Notes: | [1] Game design by Chris Roberts. Coding by Nick Pelling (Orlando). Graphics by Denis Loubet, Glen Johnson, Daniel Bourbonnais, Keith Berdak and John Watson; additional gfx by Herman Serrano. Music by Mark Knight and sound FX by Marc Schaefgen.
[2] Min. Requirements: 1MB ram (1.5MB ram for HD version). Recommended: 68020 CPU or higher + extra memory (for faster & smoother gameplay).
[3] The original game contents included blueprints for the 4 Confederation fighters in the game: Hornet, Scimitar, Raptor, and Rapier.
[4] The Amiga conversion was written mostly in assembler to increase speed, but shared some 'C' code of the original PC release.
[5] Distributed worldwide by Mindscape and Electronic Arts.
TRIVIA: [1] An early rolling demo of WING COMMANDER used 64 colour extra half-brite (EHB) mode, but the graphics had to be reduced to 16 colours so the final release could run at a decent speed on a standard A500.
[2] The Amiga conversion was delayed due to coder Nick Pelling suffering near-fatal brain disease (viral encephalitis) during development. Recovery was slow as the disease dramatically drained his energy levels and stamina. Mindscape, who oversaw the conversion, supported him during his recovery, however, and decided against enlisting the services of another coder to finish off the game. This was perhaps unsurprising as Pelling had worked miracles up to that point in delivering a conversion of a game that many (including Origin) thought wouldn't be possible on an "underpowered" computer such as the Amiga.
[Source: The One Amiga 46 preview (July 92, pp27-31), courtesy of the Amiga Magazine Rack] |
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