<?xml version="1.0" encoding="UTF-8"?>
<urlset xmlns="http://www.sitemaps.org/schemas/sitemap/0.9" xmlns:video="http://www.google.com/schemas/sitemap-video/1.1">
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/1942/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/oi-AwIG7MYg/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>1942 – Did Capcom’s Arcade Shooter Survive on the C64?</video:title>
      <video:description>Originally developed by Capcom and brought to the Commodore 64 in 1986 by Elite Systems, 1942 is a vertically scrolling shoot ’em up set against the backdrop of World War II. Players step into the role of “Super Ace,” piloting a P-38 Lightning through 32 enemy-packed stages filled with hostile aircraft, naval threats, and intense aerial combat. Gameplay is fast and demanding, centred on precision flying and pattern recognition. Players blast through waves of enemies, deploy screen-clearing bombs, and make use of the game’s signature loop-the-loop manoeuvre to evade incoming fire. Power-ups increase survivability, but careful timing and positioning are essential as the difficulty steadily ramps up. The Commodore 64 version does an admirable job of capturing the arcade original’s feel, with smooth vertical scrolling, responsive controls, and an atmospheric soundtrack by Mark Cooksey that drives the action forward.</video:description>
      <video:player_loc>https://www.youtube.com/embed/oi-AwIG7MYg</video:player_loc>
      <video:duration>343</video:duration>
      <video:publication_date>2024-01-08T18:30:29Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/20-tons/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/ph1ugM0zHvE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>20 Tons – A Forgotten Boulder Dash-Style C64 Challenge</video:title>
      <video:description>Released in 1985 by Chris Newcombe and published by Argus Press Software for the Commodore 64, 20 Tons is a single-player puzzle-action game inspired by the maze-based mechanics popularised in the mid-1980s. Players are tasked with navigating compact underground levels while collecting all the rings needed to progress. Gameplay revolves around careful movement and planning. Falling boulders can be pushed to clear paths, trigger chain reactions, or eliminate threats, but a single misstep can result in being crushed. Timing is crucial, as each level demands observation, patience, and an understanding of how the environment reacts to player actions. The C64 version features bright, colourful graphics and a lively soundtrack that keeps the pace engaging while you work through increasingly demanding layouts. Although often compared to Boulder Dash, 20 Tons has its own identity, with tighter spaces and a greater emphasis on controlled movement and risk management.</video:description>
      <video:player_loc>https://www.youtube.com/embed/ph1ugM0zHvE</video:player_loc>
      <video:duration>301</video:duration>
      <video:publication_date>2024-02-29T18:30:29Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/720-degrees/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/_m3v-nWDFPQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>720 Degrees – Could the C64 Handle Atari’s Skateboarding Arcade Hit?</video:title>
      <video:description>Released in 1987 for the Commodore 64 by Tiertex Design Studios and published by U. S. Gold, 720° is a faithful home conversion of Atari Games’ iconic arcade skateboarding hit. Players skate through the vibrant Skate City hub, earning tickets by scoring points in order to unlock access to four challenge parks: Ramp, Downhill, Slalom, and Jump. Each park features timed stunt events that test balance, speed, and precision, with trick spins, slalom gates, and hazardous obstacles standing between you and high scores. Fail to complete events quickly enough and Skate City becomes even more dangerous, introducing hazards such as water traps and swarms of bees. Between events, players can visit in-game shops to spend prize money on upgraded boards, pads, and helmets that improve performance and survivability. The UK and European C64 version is especially praised for its smoother scrolling, weightier controls, and strong SID soundtrack by Ben Daglish.</video:description>
      <video:player_loc>https://www.youtube.com/embed/_m3v-nWDFPQ</video:player_loc>
      <video:duration>336</video:duration>
      <video:publication_date>2025-08-06T17:30:10Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/a-nightmare-on-elm-street/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/dlmPNOw5TPk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>A Nightmare on Elm Street – Could You Survive Freddy Krueger on the Commodore 64?</video:title>
      <video:description>Released in 1989 and developed by Westwood Associates, A Nightmare on Elm Street brings the iconic horror film series to the Commodore 64 in an unusual top-down action-adventure format. Loosely inspired by the Dream Warriors era of the films, the game blends exploration, combat, and light RPG mechanics into a tense and atmospheric experience. Players choose from six characters, each equipped with a unique dream power that influences how the game unfolds. The main objective is to explore Elm Street, locate Freddy Krueger’s house, and navigate its maze-like interior while rescuing trapped friends and surviving a range of nightmarish enemies. Progress relies on careful exploration, item use, and learning how each character’s abilities affect combat and puzzle-solving. The gameplay runs in real time, with Freddy able to appear suddenly and attack without warning, keeping tension high throughout.</video:description>
      <video:player_loc>https://www.youtube.com/embed/dlmPNOw5TPk</video:player_loc>
      <video:duration>371</video:duration>
      <video:publication_date>2024-01-22T18:30:35Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/a-question-of-sport/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/7u3SudOJymE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>A Question of Sport – Could You Beat the BBC Quiz on the Commodore 64?</video:title>
      <video:description>Released in 1988 by Elite Systems for the Commodore 64, A Question of Sport brings the long-running BBC television quiz show to home computers. You assemble teams of sporting experts and compete across a full studio-style quiz format, testing knowledge rather than reflexes. The game follows the structure of the TV show closely, featuring rounds such as Picture Board, Mystery Personality, Home or Away, What Happened Next? , Quickfire, and a final Picture Board. Each team is made up of three personalities, chosen from a wider pool, with each member specialising in a different sport. Picking the right balance becomes part of the strategy. Gameplay uses a point-and-click interface to select answers and interact with the quiz rounds. While the Commodore 64 version lacks some of the digitised presentation found on later 16-bit systems, it keeps the core mechanics intact and supports both single-player and competitive two-player matches.</video:description>
      <video:player_loc>https://www.youtube.com/embed/7u3SudOJymE</video:player_loc>
      <video:duration>354</video:duration>
      <video:publication_date>2023-08-17T16:00:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/accolades-comics/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/54LR-3p9sV0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Accolade’s Comics – The C64 Game That Played Like an Interactive Comic</video:title>
      <video:description>Released in 1987 for the Commodore 64, Accolade’s Comics is an experimental adventure-action title developed by Distinctive Software and published by Accolade. Designed by Don Mattrick and Jeff Sember, the game stars wisecracking secret agent Steve Keene in a globe-trotting spy caper told through an interactive comic book format. The experience alternates between story and action. In the comic panel sections, players make decisions that influence the direction of the narrative, echoing the structure of Choose Your Own Adventure books and giving the story a branching feel. Between story beats, the game switches to arcade-style sequences that test reflexes and timing. These include swimming through hazardous waters, climbing obstacles, and surviving combat encounters, adding tension and variety to the unfolding plot. Visually, Accolade’s Comics stands out for its animated comic panels and bold presentation, which helped it feel fresh and different from traditional adventures of the time.</video:description>
      <video:player_loc>https://www.youtube.com/embed/54LR-3p9sV0</video:player_loc>
      <video:duration>365</video:duration>
      <video:publication_date>2024-11-20T18:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/ace-of-aces/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/yfBs1paNzpY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Ace of Aces – The C64 Bomber Sim That Threw You Into Enemy Skies</video:title>
      <video:description>Ace of Aces is a classic World War II combat flight simulator developed by Artech Digital Entertainment and released in 1986 for the Commodore 64. Published by Accolade in North America and U. S. Gold in Europe, the game puts you in the cockpit of a British RAF Mosquito twin-engine fighter-bomber on a wide range of dangerous combat missions. Players take part in aerial operations including intercepting enemy bombers, destroying V-1 flying bombs, attacking trains, and hunting U-boats — all viewed from multiple immersive perspectives such as cockpit, wing, bomb bay, and navigation map. The game stands out for its ambitious design, featuring mission planning, adjustable fuel and weapon loadouts, and environmental effects such as clouds and thunderstorms that impact visibility and atmosphere. Although reviews were mixed at release, Ace of Aces became one of Accolade’s best-selling Commodore 64 titles and is now remembered as one of the most ambitious flight simulators on 8-bit hardware.</video:description>
      <video:player_loc>https://www.youtube.com/embed/yfBs1paNzpY</video:player_loc>
      <video:duration>451</video:duration>
      <video:publication_date>2026-01-07T18:31:43Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/action-biker/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/zeFM_QrjiiA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Action Biker – Clumsy Colin’s Strange C64 Motorbike Adventure</video:title>
      <video:description>Released in 1985 by Mastertronic, Action Biker is a distinctive isometric motorcycle game for the Commodore 64 that puts players in control of Clumsy Colin, the mascot from KP Skips. Rather than traditional racing, the game focuses on free-roaming exploration across a sprawling town as you prepare for a climactic drag race. Gameplay revolves around navigating the city to locate vital bike upgrades, including a turbocharger, improved gearbox, and larger fuel tank. These items are essential for overcoming obstacles such as lakes, fairgrounds, construction sites, and other environmental challenges scattered throughout the map. Fuel management and careful riding are key, as collisions can quickly halt progress. The open-ended structure encourages exploration and planning, with optional routes and surprises along the way, including a memorable rollercoaster section that adds variety to the experience. Action Biker is further elevated by Rob Hubbard’s instantly recognisable soundtrack, which brings energy and momentum to the ride.</video:description>
      <video:player_loc>https://www.youtube.com/embed/zeFM_QrjiiA</video:player_loc>
      <video:duration>370</video:duration>
      <video:publication_date>2023-08-28T17:30:13Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/action-service/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/iC5l_D9c0II/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Action Service – The C64 Military Game That Let You Build Your Own Combat Course</video:title>
      <video:description>Released in 1989 by CobraSoft for the Commodore 64, Action Service is an ambitious military training simulation, also known in North America as Combat Course. Players step into the boots of a trainee soldier, facing a series of demanding exercises designed to test endurance, reflexes, and tactical awareness. The game uses a split-screen interface, with the upper display showing vital status information and the lower section presenting the action. Gameplay centres on completing structured training modules, including obstacle courses, combat drills, and manoeuvre challenges that require precise timing and coordination. Players must master a wide range of actions such as running, crawling, jumping, and weapon handling in order to progress. Each course demands careful control and planning, rewarding patience and disciplined execution over fast reflexes alone. A notable feature is the built-in level editor, which allows players to design and share their own custom training courses.</video:description>
      <video:player_loc>https://www.youtube.com/embed/iC5l_D9c0II</video:player_loc>
      <video:duration>299</video:duration>
      <video:publication_date>2025-02-11T18:30:40Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/after-burner/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/BswNRzr3qnI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>After Burner – Could the C64 Keep Up with Sega’s Supersonic Arcade Hit?</video:title>
      <video:description>Released in 1988 by Activision, After Burner brings Sega’s high-speed arcade jet combat to the Commodore 64. You take control of an F-14 Tomcat, diving straight into intense dogfights viewed from a behind-the-plane perspective that aims to recreate the thrill of supersonic flight. Gameplay focuses on fast reactions and positioning as you blast enemy aircraft with machine guns and homing missiles while weaving through incoming fire. Stages escalate quickly, throwing waves of enemies at you to test your reflexes and endurance as you chase high scores. On the C64, the game captures the core feel of the arcade experience, though hardware limits mean simpler visuals and no in-game music. Even so, the sense of speed and constant pressure remains intact, making it a solid example of ambitious arcade conversion design. Later released as a budget title by The Hit Squad in the UK, After Burner remains a nostalgic reminder of how developers pushed 8-bit hardware to deliver blockbuster arcade action at home.</video:description>
      <video:player_loc>https://www.youtube.com/embed/BswNRzr3qnI</video:player_loc>
      <video:duration>484</video:duration>
      <video:publication_date>2023-06-01T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/agony/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/0tSOWulHDsM/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Agony – The Amiga Shooter Where an Owl Took on a Nightmare World</video:title>
      <video:description>Released in 1992, Agony is a horizontally scrolling shooter for the Commodore Amiga developed by Art &amp; Magic and published by Psygnosis. Players take control of Alestes, a magician’s apprentice transformed into an owl, journeying through a dark, surreal fantasy world filled with twisted creatures and nightmarish landscapes. Unlike many shooters of the era, Agony places less emphasis on relentless speed and more on exploration, positioning, and deliberate combat. Levels are densely detailed and encourage careful movement, with enemies and hazards woven into the environment rather than simply streamed in waves. Boss encounters are visually striking and contribute heavily to the game’s oppressive atmosphere. One of Agony’s defining features is its audiovisual presentation. The richly illustrated backgrounds, fluid animations, and distinctive art style showcase the Amiga’s strengths, while the atmospheric soundtrack enhances the sense of unease and immersion throughout the journey.</video:description>
      <video:player_loc>https://www.youtube.com/embed/0tSOWulHDsM</video:player_loc>
      <video:duration>382</video:duration>
      <video:publication_date>2024-07-31T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/airborne-ranger/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/HBGHNeQZrYY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Airborne Ranger – The C64 Game That Dropped You Behind Enemy Lines</video:title>
      <video:description>Released in 1987 for the Commodore 64, Airborne Ranger is a distinctive action-simulation title developed by MicroProse that places players in the role of an elite U. S. Army Airborne Ranger operating deep behind enemy lines. The game blends fast-paced action with careful planning, setting it apart from more straightforward shooters of the era. Each mission begins with a detailed briefing and loadout phase, where players choose weapons, explosives, and medical supplies to be delivered via supply pods. This is followed by a parachute insertion sequence, requiring careful decisions about drop locations before landing in hostile territory. On the ground, gameplay shifts to tense tactical action as players navigate varied environments, avoid patrols, engage enemies, and complete objectives such as rescues, sabotage, or high-value captures. Time pressure adds urgency, as successful extraction is just as important as mission completion.</video:description>
      <video:player_loc>https://www.youtube.com/embed/HBGHNeQZrYY</video:player_loc>
      <video:duration>411</video:duration>
      <video:publication_date>2023-08-10T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/airwolf/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/y-pdkSTk_uo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Airwolf – Why Was This C64 TV Licence So Brutally Difficult?</video:title>
      <video:description>Released in 1985 by Elite Systems for the Commodore 64, Airwolf is a licensed action-shooter based on the popular television series, placing players in control of Stringfellow Hawke’s advanced military helicopter. The mission centres on rescuing five trapped scientists from a vast underground complex, requiring careful navigation through narrow caverns filled with hazards and enemy defences. Gameplay focuses on precise flying, with players managing momentum, gravity, missiles, shields, and fuel while blasting through walls and activating switches to open new routes. Progress demands accurate positioning and timing, as falling debris, tight corridors, and hostile fire punish even minor mistakes. Visually, the game delivers colourful 8-bit sprites and smooth side-scrolling environments that maintain a strong sense of speed and tension. The experience is enhanced by a looping rendition of the iconic Airwolf television theme by Sylvester Levay, adapted effectively for the SID chip.</video:description>
      <video:player_loc>https://www.youtube.com/embed/y-pdkSTk_uo</video:player_loc>
      <video:duration>380</video:duration>
      <video:publication_date>2025-06-25T17:30:10Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/aladdin/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/qug68Ypv2Pg/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Aladdin – Better Than You Remember? | Commodore Amiga</video:title>
      <video:description>Released for the Commodore Amiga in 1994 by Virgin Interactive, Aladdin is a colourful platform game based on Disney’s hugely successful animated film. Developed from the same design as the Mega Drive version, the Amiga port brought the adventure of Agrabah to home computer players with detailed sprites, lively animation, and fast arcade-style gameplay. Players take control of Aladdin as he runs, jumps, and fights his way through stages inspired by the movie. From the busy rooftops of Agrabah to the treacherous Cave of Wonders and the Sultan’s palace, each level mixes precise platforming with combat using Aladdin’s scimitar or thrown apples to defeat enemies. The game also includes collectible gems, bonus tokens, and special mini-games featuring Genie and Abu. These extra challenges provide opportunities to earn additional lives and rewards, encouraging players to explore levels carefully rather than simply rushing to the exit.</video:description>
      <video:player_loc>https://www.youtube.com/embed/qug68Ypv2Pg</video:player_loc>
      <video:duration>332</video:duration>
      <video:publication_date>2026-03-09T18:31:21Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/alcatraz/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/ipx38rLkoTw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Alcatraz – Was This Amiga Commando Mission Worth Revisiting?</video:title>
      <video:description>Released in 1992 by Infogrames for the Commodore Amiga, Alcatraz is a fast-paced action-shooter developed by 221B Software Developments that blends side-scrolling combat with first-person stealth gameplay. Players take on the role of a U. S. Navy SEAL sent to storm Alcatraz prison, destroy hidden weapons caches, and capture the criminal mastermind controlling the operation. The game is divided into multiple levels that alternate between outdoor run-and-gun sections and indoor infiltration missions. Outdoor stages feature heavy firepower such as flamethrowers, machine guns, and grenades, while indoor sections focus on radar-guided navigation and precision shooting. This dual-perspective design creates constant variety, requiring players to adapt their tactics between fast reflex-based combat and careful stealth-based movement. Alcatraz supports both single-player and two-player split-screen cooperative play, allowing friends to tackle missions together and coordinate their strategies. Visually, the game delivers smooth animations, detailed environments, and strong visual effects that were widely praised in contemporary Amiga magazines.</video:description>
      <video:player_loc>https://www.youtube.com/embed/ipx38rLkoTw</video:player_loc>
      <video:duration>429</video:duration>
      <video:publication_date>2025-06-12T17:30:11Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/alcazar-the-forgotten-fortress/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/-h2xZTV5EAw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Alcazar: The Forgotten Fortress – 22 Castles Between You and the Crown | C64</video:title>
      <video:description>Released in 1985 by Activision for the Commodore 64, Alcazar: The Forgotten Fortress is an ambitious action-adventure game designed and programmed by Tom Loughry. Players set out on a quest to recover a stolen crown by navigating a dynamically generated world map filled with twenty-two castles, each containing unique layouts, hazards, and hidden treasures. Gameplay is presented from a top-down perspective, with every castle forming a maze of interconnected rooms. Players must overcome traps, enemies, and environmental puzzles in order to progress. A variety of tools and items aid exploration and combat, including pistols, grappling hooks, magic carpets, and secret passages. Limited ammunition and careful resource management add a strong strategic element. The game features multiple difficulty levels and a built-in demonstration mode, both of which were advanced features for home computer games of the mid-1980s.</video:description>
      <video:player_loc>https://www.youtube.com/embed/-h2xZTV5EAw</video:player_loc>
      <video:duration>337</video:duration>
      <video:publication_date>2025-06-02T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/alien/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/PyNkMrE7RRo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Alien – Why Didn’t the Nostromo Crew Always Obey Your Orders? | C64</video:title>
      <video:description>Released in 1984 by Concept Software and published by Argus Press Software for the Commodore 64, ALIEN is a tense hybrid of strategy and adventure inspired by Ridley Scott’s 1979 science-fiction classic. Set aboard the doomed spaceship Nostromo, the game challenges players to manage a vulnerable crew while a deadly alien stalks the corridors. Gameplay unfolds in real time from a top-down perspective, with players controlling all seven crew members simultaneously. Each character has an individual emotional state, ranging from calm and confident to panicked and broken, directly affecting their performance and chances of survival. Balancing morale, positioning, and resources is essential to keeping the team alive. Progression depends on careful exploration and intelligent decision-making. Players must search the ship for weapons, oxygen tanks, and vital equipment while tracking the alien’s movements and planning ambushes.</video:description>
      <video:player_loc>https://www.youtube.com/embed/PyNkMrE7RRo</video:player_loc>
      <video:duration>343</video:duration>
      <video:publication_date>2025-03-11T18:30:19Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/alien-breed/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/oHJaRfpmQOM/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Alien Breed – Why Team17’s Amiga Shooter Still Feels So Tense</video:title>
      <video:description>Released in 1991 by Team17, Alien Breed is a tense top-down run-and-gun shooter for the Commodore Amiga, heavily inspired by the atmosphere and themes of the Alien film series. Set aboard a sprawling, maze-like space station, players must survive relentless alien infestations while uncovering keys, unlocking doors, and racing against time to trigger self-destruct systems. Gameplay blends fast-paced action with strategic resource management. Ammunition, health packs, and credits are limited, forcing players to carefully plan each encounter and explore thoroughly. A wide range of weapons adds variety to combat, each delivering distinct firepower and visual impact as alien hordes close in from all directions. The experience is elevated by strong visual design and moody lighting that enhances tension throughout the station. Allister Brimble’s atmospheric soundtrack and sound effects amplify the sense of isolation and danger, making every corridor feel threatening and unpredictable.</video:description>
      <video:player_loc>https://www.youtube.com/embed/oHJaRfpmQOM</video:player_loc>
      <video:duration>367</video:duration>
      <video:publication_date>2023-10-16T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/aliens-the-computer-game/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/sCn0FCZBbAU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Aliens: The Computer Game – Why Did the C64 Get Two Completely Different Versions</video:title>
      <video:description>Released in 1986 for the Commodore 64, Aliens: The Computer Game arrived in two distinct versions. The US release was developed by Activision, while the European version was handled by Software Studios and published by Electric Dreams. Both were based on James Cameron’s Aliens, but each took a very different approach to translating the film onto 8-bit hardware. The Activision version is built around six mini-missions that mirror key moments from the movie. These range from piloting the Sulaco dropship and navigating air-duct mazes to managing a squad of marines and confronting the Alien Queen. Gameplay switches between fast joystick-driven action and tactical decision-making inside the Mobile Tactical Operations Bay, where players monitor stamina, ammunition, and marine status. Exploration plays a major role, with a sprawling maze of up to 255 rooms filled with aliens, acid pools, and limited resources.</video:description>
      <video:player_loc>https://www.youtube.com/embed/sCn0FCZBbAU</video:player_loc>
      <video:duration>538</video:duration>
      <video:publication_date>2022-11-13T14:11:42Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/alleykat/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/BcDC1weWG4I/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Alleykat – Andrew Braybrook’s Overlooked C64 Racing Shooter</video:title>
      <video:description>Released in 1986 by Hewson Consultants and developed by Andrew Braybrook, Alleykat is a technically ambitious hybrid that blends vertical scrolling shooter action with high-speed futuristic racing. Set within a competitive racing league, players pilot a multi-mode speeder across hostile tracks packed with obstacles and enemy threats. Gameplay revolves around completing laps while managing speed, firepower, and energy reserves. The speeder can switch between different flight modes, each affecting handling and weapon strength, forcing players to adapt on the fly. Tracks are filled with destructible scenery and aggressive enemies, including the infamous Katerkiller, a relentless caterpillar-like menace that demands quick reactions and precise control. A variety of race types keep the structure varied, ranging from time-based challenges to endurance events with shifting priorities. Energy management is critical, as collisions and sustained damage can quickly end a run if resources aren’t carefully balanced.</video:description>
      <video:player_loc>https://www.youtube.com/embed/BcDC1weWG4I</video:player_loc>
      <video:duration>430</video:duration>
      <video:publication_date>2023-12-11T18:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/alter-ego/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/vmJeqi84EC0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Alter Ego – The C64 Game That Let You Live an Entire Life</video:title>
      <video:description>Released in 1986 by Activision and designed by Peter J. Favaro for the Commodore 64, Alter Ego is a pioneering life simulation RPG that broke away from traditional game design. Instead of focusing on combat or high scores, it invites players to shape the life of an imaginary character and experience the long-term consequences of their decisions. The game begins with a detailed personality test that determines core attributes such as confidence, intelligence, and physical health. From there, players guide their alter ego through seven stages of life, from infancy to old age, facing moral, social, and practical choices that influence relationships, careers, and personal development. Progression is entirely choice-driven, with each decision subtly altering future opportunities and risks. Some paths lead to success and fulfilment, while others can result in failure, regret, or even premature death, giving the game remarkable emotional depth and replay value.</video:description>
      <video:player_loc>https://www.youtube.com/embed/vmJeqi84EC0</video:player_loc>
      <video:duration>409</video:duration>
      <video:publication_date>2025-04-09T17:30:10Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/american-3d-pool/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/dypYKGGeNYU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>American 3D Pool – Did the Commodore 64 Need a 3D Pool Game?</video:title>
      <video:description>Released in 1991 for the Commodore 64, American 3D Pool is an ambitious cue sports game developed by Zeppelin Games that attempted something rarely seen on 8-bit hardware: a first-person, pseudo-3D pool simulation. Instead of the usual overhead view, the game places players right at table level, emphasising depth, angles, and shot precision. Gameplay revolves around realistic aiming, power control, and judging perspective. The 3D-style camera changes how shots are lined up, forcing players to think carefully about spin, force, and positioning rather than relying on simple top-down geometry. This approach added a surprising amount of strategy and skill to each frame of play. Technically, American 3D Pool pushes the Commodore 64 hard, using clever shading and perspective tricks to create the illusion of depth on an 8-bit system. While performance is naturally limited by the hardware, the table, balls, and collision physics feel convincing for the era, with simple but effective sound effects reinforcing each shot.</video:description>
      <video:player_loc>https://www.youtube.com/embed/dypYKGGeNYU</video:player_loc>
      <video:duration>311</video:duration>
      <video:publication_date>2024-08-12T17:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/android-2/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Lqh5-b_ri10/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Android 2 – Five Millitoids, One Maze and a Ticking Clock on the C64</video:title>
      <video:description>Released in 1983 for the Commodore 64, Android 2 (also known as Android Two) is a top-down sci-fi maze shooter developed by Costa Panayi and published by Vortex Software. You control a lone android dropped into a hostile, futuristic maze with one objective: eliminate five deadly Millitoids before time runs out. Gameplay blends fast maze navigation with careful combat. The wrap-around arena design keeps enemies constantly in play, while hazards like landmines, indestructible robots, and hostile aliens force you to think several moves ahead. Ammunition is limited, so success depends on positioning, timing, and knowing when to engage or evade. What truly sets Android 2 apart is its technical ambition. The scrolling, pseudo-3D maze was highly unusual for early 1980s home computers, giving the game a strong arcade feel and a real sense of depth and motion.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Lqh5-b_ri10</video:player_loc>
      <video:duration>278</video:duration>
      <video:publication_date>2023-05-11T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/android-nim/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/C2kMyPfgFX8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Android Nim – Can This 1985 C64 Game Outsmart You?</video:title>
