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Stargunner
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Name:
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Stargunner |
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| Company: |
Telesys |
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Model #:
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1005 |
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Programmer:
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Alex Leavens |
| Year: |
1982 |
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Released?
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Yes
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Stargunner is one of the tragedies of the classic gaming
world. Sporting sharp graphics, smooth scrolling, and fast
gameplay, at first glance you might think that Stargunner is one
of those hidden gems of the 2600 library. However once you
start to dig a little deeper, past the pretty graphics and other
eye candy, the truth is reveled. For you see, Stargunner is
fatally flawed. How can this be? Read on.

For those of you have actually bothered to play this relatively
rare game, you may have noticed something odd. Notice how
you seem to be racking up the points and easily advancing from
level to level with little difficulty? No you haven't
magically become an expert game player, you've discovered
Stargunner's terrible flaw, the computer AI. It's hard to
believe, but for once the lack of game difficulty has killed an
otherwise beautiful game.

Stargunner is really a Defender clone, but without
all those annoying humanoids to worry about (not that I ever
worried about them anyway). In Stargunner you simply fly
around the level shooting every enemy you can see while avoiding
their lasers and watching out for the deadly satellite at the top
of the screen (which also attempts to shoot you down). This
is where the problem arises; the enemies never become a threat!
Wave after wave, hour after hour, your ship cuts through
enemy vessels like a hot knife through butter with little
resistance. In those rare occasions where the enemy actually
decides to put up a fight, your ship is more than fast enough to
avoid the few shots they manage to eek out before you blow them to
smithereens. In fact the leading cause of death in the game
isn't from being shot by the enemy, it's from accidentally running
into them!

Rumor has it that people would actually have
contests to see how long they could sit in one place and not get
hit. Sadly, you can do this for quite a long time. For
some reason the enemy AI is such a bad shot that it can't even hit
a target that's standing still. If the computer can't hit a
sitting duck, then it doesn't stand a chance when you actually
start moving. So what went wrong? According to an
interview with Alex, he was asked to cram in extra enemy graphics
into the already full game code. Want to take a guess on
where he found the extra room?

The lack of any challenge dooms Stargunner to being
just another poor Defender clone. This is really a shame
since the game has so much promise. However in the era of
endless 'me too' clones, did the 2600 library really need another
Defender clone? Still, it's nice to see that the 2600 is
capable of decent graphics when the programmer puts his mind to
it.
| Version |
Cart Text |
Description |
| ?????? |
Star Gunner TA # 10-05 |
Final Version |
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