Difference between revisions of "Stellar Assault"

From Sega Retro

 
(17 intermediate revisions by 6 users not shown)
Line 1: Line 1:
 
{{Bob
 
{{Bob
 
| bobscreen=StellarAssault Title.png
 
| bobscreen=StellarAssault Title.png
| publisher=[[Sega]]
+
| bobscreen2=StellarAssault 32X JP TitleScreen.png
| developer=[[Sega CS]]
+
| bobscreen3=ShadowSquadron 32X US TitleScreen.png
 +
| tab1=PAL
 +
| tab2=NTSC-J
 +
| tab3=NTSC-U
 +
| publisher={{company|[[Sega Enterprises, Ltd.]]|region=JP, EU}}, {{company|[[Sega of America]]|region=US}}
 +
| developer=[[Sega CS3]]<ref>produced by Hiroshi Aso of CS3 (1994)</ref>
 
| system=[[Sega 32X]]
 
| system=[[Sega 32X]]
 
| sounddriver=[[SMPS 68000]]
 
| sounddriver=[[SMPS 68000]]
Line 20: Line 25:
 
| 32x_code_eu=84509-50
 
| 32x_code_eu=84509-50
 
| 32x_rating_eu=3
 
| 32x_rating_eu=3
 +
| 32x_date_pt=1995
 +
| 32x_code_pt=XJ84509
 +
| 32x_rating_pt=3
 
| 32x_date_uk=1995-06{{magref|cvg|164|68}}{{magref|mms|33|74}}
 
| 32x_date_uk=1995-06{{magref|cvg|164|68}}{{magref|mms|33|74}}
 
| 32x_code_uk=84509-50
 
| 32x_code_uk=84509-50
Line 29: Line 37:
 
}}
 
}}
 
}}
 
}}
'''''{{PAGENAME}}''''' (ステラアサルト), is a first person space ship shoot-'em-up game developed and published by [[Sega]] for the [[Sega 32X]] in 1995. In North America it is known as '''''Shadow Squadron''''', and during development it was known as ''Bullet Fighters''.
+
'''''{{PAGENAME}}''''' (ステラアサルト), known in the United States as '''''Shadow Squadron''''', is a [[Sega 32X]] space combat simulator game developed by [[Sega CS]] and published by Sega. First released in Japan in April 1995, it was later localized and brought to the United States and Europe the following June.
  
In 1998, a Japan-only sequel, ''[[Stellar Assault SS]]'', was released for the [[Sega Saturn]].
+
In February 1998, the game received an enhanced port to the [[Sega Saturn]], ''[[Stellar Assault SS]]'', courtesy of developer [[SIMS]].
 +
 
 +
==Story==
 +
A coup d'état has occurred in the colonial star system of Sivos (シヴォス). The Rebel Army (反乱軍) quickly overwhelmed the star system with its military might and demanded the surrender of the Allied Forces (連合軍). When the Allied Forces refused, the Rebel Army used a powerful weapon called the Accelerator Gate (アクセルゲート) to bombard Laderia (惑星ラーデリア), the capital planet of the Allied Forces, with meteors. The remnants of the Allied Forces fleet must use its top secret Feather (フェザー) fighters to repel the rebel forces and destroy their Sun-powered Laser Cannon.
  
 
==Gameplay==
 
==Gameplay==
The aim of ''Stellar Assault'' is to fly around one of six sectors, destroying large ships before progressing to the next sector. With the exception of some graphical effects such as explosions, the world is rendered entirely as flat-shaded 3D polygons, very similar to the earlier ''[[Star Wars Arcade]]'', though more open-ended. It is also one of only a few games to use every button on the [[Six Button Control Pad (Mega Drive)|six button control pad]], including {{mode}}.
+
{{ScreenThumb|Shadow Squadron, Ship Select.png|width=200|Ship selection}}
 +
{{ScreenThumb|Shadow Squadron, Color Change.png|width=200|Color change}}
 +
The game is a 3D space combat simulation similar to ''[[Star Wars Arcade]]''. Players take control of either one of the two Feather fighter ships through six missions set across various sectors in outer space. Each of the two available spacecraft have their advantages and disadvantages: the Feather 1 is a highly maneuverable and fast light ship equipped with guided laser cannons, whereas the Feather 2 is a more powerful and heavier ship that relies on manual fire. Choosing the Feather 2 gives the player the option of enabling auto-pilot, which allows the computer to fly and the player to concentrate on shooting, though the computer pilot generally takes indirect paths through the missions and prolongs the length of the game. The Feather 2 can also be used in cooperative two-player games, with player one flying and player two shooting.
 +
 
