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- Path: menudo.uh.edu!usenet
- From: koren@fc.hp.com (Steve Koren)
- Newsgroups: comp.sys.amiga.reviews
- Subject: REVIEW: Gunship 2000
- Followup-To: comp.sys.amiga.games
- Date: 29 Jul 1993 14:49:43 GMT
- Organization: The Amiga Online Review Column - ed. Daniel Barrett
- Lines: 320
- Sender: amiga-reviews@math.uh.edu (comp.sys.amiga.reviews moderator)
- Distribution: world
- Message-ID: <238o27$fgu@menudo.uh.edu>
- Reply-To: koren@fc.hp.com (Steve Koren)
- NNTP-Posting-Host: karazm.math.uh.edu
- Keywords: game, simulation, helicopter, commercial
-
-
- PRODUCT NAME
-
- Gunship 2000 (henceforth, "GS2K")
-
-
- BRIEF DESCRIPTION
-
- GS2K is helicopter combat simulator by MicroProse. If you are at
- all a flight simulator fan, get this game. 'Nuff said.
-
-
- AUTHOR/COMPANY INFORMATION
-
- Name: Microprose
- Address: Unit 1
- Hampton Road Industrial Estate
- Tetbury, Glos. GL8 8LD
- UK
-
-
- LIST PRICE
-
- $50 (US). Mail order prices are cheaper.
-
-
- SPECIAL HARDWARE AND SOFTWARE REQUIREMENTS
-
- 1 MB RAM if run from floppies.
-
- 1.5 MB RAM if run from a hard drive. (I recommend this because the
- game comes on 4 floppies.)
-
-
- COPY PROTECTION
-
- GS2K is hard disk installable and protected via keyword lookup in
- the manual. You only have to do this once, and it is quite tolerable.
-
-
- MACHINE USED FOR TESTING
-
- The game was tested on an Amiga 4000 running AmigaDOS 3.0 with 18 MB
- of RAM.
-
-
- INSTALLATION AND SYSTEM FRIENDLINESS
-
- Microprose did not use the standard AmigaDOS Installer utility, but
- made their own. Theirs offers me some strange things, such as the choice of
- installing the software on my tape drive, but otherwise works OK. The game
- supports an analog joystick, which is quite preferable to keyboard or
- digital joystick control.
-
- GS2K multitasks fairly well, except that it rather rudely insists on
- closing down your Workbench screen before it loads. If you have other
- workspaces open or have a hotkey to instantiate one, these will work fine
- after the game is loaded. In fact, I have GS2K running right now as I type
- this review into Emacs, with the only noticeable effect being the repetitious
- music. It helps to lower the task priority of the game though.
-
-
- THE GAME
-
- There are several phases to GS2K. Initially, you are a novice pilot
- who must complete flight training before being qualified to fly combat
- missions. In flight training, you are supposed to learn the to fly the
- helicopter (or "copter"), operations of the weapons systems, etc. Enemy
- fire has no effect on your helicopter in this mode.
-
- After training, you are qualified for combat ops. There are 8 total
- helicopters in the game which you can fly: the AH-64A Apache, The AH-64B
- Longbow Apache, the AH-1W SuperCobra, the AH-66A Comanche (2 versions), the
- OH-58D Kiowa Scout, the UH-60K Blackhawk, and the AH-6D Defender. However,
- you can't fly the better equipment until you prove yourself in combat. Each
- helicopter has its own selection of weapons, and picking the right copter
- for the job can be important. Each copter has its own features and cockpit
- layout (the cockpits look quite nice).
-
- After flying a certain number of single-helicopter operations, you
- can graduate to controlling a flight of 5 copters, divided into a heavy
- section of 3, and a light section of 2. There is a primary and a secondary
- objective to each mission, and you can send one section after the primary
- and one after the secondary, send both sections to either objective, or any
- other combination. You have some limited control over the individual
- helicopters; you can give them destinations, and commands such as "hold
- position", "land", "disengage from combat", "rejoin formation", etc. They
- also have some degree of independence: they will attack targets of
- opportunity or defend themselves against aggression. You can review the
- systems status of each copter, including damage, remaining weapons,
- remaining fuel, and cargo. This can be important when deciding which member
- of a flight to send into a dangerous situation, or whether to send a
- critically wounded flight member back to base early.
-
- By controlling the paths of helicopters, you can use terrain as a
- shield when approaching a combat area. You can use tactics such as safely
- landing your gas-guzzling and cargo-laden Blackhawk helicopters behind the
- shelter of a hill while your Apache Gunships sweep the landing zone to
- eliminate any opposition. Scouts can be used to supply remote target
- designation for hidden gunship. During combat, you can jump to an outside
- view of any helicopter to see what it is doing. You can take an active part
- in combat operations in your helicopter, or just fly in to a spot near the
- battle, park safely behind a hill, and tell your other flight members what
- to do. Other flight members will fill you in on their actions, such as "I'm
- engaging target", or "Primary objective sighted". Your flight members all
- have skill levels, and loosing one in combat gets you a new rookie to train
- from scratch. Experienced pilots are tolerably but not exceptionally
- intelligent. They are, however, almost too brave in the face of
- insurmountable odds.
