[[quoteright:320:http://static.tvtropes.org/pmwiki/pub/images/xwing.jpg]]
[[caption-width-right:320:Maybe you bit off a little more than you can chew there, Red 1]]

'''X-Wing''' is a PC Space SimulationGame first launched in 1993, with various expansion packs and collector's editions being released as late as 1997.

The history of the game itself goes back to the early 1990s, when Creator/LucasArts approached game developer [[http://starwars.wikia.com/wiki/Lawrence_Holland Lawrence Holland]] and his studio, [[http://en.wikipedia.org/wiki/Totally_games Totally Games!]], to develop a series of games for the publisher. The first games were actually UsefulNotes/WorldWarII flight simulators including ''VideoGame/{{Battlehawks 1942}}'' and perhaps Holland's best known non-franchise game, ''VideoGame/SecretWeaponsOfTheLuftwaffe''. These games became instant classics, and in the meantime Holland was working on a 3D rendering engine specifically for flight sims, something that back in 1992 was revolutionary.

This prompted Creator/LucasArts and Holland to develop a flight (or rather space) sim game using both this engine and the ''Franchise/StarWars'' license, and ''VideoGame/XWing'' was the result.

Initially the game let you fly either an [[JackOfAllStats X-Wing space superiority fighter]], [[MightyGlacier Y-Wing heavy assault fighter]] or [[FragileSpeedster A-Wing high-speed interceptor]]. A later expansion pack added the B-Wing, which was a vast improvement over the Y-Wing, as well as extra missions rounding the campaign to 50 total and bringing the game up to just before the Battle of Hoth.

The game's missions were much more complex than simply destroying all enemy ships. Besides capital ships needing to be hit in vulnerable areas ForMassiveDamage, the Empire's ships were often scripted to use flanking maneuvers and feints, to the point that some missions revolved more around solving puzzles than {{Old School Dogfight}}s. As a reward, players were able to participate in the attack on the Death Star during the final missions.

A year after release, a sequel was released that allowed you to play for the [[NoCampaignForTheWicked evil Galactic Empire]]: ''VideoGame/TIEFighter''. Players would also have a chance to hold multiplayer competitions with ''VideoGame/XWingVsTIEFighter''. The last game in the series, ''VideoGame/XWingAlliance'', finally allowed players to pilot the legendary ''Millennium Falcon'', and ended with the Battle of Endor from ''Film/ReturnOfTheJedi''.

Not to be confused with the more recent ''VideoGame/RogueSquadron'' games, although both are flight sims. Also not to be confused with the ''[[ComicBook/XWingSeries X-Wing]]'' comic book and novel series, though they share many story elements and offer a number of {{Mythology Gag}}s to ''X-Wing'' the computer game.

The game received an UpdatedRerelease based on the ''X-Wing vs. TIE Fighter'' engine.

