Sonic on the Commodore 64 is an impressive feat that blends nostalgia with technical prowess and offers a unique and enjoyable experience. It's a testament to the C64's enduring legacy and a must-play for fans both of the
c64 and Sonic.
Rating: 10/10
Pros: Impressive graphical and sound adaptation, Fluid gameplay and faithful recreation of Sonic's speed. Technical achievements showcase C64's capabilities
Cons: Limited resolution affects precision platforming, Shorter, less complex levels due to memory constraints.
Overall Experience: A Sonic Adventure Reimagined
Playing Sonic on the Commodore 64 is a unique experience that blends nostalgia with technical innovation. In conclusion, Sonic the Hedgehog on the Commodore 64 is a remarkable accomplishment. It's a must-play for anyone interested in the intersection of retro gaming and technical wizardry, offering a fresh perspective on a classic. This game is not just a nostalgic trip; it's a showcase of what passionate developers can achieve with beloved, albeit old
er, technology.
Sonic requires C64 or C128 (in C64 mode), + compatible REU of at least 256 KB, a disk drive (.d64 and .d81) and joystick an NTSC machine, or a C128 or other CPU accele rator is highly recommended.
Credits :
Code Mr. SID of HVSC Crew, Megadesigns Incorporated
Music Encore of Kollektivet, Undone
Graphics Veto of Oxyron, PriorArt, Tristar & Red Sector Inc.
Download :
https://csdb.dk/getinternalfile.php/222919/Sonic_the_Hedgehog_d64.zip https://csdb.dk/getinternalfile.php/222920/Sonic_the_Hedgehog_d81.zip
https://csdb.dk/getinternalfile.php/223156/Sonic_the_Hedgehog.sid
Want to just watch a video with some history and the game running ?!
https://www.youtube.com/watch?v=NRnDbxvxi-o
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C=free review the sentinel c64
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The Sentinel, released as The Sentry in the United States, was created by
Geoff Crammond and published by Firebird in 1986 for the BBC Micro, then converted to the Commodore 64, Amstrad CPC, ZX Spectrum, Atari ST, Amiga, and IBM PC. Used solid-filled 3D graphics environment, something relatively new
and groundbreaking at the time. This experimental approach led to a game that was unlike most other games on the market. The Amiga conversion also has a sampled soundtrack by David Whittaker.
Gameplay Mechanics and Objective:
The core of Sentinel's gameplay is both innovative and cerebral. The player takes on the role of a 'Synthoid' placed in a surreal, solid filled 3D landscape. The primary objective is to absorb energy and ultimately defeat
the Sentinel, a formidable entity that looms over the landscape.
Players must absorb trees for energy, which can then be used to create 'Roboids' (robot-like entities) or boulders. Strategic placement of these elements is crucial, as the player must continually move upwards in the landscape to avoid the gaze of the Sentinel, who drains the player's energy
if caught in its view.
One of the game's most unique mechanics is the ability to 'teleport' by transferring consciousness from one Roboid to another. This adds a layer of strategic depth, requiring careful planning and foresight on the side of the player.
Comparisons and Legacy:
At its time of release, there weren't many games like Sentinel. Its unique use of 3D graphics and its strategic, almost puzzle-like gameplay set it apart
from more action-oriented titles of the era. The game's emphasis on observation, energy management, and strategic movement was pioneering at the time. In terms of legacy, while not many games have directly copied the Sentinel's format, its influence can be seen in various strategy and puzzle games that emphasize environmental manipulation and strategic positioning.
Player Perspective:
From a player's perspective, Sentinel offers a blend of tense survival and strategic planning. The game's pacing is methodical, requiring patience and careful thought. The eerie, minimalist sound design and the stark, surreal landscapes contribute to an atmosphere of isolation and urgency. The challenge lies in mastering the environment and understanding the best ways to move and manipulate objects to stay out of the Sentinel's sight.
Graphics:
The graphics of Sentinel were a significant achievement, especially
considering the limitations of hardware at the time. On the Commodore 64, the game utilized the machine's ability to handle detailed graphics to create an immersive 3D environment..
On the Commodore Amiga, these graphical capabilities were enhanced further. The Amiga's advanced graphics chipset, with its higher resolution and greater color depth, allowed for more detailed and smoother landscapes. The game's environment consisted of a checkerboard landscape, scattered with objects like trees, boulders, and the Sentinel itself. The use of perspective and shading gave a sense of depth and height, crucial for a game where vertical movement and line-of-sight played key roles.
Sound:
Sound in Sentinel was minimalistic but effectively used to create an
atmosphere of isolation and tension. The Commodore 64'’s SID (Sound Interface Device) chip was adept at creating distinctive sound effects and ambient tracks. The game didn't have a continuous soundtrack; instead, it used sparse sound effects to emphasize actions like the absorption of energy, the creation of Roboids, and the menacing presence of the Sentinel. This minimalistic approach to sound design was deliberate, aiming to keep the player focused on the strategic elements of the game without distraction.
Gameplay and Its Uniqueness:
The gameplay of Sentinel was unique for several reasons:
Strategic Movement: Unlike many games of its time, which focused on fast-paced action or linear progression, Sentinel required careful and strategic
movement. Players needed to constantly assess the landscape, plan their next move, and position themselves out of the Sentinel's view.
Energy Management: The game introduced a complex energy management system.
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