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​Star Cruiser (MD, 1990) WIP

Picture
Graphics-7.5 Sound-9 Control-6.5 Challenge-7.5? Story-6/6.5*

Level Design-6.5 Frustration-7.5 Fun-6.5 Originality-6.5

Overall Score-7









​
+
Save feature (five slots) - save anywhere?
Wolfenstein 3D-style gameplay mixed with adventure/rpg and space travel simulation
3D graphics with a decent framerate overall considering the limitations (can be improved by overclocking in Regen but it speeds the gameplay up and makes the audio progressively choppier (better effects in Exodus though the audio still gets choppy during dialogue and menu navigation))
Warp and auto-pilot features for space travel
Strafing (hold A)
Interplanetary travel
Weapon inventory
Ship upgrades
Mini-maps
Pretty good 3D cutscenes (intro and when leaving orbit - skippable)
Can speed up dialogue text on a per message box basis, some decent puzzles (piecing together fragmented info on Earth), control config (can't change which button makes you strafe though and you can't access the config in-game, normal or inverted vertical controls during space flight), impressive music

+/-
Very linear structure early on
Can repair your shield by using up some energy (need to find energy restoration items)
Uneven framerate (chugs when turning in areas with various walls and objects nearby but gets quite fast in open areas with little in them)
Invisible walls on planet surface areas (shown on the mini-map)
Enemies can spot you through walls in some places (other times they won't react until you get close even though you can see each other)
Info cards can help with remembering quest info but you'll still need to write down important dialogue not on them, space map lets you zoom in on a 3D model of a planet or base but gives no further info on it
Dithered (vertical lines) 3D surfaces
Doesn't have separate battle arenas for enemy encounters unlike on PC-88 and X68K (might've helped the framerate)
No side quests?

-
No tutorial
No proper area maps (mini-map only; they become harder and harder to navigate as you progress)
Trial & error (need to escape from space battles early on, can't travel to a far away planet without a beacon - you'll die from trying as you're getting close to it, "there's no gate" sometimes means you'll find a switch or key later)
Repetitive environments
Too much focus on unlocking gates with keys you need to find (the keys are often very easy to find so going after them isn't that rewarding except when defeating enemies for them) and collecting stuff for NPCs
The pivot point when turning is somewhat in front of the ship instead of inside it
Somewhat basic dialogue overall
So-so use of color for in-doors backgrounds and characters
​

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