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34:
778:
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praised the believable and highly detailed environment, noting that
Looking Glass Studios managed to cleverly soften the contrast between photo-captured textures and polygon objects "using haze as a real effect rather than a distance-clipping cheat". The magazine concluded that dismissing the game
594:
were used for all buildings taller than nine stories. Because of the terrain detail, the game was the first to allow players to follow VFR. Initially, the team planned to include only VFR flight, but they later enabled IFR to "ease navigation". The team hoped to add more terrain and planes and a
569:
world for the player. Radio communications between ATCs, AI planes and the player occur in real-time: a "sophisticated audio splicing system" gathers pre-recorded voice fragments into contextually appropriate sentences. The team recorded the engine noise of each of the game's planes, and they
879:
found that the new flight physics were "more than adequate for the task at hand", despite certain "questionable areas". He praised the graphics and ATC, but noted AI glitches with the latter. He summarized, "Overall, this simulation is somewhat above average". Dean Evans of
929:
promised much but delivered relatively little, and it's a similar story with this sequel." He noted that the graphics, while good from a distance, became "disappointingly bland" up close; and he found the game to be limited compared to
618:, a technology company that hoped to branch into the video game industry. The merger came amid financial difficulties; a large portion of the Looking Glass staff was laid off during the middle of 1997. Looking Glass's Tim Stellmach and
993:
lead designer Peter James later wrote that his project's development was troubled, in part because of a lack of interest from company management. It became one of
Looking Glass's biggest commercial failures.
860:
believed the game to be the first simulator to recreate "the real feeling of civilian flying", particularly because of its graphics and ATC system. He considered its flight physics to be "much better than
400:(ATC) directs the player and the AI planes to prevent collisions. The player interacts with the ATC and with other planes by constructing radio messages with a menu. Three cockpit views are available:
260:
performed well enough to recoup its development costs. Critics lauded the game's graphics and simulated airspace, and several praised its physics. However, some considered the game to be inferior to
845:
did not create a believable flight experience, but that the "exquisite terrain, impressive flight-physics models, and meticulous attention to the details and procedures of civilian aviation" in
919:
s "underlying playability" made it "worthwhile" and "addictive". Presley summarized, "s a time-waster, a novelty item or an office toy, it does the job and it does it well." Jonathan Gordon of
897:
simply because of its lack of weapons "would be a mistake", and explained that the interaction with the world "is everything—it's reward enough simply to explore rather than to destroy."
1641:
975:) and an "Adventure Builder Kit", which allowed players to construct their own adventures and to share them online. The patch also added moving objects on the ground. After completing
608:. At the show, the team detailed early plans to include missions. The game was well received, and Combatsim praised it as "the next level in civilian flight sims". Denny Atkin of
1360:
392:. The player may land at or takeoff from the area's 46 airports. Weather conditions such as rain, wind and fog are simulated. Players share the game's airspace with up to 600
2505:
849:
created "the closest experience to actual flight" available. He praised the game's ATC system, which he considered to be "so real that it's almost scary". Poole summarized, "
614:
liked the game, but he questioned
Looking Glass's decision to compete in the civilian rather than the combat flight simulators market. That August, Looking Glass merged with
361:(FBO) interface. In a Quick Flight, the player selects a plane and the flying conditions before taking off; the FBO interface features additional options, such as lessons,
828:
527:
calculations to replace the CFDs system. To gather data for the new physics, Hantzopoulos and Berry flew in real-world planes with designer Ed Tatro and aerobatic pilot
2098:
1724:
456:. Blackley refused and was fired, leaving the company in late 1995. Constantine Hantzopoulos became the lead designer and project leader of the fourteen-member
513:. Hantzopoulos learned from Blackley that it was necessary to recreate the "visceral feel" of real flight, but Blackley's CFDs system was "all black box
1705:
1084:
912:". He found the graphics to be lackluster and the terrain to be "a bit empty", which he believed damaged the game's atmosphere. However, he noted that
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2140:
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416:
but features no interactive flight instruments. External camera angles are also available, and the player may ride as a passenger in any AI plane.
1235:
1199:
562:
count of distant terrain. This increases the viewable area and allowed the team to use fog as an atmospheric effect, rather than as a "crutch".
