Jump to content

Starquake (video game)

From Wikipedia, the free encyclopedia

This is an old revision of this page, as edited by 94.194.90.198 (talk) at 15:57, 8 January 2009. The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

File:Starquake start.png
Start screen

Starquake is an arcade adventure, platform and maze game written by Dave Collins and Stephen Crow and published by Bubble Bus software in 1985. It was released for Commodore 64 (1984), MSX, ZX Spectrum, Amstrad CPC, Atari XL (all 1985), the BBC Micro (1987) and IBM Compatible and Atari ST (both 1988). An Amiga version was planned for 1991 but was never released[1].

Plot

The player controls BLOB (Bio-Logically Operated Being), whose starship has crashed on a planet. The crash destabilised the core of this planet, and you have to find its parts which are scattered all through the planet and fix it before it explodes. The natural inhabitants of the planet don't like your presence and keep trying to kill you.

Gameplay

There are several features of Starquake which help it stand out from other platform games of the era.

Transportation

Within the game, there are many ways to get around;

  • Running is the default, and Blob can move pretty quickly.
  • Hover platforms can be used to fly. Items can't be picked up while on a hover platform, though.
  • Blob can build his own short-lived platforms to reach high places.
  • There are also multiple teleport booths scattered around the play area, each with its own destination code.

Inventory

Blob is able to carry up to four items at once, using a FIFO arrangement. Some of the items encountered will be useful to repair the core, while others will need to be exchanged using a Cheops Pyramid for something more useful. There is also an Access card, which can fill in for any of the numbered chips needed to get through some doors, and for using the aforementioned Pyramid.

Play Area

The game features a large and varied play area, with 512 screens. The placement of the objects, and the identities of those needed to fix the core are never the same.