Designers Notes: Backgound

" F-117A Stealth Fighter 2.0 is the result of lots and lots oI people working closely together over a long period of time.

It really goes all the way back to 1987 when the first game on the topic was done. Project Stealth Fighter (for the Commodore 64) was the first effort at a stealth garme, nd it worked remarkably well given its limited 8-bit, I MHz environment - Arnold Hendrick and Jim Synoski had set the stage lor the next try at a stealth game.

When Sid Meier and Andy Hollis teamed up to do the same game for a l6-bit IBM machine, a large tecm was quickly qssembled to work on what we knew would be a greart game. Four and a half man years later, when MicroProse finally relecaed F-I9 Stealth Fighter for the IBM in the fall of 1988, the US Air Force finally unveiled its much-rumored stealth fighter, the F-117A.

We thought F-19 would be a winner because it was the most realistic combat flight game to date lor the commercial marketplace, but we had no idea of the magnitude of its success. It sold LOTS of copies lfast and won just about every conceivable award in the first year it was on the shelves. It was proclaimed ". . .possibly the best computer game ever made..." The Software Publisher's Association voted it the best game of the year, and the accolades go on and on. Even now it continues to be one of our best-selling titles.

The Air Force had managed to keep the look oI the F-ll7A a secret for nearly l0 years, fooling everyone, including various model makers, about the shape and theme of their stealth plane. As soon as we got a good look at the F-t l7A, we knew that sooner or later, we'd update F-I9 to match the look oI that aircraft.

In the fall of 1990, MicroProse president, Bill Stealey suggested the time had come for us to do it, and we had until the summer oI 1991. "

From the Manual: page 180