Games developed by Wesson International
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Lunar Command
A re-release of Wesson's 1991 Moonbase lunar colony simulator Moonbase, Lunar Command keeps the realistic factors of the original game intact, while adding a bunch of bells and whistles and some minor gameplay tweaks.
For those who have never played Moonbase, the game is essentially a 'SimLunar Colony', that is, it's all about building a colony on the Moon and making it economically self-sufficient by mining and selling the resources to Earth in exchange for the money needed to expand. There are very few structures that can be built, but since the game emphasizes economics, that is not a major limitation. The game is reasonably realistic in the sense that it was designed to explore the feasibility of lunar colonization, so all elements of the game are based as much as possible on actual NASA estimates. Although very limited in scope (after all, this is not a sci-fi or 4X game), Lunar Command should appeal to diehard simulation fans or space buffs who are intrigued by the idea and want to play with the parameters. Recommended.
Lunar Commander 2
Lunar Commander 2, released in 1994, stands as a testament to the creative ingenuity of early video game developers. This engaging DOS game emerged in an era rich with innovation, captivating players with its unique blend of strategy and action in a lunar environment. It captured the imagination of players who marveled at the opportunity to command their own lunar base, managing resources while fending off hostile forces in an immersive extraterrestrial setting.
At its core, Lunar Commander 2 combines real-time strategy elements with classic arcade-style gameplay. Players are tasked with building and maintaining a lunar outpost, which serves as the central hub for various missions and activities. Resource management is pivotal; players must mine essential materials to construct necessary infrastructure, craft weaponry, and enhance the base's defenses. Simultaneously, they must remain vigilant against waves of adversaries looking to sabotage their operations, creating a thrilling tug-of-war that keeps players incessantly engaged.
One of the most enjoyable aspects of Lunar Commander 2 is its variety of mission types. Players frequently receive different objectives ranging from constructing new facilities to defending against attacks. Each mission tests not only one’s strategic acumen but also rapid decision-making skills under pressure. Successfully navigating through these challenges often requires a keen understanding of resource allocation and time management, inviting seasoned gamers and newcomers alike to immerse themselves in the gameplay.
Graphically, Lunar Commander 2 features charming pixel art that brings the lunar landscape to life, invoking a sense of nostalgia for fans of early 90s games. The atmospheric sound design complements the visuals effectively, enhancing the experience with both ambient sounds and the exhilarating soundtrack. This harmonious blend of audio and visuals allows players to experience the game on multiple sensory levels, engaging them deeper in the action.
Tracon II
Tracon and Tracon II are two classic ATC games by Wesson, years before his efforts culminated in Tower. The description at MobyGames says it all about this pair of aviation software pioneers:
'Tracon is an air traffic control simulator, which puts you in the position of a so-called 'ATC' (air traffic controller). You are in charge of the air traffic in a given sector, making sure that every plane reaches its destination safely. Your main screen is a radar, on which airplanes appear as green dots or small planes, moving at a certain speed and at a certain altitude. The game is a complete answering machine, with the voices of the pilots and those of the ATC. Interestingly, Tracon does not use a sound card for this. The voice acting is done through the PC's internal speaker. The more traffic in the air, the more hectic your job becomes. You have to set routes for the planes and organize on-time arrivals.
The game also presents emergencies, to make your task more difficult. It is possible to connect the game to a Microsoft Flight Simulator installation on another computer. Tracon was used to train professional ATCs in the early 1990s. Then Wesson decided to develop special simulation units for professional users and continue the Tracon series as entertainment'.
Compared to the Windows version (also reviewed on this site), these older DOS versions are arguably more realistic (or at least more difficult in my opinion) - although their interface is naturally less intuitive than their Windows successor. If you like ATCs in general, Tracon and Tracon II are a must-have: classic games of the genre that are still very playable even more than a decade later. two thumbs up!
Tracon: Air Traffic Control Simulator
Tracon: Air Traffic Control Simulator arrived on DOS in 1989, offering something rare for late 8-bit and early PC owners: the chance to run a virtual radar sector instead of steering a plane. Rather than arcade flying, the focus stayed on spacing aircraft, anticipating climb profiles, and keeping runways flowing. The presentation used a compact, readable screen where targets glided across a grid, while the rest of the experience relied on keyboard-driven instructions and careful timing under strict procedural rules.
At the core sits a responsibility chain: aircraft enter your jurisdiction, you assign headings, altitude changes, and speed adjustments, and you coordinate departures until each flight reaches its assigned exit. Success depends on maintaining safe separation in both distance and vertical levels, so a calm scan of the radar often matters more than rapid reactions. When traffic density rises, the game forces you to juggle multiple flight paths simultaneously, using information from track lines and data strips to avoid conflicts.
The control scheme reflects the era. Menus and command prompts guide you toward actions such as vectoring toward waypoints, setting course corrections, or issuing climb and descent instructions. Instead of natural speech, you type structured commands, and the simulation responds with updated blips, new strips, and sometimes audible alerts when spacing gets tight. The radar itself stays simple, but the system model tries to capture momentum, turns, and rate of climb so that orders have consequences a few seconds later.
Scenarios range from steady scheduled traffic to busier sessions that resemble late-afternoon rush. Missions may include runway activity, handoffs to neighboring sectors, and reroutes caused by emergencies, leaving you to react while still planning for future sequences. The learning curve is noticeable because every adjustment shifts the entire flow: bring one aircraft closer to an arrival path and another may need vertical separation. A short debrief highlights mistakes, nudging players to think like controllers who prevent incidents before they appear.
Tracon still earns affection from simulation devotees for its procedural pressure and its view of air traffic as a scheduling puzzle. Visuals and audio are plain, but the system captures the unease of limited runway capacity and finite airspace. Returning to it highlights how older titles preferred logic over spectacle, rewarding players who anticipate conflicts. Its ideas echo through later ATC simulations, even if that distinct DOS cadence never fully reappears with the same calm, vigilant rhythm controllers require daily.