StarCon Post Revision

I have been notified that the files that I have uploaded are missing an important file: STARCON_T02.WAV.  This is an important file that is required if anyone wanted to burn this file to a CD.  When I first downloaded the file Dreamer uploaded, I extracted the contents, copied over the BIN and CUE file, missing the WAV file.  It worked fine in ePSXe and I wrongly assumed that I had everything required.  As a result of using 2 computers at the same time and working hastily, I recreated a zip file and reuploaded it.

I am deeply sorry for the confusion I have caused.  I have reuploaded the files and if you have downloaded the files previously from any links that I have provided, here is the correct RAR file:

https://starcontroller.com/files/StarCon_PSX_Beta.rar

Thanks to everyone who pointed this out to me.

StarCon Released

A SCDB user by the name of Dreamer had another copy of the StarCon prototype and graciously made an image of it and provided a link for everyone to download.

June 14 2009 update: Updated direct link to proper rar file with all track files
Direct Link

It is a BIN/CUE image that is compatible with ePSXe, a very popular PlayStation 1 emulator.  I do not know if burning this to a CD will work on a modified PlayStation because I do not have one.  A long time ago, I got ePSXe with the required files in anticipation of the StarCon image being released.  It was difficult and confusing to get the right files and I want to provide the emulator in a ZIP format so people can try out the prototype.  You will need to copy zlib1.dll to the system32 directory, which is included in the zip file.

Download ePSXe 1.7.0

From what I’ve played, it does not support DualShock or the analog sticks.  Luckily, this emulator is compatible with the Xbox 360 controller; it’s more comfortable than the keyboard, so use a controller if you have one.  If you have the correct drivers installed, just go Config > Game Pad > Port 1 > Pad 1 and bind the PlayStation controls so that it is similar to the Xbox 360 controller layout.  For example, PS1’s X button would correspond to the A button on the 360 controller and so on.

ePSXe configured to Xbox 360 Controller
ePSXe configured for Xbox 360 Controller

Here are the controls of the game: D-Pad – turning L1 – Tilt left R1 – Tilt right L2 – Decelerate R2 – Accelerate Start - Pause Select – Choose fighter ship window X – Fire weapon/select Triangle – Change camera angle O – Change Target

There are only 2 playable missions:  Assassins and Glory Device.  At the time of the recording, I kept dying during the Assassins mission.  There are no powerups or checkpoints anywhere in this prototype; once the player dies, the game goes back to the mission select screen.  Hopefully, I’ll get a chance to record the Assassins victory mission soon.

Defeat
What kind of ships are those?

However, I was able to achieve victory in the Glory Device mission so I decided to upload that one because it’s the only mission that has a cinematic at the end before Ra-Gar talks to the player again.  Although the mission is called “Glory Device”, the dialog of the game calls it a planet bomb.  When I read “Glory Device”, I immediately thought of the Shofixti, but there’s no mention or sight of them anywhere.  It’s strange that the player can destroy the ship carrying it and it is still intact.  I doubt that the Alliance would retaliate by blowing up the enemy’s planet.

HyperMelee with only 2 ships
HyperMelee with only 2 ships

I also tried out the hypermelee mode.  There is no ship select screen and it starts and it starts with 2 preselected ships in empty space with a planet in the background that is unreachable, like a giant invisible wall.  These ships are different from the ones that I’ve seen in the missions.

I remember talking to someone a long time ago about how things would be different if Star Control II was ported to the PlayStation instead of the ill-fated 3DO.  Things definitely would have been different, but then again, the PlayStation was full of highly-advertised and high-budget video games of its own.  If the 3DO was still in production during this time, StarCon may have been a 3DO game.  There was also a PC version being made and was also cancelled and there is very little information about this version.

StarCon is a continuation of the plot that Accolade attempted without Toys for Bob and it is also considered non-canon.  Ever since I’ve heard of this game, I’ve always wanted to know what it’s like to play it, even if it’s incomplete.

Only 2 missions available in this proto.
Only 2 missions available in this proto.

The mission select screen is similar to the star map in the first Star Control game.  Each red spot represents a mission.  There are a total of 12 and only 2 are selectable.

"Hyperion Carrier Destroyed! You Lose!!"
"Hyperium Carrier Destroyed! You Lose!!!"

