Game Review: Space Walk – Version 2 (Commodore 64, Mastertronic)

Space Walk, Commodore 64, Mastertronic - 1C0006
  • 4/10
    Score - 4/10
4/10

Summary

Space Walk’s second version, released on disk as well as tape, does at least improve on the original release.  The gameplay has been tweaked to be more playable, and the graphics are at least better – although the sound is still not great. There at least is a mission which can be completed without feeling less randomised this time around too, and the action does get more frenetic on later levels.  This was clearly the only version of the game that should have been released, and whilst still not great, is at least playable.

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Space Walk was, as with other early releases programmed by Richard and David Darling, was made with their own The Games Creator, a popular utility at the time to design games.  However, this is the release you would have had if you purchased the game on disk, and subsequently, the second release on tape.  These are marked with Burner loader in the top right corner of the front cover (and thus loads with loading stripes instead of a blue screen) as well as the different instructions inside which state “sixteen different levels of ice-cold, low-pressure death awaits you.”

Planet Earth Is Blue, and There’s Nothing I Can Do

As in the first version, you are in control of a space shuttle, and you need to retrieve some stray satellites that may be orbiting around you.  You will need to battle your way through the space, using your jet pack to have a rendezvous with the satellite, so you can guide it back to the shuttle’s cargo bay and deposit it off.  If the satellite crashes on the surface of the planet or some of the planet’s mountain spikes that stick out – that is immediately game over, no matter how many lives that you have left.  There are plenty of different enemies to shoot including planets, astronauts and later also other spaceships, rockets and an enemy which looks like a pair of pliers, I kid you not.

Sleeping Satellite

Once the game starts, with its prettier background graphics of the planet’s surface and mountains, and the space shuttle, you start off.  The satellite always starts at the top left and heads towards the surface, so first you need to head to the satellite whilst avoiding the planets, astronauts, and other craft.  Once you get to the satellite, holding down the fire button means you can keep hold of it, then move in the directions needed to guide the satellite down to your shuttle.  The sensible thing here is that you can at least still fire at enemies whilst holding on to the satellite, meaning it is hugely more playable – giving you a chance to destroy enemies as you go.

Landing the satellite is also a lot easier too, with a bit of leeway either way towards the back of the satellite and the landing pad with the flag sticking out.  Once you are in position, letting go of fire drops the satellite in, and level complete.  No matter what you shoot, this is the only goal required to complete each level, and as you progress, enemy shuttles and spaceships also make their appearance as well as the pliers which bounce around and make them difficult to shoot.

Calling Occupants of Interplanetary Craft

Although still relatively simplistic in nature, the difficulty curve ramps up sensibly, with the introduction of different enemies as you progress.  The satellite does not drop down too quickly if you let go, giving you a chance to dodge easier – especially if thrusting upwards as naturally the weight of the satellite means you do not go up as quickly as without.  All enemies are shootable, and that does mean you can at least make progress without having to feel like you need to dodge everything in sight either.  These tweaks do improve the gameplay too and at least you feel like you have a fair chance to complete each level.

Ground Control to Major Tom

The later levels get much more frenetic, with the planets, spacecraft, robots, and other enemies really moving at a good pace, and sensible planning is needed to get the satellite quickly and ensure you can get it across to your destination.  The mission may not vary from level to level but there is at least a game in there.  I managed to get to around level ten of the sixteen levels, and with some practice the game is completable.  You do only get three lives and no extra lives either, so it does become quite hard if you lose one or two early on.  Maybe an extra life for a certain score may have helped.

Graphics and Sound

The graphics in this version Space Walk are better than the first.  The planet surface is defined nicely, and the shuttle has more detail, although some of the enemies are still not as well defined.  Sound does have a repetitive tune during play and speeds up when the level is completed.  On getting to level four, it uses the white noise instrument instead and becomes more of a distraction, meaning you will probably reach for the volume control once you get there.  Shame that it was not the same throughout the game, it would be more bearable.

Final Thoughts

Version two of Space Walk, whilst still not very good graphically and sonically, does at least improve hugely on the gameplay.  You do feel more in control of what you are doing, and the mission is clearer to get the satellite across and to land it with the ability to shoot all enemies as you go, even when holding on to the satellite.  The gameplay tweaks really do make it much more enjoyable to play, and whilst still not that good, does at least offer a vastly better experience and clearly should have been the only version released.

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