StarMaster (PAL) (Unknown)
Starmaster is a video game produced for the Atari 2600 video game console. It was created by Alan Miller, and released in June 1982 by Activision. The game is very similar in many respects to Atari's 8-bit computer game Star Raiders.
In the game the player pilots a starfighter, with the purpose of destroying a number of enemy ships before they destroy four friendly starbases. Gameplay is presented mostly in first person cockpit view, which is achieved with surprisingly good effect given the 2600's primitive graphics capabilities.
The starfighter carries laser weapons, shields, and a faster-than-light drive. The fighter also carries a limited energy supply, which is drained by firing the lasers, being hit by enemy fire, warping, or simply flying around. If the ship's energy drops to zero it is destroyed, and the game ends. Enemy fire can knock out the fighter's subsystems (such as weapons) on top of draining energy.
The game "universe" is a square-shaped galaxy mapped into a grid of 36 sectors. Each sector can be home to some enemy ships, a starbase, both, or nothing. The player "warps" the fighter to a sector to engage enemy ships; once they are all destroyed, the player moves on to another. The player can also warp to a sector with a starbase, and dock with it (a rather tricky process) to replenish energy and repair damaged subsystems. Enemy ships in turn maneuver through the galaxy as they home in to destroy the starbases.
The game is won when all enemy ships are destroyed, or lost if either the player's fighter or all four starbases are destroyed. In this way a game can last only a certain time, in contrast to games like Space Invaders which can go on forever.
In the game the player pilots a starfighter, with the purpose of destroying a number of enemy ships before they destroy four friendly starbases. Gameplay is presented mostly in first person cockpit view, which is achieved with surprisingly good effect given the 2600's primitive graphics capabilities.
The starfighter carries laser weapons, shields, and a faster-than-light drive. The fighter also carries a limited energy supply, which is drained by firing the lasers, being hit by enemy fire, warping, or simply flying around. If the ship's energy drops to zero it is destroyed, and the game ends. Enemy fire can knock out the fighter's subsystems (such as weapons) on top of draining energy.
The game "universe" is a square-shaped galaxy mapped into a grid of 36 sectors. Each sector can be home to some enemy ships, a starbase, both, or nothing. The player "warps" the fighter to a sector to engage enemy ships; once they are all destroyed, the player moves on to another. The player can also warp to a sector with a starbase, and dock with it (a rather tricky process) to replenish energy and repair damaged subsystems. Enemy ships in turn maneuver through the galaxy as they home in to destroy the starbases.
The game is won when all enemy ships are destroyed, or lost if either the player's fighter or all four starbases are destroyed. In this way a game can last only a certain time, in contrast to games like Space Invaders which can go on forever.
Ajouter
Technique
CPU
- maincpu M6502 (@ 1 Mhz)
Chipset
- TIA (@ 0 Mhz)
- Cassette
Affichage
- Orientation Yoko
- Résolution 176 x 223
- Fréquence 59.922743 Hz
Contrôles
- Nombre de joueurs 1
- Nombre de boutons 1
- Type de contrôle joy (8 ways)
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Les clones de StarMaster (PAL) (Unknown)
Feedback, sounds, and controls
The game displays a tactical readout of the player's ship status. A radar screen displays the relative position of enemies and other objects. The following symbols signify damage to a ship's systems, which could have any or all of the following effects:
Starmaster is limited to a single player only. The "BW/Color" control on the console is used to switch between the "sector map" and the "cockpit" views, instead of its usual function. The "Select" switch simply adjusts the number of enemy ships at the start of the game. The "Skill" switches have no function.
Creator Alan Miller packed into the game some rather realistic effects given the low-end graphics capabilities of the Atari 2600, such as the depiction of stars whizzing by the cockpit, and the use of perspective when firing the lasers.
The opening jingle of Starmaster features Also Sprach Zarathustra, the theme from 2001: A Space Odyssey.
- L: Laser cannons destroyed. The player cannot fire at the enemy or meteors.
- S: Shields destroyed. The player's ship is defenseless. One more hit from enemy fire or collision with a meteor during warp travel will destroy the ship and end the game.
- W: Warp engines are damaged. The player's ship will use twice as much energy during warp travel. Watch energy reserves.
- R: Radar destroyed. The player can no longer spot enemy fighters on the Galactic Chart. Starbases will continue to appear.
Starmaster is limited to a single player only. The "BW/Color" control on the console is used to switch between the "sector map" and the "cockpit" views, instead of its usual function. The "Select" switch simply adjusts the number of enemy ships at the start of the game. The "Skill" switches have no function.
Creator Alan Miller packed into the game some rather realistic effects given the low-end graphics capabilities of the Atari 2600, such as the depiction of stars whizzing by the cockpit, and the use of perspective when firing the lasers.
The opening jingle of Starmaster features Also Sprach Zarathustra, the theme from 2001: A Space Odyssey.
Patches
As in many Activision games, players could earn embroidered patches by photographing their television screens with a certain score and mailing the picture to the company. To join the "Order of the Starmaster," players would need to reach the following levels:
- Ensign: 3800
- Leader: 5700
- Wing Commander: 7600
- StarMaster: 9000
Ports
Starmaster has been re-released as part of collections of Activision games, such as Activision Anthology. In July 2010, the game was re-released on Microsoft's Game Room service for its Xbox 360 console and for Games for Windows Live.