Top Games – Play the Classics

Discover the legendary Commodore 64 games that have entertained generations and continue to inspire fans and developers alike. In this selection, you’ll find some of the very best classics – each with a short description, fun trivia, and handy tips. Whether you’re a nostalgic veteran or a first‑time explorer, you’re sure to find your favourites here.

The Last Ninja (1987)

  • Genre: Action‑adventure
  • Why it’s a classic: Groundbreaking graphics and sound for its time, exciting combat system blended with clever puzzles.
  • Tip: Pay close attention to your surroundings – the key to progress is often hidden in plain sight.

Impossible Mission (1984)

  • Genre: Platform / puzzle
  • Why it’s a classic: Known for the iconic “Stay a while… stay forever!” line, randomly generated rooms, and time‑pressured gameplay.
  • Tip: Mastering efficient lift usage can save you precious minutes.

Bubble Bobble (1987)

  • Genre: Platform
  • Why it’s a classic: Cute yet addictive, and especially fun in two‑player mode.
  • Tip: Pop multiple bubbles at once to rack up bigger scores.

Elite (1984)

  • Genre: Space simulator / trading
  • Why it’s a classic: Open‑world exploration, freedom to trade or fight, and a pioneering gameplay scope for its era.
  • Tip: Check prices at multiple stations before investing in goods.

International Karate + (1987)

  • Genre: Fighting
  • Why it’s a classic: Smooth animations, varied moves, and unique three‑player battles.
  • Tip: Defence is just as important as offence – don’t forget to block.

Wizball (1987)

  • Why it’s great: Unique colour‑collecting shooter with evolving controls.
  • Tip: Upgrade movement early to make colour collection easier.

Turrican (1990)

  • Why it’s great: Huge run‑and‑gun worlds with hidden secrets.
  • Tip: Use the lightning whip to clear enemies above and below.

Paradroid (1985)

  • Why it’s great: Tactical top‑down shooter where you take over enemy robots.
  • Tip: Target higher‑level droids only when your energy is high.

Summer Games II (1985)

  • Why it’s great: Multiple Olympic‑style events with great multiplayer appeal.
  • Tip: Learn the timing for each event – button mashing rarely wins.

Bruce Lee (1984)

  • Why it’s great: Platform brawler with co‑op and competitive modes.
  • Tip: In two‑player mode, coordinate with your partner to clear screens faster.

Great Giana Sisters (1987)

  • Why it’s great: A platformer inspired by Mario but with its own level design and quirky charm.
  • Tip: Check for hidden blocks – they often hide extra lives and power‑ups.

Boulder Dash (1984)

  • Why it’s great: A race against time to grab gems in collapsing underground caverns.
  • Tip: Always make sure you have an escape route before dislodging boulders.

Mayhem in Monsterland (1993)

  • Why it’s great: Eye‑catching, fluid platforming released in the C64’s twilight years.
  • Tip: Use your running momentum for longer jumps to access secret areas.

Creatures (1990)

  • Why it’s great: Blends platform action with fiendish puzzle‑trap rescue sequences.
  • Tip: On trap screens, watch the timing before you attempt to save your friends.

Armalyte (1988)

  • Why it’s great: A fierce side‑scrolling space shooter with slick graphics.
  • Tip: Practise switching weapons mid‑level to adapt to changing enemy patterns.

Katakis (1988)

  • Why it’s great: Fast‑paced shoot ’em up with a range of weapon options.
  • Tip: Position your drone so it covers as many attack angles as possible.

Hawkeye (1988)

  • Why it’s great: A mix of platforming, shooting, and item collecting.
  • Tip: Gather all pieces quickly to unlock the exit and power up your gun along the way.

Pitstop II (1984)

  • Why it’s great: Two‑player split‑screen racing with tyre wear and pit strategy.
  • Tip: Make a pit stop before your tyres blow – it’s faster than limping to the finish.

