Games developed by Simis Limited
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AV-8B Harrier Assault
AV-8B Harrier Assault, launched in 1992, brings the age of flight simulators into the realm of action-packed air combat. Developed by the renowned company, GTE Interactive, this game allowed players to pilot the vertical takeoff and landing (VTOL) aircraft, the AV-8B Harrier II, and engage in thrilling missions. With its innovative design and engaging gameplay, it carved a niche for itself within a growing genre, captivating both aviation enthusiasts and gamers alike.
Set against the backdrop of crisis and conflict, AV-8B Harrier Assault immerses players in a series of missions to maintain peace and security. The narrative unfolds as tensions escalate in a fictitious warzone, presenting challenges that test the player’s piloting skills and tactical acumen. The missions vary from close air support and ground strikes to aerial dogfights, keeping the gameplay fresh and dynamic. A multifaceted missions approach ensured that players were always on their toes, adapting their strategies to different scenarios and adversaries.
One of the most impressive aspects of the game is its attention to detail in simulating the Harrier's operations. The user interface is designed to present an authentic experience, complete with various instruments and controls that mimic real-life aviation. Players have to master the art of vertical landings, a challenging yet rewarding feature that differentiates the Harrier from traditional fighter jets. This commitment to realism contributed to the game’s reputation and provided an exhilarating sense of realism that few titles of the era managed to achieve.
Graphically, AV-8B Harrier Assault takes players on a journey through richly rendered landscapes, where the detailed environments contribute significantly to the immersion factor. The various terrains players encounter are not just visually captivating but are also strategically significant, affecting flight dynamics and targeting. This combination of stunning visuals and authentic physics made the game a visual treat for its time, setting a high standard for subsequent flight simulation titles.
While the mechanics and graphics are significant, the sound design also plays a critical role in crafting the atmosphere. The roar of the Harrier’s engines, the tumult of combat, and the communication with squadron members create an engaging auditory experience. The combination of these elements provides a strong sense of presence, drawing the player deeper into the role of a military aviator. AV-8B Harrier Assault remains a testament to the innovation and creativity found in early 1990s gaming, paving the way for future flight simulators and action games that continue to thrill audiences today.
Flying Nightmares
Undoubtedly one of the best flight simulators ever made for the Macintosh, Domark's Flying Nightmares is an extraordinary simulation of the Harrier fighter, with important elements of strategic planning, similar to Digital Integration's Tornado.
Conceived as an evolution of Domark's earlier AV8B Harrier Assault, Flying Nightmares more than lives up to its claim of being one of the first Macintosh war flight simulators that can rival the PC competition. The graphics are smooth and detailed, and the sound very adequate. However, it is the realistic flight controls and dynamics of this title that put it literally light years ahead of its closest competition.
True to the real-life Harrier, piloting the aircraft is no easy task. If you play without a joystick, you will have to learn many button combinations to perform even the most basic maneuvers. Without a joystick, you probably won't be able to land on the carrier the first time. In fact, I crashed on takeoff numerous times before I got the hang of it.
Flying Nightmares doesn't pretend to be an instant arcade shooter. You need a lot of patience to master the controls and survive many ground attack missions before you even see an enemy aircraft. However, once you master control of the aircraft, it will be well worth your effort. After all, this is a modern aircraft that can take off vertically and has a wide arsenal of high-tech weapons. The autopilot also deserves a mention as one of the best I've ever seen'it can land a plane on an aircraft carrier, among other wonders.
If you like Domark's previous flight simulators, such as SVGA Harrier, Flying Nightmares is simply a must-have. Along with Out of The Sun, it is among Domark's best flight simulators, which are much improved over the previous games.
Although the game was never released for PC (only on the 3DO system and Macintosh), it is the one classic that makes Basilisk II Mac emulator worth installing on your PC. Too bad the planned sequel, Flying Nightmares 2, was never released. Highly recommended.
KA-50 Hokum
KA-50 Hokum is a unique and probably the least known flight simulation game from Simis, creators of Flight Sim Toolkit.
This game gives you a baseship with a few helicopters and their armament with which to wage your war. Although the game is called Hokum, you can actually fly other helicopters as well, such as the Cobra and the Lynx.
