Red5

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Latest News
We've exceeded our bandwidth! Make a donation and become an official sponsor

Due to the unexpected suprise of the success of 'Red 5', the creators would like to humbly request donations, in order to continue to provide this and future high-quality Star Wars games to you, free of charge.

What's in it for you? Donators will:

  • bask in the glory of a Rebel Medal on the 'Red 5' Heros page (coming soon)
  • receive a newsletter email , which includes hints, hidden features, and previews of coming titles
  • have the opportunity to beta-test new releases

By making a small contribution (for example, 1 Euro, Dollar or Pound) you can help me to ensure the future of 'Red 5', and other Star Wars Flash games from boadle.com. Naturally, the donation process is entirely secure, and is managed by 'PayPal'.

Lewis Boadle, Creator of 'Red 5'

Date News
01 March 2011

The high-score tables don't work any more as it was too expensive to keep the servers running.

10 Nov 2009

RED5 is BACK!

After 4 and half years, I've gone back and made some fixes I was getting repeated emails about. Long story short, the Flash detection didn't work with Flash 10, so a lot of people were unable to play the game.

The high-score tables no longer work, as the site they were hosted on is long gone. I'll see if I can find somewhere to host them when I next speak to Paul. In the mean-time, have fun killing TIES!

Thanks for playing RED5, and thanks for all the positive feedback I've recieved over the years!

07 June 2005

SCORING BONUS BUG REALLY FIXED! Thanks to everyone who pointed out that our last build didn't fully address the problem of the bonus not being added to the final score. It's now fixed. Thanks for your patience.

In other news, we are delighted to announce development of our next Star Wars game, which will take place in the claustrophobic forests of Endor! Watch this space for more updates!

25 May 2005

Todays update, Version 1.4, fixed a problem we recently became aware of. There was a bug in the code (a misplaced ; would you believe!) which prevented the 'Quick Kill Bonus' being added on to the final score.

Expect to see some bigger scores now. Indeed, I'm currently top! Not for long, I'd wager...

19 May 2005

After a couple of days off, we have now updated to version 1.3. This release addresses a trend we've noticed of expert players creating a breakaway group of maximum hi-scores, that the 'average' player couldn't ever attain. By awarding a bonus based on the speed with which you kill spawning TIEs, we hope to 'mix it up' on the hi-scores table, and prevent players reaching a maximum theoretical score limit.

Now it is impossible to reach a max score, since it is impossible to destroy a TIE in the same instant he spawns.

Expect to see some real excitement on the hi-score board!

PS went to see Episode III last night. Thoroughly enjoyed it, thankyou,

PPS Added Sponsor Banner ad, in association with the Official Star Wars Shop.

16 May 2005

Added 'Donations' button. Regretable, but increasing hosting costs have cast a shadow on the future of this game :(

Mark from onemorego.com has kindly provided us with with mailing list and messageboard functionality, that latter of which is now in place. The little comments box is broken due to it's popularity, and there seems to be a community developing around this game, so our new messageboard should provide a place for people to chat about the game with each other, and with me.

Mark also makes a gesture of good faith, with a donation to keep Red 5 alive! 5 is alive!

Oh. Great.

Now I'm going to get sued by the makers of that movie too :(

15 May 2005

Shock! Just got a mail from my service provider who've informed me I'm over my limit for data transfer. I need to upgrade my package with them in order to support this volume of traffic.

Comments box is broken. No idea why. Perhaps it buckled under the 2000 comments in it's fragile little PHP file?

14 May 2005

11,000 games played today. This thing is really starting to take off. The comments box is needing regular moderation to curtail the somewhat jockular community that is starting to congregate. Many visitors now coming from French gaming sites.

One site hotlinking to game file directly, which I've asked them not to, as it increases my bandwidth without presenting the game the way it should be (i.e. on my own website).

13 May 2005

6000 games played today, database ticking along nicely.

Some expert players have maxed out the score already. Amazing.

12 May 2005

We're getting some good numbers now (2000 games played today!). 1.2 included some scoring changes, so we reset the database,

Some positive feedback coming through the comments box, although much of it seems to be in French, of which I possess only a little.

11 May 2005

'Red 5' Version 1.2 Made some slight changes, and fixed a couple of bugs that slipped through. 500 games played.

We skipped a version number, for some reason (that made complete sense at the time).

10 May 2005

380 games played after the first 24 hours. Not bad.

It's out there now!

