American and Soviet miners in the asteroid belt have been cut off from contact with Earth by solar flares, and become engaged in a nuclear war for dominance.
In Ares Magazine #1 (March 1980), Steve List rated Asteroid Zero-Four at 6 out of 9, saying, "the key to the game is the static defenses; missiles to pick off the incoming ships at long range and lasers to swallow up those who close.
"[7] Alestair Brown in White Dwarf #22 (December 1980 – January 1981) gave it a 6, and said "verdicts ranged from almost total bewilderment ... to enthusiastic enjoyment".
[8] In Issue 35 of Phoenix, Richard Jordan found the missile damage resolution too time-consuming, and concluded "A good idea, although too much bookkeeping for my liking [...] For Sc-Fi buffs well worth looking at, and for Wargamers in general an excellent combination of Strategy and Tactics.
While not overly complex or onerous for its time, today’s gamers may find Asteroid Zero-Four too labor intensive for a pure slugfest style game.