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190 lines
12 KiB
Plaintext
190 lines
12 KiB
Plaintext
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KNIGHTS OF THE SKY
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KNIGHTS OF THE SKY joins a growing list of WWI air combat games. In addition to
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a full WWI campaign simulation, it offers head-to-head dogfighting via modem, a
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feature that's been much requested by air combat enthusiasts. (This review is
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based on the IBM-PC version.)
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KNIGHTS joins MicroProse's series of realistic simulations, including F19, RED
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STORM RISING, M1 BATTLE TANK, and SILENT SERVICE. As with other MPS simulations,
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there is a comprehensive, well-written manual and a campaign that makes up the
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main body of the game. The theme is rivalry between aces competing for the title
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of Top Ace in the war. You begin as a British or French corporal in 1916, just
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after the "Fokker Scourge" period. You fly missions with a variety of goals:
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balloon busting; escorting a reconnaissance plane or bomber; strafing and
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bombing ground targets; or flying patrols looking for enemy scouts.
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The WWI campaign game can be played on the Allied side only. You can fly German
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planes in the Flight Training or Dogfight Encounter games, but you can only
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fight German enemy pilots. The only way to fly a German plane against an Allied
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plane is in the head-to-head modem game.
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There are 11 different Allied planes in the WWI campaign game. You start with
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the more primitive ones available in 1916, and gradually move up to better
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planes as they're introduced during the war. In addition, there are nine German
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planes that can be chosen for the Flight Training, Dogfight Encounter, and
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Head-to-Head modem game.
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The other game modules are: Flight Training, where you encounter enemy planes
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singly and in groups for combat practice; Dogfight Encounter, where you can pick
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one of 16 enemy German aces to fly against; and Head-to-Head modem play,
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discussed below. In the WWI campaign, Dogfight Encounter, and Flight Training
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you can select a difficulty level between 1 and 5, with better enemy
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marksmanship at the higher levels.
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The graphics in KNIGHTS have the same look as the rest of the MPS Labs games,
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with a 25-color palette and graduated sky available in VGA. There is more ground
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detail than in most flight sims: You see trees, villages, roads, truck convoys,
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and fields. You may need to turn down some of that detail to get a reasonable
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frame rate. All the planes use the same generic cockpit graphic, with different
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placement of the machine guns according to plane type. The out-of-cockpit views
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of your wings and tail are the same generic images for all the planes. The
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planes do look different in external and replay views. Planes and special
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effects are rendered in polygon graphics, which works very well for the planes
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but is less effective for things like smoke from a falling plane (depicted by a
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series of gray hexagons).
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The clouds in KNIGHTS are formed by layers of overlapping polygons in clumps;
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they vary in density from none to a cover of roughly one-third of the sky,
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depending on where you are. They're two-dimensional objects, so you're always
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below or above them, never "in" the clouds, but they make a big difference in
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dogfighting tactics in the modem game.
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The frame rate is noticeably slower than in most other air combat games I've
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played. This may be partly due to the large chunk of the outside world seen from
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the cockpit. The game is playable on a 10-12MHz AT, but you'll enjoy it more
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with a 16MHz processor. If you play in EGA, the frame rate is much faster.
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The simulation clock in KNIGHTS is tied to the CPU speed: On a faster machine,
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the game speed is faster. In other words, you'll fly over the airfield in less
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time on a 33MHz machine than you will on a 16MHz machine. This results in an
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innacurate flight model if your machine is either very fast or very slow. On a
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386/33MHz with a fast video card, the simulation can actually run too fast to
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play. (MicroProse is working on an update to fix this problem, as described
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below.)
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All the external and replay views are full-screen. Replays are automatic after
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each kill, unless you toggle them off, and cannot be saved. After a kill, you
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see a 10-second sequence of the action, after which you can return to your
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plane, or re-run the sequence from one of several alternate angles.
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The cockpit has a basic altimeter, speedometer, fuel-level gauge, compass, and
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ammo counter. The compass markings accurately reflect your heading, but the
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compass turns in the wrong direction. A real compass card stays still and the
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plane rotates around it, so if you're accustomed to a real compass, the one in
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KNIGHTS is difficult to use. A full-screen map showing your current position is
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displayed when you hit the spacebar, and navigation is by reference to the map,
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roads, and compass.
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Pressing the "O" key starts the engine; it rumbles and misfires, sounding like
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it's going to quit on you at a moment's notice. Other effects heard through the
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AdLib sound card include explosions when planes are hit, flak over the trenches,
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the rumble of your wheels on the grass landing field, and the sound of machine
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guns -- yours and the enemy's.
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The flight dynamics are generally good, but you don't lose energy in a turn.
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This means you can't use real-life combat tactics for these airplanes. A
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constant turning duel in a real WWI plane will put you on the deck in a short
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amount of time, as you lose lift and airspeed. Throttling up in KNIGHTS
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increases your turn rate, and throttling down slows your turn rate. In reality,
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it should be the other way around. The plane does require constant pressure on
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the stick to stay straight and level; without it, the plane will climb. This is
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realistic, but should have been turned off in accelerated time mode, since it
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makes the plane very hard to control.
