Comunque ammazza quanto spigne lo Z80, per quella C64 non mi pare abbiano fatto una follia del genere (o almeno non la trovo) perché settantanove ore basteranno solo per assorbire una manciata di sentinelle da quant'è lento . Non mi ero mai soffermato granché su questa versione, che invece, come fa notare l'autore, ha un'atmosfera particolarmente spettrale e azzeccata.

Nei commenti emerge che a sbattersi è stato un italiano, e gli risponde l'autore di questa versione (nei commenti molto attivo anche Phil South, tra le altre cose redattore di Your Sinclair e membro della software house Magnetic Scrolls):

Alessandro Grussu
4 anni fa
+Phil South
Hi Phil, I am the author of this recording. Actually I did it the old way - solving a number of levels, keeping note of the code for the next level and resuming play later. Every time I cared to advance as much as possible - usually about 35-40 levels per level solved - by absorbing every single tree and sentry I could find before taking care of the Sentinel itself.
The whole thing took me several months and, although The Sentinel is a title I still regard amongst the pinnacles of Spectrum gaming, I have not touched it again ever since I finished this recording!
Michael Follin
3 anni fa
Astonishing dedication there! I don't think I played it that long when I was writing it. You do realize that you could have saved time by turning the music off?
It was a very clever level generator by Geoff Crammond. I asked him why 10 000 levels (it could just as easily have been 100 000). He said it was just about achievable. Which this video proves.
It was a privilege to be involved with this one. Like a lot of great 8-bit games, the gameplay was forged on the difficulties of the platform. Geoff told me it he'd originally thought he may get things moving about in real time. When that proved impossible, the result was this totally original masterpiece. I was quite pleased that the Spectrum version - I think the mono graphics actually make it more atmospheric.