Genre: | Arcade Game: Shoot-em-up |
Publisher: | U. S. Gold |
Cover Art Language: | English |
Machine Compatibility: | BBC Model B |
Release: | Professionally released on Cassette |
Available For: | Amiga 500, Amstrad CPC464, Apple II, Atari 400/800/600XL/800XL/130XE, Atari XE/XL, BBC Model B, Commodore 64 & Spectrum 48K |
Compatible Emulators: | BeebEm (PC (Windows)) PcBBC (PC (MS-DOS)) Model B Emulator (PC (Windows)) |
Original Release Date: | 1st August 1986 |
Original Release Price: | Unknown |
Market Valuation: | £2.50 (How Is This Calculated?) |
Item Weight: | 98g |
Box Type: | Cassette Double Plastic Black |
Author(s): | - |
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Ignore the politics of the game if you can and add this one to your collection. Read Review
Raid Over Moscow is one of the most challenging games I have seen for the BBC Micro in a long time. This, added to the superb three-dimensional multi-screen graphics, produces a first-class game. Read Review
In the first stage you must pilot your craft through the door to the satellite and down to the surface of the planet. Then there is a Zaxxon-esque section where you fly towards the Russian missile base. A good game... Read Review
Many hours of frustrating entertainment. Read Review
The Soviets launch a nuclear strike against major cities in the United States and Canada. With our own nuclear arsenal dismantled, in accordance with the Salt IV Arms Agreement, the Soviets believe their treachery will lead to total world domination. Our only hope is our space station equipped with stealth bombers, which can fly undetected in Soviet airspace.
As squadron leader, you must lead your commandos on a virtual suicide mission; knock out the Soviet launch sites, and then proceed into the city of Moscow. Armed only with the weapons you can carry, you must seek and destroy the Soviet defence centre to stop the attack!
Raid Over Moscow is a multi-screen action game which requires different skills and provides new sequences as you progress through the game. As squadron commander of the U.S. Defence Space Station, you will lead your commandos on a virtual suicide mission. You will attempt to stop the nuclear attack. If your force is successful in knocking out the Soviet launch sites, you must go into the city itself. Armed with only the weapons you can carry, your commandos lead an assault on the Soviet Defence Centre.
The opening sequence is a world overview from Strategic Air Command Headquarters (SAC). This computer overview alerts U.S Commanders of any nuclear activity. When a Soviet launch has occurred, the launch point will turn white on the screen. The computer then immediately identifies the launch site, the target, and time to impact. The Soviet Missiles will be identifiable on the screen as a small cluster of white dots heading toward the U.S. Above the Earth is a white figure which is the U.S. Space Station equipped with Stealth Fighter Aircraft. After a launch has been detected, you may enter the space station by pressing the ? button.
Once inside the space station, fighter pilots will begin to scramble to their aircraft. Each Pilot must take his plane out of the station. Because the aircraft is in a semi-weightless condition, control is handled by three thrusters and the main engine.
Keying Left or Right will rotate the aircraft to the left or right, thus controlling the direction that you are facing.
Keying ? will fire the vertical thruster, which will raise the aircraft off the launch deck.
Keying = will fire the main engine, causing the aircraft to accelerate in the direction it is facing.
Once moving in a certain direction, the only way to slow your speed is to rotate until you are flying backwards, and then fire the main engine.
Gravity is very slight, and you will gradually begin to fall back to the deck unless you press the button occasionally to maintain your altitude. If you hit the launch deck too hard your craft will be destroyed.
Opening the hangar doors is accomplished by using TAB key once your aircraft is off the hangar deck. (The door will stay open only for a short period of time!) Once outside the space station, the screen will switch to the overview. Your craft will be identified by a flashing white dot. At this point, you must decide either to attack the launch point (identified by the white launch site) or to take more planes out of the station. If you decide to attack, guide your craft to the target.
To exit the sequence press RETURN when your aircraft is at zero altitude and your vertical velocity is also zero.
The advantages to taking more planes out is that if you lose one you will not have to come back to get another plane from the space station. One will appear at the point at which your last one was destroyed. If you wish to bring additional aircraft out of the station, press ? and follow the same procedure as before.
Once the launch silos are destroyed (explained in the next two scenarios) all remaining aircraft will go back inside the station. Each time you attack a new city and destroy the launch site, you will have to go back inside the hangar. Because of this, take out only the number of aircraft you believe will be required to destroy one launch site. This will save time and allow you a better chance to destroy the site before the missiles hit U.S. targets.
Now that you are in Soviet airspace, you begin your attack run on the Soviet launch sites. In order to reach the launch sites, you must first make a run through enemy territory to reach the missile silos. To avoid Soviet radar, your craft will have to fly at a very low level, and this allows Soviet ground defence a chance to shoot you down. Various defence weapons will appear as you travel. Each of these are worth points. Beware of Soviet heat-seeking missiles. When you see them coming, shoot the missile down for additional points. Depending on the level you may have to shoot them several times.
Attack Run Controls: The controls for this scene are similar to the controls for a real jet aircraft. Left to bank left, right to bank right, forward to dive and pull back to climb. (Some people find it helpful when playing this scene, to face the right as if they were actually sitting in the aircraft.)
After the run through enemy territory is completed, prepare to destroy the launch silos.
Once you reach the missile silos, check the control panel to see how much time before the missiles hit the U.S.
In this scene there is one main control silo surrounded by four launch silos. Control of your aircraft is the same as the attack run.
Each silo has a small window which you must fire a rocket through in order to destroy it. When you are properly lined up at the target, the sights will light up.
