Bluesky's Ahead Update ID Share on Facebook Share on Twitter

Want another way to get Wing Commander news and interaction? We're happy to announce that we have set up an official Bluesky account for the Wing Commander Combat Information Center! Think of it as an updated version of Twitter that features a lot fewer Admirals Tolwyn and quite a few more adult depictions of Prince Thrakhath. And hey, bonus, they got the color of the sky just right.

You can access the profile here. We'll be posting news and updates and interacting with the community as much as we can. And if you're new to the service here's a very short directory of Wing Commander-relevant accounts that are already posting to the service. If you'd like to be added, please let us know in the comments!

  • Richard Garriott - Origin Systems founder and assistant designer for the Wing Commander TCG.
  • Siobhan Beeman - designer on the original Wing Commander and director Wing Commander 2
  • Mark Hamill - the actor behind Colonel Blair (among other roles) in Wing Commander III, IV, Academy and Prophecy
  • Diane Duane - noted sci-fi author and the writer of Privateer 2's cinematic screenplay
  • David Arnold - composer for the Wing Commander film
  • Paulie Hughes - lead programmer for Privateer 2
  • Matthew Lilliard - actor who portrayed Maniac in the Wing Commander movie
  • Tim Eldred - renowned storyboard artist who did concept work for the Academy television show
  • Sean Murphy - animator and artist for SWC, WC4, WCP & SO - also the face of SWC Jazz and SQ5's Roger Wilco!
  • Mark Vearrier - artist and production designer on WC3, WC4, KS, WCP & SO
  • Dave Mattingly - legendary painter of the End Run cover

And of course, the WCCIC staff have personal accounts as well!

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Reminder: #Wingnut Movie Night Tonight! Update ID Share on Facebook Share on Twitter

This is a reminder that we have another fun #Wingnut movie night planned on Discord this evening! The ongoing theme will be movies that inspired Wing Commander in some way. Tonight's film is Top Gun, which has been inspiring the series since the very first game. You can find details on that as well as how to watch along with us in the announcement post here. The movie will start about 7 PM PST/10 PM EST, but feel free to drop by and hang any time!

After Action Report: Dam Busters Wrap Up Update ID Share on Facebook Share on Twitter

Greetings WingNuts,

In honor of last week's premiere meeting of the Wing Commander Movie Club (name pending) we've decided to start posting after action reports talking through what the group thought about and discussed with each movie. If all goes according to plan we'll run them in the news on Fridays alongside the reminder posts! Now what did we think about The Dam Busters…

In general, we found the movie to be extremely dry… especially the first half, which focuses on the development of the bouncing bomb and the training for the attack. Audience sensibilities have changed a lot in sixty-nine years: the thought of starting a war movie with old men talking about math and then not getting to an actual air battle until the very end would be unthinkable now. That's not to criticize the movie itself, it's just very difficult for a younger viewer to connect with today. Along the same lines, it's fascinating to see how a prestigious movie made with the war in sharp living memory is structured... and particularly how much more strongly they felt the need to stick to the real story as it was understood rather than updating it for a more satisfying narrative structure. Seeing how it assumes we are going into the story already familiar with extreme details of the war and how it expects we will view the morality of things like exploding dams is pretty fascinating. And then there's the third act, which is still fairly spectacular today. The extended raid sequence, which as noted in the introduction post was a major inspiration for Star Wars' Death Star battle, holds up very well. A fleet of actual war-era Lancaster bombers allowed for the kind of realism that modern CG is only just catching up to… seeing actual RAF bombers still puts the most expensive Masters of the Air sequences to shame.

But what about the connection to Wing Commander? We had gone into the movie asked to pay special attention to the score, which Chris Roberts had asked David Arnold and Kevin Kiner to study for the 1999 film. What we found was… very little music! It became a bit of a running joke how little music was actually in the film until the famous Dam Busters March during the climax.