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!!These games provide examples of:
* AcePilot: And beyond, labelled up to Top Ace. The player. The pilots from the roster can be assigned AI wingman duties in campaign missions and will perform according to their current rank. They can also be KilledOffForReal too. This feature was dropped in the latest release
* AchillesHeel: Blow up those shield generator towers on top of the Star Destroyer's bridge and it becomes much easier to kill.
* ArrowCam: For torpedoes and missiles.
* BurialInSpace: A ceremony for the deceased player is held and the casket is disposed of this way.
* ChasingYourTail: Dogfights.
* CollisionDamage: Often lethal. ''You'' also do CollisionDamage to other fighters...and [=TIEs=] don't have shields, so colliding with one will certainly take it out.
* CopyProtection: Removed in later versions.
* ColdBloodedTorture: Implied and modeled exactly like in ''Film/ANewHope'' . If the player is captured, Lord Vader himself pops up to have a chat about the location of that secret Rebel base...
* CosmeticAward: You can win a lot of medals and patches for performing well in your missions.
* CutScene: Very rewarding and compelling ones. bear in mind ''X-Wing'' was one of the first complex cinematic works made after the ''Franchise/StarWars'' movies and the first ''Star Wars'' game with a major storyline. [[http://www.youtube.com/watch?v=nSSNonaBw-8 Watch]] . Only surpassed in its day by the ones from [[KillerApp CD-ROM based]] ''Star Wars: VideoGame/RebelAssault''.
* DeadlyTrainingArea: Pilot proving grounds, unlike the Empire's VirtualTrainingSimulation seen in ''TIE Fighter'' and later games, although the "Historical Combat Simulations" briefing states that both the proving ground and historical combat use holographic technology. This caused an issue with one trainee pilot that accidently used hyperspace to reach an imperial supply depot which was luckily unguarded and easily destroyed.
* DeflectorShields: The main and huge advantage the Rebel fighters have over the Imperial ones --the only spacecrafts that lack a shield-- until Gunboats and TIE Advanceds appear. RegeneratingShieldStaticHealth variety and an important element of the energy management gameplay.
* EasterEgg: Santa Claus shows up in the Rebel flagship if the computer date is December 25.
* EnemyScan: Many missions are based on inspection and identification of vessels. The actual sensor is a crude one which only provides allegiance, name, position, hull / shield absolute status and cargo. It would become more detailed in the sequels.
* EscortMission: Several - one of the worst being the infamous "Redemption run", where you and your three wingmen are charged with flying X-Wings to protect the Nebulon B frigate ''Redemption'' while it takes on wounded personnel from some shuttles and a Corellian Corvette. The Imperials send in their own Nebulon B frigate, which will do several microjumps in and out of the system, deploying TIE bombers and then jumping to another location and launching more. [[http://starwars.wikia.com/wiki/Redemption_scenario Referenced]] in [[ComicBook/XWingSeries the book series of the same name]] where applicants to Rogue Squadron must fly a simulator recreation of the mission, complete with references to the tactics you're supposed to use to complete the mission in the game. The protagonist of the first book barely finishes the mission.
** If you looked at the victory parameters for that mission, only the Corvette needed to complete its docking operation. You could immediately order the three shuttles to RTB as soon as the mission started and save about ten minutes.
* ExpansionPack: ''Imperial Pursuit'' and ''B-Wing'', featuring a new playable ship and two more campaigns occurring in the interval between ''Film/ANewHope'' and ''Film/TheEmpireStrikesBack''.
* ExplosiveInstrumentation: Taking a lot of damage often resulted in your instrument panels breaking. Some of it was cosmetic, some of it was crippling (you could be all but blinded by your radar display going out).
* FasterThanLightTravel: Most crafts enter and exit the combat zone via hyperspace jumps. The basic [=TIEs=] lack a hyperdrive engine so they scramble from and return to a {{mothership}}.
* FeaturelessProtagonist: {{Feelies}} and materials from the [[AllThereInTheManual Limited version]] and Franchise/StarWarsExpandedUniverse indicate that the PlayerCharacter's name is "Keyan Farlander", he was flying the surviving Y-Wing at Yavin, and he goes on to be a Jedi. In-game one of the cutscenes from the ExpansionPack has Luke Skywalker specifically refer to a "Lieutenant Farlander." However in the original release an historical training mission named "Farlander's first mission" adds to the confusion suggesting he is a different pilot from the rookie player.
* FragileSpeedster: The A-Wing. TIE Interceptors are even more fragile.
* GunshipRescue: There is at least one mission where the Mon Calamari Cruiser ''Cathleen'' appears at the end to pull your ass out of the fire. ''TIE Fighter'' introduced the ability to call for reinforcements in most missions, and in one "protect the space platform from raiders" mission, calling for reinforcements summons a ''Star Destroyer''.
* HelloInsertNameHere
* HitboxDissonance: As long as your cockpit doesn't slam into enemy containers, your craft doesn't take CollisionDamage (especially with the B-Wing). Lasers and other projectiles work as expected.
* InterfaceScrew: Part of the SubsystemDamage mentioned below. The various instruments in your ship's cockpit can be shot out as you take hull damage.
* ItsUpToYou: OneManArmy with the occasional aversion. Don't expect your wingmen or the rest of the fleet to save the day.
* JackOfAllStats: The eponymous X-Wing is the most well-balanced fighter and is quite suitable for both light bombing and dogfighting.
* KnowWhenToFoldEm: Some already completed missions can end up deadly if the player decides to stay and fight the strong but late Imperial reinforcements in order to rack up additional points and victories.
* LeadTheTarget: At least your weapon indicators indicate if the laser cannon would hit.
* {{Mook}} : The Imperial doctrine dictates a [[ZergRush 3 to 1 odds]] against Rebel fighters. Imperial fighters have no shields so any hit is a permanent hull hit.
* MonsterCompendium: The Rebel flagship has a database of every starcraft and the pilot roster has a detailed summary of the casualties inflicted.
* MookMaker: Imperial Star Destroyers and Frigates.
