LeHah was kind enough to contact The Fatman about the strangest song on his Wing One - the now infamous lyrical version of "Go To Sleep You Pilots". Here's the explanation:
I thought that it would be nice to have sleepy lullaby music for the pilots' sleeping quarters. In order to write a lullaby, it helps to start with sweet words. I thought, "Go to sleep you pilots," and the words and music came to me at the same time. Now how can I keep something like _that_ to myself????
Sarty found a Wing Commander reference in an odd place - the official Command and Conquer 12th Anniversary podcast. Apparently 'Kane' himself, Joe Kucan, was inspired by Wing Commander I's scramble sequence. Here's a transcript of the portion:
I've done that a lot.
Here's another example
Very few game producers have let me put the lyrics into the game. I've noticed, lately, that for some reason producers of anime aren't so afraid of looking uncool, and as a result, music for Anime is a wonderful, varied, and interesting field--conspicuously less imitative of movies than game music.
Your readers might want to know that I'm currently releasing the soundtracks to The 7th Guest and The 11th Hour on Amie Street--THANKS TO THEM!!!
Did you want to work in video games? Was that always your passion?
You can find the entire podcast here - comments on Wing Commander are around the seven minute mark.
You know, in those days, in the early 90s, I was more of a gamer than I am now. I played a good deal, you know, ... Wing Commander made an impact when I was a kid and...
You know it's back on Xbox Live now, actually.
Yeah, that's what, that's what [Someone] was saying.
It's pretty crazy.
But even then, watching, there was a sequence in Wing Commander I, the very first game, when ou would choose to go into the hanger and it would cut to this sort of animated sequence of just boots running along the ground, and at that moment, you know, in the early 90s, I thought to myself, that's really cinematic, that has a cinematic element to it, there's an opportunity here within this genre to really tell big stories and create big environments and big experiences for these game players, because I know it worked for me. We had a very personal involvement in that particular game.