Wing Commander Amiga – Part 2

I’ve finished my playthrough, and I was right about not having a whole lot more to say. It’s been basically the same game as I’m used to on the PC all the way. Even one of the slight changes I noticed in the last post reverted to form as escorted ships started joining the formation during autopilot. I’m not sure what the hitch was with the earlier missions.

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My wingmen have been marginally more useful than they were on the console ports and have stolen kills off me on several occasions. I still end up as the usual one man army but it’s nice to get some help. Balancing this out, asteroids are an absolute nightmare. I now understand why the Kilrathi thought asteroid ships were a good idea in WC3.

These Amiga asteroids have an exceptionally nasty habit of sneaking up from the sides in a way I’m not used to. They also appear completely out of nowhere and getting through a field of them is more luck than judgement at least when I’m flying. Whether that’s an emulation issue I’m not sure but completing Rostov was a nightmare.

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Of the 3 ports I’ve looked at, this was by far the closest to the original but I’d pick the Sega CD ahead of it. It has worse music and speed issues but the speech adds something that isn’t available elsewhere and it plays differently. This came across as a slightly inferior version of the PC game which would be fun enough if I didn’t have the PC original but doesn’t have much going for it as an optional alternative. All of these ports have been seriously impressive on their hardware though and I wouldn’t imagine Wing Commander could have been done justice on any of them before I’d given them a go.

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That leaves me with CD32 and FM-Towns versions left to try, at least picking from what I actually own. I’m assuming the CD32 version is the same again with a full set of colours so I’ll be leaving that for a while. I’ve had a quick blast on the FM-Towns version and that looks far more interesting. It could well beat the PC version but I’ve already finished Wing Commander 3 times this year so it’s time for something different. Besides which, all my stuff from Japan has arrived so I’m going for another FM-Towns port in the shape of Ultima 1 from the Ultima Trilogy next.

Games That Changed The World – Wing Commander (PC Zone Supplement)

I’ve not had chance to finish off Wing Commander on the Amiga yet, so I’ll resort to my usual standby of PC Zone magazine scans. This 4 page section on Wing Commander is taken from a supplement from around 2005/2006 although I can’t tell you which issue without checking through them all the magazines to see if it gets a mention. It’s a retrospective look back at the series including interviews with Chris and Erin Roberts.

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Wing Commander Amiga – Part 1

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Wing Commander was published on the Amiga in 1992 after being ported by a single programmer Nick Pelling. Loaf has written up a history of its development so rather than repeat it all here I’ll instead point at the thread here.

I imagine that a port of Wing Commander would have been a point of honour at the time for Amiga owners. When it came out the Amiga was way ahead of its time and easily the most advanced gaming computer commonly available. Wing Commander perhaps more than any other game heralded the start of the power shift toward PC’s.

When I decided I was going to play this I bought the regular version off Ebay, except the seller decided that he didn’t actually have one to sell after I won the auction. Rather than wait for another I figured that I may as well get a compilation edition instead in the form of Space Legends. This was released for DOS and Amiga in 1993 and also contains the excellent Elite Plus and Megatraveller 1 (which I’ve never played).

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The decision to aim for a target audience of A500 (the affordable model) of the Amiga, was a little surprising and led to the game being done in only 16 colours to get performance up. It’s certainly contrary to how Origin usually worked which was to make the games you wish you could play if only you could afford the system. Games like Wing Commander drove PC hardware more than anything else in the early 90’s and were the first thing you would buy for your new PC when it became affordable. There must have been a plan to also release the mission packs for the Amiga since SM1 is in the opening menu but these were never seen on the system.

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The 16 colour dithered graphics are better than I might have expected but could have been better still in the sense that some of the dithering isn’t needed. On occassions, even the text at the bottom of the screen ends up being dithered.

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The colours are at their worst with the spotlights in the background which look like giant pool balls more than anything else. These are the exception though and the game looks fine the rest of the time.

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Looking for changes in the Amiga version is tricky as it is incredibly close to the original. The starting screen for the arcade game in the bar is the biggest change I’ve found so far with its spinning ships.

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Other than that, the briefings are there in full….

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… and the launch sequence looks much more like the PC version than the demo I tried out a couple of days back, as does the landing sequence.

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In the cockpit, everything is as it should be and I’m instantly at home with the keyboard controls which are copied over from the PC. The speed through the emulator is excellent although I am playing with it cranked up to maximum. It does grind along if I drop it to A500 speed so it may not have been the best way to play the game even with the reduced colours.

