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B-1 Nuclear Bomber - Avalon Hill


Goblin

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I went up in the attic today searching for something and I came across a bunch of boxes I haven't opened in upwards of 15 years.

 

Inside one of them was a boxed copy of "B-1 Nuclear Bomber" by Avalon Hill / microcomputer games. It appears to be complete: instructions, instruction addendum, cassette, box insert, and registration card. The tape itself is extremely clean and the label is bright white. I doubt I played this more than once or twice as a kid. Incidently the tape is the same for Commodore 64/Vic 20.

 

Clearly the market for tapes is smaller than 8-bit carts, but what could I expect to get for this? I was under the impression Avalon Hill stuff seemed to be a bit rarer than some other releases of that era, but I don't know.

 

I also found a bunch of books, few APX catalogs, the manual from Music Composer, the packaging from 'Diskey' a utility from the Scott Adams company Adventure International, the packaging and manual from Crossword magic, the manual and cover from Dodge Racer, and the packaging from the disk version of "Choplifter". All fun stuff I haven't seen in years.

 

Now I'm going to have to hunt down a rom for B-1 and take it from a spin as my cassette drives are long gone and I have no desire to expand beyond 8-bit carts.

 

I found a picture of it over at:

http://www.atari8bit.org/detail.php?ID=150

 

My box is in a bit better shape.

Edited by Goblin
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  • 12 years later...

I picked up a NIB sealed B1 NB recently for less than $15 IIRC.

 

Some Avalon stuff is very pricey. Others - not so much icon_wink.gif

 

I remember playing B1 first on my TI99 icon_shades.gif

 

Necrobumping the HELL out of this, but does anyone have a scan of the manual/instruction sheet? I can't find it anywhere. AtariMania doesn't seem to have it, Archive.org doesn't have it, googling turns up nothing either. Searching the forum gives exactly one hit - this thread.

I had this game as a kid - one of the first ones we got for our 400 back in 1982 or so. I just tried the .CAS file as a test of my SDrive-MAX but can't for the life of me remember any of the commands to actually play it.

 

post-30400-0-10653800-1532044887_thumb.jpg

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Is this what you're looking for?

 

It doesn't say Atari or Avalon Hill anywhere; so, maybe it's from another system, but possibly good enough.

 

 

***B-1 Nuclear Bomber***
Docs written by ASOP


LOADING INSTRUCTIONS:

Make sure that basic in place when you load this game. Just turn on the
computer after this and it will load itself. Then follow the prompts.

INTRODUCTION:

B-1 is a computer simulation of a manned bomber nuclear strike mission
into Soviet Russia. The player gives commands into the computer which
'flies' the bomber on the mission. The bomber must fly to within bomb
range of its target to deliver its weapon. It is opposed by nuclear
MIG's and SAM's of the USSR's air defense system. It defends itself with
ECM, evasive action and nuclear tipped multi-purpose Phoenix missiles.
It is advised that you obtain a map of the Soviet Union to help you for
directional assistance in course setting.

PROGRAM STARTUP:

The program starts by printing an initial display containing the primary
target of the mission, the five letter Fail Safe Code which is required
to arm the bomb, and a list of alternate targets and Soviet defense
complexes. The program then enters the main loop in which it requests
and processes the pilot's command and then runs the Soviet Air Defense
Command, launching MIG's and SAM's.

BOMBING THE TARGET:

The B-1 bomber in the game carries one Short Range Attack Missile(SRAM)
with a one Megaton warhead. This is large enough to completely destroy
the target. The SRAM has a range of 250 kilometers(km).

The primary target is chosen at random from the list of targets. All
targets have a population of more than one million persons.

The Fail Safe Code is a group of five random letters. Its purpose is to
prevent inadvertent arming of the SRAM. A note of the code should be
made prior to giving the first command. It will be used later to arm the
SRAM.

