<< Back to INDEX
 
 
Introduction to 
StarFight V - Hell's Gate
Game Instructions Troubleshooting guide StarFight 
Universe Reference
Legal Information

Introduction to
STARFIGHT
V
- Hell's Gate -

    StarFight V - Hell's Gate is a ShareWare game which combines intense space shoot'em up action with a SciFi storyline. It's pretty large for a ShareWare game, especially for a Finnish one. Thus it's main objective is not to accomplish huge amounts of economical profits trough hundreds of thousands of registrations, but to make people realize that you don't need a multi-million budget and a twenty-people team to design and produce a good game with a storyline, even in Finland. StarFight V features:

    - 20 arcade missions (5 of which are available in the ShareWare version)
    - Immense SciFi-storyline, cinematic cut-sceces and lots of background graphics
    - 100% digital interactive music

    GAME STORYLINE

    SYSTEM REQUIREMENTS
 

    StarFight series has always been a 100% consumer free mix of shoot'em up action with adventure gaming. StarFight I - Beginning of the End had a little both, StarFight III - Within the Darkness was 1/3 adventure and 2/3 action, StarFight IV - Legacy was 80% adventure-based. But along with this release things have changed a bit...
    StarFight V is 100% action with a storyline which could easily make up an adventure game. It is also released as ShareWare, which means you'll have to pay in order to make the most of it. I'd like to explain myself a little...
    StarFight I was a lousy piece of garbage that I wouldn't even release as Public Domain now. SF3 was another story... After the first fiasco my expectations on it's success weren't very high. Surprisingly it won the "Finnish game of the month"-title in Mikrobitti 11/97. This inspired me to make another StarFight game, the SF4. It was meant to become ShareWare, but since some parts of it (the sound driver and mouse control systems) were make by other people it became Public Domain. StarFight V is finally nearly 100% "in-house developed". And since I've seen dozens of worse games being distributed in ShareWare I decided to give it a shot...

    Actually, SF5 was meant to be a Win32/DirectX only-application. However, all of my (hand-made) game-developement tools, like graphics/sound routines and movie compression/playback are BORLAND PASCAL 7.0 based. Development time frame of 8 months (this is not a full-time job ;-) forced me to make it a 16-bit DOS application instead. Surely, if this had been a DirectX game it would've looked more like a commercial one (with HiRes 32bit graphics ofcourse ;-), but what the hell!