Falcon 4.0

Last updated

Falcon 4.0
Falcon 4 cover.jpg
European box art
Developer(s) MicroProse Alameda [lower-alpha 1]
Publisher(s) Hasbro Interactive [lower-alpha 2]
Designer(s)
Series Falcon
Platform(s) Windows, Mac OS
Release11 December 1998 [2]
May 1999 (Mac OS) [1]
Genre(s) Air combat simulation
Mode(s) Single player, multiplayer

Falcon 4.0 is a combat flight simulation video game developed by MicroProse and published by Hasbro Interactive in 1998. The game is based around a realistic simulation of the Block 50/52 F-16 Fighting Falcon jet fighter in a full-scale modern war set in the Korean Peninsula.

Contents

The game is the ultimate development in the Falcon series from Spectrum HoloByte that began in 1984. HoloByte had acquired MicroProse in 1993, and started using that name for all of its titles in 1996. After MicroProse was purchased by Hasbro, official development ended. In 2000, a source code leak allowed continued development of the game by members of the gaming community, including bug fixes and new campaigns. [3] Many of these additions were collected by Lead Pursuit, which arranged an official license of the original code base from the owner Atari; these were published as Falcon 4.0: Allied Force in 2005. [4] Spanning well over a decade, the Falcon 4.0 series is one of the longest running game series using the same code base in PC history. [5]

In the present day, the game is still supported by a community of players with the most supported branch of the game being the one by Benchmark Sims Community, called Falcon BMS. [6]

On May 4, 2023, after a 24 year long absence, developer MicroProse announced the reacquisition of the copyright to the Falcon series, including Falcon 4.0. [7]

Gameplay

The game's story begins in the early 1990s with North Korean forces invading South Korea. The United States deploys extensive support to the South, including military aircraft, armored forces, and naval vessels. The rest of the game plays out in response to the player's actions, potentially involving China and Russia. Japan has an airbase, but plays no role in the conflict itself. Because of the game's story content, which involves war in the Korean Peninsula, it was banned in South Korea until 2003.

Cockpit view Falcon 4.0 screenshot.jpg
Cockpit view

Falcon 4.0's gameplay parallels actual fighter pilot combat operations. First, over 30 training scenarios acquaint the player with F-16 maneuvering, avionics operation, and various USAF protocols. After training, the player may start the primary gameplay mode in the campaign, which simulates participation in a modern war. Alternatively, the player may engage in dogfight mode, which provides an individual air engagement without any continuous context, or create what are effectively miniature campaigns, known as "Tactical Engagements".

The results of the player's performance are used to generate a 'logbook'. This contains details such as flight hours, air-to-air and air-to-ground kills, decorations, a name and photo, and the current rank of the player. Good performance (such as eliminating large numbers of enemy ground units, or surviving a difficult engagement) during a mission may lead to the award of a decoration or promotion; conversely, poor performance (destroying friendly targets or ejecting from the aircraft for no good reason) can lead to demotion or court-martial.

Campaign gameplay has two primary stages, briefings and missions. The briefing section is used to handle the planning of flights and packages (a number of flights grouped together for mutual support in obtaining a military objective), assignment of steerpoints for determining the route of a given flight, and the weapons loadout used by the aircraft. It is also possible to issue instructions to each ground unit manually, overriding the AI's handling of the war. As is the situation for real life pilots, it is of the utmost importance that the player examines closely all of the data presented here to perform well during the mission, in order to best formulate a plan of action when actually flying the jet. Failing to note the location and abilities of enemy SAM sites or CAP aircraft and account for methods of defeating these will almost certainly result in a short flight.

The mission section of the simulator encompasses the actual mechanics of flying the aircraft, radar and weapons operation, threat evaluation, radio communications and navigation. Everything is done in such a manner as to model the aircraft in use as closely as possible, while on the highest realism settings.

The initial release of the software came with three pre-set scenarios for the player to use in campaign mode. 'Tiger Spirit' depicted a war where ROK and Allied forces had repelled the initial DPRK assault and moved onto the offensive. 'Rolling Fire' depicted a closely matched situation where DPRK forces had overrun the DMZ and made small gains, while 'Iron Fortress' simulated a scenario where the North had overwhelmed the South and pushed it back to its last line of defense.

