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Who else agrees?
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Who struggled to get Banner out of the chair? "Bite lip"
Questprobe 1 - The Incredible Hulk (Commodore 64)
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Is this the most stunning Amiga game ever made?
Shadow of the Beast (Reflections / Psygnosis, 1989)
It used dual playfield mode, heavy copper-list work and sprite reuse to create its dense multi-layer parallax and rich colour effects.
Do you still rate it as the ultimate Amiga tech showcase, or has something else taken the crown?
Is this Rob Hubbard’s best C64 SID track?
One Man and His Droid (Mastertronic, 1985)
One of his most praised early SID tunes. Inspired by Jean-Michel Jarre’s Magnetic Fields, with a middle section lifted from Hall & Oates’ “Maneater” (which Hubbard reportedly disliked). It later became the loading theme for Mastertronic’s Invade-a-Load system.
Do you rate this higher than Monty on the Run or Commando?
Do you remember Mean Streets on the Commodore 64...turns out Access Software was inspired by Blade Runner.
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Who remembers Mean Streets on the Commodore 64?
Commodore Format magazine rated it 69% "Definitely only for those with the patience of a saint."
Play or Miss?
Did you know Quedex was Stavros Fasoulas’ last Commodore 64 game?
He spent five months making it — three of them just on the ball physics — and once it was finished he went straight into compulsory military service in the Finnish Defence Forces.
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One of the scariest Commodore 64 games just turned up today. Saved from the landfill by a recycling center and now in the Commodore Computer Museum. Who else loved this game?
What a surprise ending to this Amiga game!
Scorpion (Amiga, 1989)
You spend the whole game as a warrior named Scorpion, fighting through harbours, jungles, ice levels and more, blasting enemies with energy bolts from your fingertips, all to rescue the kidnapped Princess of Scorpia.
You clear the five levels, take down the bosses, and finally reach her.
Then the game flips the script.
You don’t save her.
You kill her!
And in that moment the game reveals the truth: the princess was the evil sister. You were the good one all along — and with her gone, you’re now the sole heir to the throne.
Who remembers the free Amiga game, Apache?
(Amiga, 1993) by Team 17 (David J. Broadhurst, Haydn Dalton, Allister Brimble)
David Broadhurst later explained that they started the game with great enthusiasm and felt it could be great. As it came together, they ran out of ideas to make it great.
They had put in enough work that some people would enjoy it, but didn’t think it was good enough to charge for, so it was released as a free bundle (often with titles like Alien Breed II and Body Blows Galactic).
He called it a good decision that hopefully gave some players a decent free experience.
It sure did!
Who remembers the physical dongle key that plugged into the second joystick port for RoboCop 3 on the Commodore Amiga?
Without it, the game simply wouldn’t start.
These 10 Classic ’80s Arcade Games Are Basically Unplayable Today (And Here’s Why)
CBR’s Marley Hughes looks at arcade classics that have aged poorly because of mechanical failures, obsolete hardware, control schemes that no longer make sense, or licensing dead-ends. Here are the 10 games and the exact headings he used:
1. Paperboy — “Paperboy’s Isometric Angle Is Putrid”
2. APB — “APB Is Too Complicated for Its Own Good”
3. Tempest — “Tempest Is Too Mechanically Complex to Work Nowadays”
4. Star Wars — “Star Wars Has Substance but Very Little Flash Today”
5. Hard Drivin’ — “Hard Drivin’ Shows Its Age as an Early 3D Racer”
6. Dragon’s Lair — “Dragon’s Lair’s Use of Laserdisc Technology Could Soon Backfire on It”
7. Discs of Tron — “Discs of Tron Is a Mechanical Nightmare”
8. Tail Gunner — “Tail Gunner Is Monochrome Monotony”
9. Crossbow — “Crossbow Has Aged Worse Than Most Other Light Gun Shooters”
10. Popeye — “Popeye Won’t Make It to Modern Platforms Anytime Soon”
If you want to read his full article see the link below. Just going by the headings alone, what are your thoughts?
Full article:
cbr.com/classic-80s-arcade-g…
Winter Games, Summer Games, California Games but did you play Aussie Games?
Featuring events like Bottle Shooting, Football Punting, Boomerang and Bellywhacking.
Favourite event?
Alien Syndrome on the Amiga was developed by Softek International. Coded by Glyn Kendall and John Jones-Steele, graphics by Tahir Rashid, music by David Whittaker.
The arcade version has six stages plus a final boss. The Amiga (along with the Atari ST and DOS ports by Softek) completely skips Rounds 4 and 5—after Round 3 it jumps into a rearranged version of Round 6, then the final boss.
Ironically, the more limited Commodore 64 version - but excellent version - includes every stage.











