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= = Legacy = =
Federer has been regarded by many pundits , coaches , and past and present players as the greatest tennis player of all time . He dominated the game at his peak and has more Grand Slam tournament titles ( 17 ) than any other men 's singles player . He is also the first men 's singles player to have reached 10 consecutive Grand Slam tournament finals and a total of 27 Grand Slam finals . He spent the most amount of time in the Open Era at the top of the ATP Rankings ( 302 weeks ) . He also holds the record for the most titles ( 6 ) at the year @-@ end tournament , where only the year @-@ end 8 highest @-@ ranked players participate . Federer has been ranked among the top 8 players in the world continuously since 14 October 2002
Federer has won the ATPWorldTour.com Fans ' Favourite Award a record 13 times consecutively ( 2003 – 2015 ) and the Stefan Edberg Sportsmanship Award ( voted for by the players ) a record 11 times ( 2004 – 2009 , 2011 – 2015 ) , both being awards indicative of respect and popularity . He also won the Arthur Ashe Humanitarian of the Year Award twice in 2006 and 2013 . He was named the Laureus World Sportsman of the Year for a record four consecutive years ( 2005 – 2008 ) . Federer is at times referred to as the Federer Express , shortened to Fed Express or FedEx , and the Swiss Maestro , or just Maestro .
= = Playing style = =
Federer 's versatility has been summarised by Jimmy Connors : " In an era of specialists , you 're either a clay court specialist , a grass court specialist , or a hard court specialist ... or you 're Roger Federer . "
An elite athlete , Federer is an all @-@ court , all @-@ around player known for his speed , fluid style of play , and exceptional shot making . Federer mainly plays from the baseline but is also comfortable at the net , being one of the best volleyers in the game today . He has a powerful , accurate smash and very effectively performs rare elements in today 's tennis , such as backhand smash and skyhook , half @-@ volley and jump smash ( slam dunk ) . David Foster Wallace compared the brute force of Federer 's forehand motion with that of " a great liquid whip " , while John McEnroe has referred to Federer 's forehand as " the greatest shot in our sport . " Federer is also known for his efficient movement around the court and excellent footwork , which enables him to run around shots directed to his backhand and instead hit a powerful inside @-@ out or inside @-@ in forehand , one of his best shots .
Federer plays with a single @-@ handed backhand , which gives him great variety . He employs the slice , occasionally using it to lure his opponent to the net and deliver a passing shot . Federer can also fire topspin winners and possesses a ' flick ' backhand with which he can generate pace with his wrist ; this is usually used to pass the opponent at the net . His serve is difficult to read because he always uses a similar ball toss , regardless of what type of serve he is going to hit and where he aims to hit it , and turns his back to his opponents during his motion . He is often able to produce big serves on key points during a match . His first serve is typically around 200 km / h ( 125 mph ) ; however , he is capable of serving at 220 km / h ( 137 mph ) . Federer is also accomplished at serve and volleying , and employed this tactic frequently in his early career .
Later in his career , Federer added the drop shot to his arsenal and can perform a well @-@ disguised one off both wings . He sometimes uses a between @-@ the @-@ legs shot , which is colloquially referred to as a " tweener " or " hotdog " . His most notable use of the tweener was in the semifinals of the 2009 US Open against Novak Djokovic , bringing him triple match point . Federer is one of the top players who employs successfully the " squash shot " , when he gets pushed deep and wide on his forehand wing . Since Stefan Edberg joined his coaching team at the start of the 2014 season , Federer has played a more offensive game , attacking the net more often , and improved his volley shots . In the lead @-@ up to the 2015 US Open , Federer successfully added a new unique shot to his arsenal called SABR ( Sneak Attack by Roger ) , in which he charges his opponent while receiving the serve and hits a return on the run .
= = Equipment and apparel = =
= = = Equipment = = =
Federer currently plays with the Wilson Prostaff RF97 Autograph , a 97 square inch tennis racquet with 21 @.@ 5 mm beam , 360 g weight , 331 swing weight and 16x19 string pattern ( all strung with overgrip ) . Since the 1998 Wimbledon Junior Championships Federer played with a Pro Staff 6 @.@ 1 90 BLX tennis racquet , which is characterised by its smaller hitting area of 90 square inches , heavy strung weight of 364 grams , and thin beam of 17 @.@ 5 millimeters . His grip size was 4 3 / 8 inches ( sometimes referred to as L3 ) . Federer strung his racquets at 21 @.@ 5 kg mains / 20 kg crosses pre @-@ stretched 20 percent , using Wilson Natural Gut 16 gauge for his main strings and Luxilon Big Banger ALU Power Rough 16L gauge ( polyester ) for his cross strings . When asked about string tensions , Federer stated " this depends on how warm the days are and with what kind of balls I play and against who I play . So you can see – it depends on several factors and not just the surface ; the feeling I have is most important . "
= = = Apparel = = =
Federer has a contract with Nike footwear and apparel . For the 2006 championships at Wimbledon , Nike designed a jacket emblazoned with a crest of three tennis racquets , symbolising the three Wimbledon Championships he had previously won , and which was updated the next year with four racquets after he won the Championship in 2006 . In Wimbledon 2008 and again in 2009 , Nike continued this trend by making him a personalized cardigan which also has his own logo , an R and F joined together .