      <video:description>Released in 1982 by Courbois Software for the Commodore 64, Android Nim is a clever one-player adaptation of the classic Nim strategy game, later redeveloped in 1985 by Don Dennis and Pete Gerrard for Argus Press Software and 64 Tape Computing. Players face off against an android opponent, taking turns to remove figures from multiple stacks, with the goal of forcing the computer to take the final piece. Each turn is enhanced by animated android characters that move, aim, and react before making their choice, adding personality and tension to an otherwise minimalist puzzle format. The game supports both keyboard and joystick control, allowing players to carefully calculate winning positions and engage in a pure battle of logic and foresight. Its intelligent AI and clear presentation make every match feel like a genuine mental duel, rewarding players who learn optimal strategies.</video:description>
      <video:player_loc>https://www.youtube.com/embed/C2kMyPfgFX8</video:player_loc>
      <video:duration>352</video:duration>
      <video:publication_date>2025-06-18T17:30:08Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/andy-capp/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/skfsX-re-qc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Andy Capp – Who Turned a Missing Dole Cheque into a Commodore 64 Game?</video:title>
      <video:description>Released in 1987 by Mirrorsoft and developed by Blitter Animations, Andy Capp brings the iconic British comic strip to the Commodore 64 in a surprisingly ambitious life-simulation adventure. Players step into the shoes of Andy himself, attempting to survive a chaotic week of everyday life without running out of money—or patience. Gameplay unfolds across fixed-screen locations as time rapidly ticks through the days of the week. Players must juggle Andy’s priorities, including securing unemployment benefits, managing cash, visiting the pub, dodging the police, and dealing with his long-suffering wife, Flo. Choices and timing are crucial, as certain locations and characters are only available at specific times. The presentation leans heavily into the comic’s roots, with monochrome visuals that closely resemble the original artwork. The soundtrack famously features a rendition of Dvořák’s New World Symphony, an unusual but memorable choice that gives the game a distinctive identity.</video:description>
      <video:player_loc>https://www.youtube.com/embed/skfsX-re-qc</video:player_loc>
      <video:duration>472</video:duration>
      <video:publication_date>2023-08-31T17:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/another-world/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/lvsIHyI_Ir4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Another World – The Amiga Game That Looked Like Nothing Else in 1991</video:title>
      <video:description>Released in November 1991 by Delphine Software for the Commodore Amiga, Another World is a groundbreaking cinematic platform adventure created by Éric Chahi. The game follows physicist Lester Knight Chaykin, who is thrown into a hostile alien world after a failed experiment, with its story told entirely through visuals and atmosphere rather than text or dialogue. Gameplay blends precise platforming, environmental puzzles, and tense combat as players guide Lester through dangerous landscapes filled with alien creatures and deadly traps. Survival depends on observation, timing, and learning from mistakes, creating a challenging but deeply immersive experience. A key gameplay feature is Lester’s energy gun, which can fire standard shots, generate protective shields, and unleash powerful charged blasts. Mastering these abilities is essential for overcoming enemies and solving environmental obstacles throughout the journey. Visually, Another World stands out for its use of vector-style graphics and fluid animation, delivering expressive characters and cinematic scenes that were years ahead of their time.</video:description>
      <video:player_loc>https://www.youtube.com/embed/lvsIHyI_Ir4</video:player_loc>
      <video:duration>521</video:duration>
      <video:publication_date>2025-03-13T18:30:47Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/ant-attack/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/CLTWgodkg-Q/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Ant Attack – Why Did This C64 Game Feel So Unsettling?</video:title>
      <video:description>Released in 1984 for the Commodore 64 by Quicksilva, following its original 1983 Spectrum debut by Sandy White, Ant Attack is a pioneering isometric adventure that introduced true three-dimensional movement to home computer gaming. Set in the surreal walled city of Antescher, inspired by the artwork of M. C. Escher, players choose to control either a boy or a girl on a dangerous rescue mission. The objective is to navigate the maze-like city, avoid towering hostile ants, and locate your captured partner before time runs out. Movement allows players to travel forward, backward, sideways, and vertically, creating a genuine sense of height and depth rarely seen at the time. Ants can be temporarily stunned by jumping on them or by using limited grenades, though careless use can put both characters at risk. Once the captive is found, players must carefully guide them to safety, with the rescued character following at a slight delay that demands precise navigation.</video:description>
      <video:player_loc>https://www.youtube.com/embed/CLTWgodkg-Q</video:player_loc>
      <video:duration>390</video:duration>
      <video:publication_date>2025-07-30T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/antheads-it-came-from-the-desert-2/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/QPgBi5vrU4o/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Antheads – Did the Amiga Giant Ant Sequel Deserve More Attention?</video:title>
      <video:description>Released in 1990 by Cinemaware, Antheads: It Came from the Desert II is a direct sequel to the cult classic It Came from the Desert, pushing the story five years into a darker, more unsettling future. The once-quiet town of Lizard Breath is again under threat—this time from townsfolk mutating into terrifying ant-headed creatures. Players step into the role of Brick Nash, now a war veteran turned truck driver, drawn back into the mystery as the town unravels. The game retains Cinemaware’s signature blend of real-time exploration, dialogue-driven encounters, and action sequences, all unfolding under a strict 15-day countdown that keeps the pressure firmly on. While it reuses much of the original game’s structure and assets, Antheads introduces new story beats, locations, and a heavier emphasis on investigation. The tone is noticeably darker, with paranoia and body-horror elements replacing some of the B-movie camp of its predecessor.</video:description>
      <video:player_loc>https://www.youtube.com/embed/QPgBi5vrU4o</video:player_loc>
      <video:duration>359</video:duration>
      <video:publication_date>2024-03-15T18:30:13Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/apocalypse/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/VGQ2Hwuls2Y/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Apocalypse – Five Missions, No Saves… Was This Amiga Shooter Too Harsh?</video:title>
      <video:description>Released in 1994 by Miracle Games for the Commodore Amiga, Apocalypse is a helicopter-based shoot ’em up inspired by classics like Choplifter. You take control of a combat chopper flying deep into hostile jungle territory, tasked with rescuing prisoners of war while dismantling enemy defences. Gameplay unfolds across fast-moving, multi-scrolling missions featuring parallax jungle backdrops and constant pressure from tanks, enemy helicopters, watchtowers, and heavy artillery. Success depends on precise control, careful positioning, and knowing when to press the attack or pull back to stay alive. Each mission challenges you to balance rescue objectives with aggressive combat, all while navigating tight terrain and deadly hazards that punish even small mistakes. Instant-death threats demand sharp reflexes and disciplined flying rather than reckless firepower. Short but intense, Apocalypse delivers a focused burst of Amiga-era action. It’s remembered as a tough, no-nonsense shooter that rewards skill and concentration, offering a satisfying challenge for fans of helicopter combat games.</video:description>
      <video:player_loc>https://www.youtube.com/embed/VGQ2Hwuls2Y</video:player_loc>
      <video:duration>294</video:duration>
      <video:publication_date>2023-03-09T18:30:23Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/apollo-18-mission-to-the-moon/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/fBmXGENJmbk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Apollo 18 – Could the C64 Really Simulate a Mission to the Moon?</video:title>
      <video:description>Released in 1987 by Accolade and developed by Artech, Apollo 18: Mission to the Moon is an ambitious space simulation for the Commodore 64 that imagines an alternate-history Apollo mission. Players take full control of a lunar expedition, managing every phase from launch and orbital docking to moon landing, EVA missions, and the perilous return to Earth. Gameplay is divided into distinct, skill-based mission segments that demand precision and concentration. Tasks such as orbital rendezvous and lunar descent require careful monitoring of instruments, fuel levels, and timing, capturing the tension and complexity of real-world spaceflight. One of the game’s most striking features is its use of digitized speech for mission control, a rare and immersive touch on 8-bit hardware. Combined with realistic telemetry readouts and functional interfaces, the game delivers an experience that feels both educational and dramatic.</video:description>
      <video:player_loc>https://www.youtube.com/embed/fBmXGENJmbk</video:player_loc>
      <video:duration>518</video:duration>
      <video:publication_date>2024-06-11T17:30:08Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/arachnophobia/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Ylp9xluAs6U/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Arachnophobia – Did This Spider-Filled Film Licence Work on C64?</video:title>
      <video:description>Released in 1991 by BlueSky Software and published by Disney Software for the Commodore 64, Arachnophobia is an action-packed adaptation of the horror-comedy film that casts players as fearless exterminator Delbert McClintock. The mission takes you across eight spider-infested towns in the USA and deep into the Amazon, battling a growing infestation that threatens every location. Gameplay blends top-down van exploration with tense side-view platform stages set inside houses, farms, schools, and graveyards. Players wield the versatile Toxi-Max pesticide in spray or flame mode, alongside powerful bombs, to destroy spiders and their constantly regenerating egg sacs. An onboard arachno-detector warns of nearby threats, while rescuing trapped civilians adds extra scoring and risk-reward strategy. Enemy behaviour varies, with spiders crawling on ceilings, leaping from hiding places, and ambushing from multiple angles. Boss encounters against giant queen spiders and South American creatures provide climactic tests of skill and resource management.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Ylp9xluAs6U</video:player_loc>
      <video:duration>367</video:duration>
      <video:publication_date>2025-07-02T17:30:15Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/arcade-classics/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/cjv960nDsw0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Arcade Classics – Asteroids, Invaders, Snakes AND Space Wars on One C64 Release</video:title>
      <video:description>Released in 1987 by Firebird Software for the Commodore 64, Arcade Classics is a nostalgic compilation that brings together four reimagined arcade favourites in one polished package. Developed by David Korn with music by Rob Hubbard, the collection celebrates the golden age of coin-op gaming while showcasing the C64’s home arcade potential. The compilation features updated versions of Asteroids, Snakes, Space Invaders, and Space Wars, each adapted to suit the strengths of the Commodore 64. Familiar mechanics are enhanced with smoother controls, improved visuals, and refined sound, delivering experiences that feel both authentic and refreshed. Asteroids challenges players to navigate dense asteroid fields while blasting debris and enemy craft with precise timing. Snakes offers a fast-paced twist on the classic growing-line formula, demanding sharp reflexes and careful movement. Space Invaders recreates the iconic alien assault with upgraded presentation, while Space Wars delivers intense two-player duels influenced by gravity-based physics.</video:description>
      <video:player_loc>https://www.youtube.com/embed/cjv960nDsw0</video:player_loc>
      <video:duration>425</video:duration>
      <video:publication_date>2025-03-12T18:30:34Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/arcade-flight-simulator/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/2y6Hd9WCOyg/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Arcade Flight Simulator – WWI, WWII AND WWIII in One C64 Shooter</video:title>
      <video:description>Released in 1989, Arcade Flight Simulator is a top-down, horizontally scrolling shoot ’em up for the Commodore 64 developed by Amazing Games and published by Codemasters. Despite its misleading title, the game focuses firmly on fast-paced arcade action rather than realistic flight simulation. The game is split across three distinct eras of aerial warfare. Players dogfight in fragile biplanes during World War I, take on classic prop-driven combat in World War II over the Pacific, and finish with futuristic jet battles set in a fictional World War III scenario. Each stage brings different enemies, aircraft, and visual styles. Gameplay centres on shooting down enemy planes, destroying ground targets, and managing fuel by landing safely to refuel mid-mission. The constantly scrolling landscapes keep the action moving, while a two-player mode allows head-to-head aerial battles, adding a competitive edge.</video:description>
      <video:player_loc>https://www.youtube.com/embed/2y6Hd9WCOyg</video:player_loc>
      <video:duration>368</video:duration>
      <video:publication_date>2024-08-07T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/arcade-pool/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/l2VMct3Jjis/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Arcade Pool – Was This Team17’s Most Addictive Amiga Sports Game?</video:title>
      <video:description>Released in 1994 by Team17 for the Commodore Amiga, Arcade Pool is a polished top-down cue sports game that blends accessible arcade-style play with surprisingly deep and realistic simulation mechanics. It quickly became a favourite among Amiga owners looking for both competitive and casual multiplayer fun. The game includes several popular pool variants, such as UK 8-ball, US 9-ball, and Killer, with options to compete against computer opponents or up to eight players in hot-seat multiplayer. Its intuitive aiming system and responsive controls make it easy to learn, while still rewarding precision and tactical thinking. Arcade Pool stands out for its convincing ball physics, clean visual presentation, and smooth animation. Subtle touches such as custom player names, humorous in-game messages, and Team17’s trademark personality give the game added charm and replay value. Rather than aiming for strict realism, the game strikes a careful balance between authenticity and fun.</video:description>
      <video:player_loc>https://www.youtube.com/embed/l2VMct3Jjis</video:player_loc>
      <video:duration>371</video:duration>
      <video:publication_date>2025-01-30T18:30:43Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/archon-the-light-and-the-dark/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/xTIc4AKoMuI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Archon – The C64 Chess Game Where the Pieces Fought Back</video:title>
      <video:description>Released in 1983 by Free Fall Associates and published by Electronic Arts, Archon: The Light and the Dark is a pioneering hybrid that blends turn-based strategy with fast-paced real-time combat. Designed by Jon Freeman and Paul Reiche III, with programming by Anne Westfall, the game challenges players to command either the forces of Light or Dark in a battle for control of a magical board. The board resembles a chess layout, but instead of static captures, opposing pieces trigger one-on-one real-time battles when they meet. Each creature has unique movement patterns, strengths, and special abilities, making positioning and timing just as important as combat skill. Control is achieved by occupying five power points or eliminating the opposing army entirely. Light and Dark units offer distinct play styles, from agile and precise to powerful and aggressive, ensuring that no two matches play out the same.</video:description>
      <video:player_loc>https://www.youtube.com/embed/xTIc4AKoMuI</video:player_loc>
      <video:duration>399</video:duration>
      <video:publication_date>2024-01-31T18:30:51Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/arctic-shipwreck/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Ce6zzYUX3IA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Arctic Shipwreck – Can You Survive Stranded in the Frozen North? | C64</video:title>
      <video:description>Released in 1983 by Commodore International for the Commodore 64, Arctic Shipwreck is an early adventure game built around survival, strategy, and isolation. You take on the role of a ship’s captain left stranded in the Arctic following a devastating shipwreck, with nothing but your wits to keep you alive. Gameplay focuses on careful decision-making and resource management. Every move matters as you navigate icy terrain, avoid environmental dangers, and search for supplies that may mean the difference between survival and failure. Progress depends on planning ahead, managing limited resources, and learning how to use the harsh environment to your advantage. The presentation is deliberately minimal, using simple graphics and sparse sound to reinforce the bleak, hostile setting. This stripped-back approach helps build tension and atmosphere, making each choice feel weighty and consequential. Arctic Shipwreck stands out as one of the Commodore 64’s early survival-focused experiences, offering a slower, more thoughtful challenge compared to arcade-heavy titles of the era.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Ce6zzYUX3IA</video:player_loc>
      <video:duration>321</video:duration>
      <video:publication_date>2024-02-23T18:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/arkanoid/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/d8Hr1pyb6cw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Arkanoid – Did the C64 Get One of the Best Arcade Conversions of 1987?</video:title>
      <video:description>Released in 1987 by Taito and ported to the Commodore 64 by Imagine Software, Arkanoid is one of the most iconic block-breaking games of the 1980s. Players control the paddle-shaped spaceship Vaus, bouncing an energy ball to smash through colourful brick formations and clear each stage without letting the ball fall. Gameplay is built around precision, timing, and fast reactions, with increasingly complex layouts and enemy hazards appearing as the game progresses. The introduction of power-ups such as multi-ball, laser paddles, extended bats, and speed modifiers adds strategic depth and keeps every stage feeling fresh and unpredictable. Progression depends on mastering ball control, anticipating rebounds, and making smart use of collected upgrades. Later levels demand near-perfect positioning and concentration, rewarding skilled players with high scores and extended survival. The Commodore 64 version closely follows the original arcade release, delivering vibrant visuals and smooth animation that capture the feel of the coin-op experience.</video:description>
      <video:player_loc>https://www.youtube.com/embed/d8Hr1pyb6cw</video:player_loc>
      <video:duration>310</video:duration>
      <video:publication_date>2025-03-31T17:30:09Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/army-moves/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/NuLjSVc9ms8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Army Moves – Was This C64 Action Game Difficult for the Wrong Reasons?</video:title>
      <video:description>Released in 1987 for the Commodore 64, Army Moves is a tough scrolling action shooter developed by Dinamic Software and published by Imagine Software. As the first entry in the famous Moves trilogy, it tasks players with a dangerous military mission to recover stolen secret documents from heavily guarded enemy territory. The game is split into two distinct gameplay phases across seven levels. The opening stages place you in control of a jeep and later a helicopter, navigating hostile landscapes packed with enemy vehicles, gun emplacements, and relentless fire. These sections demand sharp reflexes, precise positioning, and constant awareness as threats attack from all directions. The final stages switch perspective to on-foot action, transforming the game into a tense platform shooter. Players must infiltrate enemy bases, dodge grenades, avoid traps, and carefully time jumps while pushing deeper into fortified areas.</video:description>
      <video:player_loc>https://www.youtube.com/embed/NuLjSVc9ms8</video:player_loc>
      <video:duration>329</video:duration>
      <video:publication_date>2024-07-24T17:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/arnie/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/F0N2ndVOHmQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Arnie – Zeppelin’s £3.99 C64 Shooter Dropped You Behind Enemy Lines</video:title>
      <video:description>Released in 1992 by Zeppelin Games for the Commodore 64, Arnie is a fast-paced action shooter that arrived late in the system’s lifespan and leaned hard into pure arcade intensity. Players control Arnie, a lone futuristic soldier fighting through hostile environments packed with relentless enemy forces. The gameplay is presented from a top-down perspective, demanding precise movement and constant firing as waves of enemies flood the screen. Progression relies on sharp reflexes, careful positioning, and learning enemy patterns, with very little margin for error as the difficulty ramps up quickly. Combat is the game’s sole focus, with each stage throwing increasingly aggressive opposition at the player. Survival depends on mastering the controls, reacting instantly to threats, and pushing forward under sustained pressure rather than exploration or puzzle-solving. On the Commodore 64, Arnie delivers a strong sci-fi atmosphere through bold visuals and an energetic soundtrack that keeps the pace high.</video:description>
      <video:player_loc>https://www.youtube.com/embed/F0N2ndVOHmQ</video:player_loc>
      <video:duration>266</video:duration>
      <video:publication_date>2024-07-04T17:00:08Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/asterix-and-the-magic-cauldron/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/0UpyNEswzgM/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Asterix and the Magic Cauldron – You Get ONE Magic Potion for the Entire C64 Game</video:title>
      <video:description>Released in 1986 by Melbourne House and developed by Beam Software, Asterix and the Magic Cauldron brings the famous Gaulish heroes to the Commodore 64 in a light adventure inspired by the beloved comic series. The story begins when Getafix’s magic cauldron explodes, scattering seven vital pieces across the land and leaving the village defenceless. Players control Asterix and Obelix as they explore a network of interconnected screens representing the Gaulish village, forests, and Roman camps. Progress depends on careful exploration, collecting keys to unlock new areas, and engaging in one-on-one combat with Roman soldiers and wild boars. Resource management plays a central role, with food needed to maintain strength and a single vial of magic potion providing temporary invincibility when used wisely. Choosing when to fight, explore, or retreat adds a strategic layer beneath the game’s cartoon charm.</video:description>
      <video:player_loc>https://www.youtube.com/embed/0UpyNEswzgM</video:player_loc>
      <video:duration>274</video:duration>
      <video:publication_date>2024-03-19T18:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/attack-of-the-mutant-camels/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/jzC3mCzsZcA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Attack of the Mutant Camels – Jeff Minter’s Strangest C64 Shooter?</video:title>
      <video:description>Released in 1983 by Jeff Minter’s Llamasoft, Attack of the Mutant Camels is a horizontally scrolling shooter that perfectly sums up Minter’s distinctive style. You pilot a small jet fighter defending Earth from waves of giant mutant camels, grotesquely transformed by hostile aliens and marching relentlessly toward your base. The action is fast and unforgiving. Each camel takes multiple hits to bring down and fires back with streams of deadly projectiles, forcing you to balance aggression with precise movement. Clear a wave and you’re thrown into a hyperspace sequence, dodging high-speed missiles before the next assault begins. What sets the game apart is its unmistakable presentation. Psychedelic visuals, intense pacing, and an absurd premise combine to create an experience that feels chaotic, funny, and surprisingly tense all at once. It’s instantly recognisable as a Llamasoft production.</video:description>
      <video:player_loc>https://www.youtube.com/embed/jzC3mCzsZcA</video:player_loc>
      <video:duration>338</video:duration>
      <video:publication_date>2023-02-07T18:30:43Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/auf-wiedersehen-monty/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/7-kc8HmFgxU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Auf Wiedersehen Monty – Did Monty’s European Tour Improve the Series?</video:title>
      <video:description>Released in 1987 by Gremlin Graphics, Auf Wiedersehen Monty is the fourth entry in the Monty Mole series and one of the most ambitious platform adventures on the Commodore 64. Designed by Peter Harrap and Shaun Hollingworth, the game follows Monty Mole as he travels across Europe with a bold goal: earning enough money to buy his own Greek island, Montos. The game uses a flick-screen platform design spread across 80 interconnected screens laid out to resemble a map of Europe. Players explore countries such as France, Germany, Italy, and Spain, collecting Eurocheques and key items while avoiding traps, enemies, and environmental hazards. Navigation becomes a strategic challenge as players learn routes and screen connections across the continent. Each region introduces themed gameplay twists, including bullfighting hazards in Spain and alcohol effects in Germany that temporarily disrupt Monty’s controls.</video:description>
      <video:player_loc>https://www.youtube.com/embed/7-kc8HmFgxU</video:player_loc>
      <video:duration>348</video:duration>
      <video:publication_date>2024-01-25T18:30:10Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/aussie-games/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/lQEZhLmJWOQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Aussie Games – Beer Bottles, Belly Flops and Boomerangs on the C64</video:title>
      <video:description>Released in 1989 by Beam Software for the Commodore 64, Aussie Games is a lighthearted sports compilation inspired by the success of Epyx’s California Games. It brings a distinctly Australian flavour to the multi-event formula, blending competitive gameplay with humour and cultural references. Players compete across a variety of quirky events set in iconic Australian locations, including boomerang throwing, bellywack diving, Aussie Rules football punting, dry boat racing, and beer can skeet shooting. Each mini-game offers different control schemes and timing challenges, keeping the experience varied and engaging. The presentation is enhanced by traditional Australian tunes such as “Waltzing Matilda” and “Botany Bay,” which help create a strong sense of atmosphere. Combined with colourful graphics and playful animations, the game delivers a fun and approachable arcade-style experience. Aussie Games supports both single-player and multiplayer modes, making it ideal for friendly competition.</video:description>
      <video:player_loc>https://www.youtube.com/embed/lQEZhLmJWOQ</video:player_loc>
      <video:duration>420</video:duration>
      <video:publication_date>2025-02-05T18:30:42Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/automania/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/NT51cyvOX9M/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Automania – Build Six Car Parts Before the Factory Beats You | C64</video:title>
      <video:description>Released in 1984 by Mikro-Gen for the Commodore 64, Automania (also known as Manic Mechanic) is a fast-paced arcade platformer starring the unlucky Wally Week. You’re dropped onto a chaotic car assembly line with one job: build cars piece by piece before time runs out. Each level tasks you with collecting six scattered car parts and placing them in the correct positions on the production line. The challenge comes from the factory itself, packed with lethal hazards including rogue robots, bouncing tyres, and spinning air blades that demand sharp timing and precise movement. As the game progresses, layouts become more complex and the pressure ramps up, turning every run into a test of memory, reflexes, and nerve. There’s no combat here—survival is all about learning the patterns and keeping one step ahead of the machinery.</video:description>
      <video:player_loc>https://www.youtube.com/embed/NT51cyvOX9M</video:player_loc>
      <video:duration>238</video:duration>
      <video:publication_date>2023-05-15T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/aztec-challenge/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Y5nu9OIKRyY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Aztec Challenge – Could You Survive the C64’s Infamous Spear Gauntlet?</video:title>
      <video:description>Released in 1983 by Cosmi and developed by Paul Norman, Aztec Challenge throws you into a relentless series of seven deadly trials inspired by ancient temple myths. Each challenge demands sharp reflexes, precise timing, and sheer endurance as you fight to survive rather than explore. The opening trial, The Gauntlet, sets the tone immediately as you sprint toward a distant temple while dodging and leaping over spears hurled by Aztec warriors. From there, the game constantly shifts perspective and mechanics, forcing you to adapt as you climb collapsing stairs, avoid falling stones, navigate trap-filled corridors, swim through piranha-infested waters, and cross a crumbling bridge with missing planks. Every stage feels deliberately unforgiving, turning simple actions into high-pressure tests of nerve. There’s no margin for error, and success comes only through memorisation, rhythm, and persistence. Paul Norman’s tense soundtrack reinforces the pressure, heightening the sense that each mistake could be your last.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Y5nu9OIKRyY</video:player_loc>
      <video:duration>311</video:duration>
      <video:publication_date>2023-02-09T18:30:27Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/back-to-reality/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/lpPxZLGGthE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Back to Reality – Why Must You Become Immortal to Escape This C64 Alien Artefact?</video:title>
      <video:description>Released in 1986 by Mastertronic for the Commodore 64, Back to Reality is a tense action-adventure that drops players into a hostile alien maze with little guidance and even less time. You play as an astronaut trapped deep within an unfamiliar environment, where survival depends on memory, precision, and calm decision-making under pressure. Gameplay centres on navigating a complex maze, learning safe routes, and avoiding hazards while racing against the clock. With no hand-holding and a deliberately stripped-back presentation, progress comes from careful observation and mastering the layout through repetition. The minimalist design heightens the sense of isolation and urgency, turning each run into a test of focus and spatial awareness. Difficulty is unforgiving, but success feels earned as players slowly build knowledge of the maze and push closer to escape. Back to Reality stands as a solid example of Mastertronic’s no-frills approach, delivering a challenging and distinctive experience that rewards persistence.</video:description>
      <video:player_loc>https://www.youtube.com/embed/lpPxZLGGthE</video:player_loc>
      <video:duration>329</video:duration>
      <video:publication_date>2023-12-01T18:30:34Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/back-to-the-future/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/gO4y1RYOFY0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Back to the Future – Can Marty Stop the Family Photo Fading on the C64?</video:title>
      <video:description>Released in 1986 by Electric Dreams Software, Back to the Future brings the hit movie to home computers, casting players as Marty McFly in a race against time to secure his own future. Set across familiar locations from the film, the game challenges players to make sure George and Lorraine meet and fall in love before time runs out. Gameplay is split into several distinct sequences inspired by key movie moments. These include navigating town areas, a hoverboard-style chase, the Enchantment Under the Sea dance, and the dramatic clock tower finale. Each section must be completed within strict time limits, adding pressure to every decision and movement. Presentation leans heavily into the film licence, featuring digitised speech samples and a soundtrack that incorporates the instantly recognisable “The Power of Love” theme. These elements help capture the feel of the movie, even within the technical limits of the Commodore 64.</video:description>
