John Company

65_HS1-834228961_62-HQ-83894_Section_004

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FLIGHT INSTRUCTIONS
FLYIN' SAUCERS have flight characteristics very slml lar to a irplanes. The SAUCER IS launched
In identically the same manner as sa l llng your hat onto a hook--by spinning and forward
mo­
tion.
In order to fly In a straight I ine, the SAUCER must leave the hand In a level position.
To
curve the SAUCER, It must leave the hand banked o r tilted in direction of desired curve--for
example: for left curve-the left side of the SAUCER must be tilted down.
FOR BEST RESULTS -
The spinning of the SAUCER Is most Impo rtant and most difficult to mas­
ter.
Because the spin creates a gyroscopic action which controls the attitude of the SAUCER
In flight, a smooth, fast spinning del Ivery should be developed Do
not hold the
SAUCER too
t I g ht .
Anal yze your mistakes and make corrections by ti It Ing or banking SAUCER. The correction must
be appl led to t he SAUCER as It leaves the hand.
SAIL 'EM BACK AND FORTH • PLAY CATCH
l!r-­
:~-
Begin by flying you r saucer about 10 feet.
The distance you are able to fly it wl I I
quickly increase with practice.
MAKE 'EM TURN !
By releasing the SAUCER
In a tilted manner,
you
can make It turn to the
left o r r ight.
Bank It
the way
you want it to
t urn. It Is aavlsable to
learn to fly st raight be­
fo re starti ng to
make
turns .
MAKE 'EM COME BACK ! ;;_~
.,,.,._:',
/~/
~,,,.,,,./
After learning
t o
/
fly straight and make
turns, you' I! be able to
r
make yov r SAUCER return to you
by sal I Ing It Tnto the breeze
at a sharp angle. The harder a
wind blows , tne flatter an an­
gle you can fly it to make it
--a_ l!iUll__
return Spin SAUCER as much as
~
possible.
MAKE 'EM SKIP !
Right-handers launch SAUCER so that left si de strikes
hard surface. Right side fo r left-hande rs.
_
_.
- - - - ·- - - - - -
\Ilk-
-­
HARD S
THE GAME OF HECKLE
THE GAME OF HECKLE
provides a means of utll lzlng
the unique manner in which the FLYIN'
SAUCER canoe guided.
Ru les and regulations are provided,
forming the basis for skll I and
competition
PLAYERS -
Four -
with two on each team.
OBJECT -
To fly SAUCER around HECKLEOS into your partner's circ le.
ALL CIRCLES ARES FEET IN DIAM[TtA
CENTER s,Ac[ MAY VARY WITH MILITY,
Al I players must rema in In their circ le unti I SAUCER Is airborne .
The game begins with the Flier (Al attempting to sal I the SAUCER around the HECKLERS In the
ci rcles I BJ and (CJ so that his partner in the Receiver's circle IOJ can catch it .
Flier IAJ must remain in
his circle when serving the SAUCER.
HECKLER IBJ must remain in his circle at al I times whl le his te3m is defensive.
He may
at­
tem?t to stop the flight of the SAUCER, or distract the Fl le r in any manner.
Shoul d he step
or fat I out of his circle, his team forfeits I point and the offensive team retains serve.
HECKLER (CJ remains in his circle untl I SAUCER is airborne.
He may then leave his circle to
heckl e the Receiver 10) in any manner so long as he doesn't inte rfere with ff ight of SAUCER
o r touch the Receiver, or step Into the Receive r' s cl rcfe. Hecklers forfeit
2 points
for
each infraction.
Receiver (0) attempts to catch the SAUCER In his circle.
Should he do so, then his team re­
ceives 2 points.
Should it be necessary for the Receiver to leave his circle to catch
the
SAUCER, then his team sco res but I point .
Should he drop or miss the SAUCER, no points are
scored, and the t eams change positions.
(AJ changes with CB> and (CJ changes with (0).
CC> Is now the Fl ler, and (BJ the Receiver.
HECKLER IOJ must remain in his circle,
and the
HECKLER IAJ becomes the roving HECKLER.
Teams change positions when the Receiver fal Is to catc~ the SAUCER.
In the event that no Referee is avai Iable, disputes wi I I be settled by mutual agreement, or
the flip of a coin.
Fi rst team to score 25 points wins the game.
KEEP '£M FLYI N'
This is a PIPCO PRODUCT
San Luis Obispo, Cal if.