Article 326 of comp.sys.amiga.reviews:
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From: p.a.dale@ss1.bath.ac.uk (Paul Dale)
Newsgroups: comp.sys.amiga.reviews
Subject: REVIEW: Gunship 2000, version 3.01
Followup-To: comp.sys.amiga.games
Date: 14 Jul 1993 15:01:50 GMT
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Keywords: game, simulation, helicopter, commercial


PRODUCT NAME

	Gunship 2000 version 3.01


BRIEF DESCRIPTION

	Gunship 2000 is a combat helicopter flight simulation.


AUTHOR/COMPANY INFORMATION

	Name:		Microprose
	Address:	Unit 1, Hampton Rd. Industrial Estate,
			Tetbury, Gloucestershire
			GL6 8LD
			England

	Telephone:	+44 666 504326


LIST PRICE

	34.99 pounds Sterling.  Mailorder price is 22.99.


SPECIAL HARDWARE AND SOFTWARE REQUIREMENTS

	HARDWARE

		1 MB RAM required for floppy systems.
		1.5 MB RAM required if you have a hard drive.

		Works on A500(+), A600, A1200, A2000, A2500, A3000.
		No mention of the 4000 :-(

	SOFTWARE
	
		None mentioned in the documentation.


COPY PROTECTION

	"Look up in the manual" copy protection, which I find acceptable.
You have to look up a number matching another number next to a flight patch
which is found in the given range of pages in the manual.  You have to do
this once per playing session.

	Hard drive installable.

	The game auto-saves onto the master disk, so DO NOT USE THE ORIGINAL
DISK!


MACHINE USED FOR TESTING

	A1200, 2 MB chip, 2 MB 32 bit fast, 68881 (MBX1200z), 85 MB internal
IDE drive. WB 3.0 Phillips 8833 monitor, external floppy.  KONIX analogue
stick and mouse.

	
OVERVIEW

	Gunship 2000 ("GS2000") is primarily a helicopter flight simulator
in the same kind of way you might describe Birds of Prey as a aircraft
flight simulator.  There is what seems to be a good flight model for
helicopters (note that I am not a pilot for real :-), and a good bit of
blasting tacked on.


GAMEPLAY

	The gameplay is overall very good:  much better than any other
similarly pitched combat/flight simulator I have played (which include Birds
of Prey, B 17, Reach for the Skies).

* Main Selection Screen

	This allows you to choose mission types, theatre of operations
(currently "Gulf" or "Western Europe" but more are promised), pilot/flight,
and to go on to the briefing.  Selection is by hotspots in an animated
graphic (the guy at the desk is writing :-)).

* Briefing
	
	Three options here are to read the briefing notes, choose and equip
a helicopter (or the entire flight, see below), or to proceed with the
mission. The briefing notes detail all the important information, including
wind, visibility (which should influence your weapon choice), targets, time
of day, enemy activity, map locations and map, etc.  Most of this is
accessible in some form during flight.  Wind direction is an exception and
can be important if it is strong, so take note.

* Training

	The start point is as a novice combat helicopter pilot and a choice
of training missions or single helicopter missions.  Training is for you to
learn how to fly, to use all the helicopter systems, and develop tactics
with no risk (and no points).  The training missions are the same as the
real thing except you take no damage when hit.  With all the flying aids
switched on, the only way to "die" is to hit the ocean, and even then you
haven't lost your pilot.

* Combat

	So having got the hang of blasting numerous targets in training, you
will take on the real world using a limited range of helicopters (some are
for higher ranks only) and weaponry.  The missions are flown from land bases
or an assault ship against primary and secondary targets which range from
fixed placements and airfields to mobile recon groups or columns of T-72s.
The number of different land/sea/air types you come across is large and
includes MIGs, SU-27s, HINDS, patrol boats, numerous tank and other vehicle
types, SAMs, infantry, oil refineries (large explosions!), oil rigs,
mosques, advertising hoardings....  This is just a cross-section from the
Gulf Theatre.

	When in flight, most of your tactical planning will be done on your
in-flight map (F10) which has a strategic and operational level (a zoom).
All identified targets show up as well as bases, buildings, etc.  It's here
you can set up to three waypoints to aid your in-flight navigation
(accessible through at least three different displays during flight).  When
on this screen, action is paused so you can take your time in planning.
This is very important when commanding a flight.

	Successful missions bring promotions, medals, and points (not
necessarily the first two :-)).  Gaining sufficient points results in the
offer of a commission to lead a flight of 5 helicopters.  You can turn this
down, but why miss out?

	Commanding a flight gives you two more options in the flight
selection screen, FLIGHT and CAMPAIGN.  These are essentially the same but
the campaign is linked sorties rather than one-offs.  Now you have four
other guys who you have to assign helicopters and weapon loads according to
the task in hand.  You can split the flight into light and heavy sections to
perform different tasks.  The range of tasks now includes search and rescue,
cargo drops and squad drops/pick-ups.

