Playing Alloyrun (C64)

The C64 has been blessed with a huge number of decent scrolling shoot ’em ups over the decades , but one of note which was completed but not actually released Alloyrun by Ash & Dave who were also behind Mission Monday. There’s a far more in-depth account of why this game wasn’t released at Games That Weren’t, but the short version is that the intended publisher ran into financial difficulties before going under without a release happening. That’s something of a shame because the game itself is pretty solid with some nice if somewhat unusual parallax background scrolling, two simultaneous players flying craft that look suspiciously like the Silver-Hawk and some fantastic title and high score tunes from the Maniacs Of Noise.

There are two parts to each level, the first has scrolling backgrounds which must be avoided – easier said than done especially since there are a few “cheap” spots where a dead end doesn’t reveal itself until there’s no way out – which are inhabited by waves of swirling enemies and, once the end of the map has been reached, the action moves into deep space for more enemy waves before culminating in a boss fight which, rather unusually for this kind of game, can actually be avoided by dodging around the large craft as it crawls menacingly across the screen.

When certain enemies are downed they leave behind spheres which contain weaponry power-ups, the colours denote which option is available for collection and the game helpfully displays the weapon name on the status bar as well, although picking the item up can be tricky since they continue to follow the attack wave’s movement pattern. Trying to keep hold of the bouncing laser is sensible since it fires a couple of angled beams which rebound off the top and bottom boundaries of the playfield and pass over the landscape; these make dealing with hard to reach enemies easier – especially when paired with the front laser even if that stops at the walls – and can be used on the boss’s shields from above or below without being in the line of fire. Care needs to be taken even when fully armed though, because, although it doesn’t just leave the player with the default pea shooter, losing a life also powers down the weapons.

I’ve enjoyed playing Alloyrun ever since I received the Legend crack which was doing the rounds – since the game was never commercially released that’s pretty much how anybody would have got it – and, whilst not quite up there with C64 classics like Armalyte, Io or Enforcer, it still plays well. My only real complaints would be the one mentioned above – those unfair dead ends which have stolen my precious bouncing laser so many times over the decades – and the slightly lacklustre bosses, but they’re not deal breaking issues so I still go back to this one regularly.

4 thoughts on “Playing Alloyrun (C64)

  1. A decent blaster. To be honest, this is a game that I’ve returned to over the years thus tend to forget that is was actually ‘released’.

    I will admit that the first level (blue colour with odd parallax scrolling in the wrong direction) kind of inspired me when I did some background graphics for Tr00per on his (unfinished) C64 game, Frixxion. I’ve always loved blue and purple shades on the C64 and love the parallax effect which is why I pestered Tr00per into doing it for the ‘see-through’ parts for background in Frixxion.

  2. I’m a little hazy after all these years, but reckon the Alloyrun backgrounds and those animated laser gates inspired Warflame to some degree as well.

  3. Damn, of course in my post above where it says.. ‘forget that is was actually ‘released’’, the was should be *wasn’t*…
    [/embarrassed look]

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