[{"TitleName":"Nightflite II","Publisher":"Hewson Consultants Ltd","Author":"Mike Male","YearOfRelease":"1983","ZxDbId":"0003419","Reviews":[{"Issue":{"Name":"Your Spectrum Issue 3, May 1984","Price":"£0.85","ReleaseDate":"1984-04-09","Editor":"Roger Munford","TotalPages":122,"HasCoverTape":false,"FlannelPanel":"Editor: Roger Munford\r\nManaging Editor: Bruce Sawford\r\nDeputy Editor: Tina Boylan\r\nEditorial Assistant: Pete Shaw\r\nSoftware Consultant: Gavin Monk\r\nSub Editor: Nik Lumsden\r\nContributors: Phil Manchester, Ian Beardsmore, Ron Smith, Mike Mepham, Sandy Dewhurst, Colin Young, Andrew Wright, Richard Archdeacon, Stephen Adams, Damir Skrgatic, Dilwyn Jones, Simon Goodwin, Toni Baker, SQ Factor\r\nArt Editor: Jimmy Egerton\r\nArt Assistant: Steve Broadhurst\r\nGroup Advertisement Manager: Jeff Raggett\r\nAdvertisement Managers: Shane Campbell, Gill Harris, Jason Wood\r\nProduction Editor: Derek Cohen\r\nTypesetters: Beverley Douglas, Maggie Kayley, Velma Miller\r\nProduction Manager: Sonia Hunt\r\nGroup Art Director: Perry Neville\r\nPublisher: Stephen England\r\nDistribution Manager: Colin James\r\n\r\nPublished by Sportscene Specialist Press Ltd, [redacted] Company registered in England. Telephone (all departments): [redacted]\r\nReproduction: Graphic Ideas, London\r\nPrinters: Chase Web Offset [redacted]\r\nDistribution: Seymour Press [redacted]\r\n\r\nAll material in Your Spectrum ©1984 Felden productions, and may not be reproduced in whole or in part without the written consent of the publishers. Your Spectrum is a monthly publication.\r\n\r\nCover photography by Ian McKinnell"},"MainText":"NIGHTFLITE II\r\nHewson Consultants\r\n£5.95\r\n\r\nThis is another flight simulator package, but one that is able to fit into 16K. You take the controls of a 'Cessna'-type plane and negotiate a safe landing.","ReviewerComments":["A very useful feature is the clear 3D representation of the runway; apart from this, though, nothing else can be seen from the cockpit as you're flying at night.\r\nJohn Hall\r\n8/10","Two outstanding features of this game are the speed at which it responds to your commands, and the choice of colour. Both are so good, that they make flying this plane less difficult than those found in other simulators.\r\nTony Samuels\r\n9/10","The program offers as many as seven options; such as looking at your position or $oing into training mode. The colour is used well, but not extensively and the graphics are superb. It's also joystick compatible.\r\nMark Knight\r\n9/10"],"OverallSummary":"","Page":"69","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"John Hall","Score":"8","ScoreSuffix":"/10"},{"Name":"Tony Samuels","Score":"9","ScoreSuffix":"/10"},{"Name":"Mark Knight","Score":"9","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Crash Issue 2, Mar 1984","Price":"£0.75","ReleaseDate":"1984-02-23","Editor":"Roger Kean","TotalPages":112,"HasCoverTape":false,"FlannelPanel":"Editor: Roger Kean\r\nDesigner: Oliver Frey\r\nConsultant Editor: Franco Frey\r\nStaff Writers: Lloyd Mangram, Rod Bellamy\r\nAdvertisement Manager: John Edwards\r\nProduction Designer: Michael Arienti\r\n\r\n©1984 Newsfield Ltd.\r\n\r\nCrash Micro is published monthly by Newsfield Ltd. [redacted]\r\n\r\nNo material may be reproduced in whole or in part without written consent from the copyright holders.\r\n\r\nMono printing, typesetting & finishing by Feb Edge Litho Ltd. [redacted]\r\nColour printing by Allan-Denver Web Offset Ltd. [redacted].\r\nColour origination by Scan Studios, [redacted]\r\nDistributed by Wells Gardner, Darton & Co. [redacted]\r\n\r\nSubscriptions: 12 issues £9.00 UK Mainland (post included)\r\nEurope: 12 issues £15 (post included).\r\nSingle copy: 75p\r\n\r\nIf you would like to contribute to CRASH please send articles or ideas for projects to the above address. Articles should be typed. We cannot undertake to return them unless accompanied by a stamped addressed envelope\r\n\r\nCover Illustration:Oliver Frey"},"MainText":"Producer: Hewson Consultants, 16K\r\n£7.95\r\nAuthor: Mike Male\r\n\r\nDrastically upgraded from their original 'Nightflite', this flying simulation allows you to pilot a light aircraft at night, taking off and landing or do acrobatics. New features are a shifting perspective which allows you to see the correct view of the runway lights from whatever angle you approach the airport, many more lights from surrounding hamlets, and a realistic changing engine noise depending on speed. Instrumentation is complex and includes variable flap controls. 