There is one major hitch in that the game doesn’t support analog joysticks. I was looking forward to finally playing one of these Wing Commander ports with a real joystick but I’m stuck with digital controls once again. The emulator does allow me to use my analog joystick but it’s only turning it on and off when I move it enough in one direction and this just didn’t play right. I tried using a gamepad but this left it hard to use the keyboard commands so I’ve ended up resorting to playing the old-fashioned way with cursor keys. I can’t have played a Wing Commander like this since the early 90’s.

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The handling of the ships is exactly as I’d expect other than having to repeatedly press tab to keep my atferburn going because it doesn’t allow me to steer and afterburn simultaneously. That aside, if it wasn’t for the lack of analog control’s this could almost have been the EGA version on the PC (if there had been such a thing) except for one thing which I haven’t mentioned so far, the sound.

Back when all of us PC users were stuck with beeps, the Amiga had a multi-channel sound system which allowed 4 sampled instruments to be played simultaneously. These instruments were created with digital samples which were tuned up and down in a slightly similar manner to a soundfont. In theory this allowed for much more diversity than General MIDI, although the small number of channels was a serious compromise. When used well the audio on an Amiga could be quite something although I always through it worked better for some types of music than others. PC programmers eventually figured out how to do the same thing with games like Pinball Dreams being among the first to support it, although it had already been seen in demos before this. The only Origin games to generate their music this way were the Crusader games which I would have thought must have been among the last games to support it.

This very different format means that the original Wing Commander soundtrack has been given a complete overhaul. It’s still all the original pieces but they never sounded quite like this before. I have heard it described as the best version of the audio. As far as I’m concerned, anyone who thinks this doesn’t own an MT-32 but you could certainly make the case when compared to Ablib. Some of the music translates better than others but there is a definite loss in subtlety and it’s apparent that instruments are being forced to cut off short or are missed out due to the 4 track limitations. It’s still my favourite music out of the Wing Commander ports but I’d rather have the original.

The sound effects in the cockpit are lacking also with no noticeable sound when I score a hit. After the clunking digital effects on the Sega CD this is quite a change and it’s not always easy to tell when I’m on target. It’s only a minor quibbly though and not an entirely fair comparison. An MT-32 would probably have cost about as much as the A500 on it’s own. The Amiga does have the advantage of digital fx for firing guns and the like.

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Another tiny change I’ve noticed is that when I link up with escort ships, they say “Well done Sir” for some reason and I don’t see them when I autopilot. Other than that, it’s business as usual. The difficulty level is the same as the PC from what I’ve seen, making it slightly harder with these controls. My wingmen have been getting occassional kills which wasn’t the case on the Sega CD but I’m not so sure about the PC version. They may be more intelligent but I’ve played that many versions of Wing Commander recently they are all blurring together. I’ve been skipping through a lot of the conversations for that reason but they have been identical from what I’ve seen.

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I’ve got as far as the second cutscene, almost halfway through the game. Unless it starts to vary more from the PC original, part 2 of this could be an extremely short post.

Wing Commander – Amiga Demo

With Loaf building his Amiga and two Amiga Wing Commanders to be going on with, I figured one of those had to be the next one to try out. Before that, I thought I should have a look at the demo. Loaf posted a link to this in the wcnews forums saving any searching on my part. It allegedly didn’t work on emulators but I found that hard to believe given the healthy state of Amiga emulation so I thought I’d give it a go anyway.

My knowledge of Amigas is non-existent. It’s the machine I should have owned instead of a CGA PC back in the late 80’s but I’ve never had one in my possession to this day. As such I have no idea how I’m supposed to get AmigaDOS up and running properly but I’ve managed to learn enough to get the job done. The demo was launched via what appears to be the Amiga equivalent of a batch file with each small section having its own executable launched from in there.

After some googling, I found a list of basic DOS commands of which I only appeared to have a small subset available to me in the emulator, presumably because I need to use a boot disk I don’t have to get the full OS. One of the missing commands was the one that executes script files. However, I managed to run the demo by manually launching each stage from the command line. I’ve edited out all of that at and put the final result on Youtube:-

There is no sound or gameplay but there is a little original spiel and some of the cutscenes. The only changes I noticed on here were that the pilots are a lot more friendly when running for their ships,the cockpit visor slides in from a jaunty angle and the landing screen showing the ship damage has a very different colour scheme.

I would imagine that this was an extremely early preview long before the game was playable. Ultimately, the decision was made to drop to 16 colours so that it would run on A500’s whereas this demo makes use of a larger palette and looks all the better for it.