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148 lines
8.1 KiB
Plaintext
148 lines
8.1 KiB
Plaintext
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JETFIGHTER II
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From the moment you leave the ground in JETFIGHTER II, you can't help
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but be impressed by the smooth frame rate and sensation of speed when
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flying close to the ground. This sequel to the original JETFIGHTER, by
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Velocity Development for the IBM, certainly gets high marks for the frame
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rate and 256-color graphics. Unfortunately the air combat portion of the
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simulation doesn't rate as well.
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JETFIGHTER II simulates 4 different fighters: the F/A-18, F-14, F-16,
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and F-23 Advanced Tactical Fighter. Velocity guessed wrong about the
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AFT...the F-23 lost its bid to be the next next generation fighter for
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the Air Force, but it's still a worthy choice for a simulation. The AFT
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cockpit has state of the art multi-function displays (MFD's). A more
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conventional cockpit is used for the other three planes. The exterior
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appearance is different for all 4 aircraft.
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The 256 color graphics are very good. With the full detail options, you
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get a gradient sky and ground haze effect. The sky cycles through
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different colors, all the way through to a deep violet at night. The sun
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and moon rise and set, depending on the hour. About half the combat
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missions take place at night.
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The forward view covers a very large area of the screen. Many
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simulations reduce the outside view to keep the frame rate high.
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JETFIGHTER II manages to get a very good frame rate and still animate a
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large area of view.
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There isn't much ground detail. You can see a few fields and roads, and
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occasionally, small groups of office buildings or farm buildings. The
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only available area for flying is California, and San Francisco is shown
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in good detail. Windows in the smaller buildings light up at night - a
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neat touch. Dots appear on the ground at low altitude to help you judge
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your height.
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I was very impressed by the sensation of speed. Most simulations have an
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unrealistically slow motion when near the ground. JETFIGHTER II, while
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still nowhere near the relative speed of the real thing, does much
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better than most flight simulations in conveying a sense of high speed
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near the ground.
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Less attention was paid to the flight model. The plane handles well, and
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there's a good sense of inertia when changing your flight path, but
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that's about it on the positive side. The aircraft does not lose
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altitude in a tight bank at slow speed, and turns are the same radius at
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all airspeeds. When throttling back from afterburner or full throttle,
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the aircraft loses speed much too quickly... it's as if you popped a
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drogue chute every time you chop the throttle. Stalls are unrealistically
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forgiving, but the slow speed performance during landing is good.
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The missions all start at a home air base or aircraft carrier. A free
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flight mode lets you check out the aircraft and practice landings. The
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carrier catapult is good, if a little weak in the sound department. The
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carrier recovery is outstanding... the best I've seen so far in a flight
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sim, mostly do to the impression of speed. An ILS system helps line you
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up on approach, and then disappears from your HUD at the last second so
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you get a clear view of the carrier deck. At night the sea and carrier
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are both very dark, which gives you a realistic adrenaline rush when
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landing. The only thing missing is a "meatball" on the carrier to indicate
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approach angle... you'll have to use the ILS and your eyes on final
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approach.
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Adlib/Soundblaster effects are hit and miss. The engine sound is muffled.
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It almost sounds like an airliner cabin, but it's not bad. For some reason
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the sound gets quieter when you light the afterburners. The wheel chirp
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when landing sounds realistic. There's a very good explosion sound when you
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auger in, but no sound at all for bombs or enemy plane explosions.
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The 124 page manual describes the basic operation of the aircraft, but
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does a poor job of explaining the weapon systems. Advanced hyper-velocity
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missiles are available on the AFT but are barely mentioned in the manual.
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The game includes a joystick calibration routine which you do once, then
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you save the parameters to disk. The joystick control is very good, with
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no tendency to drift. A keyboard control option is available, but a mouse
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may only be used for menu selection, not controlling the plane.
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The scenario for the combat missions is right out of a Dale Brown
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novel. Latin American rebel drug dealers have invaded California, backed
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up by private air force of high-end Soviet aircraft. Maybe this is a
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good excuse for using the San Francisco scenery database from the
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original JETFIGHTER game, but I would have preferred a more realistic
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scenario.
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The game has 120 different missions. You can select them individually
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or play in "Adventure" mode, which simulates the course of a war against
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the rebels. Your success or failure then determines which missions you
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get and how the war progresses, but the game is still selecting from the
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same list of canned missions.
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I was very disappointed in the actual combat missions. They follow
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the same general format - you're usually given three ground targets,
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and there are two or three enemy planes in the air. A single SAM is
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fired at you soon after takeoff, which you can shake easily by dropping
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flares and chaff. That's the last you'll see of enemy ground fire except
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for a decorative but harmless flak burst effect every now and then.
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Ground targets are completely undefended - you waltz right in and bomb
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them without being shot at once. After you take out the two or three
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enemy planes in the air, the program generates no new ones.
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The enemy planes are not very aggressive in the majority of the
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missions... you can circle lazily and they often won't even shoot at
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you. In the higher numbered missions they are more likely to shoot
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back, but still curiously unaggressive compared to other air combat
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sims. At the highest numbered missions you'll sometimes get one that
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will climb on your tail and be almost impossible to shake. At one point
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I throttled down to 150 KTS, and saw from the target display on the MFD
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that the MiG right behind me was doing 500 KTS but still not passing me
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(or shooting).
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Some of the missions are very strange from a design standpoint, like the
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one that has you blow away three unarmed, unescorted transport planes.
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That kind of thing may happen in war, but I felt more like a terrorist
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than a combat pilot while flying that mission. All of this is especially
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frustrating because there are no difficulty levels to set. It's all at
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the same easy level.
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Weapons are the usual range of air to air missiles, but the only
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available air to ground ordinance is iron bombs. No Mavericks, no
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Paveways, no Rockeyes... none of the "smart bomb" technology you would
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expect on an advanced fighter. There is no computerized delivery system.
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A target designator lights up on the HUD but there is no other assist
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for bombing - you just eyeball it.
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JETFIGHTER II lacks any other features that would help sustain interest.
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There is no custom mission builder, and no camera replay. So the main draw
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is the smooth frame rate and slick 256 color graphics. A confirmed flight
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simulation fanatic might want it just for the carrier landing - that part
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really is very good. A beginner at air combat sims might appreciate the low
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threat level of the missions. But most fans of air combat simulations are
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used to being shot at now and then, and having to fight their way in to a
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target. For them, JETFIGHTER II is a pretty shell with no real substance.
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I experienced lockups on three of the missions. Velocity has released
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a patch to correct these bugs, and it's available for downloading in the
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Compuserve GAMPUB forum. The game will not run under the QEMM memory
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manager, you must boot from a Dos floppy to run it. An update is available
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to correct this too, but it requires contacting Velocity and mailing in
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your original game disk for a replacement.
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There is no copy protection. Velocity deserves credit for helping
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support the trend away from copy protection.
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JETFIGHTER II is published and distributed by Velocity Development.
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