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Astro Blaster

Arcade Game: Shoot-em-up · ZX-Spectrum 16K · 1 players

Quicksilva Ltd · 1983 · Pound sterling 4.95

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  • WorldOfSpectrum 21 votes6.58

In the magazines 28

Crash #3Apr 1984 · p.62

Crash

Producer: Quicksilva, 16K £4.95 Author: John Edwards Quicksilva's go at galaxian/phoenix is creditably fast and difficult to master, featuring five attack waves in three phases - Cybird, Meteor and Plasma, each of which have their own characteristics. Oddly enough the first wave is the most difficult. You're given five shields. Graphics and sound are neat. Joystick: Kempston.

Read it at Crash - The Online Edition

Crash #2Mar 1984 · p.46

Crash

Producer: Quicksilva, 16K £4.95 Author: John Edwards Quicksilva's go at galaxian/phoenix is creditably fast and difficult to master, featuring five attack waves in three phases - Cybird, Meteor and Plasma, each of which have their own characteristics. Oddly enough the first wave is the most difficult. You're given five shields. Graphics and sound are neat. Joystick: Kempston.

Crash #1Feb 1984 · p.46

Crash

Producer: Quicksilva, 16K £4.95 Author: John Edwards Quicksilva's go at galaxian/phoenix is creditably fast and difficult to master, featuring five attack waves in three phases - Cybird, Meteor and Plasma, each of which have their own characteristics. Oddly enough the first wave is the most difficult. You're given five shields. Graphics and sound are neat. Joystick: Kempston.

ZX Computing #10Dec 1983 · p.163

ZX Computing

Mark Stoneman

READERS REVIEWS More of your thoughts on the commercial software packages you buy. This feature provides you space to air your views on any software, be it for the ZX80, ZX81 or Spectrum. If you've had a good or bad experience with any of the commercial software packages available for your micro, why not write in and tell us? Your reviews should contain your critical thoughts about the software and the relevant details concerning the availability of the package, its price, etc. You should aim to produce something like 250 to 500 words per package, depending, of course, on how enthusiastic you are about the software. Any reviews published in this section of the magazine will be rewarded with the price of the tape you review. So, if you buy a cassette and send in a review which gets published, you'll get your software for free! ASTRO BLASTER Quicksilva Mark Stoneman Quicksilva have a reputation for good quality, reasonably priced, original games with excellent graphics and sound. Their offerings, therefore, can expect harsh criticism for minor grievances. It now seems the 'in thing' in Spectrum programming to be able to fit a good game into 16K, what with Melbourne House/Psion managing to get the three excellent Horace games into 16K. Quicksilva have obviously tried to copy their competitors' achievements but in doing so they have made several crucial errors: it would have been better if they had left it in 48K! The game loads very quickly (in only 43 seconds) and having done so the player is then given the option of using the Kempston joystick or the keyboard. Once you have selected your means of doing battle you are shown the keyboard controls, regardless of the weapon chosen. They are: 'S' to start the game itself; '6' to move your ship left; '7' to move your ship right; '0' to fire and 'H' to hold the game at any point. This is a very useful command as your trigger finger can get very tired during this very fast, non-stop arcade game. Incidentally, the standard set of alphabet characters is not used but a 'Space-Age' set which is rather novel. The scene is set by an excerpt from 'The Book Of The Faluvian Empire', on which the game is based. Once the start button is pressed you are thrown straight into the thick of the action. You are the cyan-coloured ship at the bottom of the screen but instead of the enemy being above you, as is tradition, they are in front of you. When you see the screen for the first time you witness the major disappointment for the first time. The game is set on a background of stars but instead of them scrolling from top to bottom they appear at random, which spoils the effect considerably. You commence with five ships and the first obstacle is a screen of Cybirds which flap all over the screen at random dropping Plasma Bolts, and are able to scroll from one side of the screen to the other (ie left to right, or vice-versa) although you cannot. Having destroyed one screen of Cybirds you find yourself approaching a repeat of the previous screen. This completed you are thrown into the middle of a meteor storm. These red lumps of rock shuffle around randomly can cut into your ship at the last moment, destroying it if you're not careful. Should you manage to survive the storm you are confined by a swirling 'egg-like' object which delivers Plasma-bolts at a great rate of knots: you are well advised to stay clear of this until it 'hatches'. Once this happens another screen of aliens appears, although they are very different to the Cybirds and resemble the traditional invader much more. Their Plasma-Bolts sway from side-to-side as they approach and, like the Meteors, cut into you at the last minute. Then comes a repeat of the previous and then the Meteors. Should you manage to survive all this, a screen of insect-like aliens awaits you. Their Plasma-Bolts approach in the same way to those just encountered. Altogether there are five stages and 15 levels of difficulty. However, there are several bad points which should be noted: 1) The fact that stars appear at random rather than scroll from top to bottom, as I have already said. 2) Every time you beat a set of aliens you have to survive a Meteor Storm, which gets a bit tedious after a while. Your success in the game largely depends on how you fare in the storms. 3) There is a Hall of Fame but to enter your initials into it you have to use the left, right and fire buttons. You can use the start button to skip it but the best score only registered through the Hall of Fame. The score, best score and ships left are all shown on screen as well as the title and the name of the author: John Edwards. The game, like all Quicksilva ones, is fabulously boxed and, priced at £4.95, is very reasonable indeed. Although the game is basically an updated Space Invader, Quicksilva have tried to introduce some of their own ideas. It might be an idea to modify the above problems and make a 48K version. Astroblaster is available from Quicksilva Ltd, [redacted] and is both entertaining and challenging; I would say it is one of the best arcade games for the Spectrum.

Sinclair User #16Jul 1983 · p.28

Sinclair User

MEET EVIL ORVILLE THE INVINCIBLE BALL The latest Spectrum releases from Quicksilva bear a striking resemblance to original arcade games. The new offering is Astro Blasters and looks like a cross between two arcade favourites, Phoenix and Avenger. Your spaceship is at the bottom of the screen and a squadron of alien birds wing their way through space, dropping clusters of bombs on you. If you manage to survive two attack waves, your spacecraft will run into a meteor storm which is sure to destroy it. The game is very colourful but the illusion of travelling through space is spoiled because the stars seem to appear on the screen at random and there is no scrolling effect as you move through space. The second game is Frenzy and it looks like the arcade game Berzerk. You are in a maze patrolled by evil robots, a wandering ball called Orville and a mine-layer. The robots can be destroyed but your laser gun will fire only in the direction in which you last moved. That can be awkward at times but it adds to the fun. You will not be able to kill Evil Orville, so if you meet him it is best to dodge out by one of the four exits in the maze. You must also be careful not to step on the mines. Astro Blasters and Frenzy are both available for the 16K and 48K Spectrum at £4.95 each. They can be obtained from Quicksilva Ltd, [redacted].

Read it at Sinclair User Magazine Online

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