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The player must fly, shoot, and dodge their way through Borf’s lair, save Kimberly, reverse the effects of the Infanto Ray, and put a stop to Borf’s plans for good. The ray transforms him into a lanky kid named Dexter, and leaves him in a state of fluctuating between these two forms. While scouting Borf’s space station, Ace’s gal, Kimberly, is kidnapped and Ace himself is hit with the Infanto Ray. Borf has developed a new weapon, the “Infanto Ray”, which he intends to use to enslave the population of Earth. The player controls the titular Space Ace on the trail of an evil alien mastermind named Borf. This was done to address the “collection of disjointed scenes” criticism of Dragon’s Lair. To this point, unlike in Dragon’s Lair, all the scenes happen in a specific order, with the occasional branching opportunities appearing within.
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Space Ace was also designed to have a greater emphasis on story and characterization. Just as was tried with the randomization of sequences in Dragon’s Lair, the idea was that a player could have a different experience on the second, third, or even tenth play – in this case, checking out content they missed in the previous play. Instead of building one linear sequence, and killing the player if they missed an action, the game could often incorporate a “miss” into its narrative and continue on. For Space Ace, Bluth set out to push the Laserdisc technology beyond what he had previously showcased in Dragon’s Lair, primarily by making greater use of its random-access abilities to create numerous branching pathways. Much of the same development team from Dragon’s Lair worked on Space Ace, and the arcade cabinet utilized the same Laserdisc technology. Space Ace is Don Bluth‘s less-successful follow up to Dragon’s Lair.
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