Street Fighter

Welcome aboard the Crapsville Express. Last time, Hard Drivin’ was served up as a turd for Review A Bad Game Day – this year the gong goes to another coin-op conversion.


Game: Street Fighter
Year: 1988
Publisher: GO!
Developer: Tiertex

Street Fighter

Prior to the sublime ‘Street Fighter II: The World Warrior’ SNES home conversion, there was the abhorrent C64 fighting game’ Street Fighter’.

Where does one even start with this game? For those of you not familiar with the series, ‘Street Fighter’ made its debut in the arcades in 1987. On the back of its success, the home version quickly followed on all conceivable platforms of the time, including the C64.


Tiertex brought this foul stench of a fighting game to our trusty and much loved 8-bit home computer. I suspect the coding was done by a drunk programmer or their pet monkey. How this passed any quality assurance testing is beyond my comprehension. Anyway, on with the review…

‘Street Fighter’, as you may have guessed, is based on Capcom’s 1987 arcade game. You enter the worldwide martial arts tournament as Ryu and fight opponents from across the globe in order to become the street fighting champion. Ryu’s fighting arsenal is made up of various punches and kicks – that’s it (no special attacks!). Each battle has timed rounds; the winner being the last fighter standing. After each battle, Ryu competes in bonus rounds, smashing bricks to earn extra points.


If you manage to bribe a friend to play ‘Street Fighter’, you could have yourself a two-player grudge match – Ryu vs Ken. The winner proceeds to take on the computer-controlled fighters, while the loser is subjected to watching this dreadful game being played – even the CIA plays by fairer rules of torture!


The graphics are childish and messy – they do nothing to show off the C64’s abilities. The fighters tend to clash with the background. I reckon I could have drawn better sprites and backgrounds with crayons! ‘How about the sound?’ you may ask – let’s not even go there if you like your hearing the way it is. The effects and tunes are better suited for an Atari 2600 game, not a game that should be taking advantage of the C64’s SID chip. The clincher of this turdfest is the control – before there was button mashing, there was joystick and wrist breaking. The control is absolutely abysmal, by the time you attempt to pull off an attack; it is already too late, game over (which is probably a good thing!).


The C64 had quite a few poor arcade conversions in its time, and sadly ‘Street Fighter’ makes this list. Had it not been for the stinker Hard Drivin’, this would have been number 1 in Crapsville. Play it at your peril!

GraphicsCrappy sprites with even crappier backgrounds.


SoundTurn down the volume on your TV, I am warning you!


PlayabilityLaughable. Apart from the terrible look and sound of this game, the controls let it down big time.


LastabilityIt will last as fast as you can turn off your C64.


OverallStay away! This is another poor C64 arcade conversion. If you want to play a great fighting game on your C64, try International Karate!




Haunted Hill


Haunted Hill

With all the hubub about DRM and digital distribution of games, it’s real easy to forget that some platforms have been using the concept for DECADES.  One such platform was the Commodore 64, a system very near and dear to my heart.  And as such, I’d like to present a game that is similarly dear to me, as it’s one of the first games I ever played, Haunted Hill for the Commodore 64!

Written by George Richardson for Merlin’s Associates, its a simple Centipede style game released as a shareware title in 1983. But, as you’ll find out, it’s more than just that.


LeMans - Commodore 64Format: Commodore 64 (C64)
Media: Cartridge
Year: 1982
Developer: HAL Labratory, Inc.
Publisher: Commodore
Game Mode: Single Player


Gentlemen, start your engines! How apt that I pull out the LeMans C64 cartridge on this day, the start of the 2013 Formula 1 (F1) Grand Prix season. I am aware LeMans and F1 are two separate sanctioned sports, but hey, it is a racing game, and that is all there is to it. Perhaps I should have ripped out Checkered Flag on the Atari Lynx. I just have to stop second guessing myself and stick with this old game.

LeMans - Commodore 64

LeMans on the C64 is a top-down up-the-screen driving game, where you as the driver, must hit the pedal to the metal and drive to a never ending finish line. The goal of the game is to pass as many cars as you can. The more cars you overtake, the more points you earn. It’s not about the finish line in this game, it is all about accumulating the highest points score.The faster you go, the more points you earn – 2 points per metre to be exact. Every 10 cars passed you earn 1000 bonus points. Keep an eye on the countdown timer, as you will only get time extensions every 20,000 points. This is old school tough.

