Back in 2011, we made and released a free PC game called Slave I: Shadow Hunters, all done by volunteers at the Boba Fett Fan Club. It is no longer in development and may not work on your PC, but still hosted here for archival purposes.

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Manual / Instructions


Follow the story as you gain and complete new missions.


Installing SLAVE 1 is simple. First download and run the BobaFett.exe file from this page.

You will be prompted to enter the path of the game. Remember this path for it will be your ally in updating the game. Enter a default path of C:\ if you don't have any specific place to copy the files to. Press OK and it will install directly onto your system. Create shortcuts as neccessary and run the game.


Mission: The goal of the game is built into a series of missions and levels. You advance as you build up your arsenal and win high priced bounties. You may choose to build up your Shield and Armor rating, or go for a more offensive punch buy purchasing the Laser Chaingun or Turbo Laser Batteries.

Game Structure: BobaFett Beta Version contains 6 sub-missions and is part of the Beta Version Mission Pack. If you fail a mission you can still do it over with a slight reduction to the price (not implemented), and hunting will probably be under harder circumstances. You collect credits through successes to build up your arsenal of destruction for aiding you on the next mission.

Main Menu: When you start BobaFett.exe you will see a 3 buttons labeled New, Select and Cancel respectively. Press the 'New' button, type in a new name and press OK to begin. Later on, the characters you make will be added to the Main Menu and you may select to continue where you left off with that character.

Missions Menu: Once you proceed to the Missions Menu, you shall see two lists. On the right side are the missions you've completed. On the left are missions being offered to you. Choose a Mission and press OK to begin that particular mission.

Upgrade/Systems Menu: You can select to see the statistics of your ship. You can see the details of each system, find out what areas of defense or offense is lacking, and find out how fit you are to perform in the next bounty.

Shop Menu: You can select to go to the nearest shipyard. There you can purchase several types of Weapon upgrades, shield modifications and other misc technology. You must accumulate sufficient credits before you can make your purchases.


Flying the Slave 1 can be more difficult than it appears to be. The ship goes quite fast so you'll need a good degree of finger dexturity to turn the ship around in quick pursuit.

Flight Modes: There are two types of flight modes in the Beta version. Only one flight mode will be adopted by the time the final release comes out. Use the 'SHIFT' Key to toggle between the flight modes.

Below are a list of Quick Commands:

FlightMode I
UP_ARROW - Speed Boost
DOWN_ARROW - Slow Down

FlightMode II
UP_ARROW - Forward Thrusters
DOWN_ARROW -Reverse Thrusters

Other Commands:
SPACE - Fire Currently selected Weapon
I - Ion Cannon
L - Laser Cannon
+ - Zoom in Radar
- - Zoom out Radar
V - inverse controls(Left = Right)
ESC - Exit Game


Top Center: Spacial Coordinates Display
Top Right: Hull, Shield and Power Status
Top Left: Radar, zoom in and out with + and -


The Environment that you will be flying in is mostly space, however, some missions allow you to fly around planet systems. As a general rule of thumb, comets, meteors and space debris can bring havoc to your ship (not implemented), but don't worry about crashing into other ships you'll just miss them by a few inches everytime. Beware of Stray Laser blasts or weapons firing from long range (i.e. long range planet based Ion Defense Systems like the one on Hoth).


The Currently Available Arsenal in the game are as follows:

Laser Cannon: Barrels range from 2, 4, 8. Damage ratings range from Standard, Heavy and Turbo.

Laser Chaingun: 2 barreled, highly experimental weapon. Inflicts average damage but at a firing rate four times as fast as the fastest Laser Cannon.

Ion Cannon: Use to disable ships and their systems. Just a few shots to a large ship can bring their engines to a halt. Barrels range from 2, 4, 8. Damage ratings range from Standard and Heavy.


Deflector Shield Generator: Uses the ship's energy to recharge. Strengths range from below average to superior.

Power Generator: Used to deliver energy to a ship's systems. Energy Storage ranges from 3000 to 5000. Recharge rates vary from 50 units/s to 400 units/s.

Sublight Drives: Different Max speeds and cruise speeds.

HyperDrives: None Available for upgrades yet.

