Project Firestart

Last updated
Project Firestart
Project Firestart Coverart.png
Developer(s) Dynamix
Publisher(s) Electronic Arts
Designer(s) Jeff Tunnell
Damon Slye
Programmer(s) Dariusz Lukaszuk
Paul Bowman
Richard Rayl
Artist(s) John Burton
Dariusz Lukaszuk
Composer(s) Alan McKean
Platform(s) Commodore 64
Release 1989
Genre(s) Survival horror
Mode(s) Single-player

Project Firestart is a cinematic survival horror game for the Commodore 64 computer system. It was designed by Jeff Tunnell and Damon Slye and published by Electronic Arts in 1989. Taking place in the 21st century, the game follows a government agent dispatched to a research station in orbit around Saturn's moon, Titan, to learn why the scientists there abruptly cut off communication with Earth. The game has been cited by various gaming journalists and writers as one of, if not the first, survival horror game, pioneering many conventions of the genre including limited ammunition, an emphasis on escaping enemies and puzzle solving over combat, solving a central mystery, and multiple endings.

Contents

Plot

In 2061, agent Jon Hawking of the United System States is sent to the research ship Prometheus, in orbit around Titan. Hawking's mission is to make contact with the members of Project Firestart, an initiative of the System Science Foundation, who have recently dropped out of communication with their superiors on Earth. Hawking is further instructed to retrieve all of the scientific data on board the Prometheus and then to destroy the ship, based on the USS' belief that Project Firestart has been compromised and could potentially pose a threat to Earth. Should Hawking fail in his mission, the USS will remotely activate the Prometheus' self destruct sequence on the assumption that Hawking himself has been killed.

On board the Prometheus, Hawking discovers the entire crew brutally murdered and the ship infested with large, hostile creatures. Retrieving the ship's science logs, Hawking discovers that Project Firestart was a genetic engineering program that sought to create a mining species resistant to extreme cold and low oxygen levels by combining the DNA of oxen with a new species of fungi discovered in asteroids around Titan. Hawking further learns that one of the scientists on the project, Dr. Arno, secretly altered the DNA of the mining creatures in an attempt to create a race of super soldiers. The plan backfired, as Arno's creations proved to be mindlessly hostile and capable of asexual reproduction. Unable to contain the monsters, the crew of the Prometheus was slaughtered. SIA Agent Annar Kensan, who was working in secret with Dr. Arno, survived by placing himself in cryosleep; upon Hawking's arrival on the Prometheus, he awakens. Also in cryosleep is Mary, another Firestart scientist who survived the massacre because she was placed in suspended animation after suffering a minor injury.

The creatures spawn a giant, white version of themselves, which begins attacking them. The supercreature then seeks out Hawking, who discovers that it is completely invulnerable to all of his weaponry. Using the Firestart scientists' notes on the genetic flaws in their original organisms, he must improvise a way to kill the creature using the resources available to him on board the ship.

Endings

The ending of the game varies depending on different actions taken by the player:

If the player rescues Mary and escapes the ship with the science logs, Hawking is attacked on board the escape shuttle by Annar, who does not want knowledge of the experiments to leak out. By firing their weapon at the right time, the player can shoot and kill Annar; on board the rescue craft, Hawking is reunited with Mary.

If the player does not rescue Mary but escapes with the science logs, Hawking is still attacked by Annar. The player can still kill him, and be brought on board the rescue craft.

Failing to fire at the right time will result in Annar overpowering Hawking and killing him. The Prometheus is destroyed, but Annar escapes with Dr. Arno's research notes to continue the project.

Leaving without the science logs results in Hawking's superiors chastising him as a coward and a failure.

Escaping on the shuttle without sending an SOS distress call or informing HQ of the Exis's destruction results in the craft drifting through space. The shuttle is never picked up and the player dies when the oxygen runs out.

Dying on board the Prometheus results in the creatures overrunning the ship, multiplying uncontrollably. The USS remote detonates the station, destroying it and the creatures.

Gameplay

The game is a side-scrolling, pseudo-3D action-adventure game. The player's character can run left or right through environments, shooting enemies with his laser gun and entering doors. The game adopted a cabinet projection for giving the action greater depth, and some areas allowed for movement into and out of the background. The HUD and on-screen information is very limited, just showing the health of the main character and the amount of ammo available.

Some of the terminals throughout the space station contain logs and journals of the personnel, which provide a history of the genetic project and thus the backstory - a revolutionary feature in 1989, which has become very common in modern videogames. Occasionally, due to a player action or at fixed points in the game, the game would pause for a cutscene featuring either the hero or the monsters.

