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Games PC Star Wars - Rogue Squadron 3DStar Wars: Rogue Squadron 3D [Jewel Case] [PC Game]

Developed by Factor 5 - LucasArts Entertainment Company (2001) - Flight Combat Sim - Rated Teen



Details
Platform: PC
Developer: Factor 5
Publisher: LucasArts Entertainment Company
Release Date: 2001
Controls: Joystick/Gamepad, Keyboard, Mouse
UPC: 023272652814
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Comments to date: 2. Page 1 of 1. Average Rating:
XRumer965 1:59pm on Sunday, September 19th, 2010 
Were very different games. Old Star Wars and New Star Wars, 1 3rd person adventure/platform, the other a 3rd person shoot out/flight.
hick_seaslead 6:24am on Friday, April 16th, 2010 
By even further the best Star Wars game ever! You lead a small band of rebels, as Luke Skywalker. All the missions take place on planets. this is a very smooth blast em up. The graphics are excellent as it the playability. As I am a huge star wars fan and there is just a huge thrill from being in charge of an x-wing.

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Contents

Articles
Star Wars: Rogue Squadron Chris Hlsbeck 1 10

References

Article Sources and Contributors Image Sources, Licenses and Contributors 13 14

Article Licenses

License 15
Star Wars: Rogue Squadron
The game's N64 boxart shows a hand-drawn dogfight, while the PC artwork features a CGI-rendered scene Developer(s) Publisher(s) Designer(s) Composer(s) Series Native resolution Mark Haigh-Hutchinson Holger Schmidt Chris Hlsbeck John Williams Star Wars: Rogue Squadron (Expansion Pak) Native / Variable (PC) 1.2.0 (July 1999)

Factor 5 LucasArts

Version Platform(s) Release date(s)
Nintendo 64, Microsoft Windows Windows [2] NA December 3, 1998 Nintendo 64 [3] NA December 7, 1998 [3] EU January 10, 1999 Action, Shooter Single-player ELSPA: 3+ ESRB: T 128 Mbit (16 MB) cartridge, CD-ROM
Genre(s) Mode(s) Rating(s) Media
System requirements 166 MHz Processor 32 MB RAM 46 MB hard disk space 4 MB Graphics card Input methods Gamepad, Keyboard and mouse, Joystick
Star Wars: Rogue Squadron Star Wars: Rogue Squadron (known as Star Wars: Rogue Squadron 3D on the PC) is an arcade-style action game co-developed by Factor 5 and LucasArts. The first of three games in the Rogue Squadron series, it was published by LucasArts and Nintendo and released for Windows and the Nintendo 64 in December 1998. Rogue Squadron was one of the first games to take advantage of the Nintendo 64's Expansion Pak, which allows gameplay at a 640480 display resolution, instead of that system's standard 320240 resolution. Set in the fictional Star Wars galaxy and inspired by the Star Wars: X-wing Rogue Squadron comics, the game takes place primarily between events in the films Star Wars and The Empire Strikes Back. The player controls Luke Skywalker, commander of the elite X-wing pilots known as Rogue Squadron. As the game progresses, Skywalker and Rogue Squadron fight the Galactic Empire in sixteen missions across various planets. Rogue Squadron received generally positive reviews. Critics praised the game's technical achievements and flight controls, but its use of distance fog and the lack of a multiplayer mode drew criticism. The game's sales exceeded expectations; by August 1999, more than one million copies had sold worldwide. It spawned two sequels developed and released for the Nintendo GameCubeStar Wars Rogue SquadronII: Rogue Leader and Star Wars Rogue SquadronIII: Rebel Strikeas well as Star Wars: EpisodeI: Battle for Naboo, a spiritual sequel released for Windows and Nintendo 64.

Gameplay

Unlike the Star Wars: X-Wing computer game series that emphasizes space combat simulation, Rogue Squadron is a fast-paced, arcade-style action game.[4] Each of the game's sixteen levels introduces mission objectives that must be completed to progress to the next level. These objectives are divided into four categories: search and destroy, reconnaissance, rescue and protect.[3] Enemy aircraft are primarily composed of TIE fighters. Ground defenses are more varied and include three different walkers, laser and missile turrets, tanks, probe droids, shuttles, stormtroopers and speeder bikes.[5] The heads-up display features a health meter, a radar and an ammunition count for secondary weapons.[6] The player can control five craft: X-wing, A-wing, Y-wing, Snowspeeder and V-wing.[7] Each vehicle offers a unique armament arrangement, as well as varying degrees of speed and maneuverability.[8] The game initially restricts the player to a particular craft for each level; however, after a level is completed, it can be replayed with any available craft.[9] Levels set on non-atmospheric moons expose the player's craft to space, but as on other levels, the craft is vertically confined.[3] Nine bonus power-ups are hidden in different levels throughout the game. These bonuses improve a craft's weapons or durability and are applied to each eligible craft for the remainder of the game.[8] The player's performance is measured throughout the game, and performance statistics are checked after each level against three medal benchmarks. Each benchmark contains five categories: completion time, number of enemies destroyed, shot accuracy, number of friendly craft and structures saved and number of bonuses collected. If a player's performance exceeds one of the level's three benchmarks in all five categories, a medalbronze, silver or goldis awarded on completion. Acquiring these medals promotes the player's rank and helps unlock hidden content.[10]

Unlockable content

Rogue Squadron includes a number of unlockable secrets. The player can unlock three bonus levels: "Beggar's Canyon", "The Death Star Trench Run" and "The Battle of Hoth". These levels are made available when the player obtains all bronze, silver or gold medals, respectively, on each level. Alternatively, they can be unlocked via password. Unlike the game's primary levels, the bonus levels are adaptions of events from the Star Wars films. "Beggar's Canyon" allows the player to reenact the race mentioned in A New Hope, while "The Death Star Trench Run" allows the player to execute an alternate version of the movie's climactic battle. In the "Battle of Hoth" bonus level, the player can join the Rebel Alliance's combat against Imperial troops, as depicted in The Empire Strikes Back.[11]
Star Wars: Rogue Squadron Several craft are also available when unlocked. Both the Millennium Falcon and a TIE interceptor are initially present in the craft selection screen. However, neither may be selected until the player enters the correct passwords or achieves all bronze or silver medals, respectively, on the bonus levels. Two other craft can be unlocked, but each is confined to a specific level. One is the T-16 Skyhopper in "Beggar's Canyon", and an AT-ST is playable in a basic demonstration level unlocked only via password. A playable model of a 1969 Buick Electra 225 based on a car owned by the game's sound designer, Rudolph Stember, is also included in the game as an Easter egg.[11] During Rogue Squadron's development, Star Wars EpisodeI: The Phantom Menacethe first new Star Wars film in more than 15yearswas less than one year from its scheduled release date. To take advantage of this marketing opportunity, Factor 5 included content from the upcoming film in Rogue Squadron. LucasFilm provided the developers with design art for the Naboo Starfighter, a ship prominently featured in the new film. These designs were used to create an in-game model. Because the game was scheduled to be released six months before the film, Factor 5 was required to keep the ship's inclusion a secret. As a result, most of the game's development team at Factor 5 and LucasArts were not informed of its inclusion.[12] A complex scrambling system was also developed to help hide the ship's code from gamers using game-altering devices such as GameShark or ProAction Replay. More than six months after the release of Rogue Squadron, LucasArts unveiled the code to unlock the Naboo Starfighter as a playable craft. The code has been called the Nintendo 64's most well-hidden code because of the length of time passed before its discovery.[11]

