"Man is nothing else but what he makes of himself."
-Existentialism and Human Emotions, Jean-Paul Sartre, pg. 15
"Would you kindly...?"
You all knew this was coming.
Open-ended, free-roaming games nowadays are a bunch of phonies and liars. To call any of them open world is a disgrace to the older games that paved the way and proved just how to do it right. I am speaking of games like Elite
, Star Control 2
, and of course, the mighty Starflight
All games touted as open-ended do have large worlds to run around in, and they also have in-depth storylines. But those two elements are so far removed from each other that they might as well be in other games. All the side things you can do are just that, side quests. They make no impact on the main storyline beyond slight bonuses or background information. Even the most linear JRPG could be considered an open-ended world game if it boasted enough side quests.
Therefore, I rank open-ended games in three distinct groups:
Claim to be open-ended, but are really just linear games with more side missions than main missions. Examples are Grand Theft Auto 3
, and any open ended game from the current generation of consoles.
While these games allow the player to choose the route to the end boss, the final levels and how the game ends is always the same. Examples include The Legend of Zelda
or Dark Fall: The Journal
A very rare game. This type not only allows the player to do anything, they also let the player pick their own win conditions. Making the player become the one to choose when the game ends. Examples are The Sims
(or any of Will Wright's games) and Europa Universalis 3
So where does Starflight
and the rest of its kin fall? Into the Partial category. The reason is that when you start a new game, your mission is to just explore the world. The game gives you a gigantic game map and tells you, "go forth and do your own stuff." Only after playing the game for a short time does the storyline drop into your lap in the form of: "Oh shit, we're all going to die, please save the world!" And the only way to solve it was to keep exploring, meaning to beat the game, you had to run around and discover the plot by your own damn self.
is the game world huge. It's kind of hard to explain, so here's a picture:
(All the coordinates are removed from the screenshots because I'm a dick, the ones I mention are given to you on the game map that comes with the disks.)
Every last one of those dots is a solar system. Each solar system has anywhere between zero to eight planets. Each planet has more sheer acreage then, well, any other game I've ever seen. I've spent days exploring planets and never covered the same ground twice. It's not all roses, since the minerals, ruins, and lifeforms are all randomized, but the important stuff is always in the same spots. Also, once you've seen one world, you've seen them all. So there isn't really a point to land and explore every single planet, and nor should you. Still, the stuff you can find there is useful but doesn't break the balance of the game (like the super weapons you can find in Freelancer
off the beaten track).
The game also has a snarky sense of humor. There is a cameo of the Enterprise that will run away as soon as you spot it in the PC version. There are ruins on Earth that have messages dealing with the granting of equal rights for robots but not for women, the closing of the Environmental Protection Agency because all life on Earth besides humans has been wiped out, and the downfall of civilization being started when people spent hours "in front of 2 dimensional phosphor screens and live out fantasies." And then there's the famous exchange of messages between the deadbeat captain Xenon and the loanshark Borno.
If there was a flaw to Starflight
, it would be the extremely bare-bones interface which dominated 2/3 of the screen. What was left was a 4 to 6 grey pixel...thing that represented your ship. For all my praise of the Starflight
series, I can't ever see anyone under the age of 20 even attempting to play this game longer than 10 minutes before smashing the keyboard with a club, grunting, and then running off to play Halo
Enter the Sega Genesis Port, which dumps the constricting interface for a more arcade-y feel. I think we have a winner here.
Holy crap, a good port?!
When the subject of ports come up in serious gaming discussion, ports are usually regarded as sitting one rung above licenced games. For every good port, there's a bad one loaded down with badly implemented play controls, horrendous load times, or just questionable design decisions, such as Assassin's Creed
, which takes a minute and a half to quit.
Please note, I'm speaking of ports that usually come out years later, not games that have simultaneous releases on multiple platforms. While some of them still suffer horribly (Deus Ex 2
), at least the ratio of good games to bad ones is noticeably higher.
So it comes as something of a surprise that the port of Starflight
is as good as the original. Everything good about the PC and Amiga versions are here in the Genesis cartridge. Every planet, all the dialogue, even all the messages located on the planets are here, in all the same spots. What is changed is how you play the game, making a completely different experience from the other versions.
