Tilt - Commodore 64 - longplay

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Published on ● Video Link: https://www.youtube.com/watch?v=kMxhPceuD88



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Also released for ZX Spectrum.
The player must cross a path with a ball and to make it roll he must tilt the entire plane of the path itself. The system is reminiscent of those classic toys where you make balls move in a maze.
Tilt was a budget edition game and had good reviews as an original and simple to understand game.
According to Zzap!64 it was technically well made, in particular the three-dimensional animation was fluid and remarkable for a low-budget title (2.99 pounds in England).

Cover
The cover is not inspired by the game itself, but depicts Roger Frames, a fictional character from the British magazine Commodore Format, (usually used when reviewing cheap video games) praising Tilt.
The magazine gave a rating of 93%, the highest it has ever given to a low-cost title.

A porting of Tilt for Amiga was made and even reviewed by Amiga Power magazine in 1992, but it appears to have never been published.

Gameplay

The player must travel a ball along the course, avoiding it touching the walls, until it reaches a hole at the other end. To make the ball roll you can slightly tilt the entire board in one of eight directions, thus taking advantage of gravity.
Tilt changes are not instantaneous, but occur with a quick animation and, on the Commodore 64, with an electric motor sound effect.
Along the way, in fact, we will come to find some sliding doors that block the passage and should be avoided like the walls. The doors can be opened all at once by pressing the fire button, but they close immediately afterwards, so it is necessary to open them at the right moment when the ball arrives.
Obviously, the further you go, the more difficult this action will become.

At more advanced levels, instead of some of the solid doors there are traps: low-level light barriers. These are deactivated and allow passage only while the player changes the inclination of the path, so the motion of the ball must be altered in some way just as it passes through the trap.

The energy bar is depleted a little with each tilt performed. If you hit walls or obstacles you lose some more energy and the path must be started over again, but the doors and traps that had already been passed through will no longer be there. After each bump, or after completing the route, you receive a score and an energy recharge depending how much distance has been travelled. When the energy runs out you have a short extra energy slot that allows you to continue for a little longer (what can be defined as the last chance).

There are only four different paths/boards for level. Once passed, the game starts again from the first board, butadding new obstacles.
From the second to the fifth level only obstacles will be added to each path, starting from the sixth level, up to the tenth (the last level in terms of changes, since the game is actually endless) the ball becomes bigger, making it more difficult to avoid obstacles and impacts.
From level 11 onwards the game will remain almost unchanged and the exact same sequence as level 10 will be repeated until there is game over.

A nice budget title, compelling and original, technically well done, although with not perfect collisions.
It deserves to be played at least once.
8/10

Many many many thanks to our italian Commodore 64 hero, minotaurus :D
As usual what you have read were his note & some wikipedia descriptions, thanks!

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