      <video:player_loc>https://www.youtube.com/embed/gO4y1RYOFY0</video:player_loc>
      <video:duration>480</video:duration>
      <video:publication_date>2023-10-18T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/bad-dudes-vs-dragonninja/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/HhvNn7S2RkU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Bad Dudes vs DragonNinja – Are You Bad Enough to Rescue President Ronnie on C64?</video:title>
      <video:description>Released in 1988 by Data East, Bad Dudes vs. DragonNinja brings classic arcade brawling to the Commodore 64 with its tongue-in-cheek premise and tough street action. You take control of Blade or Striker, two hard-hitting vigilantes on a mission to rescue “President Ronnie” from the ruthless Dragon Ninja clan. The action unfolds across six side-scrolling stages packed with gangs, ambushes, and end-of-level bosses, including a memorable crossover appearance from Data East’s Karnov. Combat focuses on punches, kicks, and timing, with weapons such as nunchaku and knives adding extra punch when picked up. The C64 conversion, developed by David Collier with graphics by Stephen Wahid and John Palmer, does a solid job of translating the arcade experience. Large character sprites and recognisable environments give the game real presence, while Jonathan Dunn’s music helps drive the action forward.</video:description>
      <video:player_loc>https://www.youtube.com/embed/HhvNn7S2RkU</video:player_loc>
      <video:duration>376</video:duration>
      <video:publication_date>2023-06-30T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/badlands/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/45lKfRGzfWk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Badlands – Could the C64 Handle Atari’s Post-Apocalyptic Arcade Racer?</video:title>
      <video:description>Released in 1990 by Teque Software and published by Domark under the Tengen label for the Commodore 64, Badlands is an overhead racing game that blends high-speed competition with vehicular combat. Inspired by Atari’s Super Sprint series, it adds a distinctive post-apocalyptic twist to the arcade racing formula. Gameplay features three armed vehicles battling for position over four-lap races across eight hazardous tracks. Viewed from a top-down perspective, each race demands sharp steering, careful braking, and constant awareness of rivals and environmental dangers. During races, players can collect wrenches that are exchanged between events for upgrades such as improved speed, acceleration, and enhanced weapon systems. These progression mechanics add a strategic layer, rewarding consistent performance and smart investment. Tracks are packed with hazards including mines, retractable barriers, and tight corners, forcing players to balance aggression with precision.</video:description>
      <video:player_loc>https://www.youtube.com/embed/45lKfRGzfWk</video:player_loc>
      <video:duration>356</video:duration>
      <video:publication_date>2025-01-14T18:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/bangkok-knights/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/r0sSJbEpaM0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Bangkok Knights – Was This the C64’s Most Ambitious Kickboxing Game?</video:title>
      <video:description>Released in 1987 by System 3 and programmed by Mark Cale and Tim Best, Bangkok Knights is a distinctive one-on-one fighting game that brought the intensity of Muay Thai boxing to the Commodore 64. Rather than a generic brawler, it grounds its action in a specific martial art and cultural setting. Players begin their journey in rural Thailand and fight their way toward the legendary Lumpini Stadium in Bangkok, facing eight opponents along the way. Each fighter has their own style and behaviour, forcing players to adapt rather than rely on a single tactic throughout the game. Combat offers a broad move set, including punches, kicks, knees, and elbow strikes, executed through precise directional inputs. The arenas use a 2.5D perspective with movement in all eight directions, and their larger-than-screen layouts add space, positioning, and footwork into the mix.</video:description>
      <video:player_loc>https://www.youtube.com/embed/r0sSJbEpaM0</video:player_loc>
      <video:duration>355</video:duration>
      <video:publication_date>2024-03-22T18:30:39Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/barbarian-2-the-dungeon-of-drax/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/FqYwaYMLOXk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Barbarian II – Why Did the C64 Sequel Abandon One-on-One Combat?</video:title>
      <video:description>Released in 1988 by Palace Software for the Commodore 64, Barbarian II: The Dungeon of Drax takes the series in a new direction, shifting away from one-on-one duels and into a single-player action-adventure packed with combat and exploration. You can choose to play as the barbarian or Princess Mariana, each fighting their way through three hostile environments: a volcanic wasteland, a twisting cave network, and the infamous Dungeon of Drax itself. Progress is built around flip-screen exploration, with a sword-shaped compass guiding you toward your objective while still leaving plenty of room to get lost. Combat remains the core focus, featuring brutal encounters with multiple enemy types and the return of the series’ signature decapitations when strikes are perfectly timed. Environmental hazards such as lava pits and deadly drops add constant pressure, forcing careful movement as well as sharp reactions.</video:description>
      <video:player_loc>https://www.youtube.com/embed/FqYwaYMLOXk</video:player_loc>
      <video:duration>268</video:duration>
      <video:publication_date>2023-03-01T18:30:23Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/barbarian-the-ultimate-warrior/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/6q2nvglyVyE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Barbarian – The C64 Fighting Game Famous for One Brutal Move</video:title>
      <video:description>Released in 1987 by Palace Software, Barbarian: The Ultimate Warrior brought raw, one-on-one sword combat to the Commodore 64 and left a lasting mark on the fighting game genre. Inspired by sword-and-sorcery cinema, it throws you into savage duels where timing, spacing, and nerve matter as much as button presses. Combat revolves around a tight set of slashes, thrusts, and defensive moves, with victory coming either by draining your opponent’s energy or landing the infamous decapitation strike. That single move became legendary, instantly setting Barbarian apart from anything else on the system. Battles take place across a variety of arenas, each subtly influencing how aggressively you can fight. The single-player mode pushes you through increasingly dangerous opponents, while the two-player mode delivers tense, skill-based showdowns that made Barbarian a party favourite. On the Commodore 64, the game makes strong use of character animation and colour to sell the weight of combat.</video:description>
      <video:player_loc>https://www.youtube.com/embed/6q2nvglyVyE</video:player_loc>
      <video:duration>372</video:duration>
      <video:publication_date>2023-02-12T14:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/barry-mcguigan-world-championship-boxing/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/AKGqvBn7k98/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Barry McGuigan Boxing – Still the C64’s Best Boxing Game?</video:title>
      <video:description>Released in 1985 by Activision for the Commodore 64, Barry McGuigan World Championship Boxing is a deep and realistic sports simulation that combines career management with fast-paced ring action. Also known as Star Rank Boxing in North America, the game places players in control of a rising boxer aiming for world title glory. Players begin by creating their own fighter, choosing attributes such as name, appearance, and fighting style. Training plays a vital role, with time allocated to roadwork, sparring, and weight sessions that directly affect stamina, strength, and endurance in future bouts. Careful preparation is essential for long-term success. Career mode challenges players to climb the rankings by selecting opponents wisely. Tougher fighters offer greater rewards but pose serious risks. Each match is a full 12-round contest featuring jabs, hooks, uppercuts, blocking, and tactical movement.</video:description>
      <video:player_loc>https://www.youtube.com/embed/AKGqvBn7k98</video:player_loc>
      <video:duration>507</video:duration>
      <video:publication_date>2025-03-05T18:30:12Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/batman-the-caped-crusader/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/H1hDGTYybRA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Batman: The Caped Crusader – The C64 Batman Game Built Like a Comic Book</video:title>
      <video:description>Released in 1988 for the Commodore 64, Batman: The Caped Crusader is an inventive action-adventure developed by Special FX Software and published by Ocean Software. Rather than following a conventional layout, the game presents its world like a living comic book, with each new area revealed as a fresh panel complete with captions and dramatic transitions. The game is split into two self-contained episodes. “A Bird in the Hand” pits Batman against the Penguin, while “A Fete Worse Than Death” focuses on the Joker. Both episodes mix side-scrolling combat with exploration and environmental interaction, requiring you to think as much as you fight. Batman’s moveset includes punches, kicks, and his iconic Batarang, but progress often depends on using the surroundings to your advantage. Solving light puzzles, timing actions correctly, and understanding each location’s layout are just as important as defeating enemies.</video:description>
      <video:player_loc>https://www.youtube.com/embed/H1hDGTYybRA</video:player_loc>
      <video:duration>423</video:duration>
      <video:publication_date>2023-04-17T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/batman-the-movie/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/N4jr2sWLwuw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Batman: The Movie – Did Ocean Deliver the Best Batman Game on the C64?</video:title>
      <video:description>Released in 1989 by Ocean Software for the Commodore 64, Batman: The Movie is a multi-genre action game based on Tim Burton’s hugely influential film. You guide Batman through a series of levels inspired directly by key moments from the movie, blending platforming, puzzles, and vehicle-based action into one varied experience. The game shifts style between stages, starting with side-scrolling platform sections where precise movement and gadget use are essential. You’ll also take control of the Batmobile through Gotham’s streets, tackle a deduction-based puzzle involving Joker-tainted products, and pilot the Batwing in a tense shooting sequence high above the city. Strong atmosphere runs throughout, helped by moody visuals and a standout soundtrack by Matthew Cannon. Despite minor technical quirks, the Commodore 64 version delivers a confident, ambitious adaptation that captures the tone of the film while offering constantly changing gameplay.</video:description>
      <video:player_loc>https://www.youtube.com/embed/N4jr2sWLwuw</video:player_loc>
      <video:duration>314</video:duration>
      <video:publication_date>2023-04-21T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/battle-chess/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/06FyVucHoac/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Battle Chess – The Amiga Chess Game Where Every Capture Became a Fight</video:title>
      <video:description>Released in 1988 by Interplay Productions, Battle Chess takes the ancient game of chess and gives it a dramatic Amiga makeover, turning every capture into a fully animated battle between the pieces. Knights duel, bishops cast spells, and pawns meet surprisingly brutal ends, adding personality and humour to every move. Underneath the spectacle sits a complete and authentic chess engine, letting you play strong matches against the computer or a human opponent. You can switch between a fast, traditional 2D board or the animated 2.5D mode, where each capture triggers one of 35 unique battle sequences, many packed with visual gags and pop culture nods. The Amiga hardware allows Battle Chess to shine, with smooth animations, detailed sprites, and a presentation that makes even casual games feel theatrical. The balance between strategy and spectacle keeps matches engaging without getting in the way of thoughtful play.</video:description>
      <video:player_loc>https://www.youtube.com/embed/06FyVucHoac</video:player_loc>
      <video:duration>321</video:duration>
      <video:publication_date>2023-05-19T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/bc-bill/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/PlbS2Q4IgTg/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>B.C. Bill – The C64 Game Voted “Most Sexist” of 1984</video:title>
      <video:description>Released in 1984 by Creative Technology Group and published by Imagine Software for the Commodore 64, B. C. Bill is a quirky prehistoric action game that blends arcade gameplay with light survival management. Players take on the role of Bill, a caveman determined to build and protect his growing family in a dangerous stone-age world. Gameplay revolves around hunting animals for food, stunning cavewomen to bring back to your cave, and defending your home from roaming dinosaurs. Armed with only a club, Bill must carefully balance exploration, combat, and resource gathering to keep his family alive. A distinctive feature is the changing seasonal cycle, which affects food supplies and family survival. Poor planning can lead to starvation, while successful hunts and rescues help expand your tribe. This adds a surprising strategic layer beneath the game’s humorous exterior.</video:description>
      <video:player_loc>https://www.youtube.com/embed/PlbS2Q4IgTg</video:player_loc>
      <video:duration>287</video:duration>
      <video:publication_date>2025-03-18T18:30:32Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/bc2-grogs-revenge/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/iXJM3Tz_-JQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>B.C. II: Grog’s Revenge – A C64 Quest for Clams and the Meaning of Life</video:title>
      <video:description>Released in 1984 for the Commodore 64, B. C. II: Grog’s Revenge is an action-adventure sequel developed by Sydney Development and published by Sierra On-Line. Continuing the comic-inspired world of B. C. ’s Quest for Tires, the game once again follows Thor, the stone-age caveman on his stone unicycle, as he sets off in search of the “Meaning of Life.” Gameplay alternates between two distinct styles. Mountain sections require careful balance and timing as Thor navigates narrow paths, avoids rocks and holes, and collects clams used as currency to pay tolls. Cave sections shift the pace, limiting visibility to a narrow beam of light and demanding precise movement to avoid hazards while gathering more clams. Adding constant tension is the ever-present threat of Grog. His thunderous roar can knock Thor from his unicycle at any moment, abruptly ending the journey and reinforcing the game’s risk-reward balance.</video:description>
      <video:player_loc>https://www.youtube.com/embed/iXJM3Tz_-JQ</video:player_loc>
      <video:duration>479</video:duration>
      <video:publication_date>2024-04-12T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/bcs-quest-for-tires/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/5xSrBvtaWDc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>B.C.’s Quest for Tires – Why Was Thor Riding a Stone Unicycle on the C64?</video:title>
      <video:description>Released in 1984 by Sydney Development and published by Sierra On-Line, B. C. ’s Quest for Tires brings Johnny Hart’s famous comic strip to life on the Commodore 64. Players take control of Thor, the Stone Age inventor of the unicycle, as he sets off to rescue his girlfriend Cute Chick from a hungry dinosaur. Gameplay is presented as a side-scrolling platformer, with Thor riding across prehistoric landscapes including meadows, forests, and caves. Players must time jumps and ducking carefully to avoid rocks, logs, branches, and other hazards, while tackling memorable challenges such as crossing rivers on turtles and steering clear of bubbling lava pits. The game’s humour and simplicity are key to its appeal. Its presentation mirrors the comic strip’s playful tone, delivering a lighthearted experience that focuses on rhythm, timing, and obstacle navigation rather than complex mechanics.</video:description>
      <video:player_loc>https://www.youtube.com/embed/5xSrBvtaWDc</video:player_loc>
      <video:duration>381</video:duration>
      <video:publication_date>2023-12-27T18:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/beach-head/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/_ThSf8hdKWQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Beach-Head – Minefields, Tanks and a Final Fortress in One C64 Invasion</video:title>
      <video:description>Released in 1983 by Access Software for the Commodore 64, Beach-Head is a landmark World War II action game that tasks players with launching a full-scale assault on a heavily fortified enemy island. Rather than focusing on a single gameplay style, the game unfolds across multiple distinct stages, each representing a different phase of the invasion. The opening sequence sees players navigating a fleet of ships through dangerous waters, choosing between a direct route under enemy fire or a hidden passage filled with mines and torpedoes. This is followed by a shift to anti-aircraft defence, where quick reflexes are required to protect the fleet from waves of enemy planes. Later stages introduce artillery combat against enemy battleships and a side-scrolling beach assault, where tanks must survive long enough to reach the enemy fortress. The number of tanks that make it ashore directly affects the difficulty of the final confrontation, adding strategic weight to earlier performance.</video:description>
      <video:player_loc>https://www.youtube.com/embed/_ThSf8hdKWQ</video:player_loc>
      <video:duration>392</video:duration>
      <video:publication_date>2024-03-07T18:30:33Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/beach-head-2/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/vKdA1An_PqM/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Beach-Head II – The C64 Sequel That Made the Dictator Talk</video:title>
      <video:description>Released in 1985 by U. S. Gold and developed by Access Software, Beach-Head II expands on the original with bigger ideas, tighter action, and one of the most memorable audio features of the 8-bit era. This time, the conflict escalates as you take the fight directly to the Dictator across a series of varied combat scenarios. The game is split into four distinct stages that constantly change the pace. You begin by advancing soldiers under fire, using cover to destroy the Dictator’s gun. This is followed by a rescue mission where precision shooting is required to save prisoners from deadly traps. Next comes a helicopter escape, dodging enemy fire while evacuating survivors, before everything culminates in a tense knife-throwing duel across a chasm. What truly set Beach-Head II apart was its use of speech synthesis.</video:description>
      <video:player_loc>https://www.youtube.com/embed/vKdA1An_PqM</video:player_loc>
      <video:duration>277</video:duration>
      <video:publication_date>2023-02-10T18:30:50Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/below-the-root/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/2dQyPjIooCw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Below the Root – The Remarkable C64 Adventure That Let You Live in Its Fantasy World</video:title>
      <video:description>Released in 1984 by Windham Classics and developed by Dale Disharoon, Below the Root is a distinctive adventure game based on Zilpha Keatley Snyder’s Green-Sky Trilogy. Set in the tranquil, tree-dwelling world of Green-Sky, the game offers a thoughtful alternative to the combat-heavy adventures common at the time. Players choose from five different characters, each with their own strengths and abilities, and set out to investigate mysterious visions that threaten the harmony of their society. Exploration takes place across a large, interconnected world of platforms, villages, and natural environments, encouraging curiosity and careful observation. Rather than relying on violence, Below the Root introduces unique mechanics such as pens (telepathy), kiniporting (telekinesis), and grunspreking (plant manipulation). Progress depends on communication, puzzle-solving, and understanding the world and its inhabitants, making every interaction meaningful. The game was praised for its atmospheric visuals and depth, as well as its open-ended structure that allows players to approach challenges in different ways.</video:description>
      <video:player_loc>https://www.youtube.com/embed/2dQyPjIooCw</video:player_loc>
      <video:duration>333</video:duration>
      <video:publication_date>2024-05-27T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/beneath-a-steel-sky/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Z41R8cr0hh8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Beneath a Steel Sky – Why This Amiga Cyberpunk Adventure Still Stands Out</video:title>
      <video:description>Released in 1994 by Revolution Software, Beneath a Steel Sky is a landmark cyberpunk adventure set in a dystopian future Australia. You follow Robert Foster, a man raised outside the city who is abruptly dragged into an oppressive urban world ruled by corporate power and a controlling artificial intelligence. The game uses Revolution’s Virtual Theatre engine to create a living city where characters move, work, and interact independently of your actions. Progress comes through exploration, sharp dialogue, and puzzle-solving, all woven into a story that balances dark themes with moments of dry humour. Gameplay focuses on classic point-and-click mechanics, encouraging observation and logical thinking rather than reflexes. The Amiga version stands out for its detailed pixel art, strong atmosphere, and immersive sound design, with the CD32 release also adding voice acting to key scenes. Widely regarded as one of the finest adventure games of its era, Beneath a Steel Sky is praised for its storytelling, world-building, and lasting influence on narrative-driven games.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Z41R8cr0hh8</video:player_loc>
      <video:duration>505</video:duration>
      <video:publication_date>2023-03-28T17:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/benefactor/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/nKj-D8ueRYU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Benefactor – The Overlooked Amiga Puzzle Platformer from Psygnosis</video:title>
      <video:description>Released in 1994 by Digital Illusions CE (DICE) and published by Psygnosis for the Commodore Amiga and Amiga CD32, Benefactor is a distinctive puzzle-platformer that blends thoughtful problem-solving with precise character control. Players take on the role of Ben E. Factor, a former soldier turned hero, tasked with rescuing the kidnapped Merry Men across six moons of the planet Minniat. The game spans 60 carefully designed levels that combine traditional platforming with strategic planning. Players must avoid enemies, activate switches, manipulate the environment, and escort vulnerable characters to safety, creating gameplay reminiscent of Lemmings but with direct, hands-on control. Each Merry Man has unique behaviours and abilities that influence how puzzles are solved. Some require protection and guidance, while others must be “reformed” using special colouring machines before they can be rescued. These mechanics add variety and depth to every stage.</video:description>
      <video:player_loc>https://www.youtube.com/embed/nKj-D8ueRYU</video:player_loc>
      <video:duration>406</video:duration>
      <video:publication_date>2025-01-23T18:30:43Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/beyond-the-forbidden-forest/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/9jk7s3coKBo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Beyond the Forbidden Forest – The C64 Horror Game That Made Archery Terrifying</video:title>
      <video:description>Released in 1985 by Paul Norman and published by Cosmi for the Commodore 64, Beyond the Forbidden Forest is an atmospheric sequel to the cult classic Forbidden Forest. Expanding on the original’s formula, the game introduces a pseudo-3D movement system known as “OmniDimension 4D,” allowing players to move their archer both horizontally and into the depth of the screen. Gameplay centres on surviving relentless waves of monstrous creatures using unlimited standard arrows. Every defeated enemy drops a valuable golden arrow, which must be collected in order to progress. These special arrows become essential later in the game, particularly during the dangerous cave sequences. Progression shifts in the second phase as players enter the caverns beneath the forest, where precision and resource management become critical. Here, powerful enemies such as the multi-headed hydra and the final boss, the Demogorgon, demand careful use of stored golden arrows and perfect timing.</video:description>
      <video:player_loc>https://www.youtube.com/embed/9jk7s3coKBo</video:player_loc>
      <video:duration>379</video:duration>
      <video:publication_date>2025-04-16T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/big-trouble-in-little-china/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/H7a23lWJdQE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Big Trouble in Little China – Why Does the C64 Game Scroll the Wrong Way?</video:title>
      <video:description>Released in 1987 by Electric Dreams Software for the Commodore 64, Big Trouble in Little China is a side-scrolling beat ’em up developed by Software Studios and based on John Carpenter’s cult action-fantasy film. Players switch between three heroes — Jack Burton, Wang Chi, and Egg Shen — as they battle through Chinatown’s criminal underworld to rescue two kidnapped girls. Each character brings unique abilities, from Jack’s firearm to Wang’s fragile swords and Shen’s growing magic attacks. Combat takes place against waves of enemies attacking from both directions, requiring careful positioning and weapon management. Picking the right character and knowing when to use special abilities is key to surviving the later stages. Visually, the game features large character sprites and atmospheric urban backdrops that push the limits of 1987 C64 hardware. The presentation is supported by sparse but effective sound effects, including digitised punches and minimal musical stabs.</video:description>
      <video:player_loc>https://www.youtube.com/embed/H7a23lWJdQE</video:player_loc>
      <video:duration>366</video:duration>
      <video:publication_date>2025-05-13T17:30:09Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/bionic-commando/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Xzgcz7n7Kxw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Bionic Commando – Did Capcom’s Arcade Platformer Survive the Move to C64?</video:title>
      <video:description>Released in 1988 for the Commodore 64, Bionic Commando is a side-scrolling action-platformer developed by Software Creations for the UK release and Pacific Dataworks International for the US version, published by U. S. Gold, GO! , and Capcom. Unlike most platform games of the era, the hero cannot jump. Instead, movement is based entirely around a powerful bionic arm that functions as a grappling hook for swinging, climbing, attacking enemies, and collecting items. The C64 version closely follows the arcade structure across five demanding levels, requiring careful planning and precise execution to survive hostile terrain. Players must shoot supply crates dropped by parachutes to upgrade weapons, then skillfully use the bionic arm to traverse gaps, scale platforms, and avoid deadly hazards. Gameplay focuses on timing, positioning, and momentum, rewarding players who master the unique swinging mechanics.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Xzgcz7n7Kxw</video:player_loc>
      <video:duration>320</video:duration>
      <video:publication_date>2025-08-05T17:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/bionic-granny/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/TRqiMDH-dhk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Bionic Granny – One of the Strangest C64 Games Ever Released?</video:title>
      <video:description>Released in 1984 by David and Richard Darling and published by Mastertronic for the Commodore 64, Bionic Granny is one of the most unconventional arcade-style titles of the early home computer era. Players take control of an elderly woman with bionic enhancements, tasked with chasing down schoolchildren after class and tapping them with her walking stick. The game is presented from a top-down perspective, with the screen divided into three lanes where children walk steadily across the playfield. Players move left and right along the bottom of the screen, positioning Granny to intercept each child at the right moment. Timing and positioning are essential, as players must also avoid lollipops thrown by the crossing guard, which can cost lives and interrupt progress. The simple control scheme keeps the focus on reflexes and rhythm rather than complex mechanics.</video:description>
      <video:player_loc>https://www.youtube.com/embed/TRqiMDH-dhk</video:player_loc>
      <video:duration>388</video:duration>
      <video:publication_date>2025-01-27T18:30:23Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/bismark/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/dF2yBbNOH6Q/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Bismark – Could You Hunt Down the Battleship on the Commodore 64?</video:title>
      <video:description>Released in 1983 by Argus Press Software Ltd and developed by P. Rawling, Bismark is a strategic naval warfare game that challenges players to outthink rather than outgun their enemy. Also known as Strategy II, it places careful planning and intelligence gathering at the heart of the experience. You command a fleet of twelve Allied ships tasked with locating and sinking the German battleship Bismarck before time runs out. The action unfolds on a 20×15 grid representing the North Atlantic, where every movement must be considered as you patrol sea lanes, avoid threats, and close in on your target. Rather than fast-paced action, Bismark focuses on tactical decision-making and resource management. Players must interpret limited information, position ships effectively, and anticipate the Bismarck’s movements, creating constant tension as the clock ticks down. The game formed part of Argus Press’s Strategy 1 series, designed to bring accessible but demanding strategy titles to home computers.</video:description>
      <video:player_loc>https://www.youtube.com/embed/dF2yBbNOH6Q</video:player_loc>
      <video:duration>315</video:duration>
      <video:publication_date>2024-05-14T17:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/black-hawk/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/6lWnUXNVhdw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Black Hawk – The C64 Shooter That Switched from Bombing to Dogfighting</video:title>
      <video:description>Released in 1984 for the Commodore 64, Black Hawk is a vertical-scrolling shoot-’em-up developed by Dean M. Lock and published by Creative Sparks. Players take control of the Black Hawk aircraft, flying missions over heavily defended island bases packed with tanks, missile launchers, radar installations, and anti-aircraft fire. The gameplay is split into two distinct phases that give the game its unique structure. In Missile Camera Mode, players guide a targeting camera from an overhead view, locking onto enemy installations by holding the fire button before releasing a missile at the chosen target. Precision and timing are essential to maximise damage and reduce enemy strength. Any surviving threats then trigger a shift into Cockpit Combat Mode. Here, the view moves inside the aircraft, and players must directly engage enemy planes and remaining ground units in fast-paced combat.</video:description>
      <video:player_loc>https://www.youtube.com/embed/6lWnUXNVhdw</video:player_loc>
      <video:duration>319</video:duration>
      <video:publication_date>2024-11-25T18:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/black-knight/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/FFeE5DHB3JA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Black Knight – Could Anyone Survive This Brutal C64 Platformer?</video:title>
      <video:description>Released in 1984 by Interdisc for the Commodore 64, Black Knight is a tough-as-nails arcade-style platformer that embodies the unforgiving spirit of early home computer gaming. Players take control of the armoured Black Knight, battling through dangerous medieval environments packed with enemies and deadly traps. Gameplay focuses on precise movement, careful timing, and fast reactions. Each screen presents new hazards, from hostile creatures to narrow platforms and sudden drops, forcing players to learn patterns and master positioning in order to survive. Progress depends heavily on skill and persistence. The game’s level design encourages strategic play, rewarding patience and memorisation. Mistakes are costly, and success comes from learning enemy behaviour, judging jumps accurately, and choosing when to advance or retreat. Visually, Black Knight makes strong use of the C64’s capabilities, featuring detailed character sprites and smoothly animated medieval settings.</video:description>
