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Dropzone
View on Wikipedia| Dropzone | |
|---|---|
| Developer | Arena Graphics |
| Publishers | U.S. Gold Mindscape Acclaim Entertainment (GBC) |
| Designer | Archer Maclean[1] |
| Platforms | Atari 8-bit, Commodore 64, Game Boy, Game Boy Color, Game Gear, NES |
| Release | 1984 |
| Genre | Scrolling shooter |
| Mode | Single-player |
Dropzone is a horizontally scrolling shooter developed by Archer Maclean (under the name Arena Graphics) for Atari 8-bit computers and published in 1984 by U.S. Gold. It was ported to the Commodore 64, and later released for the Nintendo Entertainment System, Game Boy, Game Gear, and Game Boy Color. Ports for Master System and Sega Genesis were also announced, but never released.[2][3]
Maclean's first commercial game, Dropzone is similar in gameplay and style to the arcade game Defender and borrows many elements,[4][1] including the same style of font, aliens, and title screen.[5][6]
Plot
[edit]On the surface of Jupiter's moon, Io, a human scientific research base is under attack by aliens. The player dons a jetpack armed with a laser, a cloaking device and three smart bombs, to rescue the scientists and return them to the base.
Gameplay
[edit]
The gameplay is in the style of Williams Electronics' Defender, with some influences from Scramble and Robotron: 2084.[4] Players control the hero trying to rescue the scientists on a horizontally-scrolling game field.[5] Players must elude or engage various aliens—some slow, others faster—and return the scientists to the base's eponymous dropzone. The aliens capture scientists walking along the ground. The player must shoot the enemy aliens and catch the falling scientists. Sometimes the aliens will carry lethal androids instead, which must be avoided.[5]
There are 99 levels of gameplay, each increasingly difficult. After level 99, the levels repeat starting with level 95.
Development
[edit]Maclean purchased an Atari 800 as soon as they were officially launched in the UK in 1981 and started writing what would eventually evolve into Dropzone. Maclean converted the game to the Commodore 64 himself:[4]
The [Commodore] 64 Dropzone is about 46k [kilobytes] long and consists of 15,000 lines of sparsely commented code with around 350 subroutines and around 3000 labels. Those who can reach Megastar status on the 64 should have had enough practice to attempt an Atari supervised Dropzone mission. The Atari, being the Porsche of home computers, is capable of running Dropzone 2.5 times faster than the 64 and can handle any amount of blobs on screen, even when you release a Strata Bomb. It is visually, sonically etc., identical and about 12K shorter. However, the 64 is still a respectable BMW 316.[7]
The name Dropzone was not settled on until shortly before the game went gold.[1]
Maclean entered into a publishing deal with U.S. Gold for the European distribution of the game. After 18 months, however, they stopped paying him royalties claiming that the game was no longer selling. In addition, Maclean saw it for sale in areas outside of Europe and even in the United States. Four years of legal wrangling with the publisher followed, until they finally settled out of court for copyright infringement. With the proceeds from the settlement, Maclean bought his first Ferrari.[1]
Reception
[edit]The Atari 8-bit version received overwhelmingly good reviews. A reviewer for Computer and Video Games in a May 1985 review said that Dropzone was one of the best Atari games and Atari owners could not afford to miss this game.[8] Personal Computer World reviewer agreed with this notion, who also praised the game's graphics and sound.[9]
The Commodore 64 version of the game was awarded a gold medal in issue 3 of Zzap!64 magazine, with an overall rating of 95%.[10]
Legacy
[edit]The sequel, Super Dropzone, adds new weapon types and end-level bosses. It was released for the Super Nintendo Entertainment System (titled Super Dropzone on all packaging, but only Dropzone on the title screen), Game Boy Advance, and PlayStation. Only the Game Boy Advance version saw a North American release; the others were European exclusives.
A fully-playable port of the C64 version can be found in Windows, PlayStation, and Dreamcast versions of Jimmy White's 2: Cueball, also by Archer Maclean.
References
[edit]- ^ a b c d Hague, James (March 1997). "Archer MacLean". Halcyon Days: Interviews with Classic Computer and Video Game Programmers. Dadgum Games. Retrieved 15 September 2025.
- ^ "The Games Diary". Sega Power. No. 56. Future Publishing. July 1994. p. 12.
- ^ "Coming Soon: Master System". Sega Magazine. No. 8. EMAP. August 1994. p. 21.
- ^ a b c "The making of... Dropzone", Edge, December 2006, archived from the original on 2007-02-21
- ^ a b c Dropzone at MobyGames
- ^ Defender at the Killer List of Videogames
- ^ "Zzap!64 Tips Dropzone: An Explanation and Survival Tactics", Zzap!64 (5): 78–79, September 1985
- ^ "Software Reviews". Computer and Video Games: 105. May 1985.
