A-10 Attack!

Last updated
A-10 Attack!
A-10 Attack! cover art.jpg
Developer(s) Parsoft Interactive
Publisher(s) Parsoft Interactive
Programmer(s) Eric Parker
Todd Hartmann
David Burkhalter
Philip H. Sulak
Artist(s) Kevin Abbot
Paul Curtis
Michael Saint
Luke Robinson
Platform(s) Apple Macintosh
Release1995
Genre(s) Air combat simulation
Mode(s) Single-player, multiplayer

A-10 Attack! is a combat flight simulation video game for the Apple Macintosh computer released by Parsoft Interactive in 1995. The game features an A-10 Thunderbolt II aircraft that takes part in a variety of missions in West Germany during a hypothetical limited conventional attack by the Warsaw Pact. A-10 boasted one of the most detailed flight models of any game of its era, a physics model that extended to solid-body interactions with the ground and complete aerodynamics for every object in the game, including ordnance. Macworld rated it "Best Flight Simulator" in a review of Mac simulations. [1]

Contents

The game was followed by a sequel named A-10 Cuba! , originally as a stand-alone game on the Mac and Windows-based PC's, but later re-released on the Mac as a plug-in module for the original game. The Mac OS versions were produced by Parsoft, while the PC version of Cuba was a joint production with Activision. This partnership was renewed for Parsoft's final release, Fighter Squadron: The Screamin' Demons Over Europe .

History

Development of what would evolve into A-10 Attack! started after the release of Hellcats: Missions at Leyte Gulf, an expansion pack for Hellcats Over the Pacific that was released in 1992. Although Hellcats managed to do a lot with limited capabilities of the hardware, the game had a number of obvious drawbacks. For one, the missions were written in computer code as part of the game engine, which meant the user could not add new missions or modify the existing ones. Another problem was that the vehicles and other objects in the game were hard-coded with various behaviors, which likewise made them difficult to customize. Even the game map itself existed only in the code.

Parsoft started experimenting with a plug-in system to replace the hard-coded objects in Hellcats. Known as the Virtual Battlefield Environment (VBE), the system still required programming tools to build out the objects, but once they were completed they could be loaded into the game engine from individual files. Adding these into a game simply required the files to be placed in the appropriate directories in the user's file system. VBE allowed anything to be added in this fashion; aircraft, vehicles, missions, and maps.

Another problem with Hellcats was its very basic physics, which simulated only the most basic flight dynamics and resulted in flight that was unrealistic in a number of ways. There were no structural limits either, allowing a number of unrealistic extremely high-g maneuvers. A completely new flight engine was created for the VBE system that simulated subsonic aerodynamics with a fair degree of realism, with effects like dutch roll and adverse yaw "falling out" of the engine without being deliberately coded in. Additionally, the system included a new physics engine that featured simple finite element analysis that allowed damage to be realistically simulated, including its effects on the flight dynamics of the aircraft. The resulting simulation was arguably the most advanced of its era.

All of this was combined with an improved version of the graphics engine developed for Hellcats, allowing players to use multiple monitors and any resolution their machine could support. Hellcats used a polygon-based flat-shaded system that used differential updating to avoid bottlenecks in the computer bus and thereby improve frame rates. A-10 retained the basics from Hellcats, but added the ability for small areas of texture mapping to be applied, which was used on the vehicles to add roundels and squadron markings. A combination of improved code in the engine and the rapid improvement in computer performance since the release of Hellcats allowed the new engine to feature greatly increased scene complexity.

Early versions of the game were shown at MacWorld Boston in the summer of 1993. At the time the physics and graphics engines were operational, although there was no "game" per-se. The world consisted of a single-runway airbase and a nearby target range with several "bullseye" targets. This was followed some time later by a fairly functional demo version, which took place on a mythical island with a number of friendly and enemy objects in the area.

For the release version, a series of missions in northern Germany were created, along with a new mission-planning map system that was widely lauded. As the game was being finalized for release, Apple introduced the new PowerMac systems. Running in the 68k emulator the game proved to be very slow, so a delay followed while they wrote a PowerPC "native" version, and the game was finally delivered in 1995, a full three years after starting development and about a year later than promised.

A-10 Cuba! followed, although at first it did not use VBE and was shipped in the form of a stand-alone application. It was only later that Cuba was re-released to run as a VBE module that allowed it to run in the original application. The VBE specifications were never released to 3rd parties, and the few public comments on the topic from Parsoft claimed it was simply not ready and required work to clean it up and document it. By 1997 Parsoft had already moved onto a new project, and it was clear that VBE had been abandoned.

