Ludography
Soulstar cover

1994 · Core Design · Shooter

Soulstar

Sega exclusive

Soulstar for the Sega CD/Mega CD is a 3D shoot-'em up that combines several different types of gameplay into one game. Some levels in this game are on a fixed path, similar to Space Harrier or Star Fox. Other levels allow your space craft to hover freely around a 3D environment, and in other levels your craft transforms into a walker robot for close-up attacks.

Released
1 September 1994
Platforms
Sega CD
Genres
Shooter
Developers
Core Design
Publishers
Core DesignVictor EntertainmentTec ToyTime Warner Interactive
Modes
Co-opSingle-player
Perspective
Third person
Themes
ActionScience fiction

About

Soulstar is a hybrid rail shooter/third-person shooter video game developed and published by Core Design for the Sega CD in North America in September 1994, Europe in October by Core Design, and in Japan by Victor Entertainment on December 22.

In the game, the ancient Myrkoids alien race arrive upon the titular solar system to drain its planets of resources and destroy them, and it is up to Bryk Hammelt of the Cryo-Commandos warrior race to eliminate the Myrkoids by piloting his morphing fighter craft, the Aggressor. As the penultimate title developed by Core Design for the Sega CD, Soulstar heavily uses its scaling and rotation capabilities, similarly to other titles on the system created by the same developer, such as Thunderhawk and Battlecorps, which feature the same pseudo-3D graphical style. It is inspired by Sega's 1988 arcade game Galaxy Force II.

›Story

Killers of Worlds

A thousand light years away, across a yawing gulf of space and time, the six plantes of the Soulstar system perform a peaceful celestial dance around their youthful suns, unaware of the horror soon to come. A horror in the dreaded shape of the Myrkoids, an alien species older than the stars themselves, with a unified mind far colder than the spaces between those stars. The Mykroids - killers of worlds - descend on unsuspecting star systems, sucking them dry and draining every planet of its internal energies.

Bryk Hammelt, the last of a noble race of warriors known as the Cryo-commandos, set out in his great starship, the Treaghon, to hunt down the merciless Myrkoids.

He has hunted them for centuries. For eons he has followed, and they have always eluded him.

Until now.

Keywords

  • rail shooter
  • futuristic

Media

The articlegameplay, story, development, reception

Gameplay

Soulstar is a shooter game that is primarily played in a third-person perspective behind the ship, similar to Galaxy Force II and Star Fox, where players take the role of Bryk Hammelt from the Cryo-Commandos in a mission to exterminate the alien race known as the Myrkoids, who have arrived on the titular Soulstar system to invade it. The gameplay is based around three types of space combat vehicles that the player's ship, the Aggressor, can transform into depending on the situation.

The first mode is an on rails shoot 'em up akin to Space Harrier, where it involves flying the Sub-light Strike Craft through space towards huge scaling sprites of a planet or space station and flying across a texture mapped planetscape, while shooting upcoming enemies from either the front or behind and collecting power-ups along the way.

Story

The Myrkoids, an ancient alien species with a cold and unified mind have descended upon many star systems, stealing and draining every planet of their resources and destroying them in the process. Following the destruction of his home system, Bryk Hammelt, the last from a noble warrior race known as the Cryo-Commandos, sets out in his morphing starship, the Aggressor, to hunt down and eradicate the Myrkoids from existence, who have arrived at the Soulstar system to repeat their same process of planetary extermination.

Development

Soulstar was conceived by Sarah Jane Avory after work on the Sega CD port of Thunderhawk was completed. Avory had the desire to develop a project similar to Galaxy Force II, as it was one of her favorite titles in arcades. However, no existing hardware released at the time on the market was capable of producing visuals of similar fidelity until the arrival of the Sega CD in 1991, which allowed Avory and one of her co-workers to make their vision a reality. The project began development in March 1993, two months after Thunderhawk was released in North America on Sega CD and was announced in late 1993 under the original name Aggressor and later as Soulstar: Malice of The Myrkoids in early 1994, along with other then-upcoming titles for the add-on by Core Design such as Battlecorps, Heimdall and BC Racers (then titled Chuck Rally).

Soulstar makes intensive use of the features available on the Sega CD hardware for its visuals, in addition to being the first title on the add-on that displayed sprites at 64 colors. Avory and her team planned on pushing the hardware as much as they could from the beginning of its development, with all of the sprites featured in the game being built on the system's WRAM as "stamp maps" in order to be displayed on-screen by the Sega Genesis, in addition to creating a display list to showcase up to 80 moving sprites. Avory also integrated a graphical trick that allowed both the sprites and terrain to exhibit color depth-fading. The soundtrack composed by Nathan McCree was implemented early in development and enters synchronization with gameplay during the Sub-light Strike Craft sections. Both Battlecorps and Soulstar shared the same game engine as with Thunderhawk on the Sega CD.

Reception

Soulstar got mixed-to-positive response upon release. GamePro gave the game a mixed review, saying that the graphics and audio are impressive, but that "the interstellar flying, which dominates the game, makes you feel like you're confined to a tight, invisible box - a drawback for Mode 7 fans." They also commented that the steep difficulty curve makes the game unsuitable for novice gamers.

Releases by platformdates and regions as published

PlatformReleasedRegions
Sega CD1 September 1994North America · Europe 1 October 1994 · Brazil 1 November 1994 · Japan 22 December 1994

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Development status

Description adapted from its source, CC BY-SA 4.0.