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MicroProse
MicroProse
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MicroProse is an American video game publisher and developer founded by Bill Stealey, Sid Meier, and Andy Hollis in 1982.[2][1] It developed and published numerous games, including starting the Civilization and X-COM series. Most of their internally developed titles were vehicle simulation and strategy games.

Key Information

In 1993, the company lost most of its UK-based personnel and became a subsidiary of Spectrum HoloByte. Subsequent cuts and corporate policies led to Sid Meier, Jeff Briggs and Brian Reynolds leaving and forming Firaxis Games in 1996, as MicroProse closed its ex-Simtex development studio in Austin, Texas. In 1998, following an unsuccessful buyout attempt by GT Interactive, the struggling MicroProse (Spectrum HoloByte) became a wholly owned subsidiary of Hasbro Interactive and its development studios in Alameda, California, and Chapel Hill, North Carolina, were closed the following year. In 2001, MicroProse ceased to exist as an entity and Hasbro Interactive sold the MicroProse intellectual properties to Infogrames Entertainment, SA. MicroProse UK's former main office in Chipping Sodbury was closed in 2002, followed by the company's former headquarters in Hunt Valley, Maryland, in 2003.

The brand was revived in 2007 when Interactive Game Group acquired it from Atari Interactive, formerly Infogrames. The MicroProse brand was licensed to the Legacy Engineering Group for consumer electronics. Cybergun owned the MicroProse brand from 2010 to 2018, which was then acquired by David Lagettie working with Stealey.

History

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Independent company (1982–1993)

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1980s

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In summer 1982, mutual friends who knew of their shared interest in aviation arranged for retired military pilot Bill Stealey and computer programmer Sid Meier to meet in Las Vegas. After Meier surprised Stealey by repeatedly defeating him when playing Red Baron, he explained that he had analyzed the game's programming to predict future actions and claimed that he could design a better home computer game in one week. Stealey promised to sell the game if Meier could develop it. Although Meier needed two months to produce Hellcat Ace, Stealey sold 50 copies in his first sales appointment and the game became the first product of their new company.[3] They planned to name it Smugger's Software, but chose MicroProse. (In 1987 the company agreed to change its name to avoid confusion with MicroPro International, but MicroPro decided to rename itself after its WordStar word processor).[4] MicroProse became profitable in its second month and had $10 million in sales by 1986.[5]

MicroProse advertised its first batch of games in 1982, under the headline "Experience the MicroProse Challenge!!!" All three were written by Sid Meier for the Atari 8-bit computers: platform game Floyd of the Jungle,[6] 2D shooter Chopper Rescue,[7] and first-person airplane combat game Hellcat Ace.[8] Hellcat Ace began a series of increasingly sophisticated 8-bit flight simulation games, including Spitfire Ace (1982) and Solo Flight (1983), that defined the company.

Gregg Tavares's Gunship Design Team flight jacket

In 1983, MicroProse ported Floyd of the Jungle to the Commodore 64, their first product for that machine. By 1984, the company had begun supporting the Apple II and IBM PC compatibles. MicroProse released the air traffic control game Kennedy Approach, written by Andy Hollis, in 1985.[9] Conflict in Vietnam (1986) was MicroProse's final Atari 8-bit game.

By 1987, Computer Gaming World considered MicroProse one of the top five computer game companies, alongside likes of Activision and Electronic Arts.[citation needed]

MicroProse also started a branch in the United Kingdom to cross-publish titles in Europe,[5] and to import some European titles to be published in the United States. Notable products from this period include simulation games F-15 Strike Eagle, F-19 Stealth Fighter, Gunship, Project Stealth Fighter, Red Storm Rising and Silent Service, and action-strategy games such as Sid Meier's Pirates! and Sword of the Samurai. Several games from different developers were also published by MicroProse under the labels "Firebird" and "Rainbird" (acquired after buying Telecomsoft in May 1989),[10] including Mr. Heli, Midwinter and Core Design's Rick Dangerous. During the same period, MicroProse created two labels: MicroStyle (UK), and MicroPlay Software (US), using them for publishing a variety of externally developed games, such as Challenge of the Five Realms, Command HQ, Global Conquest, Elite Plus, Flames of Freedom, Rick Dangerous, Stunt Car Racer, Xenophobe and XF5700 Mantis.[11][12] By the late 1980s, the company maintained a division, Medialist International, in order to distribute and develop independent titles that was publish through the MicroPlay and MicroProse labels.[13]

1990s

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In the early 1990s, MicroProse released the strategy games Sid Meier's Railroad Tycoon and Sid Meier's Civilization, designed by Meier and developed by its internal division, MPS Labs, on multiple platforms. Critically acclaimed, both of them quickly became two of the bestselling strategy games of all time and spawned multiple sequels. Some of MicroProse's simulation games from the 1980s received remakes in the early 1990s, such as Night Hawk: F-117A Stealth Fighter 2.0, Silent Service II and Gunship 2000, and made some first cautious attempts to expand into the console market with F-117A Stealth Fighter and Super Strike Eagle (MicroProse also ported several of their titles to the 16- and 32-bit consoles during the mid-1990s). Brand new simulation and strategy titles included 1942: The Pacific Air War, Dogfight, Fields of Glory, Formula One Grand Prix, Harrier Jump Jet, Knights of the Sky, Starlord, Subwar 2050 and Task Force 1942.

MicroProse attempted to diversify beyond its niche roots as a sim and strategy game company, looking for opportunities into the arcade game industry. MicroProse designed further action-strategy titles such as Covert Action (also designed by Sid Meier) and Hyperspeed, and experimented with the role-playing genre by developing BloodNet and Darklands (in addition to publishing The Legacy: Realm of Terror). The company invested a large sum of money to create its arcade game division as well as their own graphic adventure game engine. Meier felt that Stealey was taking the company in a risky direction, and the two could not work out their differences. Meier opted to quietly sell Stealey his share of the company but remained on in the same apparent role for all other purposes to the rest of the staff and their customers to allow Stealey to proceed in this direction.[14]

The arcade division did not perform well, and was canceled after making only two games: F-15 Strike Eagle: The Arcade Game and Battle of the Solar System (both of which featured high-end 3D graphics but failed to become popular as they were too different from existing machines), while the adventure game engine was used for just three games: Rex Nebular and the Cosmic Gender Bender, Return of the Phantom and Dragonsphere, before it was sold off to Sanctuary Woods.[citation needed]

In August 1991, MicroProse filed for an initial public offering. The company hoped to raise $18 million to help repay debts from its unsuccessful arcade games.[15] In 1992 MicroProse acquired Paragon Software.[16] It also acquired Leeds-based flight simulation developer Vektor Grafix,[17] which had already developed titles for them (such as B-17 Flying Fortress), turning it into a satellite development studio named MicroProse Leeds.

