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Zarathrusta

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311:. Verswyvelen had designed a level editor which allowed them to create, test and refine the game's levels in an efficient manner. As Robaye recalls, "we had a lot of fun putting levels together for each other". In the end, "I made 26 and of course Peter being Peter needed one more and made 27". Regarding the game's physics, Verswyvelen explained that, "at the time, it seemed very complicated to me, but now it all looks trivial. I was able to figure out most of the physics myself, except some parts of the rotation where I had to ask Michael Peeters, a brilliant young engineer, for help". Peeters would later hold a leading position in 504:
European look". He noted that "the only real problem with the game is that learning to control your space ship is going to take some practice", explaining that "control requires a great deal of precision, so don't be discouraged if it takes a while to get the hang of it; your persistence will be amply rewarded". He awarded the game a score of 4 out of 5 describing
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features 53 planets in total along with a password system allowing players to start the game from any level they want. The landscapes of the planets vary from over-vegetated jungle areas, through mechanized zones, to icy wastes. Certain planets have stronger gravitational pull while others have heavy
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Each planet has a reactor which provides power to its defenses. If the player shoots the reactor, the whole planet will flash and everything will be frozen until the damage can be repaired. The heavier the damage, the longer the repairs will take. If repeatedly shot, the reactor will become unstable
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The Resistance's struggle against the Empire is gaining a certain amount of success. The rebels have captured several star-cruisers and are about to launch a major offensive against the Empire, but operating these formidable ships requires a lot of energy and the Resistance lacks the necessary power
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The Empire has various defence mechanisms on the surface of the planets. Some of them shoot at the player's spaceship or try to divert its course, whereas some merely block the spaceship's path. The player's craft is armed with a plasma bolt cannon which can be used to destroy some of these defence
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is classic European arcade fare that will keep you hunched over your joystick for weeks on end". Editor Tom Malcolm felt that the presentation was "top-notch", praising the game's sound effects and graphics, especially the backgrounds which "are animated and have that beautifully drawn, hard-edged
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noting that "there has been a lot of work done on producing some nice colorful graphics and effects, but the same feel has been retained". On top of the enhanced presentation, "the extra enemies and weapons add a nice new twist", making it "a more involving blast". He gave the game a score of 71%,
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game and wanted to create a 16-bit version of it, with more levels, enhanced graphics and improved features. Robaye was very enthusiastic about the project and spent his nights after coming home from high school creating the game's graphics. Verswyvelen was convinced to start writing code for the
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If the player's spaceship is hit by enemy fire, or crashes into the terrain, it will explode. Players are given a force field to protect themselves from enemy bullets and collisions with the surrounding scenery. The force field is manually-operated and its activation requires fuel. There's also a
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During the course of the game, players will encounter three different types of Klystron pods (Standard, Hydrogen and Basket), all found atop a tall plinth somewhere on the surface of the planet. Each type has its own characteristics and behaves differently as the player attempts to grab it and
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editor Jim Douglas praised the game's difficulty curve noting that "the difficulty of the early levels is pitched quite low, allowing the player enough time to get the grips with the control method, rather than being blasted out of the air every five seconds". He also highlighted the game's
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is the sort of game that you can keep coming back to – in small doses – for quite a while. Once you get to the grips with the ship control, and learnt how to negotiate the passages, it's good fun". He gave it a score of 700 out of 1000 arguing that "despite the enhanced graphics,
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mechanisms. There's also a powerful laser scanning device which can be helpful against groups of enemies or obstacles. Rotating the ship while activating the laser will destroy any objects in the vicinity. The drawback is that using the laser consumes a lot of fuel.
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draws its inspiration from this golden oldie. Keeping your craft from touching the ground while trying to maneuver inside the caverns and avoiding the enemy lasers is very hard. You will spend a lot of the time as a ball of flame. Unless you are a fan of
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which can be used when hovering just above the object the player wishes to beam. The player can use the tractor beam to grab the Klystron pods, but also to absorb energy from alien inhabitants and fuel tanks which are scattered around each planet.
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arguing that "one of the main points of the original was its budget price. Now five years have passed and charging a full rate for what is, in effect, a revamped budget game seems a little over the top".
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and designed the title screen with that name. However, they did not hold the rights to the original game, and when Hewson acquired the game's publishing rights, they requested that the name be changed to