7 modes of operation including two auto-pilot modes and a training mode, and 6 difficulty levels. After-flight debrief feature and certificate print-out. 100% M/C","ReviewerComments":[],"OverallSummary":"","Page":"62","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Crash Issue 4, May 1984","Price":"£0.75","ReleaseDate":"1984-04-19","Editor":"Roger Kean","TotalPages":128,"HasCoverTape":false,"FlannelPanel":"Editor: Roger Kean\r\nConsultant Editor: Franco Frey\r\nProduction Designer: David Western\r\nArt Editor: Oliver Frey\r\nClient Liaison: John Edwards\r\nStaff Writer: Lloyd Mangram\r\nContributing Writers: Matthew Uffindel, Chris Passey\r\nSubscription Manager: Denise Roberts\r\n\r\n©1984 Newsfield Ltd.\r\nCrash Micro is published monthly by Newsfield Ltd. [redacted]\r\n\r\nTelephone numbers\r\nEditorial [redacted]\r\nSubscriptions [redacted]\r\nAdvertising [redacted]\r\nHot Line [redacted]\r\nNo material may be reproduced in whole or in part without written consent from the copyright holders.\r\n\r\nColour origination by Scan Studio, [redacted]\r\nPrinted in England by Plymouth Web Offset Ltd, [redacted].\r\nDistribution by Comag, [redacted]\r\nAdditional setting and process work by The Tortoise Shell Press, [redacted].\r\n\r\nSubscriptions: 12 issues £9.00 UK Mainland (post free)\r\nEurope: 12 issues £15 (post free).\r\n\r\nWe cannot undertake to return any written or photographic material sent to CRASH MICRO unless accompanied by a stamped addressed envelope.\r\n\r\nCover by Oliver Frey"},"MainText":"Producer: Hewson Consultants, 16K\r\n£7.95\r\nAuthor: Mike Male\r\n\r\nDrastically upgraded from their original 'Nightflite', this flying simulation allows you to pilot a light aircraft at night, taking off and landing or do acrobatics. New features are a shifting perspective which allows you to see the correct view of the runway lights from whatever angle you approach the airport, many more lights from surrounding hamlets, and a realistic changing engine noise depending on speed. Instrumentation is complex and includes variable flap controls. 7 modes of operation including two auto-pilot modes and a training mode, and 6 difficulty levels. After-flight debrief feature and certificate print-out. 100% M/C","ReviewerComments":[],"OverallSummary":"","Page":"68","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Micro Adventurer Issue 10, Aug 1984","Price":"£0.75","ReleaseDate":"1984-07-19","Editor":"Brendon Gore","TotalPages":48,"HasCoverTape":false,"FlannelPanel":"Editor: Brendon Gore\r\nAssistant Editor: Martin Croft\r\nSoftware Editor: Graham Taylor\r\nMaster Adventurers: Tony Bridge, Mike Grace\r\nEditorial Secretary: Geraldine Smyth\r\nAdvertisement Manager: David Lake\r\nAdvertisement Executive: Simon Langston\r\nAdministration: Theresa Lacy\r\nManaging Editor: Brendon Gore\r\nPublishing Director: Jenny Ireland\r\nTelephone number (all departments): [redacted]\r\nUK Address: [redacted]\r\nUS Address: [redacted]\r\nSubscriptions: UK £10.00 for 12 issues, overseas surface (excluding US and Canada) £16 for 12 issues, US and Canada air-lifted US$33.95 for 12 issues.\r\n\r\nMicro Adventurer is published monthly by Sunshine Books, Scot Press Ltd. Typesetting by In-Step Ltd, [redacted]. Printed by Eden Fisher (Southend) Ltd, [redacted]. Distributed by SM Distribution, [redacted].\r\n\r\nISSN 0265-4156\r\n\r\nRegistered at the Post Office as a newspaper.\r\n\r\n© Sunshine Books 1984"},"MainText":"THE WILD BLUE YONDER\r\n\r\nKevin Bergin pilots Spectrum and BBC flight simulators.\r\n\r\nPicture scene: \"I say, Biggles old chap, the weather's triff - how about a spin in the old crate, what?\"\r\n\r\n\"Sorry to be a bore, Ginger old worm, but I've got a spot of gippy tummy - must have been last night's bubble-and-squeak, don't you know?\"\r\n\r\n\"Bad show, Biggles, old fruit. Tell y'what, I think I might just have a quick shufti round the old cabbage patch for the Hun. Be a good fella and load in the jolly old prog, what?\"\r\n\r\n\"Right-ho, Ginger tally ho!\"\r\n\r\nEven with a ZX81 Ginger would have had to decide which flight simulator to use. If you own a Spectrum, BBC or Atari micro, the choice is even wider. This review aims to help you pick the best for your flights of fantasy.\r\n\r\nThe good old lo-res, black and white ZX8l is not a machine that springs readily to mind when talking of flight simulators; but it was for this machine that one of the greatest programs yet written was produced. Psion's Flight Simulation was great in the sense that graphics like this had not been seen on the ZX81 before. It was also fun! But don't think that it was easy brilliant machine-coding ensured that Psion's plane, a twin-engined light aircraft, behaved very like the real thing.