- Release Year: 2007
- Platforms: Windows
- Publisher: CDV Software Entertainment AG, Legendo Entertainment AB
- Developer: 3D People s.r.o., 3Division s.r.o.
- Genre: Action
- Perspective: Behind view
- Game Mode: LAN, Online PVP, Single-player
- Gameplay: Aircraft customization, Arcade shooting, Flight combat, Mission-based
- Setting: World War II

Description
Attack on Pearl Harbor is an action-packed flight simulator set during World War II, where players take control of aircraft in 40 missions spanning various battles between the USA and Japan. The game emphasizes fast-paced aerial combat with direct controls, unlimited ammo, and a rating system that rewards performance with new aircraft. Despite its title, the missions extend beyond Pearl Harbor, offering diverse objectives like liberating areas or destroying bases, all under strict time limits.
Gameplay Videos
Where to Buy Attack on Pearl Harbor
PC
Attack on Pearl Harbor Free Download
Attack on Pearl Harbor Cracks & Fixes
Attack on Pearl Harbor Patches & Updates
Attack on Pearl Harbor Mods
Attack on Pearl Harbor Guides & Walkthroughs
Attack on Pearl Harbor Cheats & Codes
PC (Game Trainer +4)
Unzip the contents of the archive, run the trainer, and then the game. During the game you will be able to use the following keys:
| Code | Effect |
|---|---|
| F1 | invincibility |
| F2 | product overheating not weapons like |
| F3 | you do not need to reload weapons |
| F4 | infinite number of aircraft |
| F6 | disables the above options |
Attack on Pearl Harbor: Review
1. Introduction
In the pantheon of World War II video games, Attack on Pearl Harbor occupies a peculiar niche. Released in 2007 by Legendo Entertainment and developed by 3Division s.r.o. and 3D People s.r.o., this title promised high-stakes aerial combat centered on the Pacific Theatre. Yet, as the MobyGames database reveals, it transcends historical simulation, delivering a streamlined arcade experience over meticulous realism. Its legacy is one of schizophrenic reception: lauded by some as a “beautiful” and “fun” diversion (HonestGamers, GamingTrend), yet dismissed by others as repetitive and shallow (IGN, Eurogamer). This review deconstructs Attack on Pearl Harbor through the lenses of its development, narrative, mechanics, artistry, and cultural impact, arguing that while it succeeds as accessible, chaotic fun, its lack of depth and historical fidelity relegates it to footnote status in flight-sim history.
2. Development History & Context
Attack on Pearl Harbor emerged from the Slovakian studio 3Division s.r.o., with international collaboration involving Swedish publisher Legendo Entertainment and German CDV Software. The project, helmed by Project Manager Péter Nagy and Lead Programmer Peter Adamčík, aimed to distill WWII air combat into a pick-up-and-play arcade shooter. Visionaries like Björn Larsson (Game Concept) and designers from International Hobo (led by Chris Bateman) prioritized accessibility over authenticity, a deliberate choice in an era dominated by complex simulations like IL-2 Sturmovik.
Technologically, the game operated within the constraints of mid-2000s PC gaming. Its direct-control flight model and limited UI design reflected a focus on action over realism, with “unlimited ammo” and “no fuel” mechanics stripping away logistical complexity. This placed it in contrast to contemporaries like Blazing Angels, which offered more nuanced campaign depth. The 2007 gaming landscape was split between hardcore sims and accessible arcade titles; Attack on Pearl Harbor straddled this divide, though its execution favored the latter. The inclusion of LAN and internet multiplayer (2-12 players) hinted at ambitions for longevity, though its modest 40-mission structure undermined this.
3. Narrative & Thematic Deep Dive
The narrative framework is deliberately skeletal, serving as a loose framework for missions rather than a compelling story. Players alternate between U.S. and Japanese campaigns across 40+ engagements, but “historical accuracy plays no role” (MobyGames description). Missions blur into archetypal tasks: destroy bases, escort convoys, or seize airfields. Dialogue is nonexistent beyond perfunctory radio chatter, and characters remain undefined avatars. This reductionism underscores the game’s core theme: pure, unadulterated action over drama or moral complexity.
The absence of narrative depth is both a flaw and a feature. For critics like HonestGamers, the lack of story allowed the gameplay to shine, while outlets like GameStar lamented the “seelenloser Fast Food” (soulless fast-food) design. Thematically, the game’s anti-realism is its most audacious choice. By ignoring the gravity of Pearl Harbor (despite its title), it positions itself as a power fantasy—players single-handedly “winning WWII” (GameSpot). Yet this fantasy feels hollow, as missions devolve into repetitive “fly from point A to B” loops. The rating system, which rewards performance with new aircraft (functioning as extra lives), further emphasizes mechanics over immersion.
