Uploaded June 2026 | Updated September 2026, 1 week ago
Tag Team Wrestling - Data East (1987)
Codice: sconosciuto
L'ho giocato tanto al tempo, quando in televisione trasmettevano L'uomo Tigre e i combattimenti di catch. Forse ispirato più a questo ultimo che al più blasonato wrestling americano, trovavo Tag Team divertente nel comporre le mosse, alcune davvero buffe, ma alla lunga forse un po' noioso. Trovavo la musica più adatta a un circo che a uno sport da combattimento. Un gioco comunque iconico per il C64.
____________________
Crediti:
nella la sigla di "Giochi dall'altro Mondo", la schermata iniziale è tratta da Captured.
Tag Team Wrestling - Data East (1987)
Codice: sconosciuto
L'ho giocato tanto al tempo, quando in televisione trasmettevano L'uomo Tigre e i combattimenti di catch. Forse ispirato più a questo ultimo che al più blasonato wrestling americano, trovavo Tag Team divertente nel comporre le mosse, alcune davvero buffe, ma alla lunga forse un po' noioso. Trovavo la musica più adatta a un circo che a uno sport da combattimento. Un gioco comunque iconico per il C64.
____________________
Crediti:
nella la sigla di "Giochi dall'altro Mondo", la schermata iniziale è tratta da Captured.
![Duckling Rescue [C64] - Walkthrough
Duckling Rescue - non commerciale (2026)
Codice: James Emselle
Link canale: https://www.youtube.com/@Giochidallaltromondo?sub_confirmation=1
Crediti: nella la sigla di Giochi dallaltro Mondo, la schermata iniziale è tratta da Captured (1986, American Action). Duckling Rescue [C64] - Walkthrough](https://i.ytimg.com/vi/WbWuET7Z1Qg/mqdefault.jpg)
![Ghostbusters [C64] - Walkthrough
Ghostbusters - Activision (1984)
Game Designer: David Crane
Codice: Adam Bellin, David Crane
Grafica: Hilary Mills, David Crane
Musica: Russell Lieblich/Ray Parker, Jr.
[...]
Story:
Hello! Anybody seen a ghost shortly? The fact is: yes! A whole lot of ghosts, which are on their way to fly to the infamous haunting headquarter. And you are now the only one who can avoid an apocalyptic-sized disaster.
The player becomes chief of a Ghostbuster commando, which is supposed to clean the town from a horde of cruel ghosts and close the gate to the other world. The phantoms are attracted by the temple of Zuul. The mayor of this town entrusts you to investigate the paranormal appearances of the recent past and to eliminate the ghost threats for the inhabitants. With this mission and a seed capital of 10.000$ you tackle the task.
The aim of the game:
The primary aim is not to rescue the city, but to make profit, i.e. to have more than 10.000$ capital at the end of the game (with a new account). Even when the town is taken over by demons, it doesnt matter. If the account contains enough at the end of the game, you can play the final. If you make it here to successfully clean the city, there is an additional bonus of 5000 $.
Equipment:
First, the money is invested in nice equipment. You can choose between 4 different emergency cars, which differ in speed, loading capacity and (of course) in price. A VW Beetle is cheap and cute, but also slow and you cannot stuff much into it, a modified hearse has more power and space, but it is more expensive.
Besides the car you also need money for various other junk, which you can buy as e.g. ghost traps (mandatory), ghost vaccuum cleaner or a Marshmallow Sensor. When you have stocked up, you can start.
Course of the game:
You find yourself in the streets of the town and you recognize a flashing house on the map, where a ghost is making trouble. So you get into your car and jet to that place. Arriving at the place where it all happens, you find a funny moving ghost you have to catch now.
Therefore you put up the trap in the middle of the screen and to the left and right each one Ghostbuster switches on his energy beam and tries to lure the ghost into the trap. When you think the ghost is in the right position you activate the trap. But as the ghost doesnt follow any pattern it can also escape, whereupon it slimes onto one of the busters and then buzzes off. The second mistake you can make is crossing the two energy beams, which results in two disabled Ghostbusters. If you catch the ghost, you are rewarded some money.
The whole game mainly goes like this, occasionally you have to go back to the HQ to get some traps or men or when the batteries of the energy beams are empty. You reach the end of the game when the paranormal energy of the town reaches 9999 points. This energy level starts at 0 and goes up constantly, at the beginning very slowly, then faster and faster.
Towards the end the hazard that the highly popular Marshmallow-Man appears and floors a house grows. As soon as a Marshmallow alert flashes at the lower border of your screen, the strays are about to come together to form a Marshmallow-Man very quickly. Here the Marshmallow Sensor pays off. It warns you against the threatening approach of the horrible Marshmallow-Man by showing the building at your position in white. Press they key B as fast as possible to let go a bait, before it batters a building!!