Starsphere Interactive does not seem to be active anymore; their website was replaced by a jpeg image that shows their contact address at the bottom.  Before their website changed, I remember them writing about how it is not their fault that StarCon was cancelled; it was caused by something within Accolade at the time:

October 5th, 1998 - As of this date, development on StarCon has stopped. When word of Accolade's decision on StarCon reached the press, several on-line sources reported that the game was being re-evaluated due to deficiencies in the game's design and attributed that design to Starsphere Interactive. Though only Accolade can speak as to why the game is being re-evaluated at this time, one thing is certain, Starsphere Interactive was not responsible for the design of the game. An internal Accolade team designed StarCon and was also developing the PC version of the game (StarCon is the fourth installment in the Star Control series). Starsphere Interactive was contracted to develop the PlayStation version of StarCon from Accolade's original PC design and resources.

Definitely check it out:  Accolade’s final attempt at a Star Control without Toys for Bob.  They could not replicate the deep and mysterious universe that TFB designed.  With developers closing down even to this day, I’m glad that Toys for Bob is still around and maintaining their strong personalities and respect for their fanbase (e.g. us).  They know how to survive and when the right time for Star Control is.

"Fighter launched"
"Fighter launched"

Also, when I looked inside the contents of the CD image, I found a single WAV file:  The opening theme music.  I converted it to MP3 and the link is below.  I have no idea who composed it.  Everything else was a file format that I could not readily recognize or open.  If there’s anyone out there who knows how to convert these files into something more convenient, it would be greatly appreciated.

STARTHEM.mp3

Check it out and spread the word!  Thanks to everyone who has sparked up discussion about StarCon, provided information and uploaded the image.  This is the first time I have ever accessed a prototype like this and I’m glad that it has ties to Star Control somehow.

Space Exploration: Serpens Sector Dev 9

Around the middle of January, I wrote a post about Space Exploration: Serpens Sector. It is a role playing game based on Starflight and Star Control. It also has similarities to Master of Orion and Strange Adventures in Infinite Space. With various video game influences, it managed to be different in gameplay style and replay value. It is programmed in Java, making in compatible with Windows, Mac OS X and Linux.

Since January, David Stark has made many changes and revisions to his game. Players can choose to play a short or medium length game, the map can be scrolled with the mouse and the code has been cleaned up. David’s most favorite update is his change to the crew. Whenever the player starts a new game, a random set of crew is added to the ship with different skills. They also have morale which can be affected by events such as people being killed. Since each crew member has different skills, it will affect what the player is able to do such as having an engineer to repair a satellite and having combat-experienced people to capture creatures. Crew with a low morale can refuse to follow orders.

The names of the crew members are randomly chosen as well. Some names that I’ve seen include Joan Tuesday and Theodor Ulthar. It adds to the different play sessions and not only will the starmap change; so will the ship’s crew and the skills which alter what the player is capable of doing every single time.

In Star Control, when ships are in melee mode, the captain names are displayed on the right and usually follow a specific trend or pattern. For example, Earthling names include Adama (Battlestar Galactica), Kirk (Star Trek) and Ender (Ender’s Game). The Androsynth names are interesting too: 967-Kill, AK-47 and DOS-1.0. There’s a lot behind many of the captain names. Even though some races don’t have references to other sci-fi universes, they follow interesting patterns. For example, the Chenjesu have names with very few vowels which are hard to pronounce such as Pzkrakz. The Mmrnmhrm have names that have the letters M R N and H mixed up with a hyphen in the middle such as Rrma-hrn. When they combined to make the Chmmr, the name of their race was both of their race names combined. Their naming conventions also blended to make weird names such as Chzrmn and Zbzzn , although the hyphens are missing.

It’s definitely worth checking if you haven’t played it before; especially for people who love turn-based games and like short games that are randomly generated.  It updates its original formula that changes the gameplay every time and has elements of a “choose your own path” book, where the reader can change the outcome depending on which pages are chosen.

Star Trek DAC is NOT Star Control!

Star Trek DAC was released for Xbox Live on May 13; it will also be released for PlayStation 3 and PC.  DAC stands for Deathmatch, Assault and Conquest, referring to the different gameplay modes available.  It was developed by Naked Sky Entertainment, who stated they have intentionally focused on action and arcade-like gameplay; they avoided the cliche of taking a movie’s plot, adding repetitive gameplay and using the movie’s success to sell the game.

This is an overhead, multiplayer space combat game.  Because of this, some reviewers have compared it to Star Control:

"Imagine if Geometry Wars and Star Control II had a child, and that child was half‐Romulan."