Unlike its static counterpart, a dynamic campaign has no set game path. Missions and the rest of the game world develop as the game progresses, affected in part by the player's behavior. Dynamic campaigns can present a more random and diverse game experience, but are more difficult for programmers to implement. The AI controlling the activity of the Falcon 4.0 campaign engine can be influenced by a wide range of configurable settings, all of which can be adjusted to meet changing objectives as the scenario progresses.

A Tactical Engagement (or TE) is a small scale, hand-built, 'one-shot' mission with a pre-defined objective. The same engine handles the activities of AI controlled units. One of the advantages of building this style of mission is that it allows experienced pilots to practice attacks on high value, well defended targets, which are often eliminated from campaigns early on as the planning AI assigns packages to eliminate them in order to maximise the effect on enemy combat readiness.

The Instant Action mode of operation places the user in an F-16 currently in flight, armed with an infinite number of missiles. Progressively more capable waves of enemy aircraft then move in and engage the player's aircraft. Many different options are available to customise this mode, including disabling SAM and AAA defenses, setting unlimited fuel, and the difficulty of the first wave of inbound hostiles.

Falcon 4.0 originally featured 3D graphics with multitexturing support. It was one of the first programs on the market which was designed multi-threaded to take advantage of dual-core x86 processors. [8] The game used one thread for graphics and primary simulation and the other for the campaign engine.

Development

The game was in development since 1994. [9] The game was originally designed and produced by Steve Blankenship and Gilman Louie and published under the MicroProse label. Though originally slated for a late 1996 release, [10] the game ended up being rushed to market in order to make the 1998 Christmas selling season.[ citation needed ]

Source code leak

On 9 April 2000 a developer of the game leaked the source code of a Falcon 4.0 version between 1.07 and 1.08 on an FTP site. [11]

Digital distribution re-releases

In October 2015, Tommo's Retroism publishing label re-released the Falcon series (including Falcon 4.0 as a bonus) via digital distribution at GOG.com, titled as the Falcon Collection, after being commercially unavailable for some years. [12] In January 2016, Retroism released the Falcon Collection on Steam, with all four titles also available for purchase separately. [13]

Modern community development

Falcon BMS (BenchMark Sims) is a community-made total conversion mod for Falcon 4.0. The mod, made by Benchmark Sims, is a "complete revision" of the aging game, adding such features like graphics improvements (DX7 -> DX11), 3D cockpits, a newer terrain engine, partial VR support, and multiplayer code improvements. [14]

Falcon BMS is still under active development with the latest version (4.37) being released on 30 December 2022. Falcon BMS is available for download on the BMS website. [15]

Reception and impact

In the United States, Falcon 4.0 sold 41,209 copies during 1998, after its release on 12 December of that year. These sales accounted for $1.85 million in revenue. [25] By October 1999, its total sales in the region had risen to 116,776 copies, which drew revenues of $4.57 million. [26] It sold 209,000 copies during 1999 alone. [27]

Falcon 4.0 won Macworld 's 1999 "Best Flight Simulation" award. [23] PC Gamer US likewise named Falcon 4.0 the best simulation of 1998. [25] The game was a finalist for Computer Gaming World 's "Best Simulation", GameSpot's "Simulation of the Year", IGN's "Best Simulation of the Year" and Computer Games Strategy Plus 's "Simulation Game of the Year" awards, all of which ultimately went to European Air War . [28] [29] [30] [31] The editors of Computer Games Strategy Plus called Falcon 4.0 "extremely impressive", while those of Computer Gaming World described it as a sim with unprecedented detail. [28] [29]

The Falcon 4.0 series is one of the longest running game series in PC history to have used the same code base. The history of Falcon 4.0 spans over two decades due to derivatives like Falcon 4.0: Allied Force, [32] the BMS derivative from 2012, [5] and other variants.

See also

Notes

  1. Mac OS version developed by Westlake Interactive. [1]
  2. Mac OS version developed by MacSoft. [1]

Related Research Articles

<i>Red Baron</i> (1990 video game) 1990 video game

Red Baron is a combat flight simulation video game for MS-DOS created by Damon Slye at Dynamix. It was published by Sierra On-Line in 1990.

