Games developed by Codemasters
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Armourdillo
In 1987 the Commodore 64 received Armourdillo, a brisk side scrolling romp that quickly stood out for its playful mascot and punishing pace. The hero, an armadillo armored for combat, charges through industrial caverns and alien trenches, collecting powerups while dodging creatures and hazards. Although it never becomes a sprawling epic, it delivers a tight arcade experience designed for short sessions, the sort of cartridge gaming that rewards practice and quick reflexes right in the era's action flood for gamers.
Control is simple: move, jump, and use an attack that can be angled by timing rather than complexity. Enemies patrol fixed routes, yet their patterns change as you learn timing windows for safe landings. Levels mix vertical climbs with sudden drops, so managing momentum matters as much as aiming. Several stages also feature concealment, where digging or smashing barriers reveals secret corridors and replacement health, turning exploration into a practical strategy. You are rewarded for steady movement and calm reads.
Visually, sprites have a rounded charm, with the armored creature animating in crisp frames that fit the limited resolution. Backgrounds use bold gradients and tilework, giving the impression of depth without clutter. The user interface stays out of the way, letting the action breathe. Sound design leans on energetic chiptunes and snappy sound effects, so every hit, pickup, and landing feels immediate. Even after repeat plays, the soundtrack avoids fatigue thanks to short melodic variations that snap into place instantly.
Armourdillo tends to punish hesitation. The first encounters teach basic arcs, but later swarms arrive faster and force sharper decisions about when to retreat or press forward. Checkpoints are helpful, yet mistakes often cost time because enemies can respawn. Difficulty rises through choreography more than sheer health values, creating a learning curve that feels fair. Powerups, including temporary boosts, let skilled players clear riskier segments, while novices savor them as safety nets replay turns into a quest for cleaner runs.
For many owners, this title became a Friday night staple, traded among friends via copies and tips. It did not dominate magazines, but it earned a loyal following for its tight pacing and character. In today’s retro scene, Armourdillo is often praised as a snapshot of how the C64 could still deliver fresh platforming feel in the late eighties. Its appeal lies in the balance between simplicity and skill, proving that a compact game can stay lively for decades afterward.
Pete Sampras Tennis 96
Pete Sampras Tennis '96, the European-exclusive sequel to Pete Sampras Tennis, includes new features such as a redesigned graphics engine with parallax scrolling, new strokes and postoff controls, and an indoor court that joins the previously available grass, clay and hard courts.
The changes to the game go far beyond the graphics: the ball now reacts differently on each court and it is more difficult to control the direction of the ball, meaning that powerful forehand shots that could win a match in minutes in the first game are much harder to pull off. Serves now have to be perfectly weighted in power as well as direction and timing, facing the risk of hitting the net or going out of bounds, with a speedometer showing the speed of the best serves. All of this is controlled with the three gamepad buttons and the d-pad, with the A button to launch the ball, the B button to make passing shots and the C button to dive in direction. Combining the B and A or C buttons, it is possible to add the top