It's hard to say the march sounds particularly like Wing Commander's overture but its role in the film and the way it stands out does come across. ace, who is more of an expert on such things than I could even imagine, reviewed it thusly: "Wikipedia mentions how the composer's son claims that he was trying to write something that sounds like one of the Pomp and Circumstance marches, and it really, really does. You could listen to all of them together and not pick them apart. It's the kind of thing you'd go to the concert hall to listen to and smile very loudly at. And a mostly ceremonial, self-congratulatory, militaristic sound that calls back to the glory days of pre-Great War England seems to be the perfect choice for The Dam Busters."

It seems telling that The Dam Busters March has been played by British military bands for generations… and that those same groups now sometimes include Wing Commander's overture in their performances! Even if the two don't sound the same, they captured a very similar imagination.

The bigger connection to Wing Commander that we picked up was that the very structure of the air raid is extremely similar to a Wing Commander mission… down to the specific camera angles used in the pilot's briefing! From the similar uniforms to the same shot of everyone standing up, the Dam Busters' briefing could've easily stood in for one of Colonel Halcyon's on the Tiger's Claw.

And then the mission itself is literally a Wing Commander mission complete with an orchestrated takeoff sequence, a flight to the nav point, an air battle and then a return to base with a shot of how much damage the hero bomber has suffered! If the Wing Commander I team weren't consciously thinking of this movie they were thinking of something that was visually and narratively influenced by it at some point.

We also see a very early example of the 'leaders nervously waiting for word at headquarters' trope that air combat stories introduced. As Harris and company wait around the radio for word of the squadron's fate you can't help but think of something like Wing Commander Academy's "Red and Blue" with Tolwyn and company waiting to hear from the cadets in the nebula as its great, great, great grandson.

And then there's the elephant in the room… which in this case is a black dog with an unfortunate name. Volumes have been written on the subject and they aren't particularly interesting but if you aren't familiar, the historical squadron leader's dog was named an egregious racial slur which was then used as the code word to announce over the radio that the attack had been successful. The end result in the film, which kept with its theme and stuck as close to reality as possible, isn't so much something offensive that no one should watch as it is an endless series of cringes as British soldiers happily shout something awful to greet the dog. It is the rare situation where you breathe a sigh of relief when a dog is finally hit by a car. That said, Wing Commander DOES also have a story in which a heroic wing commander happens to have a (contemporarily) offensively-named cat… False Colors, where we meet Kevin Tolwyn's black cat Thrakhath!

He tossed his bag on the bunk and did a double-take as something moved against the space-black blanket. "Well, hello, who's this?"
Tolwyn reached down and picked up a bundle of black fur. "The official Independence reception committee. Jason, meet Thrakhath. He's one of our ship's cats."
The black cat opened a pair of startling green eyes and studied Bondarevsky suspiciously. After a moment the cat started to purr loudly, obviously glad of the attention Tolwyn was giving his neck and ears.
Bondarevsky chuckled. "Thrakhath, huh? Does he know he's royalty?"
"Absolutely," Tolwyn replied, returning the cat to the bed. "He finds his way into just about every corner of the ship, usually through the ventilation system . . . though some of us think he can walk through walls when he wants to. But he's staked out this deck as his personal territory. If you don't want him slipping in here and bothering you, we'll install a screen he can't get through."
"Nonsense," Bondarevsky replied. "I can use the company."

Aside: the accuracy of the description of Thrakhath disappearing into a black blanket tells me that Andrew Keith absolutely had a black cat. Thank you to our Thrakhath model: Sullivan T. Cat.

Want to join the club but can't be around for the group watch? Just watch the movie and share your thoughts on Discord or the forums to earn your wings!

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The SCOUT is OUT! Update ID Share on Facebook Share on Twitter

Caliban System, 2669; second mission. Captain Eisen has ordered you to clear every single nav point to prevent the Kilrathi from reporting the Victory's jump point. You battle through two nav points of fierce fighters and then find… four capital ships, unescorted? There's a light destroyed, two corvettes and a…

… it's a transport? No, it's a… "scout"? The existence of the scout has long been recognized but to the best of my knowledge no one had really looked into /why/ it was there. So I did… and learned some interesting things in the process, including a pretty significant change to something we had previously thought about the making of the game!

