Big Brother's regime has collapsed. Earth needs energy, and needs it fast. You've been given the task of saving the world. In the days of the old republic, nuclear plasma an excellent power source was stored on four different planets. For years the pods have remained harmless, sitting on the different worlds inside rocky caverns. Equipped with a highly manoeuvrable but totally unarmed ship it's your job to fly over the pods and capture them one by one with your ship's tractor beam.
The plan is fine, but one thing everyone forgot was the automatic defence system created by the long gone empire. As your ship approaches, ancient gun housings burst into life. Your only hope is to dodge the incoming shells.
Your first problem with playing 1985 is encountered when travelling to one of the four planets. You begin on a moon near to the four podzones, and your craft is moored in a sort of hangar construction. When the game starts, the mooring beams pull away leaving your spaceship drifting in mid air. Gravity affects your ship and it starts to drift down. A short burst of thrust is needed to avoid bashing into the hangar walls.
The spacecraft is a bit like the one in Asteroids: it can rotate and thrust, and since the moon and all the planets the pods are housed on are airless, there's no friction at all. A short pulse of throttle and you're liable to drift for ages. This makes it very easy to crash into things. Once out the hangar, you have a choice of four planets sitting in the sky. Fly towards one of the planets and a transporter beam whips the ship down to the world's surface.
Your ship constantly uses fuel when going after a pod, and if the fuel bar at the bottom of the screen indicates an empty tank, you crash. Once the plasma is collected, some of the energy is syphoned into the ship and the fuel bar at the bottom of the screen is replenished. The main screen takes up the top three quarters of the display, showing the planet in a pseudo three dimensional view. As the craft nears the edge of the screen, more scenery scrolls into view.
Gun emplacements are quite deadly, firing slow bullets at the spaceship. Though they look very easy to dodge, it soon becomes all too easy collide with a shell and die. Sinister yellow spaceships patrol the skies of the four plasma worlds. They don't take an active stand against your mission but represent an extra hazard to avoid.
Once the four sheets have been negotiated, there's an extra stage where the fusion core itself is held. Trying to rescue this little goody is not very easy at all, but the rewards are very much worth it.