1Jan

Star Control Ii Music

1 Jan 2000admin

This feature is not available right now. Please try again later. This is what shows on the opening screen of the game I am playing: -Ur-Quan Masters HD v0.7.0+HD Mod BETA-SVNr1338 I have been really loving this game. Never played the original Star Control 2 but observed some of it-enough to know that Ur-Quan Masters HD is the best to play.

When you approach a planet and scan it, the game gives you some important variables. The ones that matter most (at least, right now) are gravity, weather, and tectonics. Gravity determines how much fuel it will take for your rover to land and blast off. (And, unlike Starflight, the game won't let you try to land on gas giants.) Weather and tectonics determine how dangerous it will be for your rover while on the surface. Planets with high weather ratings often have lightning bolts scouring the planets' surfaces and anything in their path. Planets with high tectonic activity will have a lot of earthquakes. These perils do not damage the landing vehicle precisely.

The weapon type you want to train as your sub weapon, set it so you can put 2 orbs on and put Adept Orb and Area Orb. Chi- Left Hand- Controll Right Hand- Coup de Grace Left Leg. These are weapon images found in Dynasty Warriors: Strikeforce and Shin Sangoku Musou Multi Raid 2. Some of them also come from Warriors Orochi 2. Here is a list of the many weapons found in Dynasty Warriors: Strikeforce.Visually, every character wields the same weapons as they do in Dynasty Warriors 6: Special but their weapons can be customized to the player's liking. Unlike Dynasty Warriors 6 and the Special expansion, each weapon for characters with a cloned moveset is different in appearance. Dynasty warriors strikeforce weapons. In Dynasty Warriors: Strikeforce, movesets are no longer restricted by character like in the previous titles. Instead, each one is affiliated with a particular type of weaponry. The game's weapon switch function enables characters to use any available moveset by means of a sub-weapon other than. Strikeforce also boasts new mid-air movesets that have been incorporated into the various weapons, giving much more diversity to a character. Along with that, the ability to equip a secondary weapon for a battle also makes its first Warriors appearance. Equippable Chi and Orb items also lend to giving the game an RPG-styled feel to it.

But they do kill crewmembers, who in this game are a kind of measure of hit points for their associated vehicles. I've found that if the class of either weather or tectonics is greater than about 3, I won't be able to effectively dodge the associated hazards, and I'll probably lose a lot of crew. But even on comparatively mild planets, I can't dodge storms and earthquakes 100% of the time, and invariably someone dies here or there. My two major expeditions this session both returned with about a dozen fewer crewmembers (out of 50). (As an aside, I was recently re-reading Bill Bryson's Short History of Nearly Everything, and he reminded me how misleading the typical 'solar system models' are.

Jupiter, for instance, is about 2.5 times as far from Mars as Mars is from the sun. Jupiter and Saturn are relatively close, but Uranus is way the hell out there-further from Saturn than Saturn is from the sun-and the gap between Uranus and Neptune is even larger. If the left edge of any of these screen shots was the sun and the right edge was Earth, Neptune would be 30 screen shots to the right. He also noted that if you were standing on Neptune, you wouldn't be able to tell what star in the sky was the sun.

That scares me for some reason.). Fwiffo related what I already knew about the history of the system-that humans had chosen to live under a force field on Earth rather than serve as Ur-Quan battle thralls. After that, the Ur-Quan chose some Ilwrath and Spathi ships to station themselves on the moon and make sure Earth kept its promise.

The Ilwrath later took off, 'not long after the last Ur-Quan dreadnought vanished from this region of space.' Fwiffo grew scared on the moon and relocated repeatedly to locations farther and farther from Earth until he ended up on Pluto. It was apparently he that set the bulldozers on the moon running around just to make it look like there was some kind of activity. He also imparted information about some allies.

The Yehat joined thehierarchy as battle thralls, but the Syreen chose the shield. TheShofixti made their own sun go supernova, destroying dozens of Ur-Quandreadnoughts, rather than submit. Alpha Centauri had 9 planets to visit, plus some kind of small ship going between them. I made contact with the ship (which you do by flying into it) and was greeted by Trade Master Greenish of the Melnorme starship. He seemed to know everything about us but refused to share anything of his race, including 'our history, psychology and mental powers, our unique physiology, the exact locations of our homeworlds, or our potentially ominous long-range plans.'