Misc: Adds to efficiencies of how Sublights work, Shield arrays and Power generators. (not yet implemented)


Web Site:
Producers: Aaron Proctor, Marvin Gouw
Programming: Marvin Gouw
Story: Melinda "Smokey" McMahon

Special Thanks to the following artists at SciFi 3D:
Dr. Harry
Jose Gonzales Pareja
Al "chimera"
Jim Bassett
Maciek Skawinski
Don Showalter
Al Meerow
Harry Chang
Matt Walton
Roman 'Mad Dragon' Deniskin
Dan North

Additional Artwork: Marvin "The Mad" Gouw

Lead Alpha Testers:
Brian "BigglesWorth" Chang
John "Fatman" Chang
Phil "Makes Women" Kum
Curtis "Rabertis, banana fana Burtis" Wong
Chris "The Boss" Chun
Ikai "The Man" Lan
Steven "BallMaster" Zhao

Special Thanks:
Nick McSpoddin
Brian Siepert


Development's latest notes:

Hey there, in this little article I will discuss the latest development notes on Slave 1: Shadow Hunter the freeware game being developed at The following will be in FAQ format.

Q: Why are the controls so hard and choppy?
A: There was a problem when running the game on slow computers and on fast computers. The turning time of the Slave 1 was not synchronized to real time. It was synchronized to a CPU speed of 500Mhz. This has been fixed in the updated version. If manuvering still seems hard to master, try inversing the left/right keys by pressing 'V' during the game.

Q: Are there anymore ships?
A: Ships are based on sprites, or a series of animation frames that are drawn to the screen. The bobafett game takes a file called .spr and reads it as a sprite. There is no promise of future models for the game due to time constraints but I will be releasing a sprite compiler that will enable mission creators to make their own sprites out of a series of bmp files.

Q: Why does the radar seem cluttered?
A: You might want to hit the + or - keys to change the radar ranges. If you notice that you cannot see ships very near you, it is because the radar is forcing you to look at the screen and shoot those ships, they are within your targeting range. Brighter dots mean bigger(lifepointswise) ships and faded dots mean smaller or near-dead ships.

Q: Why do the menus look so cluttered and unorganized?
A: The Graphic Design for the Menus were not implemented in this Beta Version. I will be modifying and improving their look soon.

Q: Are there anymore missions?
A: There sure are. The Beta Version only consists of a few starter missions. I will be creating a few more missions based on the writings of an associate BobaFettFanClub staff member. A mission editor manual has already been released for those people who would like to create their own missions. I might be releasing a mission generator too, or build it in game in the next version. The editor manual, however, does not yet cover the use of triggers as it can get very complex and frustrating in Slave 1: Shadow Hunters. An updated version will be released in the next update to the game.

Q: Why are the in game text messages so hard to see?
A: Unfortunately, the font engine created for the text messages is not yet complete.

Q: Where's the SOUND?
A: I don't know. Actually, sound has not yet been implemented. I am currently looking for sound resources, and it might be a couple of versions before their implementation. It would be cool to let the user select an mp3 for the game's soundtrack, or even an mp3 folder.

Q: Why does the Artificial Intelligence seem so dumb?
A: The original design was to have 3 types of Aggressive mode AI's. Each type will have different techniques of dog-fighting. Only one made it through so far, and only one Evasive technique also made it through. Future versions might include more Ai scripts for improved enemy bots.

Q: Where's the FALCON?
A: The originial plan was to have the Falcon in the true release of the game. The Falcon model has not been compiled yet but look forward to it in future versions. Again, I will be releasing a version of my sprite compiler. Using that, other modelers can incorporate more ships into the game.

Q: What new features will be implemented in the new release?
A: Cloaking devices, targeting radars, homing missiles/cluster missiles and a planet terrain map are some of the things we are planning to incorporate.

Q: How can I contribute to the game's development?
A: (Update: no longer in development.) We are indeed in need of coders. I am currently undertaking the entire task of writing the program, and its not an easy job. 3d Models are also needed for anymore ship types but again, after a release of the sprite compiler, you will be able to create your own models and missions. Mission Writers are needed to write to a certain script and programmers are welcome to add to the code. Since this is a freeware game, I will be happy to release parts of the code for refinement. To contribute to the development, please contact both Aaron, at

Star Wars, Boba Fett, and all related characters, names and terminology are copyright Lucasfilm Ltd. All rights reserved. This game is UNOFFICIAL and UNAFFILIATED WITH LUCASARTS (gaming division of Lucasfilm). This fan-made program is public domain and open-source to encourage gamers to come together and share what they love about the Star Wars films. This game is for personal entertainment and it is not our intention to compete or take advantage of any profit that might come LucasArt's way.