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Interceptor
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1989-04-28
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THE FOLLOWING COMMENTS CONTAIN TIPS ON HOW TO BETTER ENJOY INTERCEPTOR
CAPTURED FROM P-LINK
Jim, the success of using th code wheel is to READ THE DIRECTIONS! It clearly
states that the first number is the one on the OUTSIDE of the SMALL wheel, the
2nd is for the OUTSIDE of the MIDDLE wheel and the 3rd is for the OUTSIDE of
the OUTER wheel. The 4th digit says which window to look in.
If you work the demonstation in the book, you should have them lined up as
follows:
outer wheel -> 5
middle wheel -> E
inner wheel -> 9
The numbers should line up FROM THE INSIDE TO THE OUTSIDE. There is no
transposition of characters needed. As a matter of fact the 'F' window
is directly BENEATH the column and it matches the example perfectly!!
The only thing to watch out for is EA's stupidity of using the 'computer
style' characters. It is very easy to mistake an '8' (eight) for the
letter 'B'.
I hope this helps. I find the package IMMENSELY enjoyable (and I have yet
to qualify for a mission!!)
Title: R#30482 I SUNK THE SUB/CARRIER
Yes I finally managed to sink the carrier/sub. I was told the method by SARGE*
on Plink. Hit the sub twice with missiles. To do this you must have the
targetting system off and be low and at very close range. 45 feet and waiting
till the sub is more than 3 pixels high usually works for me. Then go and kill
all the MIGs. I killed all the MIGs I could see and then refueled at my own
carrier and another MIG appeared. After I killed it I got the mission complete
message. That is the last mission by the way, I hope that EA will not waste
their time producing umpteen scenery disks ALA FSII and will give us much
more missions
By the way dont forget to pull up fast after launching the missile. Ramming
the carrier doesn't count.
While I was trying to figure all this out I did pass the time by landing on
the sub and taking off again.
Also have you noticed that when you are flying low the enemy will sometimes
follow you and get themselves stuck in the water. If you have the afterburner
on it is possible to hit the water and bounce back up into the air. (TIP* use
the afterburner while flying low on the way to the sub - press F10 while at
100% power and wait for the kick at MACH I)
Title: R#30545 FOLLOW THAT F-16
I just finished the third mission. You have to fly in front of the F-16s.
When you have successfully done this, you will be prompted to return to the
carrier.
Gary
Title: CAN YOU REALLY DO THIS?
In the June 20 issue of InfoWorld, in Robert Cringely's "Notes From
The Field" column, he says:
Bringing new levels of realism to computer games, some folks with
nothing better to do have pointed out to me some interesting things
you can do with a game from Electronic Arts called Interceptor, which
runs on the Amiga.
Starting at San Francisco International Airport, gamesters can fuel
and arm their jet fighter, then _taxi_ down U.S. 101, hang a right at
Highway 92, pull up to the Electronic Arts headquarters, and blow the
place to bits. And these were people who _liked_ the game.
I have Interceptor on order but haven't received it yet. Has anyone
who has it already ever tried this?
Title: R#30427 FEWER COMBINATIONS THAN YOU THINK
Actually there are only 240 combinations. Ive produced a table of the 240 co
combinations for a wheel backup. Most of the redundant combinations can be
eliminated by subtracting the first hex digit from all digit places to produce
only codes that begin with zero (ie. 0xxx). the
Then I realized that only 32 of these 0xxx numbers result in reading a number
from the outermost wheel (through two windows). For the most part the first two
digits of the code will enable a correct decoding.
Title: R#30472 STUFF AND NONSENSE
" Starting at San Francisco International Airport, gamesters can fuel
and arm their jet fighter, then _taxi_ down U.S. 101, hang a right at
Highway 92, pull up to the Electronic Arts headquarters, and blow the
place to bits. And these were people who _liked_ the game.
" I have Interceptor on order but haven't received it yet. Has anyone
who has it already ever tried this?"
I wish I knew where these stupid, false rumors started. The answer is NO, you
cannot "taxi down 101, hang a right at Highway 92, and blow up the EA
headquarters." That's totally absurd.
You have to hang a LEFT at Highway 92.
EA is on the second floor of one of the two low buildings ESE of the 92-101
intersection. I won't tell you which one--we'll give Trip Hawkins a 50-50
chance of survival.
Charles Tyson
(who can see it from his living room window, but doesn't have any AMRAAMs)
Title: R#30837 WHAT YOU NEED TO DO
you first need to reset the log to a blank log the enter a name...after that you
will be qualified. Just be sure after landing safely to power down the jet F1
then another F1 after power reahes 10%.
Title: FROM USENET
Those of you struggling with Interceptor may find the following
text interesting... this appeared at my Usenet site today:
Message-ID: #12748.pnet02.amiga/usenet 3943 chars. (20 more)
From: cmcmanis%pepper@Sun.COM (Chuck McManis)
Newsgroups: comp.sys.amiga
Subject: Re: Interceptor help wanted...
Date: 28 Jun 88 21:03:08 GMT
Reply-To: cmcmanis@sun.UUCP (Chuck McManis)
Organization: Sun Microsystems, Mountain View
In article <276@laic.UUCP> darin@taurus.laic.uucp (Darin Johnson) writes:
>Questions on Interceptor:
>1) in the training exercises - exactly what is the difference between a
> aileron roll and a barrel roll (ie, what do you do with the joystick).