2475:
2306:
1651:
908:
s Paul
Presley believed the game to be inferior to combat flight simulators and stated that it "isn't nearly as deep or varied as Microsoft's
1933:
478:
of terrain from the San
Francisco Bay Area. The Bay Area was chosen because of its varied landscape and numerous airports. In January 1997,
2485:
2133:
1752:
2091:
890:
look like a sack of old spam". He found the game to be "immensely realistic" and praised its terrain and simulated airspace. Similarly,
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1677:
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1984:
322:
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989:. Looking Glass split the team in two and expanded both with new hires, so that the games could be developed simultaneously.
853:
is so impressive that to even whine about little details shows a shortsightedness that's all too common amongst us gamers."
1002:) struggled through a long and costly development cycle. Both projects contributed to Looking Glass's closure in May 2000.
622:
described the merger as amicable, and the former noted that "through the whole deal everyone was really psyched about both
2030:
1866:
599:
439:
262:
1906:
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series. Looking Glass announced the game on
December 18, 1996. It was slated to include 6 planes, 45 airports and 8,500
435:
330:
240:
71:
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1395:
2515:
2500:
2375:
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1961:
1738:
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1455:
634:, as a result of Looking Glass's new business model with Intermetrics. The game was released on November 24, 1997.
470:
252:
1530:"Looking Glass Studios Announces Exclusive Four-Year Publishing and Distribution Agreement with Eidos Interactive"
2470:
2289:
444:
354:
314:
286:) simultaneously. Both projects were troubled, and they contributed to the closure of Looking Glass in May 2000.
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184:
170:
160:
1709:
1098:
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1938:
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875:
749:
604:
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517:" that the team could not understand. Programmer Jim Berry, who had previously worked on simulators such as
401:
393:
303:
207:
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The team's goal was to create the "best, most realistic civilian flight simulator", which would provide an
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404:(instrument flight rules), which allows the player to monitor and interact with all flight instruments;
191:
103:
52:
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981:
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59:
47:
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81:
1947:
1532:(Press release). Cambridge, Massachusetts: Looking Glass Studios. January 27, 1997. Archived from
1428:
Von
Hoffman, Constantine (July 22, 1997). "Software Company Plays Games Against the Competition".
2434:
590:. The images were taken at 9:30 am, because the long shadows provided an illusion of depth.
587:
346:
342:
135:
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video game: its gameplay is a simulation of piloting real-world planes. Players may control the
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The team sought to create an immersive world for the player and to compete with the
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959:"the first aviation sim to truly capture the environment of real civilian flying".
619:
615:
543:
490:
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2281:
1368:
1336:
1331:
Opening the Xbox: Inside
Microsoft's Plan to Unleash an Entertainment Revolution
1204:
1166:
972:
882:
834:
591:
475:
362:
357:, among others. The player begins by engaging in a Quick Flight or by using the
341:
of each plane is based on its real-world counterpart, and it contains simulated
229:
2040:
1862:
482:
partnered with
Looking Glass to provide the game's marketing and distribution.
2355:
2015:
2010:
1448:
Saunders, Michael (December 15, 1997). "Flights of Fancy for
Virtual Pilots".
1310:
1289:
1209:
1171:
1046:
519:
494:
461:
409:
334:
299:
215:
187:
140:
1918:
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1733:
1515:
1407:
951:
413:
294:
373:. Adventures are pre-built missions, with objectives such as landing on an
2008:
McDonald, T. Liam (August 2000). "Game Theory; Beyond the Looking Glass".
1969:
1706:"Looking Glass Studios Interview Series – Audio Podcast 10 – Paul Neurath"
1478:
1175:
1136:. pp. 20–25, 27–29, 37, 48, 52, 53, 58, 63, 64, 67, 70, 96, 125, 127.
1125:
Corbin, Jim; F. Tatro, Ed; Hantzopoulos, Constantine (December 12, 1997).
412:
area but fewer flight instruments; and Virtual Cockpit View, which allows
2395:
2197:
1305:
1093:
723:
710:
493:
algorithm (like the one demonstrated above) had been used to improve the
396:(AI) planes, which fly and respond to the player in real-time. Real-time
199:
2076:
550:
issues that the team sought to avoid in the sequel. Instead of removing
1816:
901:
886:
called it "the best civilian flight sim we've ever seen", which makes "
737:
370:
366:
338:
33:
2449:
949:
s 1997 "Simulation Game of the Year" award, which ultimately went to
555:
578:
than in its predecessor. To generate the terrain, the team combined
484:
293:
873:"a must-have for any general-aviation enthusiast." John Nolan of
832:, and it performed well enough to recoup its development costs.