Rick Dangerous (1989)

  • Why it’s great: Indiana Jones‑style adventuring full of lethal traps.
  • Tip: Memorise trap locations; many levels require near‑perfect recall.

Cauldron II: The Pumpkin Strikes Back (1986)

  • Why it’s great: A twist on the original – you’re the pumpkin battling the witch.
  • Tip: Master the bounce physics to navigate tight spaces effectively.

Ghosts ’n Goblins (1986)

  • Why it’s great: A brutally tough side‑scrolling arcade conversion that tests every reflex.
  • Tip: Learn enemy spawn patterns so you’re ready before they appear.

Commando (1985)

  • Why it’s great: Non‑stop top‑down run‑and‑gun with memorable music.
  • Tip: Keep moving diagonally to avoid concentrated fire.

Uridium (1986)

  • Why it’s great: High‑speed, side‑scrolling space shooter with sleek visuals.
  • Tip: Memorise the dreadnought layouts to minimise risky manoeuvres.

Barbarian: The Ultimate Warrior (1987)

  • Why it’s great: One‑on‑one sword duels with cinematic finishing moves.
  • Tip: The “neck chop” is risky but can end fights instantly.

MicroProse Soccer (1988)

  • Why it’s great: Fast‑paced football action with aftertouch control.
  • Tip: Master the banana kick to curl the ball past keepers.

R‑Type (1988)

  • Why it’s great: Faithful conversion of the arcade sci‑fi shooter with challenging bosses.
  • Tip: Use the Force pod as both a shield and a weapon.

Maniac Mansion (1987)

  • Tip: Choose your team carefully – each character’s unique skills can unlock different paths to the finale.
  • Why it’s great: Quirky point‑and‑click adventure with multiple endings, character‑specific puzzles, and a cast of bizarre, unforgettable residents.

Paperboy (1986)

  • Why it’s great: Quirky delivery‑route game mixing speed, precision, and chaos.
  • Tip: Prioritise hitting subscribers’ mailboxes while avoiding non‑customer houses.

Stunt Car Racer (1989)

  • Why it’s great: 3D racing on elevated tracks with physics‑based jumps.
  • Tip: Feather the throttle before big ramps to keep your nose level.

Montezuma’s Revenge (1984)

  • Why it’s great: Multi‑screen platform exploration full of hazards and treasures.
  • Tip: Clear enemies methodically before attempting tricky jumps.

Archon: The Light and the Dark (1983)

  • Why it’s great: Chess‑like strategy fused with real‑time arena battles.
  • Tip: Control the power points to slowly tilt the balance in your favour.

Defender of the Crown (1986)

  • Why it’s great: Medieval strategy with jousting, swordplay, and castle sieges.
  • Tip: Early raids on weak opponents can quickly expand your territory.

Winter Games (1985)

  • Why it’s great: Seasonal sports with a mix of speed, precision, and style events.
  • Tip: Practise each event individually before going for a full competition run.

Buggy Boy (1985)

  • Why it’s great: Fun checkpoint‑racing over varied obstacle‑filled courses.
  • Tip: Collect all flags in order for maximum bonus points.

Spy vs Spy (1984)

  • Why it’s great: Two‑player competitive trap‑laying and item‑collecting madness.
  • Tip: Learn the trap‑detection telltales to avoid your rival’s sneaky surprises.

Dropzone (1984)

  • Why it’s great: Lightning‑fast shooter inspired by arcade Defender.
  • Tip: Rescue humanoids early; they’re worth big points and make you harder to hit.

Zak McKracken and the Alien Mindbenders (1988)

  • Why it’s great: Off‑beat point‑and‑click adventure from Lucasfilm Games, packed with surreal humour, globe‑trotting (and Mars‑trotting) locations, and brain‑teasing puzzles that reward curiosity and lateral thinking.
  • Tip: Keep notes on clues and symbols – some solutions only click when you connect information from far‑flung places.

Emlyn Hughes International Soccer (1988)

  • Why it’s great: Deep football sim with passing and tactics ahead of its time.
  • Tip: Use through‑balls to break stubborn defences.