The graphics also receive a much needed massive improvement, but kept the same art style. This is traded off with the reduction in the size of the maps (so no über-sized planet maps here). This is odd since the original game fit on two 5 1/4" disks. So I'm sure that the reduction is more of an attempt of removing the boredom from the game more than anything else. In the PC version, you travel for 10 or more minutes at a time without anything happening or even a change in the background. So if you're stupid you hold down the arrow key until you reach wherever you want to go. If you're smart, you push the arrow keys along with the insert button to activate cruise control. And then go play a Phoenix Wright
game, because they're freaking awesome. I don't think I traveled more than, well, any amount of time before finding another solar system or other starships in the Genesis version.
A word of warning, the consumption of endurium is the same in the Genesis version despite the shorter distances. So plan your trips carefully.
I'm not going to list every change from the older versions here (too late). Doing so would take too much time and would be completely pointless since I doubt many people reading this have even heard of this game before. The game is over 20 years old, and bringing up a game that old to newer gamers is like...okay, I don't have a witty analogy, but it's hella depressing.
Because Starflight is such a large game, you can save at any time. A standard for PC gaming, but very impressive for a console game, even today. When you died however, it wasn't just you who died, the game died
. You could not reload in your save game. Ever
. If you thought the permanent death system in Fire Emblem was rough, Starflight
goes the extra mile and forces you to reinstall the whole damn game again to start over. And if you played off the master disks (which the instructions very clearly state not to do) you've effectively just killed your game. I doesn't help that this game is brutal, you can die as easily as getting dysentery in Oregon Trail
. If you follow the Star Trek
method of adding letters to new versions of blown up starships, you will run out of letters very quickly.
is freaking hardcore.
Some tips so you live longer than 5 minutes
Because this game is so hard, I'll give out some tips that will help anyone to get started. I can't guarantee that you won't be killed by a tree or something, but at least you'll live long enough to see something in this game.
Start with creating a crew, I'll describe all the races in a little bit, including what races you want in each post. You can only have 5 crew members generated at a time in this version (you don't have to assign everybody), but it's free to hire them. So feel free to experiment.
Don't have both a Thrynn and an Elowan on your crew. Due to the centuries old blood feud between the two races, you can talk to one if you have the other on board. So having both will not let you talk to two races in the game. You can hire both but only assign one at a time. This method allows you to talk to both races. However, you will need to assign someone else to two positions.
Having an android navigator to start with is large boost; you can always delete him later.
Train your science officer first, then your navigator, followed by communications, doctor, and finally engineer. Training costs money, so only train your crew in what they do.
Don't leave your home system until your science officer, navigator, and communications officer is fully trained and you have class 5 engines.
You don't need weapons until you leave your home system. And not even then. You can beat this game without getting into one fight, which is a play style other 'open-ended' games shun. If there's only one solution to a problem (shooting it), then your game is not open-ended. It's an action game with pretty distractions to waste any time you are not shooting things.
The first and third planet in the home system can be mined. The third planet is also colonizable.
Don't leave your home system without class 5 engines.
Don't drive into water until you buy some pontoons.
The second planet of the neighboring solar system (123,101) is also colonizable.
Push the A button to leave orbit, enter solar systems, and tap A to slow your decent while landing so not to crash. Because 'death by crashing into a motherloving planet' is not a good way to die.
Don't land on gas giants.
Save often. This game is rather glitchy on the Genesis. One time the Mechans opened fire on me despite being on friendly terms. Another time my shields were reduced to class 1, despite me owning class 3 shields at the time. They also give you two save slots. Use both in case the game gliches up.
No, I'm serious. Don't leave your home system without class 5 engines.
Other beings you'll meet who may or may not try to kill you
There's a variety of races that you'll meet while traveling around in the darkness of space, and all of them take a step away from the standard 'human with forehead make-up' alien races in most sci-fi games and movies. The chief reason why I use the word races instead of aliens for this game is because many of them live on your home planet, Arth. This can be seen as a cop-out, but the developers put a great deal of work into giving each race you meet a distinct culture and personality.
This was accomplished beautifully by giving each race a different manner of speaking, allowing you to recognize who's doing the talking as soon as you hail them. A surprising amount of detail was put into each races' customs, histories, and even how they interact with each other. Now go play Oblivion and try to tell the difference between the apparently two people who populate the entire freaking world. Other games don't fare any better, usually going with racial stereotypes to achieve any sort of difference between areas of space. And making your ships' exhaust green and turning your bars into bad discos does make you German, Freelancer.
