Sabre Wulf, Commodore 64

The Commodore 64 version of Ultimate‘s classic Sabre Wulf was made by Greg Duddle of Mr. Micro for Firebird Software, who published the game in 1985.

Graphically, it’s a mix of the chunkiness of the BBC and Amstrad versions, and the “high definition” (ha!) of the original Spectrum version. It’s a pleasing mix anyway, and there’s none of the graphical flicker or colour clash that blights other versions.

Gameplay-wise: it’s the same as the original and there don’t seem to be any problems with control or collision detection. That said: some enemies seem to spawn in places where they don’t in the original, which makes the game slightly more difficult. C64 Sabre Wulf also plays quite fast, which makes it fairly challenging.

Commodore 64 Sabre Wulf is a respectable conversion overall.

Sabre Wulf on The King of Grabs:
ZX Spectrum versionBBC Micro version,
Amstrad CPC version, Commodore 64 version

More: Sabre Wulf on Wikipedia

7 thoughts on “Sabre Wulf, Commodore 64”

  1. “there’s none of the graphical flicker” .. there’s quite a bit, actually… some of the creatures, such as the rhino and the sabre wulf itself, are rendered as software sprites – and also without a clean sync before drawing … so those will flicker badly.

    The rest of the creatures, and the hero, are hardware sprites so are of course fine.

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    1. I just booted the game up and played it for half an hour. The only sprites that show any sign of flicker are the hippo and the wolf (and even then it’s certainly not what I would call bad, or “quite a bit”). Everything else – the enemies, and the player character (ie. the vast majority of the sprites) – are rock solid, with no flicker. Certainly nowhere near as much flicker as in the Spectrum original, which was my point. Your comment is nit-picky, disingenuous and argumentative, and – frankly – pointless.

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