THE HOLY WAR IN DEVELOPMENT
The title picture of The Holy War: three armies facing each other on the sand before a desert town - on the left fighters in green, in the middle knights with a red cross on white, on the right soldiers in olive
Real-time strategy for the Apple IIgs

Three armies.One desert.

The Order, the Defence Force and the Desert Riders all want the same sand and the oil under it. Each has its own nine units, its own ten buildings and a special power of its own — and no two of them fight alike. Written by hand in 65816 assembly.

3armies
27kinds of units
30buildings
16maps
8tunes
IIGSwith 4 MB
Choose your side

The three armies

Nine units, ten buildings and one special power each — none of them shared. Play any of the three: there is no villain here, only three armies with different strengths. Pick one to see its roster.

The Order

Stone walls, heavy armour

Slow to build, dear to pay for and very hard to kill. The Order digs in behind stone walls and castle towers, mends its soldiers in the hospital and in the field, and breaks a siege with the heaviest tank in the desert.

  • The toughest soldiers and the heaviest tank
  • Stone walls, castle towers, archer posts
  • Hospitallers and a hospital heal the infantry

The Defence Force

Long reach, high tech

Few units, each of them dear, most of them out-reaching their rivals. The Defence Force sees first, shoots first, mines the approaches and shoots enemy shells out of the air.

  • Snipers, howitzers and the longest guns
  • A recon drone that flies over everything
  • Mines, and interceptors against artillery

The Desert Riders

Fast, many, unseen

Cheap, quick and everywhere at once. The Riders have no tanks and no power plants: they have camels, rocket buggies, tunnels under the sand, nets that hide a base, and the men to shut yours down.

  • The cheapest, fastest units in the game
  • Tunnels, camouflage nets and saboteurs
  • No power needed; scavengers strip the wrecks

THE ORDER

9 units · 10 buildings · 1 power

SPECIAL POWER

Ready every three minutesCRUSADE

For half a minute every unit of the Order moves faster: the whole line charges.

UNITS

Crusader
Crusader
$130 · 4 s
Armour
55
Reach
2 tiles
Speed
Slow

A foot soldier in mail. Slow, but he takes more hits than any other rifleman.

Mortar Monk
Mortar Monk
$350 · 6 s
Armour
35
Reach
4 tiles
Speed
Slow

Light artillery on foot: his mortar lobs shells four tiles.

Hospitaller
Hospitaller
$300 · 5 s
Armour
40
Reach
2 tiles
Speed
Slow

Never fires a shot. He heals the wounded soldiers around him.

Engineer
Engineer
$550 · 6 s
Armour
40
Speed
Slow

Walks into an enemy building and takes it over.

Knight
Knight
$450 · 6 s
Armour
110
Reach
1 tile
Speed
Fast

Mounted, and the fastest of the Order. He charges into close combat.

War Wagon
War Wagon
$600 · 7 s
Armour
130
Reach
3 tiles
Speed
Medium

An armoured wagon with a machine gun. It runs infantry down.

Templar Tank
Templar Tank
$950 · 10 s
Armour
180
Reach
3 tiles
Speed
Slow

The heaviest tank in the desert, slow and sure.

Trebuchet
Trebuchet
$900 · 12 s
Armour
80
Reach
6 tiles
Speed
Slow

Siege artillery with six tiles of reach, built to bring buildings down.

Tanker
Tanker
$1000 · 10 s
Armour
450
Speed
Slow

Hauls the oil from the fields to the oil press.

BUILDINGS

  • Cathedral
    CathedralHeadquarters: it builds everything else
  • Monastery
    MonasteryTrains the infantry
  • Forge
    ForgeBuilds the vehicles
  • Oil Press
    Oil PressThe refinery: oil in, credits out
  • Windmill
    WindmillPower for the base
  • Bell Tower
    Bell TowerRadar: the map at a glance
  • Hospital
    HospitalHeals the soldiers beside it
  • Stone Wall
    Stone WallBlocks the way, a tile at a time
  • Castle Tower
    Castle TowerA cannon on the wall
  • Archer Post
    Archer PostA cheap post against infantry
How a battle goes

In the field

Build a base, bring in the oil, raise an army, find the others before they find you.

Oil pays for everything

Tankers carry the oil from the fields to your refinery and go back for more. The Desert Riders send workers with cans instead. Lose them and the money stops.

A war for three

Skirmish against one computer army or two — every army for itself, or the two of them allied against you — at easy, normal or hard. Each computer army plays its own style.

