Another New Home

I think things are just about back up and running again on here after yet another change of web host. This must be the 4th move in the last two years so fingers crossed this one lasts longer than the last three. So far, so good with quick service, decent server specs, a nice free upgrade in HD space just for asking and most importantly of all they are cheaper.

As far as I can tell my previous VPS had a hard disk failure on Friday morning which still hasn’t been resolved nearly 4 days later at the time of writing. I’m having to resort to guesswork however as my soon to be ex-webhost is being less than communicative. The website backup software I got after the last move is looking like a good investment now anyway. Aside from having to set up the various servers on an unfamiliar Linux variant, getting everything back has been trouble free if slow. The last job remaining is all the PC Zone scans of which there are still over 40Gb worth currently uploading. I wouldn’t be surprised if I’ve missed something so as ever please let me know if anything is broken or missing.

The bad news is that I hadn’t done a site backup in a month so everything posted on here since the end of July has been lost. It’s not been my busiest month so I think that’s just the second Operation Copernicus post + the Ultima 6 SNES playthrough. I would hope that my old site will resurface at some point in which case I’ll reinstate the missing posts. Either way I should be picking up Ultima 6 where I left off in the next couple of days.

X-Wing – Part 4

Playing X-Wing has been on the backburner for the last week as Summer hit the UK for what seems like the first time in a couple of years. I did forgo the decent weather on a couple of evenings to finish it off though.

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The remainder of tour #2 dealt with protecting ships carrying the data on the Death Star interspersed with some memorable missions to take out another Star Destroyer. These involve attacking its various escorts in some build up missions followed by a direct assault where I have to destroy its shield generator towers on the top of the bridge as shown in before and after shots above.

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Destroying these towers is simpler than it sounds. I make a beeline straight for them and shoot out both at short-range with torpedoes. I then have to survive long enough for groups of Y-Wings to inflict enough damage which is where the real challenge lies as this must take about another 15 minutes. It goes down with a satisfying explosion in the end.

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It’s back to the protection missions after this with the end of tour cut scene popping up a mission early as Princess Leia safely delivers the plans. I was starting to lose interest a little when the missions in the middle of this second tour got a little shaky but it picked up in the last third again.

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The final tour is never going to suffer from any lack of momentum as it deals with the rebel search for the Death Star. The missions are gradually getting bolder with bigger more complex operations such as capturing an entire frigate.

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The first cutscene of the tour recreates some famous parts of the movie where the Death Star is test fired, complete with hand painted Peter Cushing and a guy ducking out of the way of the firing beam.

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As this final campaign progresses I find that I’m starting to die a whole lot less whether that’s because the missions stop getting harder or me getting better. There is certainly a sense that everything has already been thrown at me by this point in the game. The 3 varieties of TIE are relatively straightforward at this point since they only require a handful of hits and combat with the gunboats has also lost its novelty. I could have sworn I got to fight TIE advanced fighters in this last tour but there is no sign of them by the time we track down the Death Star and it makes its first appearance as a bitmap in space.

This is a strange mission where I have to destroy a comm-sat orchestrating the defences but nothing else. It may not be the right way to play it but I just make dashes for it alternated with flying round in circles avoiding missiles. Once I’m close enough for a missile lock I quickly fire off a shot not waiting for full lock and it’s mission complete without ever firing my lasers.

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What I’ve really been wanting to get to are the missions on the death star surface which complete the game. For the first of these I have to destroy four hangar points “disguised” as ordinary cargo containers as well as taking out all turbolaser towers within 2km of a nav buoy. First impressions of the death star surface are that it’s a mass of featureless grey…

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… but I’m glad to say that there are a lot more features when I fly lower down with trenches along the surface, laser towers and other features. Everything stuck on the surface can be blown up as well and this does still look fairly decent for a game of this age. I just about remember getting this far on my 386 only to find that these missions were all but impossible as they ground to a halt. Thankfully that isn’t a problem these days and it’s just as fluid as the rest of the game.

