Pilotwings (video game): Difference between revisions
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⚫ | ''''' |
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|- style=background:#ccccff |
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| align=center colspan=2|<font size="2">'''''Pilotwings'''''</font> |
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| align=center colspan=2|[[Image:Pilotwings_Box.jpg|250px|center|''Pilotwings'' box cover]] |
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|- style=background:#ccccff |
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|[[Video game developer|Developer]]: |
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|[[Nintendo]] |
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|- |
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|[[Video game publisher|Publisher]]: |
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|[[Nintendo]] |
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|- style=background:#ccccff |
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| style=width:80px|[[Game designer|Designer]]: |
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|[[Shigeru Miyamoto]] |
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|- |
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|Release date: |
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|[[December 21]], [[1990]] |
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|- style=background:#ccccff |
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|[[Computer and video game genres|Genre]]: |
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|[[Flight simulator]] |
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|- |
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|Game modes: |
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|[[Single player]] |
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|- style=background:#ccccff |
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|[[ESRB]] rating: |
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|N/A |
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|- |
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|Platform: |
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|[[Super Nintendo Entertainment System]] |
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|-style=background:#ccccff |
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|Media: |
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|[[Cartridge (electronics)|Cartridge]] |
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|} |
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<!--end WikiProject Computer and video games infobox--> |
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⚫ | '''''Pilotwings''''' is a [[Nintendo]] [[video game]] for the [[Super Famicom]] and [[Super Nintendo Entertainment System]], originally released in [[1990]], and included with the system in some early packages. A [[flight simulator]] game, ''Pilotwings'' features lessons and goals in light plane flight, rocketbelt, hang glider, and skydiving. Added to these are bonus stages which, like many secrets in [[1990s]] vintage Nintendo titles, change your character's iconic representation to a cute cartoonish animal--in this case a [[penguin]], [[albatross]], and [[stork]]. Levels involving [[attack helicopter]]s also exist. |
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The game, along with ''[[F-Zero]]'', is well |
The game, along with ''[[F-Zero]]'', is well-known for extensive use of the Super Nintendo's [[Mode 7]] graphics, which allows rotation, scaling, and various other effects to be used on a flat image to create a [[3D computer graphics|3D]] effect. Because the game does not use "true" 3D technology (as opposed to the Super Nintendo game ''[[Star Fox]]''), in ''Pilotwings'', the buildings, runway, trees, and so on are all "painted" flat on the ground plane; they appear to stick out of the ground when the player's viewpoint is far above. |
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Besides the use of this technique, |
Besides the use of this technique, ''Pilotwings'' is particularly notable for its futuristic rock score by [[Koji Kondo]] of ''[[Legend of Zelda series|Legend of Zelda]]'' and ''[[Super Mario Bros.]]'' fame, with [[Sting (musician)|Sting]]-like reggae and experimental whole-tone scale influences. The score experienced some revival of attention in the international music community when Sir [[Paul McCartney]] expressed his admiration for Kondo in an interview, and when studies of several movements were published by Internet commentators and musicians [[Matthew Dean]] and [[Michael Rich]]. |
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A sequel, ''[[ |
A sequel, ''[[Pilotwings 64]]'', was released for the [[Nintendo 64]]. |
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== Gameplay == |
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[[Image:PilotWings title screen.png|thumb|128px|right|The game's title screen.]] |
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The game takes place in a series of training areas. In each area there is a number of events that can be tackled in any order. In these events, the player controls one of four different aerial vehicles and must complete a task (usually flying through various floating markers) within a time limit. Upon completion or failure of the task, the player gets points and comments from the instructors. Points are awarded on criteria such as time to complete the event, accuracy of the landing, and completion of the task. To complete the training area, the combined scores from each event must exceed a certain threshold. Each training area can be attempted as often as neccesary, and [[password]]s allow the player to return to a stage. |
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After four training areas, the player is called upon to fly an attack helicopter on a mission which, if successful, will earn the Pilotwings. This leads to harder training areas and another helicopter mission. |
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===Events=== |
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====Light Plane==== |
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[[Image:PilotWings biplane.png|thumb|200px|right|The Light Plane flies through a ring marker, with the airfield in view.]] |
