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Retro Game Database · Commodore 64

Sub Duel

Retro Game Database · Commodore 64

Sub Duel

Sub Duel gets straight to the good part: two submarines, a confined side-view arena, and torpedoes flying before either side has much room to breathe. The first few rounds are easy to understand, but the mine-bouncing wrinkle gives each duel a little more bite than a plain shooting match.

It is a lean Commodore 64 score-chaser built for quick rematches rather than long sessions. If you have someone beside you who enjoys reading angles, baiting a shot, and taking revenge in the next round, its simple five-hit format can stay lively.

Follow the game trail: Sub Hunter

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Retro Replay Review

Gameplay

Sub Duel wastes no time explaining itself. You face one opposing submarine, fire torpedoes, and try to land five hits before they do the same to you. That directness is its strongest quality: a round has a clear objective, every hit matters, and a loss immediately invites another attempt.

The mines are what stop the duel from becoming a completely flat exchange of shots. You can fire at a mine and send it bouncing toward your rival, turning an obstacle into a threat and making positioning matter. At its best, that creates a satisfying little moment of prediction: you are not merely shooting at the other sub, but trying to make the arena work against them.

Still, this is deliberately narrow arcade action. The five-hit structure gives matches a clean rhythm, but there is no extra layer between the opening exchange and the final point. Its staying power rests on whether the other player is willing to learn the angles, respond to your habits, and keep the rematches going.

Sub Duel — screenshot 1
Sub Duel — screenshot 1

Graphics

The action is shown from a side view, with the two submarines, torpedoes, and mines sharing a single fixed battle screen. That simple layout suits the duel well: you can keep track of incoming shots and see when a mine is about to become part of the fight.

Sub Duel — screenshot 2
Sub Duel — screenshot 2

Story

There is no campaign-sized tale to distract from the match. Sub Duel frames its conflict as a bare contest between two submarines, and that is all it needs for a round to make sense.

The score provides the only real arc. One submarine takes five hits, the other earns a point, and the next round begins with the rivalry reset but the result still hanging over you.

That stripped-down framing fits an arcade duel. You are not here for characters or a dramatic destination; you are here to win the next exchange and make the other sub pay for a bad angle.

Overall Experience

Sub Duel is small, focused, and honest about what it wants to be. It takes the familiar pleasure of a head-to-head shooter and gives it one useful tactical wrinkle through its bounceable mines.

The payoff is strongest in short competitive bursts. A newcomer can understand the win condition immediately, while a more invested opponent can start treating mine shots as traps instead of random hazards. That gap between basic understanding and sharper play is where the game earns its repeat rounds.

Give it a chance if you want a compact local rivalry game with no patience required for setup or explanation. Go in expecting a quick duel rather than a deep naval simulation, and Sub Duel delivers a brisk, pleasantly scrappy contest.

Retro Replay Score

6.5/10

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Retro Replay Score

6.5

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