115 lines
5.8 KiB
Plaintext
115 lines
5.8 KiB
Plaintext
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BATTLEHAWKS 1942
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Before the days of afterburners and heat-seeking missiles, there
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were propeller-driven aircraft with manually-aimed weaponry. This is
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the world that Lucasfilm's BATTLEHAWKS 1942 brings to life in its
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fairly realistic simulation of World War II naval air combat. (This
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review is based on the IBM PC version.)
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Game documentation presents the history of the "carrier war" to
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help explain the player's role in each mission. There were four
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combat squadrons on each carrier. Dive bombers and torpedo bombers
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were the attack planes. Their mission was to destroy enemy
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carriers, battleships, and support ships. Combat Air Patrol (CAP)
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were fighters assigned to defend the carrier and other ships in the
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task force from air attack. Fighter escorts defended attack planes
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from the enemy's CAP.
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The American planes in BATTLEHAWKS 1942 include the F4F "Wildcat"
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fighter, the SDB "Dauntless" dive bomber, and the TBF "Avenger"
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torpedo bomber. The Japanese aircraft are the A6M "Zeke" fighter,
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the D3A "Val" dive bomber, and the B5N "Kate" torpedo bomber. Each
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of these planes had two or three differen models; the simulation
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includes them for comparison of armament and flight performance.
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There were four major carrier battles in 1942: Coral Sea, Midway,
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Eastern Solomons, and Santa Cruz Islands. BATTLEHAWKS 1942 provides
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four scenarios from each of these battles. The player can fight for
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either side, giving a total of 32 possible "active duty" missions.
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There are also 13 training missions that cover the basic tactics of
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CAP, as well as escorting, dive bombing, and torpedo bombing.
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The aircraft included in BATTLEHAWKS 1942 are simple to fly. Planes
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can be controlled with the arrow keys, but not easily. This game has
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a lot of fast action. I recommend a joystick. The throttle and
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weapons fire buttons are basically the only controls used in
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combat. There are forward, back, left, right, down, and scan views.
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Scan view lets you look 360 degrees around the plane and 90 degrees
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up or down, one degree at a time. The joystick/arrow keys change the
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view. A digital readout shows the angles of the view relative to the
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nose of the aircraft.
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Instruments include air-speed indicator, vertical velocity
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indicator, RPM indicator, pitch/roll indicators, altimeter,
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compass, and fuel gauge. There are controls to raise and lower
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landing gear, flaps, and (for the SDB Dauntless) dive brakes. The
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attack planes have rear guns, which are activated by selecting the
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rear view.
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Two features make BATTLEHAWKS 1942 unique among air combat
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simulators. A "camera" can take "movies" of battles, to be replayed
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later. There are computer-controlled friendly planes to help you
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battle foes in some of the scenarios. You can experience the action
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by watching the "film" as well as by playing the game.
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I tested BATTLEHAWKS 1942 on a GenTech 386/20 computer, with an
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Everex EVGA graphics card, Mitsubishi Diamondscan monitor, and CH
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Mach IV joystick. The game supports CGA, EGA, VGA, and MCGA
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graphics; these are chosen from a menu or command line. My joystick
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was automatically sensed and calibrated. At 20 MHz, the EGA graphics
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were too fast, but VGA worked fine.
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I found flying WWII airplanes an interesting change of pace from my
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usual diet of jet fighter simulators. I began by flying the
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intercept training missions with the F4F Wildcat. The F4F (and all
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the American planes), even at full power, stalled easily when
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subjected to a climb angle greater than 15 degrees. I needed about
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ten training missions to learn aircraft performance characteristics
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and to perfect my aerial gunnery skills.
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BATTLEHAWKS 1942 keeps a roster of pilot statistics for active-duty
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missions. I flew 16 active-duty missions as an American pilot, using
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fighter and attack aircraft. I lost only one plane while shooting
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down 77 and sinking two ships. Dive bombing was not very difficult,
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but torpedo bombing took a lot of practice. Pilots who survive 16
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missions are retired.
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I also tried active duty on the Japanese side. I expected to
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accumulate an even greater number of kills, because the Japanese
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planes perform better in turning radius and rate of climb. Was I in
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for a surprise! The Japanese planes gained performance at the cost
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of armor. In American planes, I would just wade in, guns blazing.
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The heavy American armor took a lot of punishment, and I usually
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survived the exchange of gunfire. The Japanese planes lost their
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performance advantage as they quickly sustained damage. My Japanese
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pilot lost four planes and was killed on mission 15.
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The lack of carrier takeoffs and landings in BATTLEHAWKS 1942
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disappointed me. The planes are positioned at a set altitude at the
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start of each mission. When the mission is over, a message appears
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on the screen telling you to press "Q" to quit.
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There is a very obtrusive anti-piracy measure in BATTLEHAWKS 1942.
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An aircraft recognition test -- showing various views of a Zero that
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correspond to keywords in the program documentation -- appears at
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the start of each mission. Flipping through the game manual to find
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the proper keyword becomes quite tedious. This recognition test
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should be used only at program start-up time.
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Despite these drawbacks, I became addicted to the fast-paced action
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of BATTLEHAWKS 1942. There were many times I found myself grinding
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my teeth as I struggled to line up yet another plane for the
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attack. Twitch/arcade players will love this game. Those who prefer
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the "chess game" aspects of aerial combat would probably not enjoy
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it as much. I liked it, but I'll probably be getting back to my F-16
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and F-19 cockpits, just as soon as I knock out one more Zero....
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BATTLEHAWKS 1942 is published and distributed by ILM/Lucasfilm
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Games.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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