Strike Commander Chris Roberts speaks

This is excerpted from the Strike Commander manual.

" Because of the power needed to implement such a 3-D system, nobody had previously dreamed of doing so on a PC.

For us to pull this off in software, we knew we had to make some risky assumptions. First, that the power-to-price ratio of PCs would continue to decline, thereby delivering affordable PCs of adequate speed to our target market. Second, and more importantly, that the same forces that had created a demand for Wing Comniander - those power-hungry 386 owners - would generate a demand for games that exploited the next generation of PCs, the 486.

When creating Wing Commander, there were many who doubted the game would sell because of their lack of faith in the high-end PC market. This time, however, everyone believed in the market and, as time went on, the doubts revolved around our ability to create the engine.

In the spirit of wanting it all, we set out to design a game that would have more realism than the best flight simulator, better storytelling, more fun and more accessibility than Wing Commander, and the best sound effects, music and graphics of any game ever created. Our biggest mistake was thinking that we could achieve all of this in a single year. Our biggest setback was the realization that it would take more than two. But our journey had begun and there was no turning back "





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