Back in 1984, a game like Raid Over Moscow had everything a primary school cold warrior could want. It had a doomsday scenario enlivened by a ticking clock. It had villainous Soviets, who were planning to launch three nuclear strikes from silos in Leningrad, Minsk, and Saratov. Best of all, it had a plucky last-ditch plan to save the day, crafted by those eternal underdogs the United States of America, and involving a team of heroic pilots waiting by their space planes in an orbital hangar.
When Frankie sang "When Two Tribes go to war, a point is all that you can score," in 1984, what Holly Johnson was actually singing about was the band's stinging 1/10 review of the latest C64 sensation Raid Over Moscow. The jolly scallies really didn't buy into the hype that Bruce Carver's latest was as good as everyone seemed to think it was, and, you know, maybe they were onto something.
Like Beach Head before it, Raid Over Moscow was another rampant commercial smash for Access and US Gold, and followed the same multi-stage formula. As the name implied, the game played up to the palpable Cold War tensions which caused such political paranoia at that point in time
With the Soviets about to launch nuclear strikes on a handful of key US cities, the game followed the events of the military response - from the US perspective, naturally. Kicking off with a map screen of the northern hemisphere of planet Earth (viewed from orbit), you can see which Soviet cities are launching attacks, and which US cities they're aiming for.