


















                           JetFighter: The Adventure


                                 User's Manual







                       Published by Velocity Development














         Publisher's Note
         ----------------
         The story contained in this computer game and its reference
         manuals are a work of fiction.  The characters, incidents,
         locales and dialogues are either products of the authors'
         imaginations or are used fictitiously and not to be construed
         as real.  Any resemblance to actual events, locales or
         persons, living or dead, is entirely coincidental.





         Software and Manual (c) 1988, 1989, 1990, 1990, 1991, 1992
         Velocity Development.








                                             JetFighter I: The Adventure
        ________________________________________________________________


                               TABLE OF CONTENTS
                               -----------------

         Credits and Notices .............................. page  2
         Table of Contents ................................ page  2
         Getting Started .................................. page  3
              Installation ................................ page  5
              Joysticks ................................... page  6
              Problems Qualifying ......................... page  7
         Playing JetFighter ............................... page  6
              Training and Qualification .................. page  6
              The Adventure ............................... page  6
         Flying Your Aircraft ............................. page  7
              Getting off the Ground ...................... page  7
              Finding The Enemy ........................... page  7
              Bombing Ground Targets ...................... page  8
              Returning to Base - the ILS ................. page  9
              Getting back on the Ground .................. page 10
              Carrier Landings ............................ page 10
         General Hints and Suggestions .................... page 12
         Questions and Answers ............................ page 13
         The Missions ..................................... page 14









                          Credits and Acknowledgments
                          ----------------------------
              Game design and software development:  Bob Dinnerman
                       Additional game design:  Moses Ma
                         Technical direction:  Tom Ptak
                  Technical Manual:  Matt Harmon and Moses Ma





                                     Notice
                                     ------
         Velocity Development reserves the right to make improvements
         in this product at any time and without notice.  This manual,
         as well as the program, are copyrighted.  All rights
         reserved.  No part of this manual or program may be copied,
         reproduced, translated, disassembled, or reduced to any
         electronic medium or machine readable form without the prior
         written consent of Velocity Development, Box 875, Palatine,
         IL 60078-0875.  This software manual may not be distributed
         in any manner without the prior written consent of Velocity
         Development.


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                                             JetFighter I: The Adventure
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                                GETTING STARTED
                                ---------------

         This section will help you get JetFighter up and running.  In
         most cases, installation takes only minutes.  If you have any
         problems, be sure to read this section thoroughly.  It
         answers the most commonly asked questions regarding running
         JetFighter.

         INSTALLATION
         ------------
         We've put a lot of work into making sure the installation
         process is as simple and unobtrusive as possible.  Just
         follow this example below:

              1) Insert the JetFighter diskette into the A drive
              2) Log on to drive A: by typing:
                      A: <Enter>
              3) Install JetFighter by typing:
                      INSTALL  <Enter>
              3) Follow the on screen instructions to install
                 JetFighter to your hard disk.

         If you use a diskette drive other than A:, just substitute
         its name appropriately.

         The files on the original disk are compressed and the install
         program must be used to extract them.  You cannot simply copy
         the file over and run the game.

         After installation, you can run JetFighter by changing to the
         appropriate directory, and typing: JF <Enter>.

         UNINSTALLING
         ------------
         To un-install, simply delete all files from the hard drive,
         making sure you have the original program disk stored safely.

         VIDEO SYSTEM
         ------------
         JetFighter runs in EGA graphics mode.  This means you need an
         EGA or better graphics adapter to run the game.

         IBM PS/2 USERS!  It is important to remember that MCGA (the
         standard graphics adapter for the Model 25 and Model 30) is
         NOT the same as EGA or VGA.  To run JetFighter, you will
         either need to upgrade to an EGA or true VGA system.

         MEMORY
         ------
         JetFighter requires about 480K free RAM to run properly.  If
         you can't get enough memory to load JetFighter, strip down
         the autoexec.bat, config.sys, and remove all TSR's. If you
         still don't have enough memory, and you are using DOS 3.3 or


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                                             JetFighter I: The Adventure
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         newer, you might look around for an older and smaller version
         of DOS (DOS 3.1 works fine).  Also, you might try booting
         from a blank DOS SYSTEM floppy.

         You can use the DOS CHKDSK program to check how much
         available RAM you have.

         If you're still having problems, continue to read this
         document.  Your question may be answered later.


         OTHER TECHNICAL ISSUES
         ----------------------

         JOYSTICKS
         ---------
         Before using your joystick with JetFighter for the first
         time, you will need to calibrate it.  Calibrate your joystick
         by pressing <Alt-J>.

