Sinistar (1983)

Williams Electronics

Arcade · Atari 5200 · Atari 8-bit

3.48 from 25 ratings

49 members have it in their collection · 8 backlogged · 10 wish listed

The player pilots a lone spacecraft, and must create "Sinibombs" by shooting at drifting planetoids and catching the crystals that are thereby released. Sinibombs are needed to defeat the game boss, Sinistar, an animated spacecraft with a demonic skull face. Sinistar does not exist at the start of the game, and is continuously under construction by enemy worker ships. Though … Read more
The player pilots a lone spacecraft, and must create "Sinibombs" by shooting at drifting planetoids and catching the crystals that are thereby released. Sinibombs are needed to defeat the game boss, Sinistar, an animated spacecraft with a demonic skull face. Sinistar does not exist at the start of the game, and is continuously under construction by enemy worker ships. Though time is crucial, attempting to mine too quickly will destroy a planetoid without releasing any crystals. Enemy worker ships are also gathering crystals (often stealing them from the player) which they use to construct the Sinistar. Enemy warrior ships can directly attack the player's ship. The player is given a head-start before the enemy ships have enough crystals to begin construction. Game ends when the player's ships are all destroyed. Once the Sinistar is completely formed, a digitized voice makes various threatening pronouncements, including "Beware, I live!," "I hunger, coward!," "I am Sinistar!," "Run! Run! Run!," "Beware, coward!", "I hunger!," "Run, coward!," and a loud roaring sound. The Sinistar has no weapon attacks, but if it contacts the player's ship while it darts about the playfield, the player's ship will be "eaten" and destroyed. A total of 13 Sinibombs are required to destroy a fully built Sinistar, although an incomplete Sinistar can be damaged to slow construction. Each short-range Sinibomb automatically targets the Sinistar when fired, but can be intercepted by a collision with an enemy ship, enemy fire, or a planetoid. The player moves from one zone to the next each time he defeats the Sinistar. A sequence of four zones repeats continuously after the first zone. Each is named for the most numerous feature of that zone: Worker Zone, Warrior Zone, Planetoid Zone, and Void Zone (the Void Zone is especially difficult because it has very few planetoids). Beginning with the first Worker Zone, a completed but damaged Sinistar can be repaired/rebuilt by the enemy ships by gathering more crystals, extending its "lifespan" if the player is unable to kill it quickly. Read less
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Details

Developers
Williams Electronics
Publishers
AtariAge, Williams Electronics
Genres
Arcade, Shooter
Themes
Action, Science fiction
Series
Sinistar

Release dates

  • Feb 1983 (Full Release) (North_America) Arcade
  • Jun 15, 2010 (Full Release) (Worldwide) Atari 5200
  • Jun 16, 2010 (Full Release) (Worldwide) Atari 8-bit

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Rating distribution

5 stars
0
4 stars
12
3 stars
10
2 stars
2
1 star
0
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Community All Reviews Statuses

scoopings

Review scoopings 3/5 · May 14, 2022

Decent, Fast-Paced, Difficult Shoot Em Up

Look: 7/10 Sinistar looks pretty awesome, otherwise just functional.

Sound: 8/10 Most the sound effects are just functional, but of course, as most people mention, the voice for Sinistar is awesome and epic. It feels evil and terrifying, especially when you don't have enough Sinibombs yet. Thus, the sound adds a to the gameplay itself, adding a sense of urgency …

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Look: 7/10 Sinistar looks pretty awesome, otherwise just functional.

Sound: 8/10 Most the sound effects are just functional, but of course, as most people mention, the voice for Sinistar is awesome and epic. It feels evil and terrifying, especially when you don't have enough Sinibombs yet. Thus, the sound adds a to the gameplay itself, adding a sense of urgency and fear.

Play: 6/10 I like how you, like, "bounce" off objects without getting damaged (well, unless you bump into Sinistar). I'm not a huge fan of the movement, kinda reminds me of my issues with Asteroids. Like, I felt like I was constantly moving and quite chaotically, especially when I'd try to mine the rocks. It's almost definitely user error, but it's a struggle with these type games I haven't been able to overcome even with this chronology project. Nonetheless, because you can bounce off objects, the chaotic movement isn't too frustrating. Once I realized I have to use the Sinibombs on Sinistar, I managed to get through 2 Sinistars which makes me quite proud considering how difficult people say this game is. I didn't push past that because I can't quite get a hang of the movement, but I had fun playing it. I notice it was the radar feature as well, which could be seen as innovative but I feel like it was quite normalized by '83. The crystals were kinda frustratingly small, but I think if I were better at the movement aspect, I wouldn't be as concerned about that.

Feel: 7/10 Fun, with a special "feel" due to Sinistar's arrival and the sound and the fast-paced gameplay. It's a neat idea that you "mine" for the ingredients for the Sinibombs, just as the enemies "mine" to build Sinistar. It's cool how the enemy ships "build" Sinistar, seems quite advanced for '83 (tho I suppose it really isn't). I can only imagine the feel of this when it was first released, playing in an arcade and Sinistar comes when you are scarcely ready.

Attachment: 7/10 This isn't a genre I will regularly return to, but out of its genre, this one stands out due to its enemy boss, sound, concepts, and reputation.

Completion: 2 Sinistars, ~16k Score Playtime: ~30 mins

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