Hubbry Logo
Time PilotTime PilotMain
Open search
Time Pilot
Community hub
Time Pilot
logo
7 pages, 0 posts
0 subscribers
Be the first to start a discussion here.
Be the first to start a discussion here.
Time Pilot
Time Pilot
from Wikipedia

Time Pilot
North American arcade flyer
DeveloperKonami
Publishers
DesignerYoshiki Okamoto
ProgrammerHideki Ooyama
ArtistYoshiki Okamoto
ComposerMasahiro Inoue
PlatformsArcade, Atari 2600, MSX, ColecoVision
ReleaseArcade
ColecoVision
Atari 2600
MSX
  • EU: 1983
  • JP: December 1984
GenreMultidirectional shooter
ModesSingle-player, multiplayer

Time Pilot[a] is a 1982 multidirectional shooter video game developed and published by Konami for arcades. It was distributed in the United States by Centuri[6] and by Atari in PAL regions.[2] While engaging in aerial combat, the player-controlled jet flies across open airspace that scrolls indefinitely in all directions.[10][11] Each level is themed to a different time period. Home ports for the Atari 2600, MSX, and ColecoVision were released in 1983 respectively by Konami and Coleco.

A top-down sequel, Time Pilot '84, was released in arcades in 1984. It eliminated the time-travel motif and instead took place over a futuristic landscape.

Gameplay

[edit]

Players assume the role of a pilot of a futuristic fighter jet trying to rescue fellow pilots trapped in different time eras. The player's jet remains in the center of the screen at all times, and the eight-direction joystick causes their jet to rotate to face in that direction, causing the screen to scroll in that direction to present forward motion.

In each level, players battle many enemy aircraft and the occasional stronger aircraft. After a fixed number of these aircraft are destroyed, as displayed on a bar at the bottom right of the screen, a mothership appears. Once the mothership is defeated, they move onto the next time period. Parachuting pilots will occasionally appear and award players points if collected.

There are five levels: 1910, 1940, 1970, 1982/1983[b] and 2001. After the fifth level is finished, the game repeats thereafter.

Extra lives are given at 10,000 points, and per 50,000 scored up to 960,000; thereafter, the game goes to "survival of the fittest" mode.

Fighters are destroyed if they collide into bullets, enemy ships, bombs or missiles. Game ends when their last fighter is destroyed.

Development

[edit]

Designer Yoshiki Okamoto's proposal for Time Pilot was initially rejected by his boss at Konami, who assigned Okamoto to work on a driving game instead. Okamoto secretly gave instructions to his programmer to work on his idea while he pretended to work on a driving game in front of his boss.[12]

Reception

[edit]

In Japan, the annual Game Machine chart listed Time Pilot as the fifth highest-grossing arcade video game of 1982.[13] Game Machine later listed Time Pilot on their June 1, 1983 issue as being the eighteenth most popular arcade title of the month.[14]

In the United States, the game topped the Play Meter arcade earnings chart in February 1983.[15] The Amusement & Music Operators Association (AMOA) later listed it among the thirteen highest-earning arcade games of 1983.[16]

Computer and Video Games magazine gave the arcade game a generally favorable review upon release.[17]

Legacy

[edit]

Re-releases

[edit]

A Time Pilot '95 bonus game is available in Ganbare Goemon Kirakira Douchuu: Boku ga Dancer ni Natta Wake. for the Super Famicom. The arcade version was released on the PlayStation through Konami Arcade Classics in 1999. It was also re-released for the Xbox 360 as part of Xbox Live Arcade on August 30, 2006,[18] Nintendo DS as part of Konami Classics Series: Arcade Hits and i-mode mobile phones in Japan, 2004.

The game was ported to the Game Boy Advance as part of Konami Collector's Series: Arcade Advanced on March 18, 2002.[19] This version includes a hidden sixth era, 1,000,000 BC, with pterodactyl enemies.

