#starglider
Magazine advertising for Starglider II by Rainbird in the issue #19 of STart, in March 1989
November 6, 2026 at 7:00 PM
well really Firebird, Rainbird and Silverbird were all the same company just with different labels. They also published the Starglider games
November 4, 2026 at 4:43 AM
Computer & Video Games (Dec 1986) - Enduro Racer, Sky Runner, Starglider, President, Euromax Joysticks, Star Trek and Quartet news

READ: (1/2)
November 8, 2026 at 5:20 PM
November 3, 2026 at 11:51 AM
Friend of mine figured out that Starglider II only used about fifty words from the manual, and so printed them out in small font on the disk label.
November 2, 2026 at 2:28 PM
Hello Daisy looking fresh as a perfectly beautiful Daisy Thank you for posting StarGlider Photography Let me know if you need anybody to assist or if Daisy has a phone number LOL
October 31, 2026 at 10:13 PM
I was just thinking about Starglider (by Rainbird) this morning

www.youtube.com/watch?v=Mfof...
October 29, 2026 at 6:26 PM
Ocean Mediaの11本のダウンロード専用タイトル #Switch #Switch2 が、期間限定セールで90%OFFの104円になりました。11/24(火)23:59まで。
5leaf.jp/game/sale/nintendo/%...
November 4, 2026 at 7:15 PM
The finest minds of their time got Starglider running at 1fph. And that was an achievement.
October 29, 2026 at 1:25 PM
Starglider (1987) - Crack: Southampton Cracking Team (SCT) - #Amiga
Match Pairs (1989) - Crack: Paradise (PRD) - #Amiga
Invertus (1995) - Crack: Success + The Ruling Company - Trainer: +2 - #Commodore64
Monster Business (1992) - Intro Hack: Italian Bad Boys (IBB) - #Amiga
October 28, 2026 at 7:00 AM
Your Sinclair (Nov 1988) - Elite, Tetris, Supreme Challenge, The Sentinel, Starglider and ACE 2: The Ultimate Head to Head Conflict reviews. Also Shoot-Out full-page ad

READ: https://archive.org/stream/Your_Sinclair_035/page/n82/mode/2up
October 27, 2026 at 1:05 PM
The first one I really remember was Starglider II, a fantastic game that was years ahead of its time. Difficult, but you didn’t need to bother with the missions and could just randomly cruise from planet to planet. Or find out what happens when you fly into the sun.
October 23, 2026 at 11:25 AM
Screen Shower for Starglider/Rainbird Software Ltd (1986).

WATCH ON YOUTUBE: https://www.youtube.com/watch?v=-0nxTSc-4os
October 21, 2026 at 7:40 PM
Starglider port on the ZX Spectrum Next. Look at that frame rate...
October 16, 2026 at 9:53 PM
ICYMI, this week I wrote about Argonaut Games and the making of Starglider 2.

Featuring MUD, hacking live on TV, Star Wars, taming the blitter, star-mangled UI, and a C64 version that was "a bit of a disaster"

superchartisland.com/starglider-2
October 16, 2026 at 5:58 AM
The Atari ST and Amiga offered great new possibilities for games, but for years those games couldn't compete with the old 8-bit machines in the charts. In 1988, a pioneering 3D space game helped to change that.

New post on Starglider 2 and Argonaut Games:

www.superchartisland.com/starglider-2
Starglider 2 – “Stardrive Activated”
11 years before the release of Starwing/Star Fox, and 44 years before Argonaut Games signed up to an arms dealer’s retrogaming side project, Argonaut was formed in 1982 by Jez San. Jez (short for J…
superchartisland.com
October 12, 2026 at 6:03 AM
October 12, 2026 at 2:34 PM
Here's Starglider being played on the Saturday morning programme 'Get Fresh' :

youtu.be/ywlC6fk7axo?...
Get Fresh (80s Saturday morning Children's ITV show) from Yeovil
YouTube video by Scott's Travel
youtu.be
October 12, 2026 at 8:11 AM
One of my favourite #amiga games, the mighty Starglider 2 😎

