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Wing Commander [Model SHVC-WC]
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Actual Entry (non editable)
Wing Commander (c) 1993 ASCII Corp. [Japan] Wing Commander is a landmark conversion of the seminal PC space combat simulator designed by Chris Roberts. Set in the year 2654, the game places the player in the cockpit of a fighter pilot aboard the TCS Tiger's Claw, fighting against the feline-like Kilrathi Empire. The game is celebrated for its branching narrative, where performance in combat directly influences the story arc, leading to multiple distinct winning or losing mission paths. Combat is presented from a first-person cockpit perspective, utilizing the Super Famicom's hardware to replicate the scaling and rotation effects essential for 3D space flight. - TECHNICAL - GAME ID: SHVC-WC BARCODE: 4988606100620 - TRIVIA - Released on July 23, 1993 (Friday) in Japan. This console port successfully translated Origin Systems' 1990 PC hit to the 16-bit architecture, retaining the core gameplay loop of mission briefings, lounge interactions, and intense dogfighting. Branching Narrative & Difficulty: The game features a unique "performance-based" difficulty structure. Unlike games with a static difficulty selection, Wing Commander adjusts its path based on player success. Superior pilots will see the story progress through different (often more challenging) routes, while struggling pilots may be diverted to defensive missions, leading to multiple potential endings. Gameplay Mechanics: The game offers a wide variety of mission objectives, including patrol, escort, and strike missions. It emphasizes resource management, requiring players to monitor laser-cannon recharge rates and limited missile supplies. Cockpit Simulation: A defining feature of this port is the cockpit view, which leverages the Super Famicom’s sprite-scaling and rotation capabilities to simulate the 3D environment of space. When a ship sustains critical damage, the player has the option to eject, resulting in the permanent loss of that specific craft—a high-stakes mechanic that mirrors the PC original. Legacy: As one of the earliest high-profile Western PC space sims to be successfully ported to the Japanese console market, it holds a significant place in the history of cross-platform game design. - STAFF - Written And Directed By: Henrik Markarian, Andrew Iverson, David R. Sullivan JAPANESE VERSION Text Fonts And Directed By: Toshihiro Nozaki Senior Test Player: Takahiro Ishikawa Manual Artwork: Ryuuichi Donuma Graphic Artists: Peter and Caitlinn Mitchell-Dayton Music And Effects: Sam Powell Additional Programming: Allen Anderson, Michael E.Duffy, Donald W.Laabs - SOURCES - ROM dump (MAME).
Your Changes (editable)
Wing Commander (c) 1993 ASCII Corp. [Japan] Wing Commander is a landmark conversion of the seminal PC space combat simulator designed by Chris Roberts. Set in the year 2654, the game places the player in the cockpit of a fighter pilot aboard the TCS Tiger's Claw, fighting against the feline-like Kilrathi Empire. The game is celebrated for its branching narrative, where performance in combat directly influences the story arc, leading to multiple distinct winning or losing mission paths. Combat is presented from a first-person cockpit perspective, utilizing the Super Famicom's hardware to replicate the scaling and rotation effects essential for 3D space flight. - TECHNICAL - GAME ID: SHVC-WC BARCODE: 4988606100620 - TRIVIA - Released on July 23, 1993 (Friday) in Japan. This console port successfully translated Origin Systems' 1990 PC hit to the 16-bit architecture, retaining the core gameplay loop of mission briefings, lounge interactions, and intense dogfighting. Branching Narrative & Difficulty: The game features a unique "performance-based" difficulty structure. Unlike games with a static difficulty selection, Wing Commander adjusts its path based on player success. Superior pilots will see the story progress through different (often more challenging) routes, while struggling pilots may be diverted to defensive missions, leading to multiple potential endings. Gameplay Mechanics: The game offers a wide variety of mission objectives, including patrol, escort, and strike missions. It emphasizes resource management, requiring players to monitor laser-cannon recharge rates and limited missile supplies. Cockpit Simulation: A defining feature of this port is the cockpit view, which leverages the Super Famicom’s sprite-scaling and rotation capabilities to simulate the 3D environment of space. When a ship sustains critical damage, the player has the option to eject, resulting in the permanent loss of that specific craft—a high-stakes mechanic that mirrors the PC original. Legacy: As one of the earliest high-profile Western PC space sims to be successfully ported to the Japanese console market, it holds a significant place in the history of cross-platform game design. - STAFF - Written And Directed By: Henrik Markarian, Andrew Iverson, David R. Sullivan JAPANESE VERSION Text Fonts And Directed By: Toshihiro Nozaki Senior Test Player: Takahiro Ishikawa Manual Artwork: Ryuuichi Donuma Graphic Artists: Peter and Caitlinn Mitchell-Dayton Music And Effects: Sam Powell Additional Programming: Allen Anderson, Michael E.Duffy, Donald W.Laabs - SOURCES - ROM dump (MAME).
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