Contraption Zack

Contraption Zack is an isometric puzzle game published by Mindscape in 1992. I can’t say it’s a game I know much about but I saw it for sale fairly cheap and remembered playing a demo version many years back which was enough to reason to pick it up and several months later I thought it was time to play it.

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The version I have was published by Slash who typically repackaged games more cheaply after they were slightly past their prime. I gather they are often avoided by collectors for this reason. The box exterior is nice enough at any rate although the materials are a little cheap.

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The contents are where the real money has been saved with the manual looking like a cheap handmade photocopy. The entire game fits onto a single floppy with an equally cheap label.

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As for the game itself, there is a nice cartoon intro on starting up. It’s Zack’s first day on the job working as an engineer in a plant of some description for Gadget Corp. His new colleagues take an instant dislike to him and decide to “borrow” all his tools only to not return them when duty calls. The graphic style is goofy but colourful. I particularly liked the panicked boss with the waving arms for some reason. Probably because he reminded me of a particular ex boss of my own. At any rate, he sends Zack off to fix a piece of machinery in the plant.That’s where the player comes in. You have to guide Zack around 6 levels retrieving his tools and fixing the parts of the factory at the end of each level.

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The mechanics of gameplay are straightforward and introduced gradually starting with this room where each coloured switch will open or close the same colour of spikes. The trick is simply to head right instead of left here. If you go the wrong way, you will get stuck and have to start the level again. The designers had no qualms about dead ends so expect to do plenty of restarts when playing this. They do show an element of sympathy with a couple of save points per level.

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The next room is a more complex timing puzzle. The grey gates open slowly one at a time trapping Zack behind them for a time if he goes in. All the coloured buttons only stay down for a short while when pressed meaning the key is not to step on the back buttons until the gate is about to reopen so there is time to get over the spikes before they spring back up again. Once more, it is easy to get trapped between spikes and have to restart.

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Soon after this I get the chance to reclaim all my lost tools. Each tool can be used at specific points throughout the level to affect gates or machines. In this case, I need a screwdriver to turn the screw on the screen in the top right and reverse the direction of the conveyor belt and allow me to pass.

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That clears my route through to the feeder. I step on the floor switch to get it working and that’s the first level.done. I’ve missed a good few rooms out here but the 6 levels in this game really aren’t very big. They do involve a lot of back and forth to make up for it.

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Level 2 is much the same except with a couple of rooms more, lots more dead ends and a whole heap of extra switches to complicate matters.

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And each level after that progresses in much the same way. The difficulty ramps up but the gameplay elements are all introduced early on. I’ll give particular mention to the room above on level 5 which was especially evil. The basic goal is to get to the wire on the red wall and back out to the bottom left. Each button at the edge of the grid will lower most of the spikes on that row one at a time with just enough of a gap to walk across before they raise again. It will also start the same sequence off on another row so it is possible to swap between the two if you are quick. Miss the gap and you are stuck and have to restart the room.

Completing the room involves going through everything in the right order, setting two buttons off at once at a couple of points, along with having all the coloured switches in the right position at the right times. It took numerous efforts to complete but the save point at the start of the room stops it becoming too frustrating.

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Level 6 proves to be a bit simpler than the previous one if anything. There are plenty of switches but once I realise that most of them do the same thing, I’ve soon fixed the last machine and the plant springs into life.

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After all these efforts, the plant erupts out of the ground creating a giant metallic skyscraper. Despite the size of this thing all it does is print and stamp letters.

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Those letters turn out to be the end credits before a final epilogue in which Zack gets his revenge.

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Contraption Zack proved to be a short, simple game that I finished in one sitting. It certainly wasn’t anything brilliant but I enjoyed it enough. The bright graphics offer plenty of character and the puzzle gameplay hasn’t dated at all. What has dated is the amount of replaying required which you wouldn’t normally see in a game these days. I wouldn’t say it was a game breaker though given the size of the levels. Provided you like logic puzzles, Contraption Zack offers a pleasant if unspectacular way to spend an afternoon. The MT32 soundtrack wasn’t the best so I’d be tempted to try the Amiga version if I was to play it again in hopes that it was an improvement.