485:
388:
The game is set in a reproduction of 11,000 square miles of the
365:
and adventures. The game's six lessons detail such maneuvers as
2080:
2035:
1863:"Reasons for the Fall: A Post-Mortem On Looking Glass Studios"
1396:"The Evolution of the Prehistoric Beast: An Interview with
841:
s Stephen Poole commented that the limited environments of
1471:"Looking Glass Studios Redefines Flight Simulators Again"
452:
demanded that Blackley instead design a direct sequel to
1642:"Eidos Interactive to Publish Games From Looking Glass"
1303:
Yee, Bernie (March 1995). "Through the Looking Glass".
979:, certain members of the game's team wanted to develop
630:". In September, Eidos took over publishing duties on
574:. Roughly 300 times more terrain area was included in
232:
were developed, the former because the programmer of
2404:
2328:
2299:
2241:
2207:
2178:
2150:
2123:
971:that included six new adventures, a new plane (the
554:that exceed the draw distance, the new engine uses
166:
154:
146:
134:
122:
112:
102:
90:
80:
70:
58:
46:
26:
1328:
1039:Atkin, Denny (April 1998). "The Sky's Unlimited".
967:In April 1998, Looking Glass released a patch for
1907:"Looking Glass Studios Announces Availability of
1832:
1830:
570:designed cockpits more interactive than those in
198:. The player controls one of five planes in the
1962:"What's up in the Looking Glass Flying Circus?"
1847:. No. 164. pp. 74–77, 80, 84, 88, 89.
1708:. Singapore-MIT GAMBIT Game Lab. Archived from
408:(visual flight rules), which features a larger
1777:
1775:
1773:
1120:
1118:
1116:
1114:
1112:
1110:
1108:
755:
667:
595:multiplayer feature after the game's release.
509:The team opted not to reuse the technology of
2092:
1322:
1320:
8:
1585:
1583:
1581:
808:Simulation Game of the Year 1997 (runner-up)
787:
1913:(Press release). Cambridge, Massachusetts:
1890:. Independent Print Limited. Archived from
1856:
1854:
1473:(Press release). Cambridge, Massachusetts:
1193:
1191:
1189:
1187:
1185:
1151:
1149:
1147:
1145:
1143:
1078:
1076:
2506:Video games developed in the United States
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2099:
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2077:
1699:
1697:
1695:
1547:
1545:
1543:
1423:
1421:
1419:
1417:
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1072:
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1068:
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1064:
1062:
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1058:
1056:
818:was placed in direct competition with the
786:
645:
546:to limit visible terrain, but this causes
32:
23:
2141:Ultima Underworld II: Labyrinth of Worlds
1801:
1799:
1753:"EIDOS INTERACTIVE: New development team"
1671:
1669:
1494:
1492:
1490:
1488:
1443:
1441:
1273:
1271:
1269:
1267:
1265:
1263:
464:focus of their previous game in favor of
1841:Presents The Best & Worst of 1997".
1610:
1608:
1229:
1227:
1225:
1223:
1034:
1032:
1030:
1028:
1026:
1684:. Looking Glass Studios. Archived from
1623:. Looking Glass Studios. Archived from
1022:
1636:
1634:
1469:Betourney, Susan (December 18, 1996).
501:, but the ZOAR renderer developed for
7:
2134:Ultima Underworld: The Stygian Abyss
1934:"Input wanted on Looking Glass sims"
1434:. Herald Media Inc. Business; p. 24.
650:
385:. There are 25 adventures in total.
377:, helping a prisoner to escape from
1932:Ocampo, Jason (February 16, 1998).
1880:Gordon, Jonathan (March 28, 1998).
1869:from the original on March 8, 2014.
1650:. September 9, 1997. Archived from
1601:from the original on July 29, 2007.
1394:Laprad, David (September 8, 1998).
1083:MacDonald, T. Liam (June 4, 1997).
757:
669:
641:
228:. As such, new physics code and an
1676:Stellmach, Tim (August 15, 1997).
1361:"Looking Glass Technologies Ships
1327:Takahashi, Dean (April 23, 2002).
