Peazjelly
Super Smurf
Member # 3101
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posted 03-23-2025 02:17 AM
Smurfs - 1st Level
Smurfs
Developed by: Carl Muller Age Rating : Everyone Release Date: 1985
Platform: Commodore 64
Smurfs by Carl Muller
In 1985, a 15-year-old Carl Muller, a budding programmer from New Zealand, created Smurfs, a homebrew platform game for the Commodore 64. Inspired by the popular 1980s Smurfs animated series and the Coleco title Smurf: Rescue in Gargamel's Castle, Muller's creation was a labor of love. It found a modest audience through a local bookshop in Waitara, New Zealand, and among friends in the local Commodore 64 users group. While not a polished product, it stands as a testament to youthful ambition and the DIY spirit of early game development. Platform Smurfs was developed exclusively for the Commodore 64, a popular and powerful home computer of the era known for its robust graphics and sound capabilities. Muller leveraged the C64's hardware sprites to bring his Smurfs to life, allowing for smoother movement compared to his earlier Commodore VIC-20 experiments. The game was coded entirely in machine code, showcasing Muller's technical skill at a young age, though it lacked the refinement of professional releases. Gameplay
The gameplay of Smurfs is a platformer split into three distinct stages, each taking Muller about a month to design and implement. Using a joystick in Port 2, players control a Smurf tasked with rescuing Smurfette. The first stage is a horizontally scrolling level where the Smurf navigates past smurfberry bushes, jumping over thistles and dodging eggs dropped by a seagull (a curious deviation from the raven in the Coleco inspiration). The second stage shifts to vertical scrolling, set on a castle wall, requiring careful climbing. The final stage is a flick-screen adventure inside the castle, featuring enemies like bats, spiders, Azrael the cat, and Gargamel himself.
The controls include basic movement (left, right, and a scroll-speed toggle), with the fire button used to jump. The game's difficulty is notably high, with precise timing required to avoid obstacles and enemies. While the mechanics are simple, the execution lacks polish - graphics are described as rudimentary "programmer art," and the gameplay suffers from limited usability, likely contributing to its rejection by publishers like US Gold and Firebird. Still, for a solo teenage effort, it's a commendable attempt at a multi-stage platformer. Visuals Visually, Smurfs is described as having simple but effective graphics. Muller utilized the C64's sprite capabilities to animate the Smurf and enemies, with a split-screen effect in the first stage to match border colors to the blue sky and green bushes. However, his self-confessed lack of drawing ability meant the game didn't compete with licensed titles of the time. The visuals were functional rather than spectacular, reflecting the constraints of a one-person project without professional resources. Verdict Carl Muller's Smurfs is more a historical curiosity than a lost classic. For its time and context - a 15-year-old's independent effort in 1985 - it's an impressive feat, especially considering it was pitched to major companies like Melbourne House. The gameplay offers a decent challenge across its three stages, but the lack of polish and basic graphics hold it back. Its rejection by publishers likely stemmed from licensing issues, amateur presentation, and a nascent games industry in New Zealand. The game is a nostalgic nod to early homebrew gaming, best appreciated for its creator's ambition rather than its execution. For fans of the Smurfs or game enthusiasts, it's a peek into what could have been, crafted by a teenager who'd later join the industry after heeding Melbourne House's advice to attend university.
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The Smurfs Video Games List
Play a Smurf Game Now!
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Posts: 439 | From: SC | Registered: Feb 2010
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