Hamster Corporation released the arcade version for the PlayStation 2 as part of the Oretachi Gēsen Zoku series in 2005 in Japan. The company also released the game as part of their Arcade Archives series for the Nintendo Switch and PlayStation 4 in 2021.[20]

Clones

[edit]

Fury is a 1983 clone from Computer Shack for the TRS-80 Color Computer.[21] Two clones, both called Space Pilot but otherwise unrelated, were released in 1984 and 1986: from Kingsoft for the Commodore 16 and Commodore 64[22] and Superior Software for the BBC Micro. Vector Pilot is a 2011 hobbyist-written clone for the Vectrex console.[23]

Notes

[edit]

References

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Time Pilot is a multidirectional scrolling shooter developed by and first released in in 1982. Designed by Yoshiki Okamoto, it was licensed to Centuri for distribution in , where it appeared in 1982. In the game, players control a that travels through five distinct historical eras—from biplanes in 1910 to futuristic space battles in 2001—while engaging enemy aircraft, destroying motherships to advance stages, and rescuing parachuting pilots for bonus points. The vertically oriented color raster cabinet supports single-player action or two-player alternating turns, with emphasizing free-roaming aerial combat and collection like speed boosts and upgrades. The game's innovative time-travel theme and progression through evolving enemy designs—from early 20th-century propeller planes to advanced jets and UFOs—set it apart in the early arcade landscape. Okamoto drew inspiration from aerial combat simulations, creating a title that influenced his later works, including Gyruss and contributions to Capcom's Street Fighter II. Upon release, it became a commercial success, ranking as the fifth highest-grossing in for 1982. Home console ports followed in 1983. A sequel, Time Pilot '84, arrived in arcades in 1984 with vertical scrolling and futuristic engaging UFO enemies. In modern times, Time Pilot has seen re-releases through digital platforms, such as the series on and in 2019, preserving its legacy as a foundational multidirectional shooter. Its enduring appeal lies in the nostalgic blend of historical and sci-fi elements, making it a staple in retro gaming collections.

Gameplay and setting

Core mechanics

In Time Pilot, players control a blue jet fighter that remains centered on the screen while the background scrolls indefinitely in an open aerial space, allowing for multidirectional flight across various historical time periods as backdrops for the action. The jet is maneuvered using an eight-way , enabling 360-degree rotation and movement in any direction without the ability to instantly , which emphasizes strategic positioning during engagements. Firing is handled by a single button that releases up to three bullets simultaneously in the direction the jet is facing, with the projectiles traveling straight until they hit an enemy or exit the screen. Combat revolves around waves of enemy aircraft that spawn from the edges of the playfield, requiring players to shoot them down while avoiding return fire and collisions to survive. The core loop involves dodging enemy bullets and attacks, destroying foes to accumulate points, and rescuing occasional parachuting pilots who appear during the waves for bonus scores—these start at 1,000 points and increase by 1,000 points per consecutive rescue, capping at 5,000 points. Enemy aircraft yield base points ranging from 100 to 500 depending on their resilience and formation, with tougher variants requiring multiple hits (e.g., 100 points per hit on armored planes totaling 1,500). At the end of each wave, a mothership appears, which must be destroyed after depleting its escort to advance, though no temporary power-ups like speed boosts or enhanced firepower are granted upon its defeat. The scoring system incentivizes aggressive play and precision, with extra lives awarded at 10,000 points initially, followed by 60,000 points, and then every additional 50,000 points thereafter up to a maximum of 960,000 points, after which no further lives are granted and survival depends on skill alone. Hazards primarily consist of direct collisions with enemy planes or their projectiles, such as missiles and bombs, each of which deducts one life upon contact; terrain obstacles appear in later stages but are not universal. The game ends when all lives are lost, with the final score displayed based on total points earned.