<i>F-19 Stealth Fighter</i> 1988 video game

F-19 Stealth Fighter is a combat flight simulator developed and released in 1988 and 1990 by MicroProse, featuring a fictional United States military aircraft. It is the 16-bit remake of the 8-bit game Project Stealth Fighter, which was released for the Commodore 64 in 1987. It was also ported to the NEC PC-9801 in Japan only, and the DOS version was re-released on Steam distribution platform in 2015.

<i>Red Baron II</i> 1997 video game

Red Baron II is a video game for the PC, developed by Dynamix and published by Sierra On-Line. It is the follow-up to the flight simulation Red Baron, released in 1990. Red Baron II was released in December 1997. A patch was released in 1998 that added support for 3D acceleration and renamed the game to Red Baron 3D. Red Baron 3D was also released as a retail product.

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>Falcon 4.0: Allied Force</i> 2005 video game

Falcon 4.0: Allied Force (F4AF) is an F-16 based combat flight simulator released by Lead Pursuit in 2005. The game is based around a realistic simulation of the Block 50/52 F-16 Fighting Falcon in a series of missions in the Balkans.

The Falcon line of computer games is a series of simulations of the F-16 Fighting Falcon combat aircraft. The games, mostly published by Spectrum HoloByte, were noted for their high level of realism unseen in contemporary simulation games.

<i>Achtung Spitfire!</i> 1997 video game

Achtung Spitfire! is a 1997 computer wargame developed by Big Time Software and published by Avalon Hill. It is a turn-based air combat game taking place during the early half of World War II, including fixed-wing aircraft, air battles and operations by Luftwaffe, Royal Air Force and French Air Force in 1939–1943.

<i>European Air War</i> 1998 video game

European Air War is a combat flight simulator developed and published by MicroProse and published for Microsoft Windows in 1998. It is a sequel to 1942: The Pacific Air War. It simulates the Battle of Britain, and the Allied Air offensives in Western Europe during World War II in 1943–1945.

<i>Fleet Defender</i> 1994 video game

Fleet Defender is a combat flight simulator published by MicroProse in 1994. The game uses the F-14B version of the F-14 Tomcat even where anachronistic because the developers found the original, underpowered F-14A unforgiving and "not much fun" in an entertainment flight simulator. An expansion pack, Fleet Defender: Scenario, and a port for the PC-98 were released in 1995.

<i>F-22 Total Air War</i> 1998 video game

F-22 Total Air War, also known as Total Air War or by its acronym TAW, is a combat flight simulation video game developed by Digital Image Design and published by Infogrames United Kingdom in 1998. It simulates the F-22 Raptor fighter aircraft. It's a sequel to F-22: Air Dominance Fighter.

<i>EF2000</i> (video game) 1995 video game

EF2000 is a combat flight simulator video game developed by Digital Image Design (DID) and published by Ocean Software in 1995 for the PC DOS. It is the sequel to DID's earlier software title, TFX. An expansion pack, EF 2000: TACTCOM, was released in 1996. A compilation, EF 2000: Evolution, that included the main game and the expansion was released in 1996. An updated version, Super EF2000, was released exclusively for Windows 95 in 1996 in Europe. In 1997, a compilation titled EF2000 V2.0 was released in North America that included the original DOS versions of EF2000 and TACTCOM and also the Windows exclusive Super EF2000. In June 1997, the graphics were boosted when DID released the "Graphics+" patch, which added Rendition Vérité hardware support and Glide API for 3dfx graphics card support to EF2000.

<i>1942: The Pacific Air War</i> 1994 video game

1942: The Pacific Air War is combat flight simulation developed and published by MicroProse for the PC on the DOS operating system in 1994. It is based on the U.S. and Japanese Pacific War conflict from 1942 to 1945. An expansion pack, 1942: The Pacific Air War – Scenario, was released in 1995. A sequel, European Air War, was released in 1998. Tommo purchased the rights to 1942 and digitally publishes it through its Retroism brand in 2015.