Mean Streets – Part 3

As ever in this game, I’m following leads around various locations in San Francisco starting out with Ron Morgans lab. I find some piranha food in here (by moving the fish tank if I recall correctly) which allows me to feed the fish and grab his passcard out of the tank. All the passwords are anagrams of chess terms which can be guessed if needed as I found a list of all of them early in the game. These two in combination can then be used to access the computer of whoever’s card it was. This isn’t strictly needed but does flesh out the story and confirm you have the password correct.

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To track down the next names on the list, I enlist Steve Clements help. Greg Call is yet another scientist who has supposedly committed suicide although it should be clear to any player by now that they have all been coerced by project Overlord, or outright murdered

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Searching Greg Call’s lab yields a 10 foot pole which I can then use in Ron Morgan’s lab to get the box out of the cage with a gorilla in it and get another passcard.

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Chasing up yet another scientist called Clark yields another lab complete with body this time. The most useful thing I find here is a pair of work gloves which I can use in Call’s lab to move some vines and get another passcard. There can’t be many of them left at this point.

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 Another lead sends me to meet Lola Lovetoy who was employed by the head of MTC to keep Schimming busy. She gives me the location of the room they used. Searching this room yields a bus locker key and flying out to that gets the black passcard.

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I break into the Law and Order offices next. I find a contract employing Big Jim Slade to bump off all these ex-scientists as well as yet another passcard and a clue to ask the security chief for the nav code to the computer facility.

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I do just that and with a bit of coercion he coughs up the info. At this point, I realise that I’m still missing one card and going through all the screenshots I’ve made spot a name supplied by Arnold Dweeb that I forgot to add to my list.

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All keycards in hand it’s off the secret facility on Alcatraz island. The moment I arrive I’m captured and thrown in a locked room after Mr Big spells out the whole scheme.

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I have one last room to search. There is a neat touch here in that I can try all sorts of things that won’t work using items I’ve picked up throughout the game. e.g. unscrewing the grate on the floor. What I actually need to do is find the gas mask which was hidden somewhere in here, then open the monumentally large furnace using the console at the bottom right. This sets off the sprinklers and a robot comes in to close the furnace again. I have just enough time to leg it out of the open door ahead of the robot.

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One more shooting section and we are into the end game.

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To stop Overlord, I need to use all 8 passcards to activate the auto destruct on the satellite that controls it. To do this, I have to type all the correct passwords into the giant computer in the 60 seconds I’ve got. You’d better be a half decent typist if you plan on finishing this game.

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As I’m entering passwords, the villain of the piece reveal themselves to be none other than J. Saint Gideon, the ex head of Gideon Enterprises. I really don’t have time to listen/read what he’s saying at the time if I’m gong to get these 8 passwords typed in fast enough.

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The countdown begins, the satellite blows up and Tex is now a national hero even getting awarded a parade by president Michael. J. Fox. Tex flies off into the sunset with Sylvia whose hair apparently changes colour from one moment to another and the world is safe, at least until Martian Memorandum.

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Mean Streets is a peculiar game that could probably only ever have been made by Access. It has something of an identity crisis and doesn’t appear to know quite what it wants to be, yet the end result is an intriguing enough mystery to maintain interest up until the conclusion. That feat is made easier by the conclusion coming all too quickly despite the padding of the flight sim. This is a really short game that could probably be completed in an hour or two on the first attempt without all that tedious autopiloting.

The main selling point of Mean Streets was clearly the graphics and sound which look quaint these days but if you compare what this looks like to most other 1989 adventure games, it is way ahead. In 1989 I would have been impressed just with them scanning in photos in the first place. There was enough to the game itself that I still kind of like it actually. Much like the sequels, it doesn’t take itself seriously and there is a lot of fun to be had meeting all the unlikely characters. I also enjoyed the adventure segments which play as much like a search simulation and different to any other adventure game I can think of. To an extent it really does feel like being a PI playing this, a PI with a really, really slow car.

Mean Streets is no classic but is original, quirky and certainly worth looking into for anyone who wants to see how the series started. It’s curious seeing a much younger Chris Jones playing the same role all those years back even if he didn’t get to speak in this instalment. I wouldn’t recommend this for anyone who doesn’t already have an interest in the series but if you ever plan on playing through them all, this holds up well enough to be the place to start.