LeMans - Commodore 64

The strategy to doing well in LeMans is to drive as fast as you can for as long as you can, passing computer drivers (watch out as they veer in your path!) and traversing all kinds of terrain. The terrain sections in LeMans is what makes the game quite interesting – there are icy roads (your car slides as if it’s on skates), divided highways (squeezing into 2 lanes), night driving (relax, you have headlights) and the famous “LeMans Esses”.

LeMans - Commodore 64

Every time your car is hit by another vehicle or if you steer into the walls, your car turns into a wreck and you must “Pit” to the left as the on-screen message tells you to. This kills off precious seconds, so try and avoid hitting or being hit by cars and stop steering into walls. If you can avoid damage to your vehicle, then you will be well on your way to that precious high points score.

The only (fun) way to play this game is with the ‘Commodore Paddles’. The Paddles add to the playability of the game as you hold the accelerator button with your left thumb and steer with your right fingertips. There were no “steering wheel” contraptions for the C64 back in the day. The Paddles did (and still do) the job just right.

Well, enough of my ranting, I am off to play another game before the F1 race kicks off.

Pitstop II

Pitstop II

Pitstop II (1984)
By: Epyx Genre: Driving Players: 1-2 Difficulty: Medium
Featured Version: Commodore 64 
Also Available For: PC, Amstrad CPC, Atari 800, Apple II, TRS-80
Download For: Wii Virtual Console

Pitstop II

One of my many objectives when starting this humble blog was to finally force myself to try out some titles on the systems that have gone largely ignored by me over the years. The first one to enter my mind was the mighty C64. I may have become somewhat distracted since, but the process began with the pair of ‘Exploring the C64‘ posts for which I requested some game recommendations from seasoned C64 veterans. One of these recommendations was Pitstop, a game that turned out to be so bad I immediately thought I’d been the victim of a practical joke. Subsequent research, however, has revealed its sequel to be substantially better thought of. It’s taken me a good while to work up the courage, but here I shall find out if the ‘Pitstop’ name has been redeemed…
Pitstop II

It’s no surprise to find that it’s an F1-based game once again but it’s immediately apparent that it offers far more than its prequel. Impressively for the day, it’s a one or two-player game but regardless of which you choose, the game employs a split-screen viewpoint anyway – player one occupies the top half of the screen and drives a red car, player two occupies the bottom half and drives a blue car which is controlled by the computer in one-player games. The pre-race options screen offers you the choice of three difficulty levels, you can set the number of laps (3, 6, or 9), and you can select any of six real racing circuits from Europe and the US. As the name hints at, however, it can get a little more complicated than that.
Pitstop II

As well as the ‘red’ and ‘blue’ cars, there are also a seemingly unlimited number of other racers pootling around the circuits, at a much slower pace of course, which means they’re pretty much just there to make your life more difficult. That’s to be expected with a game of this nature but unlike most similar games, or at least ones from this time period, you also have to be careful how you drive as not only can you run out of fuel but you can also wear out your tyres too. Driving too fast around corners too often, for example, will soon see your car squeal off to the side like a burst balloon and stop dead. This, as well as the fuel situation, can be overcome by making one of the titular pit-stops. These can take some time but are unfortunately necessary if you want to make it to the end of a race in anything resembling a decent position.
Pitstop II

Mercifully, the CPU car also makes pit-stops from time to time as well which makes this a surprisingly fair game. It looks a lot nicer than the first game too – it’s far from a stunner but streets ahead of the hideous original. Control of the cars is a bit odd to start with – they feel very skiddy, as if you’re actually playing a bobsleigh racing game or something, but it’s fine after a bit of practise. There’s no in-game music here either, but apart from these minor grumbles Pitstop II is notable improvement over the original which scared me so. You’ll probably tire of the one-player game before too long but this was meant as a two-player game and in that capacity it’s fantastic. It’s still hardly the most complex racing game, even for its time, but Epyx have certainly made this a much more enjoyable game than the first effort.

RKS Score: 7/10



Paradroid (1985)
By: Andrew Braybrook / Hewson Consultants Genre: Shooting / Puzzle Players: Difficulty: Medium-Hard
Featured Version: Commodore 64 First Day Score: 1,275
Also Available For: Atari ST, Amiga, Archimedes
Download For: Wii Virtual Console


Well, I suppose it’s time I got around to reviewing some Commodore 64 games here at Red Parsley. My unfamiliarity with the system makes choosing one something of a ‘lucky dip’ though, so how do I choose? Most of what I know about this game is a result of the coverage the remake that appeared on the 16-bit computers received in my favourite magazines of the day. This C64 version is the original though, and many fans would insist that it’s still the best, so let’s see what the fuss is all about. The game is apparently set on a fleet of spaceships, each of whose various decks, which are viewed from overhead, are populated by lots of droids which have been turned hostile by some malevolent asteroids. It’s therefore your job to destroy them. Sounds simple enough!