He went on that the entire basis of the Melnorme economy is trading information, and that he had some information right there in front of him, on his screen, that would be of tremendous value to us. Unfortunately, we had nothing he wanted. He was looking for the 'coordinates of certain strange worlds whose radiant energies defy all scanners, producing a rainbow-like image' plus biological data.

In the Rigel system, I encountered another spaceship and approached. I was contacted by a species-or, rather, three species from the same planet-called Zoq-Fot-Pik. The Zoq and the Fot (or maybe it was the Zoq and the Pik) did all of the talking, sometimes at odds with each other.

The Pik just sat in the back and looked back and forth between them, which was kind of funny. The gist was that they came from a peaceful planet, but their colonies have all recently been destroyed in the crossfire between 'huge green battleships' on one side and 'ships as black as space' on the other.

When we said that we'd try to help, they praised us as the chosen ones promised by the Great Crystal One (the Chenjesu?) and gave us the coordinates to their home planet so we could meet with their leaders. The lander window is criminally small. I can see why the remake would have 'fixed' that. The appeal of the music is lost on me, I'm afraid. I don't play games with the music on even when there are multiple compositions fine-tuned to the player's actions at the time.

I couldn't enjoy a game for more than 30 seconds with a relentless rock composition playing endlessly in the background. There's a 'starmap' that lets you see how far it is to systems and how much fuel you'll use getting there. I wish it also allowed you to jump directly. Slowly building up speed and cruising out of the various local map scales is the most annoying part of exploration. It's impossible to play this game and not think of Starflight, and while Star Control II seems to get more superlatives, I think maybe Starflight was better. It was a little more of an RPG, for one thing, as your ship was staffed by a small number of named crewmembers who had different skills.

There were more ship stations to make use of those skills. ( Star Control II notably doesn't have a medical bay; crewmembers are either perfectly healthy or dead.) Mining planets was a little more of a challenge. The planets were a lot bigger, so you needed more than just the planetary coordinates to find key items. Stepped pyramidsThe game has no shortage of cartoonishness (I'm now extremely glad you're playing without voice acting), but there are definitely parts of the game that the writers took more seriously.

I personally find it to be a richer and more interesting universe than Starflight.As far as dialogue goes. Well, I'm pretty firmly in the camp that likes choose-your-response systems versus disposition/attitude systems or keyword systems. And chuckling at some of the dumb options is fun, but not half as fun as actually choosing them! Trapgate'There's a 'starmap' that lets you see how far it is to systems and how much fuel you'll use getting there. I wish it also allowed you to jump directly.'

You can't jump directly, but you can use the autopilot to simplify space flight. Select the target star from the map, and press either Enter or Space (I don't recall which). Your ship will automatically chart a course out of the system and through hyperspace to the new system.Pressing any direction key will abort the autopilot and return control to you. Yeah, the game rarely ever takes itself seriously, but perhaps that's part of its charm. For example, the missile weapon of the Spathi craft is called Backwards Utilizing Tracking Torpedoes, or BUTT.

But there's also a fair amount of Nightmare Fuel in it when it does.The music, while it is mostly good and fits the species' personality, also has its fair share of stinkers. I never liked the Zoq-Fot-Pik piece - it's just 50 seconds of someone incessantly wailing on a gong, hammering out the same six notes ad nauseam. The music file even notes that the composer was 'still working on it!' Yeah, that would've been a good idea. Regarding space and its massive distances, Chet (and everyone who's reading) should check out Space Engine for a bit. It's not an RPG, it's not even a game really.

It's just a space simulation that takes most of the astronomical data we have to portray the universe as accurately as possible. Planets and stars we don't have any data for were generated with realistic astronomical calculations to be as believable as possible.Essentially, Space Engine is a program that lets you freely explore the universe. The real one, not a fantasy galaxy, which makes the impression even greater.

Starting out on earth, then exploring in random directions until you get lost completely and would never be able to find the way back home again is a truly humbling experience.I've heard some people describe Space Engine as the scariest game they ever played, because it portrays our real universe in its massive scale and makes you realize how big it all is. And it's so easy to get lost in space.Personally, I find it fascinating and relaxing. Tje fact that it's our real universe (or as close as we can get with our current astronomical data) just makes it all the more fascinating.

MirnaiaGotta check that out! I love the way you said scary. Another great candidate, which is limited to the Solar System (but as we know, that thing is already unconceivably huge) is Orbiter Space Flight Simulator.

