Wing Commander Secret Missions (SNES) – Part 3

A couple of hours after the last post, I’ve finished playing through Secret Missions on rookie level. The difficulty level was reduced a little too much if anything as there was no challenge whatsoever. Most ships died in one or two hits and I played straight through every mission not only without getting killed, but I never even sustained any ship damage. I assume this mode was aimed at kids but it’s a serious step up to Ace mode and a third mode somewhere inbetween might have been an idea.

Quickly blasting through the game again was entertaining enough anyway and I get to see the alternative ending which raised a smile. Since he was beaten by a rookie pilot the Grand Admiral has to live with the shame and I don’t get to see him zapped.

I’m still in the mood for more so I think I’ll carry on with the Wing Commander games and have a look at Prophecy on the Gameboy Advance next.

Wing Commander Secret Missions (SNES) – Part 2

I managed to play through the rest of Secret Missions a couple of nights back with some difficulty as it did throw a lot of enemy ships at me. There isn’t a whole lot to say about it as it remained very faithful to the PC original. I did notice that the ships where taking fewer hits than I would normally expect before blowing up. This was especially apparent as soon after I got to fly the more powerful fighters. This tweak was just as well as the game still wasn’t easy to finish. I did get occasional help such as the Gwenhyver above didn’t shoot back at me at all and I could just park up next to it and hold down fire.

I’ve been keeping an eye out for Nintendo censorship after being tipped off by Loaf. I’d noticed the odd change along the way in the dialog but nothing too obvious and I no doubt missed all sorts of little things. I did see that the pilots do seem to be eating more in the bar although they do still have drinks (if not necessarily alcoholic). They still get out their sidearms and start polishing them at regular intervals however. Nintendo’s censorship is often bizarre but there is nothing in here that affected the game.

As for the gameplay, some of the bugs from WC1 started to creep in with the penultimate mission being the worst offender again and I had to eject to get through it for the same reasons. On the whole I had less problems though. I could use the cowardly approach of afterburning away from a nav point which never seemed to work in WC1 as the opposition ships never got any further away.

Not being able to order my wingmen around was a definite problem. If I wanted to concentrate on a capship and then run away, it meant I was always taking it out single-handed. In the final mission the Sivar took no end of hits to destroy and even though I’d already taken out the fighter cover, my wingman just sat back watching me struggle.

I did eventually manage to get enough hits in to blow it up though. The ending sequence is almost straight out of the PC version showing the “apology” by the Kilrathi  – I’m told that there are two ending sequences depending on which difficulty you play the game on. This does make me wonder what the other one was.

At the end of the credits, I was told to now go and play the game on Ace, which took me by surprise. At first I thought, I must have played the game in rookie by mistake. This started me wondering just how hard the game was if that was rookie mode and if I really wanted to try to play through it all again. However, I went back and set the game in Rookie mode and the first ships I had to fight died in a single hit. This is definitely not how I played the game so the message must be a glitch.

Having tried it, the rookie mode looks so easy that I think I will go back and play the game again to see the other ending. Last night was the work Xmas do and I’m not up to moving around much today. I need something unchallenging to pass a couple of hours so it should fit the bill nicely.

Wing Commander Secret Missions (SNES) – Part 1

I had a change of plan and decided to carry on with the SNES Wing Commanders with Secret Missions. This was published in 1993 making the SNES the only system I know of other than DOS to get a separate release of the expansion pack, although in this case it is a stand-alone game.

This was the last Wing Commander game released on the SNES, but not the final Wing Commander game on Nintendo as Prophecy got an unlikely conversion to Gameboy Advance some years later. Wing Commander 2 was also developed for the SNES, but never got released due to falling demand for SNES titles by 1995. The game was more or less finished however with full reviews appearing in some games magazines. Unless they have recently found a copy, I think this is one of the holy grails for the team at wcnews.com much like The Lost Vale for Ultima fans. If copies were sent to reviewers, you would think one must have survived somewhere so I would hope it will turn up eventually.

I did like the SNES port of WC1 but had a few quibbles. With no branching missions to worry about + lessons learned from the first game, I expected this to iron out some of the problems and I’m pleased to say that so far it’s living up to this.

First off, the SNES gets a brand new intro which sets the scene for the games story showing the Kilrathi discussing their plans at their secret weapon base. This is a welcome addition and one up for the SNES version over the PC. According to the intro, the Kilrathi secret weapon creates a dramatic increase in gravity on the target causing vast destruction. The nature of the weapon was never revealed in the original SM1.

The start of the game also has a difficulty picker which I left at Ace. I’m hoping that my experience with WC1 will stand me in good stead here, but I remember some of these missions being the hardest in any WC games on the PC.

