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Starglider (1986)      

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Rainbird
Arcade
Realtime Games Software Ltd, Ian Oliver, Graeme Baird
128K
1
Kempston, Interface 2
Eng
N/A
Audio cassette
Europe
Starglider 2


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Unknown (Edge)   25th Nov 2010 06:41
The Making of Starglider
========================
Format: Amiga, Atari ST
Release: 1986
Publisher: Rainbird
Developer: Argonaut

StarGlider was – quite literally – a game that sang. When developer Argonaut released versions for the Amiga and ST in 1986, it astounded the world by producing super-crisp song lyrics (albeit among a composition of slightly questionable worth). This ensured that the game was run on every demonstration machine in Dixons, and generated enough cash and interest to launch the company into the industry’s premier league.

Jez San was just 19 when he started coding the game, and explains how StarGlider actually came out of a failed bid to gain the rights to Star Wars: “I was talking with their lawyers, but negotiations didn’t work out so I deviated from my plan. I created an original 3D game that had storyline, animation, sound samples and many other firsts for a 16bit game – even though nothing gives you a rush as much as ‘using the force’ on that original Star Wars coin-op did for one million bonus points.”



Anyone entering the game world for the first time would recognise the vector style reminiscent of some of San’s favourite games – including Battlezone, Elite and Star Wars – which he quotes as inspirations. Nevertheless, StarGlider developed its own distinctive game universe, which was bonded together by a tremendous narrative line. “I originally had [the player] shooting the tops off towers, just like the Star Wars coin-op,” explains San, “but when I didn’t get the rights I made my game more story-led, more free-roaming, and ultimately a deeper game than the one I originally wanted to do.”

An impressive feature was the game’s attention to detail – it came beautifully packaged with a flight manual, a novella, a functional key guide, and a poster of your AGAV vehicle. The story was based on Novenia, a dying planet ravaged by nuclear fallout and the invasion of the evil Egron empire. The novella was a welcome touch, which managed to establish the game world incredibly well before play. “My agent, Jacqui Lyons, was also a literary agent,” says San. “She represented a very good novelist called James Follett (the brother of Ken Follett), and he penned the novel and helped with the characters. But most of the storyline was inspired by the game.”

Interestingly, the vector style of StarGlider was explained in the novella by the post-apocalyptic state of the planet. Plausible reasons were given for why the planet was dark and how your hero could see through structures and enemies.



Simply flying around the StarGlider world proved a worthwhile experience in itself, and whenever an enemy installation or walker was encountered the temptation to shoot it until it disintegrated into a cloud of pixels was overwhelming. However, subtler techniques needed to be employed to stay alive in the long run. Enemy strategies developed at a fast rate, and as the levels went up their numbers and cunning would increase. Gung-ho blasting would be rejected in favour of a more tactical approach. Chief among these were managing to recharge your energy shields by carefully following the power lines while avoiding the deadly missile launchers.

The main objective of the game – to take out StarGlider 1 – could be incredibly tricky. Once it appeared, a missile would have to be collected from one of your silos. The mothership would then have to be tracked at the perfect speed before you launched your precious rocket. Once fired, your cockpit view would alter to show the camera directly behind the missile (an unusual technique at the time). It would then have to be directed to StarGlider’s weakest spot – its underbelly – to damage the hull. Three direct hits were required.

“The sound chip had no analogue output and certainly no waveform. I opened up the Atari and put a voltmeter across the outputs of the sound chip, and by playing with the volume control of the three sound channels and measuring the voltages of how they interact I built up a lookup table that allowed me to play waveforms on hardware that was in theory not capable of doing it. Hence people were astounded by the lyrics to the StarGlider song that you hear when the game boots up. It sounds simple now, but back then this was a major technical achievement.” Jez San

One of San’s proudest moments during the game’s development was discovering a way to make the ST’s sound chip sing: “The sound chip had no analogue output and certainly no waveform. I opened up the Atari and put a voltmeter across the outputs of the sound chip, and by playing with the volume control of the three sound channels and measuring the voltages of how they interact I built up a lookup table that allowed me to play waveforms on hardware that was in theory not capable of doing it. Hence people were astounded by the lyrics to the StarGlider song that you hear when the game boots up. It sounds simple now, but back then this was a major technical achievement.”

Although San had experience optimising assembler code and had programmed a few titles, such as Skyline Attack on the Commodore 64, there had been nothing quite on the scale of StarGlider. It was a bold game to attempt, but, as with all classic games, its elements came together to deliver a sublime challenge. But even San required help towards the end, and describes the process of bug finding ’80s-style: “My friend Gary Sheinwald was my producer at Rainbird. During the last few days of the games development we took shifts. I stayed up all day and night fixing bugs while he slept next door. When I’d fixed them I’d wake him up, and then I’d go to sleep while he tested the game to look for more bugs. We alternated like this for several days, but it was very effective and got the game out.

“Part of me prefers the old days,” he continues. “When you could program in assembler and make machines do things no one even dreamed of. That was what drove me back then – not the money, but the achievement of writing fast code that did something cool and new.” Indeed, San’s name has appeared in the annual The Times Rich List (he occupied 198th place with a £150 million fortune), and he is a constant reminder of just how the industry has changed and how far the bedroom coders of the ’80s have come. “[Back then] the business and finance community pooh-poohed games companies,” San recalls. “It’s a little different now. Back in the ‘ol’ days’ we used to get a few thousand pounds as an advance. It was the royalties that did the big numbers. I lived quite lean for a couple of years off that advance while finishing StarGlider. Luckily, I still lived with my parents, so expenses were minimal (cinema and pizzas were my outgoings). But when the game came out it flew off the shelves and made a fortune for a young kid like me, and gave me the start I needed.”



But does the StarGlider legacy haunt San? “No, I’m never sick of hearing about it. Argonaut is now a thriving game developer with nearly 150 people. It helped put us on the map – and got me my first big cheques. The royalties from StarGlider allowed us to expand to six people and then to ten. Then we wrote StarGlider 2, Birds Of Prey, and a number of other titles.”

The passion to produce cutting-edge software and push hardware to its limits continued to be very much a part of the Argonaut philosophy til its closure in 2004. You merely need to experience the intensity of the company’s later titles, such as Alien Resurrection, for confirmation of this. But San also looked to harness technology in new ways. Argonaut spun off a hardware division, ARC, which became a separate company, whose customisable and configurable RISC microprocessor changed the world of electronic product design. And all thanks, of course, to those early StarGlider cheques.

This is an edited version of an article that originally appeared in E90. Like what you’ve read? Buy your copy of Edge now for £4.50 and get it delivered to your door (UK and Europe only) at www.myfavouritemagazines.co.uk/gamesradarshop.

(Anonymous) (Unknown)   17th Mar 2013 03:46
(Anonymous) (Crash!)   14th Dec 2008 09:49

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This title was first added on 11th February 2009
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