Name:Project Firestart
Number:223
Year:1989
Publisher:Electronic Arts
Developer:Dynamix
Genre:Survival Horror
Difficulty:4/5
Time:3 hours 30 minutes
Won:Yes (94W/70L)
Here's a game I've been looking forward to for a long while, which to my mind is one of the most interesting Commodore 64 exclusives. What's odd about this particular aspect is that it's American, and entirely exclusive to a non-DOS PC. I'm showing my age, but I think around this time it's an oddity that something made by Americans would not be on any other computer. Considering that in 1989 Dynamix released mostly DOS games, with only one port to another computer released in America, it is odd. Especially since this isn't the B-team, this is Damon Slye and Jeff Tunnell themselves.
Before we even begin, I'm in trouble, because this is a pain for me to get started. Every rip I find for a while just won't go past the EA logo. In both emulators I have. This is not the kind of game I'm willing to just give up on, this is something I was looking forward to. It's really even an issue I can go and point, yep, that's the problem, because I eventually just got lucky with one rip.
Slowly, you see something approach, but it's just a shadow of the thing. |
Our objectives are specifically, to find the logs from the science lab, then, because we can't risk contamination, set the bridge to self-destruct...but if you don't get off within two hours, they'll set it anyway. Um, why don't I just go in and out and then they set the self-destruct without me having to potentially put myself in a worse place? And contact them via radio if I need to. A map came with the game, I don't have a clean copy, so I know a few places contain death, but I'll just have to live with it.
The game begins with the player just standing in the dock between the player's ship, Exis (?) and the Prometheus. This whole intro sequence is kind of on-rails and kind of not. You get used to the controls in a controlled area, then go a few rooms until you reach the interior. Note the clock, we're looking at 15:07, not that you could ever reach that without specifically going for it.
Go up the elevator and uh-oh, there's a dead guy.
Whatever it is just ripped off part of his arm, oddly. |
Left of this area is the rest of the base, while the right side leads to a security station. A monitoring room which doesn't really show anything and can't be interacted with, a prison cell, complete with laser beams, and an armory with more lasers. That last one is important.
The manual plays up checking every corpse no matter how damaged...but there's nothing here or on basically all damaged corpses. |
Every room here is filled with corpses. The observation room shows that the observation has clearly failed. There's a guy with a loaded laser rifle here, clearly it didn't save him, and the other guy has an ID card. Nothing else I can really do here. Which I have to say, is kind of a positive and kind of not, each room feels constructed even if there's no purpose to it. Which, oddly enough, is fairly consistent with survival horror games.
Okay, this damaged corpse has something, but he isn't that damaged compared to the others. |
I expected this guy to jump out at me, but he never did. |
That was just the messages, the notes tell us that back in February they started. Their target is to create a creature that is strong, docile, capable of working in low oxygen, and survive in sub-zero temperatures. At least they were aiming for something that was unable to replicate itself...which I presume means breed. Anyway, what they did was take ox DNA and some asteroid fungi and mix the two together. More notes talk about the process of creating it, and the Latin name of the specis is A. Promiveriate, which I'm sure sounds ominous in Latin.
Earlier this month, the event that set the creatures off reveals itself. They began a stress test on their first specimen, nicknamed Fred, and he died at a higher temperature than they were hoping for. Their other specimens, unfortunately, turned out to not be as docile as they hoped. So they started sedating them. These things are apparently quite weak, because further tests resulted in one dying in a higher oxygen environment and slightly high radiation killed another. The log ends with the sedation gas proving ineffective, and the writing informing us that A. Promiveriate can replicate.
I'm not really surprised it went south. Oxen are docile compared to most animals, which isn't saying much. There's a cherry-picked fact about cows that point out that more people die to cows than coyotes in the United States. Herbivores aren't the friendly little things you might think, since they have to scare off their predators somehow besides running away. Cows in particular tend to have a somewhat violent temper, since bulls are known to be violent. Bullfighting didn't start because the bulls were too friendly. I'm not sure if I'm just falling for a meme, but I think a capybara would have been a good point for docility. But I admit, this is sidestepping that the real problem is that Project Firestart didn't have a fire-based method of extermination. At the very least, you shouldn't have more of them than you can manage.
Shockingly, nothing happens here, I can just leave. There's another lab, but it's purpose is later. Keep walking to the right and...
