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Crimson Skies

 
Games: Crimson Skies
  • Platform: IBM PC Compatible
  • Release Date: September 19, 2000
  • Genre: Simulation
  • Style: Flight Combat Sim
  • Similar Games: Wings of Destiny (IBM PC Compatible), Red Baron 3-D (IBM PC Compatible)

Game Description

Hop into the cockpit and take to the blue yonder over the devastated landscape of a fictional 1937 America in Crimson Skies. Although well known for detailed, realistic flight simulators, Microsoft takes a slightly more arcade-style approach to flight combat in this release, with an emphasis on fast, furious dogfighting over the realistically sophisticated control schemes found in the Microsoft Flight Simulator titles.

As the notorious air pirate Nathan Zachary, players will defend their airspace from attacks by rival bandits. Zachary flies solo or leads his squadron of privateers through several objective based missions and is always on the lookout for new technology and fighter designs that will help to keep his team on top.

Up to 11 different models of aircraft become available to players over the course of the game. A detailed storyline, supported by mission-specific air chatter and cinematic cut scenes, fleshes out the plot and provides the context and motivation for Nathan Zachary's heroic exploits.
~ T.J. Deci, All Game Guide

Roots & Influences

Microsoft is well known for its series of accurate combat flight simulators as well as commercial aircraft emulators. Crimson Skies is an "alternate history" view of what North American skies might have been like in 1937 after influences of influenza and rampant prohibition bootlegging operations divide the continent via air piracy.

The game is designed by Zipper Interactive, no stranger to combat simulations with their previously released games such as MechWarrior 3 (giant robot) and Recoil (ground vehicle).
~ Michael L. House, All Game Guide

