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F-16 Combat Pilot
|Developer / Publisher||Digital Integration|
|Media||1 x |
|Take control of the World's finest multi-role aircraft, from ground attack to air interception missions. One of the best combat flight simulators released for its time, in which the instruments 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
The overall presentation is pretty neat on the ZX and quite similar to the CPC, but limited to its color palette. There are no bridges or helicopters in the simulation (as in all 8bit version). Wire-frame graphics are used throughout (3D objects not filled with any color). The cockpit though is detailed, depicting most of the instruments found on an actual F-16C. Still, flight dynamics of an F-16C are fully featured and modeled, while the cockpit instruments are fine modeled and up to the 8bit hardware capabilities (mentioned above)! The framerate is low, which is normal for a 3D graphics-based game release for the 8bit Amstrad (and Commodore, Spectrum ZX) but the gameplay is good. The sound is quite sparse and basic and limited to engine thrusts only!
|CPU: Z80 @ 3.5 MHz|
MEMORY: 16 KB / 48 KB / 128 KB
GRAPHICS: Video output is through an RF modulator and was designed for use with contemporary portable television sets, for a simple colour graphic display. Features a palette of 15 shades: seven colours at two levels of brightness each, plus black. The image resolution is 256x192 with the same colour limitations.
SOUND: Early models (48k) had sound output through a beeper on the machine itself. This is capable of producing one channel with 10 octaves. Late models (128k) fetured a three-channel audio via the AY-3-8912 chip, MIDI compatibility
|3bit RGBi 15-colors palette (15 on screen)|
|comment on 2014-08-22 14:15:35|
|rogerjowett||Join Date: 2014-08-22|
this should run at full 6mhz using external 1mb ram and the snapper disks from velesoft site HELP|
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