	Once all armed and ready, you are on the pad where you access you
tactical map and start giving individual flight plans.  On the higher level
map, you can also tell each flight member what height and speed to fly at
and whether they are free to engage the enemy or not (weapons are either
free or held).  Other options are to disengage, regroup, land, return to
base, fly the indicated flight plan or drop cargo.

	The tactical map is the guts of the game in a lot of respects, as
here is where you plan all your tactics and execution.  Timing is important
as is planning flight paths and protecting the vulnerable members of the
flight.  You must always keep your objectives in mind (there's a summary on
the strategic map) and keep the other flight members in tight control.  For
key jobs, you often have to assume responsibility and go in yourself, but
you could command from the rear.  The computer AI for your buddies seems
good with sensible weapon selection (helped of course by your choosing the
load they carry) and a downright enthusiasm for taking out targets (sometimes
too enthusiastic).  The flight is generally every bit as efficient as you
are and takes comparable damage.  Often flight members are up for more
medals and promotions than you are.

	Seeing a well laid plan come to fruition and hearing the digitised
"Primary objective confirmed" from the back seat is very satisfying.


GRAPHICS AND SOUND

	The detail in the game is very good, certainly compared to other
similar style games.  There is a lot of terrain including roads through
canyons, pylons down roads, camels, oases, etc.  Visibility can be variable
and is well reflected:  it is genuinely more difficult to see when visibility
is bad through the use of different palettes.  Although some hills look more
like pyramids, there is a good feeling of texture to the land, and you do
feel like you're skimming along at an unhealthy rate very close to the
ground.

	The detail and speed of moving objects is very good as well.  On my
Amiga 1200 at 100 feet doing 140 knots, it seems plenty fast enough and not
as jerky as Birds Of Prey on an Amiga 500.  A friend reports that an
unaccelerated A2000 handles the game on full detail well (and he has Red
Baron).  On an A3000, I expect it to be a dream.

	Still pictures within the game are well drawn but nothing really
spectacular.  For those who know English cricket, the guy who is there to
comment on your mission afterwards is a doppleganger of Robin Smith.  His
wit isn't up to much.

	There is quite a lot of digitised speech with your counter
measures/weapons buddy pointing out targets and missiles.  A minor gripe is
that, apart from missiles or when you lose your optics, it is obvious there
is a target and "target left/target right/target confirmed/missile
left/right" becomes hard, fast and distracting.

	Another nice touch is the missile explosions.  Even if you don't get
hit, the explosion can be heard according to how close it is and will even
shake the 'copter so you can often be fooled into thinking you have been hit
when you haven't.  If the guy in the back doesn't scream "We're hit! We're
hit!"  and damage show on the panel then you're OK.

	Other sound effects are for the engine, rotors (yes there is engine
noise and the "thuwp" of rotors), explosions, rocket launches, cannons,
stirring selection screen music plus a few other tunes.


FLIGHT MODEL AND WEAPONS

	I have never even flown in a real helicopter let alone piloted one,
so I really can't say how accurate the model is compared to the real thing.
It does feel true, and the interaction between the collective and stick seems
very realistic and tricky to handle.  Wind is noticeable and a real factor.
Loss of stabilising influences, like (say) your tail :-), has a real and
dramatic effect (you spin round continuously :-)).  Weapon systems recoil
which has a subtle effect in that it slows your forward motion.  At high
speed, this has the effect of making you gain height as the nose comes up.

	Generally, firing weapons is OK except for rocket pods which need to
be aimed in a straight line.  This involves fancy flying because if you pull
up at 140 knots to fire, you gain a lot of height very quickly and slow to a
crawl.  In this position you are a sitting duck, so only use the M series
pods for turkey shoots.

	The array of weaponry is helicopter dependent; and as the available
helicopter is rank dependent, you only get the really good "fire and forget"
stuff later on.  In fact, the low rank missions are the real trial since with
better helicopters, weapons and more experience the later flights are easier
in many respects.


DOCUMENTATION

	The manual is what most have come to expect from Microprose these
days.  It is clear, reasonably well written and very full of information.
Unfortunately, the manual skimps a bit in certain areas, like what the detail
levels mean or exactly what is expected for certain mission types.  If you
want the armour for a T-72 then you're fine, but that isn't too much help.


LIKES AND DISLIKES

	The worst element is the very dodgy mouse handling for certain
screens.  From what I have found out from others and experience is that
accelerated machines, that is anything other than a 68000, has a juddery
mouse problem.  This makes selection very tiresome, especially on the
helicopter/munitions screen.  The keyboard alternatives don't seem to work
fully as advertised either.  Shoddy work.

