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Zeta Wing

This is a fun vertical shoot-em-up for the Commodore 64, inspired by the arcade game Gemini Wing, and winner of both the RGN Gamers' Choice Award 2020 for the Commodore 64, and Indie Retro News Budget Game Of The Year 2020. (https://sarahjaneavory.itch.io/zeta-wing)
Strange mutant creatures have appeared across the surface of planet Earth! Earth needs a hero to stop them... one like you! So strap into your fighter and blast off to end this infestation for good!
  • 7 challenging stages, each with their own graphic style.
  • 3 difficulty settings: Easy, Normal, Hard.
  • Lots of parallax scrolling.
  • 10 player weapon upgrades.
  • 7 end of stage bosses.
  • PAL and NTSC compatible.
  • Simultaneous music and sound effects.

Tools Used

  • BizHawk 2.11

My Take

This is an AMAZING game! I have never seen such beautiful coding, as the game runs extremely well on many fronts.
  • Lag: This game has virutally no lag. Every so often, one frame will show up, but it is when extreme situations occur. Lag is not experiences in about 99.9% of the game.
  • More than 8 Sprites: Yes! On the Commodore 64, more than the hardware limit of eight sprites can be displayed by using raster interrupts to reuse sprite registers at precise moments during screen drawing. The VIC-II chip renders the display line by line, and by triggering an interrupt at specific raster lines, a program can change sprite positions, colors, and image data after some sprites have already been drawn. This technique—often called sprite multiplexing—allows the same hardware sprites to be repositioned further down the screen, creating the illusion of many more independent sprites than the system natively supports. Because of this, the developer show at times, an overwhelmingly amount of moving objects to deal with!
  • Parallax Scrolling: This a visual technique where multiple background layers move at different speeds—typically achieved through clever manipulation of character graphics, sprite reuse, and raster interrupts—to create an illusion of depth. It is especially impressive because the C64’s hardware does not natively support true multi-layer scrolling, so programmers had to exploit tight timing, limited memory, and precise raster control to simulate it, pushing the system far beyond its intended graphical capabilities.
  • Graphics: The Commodore 64 is often remembered for its fixed 16-color palette, but clever programmers found ways to push far beyond that limit. By rapidly alternating two colors in patterns—such as checkerboards, stripes, or interlaced pixels—the machine exploits the way displays and human vision blend nearby hues, creating the illusion of entirely new colors. Techniques like dithering and color mixing, combined with the analog characteristics of CRT televisions, allowed artists and developers to simulate gradients, shading, and a much richer palette than the hardware officially supported, giving C64 graphics a depth and vibrancy that seemed impossible on paper. Here in this game, graphics are so well done that you would almost think they were on original Arcade hardware. In fact, I asked a coworker to comment on this game and they thought it was an Arcade version.
  • Sounds: I am not aware of too many techniques in sound creation for this game, but I will say that they are rich and powerful with much to show off for various actions throughout this game.
  • Music: This is a very impressive addition, as the music is not a repeating pattern that you see with most Commodore 64 games released. Here, a full score of music is pushed to the limits, using alternation "voices" to give the illusion that more instuments are playing that are possible on the hardware. With 3 sound channels, the developer really makes this part shine.
  • Boss Fights: This is one parts that made me think of how Nintendo create their games...with big, detailed, and very active looking creators that took much effort to defeat.

Effort In TASing (Not BOTed)

Since this is an auto-scroller, optimization doesn't really matter until the end of each stage where a boss awaits. By knowing the boss (movement patterns and attack waves), I am able to quickly defeat it and move on to the next stage.
Having to redo this TAS, was not exactly something that I wanted to do...but I was able to do so with a great deal of satification. I had re-did this TAS 3 times, before I exhausted all of my ideas on cutting frames. I am very happy to finally presenting you with this aware winning game, that I trust you'll enjoy.

Ending Choice

This game has a definite ending, as you will see a congradulatory message on defeating the alien invasion.

Human Comparison

Speedrun.com doesn't have a WR for this, but I found a youtube video of casual play to demonstrate a human's ability to play it.


TASVideoAgent
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This topic is for the purpose of discussing #10337: nymx's C64 Zeta Wing in 19:56.986

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