Savage

Savage, developed by Probe Software and published by Firebird in 1988.

Longplay Information

Author(s): MadMattyMadMatty
System: Commodore 64
Region:
Language:
Subtitle Language:
Additional Info: No information available
Publication Date: 29/09/2023
YouTube Release: 31/12/2030
Duration: 00:38:57
File Size: 73.12 MB (74876.00 KB)
Downloads: 72 downloads
File Links:

Archived Submission Thread

Screenshot

Player's Review

"First levels - Fired by rage, Savage plunges into an orgy of violence destroying all who stand in his way. Second level - Savage enters the Valley of Death where a 3D viewpoint allows him to scan the horizon and plot a path through the grotesque monoliths. Third Level - Savage summons his trusty Eagle Warrior and using a telepathic link flies him into the labyrinth to rescue his maiden. CAN YOU BE THE SUPREME FIGHTING MACHINE ........... SAVAGE"

This is more of a Jeroen Tel C64 SID album with interactive game parts which is probably the best way to think about the C64 conversion of this game. Compared to the other 8 and 16bit versions, the C64 game doesn't really hold up with colours and effects taking a back seat here with the game being quite a vivid game on the other platforms.

Level One isn't to bad difficulty wise. just keep running right, best to ignore any enemies behind you and just hold that fire button down for constant attacks. Grab any shields for a shield which helps massively. Energy potions are in the barrels and can be knocked out of the mid boss's that appear. If you are killed, you are invulnerable for a while so keep running! You are at the mercy of the collision detection during the platform jumping areas.

Level 2 is overly challenging with it being far to easy to run into the walls but there isn't much else trying to kill you until the end when an orb appears. Just keep it off screen to avoid it. Level three gets silly with enemies constantly spawning around you and even in you. Killing enemies awards energy at least but best rest near a cauldron for a refill.

The way the longplay is laid out is a bit different to the usual. The game allows music or sfx during play but as the levels are quite short, the music would be cut early. So I have let the music play out on the title screens and used sfx during play. The music has a lot of repeated sections making you think it has looped but then all of a sudden a new sound will appear.

The game has a game breaking bug right at the very end. During level three you are tasked with collecting four treasures to bribe the guard at the end of the level to free the prisoners. However the game does not track these properly so you can never get the proper ending. However .. Through the wonders of Action replay I have found the issue and I am able to show the ending. The game appears to be tracking the number of enemies killed on the same register as number of items collected. To show the end this number has to be zero (not four like I would have expected). The value rolls around to zero after 252 kills (plus the four treasures) but good luck tracking that.

00:00:00 Introduction
00:06:50 Level One Title Music
00:12:30 Level One Game
00:16:13 Level two Title Music
00:22:20 Level Two - Game
00:30:02 Level Three Title Music
00:33:55 Level Three Game