Mac - 1996
Description of A-10 Cuba! Mac
A-10 Cuba! is a Mac game published in 1996 by Parsoft Interactive whose theme is flight. It features a simulation genre and uses a 1st-person perspective.
Comments and reviews
James 2016-03-16 -1 point
How to install or play the .SIT file on the Macbook pro 13' Late 2011 With OSx EL capitan?
iPadCary 2016-01-07 1 point
Truly a shining example of the flatshade polygonal master, Eric Parker's, art!
DaJeepster 2015-06-04 -1 point Mac version
Loved this flight sim. Had the flight controllers too, including rudder pedals.
Maverik 2015-02-13 1 point Mac version
The original A10 was Mac only although this one (Cuba) was released through Activision as a Win PC game. Search around the web / forums and you will probably get a free download now.
I have just re-vamped my original Mac G4 400 AGP (in 2015!) and installed a clean OS9 to play this game, Unreal and the classic Close Combat war simulation - now CC is a great Macintosh game even now and available on this website, but you will need OS 9 installed and it wont run on Intel Macs.
I remember A10 coming out whilst I was at design college. It was the game you had to get for the new Power Macs although we only ever managed to get the demo passed the IT staff, so we played the same missions over endlessly :). Apple had just released updated Macs and (typically) the developer Parsoft didn't co-ordinate well (they later went bust) - so this game was actually for the previous range of lower capability Macs - Doh! Parsoft delayed release for 12 months and ported it over to the new Mac (they should have been aware of ?) but of course this didn't update the graphics or potential functions that the new Mac could have offered the game. Still it was notable for being a decent game in the Mac game wilderness and having the ability to edit missions (new). The planning / map mode also added to the depth of the game experience rather than the arcade 'shoot everything you see' approach of many earlier games (which actually were cheap arcade ports). The campaigns / maps / mission time were large enough to amble about in so if you felt like it, you could go back to your own base, post mission, and wait for a helicopter to take off (then shoot it - ha! ha!). Landing and taking off were also skills to be vaunted to your student colleagues - they were not that easy to do well.
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