(Above) ZX Spectrum version |
In
1986, legendary "Thrust" game was released for BBC Micro. It seemed that it was inspired by "Gravitar", Atari's arcade game created in 1982. "Gravitar" was multidirectional shooter rotating the ship like "Asteroids", however, the ship was also subject to gravity and inertia. In addition, the ship used finite fuel to thrust, or shield itself from bullets that turrets fire, so you had to pick up fuel. In this "Thrust" game, you must pick up a pod that is also subject to gravity and inertia. That traction makes player's control more harder. But this frustration surely enthuses people... "Thrust" was ported to C64, ZX Spectrum, Atari 8bit, Atari ST..., etc. First, I will explain details of the game below. |
Box and inlay (front): Click to enlarge. |
Box and inlay (back): Click to enlarge. |
Copyright
/ Publisher |
Firebird |
License |
Commercial. "World
of Spectrum" has been given permission to upload. |
Original BBC version: |
Jeremy Smith |
ZX
Spectrum port by: |
Simon
Clarke & David Lowe |
Ship |
1P
mode only. Instant death. You have 4 ships. No continue. No
passwords. |
Controls |
Kempston (CD32 pad) |
Keyboard |
SNES
pad (example using ZXAdvance) |
Loading screen. (Above) |
Rotate
left |
-- |
a |
left |
|
Rotate
right |
-- |
s |
right |
|
Thrust |
-- |
i |
B |
|
Fire |
-- |
p |
A |
|
Tractor
beam / Shield |
-- |
m |
R |
|
Start
the game w/o key config |
-- |
n |
START |
|
Pause |
-- |
2 |
L |
|
Resume |
-- |
3 |
down |
|
Return
to the title screen |
-- |
1 |
SELECT |
Box (front): Click to enlarge. |
Box (back): Click to enlarge. |
Cartridge: Click to enlarge. |
This version is the re-release version sold at the online shop John Dondzila owned. |
License |
Commercial. Ville
Krumlinde has uploaded ROM image at his website. The game has also been given permission to upload in ParaJVE pack. |
Original C64 version: |
Jeremy Smith |
Vectrex
port by: |
Ville
Krumlinde ( Alex Herbert wrote High score saving code.) |
Ship |
1P
mode only. Instant death. You have 3 ships. No continue. No
passwords. |
Controls |
Vectrex
pad |
Title screen & virtual Overlay using ParaJVE. (Above) |
Rotate
left |
left |
|
Rotate
right |
right |
|
Thrust |
3 |
|
Fire |
4 |
|
Tractor
beam / Shield |
2 |
|
Lock
thrust (HARD mode only) |
1 |
|
Pause |
(
Can't! ) |
ZX Spectrum version using ZXAdvance |
Thrust Advance v1.04 |
Thrust v1.01 |
Thrust v1.02 Heavy |
|
Author ( Port by : |
Simon Clarke & David Lowe |
Matthew Partridge |
Grumpy Cat |
|
Released in : |
1986 |
2002 |
2003 |
|
Based on : |
BBC version by Jeremy Smith |
C64 port by Jeremy Smith |
Atari ST port by Alan Butcher
( Musician: Rob Hubbard ) |
|
The title screen (The starting screen) |
||||
The gaming screen's resolution |
||||
To activate Tractor beam / Shied : |
"R" (example) |
"R" button |
"R" button |
|
To pause : |
"L" & "down" (example) |
"SELECT" button |
"START" button |
|
To return to the title screen : |
"SELECT" button (example) |
( Can't ! ) |
"L" button |
|
How long it took till your ship crashed into the ground after you started the 1st level (Don't touch your control pad.) : (It depends on the gravity.) |
2.8 seconds |
2.0 seconds |
3.4 seconds |
1.2 seconds |
How long it took till your fuel run out after you started the 1st level (In the safety place. Don't get a fuel cell.) : (It mostly depends on how much your fuel loss in the same time.) |
About 2 minutes + 33 seconds. |
About 1 minute + 35 seconds. |
About 17 minutes + 58 seconds. |
About 7 minutes + 13 seconds. |
Your fuel when you start the game: |
1500 |
1000 |
1000 |
1000 |
How much can you gain fuel when you get a fuel cell? : (An approximate calculation.) |
600 |
570 |
270 |
270 |
How long it extends your flight time in the safety place per 1 fuel cell? : (An approximate calculation.) |
2m33s x ( 600 / 1500 ) = 1 minute + 1 second. |
1m35s x ( 570 / 1000 ) = 54 seconds. |
17m58s x ( 270 / 1000 ) = 4 minutes + 51 seconds. |
7m13s x ( 270 / 1000 ) = 1 minute + 57 seconds. |
The firing range of your ship : |
Normal. ( Each bullet reaches the edge of the screen.) |
Normal. ( Each bullet reaches the edge of the screen.) |
Shorter. ( Each bullet can't reach the
edge of the screen.) |
|
Level 1 : |
Based on Level 1 of BBC version. |
Based on Level 1 of C64 version. |
Based on Level 1 of Atari ST version ( = based on Level 1 of BBC version). |
|
Level 2 : |
Based on Level 2 of BBC version. |
Based on Level 2 of C64 version. |
Based on Level 2 of Atari ST version ( = based on Level 2 of BBC version). |
|
Level 3 : |
Based on Level 3 of BBC version. |
Based on Level 3 of C64 version. |
Based
on Level 3 of Atari ST version ( = The 1st Atari ST version exclusive level). |
|
Level 4 : |
Based on Level 4 of BBC version. |
Based on Level 4 of C64 version. |
Based on Level 4 of Atari ST version ( = based on Level 3 of BBC version). |
|
Level 5 : |
Based on Level 5 of BBC version. It's partly more complicated, though. |
Based on Level 5 of C64 version. |
Based
on Level 5 of Atari ST version ( = The 2nd Atari ST version exclusive level). |
|
Level 6 : |
Based on Level 6 of BBC version. It's partly more complicated, though. Compare with maps above. |
Based on Level 6 of C64 version. |
Based on Level 6 of Atari ST version ( = based on Level 4 of BBC version. It's partly narrower, though. ). |
|
Level 7 : |
( Doesn't exist. ) |
( Doesn't exist. ) |
Based
on Level 7 of Atari ST version ( = The 3rd Atari ST version exclusive level). |
|
Level 8 : |
( Doesn't exist. ) |
( Doesn't exist. ) |
Based on Level 8 of Atari ST version ( = based on Level 5 of BBC version. It's partly narrower, though. ). |
|
Level 9 : |
( Doesn't exist. ) |
( Doesn't exist. ) |
Based
on Level 9 of Atari ST version ( = based on Level 6 of BBC version. It's partly narrower, though. Compare with maps above. ). |
|
Level 10 : |
( Doesn't exist. ) |
( Doesn't exist. ) |
Based
on Level 10 of Atari ST version ( = The 4th Atari ST version exclusive level). |
|
The "reverse gravity" round & the "invisible walls" round : |
yes |
yes |
yes |
|
# of your ships when you start : |
4 ships |
4 ships |
3 ships |
|
About a pod : |
Normal. No problem. |
Heavy. In addition, it swings greatly contrary to player's intention. It becomes nearly out of control. It's hard to complete even the 2nd or the 3rd level actually. |
Normal. No problem. |
|
In conclusion : |
Perhaps almost people feel that it is slightly harder than BBC / C64 version. |
It's peace of cake to reach the final
level, however, in the final level you are forced to pick up a pod, so... |
The composition of the map itself is the
hardest, but considering whether we can beat in reality, it is easier than "Thrust Advance v1.04". |