This campaign records starts with a propaganda video of the new advancements of the Green Nation technology
“Forget the dog… a nice Guided Missile is man’s best friend.” – Captain Blade
Meet Captain William Blade, the finest Air Cavalry flyer ever to take to the skies. He’s tough, he’s smart and he’s fearless. Blade’s got the reputation for having nerves of steel and the expertise to take on a brigade of the enemy. His name says it all, for any enemy that gets in his way is going to be cut down.
General Plastro, the evil leader of the Tan Army, is up to his usual war mongering. He has enlisted the help of the Insane Gray Doctor, a maniacal genius, who has created a secret force with destructive powers that are simply awesome.
Tan units had attacked en masse throughout the lands, edging ahead in the war. Blade needed to turn the tide and be victorious. Blade had to complete missions in both “Our World” and “Their World” (Plastic World and Human World); missions that tested Blade’s flying and weaponry skills. As he progressed, Plastro threw more and more at him. But, whatever happened, he stuck to the mission goals. Without his success, the Green way of life could have been lost.
General Plastro threatens both Dr. Madd and a Blue spy with a gun:
“Do you know what would happen if we allow the green army to control the skies?, what kind of spy are you anyway, give me the plans for those helicopters NOW!, and you… the esteemed Doctor… Why don’t you stop your dementic mutterings and give me something to squash the green!. We must win this war!.” – Plastro
You’ll find out soon enough the horrific plans Plastro has for taking over the world. His Tan minions, aided by the Insane Gray Doctor’s creations, will carry out his evil scheme. Only Captain Blade, with the help of Sergeant Hawk (“Sarge”) and a few elite Green soldiers, stand a chance of thwarting global takeover by the wicked Plastro.
Your orders, Captain Blade
This events were another back and forth between the Plastic World and the Real World, but the most important events were the monsters created by Dr. Madd: plastic hybrids and beings from the Real World, such as Insects, but modified into bio-plastic monsters.
Missions:
Sandbox: Sarge was being held prisoner, while his men were on a reconnaissance mission in the backyard. Blade found the troops and transported them safely.
Flower Garden: Blade’s orders were to pick up the last member of Sarge’s recon squad and head into the house. It sounded easy, but it wasn’t. No one was fooled by the serene atmosphere of the garden; all was not as it seemed.
Bathroom: The men could have used a shower and a little sprucing up after the tough battles outside, but there was no personal time off in this army. The Tan had fortified several strategic sites in the bathroom, waiting for the arrival of the Green. Unconfirmed rumors indicated that a Blue Spy had been advising the Tan on the whereabouts of the Green President.
“The Tan were all over! And what was that buzzing? Oh nooooooo!..” – Last transmission from Corporal Green, Alpine Platoon.
Foothills: Green recon teams were in the process of calling in the destruction of the bridge when radio contact was cut off. Indications were that the Tan had ambushed and destroyed our men. Blade escorted a bunch of elite Green troops and vehicles safely across the river and continued the hunt for the Tan Army. A strange and unidentified buzzing noise was heard in the background before communications with the Green recon teams were lost. It’s unknown source was assumed to be lethal… and finally were Dr. Madd’s bug bio-plastic monsters.
Polymer Village: It was cold up in the alpine village, but the Green were about to warm things up! The Tan had brought the Green President to that forested hideaway. Blade was directed to recover the President and retake the village. He was not to let any harm come to him as he made his way through the village… at all costs. Going in guns blazing would have certainly gotten him killed. A stealthy approach had worked better.
Living Room: The Tan had massed a huge number of forces to prevent any further progress by the Green. They had taken over key positions in the environment and had been relying on both armor and air cover to attempt to destroy the Green forces once and for all. High Command warned that there were dangerous gusts and swarms of aerial adversaries. Blade needed to put his experience to the test there if he were to survive both the menace from the air and the threat from below on the plain.
Playroom: This was a key test site of the Insane Gray Doctor’s strange experiments. The Tan Army had been ordered to keep any equipment from falling into Green hands. The purpose of the equipment was unknown, but given that the scientific madman had been working here was warning enough to handle all items with extreme care. Blade needed to reach a portal on the level that would take him back to “Their World” (Real World). It was heavily guarded. He had to destroy anything that got in his way.
