wikipedia_id stringlengths 2 8 | wikipedia_title stringlengths 1 243 | url stringlengths 44 370 | contents stringlengths 53 2.22k | id int64 0 6.14M |
|---|---|---|---|---|
1214780 | Seymour Benzer | https://en.wikipedia.org/w/index.php?title=Seymour%20Benzer | Seymour Benzer
Schrödinger's book "What Is Life?", in which the physicist pondered the physical nature of the gene and a “code” of life. This catalyzed Benzer's shift in interest to biology, and he moved into the area of bacteriophage genetics., spending two years as a postdoctoral fellow in Max Delbrück's laboratory at California Institute of Technology, and then returning to Purdue. At Purdue University, Benzer developed the T4 "rII" system, a new genetic technique involving recombination in T4 bacteriophage "rII" mutants. After observing that a particular "rII" mutant, a mutation that caused the bacteriophage to eliminate bacteria more rapidly than usual, was not exhibiting the expected phenotype, it occurred | 14,500 |
1214780 | Seymour Benzer | https://en.wikipedia.org/w/index.php?title=Seymour%20Benzer | Seymour Benzer
to Benzer that this strain might have come from a cross between two different "rII" mutants (each having part of the "rII" gene intact) wherein a recombination event resulted in a normal "rII" sequence. Benzer realized that by generating many "r" mutants and recording the recombination frequency between different "r" strains, one could create a detailed map of the gene, much as Alfred Sturtevant had done for chromosomes. Taking advantage of the enormous number of recombinants that could be analyzed in the "rII" mutant system, Benzer was eventually able to map over 2400 "rII" mutations. The data he collected provided the first evidence that the gene is not an indivisible entity, as previously | 14,501 |
1214780 | Seymour Benzer | https://en.wikipedia.org/w/index.php?title=Seymour%20Benzer | Seymour Benzer
believed, and that genes were linear. Benzer also proved that mutations were distributed in many different parts of a single gene, and the resolving power of his system allowed him to discern mutants that differ at the level of a single nucleotide. Based on his "rII" data, Benzer also proposed distinct classes of mutations including deletions, point mutations, missense mutations, and nonsense mutations.
Benzer's work influenced many other scientists of his time (see Phage group). In his molecular biology period, Benzer dissected the fine structure of a single gene, laying down the ground work for decades of mutation analysis and genetic engineering, and setting up a paradigm using the "rII" | 14,502 |
1214780 | Seymour Benzer | https://en.wikipedia.org/w/index.php?title=Seymour%20Benzer | Seymour Benzer
phage that would later be used by Francis Crick and Sidney Brenner to establish the triplet code of DNA. In addition, Benzer's mapping technique was taken up by Richard Feynman.
In 1967, Benzer left the field of phage genetics and returned to the California Institute of Technology to work in behavioral genetics.
## Behavioral genetics.
### Benzer vs. Hirsch.
Benzer was one of the first scientists to rise to prominence in the field of behavioral genetics. As the field began to emerge in the 1960s and 70s, Benzer found himself in scientific opposition to another of the field's leading researchers, Jerry Hirsch. While Hirsch believed that behaviors were complex phenomena irreducible to the | 14,503 |
1214780 | Seymour Benzer | https://en.wikipedia.org/w/index.php?title=Seymour%20Benzer | Seymour Benzer
level of single genes, Benzer advocated that animal behaviors were not too complex to be directed by a single gene. This translated to methodological differences in the two researchers' experiments with Drosophila that profoundly influenced the field of behavioral genetics. Hirsch artificially selected for behaviors of interest over many generations, while Benzer primarily used forward genetic mutagenesis screens to isolate mutants for a particular behavior. Benzer and Hirsch's competing philosophies served to provide necessary scientific tension in order to accelerate and enhance developments in behavioral genetics, helping it gain traction as a legitimate area of study in the scientific community.
### | 14,504 |
1214780 | Seymour Benzer | https://en.wikipedia.org/w/index.php?title=Seymour%20Benzer | Seymour Benzer
Research accomplishments.
Benzer used forward genetics to investigate the genetic basis of various behaviors such as phototaxis, circadian rhythms, and learning by inducing mutations in a Drosophila population and then screening individuals for altered phenotypes of interest. To better identify mutants, Benzer developed novel apparatuses such as the countercurrent device, which was designed to separate flies according to the magnitude and direction of their phototactic response. Benzer identified mutants for a wide variety of characteristics: vision ("nonphototactic", "negative phototactic", and "eyes absent"), locomotion ("sluggish", "uncoordinated"), stress sensitivity ("freaked-out"), sexual | 14,505 |
1214780 | Seymour Benzer | https://en.wikipedia.org/w/index.php?title=Seymour%20Benzer | Seymour Benzer
function ("savoir-faire", "fruitless"), nerve and muscle function ("photoreceptor degeneration", "drop-dead"), and learning and memory ("rutabaga", "dunce").
Benzer and student Ron Konopka discovered the first circadian rhythm mutants. Three distinct mutant types—arrhythmic, shortened period, and lengthened period—were identified. These mutations all involved the same functional gene on the X chromosome and influenced the eclosion rhythm of the population as well as rhythms in individual flies' locomotor activity. To monitor "Drosophila" locomotor activity, Benzer and postdoctoral researcher, Yoshiki Hotta, designed a system using infrared light and solar cells. All three mutations were mapped | 14,506 |
1214780 | Seymour Benzer | https://en.wikipedia.org/w/index.php?title=Seymour%20Benzer | Seymour Benzer
to the X chromosome, zero centimorgans away from each other, indicating that the mutant phenotypes corresponded to alleles of the same gene, which Konopka named "period". This was the first of several seminal studies of single genes affecting behavior, studies that have been replicated in other animal models and are now the basis for the growing field of molecular biology of behavior. In 1992 Benzer, working with Michael Rosbash, furthered this work by showing that the PER protein, which "period" codes for, is predominantly located in the nucleus. The work with Period mutants was catalytic in the study of circadian rhythms and served to propel the field forward.
On 2 October 2017, Dr. Rosbash, | 14,507 |
1214780 | Seymour Benzer | https://en.wikipedia.org/w/index.php?title=Seymour%20Benzer | Seymour Benzer
along with Drs. Michael W. Young and Jeffrey C. Hall, were awarded the Nobel Prize in Physiology or Medicine in recognition of their cloning of circadian rhythm genes, and the elucidation of the biochemical mechanisms by which the circadian rhythm protein products regulated behavior.
Benzer was at the forefront of the study of neurodegeneration in fruit flies, modeling human diseases and attempting to suppress them. He also contributed to the field of aging biology, looking for mutants with altered longevity and trying to dissect the mechanisms by which an organism can escape the inevitable functional downfall and its associated diseases. In 1998, Benzer and his colleagues Yi-Jyun Lin and Laurent | 14,508 |
1214780 | Seymour Benzer | https://en.wikipedia.org/w/index.php?title=Seymour%20Benzer | Seymour Benzer
Seroude published findings of a long-life mutant in "Drosophila", then named Methuselah. The mutant gene coded for a previously unknown member of the GPCR family. By testing against temperature stress, it is thought that these mutants have an increased ability to respond to stress and thus to live longer. One of Benzer's final research projects was on dietary restriction and longevity research. A paper was published, in ''Cell'', on the longevity effect of 4E-BP, a translational repressor, following dietary restriction. Although the research was done before his death, the paper was published afterwards and dedicated to his memory.
## Cancer research.
In 1978, Dotty was in the hospital with | 14,509 |
1214780 | Seymour Benzer | https://en.wikipedia.org/w/index.php?title=Seymour%20Benzer | Seymour Benzer
breast cancer, and Seymour's friend, colleague, and mentor Max Delbrück was diagnosed with cancer. Consequently, Seymour Benzer took interest in cancer biology and attended several conferences on breast cancer.
Benzer later remarried with Carol Miller, a neuropathologist. Together, in the early 1980s, they used antibody staining techniques to find nearly identical genes between flies and humans.
# Honors and awards.
- Fellow of the American Academy of Arts and Sciences (1959)
- Gairdner Foundation International Award (1964)
- Albert Lasker Award for Basic Medical Research (1971)
- Louisa Gross Horwitz Prize from Columbia University (1976),
- Harvey Prize (1977)
- Dickson Prize in Science | 14,510 |
1214780 | Seymour Benzer | https://en.wikipedia.org/w/index.php?title=Seymour%20Benzer | Seymour Benzer
(1978)
- National Medal of Science (1982)
- Rosenstiel Award (1985)
- Thomas Hunt Morgan Medal (1986)
- Ralph W. Gerard Prize in Neuroscience (1989)
- Wolf Prize in Medicine (1991)
- Crafoord Prize (1993)
- Feltrinelli Prize (1994)
- International Prize for Biology (2000)
- NAS Award in the Neurosciences from the National Academy of Sciences (2001)
- March of Dimes Prize in Developmental Biology (2002)
- Gairdner Foundation International Award (2004) (second award)
- Bower Award and Prize for Achievement in Science (2004)
- Albany Medical Center Prize (2006)
He was a member of the French Academy of Sciences, the U.S. National Academy of Sciences, the American Philosophical Society | 14,511 |
1214780 | Seymour Benzer | https://en.wikipedia.org/w/index.php?title=Seymour%20Benzer | Seymour Benzer
of Sciences, the U.S. National Academy of Sciences, the American Philosophical Society and the Royal Society.
