Claim set · data/claims/infiltrator-history.yaml

Infiltrator (history and reception)

Game: Infiltrator.

Computer Entertainer reviewed the Commodore 64 version from Mindscape in June 1986, rating it 4 of 4 stars for graphics and 4 for play value and recommending it on disk at $29.95: "outstanding in every way", from its three-dimensional graphics and sound effects to the pressure of the missions. infiltrator-history/c64-ce-review

MagazineComputer Entertainer, Vol. 5, No. 3 (June 1986) · p. 8, InfiltratorThis is great stuff! Mindscape has come up with a superb combination of flight simulation and the intrigue of spy-style adventuring in this game. INFILTRATOR is outstanding in every way, from its realistic, three-dimensional graphics and excellent sound effects to the variety of play action and unrelenting pressure to complete the missions.Computer Entertainer, Vol. 5, No. 3 (June 1986) · p. 8, InfiltratorPause; Disk.) Available for Commodore 64/128 only.Computer Entertainer, Vol. 5, No. 3 (June 1986) · p. 8, InfiltratorRecommended. (MSR $29.95)Computer Entertainer, Vol. 5, No. 3 (June 1986) · p. 8, Infiltrator — read by the lead on the page image (image n7) as "INFILTRATOR (♦♦♦♦/♦♦♦♦) is an action game by Chris Gray Enterprises for Mindscape that pulls out all the stops"INFILTRATOR (¢¢44¢4/¢444) is an action game byRevised after a check by a second AI model, 2026-11-06: The four-star ratings and the opening line were read on the page image.

The earliest known review among the sources read. The newsletter rates graphics, then play value, out of four; this issue prints its stars as diamonds.

Cited by: Infiltrator

Computer Entertainer described the Commodore 64 game as a helicopter flight simulator combined with ground-based action: the player flies through enemy airspace identifying other aircraft, lands in Whisper Mode, and enters the enemy compound on foot posing as a guard, with explosives, a camera, and sleeping gas, over three missions of rising difficulty. infiltrator-history/c64-ce-play

MagazineComputer Entertainer, Vol. 5, No. 3 (June 1986) · p. 8, Infiltrator, Chopper Attack MissionYou must communicate with all other aircraft you see, attempting to find out who they are so you can identify yourself in a way to let you pass unmolested.Computer Entertainer, Vol. 5, No. 3 (June 1986) · p. 8, Infiltrator, The Ground Missionyou must switch your chopper into Whisper Mode for an undetected landing. From here, your mission continues on foot, beginning with an attempt to pass yourself off as an enemy guard.Computer Entertainer, Vol. 5, No. 3 (June 1986) · p. 8, Infiltrator, The Ground Missiondevices (explosives, camera, sleeping gas, etc.)Computer Entertainer, Vol. 5, No. 3 (June 1986) · p. 8, Infiltrator, The Ground MissionThere are three missions, each more difficult than the last.Computer Entertainer, Vol. 5, No. 3 (June 1986) · p. 8, Infiltratorall the stops. It's a helicopter flight simulator combined withComputer Entertainer, Vol. 5, No. 3 (June 1986) · p. 8, Infiltrator — read on the page image (image n7) as "ground-based action, salted with a healthy dose of insouciant humor"restate action, salted with a healthy dose of insouciantRevised after a check by a second AI model, 2026-11-06: Quoted the review's opening, a flight simulator combined with ground-based action.

Cited by: Infiltrator

Zzap!64 reviewed the Commodore 64 disk version (U.S. Gold/Mindscape, £14.95) in August 1986, made it a Sizzler, and gave it 92% overall, with 98% for presentation, 88% for graphics, 70% for sound, 94% for hookability, 93% for lastability and 88% for value for money; one reviewer felt that the author, Chris Gray, had got bored of the whole thing towards the end, the graphics getting progressively worse. infiltrator-history/c64-zzap-review

Value
{
 "review": "Zzap!64",
 "of": 100,
 "scores": {
  "presentation": 98,
  "graphics": 88,
  "sound": 70,
  "hookability": 94,
  "lastability": 93,
  "value for money": 88,
  "overall": 92
 }
}
MagazineZzap!64, issue 16 (August 1986) · p. 108, Infiltratorus Gotd/Mindscape, £14.95 disk, joystick with keysZzap!64, issue 16 (August 1986) · p. 109, Infiltrator, ratingsOverall 92%Zzap!64, issue 16 (August 1986) · p. 109, Infiltrator, ratings — the OCR reads 96%; the lead read the ratings box on the page image (image n108): Presentation 98%, Graphics 88%, Sound 70%, Hookability 94%, Lastability 93%, Value For Money 88%, Overall 92%Preienutlon 96%Zzap!64, issue 16 (August 1986) · p. 109, Infiltrator, ratings — the line reads "The review and ratings are based on the disk version"baaed on th* diak verelonZzap!64, issue 16 (August 1986) · p. 108, Infiltrator, reviewer's comment — read by the lead on the page image (image n107): "I get the feeling that the author, Chris Gray, got bored of the whole thing towards the end. For example, the graphics get progressively worse (although at worst they are good)"that the author. Chris Gray^ gal / boredZzap!64, issue 16 (August 1986) · p. 108, Infiltrator, reviewer's commentbored of th^ lv^c's thtngOur translationbored of the whole thingRevised after a check by a second AI model, 2026-11-06: Presentation is 98%, not 96%; graphics 88% and the Sizzler were read on the page image, and the bored line is quoted.