Under Spectrum HoloByte (1993–1998)

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In December 1993, following Black Wednesday in the UK, MicroProse Software Inc. merged with Spectrum HoloByte, another game company that specialized in simulation games, to form MicroProse Inc.[18] Bill Stealey, who was good friends with Spectrum HoloByte president Gilman Louie, convinced Louie to help MicroProse as Stealey was afraid that some bank would not understand the company culture. MicroProse UK was forced to close its two satellite studios of MicroProse in northern England and dispose of over 40 staff at its Chipping Sodbury head office (Microprose Chipping Sodbury). A core group of artists, designers, and programmers left MicroProse UK to join Psygnosis, which opened an office in Stroud specifically to attract ex-MicroProse employees. In 1994, Stealey departed MicroProse and Spectrum HoloByte agreed to buy out his shares. He later commented, "Spectrum Holobyte had a lot of cash and very few products. Microprose had a lot of products and no cash. It was a great marriage, but the new company only needed one chairman, so I resigned."[19] Stealey went on to found an independent game company Interactive Magic (also specializing in vehicle simulators and strategy games), while Andy Hollis departed for Origin Systems, and Sandy Petersen joined id Software.

Spectrum Holobyte managed to line up licenses, including Top Gun (Top Gun: Fire At Will), Magic: The Gathering (Magic: The Gathering), Star Trek: The Next Generation (A Final Unity, Birth of the Federation, Klingon Honor Guard) and MechWarrior (MechCommander, MechWarrior 3). Strategy game UFO: Enemy Unknown proved to be an unanticipated hit in 1994, spawning multiple sequels. In 1996, Spectrum HoloByte/MicroProse bought out Simtex, earlier a developer of MicroProse-published bestsellers Master of Orion and Master of Magic. Simtex was re-branded as MicroProse Texas (Master of Orion II: Battle at Antares), based in Austin, Texas. Other MicroProse developed and/or published games during that period included 7th Legion, Addiction Pinball, AEGIS: Guardian of the Fleet, Civilization II, Dark Earth, F-15 Strike Eagle III, Fleet Defender, Grand Prix 2, Pizza Tycoon, Sid Meier's Colonization, Tinhead, Transport Tycoon, X-COM: Apocalypse, X-COM: Interceptor and X-COM: Terror from the Deep. Insufficient financial resources largely prevented MicroProse from developing games for other game platforms, therefore MicroProse concentrated on the PC game market.[20]

MicroProse Software continued as separate subsidiary company under Spectrum HoloByte until 1996. That year, Spectrum HoloByte started cutting a majority of the MicroProse staff to reduce costs. Soon after, it consolidated all of its titles under the MicroProse brand (essentially renaming itself MicroProse). MicroProse's remaining co-founder Sid Meier, along with Jeff Briggs and Brian Reynolds, departed the company after the staff cut, forming a new company named Firaxis Games.[21]

On October 5, 1997, GT Interactive announced that it had signed a definitive agreement to acquire MicroProse for $250 million in stock. The deal was unanimously approved by the Board of Directors of both companies. After the announcement MicroProse's stock price reached $7 a share. GT Interactive expected the deal to be completed by the end of that year.[22][23] The acquisition was canceled on December 5, as according to both CEOs "the time is simply not right" for the deal. MicroProse's stock plummeted to just $2.31 after the announcement of the deal's cancellation,[24] and the company had estimated losses of $7–10 million during the third quarter of 1997 which are largely attributed to dislocations caused by the aborted merger.[25] According to Computer Gaming World, the merger was annulled due to a "fundamental" disagreement over how the joint company would be writing off its research and development costs, as MicroProse insisted to keep their method of paying off the developer immediately.[26]

In November 1997, MicroProse was sued by both Avalon Hill (who had the U.S. publishing rights to the name Civilization)[27] and Activision for copyright infringement. MicroProse responded by buying Hartland Trefoil, which was the original designer and manufacturer of the Civilization board game, and then sued Avalon Hill and Activision for trademark infringement and unfair business practices as a result of Activision's decision to develop and publish Civilization video games.[28] Because Hasbro was negotiating the acquisition of both Avalon Hill and MicroProse, the lawsuits were settled in July 1998. Under the terms of the settlement MicroProse became the sole owner of the rights of the name Civilization and Activision acquired a license to publish a Civilization video game which was later titled Civilization: Call to Power.[27][29]

Under Hasbro Interactive (1998–2001)

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In preparation for its sale, MicroProse closed down its studio in Austin in June 1998; as a result of the closure, 35 employees lost their jobs.[30] On August 14, 1998, Hasbro issued a $70 million cash tender offer to purchase all MicroProse's shares for $6 each.[31] This deal was completed on September 14, when Hasbro bought 91% of MicroProse's shares and announced that MicroProse had become a wholly owned subsidiary.[32][33] The remaining shares would also be acquired for $6 in cash. MicroProse was merged with Hasbro Interactive.[34] At the time of Hasbro's acquisition, MicroProse had 343 employees, including 135 at Alameda, California (MicroProse Alameda), with a total operating cost of $20 million per year.[35] Besides the development studio in Alameda, MicroProse had three other studios: Hunt Valley, Maryland (Microprose, Hunt Valley); Chapel Hill, North Carolina; and Chipping Sodbury, England.

In December 1998, MicroProse finally managed to publish Falcon 4.0 (in development by Spectrum HoloByte since 1992), to disappointing sales. In December 1999, Hasbro Interactive closed down former MicroProse studios in Alameda and Chapel Hill.[36][37] Among titles in development that got canceled during that period was X-COM: Genesis. The last MicroProse developed game under Hasbro, B-17 Flying Fortress: The Mighty 8th, was published in 2000.

