MobyRank MobyScore
DOS
...
3.7
Amiga
87
3.7
ZX Spectrum
...
2.0

Description

Rule the night! Take the pride of American Stealth technology and take on the best the Warsaw pact technology can offer! Dodge between radars, sneak under enemy fighters, and take out your primary objectives and secondary objectives with your limited weapons onboard, then make your way home. Can you survive all the way to general and win the Congressional Medal of Honor?

F-19 Stealth Fighter was based around Sid Meier's closest estimate of the stealth fighter based on the data available at the time. You get full 3D graphics, 3D enemies, random objectives and enemy dispositions (so each mission will be different), dynamic radar effectiveness that depends on your position and radar cross section, enemies that search you out if you do "tickle" their defenses, even civilian aircrafts in the air, and ability to play in cold war, moderate war, or all-out war, with very different rules of engagement.

Alternate Titles

  • "Project Stealth Fighter" -- Commodore 64 & 128 title
  • "F19" -- Informal title

Part of the Following Group


Merchant Title      
amazon.com
F-19 Stealth Fighter    
ebay.com
F-19 Stealth Fighter    
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User Reviews

The old classic hasn't quite been equaled since... DOS Kasey Chang (3695)
The Only Combat Simulator I've Ever Played DOS AstroNerdBoy (40)
A Classic! If only Microprose were around today... DOS B Jones (14)
Addictive simulation DOS Dan Horvat (3)

The Press Says

The Games Machine (UK) DOS Feb, 1989 95 out of 100 95
Computer and Video Games (CVG) Amiga Oct, 1990 92 out of 100 92
Amiga Format Amiga Nov, 1990 91 out of 100 91
Amiga Joker Amiga Oct, 1990 90 out of 100 90
Commodore User Commodore 64 Jan, 1988 9 out of 10 90
Computer and Video Games (CVG) Atari ST Jul, 1990 89 out of 100 89
Computer and Video Games (CVG) DOS Jul, 1990 89 out of 100 89
The Games Machine (UK) ZX Spectrum Mar, 1990 82 out of 100 82
Abandonia DOS Mar 05, 2008 4 out of 5 80
Power Play Amiga Nov, 1990 72 out of 100 72

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Trivia

A fascinating section of the F-19 manual explains the process behind its design (and the design of computer games in general:



The Design Team



Simulations such as F-I9 Stealth Fighter require a large, talented creative team to produce. The 16-bit version was engineered by that now-famous team of Sid Meier (master of algorithms and data structures that recreate reality) and Andy Hollis (one of the hottest 3-D and assembly programmers in the nation).

Sid’s the founding father of MicroProse (along with President “Wild Bill” Stealey), and brings a veteran viewpoint of game programming and game design. A large number of features in this product started with Sid saying, “Wouldn’t it be neat if The neat part is that Sid then goes and implements the code that very day!

Andy is one of MicroProse’s veterans, and has done fast, tight 3-D code before —in C64 Gunship, and then again in IBM Gunship. Each time Andy finds new ways to get more, faster, in less space. Andy isn’t our only 3-D expert. For example, he used some Scott Spanburg’s secret and magical object logic, which Scott had just finished conjuring for another (future) MicroProse product. Andy’s a great fan of high speed anywhere: in computers and in cars (he races autocross in his spare time).

Jim Synoski, creator of the original C64 Stealth Fighter, was dragged into this version to help out. He was nice about it, especially about all the things Sid changed! He worked with ace computer artist Max (“Maximum”) Remington to create the entire preflight and postf light system. Even an “old guard” expert like Jim, veteran of many other MicroProse games, can be impressed (distressed?) by the complexity and detail involved in Briefings and Debriefings. The apparently limitless variety of IBM graphics modes (VGA, MCGA, EGA, CGA, Tandy and Hercules) doesn’t help!

