Escape from PETSCII Planet (C64)

Escape from PETSCII Planet (jimbo) Free

Game description: Escape From PETSCII Planet is a first-person shooter built around an 8-bit ray-casting engine inspired by Wolfenstein 3D. Originally developed for the Commodore PET, the engine has now been adapted for the C64. The player finds themselves deserted on a remote planet, locked deep within a dungeon, and must navigate locked doors and hidden passages to locate weapons, ammunition, keys, and gold before finding the elevator to escape. Alien robots patrol the corridors and must be dealt with along the way. The included download contains the full game, Campaign A, spanning five floors and populated with over one hundred enemies. Multiple difficulty levels are available, including an extra-hard setting, a timed Gold Rush mode, and an all-powerful Zeus Mode. Progress saves automatically at the end of each floor. Mouse control is supported alongside keyboard input, and a separate Level Designer tool is included, allowing players to build and play their own custom levels.

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  • Production - 83%
    83%
  • Fun - 80%
    80%
  • Depth - 86%
    86%

Summary

Escape From PETSCII Planet handles surprisingly well. Controls are responsive and movement through the dungeon corridors feels relatively smooth, a genuine achievement given the platform and the ray-casting engine driving it. Mouse-based aiming took a little persistence to get used to, but proved ok once that adjustment period had passed, and it goes some way toward making the first-person perspective feel legitimate rather than gimmicky. Combat itself is generally a fun and tactical experience, rewarding players who take the time to line up shots and manage engagements rather than simply charging in.

The treasure hunt style of play is one of the game’s genuine pleasures. Hunting down keys, gold, and hidden passages gives every floor a real sense of purpose beyond simply clearing enemies, and the first level proved considerably more challenging than anticipated, setting a tone of exploration that rewards patience.

The ray-casting effect itself is where the game earns most of its praise. The scaling and perspective work is genuinely impressive for the hardware, and it is easy to see why this has been billed as a first for the C64. The trade-off, however, is the grey scale PETSCII presentation. While technically striking, it makes it difficult to maintain a sense of orientation while exploring, and equally difficult to tell at a glance which walls are simply scenery and which conceal doors or hidden passages. An in-game map would go a long way toward resolving this, giving players a means of keeping their bearings that the visuals alone do not provide.

The joystick control scheme introduces its own frustration. The fire button doubles as the interact command for doors and walls, and there is no way to distinguish in advance whether a wall in front of you is meant to be interacted with. Approach one that is not, hit fire, and the result is a wasted bullet rather than an opened passage. It is a small design choice, but one that chips away at the otherwise confident feel of the controls.

Audio is adequate without being memorable. Sound effects are spare and functional, but the complete absence of in-game music leaves the dungeons feeling emptier than they might otherwise. It is not a dealbreaker, but it is a missed opportunity to build atmosphere.

Replayability is one of the game’s stronger assets. Between the standard campaign, extra-hard difficulty, the timed Gold Rush mode, and the overpowered Zeus Mode, there is plenty here to draw players back for another run. The Level Designer is a nice inclusion in principle, though it seems unlikely that many players will actually sit down and build their own levels with it, making it more of a bonus curiosity than a genuine driver of long-term engagement.

Despite its collective quirks, Escape From PETSCII Planet had me returning to it quite a few times. The disorientating visuals, the awkward fire-button overlap, and the sparse audio are all real shortcomings, but none of them were enough to keep this one off the desktop for long.

Overall
83%
83%
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Pros

Responsive controls: Movement feels relatively smooth and responsive throughout, which is no small feat for a ray-casting engine running on this hardware.

Impressive ray-casting engine: The scaling and perspective effects are genuinely impressive, marking a notable technical achievement for the Commodore 64.

Fun, tactical combat: Engagements reward players who line up shots and manage distance carefully, making combat generally fun rather than a chore.

Engaging treasure hunt design: Tracking down keys, gold, and hidden passages gives real purpose to exploring each floor, with the first level proving more challenging than expected.

Strong replay value: Multiple difficulty levels, a timed Gold Rush mode, and an all-powerful Zeus Mode give players plenty of reasons to return.

Cons

Disorientating grey scale visuals: The grey scale PETSCII graphics make it difficult to maintain orientation and to distinguish interactive walls from plain scenery, hampering navigation. An in-game map would help address this.

Fire button doubles as interact: On joystick, the fire button is also used to interact with doors and walls, meaning an approach to a non-interactive wall results in a wasted bullet rather than an opened passage.

No in-game music: Sound effects are adequate but sparse, and the lack of any in-game music leaves the atmosphere feeling thin.

ADDITIONAL SCREENSHOTS:

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