Starglider, ZX Spectrum

The ZX Spectrum version of Argonaut‘s classic Starglider is actually surprisingly good. Or, rather: the 128K version is very good (the 48K version plays well enough, but it lacks the digitised speech and other enhancements, so is a little plain). And the main reason Starglider on the Speccy is respectable, is because it was converted by Realtime Games Software, who were pioneers in the field of Spectrum-based 3D games, having created the legendary Starstrike, Starstrike II and Carrier Command (among others).

Destroying enemies is actually easier in the Spectrum version, than in the Atari ST and Amiga versions. Objects seem to require fewer hits, before they explode, which is a good thing in my opinion, because in the 16-bit versions it felt like enemies required too many hits to kill…

The basic aim in the Spectrum version is the same: shoot enemies to score points, and to weaken the concentration of hostiles, and try to stay alive by docking with bases (to replenish your shields and ammo), while also maintaining good energy levels, by recharging at the energy towers.

When you’ve passed a certain points threshold, you can then try to take out the Starglider One craft, with missiles, to complete the level.

The polygonal wireframe graphics in Starglider are primitive, but well-designed and relatively smooth (although there is some slowdown when there’s lots going on on-screen). Everything is nicely coloured; the cockpit is well laid-out, and – most importantly – the controls are good, and the gameplay is absorbing.

Starglider is another fine game from Realtime, and an excellent 8-bit conversion of a classic 16-bit game. And it’s still worth playing today.

Starglider was first published for the ZX Spectrum by Rainbird Software in 1986.

More: Starglider on Wikipedia
More: Starglider on World of Spectrum

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