"The size, speed and weapon variations across ships was very Star Control II ‐ but, unfortunately, you only have two races represented here, and three ship types (Flagship, Fighter, and Bomber). "
‐ Scott Stein, CNET.com
"A game in the vein of Star Control 2, only minus most of its content, charm, and excellent game design."

"A terrible game that wouldn’t be worthwhile at any price. Go see the movie instead, then go pick up Star Control 2 to see how this genre is done right."

"Actually, there is a free game in this genre that is better. Specifically, Star Control 2 (also known as The Ur‐Quan Masters). While it isn’t available for the 360, it has ports to most modern computer operating systems and offers tons more content and fun than this cynical cash‐in on a movie license ever will. I highly recommend you to check it out at the Ur‐Quan Masters website"
‐ Jim Cook, Gamers Daily News
"What I would like is a PSN game like Star Control Melee, now that was a cool game."
‐ Freak_c, PS3Blog.co.za

I played the demo to Star Trek DAC for the Xbox 360; while I could only select the Romulan or Starfleet fighter ship, the game was fairly fun with simple controls.  However, it does not replace Star Control and there is no epic adventure or witty dialog.  Star Trek DAC has more emphasis on space combat and has the advantage of playing with people online.  Imagine if Star Control II’s Super-Melee was only 3 variations of the Earthling Cruiser vs 3 variations of the Ilwrath Avenger; that’s what Star Trek DAC is like when I compare both games.  It’s a good game with what it does and I was surprised that they used the Star Trek license to do something different, other than a mini-game cash-in.  The demo is definitely worth checking out for anyone who is curious about it.

It’s another sign that Star Control is more than a collection of game design ideas; it’s an entire universe where each race has a unique type of ship with strengths and weaknesses that need to be considered when fighting against any opponent.  There is a lot of mystery and plenty of room for sequels and prequels.  When TFB finishes their current project, the time will come for us to find out if Activision can be further convinced that Star Control will do well in sales and reception.

Good Luck Mr. Brian

To be honest, I haven’t paid much attention to Xbox Live Community Games.  They are all games that have been made by people who are not connected to major publishers.  Although the community games have been made from scratch, some of them resemble free flash games; some are just plain awkward such as a virtual fireplace, rumble massage with the controller’s vibration motors and a paint program.  XBLCG is still fairly new and like many new things, will evolve into something bigger and better; there was a time when I thought that Xbox Live Arcade would be nothing but arcade ports and I’m glad to see that people are taking advantage of it, creating new downloadable games such as Braid and Castle Crashers.

All XBLGCs have been developed with Microsoft’s XNA platform which uses their C# language; in a way it deters people from modifying their consoles for homebrew development.  Developers can create games that run on both Windows and Xbox 360.  XNA is free and works with Visual Studio Express.

A long time ago, Mr. Brian started working on a port of Star Control II using XNA.  It supported both the keyboard and Xbox 360 controller.  There was also an arcade mode, which is 4-player super-melee.  There were even challenges such as destroying a couple of Ur-Quan ships using a few Shofixti Scouts.

After showing off some videos and screenshots of his work, he wrote about a prototype he’s been working on and some things he’s learning about related to programming.  A few days ago, he finally announced his project:  Puzzwords, an Xbox Live Community Game that combines Scrabble and Columns.  He will take advantage of Xbox Live and have weekly, monthly and all-time scoreboards and support 31-player matches!  That’s right, 31!  Puzzwords will be reviewed by community developers before it is available to Xbox 360 owners.

As a result, the XNA port of Star Control II is at a stand-still and its precious source code is still online for everyone to see:

Essentially the project finally ran out of steam.  Factors include: making it onto XBLCG would be complicated since its Toys For Bobs IP, there being a ton of work remaining just to get it to a finished state(not to mention my old code is not very efficient and doesnt run well on the XBOX), and not much interest on my part to pursue making a PC only version.

I’m glad that Mr. Brian took the time to develop a prototype and create something for Xbox Live Community Games; one could say that his passion for Star Control motivated him to learn XNA and use that experience to create something else on his own.  I’m definitely going to be watching out for this game; if any events ever come up where his game can be voted for, I’ll definitely vote for him.