Mean Streets – Part 2

At the end of part 1, I’d just got some new leads on Carl Linksy’s suicide case which I needed to chase up. In no particular order, I start with Ron Meat who witnessed the suicide. He doesn’t cooperate until I use a little force but it certainly sounds like suicide once he starts talking. This isn’t good for my case.

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With that avenue exhausted I try Carl’s employer and interview Frank Schimming who is the head of Gideon Enterprises. I learn that the company is involved with surveillance equipment. MTC is apparently their management training centre where employees are sent to get corporate decision making abilities. Schimming denies all knowledge of Overlord, something which is a common theme among Gideon employees.

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The next lead is Linsky’s ex colleague Cal Davis. When I get to his lab, I find police tape across the entry and a chalk outline on the floor. Things are definitely looking suspicious. I set off the alarm and have to find the switch hidden behind one of the lab rat cages to get out of here again before the police arrive. I don’t find much of use in truth although there is a cage with a box in it that I can’t get to because of the lethal looking gorilla in the way. I also find a book on control of primates through microchips which looks to have been the subject of research here. Odd line of enquiry for a surveillance company..

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To confirm that I’m getting somewhere, I’m faxed a death threat when I return to my speeder. While I’m here I take my first look at the games inventory screen. Finding any particular item is a pain give just how much stuff you end up carrying. In truth the inventory can be entirely ignored if you like but it’s here that valuable items can be pawned off to provide the cash for bribes.

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I need that cash as soon as I talk to Smiley Monroe who was investigating Cal Davis’ unfortunate demise as he doesn’t provide answers for free. Apparently Davis took a drink of cyanide instead of coke by accident. Aaron Sternwood who was the last person to see him alive isn’t buying this explanation.

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The next person I seek out is Linsky’s ex business partner John Klaus who has gone into hiding but Delores Lightbody provides me with his location. He was put to work on Overlord but found it wasn’t actually to do with enhancing executive performance and starting asking questions. He doesn’t know what Overlord was about in particular but does give me his computer passcard before I leave.

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I’m out of leads at this point so it’s time to stump up the cash to ask my informant Lee about all the people I’ve not tracked down so far.

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I start with Linsky’s PI Sonny Fletcher. He won’t talk for free so I attempt strongarm tactics which fail miserably. I return with cash and he tells me how he was hired to investigate MTC and to go and see Wanda Peck if I want to learn more.

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Before I do that I pay a quick visit to J. Saint Gideon, the former owner of Gideon Enterprises who was ousted in something of a coup by Schimming.  He clearly doesn’t trust the guy but doesn’t have much useful to tell me.

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Wanda Peck on the other hand is the first person who will actually tell me about Project Overlord. It’s based on some research that was intended to boost IQ but as a side effect made subjects extremely susceptible to suggestion. She also tells me that MTC really stands for Management Through Control

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Next up, I meet with Larry Hammond who was employed by the head of MTC to work on Overlord. He confirms that Linsky was working on controlling human behaviour for MTC and describes how to defeat Overlord I will need to gather 8 computer passcards and their passwords in order to access the satellite and destroy it. He recommends various people in the accounting department as a place to start. I’ve already been collecting some of these as I’ve been playing and it will turn out to be the overall goal of the game from here on out.

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First things first, I have a chat with Tom Griffith, head of MTC, who claims that Overlord is actually just about being able to monitor anyone from anywhere. He hints at links to the ultra right-wing Law and Order party whose leader Robert Knox is partnering with them on the project.

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Most of the accounting department prove to be dead ends but Arnold Dweeb agrees to meet with me in the football stadium. He doesn’t want to offer information for free and once again threats prove to be a bad idea.

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Once I’ve reloaded he gives me an extremely long list of people who have received cheques from MTC.

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Starting at the top I head for Ron Morgans apartment. He is yet another scientist working for MTC. I don’t find too much in his home but there is a lead to a second home where he stores his computer equipment where I’ll start out in part 3.

