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Flight Unlimited II

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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
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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
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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
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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
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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.
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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
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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
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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
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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, "
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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 2490: 2140: 2116: 1881: 1553: 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.
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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".
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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
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of terrain from the San Francisco Bay Area. The Bay Area was chosen because of its varied landscape and numerous airports. In January 1997,
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look like a sack of old spam". He found the game to be "immensely realistic" and praised its terrain and simulated airspace. Similarly,
1372: 2495: 2480: 1677: 1616: 2260: 1598: 1344: 1984: 322: 1807: 2274: 2084: 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
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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: 1503: 1395: 2515: 2500: 2375: 2360: 566: 559: 2253: 1961: 1738: 1470: 1157: 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. 282: 184: 170: 160: 1709: 1098: 2444: 2190: 1938: 1562: 1244: 875: 749: 604: 579: 517:" that the team could not understand. Programmer Jim Berry, who had previously worked on simulators such as 401: 393: 303: 207: 565:
The team's goal was to create the "best, most realistic civilian flight simulator", which would provide an
2510: 1821: 389: 203: 1891: 2107: 1965: 1914: 1843: 1571: 1474: 1284: 1133: 1041: 942: 802: 661: 610: 449: 404:(instrument flight rules), which allows the player to monitor and interact with all flight instruments; 191: 103: 52: 1253: 1213: 2314: 2267: 2231: 981: 823: 318: 272: 59: 47: 405: 397: 358: 211: 123: 91: 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: 2056: 317:
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
2370: 2365: 2350: 2160: 1943: 1567: 1249: 959:"the first aviation sim to truly capture the environment of real civilian flying". 619: 615: 543: 490: 2419: 2340: 2281: 1368: 1336: 1331:
Opening the Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution
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of each plane is based on its real-world counterpart, and it contains simulated
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partnered with Looking Glass to provide the game's marketing and distribution.
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Saunders, Michael (December 15, 1997). "Flights of Fancy for Virtual Pilots".
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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).
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area but fewer flight instruments; and Virtual Cockpit View, which allows
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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
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called it "the best civilian flight sim we've ever seen", which makes "
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s 1997 "Simulation Game of the Year" award, which ultimately went to
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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
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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 2245: 2099: 2085: 2077: 1699: 1697: 1695: 1547: 1545: 1543: 1423: 1421: 1419: 1417: 1074: 1072: 1070: 1068: 1066: 1064: 1062: 1060: 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:. 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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: 2526: 2525: 2524: 2522: 2521: 2520: 2461: 2460: 2459: 2454: 2400: 2381:Seamus Blackley 2346:Emil Pagliarulo 2336:Austin Grossman 2320: 2295: 2237: 2203: 2174: 2146: 2119: 2110: 2105: 2053: 2048: 2028: 2027: 2023: 2007: 2006: 2002: 1982: 1981: 1977: 1960: 1959: 1955: 1931: 1930: 1926: 1904: 1903: 1899: 1887:The Independent 1879: 1878: 1874: 1860: 1859: 1852: 1836: 1835: 1828: 1805: 1804: 1797: 1788:. 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Tatro 97: 42: 22: 21:1997 video game 17: 16:1997 video game 12: 11: 5: 2529: 2527: 2519: 2518: 2513: 2508: 2503: 2498: 2493: 2488: 2483: 2478: 2473: 2463: 2462: 2456: 2455: 2453: 2452: 2447: 2442: 2440:Origin Systems 2437: 2432: 2427: 2422: 2417: 2408: 2406: 2402: 2401: 2399: 2398: 2393: 2391:Warren Spector 2388: 2383: 2378: 2373: 2368: 2363: 2358: 2353: 2348: 2343: 2338: 2332: 2330: 2326: 2325: 2322: 2321: 2319: 2318: 2311: 2303: 2301: 2297: 2296: 2294: 2293: 2286: 2278: 2271: 2264: 2257: 2249: 2243: 2239: 2238: 2236: 2235: 2228: 2221: 2213: 2211: 2205: 2204: 2202: 2201: 2194: 2186: 2184: 2176: 2175: 2173: 2172: 2171:(co-developed) 2168:System Shock 2 2164: 2156: 2154: 2148: 2147: 2145: 2144: 2137: 2129: 2127: 2121: 2120: 2115: 2112: 2111: 2106: 2104: 2103: 2096: 2089: 2081: 2075: 2074: 2063: 2052: 2051:External links 2049: 2047: 2046: 2021: 2000: 1975: 1953: 1924: 1897: 1872: 1850: 1826: 1795: 1769: 1744: 1715: 1691: 1682:Project Diary" 1665: 1630: 1621:Project Diary" 1604: 1577: 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Index

A red and white floatplane flies near the Golden Gate Bridge. Fog rises below and San Francisco is visible in the distance. Stylized words reading "Flight Unlimited II" appear at the bottom.
Developer(s)
Looking Glass Studios
Publisher(s)
Eidos Interactive
Director(s)
Producer(s)
Designer(s)
Programmer(s)
Artist(s)
Composer(s)
Platform(s)
Windows 95
Genre(s)
Amateur flight simulator
Single player
flight simulator
video game
Looking Glass Studios
Eidos Interactive
airspace
San Francisco Bay Area
artificially intelligent
air traffic control
aerobatics
Flight Unlimited
general civilian aviation
engine
computational fluid dynamics
Seamus Blackley

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