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Game Name:   PILOTWINGS

Transcriber: Bellicose
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      SNS-PW-USA



   PILOTWINGS

   INSTRUCTION BOOKLET


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Thank you for selecting the Pilotwings Game Pak for your Super
Nintendo Entertainment System.

Please read this instruction booklet thoroughly to ensure maximum
enjoyment of your new game.  Then save this book for future reference.


TABLE OF CONTENTS

Controller Button Designations and Basic Operation ............2
Welcome to The Flight Club ....................................3
How to Join The Flight Club (How to Start the Game) ...........3
The Flight Course System ......................................4
Introduction to the Instructors and Flight Areas ..............6
Chapter 1 : Light Plane (Small Biplane) .......................7
Chapter 2 : Sky Diving ........................................9
Chapter 3 : Rocket Belt ......................................11
Chapter 4 : Hang Glider ......................................13
Chapter 5 : Helicopter .......................................15
Extra ........................................................17
The Flight Club Inside Story .................................17
Flight Club Membership Card ..................................18

1
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CONTROLLER BUTTON DESIGNATIONS AND BASIC OPERATION

In Pilotwings only the START button will be used until the game actually
begins.  Once you begin your lessons, various buttons and combinations
will be used for specific purposes.  Details on the use of each button
are explained below.

Pre-Flight Controller Function
------------------------------



Control Pad    START Button
- Moves Cursor    - To Join Flight Club
- Input Password   - To Start Flight Lesson
- Select Vehicle For Flight Lesson - To Select Vehicle and Begin
    Lesson

Button A    Button B
- Explains Controller Maneuvers  - Explains Scoring for Flight
    Lesson

-For detailed instructions regarding the operation of all Flight Club
equipment, please see the individual instructions beginning on page 8.
-Both of the SUPER NINTENDO ENTERTAINMENT SYSTEM controllers are the same.
-Plug a controller into Controller Socket One, located on the front
panel of the SUPER NINTENDO ENTERTAINMENT SYSTEM Control Deck.

        2
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WELCOME TO THE FLIGHT CLUB

Thank you for selecting our Flight Club over the many other aviation
schools that are available.  At The Flight Club you can experience and
master a variety of aerial activities.

When each lesson is satisfactorily passed, we issue a license in
accordance with your technical level.  We hope that our students will
come enjoy the free, elegant feeling of flying like a bird, that we
here at the Flight Club have come to know.  To achieve this, let us
first begin with learning and applying some practical flight skills.  
This instruction manual is your Flight Club school textbook.

Flight Club License Ranking
===========================
Flight Area  Pass  Certificate
-----------  ----  -----------
    1    ->  Class A License
    2    ->  Class B License
    3    ->  Silver License
    4    ->  Gold License

Licenses of a higher rank than the Gold License may be issued,
however they are omitted from this list as very few students attain
that level.

HOW TO JOIN THE FLIGHT CLUB
(How to Start the Game)

Insert the Game Pak into the SUPER NINTENDO ENTERTAINMENT SYSTEM
Control Deck, then turn the POWER switch to the ON position.  When the
title screen appears, position the cursor next to Start, press the
START Button, and the Flight Club Challenge will be displayed.  Press
the START Button again to accept that challenge, and begin your first
lesson in Flight Area 1.

If you are returning to Flight Area 2 or greater, or wish to preview a
course again, select Continue using either the Control Pad or SELECT
Button, input your license number (password) that you received in the
previous area with the Control Pad, then press START Button.  If Retry
is selected when in Flight Area 2 or later, you can retry from any
desired area up to your current level of certification.  Review may be
helpful to master many aspects of the game until you become proficient.


* A demo flight by a Flight Club staff member begins if you remain on
the title screen.  Observe this demo flight and make sure to study the
Controller operation for your own use later while playing an actual
game.


3
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THE FLIGHT CLUB COURSE SYSTEM

Our Flight Club course begins immediately as soon as you accept the
membership challenge.  Your instructor will introduce themself and cover
the basic course outline for the area.

When you press the START Button, the course details will be displayed on
the screen.  Make sure to check all target positions, passing scores, etc.

Press the START Button to display the vehicle selection screen.  Select
your own sequence of tests using the Control Pad.  After you have
selected the vehicle to be tested in, press the START Button.  Your
instructor will explain the cirriculum for that vehicle.  Pressing the
A and B Button will respectively display the equipment's maneuver
operations and scoring explanation.  (The START Button will return you
to the Cirriculum screen)




Pressing the START Button while on the Curriculum screen will start the
flight test.  Do not let this become of moment of tension, don't be
afraid of making mistakes.  Enjoy the experience of mastering the sky
just like a bird.  Testing will be paused if you press the START
Button.  The screen will indicate your current position.  The PAUSE
function can be used to allow you to check your instruction manual or
to take a break.

