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Watch for formation attacks and falling Parachutes. If all the enemies in a formation attack are killed, you earn 2000 points. Parachutes are important: the first is worth 1000 points and the value increases by 1000 points with each one until the maximum value of 5000 points is reached on the fifth Parachute. From that point on, all Parachutes will be 5000 points unless your plane is destroyed or you kill the Mother Ship and go on to the next period. | Watch for formation attacks and falling Parachutes. If all the enemies in a formation attack are killed, you earn 2000 points. Parachutes are important: the first is worth 1000 points and the value increases by 1000 points with each one until the maximum value of 5000 points is reached on the fifth Parachute. From that point on, all Parachutes will be 5000 points unless your plane is destroyed or you kill the Mother Ship and go on to the next period. | ||
== 1940 == | == 1940 == | ||
[[File:Time Pilot 1940.png|thumb|left|1940]] | [[File:Time Pilot 1940.png|thumb|left|1940]] | ||
In 1940 Prop Fighters are your enemy. They can only shoot, so flying toward any corner is good, but the upper corners are preferred because Parachutes fall slowly downwards and this will make it easier to pick them up. Once again you should watch for formation attacks worth 2000 points. Another enemy to watch for in 1940 are the dark brown Bombers that will fly horizontally across the screen. They are worth an easy 1500 points, but remember that it takes three shots to kill them. | In 1940 Prop Fighters are your enemy. They can only shoot, so flying toward any corner is good, but the upper corners are preferred because Parachutes fall slowly downwards and this will make it easier to pick them up. Once again you should watch for formation attacks worth 2000 points. Another enemy to watch for in 1940 are the dark brown Bombers that will fly horizontally across the screen. They are worth an easy 1500 points, but remember that it takes three shots to kill them. | ||
== 1970 == | == 1970 == | ||
[[File:Time Pilot 1970.png|thumb|right|1970]] | [[File:Time Pilot 1970.png|thumb|right|1970]] | ||
Your mission begins to get dangerous when you reach 1970. The enemy Helicopters are capable of launching Cruise Missiles and since linear flying becomes impossible it is now hard to pick up many Parachutes. The best way to deal with Cruise Missiles is to shoot them. Another way to deflect Missiles is to circle around twice. They only follow you for a short period of time. Be careful not to run into another missile or helicopter gun fire. You must be bold when they come in behind your plane and turn around and shoot them. A great deal of circling is needed to survive these later periods. | Your mission begins to get dangerous when you reach 1970. The enemy Helicopters are capable of launching Cruise Missiles and since linear flying becomes impossible it is now hard to pick up many Parachutes. The best way to deal with Cruise Missiles is to shoot them. Another way to deflect Missiles is to circle around twice. They only follow you for a short period of time. Be careful not to run into another missile or helicopter gun fire. You must be bold when they come in behind your plane and turn around and shoot them. A great deal of circling is needed to survive these later periods. | ||
== 1982 == | == 1982 == | ||
[[File:Time Pilot 1982.png|thumb|left|1982]] | [[File:Time Pilot 1982.png|thumb|left|1982]] | ||
(In some versions of the game, the year is 1983). In 1982 your enemy has developed faster Jet Fighters and more accurate Cruise Missiles, but circling and reversing directions is still the best way to stay alive. These jets are faster then your own jet, but wobbling back and forth makes it more difficult to keep up with you. They turn a little wider around when chasing you. | (In some versions of the game, the year is 1983). In 1982 your enemy has developed faster Jet Fighters and more accurate Cruise Missiles, but circling and reversing directions is still the best way to stay alive. These jets are faster then your own jet, but wobbling back and forth makes it more difficult to keep up with you. They turn a little wider around when chasing you. | ||
== 2001 == | == 2001 == | ||
[[File:Time Pilot 2001.png|thumb|right|2001]] | [[File:Time Pilot 2001.png|thumb|right|2001]] | ||
In 2001 you encounter the most hectic of all the time periods. The Flying Saucers have two new types of weapons—one that acts much like a Cruise Missile in that it can change directions, and another that follows straight lines. Both of these weapons can be shot and destroyed. If you survive 2001, you will be sent back to 1910 to do it all over again. | In 2001 you encounter the most hectic of all the time periods. The Flying Saucers have two new types of weapons—one that acts much like a Cruise Missile in that it can change directions, and another that follows straight lines. Both of these weapons can be shot and destroyed. If you survive 2001, you will be sent back to 1910 to do it all over again. | ||
== Hunting == | == Hunting == |