![]() All three games (particularly the second and third games) go well beyond mere space battles. Nevertheless, despite the iconic and highly-addictive nature of Star Control's space combat, it's really just the cherry on top of the cake. Battles can be fought against an AI-controlled opponent or against another human player, with the games offering various options for shared controls and (in some versions) LAN or internet play. With this wider variety of ships, Star Control also boasts the ability to create fleets, so that when one ship is destroyed another can take its place in battle - until one side loses by running out of ships. There is a wide range of ships to choose from (14 in the original, with each sequel adding more and more), each representing a different alien race and possessing a distinctive appearance, handling characteristics, weapons and unique abilities. The primary gameplay mechanic common to all games in the series is "Melee" - a 2D space battle between two ships attempting to out-maneuver each other while trying to hit one another with their weapons. However starting with the first sequel, the series quickly evolved into an epic-scale Action-Adventure / Role-Playing Game where space battles are just the tip of the iceberg. The first game was little more than a highly-advanced version of the classic Shoot 'Em Up game Spacewar!, with an optional Turn-Based Strategy mini-game to tie the battles together. Star Control is a series of games by Toys For Bob (later known for Skylanders and Crash Bandicoot 4: It's About Time) and Accolade. ![]() Just as with most space games, the terrain under you didn’t make any difference.Attention troper - heed this recorded message! This works page speaks with the voice and authority of the Ur-Quan! The other problem was that although each planet looked a little different and could have different resources, their different looks were really just for show. This glaring omission is part of the reason I wanted to have looping planets in my own space-game. In Star Control II, the planets you land on loop horizontally but, for some reason, don’t loop vertically. I also wanted to improve on something the game lacked. Star Control II has bags of player freedom, consistently meaningful decisions and loads of character, all of which I’m trying to include in Super Space Galaxy as well. Both times I’ve played the game I found myself taking lots of notes (even though there is a wiki online). It’s for you to discover which planets have useful resources, what upgrades you should buy first, and where you should go to progress your quest. After a short tutorial in Earth’s solar system, you’re sent out to gather resources without knowing much about what’s out there in the galaxy. The game gives you a lot of freedom to tackle things your way. The decisions you make are consistently meaningful, with fuel, resources and your ship’s crew at stake. ![]() The story manages to be by turns scary, silly or confusing it’s hard to pin down a genre for Star Control II, which is something I like. Every character you meet is interesting and has their own agenda. Perhaps the biggest difference is that Star Control II has a lot more personality. You gather resources, meet various aliens, and quest to save the Galaxy. You have a space ship and you can fly freely around the galaxy (so long as you don’t run out of fuel). On paper, Star Control II sounds a lot like Solar Winds, a game that turned out to be boring. It was originally released in 1992, and although I was already gaming in that year, I didn’t play it until many years later when it was released for free as the awkwardly titled The Ur-Quan Masters. This week I’d like to share my experience with one of the best games I’ve ever played, and a big inspiration for Super Space Galaxy.
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