-
-
- COMBAT
-
- Combat is quite well done. Weapons are modeled well, both yours and
- the enemies. You are able to fight with better weapons systems as you gain
- combat experience. These can make a critical difference in the battle:
- getting good fire-and-forget weapons instead of helicopter-guided ones can
- tilt the table in your favor.
-
- Proper use of terrain is a must. If you simply charge into battle
- with an armored unit, guns blazing, you are not likely to last very long,
- especially with enemy skill set high. Instead, you must plan your attack
- carefully. One tactic is to hover behind some covering terrain such as a
- hillside or ridge, pop up over the top, launch a weapon, and dive as soon as
- the weapon has hit. This limits your exposure to hostile fire. This
- situation is, however, complicated by the fact that the bad guys will notice
- you and shoot back. With low skill opponents, it might take them 10 or more
- seconds to shoot back. With highly skilled opponents, they will have their
- shots off as quickly as you do. Thus, to avoid being hit you must dive
- behind cover early, meaning your shot was not guided in and is likely to
- miss its target. Since ordinance is quite limited, this can be a major
- problem. Other problems involve getting close enough for a targeting
- solution - often you must fly between two hills with no protection from the
- terrain, making you a sitting duck for SAMs or AA fire. In this situation
- it is tempting to fly straight for the things which are shooting at you, but
- this is usually not wise. Your copilot helps out by calling out things like
- "incoming right!", or "target left!". Before a crash he will also say,
- "We're going in!" Also, stereo sound effects are supported, so you can
- often hear which direction a missile is coming from even before you see it.
-
- There are a wealth of little details in combat taken care of which
- make the game seem much more realistic. For some examples:
-
- - Speed of various missiles is modeled accurately. If you
- fire a fast weapon, it will get there sooner, thus giving you more
- time to hide before incoming weapons can reach you. Even your cannon
- rounds take a little time to travel a kilometer and a half.
-
- - Bad guys turn to face their current target. On the weapons
- camera, I once watched a SAM unit turn to face my wingman who was a
- little distance away, then turn again 50 degrees to face me and fire.
- Often you can even tell when they have a weapon loaded.
-
- - Sometimes if you are hovering just peeking over a hill, the
- bad guys won't pick you up on radar. However, if you fire and don't
- destroy them, they will immediately turn to the direction your shot
- came from to look for you, and then fire. This is the kind of simple
- feature that adds realism but is missing from many other games.
-
- - If an incoming missile misses you, it will often detonate
- when it hits a hill or ridge in front of or behind you, making a nice
- explosion and sending fragments flying. If it is close, it will
- also shake up your helicopter a bit. It is a nice effect.
-
- - If you shoot down a helicopter, its wreckage will fall down
- and you can go fly by it later :-)
-
- The set of possible missions is quite large. There are various
- kinds of enemy tank or armored groups to destroy. There are ground targets
- such as oil storage sheds, refineries, ammo depots, parked aircraft, trains,
- etc. There missions to rescue downed pilots, or drop off supplies or troops
- into a battle zone. If your objective is capable of moving, it probably
- _has_ moved since you left base, and you must go search for it. Fuel can
- become a problem in this case, especially for heavy helicopters such as the
- Blackhawk. There are sometimes "FARP" (Forward Aiming and Refueling Points)
- available, but careful fuel management is necessary.
-
- Most weapons systems are, IMHO, a bit too accurate - they never are
- duds and they never seem to miss (assuming they have guidance all the way
- into the target - they _do_ miss otherwise). Also, many helicopters are
- equipped with a weapon which a friend of mine aptly calls "The Gun of God".
- The cannon seems capable of destroying almost anything with a single 20
- round burst, and it _never_ misses. (This is only true of the cannon on the
- better copters. The smaller guns aren't quite that effective). There are
- very few targets which can withstand more than one burst from this cannon.
-
-
- TERRAIN
-
- The maps seem to be dynamically generated for each mission (or at
- least I have not seen the same map twice in over 30 missions). Terrain
- features are quite varied, and include various hills, canyons, rivers,
- trenches, buildings, etc. There are lots of little details such as animals,
- billboards, bridges, and many other things. The terrain uses polygon
- mountains. Often there is a road down the middle of a wall of mountains on
- each side, and these are great fun to fly down to use as cover. In the
- European theater, there are railroad tunnels which you can fly through
- (carefully!). There are railroads complete with signals, highways, houses,
- churches, airports, etc. In fact, just exploring can be a good deal of fun.
-
- In spite of all this detail, the game runs superbly fast. Even with
- 3 or 4 other helicopters in view, several hills, half a dozen enemy units,
- and a few houses and runways, the frame rate is still incredibly fast.
- Although I have not tried the game on a slower system, I suspect it will run
- just fine on a 68020, and possibly even a 68000.
