Christopher Blair
The player-created Terran pilot, commonly known by the callsign Blair.
How it plays
The game is played from a first-person cockpit perspective. Missions assign objectives such as destroying enemy fighters, protecting allies, scouting locations, or attacking larger vessels. The pilot manages speed, shields, weapons, targeting, and missile attacks during real-time engagements.
A campaign map presents successive missions, and performance can alter the route through the story. Successful sorties improve the player’s standing and can lead to different assignments, while failure may produce a less favorable campaign path. Combat takes place in open space around waypoints, carriers, and other mission targets.
Plan your run
Stay near mission waypoints and use the radar to avoid losing track of objectives. Against fighters, manage speed and make controlled turns rather than holding a turn continuously.
Preserve missiles for difficult targets and capital-ship attacks. Check shields and damage before committing to another engagement, and remember that mission performance can affect the campaign path.
Meet the cast
The player-created Terran pilot, commonly known by the callsign Blair.
A Terran pilot known by the callsign Maniac and one of Blair’s recurring squadron companions.
A Terran pilot known by the callsign Angel and a prominent member of the squadron.
A veteran Terran pilot known by the callsign Spirit.
The squadron commander who briefs pilots and oversees the campaign.
Before you begin
Use short bursts of gunfire to conserve ammunition and improve accuracy.
Target damaged enemies first, especially when escorting friendly ships.
Editorial context
A landmark DOS space-combat game whose branching campaign and cinematic presentation helped define the genre.
Wing Commander is a science-fiction space-combat simulation developed and published by Origin Systems for DOS in 1990. The player serves as a Terran pilot fighting the Kilrathi in a branching military campaign. Missions combine cockpit combat, navigation, reconnaissance, escort duty, and capital-ship attacks, with a flight model designed to support both keyboard and joystick play. Its cinematic presentation, voiced mission briefings, animated characters, and branching campaign were unusually ambitious for the period. The game was widely praised for making a detailed space simulator approachable while retaining tactical depth, and it became the foundation of one of Origin’s most important franchises.
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