= = Endorsements = =
Federer is one of the highest @-@ earning athletes in the world . He is listed at number five on Forbes World 's Highest Paid Athletes list . As of 2013 , he remains the top earner in tennis with ten endorsement deals . He makes 40 to 50 million euros a year from prize money and endorsements from Nike and the Swiss companies Nationale Suisse , Credit Suisse , Rolex , Lindt , and Jura Elektroapparate . In 2010 , his endorsement by Mercedes @-@ Benz China was extended into a global partnership deal . His other sponsors include Gillette , Wilson , and Moët & Chandon . Previously , he was an ambassador for NetJets , Emmi AG , and Maurice Lacroix .
= = Career statistics = =
= = = Grand Slam tournament performance timeline = = =
Note : Federer received fourth @-@ round walkovers at the US Open ( 2004 and 2012 ) and the Wimbledon Championships ( 2007 ) , and a second @-@ round walkover at the Australian Open ( 2012 ) ; these are not counted as wins
= = = = Finals : 27 ( 17 titles , 10 runners @-@ up ) = = = =
= = = Year @-@ End Championship performance timeline = = =
= = = = Year – End Championship finals : 10 ( 6 titles , 4 runners @-@ up ) = = = =
( i ) = Indoor
= = = Records = = =
= = = = All @-@ time tournament records = = = =
= = = = Open Era records = = = =
These records were attained in the Open Era of tennis .
Records in bold indicate peerless achievements .
Records in italics are currently active streaks .
= = = Video = = =
Wimbledon Classic Match : Federer vs Sampras . Standing Room Only , DVD release date : 31 October 2006 , run time : 233 minutes , ASIN B000ICLR98 .
Wimbledon 2007 Final : Federer vs. Nadal ( 2007 ) . Kultur White Star , DVD release date : 30 October 2007 , run time : 180 minutes , ASIN B000V02CU0 .
Wimbledon — The 2008 Finals : Nadal vs. Federer . Standing Room Only , DVD release date : 19 August 2008 , run time : 300 minutes , ASIN B001CWYUBU .
= = = Profiles = = =
Roger Federer at the Association of Tennis Professionals
Roger Federer at the International Tennis Federation
Roger Federer at the Davis Cup
Roger Federer at the Internet Movie Database
= Jane 's Attack Squadron =
Jane 's Attack Squadron is a 2002 combat flight simulator developed by Looking Glass Studios and Mad Doc Software and published by Xicat Interactive . Based on World War II , the game allows players to pilot fifteen reproductions of that era 's military aircraft and to carry out missions for the Axis or Allies . Although it contains dogfights , the game focuses largely on air @-@ to @-@ ground combat .
Jane 's Attack Squadron was first conceived by Looking Glass employee Seamus Blackley as Flight Combat , a combat @-@ based sequel to Flight Unlimited . The company continued designing the game after Blackley was fired in 1995 , and it entered production under Electronic Arts in 1998 . The team experienced problems with deadlines and funding during development , with the game eventually being heavily redesigned and renamed Jane 's Attack Squadron at the request of the publisher . These issues contributed to Looking Glass 's bankruptcy and closure in 2000 . In 2001 and 2002 , the game was acquired and finished by Mad Doc Software , a company in part composed of former Looking Glass employees .
The game received mixed to poor reviews . Critics found its physics modelling unrealistic , and many believed that the game 's graphics and gameplay were outdated , particularly in light of contemporary simulators like IL @-@ 2 Sturmovik . The limited number of missions and large number of glitches were widely panned . Certain critics enjoyed Jane 's Attack Squadron 's air @-@ to @-@ ground combat and several hoped that fans would improve the game with the included physics and mission editors .
= = Gameplay = =
As a combat flight simulator , Jane 's Attack Squadron allows players to pilot military aircraft in a three @-@ dimensional ( 3D ) graphical environment . The game is set in Western Europe during World War II ; and players may control fifteen German and Allied planes from the era , including the Focke @-@ Wulf Fw 190 , Supermarine Spitfire , Junkers Ju 88 , Avro Lancaster and Consolidated B @-@ 24 Liberator . Although dogfights are possible , the game places a heavy focus on air @-@ to @-@ ground combat . Objectives range from bombing and torpedo runs to defense and escort missions . The player may engage in tutorials , " quick missions " , " single missions " and a campaign . Quick missions allow the player to select variables such as the objective and the number of friendly and enemy aircraft , while single missions , of which there are five , are scripted , " pre @-@ made " levels . Two campaigns are available : one each for the Allies and Germans . Both campaigns feature ten missions that branch depending on the outcome achieved by the player . An online multiplayer component allows players to engage in dogfights .