<i>Microsoft Combat Flight Simulator</i> 1998 video game

Microsoft Combat Flight Simulator: WWII Europe Series is the first version of all three combat flight simulation games from Microsoft. It was released on 28 October 1998 and it is set in the European Theatre of World War II. This game spawned two sequels: Combat Flight Simulator 2 in 2000 and Combat Flight Simulator 3: Battle for Europe in 2002.

<i>Falcon 3.0</i> 1991 video game

Falcon 3.0 is a combat flight simulator video game developed by Sphere Inc. and published by Spectrum HoloByte in 1991 as third official main entry in the Falcon series of the F-16 Fighting Falcon simulators.

<i>F-15 Strike Eagle III</i> 1992 video game

F-15 Strike Eagle III is an F-15 Strike Eagle combat flight simulator released in 1992 by MicroProse and is the sequel of F-15 Strike Eagle and F-15 Strike Eagle II. It is the final game in the series.

<i>Janes F-15</i> 1998 video game

Jane's F-15, also known as simply F-15, is a combat flight simulator video game developed and released by Electronic Arts in 1998 for the PC. It models the McDonnell Douglas F-15E Strike Eagle. EA's 2000 Jane's F/A-18 used an improved version of F-15's game engine.

<i>Janes Longbow 2</i> 1997 video game

Longbow 2 is the sequel to Jane's AH-64D Longbow from Jane's Combat Simulations. The game was developed by Origin Systems with executive producer Andy Hollis on board, and released by Electronic Arts on November 13, 1997.

<i>Knights of the Sky</i> 1990 video game

Knights of the Sky is a World War I combat flight simulator designed by Jeff Briggs and published by MicroProse in 1990 for MS-DOS. Ports to the Amiga and Atari ST followed in 1991.

<i>Flanker 2.0</i> 1999 video game

Flanker 2.0 is a combat flight simulator developed by Eagle Dynamics and released in 1999. It is a direct sequel to Su-27 Flanker. The game allows players to fly the Sukhoi Su-27 and Su-33 in combat missions. In 2001, a major patch titled Flanker 2.5 was released for free to users who already owned Flanker 2.0, but was also available as a fully new purchasable game.

<i>Top Gun: Hornets Nest</i> 1998 video game

Top Gun: Hornet's Nest is a 1998 combat flight simulation game developed by Zipper Interactive and published by MicroProse for Microsoft Windows. It is loosely based on the 1986 film Top Gun, and is a sequel to the 1996 game Top Gun: Fire at Will. The game was criticized for its lack of realism and its flight physics.