The only race you won't meet in space, and is one of the main races that will make up most of your crew. Humans are the best rounded out of all the selectable races, boasting the second highest learning rate and a good durability. Humans are the best race at science, and have a good maximum value in every other skill, so of course you should have a human science officer. You shouldn't assign a human to every position however, but don't be surprised if they populate half of your crew. It should be noted that you can't pick the race of your captain, so I like to think that he's human, since I did name him after myself. Oh, like you wouldn't?
By the way, if you need a human on your ship for some reason (talking to the Mechans), the captain doesn't count.
Velox (or Veoloxi)
Large, insect-like creatures that talk in a broken, backward fashion. Veloxi society seems to be based around taking bribes, acting better than everyone else, and the desire to mate with (and then be eaten by) the queen. After you act nice (i.e. suck up) to them and give them enough Arth energy crystals, they'll tell you everything, and are probably the first race to become friendly with you. They don't really like the Old Empire too much, so keep the fact that you're a former colony world to yourself.
As part of your crew, their compound eyes and multiple limbs make them perfect navigators and engineers, but not anything else. They're also very durable, but they trade that off having with the worst learning rate. Still, once you get them trained, you'll never have to replace them. I've never had a Velox die on me, at least, not when it was my ship that was doing the exploding.
Space Dinosaurs. That's either very cool or extremely stupid, so I wish that they were more enjoyable to talk to. The Thrynn are the con artists of the Starflight universe who also elongate their S's. Mostly the Thrynn will constantly pester you to trade them any artifacts that you might have. They'll offer some Arth units of energy crystals in exchange. But you can also buy more Rocks of Truth, you can't get back the artifacts after you give them up. And if you give up an artifact that you need to beat the game with, you're screwed. Luckily, they also offer the same deal for Plutonium, so just give them that to get into friendly terms with them. They'll also try to rip you off, try to get you to recover artifacts for them from Uhlek controlled space, and try to trick you into committing genocide. That's right, follow the Thrynn's advice and you'll wipe another race (the Elowan) out of creation. GTA 3 allows you to get rid of side gangs (the Purple Nines) and possible side missions (Kenji's), but Starflight goes the extra mile and eliminates a main group permanently. By your own choice, not by a mission that you have to do.
As crew members, Thrynn are very close to humans in skills, learn rate, and durability, but are slightly worse. They don't learn as fast, and their medicine skill stinks, but they are the best at communication. And since most of your clues come from conversations in space, you need a fully trained communications officer before exploring too far.
Giant, bipedal plants. Yes, plants. Take that every lame alien race I've ever seen. Ahem. The Elowan are polite and very helpful. They talk in an olde English sort of way, with plenty of 'thou's' and 'thine's', kind of like Cyan from Final Fantasy 6. Just never say you've partaken in any head fruit. They'll tell you all sorts of important stuff, like about the Four Seedlings, the Uhlek, and the mythical Crystal Planet. And you can become friends with them just be being friendly. I like talking to them, but I never really do because my desire for a Thrynn communications officer.
If you want one, Elowans have the highest learning rate in the game, and excel in communications and medicine, but trade this off with the worst durability ever. In short, I've gone through way too many Elowan crewmembers. Hostile life form on a planet? Dead Elowan. Stray hit in a space battle? Dead Elowan. It starts raining? Dead Elowan. Stocking your ship with only Elowans is equivalent to having 4 white mages in Final Fantasy, possible, but no one in their right mind should ever attempt it.
Okay, no more Final Fantasy references.
Technically two races, but they're both robots, so I combined them together. The Mechans guard Heaven, one of the best planets to colonize in the game, but you have to answer their questions first. The Mechans were sent out by the Old Empire, so after you answer their questions, you can pump for all the information they're worth. And they give it all in the most straightforward manner possible. They are robots after all. It's advisable not to pick a fight with these guys. While not the strongest race on the block, they can and will kick the crap out of your weakling ship early on in the game.
Androids have fixed skills that can never improve but godly durability. That's all I have to say about Androids, since I've already talked about my one use for them. People in the fan community really seem to like Androids, so if you want a challenge, try to beat the game with some Androids as a part of your crew. They are also the last race on this list that you can recruit.