Synopsis

Setting
Star Wars: Rogue Squadron is set in the fictional Star Wars galaxy, where a war is fought between the Galactic Empire and the Rebel Alliance. The game's first fifteen levels occur six months after the Battle of Yavinas depicted in Star Wars EpisodeIV: A New Hopeand before the events of Star Wars EpisodeV: The Empire Strikes Back. As the Empire gathers strength for an all-out assault on the rebel forces, Luke Skywalker and Wedge Antilles form Rogue Squadron, a group comprising twelve of the most skilled X-wing pilots from the Rebel Alliance.[13] The sixteenth and final level of the game takes place six years after Star Wars EpisodeVI: Return of the Jedi's Battle of Endor. The Rebel Alliance has established the New Republic, which now controls three quarters of the galaxy. After the deaths of Emperor Palpatine and Darth Vader, the Galactic Empire collapsed, but was reborn under a mysterious new leader. Rogue Squadron, now under the command of Wedge Antilles, continues to fight the Empire to protect the newly formed Republic.[14]
The story is divided into four chapters, each of which starts with an opening crawl resembling those featured in the Star Wars films. Further story details are presented through the game's instruction manual, pre-mission briefings, character conversations during the game and in-game cut scenes. The game begins with Rogue Squadron briefly encountering the Empire at the Mos Eisley spaceport on Tatooine. The team then executes escort and rescue missions on Barkhesh and Chorax, respectively.[15]
4 The Rebels learn that Imperial officer Crix Madine wishes to defect to the Rebel Alliance.[16] The Empire launches an attack on Corellia, where Madine is stationed, to prevent his departure.[17] Rogue Squadron, with the help of Han Solo and Chewbacca in the Millennium Falcon, fights off the Empire and helps escort Madine safely off the planet. Soon after, Rogue Squadron is joined by Gold Squadron, a group of Y-wings now led by Crix Madine; they are dispatched to the moon of GerrardV to aid its quest for independence from the Empire.[18] They encounter the 128th TIE interceptor Squadron and disable Kasan Moor's TIE.[19] [20] When Rogue Squadron tells Moor that she has been taken prisoner, she offers to defect and provide the Rebel Alliance with Imperial intelligence.[21]
With the help of Kasan Moor's intelligence, the Alliance launches three consecutive attacks on Imperial bases throughout the galaxy. After an assault on the Imperial Enclave, a facility on KileII supporting the Empire's Naval Screen actor Olivia Hussey provided operations, Wedge Antilles is ambushed by a group of TIEs and is taken voice work for Kasan Moor. captive.[22] [23] The Rebel Alliance tracks Wedge to an Imperial prison complex on the planet of Kessel.[24] The remaining members of Rogue Squadron travel to Kessel and rescue him.[15] With Wedge Antilles free and Rogue Squadron again at full strength, the Rebel Alliance turns its attention to a new Imperial threatMoff Kohl Seerdon. Seerdon is consolidating Imperial power in preparation for an attack aimed at capturing Thyferra, a planet which produces the healing substance bacta. Rogue Squadron is ordered to disrupt his operation with hit-and-run missions against key targets on Taloraan and Fest.[25] In retaliation, Seerdon attacks and holds a city on the planet of Chandrila hostage.[26] Rogue Squadron and the Alliance strike back by initiating a Kasan Moor-engineered raid on an Imperial base located inside a volcano on Sullust.[27] While still on Sullust, however, General Rieekan informs the Squadron that Moff Seerdon has used their raid as a diversion and begun his attack on Thyferra.[28] With Seerdon in control of the planet's bacta and their own supply threatened, Rogue Squadron quickly reaches Thyferra, kills Seerdon and frees the planet.[15] In the final chapter, the game moves into the future, six years after the Battle of Endor. Rogue Squadron, now under the command of Wedge Antilles, continues to fight the wounded Empire. On the planet of Mon Calamari, new Imperial weapons called World Devastators are destroying the planet.[14] Rogue Squadron is deployed, disables all three Devastators and destroys the Imperial presence.[15]

Development

After the success of Shadows of the Empire on the Nintendo 64 in 1996, LucasArts began planning a follow-up. At the time, Factor 5 was developing a game engine to create large terrain maps. LucasArts, pleased with earlier collaborations with the company, decided to use Factor 5's engine for its new game.[12] The game's focus would be space combat; this direction was inspired by a level of Shadows of the Empire in which the player flies a Snowspeeder during the Battle of Hoth. Rogue Squadron and Factor 5 production manager Brett Tosti stated, "That whole scene was actually the genesis for Rogue Squadron because everybody said, 'why don't you do a whole game like that?' So we did."[29] Factor 5 initially pitched a concept to allow gamers to play through missions similar to the fans' favorite action sequences from the Star Wars films. This proposal was rejected, however. At that time, LucasFilm was not comfortable with video games drawing directly from the films.[12]
During the early stages of development, designers came across Star Wars: X-wing Rogue Squadron, a series of comics set during the years of the original film trilogy. With these comics as a guide, Factor 5 began developing a game with a similar setting and including characters from the films flying original missions. In May 1998, a demo of the game was displayed at E3, but the game was so incomplete at the time that Tosti considered it a tech demo. It rendered a basic heightmap and an immobile AT-AT model, while TIE fighters lacking artificial intelligence flew and fired in a predetermined path. When "playing" the demo for audiences, Tosti followed a very specific flight path of his own to give the illusion that he was actually battling with the TIEs. Despite the demo's barebones presentation, response from gamers was largely positive.[12]
The Nintendo 64's Expansion Pak allows gameplay at a higher resolution.
Factor 5 appealed to Nintendo to use the Nintendo 64's newly developed memory Expansion Pak. Nintendo was reluctant, expecting the technology to be reserved solely for hardware peripherals. However, after Iguana Entertainment used the Expansion Pak to achieve a higher display resolution for Turok 2: Seeds of Evil, Factor 5 was given the green light. The Expansion Pak is used to increase Rogue Squadron's N64 resolution from 320240 to 640480.[12] [3] LucasFilm was hesitant to grant access to the Star Wars library of sound effects for the game's sound designer, Rudolph Stember. As a compromise, the company provided Stember with sounds sampled at the relatively low rate of 22kHz, half the standard rate. Stember objected, claiming that the clips sounded worse than effects he had lifted from VHS tapes for a previous Star Wars project.[12] The game includes voice work from several notable persons, including screen actors Olivia Hussey and Raphael Sbarge as well as voice actors Bob Bergen, Neil Ross and Terence McGovern.[30] Instead of using Nintendo's default sound drivers, Factor 5 developed its own tool called MOsys FX Surround. The Factor 5 drivers use Nintendo 64 processors, but tax them less; advanced compression techniques were also employed. As a result, the game includes over 80minutes of high-quality stereo sound.[31] [32] In November 1998, a month before the game's scheduled release, LucasArts signed a worldwide agreement with Nintendo concerning three new Star Wars video games. It granted Nintendo the rights to market the games and hold exclusive, worldwide distribution rights for five years following each release. Rogue Squadron was the first game released under this agreement.[33]

Reception

Review scores
Publication N64 Allgame GamePro [34] [31] Editors' Choice GameSpot IGN Nintendo Power 7.9/10 8.8/10 9.1/10 [36] [3] [38] Score PC [35] [4] Editors' Choice 8.0/10 8.3/10 [37] [2]

PC Zone

7.7/10

Aggregate scores

GameRankings 85% (20 reviews) [38] 80% (23 [40] reviews)

Metacritic

85/100 (15 reviews)

Awards

Publication Origins Award IGN Award Best Action Computer Game of 1998 [32] [42]
Best Sound of 1998 (N64) Best Overall Sound Sound Effects Best Voice
Many reviews compared Star Wars: Rogue Squadron to one of its inspirations, the Battle of Hoth flight combat level in Shadows of the Empire, considered one of that game's best elements.[3] [36] GamePro remarked that Rogue Squadron "enhanced the flight model with true pitch, roll, and bank mechanics".[31] IGN praised its inclusion of "upgrades, more enemies, better sound, and stunning [3] second-generation graphics". The Nintendo 64 version received mostly positive reviews, and received an aggregate score of 85 percent from both GameRankings and Metacritic.[38] [41] GamePro named it The R2 unit and exhaust flames on the player's one of the best games released in 1998.[31] In a 2008 retrospective, X-wing are examples of graphical detail that were IGN's Levi Buchanan stated that the game revived the Star Wars praised by reviewers. license on consoles through well-paced gameplay, a story tied into the Star Wars canon and visuals that made it "one of the generation's top stunners".[43] The game's technical aspects were singled out for acclaim. Its visuals were called "respectable"[3] in the standard resolution, but highly praised in high-resolution mode (achieved via the Nintendo 64's Expansion Pak). GameSpot remarked that in a higher resolution, "[the] textures of the landscapes, the ships, the lighting effectseverything looks so much better,"[36] while IGN's Peer Schneider said, "After playing the game in the optional high resolution mode (640480) once, it's impossible to go back to the still respectable standard resolution." Citing details such as decals, Rebel markings, R2 units, cockpit views and exhaust flames, Schneider described the game's 3D ship models as "gorgeous". IGN's Matt Casamassina said that the game was the best-looking Nintendo 64 game to date.[3] Reviewers also praised the game's sound design. Powered by the new Factor 5 audio drivers, Rogue Squadron features about 40minutes of speech and 40minutes of music.[31] GameSpot's Ryan Mac Donald believed that the game's inclusion of extended voice work helped create a "movie-like" atmosphere.[36] IGN noted that in addition to being technically impressive, the game's Dolby Pro Logic surround sound was an important gameplay element. The audio signals helped players determine enemy positions and direction of travel. IGN awarded the game three sound awards, including Sound Effects, Best Voice and Best Overall Sound of 1998 on the Nintendo 64.[32] Some reviewers complained about aspects of the game's visuals; critics disliked the heavy reliance on distance fog.[3] [36] Another common criticism of the game was the lack of multiplayer modes. GamePro's review called the omission a "serious, unforgivable sin";[31] Schneider believed that while adding these modes would have extended Rogue Squadron's replay value, the game was still enjoyable for its medal reward system and large number of secrets

