for outgoing
space vehicles.  Thus, by 2010, humanity had abandoned the idea of an orbiting
space station.  Colonization of the moon, although begun, was yet in its
infancy, and the robotic terraformers on Mars had another decade of work left
before humanity could begin the outward move to a new world.  Therefor, we
turned inward.  The global rejuvenation of the stripped Earth was well begun.
The rainforest had reclaimed 60% of its original land area.  The United Earth
world government peacefully presided over 91% of the Earth's population.  The
planet was demilitarized and by 2016, the only remaining nuclear missiles were
standing in museums, their warheads long dismantled and their hulks a chilling
reminder of a past that was and a future that fortunately was not.

In the void of space, a presence made itself known.  Without warning, a
gargantuan shape hurtled over Clavius Moon Base.  Frantic communications
officers transmitted a confused warning to Government Headquarters in Geneva.
A priority message blanketed the InfoNet in an attempted warning to the
unsuspecting citizens of the world.  The soldiers at the oil field barely had
time to question the massive demon falling from the sky.  Five seconds before
impact, the avenging angel of death struck its final blow before disgorging
its destructive progeny.  An unprecedented electro-magnetic pulse destroyed
every electronic device on the planet from the smallest palm-sized computer
to the largest AI complex in California.The robots had arrived.  Earth as we
knew it was no more.


SECTION 2.0
SITUATION BRIEFING

The Robots have taken control of much of the World.  Our base in the Arctic
Circle is the only place not under the direct control of mechanoids.

[2.1]THE AMERICAS (ZONE 1)
The Americas (ZONE 1) include all of North America, South America, and the
Caribbean area.  They are areas of the least mechanoid concentration.  Light
Patrol/Survey Class (Type 1) mechanoids are prevalent with a rare appearance
of a Rapid Response Engager Class (Type 2).  The Americas have been so
destroyed by the mechanoids due to the large concentration of populace and
plant resources that they have little tactical value.  However, any dent we
can make in the hold of the mechanoid fist that encompasses our Earth is
dearly valuable.

[2.2]
AFRICA (ZONE 2)
Due to the high rate of precipitation in Africa, no permanent mechanoid
installations can be found.  However, RRE Type 2 mechanoids are common as
well as the dangerous Centurion Class (Type 3).  Africa's abundant food
resources and natural resources make it one of our prime targets for
recapture.

[2.3]
EURASIA (ZONE 3)
Because the mechanoids made landfall in Eurasia, it has been from the
beginning their home base.  Abundant resources in petroleum and metals make it
a valuable asset to the mechanoids.  All of Eurasia is heavily fortified and
guarded by Type 3 and the elusive Bioexterminator Class (Type 4) mechanoid.
Until Africa and the Americas are retaken, we feel that an attack on Eurasia
would be inopportune.

NOTE: THE SHAREWARE VERSION OF THE GAME DOES NOT SUPPORT BATTLE IN ZONES TWO
OR THREE.  THE REGISTERED VERSION ALLOWS YOU TO ENGAGE IN ANY ZONE, WITH A
WIDER RANGE OF OPTIONS AND ENEMIES. REGISTRATION OVER COMPUSERVE (GO SWREG)
IS ONLY $10.00!  REGISTRATION ID # IS 9623


SECTION 3.0
TECHNICAL BRIEFING

All combat operations will be carried out in an ABS, Armored Battlesuit.
Based primarily on technology acquired from scavenged mechanoid parts, the ABS
is a rugged war-machine.  The pilot sits in the cockpit of the ABS.  From
their, all systems are controlled.  Be aware that damage to systems exceeding
level 20 will cause that system to shut down during battle!  During an
engagement, ABS operations must be confined to a 30x10 kilometer area
surrounding the drop zone.

[3.1]
WEAPONS
The weapons furnished by our R&D division are limited by our stock of natural
resources.  However, bits of information gleaned from the few destroyed robots
we have attained have provided us with a limited but powerful arsenal.
--LASERS (SYSTEM 1) deliver a 3.75 Gigawatt blast to a mechanoid, causing its
        systems to undergo overload.  Although compensators within mechanoids
        lessen the blast, even a Type 3 mechanoid cannot withstand a barrage
        indefinitely.  However, lasers should not be considered sufficient as
        they do not cause enough appreciable damage quickly enough to prevent
        one's own destruction.  Lasers are also highly reliable at long
        distances.
--UNGUIDED MISSILES (SYSTEM 2) give more of a punch to mechanoids.  The fierce
        shock-waves wear down their shielding and cause internal mechanical
        and electrical damage.  However, the unguided missile is inaccurate
        over long distances.
--RADAR GUIDED MISSILES (SYSTEM 3) are armed less powerful warheads than
        UNGUIDED MISSILES, however they have other deadly properties.
        Homing in on a target with radar, they are almost always accurate
        even over distances upwards of 30 kilometers.