...It's one of them. That sure doesn't look like a cow or fungi. It looks like a troll, like it was made from wood. Eh, guess that's a bit like a fungi. This is how you're supposed to meet the mutants/creatures/Promiveriate. This is a great time to bring up the controls.
While I've never really thought about it, this is exactly what you would expect hearing the phrase "C64 survival horror game" without any context. Maybe a different perspective. The game is controlled entirely through the joystick, one singular joystick. Were it not for the ability to move up and down, this would basically be a typical side-scroller from the era. The high-end graphics, meanwhile, divide it from the usual Speccy-style weird wireframe stuff you'd see in something like The Great Escape. The button is context sensitive, meaning it only activates something when it's in front of you, and that means looking over everything hoping for something. And also a lot of opening and closing doors.
A lot more of that C64 survival horror game observation comes into combat. You shoot whenever you aren't able to interact with something, and only left and right. There is one enemy type, the mutant/slime thing. Nobody gets any hit collision, no animations, no sound, just slowly draining health when you touch and their health drains when you shoot. You can even walk straight through them. It turns combat into a question of whether or not you really need to take the guy out right this moment. You can find additional lasers in various armories, and according to the manual you can carry up to two at a time.
It is disappointing, because I keep expecting one of these 2D games to have some clever gameplay mechanic that ties the survival horror aspect into it quite nicely. Now, I should point out that "disappointing" is not the same thing, necessarily, as "awful". In this case it's bland. It's mozzarella and turkey on white bread, not mustard, peanut butter and mint on brioche. It doesn't matter if the rest of the game is good. And this is very interesting. This is a fairly impressive bit of tension building if you do it the right way. Resident Evil had the better reveal, but by the time you've seen it, you've already seen a cutscene in which a member of your team dies horribly.
There's a special elevator from here to the bridge. That's too easy, so what's about to cause me trouble? More mutants than seem possible pop out of the bridge to this uh...whatever this room is. There's not even anything in here that I can interact with, must be where the staff goof off. Seriously, enemies sometimes just appear from somewhere there's no possible way they could appear from, they're not even bothering to show a vent system they can go through.
The bridge has some surprisingly unmutilated corpses. Nothing on them, but they're intact. More importantly, the radio is here, I'm told to continue my mission as stated. Then another mutant. Man, in some of these rooms it's a pain to set up a shot on them. I guess this is the only real way the game can hurt you, force you into combat in unfavorable conditions. Another message log, cryo room working as intended, the lead-glass thing again. This computer also functions as the self-destruct. Well, I see no reason not to activate it. I've got 25 minutes to return to my ship.
As I'm just about to return to my ship, the screen goes funny and mutants appear. I kill them, only, uh-oh, my ship has been destroyed. Fortunately, there's a shuttle on this ship, as I currently have no other way of escaping, this seems like the logical answer.
But then I get a meanwhile and it reveals someone waking up in what looks like a cryo tube. Survivors? That's marked on my map, so it seems wise of me to head there first. I got time. So, the Cryo area is on the first floor, directly left of the main elevators.
Now that I'm here I can see that the first person is probably dead, seeing as there's a mutant here and a ripped apart door. No corpse, which seems odd. Another one pops up behind me. After dealing with them, and taking a moment, I can wake up survivor number 2, lady with a noticeable figure. She's injured, so you know what that means, escort mission. Right, well, let's go right. "Jon, you're going the wrong way!" (This is the character's name, which has been so unimportant I forgot to mention it) Um, I'm the guy with a map of the station and it's simply easier to go this way...
...Damn, some people really can't stand someone going a different way they planned on. This actually breaks the game, since my guy now breaks into four pieces when standing around. As do the mutants. I'm okay when I'm walking though. This consistently happens, so I'm guessing that just none of these rips are in complete working order...or this was just something they didn't notice.
After retrieving another weapon, because I was nearly out, I head to the shuttle, which I probably should have done to begin with. There's a medikit outside and once I'm in the elevator...
I get attacked by some mutants while still in the elevator, and then I get a picture of an egg hatching. That really helped right now, can't see squat and the game is distracting me. I die, naturally. So much for any sense of mercy. Let's talk about a really big issue with this stuff, namely, that the way the game is set up makes this more difficult than it should be.
