Turn and Burn: No-Fly Zone is an aircraft arcade simulator developed exclusively for the Nintendo SNES console in 1994.
STORY / GAMEPLAY The game's story is simple: Gear up, get in your Grumman F-14 Tomcat, take off and unleash hell to the enemies. Apart from the nicely done aircraft, the weapons used are exactly the same as the F-14 could carry: Sidewinder Missiles, a Vulcan Cannon (M61A1) and Phoenix air-to-air rockets. Turn And Burn is an arcade simulator which means you have to control the aircraft well (so as not to hit the ground or crash yourself into the ocean). So, all you need is approximately 5 minutes to get used to the plane's controls and you'll be ready to destroy and dog-fight. Your main targets are enemy aircrafts and battleships, flying through daylight and night missions. You will be informed of your current mission while on air. Among the important things is to land your F-14 to an aircraft carrier for re-supply (whenever possible that is), which -by the way- needs good practice to accomplish. The point is this: If you run out of fuel or ammo, you're history!
GRAPHICS / SOUND Now that's what I call "the fastest arcade simulator I've ever seen on a 16bits machine). The aircraft moves so quickly that it gives the impression of playing this game on a more sophisticated console! The game's perspective is always from the inside of the cockpit (yes guys, there's no exterior camera this time) and all the cockpit indications work in real-time. The visuals are great since the developers used the Mode 7 scaling technology that's exclusively featured on the SNES, to create perhaps one of the best aircraft arcade simulators ever appeared on the 16bits era. The sound FX are equally cool with all the necessary explosions, turbines, missiles, Vulcan's shots sound effects that are seemingly sampled from actual sources.
In-game music sample:
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Super Nintendo (SNES)
CPU: Ricoh 5A22, based on a 16-bit CMD/GTE 65c816 core, Input: 21.28137 MHz Bus: 3.55 MHz, 2.66 MHz, or 1.77 MHz MEMORY: Main RAM: 128Kb / Video RAM: 64Kb / Sound RAM: 64Kb GRAPHICS: Progressive: 256x224, 512x224, 256x239, 512x239 and Interlaced: 512x448, 512x478 / Pixel Depth 2,4,7,8 bpp (8 to 11 bpp dorect) / Colors: 32768 (Depth 15bit) / Sprites: 128 (64x64 pixels) / Backgrounds: Up to 4 planes each up to 1024x1024 pixels / Special: Mode 7 matrix operations. (1 layer 128x128 tiles out of 256 with 256 colors) SOUND: Sony SPC700, Sony DSP: 16-bit ADPCM, 8 channels. Output: 32 kHz 16-bit stereo