Contents

The C64 Platformer Canon

Eleven games that solved the jump on a machine that was never built to do it

Contents

The Commodore 64 was not built to be a platformer machine. It had no dedicated scroll hardware — the VIC-II chip could move eight hardware sprites and not much else — so smooth horizontal scrolling had to be faked by whoever was willing to fight the raster for it. The machine’s actual strength was multiplexed sprites and a sound chip nobody else owned. Platforming, the genre that needs a screen to move underneath a jumping figure without stuttering, was arguably the worst possible fit for the hardware in my childhood bedroom.

Smooth horizontal scrolling on a 1MHz 6510 meant either redrawing character data every frame and eating the CPU budget for it, or fine-scrolling with the VIC-II’s horizontal scroll register and accepting an eight-pixel ceiling before you had to snap the whole screen across and start again. Multiplexing sprites — reusing the same eight hardware sprites more than once per frame by repositioning them mid-raster — bought a programmer more moving figures on screen than the chip was ever specified to allow, but it had to be timed against the electron beam by hand, in machine code, with no safety net. Every game on this list is a negotiation with that ceiling, and the negotiating tactic is the thing worth studying.

Which is why the games that solved it are worth collecting. Eleven here, chosen on one test: does the jump feel like a decision, not a die roll? A C64 platformer either respects the arc of a leap as something the player controls, or it doesn’t, and the gap between those two categories is the entire history of the genre on this machine.

The one-room school (1983–85)

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Jumpman (Epyx, 1983). Randy Glover’s platformer arrived a year before I owned a machine of my own to run it on, but it’s the template the rest of this list argues with: single-screen levels built from girders, ropes and disappearing floors, cleared by collecting bombs before a timer runs out. The level editor shipped in the box, which meant the game’s real legacy was every homebrew screen it inspired rather than the thirty stock ones. The showcase for its own editor.

Impossible Mission (Epyx, 1984). Dennis Caswell built a spy thriller out of a somersault. Agent 4125 rolls across gaps between platforms in an animation so fluid that Epyx’s own marketing leaned on it, and the somersault is the whole design — it’s the one move that turns a fall into a controlled traversal, and every room is built to test whether you’ve learned its timing against robot guards on fixed patrol routes. Fusing that with a room-scrambling password puzzle and Caswell’s own digitised speech (“another visitor… stay a while… STAY FOREVER”) made a platformer that also wanted to be remembered as a technical demo. The voice, the somersault, the puzzle.

Bruce Lee (Datasoft, 1984), designed by Ron J. Fortier. The entire game happens in a single sprawling pagoda, no scrolling required, which sidesteps the C64’s weak spot entirely by never asking for it. Bruce runs, jumps, kicks and punches his way past a green ninja and a fat sumo-esque brute called Yamo, collecting lanterns while the level geometry itself — ropes, trapdoors, a floating lantern that can crush you — does most of the antagonising. It’s a fighting game wearing a platformer’s clothes, and it works because the moveset is so small that mastering it feels complete inside a single afternoon. The platformer that fits in one room.

Bounty Bob Strikes Back (Big Five Software, 1984). Bill Hogue and Jeff Konyu’s sequel to Miner 2049er took the platform-and-collect formula from the arcade original and made it genuinely cruel: 25 mines, precision jumps timed against conveyor belts and patrolling mutants, and a design philosophy that assumed you’d die learning every screen by heart. It never softened the arcade’s instinct for punishment, and the sequel’s reputation as the harder, meaner follow-up is earned rather than inherited. The sequel that refused to be kind.

The British answer (1985–87)

Monty on the Run (Gremlin Graphics, 1985), designed by Peter Harrap. A prison-break platformer riding on Rob Hubbard’s soundtrack, which is not a throwaway line — the title theme was such an event on its own terms that Gremlin bundled a 7-inch flexi-disc of it with the magazine coverage, and players who never finished the game still hummed the tune. Underneath the music is a scrolling platformer built from disconnected regional screens (Peak District, London, Paris, a plane, a boat) stitched by a loading gap the game never quite disguises, but the jump-and-collect loop across each named sub-area holds up as a genuinely varied set of platforming ideas rather than one screen repeated with new wallpaper. The music that made it.

Auf Wiedersehen Monty (Gremlin Graphics, 1987). The sequel sent Monty on a round-the-world holiday and leaned harder into set-piece screens — an Egyptian pyramid, a Wild West town, the literal deck of a slave galley — each with its own platforming gimmick rather than a shared rule set. It’s less disciplined than the original and more generous with ideas, and the two Monty games together make the case that a British platformer of the mid-80s was as comfortable being a sketch comedy revue as a coherent design. The platformer that went on holiday.