Your life in this game revolves around your baseship with its powerful map/mission editor. You can plot the course of your baseship and schedule missions for your helicopters. At the beginning of the game you can send a helicopter on a reconnaissance mission to find targets. Once found, you can schedule another mission to eliminate them. Once you have a mission scheduled, you fly it using the available helicopter.
During the mission, you can also return to your baseship to schedule a new mission or to check the map. The gameplay is surprisingly deep. Maybe too deep for people who just want to fly and shoot things.
Graphically, Hokum is also impressive for its time. The graphics surprisingly convey the atmosphere of operating in the tropical zone with its lush green islands, white sandy beaches and blue sea. The sound is also very atmospheric. For such an old game, the flight modeling is also very good. If you try to fly your helicopter clumsily, you'll take yourself to the grave before your time. Luckily, the game offers two options for flight modeling.
Whether you're a fan of helicopter simulators or not, you might want to check out Hokum. At the very least, this will give you a chance to take a look at this rare gem. And you might even like it.
Ka-52 Team Alligator
Ka-52 Team Alligator places the player in command of Russia’s advanced Ka-52 attack helicopter, operating as part of a specially trained combat team. The game combines low-altitude helicopter flying with direct battlefield support, reconnaissance, and precision attacks. Missions are conducted across hostile territory where armored columns, fortified positions, air defenses, and opposing aircraft threaten the success of the operation. Victory depends on more than destroying targets: pilots must reach designated areas, protect allied units, respond to changing objectives, and return from combat with the aircraft and crew intact.
The Ka-52 is equipped for a broad range of combat situations. Its cannon provides effective fire against light vehicles, personnel, and low-flying aircraft, while rockets and guided missiles allow attacks against armored targets and fortified emplacements from greater distance. Weapon selection is handled from the cockpit, and successful attacks require the pilot to manage range, heading, altitude, and approach angle. Ammunition is limited, making indiscriminate fire wasteful. Hostile radar installations and anti-aircraft weapons must be located and neutralized carefully, since a helicopter exposed in open terrain can be brought down within seconds.
Flight operations emphasize the particular demands of rotary-wing combat. The helicopter can hover, reverse, turn within a tight area, and use terrain for concealment, but maintaining control during aggressive maneuvers requires attention. Speed and altitude must be balanced against visibility and vulnerability. Ridges, buildings, and vegetation provide cover from ground fire, while open approaches offer a clearer line of attack but leave the aircraft exposed. Mission areas are populated by moving vehicles, fixed defenses, allied forces, and other helicopters, creating a battlefield that remains active while objectives are being completed.
The presentation uses detailed three-dimensional environments designed to convey the scale of military operations. Ground installations, roads, forests, open fields, and industrial areas form recognizable tactical spaces rather than simple firing ranges. The Ka-52 is modeled with a distinctive twin-seat cockpit and compact, heavily armed airframe, while enemy vehicles and aircraft are clearly differentiated at combat distance. Cockpit instruments, weapon indicators, maps, and targeting information provide the essential data for navigation and engagement. External views offer a wider picture of the battlefield and make it possible to observe the helicopter’s movement during attacks.
Sound reinforces the weight and danger of each sortie. Rotor noise, cannon fire, rocket launches, missile impacts, and warning signals combine with battlefield explosions to identify nearby action and incoming threats. Radio messages and mission instructions direct the player toward new objectives and report developments elsewhere in the combat zone. The result is a demanding Windows combat-flight experience in which observation and positioning are as important as firepower. Careful pilots who use cover, conserve ammunition, and coordinate their attacks can turn the Alligator into an effective battlefield weapon, while reckless flying quickly leaves the team without its most valuable aircraft.
MiG-29 Fulcrum
MiG-29 Fulcrum, released in 1991, stands as a notable entry in the realm of flight simulation games, particularly within the DOS platform. Developed by the now-defunct program, Vektor Graphics, this game invites players to step into the cockpit of one of the most renowned fighter jets of its time, the MiG-29. With its combination of realistic aerial combat and engaging gameplay, the title attracted both aviation enthusiasts and gamers eager for an adrenaline-filled experience.
