Combat Flight Simulators
Combat Flight Simulators are IBM PC and microcomputer 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.
- FS1: Flight Simulator Apple 2 subLOGIC 1979: 16 kbyte 1MHz 6502
- FS2: Flight Simulator 2 Amiga 1986 Chris Green
- Jet subLOGIC IBM PC 1987: EGA 640x350.
- Microsoft Flight Simulator 3.0 IBM PC subLOGIC 1988: EGA 640x350.
- Falcon Sphere Inc 1987: The Standard-setting 16 bit Flight Sim
- Falcon 3.0 IBM PC MS-DOS Sphere Inc 1991: Math Coprocessor
- Carrier Command Amiga Realtime Games 1988: Hybrid of Vehicle Simulation & RTS
- F/A-18 Interceptor Intellisoft 1988: The Arcade Flight Sim
- F-15 Strike Eagle 2 MPS Labs 1988: First flight sim with color gradients
- F-19 Stealth Fighter MicroProse Sid Meier 1988: 16 bit Stealth-fighting is born
- F-16 Combat Pilot Digital Integration 1989: Head-to-Head Dogfighting
- F-29 Retaliator Digital Image Design 1989: Super-smooth 16 bit Polygon-pusher
- Red Baron IBM PC Dynamix 1990: WWI Dogfighting
Knights of the Sky IBM PC MPS Labs 1990: WWI Dogfighting - LHX Attack Chopper Brent Iverson 1990
- Gunship 2000 MPS Labs 1991
- F-117A Nighthawk Stealth Fighter 2.0 MPS Labs 1991: F-19 Evolved
- Frontier Elite 2 David Braben 1993: The Greatest Spaceflight Sim Ever Coded
- Strike Commander Origin Systems IBM PC 1993: Gouraud-shaded t-mapped
- Tactical Fighter Experiment TFX IBM PC Digital Image Design 1993
- EuroFighter EF2000 IBM PC Digital Image Design 1995
- Apache Longbow Digital Integration 1995: Gouraud-shaded non-t-mapped
- F-22 Lightning II NovaLogic IBM PC 1996: VESA 2.0 VBE SVGA 640x480
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).
There are also turn-based wargames that simulate large-scale armor and artillery warfare:
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
- The First Flat-shaded Computer Games
- The First Texture-mapped Computer Games
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