Production Credits

MICROSOFT Creative Direction: Jordan Weisman, Dave McCoy; Program Manager: Laura Fryer; Design Lead: John Howard; Art Lead: Todd Lubsen; Test Lead: Todd Squire; Audio Lead: Ken Kato; Product Planner: Jon Kimmich; Artists: Vic Bonilla Carillo, Mark Forrer, Stuart Compton, Frank Woll, Tom Peters, Ron Lemens, Mark Selander, Lex Story, Edison Girard; 3D Cinema Artist: John Hudgens; Cinema Effects: MS Studios; Sound Designer: David Henry; Soundtrack Composer: Stan LePard; VO Recording and Editing: Soundelux Showorks; UI Development: Brennan Priest, Bob Crocco, Dan Foy, Mike Lyons, Damien Neff, Jesse Janosov; Testers: Erika Carlson, Chris Chamberlain, Joseph Mullenix, Michelle Gamboa Stenson, Matt Alderman, Ramon Romero; Configuration: Paul Gradwohl, Harold Ryar, Dan Hitchcock; User Education: Dana Fos, Chris Lassen, Eric Nylund; Marketing: Chris Cocks, Peter Parsons; IP Team: Tim O'Brien, Derek Carroll, James D. Maliszewski, Vaughn Morrow, The WebForge LLC; Localization: Laurence Krzemien-Smith, Kazuyuki Shibuya, Paul Delany, Jonathon Young, Takayoshi Asahina, Toshio Sato, Kazuyuki Kumai, Kaoru Ito, Michael Ivory, Suzanne Boyland, John O'Sullivan, Kerrie Power, Victoria Olson; Game Tech: Andy Glaister, Jim Reichert, Kevin Loza, Chris Haddan, Nigel Keam, Randy Shedden, Melody Litovkin; Photography: Bright Pictures, Tamara Staples; Scriptwriter: Lane Reichert; Product Support: Steve Kastner; ZIPPER INTERACTIVE Tech Manager: Brian Soderberg; Project Management: Anna Farr; Design Lead: Graham Kays; Art Director: Daniel Dociu; Art Lead: David Kern; Software Lead: Gary Hinger; Design: Paul Reed, Victor von Beck; Artists: Jay Banchero, Tom Sternberg, Victor von Beck, Phil Knowles, Scott Luse, Russ Phillips; Software: Mark Heinen, Bob Gutmann, David Blevins, Blevins Enterprises; Software Support: John Guyer, Blevins Enterprises; Art Support: Horia Dociu; Business Management: Jim Bosler; Special Thanks: Kori Brown, Mike Abrash, Leon Gor, Mike Sartain, Mitch Gitelman, Heinz Schuller, Kelly Bell, Eddie Smith, Sandra Garavito, John Kane, Aaron Ueland, Duane Decker, Heather Carlson, Mike Pondsmith, Shon Eizenhoeffer, Dave Blumberg, Curtis Creamer, Eugene Evans, Adam Maloy, Mark Shoemaker, Jacob Fulwiler, Bruce Carr, Mark Engle, Beth De Diego, Erik Davis; Special Thanks, Management: Ed Fries, Eric Straub, Stuart Moulder, Dave Luehmann, Ed Ventura, Jo Tyo, Matt Grodwohl, Doug Herring, Craig Henry; AIR ACTION WEEKLY (MANUAL); EXECUTIVE OFFICERS Founder and Editor Emeritus: Jordan Weisman; Founder and Chief Investigative Officer: Dave McCoy; Chief Executive Officer: Ed Fries; President: Eric Straub; Director of Business: Stuart Moulder; Chief Financial Officer: Dave Luehmann; Publisher: Jon Kimmich; Chief Researcher: Jo Tyo; Circulation Director: Ed Ventura; Logistics Officer: Matt Gradwohl; Chief Operations Officer: Craig Henry; OPERATIONS STAFF Editor-in-Chief: Laura Fryer; Regional Sales Manager (North American Nations): Chris Cocks; Regional Sales Manager (Europe): Peter Parsons; Researcher: Tim O'Brien; Chief of the FAA: Phil Knowles; Art Director (London Office): Douglas Herring; Typesetting Engineer: Chris Lassen; Staff Aviator: John Guyer; Manager, Dept. of Redundancy Dept.: Victor Von Beck; Union Delegate: Bob Crocco; Farm Purchasing Associate: David Henry; Copy-Boy: Bob Gutmann; FOREIGN OFFICES Le Grand Chef des Malcontents Somptueux: Anna Farr; Chief of Moscow Operations: Kazuyuki Shibuya; Chief of Casablanca Operations: Takayoshi Asahina; Chief of Asian Operations: Kazuyuki Kumai; Chief of British Affairs: Kaoru Ito; Chief of Madrid Operations: Victoria Olsson; Manager of International Translations: Toshio Sato; Chief Travel Coordinator: Yutaka Hasegawa; Special Intelligence Coordinator (Parisian Office): Laurence Krzemien-Smith; DUBLIN TEAM Chief Controller: Paul Delany; Chief Mechanic: Jonathon Young; Flying Ace: Michael Ivory; Field Reporter: Suzanne Boylan; Staff Aviator: John O'Sullivan; Wingman: Kerrie Power; STAFF PHOTOGRAPHERS Combat Photographer/Illustrator: Vic Bonilla; Free-Fall Specialist: Todd Lubsen; Freelance Photographers: Frank Woll, Tom Peters, Lex Story, Edison Girard, Ron Lemen; FIELD REPORTERS Field Reporters: John Hudgens (Republic of Texas), Ken Kato (Pacifica), Aaron Ueland (Lakota Territory), Dan Foy (People's Collective), Brennan Prist (Industrial States of America), Kely Bell (Empire State), Ramon Romero (Maritime Provinces), Derek Carroll (Atlantic Coalition), Eugene Evans (Dixie), Mike Sartain (Appalachia), Lane Reichert (Outer Banks), Damien Neff (French Louisiana), Kevin Loza (Free Colorado), Mike Lyons (Arixo), Mitch Gitelman (Navajo Nation), Heinz Schuller (Utah), Eddie Smith (Hollywood), Sandra Garavito (Hong Kon), Leon Gor (Hawaii), Heather Carlson (London), John Kane (Paris), Duane Decker (Moscow); FLIGHT CREW Ground Crew Technician Foreman: Todd Squire; Wingman Avoidance Expert: Erika Carlson; Commander, Combat Engineering: J. J. J. Banchero Jr.; Big Rocket Expert: Michelle Gamboa Stenson; Live Grenade Specialist: Mike Pondsmith; Experimental Aircraft Pilot: Chris Chamberlain; Mile High Club Chairman: Dave Blumberg; Scout Pilot: Paul Reed; Ordnance Preparation: Mark Forrer; Arial Recon: Matt Alderman; Test Pilot: Jim Bosler; Tarmac Crew: Scott Luse; Engine Mechanic: Mark Heinen; Chief Zeppelin Engineer: David Kern; Weapons Specialist: Russ Phillips; SonoBuoy Deployment Specialist: Mark Selander; Stress Tester: Stuart Compton; Hardware Configuration: Paul Gradwohl; Nitro Experimenter: Joe Mullenix; Ace Pirate: Steve Kastner; Director of Disinformation: Stan LePard; First Aid Specialist: Jesse Janosov; Hangar Janitor: Brian Soderberg; Stunt Team: Andy Glaister, Jim Reichert, Chris Hadden, Nigel Keam, Randy Shedden, Melody Litovkin; OTHER Pirate Liaison Officer: John Howard; Saint of Circumstance: Tom Sternberg; Art Smuggler: Daniel Dociu; Beverage Specialist: Gary Hinger; Animal Trainer: Graham Kays; Undercover Operations: Eric Nyland; Bombsight Calibrator: David Blevins; Paid Informant (Hollywood): Eric Trautmann; Special Correspondent to the Black Swan: Dana Fos
~ Keith Adams, All Game Guide
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Wikipedia: Crimson Skies
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Crimson Skies logo.