 +
With the exception of some graphical effects such as explosions, the world is rendered entirely as flat-shaded 3D polygons. There are two types of enemies: fighters and carrier ships. Some missions requiring destroying both types of enemies, while others only the carrier ships must be eliminated. Before starting each mission, a tactical display shows the player's ship and all targets that must be eliminated. Both ships have circular radars that show the locations of nearby enemies during gameplay.
 +
 
 +
The player can control the tilt of the ship and fly in any direction. The ship banks with {{left}} and {{right}}. The vertical controls are inverted, so {{down}} ascends and {{up}} dives. The ships roll counterclockwise with {{X}} and clockwise with {{Z}}. The ships accelerate with {{B}} or decelerate with {{Y}}. The current speed of travel is shown as a green gauge. There are two Speed Control options available in the game options. The first method slows the ship down gradually when the accelerate button is not held down, while the second method maintains the ship's speed until the player changes it by accelerating or decelerating. Both ships are armed with laser guns, which are fired with {{A}}. The player can switch between a first-person, in-cockpit view and a third-person, behind the ship view with {{Mode}}.
 +
 
 +
When using a standard three-button control pad, the ships roll counterclockwise with {{hold|{{Start}}|{{left}}}} and clockwise with {{hold|{{Start}}|{{right}}}}. They accelerate with {{B}} and decelerate with {{Start}}+{{B}}. The game can be paused with {{hold|{{Start}}|{{A}}+{{B}}+{{C}}}}.
 +
 
 +
The ships have two types of energy: weapon/engine energy (red gauge) and shield energy (blue gauge). Weapon/engine energy is expended whenever the ships fire their weapons or engage their thrusters by accelerating. Shield energy represents the ship's protective shield; if it is depleted, the ship cannot sustain any more damage without being destroyed. If the ship runs out of weapon/engine energy, all of its shield energy reserves are transferred to weapon/engine energy, meaning that the next hit destroys the ship. The Feather 1 docks after each mission to replenish its weapon/engine energy and shield energy. The Feather 2 only replenishes its shield energy after each mission, so the player must manage its weapon/engine energy carefully since they must last the entire game.
 +
 
 +
If the ship is destroyed, players can continue a limited number of times. After the game ends, a Trace option is unlocked at the title screen, which replays the previous playthrough from a third-person perspective.
 +
 
 +
There are two difficulty levels (Easy and Hard). The game includes options to view the models used in the game or change the colors of the ships.
 +
 
 +
===Ships===
 +
{{InfoTable|imagewidths=200|
 +
{{InfoRow
 +
| title=Feather 1
 +
| sprite={{sprite|StellarAssault 32X Feather1.png}}
 +
| desc=The Feather 1 is a light fighter. It is weaker than the Feather 2, but it is agile and easy to maneuver, and its weapons are easier to aim.
 +
 
 +
It is armed with twin laser guns. They are semi-guided, so they home in on any targets within the targeting reticle. The laser guns are fired with {{A}}, which can be rapid-fired by holding the button.
 +
 
 +
It is also armed with guided laser torpedoes. These can be fired by pressing {{A}} twice and holding, which causes the targeting reticle to enlarge. Targets within the reticle are highlighted in a similar manner to ''[[After Burner]]'', initially in red and then in white. Any targets highlighted in white when the player releases {{A}} have torpedoes fired at them, up to a maximum of four at a time. Targets are deselected if they leave the reticle area before the player fires the torpedoes. The weapon cannot be fired again until all of the torpedoes have met their targets. Guided laser torpedoes consume more weapon/engine energy than the standard laser guns.
 +
 
 +
The ship is equipped with a Spectral Shield, activated by holding {{C}}. The Spectral Shield envelops the vessel in an energy shield that protects it from enemy fire and collisions. The screen is tinted to indicate when the shield is active. However, using the Spectral Shield drains shield energy and only reduces rather than completely negating damage taken while it is enabled.
 +
 
 +
The Feather 1 has its weapon/engine energy and its shield energy replenished after every mission.
 +
}}
 +
{{InfoRow
 +
| title=Feather 2
 +
| sprite={{sprite|StellarAssault 32X Feather2.png}}
 +
| desc=The Feather 2 is a heavy fighter. It is stronger than the Feather 1, but it moves more sluggishly, and its weapons must be manually aimed. It is the only craft available in two-player games, with player one flying and player two shooting. In single-player games, the player can choose auto-pilot mode, where the computer flies the ship while the player shoots.
  
