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Zeta Wing II

This is a fun vertical shoot-em-up for the Commodore 64, sequel to Zeta Wing, itself 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-2)
The strange mutant creatures have returned! Only this time they are tougher than ever! Earth once again needs a hero to stop them... one like you! So strap into your fighter and blast off to end this infestation one and for all!
  • 7 challenging stages, each with their own graphic style.
  • 3 difficulty settings: Easy, Normal, Hard.
  • Lots of parallax scrolling.
  • 12 player weapon upgrades.
  • 7 end of stage bosses.
  • PAL and NTSC compatible.
  • Simultaneous music and sound effects.
  • Supports C64GS joysticks with 2nd button.
  • Save/load settings and high score table to cartridge (.crt version) or disk; settings will auto-load on startup.

Tools Used

  • BizHawk 2.11

My Take

This game is even more AMAZING than the original Zeta Wing! This time, the developer has pushed it so far that it is hard to believe that the Commodore 64 is even able to perform such crazy gaming visuals. Below are the same comments that I made over Zeta Wing, but just amplify this all by 10 times as it was shocking to see all the advancements made to re-make the game into more than it was before.
  • 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.

Big Differences over the original Zeta Wing

In this version, multi-stage boss fights were created. A concept that totally makes this kind of game compete somewhere between the levels of Nintendo and Super Nintendo games. Here...the complexity and difficutly are majorily ramped up and makes the game even more impressive to watch as a TAS. The inclusion of a "Smart Bomb" was added, which didn't really have any purpose until I noticed how it can be used during the boss fights to make things faster.

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. As painful as this game was to TAS, it is somewhat sync friendly but not really. Having to go through this game mulitple times really made me cringe; however, having completed those run-throughs, it was super satifiying to see the cuts. Now that I have the final product, you can be sure that I knowingly didn't leave any frame behind.

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 #10338: nymx's C64 Zeta Wing II in 23:01.705

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