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Gameplay begins at alert level DEFCON 5 and counts down to DEFCON 1 (the highest alert level). Each upgrade in alert level brings more possibilities. Once DEFCON 1 is reached, the game proceeds until a certain percentage (80% by default) of the total number of nuclear missiles available to all players have been launched or destroyed.
The exercise is considered by some to be one of the closest moments the world came to nuclear war during the Cold War. [1] [2] The purpose of the exercise, like previous years, was to simulate a period of conflict escalation, culminating in the U.S. military attaining a simulated DEFCON 1 coordinated nuclear attack. [3]
[1] [10] [11] While at DEFCON 2, 92.5% of SAC's weapons systems (approx. 1,479 strike aircraft; 182 Atlas, Titan, and Minuteman missiles; 2,962 total nuclear weapons; and 1,003 refueling tankers) were ready to launch within one hour, while its airborne alert program expanded to include 1/8th of SAC's bomber forces, allowing an average of 65 ...
The exercise is best known for Able Archer 83, which began on November 7, 1983 and is believed to have nearly started a nuclear war with the Soviet Union as the Soviets perceived the exercise as a ruse of war. [2] The exercises themselves simulated a period of conflict escalation, culminating in a simulated DEFCON 1 coordinated nuclear attack. [3]
The player plays as NORAD or WOPR.The game takes place 20 years after the film: WOPR attempts to exterminate humanity and NORAD tries to stop it. [4] During a mission the player takes control of a vehicle and can change the controls of any vehicle the team has—for example, while NORAD has heavily armored and armed tanks and aircraft, WOPR possesses exotically futuristic mechs and hovercraft.
Pages in category "Video games about nuclear war and weapons" The following 72 pages are in this category, out of 72 total. This list may not reflect recent changes .
The DEFCON level for each sector is factored into the total DEFCON status. If it stays at 1 for 60 successive seconds, or if at any time all cities and bases have been destroyed, an automated counterstrike triggers global thermonuclear war and the player loses the game. The game is won by preventing a counterstrike long enough for a cease-fire ...
A coup attempt on one of the battleground countries reduces DEFCON by one each time, restricting the regions where coups and realignments may be attempted. If DEFCON 1 is reached during a player's action round, that player is deemed to have caused a nuclear war and loses immediately. Each turn, however, players will also lose victory points if ...