The game averages at around a 20FPS refresh rate, although palette cycling occurs at 60FPS. Some of the performance gains (and the use of a wider colour palette than most 32X titles) can be attributed to ''Stellar Assault'''s decision to use a 288x224 screen resolution (with extra borders).
+
It fires a single large laser with {{A}}. Its laser gun lacks a guidance system and must be manually aimed using a relatively small reticle. However, the laser is powerful and capable of destroying enemy missiles (which the Feather 1 cannot do with either of its weapons). It can also fire energy torpedoes by holding {{A}}, which causes crosshairs to close into position. After the crosshairs have locked into place, the weapon can be fired by releasing the button. Energy torpedoes drain shield energy when used.
  
===Space ships===
+
Because the Feather 2 only replenishes its shield energy after each mission, it starts with a large reserve of weapon/engine energy. This energy must last the entire game, so players should conserve it as much as possible.
{{sectionsNewStart|imagewidths=100px}}
 
{{SectionsNew
 
| name=Feather 1
 
| image=StellarAssault 32X Feather1.png
 
| desc=The Feather 1 is a smaller ship which is weaker, but easier to maneuver.
 
 
}}
 
}}
{{SectionsNew
 
| name=Feather 2
 
| image=StellarAssault 32X Feather2.png
 
| desc=The Feather 2 is a stronger fighter craft, both attack and defense-wise, though it's harder to maneuver.
 
 
}}
 
}}
|}
 
  
 
===Missions===
 
===Missions===
*'''Mission 1 - Graduation Day:''' Destroy both large ships and all enemy fighters.
+
The missions incrementally move closer to the Sun in the middle of the solar system.
*'''Mission 2 - No Admittance:''' Destroy the three large ships and the warp gate in the center of the sector.
+
{{InfoTable|imagewidths=320|
*'''Mission 3 - Dodge 'Em:''' Set in an asteroid field. Destroy two large ships, small "booster" ships and all enemy fighters.
+
{{InfoRow
*'''Mission 4 - Armada:''' Destroy all ten large ships.
+
| title=Graduation Day
*'''Mission 5 - Ganeluza Grandslam:''' Destroy the two large ships and the massive ship.
+
| screenshot=Shadow Squadron, Stage 1.png
*'''Mission 6 - G.L. Cannon:''' Destroy the machine in the center of the sector.
+
| desc=Destroy the two Delmmer carriers and all enemy fighters.
 +
}}
 +
{{InfoRow
 +
| title=No Admittance
 +
| screenshot=Shadow Squadron, Stage 2.png
 +
| desc=Destroy the Delmmer carrier, two Balsark carriers, and Accelerator Gate in the center of the sector.
 +
}}
 +
{{InfoRow
 +
| title=Dodge 'Em
 +
| screenshot=Shadow Squadron, Stage 3.png
 +
| desc=Set in an asteroid field. Destroy the two Delmmer carriers, small "booster" ships, and all enemy fighters.
 +
}}
 +
{{InfoRow
 +
| title=Armada
 +
| screenshot=Shadow Squadron, Stage 4.png
 +
| desc=Destroy all ten carriers, a fleet of Delmmer, Balsark, Medelus, and Carvelus carriers.
 +
}}
 +
{{InfoRow
 +
| title=Ganeluza Grandslam
 +
| screenshot=Shadow Squadron, Stage 5.png
 +
| desc=Destroy the two Carvelus flagships and the massive Ganeluza carrier.
 +
}}
 +
{{InfoRow
 +
| title=G.L. Cannon
 +
| screenshot=Shadow Squadron, Stage 6.png
 +
| desc=Destroy the Laser Cannon in the center of the sector, which is surrounded by a ring of "slave units" and defended by a sortie of fighters. This mission has a time limit.
 +
}}
 +
}}
 +
 
 +
==History==
 +
===Development===
 +
During development, ''Stellar Assault'' was known by the name '''''Bullet Fighters'''''.
 +
 
 +
The game averages at around a 20 FPS refresh rate, although palette cycling occurs at 60 FPS. Some of the performance gains (and the use of a wider colour palette than most 32X titles) can be attributed to the game's decision to use a 288x224 screen resolution (with extra borders).
  
