These comparison tables will be gradually populated in 2020 as I migrate the Museum exhibits and artifacts to the new schema.
Artwork & Packaging | Box art | Box back | Image Galleries (new format) | Key commands | Keyboard overlay | Manual cover | Manual back | Map (physical) | Physical media | Physical media cover art | Physical media cover: inside | Press Art | Warranty Card
Features: Add-ons to host sim - Host sim to add-ons | | Aircraft: Flyable - sorted by sim | Campaigns | Controller | Flight Model | Guide | Installation | Multiplayer | Multiplayer | Operating System | Platform | Reviews | Sound | System Requirements
|Title||Box||Year||About||Read more||_sw template||1980||
review review review
|Read more||1942 The Pacific Air War||1992||
Missions were historically based -- you might be flying a CAP over Henderson Field, Guadalcanal, or defending the USS Enterprise, or dive bombing the IJN carriers at the Battle of Midway. Careers started in the planes appropriate to the year of the war (e.g. F4F in 1942) -- if you survived, you could move up to the Hellcat when it became available.
Aircraft carrier operations were modeled quite well -- you might have to wait behind a lot of other planes to take off, and landings could be tough, especially in the heavier aircraft.
Graphics were very good for 1994, but limited to 320 x 200 pixels. The planes were shaded and could look really good in external views. A virtual cockpit and a simple padlock view were implemented.
Missions were recorded and could be played back and edited, and you could jump back and fly from any point in the recording.
The final "Gold" version added multimedia elements -- film clips, diagrams, tactics, etc. The game also included a map-based "strategic" component -- a game within a game in which you controlled the carriers, sending out scouts and launching attacks when you found the enemy. This was not a full naval warfare simulation, but it was pretty good (I believe you could jump in and fly from this module too, something like the AWACS module in Total Air War).
PAW included "remote play" by modem, with cooperative or head-to-head options. PAW was DOS-based and ran OK on a 486/66, and quite well on a P90. It did a great job in evoking the mood and tension of the war in 1942, when the USN started on the defensive and fought its way to air dominance.
MiGMan thanks Chino
|Read more||3-D Helicopter Simulator||1987||
Scott "Zuma" Wolf reported:
"That Sierra 3-D Helicopter Simulation is so rare that no one at Sierra could find anything pertaining to it for me. Only one or two people even remembered hearing about it. Unfortunately, Sierra 3D Helicopter Simulator was not the program on the disk in the box. Although properly labeled, the disk contained instead LHX Attack Chopper !!!
This is the first and only box of this game I've ever seen. It's a final, boxed retail copy complete with UPC code, advertising inserts and registration cards, 3.5 floppy disk, Quickstart Guide and 32-page manual, all Copyright 1987. The official title is/was Sierra's "3-D Helicopter Simulator." "
The 3-view illustration on the manual cover shows a Hughes 500, which I believe is also the helo you're "in" on the box cover, Apache notwithstanding. From shots on the back of the box it looks more like an old Bell 47G with a covered boom. "
|Read more||Aces of the Pacific||1992||
The sim had a fully featured flight recorder, so you could record and playback missions, and jump in and out of the cockpit during replay. Many levels of damage were modelled. Carrier Ops and Torpedo attacks were available. The aircraft had moving control surfaces and you could fly for both sides, USA and Japan, and in the Army, Navy or Air Forces.
|Read more||Enemy Engaged Comanche vs. Hokum||2000||
The Comanche cockpit truly qualifies as a "glass" cockpit, with it's large Multi Function Displays (MFD). The pilot and co-pilot have excellent all round visibility - in fact there is so much cockpit glass I sometimes had the feeling of being in a flying terrarium! Admittedly, a very exotic and deadly terrarium!
Falcon launched myself and countless legions into the playing of air combat sims as a hobby.
It introduced me to the joys of head to head play and prepared me for those battles with the excellent inbuilt training mode which displayed common air combat manoeuvers as a series of floating rectangles to fly through. Also a MiG would appear before you and perform the demanded manoeuver - immelman, split-S, yo-yo etc. Where is the like today?.
One of the biggest challenges was to devise Rules of Engagament to spice up the basic head to head encounters, we often had a 3rd player act as "Ground Control", directing the encounters in such a way as to handicap the more skilled player.
Even though the mission selection was very limited I happily played them over and over and over, and the thrill of seeing that red - nosed MiG on my six never diminished!
|Read more||Falcon 3.0||1991||
I can still remember clearly (when I finally got a 486 with a maths co-processor) the weird lurching as the flight model switched from low-fidelity to hi-fidelity at about 200 knots. But hey, I was flying an F-16 with all the bells and whistles, and in an atmospheric, complex and dynamic world. This was no game!
The ACMI recorder ( Air Combat Manouevering Instrumentation) could record your entire mission and then play it back from cockpit, external or 3D diagrammatic perspectives.
The mission designer.allowed you to create complex strike missions, tasking different aircraft types with Wild Weasel (SEAD - Supression of Enemy Air Defenses ), CAP ( Combat Air Patrol) in Interdiction/ Strike.
The Heads Up Display (HUD) displayed an incredible amount of information for a 1991 flight sim.
Even today it's a hoot and if you only have a 486 you really can't get much more excitement than what's available in the Falcon battleground. Luckily you can adjust the AI of the SAM operators, AAA and enemy pilots because on the higher settings they are professionally murderous!
Be warned though, Falcon 3 requires quite a lot of skill in configuring DOS memory to get it running.
The dynamic campaign involved you in complex and long struggles which lasted for days, with the FEBA (Forward Edge of the Battle Area) moving back and forth as the fortunes of war waxed and waned. This meant you could come under attack as you took off or returned to base , and added to the sense of urgency.
It was probably the first sim to have a working Padlock view.
Your wingmen were very capable and you soon learnt to listen to their radio messages!
The inclusion of multiplayer network play saw the growth of "Virtual Squadrons" worldwide as players discovered that even the most capable computer opponent wasn't as scary as a human with a grudge!