Under Infogrames (2001–2003)

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On December 6, 2000, amist struggling sales and restructurings, Hasbro announced they would entirely sell off Hasbro Interactive, including MicroProse's assets, to French holding company Infogrames Entertainment SA for $100 million, $95 million as 4.5 million common shares of Infogrames and $5 million in cash.[38][39][40][41] The deal was closed on January 29, 2001[42][41] with Hasbro Interactive, Inc. being renamed as Infogrames Interactive, Inc.[43][44]

After the sale, sales and distribution of MicroProse titles transitioned to Infogrames, Inc. in North America and the company's standalone international divisions everywhere else. By this time, the company began a slow phase-out of the brand with many MicroProse branded titles previously released by Hasbro being reissued with Infogrames' logo on the packaging. MicroProse's two remaining development studios in Chipping Sodbury and Hunt Valley were rebranded under the Infogrames banner as well, becoming Infogrames Interactive Chippenham Studio and Infogrames Interactive Hunt Valley Studio, respectively. The development of X-COM: Alliance was finally aborted in 2002 without a formal announcement.[45][46]

The final newly-released games released under the MicroProse brand name were X-COM: Enforcer, released in April 2001,[47] Tactical Ops: Assault on Terror, released in April 2002,[48] and Grand Prix 4, released in June 2002.[49] In September, Infogrames shuttered the Chippenham studio and aborting the development of an Xbox port of Grand Prix 4 that had been currently worked at in the studio within the process.[50]

The Hunt Valley studio worked on Monopoly Casino: Vegas Edition for the PC, and then focused on the development of the Xbox title Dungeons & Dragons: Heroes, which was released in October 2003. Earlier on in May, Infogrames rebranded all their subsidiaries under the Atari brand; including Infogrames, Inc. becoming Atari, Inc., and Infogrames Interactive, Inc. becoming Atari Interactive, Inc.[51] In November 2003, Atari announced the closure of the Hunt Valley studio, which itself was the last MicroProse studio still operating.[52] However, several game developers now exist in the area, including Firaxis Games and BreakAway Games, who all owe their origin to MicroProse.

Brand sale to Interactive Game Group and Cybergun Group (2007–2019)

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In 2007, the MicroProse brand name was sold by Atari Interactive to the Interactive Game Group, a producer of video game titles. The company filed for transfer of trademark protection on December 27, 2007.[53] Originally, it was unclear if MicroProse's titles and intellectual properties were also acquired by the Interactive Game Group from Atari/Infogrames, but was soon confirmed that the latter had remained the owners of the properties.[54]

In January 2008, the Interactive Game Group sub-licensed the MicroProse brand and trademark to I-Drs At in January 2008.[55][56] The company also licensed the MicroProse brand to the Legacy Engineering Group (LEG), which used the license to form subsidiaries called Microprose Systems and Microprose Consumer Electronics Division, selling consumer electronics from February 2008 to the second half of 2008. In October, the licensing agreement between LEG and Frederic Chesnais, owner of Interactive Game Group, was discontinued, forcing LEG to rebrand its subsidiaries to Legacy Consumer Electronics.[57]

In 2010, the Cybergun Group, manufacturer of airsoft gun products, merged with the Interactive Game Group, acquiring the MicroProse brand within the merger.[58] In 2011, the Interactive Game Group was rebranded under the MicroProse name and began licensing and executive producing various casual and budget video game titles that the Interactive Game Group had already licensed[59] including Jaws: Ultimate Predator[60] and fitness games featuring Jillian Michaels.[61] In August 2012, MicroProse announced that they would re-partner with their former owner Atari to release Special Forces: Team X for 2013.[62] The MicroProse brand continued in use until the end of 2013, when it's domain lapsed and the brand fell into dormancy.

On July 22, 2013, during the Atari bankruptcy sale, most of MicroProse's former IPs that remained with the publisher were sold to Tommo.[63] In October 2014, Tommo announced the launch of the "Retroism" brand and re-released a majority of MicroProse's catalogue through digital media platforms such as Steam.

Brand revival (2018–present)

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Image of 9 former MicroProse employees, including Sid Meier, sitting down on a stage under a sign that says Ashland Bar&Grill. Several unopened original MicroProse game boxes are sitting on a table in the foreground. The MicroProse logo is projected onto a screen beside them.
MicroProse reunion, July 2023, hosted by the Baltimore chapter of the International Game Developers Association (IGDA)

In 2018, David Lagettie, an Australian simulation software entrepreneur and one of the makers of TitanIM open world military simulation software, purchased the MicroProse brand from the Cybergun Group. Lagettie was a former developer for Bohemia Interactive at their Australian studios before starting his own company to create video game simulators to be used by military groups. Lagettie had been a fan of the original MicroProse games growing up, and as he saw the games ownership transition made the company eventually disappear, he started investigating the fate of MicroProse around 2005. When possible, he began buying whatever IP from MicroProse he could, including the name and original logo trademarks.[64] In February 2019, MicroProse was officially revived as a full publisher of video game and simulation titles, working with the iEntertainment Network on the WarBirds series of combat flight simulators.[65] Within the rest of 2019, MicroProse announced Sea Power: Naval Combat in the Missile Age by the developer Triassic Games AB, Task Force Admiral – Vol.1: American Carrier Battles by Drydock Dreams Games, Operation: Harsh Doorstop by Drakeling Labs, and Warfare 1944 by Drakeling Labs. Lagettie's acquisitions drew the attention of Stealey, who subsequently inquired Lagettie about his plans, leading to Stealey joining Lagettie in an unofficial manner in the new MicroProse.[64]

The new company announced in May 2020 the first of three new games to be released for personal computers: Triassic Games' Sea Power, Drydock Dreams' Task Force Admiral, and Hexdraw's Second Front,[66] with about twenty additional titles planned out for publishing in the future. Lagettie said that while the new MicroProse will branch out to other genres such as adventure and racing games, their core portfolio will be centered on combat-based ones.[64] MicroProse re-released B-17 Flying Fortress on Steam in November 2021.[67] In 2022, Microprose announced the purchase of the Outerra game engine, which they said will complete, release, and also use as the engine for some of their future games.[68] On May 4, 2023, the company announced it had re-acquired the copyright to the Falcon series.[69]

Games

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Games by MicroProse include Civilization (1991), Civilization II (1996), Darklands (1992), F-15 Strike Eagle (1985), F-19 Stealth Fighter (1988), Formula One Grand Prix (1992), Grand Prix 2 (1995), Grand Prix World (1999), Ground Branch (2018), Gunship (1986), Lightspeed (1990), M1 Tank Platoon (1989), Master of Magic (1994), Master of Orion (1993), Master of Orion II (1996), Midwinter (1989), Pirates! (1987), Project Stealth Fighter (1987), Railroad Tycoon (1990), Red Storm Rising (1988), Silent Service (1985), and UFO: Enemy Unknown (1994), Darkenstein 3D (2025).