\r\n\r\nThe view from the cockpit shows the horizon, and as the plane dives, climbs and banks, so the horizon moves in a very realistic way. The instruments in front of the pilot include dials, digital readouts and bar displays; they show such information as speed, height, and fuel, and an artificial horizon as well as a comprehensive navigation system. Several beacons are dotted around the Psion landscape, and these all help the pilot to pinpoint the runway on which he must finally land.\r\n\r\nOVERSHOT\r\n\r\nAs the plane nears the landing strip, it appears in view. The ZX's low resolution means that the lines of the runway must take the form of white pixels against the black background - but still, disbelief is suspended, so well-presented is the environment. As the plane approaches the runway, the perspective gradually changes, and the ground really does seem to reach up to meet the descending aircraft. It is even possible to overshoot the runway, and swoop round and round the airport, with the lines of the runway remaining coherent all the time.\r\n\r\nIf the pilot has time, there is a further option ask to see a map (press the M key), and the view from the window is replaced by a plan view of the \"play\" area. This gives you an idea of where the plane is in relation to the runway.\r\n\r\nThe controls are comprehensive; to make the plane bank, dive and climb, the cursor keys are used, and other keys are pressed to raise and lower the landing gear and flaps, apply and release the brakes, adjust the throttle and rotate amongst the beacons to facilitate taking bearings. There is no rudder control, but all in all, the plane flies quite realistically, although it seems very well balanced - set to level flight, it will happily purr away until the fuel runs out. Precision aerobatics are not really possible, though the controls are very responsive when it comes to necessary manouevres. There is a small question about the flaps put them down above a certain speed, and the plane crashes. This wouldn't happen in real-life, of course; similarly, a stall at a safe height is also fatal for the pilot in Psion's program. The ultimate thrill in this program, though, is the final landing.\r\n\r\nFlight Simulation became the yardstick by which other ZX81 programs were measured (programs of any kind, that is, 'not only flight programs), and other flight simulators had a very hard job to compete. Hewson released its Pilot not long after Psion's program. Written in Basic, it didn't have the smooth responses typical of the earlier program. Rather than the keyboard being scanned, and the display being updated accordingly every nanosecond, Hewson's program works through the routines (this all takes about two seconds) - pumping away furiously at a control key while waiting for the keyboard to wake merely results in over-correction, and another sickening plunge until the thing can be brought under control. No fine-tuning here! Hewson avoids the problems of coding the horizon by setting the whole simulation at night! Thus the range of hills which is such a hazard is not actually seen just felt as you crash into it.\r\n\r\nAs for flying - once the pilot is accustomed to the annoying slowness of input from the keyboard, then the basics can be accomplished. Banking, climbing and diving are possible, as well as a rudimentary rudder control that adjusts the heading by one degree each time it is pressed. There is no map during the flight this time, but there is a \"flight profile\" at the end (when you've crashed), which shows all the mistakes you have made.\r\n\r\nWhen the Spectrum was released, the colour and enhanced graphics capabilities ensured that, sooner or later, flight simulator programs would start to appear. Sure enough, they did! Psion and Hewson both released new versions of their simulators.\r\n\r\nFor the Spectrum Pilot, Hewson again turned to author M Male, and, again, the program was in Basic. The instrument panel (drawn in white on blue) includes a large circular Air Direction Finder (ADF), which is permanently tuned to a ground beacon, and gives an indication of the plan's position relative to the beacon. Other instruments include a large, square Artificial Horizon, and the instrument Landing System which gives an indication of the plane's attitude when landing, so that the pilot has a continual read out of the plane's position on the approach glide path. Readouts, like Airspeed, Heading, Altitude and so on, are in digital form. Again, an end-of-mission map is available for reference.