         Once you're in the calibration system you need to follow the
         on-screen instructions:
              1 Set the Center
              2 Set the Limits
              3 Set the Center Again
              4 Adjust the Sensitivity
              5 Set the Center Dead Zone
              6 Save settings to disk
              7 Resume Play

         By setting the center and limits, the physical configuration
         of your particular joystick can be accounted for.  Increase
         the sensitivity and decrease the dead zone  to make the stick
         more responsive, and decrease the sensitivity and increase
         the dead zone to make it more forgiving.  The dead zone masks
         out small variations in the resting position of your
         joystick.

         Beginners should probably start with a sensitivity around
         70% - 80%, and a dead zone of 6-7.  Play with it to find the
         settings you desire.  This calibration setting is stored in a
         separate file on disk and is used whenever you play the game.

         Also, if you are playing on the keyboard and touch the
         joystick, the program infers that you want to use the
         joystick, and it will override keyboard input.

         If you have trouble setting your joystick, or you receive an
         error message, you may have to change the 'speed' or
         'sensitivity' settings on your joystick adapter card.  There
         is usually one setting on your card that will work MUCH
         better than the others.




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                                             JetFighter I: The Adventure
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         RESTORE YOUR RECORD
         -------------------
         Suppose you accidentally caused the game to erase your combat
         record, and you want to recover the combat record you started
         with.  Or further suppose you wish simply to remove an
         unlucky day's events from staining a perfect record.  Well,
         JetFighter maintains a backup of the starting combat record
         in a file called "jfrecord.xxx".  To recover that earlier
         combat record, type at the prompt:

                   COPY JFRECORD.XXX JFRECORD.DAT <Enter>

         This will restore your previous status.

         PROBLEMS QUALIFYING?
         -------------------
         If you simply can't get the hang of carrier landings, you can
         qualify by simply typing at the prompt:

              COPY EZQUAL.IFY JFRECORD.DAT <Enter>

         This is a prequalified combat record which will give you
         instant access to the first eight missions.  It uses the
         callsign "DUSTY" as a default.
































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                                             JetFighter I: The Adventure
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                            PLAYING JETFIGHTER
                            ------------------

         TRAINING AND QUALIFICATION
         --------------------------
         Before you can fly any combat missions, you must qualify for
         duty on the carrier.  This is accomplished by performing 4
         landings on the aircraft carrier.  Two during the day, and
         two at night.  After these landings are made, you can begin
         The Adventure.  To fly your qualification attempts, select
         "Qualification: Carrier Landings" from the PRACTICE menu.
         You don't have to do them all at once.  Your combat
         performance record will save any attempts you have made.

         There are also some training missions designed to familiarize
         the new pilot in many of the procedures needed for air
         combat.  You may want to run through these missions before
         you begin The Adventure.  They are not required, but they may
         help!

         The next section, FLYING YOUR AIRCRAFT will give you the
         basics needed to start practicing.  Hints on carrier
         qualifications and the training missions are found below as
         well.

         THE ADVENTURE
         -------------
         Once you have qualified for duty on the carrier, you can
         begin The Adventure.  In the adventure you will be presented
         with a sequence of missions.  In order to fly the next
         mission, you must complete the one before it.

         Different missions may have different goals.  Some may
         require you to shoot down enemy aircraft, others may ask you
         to bomb a ground target.

         After completing the goal of the mission, you will be given a
         message while still in the air.  But don't get too excited,
         you're not done yet.  To get credit for the mission, you must
         return to base and land.  As carrier pilots will tell you,
         landing on the deck is often more frightening than fighting
         MiGs.














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                              FLYING YOUR AIRCRAFT
                              --------------------


         GETTING OFF THE GROUND
         ----------------------
         Getting up in the air with JetFighter: The Adventure is
         simple.  After selecting Free Flight or a Mission, the scene
         will zoom down into your aircraft.  Within seconds your HUD
         will be activated and you are ready to take off.

         Press <1> to start your engine.  To prevent damage to the
         wheel brakes, release them by pressing <B>.  Now, power up to
         100% thrust by pressing <0>.  After you've rolled about half
         way down the runway, hold down the <2> key on the numeric
         keypad (or pull back on the joystick) until your aircraft is
         in the air.  Then level off by pressing <8> on the keypad or
         pushing forward on the joystick.  Now is a good time to raise
         the gear by pressing <G>.  That's all there is to it.  Fly
         around to get a 'feel' for your aircraft.  Sharpen your
         skills by flying under bridges or buzzing your control tower.
         You will soon begin to appreciate how smooth and realistic
         JetFighter really is.


