Mayhem in Monsterland: The C64 Doing the Impossible
Two brothers shipped a speed platformer in 1993, years after the machine was supposed to be finished

Contents
By 1993 the Commodore 64 was a machine people talked about in the past tense. The Amiga had taken the covertape money, the Mega Drive had taken the playground, and the C64’s remaining UK retail presence was a rack of budget tapes near the till. The magazines were down to one. Into that dead market, a two-man outfit called Apex Computer Productions posted out a platformer in which a small purple dinosaur ran fast enough to blur, across a landscape that detonated from grey into colour, at fifty frames a second. Commodore Format gave it a perfect score — famously the only one the magazine ever handed out — and a decade of C64 owners have been using it as an argument ever since.
The argument is worth taking apart, because “it doesn’t look like a C64 game” is the laziest possible compliment and it happens to be wrong. Mayhem in Monsterland looks exactly like a C64 game. It looks like what a C64 game turns into when someone spends nine years learning where the chip’s edges actually are rather than where the manual says they are. The machine shipped in Europe in 1982. Mayhem arrived eleven years later. Nobody was still discovering new transistors in the VIC-II by then; what they were discovering was how much of the old knowledge you could stack before the raster ran out.
That distinction matters because the usual story about late-era C64 software is a story about wizardry, and wizardry is a way of not explaining something. The Rowlands were working with the same sixteen colours, the same eight sprites and the same 1MHz 6510 as everyone who came before. What they had extra was time, no deadline worth the name, and the accumulated technique of a scene that had spent a decade publishing its findings to itself.
The brothers who did not stop
John and Steve Rowlands had form. Their previous work was Creatures, published by Thalamus in 1990 — a cheerful platformer with a genuine sadistic streak underneath, which I wrote about in the cute game with the nasty streak — and its 1992 sequel, Creatures II: Torture Trouble. Those two established the house style: bright multicolour characters, a lot of sprites moving at once, and a designer’s willingness to be cruel with a smile on.
By the time Mayhem was finished, Thalamus had effectively left the C64 behind with everyone else, so Apex published it themselves and sold it mail order. That is the sort of detail that gets sanded off in the retelling, and it matters. Mayhem exists because two people decided the commercial logic was somebody else’s problem. There was no publisher demanding a Christmas slot, no marketing department asking for a licence, and no reason to compromise the technical ambition down to something a QA department would sign off in six weeks. John Rowlands wrote the code. Steve Rowlands wrote the music. Everything the game does is a decision those two made and then had to personally implement.
What the hardware was supposed to allow
The VIC-II is a graphics chip with sixteen fixed colours and an awkward relationship with all of them. The standard trick for a scrolling game is character mode: the screen is a grid of eight-by-eight cells, each cell pulls a tile from a character set, and each cell gets one entry in colour RAM. In multicolour character mode you double the palette per cell to four colours, and you pay for it by halving the horizontal resolution — pixels become two pixels wide, which is why so much C64 artwork has that chunky, slightly smeared look. Sprites give you eight hardware objects per raster line, more if you multiplex them by rewriting the sprite registers mid-frame, which costs CPU.
So the practical ceiling on a C64 platformer is: a colourful-ish tiled background that has to be built from a limited character set, a handful of moving objects, and a scroll that eats a good fraction of every frame. Most late-eighties C64 platformers accepted that ceiling and spent their remaining budget on level count. Turrican, which I covered in the sprawl that broke the rules, spent it on size — enormous multidirectional maps that treat the ceiling as a reason to go wide.
Mayhem spends it somewhere else entirely. It spends it on the frame rate and on colour density in the same breath, which are the two things that are supposed to trade against each other. The backgrounds carry more colour per screen than a C64 background has any business carrying, and the whole thing scrolls smoothly while a dinosaur the size of a fist and a screenful of other sprites move through it. The Rowlands got there through the boring, invisible work: a character set designed so that colour clash lands on boundaries the eye reads as intentional shading, sprite multiplexing tuned to the level layouts, and raster-time budgeting that treats every scanline as a resource with a price.
None of that is magic. It is craft applied for far longer than the market was willing to pay for.
Speed you have to earn
Sonic the Hedgehog arrived on the Mega Drive in 1991 and immediately created a design problem that most of its imitators failed to notice. Speed is not interesting by itself. A game that runs fast all the time is a game where the player is a passenger, because at that velocity you cannot read the level ahead of you, so you either memorise it or you take the hits. Sonic’s actual solution was to make speed a payoff — you build it, you lose it on a bad landing, and the loops are a reward for having already been going quickly.
Mayhem takes the same insight and makes it structural rather than momentary. The super speed is gated behind the colour. You cannot simply hold right and go; you have to have done the work in the grey version of the world first, and the game hands you the velocity as a consequence.
This is a better solution than the one most Sonic clones reached for, and it is better for a reason worth stating plainly: the fast sections are placed in a landscape you have already walked through slowly. You know where the gaps are. The speed reads as mastery because it is layered on top of knowledge you earned twenty seconds ago in the same physical space. Compare that to a hundred platformers that open with a speed section and expect you to be thrilled by scenery you have never seen.
Grey, then colour
Here is the move everyone remembers. Each world opens in a drained, monochrome version of itself — grey rock, grey sky, muted music, a landscape that reads as depressed. You collect stars. Get enough of them and a gate opens, and the same place comes back in full colour: saturated, loud, the music switched to something that sounds like the machine has been let off the lead, and Mayhem himself finally allowed to run.
Mechanically, this is a difficulty gate and a pacing device. Emotionally, it is the entire game. The grey section earns every second it takes, because it is the setup for a punchline the hardware itself delivers. When the colour arrives, the thing you are impressed by is the C64. The game has arranged for its own technical achievement to land as a narrative beat. That is a genuinely sophisticated bit of design, and it is the reason Mayhem gets quoted in arguments about the machine’s capabilities: the game deliberately shows you the before.
Steve Rowlands’ soundtrack does the same job in the other channel. The SID chip has three voices, and the grey-world tunes hold back — thinner arrangements, less of the bass swagger the C64 is known for. The coloured tracks open up. It is the same compositional logic as the graphics, applied to a sound chip, and the two land together at the gate. A lesser game would have swapped the palette and left the music alone.
Wizball, which I looked at in the colour-restoring oddity, had reached for something adjacent in 1987 — a world that starts drained and that you repaint as you play. Mayhem’s version is less abstract and more theatrical, and it has the advantage of six more years of accumulated technique behind it.
Where it sits now
The uncomfortable part of the Mayhem story is what it says about platform maturity. The best-looking, best-moving C64 platformer arrived when the install base had collapsed and the shops had stopped stocking the format. That pattern repeats everywhere. The most refined PS2 games shipped when everyone had moved to the 360. The technique peaks after the money leaves, because technique requires time and time is what nobody funds during a platform’s commercial prime.
Mayhem also carries the flaw of its ambition. The level design is generous and readable, but it is a straightforward collect-and-progress structure at heart — there is nothing here with the mechanical strangeness of Armalyte or the systemic depth of the best C64 originals. Its argument is presentational, and it makes it completely. Judged as a piece of engineering theatre, it has no equal on the machine. Judged as a game you would still be turning over in your head a week later, it is a very good platformer with one extraordinary trick.
That is enough. Play it in VICE or on real hardware if you have it; Apex made the game freely available years ago and it has never been hard to find. Watch the grey section properly before you rush it — the whole thing only works if you give the setup its due.




