The plot, requiring the player to make discoveries and connections independently, came together within a large game world featuring numerous alien species, a vast number of star systems to visit, and dynamic events depending little on the actions on the player. To many, the best point of the game was the atmosphere it created. A two-player mode was available, consisting solely of the ship-to-ship combat. In melee, Star Control II maintained the originality of ship design from the first game, extending the strategic possibilities of the combat section greatly. Each had its own conversational quirks, music, and display font as well, bringing out its particular character. Interaction with the various alien species was a chief part of the adventure game: the backstory of both the species from the first games and the new ones were fleshed out considerably. It added a large number of species and ship types to the already diverse cast and replaced Star Control I's strategy-based full game with an exploration-oriented space adventure game that included the melee combat of the first game, resource-gathering and diplomacy. Star Control II: The Ur-Quan Masters (officially "II", but often written as "2") is generally regarded as the best of the trilogy and the reason for the series' devoted fanbase. A fan-made scenario creator is available. Simpler versions were also released for the Commodore 64, Amstrad CPC and ZX Spectrum. It was released for DOS and Amiga in 1990, followed by a Sega Genesis port in 1991. Star Control was developed by Toys for Bob and published by Accolade. For instance, the Ur-Quan Dreadnought has a powerful main gun and the ability to launch independent fighters while the Mmrnmhrm Transformer has the ability to change between two forms, one with a short-range laser as its main weapon and the other with long-range guided missiles. In addition, each ship has a distinct main weapon and secondary ability. The ships' sizes, maneuverability, and speed vary. However, the main attraction to this game was the well thought-out ship design, resulting in a highly effective balance between the two sides.Īs in the later games, the various races' ships have widely differing appearances and abilities. There was no real story component to the game, aside from a cursory background story explaining the existence of two alliances of alien races at war. The first of the series, Star Control: Famous Battles of the Ur-Quan Conflict, featured the basic Spacewar-style melee combat (as it was called, even though the ships actually fired projectile weapons at each other) engine as well as a strategic game with a three-dimensional cluster of stars as the terrain.
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