https://superchartisland.com/starglider-2/
11 years before the release of _Starwing_ /_Star Fox_ , and 44 years before Argonaut Games signed up to an arms dealer’s retrogaming side project, Argonaut was formed in 1982 by Jez San. Jez (short for Jeremy) San grew up in north west London. When he was 12 years old his father, who handily ran an import-export business, gave him an American TRS-80 computer. Jez quickly started writing programs for it, including one to allow its games to be played with an Atari controller. He then gained further knowledge by hanging out at a nearby computer shop with other (mostly older) enthusiasts, in much the same way as, during the same period, Matthew Smith in Liverpool and Satoru Iwata in Tokyo. By 1982, Jez San had switched to a BBC Micro and got a summer job with games company Silversoft. He wrote a conversion of Sega’s 3D arcade space shooter _Tac/Scan_ , which didn’t get released but showed an early interest in 3D and space which would serve him well. He experimented with various other bits of programming and hacking, and then set up Argonaut (chosen for the implied Jason pun on his name) to make it less obvious he was one teenager working in his bedroom. He found some security weaknesses in BT’s early electronic message service Telecom Gold, and persuaded them to pay Argonaut £500 for a report on its (his) findings. He proceeded to do something similar with Acorn. * Tac/Scan (Sega, 1982, Arcade) – screenshot taken from MobyGames * Tac/Scan (Sega, 1982, Arcade) – screenshot taken from MobyGames Jez San also reports his hacking as having extended to live TV. In 2015 he told _Retro Gamer_ that he had been responsible for the bit in the BBC’s 1983 _Micro Live_ when its presenter logged into a message system and was unexpectedly greeted by a hacking poem, although only San’s friends actually attached their names to it. San combined his enthusiasm for hacking and games into becoming an dedicated player of the original online _Multi User Dungeon_ , or _MUD_ , dialling into Essex University where it was based and shortcutting his way to a high rank. As a chronicler of the game wrote in 1985, “after several months of glorious bloodletting, and suitably impressive telephone bills, this precocious 17-year-old (as he was then) made it up to wiz”. When it came to San making his own games, the first one to be published was _Skyline Attack_ for the Commodore 64 in 1984. He wrote a couple of computer-related books for Century Communications, then got to make a game for their software arm. San worked on it with his friend Fouad Katan, plus Dan Emmett on graphics. _Skyline Attack_ is a _Defender_ -like 2D shooter, where the action plays out above London and Paris. “The graphics are excellent, especially the skylines of the cities you fly over, which scroll very smoothly.” wrote _Commodore User_. “The game is challenging and the pace is fast and furious”. San and Katan also came up with software to let them carry out development for the Commodore 64 on the BBC Micro. Thanks to a shared agent, Jacqui Lyons, this came to the attention of _Elite_ publishers Firebird, and made its way to _Elite_ developers David Brabel and Ian Bell to use as part of converting their game from BBC Micro to Commodore 64. _Elite_ ’s C64 manual includes in its credits “Technical Assistance by Jeremy Sans”. * Skyline Attack (Century, 1984, Commodore 64) * Skyline Attack (Century, 1984, Commodore 64) * Elite (Firebird, 1985, Commodore 64) * Elite (Firebird, 1985, Commodore 64) As a BBC Micro enthusiast, Jez San was presumably well aware of _Elite_ long before that. He also seems to have shared its makers’ enthusiasm for _The Hitchhiker’s Guide to the Galaxy_ , since in _MUD_ he sometimes went by Zaphod, the name of one of its characters. Neither was the central inspiration for the 3D space game he made next, though. That was _Star Wars_ , Atari’s 1983 wireframe 3D arcade machine version of the film. It let players zap tie fighters and attack the Death Star, and was designed by Mike Hally. Hally had also worked on _Gravitar_ , the game that around the same time inspired another Jeremy, Jeremy C. Smith, to make _Thrust_. Jez San, showing a characteristic willingness to think big and give it a go, attempted to negotiate the rights to