Star Wars: Rogue Squadron and unlockables.[3] Although nearly identical,[35] the game's PC version garnered lower review scores than its Nintendo 64 counterpart, with an aggregated GameRankings score of 80 percent.[40] This version enjoyed many of the same praises for its gameplay,[2] but handling and graphics were cited as problematic. Directly comparing the two versions, Allgame's Brad Cook wrote that PC version's handling is more difficult than the N64 version. He believed the PC's "choppy" feel made it difficult to target enemies.[35] In contrast to its opinion of the N64 version, IGN's PC review was not enthusiastic about the game's visuals. IGN staff remarked that Rogue Squadron's "graphics and special effects aren't spectacular" and that they had "seen better graphics" on the PC.[2]
When Rogue Squadron was released in early December 1998, the title's Nintendo 64 incarnation was the second-highest-selling video game for the first half of the month (behind Nintendo's The Legend of Zelda: Ocarina of Time)[44] and the holiday season.[45] Delayed until after Christmas in the United Kingdom, the game was released mid-January and debuted as the second-best-selling game of the month, ahead of Ocarina of Time.[46] In August 1999, Nintendo added the title to its best-selling Player's Choice collection,[47] while the PC version was re-released as a part of the LucasArts Archive Series in May 2001.[48] Rogue Squadron's retail success was not anticipated by the game's producer Julian Eggebrecht, who said that the game sold "about 100 times better than anybody expected".[12] The Nintendo 64 version sold over 1million copies in the United States,[49] and over 44,000 in Japan.[50]
[1] "Star Wars: Rogue Squadron" (http:/ / www. lucasarts. com/ support/ update/ rogue. html). LucasArts. July 1999. Retrieved January 5, 2009. [2] "Star Wars: Rogue Squadron" (http:/ / pc. ign. com/ articles/ 160/ 160583p1. html). IGN. December 4, 1998. Retrieved November 4, 2008. [3] Schneider, Peer (December 9, 1998). "Star Wars: Rogue Squadron" (http:/ / ign64. ign. com/ articles/ 153/ 153964p1. html). IGN. Retrieved November 4, 2008. [4] Don St. John (November 24, 2000). "Star Wars: Rogue Squadron 3D" (http:/ / www. gamepro. com/ article/ reviews/ 867/ star-wars-rogue-squadron-3d/ ). GamePro. Retrieved October 28, 2008. [5] Cross, Victor; Boero, Mollie (1998). "Imperial Craft and Defenses". Star Wars: Rogue Squadron (manual). LucasArts. pp.1719. [6] Cross, Victor; Boero, Mollie (1998). "In-flight Controls". Star Wars: Rogue Squadron (manual). LucasArts. pp.1112. [7] Cross, Victor; Boero, Mollie (1998). "Player Craft". Star Wars: Rogue Squadron (manual). LucasArts. pp.1415. [8] Cross, Victor; Boero, Mollie (1998). "Craft Armament". Star Wars: Rogue Squadron (manual). LucasArts. p.15. [9] Cross, Victor; Boero, Mollie (1998). "Getting Started". Star Wars: Rogue Squadron (manual). LucasArts. p.9. [10] Cross, Victor; Boero, Mollie (1998). "Scoring". Star Wars: Rogue Squadron (manual). LucasArts. p.19. [11] "The Secrets of Rogue Squadron" (http:/ / ign64. ign. com/ articles/ 068/ 068915p1. html). IGN. July 19, 1999. Retrieved November 2, 2008. [12] Shoemaker, Brad. "Star Wars Rogue Squadron: A Retrospective" (http:/ / www. gamespot. com/ features/ 6077307/ index. html). GameSpot. Retrieved October 30, 2008. [13] Cross, Victor; Boero, Mollie (1998). "Overview". Star Wars: Rogue Squadron (manual). LucasArts. p.2. [14] Factor 5, LucasArts. Star Wars: Rogue Squadron. (LucasArts). Nintendo 64. Level/area: The Battle of Calamari (in English). (December 7, 1998) "ChapterIV Dark Empire: Six years after the Battle of Endor, the fight for freedom continues. Even without the thousands of Jedi Knights who formed the backbone of the Old Republic, the Rebel Alliance has managed to control three quarters of the galaxy. Darth Vader is dead, but a reborn Empire under a mysterious new leader strikes back at the struggling Rebel Alliance, hoping to crush the fledging new Republic. Massive World Devastators, more powerful and unstoppable than the Death Star, ravage entire planets. Rogue Squadron, which is now commanded by Wedge Antilles, persists in mounting daring missions throughout the galaxy." [15] Factor 5, LucasArts. Star Wars: Rogue Squadron. (LucasArts). Nintendo 64. (in English). (December 7, 1998) [16] Factor 5, LucasArts. Star Wars: Rogue Squadron. (LucasArts). Nintendo 64. Level/area: Defection at Corellia (in English). (December 7, 1998) "General Rieekan: I have repeat word an Imperial officerCrix Madinewants to defect." [17] Factor 5, LucasArts. Star Wars: Rogue Squadron. (LucasArts). Nintendo 64. (in English). (December 7, 1998) "Defection at Corellia Briefing: Imperial officer Crix Madine wishes to join the Rebel Alliance, but the Empire will do anything to stop him." [18] Factor 5, LucasArts. Star Wars: Rogue Squadron. (LucasArts). Nintendo 64. Level/area: Liberation of GerrardV (in English). (December 7, 1998) "General Rieekan: GerrardV is attempting to gain its independence, but the Imperial governor is looting the city. Rogue Squadron, you must protect Crix Madine's Y-wings while they disable the escaping ships." [19] Factor 5, LucasArts. Star Wars: Rogue Squadron. (LucasArts). Nintendo 64. Level/area: Liberation of GerrardV (in English). (December 7, 1998) "Wedge Antilles: Luke, this is Wedge. I'm on the other side of the planet. We've got trouble. It's the 125th TIE interceptor Squadron."

[20] Factor 5, LucasArts. Star Wars: Rogue Squadron. (LucasArts). Nintendo 64. Level/area: Liberation of GerrardV (in English). (December 7, 1998) "Kasan Moor: This is lieutenant Kasan Moor of the 128th Imperial to an unidentified Y-wing: Are you quite done? My vehicle has been disabled for a good two minutes now." [21] Factor 5, LucasArts. Star Wars: Rogue Squadron. (LucasArts). Nintendo 64. Level/area: Liberation of GerrardV (in English). (December 7, 1998) "Rogue Squadron: Kasan Moor, consider yourself a prisoner of the Rebel Alliance. / Kasan Moor: Well, if you'd quit shooting at me, I have a proposal to make. One that would serve us all." [22] Cross, Victor; Boero, Mollie (1998). "Overview". Star Wars: Rogue Squadron (manual). LucasArts. p.22. [23] Factor 5, LucasArts. Star Wars: Rogue Squadron. (LucasArts). Nintendo 64. Level/area: Assault on KileII (in English). (December 7, 1998) "Wedge Antilles: Luke, it's an ambush! I don't know where they came from. I don't have nav-control anymore. Can't. steer. straight. Main computer offline, targeting computer offline. Ahh. we just lost Rogue 7! I can't. / Luke Skywalker: Get out of there, Wedge! Hobbie, what happened? / Hobbie Klivian: Wedge made it, but he's gonna be captured for sure." [24] Factor 5, LucasArts. Star Wars: Rogue Squadron. (LucasArts). Nintendo 64. Level/area: Rescue on Kessel (in English). (December 7, 1998) "Kasan Moor: Kesselits a mining colony, but the Imperials often keep political prisoners here too. There should be an armored hover train nearby transporting captured Rebels to a central station before moving on to the prison. I'm sure Wedge is with them." [25] Factor 5, LucasArts. Star Wars: Rogue Squadron. (LucasArts). Nintendo 64. Level/area: Battle Above Taloraan (in English). (December 7, 1998) "ChapterIII The New Threat: With the rescue of Wedge Antilles, and Rogue Squadron at full strength, the Rebel Alliance turns its attention to a new Imperial threatMoff Kohl Seerdon. Preparing to capture Thyferra, with its precious supply of healing bacta, Seerdon is now consolidating his power for a massive attack. His success could very well break the fledgling Rebellion, and surely doom the galaxy to Imperial rule. Luke Skywalker and Rogue Squadron are assigned to disrupt his operation with swift hit-and-run missions against key targets such as he Imperial mining operation on Taloraan." [26] Factor 5, LucasArts. Star Wars: Rogue Squadron. (LucasArts). Nintendo 64. (in English). (December 7, 1998) "Blockade on Chandrila Briefing: Moff Seerdon has chosen to hold Chandrila hostage in an attempt to make the Rebellion pay for its raid of Fest. You must help the innocent people of Chandrila protect the supply train and stop the Empire." [27] Factor 5, LucasArts. Star Wars: Rogue Squadron. (LucasArts). Nintendo 64. Level/area: Raid on Sullust (in English). (December 7, 1998) "Luke Skywalker: Alright, here's our chance to hit them back for Chandrila. Kasan, did General Rieekan brief you? / Kasan Moor: Yes, the location of this Imperial base was supplied to us by Borsk Fey'lya. It's a crucial link to the rest of the Sullust system, so it's also well protectedhidden inside this volcano. They use the volcanic activity to power a geothermal generator, which is regulated by a shielded central capacitor. But inside the volcano several transmitters are feeding thermal energy to the capacitor. Destroy the transmitters. / Luke:. and we take the shield down. Kasan, you lead the way." [28] Factor 5, LucasArts. Star Wars: Rogue Squadron. (LucasArts). Nintendo 64. Level/area: Raid on Sullust (in English). (December 7, 1998) "General Rieekan: Rogue Squadron, I'm afraid you'll have to cut your celebration short. Moff Seerdon has begun his attack on Thyferra." [29] "E3: The Big Rogue Leader Interview" (http:/ / cube. ign. com/ articles/ 094/ 094522p1. html). IGN. May 17, 2001. Retrieved October 30, 2008. [30] "Game Credits for Star Wars: Rogue Squadron 3D" (http:/ / www. mobygames. com/ game/ windows/ star-wars-rogue-squadron-3d/ credits). MobyGames. Retrieved December 30, 2008. [31] Scary Larry (November 24, 2000). "Rogue Squadron" (http:/ / www. gamepro. com/ article/ reviews/ 136/ rogue-squadron/ ). GamePro. IDG Entertainment. Retrieved October 28, 2008. [32] "Best Sound of 1998" (http:/ / ign64. ign. com/ articles/ 066/ 066784p1. html). IGN. February 5, 1999. Retrieved November 4, 2008. [33] "Nintendo, LucasArts Announce Limited Exclusive Star Wars Deal for Video Game Systems; Nintendo Granted Worldwide Distribution for Five Years" (http:/ / findarticles. com/ p/ articles/ mi_m0EIN/ is_1998_Nov_3/ ai_53162962). Business Wire. November 3, 1998. Retrieved February 5, 2009. [34] Marriott, Scott Alan. "Star Wars: Rogue Squadron" (http:/ / www. allgame. com/ cg/ agg. dll?p=agg& sql=1:14541~T1). Allgame. Retrieved October 28, 2008. [35] Cook, Brad. "Star Wars: Rogue Squadron 3D" (http:/ / www. allgame. com/ cg/ agg. dll?p=agg& sql=1:15947~T1). Allgame. Retrieved October 28, 2008. [36] Mac Donald, Ryan (December 11, 1998). "Star Wars: Rogue Squadron Review" (http:/ / www. gamespot. com/ n64/ action/ starwarsroguesquadron/ review. html?om_act=convert& om_clk=gssummary& tag=summary;read-review). GameSpot. Retrieved October 28, 2008. [37] Chin, Elliot (December 11, 1998). "Star Wars: Rogue Squadron 3D Review" (http:/ / www. gamespot. com/ pc/ action/ starwarsroguesquadron3d/ review. html?om_act=convert& om_clk=gssummary& tag=summary;read-review). GameSpot. Retrieved October 28, 2008. [38] "Star Wars: Rogue Squadron" (http:/ / www. gamerankings. com/ n64/ 198787-star-wars-rogue-squadron/ index. html). GameRankings. Retrieved July 9, 2009. [39] "Star Wars: Rouge Squadron 3D" (http:/ / www. computerandvideogames. com/ article. php?id=3466). PC Zone. Future Publishing. August 13, 2001. Retrieved November 4, 2008. [40] "Star Wars: Rogue Squadron 3D" (http:/ / www. gamerankings. com/ pc/ 70612-star-wars-rogue-squadron-3d/ index. html). GameRankings. Retrieved July 9, 2009. [41] "Star Wars: Rogue Squadron" (http:/ / www. metacritic. com/ games/ platforms/ n64/ starwarsroguesquadron?q=rogue squadron). Metacritic. Retrieved October 28, 2008.