 
==Versions==
 
==Versions==
Line 70: Line 138:
  
 
==Production credits==
 
==Production credits==
{{multicol|
+
{{mainArticle|{{PAGENAME}}/Production credits}}
{{creditstable|
 
*'''Game design and total direction:''' [[Koji Tsuchida|Kohji Tsuchida]]
 
*'''Main SH2-Programming:''' [[Toshiyuki Kuwabara]]
 
*'''MC68000-Programming:''' [[Shigeru Yoshida]]
 
*'''3D modeling:''' R-Ma, G-Row, Tomohiro Maki
 
*'''Bitmap 2D graphics:''' Tomohiro Maki
 
*'''Mechanical design:''' Art Mic, Kimitoshi Yamane
 
*'''Music:''' [[Teruhiko Nakagawa]], [[Masaru Setsumaru]]
 
*'''Sound effects:''' [[Masaru Setsumaru]], [[Teruhiko Nakagawa]], [[Tatsuya Kouzaki]]
 
*'''Sound special thanks:''' [[Naofumi Hataya]]
 
*'''Text coordinator:''' [[Ryoichi Hasegawa]]
 
*'''Special thanks:''' [[Takashi Shoji]], [[Hiroyuki Ohtaka]], [[Tomonobu Takahashi]], [[Masahide Kobayashi]], [[Takeshi Niimura]], Naoko Kuwabara
 
*'''Director:''' [[Youichi Shimosato]], [[Katsunori Yamaji]]
 
*'''Producer:''' [[Hiroshi Aso|Hiroshi Asoh]]
 
*'''Executive producer:''' [[Mamoru Shigeta]]
 
| source=In-game credits
 
| console=32X
 
}}
 
 
 
{{creditstable|
 
{{creditsheader|[[Sega of America, Inc.]]}}
 
*'''Producer:''' [[Jesse Taylor]]
 
*'''Assistant producer:''' [[Greg Becksted]]
 
*'''Product manager:''' [[Jaime Wojick]]
 
*'''Manual:''' [[John McClain]]
 
*'''Game lead:''' Stephen Bourdet <!-- -Steve- Bourdet in the manual -->
 
*'''Assistant leads:''' Philip Co, Eric Simonich, Mark Pentek <!-- -Phil- Co in the manual -->
 
*'''Testers:''' [[Sam Saliba]], [[Jeff Hedges]], Nathan Tan, Nicole Tatem, [[Mark Paniagua]], [[Scott Morris]], C. Matthew Prescott, [[John Amirkhan]], [[Rob Prideaux]], Armando Anguiano, Eugene R. Valenzuela, [[Crisi Albertson]], Morgan Weiss, Craig Drummond, [[Atom Ellis]], [[Tim Turner]], [[Matt Underwood]], Mark Vitello, Neil Musser, [[Lorne Asuncion]], [[Don Carmichael]], [[Lancelot Nelson]], Joe Cain <!-- -Matt- Prescott and -Lance- Nelson in the manual -->
 
| source=US manual
 
| pdf=Shadowsquadron 32x us manual.pdf
 
| pdfpage=18
 
| console=32X
 
}}
 
}}
 
  
 
==Magazine articles==
 
==Magazine articles==
Line 112: Line 146:
 
{{gallery
 
{{gallery
 
|{{galleryPrintAd|ssmjp|1995-07|4-5}}
 
|{{galleryPrintAd|ssmjp|1995-07|4-5}}
|{{galleryPrintAd
+
|{{galleryPrintAd|hobbyconsolas|46|6-7}}
|HobbyConsolas ES 046.pdf|hobbyconsolas|46|6-7
 