# Books.
Benzer is the subject of the 1999 book "Time, Love, Memory: A Great Biologist and His Quest for the Origins of Behavior" by Pulitzer laureate Jonathan Weiner, and "Reconceiving the Gene: Seymour Benzer's Adventures in Phage Genetics" by Lawrence Holmes.
# See also.
- Phage group
- T4 rII system
# External links.
- Obituary in "The Times", 13 December 2007
- Interview with Seymour Benzer conducted by the Oral History Project of the Caltech Archives
- A Conversation with Jonathan Weiner, author of Time, Love, Memory
- National Academy of Sciences Biographical Memoir | 14,512 |
1214822 | People's Action (Romania) | https://en.wikipedia.org/w/index.php?title=People's%20Action%20(Romania) | People's Action (Romania)
People's Action (Romania)
The People's Action () was a minor Romanian right-wing political party, founded and led by former President Emil Constantinescu. It had no seats in the Parliament of Romania nor in the European Parliament. In April 2008, it merged into the National Liberal Party. | 14,513 |
1214815 | Francis Kilvert | https://en.wikipedia.org/w/index.php?title=Francis%20Kilvert | Francis Kilvert
Francis Kilvert
Robert Francis Kilvert (3 December 184023 September 1879), always known as Francis, or Frank, was an English clergyman whose diaries reflected rural life in the 1870s, and were published over fifty years after his death.
# Life.
Kilvert was born on 3 December 1840 at The Rectory, Hardenhuish Lane, near Chippenham, Wiltshire, to the Rev. Robert Kilvert, rector of Langley Burrell, Wiltshire, and Thermuthis, daughter of Walter Coleman and Thermuthis Ashe.
He was educated privately in Bath by his uncle, Francis Kilvert, before going up to Wadham College, Oxford. He then entered the Church of England and became a rural curate, working primarily in the Welsh Marches between Hereford | 14,514 |
1214815 | Francis Kilvert | https://en.wikipedia.org/w/index.php?title=Francis%20Kilvert | Francis Kilvert
and Hay on Wye.
Initially, from 1863 to 1864, he was curate to his father at Langley Burrell, and in 1865 he became curate of Clyro, Radnorshire. Kilvert started his diary on 1 January 1870 whilst incumbent at Clyro and, from his writings, seemed to have basked in his life within the Welsh countryside, often writing numerous pages describing his surroundings and the parishioners that he visited.
In late 1871 he fell in love with Frances Eleanor Jane Thomas, the youngest daughter of the vicar of Llanigon, a parish not far from Clyro, and asked her father permission to wed her. Due to his position as a lowly curate, Frances' father looked unfavourably on the diarist and refused his request. | 14,515 |
1214815 | Francis Kilvert | https://en.wikipedia.org/w/index.php?title=Francis%20Kilvert | Francis Kilvert
After receiving this rejection he wrote in his diary that "The sun seemed to have gone out of the sky". It was shortly after this, in 1872, that Kilvert resigned his position as curate of Clyro, and left the village forever returning to his father's parish of Langley Burrell. From 1876 to 1877 he was vicar of St Harmon, Radnorshire, and from 1877 to his death in 1879 he was vicar of Bredwardine, Herefordshire.
In August 1879 he married Elizabeth Ann Rowland (1846–1911), whom he had met on a visit to Paris, but he died a few days after returning from his honeymoon in Scotland from peritonitis, aged 38, and was buried at Bredwardine.
# Diaries.
Kilvert is best known as the author of voluminous | 14,516 |
1214815 | Francis Kilvert | https://en.wikipedia.org/w/index.php?title=Francis%20Kilvert | Francis Kilvert
diaries describing rural life. After his death, his diaries were edited and censored, possibly by his widow. Later they were passed on to William Plomer who transcribed the remaining diaries and edited and published a three-volume selection "Selections from the Diary of the Rev. Francis Kilvert" (Jonathan Cape, Vol I: 1870–1871 pub. 1938, Vol II: 1871–1874 pub.1939, Vol III: 1874–1879 pub.1940), and later a one-volume selection "Kilvert's Diary, 1870–1879" (Jonathan Cape, 1944—corrected in 1960, and with an abridged and illustrated version for children published as "Ardizzone's Kilvert" in 1976). Published in the wake of World War II, the first editions of the diaries were well received by the | 14,517 |
1214815 | Francis Kilvert | https://en.wikipedia.org/w/index.php?title=Francis%20Kilvert | Francis Kilvert
public when, in a period of bombing and rationing they provided an escapism back to the simpler and happier times of the mid Victorian era, still just within living memory.
A different selection from Plomer's original version was published as "Journal of a Country Curate: Selections from the Diary of Francis Kilvert" by The Folio Society in 1960. In 1992 a new selection was published under the editorship of David Lockwood, "Kilvert, the Victorian: A New Selection from Kilvert's Diaries" (Seren Books, 1992). Out of print since 1970, the three-volume indexed edition was reprinted in 2006 by O'Donoghue Books. In the 1950s, whilst Plomer was contemplating further publication of the remaining journals, | 14,518 |
1214815 | Francis Kilvert | https://en.wikipedia.org/w/index.php?title=Francis%20Kilvert | Francis Kilvert
it was found that the majority of the surviving diaries had been destroyed by their then owner; an elderly niece of Kilvert's, who claimed to have done so to protect "private family matters." This had occurred during a clear out of various personal papers, prior to moving into a residential care home. When confronted by this information Plomer was said to have recalled he "could have strangled her with his bare hands." Only the three volumes listed below survived, which the said niece gave to other people. Plomer's own transcription was destroyed by fire in the Blitz.
Despite Kilvert's niece's actions she ironically was a Vice-President, and an avid member of the Kilvert Society for many years | 14,519 |
1214815 | Francis Kilvert | https://en.wikipedia.org/w/index.php?title=Francis%20Kilvert | Francis Kilvert
up until her death in 1964.
Francis Kilvert was also known to have privately published pleasant but conventional poetry.
The "Cornish Diary: Journal No.4, 1870—From 19 July to 6 August, Cornwall" was published by Alison Hodge in 1989. The National Library of Wales, which holds two of the three surviving volumes, published "The Diary of Francis Kilvert: April–June 1870" in 1982 and "The Diary of Francis Kilvert: June–July 1870" in 1989.
# Nudism.
Kilvert was an enthusiast for public bathing in the nude, which he regarded as natural and healthy. The first entry in Kilvert's diaries in which he records his naked bathing was for 4 September 1872, at Weston-super-Mare. He writes: "Bathing in | 14,520 |
1214815 | Francis Kilvert | https://en.wikipedia.org/w/index.php?title=Francis%20Kilvert | Francis Kilvert
the morning before breakfast from a machine. Many people were openly stripping on the sands a little further on and running down into the sea and I would have done the same but I had brought down no towels of my own". However, next day Kilvert joins in the fun: "I was out early before breakfast this morning bathing from the sands. There was a delicious feeling of freedom in stripping in the open air and running down naked to the sea where the waves were curling white with foam and the red morning sunshine glowing upon the naked limbs of the bathers".
# Relationships with girls.
Several modern writers have commented on passages in the diaries describing interactions with young girls which these | 14,521 |
1214815 | Francis Kilvert | https://en.wikipedia.org/w/index.php?title=Francis%20Kilvert | Francis Kilvert
ere the waves were curling white with foam and the red morning sunshine glowing upon the naked limbs of the bathers".
# Relationships with girls.
Several modern writers have commented on passages in the diaries describing interactions with young girls which these days might raise suspicions of paedophilia.
# Adaptations to film.
A John Betjeman BBC television documentary on Kilvert, "Vicar of this Parish", was shown in 1976. This led to "Kilvert's Diary" being dramatised (18 × 15-minute episodes) on British television between 1977 and 1978, with Timothy Davies in the title role. All episodes survive.
# External links.
- Film - Kilvert's Diary (1977)
- Audio recording – Kilvert's Diary | 14,522 |
1214817 | DreamHack | https://en.wikipedia.org/w/index.php?title=DreamHack | DreamHack
DreamHack
DreamHack is a Swedish production company specializing in eSports tournaments and other gaming conventions. It is recognized by the Guinness Book of Records and Twin Galaxies as being the world's largest LAN party and computer festival with the world's fastest Internet connection, and the most generated traffic. The Internet connection record was beaten in 2012 by the second largest computer festival in the world, The Gathering in Norway. Since 2015, it is part of digital entertainment company Modern Times Group. It usually holds its events in Western Europe and North America.
