Starclash
Arcade Game: Shoot-em-up · ZX-Spectrum 16K · 1 players · English
Micromega · 1983 · Pound sterling 6.95
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- Control Option
- Kempston Joystick
Releases
Play
- Starclash.tzx.zipTape image English8 KB
- Starclash.tap.zipTape image English10 KB
Documents
- Starclash.txtInstructions English3 KB
Other files
- Starclash (1983)(Micromega).pokPOK pokes file 0 KB
Files and rights
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Credits
- Derek Brewstercredited
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Scores
In the magazines
- Crash #21984 · Overall69%
- Personal Computer Games #41984 · Overall2/10
- Crash #31984 · Overall69%
Elsewhere on the web
- WorldOfSpectrum 17 votes6.12
In the magazines 30
Crash #3Apr 1984 · p.6369%
Overall 69%
Producer: Micromega, 16K £6.95 (2) Author: Derek Brewster Not, perhaps, Derek's best effort, but still a worthy addition to this section of games. Fight your way through 4 waves of enemy fighter craft to reach the Mothership and then place a bolt of laser power in whichever of her two power cores is active. The large graphics work very well, the ships peeping coyly into the screen tram the top as the serried ranks make their jiggly way downward. Additional hazards are thrown at you in the form of flaming meteors which come down from between the attacking enemy ships, and the fact that the enemy fire power homes in your laser base so you can't sit still for a second. General rating was above usual galaxian/invader game standard, a good version of 'Altair'. Simple keys, joystick: Kempston, progressive difficulty, CRASH overall rating 69% m/C.
ZX Computing #12Apr 1984 · p.10070%70%40%70%60%60%
Lasting Appeal 70%
Graphics 70%
Originality 40%
Playability 70%
Use Of Machine 60%
Value 60%
James Walsh
Apparently, you have been deserted in space by your escort whilst test flying a new starship. Confronted by an Imperial Strike Force, the starship is incapable of out-running the enemy; all that can be done is to stand and fight until your almost inevitable destruction. The imperial mothership is protected by four types of defence fighter. These must all be destroyed before it is possible to attack the mothership herself. To make it more difficult you are only supplied with three shields and a limited amount of laserbolt energy. Verdict: Little can be said about Starclash, except that it is only one step up from Space Invaders. Undeniably, the game is addictive but hardly original. Action is too slow to start, and your laserbolts travel painfully slowly. Action is reasonably smooth, the graphics are quite good, and the sound is about as good as can be expected from the Spectrum, fairly poor.
Personal Computer News #52Mar 1984 · p.60
Mike Gerrard
SPECTRUMS IN SPACE A Spectrum was all Mike Gerrard needed to see the solar system - and with no lifeline either. Starclash (cassette £6.95, any machine), Micromega, [redacted] Fireflash and Munnery's Megatroids (£5.95 each), Abacus, [redacted] Cosmos (£5.95), Abbex Electronics, [redacted] Space island (£6.95, 48K), Terminal Software, [redacted] There must be more space games for the Spectrum than there are stars in the sky, though you'd need stars in your eyes to get any pleasure out of some of the software on offer. In concentrating on so many variations of a single theme the inevitable result is a lot of dross, so do any of this recent batch of software stand out from the crowd? Not Starclash from Micromega, which is a disappointment coming after their earlier 3-D attempts with Haunted Hedges, Luna Crabs and Death Chase. The cover gives the impression that this too is 3-D, showing a fighter zooming over the Earth's surface, but this is merely a shot of the title screen, the game itself being an invaders variation that I remember playing in the arcades at least three years ago. In this, four separate waves of aliens come down the screen at you, different shapes moving in different ways, from a straightforward downward progression to green bow-ties that move up, down and around. You have three lives, and if you let a single ship reach the bottom of the screen then the entire wave starts afresh. After four waves there's a mothership, which has two reactor cores that flash alternately, and you must hit the live one to polish it off and start all over again, it's compatible with a Kempston joystick, but there are hundreds of better games around. One of them is Fireflash, the best version of a missile command type of game that I've seen. The graphics of the base you're defending are very detailed, full of little buildings and towers, and you move your missiles along underground passages to the chosen launching pads. In addition to the nine skill levels, author Kevin Flynn has written into the program a routine enabling you to alter any of seven POKE values affecting the speed of certain aspects of the game. The pre-set values and the range of possible alternatives are given on the cassette insert, and the game itself is fast-moving, colourful and reasonably noisy. An ability to understand what you're doing with six fingers simultaneously is an advantage. From the same company comes Munnery's Mergatroids, which should be marginally easier as here you only need five fingers to enable you, as the instructions succinctly put it, to 'blast every alien you see!' This is an attempt at 3-D, with the waves of aliens moving towards your sights in the centre of the screen as you attempt to pass through seven zones of them. The main problem is that the aliens are simple geometric shapes like diamonds and triangles, and because these are transparent it's impossible to pick out what you're firing at and what you're trying to avoid as they come thick and fast towards you, overlapping each other. The fact that your own missiles are also transparent diamond shapes doesn't help matters, and the game was a case of over-kill, I thought. Cosmos has you as 'the pilot of an advanced defender class starship. You protect convoys of sub-light speed cargo vessels from hostile attack and natural dangers.' The convoy is in the centre of an area of space made up of a 3 x 3 grid. You can only see one of