- ^ "I got the blues..." Personal Computer World: 209. July 1985.
- ^ "Dropzone Review", Zzap!64 (5): 18–19, July 1985
Dropzone
View on GrokipediaNarrative and Gameplay
Plot
Dropzone is set in the year 2085, following a devastating series of robot wars that have left Earth in ruins and humanity on the brink of extinction. Only a small number of survivors remain, and in a desperate effort to fight back, a team of scientists is dispatched to Jupiter's moon Io to mine ionic crystals—the key power source for the Tachyon Drive, a revolutionary weapon designed to destroy the invading alien forces originating from Jupiter. These extraterrestrial aggressors seek to reclaim Io and thwart human efforts by launching relentless attacks on the moon's surface.[6][7] The player assumes the role of a lone human operative equipped with an impulse laser backpack and a cloaking device, serving as the final defender against the alien onslaught. The central conflict revolves around protecting the scientists, who are scattered across Io's volcanic terrain mining the precious crystals, from abduction by alien ships, while also retrieving the ionic crystals. These scientists appear as small walking figures that must be retrieved and safely escorted back to the dropzone—a fortified landing platform at the moon base that serves as the sole secure extraction point. Failure to do so allows the aliens to carry the figures to their mothership, escalating the threat to humanity's survival.[6][8][9] As the narrative unfolds through successive waves of intensifying combat, the aliens deploy increasingly sophisticated threats, including fast-moving fighters, acid-rain-inducing storms, and deadly androids dropped to the ground to attack the scientists. The player's objective is to neutralize these enemies, rescue as many scientists and crystals as possible, and prevent the complete loss of the mining operation, thereby enabling the completion of the Tachyon Drive. Success in these missions represents humanity's last stand against annihilation, with the game's progression marked by rising enemy aggression and environmental hazards on Io's barren landscape. The alien forces exhibit coordinated abduction tactics, such as mothership sweeps that pull unprotected scientists skyward if not intercepted swiftly.[6][9][10]Gameplay Mechanics
Dropzone employs bi-directional horizontal scrolling across procedurally generated planetary landscapes, where the player's jetpack-equipped character is subject to simulated gravity that pulls downward unless counteracted by thrust, creating a dynamic flight model that demands precise control to navigate terrain and evade threats. This mechanic emphasizes vertical positioning, as failing to maintain altitude results in ground collision, while horizontal movement wraps around the screen for continuous play. The core shoot 'em up dynamics revolve around fast-paced action, with the landscape featuring obstacles like mountains and lava pits that influence pathing and enemy behavior across multiple levels.[1][11][12] The primary objectives center on protecting and collecting up to eight human scientists walking along the ground surface and retrieving ionic crystals, who are vulnerable to abduction by alien forces; the player must scoop them up mid-flight and deposit them safely into an illuminated drop zone—a flashing rectangular area on the terrain—at the moon base for secure safekeeping, to prevent capture. Simultaneously, the player must destroy incoming alien enemies to thwart abductions and clear the screen, with failure to rescue all scientists in a wave triggering escalating hazards like volcanic eruptions that launch deadly lava balls. Successful deposits reward points and occasional power-ups, while the game tracks progress via a HUD displaying saved scientists, remaining threats, and energy levels. In the broader human-alien conflict, these actions represent desperate retrieval operations on hostile worlds.[12][6][11][3] Controls are handled via joystick or D-pad for eight-directional movement, including forward thrust to gain speed and altitude, reverse to decelerate, and precise maneuvering to align with falling scientists or targets; the fire button unleashes a rapid laser barrage in the forward direction, capable of piercing multiple foes. Additional actions include deploying limited smart bombs—which eradicate all on-screen enemies and hazards—and activating the hyperspace jump (cloaking device), a temporary invincibility mode that renders the player invisible and immune to damage but drains a rechargeable meter over time. These tools encourage strategic use, as overuse depletes resources, forcing reliance on skillful dodging amid chaotic enemy swarms.[12][6][11] Alien enemies vary in behavior and threat level, designed to challenge different aspects of flight and combat:- Planters and Nemesites: Slow-floating drones that descend to abduct scientists, spawning missile-like offspring or firing homing bombs if engaged.
- Cloakers: Stealth ships that remain invisible until attacking, ambushing the player with sudden laser fire.
- Landers and Spores: Pods that deploy to the ground, releasing explosive sub-units like Trailers.
- Blunder Stormers and Shooters: Ground-hugging or hovering units that advance steadily, dropping hazards like lightning or direct-firing projectiles.
- Mothership: A massive periodic boss that traverses the screen, deploying swarms and attempting mass abductions of unprotected scientists, requiring focused assault to destroy.[12][6][1]
