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A VIC 20 Sub Chase remake for the Commodore 64

Programming, graphics and sound by Karsten Senkel

FEATURES
8 different enemies
3 game modes for 1 or 2 player simultaneously
Weapon upgrades
Balanced difficulty curve
Highscore table

CONTROLS
Joystick port 1 & 2
RUN/STOP-Key to pause current game

GAME MECHANICS
Game starts with 3 lives for each player.
An extra life is provided every 10000 points.
In cooperative mode there is a common
life counter for both players, so a gained extra
life can revive a previously eliminated player.
At the beginning, every ship is equipped with
2 depth charge launchers and a shockwave bomb.

By wrecking special targets, 3 additional launchers
can be obtained, so that a maximum of 5 depth
charges per player can be active at one time.
If all possible launchers are in place, the destruction
of more special targets will restore missing
shockwave bombs. If these bombs are already present,
shockwaves are triggered.
Loosing a life decreases the number of additional
launchers. A new shockwave bomb is also provided
with every new level.


NOTES
Sub Chase 64 is developed for PAL systems but
will also run (a little faster) on NTSC.
Sub Chase 64 has been tested on real hardware
(CRT recommended) as well as on the Vice emulator.
Sub Chase 64 is SD2IEC compatible (single load file).

BACKGROUND
Sub Chase for the VIC 20 was written by
Roger Merritt and published by UMI Inc. in 1982.
The booklet reads:
"The mines bubbling up from dreaded fleet of
submarines tunneling the water beneath you
can be defeated by well-placed barrages of
depth charges from your nuclear Sub Chaser.
Destroy the subs and you will destroy the
danger. The more successful you are, the
heavier the attack, so go for high score"
This game had fascinated me at the time and since
I could never find a corresponding version for the C64,
I now tried to make one myself.

Download

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Click download now to get access to the following files:

subchase64.d64 170 kB
subchase64.prg 49 kB

Comments

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Very, very good game, congratulations!

We (from the commodoremania.com forum) have a doubt... How do you make the jellyfish behind the background?

If the jellyfish are chars and the background is chars, how do you avoid the colour clash?

(+1)

Thank you very much, and I´m glad you asked.
The seabed is just a set of sprites ;-)

Thank you very much for your response!

Interesting! Didn't think those were sprites!

Great little game! Any chance you'd be willing to share the source and / or graphics?

Hi, if you need any sources, send me an email to spacefirehawk(at)gmx.de

Email sent!

(1 edit)

Brilliant little game and a lot fun. The addition of a pause button is such a simple yet welcome addition and I wish more games had it. Would be cool if the game could remember my initials for the high score to save me selecting them each time? An option to save the score would be super awesome too! Well done .

Hey Steve, thank you. Regarding the missing highscore saver, it´s the same thing like with Space Firehawk:

Sub Chase 64 is intended to be a arcade/cartridge game, so I haven´t implemented any disk operations.

But if you really need a high score saver: The guys from Laxity have built it into their cracked version, which can be found on csdb.dk

Just turn off the trainer ;-)

i liked this game

Good new game, thumbs up.

Thanks, Sparky-D  :)

Very nice :)

Hey, thanks for announcing !

Excellent game! Really nice!

thank you :)

Love this conversion! Any chance for adding paddles control?

(1 edit)

Interesting idea. I would have to get a pair of paddles first to see how it could work. Not sure how one shoud release the shockwave with paddles, have to think about it.

Really nice game!

Good run, thank you !

very good

enjoy !