DescriptionThe Zaxxon defence system must be destroyed in this isometric-viewed shoot 'em up. The game has three stages, first taking you through Asteroid City, which is heavily protected by aircraft, guns and missiles. Many barriers are alarmed, leaving you with limited space to progress through, and fire must constantly be dodged.
Stage two is a space shoot out against hordes of enemy aircraft - those you failed to destroy in the first part of the task. Complete this and you reach the final battle with Zaxxon, the game looping with increased difficulty if you can survive the first time. There are three distinct skill levels, while controls involve using forward to dive and back to climb, in the manner of flight simulation.
- "ザクソン" -- Japanese spelling
Part of the Following Groups
|A popular game back in the 2600 hey-day||Atari 2600||MagFram (43)|
|A damn fine game.||PC Booter||Tomer Gabel (4643)|
|Pioneer in isometric perspective...||ColecoVision||Gustavo Henrique dos Santos (113)|
|The Video Game Critic||Atari 8-bit||May 27, 2004||A-||91|
|The Video Game Critic||Atari 5200||May 13, 2003||B+||83|
|Commodore User||Commodore 64||Dec, 1984||4 out of 5||80|
|All Game Guide||Arcade||1998||80|
|The Video Game Critic||SG-1000||Feb 19, 2016||B||75|
|Defunct Games||ColecoVision||May 06, 2015||B-||67|
|Nintendo Life||Wii||Mar 05, 2010||40|
|Electronic Fun with Computers & Games||Intellivision||Jan, 1984||1.5 out of 4||38|
|64'er||Commodore 64||Jun, 1984||Unscored||Unscored|
|Retro Gamer||ZX Spectrum||Mar 30, 2009||Unscored||Unscored|
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- Advertisements by U.S. Gold for upcoming Amstrad CPC conversions also included Zaxxon, but no such port was released.
- The German magazine Telematch mentioned a Ti-99/4A version in their Zaxxon review in issue 04/1983. According to their own accord in issue 07/1983, they saw a prototype, but it was cancelled because of license issues between Datasoft and Texas Instruments.
Commodore 64 licensingSynapse's C64 license deal for Zaxxon was actually the result of a dodgy scheme set up by one of SEGA's own lawyers, Robert Crane. It involved setting up his own company called Universal Licensing, which managed to get the Zaxxon license, despite not being able to manufacture disks or pay licensing fees. One of his friends, Brian Depew, posed as Universal's general counsel, while Crane was using a pseudonym during the process of sublicensing the game to Synapse. He was actually writing to himself from Universal to SEGA. He also set up a deal later that granted Hesware the rights for Super Zaxxon. Eventually, the whole thing was discovered and a settlement agreement reached.
Sources: The case is described in Lawyers on Trial: Understanding Ethical Misconduct by Richard L. Abel. A shorter summary can also be found in the Entertainment Law Reporter, April 1991 issue.
Commodore 64 versionsThere are two different, official ports of Zaxxon for the Commodore 64. Sega released the game on cartridge and Synapse Software released it on disk and cassette. Of the two, most people tend to agree that the Synapse version is superior. While the cartridge version's graphics are somewhat more faithful to the arcade original, the gameplay and sound aren't as polished as the Synapse version.
DevelopmentJohn Garcia was actually in management at Datasoft when Zaxxon was written.
Telematch chartsIn issue 06/1983 of the German magazine Telematch, the non-existing Ti-99/4A version of Zaxxon reached number one of the Readers' Choice charts. The responsible employee was fired. More information about the Ti-99/4A version under "cancelled ports".
TitleThe curious moniker "Zaxxon" is derived, circuitously, from "isometric axonometric projection", its early 2.5D perspective which it is credited with being the first game to use.
- Issue 04/1984 – #2 Video Game of the Year 1983 (Readers' Vote)
- May 1985 (Issue 1) - #54 'It's the Zzap! 64 Top 64!'