The Sizzler badge beside the heading on p. 108 and the ratings box on p. 109 were read on the page images (images n107 and n108) by the lead; the OCR has neither in full. The image number (from 1) equals the printed page here.

Cited by: Infiltrator

Zzap!64's August 1986 review doubted that U.S. Gold could fit the game onto cassette without compromising it, and advised players with a disk drive to buy the disk version. infiltrator-history/c64-zzap-tape

MagazineZzap!64, issue 16 (August 1986) · p. 109, Infiltrator, reviewer's comment — the line reads "I can't see how US Gold are going to get Infiltrator onto tape without severely compromising the game"going to get Infiltrator orrfo / tape wiihout seversly com' / promising ihe gameZzap!64, issue 16 (August 1986) · p. 109, Infiltrator, reviewer's commentIf you've goi 3 disk diiva / then gsi a copy.Checked by a second AI model, 2026-11-06.

Read in the OCR text only.

Cited by: Infiltrator

Computer Entertainer, reviewing the Atari 8-bit version in July 1987, wrote that Chris Gray had designed the game originally for the Commodore 64 and that Mindscape published it. infiltrator-history/designer

MagazineComputer Entertainer, vol. 6, no. 4 (July 1987) · p. 4, Atari XE/XL Software, Infiltrator — the OCR reads "Afindscape" for Mindscapeis an adaptation of the action game designed originally for Commodore 64/128 by Chris Gray and published by AfindscapeComputer Entertainer, vol. 6, no. 4 (July 1987) · p. 4, Atari XE/XL Software, Infiltrator, Outstanding EntertainmentChris Gray's design is a superb combination of flight simulationChecked by a second AI model, 2026-11-06.

Cited by: Infiltrator

In January 1990 Computer Entertainer, reporting a new Mindscape game by Chris Gray, identified him as the designer of Infiltrator and Fiendish Freddy. infiltrator-history/later-design-credit

MagazineComputer Entertainer, vol. 8, no. 10 (January 1990) · p. 6, Mindscape at CES — the OCR breaks the lines as "SUPERBIKE SIMULA¬ TOR" and "Infiltra¬ tor"SUPERBIKE SIMULATOR for Atari ST by Chris Gray ("Infiltrator," "Fiendish Freddy") is a very detailed gameChecked by a second AI model, 2026-11-06.

Computer Entertainer reviewed the Atari XE/XL version in July 1987, rating it 4 of 4 stars for graphics and 4 for play value, as "every bit as action-packed as the original", worth the wait for owners of 8-bit Ataris. infiltrator-history/atari-ce-review

MagazineComputer Entertainer, vol. 6, no. 4 (July 1987) · p. 4, Atari XE/XL Software, Infiltratorat least this one was worth waiting forComputer Entertainer, vol. 6, no. 4 (July 1987) · p. 4, Atari XE/XL Software, Infiltratoris every bit as action-packed as the originalComputer Entertainer, vol. 6, no. 4 (July 1987) · p. 4, Atari XE/XL Software, Infiltrator — read by the lead on the page image (image n3) as "INFILTRATOR (★★★★/★★★★)"INFILTRATOR (&xdx/*kkX) should be like the appearance of anRevised after a check by a second AI model, 2026-11-06: The four-star ratings were read on the page image.

The stars were read on the page image (image n3) by the lead; the OCR garbles them.

Cited by: Infiltrator

Computer Entertainer's Availability Update of July 1987 listed the Atari XE/XL version from Mindscape under July, marked as shipped. infiltrator-history/atari-shipped

MagazineComputer Entertainer, vol. 6, no. 4 (July 1987) · p. 14, Availability Update, Atari XE/XL, Julyx-Infiltrator (MIN)Computer Entertainer, vol. 6, no. 4 (July 1987) · p. 13, Availability UpdateNOTE: Programs noted "x" have shipped as of pressChecked by a second AI model, 2026-11-06.

