Article edit

"This combined with the bas-relief graphics of the Dreadnoughts and the smooth animation of the Manta as it executed its trademark turn to immerse players." - this is not a complete sentence. Anyone have any ideas?

That rather clumsy paragraph was my addition. I will remove it from the main article as I'm unsure how to revise it - RyanG

Uridium+ edit

The Spectrum version seems to exist in "Uridium" and "Uridium Plus" versions - what was the difference between the two? Bastie 14:10, 29 August 2006 (UTC)Reply

The maps are different. Uridium starts with "Zinc" and Uridium+ with "Silicon". 2fort5r (talk) 17:51, 19 August 2009 (UTC)Reply

C128 with 2Mhz? edit

I seem to remember that this game - as well as Morpheus - recognised when it ran on a C128 and increased the processor speed to 2 MHz when the raster lines of the bottom screen frame were being drawn, but unfortunately, I don't have any sources and gave away my C128 a long time ago.

134.176.25.80 07:57, 29 September 2006 (UTC)Reply

"Later able to perform parallax scrolling" edit

Removed from the article: The computer was later able to perform parallax scrolling, most notably in the Sensible Software title Parallax, which was released a few months after Uridium.

I originally wrote the section about the Commodore 64's hardware not supporting parallax scrolling. What I meant by this was that the Commodore 64's graphics chip, the VIC-II, does not support parallax scrolling natively. It is possible to do a simulation of parallax scrolling in software, exactly as Braybrook did in Uridium, and no doubt was done in Parallax too. However, the way the paragraph above is worded makes it sound like the Commodore 64's hardware somehow changed to be able to support parallax scrolling natively, in a few months' time, no less. Now in the current time where graphics cards get more and more features all the time, this would be possible, but back in the 1980s it was nothing of the sort. Computers' graphics chips were an integral part of them, not exchangeable accessories like they are now. JIP | Talk 16:29, 4 May 2009 (UTC)Reply

Then you are also the right person to receive the criticism. I don't know what you've been taking, but C64 doesn't have background graphics either. --213.130.254.217 (talk) 06:17, 6 June 2010 (UTC)Reply

There is now a reference to an article in C-lehti about how Braybrook did the graphics. The C64 doesn't have background graphics, but it does have foreground graphics. The surface of the dreadnoughts is the background, and the surface features, and the space and stars around the dreadnought, are foreground graphics. JIP | Talk 08:24, 26 December 2012 (UTC)Reply

Clarification needed edit

"Mindscape decided to take an easier route by recycling an older, relatively obscure game"

This doesn't make any sense. I suggest saying exactly what they did, rather than leave it up to the reader's guess. My guess is that they revamped Uridium, but it's not an obscure game, so please correct this sentence. --213.130.254.217 (talk) 06:17, 6 June 2010 (UTC)Reply

The Last Starfighter edit

I added Redirect from "The Last Starfighter (video game)". — Preceding unsigned comment added by Shinobody (talkcontribs) 06:13, 15 June 2011 (UTC)Reply

Andrew Braybrook edit

I've added references to Andrew Braybrook, who designed and wrote the original on the C64. There are various other mistakes (the original game had 10 levels IIRC, not 15), but I've left them unchanged for now. — Preceding unsigned comment added by Wedgeski (talkcontribs) 13:04, 27 September 2012 (UTC)Reply

Source edit