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How to play star craft in 1080p

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How to play star craft in 1080p
September 27, 2018 Books No comments

Install the Stacraft patch only if Brood War is not installed.

Changing the language through the Blizzard App. The download is approximately 250 MB to 325 MB for each language.


EnglishAll cinematic scenes are in English and subtitled to their respective language. Subtitles in cinematic scenes can be turned on/off.
Simplified Chinese
Traditional Chinese
Brazilian Portuguese


Multiplayer types

LAN play8 Also supports 4 observers.
Online play8 Also supports 4 observers.

Connection types


ProtocolPort(s) and/or port range(s)
Universal Plug and Play (UPnP) support status is unknown.

Issues fixed[edit]

Corrupt graphics on Windows 7[edit]

See Palette Issue.
Fixed with version 1.18.

Crash in Zerg mission 8 during in-game dialogue[edit]

You will have to disable audio temporarily.

No sounds on Windows 10[edit]

Fixed with patch 1.18.

Other information[edit]


Technical specsSupportedNotes
Direct3D9Windows platforms only.
DirectDraw2In Windows version prior to version 1.18
OpenGL2.11.18 and above OpenGL is used.[4]
WindowsThe 64-bit version is available through the Blizzard launcher.
macOS (OS X)An OS X patch arrived in November 2001, but only for PowerPC processors.
They continued until 2007 for both OSes, gaining a universal binary at 1.16.
Support for PowerPC processors and Mac OS was dropped shortly after.

64-bit Intel required a source port until 1.23, which did add 64-bit Intel support but jumped to 10.10 as the minimum OS.
LinuxRequires a source port.



Source ports[edit]

Alternative open-source engine.
Aims to improve stability and availability on other platforms such as OS X and Linux.
StarCraft support is in beta, can be unstable.

System requirements[edit]

Base game[edit]

WindowsMac OS (Classic)macOS (OS X)
Operating system (OS)95 (Only inclusive until patch 1.16.1. Patch 1.17+ Needs XP and greater.)
Processor (CPU)Intel Pentium 90 MHz
System memory (RAM)16 MB32 MB
Hard disk drive (HDD)80 MB
Video card (GPU)SVGA video card that supports DirectDraw at 640x480 resolution, 256 colors
DirectX 2.0 compatible
Mac OS
Operating system (OS)
Processor (CPU)PowerPC 120 MHz
System memory (RAM)16 MB32 MB
Hard disk drive (HDD)80 MB
Video card (GPU)640x480 display in 256 colors

For Remastered DLC[edit]

Operating system (OS)7, 810 64-bit
Processor (CPU)Intel Pentium D
AMD Athlon 64 X2
Intel Core 2 Duo E6600
AMD Athlon 64 X2 5000+
System memory (RAM)2 GB4 GB
Hard disk drive (HDD)8 GB8 GB
Video card (GPU) NVIDIA GeForce 6800
ATI Radeon X1600 Pro
256 MB of VRAM
NVIDIA GeForce 8800 GT
ATI Radeon HD 4850
(512 MB) of VRAM
Other1024 x 768 minimum display resolutionThe "Real-Time Lighting" option requires a graphics card with more than 2.2 GB of VRAM.
Mac OS
Operating system (OS)10.1010.13
Processor (CPU)Intel Core 2 Duo Intel Core i3
System memory (RAM)2 GB4 GB
Hard disk drive (HDD)8 GB8 GB
Video card (GPU) Nvidia GeForce 8600M GT
ATI Radeon HD 2600 Pro
Nvidia GeForce GT 650M
ATI Radeon HD 5670
Other1024 x 768 minimum display resolutionThe "Real-Time Lighting" option requires a graphics card with more than 2.2 GB of VRAM.


If you want to see how much has changed in StarCraft between the game's launch in 1998 and the current remaster in 2017, try pressing F5 while playing. The default key for switching between the classic graphics version and the remaster, shows how much attention has gone into making the StarCraft remake feel like it belongs on your HD monitor.

