This mini-review is based on three messages I posted earlier this week. Since then, I've played about a dozen campaign missions and a number of practice missions. I've added some information based on what I've gleaned from spending some time with the game. I've been reading the various messages regarding Strike Commander with some interest. I'm not sure what people were expecting, and certainly the long wait didn't help. I think part of the problem is the SC is fundamentally a different game. It's really an adventure / roleplaying game with a pretty good flight sim built in. It doesn't give you complete versimilitude... but then, with a plot like SC's, it's not meant to. Let's talk about the flight part, first (this is FS forum, right?) 1. Flight model. The flight model seems fairly good, just a notch below the Complex flight model in Falcon. You lose speed in turning duels like you should, you can stall the plane, and the plane is a pig when carrying heavy iron. The roll rate is good, but not quite F3's roll rate in the updated (OFT) complex model. What's limiting is that 10 throttle values, 5 military and 5 AB. In addition, there is a rudder function, although rudder pedals are not supported. The rudder uses the "<" and ">" keys, just like the original Red Baron. Interestingly, the rudder works at 450+ knots. My understanding of the F-16 (I'm not a pilot) is that rudders are basically useless above about 300 knots. Like real life, there is inertia -- i.e., you can "skid" the aircraft sideways by using the rudder while maintaining level flight or performing an aileron turn in the opposite direction -- useful for ground attacks, lining up that gun kill or dodging 20 Mike-Mike. 2. Avionics. The avionics is limited; I'd put it on a par with the avionics in Harrier Jump Jet. Better than JF2, not as good as F3's and not nearly as detailed as SEIII. The real problem is that a lot of the modes are buried because the MFD's are really pop-up screens. What is configurable are options that are reasonably real (equivalent to F3's SAM mode), but configurable to "Godlike" (i.e., F3's SAD mode.) 3. Weapons modelling is good. AIM9J's miss more often than they hit. There's an "easy" and a standard gun mode. If you lose tracking with the GBU-15, it can miss the target. Mavericks seem to almost always hit, although I did see one miss once. The dumb bombs (Mk. 82s, Durandels and CBU20s are used in the game) work pretty much like Falcon, with the addition of a CCRP mode, along with the more familiar CCIP mode. It's VERY easy to miss with dumb bombs, UNLIKE most Microprose games. While we're talking about weapons, lets discuss the 20MM cannon. One somewhat unrealistic item is the availability of 1000 rounds of 20MM (small elves must reload the belt periodically...) However, there's a good reason (from a game designer's perspective) for this, er, enhancement to the F-16: you spend an AWFUL lot of time engaging with guns. Why? Remember the "future history" of the game. You are a mercenary. AIM-9Js cost $30,000. AIM-9Ms cost $60,000. AAMRAMs cost $100,000! Cannon shells are essentially free. The same holds true for your opponents in the game. Additionally, enemy pilot AI at levels below Ace (there are three levels altogether) will close for gun duels and don't seem to use missiles. (More on AI later.) So you spend a lot of time racking up gun kills (which are more satisfying than missile kills, anyway.) To enhance this, there is an "easy" and a "standard" gun mode ("easy" means it's easier to hit the target.) Once you get past this little fiction, the gun is modelled well. There's a LCOS gunsight -- you put the pipper on the target and pull the trigger (more difficult than it sounds.) BTW, there's also a neat weapons mode, DGFT (dogfight), in which the W key (which is the normal weapons toggle) only toggles between AA weapons. (Falcon 3.0 and other sims have this too, but it seems easier to use here.) 4. Enemy AI is decent, but not great (although I've only been playing at the "Veteran", not "Ace" mode; there are three AI levels. It's definitely better than SEIII's, but not as good as the higher levels in F3. However, the SAM operator's are quite good, although they can be spoofed. I've been nailed by aircraft only a couple of times, but the SAMs are very tough. Part of the problem -- and part of the fun, actually, is the nature of the air combat. Part of the premise of being in a mercenary unit is that weapons are EXPENSIVE! Using a missile is not always cost effective, so you close to guns range -- and so does the enemy. So there's lots of turning duels, and the enemy planes jink pretty well. They're not great shots, however. (I admit that I've been using the "easy" guns mode as I learn the game.) The enemy AI does use limited 3D maneuvers (mostly split S), but usually just turn a lot. Since I wrote the preceding two paragraphs, I've had to up my estimation