Stunt Island Game Manual (plain text)


STUNT ISLAND 

THE STUNT FLYING AND FILMING SIMULATION 


HANDBOOK 

Introduction 


Stunt Island — The Place 

In the spring of 1986, one of the movie industry's most 
important deals was being struck. Butthisdeal included no 
actors, no screenplay, and no director. Just an island. 

Stunt Island was purchased in a joint venture of the major 
movie studios, Located off the coast of Southern California, 
the island would provide a private place specializing in the 
filming of high-risk stunts. 

During the past decade, obtaining permits to perform stunts 
in public areas became an increasingly difficult task for the 
film studios, Because stunts had evolved into sophisticated, 
extravagant, and incendiary productions entire housing 
tracks blowing up, airplanes crash-landing in congested areas, 
multiplecar crashes in crowded streets — the pre-filming 
logistics of acquiring a location and acceptablefilm time were 
becoming just as difficult as filming the stunt itself. 

Having a private place tailored to handle high-risk activities 
would allow the movie studios the opportunity to invest valu- 
able time — otherwise spent on pre-production administrative 
work — into more critical stunt production issues. 

Stuntlsland istheworldsfirstand only stunt haven. If astunt 
needs to be done, the only limitations are talent, imagination, 
and physics. 


Stunt Island — The Program 

Stunt Island, the program, is entertainment software that 
recreates the activities of Stunt Island, the place. 

You'll have the opportunity to enter the world of film 
production as a stunt pilot, editor, director, and / or set designer 
(you can parti d pate in as few or as many of these activities as 
you want). No other program has this range of activities set 
behind the scenes of Hollywood. 


Introduction 


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Table of Contents 


Chapter 1: About Stunt Island 7 

Your Career Opportunities 

on Stunt Island 7 

About This Handbook 7 

About Your Mouse, Joystick, 

or Keyboard 8 

The Movie Production Process 

Chapter 2: Setting up the Program H. 

Equipment You'll Need 11 

I nstal I i ng Stu nt I si and 12 

Changing the Setup 14 

Starting Stunt Island 14 

Exiting Stunt Island 17 

The Places on Stunt Island 18 

Input Devices Used in Stunt Island 2 0 

Selecting an Onscreen Option 20 

Changing Numbers .21 

Selecting an Item From a List 22 

Joystick Users.. 22 

Joystick Calibration Screen 22 

Save and Load File Requesters 24 

Chapter 3: Aircraft 

Checkout Procedures 27 

Aircraft vs. Airplane 27 

Aircraft Availability 28 

Onscreen Gauges 28 

Flying Stunt Island Aircraft 3 0 


Flight Controls 30 

Neutral Position of Control Stick....30 

Pitch 31 

Roll 32 

Yaw 32 

Using the Rudder 32 

Using the Ailerons 32 

Engine Power Controls 34 

Taking Off and Landing 34 

Taking Off 34 

Using Flaps for Takeoff 34 

Landing 35 

Landing on a Runway 36 

Ending Flight Without Landing 3 6 

Autopilot 36 

Crashing or Ejecting 36 

Weapons Use 36 

Dropping Bombs 37 

Aircraft Views 38 

Keyboard Keys Available 

During Flight 38 

Tips on Successful Flying 39 

Recording During Flying 39 

Preferences Window 40 

Chapter 4: Stunt Pilot of the 

Year Contest 43 

The Contest 43 

Getting Stunt Assignments 44 

Payoffs and Penalties 

on Stunt Performance 45 

Camera Crew 45 


Stunt Island Hall of Fame 46 

Competitors Leaving Stunt Island 46 

The Stunt Assignments 47 

Stunt Assignment Clues 57 

Chapter 5: Production: Set Creation 
and Filming 59 

Creating Sets 60 

Island View Window 

and It's Options 61 

Prop Window and Its Options 62 

How to Select Your Stunt Aircraft 6 6 

How to Place a Prop 67 

How to Move a Prop 68 

How to Delete a Prop 68 

Special Prop Controls - 

The Adjust Window 6 8 

How to FineTunea Prop 73 

How to Animate a Prop 75 

Animating a Still Prop 75 

Animating a Dynamic Prop 76 

Having More Than One 

Stunt Aircraft 78 

How to Set Up Cameras 78 

The Watch (WTCH) Option 79 

Adjust Screen 

"Programming" Options 8 0 

Saving and Loading Sets 82 

Creating New Sets 82 

How to Film a Stunt 83 

Leaving the Production Building 84 

Questions and Answers 85 


Table of Contents 


Chapter 6: Setting Up 

Special Events 87 

I F Option 89 

AND Qualifier 90 

THEN Option 92 

Setting and Using Flags 95 

Collision Windows., 9 6 

Setting the Recording Features 9 7 

Auto-Edited Films 99 

Dissecting Stunt Sets for Success 100 

Chapter 7: Tutorial: Creating Sets 
and Events 103 

Contest Scene ,103 

Designing the Set 103 

Setting Up the Cameras ,104 

Parked Vehicles 107 

Collision Windows., ,112 

Animating the Police Car ,118 

Chapter 8: Post-Production: 

Editing and Special Effects 123 

Editing Film Footage 124 
Source Deck vs. 

Destination Deck 126 

Marking Footage: The 

Cornerstone to Editing 128 

Editing "On The Fly" 12 9 

Recording From the Source Deck to 

Destination Deck 130 

Marking and Copying a 

Single Frame 130 

Inserting Footage on the 


Destination Deck 131 

Deleting Footage from the 

Destination Deck 132 

Incorporating Visual Effects 132 

Incorporating Music and 

Sound Effects 134 

Saving Edited Footage 136 
Leaving the Editing Room ... 136 

Maximum Film Values 136 

Incorporating Your 

Own Sound Files 137 

Previewing Films to 

Other PC Owners 138 

Chapter 9: Tutorial: Editing a Film 141 

Loading the Highway Take ,141 

Editing the Footage 142 

Inserting Audio and Visual Effects ... ,144 


Chapter 10: Industry 

History and Insight 147 


Stunt Flying History 147 

The Film Industry 1 4 8 

A Conversation with 


Chris FHowell, Stunt Coordinator 154 

Appendices 

Appendix A: Aerodynamic Forces 157 


Appendix B: Stunt Island 

Permanent Locations 159 

Appendix C: Helpful Information and 

Troubleshooting Guide 160 

Appendix D: Disney Software 


C u stomer Serv ice 167 

Appendix E: List of Files Installed 

by Stunt Island 172 

Appendix F: Keyboard Keys 176 

Index 178 


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Table of Contents 



CHAPTER 1 

About Stunt Island 


Your Career Opportunities on Stunt Island 

You can do as much or as little as you want on Stunt Island: 

+ Be an apprentice stunt pilot. Fly stunts without entering the contest or 
doing film work. 

+ Prove yourself the hottest stunt pilot by winning the Stunt Pilot of the Year 
contest and have the newly finished airfield named after you. 

+ Create films without having to fly. Take pre-shot footage and edit it any way 
you like. 

+ Design your own sets. You have dozens of locations and hundreds of props 
to choose from. 

+ Become a stunt coordinator. Plan your own stunts from start to finish. 

+ Do it all — design, fly, and film your own stunts. 


About This Handbook 

Although reading this handbook will give you a clearer understanding of Stunt 
Island, you can also learn how to use the program through the time-honored 
method of trial and error. Almost all the options are available by moving the pointer 
on them and then selecting them. If you want to get into the program and sample it 
on your own, read Chapter 2 for details on how to install the program and controls 
you can use; then check out the island. If you get stuck, just refer to the index or 
the table of contents to look up answers. 


Chapter 1 About Stunt Island 


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If you prefer a more organized approach, read through this 
handbook. You'll get the complete details on Stunt Island. 

This Can Be a Complicated Program.. . 

If you try to set up, film, and edit a stunt right after you've 
loaded this program for the first time, you can make this one 
of the hardest programs in the world to understand. The more 
advanced stunts just aren't easy to create. But the more compli- 
cated aspects of Stunt Island also provide its depth, making this 
program one that's endlessly playable. 

. . .When It Happens to Be a Simple One 

If you approach Stunt Island one segment at a time, it's simple 
to learn and master. The outline below is the way we recom- 
mend you familiarize yourself with Stunt Island. It will keep you 
from being overwhelmed by the many features of the program. 

Step 1. When you start the game, you're asked, "Are you going 
to be in the competition?" Select No. Enter the competition 
later, after you've put in some flying time You'll take away a lot 
of the frustration if you can fly without contest pressures and 
penalties. 

Practice flying. Check out each of the planes and get a feel for 
their individual flight characteristics. Learn to read the gauges 
and control the points-of-view. 

When you're asked, “Do you want to do your own editing?" 
select No. When you select No, your films will be automatically 
edited for you. 


Step 2. When you're ready to enter the competition for the first 
time, go ahead. But we still recommend answering No to doing 
your own editing. As a pilot, focus on the competition and leave 
the technicalities of editing to the post-production staff. 

Step 3. If you've done the competition, or have no plans to 
enter it, go on to set designing and editing (answer Yes to, "Do 
you want to do your own editing?"). Learn to place props and 
animate them. Then try flying and filming with the sets that 
you've made. When that's done, practice editing the film. 

Step 4. The most complicated thing you can do is create your own 
stunts. Stunt Island gives you the tools to become a stunt coordi- 
nator, letting you build stunts just like those used in the Stunt 
Pilot of the Year contest. These stunts have specific goals that 
you outline as "must-do" in order for this stunt to be a success. 
Chapters 5 and 6 explain how you can create your own stunts. 

About Your Mouse, Joystick, or Keyboard 

You can use your mouse, joystick or keyboard to control the 
program. Because there are three devices to input information 
with, they're often referred to under the generic term of "input 
device" or "control stick." Wherever you see "input device" or 
"control stick" in the handbook, we're referring to your mouse, 
joystick or keyboard — whichever you're using. 

For added reading ease, we use "select ‘ when you need to 
click a mouse or joystick button, or press Enter on the keyboard 
to choose an option. Your onscreen pointer^ turns into cross 


Chapter 1 About Stunt Island 



hairs -i-when it's positioned on something that can be 
selected. If the pointer doesn't turn into cross hairs, the 
onscreen item can't be selected. 

Check the section called "Input Devices Used in Stunt Island" 
in Chapter 2 to learn more about how each input device works 


The Movie Production Process 

The movie making process has three important development 
phases: 1) pre-production, 2) production, and 3) post-production. 

Pre-production involves such aspects as scriptwriting, casting, 
director selection, etc. 

Pre-production elements and issues need to be determined 
before filming can begin. 

Production covers the actual movie making process. You select 
the plane, props, and camera angles that will be used, and then 
you film the stunt sequence. 

Post-production includes the work that needs to be done once 
all the film has been shot: editing the film, adding special effects, 
sound and credits, viewing the edited film in the theatre, etc. 

In the Stunt Island program, you'll mainly focus on production 
and post-production work. The only pre-production decision 
you'll need to make is deciding whether you'll fly, set design, 
stunt coordinate, edit, or do any combination of these jobs. 


Chapter 1 About Stunt Island 



CHAPTER 2 

Setting Up The Program 


Equipment You'll Need 

To use the Stunt Island software, you must have: 

+ IBM or 100% compatible; 386SX with 16 MHz processor or better required; 

386DX with 33 MHz processor or faster strongly recommended 

+ 640K of total RAM (random access memory); need 570K of free RAM; 
additional RAM memory strongly recommended 

+ VGA 256-color and color monitor 

+ PC-DOS/ MS-DOS; supports 3.3 to 5.0 

+ 3.5" high density (1.44 MB) or 5.25" high density (1.2 MB) disk drive 

+ Hard disk drive (requires 13 MB of free disk space) 

The following equipment is optional: 

►f Joystick 

Mouse with 100% Microsoft compatible driver 

►)- The Sound Source, Sound Blaster, Thunder Board, Tandy Sound (DAC) or 

PS1 Audio Card 

* AdLib or Roland MT32/LAPC-1 

>> Expanded or extended memory (for ddtails on expanded or extended 

memory, see Appendix C) 


Chapter 2 Setting Up The Program 


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Installing Stunt Island 

Stunt Island comes with an Install program that guides you 
through the install process. 

Stunt Island must be installed onto a hard diskdrive. It cannot 
be played from floppy disks. 

In the following instructions we refer to your computer's 
floppy disk drive as the A: drive and the hard disk drive as the C: 
drive. If your floppy or hard disk drive is something other than 
drive A: or C:, substitute A: or C: with the correct drive letter(s). 

1. Insert Stunt Island Disk 1 in drive A:. Change to the A: 
drive by typing A: and pressing Enter. Type INSTALL and 
press Enter. 

2. A screen stating "This Program installs files onto your hard 
disk and lets our program know about your equipment 
configuration" should appear. Press Enter to continue. 

Note: During the install process, you can press Esc to back up 
a step or to abort the Install program. 

3. The Setup screen appears. You will see that an input device, 
a sound device, and a music device have been selected — 
this is what the Install program automatically detected. 

If you want to change an option, press the up or down 
arrow keys to highlight the option and press Enter. Use the 
up and down arrow keys to select an input, sound, or 


Chapter 2 Setting Up The Program 


music device and then press Enter to accept. Press Esc to 
cancel. (If you're using a 10-key pad, make sure the Num 
Lock key is off.) 

Note: To use a Thunder Board or other Sound Blaster 
compatible card, choose the Sound Blaster option. 

If the Install program cannot detect the option you select- 
ed, you will see a warning message. If you select the option 
anyway, the Stunt Island program may "freeze" when you 
start it, requiring you to restart your computer and go 
through the setup process explained in the next section. 

Once you've selected the appropriate options for your 
computer's current configuration, select Install with the 
above configuration and press Enter. 

4. The Drive Letter screen appears. If there are any partitions on 
your hard drive, or if you have more than one hard drive, 
the Install program will identify them and ask you to select 
the drive on which you want to install Stunt Island. If there 
are no partitions on your hard drive the program will choose 
drive C and go directly to the Destination Path screen. 

Note: The Install program notifies you if your computer does 
not have enough hard disk space and/ or memory to install or 
run Stunt Island. At this point you may want to exit the Install 
program and make any changes to free up memory or hard 
disk drive space. If this screen appears dueto lack of hard disk 
space, you can go back to the Drive Letter screen and select 



another driver if you have other partitions. (See Appendix C 
for tips on handling memory problems.) 

5 The Destination Path screen appears. The default subdirec- 
tory selected for Stunt Island is \ STUNTISL. To change 
the subdirectory name, press the Delete key to delete 
STUNTISL; then type the new subdirectory name you 
want to use (up to 8 characters). Be sure to include the 
\ (backslash) at the beginning of the subdirectory name. 

The other box on the screen, System Information, shows 
hard disk space and memory usage. You're shown the 
amount currently used, the amount used by the Stunt 
Island program, and what is left of both after installation. 
The amount of conventional memory used is only during 
the use of Stunt Island. 

Press Enter to accept the subdirectory name and begin the 
copying process. You will see a Copy Status screen which 
visually tracks the copying progress. You will be prompted 
to insert new disks when necessary. 

6, The Installation Complete screen appears when the instal- 
lation process is finished. Press Enter at this screen and 
you'll go to the directory where you installed the 
program; you can then type STUNT to start the program. 
(See the section "Starting Stunt Island for complete details.) 

Put your original disks in a safe, dean place in case you a/er 
need to reinstall the program. 



A- 1 0 Thunderbolt 

Manufacturer: 

Take-off speed: 

Stall speed: 

Maximum speed: 

Maximum altitude: 

Flaps: 

Retractable landing gear: 


.Grumman Corporation 
B8 m.p.h. 

,115 m.p.h. 

.439 m.p.h. 

,45,000 feet 

Yes 

Yes 


Chapter 2 Setting Up The Program 


Changing The Setup 

Once you’ve performed the initial installation, you can change 
the setup at any time. Maybe you’ve just purchased The Sound 
Source to use with your computer, or maybe you just want to 
make sure the PC speaker sounds are off. 

To change the setup, follow these steps: 

1. Go to the Stunt Island subdirectory. For instance, if you 

accepted the default \STUNTISL subdirectory when you 
installed the program, you would type CD \STUNTISL 
and press Enter. Then type STUNT ? and press Enter. 

You must type the question mark (preceded by a space) 
after STUNT or you will not get the screen that lets you 
make changes. 

2. The Setup screen appears. To change the input, sound, or 

music option, press the up or down arrow keys to high- 
light the option you want and press Enter. Using the up 
and down arrow keys, select a different input, sound, or 
music option and then press Enter to accept. Press Esc to 
cancel. (If you’re using a 10-key pad, make sure the Num 
Lock key is off.) 

3. Once you’ve made the changes you want, select Install 

with the above configuration and press Enter. The Setup 
program will save the new configuration. The Setup 
process is complete and the game will start with the new 
options. 


Chapter 2 Setting Up The Program 


Starting Stunt Island 

1. To start the program, go to the Stunt Island subdirectory. 

For instance, if you used the default STUNTISL subdirectory 
in the Install program, you would type CD\ STUNTISL and 
press Enter. 

2. Type STUNT and press Enter. 

If your screen goes blank, reboot the computer and run 
the Setup program as explained in the previous section, 
making sure to select the correct input, sound, and music 
options for your computer setup. If you still have problems 
with loading the program, please see Appendix C. 

3. As the program loads you may see “Caching data xxxKin 

extended [or expanded] memory.’’ The program is setting 
up available extended or expanded memory for use with 
Stunt Island. You will only see this screen if you have 
extended or expanded memory. Stunt Island works equally 
well with both — it will use whichever you have the most 
of (but not both). 

4. The Introduction film appears. If you want to bypass this 

film, click the mouse or joystick button or press any key. 



Welcome to Stunt Island! 

When you first arrive at Stunt Island, you're dropped off in front 
of the production building. 

Joystick users: If this is the first time you've loaded Stunt 
Island and you're using a joystick, the first thing you see is the 
Joystick Calibration screen. Follow the onscreen instructions. 

If you need details on this screen, see page 22. 

Next, you may be asked to answer a question about a particu- 
lar aircraft. Locate the aircraft in this handbook by using the 
index. Go to the page indicated to find the answer. Type in the 
answer and press Enter. If you answer the question correctly, 
the game will begin. If you answer it incorrectly, you're 
returned to the DOS prompt. Type STUNT and press Enter to 
try again. 

You're asked, "Do you want to be in the competition?" 



NO: If you select N o, a pilot will not be set up for you. Also, 


Chapter 2 Setting Up The 


Program 


e 



A- E Intruder 

Manufacturer* Grumman Corporation 

Take-off speed: 13S m.p.h. 

Stall speed: 113 m.p.h. 

Maximum speed: 644 m.p.h. 

Maximum altitude: 41,4JJfeet 

Flaps: Yes 

Retractable landing gear: Yes 



the competition standing screens will not appear in the game. 


YES: Selecting Yes lets you see the competition standings in 
the game. All stunts you fly (those offered by the stunt 
coordinator) count towards your total pilot score. 

When you select Yes, you're asked, "Is this your first time here 
or are you an old timer?" 



+ If you're new, use your input device and select "I'm new to 
the island." Type in your name and press Enter. Then 
choose a nickname by positioning the cursor on the down 
arrow next to Nickname and then clicking the mouse or 
joystick button or pressing the Enter key. Highlight a 
nickname and then click a button or press the Enter key 
to select it. 

If the nickname is currently being used, you're asked if you 
want to replace the current pilot, Up to 17 separate characters 
can be tracked by the program (one for each nickname). 


Chapter 2 Setting Up The Program 



+ If you're an old timer, use your input device to select "I've 
been here before." Then select your name from the list and 
then select OK. You're then asked to confirm your nickname. 
If your name isn't on the list, select "I'm Not Listed" so you 
can enter your name. 



NO: If you select No, after you complete a stunt you'll goto 
the theatre to view the automatically edited film. If you're new 
to Stunt Island, we recommend you select No so the films will 


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be edited for you. 


Selecting No does not mean you will be barred from the 
editing room. The program will just bypass the editing room 
after you've flown your stunt since the program assumes you 
won't want to edit. You can still go to the editing room if you 
want. (You can change this option at any time by bringing up 
the Preferences window. See page 40 for details,) 

YES: If you sel ect Yes, the fi I ms you create w i 1 1 not be auto- 
matically edited for you. You can go to the editing room at any 
time to put your own films together. 


Exiting Stunt Island 

To exit the program, select the signs that say Ferry or Leave 
On Ferry. 

If you're not in the Stunt Pilot of the Year contest, you can press 
Ctrl-Esc at any time to go immediately to DOS. Make sure you 
don't press Ctrl-Esc before you've had a chance to save the files 
you're working on (like sets, takes, or films), otherwise you will 
lose your current work. 

Competitors who entered the Stunt Pilot of the Year contest 
should leave on the ferry or else their accomplishments will not 
be saved. When you're leaving on the ferry, you're asked, "Do 
you want to end this game?" Select Yes or No. If you choose 
Yes, you're then asked, “Do you want to save your Pilot?" Be 
sure to select Yes so your achievements are recorded. If you 



B-2 Stealth Bomber 

Manufacturer: Nataf 

Take-off speed: 11m, p.h. 

Stall speed: ...11 7 m.p.h. 

Maximum speed: 627 m.p.h. 

Maximum altitude: 50,290 feet 

Flaps: Yes 

Retractable landing gear: Yes 


Chapter 2 Setting Up The Program 


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select No, everything you’ve done in this last session of play will 
not be recorded. Finally, you’re asked, "Do you want to start a 
new game?” Select Yes to start a new game or No to see the Exit 
screens and return to DOS. 

If you want to start a new game with a new character, answer Yes 
to "Do you want to start a new game?” You'll go to the start of the 
program where you can enter a new name and choose a new 
nickname. 


The Places on Stunt Island 

Stunt Island has five important places: 


+ Housing or Cabin 273 This is the place you’ll call home 
during your stay. The housing sign takes you to the outside 
of your cabin, while the Cabin 273 sign takes you inside. 



C hapter 2 Setting Up The Program 



+ Airfield — All the planes are kept here. You can select the 
plane in the hangar to get a list of planes to scout locations 
with. 



+ Production Building — This is where you’ll go to get stunt 
assignments, or design sets and create stunts of your own. 







+ Post-Production Building — This houses all the equipment 
needed to edit a film. 



+ Ferry Harbor — This is the departure point for all Stunt 
Island guests and employees. 



All the Stunt Island locations are clearly marked with the 
following signs. Select the sign to go to that location. 


Housing or Cabin 273 — Come here to check your ledger, 
phone messages, and the daily standings. Select Housing to get 
to the outside of your cabin and select Cabin 273 to go inside. 


Chapter 2 Setting Up The Program 



Beechcraft Bonanza V-35 

Manufacturer Beech Aircraft Corp, 

Take-off speed: 9,0 m.p.h. 

Stall speed: rfS.p.h. 

Maximum speed 209 nr.p.h. 

Maximum altitude llJSIfest 

Flaps: Is 

Retractable landing gear: Is 





The Ledger and Daily Standings only open if you've entered the 
Stunt Pilot of the Year contest. The Ledger shows the money you 
received for the stunts you've done, and how many takes it took 
to complete each stunt. The Daily Standing showsthethe point 
standings of the pilots in the contest. There will also bephone 
messages on your answering machine to listen to. 



To exitthe cabin, select the keys on thedesk. 

AIRFIELD — Takes you to the airfield where you can fly a 
variety of aircraft. 

PRODUCTION or PROD — Takes you to the production 
building where you can get assignments from the stunt 
coordinator or go to Set Design where you can select a film 
location and set up props and cameras. 

When outside the production building, you have immediate 
access to these offices: 

SET DESIGN — Takes you directly to the set design room in 
the production building. 


Chapter 2 Setting Up The Program 


STUNT COORD — Takes you directly to the stunt 
coordinator's office in the production building. 

POST-PROD — Takes you to the post-production building 
where you can edit and view film footage. 

When outsidethe post-production building, you have 
immediate access to these areas: 

EDITING — Takes you directly to the editing room in the 
post production building. 

THEATRE — Takes you directly to the theatre in post 
production so you can view film footage. 

FERRY — Takes you back to the ferry so you can leave 
Stunt Island. Select LeaveOn Ferry to exit. If you entered 
the Pilot of the Year competition, you must exit on the 
ferry or all that you've done in this game play session 
will not be saved. 

EXIT — Select Exit anytime you want to exit a screen, 
room, building, etc. 


Input Devices Used in Stunt Island 

You can use a mouse, joystick, or the keyboard to control the 
game. 

Selecting an Onscreen Option 

Your onscreen pointer ^ turns into cross hairs H-when 
it's positioned on something that can be selected. If the pointer 
doesn't turn into cross hairs, the onscreen item cannot be selected. 



To select an option: 

Mouse users — Roll the mouse until the pointer is on the option 
you want and then click either mouse button to select it. 

Joystick users — Move the joystick until the pointer is on the 
option you want and then click either joystick button to select it. 

Keyboard users — Press the up, down, left or right arrow keys 
until the pointer is on the option you want and then press Enter 
to select it. 

As you're reading the instructions throughout the handbook, you'll 
notice that there are many references to button 1 and button 2. 

Mouse users — Button 1 is the left button. Button 2 is the right 
button. 

Keyboard users — Button listheEnter key. Button 2isthe/ 

(forward slash) key. 

Joystick users — Because joystick designs vary greatly, we can't 
tell you exactly which button is button 1 and which is button 2. 

Some joysticks even have three or four buttons. If you're a 
joystick user, you'll have to do some testing to determine which 
buttons act as button 1 and 2. 

Changing Numbers 

In options that have values that can be changed, there are two 
ways to change the values: 

+ You can select the- (minus) or +(plus) button next to 
the number to decrease or increase the value. Each 
selection with button 1 changes the value by one, whileeach 

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Chapter 2 Setting Up The Program 



Boeing 727 

Manufacturer Boeing Commercial 

Airplane Group 

Take-off speed: 150 m.p.h. 

Stall speed: 125 m.p.h. 

Maximum speed: 599 m.p.li. 

Maximum altitude: 4S ( !feet 

Flaps: les 

Retractable landing gear: les 



selection with button 2 changes the value in larger incre- 
ments of 5 or 30. 

You can select the value itself and then enter a new num- 
ber. Use the Backspace or Delete key to delete the current 
value. Mouse users can highlight the entire field and then 
type a number to replace the highlighted number. 

Selecting an Item From a List 

A requester (a window you can interact with) appears when 
you need to select an item from a list. To choose an item from 
a requester: 

Mouse users — Roll the mouse up or down to position the 
cross hair on an item, click either mouse button to highlight it, 
and then click on OK. You can also double-click on an option 
to select it. 

Joystick users Push the joystick forward or pull the joystick 
back to position the cross hair on an item and then dick either 
joystick button to highlight it. Click on OK to select the high- 
lighted option. You can also doubleclick on an option to select it. 

Keyboard users — Press the up or down arrow keys to high- 
light the option you want and then press Enter to highlight it. 
Move the cursor to OK and then press Enter to accept the 
option. Or you can position the cursor on an option and then 
quickly press Enter twice to select it. 

Shortcuts for Selecting Items 

The Pg Up and Pg Dn keys move up and down a list one 
screenful at a time. 


You can also press any letter to jump to that letter in the list. If 
nothing in the list starts with that letter, nothing will happen. 

Joystick Users 

Your joystick will be active if it was detected and selected in 
the Install or Setup program. (Simulated flight yokes like the 
Flight Yoke 2000 will be treated I i ke a joystick.) If a joystick is 
detected by the program, you must use it as the flight input 
device — you will not be able to use the keyboard to control 
flight. To use an input device other than ajoystick, be sure to 
select a different input device option through the Install or 
Setup program. 

Joystick Calibration Screen 

The Joystick Calibration screen automatically appears the first 
time you load the program if a joystick is detected. 



When you seethe black dot in the upper left corner of the 
Joystick Calibration screen, hold the joystick in the upper left 



Chapter 2 Selling Up The Program 





position and then click a button. When the dot is in the center, 
leave your joystick in neutral position (by not touching it) and 
then click a button. Finally, when thedot is in the lower right 
corner, hold the joystick in the lower right position and click a 
button. The joystick should now be calibrated. 

The dead zone is an area in the center of the joystick that 
indicates your joystick's sensitivity. The lower the number, the 

more sensitive the joystick control will be. For instance, at the 

default value of 20%, the cursor will move pretty much in direct 

— response to your joystick movement. If you changed the value 
to 75%, your joystick will probably have the room to move 

— quite a bit before the onscreen cursor moves in response. You 
can change the number by clicking on the up or down arrow. 
After the joystick is calibrated, move the joystick around to 
see if the cursor on the screen responds to the joystick's 
movement. If it doesn't, press C to recalibrate the joystick. 

You can press Alt-J to open the Joystick Calibration screen at 
any time to recalibrate your joystick. 

Keyboard Users 

If you need to regain control of your cursor (e.g., the cursor is 

— "trapped" in a text field) press the Tab key. 



Boeing 737 

Manufacturer Boeing Commercial Airplane 

Group 

Take-off speed: 145 rnp.h. 

Stall speed 125 m.p.h. 

Maximum speed: 532 m.p.h. 

Maximum altitude: 45,000 feet 

Flaps: *5 

Retractable landing gear: yes 


Chapter 2 Setting Up The Program 



Save and load File Requesters 

You'll see Save and Load requesters throughout your work. 

Save File Requesters 

Save requesters lets you enter names for your work to be saved 
under and determine where you want to save them. 


The default locations for saving files are in the \ STUNTISL 
subdirectories. You can select [ ..] to "back out" of the current 
subdirectory. Subdirectories have brackets 1 1 around them. 
The name of the current directory is shown after DIR (e.g., 

Dir£:\STUNTISL\ SETS). 



The program uses the drive that you loaded Stunt Island onto 
as the default drive, although it is capable of recognizing drives 
A: through F:. If you want to load from or save to a different 
drive, select that drive letter. Drives that you can't select are 
"ghosted" (in a lighter color). You can also type in the drive 
letter before the filename to access the fi le (e.g., BiFLYING). 


To access drives greater than F:, type that driver letter in the 
Filename field and then press Enter. The subdirectories and 
files in that drive should appear. For example, if you want to 
access thej: drive, type J: and press Enter. 

To save a file, select the field after Filename. Use the Backspace 
or Delete key to erase any characters in the field and then type 
in a name. You have a limit of 8 characters in a name (not 
including the file extension). Invalid characters such as 
hyphens or slashes will not be accepted in the Filename field. 

All Stunt Island files have file extensions that help identify the 
type of file. For instance, all files that are sets have the file 
extension of .SET. All films have the file extension of .FLM . 
Here's a list of all the file extensions you'll want to know: 


.FLM 

Films 

.SET 

Sets 

.TKE 

Takes 

. voc 

Sound Files (only applicableto Sound 
Blaster and Thunder Board owners) 


You're not required to enter a file extension when you save a 
file the program automatically does it for you. For example, 
when you select Save to save a set, you'll see the default name 
of TEMP. SET (which represents "Temporary Set"). You could 
delete TEMP.SET and entera new namelikeGUNBOAT.The 
filewill be saved asGUNBOAT.SET. 


Chapter 2 Setting Up The Program 




Load File Requesters 

The Load requesters basically have the same options as the 
Save requesters. 

Notice that when you load a file, you always see an asterisk fol- 
lowed by a file extension name in the field after Filename. The 
asterisk is a "wild card" that represents everything, while the file 
extension is specific to the type of file. This tells the program to 
show all filenames that end with that specific extension. 



For example, if you were loading takes in the editing room, 
you'd see*.TKE after Filename.Thistellstheprogramtoshow 
all files that end with .TKE. If you want to load atakethatyou 
didn't save with the .TKE extension, you won't see it in this 
list. You'd haveto enter*.* or*, [and the extension you used] 
after Filename to tell the program to show you other files. 

You'll find using extensions is a good way to keep common 
files grouped together, making them easy to locate. 

To open a file or subdirectory, highlight the name and then 
selectOK. You can also double-click on a filename to open it. 



Boeing 747 

Manufacturer: Boeing Commercial 

Airplane Group 

Take-off speed: 160 m.p.h. 

Stall speed: 145 m.p.h. 

Maximum speed: 602 m.p.h. 

Maximum altitude: 50,000 feet 

Flaps: Yes 

Retractable landing gear: Yes 

Note: The space shuttle on the 747 uses the same values 
as those of the Boeing 747. 


Chapter 2 Setting Up The Program 


© 



CHAP' 

Aircra 


'ER 3 

t Checkout Procedures 


Most stunt production veterans know how hard it is to get planes for high risk 
stunt scenes — "borrowing" a B-2 Stealth Bomber from the government would 
probably be easier. But because you come to Stunt Island with high recom- 
mendations from others in the industry, and because your flight experience 
has been exceptional, we wanted to create an atmosphere where your hard 
work is rewarded. Specifically, we want to make it easy for you to fly whenever 
you get the urge to practice your talent. 


Aircraft vs. Airplane 

Aircraft is the term for a structure or machine that travels through the air, 
regardless of whether the object is lighter or heavier than air and regardless of 
whether it's propelled by an engine or not. A balloon is just as much an aircraft 
as a Boeing 747. 

An airplane is more specific in definition. Airplanes are fixed-wing aircrafts 
that are heavier than air. Airplanes are held aloft by the aerodynamic forces of 
air as it is driven forward by propel ler(s) or jet propulsion. 

Because the things you can fly in Stunt Island are not necessarily airplanes — 
like the duck, pterodactyl, hang glider, and paraglider — the term aircraft is 
used in this handbook. 


Chapter 3 Aircraft Checkout Procedures 


© 


Aircraft Availability 

All of the aircraft are available for use by Stunt Island pilots. 
You are not required to be working on a film project to check 
out an aircraft. To check out an aircraft for flight 
practice, follow these procedures: 

+ Go to the airfield by selecting Airfield. 

+ Select the hangar (building) to view the inventory of 
available aircraft. 



+ You'll see a list of the aircraft you can fly: 



Select an aircraft and then select OK. The names of all the air- 
craft available will not be visible in the window at the same 
time. You can scroll through the aircraft inventory by selecting 
the down arrow to the right of the window, by selecting an area 
on the scroll bar (vertical bar), or by selecting the button in the 
scroll bar and dragging it down until the name of the desired 
aircraft appears. 

When you select an aircraft, you start in the forward view 
through the cockpit. You can press the FI through F7 keys to 
change the pilot's view. When you're in the forward view (FI), 
you can press the F9 key to toggle the cockpit on or off. 

Onscreen Gauges 

When Forward view is selected (press FI), you see your air- 
craft's gauges laid out in the cockpit (if you don't seethe cock- 
pit, press F9 after pressing FI). There are five different types of 
cockpits. Below is one example with the gauges highlighted. 



BCD EF G 


C hapter 3 Aircraft Checkout Procedures 


o 







A — Engine power: The position of the throttle lever corre- 
sponds to the engine power you selected by pressing keys 1 
through 0 on the main keyboard. If your joystick has a throt- 
tle, use that to control engine power. 

B — Horizon gauge: Shows the artificial horizon. Notice that 
when you bank or pitch, the artificial horizon line changes to 
represent that movement. 

C — Speed indicator: This indicates the speed atwhichyou 
are traveling. 

D — Vertical climb indicator: This gauge shows the change in 
feet per minute. Each number represents 100 feet. When the 
needle is in the upper half of the gauge, the aircraft is climb- 
ing. When the needle is in the lower half of the gauge, the 
aircraft is descending. 

E — Altimeter: The altimeter shows the aircraft's altitude. 

Each revolution of the small hand represents one thousand 
feet. Each revolution of the large hand represents one 
hundred feet. 