THE SOVIET AIR DEFENSE COMMAND:

The air defenses of the Soviet Union consist for the purposes of this
game of about twenty Defense Complexes(DC's). Each DC evaluates the
range to the B-1 and decides whether to launch every time interval.
Launching depends on the range (750km max), altitude (lower less likely)
and the state of the SRAM. a B-1 without SRAM is less likely to be
attacked; one with an armed SRAM draws a great deal of attention. A
launch will cause a message to be displayed on the screen giving type
of unit launched (either a MIG or SAM) and intercept time, as well as
the name of the launching DC. Unless prevented in some way each unit
will intercept, resulting in a nuclear airburst which can cause
destruction if the bomber. It can also cause changes in course and speed
and loss of fuel.

SAM's and MIG's may be defended against by the use of Electronic Counter
Measures (ECM), evasive action or Phoenix missiles. Phoenix missiles may
also be used to eliminate DC's from a range of up to 200 km.

ECM causes MIG's and SAM's to lose their target. Repeated use lowers it
effectiveness. ECM is better against SAM's and is not range dependent.

Evasive action is a violent alteration in course and altitude, which
works better against SAM's than MIG's. It works only on close units. It
poses the risk of flying into the ground when starting at low altitude.

Phoenix missiles are nuclear tipped homing missiles. They may be fired
at units within 10 seconds of intercept. They work better against MIG's.
they may be fired against DC's in range.

Each type of defense is selected by giving the computer the appropriate
command.

COMMANDS:

Commands may be divided into four types: flight control, navigational,
combat and bombing. Each command and each target and Defense Complex is
recognized by the computer from its first two letters e.g. EC for ECM,
PH for Phoenix missile, MO for Moskva, KO for the Konosha Defense
Complex.

After each command is entered there will be a short delay while the
computer processes Soviet air defenses. For long autopilot times this
delay will be longer.

FLIGHT CONTROL COMMANDS:

Flight control commands are Altitude: AL, course: CO and Autopilot: AU.
Altitude requests an ordered altitude, which the B-1 wil then climb or
dive to at its maximum rate. Although orders greater than 25,000m or
less than 100m can be given the computer will not fly the B-1 outside
these limits. Altitude affects the probability of a DC launching, lower
being less likely. However, enough room should be left for evasive
action or the effects of a nuclear airburst. In addition flying below
300m runs the risk of a terrain avoidance radar failure, i.e., the B-1
flying into the ground. Should evasive action or an airburst change the
B-1's altitude it will stay at the new altitude until it receives new
orders.

Course requests an ordered course to which the B-1 will turn at maximum
rate. If altered by evasive action or airburst the B-1 will stay on the
new course until further orders.

Autopilot will request a time for the autopilot to fly the B-1. for
convenience this is arranged in seconds, minutes, hours. While the
autopilot is in control the player may not interrupt it. Events which
occur which generates messages, such as MIG or SAM launch or any target
coming into range, will cause the autopilot to return control to the
player. The exception to this is a report of a target going out of
range, which will not interrupt the autopilot.

NAVIGATIONAL COMMANDS:

The navigational commands are Navigator: NA, Search: SE, Status: ST, and
Radar: RA.

Navigator requests a city to fly to. It recognizes all targets and
Defense Complexes from the first two letters of their names. It also
recognizes TH for Thule AFB, to which the B-1 must return upon
completion of its mission. It will produce a range and bearing to the
desired city. Use of the navigator takes a large of game time. This is
NOT the command to use with a MIG hot on your tail!!!

Search will return the range and bearing of the nearest active DC within
+/- 45 degrees of the B-1's present course. This is intended as an aid
to flak suppression. The search command also requires a large amount of
game time.

Status returns a display of important aircraft parameters including fuel
and a contact summary. Radar returns only the contact summary. A contact
summary is also printed before each request for a command if any
contacts are held.

COMBAT COMMANDS:

the combat commands are ECM: EC, Evasive Action: EV, and Phoenix
Missiles: PH.

ECM,may cause airborne MIG's and SAM's to lose their targets or self
destruct. The effect is not range dependent and works better on SAM's.
With each use the effectiveness of ECM is reduced because the Soviets
figure out what is happening.

Evasive action is a violent change in course and altitude to throw off
pursuers. The size and direction of the change is random. The effect is
very range dependent and works better on SAM's than MIG's. If evasive
action results in a negative altitude the B-1 will crash.

