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Howarth Games

Commodore 64.

Home of the C64

Welcome to Howarth Games, a personal archive and reflection on a period of creativity that began in the 1980s and continued into the early 1990s during the heyday of the Commodore 64. This blog focuses on the games I developed during that time, when home computing was still relatively new, and almost everything about game design was driven by curiosity, technical experimentation, and a willingness to push limited hardware as far as it could go.

The Commodore 64 was a remarkable machine for its time. With its SID sound chip, distinctive graphics capabilities, and widespread availability, it became a platform where independent developers and small teams could experiment freely. For me, it was the machine where I first learned how to design, code, and structure games in a meaningful way. Every byte mattered, every cycle of performance counted, and those constraints often led to creative solutions that would not have emerged in a more modern, resource-rich environment.

The games featured here represent a mixture of commercial releases and smaller projects, each shaped by the technical and commercial realities of the era. Development in those days was very different from modern game production. There were no large engines, no extensive middleware, and very little separation between design and implementation. Gameplay ideas were often translated directly into code, and iteration happened quickly and pragmatically. If something worked, it stayed. If it didn’t, it was rewritten or removed entirely.

Looking back, one of the most interesting aspects of that period was the diversity of genres that could be explored even within tight limitations. From action games and arcade-style shooters to puzzle concepts and experimental mechanics, the Commodore 64 scene encouraged variety. Many ideas were inspired by arcade machines or contemporary home computer titles, but each implementation had to be adapted carefully to fit within memory constraints and performance limits. This often resulted in unique interpretations that gave each game its own identity.

Sound and graphics also played a significant role in shaping the experience. The SID chip, in particular, gave the C64 a distinctive audio character that is still recognised today. Composers and developers often collaborated closely, or in some cases handled both code and music themselves. Visually, the machine encouraged bold use of colour and sprite design, with an emphasis on clarity and readability rather than realism. These limitations helped define the visual language of the platform and continue to influence retro aesthetics today.

This blog is not just a catalogue of old games, but also a record of the development process and the environment in which they were created. Each title reflects a moment in time when experimentation was encouraged, and when even small teams or individual programmers could produce complete, playable experiences that reached a wide audience. It is also a reminder of how much could be achieved with relatively simple tools, given enough imagination and persistence.

Howarth Games exists to preserve and revisit that period of development history, not with nostalgia alone, but with an appreciation for the techniques, constraints, and decisions that shaped each project. Whether you remember these games from the first time around or are discovering them for the first time, the aim is to provide context and insight into how they were made, and why they remain interesting as part of the Commodore 64 legacy.

My games that were released on the C64

Strike! – 1987
A bowling game published by MAD / Mastertronic. Players compete in a ten-pin bowling tournament, aiming for strikes and spares while mastering the timing and accuracy needed to send the ball down the lane.

Raw Recruit – 1988
A multi-event sports game in which players take control of a new army recruit undergoing military training. Events include obstacle courses, shooting practice and fitness challenges, all designed to test speed and skill.

Scumball – 1988
A quirky multi-screen platform game where the player controls a bouncing ball-like character through a series of dangerous rooms filled with enemies, ladders and traps. The goal is to collect items and survive long enough to reach the next stage.

Sky Shark (US Version) – 1988
A vertically scrolling shoot-'em-up based on the arcade game by Taito. Players pilot a fighter plane through enemy territory, avoiding heavy fire while destroying tanks, ships and aircraft across increasingly difficult levels.

War Cars Construction Kit – 1988
Part action game and part creation tool, this title allows players to design their own arenas and then battle computer-controlled opponents using armed vehicles. It offered a surprising amount of freedom for a Commodore 64 game of the era.

Baby Blues – 1990
A fast-paced crosshair shooter in which the player must defend against waves of cartoon-style enemies. The game combines quick reflexes with colourful graphics and a light-hearted sense of humour.

Gunslinger – 1990
A Wild West themed shooting game where the player takes on the role of a lone gunslinger facing enemies in a series of quick-draw shootouts. Success depends on fast reactions and accurate aim.

Puzznic – 1990
A conversion of the popular arcade puzzle game. Players must slide matching blocks together to make them disappear, solving increasingly complex puzzles using logic and careful planning.

Gauntlet III: The Final Quest – 1991
An action game inspired by the Gauntlet series, featuring dungeon exploration, monsters and treasure. Players guide their hero through maze-like levels, battling enemies and searching for the exit while collecting power-ups along the way.