- Release Year: 2001
- Platforms: Windows
- Developer: James Bunting
- Genre: Action
- Perspective: Top-down
- Game Mode: Online Co-op, Single-player
- Gameplay: Level editor, Modding, Shooter
- Setting: Military, Science fiction
- Average Score: 92/100

Description
Meteor is a freeware top-down shooter where players take on the role of Sergeant Ash to reclaim the Meteor orbital ion cannon complex from terrorists. Armed with a diverse arsenal including handguns, rocket launchers, and laser cannons, players navigate the facility while battling enemy forces. The game includes built-in editors allowing for the creation of custom mods and levels. Developed using Allegro, Meteor offers both single and multiplayer modes.
Where to Buy Meteor
PC
Meteor Mods
Meteor Guides & Walkthroughs
Meteor Reviews & Reception
dosgames.com (100/100): The oddly named Meteor is a really great action/adventure game.
mobygames.com (84/100): Meteor is a great game.
tiltforums.com : Meteor is a great game.
moddb.com : Meteor is a look down military shooter for Windows 98/2000/XP/Vista/x64 supporting single player, cooperative and head to head game modes over a LAN or across the Internet.
Meteor: Review
Introduction
In the crowded landscape of freeware shooters, Meteor (2001) emerges as a forgotten gem—a top-down tactical action game that married ambitious scale with grassroots modding culture. Developed by James Bunting and his volunteer team, this Windows-centric title tasked players with retaking a hijacked orbital ion cannon from terrorists. While its premise echoed Commando and Cannon Fodder, Meteor distinguished itself through its unprecedented multiplayer scope (supporting up to 64 players) and a suite of built-in editing tools that fostered a dedicated modding community. This review argues that Meteor’s true legacy lies not in its raw technical prowess, but in its role as a pioneering sandbox for player creativity—a precursor to modern modding ecosystems and a testament to the collaborative spirit of early 2000s indie development.
Development History & Context
The Vision and the Constraints
James Bunting began Meteor in 1998 as a DOS project, leveraging the Allegro library for its graphics and sound. The initial 1999 alpha was a niche experiment, but the 2001 Windows rewrite (v1.1) marked a pivotal shift. By migrating to DirectX and Win32, Bunting enabled smoother performance and, crucially, unlocked the game’s modding potential. This was a deliberate response to the era’s technological constraints: while commercial games like Star Wars: Galactic Battlegrounds dominated the real-time strategy space, Meteor thrived on accessibility. Its freeware model democratized development, allowing volunteers like Martin (graphics), Andy Goth (title screen), and Diego A. Zetina Sosa (trooper designs) to contribute across 27 credited roles.
The Gaming Landscape of 2001
Released amid the golden age of freeware (Soldier of Fortune 2, Counter-Strike), Meteor occupied a unique niche. While multiplayer-focused shooters like Unreal Tournament dominated LAN parties, Meteor offered asynchronous play via dial-up-internet support. Its top-down perspective also evoked classic titles like C-Dogs, but Meteor expanded the scope with 16-bit color and mission-based objectives. The inclusion of editors for maps, sprites, and weapons reflected the growing demand for user-generated content—a trend later mainstreamed by The Sims and Minecraft.
Narrative & Thematic Deep Dive
Plot and Premise
The narrative is a straightforward yet effective Cold War thriller. Players assume Sergeant Ash’s role in reclaiming the “Meteor Defense System” (MDS)—an orbital weapon ostensibly designed to meteor strikes but covertly built by terrorists to target global cities. After terrorists seize the complex, Ash must neutralize them, deactivate the cannon, and prevent catastrophic misuse. The plot unfolds across 13 missions, each with clear objectives: infiltrate bases, rescue hostages, disable force fields, or eliminate high-value targets. While dialogue is minimal (primarily mission briefings), the narrative effectively frames gameplay as a race against time, with the MDS’s encrypted codes adding urgency.
Thematic Undertones
Meteor explores militarism and technological dual-use. The MDS’s dual purpose—civilian defense turned weapon—mirrors real-world debates about satellite tech and orbital weapons. Ash’s role as a lone anti-terrorist specialist echoes post-9/11 anxieties, positioning him as a bulwark against asymmetric threats. The lack of moral ambiguity in the narrative (terrorists are uniformly evil) simplifies themes but reinforces the game’s arcade sensibilities. Ultimately, Meteor’s narrative serves as a functional scaffold for its core appeal: tactical, mission-driven combat.
