Buck Rogers: Planet of Zoom Longplay (Commodore 64 Version) - Warning: Contains Flashing Lights!
Buck Rogers: Planet of Zoom Longplay (Commodore 64 Version) -
Buck Rogers: Planet of Zoom is a pseudo-3D rail shooter developed by Sega and first released in arcades in 1982. The game casts players as Buck Rogers, piloting a spacecraft through various environments to combat enemy forces and navigate obstacles. Its behind-the-ship perspective and fast-paced gameplay were innovative features for the time, setting it apart from other arcade titles.
The Commodore 64 version, released in 1983, sought to replicate the arcade experience within the technical limitations of the platform. Players control Buck Rogers’ ship across multiple stages, each offering distinct challenges. These include navigating through sequences of electrified gates, engaging in combat with enemy saucers, dodging and destroying large bouncing obstacles known as space hoppers, and confronting a massive mother ship in a climactic battle. The game incorporates a fuel system, with the ship’s fuel depleting over time and through player actions. Completing stages efficiently replenishes fuel, while running out of fuel forces players to restart the current loop, adding an extra layer of difficulty.
Visually, this port features well-crafted sprites and smooth animations that capture much of the essence of the arcade original. The sound effects, while simpler than those in the arcade version, effectively complement the on-screen action and contribute to the immersive experience.
In my view, Buck Rogers for the C64 does a decent job of bringing the arcade experience to the home, though it’s not without its limitations. While the gameplay is engaging and it captures some of the original's spirit, it doesn’t quite match the excitement of the arcade version. That said, it’s still a memorable title in the Commodore 64 library, and it’s interesting to see how early developers worked to recreate the arcade feel on home systems.
Ps.
I originally planned to quit after completing the first loop—losing a couple of lives while pausing to stop—but in the end, I decided to keep going.
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