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Sinistar
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Name:
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Sinistar |
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| Company: |
Atari |
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Model #:
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RX-8058 |
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Programmer:
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Jeffery P. Milhorn (Programmer), Kevin
Sacher (Radar Screen), Gary Johnson (Graphics), Brad Fuller &
Jeff Milhorn (Sound), and Frank Hausman (Voice Tools) |
| Year: |
1984 |
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Released?
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No
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Notes:
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Port of the 1983 Williams
Coin-Op |
"Beware I Live!". These three simple words have been known to
send a chill down the spine of even the most seasoned gaming veteran.
For this is the battle cry of Sinistar, one of the most evil, challenging,
original, and highly addictive games ever to grace the arcades.

For those of you who've never played Sinistar... Shame
On You! Sinistar is one of the most beloved (and difficult) arcade
games of all time, combining fast action, mind numbing speed, and evil
sounding voice synthesis into one explosive package. The main object
of the game is to destroy Sinistar, a giant metal creature bent on destroying
the universe and whatever else that gets in its way. Of course to
destroy Sinistar you're going to need some firepower, and in Sinistar
firepower comes in the form of Sinibombs.

To manufacture Sinibombs, your ship needs to harvest Sinisite
crystals out of the planetoids. To harvest the Sinisite simply move
in close to a planetoid and start shooting away. After a few shots
tiny Sinisite crystals will appear which you must quickly grab before
they float away. Worker ships fly around the screen and harvest
their own crystals to help build Sinistar, taking away valuable resources.
Worker ships also have the bad habit of stealing your crystals as
they float about, so make sure you blow as many up as you can while harvesting.
As you attempt to mine crystals, Warrior ships will zip around the
screen attempting to blow your ship to kingdom come.

If you can successfully manage to hold off the Warrior
ships long enough to harvest some crystals, your ship will eventually
fill up with Sinibombs. It's about this time Sinistar will usually
start chasing your ship. As Sinistar is chasing you, you must press
the fire button to release the Sinibombs. Sinibombs are the only
thing that can harm Sinistar, so don't even bother trying to shoot him
with your lasers. Each Sinibomb will blast off a segment of Sinistar
until he is completely destroyed (which takes 18 direct hits). If
you only manage to blow off a few segments the Workers will start repairing
him, and he'll continue to chase you. If you manage to totally destroy
Sinistar you will be transported to the next sector where the action resumes
at a harder difficulty level.

It's simply amazing how Atari was able to capture the action
and excitement of Sinistar and recreate it on the Atari 8-bit. The
graphics are amazingly accurate, the controls are sharp and precise, and
the digitized voice rings out loud and clear (for the 400/800 anyway).
All the bells and whistles from the arcade were included in this
version, including a very nice option screen where you can select your
difficulty level and number of lives. The option screen also allows
you to choose between manual and auto fire, but unless you're a masochist
(or your fingers need a work out), stick with the auto fire option.

The digitized voice heard in the Atari 8-bit version was
not the same one used in the arcade. The voice actually belongs
to Atari manager Steve Calfee who volunteered to be the voice of the evil
Sinistar (of course most of us already knew management was evil). Since
he was unhappy with the original digitized voice sample provided him (which
were taken from the arcade game), Jeff used a tool (created by Frank Hausman)
to record his own voices and digitized them onto the Atari 8-bit (the
device plugged into a joystick port). Unfortunately due to the constraints
of the hardware, all action on the screen freezes while the voice is being
played.

The Atari 8-bit version was just about finished, but there
are a few minor issues and bugs that needed to be ironed out. The
biggest issue is the computer AI, which needed some polishing. This is
most obvious in the behavior of the Warrior ships, as they seem to have some issues trying to hit you (shooting either right above or below the player). The player can actually stand still, being swarmed by Warriors, and remain alive for several minutes. This is due to a bug the makes the Warriors shoot right through the player when he is at close range. The workers that build Sinistar also seem to have some AI issues, as they
seem far less aggressive than they were in the arcade and take far too long to build Sinistar on the lower levels. Mining planetoids is also a bit too difficult, only seeming to give off crystals when it at just the right angle. There
are also a few tiny bugs here and there (the text can become corrupted)
and some coloring issues (the screen turns blue when the game starts, and red after the player dies).

So why wasn't Sinistar released? Around the time
Sinistar was being completed (mid 1984), the video game market was crumbling
fast and many games were canceled. Apparently marketing decided
that the game wasn't going to make enough money and canceled. the project...
without telling the programmers! Jeff and his team continued to
work on the project for almost two months after it was canceled. due to
lack of communication between marketing and the programming department.
Incidents like this were not uncommon, and just goes to show how badly
out of touch the managers were at the time of Atari's collapse.
| Version |
Cart Text |
Description |
| 6/27/84 |
None |
99% Complete |
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