Cited by: Infiltrator

Crash reviewed the ZX Spectrum version from U.S. Gold in December 1986, crediting Chris Grey [sic] and Paragon as authors, at £9.95, and gave it 72% overall: 79% for use of computer and for graphics, 70% for playability, 69% for getting started, 70% for addictive qualities and for value for money. Its general rating was "well nigh impossible". infiltrator-history/spectrum-crash-review

Value
{
 "review": "Crash",
 "of": 100,
 "scores": {
  "use of computer": 79,
  "graphics": 79,
  "playability": 70,
  "getting started": 69,
  "addictive qualities": 70,
  "value for money": 70,
  "overall": 72
 }
}
MagazineCrash, issue 35 (December 1986) · p. 149, InfiltratorProducer: US GoldCrash, issue 35 (December 1986) · p. 149, InfiltratorAuthor: Chris Grey and / ParagonCrash, issue 35 (December 1986) · p. 149, Infiltrator, ratings — the OCR separates the headings from the figures; read on the page image (image 149): Use of computer 79%, Graphics 79%, Playability 70%, Getting started 69%, Addictive qualities 70%, Value for money 70%, Overall 72%; the price, £9.95, is also read there (the OCR has "£3,95")79% / 79% / 70% / 69% / 70% / 70% / 72%Crash, issue 35 (December 1986) · p. 149, Infiltrator, comments — on the page image, "General rating: well nigh impossible, leave it to Jimbo"Genaral rattng: weU nigh impossi- / bleChecked by a second AI model, 2026-11-06.

Crash rates each heading as a percentage.

Cited by: Infiltrator

One of Crash's reviewers found the Spectrum version just as hard as the Commodore 64 one, and one wrote that the graphics "are very pretty, but the game is too difficult to be any good". infiltrator-history/spectrum-crash-verdict

MagazineCrash, issue 35 (December 1986) · p. 149, Infiltrator, Criticism — read on the page image as "and now the Spectrum version turns out to be just as hard!"and now the Spectrum veraton / turns out to t>e Just as hardiCrash, issue 35 (December 1986) · p. 149, Infiltrator, Criticism — read on the page image as "The graphics are very pretty, but the game is too difficult to be any good."The graphics arB very pretty, but / the game is too difticurt to tie any / good.Revised after a check by a second AI model, 2026-11-06: The verdict is one reviewer's, not Crash's reviewers'.

Cited by: Infiltrator

In May 1989 Crash's Oldies column looked back at the Spectrum version, which it had rated 72%, and rated it 48%, blaming awkward helicopter controls. infiltrator-history/spectrum-crash-oldies

MagazineCrash, issue 64 (May 1989) · p. 32, Oldies, InfiltratorThen: 72% Now: 48%Crash, issue 64 (May 1989) · p. 32, Oldies, Infiltrator — the OCR is garbled; the line reads "spoiled by awkward helicopter controls"awkward heticop' / tar controlsChecked by a second AI model, 2026-11-06.

Read in the OCR text only.

Cited by: Infiltrator

In March 1988 Your Sinclair's tips column printed a reader's list of enemy and friendly code names for the Spectrum version, with the advice to avoid air combat, since fuel is tight, and to keep airspeed between 250 and 300 so that the battery doesn't overheat. infiltrator-history/spectrum-ys-tips

MagazineYour Sinclair, issue 27 (March 1988) · p. 45, Dr Berkmann's Clinic, Avenger & InfiltratorAnd as for Infiltrator, clock these hints 'n' tips:Your Sinclair, issue 27 (March 1988) · p. 45, Dr Berkmann's Clinic, Avenger & InfiltratorENEMY CODES FRIEND CODESYour Sinclair, issue 27 (March 1988) · p. 45, Dr Berkmann's Clinic, Avenger & InfiltratorBecause fuel is pretty tight, don't attack or fight with other aircraft, and keep airspeed between 250-300, or the battery will overheat!Checked by a second AI model, 2026-11-06.

The tips are credited to Craig Thornton. The OCR runs the two columns of code names together, so which names are enemy and which friendly isn't read here.

Cited by: Infiltrator

U.S. Gold put the Spectrum version on its Solid Gold compilation, at £9.99, with Gauntlet, Ace of Aces, Leader Board, and Winter Games; Sinclair User's review of January 1988 said Infiltrator "gives you the chance to fly a helicopter in great style". infiltrator-history/solid-gold

MagazineSinclair User, issue 70 (January 1988) · p. 97, Solid GoldSOLID GOLD / COMPILATION Labd: US Cold Authnr various Price! £9.99Sinclair User, issue 70 (January 1988) · p. 97, Solid Gold — the OCR reads "Infiltration" and "lly ... m" for "fly ... in"Infiltration gives / you the chance to lly a helicopter m great style.Your Sinclair, issue 27 (March 1988) · p. 93, classified advertisement — a reader's small ad offering the compilation; it confirms the five gamesSolid Go/c/which has Gauntlet, Ace of Aces, / Infiltrator, and both Leaderboard ar\d Winter / GamesChecked by a second AI model, 2026-11-06.

