Pucker factor — Anxiety level.
Pure pursuit — A pursuit course where you point your aircraft’s nose directly at the bandit. This course is used to shoot missiles at the bandit.
Pure vertical — Straight up.
Radial gravity (GR) — The G force an aircraft is adding to the turn rate and radius equations. Most of the time 1 GR equates to 3°-4° per second.
Range — The distance between your aircraft and the bandit.
Rope-a-dope — Any maneuver designed to deceive the enemy.
SFO — Simulated flameout. A landing approach that simulates a flame-out (engine out).
Shark killer — A missile that misses its target and plunges into the water.
Situational awareness (SA) — A pilot’s ability to keep track of his surroundings and predict possible actions while in air combat.
Slave mode — Where the weapons are “slaved” to a sensor such as radar. The weapon is then focused on the same place the radar is looking.
Slice — A maximum performance, nose-low turn.
Smash — Airspeed.
Snake — A defensive maneuver designed to defeat a guns kill from behind. It consists of slowing down, in a series of turn reversals, rolling 180°, in hopes a bandit overshoots.
Snapshot — A guns shot that consists of a quick pull into lead pursuit and firing a burst of rounds across the enemy’s aircraft.
Snot locker — Nose. Heading down the snot locker means the bandit is flying at you head-on.
Spike — Radar contact.
Spit out — To disengage from a battle whether voluntary or involuntary or to overshoot.
Square a corner — To make a high G maneuver that appears to be a complete right-angle turn.
TACAN — TACtical Air Navigation. A beacon designed to facilitate navigation.
Tactical intercept — A specific set of procedures taken by a fighter using radar to gain an advantage on an enemy.
Tally — A visual. As in “I have a tally on him.”
Threat Warning System (TWS) — An electronic device on the F-16 that displays air and ground radars.
TOF — Time of flight.
Towel rack — A handle located on each side of the F-16 that a pilot can use to move around in the cockpit.
Tracking gun shot — A guns shot where you remain in a stable position behind a bandit and take multiple shots.
Turkey — A nickname for an F-14.
Turn circle — A path that an aircraft cuts through the sky when it turns.
Turn radius — A measure of how tight an aircraft is turning.
Turn rate — A measure of how fast an aircraft moves around a turn circle.
Turning room — The distance between your aircraft’s flight path and the bandit’s flight path. The more distance, the more turning room.
Two-circle fight — A 1V1 fight where two fighters come at each other head-on and make same direction turns (that is, both turn to their left) on the pass. This brings both fighters turning into each other completing two separate circles.
Uncage — Release or enable a missile seeker head to independently track the target after lock-on.
Vertical — Away from the earth. When you pull your aircraft into the vertical, you pull straight up.
VID — Visually Identify.
Weapons envelope — The area around the bandit where your missiles or gun is effective.
Winchester — Out of weapons.
Copyright
Author: Pete Bonanni
Editors: Howard Bornstein, Robert Giedt and Marisa Ong
Graphic Designer: Carrie Galbraith
Illustrator: Lawrence Kevin
Product Management: Steve Blankenship
Product Marketing: Neil Johnston and Kathryn Lynch
Special Thanks: Anthony Chiang, Joseph Colligan, Jack Gibbons, Patrick Gost, Lucija Kordic, Gilman Louie, Joy Matsuura, Planned Marketing Solutions, Russel Reiss and Gary Stottlemyer
Spectrum HoloByte
2490 Mariner Square Loop
Alameda, CA 94501
Game © 1993 Spectrum HoloByte, Inc. All rights reserved. Falcon 3.0 © 1991 Spectrum HoloByte, Inc. All rights reserved. Art of the Kill is a trademark and Falcon and Spectrum HoloByte are registered trademarks of Spectrum HoloByte, Inc. Head to Head is a registered trademark of Hasbro, Inc. and is used under license. Other trademarks are the property of their respective holders.
Artwork CLC Mark McCandlish, 1991
Printed in the United States of America
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