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Pilotwings

aka: Dragonfly
Moby ID: 6632

SNES version

Flight Club

The Good
One of the Super Nintendo’s three launch titles, Pilotwings absolutely reeks of SNES. I once heard it referred to as Mode 7: The Game, which I find is actually a pretty appropriate title. Mode 7 was a sprite scaling trick that allowed the SNES to stretch out a sprite layer to look like 3D terrain, and both Pilotwings and another launch title, F-Zero, made extensive use of it in entirely different ways. While F-Zero was a high-speed, futuristic racing game, Pilotwings is a laid-back, recreational flight simulator. At least, most of it is…

There’s not much background given to Pilotwings as you’re thrown into your first lesson. Land a biplane on a runway and skydive onto a bullseye. From there, challenges become slightly more complex, throwing in a hang glider and even a jetpack and having you fly through rings and in high wind. The goal is to do as well as possible in a number of different grading categories to receive your license and advance to the next level. It’s a pretty well done structure, as it forces you to become proficient at each of the various events while allowing a little slack for the odd poor performance. It felt great that even though I was pretty poor at hang gliding, I could make up the points by doing well in the rocket belt stages.

The mode 7 effect is put to good use to render the terrain and provide smooth gameplay. The scaling of the ground makes it easy to see just how close you are to landing and allows for a high degree of precision. Using the rocket belt, you’re also able to swap the camera to an overhead position to get a better view of where you’re landing. There were still moments where I had to utilize the altimeter to tell how close to the ground I was, but I find this to be necessary even in today’s world of 3D polygonal flight simulators.

Pilotwings is a lot more light-hearted and carefree than most flight simulators of the time, focusing on fun rather than accurately depicting flight. The result is a game that’s borderline relaxing, in spite of how challenging it gets in the later stages. I absolutely love the soundtrack, which features buzzy instrumental samples similar to other early SNES games. It’s a calming soundtrack that perfectly underlies the mellow gameplay. Combined with the drone of the plane’s engine or the rush of the wind, the game provides an almost meditative atmosphere.

The Bad
So Pilotwings may not be the most compelling of concepts out there, but the combination of its steady, slow-paced gameplay and smooth, jazzy soundtrack makes for a pretty relaxing experience.

And then…

Suddenly, all your flight instructors are captured by an evil organization and only you have a license grade high enough to fly an attack helicopter on a rescue mission. I’m dead serious; after four sets of licenses, the game throws you this curve ball, completely without warning. What kind of flying club did I sign up for here? I thought I was learning how to skydive and hang glide, not training to be part of an airbourne invasion. Why does this club even have an attack chopper? Why aren’t we calling the military or police force to rescue them?

But no, with no way to opt out of this armed assault, you’re coerced into the helicopter and sent into a nest of anti-aircraft guns. A single hit from any of the super-accurate guns will send you crashing to the ground, ending any dream you may have had of buying your own private plane and skydiving with your friends. It’s brutal. It seems incredibly out of place and jarring to suddenly find yourself going to war. It doesn’t feel like violence belongs in the context of the game. I’m all for variety, but this is just unwelcome.

Since first purchasing this game, I’ve picked it up three or four times and each time given up at this stage. I tried various strategies each time, such as flying at varying altitudes and engaging enemies in a variety of ways, but I’ve seen the burning wreckage of my helicopter too many times to count. I just wanted to go back to the mellow flight lessons that make up the bulk of the game, but I was stuck. I finally finished the mission by flying extremely low; below 25 feet. It was a less than ideal situation, all around. Worse yet is the fact that this mission appears twice, as if once wasn’t punishing enough.

The Bottom Line
Jarring shift of subject matter aside, I thoroughly enjoyed Pilotwings. The relaxing tunes, droning sounds, and stiff but fair challenge results in a pretty calming game. It isn’t a very deep or diverse game, but it ends rather quickly; just before it has a chance to get stale. Few flight simulators are as friendly and welcoming as Pilotwings, and it’s unfortunate that there aren’t more like it. A game that depicts flight in such a whimsical and leisurely manner is tough to come by. Of course, the developers still forced in a combat section for no reason, but if you omit that, Pilotwings is a GOOD game that I recommend to anyone looking for a more calming way to soar.

by Adzuken (836) on April 3, 2015

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