Read in the OCR text only.

Cited by: Infiltrator

U.S. Gold also put the Spectrum version on History in the Making, a boxed set of 15 of its games from July 1984 to July 1987 on four tapes at £24.99. Your Sinclair's February 1989 review, which dated Infiltrator 1987, found it complicated and its first part far too difficult. infiltrator-history/history-in-the-making

MagazineYour Sinclair, issue 38 (February 1989) · p. 72, History in the MakingUS Gold/£24.99 CassetteYour Sinclair, issue 38 (February 1989) · p. 72, History in the Makinganthology of 15 games which itYour Sinclair, issue 38 (February 1989) · p. 72, History in the Makingbetween July 1984 and July 1987Your Sinclair, issue 38 (February 1989) · p. 72, History in the Makinga boxed set of four tapesYour Sinclair, issue 38 (February 1989) · p. 73, History in the Making, InfiltratorINFILTRATOR First released: 1987 Skippy Now, I don't remember this one at all, so I found it very complicated.Your Sinclair, issue 38 (February 1989) · p. 73, History in the Making, InfiltratorTrouble is, the first bit is far too difficultChecked by a second AI model, 2026-11-06.

Your Sinclair's "First released: 1987" conflicts with Crash's review of the Spectrum version in December 1986 (infiltrator-history/spectrum-crash-review). Read in the OCR text only.

Cited by: Infiltrator

At the Summer Consumer Electronics Show of 1989 Mindscape listed Infiltrator among its upcoming titles, which Computer Entertainer described in June 1989 as an update of the Chris Gray computer hit combining helicopter combat and ground missions; in January 1990 the newsletter named it as coming soon from Mindscape for the NES. infiltrator-history/nes-ces-1989

MagazineComputer Entertainer, vol. 8, no. 3 (June 1989) · p. 12, CES report, MindscapeINFILTRATOR (an update of the Chris Gray computer hit combining helicopter combat and ground missions)Computer Entertainer, vol. 8, no. 3 (June 1989) · p. 1This year's Summer CES (Consumer Electronics Show) in Chicago presented more games thanComputer Entertainer, vol. 8, no. 10 (January 1990) · p. 16, Plenty of action from MindscapeComing soon from Mindscape for NES are ROADBLASTERS (high speed racing and shooting in armored cars) and INFILTRA¬ TORRevised after a check by a second AI model, 2026-11-06: Added Computer Entertainer's January 1990 coming-soon line; the June item names no platform.

The June 1989 item doesn't name a platform; the January 1990 one does. Together they are the earliest known report of the NES version among the sources read.

Cited by: Infiltrator

Game Player's, reporting in February 1990 that The Software Toolworks was buying Mindscape, listed Infiltrator among Mindscape's upcoming Nintendo titles. infiltrator-history/nes-upcoming-1990

MagazineGame Player's, vol. 2, no. 2 (issue 8, February 1990) · p. 18 (image 20), Players World, Software Toolworks Acquires Mindscape — the printed folio, 18, was read on the page image (image n19) by the leadUpcoming Nintendo titles include 720, Infiltrator, Road Blasters, Road Runner, Mad MaxGame Player's, vol. 2, no. 2 (issue 8, February 1990) · p. 18 (image 20), Players World, Software Toolworks Acquires Mindscapeseries, is buyingRevised after a check by a second AI model, 2026-11-06: Mindscape was buying the game, not had acquired it; the folio is p. 18.

Cited by: Infiltrator

Computer Entertainer's Availability Update of January 1990 listed the NES version from Mindscape for the first quarter of 1990. infiltrator-history/nes-schedule

MagazineComputer Entertainer, vol. 8, no. 10 (January 1990) · p. 22, Availability Update, Nintendo, First Quarter — the text layer interleaves the columns; the item's OCR text (djvu) runs "NINTENDO", then December, January, February, March, and "FIRST QUARTER", under which the row standsInfiltrator (MIN)Checked by a second AI model, 2026-11-06.

Read in the OCR text only.

Cited by: Infiltrator

Nintendo Power's Pak Watch of November/December 1989 listed Infiltrator in its NES Planner of coming games. infiltrator-history/nes-np-planner

MagazineNintendo Power, issue 9 (1989-11) · p. 95 (image 97), Pak Watch, NES PlannerNES PLANNERNintendo Power, issue 9 (1989-11) · p. 95 (image 97), Pak Watch, NES Planner — three consecutive rows of the planner's listCybernoid Dig Dug II InfiltratorRevised after a check by a second AI model, 2026-11-06: The locator is printed p. 95.

Read in the OCR text, whose page ends with the folio "95"; that the page belongs to Pak Watch is inferred from its text on Capcom's coming titles.

