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Browse games commodore-64

For the commodore-64 platform, you can choose games such as:

'43 - One Year After

1986, the year '43 - One Year After was released on Commodore 64. Made by Greve Graphics and published by American Action AB, this action game is available for free on this page.

0 and x

Released in 1986, 0 and x was a revolutionary game for the Commodore 64. It was a simple yet addictive game that quickly gained popularity among gamers of all ages. Developed by Holloway Electronics, this game involved players strategically placing 0s and Xs on a grid in order to claim victory. While the concept may seem straightforward, the gameplay was anything but mundane. One of the most appealing aspects of 0 and x was its visual simplicity. The game was set on a black and white grid, which gave it a clean and minimalistic feel. This allowed players to focus on the strategy and gameplay without any distractions. The graphics may have been basic, but they were fitting for the era and did not detract from the overall gaming experience. The gameplay itself was easy to understand, but difficult to master. Players had to outsmart their opponents by placing their 0s and Xs in a strategic manner. The goal was to get three in a row in any direction, while also blocking the opponent from doing the same. This required careful planning and quick thinking, making it a mentally engaging game. It was this perfect combination of simplicity and challenge that made 0 and x a hit among players. Apart from the challenging gameplay, what made 0 and x stand out was its multiplayer mode. While single-player options were available, the game truly shined when played with a friend. The competition between two players was intense and often led to hours of gaming sessions. This game was not just about winning or losing, but also about the experience and bonding that came with it. Another standout feature of 0 and x was its AI (artificial intelligence). Players could choose to play against a computer opponent, which was programmed to have different skill levels. This added a new dimension to the game, as players could test their skills against the computer and continuously improve their gameplay. It also made the game accessible to those who did not have a gaming partner, further increasing its appeal. The music and sound effects in 0 and x added to the overall experience. The game had a catchy soundtrack that was simple yet catchy. The sound effects, such as the beeps and buzzes when placing a marker, were also well-suited to the gameplay and added to the nostalgic feel of the game. Despite being released over three decades ago, 0 and x remains a popular game among retro gamers and continues to be played on emulators and remakes. Its simple yet challenging gameplay, multiplayer mode, and overall nostalgic appeal make it a timeless classic in the world of video games. If you have a Commodore 64 or an emulator, giving 0 and x a try is a must for any true gaming enthusiast.

007 Car Chase

Players control a car that must drive along the road alongside other cars. To deal with them, the car is equipped with a smoke screen and weapons that players can use to kill them. Occasionally, a helicopter flies overhead and will launch missiles and torpedoes at the player, but they can be destroyed with missiles that their car is also equipped with. If the player's car comes into contact with enemy fire or collides with other cars, the player loses a life.

007: Licence to Kill

In 1989, the DOS crowd got its hands on 007: Licence to Kill, a licensed action title that rode the momentum of the film while trying to capture the same brisk sense of danger. Set up as a sequence of missions rather than a free-roaming adventure, it asks you to play the familiar secret agent role: move fast, aim carefully, and survive long enough to push the plot forward. For many players, it landed as a timely slice of late-eighties spectacle, when PCs were still learning how to look like consoles. What really defines the gameplay is its straight-ahead combat structure, built around firefights in rooms, corridors, and outdoor pockets of mayhem. You generally switch between cautious exploration and sudden gunplay, managing health and ammo as the action escalates. Encounters tend to be punctuated by tougher enemy clusters and brief set-piece moments that feel designed to break your rhythm and force new routes. While it does not reinvent the action genre, it delivers the Bond fantasy in small, practical ways: quick weapon handling, mission checkpoints, and enough variety in level layout to keep the pace from collapsing. Visually, the game leans on period-correct DOS technique, using sprites and simple environment geometry that could look surprisingly solid on VGA. Motion is readable, and the screen clutter stays mostly under control, which matters because you spend plenty of time tracking threats at close range. Sound design brings punch to each hit, and the soundtrack support gives the experience a sleek, thriller-like mood rather than turning everything into pure noise. Controls are responsive enough to be fair, though the era’s limitations still show when you are surrounded and need pinpoint accuracy. This title is a reminder of how movie tie-ins often worked on PCs: practical adaptations with strengths in atmosphere and intensity, but occasional rough edges that fans forgive because the core fantasy still lands. Difficulty can spike, partly due to combat density and partly because learning the level flow takes a few tries. Even so, it holds a particular charm for collectors and longtime players who remember the era when a license could make a machine feel cinematic.