I’ve always assumed that this is a rather complicated and puzzley game but the first few minutes I played it were spent moving my amusing-looking droid around shooting all the others I encountered. I suspect it gets more involved than this, however, and that indeed proves to be the case, but not by as much as I thought. As mentioned, the object of the game is to take out all the other droids on each deck of the ship. The humorous droid I spoke of is the very weak one you start off with and a device known as the ‘Influence Device’ allows you to exert control over it. You can move it around the spaceship in the eight basic joystick directions and it can fire an energy weapon in its direction of travel. The decks of the ship vary in size and all but the smallest are divided into numerous rooms. Droids occupy these rooms but you won’t know how many there are until you enter.

Each game is started at a random point on the first of the never-ending ships. Each of them has lifts to facilitate your movement up and down through the decks and there’s also terminals here and there which you can log onto which give information on the remaining droids. Each one you encounter is represented by a number which indicates its power (your default droid is numbered 001). The higher the number the faster it can move and the harder it is to destroy. Some droids can also shoot back, with the power of their shot also increasing with their number. There are no power-ups to collect so to contend with the ever powerful droids you’ll have to employ an alternate technique. Any droid can ‘link’ with another and this enables you to take them over via a mini-game which involves basic circuit diagrams and logic gates.

Here, you control one side of the screen and the droid you’re trying to take over controls the other side as you battle for control of the droid’s circuitry. Success means you ‘become’ that droid but they only last for a limited time so you’ll need to continually transfer to new droids. It’s also wise not to try and take over a droid that is much stronger than the one you already control as you will likely lose, and losing means your current droid is destroyed and you’ll revert back to the weedy default droid. If this droid is defeated in an attempted transfer, it’s game over. And it’s a game over screen I’ve seen quite a few times now! I was a bit worried about playing this game as I thought it was going to be rather complicated meaning I’d have to spend hours learning how to play it, searching the internet for guides, etc.

Fortunately, it’s not as complex as I feared, but it is pretty tough. This is no console game so there’s no multiple lives and continues to ease you in. If you lose the default droid, that’s it! Mini-games have never really been my forte either, and it is here that I predictably have most trouble with Paradroid. It’s a good concept though and, whilst probably not invented here, it does suit the game very well. Also suiting the game are the graphics. My experience with C64 games is limited but I do know that they often look quite blocky and use a distinctive colour palette and that is the case here too. It’s not a bad thing though and the style used is a good one. The mostly-monochrome colour schemes change from deck to deck and they can get a little garish (green and red? groo!) and it would be helpful if some colours were altered when being used against some of the lighter background colours, but overall this is a decent looking game.

The sound is pretty minimal which was surprising to me – all this tooting C64 fans do about their beloved SID chip and there’s nary a tune to be found here! There is a few ditties though, and some atmospheric sound effects too. I suppose full-on musical tracks might not really suit a slow-paced game like this either, so perhaps it was a conscious decision to not include any. In any case, it doesn’t adversely affect the gameplay. I think it’s safe to say I’ve not played anything quite like Paradroid before and playing it for the first time over 25 years after its original release makes me think about how many other unique games I missed out on. It’s certainly a captivating game and pootling around these ‘robo freighters’ is an oddly therapeutic experience. I’ll probably have to play it for years before I get really good at it but with a game as original and well-designed as this one, it’s no real hardship.

RKS Score: 8/10

Hard Driving

Hard Driving

With a plethora of terrible games out there, I thought the decision would be quite easy. Little did I realise, I found myself struggling to come up with one bad game that truly grated my retro gaming nerves. I could write about how terrible ET was for the Atari 2600, but I thought that everyone already knew that. Then, a light bulb went off in my head ! Why not write about a game that promised so much and delivered so little – Hard Drivin’ on the C64. Get your vomit bag out and read on……

Hard Driving - Gameplay Screenshot


Format: Commodore 64
Year: 1989
Publisher: Tengen
Developer: Domark

Don’t be fooled by the “C+VG HIT” on the cover of this game. This game was more of a miss than a hit. Originally released in the arcades in 1988 by Atari Games, Hard Drivin’ was a revolutionary coin-op. It was touted as the world’s first authentic driving simulation. The game featured state-of-the-art polygon graphics and realistic force feedback controls, all designed to offer gamers a sense of what it might be like to sit behind the wheel of a high-performance car. So how do you convert this sense of driving, to an 8-bit system and still make it playable ?