Mr. Brian, I wish you good luck with Puzzwords; it looks fun and we’ll be supporting you need us.  Maybe slipping in a few Star Control words before the final version is made public?  500 points for FWIFFO!  Woo hoo! ;)

Star Control Promotional Card

I remember a long time ago, I purchased a set of 6 promotional cards made by Ballistic, the name which Accolade used when publishing unlicensed Sega Genesis games.  Each card measured 3 3/8” x 5 1/2” and displayed the game’s title on an image painted by Boris Vallejo with the exception of The Duel: Test Drive II, which was blank red and had the text “Coming Soon!” on it.  I remembered this after I wrote my previous post about the hand in the Star Control box art.  On the back of each card had a description of the game.  Star Control was also included in these promotional cards, which I scanned for everyone to see:

Star Control

Star Control Description

One of the things that interested me about the game’s description was some of things that inspired Star Control.  While it’s obvious that Star Control does have influences from other works, Accolade mentioned Orson Scott Card, Larry Niven and Robert A. Heinlein as some of the 100 worthy inspirations.  Personally, I don’t know much about these particular authors.  They are very popular Science Fiction authors and I haven’t read any of their books before.  Even though I am a Science Fiction fan, I just don’t read as many novels as I used to.

Anyways, check it out.  I’m not sure how many people have seen this before and I know it will be interesting to anyone who’s curious about what Accolade did to promote Star Control before their downfall.

Star Control 1 on Other Consoles

On August 10 2008, I wrote about Star Control on the Sega Genesis.  It basically mentioned how the PC version is superior because of its smoother framerate, better sound quality, lawsuit between Sega and Accolade for making unlicensed cartridges and some reasons why this version of the game won’t show up on Nintendo’s Virtual Console.

Many people are not aware of the other ports of Star Control on other consoles of its era such as the Amiga, Amstrad CPC, ZX Spectrum and Commodore 64.  I wasn’t even aware of it.  I just remembered that there were other version other than the Genesis port when I was reading Wikipedia.  From the screenshots, these other ports have 5 ships on each side, instead of 7 on the PC and Genesis versions:

Star Control ZX Spectrum
ZX Spectrum Screenshot

Also, there is no 3D starfield.  However, the screenshots of the Amiga version looks similar to the PC version, so it seems that the Amiga port may not be so limited.

I really want to try to play these versions.  The hard part is finding stable emulators.

Also, TFB is not involved in these other ports.  For example, Simin Pick is credited for programming the Commodore 64 version.

I admit that I haven’t done any detailed research; I just remembered the other Star Control ports and I wanted to write about it.

I recently bought a PSP from Wal-Mart.  I wanted to get it modded so that I can run homebrew software.  I had to get a pandora battery to put it into service mode to flash the firmware.  Unfortunately, I bought the PSP2001, which blocks the pandora battery and my PSP remains “hombrewless”.  So, I never had the chance to try out the PSP port of The Ur-Quan Masters.  There is DOSBox for PSP which I could potentially use to run Star Control 1 if it’s stable and easy enough to configure.

7 Deadly Sins

Sins of a Solar Empire is a real-time strategy game developed by Ironclad Games and published by Stardock. It is also under the subgenre of “4X” strategy, which refers to eXplore, eXpand, eXploit, and eXterminate.  It received excellent reviews and maintains a strong fanbase of its own. The development budget was less than $1 Million and sold over 500, 000 copies, with more than enough profit to develop another game. Stardock credited its success partly on their philosophy that using DRM causes more piracy than it prevents.

Danman and a group of modders created a mod for Sins of a Solar Empire called “7 Deadly Sins”. It is based on other modifications, including different types of visuals. It includes different ships from other Science Fiction universes, including Star Control. The Kohr-Ah and Arilou ships are in 7 Deadly Sins.

Unfortunately, I don’t have the game on my computer and I’m not able to play it myself as of this posting.

7 Deadly Sins has received some coverage in PC Gamer Magazine:

Original Sins
PC Gamer, July 2008 - Original Sins

"This coming-soon combo mod will compile some of the most popular Sins mods into one big package. It will feature graphical upgrades, such as Kcissem's Sins Enhanced and Bailiknight's Graphical Mod, along with Danman's own Ancient Ones race and his Solar Sins mod with new planets and stellar anomalies." - June 2008, PC Gamer, "Homebrew" by Brett Todd, Page 90

Gihren from the SCDB also showed off some screenshots of the Arilou and Kohr-Ah from the 7 Deadly Sins mod:

Arilou Skiff
Arilou Skiff

"Not being of this dimension, the Arilou do not rely on money and normal means of transport or construction. They simply spawn ships from their "motherships", and travel through Quasispace, which propels them at near instant speeds from planet to planet."