         FINDING THE ENEMY AND PREPARING TO DOGFIGHT
         -------------------------------------------
         When you take off for a combat mission, the enemy (or in some
         cases friendly) aircraft will be far out of your HSD radar's
         range.  You can find the target aircraft by following the
         intercept vector given in the mission instructions.  It may
         be a good idea to write down this information.  However, if
         you forget, you may use the Map mode to locate all aircraft
         in any particular mission.

         Press the <M> key.  You will see a white flashing triangle in
         the center of the screen which represents the position of
         your aircraft.  Enemy aircraft will appear as red flashing
         triangles.  Simply fly toward the red triangles to intercept
         your target.

         When within 32 miles of your target, you will see a target
         blip on the HSD radar in the center display of your cockpit.
         This blip will be small if the enemy is below your altitude
         and thick when the enemy is above you.

         Next, you should activate your computer targeting system.
         This requires several steps.  FIRST: use the <F2> key to
         bring up the AIR TARG display in the right CRT.  SECOND:
         target the blip by pressing the <T> key.  The blip in your
         center display will begin flashing.  You will then begin to
         see important information about your target appear in the AIR
         TARG display.  THIRD: select a missile by pressing <ENTER>
         until a missile is displayed.  Your missile tracking system


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                                             JetFighter I: The Adventure
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         will now attempt to get radar lock on the target.  Once
         again, here are the steps:

              - Get the target to appear as a blip in your HSD radar.
              - Bring up the AIR TARG display <F2>
              - Target the aircraft <T>
              - Select a missile <ENTER>

         When you are closing on a target in firing position, you will
         see the missile seeker (a small diamond shape) begin to move
         toward the target designator box.  When it reaches the box,
         it will appear as a larger diamond and you should hear the
         solid lock-on tone.  Now is the ideal time to fire.


         BOMBING GROUND TARGETS
         ----------------------
         Bombing is an aspect of combat that takes practice.  More
         important than remembering a lot of technical information is
         to get a good 'feel' for when to release your bombs.

         Be sure you have the GND TARGS display activated and a ground
         target selected.  You can toggle through targets using the
         <T> key.  The INS will now be pointing towards the current
         target.  The approach you take to the target will depend on
         the threats you face, but the basics are simple.  When on
         final approach to the target, fly level and on-line with the
         target designator box.  Keep an eye on the distance to the
         target and remember, that number takes into account your
         altitude as well.

         There are two basic approaches: low-level strafing and dive-
         bombing.  Low-level strafing helps you avoid radar guided
         SAM's, but your bomb release time is critical because of your
         high horizontal velocity relative to the target.  Dive
         bombing lets you avoid low-level flack, but leaves you open
         to radar detection.  However, accuracy is much higher due to
         your slower horizontal velocity relative to the target.

         In both cases, cut power to about 50% to make for an easier
         shot.  Bombing at higher speeds is VERY difficult.  Release
         the bombs when at about 2,000 ft or even lower for a strafing
         run.  Drop several bombs at once to broaden your coverage.
         To get an idea of how your release is, press the <F9> key to
         get a bomb's eye view of the target.  From this you will
         easily be able to tell whether you need to release earlier,
         or later.









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                                             JetFighter I: The Adventure
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         RETURNING TO BASE - THE INSTRUMENT LANDING SYSTEM
         -------------------------------------------------
         Using the new Carrier/Instrument Landing System (CLS-ILS)
         will help you return home and land on the carrier or airbase
         safely.

         To engage this system, toggle the MMD (left CRT) with the
         <F1> key to bring up the "CLS-ILS" display.  Recall that the
         INS appears as a ^ in the heading scale.  Turn your aircraft
         until the ^ indicator is centered in the heading scale.  You
         are now flying toward your airbase / carrier, although you
         may not be lined up with the runway yet.  Now check your
         range (distance from the airbase) in the CLS-ILS display.
         When you are within 40 miles from base, bring your altitude
         to 5000 feet.

         When within 30 miles from the base, the ILS automatically
         engages and is displayed in the HUD as two dotted bars: one
         vertical and one horizontal.  These bars indicate your
         position with respect to the "glide slope" of the runway on
         which you will be landing.  The glide slope is determined by
         a radio "beam" which is projected from the ideal landing
         point on the runway at the perfect approach angle.  Your task
         is to "ride down the beam".