The great final:
If the energy level reaches 9999 points and you have more money than you started with (with a new account this would be more than $10.000), you automatically drive to the skyscraper on whose roof the god of demons Zuul should be freed by the ghost powers (same as in the movie). To avoid this, you have to get to the roof. You reach the skyscraper with 3 men, the entrance is guarded by the Marshmallow-Man which jumps around in front of the door. Two of the men have to make it through the door without getting crushed, then the world is saved. If this fails the game also ends, but you wont get any money as bonus.
If you ended the game with more than 10.000$ on your account, you get a code with which you can start the next game with more money.[...]
Tratto da: https://www.c64-wiki.com/wiki/Ghostbusters#The_aim_of_the_game
Link canale: / @giochidallaltromondo
Crediti:
nella la sigla di Giochi dallaltro Mondo, la schermata iniziale è tratta da Captured. Ghostbusters [C64] - Walkthrough](https://i.ytimg.com/vi/XJx8MKH-ZCs/mqdefault.jpg)
![Apeshit [C64]
Apeshit - Bitmap Soft (2022)
Codice: Kåre Johansen
Aiuto Codice: Geir Straume
Grafica: Robert Ramsay, Roy Johan Widding
Istruzioni Petscii: Rotteroy
Musica: Lukasz Polkowski, Magnar Harestad
Title Screen: Steven Day
-Ape want eat banana, but ape hate ant! Ape collect banana, but want avoid ant!
Welcome to a super fast onebutton reaction game for the Commodore 64 made by the Megastyle team.
Apeshit is a one button game where you jump from tree to tree while you try to avoid the scary insects. On the left tree Ape slides down the trunk, and on the right side ape climb up. Try to pick up bananas to gain extra points, but watch it so you dont jump into a branch while trying to pick it up.
Controls:
Plug a joystick in port 2 on your C64 and press fire to jump. This game is especially made to be used with the SIBUGA controller to get the ultimate one button experience.
Trainer:
The game has a built in trainer, you can activate it on the title screen by pressing F8. Note that once you have started the game with cheatmode activated, you will not get a save highscore
Tratto da: https://megastyle.itch.io/apeshit
Link del canale:
https://www.youtube.com/@Giochidallaltromondo?sub_confirmation=1
Crediti:
nella la sigla di Giochi dallaltro Mondo, la schermata iniziale è tratta da Captured (Action Software,1985) Apeshit [C64]](https://i.ytimg.com/vi/XVjC0SLVDmY/mqdefault.jpg)
![Scramble Infinity [C64] - Longplay
Scramble Infinity - Zzap! 64 Micro Action (2021)
Codice: Lars Verhoeff
Grafica: Lars Verhoeff
Musica: Kamil Wolnikowski, Stellan Andersson
First published as part of the Christmas 2021 covermount for Zzap! 64 Micro Action covermount. The game can be download for free at csdb.dk
Tratto da: https://www.lemon64.com/game/scramble-infinity
Per un excursus sui cloni di Skramble per C64, sul canale di @kenobisboch: https://youtu.be/DzrFA1abhuU?is=y7uyEeHaMNY_apiL
Link del canale: @giochidallaltromondo
Crediti:
nella la sigla di Giochi dallaltro Mondo, la schermata iniziale è tratta da Captured (1985, Action Software) Scramble Infinity [C64] - Longplay](https://i.ytimg.com/vi/Xvj6VSXMqIg/mqdefault.jpg)
![Gandalf the Sorcerer [C64]
Gandalf the Sorcerer - Tymac (1984)
Codice: Frank Cecere
Grafica: Gregory Carbonaro, Ronald J. Pintus
Musica: Frank Cecere/Robert Schumann
Gandalf the Socerer is a single screen shooter viewed from behind the castle walls looking out into the land, where you play the role of Gandalf and you must protect your castle from attack by Lizardmen trying to get your treasure. Gandalf starts on top of the castle walls and tries to destroy the Lizardmen who appear from the woods and move towards the castle by moving a crosshair and blasting them with fire. Any Lizardman destroyed leaves behind a gold coin.
If you miss any Lizardmen, then they appear at the door below and attempted to open it while an apprentice stirs your cauldron nearby. As well as your treasure you must protect the apprentice because if he is taken then he will be held for ransom for your treasure. Once a Lizardman gets through the door, you can go below and kill him but if he takes the apprentice outside the castle then you can follow him outside. The view switches to a single screen isometric view and here you must kill the Lizardman as well as any others and lead the apprentice back to the castle.
