Amiga Game Library of the 1980s Codexery

Starglider 2

Seamless planetary combat with a neutron bomb objective.

Rainbird brought out Starglider 2 in 1988, a follow-up to the 1986 original. This 3D space combat game hit the Amiga, Atari ST, MS-DOS, Macintosh, and ZX Spectrum. Its visuals moved from the first game's wireframes to flat shaded polygons.

Quick Facts

Developer
Argonaut Software
Publisher
Rainbird
Designer
Jez San, Rick Clucas
Released
1988
Genre
Space combat simulator
Modes
Single player
Platforms
  • Amiga
  • Atari ST
  • MS-DOS
  • Macintosh
  • ZX Spectrum

Facts from the source article.

Plot and gameplay

Starglider 2 unfolds across an entire solar system without any levels or loading screens, offering a continuous, seamless experience. Players can fly from the vacuum of space into a planet's atmosphere, skim across its surface, and dive into underground tunnels without interruption. The primary objective is to destroy an enemy space station using a neutron bomb. To achieve this, players must gather bomb components or complete other tasks, such as locating a nuclear professor who can assemble the device, or trading for the bombs needed to eliminate the shield generators protecting the station. All the while, they must fend off enemy spacecraft and deliver collected items to depots hidden within planetary tunnel systems. The required objects are scattered across the system's planets, in the space between them (including asteroids and space pirate strongholds), and even within the atmosphere of a gas giant.

The flight model is pure arcade action, with no inertia. The spacecraft banks like an aircraft to turn, whether in air, outer space, or underground, and it can hover in place. Players can customize the graphics with several display options, such as disabling roll or switching to an external view that is not a chase camera. This external perspective makes flying more difficult but allows a clear look at the ship's polygonal model.

A key mechanic is the continuous construction of the shield generators and the space station itself. If the player fails to destroy the station before it is completed, the game is lost, as the station will be used to obliterate the player's home planet. However, successfully destroying the station does not end the game. Instead, it triggers a spectacular explosion and a congratulatory message, but then resets the station's construction. The player can then start the process over, seeking another neutron bomb to repeat the destruction.

Atari ST and Amiga versions

Argonaut's Dual Loading System was designed for the Atari ST and Amiga versions of Starglider 2, allowing the same disk to work on either machine. This was meant to cut costs by letting publishers release a single box for both platforms. However, the system proved unreliable and was dropped after this game. The One magazine noted that the Atari ST version ran slightly slower and less smoothly, and it lacked digital sound effects because including them would have reduced performance by 20%. The magazine considered the absence of sampled sounds a major flaw, as it hurt the game's atmosphere.

Reception

Computer Gaming World found Starglider 2 a major step up from its predecessor, noting it had no genuine flaws. The same review offered two mild complaints: the joystick controls felt inferior to a mouse, and the game gave players no hints on how to succeed. Compute! highlighted the dual-booting capability as a notable developer achievement, and praised the game for adding solid graphics while keeping the original's speed. Zzap!64 awarded a 98% score, calling it a perfect showcase for the Amiga and the best game on the platform.

Frequently Asked Questions

Who developed Starglider 2?

Starglider 2 was developed by Argonaut Software.

Who designed Starglider 2?

Starglider 2 was designed by Jez San and Rick Clucas.

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