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Retro Gems: Pilotwings
Posted by Rev, 104 days ago Dec 02, 2008
 
It was a time of war, deep, entrenched war. Fans of two consoles engaing in a battle they knew wasn’t going to be bloodless and would become a fight of attrition. Each side launched platform game after platform game; each shooting up high into the sky before crashing back down to earth with no effect other than to send those that had been in the trenches long enough slowly, but surely, insane. People were charged with firing lies, insults and misinformation to the other side, whilst keeping their head down and avoiding the enemy so as to not be accused of treason.
 
Rumours crept about though; spread by strangers and those mercenary enough to fight for both sides. Tales that could end the war in one fell swoop. Tales of hedgehogs and kart drivers.
 
The war though was never won. By the time a second round was getting started both sides had lost too much interest and were open to being conquered by someone else, a third party that one side had accidentally brought into the war. It changed things, it allowed the dust to settle and people started flitting between each side. Allegiances drifted and people could slowly find out what was happening on the other side. When the rumours got proven true and when everyone could see what the other side had been busy with. In short, it was when I first played Pilotwings.
 
That’s a confession. I played Pilotwings 64 before I played the original. My friends and I were firmly on the Sega side of the war, enough so to miss pretty much everything on the other side of the fence. The N64 was launching just as I was starting to explore the other side and that meant I got to see the hype for the launch, see the amazing 3D graphics and use an analogue stick for the first time. And to use a rocket belt for the first time too.
 

 
Usually, going backwards in a series is a bad idea. Getting used to the latest version with its updated gameplay then trying to go back to earlier versions usually leaves you feeling slightly disappointed. With this series though, that isn’t the case. The original Pilotwings is about perfection, about edging carefully to a perfect score and doing what is required. While the N64 version keeps the scoring, it’s much more about exploration and it’s a bit more about quirky charm. And neither is better for it, just different.
 
It makes sense to start by looking at Pilotwings, the game where the series started, even if it wasn’t where I started. It’s a flight simulator that doesn’t feel the need to simulate, just keep all the fun bits of flying. The actual core of the game is based around a flight school and its tutors who set you a series of tests that you have to complete in order to become a qualified pilot. The tests don’t just sit you down with a theory test and a Cessna, they make you fly through rings and carefully land light planes, rocket belts and an Apache helicopter, as well as mastering skydiving. After each test you get marked on how many rings you passed through, accuracy, speed and so on.
 
The presentation is of tip-top quality. The graphics use the famous SNES Mode 7 method of using flat textures to create the look of deep 3D without any actual 3D implementation, as used in Super Mario Kart. It works well and while it might not be totally convincing at low heights where everything is flat, from high in the sky it is a convincing look. Another special mention should go to the music as well – Koji Kendo, creator of the Mario theme who counts Paul McCartney amongst his fans is again on top form here creating some memorable tunes that fit the game brilliantly.
 

Obviously though, the most important parts of the game are the vehicles. The most predictable is the light aircraft - a simple red bi-plane that you have to take off, negotiate a path of rings while avoiding smacking into the ground before making a careful landing onto a runway where you are marked on your accuracy. It’s very Krypton Factor. The Sky Diving sections are simple too - holding onto a ladder and getting carried up to about 3000 feet and then jumping. Pass through rings on the way down, open your parachute and try and land on the marked out targets - some Samsung mobile owners might be familiar with the idea because it was "borrowed" and included as standard as a game for a short amount of time. Hang Gliding involves hitting thermals, getting high into the air and carefully bringing it back down. The rocket belt provides yet more annoyance


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