But what was it like bringing this game back to life? And what about a console or mobile version? Robert Bridenbecker, whose official title is VP of technology strategy & planning at Blizzard, and who's been with the company since 1995, answered our questions about the game in a phone interview. And he even gamely responded to our queries about when we're going to get that Warcraft 3 remaster (spoiler: it's not something he can actually talk about).

GameSpot: Could you briefly talk about part in the Remaster, and what kind of role you had in the original development of the game?

Robert Bridenbecker: I run the classic games group, but it's kind of been with me since the beginning. With the original game, at that time we were really so small that we all did a whole bunch of different things. One of my big focuses was rolling Battle.Net out into all parts of the known world. We were hot off the heels of Diablo, and we needed to expand the infrastructure--bring it into Europe and bring it into Asia. I was working on it back in the day as well.

We've gotten other classic Blizzard games, or we've gotten access to them online. But why was StarCraft the first one that you guys wanted to fully remaster?

There were a handful of things we looked at with some of our classic titles. It's been almost 20 years now for StarCraft; while the game ran fantastic back in 1998, in 2017 we were just running into some real obvious hurdles. Not getting it to install, it’s buggy on modern operating systems, and you get palette glitches; just all the inconveniences of running something that is 19 years old on today's hardware.

We said, "That doesn't feel like a quality Blizzard experience." And as we started really looking at what would be involved in bringing it forward, we also asked ourselves, "Could we do a little bit more? Where would we take this?" That was the genesis behind how we arrived at coming up with a remaster for StarCraft.

And this version lives directly in

That's actually the other piece of the tapestry of why we did it. Back in the early 2000s, we moved to a newer role of, if you will, where a lot of our infrastructure had to be modernized and updated. We had some of these classic titles that were on the original that started in 1996, and we had this artificial divide between these classic titles and our modern titles. We asked ourselves, "If we were to go through and get it working on all these modern systems and update some graphics, we should also bring it on to today's modern so that we have one Blizzard ecosystem where all of our players can connect together."

It just feels like a natural extension of where we wanted to go with it the remaster.

Thinking about Blizzard, having that one cohesive place for you to get access to all your Blizzard titles just feels like it makes sense.

In fact, that's kind of tried and true for why we started with to begin with. Go back to the original Warcraft 1, Warcraft 2, we saw these online services cropping up, but they were all outside of the game. So we wanted to bring that experience into the game and make it fully integrated. It was just an obvious extension of how people wanted to connect and play with one another.

When we had this old versus new, bringing them together and crystallizing that one ecosystem, it really is the fulfillment of why we started doing these online games in the first place.

Blizzard has such a history of creating these iconic games, but making them something that for a modern audience has to be kind challenging. You want to preserve the integrity of that original experience, but you also want it to be something that a modern audience can fully appreciate.

Exactly. That was part of the early conversations when we started talking about art style and how far we would go. We knew that we had this phenomenal game, but it was a phenomenal game artistically when it got presented on 4:3 CRT monitors back in 1996 at 640x480 resolution.

But when you bring that forward onto today's monitors where you've got 1080p or even 4K monitors, and you put that 640x480 image up on the screen, you notice all of the pixelation. That certainly speaks to some of the nostalgia. I certainly enjoy looking at the original art style. But then we said, "How cool would it be if, at the press of a button, it morphs into that same iconic StarCraft art style, but brought forward and represents all of its glory in 1080p and 4K resolutions?"

Tim Schafer and the team at Double Fine has done a lot of classic game remasters recently, and one thing that came up was around the workarounds, artistically, they sometimes had to make. In some cases they'd have to go back to the original art assets just to figure out what they'd actually created in the first place, or what exactly a sign used to say, because It was unreadable in the classic version of the game.