Crimson Skies is a media franchise and fictional universe created by Jordan Weisman and Dave McCoy. The series' intellectual property is currently owned by Microsoft Game Studios (MGS), although Weisman's new company, Smith & Tinker Inc., has announced that it has licensed the electronic entertainment rights to the franchise.[1]

The series is set within an alternate history of the 1930s invented by Weisman and McCoy. Within this divergent timeline, the United States has collapsed, and air travel has become the most popular mode of transportation in North America; as a result, air pirates thrive in the world of Crimson Skies. In describing the concept of Crimson Skies, Jordan Weisman stated he wanted to "take the idea of 16th century Caribbean piracy and translate into a 1930s American setting."[2]

Crimson Skies was first conceived as a PC game known as "Corsairs!", but was released first as a board game from FASA. The franchise has since expanded to include a collectible miniatures game from Wizkids, as well as a series of books. The series also includes two arcade flight-based video games published by Microsoft Game Studios-Crimson Skies for the PC and Crimson Skies: High Road to Revenge for the Xbox, both of which have been well-received by critics.

Contents

Development History

According to series creator Jordan Weisman, the original idea for Crimson Skies came after he had completed research on the early years of aviation; the era and historical characters inspired him to create a game about the period. For their game, Weisman and Dave McCoy settled on a post WWI European setting revolving around the "knights of the air." However, a game with a similar idea came out then; Weisman and McCoy subsequently moved the setting to the U.S. and changed the concept to placing air pirates in a modern setting. From there, they crafted an alternate history to simulate the conditions that gave rise to piracy in the Caribbean in a 1930s setting.[3] Weisman later said about the development of the universe:

Whenever I create different universes—MechWarrior, Shadowrun, Crimson Skies—to me, it's all about looking at 'What are the fantasies that excited us when we were 5?' And if we can find a new and more sophisticated way to tap into that fantasy […] Crimson Skies is just combining two classic male fantasies: You get to be a pirate; you get to be a pilot.[4]

Work on Crimson Skies began under the name "Corsairs!". Development started for Virtual World Entertainment, and was later moved to a PC game when Virtual World merged with FASA Corporation. Although the Corsairs! project was shelved, Weisman and a group of FASA employees worked outside of business hours to create the Crimson Skies board game. According to Weisman, "The board game was borne purely out of the fact that I needed to get this universe out of our heads and into the world, and it was the best venue to do so quickly."[3] Developer John Howard has stated that the board game was built to "showcase the Crimson Skies property, with an eye towards expanding on it in other ways."[5]

