Playstation's 30th Anniversary Remembered with Origin Hit List Update ID Share on Facebook Share on Twitter

The original Sony Playstation turned 30 this week, and fans have been coming up with creative ways to celebrating the milestone. LOAF wrote up his own take on the event with a rundown of Origin games that were made for the system, including two famous Wing Commander titles!
March 1996: Wing Commander III: Heart of the Tiger. Ported from the PC original by Electronic Arts. A solid adaptation but the fantastic 3DO version puts it to shame! Had a fancy localization and big push in Japan but couldn't find an audience.
December 1996: Crusader: No Remorse. Ported from the PC by Realtime Associates. Sorely lacking the SVGA graphics of the PC version. Plans to follow it with a port of No Regret were dropped but an early build exists!
March 1997: Ultima Underworld: The Stygian Abyss. Ported by Infinity Entertainment from the PC original. Only released in Japan, this version started life as a Sega CD project. The 3D is significantly updated here!
May 1997: Wing Commander IV: The Price of Freedom. Ported from the PC original in-house with help from Lion Entertainment. Really slick port that features support for the massive PlayStation Analog Joystick! Sadly cuts a fair amount of footage.
March 1998: Zero Pilot: Fighter Of Silver Wing. REAL weird one: this is a licensed rework of Origin's Pacific Strike developed by Soliton and published by Sony. Spawned a series of sequels for the PS2 and PSP!
Finally, Wing Commander fans might also be interested in looking at Electronic Arts' Darklight Conflict (June 1997). This one came VERY close to being reworked into a Wing Commander Academy (TV show) tie-in game!

Mac Takes Wing Commander Models Sky High Update ID Share on Facebook Share on Twitter

Mac is celebrating his recent arrival on Bluesky with a pair of vertical phone-style wallpapers. They feature the glorious Bearcat and majestic Concorida hanging in space. Hopefully they brighten your day as much as they do mine!
The F-104 Bearcat from Wing Commander IV, descending onto a planet below it from the depths of Space. Model by Hangar B Productions/Adam Burch. Rendering by Mac's Lore.
The TCS Concordia in orbit of Earth with a flight of Rapier-Gs flying in escort. Rapier Models & Textures by Adam Burch.
You can find other various Wing Commander luminaries on Bluesky here.

Wing Commander Movie Night: 633 Squadron Update ID Share on Facebook Share on Twitter

Last week's meeting of the Wing Commander movie club was a great success! Star Trek VI's connection to Wing Commander may have been slighter than other films we've watched (watch for the after action report on Friday) but it was also a lot of fun watching a film we all love together with friends. And isn't that the point of this whole endeavor in the first place? Next week, however, we're returning to music and to World War II with 633 Squadron (1964)! And as always you are welcome to join us this Friday via Discord to watch along.



It's time for more high flying action with the Royal Air Force! 633 Squadron is a fictionalized air combat adventure which pits a squadron of elite Mosquito fighter pilots against a Nazi rocket base. Made in 1964, it's the first air combat movie to be shot in color and represents a new kind of World War II movie that starts to glamorize rather than memorialize the conflict. As such, we thought it would be a good idea to go ahead and watch 633 Squadron while Dam Busters is fresh in our mind. Even without the Wing Commander connection, the difference in these two films that tackle a similar subject matter just a few years apart should be fascinating. Will the dour realism of one give way to something that feels a little more fun? How many math lectures will it include? Fewer than five, we hope.

Also like Dam Busters, the major connection to Wing Commander is the music. 633 Squadron is the other film that Chris Roberts asked David Arnold and Keivn Kiner to study when scoring Wing Commander. Here are the Wing Commander liner notes in which Chris Roberts references both movies:

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

Of course, there's another little connection that seems to indicate that this is a movie that's (still) not far from Chris Roberts' mind…

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

633 Squadron is currently available as a free download from the Internet Archive. In the United States it is available for rental or sale digitally at all storefronts. If you're interested in tracking down a physical copy, Kino Lorber publiished a Blu-ray release in 2021 which is readily available; it is a combo pack with Mosquito Squadron (1969)... but that one is NOT currently known to have been an influence on Wing Commander!

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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Lost Speech Accessory Pack Found, Was Never Lost Update ID Share on Facebook Share on Twitter

Digital archaeology strikes again: we've discovered something we didn't know was missing… and we've had it in our collection all along! The true story behind the Wing Commander Academy Speech Accessory Pack, long thought to be a fan made addon, has been discovered. What we didn't know was that it was an official addon created and released by Origin in 1993.