# Events summary.
DreamHack calls itself the world's largest "digital festival". Its events include local | 14,523 |
1214817 | DreamHack | https://en.wikipedia.org/w/index.php?title=DreamHack | DreamHack
area network gathering with live concerts and competitions in digital art and eSports. The first DreamHack event was held in Malung, Sweden. DreamHack held several gaming events throughout Europe: in Stockholm and Jönköping, Sweden, Tours, France, Bucharest and Cluj, Romania, Valencia and Seville, Spain, London, England and Leipzig, Germany. In May 2016 DreamHack held its first event on the North American continent in Austin, Texas. In August 2016, it held its first event in Montreal, Quebec. The winter event consistently has approximately 10% more visitors than the summer event, but in other respects they are quite similar. Both events are 72 hours (stretching over 4 days), and have scheduled | 14,524 |
1214817 | DreamHack | https://en.wikipedia.org/w/index.php?title=DreamHack | DreamHack
activity around the clock, every day.
As of winter 2011, the event covers the entire Elmia Exhibition and Convention Centre as well as the neighbouring ice hockey arena and racket sports centre. The total number of participants were 27,000, of which ≈800 were crew.
Attendees' ages range from elementary school to senior citizens, though the average age is 16-17. People arrive from all over the world to participate. The latest DreamHack competition took place in Romania Bucharest between 24 and 27 April 2015.
The event consists of five major components: the festival, the gaming competitions, the digital arts competitions, the live concerts and the expo.
DreamHack is arranged with the help | 14,525 |
1214817 | DreamHack | https://en.wikipedia.org/w/index.php?title=DreamHack | DreamHack
of about 800 volunteers, set up in "Crew Teams". They work in shifts to provide service for the visitors around the clock, like the support crew that have a helpdesk where the participants can address their technical problems. The organization also relies on local police and security officers who patrol the area.
# History.
DreamHack began as a small gathering of schoolmates and friends in the basement of an elementary school in Malung in the early '90s. In 1994 it was moved to the school cafeteria and became one of the larger regional demoparties at the time. The 1994 gathering was also the first one to go by the name DreamHack.
In 1997 the event took place at Arena Kupolen in Borlänge and | 14,526 |
1214817 | DreamHack | https://en.wikipedia.org/w/index.php?title=DreamHack | DreamHack
became the largest LAN party of Sweden and the third largest party in Scandinavia at the time. Furthermore, DreamHack 2001 and the upcoming events were held at the Elmia exhibition centre in Jönköping, where it has been since.
Starting the year 2002, DreamHack became a semiannual event with DreamHack Summer, aiming for games, taking place in mid-June and DreamHack Winter, slightly more specific for the demo scene, being held during the last weekend of November. This difference has since blurred and perhaps been completely erased.
In 2007, the founders of DreamHack received a diploma of honor from the municipality of Jönköping, Sweden for being important to business, education and society of | 14,527 |
1214817 | DreamHack | https://en.wikipedia.org/w/index.php?title=DreamHack | DreamHack
the local community.
In 2011, DreamHack AB went through a corporate reform, renewing the company administration. DreamHack Winter 2011 was host to the League of Legends Season 1 World Championship. The next year's League of Legends World Championship was held independently.
It was announced on November 15, 2012 that DreamHack would be partnering with Major League Gaming (MLG) and Electronic Sports League (ESL) to help facilitate the growth and development of the North American and European eSports scene. This partnerships includes universal rankings, unified competition structures and more.
In 2013, the now fully featured corporation DreamHack AB also began arranging a third event during | 14,528 |
1214817 | DreamHack | https://en.wikipedia.org/w/index.php?title=DreamHack | DreamHack
f the North American and European eSports scene. This partnerships includes universal rankings, unified competition structures and more.
In 2013, the now fully featured corporation DreamHack AB also began arranging a third event during the late summer, in Stockholm. It was hosted at Globe Arenas in 2014.
In November 2015 Modern Times Group bought 100% of DreamHack for an enterprise value of SEK 244 million. At the Winter 2015 event, commentator Richard Lewis and Alliance "Dota 2" player Jonathan 'Loda' Berg had a physical altercation, which resulted in Lewis's permanent ban from future DreamHack events.
# External links.
- Official website
- Official website of the creative competitions | 14,529 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
Flight Unlimited
Flight Unlimited is a 1995 aerobatic flight simulator video game developed and published by Looking Glass Technologies. It allows players to pilot reproductions of real-world aircraft and to perform aerobatic maneuvers. They may fly freely, race through floating rings against a timer or take lessons from a virtual flight instructor. The instructor teaches basic and advanced techniques, ranging from rudder turns to maneuvers such as the tailslide, Lomcovák and Immelmann turn.
"Flight Unlimited" was the first self-published game released by Looking Glass Technologies. It was intended to establish the company as a video game publisher and to compete with flight simulator franchises | 14,530 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
such as "Microsoft Flight Simulator". Project leader Seamus Blackley, a particle physicist and amateur pilot, conceived the game in 1992. He felt that other flight simulators failed to convey the experience of real flight, and he reacted by coding a simulated atmosphere for "Flight Unlimited" based on real-time computational fluid dynamics. Aerobatic pilot Michael Goulian endorsed the game and assisted the team in making it more true to life.
"Flight Unlimited" received positive reviews from critics and was a commercial success; its sales exceeded 780,000 copies by 2002. Reviewers lauded its realism, flight instruction, graphics and sense of flight, but some criticized its high system requirements. | 14,531 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
The game was followed by two sequels: "Flight Unlimited II" (1997) and "Flight Unlimited III" (1999). A combat-oriented successor, "Flight Combat", was released in 2002 as "Jane's Attack Squadron" after a series of setbacks. Soon after "Flight Unlimited"s completion, Blackley was fired from Looking Glass. He went on to design "" at DreamWorks Interactive and later spearhead the Xbox project at Microsoft.
# Gameplay.
"Flight Unlimited" is a three-dimensional (3D) flight simulator video game: its gameplay is a simulation of piloting real-world airplanes. Players may control the Bellanca Decathlon, Extra 300S, Pitts Special S-2B, Sukhoi Su-31 and Grob G103a Twin II sailplane. The game begins | 14,532 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
at the fixed-base operator (FBO) interface—a traversable 3D room whose contents represent menu options. For example, the player interacts with a row of scale airplane models to select an aircraft, and with a world globe to change airfield locations. Six settings are available, including Sedona, Arizona and Springfield, Vermont.
The player may choose to begin flight on a runway or taxiway, or in the air. Aircraft are controlled via keyboard, joystick, head-mounted display or specialized input devices such as pedals. During flight, several third- and first-person camera angles may be selected. For example, the third-person Flyby View places the camera in front of the plane as it flies past, while | 14,533 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
the first-person Three-Way View displays more information about the plane's position and speed than other angles. Certain camera angles, including the Three-Way View and 3-D Cockpit view, provide the player with simulated flight instruments such as an altimeter, airspeed indicator, accelerometer, variometer and tachometer. The game is designed to allow players to perform aerobatic maneuvers such as the Immelmann turn, tailslide, Lomcevak and Cuban Eight. Performances may be recorded and played back, with controls that allow the player to pause, rewind and fast forward. At any time, the player may stop a recording and resume flight from that point.
The game contains lessons that cover basic | 14,534 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
and advanced flight techniques, ranging from rudder turns to challenging aerobatic maneuvers. A simulated flight instructor offers real-time advice based on the player's performance. Certificates are earned by performing well during lessons. In Hoops courses, the player undertakes a time trial through rings that float in the sky, with the option to enable a "ghost plane" of the highest score. Four types of Hoops courses are available: Basic, Challenge, Distance and Trick. The last is intended as a highly demanding test of the player's aerobatic ability. The game's sole non-powered aircraft, the Grob G103a Twin II sailplane, features its own game mode focused on energy management. The player | 14,535 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
attempts to use the direction of the wind, thermals—which realistically occur above areas that absorb more heat, such as plains and parking lots—and the orographic lift caused by slopes to stay airborne for as long as possible.
# Development.
## Origin.
The concept of "Flight Unlimited" originated from Looking Glass Technologies' discontent with contemporary flight simulators. Company co-founders Paul Neurath and Ned Lerner wanted to develop an exceptional game in the genre, and Neurath considered the idea during the production of "" and "". In 1992, Seamus Blackley, who had been undertaking graduate studies in particle physics at the Fermilab research facility, was hired through a want advertisement | 14,536 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
that Lerner had placed on a bulletin board. At the company, Blackley programmed the physics modeling system for a racing game and designed a large number of standalone physics demonstrations. He became fascinated by physics programming. An amateur pilot and flight devotee, Blackley asked Lerner extensive questions about his earlier game "Chuck Yeager's Advanced Flight Trainer", which Blackley held in high regard. In reaction to Blackley's enthusiasm, Neurath suggested that the company develop a "traditional Cessna sim".