Hard Driving - Gameplay Screenshot

Well, in hindsight, you can’t. This conversion was an absolute catastrophe on the trusty C64. It featured hideous monochrome graphics, and the control system was a joke – any slight pressure on the joystick, and your car would instantly veer out of control.

The other frustrating aspect of the game was the sense of speed, or lack thereof. Driving at 140mph felt like my grandmother could walk faster with her walking frame. Perhaps the speedometer was measuring speed in hours-per-mile.

Hard Driving - Gameplay Screenshot

Did I mention the graphics ! It is absolutely laughable when seeing oncoming traffic – it looks like a flying double bed coming at you at a snail’s pace. Embarrassing as this game is, it was never released as a standalone game, nor at full price ! Perhaps the publisher knew it was a pile of stinking poo.


In a nutshell, this C64 conversion offered the gamer to drive a painfully slow and uncontrollable vehicle around a bland and ugly looking world. This title easily wins the award for the worst C64 arcade racer ever, period !

GraphicsAs close to hideous as possible. Prepare your visual cortex for an ugly onslaught


SoundYour ears will be begging you to stuff plugs in them


PlayabilityNo sensation of speed, bland and utter ugly track design. You will stop playing it after a few seconds


LastabilityYou will turn off this game faster than you can say “This is crap!”


OverallHard Drivin’ on the C64 wins the turd ribbon for being exactly that, a stinking turd


Lode Runner

Way back in time, when I was gaming the night away on my Apple II clone (a Circle II), all things Zork ruled my gaming existence.  But when I needed a respite from adventuring in the Great Underground Empire, Lode Runner was the game that took its place.

Lord Runner - Apple - Box

Lode Runner was an arcade hit published by Broderbund Software in 1983.  The game’s backstory was that a vast fortune in gold bullion was heisted by the Bungeling Empire, and it’s your job to recover it.  Some of the gold sat around waiting for you to pick it up, and some was carried by various agents of the Empire –  which required a slightly more creative approach.  Essentially the only way to get their gold was to bury them alive, and wait for the gold to pop out once they were crushed to death.  Your Lode Runner was able to blast the dirt to either side of him (and more than one square, if needed), which would eventually automatically refill.  The trick was to make certain that an Agent would fall into it, and be unable to get out in time before the hole refilled.  Blast too soon and the hole would refill long before the Agent arrived; blast too late and the Agent would either climb out of the hole and expunge your Lode Runner from virtual existence or the hole would not open at all.  Timing your blasts, and knowing when to kill your Agents off, was the point of the game.

Lode Runner - Gameplay Screenshot

Lode Runner for Apple II screen

Yes, it was simple. What 1980’s game wasn’t?  But it was fun.  And clearly many, many gamers thought so, too, as Lode Runner was released on multiple platforms, including: Apple II (1983), Atari 400/800/XL/XE (1983), Commodore 64 (1983), MSX (1983), PC Booter (1983), VIC-20 (1983), Macintosh (1984), Nintendo Famicom (1984), ZX Spectrum (1984), PC-88 (1986), Nintendo Entertainment System (1987), Amstrad CPC (1989), and the Atari ST (1989)…among others!  That’s a lot of systems, a large audience, and a reason why Lode Runner remains a classic gaming memory.

Lode Runner - Sierra - Box

Lode Runner: The Legend Returns cover.

Like any classic game, Lode Runner had its share of updates and sequels, again a sign of a game that has a classic appeal.  The list is impressive:

  • Load Runner’s Rescue (Commodore 64, 1985)
  • Hyper Lode Runner (GameBoy, 1990)
  • Battle Lode Runner (TurboGrafx, 1993)
  • Lode Runner: The Legend Returns (DOS/Macintosh/Windows, 1994)
  • Lode Runner Online: The Mad Monk Returns (Windows/Macintosh, 1995)
  • Lode Runner 2 (Windows/Macintosh, 1998)
  • Lode Runner 3-D (Nintendo 64, 1999)
  • Battle Lode Runner (Wii, 2007)
  • Lode Runner (Xbox 360, 2009)

Lode Runner has been considered a classic for some time. It made #80 on Computer Gaming World’s 150 Best Games of All Time list, and was mentioned in 2003 as one of the best games of all time by Gamespot in their The Greatest Games of All Time series.  The creator of Tetris, the classic puzzle game that all puzzle games are compared to, was quoted in a 2008 interview with Edge Magazine that he considered Lode Runner to his favorite puzzle game for many years.  There was even a 1986 Lode Runner board game created by Donal Carlston (the creator of the still-popular board game, Personal Preference)!