}}
 
 
}}
 
}}
  
Line 149: Line 181:
 
| cart=StellarAssault 32X EU Cart.jpg
 
| cart=StellarAssault 32X EU Cart.jpg
 
| manual=Stellar Assault 32X EU Manual.jpg
 
| manual=Stellar Assault 32X EU Manual.jpg
 +
}}{{Scanbox
 +
| console=32X
 +
| region=PT
 +
| front=
 
}}
 
}}
  
 
==Technical information==
 
==Technical information==
===ROM dump status===
+
{{mainArticle|{{PAGENAME}}/Technical information}}
{{romtable|
 
{{rom|32X|sha1=561C8C63DBCABC0B1B6F31673CA75A0BDE7ABC72|md5=1415A8675ADF3E8647B3DF673B50056D|crc32=60C49E4D|size=2MB|date= |source=Cartridge (EU/US)|comments= |quality=good|prototype=}}
 
{{rom|32X|sha1=FF4F1A2DDED85F3AD43BF28A85C46AD8595D5614|md5=5F6C601DCECCA937B6F2C2161E4566FE|crc32=FCE4C8C7|size=2MB|date= |source=Cartridge (JP)|comments= |quality=good|prototype=}}
 
{{rom|32X|sha1=|md5=|crc32=|size=|date=1995-03-18|source=|comments=|quality=|prototype=yes}}
 
{{rom|32X|sha1=|md5=|crc32=|size=|date=1995-03-13|source=|comments=|quality=|prototype=yes}}
 
{{rom|32X|sha1=|md5=|crc32=|size=|date=1995-03-13|source=|comments=|quality=|prototype=yes|protoname=prototype; 1995-03-13 B}}
 
{{rom|32X|sha1=|md5=|crc32=|size=|date=1995-03-06|source=|comments=|quality=|prototype=yes}}
 
{{rom|32X|sha1=|md5=|crc32=|size=|date=1995-03-02|source=|comments=|quality=|prototype=yes}}
 
{{rom|32X|sha1=|md5=|crc32=|size=|date=1995-02-22|source=|comments=|quality=|prototype=yes}}
 
{{rom|32X|sha1=|md5=|crc32=|size=|date=1995-02-13|source=|comments=|quality=|prototype=yes}}
 
{{rom|32X|sha1=|md5=|crc32=|size=|date=1995-02-06|source=|comments=|quality=|prototype=yes}}
 
}}
 
  
 
==References==
 
==References==

Latest revision as of 18:58, 12 November 2024

n/a

  • PAL
  • NTSC-J
  • NTSC-U

StellarAssault Title.png

StellarAssault 32X JP TitleScreen.png

ShadowSquadron 32X US TitleScreen.png

Stellar Assault
System(s): Sega 32X
Publisher: Sega Enterprises, Ltd. (JP, EU), Sega of America (US)
Developer:
Sound driver: SMPS 68000
Peripherals supported: Six Button Control Pad
Genre: Shooting[2][3]

















Number of players: 1-2
Release Date RRP Code
Sega 32X
JP
¥7,8007,800 GM-4010
Sega Rating: All Ages
Sega 32X
US
$69.9969.99[4] 84509
ESRB: Kids to Adults
Sega 32X
EU
84509-50
ELSPA: 3+ OK
Sega 32X
DE
DM 139.00139.00[8] 84509-50
Sega 32X
PT
XJ84509
ELSPA: 3+ OK
Sega 32X
UK
£49.9949.99[7] 84509-50
ELSPA: 3+ OK

Stellar Assault (ステラアサルト), known in the United States as Shadow Squadron, is a Sega 32X space combat simulator game developed by Sega CS and published by Sega. First released in Japan in April 1995, it was later localized and brought to the United States and Europe the following June.

In February 1998, the game received an enhanced port to the Sega Saturn, Stellar Assault SS, courtesy of developer SIMS.

Story

A coup d'état has occurred in the colonial star system of Sivos (シヴォス). The Rebel Army (反乱軍) quickly overwhelmed the star system with its military might and demanded the surrender of the Allied Forces (連合軍). When the Allied Forces refused, the Rebel Army used a powerful weapon called the Accelerator Gate (アクセルゲート) to bombard Laderia (惑星ラーデリア), the capital planet of the Allied Forces, with meteors. The remnants of the Allied Forces fleet must use its top secret Feather (フェザー) fighters to repel the rebel forces and destroy their Sun-powered Laser Cannon.

