Commodore 64 Longplay [032] Metal Dust (EU)

Ойындар

www.longplays.org
Played by: MadMatty
Metal Dust, developed by Stefan Gutsch and Chester Kollschen and published by Protovision in 2005.
“Thousands of enemies, four big worlds, two armed ships and the only goal … VICTORY!”
This is the one and only commercial game released for a SuperCPU accelerated Commodore 64. The number of users still using a C64 in 2005 would have been few and the number of those owning the CMD SuperCPU accelerator would have been even less making the game a tough sell right from the start. The game can still be bought at the Protovision website in a digital format suitable for use in emulators which is the only sensible way to play it today as buying a SuperCPU today could cost 4 figures!.
Metal dust is a shoot em up that can be played in 1 or two players. There are multiple difficulty levels with the notable effect of deciding how many lives you start with. Graphically, the game is heavily influenced by the style of Manfred Trenz known for titles such as Turrican, Katakis and R-Type. You control your craft as expected, shooting at any enemies on screen with a number of different weapons which you can collect throughout the game. Weapon power ups are thrown at you all the time so you are never without your favourite weapon combo. You also get a megablast which you need to charge by holding the fire button, but be careful as the resulting shot can easily throw your ship back into the scenery ending you! There are 4 long and treacherous levels to play through with each have mid level and end bosses to contend with.
Overall the game is well presented with a couple of long music pieces at the start. Loading images precede each level and there is a long outro at the end. An intro explaining a little of the backstory would have been welcome, but that's a minor gripe ...really.
While I am not sure what the SuperCPU is doing gameplay wise ( compared against other great shoot em ups like enforcer from Manfred Trenz), it is doing most of the work of playing back the digitised audio stream that gets preloaded into the 4 megs of ram provided by the SuperCPU. This allows a great soundtrack with speech samples without disrupting the games sound effects. It no doubt helps with the animated parallax scrolling and huge number of enemies on screen.
My main gripe with the longplay is the sound for the boss fights. It sounds very over amplified. I can't tell you if that happens on a real C64 or is the fault of the Vice 3.3 8580 Sid Emulation. This version of the Vice SuperCPU emu doesn't really give you much control over the sound. The game is large being on 4 800k disks requiring a 1581 drive. I have cut out a lot of the loading time which would would have easily seen this video an hour long if left in.
And now for the time stamps. Sure to upset someone with having 10+mins of music play out at the start of the video but when you are trying to archive a game in its entirety, that's how we roll.
00:00:00 Protovision intro Music
00:04:15 Metal Dust Title Music
00:11:30 Level 1
00:17:35 Level 2
00:24:45 Level 3
00:31:00 Level 4
00:40:40 Ending
00:46:00 Credits
00:50:52 Highscore / Game Over -
Disclaimer: Most videos by World of Longplays use SaveStates!

Пікірлер: 44

  • @greensun1334
    @greensun13349 ай бұрын

    It's awesome what's possible with an overclocked CPU - great looking pseudo parallax scrolling, fast bullet action and colorful graphics, only held down by the amount of possible colors and sprite limitations. It looks almost like a TG-16 game and sounds nice as well!

  • @dafimperator
    @dafimperator3 жыл бұрын

    True masterpiece! These parallax effects looks killing. And volumetric lights ;) the fire effect at last boss, soundtrack, wow!

  • @shaunbebbington6411
    @shaunbebbington6411 Жыл бұрын

    I may be the first person outside of Protovision to complete this game, but only because I reviewed it for Retro Gamer magazine and was given the final release candidate. As, you know, I owned a SuperCPU and wrote some of my columns for Retro Gamer on my C128 with GEOS and geoWrite.

  • @KnightsofBytes
    @KnightsofBytes2 жыл бұрын

    Thanks for giving Metal Dust a spin! :-) We really enjoyed watching it as longplays of our SuperCPU-shooter are extremely rare...

  • @shayneerwin2809

    @shayneerwin2809

    2 жыл бұрын

    Looks great. Do you know if it would work on the C64 Maxi?

