F-18 Hornet -------------------------------------------------------------------------------- F-18 HORNET Flight Manual Welcome to the Atari 78O0 version of F-18 Hornet. Designer John Van Ryzin has incorporated all the challenges of authentic fighter jet operation into this stimulating game. You’ll need all the skills of a Top Gun pilot to successfully complete each of the four missions. The first mission is a training run through the China Lake Naval Weapons Station in the Mojave Desert. Then you’re sent across the globe to carry out dangerous assignments in hostile territory. In this manual you’ll find everything you need to get you started: mission objectives, aerial maps, and Top Secret Intelligence reports providing details of enemy arsenal and terrain. John has also provided tips on the operaton of the F- 18 Hornet to help you along your way in earning the rank of TOP GUN, the best pilot in the navy. Good luck! INTRODUCTION TO THE ATARI 7800 TM VERSION OF F-18 HORNET TM F-18 Hornet is a one-player fighter simulator in which the player pilots a Navy F- 18/A Jet through a series of simulated combat situations including carrier take-offs and landings, bombings, strafings and air combat. In each of four missions, you are confronted with a variety of opponents and must perform a series of combat objectives in order from the Naval Aviator rank. Prior to take-off, you are given flight orders from the appropriate Command HQ (depending on where in the world the mission is flown). After receiving your orders, you must successfully take-off, fly the complete mission including execution of your primary objective (bombing enemy HO, dropping supplies, etc.) and finally land your F-18/A at the designated primary landing site. After completing the mission (or crashing, if unsuccessful), you are ranked according to your performance in flying the aircraft, defeating enemy aggressors and completing the primary mission objective. To Begin 1) With power OFF, insert the F-18 Hornet cartridge into your Atari 7800 game system according to the manufacturer’s instructions. 2) Plug your 7800 joystick into port labelled "left controller". 3) Turn power ON. 4) Press RESET to begin the game (at any point during the game, press RESET to begin again). (Line drawing of F-18 Hornet) Start The title page showing the F-18/A Hornet should first appear on the screen. Push the left button on the joystick control to advance to the select mode. A map of the world will appear, and below, instructions to select a mission. Use the joystick to select a mission and press the left toystick button to start it. Keep pressing the joystick forward to read the complete mission orders. To bypass the orders, press the left joystick button. Controls F-18 Hornet uses both console and joystick control. It assumes your joystick is plugged into the left controller input of your Atari 7800. Note: you must use an Atari 7800 joystick incorporating both left and right fire buttons. Console: Reset - Starts game. Select - Landing gear up/down. Pause - Pause game. Right difficulty - Eject. Left difficulty - Drop payload. Joystick: An easy way to remember how the joystick works is to think of if as a throttle when the left button is pressed and as a control yoke when the left button is not pressed. Left button on: Forward - Starts engine and increases throttle whether flying or on the ground. Back - Decreases throttle when flying and reverses thrust if jet is on the ground (used for landing). Left button off: Left - Moves jet left. Right - Moves jet right. Forward - Moves forward if taxiing. Dives if flying. Back - Turns jet around if it is on the ground. Climbs if flying. Right Button - Fires missile. (Picture of Control Panel) Target in Target Range HUD Lock Attitude Compass |_____|_____| Display Throttle | Threat / \ Horiz. | Bay | Radar | | | Vert. Door | | + | / / ______________________|_____________|____________________ / ___ ______ _ _ _ __ ___ \ / / C \ | T R | / \ / \ / \ /H \ / A \ \ / _ \___/ | | \_/ \_/ \_/ \__/ \___/ _ \ | | | |______| _ _ _ _ __ ______ | | | | |T| _____________ |R| / \ / \ |L| /V \ |______| |L| | | | | | | |_| \_/ \_/ |_| \__/ B D |G| | | | | | | ___ ___ ___ ___ | | | | --|_|-- | | / A \ / T \ / A \ / F \ --|_|-- | | |_____________| \_S_/ \___/ \___/ \___/ | |_______________________________________________________________| | SPD: 0.00 00:00:04 MSSL: 20 | | VER: 0+ GEAR: DOWN FUEL: 5000 | | HOR: 0+ ALT: 0 THR: 0 | |_______________________________________________________________| | | | | | Air Thrust Fuel Landing Speed Altimeter Gear Cockpit Control Panel The aircraft cockpit includes all instrumentation actually found in the F-18/A fighter aircraft. It includes Altimeter, Air Speed Indicator, Horizontal and Vertical Indicators, Fuel Gauge, Engine Thrust Gauge, Missile Availability and Threat Radar. All instrumentation is rendered both graphically - gauge dials with working needles - and digitally at the bottom of the screer. Graphic levers indicate the condition of the landing gear (down or retracted), throttle and bomb racks. The pilot can even eject if the aircraft is fatally damaged by enemy fire. The primary aiming device is a HUD (Heads Up Display) projected onto a transparent glass plate mounted over the cockpit. A Fire Control Computer alerts the player