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LBRY Claims • shadow-of-the-beast-longplay-c64-50-fps

702e3da69564c78b78f003f80b6b97e21a90c544

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Created On
23 Nov 2020 08:48:50 UTC
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Safe for Work
Free
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Shadow of the Beast Longplay (C64) [50 FPS]
Developed by DMA Design and published by Ocean in 1990

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I saw the trailer for the PS4 reboot/remake of the Amiga classic, Shadow of the Beast and I was left quite optimistic by what I saw. I then remembered that I'd recorded a longplay of the C64 version way back in 2012 when I first started this channel and that the video quality was pretty rubbish, so I decided to do a new recording with improved video quality and do a review at the same time!

For those unfamiliar with the game, it was originally released for the Commodore Amiga computer and it was, for it's time, something of a technical marvel, with fancy graphics and superb audio. Sadly, the game was incredibly frustrating to play, possessing high difficulty and multiple dead ends where the player could reach the end of the game, only to find that they'd failed to collect a key or item right back near the start. Fun to play it was not.

Considering just how technologically advanced the Amiga version was, one has to wonder why anyone would bother trying to convert the game to a notably less powerful 8-bit system. Well, put your cynicism on hold, give the game a try and I think you'll be pleasantly surprised!

Sure, the game plays very similarly to the Amiga version, so many of the gameplay criticisms with that version apply to this version as well. However, the fact that the player's starting health points are more than doubled from 12 to 25 is a huge improvement and you stand a much better chance of making it beyond the first boss.

Richard Swinfen did a really top notch job on the coding for this version. The game features multiple levels of parallax scrolling, much like it's more powerful sibling, which is quite an achievement given the disparity between the two machines. The game runs at a consistently solid frame rate throughout, without any noticeable glitches or compromises being made.

Most of the original Amiga content has been transferred to the C64 version in tact. In fact, the only omissions I did notice were the bouncing eyeballs (presumably the C64 was unable to reproduce the sprite squashing/expansion effects effectively) and the removal of the jet-pack shooting stage towards the end of the game. In honesty, I always though the change in gameplay from platformer to shoot 'em up to be quite jarring, so the C64 actually feels more consistent in terms of gameplay and feels the better for it's removal.

Whilst the graphics were never going to match the Amiga version, they're still very good and most of the enemy designs are present, if in a slightly chunkier, lower resolution format. Particularly impressive are some of the larger sprites, such as the bosses and flying dragons that proved tha
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https://www.youtube.com/watch?v=R_GdJiEjSho
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Content Type
Unspecified
video/mp4
Language
English
Open in LBRY

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