Rastan arrived in arcades in 1987, a period when Taito Corporation Japan was riding high on the success of titles like Bubble Bobble (1986) and was actively competing in the crowded action-platformer space dominated by Capcom and Konami. The game drew clear inspiration from the sword-and-sorcery aesthetic popularized by the Conan the Barbarian films of the early 1980s, casting players as a muscular barbarian warrior slashing his way through six multi-stage worlds filled with mythological creatures, crumbling bridges, and treacherous platforming sections. This was a moment in arcade history when operators demanded games with immediate visual impact and a punishing difficulty curve to maximize coin intake, and Rastan delivered on both counts.
Gameplay centers on a single joystick and two buttons — one for attacking and one for jumping — a control scheme simple enough for any passerby to grasp within seconds. The barbarian hero swings a sword in a wide arc that can hit enemies both in front of and slightly above him, which becomes critical when dealing with the game's many airborne foes such as harpies, dragons, and winged demons. Each of the six worlds is divided into three stages, and the player must reach the end of each stage before a strict timer expires. Running out of time costs a life just as surely as taking too many hits, so momentum is always rewarded over cautious play.
A notable mechanical layer comes from the weapon and item pickup system. Scattered throughout the stages are power-up orbs that temporarily replace the hero's sword with alternative weapons — a mace, a fire sword, and an axe among them — each with different reach and attack patterns. Armor pieces and cloaks can also be collected to reduce incoming damage, and a cross item grants temporary invincibility. Because these pickups are time-limited, players must constantly weigh the risk of pushing forward aggressively to grab items against the danger of the enemies guarding them. The game's enemy variety is substantial for its era, with each world introducing new creature types that require adjusted timing and positioning to defeat reliably.
The level environments scroll horizontally and feature vertical platforming elements including ropes that the hero can grab and climb, adding a layer of traversal complexity beyond simple left-to-right running. Bridges collapse underfoot, forcing quick reactions, and some enemies spawn in waves that can overwhelm a stationary player. Boss encounters cap certain stages and demand pattern recognition rather than brute force.
In its arcade era, Rastan was a genuine hit for Taito, filling cabinets in arcades across North America, Europe, and Japan. Its bold, colorful sprite work and the iconic fantasy theme music composed for the cabinet made it stand out on the floor. The game was subsequently ported to numerous home platforms including the Sega Master System, Commodore 64, Amiga, Atari ST, and the TurboGrafx-16, extending its reach well beyond the arcade. These ports varied in quality but kept the game in the public eye through the late 1980s and into the early 1990s, cementing Rastan as a recognizable title in the action-platformer canon of the era.