The whipping posts of the galaxy. The Spemin are large, boneless, slimy blobs that look like a cross between a deformed potato and an aerial antenna (they do get 32 channels for free). The first time you meet them, they'll act like they run everything, but after you pound a couple of their flimsy ships into space dust, they'll cower before as they should. The Spemin also lie quite a bit, but when they're begging for mercy they'll drop some nice hints. I like to start every conversation with them by blowing a couple of their ships up. It doesn't change anything after the first time you attack them, but it does help me feel better. The fact that they get overpowered weapons in the second game and mug you every time you run into them might have influenced me somewhat.
Highly religious squids that also happen to be gigantic pricks. The Gazurtoid travel around preaching their sermons to whoever's unfortunate to cross their path, and then blow them into little pieces. The Gazurtoid believe that races that breathe water (aka themselves) are far superior to the foul air breathers (aka everyone else). The only way to improve on being an air breather is to die and hope to be reborn as one of the divine beings (a Gazurtoid). If you're lucky, they'll only drone on and on about how disgusting you are in their pompous, overly dramatic tone and then take off, forgetting to show you the game over screen. If you're unlucky, you'll discover that their ships are immune to missle weapons. Right before your ship explodes in a hellish firestorm that eradicates all life.
In the list of "shit you never, ever want to see," an Uhlek ship is at the very top of the list. Actually, it's the second, third, and fourth things on that list. The first is a fleet of Uhlek ships. The Uhlek possess super powered weaponry called "plasma bolts" which should just be called "Hey! Maybe you should reload your damn game right freaking now because you've just been reduced to a pile of lukewarm molecules that won't fill a ziplock baggie." At least in this version they don't track your ship with a 100% accuracy rating. Oh, yeah, their ships are also immune to missles. Or lasers. Screw it, they're immune to both, I don't know, I just ran. You do not hail the Uhlek, you run. Very, very quickly. In short, just seeing one of their ships is enough to give even the most hardened captains a reason to change their pants.
Right into a flowery pink dress to hold their upcoming tea party in.
The Minstrels are one of the odder races you'll come across, if you meet them at all. They tend to be found everywhere. Meeting one is a rare occasion, and you can't talk to them or ask them any questions. What they even are is open to debate. They don't fly around in ships but rather can survive in the dark vacuum of space. All they do is sing their song, which is rather nice and it also covers the entire plot of this game.
Which is why I've been avoiding talking about the plot of this game, it's rather simple and it does feature the 'horrible twist near the end' that every single game ever thought up contains. It's how the story presents itself (you figure it out as you play) which makes it so appealing. Plus, the twist is not evil aliens that have been locked away (Halo) or evil robots that have also been locked away (Mass Effect) in the same pocket zone where they played D&D, did each other's hair, and talked about how much they hated humanity for eons. I have never heard of any other game using Starflight's plot twist, and seeing how much gets re-used in the video game industry, that has to be some sort of achievement.
If the Minstrels were weird, they have nothing on these guys. A gigantic ship made up of colored balls that have impenetrable shields. The Mysterions only have one message to give you, a string of ones and zeros. People have already translated what they say, and it's different depending on what system you're playing on. In this version, it's the coordinates of some good artifacts, which you can probably find easier by other methods (clue hunting). In the PC version, it actually translates out the phone number where the people who made this game worked at the time. Younger gamers today might get 'achievements' which are just 'you did X task Y number of times' but we old gamers got real easter eggs. Suck it.
I'll save the world, but I don't work for free
The main focus of this game is to make money, called monetary units, or mu's for short. The nice thing is that the game provides a reason why, if you're going to save the galaxy and all the hind-quarters of everyone that lives there, that you start with no crew, a meager amount of fuel, a ship with crappy engines and nothing else (not even any cargo pods).
It's simple: Interstel, the organization that you work for, is not a government group or an arm of the military. Plus, the vast majority of new players will, how do I say this, not accomplish diddly squat before turning their ship into a deep space body stuffer.
It should also be stated that the only place you can trade at is Starport Central, which orbits Arth. Which for some odd reason is a gas giant in this version.
