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Review: Bullseye Software's
Flying Circus
By: Kirk
Hiner
I flew an airplane once.
Well, it wasn't so much an airplane but a sailplane, and
I didn't so much fly it, but...well, a guy I used to work
with owned one and he took me up one day. We were gliding
along at about 2,000 feet when he told me to "take the
stick." I did, and do you know what I learned? I learned
about gravity, and how a lot of it all at once can be quite
uncomfortable.
You'd think after all those years of flight sims--from
"F-15 Strike Eagle" on Dan's Commodore 64 to "F-19 Stealth
Fighter" on Willy's 286 PC to "Red Baron" on my Macintosh
LCII--that I'd at least be able to bank left, right? Sadly,
no. If only I'd had "Bullseye Software's Flying Circus" back
then, perhaps maybe my friend with the sailplane would still
speak to me.
"Flying Circus" (you do all know that the phrase didn't
originate with Monty Python, right?) is a Mac only World War
I era flight simulator from the sim specialists at Bullseye
Software. I've tried their other games, and found them
somewhat lacking. "Flying Circus" also lacks some features
I'd like to see, but it's still a fine game.
The first practice mission starts you off in the air on
the tail of an enemy pilot, so you're immediately submerged
into the "700 square mile textured world," as the press
release says. The graphics are not ground breaking, but
they're certainly better than some I've seen in games from
much bigger companies with much more money to sink into
development. I should also point out that I played "Flying
Circus" without the benefits of 3D acceleration. If the game
looked this good without it, I can only imagine how it
would've appeared with the recommended ATI RAGE PRO card
(3Dfx cards also work, but you won't get the fog and haze
effects).
One thing my computer does have is a great sound system,
and "Flying Circus" took full advantage of this. After a few
flights, it became easier to ascertain my speed from the
sound of the engine rather than by taking my eye off the
enemy to look at the gauges. The other effects, from balloon
explosions to bombs dropping to bullets pinging off enemy
craft (or allied craft, if you've got an itchy trigger
finger as I do) were realistic enough, and you can shut off
the engine sound if the constant droning starts to get on
your nerves on longer missions. I wonder if von Richthoffen
had that capability?
As nifty as these graphics and ambiant sounds are,
they're certainly not as good as those in some other flight
sims on the shelves these days. To compensate, it seems that
Bullseye Software put more into the mechanics of flight. Of
all the flight sims I've played (where you still get to
shoot things), this one is the most realistic. How do I
know? Because it's hard! Other games mention pitch and roll
and yaw and lift, but what they really mean is "to turn
left, move the joystick to the left." In "Flying Circus,"
you simply can't make an effective turn without first
learning the proper method. If you're flying the Camel or
Triplane and/or carrying bombs, even keeping your plane
level can be a chore.
Compounded with the difficulty of flying is the
difficulty of...well, looking at stuff. World War I was
HUDless, after all, so you have to actually look to the left
and right sometimes, up and down. You accomplish this by
hitting various keys, keeping your plane in control all the
while. Banking right while looking up and to the left to
keep the enemy in sight isn't quite as easy as walking and
chewing beef jerkey. Trust me. I've tried both. Although
mastering these elements will certainly make you a better
pilot, it takes a lot of practice for those of us without
the "Top Gun" instinct. Worrying about staying aloft while
trying to bomb runways as enemy fire comes at you from both
the ground in the air...it's a little taxing on the nerves.
To make matters worse, there is little in the manuals to
explain the physics of flight. Not knowing the proper use of
ruders and ailerons can make even the simplest practice
session seem like a mission of doom.
Also, I was quite surprised to see that "Flying Circus"
comes with only twenty missions (ten training, ten live). It
does have a nifty and quite extensive mission creator,
but...now I just don't get this. When I buy a computer game,
you see, I expect it to be ready to go. I want my missions
all right there on the CD. I have yet to receive any
programmers checks in the mail, so I don't see why gaming
companies are so intent on having me program my own games.
Yes, mission creators and level editors and such are a good
idea for when the game is finished, but give us some game
first, okay?
If, like me, you're not into creating your own missions,
"Flying Circus" has networking capabilities over both the
Internet and AppleTalk. I was unable to test this feature,
but the manual boasts dogfights with up to six planes, human
or computer controlled. If anyone has set up and flown a net
mission, please email me to tell what you think.
"Bullseye Software's Flying Circus" is not perfect, but
it's by no means a throwaway title, either. Aside from it's
two major drawbacks--the assumption that we've all got
D-VIIs in our backyards and have been flying them for years,
and the lack of preprogrammed missions--"Flying Circus" can
be quite entertaining. The manufacturer's suggested price of
$59.95 is a bit steep, but it'll probably retail for less.
Besides, it'll all be worth it when you find yourself
2,000 feet in the air and a voice behind you says, "Take the
stick." Hey, I didn't think it would every happen to me,
either.
Applelinks Rating
- Genre: Flight Simulation
- Platform: MacOS
- Format: CD ROM
- Developer: Donald A. Hill, Jr.
- Publisher:
Bullseye
Software
- Requirements: PowerPC, 8MB RAM free, color
monitor (thousands of colors), CD ROM (4MB ATI RAGE PRO
or 3Dfx recommended).
- Network feature: Yes
- Retail price: $59.95
- Availability: Out now
Raised on Intellivision and "Tron,"
Kirk
Hiner has been an avid gamer ever
since he was tall enough to look through the viewfinder on
the Battlezone upright. Although he makes a living using a
PC (not by choice) to design websites for Dynamics
Online, Inc., Kirk never strays
from his 9600/200 or 3400c for computer gaming. When he's
not playing the latest Logicware release, he can either be
found working on his next "never to be published" novel,
rereading anything by Kurt Vonnegut or watching RAW is
WAR.
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