AstroFire
Developed by:
ORT Software
ORT Software is the company name used by Owen Thomas to sell his independently-made games.
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Description
AstroFire (1994), developed by ORT Software (specifically by Owen Thomas), is widely considered one of the best and most polished Asteroids clones ever released for DOS. It was a
shareware staple that many people remember for its surprisingly high production values.
The objective is classic arcade action: Survive and clear the screen. You control a small spacecraft trapped in various sectors of space filled with asteroids, enemy ships, and
power-ups. You must blast everything into dust to progress to the next level.
While the "shoot the rocks" gameplay was decades old by 1994, AstroFire modernized it in several key ways:
- Pre-rendered 3D Graphics: For a 2D game, the asteroids and ships had a "3D-rendered" look (similar to Donkey Kong Country or Stardust), which made it look much more advanced
than standard pixel-art games of the time.
- The Weapon System: Unlike the original Asteroids, you weren't stuck with a single pea-shooter. You could collect power-ups to upgrade your primary laser, get triple-shots, or
find the devastating "Super Weapon."
- Shields and Physics: Your ship had a shield meter, so one hit didn't mean instant death. However, the physics were "floaty" and momentum-based, meaning you had to master the
thrusters to avoid drifting into a giant rock while trying to aim.
- Boss Fights: Every few levels, you would encounter large, aggressive enemy boss ships that required specific patterns to defeat, adding a layer of "shmup" (shoot 'em up) logic
to the asteroid-field chaos.
256-color VGA. It was very colorful and featured smooth scrolling and animations. It had a solid soundtrack (especially if you had a Sound Blaster card) that kept the adrenaline
high.
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