Backing up: Wing Commander Academy shipped in August 1993 and it included partial speech. If you have a speech-capable sound card (not a given in 1993!) the game will play the taunts of the (five different) Kilrathi AI pilots you can battle. But the responses from your wingmen do not play; they display as text. This always felt a little odd to players familiar with Wing Commander II… after all, four of the five Confederation comm sets, Angel, Hobbes, Maniac and the male space station, were already recorded. However, the reason the wingmen voices weren't included was actually pretty sensible: there wasn't room on the game's three 3.5" HD diskettes to include the larger wingmen files. Cutting them, we have always reasoned, made sense because the single most expensive part of an Origin game at the time was the physical diskettes. Three disks instead of four would mean a tremendous savings and it would help keep Academy's costs historically low for a new Origin title (a mere $49.95 instead of $70 or $80!).

… except it turns out that's not quite what really happened! The team had actually intended to ship the base game on 3 diskettes and then a second speech pack SKU which would include all ten audio sets on one additional diskette. This would be sold for a low cost as it essentially already existed; it just needed an installer to drop the files in Academy's GAMEDAT directory and set the game's CFG file to play speech. Stingray's voice would be used for Lightspeed so no new recording or quality assurance was necessary; the only cost of the effort would be the (not insubstantial) packaging. In the end, Origin decided that selling an Academy speech pack wasn't a good value proposition and they dropped the physical release. It was at this time that they opted to add back the Kilrath taunts to the base game as there was room on the third disk to store them… but not the larger wingman voices (wingmen have more things they can say, resulting in files that were two to four larger than the Kilrathi ones).

Fans have known since at least the late 90s that renaming the sound files from Wing Commander II and dropping them in the right place in Academy's installation adds them to the game; they even figured out that Stingray was the best choice to replace Lightspeed. But we haven't known why. It turns out that since Wing Commander Academy had /partial/ speech, no changes to the installer were needed. It was believed this was all a happy accident, just something that happened to work because it logically might. HCl's website has a download of the renamed audio files; Wedge009 lists instructions for doing it yourself. It's a common "hack" to perfect your Academy installation. And file sites commonly included another identical set of the audio files with what at first glance looked like the usual Warez crud included as an installer. We even noted it as odd at the time but couldn't draw any conclusions. The files in this download were dated 1996 and so there was no clear tie to the actual Academy era.

What we didn't know was that this was the actual Origin version complete with an installer the modifies the game's setup! After researching the file further, investigating its internals and then confirming with developers working at the time we have established that Origin released it as a free download from their BBS on October 30, 1993. From there it spread around the pre-internet but its source was quickly forgotten! There's even evidence in there that it was being developed for sale with only the wingman audio: it reads "Thank you for purchasing WCA Wingman Voice Addition!" on quit after a successful installation! Also note that this version is even a little different from the fan created one; it uses the male Concordia pack instead of the starbase one for the space station. So the next time someone asks you how many Wing Commander games have speech accessory packs… you tell 'em THREE!

You can downloaded the 'correct' audio files with their installer here.

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Snakeir Crew Represent (or: We Will Grist'Ar'roc You) Update ID Share on Facebook Share on Twitter

Oh, you're a fan of giant rubber cat monsters? Name four of them! The final cut of the Wing Commander movie famously sliced its intended Kilrathi appearances to the bone, removing everything before the climactic final chase and surprising viewers when it finally cuts to a series of brief conversations on their distinctive green-atmosphere'd flagship. So: who are these kils, anyway?

The film's credits identify two of the characters as KILRATH CAPTAIN and KILRATHI ADMIRAL and the shooting script identifies a third speaking character as KILRATHI TECH. The Admiral is the kil who stands to the right and is (technically) the only one whose lips we see move. The Captain is the one who is usually speaking to him but his dialogue occurs when he's seen from behind or when we are looking at their viewscreen. The tech is at the port aft bridge station where he is intended to be the Snakeir's equivalent of the Radar Man position seen aboard the Tiger Claw and the Concordia and at Pegasus. His line is "the Rapier is homing in on a Confederation signal" but as previously suggested the closeup shown in the final is actually the Admiral. Here are the subtitled lines we see in the final cut:

Scene 281 (2 shots)

Scene 308 (2 shots)

Scene 313 (2 shots)

Scene 316 (1 shot)

