I'd love to give a take to to what the nineties meant for me in the simulation world...
Most of the simulations born in the early '90 where characterised by the idea of immersion.
It HAD to be so as computational power was lacking in many fronts.
Only few lucky PC owners had both a Sound Card and proper
HOTAS.
Some lacked even a colour monitor.
Some of the best Simulations simply HAD to have more than just precise simulation routines.
That came in the form of thick manuals, comprehensive guides and fast reference cards.
Some of the best Dynamix products even had a good chuck of history written up in the manual in a pretty engaging way. (I speak for myself as I found so much interest in reading about the second world war in Europe with Aces over Europe or the bits and pieces of global politics in Falcon 3.0 manual...)
But most of everything was as EagleEYe writes.
Every menu was a condensed experience. Maybe not all of them were easy to navigate.
As an italian boy of 14 the main screen of Falcon 3.0 proved to be a match. It took me hours to finally reach the first campaign mission... :P
The main point was to give the player the
believable impression of presence in the simulated world.
Again Falcon 3.0 I think represent the perfect example.
Or Strike Eagle III.
Or any of the Dynamix products. (Red Baron and any of the Aces Over... series)
One more notable example as well is the imperfect but Oh so Cool Rowan - Operation Overlord.
If you died as a pilot you would have NOT to repeat the mission... You would step into the Flying-suit of the next green recruit of the Squadron. But you had a limited number of tries. I always found that to give a sense of purpose in each flight. It really gave me some thoughts.
Simulation
per se were... optimistic, but with such a container it was enough.
You stared the suspense of disbelief way before pressing the "Fly" button.
Even the (by now) archaic F19 Stealth Fighter...
Even if you where in this impressive futuristic hardware, and you knew you were invisible, watching the passive radar sensor rising slowly while skimming russian terrain looking for your photographic target was... Well.
It really was tense, and after the mission the sense of relief was truly physical.
The late '90ies saw the rise of the graphic cards. From an user point of view it was hair-rising to say the least.
Many different producers, roughly no standards and the most different solutions meant that it was hard to make the "right" choice.
Nevertheless GPU meant that more power could be allotted to simulations rather than graphics.
So with more sophisticated products you had more and more systems to handle, and networking and study reached new peaks.
And maybe flight sim communities started feeling a bit pampered and became somewhat picky and poshy.
But that's beyond the scope of this post.