Wing Commander III famously shipped on time… but to make this happen the developers had to cut some broken features rather than spend time to get them working. A number of these changes were related to an item attachment bug which caused issues in some cases when models were supposed to be connected to a ship. This resulted in a number of otherwise completed ships and vehicles being dropped from the game at the eleventh hour. The team removed the intended Kilrathi transport, the Confederation frigate, the Kilrathi missile tank and others because they couldn't be made to work correctly with the time allowed.

Some small item attachments DID work, however, and I started my investigation by looking at one. Kilrathi carriers have lines of blank fighters on their deck, the Victory has little trucks and barrels and the Clarkson-class transports in Wing Commander III carry a variety of cargo pods along their triangular superstructure. This allows for a total of up to ten cargo pods on any given transport: three along each side of the triangle plus a fourth pod in the extra space at the front on top. First, I studied the internal filenames and models to identify each type of container:

Next, I decided to chart out the possible transport configurations. I learned that there are three different configurations seen in Wing Commander III: fully laden with a variety of containers in every slot, partially loaded with only four containers in the forward slots and then completely empty. Here are all three configurations:

Further organizing, I found eighteen different transports in Wing Commander III missions. Almost half of them are from the losing Blackmane series and two appear in the simulator. Interestingly, the only time we see the fully laden variant is in Orsini A4 (the Skipper mission) and in the sim. The others are all the partial configuration except for the booby-trapped ones, which are empty (a sign of danger!). Additional fact: the first transport you escort in Orsini A3 is labeled 'cargo' instead of 'transport'.

Aside: Wait what? Booby-trapped? It's easy to miss: in either version of the Blackmane series you come across a pair of transports to escort home only to find that they explode and damage your ship when you approach them to link up (followed by an attack from decloaking Strakha). These transports were captured by the Kilrathi and then set to explode to ambush you. How was the audience supposed to know this? It isn't mentioned anywhere in the final PC game; instead, the warning about these transports came in a TNC news segment that was cut late for space.

This is Barbara Miles with another TNC InfoBurst. Reports have surfaced that captured Confederation transports and freighters have been used by the enemy as decoys, luring in unsuspecting fighter pilots who are then ambushed by the enemy.

This demonstrates an issue with Wing Commander III's design that speaks to all of this: as it was not possible to rework the briefing and debriefing scenes ones they were shot, planners had to be as generic as possible to allow mission designers to adapt to the ordinary challenges that come up between an initial implementation and release. It becomes increasingly difficult to have missions where, say, Captain Eisen tells you you're going to encounter a particular fighter or Rollins congratulates you for sinking a carrier because the film shoot happened before any of that could've been built, much less playtested. Occasionally, this works the other way around, where a briefing or debriefing seems to indicate the game intended you to have done something that never happened. And that's where this sort of Wing Commander archaeology begins!

The attach bug actually carries over to Wing Commander IV where they decided to simply not include any cargo containers on the Clarkson… which neuters the feel of the early escort missions just a little bit!

Wing Commander IV does do some additional development of the transport, though. In the introduction we see a high res cinematic model of the Clarkson configured as the Amadeus, a medical transport. The 'rungs' each have two inhabitable modules filled with civilians (briefly).

There's no in-game Amadeus model other than the damaged hulk you discover early in the game. But you can see here that instead of attaching a separate set of boxes they've simply created a single model of the transport and the cargo together. The same thing occurs with the Peleus jammer which uses a Clarkson base and attaches weird evil antennae to it.

Wing Commander IV does have an abandoned Clarkson cargo pod in its files, though! This set of military pods was intended to be applied to the transport in order to serve as a marine troopship. It would've been present around the Lexington in the Tyr series as the home of the troops used to seize the ground installations (or, for Playstation fans, the three identical space labs).