Each laser is a self-contained weapon, each pick-up is a new laser. You can only carry two and you drop empty ones automatically. You seem to be able to shoot about 2-3 mutants a laser. And you can't really run past enemies because you need that health for the final stretch. That means a bit of luck. You can run away, but nothing prevents the game from then deciding to have an enemy in the direction you're running into.
I decide that even if I'm not going to get the best ending, I am going to get one in which I escape alive. As I have no stated reason to go after the cryo chamber outside of the game giving me a cutscene, so I ignore it. I head straight from the bridge to the shuttle, fighting my way through the mutants. I make it there...and I die in a shuttle slowly running out of oxygen. Okay, I should tell mission control beforehand.
Something like this will always impress me. Sure, you could have as much FMV in your game now as you can, but back in the day having an animated person feels like witchcraft, even looking at it now. |
It's entirely possible for you to get here without knowing who this guy even is. |
Beating him is as simple as just walking into him. When not faced with genetic freaks, my guy is quite skilled at hand-to-hand combat, and either knocks the dude out cold or kills him. Either way, he's not going to be a problem for now. And that's it, I've won.
The chief congratulates me, and I get a vacation. Considering mission control was on my case with my ship getting destroyed, this must have been a good job indeed. Now, let's see if we can't save the lady. Let's see how we can optimize this.
Remember all those cards I got at the start? Well, those are what you need in order to get into the cryo room. The front door is locked and while there is a backdoor, even if it isn't locked it's right next to an area full of constantly respawning mutants, so you aren't getting in. This is apparently where they made their nest, because opening one of the doors is instant death. So I need to find something I can use to solve some of my problems, and that means exploring.
Technically I already have some idea of where I need to go, since the map I was able to find was not fresh, but written on. There are three rooms of note on the 1st floor, a room with a medical kit to the right of the elevator. A locked room in the upper right, which I didn't have the key for, and a laser gun in the lower right, which is filled with so many mutants that it's a waste of time.
In engineering, which you enter by going to the third floor, then right, then down to the second floor again, there's the power room with the faulty shield, the power switch and a storage room with a plasma laser. The power switch is interesting, because it turns the game dark, which I suspect means I will need to turn it back on at some point in the game.
So, my plan forms, focused on minimizing the amount of movement and time I need to do. I suppose this is cheating you out of seeing some good stuff...but the amount of combat I might need to do over that is very unappealing to me. I've figured out what the tricks are and think I can work around that. That said, there is a certain order the game expects you to do things and you can't really work around it.
Now, I can't really do anything different until I call HQ telling them that my ship is destroyed, except I take a laser from the armory at first rather than picking up the one in the lab. So I'm not completely screwed if I get stuck up there with one laser. More importantly, I try not to engage in fights I don't need to, since everything is about time. Time spent in a room is time ticking down for an enemy to spawn. Which is unfortunate, because you need to wait for certain events to happen.
My attempt at optimization, unfortunately, doesn't really help me much, instead I'm stuck waiting around for the room to be unlocked. I charge in, shoot the enemies, then escort her to the waste disposal room. You shoot her into space rather than escort her to the shuttle. Hopefully that has enough oxygen for her. This also breaks the game's sprites.
This means a trip back to the lab to eject the waste pod, then going to the med lab since I've taken too much damage getting away from the monsters. Seriously, hiding in any room with an active enemy outside it will result in them camping outside the door. Change levels? You're safe, since I guess it only saves enemies in active memory whenever it's on the same level. You can only rarely exploit this though.
It's just over sixteen minutes left when I eject the waste pod and finish healing in the medlab, which should be plenty of time to win. I kept expecting time to either trigger an event or the game to just wait for me to try the shuttle before something happens...and nothing did. I actually waited in engineering for something to happen, since that's where the power switch was, but nothing happens.
The endgame proceeds as last time, I take out Annar, but this time I pick up the waste pod. The hero gets a kiss from the lady. Nothing else changes. Feeling somewhat disappointed, I look up a longplay. Turns out I just didn't wait enough for the event to happen. After a few more moments the pod the game cuts to will completely hatch, revealing a white version of A. Promiveriate, who is completely psychotic. As in, killing its fellows and chasing after you psychotic. It won't die to laser fire, instead you need to take it to a gimmick room to kill it. Basically, you need to be paying attention to those notes you find around the area.
