I discovered FPSC first way back in the EA (Early Adopter) days, around sometime when V1 was announced, I think. I played around with it, and although the results weren't graphically comparative to the big games of those days, I was really impressed by how easy it was to just build a level and get a simple game up and running.
Of course, when I found out about all the new bells and whistles in V1, like the physics engine (mind you, this was back in the day when interactive physics in games were still something a bit out of the ordinary), I saved up and had my fifty bucks ready for the dawning release of the epic V1.
That's about the whole story on how I got started. Although I don't use FPSC that much and haven't made a proper, full game with it, I still tinker around with it from time to time. It's become more of a good old friend rather than just a fun program. Something that you've watched evolve from the buggy mess that it once was, to the pretty decently capable hobby engine it is now.
Hard to imagine that it's about seven years since I was first in touch with FPSC. Seems like it was only yesterday that I received my boxed copy in the mail.