Kohr-Ah Marauders
Kohr-Ah Marauders

"Totally aggressive, the Korh-Ah are built for battle. They are all offense, and barely any defense. They focus on exterminating every race and every planet they find, and almost every ship is capable of boming* from orbit. Their goal is to "cleanse" the universe of all other sentient life, anything that is not an Ur-Quan."

* "Boming" is a lazy way of typing "bombing".  It is similar to typing "racks", meaning "barracks" in StarCraft.

Gihren also showed off a screenshot of a Kzer-Za colony ship and textureless Sa-Matra:

Ur-Quan Colony Ship
Ur-Quan Colony Ship

Sa-Matra in progress
Ur-Quan Colony Ship

Although I haven’t tried it myself, it certainly looks like a great mod with a lot of opportunities. Many games that allow players to add their own content have lots of reply value and maintain a very strong legacy; examples include StarCraft, Warcraft, Doom and Quake. I loved being able to choose my skins in Quake when playing online. I can’t wait to see more gameplay in the future. User-generated content goes a long way.  Thanks to everyone who reminded me about 7 Deadly Sins and posting updates about it.  Special thanks to the modders for putting the Star Control ships in there.

Links
7 Deadly Sins page on SinsOfASolarEmpire.com
Brad Wardell wants to make a new Star Control?

New StarCon Video

Near the end of March, a SCDB member by the name of Starlord managed to get a copy of the StarCon prototype CD for the PlayStation. He paid for the prototype with his own money and is graciously working on converting the disc to a usable image format. A link will be provided for everyone to download for free. Starlord is making very good progress and has recorded the 6 minute video above.

StarCon is similar to Colony Wars on PlayStation and Star Fox 64 on N64. During gameplay, character dialog subtitles are shown at the top without speech. This can be distracting during intense battles and important information could be missed. Since this is an incomplete prototype, there’s bound to be missing content.

It is a sequel to SCnot3 and involves the Hegemonic Crux. There’s also a group called the Hyperium, which is mentioned by the Ur-Quan. The PlayStation version was developed by Starsphere Interactive, which does not seem to be active today; their website has been replaced with their logo and an e-mail address. This is Accolade’s second and final attempt at making a Star Control game without TFB’s blessing. They wanted to make StarCon more fast-paced and have more emphasis on fast-paced action. It is non-canon and not considered part of the Star Control universe established by TFB.

An interesting feature that was mentioned a long time ago is a temporary second player. If the player launches a fighter ship and there is a second controller plugged in (or whatever the configuration is in ePSXe), it will split the screen the Player 2 can control the fighter ship and help Player 1.

Reminiscent of Star Control 1, there is a 3D starmap used for selecting missions. There are 2 missions shown:

Mission: Assassins
System: Hanheim
Mission: Locate the secret base of the Crux leader Hantir and defeat this lunatic once and for all in his lair.
Mission: Glory Device
System: Lycoth
Mission: Stop Crux forces who are staging a raid on our colony in the Lycoth system.

I have no idea of whether or not the player’s ship is a Precursor ship, human or from another race. The laser at the top slides left and right whenever firing at an enemy. Every time the ship fires a laser, it also fires white missiles that fly upwards and then homes in on the current target. In the PlayStation Museum’s video, it launched the fighter ship, which may be the ships secondary function.

The HUD (Heads Up Display) is very minimal and slightly confusing. The bar at the top right represents the amount of damage of the current target; it increases as the target receives more damage. The top bar at the bottom left represents energy; it decreases as the player fires a weapon and regenerates quickly. The bar below that one is the player’s damage bar and also increases as the player takes damage. There are no labels to show what they represent. In my opinion, all bars should be full and decrease as energy and health decrease; it shouldn’t be mixed. This could have been different if Accolade gave them a chance to complete the game.

Even though StarCon is non-canon, it’s still worth checking to find out what Starsphere had up their sleeves at the time. The only voice heard is the Ur-Quan, which sound grouchier than it does “epic and evil ‘I will put you in a slave shield’” tone of voice. I never heard an Ur-Quan ask for help. Their Dreadnought ships seem like they could obliterate any of these ships. I’m glad that Starlord is taking the time to get the prototype, analyze it and find a way to convert it and share it with the world for free. So many questions could get answered now. There was also a PC version planned, which was done by an “internal team at Accolade”, which may have been Legend Entertainment. It may not be a true Star Control sequel and Starsphere Interactive seems like they made an honest attempt with what they had. I will be getting my ePSXe ready soon. What kind of name is Ra-gar? I miss the classic “Lord #” and “Death #” names. Did you know that in Star Control 1, the Ur-Quan used “Master #” and in early screenshots of Star Control II, the Korh-Ah used “Slayer #”? Thanks Starlord for sharing the video and keep up the good work!