Legacy

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It was a great run. We should've done better. We had great people.
I think all our people are still very proud of their MicroProse days.

Sid Meier, who now works at Firaxis Games, eventually got the rights of most of his games back under his control from Atari Inc. Railroad Tycoon series rights was sold to PopTop Software, who developed Railroad Tycoon II and Railroad Tycoon 3. Eventually, Poptop was acquired by Take-Two Interactive, which later also acquired Firaxis as well, thus returning the rights to the series to Meier, resulting in Sid Meier's Railroads!, released by Take-Two's 2K Games along with a new Sid Meier's Pirates! and the new Civilization games, including Sid Meier's Civilization III, Sid Meier's Civilization IV, Sid Meier's Civilization V, Sid Meier's Civilization IV: Colonization and Sid Meier's Civilization Revolution. Firaxis Games also developed the X-COM series' reboot XCOM: Enemy Unknown, which was followed by 2K Marin's spin-off The Bureau: XCOM Declassified.

Master of Orion III was developed by Quicksilver Software and released under the Infogrames label. Falcon 4.0 rights were sold to Graphsim Entertainment, who developed Falcon 4.0: Allied Force.

Notes

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
MicroProse is an American video game developer and publisher founded in 1982 by Sid Meier and Bill Stealey in Hunt Valley, Maryland, best known for pioneering simulation and strategy genres with titles such as F-15 Strike Eagle, Civilization, and X-COM. The company began in Stealey's basement, inspired by their shared interest in flight simulation after meeting at General Instrument, and quickly gained traction with early releases like Hellcat Ace (1982) and Solo Flight (1983), establishing MicroProse as a leader in realistic military simulations. By 1991, MicroProse had expanded to over 500 employees worldwide, achieved annual sales exceeding $45 million, and gone public with a valuation surpassing $400 million, fueled by hits including Gunship (1986), Sid Meier's Pirates! (1987), Sid Meier's Railroad Tycoon (1990), and the groundbreaking Sid Meier's Civilization (1991). In 1993, MicroProse merged with , prompting Stealey's departure, while Meier, along with and Brian Reynolds, left in 1996 to found , taking key franchises like with them. The company was acquired by Interactive in 1998, leading to studio closures by 1999, and sold to Infogrames (later ) in 2001, after which the MicroProse label effectively ceased operations and its Hunt Valley studio shut down in 2003. The brand experienced brief revivals, including a 2007 acquisition by Interactive Game Group, but saw a more sustained resurgence in 2018 under Australian ownership by MicroProse Software Pty Ltd, led by David Lagettie, with co-founder returning in a marketing advisory role. As of November 2025, MicroProse focuses on modern military simulations and strategy titles, such as Sea Power (2020), Regiments (2022), B-17 Flying Fortress: The Mighty 8th Redux (2024), and recent releases like Death By Scrolling (2025) alongside the announced Battleship Command (2025), continuing its legacy of innovative gameplay while supporting new development projects.

Overview

Founding and early operations

MicroProse was founded in 1982 by and , who had met earlier that year while working at in Hunt Valley, , and bonded over playing the Red Baron arcade game during a company conference at the MGM Grand Hotel in . Initially incorporated on December 3, 1982, as MicroProse Software, Inc., the company began operations from Stealey's basement in Parkton, , with a focus on developing affordable flight simulation games for emerging home computers such as the , 8-bit, and Commodore 64. The founders' vision was to create realistic yet accessible aviation simulations that could appeal to hobbyists and aviation enthusiasts, capitalizing on the growing popularity of personal computing in the early . The early business model divided responsibilities clearly: Stealey, a former U.S. pilot with a background in , managed sales, marketing, and distribution, while Meier handled programming and . Their first release, in late 1982, was a simple arcade-style flight combat game developed by Meier to gauge market interest in ; it featured basic dogfighting mechanics and was sold directly to computer stores via Stealey's personal outreach efforts. Priced at around $39.95 retail, the game sold modestly at first—reaching nearly 500 units per month by year's end—but proved the viability of their niche, allowing MicroProse to become profitable within its second month of operation. This direct-mail and retail strategy emphasized high-quality packaging and documentation to build consumer trust in complex simulations. By 1983, the company had outgrown its basement setup and relocated to dedicated office space in Hunt Valley, where it hired Andy Hollis as its first employee to handle ports for the Commodore 64 platform, expanding their reach to a broader audience. The 1985 release of F-15 Strike Eagle, a more advanced combat depicting missions over targets, marked a breakthrough, blending realism with engaging gameplay and becoming MicroProse's first major hit through innovative use of licensed military data. This success solidified their reputation in the simulation genre. From a two-person startup, MicroProse experienced rapid growth in its early years, supported by direct mail-order sales that drove annual revenue to $10 million by 1986.

Corporate evolution and current status

In 1993, MicroProse merged with , after which Stealey departed; Meier and others left in 1996 to form . The company was acquired by Interactive in 1998, leading to closures, and sold to Infogrames (later ) in 2001, with operations ceasing by 2003. The brand saw brief revivals before a sustained resurgence in 2019 under Australian ownership by MicroProse Software Pty Ltd. As of November 2025, MicroProse continues to publish military simulations and strategy games, including recent titles like Battleship Command (announced 2025) and updates to B-17 Flying Fortress, maintaining its legacy in the genre.

