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You see A-10 Cuba is Cold-fashioned' in the sense that it's full of non-textured polygons - but it looks fab regardless, because there's truckloads of sharply defined detail. You can see other planes a squillion miles away, when they're simply pixels, whereas in a texturemapped sky. Mac OS X 10.5 - 10.14: OS X version 10.5 and later (Leopard, Snow Leopard, Lion, Mountain Lion, Mavericks, Yosemite, El Capitan, macOS Sierra) with Intel Processor. No PowerPC Processor. Linux: All versions that support the Wine Emulator. Stay within the reach with free Skype-to-Skype video/audio calls, videoconferencing, smart messaging, and screen sharing. These packages contain Moodle plus all the other software needed to make it run on a Mac: Apache, MySQL and PHP. They are built using MAMP. See the documentation Installation Package for OS X for details.
Description of A-10 Cuba! Mac
Here is the video game “A-10 Cuba!”! Released in 1996 on Mac, it's still available and playable with some tinkering. It's a simulation game, set in a flight and vehicular combat simulator themes.
Captures and Snapshots
Screenshots from MobyGames.com / Platform: Windows
Comments and reviews
BlackJack19922017-11-17-1 point
I can confirm that this can work on older windows operating systems. Try 95, 98, or XP. I have not tried it on Windows 7 yet. I played the demo of this when I was a kid.
Tumbacastro2017-09-23-1 point
this is amazing
Steve-O Torpedo2017-07-030 point
Hey guys. I played the HECK outta A-10 Attack! I remember receiving a demo of some sort of A-10 Cuba, and graphically... I was in love. The problem is that I could never seem to get it to run properly on the mac I had at the time. Thinking back, I can't be sure why, I mean I was a kid. I didn't pay much attention to the techy stuff.
Now that I'm older, I really want to (finally) play this game. Like, the 'I'd be willing to freaking track down old equipment just so I can enjoy this game again' type of dedication.
So that said, what exactly would I need? I MAY have access to a laptop that's running OS9. And I'm sure I can find a compatible joystick on Ebay.
James2016-03-16-7 points
How to install or play the .SIT file on the Macbook pro 13' Late 2011 With OSx EL capitan?
Giant Squidy2016-02-012 points
A game I played day after day as a kid on my Mac OS 8.
iPadCary2016-01-071 point
Truly a shining example of the flatshade polygonal master, Eric Parker's, art!
DaJeepster2015-06-04-1 point Mac version
Loved this flight sim. Had the flight controllers too, including rudder pedals.
Maverik2015-02-131 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.
Enjoy!
M4512014-12-090 point Mac version
So need a windows version of this!
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10th FrameHere's something that augured well for A-10 Cuba even before I clapped eyes on the thing... I turned up at the office in order to collect the beta version cd and it wasn't there. Guess where it was? Actually that's stupid, you'll never guess, so I'll tell you: Paul (News Ed) had it. Or rather he didn't have it, as it was still at his house. He'd liked it so much he'd taken it home and had forgotten to bring it back in.
Sorry, he said.
That's alright, I replied (carefully not bringing up the fact that I was about five days late coming in myself).
Anyway, so what's it like then? I asked.
The flight model's brilliant, he said, enthusiastically. You can really feel the weight of the plane.
He continued raving about it for a while and then mentioned that he'd been controlling it with the mouse.
The mouse?
Yes, the mouse.
The mouse???
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Yes, the mouse, he said, yet again. Blimey. He's either really clever or a total nutter, I thought. I decided to have a crack at using the mouse myself the next day, if Paul remembered to bring the disc in.
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(And if I remembered to turn up.)
The next day...
I remembered to turn up, and found that Paul had not only remembered to turn up himself, but also to bring the disc in. An excellent state of affairs! The disk was plunged straight into the drawer of the office P166, and, after an absolutely nightmarish installation session (the only whinge you'll find on these two pages), it was up and running. I plumped for the Cflying lesson' section of the missions, in which pretty much all you have to do is take off. And I was using the mouse. Oh, and the keyboard instructions were from the Mac version, because this was originally a Mac game (more of which later). Anyway, so I was thumping away at the keys, wibbling the mouse around all over the shop, and didn't even manage to make it to the runway - I had become lodged in the desert sands surrounding the airbase. Try again. This time I sort of crashed into a hangar - not violently enough to destroy the a-io, admittedly, but never forget that aeroplanes don't have a reverse gear, so I was buggered regardless. Try again. Oh dear. This time I managed to break off one of the wings and collapse the front wheel. (Still, it was pretty smart that you could break a wing off and collapse the front wheel, if you know what I mean). I zoomed the external view around and looked at the damage from different angles. I did that! I thought to myself, proudly.
Back seat admirer...
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Wow, cool, said a voice from behind my chair. It was Jeremy (ie. the Ed).Yeah, look, I replied, showing him the busted wing and wheel from yet a different angle.Yes. I saw. Erm, so you haven't -ha ha - actually taken off yet then?
No, I admitted. But it's bloody good fun just taxiing and crashing into things. The suspension works!I know, said Jeremy. It's smart. And I like the fact that everything's so clear, and moves so well.
He then entered into a discourse about how texture-mapping was all good and well, but not at the expense of clarity and fluidity. And, of course, he was correct. All right-thinking people should have this view. I hope you do too. You see A-10 Cuba is Cold-fashioned' in the sense that it's full of non-textured polygons - but it looks fab regardless, because there's truckloads of sharply defined detail. You can see other planes a squillion miles away, when they're simply pixels, whereas in a texturemapped sky such things can easily Cdisappear'. And because the game engine isn't struggling with rotatey bitmaps and the like, there's plenty of room for supplementary detail: other planes trundling about on the runways, that type of thing.
Anyhow, Jeremy watched my next attempted take off, and, at about the moment my a-io entered the lake, he handed me a Cpresent'. It was a joystick. I took the hint.
Up, up and away...
Finally I was able to discover that what Paul had said was true: the flight model was great, and you really could feel the weight. Scuppered slightly by the Mac keyboard instructions, however (there are a zillion keypresses available, this is a complicated game), I left the weapons launching stuff and went instead for the Cjust pissing about in a plane' approach. And yes!! All my experiments worked. It was possible to do a wheels up landing, just as long as you teased the plane down at a fraction over stalling speed. Many other experiments worked too. This led me back to the fact that this was originally a Mac game, from the same team who coded a Hornet doofer, and a WWII game I forget the name of. These three Mac flight sims are quite different to the majority of their pc counterparts insofar as they seem to be designed from the ground up rather than the sky down. By this I mean it's as if their zero altitude stuff is worked out first (skids, bounces, low-speed collisions etc), whereas on the pc side these things often feel like under-implemented after-k thoughts, once the avionics have been ' put to bed... a few notable exceptions aside. Whoops, sorry. I'm getting poncey. Ahem. Erm, anyroad, let's just finish up with the fact that A-10 Cuba looks to be instantly accessible, but mightily complex in the long haul -and that if I had to pigeon-hole it. I'd probably stick it in the same camp as SU-27 Flanker.
But then again this isn't a review - it's a preview - so I don't have to come to any conclusions at all, or mention that the playing areas are a tad on the smallish side. And besides, you'll be able to check it all out yourself next ish, seeing as how there's going to be a fully playable demo on the coverdisk. Jesus, we treat you so well it's almost as if you're our bird! Kissy kissy! (Stop it! - Ed.)
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