129 lines
7.7 KiB
Plaintext
129 lines
7.7 KiB
Plaintext
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STORMOVIK: SOVIET ATTACK FIGHTER
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Tactical combat simulations have traditionally focused on conventional warfare
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between the U.S. and Russia, with climax missions set in Eastern Europe. Now
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that the cold war is fading and Germany is reunited, we can expect to see some
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different twists on the old themes. STORMOVIK, by Rick Tiberi and Electronic
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Arts, puts us in the cockpit of a Russian jet defending Glasnost and
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Perestroika. (This review is based on the IBM-PC version.)
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STORMOVIK is Russian for "ground attack fighter," and the Su-25 is the Soviet
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equivalent of the U.S. A10 Thunderbolt ground support plane. Like the A10, the
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Su25 is a slow-flying, ground-hugging weapon platform designed to eat tanks for
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breakfast. In this simulation, it's also used in air-to-air intercept and escort
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roles.
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There is a strong family resemblance to LHX ATTACK CHOPPER (released earlier
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this year by EA), and it shares some of that game's strengths and weaknesses as
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a simulation. The graphics are average, and in terms of realism and detail
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(especially in the weapon systems), I'd describe it as an intermediate-level
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simulation. The missions are challenging, and there's plenty of action.
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The combat missions take place during a three-year struggle between the Soviet
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High Command and rebels supported and controlled by the defense industry, as
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well as by fanatic military elements in both the U.S. and Russia (who see the
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winding down of the cold war as a threat to their sales and prestige). The
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rebels are naturally armed with the best U.S. and Soviet hardware.
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When you start the game, you create a pilot in the Red Guard Strike Force, and
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then select one of the three years in the conflict, beginning with 1991. The
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campaign is detailed in the mission descriptions; each year has a menu of 10
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different missions, in addition to a training mission for practice. Playing a
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campaign consists of starting in 1991 and choosing missions in sequence (from
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top to bottom), although you can also select them individually, playing only
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your favorites. Difficulty level is by rank, which you can specify when creating
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a pilot. Higher ranks have access to better weapons, but the opposition is
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tougher. If you do well, the program also offers promotion at various points in
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the game. Pilots (up to four) can be saved or loaded between missions, so you
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can backtrack if you're killed.
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The VGA graphics are polygon-based, in 16 colors in the 3-D outside views;
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256-color graphics are used for the cockpit and instruments. There are five
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randomly chosen weather and lighting conditions for the scenery: clear daylight;
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overcast; twilight; night with stars overhead; and a very challenging fog
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condition, with gray sky and ground, and no visible horizon (which means you
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have to watch your instruments carefully).
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Terrain is very similar to that in LHX ATTACK CHOPPER, mostly flat ground with
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scattered hills. Unfortunately, there are few opportunities to use terrain
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effectively, as a low flying plane of this type normally would. All encounters
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take place out in the open, with no nearby hills or other terrain for evasion or
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ambush. so your basic tactic is just to fly as low as possible. Scattered dots
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on the ground enlarge as you get close to the ground, which helps you to judge
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your height.
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Sound support is included for the PC speaker, Tandy sound, and the AdLib and
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CMS sound cards. (I used the AdLib driver.) There's a musical passage in the
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opening screen, and from then on, it's all sound effects. The AdLib sound
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effects are good: Hits on your plane have a solid punch, the jet engine sound is
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smooth, and details like landing-gear whine and wheel chirp on touchdown are
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included. Warning tones of various types sound to indicate radar or infrared
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tracking, missile lock, and missile proximity alert.
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The flight model is fairly realistic. When you bank into a turn you lose lift,
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but changing throttle settings or lowering flaps doesn't affect your pitch. The
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plane seemed to "coast" a bit too much when throttled down, but air brakes are
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available for killing airspeed when needed. Joystick response is good. Landings
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are of the "throttle back and point it at the runway" variety, and flight sim
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beginners should have no trouble flying and landing the plane.
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The cockpit, based on that of a real Su-25, has a utilitarian, low-tech look.
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Essential flight information is presented in a heads-up display, but other
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indicators for jammer status and damage are shown in groups of unlabeled,
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identical toggle switches and panel lights; you'll be pausing the game
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frequently to refer to the manual when you first start out. A waypoint system is
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used for navigation, but there is no indicator for distance to the next
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waypoint: You must switch to a map screen to see how far you are from the target
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(or any other waypoint).
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The missions are a nice mix of targets and situations. Many are time dependent
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and involve other aircraft, like clearing a landing zone before your side's
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chopper arrives, and then escorting it back home. It's a little disorienting at
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first to be targeting an A10 Thunderbolt one minute and a MiG 29 the next; it's
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almost as if everyone at one of those big international air shows suddenly
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started shooting.
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Airborne opponents comprise a mix of fighters, attack jets, and helicopters.
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U.S. hardware includes: the A10 Thunderbolt; Apache and Blackhawk helicopters;
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the F16; and the F117A Stealth Fighter (very tough to beat). On the Soviet side,
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there are: MiG 27s and 29s; other Su25s; and two Soviet helicopters. A Soviet
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airliner is involved in a few missions. Enemy pilots only use horizontal turning
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tactics; they never go vertical, which is just as well, since you want to stay
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low and avoid ground radar. On the ground, there's the usual assortment of U.S.
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and Soviet armor, AA and SAM units, and also infantrymen with AK47's and
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shoulder launched SAM's.
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The 30mm chain gun and the unguided folding fin rockets are "angled downward"
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about 10 degrees to make them easier to use. With a crosshair set below the
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plane axis mark on the HUD, you can attack a target in level flight by waiting
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for it to pass under the crosshair. Guided missiles require a very close
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approach to the target before they'll lock accurately (Russian inefficiency?),
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and some other weapon characteristics are simplified. For example, you can
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release bombs at very low altitude with no blast damage to your plane.
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Damage effects include jarring the screen image when the plane is hit, control
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line failure (making the plane difficult to control), bullet holes in the
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canopy, and the first screen graphic I've seen that shows blood in the cockpit
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-- spattered on the canopy! If you lose it completely or are seriously injured,
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you can eject, with a nice "boom" that shoots you up above your plane.
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An IBM-compatible 286 machine is recommended for the game, and an 8MHz-10MHz
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processor should do fine. Graphics modes supported are CGA, EGA, and MCGA/VGA.
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The program is distributed on three 5-1/4" 360K floppies. Copy protection is
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off-disk, requiring you to look up (in the manual) the English translation of a
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Russian word shown on the screen. Control is by joystick, mouse, or keyboard.
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Required memory is 512K. I encountered no bugs while playing in preparation for
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this review.
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STORMOVIK is a fast-moving game, and very enjoyable once you've mastered the
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spartan cockpit. Hardcore air combat enthusiasts will miss having a more useful
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terrain model and in-depth modeling of weapon characteristics, but where else
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can you try flying the Russian side, and find out what it's like to take on a
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Stealth Fighter!
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STORMOVIK: SOVIET ATTACK FIGHTER is published and distributed by Electronic
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Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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