The game stood out due to its remarkable attention to detail regarding the MiG-29’s capabilities. Players could engage in various missions that ranged from dogfights against enemy aircraft to ground attack missions that required precise aiming and tactical maneuvers. The graphics, although primitive by today’s standards, provided a vivid depiction of the aircraft and its surrounding environments. The use of vector graphics added a unique visual charm that resonated with many players, offering a sense of immersion not typically observed in earlier flight simulators.
A significant aspect of MiG-29 Fulcrum was the variety of play modes it offered. Players could choose between single-player missions or engage in thrilling multiplayer battles against friends. This versatility allowed for different gaming scenarios, providing deeper replayability. The mission structure was meticulously designed, challenging players to think strategically while honing their reflexes as they navigated through treacherous aerial engagements. Winning missions often required mastering the aircraft’s controls—a necessity that could deter less committed players but ultimately enriched the experience for those willing to invest time.
Another captivating feature was the inclusion of realistic enemy AI, which made encounters unpredictable and engaging. Opponents would employ various tactics, compelling players to adapt their strategies rather than relying on rote learning. This dynamic element kept players on their toes and enhanced the overall tension of each mission. The sound design, while limited, added to the immersive feel of being a pilot in the heat of battle, with engine sounds and missile launches doing wonders to heighten the sense of urgency.
Despite being released over three decades ago, MiG-29 Fulcrum still resonates with many gamers and aviation aficionados. Its blend of simulation and excitement, coupled with a certain nostalgic charm, ensures that it remains a cherished title in the pantheon of early computer games. As gaming technology has evolved, the spirit of such pioneering titles continues to inspire modern developers, ensuring that the legacy of this classic flight simulator endures.
MiG-29M Super Fulcrum
The early 90s saw a proliferation of action-packed flight simulator games, but one that definitely stood out was MiG-29M Super Fulcrum, released in 1991 for DOS. Developed by Simis and published by Domark, this game brought an intense and realistic experience of flying one of the most iconic Soviet fighter jets of its time, the MiG-29.
With a dynamic and fast-paced gameplay, MiG-29M Super Fulcrum captured the hearts of many gamers, especially aviation enthusiasts. The game offered different modes, including single missions, campaigns, and a head-to-head multiplayer option. Players could take on the role of a Soviet pilot in a variety of missions, such as reconnaissance, dogfighting, and ground attack.
The graphics and sound effects of MiG-29M Super Fulcrum were top-notch for its time, providing players with a visually stunning and immersive experience. The game featured detailed 3D graphics, realistic cockpit views, and a variety of camera angles that added to the excitement of flying a MiG-29. The sound effects were also impressive, with roaring engines, gunfire, and radio chat that heightened the realism of the game.
What set MiG-29M Super Fulcrum apart from other flight simulators was its attention to detail. The developers did extensive research and consulted with real MiG-29 pilots to ensure the accuracy of the game. This level of authenticity made the game a hit among not only gamers but also military aviation enthusiasts.
The game also offered a wide range of customizable options, including the ability to choose different types of armaments and aircraft modifications. This allowed players to tailor their MiG-29 to suit the mission at hand, adding a strategic element to the gameplay.
But, what really made MiG-29M Super Fulcrum stand out was its difficulty level. This game was not for the faint-hearted, as it required precise control and handling of the MiG-29, making it a challenging but rewarding experience. The game also featured a dynamic weather system, adding an extra layer of challenge to the already intense gameplay.
MiG-29M Super Fulcrum was critically acclaimed and received multiple awards, including "Simulation of the Year" from Computer Gaming World. It also spawned a sequel, MiG-29M2 which further enhanced the gameplay and graphics.
Super-VGA Harrier
Another excellent and groundbreaking flight simulator from Simis. Basically it's a huge graphical upgrade of AV8B Harrier Assault, released months earlier. Apparently, Simis put 'Super-VGA' in the name to celebrate the fact that it was the first SVGA flight simulator ever made ;). Excerpts from MiGMan's review:
This was the first SVGA simulator, meaning that instead of 320 x 200 pixel VGA graphics, we now had 640 x 400. The visual effects were similar to what we had previously only seen in military simulators and in a beautiful set of pastel colors. This simulator became an unwitting participant in the censorship debate in Australia as the Catholic Teachers Federation, apparently avoiding the formality of reading the manual let alone playing the simulator, called for it to be banned as offensive to East Timorese.