         To line up your approach with the runway, the vertical bar
         must be centered in the HUD.  If the vertical bar is left of
         center, then you must turn left in order to intercept the
         glide-slope beam.  Turn your aircraft left to a heading of
         about 45 degrees left of your current heading (that assumes
         you have been heading directly for the base).  You will
         notice the INS pointer (which points to the runway) slide to
         the right.  That's okay because you must come around to the
         proper approach of the runway.  If the vertical bar is right
         of center, turn to the right. The INS pointer would then
         slide to the left.

         When the vertical bar begins to move toward the center of the
         HUD, you will soon intercept the glide-slope beam and be
         lined up with the runway.  Begin to turn toward the runway
         using the INS pointer and adjust your turns to center the
         vertical bar in the HUD.  In other words, while the INS
         simply points toward the airbase, the ILS assures that your
         are LINED UP WITH THE RUNWAY.  It is very important to
         recognize this difference.

         When you are within approximately 15 miles from the runway,
         you will want to prepare to intercept the vertical glide
         slope beam.  Bring your throttle to 60%. The horizontal
         dotted bar should be above the HUD center at this altitude
         and this distance from the runway.

         When the horizontal bar begins to move toward the center of
         the HUD, you will soon be intercepting the beam.  At an


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                                             JetFighter I: The Adventure
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         altitude of 4000 feet, you should intercept the beam when
         about 5 miles from the runway.  Reduce your throttle to 50%
         which should bring your speed down to about 220 knots.
         (Remember to keep the vertical bar centered).  At this point
         you should be ready for final approach on land or carrier.

         IMPORTANT NOTE: If your approach happens to be coming in to
         the other end of the runway, the ILS will not help you, since
         it is tracking the beam projected out the opposite end of the
         runway.


         GETTING BACK ON THE GROUND
         --------------------------
         We STRONGLY suggest that you PERFECT ground landings before
         moving on to aircraft carrier landings.  Ground landings will
         teach you all the basics while allowing a much wider margin
         of error.

         Follow the ILS to the runway and be sure you're lined up
         (read the section above).  When about 5 miles out, cut your
         power to 50%.  It takes time to slow your aircraft, so don't
         try to cut power at the last second.  It's a good idea to
         gradually cut you power as you approach the runway.  This can
         be done in small increments by using the <-> and <+> keys on
         the top row of the keyboard.

         Lower your gear and follow the ILS beam down.  When over the
         runway, raise your nose several degrees so your rear gear
         will touch down first.  Make sure the velocity vector is
         still pointing towards the runway or you will overshoot the
         landing field.

         Practice landing MANY times.  Try setting up an exterior view
         from the side so you can judge your angle of attack.  On a
         good landing you will clearly see your rear gear touch down
         first.  You will not have time to use this feature on carrier
         landings.


         CARRIER LANDINGS
         ----------------
         Carrier landings are one of the most difficult aspects of
         JetFighter: The Adventure, as well as one of the most
         difficult jobs in the world.  However, mastering carrier
         landings is ESSENTIAL to the game.  Familiarize yourself with
         the ILS system and ground landings before attempting carrier
         traps.

         When making a carrier landing, don't be afraid to trust the
         CLS/ILS.  It will assure you're perfectly lined-up.  Above
         all, be lined-up when 12 miles out.  Then, begin cutting
         power gradually so by the time you are 2 miles out, your
         power is down to 45%.  THERE SHOULD BE NO NEED TO USE THE AIR


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                                             JetFighter I: The Adventure
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         BRAKE OR THE WHEEL BRAKE!  You may feel like you're coming
         down too fast, but if you've got the horizontal ILS bar lined
         up, you're fine.

         IMPORTANT STEPS:

         -   Use the keyboard: you will be capable of more precise
             adjustments.  Use the Joystick after you're an expert.
         -   Use the CLS/ILS to get lined up when 12-14 miles out.
         -   Keep making gentile course and altitude corrections.
         -   Cut power gradually until at 45% when 2 miles out.
         -   Lower GEAR and ARRESTOR HOOK.
         -   Use the rudder (YAW) keys to make fine adjustments to
             your line-up.
         -   Keep the velocity vector symbol ABOVE THE DECK or you
             will crash.
         -   Be ready to POWER UP and try again if you're not going to
             make it.

         COMMON MISTAKES TO AVOID:

         -   Trying to fly in 80ft above the water at the level of the
             carrier.
         -   Cutting power from 90% to 45% just before landing.
         -   Landing from the FRONT of the aircraft carrier.
         -   OVER CORRECTING: be gentile with the aircraft.
         -   Don't use the joystick to land until you're a pro.





