And here's an interesting bit of Amadeus-related archaeology. A prototype of the 'attached habitation pods' are actually visible in a rendering included in the 1995 Wing Commander card game. This art was done by Origin and likely represents the state of the cinematic quality model between Wing Commander III and IV. So you're essentially looking at the Amadeus for the introduction as she took shape! If you zoom in to the scan you can even read the ship's registration number, TCV 147-52, something not present in the WC3 art.

This all brings us to the Kilrathi "triangle transport" which was famously cut from the game because of the attachment bugs. For many years, the accepted story has been that there were two freighters designed for Wing Commander III: one triangular transport and one boxy one connected with a series of latticeworks. The triangular transport was later named Dukara in Star Soldier and the multipart ship was named the Sha'kar, both in honor of transports specced out for Privateer Online. Both transports are present in the games' files but only the Sha'kar ever appears in the original PC version of the game.

The story went that the Dukara was intended to be the game's transport and the Sha'kar was designed specifically as a tanker for the Torgo series Behemoth refueling mission. Because of the attachment error, the Dukara was replaced in both roles by the Sha'kar (mirroring, interestingly, Wing Commander 1 and 2 which both began with two Kilrathi freighters each and cut one for disk space).

One of the biggest pieces of evidence for this has been that that's how the 3DO port, which had more time to fix bugs and add features, presents the transports. The Dukara is resurrected and the Sha'kar is limited to a single appearance in the refueling mission.

But it turns out, that isn't what was intended for the Sha'kar at all! The attachment bug did, indeed, create this situation but the Sha'kar was never meant to be a transport. To learn more, I organized the game's unused Kilrathi container options. There are a total of seven. Four of them mirror their Confederation counterparts and the others are a pair of more unique shapes and one special fuel pod. As intended, these would have appeared down the side of the Dukaras with variation depending on the mission… including the tanker mission, which would've used the longer fuel tanks on the chart.

So if the Kilrathi transport and tanker were intended to be the same Dukara triangle transport then what was the Sha'kar designed for? The answer will shock you unless you read the title of this article and/or the introduction: it was originally meant to be a SCOUT! The idea was that the Scout Frigate was an especially unusual Kilrathi ship that is so incredibly rare that it seems to the player to be an incredibly special encounter. It's a fascinating piece of worldbuilding and game design that was unfortunately totally lost to the maelstrom in the final release… despite the fact that the scout appears correctly and works exactly as intended! But because it's "just" a transport the player doesn't notice it and because there's no reference to it in the briefing or debriefing there's no real reason to ever even consider why it has a different name (or why its survival immediately prompts you to lose the series).

There's actually a second potential Scout encounter in the game and its presence explains a weird mechanic that WC3 somehow uses only once. If you choose to rescue Flint in the Locanda series you must visit four different nav points. Each nav point has a fixed percent chance of an encounter from a set of four possible. An average play through tends to give you one of these random encounters and then one with Flint fighting a Fralthi II cruiser. But you can have up to four different sets of enemies present chosen at random… with the rarest encounter being a Scout and a pair of Vaktoth. Again, the high level idea is that the Scout is something so incredibly special that players will argue whether or not it even existed. It's so clever, it's a perfect moment of Chris Roberts immersion and it's clearly something that a fair amount of thought and actual development time went into realizing! But it's totally negated by the model being turned into the standard transport!

But do we know anything else about the Scout? It turns out, we do! There have been some Scout facts in our faces for thirty years and we just haven't been able to see them. Origin's Official Guide to Wing Commander III actually has a full description and a set of specifications for the scout printed in its unusual Kilrathi ships section!

SCOUT FRIGATE
The scout frigate is a glorified frigate, equipped with high-resolution radar and enhanced tracking software that supports electronic jamming techniques. Their purpose is to scout out enemy actions and report fleet coordinates to their base of operation.

