KNIGHTS OF THE SKY KNIGHTS OF THE SKY joins a growing list of WWI air combat games. In addition to a full WWI campaign simulation, it offers head-to-head dogfighting via modem, a feature that's been much requested by air combat enthusiasts. (This review is based on the IBM-PC version.) KNIGHTS joins MicroProse's series of realistic simulations, including F19, RED STORM RISING, M1 BATTLE TANK, and SILENT SERVICE. As with other MPS simulations, there is a comprehensive, well-written manual and a campaign that makes up the main body of the game. The theme is rivalry between aces competing for the title of Top Ace in the war. You begin as a British or French corporal in 1916, just after the "Fokker Scourge" period. You fly missions with a variety of goals: balloon busting; escorting a reconnaissance plane or bomber; strafing and bombing ground targets; or flying patrols looking for enemy scouts. The WWI campaign game can be played on the Allied side only. You can fly German planes in the Flight Training or Dogfight Encounter games, but you can only fight German enemy pilots. The only way to fly a German plane against an Allied plane is in the head-to-head modem game. There are 11 different Allied planes in the WWI campaign game. You start with the more primitive ones available in 1916, and gradually move up to better planes as they're introduced during the war. In addition, there are nine German planes that can be chosen for the Flight Training, Dogfight Encounter, and Head-to-Head modem game. The other game modules are: Flight Training, where you encounter enemy planes singly and in groups for combat practice; Dogfight Encounter, where you can pick one of 16 enemy German aces to fly against; and Head-to-Head modem play, discussed below. In the WWI campaign, Dogfight Encounter, and Flight Training you can select a difficulty level between 1 and 5, with better enemy marksmanship at the higher levels. The graphics in KNIGHTS have the same look as the rest of the MPS Labs games, with a 25-color palette and graduated sky available in VGA. There is more ground detail than in most flight sims: You see trees, villages, roads, truck convoys, and fields. You may need to turn down some of that detail to get a reasonable frame rate. All the planes use the same generic cockpit graphic, with different placement of the machine guns according to plane type. The out-of-cockpit views of your wings and tail are the same generic images for all the planes. The planes do look different in external and replay views. Planes and special effects are rendered in polygon graphics, which works very well for the planes but is less effective for things like smoke from a falling plane (depicted by a series of gray hexagons). The clouds in KNIGHTS are formed by layers of overlapping polygons in clumps; they vary in density from none to a cover of roughly one-third of the sky, depending on where you are. They're two-dimensional objects, so you're always below or above them, never "in" the clouds, but they make a big difference in dogfighting tactics in the modem game. The frame rate is noticeably slower than in most other air combat games I've played. This may be partly due to the large chunk of the outside world seen from the cockpit. The game is playable on a 10-12MHz AT, but you'll enjoy it more with a 16MHz processor. If you play in EGA, the frame rate is much faster. The simulation clock in KNIGHTS is tied to the CPU speed: On a faster machine, the game speed is faster. In other words, you'll fly over the airfield in less time on a 33MHz machine than you will on a 16MHz machine. This results in an innacurate flight model if your machine is either very fast or very slow. On a 386/33MHz with a fast video card, the simulation can actually run too fast to play. (MicroProse is working on an update to fix this problem, as described below.) All the external and replay views are full-screen. Replays are automatic after each kill, unless you toggle them off, and cannot be saved. After a kill, you see a 10-second sequence of the action, after which you can return to your plane, or re-run the sequence from one of several alternate angles. The cockpit has a basic altimeter, speedometer, fuel-level gauge, compass, and ammo counter. The compass markings accurately reflect your heading, but the compass turns in the wrong direction. A real compass card stays still and the plane rotates around it, so if you're accustomed to a real compass, the one in KNIGHTS is difficult to use. A full-screen map showing your current position is displayed when you hit the spacebar, and navigation is by reference to the map, roads, and compass. Pressing the "O" key starts the engine; it rumbles and misfires, sounding like it's going to quit on you at a moment's notice. Other effects heard through the AdLib sound card include explosions when planes are hit, flak over the trenches, the rumble of your wheels on the grass landing field, and the sound of machine guns -- yours and the enemy's. The flight dynamics are generally good, but you don't lose energy in a turn. This means you can't use real-life combat tactics for these airplanes. A constant turning duel in a real WWI plane will put you on the deck in a short amount of time, as you lose lift and airspeed. Throttling up in KNIGHTS increases your turn rate, and throttling down slows your turn rate. In reality, it should be the other way around. The plane does require constant pressure on the stick to stay straight and level; without it, the plane will climb. This is realistic, but should have been turned off in accelerated time mode, since it makes the plane very hard to control. A keyboard-controlled, self-centering rudder helps you line up strafing targets. There is an