865:, although not up to the level of
523:, wrote new physics code based on
14:
2261:Terra Nova: Strike Force Centauri
1905:Malizola, Mike (April 20, 1998).
206:, which is shared with up to 600
2491:Video games set in San Francisco
1861:Sterrett, James (May 31, 2000).
1704:Weise, Matthew (March 4, 2012).
1615:Stellmach, Tim (June 27, 1997).
1234:Nolan, John (January 19, 1998).
985:, while others wanted to create
776:
771:
766:
761:
756:
688:
683:
678:
673:
668:
323:de Havilland Canada DHC-2 Beaver
1806:Presley, Paul (February 1998).
1400:Project Leader Seamus Blackley"
468:, in order to compete with the
270:, its team split up to develop
210:aircraft directed by real-time
2275:British Open Championship Golf
1371:. June 7, 1995. Archived from
1313:. pp. 62, 63, 65, 67, 69.
932:Microsoft Flight Simulator '98
538:s new terrain renderer, ZOAR.
266:. Following the completion of
1:
2476:Flight simulation video games
1865:. Through the Looking Glass.
1723:Leonard, Tom (July 9, 1999).
600:Electronic Entertainment Expo
263:Microsoft Flight Simulator 98
1755:. 1998-02-11. Archived from
460:team. The team eschewed the
448:. However, a new manager at
436:computational fluid dynamics
424:Following the completion of
331:North American P-51D Mustang
241:computational fluid dynamics
2486:Looking Glass Studios games
1792:. January 1998. p. 96.
1309:. Vol. 2, no. 3.
1278:Atkin, Denny (July 1997). "
1156:Poole, Stephen (May 1998).
434:planned to use that game's
2532:
2029:Chick, Tom (May 6, 2002).
1985:"Behind The Looking Glass"
1456:The New York Times Company
1134:Looking Glass Technologies
1010:, and it was published by
869:". He finished by calling
820:Microsoft Flight Simulator
598:The game was shown at the
471:Microsoft Flight Simulator
253:Microsoft Flight Simulator
218:focus of its predecessor,
2496:Single-player video games
2481:General flight simulators
2248:
2114:
795:
792:
654:
651:
466:general civilian aviation
381:or dropping turkeys into
226:general civilian aviation
31:
2254:John Madden Football '93
2031:"Jane's Attack Squadron"
602:in June 1997, alongside
438:(CFDs) code to create a
430:in 1995, project leader
394:artificially intelligent
247:, had left the company.
208:artificially intelligent
161:Amateur flight simulator
96:Constantine Hantzopoulos
76:Constantine Hantzopoulos
2445:OtherSide Entertainment
2191:Thief: The Dark Project
2062:at the Internet Archive
1939:Computer Games Magazine
1727:Thief: The Dark Project
1680:Thief: The Dark Project
1619:Thief: The Dark Project
1563:Computer Games Magazine
1245:Computer Games Magazine
876:Computer Games Magazine
750:Computer Games Magazine
605:Thief: The Dark Project
588:square meters per pixel
440:combat flight simulator
214:. The game eschews the
2290:Jane's Attack Squadron
1968:. 1998. Archived from
1822:Dennis Publishing Ltd.
1782:"Flight Unlimited 2".
1591:"E3: The Third Report"
1008:Jane's Attack Squadron
1000:Jane's Attack Squadron
580:digital elevation maps
531:. James Fleming coded
506:
505:made this unnecessary.
390:San Francisco Bay Area
307:
283:Jane's Attack Squadron
256:series. Commercially,
204:San Francisco Bay Area
2308:Command & Conquer
2108:Looking Glass Studios
1983:James, Peter (2000).
1972:on February 24, 1998.
1966:Looking Glass Studios
1921:on February 26, 2000.
1915:Looking Glass Studios
1894:on November 10, 2012.
1844:Computer Gaming World
1837:Staff (March 1998). "
1688:on February 24, 1998.
1627:on February 24, 1998.
1552:Smith, Peter (1997).
1475:Looking Glass Studios
1285:Computer Gaming World
1178:on February 29, 2000.