Each plane in Jane 's Attack Squadron is composed of forty @-@ five parts that may be removed or otherwise damaged in combat . Damage to these parts affects performance ; for example , a broken fuel line will leak , quickly decreasing the fuel gauge . Various adjustments may be made to the game 's realism , including an " arcade physics " option that drastically reduces flight difficulty . The game is packaged with the mission and physics editors that were used to develop it .
= = Development = =
= = = At Looking Glass = = =
In September 1994 , Looking Glass Technologies employee Seamus Blackley told Computer Gaming World that he wanted to create a combat @-@ based sequel to Flight Unlimited , whose development he was directing at the time . The magazine 's Johnny L. Wilson wrote , " If Flight Unlimited can pass the civilian tests , the military version should be right behind it . " In March of the next year , Blackley told PC Gamer US that the sequel " should feel so real that pilots will be afraid . They 'll feel the gun hits . " He dismissed the flight dynamics in other flight simulators , such as Falcon 3 @.@ 0 , in favor of the real @-@ time computational fluid dynamics ( CFDs ) model he created for Flight Unlimited . When PC Gamer 's Bernie Yee asked why the team had waited to make a combat flight simulator , Blackley responded that they wanted to " retrain " players first . In September , Computer Gaming World reported that Blackley was designing a combat @-@ based sequel to Flight Unlimited under the working title Flight Combat . Blackley told them that it would " make you into a fighter pilot " , and the magazine commented that it would teach the same material as the Air Force . The team planned to allow players to practice an element and then execute it on a mission , and Blackley said that the game would feature competitive online play . However , a new manager at Looking Glass Technologies , instated by venture capital investors , demanded that Blackley work on Flight Unlimited II instead of Flight Combat . Blackley refused and was fired , leaving the company in late 1995 .
In March 1996 , PC Gamer US reported that Flight Combat was " still taxiing across the design board " , and that the team planned to focus " on how the aerial manoeuvres are performed as you fight " . Looking Glass designer Constantine Hantzopoulos told the magazine that a modified version of the Flight Unlimited engine was being used to develop Flight Combat and Flight Unlimited II . Hantzopoulos commented that Flight Combat was " the project everybody at Looking Glass wants to work on " . The team expected to be finished with the game in roughly one year . By June 1997 , GameSpot reported that Flight Unlimited II was running on the new ZOAR engine , coded from scratch by programmer James Fleming . In addition , the real @-@ time CFDs model from Flight Unlimited had been discarded , as its programming was " all black box spaghetti code from Seamus " . GameSpot 's T. Liam MacDonald noted that the Flight Unlimited II team expected soon to use the same engine for a combat flight simulator set in World War II . Computer Gaming World similarly reported that the company was " definitely hot " to develop Flight Combat , and that it might be created after Flight Unlimited II . Following that game 's completion , the team could not decide between developing Flight Unlimited III or Flight Combat . As a result , they decided to develop them simultaneously , and Flight Combat began production in early 1998 . Unlike all of the studio 's other games , development of Flight Combat was funded through an insured bond , in an attempt to guarantee that the game would be finished . The company 's Tim Stellmach later said that this setup was " a real pain for [ the team ] in some ways " .
Looking Glass signed a multi @-@ game publishing deal with Electronic Arts in May 1998 , and that company became the publisher of Flight Combat . The team " undersold " the game to Electronic Arts , and James Sterrett of the fansite Through the Looking Glass believed that the team " gambled that it could get the game out the door faster than the budget actually called for " . In March 1999 , the game was announced as the World War II @-@ themed Flight Combat : Thunder Over Europe , directed by Hantzopoulos and scheduled for release in fall of that year . That May , the game was shown at the Electronic Arts booth at E3 . Computer Games Magazine 's Steve Udell wrote that the game would feature a new iteration of the Flight Unlimited terrain renderer , and IGN reported that one million square miles of terrain based on European landscapes would be available . Weather conditions such as snow and rain were planned . Udell wrote that Flight Combat 's flight physics were an updated version of those from recent Flight Unlimited games , with new material taken from operations manuals and flight tests . Plane models and textures were based on photographs , and many of the moving parts and flight control surfaces were modeled individually . Players were given the option to customize planes . Udell described a physics @-@ based damage system that , according to the company , made it impossible to " see the exact same kind of damage twice " . Two campaigns — the Battle of Britain and the Defence of the Reich — were announced , with missions based on dogfights , air @-@ to @-@ ground combat and bombing runs . Looking Glass claimed that the game would feature " moving tanks and ships duk [ ing ] it out on a dynamic battlefield " as the player carried out missions . Aesthetically , IGN 's Tal Blevins noted that the game had " a very distinct 40s charm " , which was present " from the briefings to the options screens " .