Lode Runner - Online - Box

Lode Runner Online: The Mad Monk Returns cover


Back in 1983, a big bowl of salt ‘n’ vinegar potato chips, a jug of chocolate milk, and an afternoon of wiping out agents of the Bungeling Empire was a recipe for good times.  Now that I’m older (married with children, no less!), there’s no more chocolate milk nor salt ‘n’ vinegar potato chips, and my afternoon gaming has now been replaced with late evening gaming. But Lode Runner will always hold a special place in my gamer heart, and if you’ve never played it, find one of the updated versions and have great time!

Rick Dangerous & Rick Dangerous 2


No time for love, Dr. Jones…” Well, in here there’s always plenty time for passionate and long lasting love, classic video game love that is!

Rick Dangerous – Amiga title screen Rick Dangerous II – Amiga title screen

Anyway, when there’s no Dr. Jones somebody has to step in and take his place and be that smart heroic persona that saves the day, in style. This is exactly where Dr. Dangerous comes in… Well, I’m not sure he’s a doctor but with that kind of surname he bloody sure should be!

Rick Dangerous – Level 1 – Amstrad CPC – Running away from a falling boulder, Indy style…

I realized I cannot review Rick Dangerous without taking a look at Rick Dangerous II – as these games are like Star Wars – sure, you can watch one and have fun but until you’ve seen them all you know nothing of the dark side… Or until you’ll push some LSD with magic mushrooms and few nicely rolled fat spliffs, but that’s just sliding a bit to much of topic here… ^__^

Rick Dangerous – Level 3 – C64

Games of the dark side (I should trade mark that statement!) that Rick Dangerous 1 & 2 surely are, were developed by Core Design and Published by Microplay in 1989 & 1990 respectively, on most major systems of the time – Amiga, PC, Atari ST, Commodore 64, ZX Spectrum & Amstrad CPC. And even though these computers all had different capabilities and limitations the game plays equally awesome on all of them and only benefits from slightly higher resolution and bigger sprites in better colors on more advanced ones.

Rick Dangerous II – Level 3 – Atari ST

The adventures take place in undisclosed early years of the 20th Century where you’re in control of British chap going by the name of Bond, James Bond. I’m sorry, I must have been stuck on the game’s similarities to a certain movie series – of course you play as somebody else… Jones, Indiana Jones. Ehm… I mean… Dangerous, Rick Dangerous! That’s more like it! Anyway, the similarities of Rick and Indy are many and they’re more than obvious – both Rick & Indy are adventurers seeking forgotten treasures and fighting bad guys for a living, and also they both sport hats & brown leather jackets, so popular in the early 1900’s. Now, that’s enough to become an heroic icon in my books!

Rick Dangerous – Level 2 – ZX Spectrum

As Rick, in both games, you’re bound to go through hundreds of screens – most of time each being a separate part of a bigger level – of blood, sweat and tons of swearing. Rick Dangerous with its hellish unforgiving laugh-in-a-player’s-face difficulty makes other tough games look like a kindergarten toys. In fact there were times when I thought that the game was punishing me just for playing it! Not many games have that kind of, ehm… …incentive to them, but that said it actually works quite well as inspite of being hard as my auntie’s cookies are – Rick holds tons of “just one more screen and I’ll go to bed” gameplay to it.

Rick Dangerous II – Level 2 – PC DOS – PC outing of RDII could work in two different graphic modes – CGA and VGA, with pallettes of 16 and 256 colors respectively, even though the game never really used all 256 colors.

Each level consists of numerous places and ways that your character can part with his life, and for that matter – he will! Constantly, time after time, playthrough after playthrough! Rick Dangerous is one of those games that back in the days of its release caused joystick manufacturers to see huge increase in profits. Not that there were so many users playing it and wearing controllers out but if others reacted to the game similar to how I did – their joysticks also ended up in pieces thrown at the wall. All of them, one after another, in one sitting… Yeah, I know, that was pretty stupid & lame… But so was I.

Rick Dangerous – Level 4 – PC DOS – CGA mode…

You are not helpless however – you have your wits, charm, adventurers 6th sense and also if the earlier ones are not enough – a gun & some explosives to help you go through each area. Both, bullets and explosives are limited though, so you’ll find yourself often stuck between an easy way to complete a difficult task or an unknown that may end up fatal because of you not having any means of defense. The sooner you’ll learn how to properly utilise and save these tools of the adventurers trade the sooner the game will grow on you as you’ll be able to complete a stage without dying in same spot more times than you have fingers… And toes… Put together.