\r\n\r\nThen Hewson released Niteflite II, taking the place of Pilot. This made better use of colour, with the instrument panel being drawn in several colours (although the Artificial Horizon suffered a little in its resolution), and a rather more stylish \"select option\" screen. On-screen information was more comprehensive, with detailed readouts on the cloud-base, wind direction and so on. Also among changes for the better was the provision of brakes, taxiing on the runway, a (signed) assessment card of the pilot's performance, and much better instructions, \"talking-through\" salient points.\r\n\r\nThe major difference, however, was that input had been dramatically speeded-up, so that keyboard input was almost (not quite) immediate - and provision was made for joysticks. There is still, however, no credible feel of flying; stalling, at any height, is immediately fatal, as is putting down the undercarriage or flaps above a certain speed.\r\n\r\nPsion's new version of Flight Simulation was the first true simulation for the Spectrum. Only three options are offered the user - Final Approach, Takeoff or in Flight. Again, the aircraft in question is a small, high-performance, twin-engined, propeller-driven airplane, and the view is from the cockpit window. Anyone who had seen the ZX81 version would be immediately at home with the Spectrum version - the horizon is now drawn in higher resolution, as is the comprehensive instrument panel.\r\n\r\nAgain, the feeling of actually flying is intense, and the keyboard is immediately responsive to any keypress. The Map is available here, too, but now it is in much more detail and shows two runways: Club is a small airfield with a rather short landing strip, while Main is an international airport with a much longer runway (much easier to land on). Also on the Map are a couple of lakes, and several beacons. These beacons can be used to attempt navigation to any point on the map. While the Map is on screen, the instrument display disappears, making it necessary to switch continually between the two displays while in flight.\r\n\r\nTHRILLING\r\n\r\nWhat makes Psion's program so thrilling is that the lakes and runways are seen in true perspective as the plane approaches them. Unfortunately, while the sky is light blue, the ground is a disappointing uniform dark blue, with the lakes in light blue.\r\n\r\nAerobatics can be indulged in - looping the loop is quite possible. Put down the landing-gear while in flight, though, or lower the flaps too far, and the plane suffers damage, maybe even fatal damage, as in so many of these micro-based simulators. Try dive-bombing the lakes or runways, however, and you'll swear that you are in a real plane - fantastic!\r\n\r\nFighter Pilot, from Digital Integration (written by D K Marshall), is an unashamed tribute to Psion's Flight Simulation. Here is a Map, showing, in this instance, four runways (BASE, TANGO, DELTA and ZULU), and several beacons which flash as they are selected by the pilot here, too, are mountains which must be avoided. Looking out of the cockpit's window shows light blue sky with, this time, a uniform yellow ground (no lakes, though, in DIland).\r\n\r\nYour aircraft is an F1 Eagle, the USAF air-superiority fighter, with two turbofan Whitney engines, complete with re-heat. Sounds pokey, and it is! Selecting the Takeoff mode (there are several other Modes, and several levels of difficulty), allows you to use the performance to the full. Unlike the other programs we've seen so far, the brakes, realistically, have to be held on rev up to above the red line, brakes off, and away you go, hurtling down the runway and up into the sky in a near-vertical climb.\r\n\r\nWithin a few seconds, you will be travelling at 600-odd knots (maximum speed is 1,440 knots at 60,000 feet, 800 knots at sea level), and you will already be at a height of 25,000 feet or so. What a contrast to Hewson's 80 knots at a puny 100 feet! Throw the F1 about the sky as much as you like - it's extremely difficult to control until a lot of practice is put in, but I imagine that it is a lot like flying the real thing (a Cessna is the closest I've got!).\r\n\r\nThe instrumentation is the most useful of all the programs so far - the Artificial Horizon looks authentic, with instant feedback, and the Roll and Pitch indicator is very useful in fine-tuning the plane's attitude. Navigation is simplicity itself. Select the Map, on which you will find all the salient features of the landscape along with the four landing strips. While the map is on-screen, the instrument panel remains at the bottom of the display; unlike many other simulations, it's perfectly possible to fly on instruments only, thanks to instant and continual updates. Pressing the N key displays the Next beacon you require - it will start flashing on the map, and its bearing is shown, along with your current heading, on the radar screen on your instrument panel.