auto-land option at the two easiest levels, but you probably won't need it. Although the planes turn in a very tight circle, the roll rate is not very quick -- about the same as the planes in BATTLE OF BRITAIN. The enemy pilots only use horizontal turning tactics, with lots of quick reversals, and they sometimes fly as two or three planes in formation when attacking. The quality of the enemy pilots is disappointing. One-on-one dogfights degenerate into a turning battle that you'll win every time, once you figure out the basic technique. The main challenge comes in battles with groups of enemy planes. Except for missions in which you escort an Allied observation plane, you're the only Allied plane in the sky; every plane you see will be either a German observation plane or fighter. Three bombs are available with all the planes for attacking ground targets; they represent the 20 lb. Cooper bombs mounted on rails in the Sopwith Triplane, Camel, and Snipe, and smaller artillery shells dropped over the side by hand in the other planes. There are a number of ground targets for bombing and strafing: convoys, enemy hangars, headquarters, and artillery. When your plane is hit, you go down with smoke pouring from your engine, although you can fight the controls and walk away from a controlled crash-landing most of the time. It will seem like it only takes one hit to knock down your plane or an enemy plane. While there is intermediate damage occurring, the game doesn't use the sound of bullet hits or any other indication to tell you it's happening. For all practical purposes, one hit from an enemy plane knocks you down, and vice versa. You never die in mid-air, and you walk away from being shot down almost every time, although the Germans will capture you if you go down over enemy territory. The modem play for me is the best feature of KNIGHTS OF THE SKY. The interface is very smooth; just tell the game your pilot name, the COM port and speed you're using, which number to dial, and whether you'll originate or answer, and the game does the rest. Once you get a confirmed connection, you choose a plane, and then you'll start in the air with your opponent, just visible on the horizon in front of you. There are no missions or goals, other than knocking down the other guy. Combat can extend anywhere across the playing area of the campaign. It's great fun to duck in and out of the clouds, playing hide-and-seek with your opponent -- and then blast him in ambush. After each kill, the game asks if you want to play again, and keeps a running score of the results. This way, you can do many short combats and see who comes out ahead. A chat mode is available at any point in the combat by hitting the TAB key. A text cursor appears on the screen, and you can send challenges, insults, or whatever to the other player. There is a tendency to get locked into turning duels, since the planes let you turn without losing altitude, but generally speaking, the modem duels I flew were all very exciting and enjoyable. Unfortunately the frame rate does slow down a lot at 2400 baud; it's something like one-third to one-half the frame rate of the regular game. I don't consider that to be a serious drawback, since it's more than compensated for by having an intelligent and tough opponent to fly against. A connection at 9600 baud might be much better, but I was unable to test that for this review. KNIGHTS has a few more bugs than I'm used to encountering in a MicroProse product. When Max Immelman challenges you to a duel and you accept, instead of starting at your home airfield, you'll find yourself sitting on the water way out in the English Channel. The information on enemy aces in your portfolio isn't always accurate: Both Oswald Boelcke and Max Immelmann were flying Fokker EIII's, instead of the Halberstadt D2's they're reported to be flying. The engine sound disappears on the mission in which your base is attacked (ALT-S restores it). These are minor, but a little irritating. MicroProse has announced an update to KNIGHTS OF THE SKY that will correct the game speed problem with fast machines, fix the Immelman challenge and AdLib sound bugs mentioned above, and add several new features. One new addition will be "friendly fighters that engage enemy aircraft independently of the player," so other dogfights will be occuring in the skies around you. It'll also fix the "one hit kill" problem, and the bug preventing enemy aircraft from attacking planes you're escorting. The update will be available in MicroProse's library in the Game Publishers Forum (GO GAMPUB), or on disk via surface mail for a $10.00 postage and handling charge. Contact MicroProse Customer Service at (301) 771-1151 for more information. KNIGHTS OF THE SKY and QEMM/386 5.1 don't get along well together. I had the game crash twice with a QEMM "exception 12" error. The game lists an "80286" as minimum processor; I think it'll run best on a 16MHz or faster machine, but it should be playable on a 10MHz AT-class machine. Graphics support is for CGA, EGA, and VGA. Sound support is for PC speaker, Tandy, AdLib, and Roland MT-32 sound. Copy protection is off-disk; you must match squadron logos to their corresponding names in the manual. KNIGHTS OF THE SKY is an enjoyable simulation, although I feel that it doesn't quite live up to the level of previous MPS products. The poor enemy pilot quality and so-so flight model are the main culprits. However, the modem play redeems the game. WWI was the original, classic dogfighting arena, and MicroProse has done a good job of implementing dogfighting by modem in KNIGHTS OF THE SKY. KNIGHTS OF THE SKY is published and distributed by MicroProse Software. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253