Shoot 'em Ups of the 1990s Codexery

Zarathrusta

A 16-bit take on Thrust's gravity-based cavern flying.

Zarathrusta is a multidirectional shooter released for the Amiga in 1991, developed by Belgian studio The Whiz Kidz and published by Hewson Consultants. The game is a 16-bit reinterpretation of the 1986 title Thrust, using bitmap graphics instead of the original's vector visuals. Its name combines "Zarathustra" and "Thrust."

Quick Facts

Developer
The Whiz Kidz
Publisher
Hewson Consultants
Artist
Erlend Robaye
Programmer
Peter Verswyvelen
Released
February 1991
Genre
Multidirectional shooter
Modes
Single-player
Platforms
Amiga

Facts from the source article.

Gameplay

The player controls a small spaceship subject to gravity and inertia, requiring careful rotation, thrust, and weapon use to navigate cavernous landscapes. The objective is to retrieve a Klystron pod from a plinth and escape to an orbiting mothership. The Empire deploys defenses that shoot at the ship, divert its course, or block its path. The ship carries a plasma bolt cannon for destroying some defenses and a laser scanning device that consumes fuel but can clear groups of enemies or obstacles when rotated. A manually-operated force field protects against bullets and collisions but also uses fuel. A tractor beam can grab Klystron pods, absorb energy from alien inhabitants, and collect fuel tanks. Three types of Klystron pods exist—Standard, Hydrogen, and Basket—each with unique behavior when transported. The game includes 53 planets with varied landscapes such as jungles, mechanized zones, and icy wastes. Some planets have stronger gravity, reversed gravity pulling the ship upward, or heavy defense systems. A password system lets players start from any unlocked level.

Development and release

Peter Verswyvelen programmed Zarathrusta and Erlend Robaye created its graphics, inspired by Jeremy Smith's 1986 game Thrust. Robaye, a fan of the Commodore 64 original, wanted a 16-bit version with more levels, enhanced graphics, and improved features; he worked on graphics after high school. Verswyvelen began coding after seeing Robaye's work. Development took 18 months, with code written entirely in 68000 assembly. A level editor allowed efficient creation and testing; Robaye made 26 levels and Verswyvelen made 27. Verswyvelen handled most physics but consulted engineer Michael Peeters for rotation mechanics. Peeters later held a leading role at Alcatel-Lucent's R&D; Verswyvelen later taught math, physics, and programming at the University of West Flanders. The game was originally titled Thrust, but Hewson Consultants requested a name change to Zarathrusta due to rights issues. It was released in February 1991.

Reception

ACE editor Jim Douglas praised the low difficulty of early levels for allowing players to learn controls, and noted the game's replayability in small doses. He scored it 700 out of 1000, stating that despite enhanced graphics it did not represent a major step forward and would hold few surprises for owners of Oids or Thrust. Maff Evans of Amiga Format described the gameplay as easy to pick up and compelling for a while, appreciating the colorful graphics and retained feel of Thrust while noting that extra enemies and weapons added a new twist. He gave a 71% score, criticizing the full price for what was essentially a revamped budget game. Steve White of Amiga Action remarked that the game would evoke nostalgia for Thrust, highlighting the difficulty of keeping the craft from touching ground while avoiding lasers. He recommended trying before buying unless the player was already a fan of Thrust or Oids.

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