That was my wonderful horror movie. It's beautiful, and actually experiencing celestial mechanics can be really humbling and emotional (wish there was a way to experience the accelerations too.) I have learned so much about dynamics in space from that game.

It's also free. I highly recommend it to anyone interested in how it really works. HarlandUsing Fwiffo every time is playing the game on easy mode. I remember in SuperMelee one of my buddies tried to always pick the Spathi. I'm was like, are you even going to play the game? I'm not going to chase you and get missile after missile in the face.

If I didn't chase him, he would never engage. Obviously I'm not going to play to my opponent's strengths, but apparently that's what he expected me to do. 'Make a moving target so I can have the fun of shooting you' seemed to be the idea.The other ships are much more fun to play.

I think Fwiffo is just there as a crutch for people who aren't any good at the combat system. 'as if my crewmembers are discrete individuals and not just interchangeable hit points'Because I play games like a beta tester, I endeavoured to whittle down my crew until I had fewer members onboard the lander than are named in the blurb to see if the list would be truncated with less than a complete complement, but unsurprisingly no.' The Shofixti made their own sun go supernova, destroying dozens of Ur-Quan dreadnoughts, rather than submit.' A strategy that is of course entirely in keeping with the species' battle tactics, based on what we already know of their scout ships' special attacks. HarlandWhat is the DEAL with all the people bitching and moaning about the music in this game?

I've played it. The music is nice, it changes with each race. But it's not THAT great. The real fun is playing the game. If the music were off the game would be exactly the same.I just don't get how you people listen to the same little clips over and over and over over and over and over over and over and over over and over and over over and over and over over and over and over again and never have it grate on your nerves? 'If the music were off the game would be exactly the same.'

Guess we'll have to disagree here. For me the various leitmotifs are an integral part of the gaming experience. Though I wouldn't go as far as calling it 'missing so much'. It's just how I prefer games.' I just don't get how you people listen to the same little clips over and over again and never have it grate on your nerves?'

It's a skill perfected by playing decades of JRPGs. /sAnd I never understood how people can get tired of listening to a piece.

Sure, if it's not very good or I don't like the genre, but my favorites can still get my blood pumping after hundreds of listens. I'm just weird like that. Look, I love Star Control II's music, but we all need to appreciate that different people's brains work differently, and how we perceive and interact things isn't how others do - not necessarily because they're not as cultured, but because their brains literally work differently.Chet's literally colourblind, for example. It would be dumbass to tell him that he just doesn't have an appreciation for the full colour spectrum.

It's not a failing of taste, it's a physical condition.Likewise, people have different neurological reactions to sound and noise. Repetitive music is disproportionately soothing to some people and disproportionately irritating to others. For some people, music of any sort literally interferes with their ability to concentrate, make decisions, or absorb other information - and that's not being sensitive, it's a neurological trait.So I'm sad that Chet doesn't have the same opinion on the SC2 music as us, but it's not like he hasn't tried a LOT of videogames, with a LOT of sounds, and he's pretty clear that this isn't something that works for him. They are missing so much.But are they?.Experiences are subjective. There's nothing to miss if you don't experience the same way.I think what people mean by 'they are missing so much' - is not 'they are missing out on this good experience easily available to them', but, rather, 'they are missing out on BEING someone who can enjoy this experience AND doing this enjoying as well'.

Not all of the pplz realize that pplz are different, that our experiences are hermetically shut-off from each other and the sharing of them is possible only up to a point: some fun stuff is 'only for us and for us ALONE', despite all our social instincts and wanting to share the joy.It's kinda like if a gay person would try to advertise the joys of gay sexuality to their straight friend. Or vice versa, which could be even more common. But the point is, yeah, every one is alone, every one is born alone, dies alone, and does enjoy some individual forms of joy alone, too. I see you're covering Darkwood soon!

I grew up with the sequel, Siege of Darkwood, which pretty unique, although still simple. I see its changes disqualified it from your RPG list, which is understandable. It's an unusual 'Defence/RPG' hybrid, especially considering the Defence genre didn't solidify until nearly a decade later.