      <video:player_loc>https://www.youtube.com/embed/FFeE5DHB3JA</video:player_loc>
      <video:duration>336</video:duration>
      <video:publication_date>2025-03-10T18:30:10Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/black-tiger/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Mu9MdFPyJqc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Black Tiger – Did Capcom’s Arcade Adventure Survive the Amiga?</video:title>
      <video:description>Originally released in arcades by Capcom in 1987 and later ported to the Amiga in 1990 by U. S. Gold, Black Tiger delivers a fast-paced blend of action, exploration, and light RPG mechanics. Players step into the role of a barbarian warrior battling through a hostile fantasy world filled with monsters, traps, and hidden secrets. Armed with a morning star and throwing daggers, the hero must fight through eight sprawling stages packed with enemies and powerful end-of-level bosses. Along the way, players collect the in-game currency Zenny, which can be spent on upgrades such as stronger weapons, armour, keys, and vital items purchased from mysterious wise men found throughout the levels. The Amiga version features both horizontal and vertical scrolling, secret dungeons, and hidden treasure chests that reward careful exploration.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Mu9MdFPyJqc</video:player_loc>
      <video:duration>318</video:duration>
      <video:publication_date>2024-05-09T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/blackwyche/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/pN6dSiEkFJY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Blackwyche – Trapped Aboard a Haunted Galleon on the Commodore 64</video:title>
      <video:description>Released in 1985 by Ultimate Play the Game and developed by Dave and Bob Thomas, Blackwyche is the third chapter in the Sir Arthur Pendragon series. This time, the adventure shifts to the haunted decks of the ghost ship Blackwyche, where Sir Arthur must free the trapped soul of Captain Richard Cavendish. Exploration unfolds in an isometric 3D view across five interconnected decks, each filled with hostile skeletons, environmental puzzles, and hidden routes. Progress depends on careful navigation, combat timing, and gradually uncovering the ship’s secrets. Sir Arthur can arm himself with knives, daggers, and a powerful magic sword, while managing a constantly draining energy supply. Survival hinges on knowing when to fight, when to retreat, and when to ring the ship’s mysterious bell to restore strength. Collecting scattered map pieces is essential to locating the captain’s imprisoned soul.</video:description>
      <video:player_loc>https://www.youtube.com/embed/pN6dSiEkFJY</video:player_loc>
      <video:duration>241</video:duration>
      <video:publication_date>2023-03-22T18:30:47Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/blade-runner/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/zRKEwg9g_hM/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Blade Runner – The C64 Game Licensed from the Music, Not the Film</video:title>
      <video:description>Released in 1985 for the Commodore 64, Blade Runner was developed by Ian Foster and Andy Stodart and published by CRL Group. This early cyberpunk shooter casts you as a bounty hunter tracking down dangerous “Replidroids” across a dystopian future city inspired by Ridley Scott’s iconic film. The game opens with an ambitious two-minute rendition of Vangelis’s Blade Runner soundtrack, immediately setting a brooding sci-fi mood that was striking on the C64. From there, gameplay alternates between top-down city navigation in a hover-skimmer and side-scrolling street chases where targets must be eliminated while avoiding traffic and pedestrians. As the game progresses, the pace increases and the Replidroids become faster and more elusive, demanding sharper reactions and better route planning. The mix of overworld scanning and street-level action aims to recreate the feel of a futuristic manhunt rather than straightforward arcade shooting.</video:description>
      <video:player_loc>https://www.youtube.com/embed/zRKEwg9g_hM</video:player_loc>
      <video:duration>386</video:duration>
      <video:publication_date>2024-12-03T18:30:53Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/blades-of-steel/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/0mVjJdtO1KA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Blades of Steel – Ice Hockey and Fist Fights on the Commodore 64</video:title>
      <video:description>Released in 1990 by Konami for the Commodore 64, Blades of Steel delivers fast-paced, arcade-style ice hockey action that captures the intensity and excitement of the rink. Known for its responsive controls and distinctive features, it stands out as one of the most memorable sports titles on the C64. Players can choose from eight teams representing major hockey cities such as New York, Chicago, Toronto, and Montreal, and compete in exhibition matches or tournament play. The side-scrolling presentation keeps the action flowing at high speed, rewarding quick reflexes, sharp passing, and tactical positioning. Progression relies on mastering puck control, defensive awareness, and well-timed shots on goal. Strategic line changes and smart player movement become increasingly important as matches grow more competitive, especially in two-player showdowns. One of the game’s most iconic features is its fight system.</video:description>
      <video:player_loc>https://www.youtube.com/embed/0mVjJdtO1KA</video:player_loc>
      <video:duration>417</video:duration>
      <video:publication_date>2025-04-23T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/blagger/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/ZxgQV3Vm3F0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Blagger – Why This C64 Platformer Became a Favourite</video:title>
      <video:description>Released in 1983, Blagger is a classic single-screen platform game for the Commodore 64 developed by Antony Crowther and published by Alligata Software. Players step into the role of Roger the Dodger, tasked with collecting keys scattered around each screen in order to unlock the safe before time runs out. The game spans 30 increasingly challenging levels, each packed with hazards such as collapsing platforms, conveyor belts, and an assortment of bizarre enemies including giant mouths and alien creatures. Movement is tightly controlled, with fixed jump arcs that demand precise timing and careful positioning. Rather than fast reflexes alone, Blagger rewards planning and pattern recognition. Knowing when and where to jump is critical, as a single mistake can quickly end a run. This balance of risk, timing, and spatial awareness gives the game its enduring appeal.</video:description>
      <video:player_loc>https://www.youtube.com/embed/ZxgQV3Vm3F0</video:player_loc>
      <video:duration>281</video:duration>
      <video:publication_date>2024-08-14T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/blagger-goes-to-hollywood/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/S27IM7DGgC4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Blagger Goes to Hollywood – The C64 Sequel About Stealing a Blockbuster Film</video:title>
      <video:description>Blagger Goes To Hollywood is a 1985 action-arcade game developed and published by Alligata Software for the Commodore 64. A follow-up to the original Blagger trilogy, this quirky title sends the infamous burglar on a chaotic adventure through a Hollywood studio packed with famous movie characters and recognisable theme tunes. In this C64 classic, you guide Blagger through an isometric, side-view world, collecting and using the correct props to defeat characters inspired by Batman, Superman, Jaws, Tarzan, The Incredible Hulk, and more. Each opponent requires a specific item to be launched at the right moment, blending fast arcade action with puzzle-solving and pattern recognition — a fairly unusual concept for mid-80s Commodore 64 games. The game is especially remembered for its catchy chiptune adaptations of film and TV themes, cleverly recreated within the limits of the SID chip, and for its playful pop-culture mash-ups.</video:description>
      <video:player_loc>https://www.youtube.com/embed/S27IM7DGgC4</video:player_loc>
      <video:duration>330</video:duration>
      <video:publication_date>2026-01-05T18:30:48Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/blockbusters/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/b8BH_kkbsq8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Blockbusters – Can I Have a P Please, Bob… on the C64?</video:title>
      <video:description>Released in 1984 by Macsen Software, Blockbusters is a video game adaptation of the hugely popular British television quiz show. Later re-released in 1988 by TV Games, it brings the familiar hexagon board and general knowledge challenges to the Commodore 64, capturing the competitive spirit of the original programme. Gameplay closely follows the TV format, with players selecting letters from a hexagonal grid, each hiding a trivia question. Correct answers allow players to claim hexagons, with the goal of forming a continuous path across the board before the opponent does. The game supports solo play against the computer as well as a two-player mode for head-to-head quiz battles. Presentation on the C64 is simple and functional, keeping the focus firmly on the questions rather than flashy visuals. The stripped-back graphics and sound help maintain clarity during play, making it easy to concentrate on strategy and general knowledge.</video:description>
      <video:player_loc>https://www.youtube.com/embed/b8BH_kkbsq8</video:player_loc>
      <video:duration>382</video:duration>
      <video:publication_date>2024-02-13T21:38:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/blood-n-guts/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/KC5WC4_ARHI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Blood ’N Guts – The C64 Viking Sports Day with Axe Throwing and Beer</video:title>
      <video:description>Released in 1986 by Greve Graphics and published by American Action for the Commodore 64, Blood ’n Guts is a multi-event sports game set in a ridiculous barbarian fantasy world where brute strength, timing, and sheer nonsense rule the day. Players choose from four grizzled competitors—Knorr, Hawk, Nop, and Dog—and compete across ten wildly varied events that parody traditional athletics. These include tug-of-war, tower jumping, rock rolling, beer drinking, axe throwing, pole fighting, arm wrestling, tightrope walking, and other tongue-in-cheek challenges that mix skill with slapstick humour. Each event relies on precise joystick movement and timing, keeping the action fast and competitive while constantly switching gameplay styles. The constant variety helps maintain momentum and makes the game particularly well suited to multiplayer sessions and score-chasing. With graphics by Nils Hård and music by Lars Hård, Blood ’n Guts delivers a bold, characterful presentation that leans fully into its barbaric theme.</video:description>
      <video:player_loc>https://www.youtube.com/embed/KC5WC4_ARHI</video:player_loc>
      <video:duration>500</video:duration>
      <video:publication_date>2024-06-04T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/bloodwych/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/2NdUxG6eqgs/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Bloodwych – The C64 Dungeon Crawler Built for Two Players</video:title>
      <video:description>Released in 1990 by Image Works for the Commodore 64, Bloodwych is a dark fantasy dungeon-crawling RPG developed by Philip M. Taglione, with assistance from Anthony Taglione. Inspired by the atmospheric style of Dungeon Master, it delivers deep role-playing systems on 8-bit hardware. Players control a party of four champions, choosing from Warrior, Mage, Adventurer, or Thief classes, each aligned to one of four magical colours that influence spellcasting, equipment, and combat abilities. The game features vast multi-level dungeons filled with monsters, traps, elemental crystals, and interactive NPCs accessed through simple dialogue menus. A major innovation is its simultaneous two-player split-screen mode, allowing cooperative dungeon exploration, spellcasting, and combat in real time on a single machine. Progress depends on careful party management, learning powerful spell combinations, gathering resources, and mastering tactical positioning during battles. Visually, Bloodwych is remarkably detailed for the Commodore 64, with richly textured dungeon walls, clear item icons, and smooth animation effects, including the iconic page-turning spellbook.</video:description>
      <video:player_loc>https://www.youtube.com/embed/2NdUxG6eqgs</video:player_loc>
      <video:duration>382</video:duration>
      <video:publication_date>2025-06-17T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/blue-max/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/s05rJYxeb5Y/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Blue Max – The C64 Fighter-Pilot Game That Set the Standard in 1983</video:title>
      <video:description>Released in 1983 by Synapse Software and developed by Bob Polin, Blue Max is a diagonally scrolling shooter that drops you into the cockpit of a Sopwith Camel during the First World War. Rather than pure arcade blasting, the game blends action with light simulation elements, demanding careful flying and tactical decision-making. Viewed from an isometric perspective, you can move in multiple directions and adjust altitude, giving the battlefield a convincing sense of depth. Missions involve strafing enemy aircraft, bombing ground targets, and navigating anti-air defences while pushing deeper into hostile territory. Fuel and ammunition are limited, forcing you to locate friendly airstrips to land, refuel, and repair damage. These landings add tension and risk, turning survival into more than just shooting skill. The SID soundtrack, featuring a rendition of “Rule, Britannia!” , reinforces the period atmosphere and sense of daring aerial combat.</video:description>
      <video:player_loc>https://www.youtube.com/embed/s05rJYxeb5Y</video:player_loc>
      <video:duration>311</video:duration>
      <video:publication_date>2023-06-26T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/bmx-kidz/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/hj7uVwd5kP4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>BMX Kidz – Firebird’s C64 Racer Was Tougher Than It Looked</video:title>
      <video:description>Released in 1987 by Gigglywurx and published by Firebird Software for the Commodore 64, BMX Kidz is a fast-paced side-scrolling racing game inspired by the BMX craze of the 1980s. Players race against five computer-controlled opponents across a series of challenging tracks, performing wheelies, jumps, and stunts in order to maintain speed and gain an advantage. A key gameplay element is energy and bike management. Crashes and failed tricks drain stamina and damage the bike, while collecting soda cans restores energy and replacement spokes keep performance at its peak. The game uses a distinctive 2.5D perspective that creates a strong sense of depth and motion, helping it stand out among other racing titles of the era. Progression depends on mastering the game’s slippery physics, timing jumps accurately, and choosing when to risk stunts for extra speed.</video:description>
      <video:player_loc>https://www.youtube.com/embed/hj7uVwd5kP4</video:player_loc>
      <video:duration>372</video:duration>
      <video:publication_date>2025-06-16T17:30:10Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/bmx-simulator/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/r6gkSG2ZRx4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>BMX Simulator – The £1.99 C64 Racer That Launched a Codemasters Series</video:title>
      <video:description>Released in 1986 by Codemasters and developed by Richard Darling, BMX Simulator brings fast, competitive BMX racing to the Commodore 64 from a distinctive top-down perspective. As part of Codemasters’ budget “Simulator” series, it delivers tight, demanding gameplay built around speed, precision, and time pressure. You race across seven increasingly challenging tracks packed with ramps, bumps, and tight corners, aiming to complete three laps before the timer runs out. Clean racing is essential, as crashes cost valuable seconds, while faster finishes earn higher scores. The inclusion of a two-player mode adds a strong competitive edge, making head-to-head races a real test of skill. The presentation captures the energy of BMX racing with bright, readable visuals and smooth track layouts. David Whittaker’s soundtrack complements the action perfectly, adding drive and momentum to every race without getting in the way of gameplay.</video:description>
      <video:player_loc>https://www.youtube.com/embed/r6gkSG2ZRx4</video:player_loc>
      <video:duration>321</video:duration>
      <video:publication_date>2023-04-27T17:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/bocce/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/RI4q70a0eGQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Bocce – Indoor, Outdoor and Beach Bowls… All on the C64</video:title>
      <video:description>Released in 1987 for the Commodore 64, Bocce is a digital adaptation of the traditional Italian lawn bowling game, developed and published by Simulmondo. As the company’s debut title, it holds an important place in European gaming history and helped introduce Italian-developed games to the wider home computer scene. Gameplay faithfully recreates the real-world sport of bocce, tasking players with rolling large balls as close as possible to the smaller target ball, known as the jack. Players can fine-tune each throw by adjusting direction, power, and spin, with success relying more on precision and strategy than speed. Matches can be played across different environments, including outdoor courts with uneven terrain and indoor bocciodromes that offer more controlled conditions. A distinctive split-screen interface enhances the experience, combining a top-down tactical view of the court with a 3D-style perspective of each throw.</video:description>
      <video:player_loc>https://www.youtube.com/embed/RI4q70a0eGQ</video:player_loc>
      <video:duration>365</video:duration>
      <video:publication_date>2024-10-02T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/bomb-jack/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/9LIW5zUvIZ8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Bomb Jack – Did Elite Get the Arcade Favourite Right on the C64?</video:title>
      <video:description>Bomb Jack (1986), developed by Elite and based on Tehkan’s 1984 arcade hit, is one of the most successful arcade conversions ever released on the Commodore 64. Players control the agile hero Jack as he leaps between platforms collecting red bombs while avoiding birds, mummies, flying saucers, and other roaming enemies. The game’s precise jumping, mid-air “flutter” ability, and strategic bomb-collection order create fast-paced, skill-based gameplay. Building bonus meters rewards careful play, while special power-ups can temporarily turn enemies into collectible coins. Each set of stages features distinctive themed backdrops, including pyramids in Cairo, the Greek Acropolis, Neuschwanstein Castle, and city nightscapes, giving the game strong visual variety. Mark Cooksey’s energetic soundtrack, including a rendition of Jean-Michel Jarre’s *Magnetic Fields Part II*, adds to the game’s memorable presentation. Bomb Jack is widely regarded as one of the finest arcade ports on the C64, praised for its addictive design, smooth controls, and lasting appeal.</video:description>
      <video:player_loc>https://www.youtube.com/embed/9LIW5zUvIZ8</video:player_loc>
      <video:duration>307</video:duration>
      <video:publication_date>2025-09-22T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/booty/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/xgBiHkdAfZI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Booty – 20 Pirate Holds, Exploding Treasure and One Vicious Parrot on C64</video:title>
      <video:description>Released in 1984 by Firebird and developed by Kevin A. Moughtin, Booty is a classic platform adventure that casts players as Jim the Cabin Boy, sneaking around a pirate ship to steal treasure from his ruthless masters. Set entirely aboard the ship, the game challenges players to outwit pirates and hazards across a network of interconnected rooms. Gameplay takes place on fixed-screen platform layouts linked by ladders and doors. Each of the 20 rooms is packed with treasure to collect, alongside roaming pirates, parrots, and dangerous booby-trapped items that must be avoided at all costs. Contact with enemies is unforgiving, costing one of Jim’s limited lives. Once all treasure in a room has been collected, the pressure ramps up with a strict 45-second countdown to locate a final key and escape to the next area.</video:description>
      <video:player_loc>https://www.youtube.com/embed/xgBiHkdAfZI</video:player_loc>
      <video:duration>340</video:duration>
      <video:publication_date>2023-08-25T17:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/boulder-dash/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/0uM4DCDjuvo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Boulder Dash – Why This C64 Puzzle Game Became an All-Time Favourite</video:title>
      <video:description>Released in 1984 by First Star Software and created by Peter Liepa and Chris Gray, Boulder Dash is a landmark puzzle-platformer that helped define an entire genre. Players guide Rockford, a determined miner, through dangerous underground caves in search of precious diamonds. Each level challenges players to dig through dirt, manipulate the environment, and outthink falling boulders, roaming enemies, and deadly traps. Success depends on careful planning as much as quick reactions, with every movement potentially triggering chain reactions that can either clear a path or seal Rockford’s fate. The Commodore 64 version is especially celebrated for its colourful presentation and distinctive sound effects, which bring the caves to life and heighten the tension as boulders tumble and enemies close in. Level design steadily increases in complexity, encouraging experimentation, memorisation, and mastery of the game’s physics-driven systems.</video:description>
      <video:player_loc>https://www.youtube.com/embed/0uM4DCDjuvo</video:player_loc>
      <video:duration>387</video:duration>
      <video:publication_date>2023-08-29T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/bounces/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/82DuJ50BLn4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Bounces – The C64 Sports Game Where You Could Beat Up Your Opponent</video:title>
      <video:description>Released in 1986 by Denton Designs and published by Beyond Software for the Commodore 64, Bounces is a distinctive hybrid of competitive sport and arcade-style combat set in a futuristic arena. Players compete in one-on-one matches where the goal is to score points by throwing a bouncing ball into the opponent’s goal or by knocking them out using well-timed attacks. Victory depends on both accuracy and aggression. A unique feature is the elastic tether that connects each player to their side of the screen. This limits movement, adds tactical depth, and forces careful positioning throughout each match. Games are played over two fast-paced 90-second halves, creating intense, high-pressure encounters where momentum can shift quickly. Mastering the elastic physics is key to gaining an advantage. Visually, the game features clean character sprites and colourful arenas that suit its futuristic theme.</video:description>
      <video:player_loc>https://www.youtube.com/embed/82DuJ50BLn4</video:player_loc>
      <video:duration>370</video:duration>
      <video:publication_date>2025-05-21T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/bounder/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/pNczSYUJ4l0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Bounder – The C64 Arcade Game That Turned a Tennis Ball into a Hero</video:title>
      <video:description>Released in 1986 by Gremlin Graphics for the Commodore 64, Bounder is an inventive action-puzzle game that puts players in control of a constantly bouncing tennis ball navigating a series of suspended platforms high above dangerous voids. The game spans 174 screens across 10 increasingly demanding levels, each built from hexagonal tiles filled with hazards, enemies, and obstacles. Players must carefully time their movements and landings while guiding the ball towards the exit on every screen. Precision and forward planning are essential for survival. Scattered throughout the stages are special tiles that introduce strategic variety, including arrows that propel the ball forward, teleporters that remove sections of the level, and mystery tiles that can either reward or punish the player. Completing each stage unlocks a bonus screen, offering extra points and risk-based scoring opportunities. Visually, Bounder stands out with its clever use of parallax scrolling and pseudo-3D perspective, creating a strong sense of depth on the C64.</video:description>
      <video:player_loc>https://www.youtube.com/embed/pNczSYUJ4l0</video:player_loc>
      <video:duration>301</video:duration>
      <video:publication_date>2025-02-18T18:30:46Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/bozos-night-out/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/8-ND7T0Jbws/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Bozo’s Night Out – The C64 Game About Getting Home Completely Drunk</video:title>
      <video:description>Released in 1984 by Taskset for the Commodore 64, Bozo’s Night Out is an offbeat action-platformer built around a simple but memorable premise: getting home safely after one too many drinks at the pub. Players control Bozo as he staggers through the streets, trying to reach his front door without meeting an unfortunate end. Gameplay focuses on managing Bozo’s increasingly unpredictable movement. Hazards include trapdoors, hostile pedestrians, police officers, and environmental obstacles that punish poor timing. As Bozo consumes more alcohol, control becomes less reliable, turning basic navigation into a balancing act between risk and restraint. Multiple routes to Bozo’s home offer different challenges, encouraging experimentation and replay. The presentation leans into its comedic tone, with expressive animations and sound effects that reinforce the game’s light-hearted approach. Rather than precision platforming, success depends on anticipation and learning how Bozo’s drunken behaviour affects movement.</video:description>
      <video:player_loc>https://www.youtube.com/embed/8-ND7T0Jbws</video:player_loc>
      <video:duration>570</video:duration>
      <video:publication_date>2024-05-02T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/breakdance/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Yx7ZDm6xGW8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Breakdance – Epyx Packed Over 100 Dance Moves into a 1984 C64 Game</video:title>
      <video:description>Released in 1984, Breakdance is a rhythm-based game developed by Beck-Tech and published by Epyx for the Commodore 64, drawing inspiration from the early 1980s breakdancing explosion and films such as Flashdance and Beat Street. Rather than traditional arcade action, the game focuses on timing, memory, and performance, placing dance culture front and centre. The gameplay is split across several distinct modes. Hot Feet is a memory-based dance contest where players must repeat increasingly complex move sequences, while Battle the Rocket Crew pits players against rival dancers in competitive copycat showdowns. Perfection’s Dance Puzzle adds a timed challenge element, requiring players to assemble and perform routines in the correct order. A standout feature is Choreograph Mode, which allows players to create custom dance routines using a set of 14 moves, then perform and replay them.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Yx7ZDm6xGW8</video:player_loc>
      <video:duration>255</video:duration>
      <video:publication_date>2024-01-30T18:30:33Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/breakthru/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/4dzoRYEnXf0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Breakthru – Why Did This C64 Combat Car Need a Jump Button?</video:title>
      <video:description>Originally developed by Data East and released in arcades in 1986, BreakThru arrived on the Commodore 64 in 1987 via U. S. Gold, bringing fast-paced military action to home computers. Players take control of a heavily armed combat vehicle on a high-risk mission to recover a stolen fighter jet from enemy forces. The game unfolds across five distinct side-scrolling stages, including mountains, plains, bridges, cities, and an airfield, each packed with enemy troops, vehicles, mines, and environmental hazards. Gameplay revolves around precise movement, timed jumps, and constant firing, with players needing to react quickly to threats coming from all directions. Strategic depth is added through weapon upgrades, most notably the powerful three-way shot that dramatically boosts offensive capability. Mastering jump timing and positioning is essential, especially as enemy density and speed increase with each level.</video:description>
      <video:player_loc>https://www.youtube.com/embed/4dzoRYEnXf0</video:player_loc>
      <video:duration>387</video:duration>
      <video:publication_date>2023-10-17T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/brian-bloodaxe/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/pxU5N277UHw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Brian Bloodaxe – The C64 Viking Platformer with a Very British Sense of Humour</video:title>
      <video:description>Released in 1985 by The Edge for the Commodore 64, Brian Bloodaxe is a Viking-themed action adventure developed by Charles Bystram, blending exploration, puzzles, and humour-inspired gameplay. Players take control of Brian, a helmet-wearing Viking hero, as he explores a large multi-screen world filled with castles, forests, and underground passages. Progress depends on collecting and using items, overcoming hazards, and navigating interconnected areas. Unlike traditional linear platformers, the game focuses on exploration and memory-based navigation. Players are encouraged to learn the map layout, revisit locations, and plan routes carefully. Visually, the Commodore 64 version features colourful character sprites, smoothly scrolling screens, and atmospheric SID music that enhances the medieval setting. Its humorous presentation and unusual fake loading screen help set it apart from similar titles. While sometimes criticised for its difficulty and unconventional mechanics, Brian Bloodaxe remains a distinctive entry in the C64 library.</video:description>
      <video:player_loc>https://www.youtube.com/embed/pxU5N277UHw</video:player_loc>
      <video:duration>465</video:duration>
      <video:publication_date>2026-02-07T14:01:19Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/brian-jacks-superstar-challenge/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/YkhL3WBrw1g/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Brian Jacks Superstar Challenge – The C64 Joystick Wrecker</video:title>
      <video:description>Released in 1985 by Martech for the Commodore 64, Brian Jacks Superstar Challenge is a licensed multi-event sports simulation based on British judo champion and TV “Superstars” legend Brian Jacks. Players compete across a series of athletic challenges designed to test speed, strength, timing, and coordination, aiming to achieve the highest possible overall score. The game features eight varied events, including running, weightlifting, and gym-based tests, each requiring different control techniques and reactions. A major highlight is the one-load format, which allows players to move smoothly between events without lengthy loading times, keeping the pace fast and competitive. Gameplay focuses on mastering individual disciplines while maintaining consistency across the full competition, rewarding practice and precision. Visually, the game delivers simple but clear graphics typical of mid-1980s C64 titles, while sound effects provide basic feedback during each event.</video:description>
      <video:player_loc>https://www.youtube.com/embed/YkhL3WBrw1g</video:player_loc>
      <video:duration>400</video:duration>
      <video:publication_date>2025-06-11T17:30:10Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/bruce-lee/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/eLOZSWaAtAI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Bruce Lee – The C64 Platform Fighter Everybody Wanted to Master</video:title>
      <video:description>Released in 1984 by Datasoft, Bruce Lee is a highly regarded action-platformer for the Commodore 64 that blends precise platforming with beat ’em up combat. Designed by Ron J. Fortier, with graphics by Kelly Day and music by John A. Fitzpatrick, the game draws inspiration from martial arts cinema while delivering tight, skill-based gameplay. Players guide Bruce Lee through a series of 20 single-screen rooms, collecting lanterns to unlock new areas on the path to confronting an evil wizard. Each room is carefully designed, combining vertical movement, environmental hazards, and enemy encounters that demand timing and control rather than brute force. Bruce is constantly pursued by two iconic foes: the agile Ninja and the powerful Green Yamo, a sumo wrestler. Combat revolves around punches and flying kicks, while players must also contend with electrified walls, collapsing floors, and explosive traps that punish careless movement.</video:description>
