REVIEWS COURTESY OF ZXSR

Chuck Yeager's Advanced Flight Trainer
by Stefan Walker
Electronic Arts
1989
Crash Issue 65, Jun 1989   page(s) 14,15

Electronic Arts
Stefan Walker
£8.95/£14.95

Chuck Yeager is a real man among men in the often very glamorous world of aviation. Last issue we previewed the game and revealed the man behind the 'bone-dome' (helmet to us land-bound pilots), this issue the Spectrum gets its taste of breaking the sound barrier.

There's far more to Chuck Yeager's AFT than test flying the latest jet aircraft in the odd loop or roll session. Chuck Yeager had to practically fly every new type of plane around, and the simulation allows you to do just that in 14 aircraft types, including the 'Glamorous Glennis' X-1.

Chuck's quite willing to let you loose in anything from a Sopwith Camel to the ultra-fast SR-71 Blackbird reconnaisance plane - just make sure you're strapped in and don't pull that lever marked 'Eject'. A great pity the graphics of each type of plane are limited to all of two types of representation, an F-16 and a bi-plane graphic!

The key to all this flight business lies in the five options (one on the 48K) accessible from the main menu. A nice leisurely Introductory Flight is recommended for novices who don't know their flaps from their altimeter (does anybody?).

If, however, you want to team everything about flying and pretend to qualify for your licence, use the Flight Instruction mode. Here Chuck offers words of wisdom about basic, advanced and aerobatic moves (and he should know!), allowing you either to fly or observe the plane as it spins, rolls and yaws around - an SR-71 or the XPG-12 Samurai looping the loot are not impossible, but not recommended unless you've a qualified instructor like Chuck with you. He'll probably disown you if you do loop a Blackbird!

For 128K owners, the Formation Flying and Aeroplane Racking options really put a pilot's newly learned skills to the test. Keeping from hitting the ground is the least of your worries when the computer-controlled aircraft starts dodging between buildings and performing barrel rolls, Immelmann twins and Cuban eights loops at the same time. Aeroplane racing is much the same, except you try to out-race Chuck around five twisting aerial courses. The choice of a P-51 or F-18 being yours for the attempt.

Although AFT may lack variety in plane and cockpit graphics, the realism behind it is most authentic, with each plane hawing its own unique flight performance levels and flying in its own individual way. The solid 3-D performs very well, the graphics moving smoothly with a fast pace to match.

Half the fun of the game is in learning how each plane operates, although it could get a mite repetitive given time. The instruction mode, formation flying option and aeroplane racing option serve as bonuses on top of what is a highly competent flight simulator. Pity there's no combat in the game.


REVIEW BY: Robin Hogg

Presentation81%
Graphics78%
Sound35%
Playability81%
Addictive Qualities79%
Overall80%
Summary: Fast, solid 3-D graphics and loads of options make for an engrossing simulation.

Transcript by Chris Bourne

Your Sinclair Issue 43, Jul 1989   page(s) 83

Electronic Arts
£8.99 cass/£14.99 disk
Reviewer: David Wilson

Apart from an instruction booklet that's as big as a Jeffrey Archer novel, but infinitely better written, the first thing you encounter in this game is the line about Chuck's AFT being 'designed for advanced pilots who already know how to fly a plane'! This is a warning on the complexity of the game, so don't expect to pick Chuck Yeager up (Oo-er!) and get straight into it. It's the sort of game that requires a lot of practice to master.

Don't be put off by first appearances either. The loading screen is a nice digitised piccie of Chuck himself, but with a big yellow sticker over his mouth and nose! Why would anyone want to smother Chuck in such a fashion? I'll tell you why! Because he is so annoying. Each time you make a tiny error (Like ploughing a field with the nose of your F-18!) he says things like 'You sure bought the farm that time!' and "Nice auger-job'. What is this man talking about?