Mining is the main way on making money early on in the game. In this version, you get equipped with a mineral scanner that can find rich deposits under the ground instead of having to rely on the exposed one represented by a crossed pick and shovel. The mineral scanner takes 10 fuel to use (don't worry, it's free to refill your terrain vehicle back at your ship) and the brighter the mineral patch, the more minerals you can pull out of ground (At least, that's how it's supposed to work). To refill the patches, take off and land again. Note, you don't even have to use the mineral scanner, you can just run around the planet surface pushing the B button until you find something. But that method takes much longer. And makes you feel stupid.
In the PC version, you could only sell a lifeform once back at the starport, which was more of a 'finders fee' for something new and interesting. After that, you couldn't sell it again. You had to find a new lifeform to sell, and there wasn't that many in the game. So you didn't really rely on this method to make any money. But in this version, you can sell a lifeform as many times as you want, and I found that this version also follows the PC's formula for the value of one. That the larger, more aggressive, and farther away from Arth it is, the more money you get.
Plus you can capture flying lifeforms now, but it's hard as hell to do so.
This is the biggest money maker. Since the standard 'big bad thing' is going to wipe out all life on Arth as you know it, the leaders of your world have made the sensible decision to move as many Humans, Veloxi, Thrynn, and Elowan to new worlds as soon as possible. So, you are tasked with finding all those hospitable worlds. Getting anywhere between 35K and 50K (one planet nets you 55K) mu's is just a nice perk to saving your people from extinction. See, here's a game in which you make more money by helping people rather than looting dead bodies (which I can not figure out how to do in this version).
A planet is colonizable if there is an atmosphere and it contains oxygen and the hydrosphere is made of water, obviously. The gravity must be under 2.0 g's (preferably between .7 and 1.3). The weather must be none, calm, or moderate. And the temperature must be temperate or tropical somewhere on the planet. If the planet has a high bio-density and plenty mineral deposits, then it will be worth even more, but it's not a requirement to have them.
The only thing I miss is the ability to name your planet. Just because I come up with really crappy names and I like to think about what the colonists must be thinking when they get sent to planets named 'Dust World', 'There', or 'Hell'.
If you get really desperate, you can sell off some of your fantastic artifacts for some quick cash. Or if you just aren't using them anymore. This version cuts out all the extra, superfluous artifacts like the frightening apparatus, the rubber widget, the throbbing mass, the surprising utensil, the nice thing, etc.
So feel free to toss this method out the window.
Archaeology for fun and profit
Obviously, your weak ass ship isn't going to be doing very much once you run into some Gazurtoid or an Uhlek. So to give yourself an edge, you'll want to do some good old fashioned Indiana Jones type grave rob-I mean "borrowing." This is not a complete list of all the artifacts by far, just the more note-worthy ones.
This artifact can be bought at Starport, and will teleport your T.V. back to the ship once its fuel runs out. Worth every mu you spend on it. Sadly, it doesn't protect you from the killer weather or earthquakes in this game.
A cloaking device in the PC version. Unfortunately, it is not an awesome instant win button in this version. Instead, it will auto scan any ships that you meet in outer space, so you know who's about to kick your ass.
Biggest Letdown EVER.
If there's any change to this version that makes me want to hunt down the programmers and forcibly remove their genitals, this is it.
A curious device, this artifact will teleport your ship out of combat if damage to your ship becomes too severe. Definitely a must have when you plan to journey through Uhlek space. It's up to personal choice on how useful this artifact is; since it warps you back to the closest flux next to Starport.
This artifact strengthens your ships shields against lasers. Or at least it did in the PC version. In this version it makes your laser weapons stronger. You know, so you can do more damage in the combat you don't have to do? Yeah, I know no one plays like that even if they could, now go kill some Spemin.
This curious device pin-points artifacts from orbit, making it much easier to find them. It's the tiny crosshairs on the landing screen, folks. In the PC version, you still had to puzzle out what each artifact is good for after you find it, which involved taking the artifacts back to starport. Here, your science officer can do that for you for free.
Easily the best artifact in the game, period. What this baby does is halve all endurium consumption. Which means more money to spend on ship upgrades like missile launchers or laser cannons. You know, important stuff.
But be careful about getting this one, the Uhlek will not let it go willingly. As the 20 destroyed ships of mine will attest to.
The hypercube, while completely useless in the PC version, will show any of the 'permanent' ships nearby on the starmap. It will not show any of the random moving ships sadly. So its usefulness is debatable.
The ring device is similar to the Hypercube, it will show nearby quantum fluxes on the starmap. Also a nice artifact to have around. Of course, you might want to consider selling it once you've found all the fluxes in the game.