F — Clock: This is the time elapsed sinceyou got into your 
aircraft. 

G — Compass: This shows your north, south, east, and west 
direction heading. 

If the cockpit view is off, or if you are in any other view, you'll 




Bristol Bulldog (Mk IIA) 


Manufacturer: 

Take-off speed: 

Stall speed: 

Maximum speed: 

Maximum altitude: 

Flaps: 

Retractable landing gear: 


Bristol Aeroplane Co. 
.65 m.p.h. 

.55 m.p.h. 

B5 m.p.h. 

.25,000 feet 

No 

No 


Chapter 3 Aircraft Checkout Procedures 


© 



see the necessary in-flight readouts along the bottom of the 
screen. 



ALTITUDE: The altitude of the aircraft above sea level, 
expressed in feet. 

SPEED: The speed of the aircraft expressed in miles per hour. 

DIR: The direction the aircraft is flying measured in degrees. 
Due north is 0 degrees, due east 90, due south 180, and due 
west 270. 

The red dot on the stick schematic indicates the position of 
your flight control stick. (See "Flight Controls" fordetailson 
how the stick schematic feature works.) 

The white dot along the right side of the stick schematic 
indicates engine power setting. 


Flying Stunt Island Aircraft 

Some of you more advanced pilots may get into our aircraft and 
get fidgety not enough controls for you to manipulate. We've 
automated many of the controls that the pilot normally would 
adjust because as a stunt pilot, your primary concern isto suc- 
cessfully executea high risk stunt. 

Although not necessary, pilots who really want to can work on 
their aileron and rudder skills. The use of independent rudder 
control is explained in "Using the Rudder." 


This section does not go into the aerodynamic forces 
that affect flying, nor does it cover the dynamics of 
stalling, which is referred to. If you know little about 
flying and would like to learn more about the technical 
details, please see Appendix A. 


Flight Controls 

Stunt Island planes can be controlled using a keyboard, a 
mouse, or a joystick. As the pilot, you control the aircraft's 
pitch, roll, and yaw. 

A control stick schematic is always displayed on the lower right 
corner of the information display bar, except in the cockpit 
view (FI). When the dot is in the center of the schematic, your 
control stick is in the "neutral position." 


Chapter 3 Aircraft Checkout Procedures 


Neutral Position of Control Stick 

If you were in the real cockpit of an aircraft, you would be con- 





trolling the aircraft by using a "yoke" or a "flight stick." The 
yoke (shaped somew hat I i ke a bu 1 1 's horns) and the f I i ght sti ck 
move three dimensionally. Both controls have a ‘neutral posi- 
tion," which isa point of rest the control will return towhen 
you let go of it. 

Joysticks also have neutral positions. If you're using a joystick, 
notice how it always returns to the upright position when you 
let go of it. The dot in the stick schematic represents the posi- 
tion of your stick. When you release your joystick, the dot 
always returns to the center of the schematic. 

Although there's no "stick" on a mouse or keyboard, you can 
treat it as if it had one because of the Control Centering option. 
When Control Centering is on, the mouse or keyboard behaves 
like a yoke or flight stick and automatically returns to the 
neutral position when you stop moving it. This allows you to 
make subtle adjustments during flight. 

Control Centering's default setting is On. To turn it off, press 
Alt-P to open the Preferences window and select Off. 

Pitch 

Moving the aircraft along its lateral axis results in a change in 
pitch. When pitch changes, the nose of the aircraft rises or 
falls. To change the pitch of an aircraft, move your control 
device forward or backward. 





Cessna Model 172 (Skyhawk) 


Manufacturer: 

Take-off speed: 

Stall speed: 

Maximum speed: 

Maximum altitude: 

Flaps: 

Retractable landing gear: 


Cessna Aircraft Co. 
.55 m.p.h. 

.45 m.p.h. 

,138 m.p.h. 

.12,000 feet 

Yes 

No 


Chapter 3 Aircraft Checkout Procedures 


o 




Roll 

Moving the aircraft along its longitudinal axis results in roll. 
To roll an aircraft, move the control device left or right. 



Yaw 

Moving the aircraft along its vertical axis results in yaw. 
Imagine putting your foot on the ground and grinding it. 

The toe of your shoe, as it moves left and right, illustrates 
the movement of yaw. 

Yaw occurs in two ways: 1) It's a natural by-product of 
working the pitch and roll, or 2) You can induce yaw by 
specifically using the rudder. 

Yaw will be at its greatest influence when the control device is 
moved diagonally. (Keyboard users need to alternate up or 
down arrow keys with left or right arrow keys to achieve yaw.) 





Chapter 3 Aircraft C hec kout Procedures 


Using the Rudder 

You can use button 2 to actuate the rudder. When button 2 is 
pressed and the control device is moved to either the left or 
right, the aircraft will yaw in that direction without rolling. 

The rudder, located on the back edge of the aircraft's vertical 
tail, controls the aircraft's yaw. When the rudder is to the right, 
airflow will react against it and push the tail of the aircraft to the 
left causing the nose to yaw to the right, When the rudder is to 
the left, the opposite will occur, and the nose will yaw to the left. 


Rudder 

area 


The Independent Rudder option is available in the Preferences 
window by pressing Alt-P. The default option is On. 

Using the Ailerons 

The Independent Aileron control option is available in the 
Preferences window by pressing Alt-P and selecting Off next to 
Independent Rudder control, when you have independent aileron 
control, you do not have independent rudder control; you must 
choose one or the other. 

You can use button 2 to actuate the ailerons. When button 2 is 
pressed and the control device is moved to either the left or 




right, the aircraft will roll in that direction without yawing. 


The ailerons, located on the back edge of the aircraft's wings, 
help control the aircraft's roll. When the right aileron is up and 

the left is down (button 2 is pressed and the control stick is 

moved to the right), airflow will react against the ailerons 
causing the aircraft to roll to the right. When the left aileron is 

up and the right is down (button 2 is pressed and the control 
stick is moved to the left), the aircraft will roll to the left. 



Using the ailerons lets you keep yaw to a minimum as you roll 
the aircraft. This is particularly useful if you need to fly side- 
ways through a narrow corridor like a canyon or between 
buildings. 




Curtiss JN “Jenny" 

Manufacturer Curtiss Aeroplane and 

Motors Corp. 

Take-off speed: ifm.pl. 

Stall speed: 3 0 m . p . h . 

Maximum speed: 1 5 m.p.h. 

Maximum altitude: 14,000 feet 

Flaps: No 

Retractable landing gear: . . No 

Note: The other jenny airplanes are simply color 

variations of this one. 




Chapter 3 Aircraft Checkout Procedures 




Engine Power Controls 

The keyboard controls the power settings for the aircraft's 
engine(s). Press a key from 1 to 0 on the main keyboard (not 
the keypad) to select a power setting. The (+) and (-) keys 
allow you to gradually adjust the power. 


Ke/ 

1 

2 

3 

4 

5 

6 

7 

8 
9 
0 


Backspace 


Function 

10% of available engine power 
20% of available engine power 
30% of available engine power 
40% of available engine power 
50% of available engine power 
60% of available engine power 
70% of available engine power 
80% of available engine power 
90% of available engine power 
100% of available engine power 
Increase engine power by 2% 
Decrease engine power by 2% 
Cut engine power to 0% 


If you are flying with the cockpit view on, the aircraft's power 
setting will bedisplayed on the cockpit panel by the position 
of the throttle lever. The higher up the throttle lever, the more 
engine power you have. 


For those of you flying with the cockpit view off, the white 
dot along the right side of the stick schematic will indicate 
the aircraft's power setting. When the dot is at the top of the 
cross hair, the aircraft is at full throttle. The lower the white 
dot is on the stick schematic, the lower the engine power. 


Taking Off and landing 

Taking Off 

Press 0 to open the engine to full throttle and start the aircraft 
rolling down the runway. The miles per hour will increase on 
the airspeed indicator. When the aircraft reaches its takeoff 
speed, pull back on the control stick to lift the aircraft into the 
air. Remember the type of aircraft you are flying; modern jet 
aircrafts can take off and climb at greater angles, while older 
aircrafts and propeller aircraft will stall if you pull back too far 
on the stick. 

If you're flying with Control Centering on, you need to keep 
rolling the mouse back or keep pressing the down arrow key 
on the keyboard to simulate pulling back on the flight stick; 
otherwise, the stick moves back to the neutral position when 
you stop rolling the mouse. 

Once you are established in astabilized climb (not descending 
or turning) press G to raise your landing gear (if applicable). 
Flying with your landing gear down increases drag, which 
slows the aircraft. 

After you level off at the desired altitude, be sure to reduce 
engine power to somewhere between 60% and 70% for jets 
and 80% to 90% for propeller aircrafts. Flying at full throttle 
makes the aircraft much more responsive to the slightest stick 
movement, which may make it seem harder to control. 

Using Flaps for Takeoff 

If you want to get your aircraft airborne quickly or if you need 


Chapter 3 Aircraft Checkout Procedures 



to take off in a very short distance, you can do so by using 
flaps if your aircraft has them. 

Press F to lower the flaps before take off. Press 0 to open the 
engine to full throttle, The miles per hourwill increase on the 
airspeed indicator. Instead of waiting for take off speed to pull 
back on the control stick, hold the control stick back during 
the entire take off process. 

Once the aircraft lifts off, allow the airspeed to build well 
beyond the take-off speed (about 20% above it) before pressing 
F to retract the flaps and G to retract the landing gear. 

Please note that not all planes have flaps. 

Landing 

To land, reduce power to about 30% in the jets and about 50% 
in propeller aircrafts. Asthe aircraft slowsdown, it comes clos- 
er to stalling so you must remember to pitch the nose down to 
maintain flying speed as well as to keep the aircraft descending. 

Press F to lower the flaps (if available). Flaps lower the stall 
speed and help slow the aircraft. Press G to lower the landing 
gear (if applicable) before touching down. 

When you're about 75 feet above the ground, reduce the 
power again to about 10%, pitch the aircraft to a level flight 
attitudeand let it continue to descend ("attitude" is the 
positioning of the aircraft). 


Chapter 3 Aircraft Checkout Procedures 


At about 15 feet above the ground, gently pull back on the 
control stick to bleed off any excess airspeed. 

Once the aircraft has touched down, press the Backspace key 
to cut the throttleto 0% thrust and then press B to actuate the 
brakes. 

Landing on a Runway 

The altitudes and speeds suggested previously are for landings 
in general. To land on a runway requires a touch more skill. 

You need to learn to judge the distance to the runway and how 
fast this particular aircraft will cover that distance. A good rule 
of thumb is to descend to approximately 1,000 to 1,500 feet 
above the ground at a distance of one to one and one-half 
miles from the end of the runway. 

Ending Flight Without Landing 

If you don't need or want to land the aircraft, press Esc at any 
time to end the flight. 

Autopilot 

Press the A key to fly in autopilot mode. The autopilot is a 
two-axis gyroscopic type that only maintains altitude and 
heading. The autopilot is not computerized, and will not 
automatically fly the aircraft during stunt assignments — 
that's your job! 


Crashing or Ejecting 

During flight practice at the airfield, you can crash an aircraft 
without penalty (for those of you entered in the Stunt Pilot of 
the Year competition). Only when you accept assignments 
through the stunt coordinator during competition will you be 
penalized for crashing. In the more spectacular crashes, you 
will awaken in the hospital and find yourself groggily peering 
up the nostrils of the island surgeon. Note: If you don't want 
to go to the hospital after a crash, select Alt-P to open the 
Preferences window; then select Off for the Hospital option. 

Press E to eject. When you eject, you change to the para- 
chutist's point of view (you no longer have a view from the 
aircraft you were flying). 

Thereisno problem with ejecting unless you're in the Stunt 
Pi lot of the Year contest. If you're in the contest, itwill cost 
you a "take" to eject. The goal in the contest isto successfully 
complete stunts in as few takes as possible. Too many unsuc- 
cessful takes can get you fired. If this is your first take in a 
stunt, ejecting guarantees that you'll miss out on the bonus for 
completing a stunt in the first take. 

Weapons Use 

In order to fire a weapon, you must first select that weapon. 
Press W to toggle through the available weapons (guns, 
missiles, or bombs). To fire the selected weapon, click button 
1 or press the Enter key. 




Chapter 3 Aircraft Checkout Procedures 



Not all aircrafts are originally equipped with guns, missiles, 
and/or bombs. The available weapon(s) will appear on the 
aircraft's cockpit, You can "cheat" and have an aircraft fire a 
weapon by selecting it through the Global option on the Set 
Design screen in production. 

Dropping Bombs 

If you are dropping a bomb, you can press the F7 key to get 
the bomb target view. The cross hairs in this view help you 
line up with your target on the ground. Once the cross hair is 
over the ground target, press a button or the spacebar and the 
bomb will fall on the target. The bomb target view is automati- 
cally recalculated based on speed and altitude so that the cross 
hair will be accurate. 

To drop a bomb, you must select Bomb as the weapon. 
However, use of the Bomb view is not required. In some cases 
where you're flying in a tight area, like through a canyon, you 
may not want to risk shifting from your forward view to the 
bomb view. Bombing is a bit more tricky this way, but if you 
stay low and perform a shallow dive toward your target, the 
bomb should hit. 


Chapter 3 Aircraft Checkout Procedures 


Aircraft Views 

The following are keyboard keys for all the possible vantage 
points during flight: 

Key view 

FI Pilot's cockpit view, looking out the front window 

F2 Pilot's view, looking out the left window 

F3 Pilot's view, looking out the right window 

F4 View looking out the rear of the aircraft 

F5 Spotter plane view 

F6 Adjust spotter plane view. By pressing the arrow 

keys, moving the joystick, or rolling the mouse, 
you can adjust the view used in F5 (the spotter 
plane's perspective on the stunt aircraft). Mouse 
or joystick users: Button 1 changes the distance 
from the aircraft while button 2 changes the 
camera zoom level. You can also press both 
buttons simultaneously. 

F7 Bomb target view 

F9 Toggle cockpit display on/ off; this key is only 

applicable when used with the FI key (forward 
view). 


Chapter 3 Aircraft Checkout Procedures 


o 


Keyboard Keys Available During Flight 

In addition to the FI through F9 aircraft views listed 
previously, the following keyboard keys are available to you 
when you take off from the airfield: 

Key Function 

A Toggles the Autopilot on and off 

B Toggles the Brakes on and off 

E Ejects the pi lot from the aircraft 

F Raises and lowers the Flaps 

G Raises and lowers the landing Gear 

P Pauses the game; select OK to continue 

R Starts and stops Recording 

T Calls up option to change the Time of day 

w Toggles through the available Weapons (Guns, 

Bombs, or Missiles) 

X Sets off an explosion special effect 

Tab Centers the control device(useful iftheControl 

Centering option is turned off) 

These keys are always available: 

ALT-D Opens the Delete file screen 

ALT-J Opens the Joystick calibration screen 

ALT-P Opens the Preferences window 

CTRL-Esc Exits the program (Quick Exit in the Preferences 
window must be on) 



Tips on Successful Flying 

+ If you're trying to fly Is/el with the cockpit view off, keep 
the red dot toward the center of the cross hair. (If you have 
Control Centering on, this should automatically occur.) 

+ If you're trying to fly level in the cockpit view, keep the 
middle of the cross hair (near the center of the screen) 
just below the horizon. 

+ Use slow movements with your controls, especially at high 
speeds. Jerky movements with the input device translates 
into jerky movements of the aircraft, and a tendency to 
over-control the aircraft. 

+ After take off, reduce power to avoid flying at abnormally 
high speeds. Higher speeds make the aircraft more sensi- 
tive to the input device. 

+ Use flaps in conjunction with power when trying to slow 
the aircraft in shorter distances. 


Recording During Flight 

The R key lets you record your flight at the airfield. While 
flying, press the R key and an "R" will appear in theupper left 
corner of the screen to indicate that the program is recording. 
The "R" will remain on the screen until you press the R key 
again or end the flight and return to the airfield. 

When you return to the airfield, a Save Take requester appears. 
Name your file and select OK. The file is automatically saved 
with the .TKE extension to the \SfUNTISL\ VAULT 




Curtiss June Bug 

Manufacturer: .... Curtiss Aeroplane and 
Motors Corp. 

Take-off speed: 4 8 m . p . h . 

Stall speed: 25 m.p.h. 

Maximum speed: 6 5 m.p.h. 

Maximum altitude: 14,000 feet 

Flaps: I) 

Retractable landing gear: No 



Chapter 3 Aircraft Checkout Procedures 




subdirectory. After you've saved the file you return to the 
hangar. If you choose to go to the editing room in post-produc- 
tion, the file will automatically be loaded into the Source deck. 

If you record more than one flight at the airfield, the last take 
saved will be the one loaded into the Source deck. When you 
go to the editing room, decks 1 and 2 will be loaded. Deck 1 
will show the pilot's viav and deck 2 will show the spotter 
plane view; these are the two views that are always recorded. 
(For complete details on editing, see Chapters 8 and 9.) 


say you were buzzing a field of corn. You would see fewer 
stalks of corn in the horizon if the detai I setting were 50% 
instead of 100%. The detai I of the corn would still be the same, 
but when they would appear would be different. 

GOURAUD SHADING — Gouraud Shading is the shading that 
appears on the aircraft (not the shadow below the aircraft). You 
can choose to turn it off, turn it on, or select dithered (DITH) 
for the most detailed effect. Gouraud Shading involves a lot of 
computing; having it on or dithered will slow down most 
machines, some with little effect, others more radically. 


Preferences Window 

The Preferences window can be opened at almost any time by 
pressing Alt-P. The Preferences window contains game 
options that you might want to adjust during play. 



[ ssErESENCES 



Detoil ” iWa fit Ifflii 

311 

!• 

17% 

Gouraud shading 

OFF 

On 

Dith 1 

Between screen Fading 

OFF 

On 


Quick exit 

OFF 

On 


Film editing 

OFF 

On 


Hospital 

OFF 

On 


Independent rudder 

OFF 

On 


Automatic theatre zoom 

OFF 

On 


Sound effects 

OFF 

On 


Control centering 

OFF 

On 


i ~ i r 

Cone 




DETAIL — The more detail you haveon the screen, the slow- 
er it may make your machine run. The Detail option does not 
affect the rendering of any actual objects on the screen, but 
how much of the art appears on the screen. For example, let's 


BETWEEN SCREEN FADING -When you move from one 
screen to another, the screen fades to create a smooth visual 
transition. If you want to jump from screen to screen more 
quickly, turn this off. 

QUICK EXIT — This disables the option that allows you to 
press Ctrl-Esc to exit the program and return to DOS. If you're 
in the Stunt Pilot of the Year contest and you press Ctrl-Esc to 
exit, the results from the stunts you've done in this session of 
play will not be i ncorporated into your standings. With Quick 
Exit off, you must exit the program by leaving on the ferry, 
which saves your standing in the contests. 

FILM EDITING — When you loaded the program, you were 
asked if you wanted to do your own editing. If you selected 
Yes, this option will be on. When it's on, after you film a stunt 
and save it you automatically go to the editing room. When it's 
off, you automatically go to the theatre. (Chapter 6 contains a 



Chapter 3 Aircraft Checkout Procedures 



section on how the Film Editing option affects recording.) 

HOSPITAL -When you have especially bad crashes, you're sent 
to the hospital. To expedite play you can turn this option off so 
you don't have to visit the hospital screen. Turning off this option 
does not prevent you from getting penalized for excessive crashes. 

INDEPENDENT RUDDER-When this is on, you have the 
option of independently controlling the aircraft's rudder. 

When it's off, you can independently control the aircraft's 
aileron. (For details on controlling the rudder or aileron, see 
page 32.) You cannot have independent control over the rudder 
and aileron simultaneously. 

AUTOMATIC THEATRE ZOOM When you're at the theatre 
viewing a film, the theatre screen eventually fills the full frame 
of the monitor. If you want to keep the theatre at its original 
size with the viewers in the foreground, turn this off. Having 
this option off is good for slower machines. 



SOU N D EFFECTS Select off to turn off sound effects that are DO U Q I a S DC ■ 1 0 

sent to the internal PC speaker. „ , t „ . 

Manufacturer Douglas Aircraft 

CONTROL CENTERING Although there's no "stick" on a Take ' off s P eed: 155 m, P' h ' 

mouse or keyboard, you can treat it as if it had one by using ^ ak s P eed 

the Control Centering option. When Control Centering is on, Maximum speed: ,564 m.p.h. 

the mouse or keyboard behaves like a "flight stick" and Maximum altitude: 50,000 feet 

automatically returns to the neutral position when you stop Flaps: Yes 

moving the mouse or pressing an arrow key. This allows you to Retractable landing gear: Yes 

make subtle adjustments during flight. 


Chapter 3 Aircraft Checkout Procedures 


o 



- CHAPTER 4 

Stunt Pilot of the Year Contest 


The Stunt Pilot of the Year competition is open to those who answered Yes to “Do you 
want to be in the competition?” (asked right after the program loads). 

Y ou will find a complete description of each stunt assignment at the end of 
this chapter. 

The Contest 

The Stunt Pilot of the Year contest offers 32 different stunts that you can fly. 

These are the stunts assigned to you by the stunt coordinator from his office in the 
production building. You must complete at least 26 stunts successfully — without 
excessive takes — to be able to win the contest. 



Your performance in these assignments will affect your standing in the Stunt Pilot 
of the Year contest. The winner of this contest will have the new airfield named 
after him or her at Stunt Island’s first anniversary party. 


Chapter 4 Stunt Pilot of the Year Contest 


o 



Because you're paid for each successful execution of a stunt, with 
bonuses for completing the stunt on the first take, your success 
is measured by how much money you're earning. Each dollar 
you earn equals one point in the standings. You will need to 
earn an average of $2,300 per stunt to win the contest. 

You can check the standings of the contest at any time by select- 
ing Contest Standings in your cabin, or by selecting 
Competition Standings in the production building. 

To check the amount of money you've earned from your 
completed stunt assignments and the number of takes you've 
attempted, select the Ledger on the table in your cabin. 


Getting Stunt Assignments 

All stunts are overseen by the stunt coordinator. 


You do not have to be entered in the contest to fly these stunts. 
If you're not in the contest, no scores will be kept for you. 


Scene L Take oFF and shoot a Zero, 

The Pinal scene in the World War II 
epic. Taking o FF Prom the runway in your 
P-38 Lightning, you need to pull up 
bePore you hit the burning Zero on the 
runway. Then, without going over 20© 
Peet, you need to shoot down another 
Zero that’s bombing the Allies’ hangars. 
You have a shot limit oP 40. 


Prey | Next | \ Risk 1 | Accept 1 Decline 


it STUNT COORDINATORS 


SCENE #. Select (-) to seethe previous job or (4) to seethe next 
job. (You only get this option if you're not entered in the compe- 
tition.) 

You only get the following three options (Previous, Next, and 
Risk) if you're entered in the competition. 

PREVIOUS — Select this to see the previous assignment. 

NEXT — Select this to see the next assignment. 

RISK — CAUTION: Don’t select this unless you want a 
mandatory assignment! Select this if you're behind in the 
standings and want to try to catch up quickly. When you select 
Risk, you're automatically assigned a high-risk assignment that 
you must accept. 

ACCEPT — Select this to accept the assignment. When you 
choose this option, you'll go to the Camera Crew screen. Select 
Action-Take to fly the stunt. 

DECLINE — Selectthisto decline the assignment and dosethe 
stunt assignment box. 

The difference between being in the contest and not being in the 
contest is the assignments you're allowed to see. If you're not in 
the contest, the Job option lets you scroll through all the assign- 
ments that are available. If you're in the contest, you're only 
allowed to see certain assignments. As your skills improve, 
you're offered more difficult assignments. 


Chapter 4 Stunt Pilot of the Year Contest 


o 





You can get updates of the standings in the contest in your 
cabin or in the production building. 


Payoffs and Penalties on Stunt Performance 

Each stunt has a base pay that you can earn. You can also get 
a bonus by successfully completing the stunt on the first take. 
Each additional take will incur a cash penalty that's deducted 
from your pay after you successfully perform the stunt. The 
bonus pay, crash penalty, and take penalty for each stunt are 
listed with each assignment at the end of this chapter. 

If you crash when you're not supposed to, you will awaken at 
the Island hospital under the care of the eccentric physician. 

1 1 w i 1 1 al so cost you poi nts i n you r contest stand i ngs. The 
Hospital option can be turned off to expedite play. To do this, 
pressAlt-P to open the Preferences window; then turn the 
Hospital option off.Turning off the Hospital option will not 
cause you to be exempt from any hospital penalties; you will 
still incur hospital costs. 

If you exceed the number of takes allowed on a filming, you're 
fired from that particular stunt. Choose another stunt to fly. 


Camera Crew 

After you accept a stunt assignment by selecting Accept from 
the stunt assignment window in the stunt coordinator's office, 
you meet the camera crew on location. 




Duck 

Take-off speed: Low 

Stall speed: Low 

Maximum speed: Low 

Maximum altitude: Low 

Flaps: No 

Retractable landing gear: Yes 


Chapter 4 Stunt Pilot of the Year Contest 


o 




Select Action-Take to start filming. If you fail to execute the 
stunt, press Esc to return to the Camera Crew screen. Select 
Action-Take again; notice that instead of Take 1, this time it's 
Take 2. The number of takes are tracked on the Camera Crew 
screen. Before you go to the next take, you're asked if you 
want to print the last take. If you select Yes to save it, you'll 
see the Save Take requester. If you select No, you'll begin 
shooting. 

Not saving a take won't fool the program into thinking that 
you haven't tried a stunt. The program notes each time you've 
done a take. Whether or not you save the footage from a take 
is entirely unrelated to the outcome of the contest. 

Keep selecting the Action-Take option until you get it right. 

If you crash, you may wake up in the hospital. If you crash too 
many times or exceed the allowed number of takes, you may 
be fired. If you're fired, you cannot retry that stunt — go to 
another one. 


When you successfully complete a stunt, select That's A Wrap 
to save the footage. You can then select Stunt Coord to return 
to the stunt coordinator's office for a new stunt assignment, or 
select any of the other options if you want to take a break from 
filming. 

Stunt Island Hall of Fame 

Just outsidethe hangar at the airport isthe Stunt Island Hall 
of Fame board. It contains the names of the all-time highest 
scoring pilots (pilots created by the program are not recorded 
here; only you and your friends are tracked). Select the board 
to see the names close-up. 

Competitors leaving Stunt Island 

Competitors who entered the contest must leave on the Ferry 
(by selecting Ferry and then Leave On Ferry) or else their 
accomplishments will not be saved. When you're leaving on 
the ferry, you're asked, "Do you want to save your pilot?" Be 
sure to select Yes so your achievements are recorded. 

If you've had an especially bad day on the set, you may not 
want to save your day's worth of piloting work; in this case 
you can select No when you see "Do you want to save your 
pilot?" The next time you return to Stunt Island, your disas- 
trous day on the set will be only a memory. Then again, victory 
is only sweeter if you can overcome a bad day in the cockpit to 
steal the whole show. 


Chapter 4 Stunt Pilot of the Year Contest 


o 


The Stunt Assignments 

These stunts are available through the stunt coordinator. You 
do not have to be in the contest to fly them. If you are regis- 
tered to be i n the contest, each attempt at a stunt will count 
towards your standing. The figures for bonus pay, crash 
penalty, take penalty and maximum takes allowed only apply 
to those in the contest. 

The set's filename is also listed so you can load the set at the 
Set Design screen to study or modify it. The sets you can load 
are duplicates of the sets used in the contest. Modifying these 
sets will not affect the ones used in the contest. 

If you're stuck on an assignment, see the section called 
"Dissecting Stunt Sets for Success" in Chapter 6. Once you 
understand how sets and events are created, you'll be able to 
figure out what it takes to successfully complete each stunt. 

Scene 1. Take off and shoot a Zero. 

This is the final scene in the World War II epic. Taking off 
from the runway in your P-38 Lightning, you need to pull up 
before you hit the burning Zero on the runway. Then, without 
going over 200 feet, you need to shoot down another Zero 
that's bombing the Allies' hangars. You have a shot limit of 40. 

Set filename: TAKEOFF.SET 
First take bonus: 220 
Crash penalty: 180 
Take penalty: 90 
Maxi mum takes allowed: 10 


Chapter 4 Stunt Pilot of the Year Contest 




E3 AWAC5 

Manufacturer: 

Take-off speed: 

Stall speed: 

Maximum speed: 

Maximum altitude: 

Flaps: 

Retractable landing gear: 


Boeing Aerospace and 
Electronics 
. 168 m.p.h. 

. 140 m.p.h. 

530 m.p.h. 

30,000 feet 
Yes 
Yes 


O 



Scene 2. Land on the Golden Gate. 

This stunt's for a drama that takes place in the "City by the 
Bay." In a tense moment, you're forced to land your Cessna 
172 on the Golden Gate Bridge without hitting any cars. You 
should be heading north when you perform this stunt. 

Set filename: LNDBRDGE.SET 
First take bonus: 150 
Crash penalty: 270 
Take penalty: 150 
Maximumtakes allowed: 4 

Scene 3. Barnstorm. 

This is a classic barnstormer. You have to guide your Fokker 
Triplane through the open doors of a barn. The added challenge 
is dodging the three combines passing in front of the barn as 
you make your entrance. Touching the ground is out, so don't 
think about landing and then driving through. 

Set filename: BARNSTRM.SET 
First take bonus: 600 
Crash penalty: 390 
Take penalty: 240 
Maximum takes allowed: 8 

Scene 4. Pick up a convict on Alcatraz. 

This assignment takes you to The Rock. You need to pluck a 
convict who's trying to escape off a tower. The convict is 
holding a hook that will latch onto the wheels of your Sopwith 
Camel. Fly too high and you'll miss him; fly too low and he'll 
be forced to duck, Your "package" is about 180 feet off the 


ground. You must execute the pickup at a minimum of 
110 m.p.h. 

Set fi lename: ALCATRAZ..SET 
First take bonus: 150 
Crash penalty: 360 
Take penalty: 210 
Maximum takes allowed: 6 

Scene 5. Catch a balloon. 

There's political trouble afloat in the hot air balloon festival. 
The red and white balloon is carrying an explosive cargo that 
is slated to be dropped when it drifts over the governor's man- 
sion. A group of hot air balloons loosely dot the sky. Your job 
isto snag the red and white balloon with your P-38 Lightning 
while avoiding all other balloons. Flave any part of your air- 
craft touch the hot air balloon by the basket only; if you hit the 
balloon, it will cause an explosion and end the stunt. 

Once you've safely secured the hot air balloon, you need to tow 
it over the abandoned castle, at which point it will become 
detached from your aircraft and slowly start to rise You need to 
come back around and shoot the balloon down before it rises 
above 3.250 feet. 

Set filename: BLNCTCH.SET 
First take bonus: 150 
Crash penalty: 210 
Take penalty: 150 
Maximum takes allowed: 6 


Chapter 4 Stunt Pilot of the Year Contest 


Q 



Scene 6. Castlestonn. 

— In this medieval farce, you'll start the scene positioned at the 
backside of a castle in your hang glider. You need to glide 
around to the front of the castle and go in through the castle's 
entrance. Onceinside, land with yourfeeton the catapult. 
You're catapulted back out so be sure to hang on tight. 

— Set filename: CASTLE.SET 
First take bonus: 150 

“ Crash penalty: 300 

Take penalty: 90 
Maximum takes allowed: 6 

Scene 7. Park at the hamburger stand. 

_ In an incredible lapse of vegetarianism, the lead character gets 
a pathological desire for a grilled cheeseburger. As the vexed 

_ pilot, you're going to land your Piper Cherokee on a quiet 

country road, taxiing it on the road until you hit a roadblock of 

— two police cars. Just before you hit the roadblock, you're going 
to make a hard left turn down another road, where you'll soon 

— see a parking lot to your left. Pull into the first series of parking 
spaces and put the nose of your aircraft in the second row, stall 
3 (it doesn't matter how the aircraft is positioned as long as the 
noseis in the right stall). When you park, be sure to put on 
your brakes or cut your engine so you're stopped. Bon appetit. 

Set filename: BURGER.SET 
First take bonus: 150 

— Crash penalty: 420 
Take penalty: 270 
Maximum takes allowed: 6 




F4E Phantom 

Manufacturer: 

Take-off speed: 

Stall speed: 

Maximum speed: 

Maximum altitude: 

Flaps: 

Retractable landing gear: 


McDonnell Douglas Corp. 
,168 m.p.h. 

,140 m.p.h. 

.1,484 m.p.h. 

.62,250 feet 

Yes 

Yes 


Chapter 4 Stunt Pilot of the Year Contest 


o 



Scene 8. Shoot planes in formation. 

This director loves a tense chase scene. Your allies are being 
pursued by the enemy. You need to hit the five enemy planes 
without striking your two allies who are in the lead. You'll be 
positioned behind all the planes in your P-51D Mustang when 
the action starts. There's a timelimit of 3 minutes or a shot 
limit of 100. whichever occurs first. 

Set filename: FORMATN .SET 
First take bonus: 600 
Crash penalty: 390 
Take penalty: 180 
Maximum takes allowed: 7 

Scene 9. Crash into a 747's engine. 

In this mid-air collision footage, your troubled F4U Corsair is 
making an emergency landing at the airport. As you're coming 
in, a Boeing 747 is just taking off. You need to strike the right 
outermost engine of the 747, avoiding the rest of the 747. The 
right wing and engine are specially reinforced for this stunt, so 
it's imperativeyou hitthe747 in that spot. 

Set filename: MIDAIRSET 
First take bonus: 450 
Crash penalty: 480 
Take penalty: 150 
Maximum takes allowed: 9 


Scene 10. Crash into a hotel. 

H ere's your first science fiction assignment. You're going to 


crash this specially-made meteor into the hotel that sits at the 
confluencefor "Y") of the river. Because these meteors were 
expensive and time-consuming to make, only a few were 
created. The director and stunt coordinator are counting on 
first-take success. If you don't succeed, you might consider 
finding a real meteor to crawl under. 

Set filename: METEOR.SET 
First take bonus: 600 
Crash penalty: 1,260 
Take penalty: 600 
Maximum takes allowed: 3 

Scene 11. Blast a jeep. 

This is the scene where the lead character finally tracks down 
— and finishes off — hisnemesis. In this one-pass stunt, 
you'll chase down and shoot the escaping jeep in your Zero. 

Set filename: STOPJEEP.SET 
First take bonus: 600 
Crash penalty: 330 
Take penalty: 240 
Maximum takes allowed: 6 

Scene 12. Bomber duck. 

In this documentary based on the shocking 1992 research 
revealing the criminal proclivity of birds, you reenact the 
events of the famous "Egg Blotter" incident. As a duck, you'll 
fly over the town in search of the police car containing the 
officers who supposedly chased off your flock from the town 
square's water fountain. You'll bomb the police car with your 



Chapter 4 StuntPilot of the Year Contest 



Grade A Jumbos. The eggs must hit right in front of or directly 

— on the pol i ce car for success. 

Set filename: DUCK.SET 
First take bonus: 300 

Crash penalty: 270 

Take penalty: 330 
Maximum takes allowed: 6 

— Scene 13. Land on the blue building. 

You'll wish you had a helicopter for this one. Land your Pitt 

— Special on the roof of the blue building. You must come to a 
complete stop without any part of the plane hanging over the 
edge of the building. 

— Setfilename: LANDBLD.SET 
First take bonus: 300 

— Crash penalty: 390 
Take penalty: 180 
Maximum takes allowed: 8 

Scene 14. Save the U .N . 