The graphics on occasion cause optical discomfort and the scrolling is a trifle jerky. The ground is purple and the sky is black. (And they went to sea in a sieve? Ed) When you see your plane from behind against the ground (Yes, you can. I'll explain later!), the clashing pixels make your eyes go wibbly! (This having been said, there is some nicely filled ground detail.) But stick with it, unless you posess a 48K Speccy. If this is the case, then be warned - Chuck is a mere shadow of his former self! When copped from its 16 bit original to 128K, the game is still very big and offers some nice original options. These include the ability to view your aircraft from behind (the chase planes viewpoint) and from the ground (the Control Tower's viewpoint), the choice of flying one of 14 different aircraft (from a 1918 Sopwith Camel to the latest USAF aquisitions such as the F-18 Hornet and the SR-71 Blackbird), and also the option to fly a 'Test Flight', 'Formation Flying', 'Airplane Racing', or 'Flight instruction. Furthermore, within each of these choices, there are even more sub-choices!! in Formation Flying, there is an invitation from General Chuck himself to 'Wax Me' (Good Lord!! Ed). This, in fact, is where you get to chase Chuck in a P-51 Mustang!

Sorry, I digress, back to the 48K version. This version has been chopped so much that you are only able to opt for Test Flights. Furthermore, unlike the 16 bit formats, both versions have lost the 'Direction Finding Radio', a helpful device to help you locate your airport! This makes landing very much a hit and miss affair. Anyway, having mastered the principles of flight (hem, hem) then you can get into the main part of this game, which is the test flights, the racing and the aerobatics. Racing, against another plane, is great fun. The courses send you slaloming around obstacles, or through narrow gates. Testing planes too is thrilling, with Chuck's handy tips and his checklist.


REVIEW BY: David Wilson

Life Expectancy70%
Instant Appeal60%
Graphics68%
Addictiveness70%
Overall70%
Summary: For 128K flight sim fans and people interested in flying this could be well entertaining. For the remainder - a tad dodgy, overly complex and difficult to master.

Transcript by Chris Bourne

Your Sinclair Issue 58, Oct 1990   page(s) 27

THE COMPLETE YS GUIDE TO FLIGHT SIMS

Oh cripes. Whose idea was this? Couldn't we do it on something else? Nah, we promised. How about putting if off for another month? Or we could make JONATHAN DAVIS do it? Heh heh. Right, where's he got to? Ah ha!

Neeeeeow! Dakka dakka dakka! Kaboom! "Crikey, Ginger, pull up! Over."

"I can't! I think my flaps have gone a bit funny. Over." Neeeow! Boom!

"Bail out! Bail out! Over." Dakka dakka dakka. (Ricochet noises.)

"Er, okay then. Over and out."

Sorry about that, just trying to inject a bit of excitement into this thing because, let's face it, flight sims aren't exactly the most exciting bits of software around.

Or are they?

No, They're not. But there are loads of them about, and people keep buying them. Why is this? Perhaps we'd better investigate.

For thousands of years man has dreamt of flight... (Cut the crap, Ed) Erm, well, perhaps it's because they demand a bit more thought than your average arcade game. Fast reactions are all very well, but what about using your noddle occasionally? Keeping a plane in flight isn't just a matter of wobbling your joystick about a bit, which is the impression that lesser games give. You've got angles of attack to worry about, altitude, navigation, weapons systems, undercarriage... the list is endless. As are the manuals usually. And that's another thing. If you've never played one before you'll need to spend hours wading through one of these breeze-block tomes before you can even get off the ground.

Once you've got the thing up in the air though you're well away. With any luck there'll be lots of scenery to look at and plenty of enemy thingies to 'take out'. You might even like to indulge in a bit of aerobatics to pass the time. The one thing you should always keep an eye on though is the ground. Stay away from this at all costs. Unless you're landing, of course, which is another story altogether.

SO WHAT'S A FLIGHT SIM THEN, EH?

In compiling this guide I was faced with the usual problem - what exactly is a flight simulation? What are the criteria? Where do you draw the line? I decided to seek the advice of one of Europe's leading experts in the field of computer games.

"Er, Matt? (Cough.) Matt?' I ventured.