Tropical Citadel: Intelligence could not confirm the existence of this location. Deciphered Tan communications had referred to this place, but Blade superiors could offer little more than good luck regarding their progress through this environment. There was also other locations beyond the Tropical Citadel where Blade needed to travel to battle the Tan.
Behind the scenes:
Army Men: Air Tactics is the fifth game in the 3DO series, Army Men. The game was released in 1999 exclusively for Windows.
This time the player character was Captain William Blade of the Green Airborne Cavalry. This was a top-down flight sim that placed the player in a number of different helicopters. Captain Blade’s main responsibilities is to act as aerial support for Sergeant Hawk and his men. This game introduced abilities such as lifting heavy objects and transporting them to other locations, landing on the ground to load/unload soldiers and unique airborne combat not seen in other games. This game contained a number of mini games such as playing air-hockey versus a Tan helicopter, as well as a number of static games.
Forward Gun: Every helicopter comes standard equipped with a Forward-Mounted Machine Gun. It has unlimited ammunition, so fire at will!
Gun Upgrade: Enhance your Forward Gun for ultimate fire power with the Gun Upgrade!
Full Armor: If you are damaged, Full Armor will return you to your maximum armor capacity.
Armor Boost: Cumulative Armor Boosts will increase the amount of armor your helicopter can carry up to 200% of its original capacity.
Partial Armor: If you are damaged, Partial Armor will return a small amount of armor.
Bottle Rockets: Air and ground targets beware! Bottle Rockets fire in a straight line like guns, but are much more powerful.
Side Guns: Side-mounted machine guns are great for protecting a helicopter’s flanks while leaving the pilotfree to handle matters up front. The Side Guns fire automatically while troops are on board.
Firecracker: Drop the Firecracker on hapless enemies. Let the fireworks begin!
Napalm: One shot of Napalm will release a series of incendiary shells. Release them on the fly to really heat things up.
Air Blast Missiles: Air Blast Missiles are extremely effective against swarms or hard-to-target airborne enemies.
Medkit: A Medkit will bring all on-board troops to full health!
Counter Measures: For a short duration, Counter Measures will automatically destroy all incoming guided missiles.
Green Paint Blast: Spraying enemies with the Green Paint Blast will render them very confused and very green, for a short time period. Other Tans will mistake these guys for Green Troops.
Whisper Blades: For a short duration, Whisper Blades will make your helicopter quiet and undetectable by enemy radar.
Guided Missiles: The ‘copter pilot’s best friend, the Guided Missile will seek out and destroy any nearby enemies. Yee-haw!
Food: Insects will swarm wherever you drop a tasty morsel of Food. Now, why would you want a bunch of bugs to hold still in one place? Hmmm…
Air Mines: Release some Air Mines across the path of flying insects or enemy helicopters and watch the explosions begin!
Heat Wave: A shimmering globe of intense heat surrounding your ‘copter will melt anything that touches it. Warning: This experimental device will do small amounts of damage to your ‘copter as well. Do not attempt to use the Heat Wave if your armor is very damaged.
Cluster Bomb: The Cluster Bomb is a group of five bombs with the ability to deal damage over a large surface area.
Rocket Cluster: The Rocket Cluster sends an array of several small missiles to seek out and destroy multiple targets. Ouch!
Insecticide: A blast of Insecticide will inflict serious damage on even the toughest of insects.
Torpedoes: PT-boats and Destroyers beware! The Torpedo is the only guided missile that cannot be blocked by Counter Measures.
Depth Charges: The Depth Charge deals a devastating blow to all nearby naval vessels. It was expressly designed to combat submarines.
Sonar Buoys: Sub-surface naval vessels will appear on your radar screen when they enter the radius of one of your Sonar Buoy’s pings.
Wingmen: Call in the Alpha Wolf Squadron to aid you in combat.
Game manuals, guides, cheats and codes:
Army Men: Air Tactics PC Manual
Sources for this article:
Army Men: Air Tactics Manual
https://armymen.fandom.com/wiki/Army_Men:_Air_Tactics