Unnumbered Scene (2 shots)

From there there's the greater lore: Peter Telep's adaptations include backstories for these characters and one of the extras. The Snakeir's name is the KIS Grist'Ar'roc and the captain is Kal Shintahr Thiraka nar Kiranka. The admiral, who is in command of the battlegroup, is Kalralahr Bokoth nar Kiranka. The Kilrathi Tech line is assigned to the superdreadnaught's tactical officer, Second Fang Norsh'kal. The unspeaking character seen at helm behind the captain and admiral is the carrier's executive officer, Shintahr Ke'Soick. We learn that Bokoth is the most respected admiral in the fleet and in the grand tradition of stock-thickening novelizations, Telep adds an additional arc for the Kilrathi with a jealous Thiraka plotting to betray Bokoth with Ke'Soick's help. Ke'Soick ultimately double-crosses Thiraka; Norsh'kal is blameless. So with the information from the novelization you can now amaze your friends by effortlessly identifying Bokoth, Thiraka, Ke'Soick and Norsh'kal!

X Toys produced an action figure of Bokoth which is confusingly named KILRATHI GENERAL instead of Kilrathi Admiral. Adding to the confusion, the trading card included shows a Kilrathi warrior (seen in the earlier battle scenes) and the action figure of the KILRATHI PILOT (cut from the final movie) has a mislabeled card showing the admiral! Still pretty neat that it exists, though.

While working up this update we took a look at some cut footage to determine how the bridge is actually laid out and how many Kilrathi crewmen there are. The answer is that there are seven bridge stations with Kilrathi and at least two others who enter and exit the bridge in the background. But only four Kilrathi (or arguably three) appear on the Snakeir's bridge in the final movie. AD has created a high quality blueprint detailing the bridge layout:

Bokoth and Thiraka stand in front of a viewscreen. To either side there are Kilrathi crewmen stationed in front of banks of bright lights. Towards the center of the room there is a helm station and a Sivar idol. At the rear of the bridge is an exit door flanked by two more crew positions (including the tactical officer/radar kil). Here are some shots from rough cuts of the film:

Looking from the rear towards the front, view screen in the center:

Looking from the front towards the rear, door in the center with bridge stations to either side:

Front looking rear, full crew:

Starboard fore "light screen" station:

Radar Kil/Tactical Station:

Kilrathi Admiral:

Helm Station & Sivar Idol:

Bridge Entrance:

Where did these come from? The original cut of the movie had four additional scenes set aboard the Snakeir which were intended to appear earlier in the movie to update you on the Kilrathi plan. They were cut because they significantly involve the dropped Pilgrim traitor, Admiral Wilson, and because there was a concentrated effort to reduce the screen time of the Kilrathi creatures (and to generally obscure them with more gas effects, CG-edited mouths and shots that don't show the aliens' faces). These scenes were:

Scene 11 & 12 - A conversation between Bokoth and Admiral Wilson (his identity obscured in a space suit). We learn that this traitor has given the Kilrathi the NAVCOM AI and that they are going to use it to destroy Earth.

Scene 110B - Thiraka reports to Bokoth and a still unidentified Wilson that the Tiger Claw has been located. We learn that there is a Pilgrim traitor aboard the carrier reporting to them. Wilson demands the Admiral launch an attack.

Scene 298B - Wilson castigates Bokoth for failing to destroy the Tiger Claw. Bokoth orders him to the ConCom to prepare the jump coordinates for Earth (setting up Wilson's further cut face off with Blair and Gerald).

Are you interested in learning more about the Kilrathi scenes in the movie? We've created a Google Sheet that compares the shooting script, the final transcript, the novelization and the junior novelization! You can access it here. Since the novel adapted the script rather than the final cut, all three of the earlier Kilrathi sequences are included (and expanded!). To close, here's a final recut of the final Kilrathi scenes with all of the dialogue from the shooting script:

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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 Star Trek VI: The Undiscovered Country, which is explicitly referenced as having influenced the Wing Commander movie's explosion VFX. 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!

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After Action Report: Top Gun Wrap Up Update ID Share on Facebook Share on Twitter

Greetings WingNuts,

The Wing Commander Movie Club has visited the danger zone and lived to tell the tale! We found that while Top Gun remains a striking movie full of fast action, striking cinematography and endearing characters… it also isn't much of a story. The scenes we remembered from years past were still wonderful but the lack of connective tissue seemed more apparent today. There's not really a character arc for Maverick: the film seems to set him up for a decision between being a devil-may-care fighter pilot like Iceman and a family man like Goose… and then Goose dies and instead he has to (fairly rapidly) get over his grief. But since the accident isn't his fault and he ultimately just splits the difference (he goes back to the girl AND is still a hotshot pilot!) there's not a very satisfying resolution.

