Instructions for

Starstrike II

Realtime, 1986

Written by Chris Owen, HTML'd by Arnt Gulbrandsen.


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...


"A brilliant game".


96% (CRASH #28, May 1986)


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.


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,