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Games published by Code Works, The

Select a publisher to browse its games. We provide a complete list of games published by this publisher.

Blasto!

Blasto! is a port of the single player game Blasto. The gameplay remains the same. Within a given time limit, the player must try to get the highest score possible by destroying mines. The player can move around the minefield and shoot bullets to destroy a mine. Destroying a mine will cause a chain reaction, so the player must be careful not to stand next to other mines that could kill him.

Bonzo!

Bonzo! is an electronic version of the classic board game Chutes and Ladders. In the game you can challenge a friend or the computer to play. All you can do is press enter to roll the dice when it is your turn. When playing against the computer you can also press enter to roll for it (or wait a second), so there is little difference in single or multiplayer mode, except that the computer player cannot be assigned a name, but is always called PET.

Bop

Bop is an educational game that teaches the player ChisanBop, a counting method developed in Korea in the 1940s. It allows the player to count to 99 using both hands.

Box

1983, the year Box was released on Commodore 64. Published by Code Works, The, this puzzle game is available for free on this page.

Contact

Contact is a dice rolling game. It is played with six dice and the objective is to score 5000 points in one turn. The player gets points for the 'tokens' he/she rolls. The counters are ones, fives or 'three of a kind'. The player can keep rolling until he/she wishes to stop or until a roll has no ones, fives or threes. In the latter case, the player loses all the points of the current turn. When re-rolling, the tiles that the player chooses to keep are not re-rolled. To make things more interesting, there are some special rules, such as rolling a straight on the first roll of a turn and instantly winning the game. A three with two on the first roll allows the player to have another first roll (and thus reroll all the dice). Having all six dice as a counter at any time also allows the player to have another first roll again; this is called 'Contact'. The first player to score 5000 points wins.

Dive

In Dive the player controls a team of Divers with the goal of retrieving treasure from the ocean floor. The player controls a single Diver at a time and must reach the bottom to collect the treasure as quickly as possible, as every minute underwater expends precious air. Hungry starfish patrol the waters and must be avoided at all costs. Different difficulty levels determine the amount of air available to the player. The size of the crew is the number of lives (literally) the player has.

Dots

Dots is a conversion of the two-player pencil and paper strategy game. This version can only be played against the computer AI. Players take turns selecting corners (Dots) on a six by six tile board. The objective is to enclose the Dots placed by the computer with continuous lines. The enclosed Dots can no longer be used.

Godzilla!

The Commodore 64 game Godzilla!, released in 1983, stands as a testament to the creative ingenuity of early video game developers. Developed by the wizards at Toho and distributed by the software company, the game takes players into a pixelated world inspired by the iconic Japanese monster. This title captures the essence of Godzilla's cinematic legacy while introducing interactive elements that allow gamers to partake in the chaos that follows the monstrous rampages. Godzilla! is primarily a strategy and resource management game, distinguishing itself from many other titles of the era that focused on pure action. Players assume the role of the city-destroying behemoth, embarking on a quest to obliterate buildings and fend off military countermeasures. The challenge lies not only in causing mayhem but also in managing resources wisely, as the military works tirelessly to thwart the player’s destructive intentions. The game cleverly balances utter chaos with tactical decision-making, creating a unique blend of genres that appeals to a diverse range of players. One of the most engaging aspects of Godzilla! is its pixel art design, which brings to life the chaotic environments of sprawling cities. The graphics, while limited by the technology of the time, convey a vivid sense of destruction, showcasing the player’s impact on urban landscapes. The sounds further enrich the atmosphere, from the cacophony of collapsing buildings to the echoing military blasts, immersing players in the chaos of their rampage. Each element of the audiovisual experience is designed to embody the spirit of Godzilla, providing an engaging backdrop for the gameplay. Additionally, Godzilla! incorporates various levels and scenarios, adding layers of depth that encourage replayability. From city streets to military bases, each location presents unique challenges, including opposing forces that grow increasingly formidable. This escalation keeps players on their toes, forcing them to adapt their strategies or risk being overwhelmed. Each successful level completed not only provides a sense of accomplishment but also fuels the player's desire for further destruction. Godzilla! for the Commodore 64 is more than just a nostalgic relic from the early days of gaming; it represents an innovative take on a beloved iconic character. By combining strategic gameplay with engaging visuals and sound, the title captures the thrill of being a creature of untold power. Although the game may appear simplistic compared to contemporary titles, its charm lies in the sheer enjoyment of embodying chaos and destruction in a world that responds to every monstrous move. The legacy of Godzilla! resonates with both gamers and film enthusiasts, embodying the spirit of the legendary creature while delivering entertainment that remains memorable decades after its initial release.

Hanoi

Hanoi allows the player to play the classic puzzle Towers of Hanoi on the computer. The player has to move a tower from one place to another. The tower consists of a number of rings (players can choose between three and seven rings) of different sizes. Rings can never be placed on top of smaller rings and only one ring can be moved at a time. There are three slots where the rings can be placed, the original location, the new desired location and an additional slot to assist the player. The Commodore 64 version features color graphics.

Krypto

Krypto arrived in 1984 as part of the thriving Commodore 64 ecosystem, a title that drew players with a hint of mystery and a promise of careful thinking. The game centers on navigating intricate mazes where symbols glow and each corridor hides a riddle. Rather than relying on brute force, you decode patterns, align tiles, and coax pathways into revealing their secrets. The presentation favors bold sprites, bright borders, and a compact readable font that feels tailored to a television screen. Its pacing rewards patience, ushering the curious deeper while gently punishing casual wanderers who rush through gimmicks and traps. Mechanically Krypto leans on a tactile mix of joystick navigation and keyboard shortcuts, a balance many 8 bit titles aimed for and seldom spurned. Players bend their wits to manipulate a grid, rotate glyphs, or align radically different symbols until doors slide aside or platforms rise. Each level tightens the rules without breaking the mood, gradually introducing new tricks such as time pressure, teleport corridors, or mirror mazes that disorient in a satisfying way. The game constraints yield a crisp audio signature, with simple chimes and percussive taps that reinforce triumphs and stumbles alike. Its texture breathes with quirky precision. In contemporaneous press and among home computer enthusiasts, Krypto earned a quiet nod for clever structure rather than flamboyant spectacle. The logic puzzles attracted players who enjoyed chesslike challenges, while faster hand eye coordination drew praise from those who preferred action with a cerebral twist. Some sessions felt punishing, with dead ends and backtracking that tested stamina more than reflexes; others found a serene cadence in repeated attempts that finally click. Visuals maintain a pragmatic elegance, eschewing wasted effects in favor of legible maps, consistent pacing, and a curious blend of ancient rune motifs with electro hoops for patient observers. Krypto is remembered by enthusiasts who chase the glow of early home computing rather than the glare of modern graphics. Its compact design serves as a reminder that puzzles can carry atmosphere as effectively as explosions or chase sequences. Collectors praise the way each session reveals a sliver of logic that invites you to rethink assumptions, an experience that translates well to retro compilations and emulation practice. Though the title never became a blockbuster, its spirit persists in indie projects that echo its methodical tempo and cryptic charm. For many, that legacy feels quietly enduring. It invites discovery anew.
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