The 3D databases for the four “worlds” were created by game designer Bruce Shelley and artist Max Remington. It was here that “Maximum” got his nickname. For a while every object he created went right to the data space maximum, causing something new to “blow” in Andy’s code, like an engine overrevving too far. Fortunately 3D graphic glitches are fairly obvious to a trained eye — all were spotted and eventually fixed. Bruce’s job was more difficult. A veteran of many board wargame designs, he worked within the very complicated and often frustrating limitations of a microcomputer’s data space layout. The remarkable fidelity of the data space world to the “real” world is a testament to his perseverence. Fortunately he was a good sport through it all, perhaps inspired by the 7:00 AM basketball games in the warehouse with ‘Major Bill’ and other B-ball fanatics within MicroProse.

All this data and graphics takes up a lot of room. In fact, F-IS Stealth Fighter on our development systems occupies about five megabytes (fifteen 360K floppy disks!). It’s problems like these that David McKibbin was born to solve. His compression schemes “shrank” the code and data to its current size! Every time the disk drive loads something, it runs through a special “decompressor” that expands the code andior data to “full size” in memory. This means you’re getting a product that would otherwise require a hard disk and command a retail price well over $100. So David’s saving you a lot of cash as well as making F-19 commercially viable.

The paper materials were conceived by designer Arnold Hendrick, author of this manual. Usually MicroProse’s marketing department is concerned about the size, weight and cost of our manuals (not that it does any good, the manuals always go over budget). But for this product the word was, “go all out”. Arnold took them at that, although they gulped hard when the page estimate jumped from 128 to 192! The rumor that marketing’s office furniture was pawned to pay for the extra paper is entirely unfounded. Incidentally, the design, layout and artwork of the manual, maps and overlays were all done on computer with final output on Linotronic typesetters. In his alter ego as manager of the game design group, Arnold kibbitzed unmercifully about various aspects of the design. Surprisingly, Sid, Andy, Jim and Bruce even took him seriously (at times).

Murray Taylor, 3-D artist extraordinaire, designed the basic “look” of this manual, executed the weapons illustrations, and did the six full-page computer pictures that grace these pages. How he finds time for the triathlon remains a mystery even within MicroProse.

Barbara Bents did yeoman (yeowoman?) work with the technical drawings, maps and keyboard overlays. MicroProse uses state-of-the-art drafting and layout software on MacII’s for many internal graphics. Barbara’s designs, however, consistently went beyond the abilities of current postscript interpreters. Unfortunately, we didn’t write the software.., so when we phoned the creators they just said, “Oh, gee, sorry. You’ll just have to do less complicated things!” The keyboard overlays were difficult for a different reason: we redesigned about as fast as she could redraw them on the Mac! For surviving these trials and tribulations, she wins MicroProse’s competitive and coveted “most tolerant artist of the year” award.

Everybody at MicroProse takes Ken Lagace for granted. He’s the quiet. silver-haired gent who gave up teaching and performing professional classical music for a career as a computer sounds composer, with scores of brilliant scores to his credit. You’ll probably take him for granted too, since the sounds for F-l9 Stealth Fighter fit right in!

Finally, the QA (quality assurance) staff at MicroProse approached this product like all others: with the maniacal glee of a mad scientist! Al Roireau, Chris Taormino and Russ Cooney just love to find bugs, then torment the poor, exhausted programmers with multi-page bug reports. In fact, they enjoyed itso much they stayed late nights, then came in on Saturdays and Sundays, for weeks on end, for just that purpose. In fact they’re still cackling over the airfield-in-the-ocean bug, or the 1500 kts level flight bug, or... well, you get the idea. Unlike many software companies, at MicroProse QA really does have the final say for shipment. Until “Big Al” gives thumbs up, the product stays in testing and the programmers continue slaving over the bugs.




This entry was contributed by Olivier Masse (422), Ashley Pomeroy (227), NGC 5194 (17444) and theoutrider (488)
 

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