From NEC Retro
|System(s): PC Engine, TurboGrafx-16, Virtual Console (Wii)|
|Publisher: Hudson Soft NEC Technologies SystemSoft|
|Developer: Hudson Soft|
|Number of players: 1-2|
- 1 Story
- 2 Gameplay
- 3 History
- 4 Digital manuals
- 5 Magazine articles
- 6 Physical scans
- 7 Technical information
- 8 References
The year is 2089, and mankind has attempted to colonise the Moon as the Earth has become too small for their insatiable needs, however two military forces are now at war with each other over the Moon's limited resources. The player is assigned as commander of the Allied Forces, and is tasked with fighting the Axis Army (Gaichi Teihoku (ガイチ帝国) in the Japanese version) on the Moon's surface and rescue captured prisoners to prevent them from completing their doomsday weapon, "S.A.M." ("MOA" in the Japanese version), which will destroy Earth.
In Military Madness, players take turns to direct a variety of units, including aircraft, artillery, foot soldiers, and other forms of military equipment, using tactics and strategy to defeat the opposing force. To win, a player must either capture the enemy's prison camp, or completely destroy all of the enemy's forces on the map. The game can be played solo, with the player commandeering the Allied Forces (blue) against the computer-controlled Axis/Gaichi (green), or played in two-player mode, with the second player controlling the AXIS/Gaichi.
During their turn, the player may move their units across the map and/or attack the enemy, with all movement and attacking performed on a hexagonal grid. Moving units is performed with the "SHIFT" command, and the player may move as many of their units as they like, however each unit can only be moved once in a turn. Attacking is performed with the "ATTACK" command, with two different kinds of attacking depending on the type of unit: direct and indirect. Direct attacks can be performed after a shift, and will attack an opponent's unit from the hexagon adjacent to the player's unit. Indirect attacks can be performed from a distant hexagon. After moving and/or attacking, the player must select "END" to pass their turn over to the enemy. Each unit has a Zone of Control (Z.O.C.); moving multiple friendly units closer together can increase the offensive and defensive strength of the units, and this can be used to hinder enemy units' offense, defense and movement by surrounding them.
The distance between units can affect how effective indirect attacks are, and how effective a unit's defense is, though the topography can have other effects on offense and defense for ground-based units. The types of terrain to be aware of and their effects are as follows:
- Flat land: Motorcycles and transporters have limited movement over this terrain.
- Road: All units have the best mobility, but have no geographical advantage for defense.
- Bridge: Crosses over valleys, has the same effects as roads.
- Hill: All vehicles have less mobility. Geographical advantage for defense is stronger.
- Harsh land: All surface vehicles lose mobility and cannot enter. Geographical advantage for defense is much stronger.
- Valley: Can only be entered by infantry, heavy infantry and aircraft. Infantry and heavy infantry can only go as far as the valley's edge in a single turn and must wait until the next turn to pass through. Has no geographical advantage for defense.
- Mountain: Same limitations as valleys, but has strong geographical advantage for defense.
Also located on the map are factories, either controlled by either force or are neutral (yellow). These can be captured by infantry, heavy infantry and motocycle units by moving them over to the factory. When a factory has been captured, all of its contents will belong to the player who captured it, and the player can send a unit into it to be serviced, then sent out on the next turn at full force. Infantry, heavy infantry and motorcycles may also capture prison camps and thus win the game.
Aircraft are the most effective units in terms of movement and firepower as they are unaffected by topographical effects.
|Shifting: 12 Defense: 30 Attack: 0 (Land) / 90 (Air) Range: 0 (Land) / 1 (Air)|
|Powerful in anti-air attack power and movement, but has no surface attack power and low defense.|
|Shifting: 10 Defense: 30 Attack: 70 (Land) / 20 (Air) Range: 1 (Land) / 1 (Air)|
|A bomber that's powerful against ground-based units, but not very effective in aerial combat.|
|Shifting: 11 Defense: 50 Attack: 70 (Land) / 70 (Air) Range: 1 (Land) / 1 (Air)|
|An advanced fighter/bomber that's effective in both ground and aerial combat.|
Tanks are a major force in ground-based combat as they can be used to both attack and defend.
|Shifting: 4 Defense: 50 Attack: 70 (Land) / 0 (Air) Range: 1 (Land) / 0 (Air)|
|A large-scale, heavy tank equipped with a 120mm recoilless cannon.|
|Shifting: 4 Defense: 60 Attack: 50 (Land) / 0 (Air) Range: 1 (Land) / 0 (Air)|
|A heavily armoured tank equipped with a 105mm cannon.|
|Shifting: 6 Defense: 40 Attack: 50 (Land) / 0 (Air) Range: 1 (Land) / 0 (Air)|
|A standard, mass-produced tank with a 105mm cannon. Has good mobility.|
|Shifting: 7 Defense: 50 Attack: 50 (Land) / 0 (Air) Range: 1 (Land) / 0 (Air)|
|A fast-moving, mid-size tank used by the Axis/Gaichi.|
|Shifting: 5 Defense: 50 Attack: 60 (Land) / 0 (Air) Range: 1 (Land) / 0 (Air)|
|A powerful Axis/Gaichi support tank with a 120mm cannon.|
|Shifting: 2 Defense: 80 Attack: 90 (Land) / 40 (Air) Range: 1 (Land) / 1 (Air)|
|A fortified tank with a 180mm cannon and a 75mm anti-air gun, making it useful against aerial units. Poor mobility.|
|Shifting: 5 Defense: 30 Attack: 45 (Land) / 0 (Air) Range: 1 (Land) / 0 (Air)|
|An early-period tank with a 90mm cannon and a 75mm gun.|
This type of unit can attack from remote positions and are usually stationed in the rear.