The graphics around the Tiger’s Claw look a little sharper and better defined than before. The dorm room has gone, since it served little purpose without savegames. The medals can now be viewed via the killboard instead and exiting the bar goes straight to the briefing. This does give the impression that the pilots must roll straight out of the bar into the briefing room but it saves precious cartridge space.

The take-off sequence is entirely new and while less impressive than the old one, is perhaps a little better suited to the SNES using Mode 7 to nice effect for the second half of the sequence when launching down the length of the Tiger’s Claw.

Once in space everything initially looks the same as WC1 but there are a few changes. The communications system has been largely dropped and there is now no way to order my wingman around. This is a bit of a loss if you ask me and he/she still asks to be let loose as if I even get a choice. The wingmen soon take things into their own hands so it’s not like I have to fight single-handed at least. This simpler system does make taunting the enemy practical although it’s not a tactic I’ve ever gone in for all that much.

Another obvious difference is the number of enemy I face on my first mission. This is right up there with the PC version and probably identical, although I can’t claim to know the missions well enough to say for sure. The enemies are still a little easier and seem to be particularly vulnerable to being tailed but there is going to be a real challenge here if the first 3 missions are anything to go by. If I’d tried to play this before WC1, I would have seriously struggled.

Something I managed not to mention in my WC1 posts (another piece of quality blogging!) was that the missile locking system doesn’t exist on either SNES game. I can fire any missile instantly and it’s always locked on my target. This takes away a little of the fun of the game trying to get a heat seeker lock but it does make missiles extremely lethal when you can always fire them exactly when you like.

Finally, Secret Missions has been behaving itself more than WC1, and I’ve had no trouble with ships not getting any nearer when I fly towards them. This little fix makes a huge difference and combat here is much closer to the PC.

Secret Missions even has the Goddard colony scene left intact, which has to be better than a slow zoom on a planet which is all we ever saw in WC1.

I’m only 3 missions in but as console-phobic as I usually am, it’s fair to say that I’m impressed with Secret Missions and I can’t say I’m enjoying it less than I would another replay of the PC version. The lack of analog controls isn’t even bothering me any more which comes as a surprise. Without changing a lot, I always thought Secret Missions significantly improved on the Wing Commander formula with more taxing missions and a better structured storyline. I’m very much enjoying this chance to play it again with a different slant.

Wing Commander SNES – Part 2

I picked up where I left off and managed to play through the rest of this quite quickly. After all the teething troubles with the controls, they came fairly naturally at the second attempt and I stopped having to think so much about what I was doing. Basically they are fine after having had a little time to learn them.

I started noticing a few differences to the PC game once I got going. I don’t expect mass drivers to fire green blobs for instance. Also the enemies never use taunts unless provoked (except aces) and only respond with “This time it will be different” every time, which is a little lame. It could be a case of Nintendo censorship but at least the between mission dialogue was left intact if that is the case. I’m sure the missions are slightly easier than on the PC with fewer waves of enemies, but it’s harder to aim so it balanced out and felt about right.

The game uses a password system every few missions rather than save games potentially leading to lengthy game sessions if you don’t want to lose progress. Provided you don’t switch off the SNES, you can replay any given mission from the start as many times as you like if you die. None of this comes into play on an emulator of course.

One major omission is the cutscenes that appeared throughout the PC original. The text is all there, but in terms of gfx the SNES only gets a slow zoom on a rather dull looking blue-green planet and it’s less than impressive. These scenes aren’t the reward for progress that they were on the PC.

I did notice that the game started to chug in the later missions where more was happening, especially if the Tiger’s Claw was involved in the battle. Apart from slowdown, the engine doesn’t update the 3D aspects of some objects all the time and instead slides them around in a 2D plane. In asteroid fields this means that when I steer the ship some objects will appear to stay where they are on the screen and then catch the rest up a second later. This applied to missiles in all situations which are just little circles that float around on the screen never getting nearer or further away.

Another issue is that when a lot was going on the game wouldn’t let me fire my guns, presumably due to an object count limit. I’ve encountered this on the PC so it’s not surprising to see it here as well but it was more pronounced.

All of these are minor things and didn’t take away from the core of the game. The only real showstopper was that some ships 3D positioning stopped updating for long periods of time. They would get a certain distance away from me and then it would seem like our ships had been attached by a giant invisible pole. I could afterburn toward them and even turn around and fly the other way and they would always remain the exact same distance away. The game would then suddenly decide to update distances again and they would fly past me in moments before locking out at exactly the same distance again. This was especially bad in the penultimate mission where two ships were simply impossible to kill at the final nav point. They hovered slightly out of range and I couldn’t close in on them long enough to get more than a shot off. I ended up having to eject just to get past this.

The final mission behaved itself though and I’d soon destroyed the starbase taking out a lot fewer fighters on the way than I remember from playing the game before. The ending scene has a bit of a flyby and then the good old flag planting animation which I didn’t expect would have made it to the SNES.