When FASA Interactive became a part of Microsoft, Weisman and his team were able to start a new game, and work on the PC version of Crimson Skies began; the game was developed by Zipper Interactive. The game utilizes arcade flight mechanics, with the focus on action as opposed to a realistic portrayal of the physics of flight.[3] The game's relaxed physics as well as its focus on barnstorming led GameSpot to comment, "Crimson Skies is very much based on a 'movie reality' where if it's fun and looks good, it works."[6]

The Xbox game Crimson Skies: High Road to Revenge was later developed as a first party title for Microsoft Game Studios by FASA Studio. Like the previous game, arcade flight elements were incorporated in order to focus gameplay on action instead of flight mechanics. Early in the game's production, developers decided upon a "playable movie" concept, but found that gameplay would be restricted this approach. Consequently, the game's release date was pushed back by approximately one year to allow the development team time to retool the game.[7] The results of this extra development period include more open-ended gameplay features and Xbox Live support.

After development concluded on High Road to Revenge, the developers moved to work on another Crimson Skies title for Microsoft; development, however, was cancelled shortly into the project.[4] When FASA Studio was later shut down, Microsoft retained the video game rights to Crimson Skies, although it had no immediate plans for the IP.[8] Weisman's latest company, Smith & Tinker, later "licensed from Microsoft the electronic entertainment rights" to Crimson Skies. Although the company has made no formal announcement as to its plans with the franchise,[1] Weisman has assured fans that there will be a new entry in the series.[4]

Universe

Map of North America in the Crimson Skies universe. In Crimson Skies, the U.S. has balkanized into a number of smaller sovereignties.

Backstory

The Crimson Skies series takes place in an alternate 1930s in which the U.S. has broken apart into a number of independent nation-states. According to series creator Jordan Weisman:

I needed to create a geo-political situation that would result in air-pirates, so I looked at the real political situation that gave rise to the pirates of the Caribbean in the 16th and 17th centuries. We needed a balkanized era so that pirates could escape quickly into another countries territory, we needed things of value to be moved by air, and we needed a constantly churning political environment so that things did not settle down quickly. […] It took only three little changes in the history of the United States to get us the dynamic world of Crimson Skies.[3]

This alternate timeline incorporates both fictional and actual historic events. According to the series' official backstory, the divergent timeline begins after the Great War, when a growing "Regionalist movement" was strengthened by its adoption of an isolationist platform. Meanwhile, Prohibition failed as a constitutional amendment, polarizing the nation between "wet" and "dry" states. The result was an overall decline in federal authority as power shifted from the federal level to the state level.

After the breakout of a deadly strain of influenza in America, states closed their borders, further dividing the Union. Shortly after the Wall Street Crash of 1929, Texas seceded from the Union, forming the Republic of Texas on January 1, 1930. New York was the next state to secede, and persuaded Pennsylvania and New Jersey to merge with it to form the Empire State. California followed suit, as did Utah, which had already come in conflict with the federal government after the establishment of the Smith Law in 1928, that made Mormonism the state religion. Washington, essentially powerless, was unable to stop the country from falling apart. The federal government made its last stand against the 'People's Revolt' of the bread basket states. When the US Army was defeated by the People's Collective forces in 1931, the fate of the Union was sealed, and the rest of the country dissolved into independent nations by the end of 1932.

Though not directly affected by the Texas Secession, Canada found itself dragged down by the collapse of the U.S., with Quebec seceding in 1930 and the rest of the provinces siding with their nascent southern neighbors: New Brunswick and parts of Quebec joined the Maritime Provinces of Maine, New Hampshire, and Vermont; Newfoundland joined Quebec; Manitoba joined the People's Collective as did parts of Saskatchewan, with the Lakota nation laying claim to the rest; British Columbia merged with Oregon and Washington in Pacifica; and Alaska claimed the Yukon territories. The core of the former Canadian government established the Protectorate of Ontario. While Ottawa's authority technically extends to Alberta and the Northwest Territories, these areas are mostly no-man's land, while Nova Scotia and Prince Edward Island comprise a self-governing body, commonly referred to as the Northumberland Association.

