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From: "Realistic Flight Simulator" <proflight@fronizex.us>
To: <christian.gabriel@shortnote.de>
Subject: *****SPAM***** Get the real experience of flying an actual plane!
Date: Sun, 6 May 2018 06:12:28 -0500
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Date: Sun, 6 May 2018 06:12:28 -0500
From: "Realistic Flight Simulator" <proflight@fronizex.us>
Reply-To: "Microsoft Flight Sim" <proflight@fronizex.us>
Subject: Get the real experience of flying an actual plane!
To: <christian.gabriel@shortnote.de>
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<td align="center" colspan="2"><span style="font-family: 'Helvetica Neue',Helvetica,Arial,sans-serif; font-size: 38px; font-weight: bold; color:#ffffff;"><a href="http://fronizex.us/hAVbs049xB9zFShtafARfCsvkmnO8A3kM22b5pSdEYxbsTcl" style="color:#63521D;text-decoration:none;">The Most Realistic Flight Sim On The Market</a></span></td>
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<h2 class="headline-style-1" open="" style="font-size:20px;font-family:"><b>It Doesn't Get Any Closer To The Real Thing!</b></h2>
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<p style="font-size:16px;font-style:normal;font-weight:normal;color:#000000;">ProFlightSimulator gives you the <strong>experience of real flight right from your own computer.</strong></p>
<p style="font-size:16px;font-style:normal;font-weight:normal;color:#000000;">Everything from terrain, aircraft reactions, to planetary alignments & movements is based on actual world data.</p>
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<li style="background-repeat:no-repeat;font-size:16px;font-style:italic;color:#1E1E1E;">Cockpit controls are based on Real Life cockpits</li>
<li style="background-repeat:no-repeat;font-size:16px;font-style:italic;color:#1E1E1E;">Realistic flight dynamics for every aircraft</li>
<li style="background-repeat:no-repeat;font-size:16px;font-style:italic;color:#1E1E1E;">Accurate instruments & airport approach lighting</li>
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<a href="http://fronizex.us/hAVbs049xB9zFShtafARfCsvkmnO8A3kM22b5pSdEYxbsTcl" style="background-color:#82407E; padding:10px; text-decoration:none; font-size:28px; color:#fffFFF; font-family: 'Helvetica Neue',Helvetica,Arial,sans-serif; font-size: 25px; font-weight: bold; line-height: 30px;border-radius:20px;">Enjoy Real-Life Flying Today </a></p>
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<span style="font-family:Gotham, 'Helvetica Neue', Helvetica, Arial, sans-serif; font-size:12px; color:#000000;"><a href="http://fronizex.us/iDfsh9Bs-xFF8vxXzpRVfNuvVxJVh5LPs7cX61fP0moNr4__"><img alt="Unlist Here !!" src="http://fronizex.us/57390834db4309f3e3.jpg" style="font-size:15px;" /></a> </span></p>
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<div style="border-image-source: none;margin-right: 0.74px !important;speak-header:once;margin-left: 1.82382px;margin-top: inherit;text-decoration:none;vertical-align: auto;padding-bottom: 1.0973px;list-style-type:none;margin-top: 1.18px !important;padding-top: 3.128px !important;font-family: Optima,Segoe,'Segoe UI',Candara,Calibri,Arial,sans-serif;line-height: normal;color: #ffffff;border-top-width: 0px;margin-bottom: 1.8344px;width: auto;padding-left: default;border-left-width:0px;padding-right: 2.74px !important;margin: default;cursor: default;font-size:4px;">Maniac Mansion is a 1987 graphic adventure video game developed and published by Lucasfilm Games. It follows teenage protagonist Dave Miller as he attempts to rescue his girlfriend from a mad scientist, whose mind has been enslaved by a sentient meteor. The player uses a point-and-click interface to guide Dave and two of his six playable friends through the scientist's mansion while solving puzzles and avoiding dangers. Gameplay is non-linear, and the game must be completed in different ways based on the player's choice of characters. Initially released for the Commodore 64 and Apple II, Maniac Mansion was Lucasfilm Games' first self-published product. Maniac Mansion is a graphic adventure game in which the player uses a point-and-click interface to guide characters through a two-dimensional game world and to solve puzzles. Fifteen action commands, such as "Walk To" and "Unlock", may be selected by the player from a menu on the screen's lower half. The player starts the game by choosing two out of six characters to accompany protagonist Dave Miller. Each character possesses unique abilities: for example, Syd and Razor can play musical instruments, while Bernard can repair appliances. The game may be completed with any combination of characters; but, since many puzzles are solvable only by certain characters, different paths must be taken based on the group's composition. Maniac Mansion features cutscenes, a word coined by Ron Gilbert, that interrupt gameplay to advance the story and inform the player about offscreen events. The game takes place in the mansion of the fictional Edison family: Dr. Fred, a mad scientist; Nurse Edna, his wife; and their son Weird Ed. Living with the Edisons are two large, disembodied tentacles, one purple and the other green. The intro sequence shows that a sentient meteor crashed near the mansion twenty years earlier; it brainwashed the Edisons and directed Dr. Fred to obtain human brains for use in experiments. The game begins as Dave Miller prepares to enter the mansion to rescue his girlfriend, Sandy Pantz, who was kidnapped by Dr. Fred. With the exception of the green tentacle, the mansion's inhabitants are hostile, and will throw the player characters into the dungeon—or, in some situations, kill them—if they see them. When a character dies, the player must choose a replacement from the unselected characters; and the game ends if all characters are killed. Maniac Mansion has five possible endings, based on which characters are chosen, which survive, and what the characters accomplish The game was conceived in 1985 by Ron Gilbert and Gary Winnick, who sought to tell a comedic story based on horror film and B-movie clichés. They mapped out the project as a paper-and-pencil game before coding commenced. While earlier adventure titles had relied on command lines, Gilbert disliked such systems, and he developed Maniac Mansion's simpler point-and-click interface as a replacement. To speed up production, he created a game engine called SCUMM, which was used in many later LucasArts titles. After its release, Maniac Mansion was ported to several platforms. A port for the Nintendo Entertainment System had to be reworked heavily, in response to complaints by Nintendo of America that the game was inappropriate for children. Maniac Mansion was critically acclaimed: reviewers lauded its graphics, cutscenes, animation, and humor. Writer Orson Scott Card praised it as a step toward "computer games a valid storytelling art". It influenced numerous graphic adventure titles, and its point-and-click interface became a standard feature in the genre. The game's success solidified Lucasfilm as a serious rival to adventure game studios such as Sierra On-Line. In 1990, Maniac Mansion was adapted into a three-season television series of the same name, written by Eugene Levy and starring Joe Flaherty. A sequel to the game, entitled Day of the Tentacle, was released in 1993.</div>
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