However, Blackley instead proposed an aerobatics training simulation, which he had conceived while reading an aerobatics magazine on a Lexington, Massachusetts bus. Collaborating | 14,537 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
with "Ultima Underworld II" programmer Greg Travis, he created a thirty page concept document that outlined the game. His core idea was to recreate the "yummy, visceral, fluid feeling that you get when flying a real airplane". He wanted the project to bear more resemblance to a playground than to a video game, and he sought to give it simple controls and realistic terrain to decrease the learning curve for beginners. Blackley assumed the role of project leader and then engaged the team in "flaming sessions" to generate ideas. According to programmer Doug Church, Blackley's concept of the game was not fully developed, but he clearly expressed his thoughts and motivated the team. The first months | 14,538 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
of the project produced disparate prototypes that demonstrated prospective features. The company committed to full development of the game in early 1993, and production commenced in March.
## Production.
Blackley's first objective was to code the game's simulated physics. He began by deciding on a programming method—in particular, he sought one that would allow aircraft to perform the "knife-edge spin" maneuver that he had witnessed at air shows. In 1995, he said that he had never played a flight simulator with an accurate sense of flight. He later described his belief that the genre had stagnated, and that flight games were evaluated "by [their] implementation of the standard feature set", | 14,539 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
rather than by their enjoyability. Blackley researched physics programming in contemporary flight simulators, and he discovered that many used large databases of wind tunnel and plane sensory equipment information to dictate how aircraft would operate in prerecorded scenarios. Higher-end simulators used a "Newtonian" system, in which algebra-based measurements of force vectors determine a plane's position in real-time. However, Blackley believed that neither system correctly simulated the experience of flight.
In reaction, he used his knowledge of particle physics to create a real-time computational fluid dynamics (CFDs) model for "Flight Unlimited". The result is a simulated atmosphere: air | 14,540 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
acts as a fluid that automatically reacts to the shape of any object placed within it. Blackley gave the example that a lawn chair, if placed within the game's real-time CFDs model, would fall merely because of its shape. The game's planes fly because the interaction of their architecture with the atmosphere creates lift, as with real-world aircraft. Changes in the plane's direction are caused by the interaction of their flight control surfaces (ailerons, elevators and rudders) with the simulated atmosphere. Because it simulates the dynamics of flight in real-time, the system allows for aerobatic maneuvers that were impossible in previous flight simulators. In 1994, Blackley said that it was | 14,541 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
possibly the first flight code designed for aerobatics. In constructing the CFDs model, Blackley and the team built from the Navier–Stokes equations of fluid motion, which Blackley described as "horrible, complicated partial differential equations". According to "Computer Gaming World", Blackley did not seek to represent the equations with perfect accuracy, and he was satisfied when the results were consistent and the sensation that they generated was correct.
After programming a basic version of the CFDs model, Blackley used several programs to examine the simulated currents of air that flowed across a model of a flat plate. He adjusted the code until the plate fell realistically, and then | 14,542 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
constructed test models for a plane wing and fuselage. He eventually built a complete but dysfunctional plane by using data from "pinhead books". By reading aircraft design manuals, he discovered that the problems were caused by his plane's incorrect tail and center of gravity. Following this, he created an exact three-dimensional model of the Extra 300S over roughly three days. As he had not yet simulated the physical attributes of its propeller, Blackley programmed the plane to be propelled from the rear. However, the accurate model performed properly in the simulated atmosphere.
Artists Mike Marsicano and Kurt Bickenbach played critical roles in the creation of the game's aircraft models, | 14,543 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
which were built in 3D Studio. As reference material, the team photographed real planes at several airfields, and they received blueprints and datasheets from aircraft manufacturers. The game's Grob G103a Twin II sailplane was based directly on the one that Blackley owned at the time. The sophistication of the real-time CFDs complicated the 3D modeling process, as the planes required accurate geometry to fly properly. While attempting to meet this goal, however, Bickenbach said that the models he created were overly detailed, which caused the team to struggle with performance issues related to the high number of polygons. Reducing the number altered the plane's shape, which in turn reduced its | 14,544 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
flight realism; this necessitated a balance between performance and accuracy. To obtain audio for the planes, Greg LoPiccolo and Tom Streit—former bassist and road manager, respectively, of the band Tribe—visited a Florida importer of Russian aerobatic aircraft. The two placed microphones inside the cockpits and next to the engines, and they flew each plane at multiple speeds while recording with a digital audio tape machine. Combining this material with digital recordings of wind sounds, the team fashioned a physics-based sound system: sounds of the wind and engine are altered in real-time based on wind speed in the game.
The flight instructor was created by programmer Andrew Grant and voiced | 14,545 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
by Tom Streit. It monitors the player's controller input during "each frame of animation". If a maneuver is attempted, the instructor "interpolates the initial control movements" and predicts which maneuver is being performed. The instructor then gives advice on how to complete the maneuver and offers guidance if a mistake is made. Grant believed that the code is sometimes "too picky", and he stated that it expects players to perform maneuvers more precisely than is humanly possible. The team initially planned to include an online multiplayer component, which would have allowed 64 planes to fly in the same area—thereby giving players the ability to compete with one another. However, the feature | 14,546 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
was not implemented into the final game. The staff members also sought to include aerobatic competitions in which the player could participate, but the idea was dropped because of difficulties with realism. Problems with artificially intelligent judges were also a factor in the feature's removal.
"Flight Unlimited"s terrain graphics were created with stereophotogrammetry. The team gathered aerial photographs from locations in France and the United States. They combined two to three images of each area to create digital reproductions roughly in size. Each location in the game was based on two stereoscopic sets of photographs, which were processed for more than 72 hours by a "dedicated Pentium | 14,547 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
tucked away in a dark corner". From the contrasting images, the computer generated a terrain "data blanket" with 3D height variations. While the team had considered using satellite or surveillance aircraft images to create the game's terrain graphics, they found that the resolution was inadequate. Material from geographic information systems was also studied, but associate producer Paul Schaffer said that it would have been "astronomically expensive" to obtain data with the necessary resolution.
After assembling a playable demo of "Flight Unlimited", the team requested assistance from then-US Aerobatic Team member Michael Goulian, who worked as a flight instructor at the nearby Hanscom Field. | 14,548 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
Because of the game's flight code, Goulian was able to execute aerobatic maneuvers within less than three minutes of playing the game; and he later performed his "entire basic aerobatic routine". Blackley told "PC Gamer US" that, while Goulian disliked flight simulators, "When he flew "Flight Unlimited", he just said 'pretty cool.' I was so psyched". Goulian assisted the team during the next year of development: he co-designed the game's flight lessons and advised the team on adjustments to the plane models. Aerobatic pilot Patty Wagstaff was also consulted. At one point, the team encountered problems while testing a maneuver in the game's Sukhoi Su-31, and Blackley was concerned that he would | 14,549 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
need to rework the game's physics code. However, Goulian phoned a colleague—a Russian pilot—who told them to compensate for the plane's abnormally large ailerons. Using his advice on flying the real-world plane, the team found that the maneuver worked correctly. Goulian endorsed "Flight Unlimited" and wrote the foreword to its official strategy guide.
The graphics and physics code increased the game's system requirements, and the team worked to optimize performance during development. They struggled to improve the game's memory usage: the process consumed nearly as much time as the creation of the physics model, according to Church. Programmer Eric Twietmeyer ran weekly tests of the game's | 14,550 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
performance by disabling certain parts of the code—such as the physics calculations—to isolate which parts used the most memory. By 1994, Blackley's physics code took up only 1% of CPU time, with the rest allocated to the terrain renderer. Blackley optimized his code by converting the mathematical calculations of air from the 3D game world into a "math-friendly space", during which time the Navier-Stokes equations are applied. Afterwards, the data is returned to 3D space. According to "Computer Gaming World", this method increased speed by "a factor of 100, with almost no loss in precision." The team had trouble with complex memory-related glitches during development. Church called them "crazy", | 14,551 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
and programmer Greg Travis noted that debugging the terrain cache system was a "nightmare".