The black egg is actually a giant bomb that can destroy planets. I will repeat myself: you can blow up freaking planets, permanently. And there are three of these things. In the PC version, you had to use two of them. In this version, you only have to use one (I still like to use two). The third black egg is for shits 'n giggles.
Oh the places you'll go!
With so many planets that you can land on and explore, of course a whole bunch of them will be named. The big deference between the places in this game and other games is just how the races refer to the places. Some act as guide posts that the races use to navigate with. Other places are just points of interest. Some are myths onto themselves like Atlantis, Shambhala, or Ys. And you aren't forced into going to any of these places due to a linear mission structure. You find them by yourself as you gather clues. And when you find these places, it transforms this game from merely impressive to legendary.
The site where Noah 9 would have landed. Guarded for centuries by the Mechans, Heaven is utopia ready for colonization. Figuring out what happened to the Noah 9 expedition is your only chance to convince the Mechans to let you earn a big fat reward for logging this planet.
Between the First and Second Waves of hostile invaders that overran the Old Empire, there was a space pirate of incomparable skill named Harrison. He raided the supply ships for the fleets that were fighting against the Numlox and Phlegmak (First Wave), and the Gazurtoid, and Uhlek (Second Wave). New Scotland was his base, and just before troops from the Old Empire found it, he fled, taking with him an artifact that he stole from the Velox...
Birth place of humanity and the center of the Old Empire, burnt to a cinder and devoid of all life. It's up to you to stop whatever happened to Earth from happening again to Arth. There's also some interesting ruins at 12N X 104W.
According to the Veloxi, this is the resting place of the small egg at 46N X 14E, which is more commonly known as "The Most Magnificent Hexagon." Biggest tourist location in the galaxy, just no touching of the divinely given gift of The Ancients.
The Veloxi are rather touchy about that.
City of the Ancients
At an unknown time in the past, a vast Empire spreading across the galaxy was ruled over by a race only known as 'The Ancients'. This race is long gone, but their ruins remain, usually filled with fuel. The City of the Ancients was the center of this empire, and is now a dead city haunted by the memory of those that came before, along with something at 29N X 13W...
The 4 Seedlings
According to the Elowan, it is made up of the four suns of Akteron, Gaal, Iridani, and Echt, and is an important landmark for their people. It is also home to The Institute. Between the First and Second Waves, the leaders of the Old Empire realized that something was causing all of those hostile races to flee from the core of the galaxy. So the greatest minds from all the races still loyal to the banner of Earth gathered here. And it was here that they discovered what was causing the death and destruction of their peoples and how to stop it. In one final desperate act, they sent the best of them, a human named Commander McConnell to end it.
He failed. You, however, must not.
Uhlek Brain World
The Uhlek are not, actually, a race of separate individuals. They are really one being, controlled from a hive mind of planetary proportions called the Uhlek Brain World. Your only hope in slipping past the Uhlek death fleets is to destroy this planet with a Black Egg artifact. Doing so will remove all Uhlek ships from the game. Yes, it's whole sale genocide, but come on! They're gigantic bastards who deserve it.
Or at least, it's supposed to. In this version, all the Uhlek ships will still be roaming the map, ready to grant you a premature ionized cremation.
Yeah, that sucks.
There is a legend, passed down by all races: that out there, in the darkness of space, created by the ancients, there is a planet made completely out of endurium. However, this planet is protected by a strong energy field that will destroy any ship that approaches it. And it is here, on this planet, that your quest will come to an end.
So there you have it, a free-form, do your own stuff adventure game that mixes in RPG elements, and does it better than any other game to boot. With emulation software like DOSBox or a bunch of them for the Genesis version, there is absolutely no reason for anyone to not play this game. And don't think that I'm looking at this game through rosy nostalgia colored glasses. I corrupted my master disks when I was a kid, so I didn't get to play this game until just a few years ago. And it's still freaking awesome. Go play it now.
Rating? 5 out of 5 Endurium, Rocks of Truth, Arth Energy Crystals, etc.
And a very special thanks to StarFLT.com for having all the information you'll ever want about this game.
Now if you'll excuse me, I have to go blow up more Spemin ships.
BWA HA HA HA HA HAAAA! Take half of my fuel will you? Eat radioactive hell death you genetic rejects!