make home computer versions of _Star Wars_. When he found that he wasn’t persuasive enough to achieve that, he thought “well, I’m going to do my own 3D game, and it’s going to be better”. He got more ambitious in the process, deciding to open it out into something with greater freedom to move around. He also chose to make his game for the new 16-bit computers, developing initially on an Apple Mac and managing to get himself early releases of the Atari ST and Commodore’s Amiga. As part of providing support for _Elite_ , he had agreed for Firebird to release his game. They would do so under their new Rainbird label, and he gave it a different Star Noun name: _Starglider_. * Star Wars (Atari, 1983, Arcade) * Star Wars (Atari, 1983, Arcade) * Star Wars (Atari, 1983, Arcade) * Starglider (Rainbird, 1986, Atari ST) * Starglider (Rainbird, 1986, Atari ST) _Starglider_ does let you roam around its wireframe world, as well as adding complications like refuelling. You fight an alien invasion, as described in an included novella, including some very _The Empire Strikes Back_ walking vehicles. It’s not a world with that intricate details visible at once, but moving through it was still technically impressive. So too was the game’s sound, with Jez San working out a way to do sampled speech. Clare Edgeley, a journalist-turned-Telecomsoft-publicist whose reviews I have quoted in numerous posts, provided the voice that gives notices like “damage alert”. There is also even some singing in Dave Lowe’s title screen music. The first release of _Starglider_ was in 1986 on the _Atari ST_. That was the right choice since it was initially the more successful of the new 16-bit computers, even if the Amiga would eventually overtake it. A quote from Gremlin’s Stuart Gregg on why they didn’t make an Amiga version of _Gauntlet_ is indicative of how things were in 1986: “because the [cheaper] Amiga 500 was only available in such small numbers at the time. The Amiga 1000 was out of reach for most people.” * Starglider (Rainbird, 1986, Atari ST) * Starglider (Rainbird, 1986, Atari ST) * Starglider (Rainbird, 1986, Atari ST) _Atari ST User_ ’s review, by Andrew Bennett, was full of praise for _Starglider_ and the freedoms it offered. “With some arcade-type games the danger is that you can explore them fully during a demonstration in a shop without realising it. Then, when you get the game home, you find there’s nothing left to do. This won’t happen with _Starglider_ : the further you get into it, the more it offers you. It definitely gets my vote for _Atari ST User_ game of 1986”. _ACE_ didn’t publish their first issue until well after its first release, but in their mini reviews of existing games they described it as offering a “standard issue scenario, but an outstanding game”. In 1987, Solid Image converted _Starglider_ to the Commodore 64, and Realtime Games, who had made _3D Tank Duel_ (as featured on _Soft Aid_) wrote Spectrum and Amstrad versions. Realtime Games did so well with it that they and Rainbird agreed they should go into making their own 3D games for the 16-bit computers. They did so with #8 hit _Carrier Command_ in 1988. * Starglider (Rainbird, 1986/1987, ZX Spectrum) * Starglider (Rainbird, 1986/1987, ZX Spectrum) * Starglider (Rainbird, 1986/1987, Commodore 64) * Starglider (Rainbird, 1986/1987, Commodore 64) * Starglider (Rainbird, 1986/1987, Amiga) * Starglider (Rainbird, 1986/1987, Amiga) The 8-bit versions of _Starglider_ were followed by Jez San and his team’s own Amiga conversion. That one ended up being used for competition sections on ITV show _Get Fresh_. Amiga _Starglider 2_ also got more good reviews. _Commodore User_ ’s Francis Jago wrote that “what Jeremy San has managed to do is tame the blitter, a dedicated chip that allows the computer to move data around the screen incredibly quickly” and “ _Starglider_ is a game that, unlike most current Amiga games, will be remembered in four years time”. Well before those four years were up, in 1988, Argonaut and Rainbird released a sequel. That speed of production was made possible not just by the foundations already laid, but by many more people working on it. As recorded in _Britsoft: An Oral History_ , Jez San later recounted that “Rainbird sold probably about 200,000 copies of _Starglider_ ”, and he took his royalties of £2 a copy and “put all of it into the company and hired a team”. Argonaut numbered ten people by the time of _Starglider 2_ , and had moved into a proper office of its own. At the time, San said, it “seemed maybe not the wisest move, but I thought that was the way things were going. I thought that one great programmer couldn’t make a whole computer game for very long”. The decision soon paid off. * Starglider 2 (Rainbird, 1988, Atari ST) * Starglider 2 (Rainbird, 1988, Amiga) Jez San told _The One_ in 1988 that “As far as I’m concerned, _Starglider_ wasn’t finished. I really wanted to continue with it […] but suddenly Rainbird wanted the game for release”. With more time and resources, _Starglider 2_ was much more ambitious in several ways. One was switching out wireframe graphics for a solid shaded look that gave the world a whole lot more definition. Argonaut also gave more definition and structure to the narrative, building in a set of items to find as part of building up to destroying a Death Star-like station. They added the option for a third person view from outside your ship as well as the cockpit view. Most impressive of all was going from everything taking place on a single planet to a full solar system. Playing _Starglider 2_ on the Atari ST, flying along the surface, angling upwards and speeding up until you fairly seamlessly leave the planet behind and head into space is a pretty awesome feeling. It’s one that plenty of great games would build on and do more with, from _Damocles_ (which was released in 1990 but had already been trailed before _Starglider 2_ ’s release and was mentioned as a comparison in at least one review) to _The Outer Wilds_ in 2019. But playing _Starglider 2_ alongside its chart-topping 8-bit contemporaries helps bring home just how amazing the extent of what it did and how it looked must have been in 1988. * Starglider 2 (Rainbird, 1988, Atari ST) * Starglider 2 (Rainbird, 1988, Amiga) * Starglider 2 (Rainbird, 1988, Atari ST) * Starglider 2 (Rainbird, 1988, Amiga) * Starglider 2 (Rainbird, 1988, Atari ST) Julian Rignall, newly working for _Computer & Video Games_ rather than _Zzap!_ , wrote that “ _Starglider II_ is an incredible program that pushes computer gaming to new heights. I can quite honestly say that I’ve never been so enthralled and addicted by any other game — the urge to explore is incredible.” Matthew Evans at his old magazine matched his enthusiasm: “Forget _Mercenary_ , forget _Elite_ , this is _the_ 3D computer game. If you decide that you don’t want this, then why have you got an Amiga?” Bob Wade in _ACE_ didn’t manage quite the same superlatives, but still wrote that “the action hangs together extremely well. Unlike the original, it isn’t a straightforward shoot-em-up, but a combination of exploration and blasting […] It’s been well thought out and is full of superb touches that raise it out of the ordinary.” Those touches include the way that if you fly too close to the star the cockpit interface melts and drips down the screen in an increasingly pixel-y mess. Well, your ship _is_ called the Icarus. * Starglider 2 (Rainbird, 1988, Atari ST) * Starglider 2 (Rainbird, 1988, Atari ST) * Starglider 2 (Rainbird, 1988, Atari ST) This time, Argonaut managed to put out the Amiga and Atari ST versions simultaneously. They even took the innovative, but unreliable and soon abandoned, approach of including both on the same disk, so that shops would be stocking both versions by default. Later on Rainbird released a Spectrum port (by Steven Dunn, who later recalled that “it was tricky because of the storyline element”). A Commodore 64 version was started by Pete Baron but abandoned unfinished. As he told _Games That Weren’t_ , “the whole thing was a bit of a disaster and the project only lasted for 6 months”, and he “couldn’t find any way of increasing the detail without making the game unbearably slow”. * Starglider 2 (Rainbird, 1988, ZX Spectrum) * Starglider 2 (Rainbird, 1988, ZX Spectrum) On this occasion, though, a shortage of 8-bit versions was no problem. _The Games Machine_ predicted that “ _Starglider II_ is surely destined not only to break software sales records but most likely increase hardware sales too as it perfectly displays