Levels and objectives

Time Pilot features five progressive levels, each set in a distinct historical era to reflect the game's time-travel theme, where the player pilots a against era-specific adversaries. The levels are structured as follows: the first set in 1910, featuring fighters; the second in 1940 amid , with fighters and bombers; the third in 1970, introducing helicopters; the fourth set in 1982, pitting the player against advanced jet fighters equipped with homing missiles; and the fifth in 2001, involving futuristic UFOs and alien craft. In each level, the primary objective is to destroy a set number of enemy —typically 56—to summon and defeat the stage's boss, which advances the player to the next era. Enemies emerge from the screen edges, maneuvering to pursue the player's or fire projectiles, while the releases additional smaller enemies and withstands multiple hits, requiring seven direct shots to destroy. Additionally, parachuting pilots appear sporadically in the first four levels (but not the fifth), allowing the player to rescue up to five per stage by flying beneath them for bonus points ranging from 1,000 to 5,000, though this is not mandatory for progression. Upon completing the fifth level, the game loops back to the first, repeating the sequence with escalated difficulty through faster enemy speeds, increased numbers, and more aggressive behaviors to challenge skilled players indefinitely. Visually, each level employs era-appropriate backgrounds that scroll in opposition to the player's movement, such as cloudy blue skies for 1910, grey-blue skies for 1940 and 1970, a sky for , and a pitch-black field with asteroids for 2001, enhancing the temporal immersion. Audio cues include distinctive effects for gunfire, explosions, and pilot rescues, generated via the game's AY-3-8910 chips, with era-themed motifs underscoring the progression through time.

Development

Design process

Yoshiki Okamoto, who joined in 1982 straight out of technical school, led the design of Time Pilot as his debut project, handling both and planning responsibilities. Initially assigned to create a simulation game resembling a driver's training school, Okamoto disregarded the directive and instead pursued his vision for a multidirectional aerial shooter that spanned different historical eras. This shift marked a key innovation, moving away from the linear scrolling mechanics common in contemporary shooters toward free-roaming, multidirectional that allowed players greater freedom in navigation and positioning. The game's time-travel theme emerged from Okamoto's desire to create escalating challenges with minimal complexity in stage design; each level advanced through progressively more advanced eras—from biplanes to UFOs—where enemy aircraft grew technologically superior, emphasizing player progression and escalating difficulty. To enhance replayability, Okamoto incorporated rescue mechanics, such as collecting parachuting pilots for bonus points and extra lives, adding a strategic layer to the core dogfighting. Development proceeded covertly, with Okamoto collaborating closely with a supportive amid the company's strict oversight, often working late into the night over four months to complete the . Despite initial resistance to his concept, the successful demo of Time Pilot convinced to greenlight the project, leading to its release as a hit arcade title. experience at , including frustrations over compensation despite the game's acclaim, contributed to his decision to depart the company in 1984 for , where he continued producing influential arcade games.

Technical development

Time Pilot was developed on Konami's proprietary Z80-based arcade hardware, which employed a running at 3.072 MHz as the main CPU to handle game logic, input processing, and overall coordination. A secondary Z80 CPU, clocked at 1.78975 MHz, managed audio generation in conjunction with two programmable sound generators (PSGs), each operating at the same frequency to produce polyphonic music and sound effects. This setup, an evolution of the hardware used in earlier Konami titles like , incorporated custom video chips for rendering, supporting a resolution of 224x256 pixels with a maximum of 32 colors. The game's visual system relied on a sprite-based to achieve smooth multidirectional across an indefinite playfield, simulating boundless aerial combat without screen edges. Up to 8 hardware sprites, each 16x16 pixels and drawn from a 32-color palette, were available per frame, allowing for dynamic enemy formations, player animations, and environmental elements like clouds. Background rendering used a single scrolling tilemap layer composed of pixel tiles, also limited to 32 colors, which efficiently tiled repeating sky patterns to maintain performance during free-roaming movement. assets featured detailed animations for biplanes, zeppelins, and futuristic fighters, optimized to fit within the hardware constraints while emphasizing era-specific designs across the game's time-travel levels. Programming for the Z80 architecture was conducted in , a standard practice for early arcade titles to maximize efficiency on limited resources. This enabled precise control over memory allocation, interrupt handling, and real-time updates, ensuring consistent 60 Hz frame rates despite the demands of tracking multiple on-screen entities. Key challenges included implementing robust for bullet impacts and aircraft proximity in the open scrolling environment, as well as AI routines for enemy swarming and mothership behaviors, all processed within tight CPU cycles to avoid slowdowns. The audio team leveraged the AY-3-8910 chips' capabilities for waveform generation, creating era-themed jingles—such as motifs for the 1910 level and electronic tones for the futuristic stage—that integrated seamlessly with cues like alerts and level completions. During the testing phase, developers iterated on enemy spawn rates and collision tolerances to balance difficulty progression, particularly refining the mothership encounters to ensure fair escape opportunities for rescued pilots while preventing exploitable patterns. These adjustments, performed over several months in 1982, contributed to the game's polished arcade implementation under Yoshiki Okamoto's initial concept pitch.