Class: Frigate
Length: 620 meters
Mass: 26,000 metric tonnes
Max. YPR: 5 dps
Max. Velocity: 160 kps
Acceleration: 10 k/s^2
Shields
Fore: 1000 cm equiv.
Aft: 1000 cm equiv.
Armor
Fore/Aft: 600 cm
Right/Left: 600 cm
Weapons
Laser Turrets (3)
FF missile turrets (2)

See how the role described matches the Caliban 2 mission setup exactly? The Scout is the thing scanning for the Victory and reporting its location to Thrakhath. And the Authorized Combat Guide to Wing Commander III even has a notation about how special the scout is! We knew this existed but assumed it was incorrectly referring to the (cut) Confederation frigate. In retrospect, the reason the stats are so close is because that's how all the similarly-classed ships in Wing Commander III work.. the Confederation's frigate, operated by Paladin's elite Covert Operations, is their equivalent of the special Kilrathi scout frigate.

Long range sensors show that there's a Kilrathi Scout Ship at nav 3 as well. This is a rare bird, probably the only one in this entire region. The Scout is a hybrid between a Corvette and a Destroyer. While this is a new class of ship and not one we have a lot of tactical data on, our analysis team recommends that you strafe its turrets and take them out first, then switch to your heavy guns and riddle the aft engine sections.

Aside: wait, how do I know what the Dukara is? I'm not some filthy 3DO owner! Even though it didn't appear in the game itself, the Dukara was pretty prolific from 1994 to 1996! It appears in the first ever released screenshot of Wing Commander III, in an Intel print ad, in the Wing Commander CCG and was then used for a pretty spectacular (and heavily promoted) cinematic sequence in Wing Commander IV! As you can see, they never return to the Sha'kar as a Kilrathi transport even though it would've been easy and made sense to the audience.

Well, that's the end!? No, there's another ship that was cut from Wing Commander III because of the attach bug and replaced by a generic reuse: the Confederation frigate. That's right, both sides had frigates and they were both mercilessly cut down by the God of software development. The Confederation frigate, later slightly confusingly named Caernarven-class, appears in the Alcor system where it is supposed to indicate Paladin's arrival (it's Paladin's frigate!). But in the final game it was replaced with a destroyer NAMED frigate:

Unlike the scout, the Confederation frigate's specifications actually appear in Victory Streak:

You will again recognize the cut frigate immediately: it was rehabilitated for Wing Commander IV where it was decked out as a pirate base ship and in Confederation and Border Worlds liveries.

And then there's one more ever-so-slight ship reuse. To eliminate a bug where you could fly the Torgo minelaying mission without enough mines, the 3DO port of Wing Commander III instead asks you to escort a pair of Confederation minelayers… and like the frigate, they are simply relabeled Southampton-class destroyers!

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Wing Commander Cover Paintings Detailed Update ID Share on Facebook Share on Twitter

Here's a little treasure: six pieces of rarely-seen Wing Commander cover artwork without the trade dress! These stunning paintings were created by sci-fi and fantasy artist Jan Patrik Krásný for the Czech language translations of six Wing Commander novels. The books were published between 2001 and 2005 by Poutnik Knihy. Most interestingly, they were published not for the Wing Commander IP but because Dr. William Forstchen is particularly popular in the Czech Republic! The resulting cover art is a kind of what-if scenario where the novels are imagined on their own without the associated games!

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Take an Amiga WC Break Update ID Share on Facebook Share on Twitter

Here, enjoy some Amiga WC1! This is far from the first time that we've posted an Amiga playthrough, but it's always fun to watch. Plenty of people got their first look at the game on PC or Super Nintendo, so for those folks, it's fun to see something like this to pick out the many small differences. Check out LOAF's comparison of the TrainSim and Barracks as an example!
The original Amiga version of Wing Commander had just 16 colors. It was released right before the Amiga 1200, which introduced the 256-color AGA version. Wing Commander is a computer game series from Origin Systems, the series creator is the American game developer Chris Roberts. The series is about humanity's fight for survival in the 27th century against aggressive alien races, particularly the cat-like Kilrathi.