Cited by: Infiltrator

Nintendo Power's January/February 1990 issue covered Infiltrator in its New Games section as now available, with two kinds of mission, flight simulation and on-the-ground action, and walked through takeoff at 2,300 RPM and the first base's nerve-gas mission. infiltrator-history/nes-np-new-games

MagazineNintendo Power, issue 10 (January/February 1990): The Making of Super Mario Bros. 3 · p. 78 (image 80), New GamesThere's something for all tastes in New Games this issue. Infiltrator features two kinds of military missions; flight simulation and on-theground action.Nintendo Power, issue 10 (January/February 1990): The Making of Super Mario Bros. 3 · p. 78 (image 80), New GamesNow AvailableNintendo Power, issue 10 (January/February 1990): The Making of Super Mario Bros. 3 · p. 79 (image 81), InfiltratorThere are three enemy bases that Johnny must fly toNintendo Power, issue 10 (January/February 1990): The Making of Super Mario Bros. 3 · p. 79 (image 81), Infiltratorneutralize the nerve gasNintendo Power, issue 10 (January/February 1990): The Making of Super Mario Bros. 3 · p. 79 (image 81), InfiltratorFire up the Turbine Thrust Dual Propulsion Engines and lift off when itNintendo Power, issue 10 (January/February 1990): The Making of Super Mario Bros. 3 · p. 79 (image 81), Infiltratorhits 2300 RPM's.Nintendo Power, issue 10 (January/February 1990): The Making of Super Mario Bros. 3 · p. 79 (image 81), InfiltratorLand Near The First Base.Nintendo Power, issue 10 (January/February 1990): The Making of Super Mario Bros. 3 · p. 79 (image 81), Infiltrator — the caption runs "Your mission is to find enemy Nerve Gas. Five items will help you."Nerve Gas. FiveRevised after a check by a second AI model, 2026-11-06: Quoted the takeoff RPM, first base, and nerve gas lines.

Read in the OCR text only. The pages give no score.

Cited by: Infiltrator

Infiltrator came out for the NES in North America in January 1990, with Mindscape as licensee. infiltrator-history/release-nes

PublisherNES Games (Nintendo of America release list) · PDF p. 6 — the row gives title, licensee, and month, not a dayInfiltrator Mindscape January 1990Checked by a second AI model, 2026-11-06.

No source read gives the day.

Cited by: Infiltrator

On the NES the player is Captain Johnny "Jimbo-Baby" McGibbits, the Infiltrator, sent to stop the Mad Leader. The booklet has missions begin at Home Base with a briefing (though the first can also be started at the Enemy Base, nes-start); the player flies a Gizmo DHX-3 attack helicopter through enemy airspace to one of the Mad Leader's installations and carries out the ground mission there. There are three missions, each harder than the last. infiltrator-history/nes-premise

ManualInfiltrator (NES) instruction manual · printed p. 2 (PDF p. 4)Message to Captain Johnny "Jimbo-Baby" McGibbits/AKA The Infiltrator STOPInfiltrator (NES) instruction manual · printed p. 2 (PDF p. 4)You will begin all of your missions from Home Base, just beyond the border of the Mad Leader's country. At the base you will be briefed about your mission goal just before takeoff.Infiltrator (NES) instruction manual · printed p. 2 (PDF p. 4)You must successfully pilot your chopper from Home Base through enemy air¬ space and reach one of the Mad Leader's installations to complete the ground mission assigned during the briefing. There are three missions, each progressively more difficult,Infiltrator (NES) instruction manual · printed p. 4 (PDF p. 6), Owner's Flight ManualGizmoTM DHX-3 Attack ChopperInfiltrator (NES) instruction manual · printed p. 2 (PDF p. 4)STOP The Mad Leader must be stopped STOPRevised after a check by a second AI model, 2026-11-06: Notes the Enemy Base start and quotes the Mad Leader line.

Cited by: Infiltrator

The NES game can start the first mission at Home Base or at the Enemy Base, and a password given at the end of a mission starts a later one. infiltrator-history/nes-start

ManualInfiltrator (NES) instruction manual · printed p. 3 (PDF p. 5)You may start your first mission either at Home Base or at the Enemy Base-press the Select Button to move the arrow.Infiltrator (NES) instruction manual · printed p. 3 (PDF p. 5)To attempt a higher level mission, choose ENTER PASSWORD FOR MORE. You will then be asked for a password, which would have been assigned at the end of the previous mis¬ sion.Checked by a second AI model, 2026-11-06.