In 1931, the Territorial Government of Hawaii, was left defenceless in the wake of the fragmenting country and was overthrown in favor of the monarchy with Jonah Kūhiō as its king. Likewise, America's territorial holdings overseas were surrendered following the nation's formal collapse and the formation of the Federal Republic of Columbia on March 1, 1932.[9]

The resulting nation-states that formed were no longer unified—distrust between them strained diplomatic relations to the point that several small-scale wars broke out.[9][10]

After the dissolution of the United States, the country's interstate railroad and highway systems fell into disrepair or were sabotaged as they crossed hostile borders. Consequently, ground-based vehicles such as the locomotive and automobile were replaced by aircraft such as the airplane and the zeppelin as the leading mode of transportation in North America. Europe soon followed this fascination with aviation to make its own strides into the new, aerially-dominated market. Gangs of air pirates formed in turn to plunder airborne commerce. Although air militias formed to counter the threat, rivalries between the nations of North America reduced their capacity to effectively address this issue, and even encouraged the countries to sponsor pirates as privateers so as to direct their illegal operations against opposing nations instead of internal assets. In Europe, privateers and other mercenary groups have been adopted widely by nations who wish to avoid another world war, especially in the case of the Spanish Civil War. By the end of 1937, North America is a "hotbed of conflict," with multiple pirate gangs and air militias battling for control of the skies. Europe is no better, as Germany jockies for power while France and Britain look the other way. The Russian States continue to fight their civil war, which threatens to spill over into the Eastern European nations and Alaska. Asia, too, is on the brink, with Japan's recent invasion of China and the continuation of the bloody civil war in Australia.[9][10]

Setting

The Industrial States of America[11] was formed from seven of the Great Lakes states: Illinois, home to the ISA's capital, Chicago, as well as Minnesota, Wisconsin, Ohio, Indiana and Michigan. A manufacturing giant, the ISA is nominally governed by a president, currently Franklin August. In practice, however, a secret group of businessmen influence government policy. The main problem for the ISA is a lack of access to markets, since the neighboring People's Collective to the West with which it fought a series of border skirmishes throughout the 1930s, and the Empire State to the East are both hostile. To the north, Ontario and Quebec have proven willing to ship ISA produce, albeit for exorbitant handling fees.

Nonetheless the ISA emerged from the chaos surrounding the break-up of the United States with a good set of cards. In addition to its manufacturing assets and transport infrastructure, the ISA retains a large agricultural sector allowing it to provide adequate food for its citizens.

The main ally of the ISA is Germany, which provides 'technical advisers' to boost the ISA's available forces. This alliance has resulted in great prosperity for the ISA, of which the merger between Messerschmidt and General Motors is only the most visible symbol. This alliance has however led to tensions, not least with Ontario which enjoys British support, but also with the Empire State, which suspects the ISA of colluding in the deployment of a German flotilla off Empire State waters.

Aircraft and Technology

The planes of Crimson Skies are fictional designs created to fit within the Crimson Skies universe.[12] Although some planes were modeled after actual 1930s era experimental aircraft[13][14] and other "bizarre and outlandish designs" from the early years of aviation,[2] they still take significant departures from conventional aviation design.[2] Jordan Weisman has stated that the planes in Crimson Skies are designed to be the "hot rods of the air."[2] According to IGN, "the planes in CS are built for style and not function with their redundant wing positions and rear propellers."[15] For example, the Devastator aircraft features a pusher propeller and a biplane design.

Because of the history of the world of Crimson Skies, especially given that the nation-states of North America are constantly at war with one another and that air travel is the primary means of transportation, advancements in both aircraft and weaponry technology would have proceeded at a faster pace than had actually happened in the same time period.[12] Zeppelins with hangar launch bays which can accommodate escort fighters are featured prominently in Crimson Skies; in actuality, only a few zeppelin-based airborne aircraft carriers saw service. Zeppelins in Crimson Skies are also armed with broadside cannons and are also heavily armored.[16] Radio-controlled rockets are also available in the Crimson Skies universe, which can be controlled remotely after launch.[17]

Other technologies are exclusive to the world of Crimson Skies. Magnetic rockets have the ability to track planes or weapon emplacements over a short distance.[18] Aerial torpedoes are similar to sea-based torpedoes, but are specifically designed to take out airships.[16] Beeper/seeker rockets are designed to work in tandem. The "beeper" rocket attaches to a target and emits a homing signal; the "seeker" rocket follows the homing signal, destroying the target.[19] The Tesla cannon is a tesla coil-style weapon which fires a bolt of electricity at a target, disabling it.[20] Also featured in Crimson Skies is the wind turbine, a weather control mechanism designed to generate storms.[21]

