In part one of our epic history of video game sims, we dug deep into the social, political, and personal. But sims have always excelled at something else: putting people behind the controls of multimillion-dollar pieces of hardware.
Learning to fly
Flight simulators existed in various forms before the advent of the microcomputer, but never really for an enthusiast market—at least, not in any sophisticated form—until Bruce Artwick’s creation of Flight Simulator in late 1979.
Given personal computing at the time, the first installment of Flight Simulator was necessarily simple, with tiled wireframe graphics, a chugging frame rate, and a rudimentary heads-up display that covered half the screen. But it evolved considerably in the following years, especially after Microsoft licensed the property from Artwick’s company, subLOGIC, in 1982.
The game progressively gained graphical fidelity, more accurate simulation, and greater depth—including additional game modes and aircraft (of all shapes and sizes), as well as user-generated content (which emerged initially through hacks, then became officially supported in the 1989 release Microsoft Flight Simulator 4.0).
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