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A keyboard-controlled, self-centering rudder helps you line up strafing
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targets. There is an auto-land option at the two easiest levels, but you
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probably won't need it. Although the planes turn in a very tight circle, the
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roll rate is not very quick -- about the same as the planes in BATTLE OF
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BRITAIN.
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The enemy pilots only use horizontal turning tactics, with lots of quick
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reversals, and they sometimes fly as two or three planes in formation when
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attacking. The quality of the enemy pilots is disappointing. One-on-one
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dogfights degenerate into a turning battle that you'll win every time, once you
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figure out the basic technique. The main challenge comes in battles with groups
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of enemy planes. Except for missions in which you escort an Allied observation
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plane, you're the only Allied plane in the sky; every plane you see will be
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either a German observation plane or fighter.
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Three bombs are available with all the planes for attacking ground targets;
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they represent the 20 lb. Cooper bombs mounted on rails in the Sopwith Triplane,
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Camel, and Snipe, and smaller artillery shells dropped over the side by hand in
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the other planes. There are a number of ground targets for bombing and strafing:
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convoys, enemy hangars, headquarters, and artillery.
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When your plane is hit, you go down with smoke pouring from your engine,
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although you can fight the controls and walk away from a controlled
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crash-landing most of the time. It will seem like it only takes one hit to knock
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down your plane or an enemy plane. While there is intermediate damage occurring,
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the game doesn't use the sound of bullet hits or any other indication to tell
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you it's happening. For all practical purposes, one hit from an enemy plane
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knocks you down, and vice versa. You never die in mid-air, and you walk away
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from being shot down almost every time, although the Germans will capture you if
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you go down over enemy territory.
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The modem play for me is the best feature of KNIGHTS OF THE SKY. The interface
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is very smooth; just tell the game your pilot name, the COM port and speed
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you're using, which number to dial, and whether you'll originate or answer, and
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the game does the rest.
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Once you get a confirmed connection, you choose a plane, and then you'll start
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in the air with your opponent, just visible on the horizon in front of you.
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There are no missions or goals, other than knocking down the other guy. Combat
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can extend anywhere across the playing area of the campaign. It's great fun to
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duck in and out of the clouds, playing hide-and-seek with your opponent -- and
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then blast him in ambush. After each kill, the game asks if you want to play
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again, and keeps a running score of the results. This way, you can do many short
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combats and see who comes out ahead. A chat mode is available at any point in
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the combat by hitting the TAB key. A text cursor appears on the screen, and you
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can send challenges, insults, or whatever to the other player.
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There is a tendency to get locked into turning duels, since the planes let you
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turn without losing altitude, but generally speaking, the modem duels I flew
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were all very exciting and enjoyable.
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Unfortunately the frame rate does slow down a lot at 2400 baud; it's something
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like one-third to one-half the frame rate of the regular game. I don't consider
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that to be a serious drawback, since it's more than compensated for by having an
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intelligent and tough opponent to fly against. A connection at 9600 baud might
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be much better, but I was unable to test that for this review.
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KNIGHTS has a few more bugs than I'm used to encountering in a MicroProse
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product. When Max Immelman challenges you to a duel and you accept, instead of
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starting at your home airfield, you'll find yourself sitting on the water way
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out in the English Channel. The information on enemy aces in your portfolio
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isn't always accurate: Both Oswald Boelcke and Max Immelmann were flying Fokker
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EIII's, instead of the Halberstadt D2's they're reported to be flying. The
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engine sound disappears on the mission in which your base is attacked (ALT-S
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restores it). These are minor, but a little irritating.
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MicroProse has announced an update to KNIGHTS OF THE SKY that will correct the
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game speed problem with fast machines, fix the Immelman challenge and AdLib
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sound bugs mentioned above, and add several new features. One new addition will
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be "friendly fighters that engage enemy aircraft independently of the player,"
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so other dogfights will be occuring in the skies around you. It'll also fix the
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"one hit kill" problem, and the bug preventing enemy aircraft from attacking
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planes you're escorting. The update will be available in MicroProse's library in
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the Game Publishers Forum (GO GAMPUB), or on disk via surface mail for a $10.00
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postage and handling charge. Contact MicroProse Customer Service at (301)
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771-1151 for more information.
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KNIGHTS OF THE SKY and QEMM/386 5.1 don't get along well together. I had the
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game crash twice with a QEMM "exception 12" error. The game lists an "80286" as
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minimum processor; I think it'll run best on a 16MHz or faster machine, but it
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should be playable on a 10MHz AT-class machine. Graphics support is for CGA,
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EGA, and VGA. Sound support is for PC speaker, Tandy, AdLib, and Roland MT-32
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sound. Copy protection is off-disk; you must match squadron logos to their
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corresponding names in the manual.
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KNIGHTS OF THE SKY is an enjoyable simulation, although I feel that it doesn't
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quite live up to the level of previous MPS products. The poor enemy pilot
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quality and so-so flight model are the main culprits. However, the modem play
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redeems the game. WWI was the original, classic dogfighting arena, and
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MicroProse has done a good job of implementing dogfighting by modem in KNIGHTS
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OF THE SKY.
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KNIGHTS OF THE SKY is published and distributed by MicroProse Software.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253 |