II
FLARE3
BOMB6
FIRE

ROTOR
RESCUE

Choplifter Tribute · MK VII
CADET
PILOT
ACE
LEGEND
Cheat mode: OFF
Start Campaign
Mission Select
Pilot Manual
Configuration
Field Codex
Commendations
Choplifter: History
. . . .

Flight Record

Campaign Score0
Rescued0
Missions0
Sectors Open1

PILOT MANUAL

Objective

Dozens of hostages are held in enemy barracks across the border. Fly your VTOL gunship out, crack the barracks open, land beside the survivors, load up to 8 at a time (16 in Classic mode) and ferry them home to the landing pad at base. Lose all lives — or all hostages — and the mission fails.

Controls · Touch

Left half of the screen is a virtual stick — drag to fly.
FIRE shoots, hold to keep shooting. The nose swings toward the way you fly, and your cannon fires along the chopper's inclination — dive slightly to rake ground targets.
FLARE activates a countermeasure to jam drones.
Quickly double-tap FLARE for an evasive roll. The airframe is invulnerable to bullets and drones during the roll.
BOMB releases a free-falling bomb straight down — huge blast radius, so keep hostages clear.
In WHITEOUT EXTRACTION, the BOMB control becomes WINCH: use it to lower the rescue sling over a climber, then raise them clear of the mountain for transport.

Controls · Keyboard

WASD or arrows · fly
SPACE — fire
E/C · drop bomb
R/V · flare · double-tap for evasive roll · 2s cooldown
P · pause
M · mute
F12 · full screen

Pickup Bonuses

Destroyed enemies may drop supply crates — roughly half the time. Each crate parachutes down, settles on the ground and waits there until you fly into it, so nothing is ever lost to a timer.

Instant bonuses
HULL PATCH (green) — repairs +25 hull.
REINFORCED SHIELD (cyan) — +30% max hull and the same amount healed on the spot; stacks up to 3 times, after which it simply tops you up by +20 hull.
BOMBS (amber) — +3 bombs, up to your bomb limit.
FLARE (violet) — +1 flare, up to your flare limit.

Timed bonuses — each lasts 35s, banks up to 60s if you grab another, shows a countdown chip on the HUD and calls out at 5s left.
AFTERBURNER (cyan) — +45% airspeed.
RAPID FIRE (orange) — cannon cooldown drops from 0.11s to 0.05s, a bit over 2x rate of fire.
AP ROUNDS (purple) — armour-piercing shells that one-shot most enemies and bite far deeper into tanks, jets, barrack walls and doors.
PLASMA CANNON (magenta) — fires an extra heavy plasma bolt about every 0.9s while you hold fire.

Cheat Mode

The Cheat mode switch on the title screen, just under the difficulty chips, arms a permanent set of bonuses for every sector you fly while it is on: 2.2x rate of fire, a reinforced hull (250 instead of 100), increased airspeed, extra bombs, extra flares and +30% available mission time — including on every respawn and resupply. The setting is saved, so it stays as you left it after a refresh. Fair warning: any sector cleared with cheat mode ON does not count toward the NO CHEATER commendation.

Mission Clock

Every sector runs on a hard clock shown at the top of the HUD. Sector 01 gives you the most room; each sector after it tightens the window while the hostage count climbs. Hit zero and the run is scrubbed. Every second left on the clock is worth 8 points, so a fast, clean sweep pays.

Terrain

No two sectors share a skyline. Prisons sit on hilltops, on cliff ledges, inside quarry terraces and down sinkhole shafts you must descend into. Watch the ground line — it climbs, drops away and undercuts, and a hard contact still breaks your gear.

Field Notes

BarracksShoot the doors to free hostages
TanksLob shells — strafe low & fast
JetsFace forward to hit them
Friendly fireHostages die. Aim carefully.
Back

MISSIONS

Back

CONFIGURATION

Airframe, audio & renderer

Graphic Quality

MAXIMUMEvery refinement on, permanently
BALANCEDAdapts to keep the frame rate smooth

Screen Definition

100%Full clarity — recommended
90%Almost full detail, a bit lighter
80%Good balance of speed and clarity
70%Smoothest on slower devices

Music

ONMenu theme and in-mission score both play
OFFNo music anywhere — sound effects and vibration unaffected

Vibration

ONHaptic feedback on hits, crashes and rescues
OFFNo haptics — sound is unaffected

Stick Sensitivity

DEFAULTStandard stick throw for full speed
REACTIVEFull speed from a smaller stick throw

In-Game Toast Messages

ONShow gameplay notifications and context hints
OFFHide gameplay toasts — system messages stay visible

Training & Guidance

Replay Training · Sec. 01
Reset Context Hints
Flight School teaches the rescue loop in Sector 01. Context hints appear only once when a new mechanic first matters.