(Pressing the START Button again will clear PAUSE)




        4
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- During a flight test various mistakes can cause points to be deducted.  
Scoring methods differ depending on the area and the vehicle.  Pay
attention and avoid major errors, such as flying out of the course
boundary.

After the test concludes, read your score and the brief comments from
your instructor, then press the START Button.  Look at your score and
decide if you wish to continue the lesson or not.  Move the cursor to
your choice with the Control pad, then press the START Button.  If your
test point total surpasses the test requirement you will be issued
certification in the form of a flight license.  Write down the license
number as this is you password.  Move on to the next flight testing are
by using the START Button.




BONUS CHANCE:
In addition to the standard test, a bonus chance has been prepared in each
area.  With luck and skill this is an opportunity for you to receive more
that 100 points of extra credit.  Make sure to meet this challenge with the
true pride of a birdman.




5
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INTRODUCTION TO THE INSTRUCTORS AND FLIGHT AREAS


Tony  
(22 Years Old)

Shirley
(24 Years Old)

Lance
(Age Unknown)

Big Al
(49 Years Old)



Pictured above are the 4 flight test areas.

        6
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Chapter 1: LIGHT PLANE (Small Biplane)

An aircraft weighing 5700 Kg or less is considered a light plane.  In
both Europe and America light planes are popular for aviation. At our
Flight Club we use biplanes to teach basic flight and landing techniques,
so our students may learn to make an accurate landing every time.

Controller Operation
=====================
(Operation is also explained on screen for all Vehicles)


  Lowers Nose (Used to Descend)
 |   B: Decreases throttle setting
 Turn Left   -----   Turn Right   (Used for brake after landing)
 |   A: Increases throttle setting
  Raises Nose (Used to Climb)

FLIGHT CHARACTERISTICS


-When landing, if the throttle setting is reduced too much, the aircraft
will respond slowly, and stalling may occur even when the aircraft is
horizontal.


-As your speed increases, your craft's responsiveness to turning will
become slower, even if the turning angle remains unchanged.  A faster
throttle setting will make climbing easier.  A slower setting will make
descending easier.

7
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FLIGHT AREA 1 OPERATION EXAMPLE

<4 screenshots showing plane coming in for landing>

1 The test starts at an altitude of 300 feet with an throttle setting of
51%.  The aircraft is horizontal.  There is no wind.  The green band
stretching in front of the runway is the guide bean showing you the
suggested glide path.

2 First fly toward the guide beam.  It may be necessary to raise or
lower the nose.  It is OK to increase the throttle setting slightly,
making it high in the beginning of your flight.  Avoid swinging the
aircraft to the right or left.

3 Advance toward the green ball.  When the altitude reaches 200 feet or
less, your height above ground will be displayed on the altitude scale.  
When your altitude becomes 50 feet or less, the altitude scale will be
come enlarged.  Pay close attention to the runway at the end of the beam.

4 Maintain the guide beam angle, properly follow any on screen
instructions that appear and touch down carefully.  Apply the brakes to
stop the aircraft as soon as the craft touches the ground.  It is best to
stop directly on the white center line.



ADVICE
The Flight Club puts considerable emphasis on the light plane course, so
much so that a light plane test will be taken in each area.  Master the
basic craft, and success should be easy. (Tony)

        8
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Chapter 2: SKY DIVING

In this course you learn to skydive by climbing to an altitude of 3800
feet in a helicopter.  Jump (with a parachute) and accurately land on
target.  Earn skill points by diving through the rings before you open
the parachute.  For safety, The Flight Club uses square, steerable
parachutes.

Controller Operation
=====================

         Lean Forward
 |   A: Press to bypass the climbing
 Turn Left   -----   Turn Right   screen.  Parachute may be
 |     opened at 1000 feet or less.
         Lean Backward
         Flare (Air Brake after opening 'chute)

FLIGHT CHARACTERISTICS


-The direction of your flight changes if you alter the air flow by changing
your balance when diving.


-How to use flare (air braking) after the parachute opens:
-If a flare is used when the gliding speed is fast, your body will buoy up
slightly, then float downward.  Your rate of decent will increase if you
flare too strongly when your glide speed is slow.

9
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FLIGHT AREA 1 OPERATION EXAMPLE

<4 screenshots of parachuting>

1 The helicopter will be climbing to an altitude of 3800.  Check the
target position and scoring very carefully.  If you wish to bypass
the climb, press the A Button to quickly move up to your diving altitude.