Release

Arcade version

Time Pilot was first released in arcades in November 1982 by in . In , distribution began in 1983 through Centuri, which manufactured dedicated cabinets under license from . In and the , the game was handled by for PAL regions, ensuring compatibility with local video standards. The game was housed in an upright arcade cabinet weighing approximately 274 pounds, featuring a standard 19-inch vertical raster monitor for its multidirectional scrolling display. Controls consisted of an eight-way joystick for maneuvering the player's aircraft and a single fire button to launch projectiles, with the cabinet designed as a coin-operated unit that included operator-adjustable settings for difficulty, lives, and bonus thresholds to suit venue preferences. Initial play pricing was set at 100 yen per credit and a quarter (25 cents) , aligning with prevailing arcade standards of the era. Marketing materials positioned Time Pilot as Konami's innovative successor to its 1981 hit Scramble, with arcade flyers highlighting the game's unique time-travel theme—spanning eras from biplanes to futuristic spacecraft—as a fresh twist on aerial shooters to attract operators and players.

Home ports

The home ports of Time Pilot began with a wave of adaptations in 1983, capitalizing on the arcade game's popularity by bringing its multidirectional shooter gameplay to early home consoles and computers. The version, published by and developed by , was released in October 1983 in the United States and featured simplified graphics to accommodate the system's limited hardware, resulting in a scaled-down but faithful recreation of the core aerial combat mechanics. The port, also released in 1983 by with handling development, offered a closer approximation to the arcade original, including smooth multidirectional scrolling, colorful sprites for enemies and backgrounds, and responsive controls that preserved the time-traveling fighter's fluid movement across eras. A port was released in 1983 by Micromega in , adapting the for home computers with simplified graphics. Released in the same year, the version by supported full multidirectional movement and shooting, leveraging the platform's capabilities for a competent conversion that maintained the game's arena-style battles against historical aircraft squadrons. Later adaptations included inclusions in digital compilations. In 2002, Time Pilot appeared on the Game Boy Advance as part of 's Collector's Series: Arcade Advanced, an emulation-based port that added enhancements like rapid-fire options and an unlockable prehistoric stage via the . The received a straight arcade emulation in 2005 through Hamster Corporation's Oretachi Game Center Zoku: Time Pilot, preserving the original's visuals and mechanics without significant alterations. Earlier compilations, such as the PlayStation release of Konami Arcade Classics in 1999, which originated from the 1998 arcade compilation Konami 80's AC Special, bundled Time Pilot on alongside other titles from the era, including manuals outlining the time-travel narrative and controls.