History

Independence era (1982–1993)

During the mid-1980s, MicroProse experienced significant expansion driven by the release of Gunship in 1986, an advanced combat flight simulator featuring realistic modeling of the AH-64 Apache helicopter, complete with detailed avionics and mission scenarios. This title's critical and commercial success, contributing to the company's annual sales reaching $10 million by 1986, facilitated international distribution deals, including ports to European platforms like the ZX Spectrum and Amiga. To capitalize on growing European demand, MicroProse established a UK subsidiary in Chipping Sodbury in 1987, which handled localization, publishing, and distribution of titles across the region while importing select European games for the U.S. market. In the late 1980s, MicroProse encountered financial challenges stemming from the high costs of developing ambitious simulation projects, such as Silent Service II (1990), a submarine warfare simulator that required extensive research into naval tactics and advanced for Pacific Theater campaigns. These strains were alleviated by breakout hits like Pirates! (1987), an open-world adventure-strategy game blending swashbuckling exploration, naval combat, and role-playing elements, which garnered multiple awards for its innovative design and fostered a dedicated fanbase. By the early 1990s, the company's revenue had grown substantially, reaching $46.8 million in 1992, reflecting sustained demand for its simulation portfolio amid the burgeoning PC gaming market. The early 1990s marked key milestones for MicroProse, including the 1991 release of , a landmark that shifted the company's focus toward grand-scale historical simulations, allowing players to guide civilizations from ancient eras to the through turn-based decisions on , , and warfare. This title exemplified lead designer Sid Meier's internal culture of innovation, centered on the "just one more turn" philosophy—crafting gameplay loops so engaging that players compulsively extend sessions to see incremental progress and emergent outcomes. By this period, escalating development costs for complex titles like F-117A Nighthawk Stealth Fighter (1991), which simulated stealth missions with classified aircraft data and dynamic weather effects, prompted merger discussions with starting in 1992 to secure financial stability and resources for future growth.

Spectrum HoloByte merger and expansion (1993–1998)

In December 1993, MicroProse merged with in a stock-for-stock transaction, under which Spectrum HoloByte shareholders received 0.6 shares of MicroProse for each share they held, giving Spectrum HoloByte approximately 60 percent ownership of the combined . As part of the deal, Spectrum HoloByte provided MicroProse with a $10 million cash infusion to alleviate its immediate financial strains from prior losses. The merged entity operated under the MicroProse name, retaining its brand identity while integrating Spectrum HoloByte's strengths in puzzle and arcade-style games—such as the U.S. release of —with MicroProse's established lineup of military simulations and strategy titles, enabling a more diverse catalog to appeal to broader audiences. This synergy aimed to leverage complementary portfolios, combining Spectrum HoloByte's lighter, accessible fare with MicroProse's complex, immersive simulations like F-15 Strike Eagle. The merger facilitated operational expansion, including the incorporation of Spectrum HoloByte's facility as a key development studio for the combined company, alongside MicroProse's existing sites in Hunt Valley, Maryland, and . This period saw the release of several landmark titles that solidified MicroProse's reputation in strategy gaming, including X-COM: UFO Defense in 1994, which launched the influential X-COM series of turn-based tactical games, and in 1996, an enhanced sequel that expanded on the original's empire-building mechanics with multiplayer support and improved AI. These successes, developed internally and through partnerships, helped drive product diversification beyond PC simulations into more narrative-driven and strategic experiences. By the mid-1990s, MicroProse pursued aggressive growth, entering the console market through ports of core titles such as F-15 Strike Eagle for Game Boy and Sid Meier's Civilization for Super Nintendo Entertainment System, broadening accessibility to non-PC gamers. The company also strengthened its global footprint by establishing or expanding international offices, including locations in Paris, France; Chipping Sodbury, UK; and Tokyo, Japan, to facilitate localized distribution and sales across Europe and Asia. These efforts contributed to robust financial performance, with annual revenue reaching approximately $100 million by fiscal 1997, marking a 68 percent increase from the prior year and yielding a $7.9 million profit—the company's first in over five years—fueled largely by enduring sales of Civilization II. Internally, the period brought shifts in leadership and development practices, as co-founder stepped back from executive roles around 1996 to concentrate on creative design work, ultimately departing later that year to co-found with key colleagues. MicroProse increasingly relied on external developers and licensees for titles, projects to studios like Mythos Software for X-COM: UFO Defense to scale production amid growing demand. However, rising development costs for ambitious multimedia projects began exerting financial pressure, even as revenue peaked, foreshadowing challenges in maintaining profitability without further efficiencies.

Hasbro Interactive acquisition (1998–2001)

In August 1998, Hasbro Interactive announced its acquisition of MicroProse for approximately $70 million in cash, structured as a of $6 per share, with the deal completing on , 1998. At the time, MicroProse employed 343 people across its facilities, including 135 at its primary studio in , and was integrated as a wholly owned within Hasbro's software division to enhance its portfolio of PC-based simulation and strategy games. This acquisition followed Hasbro's strategy of expanding into interactive , building on prior purchases like , and positioned MicroProse to leverage Hasbro's resources while retaining its brand identity. The short-term benefits included greater access to Hasbro's substantial marketing budgets and global distribution channels, which supported the development and launch of key titles such as in March 1999, a that sold millions of copies and demonstrated the commercial potential of MicroProse's expertise under new ownership. Opportunities for emerged with Hasbro's toy properties, allowing integration of elements from brands like Monopoly into digital formats, though MicroProse's output remained centered on PC simulations rather than console adaptations. Operationally, MicroProse experienced initial stability with its headquarters and studios retained in Alameda and Hunt Valley, Maryland, but imposed a emphasizing family-oriented content to align with its business ethos. Staff levels held steady above 300 in the immediate aftermath, supporting ongoing projects like the long-delayed released in 1998. However, emerging challenges surfaced through 's broader cost-control efforts, culminating in the 1999 closure of MicroProse's Alameda and Hill studios, which led to around 100 layoffs and shifted remaining operations toward brand-only publishing under Hasbro Interactive.