[42] "1998 Academy of Adventure Gaming Arts and Design" (http:/ / www. originsgamefair. com/ awards/ 1998). Academy of Adventure Gaming Arts and Design. Retrieved October 22, 2008. [43] "Nintendo 64 Week: Day Three" (http:/ / retro. ign. com/ articles/ 915/ 915214p1. html). IGN. October 1, 2008. Retrieved November 12, 2008. [44] "Zelda and Star Wars Take Over USA Top 10" (http:/ / ign64. ign. com/ articles/ 066/ 066344p1. html). IGN. January 8, 1999. Retrieved November 12, 2008. [45] "N64 Titles Dominate Holiday Season" (http:/ / ign64. ign. com/ articles/ 066/ 066463p1. html). IGN. January 18, 1999. Retrieved November 12, 2008. [46] "Rogue Squadron Lands in the UK" (http:/ / ign64. ign. com/ articles/ 066/ 066579p1. html). IGN. January 26, 1999. Retrieved November 12, 2008. [47] "Buy Hyrule at Bargain Price" (http:/ / ign64. ign. com/ articles/ 068/ 068519p1. html). IGN. January 18, 1999. Retrieved January 9, 2009. [48] Couper, Chris. "Star Wars: Rogue Squadron 3D LucasArts Archive Series" (http:/ / www. allgame. com/ game. php?id=35518). Allgame. Retrieved July 17, 2009. [49] Satterfield, Shane (May 17, 2001). "E3 2001: Hands-on Rogue Leader: Rogue Squadron II" (http:/ / www. gamespot. com/ gamecube/ action/ starwarsrogueleaderrs2/ news. html?sid=2761870). GameSpot. Retrieved August 9, 2009. [50] "Nintendo 64 Japanese Ranking" (http:/ / www. japan-gamecharts. com/ n64. php). Famitsu. Japan Game Charts. April 10, 2008. Retrieved August 9, 2009.

Chris Hlsbeck

Born Origin Genres Occupations Years active March 2, 1968 Kassel, Germany Electronic music, Video game music Musician and Video Game Composer 1986 to present
Chris Hlsbeck (born March 2nd 1968, last name sometimes spelled Huelsbeck) is a game music composer from Germany. He has written soundtracks for more than 70 titles, the latest being Star Wars: Rebel Strike for Nintendo GameCube. Many of his scores for the Commodore 64 are regarded as classics among enthusiasts today, most notably The Great Giana Sisters. He is best known for the soundtracks to the Turrican series of games. Chris's initial recognition arrived at age 17 when his composition "Shades" won first place in a music competition for the German 64'er magazine. He also created a music replay routine for the Amiga called TFMX -- "The Final Musicsystem eXtended", which featured far more musically-oriented features than rival Soundtracker, such as logarithmic pitch-bends, sound macros and individual tempos for each track. His music from Apidya, Turrican 2, Turrican 3 and The Great Giana Sisters was performed live at the Symphonic Game Music Concert series in Leipzig, Germany between 2003-2007, conducted by Andy Brick. On August 23, 2008 his music was performed at Symphonic Shades, a concert dedicated to his work exclusively. The WDR Radio Orchestra and a choir performed classics such as The Great Giana Sisters, Turrican, R-Type and others in Cologne, Germany conducted by Arnie Roth. On March 19, 2009 it was announced that Arnie Roth will conduct the Royal Stockholm Philharmonic Orchestra at the concert Sinfonia Drammatica in the Konserthuset Stockholm. Taking place on August 4, 2009, the concert will combine performances of Chris Hlsbeck's Symphonic Shades with selections from drammatica by Yko Shimomura.[1]

Discography - Audio CDs

1991 Shades 1992 To be on Top 1992 Apidya 1993 Turrican Soundtrack 1994 Native Vision - Easy life (single) 1994 Rainbows 1995 Sound Factory (This also features a data track with Hlsbeck sound samples and TFMX-format songs) 1997 Tunnel B1 Soundtrack 1997 Extreme Assault soundtrack 1998 Peanuts feat. Doc. Schneider - Leben betrgt (single) 2000 Bridge from the past to the future (released at MP3.com) 2000 Collage (released at MP3.com) 2000 Merregnon Soundtrack, Volume Chris Hlsbeck in the Mix (released by ZYX Music)
Chris Hlsbeck 2004 Merregnon Soundtrack, Volume 2 (English and Japanese edition) 2007 Number Nine 2008 Symphonic Shades
Notable music for home computers
Apidya (Amiga) The Baby of Can Guru (C64) Dulcedo Cogitationis (C64) The Great Giana Sisters (C64) Jim Power (Amiga) R-Type intro music (C64, Amiga) Shades (C64 demo) To be on Top (C64) Turrican 1-3 soundtracks (Amiga) M.U.D.S. - Mean Ugly Dirty Sport (Amiga)

Current projects

ZombieSmash! (iPhone) [2]

External links

General
Homepage of Chris Hlsbeck [3] Homepage of gamemusic concerts [4] "Merregnon" Fantasy Musical Project [5] synSONIQ Records [6]: Chris Hlsbeck record label Fanpage Hlsbeck [7]

Profiles

Artist profile [8] at OverClocked ReMix ElectronicScene.com profile [9] Chris Hlsbeck discography [10] at MusicBrainz