But this happens just before the power actually goes out, which I didn't find despite hanging around for a good amount of time before just reloading and going for the shuttle anyway. Apparently you can't exit to the shuttle while it's off, but that just seems like a weird gimmick. Oh, and sound, which is off by default for some strange reason.
I could reload to try this, but Project Firestart is best when you're figuring things out, and not when you're waiting around for death. I got the best possible outcome without encountering these things, and I didn't know anything about this game before starting. I thought the monsters were some sort of Xenomorph knockoff as opposed to cow fungi. I didn't even optimize that much in the end, my first plan of action was the same as my last plan of action.
It's also not that fun to actually play the game, rather than take it as a first time package. Discovering things, figuring out how best to do them, that's fun. Constant loading between rooms, switching disks between most floors, waiting for timed events to happen; these are not. Actually shooting the endlessly respawning enemies is incredibly boring too, you just shoot and hope they die before they reach you, or just run past them. There's no figuring out combat here, you just get lucky or you don't.
In the end, we still have a lot of questions as to what's going on. Did Annar sabotage the ship after the fact or did he sabotage the development of the creatures? Why does he not want us to have them? Is it because he's plotting on wiping humanity out or that he doesn't trust people to restart the experiment? If it's the latter, I can't blame him, because there's no sign of any containment measures beyond knocking them out and blowing the station up. One would hope that this would be a wakeup call, but you never know. That's even assuming the people being given the logs are trustworthy.
I was actually disappointed that the big gimmick was that they were creating a new stronger cow fungi rather than finding out that the cow fungi laid spores on you, and you need to stop them. But admittedly that would probably clash with the game's general feel as a small, well-crafted package if you needed to do something for another 5-10 minutes. And with that, let's see how it rates.
Weapons:
You have one, it's extremely boring. 1/10
Enemies:
Three, but one requires a bit of effort to reach, albeit effort is required to defeat it. Another is a puzzle. The last is quite generic. I want to be generous, but I know I would only do it out of pity. 1/10
Non-Enemies:
A lame escort mission doesn't get points. 0/10
Levels:
The ship generally succeeds at being both a real place and a fun place to explore, but does rely on backtracking to the same location a bit too many times. 7/10
Player Agency:
Unfortunately, janky. You need to hold down the keys just enough in order to perform an action, but if you want precision, you need to get good at doing it just right. It's better than most games, but it's the weakest link by far. 3/10
Interactivity:
I must admit to being impressed by the computer interface, just like what I use...just with a joystick, and the occasional depth of what you can do, but for the most part it's opening and closing doors so you don't get chased after. 3/10
Atmosphere:
The game does an excellent job of imitating a horror movie. Sometimes to its detriment. I especially thought the intro to the introduction of the monster was well-done. 8/10
Graphics:
Clearly pushes the graphical capabilities of the C64 to the limit in both static visuals and animation. That said, it so dearly needed more combat animation. 5/10
Story:
Basic but well-done science experimentation gone wrong. I do dislike how in the game you're not actually given a reason to go for the best ending. Since at most you hear the cryo room unlocked message. People also know each other's names despite nobody mentioning them in-game. (I had to look up that my guy was named Jon Hawkin) 4/10
Sound/Music:
Surprisingly little, it swells during creepy moments, but without enemies on-screen its silence. At least I got silence, sound effects were turned off and I just thought they weren't any. There are at least basic sound effects. 3/10
That's 35. No additions or subtractions, the special ones I'd do balance out. Pretty good. Obviously not perfect, they just needed to work a little more on making combat fun. I don't need to read the reviews, since they're all positive last I checked. I couldn't blame someone in 1989 for doing so, but looking back this has to be the effect swan song for the American C64 market. The last big and impressive game. Europeans lasted longer, as I have Newcomer in mind for that continent, but I admit I'm no C64 expert. (Check out that company name too, an amusing coincidence)
Despite Dynamix never following up at all on this game, someone made a remake of the game, just called Firestart. I'm sure it plays a lot better, but looking at the screenshots it looks considerably less polished. Without that polish, its just another horror game about exploring a space station.
And that's it for the special Halloween games this year. Next month will be more Rejection, the no doubt exciting sequel to Pharaoh's Tomb and some more Japanese PC games from 1984. It hasn't been that long since I made progress on the latter, but it sure as heck has felt like it. It's been a slow couple of months, mostly a consequence of real life issues forcing me to slowly make my way through a long Japanese RPG at a somewhat slow pace.