Beamrider Longplay (Commodore 64 Version) - Warning: Contains Flashing Lights!
Beamrider Longplay (Commodore 64 Version) -
Beamrider is an arcade-style shooter developed by David Rolfe and published by Activision in 1983. Originally designed for the Intellivision, it was later ported to a range of systems, including the Commodore 64. The game offers a unique take on the genre, combining fast-paced action with a visually striking pseudo-3D perspective.
In Beamrider, you pilot a spacecraft tasked with defending Earth from alien invaders. The action takes place on a grid of beams stretching into the distance, giving the illusion of depth and setting it apart from the typical flat 2D shooters of its era. Your ship moves horizontally along the bottom of the screen, firing lasers at enemies advancing along the beams. The goal in each wave is to destroy a set number of enemy ships to progress to the next "sector," with the game becoming more difficult as you advance.
The Commodore 64 version captures much of the original gameplay’s intensity, offering smooth graphics and responsive controls that make it enjoyable to play. The grid design is well-represented, though slightly less vibrant compared to the original Intellivision version. Enemy movement and animations are fluid, and the pseudo-3D effect remains intact, albeit less pronounced. The sound effects on the C64 are simple but effective, with crisp laser blasts and explosions enhancing the action.
Gameplay in Beamrider is highly challenging. Enemies appear in increasingly aggressive waves, and the player must react quickly to dodge attacks and destroy threats. Strategic use of the ship's limited torpedoes is essential, especially against certain enemies or obstacles that are resistant to the primary laser. Each sector introduces new challenges, keeping the gameplay fresh and engaging for those chasing high scores.
Personally I've always appreciated Beamrider for its innovative presentation and addictive gameplay. While the Commodore 64 version is faithful to the core mechanics, I feel visual impact was slightly diminished compared to the Intellivision, which had leveraged its unique hardware to create a more pronounced sense of depth. Despite this, the C64 port stands out as one of the better home computer adaptations, maintaining the speed and intensity of the original.
Today, the game is still remembered as a hidden gem from the golden age of gaming. Its combination of skill-based action, unique visuals, and escalating difficulty ensures it remains a favorite for fans of classic shooters. The Commodore 64 version, in particular, is a testament to how well the system could replicate an arcade-like experience.
PS.
Once again, the game is extremely challenging. Based on what I’ve seen on YouTube, I highly doubt it’s possible to progress beyond a certain point without using TAS or similar tools. For the record, I don’t use TAS, so my longplay showcases me clearing the first 10 sectors, with the 10th completed on the hardest difficulty. The game features three difficulty levels, and the 10th stage marks the beginning of Difficulty 3. In games with endless or a very high number of repetitive levels, most longplays focus on showcasing at least one level completed on the hardest setting—and that's exactly what I achieved.
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