For the StarCraft remaster, was there any time where the team wasn't quite sure what a building or creature was supposed to look like? Did you have to go back to any concep art to figure out exactly what something was supposed to represent?

It's funny you say that because we're blessed in that we've got folks that are still with us and that worked on all of our different games, including the original StarCraft, from an art standpoint. Early on we knew one of the things we had to do was bring somebody over that really understood the original art style and they needed to be that lead. So we brought Brian Sousa over who worked on the original StarCraft, and then he worked with some of the other guys on ensuring that the character in the missile turret is actually represented in the remaster, because it was always intended that there's a guy in the missile turret.

Or the SUV. In some of the original concept drawings for it, it was actually more of a transformer, where it would turn into a jet or what have you. So when you look at the remastered art, you'll actually see some of that really pop for you, whereas if you look at the original art, we just didn't have enough pixels to be able to fully represent that. Having these guys that worked on it back then being able to say, "Hey, this is really what we wanted to showcase." They're able to then plug it into today's version of the remaster.

It's interesting that you mention Tim and the guys over there at Double Fine because some of the stuff that they're doing is right around the same time period. I remember playing Grim; I remember playing Full Throttle. Taking a look at what they're doing and bringing some of these palettes forward, as a player, I absolutely love it. I think it's super cool. It's fun to be able to go back and work on some of these titles that we built way back when and bring them forward for these modern generations to be able to enjoy.

I know my kids are able to sit down now and go through and play the game and not get distracted by some of the noise of that pixelation or get distracted by "How come it's such a pain in the butt to install on Windows 10? Why isn't it connected over so I can talk to my buddies playing Overwatch?" We've solved a lot of those issues by bringing this stuff forward.

Looking at some other studios that have done remasters over the last few years, they've tended to go with outside developers. You guys have big teams and a lot of resources, but what drove that decision to handle this internally instead of going with an outside developer, someone who has experience specifically with remasters?

There's a lot of passion around the things that we do, but there's also a lot of internal knowledge, tribal knowledge if you will. You mentioned earlier the art styling, things like that guy in the turret, was he supposed to be there or not? As soon as you start to put that outside of the walls of the people that built it, I think you lose some of that. But equally I think you are re-engaging people that helped to build these things and re-invigorating them in a way that they go, "Looking back after 20 years, how amazing is it that these games that built a lot of the foundation for who we are as Blizzard today, how great is it that we're able to continue to bring this stuff forward and introduce it to newer generations?"

As soon as you a remaster, you also always get that part of the audience who ask, "Why are you spending time on this when you could be spending time on something like StarCraft 3? Why are you dedicating resources to something old instead of building something new?"

Another blessing is the reality that, as an organization, we've been able to grow and scale such that we are able to do more than one thing at any given time. The amount of energy that is involved in working on some of these remaster titles, is going to be different than working on something like, let's say a StarCraft 3 or some other future title.

We want to be able to continue to speak to our players, to engage with them, and we want to be able to give them the games that they want to be able to play. With StarCraft, we've got these audiences around the world that continue to love and be engaged with the game. We're looking at the future, but we're also looking at what has gotten us to where we are. And we're making sure that there's one Blizzard community that's out there. If we do something that fractures it, that's on us. We actually have to address it. So that's a lot of where we come back and say, "There's a balance, right? How much energy are we going to spend against it?" But spending zero energy was a non-starter for us.

Was there any thought given to bringing over to StarCraft 1, some of those quality of life improvements that made StarCraft 2 a little bit more friendly to new players?

Yeah, there was a lot of conversation around how far we would go in terms of what we change and what we don't change. For quality of life stuff, take hotkeys for example. We introduced hotkeys, and the initial thought was, "This is actually a really nice quality of life improvement. Maybe you want to have it tuned in a bit of a different way." We started to introduce that change; we put it out there, and then we heard the feedback from the community. We went, 'Oh, this is actually something where we really need to be cautious about how it gets introduced, because it has the potential of changing some of the formula behind what made the game great."

