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Games published by Power House, The

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Aquanaut

Aliens are polluting our oceans and turning the creatures of the deep into mutant and dangerous creatures. You are the pilot of a technologically advanced submarine and must destroy the creatures and aliens to make the oceans safe again. Aquanaut is a side view horizontal shooter in which the screen scrolls from left to right constantly and the joystick is used to control your submarine. You must shoot or avoid creatures because if they hit you, your damage meter increases and when it fills up, it's game over. You also have a torpedo meter that shows the rate of fire and a distance meter that increases the further you advance in the game.

Custerds Quest

Custerds Quest, released in 1986, is an action-packed game for the ZX Spectrum computer system. Developed by Gremlin Graphics, it puts the player in the shoes of a brave explorer named Custerd as he attempts to make his way through a dangerous dungeon. The game features a top-down view and the objective is to search the dungeon for the mysterious Orb of Power. Along the way, Custerd must battle monsters, traps, and other obstacles to progress. The game features some interesting mechanics such as the ability to set traps and manipulate time. Enemies are varied and require different strategies to defeat. The visuals of Custerds Quest are very impressive for the era. The dungeons are detailed and colourful, and the monsters are varied and memorable. The game features a variety of sound effects that help bring the action alive. Custerds Quest is a classic action game that is still fun to play today. It is a great example of how a game can still be enjoyable even with limited technology. The game's challenging difficulty and unique mechanics make it an enjoyable experience for anyone looking for a retro game.

Darkside

Darkside is a single-screen top-down view shooting game in which you control a spaceship on the left side of the screen, moving up or down, destroying the aliens of an invasion force that appear on the right side of the screen. The aliens appear in several waves with three attacks from the same aliens in each wave, which change color each time you destroy a set of aliens. As you destroy, the aliens move to the left of the screen returning fire with some bullets moving towards you and if you hit an alien or its bullets then you lose one of three lives. You can advance a short distance but you are dragged to the left of the screen.

Deliverance

A princess has been kidnapped and it's up to a pair of robots named Jim and Bob to go rescue her across several levels. Deliverance is a platformer in which the screen constantly scrolls from left to right as you navigate platforms, avoid obstacles, and shoot or avoid other creatures. If you touch an obstacle or creature, or get stuck when the screen traps you, you lose one of five lives. In addition to the main play area, there is also a radar that shows the distance you have to travel to reach the end of the level. One or two players can play and both players are on the screen at the same time, but do not interact with each other.

Destruct

Destruct arrived on the Commodore 64 in 1987 as a bold addition to the year end catalog of quirky action titles. The game carves out a compact arena where a lone operator must smash through structures while dodging a gauntlet of patrols and hazards. Its promise rests on a simple premise plus a clever twist: every wall and floor piece can vanish under the combination of explosions, creating surprise pathways that force players to rethink routes on the fly. On the screen the palette glows with primaries, and the SID chip swirls a tune that keeps hands twitching with anticipation. Movement relies on crisp arcade style controls, a dpad friendly traversal that invites learned patterns. The main weapon is a chargeable blast that shatters walls in rings, while secondary devices scatter across the map with limited uses. Players must balance speed against careful demolition, because exposing new corridors also reveals lurking sentries and timing traps. The maze like layout forces backward thinking during a run as flickering sprites spill from hidden alcoves. Boss encounters punctuate progress, each arena offering a different geometry of danger that rewards patience and meticulous line of fire rather than reckless bravado. It all tests memory. On the audio side the design team leans into the modest bandwidth of the era, delivering punchy percussion and a bass line that keeps pace with the action. The sound effects are sharp, each explosion a quick flash of tone that communicates clearance or danger without long cues. Visuals lean toward blocky sprites and striped backgrounds, yet clever shading and parallax tricks give depth to cramped corridors. The loading cadence on cassette could be grueling, so players developed a patient ritual of insertion and wait, followed by a sprint into the first chamber before the next storm of enemies erupts. Destruct stands as a curious relic of a crowded period when developers experimented with open ended destruction as a core mechanic. Critics at the time noted its stamina locked behind tough levels and a learning curve that rewarded repetition. Fans remember the triumphant moment when a obscure corridor yielded an exit, a small victory that tasted like victory earned through persistence rather than luck. In retrospect the game hints at modern ideas about interactive space being moldable, a concept that reappeared in later genres and platforms. For collectors it remains a talking point about ambitious design within tight hardware.