      <video:player_loc>https://www.youtube.com/embed/eLOZSWaAtAI</video:player_loc>
      <video:duration>529</video:duration>
      <video:publication_date>2024-02-16T18:30:35Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/brutal-sports-football/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Uqcw6K-BeRM/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Brutal Sports Football – The Amiga Game Where Every Match Became a Brawl</video:title>
      <video:description>Released in 1993 by Teque London and published by Millennium Interactive for the Commodore Amiga, Brutal Sports Series Football is a chaotic and ultra-violent sports title that blends American football and rugby with explosive arcade-style action. Set in a dystopian arena, the game combines traditional scoring objectives with brutal combat mechanics, allowing players to punch, kick, and even decapitate opponents to gain control of the match. Power-ups such as bombs, weapons, and speed boosts are scattered across the pitch, encouraging aggressive play alongside tactical positioning. Matches are fast, unpredictable, and packed with confrontations. The Amiga version is especially remembered for its frenetic multiplayer mode, distinctive sprite designs, and unusual hybrid of sports and beat-’em-up gameplay. It is often compared to Speedball 2: Brutal Deluxe, even though opinions on pacing and scrolling were mixed. Visually, the game embraces a bold, exaggerated style that matches its violent tone, supported by energetic sound effects and a hard-hitting soundtrack that keeps the action intense.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Uqcw6K-BeRM</video:player_loc>
      <video:duration>329</video:duration>
      <video:publication_date>2026-02-10T18:30:49Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/bubble-bobble/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/lyQIV4W24PY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Bubble Bobble – Was This the C64’s Greatest Two-Player Arcade Conversion?</video:title>
      <video:description>Originally developed by Taito in 1986 and expertly brought to the Commodore 64 in 1987 by Software Creations and Firebird, Bubble Bobble stars Bub and Bob—two bubble-blowing dragons on a quest to rescue their girlfriends from the Cave of Monsters. The adventure unfolds across 100 single-screen stages, each packed with enemies, hazards, and clever routes to master. Core gameplay revolves around trapping foes in bubbles and popping them to clear each level. Those same bubbles can also be used as platforms, opening up vertical movement and encouraging creative solutions as stages become more demanding. Timing, positioning, and planning are key as enemy patterns grow trickier. The C64 port is widely praised for capturing the arcade’s charm and feel, delivering smooth controls, bright visuals, and the series’ unmistakable personality. Single-player fun is complemented by a hugely enjoyable two-player co-op mode, where teamwork and coordination add a whole new layer of strategy.</video:description>
      <video:player_loc>https://www.youtube.com/embed/lyQIV4W24PY</video:player_loc>
      <video:duration>344</video:duration>
      <video:publication_date>2024-04-03T17:30:10Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/buggy-boy/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/ZiQMjg7nrCo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Buggy Boy – Was This the C64’s Best Arcade Racing Conversion?</video:title>
      <video:description>Released in 1987 by Elite Systems for the Commodore 64, Buggy Boy is a fast-paced arcade-style racing game originally developed by Tatsumi. Known as Speed Buggy in North America, the game was a major arcade hit, and its C64 conversion successfully captures the colour, speed, and spirit of the original coin-op experience. Players race a dune buggy across five distinct courses—Offroad, North, East, South, and West—each split into multiple legs packed with obstacles, ramps, and tight corners. Scoring is just as important as speed, with points awarded for passing through gates, collecting flags, and pulling off risky stunts such as jumps and two-wheel driving. Fuel management and crash avoidance add an extra layer of pressure to every run. On the Commodore 64, Buggy Boy stands out for its vibrant presentation and impressively smooth scrolling. The controls feel responsive and the action remains quick and demanding, delivering an addictive blend of arcade challenge and score-chasing competition.</video:description>
      <video:player_loc>https://www.youtube.com/embed/ZiQMjg7nrCo</video:player_loc>
      <video:duration>259</video:duration>
      <video:publication_date>2023-08-18T16:09:49Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/bullys-sporting-darts/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/O6HGpZtdsOc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Bully’s Sporting Darts – Bully Came to the C64… But Was It Anything Like Bullseye?</video:title>
      <video:description>Released in 1992 by Alternative Software for the Commodore 64, Bully’s Sporting Darts is a light-hearted darts simulation inspired by the hugely popular UK television game show Bullseye. It blends pub-style darts action with quiz elements and the unmistakable tone of early ’90s British TV entertainment. Gameplay offers several modes, including traditional 501 darts, a sports quiz section based directly on the show’s format, and the famous Bully’s Prize Board. Players take turns throwing darts with simple, accessible controls, making it easy to pick up whether playing solo or against friends. Presentation leans heavily into cartoon-style visuals and digitised speech samples that echo the personality and humour of the TV show. This faithful recreation of Bullseye’s atmosphere is what gives the game its charm, capturing the spirit of the programme rather than aiming for strict darts realism.</video:description>
      <video:player_loc>https://www.youtube.com/embed/O6HGpZtdsOc</video:player_loc>
      <video:duration>404</video:duration>
      <video:publication_date>2024-10-18T17:00:16Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/by-fair-means-or-foul/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/uF2SYHTte18/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>By Fair Means or Foul – The C64 Boxing Game That Rewarded Cheating</video:title>
      <video:description>Released in 1988 by Superior Software and developed by Jason Benham, By Fair Means or Foul is a boxing game that stands apart by encouraging players to fight smart—or fight dirty. Alongside standard punches like jabs and uppercuts, players can sneak in illegal moves such as headbutts and low blows when the referee isn’t paying attention. A key feature is the referee awareness system, shown via an on-screen indicator that lets players know when fouls can be committed without being caught. This adds a layer of strategy rarely seen in sports games of the era, forcing players to balance risk and reward inside the ring. Single-player mode tasks players with defeating six increasingly tough opponents on the road to becoming World Champion, while two-player mode offers competitive bouts against a friend. The Commodore 64 version also includes a dedicated training mode, allowing players to practise moves on a punching bag before stepping into real matches.</video:description>
      <video:player_loc>https://www.youtube.com/embed/uF2SYHTte18</video:player_loc>
      <video:duration>324</video:duration>
      <video:publication_date>2023-12-26T18:30:39Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/cabal/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/_Z69KYysEOY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Cabal – Ocean’s Explosive C64 Shooting Gallery</video:title>
      <video:description>Originally developed by TAD Corporation and released to arcades in 1988, CABAL arrived on the Commodore 64 in 1989 via Special FX and Ocean Software. This home conversion brings the explosive third-person shooting action to 8-bit hardware while preserving the core intensity of the arcade original. Players control a lone commando assaulting heavily fortified enemy bases, using a distinctive crosshair aiming system that separates movement from shooting. While dodging incoming fire, players must accurately target gun emplacements, buildings, and vehicles, creating a constant push-and-pull between survival and precision. The Commodore 64 version captures the feel of the arcade experience with solid level design and satisfying destruction, even if the action runs at a slightly reduced pace and with simplified visuals due to hardware constraints. These compromises do little to diminish the thrill of clearing screens under heavy fire.</video:description>
      <video:player_loc>https://www.youtube.com/embed/_Z69KYysEOY</video:player_loc>
      <video:duration>307</video:duration>
      <video:publication_date>2023-08-11T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/cadaver/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/1hWwTYZryxw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Cadaver – The Bitmap Brothers’ Isometric Amiga Adventure</video:title>
      <video:description>Released in 1990 by The Bitmap Brothers and published by Image Works for the Commodore Amiga, Cadaver is an isometric action-adventure that places you in the boots of Karadoc, a dwarf thief exploring the deadly halls of Castle Wulf in search of treasure. The game focuses on exploration and puzzle-solving rather than direct combat. Each of the five large levels is packed with traps, locked doors, pressure plates, monsters, and environmental hazards that require careful observation and planning to overcome. Progress depends on understanding the castle’s layout and using items intelligently rather than relying on brute force. Gameplay revolves around object manipulation and logical thinking. Players push barrels, collect keys, trigger mechanisms, and cast spells to navigate rooms safely. With no traditional fighting system, timing, positioning, and clever use of the environment are essential for survival.</video:description>
      <video:player_loc>https://www.youtube.com/embed/1hWwTYZryxw</video:player_loc>
      <video:duration>383</video:duration>
      <video:publication_date>2024-12-19T18:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/california-games/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/EiqucxYbh_Q/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>California Games – Six C64 Sports Events, One Bruised Ego, and That Surfing Bit</video:title>
      <video:description>Released in 1987 by Epyx, California Games takes the multi-event formula of Summer Games and Winter Games and reworks it with a laid-back, beach-side vibe. You’re dropped into a colourful celebration of Californian sports culture, where style, timing, and flow matter just as much as raw skill. The game features six distinct events, each with its own controls and rhythm. Half-pipe skateboarding focuses on tricks and balance, footbag is all about keeping the hacky sack airborne, surfing challenges you to read the waves, roller skating demands quick reactions on the boardwalk, BMX mixes racing with jumps, and flying disc tests accuracy and timing. Visually, California Games bursts with colour and personality, capturing the atmosphere of each sport with expressive sprites and smooth animation. The soundtrack adds to the mood, with instantly recognisable tunes like Louie Louie and Wipe Out giving the game a strong identity.</video:description>
      <video:player_loc>https://www.youtube.com/embed/EiqucxYbh_Q</video:player_loc>
      <video:duration>238</video:duration>
      <video:publication_date>2022-12-15T18:30:10Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/cannon-fodder/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/6Dne1NUo_ac/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Cannon Fodder – The Amiga War Game That Smiled While Everyone Died</video:title>
      <video:description>Released in 1993 by Sensible Software, Cannon Fodder is a top-down, squad-based action game that blends fast-paced shooting with tactical decision-making. You command a small unit of soldiers across jungles, deserts, and frozen landscapes, guiding them through missions that demand careful movement, positioning, and awareness of the terrain. While the controls are immediate and accessible, survival depends on strategy. You need to manage limited ammunition, avoid mines and traps, and keep your squad alive as casualties permanently remove soldiers from your roster. Each loss is marked, reinforcing the game’s underlying message beneath the playful presentation. The bright visuals and catchy theme tune, famously declaring “War Has Never Been So Much Fun,” contrast sharply with the reality of what’s happening on screen. This satirical tone gives Cannon Fodder its identity, using humour to highlight the human cost of conflict rather than glorifying it.</video:description>
      <video:player_loc>https://www.youtube.com/embed/6Dne1NUo_ac</video:player_loc>
      <video:duration>349</video:duration>
      <video:publication_date>2023-01-01T14:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/cannon-fodder-2/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/ZQ0DE2imsT8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Cannon Fodder 2 – Did the Amiga Sequel Go Too Far?</video:title>
      <video:description>Released in November 1994 by Sensible Software and published by Virgin Interactive for the Commodore Amiga, Cannon Fodder 2 builds on the explosive foundations of the original with a bold time-travel twist. This sequel sends your tiny four-soldier squad across wildly different eras, from deserts and medieval battlefields to alien worlds, each with its own tactical challenges. Gameplay retains the tight overhead run-and-gun mechanics that made the series famous. Players command troops armed with machine guns, grenades, rockets, and vehicles such as jeeps, tanks, and helicopters. Success depends on positioning, timing, and knowing when to sacrifice firepower for survival as enemy numbers and hazards escalate. Level design was handled by journalist-turned-designer Stuart Campbell, introducing more complex, puzzle-like layouts packed with hidden routes and pop-culture references. While some critics noted a sharp increase in difficulty and lighter narrative framing, the moment-to-moment action remains fast, precise, and punishing.</video:description>
      <video:player_loc>https://www.youtube.com/embed/ZQ0DE2imsT8</video:player_loc>
      <video:duration>368</video:duration>
      <video:publication_date>2023-11-17T18:30:23Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/card-sharks/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/qBClj59dPJk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Card Sharks – Could You Beat the C64’s Money Cards Round?</video:title>
      <video:description>Card Sharks (1988), developed and published by Accolade and designed by Mike Lorenzen, is a multi-game card simulation for the Commodore 64 featuring several popular casino classics. Players can choose between poker (including five-card draw, seven-card stud, and Texas Hold ’Em), hearts, and blackjack, competing against up to three computer-controlled opponents. Opponents are drawn from a cast of quirky characters, including political figures and comic personalities, each adding humour and personality to the matches. Success depends on skill, bluffing, and risk management in poker, careful trick-avoidance in hearts, and disciplined play against the dealer in blackjack. The game features well-drawn character graphics and expressive animations, giving opponents visual reactions to wins and losses, while simple sound effects keep the focus on gameplay. By offering multiple card games in one package with solid presentation and entertaining rivals, Card Sharks remains a fondly remembered title for fans of relaxed, strategic C64 gaming.</video:description>
      <video:player_loc>https://www.youtube.com/embed/qBClj59dPJk</video:player_loc>
      <video:duration>373</video:duration>
      <video:publication_date>2025-09-30T17:30:18Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/castle-master/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/6xv8hyNXWsQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Castle Master – Exploring Freescape’s Haunted 3D Castle on the C64</video:title>
      <video:description>Released in 1990 by Incentive Software and published by Domark, Castle Master is a first-person 3D adventure built using the Freescape engine for the Commodore 64. Set inside a mysterious and dangerous castle, the game focuses on exploration, atmosphere, and puzzle-solving rather than fast-paced action. Players can choose to play as either a prince or a princess, both tasked with rescuing their sibling from the evil Magister. Progress requires carefully navigating interconnected rooms, interpreting cryptic clues, and manipulating objects to unlock new areas, all while surviving encounters with hostile spirits. Combat is limited and deliberate, with a simple slingshot used to defend against supernatural threats. The emphasis remains firmly on observation and problem-solving, encouraging players to study the environment and think logically about each challenge rather than relying on reflexes. Although constrained by the Commodore 64’s hardware, Castle Master delivers a strong sense of immersion through its moody design and ambitious 3D structure.</video:description>
      <video:player_loc>https://www.youtube.com/embed/6xv8hyNXWsQ</video:player_loc>
      <video:duration>369</video:duration>
      <video:publication_date>2024-10-03T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/cauldron/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/uyCf5lb8OOg/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Cauldron – The C64 Witch Game That Looked Magical and Played Nasty</video:title>
      <video:description>Released in 1985 by Palace Software, Cauldron is a distinctive Commodore 64 title that blends platforming and shoot-’em-up action within a spooky, Halloween-inspired fantasy setting. Players take on the role of a young witch determined to overthrow the Pumpkin King and claim the title of Witch Queen. The game is split into two contrasting gameplay styles. One section has you flying on a broomstick, collecting keys and magical ingredients while fending off enemies. The other shifts to underground platform-based caves, where precise jumping and careful movement are required to retrieve potion components needed to progress. Cauldron stands out for its strong atmosphere, with detailed sprites and smooth scrolling that bring its eerie world to life. The experience is reinforced by Keith Miller’s haunting soundtrack, which adds tension and mood throughout both gameplay sections. Known for its demanding difficulty, Cauldron requires careful management of magic points and sharp platforming skills.</video:description>
      <video:player_loc>https://www.youtube.com/embed/uyCf5lb8OOg</video:player_loc>
      <video:duration>365</video:duration>
      <video:publication_date>2024-05-15T17:30:14Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/cauldron-2-the-pumpkin-strikes-back/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/6TFT4PzhemM/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Cauldron II on the C64 – Why Did They Make You Play as the Pumpkin?</video:title>
      <video:description>Released in 1986 by Palace Software, Cauldron II: The Pumpkin Strikes Back turns the tables on its predecessor by putting you in control of Bouncey the Pumpkin, out for revenge against the Witch Queen who destroyed the pumpkin kingdom. The action takes place inside a vast, side-scrolling castle made up of more than 120 interconnected rooms. Progress is driven by exploration as you hunt down six magical items, each unlocking new abilities needed to reach deeper areas and ultimately face the Witch Queen herself. Movement is the game’s defining twist. Bouncey is always bouncing, and you can only influence direction mid-bounce, turning every jump into a test of timing and precision. Combined with traps, enemies, and environmental hazards, this creates a demanding but highly distinctive platforming challenge. Known for its moody visuals and unusual control system, Cauldron II has earned cult status among Commodore 64 fans.</video:description>
      <video:player_loc>https://www.youtube.com/embed/6TFT4PzhemM</video:player_loc>
      <video:duration>387</video:duration>
      <video:publication_date>2023-03-27T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/cave-of-the-word-wizard/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/jrDLn5KqDro/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Cave of the Word Wizard – The C64 Quiz Game Hiding in a Fantasy Cave</video:title>
      <video:description>Released in 1983 by Timeworks Inc. for the Commodore 64 and developed by Patrick Quinn, Cave of the Word Wizard is an inventive educational action game that blends platforming with spelling challenges. Designed as an early example of “edutainment,” it combines learning and gameplay using pioneering speech synthesis technology. Players choose between two characters, Mark or Becky, and explore a multi-level cave in search of four hidden crystals. The underground environment is filled with hazards such as pits, falling rocks, snakes, and scorpions, requiring careful movement and accurate jumping to survive. Each mistake costs one of the player’s limited bandages. At regular intervals, the mysterious Word Wizard appears to test the player’s spelling skills. Using the keyboard, players must correctly type displayed words to earn rewards. Successful answers restore bandages and trigger encouraging voice feedback, while mistakes result in scolding responses and reduced visibility from a weakening flashlight.</video:description>
      <video:player_loc>https://www.youtube.com/embed/jrDLn5KqDro</video:player_loc>
      <video:duration>519</video:duration>
      <video:publication_date>2025-02-26T18:30:39Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/cavelon/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/dGggW6SW5Ow/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Cavelon – The C64 Castle Maze That Wanted You Dead in Armour</video:title>
      <video:description>Released in 1984 by Jetsoft and published by Ocean Software for the Commodore 64, Cavelon is a medieval-themed action adventure that challenges players to rescue a princess imprisoned deep within the sinister Castle Cavelon. You take the role of a lone knight battling through dangerous dungeons in a race against time. Gameplay spans six horizontally scrolling, maze-like levels filled with enemy knights, archers, and deadly traps. Progression depends on locating and collecting all the scattered pieces of a magical door within each level, which then allows access to the next dungeon on the climb toward the castle’s summit. Combat requires careful positioning and timing, as different enemy types demand different approaches. Along the way, power-ups such as Excalibur grant temporary invincibility and help turn the tide during particularly intense encounters. Each level is also governed by a strict time limit, keeping the pressure high throughout.</video:description>
      <video:player_loc>https://www.youtube.com/embed/dGggW6SW5Ow</video:player_loc>
      <video:duration>374</video:duration>
      <video:publication_date>2024-10-15T17:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/caveman-ugh-lympics/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/KnqVkopfODI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Caveman Ugh-Lympics – Dino Racing, Clubbing, and C64 Sports Gone Primitive</video:title>
      <video:description>Released in 1988 by Dynamix and published by Electronic Arts for the Commodore 64, Caveman Ugh-Lympics is a tongue-in-cheek sports game that reimagines the Olympic Games through a prehistoric lens. Packed with slapstick humour and over-the-top animation, it turns athletic competition into pure caveman mayhem. The game features six distinct events, each with its own mechanics and timing challenges. From outrunning a rival while a saber-toothed tiger gives chase, to spinning and launching your partner in the absurd Matetoss, every event puts reflexes and precision to the test. Other contests include frantic fire-starting, brutal clubbing duels, dinosaur racing, and pole-vaulting over a very unimpressed Tyrannosaurus rex. Large, expressive sprites and exaggerated animations give the game its unmistakable personality, while simple sound effects reinforce the lighthearted tone. Each event feels different, keeping the action fresh whether you’re playing solo or rotating through challenges with friends.</video:description>
      <video:player_loc>https://www.youtube.com/embed/KnqVkopfODI</video:player_loc>
      <video:duration>370</video:duration>
      <video:publication_date>2024-09-26T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/celtic-legends/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/gXAWlG6wdeg/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Celtic Legends – The Amiga Strategy Game That Vanished into Myth</video:title>
      <video:description>Released in 1991 by Ubi Soft for the Commodore Amiga, Celtic Legends is a richly detailed turn-based strategy game set in the mystical world of Celtica. Players take on the role of the sorcerer-general Eskel, waging a magical war against his rival Sogrom across a chain of 23 unique islands, each offering distinct terrain and tactical challenges. Gameplay is built around hexagonal battlefields where careful positioning, resource management, and spellcasting are essential for success. Players summon mythical creatures, deploy armies, and unleash powerful magic in order to weaken enemy forces and secure control of each island. Progression relies on long-term planning and adaptive tactics, as every decision affects future encounters. Choosing when to attack, defend, or invest in magical abilities can determine the outcome of extended campaigns, rewarding thoughtful and patient play. Visually, Celtic Legends delivers detailed fantasy environments and well-animated units that bring its myth-inspired setting to life.</video:description>
      <video:player_loc>https://www.youtube.com/embed/gXAWlG6wdeg</video:player_loc>
      <video:duration>319</video:duration>
      <video:publication_date>2025-04-03T17:30:08Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/championship-wrestling/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/pJgWcdyRseE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Championship Wrestling – Did Epyx Give the C64 a Decent Grapple?</video:title>
      <video:description>Released in 1986 by Epyx for the Commodore 64, Championship Wrestling is an arcade-style professional wrestling game developed by Free Radical Software. It delivers fast, energetic bouts that capture the spectacle of mid-80s wrestling while offering surprising depth for an 8-bit sports title. Players can choose from eight fictional wrestlers, including The Berserker, Purple Hays, H. Manslayer, Zeke Weasel, Prince Vicious, Colonel Rooski, K. C. Colossus, and Zanto Klaw. Each character has unique strengths, weaknesses, and signature moves, encouraging different strategies depending on who you pick. Matches are viewed from an isometric perspective inside the ring, providing a clear view of the action. Players perform punches, kicks, grapples, and special moves using joystick combinations, all governed by a stamina system that drains with each action. Managing energy is crucial, as reckless attacks can quickly leave a wrestler exhausted and vulnerable.</video:description>
      <video:player_loc>https://www.youtube.com/embed/pJgWcdyRseE</video:player_loc>
      <video:duration>374</video:duration>
      <video:publication_date>2025-01-13T18:00:36Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/chase-h-q/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/E-1CfGW7zpc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Chase H.Q. – What Went Wrong with the Commodore 64 Conversion?</video:title>
      <video:description>Released in 1989 by Ocean Software, Chase H. Q. brings Taito’s famous arcade police chases to the Commodore 64. You step into the role of a highway patrol officer, racing against the clock to hunt down criminals before they escape. Gameplay centres on high-speed pursuits across side-scrolling roads, weaving through traffic and using a limited turbo boost to close the gap on fleeing suspects. Each stage is time-limited, pushing you to balance speed, control, and risk as the pressure mounts. On the C64, the ambition of the arcade conversion is clear, but technical limits take their toll. Performance issues, sluggish controls, and choppy animation impact the flow of the chases, while the audio lacks the punch and excitement of the original coin-op. Often remembered as a missed opportunity, Chase H. Q. on the Commodore 64 stands as a reminder of how difficult it was to translate fast, flashy arcade experiences to 8-bit home computers.</video:description>
      <video:player_loc>https://www.youtube.com/embed/E-1CfGW7zpc</video:player_loc>
      <video:duration>476</video:duration>
      <video:publication_date>2023-06-05T16:59:54Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/chiller/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/ji51PHVM1Zg/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Chiller – The C64 Horror Game That Felt Wrong in All the Right Ways</video:title>
      <video:description>Released in 1984 by Mastertronic and developed by David Darling and Richard Darling, Chiller is an early horror-themed platform game for the Commodore 64 that tasks you with rescuing your kidnapped girlfriend from a world inspired by 1980s horror tropes. The game spans five distinct locations — The Forest, The Cinema, The Ghetto, The Graveyard, and The Haunted House — each presented from a top-down perspective. Your goal is to collect magic crosses while avoiding zombies and other unsettling enemies, all while navigating collapsing platforms and hazardous toadstools that steadily drain your energy. Chiller blends fast arcade reactions with light exploration, demanding careful movement and route planning as enemy patterns tighten and room layouts become more punishing. The controls are simple, but the pressure steadily builds as mistakes quickly stack against you. Visually, the game uses bold colours and clear tile design to sell its horror setting, while David Dunn’s atmospheric soundtrack reinforces the eerie tone.</video:description>
      <video:player_loc>https://www.youtube.com/embed/ji51PHVM1Zg</video:player_loc>
      <video:duration>292</video:duration>
      <video:publication_date>2023-01-30T18:30:44Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/chimera/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/g8lP9eSzwhU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Chimera – The C64 Adventure with a Meltdown Timer Breathing Down Your Neck</video:title>
      <video:description>Released in 1985 by Firebird Software and developed by Shahid Ahmad, CHIMERA is an atmospheric isometric action-adventure that places survival and problem-solving at its core. Set aboard a mysterious alien spacecraft orbiting Earth, the stakes are immediate: disable the ship’s weapons and trigger its self-destruct before the planet is destroyed. Players control a lone robot navigating a maze of 64 interconnected rooms, each presented in a classic isometric view. Progress depends on careful exploration, avoiding environmental hazards such as electrical barriers, and solving puzzles that gradually reveal how the ship functions. A key twist is survival management. Food and water steadily deplete, forcing players to plan routes efficiently and prioritise resources alongside puzzle objectives. Items must be gathered and combined to assemble warheads, which are then placed in specific blue rooms to initiate the self-destruct sequence, before racing to the green escape room.</video:description>
      <video:player_loc>https://www.youtube.com/embed/g8lP9eSzwhU</video:player_loc>
      <video:duration>375</video:duration>
      <video:publication_date>2024-03-13T18:30:36Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/china-miner/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/FiPevyGchxc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>China Miner – The C64 Platformer That Punished Every Tiny Mistake</video:title>
      <video:description>China Miner (1984), developed by Ian Gray and published by Interceptor Software, is a notoriously tough single-screen platform game for the Commodore 64. Players control Wally, the sole keeper of the secret location of the Jade Mines of the Pong Dynasty, as he navigates 30 dangerous screens in search of vital objects and an exit key. Each level requires you to collect essential items such as lanterns, pickaxes, and jade artefacts before unlocking the route forward, all while avoiding enemies, lasers, collapsing platforms, and deadly falls. Touching an enemy costs a life and resets all collected objects, making precision, memory, and patience essential to progress. The game’s unforgiving difficulty, flick-screen level design, and tightly timed jumps earned it a reputation as one of the C64’s most challenging platformers. With atmospheric music by Chris Cox and classic early-80s Commodore visuals, China Miner remains a favourite among players who enjoy mastering tough, pattern-based gameplay.</video:description>
      <video:player_loc>https://www.youtube.com/embed/FiPevyGchxc</video:player_loc>
      <video:duration>376</video:duration>
      <video:publication_date>2025-09-25T17:30:09Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/chomp/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/XfY0zEOE9uE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Chomp! – Pac-Man Energy, Bigger Teeth, and a Very C64 Appetite</video:title>
