Armalyte

Last updated
Armalyte
ArmalyteUSBoxShotC64.jpg
North American cover art
Developer(s) Cyberdyne Systems
Publisher(s) Thalamus Ltd
Platform(s) Commodore 64, Amiga, Atari ST
Release
Genre(s) Scrolling shooter
Mode(s) Single-player
Multiplayer

Armalyte is a left-to-right scrolling shooter in the style of Gradius released for the Commodore 64 by Thalamus Ltd. It was marketed by Thalamus as the sequel to Delta , which was also a left-to-right horizontally scrolling shoot 'em up, but Delta was created by a different programming team.

Contents

Gameplay

The aim of Armalyte is to progress to the end of a long, horizontally scrolling level where the screen will cease scrolling and battle will commence with a boss. Beating the Boss allows the player to progress to the next level. There are eight levels in all. Smaller Bosses are encountered midway through each level and these also have to be beaten to progress further.

During each level the player encounters numerous small enemy ships, many of which fly in fixed formation. Levels also feature scenery which can destroy the player's ship if touched. Weapons can be upgraded through an upgrade system (see below).

A crucial difference with a number of earlier scrolling shooters is that any weapons upgrades gained during a level are not lost if the player's ship is destroyed. However, at the start of the next level, the player's ship loses all upgrades (except for the Batteries and Generators).

Weapon system

The player's ship (coloured blue) begins the game with a forward-firing laser that produces two shots, and a battery with a single storage cell that powers the ship's 'Super Weapon' (see below). In the one player game there is also an automatic drone ship that has the same capability as the main ship and which follows the main ship around the screen. In the two player game the drone is replaced by a second ship (coloured red and with a different design) that is fully controllable by the second player.

A number of "munitions pods" are positioned throughout the levels and, if shot repeatedly, transform sequentially into a variety of power-ups:

The power-ups are collected simply by colliding the ship with them. If the munitions pod is captured without having been converted to a power-up then it makes the ship invulnerable for 5 seconds.

When there is charge in the ship's battery, the player can fire a 'Super Weapon'. There are three types of Super Weapon each of which is fired in the forward direction:

Firing these weapons reduces the charge in the battery, with Type A the greatest drain, and Type C the least.

The drone ship in single player mode is indestructible and follows the player's ship around the screen. When the main ship fires any of its weapons, the drone will fire the same weapon at the same time. The drone ship can be made to freeze in its position by pressing the space bar on the keyboard, thus allowing the main ship to move independently.

In the Two Player Mode, the drone ship is replaced by another ship which is fully controllable by the second player and has all the same features. The number of Munitions Pods is doubled in the Two Player Mode.

Development

The in-game credits list the members of Cyberdyne Systems as John Kemp (systems programming), Dan Phillips (main programming), and Robin Levy (all graphics, attack waves, level design). Music and sound effects were provided by Martin Walker, who was the programmer of Thalamus' fourth release Hunter's Moon.

Reception

Armalyte was critically acclaimed by several magazines and was given the following awards and/or ratings:

Legacy

Cyberdyne Systems announced that Armalyte 2 was being developed for the Commodore 64, with an intended 1990 release date. However, the moving away of key team member Robin Levy made it impossible to progress on the graphical elements, and the game was ultimately cancelled. [4] In 1991 a game called Armalyte was released on the Amiga and Atari ST by Arc Development. This wasn't a port of Armalyte, but a remake created by Arc Developments. A remake for the Game Boy Advance was in the works, but never completed. [4]

In 2013 Dan Phillips and Robin Kemp formally announced that they had reunited and were resuming work on Armalyte 2. However, they stressed that due to the geographic separation between them and their lack of access to working Commodore 64 hardware, it would be a very long time before the game was finished, if ever, and that it might consist of no more than a single level. [4]

Related Research Articles

<i>Paradroid</i> 1985 video game

Paradroid is a Commodore 64 computer game written by Andrew Braybrook and published by Hewson Consultants in 1985. It is a shoot 'em up with puzzle elements and was critically praised at release. The objective is to clear a fleet of spaceships of hostile robots by destroying them or taking them over via a mini-game. It was later remade as Paradroid 90 for the Commodore Amiga and Atari ST home computers and as Paradroid 2000 for the Acorn Archimedes. There exist several fan-made remakes for modern PCs. In 2004 the Commodore 64 version was re-released as a built-in game on the C64 Direct-to-TV, and in 2008 for the Wii Virtual Console in Europe.