The Sentinel (1986)

  • Why it’s great: Unique 3D strategy where you absorb and build to out‑maneuver a watchful foe.
  • Tip: Move cautiously – sudden rises in elevation will draw the Sentinel’s gaze.

Hunter’s Moon (1987)

  • Why it’s great: Arcade shooter with regenerating mazes and a subtle story.
  • Tip: Watch the building patterns to predict safe routes.

Wizard of Wor (1983)

  • Why it’s great: Maze‑based shooter where monsters – and your fellow player – are both threats.
  • Tip: Use short bursts of fire to keep moving while staying accurate.

Gryzor (Contra) (1987)

  • Why it’s great: Run‑and‑gun action with side‑scrolling and pseudo‑3D stages.
  • Tip: Learn boss patterns so you can keep maximum firepower on target.

Lightforce (1986)

  • Why it’s great: Vertically scrolling shooter with vivid backgrounds and smooth motion.
  • Tip: Prioritise fast enemies – they’re the hardest to react to later.

Raid on Bungeling Bay (1984)

  • Why it’s great: Helicopter combat with strategic factory destruction goals.
  • Tip: Knock out radar installations early to reduce enemy coordination.

Falcon Patrol II (1984)

  • Why it’s great: Side‑view jet combat with fuel and ammo management.
  • Tip: Refuel before you’re low – running dry over enemy territory is fatal.

Thrust (1986)

  • Why it’s great: Physics‑based precision flying with tow mechanics.
  • Tip: Counter‑thrust gently to keep cargo stable during extraction.

Cybernoid (1988)

  • Why it’s great: Tough multi‑screen shooter with traps and destructible scenery.
  • Tip: Switch weapons often to deal with changing enemy types.

Blue Max (1983)

  • Why it’s great: Isometric WWI biplane bombing and strafing runs.
  • Tip: Line up with bridges early so you have time to drop bombs accurately.

Saboteur! (1985)

  • Why it’s great: Infiltration‑action with stealth, combat, and an escape timer.
  • Tip: Plan your exit route before grabbing the objective.

Crush, Crumble and Chomp! (1983)

  • Why it’s great: Play as a giant movie monster demolishing cities.
  • Tip: Destroy power stations first to hamper human defences.

Zynaps (1987)

  • Why it’s great: Slick horizontal shooter with precise controls and escalating challenge.
  • Tip: Upgrade your weapons early – late‑level enemies are relentless.

Mercenary (1985)

  • Why it’s great: Vast open‑world 3D adventure with freedom to explore and solve your mission your way.
  • Tip: Make a map of key locations; the landscape is huge and easy to get lost in.

Alleykat (1986)

  • Why it’s great: Futuristic racing/shooter hybrid with combat between gates.
  • Tip: Fly low over gates for bonus points and to avoid incoming fire.

The Eidolon (1985)

  • Why it’s great: First‑person fantasy shooter where you pilot a steam‑powered craft through surreal caverns.
  • Tip: Manage your energy – attacking and taking hits both drain it.

Frankie Goes to Hollywood (1985)

  • Why it’s great: Genre‑blending mystery where mini‑games unlock clues to “The Pleasuredome.”
  • Tip: Explore everything; even mundane rooms hide vital puzzles.

Thing on a Spring (1985)

  • Why it’s great: Bouncy platform adventure with memorable music and physics.
  • Tip: Use momentum to clear large gaps – timing is key.

Hypersports (1985)

  • Why it’s great: Arcade sports events ranging from swimming to clay pigeon shooting.
  • Tip: Learn the rhythm for each event rather than button‑mash.

Revenge of the Mutant Camels (1984)

  • Why it’s great: Surreal shoot‑’em‑up from Jeff Minter with bizarre enemies.
  • Tip: Grab every odd‑looking power‑up – effects may surprise you in a good way.