Reception

Contemporary reviews

Upon its release, Time Pilot received generally favorable feedback from contemporary critics, who praised its multidirectional scrolling gameplay and innovative time-travel theme that progressed through historical eras of aviation. Computer + Video Games highlighted the freedom of movement across the screen and the engaging progression from biplanes in 1910 to UFOs in the future, describing the action and graphics as brilliant. Critics also noted some shortcomings, such as the game's short length limited to five levels and its high difficulty, which encouraged repeated plays but earned it a as a "quarter-muncher" in arcades. Joystik magazine criticized the lack of gameplay complexity, stating that the player's jet moved too slowly to generate real excitement despite the multidirectional controls. Electronic Games described the rescue mechanic of catching parachuting pilots for bonus points as a key engaging element, though the overall wave-based structure could feel repetitive after multiple sessions. Arcade operators appreciated the game's earning potential, driven by its skill-based progression and escalating challenges that kept players investing coins to advance through eras. Play Meter magazine reported strong performance for Time Pilot, which topped their arcade earnings chart in February 1983 and contributed to Centuri's success with titles like . Home ports elicited mixed responses, with the version drawing criticism for its downgraded graphics and simplified visuals compared to the arcade original. In contrast, the port was acclaimed for its close fidelity to the source material, preserving the multidirectional freedom and era-specific enemies effectively on console hardware. Overall, reviewers viewed Time Pilot as a solid evolution from earlier shooters like Scramble despite the brevity.

Commercial performance

Time Pilot achieved notable commercial success in the arcade market during its initial release period. In Japan, it ranked fifth on Game Machine magazine's annual chart of the highest-grossing arcade video games for 1982. In the United States, the game topped Play Meter magazine's upright arcade earnings chart for February 1983. The Amusement & Music Operators Association (AMOA) ranked it 18th on its overall top-grossing arcade games chart for June 1983. Centuri, the U.S. distributor, experienced strong demand from arcade operators, contributing to the game's placement among the top 13 arcade earners of 1983 as reported by industry surveys. This performance translated into millions of dollars in quarterly revenue for operators, reflecting its appeal in the post-Pac-Man era to fans of multidirectional shooters. No significant commercial failures were reported for the title during this period. The home ports also saw moderate success amid the intensifying console wars of 1983. The Coleco-published version performed steadily in a competitive market dominated by established hits. Coleco's port benefited from strong holiday season sales that year, leveraging the system's growing popularity. Globally, the arcade version gained traction in through distribution by Ireland, which helped extend its reach beyond and .

Legacy

Sequels and spin-offs

Konami developed and released Time Pilot '84: Further Into Unknown World as the primary sequel to Time Pilot in arcades in 1984. Unlike the original's time-travel theme across historical eras, Time Pilot '84 shifts to a futuristic sci-fi setting over alien landscapes and ocean worlds, with multidirectional scrolling stages that progress vertically. The player controls an advanced capable of 360-degree movement and firing in the direction of travel, using a standard Vulcan cannon for rapid-fire shots against waves of ground and aerial enemies, culminating in battles against massive motherships at the end of each stage. A key addition is the homing missile system, which requires the player to maintain close proximity to targets for approximately two seconds to lock on before launching guided projectiles. The game incorporates a fuel management mechanic borrowed from earlier titles like Scramble, where players must periodically collect fuel drops from ground stations to avoid depletion and mission failure. Built on an engine similar to the original Time Pilot, Time Pilot '84 expands the fixed-stage arena into continuous progression, introducing more complex enemy patterns and power-ups while retaining core multidirectional fundamentals. It was distributed primarily as a conversion kit for existing arcade cabinets, reflecting Konami's strategy to update hardware amid evolving shooter trends. Reception was mixed; while praised for its faster-paced action and innovative lock-on mechanics, it was considered more challenging and less accessible than its predecessor, achieving moderate commercial success in but failing to match the original's iconic status or widespread ports to home systems. In 1995, included Time Pilot '95 as an unlockable bonus mini-game in the Super Famicom title : Kirakira Dōchū - Boku ga Dancer ni Natta Wake, accessible only after achieving 100% completion. This spin-off serves as a of the original Time Pilot, reimagined as a vertical scrolling shooter with enhanced graphics, improved sound effects, and minor gameplay adjustments such as refined enemy AI and scoring, while preserving the multi-era time-travel structure and pilot-rescue objectives. Exclusive to and integrated into the Ganbare Goemon series' whimsical framework, it received positive notes as a nostalgic but remained obscure outside dedicated collections. No further mainline sequels to Time Pilot were produced after 1995, though the series' multidirectional aerial elements echoed in subsequent shooters.