Cited by: Infiltrator

In the NES cockpit, Start starts the engine, and once it passes 2,300 RPM, Down on the Control Pad lifts off. Down on the Control Pad climbs and Up dives; with A held, Up and Down accelerate and decelerate and Left and Right spin the helicopter, while Left and Right alone bank. Select and Start scroll through the panel's options (missiles, cannons, chaff, flares, radio, status, turbo, whisper) and B uses the one highlighted. infiltrator-history/nes-flight-controls

ManualInfiltrator (NES) instruction manual · printed p. 5 (PDF p. 7), Takeoff ProceduresWhen power exceeds 2300 RPM's, press DOWN on the Control Pad to lift off.Infiltrator (NES) instruction manual · printed p. 5 (PDF p. 7), The ControlsCLIMB: Press DOWN on the Control Pad DIVE: Press UP on the Control Pad ACCELERATE: Hold down the A Button and Press UP on the Control Pad DECELERATE: Hold down the A Button and Press DOWN on the Control Pad BANK LEFT: Press LEFT on the Control Pad BANK RIGHT: Press RIGHT on the Control Pad SPIN CLOCKWISE: Hold down the A button and press RIGHT on the Control Pad SPIN COUNTER-CLOCKWISE: Hold down the A button and press LEFT on the Control PadInfiltrator (NES) instruction manual · printed p. 9 (PDF p. 11)switch options by pressing the Select Button to scroll down or the Start Button to scroll up through the options. To select an option, press the B Button when that letter is high¬ lighted.Infiltrator (NES) instruction manual · printed p. 5 (PDF p. 7), Takeoff ProceduresPress the Start Button to start the engine.Infiltrator (NES) instruction manual · printed pp. 8-9 (PDF pp. 10-11), Control Panel — the panel's options, keyed M, G, C, F, R, S, T, WMissile Gun (Cannons) Chaff FlaresInfiltrator (NES) instruction manual · printed p. 9 (PDF p. 11), Control PanelRadio (Communications) Status (Computer Terminal) Turbo WhisperRevised after a check by a second AI model, 2026-11-06: Quoted the start-engine and option-list lines.

Cited by: Infiltrator

The NES booklet gives the helicopter a top speed of 450 knots, doubled to 900 with the turbo, which heats the oil quickly; a ceiling of 9,999 feet; heat-seeking missiles in limited number and cannons with unlimited ammunition; and chaff and flares against radar-guided and heat-seeking missiles. Engine damage, low fuel, and low rotor RPM can't be put right in flight. infiltrator-history/nes-flight-systems

ManualInfiltrator (NES) instruction manual · printed p. 7 (PDF p. 9), Speed IndicatorMaximum speed is 450 knots, or 900 knots with the Turbo engaged.Infiltrator (NES) instruction manual · printed p. 10 (PDF p. 12), TurboIt also causes the oil to heat up at a very fast rate, so it should be used sparingly.Infiltrator (NES) instruction manual · printed p. 8 (PDF p. 10), AltimeterMaximum altitude is limited to 9999 ft.Infiltrator (NES) instruction manual · printed p. 9 (PDF p. 11), Missiles and CannonsYou have a limited number of missiles per mission.Infiltrator (NES) instruction manual · printed p. 9 (PDF p. 11), CannonsYou have unlimited ammunition.Infiltrator (NES) instruction manual · printed p. 6 (PDF p. 8), Warning LightsThe E, F, and R lights refer to problems that cannot be corrected in mid-flight.Infiltrator (NES) instruction manual · printed p. 9 (PDF p. 11), ChaffRadar-guided enemy mis¬ siles can be deceived by dropping chaffInfiltrator (NES) instruction manual · printed p. 10 (PDF p. 12), Flaresused as decoys to fool enemy heat-seeking missilesInfiltrator (NES) instruction manual · printed p. 6 (PDF p. 8), Warning LightsE: Engine damageInfiltrator (NES) instruction manual · printed p. 6 (PDF p. 8), Warning LightsF: Fuel lowInfiltrator (NES) instruction manual · printed p. 6 (PDF p. 8), Warning LightsR: RPM deficiency in engine or rotorsRevised after a check by a second AI model, 2026-11-06: Quoted the E, F, and R warning-light lines.

Cited by: Infiltrator

On the NES other aircraft may be friends or enemies. The player requests each pilot's identification and reads his code name; since the player's own helicopter carries no distinguishing markings, other pilots try to identify him too, and he answers INFILTRATOR to a friend or OVERLORD to an enemy. A wrong answer starts a fight to the death, and a few maniacs attack whatever the answer. infiltrator-history/nes-identification