* MightyGlacier: The Y-Wing, emphasis on "Glacier", and B-Wing, emphasis on "Mighty". The Y-Wing is durable but very slow, and it's pretty much outclassed by the B-Wing, which is also rather slow, but with a larger warhead payload, and three ion & laser cannons where the Y-Wing has only two of each.
* NoCampaignForTheWicked: That's what the sequel ''VideoGame/TIEFighter'' is for. Initially the designers wanted to have both sides playable as in previous WWII games, but it was discarded as this was too broad to implement in a novel 3D space installment.
* NoFairCheating: While the in-game options menu lets you turn on [[GodMode infinite shields]], infinite missiles/torpedoes, and/or immunity to {{collision damage}}, doing this prevents your score and mission progress from being saved.
* OpeningScroll: At the start of every campaign.
* PassThroughTheRings: Under/touching the doors in training missions.
* PlanetKiller: The Death Star. The destruction of Alderaan in shown in a cutscene practically identical to the movie.
* PressXToDie: Sort of. You can eject from your fighter at any time by pressing Alt+E. This will either result in your buddies picking you up, or the enemy taking you prisoner and shipping you back to their base for an unpleasant interrogation. Also, your ejection system can become damaged in combat, and if you get shot down you get immolated in the ensuing fireball and become KilledOffForReal[[note]]assuming, of course, you're not playing one of the training simulation missions[[/note]]. In the latter two cases, after you get back to the sign-in desk you can choose to revive your pilot, albeit at the expense of all his [[BraggingRightsReward points and awards]].
* ProtectionMission:
** In one mission, you are the sole pilot left to guard a stationary object (until it is repaired and can escape). A capital ship arrives 25 klicks away to deploy fighters to try to draw you out. About 1 minute later, a corvette arrives to drop off a single bomber to destroy that object.
** This game is also the origin of the infamous "Redemption run" mentioned in the ''[[ComicBook/XWingSeries X-Wing]]'' novels, where four X-Wings must defend the medical frigate ''Redemption'' and some unarmed transports against multiple waves of TIE Bombers launched by the Imperial frigate ''Warspite''. The ''Warspite'' microjumps around the system, keeping you flying back and forth trying to stop the bombers while avoiding their TIE\ln escorts.
* RammingAlwaysWorks: The second tour of duty involves a chain of missions based around acquiring "super shield" technology, outfitting a Corvette with said technology (the Corvette being the appropriately named [[http://starwars.wikia.com/wiki/Ram%27s_Head ''Ram's Head'']]), then having it drop out of hyperspace next to an Imperial repair facility and slamming through the bridges of several Star Destroyers sitting in drydock (and coming out the other side unharmed).
** This can actually be used to limited success in normal gameplay. While it's not recommended to do so very often for obvious reasons, even the [[FragileSpeedster A-wing's]] shields can survive a collision so long as they have sufficient power. If you don't have time for your lasers to recharge or your torpedoes/missiles to get a proper lockon, it can mean the difference between life and death. Most of the time it's still more practical to simply redirect power from shields to lasers though.
* RecycledInSpace: Aerial UsefulNotes/WorldWarII [-IN SPACE!-] . Literal example. Creator/GeorgeLucas invoked the trope in the source material. The game uses the same fonts, hotkeys and many features previously seen in Lawrence Holland's WWII flight simulators (e.g {{Old School Dogfight}}ing, rosters, replay camera, cockpit and external views...). It also expands upon them.
* SaveScumming: Your pilot can't exactly be KilledOffForReal but neither DeathIsASlapOnTheWrist (the pilot can be revived, but the stats and achievements are reset) so the trope is encouraged with a twist, the game doesn't have savepoints so it must be done from the operating system, backing up or restoring the pilot files.
* SdrawkcabName: Many freighters are named after LucasArts [[DuelingGames archrival]] companies back in the day; Nigiro, Arreis, Orcim/Esorp ([[VideoGame/WingCommander Origin]], {{Microprose}}, and {{Sierra}}). Since freighters are often [[ButtMonkey sitting ducks]] and there is also one called ''Diputs'' (Stupid in reverse) the whole thing seems like a stealth TakeThat.
* ShoutOut: The huge Mon Calamari cruiser [[RenAndStimpy ''Stimsenj'cat'' and very small tug ''Renhoek'']].
* SimpleYetOpulent: In one of the books, it's mentioned that simply having large quarters on some ships would count as opulence, even with unused space.
* SpaceFighter: Squadrons of the SpaceNavy.
* SpaceIsAnOcean: SpaceFriction and TwoDSpace map and sensors. Real 3D gameplay.
* SpaceMines: Armed with FrickinLaserBeams.
* SubsystemDamage: Impacts on the hull generate this kind of damage, occasionally beyond repair.
* ThatOneLevel: One much hated mission from this game shows up in the ''X-Wing'' novels [[invoked]] as a hated training scenario, complete with mention of actual strategies that can be used in the mission, see EscortMission above.
* TrainingAccident: One of the recreated training missions involves a story of a single pilot accidentally entering hyperspace and stumbled upon undefended Imperial transports. He destroyed a large number of them before realizing that he was outside training grounds.
* UpdatedRerelease: ''X-Wing 95'', included in the Collectors Series bundle. Compatible with modern Windows [=OSes=] and retrofitted with the ''VideoGame/XWingVsTieFighter'' engine but in turn it loses some of the classical features and makes the use of a joystick mandatory. A fan-made [[GameMod total conversion]] for ''VideoGame/XWingAlliance'' also [[http://www.maxgames.it/xwc/ exits]].
* VariableMix: ''iMuse'', a music engine designed by LucasArts to implement dynamic soundtracks. This feature was virtually lost in the last updated rerelease.
* VideoGame3DLeap: 1993 UrExample. The developers initially used rigid 2D bitmaps like on their previous flight sims, but a 3D engine was developed and implemented with great success.
* {{Wingman}}: The player can issue evasive orders and designate targets to other squad members of variable competence. See also AcePilot above.
* ZergRush: As stated in one of the training missions, the imperials engage with three TIE Fighters for each one of your rebel fighters, and you need to learn how to beat the odds every time.
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