Solar Winds

Solar Winds: The Escape and its sequel Solar Winds: Galaxy also known as Solar Winds II: Universe are top-down, space-themed role-playing action games developed by James Schmalz and published by Epic MegaGames in 1993.

Solar Winds
Developer(s)Stone Interactive Media
Publisher(s)Epic MegaGames
Designer(s)James Schmalz
Platform(s)MS-DOS
Release
  • WW: 1993
Genre(s)Multi-directional shooter
Mode(s)Single-player

The main character of both games, bounty hunter Jake Stone, takes on a series of missions that has him shipping cargo and fending off attackers. The story is told through simple conversations and brief cutscenes. In some ways, the series is reminiscent of Star Control II, without the ship customization and fleet building aspects.

Gameplay

A typical game in progress. To the right are the radar (showing the player's co-ordinates) and the weapons configuration subpanel

Gameplay is presented in a top-down view. The focus is always on Stone's ship.[1] The keyboard or a joystick is used to navigate the ship and fire weapons (which consist of lasers and missiles).[2] Mice are also supported.[2] Many functions, such as scans, communication, and power distribution, are controlled by the control panel.[1] The player can zoom out to see details, the amount of which depends on how much power is allocated to sensors.[1]

Power is allocated to various ship's systems, such as shields, weapons, life support, engines, and is consumed by the hyperdrive, whose maximum speed is determined by engine power allocation.[1] Hull integrity is shown through a square superimposed on top of the ship.[1] Over time, the ship will repair itself, the speed of which depending on how much power has been dedicated to the life support systems.[1] The waveforms of shields and weapons can be adjusted.[3][4] The specific waveform selected for a laser blast or shield configuration dictates their effectiveness against each other.[3] Lasers can be set to fire for either one, two, or three laser cannons firing simultaneously. [4]

Communication is implemented in the form of the other party talking and the player selecting a response.[5]

Items in the player's cargo hold can be transported to planets and other ships.[6] In the first episode, many missions involve delivering cargo in return for useful items.[7]

Plot

In The Escape, humans live in a solar system millions of light years from Earth.[8] Space travel is common, but hyperdrive research is restricted: any research pertaining to hyperdrive travel is destroyed by the oppressive solar government. However, one group has spent a decade in secret developing a hyperdrive ship and plans to use it to escape the force field encasing their solar system. The government hires Stone to stop them.

It is eventually revealed that the solar government is conspiring with a race of superior aliens to stop the development of hyperdrive technology. These aliens keep species for study, and push these species toward war. Travel to other solar systems is barred by invisible force fields around the systems. The aliens and their agents travel by means of fixed, self-made portals, opened with special keys. Ultimately, Stone is able to travel through one of the portals where he is greeted by an alien agitator, who seeks his assistance to bring to an end the cruel treatment of these species.

In Universe, Jake Stone continues his work with these agitators to disrupt the portals. Meanwhile, a human colony fleet from Earth is heading for the force field surrounding Earth's solar system. Ultimately Stone is able to work for the enemy to get close enough to destroy the Controller that maintains the force fields and portals, thus freeing these worlds.

Reception

Computer Gaming World's Chuck Miller in 1993 approved of Solar Winds's combination of action, strategy, and role-playing, concluding that it "is an exceptional product and worth the $30 registration fee".[7] In 2013, Richard Cobbett of PC Gamer complained about the lack of content and also said it takes too long to get between destinations.[9]

gollark: Ideatic idea: implement the AQA exam pseudocode language.
gollark: "Almost-maybe-working" because it doesn't *actually* exactly match stuff.
gollark: [BEES EXPUNGED]
gollark: Hey, maybe I can use the almost-working-maybe auction valuation function in order to narrow down candidates for actually sending to the server.
gollark: apioskwyiswegcygkqoq you utterly?

References

  1. Stone Interactive (1993). Solar Winds: The Escape. Epic MegaGames. Scene: Main Help: Control Panel.
  2. Stone Interactive (1993). Solar Winds: The Escape. Epic MegaGames. Scene: Keyboard, Joystick, and Mouse Control.
  3. Stone Interactive (1993). Solar Winds: The Escape. Epic MegaGames. Scene: Engineering Help.
  4. Stone Interactive (1993). Solar Winds: The Escape. Epic MegaGames. Scene: Weapons Help.
  5. Stone Interactive (1993). Solar Winds: The Escape. Epic MegaGames. Scene: Getting Started.
  6. Stone Interactive (1993). Solar Winds: The Escape. Epic MegaGames. Scene: Cargo Help.
  7. Chuck Miller (December 1993). "Stocking Up On Holiday Joy With Our Holiday Shareware Picks" (PDF). Computer Gaming World. No. 113. Ziff Davis. pp. 86, 88. ISSN 0744-6667. Retrieved 18 September 2017.
  8. Stone Interactive (1993). Solar Winds: The Escape. Epic MegaGames. Scene: Intro.
  9. Richard Cobbett (5 January 2013). "Saturday Crapshoot: The Ultimate Shareware Games Collection, Vol 1". PC Gamer. Retrieved 18 September 2017.
This article is issued from Wikipedia. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.