Wing Commander Movie Night: Top Gun Update ID Share on Facebook Share on Twitter

I'm happy to report that our second Wing Commander movie night was a success! We had a great group of fans who enjoyed seeing–and lightly roasting–The Dam Busters together this past Friday night. You can find the complete after action report later this week. So next we're going to be watching a movie that's a little more modern… with some more obvious connections to both the original Wing Commander game and the 1999 film. That's right, on Friday you are welcome to join us for a group watch of Top Gun (1986).

Top Gun is a 1986 action film based on the United States Navy's elite program that teaches top fighter pilots skills that they in turn pass on to their compatriots. It helped usher in lead Tom Cruise's ongoing superstardom and is one of the prototypes of the modern blockbuster. My generation loved it for mixing pulse-pounding air combat with engaging characters we couldn't help but root for… but does it hold up compared to the mega-films of today?

… and more importantly, how does it connect to Wing Commander? Let me count the ways! For the 1999 film, Top Gun naturally influenced the shape of the dogfights. Visual effects supervisor Chris Brown talked about it in an April 1999 Cinefex interview (full article):

The bold, hand-held look of the live-action was carried through to the digital space exteriors. "Top Gun had some terrific aerial dynamics, which served as inspiration," said Brown. "We decided to let the smaller ships blow right into camera while adding camera shake, as if a shockwave of air has buffeted the camera operator. Of course, there's no air in space; but the visceral nature of this approach served the story best. Adding heat-ripple when a ship's engine passed close by was another thing we lifted from that film."

FOX's home video marketing department also made heavy use of Wing Commander's similarity to Top Gun. Advertisements at both the distributor and the consumer levels promised that the film was “‘Starship Troopers’ Meets ‘Top Gun’ in this no-holds-barred battle on the far reaches of space.” Hey, at least it's better than all hell breaking loose at the edge of the universe!

Of course, Top Gun and Wing Commander go much further back. Val Kilmer's Iceman is, of course, the inspiration for the taciturn Michael "Iceman" Casey introduced in the original game. And Chris Roberts himself took his callsign, Maverick, from the movie… and it eventually became the canonical callsign for Blair (used most frequently on Wing Commander Academy, avoided altogether in the film! An early Point of Origin even bragged about the December 1991 issue of Omni calling Wing Commander II "Top Gun 2001". Now there's an idea for a movie!

There was even a business partnership at one point! In 1996, Origin signed on to help promote Thrustmaster's line of high quality flight sticks and other equipment, going so far as to include advertisements in copies of Privateer 2. And then Thrustmaster, for their part, added one of Privateer 2's Heretic fighters to the box of their best selling Top Gun-branded 'stick!

The general idea for Wing Commander Academy, with pilots attending a special flight school that offers additional command instruction for the most promising fighter pilots, comes straight from Top Gun.

Finally, Top Gun is the rare film that we can authorotatively say is still watched in the Wing Commander universe! Peter Telep's Wing Commander novelizations include an exchange between Blair and Angel about his callsign in which he reveals that he has, indeed, seen Top Gun.

"Comm established," she replied, flashing him a thumbs-up on the left VDU. "Lieutenant, your call sign is Maverick? Where'd you get that? From some old movie?"

"Actually, ma'am, it's been a standing joke for a while now. Back at the academy, I had a rep for being a by-the-book flyer. So, of course, they called me Maverick. And yeah, I did see that old movie. They flew those big, heavy atmospheric fighters. Must've been fun back then."

"We'll never know," she said curtly. "All moorings are clear. External power disengaged. Internal systems nominal, roger."

All of which is to say we're going to have a LOT to talk about this time around!

Where can I find a copy of the movie for the watch party?

Top Gun is currently streaming on Paramount+ in the United States and is available for rental or sale digitally at all storefronts. If you're interested in tracking down a physical copy, a UHD version was released in 2020 which remains in print. If you are unable to track down a copy please ping a member of the WCCIC staff on the Discord in advance of the watch.

How do we watch the movie together?