Infogrames ownership and closure (2001–2003)

In January 2001, Infogrames completed its acquisition of Interactive, including the MicroProse brand and intellectual properties, for approximately $100 million, primarily in company stock with a small cash component. The MicroProse label was discontinued as an active publishing entity, with its assets integrated into Infogrames' portfolio, though the Hunt Valley studio continued limited operations under Infogrames (later rebranded as in 2003). During this period, the studio contributed to a few projects, including ports and minor updates, but no major new MicroProse-branded titles were released from in-house development. Cost-cutting measures led to further closures: the UK studio in shut down in September 2002, followed by the final closure of the Hunt Valley facility in November 2003, resulting in about 35 layoffs and ending all remaining MicroProse development operations.

Brand dormancy and sales (2003–2019)

Following the closure of MicroProse's last remaining studio in Hunt Valley, , by Atari (formerly Infogrames) in November 2003, the brand entered a prolonged period of inactivity, with no new game development or major releases under Atari's ownership. The intellectual properties associated with the brand were largely dormant, though occasional licensing deals allowed for ports and re-releases of classic titles on platforms during this era. In December 2007, Atari Interactive sold the MicroProse brand to Interactive Game Group (IGG), initiating a short-lived phase of limited utilization focused on licensing rather than production. Under IGG's ownership, the brand was licensed to partners such as the Legacy Engineering Group for applications in , but no substantive game development or online adaptations materialized, underscoring the period's overall quiescence. IGG's tenure ended in 2010 when the company merged with the French airsoft and replica firearms manufacturer Cybergun Group, which assumed control of the MicroProse brand. Cybergun held the brand through with minimal engagement, producing no major video games and leveraging it only sporadically in contexts aligned with their military-themed product lines. By , amid growing interest in retro gaming and titles, negotiations culminated in the brand's sale to Australian entrepreneur David Lagettie, who incorporated MicroProse Software Pty Ltd that to facilitate the transfer from Cybergun. This transaction, finalized in early 2019, reflected the brand's persistent nostalgic appeal and latent commercial value, driven by its legacy in and genres rather than ongoing operations.

Revival under new ownership (2019–present)

In 2019, Australian software entrepreneur David Lagettie acquired the dormant MicroProse brand from Cybergun and established MicroProse Software Pty Ltd in Newcastle, , to revive it as an active focused on and titles. The company initially prioritized remastering and re-releasing classic titles from the brand's catalog, such as the 2021 Steam re-release of B-17 Flying Fortress: World War II Bombers in Action, which updated the 1992 original for modern platforms while preserving its tactical bomber mechanics. Under Lagettie's leadership, MicroProse shifted toward integrating advanced technologies for contemporary simulations, notably acquiring the Outerra engine in 2022 to enable high-fidelity planetary rendering in upcoming projects. This strategic pivot emphasized publishing partnerships with independent developers, exemplified by the 2025 announcement of Afterconflict, a tactical set in an alternate scenario, which MicroProse will handle for global distribution following a Steam tech demo. Throughout the 2020s, MicroProse expanded its portfolio with key reacquisitions and releases, including the 2023 recovery of publishing rights to the Falcon flight simulation series, allowing digital re-issues on platforms like Steam and GOG. Notable titles include Sea Power: Naval Combat in the Missile Age, announced in 2020 as an early publishing commitment and entering early access in 2024 to simulate Cold War-era naval engagements; Rise of Piracy, a fleet-building action-RTS game reaching early access in 2025; and B-17G Flying Fortress for Microsoft Flight Simulator, launched in early access in October 2025 with detailed crew management and WWII mission recreations. As of 2025, MicroProse continues to broaden its scope into genres, teasing —a sci-fi fantasy RTS with asymmetric factions and base-building—for an launch and open playtest that year. The company fosters community engagement through its official website, featuring regular newsletters, development blogs, and forums for player feedback on titles like Sea Power and B-17G. These efforts aim to sustain the brand's legacy in simulation gaming amid a competitive indie landscape.

Key personnel

Founders and core developers

MicroProse was co-founded in 1982 by and , two colleagues from who shared a passion for aviation simulations inspired by arcade games like Red Baron. , a former U.S. Air Force captain and aviation enthusiast, served as CEO from 1982 until the 1993 merger with , driving the company's business strategy and focusing on military and flight simulation titles to capitalize on his expertise. After a brief retirement, he founded Interactive Magic in the mid-1990s, taking the company public before later, in 2019, returning to the company in a marketing advisory role following its revival by David Lagettie. Sid Meier, the other co-founder, served as the primary lead designer and programmer, shaping MicroProse's creative output through an iterative development process that emphasized fun mechanics and historical accuracy. He created seminal titles such as Pirates! (1987) and (1991), which established the company's reputation for innovative strategy and simulation games. Meier left MicroProse in 1996 alongside colleagues to establish , continuing his design legacy there. Andy Hollis joined MicroProse as an early programmer in 1983, becoming a founding technical contributor and specializing in flight simulations. He programmed and designed key titles in the series, including (1986) and (1991), introducing technical innovations like advanced 3D and realistic flight physics that influenced the . Hollis remained with the company through the 1990s, contributing to its simulation portfolio until departing for in 1993. Jeff Briggs emerged as a core developer in the late , serving as and designer for several early titles, including contributions to Sid Meier's Pirates! and other strategy games that defined MicroProse's visual style. His multifaceted role encompassed , design, and production, helping to integrate artistic elements with during the company's formative years.

Executives and later leaders

Following the 1993 merger with , , previously the CEO of since 1992, assumed the role of CEO for the combined MicroProse Inc., overseeing a period of expanded publishing that integrated and titles from both entities. Under leadership, the company navigated financial challenges while maintaining a focus on high-fidelity simulations, though internal board shifts, including investments from , influenced strategic directions. In 1998, Interactive acquired MicroProse, integrating it into a broader portfolio of gaming properties, with oversight provided by executives such as Dusenberry, who served as CEO of Interactive and managed the division's operations, including MicroProse's studios. Louie transitioned to at Interactive, contributing to creative decisions amid staff reductions and studio consolidations. This era culminated in 2001 when sold its interactive division to Infogrames, leading to further transitions; Infogrames restructured operations, resulting in MicroProse's effective closure by 2003 as assets were absorbed or shuttered. The brand lay dormant until 2019, when David Lagettie, an Australian defense industry entrepreneur with over two decades in military simulation development, acquired the MicroProse intellectual properties and revived the company as CEO. Lagettie's background includes leading projects at Australia, where he adapted games like into training simulators such as VBS for military use, and co-developing TitanIM, an Outerra-based platform for immersive simulation environments. Under his leadership, MicroProse has emphasized authentic simulations, publishing modern titles like : Naval Combat through partnerships with developers such as Games. Today, MicroProse operates as a lean organization with a small executive team, prioritizing indie-style agility in strategy and genres, where Lagettie directly handles high-level strategy and IP management to foster innovative releases.

