retrogaming

wing-commander-iii:-“isn’t-that-the-guy-from-star-wars?”

Wing Commander III: “Isn’t that the guy from Star Wars?”


C:ArsGames looks at a vanguard of the multimedia FMV future that never quite came to pass.

It’s Christmas of 1994, and I am 16 years old. Sitting on the table in our family room next to a pile of cow-spotted boxes is the most incredible thing in the world: a brand-new Gateway 66MHz Pentium tower, with a 540MB hard disk drive, 8MB of RAM, and, most importantly, a CD-ROM drive. I am agog, practically trembling with barely suppressed joy, my bored Gen-X teenager mask threatening to slip and let actual feelings out. My life was about to change—at least where games were concerned.

I’d been working for several months at Babbage’s store No. 9, near Baybrook Mall in southeast suburban Houston. Although the Gateway PC’s arrival on Christmas morning was utterly unexpected, the choice of what game to buy required no planning at all. I’d already decided a few weeks earlier, when Chris Roberts’ latest opus had been drop-shipped to our shelves, just in time for the holiday season. The choice made itself, really.

Screenshot of John Rhys-Davies and Mark Hamill in the WC3 intro

Gimli and Luke, together at last!

Credit: Origin Systems / Electronic Arts

Gimli and Luke, together at last! Credit: Origin Systems / Electronic Arts

The moment Babbage’s opened its doors on December 26—a day I had off, fortunately—I was there, checkbook in hand. One entire paycheck’s worth of capitalism later, I was sprinting out to my creaky 280-Z, sweatily clutching two boxes—one an impulse buy, The Star Trek: The Next Generation Interactive Technical Manual, and the other a game I felt sure would be the best thing I’d ever played or ever would play: Origin’s Wing Commander III: The Heart of the Tiger. On the backs of Wing Commander I and Wing Commander II, how could it not be?!

The movie is on my computer!

It’s easy to pooh-pooh full-motion video games here in 2026; from our vantage point, we know the much-anticipated “Siliwood” revolution that was supposed to transform entertainment and usher interactivity into all media by the end of the millennium utterly failed to materialize, leaving in its wake a series of often spectacularly expensive titles filled with grainy interlaced video and ersatz gameplay. Even the standout titles—smash hits like Roberta Williams’ Phantasmagoria or Cyan’s Riven—were, on the whole, kinda mediocre.

But we hadn’t learned any of those lessons yet in 1994, and Wing Commander III went hard. The game’s production was absurdly expensive, with a budget that eventually reached an unheard-of $4 million. The shooting script runs to 324 printed pages (a typical feature film script is less than half that long—Coppola’s working script for The Godfather was 136 pages). Even the game itself was enormous—in an era where a single CD-ROM was already considered ludicrously large, WC3 sprawled ostentatiously across four of the 600MB-or-so discs.

Photograph of WC3's original CD-ROMs.

Still got these damn things in my closet after all these years.

Credit: Lee Hutchinson

Still got these damn things in my closet after all these years. Credit: Lee Hutchinson

Why so big? Because this was the future, and the future—or so we thought at the time—belonged to full-motion video.

The Wing Commander III opening cinematic in all its pixelated glory.

That’s Wing Commander III’s epic opening cinematic, upscaled for YouTube. Even without the upscaling and watching it on a 15-inch CRT, I was entranced. I was blown away. Before the credits were done rolling, I was already on the phone with my buddies Steve and Matt, telling them to stop what they were doing and get over here immediately to see this thing—it’s like a whole movie! A movie, on the computer! Surely only Chris Roberts could conceive and execute such audacity!

And what a movie it was, with an actual-for-real Hollywood cast. Malcolm McDowell! John Rhys-Davies! Jason Bernard! Tom Wilson! Ginger Lynn Allen, whom 16-year-old me definitely did not want his parents to know that I recognized! And, of course, the biggest face on the box: Luke Skywalker himself, Mark Hamill, representing you. You, the decorated hero of the Vega campaign, the formerly disgraced “Coward of K’Tithrak Mang,” the recently redeemed savior of humanity, now sporting an actual name: Colonel Christopher Blair. (“Blair” is an evolution of the internal codename used by Origin to refer to the main character in the previous two Wing Commander titles—”Bluehair.”)

Screenshot of Malcolm McDowell as Admiral Tolywn

I’d watch Malcolm McDowell in anything. Malcolm McDowell is my cinematic love language.

