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Bill was in business development and I was a systems analyst. In that respect, Sid achieved his goal, and the lessons he learned here would serve him in good stead when he moved on to Hellcat Ace (another 1984 release) and later to real flight sims like 1988’s F-19 Stealth Fighter.īill Stealey and I were working for General Instrument Corporation. Looking back on it, Solo Flight seems primitive, but it was a step up from the pitiful AI common in arcade machines of the era. Needless to say, Sid needed more than a couple of weeks to design the game. It would be some time before the “Bill and Sid show” became the corporate giant known as MicroProse (and even longer before financial troubles forced MicroProse’s merger with Spectrum HoloByte – but that’s another story). Sid and Bill kept their day jobs for the first several months, making MicroProse one of many “garage operations” to appear in the budding computer industry in the ’80s.
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But it’s been more than a little embellished over the years, and it leaves out some critical facts. Bill took Sid up on the bet by giving the engineer a job, the two men formed MicroProse, and their vision led them to fame and fortune.Ĭertainly this makes for a great story, and like most tall tales, it has a kernel of truth at its center. Moreover, Sid said he could design a better one, so the story goes, in two weeks. Sid Meier and Bill Stealey were playing an arcade flight combat game, and Bill – a former military pilot – was amazed that Sid could consistently rack up higher scores.Īfter humbling Bill (and Stealey being humble about anything is your first clue that this is a fairy tale), Sid pointed out that the AI of the enemy arcade pilot was so predictable that he could easily figure out what it was going to do. The legend of Sid Meier begins, appropriately enough, with a tall tale. We’ll even peek into some corners that Sid himself would probably wish would stay hidden, but that’s half the fun, especially when we hear it from Sid himself. Join us for a tour of Sid Meier’s games, from the early obscure titles to the well-known classics. As long as Sid keeps his passion about crafting games that he wants to play, it’s a good bet that gamers everywhere will share his enthusiasm. At a time in his career when most designers would be happy to retire, legacy intact, Sid continues to look for new challenges – like this past year’s Gettysburg and the upcoming Sid Meier’s Alpha Centauri.
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As a result, every Sid Meier game is worthwhile, even to those only marginally interested in the subject matter. Throughout his career, Sid has managed, much in the same manner as a good film director or novelist, to cut to the essence of whatever secret he’s letting us in on. The Sid Meier philosophy has always been to keep the pace of the game moving, and to keep it fun. But the reason Sid Meier stands apart from other designers is that many of his older games stand as much more than museum pieces, even in today’s graphics-intensive market: Not only are EGA/VGA titles like Railroad Tycoon and Pirates! still on the shelves, Civilization II is also selling quite well, more than two years after its initial release. The body of Sid’s work can be seen as a microcosm of the industry’s journey from the early Apple and Commodore 64 games to today’s hi-tech PCs, and for that alone it has historical significance. He doesn’t lie awake nights striving for the most exquisitely optimized 3D engine, and you don’t have to own the latest state-of-the-art computer to play his games either – an oddity in an industry obsessed with pushing the envelope almost until it shreds.īut it’s the rare gamer indeed who doesn’t own one – or more likely several – of Sid Meier’s games. Sid Meier isn’t the most talented programmer the world has ever seen.