Pilotwings

Pilotwings

Infobox VG
title=Pilotwings


developer=Nintendo EAD
publisher=Nintendo
designer=Shigeru Miyamoto (producer)
Tadashi Sugiyama (director)
engine=
released=JPN December 21, 1990
NA August 13, 1991
EU March 21, 1993
genre=Flight simulator
modes=Single player
ratings=ESRB: Everyone
platforms = Super NES
media = 4-megabit cartridge
requirements =
input =

nihongo|"Pilotwings"|パイロットウイングス|Pairottouingusu is a Nintendo video game for the Super NES/Super Famicom, originally released in 1990, and included with the system in some early packages. A flight simulator game, "Pilotwings" features lessons and goals in light plane flight, rocketbelt, hang glider, and skydiving. Added to these are bonus stages which, like many secrets in 1990s vintage Nintendo titles, change your character's iconic representation to a cute cartoonish animal--in this case a penguin, albatross, and stork. Levels involving helicopter gunships also exist.

The game, along with "F-Zero", is well-known for extensive use of the Super Nintendo's Mode 7 graphics, which allows rotation, scaling, and various other effects to be used on a flat image to create a 3D effect. Because the game does not use "true" 3D technology (as opposed to the Super Nintendo game "Star Fox"), in "Pilotwings", the buildings, runway, trees, and so on are all "painted" flat on the ground plane; they appear to stick out of the ground when the player's viewpoint is far above.

A sequel, "Pilotwings 64", was released for the Nintendo 64.

Development

"Pilotwings" origins lies in a tech demo shown by Nintendo in 1988 (the same year that the Super Famicom was announced) known as "Dragonfly", along with early screenshots of "Super Mario World". "Dragonfly" was markedly different from the game it would later become; the concept involved a dragonfly that could use weapons. [ [http://disgruntleddesigner.com/chrisc/secrets11.html Japanese Secrets! ] ]

Gameplay

The game takes place in a series of training areas. In each area there is a number of events that can be tackled in any order. In these events, the player controls one of four different aerial vehicles and must complete a task (usually flying through various floating markers) within a time limit. Upon completion or failure of the task, the player gets points and comments from the instructors. Points are awarded on criteria such as time to complete the event, accuracy of the landing, and completion of the task. To complete the training area, the combined scores from each event must exceed a certain threshold. Each training area can be attempted as often as necessary, and passwords allow the player to return to a stage.

After four training areas, the player is called upon to fly an attack helicopter on a mission which, if successful, will earn the Pilotwings. This leads to harder training areas (consisting of several weather conditions and higher score requirements) and another helicopter mission. This mode is known as "Pilotwings EXPERT".

Light Plane

The Light Plane, a biplane, is featured on all training areas. Roll and pitch are limited, meaning aerobatic maneuvers like loops and rolls are impossible. Speed can be increased and decreased with the throttle. Landing too hard or with too much bank can wreck the aircraft.

In the Light Plane event the player must fly through a guide path of orbs, or rings of orbs, and then attempt to land on the runway. In some cases the player starts on the runway and must take off as well as land. Points are awarded for how many of the orbs or rings are flown close to or through respectively, the time taken, and the quality of the landing. Unlike the other events, there is no hidden bonus stage in Light Plane.

Rocket Belt

The rocket belt can be controlled with left and right yaw rotation, leaning forward and back to control speed. High and low levels of thrust allow high speed and finer control. The character automatically returns to a vertical orientation when there is no player input. Player view can be switched to an overhead perspective to allow for easier accuracy when landing. As with a real rocket belt, fuel is limited.

In the Rocket Belt event, the player must take off and fly through a series of rings, bars or other figures, before attempting to land in a target area. The target is made up of a series of concentric circles, with scores marked on them, so that the closer to the center players land, the higher their score. There may also be other separate targets, for fewer points, and a moving platform for a bonus stage. Points are awarded for where the player lands, but also for the time taken, and for a slow (i.e. soft) landing, and are subtracted if the player lands on ground before he or she passes all of the obstacles.

Hang Glider

Hang glider flight begins with detachment of the cable connecting the tow aircraft while in the air. If the nose is held too high, the glider will stall. Altitude is gained by flying through thermals, represented by columns of rising white dots. Landings can be controlled with the flare button, which slows the glider and brings the pilot's legs into position.

The objective is to catch the thermal current, ascend to the specified altitude, then land as close as possible to the center of the gray square target over the land area of the course. Players can land on the target(s) over the water for access to the bonus stage. Points are awarded based on accuracy (how close the player lands to the center of the target area), time taken, and speed (softness) of landing.

kydiving

Skydiving is performed from a rope ladder hanging from a helicopter at altitude. Maneuvering is controlled by leaning forward and back, and rotating on the horizontal axis. Once the player reaches a certain altitude, the parachute is deployed manually. It can be rotated left and right as well as flared, like the hang glider.

In the Skydiving event, after jumping from the helicopter, the player must attempt to fly through a series of rings of orbs in the sky, before deploying the parachute, and attempting to land in a target area made up of concentric circles, with marks indicating the points awarded. More points are awarded the closer to the centre the player lands. There is also a moving platform, which allows access to a bonus level if landed on. Points are awarded for where the player lands, but also for the number of rings flown through, and the speed (i.e. softness) of landing.

Helicopter

The helicopter has forward, backward, left, and right pitch controls, rotor throttle controls that control the helicopter's altitude, and left and right missile firing controls.

After completing the certification courses from all four instructors, the player is informed that an agent (most likely a government agent) has infiltrated an enemy base (EVIL Syndicate) on Izanu Island and has freed your instructors who are waiting to be rescued. The player's new mission is to fly an Apache Attack Helicopter from an offshore aircraft carrier over the island, land at the helipad of the enemy base to retrieve the captives. These two rescue missions stand out from the normal courses in that the player does more than maneuver a craft; as the player flies over the island, they must successfully dodge anti-aircraft fire from ground-based turrets; though the helicopter is able to fire missiles to destroy the artillery, a single hit to the craft will bring it crashing to earth, resulting in an immediate Game Over.

Bonus Stages

In the Skydiving, Rocket Belt, and Hang Glider modes, landing on moving platforms (or sea-based, in the latter) rewards players with a perfect score and a bonus stage for extra points, earned by falling into the water of a target area. These stages, which parody the gameplay of their counterparts, include:

* Maneuvering a diving penguin into a pool (Skydiving).
* Bouncing a winged man across a series of trampolines (Rocket Belt).
* Flying another winged man as far as possible (Hang Glider).

References

External links

*GameFAQs|type=/console/snes|num=588570|name="Pilotwings"


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