While leading the team, Blackley adopted a loose style of supervision. According to "Opening the Xbox" author Dean Takahashi, "Blackley [was not] ultra-organized. His idea of good management was to invite someone over for a gourmet dinner and have a casual conversation about work". However, Takahashi wrote that "Blackley worked hard to inspire his team", and he described artist James Dollar's belief that, "in contrast to other Looking Glass managers, he didn't take over tasks and make others feel stupid". During the first two years of production, the team was divided into small groups that worked on | 14,552 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
the game's elements separately. For example, Blackley programmed the game's physics, while Eric Twietmeyer and Tim Day created the terrain renderer. However, Doug Church later said that, while "the team [did] a bunch of very cool stuff, the FBO, the flight model, the instructor, the renderer, so on", the result "was almost like four separate programs, with no connection". Following the completion of the concurrently-developed "System Shock", a significant part of that game's team—including Church, Marc LeBlanc and Rob Fermier—moved to "Flight Unlimited" to add connective material. At the time, Church said that it was difficult to meld the game's elements, but he later stated that they largely | 14,553 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
coalesced by the end.
## Publication.
"Flight Unlimited" was self-published by Looking Glass Technologies. Their previous games had been developed for other video game publishers, and had generated $90 million total earnings for those companies. However, Ronald Rosenberg of "The Boston Globe" reported that Looking Glass was "no longer satisfied as a backroom player surviving on royalties". Doug Church later explained that the company wanted to self-publish in order to escape the "treadmill of waiting for advances", which would allow them to make long-term plans without needing to satisfy the immediate demands of a publisher. In late 1994, Looking Glass announced that venture capital investors, | 14,554 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
including Matrix Partners and Institutional Venture Partners, had provided the company with $3.8 million. The sum was intended to fund the development and self-publication of "Flight Unlimited". According to Michael Humphreys of Matrix Partners and Ruthann Quindlen of Institutional Venture Partners, the decision was partly influenced by the past success of the company's co-founders, Paul Neurath and Ned Lerner.
Looking Glass intended "Flight Unlimited" as a gateway into the video game publishing industry. According to Lerner, the idea of self-publishing had been considered when the company was founded. In 1995, Looking Glass projected that sales of "Flight Unlimited" would increase royalty | 14,555 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
revenues to $10 million that year, up from $1.5 million in 1994. Jeffrey A. Kalowski, the company's vice president of finance and administration, expected that the game would recoup its development costs and make a return before the end of the year. He predicted that, over the following 12 to 18 months, the company's number of employees would increase from 52 to 82. The company's executive vice president and general manager, Jerry Wolosenko, told "The Boston Globe" that the company hoped to publish six games each year. According to Doug Church, the pressure for "Flight Unlimited" to succeed meant that the concurrently-developed "System Shock", which was not self-published, received little attention | 14,556 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
from the company's management.
"Flight Unlimited" was placed in direct competition with several major flight simulator franchises. Before the game's release, Shelby Bateman of "Next Generation Magazine" wrote, "1995 is going to be a real dogfight in the flight-sim and aerial-combat categories, and LookingGlass is betting its bankroll ... that it can capture significant market share from the likes of Microsoft "Flight Simulator" and the debut of Spectrum HoloByte's "Falcon 4.0", among others." Describing the situation, Johnny L. Wilson of "Computer Gaming World" wrote, "The games that sell big are the ones that allow you to blow stuff up, so, if anything, that could be a problem for "Flight | 14,557 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
Unlimited"." Doug Church explained that, because the game did not feature combat and bore little resemblance to "Microsoft Flight Simulator", the team spent "many late nights" on marketing strategies. However, he noted that the game had a wide appeal among those who tested it during development, which he called "a really good sign". Talking to Bernie Yee of "PC Gamer US", Paul Neurath said that he thought the game would sell well. Yee noted that Neurath "fully [expected] it to prove more popular than "Microsoft Flight Simulator"".
In January 1995, Looking Glass showed "Flight Unlimited" alongside "" at the Winter Consumer Electronics Show, under their "Immersive Reality" marketing label. In | 14,558 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
March 1995, the "Boston Globe" reported that the team was performing "11th hour checks" of the game to prepare it for shipment to a Midwestern United States Compact Disc manufacturer. According to the newspaper, Looking Glass planned to begin by shipping 100,000 units to retailers in Canada and the United States. Another 100,000 copies were to be sent to France, Germany and the United Kingdom at a later date. However, upon the game's June 7, 1995 release for MS-DOS, 200,000 units were distributed simultaneously in the United States and Europe. The game's European releases were localized with German, French and English text and voice acting, which was made possible by "close coordination with | 14,559 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
international partners". Versions for Macintosh and Windows 95 were later released; the former was shown at the Macworld Expo in April 1996.
# Reception.
"Flight Unlimited" was a commercial success. It debuted in twelfth place on a June 1995 sales chart compiled by NPD Group, while "Microsoft Flight Simulator 5.1" took first place. The game went on to sell more than 300,000 copies by 1997, and more than 780,000 by 2002. According to Constantine von Hoffman of the "Boston Herald", "Flight Unlimited" successfully competed with "Microsoft Flight Simulator". "PC Gamer"s Lee Buchanan wrote that it "soars above the pack of flight simulations", and he considered it to be "the most fun [he had] had | 14,560 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
in a computerized cockpit". Frank Vizard of "Popular Mechanics" hailed it as "the new top gun of flight simulators", and Doug Bailey of "The Boston Globe" considered it to be the "first real serious challenge to Microsoft's dominance of the genre". "The Record"s David Noack believed that the game's physics and stereoscopic terrain set "a new standard in flight simulation". Writing for "Computer Gaming World", Bob and John Nolan stated, "If anything, you should at least take a look at this product, because you'll be looking at the future of simulations."
The game was a finalist in the 12th Annual Awards for Technical Excellence held by "PC Magazine", whose staff called it "the simulator by which | 14,561 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
all others will be judged." It was named the best simulation of 1995 by "Computer Games Strategy Plus" (tied with "Apache"), and the best of 1996 by "Macworld", whose editor Steven Levy wrote that it "puts you in touch with what makes flying special." Inside Mac Games and "PC Gamer" both nominated "Flight Unlimited" as the simulation of the year, although it lost these awards to "A-10 Cuba!" and "Apache", respectively.
## Design.
Vizard stated that "Flight Unlimited"s "very advanced computational fluid dynamics make [each] plane react according to spec". Buchanan lauded the fluid model for creating a "sensation of actual flight [that] is nothing short of magnificent", while "PC Magazine"s | 14,562 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
staff commented that it makes "planes behave more like real aircraft than any simulator we have seen". Bob and John Nolan called the game's physics programming "groundbreaking", and Chris Ware of the "Lexington Herald-Leader" found the game to be the most accurate simulation of flight beyond "those multimillion-dollar flight simulators [used by] fighter pilots and astronauts". Noack agreed: he wrote that the game "is about as close to flying within going to the airport". In 1996, "Computer Gaming World" presented "Flight Unlimited" with a Special Artistic Achievement Award For Physical Model. The magazine's staff praised Blackley's programming for pushing the genre "higher into the realm of | 14,563 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
simulation", and listed the game's sophisticated physics model as #5 on its list of "the 15 best ways to die in computer gaming".
Ware found "Flight Unlimited" approachable and noted its "simplicity of use and depth of instruction". Buchanan hailed the lesson mode as "a dream come true for any budding pilot". A writer for "The Washington Post" called the game "[the] world's first truly easy-to-use flight simulator" and "a good entry product", in which "rank amateurs can just launch the program and start cruising immediately". "The Washington Post"s John Gaudiosi wrote that, while many games in the genre are overly complex, "Flight Unlimited" lets "those who aren't rocket scientists ... experience | 14,564 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
the thrills of stunt flying." He found its control scheme simple to understand. By contrast, Bailey found the game difficult and initially "frustrating": he complained that he had to play the lesson mode before even taking off. Denny Atkin of "Computer Gaming World" characterized the game's learning curve as steep, thanks to the accuracy of the physics programming, but he noted the scalable difficulty options. Bailey later recommended the game in a holiday shopping guide. He wrote that "it can be difficult to master. But once you're up, it's worth the trouble."
A writer for "The Washington Post" commented that "serious flight freaks will like the racing and advanced maneuvers". According to | 14,565 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
Gaudiosi, dedicated players will learn "all about aerodynamics and stunt flying"; he considered the latter to be "hard stuff, even with green hoops guiding you". Similarly, Buchanan characterized the Hoops courses as "incredibly demanding", and Atkin cited that mode's Trick difficulty level as "amazingly tough". Bob and John Nolan wrote that people who "love to loop around the skies of "Flight Simulator 5" will go bananas for" the aerobatics; but the pair commented that combat flight simulator players "might get a little edgy once the wow-power wears off." However, Atkin believed that only those "never happy without something to shoot at" could be disappointed by the lack of combat: other players | 14,566 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
will "be too busy choreographing aerial ballets, pulling off death-defying aerobatic stunts, or just enjoying a quiet soar down the ridge line to miss that stuff". Likewise, Ware called the non-violent gameplay "refreshing", and Buchanan wrote, "If [you are] a battle-weary veteran of air combat sims, "Flight Unlimited" might be just the sort of [rest and relaxation] you need."
