The Story

Twenty-Five Years in the Hangar

A small British studio, a game sold by download years before that was normal, a community that never quite let go, and a restoration made with the blessing of one of the original developers.

A 1917 squadron officers' club desk: sepia photographs, letters, a flying helmet and goggles under lamplight

Small Rockets, 2001

Small Rockets was a small studio in Guildford, England, operating as Small Software Ltd. Its founders had come out of Criterion Software, the company behind the RenderWare engine, and Small Rockets' games ran on an in-house engine with RenderWare 3 doing the 3D work: the same engine generation that would soon power some of the biggest games of the decade.

The studio's bet was ahead of its time: modest, polished games sold directly over the internet, at a moment when almost everything else came in a box. Red Ace Squadron arrived in December 2001 at $19.99, a WWI dogfighter built on a simple conviction: that the purest fun in flight games is a biplane, a mouse, and somebody on your tail. A US retail release followed in 2002 through Global Star Software, and an expanded Red Ace Squadron Pro arrived in 2005, free to owners of the original, with ideas contributed by the game's own community.

The long quiet

For years the multiplayer squadrons flew nightly, matched together by GameSpy, the service that connected half the PC games of that era. Then GameSpy shut down in 2014 and the lobbies went dark. Modern Windows treated the aging engine no more kindly: crashes, no widescreen, a stubborn freeze. Small Rockets itself had closed in August 2012 with a farewell letter to its players that thanked its community veterans by name and admitted the sequel would never come:

“All good things must eventually come to an end.”

The game never quite died, though. It lived on in memories of first PCs and family computers, on abandonware sites, in forum threads asking how to make it run on Windows 10, and on wishlists asking someone, anyone, to bring it back.

The restoration

The Definitive Edition is that answer: a community restoration project undertaken with the blessing of one of the original developers. The work is restoration in the truest sense. The 2001 game is preserved at its core, its physics and missions untouched, while everything around it was carefully rebuilt:

The original 2001 Red Ace Squadron title screen at 640 by 480
Where it started: the 2001 title screen, 640×480 and proud of it.

The engine, for the curious

Red Ace Squadron was built on Criterion Software's RenderWare 3, the same generation of engine that powered Grand Theft Auto III and Burnout. That heritage is one reason the restoration was possible at all: the file formats and rendering behavior of that era are well understood, and the project's engineers documented the game's own engine byte by byte to bring widescreen and modern compatibility to a binary that shipped before Windows XP.

RenderWare is a trademark of Criterion Software Ltd., an Electronic Arts company. Red Ace Squadron: Definitive Edition is an independent community restoration, distributed with the permission of one of the original developers, and is not affiliated with, sponsored, or endorsed by Criterion Software or Electronic Arts.

The original crew

As credited by the game itself:

Red Ace Squadron

Programming
Tim Aidley, Marcus Lynn, Jon Askew, Dave Hodder
Original idea
Tim Aidley
Art
Anthony Callaghan, Paul Boulden
Sound
Richard Beddow
Level design
Rob Heald
Producer
Pete Lane
Dive6 libraries
Jonathan Small

Red Ace Squadron Pro

Original idea
David DeLay, RAS Community
Testing/Quality control
RAS2 test team
Support
Sean Baggaley
Programming
Jonathan Small

Timeline