Credit: Origin Systems / Electronic Arts

I’d watch Malcolm McDowell in anything. Malcolm McDowell is my cinematic love language. Credit: Origin Systems / Electronic Arts

Once the jaw-dropping intro finishes, the player finds Colonel Blair as the newly invested squadron commander aboard the aging carrier TCS Victory, wandering the corridors and having FMV conversations with a few other members of the carrier’s crew. From there, it’s a short hop to the first mission—because beneath all the FMV glitz, Origin still had to provide an actual, you know, game for folks to play.

Through a rose-tinted helmet visor

The game itself is…fine. It’s fine. The polygonal graphics are a welcome step up from the previous two Wing Commander titles’ bitmapped sprites, and the missions themselves manage to avoid many of the “space is gigantic and things take forever to happen” design missteps that plagued LucasArts’ X-Wing (but not, fortunately, TIE Fighter). You fly from point to point and shoot bad guys until they’re dead. Sometimes there are escort missions, sometimes you’re hitting capital ships, and there’s even a (very clunky) planetary bombing mission at the very end that feels like it directly apes the Death Star trench run while doing everything it can to shout “NO THIS IS NOT STAR WARS THIS IS VERY DIFFERENT!”

Screenshot of Mark Hamill saluting badly

That salute is… definitely a choice.

Credit: Origin Systems / Electronic Arts

That salute is… definitely a choice. Credit: Origin Systems / Electronic Arts

The space combat is serviceable, but the game also very clearly knows why we’re here: to watch a dead-eyed Mark Hamill with five days of beard stubble fulfill our “I am flying a spaceship” hero fantasies while trading banter with Tom Wilson’s Maniac (“How many people here know about the Maniac? …what, nobody?!”) and receiving fatherly advice from Jason Bernard’s Captain Eisen. And maybe, just maybe, we’d also save the universe and get the girl—either Ginger Lynn’s chief technician Rachel Coriolis or fellow pilot “Flint” Peters, played by Jennifer MacDonald.

(Perhaps unsurprisingly, given the primary purchasing demographic, players tended to overwhelmingly choose Rachel—though this might also have something to do with the fact that if you don’t choose Rachel, you can’t customize your missile loadout for some important missions near the end of the game).

Screenshot of the player picking a love interest

Who doesn’t enjoy a good old-fashioned space love triangle?

Credit: Origin Systems / Electronic Arts

Who doesn’t enjoy a good old-fashioned space love triangle? Credit: Origin Systems / Electronic Arts

Worth a revisit? Definitely!

I will let others more qualified than me opine on whether or not Wing Commander III succeeded at the game-y things it set out to do—folks looking to read an educated opinion should consult Jimmy Maher’s thoughts on the matter over at his site, The Digital Antiquarian.

But regardless of whether or not it was a good game in its time, and regardless of whether or not it’s an effective space combat sim, it is absolutely undeniable that it’s a fascinating historical curiosity—one well worth dropping three bucks on at the GOG store (it’s on sale!).

There are cheats built into the game to help you skip past the actual space missions, which range in difficulty from “cream puff” to “obviously untested and totally broken” because just like in 1994, what we’re really here for is the beautiful failed experiment in interactive entertainment that is the movie portion of the game, especially when Malcolm McDowell shows up as Admiral Tolwyn and, in typical Malcom McDowell fashion, totally commits to the role far beyond what would have been required to pull it off and turns in his scenery-chewing best. (He’s even better in Wing Commander IV, though we’ll save that for another day.)

You could find a worse way today to spend those three bucks. Slap on that flight suit, colonel—the galaxy isn’t going to save itself!

Photo of Lee Hutchinson

Lee is the Senior Technology Editor, and oversees story development for the gadget, culture, IT, and video sections of Ars Technica. A long-time member of the Ars OpenForum with an extensive background in enterprise storage and security, he lives in Houston.

Wing Commander III: “Isn’t that the guy from Star Wars?” Read More »

celebrated-game-developer-rebecca-heineman-dies-at-age-62

Celebrated game developer Rebecca Heineman dies at age 62

From champion to advocate

During her later career, Heineman served as a mentor and advisor to many, never shy about celebrating her past as a game developer during the golden age of the home computer.

Her mentoring skills became doubly important when she publicly came out as transgender in 2003. She became a vocal advocate for LGBTQ+ representation in gaming and served on the board of directors for GLAAD. Earlier this year, she received the Gayming Icon Award from Gayming Magazine.