Delta (1987)

  • Why it’s great: Stylish side‑scrolling shooter with selective weapon bonuses.
  • Tip: Only pick up bonuses that match your current upgrade plan.

Laser Squad (1988)

  • Why it’s great: Deep turn‑based tactical combat with multiple scenarios.
  • Tip: Use cover and overwatch fire to force enemies into kill zones.

Impossible Mission II (1988)

  • Why it’s great: Expands the original’s platform‑puzzle espionage with new enemy types and improved graphics.
  • Tip: Map each building’s layout to optimise your search for puzzle pieces.

Project Firestart (1989)

  • Why it’s great: Cinematic sci‑fi horror adventure often called a precursor to survival horror games.
  • Tip: Conserve ammo – some encounters are better avoided entirely.

Mayhem (fictional entry)

  • Why it’s great: Chaotic top‑down shooter with dynamic arenas and unpredictable hazards.
  • Tip: Keep moving; staying still makes you an easy target.

Battle Valley (1988)

  • Why it’s great: Tactical vehicle combat swapping between tank and helicopter missions.
  • Tip: Destroy bridges in the right order to slow enemy advances.

Alley Cat (1984)

  • Why it’s great: Quirky arcade‑style mini‑games tied together by a mischievous cat’s rooftop wanderings.
  • Tip: Time your leaps carefully – fall damage isn’t a thing, but missing targets costs you.

Protector II (1983)

  • Why it’s great: Defender‑style rescue shooter with added vertical terrain.
  • Tip: Sweep the skies first before collecting ground targets.

Exolon (1987)

  • Why it’s great: Run‑and‑gun action with upgradeable armour and heavy weaponry.
  • Tip: Switch to grenades for stationary defences – saves health in the long run.

Spindizzy (1986)

  • Why it’s great: Isometric exploration and puzzle solving with gravity‑defying paths.
  • Tip: Take your time; rushing leads to falls that waste precious energy.

Way of the Exploding Fist (1985)

  • Why it’s great: Groundbreaking martial arts fighter with fluid animation and varied moves.
  • Tip: Mix high and low kicks to throw off defensive opponents.

Mr. Do! (1984)

  • Why it’s great: Arcade digging game with a twist – you can attack while collecting cherries.
  • Tip: Drop apples strategically to take out multiple enemies at once.

Space Taxi (1984)

  • Why it’s great: Quirky gravity‑based taxi game where you ferry passengers between floating pads.
  • Tip: Gentle thrust control is key – hard landings cost you time and tips.

H.E.R.O. (1984)

  • Why it’s great: Rescue missions deep underground using a helicopter‑backpack.
  • Tip: Destroy walls only when needed to save dynamite for later obstacles.

Park Patrol (1984)

  • Why it’s great: Light‑hearted action as you clean up a park while dodging wildlife and hazards.
  • Tip: Swim diagonally to outrun snakes in the water.

BMX Simulator (1986)

  • Why it’s great: Top‑down racing with short but challenging dirt tracks.
  • Tip: Feather turns – sliding wide will cost precious seconds.

Choplifter! (1985)

  • Why it’s great: Side‑scrolling rescue game switching between combat and careful landings.
  • Tip: Keep an eye on fuel; detours for refuelling are worth it to save more hostages.

Rescue on Fractalus! (1985)

  • Why it’s great: Atmospheric first‑person sci‑fi rescue flights over jagged alien terrain.
  • Tip: Always scan approaching pilots – some may not be human.

Bruce Lee II (fictional entry)

  • Why it’s great: Fan‑inspired sequel expanding the martial platforming action with new arenas.
  • Tip: Use verticality – platforms above often hide bonus items.

International Basketball (1985)

  • Why it’s great: Simple but surprisingly competitive 2‑on‑2 hoops.
  • Tip: Time your jump shots at the peak for maximum accuracy.

Pole Position (1984)

  • Why it’s great: Arcade racing classic with qualifying laps and tight curves.
  • Tip: Learn braking points; overshooting a corner loses far more time than slowing early.

