(Speaking of LucasArts: peeking at KQ8's Wikipedia entry, I see Roberta made the astonishing claim that KQ8 sold twice as well as Grim Fandango: https://en.wikipedia.org/wiki/King%27s_Quest:_Mask_of_Eterni...)
I remember KQ6 being a big bit of pomp and circumstance with its production values etc, more promotion than you would see for a computer game at the time.
And then KQ7 happened. A victim of a bit of overhypeing and a LOT of WinG pain. Could never get it running on a pc our family owned, even proper pentiums.
The X-Wing series were definitely hands down the best arcade flight sims though.
If you love those kinds of games and are missing them, check out Freespace, which you can get cheap on GOG, and the Knossos launcher, which allows you to download mods like the open source re-implementation of the game engine which vastly improves things, and some fan made campaigns/overhauls including a great Wing Commander style one.
Alternatively, EA (the owners of Origin's intellectual property) recently released StarWars Squadrons, which has a short campaign that certainly scratches that old itch. However I don't know how I feel about the multiplayer.
There have been fan efforts to port them to newer engines, though all look janky IMO. Here's hoping for a proper remaster.
Modern games have beautiful graphics but just don't recreate the feeling. Alternatively, perhaps, I am a different person and unable to enjoy the simple pleasure.
(Veteran pilot of Elite, TIE Fighter, X-Wing and Wing Commander here.)
No idea why though.
I don't think we had a Star Wars variant but that would've been something.
Daytona USA was released around the same time... and had a karaoke mode so you could sing along to the soundtrack while racing. That was Papyrus' true downfall, they never identified karaoke as a critical feature in any of their games. :)
(For our in-house racing series, we had a “Florida” circuit that was the first and middle race in the schedule. For some reason, it was surprisingly close to Daytona International Speedway in design.)
We’d have probably sold more boxes and surely would have gotten more online subs if we’d been able to offer Daytona. (Some of the Papyrus crew went on to form iRacing and they’ve got a great product over there; still no karaoke though...)
Would be nice to see next-gen racers returning to that in a big way and eventually have people wanting to license the tracks for real-world construction after they've been battle tested by millions of virtual drivers.
Oh man I spent so many hours on that. Thanks for the good memories!
I remember being absolutely blown away that the game kept track of tire rubber on the track, and you could see your own spinouts and stuff on the next lap.
Every step along the rest of the journey with Sierra was a nightmare for employees. CUC, Cendant, Vivendi, and maybe there was another link in the chain, but I got fed up and quit in spring of 1997. We had incredibly talented and passionate artists (2D and 3D) and along the way a lot of that got shipped out of country to artists who seem to have never seen an American auto race. Several employees sued over shenanigans with our stock options treatment; I didn't join in (though perhaps I should have as I think we were getting screwed). IMO, the acquirers just sucked all the fun out of the room and a lot of talented devs and producers left. If you're not having fun working in computer gaming, you might as well go not have fun someplace that pays well.
Ken and Roberta are two of the good ones in my book.
0 - Papyrus Design [IndyCar and NASCAR Racing]