of the enemy AI. At ace level, they use missiles -- and they use them correctly. Also, early in the game, you may be somewhat perturbed by the ease at which you rack up kills. I had forty kills by the 11th (or so) mission. The game is setting you up! In most of the early campaign missions, you're fighting Libyans, or South Americans, or other mercs of questionable quality... which makes you real cocky in a hurry. Then you fight American pilots. Then you get shot down. I ran into some "California Air Force" pilots over San Francisco in F-15s. They were tough. First of all, lining up gun or rear aspect shots were very difficult -- they jink all over the place. Second, they use lots of vertical and other sophisticated maneuvers. I swear at least once, one of them used one of the Yo-Yo variants to nail me. They also use flares and chaff intelligently. It was the first mission in which my wingman got shot down. By the way, UNLIKE most Microprose sims, you have computer wingmen that fly with you. All of them (there are five in the game so far) are pretty good, and like real life, they have varying strengths and weaknesses. Some are good at dogfighting, others at moving mud. 5. Controls. It doesn't support rudder pedals (too bad.) They only seem really useful in ground attack. When I get my WCS UPROM, I plan on programming the rocker switch as the rudder. It has the same deficiency as F3 -- you can control the rudder manually, unlike the real F16. The real problem is getting past the (initial) joystick calibration routine. I have two joysticks, a FCS pro and a Flightstick. Part of my problem is that my x-axis pot in the WCS is starting to act up. I could NOT calibrate it -- and kept getting a message "incorrect calibration" -- and could not enter the game. I'll be either adjusting the pot or sending the stick back to Thrustmaster. Despite what you may have read, the game does support dedicated game cards. I'm using the Thrustmaster ACM card (with the Flightstick) and a friend of mine is successfully flying with the Gravis card and a WCS (non-pro). Both of us did unplug our rudder pedals. One note: the joystick routines are very sensitive, so if you have an adjustable card, turn it way down. Some people have complained about the pop-up windows, but I like them. The only time they are a bit of a problem is when you also magify the HUD; the pop-ups can display some useful information, like how much ordnance you have left. Gotta get those WCS uproms... Now let's talk about the game. A lot of people here complain about the cinematic sequences. You really have to change your thinking a bit (or not get the game) to enjoy this game. The cinematic stuff is the campaign. Like Wing Commander, there's a mission tree, so the nature of your next mission, and the success of your mercenary unit is dependent on the success of each mission (UNLIKE X-wing, which demands complete success.) Also, the cinematic sequences do some character development. Think of it as a movie in which you get to fly around a lot. If you don't like this kind of approach, or can't suspend your disbelief, then you probably won't like the game. I play a fair number of roleplaying games, and tend to enjoy that aspect of SC quite a bit. The manual adds to the effect, containing some pretty good fiction writing. In fact, as I play the game more, there are interesting branches and plot twists that occur, which add to the atmosphere of the game. I save after every mission, successful or not, and have reflown unsuccessful missions (and saved to a different file -- you can have up to 100 saves). The result have been twists in the plot, and even different missions flown. It's been great fun. Also, turn down missions on occasion. Interesting twists develop there, too. The graphics, IMHO, are very good; they tend towards some pretty realistic touches. A number of people have complained about the haze effect, but it's not any different than flying on a relatively hazy or misty day. I've also heard people complaining about the lack of altitude cues, but I've had very few problems in this area, and when I do, "bitchin' Betty" tells me to pull up. The only graphics that seem a bit cheesy are the close-ups of the explosions when an aircraft takes a hit. The city graphics are stunning. Ground explosions are amazing, and there are occasional secondary explosion effects when appropriate. After the explosion, you can actually see the shells of buildings, or burning vehicles, rather than just holes in the ground. Be prepared to pay a price, though. I have a 66 Mhz DX2 with an ATI localbus Ultra Pro, and I still notice a bit of a slowdown (though not radically) in dogfights. However, on my system, I notice similar kinds of slowdowns in AOTP in those crazy missions where you encounter 12 enemy planes. But you need the horsepower if you have all the features turned on. (Note: I have seen slowdowns more