%% ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out. Add context to the entries before uncommenting them.

The player's single jet fighter (placed in the center of the screen) shoots down waves of [[UsefulNotes/WorldWarI WWI]] Biplanes, [[UsefulNotes/WorldWarII WWII]] era fighters, 1970's era helicopters, 1980's era jets, and futuristic [=UFO=]s while trying to rescue fellow pilots and avoid bombs, missiles, and other enemy fire.

Your aircraft is a sleek jet that travels to five different time eras which each have different enemies. The time periods are as follows:
* 1910; biplanes and a blimp
* 1940; WWII monoplanes and a B-25
* 1970; helicopters and a CH-46
* 1982 or 1983 (the year varies between ROM versions); jet planes and a B-52
* 2001; [[{{Zeerust}} [=UFO=]s.]]

In the first four eras, the background setting is the sky with clouds; in the fifth, it's space with (equally harmless) [[TheAsteroidThicket asteroids]].

During waves with missiles (helicopters and jets), tight turns with many double-back actions will render the attacking missiles mostly useless. Concentrate on shooting down entire squadrons (whose appearance is signaled by a siren sound) to rack up bonus points. You can also rescue the flying parachutists as you battle the enemies.

You must destroy 56 normal enemies in order for the mothership to appear, then you must destroy the mothership by shooting it with seven direct hits. After you have destroyed the mothership, all the other ships will be destroyed and then your jet will advance to the next time period. After you get past all five time periods, the game will [[KobayashiMario begin again with increased difficulty]].

This game was designed by YoshikiOkamoto. He was hired by Creator/{{Konami}} as a graphic artist, although not long after being hired, he was asked to design a driving simulator video game. He did not like the idea of a driving game, but he did like ''VideoGame/{{Bosconian}}'' a lot, so he decided to base his game on ''Bosconian'' without telling his boss. He was also smart enough to know he would get in trouble for doing this, so he also had his design team simultaneously create code for the driving game too, in case his boss wanted to see it. When his boss asked if the driving game was finished, Okamoto showed him ''Time Pilot'' instead; his boss was angry, but Okamoto asked him to do a location test, the game was well-received, and the rest is history. Okamoto designed only two games while at Konami: ''Time Pilot'' and ''VideoGame/{{Gyruss}}''. He later went to Creator/{{Capcom}} where he designed ''1942'', ''VideoGame/FinalFight'', and the ''StreetFighter'' series of games.

This game had an InNameOnly sequel of sorts in 1984 called, not suprisingly, ''Time Pilot 1984''.

!!''Time Pilot'' has examples of :
* AstralFinale: After four stages with a sky and clouds for the background, the fifth stage is in space.
* BossBattle: One of the earliest arcade games to have multiple bosses (though none of them were more important than any other, story-wise) and one of the first to have a boss at the end of every single stage, rather than at the end of a series of stages.
* BossWarningSiren: A loud warning will sound before the boss shows up on any given level.
* DestructibleProjectiles: Canister shot in 1910 and 1940, missiles in 1970 and 1982, and everything in 2001.
* FailedFutureForecast: The sole future era is represented by a SpaceBattle in the year 2001.
%%* TheEighties
%%* EverythingTryingToKillYou
%%* ShootEmUp