Geoff Crammond

Having been motivated to make his own flight simulator from the hardware level upwards, Crammond identified the possibility of using one of the increasingly sophisticated home computers, if only "to cannibalise it".

Discussion with Acornsoft about his plans for making a flight simulator led to the Aviator concept, and the program itself was written in a period of nine months.

[2] Although displayed in only four colours and having few of the features of modern simulators for more powerful computers, Aviator was of unparalleled quality at the time of its release, with a realistic flight model that included g-forces that could tear the wings off in a dive.

Some scenic features were drawn as vector graphics, including low hills, fields, a lake, a suspension bridge over a river, and a small town which comprised a cluster of three buildings.

The game also had a shoot-'em-up mode in which alien vessels were seeded in the fields, feeding on the crops and growing until they could become airborne, at which point they headed for the town.

The BBC version of Revs featured just one track, the Silverstone circuit, but the realistic implementation of motor racing physics and artificial intelligence of the computer controlled components gave the game enormous depth and replayability.

Later the Commodore 64 version added the Nürburgring to this list to continue the "4 Tracks" theme as Brands Hatch had already been included with the initial REVS Plus release.

It was a 3D puzzle game, featuring ten thousand levels, in which the player had to manoeuvre his way through a landscape of cliffs, trees and boulders to topple the ominous Sentinel.

The first game in the series, F1GP (aka World Circuit in the USA), was released by MicroProse on the Amiga in 1991 and is essentially the spiritual successor to Revs.

[3] Crammond's series now had considerable competition from other developers, particularly Psygnosis/Sony, who were licensed by the FIA to produce the official Formula One gaming titles.