But do you know what other movie has that exact combination of action, cinematography and characters but also falls apart in the final edit? Wing Commander, of course! As AD explained going in, FOX's marketing is absolutely correct: before we even get to dogfight cinematography, the movie borrows a LOT from Top Gun. Specifically, what's left of its character arcs strongly echoes the same scenes in Top Gun, often split into different characters: Blair is distracted by his war hero/traitor father's controversial past just like Maverick… and he's ultimately counseled by mentor Paladin just like Maverick's resolve is finally steeled by Tom Skerritt. Maniac's story is taken from Maverick with even fuller cloth: an flying accident kills a loved one (Rosie/Goose) causing him to lose his nerve before his CO gives an inspirational speech to bring him back into the fight. Angel and Charlie both act as love interests and psychologists for their respective Mavericks… and both Mavericks get a final "you're okay" scene with their rivals (Hunter and Iceman).

We previously quoted Wing Commander's VFX supervisor Chris Brown as saying Top Gun inspired the movie's dogfighting choreography and it's easy to see why. Top Gun's breathtaking aircraft photography and its frenetically paced cuts between cockpits, helmeted pilots and flying action are spectacular. Even the decision to use real F-5s instead of model MiGs is immediately understandable: models or CG would never look this good (the restored 2022 UHD release is strongly recommended)... I suppose this would be like having Talons show up as Kilrathi fighters, which did technically happen in Super Wing Commander. As you can see from some of the quick comparisons below, both movies use exactly the same set of paints for their dogfights just as Brown suggested: straight on shots of the pilots, ones that use their head motion to express action, angled exterior shots that include the aircraft (Wing Commander cut in half one of the Lightnings to allow for clear Top Gun style pilot shots). Then there's forward-facing VDU shots with very similar targeting systems… and that's all before the actual flying shots. Wing Commander can't match Top Gun's aircraft closeups but it does a great job on its take on Top Gun's more distant dogfight shots.

The Wing Commander movie's second act scramble is also heavily derived from Top Gun's two beautiful F-14s-at-sunrise takeoff sequences. Of course, this is just how an aircraft carrier works… but Top Gun was the movie that tuned the dramatic dance of loaders and catapult officers and showed it to the world, there's little doubt Wing Commander was following it.

And then there are plenty of aspects of Top Gun that connect back to the earlier games. Wing Commander III's scramble is similarly inspired as are things like the locker room… and Rachel's flight-oriented double entendres and even her look lead right back to Charlie!

… and let's not forget the now infamous volleyball scene. Wing Commander Academy gave us our long-deserved Maverick-and-buddy cheesecake when they went swimming on Greenhouse in On Both Your Houses! And this speaks to another aspect of Wing Commander that comes right from Top Gun: the 'best friends/rival bros' connection between Blair and Maniac which is clearly patterned after the relationships the Top Gun pilots have. In Top Gun their as-close-as-lovers connection is a fascinating setup (I would argue a Lawrentian one) that never quite goes anywhere. But maybe there's still time for that story…

I also suspect the Top Gun helmets are what Andrew Keith was imagining when he described Maniac's in the Wing Commander III novelization: "Marshall, wearing a flight suit and carrying his colorfully painted helmet under one arm." In fact, Andrew Keith likely owed his Wing Commander job to Top Gun mania. In 1991, he and his brother William Keith were hired to create a series of Top Gun-inspired action novels set aboard an aircraft carrier appropriately titled CARRIER. Andrew co-authored the first three and wrote the fourth on his own. The series, always attributed to the company name Keith Douglass, has continued well after Andrew's tragic passing.

But in spite of all of that there are some pretty interesting differences. Wing Commander's Maverick explicitly isn't like Top Gun's: he's a rule follower and not an obnoxious asshole. Despite borrowing the name from Top Gun he doesn't carry with him the personality; can you imagine Mark Hamill's Blair buzzing Captain Eisen in the tower? Maniac gets that part of the character instead but it's always portrayed as charmingly stupid and accidental instead of a good thing that comes from having a type A personality.