through two indicator lamps when a target is in firing range and when "missile lock" has been achieved (the missile’s on-board radar has zeroed in on the target). The digital instrument display is arranged in three columns at the bottom of the screen. Left column: SPD - indicates the air speed (measured in mach) of the aircraft. VER - indicates, in degrees, the vertical angle of the aircraft. HOR - indicates the aircraft’s horizontal angle. Middle column: At the top is a digital clock which measures elapsed mission time. GEAR: indicates status of the aircraft landing gear (up or down). ALT: indicates the altitude, measured in feet, at which the aircraft is flying. Right column: MSSL - missile availability, indicates the number of remaining missiles on the aircraft. FUEL - shows the amount of remaining fuel. THR - Engine Thrust Gauge, measured by percentage of the aircraft’s total engine thrust capacity. Each digital read out has a corresponding dial on the cockpit instrument panel (see cockpit diagram). If the aircraft is damaged by enemy fire the digital display is rendered inactive, but the F-18/A can still be flown by using cockpit instruments. To learn this flying method, you should study the diagram and note the relative positions of the instruments while flying an undamaged jet. The THREAT RADAR screen, located next to the compass on the upper left of the control panel, indicates the position of approaching ground and air threats well before they are within visible range. Taxiing: When the aircraft is on the ground you can taxi by pushing the joystick in the desired direction. Tap the joystick back to turn the plane around. Note: the taxi mode offers the only way to turn around and fly back to where you came from. Take-off: To take-off from a runway hold down on the left button and push the joystick forward. This will increase your thrust. When your speed gets greater than mach 0.32 release the button and pull back on the joystick. Once airborne you can control your altitude, direction and speed with the joystick. Note: remember to leave enough room on the runway for the aircraft to get airborne. Landing gear: Your landing gear goes up automatically after take-off. To put it down again press the select key. Note: if you put landing gear up when on the ground you will damage the aircraft. Landing: To land, you must drop your thrust to 31% and put down your landing gear. Begin your descent by pushing the joystick forward. Your vertical attack angle should be -5.0 to -10.0, your horizon attack angle should be 0.0 and your air speed should be less than 0.50 mach. Once on the ground hold down your engines. When your thrust reaches zero the engine will go into reverse. This allows you to come to a complete stop. Note: you cannot land on water or on rough looking terrain. Aircraft Carrier: When taking-oft from an aircraft carrier (and you are locked into the catapult at the back of the ship) you must increase your thrust to 99% in order to be catapulted successfully from the carrier. If you land on the "X" at the back of an aircraft carrier the F-18’s arrestor hook will catch the carrier’s cable and stop you automatically. At this point decrease your thrust (RPM) to 0% to shut down the engines. Moving the joystick releases the hook. It is also possible to land successfully without hitting the cable. To do this you must stop as quickly as possible or your plane will fall off the front of the carrier. To take-off again, you must turn around (by pulling back on the joystick) and move up to the back of the carrier (which will allow enough take-off room). If you move into the "X" on the back of the carrier a sound will indicate that you are locked into the catapult for take-off. Note: slow yourself down well before reaching the aircraft carrier. Weapons: To fire your missiles push the right joystick fire button. You take-off with a total of 20 missiles for each mission. Targets are tanks, jets and helicopters. Destroying all targets increases your ranking. However, if you miss, avoid colliding with the target since this will damage your aircraft. Your radar display shows a long range view of approaching targets (see diagram). When a target is in range the left centre light of the panel (see diagram) will blink. When the target is "locked" by computer the right light will blink. Note: to shoot moving ground targets you can either land or fly in the direction they are moving. Refueling: To refuel you must land at designated fueling areas, as marked on the mission maps. Once your aircraft comes to a complete stop, refueling begins. When you are completely refueled the aircraft enters the taxi mode. Note: there is no limit to the number of times you can refuel. Payload: Your F-18 will be carrying either supply cargo or bombs, depending on the mission. Dropping the payload is accomplished by using the left difficulty switch on the console. Throw the switch when you are directly over the target site. If you hit the target you will either hear the hit (cargo drop) or see the flash of an explosion (bomb drop). This will not happen if you miss. Note: if you drop a bomb while on the ground you will blow yourself up! Ejecting: Throwing the right difficulty switch ejects you from the aircraft. You will save yourself by parachuting safely to the ground. This