	In flight, I haven't had any control problems except having to zero
my analogue by taking it to the map screens and correcting the drift on the
detailed map (tactical) where you can scroll around.  Again a bit shoddy.

	The game does also guru on my A1200 for an unknown reason.  I've
disabled the cache to no effect (doesn't cure the mouse problem either).  I
haven't tried using the ECS chipset as it boots fine in AGA and I don't see
why I should.  The guru frequency is low (about once per day) but seems to
only occur during flight which is annoying.

	Another gripe is the leaving out of the recording feature, by which
you could record and play back missions.  Reach for the Skies does this
without slowing, so why not GS2000 on my nippy A1200?  If it did adversely
affect speed I could turn down the detail or not use the feature or suffer a
marginally worse frame rate.  Let me choose though!!  I infer a lack of time
to do the full job.  I don't believe a 386 PC is any more capable.

	My main like is the overall quality of the graphics, sound, gameplay
and flight model.  This is an extremely addictive game to play and certainly
one of the best I have played.  Apart from the niggles above this is one
superb offering and will undoubtedly set a standard to be followed.  I've
not fully described all the features (check out the README file!) but there
is plenty to hook you and keep you going.  For seat-of-the-pants flying and
blasting action, Gunship 2000 is going to be hard to beat.


COMPARISON TO OTHER SIMILAR PRODUCTS

	Compared to Birds of Prey, B17 or Reach for the Skies, GS2000 wins
hands down.  This is one excellent game.


BUGS

	Dodgy mouse, keyboard, analogue stick handling (see DISLIKES).  No
mouse or keyboard problem on a A2000 though (and presumably a A500).
Undiagnosed guru on A1200; none reported on an A2000.


CONCLUSIONS

	A tremendous game packed with very high quality gameplay, graphics,
sound.  If you like action and flight simulators, this is a very good game
to buy.


COPYRIGHT NOTICE

	Copyright 1993 Paul Anthony David Merlin Alexander Dale.  All rights
reserved.

	Permission is granted to distribute this review by any means to any
person(s) under the conditions that no profit be made or the content changed
without the author's permission (except Dan Barrett :-).

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Article 327 of comp.sys.amiga.reviews:
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From: p.a.dale@gdr.bath.ac.uk (Paul Dale)
Newsgroups: comp.sys.amiga.reviews
Subject: Re: REVIEW: Gunship 2000, version 3.01
Keywords: game, simulation, helicopter, commercial, followup
Message-ID: <223ts4$ddm@menudo.uh.edu>
Date: 15 Jul 93 15:41:56 GMT
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       I've had a few responses to my review, both of which state that mouse
accelerators are responsible for the juddery mouse problem.  Disabling them
seems to cure things.

	[MODERATOR'S NOTE:  This information will be added to the archived
	copy of the original review, available on our ftp site math.uh.edu.
	- Dan]

Paul Dale
BUCS, Bath University, Claverton Down, Bath, Avon. BA2 7AY
e-mail: P.A.Dale@uk.ac.bath
tel: (0225) 826215
fax: 0225 826176

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Article 332 of comp.sys.amiga.reviews:
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From: kaiser@ira.uka.de (Michael Kaiser)
Newsgroups: comp.sys.amiga.reviews
Subject: Re: REVIEW: Gunship 2000, versio 3.01
Keywords: game, simulation, helicopter, commercial, followup
Message-ID: <231cgn$frf@menudo.uh.edu>
Date: 26 Jul 93 19:49:43 GMT
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	[MODERATOR'S NOTE:  This is a followup to Paul Dale's review of 14
	July 1993.  With Paul's permission, this information has been added
	to the archived copy of the original review, available on our ftp
	site math.uh.edu.  - Dan]

	This is a followup to the review of Gunship 2000 ("GS2000").  The
reviewer is right that the game won't work on the A4000 if you follow the
normal installation procedure.  In particular, it refuses to go beyond the
mission specification and the setup/code protection to the cockpit screen.

	However, it does work when started from the GS2000 disks.

	One possibility I discovered was to install the game on the hard
drive and boot the A4000 with a copy of the first game disk.  Then "cd" to
the game directory on the hard drive, start GS2000, and voila:  everything
runs fine.

	BTW - this is one brillant game. A little violent, but otherwise
really worth buying.

regards, Michael
kaiser@ira.uka.de

---

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Article 333 of comp.sys.amiga.reviews:
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From: koren@fc.hp.com (Steve Koren)
Newsgroups: comp.sys.amiga.reviews
Subject: REVIEW: Gunship 2000
Keywords: game, simulation, helicopter, commercial
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Date: 29 Jul 93 14:49:43 GMT
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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)

---

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