  • @pferreira1983
    @pferreira19834 жыл бұрын

    Those are some clear voice samples. Very impressive!

  • @kordoz10
    @kordoz102 жыл бұрын

    absolutely breath-taking !!!

  • @daviddyer3543
    @daviddyer35434 жыл бұрын

    Is there a guide to program for SuperCPU to do stuff like slice-by-slice digimusic, SFX, interplexed sprites and stuff. Also, would it be possible to do a follow up to Metal Dust and have more levels in it?

  • @Finarvas
    @Finarvas4 жыл бұрын

    Main theme by German electronic band Welle: Erdball

  • @shermanbrown419

    @shermanbrown419

    3 жыл бұрын

    What about beginning music?

  • @BobbyCharlz
    @BobbyCharlz Жыл бұрын

    Such a great intro song!

  • @deltamudkip
    @deltamudkip Жыл бұрын

    I'm very curious as to what that voice after the countdown in stage 1 is saying...also OH MY GOSH THOSE STAGE 2 BOSSES ARE SO COOL

  • @TheagoSilverWolf1992
    @TheagoSilverWolf19924 жыл бұрын

    the ship's designer remembers the Darius/Sagaia

  • @Espilonarge

    @Espilonarge

    4 жыл бұрын

    1) The ships are called Silverhawks (not to be confused with the old cartoon series). 2) While the weapon segments do resemble the "Cutter" and "Cannon" wings of a Silverhawk, the cockpit is clearly an omage to R-Type's Arrowhead.

  • @robertmiles9942
    @robertmiles9942 Жыл бұрын

    So the level 1 boss is the R-Type ship rebuilt as a monster? Nice!

  • @shaunbebbington6411
    @shaunbebbington6411 Жыл бұрын

    Also kudos for completing this game on the Crazy difficulty level! The best I can do on this level is to around the middle of level 3. 教えてセンセイ

  • @bozimmerman
    @bozimmerman Жыл бұрын

    Anyone who can get past level one in this game is a genius, imho. Well done.

  • @retroszpuntafan
    @retroszpuntafan3 жыл бұрын

    Super music!!

  • @trydowave
    @trydowave4 жыл бұрын

    love the relentless bosses in this. i want it.. shame i dont have a super cpu for my 64 :(

  • @theyamo7219

    @theyamo7219

    3 жыл бұрын

    You can still emulate it though

  • @trydowave
    @trydowave4 жыл бұрын

    just curious... without the sampled tunes could this be ported to a regular c64? or is there just too much trickery going on with the graphics as well as the sound?

  • @reiul9787
    @reiul97874 жыл бұрын

    Commodore 64 rules!

  • @Corsa15DT

    @Corsa15DT

    3 жыл бұрын

    its not really a C64

  • @Corsa15DT
    @Corsa15DT3 жыл бұрын

    Wait, the Supercpu has new sound chip?

  • @MegaasAlexandros
    @MegaasAlexandros4 ай бұрын

    Did the uploaded mean commodore amiga ?

  • @shermanbrown419
    @shermanbrown4194 жыл бұрын

    What is that song in the beginning?

  • @shermanbrown419

    @shermanbrown419

    3 жыл бұрын

    @@oniglock doesn’t add up

  • @rukawa23gold
    @rukawa23gold4 жыл бұрын

    Commodore lasted till 2005? Wow.....

  • @GreenGearMood

    @GreenGearMood

    4 жыл бұрын

    Surreal.

  • @ArcturusDeluxe

    @ArcturusDeluxe

    4 жыл бұрын

    Not really, Commodore the company went bust in 1994, but there are still big communities around the C64 and Amiga, and as such it's still fairly common for new games to come out for those machines.

  • @pferreira1983

    @pferreira1983

    4 жыл бұрын

    New games are still made for any console or computer.

  • @theyamo7219

    @theyamo7219

    3 жыл бұрын

    @@pferreira1983 Yes and no. When was the last time you saw a new game for the Fairchild Channel F? LOL

  • @shaunbebbington6411

    @shaunbebbington6411

    Жыл бұрын

    It lasted until 2001 with CMD being the last hardware manufacturer to support the system, or for software, Protovision started supporting the C64 in the late 1990s and continue to provide quality software until today.