09 May 2005

'Red 5' Version 1.0 is live! After 2.5 months of work, I'm delighted to get it finished, and really looking forward to seeing whether anyone actually plays it! Sent out a few emails to our test team to get the game into the email circulation. Cleared down database.

Here we go!

Previous Champions
19 May - 07 June
 
12 May - 19 May
 
09 May - 11 May
RichSC
 
How to Play
Advanced Tips

* Put on your headphones. There are audio clues of incoming targets

* Turn off other applications for maximum performance

* Use the mouse to destroy the incoming TIE fighters

* If you survive the TIEs, fire the Proton Torpedo into the Exhaust Port by pressing <SPACE> when the Targeting Computer reaches zero, and with your reticule over the Port.

* SHOOTING TIES: Get them before they get you.

* PRIORITIZE YOUR TARGETS: The TIEs that come from behind represent no threat. Focus on the frontal assault first

* EXHAUST PORT: When aiming with the mouse, try to predict the pattern of the turbulence which causes the reticule to sway

* PROTON TORPEDO: Fire when the cursor blinks red, not before!

* ACCURACY BONUS: Awarded for your accuracy percentage

* SUCCESSIVE KILLS BONUS: Hit successive targets without missing (increases for each kill up to 15)

* QUICK KILL BONUS: Awarded for Quick Kills (decreases from spawn instance

Disclaimer

This online game is not affiliated and/or endorsed by Lucasfilm Ltd or 20th Century Fox or any of their subsidiaries.

Star Wars, the Star Wars motion pictures, the Star Wars logo, all names and pictures of Star Wars films, books, games, action figures, characters, vehicles, playsets, accessories and any other Star Wars related items are registered trademarks and/or copyrights of Lucasfilm Ltd., or their respective trademark and copyright holders. This game is intended for entertainment purposes only.

Update Log
Click here to email me
Red5
Click here to email me

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RELEASE 1.5 (07 June 2005)
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BUGS FIXES / NEW FEATURES:

* Fixed Bonus addition problem that was caused by 1.4

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RELEASE 1.4 (25 May 2005)
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BUGS FIXES / NEW FEATURES:

* Fixed Bonus addition bug which prevented the bonus being added on to the score

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RELEASE 1.3 (19 May 2005)
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BUGS FIXES / NEW FEATURES:

* Bonus points awarded for destroying TIEs quickly. Bonus decreases over time
* Added visual aid to show bonus reducing

PERSONAL NOTE:

Although a minor change from a technical view-point, the addition of a 'Time-incentive Bonus' could drastically change the mechanic of version 1.3 of 'Red5'. Now, an ever-decreasing bonus is awarded based on the time taken for the player to destroy a TIE since it's spawning. The Bonus begins at 50,000 when the TIE spawns, and rapidly decreases. This change will mean that players are encouraged to attack the TIE as quickly as possible, and should introduce a more frenetic style of play, at least for those interested in achieving the truly spectacular scores.

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RELEASE 1.2 (12 May 2005)
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BUGS FIXES / NEW FEATURES:

* Made game harder by increasing spawn frequency of TIEs
* Normalised random spawn frequency to enable consistent enemy generation
* Fixed sound bug which prevented exhaust port countdown music sequence
* Added cockpit TIE counter which displays total number of enemies spawned
* Capped successive hit bonus
* Fixed end score accumulation bug which miscalculated the totals
* Reset top 100 hi-score table, due to new scoring system
* Increased game length

PERSONAL NOTE:

Lewis and Paul would like to thank all the players who have contributed to the development of this game, through online comments or personal mail. We have implemented some changes in order to make it even more fun! We're delighted with the positive feedback, and very happy to bring a small slice of Star Wars fun to your office / homes. We are also planning some more SW titles, so watch this space...

Well done to Sofa and especially RichSC for consistently astounding us with you hi-scoring feats (I'm talking 100% hit ratios here). Hopefully you'll be more challenged by the new, tougher version :)

Thanks for playing, and may the Force be with you.

Lewis, Dublin, May 12, 2005

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RELEASE 1.0 (9 May 2005)
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BETA RELEASE

PERSONAL NOTE:

The creators of 'Red5', Lewis Boadle (me) and Paul Lynch, would like to welcome everyone to our first, but not last, Star Wars game. We had a lot of fun creating this labour of love, and hope you enjoy it as much as we do :) Although Paul really plays down his involvement in the project, the simple truth is that this game could not, and would not, have been completed without his technical expertise, limitless patience, and warm manner.

Comments are always welcome.