2 Begin your dive when your altitude reaches 3800 feet.  Just after
beginning the fall you will see a ring.  Pass through this ring first.  
Do not move around very much until you get the hang of skydiving.

3 There are 3 rings.  Once you understand how to pass through them, you
will have more confidence about your dive.  The parachute may be opened
at an altitude of 1000 feet or less.  At that time you should reconfirm
the target position and begin to make any necessary corrections.

4 Zero in on the target by controlling with right and left turns and by
flaring.  If you apply the flare too strongly, your rate of descent will
become faster, so be careful.

If you want a really high score you may want to aim at the moving target.


ADVICE
The technique of passing through the rings is required for all future
tests.  Failure to pass through the rings will make it increasingly more
difficult to progress through the flight areas.  Failure should be used
as a stepping stone to success.  Even if you do not pass on the first
try, take time to understand the positions, size, etc. of rings. (Tony)

        10
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Chapter 3: ROCKET BELT

Originally only an air vehicle in science fiction, the Rocket Belt began
to become popular for aerial stunts after being demonstrated at the 1984
Olympics in Los Angeles.  Although the sport is still young, The Flight
Club is taking a pioneer role as the only organization offering a Rocket
Belt course anywhere in the country.  For safety's sake, closely follow
the instructions of each of your instructors when using it.

Controller Operation
=====================

      Point Jets Forward             L,R: Changes View Point
 |   A: Fast Jets Throttle
 Turn Left   -----   Turn Right B: Slow Jets Throttle
 |    
      Point Jets Backward        


FLIGHT CHARACTERISTICS
-Inertia has considerable influence.
change direction immediately>
-It will take longer if you overcorrect;  it is best to use your slow blast
jets for the greatest fuel economy.

11
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FLIGHT AREA 2 OPERATION EXAMPLE

<4 screenshots of rocket belt>

1 The starting position for the Rocket Belt is on the moving target
platform.  First launch the rocket, then pass through the ring directly
in front of you.  Rocket Belt flight is greatly influenced by inertia,
so try to avoid any excessive movement.  The ring will change to red
after you have passed through.

2 The Rocket Belt will always climb even if the jets are swept into a
forward or reverse angle. Pay particular attention to your altitude.  
If the Rocket Belt is flown too high, you must prevent it from leaving
the flight area.  To aid in determining position it may be advisable to
try switching the viewpoint.

3 As you approach the floating ball it will become a ring.  Take time
now to look around and locate the remaining rings.  Always remember,
due to the law of inertia, after making in-flight adjustments to your
course angle that it will be difficult to advance in a straight line.  
Learn to understand the movement of the Rocket Belt and the influence
of inertia on your flight to successfully pass through the rings.

4 Return to the target after passing through the 3 rings.  Try to land
smoothly by switching the viewpoint and adjusting the jet's force.  It
is not easy to land slowly and momentary touch down may not be
regarded as a landing.  For the highest accuracy points, try landing on
the moving target.


ADVICE
Stay at an altitude at which you can easily pass through the rings.  
Also, pay attention and do not run out of fuel. (Shirley)


        12
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Chapter 4: HANG GLIDER

This sport may already be familiar to you.  Hang gliding has been popular
for many years in California and the West Coast.  In the course you will
be towed to your release altitude by a light plane.  When you approach
the release point you will be cut free and begin your glide.  Follow the
prescribed curriculum, then land precisely within the specified area.  
How you utilize the ascending air currents (thermals) is also a very
important point.


Controller Operation
=====================

      Point Nose Down (Used to Descend)    
 |    A: (Flare = air brake for
 Turn Left   -----   Turn Right   landing.  The kite will also
 |     make a steeper turn if flared
      Raises Nose (Used to Climb)        during a right or left turn.)

FLIGHT CHARACTERISTICS

-Flare when landing.
-If flare is used, the kite will buoy up slightly, then reduce its speed.
-Choose the best time to land by flaring carefully.
-Try for the over water target after you have gained confidence and can
make stable landings.

13
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FLIGHT AREA 3 OPERATION EXAMPLE

<4 screenshots of a hang glider landing>

1 You will start at an altitude of 300 feet or more.  First, aim at the
white ascending air current (thermal) moving in an upwards spiral, in
front of you.  Advance in such a way that you pass through the pillar
of that current.  If you succeed in catching that thermal, you will be
alerted by a warning chime, and by observing the altimeter.

