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Games published by CP Verlag

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

Acia

In Acia you control a vehicle from a top-down perspective and you must destroy all the blocks to reach the exit. Most of the time you have no direct control over your vehicle, i. e. if you press left, it will keep going left until you press another direction or it hits an obstacle. Hitting a block will destroy it, as long as your vehicle and the block are the same color. To change the color of your vehicle, you have to navigate through specific fields. All levels contain several moving and immovable obstacles to avoid. To complicate things further, some levels also contain switches that open new passages, teleporters, as well as two-colored blocks that need two hits to be destroyed. Sometimes the destroyed blocks drop power-ups that include a shield that protects your vehicle for a few seconds, a 'fist' power-up that allows you to destroy blocks regardless of the color of your vehicle, and a 'control' power-up that allows you to directly control your vehicle for a short period of time. Acia also features a two-player mode and a level editor.

Alien

Alien on the Commodore 64 arrived at a moment when home computers still mixed imagination with technical limits. Published in 1990, the title attempted to fuse science fiction dread with the stubborn hardware of the era. Players guided a lone marine through dim corridors, pursued by a nest of extraterrestrial predators. Pixel art delivered a grim, industrial palette, where vents and ladders shaped every step. The game pressed caution over bravado, rewarding careful exploration as much as quick reflexes. Its presentation relied on the distinctive SID soundscape, creating hollow moans and metallic bleeps that lingered long after the screen cleared. Controls felt sturdy despite a learning curve born of joysticks and rubbery keys. The marine could crouch, shoot, and vault between vents with a rhythm that matched the game’s tense tempo. Hidden doors offered shortcuts, while dead ends punished missteps with sudden alarms. Enemies varied from crawling hatchlings to bulkier sentinels that required patience and precise timing. Some rooms doubled as puzzle chambers, demanding observation rather than brute force. The level layout encouraged backtracking, a design choice that lent immersion to the spacefaring nightmare and allowed players to stock up on ammunition and med kits sparingly. yet tensions never slackened. Graphically the title walked a fine line between readability and menace. Sprite flicker was common when crowds crowded a frame, but the relative scale conveyed claustrophobic corridors convincingly. The palette leaned toward metallic blues and murky greens, with copper highlights catching scarce light sources. Distant stars teased depth while room illumination conveyed danger, switching mood as aliens lurked beyond sight. Loading from disk or tape interrupted flow, yet those pauses felt cinematic rather than tedious, giving players a chance to steady nerves. The soundtrack, driven by the SID, blended creep music with abrupt stabs that heightened urgency without shouting ever. Alien on the Commodore 64 remains a curio worth revisiting for fans of retro challenge. It embodied a transitional period where ambition met constraints, producing moments of genuine suspense amid clumsy animations. Critics praised atmosphere and sound design while griping about imprecise shooting and occasional ambiguous objectives. For collectors, the cartridge or disk serves as a textured memory of late era arcade sensibilities inside a home computer shell. The game influenced later explorations of space horror on modest hardware, teaching designers to sculpt tension through audio cues, environmental storytelling, and deliberate pacing rather than flashy spectacle. Its legacy remains unmistakable.

Another World

San Francisco 2016. A series of earthquakes has damaged several nuclear power plants and the resulting nuclear contamination has forced the survivors to flee underground. Their only hope to get off the continent is to use newly developed matter transporters. However, these transporters require certain types of crystals to function. Since the men cannot survive on the surface, the task of collecting the crystals is assigned to a cyborg. The player takes control of the cyborg and must collect different types of crystals in a series of side-scrolling levels, while fighting mutant animals. Your cyborg can jump, shoot and use smart bombs that damage everything on the screen. From time to time extras appear that replenish some of your health or upgrade your weapon. If your weapon is at maximum power, you can also collect additional smart bombs. The main task of each level is to collect crystals and use them on one of the teleporters at the end of each level. There are three types of crystals that are used for different purposes. The green crystal teleports you to the other end of a level. The red crystals take you to another level and the blue crystals are needed to reach another continent. Using the crystals is quite tricky as each crystal has a different charge and you have to put them in the correct slot of the teleporters. Not paying attention to the charge can even cause the teleporter to explode.