significant over terrain that is feature-laden, such as cities. Not enough to be unplayable on my system, but enough to be noticeable. I like the game quite a bit, although it would have seemed more of a technological advance to me if it had come out even six months back. The game combines technical features we've seen singly in many games. There have been a large number of complaints about the performance. Folks, that's the price you pay. This game combines a number of advanced graphics techniques, and the result is heavy CPU and graphics usage. And that's at 320x200x256. I'm surprised (and a little disappointed) that Chris Robert's team didn't implement some accelerated video drivers. In the future, sims should seriously consider accelerated video, since Windows has made them commonplace. (Personally, I'd suggest S3, ATI Mach 32 & Mach 8 (although you could get by with 8514, I suppose), P9000, Western Digital, Tseng ET-4000w32 and Cirrus Logic. That would cover more than 90% of the accelerated video cards. Of course, what needs to happen really, is that VESA needs to develop a set of standards for accelerated video.) As sims move up in resolution (Aces over Europe will do texture mapping, Gourard shading and 320x400x256, although they claim performance will be no worse than AOTP), more horsepower will be required. Even a Pentium won't cut it -- the sim designers will have to use accelerated graphics. Of course, 32-bit flat mode will help by cutting all the segmentation overhead. I think the real issue boils down to two things: the technical problems people have been having, particularly with the joystick calibration, and the fact that the real thing after all the tremendous anticipation has caused an inevitable letdown. That, coupled with the fact that it is not a traditional flight sim, has been sources of frustration. Actually, I think there's a third problem: a lot of people are also disappointed because of the aforementioned performance issues. People who are able to run F3 adequately on a 386/33 can't run Strike Commander (or F15-III for that matter). It's the price of progress, and the price of greater realism. (I wonder if that means there'll be a good market niche for sims that target 386s, as opposed to 486s...) Technical hints, or how to get the damn thing to play. Despite what Origin says, you DON'T need to pull your dedicated game card. However, if your joystick has a third axis (i.e., the throttle wheel on the Flightstick or the Thrustmaster hat, then removing any additional attachments (third joystick or rudder pedals) fixes the problem. Adjusting the sensitivity helps too. If your gear is at all flaky, you'll have problems (I'm starting to lose the pot on my FCSpro, but it's playable with other games; not SC.) Joystick calibration, by the way seems to have a tremendous impact on the game. If your stick is slightly out of kilter, the music slows down, and so does your frame rate. I have 386MAX 6.02, and Adaptec 1742A SCSI adaptor and use Norton's NCACHE2 and DOS 6.0 (no doublespace). I have lots of stuff loaded into high memory (CD-ROM, PAS-16 driver, share, vesa driver.) The game runs fine, but it seems to have flaky sound detection. I have a Pro Studio Spectrum, which is just a PAS-16 with less noisy components, and it couldn't detect it as a PAS card. When I configured it as a Soundblaster, it worked well. Also, the Roland audio (I have an LAPC-1) is terrific. Bottom line: It's a very interesting, and somewhat flawed, attempt to meld a pretty good flight sim with a cinematic storyline. The end result is not perfect, and unfortunately, a lot of folks were expecting perfection -- or at least that "AHA!" feeling of a new breakthrough (like when you first played Wing Commander or Battle of Britain.) That feeling isn't there. But for me, the plot and the future history causes a very welcome suspension of disbelief. I get sucked into the plot, and it makes what would be an above average, but not superb flight sim seem all the more entertaining. Approach it with some caution, get it from a store that has a good return policy and make sure your hardware is set up to work with SC. I think if you take the time, you'll enjoy the game... providing you like the NATURE of the game (as opposed to the nature of the SIM.) I admire Origin for taking the risk it took to make this game, and I hope all the naysayers don't cause Origin to stop taking chances in the future. At worst, it's a glorious failure. But I suspect many people will be pretty entertained. But not everyone; computer games tends to be an intensely personal experience. Everyone hear can certainly vouch for that! However, I find that as I play it more, it grows on me. I started out cautiously liking it somewhat and now I have to confess I'm a real fan. Now if I can just get past those damned Eagle drivers and take out the oil tanker in San Franciso bay... As ever, Loyd Case