Tales of a Dungeon Basher #6 – Sentinel Worlds 1: Future Magic on the Commodore 64

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BastichB 64K is back with episode six of Tales of a Dungeon Basher, and this time, the focus shifts to Sentinel Worlds 1: Future Magic, a lesser-known sci-fi RPG that arrived on the Commodore 64 in 1989. Developed by Karl Buiter and published by Electronic Arts, this title took a swing at something bold: blending spacefaring exploration with turn-based ground combat. The result is a mix that feels part Star Trek, part tactical skirmish, and completely distinct from other C64 offerings of its time.

The video gives a full walkthrough of the game’s mechanics, quirks, and story progression, without overstating the drama. You start with a starship crewed by five specialists, each one trainable across various disciplines. Space travel isn’t just window dressing — players track pirate raiders across multiple systems and engage in real-time ship combat. Once docked, gameplay switches to a tactical top-down view, where squad-based battles play out on foot.

Unlike many C64 RPGs that stick to medieval fantasy, Sentinel Worlds shifts the mood with its sci-fi premise. It leans hard into skill-based character development and branching dialogue, which feels ambitious given the hardware. While the presentation is basic compared to the PC version, BastichB 64K points out that the C64 port holds up remarkably well — and isn’t just a stripped-down shell of the original.

The episode also touches on how Future Magic fits into the RPG timeline of the era. It’s the first and only game in the Sentinel Worlds series, but it laid the groundwork for Buiter’s later title Hard Nova on the Amiga and DOS. Those familiar with SSI and New World Computing classics will find this game operating in familiar territory, but with just enough of its own voice to stand apart.

BastichB 64K doesn’t just skim the surface. He breaks down weapon types, mission structure, the pros and cons of ship upgrades, and how the C64 version handles complex mechanics with limited input options. His commentary is equal parts informative and relaxed, giving viewers both context and critique without overstating any of it.

If you’re curious about how a Commodore 64 handled sci-fi strategy in the late ’80s, this episode is worth a look. It’s rare to see a game try to be this many things at once — and rarer still to see it pull off most of them.

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