Tapper (1984)

  • Why it’s great: Serve drinks fast enough to keep customers happy without dropping mugs.
  • Tip: Clear farthest bars first – closer patrons approach much faster.

Green Beret (1986)

  • Why it’s great: Side‑scrolling military action with close‑quarters combat and non‑stop pressure.
  • Tip: Learn enemy spawn points so you can strike first and keep advancing.

Qbert (1984)*

  • Why it’s great: Arcade classic with isometric hopping puzzles and pesky enemies.
  • Tip: Use edge platforms to lure enemies into falling off.

Kikstart II (1987)

  • Why it’s great: Split‑screen stunt biking over tricky obstacle courses.
  • Tip: Balance speed and precision – reckless jumps usually mean a reset.

Time Pilot (1985)

  • Why it’s great: Free‑roaming shooter where you battle through multiple eras of aerial combat.
  • Tip: Target enemy waves quickly to trigger bonus stages sooner.

Gauntlet (1986)

  • Why it’s great: Dungeon‑crawling co‑op with hordes of enemies and endless replay value.
  • Tip: Destroy monster generators immediately to keep rooms manageable.

Leader Board Golf (1986)

  • Why it’s great: Pioneering golf sim with smooth swing mechanics.
  • Tip: Factor in wind and power – full swings aren’t always the answer.

Mission Elevator (1986)

  • Why it’s great: Espionage‑themed platformer with elevators and sneaky enemy guards.
  • Tip: Wait for guard patterns before moving between floors.

Batalyx (1985)

  • Why it’s great: Multi‑game challenge combining speed, shooting, and strategy.
  • Tip: Conserve energy between stages – you’ll need it later.

Split Personalities (1986)

  • Why it’s great: Sliding‑tile puzzle with political caricatures and booby traps.
  • Tip: Clear hazards early so they don’t undo your progress.

Gorf (1983)

  • Why it’s great: Multi‑stage shooter with different enemy patterns and perspectives.
  • Tip: Use the temporary shield sparingly – it’s your last line of defence.

Wizardry: Proving Grounds of the Mad Overlord (1987)

  • Why it’s great: Classic dungeon‑crawling RPG adapted for the C64, with deep party management.
  • Tip: Keep multiple save disks – a bad delve can wipe your whole party.

One on One (1984)

  • Why it’s great: Intense basketball duels between Julius Erving and Larry Bird.
  • Tip: Fake one way, shoot the other – the AI can be bluffed.

Zorro (1985)

  • Why it’s great: Side‑scrolling adventure with environmental puzzles and swashbuckling charm.
  • Tip: Items often have non‑obvious uses – experiment in different locations.

Super Cycle (1986)

  • Why it’s great: Arcade motorcycle racing with colourful, changing courses.
  • Tip: Watch weather changes – rain affects handling more than it seems.

BurgerTime (1984)

  • Why it’s great: Assemble giant burgers while dodging relentless food enemies.
  • Tip: Drop ingredients when enemies are on them for bonus points and a clear lane.

Hunchback (1984)

  • Why it’s great: Timing‑based platformer where you rescue Esmeralda across dangerous castle walls.
  • Tip: Learn rope swing timing to avoid endless retries.

Jumpman (1983)

  • Why it’s great: Multi‑level platform game with varied hazards and objectives each stage.
  • Tip: Don’t rush – patterns often change midway through a level.

Oil’s Well (1984)

  • Why it’s great: Guide a drill head deep underground to collect oil while avoiding hazards.
  • Tip: Retract quickly at the first sign of danger – it’s faster than navigating around it.

Spy Hunter (1984)

  • Why it’s great: Driving‑combat hybrid with weapon‑equipped sports cars.
  • Tip: Use smoke screens to buy time in crowded traffic.

Jumpman Junior (1983)

  • Why it’s great: Compact sequel to Jumpman with tighter, more challenging levels.
  • Tip: Learn the shortest safe routes – efficiency is everything here.