I'm sitting in the cockpit and ahead of me I see stars. The button on my joystick has exactly the weight I need to feel like a veteran pilot of the Alliance. Three TIE Fighters remain and fuel is running low. This is Star Wars X-Wing from 1993 by LucasArts — a simulator that didn't pretend to be a game to play, but a mission I had to complete.

You want to fly a Rebellion fighter and carry out missions against the Empire. There's no arcade action here — each mission has a briefing, a flight path map, a list of objectives. Either you destroy the transport ship under cover of enemy craft, or return a damaged suit to base. Every mistake costs health, fuel, ammunition. Without it you'll return with your tail between your legs and hear critical remarks in the briefing.
You play from a third-person view on your ship, where you turn, brake, shuffle energy between weapons systems and shields. It's not the rigidity of Falcon 3.0, but it's not software blur either. Buttons on the panel, a radar screen, engine temperature — everything has its click, its purpose. When you learn to work with the machines, movement becomes second nature. When you don't, you just hear a distress signal and the "Mission Failed" screen.

This approach created a gem that's remembered to this day. It wasn't the first 3D simulator, but it was the first that didn't let you choose whether you'd care about simulation or fun — you simply had to accept both. The graphics have aged, rasterized star models look like pixel art, but the game preserves the substance of its ambitious vision.

Today you can play it in your browser through an emulator, and you'll discover why it was so famous. It demands patience, learning, several minutes of clicking through menus, but then it sweeps you away. You're not in an arcade, you're in the cockpit. That's all I can tell you.