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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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KI2.7z Author Topic: Old memories of Star Control 2  (Read 13583 times)
Lachie Dazdarian
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KI2.7z Re: Old memories of Star Control 2
« Reply #15 on: January 15, 2009, 11:56:04 pm »

My first experiences with SC2 were toward the end of my elementary school, around 1995, before my family moved to another part of the country. I was like 13. Super Melee mode fun to play and the first thing that captured my interest, but soon after I decided to take a crack at the actual game. Almost instantly the Super Melee mode became irrelevant (I play it rarely nowadays), and in summers of 1996, 1997 and 1998 SC2 became THE game of my life, which it remains to this day. I really had problems finding my place in the new surrounding back then, and SC2 was a wonderful comfort...or maybe a distraction.

Like someone also said earlier, it was the first game and perhaps remains the only that caused such honest excitement. Truly brilliant and unmatched writing in computer games creates a live, important and almost tangible world. I love it!
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KI2.7z Re: Old memories of Star Control 2
« Reply #16 on: January 17, 2009, 01:02:49 am »

Ki2.7z <QUICK>

A risky defensive move that allowed players to counter-attack instantly.

The file is commonly the compressed archive for the arcade ROM of Killer Instinct 2 , developed by Rare and released by Midway in 1996. It contains the data necessary to run the game on emulators like MAME. KI2.7z

The game didn't just recycle the original's mechanics; it added layers that defined high-level play: A risky defensive move that allowed players to

At a time when the industry was transitioning from sprites to full 3D, KI2 occupied a unique middle ground. It used pre-rendered 3D sprites set against scrolling 3D backgrounds. This allowed for a level of cinematic detail—fluid muscle movements, lighting effects, and massive character models—that "true" 3D games of the era (like the early Tekken or Virtua Fighter titles) couldn't yet match. 2. Evolution of the Combo System The game didn't just recycle the original's mechanics;

The speed was dialed up, making the "Combo Breaker" system more psychological than ever. 3. Iconic Characters and Atmosphere


Yes! I actually missed that copy protection when I saw it wasn't there in UQM Tongue
It was sort of a small challenge and a fun start for the game...

Very few games could give me such a strong sense of nostalgia and fondness... SC2 and Thief: the Dark Project were the ones where this was most pronounced (not incidentally, these two are the best games of all time in my opinion Cheesy)
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