It's pretty low tech! Simply join the Wing Commander CIC Discord on Friday and we will be chatting (in text) along with the film in the main channel. Everyone who wants to join in should bring their own copy and we will count down to play them together at 10 PM EST. Everyone is welcome and we encourage you to join in the conversation; sharing your thoughts helps make the experience better for everyone!

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Super Wing Commander & WC3 Added to Cockpit Reference Page Update ID Share on Facebook Share on Twitter

Tonight's project: added the Super Wing Commander cockpits to the WCCIC's cockpit reference page! Don't forget the SWC Dralthi! I do three versions: no alarms at 100%, all alarms active and then one with damage states: I've also added Wing Commander III and I'll start looking at the console ports at some point. Find all of these and more in the WCPedia here!
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Retro PC Games (DE) Deep Dive Highlights WC Armada and More Update ID Share on Facebook Share on Twitter

Today we've got a different kind of video to share. PixelPusher Mailman is going page-by-page through a thirty year old copies of PC Games. I just like the concept of someone lovingly paging through a vintage magazine like this. There is a section in his latest issue on Wing Commander Armada that actually makes the game look really cool. Unfortunately the narrator here wasn't into it, but both the strategic gameplay portion and multiplayer are very special. Anyhow, this clip is in German, but you can turn on YouTube's automatic translation feature to get real time captions in your language of choice. Jump to 17:41 if it doesn't auto start in the right place.
Come with me back in time again – to 1994, to be precise! In this video, I flick through the 09/1994 issue of PC Games. Star Wars is on the cover, unfortunately not quite as present in the inside pages. There is only a small preview box for Dark Forces. And Full Throttle has also only been given a small space. But there are more great previews of upcoming games from CES, such as NASCAR Racing, Descent, Deadalus Encounter and many more.

Theme Park from Bullfrog is game of the month. A top-notch fun game. We take a look at Star Wars TIE Fighter from Lucasarts, the quasi-successor to the ingenious game X-Wing, and I have more nostalgic pictures from my buddy CaesarC0mm0dus. Further tests of Pizza Connection, Pinball Dreams 2 and its unspeakable copy protection, Wing Commander Armada and Overlord. The current game charts for this month and, of course, another look at old hardware and Rainer Rosshirt's letters section, as well as his infamous ‘Down the Drain’ section.

Together we browse through the magazine and experience a piece of PC gaming history up close!

Upon looking through his library of clips, it also looks like he's got other issues that extensively cover WC3 and Privateer!

Reminder: #Wingnut Movie Night Tonight! Update ID Share on Facebook Share on Twitter

This is a reminder that we have another fun #Wingnut movie night planned on Discord this evening! The ongoing theme will be movies that inspired Wing Commander in some way. Tonight's film is The Dam Busters, which Chris Roberts credits as inspiring the WC Movie's fantastic score. If you don't own a copy, a version is hosted by the Internet Archive. The movie will start about 7 PM PST/10 PM EST, but feel free to drop by and hang any time!
When I set out to make "Wing Commander," I envisioned a classic World War II film as its model. Except that it was set in space, 500 years from now. This motif played strongly in the design and look of the picture. I also wanted it to play strongly in the score. I wanted the music to evoke some of the glorious old war film scores; full of heart, melody and heroic acts. "633 Squadron," "The Dam Busters" and other such classics came to my mind. When I first talked to David and Kevin about the score, they were in tune from step one.

In fact, my first conversation with David had him citing classic war film scores as a jumping- off point - and that was before I'd even pitched him on my 'WWII' in space concept! From that point on, I am happy to say I was in good hands. From hearing the first temps to being blown away by the orchestra on the scoring stage at Air Lyndhurst, I was constantly surprised and impressed. The sound they've managed to capture evokes epic movies from the fifties and sixties. It's some of the best space music I've heard, right up there with the classics we've all grown up with. The film required many things of the score, bravery, guts, youthfulness, mystery, danger, loss and redemption. David and Kevin delivered all that and hummable melodies into the bargain! (I guarantee you'll be whistling the title cue as you leave the cinema.) The film grows as a result. Bravo! Here's to working together again.

Chris Roberts
Director

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