Re-releases and remakes

Time Pilot has seen numerous digital re-releases across modern platforms, primarily through 's efforts to preserve its arcade legacy via emulation. In 1999, it was included in the PlayStation compilation Konami 80's Arcade Gallery (also known as Konami Arcade Classics), which bundled several 1980s titles and faithfully emulated the original arcade experience without significant alterations. The game appeared on Xbox 360 via Xbox Live Arcade on August 30, 2006, developed by Digital Eclipse and published by Konami, offering online play and high-score sharing as key additions to the core multidirectional shooter mechanics. In 2007, it was featured in the Nintendo DS compilation Konami Classics Series: Arcade Hits, released on March 30, which adapted the title for dual-screen play and touch controls while maintaining the time-traveling aerial combat structure. More recent official re-releases include the 2019 Arcade Archives version by Hamster Corporation, launched on April 11 for Nintendo Switch and April 12 for PlayStation 4, licensed by Konami Digital Entertainment. This edition supports widescreen display options, customizable difficulty settings, a CRT filter for retro visuals, and online global leaderboards for competitive scoring, though it retains the original gameplay without overhauls. Preservation efforts extend to enhanced remakes and fan projects. Opcode Games released an updated version in 2025, building on the 1983 with modern enhancements like improved visuals and compatibility for the Super Game Module expansion, aimed at retro hardware enthusiasts. Independently, developer StewBC began fan remakes in 2021, porting the game to platforms including , modern PCs (Windows//macOS), and Commander X16, with adaptations for varying resolutions and audio while preserving the five-era progression and enemy patterns. As of late , industry speculation points to a potential mini-cabinet release from New Wave Toys, following prototype testing rumors earlier in the year, though no official confirmation has emerged. These re-releases emphasize faithful emulation over redesign, focusing on accessibility features like adjustable displays to appeal to new audiences while honoring the 1982 original.

Clones and influences

Time Pilot inspired several unofficial clones during the early era, capitalizing on its multidirectional shooter mechanics. Fury, released in 1983 for the by Computer Shack, replicated the game's aerial combat and time-period progression in a South American defense scenario. Similarly, two unrelated titles titled Space Pilot emerged as direct adaptations: one in 1984 for the Commodore 64 by , featuring blocky graphics but faithful enemy waves and rescue elements; and another in 1984 for the by Superior Software, emphasizing multidirectional movement across historical aviation stages. Later homages paid tribute to Time Pilot's design in niche platforms. Vector Pilot, a 2011 hobbyist project by Kristof Tuts for the console, recreated the original in , preserving the free-scrolling action and era-spanning battles while leveraging the system's line-drawing capabilities for sharp visuals. Indie titles like (2004) by echoed its rescue mechanics, where players save ground survivors amid vertical scrolling shootouts, blending scoring incentives with combat in a modern context. The game pioneered multidirectional shooters by introducing smooth, 360-degree free movement in a non-grid environment, influencing the evolution from fixed-screen titles like Asteroids (1979) toward more dynamic arena-based combat. This format impacted subsequent arcade and home games, including variants that expanded on omnidirectional threats and inspired modern 360-degree roguelikes with procedural enemy encounters. Within Konami's lineup, Time Pilot's aviation theme and power-up progression subtly shaped the Vic Viper series in (1985), where ship designs evoked temporal fighters navigating escalating eras. Designer Yoshiki Okamoto's emphasis on thematic progression and accessible controls carried over to Capcom's (1984), his debut project after leaving , which adopted a historical backdrop with vertical scrolling but retained plane-based scoring and enemy diversity from his earlier work. Time Pilot has appeared in numerous arcade retrospectives, highlighting its role in bridging early vector-style freedom with sprite-based shoot 'em ups. No major lawsuits arose from these clones, reflecting the 1980s' lax intellectual property enforcement, where mechanics were largely uncopyrightable and knock-offs proliferated without legal repercussions.

References

  1. https://strategywiki.org/wiki/Time_Pilot/Walkthrough
Add your contribution
Related Hubs
User Avatar
No comments yet.