The international establishment known for its attempts to 
make world peace is about to have its own shattered unless 

you succeed in your role. From your F4U Corsair, you must 

shoot at and hit the two leading Humvees in the convoy headed 

. , toward the United Nations building. After you've struck your 

targets, you need to shake off the Zeros by cutting a hard right 

— around the United Nations building. 



Setfilename: SAVEUN.SET 
First take bonus: 450 


Chapter 4 Stunt Pilot of the Year Contest 


o 


Crash penalty: 300 
Take penalty: 210 
Maximum takes allowed: 10 

Scene 15. H it the renegade caterer. 

The catering truck, having just stripped the gas station of all 
its lottery tickets, is racing to get out of town. The hero, who 
looks forward to his weekly stab at being a millionaire, grows 
incensed when he picks up the crime on his shortwave radio. 
He heads for the catering truck in his Sopwith Camel and 
intends to clip thefleeing truck with hisplane(you must hit 
the right side of the catering truck). You've got to pull off this 
stunt before the catering truck passes the Stop 'N ' Rob and 
goes out of view. 

Set filename: HIGHWAY.SET 
First take bonus: 300 
Crash penalty: 390 
Take penalty: 180 
Maximum takes allowed: 6 

Scene 16. Fly over a train in a tunnel. 

Here's one that'll test your nerves. You need to fly your 
Sopwith Camel through a tunnel as a train passes through in 
the opposite direction. You've got a very narrow flight corridor, 
but you wouldn't be assigned this stunt if it couldn't be done. 
Don't drop below 4 feet, and watch your speed or you may 
find yourself exiting the tunnel before the train even gets there 
— that's a "no go"! 

Set fi I ename: TRA I NTN L.SET 


First take bonus: 410 
Crash penalty: 360 
Take penalty: 180 
Maximum takes allowed: 6 

Scene 17. Land before the armored truck. 

This stunt opens the upcoming film on the autobiography of 
Tex S. Cooper, theWorld War II veteran pilot and volunteer 
sheriff who would chasedown criminalsin his plane. Inthis 
re-creation, you're going to stop the hijacked armored truck by 
landing your Pitts Special in front of it without hitting any 
other vehicles. You must intercept the armored truck between 
the two freeway overpasses. 

Set filename: STOPARMR.SET 
First take bonus: 270 
Crash penalty: 360 
Take penalty: 270 
Maxi mum takes all owed: 10 

Scene 18. Fly down an aqueduct. 

An aqueduct that runs between the ocean and a dam is flanked 
intermittently by towers. The towers will be to the left, to the 
right, or on both sides of the aqueduct near overcrossings. Your 
goal is to fly your Pitts Special beneath any overcrossings that 
are flanked by a tower. Here's the catch: The crossroads that 
traverse the aqueduct are each held up by two supports, divid- 
ing the flight space beneath the overcrossing into three parts. 
You must fly through the section that the tower is next to. If 
two towers flank an overcrossing, you must fly between both 
supports (basically, through the center of the aqueduct). 


Chapter 4 Stunt Pilot of the Year Contest 


© 



Set filename: AQUEDUCTSET 

— First take bonus: 750 
Crash penalty: 450 
Take penalty: 270 

_ Maximum takes allowed: 6 

Scene 19. Crash through a billboard. 

Zig zag your way through six big rigs and then crash through 

— a billboard that's beyond the line of big rigs. You must keep 
your Piper Cherokee within 20 feet of each truck and fly no 

higher than 50 feet. Start the stunt by flying to the right of the 

trailing truck in the convoy. 

Set filename: BILLBRD.SET 

First take bonus: 370 

Crash penalty: 240 

— Take penalty: 90 
Maximum takes allowed: 7 

Scene 20. Fly inverted past a Jenny. 

" This movie involves two old fighter pilots with something to 
prove. In this particular scene, two Jennys will fly inverted to 
one another. You'll approach the other Jenny from the opposite 
_ direction and as you pass each other, you must be inverted and 
above the other Jenny at no greater than the distance of 10 feet. 

— Set filename: JENNYFB.SET 
First take bonus: 750 
Crash penalty: 480 

Take penalty: 360 
Maximum takes allowed: 7 


Chapter 4 Stunt Pilot of the Year Contest 






F4U Corsair 

Manufacturer: The United Aircraft Cor p„ 

Chance Vought Aircraft Div. 

Take-off speed: SS m.p.h. 

Stall speed: 11 m.p.h. 

Maximum speed: 550 m.p.h. 

Maximum altitude 40,000 feet 

Flaps: les 

Retractable landing gear: ....Yes 


Scene 21. Land on the goalpost. 

The San Jose Silverbacks have just won the Superbowl and in 
the most flamboyant exhibition of football fanaticism, the lead 
character — a diehard fan with a flair for the outrageous — 
lands his paraglider right on the goalpost. Your job is to land 
right in the center of the goalpost nearest to you at less than 8 
miles per hour. Don't hit those uprights! 

Set filename: GOALPOSTSET 
First take bonus: 750 
Crash penalty: 180 
Take penalty: 120 
Maximum takes allowed: 8 

Scene 22. Hit the bullseye with your wing. 

In this small town scene, you're going to approach a tower 
with a bullseye at the top. Fly your Jenny inverted and then hit 
the bullseye with your reinforced right wing. Your target is 
about 350 feet off the ground. 

Set filename: TOWERBLL.SET 
First take bonus: 750 
Crash penalty: 420 
Take penalty: 300 
Maximum takes allowed: 5 

Scene 23. Land on a moving train. 

The spy, casually clipping into caviar and enjoying the 
company of a lovely frauline, thinks he's safely on his way 
out of the country. You're the only thing that stands between 
him and even more caviar. In your last chance to capture him, 


you must land the Sopwith Triplaneon the moving train — 
particularly, on the train car that immediately precedes the 
caboose. The train will be traveling at 64m.p.h. and you can't 
be traveling at more than 70 m.p.h. when you land on the 
train car. 

Set filename: TRAIN. SET 
First take bonus: 900 
Crash penalty: 450 
Take penalty: 270 
Maximum takes allowed: 8 

Scene 24. Escape from the U.N. 

In this role, you're a terrorist positioned on the roof of the 
United Nations building. You need to make a bold escape in a 
parachute. Jump from the top of the building and drift down 
to a boat that awaits you on the river. Don't land around the 
edge of the boat — nail it dead center — and don't hit it at 
more than 16 m.p.h. unless you have a lot of free time to 
rehabilitate two broken legs. 

Set filename: UN. SET 
First take bonus: 750 
Crash penalty: 150 
Take penalty: 270 
Maximum takes allowed: 6 

Scene 25. Bomb the SAM site. 

In this war scene, you're going to fly over a large "X" on the 
ground which will signal the ground-to-air missiles to be 
launched. You need to dodge these missiles and head for the 


Chapter 4 Stunt Pilot of the Year Contest 


® 



SAM radar station. When you're in position, you must drop a 
bomb and take out the radar station. This is a one-pass stunt. 

— Set filename: JUNGLE. SET 
First take bonus: 750 

— Crash penalty: 210 
Take penalty: 70 

“ Maximum takesallowed: 10 

Scene 26. Land on the top of a balloon. 

_ A wedding is taking place in a hot air balloon that the bride's 
father is paying your character to stop. You must land a 
_ paraglider on the top of a hot air balloon, touching down at a 
maximum of 13m.p.h. If you touch the hot air balloon at any 

— poi nt other than atthetop, itwill cost you atake. 

Set filename: BALLOON. SET 
F i rst take bon u s: 600 
_ Crash penalty: 150 

Take penalty: 300 
Maximum takes allowed: 6 

— Scene 27. Recover from a stall. 

The pilot starts out the day eating drug-laced pancakes made 
by a vengeful roommate. After breakfast, the pilot is out enjoy- 
ing a leisurely flight when suddenly the drug takes effect and 
“ the pilot becomes severely disoriented. In this particular scene, 
the Spitfire will be flying straight up — you'll have to recover 
from the inevitable stall. Flitting the ground is obviously out, 
but so is any type of contact with the trees in the forest. 

Set filename: STALL. SET 




F-l 5C Eagle 

Manufacturer: 

Take-off speed: 

Stall speed: 

Maximum speed: 

Maximum altitude: 

Flaps: 

Retractable landing gear: 


McDonnell Douglas Corp, 
,168 m.p.h. 

,130 m.p.h. 

.1868 m.p.h. 

.60,000 feet 
Yes 
Yes 


Chapter 4 Stunt Pilot of the Year Contest 


First take bonus: 1,050 
Crash penalty: 450 
Take penalty: 300 
Maximum takes allowed: 4 

Scene 28. Slalom through the towers. 

Here's a chance to show your touch in a Bristol Bulldog. You're 
going to slalom between six towers, staying as close as possible 
to each. Enter the slalom to the right of the first tower. 

Set filename: OBSTACLE.SET 
First take bonus: 900 
Crash penalty: 1,050 
Take penalty: 1,200 
Maximumtakes allowed: 10 

Scene 29. Fly under two bridges. 

No twists or turns to this one. Fly your F16-C Falcon beneath 
the two bridges at a speed of no less than 1,000 miles per 
hour. Hint: Don't blink. 

Set filename: FASTBRDG.SET 
First take bonus: 1,500 
Crash penalty: 2,400 
Take penalty: 1,500 
Maximumtakes allowed: 4 

Scene 30. Bomb the three radar sites. 

This assignment takes place in the recreation of a busy Middle 
Eastern city. Your job is to bomb three rotating enemy radars 
without hitting any surrounding civilian structures. You get 


one pass in your A-6E Intruder 

Set filename: CITYRDAR.SET 
First take bonus: 900 
Crash penalty: 1,050 
Take penalty: 1,200 
Maximumtakes allowed: 6 

Scene31. Pull out of a dive. 

You start this stunt in a Pitts Special that's pointed straight 
towards the earth. You must begin to pull out of the dive at 
no greater than 400 feet, yet you cannot rise above the 
altitude of 50 feet once you begin to pull out. When you've 
pulled out of the dive, head straight and then make a hard 
right bank around the United Nations building. Remember, 
stay bel ow that 50-foot cei I i ng at al I ti mes. 

Set filename: PULLOUT.SET 
First take bonus: 1,130 
Crash penalty: 450 
Take penalty: 360 
Maximum takes allowed: 8 

Scene 32. Fly between sky scrapers. 

This one-plane Russian parade is about to take downtown 
Duluth by surprise. RacetheMiG-29 Fulcrum down the street 
that splits the highrises at a minimum of 1,000 miles per hour. 
The trick isthatyou'll be starting perpendicular to the "urban 
canyon" so you'll have to cut hard to get into position. 

Set filename: FASTTURN.SET 
First take bonus: 1,500 


Chapter 4 Stunt Pilot of the Year Contest 


o 



Crash penalty: 2,400 
Take penalty: 1,500 
Maximum takes allowed: 8 


Stunt Assignment "Clues" 

If you can't seem to succeed on a stunt, you can get details on 
that stunt by loading a copy of it in the Set Design room and 
studying it. Take a look at where the collision windows are 
positioned and check the events list to see what exactly the 
pilot is allowed to do. 

Chapters5and 6 go into detail about collision windows, the 
Events option, and all the other components that go into 
making a stunt. After you read those chapters, you should be 
able to dissect each of the stunts in the contest. You'll know 
what triggers success and what triggers failure. 



F-I6C Falcon 

Manufacturer: Genera! Dynamics Corp. 

Take-off speed: 168 m.p.h. 

Stall speed: BO m.p.h. 

Maximum speed: 1,500 m.p.h. 

Maximum altitude: 60,000 feet 

Flaps: Yes 

Retractable landing gear: les 


Note: The Silver Falcon is a color variation of the 
F-l 6C Falcon. 


Chapter 4 Stunt Pilot of the Year Contest 


o 



CHAPTER 5 

Production: Set Creation 
and Filming 


The set is every bit as important as the actor when it comes to setting the proper 
mood for the movie. A good set will aid the viewers’ ability to “suspend their 
disbelief'; that is, make the viewers forget they’re watching a movie and draw them 
into the onscreen world, accepting it as a real time in a real place. 

Shattering the movie illusion is simple. You could easily destroy period authenticity 
in an outdoor 1940s period piece by having a mercury street light with a square 
head in the background — something not invented until much later. You could 
wind up with a doubtful location by putting a telephone booth on the outskirts of 
a jungle. Or maybe you’ll go all out and absolutely tax the viewer’s ability to 
suspend disbelief by putting a pen of horses in the shadow of the Eiffel tower. 

Unless the director is shooting a scene that represents someone’s imagination, 
rewrites history, or presents a visionary slice of the future, creating a believable 
set is important, that is, except in Stunt Island. You can create your sets however 
you like. Your audience will be you and your friends. If you want the Golden Gate 
Bridge to span the Washington Monument and a hay bam, you’re the director! 

Select the Production sign to enter the production budding. You can also select the 
Set Design or Stunt Coord(inator) signs to go straight to those offices. 


Chapters Production Set Creation and Filming 



The production building is where you can go to: 

+ Choose the film location 
+ Place props in the location 
+ Select the aircraft used for the stunt 
+ Position the aircraft for the stunt 
+ Fly an assignment from the stunt coordinator 
+ Check the competition standings 

Inside the building you'll see these signs: 



STUNT COORDINATOR — Select thisto receivefilm flying 
assignments from the stunt coordinator. You must complete 
26 of the 32 assignments within a certain number of attempts 
to qualify for Stunt Pilot of the Year. (Complete details on the 
Stunt Pi lot of the Year contest are in Chapter 4.) 

SET DESIGN — Click on thisto goto the Set Design screen, 
where sets are created and film is shot. 

STUNT PILOT COMPETITION STANDINGS - Click on 
th i s to f i nd out the stand i ngs i n the Stunt Pi I ot of the Year 
contest. This option is only available if you've entered the 
contest; otherwise, nothing will happen when you select this 
option. 

EXIT — Click on thisto leave the production building. 


Creating Sets 

To create sets, select the Set Design option. You'll see the 
following screen: 



Chapter 5 Production Set Creation and Miming- 






Island View Window and Its Options 

On the left side of the screen is an overhead view of Stunt 
Island. The position of the Sth/ Nrth-WstY East axis determines 
those values in the lower left corner; whatever point on the 
island is directly beneath the intersection of the Sth/ N rth- 
Wst/East axis (the center of the crosshairs) isthedefault 
location where set work will take place. 



To move the islands position on the screen, move the cursor 
onto the Island View window, hold down a button and then roll 
the mouse or move the joystick. Keyboard users can move the 
cursor into the island window, hold down the Enter key and 
then press any of the arrow keys to move the island. Joystick 
and mouse users can hold down the left and right buttons to 
simultaneously change the orientation and tilt of the island. 

The horizontal bar directly under the Island View window lets 
you zoom in and out on theisland. Select the- (minus) button 
to zoom in or select the + (plus) button to zoom out. You can 
also slide the box along the scroll bar to zoom in or out. 




F / A- 18AHor net 

Manufacturer: 

Take-off speed: 

Stall speed: 

Maximum speed: 

Maximum altitude: 

Flaps: 

Retractable landing gear: 


McDonnell Douglas Corp. 
,168 m.p.h. 

,130 m.p.h. 

.1,345 m.p.h. 

50,000 feet 

Yes 

Yes 


Chapter 5 Production Set Creation and Filming 


o 



The Sth/ Nrth and Wst/ East axis values go from 0 to 200,000 and 
represent distance in feet. The Sth/ Nrth-Wst/ East value of 0-0 is 
in the lower left comer of the screen. The center of the screen 
has the Sth/ Nrth-Wst/ East value of 100,000-100,000. The upper 
right comer of the screen has the value of 200,000-200,000. 

STH/NRTH — This represents the south/ north axis. To 
change this, select the- (minus) or -T (plus) buttons. Because 
the southernmost value is 0 and the northernmost value is 
200,000, you will always select - (minus) to decrease the 
number, or move south. You will always select + (plus) to 
increase the value, or move north. You can also highlight the 
Sth/ Nrth field and enter a new number. 

WST/ EAST — This is the west / east axis. To change this, select 
the - (minus) or + (plus) buttons. Because the westernmost 
value is 0 and the easternmost value is 200,000, you will always 
select (minus) to decrease the number, or move west. You will 
always select + (plus) to increase the value or move east. You 
can also highlight the Wst/ East field and enter a new number. 

An editing tip.. 

In options that have values that can be changed, there are 

two ways to change the values: 

+ You can click on the - (minus) or +(plus) button to 
decrease or increase the value. Each click with the left 
mouse button changes the value by one, while each 
click with the right mouse button changes the value by 30. 

+ You can click on the value itself and then enter a new 
number. Use the Backspace key or Delete key to delete 
the current value. 


ORIENT (Orientation) — This changes the orientation of the 
map. Select the - (minus) button to rotate the overhead view 
of the island clockwise. Select the + (plus) button to rotate the 
island counterclockwise. Changing the orientation will not 
affect the Sth/ Nrth and Wst/ East values. The range of values 
isOto 359. 

TILT — This adjusts the view of the island from an overhead 
view to a side-on view, and vice versa. The range of value is 1 
to 90. 

STUNT This is a descriptive name for the loaded set. 
Because the filenames can only be eight characters long, the 
Stunt field gives you the chance to give the stunt a longer, 
more descriptive name. This description also appears when 
you highlight the filename on the Load screen. 

USER — Thedefault stunt name is "User." To change this, 
select the User field and enter a new stunt description of up to 
approximately 25 characters. Press Enter to accept the 
description. 

Prop Windows and Its Options 

The top right object window shows the currently selected prop. 
A prop can be the aircraft you're flying, the cameras used to 
record the action, or any number of moving or stationary 
objects. 


Chapter 5 Production Set Creation and Filming 





*|t|l. -Free- 


Place | Go to | Rdi 


ftdd 1 Del 1 Hide 


Global 1 Events 

[Loodl Save | Hew | 

1 Hy Exit ® 


The bar beneath the window shows the name of the aircraft 
or prop in the window. Select the up or down arrows to scroll 
through the objects. You have up to 40 slots for props, 
aircrafts, and cameras: 

+ Slot 1 is always reserved for the object that you control 

+ Slot 2 is always reserved for the spotter plane. 

+ Slots 3through 8 arefor any objects. These objects will be 
given recording capabilities, no matter what they are. 

+ Slots 9 through 40 are for any props. 

PLACE — (Before you can use Place, you need to use the Add 
option to select an object.) Select this to place the selected 
object at the location where the crosshair is positioned in the 
Island View window. Select Place again if you want to "pick 
up" the object to place elsewhere. When the object is picked 
up, you can make adjustments to the Sth/ N rth-WstV East set- 
tings and then select Place again to place the object. 




F-88 Sabre 

Manufacturer: North American Aviation, Inc, 

Take-off speed: 122 m.p.h. 

Stall speed: 110 m.p.h. 

Maximum speed: 617 m.p.h. 

Maximum altitude: 50,800 feet 

Flaps: Yes 

Retractable landing gear: Yes 


Chapter 5 Production. Set Creation and Filming 




CAUTION: If you’ve entered any roll, pitch, or yaw 
values for the object, they will be reset to 0 when you 
“unplace” and repitaeetUac object. Be sure to wntetMnwn 
am valuK9> yoa wantt to use a^gain. 

GO TO — This takes you to the location of the currently 
selected prop (the one displayed in the upper right window). 
For props 3 through 8, you can also click in the actual object 
window to see that prop’s point-of-view. 

ADJ (Adjust) — This option lets you adjust the location of any 
plane or prop. Complete details on the ADJ option buttons are 
under “Special Prop Controls — The Adjust Window,” on 
page 68. 

ADD — Select this to add a prop. The props are organized by 
type. Select a prop category and a list of objects appears. 
Highlight an object from the list. Use the scroll bar to the right 
of the object window to scroll the list up or down. Select OK 
to select the highlighted prop. 


you from accidentally deleting or modifying a prop. 

HIDE Hides all the objects whose visibility (VIS) is not on 
(the VIS button is not pressed in). The exception is the object 
you’re adjusting it’s always available. 

GLOBAL — Global contains a variety of settings, as follows: 


To change any of the numbers in the fields on the screen, 
select the number, press Delete or Backspace to delete the 
number, type in a new number, and then press Enter. 

Ret (Record) -With REC on (the default setting), the pro- 
gram will start recording when the stunt begins (when you 
select Action-Take from the Camera Crew screen). If you turn 
REC off, you will need to use the Events option to tell 
the program exactly when to start filming (complete details 
on the Events option are in Chapter 6). If REC is set to Auto, 
it only begins recording when you select Action -Take if Film 
Editing on the Preferences screen is off. 


DEL (Delete) — Select this to remove the object listed in the 
slot and shown in the window. “Free” appears in the name slot 
to indicate that the item has been deleted and that the slot is 
now unoccupied. Deleting an object from a slot does not affect 
the numbering of any subsequent props. 

You cannot delete an object that has been locked by the Lock 
button on the ADJ screen. You must select ADJ and then select 
Lock to unlock it; then you can delete it. Lock is used to keep 


In the more advanced stunts that you create, you won’t always 
want to immediately start filming when you select Action- 
Take. Some stunts require time to get into position — time 
that you will not need to capture on film. For example, you 
might be filming a scene where you want to land on the top of 
a highrise. You could set it up so that the program only starts 
to record when the plane is within 20 feet of the rooftop of the 
highrise. 


Chapter 5 Production. Set Creation and Filming 





Time — You can create a set that represents any hour of the day. 
Stunt Island operates on a 24 hour clock. 0:00 represents mid- 
night, 1:00 to 11:00 are the morning (a.m.) hours, 12:00 is 
noon, and 13:00 to 23:00 represent the afternoon/ evening (p.m.) 
hours. To change the time of day, click on the arrows above the 
hours or minutes. 


View View lets you select the pilot's initial view during 
flight. Theforward view during flight is the default camera shot. 


PilotCP 

Looking out front of aircraft with cockpit; 
this is the default option 

Pilot no CP 

Looking out front of aircraft without the 
cockpit 

Left side 

Looking out left side of aircraft 

Right side 

Looking out right side of aircraft 

Rear 

Looking out rear of aircraft 

Bomb 

Looking through bottom of aircraft 

Spotter 

Looking through spotter plane's point-of-view 




IstTake — Dollar bonus for successful first take 
Crash — Dollar penalty for crash 

Take Penalty — Dollar penalty for each take you require after 
the first one 

M ax Takes — The maximum number of takes allowed to perform 
the stunt successfully. Exceeding this value will get you fired. 


F-l 17A Stealth (Fighter) 

Manufacturer,: Lockheed Cor p. 

Take-off speed: 190 m.p.h. 

Stall speed: 151m, p, I, 

Maximum speed: 673 m.p.h. 

Maximum altitude: 60,000 feet 

Flaps: les 

Retractable landing gear: les 


Chapter 5 Production Set Creation and Filming 



Camera — This isthe initial camera for auto-edited films. It's 
the camera that you would like to use to establish your initial 
shot. Prop slots lthrough 8 are slots that record film. You can 
set up a camera in any of these slots and have the initial cam- 
era be one of them. For those editing their own films, the ini- 
tial camera is irrelevant since you will be determining exactly 
what segments of film get edited into the final order. 

Gear — Determines initial position for landing gear (up or 
down) on the aircraft in prop slot 1. Some aircraft do not have 
retractable landing gear. 

Flaps — Determines initial position for flaps (up or down) on 
the aircraft in prop slot 1. Some aircraft do not have moveable 
flaps. 

Brakes Determines initial setting for brakes on the aircraft 
in prop slot! 


How to Select Your Stunt Aircraft 

+Go to slot 1 in the prop field below the Prop window. 

+ Select ADD. 

+A window opens which shows all the prop categories. 
Highlight Planes (at the bottom of the list) and select Open. 
A list of aircraft appear. 



Highlight the one you want to fly and then select OK. 


Weapon — Lets you choose the initial weapon — gun, missile, 
bomb, or no weapon (None) — for the aircraft in prop slot 1. 
During flight, you can press the W key to toggle through the 
weapons. Some aircrafts do not have weapons; however, you can 
"cheat" and use this Weapon option to engage a weapon that 
this aircraft would not have under normal conditions. The air- 
craft will have the weapon engaged when you go to fly the stunt. 

EVENTS — The EVENTS option isan option that lets 
you create stunt assignments for you or others to do. 
Because this is an option that teaches you advanced tech- 
niques, its covered in a separate chapter (Chapter 6). 


+ Choose the location where you want the aircraft placed by 
positioning the intersection of the Sth/ Nrth-WsV East cross 
hair in the Island View window over that location. 

+ Select Place. The aircraft is placed wherever the Sth/ N rth- 
Wsl/ East is located on the map, facing due north. Be sure to 
select Place to place the aircraft; otherwise when you select 
Fly Stunt, you'll be told, “Prop 1 needs to be placed before 
the stunt can be flown." If you want to see your aircraft, 
select (-) below the Island View window to zoom in on the 
island, or slide the button on the bar to the left. 


Chapter 5 Production Set Creation and Filming 





To move the aircraft's starting location at any time, see "How 
to Move a Prop." 


You can only select one aircraft to directly control with your 
mouse, joystick, or keyboard. This aircraft must be placed in 
slot 1 in order foryou to be able to control it. If you put your 
aircraft in slot 3, you will not beabletofly it. 

Any object placed in prop 1 can be flown. However, unless it's 
an object that comes from the Planes category, the object will 
be flown with generic flight characteristics. The aircraft in the 
Planes category have specific flight characteristics. 



How to Place A Prop 

+ Select a prop slot number. Slots 3 through 8 give the object 
recording capabilities. Objects in slots9through 40do not 
record. 

+ Select ADD. 



+ Highlight a prop category artd select Opeo. FokkerDr.l (THplane) 

+ A list of objects in that category appears. Highlight an Manufacturer: Fokker Flugzeugwerke 

object and then select OK to accept it. To switch to another Take-off speed: 60 m.p.h. 

category, select Close. To exit the window, select Cancel. S p ge( j, 50mph 

+ SelectPlace. The prop is placed wherever the Sth/Nrth - Maximum speed: ,103 m.p.h. 

Wstf East crosshair is located on the map. If a prop has not Maximum altitude: 20,000 feet 

been placed when the set is saved, the prop will be placed Flaps: No 

atthelocation of thecurrent crosshair. Retractable landing gear: No 


Chapter 5 Production Set Creation and Filming 



How to Move a Prop 

+ Go to the slot number that the prop is in. This prop should 
appear in the upper right window. 

+ Select Place to “pick up" the prop. This removes the prop 
from the Island View window. Be careful when you 
“unplace” an option because it will zero out all yaw, pitch, 
and roll values that you may have entered. 

+ Change the position of the Sth/Nrth-Wst/East crosshair in 
the island window; move the intersection of the crosshair 
to the prop’s new location. 

+ Select Place again to place the prop in its new location. 

Another way to move a prop is to select that prop and then 

select ADJ to open the Adjust window. 

On the right side of the screen you’ll see the Position options. 

Select the - (minus) or + (plus) button to increase or decrease 

the Sth/Nrth or Wst/East values. You can also highlight either 

field, enter a new number, and then press Enter. 


How To Delete A Prop 

To delete a prop, select it (it should appear in the Prop 
window in the upper right corner of the screen). Select the 
DEL option to remove it. 


If the DEL option does not work, the Lock feature is on. To 
turn off the Lock feature, select ADJ to open the Adjust win- 
dow. Select Lock to turn it off and then select OK to close this 


Chapter 5 Production Set Creation 



window. Now you can select DEL to delete the prop. 


Special Prop Controls — The Adjust Window 

The most important thing to determine is what type of prop 
you want this to be (in the Adjust window). Knowing what 
type of prop this is establishes which of the other settings in 

the Adjust window you’ll be able to use. Props must be 
categorized as one of the following: 

FACE FREE 

SEEK SPOT 

FOLLOW ATTACH 

All props have the default setting of Free. The two exceptions 

are the props in slot 1 and 2. Slot 1, reserved for the aircraft 
you fly, has the Face setting. Slot 2, reserved for the spotter 

plane, has the Spot setting. 

The other options and values that you see in the Adjust window 

(Position, Facing, Heading, Anim, Wtch, etc.) relate to a prop’s 

position and animation values (optional). These options are 
covered in “How to Fine Tune Props” and “How To Animate 
Props,” later in this chapter. 

Face Props 

This causes an object to move in the direction it’s facing. 

Prop 1, reserved for the aircraft you control, has a permanent 
setting of Face. Whatever direction your aircraft’s facing, it will 



fly in that direction. This restricts you from being able to fly 
your aircraft sideways or backwards 


If you turn WTCH (Watch) on for any of the camera slots 
(1-8), the Watch feature will override the Face feature. This 
object will watch whatever object you assign to it. Complete 
details on Watch are on page 79. 

You can adjust any of the following options when you select Face: 



|1. ft!0 Thunderbolt 



B 


5 


a 

iEKH=ai 

3 




B 


g 


3 




Free Props 

FREE props are those that do not respond to other props. You 
place the prop where you want, how you want. If you want to 
animate this prop, you can. Free is the default setting for all 
props, except props 1 (the aircraft you control) and 2 (the 
spotter plane). 


The Free and Face categories work exactly the same for 
inanimate objects. If you're placing a building or a boulder or 
something else that won't be moving, it really doesn't matter 

Chapter 5 Production Set Creation and Filming 



Hang Glider 

Take-off speed: Low 

Stall speed: Low 

Maximum speed: Medium 

Maximum altitude: Low 

Flaps: No 

Retractable landing gear: No 



whether you select Free or Face (although Free will be the 
default setting in props 3 and up). 

The crucial difference between Free and Face arises if the object 
must move. Face objects can only move in the direction they're 
facing. Free objects, on the other hand, can be facing in one 
direction and move in another. Let's say you have a house 
perched on a hill and you want it to slide down the hill Free 

allows you to send the house off the hill in any direction. 

If the house had the setting of Face, it could only slide down the 
hill in the direction it's facing (in this case, it's in the direction of 
the front door). 

You can adjust any of the following options when you select 
Free: 



Seek Props 

Select Seek if you want this prop to seek out another prop at 
the speed you set. The object that this prop will seek out must 
be entered in the slot after Seek. 


Chapter 5 Production Set Creation and Filming 


For example, you could have a car positioned at one end of the 
island and you could have it seek a building at the other end of 
the island. You set the speed and the car will travel towards the 
building until it reaches it. Once the prop reaches the designat- 
ed object, it will continueto revolvearound the object in a 
tight circle. 

In order to avoid having this object keep revolving around the 
other object once it has reached its target, you need to either 
have it explode so it disappears, or use the Events option to 
remove the object or change its heading once it reaches its 
destination. 

When you have an object seek another object, the H eadi ng 
values of Pitch and Yaw become unavailable. An object always 
seeks another object in a straight line, so that imaginary 
straight line between the two objects determines the values 
for Pleading Pitch and Yaw. 

You can adjust any of the following options when you select 
Seek: 


* -..Jr 

IMTriTWmTTTHTM 

□HHMMESIlSa 

fill pSSs 

1 FACING 

Roll Pitch You 

DOIQ|DBiD|BaiB| 

Hi\. HO 



web ram raw emsil 

OK | Lock | Cancel | 



Spot Props 

Spot is best suited for use in any of the camera slots (3 through 
8). Spot lets the camera follow the prop you define, auto-adjust- 
ing for the best viewing angle. Spot is best utilized for a camera 
that's "tracking" a moving object because of its auto-adjusting 
capabilities. 

The slot number of the prop that's being spotted must be 
entered in the box next to Spot. 


You can havea non-camera prop (in slots 9 or higher) use the 
Spot setting, but keep in mind that an object without record- 
ing capabilities will not be able to take advantage of the Spot's 
key feature — the auto-adjusting capability. 


You can adjust any of the following options when you select 
spot: 



Follow Props 

This option forces this prop to match another's roll, pitch, yaw, 





Hawk 

Manufacturer: British Aerospace Ltd., 

Military Aircraft Div. 

Take-off speed: 145 m.p.h. 

Stall speed: 12 2 m.p.h. 

Maximum speed: 621 m.p. h. 

Maximum altitude: 5 0,0 0 0 feet 

Flaps: Yes 

Retractable landing gear: Yes 

Note: The Red Hawk is a color variation of the Hawk. 


Chapter 5 Production Set Creation and Filming 



altitude, and speed values. The slot number of the prop that is 
being followed must be entered in the box next to Follow. 

Although the Follow option is most appropriate for aircrafts 
flying in formation, you can use it for a flock of birds, fleet of 
vehicles, group of missiles, and so on. For example, you could 
animate one UFO to slowly ascend, spinning as it rises. Then 

you could add four more UFOs to the set, having all of them 
follow — in essence, mimic — the first UFO's actions. 

The Offset Position screen lets you establish where this prop is 
in relation to the prop it's following. If you leave the values at 
zero, this prop will be placed directly on top of the other prop. 


The following options are available when you select Follow: 



Attach Props 

This causes an object to remain attached to another object. 
The number of the prop that this prop is being attached to 
must be entered after Attach. Props that are attached to each 


Chapter 5 Production Set Crealion and Filming 


other must face in the same direction 


Here's an example of a use for Attach: You could attach a 
camera below an aircraft and catch the action of bombs being 
dropped. No matter how the aircraft moves, the camera will 
always capture the view from directly below the aircraft. You 
could also do “non-camera” things like attaching a wing 
walker to an aircraft's wing or attaching a covered wagon to 
the back of a moving horse. 

Although they sound alike in function, Follow and Attach 
behave very differently. Follow causes one prop to mimic 
another's values, while Attach causes one prop to stay in a 
fixed position in relation to another prop. 


In the example below, notice how the aircrafts start out in the 
same positions. But when the initial prop banks, the Follow 
and Attach props behave differently. 



Original starting position 



Rolling left; what happens 
when Follow is selected and 
plane A rolls left 


Rolling left; what happens 
when Attach is selected 
and plane A rolls left 



As with the Follow option, the Attach option requires you to 
enter Offset Position values to determine where it should be in 
relation to the main prop. If you don't enter offset positions, 
this prop will be placed right on top of the other prop. 


The following Adjust options are available when you select 
Attach: 


~ 

1 . ■ 
WM V, . 



k|£ttochlc^ 



I Sth^Nrth 
Ust^East 
1 Stunt 


- 99745 

+ 

Orient 

Tilt 

D 

FEW 

ol 

- 99942 


J 


a 


[ill Hook Man *1 ' 


OFFSET POSITION 
Pitch 
Yaw 
Dist 


§ 

aaa 

S 

D 

gEBI 

Q 

B 

3» 

S 


Mis 1 Coii | Expl | Shad 
OK | LockjCanceH 


Before you begin working in depth with these prop types, 
select each of them to become acquainted with their possible 
settings. Notice how the options in the Adjust window change 
depending on which one you selected. 


How to Fine Tune a Prop 

Whether stationary or animated, your prop is positioned a 
certain way when the cameras start rolling. If you’re content 
with how the prop looks when you placed it, you don’t need 
to make any of the following adjustments. But if you want to 
do something like tilt a prop, elevate it, turn it sideways, etc., 
do the following: 


Chapter 5 Production: Set Creation and Filming 


Q 





+ Go to the prop slot for that object. The prop should appear 
in the upper right window. 

+ Select ADJ to open the Adjust window. 

For objects assigned FACE, FREE, and SEEK: 

+ Under the Position section, select an altitude at 
which this prop will start and a speed at which 
thisprop will travel. The Sth/Nrth and Wst/East 
settings don't need to be adjusted unless you want 
this prop moved to a new location. 

+ Under the Facing section you can adjust the Roll, 
Pitch, or Yaw, if desired. These properties are the 
same as those of an aircraft. 

For objects assigned SPOT. FOLLOW, or ATTACH: 

+ Select the Offset Positions for Pitch, Yaw, and 
Dist(ance). This positions this object in a specific 
spot from the defined object. 