the potential of 16-bit machines”. On first release, it went to #1 in Gallup’s combined formats despite only having sales from the Atari ST and Amiga, with the ST predictably the higher of the two. It had taken three years for the Atari ST and Amiga to get that far, but they were finally living up to their potential for popular games. And Argonaut were showing a whole lot of potential of their own, which would soon attract a quite different 16-bit opportunity. * * * Gallup combined formats chart for week ending 24 September 1988, _Computer Gamesweek_ * * * Top of the charts for week ending 24 September 1988 UK games: **Starglider 2** (Argonaut, Atari ST/Amiga) Japan games: **ドラゴンボール大魔王復活 /**Dragon Ball: Daimaō Fukkatsu**** (Bandai, Famicom) UK films: **The Running Man** UK singles: **The Hollies – He Ain’t Heavy, He’s My Brother** UK albums: **Bon Jovi – New Jersey** * * * **Sources:** * _Memories of Rainbird & Beyond Software_, Richard C. Hewison, Fusion Retro Books, 2026 * Starglider (Rainbird), Richard C. Hewison, _The Bird Sanctuary_ , 2019, accessed via Wayback Machine * _Britsoft: An Oral History_ , Alex Wiltshire, Read Only Memory, 2015 * Matthew “Manic Miner” Smith: complete transcript of 2005 interview, _Pixelatron_ , 2010 * _Super Nintendo: How one Japanese company helped the world have fun_ , Keza MacDonald, Guardian Faber, 2026 * _Now the Chips are Down: The BBC Micro_ , Alison Gazzard, MIT Press, 2016 * _A Gremlin in the Works 1983-2015_ , Mark James Hardisty, Bitmap Books, 2016 * Desert Island Disks: Jez San, Paul Drury, _Retro Gamer_ No. 137, 2015 * Nintendo makes a killing with its British flying ace, Margaret Park, _The Daily Telegraph_ , 24 May 1993, accessed via Newspapers.com and the Wayback Machine * Introducing the wizards, Richard Bartle, March 1985, reproduced on mud.co.uk * Software Spotlight – Skyline Attack, P.R.B., _Your Commodore_ No. 8, May 1985, accessed via the Internet Archive * Go far with Starglider, Andrew Bennett, _Atari ST User_ Vol. 1 No. 10, December 1986, accessed via the Internet Archive * Ace buys – Starglider, _ACE_ No. 1, October 1987, accessed via the Internet Archive * Screen Scene – Starglider, Francis Jago, _Commodore User_ No. 44, May 1987, accessed via Amiga Magazine Rack * Review – Starglider II, Steve Jarratt, _The One_ No. 1, October 1988, accessed via Amiga Magazine Rack * Reviews – Starglider II, Julian Rignall, _Computer & Video Games_ No. 83, September 1988, accessed via the Internet Archive * 16-bit – Starglider 2, _Zzap! 64_ No. 42, October 1988, accessed via Def Guide to… Zzap! 64 * Screen Test – Starglider 2, Bob Wade, _ACE_ No. 13, October 1988, accessed via the Internet Archive * In the quiet solace of space…, _The Games Machine_ No. 11, October 1988, accessed via Amiga Magazine Rack * Starglider 2, Frank Gasking, _Games That Weren’t 64_ , 2012 * Carrier Command, Starglider, Starglider 2, chart histories at Computer Hits * * * ### Share this: * Share on Bluesky (Opens in new window) Bluesky * Share on Reddit (Opens in new window) Reddit * Share on Tumblr (Opens in new window) Tumblr * Share on Mastodon (Opens in new window) Mastodon * Share on Threads (Opens in new window) Threads * Email a link to a friend (Opens in new window) Email * ### Like this: Like Loading… ### _Related_
superchartisland.com
October 12, 2026 at 10:28 AM
Interesting to see that Virus (ported from Zarch on the Archimedes) was already in the charts when Starglider 2 was a new entry. My precise memories of those times in terms of dates is imprecise but I did have both. Virus was the ultimate steep learning curve in terms of controls.
October 12, 2026 at 6:58 AM
Obviously play starglider on my commodore 64 what else is there to life
October 10, 2026 at 4:32 AM
starglider. wireframe 3d out of a 1mhz 6510 and it still felt like flying. 1986 and rainbird put it on every machine with a chip in it.
October 10, 2026 at 7:11 AM
But the first released 1st person space game where you could fly between planets & seamlessly fly to planetary surfaces was, if I am not mistaken, Starglider 2 (1988). Its devs later worked on StarFox with Nintendo.

This videos shows a take-off (3:40, followed by flight to another planet)
Starglider 2 - Longplay
YouTube video by rotareneg
youtu.be
October 5, 2026 at 10:18 PM