Red Max

Red Max, Developed by David Darling and released in 1987 by Codemasters.

Longplay Information

Author(s): MadMattyMadMatty
System: Commodore 64
Region:
Language:
Subtitle Language:
Additional Info: No information available
Publication Date: 26/09/2023
YouTube Release: 31/12/2030
Duration: 00:11:55
File Size: 22.34 MB (22876.00 KB)
Downloads: 64 downloads
File Links:

Archived Submission Thread

Screenshot

Player's Review

"REDMAX - The Astroworld drifts silently through space, the crew of the massive craft lie in suspended animation below the surface unaware of the fission mines being planted throughout the complex above by the renegade Death Lords. You wake suddenly to the piercing sound of the intruder alert. Your P.C. blinks on, the cursor dashes across the VDU revealing your daunting task. Intruder alert . . . REDMAX is fuelled and ready to go . . . De-activate 27 fission mines on the surface, proceed to the lift and descend to engineering level, turn on 8 backup nuke-core cooling systems, shut down 4 power plants, return to lift and descend to hibernation complex and re-animate 9 crew members."

Developed by the author of Last V8 comes another frustrating, infuriating, insanely difficult, unbeatable? game. Level 1 isn't to bad once you know where all the mines are as the level is quite small but level 2 can be challenging as I show with no fuel that I could find to pick up, so very much against the clock and need to find the best route (I didn't). You can go though the electric field on level one if you get trapped behind them but you need to be moving fast to minimise the damage.

Level 3 is quite sadistic in that you need pixel perfect precision movement going on. There are points where you really need to hug the wall to make it through. Too close and its back to the start of the level. You might notice me taking some weird turns as I navigate due to invisible radioactive areas. I cant be sure if these areas are a bug or not, but they can be damn annoying and again require pixel precision to move around. Some pixels are radioactive and cause huge shield damage if not moving quickly. In some areas, if you don't hit the slime perfectly you are locked into a path that forces you into a wall so again precision required. No real ending, which seems to be a common theme with games like this but at least we end with a nice piece from David Whitaker.

00:00:00 Demo
00:01:00 Level 1
00:03:50 Level 2
00:06:10 Level 3