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| Flying Corps | |
|---|---|
Flying Corps Gold | |
| Developer(s) | Rowan Software |
| Publisher(s) | Empire Interactive |
| Platform(s) | MS-DOS, Windows |
| Release | 16 January 1997[1] |
| Genre(s) | World War I flight simulator |
| Mode(s) | Single-player, multiplayer |
Flying Corps is a 1997 World War I flight simulator developed by Rowan Software and published by Empire Interactive.
It was one of the most popular flight simulators of its time due to its accurate flight models and graphics, and also the novelty factor of a First World War dog fight simulator. Flying Corps is one of the few flight simulators to have dealt with the First World War - Red Baron, Knights of the Sky and the more arcade-oriented Wings have attempted to do the same, but most companies focus on modern air combat and World War II (usually the Battle of Britain).
The game is split in four campaigns: The Flying Circus (1917), Battle of Cambrai 1917, German spring offensive (1918) and Hat In The Ring (1918). Several airplanes are available, including the Sopwith Camel, the Nieuport 28 and the Fokker Dr.I.
Development of the game started in Summer 1994.[2]
Flying Corps was a runner-up for Computer Gaming World's 1996 "Simulation Game of the Year" award, which ultimately went to Jane's AH-64D Longbow. The editors wrote that Flying Corps "sports perhaps the best flight models ever seen on a prop-based sim; only quirky views and steep performance requirements kept it from the crown."[3] Flying Corps was also a runner-up for Computer Game Entertainment's 1996 "Best Simulation Game" prize, which ultimately went to Jane's AH-64D Longbow. The editors called Flying Corps "arguably the best World War I flight simulator in existence."[4]
Flying Corps was named the 14th best computer game ever by PC Gamer UK in 1997. The editors praised its "planes so convincing you can actually taste the corned beef and dry biscuits the pilots probably had to eat".[5]
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
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