Instructions for
Starstrike II
Realtime, 1986
Written by Chris Owen, HTML'd by Arnt Gulbrandsen.
Controls
Keyboard, Kempston, Cursor
Aim of the game
After the failure of the Outsiders' invasion plans (in STARSTRIKE)
the aliens retire to their homeworlds to rebuild their strength. The
Federation decides to launch a pre-emptive strike and sends in a new
model starfighter, the Starstrike II, piloted by (guess who?) you...
Game play
Your task is definitely non-trivial - 22 planets to be
neutralised, divided into Agricultural, Industrial and Military
categories. Each planet has a control system in charge of the work
droids and factories of that world; destroy the control system and the
planet is put out of action.
Since the Outsiders' planets are spread across five solar systems, your
first task is to choose in which system you want to begin your campaign.
Your ship is not itself capable of interstellar travel, having to rely
on a support module which carries fuel and makes the hyperspace jump for
you, using up its fuel supply as it does so. Your own onboard engines
can handle interplanetary travel, though. Later in the game, you'll need
to find fuel supplies so that you can get to the next star and planets.
Your ship is equipped with shield, lasers and a computer to aid you.
The console of your ship shows laser heat, fuel and shield gauges (all
of which it's worth watching). The lasers have a nasty habit of cutting
out when they overheat, which usually tends to be in the midst of a
fierce battle with the enemy defences. Your shields can be drained by
enemy shots and collisions, but energy can be transferred from your fuel
to your shields. You only have one life which will be lost if fuel or
shields reach zero - so be careful!
There are a number of different types of defences. On military and
industrial worlds the huge Space Wheel, a giant pentagonal structure
protected by defence pods, has to be neutralised by shooting off the
five pods of the perimeter. If this is done a door appears in the
centre of the Wheel, giving access to a hanger which can be entered
(beware the Outsider ship inside!). To escape from this hanger, you
must shoot away the three controllers that operate the exit door. You
must be careful in doing this, as the door remains in the position it
reaches at the instant when the third door controller is destroyed -
you could end up trapping yourself.
The Outsider planets are protected by Defence Fields which consist of
of a number of gridded force barriers in space. Small openings in the
force shields allow Outsider craft to cross, but these are obscured by
spinning energy squares and are defended by missile batteries. As you
reach the more important planets, the barriers become increasingly
stronger and more difficult to penetrate. After traversing the barriers,
the Starstrike II goes into orbit, where an Outsider fleet lurks. A
head-up display tracks the enemy using two windows; the right-hand
one displays the relative vertical position of ann object or ship in
the vicinity, while the left hand one gives a plan view of the
surrounding area of space. When an enemy craft comes within range, the
scanners flip off and combat begins.
Some Outsider ships release a fuel pod when they are destroyed, and
the pods must be collected to gain enough fuel for you to travel to
the next planet and star. The pods are only around for a short time,
before Outsider fuel scoops recover them. Once the fighters have been
defeated the Ground Attack sequence begins, where a cross imposed over
the planet's surface targets the laser system. The Ventilation Duct is
the next stage; inside the duct your lasers won't work and survival
is dependent upon your being able to dodge the trench constructions
and other obstacles.
The last stage varies according to the type of planet, but is
generally similar; a reactor system, battle computer or agricultural
control centre has to be destroyed as you fly along a computer-
controlled course. A successful attack opens a door at the far end of
the course, which marks the completion of that planet. Then it's on
to the next world...
Comments
"A brilliant game".
Rating
96% (CRASH #28, May 1986)
Now
Still a good game, with some impressive (for a Spectrum!) 3D
graphics. Its authors, Realtime, were to write the classic CARRIER
COMMAND only a couple of years later.
Keys
Up - Q
Down - A
Left - O
Right - P
Fire - B, N, M, Space
Accelerate - X
Decelerate - Z
HUD on - H
Automatic HUDs - J
Dock - D
Nettverksgruppa, 10/9-94, sinclair@nvg.ntnu.no