That was always at the forefront of our mind in terms of what we did and didn't change. Is it going to change that formula? If it does, it has to be a conscious decision where we feel like it's an interactive dialogue between us and the players such that we're not breaking the game of StarCraft.

Internally, we've said the first rule of StarCraft is, "Don't break StarCraft." That's where you go into the game engine, and basically it's a big black box for our client engineers. They'll talk about the AI. There's all kinds of things we could do to improve pathing and AI, but as soon as we start tugging at one of those threads, the entire tapestry of what makes up StarCraft starts to wiggle loose. So we just said, "Let's not change any of it." We know that this is a great game. We know that this is a game that is beloved by multiple generations. We need to tread cautiously.

There are other quality of life improvements though that we have added in that deal more with how players engage with that core game mechanic. Things like matchmaking; that's something that really brings to light the way in which players are gonna engage with one another in the game. Previously, you had to go into chat channels and kind of converse with everybody there and say, "Hey, who wants to play a match against me?" You didn't know whether or not you were going to get your ass handed to you or not. Whereas with matchmaking, we at least are able to say, from a skill level, we're able to put two players against one another such that you may not win, but if you lose, it's at least gonna be a good quality game.

If we're doing the matchmaking right, you're gonna win games, you're gonna lose games, but either way your skill level is going to continue to get ratcheted up. So that's one of those quality of life improvements that we were able to say, "That's something we want to bring over into StarCraft where it really makes it more accessible to players in the future."

Thinking about where people play their games, Blizzard is not one who has ignored those console audiences but it feels like for these RTS's we haven't really seen those on consoles for a long time. But it's kind of funny because StarCraft was a Nintendo 64 game back in the day. It just so happens that there's an excellent console out now for touch controls [laughs]. Did you guys give any thought to what would this be like on Nintendo Switch?

[Laughs] It's funny because when you mention StarCraft 64, that was one of those titles that in the early days of Blizzard we decided to do. After we did it, we said, "It is a good game but we didn't build the game with that kind of control scheme in mind."

Actually that was something that for decades after, we have carried through as one of our mantras; from the start, we have to be looking at these titles on where are their endpoints? What platforms do we want to develop them for such that we're not trying to shoehorn something onto a platform that it wasn't originally designed for.

While the industry has evolved and you've got tablets and you've got hybrid consoles where you've got touch screens attached to those consoles, there's definitely a lot of areas that we could be looking at. But then we also start having to go back to that other statement I was making where the first rule of StarCraft is you don't break StarCraft. And if you try to take StarCraft over to something that it wasn't originally designed to be on, it's no longer the original StarCraft. Maybe it's something different. Whether or not something different is something we'd explore, well that's for us to figure out in the future.

Did that rule come about because of StarCraft on N64?

No, because that was not the only time where we tried out different platforms for the titles that we have. But certainly it was an example where we walked away and said, "You know what? It felt good. It was a good game but here are all the reasons why we felt it could have been better by bringing it over to a console."

Really, it's just a great rule of thumb that if you talk to a lot of designers in the company, that's one of the number one things that they'll come back with when you say, 'Hey it would be great if we took X game and we put it on Y platform." They can go, "Well, it wasn't originally designed for that platform, and here's a host of reasons why it starts to fall apart if it goes on that platform."

I know you get this question probably in every interview about these kinds of things, but I would be remiss in not asking. And I know you can't answer directly so...Since you take charge of the classic games division, how excited should I be for Blizzcon and any potential news coming out of that as a classic games fan?

You know what, right now where we all should be really excited is just around StarCraft, the remaster, and what we're doing. This is for us something that we've been on now coming on two years really since the inception of the whole group. We got the idea and really built it from scratch and kind of ran with it. Our primary focus has really been StarCraft. Are there other things that we could do? Time will tell on that front. I know I'm really excited about what we're working on right now and I'm really excited about all of the games that Blizzard has built over the past 25 years. So we'll see where it goes.