Gameplay Mechanics & Systems
Core Combat and Progression
Meteor’s gameplay revolves around top-down tactical action. Players control Ash, navigating claustrophobic bases, open airfields, and industrial complexes. Combat emphasizes positioning and weapon variety: 10 arms include a pistol, shotgun, rocket launcher, and laser cannon, each with distinct reload mechanics and ammo constraints. Movement uses absolute directional controls (e.g., “up” always moves toward the screen’s top), a design choice that aids tactical awareness but can frustrate during doorway navigation.
Mission Design and Objectives
Missions blend combat with light puzzle-solving. Examples include:
– Disabling force fields by finding and activating switches.
– Using helicopters to bypass destroyed bridges.
– Leveraging friendly AI as cover, as they auto-engage visible enemies.
Objectives vary from “destroy all enemies” to retrieval missions, though most devolve into “kill everyone in red” (enemies) while friendly units wear green. This simplicity is offset by emergent scenarios—like using rocket launchers to collapse structures and block paths—that reward experimentation.
Innovation and Flaws
The modding suite is Meteor’s crown jewel. Built-in editors allow players to:
– Design maps with custom tiles and sprites (using .pcx transparency).
– Create new weapons, projectiles, and AI “races” (e.g., tanks, helicopters).
– Script events via message triggers (e.g., /t:ITEM for power-ups).
This fostered a vibrant community, with mods like Before Meteor adding prequel campaigns. However, the UI suffers from quirks: the right-click-to-aim/left-click-to-fire scheme feels unintuitive until automatic weapons are unlocked. Controls also prioritize speed over precision, leading to accidental deaths in tight spaces.
World-Building, Art & Sound
Setting and Atmosphere
The MDS complex serves as the primary setting, blending sci-fi and military aesthetics. Levels include control rooms with glowing consoles, hangars with helicopters, and open fields with force fields. The orbital cannon’s presence looms large, reinforced by mission briefings emphasizing its destructive potential. This creates a claustrophobic tension—players are never far from the weapon, heightening the stakes.
Visual Direction
Meteor uses 16-bit color with a muted palette of greens (player), reds (enemies), and grays (bases). Sprites are functional but expressive: troopers react dynamically to gunfire, and explosions feature particle effects. The tile editor allows custom environments, though default graphics evoke late-90s shareware. Notably, the title screen (by Andy Goth) and intro FLC animations showcase polish absent from the core gameplay.
Sound Design
Audio is high-impact, with weapon sounds (pistol cracks, rocket blasts) and environmental cues (helicopter rotors). Music in .XM/.MOD format adapts to missions, but the standout is the randomized sound system: adding numbers to filenames (e.g., explosion1.wav, explosion2.wav) lets the game select audio dynamically, enhancing replayability. However, the absence of voice acting limits character depth, relying on text for lore.
Reception & Legacy
Launch and Player Response
Released as freeware, Meteor avoided commercial scrutiny but found a niche on sites like DOSGames.com and ModDB. Players praised its “excellent freeware underdog” status, awarding it a 5/5 rating on DOSGames.com for its “shooting/explosions” and modding potential. MobyGames records a modest 4.2/5 player score, highlighting its cult appeal. Critics noted its simplicity but lauded the editors as revolutionary for a 2001 title.
Enduring Influence
Meteor’s legacy is rooted in its modding tools, which predated games like Garry’s Mod by years. The community at Meteormods.com produced total conversions (e.g., Pigs), new weapons, and campaigns. James Bunting’s sequel, Meteor 2 (2004), refined mechanics but retained the editors. Though Meteor 3 remains in development (dubbed Meteor: Forever), the original’s impact is evident in modern indie shooters like C-Dogs SDL and OpenTTD, which prioritize user creativity. Its freeware model also inspired contemporary titles like Noita, proving that accessibility and community engagement can outlast technical polish.
Conclusion
Meteor is a flawed yet fascinating artifact of early-2000s indie gaming. Its narrative is a functional framework, its combat is repetitive, and its UI shows its age. Yet its modding suite and multiplayer ambition transcended these limitations, creating a blueprint for player-driven content creation. For historians, it exemplifies the DIY ethos of freeware development; for players, it remains a tactical playground with unmatched customization potential. While it may never reach the mainstream acclaim of Doom or Counter-Strike, Meteor’s legacy as a modding pioneer ensures its place in video game history—a testament to the power of collaboration and community in shaping interactive experiences. Verdict: An essential, if imperfect, piece of gaming archeology.