  • @mikejohnson699
    @mikejohnson6993 жыл бұрын

    Looks like a mega drive game

  • @ramireza6904

    @ramireza6904

    2 жыл бұрын

    Well no. Most of the SuperCPU Power was used for the sample playback.

  • @sjake8308

    @sjake8308

    8 ай бұрын

    To me it looks more like an 8-bit game on steroids. It's really impressive, though.

  • @lukasgruber1280
    @lukasgruber1280Ай бұрын

    only issue I have with this game: the player ship looks ugly and could use some animation

  • @Espilonarge
    @Espilonarge4 жыл бұрын

    Stage 1's boss is literally a sprite-rip from Thunder Force IV's Stage 2's boss. Stage 2's boss is using a "Force" unit from R-Type> Stage 3's boss is using part of the legs and feet of Dr. Robotniks Palmtree Panic mech from Sonic CD. Hard to tell if they used a variant of ED-209 from a Robocop game or something similar (leaning towards the ED-209 from Robocop vs The Terminator on SNES). Stage 4 is using similar/exact assets from R-Type (mostly the enemies) and Turrican/2/3 (the stages "xenomorph" heads, walls and the large cobra-like enemy). Not sure if the boss is copied from somewhere but uhh... it looks like something that I'd rather not say. Stage 5's sub-boss is literally a sprite rip of the "Big Hand" boss from Super Turrican. The main boss is using a variant of Sagat's Tiger-Fireball from Street Fighter (hard to narrow down exactly "which" version, either Super Street Fighter 2 Turbo HD Remix or Street Fighter Zero/Alpha 2) and it's spread shot seems to either be a copy (or homage) to either Space Gun's or Space Harrier's "blaster" weapon for the player.

  • @Espilonarge

    @Espilonarge

    4 жыл бұрын

    Truth be told, I'm impressed by what they managed to do with C64 hardware (including music and voice samples) but it's hard to actually enjoy watching this knowing they've actually profited off other peoples sprite artwork...

  • @1337Shockwav3

    @1337Shockwav3

    4 жыл бұрын

    @@Espilonarge I know one of the people involved (who's credited in the outro) ... this basically started out as a personal techdemo for the flash8 turbo cartridge. If you rip the soundtrack from the game, it actually runs perfectly fine on said cart (not out of the box tho) ... therefore it's not quite impressive for the SCPU, while the original effort for the flash8 is. About the gameplay, prime example of coder gameplay for me ... unless you have the game down with pixel precision in your muscle memory even the 99 lives cheat isn't too helpful. I'm afraid the game was hyped way too much by Welle: Erdball in the early 2000s for the games good. Remember: People spend up to 2000€ for a SCPU nowadays, just to play this game (and maybe run Wings64). But good eye there, that's quite some ripping there.

  • @christianwerner7132

    @christianwerner7132

    2 жыл бұрын

    Some of those smaller walkers and tech-backgrounds are also very similar to those of Katakis/R-Type. Can't say I'm blown away by the designs of this game. Everything is so cluttered. I think if you have that limited palette you should maybe not focus on busy backgrounds making the screen hard to read. A single colour works much better. I do appreciate the little cinematic moments and surprises they put in the game though.

  • @Andros2709
    @Andros27092 жыл бұрын

    SuperCPU and all the rest, yet it still has only 4 levels, just like IO and Scorpius.

  • @shaunbebbington6411

    @shaunbebbington6411

    Жыл бұрын

    As someone who has completed this game on all but one difficulty levels, I can confirm that those 4 levels take a long time to learn and master. I may be able to complete levels 1 and 2 without loss of game lives, but not so on levels 3 and 4. Level 3 is especially claustrophobic and in my opinion well designed. I think it is the best level.

  • @sjake8308

    @sjake8308

    8 ай бұрын

    The levels are pretty long, though. It's about 30 minutes for a playthrough, which is a decent length for a shoot 'em up. If you want something longer, go play a Compile game. 😝

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