Gameplay

Shadow Squadron, Ship Select.png

Ship selection

Shadow Squadron, Color Change.png

Color change

The game is a 3D space combat simulation similar to Star Wars Arcade. Players take control of either one of the two Feather fighter ships through six missions set across various sectors in outer space. Each of the two available spacecraft have their advantages and disadvantages: the Feather 1 is a highly maneuverable and fast light ship equipped with guided laser cannons, whereas the Feather 2 is a more powerful and heavier ship that relies on manual fire. Choosing the Feather 2 gives the player the option of enabling auto-pilot, which allows the computer to fly and the player to concentrate on shooting, though the computer pilot generally takes indirect paths through the missions and prolongs the length of the game. The Feather 2 can also be used in cooperative two-player games, with player one flying and player two shooting.

With the exception of some graphical effects such as explosions, the world is rendered entirely as flat-shaded 3D polygons. There are two types of enemies: fighters and carrier ships. Some missions requiring destroying both types of enemies, while others only the carrier ships must be eliminated. Before starting each mission, a tactical display shows the player's ship and all targets that must be eliminated. Both ships have circular radars that show the locations of nearby enemies during gameplay.

The player can control the tilt of the ship and fly in any direction. The ship banks with Left and Right. The vertical controls are inverted, so Down ascends and Up dives. The ships roll counterclockwise with X and clockwise with Z. The ships accelerate with B or decelerate with Y. The current speed of travel is shown as a green gauge. There are two Speed Control options available in the game options. The first method slows the ship down gradually when the accelerate button is not held down, while the second method maintains the ship's speed until the player changes it by accelerating or decelerating. Both ships are armed with laser guns, which are fired with A. The player can switch between a first-person, in-cockpit view and a third-person, behind the ship view with  MODE .

When using a standard three-button control pad, the ships roll counterclockwise with HOLD  START Left and clockwise with HOLD  START Right. They accelerate with B and decelerate with  START +B. The game can be paused with HOLD  START A+B+C.

The ships have two types of energy: weapon/engine energy (red gauge) and shield energy (blue gauge). Weapon/engine energy is expended whenever the ships fire their weapons or engage their thrusters by accelerating. Shield energy represents the ship's protective shield; if it is depleted, the ship cannot sustain any more damage without being destroyed. If the ship runs out of weapon/engine energy, all of its shield energy reserves are transferred to weapon/engine energy, meaning that the next hit destroys the ship. The Feather 1 docks after each mission to replenish its weapon/engine energy and shield energy. The Feather 2 only replenishes its shield energy after each mission, so the player must manage its weapon/engine energy carefully since they must last the entire game.

If the ship is destroyed, players can continue a limited number of times. After the game ends, a Trace option is unlocked at the title screen, which replays the previous playthrough from a third-person perspective.

There are two difficulty levels (Easy and Hard). The game includes options to view the models used in the game or change the colors of the ships.

Ships

StellarAssault 32X Feather1.png
Feather 1
The Feather 1 is a light fighter. It is weaker than the Feather 2, but it is agile and easy to maneuver, and its weapons are easier to aim.

It is armed with twin laser guns. They are semi-guided, so they home in on any targets within the targeting reticle. The laser guns are fired with A, which can be rapid-fired by holding the button.

It is also armed with guided laser torpedoes. These can be fired by pressing A twice and holding, which causes the targeting reticle to enlarge. Targets within the reticle are highlighted in a similar manner to After Burner, initially in red and then in white. Any targets highlighted in white when the player releases A have torpedoes fired at them, up to a maximum of four at a time. Targets are deselected if they leave the reticle area before the player fires the torpedoes. The weapon cannot be fired again until all of the torpedoes have met their targets. Guided laser torpedoes consume more weapon/engine energy than the standard laser guns.

The ship is equipped with a Spectral Shield, activated by holding C. The Spectral Shield envelops the vessel in an energy shield that protects it from enemy fire and collisions. The screen is tinted to indicate when the shield is active. However, using the Spectral Shield drains shield energy and only reduces rather than completely negating damage taken while it is enabled.

The Feather 1 has its weapon/engine energy and its shield energy replenished after every mission.

