A-10 TANK KILLER Flight simulators come in more flavors than almost any other subgenre of computer gaming. The ultimate flight simulator (as of early 1990) is Microsoft's FLIGHT SIMULATOR 4.0. It comes closer than any other consumer-oriented flight simulator to representing all the different interrelated techniques of operating an aircraft. At the other end of the spectrum, there's a program like MicroProse's F-15 STRIKE EAGLE, which is easy to fly (unrealistically so), but thrilling for its combat elements. Of this type of flight simulator -- where the emphasis is on fast and plentiful action -- A-10 TANK KILLER from Dynamix is one of the best. The music, the realistic cockpit, the variety of dramatic views, and the highly-detailed terrain all make for an exceptionally exciting and easy-to-learn flight combat game. (This review is based on the IBM-PC version.) Dynamix (publisher of the DAVID WOLF: SECRET AGENT and designer of several celebrated games released under different labels) has again combined digitized photographs with 3-D solid-fill polygon graphics for an experience that surpasses the use of either technology alone. A-10 starts out with a slew of digitized photos (in full 256-color, 320x200 resolution, for those equipped with VGA and MCGA). The title screen, the mission select and configuration screens, the briefing screen, and the ordnance loading screens all are photos. And if you start a campaign, there's yet another that allows you to enter your name. Each photo loads quite rapidly. Upon startup, you elect to either fly a single mission; start a campaign (of all the missions) or continue a saved campaign in progress; or view the board of best campaigns and missions. You may also watch an impressive preview of all the different sorts of vehicles and weaponry (both friendly and opposing), so that you can identify them on sight on your TID (tactical information display). There are seven missions, one of which is really a training mission to familiarize you with all six types of ordnance and their proper usage. This is crucial, as the game will _not_ permit you to use the wrong kind of weapon on any given target. This can seem excruciatingly unrealistic, but at least you won't have to start a whole campaign or mission over again just because you ran out of the proper ordnance, having wasted it by ineffectively shooting at an inappropriate target. (You can make sure this never happens by choosing "unlimited ammunition" on one of the setup screens.) One of the weapons is the A-10's Avenger Cannon -- a rather peculiar gun, because you can use it only by aiming the entire plane! This is a particularly heinous arrangement (albeit an authentic one), and even after weeks of practicing, I still couldn't hit the broad side of an enemy command post with it. Unfortunately, that prevented me from ever completing the training mission 100% successfully, but that's not a prerequisite for playing the other scenarios. Dynamix prides itself on user-friendliness, and A-10 exemplifies this. At the beginning of a campaign or mission, you can alter the threat level (mild, moderate, aggressive), the ammo (limited, unlimited), and the amount of damage your A-10 can withstand (normal, invincible). At any time during play, you can call up the "VCR Interface" (also found in DAVID WOLF), which controls the selected input device, sounds, and -- on a sliding scale -- the world and window detail. Since the program uses the patented 3 Space system of polygon landscaping, the game will run slower on machines of less CPU speed. If the game is running too slowly for your tastes, you can slide down the amount of cockpit and landscape detail until you've achieved an acceptable balance between speed and detail. Note that on some machines (such as my 25 mhz), the game ran too quickly even _with_ full detail. Dynamix has released a newer version that includes an adaptable frame rate (the speed with which the picture changes) for just such an occasion. My feeling is that this fix is not what it ought to be...though it's adequate. FLIGHT SIMULATOR 4.0 keeps the flow of time consistent, regardless of the CPU speed; the extra power is used to increase the frame rate, making the animation that much smoother. I think that's exactly the way A-10 should have been designed in the first place...but they didn't consult me. Throughout your missions, you'll be guided by your co-pilot, Jake. Jake pops on with hints and strategic information; he also lets you know when you've destroyed a target (enemy or friendly). Destroy more than one friendly, and you lose your wings. He's an enormous help, because often you're so busy flying that you don't have time to change views to see if you managed to destroy the target. The explosions, by the way, are lovely (thanks to the wide variety of views): three from inside the cockpit, and _seven_ from outside -- including a weapon attack view, engagement view, and reverse angle engagement view. Part of the fun of this game is watching your missile home in on your target. The explosion goes sky-high, in bit-mapped graphics that really _are_ dynamic. The cockpit itself is superbly done. It's a photograph of an actual A-10 cockpit; the lights, radar, TID, and more are superimposed so as to meld perfectly. It's the most authentic-feeling cockpit in gamedom. The heads-up display is also extremely well-executed. The IBM version is available on 5-1/4" and 3-1/2" disks; I found only the 5-1/4" disks in the stores. The game is not disk-protected, so if you're a 3-1/2" drive owner who has access to a dual-format machine, you can switch the files to the smaller disks. The alternative is to send a coupon along with $10.00 to Dynamix, not a very attractive or cost-effective option. A-10 requires 512K of RAM to run on IBM PCs and 100% compatibles, or 640K Tandy TX, SL, and TLs. It supports VGA and MCGA (both in 256 colors), EGA, Tandy 16-color, and CGA modes. Easily installable, a hard drive is highly recommended, and you can use either a mouse, joystick, or keyboard for input. (I found the keyboard to be the most satisfactory device.) The music is not elaborate, but complements the action nicely, with support for the AdLib and the Roland MT-32, as well as the usual IBM internal speaker. There are reports of trouble using the MT-32 driver with the Roland LAPC-1, supposedly fully-compatible. If you have an LAPC-1, you might want to check with Dynamix to see if that problem has been addressed. Watch for Version 2.0 of this product; it fixes several bugs (related mostly to mouse and VGA drivers) and includes the speed toggles ("VERSION 2.0" is printed on the label of Disk 1). One minor complaint: There are a few very useful commands and shortcuts described in the manual, but not listed on the reference card. I've made some notes on the reference card in order to compensate for these omissions. On the flip side, the manual provides an interesting background of the A-10 (affectionately known as "The Warthog") as close air support. The A-10 is quite the barracuda: It flies low, it's extremely heavily armored and armed, it can take a licking and keep on ticking. You can even lose a wing and still make it back to base. It's a lotta personality in a mean, ugly package. In all, A-10 is highly recommended for some of the most exciting flying combat available. The superb graphics, good sound, and nonstop action guarantee an intense gaming experience -- one that you'll want to return to often. Sticklers for detail may find A-10 TANK KILLER a little _too_ easy and unrealistic. For example, you never need to land; you can merely punch Q and automatically return to base. But that's an option, not a requirement. You can make the game as difficult as any pilot would want to tackle. For the rest of us, the most interesting part of any flight combat game is not the minutiae that A-10 TANK KILLER skips, but the excitement of combat and strategy -- both of which are provided here in spades. A-10 TANK KILLER is published and distributed by Dynamix, Inc. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253