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                                             JetFighter I: The Adventure
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                         GENERAL HINTS AND SUGGESTIONS
                         -----------------------------

         Adjust Contrast & Brightness on your monitor to best display
         the control panel & HUD info.  This sounds silly, but many
         people call claiming there is a problem with the program
         while all they have to do is adjust the brightness on their
         monitor.

         On the radar screen, if the other aircraft is a WIDE (double
         thickness) dot, then he is above you in altitude.

         You only need one hand to work the keyboard letter controls.
         SHIFT NEEDS ONLY ONE HAND... so you can eject by pressing
         SHIFT and THEN pressing <E>.

         The SHIFT key reverses the order which multiple selections
         are toggled.  <Shift-Enter> reverses the order that you scan
         through the armament, so you can go back to the last weapon
         without cycling through all the following weapons.
         Accordingly, <Shift-F2> reverses the order that you go
         through the MFD.

         The tilde key <~>  gives you ZERO thrust.  (hitting <1> twice
         also works to shut down the engines).

         If you ZOOM-IN on the Map View, you can see the Airports!

         The INS will give you direction of target WHEN you enable
         BOMBS and have an active Ground Target.  BUT, if the CLS is
         on it will point to the Air Base!  So remember that the CLS
         overrides Ground Targets in the INS display.

         In the Practice Dogfight Sequence in the Training Missions,
         you have RADAR lock on the instructor when you hear a solid
         tone and see "IN RNG" on the HUD!

         If you are having a heck of a time getting through a mission,
         take heart!  If you fail any mission 3 times (without
         quitting that mission *AND* flight times of 3 minutes per
         attempt) it will qualify you for the next mission.  NOTE:
         since you need 4 Carrier Landings to qualify for the combat
         status -- this comes to 4x3=12 failed attempts to qualify.

         On the first training mission, you can have a lot of fun if
         you try flying along side the instructor!  Check the exterior
         views also.  It's tough being a Blue Angel!

         Remember, the ONLY training mission you HAVE TO complete is
         the qualification consisting of 4 carrier landings!  The
         others are not required for combat status.

         For some extra fun, see if you can find and read the
         billboards scattered around SanFrancisco International.


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                          COMMON QUESTIONS AND ANSWERS
                          ----------------------------

         Q: How can I get multiple flight logs for differend people.

         A: Actually, your software license allows only one CPU to
         play the game at a time. You might finish the game, recall
         the installation, and then give your diskettes to your
         friend.

         If it is another family member that wants to play, you might
         create another directory, C:\JFIGHT2, and copy all your
         JetFighter files to it. When your buddy plays the game from
         THAT directory, a different flight log is created in that
         directory. That's the best we can do.

         Q: I have the right equipment and enough memory, but the
            program won't load after the title screen.

         A: You may have a mixed or 'impure' version of DOS on your
         machine.  DOS consists of three files: COMMAND.COM and two
         hidden files.  If these files are not from the SAME VERSION
         of DOS, JetFighter may not run.  This case usually occurs if
         the store set up your hard disk.

         Try starting the computer ('booting') from an ORIGINAL DOS
         diskette.  Your computer should have come with a version of
         DOS on diskette.  Put the DOS disk in your A: drive, turn off
         the computer, and then turn it on again.  Now try running
         JetFighter.  If it works, you have a problem with the DOS on
         your hard disk.  Keep in mind, however, that you may not
         experience any trouble with other software.  JetFighter
         simply needs to use ALL the resources of your computer.

         Q: My joystick is messing up. It seems to turn even when I'm
            not using it.

         A: You will need to go through the Joystick calibration
         system built into JetFighter.  Press <Alt-J> to bring up this
         menu.  Follow the instructions and you should be running
         again in no time.  Be sure to save your settings so you don't
         have to recalibrate later.














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                                             JetFighter I: The Adventure
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                                  THE MISSIONS
                                  ------------

         One of JetFighter's most unique and exciting features is that
         it is, indeed, an ADVENTURE.  The story around which
         JetFighter is built unravels as you successfully complete
         each mission and move on to the next.

         WARNING! The following is list of some of the missions
         included in JetFighter.  If you don't want to spoil the
         adventure, DO NOT read past the mission you are currently on.

         The descriptions which follow list the mission number, it's
         title, the mission situation and hints on how to complete the
         mission.  Always remember, however, that to successfully
         complete ANY mission you must return to the base and land.
         Don't take this for granted.  Go back and practice your
         carrier landings often.