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The four hanger ports will continuously launch fighters until I destroy them so first priority is to deal with these. They are placed in trenches so for the most part I can’t just torpedo them at distance and have to fly to each in turn although there are two in each trench 6km apart so they can be taken out in pairs if I line up my ship with the trench first.

After ignoring them at first, I found myself getting swamped by TIE’s by the time I destroyed the 3rd hangar so I thinned out their numbers destroyed the last and then could have some piece to move onto the turbolasers. This is simply a case of targeting the nav buoy and flying within 2km of it shooting anything tower shaped. The towers do shoot back but they don’t do nearly enough damage for this to be a challenge and I got through this mission on my second attempt.

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At long last I reach the anticipated trench run. This plays out just like the film where I have to dive into the trench, my R2 will somehow manage to double my ship speed, then I have to fly down it and land a torpedo into the vent.

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I start out a good distance from the trench with 3 TIE’s to deal with. I also spot some TIE advanced fighters while I’m out here but I was nearly at the trench at this point so I kept going. I presume these were there as a little bonus + a sign of what was to come in the first expansion pack.

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The trench is littered with laser shooting targets and varieties of beams which need to be avoided. This is where the time on the maze at the start of the game comes into its own as this is much the same skillset needed here. I remember finding this hugely difficult in the past and ultimately resorting to a curious strategy of diving in and out of the trench from what I recall. Coming over the top would reduce my speed but did mean I wasn’t in danger of flying into beams all the time.

Probably thanks to the extra horsepower I’ve got available to run this now the mission turns out to be a cakewalk and I’ve soon got the vent in sight. Any temptation to slow to a halt has to be resisted due to the huge number of lasers surrounding it which would no doubt shred my shields if I hung around. I keep it traditional instead impacting the surface with my first torpedo shot but hitting with the second one at closer range.

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With the universe saved for now I’m awarded another medal and it’s back to the concourse for another tour. That completes the original game though and it’s where I’m going to stop. From what I recall of the two mission packs Defender of the Empire was brutally difficult and fully introduced the TIE advanced to mix things up a little. B-Wing added a whole new ship to fly but most of the campaign was spent escorting tug pilots ferrying the things around before they made their way into service. They were both worthy additions but I’ve blogged enough on a game that shouldn’t strictly be on an Origin Systems site in the first place.

The two main reasons I wanted to play this again were to see if it lived up to my memories and also see how it stacked up when compared to Wing Commander. I’d have to say that it’s arguably not quite as good I remembered with a lack of variety in opposition. It also wasn’t anything like as difficult with the tactics needed for each mission being readily apparent most of the time. Basically if you are protecting a ship (and you usually are), take out the bombers, shuttles and transports in preference to everything else. Also, if any particular ship/squadron stands out as being unusual make a beeline for it as you can guarantee that is the one targeting whatever it is you are protecting. If it had been as difficult as I recalled then I probably wouldn’t have made it to the end of course as this is a game that required a serious investment of time. Successful missions take long enough without having too many replays.

Despite a slight lack of variety in enemies, the mission design made up for it and X-Wing is still extremely good fun to play without a doubt. There are precious few modern equivalents to compare this to but I was far more engaged with it than Strike Suit Zero for instance. It’s stood the test of time exceptionally well but it would benefit from being in higher definition. I’m usually a traditionalist but as such I would recommend the remake for that reason even without the original music.

As for a comparison with Wing Commander I just don’t see them as being all that similar. X-Wing clearly has its roots in traditional flight sims whereas I would see Wing Commander being a product of arcade shooters. It’s a little like comparing Ridge Racer to Grand Prix Legends (if admittedly much less extreme). As such people are bound to have preferences for one or the other but the vitriol this debate seemed to spark for Wing Commander in much of the UK press in the 90’s was ludicrous and it looks a whole lot like fanboyism. Speaking for myself, I would still side with X-Wing in the gameplay department although I could imagine that the slow pace would infuriate some gamers.