When you're adjusting props 2 through 8, you'll see a view that 
has brackets around the corners and a cross hair in the center. 



This is your prop's point-of-view, which is what it will see 
when recording starts. As you make adjustments to the 
previous settings, the prop's point-of-view should change 
accordingly. For example, if you change yaw, the point-of- 
view should move sideways. If you change pitch, the point-of- 
view should move up or down. 

You can get the point-of-view for props in slot 2 through 8 
simply by clicking on it when it's in the Prop window. This 
saves you from having to open the Adjust window just to 
check the prop's point-of-view. 

Spotter plane note: You can change the spotter plane's prop 
type to something other than Spot, but this may cause erratic 
results. You should leave the spotter plane setting on Spot 
since the spotter plane was designed to be used with this setting. 

Starting Altitude and Speed 

A starting altitude and speed can be given to Face and Free 
objects through the Adjust window. 

ALTITUDE — An object's altitude is measured from the center 
of the object to the ground. Even if an object is resting on the 
ground, unless it's perfectly flat, it will have an altitude. The 
object will maintain this altitude unless you change it. 

SPEED -This lets you establish a starting speed for this object. 
The object will maintain this speed unless you change it. 



How to Animate a Prop 

Except for your aircraft in prop slot 1, every object in the Stunt 
Island inventory can be animated. It doesn't matter what it is 

— automobile, building, cactus, billboard, etc. 

There are two types of animated props: still and dynamic. A 
still prop that's animated simply goes from one point to anoth- 
er, I ike a missile. The missile itself does not have animated 
characteristics like spinning. 

A dynamic prop is one that not only travels from point A to 
point B, but also moves along its vertical, lateral, and/or longi- 
tudinal axis (its yaw, roll, and/or pitch is changing). For 
example, let's study a car that's spinning out of control down a 
stretch of road. As the car spins, it moves along its vertical axis 

— its yaw is constantly changing as the car spins. It's also 
traveling down the road — going from point A to point B — 
as it's spinning. This is a dynamic prop. If the car wasn't 
spinning, but pointing in one fixed direction whilegoing 
from A to B, it would be a still prop instead of a dynamic one. 
Please keep in mind that this program doesn't animate in the 
classic sense: legs don't move, wheels don't spin, wings don't 
flap. Animate is about moving objects from A to B, and 
whether those objects as a whole pitch, roll, or yaw. 

Animating a Still Prop 

+ Placea prop, as outlined in "How to Placea Prop." 

-i-Go to the slot the prop occupies 
+ Select the A DJ option. 




J unkers J u 87D Stuka 

Manufacturer: J unkers Flugzeug Und 

Motorenwerke 

Take-off speed: 90 m.p.h. 

Stall speed: ISm, p.h. 

Maximum speed: 255 m.p.h. 

Maximum altitude: 24,000 feet 

Flaps: Yes 

Retractable landing gear: les 


Chapter 5 Production, Set Creation and Filming 



+ Under the Position section, select an altitude at which this 
prop will start and a speed at which this prop will travel. 
The Sth/Nrth and Wst/East settings don't need to be adjust- 
ed unless you want this prop moved to a new location. 

Under the Facing section you can adjust the Roll, Pitch, or 
Yaw, if desired. You do not need to enter new settings for 
this prop unless you want the prop's current roll, pitch or 
yaw to be different. 

>> Free props: Under the Heading section, select the Pitch and 
Yaw. Pitch determines the angle at which the prop will trav- 
el while Yaw determines which direction on the compass 
the prop will head. A negative pitch value causes the prop 
to go down, while a positive pitch value causes it to rise 

This is all you need todotoanimateastill prop. You 
should not have selected the AN IM (ate) button on the 
screen. The Anim button is reserved for dynamic props. 

When you film the stunt, the prop will move according to 
the Speed, Pitch, and Yaw settings that you entered. The 
prop will continueon its path indefinitely. You can stop 
an animated prop by having it eventually collide and 
explode with something or by having it disappear or 
change by using the Events option (details in Chapter 6). 

Animating a Dynamic Prop 

-i-Placea prop, as outlined in "How to Placea Prop." 

-t-Go to the slot the prop occupies. 

+ Select the A DJ option. 


Chapter 5 Poraduction Set Creation and Filming 


+ Under the Position section, select an altitude at which this 
prop will start and a speed at which this prop will travel. 
The Sth/Nrth and Wst/East settings don't need to be adjust- 
ed unless you want this prop moved to a new location. 

-(-Under the Facing section you can adjust the Roll, Pitch, or 
Yaw, if desired. You do not need to enter new settings for 
this prop unless you want the prop's starting roll, pitch or 
yaw to be different. 

-(-Under the Heading section, select the Pitch and Yaw. Pitch 
determines the angle at which the prop will move while 
Yaw determines which direction on the compass the prop 
will head. A negative pitch value causes the prop to go 
down, while a positive pitch value causes it to rise. 

-TNext, click on Anim. Notice how the numbers reset to 0. 
That's so you can now enter values for how much the prop 
will move for its Roll, Pitch, and / or Yaw. The higher the 
value, thefaster it will roll, pitch, or yaw. If the value is 0 
for roll, the object will not roll. If the value is 0 for pitch, 
the object will not change its pitch. If the value for yaw is 
0, the object will not yaw. 

For example, if you want to make a car "spin out" you 
wou I d enter a val ue I i ke 360 for Yaw . Thi s tel I s the car to 
move 360 degrees per second. If you wanted a man to flip 
head over heels, you could enter a Pitch value of 180. This 
tells the man to pitch forward, 180 degrees per seconds. 

-i-The options under theHeading section let you program the 
prop to move. The prop can travel along at a certain pitch 
and in a certain direction. 



Anim Heading Pitch — The object, if given speed, will 
move in a North/ South circular pitch. A positive value 
will cause the object to move clockwise. A negative 
value will cause the object to move counter clockwise. 
If you do not enter a speed, the object will not move. 

Anim Heading Yaw — The object, if given speed, will 
move in an East/ West circular pattern. A positive value 
will cause the object to move clockwise. A negative 
value will cause the object to move counter clockwise. 
If there is no speed, the object will not move. 

Note: When using the Anim Heading Yaw or Pitch options, 
the prop may drift slightly. 

+ When you go to film the stunt, the prop will move accord- 
ing to the various settings you established. 

The prop will continue moving along its path indefinitely. 

If you want to designate a specific stopping point for a prop, 
or if you want to "program" specific things to happen with 
an animated prop, you'll need to use the Events option. 
(Complete details on the Events option are in Chapter 6.) 

Note: If you set a speed and/or altitude for a still animated prop 
and then set a different speed for a dynamic animated prop, the 
larger of the two speed and/or altitude values will be used. 




Junkers Ju 88A 

Manufacturer: 

Take-off speed: 

Stall speed: 

Maximum speed: 

Maximum altitude: 

Flaps: 

Retractable landing gear: 


j unkers Flugzeug Und 
Motorenwerke 
,114 m.p.h. 

.95 m.p.h. 

.295 m.p.h. 

.25,000 feet 

Yes 

No 


Chapter 5 Production: Set Creation and Filming 


o 



Having More Than One Stunt Aircraft 

You can only control one aircraft at a time with your mouse, 
joystick, or keyboard. However, you can make other aircraft 
fly in formation with the aircraft you're controlling through 
the Follow option. 

How to Set Up Cameras 

The directory of photography (also referred to as the cinema- 
tographer) works with the director to translate the screenplay 
into moving photographic images. The director of photography 
doesn't physically operate the camera and lights; that work is 
carried out by the DP's support staff consisting of people like the 
camera operator, the gaffer, and the ke/ grip. In your role as DP, 
you'll decide where you want the cameras positioned to capture 
the action. 

Setting up a camera in Stunt Island follows the same proce- 
dures as setting up a prop. You choose the camera you want to 
use, place it in a specific location, and make fine adjustments 
on its positioning. 

There is a total of 8 possible camera shots: one from the stunt 
aircraft (prop slot I ), one from the spotter plane (prop slot 2), 
and six from other positions that you can select (prop slots 3 
through 8). The stunt and spotter plane shots are always 
automatically shot. The remaining cameras are optional. 

The two types of cameras — Camera 1 and Camera 2 — are 
located in the Production Tools category (the other props in 


this category are "collision windows" and are explained in 
Chapter 6). The only difference between these cameras is 
cosmetic. They behave the same when it comes to filming. 


Cameras don't have to he cameras. It's not necessary to 
have Camera 1 or Camera 2 in slots 3 through 8 to 
capture action — any prop placed in these slots will 
record action. You could put a water fountain in one of 
these slots and it will have recording capabilities. 


When you select a prop for the camera slots, be sure to choose 
a Face, Free, Seek, Spot, Follow, or Attach option to determine 
what this camera should do. Except in the case of Face or Free 
cameras, be sure to enter a prop's slot number after the prop 
type (e.g., Attach 4 tells the camera to stay attached to the 
prop in slot 4). 

FACE — The camera will face in thedirection you set it; the 
camera will not track an object unless you select WTCFH and 
turn it on. 

FREE — The camera will remain stationary at the location it's 
placed; the camera will not track an object unless you select 
WTCFH and turn it on. 

SEEK Thecamera will seek outa defined object 

SPOT — Thecamera will stay with a defined object and keep 
the object centered in its frame. 


Chapter 5 Production Set Creation and Firing 




FOLLOW — The camera will mimic the moves of the defined 
object. 

ATTACH — The camera will be attached to the defined object, 
filming the action fromafixed point in relation to the defined 
object. 

If you choose the Spot, Follow, or Attach option, use the ADJ 
option to set the Offset Positions of pitch, yaw, and distance. This 
establishes the position of the camera in relation to the object. 

The cameras automatically start rolling when you select Action- 
Take as long as REC in the Global option is not turned off. If 
you don't want the filming to begin right when you select 
Action-Take, turn REC off and then use the Events option to 
determinewhen filming should start (the Events option is 
covered in Chapter 6) 

After you're done filming, you can go to the post-production 
building to load and edit any of the footage you've shot. 

During filming, you can press Ctrl and any of the FI through 
F8 keys to switch among the camera views. 

The Watch (WTCH) Option 

The Watch (WTCH) option lets you make one prop watch 
another prop with a specific zoom (magnification) setting. 

No matter where the defined object moves, this object will 
change its angle to "watch" thedefined object, Watch has 


Chapter 5 Production. Set Creation and Filming 



priority over all other settings. 

The Watch option is a key feature for those props in slots 1 
through 8, since these are the "camera" slots. The camera slots 
take advantage of the zoom (magnification) capabilities of the 
Watch option si nee these slots can record the action. 

If you select the Watch option for prop slots 9 or higher, you 
will not have the zoom options; you will only be able to enter a 
number for this prop to watch. This is useful for props that you 
want to film watching other props. For example, you could 
capture ground missiles tracking a plane that's passing over- 
head. Or, you could film people watching a drag race, with their 
bodies turning to follow the action as it goes down the road. 


from 0.2 to 7.99. The higher the value, the more powerful the 
zoom. (See the, next option, for “Auto" details on using this 
number.) 

AUTO — This is associated with the Zoom value. If you select 
Auto, the camera will shift the Zoom value in order to keep 
the object at a constant size. The size will be determined by 
the level of zoom set before Autozoom is activated (the default 
Zoom value is 1.0). 

If the Auto option is not selected, should the object that the 
camera is focused on get closer than the Zoom value, the Zoom 
will not pull back to adjust. 


When you select WTCH (Watch), the following options are 
available: 



|3. A6E Intruder 
HATCH PARAMETERS^ 



rraa 

ESI 




an 

BB 


Baa 

i»ia 


Sth/Nrth 

- 

84661 

+ 

Orient 

B 

Oil 

Wst/East 

- 

111977 


Tilt 

□ 



Uis I Coll | Exp) |Shod 


Lock I Cancel 


1.0 (Zoom) — The initial zoom valuefor this camera (only 
applicableto props 1 through 8). The acceptable values range 


Adjust Screen "Programming" Options 

The options at the bottom of the Adjust window let you 
control certain details on how this prop should be treated by 
the program. 



1 Arch 

PO SITION 
Sth/Nrth 
Ust^'East 
Altitude 
Speed 


a 

riu-ym 

Q 

B 

iBEKIgl 

B 

B 


Q 



D 


Ute 1 C'o : . [Exp? flhad 


| Loc k | CuncT 


B 


B 

B 

FEEKEEI 

a 


VlS(Visible) — Thisoption is always automatically selected. 



Chapter 5 Production. Set Creation and Filming 





When selected, it keeps this object visible during filming. You 

may not want certain objects, like cameras or collision win- 
dows, to be visible during filming. 

COLL (Collision) — If Collision is selected, then this object is 
deemed as one that can be ‘'hit.” If this isn’t selected, then this 
object is “transparent” — it won’t register a collision if another 
object strikes it. For example, you probably won’t want a cloud 

to have the Collision option on since clouds can be flown 
through. Or maybe you want to pretend a building is a holo- 
gram that can be flown through. Without Collision selected, 
the program ignores these as “strikable” objects; you can hit 
them without anything occurring. An object that has Collision 
on does not mean it will explode whenever something hits it; 
in order for an object to explode when it’s struck, you must 
also select EXP (Explosion). 

All objects used on the permanent Stunt Island locations have 
Collision on. 

EXP (Explosion) — EXP tells this object to explode (stock 
explosion footage is used) whenever any other object hits it. 
For example, if the current prop is a car, you can select EXP to 
have the car explode whenever anything — be it missile, man, 
beachball or cornstalk — strikes it. In order for Explode to 
work. Collision must also be on; otherwise, this object will not 
be recognized as something that can be hit. 

SHD (Shadow) — When the Shadow option is selected, a 
shadow will be cast by the prop. If the object is airborne, a 



Learjet 60 

Manufacturer: Learjet, Inc. 

Take-off speed: 146 m.p.h. 

Stall speed: 122 m.p.h. 

Maximum speed: 548 m.p.h. 

Maximum altitude: 51,000 feet 

Flaps: Yes 

Retractable landing gear: Yes 


Chapter 5 Production Set Creation and Filming 



shadow will only appear when it's close enough to the ground 
to cast a shadow. Objects with shadows take longer to process. 
If you're using a slower machine, you should consider leaving 
the Shadow option off. 

OK — SelectOK to accept the changes made. 

LOCK — Selectthisto "lock" thescreen so changes can't 
inadvertently be made. You must select Lock again to unlock 
the screen before you can make any modifications. Lock also 
keeps you from accidentally deleting a prop through the DEL 
option. If you've made changes to a prop and then realize it's 
locked, you can select Lock twice; this unlocks it, accepts the 
changes you've made, and then relocks it. 

CANCEL Cancels any changes made. 

Saving and loading Sets 

There are several dozen pre-built sets. All sets have the file 
extension of SET. You can personalizea pre-built set by 
adding or removing props. When you save a pre-built set that 
you've modified, you can save it under its current name or give 
it a new name. We recommend you give it a new name so you 
always have the original set intact. 

Changing the pre-built sets will not affect the stunts used in 
the contest. The contest sets use different files that you do not 
have access to. The sets that you do have access to are replicas 
of the contest sets. 


LOAD SET — Selectthisto load a previously saved set. Select 
a name and then select OK to load the set. 

SAVE SET — Select this to save this set. Type in a nameand 
select OK. You can overwrite any of the original sets, but we 
recommend you save any modified sets under a new name. 

You can find complete details on Load and Save File requesters 
in Chapter 2. 

Creating New Sets 

You can clear the current set by selecting the New option. If 
you haven't saved the current set when you select New, you're 
given the chance to save it before it's cleared away. The New 
option only clears the set; it doesn't change your location. 

Tips on Designing a Set 

There are dozens of permanent locations on Stunt Island. 
Objects cannot be removed from a permanent set, but they 
can be added. (You'll find a complete listing of permanent 
locations in Appendix B.) 

There are also 32 pre-bui It sets. These sets are exact dupl icates 
of the ones used in the Stunt Pilot of the Year competition. 
These pre-built sets have the cameras placed, the props set up, 
and the aircraft you control ready to go. 

You can personalize a pre-built set by loading it and making 
any modifications you want. When you save a pre-built set 


Chapter 5 Production: Set Creation and Filming 


o 



that you've modified, you should save it under a new name so 
the original name remains intact for future use. (You'll find a 
complete list of set names under the stunt assignment descrip- 
tions at the end of Chapter 4.) 

If you're building an elaborate set from scratch, you should 
group set types together. For instance, let's say you're creating 
a set near a shore. Rather than simply adding props consecu- 
tively, you could reserve slots 10 through 20 for boats, 20 
through 30 for buildings along the shoreline, and slots 30 to 
40 for people. It's easier to edit a set when you don't have to 
scroll through your entire inventory to find one prop. 


How To Film A Stunt 

You're ready to film a stunt after you do one of the following: 

+ See the stunt coordinator for an assignment. When you 
accept an assignment, you'll join the camera crew on 
location. 

+ Go to the Set Design office and choose a location to fly. 
You can create a new set or load an existing set. Select Fly 
Stunt at the Set Design screen and you'll join the camera 
crew on location. A new set can be as simple as having one 
aircraft placed anywhere on the Island View screen. 




Lockheed 1R-1 

Manufacturer: Lockheed Corp. 

Take-off speed: 168 m.p.h. 

Stall speed: 140 m.p.h. 

Maximum speed: 428 m.p.h. 

Maximum altitude: 80,000 feet 

Flaps: Yes 

Retractable landing gear: Yes 



Chapter 5 Production Set Creation and Filming 



When you're with the camera crew on location, your options 
are: 



ACTION-TAKE: Select this to begin filming. Press Esc during 
filming when you're done or when you want to cut the action 
and return to the camera crew. The number after "Take" keeps 
track of what take this is. 

Note: If your computer setup has speech capabilities, you will 
hear the director say, "Quiet on the set.. Speed. Action!" 
("Speed" instructs the camera person to start the film rolling.) 

THAT'S A WRAP: If you select That's A Wrap immediately 
after you finish a take, you're asked if you want to save the 
take. If you select Yes, you're shown the Save Take requester. 
After you save the take, you can edit it in the post-production 
editing room. 

If you chose not to edit, you'll go to the theatre to view the take. 


PRINT FILM: This prints (or saves) the film footage. Type in 
a name and then select OK to print thefilm or Cancel 
to cancel this selection. 

STUNT COORD:Takes you to the stunt coordinator's office. 

SET DESIGN: This returns you to the Set Design screen. If 
you've recorded any footage that you want to save, you need 
to save it before returning to the Set Design screen. 

“Disk Full" Issues 

If you run out of hard disk space, a requester saying "Disk 
Full" appears. If this appears, select OK to acknowledge the 
message. All data from the current flight will be lost and all 
cameraswill shutdown. Atthispoint, you should exitto DOS 
and free up some room on your hard disk drive. 

If the footage you recorded does not equal the actual time you 
invested in flying, that means you passed a one megabyte 
record i ng I i mi t for the SPOO L .$$$ fi I e. At the one megabyte 
limit, cameras will shut down and stop filming, although you 
can keep flying around. There is no way to get around this 
since the one megabyte limit is fixed. 

leaving the Production Building 

Select Exit to exit the production office and/ or the production 
building. 



Chapter 5 Production: Set Creation and Filming 


Questions and Answers 

Q. I placed two props but only see one. Why? 

A. You may have placed the two props in the same location. 
Select DEL to remove the second prop and see if the first 
prop appears. 

Q. I know I placed a prop, but I can't see it. What happened? 

A. Try increasing or decreasing the zoom level. You may be 
too far or too close to the object. 

Q, All my prop settings of Yaw, Pitch and Roll have 0 as a 
value, yet it moves. Why? 

A. You have a speed entered. 0 is a valid setting for Yaw, Pitch 
and Roll — 0 does not mean nothing is entered. For yaw, 0 
is due north. For Pitch and Roll, 0 is level. Be sure to check 
that the speed is zero when the ANIM button is pressed 
and unpressed (animation on and off). 

Q, I made my own set and then chose Fly Stunt. I had been 
flying around for a long time when the message DISK 
FULL appeared. What happened? 

A. You ran out of disk space. When you chose Fly Stunt, the 
program started filming (unless you turned REC off). The 
longest a flying segment can be is about 20 minutes or 1 
megabytein size, whichever occurs first. To delete thisfile, 
exit to DOS. Type CD\SFUNTISL\ VAULT. Then type DEL 
SPOOL. $$$ to delete the file that caused your disk to 
become full. SPOOL.$$$ is a temporary name the file 
responsible for filling up the disk will be saved under. 




Lockheed U-2 (Spy Plane) 

Manufacturer: Lockheed Corp. 

Take-off speed: 168 m.p.h. 

Stall speed: 140 m.p.h. 

Maximum speed: 428 m.p.h. 

Maximum altitude: 80,000 feet 

Flaps: Yes 

Retractable landing gear: Yes 


Chapter 5 Production Set Creation and Filming 



CHAPTER 6 

Setting \Jp Special Events 


The Events option, located on the Set Design screen, lets you set up the parameters 
for a stunt. 



Here are some examples of things that can be done with the Events option: 

+ If an aircraft ever gets within a certain radius of the toxic drum, have the drum 
explode. 

If an aircraft fires a weapon that lands within 5 feet of a car, have that car spin out. 

^ Don't start filming unless theaircraft iswithin 50 feet of the barn. 

+ If a pilot successfully lands his hang glider in the center of the sports stadium, 
havecheering soundsand then award the pilot 100 points. 

+ If a bomb hits Alcatraz Island instead of the intended boat target 15 feet offshore, 
stop the stunt and report "missed marked." 


Chapter 6 Setting Up Special Events 


o 


+ If the pilot doesn't snatch the wingwalker off another air- 
craft within a certain amount of time, have that wing- 
walker disappear and turn the other aircraft into a UFO 
that rises off into space. 

Events can be simple or involved, but in either case, they're easy 
to create with the Events’ menus. You don’t need to do any pro- 
gramming. Except for entering an occasional number, there's 

nothing to do but select the objects and actions. 

All the assignments that are used in the Stunt Pilot of the Year 
contest were created through the Events option. You have the 
same opportunity to create comparable stunts for your own 
contest. The only difference is that you won’t be able to load 
your stunts through the stunt coordinator's office. To fly stunts 
that you set up, you must load it at the Set Designscreen. 

You can modify any of the sets used in the competition. 

Actually, you won’t be modifying the original sets, but copies 
of them. We recommend that you save any original sets you’ve 
modified under a new name so you always have them intact. 

With the Events option, you can create your own contest with 
up to 64 different assignments. When it comes time to fly, just 
load this set at the Set Design screen and then select Fly Stunt. 

The Events option functions in an “If - Then” manner. It first 
checks to see if certain requirements are met. If they are, then 
the command(s) are executed. For example, you could pro- 
gram a stunt in which the pilot must crash through a bill- 
board. If successfully done, then music plays and the pilot is 


rewarded 100 points. If the pilot doesn’t crash through the 
billboard, the remaining commands are not executed — no 
music and no points. 

The Events options are as follows: 



EVENT — This is the Event number. Select the - (minus) 
button to go to the previous event or the + (plus) button to 
go to the next event. 

ONE SHOT — Select this if this event can only be done once. 
For example, an event that checks for the aircraft to crash is 
one that you’ll want as a one shot event. 

COPY — Select this to copy all the contents of this screen. 

The Copy option is helpful if you have events that are alike. 
You can copy one event, move to a blank event slot, and then 
select Paste to copy the event into the new slot. You can then 
make any necessary modifications to the event. 

PASTE — Select this to paste the contents of what was copied 
with the Copy button. 


Chapter 6 Setting Up Special Events 



CLEAR 


— Select this to clear all the lines in the current Events list. 

You can also use the Del key to delete a line or the Ins key to insert 
a line on the Events list. To delete a line, place the cursor over 
the line you want deleted and press Del. To insert a line, place 
the cursor on the line that you want to insert above and press Ins. 


- If Option 

The IF statement sets up this stunt. In order for the remaining 

— statements to be executed, the IF statement must first be satisfied. 


If — Never: This is the default option that acts as a placeholder. 
Nothing is executed by this command line if Never is selected. 

If — Collision: This checks for a collision between two objects. 
When you select this option, you're prompted to select the two 
objects that must collide. There are two special options that pre- 
cede prop slot I: Any Weapon and Any Object. 

For example, you could set it up so that if your plane hits Any 




Messerschmitt Bf 109G 

Manufacturer Nesseisditt Flugzegba U, 

G.m.b.H, 

Take-off speed: 96 m.p.h. 

Stall speed: 80 m.p.h, 

Maximum speed: 428 m.p.h. 

Maximum altitude: Jill I feet 

Flaps: les 

Retractable landing gear: Yes 


C hapter 6 Setting U p S pecia I E vents 





0 bject, the next statement is executed. Or, you could be much 
more specific and require the aircraft to collide into prop slot 
15's cactus in order to execute the next statement. Both objects 
must have COLL (Collision) on under their Adjust windows in 
order for the objects to be able to collide. (For details on the 
Collision option, seepage 81.) 

If — Crash: This checks to see if something crashes. If it 
does, then the next statement is executed. Crashing occurs 
when anything with COLL (Collision on the Adjust win- 
dow) turned on crashes into any permanent sets like water, 
canyon, cities, mountains, the ground — anything that can’t 
be removed from the island. 

If — Time: This checks to see if a certain amount of time 
has passed. If it has, then the next statement is executed. 

The maximum valuefor time is 655 seconds. 

If-Weapon Count: This checks to see how many times a 
weapon has been fired. 

And Qualifier 

ThetwoAND qualifiers that follow IF letyou build on the 
requirements that must be met before the remaining statements 
(starting withTHEN) can be executed. 


Chapter 6 Setting Up Special Events 





And — Nothing: "Nothing" is the default setting which tells 
this statement not to do anything. 

And — After Time: This checks for a minimum time require- 
ment. Enter the time in seconds and then select OK. You can 
enter fractions of a second;( eg., 2.3,10.5,438.5, etc.) 

And — Before Time: This checks for a maximum timelimit. 
Enter the time in seconds and then select OK. You can enter 
fractions of a second. 

And — Event: This checks to see if an Event has been trig- 
gered. Enter the event number and select OK. 

And — Flag = : Enter a flag number and then the value that 
you want this flag to equal. Flags are useful for keeping 
track of whether things have happened or not. See page 95 
for an explanation of flags. 

And — Flag ?: Enter a flag number and then the value that 




this flag should not equal. (See page 95 for an explanation 
on flags. ) 

And — No Event: This checks to make sure that a specific 
Event has not been triggered. Enter the event number and 
select OK. 

And — Speed > : This checks to see if a prop’s speed is 
greater than a certain value when this event is triggered. 
You're asked to select the prop and the minimum speed 

And — Speed < : This checks to see if a prop’s speed drops 
below a certain value when this event is triggered. You’re 
asked to select the prop and the maximum speed. 

Here’s a simple events list that does not use the AND command: 

IF [ 500 seconds have elapsed] 

THEN [award 500 dollars] 

Here’s the same events list using AND. Notice how more 
qualifications must be met before the THEN statement can be 
executed: 

IF [ 500 seconds have elapsed] 

AND [the plane's speed does not exceed 500 m.p.h.] 
AND [event 4 has not occurred] 

THEN [award 500 dollars] 

The above example is more specific about what must happen 
before the remaining statement can be executed than if only 
the IF command were used. 




Messerschmitt Bf 110 

Manufacturer: Messerschmitt Flugzegbau, 

G.m.b.h. 

Take-off speed: Him, pi 

Stall speed: 88 m.p.h. 

Maximum speed, 340 m.p.h. 

Maximum altitude: .35,000 feet 

Flaps: Yes 

Retractable landing gear: Yes 


Chapter 6 Setting Up Special Events 


The first statement is as simple as: "If you eat your meat, then 
you can have your pudding." That's the simple If - Then state- 
ment. Compare that to "If you eat your meat and wash behind 
your ears and do them both within 50 seconds, then you can 
have your pudding." The second statement has a few more 
requirements before you get the pudding payoff. 

Then Option 

THEN provides the details on what happens if the above 
requirements are satisfied. THEN has a number of options so 
you can tailor your event. 



Then — Nothing: Do Nothing. "Nothing" is useful as a 
place holder. For instance, maybe you've built a fairly elab- 
orate event that you just want to take one "Then..." option 
out of. Rather than rewriting the entire event, you can 
select Nothing. Or you can use Nothing simply as a spacer 
between a couple of executable options. 

Then -Auto Stop Ra: This lets you stop the recording if 
you've selected auto-editing. 


Then — Award $: Enter the number of dollars the pi lot 
will be awarded. 

Then — Change: Changes an object. When you select 
Change, the object window opens so you can choose the 
object you want to change. A wide variety of ways to 
change this object is presented: 

Shape. The Prop window opens. Select the prop you want 
this one to change into. 

WE position. Changes the west-east position. 

Altitude. Changes the altitude. 

SN position. Changes the south-north position. 

Roll. Assigns a new Roll value. A negative number sets a 
new Roll position to the left; a positive number sets the 
new Roll position to the right, This sets the object to a new 
Roll value; there is no motion involved. 

Pitch. Assigns a new Pitch value. A negative number 
decreases Pitch; a positive number increases pitch. This sets 
the object to a new Pitch value; there is no motion involved. 

Yaw. Assigns a new Yaw value. A negative number sets the 
object Yaw counterclockwise; a positive number sets it 
clockwise. This sets the object to a new Yaw value; there is 
no motion involved. 


Chapter 6 Setting Up Special Events 


© 




Roll Anim. Adjusts the speed of rolling. The higher the 
number, the faster the rate of roll. (Does not apply to prop 
1.) This actually rolls the object along its longitudinal axis; 
motion is involved. A negative number makes the object 
roll counterclockwise; a positive number makes it roll 
clockwise. 

Pitch Anim. Adjusts the speed of change in Pitch. The 
higher the number, the faster the change in pitch. (Does 
not apply to prop 1.) This actually changes the position of 
the object along its lateral axis; motion is involved. 

Yaw Anim. Adjusts the speed of change in yaw. The higher 
the number, the faster the change in yaw. (Does not apply 
to prop 1.) This actually changes the position of the object 
along its vertical axis; motion is involved. 

Heading Pitch. Adjusts the direction of pitch in which this 
object is moving. This prop must already have an initial 
speed in order for this function to work. 

Heading Yaw. Adjusts the direction of yaw in which this 
object is moving. This prop must already have an initial 
speed in order for this function to work. 

Heading Pitch Anim. Heading Pitch Anim makes the 
object travel in a circular pattern. Think of a chair on a 
ferris wheel. Heading Pitch Anim lets you set the same 
type of motion pattern for an object as the chair on a ferris 
wheel. The chair itself will not movealong its lateral, 
vertical, or horizontal axis unless you specially use the 


Chapters Setting Up Spscel Events 





Guryevitch 


123 m.p.h. 

112 m.p.h. 

iti.p.h. 

51,000 feet 

Yes 


Retractable landing gear: Yes 



Pitch Anim, Roll Anim, or Yaw Anim options. 

Heading Yaw Anim. Heading Yaw Anim makes the object 
travel in a circular pattern. Think of a roulette wheel with a 
ball in a slot. The object will have the same motion 
pattern as the ball that's going around and around. The ball 
itself isn't moving unless you specially instruct itto. 

Speed. Changes the speed. A negative value causes the object 
to go in reverse; a positive value causes it to go forward. 

Acceleration. Changes the rate of acceleration. The amount 
you enter will be gradually added to the current speed (add a 
negative number to reduce speed). 

Zoom. Changes the level of zoom. This only applies to 
objects in prop slots 2 through 8. 

Watch Obj. Changes the object that this object is watching. 
You can set this to 0 (zero) to disable the Watch option. 

Method. Lets you select a new type of method for this object 
(Face, Free, Seek, Spot, Follow, or Attach.) 

Method Obj. Lets you choose a new object for the method. 

Visibility. You can set this at 0 for off or lfor on. An object 
that is on can be seen on the screen. 

Collideability. You can set this at 0 for off or 1 for on. 


Col I ideabi I ity isexplained on page 81. 

Auto zoom. This turns the auto zoom feature under Watch 
on or off. 0 equals off while 1 equals on. This feature only 
applies to prop slots 3 through 8. 

Then — CutTo: Cutto another camera or object. Ifthe 
object being cutto is not a camera, nothing will happen. 

Then — Explode: Explodes the prop that you choose. 

Then — Fade: Lets you fade the screen. The Fade percent 
requester appears. Enter the value that you want this screen to 
fade by; the higher the number, the darker the screen gets. 

Then — Finish: Ends the stunt and shows a message stating 
why the stunt is over. A list appears that lets you choose the 
appropriate message. In the case of success, choose the Success 
option. In the case of failure, choose any of the other options. 

Then — Kill: Makes an object disappear. This is useful if you 
don't need a certain object anymore If the program does not need 
to keep track of it, it can free up room for another object. The 
object window opens; select the object that you want "killed." 

Then Set Flag: This lets you choose a flag number and set 
it to any value ranging from -128 to 127. For an explanation 
on setting up and using flags, see page 95. 

Then — Set Time: This lets you set the time of day. Click on 


Chapter 6 Setting Up Special Events 


Q 


the up or down arrows to adjust the time. 

Then — Start Re: Starts recording. This option is required 
when REC on the Global screen is turned off. If REC is turned 
off and you don't use Start Ret, recording will ne/er occur. Use 
this to tell the program to start recording when the IF - AND 
requirements are met. All cameras record at the same time; 
cameras cannot be instructed to individually turn on or off. 

Then — Start Sound: This lets you select a piece of music or 
sound effect. The Select Score window appears; select the 
sound you want. (Details on the Select Score window are in 
Chapter 8.) 

Then Stop Rec: Stops recording. Usethisto end the Start 
Rec option, If you don't indudea Stop Rec statement in the 
Events list, the recording will stop when the pilot presses Esc 
to return to the Camera Crew screen. All cameras record at 
the same time; cameras cannot be instructed to individually 
turn on or off. 

Then -Wait: You're prompted to enter the number of 
seconds to wait before the remaining actions on the Events list 
are executed. Wait does not affect your flying; you can still fly 
even though the Event list is waiting to finish executing. 

Setting and Using Flags 

Flags take on any value that you assign it. The Flag value can 
range from -128 to 127. 


Chapter 6 Setting Up Special Events 





Let’s say your goal in a stunt is to land on a particular spot on a 
bridge. First, you could set up Event 1 to check if you crashed. 

If you did, then set flag #1 to 1. Now you can use flag #1 in any 
other event as the indicator for whether or not you crashed. You 
could set up Event 2 to check if you successfully landed on the 
bridge (represented by the collision window 00010x00010) and 
to make sure that flag #1 does not equal 1 — which you set up 
as representing a crash. The events could look something like: 

Event 1 

IF Piper Cherokee (1) crashes 
THEN set flag #1 to 1 

Event 2 

IF Piper Cherokee (1) hits 00010x00010 
AND flag#l # 1 

THEN finish - success 

It’s important that you keep in mind that flag values have no 
relation to each other, like time or speed or altitude does. You 
know that with speed, the higher the number the faster you’re 
going. Or with time, the greater the number the more time has 
elapsed. Flags don’t have such a relative value. It’s merely a 
number. In the above example, you could easily replace flag 
#1 with flag #12. Or change the flag value from 1 to 4. The 
only thing that matters with flags is what numbers and what 
values you assign them — and that you remember what these 
values represent when you use them in another event. 

Collision Windows 

Under the Production Tool category in the props are “collision 
windows.” 


