Commodore 64 Longplay - Steg the Slug

Commodore 64 Longplay - Steg the Slug

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Published on ● Video Link: https://www.youtube.com/watch?v=PZFK3zQ5P9o



Game:
Steg (1992)
Duration: 51:13
1,044 views
24


Steg (Otherwise known as 'Steg the Slug'. C64 conversion by Rave Computer Programming and published by Codemasters in 1992. Original game by Big Red Software for other 8 and 16bit home computers of the time.

"It's slime time with Steg the Slug! T'yungunz need nosh and Steg needs to feed 'em. So strap on the bionic legs, engage that rocket pack. Steg's slug family needs raisin!"

One of the last few budget games I got for the Commodore 64. I never completed it and revisiting it now I remember why. The idea of the game is to engulf the grubz in bubbles and let em float around to feed the yungunz. You get some power ups to help you along like jetpack, extra speed and extra energy. It will take some trial end error to memorise the Bad Apple locations that take away your energy. The bionic legs seem the most useless and I didn't find a use for them in any level.

The C64 version of this game doesn't seem to follow the game play rules that the other versions do and it does ends up breaking the game. While the levels are slightly different, they still work mostly the same. It's the bubbles that become a problem as now they explode if they collide meaning you cant just let them go and do their own thing. You have to micromanage them a bit and that costs time. Level 6 and 9 seem broken to me and I can not complete them. Interestingly they are both Ice/industrial in design. I think the icicles should act like spikes, but they don't so I have to pop the bubbles my self. Again causing problems with time. A bigger problem is the vanishing grubz and the fact I have to watch the last bubbles pop else the game just doesn't acknowledge they exist. Only on these two levels though, I had no issues with the rest and have an idea how the level should work from the spectrum version.

The game is very well presented with plenty of music at the start. a shame there is non in game though. For the longplay I used the version from Commodore Format 51 for the loader music. That version has no in game sounds ....So I used the original tape release for the main game. The longplay Shows all ten levels. I used passcodes after failing levels 6 and 9. I show all bonus screens in levels 2-10. Thankfully in this version the main game stops while you are in the bonus areas.

Note: Since the recording I have found that level one does have a bonus screen. Its accessed near the nest at the wall in the right corner.

00:00:00 Loader Music from Commodore Format 51
00:02:55 Title screen Music
----Password screen skipped - Music is used on Win! screen ----
00:05:36 Level Objective screen (I only play this music the once)
00:08:21 Level 1
00:09:41 Level 2
00:12:03 Level 3
00:15:10 Level 4
00:19:17 Level 5
00:21:44 Level 6 (FAIL!)
00:29:27 Level 7
00:33:42 Level 8
00:36:41 Level 9 (FAIL!)
00:46:30 Level 10
00:49:53 Win!







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Steg Statistics For AmigaOmega

AmigaOmega currently has 1,044 views spread across 1 video for Steg. His channel published less than an hour of Steg content, making up less than 0.66% of the total overall content on AmigaOmega's YouTube channel.