TFMX & Soundmonitor

TFMX plugin for winamp [11] CHIPtune (about the soundchip sid and related links) TFMX manual German [12] TFMX manual english [13]
[1] SEMO announces Sinfonia Drammatica, Exclusive interview with conductor Arnie Roth (http:/ / www. squareenixmusic. com/ sitenews2. php?subaction=showfull& id=1237481915& archive=& start_from=& ucat=1& ) [2] http:/ / www. zombiesmash. gamedrs. com [3] http:/ / www. huelsbeck. com [4] http:/ / www. vgmconcerts. com [5] http:/ / www. merregnon. com [6] http:/ / www. synsoniq. de [7] http:/ / www. fanpage-huelsbeck. eu. tt [8] http:/ / www. ocremix. org/ artist/ 234/ chris-hulsbeck [9] http:/ / www. electronicscene. com/ artist/ index. cfm?a=2635 [10] http:/ / musicbrainz. org/ artist/ 6a4ee4c8-eaed-48ef-84c2-34ee655e2312. html [11] http:/ / www. winamp. com/ plugins/ browse. php?search=yes& filter=C& query=tfmx [12] http:/ / fanpage-huelsbeck. blub. co. at/ fanpage_huelsbeck/ forum-downloads/ tfmx/ TFMX-MANUAL_german. rar [13] http:/ / fanpage-huelsbeck. blub. co. at/ fanpage_huelsbeck/ forum-downloads/ tfmx/ TFMX-MANUAL_english. txt
Article Sources and Contributors
Star Wars: Rogue Squadron Source: http://en.wikipedia.org/w/index.php?oldid=362057419 Contributors: Afeitarse, After Midnight, AnOddName, Art LaPella, AstrixZero, Atlantic Gateways, AtlantisX, Behrens64, Bender235, BoldEnglishman, BryanG, Bulp0, CJD, Cabe6403, Colorblind00, CoolFox, CyberSkull, CyberTiger531, Cyclonenim, Dabomb87, Darklilac, Deckiller, Dirty dan, Dogman15, Donald Duck, Dormammu, EEMIV, Falcon9x5, Firsfron, Fixer22, Floppydog66, Gary King, GoldDragon, Got a 69 in my wine, Headbomb, Igordebraga, IllaZilla, Irdepesca572, JaGa, Jappalang, JobSmee, Jtalledo, JustAGal, Kevin Zbikowski, Kizor, LarryLaffer, Lord Hawk, Megata Sanshiro, Michael Devore, Mika1h, Monddrache, N. Harmonik, NeoGenPT, NotAnonymous0, OriginalJunglist, Pagrashtak, Panzer V Panther, Phocks, Pipedreamergrey, Ravimakkar, Ray-Ginsay, ReddishShadow, ReyBrujo, S@bre, SCRECROW, SandyGeorgia, Scartol, Skippan, SpecialWindler, Stormgaxon, Texcarson, The Architect 01, The Rambling Man, The Thing That Should Not Be, The ed17, Theodorel, ThirdEchelon, Thumperward, Thunderbrand, Tony1, Torsodog, Traxs7, TwilligToves, VitasV, Woohookitty, Zachlipton, 102 anonymous edits Chris Hlsbeck Source: http://en.wikipedia.org/w/index.php?oldid=352031234 Contributors: Aerion, Arj, Austinhue, Black Squirrel 2, BuZz, Colonies Chris, CommonsDelinker, Conti, CyberSkull, D6, David Gerard, Everyking, Felsir, Gaius Cornelius, Ganko, Garion96, Gilgamesh, Goa103, Graham87, Ijon-Tichy, Jef-Infojef, Kbdank71, Kyz, Liontamer, Martarius, Mhoechsm, Mlessard, Monobi, Notdavid, Prime Blue, Richardcavell, Sfan00 IMG, Silenos, Sysy, The Prince of Darkness, TranZer, Vollgaga, Vossanova, Yamadama, ^demon, 60 anonymous edits

Image Sources, Licenses and Contributors
Image:Star-wars-rogue-squadron.jpg Source: http://en.wikipedia.org/w/index.php?title=File:Star-wars-rogue-squadron.jpg License: unknown Contributors: AnOddName, Awadewit, S@bre, Salavat, Torsodog File:Olivia Hussey-D.jpg Source: http://en.wikipedia.org/w/index.php?title=File:Olivia_Hussey-D.jpg License: Creative Commons Attribution-Sharealike 3.0 Contributors: User:Dysepsion Image:N64-4MB expansion1.jpg Source: http://en.wikipedia.org/w/index.php?title=File:N64-4MB_expansion1.jpg License: Public Domain Contributors: Andreas -horn- Hornig, Bayo, Mboverload, 1 anonymous edits File:Star full.svg Source: http://en.wikipedia.org/w/index.php?title=File:Star_full.svg License: Public Domain Contributors: User:Conti, User:RedHotHeat File:Star empty.svg Source: http://en.wikipedia.org/w/index.php?title=File:Star_empty.svg License: Creative Commons Attribution-Sharealike 2.5 Contributors: User:Conti, User:RedHotHeat File:Star half.svg Source: http://en.wikipedia.org/w/index.php?title=File:Star_half.svg License: Creative Commons Attribution-Sharealike 2.5 Contributors: User:Conti Image:RS graphics and gameplay.jpg Source: http://en.wikipedia.org/w/index.php?title=File:RS_graphics_and_gameplay.jpg License: unknown Contributors: AnOddName, N. Harmonik, Torsodog

License

Creative Commons Attribution-Share Alike 3.0 Unported http:/ / creativecommons. org/ licenses/ by-sa/ 3. 0/

doc1

AirFix Dogfighter...3 Allegiance...3 Colin McRae Rally 2.0..3 Comanche 3...4 Comanche 4...4 Crimson Skies....4 Descent 3...5 Diablo 2...5 Elder Scrolls III: Morrowind...5 Enemy Engaged...6 European Air War..6 F(CD Release)...6 F(CD version)...6 F1 2002...7 F1 Racing Championship...8 F1 Racing Simulation...8 Falcon 4...9 FIFA 2001....9 FIFA 2002....9 Fly! (with 1.01.87 patch)...9 Fly! II... 10 Grand Prix 3 (retail CD)... 10 Grand Prix 4... 10 Grand Prix Legends... 11 Grand Theft Auto 3... 14 Harry Potter and the Sorcerer's Stone... 15 High Heat Baseball... 15 Hitman Codename 47... 15 IL2-Sturmovik... 15 Independence War 2... 16 Janes F/A-18... 16 Jedi Knight: Jedi Outcast... 16 Madden 2000... 17 MDK 2... 17 Mechwarrior 4... 17 Medal of Honor Allied Assault... 17
Metal Gear Solid (retail CD)... 18 Microsoft Combat Flight Simulator.. 18 Microsoft Flight Simulator 2002.. 18 Microsoft Flight Simulator 98 (retail CD)... 19 Midtown Madness 2... 20 Motocross Madness... 20 MotoRacer 2... 20 MotoRacer 3... 20 NASCAR 3 (retail CD)... 21 NASCAR 4... 21 Need For Speed: Porsche Unleashed.. 22 Oni.... 22 Pac-Man: Adventures in Time... 22 Project Eden... 22 Project IGI... 22 Rally Trophy (Demo)... 23 Return to Castle Wolfenstein... 23 Soul Reaver.... 24 Spiderman... 24 Sports Car GT... 24 StarLancer... 25 Star Wars: Rogue Squadron 3D.. 25 Star Wars: Starfighter... 25 Triple Play 2001.. 26 Tomb Raider Chronicles... 26 Tony Hawk's Pro Skater 3... 27 Unreal Tournament... 27 WarBirds II... 28 World War II Fighters... 29 Worms 2... 29

AirFix Dogfighter

How can I make my joystick work in AirFix Dogfighter on Windows 2000? Paradox Entertainment, the game developer, has released a patch to support joysticks on Windows 2000.

Allegiance

Why does my ship always roll when I use my WingMan Interceptor? The default assignment of POV2 in the game is "roll". We recommend deleting the POV2 setting and using the "SHIFT+LEFT" and "SHIFT+RIGHT" keyboard commands to roll instead.

Colin McRae Rally 2.0

Why are the forces so strong on my WingMan Formula Force when I play Colin McRae Rally 2.0 on Windows 2000? The reason for this behavior is that Colin McRae Rally 2.0 uses a feature that is not supported by the WingMan Formula Force device. In Windows 98, we are able to mimic this feature and handle it in the device driver. However, in the much more restrictive Windows 2000 environment, this is not possible. We have sent a mail to the game developer with full details of the problem and a proposed workaround. The WingMan Formula Force GP is fully compatible with the game and does not have this issue. When using a standard Windows Joystick (e.g. 3 axis 4 button joystick such as WingMan Attack, or WingMan Formula GP), none of the options to change analog/digital settings are available within the game. When using the joystick, the steering will be digital - i.e. hard left or hard right only. If you would like to change this behavior, the game developer recommends setting up your joystick as a flight yoke - e.g. 2 axis 4 button flight yoke. This should enable you to play with analog settings. For best performance, you should set the acceleration and braking to analog also. When I run the game I get an error in the HID.DLL file. How do I fix this? You need to extract the HID.DLL file from the Windows 98 cabs. To copy this file in to the "C:\Windows\System\" directory and overwrite the existing HID.DLL, please follow the instructions below. Place the Windows 98 CD in the CD ROM drive. Click "Start", then "Run". in the "Open" command line, type SFC and click "OK". Click on "Extract one file" and enter HID.DLL. Now click on the "Start" button. Where it says "Restore from", enter the location of the Windows 98 CD. If your CDROOM drive is letter "D", it would read "D:\Win98". 6. You don't need alter the "Save file in" item. Click "OK". 7. Now it will ask you to back up the HID.DLL file. Make a note of the directory if need be, click "OK", then click "Yes" to create the folder. 8. Now restart your PC and everything should work correctly. 1. 2. 3. 4. 5.

