Name:Skyfox
Number:244
Year:1984
Publisher:Electronic Arts
Developer:Raymond E. Toby
Genre:FPS/Flight Simulation
Difficulty:5/5
Time:50 minutes
Won:No (107W/79L)
We've seen quite a few alien invasion games so far. It's a simple enough plot to come up with and provides easy conflict. At first glance, Skyfox does nothing to change up the formula. Oh, sure, it's a first-person flight sim rather than the hordes of side-scrollers and top-down games, and within atmosphere rather than space, but that's not too different from the template.
Skyfox was released on most platforms of the day, from Apple II, C64 and ZX Spectrum, to later Atari ST and Amiga ports. I chose the Amiga port, based on the logic that since it was released later, it probably smooths over the worst parts.
Starting the game up, you get a difficulty selector and a mission selector. The latter can be divided into two categories. Training and the real deal. Training pits you against a limited selection of enemies and you have to take them out. The real deal pits you against an entire invasion, complete with a mothership you have to take out. For future reference, I took the easy way out as far as difficulty is concerned and stayed on Cadet.At the start of every game, you get a map of the area you're in. In training missions, this just shows where you're going. In an actual battle, this just shows the tanks that have freshly spawned off the ship. Fortunately, you can bring this map up, complete with up to date tactical info, with C. There's a whole bunch of other stuff you can do, but it doesn't matter. At first, all you really do is just click until it brings up a launch mode, select high or low launch, which almost always seems to switch to high, then launch.When I first managed to flew around, what was brought to mind wasn't a flight sim. This is not even an arcade simulation, it's more like a FPS where you're flying. You move at a constant speed, determined by what number you hit, and up and down causes you to turn up and down. You rise and fall based on that. Hitting the ground doesn't hurt you, you basically just float across it. Moving in any direction doesn't cause constant turning, it moves you a bit then you right yourself automatically.This actually makes it really annoying to do much of anything. Since you're constantly fighting against your plane going back into the same, standard position, you can't really move around quickly. It's also hard to aim, because you never seem to stop on an enemy. At first I even thought each time you turned, you turned 45 degrees, but no, it's just freeform for that to not be true. It's slightly better with a keyboard joystick over a mouse. The mouse aiming here isn't like regular mouse aiming, it's holding it down, which any joystick does better.Training is more or less what you expect it to be. Here you are in this situation against these enemies, now take them out. The rub lies in these being training missions. Technically, you are in an actual live fire action, but regular enemies like tanks and planes aren't that difficult to deal with.
But the weird thing is, you never seem to fight the two at the same time, instead, you alternate between the areas they're in. Press U to jump up into the clouds, press D to go back down to ground level. There's a long shift as you automatically move, then a time you wait for the disk to load.
To fight back against enemies, you have three attacks. Your typical gun, in this case an automatic laser. This works well enough, but you can only hit enemies with it when you turn, not when you're just gliding along. Then you get two missiles, a guided missile and a heat-seeking missile. The guided missile seems to have a higher chance of not hitting its target, but otherwise the function of the two are the same.
Once you master training, it's time to deal with an invasion. This removes all enemies from the board at the start, placing you against a giant, floating city which constantly spawns planes and tanks. These go after friendly installations which you can recharge your ship's fuel and heal damage. You're going to need to do that, because unlike in training, those are important concerns. You get three spare fighters, and depending on how things go, you'll need them.Motherships are far more difficult to kill than anything else. It's not necessarily that they're tougher or more difficult to hit, just that they fire a lot at you. I'm not sure how getting hit works, it seems to just happen based on if there are enemies around, but if you're near a mothership, you're getting shot.
Unfortunately for the mothership, it isn't any stronger against missiles than anything else. So get a lucky missile hit against it and poof. This makes the strategy fairly easy to understand. Rush to the mothership, then hit it with a missile. No more enemies spawn, and you can take out the rest before they clear you out.This is of course, the small invasion on the easiest setting. A proper invasion consists of multiple motherships. I beat one of them, dubbed Halo. Here, there are five motherships, one in the center, four two tiles away from home base. This is the easiest of the proper scenarios, simply because the motherships don't drop tanks. With less firepower, it's easier to take out a mothership and then you can clear out the planes that launched much quicker.
There are more variations, some based on unorthodox gimmicks, others based on throwing as much as they can at the player. Even on the minimum difficulty, they're throwing groups of five tanks at you, which is very difficult to counter. Higher difficulties don't seem to increase this speed, it just turns them into more dangerous enemies. They actually chase after you a lot more rather than the more casual stroll the lower difficulties have.
Getting away from the big problems of the game, there's a lot of little problems. The game slows down when there are a lot of enemies nearby. Tanks stare at the player with an almost unreal look. It's odd seeing a half a dozen tanks turn in perfect harmony. You basically just speed from place to place and hope your fuel doesn't run out at the worst possible time.
Weapons:
A simple blaster and some missiles. 2/10
Enemies:
Tanks, planes and a boss which seems invulnerable. 2/10
Non-Enemies:
Don't let this place get hit. 0/10
Levels:
The game tries to have variety in the number of scenarios it has, but there a few obvious variations. The grouping around a single base and the "chess" motif, in which there are bases on one side and motherships on the other. In 1984, I might have even considered working through them. 2/10
Player Agency:
It's sort of what you expect, but works in enough odd ways that it feels more off than if it was outright unusual. 5/10
Interactivity:
None.
Atmosphere:
Very meh. 1/10
Graphics:
Colorful but not too garish and a decent number of variations, but the ground is one solid color. 3/10
Story:
So little they don't even pretend there's one in the manual. 0/10
Sound/Music:
There's a jaunty intro tune and some soft sound effects. 2/10
That's 17.
While it didn't have much to capture my attention, and I didn't have much fun with it, I see several good points about it. We've got the basic template of any later action game with small-scale, randomized missions, just with a spawn rate that's way too large. Seriously, five tanks at a time?
Tobey had an unusual career afterwards. He had a hand in three other games, Budokan - The Martial Spirit, one of the more notable early fighting games, a chess game and a Sega Saturn adventure game. The later two he does not list on his personal site, instead focusing on graphics programs he worked on. Considering the number of people who seemed to have used them, I can see why.
Next time, in order to get out of this feeling that I've been spinning my wheels here, I've decided to go very out of chronology and play Streets of SimCity, one of Maxis's weirder titles.
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