Games

Early simulation titles

MicroProse's pioneering efforts in flight and simulations during the centered on the F-15 Strike Eagle trilogy, which debuted with the original F-15 Strike Eagle in 1984 for Atari 8-bit computers and was later ported to platforms including the Commodore 64 and PC. Developed primarily by and Andy Hollis, the game simulated the avionics and weaponry of the real F-15 Eagle fighter jet, allowing players to undertake realistic combat missions such as intercepts over the and strikes against ground targets, all while managing fuel, , and systems. To address the constraints of 8-bit hardware, the team employed modular code structures that optimized graphics and physics calculations, enabling smooth performance despite limited processing power. This approach not only made the simulation accessible to non-pilots through intuitive controls and modes but also laid the groundwork for reusable engines in subsequent titles. The trilogy expanded with in 1989, which introduced enhanced 3D graphics, dynamic weather effects, and a wider array of missions across European and theaters, further refining the balance between realism and playability. By 1991, F-15 Strike Eagle III shifted focus to the F-15E variant, incorporating advanced and multiplayer options, though it maintained the series' emphasis on authenticity derived from consultations with pilots. These games established MicroProse's reputation for "" by blending historical accuracy with engaging gameplay, leading to ports for , , and NES, as well as add-on scenario packs that extended mission variety. Bill Stealey's background as a former pilot influenced the commitment to aviation realism, ensuring simulations appealed to both hobbyists and enthusiasts. A landmark title in this era was , released in 1986 for the Commodore 64 and later ported to PC and other systems, which simulated the AH-64 Apache helicopter using an innovative 3D rotorcraft modeling system developed by Meier and adapted by Hollis from prototypes. Led by Andy Hollis with research from Arnold Hendrick, the game's development spanned over 18 months and overcame initial setbacks like inadequate graphics by integrating a career progression mode where pilots earned promotions, medals, and upgrades across varied theaters such as and . This persistent pilot system added depth and replayability, distinguishing it from arcade-style competitors. Gunship sold over 500,000 units by 1989, contributing significantly to MicroProse's growing market presence in simulations. The , released in 1989 for PC and , exemplified MicroProse's push into cutting-edge concepts by simulating a fictional based on declassified rumors of the F-117 Nighthawk, complete with low-observable technology, infrared countermeasures, and precision-guided munitions. Building on modular code from the F-15 series, it featured multiple mission types including air-to-air dogfights and covert strikes, with accessibility enhanced through scalable difficulty levels that catered to beginners while challenging experts. The game achieved rapid commercial success, selling out worldwide within two months of release. Its impact extended through add-ons like scenario editors and ports to Atari ST, solidifying MicroProse's dominance in the genre by making complex military tactics approachable via streamlined interfaces and narrative-driven campaigns. Overall, Meier and Hollis's development philosophy prioritized fun over exhaustive realism, ensuring these titles broadened the appeal of simulations beyond niche audiences.

Strategy and flagship franchises

MicroProse's pivot toward strategy games in the early marked a significant evolution from its simulation roots, emphasizing turn-based empire-building and tactical decision-making that captivated players with depth and longevity. This shift was epitomized by the release of Sid Meier's Civilization in 1991, a groundbreaking (eXplore, eXpand, eXploit, eXterminate) title where players guided a civilization from prehistoric times to the on a hex-grid map, managing resources, diplomacy, and technological advancement through an intricate tech tree. The game's innovative mechanics, including city placement for optimal production and cultural growth, fostered emergent narratives of rise and fall, influencing the genre profoundly. Building on this success, MicroProse released Civilization II in 1996, enhancing the original with improved graphics, multiplayer options, and refined AI, while retaining the core hex-based empire simulation and tech progression that encouraged endless "one more turn" sessions. Complementing the Civilization series was X-COM: Enemy Unknown (also known as UFO: Enemy Unknown in Europe), launched in 1994, which introduced tense tactical squad-based combat against invading aliens in a global defense scenario. Developed by Mythos Games and published by MicroProse, it blended strategic base management with turn-based missions, where players equipped soldiers with evolving weaponry to counter extraterrestrial threats. MicroProse expanded its strategy portfolio with licensed publications like in 1993, developed by SimTex, a game that adapted 's formula to interstellar colonization, featuring race-specific abilities and galactic conquest. Similarly, in 1994 offered a colonial-era , tasking players with establishing settlements, trading commodities, and navigating independence from European powers through resource chains and historical events. These titles popularized key mechanics such as , which concealed unexplored map areas to simulate intelligence gaps, and systems that balanced production, trade, and military upkeep for strategic tension. The franchises gained depth through expansions and sequels, including X-COM: Terror from the Deep in 1995, which shifted the alien conflict to underwater bases with Lovecraftian horrors and new aquatic weaponry, extending the tactical combat formula. By 2000, the Civilization series had surpassed 5 million units sold worldwide, underscoring its commercial and cultural impact, while X-COM: Enemy Unknown achieved over 500,000 copies sold despite modest marketing. Central to MicroProse's strategy design was lead developer Sid Meier's philosophy, prioritizing replayability through randomized maps, multiple victory paths, and that ensured no two games played alike, alongside a commitment to historical accuracy derived from extensive research into real-world events, technologies, and societal dynamics. This approach not only educated players subtly but also amplified strategic depth, making titles like and X-COM enduring benchmarks for the genre.