should only be done when you have no chance of surviving a crash landing. Ejecting from a crashing aircraft will increase your rank since the plane was lost but the pilot survived. Note: ejecting while on the ground does not allow enough time for your parachute to open. consequently you will be killed. Ranking: Your goal varies with each mission. Mission #1 is a training mission requiring that you fly to a designated area while destroying ground targets. The more complex missions have refueling sites and drop sites where you must drop your payload (bomb or supplies) inside a designated area. Your score is based on the following six variables: STATUS - whether you’ve completed the mission. TARGETS - how many targets you’ve destroyed and whether you’ve successfully dropped your payload. COURAGE - whether you’ve flown difficult manoeuvres. CRAFT - the condition of your jet at the end of the mission. PILOT - pilot’s condition at the end of the mission. LANDING - if you’ve performed a textbook landing on a carrier deck. The above information is compiled to determine your mission rank. An itemised list is available if you press the joystick forward during the ranking mode of the game. The possible ranks are as follows: AWOL - Absent Without Official Leave. SWABO - Responsible for swabbing the deck of the aircraft carrier. CADET - An officer in training. ENSIGN - The lowest ranking navy officer. LIEUTENANT - A medium ranking navy officer. CAPTAIN - A high ranking navy officer. ACE - One of the navy’s best pilots. TOP GUN - The best navy pilot (achieved by getting "ACE" on all 4 missions sequentially). Special Hints: Use the Intelligence Reports to learn of general altitudes of the carrier deck, bridges, hangars, etc. If you know the altitude you can align yourself well before you approach the site. It you miss a target or landing area you can turn around. To do this, land at the next safe area and come to a complete stop. Pull back on the joystick to turn around, then takeoff again. You will now be flying back to the site. If you are damaged once, your windshield will crack and your computer (digital) display will no longer work. If this happens, you must fly by instrumentation (dials, see diagram). To learn this flying method, study the diagram and note the relative positions of the instruments while flying an undamaged jet. Learning this method allows you to continue your quest for "Top Gun" or any other rank without restarting the game. Flying a damaged jet does not effect your ranking! When destroying an enemy plane or helicopter, immediately move out of it’s path after firing missiles so as not to get hit by debris or an enemy shot. If you are damaged twice or run out of fuel, you lose most of your ship’s controls. At this point it is still possible to land by holding back on the joystick. This controls your fall to a safe level. If you cannot perform a crash landing (because of terrain) you should eject. Both of these methods yield a higher score because you can save yourself and/or your craft. To successfully achieve ACE ranking you must also perform manoeuvres that will earn top courage ranking. These include flying under bridges and through hangars and gateways. Reconnaisance: The game has been designed so that you are not required to play for rank. There is no time limit and you can refuel as many times as you wish. Just for fun try exploring the scenery. Examples: Flying around the mesa’s in Mission #1 Buzz the carrier at full throttle in Mission #2 Land on the canyon tops in Mission #3 Fly through the hangar at full throttle in Mission #4 MISSIONS There are four (4) mission scenarios, each requiring the F-18/A pilot to take-off, perform a number of flying manoeuvres, destroy targets, and finally successfully land the aircraft. In order to achieve the ultimate rank of TOP GUN, you must complete each mission flawlessly (which will earn you the rank of ACE) and in sequence. __ |B | |__| Building ___ --_T_| Tank \|/ | Plane \ / | /|\ Helicopter Mission #1: The Training Mission The first mission is a training run through the China Lake Naval Weapons Station in the Mojave Desert. Take-off from Miramar Naval Air Station in California (the actual Top Gun School). You must destroy a number of tank drone ground targets that have been placed along the flight path, buzz a hangar, fly around towering mesas, and finally land on a simulated aircraft carrier landing strip painted on the desert floor. The landscape is that of a typical southwestern desert, complete with towering 560 ft. mesas, dry sinks, roads, bridges and cactus. | | | END Landing | | | Area | | | | | | | | | | | | __ |B | |__| ___ --_T_| | | | | Bridge | | | | | | | |Hanger ___ --_T_| ___ --_T_| | | | | Bridge __ |B | |__| ___ --_T_| | | | | Bridge ___ --_T_| | | | | Bridge ___ --_T_| | | | | | | | | | | | | Fuel | | Hanger ___ --_T_| | | | | | | | | | | | | | | | Start Mission #2: The European Mission You are ordered into combat from a forward West German airbase to destroy Warsaw Pact forces advancing across the East-West border. After defeating all enemy ground air forces, you must proceed out into the North Atlantic and attempt a dangerous carrier landing on the U.S.S. Enterprise. If you execute the landing approach correctly with the proper Angle of Approach (AOA) to