Chapter 6 Setting Up Special Events 


o 



Collision windows are simply outlines of rectangles or solid 
spheres. They work as “space indicators” that let you define an 
area. Once you place collision windows, you can then use the 
Event option and define these collision windows as areas 
where something should or should not happen. 

For example, let’s say you have a stunt where you have to fly 
between two highrises, with the requirement being that the 
aircraft pass through the highrises at an altitude no higher 
than the fifth floor. You could specify this requirement by set- 
ting a collision window that covers the ground up to the fifth 
floor. The aircraft must past through this collision window or 
the stunt will not be acknowledged as successful. 

In another stunt, you might want a parachutist to land in the 
center of a stadium. You could lay down a horizontal collision 
window that defines the specific area in which the parachutist 
must touch down in to call it a successful stunt. You would in 
effect be laying down a transparent mat that the parachutist 
must land on in the previous two examples, the collision win- 



dows are rectangular and two-dimensional. There's another type 
of collision window that comes in the shape of a sphere. The 
sphere, unlikethe rectangular collision windows, defines a 
three-dimensional airspace. A sphere is useful when defining 
an airspace that doesn't matter what direction you approach it 
from when you "collide." For example, let's say you wanted a car 
to start driving off if an aircraft came within 50 feet of it. You 
could put a sphere around the car that extends out 50 feet. 

When an aircraft hits this collision window, or "collision 
sphere," the car will drive off. Keep in mind that in order for 
the car to respond like this, you must use the Event option to 
"program" this action. 

Vertical windows range from 00010 x 00002 to 36000 x 36000. 
Horizontal windows range from 0010 x 0002 to 6000 x 6000. 

These measurements are in feet. Spheres range from 00001 to 
15000; these are radius measurements in feet (radius is the mea- 
surement from the center of the sphere to the edge). 

After you placea collision window, you should turn Collision 
(COLL) on so it registers when hit. You will probably also want 
to take Visibility (VIS) off so you can't see the outline of the col- 
lision window when you film the stunt. 

Chapter 7 contains examples of how collision windows are used. 

Setting The Recording Features 

There are three different settings that determine whether or 
not recording will occur: 

1) theGlobal-Ret option on the Set Design screen, 2) the Events 

O 


Chapter 6 Setting Up Special Events 



MiG-25 Foxbat 

Manufacturer: Mikoyan Guryevitch 


Take-off speed: 162m.p.h. 

Stall speed: BSi.p.l, 

Maximum speed: 668 m.p.h. 

Maximum altitude: 15,4Sifeet 

Flaps Yes 

Retractable landing gear: Yes 



option on the Set Design screen, and 3) the Film Editing 
option on the Preferences screen. 

The following chart shows how the above three options in 
combination affect recording: 


GLOBAL 

0 N 

AUTO 

OFF 


FILM EDITING 
ON OFF 


Recording 
Recording* 
Not Recording 


Recording 
Not Recording 
Not Recording 


Events -Start Rec and Stop Rec override ALL of the above 
options. 


* Only Auto Stop Rec stops this recording mode 


is off, cameras stay off unless triggered by an Event. 

The Preferences Screen 

On the Preferences screen isthe option Film Editing. This 
option is set to on or off depending on how you answered the 
question “Do you want to do your own editing?" that appears 
when you first start the game. 

ON — Film Editing is set to on if you answered Yes to "Are 
you going to do your own editing?" When you're done filming, 
the program automatically goes to the editing room and loads 
the footage from each camera angle used onto the Source 
decks. You can either stay in the editing room and work on 
your film or exit and do something else. You are not required 
to stay here and edit. 


The Global Option 

The Global -Ret option is available at the Set Design screen. 
Select the Global option and the Global Information screen 
appears. I n the upper left corner is the Rec option with the 
default setting of on. Select the down arrow next to Rec and 
the options of Off, Auto, and On appear. 

ON — Cameras automatically start recording at the beginning 
of a take 

OFF — Cameras stay off. They will only start rolling if you 
give specific instructions through the events list. 

AUTO If Film Editing on the Preferences screen is on, cam- 
eras start recording right when the action starts. If Film Editing 


OFF Film Editing is set to off if you answered No to "Are you 
going to do your own editing?" When you're done filming, you'll 
go directly to the theatre to view the footage you've just recorded. 

Although the Film Editing option is off, you can still go to the 
editing room at any time to edit this footage. You are not 
barred from the editing room just because Film Editing is off 
— you just won't automatically be taken to the editing room 
when you're done. 

Recording Through the Events Option 

The Events option is "recording king." It doesn't matter what 
any other recording setting is — if an Event has the line Start 
Rec, recording will always start if that Event is triggered. 


Chapter 6 Setting Up Special Events 


@ 



The Events option isavailableon the Set Design screen. Select 
the Events option and the Events list appears. All the following 
options are available through the THEN option on the Events list: 

AUTO STOP REC - Stopsall recording if Auto was selected 
under the Global-Ret option and Film Editing is off. This will 
not stop recording if Film Editing is on; you must use Stop Rec 
if the Film Editing option is on. 

START REC — Starts recording when this event is triggered. It 
does not matter what any other setting is. 

STOP REC — Stops recording when this event istriggered. It 
does not matter what any other setting is. 


— Auto-Edited Films 

If you go to the Set Design screen, build a set from scratch, and 
then fly it — without using the Events option — you can get 
an auto-edited film, but the auto-edited film will only be made 
up of your pilot's camera view. 

True auto-editing, where different footage from different cameras 
is spliced together, occurs when camera cuts have been pro- 
grammed in through the Events option. All the pre-bui It sets have 

— camera cuts built in for auto-editing. 

If you load any of the pre-built sets and look through the Events 
list, you'll see the option "cut to [prop name]'' on some of the 
Events. The "cut to" command tells the program what cameras to 



MiG-29 Fulcrum 

Manufacturer: Mikoyan Guryevitch 

Take-off speed: 168m.p.h. 

Stall speed: MOm.p.h. 

Maximum speed: 1,530 m.p.h. 

Maximum altitude: 60,700 feet 

Flaps: Yes 

Retractable landing gear: Yes 



Chapter 6 Setting Up Special Events 


take footage from to create the auto-edited films. If you choose 
to do your own editing, the "cut to" command is not impor- 
tant to you — you won't be seeing its effects. But even if you're 
doing your own editing, auto-editing still occurs — you just 
won't be automatically taken to the theatre to view it. 

Takea look at the BURGER.SET. Events 22 and 23 have"cut 
to" commands in them. Notice that they're used in conjunc- 
tion with collision windows. That's the best way to set up cam- 
era cuts. Set up collision windows in the area of the camera. 
Then when the aircraft hits the collision window, the camera 
will know that the aircraft is in view and cut to that camera. 

To understand cuts, study the Event lists in the pre-built sets. 
See what collision windows are tied to which cameras. See 
what order the cuts occur. See how the collision windows and 
cameras are placed on the set. If you've successfully flown any 
of the stunts, watch the film and see how the cuts relate to 
how they were set up on the Events list. 

What Editing Options You Should Choose 

If you just want to fly and don't want to view any films, make 
sure Film Editing (under Alt-P) isoff. Nofootagewill be 
recorded, which keeps your computer's memory and hard 
drive use to a minimum. 

If you're flying a pre-built set and would like to see an edited 
film without doing any editing work, make sure Film Editing 
(under Alt-P) is off and Global-Ret is on Auto. 


Remember that if you're not flying a pre-built set or a set that 
has cuts built into the Events, the auto-edited footage will only 
consist of the pilot's view. 

If you want the editing to be done by the program (you don't 
want to do it in the editing room) on a set you created, you 
must be sure to program the "cut to" options in the Events list. 
Turn Global-Ret off so the cameras don't immediately start 
rolling with the action. Then use the Events option to start and 
stop recording, and to establish the camera cuts. Keep in mind 
that all the pre-built sets have cuts already built into them. It's 
the sets that you build and want auto-edited that require you 
to use the cut options in the Events list. 

If you're heavy into doing your own editing in the editing 
room, make sure Film Editing and Global-Ret are on. You'll 
capture all footage from beginning to end. You can then go to 
the editing room to put it together the way you want. 

Dissecting Stunt Sets for Success 

Now that you've learned all there is to know about objects, 
collision windows, and Events lists, you have the key to inter- 
preting all the stunts used in the Stunt Pilot of the Year contest. 

If you can't seem to succeed on a stunt, load it in the Set 
Design room and study it. (The names of the sets used for 
each stunt are listed at the end of Chapter 4.) 

Take a look at where the collision windows are positioned and 
check the Events lists to see what exactly the pilot is allowed 



Chapter 6 Setting Up Special Events 



to do. This should help you determine what triggers success 
and what triggers failure. 

You can also modify a stunt to make it easier to do, giving you 
the opportunity to complete it. For example, in BURGERSET, 
you'll see in Event 3 that if 100 seconds have elapsed, then 
you've failed because you took too long. If you want to extend 
the time limit, you could just change the first line in that event 
to If - 655 seconds have occurred. This extends the time limit, 

Eventlin BURGER.SET checks to see if the Piper Cherokee 
crashes. If it crashes, the stunt ends. You could alter this by 
changing the first line to If - crate truck (20) crashes. The 
program no longer looks for the Piper Cherokee to crash. It 
looks for the crate truck to crash, which should never occur. 

The sets that you can load at the Set Design screen are copies 
of the ones used in the contest. So even if you've successfully 
flown all the stunts loaded from the Set Design office, you can't 
win the contest because these stunts aren't the ones being 
tracked by the contest. You must see the stunt coordinator to 
receive assignments that count towards the contest. 

There's no way to have the aircraft automatically flown for you 
in the contest, so keep up the sharp piloting. 




Mirage 2000 

Manufacturer; 

Take off speed: 

Stall speed: 

Maximum speed: 

Maximum altitude: 

Flaps: 

Retractable landing gear 


Dassault Aviation 
138 m.p.h. 

.114 m.p.h. 

1,645 m.p.h. 

59,000 feet 

Yes 

Yes 



Chapter 6 Setting Up Special Events 


CHAPTER 7 

Tutorial: Creating Sets and Events 


In this chapter you'll learn how to create a set for a stunt, and then use the Events 
option to set up the requirements for that stunt. 

Contest Scene 7 

The stunt you’ll be setting up is one that's used in the Stunt Pilot of the Year 
contest — Scene 7: Park at the hamburger stand. That's the one where you have to 
do the following: 

1. Land your Piper Cherokee on the country road. 

2. Taxi down the road. When you get to the police road block, make a left hand 
turn to avoid them. 

3. The hamburger joint is to the left. Pull into the parking lot and put the nose of 
your plane in the second row, third stall in. 

This stunt needs to be performed in less than 100 seconds (a little over one and a 
half minutes) and the plane cannot crash or hit any of the vehicles. 

Designing The Set 

All work takes place at the Set Design screen in the production building. 



Chapter 7 Tutorial Creating Sets and Events 


Here’s a rough layout of how your set should look when you’re 
done: 



This stunt takes place in a pre-built set of a small town. The 
approximate coordinates of the location is Sth/Nrth 175,963 
and Wst/East 60,503. Go to this location on the island view 
screen. 

Now that the location is established, you’re going to work on 
placing the props. Below is a list of all the props you need to 
place with their exact locations and Adjust option settings. 

Setting Up The Cameras 

Props 1 through 8 have filming capabilities. You will only 
record with props 1 through 4 in this stunt. 

Prop 1. Piper Cherokee 

The Piper Cherokee is the stunt plane you'll be flying. The 
plane starts out in mid-air with a specific altitude and speed 
setting. 


PROP TYPE Free 


— 

ANIM 

.. No settings 



WTCH 

No settings 



POSITION 

Sth/Nrth 

. . . 169000 



Wst/East 

.. 60970 

— 


Altitude 

430 



Speed 

120 


FACING 

.... Roll 

0 



Pitch 

0 



Yaw 

0 







Prop 2. Spotter Plane 

The spotter plane is set slightly below (pitch -14), behind (yaw 
100), and 70 feet away (dist 70) from the Piper Cherokee. 
Because Watch is on and the autozoom is off, the spotter plane 
will maintain a fixed zoom power of 1 on the Piper Cherokee. 
The Spot option instructs the spotter plane to auto-adjust for 
the best camera angles. 

Spot 

No settings 

__ ... Watch ON 

Object 1 

Zoom 1 

Autozoom OFF 

Pitch -14 

Yaw 100 

Dist 70 

Prop 3. Camera #1 

This camera is filming towards the direction that the plane will 
be coming from. It's set to watch the Piper Cherokee with the 
automatic zoom on. 


PROP TYPE Free 

ANIM No settings 

WTCH Watch ON 

Object 1 

Zoom 1.4 

Autozoom.. ON 


PROP TYPE 

ANIM 

WTCH 


OFFSET 

POSITION 


Chapter 7 Tutorial Creating Sets and Events 




Mitsubishi A6M Zero-Sen 

Manufacturer: Mitsubishi Jukogyo 

Kabushiki Kaisha 

Take-off speed: 90 m.p.h. 

Stall speed: 75 m.p.h. 

Maximum speed: 340 m.p.h. 

Maximum altitude: 24,000 feet 

Flaps: fes 

Retractable landing gear: Y es 




POSITION ..Sth/Nrth 175981 

Wst/ East 60720 

Altitude 64 

Speed 0 

HEADING . . . ..Pitc h 0 

Yaw 0 


Prop 4. Camera #1 

Thiscamera issetup in the parking lot to filmthe Piper 
Cherokee as it tries to maneuver into the parking space. 


PROP TYPE .... 

Free 


ANIM 

No settings 


WTCH 

Watch 

OFF 


Object 

1 


Zoom 

1 


Autozoom 

OFF 

POSITION 

Sth/Nrth 

175922 


Wst/East 

60497 


Altitude 

17 


Speed 

0 

FACING 

Roll 

0 


Pitch 

-10 


Yaw 

16 


Prop 11.00010x00010 

Prop slots 5 through 10 are not used. Because you don't need 
to set up any more cameras, we had you jump to prop slot 11 
to start the next series of items. This is just a simple way of 
keeping track of items. 



Chapter 7 Tutorial Creating Sets and Events 


Prop 11 contains the 10x10 foot colli si on window that detects 
if the nose of the plane is parked properly in the stall. 


PROP TYPE 

.Free 


— 

ANIM 

. No settings 



WTCH 

. No settings 


1 

POSITION 

.Sth/Nrth 

176006 



Wst/East 

. .60539 



Altitude 

.6 



Speed 

0 


FACING 

.Roll 

0 




Pitch 

0 



Yaw 

90 

— 

HEADING 

. Pitch 




Yaw 

0 

— 

Prop 12. Sphere 

00006r 


— 

The sphere is attached to the nose of the plane and is used to 


determine if the plane is properly parked in the stall at the end 


of the stunt. The sphere must touch the 10x10 foot col 1 ision 


window (prop 11) placed in the stall. 



PROP TYPE 

.Attach 



ANIM 

No settings 




WTCH 

No settings 



OFFSET 



— 

POSITION 

.Pitch 

0 



Yaw 

180 

— 


Dist 

6 




Parked Vehicles 

The next 11 props, starting with the monster truck, are the 
vehicles parked outside of the hamburger stand. The Collision 
must betoggleon (it will look pushed in when on) in order 
for these planes to be "collideable." 

You could place all these props and run into them with the 
Piper Cherokee without penalty if all their COLL options were 
toggled off. 

Props 13 through 19 have a FACING yaw of 90 because the 
front of these vehicles point due east. 

Prop 13. Monster Truck #2 

PROP TYPE Free 

AN IM No settings 

WTCFH No settings 

POSITION Sth/Nrth .... 

Wst/East .... 

Altitude 

Speed 

FACING Roll 

Pitch 

Yaw 

HEADING Pitch 

Yaw 


.176018 
. .60491 


.0 

.0 

.0 

90 


0 


Chapter 7 Tutorial Creating Sets and E 


Prop 14. Limousine #2 


PROP TYPE.... 

Free 


ANIM 

.... No settings 


WTCH 

No settings 


POSITION 

Sth/Nrth 

175999 


Wst/East 

6049 1 


Altitude 



Speed 

0 

FACING 

Roll 

0 


Pitch 

0 


Yaw 

90 

HEADING 

Pitch 



Yaw 

0 


Prop 15. WWII 

Motorcycle 


PROP TYPE 

. .Free 


ANIM 

. No settings 


WTCH 

.. No settings 


POSITION 

.. Sth/Nrth 

175984 


Wst/East 

60497 


Altitude 

2 


Speed 

0 

FACING 

..Roll 

0 


Pitch 



Yaw 

90 

HEADING 

..Pitch 

0 


Yaw 

0 


Prop 16. WWII 

Motorcycle 


PROP TYPE 

. .Free 


ANIM 

.No settings 


WTCH 

..No settings 


POSITION 

..Sth/Nrth 

175977 


Wst/East 

60497 


Altitude 

2 


Speed 

0 

FACING 

.. Roll 

0 


Pitch 

0 


Yaw 

90 

HEADING 

..Pitch 

0 


Yaw 

.0 


Prop 17. WWII 

Motorcycle 


PROP TYPE 

..Free 


ANIM 

.No settings 


WTCH 

.No settings 


POSITION 

..Sth/Nrth 

175969 


Wst/East 

60498 


Altitude 

2 


Speed 


FACING 

..Roll 

0 


Pitch 

0 


Yaw 

.90 

HEADING 

..Pitch 



Yaw 

0 



Chapter 7 Tutorial Creating Sets and Events 



Prop 18. Bulldozer 


PROP TYPE 

Free 


ANIM 

.. No settings 


WTCH 

No settings 


POSITION 

.. Sth/Nrth 

.. 175958 


Wst/East 

. 60491 


Altitude 

3 


Speed 

0 

FACING Roll 


.0 


Pitch 

0 


Yaw 

90 

HEADING 

Pitch 

0 


Yaw 

0 

Prop 19. Cement Truck 


PROP TYPE 

... Free 


ANIM 

No settings 


WTCH 

.No settings 


POSITION 

... Sth/Nrth 

175936 


Wst/East 

..60496 


Altitude 

5 


Speed 

0 

FACING . . . 

Roll .. 

0 


Pitch 

0 


Yaw 

90 

HEADING .... 

.Pitch 

. . . 0 


Yaw 

0 




Chapter 7 Tutorial Creating Sets and Events 


Prop 20. Crate Truck 

Props 20 through 23 have a FACING yaw of 270 because the 
front of these vehicles points due west. 


PROP TYPE.... 

Free 


ANIM 

....No settings 


WTCH 

.... No settings 


POSITION 

Sth/Nrth 

175942 


Wst/East 

60550 


Altitude 

7 


Speed 


FACING 

Roll 



Pitch 



Yaw 

270 

HEADING 

Pitch 

.0 


Yaw 

0 


Prop 2 1. Mail 

Truck 


PROP TYPE 

...Free 


ANIM 

... N o settings 


WTCH 

...No settings 


POSITION 

... Sth/Nrth 

175961 


Wst/East 

60550 


Altitude 

.4 


Speed 


FACING 

...Roll 

.0 


Pitch 

.0 


Yaw 

270 

HEADING 

... Pitch 

.0 


Yaw 

0 



Chapter 7 Tutorial Creating Sets and Events 


Prop 22. Taxi 

Cab 



PROP TYPE . 

.Free 


— 

ANIM N o s 

e t t i n g s 



WTCH N o s 

e t t i n g s 


— 

POSITION 

Sth/Nrth 

... 175974 



Wst/East 

60558 

— 


Altitude .2 




Speed 

0 


FACING .Roll 

0 



Pitch 

0 



Yaw 

270 



HEADING 

.Pitch 

0 



Yaw 

0 

— 

Prop 23. Porsche 


— 

PROP TYPE 

.. ..Free 



ANIM 

... No settings 


— 

WTCH 

... No settings 



POSITION 

....Sth/Nrth 

175976 



Wst/East 

6054 3 




Altitude 

3 



Speed 

0 



FACING 

. ..Roll 

0 



Pitch 

0 



Yaw 

270 


HEADING 

..Pitc h 


— 


Yaw 

0 




Prop 24. Police Car 

This is the fi rst of two police vehicles that will block the 
plane's path from continuing straight down the country road. 
Thisvehide faces east. 


PROP TYPE, 

ANIM 

WTCH 

POSITION .. 


FACING 


HEADING 


Free 

No settings 
No settings 
.Sth/Nrth .... 
Wstf East .... 

Altitude 

Speed 

Roll 

Pitch 

Yaw., 

.Pitch 

Yaw 


.176083 
. .60770 

2 

0 

0 

0 

90 

0 

0 


Prop 25. Police Wagon 

This is the second vehidethat will block the plane's path. This 
vehicle faces west, in a nose-to-nose position with the other 
police car. 

PROP TYPE Free 

ANIM No settings 

WTCH No settings 

POSITION Sth/Nrth 176079 

Wst/ East 6079 2 

Altitude 2 

Speed 0 



P-51 D Mustang 


Manufacturer: North American Aviation, Inc. 

Take-off speed: 90 m.p.h. 

Stall speed: 75 m.p.h. 

Maximum speed: 445 m.p.h. 

Maximum altitude: 40,000 feet 

Flaps: Yes 

Retractable landing gear: Yes 


Chapter 7 Tutorial Creating Sets and Events 


© 


FACING 


Roll 0 

Pitch 0 

Yaw ,270 

HEADING Pitch 0 

Y aw 0 

Collision Windows 

To keep similar props grouped together, skip to slot 31 to start 
the section for collision windows. 

Prop31 . 00500x00500 

This collision window is used to detect when the airplane 
reaches that specific area. When the plane hits this collision 
window, there’s a cut to the camera in slot 4 (as defined in the 
Events option). 

PROP TYPE 

ANIM 

WTCH 

POSITION .. 


FACING 


HEADING 


0 


.Free 


No settings 


No settings 


Sth/Nrth 

176046 

Wst/East 

60619 

Altitude 

,250 

Speed 


Roll 

0 

Pitch 

0 

Yaw 

90 

Pitch 

0 

Yaw 

0 


Chapter 7 T utorial Creating Sets and Events 


Prop32. 00500x00500 

When the plane hits this collision window, filming and sound 
will start, as defined through the Events option. 


PROP TYPE 

Free 



ANIM 

....No settings 



WTCH 

....No settings 



POSITION 

Sth/Nrth 

175211 



Wst/East 

60783 



Altitude 

250 



Speed 

0 


FACING 

....Roll 

0 



Pitch 

0 

— 


Y aw 

0 


HEADING 

... .Pitch 

0 

— 


Yaw 

0 


Prop33. 00500x00500 



When the plane 

hits this collision window, the program will cut 


to the camera in 

prop slot 3, as 

defined through the Events 


option. 




PROP TYPE 

... Free 



ANIM N o s 

e t t i n g s 


— 

WTCH 

. .No settings 



POSITION 

Sth/Nrth . 

175879 

— 


Wst/East ... 

60783 



Altitude 

250 

— 


Speed 

0 


FACING 

..Roll 

O 




HEADING 


Pitch 0 

Y aw 0 

Pitch 0 

Yaw 0 


Now the props are all set. Next you're going to use the Events 
option to define what must be accomplished in this stunt. 


Event 1. 

Event 1 looks for the first thing that'll automatically fail you in 
this stunt — a crash. 

1 IF Piper Cherokee (1) crashes 

2 and flag #0 = 0 

3 and flag #15 = 0 

4 THEN fade to 0% 

5 and set flag #15 to 1 

6 and play ‘Crash#2’ on chan 2, vol=4, pilot only 

7 and wait 1 .5 seconds 

8 and finish — hospital 


Line 1. Checks to see if the Piper Cherokee crashes 

Line 2. Checks to see if a flag is set to a certain value. In this 
case, it wants to know if flag #0 equals 0. Flags are variables that 
you set. (There is a complete discussion on flags on page 95.) 

Line 3. Checks to see if flag #15 equals 0. 

Only if the first three lines are met will lines 4through 8 be 
executed. 

Chapter 7 Tutorial Creating Sets and Events 




P-38 lightning 

Manufacturer: Lockheed Corp. 

Take-off speed: 90 m.p.h. 

Stall speed: 75 m.p.h. 

Maximum speed: 350 m.p.h. 

Maximum altitude: 40,000 feet 

Flaps: Yes 

Retractable landing gear: Yes 





Line 4. This instructs the screen to fadeto black (0% bright- 
ness) 

Line 5. This sets flag #15 to the value of 1. In contrast to line 3, 
where flag #15 equalled 0, it has now been set to a value of 1. 

Line6.Thislinecausesthesound called "Crash®" to play on 
channel 2 at volume level 4. "Pi lot only" means only the pilot 
flying will hear the sounds; the sounds will not be recorded. 

Line 7. Tel Is the program to wait for 1.5 seconds 

Line 8. This signals that the stunt is finished and to send the 
pilot to the hospital. 

Event 2. 

Event 2 checks to see if you've successfully pulled the plane 
into its parking spot. 


IF 00010x00010 (11) hits Sphere 00006r (12) 

2 and plane's speed < 2 mph 

3 and flag #15=0 

4 THEN set flag HO to 1 

5 and award $2400 

6 and play ‘Great flying, kid!' on than 2, vol=4, 

pilot only 

7 and wait 3 seconds 

8 and fade to 0% 

9 and finish - success 


Line 1. Checks to see if the collision window in the parking 
spot hits the sphere that is attached to the nose of the plane. 

Line 2. Checks to make sure the speed of the plane is less than 
2 miles per hour. This checks to see that you've basically 
parked the plane in the stall, rather than just hitting the colli- 
sion window by ramming through the stall. 

Line 3. Checks to see if flag #15equals0. Flag #15 equalling 0 
means that none of the other events that would disqualify the 
pilot have occurred. 

only if the first three lines above are met will lines 4 
through 9 he executed. 

Line 4. Instructs flag # to be set to 1. 

Line 5. Instructs the program to award the pilot $2,400. 

Line 6. This line causes thedialogue "Great flying, kid!" to 
play on channel 2 at volume level 4. "Pilot only" means only 
the pilot flying will hear the sounds; thesounds will not be 
recorded. 

Line 7. Tells the program to wait for 3 seconds. 

Line 8. Fades the screen to black (0% brightness). 

Line 9. This tells the program that you are finished and were 
successful in executing the stunt. 



C hapter 7 Tutorial Creating Sets and Events 



Event 3. 

Event 3 sets up a time limit for this stunt. 


1 IF 100 seconds have elapsed 

2 and flag* =0 

3 and no thing 

4 THEN fade to 0% 

5 and set flag #15 to -1 

6 and finish too late 


Line! Checks to see if 100 seconds have elapsed. 

Line 2. Checks to see if flag #0 equals 0. In Event 2, if you 
succeeded in parking the plane without hitting anything, 
flag * was set to 1. This checks to make sure that you haven't 
already completed the stunt successfully, which would make 
all other actions irrelevant. 

Line 3. This line is not used 

Line 4. Fades the screen to 0% brightness, or black 

Line 5. Sets flag #15 to equal -1 

Line 6. This tells the program that you are finished and were 
unsuccessful in executing the stunt because you took too long 
to perform the stunt. 



Paraglider 

Takeoff speed: Low 

Stall speed: Low 

Maximum speed: Low 

Maximum altitude: Medium 

Flaps: No 

Retractable landing gear: No 



Chapter 7 Tutorial Creating Sets and Events 




Event 4. 

Event 4 checks to see if the Pi per Cherokee hits the M onster 
Truck that's parked in the parking lot. 


1 IF Piper Cherokee (1) hits Monster Truck ffi 

(13) 

2 and flag 0=0 

3 and flag #15 = 0 

4 THEN set flag #15 to 1 


Line 1. Checks to see if the Piper Cherokee in prop slot 1 hits 
the M onster Truck that occupies prop slot 13. 

Line 2. Checks to make sure that flag #0 equalsO. In Event 2, 
if you succeeded in parking the plane without hitting any- 
thing, flag #0 was set to 1. This checks to make sure that you 
haven't already completed the stunt successfully, which would 
make this event irrelevant. 

Line 3. Checks to see if flag #15 equals 0. In Events 1 and 3, 
there'sa line that sets flag #15 to 1 if you crashed (Event 1) or 
took too long (Event 3). If you've already failed, this event is 
irrelevant. 

Line 4. If the above three lines are met — which means you hit 
the monster truck before you performed the stunt successfully 
— flag #15 is set to equal 1. In Event 2's outline for success, 
notice how flag #15 must equal 0. 

Events 5 through 16 have the exact same formula as Event 4. 


The only difference is the object the Pi per Cherokee hits in 
Line 1. Events 4 through 16 establish every object that the 
Piper Cherokee is not allowed to hit. 

Event 17 

Event 17 checks to make sure that the plane's weapon is never 
fired, since this stunt does not call for the firing of weapons. 


1 IF Weapon count = 1 

2 and flag 0=0 

3 and flag #15 = 0 

4 THEN fade to 0% 

5 and set flag #15 to -3 

6 and finish — general failure 


Event 21. 

Event 21 checks to see if you hit any of the vehicles on the 
ground. 


1 IF 1 second has elapsed 

2 and flag O = 0 

3 and flag #15 = 1 

4 THEN fade to 0% 

5 and play 'Explosion#7' on chan2, vol=4, pilot 

only 

6 and wait 1.5 seconds 

7 and .... finish hospital 


Line 1. Checks to see if 1 second has elapsed yet. Basically, this 
means "when the stunt starts." 




Chapter 7 Tutorial Creating Sets and Events 



Line 2. Checks to see if flag #0 = 0. When the flag equals 1, the 
stunt has already been successfully done, making this event 
irrelevant. 

Line 3. In events 4through 16, ifthePiperCherokeehitany 
vehicle, then flag #15 was set to 1. This line checks to see if 
flag #15 equals 1, which means a vehicle was hit. 

Line 4. Facies the screen to black. 

Line 5. This line causes the sound effect called "Explosion #7" 
to play on channel 2 at volume level 4. "Pilot only" means 
only the pilot flying will hear thesounds; thesounds will not 
be recorded. 

Line 6. Wait 1.5 seconds. 

Line 7. This signals that the stunt is finished and to send the 
pilot to the hospital. 




Event 22. 

Event 22 tel Is the program to cut to the camera in prop slot 4 
when the Piper Cherokee hits the collision window in prop 
slot 31. This camera captures the Piper Cherokee as it 
attempts to park. 


1 I F Piper Cherokee (1) hits 00500x00500 (31) 

2 and nothing 

3 and .nothing 

4 THEN cut to Camera #1 (4) 


Piper Cherokee 

Manufacturer: Piper Aircraft 

Take-off speed: 60 m.p.h. 

Stall speed: .47 m.p.h. 

Maximum speed: 144 m.p.h. 

Maximum altitude: 12,000 feet 

Flaps: Yes 

Retractable landing gear: Yes 


Chapter 7 Tutorial Creating Sets and Events 




Event 23. 

Event 23 tells the program to cut to the camera in prop slot 3 
when the Piper Cherokee hits the collision window in prop slot 
33. This camera catches a shot of the plane as it approaches the 
police cars. This camera angle is important for auto-edited film. 


1 IF „„ Piper Cherokee (1) hits 00500x00500 (33) 

2 and.. .nothing 

3 and nothing 

4 THEN cut to Camera#! (3) 


Event 24. 

This event tells the program to start recording when the Piper 
Cherokee hits the collision window in prop slot 32. This way, 
the program starts recording when the plane is in a good posi- 
tion to execute the stunt the preliminary flying to set up for 
position is not filmed since it's footage that won't be used. 


1 IF Piper Cherokee (1) hits 00500x00500 (32) 

2 and.. . .no thing 

3 and.. no thing 

4 THEN start recording 

5 and wait 0.1 seconds 

6 and play '*Prop' on chan 1, vol=4, and loop, 

tape only 


Line6starts the sounds. When the filming on the plane 
begins, the sound of the propeller also starts, "Tape Only" 
means the pilot will not hear propeller sounds. 

This concludes the stunt. Select Save and then save it under 


the name of MYBURGER, Now select Fly Stunt to go get your 
burger. 

Animating The Police Car 

In the previous stunt assignment you created, nothing's mov- 
ing except for your airplane. In this section, we'll show you 
how to animate the police car so it comes skidding up next to 
the police wagon just as the Piper Cherokee needs to go into 
the hard left turn. 

Start with the set and events you set up above. Two props will 
be added and one will be adjusted. 

Prop 5. Camera #2 

This camera will capture the action of the police car skidding 
into position for the road block. It's watching the police wagon 
(prop 25), which is positioned in a spot where all the action 
will take place. 

Note: Rather than having the camera watch prop 25, there's 
the alternative of setting the camera up with the FACE setting. 
In this case, have it FACE the police wagon and don't worry 
about the Watch settings. There are often several ways to 
accomplish the same task — which features you use can be a 
matter of your directorial choice. 

PROP TYPE Free 

ANIM No settings 


WTCH Watch ON 

Object 25 




Chapter 7 Tutorial Creating Sets and Events 




Zoom 

1 

— 

Autozoom 

.OFF 

POSITION 

Sth/Nrth 

175980 


Wst/East 

60714 


Altitude 

57 

1 

Speed 

0 

HEADING 

... ..Pitch.. 

.0 


Yaw 

0 


Prop 34.00060x00060 

This collision window is used as a ‘'trigger.” When the airplane 
hits this collision window, it’s the police car’s cue to start mov- 
ing towards the airplane (as defined in the events). 


PROP TYPE.. .. 

Fre e 


ANIM 

.... No settings 


WTCH 

No settings 


POSITION 

Sth/Nrth 

175908 


Wst/East 

60780 


Altitude. 

.0 


Speed 

0 

FACING 

Roll 

.0 


Pitch 

.0 


Yaw 

0 

HEADING 

Pitch., 

.0 


Yaw 

0 


A 




Pitts Special 

Manufacturer: Christen Industries 

Take-off speed: 65 m.p.h. 

Stall speed: 55m.p.h. 

Maximum speed: 160 m.p.h. 

Maximum altitude: 14,500 feet 

Flaps: Yes 

Retractable landing gear: Yes 



Chapter 7 Tutorial Creating Sets and Events 




Prop 24. Police Car 

You need to make some adjustments to this existing prop. The 
police car will now have a starting position farther north. The 
nose of the car will also start out pointing south. 


PROP TYPE 

Free 


ANIM 

No settings 


WTCH 

. . . No setti ngs 


POSITION ... 

Sth/Nrth 

.... 176290 


Wst/ East 

60770 


Altitude 

2 


Speed 

. . . . 0 

FACING . 

Roll 

0 


Pitch 

0 


Yaw 

0 

HEADING 

Pitch 

0 


Yaw 

180 


Now that your two new props are in place and the police car has 
been adjusted, you need to add the events that will tell the police 
car exactly what to do. 


Event 25 

1 I F Piper Cherokee (1) hits 00060x00060 (34) 

2 and nothing 

3 and .nothing 

4 THEN change Police Car (24)'s speed to 20 

5 and wait 4 seconds 

6 and change Pol ice Car (24)'syaw anim to -25 

7 and wait 3 seconds 

8 and stop Police Car (24) 


Line 1. This checks to see if the Piper Cherokee hits the col I ision 
window just down the road from the police cars. 

Line 2. This linedoes nothing. 

Line 3. This linedoes nothing. 

Line4. Change the police car's speed to 20(from 0). 

Line 5. This lets the police car travel down the road for 4 seconds. 

Line 6. This establ ishes a change of value for the pol ice car's 
yaw . The val ue of -25 tel I s the car to move counter-cl ockw i se 
at a yaw value of 25. 

Line 7. Lets the pol ice car move at the current speed and new 
animated yaw value for 3 seconds. 

Line 8. Stops the pol ice car from all motion. When the police 
car stops, it should be just about nose-to- nose with the police 
wagon. 