Helicopter Livery

Back

CODEX

Back

COMMENDATIONS

Back

CHOPLIFTER

Dan Gorlin · Brøderbund Software · 1982
▸ ORIGIN STORY

Dan Gorlin came to Choplifter after studying music and spending three years doing artificial-intelligence research at RAND. When that job ended, he began experimenting with an Apple II borrowed from his grandfather. Fascinated by helicopters, he first built a controllable helicopter; a local Defender fan later suggested adding little people to pick up. Gorlin recalled that about six months of experimentation produced Choplifter!, which Brøderbund Software published for Apple II in 1982.

The Iran hostage crisis became strongly associated with the game, but Gorlin said it was not a conscious tie-in during development; he only recognized the connection after publication, and later believed the public mood helped the game's success. Choplifter also stood apart from most action games by tracking hostages lost, aboard, and rescued instead of using a conventional points score. It became a major Apple II hit and ranked first in Softalk's 1982 readers' poll.

▸ ORIGINAL GAMEPLAY
Original Choplifter gameplay footage · Apple II era
▸ TECHNICAL PROFILE
Platform (original)Apple II, 1982
CPUMOS 6502, ~1.023 MHz (NTSC)
Memory target48 KB Apple II / Apple II+
GraphicsApple II Hi-Res: 280 × 192 dot grid; 6 artifact colours*
Sound1-bit built-in Apple speaker
Game worldOne horizontally scrolling level
Hostages64 total
Barracks4, with 16 hostages each
Chopper capacity16 hostages per trip
EnemiesTanks · jet fighters · homing air mines/drones
Helicopter facingLeft · right · toward the viewer
ScoringHostages lost / aboard / rescued; no points total
Storage/loading5¼-inch floppy; single-load into 48 KB RAM

*Apple II Hi-Res addresses 280 horizontal dots, but colour generation imposes pixel-placement restrictions; effective horizontal colour detail is 140 positions.

A modern binary-identical reverse-engineering of the original confirms that Choplifter is a single-loading 48 KB game: once booted, it does not access the disk again. Its main loop uses double-buffered page flipping, flipping the Apple II graphics buffers in hardware and swapping the render buffer each frame. The original release's copy protection was incompatible with the later 64 KB Apple IIe; Brøderbund patched that in a later release.

▸ SELECTED RELEASES & ADAPTATIONS
1982Apple II (original) · Atari 8-bit · VIC-20
1983Commodore 64
1984Atari 5200 · NEC PC-88 · FM-7 · SMC-777
1985MSX · SG-1000 · Sega arcade remake · other licensed ports
1986Sega Master System · Famicom/NES
1987Atari 7800
2012Choplifter HD · Windows/Steam · Xbox 360/XBLA · PS3/PSN
▸ VERIFIED FACTS

🚁 Solo game creator. The original Apple II game itself is credited to Dan Gorlin. The commercial package's cover illustration was by Marc Ericksen, so claims that Gorlin literally created every part of the packaged product are too broad.

🎮 Three-way facing. The helicopter can face left, right, or toward the viewer independently of its direction of travel. Facing the viewer lets the player attack ground targets — one of the original game's most distinctive control ideas.

🧭 It began as a 3D idea. Gorlin said his first intention was to make Choplifter in 3D, but he abandoned that approach on the period hardware and made the game a side-scroller.

💾 Entire game resident in RAM. Once the original finishes booting, the working game fits in 48 KB and never needs to read the floppy again.

📺 Sega's 1985 arcade remake. Sega licensed the concept and substantially expanded it; Gorlin said Sega handled the arcade design and artwork without his involvement. The arcade hardware is Sega System 2, with a Z80 main CPU at 4 MHz and a 256 × 224 display.

🎬 Documented creative influence. Jordan Mechner later described how Choplifter's tiny characters and its emotionally framed ending influenced his thinking about narrative and emotion in games, an idea he carried into Karateka.

⚠️ Hostages are genuinely vulnerable. Enemy tank fire can kill freed hostages, and the player can also kill them by firing carelessly or landing on them. Protecting civilians is therefore part of the original game's core challenge.

🌐 Rotor Rescue's Choplifter DNA. The rescue-and-return loop, destructible barracks, tank attacks, and enemy jet fighters all echo the 1982 original. Rotor Rescue's standard 8-seat capacity is its own design choice, not a feature inherited from the Apple II game.

▶ Play Classic Mode
Back

PAUSED

Score0
Saved0
Sector1
Resume
Restart Mission
Sound: On
Abort Mission
SECTOR CLEAR
All hostages recovered
Hostages rescued0
Hostages lost0
Enemies destroyed0
Accuracy0%
Time0:00
Rank
Time remaining0:00
Final score0
Continue
Main Menu