\r\n\r\nA flashing cross shows the position of this beacon relative to your current heading steer toward the beacon, until the cross swings directly ahead of the little plane on the radar screen. Above the screen is your new heading, and the distance from the beacon. If you are going to land, the instrument Landing System becomes operative within five miles of the runway, and this allows the pilot to fly down the correct approach path to the runway. Though this may sound easy, it isn't - I have to admit that I still haven't effected a successful landing!\r\n\r\nThis program would be a sensation, and a very accurate simulation, but there is much more - on the opening Option Screen, you will notice two selections that don't appear on others in this review. As the plane you fly is a fighter, all this training would be useless if it couldn't be put to some real use, and this is what you get in the Combat modes.\r\n\r\nIn the Combat Training mode, your task is to find the enemy (looking much like a medium bomber) and destroy him. A cross-hair target and a readout of your remaining ammo help you, and the enemy will not fire back. Once you've had enough practice, it's on to the real thing, and this time the enemy will fire back if he has the opportunity. Things develop into a real dog-fight! Enemy planes are not visible until you are within a one-mile range - they will be at around a 5,000 feet altitude, and you must match height and speed in order to fight effectively. The enemy plans are not just there to be shot at, but also to seek and destroy your runways. As you'll need these to refuel and rearm, it is necessary to protect them at all costs.\r\n\r\nACCOMPLISHED\r\n\r\nAll in all, Fighter Pilot is a very accomplished program. A superb fighting machine with very sensitive controls, state-of-the-art navigational aids, and a worthy opponent - what more could the Spectrum owner ask of a Flight Simulator?\r\n\r\nBefore we leave the Spectrum, it is worth mentioning another Hewson program Heathrow. This is another simulation, but this time from the point of view of those on the ground. Air Traffic Control would seem to be an ideal candidate for computer control, and this program gives you some idea of what it must be like to juggle with all those incoming Jumbos and Concordes. As with its Flight Simulator, Nightflite, Hewson has elected to cater for both the 16K and 48K Spectrum from within one program, thus making the thing not quite as complex, maybe, as many people would like.\r\n\r\nHowever, with the continually updated radar display, and multiple bar-charts showing aircraft headings, altitudes and so on, there is quite enough to digest for me! The instructions are complex, the display is complex - the whole program is a detailed simulation, including radio failure, emergencies, rogue aircraft and so on, and is recommended for the Spectrum-owner who wants to see what havoc may be caused by his stumbling around in other programs.\r\n\r\nOn now to the Atari. Strangely enough, this machine, in every other sphere of \"games\" programs so much better than the Spectrum, has been poorly served when it comes to Flight Simulators. One of the first came from APX, the Atari Program Exchange, and is a 747 Simulator. Written in Basic by William J Graham, it is poor when, set against the best for the Spectrum.\r\n\r\nThe only option is Final Approach, although the pilot may select Auto-pilot if so, all that remains for him to do is to decrease the engine revs when prompted, in order to keep the aircraft on the correct glide path. Maneuvering is effected by joystick, and as the landing gear is lowered by pushing the stick to the right while pressing the fire button, this immediately sends your airplane off to the right. As little as 10 degrees off-course means that you have a mid-air collision. The instrument panel consists only of digital readouts (no circular dials here), although the runway is shown in a sort of 3D.\r\n\r\nThe sensation of flying is not particularly strong (and maybe isn't in a real Jumbo), and the program is rather more of an intellectual exercise in number-juggling. Like the vast majority of Atari programs, however, the APX Flight Simulator is, for some reason, extremely addictive, and you will find yourself returning to it again and again, as it seems so simple and yet so infuriatingly difficult to beat. The documentation is extensive, and includes a detailed \"talk-down\", so that even the first-timer has an even chance.