240:. The player has to rotate the spaceship, fire its weapons and thrust its engines to carefully navigate the planet's cavernous landscapes, retrieve the Klystron pod and escape to the orbiting mothership. 315:'s research and development department, and Verswyvelen would teach math, physics and programming at the University of West Flanders in its game development / technical artist program. 39: 266:
and the player will have a limited time to escape from the planet's surface, with or without the Klystron pod. A successful escape with the Klystron pod is rewarded with 10,000
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sources. Several pilots have been commissioned by the Resistance to enter the Imperial bases and retrieve the "Klystron pods", an essential power source for the star-cruisers.
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was created by Peter Verswyvelen and Erlend Robaye, who respectively programmed the game and created its graphics. In the December 1990 issue of
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will bring tears to the eyes of seasoned gamers as they remember the good old days long ago, when they stayed up all night playing
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Regarding the game's unusual name, Verswyvelen and Robaye explained that they had originally named the game
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defense systems, there are also levels where the gravity is reversed pulling the player's ship upwards.
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gameplay, with more levels, enhanced graphics and improved features. The game's name is a
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Development for the game lasted 18 months and its code was written entirely in 68000
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publisher, stated that the pair were inspired by Jeremy Smith's 1986 video game
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doesn't really denote much of a step forward" and "if you already possess
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Zarathrusta Instruction Manual. The Whiz Kidz. Hewson 1991
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as "a very fine addition to your arcade collection".
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Not to be confused with the ancient Iranian prophet
490:I recommend that you try this one before you buy". 885:. No. 40. Info Publications Ltd. p. 37. 928: 787:. No. 27. EMAP. December 1990. p. 22. 161:. Their goal was to create a 16-bit version of 639: 676: 327:. The game was released in February 1991. 273: 37: 977:Video games developed in the Netherlands 606: 604: 602: 600: 590: 588: 586: 584: 224:is similar to that in the original game 208: 870: 866: 864: 746: 706: 704: 702: 929: 672: 670: 668: 821: 819: 817: 798: 796: 794: 769: 742: 740: 738: 736: 710: 610: 597: 581: 861: 699: 633: 228:, where the player controls a small 665: 334: 257:transport it away from the planet. 13: 814: 791: 733: 14: 988: 893: 438:or a similar game, it's unlikely 972:Video games developed in Belgium 677:McCandless, David (March 1991). 421:replayable nature stating that " 304:game upon seeing Robaye's work. 837: 477:, from not too many moons ago, 147:The Whiz Kidz and published by 845:"Fast Forward: Double Trouble" 299:. Robaye was a big fan of the 232:that is constantly subject to 1: 827:"Peter Verswyvelen Interview" 574: 16:1991 video game for the Amiga 330: 7: 857:. February 1991. p. 8. 747:Douglas, Jim (March 1991). 711:White, Steve (April 1991). 511: 442:will hold many surprises". 204: 10: 993: 871:Malcolm, Tom (June 1991). 611:Evans, Maff (March 1991). 213:An example of gameplay in 176:Whereas the original game 18: 962:Single-player video games 957:Multidirectional shooters 804:"Erlend Robaye Interview" 347: 344: 122: 110: 102: 90: 80: 70: 58: 48: 36: 31: 952:Hewson Consultants games 141:multidirectional shooter 117:Multidirectional shooter 777:"Knocking The Rust Off 643:staff (December 1990). 274:Development and release 195: 915:at Amiga Hall of Light 693:Dennis Publishing Ltd. 217: 657:. No. Dec 1990. 212: 143:developed by Belgian 833:. November 15, 2012. 810:. November 15, 2012. 145:video game developer 341: 339: 289:Hewson Consultants 218: 149:Hewson Consultants 65:Hewson Consultants 967:Video game clones 763:Future Publishing 627:Future Publishing 412: 411: 132: 131: 76:Peter Verswyvelen 984: 947:Amiga-only games 937:1991 video games 887: 886: 868: 859: 858: 841: 835: 834: 823: 812: 811: 800: 789: 788: 773: 767: 766: 744: 731: 730: 708: 697: 696: 674: 663: 662: 637: 631: 630: 608: 595: 592: 342: 338: 236:and the craft's 220:The gameplay of 173:" and "Thrust". 41: 29: 28: 992: 991: 987: 986: 985: 983: 982: 981: 927: 926: 896: 891: 890: 869: 862: 843: 842: 838: 825: 824: 815: 802: 801: 792: 775: 774: 770: 761:. No. 42. 745: 734: 725:. No. 19. 709: 700: 691:. No. 17. 675: 666: 638: 634: 625:. No. 20. 609: 598: 593: 582: 577: 514: 459:Steve White of 413: 337: 333: 276: 207: 198: 190:bitmap graphics 182:vector graphics 44: 27: 26:1991 video game 24: 17: 12: 11: 5: 990: 980: 979: 974: 969: 964: 959: 954: 949: 944: 939: 925: 924: 923:at Lemon Amiga 916: 908: 895: 894:External links 892: 889: 888: 860: 853:. 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Like 284:The One 238:inertia 234:gravity 123:Mode(s) 103:Release 779:Thrust 484:Thrust 471:Thrust 453:Thrust 436:Thrust 320:Thrust 297:Thrust 226:Thrust 178:Thrust 158:Thrust 882:.info 391:.info 348:Score 188:uses 180:used 153:Amiga 97:Amiga 850:Raze 688:Zero 659:EMAP 547:Oids 496:info 488:Oids 475:Oids 432:Oids 403:Zero 396:4/5% 196:Plot 904:at 758:ACE 499:, " 486:or 417:ACE 408:75% 384:71% 372:68% 355:ACE 933:: 879:. 863:^ 847:. 829:. 816:^ 806:. 793:^ 783:. 755:. 735:^ 719:. 701:^ 685:. 667:^ 651:. 619:. 599:^ 583:^ 434:, 291:, 287:, 192:. 184:, 877:" 781:" 749:" 713:" 683:" 649:" 617:" 23:.

Index

Zarathustra

Developer(s)
Publisher(s)
Hewson Consultants
Programmer(s)
Artist(s)
Platform(s)
Amiga
Genre(s)
Multidirectional shooter
Single-player
multidirectional shooter
video game developer
Hewson Consultants
Amiga
Thrust
portmanteau
Zarathustra
vector graphics
bitmap graphics

spaceship
gravity
inertia
tractor beam
bonus points
The One
Hewson Consultants
Commodore 64

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