
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