      <video:description>Released in 1989 by Cosmi for the Commodore 64, CHOMP! is a quirky side-scrolling action game developed by Robert T. Bonifacio that casts you as a determined goldfish desperate to escape captivity. What begins in a humble fishbowl soon becomes an unusual journey toward freedom. Gameplay revolves around movement, survival, and growth. By eating brine shrimp and other food, your fish grows in size and strength, allowing it to leap into larger tanks and eventually out of the house entirely. Fail to eat enough, and your fish shrinks, becoming weaker and closer to death. Hazards are constant and varied, including aggressive piranhas, swooping fishnets, and even cats’ paws reaching in from above. Players must keep the fish moving at all times to avoid suffocation, adding an extra layer of pressure to every moment. The mechanics are simple but surprisingly tense, with size, health, and momentum all closely linked.</video:description>
      <video:player_loc>https://www.youtube.com/embed/XfY0zEOE9uE</video:player_loc>
      <video:duration>342</video:duration>
      <video:publication_date>2024-11-18T18:30:32Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/choplifter/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/rYqY8c9V-Ak/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Choplifter – The C64 Rescue Mission Where Every Landing Felt Risky</video:title>
      <video:description>Originally developed by Dan Gorlin and published by Brøderbund in 1982, Choplifter! is a landmark side-scrolling action game that combines fast reflexes with tactical decision-making. Players take control of a combat helicopter on a dangerous rescue mission deep inside enemy territory. Gameplay unfolds across a horizontally scrolling battlefield where the objective is to rescue hostages from four enemy buildings and safely transport them back to base. The helicopter can carry up to sixteen hostages at a time, requiring multiple risky trips to evacuate all sixty-four prisoners while managing fuel and ammunition. Enemy resistance escalates quickly, with tanks, jet fighters, and ground troops attacking from all directions. Players must carefully land to pick up survivors, avoid accidental friendly fire, and decide when to fight and when to retreat, as fuel shortages can be just as deadly as enemy weapons.</video:description>
      <video:player_loc>https://www.youtube.com/embed/rYqY8c9V-Ak</video:player_loc>
      <video:duration>358</video:duration>
      <video:publication_date>2023-08-23T17:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/chopper/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/5En42bDkQnQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Chopper – The Forgotten C64 Shooter That Came Back as Aircop 2000</video:title>
      <video:description>Released in 1985 by Severn Software for the Commodore 64, Chopper is a fast-paced military shoot ’em up that puts players in control of a combat helicopter on a mission to destroy enemy bases and installations across hostile territory. The game features vertically scrolling environments where players must carefully pilot their helicopter through varied landscapes filled with obstacles, ground targets, and airborne threats. Success depends on precise manoeuvring, accurate shooting, and smart positioning under constant pressure. Gameplay places equal emphasis on reflexes and strategy. Players must eliminate enemy defences while conserving ammunition and avoiding damage, making every encounter a balance between aggression and survival. As levels progress, enemy patterns and hazards become increasingly demanding. Visually, Chopper makes strong use of detailed sprites and smooth scrolling to create a convincing sense of speed and altitude. Its presentation highlights the technical strengths of the Commodore 64 and keeps the action clear even during intense sequences.</video:description>
      <video:player_loc>https://www.youtube.com/embed/5En42bDkQnQ</video:player_loc>
      <video:duration>369</video:duration>
      <video:publication_date>2025-01-15T18:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/chuckie-egg/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/6FDAMQiOf1U/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Chuckie Egg – Did the 8-Bit Platform Classic Work on the Commodore 64?</video:title>
      <video:description>Released in 1984 by A&amp;F Software for the Commodore 64, Chuckie Egg is a fast-paced platform game based on Nigel Alderton’s hugely popular 1983 ZX Spectrum original. The C64 conversion was handled by Sean Townsend and Martin Webb, with music composed by Townsend to suit the SID chip. You play as Hen-House Harry, leaping across single-screen levels packed with platforms, ladders, lifts, and precision jumps. Your goal is simple but relentless: collect every egg on the screen while avoiding patrolling hens and, in later stages, a menacing giant duck that turns each level into a frantic race for survival. A constant countdown timer keeps the pressure high, but grabbing piles of grain will briefly pause it, giving you just enough breathing room to plan your next move. Tight controls and clever level layouts demand accuracy, rhythm, and quick reactions as the difficulty steadily ramps up.</video:description>
      <video:player_loc>https://www.youtube.com/embed/6FDAMQiOf1U</video:player_loc>
      <video:duration>294</video:duration>
      <video:publication_date>2023-07-10T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/civilization/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/cg8lIyYbaJ4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Civilization – Building an Empire from 4000 BC on the Amiga</video:title>
      <video:description>Released in 1992 by MicroProse for the Commodore Amiga, Civilization is the legendary turn-based strategy simulation designed by Sid Meier and Bruce Shelley, following its original PC debut in 1991. Players guide a chosen civilisation from the Stone Age to the modern era, shaping history through city building, exploration, diplomacy, warfare, and technological progress. Each turn involves managing production, trade routes, population growth, scientific research, and government systems while responding to threats from rival nations and roaming barbarians. Victory can be achieved in multiple ways, most famously by constructing and launching a spaceship to Alpha Centauri, rewarding long-term planning and efficient empire management. Strategic depth is enhanced through the construction of iconic Wonders such as the Pyramids, Hoover Dam, and Colossus, each offering powerful bonuses across different eras. The Amiga version includes distinctive audio features, with adapted Civilization themes and tracker-based music suited to the platform’s sound hardware.</video:description>
      <video:player_loc>https://www.youtube.com/embed/cg8lIyYbaJ4</video:player_loc>
      <video:duration>371</video:duration>
      <video:publication_date>2025-07-24T17:17:47Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/cliff-hanger/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/wiYWkSJ5E48/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Cliff Hanger – The C64 Game Inspired by Road Runner-Style Cartoon Traps</video:title>
      <video:description>Released in 1984 by New Generation Software, Cliff Hanger is a comedic action-adventure for the Commodore 64 inspired by classic cartoon slapstick, particularly the antics of Wile E. Coyote and the Road Runner. Players take control of the cowboy hero Cliff Hanger as he attempts to outwit the villainous El Bandito across a series of carefully staged encounters. Each level is presented like a film set, with success depending on precise timing and positioning rather than reflex-heavy action. Players must move Cliff into the correct spot and trigger traps such as anvils, boulders, cannons, and other contraptions at exactly the right moment to stop El Bandito in his tracks. The gameplay relies heavily on experimentation and learning through failure, as mistimed actions often lead to humorous consequences. Its comic-strip visual style, simple animations, and fitting sound effects reinforce the lighthearted tone, making each scene feel like a playable cartoon gag.</video:description>
      <video:player_loc>https://www.youtube.com/embed/wiYWkSJ5E48</video:player_loc>
      <video:duration>293</video:duration>
      <video:publication_date>2024-01-18T18:30:44Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/cobra/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/EieYN-gwT4o/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Cobra – Stallone’s 1986 Action Film Became a Commodore 64 Platformer</video:title>
      <video:description>Released in 1986 by Ocean Software for the Commodore 64, COBRA adapts the hard-edged action of the Sylvester Stallone film into a side-scrolling arcade platformer. You step into the boots of Marion “Cobra” Cobretti, taking on the role of a relentless cop racing against time to rescue a kidnapped fashion model. The game unfolds across three distinct stages, moving from city streets to rural areas and finally an industrial factory complex. Progress depends on pushing forward through enemy-packed environments while dealing with hazards and tight jumps along the way. Combat centres around a mix of close-range and ranged weapons, including knives, firearms, and grenades, which must be collected and used carefully. Enemies are persistent, and success often comes down to learning patterns and managing limited space rather than brute force alone. While the presentation and controls were criticised at the time for feeling stiff and slow, COBRA still captures the raw attitude of its source material.</video:description>
      <video:player_loc>https://www.youtube.com/embed/EieYN-gwT4o</video:player_loc>
      <video:duration>399</video:duration>
      <video:publication_date>2023-06-13T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/combat-school/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/TFDd2bPl3Rw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Combat School – Ocean Sent the C64 to Basic Training, But Did It Survive?</video:title>
      <video:description>Released in 1987 for the Commodore 64, Combat School is Ocean Software’s home computer adaptation of Konami’s popular arcade title. Programmed by David Collier and Allan Shortt, with graphics by Simon Butler and Sean Ridings and music by Martin Galway, the game delivers a demanding test of skill and endurance wrapped in a military training theme. Players take on the role of a new recruit pushed through a series of gruelling training exercises designed to weed out the weak. These include the obstacle course, firing ranges, the Iron Man race, arm wrestling contests, and hand-to-hand combat against the drill instructor, before putting everything together in a hostage rescue mission. Each event tests different abilities, from precise timing to raw stamina. The gameplay is infamous for its intense joystick-waggling mechanics, requiring fast reactions and physical endurance from the player.</video:description>
      <video:player_loc>https://www.youtube.com/embed/TFDd2bPl3Rw</video:player_loc>
      <video:duration>435</video:duration>
      <video:publication_date>2023-09-07T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/commando/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/fkyfZgzwim4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Commando – The C64 Arcade Conversion with an Unforgettable SID Tune</video:title>
      <video:description>Released in 1985 by Elite Systems for the Commodore 64, Commando is a vertical-scrolling run-and-gun shooter that adapts Capcom’s arcade hit for home computers. Players take on the role of Super Joe, a lone soldier battling through enemy territory with the mission to survive, push forward, and rescue captured hostages. The gameplay is fast, direct, and relentless. Armed with a machine gun and limited grenades, players must clear waves of enemy soldiers, avoid ambushes from bunkers, and keep moving upward through hostile environments. With only three stages, the focus is firmly on reflexes, positioning, and efficient use of firepower rather than exploration or progression systems. On the Commodore 64, Commando delivers solid sprite work and confident vertical scrolling that keeps the action flowing smoothly. The real highlight is Rob Hubbard’s iconic soundtrack, which injects urgency and atmosphere into every firefight and remains one of the most celebrated pieces of C64 game music.</video:description>
      <video:player_loc>https://www.youtube.com/embed/fkyfZgzwim4</video:player_loc>
      <video:duration>576</video:duration>
      <video:publication_date>2024-03-20T18:30:36Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/congo-bongo/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/3W1e4Smi7vs/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Congo Bongo – Sega’s Isometric Jungle Arcade Game Comes to the C64</video:title>
      <video:description>Originally released in arcades in 1983 by Sega, Congo Bongo is an isometric platform game that puts you in the role of a wronged safari explorer seeking revenge on the mischievous ape Bongo. After your camp is destroyed, the chase takes you through a series of hazard-filled environments viewed from a distinctive angled perspective. Gameplay revolves around timing and positioning as you climb cliffs while dodging coconuts, cross swamps by hopping between hippos and lily pads, and avoid aggressive wildlife along the way. The isometric viewpoint adds depth and challenge, requiring careful judgement of jumps and movement. The Commodore 64 saw two notable versions. The early 1983 release included only the first two stages, trimmed back to suit hardware limits. A later 1985 European release by U. S. Gold restored all four arcade levels with improved visuals and sound, delivering a more complete home conversion.</video:description>
      <video:player_loc>https://www.youtube.com/embed/3W1e4Smi7vs</video:player_loc>
      <video:duration>388</video:duration>
      <video:publication_date>2023-06-15T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/cops-n-robbers/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/8y-vcx6k9VQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Cops ’N’ Robbers – Jailbreaks, Getaway Vans and C64 Crime Spree</video:title>
      <video:description>Released in 1985 by Atlantis Software and developed by Mike Davis, Cops ’n’ Robbers is a top-down maze action game for the Commodore 64 that casts players as diamond thief Fingers Lonegan. Set across multi-screen maze locations including the Acme Diamond Company and an old mine, the objective is to steal jewels and escape while staying one step ahead of the law. Gameplay focuses on navigating interconnected mazes, collecting diamonds, and returning them safely to the getaway vehicle. Enemies range from police officers and helicopters to more unexpected threats, and players must manage a limited supply of bullets, making every confrontation a tactical decision rather than pure run-and-gun action. The game introduces additional layers through exploration and light puzzle elements. Darkened areas require the use of a torch to see plainly, while keys, TNT, and building interiors add variety and challenge as players progress through the environments.</video:description>
      <video:player_loc>https://www.youtube.com/embed/8y-vcx6k9VQ</video:player_loc>
      <video:duration>412</video:duration>
      <video:publication_date>2024-02-05T18:30:11Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/cosmic-convoy/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/MjVEFcdKWgI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Cosmic Convoy – The C64 Shooter Where Losing the Convoy Meant Everything</video:title>
      <video:description>Cosmic Convoy (1983), developed by Andy Walker and published by Taskset, is a horizontal shoot-’em-up for the Commodore 64 with a unique escort-based gameplay twist. In the game, you pilot a squadron of three fighter ships tasked with protecting a convoy of relief freighters as they travel through the solar system “System Coman.” Unlike many traditional shooters, Cosmic Convoy focuses on defence rather than pure attack. You must intercept incoming alien waves before they crash into the vulnerable convoy ships. Movement is fully four-directional, with the screen scrolling only as your fighters move. A long-range radar display beneath the main play area shows convoy routes and approaching enemies, adding a strategic layer to the action. You are given two squadrons in total, and the game ends if either all freighters are destroyed or your fighters are wiped out.</video:description>
      <video:player_loc>https://www.youtube.com/embed/MjVEFcdKWgI</video:player_loc>
      <video:duration>265</video:duration>
      <video:publication_date>2025-10-29T18:30:35Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/cosmic-tunnels/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/cgeRXsoOw_0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Cosmic Tunnels – Lost in a C64 Space Shooter Nobody Mentions</video:title>
      <video:description>Released in 1984 by Tim Ferris and published by Datamost for the Commodore 64, Cosmic Tunnels is a distinctive space-themed action game that blends several gameplay styles into one ambitious sci-fi adventure. Players take on the role of a pilot tasked with travelling from the planet Sirref and recovering vital energy resources from hostile asteroids. The journey begins with a launch sequence where players dodge falling meteors before entering one of four cosmic tunnels. This leads into a fast-paced 3D tunnel section, requiring quick reflexes to avoid or destroy incoming mines within strict time limits. After exiting the tunnel, players must carefully land on an asteroid platform while battling enemy defences. The final stage switches perspective again, placing players in control of an astronaut who must collect energy bars while avoiding hostile creatures and making use of speed boosts and jetcopters.</video:description>
      <video:player_loc>https://www.youtube.com/embed/cgeRXsoOw_0</video:player_loc>
      <video:duration>367</video:duration>
      <video:publication_date>2025-02-12T18:30:34Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/countdown-to-meltdown/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/NoMSnQ4cu2I/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Countdown to Meltdown – Stop the C64 Reactor Before It Blows</video:title>
      <video:description>Released in 1984 by Creative Sparks and published by Mastertronic for the Commodore 64, Countdown to Meltdown is an ambitious first-person action-adventure set inside the futuristic Brands Point nuclear facility. Players command a team of androids racing against time to prevent a catastrophic reactor meltdown. The game is presented from a 3D first-person perspective, placing players inside a vast maze of corridors, lifts, and control rooms. With over 2,000 interconnected locations, exploration, memory, and careful navigation are essential to survival and progress. Gameplay focuses on strategic planning and resource management. Players must repair broken elevators, disable security systems, and overcome automated defences while switching between multiple androids, each with unique strengths and limitations. Every decision impacts the race against the clock. Limited energy supplies, hostile environments, and malfunctioning machinery add constant pressure. Success depends on balancing speed with caution, learning the facility’s layout, and using each android effectively to reach the reactor core in time.</video:description>
      <video:player_loc>https://www.youtube.com/embed/NoMSnQ4cu2I</video:player_loc>
      <video:duration>347</video:duration>
      <video:publication_date>2025-01-17T18:30:19Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/crazy-comets/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/FmMKi8k01fw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Crazy Comets – A C64 Shooter That Came at You from Every Angle</video:title>
      <video:description>Released in 1985 by Martech for the Commodore 64, Crazy Comets is a fast-paced multidirectional shooter inspired by Gottlieb’s arcade hit Mad Planets. Players are tasked with defending a vulnerable planet from waves of unpredictable comets and space debris. You control a rotating spaceship positioned at the centre of the screen, firing in all directions to intercept incoming threats. Each stage increases in speed and intensity, demanding sharper reflexes and tighter control as the screen fills with hostile objects. The minimalist design keeps the focus firmly on pure arcade action. With no distractions, success depends entirely on positioning, timing, and managing multiple attack angles at once. The steadily rising difficulty ensures constant pressure throughout every session. One of the game’s defining features is its iconic soundtrack by Rob Hubbard. The energetic SID composition drives the pace of play and adds excitement to every encounter, helping elevate Crazy Comets beyond a simple shooter.</video:description>
      <video:player_loc>https://www.youtube.com/embed/FmMKi8k01fw</video:player_loc>
      <video:duration>303</video:duration>
      <video:publication_date>2025-02-25T18:30:10Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/creatures/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/TdlnvuNvLXc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Creatures – Cute C64 Sprites, Horrible Little Torture Screens</video:title>
      <video:description>Released in 1990 by Apex Computer Productions and published by Thalamus Ltd, Creatures is one of the most technically impressive platform games on the Commodore 64. The title is an acronym for Clyde Radcliffe Exterminates All The Unfriendly Repulsive Earth-ridden Slime, hinting at the game’s playful tone beneath its demanding gameplay. Players take control of Clyde Radcliffe, a member of the Fuzzy Wuzzies, as he explores a hostile island to rescue his captured friends from sinister demons. Traditional side-scrolling platforming is blended with puzzle-solving, most notably in the infamous “torture screens,” where careful planning and precise execution are required to save trapped creatures from elaborate mechanisms. Creatures is widely praised for its technical achievements, including smooth parallax scrolling, richly detailed environments, and expressive character animation. Steve Rowlands’ energetic soundtrack drives the action and complements the game’s shifting moods, balancing cute visuals with a darker edge.</video:description>
      <video:player_loc>https://www.youtube.com/embed/TdlnvuNvLXc</video:player_loc>
      <video:duration>340</video:duration>
      <video:publication_date>2024-04-11T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/creatures-2-torture-trouble/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/VRi1USxOWqY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Creatures 2 – The C64 Sequel That Went Full Torture Chamber</video:title>
      <video:description>Creatures 2: Torture Trouble (1992), developed by Apex Computer Productions and published by Thalamus, is one of the most technically impressive late-era releases on the Commodore 64. You play as Clyde Radcliffe, whose children have been kidnapped by demons and hidden across three dangerous islands. To rescue them, you must survive a series of intricate “torture screens,” trampoline bonus stages, boss encounters, and hazardous island-hopping sections. Rather than focusing on traditional platforming, Creatures 2 emphasises puzzle-solving and experimentation. Each torture chamber is filled with elaborate mechanisms that must be activated in the correct order to progress. The game is famous for its detailed cartoon-style graphics, featuring advanced multicolour sprites and smooth animation that pushed the C64 hardware to its limits. Steve Rowlands’ energetic soundtrack and sound effects further enhance the experience. Critically acclaimed on release — including a famous 97% score from Zzap!</video:description>
      <video:player_loc>https://www.youtube.com/embed/VRi1USxOWqY</video:player_loc>
      <video:duration>318</video:duration>
      <video:publication_date>2025-11-03T18:30:49Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/crossfire/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/yn3yKX8ah1Q/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Crossfire – The C64 Shooter Where Enemies Came from Every Direction</video:title>
      <video:description>Released in 1983 by Sierra On-Line for the Commodore 64, Crossfire is a fast-paced arcade shooter originally developed by Jay Sullivan and Charles Benton. First appearing on the Apple II in 1981, the game made a strong transition to the C64 with its sharp, reflex-driven gameplay intact. You pilot a ship through a grid-based maze, facing relentless waves of alien enemies attacking from all directions. Movement and firing are possible in four directions, forcing you to think quickly at intersections while staying one step ahead of incoming threats. A key twist comes from limited ammunition, meaning survival depends as much on positioning and timing as it does on fast reactions. Charging blindly into danger is rarely rewarded, making Crossfire a tense and strategic experience despite its simple presentation. One of the Commodore 64 version’s standout features is its SID soundtrack, delivering a catchy rendition of the “Peter Gunn” theme that adds extra intensity to the action.</video:description>
      <video:player_loc>https://www.youtube.com/embed/yn3yKX8ah1Q</video:player_loc>
      <video:duration>290</video:duration>
      <video:publication_date>2023-06-14T17:30:10Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/crystal-castles/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/KgmBkzj4d5s/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Crystal Castles – Bentley Bear’s Arcade Maze on the Commodore 64</video:title>
      <video:description>Released in 1984, Crystal Castles is an arcade-style collect-’em-up developed by Atari and brought to the Commodore 64 by US Gold. Players take control of Bentley Bear, navigating a series of colourful, multi-level castles viewed from an isometric perspective that was still relatively uncommon at the time. Each level challenges players to collect every gem scattered across maze-like platforms while avoiding enemies that patrol the castles. Berthilda the Witch and her minions create constant pressure, forcing careful movement and route planning. Occasionally, a magic hat appears, granting temporary invincibility and a brief chance to clear sections without fear. As the castles progress, layouts become more complex and enemy patterns more demanding, pushing reflexes and spatial awareness. The isometric viewpoint adds depth but also increases difficulty, especially when judging movement and avoiding hazards on narrow paths.</video:description>
      <video:player_loc>https://www.youtube.com/embed/KgmBkzj4d5s</video:player_loc>
      <video:duration>324</video:duration>
      <video:publication_date>2023-11-06T18:30:22Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/crystal-dragon/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/fWQxrvhg8dY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Crystal Dragon – The Amiga RPG Where the Dungeon Fights Back</video:title>
      <video:description>Released in 1994 by Magnetic Fields for the Commodore Amiga, Crystal Dragon is a classic first-person dungeon crawler inspired by genre-defining titles such as Dungeon Master. Designed for RPG fans who enjoy deep exploration and strategic combat, the game places players in a dangerous fantasy world filled with traps, monsters, and mystery. Players control two adventurers on a quest to recover a powerful artefact from an evil wizard. Exploration takes place across maze-like dungeon levels, where progress depends on solving puzzles, locating hidden passages, and surviving real-time battles against hostile creatures. Combat unfolds in real time, requiring quick reactions and careful positioning. Players must manage weapons, spells, and defensive tactics while monitoring health and stamina. The detailed inventory system allows equipment, food, and key items to be organised and used strategically throughout the journey. Resource management plays a major role in survival.</video:description>
      <video:player_loc>https://www.youtube.com/embed/fWQxrvhg8dY</video:player_loc>
      <video:duration>460</video:duration>
      <video:publication_date>2025-03-06T18:30:39Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/curse-of-ra/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/DMEIIx8h_3s/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Curse of Ra – Ancient Egypt Meets C64 Puzzle Pain</video:title>
      <video:description>Released in 1990 by Rainbow Arts for the Commodore 64, Curse of Ra is a distinctive top-down puzzle game set deep within an ancient Egyptian pyramid. Players control a scarab beetle navigating fixed-screen chambers, tasked with clearing every stone from the board by matching pairs of identical symbols aligned horizontally or vertically. The puzzle design gradually increases in complexity, introducing immovable blocks, teleporters, slippery tiles, and other hazards that require careful planning rather than quick reflexes. Each room becomes a test of logic and foresight, rewarding players who think several moves ahead. The game offers two plainly defined modes. Logic Mode features over 100 untimed levels focused purely on problem-solving, while Arcade Mode introduces time limits across 75 stages, alongside collectible coins that can be spent on power-ups between rounds. This dual structure caters to both relaxed puzzle fans and players seeking a faster-paced challenge.</video:description>
      <video:player_loc>https://www.youtube.com/embed/DMEIIx8h_3s</video:player_loc>
      <video:duration>288</video:duration>
      <video:publication_date>2024-10-21T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/curse-of-the-azure-bonds/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Yp9LAgnCU28/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Curse of the Azure Bonds – Branded, Broke and Trapped in a C64 RPG</video:title>
      <video:description>Released in 1989 by Strategic Simulations Inc. for the Commodore 64, Curse of the Azure Bonds is a classic role-playing game and the acclaimed follow-up to Pool of Radiance in the legendary Gold Box AD&amp;D series. Players build and command a party of adventurers as they journey through the Forgotten Realms, uncovering the mystery of the magical “azure bonds” marked on their arms. The game blends exploration, questing, and tactical turn-based combat. Gameplay alternates between first-person dungeon crawling and overhead battlefield encounters, delivering the deep strategic feel that defined the Gold Box engine. Careful party management, spell selection, and positioning are essential for survival. The game expands on its predecessor with richer quests, more character classes, and improved balance, including options such as paladins and rangers. Its design closely mirrors tabletop AD&amp;D, offering strong replay value and long-term depth.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Yp9LAgnCU28</video:player_loc>
      <video:duration>444</video:duration>
      <video:publication_date>2026-01-15T18:31:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/cybernoid/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/hyq5mt67hU4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Cybernoid – The Hewson C64 Shooter That Gave You No Breathing Room</video:title>
      <video:description>Released in 1988 by Hewson Consultants and programmed for the Commodore 64 by Nick Jones (based on Raffaele Cecco’s original design), Cybernoid: The Fighting Machine is a futuristic shoot ’em up in which players pilot a highly armed combat craft to reclaim stolen Federation cargo from deadly pirate strongholds. Divided into three flip-screen levels rather than smooth scrolling, the game demands tactical navigation and weapons selection as you confront gun turrets, homing missiles and hostile pirate vessels. Power-ups and built-in ship weapons — including shields, impact mines, bounce bombs and homing seekers — must be used thoughtfully to survive each screen and collect treasure before time runs out. The Commodore 64 version is especially revered for its colourful graphics that pushed the 8-bit system’s palette, and its atmospheric SID soundtrack composed by Jeroen Tel, giving it a distinctive audio-visual identity among classic C64 shooters.</video:description>
      <video:player_loc>https://www.youtube.com/embed/hyq5mt67hU4</video:player_loc>
      <video:duration>453</video:duration>
      <video:publication_date>2026-03-02T18:30:55Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/d-generation/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/80xYge9QAMo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>D/Generation – The Amiga Office Block Where Everything Wants You Dead</video:title>
      <video:description>Released in 1991 by Mindscape for the Commodore Amiga, D/Generation is a cyberpunk isometric action-adventure set inside a futuristic biolab tower in Singapore. You play as a lone courier caught in the middle of a catastrophic experiment, forced to navigate floors overrun by hostile bioweapon creatures while uncovering what went wrong. Gameplay blends fast, precise combat with methodical puzzle-solving. Armed with an unlimited-ammo laser that can ricochet off walls, alongside grenades, bombs, switches, and teleporters, you must carefully clear rooms, disable security systems, and manage space in tight environments. Every floor is a self-contained maze that rewards planning and sharp reactions. Beyond combat, rescuing trapped survivors and guiding them safely to exits adds another strategic layer, granting extra lives and encouraging exploration. The isometric perspective, smooth animations, and restrained audio design create a tense, focused atmosphere that keeps you constantly alert.</video:description>