Reception

Project Firestart was generally well received by the press in 1989. The famous videogame magazine Zzap!64 rated the game 91%, with the following comment: "Project Firestart is jam-packed with the sort of fast-paced, polished presentation and chilling atmosphere which make software epics.". [1] Another magazine, PowerPlay , rated the game 78/100, describing it as "characterized by an unbelievably thick atmosphere" and at the same time criticizing its use of a disk-exchange system, which requires the player to swap the disks many times mid-game. [2] Computer Gaming World noted the game succeeds outside the traditional mold of action or adventure games and said, "While the game may fail to satisfy devout action gamers because the pacing of the action is slow or doctrinaire role-players because of the lack of true interaction and character development, it is a suspenseful blend of music, graphics, decision-making, action, clues, plot, and even, romance." [3]

Although never commercially successful, the game has an enduring cult following, and is ranked on Lemon64 as the 59th best Commodore 64 game by user votes (minimum 120) as of 2023. [4]

Legacy

IGN has called it the first "fully formed vision of survival horror as we know it today," citing its balance of action and adventure, limited ammunition, weak weaponry, vulnerable main character, feeling of isolation, storytelling through journals, graphic violence, open exploration, cut-scenes, multiple endings and use of dynamically triggered music—all of which were characteristic elements of later games in the survival horror genre. [5] Penny Arcade has similarly described it as "the Survival Horror template in its entirety". [6]

In an interesting turn of events, the ship the player is on in the game is called the "Prometheus", while the game itself is very reminiscent of Ridley Scott's " ALIEN ", who would then go on to direct a prequel film in 2012 titled " Prometheus ".

Related Research Articles

<i>Paradroid</i> 1985 video game

Paradroid is a Commodore 64 computer game written by Andrew Braybrook and published by Hewson Consultants in 1985. It is a shoot 'em up with puzzle elements and was critically praised at release. The objective is to clear a fleet of spaceships of hostile robots by destroying them or taking them over via a mini-game. It was later remade as Paradroid 90 for the Commodore Amiga and Atari ST home computers and as Paradroid 2000 for the Acorn Archimedes. There exist several fan-made remakes for modern PCs. In 2004 the Commodore 64 version was re-released as a built-in game on the C64 Direct-to-TV, and in 2008 for the Wii Virtual Console in Europe.

<i>Buck Rogers: Planet of Zoom</i> 1982 video game

Buck Rogers: Planet of Zoom, known as Zoom 909 in Japan, is a pseudo-3D rail shooter released as an arcade video game by Sega in 1982. The player controls a spaceship in a third-person perspective, adapting the three-dimensional perspective of Sega's earlier racing game Turbo (1981) for the space shoot 'em up genre. It used the Buck Rogers license, referencing the space battles, though Buck himself is never seen.

<i>Labyrinth: The Computer Game</i> 1986 video game

Labyrinth: The Computer Game is a 1986 graphic adventure game developed by Lucasfilm Games and published by Activision. Based on the fantasy film Labyrinth, it tasks the player with navigating a maze while solving puzzles and evading dangers. The player's goal is to find and defeat the main antagonist, Jareth, within 13 real-time hours. Unlike other adventure games of the period, Labyrinth does not feature a command-line interface. Instead, the player uses two scrolling "word wheel" menus on the screen to construct basic sentences.

<i>The Movie Monster Game</i> 1986 video game

The Movie Monster Game is a computer game released by Epyx for the Apple II and Commodore 64 in 1986. The game offers a variety of scenarios, playable monsters, and cities to demolish. The monsters are based on popular movie monsters such as The Blob, Mothra, the Stay Puft Marshmallow Man, and the Transformers, and Epyx was able to officially license Godzilla.

<i>The Heroes of Karn</i> 1983 video game

The Heroes of Karn is a 1983 adventure game written by Ian Gray. It was released by Interceptor Micros for the Commodore 64, Amstrad CPC and ZX Spectrum. Music was written by Chris Cox. The Spectrum and Amstrad versions were adapted by David M. Banner with graphics by Terry Greer. A sequel, Empire of Karn, was released in 1985 on the Commodore 64.

<i>Creatures II: Torture Trouble</i> 1992 video game

Creatures II: Torture Trouble is a platform game for the Commodore 64 computer, released in 1992. It was developed by Apex Computer Productions, the company started by two brothers, John Rowlands and Steve Rowlands. It is the sequel to Creatures.

<i>Dropzone</i> 1984 video game

Dropzone is a horizontally scrolling shooter developed by Archer Maclean for the Atari 8-bit family and published in 1984 by U.S. Gold. It was ported to the Commodore 64, and later released for the Nintendo Entertainment System, Game Boy, Game Gear, and Game Boy Color.

<i>Mines of Titan</i> 1989 video game

Mines of Titan is a single-player role-playing video game, developed by Westwood Associates, and released by Infocom in 1989 for Apple II, Commodore 64 and MS-DOS.

<i>Beach Head II: The Dictator Strikes Back</i> 1985 video game

Beach Head II: The Dictator Strikes Back is a 1985 video game for the Commodore 64, a sequel to Beach Head, developed and published by Access Software. It was designed by Bruce Carver and his brother, Roger, and was released for the Amstrad CPC, Apple II, Atari 8-bit family, Commodore 64, and ZX Spectrum.

<i>Quake Minus One</i> 1985 video game

Quake Minus One is a real-time strategy video game published for the Commodore 64 by Monolith/Beyond in 1985 and was written by Warren Foulkes and Mike Singleton.

