213 lines
13 KiB
Plaintext
213 lines
13 KiB
Plaintext
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F-16 COMBAT PILOT
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I thought it'd be a long time before anything even beginning to approach the
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depth, complexity, and realism of Spectrum HoloByte's FALCON would appear again.
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Imagine my delight and surprise when I discovered another air combat simulator
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that not only equals FALCON in performance, but goes many steps further! F-16
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COMBAT PILOT is probably the best F-16 simulator currently on the market, and it
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incorporates a number of important new capabilities missing from previous flight
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simulation software. (This review is based on the Amiga version; Atari ST and
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Commodore 64/128 version notes follow.)
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You begin the program in the crew room. By clicking the mouse on various
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images, you can: obtain technical data on all available weaponry; review full
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technical information on all enemy planes; examine a file of pilot logs;
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initiate a full demonstration; enter a "Quickstart" mode; specify keyboard or
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joystick/mouse control; and select mission assignment -- which sends you out the
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door to an overhead view of the Pentagon, where missions are available.
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At any time, you may engage one of three modes (training, full missions, or
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head-to-head), but you're well advised to start with the "Training Squadron."
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There are five missions in either full or training mode: "Scramble" is
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air-to-air interception; "Watchtower" involves secret Reconnaissance;
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"Tankbuster" is battlefield close air support; "Hammerblow" is a full offensive
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counterair operation; and "Deepstrike" is an interdictor strike. Each mission
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offers its particular challenges and configurations; there is no deliberate
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increase in difficulty from one to the next, although I found Hammerblow and
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Deepstrike to be the most difficult.
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In Training mode, you'll have an opportunity to learn how to handle the plane
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in both Free Flight and Landing modes. F-16 COMBAT PILOT sacrifices nothing in
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terms of flight and control realism: The plane is really tough to fly and land,
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even more so than in FALCON. You're encouraged to learn how to control the plane
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via the mouse or joystick, but I found both to be much too "twitchy" for smooth
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handling; keyboard control is simpler. I should mention, though, that in a real
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F-16, the fly-by-wire control stick is pressure-sensitive: You don't really move
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the stick; you just push it slightly in one direction or the other. The
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joystick/mouse control in F-16 COMBAT PILOT emulates this characteristic as
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realistically as possible. (Advanced Gravis has recently released a device
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called The MouseStick -- a highly sophisticated, highly configurable
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analog/digital joystick. I haven't tried it yet, but properly configured, the
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MouseStick would probably work quite well as a control-stick analog.)
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It's apparent that the designers of F-16 COMBAT PILOT didn't expect you to walk
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in off the street and just start flying. They've provided extensive and
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extremely useful Air Traffic Control (ATC), a major first for flight simulators
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of any ilk, civilian or military. Contacting ATC at departure gives you
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clearance for takeoff, and when you return to a friendly airport for landing,
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you may: a) use the ILS system to land manually; b) contact Ground Control to
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talk you down; or, c) turn on an automatic landing mode (once you're locked onto
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the ILS cross-hairs) that guides you safely onto the runway -- although you'll
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still have to bring your nose down and come to a halt before the runway ends.
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The Ground Control talk-down involves first contacting the tower from within
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adequate range, then selecting the Ground Control option, and then following the
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series of instructions displayed in the communications window of the "Up Front
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Control Panel." Ground Control leads you through a full (civilian) "pattern" --
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a series of maneuvers used in real flight to safely position the plane for its
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"final approach." This can be confusing for beginners, because GC's instructions
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might first direct you _away_ from the airport in order to initiate the approach
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pattern. However, the manual does mention the process, so careful preparation
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before flying (by closely reading the entire manual) should make things clearer.