"Mmm?"

"Would you have said that, say, Fighter Pilot was a flight sim? Huh? Matt?" I enquired cheerily.

"Er, probably," he replied.

"How about Harrier Attack?"

"I expect it is, yes."

"Or Night Raider?"

"Um, look, I've got to go out. To the, er, shops. I'll see you later. Maybe."

Unperturbed. I decided to try Andy, but he didn't appear to hear me. I also tried ringing up a few friends. They all seemed to be out.

So it's all down to me then. Well, I reckon that really, in a flight sim, you ought to be in control of a plane of some sort. Ideally you'd get a 3D view out of the cockpit, but I'll be flexible and allow ones where you see the plane on the screen from the back (like ATF) and even ones where you see the view in 2D (from the top or something).

Another important guideline is the number of keys. Preferably there should be at least 2,452 of them, each with about three different functions. But, again, I'll allow a generous margin of error and set the bottom line at six.

And finally there's the manual. Obviously this should be as large and impenetrable as possible, with lots of incomprehensible acronyms that you have to keep looking up in the glossary at the back. A rough guide to length? Let's say 500-600 pages for a decent one or, if the game comes in an ordinary cassette box, an inlay card that folds out into a thin strip long enough to wrap round Matt's tummy at least two and a half times.

So now we know just what makes up a flight sim, let's take a look at a few…

RATINGS

Once again, the normally-so-versatile YS rating system doesn't really seem too appropriate here (Instant appeal? Addictiveness?). So what we've done is to come up with a revised system, specially tailored to meet the needs of today's flight sim. Let's have a nosey...

The View: Can you see anything nice out of the window? Or is it all just green and blue wiggly lines? And does the scenery glide around smoothly or jerk around like an Allegro with a dodgy clutch?

Realism: This can often be determined by the number of keys the game uses. So that's just what we've done. Counted 'em. As there are 40 keys on your basic Speccy, and each one can be doubled or even tripled up, the maximum comes out to exactly 100. Handy, eh?

Dakka Factor: Is there much to shoot? Or is it all a matter of map-reading, gauge-watching and other such nonsense? And once you've shot whatever it is, does it explode dramatically and plummet to the ground leaving a trail of smoke behind it? Or not?

Net Weight: A crucial part of any flight sim is all the junk that comes with it. So, adding together all the disks, maps, manuals, stickers and the box, what do the YS scales make of it? (All weights are, of course, approximate.) (In degrees.)

Chuck Yeagar's Advanced Flight Trainer
Electronic Arts

So what's this one got going for it? Three things actually. One, it's a proper flight simulation, no question about it. Two, it's got solid 3D graphics. And three, you get a choice of 14 different planes to fly, ranging from a 1918 Sopwith Camel to the SR-71 Blackbird. The cons? Well, Chuck Yeager might be an important historical figure and everything, but his contribution to the game consists mainly of irritating comments after you crash. And the other one is those 3D graphics. They look very nice generally, but sometimes the various shades of grey gang up against you so it's very hard to see what's going on. And they're not as smooth as they might have been either. There's another thing while we're at it too. While the 128K version is absolutely packed with features and things to do, the 48K one has been radically cut down and isn't nearly such an attractive proposition. Assuming you've got a 128K then Chuck Yeager is a stonking flight sim, with everything you could possibly want and a lot that other flight sims don't have (like racing against other planes and 'test flying').


REVIEW BY: Jonathan Davies

Blurb: THE 'TRUE' FLIGHT SIM The obvious example of one of these is the original Flight Simulation, but that was pretty crap. What we're basically talking about here is the sort where you're placed in the cockpit looking out of the window in the bottom half of the screen (or, worse, on another screen altogether) is the instrument panel, which can generally be ignored, and in the top half is the view. This is generally green on the bottom and blue on the top. If it's the other way round you're probably in trouble. Scattered about will be lots of squiggly lines, and maybe a few dots on the ground to give the impression of 'speed' (ahem). "Night Raider - not of the best but it'll do."