Change the MORROWIND.INI file to the following: Use Joystick=1 Joystick X Turns=0 ; X=1, Y = 2, Z = 3, XRot = 4, YRot = 5, ZRot = 6 Joystick Look Up/Down=6 Joystick Look Left/Right=3

Enemy Engaged

Why does the throttle in Enemy Engaged cause a hover-hold problem? We found a game note in the readme file which refers to hover-hold. Our understanding from the document is that hover-hold adjusts the collective to zero the vertical velocity, in order to make control easier for those using a keyboard. If you are using a throttle control on a game controller, you have to adjust the collective manually. This appears to be the way the game was designed to function. Using the keyboard throttle for collective instead of joystick cures the problem. Throttle dead zone and sensitivity settings make no difference.

European Air War

Why is the force feedback disabled? This is a problem with earlier revisions of the game. To resolve the issue, ensure you have the revision 1.2 patch from Microprose.

F(CD Release)

I cannot get "separate pedal mode" for my WingMan wheel to work in F1 2000. Why? Unfortunately, separate pedal mode for wheels will not work under Windows 2000/XP at this point in time. The reason for this is that the game does not read the "S0" axis under these operating systems.

F(CD version)

Why cant I get force feedback in the game? The original CD version of the game does not have force feedback implemented. However, EA has added force feedback support to the game via a patch. How do I configure manual gear change in the game? For F1 2001, even after you have "Shifting Assistance" to "Off" in the "Options-Difficulty" menu, you still have to manually assign the paddles to be used for shifting in the game. Use the following instructions. 1. 2. 3. 4. 5. 6. 7. Select "Options". Select "Controls". Ensure that Logitech controller is selected in the "Controls". Click the "Controls" icons. Click the "keyboard" icon to see the "Action-Configuration" table. In this table, click the "Shift Up" table entry, then click the paddle shift to be assigned. In this table, click the "Shift Down" table entry, then click the paddle shift to be assigned.

Grand Prix 4

We have received questions from users trying to configure separate pedals in Grand Prix 4 (GP4). There are a few ways to go about this; below is one method that involves creating what the game calls a "user set". 1. Ensure the wheel is set up for separate axes in Game Controllers at ID. 2. Start GP4. 3. GP4 seems to read the control axes data to navigate the menus. This can lead to scrolling/flickering of the menus. According to some information in the news groups, this behavior can be disabled as follows: ! From the Main menu, click "Workshop", Utilities", then "Menu setup". ! Un-check "Shows tooltips". 4. Now assign the various axes in the game. ! From the Main menu, click Options", then "Controls" 5. Click "Advanced".

6. 7. 8. 9. 10.

Click "Choose control method". Click on one of the "Not Used" user sets. When prompted for the type of controller, select "Wheel". You can enter a name for the control set being created (optional). The next step involves assigning each of the axis in the user set as follows To assign steering: a. Click "Steering". b. Click "Steering device" drop down list on the right hand side. c. Select controller A from the list, a new window will open. d. Select the "X Axis". e. Click "OK". To assign accelerate: a. Click "Accelerate/brake". b. Click "Acceleration device" drop down list on the right hand side. c. Select "Controller A" from the list, a new window will open. d. Select the "Z Axis". e. Click "OK". To assign brake: a. Click "Accelerate/brake". b. Click "Acceleration device" drop down list on the right hand side. c. Select "Controller A" from the list, a new window will open. d. Select the "IRZ Axis". e. Click "OK".
11. You can save the file if required. 12. The next step is to calibrate. Follow the instructions displayed by the game.

Grand Prix Legends

Grand Prix Legends, better known as GPL, is a legendary car simulator that is known to be very accurate. Properly set up, it is a pleasure to drive with the Logitech MOMO Force wheel. However, there are a few pitfalls using GPL which are pointed out below. If you want to use your MOMO Force with GPL, it is highly recommended that you have at least WingMan Software 4.11C installed. The 4.10 and earlier 4.11 releases had a number of problems with this wheel, which resulted in bad force feedback effects or imprecise centering. Settings for CORE.INI GPL does not support force feedback out of the box. It requires a patch, along with modifications of the CORE.INI file, located in the install directory of the game. After updating GPL with the 1.2 patch, rename the CORE.INI.SAMPLE file to CORE.INI and then edit it to manually enable force feedback. While you're at http://www.papy.com downloading the patch, it might be a good idea to get either the D3D patch or the OpenGL patch, which will enable your 3D-accelerated graphics card to assist drawing the game's images. Without those patches, GPL will draw with software rendering, which looks antiquated. In regards to the configuration file settings, there is a wealth of knowledge on the web. The force-related parameters depend on device, system, and also to a big extent, personal preferences. http://eaglewoman.simracing.dk/gpl/core-ini.htm has an extensive list of the parameters in CORE.INI and their meanings.

Harry Potter and the Sorcerer's Stone
The game is really meant to be controlled with a mouse and keyboard, not a joystick or gamepad. Within the game options, you can configure button settings, but there doesnt appear to be a way to set the axes of the controller to move the game character. It is possible to assign gamepad or joystick D-Pad/POV to the character movement, but this does not allow two movement actions at once. This means the character cannot move forward and left (or right) at the same time. It's possible to custom configure WingMan Profiler to set the controller axes to mouse movements, but using this method is still very limited and control is difficult. All attempts to use a gamepad or joystick in this game met with poor results. It's highly recommended to use mouse and keyboard control. NOTE: The game does not support force feedback or rumble effects.

High Heat Baseball

When using a WingMan game controller, only some of the buttons work and they don't correspond to what's listed in the manual. What's wrong? Unfortunately, High Heat Baseball does not have full support for most game controllers. At this time, the only WingMan controller directly supported by the game is the WingMan Gamepad (black model). If the game does not detect a specific controller, it will default to 4-button control. On the RumblePad and Action Pad, the active buttons are A, B, C, and X. Use the manual to reference the controls as follows: A button on gamepad B button on gamepad C button on gamepad X button on gamepad RED button in manual BLUE button in manual Yellow button in manual Green button in manual

Hitman Codename 47

How can I configure Hitman: Codename 47 to use my WingMan gamepad or joystick? Unfortunately, Hitman: Codename 47 does not support the use of joystick- or gamepad- type controllers. Also, according to Eidos' web site, there are no plans at this time for patches that will include support for these devices.

IL2-Sturmovik

Why cant I get my POV 2, or POV 3 to work on my WingMan Interceptor joystick? The WingMan Interceptor has three POVs under Windows 2000. Some of the demo versions of this game do not allow assignment of commands beyond the first POV,i.e. you cannot assign commands to POV2 or POV3. There is a utility called POSWDM from Microsoft that should help you confirm the correct operation of the POVs.

Independence War 2

This game uses a non-standard game launch mechanism and it might be hard for most users to determine the filename for the profile. You may have to launch the game from the Start Menu, desktop shortcut or the CD. One this to try is creating the profile to point to the LOADER.EXE file in the BIN\RELEASE directory. Also, WingMan Software versions after 4.10 contain a feature for "persistent" profiles that allows you to manually activate profiles. This should allow a more general work around solution for users when you encounter this type of game. Independence War 2 also has an INI file that users can edit in Notepad to create assignments for buttons. Why cant I get Force Feedback Effects on my WingMan Force under Windows 98? WingMan Force is an older force feedback device that can only support 8-9 forces at a time. Independence War 2 tries to download 22 effects to the controller, which exceeds the limitation of the controller. Newer devices such as WingMan Force 3D, WingMan Strike Force 3D, and RumblePad should not have this problem.

You should be now able to use the left mini-joystick for moving the character in the game, and the right mini-joystick for "mouse look".

Madden 2000

Why doesnt my RumblePad control the same way as the Microsoft Sidewinder does? The game was made to recognize and utilize the Microsoft Sidewinder gamepad in a much different way than most other controllers. Madden 2000 was developed prior to the release of the WingMan RumblePad, and no customizations were done. For this reason, Madden 2000 sees the WingMan RumblePad as a standard nine button controller, and buttons A, B, C, X, Y, Z are treated as 1, 2, 3, 4, 5, 6. All nine buttons are used, but because of the special configuration in the case of the Microsoft Sidewinder gamepad, there is no way to make a profile which will emulate the control method exactly.
Why dont I get force feedback effects when playing MDK 2? It is unfortunate that game developers do not typically list the support of forces or rumble, on the game boxes, so it's difficult to tell which games may or may not support these features. Unfortunately, MDK 2 does not ship with force feedback support. However, there is a update available from the MDK 2 official web site that adds support to the game.

Mechwarrior 4

How can I assign functions to the hat (POV) switch? Unfortunately, Mechwarrior 4 does not allow functions to be assigned to the hat (POV) switch. This control is reserved for the built-in game functions.
Medal of Honor Allied Assault
What types of game controllers does Medal of Honor: Allied Assault support? It supports Mouse & Keyboard. Here is the official statement from the EA website regarding gamepad/joystick support. Can a joystick or gamepad be used to play the game? No, Medal of Honor: Allied Assault does not support gamepads or controllers and will be unable to detect and configure them properly. Medal of Honor: Allied Assault uses the standard First Person Shooter keyboard layout (WASD movement.)
The default control for move forward is "W," strafe left is "A," move back is "S" and strafe right is "D". However, since the game uses the Quake engine there may be some undocumented method to enable joystick/gamepad support. www.planetquake.com is a good source for game configurations based on the Quake engine.

