|Play old-school now!|
|Inspired by Jez San's love of the 1983 Atari coin-op Star Wars, Starglider was a real innovative game for its era running is full 3D mode. Like most games from Rainbird, Starglider came complete with an excellent novella on which the game relies heavily on its storyline! Released for the 16bit Commodore Amiga, Atari ST, Apple IIGS, Apple Macintosh (Classic), PC (MS-DOS) and the 8bit Amstrad CPC, ZX Spectrum, and Commodore 64.|
Your mission is to travel around an imaginary planet called Novenia, killing as many alien life-forms as possible. Each alien has a different value ranging from 50 for a small drone, to 7,500 for a Starglider. Each time you succeed 10,000 points, you are transferred to new and more complicated level. You sit on the controls of AGAV (Airborne Ground Attack Vehicle) with the control panel before you. The panel allows critical particulars of your aircraft to be monitored (such as scanner, energy level, shield meter, laser cell status, altitude meter and velocity indicator). The main difficulty encountered is refueling the energy of the ship. This must be done by flying between two energy towers at a very low altitude. Repair Silos (represented by rotating wedge-like structures) are also available in order to restock your shields and guns. Your firepower consists of laser guns and limited missiles. Once you fire a missile your mouse controls only the missile (!), and you must therefore focus all your energies on pin-pointing the adversary. Targets vary from airborne Stargliders to ground-moving Walkers (taken from Starwars: Return of the Jedi!) and Strompers.
Graphics are pretty good for a 1986 game! Due to its age, the game supports only CGA and EGA graphics hardware running in 4 and 16 colors respectively. The cockpit is very nicely drawn with several animated touches of the indicators, whilst enemies and other objects are simple 3D polygons vectors moving fast on screen. Note that its successor, Starglider 2
, uses same kind of graphics but all 3D polygons are fill-in with colors... It is quite impressive for the time, that enemies are scattered to several pieces when being shot. The game runs fast, same as on the Amiga version, and faster when compared to the ST version when too many polygons occupy the screen.
Sound is ok, some (rather) noisy SFX during gameplay (laser/missile firing and explosions). Note that the Amiga version offers some nice sampled SFX here.
PC (ms-dos based)
|CPU: Various processors from Intel,AMD, Cyrix, varying from 4.77Mhz (Intel 8088) to 200Mhz (Pentium MMX) and up to 1995 (available on this site)|
MEMORY: 640Kb to 32MB RAM (typical up to 1996)
GRAPHICS: VGA standard palette has 256 colors and supports: 640x480 (16 colors or monochrome), 640x350 in 16 colors (EGA compatability mode), 320x200 (16 or 256 colors). Later models (SVGA) featured 18bit color palette (262,144-color) or 24bit (16Milion colors), various graphics chips supporting hardware acceleration mainly for 3D-based graphics routines.
SOUND: 8 to 16 bit sound cards: Ad-Lib featuring Yamaha YMF262 supporting FM synthesis and (OPL3) and 12-bit digital PCM stereo, Sound Blaster and compatibles supporting Dynamic Wavetable Synthesis, 16-bit CD-quality digital audio sampling, internal memory up to 4MB audio channels varying from 8 to 64! etc. Other notable sound hardware is the release of Gravis Ultrasound with outstanding features!
|CGA: 16-color palette (4 on-screen)|
|EGA: 64-color palette (16 on-screen)|
|VGA: 256-color palette (256 on-screen)|
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