![]() ![]() The Minuteman missiles would take another half hour to reach their targets. In less than five minutes, the Delta One missileers would have completed their mission. As each missile blasted from its silo, its upper umbilical cable would sever, triggering the MISSILE AWAY light on the commander's control panel. Explosive gas generators would then push open the 80-ton launch doors covering the ten Delta Flight missile silos, and the nuclear-tipped Minutemen would begin streaking toward their targets half a world away. When the second vote came in, the LAUNCH IN PROCESS display would illuminate. Missile Command: Recharged takes the classic arcade game and adds several layers of oomph and pizzaz. The final command to launch also required another "vote" from outside of Delta One-from either another LCC, or from an airborne command center. Because the launch switches were 12 feet apart, it was impossible for one person to turn both keys at once. For example, both officers had to turn their launch keys in unison. The Air Force employed several fail-safes to prevent an unauthorized missile launch. Īt the end of the countdown sequence, the officers would turn their launch keys. model, missile, crew, member, chair, missile crew member chair, ami. As the commanding officer called out the alphanumeric codes, the deputy commander would verify and repeat the message: "Bravo". control panel inside a Minuteman III intercontinental ballistic missile silo. ![]() Launch counter-missiles to protect your base and target powerups to gain an edge at critical moments. The missileers would then strap themselves into their console chairs and begin the final countdown. Missile Command: Recharged is a re-imagining of the beloved classic with fast-paced, arcade action where players must defend their bases by blasting an endless barrage of missiles hailing from the sky. Each officer would take one key, and insert it into his or her control console. After verifying the message's authenticity, the launch officers would unlock a small, red, "Emergency War Order" safe above the deputy commander's control panel. Immediately, over the speaker system, the launch control officers would hear a coded message, giving the command to launch. In the Delta One Launch Control Center (LCC), an alarm would have alerted the two-person missile crew of those directives. The North American Aerospace Defense Command (NORAD) would then inform the President, who could execute the appropriate response. Warning of an attack would come from one of two sources: from early-warning satellites with infra-red sensors that could detect the engine heat of incoming missiles, or from ground-based, coastal radars that could discern submarine-launched missiles. As Commander in Chief of the Armed Services, the President could issue that order in response to an enemy attack. Only one person could authorize a Minuteman missile launch: the President of the United States.
0 Comments
Leave a Reply. |