Special powers

The Crusade, the Airstrike, the Sandstorm: each army's power charges while you fight. Use it when it counts — the computer uses its own.

Fog of war

The map is dark until you have been there. A bell tower, an intel centre or a minaret gives you the radar: the whole map in the corner of the screen.

Take it, break it, strip it

An engineer walks into an enemy building and it is yours. The Riders' saboteur shuts one down instead, and their scavengers strip the wrecks for credits.

Walls, mines, tunnels

Stone and mud walls close a road. The Defence Force's mines wait under the sand. The Riders go in at one cave and come out of another — and hide a base under nets.

Survival

No end and no mercy: the enemy comes in waves and every wave is bigger. The game keeps your best time.

Yours to command

All by mouse, like the classics: drag a box, click to move or attack, groups on Control-1 to 9, rally flags for new units, three save slots.

Straight from the game

Screenshots

320 by 200 pixels, 16 colours, as the Apple IIgs shows them. Each army brings its own sidebar: limestone and red, steel and blue, leather and green. Click one for a closer look.

64 by 48 tiles each

Sixteen battlefields

Sand, roads, palms, rock, water and oil. Every map has room for three bases — and the map editor makes more.

The map Jerusalem Road from above
01 Jerusalem Road
The map Jordan Ford from above
02 Jordan Ford
The map Twin Oases from above
03 Twin Oases
The map Sinai Pass from above
04 Sinai Pass
The map Palm Grove from above
05 Palm Grove
The map Sea of Galilee from above
06 Sea of Galilee
The map Wadi Rum from above
07 Wadi Rum
The map Dead Sea from above
08 Dead Sea
The map Caravan Roads from above
09 Caravan Roads
The map Nile Delta from above
10 Nile Delta
The map Desert Ridge from above
11 Desert Ridge
The map Negev from above
12 Negev
The map Cedar Hills from above
13 Cedar Hills
The map Jordan Bridges from above
14 Jordan Bridges
The map Oil Fields from above
15 Oil Fields
The map The Citadel from above
16 The Citadel
Eight tunes, nothing sampled

The music

Every note is synthesized on the Apple IIgs's Ensoniq chip: lute, qanun, reed flute, zurna and hand drums on seven voices. These are recordings of the game itself.

The title tune plays on the title and through the menus. In a battle the other seven take turns, starting with your army's own; Control-T shows the tune's name.

The map editor's start picture: a map on a table at sunset, an oasis and a caravan in the desert behind it
On the same disk

The map editor

Paint sand, roads, water, palms, rocks and oil. Set out your base, then the bases of the first and the second computer army, and place their units. Name the map, save it, and it shows up in the skirmish list.

An overview shows the whole map at once, and a saved map can be loaded again to keep working on it.

The map editor with an oasis, an oil field, roads and a base
Under the hood

Inside

No engine, no compiler. The game is built on the engine of Conquer GS 2, taken apart and put together again for three sides.

Pure 65816 assembly

Every routine written by hand for the IIgs's 16-bit processor and assembled with Merlin 32.

Sprites compiled into code

Units, buildings and map tiles become machine code that draws them, and only the cells that changed are drawn again: close to 60 frames a second in a battle.

Three armies in memory

Three complete sets of units and buildings do not fit in 2 MB. The game asks for an Apple IIgs with 4 MB.

Up to 96 at once

Units and buildings of all three sides, each finding its own way round rocks, water and walls on maps of 64 by 48 tiles.

A music player of its own

Seven voices on ten of the Ensoniq's oscillators, with envelopes, vibrato, trills and grace notes. The other 22 play the sound effects.

A style per army

The computer builds and attacks by its army's own plan: heavy and patient, long-ranged, or fast and many.

Tested by the machine

About ninety scripts play the game in the MAME emulator after every change and check what happens.

One 800K disk

The game, its three armies, sixteen maps, the music and the map editor boot from a single 3.5-inch ProDOS disk.

Drag to turn

The box

As it would have stood on the shelf.

A picture of a box: the game will come as a disk image.

In the game today

  • Three armies: 27 kinds of units, 30 buildings, three special powers
  • Skirmish for two or three sides, and survival
  • Computer armies that each play their own way
  • Sixteen maps and the map editor
  • Sandstone menus, and a sidebar for each army
  • Eight tunes, saved games, settings

Still to come

  • A campaign for each army, with its briefings
  • The desert wind, and new sound effects
  • The instructions in the game, and a manual
  • The release — with a date when there is one

Everything on this page is from the game as it is now, and may still change.