Z.ABC Commodore 64 game

Chris Butler, the infamous creator of Hypercircuit, marks a welcome return to the Commodore 64 gaming scene with what might be the most succinct title ever for a computer game—Zed (or Zee, as the Americanism goes). This game also serves as the inaugural release from Alligata's newly established label, Rino Software. But where does such an unconventional title derive from? In the outermost reaches of the galaxy exists a planet so advanced that it possesses a highly potent defense system entirely under computer control.

For many years, this system effectively fended off numerous aggressors on multiple occasions. Yet, one unfortunate day, catastrophe struck as the computer malfunctioned, rendering it incapable of distinguishing between allied and enemy crafts. Now, someone must neutralize this system before it's too late. That someone is you, Codename Z. The control ship housing the computer is nestled somewhere in the fourth dimension. However, reaching it requires traversing three other dimensions, each inhabited by a diverse array of computer-controlled adversaries—formerly allies who are now hostile due to the aforementioned mishap. You have three ships at your disposal, each with a limited energy supply that dwindles upon collisions with hostile entities.

These types of 3D games are all the rage at the moment, and I'm quite fond of them. Ever since Time Pilot 84, Starforce, and Nova graced the arcades, there's been a discernible inclination towards employing the 3D bas-relief effect whenever possible. Z itself boasts splendid graphics and plays quite similarly to Hyper Circuit. My only notable complaint about the game is the scarcity of extra lives. This noticeably shortens gameplay and hampers the pursuit of massive scores. Nonetheless, it's fantastic and undoubtedly takes multiple sessions to conquer. It's delightful to witness the resurgence of shoot-'em-ups in fashion, if they had even disappeared. Z, without a doubt, ranks among the finest of its kind.

The zones feature a multidirectional, multiscreen, wraparound playing field, centered around a pivotal transporter unit. This device serves as the conduit to the subsequent zone, although breaching the surrounding protective barrier is a prerequisite. Energy Pods sporadically emerge, containing capsules that, once collected, formulate bombs capable of breaching the barrier and enabling access to the teleporter and further levels. Initially, numerous Defense Ships endeavor to obstruct your progress. Each adheres to a distinct movement pattern and intermittently deploys mines. On the second level, evasive Flying Saucers pose an additional challenge, and on the third level, the aptly named Big Mothers make their entrance. These formidable adversaries demand ten hits for destruction and possess the unpleasant tendency to release homing mines that defy disposal.

This shoot-'em-up captures attention instantly. Engage the fire button, and in the blink of an eye, you're soaring effortlessly across an exceptionally picturesque backdrop. Technically speaking, the backdrop is moving beneath you while your ship remains centered. Despite the ferocity of the attacking aliens, their aesthetics are undeniably captivating. Playing the game is an absolute delight, and the ship's excellent inertial control imparts a realistic touch. Z is nearly flawless in its execution, and Chris Butler seems poised for significant success.

Meteorites are a universal occurrence across all dimensions, following a predictable trajectory and therefore easy to eliminate. However, the Control Ship itself demands five energy bombs before succumbing to eradication. Even then, the planet can only find temporary respite, as the cycle starts anew, albeit at a heightened level of difficulty. The adventure continues relentlessly.


Game category: Commodore 64 games

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