Sequence breaking - if you know the mission tree well you can cheat its win/loss system and get to the good ending while skipping most of the game (by ejecting during missions) – you can eject in all Venice/final area missions as long as you get to them Some enemies will escape if you don’t kill them quickly enough Can eject yourself from your ship (to surrender instead of dying) Auto-pilot (A) triggers a short cutscene in which your ship moves towards the next objective (lets you skip longer distances) Your teammates are actually pretty useful (unlike in Star Fox) – not all of them are good though Weapon inventory (cycle with W (missiles) and G (guns)) Lock-on missiles (need to be behind the enemy though) Can have the camera chase your missiles up until impact, pretty nice 2D graphics outside of missions Good map system (click a location to have a crosshair appear on the in-game radar and main screen) Skip dialogue on a per sentence basis during dialogue and mission briefings Give orders to teammates during missions (stay in formation, break formation and attack, attack my target, etc.) The game also continues if you fail a mission without dying (mission tree system with some storyline variations) The game continues when a team mate dies during a mission and has NPCs talking about them afterwards and even plays a funeral cutscene) RPG/Adventure aspects (get new ships and weapons as the game progresses, well-developed characters for the time, manually talk to NPCs between missions, talking team mates during missions, some enemies will communicate with you during battle) Weaves what you’d expect to be menus into a P&C game environment (save slots, training arcade cabinet, score board (behind the bar) and medal screen (in your locker)) Wing Commander (PC, 1990) - FP Space Flight/Combat, RPG/Adventure hybrid Six different avatars (no gameplay difference?) Emotion-themed areas (main difference is in the music) Alpha Waves/Continuum (PC/Atari ST, 1990) - 3D Platformer/Maze Platformer, TP view