"BATTLE OF BRITAIN" BY LUCASFILMS Game Review By Paul Varn Those familiar with the Lucasfilm game Battlehawks, will have a good idea what this WW II re-creation is like. Based on the battle for conquest of the sky over southern England early in the war, German and British forces are represented by the most famous and numerous craft used in that battle. Again, historical and mechanical detail are given minute attention with several added in addition to those in Battlehawks. First, there are more types of craft with custom gauges and controls for each type of craft. In addition to the flight characteristics and armament for each, you have to learn the instrumentation that is unique to the aircraft. For the RAF, there is the Spitfire and Hurricane fighters which did 95% of the fighting for the British during that battle. The German forces are represented by six craft and their variations. One of the treats here is that three of them are medium bombers that have multiple gun turrets. You can toggle between these guns while your plane is in auto-pilot and take pot shots at the attacking fighters. Or, place any or all of the turrets in auto-fire so you can concentrate on piloting or bombing (with appropriate level bombsight included of course). Affects such as flack, explosions, and air frame hits are even more detailed than before, enhancing the realism. The 3-D camera re-play feature is retained and enhanced with full control given over to the mouse and well placed, implemented icon controls. I have to give the programmer extra credit as this kind of interface has been the failing of many would-be good games, but works very well here. Dramatic "films" can be saved to disk and played at will, even on other machines. GAME PLAY There are four basic modes of play. Pre-programmed historical situations re-enact a particular battle. There are many to choose from. There are also non-destructive training scenarios. The meat of the game is in the campaign area. Here, using a map of the region you re-create the whole three to four month conflict and try to duplicate the successes and correct the historical errors. As a guide, the nearly 200 page manual is half devoted to an entertaining overview packed with photos, quotes, and eye witness accounts. In addition, you can create your own battles with a builder program that puts every detail at your control. This may be a creative way for friends to challenge one another and provide increased variety (of which there is no lack). An aspect of roll playing exists as well. You create pilots and crews which you select for the various planes in the group you are flying with. Not only the pilot/crew in your plane, but the others you've chosen for the planes flying with you benefit (and possibly advance) from current mission successes. As these crews gain experience and promotion, they can be relied on to fulfill combat objectives (and are missed more when lost to enemy action). Air and ground targets abound which include radar, factories, airfields, ships, and more. Some missions may involve ground strikes and escort for bombers. You can direct the flight paths of the craft from take-off, mission objective, to landing by setting up way points that include altitude. Up to four mission objectives can be pursued simultaneously. In the campaign game, other similar targets are attacked by friendly aircraft who's success is dependant upon yours. A successful mission will not only promote the surviving pilot crews but inflict damage far beyond what your one strike would. INTERFACE AND DISKS As in Battlehawks, complex action can greatly reduce the scrolling smoothness and response. Possibly even more so here. A useful addition is the ability to select the amount of ground detail (which really isn't much to begin with) and speed things up when the going gets real rough. Mouse and joystick are implemented. I liked the mouse better although like most games of this kind, it's a little too sensitive. The joystick is way too sluggish. The manual mentions a joystick adjustment feature which doesn't seem to exist in the European ST version I own. The controls are easy to learn and most are identical to Battlehawks. Unlike Battlehawks, take off and landing is implemented adding realism although not always necessary to accomplish for successful game play. The game comes on two double sided disks labeled 1,2 and 3,4 respectively. They are not copy protected and will install on hard drives. When played from floppies, (as I have to do) swapping disks is frequent and tedious (not to mention SLOWWWW). In addition, the file search and sorting routines associated with pilot/crew management cause up to 30 second additional delays when there are more than 15 or so created. A possible solution for floppy users might be to keep smaller numbers of pilots on separate disks. GRAPHICS AND FINAL COMMENTS Again, as in Battlehawks, the aircraft images (I assume digitized from photos of models) are superb. Computer adversaries are intelligent and crafty, the battles fast and furious. Time can be accelerated to absorb lapsing moments. Alternate views containing your own aircraft details are held in ram but may take up to 4 seconds to display which has caused some impatience for me. Price at the time of this writing hovers around the $50 mark which now seems typical for the current run of the highest quality simulation games. Although I tend to view this as getting close to the limit of what I'm willing to pay for games, this one has done well to justify its cost with authentic detail, intellegent adversaries, variety, and excellent manual. There is a protection code wheel that is better done than others I've seen and is cleverly integrated into the game design. Better yet, unlike Battlehawks, you are most likely to have to enter the code only once during play. If historical air combat simulation appeals to you, this game packs a lot of entertainment power. Re-print without permission is granted 11/29/90