Cite as
Mindscape, Infiltrator NES manual
Original
https://archive.org/details/infiltrator-nes-nintendo-entertainment-system
sha256
76cef1a26e8ab6ed74950f63f536ad03d4690978ea4e091992dd2bd15e153e26
Archived
https://archive.org/download/infiltrator-nes-nintendo-entertainment-system/Infiltrator%20%28NES%20-%20Nintendo%20Entertainment%20System%29_text.pdf
Accessed
2026-11-06
Licence
proprietary; scan for research citation only
Credit
Scan in the Internet Archive item "infiltrator-nes-nintendo-entertainment-system" (Infiltrator NES instruction manual).
Notes
U.S. NES manual. Locators are PDF page numbers of the text PDF.

Cited on

Claims (10)

The NES booklet gives the program's copyright as 1989 and 1986, Gray Matter, licensed to Mindscape.PDF p. 3 (inside cover)PDF p. 3 (inside cover)Manual
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.printed p. 2 (PDF p. 4)printed p. 2 (PDF p. 4)printed p. 2 (PDF p. 4)printed p. 4 (PDF p. 6), Owner's Flight Manualprinted p. 2 (PDF p. 4)Manual
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.printed p. 3 (PDF p. 5)printed p. 3 (PDF p. 5)Manual
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.printed p. 5 (PDF p. 7), Takeoff Proceduresprinted p. 5 (PDF p. 7), The Controlsprinted p. 9 (PDF p. 11)printed p. 5 (PDF p. 7), Takeoff Proceduresprinted pp. 8-9 (PDF pp. 10-11), Control Panelprinted p. 9 (PDF p. 11), Control PanelManual
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.printed p. 7 (PDF p. 9), Speed Indicatorprinted p. 10 (PDF p. 12), Turboprinted p. 8 (PDF p. 10), Altimeterprinted p. 9 (PDF p. 11), Missiles and Cannonsprinted p. 9 (PDF p. 11), Cannonsprinted p. 6 (PDF p. 8), Warning Lightsprinted p. 9 (PDF p. 11), Chaffprinted p. 10 (PDF p. 12), Flaresprinted p. 6 (PDF p. 8), Warning Lightsprinted p. 6 (PDF p. 8), Warning Lightsprinted p. 6 (PDF p. 8), Warning LightsManual
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.printed p. 11 (PDF p. 13), Sending and Receiving Messagesprinted p. 12 (PDF p. 14)printed p. 12 (PDF p. 14)printed p. 12 (PDF p. 14)printed p. 11 (PDF p. 13), Sending and Receiving Messagesprinted p. 11 (PDF p. 13), Sending and Receiving MessagesManual
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.printed p. 11 (PDF p. 13), ADFprinted p. 7 (PDF p. 9), Automatic Direction Finderprinted p. 14 (PDF p. 16), Landing Proceduresprinted p. 14 (PDF p. 16), Landing Proceduresprinted p. 10 (PDF p. 12), Whisper Modeprinted p. 15 (PDF p. 17)Manual
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.printed p. 16 (PDF p. 18), McGibbits Guide to Ground Installation Infiltrationprinted p. 17 (PDF p. 19), Getting Startedprinted p. 18 (PDF p. 20), Identification Papersprinted p. 18 (PDF p. 20), Sleeping Gasprinted p. 19 (PDF p. 21), Mine Detectorprinted p. 20 (PDF p. 22), Searching the Buildingsprinted p. 20 (PDF p. 22), Searching the Buildingsprinted p. 18 (PDF p. 20), Identification Papersprinted p. 18 (PDF p. 20), Gas GrenadesManual
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.printed p. 16 (PDF p. 18), The Missionsprinted p. 16 (PDF p. 18), The Missionsprinted p. 16 (PDF p. 18), The Missionsprinted p. 17 (PDF p. 19), The Missionsprinted p. 19 (PDF p. 21), Explosivesprinted p. 16 (PDF p. 18), The Missionsprinted p. 16 (PDF p. 18), The Missionsprinted p. 16 (PDF p. 18), The Missionsprinted p. 16 (PDF p. 18), The MissionsManual
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.printed pp. 18-19 (PDF pp. 20-21), Inventory Itemsprinted p. 2 (PDF p. 4)Magazine