Super Scroller Computer Games


Super-scroller Computer Games


I define super-scrollers as computer games that employ smooth, fast and/or variable-rate screen-scrolling; sometimes in parallax.

Super-scrollers originated in the shoot 'em up genre via the legendary Williams Defender and Konami Scramble coinops of 1981.

Super-scrollers can scroll vertically, horizontally or multi-directionally.

Commodore 64 Super-scrollers


The Commodore 64 was famous for its smooth hardware screen-scrolling. Naturally, the C64 also hosted the best 8 bit super-scrollers.

The first great C64 super-scroller was Archer Maclean's Dropzone of 1984. However, Dropzone was originally coded by Maclean for the Atari 8 bits in 1984.

The first C64-original super-scrollers were Stavros Fasoulas' Sanxion and Andrew Braybrook's Alleykat of 1986. And the ultimate super-scrollers on 8 bit computer-game machines are Andrew Braybrook's Uridium of 1986 and Manfred Trenz' Turrican of 1990.

This is a chronological listing of Commodore 64 super-scrollers.

Defender Commodore 64 1983


The legendary Williams Defender coinop of 1981 was ported to C64 by Joseph Simko of Atarisoft in 1983.


Protector 2 Commodore 64 1983


Ken Rose ported Mike Potter's Atari 8 bit Protector 2 of 1982 to the C64 in 1983. Protector 2 is a great Defender-like. There is no original Protector 1981 on the C64; Vic 20 only.


Guardian Commodore 64 1984


Steve Evan's Guardian was the first fast and busy Defender clone on the C64. Most impressive.


Dropzone Commodore 64 1984


Archer MacLean's Dropzone on C64 left most early Defender ports and clones in the dust. Indeed, Dropzone is the one of the best Defender clones and one of the best super-scrollers in shoot 'em up history.


Sanxion Commodore 64 1986


Sanxion was coded for the C64 by Stavros Fasoulas of Thalamus in 1986. Sanxion is a variable-rate horizontal super-scroller with dual-scrolling viewports (side-on and overhead) and parallax scrolling. David Whittaker's sound effects and Rob Hubbard's music are also excellent.


Alleycat Commodore 64 1986


Designed and coded by Andrew Braybrook of Graftgold pre-Uridium, Alleykat is a C64-exclusive shooter-racer hybrid and seminal super-scroller. Alleykat features gameplay verticality, extremely fast and smooth variable-rate scrolling, destructible landscapes, six rival craft and eight types of races, with each race-track varying in obstruction density, lap requirements and prize money.


Alleykat tech-specs are as follows:

  • Virtual Sprite System (VSS)
  • Flicker-free hardware & software sprites
  • Auto-detects & Enhances for C=128
  • 50 FPS Super-scroller
  • Color-cycling "rainbow text"
  • 3-voice audio
  • 32 race-tracks
  • Playfields 20-screens in length
  • 1-player or 2-player non-simultaneous coop
 

Uridium Commodore 64 1986



Iridis Alpha Commodore 64 1986


Jeff Minter of Llamasoft coded the psychedelic Defender-like and super-scroller, Iridis Alpha, for the C64 in 1986. As with all Minter's games the playability is 10/10.


Thunderbolt Commodore 64 1987


Thunderbolt of 1987 is a bi-directional horizontally-scrolling super-scroller coded by Gavin Raeburn for the C64. Solid.


Task 3 Commodore 64 1987


Cybernetic Arts coded Task 3 for the C64 in 1987. Task 3 is a vertically-scrolling super-scroller.


Retrograde Commodore 64 1989


Coded by John Rowlands and Rob Ellis of Thalamus for the C64 in 1989, Retrograde is an innovative combo of Defender-like and run and gun. Indeed, Retrograde is one of the best shoot 'em ups to appear on 8 bit micros. Beating every 16 bit shooter of 1989 except Battle Squadron, Retrograde is also a C64-exclusive.


Guardian 2 Commodore 64 1990


Steve Evans of Hi-Tec coded Guardian 2: Revenge of the Mutants for the C64 in 1990. Guardian 2 is a solid shooter, but it came out too late in the C64's life-cycle.


Turrican Commodore 64 1990



Amiga Super-scrollers


Like the C64 before it, the Amiga was also notable for its super-smooth hardware screen-scrolling, but the Amiga took super-scrolling to the next level via Holger Schmidt's Turrican 2 of 1991 and Andrew Braybrook's Uridium 2 of 1993 as well as via Bernhard Braun's Mega Typoon of 1996 and Level One Entertainment's Apano Sin of 2000.