Where Wing Commander really has X-Wing beaten is the presentation and story. It’s curious that the Star Wars game is the less cinematic but even Wing Commander 1 puts it to shame. The X-Wing series at it’s best could never be as involving for me as playing Wing Commander 4.

Ultimately picking a winner between these two is pointless so I’m not going to when I could be playing one of them instead. I’m now an owner of the impressively oversized PS1 dual joystick controller so if this thing actually works the intention is to get back to WC4 next.

PC Zone Scans

PC Zone - Issue 2

During most of the 90’s the only readily available source of information for many PC gamers like myself were video gaming magazines. The first of these to purely focus on PC games in the UK was PC Zone which started up in April 1993 and ran for about 250 issues until September 2010. The reviews were irreverent and laddish but largely reliable if you wanted a guide of what was worth spending your pennies on. The quality waned after a while but it was by far my favourite of the available magazines in the 90’s.

I’d seen numerous requests for PC Zone scans on the web since then but there was precious little available. I’ve made liberal use of other people’s old magazine scans and wanted to contribute in return so a year or two back I came up with the ambitious and unlikely aim of getting a complete set of scans and cover discs together up to the end of 2001. As so often with this sort of project my interest ultimately waned but with help I did get about half of them done. The site hosting all of these has gone down since then and I’d hate for them not to be available somewhere so I’ve dumped them onto my webserver for anyone who wants them. I may add more issues at a later date but if any reader wants to take up the baton in the meanwhile then any additions would be gratefully received.

X-Wing – Part 3

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The A-Wing historical missions are quickly beaten except for mission #2 which involves taking on rebel pilots in X-Wings, Y-Wings and A-Wings of increasing skill levels all the way up to top ace. As a training mission, this is clearly ludicrous as a trainee pilot could hardly be expected to win this sort of fight. The reality isn’t as difficult as it should be but still hard enough that I needed numerous attempts. It’s the A-Wings with their concussion missiles that tended to be my undoing as I attempted to shoot the missiles down on first approach but I’m far better off just avoiding them.

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Moving onto the first tour of duty, the storyline of the game finally begins in earnest. This first tour deals with the empire attempting to crush the rising rebellion through operation Strike Fear. Early missions take a backward step if anything from some of the historical missions and it’s a relatively gentle introduction.

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There is some variety but the vast majority of the missions in these campaigns involve some sort of escorting whether it’s shuttles, fighters or freighters. There is a definite theme of having to attack bombers or transports in precedent to fighters in order to protect the ships they would otherwise attack. This frequently ends up with fighting endless streams of fighters coming from a distant Star Destroyer which have to be intercepted while some sort of docking operation is going on. In one of these early missions all my wingmen deciding that the mission is complete hyperspace off and I’m left facing dozens of TIE’s on my own. There are some definite quirks like this to the mission design at times.

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The overall storyline isn’t especially strong in this first tour and does tend to hop around in clumps of themed missions. It’s bolstered by a cutscene after 4 or 5 missions showing the empire taking over a rebel planet.

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One mission involves stealing a freighter of R2 units which some pirates would like to get their hands on. This means fighting pirate Y-Wings instead of the usual TIE’s for a bit of a change. Shooting Y-Wing’s is different but TIE’s are more fun due to the high difficulty level in scoring a hit on such a small target. With Y-Wing’s it’s just a case of sitting on their tail for ages wearing down their shields. I hold on one target a little too long and manage to get myself blown up meaning in this case instant death.

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This leaves my game character dead and I have to modify this pilot to revive them losing all my skill points in the process and starting as a rookie again. This wasn’t the best of design decisions as the fact is you are going to die many times in these campaigns no matter how good you are. Some of the ships in later missions appear to attempt deliberate suicide runs and if this happens when you aren’t looking in the right direction there is precious little you can do about it.

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If you do manage to eject, you may survive of course although more likely than not the empire picks you up for some personal torturing from Darth Vader.