Games

FASA board game

(Crimson Skies: A Game of Aerial Combat) The Crimson Skies board game was released by FASA in 1998. The base game came with card stock, assemble-yourself airplanes included, but later metal miniature planes were offered separately. While the focus was on fantasy over fact, many of the planes in Crimson Skies were modeled after real experimental aircraft of the era.[citation needed] According to developer John Howard, development on the Crimson Skies board game was "literally an after hours effort" by a group FASA employees organized by Jordan Weisman, resulting from the team's interest in the Crimson Skies universe.[5]

The complex universe of Crimson Skies earned many devoted fans, as dozens of different weapons, planes, nations, air forces, bands of pirates, and characters were all given detailed pasts, and several additional supplemental campaigns were published.[citation needed]

Microsoft PC game

The PC game Crimson Skies was developed by Zipper Interactive and released in 2000. The game's storyline is framed around a radio drama which chronicles the adventures of Nathan Zachary and the Fortune Hunters pirate gang during their rise to fame and fortune.[22] Gameplay centers around the control of one of the game's playable aircraft, which the player can customize with different parts to alter performance. The game's flight mechanics were designed to be a compromise between realistic and arcade flight.[5]

One of Crimson Skies' unique gameplay features was the inclusion of "danger zones"—challenging areas through which the player can fly for various effects.[23] The game's focus on barnstorming and relaxed flight physics led GameSpot to comment, "Crimson Skies is very much based on a 'movie reality' where if it's fun and looks good, it works."[6] However, the game's original release was plagued with numerous technical problems, most notably the unreliability of the player's saved game files. Though a patch was released to remedy this issue, the game still retains many technical issues such as long loading times and sluggish menu screens.[24][25]

Crimson Skies: High Road to Revenge

Crimson Skies: High Road to Revenge is an Xbox game developed by FASA Studio and released in 2003. The game centers around Nathan Zachary and the Fortune Hunters, in their crusade to avenge the death of a close friend, Dr. Fassenbiender, at the hands of the Die Spinne organization. Developers decided early on in the game's production cycle that the game would not simply be a port of the PC title,[26] and by the end of the development cycle, many of the story elements that linked the game to the PC game had been excised.[27]

Although the game is similar to the PC game in that gameplay centers around controlling an aircraft, a new feature is the ability for the player to switch aircraft or man fixed weapons emplacements during a mission.[28] The game's mission structure also features a number of other open-ended elements that have led to comparisons with the sandbox gameplay of the Grand Theft Auto games.[29] The game additionally boasts a number of online gameplay modes over Xbox Live.

WizKids collectible miniatures game

In 2003, Wizkids released the Crimson Skies collectible miniatures game. The game utilizes collectible figures featuring both planes and pilots from the Crimson Skies universe. These miniatures feature Wizkids's "Clix" system, by which a character's or plane's statistics and abilities can be altered during gameplay by way of an adjustable dial located on the base of the figure.[30]

The Crimson Skies miniatures game comprises two separate games, each with its own set of rules. The gameplay in Crimson Skies: Aces revolves around pilots battling each other on the ground, while the gameplay in Crimson Skies: Air Action focuses on dogfighting between squadrons of aircraft.[31] Figures were sold in "squadron packs" and "ace packs," which were formatted in blisterpacks as opposed to the random packaging format used in other Wizkids games.[31]

Books

In addition to the tabletop and video games, the Crimson Skies series also features a number of tie-in books and short stories.

Spicy Air Tales was published by FASA in 1999. The two volume series featured short stories that originally appeared on the Crimson Skies website and supplemental material for using characters and planes from the stories with the boardgame.

Wings of Fortune: Pirate's Gold, by Stephen Kenson, was published by FASA in November 2000. It introduced Nathan Zachary and his famous band of air pirates, the Fortune Hunters. It follows Zachary's air exploits and daring escapes during his early days as a war pilot, and recounts a climatic confrontation with his nemesis.