\r\n\r\nSubLogic's Flight Simulator iI, which has been advertised for some time now as being available, will be the most exciting development in Atari flight simulators.\r\n\r\nThousands of people are eagerly awaiting the program, on both sides of the Atlantic, and no-one, as far as I am aware, has seen it at the time of writing (June '84). It has achieved fame on the IBM machine as a yardstick of compatibility, and is justly held in high regard. It includes a World War I Air Ace scenario, with dogfights versus the Red Baron! Instrumentation and facilities are comprehensive, and the flying area includes the whole of the United States, with 80 airfields from Los Angeles to New York, user-defined weather and the time of day all making their impression. It will be expensive, but, also, the only \"real\" Flight Simulator on the Atari.\r\n\r\nThe BBC machine is not one that is favoured with too many Flight Simulators in fact, I have just two to look at this month. The first is 737 Flight Simulator from Salamander. This comes on a cassette which includes a version for tape loading, together with a version which can be saved to disk. The program is in two parts - the first allows the user to select all the parameters, such as designing an airfield, selecting take-off or starting in mid-flight, choosing between daytime and nighttime flight, and so on.\r\n\r\nAfter this initial set-up period, the \"business\" part of the program is loaded, and the pilot finds himself sitting at the end of a runway, looking over the well-appointed instrument panel (everything you need is here and you'll need it). This assumes that the Take-off option has been selected - and a shock is in store! After take-off, the horizon suddenly disappears the cloud base is at 35 feet!\r\n\r\nMUCK\r\n\r\nI personally wouldn't want to fly in muck like that, but Salamander gives you no option, so continue we must - and on the way back, you'll find that the clouds have miraculously rolled back to 400 feet. Having struggled into the (very low) cloud, the pilot will obviously not see very much out of the window (a good wheeze, this, which helps programmers out of a tight spot) - instead, the display is replaced by a radar screen. Suddenly, you are now an Air Traffic Controller. Against a blue background, the track of your aircraft is depicted in red, and, flying on instruments only, you must steer your plane into a landing.\r\n\r\nFor some reason, it seemed a lot easier to land the 737 after selecting the Final Approach option, than it was after a cross-country navigation exercise. But the controls are very responsive, despite the fact that only one key at a time is read. So, you won't be able to lower the undercarriage while throttling back, while lowering the flaps. Each task has to be tackled in turn, and the pilot needs to be an ambidextrous octopus in order to negotiate the 20 or so keys that have to be manipulated.\r\n\r\nHowever, there is a very helpful \"BEEP\" option (which may be turned off) which informs the pilot of acceptance of his executive action. The Beep pales into insignificance, though, beside the whine of the engines, which increase in pitch as the throttle is opened, finally reaching the point when nothing short of a strategically-placed pillow mutes the shriek.\r\n\r\nLooping-the-loop and other interesting pastimes are not available on Salamander's airliner - but those pilots who like watching the instrument panel should have a good time.\r\n\r\nNow, let's step back to Aviator, from Acornsoft. Let's be charitable, and say that the early releases from this company were \"toes in the water\" to feel the temperature - the more recent programs show very much more promise. And this is evident in Aviator.\r\n\r\nAlthough the memory constraints of the BBC machine, I imagine, mean that the display consists of white \"wire\" lines, on a black background, the loss of colour is not noticed after a while. The aircraft you are flying now is a World War II Spitfire Mk3. Of all the planes in this War, the Spitfire is the best known today, and to be in the seat of this one is a real change from the Eagles and Jumbos of the other programs here.\r\n\r\nAn excellent manual, complete with detachable map of the countryside, and another sheet showing the keys to use, prepares the user for the experience to come. When the flight starts, the instruments are slowly drawn - no round instruments here, but octagonal - and the view from the cockpit window of the runway stretching before you. Start up and the very realistic sound of a prop engine is heard. Rev up, ease off the brakes, and away.