## Presentation.
Atkin found the cockpit and terrain graphics to look "almost real". He commented, "Every few years a sim comes along that lets reviewers use the 'sets new standards for graphics' cliché, and "Flight Unlimited" is the 1995 entry in this club." Bob and John Nolan called "Flight Unlimited" "the ultimate | 14,567 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
show off piece for your new Pentium", thanks to "unbelievable" graphics superior to those of any other computer game. Gaudiosi concurred: he characterized the visuals as "photo-sharp" and "better than any I have seen". "PC Magazine"s staff found the graphics "impressive" and "even more stunning than those in "Microsoft Flight Simulator"". Ware noted the "stunning 3-D photo-realistic scenery", while Bailey stated that the "graphics are brilliantly rendered and whiz by smoothly". Buchanan called "Flight Unlimited"s terrain "just superb" and Vizard described it as "amazingly real". Buchanan believed that "what you hear in "Flight Unlimited" is every bit as good as what you see", thanks to "utterly | 14,568 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
convincing" sound effects. Atkin praised the instructor as "one of the best uses of voice ever in a multimedia title".
Bailey wrote that the game needs "a real beefy machine" to run properly; Atkin stated that the "massive horsepower requirement will restrict many gamers to lower resolutions and detail levels". Bob and John Nolan similarly found that the game "hogs computing power". Buchanan wrote that the system requirements listed on the back of the game's box "must be a joke", and that a high-performance computer is necessary to run the game. In 1996, "PC Gamer US" presented the game with a "Special Achievement in Graphics" award. The editors wrote, "While it requires the most sophisticated | 14,569 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
computer hardware on the market to be enjoyed, "Flight Unlimited" rewards gamers with some of the most stunning scenery ever seen in a flight sim."
# Aftermath.
"Flight Unlimited" was the first of three self-published titles released by Looking Glass Technologies. However, the next two products, "" (1996) and "British Open Championship Golf" (1997), were commercial failures. As a result, the company ceased self-publishing and was left in dire financial circumstances. Doug Church later explained that Looking Glass' attempt to publish came at a difficult time for the video game industry: "the other mid-sized publishers were mostly going out of business or getting bought". He believed that the | 14,570 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
company had been "overreaching itself" with the venture, and that it was "being a little overambitious and a little cocky".
## Sequels.
"Flight Unlimited" was intended to be followed by a combat-oriented sequel, which was developed under the working title "Flight Combat". In 1995, Seamus Blackley told "PC Gamer US" that he wanted the game to "feel so real that pilots will be afraid. They'll "feel" the gun hits." Talking to "Computer Gaming World", he stated that the game would teach players the "same curriculum [as] the Air Force", and that it would feature competitive online play. However, a company manager, newly instated by venture capital investors who disliked Looking Glass' management | 14,571 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
style, instead demanded that Blackley create a direct sequel to "Flight Unlimited". The two argued regularly, and Blackley later accused the manager of "ripp[ing] the guts out of Looking Glass". In response to Blackley's refusal to create "Flight Unlimited II", the manager fired him. Blackley left the company in late 1995 with designer Austin Grossman, and both were hired by DreamWorks Interactive to create "". He later spearheaded development of the Xbox at Microsoft.
Constantine Hantzopoulos directed "Flight Unlimited II", which was published by Eidos Interactive in 1997. The team could not continue using the real-time computational fluid dynamics of "Flight Unlimited" because, according | 14,572 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
to Hantzopoulos, it was "all black box spaghetti code from Seamus". The aerobatics focus of its predecessor was dropped in favor of general civilian aviation. The development of "Flight Combat" was hinted at during the production of "Flight Unlimited II". A third game, "Flight Unlimited III", was published by Electronic Arts in 1999; and it continued the focus on general aviation. That year, "Flight Combat" was officially announced as the World War II-themed, Electronic Arts-published "Flight Combat: Thunder Over Europe", but its name was eventually changed to "Jane's Attack Squadron". The game was canceled as a consequence of Looking Glass Studios' closure in 2000. However, it was later finished | 14,573 |
1214676 | Flight Unlimited | https://en.wikipedia.org/w/index.php?title=Flight%20Unlimited | Flight Unlimited
development of "Flight Combat" was hinted at during the production of "Flight Unlimited II". A third game, "Flight Unlimited III", was published by Electronic Arts in 1999; and it continued the focus on general aviation. That year, "Flight Combat" was officially announced as the World War II-themed, Electronic Arts-published "Flight Combat: Thunder Over Europe", but its name was eventually changed to "Jane's Attack Squadron". The game was canceled as a consequence of Looking Glass Studios' closure in 2000. However, it was later finished by developer Mad Doc Software and released in 2002 by publisher Xicat Interactive.
# External links.
- "Flight Unlimited" download at the Internet Archive | 14,574 |
1214825 | Chaand Raat | https://en.wikipedia.org/w/index.php?title=Chaand%20Raat | Chaand Raat
Chaand Raat
Chaand Raat (Bengali: চাঁদ রাত, , Hindi: चाँद रात; literally "Night of the moon") is a Bengali, Urdu and Hindi locution used in Bangladesh, Pakistan and India for the eve of the Muslim festival of Eid ul-Fitr; it can also mean a night with a new moon for the new Islamic month shawwal. Chaand Raat is a time of celebration when families and friends gather in open areas at the end of the last day of Ramadan to spot the new moon, which signals the arrival of the Islamic month of Shawwal and the day of Eid. Once the moon is sighted, people wish each other "Chaand Raat Mubarak" ("Have a blessed night of the new moon") or "Eid Mubarak" ("Blessings of the Eid day"). Women and girls decorate | 14,575 |
1214825 | Chaand Raat | https://en.wikipedia.org/w/index.php?title=Chaand%20Raat | Chaand Raat
their hands with mehndi (henna), and people prepare desserts for the next day of Eid and do last rounds of shopping. City streets have a festive look, and brightly decorated malls and markets remain open late into the night. "Chaand Raat" is celebrated festively and passionately by Muslims (and occasionally non-Muslims as well) all over South Asia, and in socio-cultural significance, is comparable to Christmas Eve.
# Etymology.
The term is derived from the Sanskrit words "candrá" (चंद्र) "moon" and "rā́tri" (रात्रि) "night".
# Background.
"Chaand Raat" celebrations occur on the eve of Eid ul-Fitr, which is celebrated on 1 Shawwal. The beginning of an Islamic month depends on the first sighting | 14,576 |
1214825 | Chaand Raat | https://en.wikipedia.org/w/index.php?title=Chaand%20Raat | Chaand Raat
of the lunar crescent and thus the month of Ramadan can be of either 29 or 30 days. The new moon is announced by the Ruet-e-Hilal Committee and Chaand Raat occurs on the same evening (on which first lunar crescent of the month of Shawwal is observed). As the exact day of Eid ul-Fitr is dependent on the moon sighting, Chaand Raat is considered more festive on Eid ul-Fitr than Eid ul-Adha, which is known well in advance.
# Festivities.
As soon as the Ruet-e-Hilal Committee announces the sighting of the new moon, announcements are made from mosques, television channels and radio stations. Festivities begin almost instantly and continue all night until the morning Fajr prayer. Entire families | 14,577 |
1214825 | Chaand Raat | https://en.wikipedia.org/w/index.php?title=Chaand%20Raat | Chaand Raat
head out towards the local bazaars, markets and shopping malls. Women usually purchase items such as Shalwar Kameez, bangles, jewellery and bags while men mostly concentrate on shoes. Gifts and sweets are brought for friends while toys are brought for children. Barbar shops and beauty parlors are also heavily visited in the evening in preparation for the following day. Women and girls decorate their hands with mehndi as well. Decorative lights are put up in markets as well as government buildings, banks and mosques. Chaand Raat also gives a chance for people to meet with friends and extended family.
# See also.
- Festivals in Pakistan
- Ruet-e-Hilal Committee
# External links.
- Official | 14,578 |
1214825 | Chaand Raat | https://en.wikipedia.org/w/index.php?title=Chaand%20Raat | Chaand Raat
ems such as Shalwar Kameez, bangles, jewellery and bags while men mostly concentrate on shoes. Gifts and sweets are brought for friends while toys are brought for children. Barbar shops and beauty parlors are also heavily visited in the evening in preparation for the following day. Women and girls decorate their hands with mehndi as well. Decorative lights are put up in markets as well as government buildings, banks and mosques. Chaand Raat also gives a chance for people to meet with friends and extended family.
# See also.
- Festivals in Pakistan
- Ruet-e-Hilal Committee
# External links.
- Official Chand Raat in Australia
- Official Chand Raat Mela in Virginia
- Moon sighting curves | 14,579 |
1214782 | Whitehaven R.L.F.C. | https://en.wikipedia.org/w/index.php?title=Whitehaven%20R.L.F.C. | Whitehaven R.L.F.C.
