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F-16 Combat Pilot
|In F-16 Combat Pilot you take control one of the World's most advanced multi-role combat aircraft through ground attack to air interception missions. It is one of the best combat flight simulators released for its time, in which the indicators and flight dynamics of an F-16 are fully featured and modeled!|
STORY / GAMEPLAY
In this 3D combat flight simulator, tactics and combat maneuvers are all captured in detail. F-16 Combat Pilot is probably one of the best combat flight games for the home computers. Note that the flight dynamics is one of the most accurate for its time. For example, when landing you must use your AoA (Angle of Attach) indicators in order to perform a successful landing (a feature not simulated in most similar games at the time!) You pilot your F-16C in assignments as diverse as dogfights, bombing raids or reconnaissance missions. It is up to you to plan your flight route by setting way-points on the tactical map prior to take off (not found on the C64 cassette version though); you can also select the armament of your plane. As you advance through your missions, you may also advance to Mission Commander which gives you the opportunity to control a squadron of other pilots assigned for deadly missions by you! Due to limitations in processing power, speed, memory, disc capacity and cassette loading time, the developers has to make a few compromises in order to bring a successful 8bit version of this game. The most significant aspects missing (but found only on the 16bit versions only) are the following:
- > Non available weapons: Mk 83 1OOOlb bomb, Mk A4 2OOOlb and Snakeye bomb.
- > The zoom thermal image is not available tor Maverick AGM-65D operation
- > There are no intelligence reports during pre-flight briefing.
- > Setting way-points on the pre-flight briefing map does not display your flight path.
- > The air-to-air radar does not have Single Target Track (STT) mode.
- > The air-to-air ground radar does not have a Ground Target Track (GTD mode).
- > There is no digital artificial horizon option on the MFD'S.
- > Only one enemy aircraft may be tracked on the Up Front Control panel.
- > There are no left, right or rear views from the cockpit
- > Call-signs have no purpose.
GRAPHICS / SOUND
As in all 8bit versions, the CPC has pretty good visuals, although there is not too much detail on the 3D environments (no bridges, rivers etc) in the simulation. Wire frame graphics are used throughout (3D objects not filled with any color). The cockpit though, is detailed and colorful depicting most of the instruments / indicators found on an actual F-16C. Notice the small differences between the CPC and C64 versions of the cockpit view. The latter depicts a few more details mainly in order to give a more 3D perspective. Still the flight dynamics of an F-16 are fully featured and modeled while the cockpit instruments / indicators are finely modeled for an 8bit hardware capabilities. As expected, the framerate is low, which is normal for a 3D graphics based game released for the Amstrad (and the Commodore, Spectrum ZX) but the playability is acceptable. The sound is quite sparse and simplistic, limited to engine thrusts and cockpit alerts (which sound pretty good actually).
Amstrad CPC 464/664/6128
|CPU: ZiLOG Z80 4MHZ|
MEMORY: 64 KB or 128 KB of RAM depending on the model (capable of being expanded to 512k using memory extension boards)
GRAPHICS: Motorola 6845 address generator, Mode 0: 160x200 / 16 colors, Mode 1: 320x200 / 4 colors, Mode 2: 640x200 / 2 colors, A colour palette of 27 colors was supported
SOUND: The CPC used the General Instrument AY-3-8912 sound chip, providing 3 channels Mono Sound (via internal speaker) but capable to offer Stereo Sound provided through a 3.5 mm headphones jack (with pretty impressive outcome!). Also, it is possible to play back digital sound samples at a resolution of approximately 5bit. This technique is very processor-intensive though.
|RGB 27-colors palette (16 on screen)|
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