Blurb: THE FIRST FLIGHT SIM EVER Ha. This one's easy. It was Flight Simulation, one of the first games that ever came out on the Speccy. It was also the first game I bought. (Aargh! The secret's out.) It was one of those Psion games which came out on Sinclair's own label, and despite the mind-numbingly tedious piccy on the box (the instrument panel of a plane) it hung around near the top of the charts for years. In actual fact, Flight Simulation is a conversion of a ZX81 game of the same name. Yikes. We'll take a closer look at this one later on.

Blurb: LOOKING-AT-IT-FROM-BEHIND ONES These ones are really the next step down from the True Flight Sim. They're essentially the same, except that instead of a view out of the cockpit you get a view of the back of your plane. This isn't quite as pointless as it sounds, because usually the plane is small enough so that you can see past it to the 'scenery' beyond. This type of view generally makes it easier to judge landings and to see if you're about to fly into anything, but there is often a corresponding reduction in the number of knobs and dials, and an increase in things to do. Not what we want at all. ATF is the perfect example of this sort of thing. "Chuck Yeager. (Well, he sort of belongs in this box.)"

Blurb: LOOKING-AT-IT-FROM-JUST-ABOUT-ANYWHERE ONES Now these really are the business. They're like a cross between the True Flight Sim and the Looking-At-It-From-Behind one, with lots more as well. In fact, what you can do is look at your plane from all sorts of different angles, including weird ones like from-the-ground and from-the-front-of-the-plane. To tell the truth, games like this are a bit scarce on the Speccy (they tend to flourish on posh computers like the Atari ST) but there are one or two good ones. Chuck Yeager is a notable example, as is Fighter Bomber.

Blurb: LOOKING-AT-IT-FROM-THE-TOP ONES Now we're in dicey territory. We're talking about things like TLL here. Quite frankly, they're not really, are they? Flight sims, I mean. They've rarely got more than four or five keys, placing them firmly on the arcade side of things. So let's pass over them.

Blurb: LOOKING-AT-IT-FROM-THE-SIDE ONES Now we're looking at things like Harrier Attack And they're certainly not flight sims. In fact, they're usually just scrolling shoot-'em-ups with planes instead of spaceships. There's always plenty of stuff to shoot, but technical accuracy is very limited indeed. You never have to worry about setting your flaps at the right angle or the navigational computer to the appropriate beacon, or watching your airspeed in case you stall. Useless. "Harrier Attack - definitely not a flight simulator. (Clear now?)"

Blurb: EVERY FLIGHT SIM EVER (IN THE WORLD)* *(near enough) Ace - Cascade Ace II - Cascade Ace Of Aces - US Gold Acrojet - US Gold Airliner - Protek ATF - Digital Integration Biggies - Mirrorsoft Chuck Yeager's Advanced Flight Trainer - Electronic Arts Combat Lynx - Durell Dambusters - US Gold Delta Wing - Creative Sparks Deep Strike - Durell F-15 Strike Eagle - MicroProse Flight Path 737 - Anirog Fighter Bomber - Activision Fighter Pilot - Digital Integration Flight Simulation - Psion Flyer Fox - Bug Byte Gee Bee Air Rally - Activision Gunship - MicroProse Nightflight - Hewson Nightflight II - Hewson Night Raider - Gremlin Project Stealth Fighter - MicroProse Red Arrows - Database Software Skyfox - Ariolasoft Space Shuttle - Microdeal Spitfire 40 - Mirrorsoft Strike Attack - Micro Mart Strike Force Harrier - Mirrorsoft Top Gun - Ocean