Metal Gear Solid (retail CD)
Why am I not getting force feedback effects. Why? Unfortunately, the PC version of the game does not support force feedback effects.
Microsoft Combat Flight Simulator
The game should work well with Logitech force or non-force feedback joysticks. For force feedback and rumble effect devices, the game supports Directional Force Feedback. From time to time we get questions from users who have problems assigning axes in Combat Flight Simulator. Here is a list of steps that will allow you to set the axis configuration for a "standard" joystick with twist control (e.g. WingMan Extreme Digital 3D, WingMan Force 3D, WingMan Strike Force 3D) 1. Open the settings page and ensure auto rudder is disabled. 2. Open the customize control tabs and select "WingMan Force 3D" as the control device 3. For each device, confirm that the "null zone" and "sensitivity" settings are reasonable. (If in doubt, use the "reset defaults" button.) 4. Select the assignment tab. 5. Scroll down the list to after the half way point until you see the axis assignment area. 6. Confirm the settings are as follows: Ailerons Elevator Rudder Throttle Axis01 Axis02 Axis03 Axis04
Microsoft Flight Simulator 2002
The game is very sensitive with the WingMan Force 3D and the WingMan Strike Force 3D, moving the plane with the slightest touch. Control of this nature is good for experienced users, but could present a learning curve for novice players of flight sims. The game comes with a Sensitivity setting for joystick control which some players may find helpful. Force Feedback effects are well represented, with the stick pushing and pulling during flight. The rumbling effect of the stick while taxiing on the runway is a bit harsh, but the same effect is seen on other manufacturers controllers (Microsoft, Saitek, etc.) What kind of game controllers does Microsoft Flight Simulator 2002 support? Joysticks Does Microsoft Flight Simulator 2002 force feedback or rumble effects? Yes, it supports "Directional Force Feedback".
How do I verify that Microsoft Flight Simulator 2002 is set up to use a "joystick" type game controller? 1. Launch Microsoft Flight Simulator 2002. 2. Click on "Settings". 3. This should bring up the "Controls" dialog, and the "Enable Joystick" checkbox should be checked. How do I verify that Force Feedback is enabled in Microsoft Flight Simulator 2002? 1. Launch Microsoft Flight Simulator 2002. 2. Click on "Settings". 3. This should bring up the "Controls" dialog. Click on the "Joystick Forces" button. 4. The "Enable Force Feedback" checkbox should be checked. How do I verify that my Microsoft Flight Simulator 2002 is setup to use my WingMan game controller? 1. 2. 3. 4. Launch Microsoft Flight Simulator 2002. Click on "Settings". This should bring up the "Controls" dialog. Click on the "Assignments" button. This should bring up the "Controls-Assignments" dialog. Select the "Joystick Axes" tab.

The following table illustrates the original and standard Axes settings to use a game controller with Microsoft Flight Simulator 2002. Assignment List Ailerons Axis Elevator Axis Rudder Axis Throttle Axis Axis X-Axis Y-Axis Rudder Throttle
Microsoft has a couple of really useful Knowledge base articles on this game. You can find them at the following locations. Microsoft Knowledge Base Article - Q315926 http://support.microsoft.com/default.aspx?scid=kb;en-us;Q315926 Microsoft Knowledge Base Article - Q315941 http://support.microsoft.com/default.aspx?scid=kb;[LN];Q315941
Microsoft Flight Simulator 98 (retail CD)
This game does not do a very good job of assigning reasonable game functions to devices that have more than the basic "three axis and 4 button" type of controls. As a result it is a good idea to review the game's documentation for setup instructions to see how the controls are assigned to your device. The in-game configuration capability is very good, so it should be fairly easy to change the configuration if you wish. The help documentation on game configuration is also good and should answer most questions. The game supports basic aerodynamic flight force feedback effects, and these effects also work on "rumble" type devices. If you change the control assignments from within the game, please be sure to duplicate the changes in the WingMan Profiler, otherwise your control assignments may not work properly.
Why are my controls not correctly assigned to the device? See the menu item "Options->Custom Controls". Ensure the Logitech device is the selected control device. Go to the "Assignment" tab and scroll to the end of the list to review how the axes are assigned. A common assignment will be as follows: Assignment List Ailerons Axis Elevator Axis Rudder Axis Throttle Axis Axis Axis01 Axis02 Axis03 Axis04
The game allows you to change these settings in this dialog. Read the help file carefully for details. Why doesnt my rudder work? Check that the rudder control option is enabled. Go to the menu item "Aircraft->Aircraft Settings" and select the "Realism" tab. The "auto-coordination" control is used to enable/disable the rudder.

Midtown Madness 2

Why doesnt the game respond to my Profiler settings? Midtown Madness 2 has three different settings for control within the game (gamepad, joystick, and wheel). From within the game, you need to make sure that you have customized the setting properly according to the controller type that you are going to use. Then prior to starting the game, choose the appropriate Midtown Madness 2 profile for that controller type.

Motocross Madness

Why cant I feel any force feedback effects in the game? Unfortunately, the first version of Motocross Madness was created when Force Feedback was still in its infancy. The game uses a type of force feedback that is specific to Microsoft game controllers, and will not work with non-Microsoft devices. However, Motocross Madness 2 incorporates a more standard version of force feedback and works properly with all WingMan Force Feedback game controllers.

MotoRacer 2

Why cant I feel any force feedback effects in the game? Unfortunately, this game was developed when force feedback was still in its infancy. The game uses two different methods of force feedback which were not truly "standard" at the time, and will work with only a few force feedback-capable game controllers.

MotoRacer 3

Joystick/Gamepad support is disabled by default. Upon launching the game, a setup screen appears. Click the tab for "Controllers", and select the bottom-left checkbox to enable Joystick controls. The controller setup window allows very easy customization of practically any axis or button to the available functions within the game. Control within the game is very responsive and it accepts the full analog range of the controller for steering. What types of devices are supported by MotoRacer 3 (i.e. joysticks, gamepads, steering wheels)? MotoRacer 3 supports gamepad & joystick types of controllers. Does MotoRacer 3 support force feedback or rumble effects? Unfortunately, MotoRacer 3 does not support force feedback or rumble effects.

NASCAR 3 (retail CD)

Why are my axis assignments incorrect? The default configuration of NASCAR 3 is a little strange (buttons are assigned to accelerate/brake, joystick selected by default, etc.). To assign the axis as you want it, follow the steps below. 1. Ensure the wheel is confiured to report pedals as combined in the game controllers "Settings" page. 2. In NASCAR 3 go to the Options" dialog. Move wheel and pedals to limits to calibrate X and Y axis. 3. In the "Options" dialog, select the "accelerate" control -- move the accelerator pedal to make the assignment. 4. In the "Options" dialog, select the "breaking" control -- move the brake pedal to make the assignment.

Project Eden

RumblePad & Cordless RumblePad users can assign the right mini joystick for forward/backward movement. The game reads the rZ axis, but not the s0 axis. What this means is that you have to move the right mini joystick left/right in order to get forward/backward movement. To resolve this issue, you can use Profiler to re-map the axis right axis Y to X. What types of devices are supported by Project Eden? Project Eden supports gamepad type game controllers. Does Project Eden support force feedback or rumble effects? Yes. Project Eden supports "Rumble" type effects.

Project IGI

How can I configure Project: IGI to use my gamepad or joystick? Unfortunately, Project: IGI does not support the use of joystick or gamepad type controllers. Also, according to Eidos' web site, there are no plans at this time for patches that will include support for this feature.

Rally Trophy (Demo)

Does combined and separate pedals mode work? Our investigation seems to show that both separate and combined pedals do work correctly in the game. i.e. you can make the required selection of pedal mode in the custom control panel, start the game, and the game detects the appropriate pedal behavior automatically. However, the configuration screen UI does not change to reflect that separate or combined pedals mode is selected. This means you should not be distressed by the fact that the UI has not been updated. It is also possible that you may make some changes in the game configuration screen that can disable the pedal settings. However, clicking the "reset" button in the input mapper configuration screen should always restore things to working state. Using Combined Pedals To use combined pedals, do the following: 1. Selected "Combined" pedals mode in the control panel. 2. In Rally Trophy, click Options, then "Controls" and "Configure Controller". 3. Click the "Reset" button. This will reset the settings as follows. Combined Pedals Accelerator Brake Accelerate & Brake -----
The controller should now work in combined mode. Using Separate Pedals To use combined pedals, do the following. 1. Uncheck "Combined" pedals mode in the control panel. The controller is now in separate pedals mode. 2. In Rally Trophy, click Options, then "Controls" and "Configure Controller". 3. Configure as follows: a. Double click the three dashes (---) to the left of "Accelerator". These dashes will turn green. b. Click "Accelerate" from the available options on the bottom left hand side. c. Double click the three dashes (---) to the left of "Brake". These dashes will turn green. d. Click "Brake" from the available options on the bottom left hand side.