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Another major first in F-16 COMBAT PILOT is the full Electronic Strategic
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Display (ESD). Before take-off, you can file a flight-plan (consisting of up to
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five different "waypoints"), and can engage various controls to display or
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remove eight different types of enemy targets on the ESD. For instance, if
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you're heading in for reconnaissance, you can plot a course that will take you
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past SAMs and around mountain ranges for greatest invisibility; then you can use
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the waypoint computer in-flight to fly from point to point. This works somewhat
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like its equivalent in Microprose's GUNSHIP and F-19, except that the
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information available is much denser, and the waypoint plotting is performed
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_before_ starting a mission.
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At the ESD, you may also read your mission objectives, gather intelligence
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reports on enemy positions and status, and determine weather conditions. You
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have the option of configuring weather here, as well; the factors include cloud
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level, wind direction and turbulence, and time of day (day or night). Both day
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and night missions are possible, and there is special equipment that allows you
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to use infra-red (IR) detection during night flights.
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Upon leaving the ESD, you can go to the weapons selection screen, which works
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much like the one in FALCON (except that full technical info on each system is
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available during selection). If you so choose, ground crew will offer you a
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recommended configuration for each type of weapon; otherwise, you can
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custom-configure your combination of weapons, special instruments, and extra
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fuel tanks. There are five save/load positions available to store any custom
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configurations you design, for use on future missions.
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Finally, it's time to take off and execute your mission. The instrument
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displays are far too numerous to describe in a short review; suffice it to say
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that they're highly competitive with those available in FALCON. A few of the
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technical features in FALCON's HUD are missing from the HUD in F-16 COMBAT
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PILOT, but only a few. This simulation also offers some improvements over FALCON
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in radar display and configuration possibilities, and the availability of
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weapons and special instruments is enhanced, as well.
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I always make a point of completely finishing a game or simulation before
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writing my review. However, due to F-16 COMBAT PILOT's difficulty and realism, I
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haven't yet reached the "Operation Conquest" squadron mode. Therefore, review of
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that function -- perhaps one of the most important and innovative in the
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simulation -- will have to be postponed. To briefly summarize its operation: If
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you successfully complete all five missions in full mode, you're made Squadron
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Commander. At that point, you can participate in the first of a series of
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squadron-level raids; these raids make up the full-scale war that's built into
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the hundreds of square miles of territory within the simulation. You choose
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which of the five planes in the squadron you're going to fly for each mission,
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and specify which of the five missions each of your planes will handle during
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the raid. I look forward to testing this aspect of the program; if it's as
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thoroughly designed as the rest of the simulation, it should be quite amazing.
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The program is distributed on one copy-protected disk that can remain
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write-protected. F-16 COMBAT PILOT can be neither copied to, nor installed on, a
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hard disk. The on-disk copy protection is supplemented by a word-lookup
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copy-protection scheme as well. The program requires 512K of RAM, one floppy
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drive, and a blank disk for your pilot logs; a joystick is recommended.
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F-16 COMBAT PILOT is not an arcade game; it's a very complex simulation. If
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you're looking for something that's easy to fly, yet offers the thrill and
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exhilaration of the sheer motion of flight, look to JETFIGHTER, F-15 STRIKE
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EAGLE II, or F/A-18 INTERCEPTOR. Graphically speaking, these programs are also
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more "beautiful," although the out-the-window graphics in F-16 COMBAT PILOT are
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very striking (and a definite improvement over FALCON's). However, if you want
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an air combat simulator as technically sophisticated and as realistic as FLIGHT
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SIMULATOR 4.0, F-16 COMBAT PILOT won't disappoint you. In fact, the ATC and
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flight-plan options available in this program _far_ surpass anything equivalent
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in FS4, and the instrumentation, flight and landing characteristics, and control
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are as satisfying as those you'll find in the best flight simulators anywhere.
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ATARI ST VERSION NOTES
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Although F-16 COMBAT PILOT for the Atari ST functions much the same as the
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Amiga version, it's not a game that will replace either FALCON or OPERATION
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COUNTERSTRIKE (both from Spectrum HoloByte). You'll need 512K, a color monitor,
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and a blank, formatted disk for the Pilot's Log. You can configure F-16 to work
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with either mouse or joystick, although the equivalent keyboard commands are
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always available. Good thing, too, because I've yet to see a flight simulator
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with a controller more effective than a keyboard.