Blurb: SO, YOU WANT TO WRITE A FLIGHT SIM? Er, are you sure? Stick your tongue out. Hmm. Say "Ahh". Crikey. Okay, let's take a look at some essential ingredients... THE SETTING Flight sims are always set in a spooky 'alternative' world where the sky is always blue and the grass is always green (and so is just about everything else for that matter). Other vegetation is pretty sparse, apart from triangles on sticks which look a bit like trees. These are usually about 600 ft high (if your altimeter is anything to go by). The only buildings tend to be in a modernist cereal packet style, with no-one living in them. Mountains are handy for flying into. KNOBS AND DIALS There should be a ridiculous number of these, all of which are unmarked and of no obvious use. If they start reading 'zero', eject. There should also be little red lights which start flashing and making a beeping noise for no apparent reason. They only stop when you press every key on the keyboard very hard, at which point the plane crashes. THE MAP Any relation to a normal map should be avoided. Flight sim maps consist of a large and (usually green-on-yellow, or something else that's probably outlawed by EEC legislation) covered in little splotches. Quite what these are isn't entirely clear. Somewhere in the middle is a flashing square - you. This never seems to move, no matter how long you look. Meanwhile, back in the cockpit, your plane has just been shot down. THE CONTROLS As previously explained, there should be as many as possible, and then lots more on top of that. They should all have obvious purposes (eg P for throttle up, K for map, Symbol Shift, Caps Shift and 3 for left etc). There should also be a disconcerting delay (say, five minutes) between pressing a key and anything happening. The need for constant reference to the manual can easily be incorporated, during which time the plane flies into a tree. SOUND Don't put any in. Apart from the 'crash effect', of course. THE ENEMY Somewhere on the screen there should be a radar with a little flashing dot on it. This is the enemy aircraft. The player will turn to face it, prime the air-to-air missiles and wait for the two aircraft to meet. This, of course, never happens. After a certain length of time the player will get bored, engage the autopilot and nip out to put the kettle on. His plane then gets shot down. LANDING As you'll no doubt be aware, this is impossible. Real F-15s and things land perfectly first time, every time. But not simulated ones. You get them lined up exactly, set the speed rate of descent and everything exactly according to the instructions, flaps and undercarriage down, set it down oh-so-gently and... kaboom. PLAYTESTING Once the game's nearing completion you'll have to thoroughly test it. Sit yourself down in front of it and ask someone to come and check up on you after an hour or so. If you're still awake the game is obviously in need of modification.

Blurb: GAMES THAT AREN'T FLIGHT SIMS, BUT MIGHT JUST WELL HAVE BEEN Caesar The Cat - Mirrorsoft Mr Wong's Loop Laundry - Artic ZX Tool Kit - Star Dreams

Blurb: GAMES THAT MOST DEFINITELY AREN'T FLIGHT SIMS Beaky And The Egg Snatchers - Fantasy Blue Max - US Gold Harrier Attack - Durell Heathrow Air Traffic Control - Hewson Monty Python's Flying Circus - Virgin Night Gunner - Digital Integration P47 - Firebird Scramble Spirits - Grandslam Spitfire - Encore TLL - Vortex

Blurb: THE A-Z OF FLYING TERMS Ammo: A Latin verb. Being Tail Gunner: Going to the loo. Chocks Away: Someone's pinched your lunch. Dogfight: These are illegal. Eject: If in doubt... Flaps: Do lots of these if the propeller stops going round. Ground: The main hazard faced by most pilots. Heading: See Football Guide, YS Issue 54. Instruments: In-flight entertainment. Joystick: Long thing between your legs with a red bit on the end. Kippers: Probably the nickname of a World War 1 pilot. Landing: The bit at the top of the stairs. Mae West: Something pilots like to keep handy. Normandy: A nice place to go on holiday. Orange: If you paint your 'crate' this colour you'll probably get shot down. Piece Of Cake: Dreadful drama series about planes on telly. Quebec: Keep an eye on the map if you don't want to end up here. Roger: (Er, do S. Ed) Six O'Clock: Tea-time. Take Off: Spoof or parody. Undercarriage: See Joystick. V-Formation: Give one of these to the enemy as you fly by. Wings: Something to do with Paul McCartney. X-Ray: You're meant to say this over the radio quite often. Yellow: See Orange.

