by Ian Beynon, Kevin J. Bezant
Digital Integration
Your Sinclair Issue 28, April 1988   page(s) 44

It's so well camouflaged, it takes the pilot three hours to find it every morning! it's so secret, even the Americans don't know it exists, and they built it! But DI do, and they've chosen it as the subject of their latest wacko simulation - Advanced Tactical Fighter.

As usual, you're the pilot and it's your job to make sure We win and They don't. The battle is taking place on a global scale, and you can whizz around the continents wiping out the enemy's positions, so your guys can move in and take over. Major targets include factories, land and sea forces and bases, all of which affect Their performance.

For a change, in ATF you actually see your plane on the screen in front of you, skimming along, twelve pixels off the ground. The 3D landscape scrolls past at an enormous speed, and you'll be grateful for the terrain-following radar which should prevent any arguments with hills.

The hardware at your disposal consists of the normal machine gun and two types of missile, one automatically guided by your on-board computer. As well as coping with the hosts of enemy interceptors which swarm around you, you'll also have to deal with SAMs, which luckily are easily jammed.

Even if you've been bored with flight alms in the past, ATF may well be worth a look. Flying controls are minimal, leaving your hands free for downing baddies and generally enjoying the flight. There is even a choice of skill levels for real namby pambies, and landing's automatic too. What more could you ask for?

However, all good things must come to an end, (even this review eventually!) and if you don't watch out, you'll find your aircraft getting more and more knackered as the bullets and missiles pile into it. Sooner or later it gives up the ghost completely and you're just another statistic. (Moving, huh?)

The only real snag with this one is that it all gets a bit samey after a while. Fortunately you can then move up a gear, as ATF, unusually for this sort of game, also has a distinct strategy feel - with the 8 billion page manual to boot (Oi! Shouldn't we be doing this one then? O & A). There's a massive task ahead of you, and the incentive to finish it should keep you going for some time.

A year of design and programming has gone into ATF, and it shows. If not quite as revolutionary as previous DI efforts, it's still a worthy release.

Graphics: 8/10
Playability: 8/10
Value For Money: 7/10
Addictiveness: 8/10
Overall: 8/10

Summary: An interesting hybrid of blast 'em up and strategy game masquerading as a flight simulation, with fine and fast graphics.

Transcript by Chris Bourne

Your Sinclair - Article Re-review Issue 58, October 1990   page(s) 27

Here's the first one of these looking-at-it-from-behind ones, and it's easily the best of its type around. You're in one of these Stealth Plane things, but, spookily enough, you actually get to see it on the screen in front of you, with the landscape undulating underneath. Hills and dippy bits are shown by grid line thingies which bend around. The trouble is that you can only do left and right turns and go up and down a bit - no rolls or loops. In fact, you don't even have to do this half the tine as you can switch on your terrain-following radar and let the plane do it for you. Opposition is provided by planes which swoop around you, hopefully flying straight into your line of fire. (They invariably do.) It's not the most stimulating game around combat-wise then, but underneath all this blatant aracdeyness lurks a strong strategic element where you've got to destroy certain targets and eventually win a war. All this happens over a huge map - lots of islands with sea between them. ATF isn;t really a flight sim at all, but it's pretty good fun (for a while) all the same.

The View: 77%
Realism: 54%
Dakka Factor: 75%
Net Weight: 61%
Overall: 70%

Transcript by Chris Bourne

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