Wing Commander has always had an interesting relationship with the 'Maverick' name. It was Chris Roberts' callsign when he played the original game but they avoided locking down a canonical one for Blair for quite a while. The writers bible even named him Falcon/Phoenix with a backstory about how it changed between Wing Commander I and II and that's referenced in End Run… but since it was only ever in the bible and not the game itself, no one knew what Forstchen was referencing! The Sega CD release of Wing Commander I named the character "Hot Shot" (or Starbuck in Japan). The first mention of Maverick was in Super Wing Commander where the player character was given an entirely new name: Maverick Armstrong, leaving questions as to what the intent was. Blair was finally called Maverick in the Wing Commander III novel and for a time fans argued back and forth about whether that was really his callsign or just a description. But then Academy surprised everyone and used the callsign throughout every script. Blair was then listed as Maverick in Kilrathi Saga and in flight in Prophecy. The Wing Commander movie, for obvious Top Gun reasons, avoided giving him a callsign entirely! (Though it is mentioned in the adaptation… and then changed to Pilgrim for the sequel.)

I also couldn't help but notice that Maverick's rival Iceman was also likely the visual inspiration for Wing Commander II's Jazz. Wing Commander II based its characters on real actors (sometimes role specific ones) and it's not a stretch to imagine the art instruction for Jazz was to make him young Val Kilmer!

Sully believes he is even more handsome than Tom Cruise AND less morally problematic.

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Happy Thanksgiving! Update ID Share on Facebook Share on Twitter

The Wing Commander Combat Information Center team would like to wish you and yours a very happy Thanksgiving! When times are tough–like, say, when you've been imprisoned by a treacherous pirate–it's a genuine relief that you can still gather around the ten-legged space turkey and enjoy life with your loved ones. Also Maniac was there.

In all seriousness, we hope you are doing well today and always. And also a reminder that if you're looking for an internet family that good friends are always welcome on our Discord. We had planned to run a big in-universe article covering the history of the Pilgrims (GET IT?!) today but isn't just not ready for prime time yet. But a little taste of the research being compiled for the project is below to tide you over!

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The Geography of the Pilgrim Alliance Update ID Share on Facebook Share on Twitter

At its height, the Pilgrim Alliance consisted of twelve member systems located primarily in the Terra and Vearrier quadrants of Sol Sector and at least seven more recently established colony worlds located across Vega. Eleven of the twelve Pilgrim Alliance systems have been identified. This list does not include Terran Confederation-settled worlds occupied by the Alliance during the 2631-2635 war.

  • Alpha Centauri
  • Beacon
  • Bradshaw
  • Cygnus
  • Faith
  • Frase
  • Luyten
  • McDaniel's World
  • Promise
  • Proxima Centauri
  • Sirius

The twelfth system is either Canarus, Ella, Krieger, Talos, Tikopal or Weslyn. Beacon was the administrative capital of the Alliance and McDaniel's World was the religious center. After the surrender, nine of these Pilgrim systems were integrated into the Confederation. Three systems, Faith, Promise, McDaniel's World, along with seven colony planets, were allowed to remain semi-autonomous. The semi-autonomous Pilgrim population maintained neutrality in the Terran-Kilrathi War, although this was not recognized by the Empire. By 2654, two of the seven colonial enclaves had been destroyed, starting with the Hellespont in 2639. Surviving enclaves include Spiritia at Ymir, Divinity on Seva at Tamayo and Triune on Netheryana at Hell's Kitchen. The location of two enclaves, Mythada and Commune, is unknown.

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Happy (Pre-)Black Friday! Update ID Share on Facebook Share on Twitter

We're getting ahead of the holiday shopping this year with an updated list of Wing Commander sales! GOG is getting into the spirit with a 59% discount on the WC series, which makes each package $2.45. We're also seeing that there will be a 20% sale coming for the Malcolm McDowell poster below, but it doesn't seem to be effective yet. Academy DVD sets at Deep Discount are also the cheapest they've been in years ($9.62!). Lastly, the CIC glasses and coasters at Zazzle are 25% off with the coupon code BLKFRIWK2024. The coupon may just work today, but there's likely to be another one issued for the weekend. Good luck shopping for the Wingnut(s) in your life!