Rick Dangerous II – Level 4 – C64 – Commodore most definitely sported the best looking and most playable out of the all 8bit outings…

I realize that these two games are tough as a year-old doughnut and tend to bring tons of frustration where its not necessary, but maybe it’s because they hold a serious challenge? And challenge is what’s pushes me more and more until I beat the basta… I mean game, until I beat the game! I don’t know the exact reason, but even though Rick Dangerous is as difficult as passing a whale on a toliet – through tears of anger and pain – it will no doubt grow on anyone who’ll spend time learning it’s gameplay mechanics & all the quirks. It’s not a game for everyone as on times it feels as if the Developers took pleasure in laying out incredibly tough obstacles just to see the player fail numerous times but it is a game for everyone to try and see if they’re up to the challenge.

Rick Dangerous II – PC DOS – Rick’s first experiences with ACID… He never listend in school when kids were tought just to say “No”…

Quick Note: I don’t know of any places that the game could be purchased other than eBay but if you just wanna give it a quick whirl, see how it plays, you can always find it either on Abandonia for PC or Planet Emulation for all other platforms, as Rick Dangerous is now considered abandonware. Also below you’ll find intros for both titles – they’re not much but they’re there nonetheless.



Exile title
Exile title


Exile is probably the best game most people have never heard of. It was first released on the Acorn Electron and BBC Micro in 1988. The game was designed and programmed by Peter Irvin and Jeremy Smith (the author of Thrust, another ground breaking game that was converted to all the computers know to man).

Like Thrust, Exile is a game based on cave exploration with a physics mode. But unlike Thrust instead of just having Gravity Physics, Exile also has features such as inertia, mass, explosions, shock waves, Water, Wind, Fire, Intelligent Animals (Frogs, Wasps, Frogman, Snail, Fish, Spiders, Birds and Imps), Automated Turrents, Serveral different types of Robots all with Artificial Intelligence, Teleportation, Gravity, Weighted objects, and different weapons. It was the most complex game available for the BBC Micro, and possibly all 8bit machines.


Exile Amiga Title Screen
Exile Amiga Title Screen


The game also offered an enormous and detailed world, which was perfect for exploration. This large map was inhabited by many different creatures, robots, and puzles. All this was explained in the plot as the crew of the Pericles having set up a base in a natural cave system, with Triax having his own base in caves deep below.

Exile’s AI programming featured innovative routines like creature strategy code that knew about noises nearby, line-of-sight vision through the divaricate caves and tunnels, and enemy’s memory of where the target was last seen.

The main game is an character astronaut with a jet pack. He cannot die, if he is attacked or injures himself when he reaches a point near death he is automatically teleported to safe locations previously reached and designated by the player, until he these locations run out and he is ultimately back to his orbiting spaceship. Despite this, the game was still very difficult to complete and could take hours to play through.

The story of game starts as follows;

The player takes control of a space-adventurer Mike Finn who is ordered by his superiors on Earth to divert his spacecraft to the planet Phoebus to investigate the distress calls broadcast by the members of a previous mission. Finn’s mission is to rescue any survivors of the mission from a psychotic scientist, Triax, exiled there many years before.


Exile Amiga Gameplay
Exile Amiga Gameplay


Exile was supplied with a novella setting the full background story to the game and the game objective. It also provides limited clues regarding the scenery, objects and lifeforms that are encountered in the game.

The game came out for the Commodore C64’s dying days in 1991, and it the last game I bought for my c64 before I sold it. I pre-ordered the game after being blown away by a covertape demo (given away with Commodore Format, I think). When I upgraded to the Commodore Amiga shortly after, Exile was my first purchase.

The Commodore 64 offered better graphics and sound than the BBC and Acorn versions, and the Amiga version which was also released in 1991, had even better graphics and sound including a an atmospheric theme tune containing a deep voiced Exile sample and some eerie strings.

Allthough most gamers have never heard of most people have never heard of Exile, those you have played it will never forget it. Amiga Power magazine voted the  Exile to be the best game of 1991. The multi-format magazine Edge retrospectively awarded it 10 out of 10, together with only 2 other games.

Aztec Challenge (c64) review

Aztec Challenge Box
Aztec Challenge Box

Aztec Challenge (c64) review by Honorabili

One Sentence Review:

“Apocalypto, the game”



Overall Score:

8 out of 10



You take the role as an Aztec going through the worst trials possible (everything you touch kills you instantly), trying to survive to become the new ruler of the Aztecs. There are different stages composing of different run, jump, duck, cover, timing puzzles and reaction tests. The game mainly is a reflex game of reacting correctly to the environment.