<i>Tyrian</i> (video game) 1995 video game

Tyrian is a vertically scrolling shooter developed by Eclipse Software for MS-DOS and published in 1995 by Epic MegaGames. Tyrian was programmed by Jason Emery, illustrated by Daniel Cook, and its music composed by Alexander Brandon and Andras Molnar. The game was re-released as freeware in 2004. A free and open-source port of the game started in April 2007.

Thalamus Ltd was a British computer game developer that published titles for a number of 8-bit and 16-bit platforms during the late 1980s and early 1990s.

<i>Star Goose</i> 1988 video game

Star Goose is a vertically scrolling shooter that was published for the Amiga, Atari ST, and MS-DOS by Logotron in 1988. The player controls Scouser-Gitt, who pilots the eponymous Star Goose, a vessel that has been commissioned to scour the planet Nom and collect 48 crystals. Players must collect all six crystals in each of the game's eight levels to advance, while at the same time avoiding or destroying enemies and maintaining their shield, ammunition, and fuel levels. The game's surfaces are contoured, which affects the way that bullets travel, and contain tunnels that switch modes to a three-dimensional perspective where the player can replenish their resources.

<i>Flimbos Quest</i> 1990 video game

Flimbo's Quest is a 2D platform game published by British publishing house System 3 for the Commodore 64, Amiga, Atari ST and Amstrad CPC. A ZX Spectrum version was produced but never released. The game itself was developed by Laurens van der Donk in the Netherlands who was involved in the demoscene being in both Boys Without Brains (BWB) and Hotline.

<i>Xenon 2: Megablast</i> 1989 shoot em up video game

Xenon 2: Megablast is a 1989 shoot 'em up video game developed by The Bitmap Brothers and published by Image Works for the Amiga and Atari ST. It was later converted to the Master System, PC-98, X68000, Mega Drive, Commodore CDTV, Game Boy, Acorn Archimedes and Atari Jaguar platforms. The game is a sequel to Xenon and takes place a millennium after the previous title. The goal of the game is to destroy a series of bombs planted throughout history by the Xenites, the vengeful antagonists of the first game.

<i>R-Type II</i> 1989 video game

R-Type II is a horizontally scrolling shooter developed and published by Irem. It was released in arcades in 1989. It is the sequel to R-Type, and the second game in the R-Type series.

<i>Sanxion</i> 1986 video game

Sanxion is a horizontally scrolling shooter developed by Stavros Fasoulas for the Commodore 64 and published in 1986 by Thalamus Ltd. It was the first game released by Thalamus. A ZX Spectrum port followed in 1989. Fasoulas also wrote Delta and Quedex.

Apex Computer Productions was the brothers John and Steve Rowlands, British based game designers and programmers on the Commodore 64 in the late 1980s and early 1990s.

<i>Hades Nebula</i> 1987 video game

Hades Nebula is a 1987 vertically scrolling shooter for the Commodore 64, ZX Spectrum and Atari ST by Paranoid Software and published by Nexus Productions. The player controls an upgradable fighter that must battle its way through thousands of enemy ships before it confronts the final boss, Emperor Hades. There are fifteen levels.

<i>Dropzone</i> 1984 video game

Dropzone is a horizontally scrolling shooter developed by Archer Maclean for the Atari 8-bit family and published in 1984 by U.S. Gold. It was ported to the Commodore 64, and later released for the Nintendo Entertainment System, Game Boy, Game Gear, and Game Boy Color.

