Exhibit: Strike Commander

Host sim: Self
Release Date:
Developer: Origin
Publisher: Origin
In collection? Yes
Comments: Strike Commander was a revolutionary flight sim and one of the all-time best selling. The strong story line and role-playing elements meant that it's appeal extended far beyond that market segment whose main interest lay in the simulation aspects.

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MiGMan's Combat Diary

In Strike Commander you flew the F-16 Falcon in a campaign which had animated cut scenes and interaction with your squadron mates and other characters. As leader of a mercenary outfit you earned money for successful missions, which you then invested in supplies and upgrades.

Strike Commander Strike Commander

The graphics were VGA 320 x 200 with unprecedented detail in the texture- mapped aircraft and terrain. I remember standing in the games shop with eyes boggling at the jaw dropping graphics.

"How much better can it get?"... I wondered?

Well it has gotten better as we know but this was one of the first sims which needed a 486 to run! (A 486 cost about $US 5,000 at the time). It also had a scrolling virtual cockpit with a padlock view.

Strike Commander

The campaign had animated cut scenes and dialogue with your squadron mates. If you made it through the first campaign you were given a F-22 to play with!

F-22 Raptor

The sim's lighter moments ... yes, a Combat Sim with HUMOUR !!!... included wrangling with your squadron's acountant! Was this the first "Accountancy Combat Sim"??

Ledger books

Strike Commander had a scripted campaign with multiple branches. The game was very atmospheric due to the storyline and features like the ability to choose your own wingman / wing-woman! There was a lot of spoken dialogue during flight and between missions.

Wing-person I can't remember exactly who this character was!
Wing-person | I can't remember exactly who this character was!

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Installation

Year Price O/S Notes
AUD $
2018 AUD $2.09 from GOG

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MiGMan's curated videos

Watch this playlist at YouTube

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Art

  • 3-D studio sets and meshes - Bruce Lemons, Danny Garrett, Chris Douglas, Jake Rodgers
  • Cinematic animations - Bruce Lemmnons, Craig Halverson, Chris Douglas, Denis Loubet, Jake Rodgers
  • Backgrounds - Craig Halverson, Bruce Lenvnons, Denis Loubet
  • Character animations - Craig Halverson, Chris Douglas, Denis Loubet, Danny GarrettB
  • Menus and fonts - Bruce Lemmons
  • RealSpace terrain textures - Craig Halverson
  • RealSpace buildings - Bruce Lenvnons, Paul Steed
  • RealSpace planes and vehicles - Paul Steed
  • Documentation Graphics - Paul Steed

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Audio

  • Hear the main theme (midi file)
  • Flight music - Nenad Vugrinec, Dana Glover
  • Cinematic music - Dana Glover, Marc Schaefgen, Randy Buck
  • Option scene music - Nenad Vugrtnec
  • Ad Lib music conversion - Kirk Winterrowd, Nenad Vugrinec
  • Additional music - Martin Galway
  • Sound effects - Nenad Vugrinec, John Tipton, Kirk Winterrowd
  • Digital processing software - Martin Galway, Jeff Wilson
  • Digital sampling/effects - Randy Buck
  • NIM system design - Nenad VLtgrinec, Martin Galway

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Design

  • Original outline - Chris Roberts and Jeff George
  • Screenplay - G. R Austin
  • Gameflow - Robert Irving
  • Additional conversations - Robert Irving
  • Map design and layout - Tim Ray
  • Mission design - Tim Ray, G. P. Austin, Jason Templeman, Chris Roberts
  • Mission layout - Prem Krishnan | Robert Irving | Tim Ray
  • Vehicle, weapon and plane data - Tim Ray
  • Associate producer - Erin Roberts
  • Produced by Chris Roberts
  • Directed by Chris Roberts

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Packaging

  • Box design - Craig Miller, Jennifer Davis
  • Documentation - Tim Ray
  • Robert Irving
  • Prem Krishnan
  • Editing - David Ladyman, Carolyn Cutler
  • Graphic design - Jennifer Davis

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Programming

  • RealSpace TM system - Jason Tenipleman, Chris Roberts, Paul Isaac
  • Graphic primitives - Paul Isaac, Chris Roberts, Miles Design
  • Flight models - Arthur DiBianca, Jason Templeman
  • Computer intelligence - Jason Yenawine, Jason Templeman, Frank Savage
  • Cockpit, HUD and MFDs - Frank Savage, Jason Templeman, Bill Baldwin, Thomas Blom, Arthur DiBianca, Chris Roberts, Paul Isaac
  • Weapon systems - Frank Savage, Jason Templernan
  • Mission system - Paul Isaac, Frank Savage
  • Cameras - Chris Roberts
  • Visual effects - Chris Roberts
  • Audio system - Bill Baldwin, Miles Design
  • RealSpace terrain editor - Frank Savage, Bill Baldwin
  • RealSpace object editor - Paul Isaac
  • Option scenes - Arthur DiBianca, Bill Baldwin
  • Cinematic sequences - Richard Johnson, Arthur DiBianca, Bill Baldwin
  • Install program - Scott Bwgs
  • JEMM - Jason Yenawine
  • NIM system programming - Scott Biggs
  • Library code - Jeff Wilson, Zach Simpson, Will McBurnett, Phil Sulak, Chris Roberts, Paul Isaac, Jason Yenawine, Bill Baldwin
  • Additional programming - Eric Hyman
  • Technical consultant - Greg Passmore
  • Simulation consultants - Karl "Orca" Kuschner, Karl "Dr. K" Hetnz

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Voice Acting

  • The Hero - Jason Tirado
  • Stern - Richard Jones
  • Tex - Mcwco Perella
  • Miguel - Celso Martinez
  • Lyle - Tom Byrne
  • Billy - Christian Gerard
  • Gwen - Lucinda Hinton
  • Virgil - Don Phillips
  • Prideaux - Jean-Marc Chemla
  • Janet - Tonie Perensky
  • Walters - Joshua Blyde
  • Mendez - Harry Porter
  • Thug in alley - Richard Mather
  • Drunk - Craig Halverson
  • Informant - Bruce Lenvnons
  • On Board Warning System - Norma J. Vargas

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FSM Collection

A part of Dan Crenshaw's donation to the Flight Sim Museum collection. A part of Dan Crenshaw's donation to the Flight Sim Museum collection. A part of Dan Crenshaw's donation to the Flight Sim Museum collection. A part of Dan Crenshaw's donation to the Flight Sim Museum collection. A part of Dan Crenshaw's donation to the Flight Sim Museum collection.
Dan Crenshaw made this generous donation of classic flight sims to the Flight Sim Museum Collection.

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