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The plot has certainly thickened in part 2 with Tex being sent all over the San Francisco area chasing leads. The core gameplay of interviews and room searching is proving to be entertaining enough still, the flying sections less so. The longer I play the game, the further apart all of the locations I need to get to seem to be. I definitely suggest having a book to read or some other distraction while waiting to arrive at each location.

Mean Streets – Part 1

For some years, one of my favourite series of games has been the Tex Murphy adventure games. The series notched up five titles during the 80’s and 90’s before ending on a cliffhanger that would only be resolved in 2014 when a Kickstarter funded sequel called Tesla Effect finally arrived.

It’s a series that is famous for it’s copious use of FMV and coming on lots of CD’s as a result but the first two entries predated the CD revolution and were more modest affairs. I’ve wanted to play through the series again since playing Tesla Effect a couple of years back and thought I’d start now with the 1989 game Mean Streets.

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In 1989 it was quite a big deal for a game to be in VGA and the box makes sure you don’t fail to notice this. It backs this up with loads of photos to emphasize the 1989 standard multimedia nature of the game. Access tried something similar with the box for their Narc rip-off Crime Wave which is famously cheesy, I hope deliberately.

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The box opens up to reveal the story of the game on the left and a whole heap of paperwork, including printed sheets to keep notes on as you play the game. The game came on a sizable 6 floppies and I remember playing this directly from those floppies back in the days before I had a hard disk. Plenty of disk swapping was involved as you might expect.

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There is a paper map included. I’m always a fan of this sort of thing in my PC game boxes but it’s not the most interesting it has to be said and won’t be needed at all when playing the game.

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On starting the game, there is a brief credits sequence with digitized VGA graphics looking far better than much else I’d played in 1989. Coupled up with this was Access’ patented Realsound software which managed to coax low fidelity digitised samples from a PC speaker before we all had sound cards. This sounded way better than it had any right to and there were even instructions in the manual on how to hotwire a proper speaker system to your PC in place of the beeper. Soundcards would kill this technology off but Access used it in plenty of games around the time.

In the intro sequence, the Realsound means we get actual music. OK, it’s made up of 3 sections lasting about 4 seconds each that get looped but it was a lot better than the usual beeps. This is just as well as it will be the only music used throughout the entire game. I gather the music was stolen from a TV commercial but have no idea what the commercial was.

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On starting the game, Tex walks to his speeder and the aim of the game is spelled out. Tex is a PI working out of post world war 3 San Francisco in the not too distant future. Nuclear fallout has mutated much of the population and these mutants tend to form the lower rungs of society. Tex is lucky enough to be immune but still lives among the mutants due to his career choice.

Tex has been hired by Sylvia Linsky to find out what happened to her father who apparently committed suicide by jumping off the golden gate bridge. She doesn’t believe he would ever have done this and it’s up to Tex to find out the truth.

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In what may well be a unique combination, Mean Streets is a hybrid flight sim and adventure game. I can’t offer any explanation for this concept other than Access already having developed other games in both genres and someone must have thought it would be fun to join them together. I should be surprised we didn’t get Links 386 thrown in somewhere as well. A golf sim was promised in Tesla Effect but never happened.

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Before I get to any flying around, I’m able to call 2 people from the speeder using a video phone. One is Tex’s secretary Vanessa and the other a shady informant known as Lee. I’m able to type in topics to ask either of them about with the only difference being that Lee will charge me for her services. Both have limited speech which impressed the hell out of me when I first played this.

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Whatever topic I pick, the information is faxed to me a minute later. Yes, in the future they not only still use faxes but you will have one in your car!

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The main information you need from people in this game is nav codes. You key these in to the speeders nav computer and it tells you where to fly to either manually or on auto pilot. I’ll be sticking to autopilot throughout. Having been supplied with a pile of these codes by Vanessa I head off to follow my first lead.

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The flight sim in this game is rudimentary at best. The speeder can hover, take off vertically and is indestructible as far as I can tell. This part of the game mainly serves to slow the player down but it was sort of impressive at the time. You can speed things up marginally by spamming the warp drive key when the auto pilot shuts it off too early but expect to spend half your time waiting to get places when playing Mean Streets.