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Flight and combat are predictably tricky due to all the cockpit activity. The
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arrow keys provide views out of the cockpit; the keypad controls throttle,
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pitch, roll, and rudder. Function keys control the multi-function and up-front
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panels. The tab key selects weapons; the spacebar locks targets and fires
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weapons. Either joystick or mouse can be used in place of pitch/roll/rudder
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keystrokes.
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The ST F-16 COMBAT PILOT package comes with two copy-protected disks, a
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complete and well-written instruction manual, and the "Pilot's Kneepad," a list
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of all flight controls.
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While "ten squadrons" is merely "ten difficulty levels" spelled differently,
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these levels and the strategic element of Squadron Commander add great depth to
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what could have been Yet Another Cockpit Game. Graphics of the ST version are
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mostly very good (especially the pre-flight screens), and the craft responded
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reasonably well. The most obvious graphic glitches were the breakup of the
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ground terrain -- something we should be used to by now -- and a HUD window that
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sometimes seemed to be coming apart. These imperfections are minor cosmetic
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flaws that won't detract from your enjoyment, and this ST version of F-16 COMBAT
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PILOT has more than enough muscle and strategic depth to hold its own as a
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combat simulator.
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COMMODORE 64/128 VERSION NOTES
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Despite many changes from the original Amiga program, the Commodore 64/128
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version of F-16 COMBAT PILOT emerges from its translation in good shape. The
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graphics are excellent, and the flight animation is about as sluggishly smooth
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as we can expect on a small machine. What's more, the program disk is not
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copy-protected, an unexpected bonus.
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While some features of the original program have been outright eliminated from
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the C64 version (due to machine limitations), others have been incorporated into
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different parts of the simulation. The Squardon Crew Room has been dropped
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completely, and the first screen to appear after the title page is the Mission
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Selection screen.
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Quick Start and Pilot's Log options are on this screen; Recall Game has been
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incorporated in the Operation Conquest mission selection; Demo mode and the
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two-player Gladiator option have been eliminated; and there is no Free Flight or
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Landing practice, although you can use the five missions for training. To use
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the Pilot's Log, you'll need a previously-formatted disk, but note that the
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command line indicated in the C64 Pilot Kneepad (Command Summary card) will not
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format a disk from Commodore BASIC.
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The Preflight Briefing screen dispenses with the Met Office; weather conditions
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are now in a message window below the Electronic Strategic Display. There are no
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Geological features on the ESD. At the Weapon Selection screen, you cannot Store
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a preselected configuration of weapons, although the Ground Crew can fit the
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F-16 with a configuration suitable for the current mission. Information about
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the various weapons cannot be found on this screen; you'll have to read about
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them in the manual.
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Perhaps the most notable changes in this version are the deletions of the Left
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and Right Cockpit panel and Rear View displays. In fact, without these displays,
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the C64 version of F-16 might even have a bit more muscle than the
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graphics-laden 16-bit versions: No gaping or sightseeing, boys, just fly the
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plane.
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The C64/128 F-16 COMBAT PILOT package comes with one disk that's not
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copy-protected (there will be a documentation check), a complete instruction
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manual, and the Pilot Kneepad, which in this case concerns the C64 version's
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controls. A mouse is not supported, nor is keyboard steering; you'll need a
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joystick.
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A flight simulator is a flight simulator, no matter what the developers would
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like you to believe; what makes or breaks a simulation is what you can do with
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it. The C64/128 version of F-16 COMBAT PILOT is as complicated as any good
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flight simulator. It looks really good, and it has enough strategic depth to
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justify its inclusion in your software library.
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F-16 COMBAT PILOT is published and distributed by Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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