Seawolves

Commodore 64’s technical master of the parallax effect, Jon Woods (Kodiak), is about to release his latest game, a completely remastered edition of the arcade video game Sea Wolf, called Seawolves.

In addition to technical information about the game published on the official website, a tech demo 1 video is also available.

After a long delay since my last update on Seawolves, I have finally been able to release a first technical video of the game, showing some testing of key features. 

The game will initially be a digital release, which is expected to be followed by a cartridge version and a version for Commodore 128 computers.

It also has a subtle foreground water ripple effect that is not really visible in the video, but I based it on a similar effect from Ecco the Dolphin.

In addition to the usual shooting, the game involves keeping an eye on your submarine’s damage levels and making sure you catch any repair supplies dropped by friendly helicopters.

Summary of Seawolves’ Key Features

  • 8 unique levels, each consisting of 3 rounds.
  • 4 game modes: 1P, 2P, Wingman Mode (shown in the video below), and AI Rival Mode (in which the CPU takes control of a second player sub).
  • Fast-paced gameplay evocative (I believe!) of 1980s arcade machines.
  • Real-time water warping and wave effects.
  • Real-time torpedo rendering effects.
  • Bespoke SFX player (created for Parallaxian also).


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