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I'd like to order some foreign currency flushing prescription drugs down the toilet The computing power required to render a 3D world stereoscopically meant that game graphics were poor, even by mid-90s standards. And everything had to built from scratch at a cost of tens of thousands of pounds, so the only way developers could see to make them commercially profitable was as arcade games – where they turned out to be less fun that traditional arcade games – and simulators (where they did find some success).
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