the carrier, maintain the proper landing speed and hit the carrier deck at the right moment, the aircraft’s hook will catch the cable (a textbook landing). If not, you must try to decelerate with reverse thrust before reaching the end of the carrier deck. After refueling on the U.S.S. Enterprise, you must launch and pilot your F-18/A to the hangar staging area to await further orders. TOP SECRET Intelligence Report Altitudes: Island = 124 ft Wall = 80 ft Hanger Ceiling = 132 ft Carrier Deck = 124 ft Max Altitude for Destroying Tanks = 248 ft Wall __________________________ END | | | | | | Landing Area | | | | Hanger | | | | | | | Wall __________________________ _________________________________________________________________________________ WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WATER WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW ____________ WWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW |__Island__| WWWWWWWWWWWWWWWW wwwwwwwwwwwwwww ____________ WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWW |__Island__| WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW ____________ WWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW |__Island__| WWWWWWWWWWWWWWWW WWWWWWWWWWWWWWW ____________ WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWW |__Island__| WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW ____________ WWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW |__Island__| WWWWWWWWWWWWWWWW WWWWWWWWWWWWWWW ____________ WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWW |__Island__| WWW \|/ Plane WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW | WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW | | | WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW | | | WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW | | | Carrier WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWW Fuel | | | Landing WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW | | | Area WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW ____________ WWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW |__Island__| WWWWWWWWWWWWWWWW WWWWWWWWWWWWWWW ____________ WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWW |__Island__| WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW _________________________________WWWWW___________________________________________ |WWWWW| ___ Bridge --------- --_T_| --------- |WWWWW| __ |WWWWW| |B | |WWWWW| |__| ___ |WWWWW| --_T_| |WWWWW| ________________________________|WWWWW|__________________________________________ WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW _______________________________________WWWWW_____________________________________ |WWWWW| Bridge --------- ___ --------- --_T_| |WWWWW| ______________________________________|WWWWW|____________________________________ WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWW ________ WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWW |Island| WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW __________ WWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW \|/ WWWW |_Island_| WWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWW __________ WWWWWWWWWWWWWW | Plane WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWW |_Island_| WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW Water WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW _________________________WWWWW___________________________________________________ |WWWWW| ___ --------- --_T_| --------- |WWWWW| ______________________________________ Wall |WWWWW| | | | |WWWWW| | | | |WWWWW| | | | __ |WWWWW| Fuel | | | |B | |WWWWW| | | | |__| |WWWWW| | | | |WWWWW| | | | Start Mission #3: The Central American Mission You receive orders to fly a resupply mission to drop badly needed equipment to allied forces at a jungle HQ. 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_____________________________WWWWWW______________________________________________ -----------------------------WWWWWW---------------------------------------------- -------- Bridge -------- -----------------------------WWWWWW---------------------------------------------- _____________________________WWWWWW______________________________________________ WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW _________________WWWWW__________ ________________________________________________ ----------------|WWWW| | | | ||----------------------------------------------- |WWWW| | | | || |WWWW| | | | || Fuel |WWWW| | | | || |WWWW| | | | || Start ----------------|WWWW| | | | ||----------------------------------------------- ________________|WWWW| | | | ||_______________________________________________ Mission #4: The Southeast Asia Mission The mission starts with a catapult take-off from the U.S.S. Nimitz (requiring 99% thrust power) which is patrolling in the international waters oft the coast of Southeast Asia. Encountering enemy helicopters along the way, you must bomb the enemy HQ and reach a refueling strip hidden in the jungle. After refueling, continue to the final destination at a forward jungle airstrip. For top courage ranking, fly under the gateway before bombing the enemy HO. TOP SECRET Intelligence Report Altitudes Compound Gateway = 95 ft Hanger Ceiling = 132 ft Wall = 124 ft NOTE: Do not land on rough