The flight model was very fluid. There were Indonesian F-16s and A-4 Skyhawks, as well as C-130s to shoot down (or be shot down by them!), and palm trees, huts and barracks to bomb. Due to limited resources and the nature of the campaign, you really felt involved in the progress of your ground troops. Occasionally, the fleet was also attacked by aircraft and you could watch the action from the 'pri-fly'. The campaign took place in real time. You controlled the fleet, ground forces, attack helicopters, special forces (to hit targets), infantry and, of course, your limited supply of Harriers. In reality, all resources were limited and the campaign was quite difficult to win (in fact, I never won it). As time went on, you flew day, dusk, night and dawn. . . . . . . all with the right lighting effects.
SVGA Harrier had immense replay value, as the campaign was never played the same twice, and it was entirely up to you how to win the ground war.
Team Apache
Team Apache sets players in a near-future aerial combat campaign where Apache helicopters are deployed to strike strategic targets and maintain control of contested airspace. Missions take place across varied regions such as river corridors, mountain passes, industrial zones, and open plains, each presenting different sightlines and ground threats. The emphasis is on operating as part of a coordinated team, with the player acting as one element of a rotating wing that must reach objective areas, suppress defenses, and clear routes for follow-up operations.
Gameplay centers on piloting an Apache helicopter through mission stages while engaging enemy aircraft and ground installations. Standard objectives include destroying command posts, taking out radar sites, halting convoys, and escorting allied units to extraction points. Combat is presented at a fast, arcade-forward pace: enemy fire threatens quickly, while aircraft movement and weapon timing determine whether attacks are delivered effectively. Between runs, mission briefings establish target locations and operational priorities, and the game then places the player directly into active engagements.
Team coordination is a key mechanic. The player can use team commands to direct wingmen toward targets or defensive positions, helping to reduce pressure during approaches. In flight, the interface provides a mission-oriented HUD with altitude and speed indicators, weapon selection controls, and a targeting display for acquiring targets at mid-range. Switching between helicopter armaments—such as machine-gun fire for close assaults and heavier ordnance for armored targets—creates a practical tactical rhythm: suppress threats at low altitude, then commit to strikes when the approach window opens. Damage affects handling and survivability, and players must manage evasive maneuvers while keeping line of sight for reliable hits.
Visually, Team Apache delivers a 1998-era 3D look with textured terrain, visible skyline silhouettes, and readable HUD elements layered over the action. The helicopter model and its armament mounts are presented with attention to recognizable silhouettes, while explosions, smoke, and tracer effects punctuate firefights. Enemy vehicles and aircraft display clear movement and firing behaviors, making target identification a matter of positioning as much as aiming. Camera angles typically support both situational awareness and focused combat, helping the player track targets during high-speed turns and strafing runs.
Audio reinforces the intensity of the flight and the urgency of engagements. Rotor-driven engine sounds, cockpit-style flight noise, and distinct weapon impacts accompany each action, while background music keeps momentum during longer missions. Radio-style communication and brief alerts help clarify when targets are acquired or when threats escalate. The overall player experience is built around repeated mission attempts: mastering approach timing, using team support effectively, and selecting the right weapon for each threat type to convert difficult objectives into controlled, repeatable victories.
Terracide
Terracide is a 1997 Windows game developed by DreamForge Intertainment and published by Capstone Software. The game is a first-person shooter set on a terraformed Mars, in which the player controls a soldier who is part of a United Nations peacekeeping force. The game's plot revolves around the player character's battle against an alien race known as the Martians, who have been attacking Earth.
Terracide is a first-person shooter set on a terraformed Mars, in which the player controls a soldier who is part of a United Nations peacekeeping force. The game's plot revolves around the player character's battle against an alien race known as the Martians, who have been attacking Earth.
The game's levels are set in a variety of locations, including the Martian surface, human settlements, and Martian bases. The player must fight their way through these levels, using a variety of weapons and items, to reach the Martian leader and kill them.
The game was well received by critics, who praised its graphics and gameplay. However, the game was not a commercial success, and DreamForge Intertainment went out of business shortly after its release.