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The Light Plane, a [[biplane]], is featured on all training areas. [[flight dynamics|Roll and pitch]] are limited, meaning [[Aerobatics|aerobatic]] maneuvers like loops and rolls are impossible. Speed can be increased and decreased with the [[Aircraft engine controls|throttle]]. Landing too hard or with too much bank can wreck the aircraft. |
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In the Light Plane event the player must fly through a guide path of orbs, or rings of orbs, and then attempt to land on the runway. In some cases the player starts on the runway and must take off as well as land. Points are awarded for how many of the orbs or rings are flown close to or through respectively, the time taken, and the quality of the landing. |
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====Rocket Belt==== |
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The [[Jet pack|rocket belt]] can be controlled with left and right yaw rotation, leaning forward and back to control speed. High and low levels of thrust allow high speed and finer control. The character automatically returns to a vertical orientation when there is no player input. Player view can be switched to an overhead perspective to allow for easier accuracy when landing. As with a real rocket belt, fuel is limited. |
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In the Rocket Belt event, the player must take off and fly through a series of rings, before attempting to land in a target area. The target is made up of a series of concentric circles, with scores marked on them, so that the closer to the center you land, the higher your score. There may also be other seperate targets, for fewer points, and a moving platform for a bonus stage. Points are awarded for where the player lands, but also for the time taken, and for a slow (i.e. soft) landing. |
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====Hang Glider==== |
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[[Hang gliding|Hang glider]] flight begins with detachment of the cable connecting the tow aircraft while in the air. If the nose is held too high, the glider will stall. Altitude is gained by flying through [[thermal]]s, represented by columns of rising white dots. Landings can be controlled with the flare button, which slows the glider and brings the pilot's legs into position. |
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The objective is to catch the thermal current, ascend to the specified altitude, then land as close as possible to the center of the gray square target over the land area of the course. Players can land on the target(s) over the water for access to the bonus stage. Points are awarded based on accuracy (how close the player lands to the center of the target area), time taken, and speed (softness) of landing. |
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====Skydiving==== |
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[[Image:PilotWings skydiving.png|thumb|200px|right|When seen from above, the flat ground image can seem 3D through a [[trompe l'oeil]] effect.]] |
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[[Parachuting|Skydiving]] is performed from a rope ladder hanging from a helicopter at altitude. Maneuvering is controled by leaning forward and back, and rotating on the horizontal axis. [[Parachute]]s are deployed manually. They can be rotated left and right as well as flared, like the hang glider. |
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In the Skydiving event, after jumping from the helicopter, the player must attempt to fly through a series of rings of orbs in the sky, before deploying the parachute, and attempting to land in a target area made up of concentric circles, with marks indicating the points awarded. More points are awarded the closer to the centre the player lands. There is also a moving platform, which allows access to a bonus level if landed on. Points are awarded for where the plaiyer lands, but also for the number of rings flown through, and the speed (i.e. softness) of landing. |
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====Helicopter==== |
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[[Image:Pilotwings_Helicopter.JPG|thumb|200px|right|The 2 helicopter missions of ''Pilotwings'' are the only part of the game where shooting is involved.]] |
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The helicopter has forward, backward, left, and right pitch controls, [[rotor]] throttle controls that control the helicopter's altitude, and left and right missile firing controls. |
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After completing four training areas, the game informs the player that an agent (of what the game does not specify) has infilitrated an enemy (again an unspecified enemy) base on Izamu Island and has freed your instructors who are waiting to be rescued. Your mission is to fly a [[helicopter]] onto to island and land at the [[helipad]] of the enemy base. These missions stand out from the rest of the training areas in that they are the only time in the game where the player does more than just manuering; as the player makes his or her way over the island, numerous [[turret|turrets]] fire upon the player's craft. |
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==External links== |
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*[http://www.world-of-nintendo.com/manuals/super_nes/pilotwings.shtml ''Pilotwings'' instruction manual] - (text only) |
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[[Category:1990 computer and video games]] |
[[Category:1990 computer and video games]] |
Revision as of 23:25, 9 February 2005
Pilotwings | |
![]() | |
Developer: | Nintendo |
Publisher: | Nintendo |
Designer: | Shigeru Miyamoto |
Release date: | December 21, 1990 |
Genre: | Flight simulator |
Game modes: | Single player |
ESRB rating: | N/A |
Platform: | Super Nintendo Entertainment System |
Media: | Cartridge |
Pilotwings is a Nintendo video game for the Super Famicom and Super Nintendo Entertainment System, originally released in 1990, and included with the system in some early packages. A flight simulator game, Pilotwings features lessons and goals in light plane flight, rocketbelt, hang glider, and skydiving. Added to these are bonus stages which, like many secrets in 1990s vintage Nintendo titles, change your character's iconic representation to a cute cartoonish animal--in this case a penguin, albatross, and stork. Levels involving attack helicopters also exist.
