Playing Zarkon (Amstrad CPC)

Here’s some more budget-flavoured shooting for this week; I’ve been playing a little Zarkon on the Amstrad CPC. Released in 1987 by Budgie, this is a cheap and cheerful horizontal blaster which employs hardware-based scrolling to give a large, colourful play area. A series of huge dreadnaughts slide past in the background which are defended by ground-and air-based enemies with the only respite being between levels or when things get a little too busy and everything temporarily slows down. Most of the nasties can be blasted, although a few will enthusiastically try to return that favour before they’re destroyed.

Enemy attack waves have been scripted so their patterns can be learnt by the player over time, although the actual position of each airborne nasty is to some degree randomised in order to make things more interesting. Whilst it’s tempting to play for score, getting twonked by an unexpected enemy or bullet sends the player back to the beginning of the level – more frustrating in the latter case since it’s easy to lose track of projectiles moving over the background if not concentrating – so playing it safe and keeping out of harm’s way is probably the wisest approach; learning the enemies’ running order for each stage will help greatly in that respect, as will knowing where the turrets appear and which directions they fire in.

CPC Game Reviews dished out an underwhelming overall score of five and described Zarkon as being “frustratingly difficult” and “cheap-looking”, but I feel that verdict is somewhat harsh; it’s definitely geared towards the challenging end of the scale and there isn’t a lot of variety to the gameplay apart from the occasional new craft on later stages or those aforementioned random enemy placements to mix things up each time, but it’s still reasonably well constructed and, considering the budget price tag, most shoot ’em up fans would’ve got their money’s worth from it back in the day.