So, reading my Interceptor rules book. As I get older the dry details of rulebooks become less interesting and where in my youth I would breathlessly devour the technical rules for hours, and look for the tactical implications as well as how to use them to beat the enemy...now I find them dull and dry. That's OK. Interceptor rules are decently written aside from some typos, and have a little humor thrown in here and there. The booklet includes potted version of the Universe backstory, an introduction to the main conflict and actors.
When I was about 7 years old I got some birthday money, I wanted a Millenium Falcon toy, the small metal one, but it was sold out at the PX, and more than I had anyway- no Star Wars ships in my price range...instead I brought home whatever this was...I liked it. I was stolen at show and tell though.
Mixing choose-your-own-adventure with simple Hit Point tracking and hit/damage combat rules these were interesting as examples of menu driven play in the style of early "computer rpg" type entertainments. In some ways too straight jacketed into the story path, but in the late 80s that was common for some TSR DnD modules too. I had the Starship Troopers, oriental adventures, and a Zork one.