      <video:player_loc>https://www.youtube.com/embed/80xYge9QAMo</video:player_loc>
      <video:duration>367</video:duration>
      <video:publication_date>2023-05-08T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/daley-thompsons-decathlon/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/xH3wDOLAqds/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Daley Thompson’s Decathlon – The C64 Game That Punished Joysticks</video:title>
      <video:description>Released in 1984 by Ocean Software, Daley Thompson’s Decathlon brought the intensity of Olympic athletics to the Commodore 64 in a way few games had managed before. Officially licensed by double Olympic gold medallist Daley Thompson, it challenges you to survive all ten events of the modern decathlon across two gruelling in-game days. Day one tests raw speed and power with the 100 metres, long jump, shot put, high jump, and 400 metres. Day two raises the stakes with the 110 metre hurdles, pole vault, discus, javelin, and the exhausting 1500 metres. Each event demands qualifying standards, and failure costs one of your limited lives. Complete the full decathlon and the challenge resets with even tougher requirements. The gameplay is infamous for its joystick-waggling controls, where running speed is generated by rapidly moving the stick left and right.</video:description>
      <video:player_loc>https://www.youtube.com/embed/xH3wDOLAqds</video:player_loc>
      <video:duration>260</video:duration>
      <video:publication_date>2023-02-18T14:30:23Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/dan-dare-2-mekons-revenge/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Dc42gIcN8uU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Dan Dare II – Why Did the C64 Sequel Let You Play as the Mekon?</video:title>
      <video:description>Released in 1988, Dan Dare II: Mekon’s Revenge is a side-scrolling action-adventure for the Commodore 64 developed by Gang of Five and published by Virgin Games. As the second entry in the Dan Dare series, it shifts away from traditional platforming and embraces a more action-driven design inspired by the classic Eagle comic universe. Players can take control of either Dan Dare or his nemesis, the Mekon, exploring the interior of a vast Treen spaceship using a flying motorcycle. Objectives differ depending on the chosen character, with Dan attempting to destroy SuperTreen incubation capsules while the Mekon works to activate and launch them. Combat, exploration, and navigation are tightly interwoven throughout the ship’s maze-like corridors. The game unfolds across four distinct areas, each packed with hazards such as force fields, gravity traps, and moving platforms.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Dc42gIcN8uU</video:player_loc>
      <video:duration>389</video:duration>
      <video:publication_date>2024-08-01T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/dan-dare-iii-the-escape/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/PwOWmbSXTMA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Dan Dare III – Did the Eagle Comic Hero Get a Good C64 Send-Off?</video:title>
      <video:description>Released in 1990 by Probe Software and published by Virgin Mastertronic, Dan Dare III: The Escape is a sci-fi platform shoot-’em-up based on the classic British comic book hero. In the final chapter of the Dan Dare trilogy, players take control of the legendary space adventurer after he is captured by the evil Treens and imprisoned aboard their orbiting experimental station. His only goal is to escape. Gameplay revolves around exploring five large, maze-like levels, collecting fuel canisters, navigating teleporters, and battling alien enemies using a plasma rifle and jet pack. Progress requires careful navigation and smart resource management. The game blends fast-paced platforming with side-view shooting and multi-directional scrolling. The Commodore 64 version stands out for its responsive joystick controls and atmospheric soundtrack by Maniacs of Noise. Visually, the game features colourful sprites and detailed sci-fi environments that help bring the space station setting to life.</video:description>
      <video:player_loc>https://www.youtube.com/embed/PwOWmbSXTMA</video:player_loc>
      <video:duration>339</video:duration>
      <video:publication_date>2026-02-04T18:30:41Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/dan-dare-pilot-of-the-future/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/3Sc3WB40iK4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Dan Dare – Did the Eagle Hero Get the C64 Game He Deserved?</video:title>
      <video:description>Released in 1986 by Gang of Five and published by Virgin Games for the Commodore 64, Dan Dare: Pilot of the Future brings the legendary British comic book hero to home computers in a cinematic sci-fi adventure. Captain Dan Dare must stop his arch-enemy, the Mekon, from destroying Earth by diverting a deadly asteroid on a collision course with the planet. The game unfolds across a series of multi-screen environments, combining platforming, exploration, and light puzzle-solving. Players guide Dan through alien bases and hostile locations, battling enemies in hand-to-hand combat while navigating hazards and searching for the correct route forward. Progress relies on observation and timing as much as reflexes. A standout feature is the comic-inspired presentation, which helps capture the tone and identity of the original Eagle comic strip. The Commodore 64 version delivers a strong sense of atmosphere through detailed environments and moody sci-fi styling, giving the adventure a distinct identity among licensed games of the era.</video:description>
      <video:player_loc>https://www.youtube.com/embed/3Sc3WB40iK4</video:player_loc>
      <video:duration>488</video:duration>
      <video:publication_date>2024-02-26T18:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/dancing-monster/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/RxjU0ltJxK0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Dancing Monster – Commodore’s Strangest Early C64 Game?</video:title>
      <video:description>Released in 1983 by Commodore Business Machines (UK) Ltd. , Dancing Monster is an unusual first-person action game developed by Peter Dekany and Denes Baan for the Commodore 64. Blending fantasy themes with shooter-style mechanics, it stands out as one of the system’s more experimental early titles. Players are tasked with rescuing a princess who has been transformed into a grotesque dancing monster by an evil wizard. Using a crosshair, the goal is to destroy specific parts of the creature in a strict sequence, with each required body part displayed on screen. Speed and accuracy are essential, as mistakes cause previously destroyed parts to regenerate. The challenge ramps up as players must complete the entire sequence within a limited time while managing an action gauge that steadily drains. Missed shots, hesitation, or targeting the wrong area can quickly undo progress and lead to failure.</video:description>
      <video:player_loc>https://www.youtube.com/embed/RxjU0ltJxK0</video:player_loc>
      <video:duration>342</video:duration>
      <video:publication_date>2024-10-04T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/danny-sullivans-indy-heat/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/1G1MCNNynVg/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Indy Heat – The Amiga Racing Game Built for Screaming at Your Mates</video:title>
      <video:description>Released in 1992, Danny Sullivan’s Indy Heat is a fast-paced top-down racing game developed by Sales Curve and based on Leland Corporation’s 1991 arcade hit starring IndyCar champion Danny Sullivan. The Amiga version delivers a high-energy racing experience that closely mirrors the speed, intensity, and presentation of the original arcade machine. Players race across nine international circuits, each packed with sharp corners, aggressive rivals, and demanding layouts, culminating in the dramatic Tradewest Speed Bowl finale. Every race is a balance of raw speed and strategy, with fuel levels, vehicle damage, and limited turbo boosts all playing a critical role in success. Pit stops are central to gameplay, allowing drivers to refuel, repair damage, and restock turbos at the cost of valuable race time. The AI is famously unforgiving, particularly Danny Sullivan’s yellow car, which uses heavy rubber-banding to keep the pressure on until the final lap.</video:description>
      <video:player_loc>https://www.youtube.com/embed/1G1MCNNynVg</video:player_loc>
      <video:duration>305</video:duration>
      <video:publication_date>2023-08-08T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/darkseed/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/ZNDkyuUkL74/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Darkseed – The Amiga Horror Adventure Built Around H.R. Giger’s Art</video:title>
      <video:description>Released in 1992 by Cyberdreams for the Commodore Amiga, Darkseed is a psychological point-and-click adventure that blends science fiction horror with deeply unsettling themes. You play as Mike Dawson, a successful advertising executive who moves into a quiet mansion, only to discover he has been implanted with an alien embryo while unconscious. Gameplay revolves around exploration, puzzle-solving, and navigating between the real world and a nightmarish parallel dimension known as the Dark World. Every action is governed by a strict in-game time limit, forcing careful planning as the alien embryo slowly matures. Missed clues or wasted time can permanently lock you out of progress, making tension a constant companion. One of Darkseed’s defining features is its striking visual presentation. The game uses high-resolution 640×350 graphics on the Amiga to showcase the biomechanical artwork of H.</video:description>
      <video:player_loc>https://www.youtube.com/embed/ZNDkyuUkL74</video:player_loc>
      <video:duration>485</video:duration>
      <video:publication_date>2024-11-14T18:30:23Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/davy-king-of-the-wild-frontier/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/cfzM-JDJ_NU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Davy Crockett – Could This Frontier Legend Survive a C64 Platformer?</video:title>
      <video:description>Released in 1985 by Cascade Games Ltd. , Davy: King of the Wild Frontier is a side-scrolling action platformer inspired by the exploits of legendary frontiersman Davy Crockett. Set against the backdrop of the American wilderness, the game challenges players to survive hostile terrain while pushing steadily toward a daring rescue mission. Players guide Davy through forests, rivers, and enemy camps, jumping pits, dodging traps, and taking on adversaries that block the route forward. Progress relies on sharp reflexes and careful timing, with hazards demanding precise movement and awareness as the difficulty ramps up. On the Commodore 64, the game delivers colourful backdrops and plainly defined environments, supported by a light-hearted soundtrack that adds personality to the action. A notable technical feature is its use of speech synthesis, a memorable touch that helped the game stand out among mid-1980s C64 releases.</video:description>
      <video:player_loc>https://www.youtube.com/embed/cfzM-JDJ_NU</video:player_loc>
      <video:duration>344</video:duration>
      <video:publication_date>2024-02-01T18:12:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/deactivators/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/oPXFtXLTsW8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Deactivators – Bomb Disposal, Robots and C64 Panic Under Pressure</video:title>
      <video:description>Released in 1986 by Tigress Marketing and published by Ariolasoft under their Reaktör label, Deactivators is a highly original action-puzzle game built around bomb disposal and spatial problem-solving. In the game, you control a squad of robotic “deactivators” sent into five dangerous research complexes to locate and neutralise bombs planted by terrorists. Gameplay revolves around navigating interconnected rooms, picking up and throwing bombs, activating force-field switches, and using teleporters linked to hidden circuit boards. Each room features shifting gravity orientations, where walls can become floors and ceilings can become walls, forcing players to constantly rethink movement and timing. Security droids patrol many areas, adding a tactical layer as you evade or manipulate them. Visually, the Commodore 64 version uses a restrained colour palette, but impresses with clean layouts and clever spatial design. The standout feature is the atmospheric SID soundtrack by Simon PC Frost, which gives the game a distinctive identity.</video:description>
      <video:player_loc>https://www.youtube.com/embed/oPXFtXLTsW8</video:player_loc>
      <video:duration>398</video:duration>
      <video:publication_date>2025-11-19T18:30:57Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/defender/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/TAGfoJlk0pQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>How Good Was Defender on the Commodore 64?</video:title>
      <video:description>Originally developed by Williams Electronics and released on the Commodore 64 by Atarisoft in 1983, Defender brings the relentless arcade action of the 1981 classic into the home. Known for its speed, difficulty, and layered mechanics, it set a new benchmark for shoot ’em ups in the early 1980s. Players pilot a high-speed spacecraft across a horizontally scrolling alien landscape, tasked with protecting stranded astronauts from waves of invading enemies. A key feature is the on-screen radar scanner, which tracks alien positions and human abductions, forcing players to constantly balance situational awareness with fast reactions. Combat is intense and demanding, with smart bombs available to clear the screen in emergencies and hyperspace jumps offering a risky escape option. Mastery comes from learning enemy behaviour, rescuing humans before they mutate, and maintaining control while navigating the terrain at speed.</video:description>
      <video:player_loc>https://www.youtube.com/embed/TAGfoJlk0pQ</video:player_loc>
      <video:duration>316</video:duration>
      <video:publication_date>2024-10-30T18:30:30Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/defender-of-the-crown/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/PI0LLdDNzUQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Defender of the Crown – Did the C64 Capture Cinemaware’s Ambition?</video:title>
      <video:description>Released in 1987 by Cinemaware for the Commodore 64, Defender of the Crown casts players into 12th-century England following the death of King Richard. Taking the role of a Saxon lord, the objective is to reclaim the throne by driving back Norman invaders and uniting the country under one ruler. The game blends turn-based strategy with action-led sequences. Players manage territories, raise armies, and choose how to advance their campaign through jousting tournaments, castle sieges, and sword fights. Strategic decisions on the map directly affect these encounters, creating a distinctive mix of planning and hands-on gameplay. On the Commodore 64, Defender of the Crown stood out for its cinematic presentation, featuring detailed illustrations and animated scenes rarely seen on the platform at the time. Jim Cuomo’s atmospheric music reinforces the medieval setting and helps sell the sense of scale and drama.</video:description>
      <video:player_loc>https://www.youtube.com/embed/PI0LLdDNzUQ</video:player_loc>
      <video:duration>516</video:duration>
      <video:publication_date>2023-09-20T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/defenders-of-the-earth/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/fGZI3wWtWm8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Defenders of the Earth – Flash Gordon’s C64 Team-Up Revisited</video:title>
      <video:description>Released in 1990, Defenders of the Earth is a side-scrolling action platformer for the Commodore 64, developed by Enigma Variations and published by Hi-Tec Software. Based on the animated television series, the game brings together legendary heroes Flash Gordon, Mandrake the Magician, Lothar, and the Phantom as they attempt to rescue their kidnapped children from the clutches of Ming the Merciless. Players mainly take control of Flash Gordon, fighting through Ming’s fortress across enemy-filled screens packed with traps and demanding platforming sections. Progress isn’t just about combat, as players must regularly call upon the other Defenders to overcome obstacles and solve environmental challenges. Each hero has a specific ability that is essential for advancement. Mandrake can conjure bridges to cross gaps, Lothar can smash through solid barriers, and the Phantom can unlock sealed doors. Switching between these powers adds a puzzle-like layer to the action and encourages careful planning rather than constant forward momentum.</video:description>
      <video:player_loc>https://www.youtube.com/embed/fGZI3wWtWm8</video:player_loc>
      <video:duration>337</video:duration>
      <video:publication_date>2024-08-21T17:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/deflektor/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/PVEfH-c2-04/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Deflektor – The C64 Laser Puzzle That Made Mirrors Seriously Addictive</video:title>
      <video:description>Deflektor (1987), developed by Vortex Software and published by Gremlin Graphics, is a top-down puzzle-action game that challenges players to guide a laser beam through complex mazes using movable mirrors. Each level requires you to destroy all energy “cells” on screen before directing the beam to its receiver. Along the way, you must contend with mines, polarisation filters, fibre-optic connectors, and other hazards that constantly alter the beam’s behaviour. The laser has limited energy, and careless reflections can cause it to overheat, forcing players to balance precision, speed, and planning in real time. With 60 increasingly demanding levels, Deflektor combines logical problem-solving with fast-paced arcade pressure, creating a uniquely tense gameplay experience. Its inventive mechanics and elegant design have influenced many later puzzle games, securing Deflektor’s reputation as one of the finest cerebral action titles on the Commodore 64.</video:description>
      <video:player_loc>https://www.youtube.com/embed/PVEfH-c2-04</video:player_loc>
      <video:duration>333</video:duration>
      <video:publication_date>2025-09-03T17:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/delta/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/4TsaJzP3sd4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Delta – C64 Shooting with a Soundtrack People Still Talk About</video:title>
      <video:description>Released in 1987 by Thalamus Ltd and developed by Stavros Fasoulas, Delta is a horizontally scrolling shoot-’em-up set deep within the Delta Sector of space. Players take on the role of an elite Delta Patrol pilot, battling alien forces while rescuing stranded ships across a long and demanding campaign. The game spans 32 levels filled with tightly choreographed enemy waves and environmental hazards. Destroying specific formations releases power-ups that boost speed, firepower, and shields, but not all formations are beneficial, forcing players to learn patterns and make quick risk-versus-reward decisions on the fly. Delta is especially renowned for its soundtrack by Rob Hubbard. The iconic title theme draws inspiration from Philip Glass’s Koyaanisqatsi, while the in-game music echoes the pulsing rhythms of Pink Floyd’s On the Run, creating a moody, driving atmosphere that perfectly complements the action.</video:description>
      <video:player_loc>https://www.youtube.com/embed/4TsaJzP3sd4</video:player_loc>
      <video:duration>383</video:duration>
      <video:publication_date>2023-11-03T18:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/derby-day/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/DLVXo-JQoE4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Derby Day – Could You Beat the Bookies on the Commodore 64?</video:title>
      <video:description>Released in 1984 by Pete G. Curtis and published by CRL Group PLC for the Commodore 64, Derby Day is an early horse racing betting simulation that recreates the excitement of a day at the races in a simple, accessible format. Players are presented with a race card featuring seven fictional horses and must decide how to place their wagers. Gameplay centres on managing a virtual bankroll and choosing between different betting options, including win, each-way, and forecast bets. Once selections are made, an animated race sequence plays out, determining the results and updating the player’s balance based on their predictions. Rather than focusing on complex statistics or deep simulation systems, Derby Day emphasises quick decision-making and the suspense of uncertain outcomes. Success depends on reading form, judging odds, and knowing when to take risks or play it safe.</video:description>
      <video:player_loc>https://www.youtube.com/embed/DLVXo-JQoE4</video:player_loc>
      <video:duration>357</video:duration>
      <video:publication_date>2025-02-17T18:30:15Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/desert-strike/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/gfpKHcJvoRQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Desert Strike on the Amiga – Running Out of Fuel Was Half the Battle</video:title>
      <video:description>Released in 1993 by Electronic Arts for the Commodore Amiga, Desert Strike: Return to the Gulf is an isometric action-shooter designed by Mike Posehn and John Manley that places players in command of an Apache attack helicopter during a fictional Middle Eastern conflict. Blending fast-paced arcade combat with strategic mission design, the game features large scrolling maps, detailed mission briefings, hostage rescues, and multiple objectives that must be completed in sequence. Players must carefully manage fuel, ammunition, and armour while navigating hostile territory, balancing aggression with planning to survive each operation. The distinctive isometric viewpoint delivers a strong pseudo-3D effect, allowing smooth movement across varied terrain and enhancing spatial awareness during combat. On the Amiga, the game retains the depth and challenge of the original Sega Mega Drive version, standing out as one of the strongest home computer conversions of the era.</video:description>
      <video:player_loc>https://www.youtube.com/embed/gfpKHcJvoRQ</video:player_loc>
      <video:duration>504</video:duration>
      <video:publication_date>2025-06-19T17:30:20Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/die-hard/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/LxGGlPlcqaI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Die Hard – Did the C64 Game Capture the Battle for Nakatomi Plaza?</video:title>
      <video:description>Released in 1990 for the Commodore 64, Die Hard is an action-adventure game developed by Silent Software and published by Activision, adapting the blockbuster 1988 film. Players take control of NYPD officer John McClane as he battles terrorists inside the towering Nakatomi Plaza to rescue hostages and stop Hans Gruber’s plan. The game spans multiple floors of the building, presented as interconnected rooms and corridors that must be explored methodically. Players gather weapons, medical supplies, and key items while confronting armed enemies and navigating hazards scattered throughout the tower. Iconic moments from the film are woven directly into the gameplay, including crawling through ventilation shafts, defusing bombs, and escaping danger using improvised tactics. Progress depends on careful exploration, smart item use, and surviving increasingly dangerous encounters. While technically limited by the hardware, the Commodore 64 version captures the tension and structure of the movie well.</video:description>
      <video:player_loc>https://www.youtube.com/embed/LxGGlPlcqaI</video:player_loc>
      <video:duration>334</video:duration>
      <video:publication_date>2024-10-23T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/dino-eggs/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/a2F7GZdhZiQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Dino Eggs – The C64 Platformer That Sent You Back in Time</video:title>
      <video:description>Dino Eggs is a classic platform puzzle originally by David H. Schroeder and published by Micro Fun, with the Commodore 64 version converted by Leonard Bertoni. Many references list the C64 release as 1983, but Commodore 64 database sources record an official February 1984 launch — and I didn’t get my hands on a copy here in the UK until 1984. You play Time Master Tim, journeying into the prehistoric past to collect dinosaur eggs and rescue baby dinos while dodging proto-snakes, spiders and the colossal threat of Dino Mom’s stomp. Gameplay blends platforming precision with thoughtful strategy. You must build and maintain fire to keep Mama Dino at bay while navigating multi-screen levels full of hazards. Planning routes, managing your load of eggs, and timing your retreats to the time warp add tactical depth that sets this title apart from many early 8-bit action games.</video:description>
      <video:player_loc>https://www.youtube.com/embed/a2F7GZdhZiQ</video:player_loc>
      <video:duration>443</video:duration>
      <video:publication_date>2026-03-04T18:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/dizzy/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/RJPMRVK_Ppc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Dizzy – The C64 Adventure That Launched Codemasters’ Egg-Shaped Hero</video:title>
      <video:description>Released in 1988 by Codemasters for the Commodore 64, Dizzy is the debut adventure of the iconic egg-shaped hero created by The Oliver Twins. Following its success on the ZX Spectrum, the C64 version was carefully adapted to Commodore hardware, introducing Dizzy to a new audience while preserving the spirit that made the original so popular. Players guide Dizzy across a colourful fantasy world on a quest to defeat the evil wizard Zaks. The gameplay blends platforming with inventory-based puzzles, requiring exploration, logical thinking, and precise jumping. Progress often depends on using the right item in the right place, rewarding careful observation and experimentation. The Commodore 64 version features clean sprite work and a memorable SID soundtrack by David Whittaker, adding atmosphere and personality to the adventure. While controls and visuals were tailored to the system, the game retained its charm and challenge, making it instantly recognisable across platforms.</video:description>
      <video:player_loc>https://www.youtube.com/embed/RJPMRVK_Ppc</video:player_loc>
      <video:duration>370</video:duration>
      <video:publication_date>2023-11-21T18:30:23Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/doctor-who-and-the-mines-of-terror/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/YkKeKORCu4g/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Doctor Who and the Mines of Terror – Was the Sixth Doctor Any Good on C64?</video:title>
      <video:description>Released in 1986 by Micro Power, Doctor Who and the Mines of Terror places you in control of the Sixth Doctor as he investigates the dangerous mining complex on the second moon of Rijar. The Master’s plan to exploit the rare mineral Heatonite threatens time itself, and it’s up to you to stop it. Gameplay focuses on exploration, puzzle-solving, and careful movement through a large interconnected map. You guide the Doctor through elevators, tunnels, and industrial chambers, avoiding hazards and enemies while using items to progress. Splinx, the Doctor’s robotic cat companion, adds both flavour and utility to the adventure. The design draws inspiration from Castle Quest on the BBC Micro, emphasising memory and navigation over fast reflexes. On the Commodore 64, the game benefits from refinements such as improved elevator mechanics and in-game music, giving the experience a little more atmosphere.</video:description>
      <video:player_loc>https://www.youtube.com/embed/YkKeKORCu4g</video:player_loc>
      <video:duration>320</video:duration>
      <video:publication_date>2023-05-23T17:30:09Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/donald-ducks-playground/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/FLfMBp1nTe8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Donald Duck’s Playground – Donald Had to Work FOUR Jobs to Build It on the C64</video:title>
      <video:description>Released in 1984 by Sierra On-Line for the Commodore 64, Donald Duck’s Playground is an educational game designed to blend classic Disney character appeal with light problem-solving and learning. Players take control of Donald Duck as he works a series of everyday jobs to earn money for building a playground for his nephews, Huey, Dewey, and Louie. The gameplay is split into a collection of mini-games set across different workplaces, including a greengrocer’s shop, a toy store, a railroad switchboard, and an airport cargo terminal. Each location introduces its own mechanics, from sorting vegetables and stocking shelves to directing trains and matching cargo codes under time pressure. Money earned from each job is carefully managed and spent on playground equipment such as swings and slides, which are then placed piece by piece to complete the final goal.</video:description>
      <video:player_loc>https://www.youtube.com/embed/FLfMBp1nTe8</video:player_loc>
      <video:duration>348</video:duration>
      <video:publication_date>2024-07-17T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/donkey-kong/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/n11taRLnacg/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Donkey Kong – Why Did the C64 Get TWO Different Official Arcade Conversions?</video:title>
      <video:description>Donkey Kong is one of the most iconic arcade games of all time, and on the Commodore 64 it arrived in two very different forms. The first port, released in 1983 by Atarisoft, aimed to replicate the arcade original as closely as possible, delivering familiar layouts, bold colours, and a faithful sense of challenge that many players still regard as the most authentic C64 version. In 1986, Ocean Software released their own take on Donkey Kong, featuring more detailed graphics and enhanced sound. While visually more polished, this version takes a few liberties with the arcade feel, making it a fascinating comparison for long-time fans of the game. In both releases, you control Jumpman as he climbs girders, ladders, and elevators to rescue Lady from the clutches of Donkey Kong. Across four classic stages — the Construction Zone, Cement Factory, Elevator Stage, and the Final Rescue — success depends on precise timing, smart movement, and learning enemy patterns under constant pressure.</video:description>
      <video:player_loc>https://www.youtube.com/embed/n11taRLnacg</video:player_loc>
      <video:duration>323</video:duration>
      <video:publication_date>2023-01-31T18:30:46Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/doriath/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/wkGIlMg4ogI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Doriath – A Forgotten C64 Fantasy Adventure Worth Revisiting</video:title>
      <video:description>Doriath (1985), released by Rabbit Software, is an ambitious action-adventure game for the Commodore 64 designed by Dom Ashworth, with programming by Ian Gray and Lee Braine. Players take on the role of Elidaan the Loremaster, a wizard tasked with recovering the legendary Coronet of Arien — an artifact said to grant immortality. The game world is built around a vast 16×16 screen map, encouraging careful exploration, note-taking, and classic hand-drawn mapping. Progress depends on finding the eight fragments of the Riddlescroll of Wurslea, solving environmental puzzles, mastering spells, and defeating powerful enemies including dragons. Doriath places heavy emphasis on non-linear progression, allowing players to tackle challenges in different orders while gradually unlocking new abilities. Its detailed visuals by Richard Murray and atmospheric music by Chris Cox help create a rich fantasy setting rarely seen in budget C64 releases.</video:description>
      <video:player_loc>https://www.youtube.com/embed/wkGIlMg4ogI</video:player_loc>
      <video:duration>377</video:duration>
      <video:publication_date>2025-10-07T17:30:25Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/double-dare/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/14Y1S06DR-w/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Double Dare – Could the C64 Recreate TV’s Messiest Obstacle Course?</video:title>
      <video:description>Released for the Commodore 64 in 1988 in the USA and later in 1991 in the UK, Double Dare is an action-adventure game based on the hit television game show. The US version was developed by Rare, while the UK release was handled by Ocean Software, with both aiming to capture the energetic, messy fun that made the show so popular. Gameplay mixes trivia questions with physical challenges and obstacle-course style action. Players alternate between answering questions to build up cash and taking on fast-paced sequences that test timing, movement, and reflexes, mirroring the structure of the TV show itself. Success depends on both knowledge and dexterity, keeping the pace lively and unpredictable. While the two versions share the same core idea, the US release leans into a more cartoon-style presentation and brisk arcade feel, while the UK version introduces small gameplay and pacing differences.</video:description>