Andrew Borman, who serves as director of digital preservation at The Strong National Museum of Play in Rochester, New York, told Ars Technica that her influence made a personal impact wider than electronic entertainment. “Her legacy goes beyond her groundbreaking work in video games,” he told Ars. “She was a fierce advocate for LGBTQ rights and an inspiration to people around the world, including myself.”

The front cover of

The front cover of Dragon Wars on the Commodore 64, released in 1989. Credit: MobyGames

In the Netflix documentary series High Score, Heineman explained her early connection to video games. “It allowed me to be myself,” she said. “It allowed me to play as female.”

“I think her legend grew as she got older, in part because of her openness and approachability,” journalist Ernie Smith told Ars. “As the culture of gaming grew into an online culture of people ready to dig into the past, she remained a part of it in a big way, where her war stories helped fill in the lore about gaming’s formative eras.”

Celebrated to the end

Heineman was diagnosed with adenocarcinoma in October 2025 after experiencing shortness of breath at the PAX game convention. After diagnostic testing, doctors found cancer in her lungs and liver. That same month, she launched a GoFundMe campaign to help with medical costs. The campaign quickly surpassed its $75,000 goal, raising more than $157,000 from fans, friends, and industry colleagues.

Celebrated game developer Rebecca Heineman dies at age 62 Read More »

modder-injects-ai-dialogue-into-2002’s-animal-crossing-using-memory-hack

Modder injects AI dialogue into 2002’s Animal Crossing using memory hack

But discovering the addresses was only half the problem. When you talk to a villager in Animal Crossing, the game normally displays dialogue instantly. Calling an AI model over the Internet takes several seconds. Willison examined the code and found Fonseca’s solution: a watch_dialogue() function that polls memory 10 times per second. When it detects a conversation starting, it immediately writes placeholder text: three dots with hidden pause commands between them, followed by a “Press A to continue” prompt.

“So the user gets a ‘press A to continue’ button and hopefully the LLM has finished by the time they press that button,” Willison noted in a Hacker News comment. While players watch dots appear and reach for the A button, the mod races to get a response from the AI model and translate it into the game’s dialog format.

Learning the game’s secret language

Simply writing text to memory froze the game. Animal Crossing uses an encoded format with control codes that manage everything from text color to character emotions. A special prefix byte (0x7F) signals commands rather than characters. Without the proper end-of-conversation control code, the game waits forever.

“Think of it like HTML,” Fonseca explains. “Your browser doesn’t just display words; it interprets tags … to make text bold.” The decompilation community had documented these codes, allowing Fonseca to build encoder and decoder tools that translate between a human-readable format and the GameCube’s expected byte sequences.

A screenshot of LLM-powered dialog injected into Animal Crossing for the GameCube.

A screenshot of LLM-powered dialog injected into Animal Crossing for the GameCube. Credit: Joshua Fonseca

Initially, he tried using a single AI model to handle both creative writing and technical formatting. “The results were a mess,” he notes. “The AI was trying to be a creative writer and a technical programmer simultaneously and was bad at both.”

The solution: split the work between two models. A Writer AI creates dialogue using character sheets scraped from the Animal Crossing fan wiki. A Director AI then adds technical elements, including pauses, color changes, character expressions, and sound effects.

The code is available on GitHub, though Fonseca warns it contains known bugs and has only been tested on macOS. The mod requires Python 3.8+, API keys for either Google Gemini or OpenAI, and Dolphin emulator. Have fun sticking it to the man—or the raccoon, as the case may be.

Modder injects AI dialogue into 2002’s Animal Crossing using memory hack Read More »

engineer-creates-first-custom-motherboard-for-1990s-playstation-console

Engineer creates first custom motherboard for 1990s PlayStation console

The nsOne project joins a growing community of homebrew PlayStation 1 hardware developments. Other recent projects include Picostation, a Raspberry Pi Pico-based optical disc emulator (ODE) that allows PlayStation 1 consoles to load games from SD cards instead of physical discs. Other ODEs like MODE and PSIO have also become popular solutions for retrogaming collectors who play games on original hardware as optical drives age and fail.

From repair job to reverse-engineering project

To understand the classic console’s physical architecture, Brodesco physically sanded down an original motherboard to expose its internal layers, then cross-referenced the exposed traces with component datasheets and service manuals.