The View79%
Realism91%
Dakka Factor88%
Net Weight94%
Overall92%
Transcript by Chris Bourne

Sinclair User Issue 88, Jul 1989   page(s) 46,47

Label: EA
Author: Stefan Walker
Price: £8.95/£14.95
Memory: 48K/128K
Joystick: various
Reviewer: Tony Dillon

The sky's the limit, or so they say. But is it? If a man builds a machine to take him up into the air, how can he tell how far it will take him? is the sky really the limit? Or will his new X-16784b/7 take him further? There is only one true way to find out, and that's to experiment. Now, a professional aeronautical engineer, highly trained and paid, isn't going to risk his neck going to the edge of the atmosphere to see whether the brand spanking new untested craft is going to fall apart when gravity falls away. That's where good old Chuck Yeager comes in. Test pilot and America's favourite hero. Chuck has test flown just about everything there is, and now he's giving you the chance to try your hand in Electronic Arts latest release.

Fly a choice of 14 different aircraft through some perillous airspace in the mysterious land of EA-world. Some of the craft are old favourites, like the Cessna and the Spitfire. Even my personal favourite, the SR-71 Blackbird is in there, the fastest plane in the sky, so fast it defies radar and has an almost negligible turning rate. Fly along a slalom of huge black monoliths, weave over and under gates along the ground, or why not just try landing?

As you may, or may not, have noticed, Chuck is displayed via filled vectors. Now, to the best of my knowledge, filled vectors can be done, but only at a decent rate if the shapes are simple, with the exception of the opening screen of Carrier Command. The items in Chuck are multi-faceted, and I mean multi. This means that the game moves along at a snail's pace, already damaging the playability. It would have worked if the game had been drawn with hidden line vectors, but no, EA had to try to do filled, and it just hasn't worked as well as it might.

But, back to the game. The first thing you notice is that the controls are slightly odd. In the centre of your viewing window, whichever view you happen to be using at the time, you have a crosshair. On screen you also have a small rectangle. This gives you an immediate pictorial representation of the position of ailerons and rudder, taking the cross hair as centred. You fly by moving the box around the screen, which is decidedly tetchy, but worth getting used to. The first thing you have to learn is that box centred doesn't automatically mean straight and level flight, just that the plane will no longer pitch and yaw. If, however, the plane is banked when you return the box to centre, the plane will continue to bank.

I don't like the feel of Chuck Yeagers, and no that's not a slur on the Spectrum version. I've seen them all, including Chuck 2.0 on a superfast PC, and I still didn't like the feel. It's too easy to overcompensate and reaction times are slow. I just can't see it being an accurate simulation, that's all.

You lucky, lucky 128K owners. For your money, you get all planes and locations loaded in at once, along with a menu of five wonderful things to choose from, including test flying, formation flying and racing against other planes. 48K owners aren't so lucky. For a start, they only get test flying. Also, only one plane can be loaded in at a time. All the other planes are held on tape in a tortuous pergatory of multi-load. That's why I've included two sets of scores for playability and lastability. The first is for the 48 version and the second for the 128.

Chuck wasn't made for a Speccy. Maybe with a bit of a snip and a tuck, the old timer could have taught us some new tricks. As it is, it falls just a little too low on the playability scales to be any fun.


REVIEW BY: Tony Dillon

Blurb: HINTS AND TIPS Don't fly at full throttle for more than a few seconds at a time. You won't be able to take it and you'll soon black out. Blacking out is a bad thing. In the unfortunate event of you finding yourself in a blackout situation, wrench the joystick in exactly the OPPOSITE direction to the position it was in when the blackout occurred. If you're lucky (and fast enough), this move will get you out of any spin. When you're taking off, make sure that you keep the stick held back all the time. Your nose may well tip forward and smash itself to pieces on the runway otherwise. Smashing your nose to pieces on the runway is a bad thing.

Graphics77%
Sound68%
Playability67% (48K)
Playability72% (128K)
Lastability69% (48K)
Lastability75% (128K)
Overall69% (48K)
Overall74% (128K)
Summary: Chuck doesn't really get off the ground.

Transcript by Chris Bourne

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