1042:Computer Gaming World
955:. The editors called
943:Computer Gaming World
925:wrote, "The original
858:Computer Gaming World
803:Computer Gaming World
662:Computer Gaming World
611:Computer Gaming World
488:
450:Looking Glass Studios
297:
192:Looking Glass Studios
53:Looking Glass Studios
2315:Destruction Derby 64
2232:Flight Unlimited III
1950:on February 7, 2005.
1410:on December 5, 1998.
1375:on November 17, 2015
1292:. pp. 108, 110.
1127:Flight Unlimited II
1049:. pp. 168, 171.
991:Flight Unlimited III
982:Flight Unlimited III
940:was a runner-up for
910:Flight Simulator '98
824:Sierra Entertainment
273:Flight Unlimited III
2225:Flight Unlimited II
2067:Flight Unlimited II
2058:Flight Unlimited II
1909:Flight Unlimited II
1810:Flight Unlimited II
1556:Flight Unlimited II
1280:Flight Unlimited II
1238:Flight Unlimited II
1160:Flight Unlimited II
1087:Flight Unlimited II
977:Flight Unlimited II
969:Flight Unlimited II
957:Flight Unlimited II
938:Flight Unlimited II
914:Flight Unlimited II
871:Flight Unlimited II
867:Flight Simulator 98
851:Flight Unlimited II
847:Flight Unlimited II
816:Flight Unlimited II
789:
648:
632:Flight Unlimited II
628:Flight Unlimited II
576:Flight Unlimited II
533:Flight Unlimited II
503:Flight Unlimited II
458:Flight Unlimited II
398:air traffic control
359:fixed-base operator
327:Beechcraft Baron 58
311:Flight Unlimited II
298:The player flies a
268:Flight Unlimited II
258:Flight Unlimited II
212:air traffic control
180:Flight Unlimited II
108:James Wiley Fleming
39:Flight Unlimited II
27:Flight Unlimited II
2516:Windows-only games
2501:Video game sequels
2435:Night Dive Studios
1882:"Console Yourself"
1741:on March 30, 2012.
1654:on January 7, 2017
1506:Flight Unlimited 2
646:
507:
347:airspeed indicator
343:flight instruments
337:. The interactive
308:
130:Kemal Amarasingham
2458:
2457:
2324:
2323:
2300:Nintendo 64 ports
2125:Ultima Underworld
1997:on June 14, 2001.
1790:Future Publishing
1712:on June 29, 2012.
1597:. June 23, 1997.
1518:on June 26, 1997.
1458:. Living; p. C.8.
1216:on March 2, 2002.
1101:on June 19, 2015.
1012:Xicat Interactive
812:
811:
785:
784:
586:rendered at four
584:satellite imagery
480:Eidos Interactive
351:heading indicator
306:mode in the rain.
196:Eidos Interactive
194:and published by
176:
175:
150:November 24, 1997
65:Eidos Interactive
2523:
2471:1997 video games
2430:Irrational Games
2405:Related articles
2246:
2218:Flight Unlimited
2209:Flight Unlimited
2101:
2094:
2087:
2078:
2045:
2044:
2043:on May 15, 2011.
2039:. Archived from
2026:
2020:
2019:
2005:
1999:
1998:
1993:. Archived from
1980:
1974:
1973:
1958:
1952:
1951:
1946:. Archived from
1929:
1923:
1922:
1917:. Archived from
1902:
1896:
1895:
1877:
1871:
1870:
1858:
1849:
1848:
1834:
1825:
1824:
1803:
1794:
1793:
1779:
1768:
1767:
1765:
1764:
1749:
1743:
1742:
1737:. Archived from
1720:
1714:
1713:
1701:
1690:
1689:
1673:
1664:
1663:
1661:
1659:
1638:
1629:
1628:
1612:
1603:
1602:
1587:
1576:
1575:
1574:on July 5, 2003.
1570:. Archived from
1549:
1538:
1537:
1536:on May 26, 1998.
1526:
1520:
1519:
1514:. Archived from
1512:Adrenaline Vault
1500:Pagliarulo, Emil
1496:
1483:
1482:
1481:on May 26, 1998.
1477:. Archived from
1466:
1460:
1459:
1451:The Boston Globe
1445:
1436:
1435:
1425:
1412:
1411:
1406:. Archived from
1404:Adrenaline Vault
1391:
1385:
1384:
1382:
1380:
1363:Flight Unlimited
1357:
1351:
1350:
1334:
1324:
1315:
1314:
1300:
1294:
1293:
1288:. No. 156.