StellarAssault 32X Feather2.png
Feather 2
The Feather 2 is a heavy fighter. It is stronger than the Feather 1, but it moves more sluggishly, and its weapons must be manually aimed. It is the only craft available in two-player games, with player one flying and player two shooting. In single-player games, the player can choose auto-pilot mode, where the computer flies the ship while the player shoots.

It fires a single large laser with A. Its laser gun lacks a guidance system and must be manually aimed using a relatively small reticle. However, the laser is powerful and capable of destroying enemy missiles (which the Feather 1 cannot do with either of its weapons). It can also fire energy torpedoes by holding A, which causes crosshairs to close into position. After the crosshairs have locked into place, the weapon can be fired by releasing the button. Energy torpedoes drain shield energy when used.

Because the Feather 2 only replenishes its shield energy after each mission, it starts with a large reserve of weapon/engine energy. This energy must last the entire game, so players should conserve it as much as possible.

Missions

The missions incrementally move closer to the Sun in the middle of the solar system.

Shadow Squadron, Stage 1.png

Graduation Day
Destroy the two Delmmer carriers and all enemy fighters.

Shadow Squadron, Stage 2.png

No Admittance
Destroy the Delmmer carrier, two Balsark carriers, and Accelerator Gate in the center of the sector.

Shadow Squadron, Stage 3.png

Dodge 'Em
Set in an asteroid field. Destroy the two Delmmer carriers, small "booster" ships, and all enemy fighters.

Shadow Squadron, Stage 4.png

Armada
Destroy all ten carriers, a fleet of Delmmer, Balsark, Medelus, and Carvelus carriers.

Shadow Squadron, Stage 5.png

Ganeluza Grandslam
Destroy the two Carvelus flagships and the massive Ganeluza carrier.

Shadow Squadron, Stage 6.png

G.L. Cannon
Destroy the Laser Cannon in the center of the sector, which is surrounded by a ring of "slave units" and defended by a sortie of fighters. This mission has a time limit.

History

Development

During development, Stellar Assault was known by the name Bullet Fighters.

The game averages at around a 20 FPS refresh rate, although palette cycling occurs at 60 FPS. Some of the performance gains (and the use of a wider colour palette than most 32X titles) can be attributed to the game's decision to use a 288x224 screen resolution (with extra borders).

Versions

Localised names

Also known as
Language Localised Name English Translation
English Stellar Assault Stellar Assault
English (US) Shadow Squadron Shadow Squadron
Japanese ステラアサルト Stellar Assault

Production credits

Main article: Stellar Assault/Production credits.

Magazine articles

Main article: Stellar Assault/Magazine articles.

Promotional material

Logo-pdf.svg
Print advert in Sega Saturn Magazine (JP) #1995-07: "July 1995" (1995-06-08)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Hobby Consolas (ES) #46: "Julio 1995" (1995-xx-xx)
Logo-pdf.svg

Artwork

Physical scans

Sega Retro Average 
Publication Score Source
{{{{{icon}}}|L}} Division by zero.
Based on
0 review
Sega Retro Average 
Publication Version Score
CD Consoles (FR)
32
[9]
Consoles + (FR)
70
[10]
Computer & Video Games (UK)
81
[6]
Electronic Gaming Monthly (US) NTSC-U
51
[11]
Famitsu (JP) NTSC-J
65
[12]
Fusion (US)
67
[13]
GameFan (US) NTSC-U
85
[14]
Game Players (US) NTSC-U
71
[15]
GamePro (US) NTSC-U
75
[4]
Game Informer (US) NTSC-U
81
[16]
HiTech (ES)
60
[17]
MAN!AC (DE) PAL
77
[18]
Mega Fun (DE) PAL
77
[19]
Mean Machines Sega (UK) PAL
80
[7]
Next Generation (US) NTSC-U
50
[20]
Player One (FR)
70
[21]
Play Time (DE)
79
[22]
Saturn Fan (JP) NTSC-J
66
[23]
Sega Power (UK) PAL
87
[24]
Sega Pro (UK) PAL
82
[25]
Sega Saturn Magazine (JP) NTSC-J
73
[26]
Sega Saturn Magazine (JP) NTSC-J
85
[27]
Todo Sega (ES)
88
[28]
Top Consoles (FR)
65
[29]
Video Games (DE) PAL
78
[30]
VideoGames (US) NTSC-U
90
[31]
Sega 32X
72
Based on
26 reviews