these grids at a time through your viewscreen, but can scroll quickly enough around them. You're watching out for the asteroid showers which float across as well as 18 alien ships that will try to destroy your convoy. Guiding your lasers by the sight in centre-screen, you must decide whether to stay close to the convoy, when you only see dangers at the last minute, or whether to roam around the grid in search of enemies and risk leaving your convoy open to obliteration. I found control of this difficult as there's quite a delay between firing your lasers, which come in from the corners of the screen, and the shot exploding when they converge in your sights, by which time the target has zipped away. You have to keep firing continually, and try to predict the movements of your enemies, which is not easy. The game is fast-moving but the graphics are ordinary and again it gets submerged beneath the mass of good material available for the Spectrum. At one time a machine code game meant automatic interest, but now they're ten a penny, so you have to produce something different. An attempt at that is promised by Space Island, a graphics adventure from Terminal Software, who have previously produced some good material for the Commodore machines. I wasn't impressed by this Spectrum effort, though, which is very similar to another they've published at the same time, Vampire Village. In both you're shown a map on the screen and you must move your character around using the cursor control keys. In this space story, where you're attempting to find the cause of dangerous time distortions, your character is simply a cross while the map is filled with black dots, representing interesting features. As you arrive at a dot you're shown some text, which may perhaps tell you that there's a rifle or a boat there. Pressing the space key will get you a list of the 19 commands at your disposal, though unfortunately not for long enough to enable you to note them all down or even read them and consider which to use. You enter the first letter of your chosen command in inverse video and the game responds (or not), the dot disappears and you go on your way to the next one. As you visit the various dots the game does start to build up like a conventional adventure, with problems to solve, but each time you die there's a lengthy wait while a new game is generated and the only time distortion I noticed was that after playing the game for ten minutes it seemed like two hours must have passed. If you want a game where you spend half your time with a finger on the cursor key while you watch a cross move slowly over a simple map then this is definitely the one for you. This only serves to raise the question again of how much of a games software industry the home computer market can support. All the signs are that a good thing is being spread much too thinly. Only one outstanding game in this crop, then, so if you're looking round for something to buy make sure you makes your choice before you pays your money.
Personal Computer Games #4Mar 1984 · p.974/103/109/101/102/102/102/10
Graphics 4/10
Sound 3/10
Ease Of Use 9/10
Originality 1/10
Lasting Interest 2/10
Overall 2/10
Chris Anderson 2/10
MACHINE: Spectrum 16/48K JOYSTICK: Optional CATEGORY: Arcade SUPPLIER: Micromega PRICE: £6.95 How's this for an original idea? You control a spaceship and have to shoot your way through waves of alien craft! Yes, it's yet another space shoot-out and I'm afraid this one has nothing new to offer. There are four different waves of aliens, but their movement is more or less identical. What's worse is that in each wave, the attackers move in formation - no Galaxian type wheeling and swooping. If one must do battle in space, it should at least be interesting. After getting through the aliens you have to take pot luck at shooting down a narrow 'reactor code' to destroy a 'mother ship'. Then you have the 'thrill' of starting all over again.
Crash #2Mar 1984 · p.10472%69%65%72%63%70%69%
Use of Computer 72%
Graphics 69%
Playability 65%
Getting Started 72%
Addictive Qualities 63%
Value For Money 70%
Overall 69%
Unknown
Unknown
Unknown
Producer: Micromega Memory Required: 16K Retail Price: £6.95 Language: Machine code Author: Derek Brewster You are test-flying a new Starfighter in what was supposed to be empty space, when you are suddenly jumped by an Imperial Strike Force which has jumped from hyperspace. Tough luck. You can't outrun them, so you'll just have to fight it out alone. The enemy Mothership is protected by four waves of fighters. The object of the game is to destroy each wave in turn and fight your way through to the Mothership and then place a laser bolt in whichever of her two power cores is active. Added difficulties come in the form of meteor showers. COMMENTS Control Keys: simple, well placed - Z/X left/right, SPACE = fire Joystick: Kempston Keyboard play: responsive Colour. average to good Graphics: good Sound: continuous, fairly good Skill levels: each wave harder Lives: 3 Screens: 4 waves plus mothership
Advert22
- Popular Computing Weekly #32Aug 1984 · p.13
- C&VG (Computer & Video Games) #33Jul 1984 · p.103
- C&VG (Computer & Video Games) #32Jun 1984 · p.15
- Your Computer #4Apr 1984 · p.215
- Big K #1Apr 1984 · p.2
- Crash #3Apr 1984 · p.41
- Personal Computer Games #4Mar 1984 · p.14
- Your Computer #3Mar 1984 · p.116
- Crash #2Mar 1984 · p.8
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- Crash #1Feb 1984 · p.84
- Your Computer #2Feb 1984 · p.225
- Your Computer #2Feb 1984 · p.212
- Sinclair User #23Feb 1984 · p.123
- Computer ChoiceJan 1984 · p.12
- Your Spectrum #1Jan 1984 · p.55
- Your Computer #1Jan 1984 · p.191
- Sinclair User #22Jan 1984 · p.137
- Popular Computing Weekly #4Jan 1984 · p.34
- Sinclair User #21Dec 1983 · p.57
- Popular Computing Weekly #50Dec 1983 · p.47
- Your Computer #12Dec 1983 · p.84
Offer1
- Crash #5Jun 1984 · p.120
Review1
- Home Computing Weekly #45Jan 1984 · p.34
News/Note1
- Home Computing Weekly #40Dec 1983 · p.3
Licensed from
- Astro FighterArcade coin-opunofficialDECO, Sega Enterprises Ltd
Related
- Same entry at
- Spectrum ComputingZXInfo
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