Return to Castle Wolfenstein
The following information is the official response from Activision about joystick/gamepad support in Return to Castle Wolfenstein. This game does not provide direct support for joysticks, meaning there is no way to enable a joystick in the shell of the game. However, as the game uses the Quake III: Team Arena engine, the legacy commands for joystick support are still present in the console and for the most part are still functional. We did not test these console commands though, and cannot make any claim that the joystick functions work accurately.
If you are interested in trying to enable game controller support on your own, please review the web sites below. Activision does not provide any support for joysticks in this game and makes no claims as to their functionality. www.planetquake.com www.3dactionplanet.com/wolfenstein

Soul Reaver

The game appears to be set for gamepad support by default. This can be turned off within the game options. The options also allow the mapping of up to 10 functions to the gamepad buttons. In Windows 98/ME, the controls work adequately when using the D-Pad. When using the analog stick, controls are overly sensitive. The slightest movement will be detected and cause the character to move. This also means that if the analog stick is slightly off center, even when the stick is resting, the character continues to move. The game does not appear to work in Windows 2000/XP. The character in the game continues to run in circles, sometimes changing direction when the analog stick or D-Pad is pressed. Even without a controller connected, the character on the screen continues to run in circles for no reason. What types of devices are supported by Soul Reaver (i.e. joysticks, gamepads, and steering wheels)? This game was designed to use a Gamepad type game controller. Does the game support force feedback or rumble effects? Unfortunately, Soul Reaver does not support force feedback, nor Rumble type effects.

Spiderman

This game works well with an analog stick and button response is good. The default settings are odd for the button layout, but they can be changed within the game's Controller Configuration options. What kinds of game controllers are supported by Spiderman? Gamepad Does Spiderman support force feedback or rumble effects? Yes, it supports "Rumble" effects. The RumblePad responds well and emits light rumble effects during fights and when jumping.

Sports Car GT

Why does the game crash to the desktop when I try to use my WingMan Force Feedback game controller? There appears to be an memory conflict issue with Sports Car GT when it attempts to load force feedback effects and is set to a high video resolution (1024x786). This issue is not specific to WingMan game controllers, and will probably happen with any force feedback controller. To get the game to load, either disable force feedback, or lower the video resolution setting. Are the force effects in Sports Car GT weak, or is it just me? No, it's not you. The forces implemented in the game are not as strong as most of the other racing titles on the market.

StarLancer

Why dont I get any force feedback effects in StarLancer with my WingMan game controller? This issue only exists under Windows XP. The reason the game is not producing force feedback is because it tries to access the devices' registry keys with KEY_ALL_ACCESS permissions. Under Windows XP, this is not allowed for security reasons. To resolve this issue, run the game in Windows 2000 compatibility mode. To enable compatibility mode, use the following instructions. 1. 2. 3. 4. Right-click on the StarLancer shortcut. Select "Properties". Go to the "Compatibility" tab. Under "Compatibility mode", mark the check box labelled "Run this program in compatibility mode for:", and select "Windows 2000" from the drop down list.
Star Wars: Rogue Squadron 3D
What types of game controllers are supported by Star Wars Rogue Squadron 3D? It supports joystick & gamepad How can I configure my WingMan Attack 2 in Star Wars: Rogue Squadron 3D? 1. Launch the game; a small menu of choices appears. 2. Click "Hardware", "Joystick Options" then "Calibrate" page to ensure the WingMan Attack 2 device is correctly selected. (The WingMan Attack 2 is an "auto-calibrated" device so there is no need for manual calibration.) 3. Start the game. 4. Select the "Settings", then "Joystick" page. This page will allow you to configure the various axis and button settings. For these axes on the WingMan Attack 2 we recommend: Pitch Up/Down Turn Left/Right Thrust/Brake Y Axis X Axis Z Axis Moving the stick forward/back Moving the stick left/right The throttle on the joystick
Start with this setting. The configuration screen also allows you to assign buttons to various game functions. For a joystick it would make sense to re-assign the trigger as the primary weapon button. There are also options to invert axes that you might like to experiment with at a later stage. These instructions could also be used for other joysticks.

Star Wars: Starfighter

The game works very well with a Dual Stick Gamepad or Flight stick. The control is very crisp and responsive when tested with the WingMan RumblePad and the WingMan Force 3D controllers. Controller settings are available from the launch menu. Before clicking to "Start Game", you can go to the Options area and customize nearly all controller functions to game commands. These 'profiles' for the controls can be loaded and saved, and there are a number of pre-made configurations that are installed with the game. What types of game controllers are supported Star Wars: Starfighter? It supports Gamepad & Joystick type devices.

Does the game support force feedback or rumble effects? This game does not have forces. The game may default the Roll function of the ship to the Z axis, which is the throttle on most controllers. This can cause the ship to constantly spin while in game. It's recommended prior to playing to go to the options and customizes the control. WingMan RumblePad: You may want to set Roll for the right stick left/right. WingMan Force 3D: You may want to set Roll to the twist axes of the device. To accomplish the items above, do the following. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. Launch Star Wars: Starfigher. Select "Options". Choose "Configuration Options". Click on the "Joystick" tab. Under the "Input Device" section, select your device from the drop down list. Click the "Configure Game Controller" button. Note: Make sure that the throttle control is set to the center position. Click the "Roll" field (If something appears right away, cancel and reset the throttle selection to center and try again). Move the axis that you would like the "Roll" command assigned to (The "Roll" field should fill in with the name of the axis). Choose "Apply". Give your new configuration a name and click "Save". Click "OK".

Triple Play 2001

The game appears to default to keyboard control and has no noticeable controller configuration options in the main menu areas. In order to use a game controller, the user must start a game. Once the game begins, pressing the ESC key pauses the game and brings up an in-game option menu. Within the in-game options is a Select Controller option, which can be used to select any detected game controllers. Once the game controller is set, it appears to work without issues. The basic functions are preset and there are no options to modify or change the functionality of the game controller. The stick/pad moves the player and makes selections. Buttons perform action functions such as pitching, throwing, batting, bunting, picking off runners, etc. No specific control problems noted. What kinds of game controllers are supported by Triple Play 2001? Gamepad Does Triple Play 2001 support force feedback or rumble effects? No.

Edit USER.INI as follows: JoyX=Axis astrafe speed=2 JoyY=Axis aBaseY speed=2 JoyZ= JoyR=Axis aturn speed=2 JoyU=Axis aLookUp speed=-2 JoyV= Notes: Changes from the game defaults are needed to enable the RUV deadzone to stop the character spinning, and set the axis scale to same for all gamepad axes. The bottom line is that with these settings the mini joystick is OK for character movements, but they are not as accurate or as fast for aiming as a mouse is. It is possible to get reasonable performance using the gamepad for character movement, but use the mouse for aiming. Some other useful links on UT joystick usage: http://unreal.epicgames.com/ReadMe.htm http://www.co30.com/AGUfaq_v002c.htm#joystick Here are some assignments for Unreal Tournament to properly use both joysticks. The main thing to remember is this: JoyX is for stick 1 left/right(x axis) JoyY is for stick 1 up/down(y axis) JoyR is for stick 2 left/right (j2 x axis) JoyU is for stick 2 up/down (j2 y axis) The throttle is probably joyz or joyv. I have not tried it yet. JoyX=Axis aStrafe speed=4 JoyY=Axis aBaseY speed=10 JoyZ= JoyR=Axis aBaseX speed=3 JoyU=Axis aLookUp speed=-2.2 JoyV= Aliases[2]=(Command="Axis aBaseY Speed=+300.0",Alias=MoveForward) Aliases[3]=(Command="Axis aBaseY Speed=-300.0",Alias=MoveBackward) Aliases[4]=(Command="Axis aBaseX Speed=-150.0",Alias=TurnLeft) Aliases[5]=(Command="Axis aBaseX Speed=+150.0",Alias=TurnRight) Aliases[6]=(Command="Axis aStrafe Speed=-300.0",Alias=StrafeLeft) Aliases[7]=(Command="Axis aStrafe Speed=+300.0",Alias=StrafeRight) Turning on mouse smoothing in the game helped a lot when using the WingMan software to assign a mouse axis.

WarBirds II

Why is my force feedback joystick unstable when Im flying on auto-pilot? Pressing the "x" key enables the auto-pilot mode and you would expect flight to be somewhat stable in this mode. However, trim forces in the game are generated using a Y axis spring with 0 dead-band (i.e. you feel resistance moving forward/back, but none on left/right movement). 0 dead-band means the spring is very sensitive. As a result, the joystick has a tendency to easily move left/right whenever the joystick moves outside the center position. When you remove your hand from the stick (so that you hand no longer restricts the movement of the stick) this can result in an oscillation in the joystick handle for the WingMan Force 3D.
The behavior on the WingMan Strike Force 3D will be different as the product has a "deadman" switch (i.e. forces are not played on the stick when you remove your hand). The game does not appear to program any centering spring force. In the custom control panel there is an option that allows you to superimpose a centering spring in force feedback games. If you do select this option, the other force feedback effects may be muted, so you might want to boost these force levels beyond the default setting of 50%.

 

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