Ludography
Zeewolf cover

1994 · Shoot 'em up · Shooter

Zeewolf

Zeewolf is an arcadesque helicopter combat game in a 3D surrounding, with similar gameplay as the isometric Desert Strike. Despite its mainly action-oriented gameplay, the 32 levels often involve support, transport and rescue missions. For example, dropping or refueling friendly units in the combat zone. In exchange, other units serve you as rearming points or help you fighting the enemy. Mission objectives include destroying enemy units, rescuing P.O.W.s and dropping them off at an aircraft carrier, escorting a reconnaissance plane, re-taking a captured base, dropping off a spy and more.

Released
1994
Platforms
Amiga
Genres
Shoot 'em upShooterSimulation
Developers
—
Publishers
—
Modes
Single-player
Perspective
Third personBird view / Isometric
Themes
ActionWarfare
Country
United Kingdom
Composers
Allister Brimble

About

Zeewolf is a single-player 3D shoot 'em up computer game released for the Amiga platform in November 1994 by Binary Asylum. A Sega Mega Drive version was planned but never released. The player is tasked with flying a helicopter gunship over 32 combat missions.

A sequel, Zeewolf 2: Wild Justice followed in 1995.

Keywords

  • helicopter
  • 3d

Media

Zeewolf screenshot 1

The articlegameplay, story, development, reception

Gameplay

The player flies an attack helicopter (and occasionally other aircraft) over 32 missions. Objectives include locating targets, destroying enemy units and buildings, transporting friendly vehicles and rescuing hostages. Some objectives are time limited. The player is given a finite number of lives.

The player's craft can be destroyed by accumulated damage from enemy fire or from colliding with structures or terrain. The helicopter is equipped with cannon, rockets and guided air-to-air missiles. Fuel and ammunition are finite and the player has limited funds and locations in which to refuel or buy ammunition.

Development

The concept was developed by Andy Wilton with additional programming by Jim Gardner. The levels were designed by Andy Smith and Bob Wade. Allister Brimble composed the title music and sound effects.

The terrain is constructed from an undulating landscape of fixed size tiles. The 3D engine renders vehicles, ships, buildings, trees, hostages and projectiles as solid polygons with shadow effects. The game uses a horizontal camera angle where only a boxed section of the terrain centred on the player's position is visible. This limitation in depth is necessary to achieve an acceptable frame rate with the stock Amiga hardware.

Releases by platformdates and regions as published

PlatformReleasedRegions
Amiga1 November 1994Worldwide

Editions and related releases

Followed by
Zeewolf 2: Wild Justice

Games like this

Collections1 collection

Description adapted from its source, CC BY-SA 4.0.