Back in the day, they would stop at nothing to port a game. Whatever the challenge, lol. And most the time they succeeded! Given the hardware, that C64 port right here is like a prowess. And listen to that original sound! Anyway, nowadays better play the arcade version, of course. But we have a record in video game history.
Yay! You chose Tyris... 💖💖💖💖💖💖💖💖💖 As you said, the game is a decent conversion but yeah, the one enemy on screen at a time REALLY drags it out. I have a feeling that when it was game over, instead of rewinding the tape you could just let the tape run and it would load the next level. I could be wrong though, it was years ago! TYRIS! 💖💖💖
That's because the Commodore 64 could only have 8 sprites on-screen at a time without using fancy raster tricks. The problem is that multiplexing the sprites uses a chunk of CPU time that is needed for music. Each sprite is only 24 pixels wide by 21 pixels tall, on a screen that's 320x200 pixels. To make them big enough, the developers decided to use 4 sprites per character, making them 48 pixels wide by 42 pixels tall. The drawback is obvious... there could only be one enemy at a time.
@@pferreira1983 I wont survive if im born 60-70, Im from 90s, my father used play Golden age,Shinobi, batman etc sega Back in the days. So it remind me some. Dam im getting old
The NES had 5 sound channels. Two of them could only produce square waves, one could produce triangle waves, and one was a noise channel. The fifth channel was designed for playing small audio samples. So, the NES could only play three notes at the same time. The Commodore 64's sound chip has only _three_ sound channels, so like the NES, it can only play three notes at the same time. The difference is that each of those three channels can play square waves, triangle waves, sawtooth waves, or noise. You could vary the pulse width (instead of locking it at 50% like on the NES). Each channel had its own Attack / Decay / Sustain / Release envelope (instead of just being "on" or "off"), and you could apply high-pass, low-pass, or band-pass filters and ring modulation. Basically, it only had three sound channels instead of five, but each channel was far more versatile. But since both the C64 and NES can play a similar number of notes at the same time, they sound very similar to the untrained ear.
It wasn't a console. It was a computer, with keyboard and everything. More than 12 million were sold. (Commodore *attempted* a console based on the Commodore 64 hardware, but they only sold a few thousand, and only in Japan.)
@@pferreira1983 I'm just surprised SEGA have there games on other machines, concoles or computers (though they did have Sonic CD & Racing on PC' around 1996 to 97.
Back in the day, they would stop at nothing to port a game. Whatever the challenge, lol. And most the time they succeeded! Given the hardware, that C64 port right here is like a prowess. And listen to that original sound! Anyway, nowadays better play the arcade version, of course. But we have a record in video game history.
Bonk all the way.
mega drive version is pretty good as well
This comment section was killed by Death = adder!
Axe Battler: *holds a sword*
Axe: am I really that much of a joke to you?
Loved playing this series.
GOOD GOOD GAME!!!
Oh man talk about blast from the past! 😃
They should have done it on the nes like this but I guess it's made by sega so they would not have wanted to do that.
I think they released this in Japan for the Famicom, but no way they'd do this in the US!
but... that ending?
better than PC ENGINE CD.
tnx 4 muzic!
Nice!
Lack of colours is what kills it. Interesting however it ports the arcade version, not the MD version.
How many versions of Golden Axe for the Commodore 64 were released? Is there more than two? Is this the EU tape version?
ost much much, much better of game
глянь!а музыка похожа как на версии SEGA классно
wow they really didn’t try with the look of the floor did they
Yay! You chose Tyris... 💖💖💖💖💖💖💖💖💖 As you said, the game is a decent conversion but yeah, the one enemy on screen at a time REALLY drags it out. I have a feeling that when it was game over, instead of rewinding the tape you could just let the tape run and it would load the next level. I could be wrong though, it was years ago! TYRIS! 💖💖💖
Only 1 Enemy at a time... 🤭
Meh, it was the 80's, the 8 bit era.
That's because the Commodore 64 could only have 8 sprites on-screen at a time without using fancy raster tricks. The problem is that multiplexing the sprites uses a chunk of CPU time that is needed for music. Each sprite is only 24 pixels wide by 21 pixels tall, on a screen that's 320x200 pixels. To make them big enough, the developers decided to use 4 sprites per character, making them 48 pixels wide by 42 pixels tall. The drawback is obvious... there could only be one enemy at a time.
@@SpearM3064 Best comment of the entire session. Someone who explained in detail the technical limitations of the humble C64
Like
Anos 90, Mega Drive... Saudades...
Mas isso aí é um Commodore 64, não um Mega Drive, kkk
Kick A$$!
Eu adoro mais o 3
Que versão sofrível, meu Deus.
Girl on girl action 😉
I JUST realized HOW boomer I AM after watching this
60s or 70s?
@@pferreira1983 I wont survive if im born 60-70, Im from 90s, my father used play Golden age,Shinobi, batman etc sega Back in the days. So it remind me some. Dam im getting old
@@maftuhbillahtrisaputro3960 If you were born in the 90's you ain''t a boomer. You're a millennial.
@@pferreira1983 nope im boomer, And dont wanna Be one like millenial :D
@@maftuhbillahtrisaputro3960 Well technically anyone born from 1982 onwards is a millennial but okay if that makes you happy.
Sounds like nes music
The NES had 5 sound channels. Two of them could only produce square waves, one could produce triangle waves, and one was a noise channel. The fifth channel was designed for playing small audio samples. So, the NES could only play three notes at the same time.
The Commodore 64's sound chip has only _three_ sound channels, so like the NES, it can only play three notes at the same time. The difference is that each of those three channels can play square waves, triangle waves, sawtooth waves, or noise. You could vary the pulse width (instead of locking it at 50% like on the NES). Each channel had its own Attack / Decay / Sustain / Release envelope (instead of just being "on" or "off"), and you could apply high-pass, low-pass, or band-pass filters and ring modulation.
Basically, it only had three sound channels instead of five, but each channel was far more versatile. But since both the C64 and NES can play a similar number of notes at the same time, they sound very similar to the untrained ear.
@@SpearM3064 Do you make tracks on the NES or just study the hardware and sound chips out of curiosity?
too. much time to start🙄
So this was a non SEGA console?
It wasn't a console. It was a computer, with keyboard and everything. More than 12 million were sold. (Commodore *attempted* a console based on the Commodore 64 hardware, but they only sold a few thousand, and only in Japan.)
I hope in 60 years time people are around who know what a C64 is if that's your question.
@@pferreira1983 I'm just surprised SEGA have there games on other machines, concoles or computers (though they did have Sonic CD & Racing on PC' around 1996 to 97.
@@boru25 Sega ported a good number of arcade games to computers in the late 80s.
awful
this version is one of the worst ever made... but the music is incredible.
Nah it seems to be alright.
I am brazilian
Ok
Waxed?
É dois