2 You altitude increases when you are in the thermal.  After you have
reached the target altitude of 500 feet all that remains is to land on
the specified target area.  If you miss the current, or do not reach the
required altitude, turn around to approach the ascending current again
until you do.

3 Do not lose sight to the target position when descending.  To complete
a steep turn, first make a regular turn, then flare to steepen the turn.  
Make sure to pay close attention to your rate of descent.

4 Carefully approach the target and flare to brake.  Pay attention to the
altitude scale displayed at the lower right as you land.  Attempting to
land when your descent rate is too fast is very dangerous and should be
avoided.


ADVICE
Aim for the thermal current, and do not give up until you reach the
target altitude.  Also, good luck. (Lance)

        14
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Chapter 5 : HELICOPTER

Since a variety of skills are necessary to be considered an aviation
specialist, we will also study the operational theory of a helicopter.  
At the present time, The Flight Club does not own a helicopter for use in
flight lessons.  This guide explains the operation of an attack helicopter
we have borrowed at times from a top secret government source.  Learn these
controls, and be prepared if it becomes available again.

Controller Operation
=====================

     Lowers Nose to Advance Forward     L,R: Fire Right and Left Missiles
 |    A: Increase Throttle Setting
 Turn Left   -----   Turn Right  B: Decrease Throttle Setting
 |    
    Raises Nose to Advance in Reverse  


     |
   -- --  The gunsight for Missiles will appear in front of the
     |     helicopter during a battle.

FLIGHT CHARACTERISTICS

-The movement direction changes depending on the rotor inclination.


ADVICE
Don't crash! (Big Al)

15
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THE INSTRUMENT PANEL AND GAUGES

-Radar  
Your Position (at center)
The target position will blink when outside of range.
If a target position is in radar range, it is displayed as a red
  dot.

-Wind Velocity display within radar range:
If it is windy, the direction is displayed as a streamer.
 

-Throttle Setting
0 to 99% is displayed.
 

-Incliminometer
 

-Fuel Gauge
Fuel consumption varies according to the equipment being used.

-Altimeter(ALT)
5 digits are displayed on the center panel.  Unit FT (1FT=0.3m)
An altitude scale will appear at the lower right when your altitude is
200 feet or less.
This altitude scale display is enlarged when your altitude becomes 50
feet or less.
 

LIGHT PLANE SCORING SUPPLEMENT
- Landing Accuracy
The point of reference for this score is the white line at the center of
the runway.  The score is determined by how accurately you land (judged
by the position when you touched the ground) and where stop (judged by
the position when the aircraft completely stopped).

If you come to a stop off of the runway, even if you touched down, you
landed squarely on the white line, or if your stop position is not on the
white line (even if you are near the line), you will not receive the
highest score.

- Approach Angle
This is the angle between the aircraft and the runway when the plane
touched the ground at landing.  Bouncing after landing will cause a lower
score.  It is best to land at the same angle as the guide beam.

        16
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EXTRA
        THE FLIGHT CLUB INSIDE STORY

- There are many unknown facts about The Flight Club, most notably about
the founder and the head office.  It is often called a mystery school, as
no one knows for sure what goes on behind the scenes.

- Instructors
<4 screenshots of the instructors>
TONY
Perfect for the beginning student.  His gentle manners allow him to get
the most out of timid beginners.  Although he is quite young, do not be
fooled; this skilled pilot is on of the school's hottest aviators.

SHIRLEY
Although somewhat of a flirt with her mail students, Shirley is strictly
professional when it comes grading.  Even when she is disappointed by a
performance, she will offer encouragement to try to keep up one's spirits.

LANCE
A mysterious man who speaks fluently in six languages.  It is rumored that
he formerly was an Air Force pilot.

BIG AL
He has the most experience of all of the instructors.  His superior flight
techniques are used for reviewing basics on out most difficult course.  He
looks tough, but some claim to have seen his tears.

- An expert course has been prepared for those who want thorough and strict
training.  Prerequisite for entry into the advanced course will be
possession of an International Gold License To Fly.  Few details are known
about the expert course other than its extreme difficulty.

- This game will be much more impressive if you listen to its sound in
stereo.  For this, we recommend using a stereo AV cable for connection the
SUPER NINTENDO ENTERTAINMENT SYSTEM to your TV.

17
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FLIGHT CLUB MEMBERSHIP CARD

        18
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MEMO

19
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MEMO

        20
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MEMO

21
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90-DAY LIMITED WARRANTY



        22
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________________________________________________________________________


Manual transcribed by Bellicose on 03/11/98
The Nintendo Resource http://www.golden.net/~bellcos

Downloaded from Emulation Sphere:
http://www.emusphere.com

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