There can also be gold coins to collect left behind by any destroyed Lizardmen when you were in the castle. The Lizardmen blow fire at you and if you are hit then it is game over. If you lose the apprentice then another one appears when you are back in the castle and you are only able to lose three before it is game over. Your fire is limited and each time you use fire then it decreases but if you climb up to the top of a tower then you can replenish your fire.
Tratto da: https://www.mobygames.com/game/70046/gandalf-the-sorcerer/
Link del canale: https://www.youtube.com/channel/UCUHb5XEfCnWVW0V7DNb7MBQ
Crediti:
nella la sigla di Giochi dallaltro Mondo, la schermata iniziale è tratta da Captured (1985, Action Software). Gandalf the Sorcerer [C64]](https://i.ytimg.com/vi/YI_NoB949k0/mqdefault.jpg)
![Space Encounters [Arcade]
Space Encounters - Bally Midway (1980)
Space Encounters is a shoot-em-up where you control an assault ship that resembles a Star Wars imperial tie fighter, and must eliminate the attacking ships while confined to a narrow but straight canyon. Shooting a ship leaves debris from the explosion, which bounces around the screen giving you another obstacle to avoid. The debris can be destroyed by shooting it a second time. It is important to avoid colliding with enemy ships, their bullets, debris, or the side of the canyon.
There is a timer which starts running down from the start of the game. While there is still time left on this timer, a collision does no damage, but you are spun out of the canyon for a few seconds. Once the timer has run down, crashing results in a lost life, and you only start with the one. Additional lives can be earned by reaching certain high scores.
The enemy ships of various appearances arrive in waves. Ships of the first wave are worth 20 points each, the second 30 points, etc. After each of the waves has been destroyed, the cycle repeats. Saucers will occasionally attack, and destroying these will cause a target to appear. Shooting the target within a certain amount of time will give substantial bonus points. Additional speed points may be earned by positioning your ship as far towards the top of the screen as possible.
Tratto da: https://www.mobygames.com/game/145951/space-encounters/
Link del canale: https://www.youtube.com/@Giochidallaltromondo?sub_confirmation=1
Crediti:
nella la sigla di Giochi dallaltro Mondo, la schermata iniziale è tratta da Captured. Space Encounters [Arcade]](https://i.ytimg.com/vi/YblUjKncTgs/mqdefault.jpg)
![Atlantis [C64]
Atlantis - Tronic Verlag /Compute mit (1986)
Codice: Zuheir Urwani
Grafica: Thomas Keuchel
Link del canale: @giochidallaltromondo
Crediti:
nella la sigla di Giochi dallaltro Mondo, la schermata iniziale è tratta da Captured (1985, Action Software), mentre la musica è tratta da Driller (1987, Incentive Software). Atlantis [C64]](https://i.ytimg.com/vi/YlirsY9qvCQ/mqdefault.jpg)
![Alien Destroyer [C64]
Alien Destroyer - Homecomputer (1985)
Codice: Ronald Mayer
Link del canale: @giochidallaltromondo
Crediti:
nella la sigla di Giochi dallaltro Mondo, la schermata iniziale è tratta da Captured (1985, Action Software), mentre la musica è tratta da Driller (1987, Incentive Software). Alien Destroyer [C64]](https://i.ytimg.com/vi/Z9X2DhPlZfw/mqdefault.jpg)
![Evil Wizard II [C64]
Evil Wizard II - non commerciale (2012)
Design: Jesper Lindström
Codice: Jonathan Wells, Richard Bayliss
Grafica: Jesper Lindström
Musica: Anders Carlsson
Link canale:
https://www.youtube.com/@Giochidallaltromondo?sub_confirmation=1
Crediti:
nella la sigla di Giochi dallaltro Mondo, la schermata iniziale è tratta da Captured (1985, Action Software), mentre la musica da Driller (1987, Incentive Software). Evil Wizard II [C64]](https://i.ytimg.com/vi/ZInfABVxK1I/mqdefault.jpg)
![Chaos Generator [C64]
Chaos Generator - Psytronik Software (2019)
Codice: Stuart Collier
Grafica: Trevor Storey
Musica: Andrew Fisher
Link canale: https://www.youtube.com/@Giochidallal...
Crediti:
nella la sigla di Giochi dallaltro Mondo, la schermata iniziale è tratta da Captured. Chaos Generator [C64]](https://i.ytimg.com/vi/ZR18rgIK3cQ/mqdefault.jpg)
![Bosconian [Arcade]
Bosconian (ボスコニアン, Bosukonian) - Namco (1981)
Game Designer: Seiichi Sato, Shigeru Yokoyama
https://www.youtube.com/@Giochidallaltromondo?sub_confirmation=1 Bosconian [Arcade]](https://i.ytimg.com/vi/_qgu4HxsGJs/mqdefault.jpg)