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If the rebels pick me up, then it’s some time in a bacta tank healing up and I get to replay the mission with my score intact. Suffice to say this gameplay mechanic was dropped in TIE Fighter and your pilot was restored as was after death. I can hardly be expected to start from scratch in a game this size just to get my score up again.

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Aside from points, there are medals to be won in the campaign which I do get to keep should I have to revive my pilot. These are awarded for getting particularly high scores in any mission.

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To get back to the tour, the rebels eventually manage to get together a plan to strike back by destroying the flagship of operation Strike Fear and to achieve this the final mission is to steal a nuclear warhead. This mission stuck in my mind as being particularly difficult from years back but I must have been using the wrong tactics as I didn’t have any trouble this time. It initially involves clearing a field of laser shooting mines from around the freighter. I think I used to thin these out with my torpedoes which would have been a mistake. Once done there is a long (5 minutes) wait while the docking operation happens to capture the freighter. I’m glad smartphones have been invented since 1993 to fill gaps like this as it’s not an uncommon occurrence in X-Wing.

The moment the freighter is captured, 4 transports hyperspace in so I have to wake up again and take them out as quickly as possible since they are targeting the freighter. I have exactly enough torpedoes to destroy them all but if I’d attempted to use lasers I expect I would have struggled to do this quickly enough.

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That ends the first tour as the warhead is smuggled onto the Star Destroyer in a captured shuttle.

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I’ve not got very far but the story appears to pick up pace in tour 2 which deals with the discovery of the empire’s new operation and the rebels desperately trying to get information on it. One mission does bear special mention as it must have taken me 3 hours to beat it. The mission in question involves capturing yet another freighter. This has to be disabled first so is left extremely vulnerable with a single torpedo hit being enough to destroy it. To make matters worse, the moment it is captured a Star Destroyer appears and starts launching bombers and fighters.

After some trial and error, I discover that the position the Star Destroyer starts in varies. In some cases it starts within missile range of the freighter meaning that torpedoes have been launched before I can even get to the bombers to intercept them. It is possible to shoot down torpedoes but I’m in a Y-Wing so hardly quick enough to intercept them and the mission is basically impossible in these circumstances. I end up trying over and over until the Star Destroyer hyperspaces into a more suitable location.

This still doesn’t make things easy. Destroying waves of bombers just results in another and another. Sooner or later one will slip through and by the time I catch it in a Y-Wing it will have launched a torpedo and it’s back to the beginning again. However I discover by getting close enough to the Star Destroyer it launches a wing of bombers targeting me instead so I purposely left one alive and flew round in circles avoiding it while the freighter escaped. I shouldn’t really have to resort to this sort of cheap trick and it’s poor mission design all round. When I’m having to wait for docking operations prior to the Star Destroyer appearing, all of these attempts ate up loads of time. X-Wing really does rely on the gamer having a good deal of patience yet can be extremely tense when things heat up because of it. If you have 20 minutes invested in a mission, you really don’t want to make silly mistakes but there is a high degree of frustration when you just get unlucky.

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I eventually make it through that mission. The second tour is noticeably harder than anything prior to it. The empire has introduced the assault gunboat by this point which is a large fully shielded fighter which I’m starting to run into more and more. These are extremely slow but take a lot of hits and pack some firepower when in groups. My wingmen appear to be completely unable to cope with them and usually end up becoming cannon fodder. The final mission I played involved escorting a Corvette which was doing a much better job at defending itself than its X-Wing escort.

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After about 6 missions of tour 2, I make it to another cutscene showing the rebels distributing captured comm-sats to listen into empire traffic. One listening station discovers some extremely familiar looking schematics which we will no doubt be hearing more about later.

As I get further into this game, it is clearly showing its age in the difficulty and pacing. You just wouldn’t make a game that required so much waiting these days and I really am missing Tie Fighters time compression at this point. Back when I first played X-Wing it no doubt took me months to beat it and we expected games to last for a while especially given the relatively high price. The fact that I can still remember some of these missions is a clue to how many attempts I must have needed.

