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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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May 26, 2012

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