As you attempt to line up on a target, the silo defence system will fire at you. You can avoid the enemy rockets by moving left or right or by moving up or down. The elevation of the enemy rocket is set at the same elevation as your aircraft at the time of firing.
The Centre Silo is the control silo. The nuclear missiles launched are controlled from this point.
When this silo is destroyed, the missiles can no longer be controlled and cannot be detonated. This silo can be destroyed first if time is running out, but when it is hit the attack will stop and you will switch back to the computer overview. The silos located on the side of the Control Silo are worth high points. In addition, when you destroy one of these silos, you will be awarded an extra aircraft (You may have nine aircraft maximum). If you destroy all the silos in the scene, extra points will be added to your score.
As you attempt to destroy the silos, enemy aircraft will enter from left and try to shoot you down.
Note: Pay close attention to the "Time to Impact" heading on the control panel. If time is running out, you may want to attack the main control silo first. However, because each silo is worth an extra plane and a considerable amount of points, destroying all of the silos will greatly enhance your score.
You will not be allowed to attack the Soviet Defence Centre in Moscow until you have destroyed each of the three perimeter launch sites at Leningrad, Minsk and Saratov. After the last perimeter site is destroyed, you will make a final attack run into the city of Moscow. Your mission is to blow up the Defence Centre. If you are successful, you will set Soviet military strength back ten years!
The scene opens with a U.S. Commando in a trench behind a stone wall in front of the Defence Centre. To control movement from side to side move left to right. Moving forward and back controls the elevation of the rocket launcher on the shoulder. Once a target is lined up, use ? to fire.
Targets: Soldiers are located on the walls on both sides of the Defence Centre. These soldiers will fire at you, so it is imperative not to stay in the same position for very long in the trench.
Secondary targets include all of the towers on the buildings. These can be destroyed to increase your score.
Other targets are the doors, located directly ahead of you. One of these doors is an entrance into the reactor room (the next scene). While the other doors will turn black when hit, this door turns white. The door is randomly selected and will be different each time.
Enemy tanks will come out of side doors and try to stop you. Again, if you stay in one position too long, you're likely to get blasted!
Once all the soldiers are eliminated, the tank destroyed, and the door opened, you will progress to the next scene. Remember, however, that all the towers on the building can be destroyed for additional points.
Once a soldier is shot off the wall, he will be replaced after a certain amount of time. Keep this in mind when you are playing because you will not be able to progress to the next scene until the white door is exposed and there are no men or tanks in the scene.
Now you have penetrated inside the Soviet Defence Centre and are inside the nuclear reactor chamber, which is the power source of the facility.
A maintenance robot will travel from side to side injecting coolant into the cells to keep the reactor temperature stable. If the cooling process is interrupted, the reactor will overheat and become unstable. The system will gradually reach critical mass and explode.
Your objective is to sabotage this operation by neutralizing the maintenance robot.
The robot has defence capabilities and will be able to sense your presence inside the facility. He will begin automatically firing at you. In addition, he is invulnerable to a frontal attack. The robot does have an Achilles heel. If the robot is hit from behind, the control circuits can be damaged and it can eventually be destroyed.
Because the robot maintenance area cannot be penetrated, your weapon is a small disc grenade. To hit the robot from behind, your disc must be bounced off the rear wall of the facility.
To help you get the proper angle you also have a laser beam guidance system. This appears as a small black dot on the back wall. To adjust the guidance system, push forward on the joystick to move right and pull back to move the target left.
To move your commando, push the joystick left or right. When your commando and target are properly lined up, push the button on the joystick to release the disc.
You have only a certain number of discs and men. You can retrieve your discs by catching them before they pass you. Each time a disc hits the robot, that disc is lost. You are awarded an extra disc when a robot is destroyed. To catch a disc, you must move your man directly in front of the disc as it comes towards you. Each robot will require four hits from behind to destroy it. More than one robot will need to be destroyed to accomplish your mission. The number of robots which must be destroyed is as follows:
Level 1 | 2 Robots |
Level 2 | 3 Robots |
Level 4 | 4 Robots |
In addition, each time you hit the robot, it moves faster and becomes more aggressive. The number of men you have in this scene will be determined by how successful you have been throughout the game. Once you are out of men, the game is over. If you run out of discs, and you still have men left, you will have to go back outside to the previous scene (Defence Centre) and battle back inside in order to have more discs.
In some cases, you may want to sacrifice a man in order to save a disc. If the disc is still on the screen when a man is lost, the disc will be saved.
After the next to last robot is destroyed, the final robot offers up a big problem. This last robot is so aggravated by your presence that he neglects the reactor, which is already unstable. This will cause the reactor to go critical. On the right edge of the screen is a time that will show the amount of time to ECT (Estimated Time to Critical Mass). At critical mass the reactor will explode, taking the Defence Centre with it. Whether you escape alive or not will be determined at this point. If you destroy the robot with enough time left to make it to your plane you will survive. If not, we will notify your family.
This scene will let you know if your mission is entirely successful. If you escape, you will be awarded considerable bonus points.
< - Left, > - Right, A - Up, = - Down, ? - Fire
P/R - Pause/Resume, CTRL - Abort,
CHAIN"" (RETURN)
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A digital version of this item can be downloaded right here at Everygamegoing (All our downloads are in .zip format).
Download | What It Contains |
---|---|
A digital version of Raid Over Moscow suitable for BeebEm (PC (Windows)), PcBBC (PC (MS-DOS)), Model B Emulator (PC (Windows)) |
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