“I realized that detailed documentation on the original motherboard was either incomplete or entirely unavailable,” Brodesco explained in his Kickstarter campaign. This discovery launched what would become a comprehensive documentation effort, including tracing every connection on the board and creating multi-layer graphic representations of the circuitry.

A photo of the nsOne PlayStation motherboard.

A photo of the nsOne PlayStation motherboard. Credit: Lorentio Brodesco

Using optical scanning and manual net-by-net reverse-engineering, Brodesco recreated the PlayStation 1’s schematic in modern PCB design software. This process involved creating component symbols with accurate pin mappings and identifying—or in some cases creating—the correct footprints for each proprietary component that Sony had never publicly documented.

Brodesco also identified what he calls the “minimum architecture” required to boot the console without BIOS modifications, streamlining the design process while maintaining full compatibility.

The mock-up board shown in photos validates the footprints of chips and connectors, all redrawn from scratch. According to Brodesco, a fully routed version with complete multilayer routing and final layout is already in development.

A photo of the nsOne PlayStation motherboard.

A photo of the nsOne PlayStation motherboard. Credit: Lorentio Brodesco

As Brodesco noted on Kickstarter, his project’s goal is to “create comprehensive documentation, design files, and production-ready blueprints for manufacturing fully functional motherboards.”

Beyond repairs, the documentation and design files Brodesco is creating would preserve the PlayStation 1’s hardware architecture for future generations: “It’s a tribute to the PS1, to retro hardware, and to the belief that one person really can build the impossible.”

Engineer creates first custom motherboard for 1990s PlayStation console Read More »

polish-engineer-creates-postage-stamp-sized-1980s-atari-computer

Polish engineer creates postage stamp-sized 1980s Atari computer

In 1979, Atari released the Atari 400 and 800, groundbreaking home computers that included custom graphics and sound chips, four joystick ports, and the ability to run the most advanced home video games of their era. These machines, which retailed for $549 and $999, respectively, represented a leap in consumer-friendly personal computing, with their modular design and serial I/O bus that presaged USB. Now, 46 years later, a hobbyist has shrunk down the system hardware to a size that would have seemed like science fiction in the 1970s.

Polish engineer Piotr “Osa” Ostapowicz recently unveiled “Atarino,” which may be the world’s smallest 8-bit Atari computer re-creation, according to retro computing site Atariteca. The entire system—processor, graphics chips, sound hardware, and memory controllers—fits on a module measuring just 2×1.5 centimeters (about 0.79×0.59 inches), which is roughly the size of a postage stamp.

Ostapowicz’s creation reimplements the classic Atari XL/XE architecture using modern FPGA (field-programmable gate array) technology. Unlike software emulators that simulate old hardware (and modern recreations that run them, like the Atari 400 Mini console) on a complete computer system of another architecture, Atarino reproduces the original Atari components faithfully at the logic level, allowing it to run vintage software while maintaining compatibility with original peripherals.

The Atarino is only slightly larger than a Polish 1 Grosz coin.

The Atarino is only slightly larger than a Polish 1 Grosz coin. Credit: Piotr Ostapowicz

“The current project is not strictly a clone of Atari but basically, well, I’m forming a machine that is compatible with the Atari 8-bit computer itself, but it was created on the basis of the framework that I created some time ago,” Ostapowicz told Atari Online PL in a January 2024 YouTube interview.

An assortment of some of the Atari 8-bit computer systems released in the 1970s and 80s.

An assortment of some of the Atari 8-bit computer systems released in the 1970s and ’80s. Credit: Atari

The project, which began over a decade ago and was first publicly demonstrated in December 2023, includes a 6502C processor, ANTIC and GTIA graphics chips, POKEY sound chip, and memory controllers onto a single Lattice UP5K FPGA chip. Despite its tiny size, the system can run at clock speeds up to 31 MHz—far faster than the original hardware’s 1.79 MHz.

Smaller, faster, and positioned for future projects

While Atarino maintains broad compatibility with classic Atari software, Ostapowicz says he has enhanced the original design in several ways. For example, the 6502 processor core follows the physical chip specifications but adds new instructions. The memory system uses independent channels rather than the original’s “cycle stealing” approach (where the graphics chip temporarily halts the CPU to access memory), improving performance.

Polish engineer creates postage stamp-sized 1980s Atari computer Read More »