Stellar Assault

32X, JP
Stellarassault 32x jp backcover.jpgStellarAssault MD JP BoxSpine.jpgStellarassault 32x jp frontcover.jpg
Cover
StellarAssault MD JP CartTop.jpg
StellarAssault 32X JP Cart Back.jpgStellar Assault 32X JP cart.jpg
Cart
StellarAssault32XJPManual.pdf
Manual
32X, US
StellarAssault 32X US Box Back.jpgStellarAssault 32X US Box Front.jpg
Cover
StellarAssault 32X US Cart.jpg
Cart
Shadowsquadron 32x us manual.pdf
Manual
32X, EU
StellarAssault 32X EU Box Back.jpgStellarAssault 32X EU Box Spine.jpgStellarAssault 32X EU Box Front.jpg
Cover
StellarAssault 32X EU Cart.jpg
Cart
Stellar Assault 32X EU Manual.jpg
Manual
32X, PT

Technical information

Main article: Stellar Assault/Technical information.

References

  1. produced by Hiroshi Aso of CS3 (1994)
  2. File:Stellarassault 32x jp frontcover.jpg
  3. 3.0 3.1 http://sega.jp/fb/segahard/32x/soft.html (Wayback Machine: 2013-06-19 13:31)
  4. 4.0 4.1 4.2 GamePro, "July 1995" (US; 1995-xx-xx), page 48
  5. Electronic Gaming Monthly, "June 1995" (US; 1995-0x-xx), page 130
  6. 6.0 6.1 Computer & Video Games, "July 1995" (UK; 1995-06-09), page 68
  7. 7.0 7.1 7.2 Mean Machines Sega, "July 1995" (UK; 1995-05-27), page 74
  8. Games World Magazin, "" (DE; 1995-0x-xx), page 78
  9. CD Consoles, "Juin 1995" (FR; 1995-xx-xx), page 130
  10. Consoles +, "Juin 1995" (FR; 1995-0x-xx), page 79
  11. Electronic Gaming Monthly, "June 1995" (US; 1995-0x-xx), page 36
  12. Famitsu, "1995-06-02" (JP; 1995-05-19), page 1
  13. Fusion, "Volume 1, Number 1: August 1995" (US; 1995-0x-xx), page 78
  14. GameFan, "Volume 3, Issue 6: June 1995" (US; 1995-xx-xx), page 16
  15. Game Players, "Vol. 8 No. 7 July 1995" (US; 1995-0x-xx), page 40
  16. Game Informer, "June 1995" (US; 1995-0x-xx), page 38
  17. HiTech, "Mayo 1995" (ES; 1995-0x-xx), page 66
  18. MAN!AC, "06/95" (DE; 1995-05-10), page 60
  19. Mega Fun, "06/95" (DE; 1995-05-24), page 88
  20. Next Generation, "July 1995" (US; 1995-06-20), page 71
  21. Player One, "Juillet/Août 1995" (FR; 1995-0x-xx), page 115
  22. Play Time, "7/95" (DE; 1995-06-07), page 110
  23. Saturn Fan, "1995 August" (JP; 1995-07-07), page 70
  24. Sega Power, "August 1995" (UK; 1995-06-15), page 58
  25. Sega Pro, "July 1995" (UK; 1995-06-08), page 56
  26. Sega Saturn Magazine, "June 1995" (JP; 1995-05-08), page 134
  27. Sega Saturn Magazine, "September 1995" (JP; 1995-08-08), page 85
  28. Todo Sega, "Junio 1995" (ES; 1995-0x-xx), page 40
  29. Top Consoles, "Julliet/Août 1995" (FR; 1995-0x-xx), page 106
  30. Video Games, "7/95" (DE; 1995-06-28), page 101
  31. VideoGames, "July 1995" (US; 1995-0x-xx), page 62


Stellar Assault

StellarAssault Title.png

Main page | Comparisons | Credits | Hidden content | Magazine articles | Video coverage | Reception | Region coding | Technical information


Sega 32X
Prototypes: 1995-02-06 | 02-13 | 02-22 | 03-02 | 03-06 | 03-13 B | 03-13 | 03-18