Freedom Fighter

Freedom Fighter is a video game published in 1988 on Amstrad CPC by Power House, The. It is an action game, set in an arcade and shmup theme, and was also released on ZX Spectrum.

Gun Runner

Gun Runner is based on the classic Choplifter game in which you must pilot your helicopter through eight levels with side view and horizontal scrolling in which the screen scrolls when you move left or right. You must search each level for a set amount of men within a time limit and when one is spotted you must fly as low as you can and lower a winch to pick him up. Trying to stop you there are several bad guys flying around each level that must be shot or avoided and if you are touched or shot then you lose one of three lives. You are equipped with three smart bombs that destroy anything on the screen and you get one more for each level completed.

I-Xera

1987, the year I-Xera was released on Commodore 64. Published by Power House, The, this action game is available for free on this page.

Land of Neverwhere

A single mercenary has been sent to rescue eight space children who have been trapped in the hidden silos around the Terror Base. To do so, he must guide the space child to the building located on the right side of the planet, avoiding its inhabitants. The mercenary can shoot bullets at the inhabitants to destroy them. If the mercenary comes into contact with an inhabitant, he will lose a few ego points, and will have to leave when his ego runs out. If the space children run into an inhabitant, the inhabitant is ejected into space and the mercenary returns to the place where he entered the planet. The mercenary must rescue each space child under a time limit.

Metropolis

Metropolis arrived on the Commodore 64 in 1988, offering something rarer than another shoot em up. Instead of blasting through corridors, you guide a beleaguered mayor trying to keep order as the city decays, utilities fail, and crowds grow restless. The game leans into a managerial fantasy with arcade tension, so each minute feels like a balance between careful planning and sudden chaos. From the start, the interface invites you to survey districts, then intervene with construction, policing, and resource decisions. Your choices affect everything: traffic slows when routes choke, crime climbs when lighting goes dark, and shortages can trigger chain reactions. Keyboard commands translate smoothly into action, while joystick support makes emergency tasks feel quick. Goals are staged, pushing you from stabilization to expansion, then toward surviving crises that seem personal. Exploration is less about walking and more about directing systems. You monitor meters, watch for warning signs, and schedule upgrades that cost money and time. Risk matters: spend too aggressively and you run out of funds before the next storm hits; play timidly and the population loses patience. Disasters introduce changing constraints, forcing you to rewire priorities, relocate services, and sometimes sacrifice one neighborhood to save the whole grid. Visually, Metropolis uses the C64 palette with confident restraint. Tiles and sprites convey streets, buildings, and moving citizens without drowning the screen in clutter. Parallax effects are minimal, yet motion is readable, especially when events flare up. The sound design complements the mood: crisp chimes for approvals, tense beeps for alerts, and rhythmic percussion that keeps pressure simmering even during quiet stretches. Players often remember the satisfying feeling of turning a redlined map into a functioning metropolis. Reviews at the time praised its readable strategy layer, though some newcomers expected pure action and were surprised by the planning demands. If you revisit it, focus on early infrastructure, treat budgets like oxygen, and respond to trouble signs immediately rather than after they escalate. That blend of stewardship and urgency is why Metropolis still holds attention today. Technically, the Commodore 64 hardware shapes the experience: loading is quick, screens are snappy, and the game makes clever use of sprites for city motion rather than lavish cinematics. Difficulty rises through smarter enemy behavior and tighter resource windows, so brute force rarely works. Many fans recommend pausing to reassess, keeping funds, and planning corridors so services reach new zones before residents demand relief.
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