Combat Flight Simulators
Combat Flight Simulators are IBM PC MS-DOS and Amiga games that simulate aircraft flight or spaceflight in combat scenarios.
Due to their simulation accuracy some 16 bit flight sims constitute high-points of 1990s Computer Game History.
Fighter & Gunship Sims
- FS1: Flight Simulator Apple 2 subLOGIC 1979
- FS2: Flight Simulator 2 Amiga 1986 Chris Green
- Jet subLOGIC IBM PC MS-DOS 1987
- Microsoft Flight Simulator 3.0 IBM PC MS-DOS subLOGIC 1988
- Microsoft Flight Simulator 5.0 IBM PC MS-DOS Bruce Artwick 1993
- Falcon IBM PC MS-DOS Sphere Inc 1987
- Falcon 3.0 IBM PC MS-DOS Sphere Inc 1991
- Carrier Command Amiga Realtime Games 1988
- F/A-18 Interceptor Amiga Intellisoft 1988
- F-15 Strike Eagle 2 IBM PC MS-DOS MPS Labs 1988
- F-19 Stealth Fighter IBM PC MS-DOS MicroProse Sid Meier 1988
- F-16 Combat Pilot Amiga Digital Integration 1989
- F-29 Retaliator IBM PC MS-DOS Digital Image Design 1989
- A-10 Tank Killer IBM PC MS-DOS Dynamix 1989
- MiG-29 Fulcrum IBM PC MS-DOS 1990 Simis Domark
- Red Baron IBM PC MS-DOS Dynamix 1990
- Knights of the Sky IBM PC MS-DOS MPS Labs 1990
- Chuck Yeager's Air Combat IBM PC MS-DOS Electronic Arts 1991
- Aces of the Pacific IBM PC MS-DOS Dynamix 1992
- JetFighter 2: Advanced Tactical Fighter Velocity Development 1990
- F-14 Tomcat IBM PC MS-DOS Dynamix Activision 1990
- LHX Attack Chopper IBM PC MS-DOS Brent Iverson 1990
- Gunship 2000 IBM PC MS-DOS MPS Labs 1991
- F-117A Nighthawk Stealth Fighter 2.0 IBM PC MS-DOS MPS Labs 1991
- Strike Commander Origin Systems IBM PC MS-DOS 1993
- TFX IBM PC MS-DOS Digital Image Design 1993
- EF2000 IBM PC MS-DOS Digital Image Design 1995
- Apache IBM PC MS-DOS Digital Integration 1995
- F-22 Lightning II NovaLogic IBM PC MS-DOS 1996
Space Flight Simulators
- Frontier Elite 2 IBM PC MS-DOS David Braben 1993
- Star Wars: X-Wing IBM PC MS-DOS 1993 Totally Games
- Star Wars: TIE Fighter IBM PC MS-DOS 1994 Totally Games
- Original Wing Commander Games IBM PC MS-DOS Origin Systems
- Star Trek: 25th Anniversary IBM PC MS-DOS Interplay 1992
16 bit combat flight sims -- indeed, combat simulators of any kind -- almost always employed 2D bitmap graphics for cockpit, GUI and HUD, but 3D wireframe, flat-shaded or texture-mapped polygon graphics for objects and environments. Contrary to some early-80s and early-90s computer game journalism, since the environments are constituted by geometric objects in 3D space, such computer games do not feature screen-scrolling, which is a coding routine that shifts 2D graphics images, such as tiles.
Flight sims were at the forefront of early-90s 3D engine development until the advent of Doom and Quake, but it was mostly the advent of Quake that caused 3D rendering engines to take off.
It is interesting to note that mid-90s texture-mapping uglified flight and vehicle simulators due to low-fidelity texture-tiles whereas purely flat-shaded sims hold up even in 2024. Flat-shaded graphics are also much clearer due to their line-work / hard edges that define objects and boundaries. It would have been great to have played sequels with increased polygon-counts on objects and terrain, yet remaining flat-shaded but displaying in square-pixel SVGA 640x480 while running at 60 FPS. Perhaps with flat-shaded shadow-casting, light-sourcing, 3D explosion cores and 3D particle effects. But instead, we got ugly texture maps that slowed down performance for many players.
Control in flight sims is driven by keyboard, mouse and/or digital or analogue joystick. Regardless of control method, memorizing a number of hotkey functions is mandatory.
These days 3D immersion is taken for granted but back in the day playing flight sims was a new and exhilarating gaming experience for many (late 80s). Simply taking off from a runway or aircraft carrier blew people's hair back, and they would switch to rear-cam to watch the take-off point fade away into the distance. I recall that the physics of banking fighter jets at high speed wowed people as well, let alone sending that missile hurtling into enemy aircraft.
It was impressive how flight sim coders pushed microcomputers with 7-8 MHz processors and 500 KB RAM (such as the Amiga) to represent fixed-wing aircraft dogfighting and bombing in fully realtime 3D environments.
8 bit and 16 bit combat flight sims are technical feats because they were developed on strictly limited microcomputer hardware whose CPU and chipset life-cycles far exceeded those of today.
Computer games that push static and restrictive hardware to the limits are special; relative to tech, many such games are more impressive than current gen ones. And they are also just as playable for those who know how to set them up properly. Flight sims are no exception. In cRPG History you can read more about yesteryear tech-dearth + obvious talent versus present-day tech-excess + questionable talent.
To save me repeating myself in each article, in most combat flight simulators players do the following:
- Make profiles
- Select a combat scenario or combat theatre
- Choose and arm an aircraft
- Engage in a single mission or undertake a full-fledged campaign
As players progress in the campaign, they attain ranks and ribbons (decorations) based on their performance in theatres of war. A campaign is a series of related missions staged in a specific theatre aka geographical region (Panama, Libya etc.)
Tank Combat Simulators / Artillery Simulators
Tank combat sims hit their high-point in 1989. Some of them were fully 3D, others 2.5D (sprite-scaling, scrolling bitmap backgrounds).
- Armored Patrol TRS-80 1981
- M1 Tank Platoon IBM PC MS-DOS MPS Labs 1989
- MechWarrior 1 IBM PC MS-DOS Dynamix 1989
- Sherman M4 IBM PC MS-DOS Loriciel 1989
- TANK M1 Abrams Tank Simulation IBM PC MS-DOS Sphere Inc 1989
- Steel Thunder American Battle Tank Simulation IBM PC MS-DOS Loughry 1988
- Abrams Battle Tank IBM PC MS-DOS Dynamix 1988
There are also turn-based wargames that simulate large-scale armor and artillery warfare:
- Kampfgruppe Wargame SSI Gary Grigsby 1985-88
- Panzer General Strategic Simulations 1994
- Steel Panthers Strategic Simulations 1996
Other launchpads:
- History of Computer Games 1976-2024
- History of Computer Role-playing Games (cRPG)
- History of Turn-based Strategy Games PC (TBS)
- History of Real-time Strategy Games PC (RTS)
- History of Shoot 'em ups (SHMUPS)
- History of Racing Computer Games (Racers)
- The First Flat-shaded Computer Games
- The First Texture-mapped Computer Games
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