You can play the game single player or two player, alternating in between players to give you a bit of rest from the tension this game gives you. Everything kills you in one hit so you will find yourself grabbing your head saying “I can’t believe that shit just happened!”

The music for the game is interactive (one of the first games that had this, other than Forbidden Forest, also by Paul Norman). Look below for an extensive look at the music.

When I saw in the movie Apocalypto the scene where they are in the Aztec capital and they are throwing spears at the main characters, I immediately though of Aztec Challenge! (check out that great movie if you haven’t already done so)

The original game came out on Atari, later on the c64 (this review), on to an Amiga port, and there is a PC remake as well.



Fun Factor:

Everything kills you in this game, so you need to pay attention at all times. Tension is always existent and then entire game feels like a gauntlet.

This is a video showing a full playthrough of all the stages in the c64 version:

I always find the unforgiving kill factor a lot of fun, every time I play this game. This game has a Fun Factor of 9 out of 10.



Difficulty Versatility:

The game keeps getting harder after you beat it each time. All the stages recycles per playthrough and that’s where the challenge lies for me. Some stages are really easy and others are extremely hard. You can’t set the difficulty from the start but the game is hard enough for most people. In the later playthroughs the game is simple ridiculously hard. Difficulty Versatility gets a 5 out of 10 because you’re forced to start out on “easy”.




Since the game came out so long ago, it’s mainly available through emulation, therefore free. The full game can be downloaded here:

Just fire up your favorite c64 emulator and load the D64 file.

If you’re a c64 collector, it’s very likely you already have this game in your software collection. Value gets a score of 10 out of 10.




The game gets repetitive but considerably harder the longer you replay it in one sitting. If you like a challenge then the game is worth replaying often. Others might find themselves bored. Replayability gets a 6 out of 10.




The sound effects are pretty average. Some stages have no sound effects, with the only noise you hear being the interactive music in the background. The best sound in the game is in the swimming stage when you die, the noise of the piranhas eating you. Because of the sparse lack of sound effects in most stages, Sound gets a score of 4 out of 10.




The music is what everybody always remembers from this game. It sounds like tribal techno and it changes depending on how well you are progressing in a stage. It also starts out with a thump thump which reminds me of a heart beat and a little bit of the beginning part of Queen – Flash Gordon.

The music for Aztec Challenge is so great that it’s often remixed by the c64 remix scene. Here is one of my favorite clips from the Press Play On Tape metal version:

Here is another video with a more techno version:

As you can hear, the music for this game is pretty epic and one of the most remembered songs for the c64. Music gets a 10 out of 10.




The Graphics are rather simple but this is an early c64 game. For its time the graphics were pretty impressive vs other c64 games. I like the variety of different environments that they included for the game, although some of the stages are rather spartan. The most impressive graphically are the first stage, with you running to the pyramid, and the last one where you run across a broken bridge in between two mountains. I give Graphics an 8 out of 10.




C64’s don’t crash unless running poorly cracked games. I’ve never seen a bad copy of Aztec Challenge. There are also no bugs or parts in the game where you can’t continue. Stability/Reliability get a 10 out of 10.




Basic and obvious joystick controls. The fire button usually either makes you jump for some of the stages. Some stages have different kinds of jumps that vary in height/length. These are done by pushing the joystick different directions to vary the jump. In the traps stage, you press the fire button to stop running and up to jump. In the piranha stage, you press the fire button to dive for a few seconds, to prevent being eaten alive. Controls get a 7 out of 10 because the game doesn’t explain in game what you need to do and you might die the first time playing.




There is no lag on the original c64 nor the emulators on any modern PC. Performance gets a score of 10 out of 10.



My history with this game:

This is a game from my childhood that has always blown my mind. I’ve probably played over 120 hours of this game as a child, maybe more. This is the game my cousins, friends, and I would fire up when somebody used to claim c64 games were easy.

I’ve played it many times, when I was younger, simply to hear the music. It’s not the most relaxing game but I do enjoy a good challenge so sometimes I want to fire it up to put my nerves other the edge. Give it a go and see how far you can go before getting the game over screen.


Lazy Jones

Lazy Jones box cover
Lazy Jones box cover

Lazy Jones (c64) review by Honorabili

One Sentence Review:

“One of the trippiest games from the c64.”

Overall Score:

8 out of 10


Lazy Jones is a classic c64 game that’s one of a kind. You are stuck in this mad hotel/building, roaming the hallways that have wandering carts that kill you and weirdos, and you go into rooms to play other video games within the video game. Sounds like a crazy dream and the game plays exactly as crazy as that sounds.

