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Retro Arcade · Arcade Shooter

Play Shatterbelt — Free Asteroid Shooter

Space has no brakes. Thrust turns into drift, drift turns into trouble, and the only way out is to point the other way and burn it off.

Space has no brakes. That one fact is the whole game.

You thrust, and your ship keeps going that way — through the rocks, past the rocks, out of the far side of the screen and back in the other. Turning does not change where you are heading. It only changes where you are pointing, and those two stop being the same thing about four seconds in.

How to play Shatterbelt

Rotate with ←/→ or A/D, thrust with or W, fire with Space, dash with Shift. On a phone all four are on screen. P or Esc pauses, M mutes.

Large rocks break into medium ones, medium into small, small into nothing. Clear every rock and the wave ends.

The two habits that keep you alive

Burn the other way early. The ship keeps 99.2% of its speed each second — in ten seconds of coasting you shed less than eight per cent. There is no slowing down except turning around and thrusting against yourself, and it takes about as long to stop as it took to get going. A full turn is 1.5 seconds; from rest to top speed is 1.4. Plan for both.

Do not chase. Everything wraps around the edges. The rock that just left the right-hand side is coming back from the left, and it will find you faster than you can find it.

Why a missed shot costs you so much

Three hits in a row doubles your score. Six in a row triples it. One miss and you are back to ×1.

That single rule turns a shooting game into an aiming game. A shot expires after crossing 80% of the screen, so the hopeful long-range pot at something drifting in the distance is not free — it is the most common way people lose a multiplier they have spent half a wave building.

Only four of your shots exist at once, which is the constraint the 1979 arcade cabinet ran on and the reason that game felt the way it did. You cannot hold the trigger and hose the screen clear. With the miss penalty on top, every shot is a decision.

Which rocks are worth the most?

Backwards from what everyone assumes:

RockPoints
Large20
Medium50
Small100

A large rock is worth almost nothing on its own. Follow it all the way down — one large, two medium, four small — and it pays 20 + 100 + 400 = 520. At a ×3 multiplier that is 1,560 points from one rock, and an extra life arrives every 10,000.

So the score is not in the shooting. It is in the follow-through: breaking a large rock and then staying with the pieces instead of turning to the next easy target.

What the dash is really for

130 pixels, instantly, invulnerable for a quarter of a second, once every five seconds. It is an escape hatch rather than a way to get around — the right moment is the rock you did not see, not the gap you fancy crossing. Nothing about it is random, which makes it the opposite of the hyperspace button on the old machines, where the safest thing you could do occasionally killed you.

The drone, and the wave it starts aiming at you

From wave 3 onwards something else crosses the screen: a drone, sliding horizontally with a slow vertical wobble, firing as it goes. It is worth 200 points, more than any rock, and if you ignore it it simply leaves at the far side.

It has one property worth knowing, because nothing on screen announces it. Up to wave 4 the drone fires at random angles — it is a hazard, not a threat, and standing still is survivable. From wave 5 it aims at your ship, with about a quarter of a radian of spread. The same object, the same appearance, and a completely different reason to respect it.

Its rate of fire tightens as well: every 1.55 seconds when it first appears, down to one shot every 0.9 seconds, which it reaches at wave 16 and never exceeds.

Where the high scores come from

Three things compound, and the third is the one people miss.

Follow the pieces down. A large rock left alone is 20 points; taken all the way to gravel it is 520. Turning away after the first hit throws away 96% of it.

Protect the multiplier. At ×3 that same rock is worth 1,560. One hopeful long shot at nothing costs you the multiplier and therefore roughly a thousand points of the rock you are about to break.

Take the drone. 200 points at ×3 is 600 — worth more than a large rock's whole chain at ×1, and it arrives every nine to sixteen seconds whether you want it or not. From wave 5 the choice is really made for you: leaving an aiming drone alive to save two shots is how good runs end.

Does it get harder forever?

Not quite, and the way it stops is the interesting part.

Each wave adds one rock — four in wave one, thirteen in wave ten — and each wave makes them 7% faster. But the speed stops rising at wave 13. From there on the rocks never get quicker; there are simply more and more of them.

That changes what the game is asking of you. Early on it is reaction time. Later it is screen management: knowing which half of the field is filling up, and being on the other side of it before it does. Same controls, different problem.

If you like this one

Touchdown is the other side of the same physics — thrust and inertia, but with the ground coming up at you and no shooting at all. Dark Spire and Glimmer are the other arcade games here, and the rest are in retro and arcade.

Where this kind of game comes from

A history of asteroid shooters traces the line from the 1979 original through the vector-graphics era to what survived into the browser.

Frequently asked questions

+ How do you play Shatterbelt?

Rotate with the arrow keys or A and D, thrust with up or W, fire with Space, and dash with Shift. On a phone there are on-screen controls for all four. Shoot the drifting rocks; large ones break into medium, medium into small, small into nothing. Clear the wave and the next one arrives with one more rock in it.

+ Why does my ship keep drifting?

Because there is almost no friction — the ship keeps 99.2% of its speed each second, so after ten seconds of coasting you have lost less than eight per cent. Thrust does not steer you, it adds to where you were already going. The only way to slow down is to turn around and burn in the opposite direction, and learning to do that early is the whole skill of the game.

+ What is the multiplier and how do I keep it?

Three hits in a row without a miss doubles your score, six in a row triples it. One missed shot puts you straight back to ×1. A shot counts as missed when it expires, which happens after it has crossed 80% of the screen width — so firing hopefully at something far away is the most common way people lose their multiplier.

+ Why can I only fire four shots?

Four of your bullets can exist at once, which is the constraint the 1979 arcade original ran on and the reason it plays the way it does. You cannot hold the button down and clear the screen. Combined with the miss penalty, it makes every trigger pull a decision rather than a reflex.

+ Which rocks are worth the most points?

The small ones, by a distance: 100 points against 50 for a medium and 20 for a large. That is the reverse of what people expect, and it is deliberate — a large rock left to break down into four smalls is worth 20 + 2×50 + 4×100 = 520 points, while shattering it and letting the pieces drift away is worth 20. The score is in the follow-through.

+ What is the dash for?

It moves you 130 pixels instantly and makes you invulnerable for a quarter of a second, on a five-second cooldown. It is an escape, not a movement tool — the right use is a rock you did not see, not a shortcut across the screen. There is no hyperspace and nothing random about it.

+ Do you get extra lives?

One every 10,000 points, with no ceiling. You start with three. Given that a fully exploited large rock is worth 520 points at ×1 and 1,560 at ×3, the first extra life is roughly a good wave away rather than an hour away.

+ Does it get harder forever?

Not in the way you would expect. Each wave adds one more rock — wave one has four, wave ten has thirteen — and the rocks get 7% faster each wave, but that speed increase stops at wave 13. After that the rocks never get faster; there are simply more of them. The pressure shifts from reaction time to screen management, which is a different game with the same controls.

+ What is the drone and how do I deal with it?

It appears from wave 3, crosses the screen horizontally with a slow wobble, and is worth 200 points — more than any rock. The part nothing tells you: up to wave 4 it fires at completely random angles, and from wave 5 it aims at your ship. Before wave 5 it is a hazard you can drift past; after wave 5 leaving it alive to save two shots is how good runs end. Its rate of fire also tightens, from one shot every 1.55 seconds down to one every 0.9, which it reaches at wave 16.

+ Is there an autofire option?

Yes, on the start screen — hold to shoot rather than tapping. It costs you nothing in score, since the four-shot limit and the miss penalty do the balancing, and it makes the game considerably kinder on a phone or on tired hands.

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