Wing Commander also had some memorably impossible missions but it kept the player waiting around far less and concentrated on more immediate action. Despite the endless magazine comparisons, I really don’t think that the games are all that similar. Wing Commander is far more of an arcade shooter with its waves of enemies, instant action and of course the strong cinematic storyline and presentation backing it up. X-Wing is relatively sedate, tactical and with a story/presentation that is somewhat sterile by comparison. As to which is better, it’s just a matter of preference as far as I can see since they both do what they do extremely well. My preference would probably be X-Wing but it’s pretty demanding on the gamer going back and playing it again and Wing Commander is certainly more accessible these days. X-Wing does have one massive thing in its favour which is the Death Star trench run at the end of the game which I’ll be attempting to reach in part 4.

X-Wing – Part 2

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Each of the 3 ships in X-Wing comes with 6 historical missions of increasing difficulty to be completed before the player moves onto the real combat, although once again this is entirely optional and could be skipped. I wouldn’t dream of doing that of course and will work my way through each of these missions ship by ship.

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The briefing before each mission comes with an animated map talking me through the mission followed by a few pages of text containing further details and storyline. On this CD re-release all of this has digital speech with surprisingly decent voicing. Apart from a handful of cutscenes this is all the storyline that X-Wing will have to offer. It’s enough to give the missions some character and purpose but the storyline isn’t what will keep you playing ultimately. There is however the lure of flying the trench run at the end of the game which certainly grabbed my attention as a teenager. The first historical mission is an attack against a ship yard with some unmanned ships, others that move but don’t fly and a couple that fight back if I loiter long enough.

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Before launching, we see one of the more unusual aspects of X-Wing in that I can assign saved human pilots to other ships in the mission. I can’t say this is something I ever tried but as I understand it it’s possible to train up a second pilot and put them in any of the other ships (or just use your friend/relatives pilot). Their skill in the mission would then be based on the score amassed with that pilot presumably at the risk that they could die off and lose all their progress (not that all this couldn’t be got around with some file copying in DOS). If this option isn’t used I think the friendly computer pilots skill level is based around your own when going into the mission.

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This first mission proves to be a good chance to get used to basic dogfighting against some easy targets. The empire uses 3 fighters in the earlier stages of the game which are TIE fighters, bombers and interceptors. Bombers are the only ones to carry torpedoes and will provide the main threat to larger ships. Interceptors are faster and have an extra pair of lasers over the other two. None of these fighters are shielded and will die with 2-4 full power hits so the main challenge is in scoring those hits as TIE’s are extremely small and quick to turn, especially when the pilot skill level increases later in the game. The experience of trying to shoot them perfectly captures the essence of the films although it’s fairly easy in these training missions of course. I soon recall the hard way however that the ships have a habit of splitting in two when defeated and these pieces fire off in random directions at some speed. Being too close results in an embarrassing death on my first attempt.

Aside from the fighters the mission shows some of the larger vessels (transport ships and shuttles) which have shields and are extremely dangerous in their own right because of it. They are much slower and easier to tail but require many hits to get those shields down. There are unarmed freighters and containers for carrying cargo which will be the basis of many a mission as the game goes on but just need blowing up here. Not appearing in this mission are any of the cap ships such as corvettes, frigates, shuttles and of course Star Destroyers. The later two tend to be the basis for launching waves of fighters. Unlike Wing Commander, enemies will never pop out of nowhere unexplained in this game although some vessels can hyperspace in. It’s a healthy number of ships for a game of this era and each has its own characteristics for the most part with the only two that are seemingly interchangeable being the shuttles and transports.

