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Retro Review

Thrust Xtreme [PC]

http://wiebo.wordpress.com/

Reviewed By J. Monkman

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Debuting on the BBC Micro and Acorn Electron, the original Thrust (coded by Jeremy Smith, co-author of 'Exile') became an instant classic and was ported across to practically every other machine available in the 1980's, including the C64 (the version which is most widely known), ZX Spectrum, Atari ST and even the Vectrex and Atari 2600. Loosely based on the Atari coin-up underdog 'Gravitar', Thrust is a gravity-based shoot 'em up in which the player must carefully pilot their craft down into a series of progressively complex mine systems, retrieve Klystron pods (which attach to the craft via a tow-rope) and fly back to outer space.

Although Thrust is admittedly a very difficult game to master (requiring tremendous dexterity and nerves of steel to complete), its massive popularity was mainly due to the realistic physics and pixel-perfect collision detection - both of which were essentially revolutionary for the time. The original game featured only six levels, upon completion of which the game would restart but with gravity reversed. If the game is completed a second time, gravity is returned to normal but all the walls were rendered invisible (apart from whilst the player activates their shield). Predictably, on completion in this mode the player is then faced with reverse gravity *and* invisible walls - a near impossible feat for even the most hardened Thrust veteran.

Back in 2001, Wiebo de Wit released a shareware PC update of Thrust entitled 'Thrust Deluxe', featuring the original six worlds as well as an additional six new 'Deluxe' levels. This acclaimed remake (which is essentially very similar in graphical style to the original) also included a few extra game elements, such as pilots to rescue, destroyable walls and defensive lasers, which proved to be popular new additions amongst the game's fan-base. Not satisfied with his first remake, Wiebo has recently given the game another massive over-haul and released the awesome Thrust Xtreme.

Using the same graphics engine as his recent Geometry Wars clone 'Grid Assault', Wiebo's latest incarnation of Thrust is quite simply the best currently available for modern systems. The new graphical face-lift has given the game a timeless and unique future-retro feel, and although the game may not feature a huge number of new game-play elements (aside from the four new Xtreme levels), Thrust Xtreme has been commendably released to the public as Freeware, making it a must-have for any gamer. Not only that, but Wiebo has also made the comprehensive world-editing tools freely available so that you can create your own level packs for the game - another valuable addition to what is already an excellent release.

Complete with the added joypad support and a plethora of in-game options and settings, Thrust Xtreme is without a doubt the definitive remake of the classic game and is more than worthy of a place on any retro-gamers system.

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Scorecard

Graphics:87%
Sound:83%
Game Concept:93%
Gameplay:92%
Lasting Appeal:93%

RGCD Rated (Score%)

90%

Developer Interview

Q1. As way of introduction, please could you give a brief paragraph about yourself?

A1. Well, I'm Wiebo de Wit, 36 years old, living in the Netherlands. I'm currently employed as a technical consultant in IT, working in the Microsoft and VMWare ESX fields. I've been programming since the 8-bit days, on and off. As for my personal interests: I like to listen to music, watch movies, go out running to keep fit and play with my two kids.. Oh, and I play video games, old and new.

What development tools were used to create Thrust Xtreme, and could you briefly describe the development process?

A2. I have used Blitz Max to program Thrust Xtreme. This way I can worry about the game code alone, and not worry about Direct X, Open GL or other PC related API's. I use a community made max module to create the glow effect, although I heavily altered the module to suit my needs.

Audio is created in Orangator, a free softsynth which is awesome for my needs. A colleague at work is into music, so he created the title tune for me.

I usually approach game programming in this order:

1. Create a small program to test the game idea. In the case of a remake this step is not needed of course :)

2. Program the tools needed to create the game media and features. Editors, like object and world map editors are created in this phase. This also makes me think about how to store the data. In the case of Thrust Xtreme I decided on XML, and my next game will use that as well. The flexibility outweighs the overhead.

3. I get the player on screen, and get him to move around, shoot, etc.

4. I add the game backdrop, scrolling routines and world interaction.

5. Adding the enemies or world objects comes next. Interaction with these is added too.

6. Completing the game cycle (title screen, play, game over, enter name, restart) is next. All these elements are added too.

7. Audio is added, bringing the game to life! Getting others to play the game at this stage is important, so I trouble my family and web contact with the first beta.

8. Polish, polish, polish.

Through all these steps I update the editors and fix the bugs I and others encounter.

I don't know who many hours I spent on making the game. A LOT, trust me. But it's a hobby, what can you do? :)

Q3. What was it about the original game that *most* inspired you to create a modern day remake of Thrust?

A3. The game play. That's it. I was hopelessly addicted to the game when it was released. The game looked crap, was simple, but very focused in the game play field. I wanted to expand the game play a bit though by adding new world features and stuff which I thought fit, from games I also liked, as Chop Lifter, Fort Apocalypse and some others.

Q4. From reading your online blog, it appears that during development Thrust Xtreme changed from being potentially a low-price shareware release complete with extra levels and a comprehensive level editor, to its current status as a freeware remake with 90% of the originally proposed levels/features and no editor. Could you briefly explain what influenced you against taking the shareware route?

A4. As you may know, I received flak from the remake scene when I announced that I wanted to sell the game and editors. Some VERY bad words were said and I decided to leave that whole remakes scene behind. All is well when you do things 'their' way, but once you do something that doesn't go with their vision of remakes then you're in trouble. I got tired of defending my ideas and decided to distance myself from the whole remakes scene, and not make a new one again with their participation.

Because of the whole ordeal I got fed up with the game development and decided to release the game as is, which doesn't warrant a price tag, so I made it freeware.

Q5. I understand that you have probably been asked this many times before, but will the editor and originally proposed extra features/levels be released in a future build of the game?

A5. Yes they will, sometime this year. I promise. I intend to add levels which are sent to me to my website so everyone can enjoy new quality levels.

Q6. Immediately after releasing Thrust Xtreme, you announced that you had started development on a new project called Trapped. Could you share any details as to what kind of game Trapped will be, and how the development progressing?

A6. Trapped will be a game of shooting, farming and constant decision making. Fast paced, with lots of action. Game development is slow at the moment because of my busy work schedule but it should pick up speed in the next week or two. I'm past step 3 in development though :)

Q7. Looking at your previous games on your Blitz site, Zone Patrol is the only game which isn't vector based, and both Thrust Xtreme and Grid Assault appear to share a similar glowing-line-engine. Is this because you prefer working with vectors rather than sprites? Will Trapped also use a similar engine to your two recent releases?

A7. Vector graphics have always been cool, don't you think? I'm not sure if I like working with vectors more than with sprites, it all depends on the game. Thrust and Grid Assault were perfect for vectors. This next game, I don't know... I'm going with vector graphics for now, but may decide on sprites later on. It doesn't matter in this stage of development though, I can easily switch over.

Q8. If any, what other retro-gaming projects have captured your attention recently?

A8. Not really, sorry :)

Q9. Thank you for participating in this interview. Is there anything else you'd like to add before signing off?

A9. I hope that everybody out there enjoys my games, and those that create levels for Thrust once the editors are released send them to me so I can play new worlds. Thanks!