Print Art
PC Games ($2.45 each)

Movies & TV
Novels ($6.99)
Audio Albums
  • Team Fat's Wing Commander 1 Complete MT-32 Archival Edition Bandcamp $10
  • Team Fat's Wing One: Amazon $7.99 | iTunes $9.99
  • Wing Commander Original Motion Picture Soundtrack Amazon $9.49 | iTunes $9.99
  • Cobalt 60: Prophecy EP iTunes $3.96 | Twelve with Prophecy Bonus Tracks iTunes $10.99
CIC Stuff

DU Doo-Doo (or: When Numbers Get Not-Particularly-Serious) Update ID Share on Facebook Share on Twitter

Sharpshooter recently noticed an interesting little background thread in Wing Commander IV and decided to pull at it. The game's ship selection screens, which shows specifications for each flyable ship in the game when they are available for a mission, includes an interesting figure not included in other locations: "Dmg/Salvo". This measurement, listed in du or damage units, shows how much potential damage one single salvo from a ship's main guns can cause (not accounting for outside modifiers like windows or interiors on capital ships). Four of them match the game's internal gun damage values exactly: the Hellcat (2 Ion Cannons & 2 Particle Guns = (43x2)+(30x2) = 146 du), the Banshee (4 Lasers = (18x4) = 72 du), the Bearcat (4 Light Tachyon Gun = (4x50) = 200 du) and the Lance (2 Plasma Gun & 2 Tachyon Gun = (67x2)+(70x2) = 274 du).

The remaining three ships, however, do NOT match the in-game data. And it's from noticing this that we can learn a little bit more about Wing Commander IV's development! Upon investigation, we learned that the specifications shown in these screens are stored in LOADOUT.IFF separately from the gun values used in gameplay. What that means is they can be wrong without it impacting anything else; they're static values that aren't calculated from the 'real' numbers. So what we're seeing isn't an indication of something misunderstood about the game's inner workings… it's a sort of sensory echo of how the game was balanced!

Things like weapon damage values and ship specifications were always one of the last things locked when making a Wing Commander game. That's because they're an element that can be easily edited based on the Quality Assurance's playtesting. If testers find that a gun makes the game too easy or a ship's speed makes it too hard, those values could be easily altered right up until the game went gold (and today, well after!). However, there was one knock-on: printed material like manuals and hint books needed to be locked weeks earlier in order to be printed. So any changes to the game's simple balances made after these went to print would not be reflected. In the 90s, many hardcore Usenet jerks complained that Origin's manuals were 'notoriously inaccurate' as if the writers were lazy; the actual truth was that they were very accurate… for the latest build of the game they could possibly have referenced.

Today this means that we can look at differences between the values printed in those sources and the ones in the game and get an idea of how things were initially balanced… a bit like how a space telescope looks back in time by capturing light generated eons past! Let's compare the gun damage values from Origin's Official Guide to Wing Commander IV with the ones in the game itself:

By including the numbers from Wing Commander III we can see that the base set stayed the same between both games… which means that the balance work on Wing Commander IV would've focused on the game's new 'heavy' gun variants. And indeed we can see that two values were changed after the guide went to print: the Heavy Ion Gun damage increased by ten and Heavy Photon Gun decreased by ten! This immediate explains the discrepancy in the Longbow screen. Using the guide numbers: 2 Plasma Guns & 2 Heavy Ion Guns = (2x67)+(2x50) = 234 du (versus the real in flight value, 254 du)!

The Vindicator tells us a slightly different story! The screen gives a value of 184 du while the final in-game guns, two Tachyons and two Lasers, only add up to 176. What most likely changed where was not a rebalancing of the gun values (which as we noted above remain the same as they did in Wing Commander III). Instead, we're seeing a full gun REPLACEMENT: the earlier iteration of the Vindicator must have had Heavy Photon Guns instead of Tachyons! This actually makes a little sense as the lore makes a point that tachyons guns are brand new while photon guns are more common on the workhorse fighters.

The Avenger, however, still isn't completely understood. The game lists a mysterious 267 du, an unlikely number in any of the scenarios we've thought through since the gun values should always be even numbers. A ship could theoretically get an uneven number if it had an odd number of guns but all evidence indicates that the Avenger was designed for four from the concept forward:

Our best guess here is that… it's an error. The Avenger carries two Heavy Photon Guns and two Heavy Mass Driver Cannons. Using the final in-game values that should be 248 du, a reduction of 19 from the screen which suggests a weapons change. But the earlier number in the guide gets us much closer: 268, a difference of just one (and matching the earlier guide's stats for Heavy Photon Guns and Heavy Mass Drivers).

Thanks for traveling to the past to help us learn how Wing Commander IV balanced its guns!

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