Revived and modern releases

In 2024, MicroProse released B-17 Flying Fortress: The Mighty 8th Redux, a remastered edition of the original 2000 WWII bomber simulation that updates graphics, crew interactions, and mission variety while retaining core elements like 10-man crew management and historical scenarios over . Following the reacquisition of rights in May 2023, the company digitally re-released on platforms like and GOG, committing to ongoing support including community mods, and announced as a next-generation update with enhanced , dynamic campaigns, and support for multiple aircraft such as the F-35 (as of November 2025, still in development). MicroProse has introduced several new original titles since 2019, emphasizing and genres. Sea Power: Naval Combat in the Missile Age launched in on November 12, 2024, as a simulator depicting NATO-Warsaw Pact conflicts with realistic systems, sensor integration, and dynamic campaigns across global theaters. In May 2025, the publisher announced Afterconflict, a tactical set in an alternate late-Cold War , featuring authentic equipment handling, squad tactics, and faction-based multiplayer, with a tech demo released alongside (as of November 2025, full release pending). Rise of Piracy, planned for , offers a procedural generation-driven pirate adventure that combines fleet command with action-oriented ship combat and exploration (as of November 2025, still upcoming). Publishing partnerships have broadened the portfolio, including Death by Scrolling, a vertically scrolling RPG released on October 28, , which satirizes endless progression mechanics through Purgatory-themed runs and . MicroProse also took on in , a game blending sci-fi technology with fantasy magic in asymmetric battles on the war-torn of Veá, complete with base-building and tactical , accompanied by a demo (as of November , early planned). Key modern innovations involve the acquisition of the Outerra engine, enabling photorealistic global terrains derived from satellite data for enhanced immersion in simulations, as seen in planned integrations for titles like Falcon 5.0 and broader world-building tools in Outerra World Sandbox. Reception for these efforts has been mixed, often commending ambition and depth; for example, Sea Power's intricate has been praised for facilitating granular control over naval assets and rules-of-engagement scenarios, though versions drew critiques for occasional bugs and dated visual elements.

Legacy

Industry influence

MicroProse played a pivotal role in establishing standards for flight simulation games during the 1980s, particularly through titles like F-15 Strike Eagle and , which introduced detailed cockpit interfaces and realistic AI behaviors to home platforms. These innovations allowed players to engage with complex and dynamic responses in ways previously limited to professional or arcade settings, setting benchmarks for immersion in the genre. The company's emphasis on accurate flight modeling and interactive cockpits influenced subsequent developments in consumer simulations, providing a foundation for accessible yet technically rigorous aviation experiences. In strategy gaming, MicroProse's Civilization, released in 1991, revolutionized turn-based mechanics by introducing addictive gameplay loops centered on exploration, expansion, and decision-making across historical eras, effectively popularizing the 4X genre (explore, expand, exploit, exterminate). This structure, where players iteratively build civilizations through strategic choices with escalating consequences, became a template for depth and replayability in the subgenre, inspiring countless successors in turn-based strategy design. Complementing this, X-COM: UFO Defense (1994) established permadeath as a core tension mechanic in tactical RPGs, where soldier losses carried permanent narrative and strategic weight, raising stakes and fostering emergent storytelling that influenced benchmarks for risk-reward balance in the tactical genre. MicroProse's business practices also shaped industry models, notably through its direct sales approach via and toll-free lines, which bypassed traditional retail for faster consumer access and built a loyal around simulation titles. This model, including expansions and add-ons sold directly to players, prefigured modern indie strategies for sustaining engagement without heavy publisher reliance. Additionally, the company's military-themed facilitated crossovers into applications, leveraging authentic mechanics from games like for real-world defense collaborations. The studio garnered significant recognition in the 1990s, with titles like earning accolades such as the Origins Award for Best Military or Strategy Computer Game of 1991, underscoring MicroProse's leadership in genre innovation. Founder received the Academy of Interactive Arts and Sciences Hall of Fame induction in 1999 for his foundational contributions to computer gaming, followed by a Lifetime Achievement Award at the 2008 , highlighting the enduring impact of MicroProse's design legacy.

Franchise continuations and cultural impact

Following the closure of the original MicroProse in 2003, its intellectual properties were acquired and expanded by successor studios, notably Firaxis Games, which took over the Civilization series in 1996 and has continued developing it as an ongoing franchise. The series, originating with MicroProse's 1991 release, has sold over 33 million copies worldwide as of 2016, with subsequent entries like Civilization VI achieving 5.5 million sales by mid-2019, demonstrating sustained commercial success under Firaxis. Similarly, the X-COM franchise was rebooted by 2K Games and Firaxis with XCOM: Enemy Unknown in 2012, which sold 3.3 million units and generated $59.3 million in revenue, revitalizing the turn-based strategy genre centered on global alien defense. The Pirates! series saw internal remakes by MicroProse, including Pirates! Gold in 1993, followed by a major update in 2004 from Firaxis titled Sid Meier's Pirates!, which incorporated enhanced graphics and gameplay mechanics while preserving the open-world swashbuckling simulation. MicroProse's franchises have permeated popular culture, embedding specific tropes and phrases into broader media. The Civilization series popularized the "just one more turn" meme, capturing the addictive nature of its turn-based progression and referenced in gaming discussions as a hallmark of strategic depth leading to extended play sessions. X-COM's depiction of coordinated human resistance against extraterrestrial incursions influenced alien invasion narratives, contributing to tropes of global military coalitions battling overwhelming otherworldly threats. These elements have fostered a lasting cultural footprint, with Civilization's mechanics inspiring phrases that symbolize immersive gameplay in strategy titles. Under the 2019 revival of MicroProse led by co-founder , efforts to reacquire and modernize IPs have included the 2023 return of the series, enabling ports and updates like Falcon 5.0 for contemporary platforms with improved realism and multiplayer features as of 2025. This revival ties into broader influences, where MicroProse-style simulations have shaped through competitive strategy titles and education via historical games; for instance, has been integrated into school curricula to simulate societal development and decision-making in world history classes. The long-term impact of MicroProse's IPs extends to inspiring independent developers, such as ' team behind (2014), which drew from Civilization's framework—exploring, expanding, exploiting, and exterminating—to create a fantasy with deeper narrative and faction mechanics, earning praise for innovating on the established model. Brand nostalgia has further propelled 2020s revivals, with MicroProse's resurrection leveraging its legacy of simulation pioneers to release updated classics and new titles, reigniting interest among retro enthusiasts and attracting new players through digital re-releases.

References

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