Whitehaven R.L.F.C.
Whitehaven R.L.F.C. is a professional rugby league club playing in Whitehaven in west Cumbria. They play in Kingstone Press League 1. Their stadium is called the Recreation Ground (known locally as the Recre).
Their nicknames are 'Haven' or the 'Marras' (a local dialect word for 'mates'). Their mascot is a lion called "Pride". Between 1997 and 2003 they were known as Whitehaven Warriors.
Their local rivals are Workington Town.
# History.
## Foundation.
Rugby league in Cumbria can trace its roots back over 100 years to the formation of the Northern Union. Whitehaven had its own team, Whitehaven Recreation, which competed in the Challenge Cup in the first decade of the | 14,580 |
1214782 | Whitehaven R.L.F.C. | https://en.wikipedia.org/w/index.php?title=Whitehaven%20R.L.F.C. | Whitehaven R.L.F.C.
20th century.
"Whitehaven RLFC" was formed at a meeting held in the Miners' Welfare Club at Kells from the Whitehaven Miners' Welfare team in 1948 and shortly afterwards were admitted into the Northern Rugby Football Union by just three votes. Whitehaven took over the Miners' Welfare lease at the Recreation Ground. In their first game Haven beat Hull F.C. 5–0. There was a "disappointing" turnout of only 9,000 because of the pouring rain; in those days the supporters' club had 4,000 members. The early Whitehaven team were nicknamed ""the Colliers"" because of the Miners' Welfare connection.
In a Britain that still was still recovering from wartime rationing and austerity Whitehaven gradually | 14,581 |
1214782 | Whitehaven R.L.F.C. | https://en.wikipedia.org/w/index.php?title=Whitehaven%20R.L.F.C. | Whitehaven R.L.F.C.
picked itself up. Billy Little came to the Recreation Ground in 1950 as coach at a time when the fledgling Haven club were struggling to compete in the professional league. His tenure as coach signalled an era of progress and improvement. In 1951, the first of a long line of players from Australasia joined Haven as Neville Emery became player-coach. Under his guidance the club built a team that could compete with the best.
On Saturday 20 October 1956, Whitehaven defeated the Australian tourists 14–11 before a crowd of 10,917 at the Recreation Ground. Later that season the club came within minutes of a Wembley appearance when they lost 10–9 to Leeds in a Challenge Cup semi-final before a 50,000 | 14,582 |
1214782 | Whitehaven R.L.F.C. | https://en.wikipedia.org/w/index.php?title=Whitehaven%20R.L.F.C. | Whitehaven R.L.F.C.
crowd at the Odsal Stadium, featuring players such as the legendary Dick Huddart and full back John McKeown. The end of that season saw Emery return home to be replaced by Edward Gibson, who rebuilt the team, and in 1959/60 the club finished 6th in the league their highest ever position.
## 1960s and onwards.
The club's record attendance was set in 1960 when 18,650 spectators turned up for a third round Challenge Cup game against Wakefield Trinity. Despite this, the 1960s were a period of decline as the club struggled on the field, though in 1965 the club defeated the touring New Zealanders 12–5, the winning try scored by John Coupe. It wasn't until 1970 that the club emerged from this lean | 14,583 |
1214782 | Whitehaven R.L.F.C. | https://en.wikipedia.org/w/index.php?title=Whitehaven%20R.L.F.C. | Whitehaven R.L.F.C.
spell. Under the coaching of Sol Roper they topped the league table for part of the 1969/70 season. Once again the club defeated the game's top clubs like St. Helens, Wigan and Bradford Northern at the Recreation Ground.
Jeff Bawden in 1971/72, his first season as head coach, was able to take Whitehaven to Central Park and beat Wigan on their own patch for the first time in Whitehaven's history. The club progressed over the next few years and in 1973 acquired floodlights. However success was once again denied at the last hurdle as the club suffered semi-final defeats in both the Lancashire County Cup and the John Player Cup.
Phil Kitchin became coach in 1980. Two promotions to the top division | 14,584 |
1214782 | Whitehaven R.L.F.C. | https://en.wikipedia.org/w/index.php?title=Whitehaven%20R.L.F.C. | Whitehaven R.L.F.C.
came in the 1980s, and during this period the club produced a batch of internationals in scrum half Arnold 'Boxer' Walker, forward Vince Fox and centre Vince Gribbin. Kitchen was sacked in 1981 and Arnold Walker became player-coach before also being sacked as coach.
By the end of the 1980s the club found itself back in Division Two.
Whitehaven faced a financial crisis in 1992. Eleven local businessmen, Copeland Council and Albright & Wilson joined forces to form Whitehaven 1992 Ltd, the holding company which owns 70 per cent of the shares.
## Summer era.
When Super League was proposed Whitehaven were supposed to merge with Barrow, Carlisle and Workington Town to form a "Cumbria" club to | 14,585 |
1214782 | Whitehaven R.L.F.C. | https://en.wikipedia.org/w/index.php?title=Whitehaven%20R.L.F.C. | Whitehaven R.L.F.C.
be based at Workington, that would take part in the new summer competition. This was successfully resisted.
Whitehaven Warriors ended 1996 one place above the relegation positions. The appointment of Kiwi coaches Kurt Sorensen and Stan Martin brought about a revival at the club with Haven finishing third in Division One in 1997 and reaching the play-off semi-finals only to lose to Hull F.C. The club adopted the name "Whitehaven Warriors" during that season.
Martin quit as coach in summer 1998, Colin Armstrong took temporary charge of Whitehaven before Edgar took over.
The merger issue resurfaced in 2000, Whitehaven were so heavily in debt that a merger with Workington seemed the only means | 14,586 |
1214782 | Whitehaven R.L.F.C. | https://en.wikipedia.org/w/index.php?title=Whitehaven%20R.L.F.C. | Whitehaven R.L.F.C.
of survival. However, the board of directors rejected a merger proposal with Workington Town and then resigned en masse.
Paul Cullen arrived as coach in September 2000 taking over from Kevin Tamati. This heralded upward progression for Whitehaven. The club made steady progress and earned a place in National League 1 for 2003. Cullen left in August 2002 to manage Warrington. Peter Smith took over as coach with help from Peter Roe before Steve McCormack was appointed in 2004. Whitehaven dropped the "Warriors" epithet and went back to being plain Whitehaven.
In 2004, they were undefeated at home in the league and made it to the semi-final of the Arriva Trains Cup losing to the eventual winners | 14,587 |
1214782 | Whitehaven R.L.F.C. | https://en.wikipedia.org/w/index.php?title=Whitehaven%20R.L.F.C. | Whitehaven R.L.F.C.
Leigh Centurions. They also narrowly lost out on promotion to Super League after losing 32–16 in extra time to Leigh in the NL1 grand final. The following year despite Castleford being red hot favourites for promotion Whitehaven managed to win their first piece of silverware when he took the National League One League Leader's trophy, however they were unable to take this success into the grand final, where they were heavily beaten by Castleford.
Steve McCormack left to manage Widnes and was replaced by Dave Rotheram in November 2005. In 2006, Haven finished 4th and reached the National League 1 play-offs, only to be beaten 24–20 by Steve McCormack's Widnes in a hard fought semi-final. They | 14,588 |
1214782 | Whitehaven R.L.F.C. | https://en.wikipedia.org/w/index.php?title=Whitehaven%20R.L.F.C. | Whitehaven R.L.F.C.
were knocked out of the Northern Rail Cup at the quarter-final stage by Hull Kingston Rovers who would eventually be promoted to the Engage Super League that season.
In late 2006 they became the first ever winners of the pre-season "Ike Southward Trophy", beating neighbours Workington Town 18–6 at the Recreation Ground. Haven made it to the final of the Northern Rail Cup for the first time in 2007 but lost 54–6 to Widnes.
Whitehaven appointed Paul Crarey as their new coach in October 2007 as Dave Rotheram left to manage Workington Town.
In early 2008 Gerard Stokes was offered the job of coaching Haven, after coach Paul Crarey left the club citing personal health issues. Stokes led Haven to | 14,589 |
1214782 | Whitehaven R.L.F.C. | https://en.wikipedia.org/w/index.php?title=Whitehaven%20R.L.F.C. | Whitehaven R.L.F.C.
the play-offs during his first season in charge. However a disastrous 13-game losing streak saw the club relegated to Championship 1 at the end of the 2010 season. Following relegation Haven went into administration and re-formed under the name 'Whitehaven 2010' as a consequence Haven were deducted nine points for next season's Championship 1.
Club legend and record try-scorer David Seeds was appointed head coach and started the season unbeaten, wiping out the nine-point deduction in the first few games but fell short of promotion being knocked out in the play-offs by Doncaster. Following the game David Seeds resigned as coach and Les Ashe resigned as assistant coach.