[Laughs] I'll just take that as confirmation of Diablo 2: Remastered.

[laughs] I remember working on Diablo 2, and on the server infrastructure for Diablo 2 and all of the item dupes, and all of the characters, and, believe me, there's a part of my brain that goes, "There's so many things that we can be doing." I should mention that whether we remaster something, don't remaster something, Blizzard's here to support these games and we are supporting them already. We've done some patches around Warcraft 3. We continue to actively combat dupes in Diablo 2 and actively combat server crashes in Diablo 2. So while we haven't announced anything beyond StarCraft: Remastered, we are continuing to engage with the current Warcraft 3 community and the Diablo 2 community. So I can't confirm anything today, other than we're committed to making sure that these titles are great.

Is there anything else you really wanted to share with the community about the remaster?

We couldn't do this without our community. They have been a vital part of our dialogue. We've been engaged with members of the community now for the better part of two years. It has really been exciting for the team and for Blizzard just to continue to engage at the passion level around all these different titles.

From Blizzard, I just want to say thank you to that StarCraft community that's out there. We hope you guys enjoy this game.

Justin Haywald on Google+
Filed under:
StarCraft 64

For the updated version, see StarCraft Remastered. The ChaosLauncher allows older versions of StarCraft to be run in a Windowed Mode along with some .

StarCraft: Remastered will be a full overhaul of the original game, which will boast  4K graphics and 1080p cinematics, as well as the original Brood War expansion.

While the exact StarCraft Remastered release date and price has yet to be announced, a summer launch is on the cards.

“We’ve remastered our units, buildings, and environments, improved game audio, and broadened our supported resolutions,” a message from Blizzard confirms.

“Illustrated interludes bring the struggles and victories of heroes like Artanis, Fenix, Tassadar, Raynor and Kerrigan to life like never before. Most importantly, the strategy gameplay that StarCraft perfected years ago remains unchanged.”

The development team has stressed that the one thing that isn’t being changed is gameplay, which will remain the same as in the original launch.

"Updated graphics, modern amenities, and other new features won’t matter if we ruin gameplay. Replays from 1.16 still work in SC Remastered,” Classic Games senior producer Pete Stilwell told PC Gamer.

“That’s how true we’ve been.

"Whether players are continuing to play daily in an IGR, coming back after a long time away, or discovering the game that started the war for the Koprulu sector, this is the game the original developers intended you to play.

“We decided this was going to be our love letter to the SC diehards. So while the team dusted off the repos, rebuilt the pipeline, and rediscovered the codebase, we also spent hundreds of hours connecting with passionate and proactive folks all over the globe: The ones who have been keeping this game going.

"They gave us insight into the add-ons, game servers, and defined what made Brood War, Brood War."   

Ahead of the new release, SC:BW will be receiving its first official patch since January 21, 2009, and will contain bug fixes and added functionality

The big news is that after the patch, SC:BW will become completely free, although it’s unclear just how popular the new bug fixes will prove to be.

Some of the known patch notes:

  • Fixed palette issues to correct rainbow water, 80s Kerrigan, and other graphic glitches
  • Fixed problems with LAN game discovery
  • Fixed IME support and other text artifacts in menus
  • LAN and Legacy fixes
  • Valkyries will fire missiles regardless of population size
  • Dragoons will not freeze and require a Stop order before accepting new orders

Starcraft Remastered vs Original Graphics Comparison

how to play star craft in 1080p

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Blizzard announced that its hit real time strategy game StarCraft be getting remastered. It will be called, well, StarCraft Remastered no less and is due out this summer for PC. 

This new version of StarCraft will feature 4K graphics and cutscenes that run at 1080p. Additionally, the game’s audio will be receiving a massive upgrade. Graphics and sound aren’t the only thing that will be brought into 2017, though. StarCraft Remastered will also support online multiplayer play through – which is now known as the Blizzard App. This will allow players of similar skill to face off against one another in a way that the original game never allowed. 

