The player takes on the role of a master-of-all-trades hero named James "Jimbo" McGibbitts. The player's objective is to fly a helicopter named the Gizmo DHX-3, land at enemy bases, and infiltrate compounds to stop the mad leader. The inflitration portion of the game bears a striking resemblance to Epyx's 1984 Impossible Mission.
During the helicopter missions (the first, third and fifth missions), it is your goal to take off in the helicopter, program the ADF (Automatic Direction Finder) to set your course, manuever the helicopter to the landing area while hailing nearby planes to determine if they are friend or foe, and engaging in firefights if you respond incorrectly, and finally land the helicopter safely without detection through use of whisper mode.
There are eight options on the helicopter console. S to send messages to nearby planes, R to receive messages, M to fire missles, G to fire guns, F to release flares, C to release chaff, W for whisper, and T for the status console and ADF.
Once you have landed safely, the ground base mission begins. You'll have access to five different items in your inventory. The papers are used to trick the enemy into thinking that you are part of the mad leader's forces. If the guards get suspicious you must use your gas canister or gas grenades to knock out the enemy. The mine detector is used to discover buried mines while walking around before they detonate. Finally, the explosives are used in the final ground mission to destroy the mad leader's base.
Your goal in each mission is to find a security card hidden in a cabinet in one of several multi-room buildings. Once located, the card will open up the locked security doors protecting the goal for each mission. In the second mission, you must find the four vats of chemicals and take samples of each, then take the samples to the lab for analysis to determine which is the lethal nerve gas, and then neutralize the chemical. In the fourth mission, you must find and rescue Gump, a scientist who has been captured by the mad leader. You must feed him the invisibility pill to make your escape. In the sixth mission, you must find all seven of the mad leaders machines and plant explosives on them, then escape before the timer counts down to zero.
After you complete the ground mission, you must return to your helicopter and fly back to home base. The return flight is much shorter with less planes than the missions to get to the enemy base. Once you complete a mission, you are given a four letter passcode, so that you can return to the same mission, if you turn your game off.