= = = Bankruptcy and cancellation = = =
Electronic Arts rebranded Flight Combat as Jane 's Attack Squadron , to fit with the Jane 's Information Group license that the publisher had used for its Jane 's Combat Simulations line . According to Stellmach , the publisher demanded that the game be heavily redesigned " partway through " development , which exacerbated the team 's existing problems with meeting deadlines . Sterrett believed that the game 's schedule and funding did not receive the necessary adjustments to allow for this redesign . Together with Flight Unlimited III 's commercial failure , the expenses of Jane 's Attack Squadron 's long development used up revenue from Thief : The Dark Project , which had helped the company recover from the failure of Terra Nova : Strike Force Centauri and British Open Championship Golf . Compounding these problems , business deals with Microsoft , Irrational Games and Eidos Interactive were unsuccessful . As a result , Looking Glass Studios went bankrupt in May 2000 . At the time , Jane 's Attack Squadron was roughly three months from completion . Thief II Gold and Thief III were cancelled as a result of the company 's closure , but Jane 's Attack Squadron , because it was near completion and funded through an insured bond , had a chance of being finished .
According to Gordon Berg of Computer Gaming World , the legal and logistical problems of keeping " a portion of Looking Glass [ ... ] intact " to finish the game had been " hurdled " . Further , because of the game 's type of funding , the continued development of Jane 's Attack Squadron would have been at little cost to Electronic Arts . Fans petitioned the publisher to let development continue , and Looking Glass employee Rich Carlson said that Hantzopoulos and others from the Flight series , roughly twenty in all , were prepared to work on the game again . The petition reached 2 @,@ 000 signatures by May 30 and 5 @,@ 000 by June 1 . However , Electronic Arts dropped the game . The publisher 's Jeff Brown said that the decision " was based on our deep uncertainty that the project could meet any schedule given the changes in senior management and a history of missing deadlines . " Brown told the website Combatsim that Electronic Arts had " worked diligently " with Looking Glass for more than two years , and that , although the game had missed its planned October 1999 release , they had been willing to delay the project into 2000 . He blamed the developer 's closure for the decision to cancel the game . Rumors circulated that the decision was part of the publisher 's larger plan to abandon the flight simulator genre , and Computer Gaming World 's Denny Atkin later summarized that the company " ran screaming from the simulation market " after Looking Glass 's bankruptcy . Electronic Arts soon dropped the Jane 's Information Group license .
= = = At Mad Doc = = =
After the closure of Looking Glass , certain employees of that company moved to developer Mad Doc Software , and they hoped to complete Jane 's Attack Squadron . The game 's original lead designer and lead programmer were among those hired by Mad Doc . Dotted Line Entertainment , Mad Doc 's agent company , secured the rights to the game 's code for the team in 2001 . Development commenced shortly afterward . In August of that year , it was reported that the Jane 's Information Group license had been obtained by Xicat Interactive , and that the company planned to publish Mad Doc 's revival of Jane 's Attack Squadron . The full details of the agreement were announced at that year 's European Computer Trade Show , where it was revealed that Jane 's Attack Squadron would focus heavily on air @-@ to @-@ ground combat . According to Mad Doc 's Tim Farrar , " Our goal wasn 't to create a completely new game , it was to complete the game that was started at LG . " Farrar noted that , although the company " trimmed some of the more ambitious features " , Jane 's Attack Squadron was effectively " the same game " created by Looking Glass . As with Flight Combat , the game features one million square miles of terrain , planes with individually modelled moving parts and a physics @-@ based damage system .
In October 2001 , the game was officially announced in a press release by Mad Doc . Steve Nadeau , the lead designer of the game at both development studios , said that he looked forward to polishing Jane 's Attack Squadron and " giv [ ing ] it a new life " . He believed that the team was " very excited " to finish the game , a sentiment later echoed by the game 's producer , David Halpern . According to Nadeau , the presence of members of the Looking Glass team ensured that it would " closely reflect our original vision of the game : an action @-@ packed World War II air combat simulation accessible to users of all skill levels " . Farrar announced that the team 's mission and physics editors would be released alongside the game , which he hoped would generate interest among players . Farrar later commented that , because of the game 's physics @-@ based damage system and individually modelled components , wings could be shot off and fuel tanks detonated . He also explained that coolant tanks could be hit , giving the pilot a limited amount of time before the plane engine overheated . He wrote that losing a wing tip meant " a bumpy ride " , but the loss of the tail caused the plane to " spin into the ground " . Jane 's Attack Squadron went gold in March 2002 , and was released that month .
= = Reception = =