ManualInfiltrator (NES) instruction manual · printed p. 11 (PDF p. 13), Sending and Receiving MessagesYour may safely reveal your identity (INFILTRA¬ TOR) to a friend, but you should conceal your real identity from enemy pilots by giving them a false I.D. (OVERLORD).Infiltrator (NES) instruction manual · printed p. 12 (PDF p. 14)Give the wrong I.D. and you'll end up in a battle that will last until one of you is destroyed.Infiltrator (NES) instruction manual · printed p. 12 (PDF p. 14)These pilots will attack no matter how you respond, so be prepared!Infiltrator (NES) instruction manual · printed p. 12 (PDF p. 14)distinguish friendly code names (WHIPPLE, HAYMISH) from those of your enemies (BOOMER, SCUM).Infiltrator (NES) instruction manual · printed p. 11 (PDF p. 13), Sending and Receiving Messagesrequest identification from the pilot to determine whether he is a friend or an enemy.Infiltrator (NES) instruction manual · printed p. 11 (PDF p. 13), Sending and Receiving MessagesSince there are no distinguishing markings on your chopper, other pilots will also try toRevised after a check by a second AI model, 2026-11-06: "No distinguishing markings" describes the player's own chopper; restated and quoted.

Cited by: Infiltrator

On the NES the player programs the Automatic Direction Finder with the value shown on the computer terminal, after which it points to the destination. Landing takes a speed of 0 to 20 knots, a level attitude, and Whisper mode, which keeps the enemy from hearing the helicopter. A crash in flight or on landing restarts the mission from the beginning. infiltrator-history/nes-navigation-landing

ManualInfiltrator (NES) instruction manual · printed p. 11 (PDF p. 13), ADFThe required ADF value can be found in the lower left corner of the Computer Terminal.Infiltrator (NES) instruction manual · printed p. 7 (PDF p. 9), Automatic Direction FinderOnce programmed, the ADF always points towards your destination.Infiltrator (NES) instruction manual · printed p. 14 (PDF p. 16), Landing ProceduresReduce your speed to between 0 and 20 knots.Infiltrator (NES) instruction manual · printed p. 14 (PDF p. 16), Landing ProceduresMake sure that the artificial horizon is level and that you are not banking.Infiltrator (NES) instruction manual · printed p. 10 (PDF p. 12), Whisper Modemust be activated when attempting to make a secret landing; otherwise, the noise of the helicopter could alert enemy ground personnel.Infiltrator (NES) instruction manual · printed p. 15 (PDF p. 17)If you crash while flying or landing, you will start the same mission again from the beginning.Checked by a second AI model, 2026-11-06.

Cited by: Infiltrator

On the ground, the NES player is disguised as an enemy guard and has five chances and about 20 minutes of real time per mission. Guards ask to see papers, which may or may not pass, and a player who runs from a guard raises an alert through the compound. Sleeping gas and gas grenades put guards to sleep and make them forget, a mine detector exposes mines, and cabinets on the far wall of each room hold cards, grenades, and other items. infiltrator-history/nes-ground

ManualInfiltrator (NES) instruction manual · printed p. 16 (PDF p. 18), McGibbits Guide to Ground Installation Infiltrationyou have disguised yourself as an enemy guard. Your objective is to complete the mission displayed in the briefing without being captured, blown up, or running out of time. You get five chances- after that, you're out of luck.Infiltrator (NES) instruction manual · printed p. 17 (PDF p. 19), Getting StartedYou have about 20 minutes of real time for each mission once you have landed.Infiltrator (NES) instruction manual · printed p. 18 (PDF p. 20), Identification PapersBe forewarned that running away will cause the guard to sound an alert throughout the compound.Infiltrator (NES) instruction manual · printed p. 18 (PDF p. 20), Sleeping GasAnyone sprayed will fall to sleep for several seconds and forget what has happened.Infiltrator (NES) instruction manual · printed p. 19 (PDF p. 21), Mine DetectorIf you step near a mine when the detector is activated, the mine will be exposed but will not detonate.Infiltrator (NES) instruction manual · printed p. 20 (PDF p. 22), Searching the Buildingsyou may search any of the cabinets on the top far wall of each roomInfiltrator (NES) instruction manual · printed p. 20 (PDF p. 22), Searching the BuildingsInside, you may find gas gre¬ nades, security cards, and other useful (and not so useful) items.Infiltrator (NES) instruction manual · printed p. 18 (PDF p. 20), Identification PapersThe guard will examine your papers and decide whether or not they are "in order" and valid.Infiltrator (NES) instruction manual · printed p. 18 (PDF p. 20), Gas GrenadesThese have the same effect as the sleeping gas canister, except that they have greaterRevised after a check by a second AI model, 2026-11-06: Quoted the gas grenade line.

The booklet's page 18 has no printed folio in the text layer; the printed number is inferred from its neighbours.