An aileron roll is one where the plane stays mostly in the same place but
the roll angle changes. (Your wings go around, you sit in place). A barrel
roll on the other hand, the plane moves in a circle while constantly changing
it's roll angle. Consider the following visual aids, for an aileron roll
imagine that the plane is on a string stretching to infinity. When you roll
you stay on the string while rolling around. No visualize the plane attached
to the inside wall of a tube, when you barrel roll its like flying around the
inside of the tube.
> In all of the maneuvers, I cannot help but lose sight of the instructor.
> (the instructor pulls away from me half way through the inside loop,
> when doing a roll, or inverted flight, the instructor usually ends up
> going off at an angle to me, etc...)
This is probably because you are flying in "video game" mode where every
motion is made as abrubtly and as severly as possible. The instructor doesn't
make the tightest loop or the fastest roll. He is also probably using his
rudder pedals. As for inverted flight, the instructor does some maneuvers
while inverted, run the "Show Maneuvers" option or whatever it is and press
"enter" to get inside the instructors plane. Then watch what she does while
inverted.
>2) when landing on the carrier, what is the correct direction of approach
> in order to snag the wires (it would be nice to see the layout of
> airports, carriers, etc when using 'M')
The carrier landing runway is always pointed due north (ie 00 on your compass)
and that is the direction you should be flying when you land. The easiest way
to line up on the carrier is to fly a true pattern. Fly 180 degrees and line
up on the carrier. (coming from the north) when you get lined up (ie it's
straight ahead, turn right to 270 and fly for about 10 seconds, then turn
back to 180. Now watch the carrier to go by on your left. Turn your head
and watch when it touches your wingtip. Now count to 20, turn to 90 degrees
(that's a left) count to 10, and then turn to 0 degrees. You now have 20
seconds before the carrier will be directly under you. At this point I usually
drop my gear and arrestor hook. Then line the horizon of the plane on the
carrier. This will put you into a glide slope that terminates at the carrier.
If you are too high (more than about 5,000 ft) your glide slope will be
to steep and you will have to use the air brakes to slow down as you decend.
As you get closer to the carrier, make the alignment better. (slide to the
left or right as needed using the rudder pedals). Keep the horizon lined up
on the end of the carrier just past the cables (when they are visible). Just
when you think you are going to crash into the deck, flare out. If you are
travelling fast you might want to hit the air brakes just before you are over
the carrier. Steer toward the right runway! If you miss the cable, drop the
brakes, hit the afterburners. Lift the arrestor hook and when your burners
kick in pull up and go around.
Title: R#30589 INTERCEPTOR - MISSION 3, CONFIG
I've completed mission 3 several times. I hit the Mig's before they ever shoot
at me, though it says to fire only if fired upon. This gives you more time to
get up by the F-16's. Close in on the F-16's and fly between them at the same
altitude and just a hair faster(usually about 84% power). They will turn back
after a couple of seconds and you will be instructed to return to the carrier.
By the way, if you want to change your stats you can look in the 'config' file
on the disk with a Hex editor and put whatever stats you want in there(use a
backup disk!). This way you could cheat and qualify yourself for all the
missions if you wanted to.
Title: R#30850 INTECEPTOR
To qualify you must 1) Land on the carrier from the south (landing from the
north doesn't get it!). 2) make sure the arrestor hook and landing gear are
down. 3) Aresstor hook must catch in the cables on the deck (they look like gray
horizontal lines on the deck). 4) You must be going slow enough to be able to
stop. This means going in at 50% throttle and cutting back to 10% just before
hitting the deck and hitting the brakes at the same time. As soon as the
throttle reading says 10% hit 1 again to cut off all propulsion. Otherwise you
will keep on rolling. 5) If you come to a stop and don't get a notice that you
have completed your mission then you screwed up! Try Again! Jim Fain/end
Title: R#30966 WANNA TAKE A SWIM IN THE SEA??
WRONG WRONG WRONG!!!! on a real carrier when you hit the deck you power up
100% thrust. This is so that if you dont catch a wire you will have abort power.
The cables will stop you no matter how much thrust you have but 50% is good on
approach to landing.
Title: R#31053 AFTERBURNERS, MAN, AFTERBURNERS!
Since you don't have an awful lot of time, and since you're more or less
on a collision course with the cruise missile, go to your afterburners.
The second you get to 100% thrust, hit F10. I've successfully shot down
the CM by hanging a u-ee (180 degree turn) at the point where my path
intersects the path of the CM, and then I catch up and down it with an
AMRAAM. Just for fun, I think I'll try the cannon next time...
Title: R#31053 INTERCEPTOR: CRUISE
I was able to take out the cruise missle with a head-on shot, using
an AAMRAM, but only when I flew at least as low as the cruise missle.
Title: HOW TO SINK THE SUB
Got this off an Atlanta BBS from someone named Theta. Supposedly this is from
a phone call to EA. To sink the sub, come in low (about 120 ft max) with
tracking OFF, so you can fire missiles where you point the plane. Fire an
Amraam missile into the conning tower (that's the tall part of the sub). The
tower will start to smoke.
Now go back an refuel & rearm if necessary & down all the migs. You'll then
get the message to return to the ship.
I haven't been able to verify all of this, but it is possible to hit the tower
with tracking off (I did it today, and yep, it started smoking), but so far I
haven't sunk the sub (I guess it takes multiple hits, just like a real sub
might). During one attempt on the sub it fired off a cruise missile that
headed toward San Francisco! Didn't get a chance to learn what happened there
because I crashed soon afterward.
Hope this helps somebody sink that sucker, and please let the rest of us know
how you finally did it!