Shuttle (video game)
Shuttle | |
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Single-player |
Shuttle is a space flight simulator game developed by
.Gameplay
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In the game, the players control a Space Shuttle that departs from the Vehicle Assembly Building and returns to Earth at the Shuttle Landing Facility.
The game is organized into missions that emulate the experience of Space Shuttle missions, including launching the Hubble Space Telescope and using the Manned Maneuvering Unit to repair satellites.[1] Players are able to receive optional guidance for completing missions if they are struggling. During the course of the game, instructions are passed to the player through a teleprinter, and when those instructions require the player to use the shuttle controls, a flashing box indicates the appropriate switch or knob to use.
While playing, you can change your camera to point in multiple different camera angles, rather than the standard control panel and external view found in most simulators of the time, including a view that can allow the player can also look out of any of the
The game was released with numerous bugs and issues, particularly with the autopilot often not working as intended, leading to peculiar re-entry trajectories.
In earlier versions, the final mission was impossible to complete, due to some of these issues.[citation needed]
Reception
Stanley Trevena from
In 1996, Computer Gaming World declared Shuttle the 50th-worst computer game ever released.[5]
See also
- Space Shuttle: A Journey into Space (1983)
- Project Space Station (1985)
- E.S.S. Mega (1991)
- Buzz Aldrin's Race Into Space (1993), a US-Soviet Space Race simulator
References
- ^ "Shuttle: The Space Flight Simulator (Amiga)". GamesNostalgia. Retrieved 2023-03-06.
- OCLC 8482876. Archived from the originalon 2011-07-23.
- ^ Trevena, Stanley (May 1992). "Shuttle off from Vandenberg: Virgin's Shuttle". Computer Gaming World. Vol. 1, no. 94. pp. 34, 36.
- OCLC 8482876. Archived from the originalon 2011-07-23.
- ^ Staff (November 1996). "150 Best (and 50 Worst) Games of All Time". Computer Gaming World. No. 148. pp. 63–65, 68, 72, 74, 76, 78, 80, 84, 88, 90, 94, 98.