<i>Slap Fight</i> 1986 video game

Slap Fight is a 1986 vertically scrolling shooter arcade video game developed by Toaplan and published by Taito. Set on the colonized fictional planet of Theron in the future, where an alien race led by Gaudy have invaded the human-controlled location, players assume the role of an Allied League of Cosmic Nations (ALCON) fighter pilot taking control of the SW475 space fighter craft in an effort to counterattack the invaders. Initially launched for the arcades, the game was later ported to other microcomputer and console platforms by various third-party developers, with each one featuring several changes or additions compared to the original release.

<i>Katakis</i> 1987 video game

Katakis is a horizontally scrolling shooter developed for the Commodore 64 by Rainbow Arts in 1987, and converted to the Amiga by Factor 5 in 1988. It was re-released as Denaris in 1989. The name Katakis has a Greek origin and was found in a phone book in Gütersloh, Germany. The name Denaris was created by a random name generator, and by coincidence, matches a Greek name as well.

<i>Menace</i> (video game) 1988 video game

Menace is a horizontally scrolling shooter developed by DMA Design and published by Psygnosis. It was originally released for the Amiga in 1988, and was ported for the Atari ST, Commodore 64, and MS-DOS in 1989. The game is set on the planet of Draconia, where players are tasked with destroying the planet's defence mechanisms in order to kill the harmful creatures.

<i>Light Force</i> 1986 shooter game

Light Force is a 1986 vertically scrolling shooter designed by Greg Follis and Roy Carter, developed by their company Gargoyle Games, and published under their Faster Than Light imprint. It was released for the Amstrad CPC, Commodore 64, and ZX Spectrum platforms.

<i>Line of Fire</i> (video game) 1989 video game

Line of Fire is a first-person light gun shooter game developed by Sega and released for arcades in 1989. It was released with two arcade cabinet versions, a standard upright and a sit-down cockpit, both featuring two positional guns. The cockpit design allows the player(s) to sit down while playing the game, while having two-handed machine guns, controlled by a potentiometer-controlled gun alignment software system. The game follows a two-man commando unit as they try to escape from a terrorist facility after seizing a prototype weapon.

<i>The Real Ghostbusters</i> (1987 video game) 1987 video game

The Real Ghostbusters is a 1987 shoot 'em up arcade game developed and published by Data East. It is loosely based on Ghostbusters. In Japan, Data East released it as a non-Ghostbusters arcade game under the title Meikyuu Hunter G. In 1989, Activision published The Real Ghostbusters for Amiga, Amstrad CPC, Atari ST, Commodore 64, and ZX Spectrum.

<i>Hero of the Golden Talisman</i> 1985 action-adventure video game

Hero of the Golden Talisman is an action-adventure video game developed by British studio Mr Chip Software and published by Mastertronic in 1985 for the Commodore 64. A port to the Amstrad CPC followed. It is an early example of the Metroidvania style, despite preceding both of the genre's namesakes.

<i>Judge Dredd</i> (1991 video game) 1991 video game

Judge Dredd is a 1991 platform shoot 'em up video game based on the character of the same name. It was developed by Random Access and published by Virgin Mastertronic. It was released in Europe in 1991, for the Amiga, Atari ST, Commodore 64, and ZX Spectrum. Critics found the gameplay repetitive.

<i>Pastfinder</i> 1984 video game

Pastfinder is a vertically scrolling shooter designed by David Lubar and published by Activision in 1984 for the Atari 8-bit, Commodore 64 and MSX home computers.

References

  1. 1 2 Armalyte at GameFAQs
  2. "Zzap!64 100th Issue Pull-Out Special Page 5".
  3. "Computer & Video Games".
  4. 1 2 3 Fisher, Andrew (December 2013). "The Commodore 64 Games that Time Forgot". Retro Gamer. No. 122. Imagine Publishing. p. 53.