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Blogs

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Found 3 results

  1. After hours and hours and hours of playing, checking the manual on AtariAge constantly, and surrendering to the aliens again... and again. And again... I just beat Stellar Track for the first time. And I have to say. I love this game. In this last game I screwed up a few times, trying to Quadrant Warp, only to run into a star - which wastes a stardate. Then you have to Sector Warp to get a clear path to the quadrant you want to warp to, then initiate another Quadrant Warp. It only takes a few failed quadrant warps for you to eat up enough stardates that you no longer have enough time to complete your mission. Then Starfleet has to surrender to the aliens because you're an incompetent starship driver. Well, I made it to the final sector. 1 enemy ship left. 1 stardate left. I had 2 photon torpedoes, around 1,000 energy. I lined up my photon shot, aimed, fired. Nothing. My photon launcher was disabled. I'd have to do it the hard way with phasors. I was a ways away from the enemy ship, and phasor damage dissipates with distance, so I charged up a 300 energy phasor blast, and bam, by the grace of almighty Kirk, I destroyed the final enemy ship. Not only did I beat the game, I got the highest ranking somehow (cadet, ensign, lieutenant, captain, commodore, admiral). For the last few sectors my heart was racing. One wrong move, one wrong warp jump, any engine damage, any short range scan damage, and I was dead, having come so close but so far. It was exciting. Thrilling. Nerve wracking. Review. I've had a great time playing this game - but there is a hell of a learning curve, and I have to keep a piece of paper with the numbered course direction wheel on hand in order to play. I feel really sorry for anyone who ever tried to play this game without reading the manual. Even with the manual it took me quite a few games to figure out all the nuances and commit all the rules to memory. Quadrant warps take 100 energy and 1 stardate per quadrant. Sector warps take 10 energy per space. And if you initiate a quadrant jump, and run into a star in sector, your warp is aborted, you lose 100 energy, you lose 1 stardate, and then you have to sector jump away from the star, and do it all over again, losing yet another 100 energy and 1 stardate. It's very, very easy to do this. You have to be vigilant in this game. Don't enter a quadrant jump when you mean to enter a sector jump. Don't run into a star and waste time and energy. Move around in-sector as little as possible. If you have to destroy an enemy ship with phasors, it might be advisable to damage them from a distance before moving in for the kill, as damaged enemy ships aren't able to damage you as much. If you warp into a sector, and are extremely close to more than one ship, it's probably advisable to kill them all with a high powered phasor shot because phasors will target all ships in sector at once - but beware, the phasor shot power is divided among all enemy ships. If there are three enemy ships, each ship one space away, then a 300 power phasor shot should be enough to destroy all three (in theory) as each enemy ship has 99 health. If they're further than one space away, you have to guesstimate how much additional power will be required. It's a surprisingly deep game with quite a bit of strategy. Plotting the shortest course, knowing how low to run your energy & torpedo reserves before docking at a starbase, whether to use torpedoes or phasors, how much power to commit to your phasor shots, etc. But there's also a lot of chance. There's a random number generator in there somewhere, and if an enemy ship scores a -7 hit to your engines, that means you have to spend 7 stardates in-sector to repair them. That's seven lost days. That's very likely to cripple your chances of defeating the enemy. If your short range scan is disabled, you can't fight, you can't even dock at a starbase, so you have to putter around for however many days is required to effect repairs and hope you don't get trapped in a cage of stars wasting stardates because you can't see where you're going. It's a quirky game. It's a complicated game. It's got some issues. It's easy to make mistakes that cripple your chances of winning. There are a lot of rules and you're never going to remember them all after reading the manual just once. But it's probably one of the most replayable games on the 2600. It gets your brain going a little bit. It's a thrill when you win. I don't just think this is a good game, I think this is a great game. I'm happy I finally took the time to figure it out and really get to know it and understand all the quirks.
  2. Suppose, during the tenure of Sears contract with Atari, they had not insisted on having Atari grant them permission to release titles exclusively under the Sears Brand. After decades of collecting Atari 2600 games - and ignoring Sears titles except for the exclusives - I have found myself wondering if Atari would have released these three titles regardless. Maybe, maybe not. But since The Wall is intended to represent Atari Revisionist History, I act on the assumption that EVERYTHING would have eventually seen the light of day. AND, since Sears, Zellers, and Telegames brands fail to meet the criteria for my Rules of Inclusion, I had to find an acceptable way to present Steeplechase, Stellar Track, and Submarine Commander on The Wall. Behold... The idea for this had been stewing in me ever since I bought these games in the early '80's. They became reality this month thanks to my stepdaughter, Molly, who did the precision Photoshop work, and Old Buddy Marc Oberhauser, who did the ever-so-professional printing. You can see other examples of Molly's art here... http://www.mollyblosse.com/ ...and... https://www.etsy.com/shop/blosseDesigns/items ...and Marc's work here... http://freelancer-games.com/index-us.php ...and of course... http://atariage.com/forums/user/36-marc-oberhaeuser/ I am so happy about this becoming "real" that I felt compelled to share with the community. Plus it is important that I express publicly my pride in Molly and my respect for Marc, as well as my appreciation for their caring contributions. To both of you, I am VERY grateful! Also, a THANK YOU to Albert for maintaining this great Forum through which ALL of us can share. By the way, the colors I chose for each box were based strictly on the symmetry needed for my fourth version of The Wall. The styles chosen were based on the box designs Atari was using when they were released by Sears. I'll be sharing The Wall with the community as well when it is further along. Still too many holes. Anyone interested in doing original art for vaporware titles is encouraged to apply within.
  3. Looking for a complete copy (box, manual, instructions) of Stellar Track for the Atari 2600. If you have a copy, please PM me and figure cost plus shipping to 05052-0058. No paypal please. Thank you!
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