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Contents

   



(Top)
 


1 Gameplay  



1.1  Events/Maneuvers  







2 Development  





3 Reception  





4 References  





5 External links  














Acrojet






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From Wikipedia, the free encyclopedia
 


Acrojet
Developer(s)MicroProse
Publisher(s)U.S. Gold[1]
Programmer(s)William F. Denman Jr.
Edward N. Hill Jr.
Artist(s)Michael Haire
Platform(s)Commodore 64, Amstrad CPC, MSX, ZX Spectrum, NEC PC-8801, NEC PC-9801
Release1985[1]
Genre(s)Flight simulator
Mode(s)Single-player

Acrojet is a flight simulator video game developed by MicroProse for the Commodore 64 and published in 1985. It was ported to Amstrad CPC, MSX, ZX Spectrum, NEC PC-8801, and NEC PC-9801. It emphasizes aerial acrobatic flying and maneuverability.

Gameplay[edit]

The player flies a BD5J, a small agile jet using a joystick, while controlling the throttle, speed brakes, flaps and landing gear using keys. In addition to standard maneuvers such as nose up, bank left etc., the plane is also capable of complex movements like slips and rolls.[2]

The cockpit controls and dials are shown on the bottom of the screen to display altitude, artificial horizon, airspeed, vertical velocity and a radar readout. Unlike most flight simulators of the time, this cockpit view was couple with a 3D style "behind the plane" view, rather than the typical first-person view.[2][3]

Players can select whether they want to participate in a single event, a pentathlon event, a decathlon event or an unlimited event. The unlimited event allows for a custom aerobatics display or course.[2]

The player has to complete a series of events/maneuvers with the jet. For example, in one set, the player has to fly the plane around a series of pylons. In another, the player must fly a figure eight. Stunts get harder as play progresses. Some game parameters, such as weather, and "pylon lethality" are configurable.[4][2]

The game has a points system, with small number of points being awarded simply for taking off and flying, and a larger number of points for stringing together multiple stunts. While you are technically competing against other pilots you never see them on-screen, but only a summary point comparison after the events are completed.[3]

Events/Maneuvers[edit]

There are ten acrobatic events which can be played by up to four players at four levels of difficulty. In all ten events the player must fly over a series of obstacles.[2]

Development[edit]

The original Commodore 64 version was programmed by William "Mike" Denman and Edward Hill Jr.[4] Michael Haire is credited with the artwork.[1] The sound was done by Sid Meier, who also researched the science, along with Denman. "Stunts" were by Bill Stealey, actually a retired United States Air Force Lt. Colonel and Command Pilot.

Reception[edit]

Compute! called Acrojet "a realistic simulation that's also fun to play", stating that the game, like other MicroProse products, emphasized accurate details and controls.[5]

Zzap!64 praised the presentation of the game and also its lastability in terms of having many events and stunts to try out, however were not impressed with the sound, giving that particular metric only 29%. They summarised that it was "An exciting flight simulator which has plenty to offer", giving it an overall 83% rating.[2]

Commodore Format criticised the "jumpy" graphics and poor sound but overall stated that "it does what it sets out to do" and gave it a rating of 75%.[3]

References[edit]

  1. ^ a b c Acrojet at Lemon 64
  • ^ a b c d e f "Acrojet". Zzap!64. July 1986. p. 64.
  • ^ a b c "Acrojet". Commodore Format. May 1993. p. 62.
  • ^ a b Hendrick, Arnold (September 1985). "Commodore 64 Acrojet Manual". archive.org. MicroProse.
  • ^ Bateman, Selby (October 1986). "A Great Year For Games". Compute!. p. 18. Retrieved 9 November 2013.
  • External links[edit]


    Retrieved from "https://en.wikipedia.org/w/index.php?title=Acrojet&oldid=1194519297"

    Categories: 
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    This page was last edited on 9 January 2024, at 11:08 (UTC).

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