Links
My first article about StarCon
The PlayStation Museum
Starsphere Interactive’s Side of the Story

StarCon

While StarCon still remains a mystery, The PlayStation Museum and PONAF seem to have the most information about this game.  It was never released due to problems during development.  I’m not sure how they got their hands on the video footage of this game.  Some people claim that they have a Pre-Alpha release of StarCon.  It was scheduled to be released Holiday Season of 1998.

StarCon is Accolade’s second time trying to revive Star Control without Paul Reiche III and Fred Ford.  They wanted to make this game more action oriented by setting the game in 3D space, and having the player fights against multiple targets at the same time.  It also featured a 2-player co-operative mode.  If the first player launches a fighter ship and there is a second controller plugged in, then the second player can fight with the first player.  With only one controller plugged in, the player simply switches to the fighter ship.  This game is frequently compared to another PlayStation game, Colony Wars.

StarCon wasn’t intended as a PlayStation exclusive.  While the PC version is being developed by an internal team under Accolade, Starsphere Interactive would make the PlayStation version based on the PC design.  Once completed, both versions would have been released simultaneously.

The January 1998 issue of PC Gamer Magazine seemed to love StarCon:

The Star Control 3 team is working on this one, and they're taking it to the limit.  They've compiled a Star Control History Compendium, and they're going try to to tie up the loose ends from previous games. - PC Gamer Magazine, January 1998, Page 46

Legend Entertainment is repsponsible for “Star Control 3”.  It confuses me since the developers are simply credited as “Accolade”.  I’d like to assume that Legend worked on StarCon as well, but there may be something that happened where it wasn’t Legend, and still considered “The Star Control 3 team”.

We want to move away from the adventure element and concentrate on what it seems the players really want - action! - George McDonald, PC Gamer Magazine, January 1998, Page 46

Star Control II had a very deep adventure aspect to it, which helped the gameplay experience feel different each time since one moment, you’re traveling to a star system, then gathering minerals, upgrading your ships, and defending yourself from enemies.  It remains true that many of the best-selling games are action games, so I understand their decision to put more emphasis on action.  The combat in Star Control is one of its most defining features that makes it stand out from other Science Fiction games.

The PlayStation Museum recently added an interview to their page with an anonymous person from Starsphere Interactive.

"There was a specific emphasis at the start of StarCon to create a more combat-intensive game than the previous incarnations of Star Control (I spoke to Paul Reiche after the project was canceled about this issue). I can't fully speak as to why that decision was made by Accolade." - Anonymous Starsphere Interactive employee

There’s never been a clear answer explaining why StarCon was canceled.  Development of StarCon officially discontinued on October 5, 1998.  Apparently, Accolade re-evaluated their decision for StarCon “due to deficiencies in the game’s design”, and according to PSM’s Starsphere informant, 70% of the PlayStation version was playable and very promising.  It even took advantage of the PlayStation’s hardware to create nice visuals for its generation.

I know that it doesn’t seem like it has the “seal of approval” from the gods, Paul Reiche III and Fred Ford, but it just interested me because of what the anonymous employee said and the fact that he even talked to Paul after the cancellation.  If this game was completed and released, the Star Control fan base would have definitely been different from what it is now.  Star Control II wasn’t noticed as much since the 3DO lost to the PlayStation in the console war.  With the more popular PlayStation having a Star Control game, it could have had more time to get more sales.  However, I’m not sure if this would have actually placed Paul and Fred back into Star Control again.  Accolade seemed desperate to get a Star Control game out there, and something happened to put an end to StarCon.

I know that a Star Control game made by the original creators, Toys for Bob, will be a million times better than any “StarCon” wannabe game.  With only three major home consoles left, and powerful PC hardware, whatever platform Star Control appears on, it won’t be a dead one.  Many people see StarCon as “The PlayStation game that was never finished” and there’s more to it than that, and to this day, there’s still questions unanswered about it.

More Information:
The PlayStation Museum
Starsphere Interactive’s Side of the Story