Jump to content
Toggle menu
  • 12,3 E szócikkek
  • 21,5 E fájlok
  • 12 felhasználók
  • 64,1 E szerkesztések
SCWIKI
Toggle preferences menu
Toggle personal menu
Nem vagy bejelentkezve
Your IP address will be publicly visible if you make any edits.
Quick facts:
Strike Commander
Strike Commander
Genre
Combat flight simulation
Platforms
x86 (DOS), FM Towns, PC-98
Release date
1993

Strike Commander is a combat flight simulation video game designed by Chris Roberts, announced for 1991 and released by Origin Systems for the PC DOS 33 years ago in 1993.

Plot

Strike Commander is set in what was at the time the far future of 2011, where after a tumultuous decade society had fallen appart and corporations became more powerful and routinely hired mercenary jet fighter squadrons to fight for territory and resources.[1][2]

The player is second in command at the Wildcats squadron which is unique as only accepting missions which aren’t immoral.[2]

Gameplay

The game was a Hollywood-style action blockbuster with the player as the lead character, with a strong story told largely via between-mission dialog scenes, patterned after the great military action movies of the 1980s such as top gun: F-16s battling in the skies against other familiar modern aircraft, a father figure to avenge, a beautiful seductress with a hidden agenda, friends going separate ways over morals and eventually fighting each other… and rendered cut-scenes that strove for the proper atmosphere as much as they did high tech polish.[1][3]

One of Strike Commander’s innovations was the inclusion of a virtual cockpit where the player’s head and the environment could be controlled separately. Players could look around freely in any direction rather than just left, right, forward and backwards.[4]

F16 veterans pilots that flew in the Gulf War had given feedback during development and the game was more accurate than Falcon 3.0.[1]

Development

Chris Roberts wanted to take the Wing Commander presentation and storytelling further in a different setting.

Strike Commander was over budget and overdue, in large part due to Chris Roberts constantly updating his engine to take advantage of the latest cutting-edge hardware to make it look spectacular, with the game’s gestation time of two and a half years being absurdly long by the standards of the early 1990s. Nevertheless, successful gameplay elements from Strike Commander were re-used by other more notable Origin products such as Privateer and the Wing Commander series. Chris Roberts, in the game's manual, compares the game's long development time with the events in the 1991 documentary Hearts of Darkness: A Filmmaker's Apocalypse, a film account of what it took to get the 1979 film Apocalypse Now made. Strike Commander was a financial fiasco for Origin: while a great game, too many delays, exaggerated requirements, and pressure to get it out as soon as possible from Electronic Arts made the product clumsy and lacking in Roberts' polished style. In hindsight, Chris Roberts declared that the game maybe wasn't as apocalyptic as he had thought at the time.[1]

The 2D sprites were gone and the game is in full 3D with fully realized, real-time texture-mapping, making Strike Commander the first PC game to do so, beating Doom by 8 months.[5][2] Its 3D graphics-engine used both gouraud shading and texture-mapping on both aircraft-models and terrain, an impressive feat at the time which wasn't reiterated until Quake, three years later.[1]

Strike Commander supposed the abandonment of the 386 processor by Origin Systems, the game is absolutely excessive in everything and although it runs on the aforementioned processor, a 486 was necessary to make it work well. It required eight 3 ½" floppy disks, four megabytes of RAM and an installation time of half an hour to an hour, and once unpacked the game with speech pack came to about 45 Mb in an era when most gamers didn’t even have a hard disk that big.[2]

When it came out this was probably the most hardware-intensive game yet released.[6] Origin had to admit in their newsletter that customers had been “stunned” by the hardware Strike Commander craved.[7]

The technology that had been developed for Strike Commander ended up being used in a number of subsequent Origin games such as WIng Commander III and Wing Commander IV and Pacific Strike, Wings of Glory, Armada and more.[8][1]

Strike Commander was re-released in 2013 on GOG with support for Windows and macOS.[9]

Quote

"Doing R&D tech design on stuff that no one else has done before is harder than you normally think it is." -Chris Roberts[1]

Gallery


Trivia

  • Rob Irving was Technical Design Assistant, similar to today's Level Designer.[10][1]
  • David Ladyman worked on the game manual and guide.
  • Erin Roberts also worked on the game.[11][12]
  • Characters are modeled after well known actors, and Chris Roberts tried to have Mel Gibson voice the lead, at a time where he hadn't yet become controversial.[1]

External Links

References

  1. 1,0 1,1 1,2 1,3 1,4 1,5 1,6 1,7 1,8 RSI Museum ep01 . Strike Commander, Star Citizen, YouTube, 7 Jun 2013
  2. 2,0 2,1 2,2 2,3 Day 103 – Strike Commander, Pix's Origin Advnetures, October 22, 2008
  3. Blast from the Past: Strike Commander. Spectrum Dispatch - Comm-Link. Retrieved 2012-09-21
  4. Wingman's Hangar ep058 . February 26, 2014, Star Citizen, YouTube
  5. Strike Commander, hardcoregaming101.net, November 5, 2019
  6. "In Search Of... The Ultimate Game Machine". Computer Gaming World. pp. 83–85. Retrieved 29 March 2016.
  7. Origin Sells Out, The Digital Antiquarian, September 6, 2019
  8. 10 For the Chairman Episode 62, Star Citizen, YouTube, 4 Aug 2015
  9. Strike Commander, GOG
  10. Wingman's Hangar ep010 . March 1, 2013, Star Citizen, YouTube, 1 Mar 2013
  11. ATV Interview: Erin Roberts, Star Citizen, YouTube, 19 Apr 2016
  12. 10 for the Chairman: Episode 80, Star Citizen, YouTube, 29 Mar 2016