Wings of Justice: Rogue Flyer, by Loren L. Coleman, was published by FASA in December 2000. It follows the transformation of Trevor Girard from law-abiding security agent to pirate with a heart of gold.

Crimson Skies was published by Del Rey in October 2002 to promote the future release of the Xbox game. It features three novellas, two originally published on the Crimson Skies website, one previously unpublished. Each story is preceded by a brief history lesson about the Crimson Skies universe which acts as the prelude to the following story.

  • The Case of the Phantom Prototype, by Eric Nylund - Paladin Blake must fly a top-secret aircraft into the Mojave Desert.
  • "The Manchurian Gambit, by Michael B. Lee - Jonathan "Genghis" Kahn, the leader ot the Red Skull Legion pirate gang, rescues a lady in distress and fights air battles from Manhattan to Manchuria with, surprisingly, no plunder in sight.
  • Bayou Blues, by Nancy Berman and Eric S. Trautmann - Nathan Zachary and his "Fortune Hunters" square off against a Cajun sky-thief, a crooked businessman, and a pair of star-crossed lovers in a high-stakes, high-altitude con game.

Reception

See also

  • Sky Captain and the World of Tomorrow, a science fiction film also set in the 1930s involving things like fanciful airplanes and giant robots. The film and Crimson Skies have some elements in common [32], a connection that was noted by some reviewers [33][34] when the film was released.