terrain. ________ END | B | |________| | | | | | | Landing | | | Area | | | _______| | |_______ | | | | | |_______| | |_______| | | | | | | | | | _________________________________________________________________________________ WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW _________________________________________________________________________________ _________________________________________________________________________________ WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW _________________________________________________________________________________ \ / | Helicopter /|\ \ / | Helicopter /|\ | | | | | | Landing | | | Area | | | Fuel | | | | | | Hanger | | | | | _________________________________________________________________________________ WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW _________________________________________________________________________________ \ / | Helicopter /|\ _________________________________________________________________________________ WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW _________________________________________________________________________________ \ / | Helicopter /|\ __ |B | |__| __ |B | |__| __ |B | |__| ________________________________________ | | | | | Bombing Area | | ________________ | | | Building | | | |___ ___| | | | | | | |________| | | | | WALL | |__________________ ___________________| __ |B | |__| __ |B | |__| __ |B | |__| _________________________________________________________________________________ WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW \ / WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW | Helicopter WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW /|\ WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWW WATER WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW | | | WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW | | | Carrier WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW | | | Landing WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWW Fuel | | | Area WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWW___ | | | WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWW | | | | START WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWW | | | | WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WARRANTY Absolute Entertainment, Inc. warrants to the original retail purchaser of this video game computer program product ("Program") that the game cartridge in which the Program is embodied will be free from defects in material and workmanship for 90 days from the day of purchase. If your game cartridge becomes defective during that period, Absolute Entertainment, Inc. will replace it free of charge. To replace a defective cartridge during the warranty period, mail the entire game cartridge, proof of your purchase with the purcahse date circled, a brief statement describing the defect, and a large, self-addressed, stamped envelope to Warranty Officer, Absolute Entertainment, Inc., P.O. Box 116, Glen Rock, N.J. 07452. If your cartridge fails after the end of the 90-day warranty period, you may return it to Absolute Entertainment, Inc. at the address above with a check or money order for $12.50, a brief statement describing the defect, and a large, self-addressed, stamped envelope. We recommend that defective cartridges be packaged carefully and sent certified mail, return receipt requested. Absolute Entertainment, Inc. will not be responsible for replacing defective cartridges until they have been received by us at the above address. This warranty is limited to the cartridge originally supplied by Absolute Entertainment, Inc. and is not applicable to the Program embodied in the catridge. This warranty will not be honored if the defect has arisen through abuse, mistreatment, improper care of the cartridge, neglect, or normal wear and tear. THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES, WHETHER ORAL OR WRITTEN, EXPRESSED OR IMPLIED, INCLUDING ANY WARRANTY OF MERCHANTABILITY OF FITNESS FOR A PARTICULAR PURPOSE, AND NO OTHER REPRESENTATIONS OR CLAIMS OF ANY NATURE WILL BE BINDING ON OR OBLIGATE ABSOLUTE ENTERTAINMENT, INC. IN NO EVENT WILL ABSOLUTE ENTERTAINMENT, INC. BE LIABLE FOR SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE, OR MALFUNCTION OF THIS PRODUCT, INCLUDING DAMAGE TO PROPERTY, AND TO THE EXTENT PERMITTED UNDER THE LAW, DAMAGES FOR PERSONAL INJURY, EVEN IF ABSOLUTE ENTERTAINMENT, INC. HAS BEEN PREVIOUSLY ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. THE PROGRAM IS SOLD "AS-IS" AND NO WARRANTIES, EXPRESSED OR IMPLIED, INCLUDING WARRANTIES FOR MERCHANTABILITY OR FITNESS OF PURPOSE, WILL BE APPLICABLE. SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS AND/OR THE EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE AVOVE LIMITATIONS AND/OR EXCLUSION OR LIMITATION OF LIABILITY MAY NOT APPLY TO YOU. THIS WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS, AND YOU MAY HAVE OTHER RIGHTS WHICH VARY FROM STATE TO STATE. 1988 Absolute Entertainment, Inc. P.O. Box 116 Glen Rock, NJ 07452 /\ / \ _____/____\_____ | / \ | | /________\ | | ABSOLUTE | | ENTERTAINMENT | |________________| AP-044-03 -------------------------------------------------------------------------------- This document scanned and edited by Mitchell Orman