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- THE ROCKETEER HINTS
-
- EPISODE #1 - RACE AT THE AIRFIELD
-
- In order for Cliff to win at the airfield, he first has to
- choose the right plane for the right race. You need either
- a very fast plane or one with great cornering, the Caudron
- or the Gee Bee respectively. The Wedell Williams is just ok
- at both, and it's real work to win with. Following the tips
- for the Gee Bee will help you to win every time!
-
- - With the Gee Bee, clip the first turn close, then just get
- into a rhythm of turning and letting up at the last instant
- before you come around a pylon. If you watch the lower
- window, let up on your turn as soon as the pylon appears,
- then begin turning again when it goes by. We recommend
- using the keyboard to do this. Press and hold ENTER to keep
- maximum speed. Hold the down arrow to keep the plane at
- it's maximum altitude. Press the left arrow down to keep
- the plane in tight on the pylons. The only key you should
- let up on is the left arrow. As you approach a pylon to
- turn, let it up for a second to let the plane swing wide
- around the pylon, then press it back down in the
- straightaway to stay in tight. You should win every time!
-
- - With the Caudron, stay close to the ground, since climbing
- seriously undermines your speed. Take the first couple of
- turns very wide until the Caudron gets up to speed, then
- stay close to the ground and start trying to cut the corners
- more.
-
- - With the rocket pack, just be very careful of the other
- planes and the pylons in the first couple of laps. Use that
- time to climb as high as you can and get a small lead.
- Don't worry about crushing the other planes, since the
- biggest danger in this arcade is getting hit and crashing.
- Just take a half a lap lead and spend the rest of the time
- avoiding the other planes.
-
- EPISODE #2 - ATTACK IN THE HANGAR
-
- It's tough to use a mouse in this arcade because the cursor
- moves very fast and it's hard to follow sometimes. The
- keyboard works well, however. Get used to where the Nazis
- pop up, and use the rocket pack to get off the ground
- whenever you see a grenade land--they do far more damage
- than gunshots. Also, start shooting at the flying Nazis as
- soon as you see them. They shoot more often than the others
- and they are harder to hit. Not only that, but they score
- higher. If you're having a hard time dealing with the AFT,
- remember that AFT stands for Armored Flying Tank--it's too
- tough for your bullets to do any damage. But every plane
- has to have a pilot... Watch without firing one time and
- you'll never have a problem again.
-
- EPISODE #3 - BATTLE IN THE SKIES
-
- Stay low on the screen if you can. Your bullets come from
- slightly above your body, so you can still be hit from
- below. Shoot the Nazi paratroopers one time only and let
- them fall. If you rapid-shoot them they can keep coming at
- you and do a lot of damage if they hit you. Just let them
- fall. Shoot the Nazi rocketmen in the legs--they will be
- firing over your head and you can shoot them from the sky
- without taking any damage yourself.
-
- EPISODE #4 - THE FINAL FLIGHT
-
- Keep the Locust in the top left corner. This time your
- bullets are coming from slightly below you, so you are
- vulnerable from above. At all costs avoid being hit by the
- airmines and the V-2 rockets--they both do tremendous
- amounts of damage. Don't dive around in order to hit the
- airmines unless you have to. Just shoot until they start to
- fall and then let them pass.
-
- Dive the Locust as you shoot at the German AFT's--they will
- follow you downward and run into your bullets but you will
- not be hit by theirs.
-
- EPISODE #5 - BOX THE NAZI
-
- Since this arcade is tied to the Locust battle, it's not a
- separate episode, but it is a separate arcade. There are
- lots of clever ways to defeat the Nazi rocketmen. You can
- lead them into the range of the officer's grenades, where
- they will take damage as well, or you can just box the heck
- out of them. If you keep trying to box with the same fist,
- eventually you will lose. The trick is to alternate--one
- fist is good for maybe three landed punches before the Nazi
- will catch on. If the Nazi does land a punch, duck right
- away, then wait to stand until the Nazi is recoiling from a
- punch. This is a good maneuver if the Nazi is pushing your
- toward the edge of the tail fin (a very frustrating but
- circumventable move).
-
- Against the officer, the only issue is moving fast. You
- have a very short time to beat him up before the tail fin
- burns off completely (don't ask us why the Nazi guy laughs
- when you fall--he's doomed too).
-
-
- -----------------------------------------------------------
- *** The Code Words ***
-
- These will help you proceed to each of the other levels.
-
- Level 1: Pilot
- Level 2: Shootout
- Level 3: Chase
- Level 4: Rescue
- Level 5: Banshees
-
- (If you've read in certain trade magazines that level 5 is
- "ARMADA", this was the case but has since been removed from
- the program.)
- ------------------------------------------------------------
-
- Remember, for personal assistance, our voice line is (818)
- 841-3326 between the hours of 8am and 5pm PST.
-
-
-