items" which got him thinking: "Why not allow the same inside the game environment? Why not a context-sensitive playfield? To hell with all these hot keys, to hell with keyboard as the primary means of manipulating the game!" During production, he found out that Cryo rushed to finish their game first, leading to Virgin publishing their game as Dune and Westwood's game as Dune II, despite Sperry protesting against this decision. Louis Castle said in 1998 that the game's influence on the real-time strategy genre was unplanned, and that the team's goal was simply "to include all of the excitement and intensity of a war game, but with action-packed gameplay". Other influences cited by Joseph Bostic (also known as Joe Bostic), the co-designer and lead programmer, and Mike Legg, one of the game's programmers, include the turn-based strategy games Military Madness (1989) and Civilization (1991), along with Herzog Zwei. According to Bostic, a "benefit over Herzog Zwei is that we had the advantage of a mouse and keyboard. This greatly facilitated precise player control, which enabled the player to give orders to individual units. The mouse, and the direct control it allowed, was critical in making the RTS genre possible". Release Originally released for DOS in 1992, Dune II was one of the first PC games to support the recently introduced General MIDI standard. The game audio was programmed with the middleware Miles audio library which handled the dynamic conversion of the game's MIDI musical score, originally composed on the Roland MT-32, to the selected soundcard. At initial release, the game's setup utility lacked the means to support separate output devices for the musical score and speech/sound-effects. This limitation was frustrating to owners of high-quality MIDI synthesisers (such as the Roland Sound Canvas), because users could not play the game with both digital sound effects (which MIDI synthesisers lacked) and high-quality MIDI score. Westwood later published a revised setup utility to enable users select a different soundcard for each type of game audio: digital speech, music, and sound effects. In 1993, it was ported to the Amiga and Mega Drive/Genesis. The Amiga floppy disk port is nearly identical in interface and game play to the PC version, albeit with less detailed graphics and frequent disk swapping (the game came on five disks). Save games are stored on a specially formatted disk and the game could also be installed to hard