I recommend anyone interested in Mac classic gaming give it a look (I'd have waited until the Darkwood post was up to talk about it, but I don't trust myself to be around to catch the update!).Can't say I'm a huge fan of the original, and I only ever bothered to beat it the once. The design decisions are very weak, and the graphics look like they were done up in ten minutes in Claris Draw, the vector art portion of the ubiquitous Macintosh office suite, Claris Works. This makes me think of a comment of Brian Eno's that basically became a working definition of ambient music:'.a kind of music that existed on the cusp between melody and texture, and whose musical logic was elusive enough to reward attention, but not so strict as to demand it.' You know, PK Thunder, what you said my shed some more light on the matter: there ARE kinds of video game music that have just enough melodic narrative so that it is not as bland and tasteless as 'ambient' - and still it does repeat after enough of phrases have passed and cycles to the start; but, done correctly, it does not anger some people because it, well, resembles a traditional song structure - verse after verse differs in words, but is the same in melody.

If crafted just the right way (not only melody, but instruments and everything else, too), it may be completely acceptable for some people to listen over and over and over, especially if structure is as simple as, yes, not to DEMAND attention.It is the middle-ground between 'THE Music music', which is savoured slowly - and ambient 'nothing happens' melody-less stuff which may irritate some. I welcome all comments about the material in this blog, and I generally do not censor them. However, please follow these rules:1. Do not link to any commercial entities, including Kickstarter campaigns, unless they're directly relevant to the material in the associated blog posting. (For instance, that GOG is selling the particular game I'm playing is relevant; that Steam is having a sale this week on other games is not.) This also includes user names that link to advertising.2. Please avoid profanity and vulgar language.

I don't want my blog flagged by too many filters.3. Please don't comment anonymously. It makes it impossible to tell who's who in a thread.

He is presented with 4 blocks that can be rearranged and that he can interact with in order to move forward with the story telling. Gorogoa switch metacritic. Arrange them in a certain way and objects or characters can move from one block to the next.

Choose the 'Name/URL' option, pick a name for yourself, and just leave the URL blank.4. I appreciate if you use for explicit spoilers for the current game and upcoming games. Please at least mention 'ROT13' in the comment so we don't get a lot of replies saying 'what is that gibberish?' Also, Blogger has a way of 'eating' comments, so I highly recommend that you copy your words to the clipboard before submitting, just in case.I read all comments, no matter how old the entry. So do many of my subscribers.

Reader comments on 'old' games continue to supplement our understanding of them. As such, all comment threads on this blog are live and active unless I specifically turn them off. There is no such thing as 'necro-posting' on this blog, and thus no need to use that term.As of January 2019, I will be deleting any comments that simply point out typos. If you want to use the commenting system to alert me to them, great, I appreciate it, but there's no reason to leave such comments preserved for posterity.I'm sorry for any difficulty commenting.

I turn moderation on and off and 'word verification' on and off frequently depending on the volume of spam I'm receiving. I only use either when spam gets out of control, so I appreciate your patience with both moderation tools. Read the explaining this blog and to understand the current playing order.1. I am following a list of CRPGs in chronological order derived from several sources, including Wikipedia, MobyGames, GameFAQs, and contributions from readers. I am going in chronological order on two sections of the list: a) all RPGs in the 1990s, and b) non-PC RPGs that I missed during my first four years of blogging when I played only games released for DOS.2.

To appear on my play list, a game must be a a) single-player RPG released for a personal computer, and b) in a language that uses a Latin alphabet. Console games do not appear on my playlist unless they also had PC releases during their original release schedule (generally within 2 years of the console release).

Exceptions made and ambiguity resolved at my discretion.3. My definition of 'RPG' requires the game to have three core criteria: 1) character leveling and development, 2) combats based at least partly on attribute-derived statistics, 3) inventories consisting of something other than just puzzle items. If I reach a game on my playlist and it lacks one of these items, I may mark it as 'rejected' and skip it. (Increases in maximum health alone do not count as 'leveling and development.' Some other attribute, skill, characteristic, or ability must get better.)4.

I can reject independent and shareware RPGs if they are clearly amateur efforts with no innovations or accolades attached to them.5. I cannot use cheats. I cannot look at FAQs or walkthroughs until I have finished playing, or unless I'm so stuck I literally can't progress otherwise, in which point I can look up a hint for my current situation only.6. I don't have to win every game, but I must play for at least six hours.

About Genre Action, Simulation, Strategy Rating Rated 'E' Summary Star Control 2 is one of those games that's very fondly remembered by pretty much everyone that played it. Not only did it let you save the universe from an evil race bent on enslaving everything it came across, but it did so with a lot of action, adventure, and freedom of choice - not exactly common in these types of games back in 1992. Accolade created one hell of a space adventure, leaving us wondering why this isn't one of the series being revisited in this time of sequels and remakes.