Unihfy Games

Meteor Blaster

Meteor Blaster

SpaceRetroShooterClassicSurvival

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A faithful recreation of the 1979 arcade original. You start with three ships, momentum never fully stops, and shooting a large asteroid gives you two or three smaller, faster ones to deal with instead. The field grows by one asteroid every level, up to a cap of twelve.

Genre: Shoot 'em Up

Difficulty: Medium

About Meteor Blaster

Breaking a big asteroid is not the same as removing it

A shot on a large asteroid does not clear it - it turns it into three smaller ones flying off in new directions, and each of those breaks again into three smaller still. Only the third tier, once it is small enough, actually disappears when hit. A screen that looks clear of large rocks can still be dense with the fragments those rocks left behind.

This is where the scoring quietly rewards the risk. Points for an asteroid go up as it gets smaller, so the safest shot - hitting a big, slow rock from a distance - is also the lowest-scoring one available. The most valuable targets are the small, fast pieces that are hardest to line up.

It changes how a field should be read. Firing at everything large the moment you see it usually leaves you surrounded by fast fragments a few seconds later. Picking off existing fragments before creating new ones tends to keep the field more manageable.

Your ship has a top speed, even though it never brakes

There is no reverse thrust and nothing that actively slows you down, which is faithful to the original and is what makes momentum the whole game. But the ship is not infinitely accelerating - past a certain speed, drag quietly starts pulling it back down, so there is an effective ceiling to how fast you can travel even under constant thrust.

That matters because it means momentum is dangerous but not limitless. A long thrust in one direction will carry you fast, but it will not carry you fast forever, and there is a point past which holding thrust longer stops buying you anything. Short, deliberate bursts remain the more controllable way to move regardless.

The field grows level by level, and then it stops

You begin a run with two asteroids on screen. Clear the field and the next one starts with three, then four, and so on - one more each time. That climb is not indefinite: it caps at twelve, after which every new level still opens with twelve, no matter how far you have gotten.

That means the game has an honest, findable ceiling to its density difficulty, even though nothing on screen tells you where it is. Survive long enough to see two consecutive levels open with the same asteroid count and you have found it.

The UFO runs on a clock, not on your score

The Big Alien is not triggered by how well you are doing or how far you have progressed - it appears on a randomised timer that resets independently of your level or score. Roughly the same window applies whether it is your first level or your tenth, so it does not arrive more often as a run goes on.

What that means practically is that the UFO is closer to a recurring hazard than an escalating one. It is worth treating every appearance as equally dangerous rather than expecting it to show up more aggressively the longer you survive - it will not.

Three ships, and the counter only shows what is in reserve

You get three ships across a run, but the on-screen life count only shows two - the two waiting in reserve after the one currently flying. Losing your third and final ship is what actually ends the game, not the counter reaching zero.

Reviewed By
Kaushik Hirpara

Developer · Game Reviewer

Kaushik Hirpara is a full-stack developer and game reviewer at Unihfy Games. He does most of the work of bringing games to the site — adapting them to run properly in a browser, getting them working on phones, playing them, and writing up what players need to know.

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Game Created By

Doug McInnes

Meteor Blaster was originally created by Doug McInnes and is published here under its original licence terms. We host and maintain this version, with our own improvements for gameplay, browser compatibility, and mobile devices, while preserving the required attribution.

Copyright (c) 2010 Doug McInnes. Published originally under the name asteroids. We added touch controls with an on-screen joystick and fire button.

How to Play

  • Use the Left and Right arrows to rotate your ship in the desired direction.
  • Press the Up arrow to apply thrust and move forward. Remember: momentum is key!
  • Shoot asteroids using the Space bar. Large asteroids will break into smaller, faster fragments.
  • Eliminate the hostile Alien UFOs that occasionally enter the screen and fire back at you.
  • Avoid colliding with any objects. If you hit an asteroid or alien ship, you lose a life.
  • Master the 'Screen Wrap'—moving off one edge of the screen will make you reappear on the opposite side.

Gameplay Preview

Features

Asteroids that split into three smaller pieces per hit rather than simply vanishing
Scoring that rewards the smaller, faster fragments over the large, slow originals
A ship with no reverse thrust and an effective top speed reached through drag
A field that grows by one asteroid each level, capped at twelve
A UFO that appears on an independent timer rather than scaling with your score
Three ships per run, shown on screen as two lives in reserve
Screen wraparound on all four edges
A ten-bullet cap on screen, rewarding tapping fire over holding it
Touch controls that appear automatically for mobile players
Vector-style presentation matching the 1979 original

FAQs

How do I gain more points?

Points are earned by destroying asteroids and alien ships. Smaller asteroid fragments are worth more points than larger ones because they are harder to hit, and alien UFOs provide a massive score bonus.

What happens if I fly off the edge of the screen?

The game features a 'wraparound' mechanic. If you fly off the top, you'll reappear at the bottom, and the same applies to the left and right sides. Use this to your advantage to escape tight spots!

Is there a limit to how many bullets I can fire?

While you have unlimited ammo, there is a limit to how many bullets can be on the screen at once. Tapping the fire button rapidly is more effective than holding it down.

Does my ship have a top speed?

Effectively, yes. There is no reverse thrust, so momentum genuinely carries you, but drag starts pulling back once you pass a certain speed, so holding thrust indefinitely will not make you go arbitrarily fast. Short, deliberate bursts stay the more controllable way to move.

How many ships do I actually get?

Three across a run, though the on-screen counter shows only two - the reserves waiting after the one currently flying. Losing that third ship ends the game.

Does the field of asteroids keep growing forever?

No. It grows by one asteroid each level you clear, but that stops at twelve - every level from that point starts with the same count regardless of how far you have gotten.

Does the alien UFO show up more often the longer I survive?

No, its appearances run on a randomised timer that is not tied to your score or level, so it shows up roughly as often early in a run as it does later. It is a constant hazard rather than an escalating one.

Can I play this on my phone or tablet?

Yes! The game detects touch-enabled devices and automatically displays virtual buttons for Thrust, Rotate, and Fire, providing a seamless mobile experience.

Do the asteroids actually break apart realistically, or just disappear?

They break apart. A hit on a large asteroid produces three smaller fragments rather than removing it outright, and each of those splits again once hit - only the smallest tier is actually destroyed on impact. Clearing a big asteroid usually means dealing with what's left of it a moment later.

Is there a way to pause the game?

Yes, you can press the 'P' key at any time to pause the action and take a breather.

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