1275:
1258:
1257:
1256:on July 4, 2003.
1252:. Archived from
1231:
1218:
1217:
1212:. Archived from
1195:
1180:
1179:
1174:. Archived from
1153:
1138:
1137:
1122:
1103:
1102:
1097:. Archived from
1080:
1051:
1050:
1045:. No. 165.
1036:
1006:later completed
1004:Mad Doc Software
948:
927:Flight Unlimited
918:
907:
888:Flight Simulator
843:Flight Unlimited
840:
790:
781:
780:
779:
775:
774:
770:
769:
765:
764:
760:
759:
693:
692:
691:
687:
686:
682:
681:
677:
676:
672:
671:
649:
624:The Dark Project
572:Flight Unlimited
540:Flight Unlimited
537:
511:Flight Unlimited
499:Flight Unlimited
454:Flight Unlimited
427:Flight Unlimited
383:Candlestick Park
375:aircraft carrier
319:Piper PA-28R-200
315:flight simulator
238:
234:Flight Unlimited
221:Flight Unlimited
185:flight simulator
41:box front cover.
36:
24:
2531:
2530:
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2381:Seamus Blackley
2346:Emil Pagliarulo
2336:Austin Grossman
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2119:
2110:
2105:
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2007:
2006:
2002:
1982:
1981:
1977:
1960:
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1887:The Independent
1879:
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1788:. No. 54.
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1337:Prima Lifestyle
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1014:in March 2002.
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922:The Independent
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856:Denny Atkin of
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529:Michael Goulian
432:Seamus Blackley
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379:Alcatraz Island
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245:Seamus Blackley
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98:Edward F. Tatro
97:
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22:
21:1997 video game
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16:1997 video game
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2440:Origin Systems
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2171:(co-developed)
2168:System Shock 2
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2051:External links
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515:spaghetti code
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2117:List of games
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1996:
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1990:Flightsim.com
1986:
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1759:on 1998-02-11
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1725:"Postmortem:
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996:Flight Combat
992:
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747:
746:
743:8.4 out of 10
742:
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647:Review scores
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613:
612:
607:
606:
601:
596:
593:
589:
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581:
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568:
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558:to lower the
557:
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445:Flight Combat
441:
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433:
429:
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407:
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395:
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384:
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355:VOR indicator
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278:Flight Combat
275:
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217:
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197:
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190:developed by
189:
186:
182:
181:
172:
171:Single player
169:
165:
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159:
157:
153:
149:
145:
142:
139:
137:
133:
127:
125:
121:
117:
115:
111:
107:
105:
104:Programmer(s)
101:
95:
93:
89:
85:
83:
79:
75:
73:
69:
66:
63:
61:
57:
54:
51:
49:
45:
40:
35:
30:
25:
19:
2412:
2396:Josh Randall
2371:Paul Neurath
2366:Marc LeBlanc
2351:Eric Brosius
2313:
2307:
2288:
2280:
2273:
2266:
2259:
2252:
2230:
2224:
2223:
2216:
2208:
2196:
2189:
2179:
2166:
2161:System Shock
2159:
2152:System Shock
2151:
2139:
2132:
2124:
2066:
2057:
2041:the original
2034:
2024:
2009:
2003:
1995:the original
1988:
1978:
1970:the original
1956:
1948:the original
1944:theGlobe.com
1937:
1927:
1919:the original
1908:
1900:
1892:the original
1885:
1875:
1842:
1838:
1815:
1809:
1783:
1761:. Retrieved
1757:the original
1747:
1739:the original
1732:
1726:
1718:
1710:the original
1686:the original
1679:
1656:. Retrieved
1652:the original
1645:
1625:the original
1618:
1594:
1572:the original
1568:theGlobe.com
1561:
1555:
1534:the original
1524:
1516:the original
1511:
1505:
1479:the original
1464:
1449:
1429:
1408:the original
1403:
1397:
1389:
1377:. Retrieved
1373:the original
1362:
1355:
1330:
1304:
1298:
1283:
1279:
1254:the original
1250:theGlobe.com
1243:
1237:
1214:the original
1203:
1176:the original
1165:
1159:
1130:
1126:
1099:the original
1092:
1086:
1040:
1007:
999:
995:
990:
986:
980:
976:
968:
966:
956:
950:
941:
937:
936:
931:
926:
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913:
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899:
891:
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874:
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866:
862:
857:
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846:
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833:
827:
819:
815:
814:
801:
748:
736:
724:
711:
698:
660:
631:
627:
623:
620:Paul Neurath
616:Intermetrics
609:
603:
597:
575:
571:
564:
544:distance fog
539:
532:
525:force vector
518:
510:
508:
502:
498:
491:distance fog
476:square miles
469:
457:
453:
443:
425:
423:
387:
363:flight plans
310:
309:
281:
277:
271:
267:
261:
257:
251:
249:
233:
219:
179:
178:
177:
118:Bhavin Patel
86:Joseph Gilby
60:Publisher(s)
48:Developer(s)
38:
18:
2420:Dark Engine
2376:Randy Smith
2341:Doug Church
2285:(cancelled)
2282:Mini Racers
2242:Other games
1369:PR Newswire
1306:PC Gamer US
1205:PC Gamer UK
1167:PC Gamer US
973:Fokker Dr.I
883:PC Gamer UK
835:PC Gamer US
822:series and
793:Publication
652:Publication
420:Development
345:such as an
276:(1999) and
136:Platform(s)
124:Composer(s)
92:Designer(s)
82:Producer(s)
72:Director(s)
2465:Categories
2361:Ken Levine
2356:Ned Lerner
2016:Future plc
2011:Maximum PC
1763:2023-04-22
1398:Trespasser
1365:Worldwide"
1311:Future plc
1290:Ziff Davis
1210:Future plc
1200:"Humbling"
1172:Future plc
1047:Ziff Davis
556:mipmapping
520:Falcon 4.0
495:frame rate
462:aerobatics
410:windshield
335:Cessna 172
300:Cessna 172
216:aerobatics
188:video game
183:is a 1997
141:Windows 95
128:Tom Streit
2072:MobyGames
1911:Upgrades"
1734:Gamasutra
1658:April 18,
1595:Combatsim
998:(renamed
963:Aftermath
952:Longbow 2
863:Pro Pilot
829:Pro Pilot
643:Reception
638:Reception
592:3D models
567:immersive
414:free look
114:Artist(s)
2413:BioShock
2198:Thief II
2060:download
1867:Archived
1599:Archived
1094:GameSpot
1089:Preview"
725:PC Gamer
712:PC Gamer
552:textures
367:takeoffs
290:Gameplay
243:system,
200:airspace
156:Genre(s)
2268:Voyager
1817:PC Zone
1379:July 2,
902:PC Zone
738:PC Zone
560:polygon
442:called
371:taxiing
339:cockpit
280:(later
202:of the
167:Mode(s)
147:Release
2450:SHODAN
2415:series
2329:People
1343:
1129:manual
548:pop-in
353:and a
230:engine
2181:Thief
2018:: 31.
1018:Notes
947:'
917:'
906:'
839:'
796:Award
788:Award
655:Score
582:with
542:uses
536:'
313:is a
237:'
1785:Edge
1660:2014
1381:2014
1341:ISBN
893:Edge
727:(US)
714:(UK)
705:9/10
700:Edge
626:and
369:and
349:, a
2070:at
2036:IGN
1839:CGW
1282:".
826:'s
731:92%
718:91%
497:of
406:VFR
402:IFR
333:or
304:IFR
302:in
2467::
2033:.
2014:.
1987:.
1964:.
1942:.
1936:.
1884:.
1853:^
1829:^
1820:.
1814:.
1798:^
1772:^
1731:.
1694:^
1668:^
1644:.
1633:^
1607:^
1593:.
1580:^
1566:.
1560:.
1542:^
1510:.
1502:.
1487:^
1454:.
1440:^
1416:^
1402:.
1367:.
1339:.
1335:.
1319:^
1262:^
1248:.
1242:.
1222:^
1208:.
1202:.
1184:^
1170:.
1164:.
1142:^
1132:.
1107:^
1091:.
1055:^
1025:^
934:.
489:A
329:,
325:,
321:,
239:s
2100:e
2093:t
2086:v
1812:"
1808:"
1766:.
1729:"
1678:"
1662:.
1617:"
1558:"
1554:"
1508:"
1504:"
1383:.
1349:.
1240:"
1236:"
1162:"
1158:"
1085:"
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