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The second mission is a straight dogfight where I’m supposed to be watching my wing leader take out TIE fighters but that would take forever so I opt to do the job myself instead. It’s about this point that the time spent blasting targets in the maze might actually start to pay off as the same skillset is used to score hits at close range should I manage to get on a TIE’s tail. Without afterburners achieving this isn’t quite as easy as in Wing Commander and has to be achieved under regular power. It’s definitely a requirement to be able to hit targets at range here and given that I have shields and they don’t a head on chicken run is a decent tactic for thinning the numbers.

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The later missions get more complex such as this one involving several waves of rebel fighters, the disabling of freighters and the protection of the craft subsequently sent to board and capture them. This sort of mission is typical of the game from what I recall with guarding other vessels being a major factor. There is a very strong tactical element to X-Wing with a lot of these objectives in terms of making sure to take out the correct wings of enemy craft in order to protect whoever is the most vulnerable. A lot of the time this amounts to flying toward a Star Destroyer to intercept waves of bombers as they are launched. For some reason TIE fighters appear to always be launched in wings of 3 at least so far. If the Star Destroyer emptied its hanger in one go we would be quickly overwhelmed so it keeps things manageable if a little unbelievable.

The missions definitely involve a degree of waiting for things to happen when rebel craft need to dock or enter hyperspace and with no time compression they do take some time to play. It’s been fine so far as I’ve managed to play through them most of them first time but when things get tougher I may have less patience for restarting the entire mission again. I seem to recall that X-Wing had a bad habit of not telling you that you had failed an objective until after the time had run out also but I’ve not run into this yet. Keeping track of the in-game messages isn’t always easy as they appear one line at a time at the bottom of the screen and hang around long enough that a huge backlog can develop since all my speed changes interrupt them with messages of their own.

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The Y-Wing missions start out in much the same way with attacks on stationary ships building up in complexity as before. In combat the marginally slower speed of the Y-Wing really does make quite a difference to the experience of piloting it as I’m forced to attack from longer range more of the time. The nose lasers make long range shots far more accurate to help this and blocking their path with a stream of laser fire can also be used to make a TIE change direction giving me a chance to catch it up.

The ability to disable craft with the ion cannons comes into play in some of the missions such as the one above where I have to identify and disable a shuttle carrying Admiral Ackbar. One of the possible weaknesses in mission design shows up here in that this mission is only really possible if you already know which ship he is in. The time limit otherwise is extremely tight for the rebels to come in and board the disabled shuttle. Since it’s the same shuttle every time this mission really needs to be done in multiple attempts.

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This sort of complaint is more about the realism than the effect on gameplay. I wouldn’t want this to be too easy and so far I’ve not had any real difficulty with any of the historical missions. Some required several attempts but that’s as it should be and it was mainly through errors on my part as I relearn the game. While the maze got a little tedious, all of these missions have brought back just why I love this game so much. The whole atmosphere is incredibly true to Star Wars with the interactive iMuse soundtrack doing a great job of setting the mood throughout. The combat is varied and constantly challenging but not so hard that I can’t see how to progress if I fail. There are little things that could be improved. I can’t see what shields or damage any of the ships have taken. It would be helpful to be able to see what ships any given fighter was attacking so I could form my strategy. Time compression would be good for those occasions where I’m just hanging around at the end of the mission. All of these would be addressed in Tie Fighter of course (although I’d still argue that X-Wing was the better game). None of it really detracts from the experience provided you are willing to put the extra time and effort in which was a common enough requirement for PC games of the era.

Before I started this game on Sunday, I wondered if playing it again after so would ruin my memories of it but I honestly reckon this stands the test of time and is every bit as good as it ever was. Higher resolution graphics would be nice but I’m enjoying this far more than Descent Freespace which was the last space sim I played. I’ve always been of the opinion that one of the main reasons the space sim genre died out was that it didn’t really have anywhere to go and ran out of fresh ideas. The timelessness of playing X-Wing offers some proof of this but hopefully Star Citizen and Elite Dangerous will tread new ground and usher in another era in the genre. In the meanwhile, I still have 6 A-Wing missions to be getting on with before I can move on to my first tour in part 3.