Event 26 

Interested in adding skid sounds to accompany the police car's 
sideways halt? This event does that. 


1 IF Piper Cherokee (1) hits 00060x00060 (34) 

2 and .nothing 

3 and. .nothing 

4 THEN wait 6 seconds 

5 and play 'Car Skid on chan 2, vol=4 



Chapter 7 Tutorial. Creating Sets and Events 



Line 1. Looks for the plane to meet the collision window. 

Line 2. Does nothing. 

Line 3. Does nothing. 

Line 4. In event 25, the police car was triggered to start mov- 
ing as soon as the plane hit the collision window. At about 6 
seconds, the police car goes into its skid. This is when you 
want the skid sound to play. You want the sound to play on 
channel 2 because the sound for the plane’s prop is being 
played through channel 1. If you send this sound through 
channel 1, the prop sound will be cut off until the skid sound 
is done playing. 


Chapter 7 Tutorial Creating Sets and Events 



Pterodactyl 

Take-off speed: 

Stall speed: 

Maximum speed: 

Maximum altitude: 

Flaps: 

Retractable landing gear: No 




Low 

Low, but more than the duck 
Low 
No 



- CHAPTER 8 

- Post-Production: 

_ Editing and Special Effects 


In post-production, your focus will be on the printed film. Your main responsibility 
in post-production will be as editor. You'll use your eye for action to arrange scenes 
into a single exciting sequence for viewing. 



During real life production, the editor must work closely with the director to carry 
out the vision of the story. After each day of filming, a film processing lab develops 
the negative; hence the term "dailies." The editor views the dailies with the director 
to discuss what combined images will create the desired story impression. The 
original negative goes to the vault, a clean fireproof storage room. A print of the 
original negative is made this “work print" is the film that's actually edited. 


When you enter the post-production building, you see a fellow "tapehead" who has 
the necessary ability to sit in a darkened room for 20 hours a day, 7 days a week, 



Chapter 8 Post-Production Editing and Special Effects 



watching thousands of feet of footage roll before him. From 
here you can go to the following areas: 



VAULT — This is wherefilm isstored. You will not need to 
access this room; vaulted masters are kept under close supervi- 
sion by the vault keeper. 

EDITING — This is where all editing and post-production 
effects are performed. 

TFIEATRE — Come here to view your dailies or completed 
film on the large screen. Your film doesn't need to be complete- 
ly finished to view it at the theatre. 

EXIT — Select this to leave the post-production building. 


When you enter the editing room, the Load Stock Footage 
requester automatically appears. There are two types of 
footage you can load from this requester: Takes or Films. 
(The exceptions are if you've just been taken to the editing 
room from a stunt or if you just come from the airfield by 
pressing the R key. In these cases, the auto-edited take is 
automatically assigned to a deck.) 



TAKES — The normal default loading option is Takes. All the 
stunts that you fly are saved as Takes, with a .TKE file extension. 

FILMS — Films are created from Takes that have been edited 
and saved. If you want to load footage that has the .FLM file 
extension, select Films. Films can be used asa source of 
footage for other films. 


Editing Film Footage 

To edit film footage you must first be in the editing room in the 
post-production building. 


The default drive should be automatically selected. If you want 
to load a file from another drive, select that drive letter. Drives 
that are unavailable are in a lighter color. If you're using a drive 
that's something other than A through F, enter that driver letter 


Chapter 8 Post-Production Editing and Special Elects 




in the Filename field and press Enter. For example, if you have 
a drive labeled J, you'd typej: in the field after Filename and 
press Enter. 


Flighlight the name of the file you want to load and then select 
OK. After you select a file, the Stock Footage Desk Assignment 
requester appears: 



WITH CUTS — This loads thefootagewith cuts. All Takes 
come in a computer edited version (With Cuts) and an unedit- 
ed version (Without Cuts). The version of a take With Cuts is 
created by the program (as opposed to a film With Cuts — a 
person creates this). 


If you selected No when you were asked, "Do you want to do 
your own editing?" (just after you loaded the program), With 
Cuts shows the edited version created by the program. If you 
selected Yes when asked if you want to do your own editing, 
selecting With Cuts will only give you the pilot's view. 


Chapter 8 Post-Production, Editing and Special Effects 



SR-71A Blackbird 

Manufacturer: Lockheed Corp 

Take-off speed: 190 m.p.h. 

Stall speed: 160 m.p.h. 

Maximum speed: 2,000 m.p.h. 

Maximum altitude: 85,000 feet 

Flaps: Yes 

Retractable landing gear: Yes 






WhileTakes havethe option of being loaded With Cuts or 
Without Cuts, all Films are loaded With Cuts since all films 
are the product of someone's edited work. 


WITHOUT CUTS — This loads the footage without cuts. You 
can assign a deck to each camera angle used during the filming 
process. Select a box below "Load into deck #." press 
Backspace or Delete, enter a number from 1 to 8, and then 
press Enter to move to the next deck. Select OK when done. 



It's not necessary to assign a camera angle to a deck if you 
don't plan on using footage taken by that camera. Think of 
each deck as a separate VCR player. You can load film in up to 
eight different decks for viewing and editing. If film is already 
loaded into a deck, any new footage you assign to that deck 
will take the place of the footage that's currently in the deck. 
But before the footage is loaded over current footage, you're 
asked if you're sure you want to overwrite the existing footage. 


Source Deck vs. Destination Deck 
Next, you go to the editing panel. On theleft isthe Source 
deck, which is where you'll manipulate the original footage. 
On the right isthe Destination deck, onto which you'll copy 
segments of footage to create the final film. 



The deck buttons are as follows: 



DTI 


m 


Jump to start of film footage 
Fast reverse 

Reverse (left mouse button for normal speed 
reverse; right mouse button for half speed reverse) 

Stop and single step reverse one frame 

Stop and single step forward one frame 

Forward (left mouse button for normal speed 
forward; right mouse button for half speed forward) 

Fast forward 

Jump to end of film footage 




Chapter 8 Post-Production: Editing and Special Effects 





START: 00:00.00 . ..This is the point in the footage that you've 


marked off as the start for the edited piece 
of footage. 

MARK This marks the point to start copying the 

footage. 

GO TO Jumps to the start of the marked footage 

END: 00:00.00 This is the point in the footage that you've 

marked off as the start for the edited piece 
of footage. 

MARK .This marks the point to end (stop) copying 

the footage. 

GO TO Jumps to the end of the marked footage. 

TOTAL: 00:00.00 ..This is the total time of the footage that is 
loaded in the active deck. 

SYNC ... Select this to have this deck run in sync 


with all the other decks that have Sync 
selected. For instance, l&'s say decks 1, 3 
and 6haveSync selected, whilethe 
remaining decks do not have Sync selected. 
All decks are currently "rewound" to the 
beginning of their takes (the time on each 
deck is 00:00.00). Now you view the 
footage in deck 1 from 00:00.00 to 
00: 12.00 seconds. If you go to decks 3 and 
6, the tapeinthosedecks will also show 
00: 12.00 seconds, as they ran in sync with 
deck 1. If you go to any of the other decks, 




Sopwith Camel 

Manufacturer: 

Take-off speed: 

Stall speed: 

Maximum speed: 

Maximum altitude: 

Flaps: 

Retractable landing gear: 


Sopwith Aviation Company 
.60 m.p.h. 

.50 m.p.h. 

,115 m.p.h. 

.19,000 feet 

No 

No 




Chapter 8 Post-Production. Editing and Special Effects 



the counter should have remained at 
00:00.00. 

PREVIEW Select this to preview the marked segment. 

LOAD Select this to open the Load Footage 

requester. 

The field above Deck shows the name of the loaded Takes or 
Film. In the case of uncut Takes, you also see which camera it 
was shot from. 

DECK Select numbers 1 through 8 to have that decks 

footage appear on the source monitor 

FX .The following options are available when you 
choose FX: 

AUDIO — Lets you add music or sound effects to 
the film 

SILENCE Lets you erase audio that has been 
added 

CREDIT — Lets you enter credits for thefilm 

COLOR — Lets you shift the color any degree 
from full color to black and white 

FADE — Lets you fade the film any degree of 
brightness, from full brightness to black 

SPEED — Lets you control the speed at which that 
segment of film runs. The value is entered as a 
percentage. 


DELETE Delete footage marked on the Destination deck; 

you can also press D on the keyboard as a shortcut. 

REC .Record marked footage from the Source deck to 
Destination deck. 

UNDO Undo last command; you can also press U on the 

keyboard. 

LOAD Load footage onto the Destination deck 

PRINT Save the current film on the Destination deck. All 

saved films have the file extension of .FLM. 

EXIT Exit this screen 

Marking Footage — The Cornerstone to Editing 

Marking the footage is the most important thing you need to 
know when it comes to editing. When you mark footage, two 
marks are required: one to mark the start and another to mark 
the end. 

To mark a segment of footage, you need to first determine 
where that segment is in the take or film and advance to it. 

Then select Start: Mark to mark the starting point of the 
footage. Then go forward to the end of the segment and select 
End: Mark to mark the end of the footage. Now that the 
footage is marked, you can do whatever you want with it. 

If you're at the Source deck, you can record it onto the 
Destination deck. If you're working on the Destination deck, 
you can delete the footage or apply special effects to it. 


Chapter 8 Post-Production, 


Editing and Special Effects 



Let's say you want to use a stunt segment that begins 25 sec- 
onds into thefilm. You'd usetheforward buttons | ll» | or □E 
until 00:25.00 appears on the screen, indicating you're 25 sec- 
onds into the take or film and at the start of the segment you 
want to use. Select Start: Mark to mark the start of the footage. 

Next you need to advance to the end of the stunt sequence. 

Let's say the stunt sequence lasts one minute. You need to 
advance the film until 01:25.00 appears on the screen. Now 
you can select End: Mark to mark the end. Your footage is 
now marked and ready for use (e.g., copying to the Destination 
deck, adding special effects, deleting from thefilm, etc.). 

It doesn't matter if you mark the end of the footage or the start 
of the footage first. In the above example, you could go to 
01:25.00 and select End: Mark. Then you could rewind the 
film to 00:25.00 and select Start: Mark. It's the same segment 
of footage regardless of whether the Start: Mark or the End: 

Mark gets marked first. 

Editing "On The Fly" 

In the above editing instructions, we had you go to the begin- 
ning of the edit segment, mark it as the start, go to the end of 
the edit segment, and then mark it as the end. This is a precise 
and controlled way of editing. 

There's a style of editing called "editing on the fly." That 
means as the tape is running, you mark the start and end of 
the footage you want edited — you never stop the film to 
mark it. You can edit on the fly in the SI editor simply by 
clicking on | ) to play the tape. When you seethe begin- 


Chapter 8 Post-Production Editing and Special Effects 



ning of the segment you want edited, select Start: Mark. The 
tape will continue running because you haven't given it a com- 
mand to do anything else. When it reaches the end of the 
edited segment you want to capture, select End: Mark. That's 
editing on the fly — you do it as the tape runs. You never have 
to edit on the fly, but some editors like to view this ability as a 
sign of proficiency in their craft. 

If you select REC while the Source deck isrunning, the Source 
deck will stop. 

Recording from the Source Deck to the 
Destination Deck 

Start the editing process by selecting the deck number which 
contains the footage you want to edit. Remember that the only 
decks that are available are those that you loaded Film or 
Takes into; all 8 decks may or may not be used. 

+ Use the forward and reverse control buttons on the Source 
deck to stop the film on the exact frame you want to start 
the edited segment with. 

+ Select Start: Mark to mark the beginning of the edit. The 
time that appears on the frame should appear next to Start:. 

+ Using the forward control button, go to the exact frame 
that you want to end the edited segment with. 

+ Select End: Mark to mark the end of the edit. The time that 
appears on the current frame should appear next to End:. 


+ Select Preview if you want to view the marked segment. 

+ Copy the edited footage over to the Destination deck by 
clicking on the REC button (located on the Destination 
deck) 

+ If you've clicked on REC and then decideyou don'twant 
that segment of footage attached, select Undo to remove it. 

Marking and Copying a Single Frame 

Sometimes you'll want to show a frame for a couple of sec- 
onds, maybe for visual impact or maybe to run credits over. 

Let's say you have a shot of a car that you want to freeze for 

several seconds so you can flash a credit over it. H ere's how 

you would do it: 

+On the Source deck, go the exact frame you want to use. 

In our example, it would be any frame that shows the car. 

+ Select Start: Mark. 

# Select End: Mark. Thesingleframe is now marked as the 
start and end of the footage. The Start: Mark and End: Mark 
will have the identical counter numbers. 

+ Select REC on the Destination deck. A requester appears. 
Enter how many seconds you want this single frame to 
hold on the screen. 


Chapter 8 Post-Production 


Editing and Special Effects ■gOj 



+ Select OK. The frame will appear on the edited footage for 
as long as you instructed it to. 

Inserting Footage on the Destination Deck 

If you edit footage on the Source deck and record it onto the 
Destination deck without touching any of the forward or 
reverse buttons on the Destination deck, the footage will be 
continually attached at the end of the footage on the 
Destination deck. 

To insert a section of footage on the Destination deck, you 
must go to the frame on the Destination deck where the 
footage will be inserted. When you select REC to record, the 
footage will be inserted in front of the current frame on the 
Destination deck. 

+On the Source deck, use the Start: Mark and End: Mark 
buttons to mark the section of footage you want to insert. 

+ On the Destination deck, use the reverse and/or forward 


Chapter 8 Post-Production Editing and Special Effects 




Sopwith Trip lane 

Manufacturer: Sopwith Aviation Company 

Take-off speed: 60 m.p.h. 

Stall speed: 50 m.p.h. 

Maximum speed: IB m.p.h. 

Maximum altitude: 20,500 feet 

Flaps: No 

Retractable landing gear: .. Jo 




buttons to go to the frame where you want the footage 
inserted. 


+ Select REC to insert the footage. 


+After you've inserted the footage, be sure to select | W | to 
return to the end of the tape. Otherwise, you will continue 
to insert footage into the middle of the footage on the 
Destination deck. 


Before you select a visual effect, you need to mark the footage 
that the visual effect will be attached to. Atthis point in edit- 
ing, you're only working on the Destination deck; you cannot 
attach special effects to footage on the Source deck. 

On the Destination deck, use the Start: Mark and End: Mark 
buttons to mark the start and end of the segment. Then select 
FX and one of the following options: 


Deleting Footage from the Destination Deck 

Note: All of the buttons used in the following instructions are 
those on the Destination deck, NOT the Source deck. 

To delete footage from the Destination deck: 

►>- Use the reverse and/ or forward buttons to go to the frame 
where you want to start the delete. When you're on the 
correct frame, select Start: Mark. 

►f Advance to the last frame in the segment you want to edit. 
Select End: Mark. 

Select Delete to delete that section of marked footage. (You 
can also press D to delete marked footage.) 


Incorporating Visual Effects 

The sound and visual effects are available under the FX option 
on the Destination deck. The FX options that relate to visual 
effects are Credit, Color, Fade, and Speed. (Audioand Silence 
are for audio effects and are covered in the next section.) 


CREDIT Lets you enter credits for the film. Press Enter to 
move between lines. Select OK when done. Keyboard users: 
Press theTab key to exit the credit lines. 



COLOR — Lets you shift the color any degree from full color 
to black and white. Slide the box in the bar to see the color 
saturation change. You can also select the (-) or (-t) buttons to 
adjust it. The top bar is how the color saturation will be at the 
start of the marked segment. The bottom bar is the color satu- 
ration at the end of the marked segment. 



Chapter 8 Post-Production, Editing and Special Effects 





FADE — Lets you adjust the film any degree of brightness, 
from full brightness to black. Slide the box in the bar to see 
the brightness change. You can also select the (-) or (+) but- 
tons to adjust it. The top bar is how the brightness will be at 
the start of the marked segment. The bottom bar is the bright- 
ness at the end of the marked segment. 



SPEED — Lets you control the speed at which that segment of 
film runs. The value is entered as a percentage. If you want a 
piece to run faster, enter a number greater than 100. For 
example, to run a segment of film twice as fast as the normal 


Chapter 8 Post-Production Editing and Special Effects 






playing speed, you would enter 200. If you wanted to play a 
segment of film in slower-than-normal motion, enter a number 
less than 100. For example, you would enter 50 to run the 
segment at half its normal speed. 




The available sounds are broken into categories. The first two 
categories, Music # and Music #2, contain music. The 
remaining categories contain sound effects like crashing, 
exploding, screeching, etc. 


Incorporating Music and Sound Effects 

The sound and visual effects are available under the FX option 
on the Destination deck. The two FX options that relate to 
musicand sound effects are Audio and Silence. The other 
options under FX (Credit, Color, Fade and Speed) are for 
visual effects; these are covered in the preceding section. 

AUDIO Lets you add music or sound effects to the film. 
When you select this option, you see the first Select Sound 
window. 


Select the category of sound you want and you'll go to another 
Select Score window. Choose the specific music or sound 
effect. Then set the following options: 



VOL (Volume) — There are four volume levels, listhe lowest 
volume level while 4 is the highest. 



Chapter 8 Post-Production. Editing and Special Effects 







CHAN (Channel) — There are two channels that sound can 
be played through. You can play one or two audio segments 
(like music and a sound effect) at once on separate channels. 

If you're only using one piece of audio, it doesn't matter if you 
select channel 1 or 2 to output it to. You cannot have two 
pieces of audio sent through the same channel — one must go 
through channel 1, while the other goes through channel 2. 

LOOP — Selectthisto continually loop themusicor sound 
effect until another audio sound is loaded to play through this 
channel. If another audio sound is not loaded onto this chan- 
nel, theaudiofileyou selected will continue to play. 

SILENCE — Lets you erase any sounds you've recorded. Mark 
the segment that contains the sound and then select Silence to 
erase the sound. 

When you use the Audio option to put audio on a segment of 
footage, it actually places a single mark at the start of the 
marked footage, rather than marking the entire footage with 
audio. That's why you can't start the mark at 00:00.00. The pro- 
gram needs to encounter the mark as the film runs, so that mark 
must occur no sooner that 00:00.00 for it to be recognized. 

Also, when you use the Silence option, only audio marks that 
occur in the segment that was silenced will be deleted. For 
example, let's say a piece of music plays from 00:02.00 through 
01:30.00. If you mark the segment from 00:10.00 through 
01:30.00 and then select Silence, you will still hear the entire 
piece of music. What you need to do is mark 00:00.00 through 


Chapter 8 Post-Production: Editing and Special Effects 





Spitfire 

Manufacturer Supermarine Vickers- 

Armstrongs, Ltd. 

Take-off speed: 96 m.p.h. 

Stall speed: 80 m.p.h. 

Maximum speed: 4 16 m.p.h. 

Maximum altitude: 44, 000 feet 

Flaps: No 

Retractable landing gear: No 



00:04.00. It doesn't matter if any other frames are included; you 
just want to make sure that the 00:02.00 mark will be encoun- 
tered by the Silence mark since that's the exact frame where the 
audio mark was made. After you've marked the segment, select 
Silence to remove the audio mark. 

To incorporate a stretch of silence across a specifically marked 
segment of footage, you need to select Silence from the 
Common Sounds or the Sound Effects 2 category at the Select 
Sound window. The file called Silence is treated like a regular 
sound file, except that you will hear nothing. 

Note: Engine sounds for airplanes always default to channel 1. 
Weapon soundsalwaysdefaultto channel 2. If you record 
sound over either of these channels, you will record over the 
engine or weapon sound. 


Saving Edited Footage 

Select Print on the Destination deck to save the edited footage. 



Chapter 8 Post-Production Editing and Special Effects 


Enter a name and then selectOK. Films are automatically 
saved in the \STUNTISL\ VAULT subdirectory. If you want 
files stored in a different subdirectory, select that subdirectory 
from the list or enter a new subdirectory name in the field after 
Filename. 

Complete details on using Save File requesters are on page 24. 

leaving the Editing Room 

Select Exit to leave the editing room, 

Maximum Film Values 

The longest film you can create will last about 20 minutes or 
take up one megabyte of RAM one or the other. The more 
complicated the stunt you've created (e.g., with lots of props 
or animated objects), the shorter the film will be. The most 
objects you can have moving at one time in a film is 40. 

Firing a weapon also takes up memory. Continuous firing, 
especially while recording, causes RAM to be consumed 
quickly. Of all the weapons, the gun can consume the most 
RAM since it can be fired most rapidly. 

Stunt Island requires 70K free on the hard drive in order for 
you to be able to fly. The program has a 64K buffer that 
accumulates flight data as you fly around; the information 
accumulated in the buffer writes to afilecalled SPOOL.$$$ 
when it becomes full. 



Films can be up to 20 minutes in length. If you try to surpass 
this length, you'll see the message "The operation would make 
the film exceed the maximum time allowed." Select OK to 
acknowledge the message. Re-edit the film so it does not 
exceed 20 minutes. 


Incorporating Your Own Sound Files 

Stuntlsland lets you add .VOC files that you've created 
through other sound devices likethe Sound Blaster or the 
Thunder Board. See your sound device manual for details 
on creating .VOC files. 


Stunt Island has a special program that lets you add .VOC 
sounds files you've created. To add sound files, you should be 
at the DOS prompt, not in the Stunt Island program. You must 
also be in the Stunt Island subdirectory (which is \ STUNTISL 
unless you selected a different one during installation). Atthe 
DOS prompt, type AD DSN DS. The Stunt Island Digital Sound 
Manager screen appears. 

You're asked to select a sound file that you would like to 
modify. There are five main files that you can put sounds into 
— Usersndl through Usersnd5. Each category can contain up 
to 253 individual sound files, Highlight one of thefiveUsersnd 
files and press Enter. 

If you're selecting a Usersnd category that you've never select- 
ed before, you're asked if you want to create the file. Select 
"Yes, Create the file" to create the file. 




Space Shuttle 

Because the Space Shuttle has been specifically tailored 
for stunt flying, the speed and altitude capabilities have 
been modified from those of an authentic space shuttle. 
The Stunt Island space shuttle flight specifications are 
comparable to those of a very fast aircraft. 

Flaps: les 

Retractable landing gear: Yes 

Note: The shuttle on the 747 uses the same values as 
those of the Boeing 747. 


Chapter 8 Post-Production. Editing and Spsil Effects 




Next, you're asked to choose the sound you would like to 
modify. Choose a slot number and press Enter. You're shown 
a File requester and are asked to locate the .VOC file. Select 
the subdirectory in which the .VOC is located and then select 
the .VOC file. 

Once you select the file, you're prompted to enter a short 
description for it. You can enter a description that's up to 
about 25 characters in length. When you press Enter, the file 

is compressed for use in the Stunt Island program. Save the file 

once it’s done compressing. 

If you need to modify a sound, highlight the filename and 
press Enter. You'll see the Modify Entry screen. You have the 

option to change the name of the description, remove it from 
the list, replace this sound file with another sound file, or 
move this sound file to another slot number. 

The .VOC files that you select through the ADDSNDS program 
can be up to 120K in length, unpacked. If the file is larger than 
120K or if the .VOC is packed, the program will be unable to 
compress the file tor use with the Stunt Island program. 

You can use the .VOC files you’ve created in the post-produc- 
tion editing room. When you select the FX option and then 

select Audio, you'll see the Select Score window. You should 

now see the Usersnd category you added. Use your .VOC files 

like any other audio file. 


Previewing Films to Other PC Owners 

Stunt Island comes with programs called MAKEONE.EXE and 
PLAYONE.EXE that lets anybody with an IBM or compatible 
machine view film footage without having to own the Stunt 
Island program. The MAKEONE.EXE and PLAYONE.EXE 
files are located in the STUNTISL subdirectory. 

MAKEONE Program 

Before you can show films to other PC owners you need to 
prepare the file using the MAKEONE program. The 
MAKEONE program does special things to the file so it can be 
shown without the actual Stunt Island program. To prepare 
the film, you must be at the DOS prompt (not in the Stunt 
Island program). Type \STUNTISL and press Enter to go to 
that subdirectory. Then type MAKEONE and press Enter. 

You’ll go to the theatre where you'll see the Load File 
requester. Load the file you want to show to other PC owners 
and the MAKEONE program will prepare it. You’re returned 
to DOS when the MAKEONE program is done. 

PLAYONE Program 

After you’ve used the MAKEONE program to prepare the film, 
you can distribute the film to another PC owner. In order for 
the PC owner to be able to view it, the film must be accompa- 
nied by these files: 

PLAYONE.EXE Runs the film 

[FILENAME] .FLM The name of the film you prepared 

with the .FLM extension 

[filename] .ALL.. The name of the film you prepared 



Chapter 8 Post-Production Editing and Special Effects 



with the .ALL file extension. (This file 
was created by the MAKEONE 
program.) 

VDATA.BIN ..Incorporates musical instruments 

used to create sounds 

SETUP.BAT Allows user to access sound options 

to configure his or her system 
INSTALL.EXE Allows SETUP.BAT to be run 

INSTALL. CFG Allows SETUP.BAT and save options 

to work 


PFONT.BIN Allows Load Film requester and VCR 
controls to appear 

DRIVER1.BIN .Enables MIDI sounds to play 

DRIVER2.BIN Enables MIDI sounds to play 

DRIVER3.BIN Enables MIDI sounds to play 

The files listed may be copied and distributedfreely, as can the 
films you’ve created. However, all otherfiles that make up the 
Stunt Island program are copyrighted and it is illegal to distribute 
them to others. 

To use the PLAYONE program, type PLAYONE and a Load 
Film requester appears at the theatre. Select a film and then 
use the controls at the bottom of the Theatre screen to view 
the film. 


Chapter 8 Post-Production, Editing and Special Effects 



Tupolev Tu- 142Bear 

Manufacturer: Tupolev Design Bureau 

Take-off speed: 150 m.p.h. 

Stall speed: 12S m.p.h. 

Maximum speed: 575 m.p.h. 

Maximum altitude: 45, 900 feet 

Flaps: les 

Retractable landing gear: Y e s 




CHAPTER 9 

Tutorial: Editing a Film 


This chapter teaches you how to use the different footage from the file called 
HIGHWAY.TKE and turn it into a finished film I ike the one cal led 
HIGHWAY.FLM, 

The following step-by-step instructions guide you through the editing process. By the 
end of this tutorial, you'll know how to load footage mark the segments you want to 
use, edit them together, and then add special sound and visual effects to complete the 
presentation. 

The final productwill be approximately 21 seconds in length. 


loading the Highway Take 

Go to the editing room in the post-production building. The Load Stock Footage 
requester automatically appears when you first enter the Editing room. First, let's 
takea look atthefilm called H IGHWAY.FLM . Select Films and a list of films in the 

vault appears. Select HIGHWAY.FLM and then selectOK. 

Next, the Stock Footage Desk Assignment screen appears. 



Chapter 9 Tutorial Editing a Film 


Because this is a film and because all films have been edited, 
you must select the With Cuts option (only takes can be 
loaded without cuts). Load the film into deck 1. 

Select deck 1 on the Source deck if it isn’t already selected. A 
black screen with “The Highway” appears on the Source rnoni 
tor. View this film to get an idea of what you’ll be creating. 

When you’re done looking at the film, select Load on the 
Source (left) deck. The Load Stock Footage screen appears 
with the takes shown. Select HIGHWAY. TKE and then select 
OK. 

Select Without Cuts from the Stock Footage Desk Assignment 
screen. You’ll see a screen that looks like this: 




Chapter 9 Tutorial Editing a Film 



Footage from all eight cameras have already been assigned to 
each deck. You don't need to keep the camera footage in the 
decks they’re assigned: any camera footage can be loaded into 
any deck. For the benefit of this tutorial, keep the cameras 
assigned to their current decks. Select OK to continue. 


Editing the Footage 

Select deck 1. The take from deck 1 should appear on the 
Source monitor with 00:00.00 in the lower left corner of the 
monitor. The film loaded into deck 1 should show a long shot 
of the road. Take a look at this footage by selecting the for- 
ward or reverse buttons. Then select the other deck numbers 
and look at their footage. 

The first segmen t of f ootage comes from deck 8. Select deck 8 
and then select TO to make sure you're at the start of the 
footage. Select Start: Mark to mark the start of this footage. 

The counter value of 00:00.00 should remain between START: 
and MARK. 






Use the forward button to advance to 00:06.32 seconds and 
then select End: Mark to mark the end of this footage. The 
counter value of 00:06.32 should appear between END: and 
MARK. 

You've just marked your first piece of footage. To copy it over 
to the Destination deck, select REC on the Destination deck. 
The Source and Destination monitors should show the identi- 
cal frame and time. 

The next piece of footage comes from deck 6. Select deck 6, 
go to 00:02.86, and then click on Start: Mark. Notice how 
00:00.00 changes to 00:02.86 to indicate the new starting 
mark. Advance the film to 00:07.32 and select End: Mark. 

Copy it over to the Destination deck by selecting REC. 

00:10.78 should appear in the corner of the Destination moni- 
tor. This is the total time of the footage on this deck so far. 

Select deck 7 and go to 00:09.56. Select End: Mark. Noticein 
this piece of footage that you're marking the end of it first. 
Rewind to 00:07.32 and select Start: Mark. It doesn't matter 
whether you mark the start or the end of the segment first. 

Select deck 8 and goto 00: 11.62. Select Start: Mark. Advance 
thefilmtoOO: 16.80 and select End: Mark. Record this third 
segment of footage to the Destination deck by selecting REC. 

Take a look at what you've done so far on the Destination deck 
by selecting the|« button to go to the start of the fi I m and 


Chapter 9 Tutorial Editing a Film 


then selecting H to play it. Notice anything unusual? 
There's a segment of footage missing near the end of the film. 

Return to the Source deck and select deck 5. Go to 00:09.44 
and select Start: Mark; then advance to 00:12.30 and select 

End: Mark. To insert this footage in the correct place on the 
Destination deck, you need to go to the spot where it will be 

inserted on the Destination deck. In this case, use the forward 

or reverse buttons to have the counter on the Destination 
monitor show 00:13.02. Select REC and the footage from the 
Source deck will be inserted right before this frame. 

Look at the film on the Destination deck. Your film should 
look like the Highway film you reviewed at the start of this 
exercise. To confirm this, let’s load that film onto the Source 
deck and take a look at it. 

Select Load on the Source deck. Select HIGffWAY.TKE and 

then select OK. Select With Cuts. You can load the film into 
any deck since you won’t be needing any of the take footage 
anymore. Try entering deck 5. You're shown the requester 
‘'Replace Highway — Camera 3.” Select Yes to replace that 
take with this film. 

Select deck 5 and use the 53 button to go to the start of 

the footage. Select E to view the footage. View the footage 
on the Destination deck to see how they compare. They 
should be nearly identical. 

Now that the film segments are recorded in their proper order, 


Chapter 9 Tutorial Editing a Film 




let’s work on the special effects. (For the remainder of this 
tutorial, no work needs to be done on the Source deck.) 

Inserting Audio and Visual Effects 

Go to the start of the footage on the Destination deck. Select 
Start: Mark at 00:00.00 and End: Mark at 00:01.98. Select FX 
and then select Credits. The Credit screen appears. Type "The 

Highway” on the top line and then select OK. 

The fade up from black runs a little shorter than the credits. 
Select Start: Mark at 00:02.00 and End: Mark at 00:01.04. 

Select FX and then select Fade. The Adjust Brightness screen 

appears. Slide the button on the Start bar all the way to the 
left, which represents a totally black screen. Make sure the 

button on the End bar is all the way to the right, which repre- 
sents a totally bright screen. With the Start bar at 0% and the 

End bar at 100% the screen will fade up from black. Select OK 
to continue. 

Let's add the closing credits. Select Start: Mark at 00:20.70 and 

End: Mark at 00:21.06. Go to the Credits screen under the FX 
options and type "The End” on the top line. Select FX again 
and then select Fade. Instead of fading up from black like you 

did at the start of the tape, you're going to fade down to black. 

Slide the button on the End bar all the way to the left for 0% 
brightness and then select OK. 

The last bit of editing involves adding a soundtrack to your film. 
Go to the start of the film on the Destination deck and select 



Start: Mark. The counter should show 00:00.00. Select 
to jump to the end of the film and then select End: Mark. This 
marks the entire length of the film. Select FX and then select 
Audio. At the Select Sound screen, highlight Music #1 and then 
select OK. You'll use the music in the file called Action 1, so 
highlight that file. If you want to check out the audio, select 
Test. Select OK to close the window. 

Now take a look at your film on the Destination deck. 
Compare it to the one on deck 5 of your Source deck. They 
should look comparably edited. 


Chapter 9 Tutorial Editing a Film 



CHAPTER 10 

Industry History and Insight 


Stunt Flying History 

For years after the Wright Brothers' heralded first flight, exhibition flying for pure 
entertainment remained the primary use of the airplane. Military applications, mass 
passenger transportation, and expeditious overseas package delivery weren't 
obvious heirs to the technology. In what appeared to be a perplexing mock of 
physics, flying without feathers or flapping was something for few to master and 
most to marvel. 


Thefirst motion picture company arrived in Los Angeles in the early 1900s. The 
good year-round weather made it possible for the companies to keep production 
going no matter what the season. It turned out that Southern California's temperate 
weather was favorable not only to the newly developing film community, but to the 
equally fledgling field of aviation. 

At first, the takeoff, fly-by and landing of airplanes accounted for the live stunt 
action in early movies. This live footage was mixed in with cl oseups of the actors 
sitting in, dangling from, walking on, and rolling off plane props to create the feel 
of high-flying action and peril. 


Although many before him flew in high-risk exhibitions, Al Wilson iscommonly 
credited as the first man to fill the position of "professional picture stunt pi lot." 
Wilson was the first member of an official group (this group later became the 
Associated Motion Picture Pilots) to fly for a film company. Learning to fly in a 
homemade airplane that had a 50-foot ceiling and a tendency to crash when turned, 
Wilson cut histeeth on high-risk flying before receiving formal flight education 


Chapter 10 Industry History and Insight 




while working a maintenance job at a flying school. Al's broth- 
er, Herbert, was intrigued by the technical aspects of flying. 
When Herbert built a two-seat monoplane, the two brothers 
rented this machine to film companies with Al asthepilot, 
thus launching Al Wilson's motion picture stunt flying career. 
Cecil B. DeMille owed his own piloting knowledge to personal 
instruction from Al Wilson, whom he had hired for a flight 
sequence in his film We Can't Have Everything. 

World War i put tremendous emphasis into flight technology. 
In the beginning, regular "civilian" planes were used to per- 
form reconnaissance work. Soon, specialized planes with mili- 
tary functions like bombing and fighting were designed and 
put into use. The war not only raised the airplane from the sta- 
tus of entertaining technology to national necessity, but also 
gave rise to the concept of the heroic fighter pilot. A more 
appealing romantic character couldn't have been conjured up 
by a thousand studio moguls. 

With both films and flying growing in sophistication through 
the decades, the two today remain popular partners, whether 
the airplane is the star of the action, or simply providing the 
vantage point for special scenes to be captured. In 1921-22, 
Frank Clarke became the first stunt pilot to perform a pre- 
planned crash. Any crashes captured before that were uninten- 
tional, although most likely written i nto the scri pt to utilize 
the sensational footage suddenly on hand. Dick Grace, another 
flier of that time, would become Hollywood's premier "crash 
engineer, 11 amassing a record 47 air crashes during his lifetime. 
In the mid 1930s the Depression brought a moratorium to 


most live-action stunts and crashes. Moviestudios could no 
longer afford to crash airplanes into the ground. In place of 
live action stunts, studios cut to scenes of crashing, break- 
away miniatures. The early days of miniatures were more 
noted for obvious fakery than ingenious illusion; however, like 
the planes themselves, the miniature technology and special 
effect dramatically improved through the years. Today, special 
effects is a much respected field in itself. 

