showing 1 game
|Sinistar||Williams||1982||a||raster||YOUR INTERGALACTIC CRYSTAL-MINING MISSION takes you to the antipodes of the known universe.
But your parametric Deep Space scanner faithfully displays the sector of the galaxy you presently occupy (including an area fully 3 parsecs across, no less)!
KEEP THE GALAXY SAFE for all it's sinizens! Fiendish Worker ships from the planet Sporg will attempt to fabricate a Sinistar from the remains of derelict planetoids in your very sector.
You must not let them do this for two reasons:
(1) These planetoids contain the life-sustaining crystals that your civilisation requires for it's vital technologies.
(2) With the eminently unstable Sinistar in their possession, the Sprogites can lay waste to any civilisation in your sector.
You alone stand in their way.
YOU MUST MINE THE SINISITE CRYSTALS.
Williams has equipped you with the latest heuristic electret cannon technology.
All you need to do is aim at a planetoid and shoot.
Now collect your motherlode!
IN FACT, ONLY WITH SINISITE CAN YOU MANUFAC- TURE SINIBOMBS to eradicate the Sinistar.
But you must also rebuff the Workers and disintegrate their even more aggressive comrades-at-arms, the evil skelomorphic Warriors! Intelligent beings everywhere depend on your courage, your dedication, your reserve, your shre command of tactical invention! It's up to you space cadet!***Sinistar is a fast paced, very evil looking game. The game basically features you as a ship in space, flying around shooting asteroids to mine crystals used to create Sini-Bombs (the only weapons that work against Sinistar). Sinistar's drones are out mining too ... every crystal they get they take back and construct a new piece of Sinistar. Once Sinistar 'lives' he comes after you. If you don't have enough Sini-Bombs to destroy him, he will annihilate you.
The game featured digitized speech, rare for games at this time - Sinistar would taunt the player saying such phrases as "I Hunger!", "Run, Coward, Run!", "I Live!", and his venerable evil laugh.
Asteroids derived, it was a very advanced game for its time in terms of the depth of gameplay and the graphics.
|Gary Berge (game design)|
Greg Wepner (hardware)
Jack E. Haeger (artwork)
John Meissen (tech support)
John Newcomer (design / story)
Leo Ludzia (game design)
Michael Metz (sfx)
Noah Falstein (designer)
Rich Grande (hardware)
Robert J. Mical (code)
Sam Dicker (programmer)