Games developed by Gargoyle Games Ltd
We provide a list of companies that developed abandonware games.
Select a company to view its games.
To make searching easier, use pagination by number or letter.
Ad Astra
Ad Astra is an 8-bit videogame released in 1984 by Firebird Software on the ZX Spectrum. It is a horizontally scrolling shooter game, notable for its visuals and gameplay.
The game is set in an intergalactic arena, where the player's spacecraft must battle against an armada of hostile aliens. The player's spacecraft is equipped with a single laser cannon, which can be used to shoot down the alien ships. As the player advances through the levels, they must battle against a variety of increasingly challenging opponents.
The game features detailed graphics and animation, along with an impressive soundtrack. The visuals are especially impressive considering the limited capabilities of the ZX Spectrum. The game also features a variety of power-ups, which can be used to give the player an edge in battle.
Ad Astra is a challenging game, with a steep difficulty curve. While the game can be difficult, it is also rewarding, and provides a great sense of satisfaction when the player finally defeats the alien armada. The game is still popular with retro gamers, and it remains an excellent example of 8-bit shooter design.
Overall, Ad Astra is a classic 8-bit shooter, and one of the best games released for the ZX Spectrum. It remains a timeless classic, and a great example of what can be achieved on limited hardware.
Dun Darach
Dun Darach may be the first video game prequel - to Tir Na Nog. As such, it features the warrior Cuchulainn of Muirmethne, in a war against the Conachta. When he and his companion Loeg meet a beautiful woman named Skar at an inn, they do not suspect she is a spy, and kidnap Loeg to the secret city of Dun Darach (Celtic for 'Oak Fort'). Cuchulainn will not tolerate this and will set off to Dun Darach to rescue him. To do this he will have to complete side quests along the way.
The gameplay is identical to that of Tir Na Nog: only one path in the city is shown at a time, which can be traveled to the left or to the right. When a junction is reached, the view can be rotated 90 degrees to follow that path. The gameplay is also similar: you have to win sword fights and solve word-based puzzles, although unlike Tir Na Nog you can't die.
Trading and money management play a bigger role than before: you can offer, sell and steal items from others, and you get jobs in exchange for money. Watch out for the policeman Ryde: if he finds you with stolen items, he will take everything you are carrying. You must also talk to people and enter magic rooms to get key information.
Marsport
Marsport is the first (and ultimately only) game in an unfinished trilogy set in the 25th century. Humanity is at war with the alien race Sept, and they are now in a position to invade Earth, as they have the blueprints to their protective sphere. The player plays John Marsh, a soldier turned leader who must go to Mars and locate the original blueprints.
Marsport uses the same gameplay system as Tir Na Nog and Dun Darach, although a 3D effect is incorporated into the graphics. Only one path is shown on the screen at a time, and the view rotates at junctions. Warriors and Warlords must be shot down with weapons, making this the most action-packed Gargoyle adventure yet.
The Marsport is divided into ten distinct sections with their own functions, such as warehouses, administration and computers. There are robots to interact with, to obtain information or objects. Pairs of objects can be combined to make new ones. A central computer blocks many sections until it can be found and deactivated. You will have to shoot the Sept before they touch you, and also watch out for Guard robots that may malfunction and mistake you for a Sept.
Sweevo's World
The Self-Directed Extreme Environment Volitional Organism, or Sweevo for short, is a goofy-looking and generally incompetent robot. Its world is Knutz' Folly, and consists of nearly 200 isometric screens of danger and challenge, making it a Knightlore-influenced game, though it takes a less serious approach to the genre. Sweevo can enter the world through four different vertical levels, and must use elevators and holes to cross through them and solve many puzzles.
You will encounter some decidedly strange inhabitants. The most dangerous are the Dictators and Minxes: contact with them will drain Sweevo's energy, as will contact with water (he's a robot, remember). Energy can be recharged by scaring the Geese and collecting the tokens they reveal. The main score is a percentage, although other totals are kept, most notably 'Brownie Points', for contact with the brownies.
Thundercats
Released in 1987 for the Commodore 64, the ThunderCats game stands as a curious artifact of licensed platforming from the late 80s. It translates the screen battles and perilous landscapes from the animated series into a stubbornly pixelated adventure that suits the machine’s memory constraints and color palette. Players guide Lion-O through a sequence of jagged platforms, goblin-like adversaries, and hidden paths, chasing the ultimate aim of restoring balance to the fallen cat empire. The result feels like a rough translation: faithful in mood, practical in execution, and proudly nostalgic in finish. Its visuals glow with chunky sprites that charm.
Gameplay trades on classic climbing and jumping sequences, requiring precise timing to avoid spikes and patrolling drones. Lion-O employs a basic melee swipe and occasional ranged assault, while ingenious level layouts coax players to scout for switches, ladders, and secret doorways. Short bursts of action alternate with moments of caution, giving a rhythm that rewards careful observation as much as reflexes. Enemies vary from nimble foot soldiers to heavy guardians, each offering different patterns that demand adaptation. Hidden collectables and score multipliers motivate persistent exploration, inviting veterans to map routes and replay stages for better results, and discover clever shortcuts.
On screen, the game confronts the era with chunky scrolling, limited color depth, and crouched animation cycles. Despite the constraints, designers managed to capture the ThunderCats mood through bold silhouettes, neon accents, and stage backdrops that hint at strange alien landscapes. The soundtrack rides a tight chiptune groove, punctuated by crisp weapon noises and sparse voice flourishes that feel like a stylized echo from the cartoon. Collision detection lands with surprising reliability for its time, letting players focus on strategy rather than frustration. In a crowded marketplace of licenses, this cartridge earns respect for craft under pressure.
This title is treasured by collectors and scavenged by preservationists who want a snapshot of a licensing era that often collided with ambition. While not the most polished platformer on the C64, it remains a solid example of how a beloved animated universe could be translated into crunchy pixels without losing its spirit. Emulation and retro reviews frequently highlight its balance of risk and reward, praising clever level design that rewards exploration over frantic button mashing. For newcomers, treat it as a time capsule, sampling the challenge, sound, and stubborn charm that defined computing in its own peculiar way.
Tir Na Nog
The first in a trilogy of similarly designed titles from Gargoyle Games, Tir Na Nog is a complex mix of arcade and adventure elements. The game is viewed from one side, and to change direction you have to rotate your view.
You play Cuchulainn, and must return the Sidhe race to its former position of intelligence, enlightenment and civilization. This can be done by retrieving the four pieces of the Seal of Calum, which was broken when the Great Enemy invaded.
Many of the puzzles take the form of cryptic text messages (displayed in neat pseudo-Celtic typography), ranging from 'find my crown for a gift' to 'the key to the back door is me'; lateral thinking is required to interpret these messages.
The action part is challenging, especially before you find a good sword or mace. When you die, you return to the beginning of the game, but item settings remain exactly as they were - which makes it important to save the game regularly, as it is possible to lose weaponry in such a precarious situation that you have little chance of recovering it without suffering further combat.