Cited by: Infiltrator

The NES booklet's three ground missions are to find four chemical containers, identify the nerve-gas neutralizer in the lab, and use it on the Mad Leader's vat; to rescue the scientist Dr. Phineas Gump by giving him an invisibility pill; and to plant explosives in the missile control rooms, leaving about 20 seconds to get out after the last one. Each needs the security card that unlocks the compound's doors. infiltrator-history/nes-missions

ManualInfiltrator (NES) instruction manual · printed p. 16 (PDF p. 18), The MissionsMission One: Your first mission is to neutralize a vat of deadly nerve gas in the Mad Leader's compound. To do this, you must find the four chemical containers hidden in the compound and bring them to the lab, where they will be analyzed.Infiltrator (NES) instruction manual · printed p. 16 (PDF p. 18), The MissionsMission Two: Your second mission is to find the famous scientist Dr. Phineas Gump and rescue him from the clutches of the Mad Leader.Infiltrator (NES) instruction manual · printed p. 16 (PDF p. 18), The Missionsyou must find the invisibility pill and give it to him-then make your escape.Infiltrator (NES) instruction manual · printed p. 17 (PDF p. 19), The MissionsMission Three: Your third and most difficult mission is to locate and destroy the Mad Leader's missile control rooms by planting explosives. To open the control rooms, you must first find the hidden security card.Infiltrator (NES) instruction manual · printed p. 19 (PDF p. 21), Explosivesyou then have about 20 seconds to leave the building before the bombs detonate.Infiltrator (NES) instruction manual · printed p. 16 (PDF p. 18), The MissionsYou will need to find the security card to unlock the doors to important rooms.Infiltrator (NES) instruction manual · printed p. 16 (PDF p. 18), The Missionscal is the nerve gas neutralizer. Then locate the Mad Leader's vat of deadly nerve gas,Infiltrator (NES) instruction manual · printed p. 16 (PDF p. 18), The Missionsuse the neutralizer on it, and get out of there fast!Infiltrator (NES) instruction manual · printed p. 16 (PDF p. 18), The Missions — Mission Two's "Again, you'll need to find the security card to unlock the doors to important rooms."curity card to unlock the doors to important rooms.Revised after a check by a second AI model, 2026-11-06: Quoted the neutralizer, vat, and Mission Two security-card lines.

Cited by: Infiltrator

Zzap!64's review of the Commodore 64 version lists Johnny's starting kit as a camera, five gas grenades, a can of gas spray, a mine detector, explosives and forged papers. The camera, with five shots, is for photographing enemy documents found by searching the base's furniture, after which Johnny has to escape from the base. The NES booklet's inventory has no camera, though its opening letter lists film among the things enclosed. infiltrator-history/c64-camera

MagazineZzap!64, issue 16 (August 1986) · p. 109, Infiltrator — the line reads "The camera is for photographing vital enemy documents when inside the base, and only five shots are provided."Is for photogrflp+ilng vital enemy / docirmenta wtien in aide the baseZzap!64, issue 16 (August 1986) · p. 109, InfiltratorOnce all of the relevant docu- / ments have beef! photog repliedInfiltrator (NES) instruction manual · printed pp. 18-19 (PDF pp. 20-21), Inventory Items — the booklet's inventory items are sleeping gas, gas grenades, identification papers, mine detector, and explosivesThe Inventory Screen also shows your remaining supply of Sleeping Gas (SPRAY), Gre¬ nades, and Explosives.Zzap!64, issue 16 (August 1986) · p. 109, Infiltrator — read by the lead on the page image (image n108): "Johnny is initially armed with only a handful of objects; a camera, five gas grenades, a can of gas spray, a mine detector (...), some explosives, and some forged papers."onty a handful of objecta; a cam-Zzap!64, issue 16 (August 1986) · p. 109, Infiltratoraome forged papers. Tha cameraZzap!64, issue 16 (August 1986) · p. 109, Infiltrator — "which need to be searched for vital documents"vBri04JS pieces of furniture whichOur translationvarious pieces of furniture whichZzap!64, issue 16 (August 1986) · p. 109, Infiltrator — "base to get back to his helicopter"Johnny has to escspe ffom theOur translationJohnny has to escape from theInfiltrator (NES) instruction manual · printed p. 2 (PDF p. 4)names and other mission info, weapons, film (with pre-paid processing mailer) and theRevised after a check by a second AI model, 2026-11-06: Quoted Zzap!64's starting kit, furniture, and escape lines; the NES letter's film is noted.

Zzap!64's account is of the Commodore 64 disk version's first mission; the NES booklet's missions differ (infiltrator-history/nes-missions). The Commodore 64 manual hasn't been read.

Cited by: Infiltrator

Computer Entertainer reviewed Mindscape's sequel, Infiltrator II, in November 1987, calling it "a sequel to the popular Infiltrator". infiltrator-history/sequel

MagazineComputer Entertainer, vol. 6, no. 8 (November 1987) · p. 4, Infiltrator II — the pinned OCR text has no page breaks; the page is inferred from its running footers and foliosA sequel to the popular Infiltrator, Mindscape has brought us back to the world of JimboChecked by a second AI model, 2026-11-06.

The sequel is a separate game and has no page here.

Cited by: Infiltrator