Aside from the one bug, I enjoyed playing through this again. As far as I’m concerned the main Wing Commmander series kept on improving with every game (with the possible exception of Prophecy), making this my least favourite in the series but it’s still a fun shooter even if it’s lacking the cinematic elements that would come later. I don’t know if this SNES port would have won me over to Wing Commander in the way the PC game did, but it’s very faithful to the original and not a bad alternative if it’s all you’ve got. It’s hard not to feel that the SNES wasn’t quite up to the job, but it comes very close. I would like to think the few issues were fixed with SNES Secret Missions as I’ve got that lined up to try fairly soon.

Before I get to that, I’m going to have a look at the PC-98 version of Ultima 4 assuming I can get it running. I’ll be uploading a couple more scans also tonight including the Tie Fighter Collectors CD guide which should complete the set for the X-Wing series.

Wing Commander SNES – Part 1

Wing Commander isn’t a game that would strike me as a natural to make the leap to consoles but despite this it got released on both of the major 16 bit systems in the early 90’s. The Megadrive/Genesis didn’t see it until the Sega CD add-on was released but the SNES got a port in 1992.

I’ve got two versions of this, with the one on the right being the Japanese release. I do like the artwork on this although I don’t recall any red fighters in the game. It also has some art in the manual which I’ve not seen elsewhere. The manuals are seriously cut down from the PC version with no blueprints or Claw Marks magazine.  Assuming they aren’t already available on replacementdocs, I’ll scan both of these in eventually.

I’ve been meaning to play this for a while with the initial idea being to play it on one of my handhelds. Unfortunately it refused to run correctly on both my PSP and Pandora using the SNES emulators. I was only seeing a letter or two of the Wing Commander logo when it zoomed in and space flight was equally strange. There would have been the option to use EA Replay on the PSP either but I don’t actually own it, so in the end I’ve opted to play it via my PC. This does at least mean that I can grab some screenshots along the way.

On starting up the game, everything looks more or less exactly as it should and first impressions are good. The music is straight from the PC version. The SNES rendition can’t compete with the MT-32 but it’s not a bad alternative for adlib which is what most of us probably played the PC game with at the time.

The conversations are straight out of the original word for word, and other than looking a little odd due to the more limited palette all the characters are the same old faces. Elsewhere the storage limitations of the cartridge are evident, such as the briefing room where the sitting/standing animation has gone. This is no great loss and is compensated for by the launching sequence which is there in full detail and running smoother than the PC ever managed, thanks to the SNES’s gfx capabilities.

Similarly the game looks better than I expected on launching. It’s when I start trying to play it that I began to run into problems. The first obvious issue is the lack of a keyboard to enter commands. This has to be substituted with button combinations which are going to take some getting used to.

The system they’ve gone for is sort of intuitive with a modifier button held down in combination with the others to cycle guns and switch screen displays. This is done about as well as would be possible with one button dealing with the left screen, one with guns, another missiles, etc. but it still feels cumbersome when trying to do anything during combat. With enough practice I should speed up however.

The major issue is the lack of analogue controls. I did originally play WC2 on keyboard back in the day, but it was the game that persuaded me to buy a joystick so it was short-lived. I find it quite difficult to aim when I’m jumping around in large steps although I did get the impression that the enemy ships were less maneuverable to compensate. I wish this had been on the N64 instead but I’ll probably get the hang of using a d-pad eventually. It just doesn’t feel like Wing Commander if you aren’t using a joystick though.

Graphically, the game looks great. There is perhaps a little less detail than the PC but it moves more smoothly if anything and the differences are quite small. A few cracks start to appear once you get playing the game though. The 3D effect doesn’t quite work and objects appear to stay exactly the same size for ages and then suddenly grow just when you are about to hit them. In the asteroid field, the asteroids appear to slide around in independent rectangular blocks in a way that is impossible to describe. The impression is that there are a lot of tricks going on in the background to make the SNES able to play this game but it’s at some expense to the 3D realism.

Having perhaps more impact on the gameplay, the radar in the center of the screen just doesn’t behave correctly. The blips jump around between quadrants rather than smoothly moving around and I found it difficult to judge where anything was.

All of this could have been better on the real hardware of course, but I’m almost entirely biased toward home computers of one sort or another and not counting portables the only console I own is a Vectrex (which is kind of portable in a 1980’s way).



Considering how much Wing Commander I’ve played, you would not believe how difficult I found the first mission taking numerous attempts before I got through to the end and I barely made it back alive even then. Playing this has been almost like having to learn the game again.

That one mission is as far as I’ve got for now. I’m just about mastering the controls and expect I should plough through the game fairly quickly. I definitely prefer the PC original but I’ll reckon I’ll enjoy playing this port and there may be a surprise or two along the way. I’m not going to blog my way through the whole thing as I expect it’s going to be 99% the same but will give my final impressions if I make it to the end.