Description

The "into the cockpit" view displayed an instrument panel that was closely modelled on the real A-10. When holding a hot-key, the user could interact directly with the controls and switches. A-10 Attack lower cockpit view.png
The "into the cockpit" view displayed an instrument panel that was closely modelled on the real A-10. When holding a hot-key, the user could interact directly with the controls and switches.

Gameplay in A-10 Attack! switched between a mission map and planning system displayed on a 2D map, and the in-game flying. The switch between the two modes could be made at any time during a game, with the plane turning on the autopilot and following the mission outline when the user was in the map mode.

Flight mode was relatively similar to most flight simulators, although control was normally via mouse or a joystick mapped onto the mouse. The "2" view looked down into the cockpit, showing all the instruments in a layout fairly faithful to the actual layout in the A-10. The mechanical cockpit controls and various displays, including the HUD, were all likewise fairly good simulations of the original.

The game included a unique "active hand" system that allowed the player to manipulate the switches and controls without having to remember keyboard commands. Holding down the option key turned off mouse control of the aircraft, and made a hand-cursor appear that could operate the controls by clicking on them. The cursor changed as it moved over the controls to indicate what could be done, clicking, rotating or "rolling" the mechanical controls. Even complex weapons release modes could be controlled in this way, although doing so often required a series of clicks on different controls.

Weapons included a variety of conventional bombs and their laser-guided counterparts, as well as the AIM-9 Sidewinder and HARM missiles, cluster bombs and rockets. However the cannon remained one of the most important weapons in the game (because the A-10 was built around the GAU-8A gatling gun). Even without completing the missions, the game engine itself was detailed enough to create a sub-game in which users attempted to place their Hogs in odd positions on the map, or use the engine for various other tricks.

The in-game mission map and planner, showing the starting state of the Retaliation mission. Clicking the small triangles on the chits displayed a menu allowing the user to interact with those "targets". A-10 Attack, mission map for Retaliation.png
The in-game mission map and planner, showing the starting state of the Retaliation mission. Clicking the small triangles on the chits displayed a menu allowing the user to interact with those "targets".

In the map mode any object in the game that was close enough to have become visible to an allied object appeared as a "chit" on the display. Using controls on the chits the user could move their point of view to those objects, and see what they were doing. At the start of a mission only friendly or nearby neutral chits would be seen, but as the player flew into the mission, more would become visible as they (or other allied forces) approached them. Additionally, the user could display and control the waypoints for the aircraft in the mission through a dialog-box based editor, customizing their flight plans. Games would typically have the player switch back and forth between flight and the mission map, looking at their progress and perhaps newly spotted targets that were not immediately obvious from the cockpit.

The selection of missions included with the game generally increased in difficulty with an increasing number of targets and friendly vehicles. They covered a series of events after a fictional invasion of West Germany by limited Warsaw Pact forces, with the map covering the western Baltic area with Denmark in the upper left. Like Hellcats, the A-10 mission system in VBE allowed the missions to be custom programmed, and some of them included such events as an attempted bombing of a dam. However, as in Hellcats, A-10 did not allow the user to create their own missions.

Reception

Christopher Breen had an extensive review in Computer Gaming World's September 1995 edition. He notes its "extremely fluid" graphics and excellent frame rate, [2] but spends almost half of the article explaining VBE and its future potential. He concludes, "With VBE, A-10 Attack! represents a remarkable first step in a revolutionary Mac-gaming technology. As far as we're concerned, this lowly Hog is a blue-wibbon winner." His only complaints were "occasional crash bugs" and "sadly lacking" manual. [3]

MacUser's Steven Levy briefly reviewed the game as part of a 1995 gaming roundup, awarding it the title of "Best Flight Simulator". He noted its "stunningly realistic" missions and its "gorgeously rendered" landscapes, concluding with a somewhat muted "A-10 Attack is a welcome addition to anyone's virtual battlefield". [1]

Bob LeVitus reviewed the game as part of a flight simulator round-up, which also included Out of the Sun and F/A-18 Hornet. He titles the mini-review "It Soars Above the Rest". However, he complained about the documentation, noting "Its biggest downfall is that its documentation is the weakest of the three flight sims in this review." [4]

Sales

The game sold 80,000 units by October 1996. [5]

See also

Related Research Articles

X-Plane is a flight simulation software initially launched by Laminar Research in 1995. Commercial desktop versions are sold for macOS, Windows, and Linux. In addition, Laminar Research also distributes FAA-certified versions for professional use. A mobile version has been available for Android, iOS, and webOS since 2009 as well.