References

  1. 1 2 3 "Falcon 4.0 Landing on Macs". GameSpot. Retrieved 19 January 2024.
  2. Mullen, Micheal (11 December 1998). "Playback: The Week in Review". GameSpot . Archived from the original on 18 June 2000. Retrieved 8 December 2019.
    "Word on the street on Friday [December 11] is that Falcon 4.0 is nothing like Hasbro's Frogger, and it is already showing up on retailers' shelves for the weekend. So if you're looking for a copy - get ready to fly again".
  3. Hiawatha Bray (21 January 2004). "Diehard pilots keep Falcon flying". Boston.com. Archived from the original on 8 April 2004. Retrieved 2016-06-28.
  4. "Critical Acclaim For Falcon 4.0: Allied Force". GamesIndustry International. 10 October 2005. Retrieved 16 April 2014.
  5. 1 2 Stone, Tim (1 June 2012). "The Flare Path: God Quicksave The Queen - A Falcon For A Knave". Rock, Paper, Shotgun . Retrieved 16 April 2014. BMS is basically a free standalone sequel, albeit one that – for legal reasons – won't install unless it sees an original F4 disc in your CD drive. [...]Radars, targeting systems, HUDs, data link modelling… everything has been reworked by people that either have first-hand experience of fondling Falcons or have access to people that have first-hand experience of fondling Falcons. All this forensic fiddling means that wonderful original manual that's been bowing your manual shelf for the past 13 years, is next to useless in BMS.
  6. "Homepage - Falcon BMS". Homepage - Falcon BMS. Retrieved 5 June 2022.
  7. "MicroProse is back on the Falcon series". steamcommunity.com. Retrieved 11 May 2023.
  8. Falcon 4.0: The First Dual Core Game on TrustedReviews by Gordon Kelly (24 June 2005)
  9. Hedstrom, Kate (3 July 1997). "Falcon 4 Update". GameSpot . Archived from the original on 28 April 1999. Retrieved 29 July 2022.
  10. Sherman, Christopher (January 1996). "Total Entertainment Signing Deals". Next Generation (13). Imagine Media: 25.
  11. Bertolone, Giorgio (12 March 2011). "Interview with Kevin Klemmick - Lead Software Engineer for Falcon 4.0". Cleared-To-Engage. Archived from the original on 18 March 2011. Retrieved 2014-08-31. [C2E] In 2000 the source code of Falcon 4.0 leaked out and after that groups of volunteers were able to make fixes and enhancements that assured the longevity of this sim. Do you see the source code leak as a good or bad event? [Klemmick] "Absolutely a good event. In fact I wish I'd known who did it so I could thank them. I honestly think this should be standard procedure for companies that decide not to continue to support a code base."
  12. Serious Simming: Falcon Flight Sims Land On GOG on Rock, Paper, Shotgun by Alice O'Connor on 23 October 2015
  13. "Falcon Series Soars onto Steam". Retroism. 6 January 2016. Retrieved 3 February 2019.
  14. "Features - Falcon BMS". Features - Falcon BMS. 11 August 2021. Retrieved 5 June 2022.
  15. "Falcon BMS 4.37.0 Released!". Homepage - Falcon BMS. Retrieved 31 December 2022.
  16. "Falcon 4.0 for PC". GameRankings . CBS Interactive. Archived from the original on 11 May 2011. Retrieved 23 July 2022.
  17. "Falcon 4.0 Metacritic Review Score". Metacritic .
  18. Basham, Tom (1 April 1999). "Falcon 4.0". Computer Gaming World . Archived from the original on 16 August 2000.
  19. Jones, Nathan (April 1999). "Raptorous". PC Gamer UK . No. 68. Archived from the original on 27 June 2002.
  20. Bennett, Dan (March 1999). "Falcon 4.0". PC Gamer US . Archived from the original on 12 March 2000.
  21. Wells, Jeremy. "Falcon 4.0". PC Zone . Archived from the original on 18 January 2007.
  22. Mouneimne, Neil (1 January 1999). "Falcon 4.0". Computer Games Strategy Plus . Archived from the original on 5 February 2005.
  23. 1 2 Breen, Christopher (December 1999). "1999 Macworld Game Hall Of Fame". Macworld . Archived from the original on 11 June 2001.
  24. Stern, Zack (September 1999). "Falcon 4.0". MacAddict . Archived from the original on 14 July 2001. Retrieved 16 August 2019.
  25. 1 2 Staff (April 1999). "The Numbers Game; Does Award Winner = Best Seller?". PC Gamer US . 6 (4): 50.
  26. Brown, Ken (October 1999). "EA Scraps Jane's A-10". Computer Gaming World . No. 183. pp. 44, 46.
  27. Dunnigan, James F. (3 January 2000). Wargames Handbook, Third Edition: How to Play and Design Commercial and Professional Wargames. Writers Club Press. pp. 14–17.
  28. 1 2 Staff (April 1999). "Computer Gaming World's 1999 Premier Awards; CGW Presents the Best Games of 1998". Computer Gaming World . No. 177. pp. 90, 93, 96–105.
  29. 1 2 Staff (11 February 1999). "The Best of 1998". Computer Games Strategy Plus . Archived from the original on 3 February 2005.
  30. Staff. "GameSpot's Best and Worst of 1998". GameSpot . Archived from the original on 15 August 2000.
  31. IGN Staff (29 January 1999). "IGNPC's Best of 1998 Awards". IGN . Archived from the original on 4 April 2002. Retrieved 16 August 2019.
  32. Baker, Tracy (2 August 2005). "Falcon 4.0: Allied Force Review". gamespot.com . Retrieved 19 April 2014. It took seven years, a number of false starts, and one of the most devoted fan communities in existence, but the release of Falcon 4.0: Allied Force shows that its potential has finally been realized.