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Gunship 2000 : ウィキペディア英語版
Gunship 2000

''Gunship 2000'' is a helicopter combat flight simulator and is the sequel to ''Gunship'' by MicroProse. It was released in 1991 for DOS. Amiga, Amiga CD32 and PlayStation versions were released in 1993, 1994 and 1996 respectively. The PlayStation version was retitled as simply ''Gunship'', but was sometimes〔 still referred to as ''Gunship 2000''.
''Gunship 2000'' significantly enhanced and expanded the features and gameplay from the original ''Gunship''. Key areas of change were a move to full 256-color graphics, enhanced terrain and general visuals, the ability to fly multiple helicopter types and finally the ability to command a team of helicopters and their crews.
== Gameplay ==

''Gunship 2000'' utilised roughly the same format as most of the other MicroProse flight simulators of the time. That is, the player had a profile, chose their combat theatre, and either performed single missions or a campaign. The primary similarity was the randomly generated 'primary-secondary' mission types where the player was given a primary mission (destroy a target / pickup or drop off troops or cargo / recon an objective) and a less valuable secondary objective that included the same kind of tasks as a primary. The campaign strung these missions together in a 'tug-of-war' system. Victories advanced the player's side towards victory and harder missions, defeat went the other way (though the missions sometimes got harder too).
Initially the player flew a lone helicopter to complete missions, choosing between AH-1 Cobra, AH-64 Apache, OH-58D Kiowa Warrior, MD 530MG and UH-60 Blackhawk. As the player's rank increased, the RAH-66 Comanche and the AH-64B Apache Longbow were unlocked (the 'B' designation is due to the game being designed before the Longbow Apache was in service as the 'D' model). Another interesting side note is that the RAH-66 Comanche was included in the game as it was in development for the U.S. Army at the time, however the Comanche never made it beyond its prototype stage and into service. Using less powerful helicopters resulted in a higher mission score, though this had to be balanced with the likelihood of having enough fuel/weapons to complete the mission.
Given the computing technology of the time and the survey simulation nature of the game (covering multiple helicopters), ''Gunship 2000'' was never going to be a totally realistic simulation. However, the cockpits were reasonable copies of the real helicopter cockpits, and certain features such as Mast Mounted Sights were present on the smaller scout helicopters. However, avionics and flight modelling was rather generic. Realistic tactics such as nap-of-the-earth flight and 'pop-up' attacks could be employed on account of the reasonably detailed terrain.
Planning is often an important part of the game: fuel consumption was unrealistically high (which was a good thing in this context), and the player can rarely lift off with full fuel and the best weapons loaded. Terrain and enemy presence are also to be considered (the intel briefing may often tell the player what to expect near targets). Usually a Forward Arming Refuel Point (FARP) is present in the mission. This is important, as the player may have to refuel or rearm during the course of the mission depending on the density of enemy and distance to objectives.
On promotion to the rank of 2nd Lieutenant, the player may gain control of several other helicopter wingmen whose helicopters can also be configured to the same extent as the players. Wingmen can remain with the player or be sent off for separate tasks (such as completing the secondary objective), so a great deal of flexibility is present for tactical planning.
The visuals of the game are significantly better than those of ''Gunship''. For the time the terrain modelling was quite good, with desert wadis and twisting ridgelines being well represented. This was very important for simulating helicopter combat, as cover using terrain is one of the primary tactics. The game had two primary theatres: the Middle East and Europe. Terrain was designed separately for each theatre; for instance, desert really was desert, and not just European farmland painted brown. Visuals in other areas were about on par for the private flight simulator technology at the time (the later PlayStation version of the game features much better graphics, including full textures on all 3D objects). The helicopter models were identifiable but were not highly detailed. Land vehicles and structures were of mixed quality, with some being a few rectangles and a window, and others sprouting roof mounted machine guns and antennas. Importantly, vehicles could be told apart by shape and features. Enemies included towed guns, BMP-1, infantry, SAM, Mi-24 Hind, SA-13, BRDM-2, E-9, T72, ZSU-23, Gazelle, MIG's and more. Other game objects included moving railroad vehicles, civilian buildings, billboards and even animals. The 2D menus and screens in the game were of high quality, especially the arming screen for the helicopters, which allowed the user to see exactly what weapons were being loaded on the helicopter of choice.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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