NOTE: THE SHAREWARE VERSION OF THE GAME DOES NOT SUPPORT THE USE OF MISSILE
WEAPONRY.  REGISTRATION OVER COMPUSERVE (GO SWREG) IS ONLY $10.00!
REGISTRATION ID # IS 9623

[3.2]
MECHANICAL SYSTEMS
--MOVEMENT SYSTEMS (SYSTEM 4) allow your armored battle suit (ABS) to move
        around the terrain during battle.  Your can move a total of four grid
        squares at a time.
--POWER REGULATOR (SYSTEM 5) is the power source that all your ABS's systems
        run off of.  If this is damaged too heavily, you will lose power and
        be disabled.  More catastrophically, power could overload and destroy
        your suit.  The ABS is not equipped with an ejection system.

[3.3]
ELECTRONIC SYSTEMS
NOTE:  DUE TO THE FACT THAT ALL ELECTRONIC SYSTEMS ARE DIRECTLY TIED INTO THE
POWER REGULATOR COMPUTER, ONLY COMPLETE REGULATOR DESTRUCTION CAN PREVENT
THEIR USE.
--STATUS DISPLAY gives a comprehensive inventory of all carried stores.
--DAMAGE REPORT provides information as to the damage levels sustained by
        each system of the ABS.  When a system's damage level exceeds 20, it
        is shut down.
--NME DAMAGE REPORT displays the damage levels incurred on enemy subsystems.  Damage levels exceeding 20 indicate that that system has been shut down.

[3.4]
ARMOR
--BLAST SHIELDED (TYPE 1) Armor provides protection against blasts from enemy
        projectiles, such as missiles and bombs.
--RAY SHIELDED (TYPE 2) Armor is more advanced, employing an electro-magnetic
        energy shield that deadens the effects of enemy laser-fire.
--ENERGY ABSORBING (TYPE 3) Armor combines the effects of TYPE 2 Armor with
        the absorption capabilities of a semi-conducting shield matrix that
        actually helps to recharge power reserves by absorbing rather than
        reflecting the energy.

[3.5]SYSTEM REFERENCE
SYSTEM [1]---LASER CANNONS
SYSTEM [2]---UNGUIDED MISSILES
SYSTEM[3]---GUIDED MISSILES
SYSTEM [4]---MOVEMENT SYSTEMS
SYSTEM [5]---POWER REGULATOR


SECTION 4
JOINING THE ALLIANCE

[4.1]
HEADQUARTERS
When you first enter headquarters, you have a number of options.  Although it
is possible to skip around, it is recommended to access a standard computer
terminal and follow these steps:
1.      BUY SUPPLIES    In this node of the Alliance InfoNet, you can outfit
                        your ABS for battle.  Upon joining the alliance, you
                        are given a certain amount of credits to start, and
                        you can earn more as you progress through more and
                        more battles.  It is advised to always buy laser
                        cannons for your ABS to serve as backup should other
                        systems be depleted or severely damaged.
2.      WAR ROOM        In the War Room, you must first pick which ZONE you
                        wish to be transported to for battle.  It is advisable
                        that you concentrate your actions in zones in order.
                        This way, you can progressively move upwards, honing
                        your skills and thus greater benefiting the alliance.
                        After you have picked your ZONE, it is recommended
                        that you check your CAMPAIGN STATUS to make sure that
                        you have bought all the necessary supplies for combat
                        operations.  The CAMPAIGN MAP displays a map of the
                        combat zones.  A circled zone number indicates that
                        it has been pacified.
3.      ENTER BATTLE    From the WAR ROOM, you can ENTER BATTLE.  From this
                        moment forward, you are on your own.  Good luck, and
                        may humanity triumph!

THIS MATERIAL IS CLASSIFIEDTOP SECRET
NOT TO BE DISCLOSED TO PERSONS WITH LESS THAN LEVEL 3 SECURITY CLEARANCE!