Gribbly’s Day Out (Andrew Braybrook, 1985). Braybrook is better known for Paradroid’s systemic transfer mechanic, but Gribbly is the odd entry here: an alien creature who can fly briefly on ragged wings, collect Gribblet children and carry them to safety, and the platforming is really an escort mission wearing a jump button. The verticality and the fuel-limited flight make it closer to a physics puzzle than a run-and-jump, which is exactly why it belongs on a list that’s supposed to be testing the range of the genre rather than just its most obvious form. The game about being fussed over.

The Great Giana Sisters (Time Warp Productions / Rainbow Arts, 1987). Armin Gessert and Manfred Trenz built an unabashed Super Mario Bros. answer for a market that had no Nintendo console to speak of, right down to the underground coin rooms and a music-box remix of the source’s most famous cue. Nintendo’s lawyers had it pulled from shelves within months, which turned a solid, functional platformer into a collector’s footnote more famous for vanishing than for anything it did on screen — though what it did on screen, a genuinely tight jump-and-run built from someone else’s blueprint, held up well enough that it kept getting semi-official sequels decades later. The clone that got pulled.

Cauldron II: The Pumpkin’s Revenge (Palace Software, 1986). Designed by the same team behind the original Cauldron’s isometric witch game, the sequel switched to a straight side-on platformer and turned a pumpkin’s transformation into a giant rolling ball into a genuine mechanic: half the game is played as a ball that can crush and roll rather than a figure that jumps, and switching between the two forms mid-level is where the design’s actual cruelty lives. It’s remembered as one of the period’s most unfairly difficult games, and the reputation is not exaggerated. The bouncing pumpkin’s cruelty.

Bubble Bobble (Firebird, 1987). Taito’s arcade original asked two dinosaurs to trap enemies in bubbles and pop them from below, and the C64 conversion is one of the rare arcade ports on this list that didn’t have to apologise for itself — the jump arc is floaty by design in the source material, which happens to be exactly the kind of forgiving physics the C64’s timing quirks could reproduce without the usual compromises. Split-screen two-player co-op survived the conversion intact, which is the detail that mattered most to anyone who owned the cassette with a sibling. The conversion that held up.

The C64 catches up to itself (1990–93)

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Ghosts ’n Goblins (Elite Systems, 1986). The arcade original by Tokuro Fujiwara was already one of the hardest games ever coined, and the C64 port — built under the usual eight-bit compromises of colour clash and slowdown — somehow found room to make Arthur’s already punishing armour-stripping death loop feel worse, not better, than the coin-op. That it’s remembered as an insult rather than a triumph of conversion work says everything about where the difficulty line sat on this machine. The difficulty as insult.

Mayhem in Monsterland (Apex Computer Productions / System 3, 1993). Shipped six years after the Amiga and NES had already absorbed Sonic and Mario’s lessons about smooth scrolling and speed, Mayhem proved the C64 still had headroom nobody had found: full-screen parallax, silky scrolling and a soundtrack that pushed the SID chip somewhere new, all built by a small team determined to embarrass the idea that the hardware was finished. It arrived too late to matter commercially and too good to be dismissed as a curiosity. The C64 doing the impossible.

What the list actually proves

Line these eleven up and the C64’s platforming lineage splits cleanly into two solutions to the same hardware problem. The first solution, from Jumpman through Bruce Lee to Impossible Mission, was to refuse scrolling altogether and build the challenge from a single fixed screen, which sidesteps the VIC-II’s weakness by never asking it to do the thing it couldn’t do well. The second, from Monty through Giana Sisters to Mayhem, was to fight the raster directly, accept the compromises, and chase a smoothness the machine was never specified to deliver.

Both solutions produced classics, and the machine’s ceiling kept rising for a full decade after anyone reasonably expected it to stop — Mayhem in Monsterland shipping in 1993, nearly a full generation after the C64 launched, is the proof that the limit was never really the silicon. It was always whoever hadn’t yet sat down and refused to accept it.

There’s a third category worth naming even though it doesn’t earn its own entry above: the isometric hybrids, games like Head Over Heels and Nodes of Yesod, which solved the jump problem by abandoning the side-on view entirely and asking the player to judge depth instead of arc. That’s a different design problem with a different lineage, covered properly in the isometric canon, and it’s worth flagging here only to be clear about what this list is and isn’t arguing. This is the side-on jump, specifically, and the eleven games above are the strongest answers the format got on hardware that was never asked to provide it.

Set this list against the wider C64 canon and the platformers are the clearest evidence in it: a genre the hardware was supposedly wrong for, solved eleven separate ways by programmers who didn’t check the spec sheet before starting.

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Jay
Written by Jay

vo.rs's games critic. Jay covers the medium as a system rather than a spectacle — this month's release, the indie nobody bought, and the Amiga game it's quietly descended from — asking what a mechanic makes you feel and why the loop holds. Learned to wait through a C64 tape load, never stopped playing since, and still finishes the odd 60-hour RPG out of spite. Expect argued verdicts, no score ever, spoilers below the line, and a running list of older games worth your weekend.