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I was going to brush up on my Starcraft skills, seeing as SC2 is coming out. And was wondering if there was any way to run it at a resolution higher Anyone know a hack to run that game at p with correct aspect?.

StarCraft is now free for PC and Mac

Finally confirming that the rumor that surfaced in the summer of 2016 (and then again earlier this month) is true, Blizzard announced tonight that StarCraft: Remastered, a complete graphical overhaul of the original StarCraft and the Brood War expansion, is in the works and expected to be released this summer. The remade game will featured 4K graphics and 1080p cinematics, upgraded audio, and new comic-book-style mission interludes and introductions, while the gameplay and balance will be "precisely preserved" from the originals. 

"StarCraft remains very popular, especially in Korea. It’s doing so despite legacy’s aging infrastructure, and from the client perspective, graphics, compatibility, and online features that are not up to modern standards," Classic Games senior producer Pete Stilwell explained. "We decided this was going to be our love letter to the SC diehards. So while the team dusted off the repos, rebuilt the pipeline, and rediscovered the codebase, we also spent hundreds of hours connecting with passionate and proactive folks all over the globe: The ones who have been keeping this game going. They gave us insight into the add-ons, game servers, and defined what made Brood War, Brood War."   

Read more: World of Warcraft: Battle for Azeroth review

Along with the dramatically improved visuals, StarCraft: Remastered will also bring modern connectivity to the game, including full (now Blizzard App) support for matchmaking and chat, enhanced ladder functionality, and support for friends lists, streaming, and cloud saves. The new matchmaking feature will automatically connect players of equal skill based on their chosen race, but the game will also continue to support the original matchmaking system—which is to say, no matchmaking at all. 

"If you remember, the original StarCraft didn’t have a button like Warcraft III," Stilwell said. "Players threw down a gauntlet in chat channels or hosted open game lobbies for other players to join and discuss terms. We’re retaining that style of interaction as an option. That is an essential element of the game’s culture." 

The one aspect of StarCraft that's not being touched is the actual gameplay, which Blizzard said will be left exactly as it was. "Updated graphics, modern amenities, and other new features won’t matter if we ruin gameplay. Replays from 1.16 still work in SC Remastered. That’s how true we’ve been," Stilwell continued. "Whether players are continuing to play daily in an IGR, coming back after a long time away, or discovering the game that started the war for the Koprulu sector, this is the game the original developers intended you to play." 

It sounds like Blizzard is doing everything right with StarCraft: Remastered, but that's not all its doing. At the end of March, it will also roll out a new patch for StarCraft: Brood War, updating it to version 1.18. Once that goes live, StarCraft and the Brood War expansion will both be made free for everyone—not free-to-play, as Blizzard emphasized, but straight-up free. StarCraft: Remastered will not be free, but it will be multiplayer-compatible with the original, so you can upgrade at any time without losing your progress in the campaign or having to give up any of your multiplayer buddies. 

As for the future, and the obvious question about other Blizzard classics that may be due for an update, the short answer is to keep your expectations in check. "Now that StarCraft: Remastered is announced, we want to think about classic Blizzard games as a service, and to that end we’re primarily focused on StarCraft for now," Stilwell said. "We don’t have announcements to make about other classic games at this time." 

StarCraft: Remastered is expected to be out this summer. For more information, hit up the new site, and have a look at some before-and-after screens below. 

Andy Chalk

Andy covers the day-to-day happenings in the big, wide world of PC gaming—the stuff we call "news." In his off hours, he wishes he had time to play the 80-hour RPGs and immersive sims he used to love so much.

how to play star craft in 1080p

This new version of StarCraft will feature 4K graphics and cutscenes that run at p. Additionally, the game's audio will be receiving a.

how to play star craft in 1080p
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