Phoenix missiles are armed by the PH command and then launched against a
close SAM or MIG or a DC within 200 km. A target is requested by the
computer. If only ENTER is pressed ('N' for PET) the Phoenix is fired at
the closest interceptor if it is in range. This is known from the 'MIG-
25 in Phoenix range.' message or time to intercept less than 10 sec. for
any interceptor. The Phoenix is more effective against MIG's. If a DC's
name is input and that DC is in range the Phoenix will destroy it for
the balance of the game.

BOMBING COMMANDS:

The bombing commands are Arm: AR, and Bomb: BO.

Arming the SRAM is required prior to dropping it. To do this the Fail
Safe Code must be input when requested. Arming the SRAM also results in
excessive attention from the Soviet Air Defense Command, so it is wise
not to do this too early. Once armed, the SRAM cannot be disarmed.

The Bomb command launches the SRAM. A final verification in Yes/No
format is required. A No answer aborts the drop.

ENDING THE GAME:

The game is ended when the B-1 is destroyed or returns to base. To end
the game after dropping the SRAM head for Thule AFB (TH). At a certain
distance from Russia over the Artic the game is ended.

Note-Although the B-1 may not have enough fuel to reach Thule on its own
it is presumed to refuel from a tanker aircraft over the Artic.

No matter how the game is ended a short mission summary is printed and a
chance to play again is offered.

LISTS OF TARGETS:

Soviet Targets:
Murmansk (MU)
Arhangelsk (AR)
Sverdlovsk (SV)
Moskva (MO)
Kiyev (KI)
Volgograd (VO)
Astrakhan (AS)
Sevastopol (SE)
Yerevan (YE)
Leningrad (LE)

Soviet Defense Complex:
Pechenga (PE)
Ukhta (UK)
Onega (ON)
Konosha (KO)
Syktyvkar (SY)
Vyborg (VY)
Tallinn (TA)
Pskov (PS)
Rostov (RO)
Yaransk (YA)
Podolsk (PO)
Lipetsk (LI)
Pinsk (PI)
Kharkov (KH)
Dubovka (
.............incomplete....


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Is this what you're looking for?

 

It doesn't say Atari or Avalon Hill anywhere; so, maybe it's from another system, but possibly good enough.

 

 

 

All of that looks familiar so if it's not exactly the same, it ought to at least me fool around a bit and play. Thanks! :)

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It would be cool to see B-1 Bomber converted to an Atarimax BIN for the 5200!

 

Well, there are two versions (two completely different?) games of the same name by the same publisher. The one I had - which is what I'm trying to play - is text-only and requires two-letter keyboard commands. Not sure that translates well to an analog joystick and keypad. :)

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Well, there are two versions (two completely different?) games of the same name by the same publisher. The one I had - which is what I'm trying to play - is text-only and requires two-letter keyboard commands. Not sure that translates well to an analog joystick and keypad. :)

 

You are right of course, it would be problematic to edit for conversion. It would probably require numeric equivalents and a PDF cheat sheet. Probably not worth the effort.

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To the guy who wanted a manual. I made one for the TI version a few years back. It's probably useful as the game came on tape back in the day with versions for the TI-99/4A, TRS-80 Model III, and Timex Sinclair. Hopefully the Atari version is not much different. Anyway see attached PDF below...

 

 

 

Fantastic, thanks! I hope an original Atari manual turns up but in the meantime, this is great. :)

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Well, there are two versions (two completely different?) games of the same name by the same publisher. The one I had - which is what I'm trying to play - is text-only and requires two-letter keyboard commands. Not sure that translates well to an analog joystick and keypad. :)

LOL! Yeah, I Had B-1 Bomber by AH back in the day, and it wasn't a text adventure, it was arcade, this thread reminded me and I'm off to find it. I had it and AH's 'Moon Patrol' way back in the day on tape, both are decent games, for their day. I'll have to check out this text one too, I'm a big fan of collecting AH originals in the sturdy board game style boxes. SSI and others too with sturdy construction.

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