         Please read the descriptions for the training missions first.
         They answer many of the most asked game-play questions.
         These five drills cover all the essential skills you will
         need to master before beginning the Adventure.  Remember,
         however, that the only training mission you must complete is
         Training Mission #5 - Qualification: Carrier Landings.


         THE TRAINING / QUALIFICATION MISSIONS
         -------------------------------------

         1 ... FLIGHT MANEUVERS DRILL
         ----------------------------
         This is a difficult drill, so don't feel bad if you can't
         complete it as a novice or even as an experienced pilot.
         This is a good drill to come back to after completing several
         combat missions.  Use it to gauge your performance as a
         fighter pilot.  You'll notice that you will be able to re-
         engage your instructor much faster after you have become more
         experienced.

         The basic purpose of this drill is to give you a better
         understanding of the 3-D spatial relationships that are so
         vital in aerial combat.  There are far better ways of
         countering your opponents maneuver than simply turning left
         or right, which is typical of beginning pilots.  Begin to
         think in three dimensions!

         2 ... DRONE INTERCEPT DRILL
         ---------------------------
         This exercise is simple, but very important.  After
         completing this mission you will be familiar with all of the
         technical functions of your aircraft necessary in engaging
         the enemy.  Moreover, you will be using live weapons to down
         the drone.


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                                             JetFighter I: The Adventure
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         In this mission you will learn the necessary arm, lock-on,
         fire sequence and use it to destroy a pilotless drone which
         has been launched for this practice mission.  After taking
         off, you should come to the heading given in the mission
         tactical orders.

         What if you forgot this number??  Simple.  Use the <M> key to
         bring up the map view.  You will see your aircraft in the
         center of the screen represented by a flashing white symbol.
         The red symbol heading due west is the drone.  Enemy aircraft
         will always appear red.  Friendly aircraft will be white.

         While flying toward the drone, bring up the 'AIR TARG' screen
         in the right MFD panel.  When you approach within 30 miles of
         the target, a blip will appear on the HSD radar screen in the
         center of the control panel.  This means the target is within
         range of the targeting radar (however not necessarily within
         range of your missiles).  Now press the <T> key to target the
         drone.  You will notice that information concerning the
         target's heading, airspeed and altitude will begin to appear
         in the 'AIR TARG' screen under the word 'UNIDENT'.

         What is happening here??  Basically, you radar is able to
         determine that there is a moving object out there.  It can
         calculate its position relative to you and therefore,
         determine its heading, altitude and airspeed.  However,
         because the target is still far away, your radar cannot
         discern specific, detailed information about the target.
         When the target gets closer, the radar reflections it sends
         back can be recognized by your computer and the type of
         aircraft can be determined with a high degree of accuracy.
         Thus, when you approach within about 8 miles of the target,
         the 'AIR TARG' display will tell you what kind of aircraft
         you currently have targeted.  The drone will appear as a
         Soviet MiG.

         To destroy the drone with a sidewinder, you are going to have
         to maneuver in behind the target to allow the missile to lock
         on to the drone's exhaust.  This will be relatively simple
         seeing as the drone stays on one heading!

         For practice, try matching the drone's speed, altitude and
         heading.  Fly right behind him for a couple minutes.  You'll
         find that following even a 'mindless' target is not so easy.

         3 ... PRECISION BOMBING DRILL
         -----------------------------
         In the same way the previous training mission taught you the
         technical side of destroying a airborne target, this drill
         will take you through the process of locating, targeting and
         destroying a ground target.  Of course here you won't have to
         worry about flack and... gulp... SAMs.



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         Again, your target's coordinates and a intercept vector will
         be given in the mission tactical orders.  But, alas, if you
         forget to write them down, your aircraft has ways of helping
         you out.  After taking off, bring up the 'GND TRGS' screen by
         pressing the <F2> key.  In the display you will see a list
         with one target appearing.  The first number represents the
         heading to the target while the second number (after the </>)
         tells you the distance to that target.  Remember the display
         reads HEADING/DISTANCE.

         After activating the 'GND TRGS' display, select either the
         Mk84 or Mk82 bomb.  By selecting a bomb, you have told your
         aircraft that you are in ground-strike mode.  On the heading
         scale at the top of the HUD you will notice that the INS
         (inertial navigation system) needle has appeared.  This
         needle will be centered in the HUD when you are flying
         directly at the ground target.  REMEMBER: if you have CLS/ILS
         selected instead of a bomb, the INS will point back towards
         your base - and we don't want to bomb that!