<i>Escape from Singes Castle</i> 1987 video game

Escape from Singe's Castle, also known as Dragon's Lair Part II - Escape From Singe's Castle, is a 1987 video game from Software Projects. The game is sometimes referred to as Dragon's Lair II, but is not the official arcade sequel Dragon's Lair II: Time Warp.

<i>Panther</i> (1986 video game) 1986 video game

Panther is a Commodore 64 game designed and implemented by Peter Adams and published by Mastertronic in 1986. An Atari 8-bit family version followed in 1987, then a ZX Spectrum port in 1989. The player pilots a strange-looking aircraft, fighting off hordes of invading flying saucers and rescuing people by landing the craft and waiting for them to board. The game uses a diagonally scrolling isometric view, much like Zaxxon and Blue Max, using shadows to show the height of flying objects. Adams previously worked ports of both of those games.

<i>Shadowfire</i> (video game) 1985 video game

Shadowfire is a video game for the ZX Spectrum and Commodore 64 and later the Amstrad CPC. It was developed by British developer Denton Designs and published by Beyond Software in 1985. The player must direct the Enigma Force to rescue Ambassador Kryxix from the traitor Zoff's flagship before the timer runs out and secret plans for a new type of starship are discovered. Shadowfire was one of the first games to use a menu-and-icon-driven interface. It was well received by reviewers of the time, and followed by a sequel, Enigma Force.

<i>Star Trek: The Promethean Prophecy</i> 1986 video game

Star Trek: The Promethean Prophecy is a text adventure game developed by Trans Fiction Systems and published by Simon & Schuster Software in 1986 during the 20th anniversary of the Star Trek: The Original Series. The game was developed by Ron Martinez and Jim Gasperini who also worked on Hidden Agenda. The player assumes the role of James T. Kirk captain of the USS Enterprise which has sustained heavy damage after being attacked by an unknown entity. A landing party headed by Kirk beams down to a nearby planet to find food for the ship's crew as the resources onboard became contaminated during the attack.

<i>Dream Zone</i> 1988 video game

Dream Zone is an adventure game developed by JAM Software and published by Baudville. It was released in 1988 for the Apple II and Apple IIGS, followed by versions for MS-DOS, the Amiga, and the Atari ST.

<i>Peter Shiltons Handball Maradona</i> 1986 video game

Peter Shilton's Handball Maradona is a multiplatform association football simulation video game that was released in 1986 for the Amstrad CPC, Commodore 64 and ZX Spectrum. The game's title refers to the "hand of God" goal scored by Diego Maradona against England at the 1986 FIFA World Cup.

<i>Mindshadow</i> (video game) 1984 video game

Mindshadow is a 1984 graphic adventure game released for the Amstrad CPC, Apple II, Atari 8-bit family, Commodore 64, Macintosh, IBM PC compatibles, ZX Spectrum, and later the Atari ST and Amiga The game was developed by Interplay Productions and published by Activision.

<i>Syndrome</i> (video game) 2016 video game

Syndrome is a science fiction survival horror video game developed by Camel 101 and Bigmoon Entertainment for Microsoft Windows, PlayStation 4, Xbox One, Mac, Linux and Nintendo Switch. The game takes place inside the "Valkenburg", a drifting spaceship where something has gone wrong, killing most of its crew. The player controls a character that wakes up in the spaceship with no memory of what happened. The player's actions are not limited to running and hiding; in Syndrome the player can also engage in combat, although the available weapons and ammunition are limited. The game also plays heavily with psychological horror: the main character is constantly plagued by visual and auditory hallucinations, never knowing what is real and what is not.

<i>Parallax</i> (video game) 1986 video game

Parallax is a shoot 'em up video game developed by British company Sensible Software for the Commodore 64. It was released in 1986 by Ocean Software in Europe and Mindscape in North America. The game was named after its primary graphical feature, parallax scrolling, which gives the illusion of depth to side-scrolling video games. On release, reviews praised the game's mix of traditional side-scrolling action and adventure game-inspired puzzles.

<i>Pirates of the Barbary Coast</i> 1986 video game

Pirates of the Barbary Coast is a maritime trading and strategy video game set in the days of the Barbary corsairs, published in 1986 for Atari 8-bit, Atari ST, and Commodore 64 by StarSoft Development Laboratories. In 1987, it was also published by Keypunch Software for DOS, while Cascade Games published versions for the other platforms in Europe.

References

  1. Zzap! Review for Project Firestart at Mobygames
  2. German Project Firestart review on PowerPlay (scan)
  3. Wilson, David (October 1989), "Quest for Firepower", Computer Gaming World , no. 64, p. 18
  4. "Lemon64 - Commodore 64 Games - C64 Reviews & Music".
  5. Travis Fahs (30 October 2009). "IGN Presents the History of Survival Horror". IGN. Retrieved 2009-11-02.
  6. Jerry Holkins. "My Friend Wyrmidon". Penny Arcade (webcomic) . Retrieved 2011-02-02.