\r\n\r\nTORQUE\r\n\r\nThe Beeb Spitfire is the most realistic of all the aircraft we have looked at in this review. Nowhere is this more clearly seen than in the first moments, when you, the pilot, are beginning the take-off. Although the Spitfire suffered from tending to drift to the right (as the torque of the spinning propeller pulled the aircraft's nose from the straight-ahead), the slight left rudder that would be necessary in real life is not needed here. As speed increases, the tail gently lifts off the ground, and the \"joystick\" has to be slowly eased back in order to keep the propeller from digging a nice little trough along the runway. The Spitfire in flight is very responsive, just as in real life.\r\n\r\nAs with most of the other simulators, it takes a great amount of practice before a smooth flight can be undertaken, and, especially in the first few moments of the flight, it can be all too easy to stall the machine, and spin into the ground (it's not a long job, thank goodness, to start again!). One of the main drawbacks with the Spitfire, and one that caught many trainee pilots unawares, was the narrow track of the landing gear - a slight crosswind, causing the Spitfire to \"crab\" sideways on landing, would place a great strain on the steering characteristics of the landing gear, and easily cause a ground-loop. I haven't had enough practice, yet, to be able to get close to touching down, but I have a feeling that this detail will not be programmed into Aviator. In most other details, however, the BBC Spitfire behaves pretty much like the original - which was a honey, and one of the best aircraft ever built.\r\n\r\nThe landscape consists of several trapezoid shapes, representing fields, and each of a different shape, thus allowing for some sort of recognition as you pass overhead. It's extremely difficult to tell one shape from another, but it is essential to learn how to do it - there are no beacons or other navigational aids in the Spitfire. You can also fly through the streets of a small town or under a bridge. For these various feats, points are scored - more if you can do them upside down.\r\n\r\nThere is the added fillip in Aviator of combat - but not with Messchersmitt 109s. In a weird bit of lateral thinking, Acornsoft has seen fit to pit the Spitfire against strange alien spaceships shaped like elongated triangles. It seems rather incongruous to have to fight these. However, you can behave realistically turn away after firing, and the shells will continue toward the spot originally aimed at.\r\n\r\nThe combat part of this program, though, is not important (no way could anyone play this game as some sort of antique Space Invaders!), while the flying part is - and Aviator is certainly among the best to be seen so far on a microcomputer.\r\n\r\nFRINGE\r\n\r\nIt is worth mentioning those \"fringe\" programs that require a certain amount of flying skills. These include, for the Spectrum, Zzoom and Omega Run (both place the player in the cockpit of a rather mystical aircraft - actually a \"skimmer\" in the case of Zzoom) and Fort Apocalypse and Chopper Rescue for the Atari and Commodore, which require the player to fly a helicopter remotely. Although these programs are nothing like real simulators, they are worth looking at if you get a thrill from handling fast, maneuverable machinery.\r\n\r\nThe Flight Simulators we have looked at here seem to fall into one of two types. There is the \"seat-of-the-pants\" type, of which Aviator is a prime example, and the \"fly-by-instruments\" type, such as the APX Simulator and Jumbo Jet Pilot. Programs in the latter category tend to be intellectual exercises in which many details have to be balanced against each other. The feeling of flying is not particularly great, except for any view that you may have through the \"cockpit\" window. It is this sort of program that tends to place a heavy emphasis, rather unrealistically, on stress limits, so that lowering the undercarriage, for example, above a certain speed will immediately wreck the plane.\r\n\r\nThe other kind of Simulator lets the pilot pay more attention to the actual flying, and allows aerobatics, and also includes a certain leeway in structural limitations. The Spitfire program for the BBC is an extraordinarily accurate simulation, and, incidentally, addictive. The Fl Eagle program, for the Spectrum, is thrilling the pilot can almost feel the kick in his back as the throttle is pushed into the red, and the plane hurtles, at Mach 2, to 50,000 feet in just a minute or so.\r\n\r\nWhich one you prefer, Biggles, must be your decision.","ReviewerComments":[],"OverallSummary":"","Page":"12,13,14,15","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Kevin Bergin","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]}]}]