10 Pin

Introduced in 1986, Commodore 64's 10 Pin delivered a bowling experience to home players that was previously exclusive to arcades. Enthusiasts of the genre were overcome with delight. They were able to bowl against either the computer or with friends, interacting through the same console. The visuals were surprisingly accurate, the playroom modeled in two-dimensional sprites. The range of pins and balls was delightful, each animated with a timbre of their own. The four-player mode, which allowed gamers to compete against one another, was a particularly remarkable feature. The strike sound effects only added to the level of immersion and greatly enhanced overall gameplay. Unfortunately, the control system was not as sophisticated. Handling the ball involved shifting the joystick cursor in the desired direction and navigating a linear scale to adjust the power and spin, a janky system compared to the knobs and buttons seen in more contemporary sports games. It was difficult to accurately judge the angles and force of the skillshots, making success at the game a matter of luck as much as of skill. In spite of these shortcomings, 10 Pin was revolutionary for its time and quickly developed a cult following. Many gamers experienced the thrills of competitive bowling and leaderboard glory for the first time, enjoying countless hours of entertainment without having to leave their living rooms. With its bold attempts at realism and vivid graphics that remain unexpectedly emergent, this title truly encapsulates the Commodore 64 aesthetic and remains a true classic.

10-Pin Bowling

1984, the year 0-Pin Bowling was released on Commodore 64. Published by CDS Microsystems, this sports game is available for free on this page.

10... Knockout!

1985, the year 0... Knockout! was released on Commodore 64. Published by Amersoft, this sports game is available for free on this page.

1000 Miglia

"1000 Miglia" was released in 1992 as a racing game in the "DOS" system. This game was developed by Software House "Marabunta" and published by Titus France. It was well-known for its realistic, detailed graphics and tracks, and its thrilling sense of speed. The objective was to race a variety of vehicles like cars, vans, trucks, and more in different climates and locations, such as mountains, cities, and deserts. The game features a range of vehicles with unique driving characteristics which was unique to its genre. Players could also choose from several courses including 250 km, 350 km, and 1000 km races. The stunts were remarkable that featured jumps with turns, drifting around dangerous curves, and more. The visuals were vivid and captivating. The race tracks were intense and sharp. The controls were steady and straightforward, allowing players to adjust the speed and the steering of their vehicles quickly and accurately. The game was challenging to master as the speed increased and the difficulty levels could be changed. The soundtrack was a mix of classical music and beeps that created an excellent ambiance. In each course, the goal was to complete it without hitting any obstacles or going out of bounds. Along the way, the player could pick up additional bonus items, such as weapons and items. The player could also use the Boost option to gain an advantage. To add to the challenge, other AI racers tried to beat the player in every course. The game was a fun way to pass the time with its exciting action and detailed graphics. It was an advanced racing game for its time, with a solid engine, and remarkable visuals. One of the few downsides of the game was that its graphics could become a bit pixelated at times. Nevertheless, the sense of speed and its high replay value made it an exciting game.

10th Frame

The authors of Leader Board, Bruce and Roger Carver, tried their hand at tenpin bowling in an early recreation of the game. The process of bowling involves timing a succession of clicks to set the correct angle, speed and curve, similar to the Leaderboard system. Three skill levels are offered: the child level sets the speed and hook automatically, while the amateur has more margin for error with the hook/cut than the professional. The game is played from a plan view, with four other (empty) lanes visible. Individual matches or a league structure can be played.

15 Piętnastka

5 Piętnastka is a simple puzzle solving game. The game is controlled with the cursor keys or a joystick. The task is to place the number blocks in the correct order (from 1 to 15) as quickly as possible by moving the blocks to the free space. The game has no time or move limit.
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