Aaron Timbrell dives into the software directory.
It's yet another packed DiscWorld this issue (well you'd better unpack it before it gets sent out - HJ) with our usual number of goodies.
Interdictor II is based on the acclaimed Interdictor I flight simulator, and inherits many of the original Interdictor features. It also has many additional features which include:
Interdictor II is a blend of pure simulation and gameplay. You are in control of a high performance jet whose performance and handling characteristics have been carefully designed. The realism and responsiveness of this simulation are the most striking features of the game. The enemy actions are also simulated. There are no pre planned scenarios and the action depends on how you choose to play.
Interdictor II does not use sprites of missiles or explosions instead everything is a true simulation and is calculated in real time. Explosions consist of hundreds of particles each following a unique trajectory under the influence of gravity. The debris from explosions consists of bits of the object falling with gravity and air resistance. Each bullet and cannon shell is modelled and the exact impact point on any object is calculated. Trucks and cars really drive along the roads under their own guidance. Enemy aircraft react to your movements and need to re-fuel and rearm when supplies are low.
Enemy defences are:
Your weapons and defences are:
The Interdictor II world is approximately 10,000 square kilometers, with hundreds of kilometers of roads, river and railway. There are nine combat arenas, each with an airfield at its centre. Reconnaissance photographs have been used to produce a map of this world.
The Interdictor starts on runway Alpha, this is the only non-hostile arena. Your mission is to remove all enemy presence from the remaining designated combat arenas.
Each combat arena consists of a runway and a number of targets, these are identified of your tactical map briefing. Whilst the enemy is in control of an arena you may not land on its runway. To take control of an arena you must destroy all the targets in the arena and the hanger next to the runway.
When (and if) supply vehicles reach a runway their cargo is deployed throughout that arena. There is no pre set order for attacking the enemy. You plan your own campaign!
The Passive World A significant part of the world plays no active part in the combat scenario. It exists, as in the real world, as a passive onlooker. (e.g motorway traffic)
Interdictor II runs on all RISC OS computers (Including StrongArm)
The complete DiscWorld line up
So to sum up this issues DiscWorld looks like this...
All the sample programs from the Archimedes Gamewriters Manual.
A corrected version of the HTML Ancestor manual from the last issue.
The complete application with all the data files.
The full commercial version of FontTrixPRO from iSV Products.
All the games from this issues games world column, including a number of 32bit neutral games for the Iyonix.
The latest version of Andrew Harmsworths favourite application.
The full commercial game from APDL/Clares.
The HTML processor from Martin Carradus and Melotech.
This issue we have David Holden's programs that convert from HTML to Impression and Ovation.
All the latest PD, shareware and freeware releases from the PD column.
The latest version of Derek Haslam's Database application.
The latest 26/32 bit neutral system components, required if you want to run a lot of new software releases on 26bit machines (ie. anything that isn't an Iyonix).