Ludography
Zero 5 (Atari Jaguar game) cover

1997 · Remake · Science · Shooter

Zero 5 (Atari Jaguar game)

Atari exclusiveRemake

Zero 5 is a futuristic space shooter set in a 3-D, 360 degree playfield. The year is 2044 and the battle for Earth has begun. On the far reaches of the galaxy, a massive invasion force is assembling. Scanners at DEFCON have alerted you to the alien threat. The Earth's best pilots are dispatched in their BAMBAM cruisers to engage the enemy.

Released
1997
Platforms
Atari Jaguar
Genres
ScienceShooter
Developers
—
Publishers
—
Country
United Kingdom

About

Zero 5 is a shooter video game developed by Caspian Software and published by Telegames exclusively for the Atari Jaguar on September 29, 1997. It is a remake of the 1994 Atari STe title of the same name and one of the last licensed releases to be published for the Jaguar after being discontinued in 1996 by Atari Corporation, who merged with JT Storage in a reverse takeover prior to its eventual launch.

Set in the year 2050 and featuring a completely different gameplay structure compared to the original title, the player assume the role of a recruited Space Hound by DEFCON to take command of both the BamBam space fighter craft and the Hit-Pak space cruiser in an attempt to defend Earth and counterattack against the invading forces of the Morphon alien race, before they reach the planet and eradicate the human race. Conceived as a commission by Atari Corp.'s UK division in an effort to incite independent developers to work with the Jaguar, development of Zero 5 began in January 1995 and went almost unreleased after Atari discontinued the system until it was eventually picked up by Telegames.

Media

The articlegameplay, story, development, reception

Gameplay

Zero 5 is a shooter game where the player assume the role of a recruited Space Hound by DEFCON to take command of both the BamBam space fighter craft and the Hit-Pak space cruiser in a battle to defend Earth from the invading forces of the Morphon alien race, who are set to eradicate the human race after their signal was picked up signal by the now-destroyed Europa III satellite across 15 missions, each one featuring a different scenario and gameplay styles, with later missions increasing in difficulty and introducing new enemies as the player progress further. By pressing the Option button at the title screen, the player has access to the setup menu where various settings can be adjusted such as controls and sound configurations, in addition of selecting the last mission reached on the main game to resume progress and choosing any of the three levels of difficulty, each one applying a different stipulation during gameplay, with the highest one featuring missions that are longer in length compared to the other two difficulty levels.

The game is based around three types of gameplay styles depending on the mission. The first mode is a shoot 'em up where it involves the BamBam space fighter and the player is given full control of their ship in a three-dimensional environment featuring six degrees of freedom on zero gravity. The main objective is to survive against incoming enemies across all directions to finish this mode, while collecting energy pods left by them after destroying a wave of enemy crafts to increase either the ship's firepower, shield or the score by pressing 1, 2 or 3 on the keypad, and pressing 6 will activate a homing laser beam to destroy enemies but can only be used up to three times. The ship can also be rotated left and right with the C or A buttons.

Development

's European center of development, which was established in January 1995 with the aim of working alongside small game developers around the region to create titles for the Atari Jaguar. Development of the project started during the same month as Atari established their center of development in Europe and was created by a small team at Caspian Software consisting of Chris Dillon as producer, lead programmer Matthew Gosling with assistance from programmers Dave Pratt and Sean Baggaley (who previously wrote Rock 'n' Roll Clams on Atari ST), while David Philbedge and Mark Bloomfield were involved as artists. Andrew T. Gisby, who was one of the authors of the original game, worked as consultant during development and providing voice work.

Dave Newman and James Veal, who worked as composers in the original game as well, returned to compose music for the remake using a proprietary sound driver called "Zik Tracker", in addition of creating sound effects. Atari UK Software Development Manager Alistair Bodin and marketing manager Darryl Still were also involved during the production.

Reception

Zero 5 on the Atari Jaguar garnered mostly positive reception from critics despite its very late release on the Jaguar. GameFan's three reviewers felt mixed in regards to the visual presentation but unanimously praised the techno soundtrack, regarding it to be better than most Nintendo 64 releases, intense gameplay and smooth pacing. However, criticism was geared towards the high difficulty and constant change between playstyles on each mission. GamePro's Dan Elektro commended the fast-paced polygonal visuals, controls, fun factor, sound design and techno music but also regarded this later aspect to be repetitive. He also commented that the title has a high difficulty, which can be frustrating for some players.

Atari Gaming Headquarters's Keita Iida regarded the audiovisual presentation as some of the best on the Jaguar but criticized the gameplay, specifically the three playstyles due to certain design shortcomings each one has and steep learning curve. The Atari Times's Chris Engineer also commended the visuals, audio, controls and fast-paced arcade-style gameplay between each playstyle but noted its high difficulty level.

Releases by platformdates and regions as published

PlatformReleasedRegions
Atari Jaguar1 October 1997Worldwide

Editions and related releases

Part of
Zero-5
Remake of
Zero-5

Games like this

Collections2 collections

Platform libraries

Development status

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