Arc Doors

Arc Doors is a classic retro game released in 1994 for the ever-popular Commodore 64. Developed by the indie game company, Muziboo Entertainment, Arc Doors quickly gained a cult following and is still beloved by gamers today. Its simple yet addictive gameplay and unique graphics make it stand out in the golden era of video games. The premise of Arc Doors is simple, players must navigate through a maze of doors, unlocking each one to progress to the next level. Sounds easy, right? Think again. Each door is guarded by fierce enemies and booby traps, making the journey through the maze a challenging one. But fear not, players can collect power-ups along the way such as invincibility and freeze rays to aid them in their quest. What sets Arc Doors apart from other maze games of its time is its innovative use of perspective. The player's view of the maze changes with each door they unlock, giving the game a mind-bending twist. In addition, the intricate and colorful graphics give the game a futuristic and psychedelic feel, immersing players in the world of Arc Doors. The game also boasts a catchy and upbeat soundtrack, composed by the talented Koji Kondo. His signature style can be heard in every level, adding to the overall experience of the game. The sound effects, from the unlocking of doors to the defeat of enemies, are also well-crafted and add to the overall immersion of the game. One of the defining features of Arc Doors is the multiplayer mode. Friends can join in and play together, competing to see who can navigate the maze faster and with better scores. This feature added a new level of excitement and competitiveness to the game, making it a go-to for game nights and gatherings. Arc Doors received positive reviews from critics and gamers alike, many praising its unique gameplay and graphics. The game also won several awards, including "Best Game of the Year" at the Retro Game Awards in 1995. Its popularity spawned several sequels and remakes, ensuring its place in the hearts of gamers for years to come.

Artris

Artris is a timeless classic game that was released in 1995 for the popular home computer, Commodore 64. Developed by the company, Tengen, the game was an instant hit among gamers of all ages. The game's concept and design were inspired by the widely popular game, Tetris, but Artris had its own unique twist and challenge that captivated players and set itself apart from its predecessor. The gameplay of Artris was simple yet addictive. The goal was to match falling blocks of different shapes and colors to create horizontal lines. As the player progresses through the levels, the blocks fall at a faster pace, challenging the player's reflexes and strategic thinking. However, what set Artris apart was the addition of a paintbrush. This tool allowed the player to paint the blocks, creating a new level of strategy and planning. Now, not only did the player have to match the blocks, but they also had to strategically paint blocks of the same color to earn bonus points. One of the most remarkable features of Artris was its stunning graphics. Considering it was released in 1995, the game's graphics were ahead of its time. The vibrant colors and sharp illustrations were a feast for the eyes. The game also had an upbeat and catchy soundtrack, adding to the overall experience. The combination of great visuals and sound made Artris a delight to play. Another aspect that made Artris an exceptional game was its replay value. The game's levels were randomly generated, making each playthrough a unique experience. This feature ensured that players didn't get bored easily and kept coming back for more. Additionally, there were different game modes to choose from, such as single-player, multiplayer, and time trial, providing endless hours of entertainment. The game also featured a high score system, fueling the competitive nature of gamers. It was common for players to spend hours trying to beat their own high score or challenging their friends to beat theirs. This competitive element added to the gameplay's excitement and made it a staple in the gaming community. What also made Artris stand out was its availability on different platforms. Along with its release on the Commodore 64, the game was also ported to various consoles and computers, including the Atari ST, Amiga, and DOS. This allowed the game to reach a wider audience and gain a dedicated fan base, solidifying its status as a classic video game.

