Airfight
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| Airfight | |
|---|---|
| Developer(s) | Brand Fortner Kevin Gorey |
| Platform(s) | PLATO IV |
| Release | 1974 |
| Genre(s) | Flight-simulator |
| Mode(s) | Multiplayer |
Airfight is a 3D multiplayer flight simulation game and first-person shooter developed for the PLATO IV computer system in 1974. It was co-authored by Brand Fortner and Kevin Gorey at the University of Illinois Urbana-Champaign[1][2] as one of the earliest recreational flight simulator programs as well as among the earliest remote networked, team-based games.
View of the game is presented from the first-person perspective inside of an aircraft cockpit, one of the earliest uses of a heads-up display in video games. The instruments provide necessary information on flight metrics like altitude, G-forces, roll, and pitch as well as a radar screen which displays the locations of enemy aircraft. The opposing teams aim to destroy the enemy aircraft by striking them with missiles, which increases the score of both the team and individual players. The game provides messages if the player is in immediate danger, such as if the aircraft stalls.
At the start of a game of Airfight, a player is asked to select one of two competing teams – Circle Squadron or Triangle Squadron – or a non-combatant team to observe the fight (though they can still crash). Players then choose an aircraft modeled after real military jets including the MIG-21 and the Lockheed F-104. Each fighter possesses differing statistics dealing with weight, wing area, and maximum speed. The plane can be augmented with fuel and missiles commiserate to the available weight of the aircraft. Refueling requires landing safely at an airstrip.
Each user chooses a username – distinct from their PLATO login name – which is displayed when a player crashes or kills another player. Some usernames used by frequent Airfight players became particularly notorious for their skill, but there was no password to limit access to the name so it could be used by others.[2] Airfight also had in-game chat like other multiplayer PLATO games.[2]
The game was coded to run in “background” mode, which used spare clock cycles of the PLATO system to run the game. While the game operated in real-time, users at individual terminals had to use the NEXT key on PLATO to progress the action.