-
- In fact, the response is so quick that I think they could have done a
- 640x400 version for the A4000 and possibly the A1200. With the higher
- graphics bandwidth of those machines, it should easily be possible. Right
- now we don't see such things since they want to run on low end systems as
- well; but once the base-line system moves up to the A1200, perhaps we'll see
- more of this sort of thing.
-
-
- FLIGHT MODEL
-
- The flight model has its strong and weak points. It models the
- interaction of the collective, aircraft orientation, etc., fairly well.
- Pitching up to slow down will often leave you exposed 600 feet higher unless
- you simultaneously back off on the collective control. Slowing rapidly
- without gaining altitude with the realistic flight mode is a trick which
- must be mastered. In theory, the game claims to support rotor detachment
- and auto-rotation, but I've never been able to accomplish this without
- crashing.
-
- On the other hand, there are many problems with the flight model.
- The speed limit (135 knots for most helicopters) is artificially "hard".
- Acceleration seems too rapid. You can drop like a rock from 1000 feet, then
- increase collective and be in a hover almost instantaneously - a feat which,
- even if it were possible, would result in the damage or destruction of a
- real helicopter. (In other words, it doesn't model momentum.) The
- relationship between pitch and collective is not taken into account below a
- certain speed - this makes slow speed maneuvering _much_ easier, but is a
- bit unrealistic. Taking off with heavy loads doesn't seem any harder than
- with light loads, and the helicopter seems just as maneuverable. It is also
- artificially easy to hover or maintain a perfectly level flight. In many
- respects, the helicopter in ArmourGeddon actually had a more realistic
- flight model, although GS2K's does simplify gameplay; for example, it was
- _really_ hard to hover well in the ArmourGeddon helicopter. Also, GS2K does
- not let you pitch or roll beyond a certain amount. Even with all these
- problems, however, it's likely that only hardcore flight-sim fanatics would
- appreciate a model more realistic than GS2K has. (There is also an even
- easier model available in the game, in which, for example, slowing down
- without adjusting collective doesn't make you gain altitude.)
-
-
- DAMAGE
-
- The damage system is weak. There are a dozen or so systems that can
- go wrong with your helicopter: things like rotor damage, fuel leaks, weapons
- systems failure, etc. However, a hit by an enemy missile usually just
- results in failure of a single system. Thus, even after being hit by 5 or 6
- SAMs, you can still be flying. I have trouble imagining a helicopter
- ("collection of parts flying in close formation") surviving even one
- moderate sized SAM, so this stretches the imagination a little. I have
- taken to counting a mission as a "success" if I get hit 0 or 1 times, and a
- failure otherwise, but the game is quite lenient here. I realize that for
- novice players this is a nice feature, but it would be even nicer if
- experienced players could turn on a realistic battle damage mode. There is
- also an "auto-hover" mode which puts you in a nice, level hover, but I
- consider that the same as cheating. :-)
-
-
- SOUND
-
- General use of sound was discussed above. Sound quality is not bad,
- but it is not nearly in the same league as the incredible sound in Birds of
- Prey, for example. The rotor sample is good enough to avoid being overly
- annoying, but it could be better. The engine sound suffers from a case of
- "SoundBlasterism", sounding FM-synthesized instead of being a nice sampled
- turbine engine. The sounds of explosions scale aptly with their distance
- from you, as do sounds of other helicopters and any missiles in the
- vicinity. Stereo is supported; you can tell whether something is to the
- left, right, or fore/aft by the location of the sound. The sound could be
- better. It could also be a lot worse.
-
- Unfortunately, the game seems rather insistent about turning on the
- Amiga's lowpass filter. This is annoying. However, you can start a task
- before hand which, on the press of a hotkey, invokes the program to turn the
- filter back off. Then you can press this key right before you enter the
- cockpit, to get around the game which has just turned the filter on. This
- improves the sound quality.
-
-
- BUGS
-
- The game seems to have few bugs. There is an annoying mouse handling
- bug in the screen in which you pick weapons for the mission. This can
- supposedly be fixed by killing any processes which act as mouse accelerators
- before running the game. About once in 20 missions, the game will crash my
- system in mid-flight, which is annoying. The auto-pilot dumps collective
- when you turn it off, causing a sudden and usually catastrophic loss of
- altitude. Other that that, it seems pretty robust.
-
-
- CONCLUSIONS
-
- I haven't had quite this much fun playing a game since Armour Geddon.
- Even with its limitations such as a partially-bogus flight model, it is
- still a lot of fun. You must be willing to spend some time in order to get
- good at it - it isn't something you can master in one flight. But it should
- appeal to any simulation fan. Re-playability is high since maps and
- missions seem to be dynamically generated (or at least there is a huge
- number of them). You don't get bored with the same old terrain, and you
- have to figure out new strategies for each mission.
-
- I give this game a score of 9 out of a possible 10. Get it. Its
- fun.
-
- Steve Koren
- 303-226-4985 (evenings, weekends)
- koren@fc.hp.com (email)
-
- ---
-
- Daniel Barrett, Moderator, comp.sys.amiga.reviews
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