Baby Blues

In Baby Blues the player controls a crosshead and must use it to protect the baby from wildlife such as eagles, spiders and worms; all while popping balloons that travel across the screen. At the top left of the game screen is an image of a bottle of milk. When all the balloons are popped, the game moves to the next level with the difficulty and number of balloons increased. When the wildlife comes in contact with the baby, some milk is lost. The game ends when the player runs out of milk or ammunition.

Black Panther

Black Panther is a one-on-one fighting game similar to Way of the Exploding Fist or International Karate. Press the joystick in any of eight directions in combination with short or long presses of the buttons to perform various moves and attacks ranging from ordinary punches and kicks to somersaults, forward rolls, spinning kicks or jump kicks. Attacks can be high, medium or low. Press the joystick backwards at the right time to block high or medium attacks. You can also dodge high attacks and jump over low attacks. To successfully hit your opponent, it is crucial to know the range of your attacks and calculate the right timing. If one of the fighters runs out of health, he loses the round. If both fighters are still standing after the invisible timer has gone down, the fighter who inflicted more damage wins. Before starting a new game, you can set the number of rounds and determine which background graphics are displayed.

bluBria

In the mid-1990s, a revolutionary game captivated the attention of gamers all over the world. bluBria, released in 1995 for the Commodore 64, was the brainchild of developer David Jones and publisher Rainbird Software. This side-scrolling action-adventure game took players on an unforgettable journey through a vibrant and imaginative world. bluBria was set in the kingdom of Valdor, a mystical place filled with enchanting creatures and treacherous dangers. The player takes on the role of Blub, a blue-haired hero on a quest to save Valdor from the evil sorceress, Zinella. Armed with magic spells and powerful weapons, Blub must navigate through 20 levels of challenging puzzles and intense combat in order to defeat Zinella and her army of minions. What made bluBria stand out among other games of its time was its stunning graphics and immersive gameplay. The game took full advantage of the Commodore 64's capabilities, with vibrant colors and detailed animations that brought the world of Valdor to life. Players were fully immersed in the game, feeling as though they were actually controlling Blub as he traversed through various landscapes, from lush forests to treacherous dungeons. One of the most notable features of the game was the ability to cast spells. Blub had access to four magic spells - fire, water, earth, and air - each with its own unique abilities and strengths. These spells were essential in overcoming obstacles and defeating enemies, adding an element of strategy to the gameplay. In addition, Blub could also collect power-ups and upgrades to enhance his abilities and make him even stronger in battle. Aside from the main quest, bluBria also offered a variety of side quests and mini-games, adding to the game's replayability. Players could spend hours exploring every nook and cranny of Valdor, discovering hidden secrets and meeting new characters along the way. The game's soundtrack, composed by legendary musician Rob Hubbard, added to the immersive experience and is still praised by fans to this day. bluBria was met with critical acclaim upon its release, with many praising its stunning graphics, engaging gameplay, and memorable soundtrack. It became one of the best-selling games for the Commodore 64 and cemented its place as a classic in the gaming world. Its success led to a sequel, bluBria II: The Dark Sword of Chaos, which was released in 1996.

Bobix

Bobix lives a quiet and peaceful life as a magician's apprentice on Texul Island. After the island's queen falls ill and dies, Bobix discovers that the wizard Bennof, his master, is actually an imposter who has poisoned the queen. As Bobix tried to warn the palace guards, Bennof kidnapped Bobette and fled to another island. To rescue Bobette, Bobix has to find four magic potions on four different islands. Bobix is a side-scrolling platform game. Jump over platforms and obstacles and kill hostile animals with a short-range spell. Each island consists of several sublevels. In each sublevel you must collect all the bottles and enough diamonds to rent a boat. Once you have completed all the sublevels, you take a boat to go to the next island. During this part of the game, which is viewed from a top-down perspective, you can collect balloons to earn extra points. Collecting the balloons is made difficult by the changing wind direction. As the game progresses, the challenges become more difficult and the enemies more resistant; they will even try to dodge your attacks.

Bounce It

1993, the year Bounce It was released on Commodore 64. Published by CP Verlag, this action game is available for free on this page.
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