With the advent of new technologies comes a time of innovation, a time when pioneers set out to explore the potential of the latest inventions. Red Baron is remarkable in this concern because it is not only about the early days of a new kind of warfare, but because it was in itself one of the first dedicated combat flight simulators for home computers set in this era. And so it helped to lay down the basics of the genre just like the historical biplanes in it did for the aerial combat. A very fitting combination so to speak which gives the game a timeless appeal: Entering this world of rough 3D graphics and simplistic flight models seems to have a lot in common with taking off in one of those fragile flying machines of WWI. But let us take a look at how exactly this works to the game’s (dis)advantage and what else makes it a classic.
First, an important word of warning: If you don't own a decent analogue joystick (and have it ready), don't bother with this game! Keyboard controls exist, but they are totally useless and will prevent any fun from developing. Now that this is off the table, what is Flight Unlimited? How did they attempt to fill the gameplay/goal void which usually plagues civilian flight simulators? First, you have to understand that rather than simulating a regular aircraft, this game is about aerial-acrobatics. If you think looping, you've got the right idea (though that is, of course, not the only maneuver you will perform).