213 lines
13 KiB
Plaintext
213 lines
13 KiB
Plaintext
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RED BARON
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It's early morning. I can see the sun rising over the horizon as I look out the
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left side of my Eindekker's cockpit. I'm leader on this flight, and my two
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wingmen are flying in formation behind me. I look at my map, and then at the
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ground below, and locate a landmark that tells me we're right on course. The sky
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brightens a little as the sun clears the horizon.
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I spot our targets: two British observation balloons near the trenches. I
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signal my wingmen to attack as I head for the nearest balloon. AA fire erupts
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around us. As I dive on the first balloon, the terrified observer jumps from the
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basket, his chute popping open just as I fire a burst of incendiary ammo. The
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balloon erupts into flames. Suddenly, I take a flak hit, and while checking my
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plane, I see a group of enemy fighters headed our way.
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In another few seconds, I'm in a swirling dogfight among the AA bursts. At one
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point, I head toward the sun, which blinds me with glare but might clear the
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enemy on my tail. My plane stalls and drops, and I have to recover quickly
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before the airspeed tears my wings off. One of my wingmen is down and I can't
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shake the Nieuport on my tail. His next burst wounds me, and through a red haze,
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I try to break off and head toward the German lines. My luck may have just run
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out....
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RED BARON, a World War I flight program from Dynamix/Sierra, places Dynamix at
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the top of the heap of publishers of air combat simulations. The attention to
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detail is extraordinary, and you can tell that the designers and programmers
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really cared about getting everything right. (This review is based on the IBM-PC
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version.)
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If you want an action game, you can get it by turning down the realism
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settings. But if you leave all the realism options turned up to maximum and
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choose the tougher combat levels, you'll get the closest thing to a real prop
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plane dogfight I've seen so far in a computer simulation.
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Let's start with the world you fly in. RED BARON uses a 256-color palette, and
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the scenery colors are muted and realistic looking. The sky is a true graduated
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sky: There is no color banding. If you have a dawn mission, you can watch the
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sun rise over the horizon. The sun, moon, and stars rotate around the sky as
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time passes. Clouds are three dimensional: If you fly inside one, you'll get a
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realistic white-out effect. There is a random weather generator that chooses
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weather for each mission in the campaign. Moonlit night missions show
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constellations in the sky and flares rising up off the battlefields -- a great
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background for Zeppelin hunts. Pointing your plane directly into the sun results
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in a bright yellow haze that obscures your view. This can be used to advantage
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against enemy planes.
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What really knocks me out is that as you fly under varying amounts of cloud
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cover, the light changes several levels, from deep shadow to bright daylight. On
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external and VCR replay views, the shading on the filled-polygon airplanes
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changes relative to the sun as they move.
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You might think there'd be a heavy frame-rate penalty for these goodies, but
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RED BARON runs very smoothly; the frame rate is about in the middle of the pack
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of current air combat simulations. A pop-up Preferences menu lets you specify
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levels of detail to accomodate slower machines. There's also an option for
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automatically reducing ground detail during combat, then turning it back up when
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no enemy planes are around.
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Now on to the airplanes: RED BARON models seven German, six British, and four
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French scouts (fighters) that you can fly. In addition, there are 11 other
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observation planes and bombers from both sides that appear in various roles
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during the missions. And, of course, Zeppelins!
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Each of the 17 scouts has its own cockpit graphic and view of the wings and
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tail, corresponding to the real WWI airplane. At the high realism setting, you
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only get the instruments that were available at the time (for example, no
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altimeter in the Eindekker). If you move the joystick left and right and look
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out to the side, you'll see your ailerons move. Look out the back while moving
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the rudder or elevators and you'll see those move, too.
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If you're flying a rotary-engine plane, it will turn differently to the left
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than the right, modeling the gyroscopic precession of rotary engines. This
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effect is especially strong in the Sopwith Camel, and will influence your
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tactics. If you exceed your plane's flight parameters in just the right way,
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you'll go into a spin. Recovery is possible, but difficult.
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Diving too fast rips your wings off in the early planes; you'll get a warning
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first that your wings are shaking. The planes lose energy and lift in a turn
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(except the very high-powered ones), so endless turning duels are impossible:
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You'll end up on the deck if you keep turning. You can opt for fatal collisions
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that happen whenever you hit an enemy or friendly plane, Zeppelin, or balloon.
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The only area where realism is lacking is in straight and level flight. The
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plane does not require constant stick pressure to maintain level flight, and
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there is no modeling of the relationship of airspeed to nose pitch. These don't
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affect combat tactics, however, so they're very minor flaws.
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Time compression is available whenever there are no enemies around. A pop-up
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settings menu lets you adjust levels of cockpit and external world detail with
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sliders. There is a time scale slider for speeding up or slowing down the
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simulator clock. Flight control with a joystick is smooth and responsive.
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There are solo dogfight scenarios in RED BARON, but most missions include
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wingmen. Your flight group can contain up to four planes. In the campaign game,
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you must fly as wingman and hold formation until you earn the right to be flight
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leader. As leader, you can give commands to your wingmen, including a Drop
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command that puts half your wingmen 500 ft. below you as bait for enemy planes.
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The wingmen come in different degrees of pilot quality, and the better ones will
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actually steal your kills.
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Enemy and wingman pilot quality is very good. At the veteran level they use a
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variety of tactics, including a sort of 45-degree Hammerhead for quick turns.
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They'll often dive, and then quickly zoom, to get you to overshoot so they can
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climb on your tail. Squadron dogfights can have up to seven fighters (in
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addition to your own) flying around, trying to waste each other.
