Chairman Yang said:
Is Ur-Quan Masters basically the 3DO version, or a version that takes the best from the 3DO and PC versions?
Ur-quan Masters is a mix but you have plenty of options of which to choose. When all is said and done, Ur-Quan Masters is the best version!

I don't remember if 3DO version included a starmap with the box or not.
The music in Star Control 2 is god-like
especially when the game came out. When I played with the voice acting, one thing I realized was that I was missing the awesome alien music. You couldn't hear the music because of all the 'voice acting' going on. Missing out on the music really is missing out on the aliens' uniqueness.
Whenever I meet an independent developer or anyone who wants to make a game, I tell them how Star Control 2 got made (at least, of what I know of it) to inspire them. Star Control 2 was made by Paul Reiche III and Fred Ford, just two blokes. I'm not sure of Ford's history, but Reiche had experience from helping make extremely well recieved games such as Archon (which put Electronic Arts on the map) and the later Mail Order Monsters. The designer from Starflight was a friend of Reiche and helped them out (designing a few ships, writing a few dialogues). One of the reasons why Star Control 2 and Starflight are so similiar is because of Starflight's designer working on both. But it was still Reiche and Ford's baby.
Accolade rushed devleopment (and were so confused that the game was winning 'best game of the year' awards that they began slapping 'best sports game' on the box). Even when the game wasn't playable, they still wanted it shipped. Ford and Reiche III spent six months without pay just to finish their game the way they thought it ought to be done. They came up with interesting solutions to some of their problems. For some of the art in the intro and the aliens, they called upon one friend who had experience in porn art (look at what he slipped in at the Umgah race. Notice how one tentacle is touching a 'boob' and the other is rubbing the...?). For alien dialogue, they had various people they knew and others from around the world to help write it. For the ending scene with the grandchildren, Reiche III put in his own son (or was it daughter) into the graphics. For music, they held a contest over the Internet with the mod community. The music from SC II doesn't come from one artist but from many.
As for game design, SC II has lots underneath it. The very first video game ever made was Space War which was two space ships battling around a gravity 'pulling' planet. Many remakes of Space War has been made such as Nolan Bushnel's Computer Space and they continued in the 1980s. It was a good place to start for budding game designers. When they got down the basic Star Control melee, they added a tactical strategy element over it and, viola, you got Star Control I. For Star Control II, the took off the tactical strategy elements and put an adventure/role playing game on top.
One of the clever tricks back then with game design was to combine two game 'modes' to create a more epic adventure. Take Blaster Master. In the tank, the game is a platformer. But in buildings, the game is a futuristic dungeon explorer. Both modes working off each other made the game interesting. Guardian Legend had a mode of space shooter along with a mode of action-adventure. Archon and Adept had a mode of chess-strategy combined with a mode of action-melee. Zelda 2 had RPG mode fused with sidescrolling action mode. Actraiser had action and simulation. Master of Orion had strategy mode and tactics mode (for battles).
From many young ambitious 'indie' game designers I have met, many want to make to make an 'epic' game. They don't find the idea of making flash games or puzzles games interesting. Some stupidly think they can make a huge blockbuster AAA game on a shoestring budget with no people. It is actually common to meet some indie designers who want to make a MMORPG (!). While the desires are good, you aren't going to make an epic 3d game. A solution would be to combine game modes like game designers did in the 80s and early 90s. Take a very simple, but very addictive, gameplay (say Bomberman) and fuse it with another mode (say RPG). In your mind it sounds bad, but it just might play extremely well. Choose any example you want. How about Pong and, say, an adventure game? How would that end up being? It sounds silly but silliness is good! Everyone is tired of genres anyway so this mixing and matching of different genres catches people off guard. But more important, it keeps costs low, and makes it possible for an epic game to be made by even two people... just like Star Control 2.