Notes and References

  1. ^ a b "Smith & Tinker - News". Smith & Tinker Inc.. 2007. http://www.smithandtinker.com/news/. Retrieved 2008-07-27. 
  2. ^ a b c d Butts, Stephen (2000). "Crimson Skies Preview". IGN. http://pc.ign.com/articles/134/134175p1.html. Retrieved 2008-03-03. 
  3. ^ a b c d "Crimson Skies Interview". IGN. 2000. http://pc.ign.com/articles/083/083122p1.html. Retrieved 2008-03-02. 
  4. ^ a b c Leone, Matt (2008-05-21). "What Ever Happened to Crimson Skies?". 1UP.com. http://www.1up.com/do/newsStory?cId=3167911. Retrieved 2008-07-27. 
  5. ^ a b c "John Howard: Lead Designer for Crimson Skies". Microsoft Game Studios. http://www.microsoft.com/games/crimsonskies/johnhoward.aspx. Retrieved 2008-07-27. 
  6. ^ a b Geryk, Bruce (2000-05-23). "Crimson Skies (Preview)". GameSpot. http://www.gamespot.com/pc/sim/crimsonskies/news.html?sid=2574890&mode=recent. Retrieved 2008-05-25. 
  7. ^ Procter, Keith. "Interview With FASA Studios". Xbox.com. http://www.xbox.com/en-US/games/c/crimsonskies/themakers.htm. Retrieved 2008-03-03. 
  8. ^ Thorsen, Tor (2007). "FASA Studio KIA". Gamespot. http://www.gamespot.com/xbox/action/crimsonskieshighroadtr/news.html?sid=6178722. Retrieved 2008-07-27. 
  9. ^ a b c Hartford, Chris; "The Airman's Gazeteer"
  10. ^ a b "Microsoft Game Studios - Crimson Skies - Story". Microsoft Game Studios. http://www.microsoft.com/games/crimsonskies/story.aspx. Retrieved 2008-07-27. 
  11. ^ t()mbst()ne, "Review of Crimson Skies: High Road to Revenge, Gameplanet (6 November 2003).
  12. ^ a b Leigh, Violet. "Robert Olson Interview, Part 2". MGS. http://www.xbox.com/en-US/games/c/crimsonskies/themakers1-2.htm. Retrieved 2008-03-03. 
  13. ^ Keefer, John (2000). "Crimson Skies pre-E3 sneak peek". Gamespy. http://archive.gamespy.com/legacy/previews/crimson_c.shtm. Retrieved 2008-03-03. 
  14. ^ "GameSpot Presents: Best of E3 2000". GameSpot. 2000. http://www.gamespot.com/gamespot/features/pc/e3_bestof/p3_06.html. Retrieved 2008-03-03. 
  15. ^ Boulding, Aaron; Hilary Goldstein (2002). "E3 2002: Hands-On Crimson Skies". IGN. http://xbox.ign.com/articles/357/357300p1.html. Retrieved 2008-03-03. 
  16. ^ a b Kern, David (2000). "Crimson Skies Dev Diary V". Gamespy. http://archive.gamespy.com/articles/september00/crimson_dev5/. Retrieved 2008-03-03. 
  17. ^ FASA Studio. Crimson Skies: High Road to Revenge. (Microsoft Game Studios). Xbox. Level/area: "Send 'Em Packing," "The Puzzle of the Sun Circle". (2003-10-21)
  18. ^ On-Screen Instructions: Your Devastator aircraft carries magnetic rockets which track for a short distance.FASA Studio. Crimson Skies: High Road to Revenge. (Microsoft Game Studios). Xbox. Level/area: "The Morning After" (tutorial). (2003-10-21)
  19. ^ Nylund, Eric S.; Michael B. Lee, Nancy Berman, Eric S. Trautmann. Crimson Skies Tie-In (1st Edition ed.). pp. 276–77. 
  20. ^ FASA Studio, ed. Crimson Skies: High Road to Revenge Instruction Manual. Microsoft Game Studios. pp. 19. 
  21. ^ Nathan: What is it? Dr. Fassenbiender: A wind turbine. […] Nathan: What exactly does this turbine do? Dr. Fassenbiender: It simulates extreme weather conditions by actively manipulating tropospheric convection currents. Nathan: It generates storms? FASA Studio. Crimson Skies: High Road to Revenge. (Microsoft Game Studios). Xbox. Level/area: cutscene before "Send 'Em Packing". (2003-10-21)
  22. ^ Marriott, Michel (2000-11-30). "Game Theory; Fly in a Retro World Under Crimson Skies". The New York Times. http://query.nytimes.com/gst/fullpage.html?res=9A04E7D71238F932A35750C0A9679C8B63&sec=&spon=&pagewanted=all. Retrieved 2008-09-12. 
  23. ^ Zipper Interactive, ed. Crimson Skies Instruction Manual. Microsoft Game Studios. pp. 4–5,7. 
  24. ^ Geryk, Bruce (2000). "Crimson Skies for PC Review". Gamespot. http://www.gamespot.com/pc/sim/crimsonskies/review.html. Retrieved 2008-02-26. 
  25. ^ Butts, Stephen (2000). "Crimson Skies Review". IGN. http://pc.ign.com/articles/164/164175p1.html. Retrieved 2008-02-26. 
  26. ^ Pondsmith, Miike (2002-05-28). "Dev Diaries, Crimson Skies: High Road to Revenge - Volume 1". Gamespy. http://archive.gamespy.com/devdiary/may02/cshrtr1/. Retrieved 2008-07-27. 
  27. ^ "When I started work on the game we had a cut scene heavy, convoluted storyline that was weighed down by its perceived obligations to the past. […] Every change they wanted to make had to be triple-checked with the story to make sure they didn't break it, and even then things would slip through." Brunner, Matt (2003-09-24). "Dev Diaries, Crimson Skies: High Road to Revenge - Volume 4". Gamespy. http://archive.gamespy.com/devdiary/september03/cshrtr4/. Retrieved 2008-07-28. 
  28. ^ Perry, Douglass C. and Hilary Goldstein (2004). "The Top 10 Best Xbox Games". IGN. http://xbox.ign.com/articles/506/506934p2.html. Retrieved 2007-09-24. 
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  30. ^ "Wizkids - Crimson Skies - What is a Combat Dial?". Wizkids. 2003. http://www.wizkidsgames.com/crimsonskies/cs_article.asp?cid=37676. Retrieved 2008-03-09. 
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  32. ^ "Sky Captain And the World of Crimson Skies". http://pulp.mindchamber.net/article.php?article=9. Retrieved 2009-04-17. 
  33. ^ Schorn, Peter. "Sky Captain and the World of Tomorrow". http://dvd.ign.com/articles/582/582095p1.html. Retrieved 2009-04-17. 
  34. ^ "Crimson Skies: High Road to Revenge – Second Opinion". http://www.gamecritics.com/node/2656. Retrieved 2009-04-17. 

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