Uridium | |
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Developer(s) | Dominic Robinson (ZX Spectrum), Steve Turner (Music) |
Publisher(s) | Hewson Consultants |
Designer(s) | Andrew Braybrook |
Platform(s) | Atari ST, Commodore 64, ZX Spectrum, Amstrad CPC, BBC Micro, Virtual Console, MS-DOS |
Release date(s) | 1986 |
Genre(s) | Shoot 'em up |
Mode(s) | Single player |
Media/distribution | Cassette tape or Download from the Wii Shop Channel |
Uridium is a science fiction side-scrolling shoot 'em up for the Commodore 64 (and other 8-bit machines). It consists of fifteen levels, each named after a metal element, with the last level being called Uridium (a fictional metallic element, not to be confused with the real metallic element iridium). The manual quotes Robert Orchard, who invented the name as saying "I really thought it existed." [1]
Uridium was later released for the Nintendo Entertainment System in 1990. Mindscape purchased a license to release a game based on the film The Last Starfighter. Rather than program a new game, however, Mindscape decided to take an easier route by recycling an older, relatively obscure game. The title screen, sprites, and soundtrack were modified, but the levels and gameplay were identical. In 2003, it was re-released on the C64 Direct-to-TV.
In 2008, the C64 version was announced as a title on the Nintendo Wii Virtual Console.[2] On 28 March 2008, Uridium was released for the Virtual Console in Europe, costing 500 Wii Points.
Contents |
The plot of Uridium is described as follows:
The solar system is under attack! Enemy Super-Dreadnoughts have been placed in orbit around each of the fifteen planets in this galactic sector. They are draining mineral resources from the planetary cores for use in their interstellar power units. Each Super-Dreadnought seeks out a different metal for its metal converter.
Your Manta class Space Fighter will be transported to each planet in turn and it is your task to destroy each Dreadnought. First you must attack the defensive screen of enemy fighters, then you must neutralise the majority of surface defences before you land on the Super-Dreadnought's master runway. Once on board you must pull as many fuel rods as possible from the metal converters before you take off for a final strafing run as the Dreadnought vaporises into the ether.
In practice, each level takes place at a fixed altitude just above the surface of the Dreadnoughts. The screen scrolls horizontally in both directions as the Manta flies over the Dreadnoughts. Each Dreadnought has a different configuration of walls and other structures which must be negotiated in order to reach the landing zone. This task is hampered by squadrons of enemy fighters that attack the Manta in waves. Lastly, flashing ports on the Dreadnought's surface release homing mines that cannot be destroyed. It takes a skillful Manta pilot to outfly the mines until they self-detonate.
Only when enough of the Dreadnought's defenses have been destroyed is the "Land Now!" signal activated, and the player allowed to slow its speed to a minimum land on the sternward landing zone. After this, the pilot presumably enters the interior of the mothership and sets its nuclear reactor to self-destruct. Finally, the Manta takes off again as the Dreadnought below it crumbles to atoms.
Later Dreadnoughts have tricky wall configurations where the gap between the walls is so narrow that the Manta must turn sideways in order to pass through it. This required skillful use of the joystick. More skill could be exhibited (and more points awarded) by ignoring the "Land Now!" signal and destroying the elite fighters that attacked in waves of one.
When Uridium was originally released, reviewers were impressed by the way the Dreadnoughts were presented. In a simulation of parallax scrolling, the surface of the Dreadnoughts scrolls horizontally, whereas the stars in the background stay still.
Since the Commodore 64's graphics do not support parallax scrolling, particular trickery was required to achieve this. The way it was done is that the Dreadnoughts' surface is actually the background, and the black empty space and the stars are character glyphs on the foreground. As the Commodore 64's graphics chip scrolls the screen to the left or right, the character glyphs representing the stars change shape by shifting their single lit pixels to the right or left, countering the scroll of the screen and giving the impression they were stationary.
Uridium was followed by Uridium+, and Uridium 2 on the Amiga platform.
Computer Gaming World praised Uridium for its graphics' ability to display depth, as well as the game's robust controls.[3]
The game won the award for best shooting game of the year according to the readers of Crash magazine.[4] It was also voted Best Arcade-style Game of the Year at the Golden Joystick Awards.[5]
A later game done by Andew Braybrook, Morpheus, contained a homing mine enemy called an "Uridimine", named no doubt as a tribute to the homing mines of Uridium. Some afficiandos refer to the homing mines as "Uridimines" when talking about Uridium or Uridium 2, as well.
Uridium 2 is a 1993 science fiction side-scrolling shoot 'em up originally designed by Andrew Braybrook for the Amiga. It is the sequel to Braybrook's earlier Commodore 64 game Uridium. Braybrook kept a diary of the game's development in late 1992, which was published in the British computer magazine The One.
Uridium 2 retains the same setting and gameplay of the original Uridium, but the presentation is highly improved, thanks to the Amiga's better graphics and sound capabilities. The sprites and background objects are more detailed and more colourful, and the sound includes a souped-up version of the original Uridium theme tune, as well as PCM sampled speech announcing important in-game events.
Gameplay improvements include a simultaneous two-player mode, power-ups left behind by shooting enemies, a radar screen at the bottom of the game screen, and an improved mini-game when the player reaches the dreadnought's reactor core: instead of a simple quick-draw test to disarm the reactor, the player now gets to actually shoot at the reactor core using a drone pilot.
I don't wanna know where you wanna go
I don't wanna see who you wanna be
You told me that you'd listen to the words that I would say
Part of me had told me that I'd never see that day
Think of all the times you could have thrown it all away
When everyone, everyone said I had to make you pay
Let's not mend what we cannot repair
Mainly 'cause I'm only just a spare
Our time is wasting away
What do you want me to say?
I'm losing nerve day by day
And then you turn and run
I don't wanna know how your body grows
You took it all from me, and you hit it on the nose
Think of all the times you couldn't think of things to say
Now everyone, everyone said I had to make you pay
I can't find the means to understand
You'd never guess by how it all began
I'll be sure to take my time
You are not an enemy of mine
Our time is wasting away
What do you want me to say?
I'm losing nerve day by day