The Film Industry 

Information on the film industry can fill shelf after shelf, 
bookcase after bookcase. This chapter doesn't contain a 
comprehensivediscussion on the film industry; that would 
require a multi-volume encyclopedia with contributing writers 
that span the immense industry. Instead, we touch on certain 
film topics, explain some common movie-making protocol, 
and maybe answer some industry questions you have. 

Keep in mind that the approach to making films is as diverse 
as the people making them. We may explain it one way, but 
it's by no means the definitive way. 

Locations 

Most people would love to have their beautiful homes and 
neighborhoods featured in a movie. They'd love it if it were as 
simple as having a film crew sweep in, slap the clapboard, 
shoot the footage, and then sweep right back out like a warm 
Hollywood breeze. But it's rarely a simple or problem-free 
undertaking. Shooting on location is often costly, dangerous, 



Chapter 10 Industry Hisotory and Insight 



and inconvenient — to either the production company or the 
homeowner. 

When a production company decides to shoot on location, 
they send out a location scout to find an appropriate location 
based on a number of factors: cost of use, zoning laws, permit 
requirements, length of availability, overall look of the house 
or neighborhood, and many other details. All these factors 
must be carefully analyzed before the crew ever arrives on 
the scene. 

The cost of using a particular location depends on the owner 
(for private property) or local government (for public proper- 
ty). Some property owners rent out their "picture perfect" 
houses for top dollar — rates can start from $1,000 a day. 

On the other hand, you might be able to convince the owner 
of a remote farm house to rent out his place for a few hundred 
a day. 

The biggest problem facing the crew and the owner is how the 
property is taken care of when the shooting is going on. If the 
location manager is good at his job, he'll do his best to prevent 
damage to the house and help reimburse the owner for any- 
thing that gets broken during the shoot. Sheets of cardboard 
(called layout board) are put down on the floors to prevent 
damage to carpeting and floors. Not all film companies carry 
insurance to cover damage, especially if this is a low-budget 
film. If there is damage, good luck to the owner when it comes 
to collecting the fee. 


A major problem with location shooting involves finding 
proper electrical outlets to support 10 kilowatt lights (the nor- 
mal household outlet is 110 volts, providing about one-tenth 
the necessary wattage). If the production is large enough, the 
crew will usually bring along a portable generator, which is a 
rig roughly the size of a medium sized truck. The generator is 
loud while running; this can cause problems for thefilm crew 
if the community has strict noise laws. 

Scenery sets the flavor of the movie. It can be a real unadulter- 
ated location or a fake set wall (known asa"flat”). When 
shooti ng on a sound stage or i n a backlot, the facades (build- 
ing fronts with no backs to them) may have the proper look; 
but if mountains or smog can be seen above them, a flat must 
be brought in to give the proper background. 

If a film is shot out of sequence — and most of them are — 
the light must match from shot to shot to maintain continuity 
(proper flow from scene to scene). Shooting one scene at 
10:00a.m. in which the bad guy gets killed and then another 
scene at 2:00 p.m. where he's robbing a bank will cause conti- 
nuity problems — he can't die before he robs the bank. The 
light must match from scene to scene. Shooting on location 
often means chasing the sun or using controlled light and 
bounce boards (4x4 foot reflecting boards mounted on frames). 

Safety 

If a studio could only makeone public relations move, shield- 
ing the public from any possible danger during filming should 
be at the top of the list. If an action picture is being shot and 


Chapter 10 Industry History and Insight 



explosives are involved, that adds a whole new element of 
chance to the production. A professional pyrotechnist must be 
brought in, a special permit allowing pyro must be purchased, 
a licensed fireman and policeman must be present at all times, 
and proper safety procedures must be strictly followed. Any 
stunt involving aircrafts must have an ambulance and firetruck 
present. If safety is not enough of an incentive to perform the 
stunt safely and correctly the first time, add cost as a motiva- 
tional factor. Seldom is there enough time or money to reshoot 
a dangerous stunt. 

Types of Props 

There are two types of props: breakaway and rentals. 

Breakaway — or disposable — props are built from scratch with 
materials that break apart easily. Balsa wood is a popular fragile 
material used in props from chairs to buildings. Candy glass, a 
mixture of sugar, water and food coloring, is used where glass is 
required. Plastic, Styrofoam, and foam rubber are also favored 
materials for breakaway props. 

Rentals are props rented from a prop house. Rentals can range 
from reproduced fine art to oversized rocking chairs to unique 
autos. What happens if a rental prop is destroyed? Depending 
on your relationship with the prop house, it may be over- 
looked or it may be moved from the category of “rented” to 
“purchased.” 


Types of Cameras 

Three types of cameras are used in the motion picture indus- 
try: Mitchell, Arriflex, and Panavision. 

Of these cameras, the Mitchell is best suited for high-speed 
photography since it can withstand most of the abuse that can 
occur on a film set and when it comes to effects or pyrotech- 
nique shooting, it is the most durable. The Mitchell camera is 
thick and heavy, making it durable and sturdy. The image 
remains steady during traveling shots or pyro shots. 

Panavision and Arriflex cameras are expensive to rent and 
costly to replace, making them unsuitable to the abuses of a 
crew or shooting schedule (although the rest of the film, the 
more “sedate” part, will be filmed with either of these two). 

The Arriflex was developed by the Germans for combat pho- 
tography during World War n. The technology that went into 
the unique, aerodynamic design proved this camera to be both 

versatile and well-suited to the demands of combat situations. 
This camera is sleek in design and very steady during shooting. 

The third type of camera is the Panavision. The Panavision 
camera has been a standard in the industry for a long time. This 

camera, unlike Arriflex and Mitchell cameras, can only be rent- 

ed. The Panavision camera is the most popular camera in 
motion picture today. 


Chapter 10 Industry HistDry and Insight 



Lens Length 

Ever hear of a movie touting that it was filmed in "70 millime- 
ter"? The millimeter (mm) of a film refers to the diagonal 
length of one frame of film. The different sizes of films are 
8mm, 16mm, 35mm, 65mm, and 70mm. The larger the 
negative, the sharper the picture. A 70mm print taken from 
70mm film looks very sharp because the image goes through 
the least enlargement possible. In contrast, a 35mm film looks 
grainy when blown up 70mm. 

8mm and 16mm are usually used for private use or by very 
low cost productions (never in a feature film). Most feature 
film is shot in 35mm. High speed shots, I ike gunshots and 
water dropping, are shot in 70mm because it runs at the high- 
est speed. Productions that can splurge on 70mm film will. 

Most motion pictures are shot in what's called "film style" 

That means one camera is used, and it's moved whenever 
necessary, unlike in television and sporting events which have 
numerous cameras in different locations. Complicated stunts, 
however, are treated more like a sporting event than a film. 
Because the shots are difficult to get, numerous angles are 
covered. But before you think cameras are easy to sprinkle 
around as a precautionary measure, they are costly to use 
(camera rental cost, film, etc.). Some productions would prefer 
to have multiple props on hand, refilming a scene with their 
one camera if necessary, rather than trying to capture it in one 
shot with several cameras. 


Single-Attempt Shots 

Some of the most memorable stunts in movies are those that 
have to be done right the first time. The film crew has only 
one opportunity to perform and record the stunt. 

The best way to get props for one-time shots is to find some- 
thing that is scheduled for demolition and then pay the city a 
small fee to "get rid of it for them." This can include bridges, 
buildings, houses or other structures that have been con- 
demned. 

There's no margin for error nor are there opportunities for 
retakes in a single-attempt stunt. Crews will set up around 10 
cameras to make sure they get the shot. Cameras are set at 
different distances from the stunt; some are close up on the 
object being destroyed, some catch the long shot, some follow 
the action. The film speeds and types are different to capture 
every look possible. When the footage is edited, it's usually 
shown from many different angles and distances. On-screen 
explosions happen a variety of times at a variety of speeds, 
often winding up looking much more elaborate than they 
originally were. It's all a part of the film editing magic. 

The I ntrepid Life of a C amera 

In "normal" filming, like drama scenes that don't require 
covering a large area, a camera only needs to be set up on some 
sort of stable base. In cases that require greater mobility, the 
camera can be set on a platform attached to a crane that allows 
the camera and cameraperson to move up and down, and side 
to side. 



Chapter 10 Industry History and Insight 



To follow fast movement, a camera can be set up on dolly 
tracks (like railroad tracks) that run parallel to the action. 
Action can also be captured from a special truck called a 
"Shotmaker." This is the preferred way of catching action on 
any type of surface that can accommodate a car, like freeways 
or surface streets. 

Cameras can be mounted just about anywhere. A small camera 
can be mounted on a helmet to catch a pilot's point of view 
during a dogfight sequence. Steadicams, a rig that straps onto 
the chest of the cameraman, can track first person point-of- 
view (POV) without the erratic head movement that can result 
from a camera attached to a helmet. Cameras can be half 
buried into the ground so when a plane crashes on it, the cam- 
era is destroyed, but the film remains intact. 

Editing Equipment 

Two editing machines dominate the industry: the Moviola 
Upright Editor and the Flatbed Editor. 

For small budget and college editing, the Moviola Upright 
Editor is used. Because it is more difficult to use than a Flatbed 
Editor, post production people who can afford to avoid the 
Moviola will. 

In a Flatbed Editor, film reels lay flat on the bed of the 
machine and run through the viewing area for easy marking 
and editing. Flatbed Editors are the most widely used in the 
film industry. 


Both the Moviola and Flatbed are used for creating dailies 
from workprint. Workprint is struck from the original nega- 
tive; then the original exposed negative is stored in the vault. 
The workprint will have lines drawn on it to mark fades, 
dissolves, credits, etc. It will also inevitably pick up scratches 
from being run through the machine numerous times and 
from laying on the floor. 

Theworkprint isedited into what's cal led a rough cut and is 
shown to the producer and director for comments. The direc- 
tor gets his turn with a director's cut, and the studio or pro- 
ducer gets yet another chance to edit the film. The ultimate 
say, or "final cut," usually belongs to the studio. In a few cases, 
a top director or actor can have final cut on their film. 

Another way to edit film is on videotape. The film is trans- 
ferred to videotape and brought up in editing decks for view- 
ing. Each piece of film has been encoded with time codes that 
allow an editor to follow the shooting schedule to identify 
what was shot when. The editor then uses these numbers to 
cut the film. Fie keeps a list of the new numbers used in 
editing thefilm in what's called an Edit List. 

With the advances in computers and laser disk technology in 
the field of editing, there is another form of editing that is 
quick, innovative — and expensive. Two of these systems, the 
Editflex and Editdroid (developed by George Lucas to edit 
Return of thejedi), make the job of the editor both convenient 
and challenging. The process involves transferring the raw 
film footage to laser disk. This way, an editor can sit in front of 


Chapter 10 Industry History and Insight 



a bank of monitors and have several pieces of footage running 
at the same time. Then, it's simply a matter of calling out to 
the assistant, "Takel, Take 3, Take 7.. 

The Editor's Job 

The editor's job doesn't start after the film's been shot. Long 
before an image is imprinted on a single frame of celluloid, the 
director, director of photography, editor, and other key people 
meet to review the script. Each offer their comments based on 
their approach to the material. 

An editor will most likely tell the director to "get plenty of cov- 
erage." By this, the editor is asking the director to shoot in as 
many different ways as possible — close up shots, long shots, 
etc. — so there is plenty of film to choose from. This is just in 
case a scene doesn't work as first intended or if a cutaway is 
needed. Not every scene will play through without a cut to a 
dock, or a flower, or an airplane flying overhead. This footage 
gives the editor the flexibility to intercut a shot that he thinks 

might add to the film. 

Timing, pacing, and duration of scenes are all determined by 
the editor. A scene improperly cut will either drag or be chop- 
py and incomprehensible. A good editor is crucial to the suc- 
cess or failure of a project. 

The film that is shot on a day-to-day basis is usually rushed to 
the lab and processed. This footage is almost always viewed on 
a daily basis (hence the name "dailies") to determine if scenes 
need to be reshot. Timing is crucial; if a set is scheduled to be 


Chapter 10 Mushy History and Insight 


struck (torn down or modified), then a decision must be made 
quickly to determine if the scene "works" or not. 

To combat this "fear of the unknown dailies," most produc- 
tions have incorporated something called "video assist." A 
video camera and tape recorder are hooked directly into the 
film camera and the signal is fed to a monitor and tape deck. 
This way, the director can watch the scene as it's being filmed 
and can play it back to see if it works as he originally intended. 
Video assist saves time, money, headaches and potentially 
wards off serious setbacks to the filming schedule. 

Sound 

Sound or rather, the absence of it — on the set is impor- 
tant. The more quiet a set, the better. A street adjacent to a 
busy mall or freeway is bad for the sound crew. Some home- 
owners, like those who live in frequently-filmed neighbor- 
hoods and are tired of the repeated "intrusions," have adopted 
such protest tactics as turning on leaf blowers when the 
director yells "Action!" 

In cases where the sound quality of the dialogue recorded on 
the set is unacceptable, ADR (automatic dialogue replacement) 
occurs. ADR, also known as "looping," is the replacing of dia- 
logue in post-production. The actor views the film on a screen 
and rereads his or her lines, which is then dubbed onto the film. 


Foley is the incorporation of sounds synchronized to match 
the onscreen movement of bodies or objects. Foley, like ADR, 
occurs in post-production. Some very common components of 



the Foley stage are various surfaces like wood, marble, cement, 
ceramic, linoleum — all this just so the simplesounds of foot- 
steps can be recreated. Foley work spans an incredible range of 
sounds, from the commonplace like breaking glass to the 
unusual like organs being removed from a body. 

Music sets the mood for individual scenes as well as for the 
overall feel of the movie. Like sound effects, they are added to 
the film in post-production. 

Today's Flying Stunts 

Flying sequences are still done with real planes, both those 
basic and difficult in execution. Extremely dangerous stunts 
can be done with models, or miniatures. Some miniatures 
achieve the impressive size of six feet from wing tip to wing tip 
— hardly what some think of as "miniature." With the 
tremendous improvement in model and model filming tech- 
nology, it's difficult to tell what's real and what's miniature. As 
a film fan, if you don't see a difference, then there isn't one. 

Ultimately, as long as there are planes and as long as there are 
pilots who aren't afraid to try, live flying action shots will con- 
tinue to be a major part of flying films. 


Chapter 10 Industry History and Insight 


A Conversation With Chris Howell, 
Stunt Coordinator 


Disney: Flow did you get into the stunt business? 

Howell: We (stunt coordinators) are all a bunch of specialists, 
some of uswith more specialties than others. I camein to this 
business through the rodeo, through riding bulls. That's how I 
made my living. 

They made a rodeo film with this one particular animal who 
was a major character. Fie had been ridden three times in five 
years, and I rode him twice. It made a lot more sense to hire 
me to ride the bull than it did to do a bunch of takes hoping 
they could splice them together. That's how I got in the indus- 
try. There weren't a bunch of bull riding jobs, however, so 1 
had to diversify and get into car work and other things. 

I've done fire gags*. They've gotten so sophisticated, so slick. 
We can paint a guy down with this special gel, blend it to the 
tone of his skin, put him in jockey shorts, and torch him off. I 
can have flames going 15 feet over his head. As long as he keeps 
moving, I can give you a 30 to 45 second bum on camera of a 
real man without the bulky suit. 

* "Gags" is the commonly-used term for stunts. Its origin is 
linked to the Keystone Cops, the silent movie characters 
whose exaggerated pratfalls were among the first stunts on 
film. 


Disney: Is it common for a stunt coordinator to be a stuntperson 
in the stunts that he or she oversees? 

Howell: I usually work a few days in each film. Some guys 
work more. On The Fisher King, I was the Red Knight because 
it was economically feasible to combine the two jobs. There 
was so much preparation time in developing the costume and 
making it fit with molds and castings. Nobody wants to get out 
their wallet and pay two checks when the job can be combined 
into one. I said it could be done my mouth wrote a check 
my butt had to cash. 

On the show that I’m preparing right now. I’ll be working a 
few days on the show. The first gag is a car sequence. I'd like 
to be driving and screeching around, but my main position on 
the show is going to be by the camera to critique and to help 
the director accomplish what he wants. The director might not 
be happy with what he’s seen. I can look at it and give two or 
three options on different ways to handle the stunt — and 
know how to make those options happen immediately. 

Sometimes you’ll do a stunt and, boy, it'll feel like crap but 
look great on the camera. Other times it feels great when 
you’ve done it, but it’s a miss and just doesn’t work on the 
screen. 

Disney: Do all coordinators “work through the ranks?” 

Howell: Basically, yeah. 


Disney: Do you survive in the business as a stunt coordinator by 
virtue of the fact that you haven' tfailed too much? Thrown away 
too much money? 

Howell: It ‘ s about personality, it’s about being lucky, it’s about 
being a good businessman. I'm given “x” amount of dollars — 
I’ve got to put that money on film, which is about what it 
amounts to. 

The hardest thing about being a stunt coordinator is learning 
to say “No.” Somebody will say, “We're gonna do this,” and I'll 
have to tell them, “No you can’t do it that way [with stunt peo- 
ple] , but you might be able to create that illusion through spe- 
cial effects technology.” We’re not into being special pieces of 
meat or cannon fodder. The old stunt guys were, back in the 
20s and 30s. They’d go have a couple of shots of whiskey and 
then go crash-and-burn and hope they lived through it. 

My grandfather died in 1929 on the first Stagecoach movie. He 
was driving the coach when he had a wreck, ruptured his 
spleen, and died two days later -because he was dumb. I’m 
older than he was when he died — I’m not quite as dumb. 

Disney: Who selects you to become the stunt coordinator? The 
director? 

Howell: Director, producer, actor — it just depends on who 
has the most clout. 

Disney: Do you approach stunts with the idea of making the most 


Chapter 10 Industry History and Insight 




spectacular a/ent possible given the budget? 

Howell: My approach to action is through the characters as 
opposed to making the stunts the biggest spectacle-1 don't 
believe in that. I believe that anytime you go to the movie and 
you say, "Damn, the stunts were great!", then they didn't 
work. They didn't work whatsoever because they were so 
grand and so big that they separated themselves from the 
whole film. 

I personally would much rather — and did have — my name 
on the credits in Grand Canyon as opposed to Terminator 2. 
Ten years ago, I'd rather have been a part of Terminator 2. 
There's a place in society for both films. But speaking for 
myself, I'm tired. I don't want to fistfight with anybody any- 
more. That's where my life's coming from. 

James Bond films are classic examples [of films with stunts 
that do not violate the film's theme]. You can do action that's 
bigger than life, and that's ok because of the 007 genre — he's 
bigger than life. You're not violating the character. You expect 
that from him. It's when you have a little old lady from 
Pasadena jumping into a Learjet and taking out six bad guys' 
planes, and then parachuting down to fistfight the entire 
Iranian army — it doesn't work, no matter how wonderfully 
done. 

Disney: Do people often get hurt doing stunts? 

Howell: There are risks, but you work it out. It's a science 


Chapter 10 Industry History and Insight 


now. It's not just thrill seekers going out and doing things 
What I do is not about taking risks. 

On big stunts, you rarely ever get hurt because you're prepped, 
your adrenaline's going, and you're thinking to yourself, "Man, 
why did I take this job?" But the little ones, the little "no- 
brainers," are the risky ones. 

One of my biggest injuries was on a little gag. It was a 12 foot 
drop to the cement. I got a little bit off and pulled a ligament 
in my foot. They needed it again. I was apprehensive about it, 
but I went ahead and did it a second time and then blew every 
thing out of that foot. They took me to the local hospital to get 
some x-rays, and the hospital was all excited because they'd 
never seen anything like that and really wanted to operate. 

You don't have computers playing this game. You have the ele- 
ment of human error, and timing, and hand-eye coordination 
working, and that's why this game is going to work for us old 
farts who don't want to hit the ground for real anymore. 





APPENDIX A: 

Aerodynamic Forces 

Aerodynamic Forces 

In order to make an airplane fly and keep it in flight, there are two 
forces that must be overcome: weight and drag. The forces that 
oppose weight and drag are called lift and thrust. Lift overcomes 
the weight (and force of gravity) and thrust overcomes drag. 

Lift 

Lift is produced by fordng air over the aircraft's wing surface. 
Astheair hits the front (or leading edge) of the wing, it is 
divided-part of the air flows over the wing, while the remain- 
ing flows under. The air molecules want to travel so that they 
meet again at the back (or trailing edge) of the wing. Airplane 
wings are designed so that the upper part is curved while the 
lower part is relatively straight. The amount of wing curvature 
(called camber) depends on whether the wing was designed for 
high speed flight or lower speed flight. Wings designed for gen- 
eral aviation aircraft (Cessna 172s, Piper Cherokees, Beechcraft 
Bonanzas) have a good deal of curvature because other factors, 
such as the shape of the fuselage and the power of the available 
engine, limit the speed of the airplane to lower speeds (less 
than 300 m.p.h.). 

Because the top of the wing iscurved, the air molecules that 
travel over the top of the wing will travel a greater distance to 
reach the trailing edge than the air traveling along the bottom. 


Therefore, to arrive at the trailing edge at the same time, the air 
molecules that travel over the top of the wing must travel at a 
greater speed than those traveling along the bottom. Bernoulli 
proved that if you increase the speed of fluid (air acts like a 
fluid), you will raise its temperature and lower its pressure. The 
camber causes that increase in speed over the top of the wing, 
and this, in turn, causes the air at the top of the wing to be at a 
lower pressure than that at the bottom. 

If the air pressure can be thought of as a force acting against 
the surface of the wing, you can see that there will be a greater 
force at the bottom pushing up than at the top pushing down. 

This is where an aircraft gets ninety percent of its lift. The down 
wash caused by the air as it's pushed off of the trailing edge 
provides the remaining ten percent of lift. 

Thrust 

Thrust is provided by the plane's engine. 

Stalls 

The word "stall" tends to make people think of an engine that 
has failed. In flight dynamic, however, stall is used in reference 
to the airplane's wing. A stall can be described as a separation or 
disruption of the smooth airflow over the wing's surface. That 
disruption will seriously affect the wing's ability to produce lift. 
At some point, the amount of lift being produced will no longer 
be enough to overcome weight, and stall will result. 

What happens when the wing stalls usually depends on its 
design. Generally, most wings are designed to stall at the root 


Appendix A: Aerodynamic Forces 




first (the point nearest the fuselage, or main body of the plane). 
This leaves control of the ailerons, which are normally located 
near the wing tips, effective. The indication a pilotwill normal- 
ly have of a stall is a buffet (shaking of the airplane). The nose 
of the airplane will then drop off of the horizon and begin to 
fall towards the earth. 

A stall can happen at any flight altitude (plane position) and at 
any airspeed. Stalls most commonly occur during climbs and 
turns because this is when the lifting ability of the wing is most 
challenged. 

Angle of Attack 

The wind caused as a result of pushing the airplane through the 
air is called the relative wind. Because this wind is created, it will 
always be in front of the wing and at a 90-degree angle relative to 
the lift vector. As the pilot pulls back on the stick, he or she cre- 
ates an angle between the relative wind and the wing. This angle 
is called the angle of attack — the angle at which the wing 
attacks the wind. This angle is a finite number, and each wing 
has its own maximum angle of attack (called the Critical Angle 
of Attack). Once that angle is exceeded, the wing can no longer 
produce lift, resulting in a stall. 

Stalls During Climbs 

Pulling back too far on the stick will cause the wing to exceed 
its critical angleof attack. The airspeed will bleed off, and when 
the airspeed falls below the stall speed, the airplane stalls 
(remember that it's the wing and not the engine that's stalling). 
The best way to avoid this type of stall is to reduce the angle of 


climb if the airspeed bleeds dangerously low (use a shallower 
pitch). Keep in mind that throughout this type of stall, the engine 
can be at full power but the airplane will still stall. These stalls are 
most dangerous at low altitudes (particularly just after liftoff) 
since there's no time — or room — to recover from the stall. 

Stalls During Turns 

A stall that occurs during a turn is often called an accelerated 
stall, because the wing will stall s/en though the airplane's speed 
is well above its stall speed. When an aircraft is banked for turn- 
ing, some of its lift will act in a horizontal direction to turn the 
airplane, and some in a vertical direction. The greater the 
amount of bank, the more lift will be lost to centrifugal force. 

As the aircraft loses lift, the nose of the airplane will want to fall 
below the horizon, The pilot, wanting to maintain a level turn, 
will pull back on the stick to keep the airplane's nose on the 
horizon. The more the pilot pulls back, the greater the angle of 
attack becomes. At some point the pilot, if not careful, will 
exceed the critical angle of attack and stall the airplane. 

Benefits of Stalling 

Stalls are not always bad. The most efficient landing is one in 
which the airplane stalls at the moment its main wheels touch 
the runway. If the pilot is able to achie/e a stall while touching 
down, the airplane will not have any tendencies to balloon (or 
float) back up. The stall should come simultaneous to touching 
down and not before. A landing stall which occurs while the air- 
plane is still twenty or thirty feet in the air can be disastrous. If 
this doesn't result in a full-impact crash, it will at least cause a 
very painful bone-jarring landing. 



Appendix A: Aerodynamic Forces 


APPENDIX B: 

Stunt Island 
Permanent locations 


Type of Place or Object 

Name S/N-WE Coordinates 

Aircraft Carrier 

USS Angeles 

...180155, 148724 

Alcatraz 

Alcatraz 

...90360, 119670 

Aqueduct 

LA Aqueduct 

...46200, 56240 

Army Base 

Fort Stinson 

...28930, 110930 

Bridge 

Overland Bridge 

.172730, 121430 

Canyon 

.Lynch Canyon 

.50 000, 151000 

Castle 

St. Andrew’s Castle.. 

...93000, 105800 

City 

Jackson City 

...97000, 139400 

Complex 

S.I. Headquarters 

.69760, 102800 

Culvert 

A-60 Culvert 

...172730, 126870 

Dam 

Lexingto n Dam 

.59600, 58700 

Farm 

Jerse y Farms 

.124680, 68320 

Fishing Village.... 

....Villa Pescado .... 

155820, 168180 

Forest 

Larga Forest 

.. 134900, 96800 

Freeway 

Arrow Freeway 

.141840, 33000 

Golden Gate Bridge 

Golden Gate Bridge.. 

.91030, 133280 

Hydroelectric Power Plant. 

..Aqua Falls HPP 

57720, 55320 

Jungle 

Quiaba Jungle 

.30290, 96500 

Lake 

Larga Lake 

..140820, 110300 

Landing Strip 

G- 1 6 Landing Strip.. 

..65800, 145500 

LAX 

LAX 

.. 56750, 34300 

Movie Studio 

Stephens Studios 

.69230, 101020 

Oil Rigs 

Cutschak Oil Rigs. 

181800, 130890 


Type of Place or Object 

Name 

S/N-W/E Coordinates 

Power Plant 

....Isleno Power Plant 

128800, 141450 

Railroad 

.... Isleno Line 

172730, 98000 

Reservoir 

.. .Wilman Reservoir .. 

57 000, 15 1200 

Small Airport 

...Lone Pine Airport.. 

168880, 44330 

Small Town 

...Lone Pine 

176000, 60520 

Stadium/Baseball 

...New Front Stadium 

.. ...125710, 28720 

Stadium/Football 

...Redrock Coliseum.. 

126800, 30400 

Stonehenge 

... Stonehenge 

136150, 41920 

Seaport Town 

....Worcester 

142000, 25700 

Tunnel 

....St. Remerston Tunnel .172730, 111530 

United Nations Building.. 

... UN Building 

99160, 141100 


The following are additional locations not drawn on the Stunt 
Island map: 

Bridge over deep gorge 52082,154738 

Bridge, twin 103045, 135954 

Mountain 41156, 153753 

Overpass.. 103447, 137681 

Underpass 105480, 134434 



Appendix B Stunt Island Permanent Locations 




APPENDIX C: Helpful 
Information and 
Troubleshooting Guide 


What Is a “C: Prompt"? 

The C: prompt is the window into your computer system. 

A C : prompt is how DOS tel Is you it is ready to accept com- 
mands to start a program. The term “C: prompt" is actually a 
bit misleading, since it can also be an "A: prompt" or a "Z: 
prompt" depending on how your computer is set up. The C: 
prompt refers to the drive that you are currently logged into. 

If your computer has a hard drive, you will usually see a C: 
prompt that looks like one of the following: 

c: 

c> 

c:> 

c\> 

Understanding a C: prompt will help you understand the next 
section. 


Boot Disk — Why You Might Need to Make One 

Starting your computer with a specially formatted boot disk 
could help solve loading problems involving memory. For 
instance, if you don't have enough memory because your hard 
drive automatically loads terminate and stay resident programs 
fTSRS) or shell programs, you could start the computer from a 


Appendix C: Helpful Information and Troubleshooting Guide 



boot disk that loads only the essential things needed to run the 
computer. Examples of TSRs are Norton Utilities Erase Protect 
and Antivirus utilities, Fast Open, Borland's SideKick, 
Quarterdeck's QEMM386 memory manager, and calculators. 
Examples of shell programs are Microsoft Windows, 
DOSSHELL and Tandy's DeskMate. If any programs are being 
loaded by your CONFIG.SYS and AUTOEXEC.BAT files, they 
are most likely TSRs or shells. 

How To Make a Boot Disk 

If your disk and floppy disk drive are the same density, here's 
how you format a boot disk: 

1. Insert a blank disk in drive A:, You must use drive A: 
because in most cases IBM and IBM compatible computers 
can only boot up from the A: drive or C: drive. 

Warning: Because the FORMAT command wipes out 
information on the disk that you’re formatting, be sure to 
use this command with extreme care. A new, unused disk 
is highly recommended. 

2. At the C: prompt, type FORMAT A:. IS and press Enter. 

3. Follow the instructions that appear on the screen. The disk 
in drive A: will be formatted, and the hidden DOS system 
files needed to boot your computer will be copied to drive 
A:. (For more information on the FORMAT command, 
please consult your DOS manual.) 




If your disk and floppy disk drive are different densities here's 
how you do it. We recommend using the same density, but if 
you ABSOLUTELY can't...): 

+To format a 5.25" low density disk in a 5.25" high density 
drive, replace the FORMAT A: IS command in step 2 with 
the command FORMAT A: IS /4. 

+To format a 3.5" low density disk in a 3.5" high density 
drive, replace the FORMAT A: IS command in step 2 with 
the command FORMAT A: IS /T:80 /N:9. 

H igh density disks cannot be formatted as high density disks in 
low density drives, but they can be formatted as low density 
disks using the FORMAT A: IS command and perform with- 
out problems, Flowever, we still recommend that you use com- 
parable density disks and drives, (For more information on the 
FORMAT command, please consult your DOS manual.) 

Your boot disk is now ready to use. Insert it into the A: drive, 
and restart your computer. When the computer comes back up, 
you will be at an A: prompt. From there, change to the hard disk 
drive where you have stored Stunt Island and start the game. 

Any conflicts that existed when you booted from your normal 
setup on your hard drive should now be bypassed. 

If the boot disk you just made does not work, you may need to 
copy some files onto the boot disk from your hard drive. There 
may be certain commands in your CONFIG.SYS and AUTOEX- 
EC.BAT files on your hard drive that are required in order for 
your computer to boot up properly. To copy these files onto 


your boot disk, do the following: 

1. Type C: and press Enter to change to drive C: 

2. Type COPY C:\CONFIG.SYS A :\ and press Enter. 

3. Type COPY Ci AUTO EXEC BAT A:\ and press Enter. 

4. Use a text editor to edit out any unnecessary commands 
in these two files. Leave only those commands that are 
required for your computer to boot up. (For more 
information on editing files and the commands that may 
appear in theCONFIG.SYSand AUTOEXEC.BAT, please 
consult your DOS manuals.) 

A Brief Explanation of Memory 

Stunt Island can use extended or expanded memory to cache 
data used in the program to improve the speed of the game. 

This section explains the most basic concepts of memory. 

In order to fully use the caching feature in Stunt Island, you 
must have 1MB of RAM. 

An IBM or compatible computer has three types of RAM 
(Random Access Memory) memory available to it when you first 
set it up: conventional (or main), high, and extended memory. 

+ Conventional (or main) memory is the area of memory 
between OK and 640K where DOS runs programs. 

t FI igh memory is the memory area between the end of 
conventional memory (usually 640K) and 1024K. FI igh 
memory is reserved for use by system hardware, such as the 



Appendix C: Helpful Information and Troubleshooting Guide 



system ROM (Read Only Memory), video adapters, and 
other adapters. 

>> Extended memory is the memory beyond 1024K used by 
DOS-extended programs and programs designed to use the 
extended memory specification. Examples of these DOS- 
extended programs are DOS 5.0 and Microsoft Windows 3.0. 

A fourth type of memory is also available: expanded memory. 
On an 80386 or 80486 computer, your extended memory can 
be transformed into expanded memory (EMS) through the use 
of an expanded memory manager. Examples of expanded 
memory managers are EMM386 from Microsoft DOS 5.0, 
QEMM 386 from Quarterdeck, and 386MAX from Qualitas. 

Examples of applications that use expanded memory are Lotus 
1-2-3 Release 2 and WordPerfect. If you're using an 8088, 8086 
or 80286 computer, you must have special hardware and soft- 
ware to access these memory areas. In addition, the hardware 
must support the LI M EMS 3.2 or 4.0 standard. (For more in- 
depth information on memory management, consult your DOS 
manuals or contact the makers of the memory management 
programs mentioned above.) 

In order to use expanded memory, you need one of the following: 

+ For 8088, 8086 and 80286 systems, you need an expanded 
memory board and expanded memory manager program. 

+ For 80386 and 80486 systems with extended memory, you 
need an EMS memory manager program to make your 
extended memory emulate expanded memory. 


To set up your system for expanded memory, please refer to 
the owner's instruction manuals for your expanded memory 
board and/or program. You may also need to consult your DOS 
manuals or the manuals for your expanded memory manager. 

Sound Blaster and Expanded Memory 

You may get inadequate sound quality if you have a 80386 or 
80486 system that uses a driver to simulate Expanded Memory 
(EMS) and a Sound Blaster (or 100% compatible sound card) 
that does not employ a FIFO (First In/ FirstOut) buffer. To 
improve the sound from a Sound Blaster with this program, 
you must turn off your expanded memory manager software. 

This problem is due to the presence of the expanded memory 
manager, which conflicts with Stunt Island's access to the 
Direct Memory Access (DMA) channel. This portion of the 
hardware is simulated by the memory manager; it does not 
allow programs direct access to it. Systems with a physical 
expanded memory board will not have sound problems since 
the hardware handles the expanded memory allocation rather 
than having a device driver in your CONFIG.SYS file handle 
the expanded memory. 

With most memory managers, there are options to turn off EMS 
memory. (Please consult the documentation that came with 
your memory management software for more information.) You 
can also start your system with a separate boot disk (described 
in this appendix), which does not run your expanded memory 
management software, to bypass this problem. 



Appendix C: Helpful Information and Troubleshooting Guide 



Questions & Answers 

Here are some commonly asked questions and their answers. 

Q: How much hard disk space does Stunt Island require, and 
how many files are installed? 

A: Stunt Island requires 11347849 bytes of disk space, and 
119 f i I es w i 1 1 be installed. (The files are listed in Appendix E.) 

Q: I only have a low density drive. Are there disks available in 
this format? 

A : U nfortunately, no. If you have access to a computer that 
supports the disk size you purchased, you may want to install 
Stunt Island there, use the DOS Backup command (BACKUP) 
to copy the files to low density disks, and then use the DOS 
Restore command (RESTORE) to put them on your computer. 

Q: My disks are defective. What do I do? 