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The first location is Carl Linsky’s apartment. I have to carefully search this by walkin NJg around the room to various hotspots and navigate the text menu tree options to look at, move, open and switch every object I can find. The best bet here is methodically working through all available options.

The hotspots are huge covering whole swathes of the room so the walking around part isn’t as critical as a Sierra game. This is just as well given the way Tex shuffles slowly around the screen.

Each location needs to be scrupulously searched so it does feel quite like the detective game it purports to be in these sections and it’s the most successful part of Mean Streets. There are extra little puzzles to find objects that can be pawned to raise cash for paying bribes. Any objects found are used automatically whenever needed. These sort of inventory puzzles tend to only be used for the optional puzzles.

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The next locations emphasise the other main gameplay element which is interrogating people. This consists of typing in people or subjects just like in Ultima 4. Sometimes people may need to be bribed before they will talk using a primitive bartering system. All the people are shown in cheesy digitised photos. There is a strong sense of humour in these depictions and the designers clearly didn’t take things too seriously.

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I talk to my client Sylvia, Steve Clements who was investigating the case, Carl Linsky’s fiancée and his bit on the side Sandra Larsen. I learn that Carl had an insurance policy which won’t pay out to Sylvia in the case of suicide. This would explain why she hired me and this could be a short case.

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On the other hand, when I try to get to Linsky’s warehouse there is an endless supply of goons trying to gun me down so I may be on to something.

These arcade sections sometimes appear before the adventure or interrogation sections. The bullets move quite slowly and I have to duck to avoid being hit and pop up to shoot back over cover. When I get the chance I have to get to the right of the screen when there is room between shots. It’s all about timing and shouldn’t delay progress much once you’ve played these sections a couple of times.

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Carl’s warehouse leads me to clues about his employer Gideon enterprises, some of his old colleagues and a mysterious project called overlord which is linked to MTC corporation.

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Vanessa gives me some more nav codes when I ask about these clues and I’ll see where they lead me to in part 2.

Wing Commander Riff Cast

When I was looking up the Wing Commander Orchestral Soundtrack Kickstarter a few weeks back, I stumbled across another Wing Commander Kickstarter that had entirely passed me by in the shape of The Wing Commander Riff Cast. The modest aim was to raise enough money to buy a new microphone and record a 3 man riff track, Mystery Science Theatre 3000 style, for Wing Commander – The Movie. They raised just enough money to succeed and went on like near enough every other Kickstarter to miss the target date for delivery by over a year before the riff cast came out January 2015. How you justify being over a year late for something that requires a few hours work I’m not quite so sure but no doubt they had their reasons. At any rate, it had been out over a year before I even found out it existed and I thought I should give it a go.

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The way this works is that you download an audio file and then play it along with the DVD of the movie. The DVD above is the one I won from the WC CIC birthday bash about 4-5 years back and I’ll confess that it was still unwatched and in its shrinkwrap prior to this. I was hoping it would be better quality than my previous Japanese DVD but this release didn’t get the best transfer either with the picture still not being anamorphic. It didn’t at least have Japanese subtitles hard-encoded into it which is always a plus point. The Blu-ray is no doubt the far better option but I’ve never found myself with enough spare cash to justify that particular purchase. The novel wasn’t bad but I’ve always disliked just about every aspect of the movie and it hasn’t improved any in the decade or so since I last watched it.

The riff cast itself is available from Page Of Reviews. For anyone giving this a go, don’t expect anything too professional. It’s the same standard as your typical amateur podcast and largely off the cuff. To give the guys who put it together due credit, it did in my case it did make watching the movie considerably less painful. I laughed a good number of times and even learned a couple of things along the way. Improving my experience of watching the Wing Commander movie is a seriously low target of course so I’m not exactly going to recommend this experience as such. If you dislike the movie as much as I do yet feel the need to watch it again you could do worse but my advice would always be to steer clear altogether.

I had thought about working my way through all of Chris Roberts movie making ventures for the blog but the idea of them all being like Wing Commander always put me off. I did see Outlander for the first time yesterday which was in truth fairly terrible but in a far, far more entertaining B movie way so I might revive that idea. How much Chris Roberts had to do with Outlander I have no idea mind you – there are 16 producers named on that one movie!