Towards the end of 2011 | 14,590 |
1214782 | Whitehaven R.L.F.C. | https://en.wikipedia.org/w/index.php?title=Whitehaven%20R.L.F.C. | Whitehaven R.L.F.C.
Haven appointed Don Gailer from the North Devils in Australia as new head coach, with the remit being promotion to the Championship. Haven finished 4th, thus securing the final promotion berth after Doncaster, Barrow and local rivals Workington Town. Gailer was sacked just two weeks after securing promotion following a rift between the coach and Haven players.
In September 2012 Haven announced that ex Castleford coach Dave Woods would coach the side in 2013, Haven immediately set about strengthening for 2013 signing prop Paul Jackson from Super League side Castleford. Prior to the start of the season Haven announced a dual registration link-up with Super League side St Helens, during the season | 14,591 |
1214782 | Whitehaven R.L.F.C. | https://en.wikipedia.org/w/index.php?title=Whitehaven%20R.L.F.C. | Whitehaven R.L.F.C.
Ade Gardner, Paul Clough, Tommy Makinson, Carl Forster, Jordan Hand, Joe Greenwood, Anthony Walker and Adam Swift would turn out for the club with Swift in particular impressing from fullback. Haven started well, winning the opening two games before losing at home to Leigh Centurions in front of the Premier Sports cameras. Haven would finally break a 7-game losing streak against local rivals Workington Town winning 29–18 on Sunday 23 June before securing a place in the Championship for the following season.
Steve Deakin was appointed as head coach in September 2014. A mass exodus of players followed; out of a squad of twenty-four, eighteen left and Haven were left with six players Deakin resigned | 14,592 |
1214782 | Whitehaven R.L.F.C. | https://en.wikipedia.org/w/index.php?title=Whitehaven%20R.L.F.C. | Whitehaven R.L.F.C.
for personal reasons a week before the first game of the season and player Brett Seymour took temporary charge. James Coyle was then appointed as player-coach on a caretaker basis with Brett Seymour.
# Past coaches.
- Billy Little 1950
- Neville Emery 1951-56
- Edward Gibson 1956–?
- Sol Roper
- Jeff Bawden 1971–?
- Phil Kitchin 1980–81
- Arnold Walker 1981
- Tommy Dawes 1982-83
- Frank Foster 1984-85
- Phil Kitchin 1986–87
- Barry Smith 1988-89
- Gordon Cottier 1993
- Norman Turley 1990-91
- Kurt Sorensen 1994-95
- Stan Martin 1996
- Colin Armstrong
- Edgar
- Kevin Tamati 1999–2000
- Paul Cullen 2000-02
- Peter Smith 2002–?
- Steve McCormack 2004-05
- Dave Rotheram 2006
- | 14,593 |
1214782 | Whitehaven R.L.F.C. | https://en.wikipedia.org/w/index.php?title=Whitehaven%20R.L.F.C. | Whitehaven R.L.F.C.
Paul Crarey ?-2008
- Gerard Stokes 2008–10
- David Seeds 2011
- Don Gailer 2012
- Dave Woods 2013–2015
- Steve Deakin 2015
- James Coyles 2015-2016
# 2019 transfers.
Losses
# Club records.
## Team.
- Highest score: 86–6 vs Highfield 1995
- Heaviest defeat: 106–8 vs Wigan 12 May 2008
- Record attendance: 18,650, vs Wakefield Trinity 1960
## Individual.
- Tries in a career: 248 David Seeds (1993–2007)
- Tries in a season: 34 Mick Pechey (1994–95)
- Tries in a match: 6 "Vince" Gribbin (vs Doncaster 18 November 1984) & Andrew Bulman (vs Wigan St Patricks 10 March 2019)
- Goals in a career: 1,050 John McKeown (1948–61)
- Goals in a season: 141 John McKeown (1956–57)
- Goals in | 14,594 |
1214782 | Whitehaven R.L.F.C. | https://en.wikipedia.org/w/index.php?title=Whitehaven%20R.L.F.C. | Whitehaven R.L.F.C.
a match: 13 Lee Anderson (v Highfield 25 January 1995)
- Points in a career: 2,133 John McKeown (1948–61)
- Points in a season: 400 Mick Nanyn (2004)
- Points in a match: 32 Mick Nanyn (vs Batley 22 August 2004) & Greg McNally (vs Featherstone Rovers 22 March 2009)
- Appearances in a career: 417 John McKeown (1948–61)
- Appearances in a season: 42 John McKeown (1956–57)
- Consecutive appearances: 83 Gary Broadbent (C)
# Players earning international caps while at Whitehaven.
- Richard Fletcher won caps for "Scotland" while at Hull, Castleford and Whitehaven 2001...2007 5-caps + 1-cap (sub)
- "Vince" Gribbin won a cap for "Great Britain" while at Whitehaven in 1985 1-cap
- Bill Holliday | 14,595 |
1214782 | Whitehaven R.L.F.C. | https://en.wikipedia.org/w/index.php?title=Whitehaven%20R.L.F.C. | Whitehaven R.L.F.C.
won caps for "Great Britain" while at Whitehaven in 1964 against France, in 1965 against France, New Zealand (3 matches), while at Hull Kingston Rovers in 1966 against France, France (sub), in 1967 against Australia (3 matches). Bill Holliday captained Great Britain in 1967 against Australia (3 matches).
- Milton Huddart won a cap for "England" while at Whitehaven in 1984 against Wales
- Dick Huddart won caps for "England" while at St. Helens in 1962 against France, and won caps for "Great Britain" while at Whitehaven in 1958 against Australia (2 matches), New Zealand (2 matches), while at St. Helens in 1959 against Australia, in 1961 against New Zealand (3 matches), in 1962 against France | 14,596 |
1214782 | Whitehaven R.L.F.C. | https://en.wikipedia.org/w/index.php?title=Whitehaven%20R.L.F.C. | Whitehaven R.L.F.C.
(2 matches), Australia (3 matches), New Zealand (2 matches), in 1963 against Australia
- Lee Kiddie won a cap for "Scotland" while at Whitehaven in 2003
- Phil Kitchin won a cap for "Great Britain" while at Whitehaven in 1965 against New Zealand
- John J. McKeown won a cap for "Great Britain" while at Whitehaven in 1955/56 against France (Internationals against France were not granted full Test match status by the RFL until 1957)
- Spencer Miller won caps for "Scotland" while at Whitehaven in 2003 against Ireland and France, in 2004 against Wales and in 2006 against Wales
- Mick Nanyn won caps for "Scotland" while at Whitehaven, Widnes and Oldham 2005...present 6-caps + 1-cap (sub)
- Arnold | 14,597 |
1214782 | Whitehaven R.L.F.C. | https://en.wikipedia.org/w/index.php?title=Whitehaven%20R.L.F.C. | Whitehaven R.L.F.C.
'Boxer' Walker won a cap for "England" while at Whitehaven in 1981 against France, and won a cap for "Great Britain" while at Whitehaven in 1980 against New Zealand
# Other notable players.
- 1940s
- Jeff Bawden
- 1950s
- Billy Banks (No. 7)
- John 'Trackie' McVay circa-1956
- xLes Moore (No. 10) circa-1956-65
- Dennis Williamson circa-1956-61 (To Wakefield Trinity)
- 1960s
- Eddie Bowman
- Matt McLeod circa-1965
- Brian Shillinglaw, for "Scotland (RU)" while at Gala RFC (RU) 1960–61 5-caps (signed for Whitehaven 1961–62 (No. 7))
- 1970s
- Alan McCurrie
- 1980s
- Mark Beckwith circa-1980s
- Steve Burney (No. 11)
- Gary Hetherington (No. 13)
- 1990s
- Graeme Morton (Testimonial | 14,598 |
1214782 | Whitehaven R.L.F.C. | https://en.wikipedia.org/w/index.php?title=Whitehaven%20R.L.F.C. | Whitehaven R.L.F.C.
match 2003)
- 2000s
- Garry Purdham (1999–2004)
- Brett McDermott
# Haven immortals ("Hall of Fame").
1. John McKeown circa-1950s
2. Bill Smith (No. 2) circa-1950s
3. Vince Gribbin
4. Eppie Gibson
5. Syd Lowdon (No. 5) circa-1950s
6. Phil Kitchin circa-1956-65
7. Arnold 'Boxer' Walker
8. Bill McAlone (Testimonial match 1960)
9. Aaron Lester
10. John Tembey circa-1950s
11. Bill Holliday
12. Dick Huddart
13. Gordon Cottier
14. Billy Garratt (No. 3) circa-1950s
15. Geoff Robinson (No. 13)
16. Dave Watson circa-1980s
17. xLes Moore (No. 10) circa-1963-65
18. Jimmy Dalton
# Club honours.
- National League One Winners 2005
# External links.
- Official site
- Alternative | 14,599 |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.