The game has this feeling almost like the movie Fear and Loathing in Las Vegas, like the character is having a bad drug trip and only video games are his salvation.

You play as Lazy Jones, the janitor for a very strange hotel. The story of the game goes something like Lazy Jones is so lazy that any work will kill him. His cleaning cart and visitors at the hotel touching you instantly snuff you.

Here is a video showing you how crazy the gameplay really is:



The video has some music as well by the remixer Instant Remedy, but some of the original music as well. See below for more details on the sound score.

Fun Factor:

Most of the games in the rooms are parodies of existing arcade games from its time. If you love classic arcade games, the game will bring you a feeling of nostalgia. Fun Factor gets a 7 out of 10.



Difficulty Versatility:

The difficulty is rather the same overall, although most of the enemies do kill you if you touch them once. I’ve had instances where I die simply by the game spawning an enemy as soon as I leave a door, which is pretty rough. You can set the game to give you from 1 – 9 lives. In the terms of Diablo, you can be “hardcore” and set the game to only give you 1 life if you really want a challenge. Since you set your mortality, difficulty versatility gets a rating of 7 out of 10. I find the game easy myself but it’s still nerve wrecking when you’re down to your life (or only) life.




You can play the game if you have the diskettes and a working c64 but for every else, the game is free via emulation.

The full game can be downloaded here:

Click download now on the right column and save the ZIP file, extract the D64 file to a folder you will remember.

Now you download the emulator to run the disk image of the game. You can download the emulator CCS64 at this link:

The main link to is

in case the version file I posted gets taken down and replaced with a newer one. You can just scroll down to downloads and get the latest one (with installer you want).

Load up the emulator. Go to the File menu, select Load and Run, point it to the Lazy Jones D64 file. Let it load. Press space after the loading lights. Hit ESC to simulate the RUN/STOP key from the c64 that would let you continue. You’ll only have to do this once: go to Options, input, use the arrow keys and set control port one mode to key set 1 (go left arrow a bunch of times and control port 2 mode to keyset 2. You can control the character using the numpad arrows. Enjoy the game!

Since this is a great game and it’s free these days, Value gets a score of 10 out of 10.




This game is a classic and I’ve played it over 400 times as a child and into my early teens. I fire it up once in a while when I feel in a nostalgic mood. Replayability get a score of 7 out of 10.




The sounds are pretty nice for this c64 game. In some of the mini games, the sounds are just annoying in some others they are pretty unique. Overall, Sound gets a score of 7 out of 10.




The music for this game is legendary and by David Whittacker.



It has many covers/remixes of early 80s music, including Visage – Fade to Grey and some others.

One of the songs is so catchy that everybody knows it now as Zombie Nation – Kernkraft 400. The song even became huge in the US, which often doesn’t happen for an electronic song.

If you love rare 80s music and want a trip to the past, you must play Lazy Jones. It even has Nena – 99 Love Ballons (Luftballons)

The c64 and its SID chip have a unique sound and this is one of those soundtracks that is one of the most famous for the machine and its fans. To this day it’s remixed often, more than 20-25 years later. The music is a solid 10 out of 10.


The game is well drawn for an early c64 game. The graphics of the mini games are sometimes better than the actual graphics of the real c64/arcade games that they parody. Graphics are an 8 out of 10 for Lazy Jones.




This is a c64, not Windows 95. The game never crashes. Not even the pirated warez versions. Stability/Reliability deserve a 10 out of 10.




Simple is perfect.

For the real c64 version, you move around with your joystick. The controls are pretty self explanatory. The fire button fires, up makes you move up or jump and so on. Controls get a 10 out of 10.

For the PC emulated version through CCS64, once you set it up like I recommend (look up in the Value section as to how to get the game, and configure it), the controls are simple. The number pad arrow move you around, with 8 (up) making you jump or move up in game and enter being the fire button (used for going into rooms, the elevator, and firing in games). The only part where the control is picky is that you have to be standing in the dead center of a door to enter a room.

Under CCS64, for this game, P pauses and M mutes the music. Once you set it up, the controls are simple. I won’t rate this version because setting it up might be too complicated for some people and it might be simpler under other emulators, but that’s the emulator not the game.




Native c64 game gets perfect performance on the system. The emulation is also spot on. Performance gets a 10 out of 10.



My history with this game:

This is one of the first games I remember vividly from the c64 as making it stand out from Atari (which my friends all owned). I have fond memories of playing this game for days at a time with my older cousin, back in Argentina. We thought it was one of most original games we had yet seen. I still think that it’s unique for its time and if you’ve never played it, you should give it a try and just have a trip back to the 80s.