BATTLEHAWKS 1942 Before the days of afterburners and heat-seeking missiles, there were propeller-driven aircraft with manually-aimed weaponry. This is the world that Lucasfilm's BATTLEHAWKS 1942 brings to life in its fairly realistic simulation of World War II naval air combat. (This review is based on the IBM PC version.) Game documentation presents the history of the "carrier war" to help explain the player's role in each mission. There were four combat squadrons on each carrier. Dive bombers and torpedo bombers were the attack planes. Their mission was to destroy enemy carriers, battleships, and support ships. Combat Air Patrol (CAP) were fighters assigned to defend the carrier and other ships in the task force from air attack. Fighter escorts defended attack planes from the enemy's CAP. The American planes in BATTLEHAWKS 1942 include the F4F "Wildcat" fighter, the SDB "Dauntless" dive bomber, and the TBF "Avenger" torpedo bomber. The Japanese aircraft are the A6M "Zeke" fighter, the D3A "Val" dive bomber, and the B5N "Kate" torpedo bomber. Each of these planes had two or three differen models; the simulation includes them for comparison of armament and flight performance. There were four major carrier battles in 1942: Coral Sea, Midway, Eastern Solomons, and Santa Cruz Islands. BATTLEHAWKS 1942 provides four scenarios from each of these battles. The player can fight for either side, giving a total of 32 possible "active duty" missions. There are also 13 training missions that cover the basic tactics of CAP, as well as escorting, dive bombing, and torpedo bombing. The aircraft included in BATTLEHAWKS 1942 are simple to fly. Planes can be controlled with the arrow keys, but not easily. This game has a lot of fast action. I recommend a joystick. The throttle and weapons fire buttons are basically the only controls used in combat. There are forward, back, left, right, down, and scan views. Scan view lets you look 360 degrees around the plane and 90 degrees up or down, one degree at a time. The joystick/arrow keys change the view. A digital readout shows the angles of the view relative to the nose of the aircraft. Instruments include air-speed indicator, vertical velocity indicator, RPM indicator, pitch/roll indicators, altimeter, compass, and fuel gauge. There are controls to raise and lower landing gear, flaps, and (for the SDB Dauntless) dive brakes. The attack planes have rear guns, which are activated by selecting the rear view. Two features make BATTLEHAWKS 1942 unique among air combat simulators. A "camera" can take "movies" of battles, to be replayed later. There are computer-controlled friendly planes to help you battle foes in some of the scenarios. You can experience the action by watching the "film" as well as by playing the game. I tested BATTLEHAWKS 1942 on a GenTech 386/20 computer, with an Everex EVGA graphics card, Mitsubishi Diamondscan monitor, and CH Mach IV joystick. The game supports CGA, EGA, VGA, and MCGA graphics; these are chosen from a menu or command line. My joystick was automatically sensed and calibrated. At 20 MHz, the EGA graphics were too fast, but VGA worked fine. I found flying WWII airplanes an interesting change of pace from my usual diet of jet fighter simulators. I began by flying the intercept training missions with the F4F Wildcat. The F4F (and all the American planes), even at full power, stalled easily when subjected to a climb angle greater than 15 degrees. I needed about ten training missions to learn aircraft performance characteristics and to perfect my aerial gunnery skills. BATTLEHAWKS 1942 keeps a roster of pilot statistics for active-duty missions. I flew 16 active-duty missions as an American pilot, using fighter and attack aircraft. I lost only one plane while shooting down 77 and sinking two ships. Dive bombing was not very difficult, but torpedo bombing took a lot of practice. Pilots who survive 16 missions are retired. I also tried active duty on the Japanese side. I expected to accumulate an even greater number of kills, because the Japanese planes perform better in turning radius and rate of climb. Was I in for a surprise! The Japanese planes gained performance at the cost of armor. In American planes, I would just wade in, guns blazing. The heavy American armor took a lot of punishment, and I usually survived the exchange of gunfire. The Japanese planes lost their performance advantage as they quickly sustained damage. My Japanese pilot lost four planes and was killed on mission 15. The lack of carrier takeoffs and landings in BATTLEHAWKS 1942 disappointed me. The planes are positioned at a set altitude at the start of each mission. When the mission is over, a message appears on the screen telling you to press "Q" to quit. There is a very obtrusive anti-piracy measure in BATTLEHAWKS 1942. An aircraft recognition test -- showing various views of a Zero that correspond to keywords in the program documentation -- appears at the start of each mission. Flipping through the game manual to find the proper keyword becomes quite tedious. This recognition test should be used only at program start-up time. Despite these drawbacks, I became addicted to the fast-paced action of BATTLEHAWKS 1942. There were many times I found myself grinding my teeth as I struggled to line up yet another plane for the attack. Twitch/arcade players will love this game. Those who prefer the "chess game" aspects of aerial combat would probably not enjoy it as much. I liked it, but I'll probably be getting back to my F-16 and F-19 cockpits, just as soon as I knock out one more Zero.... BATTLEHAWKS 1942 is published and distributed by ILM/Lucasfilm Games. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253