|Shifting: 4 Defense: 30 Attack: 45 (Land) / 0 (Air) Range: 5 (Land) / 0 (Air)|
|A self-propelled gun with a 155mm cannon.|
|Shifting: 4 Defense: 30 Attack: 60 (Land) / 0 (Air) Range: 4 (Land) / 0 (Air)|
|An indirect attack vehicle equipped with 24 60mm rocket launchers.|
These units are designed to counter aircraft, however they are easy targets for ground-based units.
|Shifting: 6 Defense: 30 Attack: 30 (Land) / 65 (Air) Range: 1 (Land) / 1 (Air)|
|Anti-air vehicle armed with four 20mm high-speed machine guns.|
|Shifting: 5 Defense: 30 Attack: 0 (Land) / 85 (Air) Range: 0 (Land) / 5 (Air)|
|Armed with anti-air missiles designed for indirect attacks. Has no surface attack power.|
Superior in offensive strength and movement, these are the only units that can attack first, then move to another part of the map.
|Shifting: 8 Defense: 20 Attack: 70 (Land) / 10 (Air) Range: 1 (Land) / 1 (Air)|
|A combat buggy equipped with a missile launcher.|
|Shifting: 6 Defense: 20 Attack: 40 (Land) / 10 (Air) Range: 2 (Land) / 1 (Air)|
|A combat buggy capable of indirect attacks, armed with for 20mm high-speed machine guns.|
These are the only units capable of capturing factories and prison camps. They are not as effective in combat as other units.
|Shifting: 3 Defense: 4 Attack: 10 (Land) / 10 (Air) Range: 1 (Land) / 1 (Air)|
|A foot soldier with a lightweight suit and a rapid-fire, small arms weapon.|
|Shifting: 2 Defense: 10 Attack: 40 (Land) / 10 (Air) Range: 1 (Land) / 1 (Air)|
|A mechanised foot soldier with a heavyweight suit and a missile launcher.|
|Shifting: 9 Defense: 8 Attack: 10 (Land) / 10 (Air) Range: 1 (Land) / 1 (Air)|
|A soldier with a motorcycle that's at its fastest on roads. Fights using a machine gun.|
Transporters can carry other units to another part of the map. Once loaded, the transporter can then be moved to another hexagon, and the unit on board can then be unloaded to an adjacent hexagon. Some units may not board and disembark the transporter in the same turn but must wait until the next turn. The transporters themselves have severely limited offensive and defensive capabilities.
|Shifting: 6 Defense: 10 Attack: 10 (Land) / 10 (Air) Range: 1 (Land) / 1 (Air)|
|A truck designed for transporting infantry, land mines and field artillery.|
|Shifting: 9 Defense: 10 Attack: 0 (Land) / 0 (Air) Range: 0 (Land) / 0 (Air)|
|A large-scale transport plane that can carry an entire ground unit, but cannot attack.|
Land mines and field artillery
These units cannot move on their own and thus must be shifted using a transporter. Once they are placed, they cannot be moved again.
|Shifting: 0 Defense: 80 Attack: 0 (Land) / 0 (Air) Range: 0 (Land) / 0 (Air)|
|Land mines that can be scattered about in strategic places by transporters. They can be removed by shooting them.|
|Shifting: 0 Defense: 20 Attack: 90 (Land) / 0 (Air) Range: 6 (Land) / 0 (Air)|
|A powerful 203mm artillery cannon whose indirect attacks are tremendously powerful against distant ground units.|
Military Madness would later receive a sequel in the form of Neo Nectaris for Super CD-ROM² hardware in 1994, which also includes this game. A portable entry, titled Nectaris GB, was released for the Game Boy exclusively for the Japanese market in 1998. A remake, titled Military Madness: Nectaris, was released for WiiWare, Xbox Live Arcade and PlayStation Network in 2010. The PC Engine and TurboGrafx-16 versions would see a rerelease on the Wii Virtual Console in 2006, and both versions were included on all regional variants of the PC Engine mini in 2020.
The same programmer for Military Madness would later code a similar game known as Earth Light, which was released for the Super Famicom in 1992. A manga adaptation of Military Madness, titled Shiawase no Katachi (しあわせのかたち), was published in the Famitsu Comix collection in March 1989.
- Main article: Military Madness/Magazine articles.
PC Engine version
|PC Engine, JP|
ROM dump status