A: Read Appendix D: Disney Software Customer Service. You 
will find information on our 90 day return policy. You may 
also consider returning to the store where you purchased your 
disks for an exchange. 

Q: I have the HIMEM.SYS driver loaded in my CONFIG.SYS 
file, but the game does not use the faster preload option. Why? 
A: You must have an expanded memory manager driver 
loaded in your CONFIG.SYS file in order to usethepreload 
option. (Please see the "A Brief Explanation of Memory" sec- 
tion in this appendix for more information.) 

Q: If I put an expanded memory manager driver into my 


CONFIG.SYS file, why is the sound from my Sound Blaster 
distorted? 

A: Expanded memory managers take over control of portions 
of the hardware in your computer that our sound driver needs 
to make direct contact with. The expanded memory manager 
stands between our sound driver and the real hardware, by 
simulating the connection we need with the hardware. This 
causes the interference that you are experiencing. (Please see 
the "Sound Blaster and Expanded Memory" section in this 
appendix for more information.) 

Q: Can I play Stunt Island from floppy disks? 

A: Due to the size of the graphics files and the sound options, 
it is not possible to offer this game in a form that is playable 
from floppy disks. 

Things to Check When You Have Problems 

Problem: Stunt Island doesn't load or run properly. 

+ Do you have the necessary equipment as listed in the 
"Equipment You'll Need" section? 

+ Is each component of your computer system (computer, 
monitor, etc.) turned on? 

+ Did you follow the installation instructions step-by-step? 
Making even one error in the installation instructions could 
cause Stunt Island not to load or "freeze" during play. 

+ Do you have any peripheral devices (i.e., modems, scan- 
ners, CD-ROM drive, digitizers, bus mouse, etc.) attached 



Appendix C: Helpful Information and Troubleshooting Guide 



to your system? Some of these devices may be trying to use 
the same hardware interrupts, keeping Stunt Island from 
loading. Peripheral devices may also have device drivers or 
TSRsthat are memory resident and could conflict with the 
program when you turn on your system. Try unhooking 
any unnecessary peripherals, rebooting the computer, and 
reloading Stunt Island. You might also try disabling these 
peripheral device drivers in your CONFIG.SYS and 
AUTOEXEC.BAT files by placing a REM command in 
front of them to "remark out" the line. Then reboot your 
computer and restart Stunt Island to see if it runs properly. 

+ During installation, did you select any options that are not 
supported by the hardware in your computer? Selecting 
the Sound Blaster card can cause the computer to "freeze" 
if you don't have a Sound Blaster card. Double check these 
settings by typing STUNT ? at the DOS prompt in the 
subdirectory where the Stunt Island program resides. 

(If you are not sure of your computer hardware, refer to 
the computer manuals that came with it, or contact the 
manufacturer for more information.) 

+ Is your hard disk drive full? Switch to the drive where you 
installed Stunt Island. At the DOS prompt, type DIR and 
press Enter to check available disk space. Stunt Island 
requires 11347849 bytes of hard disk space. If you are out 
of disk space reinstall Stunt Island to a drive that has suffi- 
cient disk space, or delete any files you are POSITIVE you 
don't need. As an added precaution, you may want to copy 
the files you will delete to a floppy disk; then you can copy 
them back to the hard drive if necessary. 


Problem: I get a message saying I don't have enough memory 

to run this program. 

If you got a message similar to this when trying to start Stunt 

Island: 

"Not enough memory. Stunt Island requires $70,000 bytes free." 

Try the following to either lower the necessary memory to run 

Stunt Island or to free up more memory: 

Run the CHKDSK command at the DOS prompt to deter- 
mine how much memory you have available. Users of DOS 
4.0 and later can use the MEM command or CHKDSK. 

+ Do you have Terminate and Stay Resident (TSR) programs 
or shell programs that are being loaded by your 
CON FIGSYSorAUTOEXEC.BAT files? TSRscan interfere 
with other programs since they are sharing the RAM mem- 
ory in your computer. Examples of TSRs and shell pro- 
grams are DOSSHELL, Tandy's DeskMate, Norton Utilities 
Erase Protect and Antivirus utilities, Fast Open, Borland's 
SideKick, Quarterdecks QEM M386 memory manager, and 
calculators. If any programs are being loaded by your 
CON FIGSYS and AUTOEXEC.BAT files, they are most 
likelyTSRs. Using a bootdisk might beyour best solution 
to freeing up the RAM memory of these TSRs. (Boot disks 
are discussed in this appendix.) 

Problem: The sound warbles, breaks up, or is missing. 

+ Are you running Stunt Island through a DOSshell or 




Appendix C: Helpful InformaSon and Troubleshooting Guide 



menu program? This may cause the sound to break up. 
Examples of shells or menu programs are Microsoft 
Windows, Norton Commander, Xtree, DOSSHELL, and 
Direct Access. Try quitting out of the DOS shell and run- 
ning Stunt Island from the DOS prompt. 

+ Are you using one of the sound devices as listed in the 
"Equipment You'll Need"? You must have one of the listed 
sound devices to have sound output. 

Is your sound device properly installed? (Refer to the 
sound device manuals for proper installation instructions.) 

Did you select the correct sound and / or music option dur- 
ing the install process? Use the "Changing The Setup" 
instructions to check and, if necessary, to change your 
sound and/ or music option. 

>> Are you using a machine that runs slower than 16 MHz? 
This may distort sound since it would fall below the mini- 
mum requirements for this program. 


Sound Source Owners 

*>- Did you select The Sound Source option on the Setup 
screen of the Install program? 

+ IsThe Sound Source properly connected? (Check the 
instructions that came with The Sound Source.) 

>)- Does The Sound Source have a fresh battery installed? If 
you're not sure, test it with a new 9-volt battery. 

Is the volume turned up?Turn the volumeknob clockwise 
to turn up the volume. 

Do you have a headphone set plugged into The Sound 
Source? The speaker is shut off when a headphone set is 
used, so unplug the headphones to hear sound from the 
speaker. 

Problem: Colors do not appear as expected. 

+ Are your monitor's contrast, color, and tint controls 
properly adjusted? 

+ Are your monitor cables securely attached? 

+ Did you select the correct graphic mode option for your 
hardware setup? 

If you've tried all our troubleshooting suggestions but still 
can't solve the problem, contact our Customer Service depart- 
ment. (See Appendix D: Disney Software Customer Service for 
details.) 



Appendix C: Helpful Information and Troubleshooting Guide 



Stunt Island was tested with the following joysticks: 
Winner Flight Yoke 
Thrustmaster 
Gravis 

CH Flightstick 
Kraft Thunderstick 
Kraft DC-3 
Kraft Generic 
Quickshot 
The Mouse Yoke 
Tandy Joystick 

Stunt Island was tested with the following memory 

management software: 

Qualitas' 386MAX and BlueMAX 
Microsoft DOS 5.0 (HIMEM.SYS and EMM386) 
Quarterdecks QEM M 386 v5.0 and v6.0 
Helix Software's Netroom 


Appendix C: Helpful InfonmaSon and Troubleshooting Guide 



APPENDIX D: 
Disney Software 
Customer Service 


Not all issues may have had the chance to be thoroughly 
covered in this manual at the time of its printing. Disney 
Software's Customer Service department has created a 
document to cover late-breaking issues and explain some of 
the more advanced features of Stunt Island. This document 
will be updated on a regular basis, and can be obtained by 
mail or by modem. To have a copy mailed to you, call our 
Customer Service department at (818) 841-3326 and ask 
for the Stunt Island Updates. To download this information 
by modem, call our BBS at (818) 567-4027 and download 
the file SIUPDATE.ZIP from the file area. 

Prima Publishing (publisher of "how to" books on a variety 
of entertainment software) will be putting out an in-depth 
book on Stunt Island. This book will contain extensive 
details on the things you can do in Stunt Island. If you're 
interested in getting the most out of Stunt Island's many 
features, and learning a lot more about the history of stunt - 
flying, we recommend you get this book. To order this 
book, please see the enclosed coupon. If you can't find the 
coupon, call our Customer Service department at 
(818) 841-3326 for a new one. 


Getting Help 

Do you have a problem that you can't solve? Want to learn about 
future software releases? Then contact our Customer Service 
staff. There are four ways to contact us: calling, writing, faxing, 
or by modem. 

Calling 

You can call Disney Software Customer Service at (818) 841- 
3326, Monday through Friday from 8:00a.m. to 5:00 p.m. 
(Pacific Time). We'll be happy to answer any questions you 
have. 

If you have a technical problem that you need solved, please 
have the following information ready before you call: 

+ The name of the program you're using 

+ The contents of your CONFIG.SYS and AUTOEXEC.BAT 
files in the root directory of your hard drive 

+ Information on other peripherals you're using (type of 
monitor, video card, printer, modem, mouse, joystick, etc.) 

+ DOS version or details on the operating system you are 
using 

+ A detailed description of the problem you are having. The 
more information you can give us on how the problem 
occurred, the faster we can solve the problem. 

+ The type of computer you're using. Most computers have a 
brand name of some sort on the front or back of the hous- 
ing. Please look closely at your computer to determine this 



Appendix D: Disney Software Customer Service 




before calling. Referring to the computer as an "IBM clone" 
will not tell us much about your computer. Knowing the 
brand and model of your computer can sometimes help to 
complete your call faster because we may know of specific 
problems with your model of computer. 

If possible, please load the product before you call. If we need 
to give you step-by-step instructions, you can try them out 
immediately. 

Writing 

We encourage you to write. It gives us a more of an opportuni- 
ty to investigate your questions and/ or problems. We also 
welcome any comments you might have about our product. 

Disney Software 
Attn: Customer Service 
500 South Buena Vista Street 
Burbank, CA 91521-6385 

If you're writing to us about a technical problem with the pro- 
gram, don't forget to include all the information listed under 
"Calling." 


Faxing 

If you have access to a fax (facsimile machine), you can fax us 
messages at (818) 846-0454. If you 're faxing us about a 
problem with the program, don't forget to include all the 
information listed under "Calling." Be sure to address the fax 
to "Customer Service." 


By M odem 

If you own a modem and communication software, you can 
call the Disney Software BBS at (818) 567-4027. To use the 
board properly, make sure your communication parameters 
are set to 8, N, I (8 for 8 data bits, N for no parity, and 1 for 1 
stop bit). The BBS supports modem speeds from 300 to 9600 
baud. The Disney Software BBS is a free 24-hour service for 
our customers. It provides private electronic mail (e-mail) and 
public message areas, files for downloading to your computer, 
and other surprises. Demos of our other titles and information 
on upcoming releases are also available on the BBS. 

Stunt Island is a very complex program; certain details of pro- 
gram operation may not have gotten into the manual at the 
time of its printing. 

Disney Software's Customer Service Department has created a 
document to cover late-breaking issues and explain some of 
the more advanced features of Stunt Island. This document 
will be updated on a regular basis, and can be obtained by mail 
or by modem. To have a copy mailed to you, call our 
Customer Service department at (818) 841-3326 and ask for 
the Stunt Island Updates. To download this information by 
modem, call our BBS at (818) 567-4027 and download the file 
SIUPDATE.ZIP from the file area. 

Disk Replacement 

If your disks are defective and you need to return them for 
replacement, please mail only the disks (don't mail the packag- 
ing or other materials) with your name, return address, and a 




Appendix D: Cere/ Software Customer Service 



note explaining the problem with the disks to: 

Disney Software 
3333 N . Pagosa Court 
Indianapolis, IN 46226 

We'll replace your disks at no charge within ninety (90) days 
after purchase, provided you've mailed in your warranty card. 
Otherwise, there's a replacement fee of $10.00. Please allow 3 
to 4 weeks for delivery. If you have any questions regarding 
disk replacement or need to follow up on disks you've already 
sent in, please call (818) 841-3326. 

When you send in the warranty card, you're entered into our 
customer files. This lets us notify you of product upgrades and 
future releases. It also helps us learn more about you as a soft- 
ware consumer, which helps us develop products you can enjoy. 

Complete details on the limited warranty follow: 

Limited Warranty 

Disney Software warrants to the original purchaser of this 
copy of the computer software program entitled STUNT 
ISLAND that the disks on which this program is recorded will 
be free from defects in materials and workmanship for ninety 
days from the date of purchase. This warranty applies only to 
the original purchaser who has filed a warranty card with 
Disney Software. 

The warranty is the only express warranty pertaining to this 
software program and no other representations or claims of any 


nature shall be binding or obligate Disney Software. Any 
implied warranties of merchantability or fitness for a particular 
purpose, if applicable, are limited to the ninety day period 
described above. Disney Software shall not be liable for special, 
incidental, consequential, or other damages resulting from pos- 
session, use, or malfunction of this software program. Some 
states do not allow limitations on how long an implied warran- 
ty lasts and / or the exclusion or limitation of inadental or con- 
sequential damages, so the above limitations may not apply to 
you. This warranty gives you the specific legal rights, and you 
may also have other rights which vary from state to state 

HELP US FIGHT SOFTWARE PIRACY! 

PLEASE DO NOT MAKE ILLEGAL COPIES OF THIS 
SOFTWARE. 

This software was produced through the efforts of many peo- 
ple: designers, artists, programmers, distributors, retailers, and 
other dedicated professionals. 

The cost of developing this and other software programs is 
recovered through software sales. The unauthorized duplica- 
tion of personal computer software raises the cost to all legiti- 
mate users. 

Disney Software, as a member of the Software Publishers 
Association (SPA), supports the industry's effort to fight the 
illegal copying of personal computer software. We appreciate 
your support. If you are aware of a copyright violation, we urge 
you to contact: 




Appendix D Disney Software Customer Service 


Software Publishers Association 
1730 M Street, NW 
Suite 700 

Washington, DC 20036 

WARNING: It is a federal crime to make unauthorized copies of 
this software. The enclosed software package is protected by 
copyright, All rights are reserved. Lawful users of this program 
are permitted to make one backup copy of this software for 
archival purposes only. Any other duplication of this software, 
including copies offered through sale, loan, rental or gift is a vio- 
lation of law and subject to both criminal and civil penalties. 

All company and product names are trademarks or registered 
trademarks of their respective owners. 

"A Brief Explanation of Memory" was based on text in the 
manuals of QEM M 386 from Quarterdeck Office Systems. 

QEM M 386 is a trademark of Quarterdeck Office Systems, 
Santa Monica, California. 

© The Walt Disney Company 

Published by Walt Disney Computer Software, Inc. 

500 South Buena Vista Street 
Burbank. CA 91521 


Appendix D: Di sncy Software Customer Servi ce 



Stunt Island Credits 

Developer: Adrian Stephens 
Producer: Ronald J. Fortier 
Designed by: Ronald J. Fortier, Adrian Stephens 
Polygon artwork: Andrew G. Day, John Fiorito, Fred Weimer 
Additional programming by: Martin Day, Gary H ara 
M usic and sound effects: Doug Brandon 
Bitmap artwork: Jeff H i I bers, John Duggan 
Stunts designs: Ronald J. Fortier, Cary FI ara 
Assistant producers: Gary Graeper, John Santos 
Beta testers: Leonard D'Ambrosio, Amy Steiner, Roger Kung 
Game dialogue: Patrick Gilmore, Scott Cuthbertson 
Voice actors: Rodger Bumpass, Neil Ross, Mary Kay Bergman 
Additional design by: Stephen Butler, Ricardo Pinto 
Product marketing manager: Joe Adney 
Marketing coordinator: H el en Fillman 
Package production manager: Jeff Nuzzi 
Packagedesign: McDaniels, Henry & Sproul 
Documentation: Zina Powers; Technical flight information by 
Leonard D'Ambrosio 

Documentation design: Lizardi Communications, Inc. 

Quality assurance manager: Jon Doellstedt 
Quality assurance lead tester: Dave Arnspiger 
Quality assurance testers: Greg Archibeque, Roger Behrend, 
Daryl M. David, Charlie Engen, Jeff Martin, Chris McNulty, 
Joe Santos, Eric Ventura 
Map and aircraft line drawing: John Fiorito 
AdLib tones based on The Fat Man's library 


Thanks to the foil owing for their contributions: John Balkin, 
Scott Duckett, Karl Florine, Mark Harbin, John Harris, Ernest 
Koeppen, Will Levesque, Tom Lichtenberger, David Martel I a, 
Gavin McCune, Betti na Mylenek, Richard Newman, Michael 
Rubin, Ronald Schumacher, Alan Small bone, Don Spector. 

Industry Experts 

A special thanks to the "insiders" who took time out of their 
busy schedules to help in the development of Stunt Island. 

Deborah Hill isafilm producer with extensive experience and 
film credits. She began her career with a variety of jobs — 
script supervisor, film editor, assistant director, and second 
unit director -before coming into her current role as film 
producer. H er diversity also shows in the projects she selects, 
from writing and producing the hit horror classic H al I oween 
with John Carpenter, to producing the Academy Award nomi- 
nated The Fisher King. 

Chris Howell has worked in the stunt industry for nearly three 
decades. Fie has taken on the roles of stuntman, stunt coordina- 
tor, and second unit director. Included in his extensive list of 
credits is the long-running Moonlighting television series, and hit 
movies like The Fisher King, Urban Cowboy, and Iron Eagle 

Joe Alvez is an experienced stuntman and stunt coordinator 
whose background includes professional formula race car dri- 
ving. In addition to his stunt work he has directed, assoaate 
produced, and production designed. Jaws, Altered States, Close 
Encounters of the Third Kind, and Freqack are just a few of the 
many projects he has worked on. 




Appendix 0: Disney Software Customer Service 



APPENDIX t 

list of Hies Installed By 

Sunt Island 

Thefollowing listshowsall of the files thatwereinstalled by 
the Stunt Island Install program. The lists show the file names, 
the file extensions, and the byte sizes of the files. The amount 
of disk space required by the files may vary slightly. 

Stu nt I si and i nstal I s a total of 119 f i I es. The total bytes of the 
files is approximately 11347849. 


Files in the \STUNTISL Directory 


ADDSN DS 

EXE 

36459 

DRIVER1 

BIN 

10625 

DRIVER2 

BIN 

7898 

DRIVER3 

BIN 

14693 

GAME 

CFG 

7 

INSTALL 

EXE 

46347 

INSTALL 

CFG 

631 

MAKEONE 

EXE 

103247 

PFONT 

BIN 

1152 

PILOTS 
DIR


PLAYONE 

EXE 

102703 

PRINTSET 

BAT 

266 

RES 

DIR



Appendix E List of Files Installed By Stunt Island 


SETINFO 

... BAT 

249 


SETS 

. .. DIR


— 

SETUP 

.... BAT 

15 


STUNT 

EXE 

137240 

— 

TYPESET 

EXE 

28411 


VAULT 

DIR



VDATA 

BIN 

6462 



Thefiles with DIR next to them are subdirectories within 
the \STUNTISL directory. The files in each subdirectory are 
listed below. 

Files in the \ STUNTISL\ PILOTS Subdirectory 

Once you enter the Stunt Pilot of the Year contest, your 
records will be stored in this directory. This directory is empty 
when first installed. 


Files in the \ STUNTISL\ RES Subdirectory 

This subdirectory contains data files for the program. You 
should not store any other files in this subdirectory. 


ACTORS RES . . . 

ANIMS RES . 

COMMNSND ZCR . . . . 

COMMNSND 

DIALOG 

FASTSPR RES 

GAME RES. 

LETTERS RES 

MARKERS RES 


221893 

6776 

2953 

SMP 309686 

RES 888884 

286984 

13888 

166020 

193617 




MILITARY 

.RES 

..30708 9 

Directory of 

\STUNTISL\ VAULT Subdirectoiy 

MISCELLA 

RES 

157114 

Films and takes 

are stored in 

this subdirectory. 

MUSIC 1 

X M I 

' , 518' ) 




MUSIC1 

XMM 

255' ) 7 

BALLOON 

FLM ... 

91 12 

MUSIC1 

XMP 

9849 

BALLOON 

TKE ... 

125596 

MUSIC1 

XMA 

'’5843 

BOMB 

.FLM... 

34668 

MUSIC 1 

ESS 

591990 

BOMB 

TKE ... 

67467 

MUSIC2 

XMI 

9 9075 

CTRY 

FLM ... 

5639 

MUSIC2 

XMM 

30254 

CTRY 

TKE ... 

11738 

MUSIC2 

XMP 

,9978 

HIGHWAY 

TKE ... 

24475 

MUSIC2 

ESS 

1016750 

HIGHWAY 

FLM ... 

31969 

PLANES 

RES 

611366 

INTRO 

FLM ... 

.77985 

PRODTOOL 

RES 

22959 

LAND 

FLM... 

16034 

SCENERY 1 

RES 

.266648 

LAND.. 

TKE ... 

22356 

SCENERY2 

RES 

239302 

LOCATION 

FLM ... 

43592 

SCENERY3 

RES 

248550 

PLANES 

FLM ... 

6538 

SCENERY4 

RES 

171338 

PLANES 

TKE.. . 

35162 

SCENERY5 

RES 

193762 

TOD 

FLM.. . 

12P0 

SCENERY6 

RES 

168006 

TOD 

TKE.. . 

.21635 

SCENES 

RES 

.99063 

TRAINTNL.. 

FLM.. . 

28517 

SNDFX1 

SMP.. 

933182 

TRAINTNL 

TKE .... 

45249 

SNDFX2 

SMP 

946478 




SPRITES 

RES 

968055 




STRUCTUR 

RES 

448162 




VEHICLES 

RES 

471546 






Appendix E List of Files Installed By Stunt Island 



Files in the \STUNTISL\ SETS Subdirectory 

This is where your sets are stored. The files with "Scene" in the 
description arestuntsused in the Stunt Pilot of the Year contest. 

You can find complete descriptions of the 32 contest stunts in Chapter 4. 


ALCATRAZ 

SET 

2113 

Scene 4: Pick up a convict on Alcatraz 

AQUEDUCT 

SET 

2753 

Scene 18: Fly down an aqueduct, 

BALLOON 

SET 

2177 

Scene 26: Land on top of a balloon. 

BARN STRM 

SET 

2698 

Scene 3: Barnstorm. 

BILLBRD 

SET 

5461 

Scene 19: Crash through a billboard. 

BLNCTCH 

SET 

3161 

Scene 5: Catch a balloon. 

BURGER 

SET 

3100 

Scene 7: Park at the hamburger stand. 

CASTLE 

SET 

2506 

Scene 6: Castlestorm. 

CITYRDAR 

SET 

2561 

Scene 30: Bomb the three radar sites. 

CTRY 

SET 

998 

Crash into the silo. 

DUCK 

SET 

3889 

Scene 12: Bomber duck. 

FASTBRDG 

SET 

1522 

Scene 29: Fly under two bridges. 

FASTTURN 

SET 

2125 

Scene 32: Fly inbetween sky scrapers. 

FORM ATN 

SET 

2509.. 

Scene 8: Shoot planes in formation. 

GOALPOST 

SET 

1976 

Scene 21: Land on the goal post. 

HIGHWAY 

SET 

2619 

Scene 15: Hit the renegade caterer. 

JENNYFB 

SET 

2369 

Scene 20: Fly inverted past a Jenny. 

JUNGLE 

SET 

2564 

Scene 25: Bomb the SAM site. 

LAND 

SET 

1373 

Land at a small airport. 

LAN DBLD 

SET 

2119 

Scene 13: Land on the blue building. 

LNDBRDGE 

SET 

2165 

Scene 2: Land on the Golden Gate. 

METEOR 

SET 

2427 

Scene 10: Crash into a hotel. 

MIDAIR 

SET 

2381 

Scene 9: Crash into a 747's engine. 

OBSTACLE 

SET 

2820 

Scene 28: Slalom through the towers. 

PLANES 

SET 

3556 

Planes on parade. 



Appendix E Listof Files Installed By Stunt Island 



PULLOUT 

SET 

2637 

SAVEUN 

SET 

'’771 

STALL 

SET 

934 

STOPARMR 

SET 

2223 

STOPJEEP 

SET 

2101 

TAKEOFF 

SET 

4608 

TOD 

SET 

'’213 

TOWERBLL 

SET 

1717 

TRAIN 

SET 

4861 

TRAINTNL 

SET 

3627 

UN 

SET 

'’375 


Scene 31: Pull out of a dive. 

Scene 14: Save the U.N. 

Scene 27: Recover from a stall. 

Scene 17: Land before the armor truck. 
Scene 11: Blast a jeep. 

Scene 1: Take off and shoot a Zero. 
Change the time of day. 

Scene 22: Hit the bullseye with your wing. 
Scene 23: Land on a moving train. 

Scene 16: Fly over a train in a tunnel. 
Scene 24: Escape from the U.N. 


0 


Appendix E List of Files Installed By Stunt Island 



APPENDIX F: 

Stunt Island Keyboard Keys 

These keys work any time: 

I (forward slash). ...Acts as button 2 


Enter Acts as button 1 

Esc "Back out" from current activity 

Tab Regain cursor control (for keyboard users) 

Alt-D Delete a file 

A It-J J oysti ck cal i brati on ; fol I ow onscreen 

instructions 

Alt-P Open Preferences window 

Ctrl-Esc Exit to DOS 

These keys work in the Editing Room: 

D Delete marked footage 

E Exit the Editing Room 

F Opens FX menu 

L Load requester opens 

P.. Print (save) currently loaded footage 

R Record marked footage 

U Undo the last thing done 

1 - 8 Deck #- selects a deck number 


These keys work in the Theatre: 

E Exit the theatre 

F Switches between Full view (fills the 

monitor) and normal view (with crowd in 
foreground) of the movie screen 
L Open the Load File requester 

These keys work while flying: 

A Toggles theAutopilot on and off (except 

during stunt filming) 

B Toggles the Brakes on and off 

E Ejects the pilot from the aircraft 

F Raises and lowers the Flaps 

G Raises and lowers the landing Gear 

P . ..Pauses the game; select OK to continue 

R Stop flying and go to the editing Room 

T Calls up option to change the Time of day 

W Toggles through the available Weapons 

(Guns, Bombs, or M issiles) 

X Sets off an explosion special effect 

Tab Center mouse cursor 
Enter Fire weapon 

Backspace Drops the plane to zero power 

Decrease throttle power by 2% 

+ Increase throttle power by 2% 


1 through 0 Open throttle power to that percent; 

i.e, 1 = 10%, 5 = 50%, 0 = 100% 

FI Pilot's cockpit view, looking through the front 


F2 Pilot's view, looking over left wing 

F3 Pilot's view, looking over right wing 


Appendix F Stunt Island Keyboard Keys 


0 



F4 View behind the plane 

F5 Spotter plane view 

F6 Adjust spotter plane view 

F7 Bomb target view 

F9 Toggle cockpit display on/ off (used with FI key) 

These keys work while you are flying in a stunt: 

Ctrl-FI View from camera 1 (from thestunt airplane) 

Ctrl-F2 View from camera 2 (on the spotter plane) 

Ctrl -F3 View from camera 3 

Ctrl-F4 View from camera 4 

Ctrl-F5 View from camera 5 

Ctrl-F6 View from camera 6 

Ctrl -F7 View from camera 7 

Ctrl-F8.. .Viav from camera 8 

Note: Ctrl-F3 through Ctrl-F8 only work when you've placed 
objects in prop slots 3through 8. 


Appendix f Stunt Island Keyboard Keys 



INDEX 


Entries that are fully capitalized 
are options that you will see on 
the screen in the Stunt Island 
program. 


1 .0 (Zoom) 80 

1st TAKE 65 

A- 10 Thunderbolt 13 

A-6E Intruder 15 

ABCDEF drives 124 

ACCEPT 44 

ACTION-TAKE 46, 84 

ADD 64 

ADJ 64, 68 

Adjust window 68 

Ailerons 32 

Aircraft 

Flying at the airfield 28 

Selecting for a stunt 78 

Views 38 

AIRFIELD 18, 20 

Altimeter 29 

ALTITUDE 

object’s starting 74 

readout 30 

AND qualifier 90 

Animating a prop 75 

Arriflex camera 150 

ATTACH 72 

Attaching a marked segment. ... 1 3 1 

AUDIO 128, 134 

AUTO 

under Watch option 80 


under Global option 98 

Auto-edited films 99 

Auto-recording 98 

AUTOMATIC THEATRE 

ZOOM 41 

Autopilot 36 

B-2 Stealth Bomber 17 

Beechcraft Bonanza 19 

BETWEEN SCREEN 

FADING 40 

Boeing 727 21 

Boeing 737 23 

Boeing 747 ..25 

Bombs 36 

BRAKES 66 

Breakaway props 150 

Bristol Bulldog 29 

Buttons 1 and 2 21 

CABIN 273 19 

CAMERA ..66 

Camera Crew screen 45, 84 

Cameras, setting up 78 

Cessna Model 172 (Sky hawk). ...3 1 

CHAN 134 

Changing numbers 21 

Channel 134 

CLEAR ..89 

Clock 29 

Cockpit guages 28 

COLL 

Collision windows 96 

COLOR 128, 132 

Compass 29 

Competition standings 
Contest 

assignments 47 

standings ..44 


CONTROL CENTERING 3 1 ,4 1 


Control Stick 30 

COPY .88 

CRASH 65 

Crashing aircraft 36 

Creating sets 60 

CREDIT ,128, 132 

Curriss Jenny 

(‘JN”, 1, 2, and 3) 33 

Curtiss June Bug 39 

cuts .99 

Daily standings 1 9 

DEAD ZONE 23 

DECK 128 

DECLINE 44 

DEL 64 

DELETE 128 

Deleting 

event line .89 

marked footage 1 3 1 

Destination deck 126 

DETAIL .40 

DIR readout .30 

Disk full message 84 

Douglas DC-10 41 

Duck 45 

E3 Awacs .47 

EDITING 20, 124 

Editing 

film 124 

options .100 

Effects 

sound 134 

visual ,132 

Ejecting 36 

END 127 

Ending flight 36 


© 


Engine 

power 33 

power level 29 

EVENTS 88 

Events, recording through 98 

EXIT 20 

EXP ,81 


Explosions 8 1 

F-4E Phantom 49 

F4U Corsair 53 

F-15C Eagle 55 

F-16C Falcon 57 

F/A-18A Hornet 61 

F-86 Sabre 63 

F-l 17A Stealth Fighter 65 

FACE 68 

FADE 128, 132 

FERRY 20 

File extensions 24 

Files 

saving 24 

loading .24 

FILM EDITING 40, 124 

Film 


industry 148 

maximum length 136 

saving 136 

showing to other 

PC users.. 138 

Filming stunts 83 

FILMS 124 

Fired, getting 45 

Flags .95 

Flaps, using ..34 

FLAPS .66 

Flatbed editor 153 


Index 



Flight 

controls 30 

ending 36 

stick schematic 30 

Fokker Dr. 1 (Triplane) 67 

Foley 155 

FOLLOW.. 71 

Footage 

attaching 131 

deleting 131 

inserting 1 3 1 

marking ,128 

recording 130 

FREE 69 

FX 128 

Gauges, cockpit 28 

GEAR 66 

GLOBAL 64 

GO TO 64 

GOURAUD SHADING 40 

Guns 36 

HALL OF FAME 46 

Hang Glider .69 

Hawk 7 1 

HIDE 64 

History of stunt flymg.. 147 

Horizon gauge 29 

HOSPITAL 41 

HOUSING 19 

IF option 89 

INDEPENDENT RUDDER.. 41 

Input devices 20 

Inserting 

event line .89 

footage 131 

Installing the program 12 


Joystick 

calibration .22 

detection 22 

using a 20 

Junkers Ju 87D Stuka.. 75 

Junkers Ju 88A 77 

Keyboard 

keys 38 

using the 20 

Landing .35 

Leaijet 60 8 1 

Leaving Stunt Island 46 

LEDGER 19, 44 

Lens length 1 5 1 

LOAD 127 

Load file requester 24 

LOAD SET 82 

Locations 18, 148 

LOCK 82 

Lockheed TR-1 83 

Lockheed U-2 (Spy Plane) 85 

LOOP 134 

Looping 155 

MAKEONE.EXE 138 

MARK 127 

Marking footage ,128 

MAX TAKES ..65 

Maximum time 

allowed message 84 

Messerschmitt Bf 109G 89 

Messerschmitt Bf 110 91 

MiG-15(UTI) Midget 93 

MiG-25 Foxbat 97 

MiG-29 Fulcrum 99 

Millimeter ,151 

Mirage 2000 101 

Missiles 36 


Mitchell camera ,150 

Mitsubishi A6M Zero-Sen ,105 

Mouse, using a .20 

Moviola Upright editor 15 3 

Music, incorporating.. 134 

Neutral position .30 

New game . 1 8 

NEXT .44 

Nickname .16 

Numbers, changing 2 1 

ONE SHOT 88 

Onscreen cursor.. 20 

Option, selecting an 21 

ORIENT 62 

Orientation of island.. 62 

P-38 Lightning 113 

P-5 ID Mustang Ill 

Panavision camera ,150 

Paraglider 115 

PASTE 89 

Penalties ..45 

Piper Cherokee 117 

Pitch 3 1 

Pitts Special 119 

PLACE 63 

PLAYONE.EXE 138 

Post-production 123 

POST-PROD 20 

Power setting indicator 30 

Pre-production 8 

Preferences window 40 

PREVIEW 127 

PREVIOUS 44 

PRINT 128 

PRINT FILM .84 

PROD 20 

Production 8, 20 


Production building 59 

Program, starting 1 4 

Prop 

animating .75 

deleting 68 

fine tuning 73 

moving .68 

placing 67 

Pterodactyl 121 

Question, after program loads 15 

QUICK EXIT .40 

REC 

Global option.. 64 

editing option 128 

Recording 

at the airfield. 39 

during stunts 83 

footage 130 

options 97 

Red Hawk 71 

Rental props 150 

Requester 

load file .24 

save file .24 

selecting from a 22 

RISK .44 

Roll 32 

Rudder 32 

SR-71A Blackbird 125 

Safety 150 

Save file requester 24 

SAVE SET 82 

SCENE # .44 

SEEK 70 

SET DESIGN 20, 60, 84 



Sets 

creating new 82 

loading ..82 

saving ..82 

Setup, changing the 1 4 

Shadow from aircraft 81 

SHD 8 1 

Shuttle on 747 21, 137 

SILENCE 128, 134 

Single frame 1 30 

Silver Falcon 57 

Sopwith Camel 127 

Sopwith Triplane 1 3 1 

SOUND EFFECTS 41, 134 

Sound effects, incorporating 13 6 

Source deck 126 

Space Shuttle 137 

Special effects, visual 132 

SPEED 

object starting 74 

film 133 

Speed indicator .29 

SPEED readout 30 

Spitfire 135 

SPOT 71 

SR-71A Blackbird 125 

START 127 

Starting the program 14 

STH/NRTH 62 

Stock Footage Desk Assignment 

requester 125 

STUNT .62 

STUNT COORD 20, 84 

Stunt 

assignments 47 

coordinator 20, 84 

dissecting for success ,100 


Stunt (cont.) 

filming a .83 

Subdirectories 24 

SYNC ..127 

TAKE PENALTY 65 

TAKES 124 

Taking Off. 34 

THAT’S A WRAP 84 

THEATRE 20, 124 

THEN option 92 

TILT 62 

TIME 65 

TOTAL 127 

Tupolev Tu-142 Bear 139 

UNDO 128 

USER 62 

VAULT 124 

Vertical climb indicator 29 

VIEW 65 

Views m aircraft .38 

VIS 80 

Visual Effects 132 

VOC files 136 

VOL 134 

Volume for audio effects 1 34 

Watch option 79 

WEAPON 66 

Weapons 36 

WITH CUTS 125 

WITHOUT CUTS 126 

WST/EAST 62 

WTCH 79 

Yaw 32