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At the highest combat difficulty level, you must hit the pilot or the engine of
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an enemy plane to inflict damage; anything else passes through the fabric. The
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easier combat levels give you a wider target area. Hits on your plane eventually
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take you down in several different ways. An engine hit causes oil pressure to
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drop, or severs your fuel line, leading to a forced landing or crash. If you are
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wounded, a red haze drifts in and out, obscuring your view. If you don't land
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soon, or if you take another hit, you'll die in the air. Blackouts are possible
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if you fly too high.
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You navigate in RED BARON by using printed maps and comparing what you see with
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landmarks on the ground. Three maps, printed on both sides, are supplied with
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the game. At the easier levels, you can have a quadrant readout in your cockpit,
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but at high realism, you must use the maps, your compass, and your view of the
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ground, just as the real WWI pilots did.
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The sound effects on the AdLib are very good. Your engine and machine-gun
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noises are full and realistic sounding. Explosions of enemy planes and balloons
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are a little weak, but still effective. There are even sounds for trains on the
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ground. Several different engine sounds are used for other aircraft besides your
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own. As you approach a bomber or Zeppelin, you'll hear a lower-pitched engine
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noise. External views even have Doppler shifts on the engine sounds, as planes
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fly in and out of view.
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You can play RED BARON in either single mission or career mode. The missions
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have fixed elements, but there are so many options and variables that I didn't
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miss having random placement. Single mission types are: Fly a Historic Mission;
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Dogfight a Famous Ace; Dogfight a Squadron; Patrol the Front; Escort a Bombing
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Raid; Stop a Bombing Raid; Hunt a Zeppelin; Escort Reconaissance; Balloon
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Defense; and Balloon Busting. For each of these, you can change the altitude,
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weather, enemy and friendly pilot quality, plane type, and sun angle.
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A realism panel can be selected before each mission, and for 30 seconds after
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beginning the flight, in case you change your mind. This panel contains options
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for collisions, blackouts, flight realism, combat difficulty, etc. A score
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factor of up to 100 results from these settings, and it modifies your mission
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score.
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Fly a Historic Mission recreates as closely as possible the conditions of an
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actual WWI air battle, with background information and your choice of which side
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to fly. There are eight historic missions, such as Werner Voss's epic battle
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with No. 56 squadron.
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The career game can open at the beginning of, or in the middle of, the war. You
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start as wingman, and later graduate to being flight leader. Once you are
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promoted to Rittmeister or Captain, you can select a personal airplane and paint
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it with your preferred color scheme. The progress of the war provides many
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opportunities for distinguishing yourself. You can join an elite squadron by
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invitation, or by requesting a transfer. A famous enemy ace may even challenge
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you to a duel.
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There are also several ways to fall behind in your career, not to mention
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dying. Ditching behind enemy lines will result in capture and eventual release.
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If you're wounded, you'll spend time in the hospital recovering. New planes are
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introduced from time to time, and it's interesting to see the balance of air
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superiority shift back and forth between the two sides. Your goal in the career
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game is to surpass the kill record of the best WWI aces. Another goal you may
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want to pursue is merely surviving to the end of the war!
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The career game is fun, and all the elements are smoothly integrated. There is
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one annoying aspect of the game design: You have to go through a series of eight
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steps to restore your pilot and repeat the mission if you're killed. This should
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have been streamlined. Overall, the WWI career game is very well done.
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RED BARON includes a mission recorder and editor. At the start of every
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mission, the game asks you if you if you want it recorded. Answering "yes" will
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start a continuous recording to disk of the entire mission. After taping a
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mission, you can enter the Mission Recorder and view the tape. Several external
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views are available, either chasing your plane or any of the other aircraft, or
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from independent camera viewpoints. The camera can be moved with the joystick,
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and the tape can be stopped and started in order to position the camera between
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takes.
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There are two very innovative features in the recorder. The first is that all
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your camera moves can be saved with the tape, in effect making you a movie
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director for your combat replays. The second is that at any point in the tape,
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you can hit an "Enter Simulation" button and jump into the cockpit, flying the
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mission from that point forward.
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The spiral-bound manual is well-written; the bulk of it is a comprehensive
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history of WWI air combat, with period photos and diagrams of combat tactics.
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There are full diagrams and specs on all the planes in the simulation, including
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18 color plates. This is one of the best manuals I've seen for a simulation.
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This first release of RED BARON supports VGA graphics only; an EGA version is
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under development (as of this writing). The package lists the required hardware
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configuration as a 10MHz or faster IBM compatible, with 640K of RAM. (I've heard
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comments from players who were satisfied with performance on 12MHz 286
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machines.) Sound cards supported are the Roland MT-32/LAPC-1, PS/1, AdLib, and
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Sound Blaster. The box includes both high-density 3-1/2" and high-density 5-1/4"
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diskettes. Control is by joystick, mouse, or keyboard, with the mouse working
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well for moving through the game screens between missions. Unfortunately, there
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is no second joystick or pedal support for the rudder. In a much appreciated
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move by Dynamix/Sierra, RED BARON has no copy protection.
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RED BARON breaks new ground, not by introducing one splashy feature, but by
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including dozens of small surprises and realistic details. The programming is
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impressive, both in computer pilot AI, and in maintenance of a good frame rate
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while including all the eye candy. Best of all, Dynamix has taken a refreshing
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view of the player: Instead of assuming that you can't handle a tough combat
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situation or a realistic flight model, the program provides such a situation and
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challenges you to deal with it. I highly recommend RED BARON for all air combat
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fans.
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RED BARON is published by Dynamix and distributed by Sierra On-Line.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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