Campaigns and pilot logs
Eight stages lead from the opening operation to victory. Each stage has a choice of missions. Success moves forward; failure moves back. The campaign also ends if all four aircraft are lost.
How the next mission is chosen
The game prefers missions we have not tried at the current stage, followed by ones we aborted or failed. A saved random seed chooses between the available missions. The seed advances when a result is logged; discarding an attempt leaves it unchanged.
Recorded campaign journeys
These sequences run the original mission chooser, result logger and campaign snapshot routines with a synthetic pilot. They show how victories, setbacks and lost aircraft affect the next mission.
Complete debrief runs
Forty cases cover a training flight and all three combat areas, with no attacks, an abort, required targets destroyed, all marked targets destroyed, and a fatal crash. Each runs the complete original debrief and then either logs or discards the result. The destruction and landing states are controlled fixtures; the game evaluates the result, writes the pilot record and chooses the next campaign mission.
Landing and survival
Debriefing remembers the worst landing of the sortie. A hard landing can reduce an Outstanding result to Success, while a crash landing fails it. Required targets, prohibited targets and the territory where the sortie ends are checked separately.
Injured pilots become available again after 24 real hours, missing pilots after 48 and captured pilots after 96. These timers use the computer's clock. Killed pilots do not return.
Formats and original-code comparisons