         You will notice that the INS needle and the heading displayed
         in the 'GND TRGS' are the same.  Well, this makes sense.
         When you approach the ground target you will see a green
         target designator box appear in the HUD around the target.
         Keep an eye on the distance to the target as displayed in the
         'GND TRGS' screen, this is VERY helpful information.
         Remember, however, this number also takes into account your
         altitude.  So, if you're at 10,000ft and you're 2 miles from
         the target, the target is right below you!

         Refer to Section 1 BOMBING GROUND TARGETS for further
         information on approach and bomb release.

         4 ... PRACTICE DOGFIGHT
         -----------------------
         This will be your first conflict against a human opponent,
         and your only real practice against someone who won't be
         firing back at you.  Use the maneuvering you learned in
         training mission #1 and the technical skills you learned in
         the drone intercept drill.  Your instructor will be working
         you hard, but remember, this is not a life and death
         situation, so expect much more from a real MiG.

         5 ... QUALIFICATION: CARRIER LANDINGS
         -------------------------------------
         We could easily fill an entire book with all the hints and
         tips people have given us on carrier landings.  The fact is,
         carrier landings are almost as dangerous as MiG encounters.

         Above all, learn how to use the CLS/ILS navigation aids.
         They will guide you in for a perfect approach EVERY TIME.
         Get in the habit of boltering a bad landing.  If you cable
         doesn't hook or your aircraft does not slow down, hit full
         throttle and attempt the landing again.  Refer to Section I:


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         Carrier Landings for detailed information.

         To quickly complete the carrier qualifications, or to quickly
         re-do a botched attempt, many people use the following short-
         cut.  Power up to full throttle and take off.  Pull back on
         the stick until you are inverted and fly upside down past the
         aircraft carrier.  When you are about 6-10 miles out, do an
         outside vertical loop and you should be almost lined up for
         another approach (assuming you were lined up originally).

         After you have mastered carrier landings in JetFighter,
         consider yourself a real Top-Gun.  Many Navy pilots have
         called telling us how realistic JetFighter's carrier landings
         are.  You will probably now find many other flight simulators
         too easy, even boring.



         MISSION #  1   Visual Confirmation

         SITUATION: An unidentified aircraft is approaching the West
         coast from the arctic.  On ground radar it resembles a Soviet
         built Ilyushin IL-76M transport.  You are to intercept the
         aircraft for visual - radar identification.

         TACTICS: Fly to the target but approach it cautiously.  To
         determine its radar signature, you must activate your
         aircraft's avionics by selecting the AIR-TARG screen using
         the <F2> key.  Then target the aircraft by pressing the <T>
         key.  Then, when in range, attempt to get missile lock by
         arming a missile and closing on the target.  When your radar
         resolves the aircraft's signature (what type of aircraft it
         is) you will be given further orders on-screen.


         MISSION #  2   Jetliner Escort

         SITUATION: The pilot of a friendly airliner confirms being
         followed and then harassed by several MiG Fulcrum's. You are
         to verify this sighting and attempt to scare off the
         aggressor.

         TACTICS: Fly to the target area but approach from the
         airliner's six o'clock position.  Upon radar confirmation of
         the MiG's, obtain radar lock and attempt to scare them off.
         You'll find them to be quite stubborn.  It will most likely
         be necessary to fire at the enemy aircraft.


         MISSION #  5   NORAD Failsafe Override

         SITUATION: A cruise missile test has developed a problem.
         There is currently a renegade missile which must be
         destroyed.  You are to intercept this missile and down it.


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         TACTICS: This is not as easy as it seems.  Cruise missiles
         fly fast and low, evading defense radar networks.  A head-to-
         head confrontation is difficult if not impossible.  Follow
         behind the missile and match it's speed.  Carefully
         accelerate (using the <+> and <-> keys to gradually increase
         thrust) and bring the missile into range.  They don't turn
         much so concentrate on your separation and BE AWARE OF YOUR
         ALTITUDE.  Cruise missiles fly so low and so fast that they
         produce a mesmerizing effect which often draws you toward the
         ground.  Use an AMRAAM for the best bet although this mission
         provides good challenge and practice for using your M61 A
         cannon.

         Get good at this mission.  Practice it several times.
         Tactics learned here will prove vital to the completion of
         later missions.


         MISSION #  7   Emergency Distress Call

         SITUATION: The situation is heating up.  Several bogeys are
         harassing a 727 with key personnel on board.

         TACTICS: Approach the area with caution, but your first
         priority is to clear the bogeys off the airliner as fast as
         possible.  This may require some brave flying.  Make careful
         use of the <T> key.  Be sure you don't accidently target and
         fire at the airliner.  Use the high maneuverability of the F-
         16 you are flying.