<i>Comanche</i> (video game series) Video game series

Comanche is a series of simulation games published by NovaLogic, later THQ Nordic after their acquisition. The goal of each of these games is to fly military missions in a RAH-66 Comanche attack helicopter, which was in development and prototyping at the time of release.

<i>Flight Unlimited</i> 1995 aerobatic flight simulator video game

Flight Unlimited is a 1995 aerobatic flight simulator video game developed and published by LookingGlass Technologies. It allows players to pilot reproductions of real-world aircraft and to perform aerobatic maneuvers. They may fly freely, race through floating rings against a timer or take lessons from a virtual flight instructor. The instructor teaches basic and advanced techniques, ranging from rudder turns to maneuvers such as the tailslide, Lomcovák and Immelmann turn.

Combat flight simulators are vehicle simulation games, amateur flight simulation computer programs used to simulate military aircraft and their operations. These are distinct from dedicated flight simulators used for professional pilot and military flight training which consist of realistic physical recreations of the actual aircraft cockpit, often with a full-motion platform.

<i>Star Wars: X-Wing</i> (video game) 1993 video game

Star Wars: X-Wing is a space simulation video game, the first of the X-Wing combat flight simulation games series. The player's character flies starfighters, including the X-wing, for the Rebel Alliance. The narrative precedes and parallels the events of Star Wars Episode IV: A New Hope.

<i>Flight Unlimited III</i> 1999 video game

Flight Unlimited III is a 1999 flight simulator video game developed by Looking Glass Studios and published by Electronic Arts. It allows players to pilot simulations of real-world commercial and civilian aircraft in and around Seattle, Washington. Players can fly freely or engage in "Challenge" missions, such as thwarting a theft or locating Bigfoot. The development team built on the general aviation gameplay of Flight Unlimited II, with more detailed physics and terrain, more planes, and a real-time weather system. Roughly half of Flight Unlimited II's team returned to work on the sequel, supported by new hires.

<i>A-10 Cuba!</i> 1996 video game

A-10 Cuba! is a flight simulator computer game developed by Parsoft Interactive and published by Activision in 1996 for Windows and Mac. The game was a sequel to the Mac-exclusive A-10 Attack!. A third game in the series, titled A-10 Gulf!, was slated for release in 1997 but later cancelled.

Inside Mac Games (IMG) started in 1993 as an electronic magazine about video games for the Mac. It was distributed on floppy disk, then CD-ROM, and eventually became a website.

Microsoft Flight Simulator began as a set of articles on computer graphics, written by Bruce Artwick throughout 1976, about flight simulation using 3-D graphics. When the editor of the magazine told Artwick that subscribers were interested in purchasing such a program, Artwick founded Sublogic Corporation to commercialize his ideas. At first the new company sold flight simulators through mail order, but that changed in January 1979 with the release of Flight Simulator (FS) for the Apple II. They soon followed this up with versions for other systems and from there it evolved into a long-running series of computer flight simulators.

<i>MechWarrior 2: 31st Century Combat</i> 1995 video game

MechWarrior 2: 31st Century Combat is a vehicle simulation game developed and published by Activision, released in 1995 as part of the MechWarrior series of video games in the BattleTech franchise. The game is set in 3057, and is played as a tactical simulation that incorporates aspects of real-time first-person combat and the physical simulation of the player's mech. It is a game recreation of the "Refusal War." The player can join one of the clans, Clan Jade Falcon or Clan Wolf while engaging in up to 32 missions.

<i>Microsoft Flight Simulator X</i> Flight simulation computer game

Microsoft Flight Simulator X is a 2006 flight simulation video game originally developed by Aces Game Studio and published by Microsoft Game Studios for Microsoft Windows. It is the sequel to Microsoft Flight Simulator 2004 and the tenth installment of the Microsoft Flight Simulator series, which was first released in 1982. It is built on an upgraded graphics rendering engine, showcasing DirectX 10 features in Windows Vista and was marketed by Microsoft as the most important technological milestone in the series at the time. FSX is the first version in the series to be released on DVD media.

<i>Janes Attack Squadron</i> 2002 video game

Jane's Attack Squadron is a 2002 combat flight simulator developed by Looking Glass Studios and Mad Doc Software and published by Xicat Interactive. Based on World War II, the game allows players to pilot fifteen reproductions of that era's military aircraft and to carry out missions for the Axis or Allies. Although it contains dogfights, the game focuses largely on air-to-ground combat, hence the title.

