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)
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.
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.
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
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. The mission starts with take-off
through a river
gorge toward allied HQ, encountering enemy MIGs along the way.
Careful timing
and the proper altitude are required in order to achieve a successful
drop.
After refueling at the island landing area, you head for another
dangerous
carrier landing on the U.S.S. Nimitz as in Mission #2.
Fly through the river gorge and under the bridge to earn highest
courage ranking.
TOP SECRET
Intelligence Report
Altitudes
Island = 124 ft
Carrier Deck = 124 ft
Altitude of Canyon Walls = 508 ft
Island Landing Area = 60 ft
Max Height to Drop Cargo = 2600 ft
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.
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,
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wear and tear.
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1988 Absolute Entertainment, Inc.
P.O. Box 116
Glen Rock, NJ 07452
AP-044-03
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