It goes without saying that the Amiga hosted the best Western 16 bit micro super-scrollers.

Insanity Fight Amiga 1987


LINEL Switzerland released Insanity Fight for Amiga in 1987. A push-scroller and super-scroller, Insanity Fight was programmed by Christian Haller.


Datastorm Amiga 1989: Blow 'em to Bits!


Shifting around 128 simultaneous objects while maintaining super-smooth scrolling, Datastorm is a king-tier Defender clone that came out on the Amiga in 1989. Datastorm is really well presented: it tells you everything you need to know about the game -- in-game.


Datastorm programmed by Søren Grønbech.

Overkill Amiga 1993


Vision Software Inc.'s Overkill AGA of 1993 is another Defender clone. Overkill features silky-smooth 50 FPS screen-scrolling and sprite-shifting. The way one enters the next level is also inventive (via rotating galaxy-map).


Blastar Amiga 1993: Sheer Exhilaration & Firepower


Core Design coded the multi-directional Blastar in 1993 for the Amiga. Blastar features smooth 8-way scrolling and sprite rotation, big bosses and an upgradeable weapons system. The player's spaceship is rotatated à la Stardust (see above), but Blastar also scrolls the playfield in the direction the spaceship is heading.


Blastar coded by Tim Swann.

Defender Amiga 1994


Giles F. McArdell of Ratsoft cloned Williams' Defender coinop of 1981 to Amiga in 1994.


Tubular Worlds Amiga 1994: Battle 16 Warlords


Neither the OCS/ECS or AGA versions of Tubular Worlds on the Amiga (1994) are as good as the MS-DOS version, but they are still excellent. Oddly, TW Amiga noticeably reduces vertical pixels by 30-odd during boss battles. In fact, the AGA version reduces them on some normal levels as well.


Apano Sin Amiga 2000


Developed by Level One Entertainment in 2000, Apano Sin is a bi-directional vertically-scrolling shoot 'em up that runs on Amiga 500s with 1 meg of RAM. Apano Sin is another technically impressive shoot 'em up that came out post-prime Amiga.


Apano Sin programmed by Alex Piko and Alexander Eberl.

Atari ST Super-scrollers


Being basically a 16 bit ZX Spectrum the Atari ST did not host many ST-original super-scrollers. However, Goldrunner was a surprise and there were good ports of the Turrican games.

Goldrunner Atari ST 1987


Microdeal's Goldrunner of 1987 is another great shooter to grace the Atari ST.


Running on an 8 MHz Atari ST with as little as 256 kbytes RAM, Goldrunner features:

  • Super-smooth, super-fast vertical scrolling
  • 2-way variable-rate vertical scrolling
  • Destructible terrain / Proper tiled playing field
  • Tight controls / Mouse or joystick control
  • Well-chosen color palette
  • Sampled speech / Good chip-tune music

What more could Atari ST owners ask for in 1987?

IBM PC MS-DOS Super-scrollers


Defender IBM PC 1983


The legendary Williams Defender coinop of 1981 was ported to i808x by AtariSoft in 1983 in 4-color CGA 320x200. A bi-directional horizontally-scrolling shoot 'em up, Defender's 60 kbytes executable requires an IBM PC compatible with 128 kbytes RAM.


Defender supports 8-way movement and 3-button joystick or keyboard controls. It also supports the holding-down of two joystick buttons to execute the hyperspace jump.

Obvious audio-visual downgrade aside, the port's gameplay differs somewhat from the coinop as well. For example, the port features only one simultaneous abduction, no friendly fire and more generous point-rewards.

The variable-rate line-draw scrolling of the terrain is about as smooth as can be expected on i808x; that is, nowhere near the silky-smooth scrolling of the arcade-machine. That said, you can't ask for much more in 1983 on i808x.

Uridium IBM PC 1988



Tubular Worlds IBM PC 1994


Developed by Creative Game Design in 1994 for MS-DOS and Amiga, Tubular Worlds is a slick multi-directional auto-scroller (primarily scrolls horizontally). Tubular Worlds features super-smooth screen-scrolling and sprite-shifting as well as big, multi-screen bosses.


Tubular Worlds programmed by Andreas Scholl.

Abuse IBM PC 1996



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