The One
1st March 1989
Author: Gary Whitta
Publisher: Digital Integration
Machine: Amiga 500
Published in The One #6
Simulation expert Digital Integration looks set to give Spectrum Holobyte and SubLogic a run for their money with its very first 16-bit effort. Gary Whitta grabs his joystick and heads for the fast-filling air corridors.
F-16 Combat Pilot
Along with Falcon, F-16 Combat Pilot is, reputedly, one of the first "real" flight simulations to appear on 16-bit. EA's Interceptor and instruments are whittled down to almost coin-op level, and other efforts such as Gunship and Super Huey just don't make the grade due to weak gameplay and lack of technical accuracy.
F-16 Combat Pilot is a simulation of General Dynamic's multi-million dollar, multi-role F-16 Fighting Falcon. Rather than revolving around the plane itself, however, F-16 Combat Pilot follows the career of the pilot from the rawest Rookie all the way up to "ace of the base".
A pilot's career begins in the de-briefing room. From here, data can be saved and loaded, a demonstration program can be run and information on the planes and weaponry can be accessed.
Mission targets are chosen at random from a range of 1,500. The flight path is decided by selecting 'waypoints' (taking note of positions of enemy radar bases and so on). The level of visibility, time of day, cloud height and other variables can also be changed to suit.
There are three types of MiG and more than twelve different weapons to get to grips with, with detailed information on all of them available from these blueprints. Should you need to know the estimated top speed of the MiG-31 or the loading capacity of a Durnadal anti-runway bomb, here's where you find you.
The missions are split into five different roles: Scramble (air-to-air interception), Hammerblow (offensive counter-air operations), Deepstrike (interdictor strike), Tankmaster (battlefield close air support) and Watertower (reconnaissance). In addition, there is a Gladiator mode that allows two players to fight it out head-to-heaad via serial lead. The centre graphic represents Operation Conquest, a complete military campaign that doubles as a mini-way game with you in command of a squadron of F-16s.
The cockpit offers all the features of the real thing. This includes the impressive multifunction display system that allows the radar display, mobile map, armaments selection screen and all other functions to be displayed in any configuration. The Head-up display features targetting aids for the various on-board weaponry, and the incredible BVR (beyond visual range) targeting system.
An unfortunate MiG has found itself slap in the middle of your sights. An AMRAAN long-range missile has been targetted and locked on, and the heat from the MiGs should ensure that it can't miss.
As well as the customary MiGs, you'll inevitably come into contact with enemy tank patrols, and even a couple of helicopter gunships.
Night-flying adds an extra dimension to the gameplay. Only the area illuminated by the HUD is visible, enabled by the LANTIRN pod, and all scenery and landscape is depicted in atmospheric shades of infra-red and green.
Three extra views are provided to complement the HUD: Left, Right and Rear. In a similar fashion to Falcon, a nice graphic touch is the pilot's hands, but this time round they've been animated and correspond on-screen with your control movements.
ST
If it's technical accuracy that you look for in a simulation, you'll be hard-pushed to fault F-16 Combat Pilot. Every aspect, from the beautifully written and presented 105-page flight manual, to the fighter's comprehensive functions and realistic performance proves that it's been designed and written by people who really know what they're talking about (General Dynamiics' chief F-16 test pilot Kevin Dwyers and former RAF pilot Bill Gunstar both helped in the design of the game).
Aesthetically, it's not quite as appealing as Falcon, but the almost infinitesimal number of missions combined with such extra elements as tanks, night-flying and the LANTIRN targetting system more than make up for this.
Amiga
The Amiga version will be released next month at a price of 24.95. It's expected to differ only slightly from the ST and PC EGA versions.
PC
The CGA version is very fast, and although the definition of the graphics leaves a bit to be desired, the overall impression is exhilarating and gameplay is identical to the ST. An EGA version (which looks exactly the same as the ST one) will be released next month.
Other Amiga 500 Game Reviews By Gary Whitta
Scores
Atari ST VersionGraphics | 89% |
Sound | 78% |
Playability | 81% |
Value For Money | 82% |
Overall | 89% |
Scores
Amiga 500 VersionGraphics | 89% |
Sound | 78% |
Playability | 81% |
Value For Money | 82% |
Overall | 89% |