         MISSION #  8   Three-On-One

         SITUATION: Three MiG's in two groups.  If they don't scare
         immediately, you are clear to fire.

         TACTICS: Go after the solo MiG first, but beware!  He may try
         to dogfight in a small space giving his biddies time to join
         in.  Keep watching your HSD radar for the other bogeys.  You
         may find it necessary to disengage and obtain a better
         closure angle.

         In all multiple bogey encounters, make good use of the
         multiple target capabilities of your fire-control radar.
         Target the first bogey using the <T> key.  Fire a missile.
         Then, use the <T> key to target the next bogey.  Using this
         technique you can fire at several different targets
         simultaneously.


         MISSION # 14   Beginner's Bombing Run

         SITUATION: You will be running air support for camouflaged


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         ground forces.  For this reason, accuracy is critical.

         TACTICS: If you've forgotten how to bomb, go back to training
         mission #3 - Precision Bombing Drill.  Follow the INS to the
         target and prepare to release your ordnance.  Because this is
         a surgical strike, you may want to employ a dive-bombing
         technique.  The target is located in a patch of forest on the
         ground.

         This mission will be your first encounter with the feared SAM
         (Surface to Air Missile).  Remember the correct
         countermeasure for different missiles:  Chaff for Radar
         seeking missiles and Flares for heat seekers.  However,
         countermeasures alone won't do the job.

         You must learn to maneuver WITH your countermeasure.  Try to
         'step back' and get an idea of the big picture.  If a missile
         is seeking you, you must 'fool' it into thinking that the
         countermeasure IS you.  Try ejecting chaff and then turning
         gradually, luring the missile into the chaff.  With flares,
         do a sharp maneuver after release so the missile can only see
         the flare as a heat source.

         Try switching to the outside views to see your chaff
         disperse.  Notice also that flares fall much more quickly.
         Use this knowledge and apply it to your maneuvers.


         MISSION # 17   Munitions Factory Strike

         SITUATION: The enemy has already begun production of
         munitions on U.S. soil.  You must destroy two sites in this
         mission.

         TACTICS: Use the bombing techniques you have been learning
         thus far.  After destroying the first target, go on to the
         second.  Just as the <T> key cycles through air targets, it
         selects ground targets as well.  Be sure you have properly
         selected a target or the designator box will not appear.


         MISSION # 24   Operation: Surgical Strike

         SITUATION: A jetliner heading for Moscow has just taken off.
         Key personnel are reported to be aboard.  You are to down the
         aircraft.

         TACTICS: Approach the jetliner from its six, and look out for
         the escort.  If you loose the element of surprise beware:
         Your first reaction will be to down the airliner.  If you do
         this, you'll find two MiG's on your tail ready to fire.  Try
         taking out the escort MiG's first, then go after the
         Airliner.



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         MISSION # 25   No Guts, No Glory

         SITUATION: A number of incoming cruise missiles have been
         detected and seem to be closing on your carrier.  To make
         matters worse, several enemy jets have been scrambled from
         LAX.

         TACTICS:  This is one of the most difficult missions, however
         successful completion of the previous missions is your best
         training.  As always, go after the cruise missiles first, but
         don't waste time OR AMMUNITION.  It is almost essential that
         you splash the missiles on the first shot.  Use the cannon if
         you're good enough.  You are going to want as many missiles
         as possible to tackle those MiG's.

         If you need to re-arm, go back and land on the carrier.  But
         be careful!  Those MiG's will be waiting for you with smiles
         on their faces.  Check your HSD radar before you launch and
         do an immediate extension maneuver to prepare for battle and
         lead them away from the carrier.


         MISSION # 27   Runway Strike

         SITUATION: The threat of a nuclear exchange is becoming more
         and more possible.  To hamper the enemy's ability to scramble
         fighters, we must damage the runways at what was once LAX.

         TACTICS: Keep your eyes open (and use the Map view) on your
         way to LAX.  You'll have to deal with three enemy fighters.
         Try evading the fighters and bomb the targets first.  Take
         care of the MiG's on your way back home if they're still a
         threat.


         MISSION # 29   Three Cruise Missiles

         SITUATION: The resistance inside California is now organized.
         However, they haven't prevented the launch of three cruise
         missiles.

         TACTICS: You have to down three cruise missiles coming from
         the East.  Be careful, on the Map they look like one.  The
         other blips are MiG 29's.  Memories of mission #25?  This one
         is just as tough only with faster action.










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