4. Gameplay Mechanics & Systems
Attack on Pearl Harbor’s gameplay loop is a masterclass in accessibility but a study in repetition. The “behind view” perspective and direct controls map to a keyboard/mouse or joystick with minimal input: pitch, roll, fire, and special weapons. Ammo is infinite, though rapid fire causes overheating—a simple risk-reward dynamic. Missions enforce strict time limits, discouraging dogfights and encouraging ruthless efficiency, a mechanic praised by YouGamers for its “arcadey” intensity.
Combat is the game’s highlight. Dogfights are chaotic and visceral, with explosions and particle effects masking rudimentary physics. Critics like PC Gamer lauded its “brain-free, light-hearted combat,” while Eurogamer criticized a “small black crosshair” that’s frustratingly hard to track. Aircraft progression is similarly straightforward: performance ratings unlock new planes (e.g., Zero, F4F Wildcat), but these function as reskins rather than distinct experiences. The multiplayer, supporting 12 players online, offered fleeting joy but suffered from low player counts (IGN).
Flaws, however, abound. The mission design suffers from “three scenarios repeated ad nauseum” (IGN): attack, defend, and escort. AI is predictable, and the lack of mid-mission objectives makes gameplay feel rote. As 4Players.de noted, “nach drei oder vier Einsätzen… geht die Puste aus” (after three or four missions, the breath runs out). The UI exacerbates issues, with a cluttered HUD and ineffective throttle control that Eurogamer deemed “not very handy.”
5. World-Building, Art & Sound
The game’s Pacific Theatre setting is rendered with surprising verve, though historical fidelity is sacrificed for spectacle. Battles unfold over lush oceanic vistas and island bases, with dynamic day/night cycles and weather effects enhancing immersion. Graphics, while not cutting-edge, impressed critics like GamingTrend for being “incredibly nice,” especially for a budget title. Explosions and smoke trails create a “filmreife Effekte” (cinematic effects) atmosphere (Gameswelt), but repetitive terrain and static ship models betrayed technical limitations.
Sound design is a mixed bag. Pierre Gerwig Langer’s score swells appropriately during combat, but “hirnloses musikalisches Gedudel” (mindless musical doodling) (Game Captain) wore thin. Sound effects, handled by Clockwork Production and Alexander Röder, are punchy yet inconsistent—engine roars drown out critical radio cues. The absence of voice acting beyond staccato radio commands further flattened the world-building. Ultimately, the art direction prioritized arcade flair over realism, a trade-off that pleased casual players but alienated sim purists.
6. Reception & Legacy
Attack on Pearl Harbor’s launch was met with middling-to-positive reviews, averaging 67% on MobyGames (28 critics). It found its audience among “arcadebegeisterte Spieler” (arcade-enthusiastic players) (Gamezone), with GamingTrend scoring it 84% for its “simple and effective controls.” PAL Gaming Network called it “great in short bursts,” while PC Gamer compared it to “marshmallow—light and fluffy.” However, the game faced harsher critiques from simulation veterans: IGN’s 46% lamented its “repetitive” missions, and GameStar dismissed it as “frustresistent” (frustrating) for newcomers.
Commercially, the game’s legacy is modest. Its budget price point and multiplayer LAN options made it a party-game staple, but its short lifespan—easily “finished in a couple of hours” (Out Of Eight)—limited replayability. Historically, it’s remembered as a footnote—the precursor to Legendo’s Pearl Harbor Trilogy (2010) but a far cry from genre-defining titles. Its influence is negligible: it pioneered no systems, but its accessibility hinted at the arcade revival seen in later titles like Ace Combat. Yet, as Eurogquer noted, its problems were “so minute” (e.g., mission variety) that they “affected the game so much,” underscoring how easily it could have been a classic.
7. Conclusion
Attack on Pearl Harbor is a game of contradictions: technically ambitious yet mechanically simplistic; visually appealing yet thematically vacant; celebrated by casual players and reviled by enthusiasts. Its strengths lie in pure, unfiltered aerial combat—chaotic, forgiving, and undeniably fun. Its weaknesses, however, are inescapable: repetitive missions, a lack of narrative or progression depth, and historical indifference. For gamers seeking a “quick fix” of WWII dogfighting (Worth Playing), it delivers; for anyone craving a simulator or a compelling story, it falls short.
In the annals of video game history, Attack on Pearl Harbor endures as a curiosity—a budget title that captured the fleeting joy of arcade combat without the substance to elevate it. Its legacy is one of unrealized potential: a “poor man’s Crimson Skies” (Game Shark) that, with more polish and ambition, could have been a classic. As it stands, it remains a niche artifact—an accessible, if forgettable, flight through a Pacific Theatre of pure, unadulterated action.