<i>Fighter Squadron: The Screamin Demons Over Europe</i> 1999 video game

Fighter Squadron: The Screamin' Demons over Europe (SDOE) is a World War II themed combat flight simulator released for Windows 95/98 in March 1999. The game was developed by Parsoft Interactive and released by Activision, following their successful partnership on A-10 Cuba! of 1996. The game featured nine flyable aircraft and three theatres with multiple missions for each combination, as well as network play with up to sixteen players.

<i>Hellcats over the Pacific</i> 1991 video game

Hellcats over the Pacific is a combat flight simulation game for the Macintosh computer. It was written by Parsoft Interactive and released by Graphic Simulations in 1991. Hellcats was a major release for the Mac platform, one of the first 3D games to be able to drive a 640 x 480 x 8-bit display at reasonable frame rates in an era when the PC clone's VGA at 320 x 240 x 4-bit was the standard. The graphics engine was combined with a simple Mac interface, a set of randomized missions, and a number of technical features that greatly enhanced the game's playability and made it a lasting favorite into the mid-1990s. The original game was followed with a missions disk in 1992, Hellcats: Missions at Leyte Gulf, which greatly increased the visual detail and added many more objects to the game.

Parsoft Interactive, or simply Parsoft, was a computer game company known for their series of technically advanced combat flight simulators. The name comes from Eric Parker, founder and chief developer. Their first release was Hellcats Over the Pacific on the Apple Macintosh in 1991, which they followed in 1992 with Missions at Leyte Gulf, an expansion pack. In 1995 they released A-10 Attack! to critical acclaim on the Mac, following that up with A-10 Cuba in 1996. Partnering with Activision, A-10 Cuba was also released as a stand-alone game for Microsoft Windows, and this partnership led to the Windows-only 1999 release of Fighter Squadron: The Screamin' Demons Over Europe (SDoE). The pressure of the SDoE release led to the programmers going their separate ways, and by 2002 the company was dissolved.

<span class="mw-page-title-main">First-person (video games)</span> Graphical perspective

In video games, first-person is any graphical perspective rendered from the viewpoint of the player character, or from the inside of a device or vehicle controlled by the player character. It is one of two perspectives used in the vast majority of video games, with the other being third-person, the graphical perspective from outside of any character ; some games such as interactive fiction do not belong to either format.

<i>Microsoft Flight Simulator 5.0</i> 1993 video game

Microsoft Flight Simulator, commonly known as Microsoft Flight Simulator 5.0 or FS5, is a flight simulator video game. It was released in late 1993 for the MS-DOS. A port for PC-98 was released in 1994. It was the last game in the series for DOS and the last game to appear on a non-Microsoft platform. An updated version, 5.1, was released in 1995. In November 1995, Microsoft acquired the Bruce Artwick Organization (BAO) from Bruce Artwick. Employees were moved to Redmond, Washington, and development of the series continued in-house at Microsoft.

<span class="mw-page-title-main">Flight simulation video game</span> Video game genre

A flight simulation video game refers to the simulation of various aspects of flight or the flight environment for purposes other than flight training or aircraft development. A significant community of simulation enthusiasts is supported by several commercial software packages, as well as commercial and homebuilt hardware. Open-source software that is used by the aerospace industry like FlightGear, whose flight dynamics engine (JSBSim) is used in a 2015 NASA benchmark to judge new simulation code to space industry standards, is also available for private use. A popular type of flight simulators video games are combat flight simulators, which simulate combat air operations from the pilot and crew's point of view. Combat flight simulation titles are more numerous than civilian flight simulators due to variety of subject matter available and market demand.

Graphsim Entertainment was founded in 1991 as Graphic Simulations Corp. to develop and publish simulation games. Graphsim's first product was Hellcats Over the Pacific for the Macintosh. It was released in 1991 and developed by Parsoft Interactive.

<i>Hellcat Ace</i> 1982 combat flight simulator video game

Hellcat Ace is a 1982 combat flight simulator video game written by Sid Meier for the Atari 8-bit family and published by MicroProse as their first program. The game was an immediate hit and led Meier to write several new releases for the Atari platform. Hellcat Ace was later ported to the Commodore 64 in 1983 and IBM PC in 1984.

References

Citations

  1. 1 2 Levy 1996, p. 85.
  2. Breen 1995, p. 196.
  3. 1 2 Breen 1995, p. 197.
  4. 1 2 LeVitus 1996, p. 130.
  5. "Activision Acquires Windows 95 Rights To Three Upcoming Flight Simulation Games From Parsoft Interactive". PR Newswire . October 11, 1996. Archived from the original on March 5, 2016. Retrieved September 3, 2021 via The Free Dictionary.

Bibliography