The game, along with F-Zero, is well-known for extensive use of the Super Nintendo's Mode 7 graphics, which allows rotation, scaling, and various other effects to be used on a flat image to create a 3D effect. Because the game does not use "true" 3D technology (as opposed to the Super Nintendo game Star Fox), in Pilotwings, the buildings, runway, trees, and so on are all "painted" flat on the ground plane; they appear to stick out of the ground when the player's viewpoint is far above.
Besides the use of this technique, Pilotwings is particularly notable for its futuristic rock score by Koji Kondo of Legend of Zelda and Super Mario Bros. fame, with Sting-like reggae and experimental whole-tone scale influences. The score experienced some revival of attention in the international music community when Sir Paul McCartney expressed his admiration for Kondo in an interview, and when studies of several movements were published by Internet commentators and musicians Matthew Dean and Michael Rich.
A sequel, Pilotwings 64, was released for the Nintendo 64.
Gameplay
The game takes place in a series of training areas. In each area there is a number of events that can be tackled in any order. In these events, the player controls one of four different aerial vehicles and must complete a task (usually flying through various floating markers) within a time limit. Upon completion or failure of the task, the player gets points and comments from the instructors. Points are awarded on criteria such as time to complete the event, accuracy of the landing, and completion of the task. To complete the training area, the combined scores from each event must exceed a certain threshold. Each training area can be attempted as often as neccesary, and passwords allow the player to return to a stage.
After four training areas, the player is called upon to fly an attack helicopter on a mission which, if successful, will earn the Pilotwings. This leads to harder training areas and another helicopter mission.
Events
Light Plane
The Light Plane, a biplane, is featured on all training areas. Roll and pitch are limited, meaning aerobatic maneuvers like loops and rolls are impossible. Speed can be increased and decreased with the throttle. Landing too hard or with too much bank can wreck the aircraft.
In the Light Plane event the player must fly through a guide path of orbs, or rings of orbs, and then attempt to land on the runway. In some cases the player starts on the runway and must take off as well as land. Points are awarded for how many of the orbs or rings are flown close to or through respectively, the time taken, and the quality of the landing.
Rocket Belt
The rocket belt can be controlled with left and right yaw rotation, leaning forward and back to control speed. High and low levels of thrust allow high speed and finer control. The character automatically returns to a vertical orientation when there is no player input. Player view can be switched to an overhead perspective to allow for easier accuracy when landing. As with a real rocket belt, fuel is limited.
In the Rocket Belt event, the player must take off and fly through a series of rings, before attempting to land in a target area. The target is made up of a series of concentric circles, with scores marked on them, so that the closer to the center you land, the higher your score. There may also be other seperate targets, for fewer points, and a moving platform for a bonus stage. Points are awarded for where the player lands, but also for the time taken, and for a slow (i.e. soft) landing.
Hang Glider
Hang glider flight begins with detachment of the cable connecting the tow aircraft while in the air. If the nose is held too high, the glider will stall. Altitude is gained by flying through thermals, represented by columns of rising white dots. Landings can be controlled with the flare button, which slows the glider and brings the pilot's legs into position.
The objective is to catch the thermal current, ascend to the specified altitude, then land as close as possible to the center of the gray square target over the land area of the course. Players can land on the target(s) over the water for access to the bonus stage. Points are awarded based on accuracy (how close the player lands to the center of the target area), time taken, and speed (softness) of landing.
Skydiving
Skydiving is performed from a rope ladder hanging from a helicopter at altitude. Maneuvering is controled by leaning forward and back, and rotating on the horizontal axis. Parachutes are deployed manually. They can be rotated left and right as well as flared, like the hang glider.
In the Skydiving event, after jumping from the helicopter, the player must attempt to fly through a series of rings of orbs in the sky, before deploying the parachute, and attempting to land in a target area made up of concentric circles, with marks indicating the points awarded. More points are awarded the closer to the centre the player lands. There is also a moving platform, which allows access to a bonus level if landed on. Points are awarded for where the plaiyer lands, but also for the number of rings flown through, and the speed (i.e. softness) of landing.
Helicopter
The helicopter has forward, backward, left, and right pitch controls, rotor throttle controls that control the helicopter's altitude, and left and right missile firing controls.
After completing four training areas, the game informs the player that an agent (of what the game does not specify) has infilitrated an enemy (again an unspecified enemy) base on Izamu Island and has freed your instructors who are waiting to be rescued. Your mission is to fly a helicopter onto to island and land at the helipad of the enemy base. These missions stand out from the rest of the training areas in that they are the only time in the game where the player does more than just manuering; as the player makes his or her way over the island, numerous turrets fire upon the player's craft.
External links
- Pilotwings instruction manual - (text only)