      <video:player_loc>https://www.youtube.com/embed/14Y1S06DR-w</video:player_loc>
      <video:duration>326</video:duration>
      <video:publication_date>2024-08-05T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/double-dragon/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/C1_5m7wUHCQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Double Dragon – Billy and Jimmy Lee Bring the Arcade Brawl to the C64</video:title>
      <video:description>Released in 1988 for the Commodore 64, Double Dragon is a home conversion of Technōs Japan’s hugely influential 1987 arcade hit, published on the C64 by Melbourne House. You take control of martial artist Billy or Jimmy Lee, fighting your way through a hostile city to rescue a kidnapped girl. The game delivers side-scrolling brawling action built around punches, kicks, and stolen enemy weapons like whips and baseball bats. Movement is left-to-right through a series of urban stages, with combat focused on timing, spacing, and crowd control rather than button-mashing. While the C64 version removes cooperative play and some arcade mechanics such as climbing, it still captures the core rhythm of the original. The presentation is scaled back, but the action remains clear and readable, supported by a moody soundtrack composed by Charles Deenen. Today, Double Dragon on the Commodore 64 is remembered as an ambitious arcade conversion.</video:description>
      <video:player_loc>https://www.youtube.com/embed/C1_5m7wUHCQ</video:player_loc>
      <video:duration>390</video:duration>
      <video:publication_date>2023-04-20T17:21:21Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/double-dragon-2-the-revenge/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/lOkqLlPq3gA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Double Dragon II – Did the C64 Sequel Improve on the Original?</video:title>
      <video:description>Released in 1989 by Technōs Japan and ported to the Commodore 64 by Binary Design, Double Dragon II: The Revenge continues the story of Billy and Jimmy Lee as they set out to avenge the death of Marian. Building on the success of the original, the sequel delivers faster combat, tougher enemies, and more varied stage design. The C64 version preserves the core arcade experience, featuring side-scrolling brawling action, cooperative two-player gameplay, and a wide range of martial arts techniques. Players can punch, kick, jump, and use weapons to fight their way through gangs of enemies and imposing boss characters. Each stage introduces new environments and enemy types, gradually increasing the challenge. While occasional slowdown can occur during intense scenes, the smooth scrolling and colourful graphics help maintain the game’s fast-paced momentum. The soundtrack, composed by Dave Lowe, adds energy and atmosphere to the action, reinforcing the dramatic tone of the revenge storyline.</video:description>
      <video:player_loc>https://www.youtube.com/embed/lOkqLlPq3gA</video:player_loc>
      <video:duration>289</video:duration>
      <video:publication_date>2025-01-21T18:30:42Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/dragon-skulle/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/IfHv4IWrS2Q/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Dragon Skulle – Ultimate Sent Sir Arthur Pendragon Into His Final C64 Adventure</video:title>
      <video:description>Released in January 1986 by Ultimate Play the Game and developed by Dave and Bob Thomas, Dragon Skulle is the fourth and final entry in the Sir Arthur Pendragon series. This closing chapter sends Sir Arthur to the ominous Skull Island on a mission to destroy the sinister Skull of Souls. The adventure unfolds in an isometric 3D view, using Ultimate’s Filmation engine to present a network of caverns and underground chambers filled with danger. Exploration and puzzle solving are central, with progress depending on careful navigation and understanding how the environment reacts to your actions. Combat and survival are tightly linked to item use. Tools such as a spade for digging and a veil that grants temporary invisibility play key roles, while environmental hazards like falling stalactites and flooding passages constantly drain energy and increase tension.</video:description>
      <video:player_loc>https://www.youtube.com/embed/IfHv4IWrS2Q</video:player_loc>
      <video:duration>241</video:duration>
      <video:publication_date>2023-03-24T18:30:28Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/dragons-lair/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/g6UIT7E97Jc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Dragon’s Lair – How Did a LaserDisc Arcade Game End Up on the C64?</video:title>
      <video:description>Released in 1986 by Software Projects for the Commodore 64, Dragon’s Lair is a home computer adaptation of Don Bluth’s groundbreaking laserdisc arcade phenomenon. Players guide the heroic knight Dirk the Daring through a series of deadly traps and timing-based challenges as he attempts to rescue Princess Daphne from the evil dragon Singe. Rather than using full-motion video, the C64 version reimagines the cinematic adventure through hand-drawn sprites, animated sequences, and carefully timed gameplay events. This approach allowed the game to function within the system’s technical limits. The game was developed by John Darnell and Steve Birtles, with graphics by Nicole Baikaloff and music composed by Colin Porch. It also features the distinctive “Dragonload” tape-loading system, which enabled its large, multi-stage structure. Gameplay focuses on memorisation, quick reactions, and pattern recognition, requiring players to learn the correct inputs for each sequence in order to progress.</video:description>
      <video:player_loc>https://www.youtube.com/embed/g6UIT7E97Jc</video:player_loc>
      <video:duration>426</video:duration>
      <video:publication_date>2025-05-20T17:30:10Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/dragons-lair-2-escape-from-singes-castle/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/nwOZE4paqn0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Dragon’s Lair II – How Did Eight Arcade-Style Trials Fit on the C64?</video:title>
      <video:description>Released in 1987 by Software Projects for the Commodore 64, Dragon’s Lair II: Escape from Singe’s Castle is the sequel to the popular fantasy adventure, once again placing players in the role of Dirk the Daring. This time, Dirk sets out to infiltrate the Lizard King’s stronghold in search of a legendary pot of gold, facing a series of dangerous environments and enemies along the way. The game is divided into eight distinct stages, including underground caves, castle walls, and fortified interiors, each demanding quick reactions and careful timing. Gameplay blends action sequences with skill-based mini-games, requiring players to master jumping, combat, and obstacle navigation to survive. Progress depends on learning enemy patterns, refining movement, and reacting precisely to traps and hazards. Visually, the game delivers detailed sprites and atmospheric backgrounds that bring its fantasy setting to life on 8-bit hardware.</video:description>
      <video:player_loc>https://www.youtube.com/embed/nwOZE4paqn0</video:player_loc>
      <video:duration>401</video:duration>
      <video:publication_date>2025-06-30T17:30:13Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/dreamweb/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/IPRFEX72elc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>DreamWeb – The Amiga Adventure Where Your Hero Is Told to Kill Seven People</video:title>
      <video:description>Released in 1994 by Creative Reality for the Commodore Amiga, DreamWeb is a dark cyberpunk adventure that pushes the genre into far more mature territory. You play as Ryan, a troubled bartender haunted by violent dreams of a parallel dimension known as the Dreamweb, where a mysterious monk reveals that Ryan is the “Deliverer” chosen to eliminate seven individuals threatening the balance between worlds. Gameplay is presented from a top-down perspective with static screens, using a contextual verb menu to examine environments, collect items, and interrogate NPCs. Progression is driven by investigation and dialogue, with the story unfolding in a largely linear fashion that emphasises atmosphere and narrative over traditional puzzle complexity. DreamWeb stands out for its uncompromising themes, including psychological trauma, violence, and adult subject matter rarely seen in adventure games of the era.</video:description>
      <video:player_loc>https://www.youtube.com/embed/IPRFEX72elc</video:player_loc>
      <video:duration>387</video:duration>
      <video:publication_date>2024-11-07T18:30:30Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/dropzone/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/0RtRUCc5SDo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Dropzone – Archer Maclean’s C64 Rescue Mission Still Moves Like Lightning</video:title>
      <video:description>Released in 1984 by U. S. Gold and developed by Archer Maclean under the Arena Graphics name, Dropzone is one of the Commodore 64’s most celebrated shoot ’em ups. Inspired by the arcade classic Defender, it drops you onto the hostile surface of Jupiter’s moon Io with a jetpack-equipped astronaut and a single objective: rescue stranded scientists while surviving relentless alien attacks. Gameplay is fast, precise, and unforgiving. You fly freely across horizontally scrolling landscapes, blasting enemies with your laser while juggling limited smart bombs and a temporary cloaking device. Every rescue adds pressure, as enemies grow more aggressive and the screen fills with threats from all directions. With 99 progressively tougher levels, Dropzone demands sharp reflexes, spatial awareness, and total control of momentum. Its ultra-smooth scrolling, tight controls, and perfectly tuned difficulty curve make it endlessly playable, even by modern standards.</video:description>
      <video:player_loc>https://www.youtube.com/embed/0RtRUCc5SDo</video:player_loc>
      <video:duration>430</video:duration>
      <video:publication_date>2023-07-27T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/ducktales-the-quest-for-gold/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/5K6QSCa25AI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>DuckTales: The Quest for Gold – Why Is Scrooge Playing the Stock Market on the Amiga?</video:title>
      <video:description>Released in 1990 by Incredible Technologies for the Commodore Amiga, DuckTales: The Quest for Gold is a unique platform-strategy hybrid based on Disney’s popular DuckTales animated series. Players take control of Scrooge McDuck as he accepts a challenge from Flintheart Glomgold to become the world’s richest duck within 30 days. Success depends on smart travel planning, skillful play, and clever money management. The adventure features a variety of mini-games, including mountain climbing, jungle exploration, cave navigation, and wildlife photography. Each location introduces different mechanics that test timing, reflexes, and problem-solving. Travel between destinations takes place in Scrooge’s plane, where players must dodge obstacles and the Beagle Boys. Alternative ways to build wealth include diving into the money bin and experimenting with the in-game stock market. Visually, the game captures the colourful cartoon style of the TV series, with expressive character sprites and lively environments.</video:description>
      <video:player_loc>https://www.youtube.com/embed/5K6QSCa25AI</video:player_loc>
      <video:duration>326</video:duration>
      <video:publication_date>2025-05-15T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/dune/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Xd1y8n-Gjwc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Dune – The Amiga Game That Blended Adventure and Strategy on Arrakis</video:title>
      <video:description>Released in 1992 by Virgin Interactive and developed by Cryo Interactive, Dune is a bold adventure-strategy hybrid set in Frank Herbert’s iconic sci-fi universe. You step into the role of Paul Atreides, navigating the harsh desert world of Arrakis as rival houses battle for control of the all-important spice. Gameplay blends first-person exploration with strategic management. You travel across the planet, meet key characters, forge alliances with the Fremen, and oversee spice production while making decisions that shape the balance of power. Recruiting warriors, deploying ornithopters, and managing resources are all essential to pushing back the Harkonnen threat. As the story unfolds, Paul’s growing psychic abilities add narrative depth and influence how events play out. Progress isn’t just about military strength, but understanding Arrakis, its people, and the consequences of your choices. On the Amiga, Dune shines with atmospheric visuals, cinematic cutscenes, and a memorable MIDI soundtrack by Stéphane Picq and Philippe Ulrich.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Xd1y8n-Gjwc</video:player_loc>
      <video:duration>569</video:duration>
      <video:publication_date>2023-06-22T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/dune-2-the-battle-for-arrakis/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/yO1l2ZX--Z4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Dune II – The Amiga Strategy Game That Helped Define the RTS</video:title>
      <video:description>Released in 1993 by Virgin Games and developed by Westwood Studios, Dune II: The Battle for Arrakis is the game that defined what real-time strategy would become. Set on the harsh desert world of Arrakis, you’re drawn into a war where control of spice means control of everything. You choose to command House Atreides, Harkonnen, or Ordos, each offering distinct units, strengths, and tactical approaches. Your task is to harvest spice, construct and defend a base, manage production, and overwhelm rival forces through careful planning and battlefield awareness. The Amiga version delivers a clear, intuitive interface that makes complex systems accessible, while still offering deep strategic choices. From balancing economy and defence to launching coordinated attacks, every decision matters as the war for Arrakis escalates. With an atmospheric soundtrack by Frank Klepacki and genre-defining mechanics, Dune II remains one of the most influential strategy games ever made.</video:description>
      <video:player_loc>https://www.youtube.com/embed/yO1l2ZX--Z4</video:player_loc>
      <video:duration>483</video:duration>
      <video:publication_date>2023-07-17T17:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/dynablaster/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/u0JcuSCcryA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Dynablaster – The Amiga Multiplayer Bomber That Could Ruin Friendships</video:title>
      <video:description>Released in early 1992 by Ubisoft and developed by Hudson Soft, Dynablaster is the Amiga’s take on the legendary Bomberman formula, delivering fast-paced maze action built around timing, positioning, and glorious mayhem. Known as Bomberman on other platforms, this version became a firm favourite for Amiga multiplayer sessions. Gameplay takes place in grid-based arenas where players drop bombs to clear blocks, uncover power-ups, and outmanoeuvre opponents. Power-ups increase bomb range, allow multiple bombs, and boost movement speed, turning each round into a tense battle of prediction and quick thinking. Dynablaster truly shines in multiplayer, supporting up to five players using a joystick adaptor, with four on joysticks and one on the keyboard. Matches are frantic, tactical, and endlessly replayable, making it a staple of living-room gaming during the Amiga’s peak years. Single-player mode offers structured challenges across castle-style labyrinths filled with AI enemies, timers, and increasing difficulty.</video:description>
      <video:player_loc>https://www.youtube.com/embed/u0JcuSCcryA</video:player_loc>
      <video:duration>301</video:duration>
      <video:publication_date>2024-01-03T18:30:39Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/dynamite-dan/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/SK1xpk5Ju38/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Dynamite Dan – Infiltrate Dr Blitzen’s Lair and Steal the Laser Plans | C64</video:title>
      <video:description>Released in 1985 by Mirrorsoft and developed by Rod Bowkett, Dynamite Dan is a platform action-adventure that blends secret-agent intrigue with precise exploration. Players step into the shoes of Dan, tasked with infiltrating the lair of the sinister Dr. Blitzen to recover stolen plans for a world-threatening laser weapon. The game unfolds across a large mansion made up of 48 interconnected rooms, demanding careful navigation and route planning. Progress hinges on collecting eight sticks of dynamite to open the central safe, while teleporters, trampolines, lifts, and switches add layers to movement and puzzle-solving. Energy management and enemy avoidance keep the pressure high throughout. Level design is a standout, encouraging methodical exploration and rewarding memory and mastery. Contemporary reviews highlighted the structure of the building and the pull of its gameplay loop, noting its strong visuals and addictive pacing, even if the audio was more restrained on the C64.</video:description>
      <video:player_loc>https://www.youtube.com/embed/SK1xpk5Ju38</video:player_loc>
      <video:duration>397</video:duration>
      <video:publication_date>2023-12-14T18:30:23Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/eddie-kidd-jump-challenge/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/9BUxxUNE2xg/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Eddie Kidd Jump Challenge – How Many C64 Buses Can One Man Clear?</video:title>
      <video:description>Released in 1984 by Martech Games Ltd. for the Commodore 64, Eddie Kidd Jump Challenge is a licensed stunt game based on the exploits of British daredevil Eddie Kidd. Players take control of Eddie as he attempts a series of increasingly dangerous jumps, beginning on BMX bikes before progressing to powerful motorbikes. Gameplay is built entirely around timing and precision. Each challenge requires careful control of speed, positioning, and take-off angle in order to clear obstacles such as oil barrels and rows of cars. As the game advances, the jumps become longer and more demanding, leaving little margin for error. Rather than relying on gauges or on-screen indicators, players must judge speed instinctively, using visual cues and engine sound to time each run-up perfectly. This design choice adds tension to every attempt and makes successful landings feel especially rewarding.</video:description>
      <video:player_loc>https://www.youtube.com/embed/9BUxxUNE2xg</video:player_loc>
      <video:duration>405</video:duration>
      <video:publication_date>2024-12-17T18:30:10Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/elidon/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/rd5ItTu0y1g/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Elidon – The C64 Fantasy Adventure With Over 300 Screens</video:title>
      <video:description>Released in 1985 by Orpheus, Elidon is an atmospheric fantasy adventure for the Commodore 64 that sends you fluttering through an enormous enchanted world of forests, flowers, strange creatures and hidden pathways. You control a fairy tasked with preparing for the return of the Fairy Queen. Her crown, Finvarra, needs seven magical flowers before the celebrations can begin – but first you must explore Elidon and track down seven bottles of magic water needed to make them bloom. And there is plenty of exploring to do. Elidon contains over 300 flick-screen locations, creating a surprisingly large maze for a C64 game from 1985. Your fairy can walk or fly between screens, squeezing through narrow passages and avoiding enemies and obstacles that gradually drain her energy. Various objects can be collected along the way, although you can only carry three at once.</video:description>
      <video:player_loc>https://www.youtube.com/embed/rd5ItTu0y1g</video:player_loc>
      <video:duration>448</video:duration>
      <video:publication_date>2026-07-24T17:30:11Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/elite/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/kVHVYViVveo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Elite – The C64 Space Game That Made the Universe Feel Massive</video:title>
      <video:description>Released in 1985 by Firebird Software for the Commodore 64, Elite is a landmark space trading and combat simulation developed by David Braben and Ian Bell. It introduced players to a vast, open-ended universe of 2,040 star systems, each defined by its own economy, political alignment, and opportunities for profit or danger. Starting as a novice pilot with a basic ship, players are free to carve their own path toward the coveted Elite combat rating. Lawful trading, smuggling, piracy, bounty hunting, or a careful mix of all four are viable approaches, with player choice shaping every journey. The procedurally generated galaxy ensures a sense of scale and freedom that was unprecedented at the time. Elite’s technical achievements on the Commodore 64 were extraordinary. Its 3D wireframe vector graphics created a convincing illusion of depth, allowing for space combat, hyperspace travel, and precision docking sequences despite the machine’s limited hardware.</video:description>
      <video:player_loc>https://www.youtube.com/embed/kVHVYViVveo</video:player_loc>
      <video:duration>500</video:duration>
      <video:publication_date>2024-06-26T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/emlyn-hughes-international-soccer/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Ik9j134uqmM/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Emlyn Hughes International Soccer – The C64 Football Game with Actual Flow</video:title>
      <video:description>Released in 1988 by Audiogenic, Emlyn Hughes International Soccer is widely regarded as one of the finest football games on the Commodore 64. Named after England and Liverpool legend Emlyn Hughes, the game set itself apart by blending fast-paced on-pitch action with detailed management and tactical depth. Matches are presented from a side-on perspective, giving players precise control over passing, shooting, and movement. The control system allows for five-directional passes and shots, diving headers, lobs, slide tackles, and carefully weighted through balls, rewarding skill and positioning over button-mashing. Beyond the action, EHIS introduces an ambitious management layer. Players can tweak formations, adjust player abilities, and take teams through full league and cup campaigns, adding long-term strategy rarely seen in football games of the era. This balance of arcade responsiveness and tactical control helped it stand out against rivals.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Ik9j134uqmM</video:player_loc>
      <video:duration>336</video:duration>
      <video:publication_date>2023-10-03T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/entombed/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/p8oj9r9KMMw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Entombed – Lost Inside an Egyptian Tomb on the Commodore 64</video:title>
      <video:description>Released in 1985 by Ultimate Play the Game and developed by Dave and Rob Thomas, Entombed is the second entry in the Sir Arthur Pendragon series. This time, Sir Arthur finds himself trapped deep beneath the Sphinx in an ancient Egyptian tomb, racing against time as his oxygen supply steadily runs out. The game is presented in an isometric 3D view, with a sprawling maze of corridors and chambers packed with traps, puzzles, and hostile creatures such as mummies and scorpions. Progress depends on careful exploration, spatial awareness, and managing limited resources while navigating the tomb’s many dangers. Combat is more direct than in its predecessor, with Sir Arthur wielding a whip that adds urgency and rhythm to encounters. The focus shifts away from complex spell systems toward exploration-driven problem solving, making the experience more approachable while retaining a strong sense of tension.</video:description>
      <video:player_loc>https://www.youtube.com/embed/p8oj9r9KMMw</video:player_loc>
      <video:duration>299</video:duration>
      <video:publication_date>2023-03-20T18:30:46Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/escape-from-colditz/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/UXqZyKmeIlA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Escape from Colditz – The Amiga Prison Break That Needed Patience</video:title>
      <video:description>Released in 1991 for the Commodore Amiga, Escape from Colditz is a tense stealth-adventure inspired by the famous WWII POW camp and the classic board game that shared its name. You’re tasked with planning and executing a daring escape from Colditz Castle, a fortress designed to hold prisoners considered impossible to contain. You control a team of four Allied officers, each starting in different parts of the castle and bringing unique abilities to the escape effort. Exploration, cooperation, and careful timing are essential as you search for items like disguises, tools, and keys while avoiding guards and routine patrols. Presented in an isometric view, the game focuses on planning rather than action, rewarding patience and observation over quick reflexes. Mistakes can be costly, with limited opportunities to recover if plans unravel at the wrong moment.</video:description>
      <video:player_loc>https://www.youtube.com/embed/UXqZyKmeIlA</video:player_loc>
      <video:duration>368</video:duration>
      <video:publication_date>2023-01-10T18:30:33Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/escape-from-the-planet-of-the-robot-monsters/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/y-wu-CIpcd4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Escape from the Planet of the Robot Monsters – C64 B-Movie Madness</video:title>
      <video:description>Released in 1990 by Teque Software Development and published by Domark, Escape from the Planet of the Robot Monsters is a multidirectional shooter for the Commodore 64, adapted from Atari Games’ 1989 arcade release. The game embraces a tongue-in-cheek 1950s sci-fi theme, blending action with humour and distinctive presentation. Set on Planet X, players control interplanetary agents Jake and Duke on a mission to rescue Dr. Sarah Bellum and other hostages from the evil Reptilons. Using an isometric viewpoint, the game tasks players with navigating maze-like environments, destroying robotic enemies, and activating switches and mechanisms to progress through each level. Combat introduces an extra layer of strategy, allowing players to crouch, rotate, and fire in eight directions while stationary. This system rewards positioning and timing rather than constant movement, setting it apart from many shooters of the era.</video:description>
      <video:player_loc>https://www.youtube.com/embed/y-wu-CIpcd4</video:player_loc>
      <video:duration>387</video:duration>
      <video:publication_date>2023-11-02T18:30:45Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/everyones-a-wally/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/WB7474YJs3k/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Everyone’s a Wally – The C64 Adventure with Multiple Characters and One Big Job</video:title>
      <video:description>Released in 1985 for the Commodore 64, Everyone’s a Wally is an arcade adventure developed by Chris Hinsley and published by Mikro-Gen. Acting as a follow-up to Pyjamarama, the game expands the world of Wally Week, a builder trying to get through a hectic day alongside his family and friends. The action takes place across a lively town made up of more than 30 locations, including streets, shops, offices, and public buildings. Players can switch between five characters — Wally, his wife Wilma, and friends Tom, Dick, and Harry — each with their own jobs to complete. Progress depends on managing time, energy levels, and movement efficiently across the map. Each completed task earns a letter, and collecting them all reveals the password needed to open the bank safe and collect everyone’s wages. The challenge comes from juggling multiple characters, avoiding hazards, and planning the most efficient order to finish every job before energy runs out.</video:description>
      <video:player_loc>https://www.youtube.com/embed/WB7474YJs3k</video:player_loc>
      <video:duration>382</video:duration>
      <video:publication_date>2024-12-09T18:30:20Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/exile/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/JoPe-T25tc4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Exile – The Huge C64 Adventure Powered by Physics and Exploration</video:title>
      <video:description>Released in 1991 by Audiogenic for the Commodore 64, Exile is a groundbreaking sci-fi action-adventure developed by Peter Irvin and Jeremy Smith. Originally created for the BBC Micro and Acorn Electron, the C64 version preserves the game’s most ambitious ideas, delivering a remarkably deep experience for an 8-bit system. You play as Mike Finn, a lone pilot sent to the hostile planet Phoebus to rescue a lost research team and stop the rogue scientist Triax. The game blends platforming, exploration, shooting, and puzzle-solving within a vast, interconnected world that can be tackled in multiple ways. What truly sets Exile apart is its advanced physics and simulation systems. Gravity, inertia, heat, pressure, and enemy behaviour all interact dynamically, meaning the environment constantly responds to your actions. Solutions are rarely scripted, encouraging experimentation and emergent gameplay long before it became a common design philosophy.</video:description>
      <video:player_loc>https://www.youtube.com/embed/JoPe-T25tc4</video:player_loc>
      <video:duration>402</video:duration>
      <video:publication_date>2025-01-08T18:30:23Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/eye-of-the-beholder-2-the-legend-of-darkmoon/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/XOqDm3_II_s/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Eye of the Beholder II – Darkmoon’s SSI Dungeon Crawling Comes to the Amiga</video:title>
      <video:description>Released in 1991, Eye of the Beholder II: The Legend of Darkmoon is a first-person dungeon-crawling role-playing game developed by Westwood Associates and published by Strategic Simulations, Inc. for the Commodore Amiga and other platforms. Set in the Dungeons &amp; Dragons universe, the game continues the story of the original Eye of the Beholder, sending players deep into the mysterious Temple of Darkmoon. Players assemble a party of adventurers, either creating new characters or importing heroes from the previous game. Exploration unfolds in real time from a first-person perspective, with tactical combat, secret doors, traps, and a strong emphasis on puzzle-solving. Compared to its predecessor, the sequel refines dungeon layouts and introduces more intricate puzzles that reward careful observation and planning. On the Amiga, the game benefits from richer visuals and enhanced audio, helping to build a tense and atmospheric experience throughout the temple’s depths.</video:description>
      <video:player_loc>https://www.youtube.com/embed/XOqDm3_II_s</video:player_loc>
      <video:duration>431</video:duration>
      <video:publication_date>2024-03-29T18:30:23Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/face-off/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/-NczOUEiL-I/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Face Off! – C64 Ice Hockey with Fights, Skates and Flying Teeth</video:title>
      <video:description>Released in 1987 by MindSpan Technologies and published by Gamestar for the Commodore 64, Face Off! delivers a fast-paced and distinctive take on ice hockey. It blends accessible arcade action with features that helped it stand apart from other sports games of the era. Players can jump into single-player or head-to-head multiplayer matches, controlling one skater at a time while switching seamlessly during play. Customisation options allow you to tweak match length, team sizes of one, three, or five players, and various rule settings, giving the game flexibility rarely seen on the C64. One of Face Off! ’s most memorable features is the cinematic “Shot-Cam,” which cuts to a dramatic close-up during slapshots to heighten the sense of impact. Penalties can also trigger brief on-ice fights, adding an extra layer of tension and personality to matches.</video:description>
      <video:player_loc>https://www.youtube.com/embed/-NczOUEiL-I</video:player_loc>
      <video:duration>402</video:duration>
      <video:publication_date>2024-11-11T18:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/falcon-patrol/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/BPHga6ATkWo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Falcon Patrol – Can You Save All Six Airfields Before the Bombers Arrive? | C64</video:title>
      <video:description>Released in 1983 by Virgin Games and developed by Steve Lee, Falcon Patrol is a fast-paced side-scrolling shoot ’em up for the Commodore 64 that puts players in control of a vertical take-off and landing aircraft. Set above a hostile desert landscape, the mission is simple but demanding: defend six vital airfields from relentless enemy bombers. Gameplay focuses on constant movement and situational awareness as players sweep left and right across the terrain, intercepting enemy jets before they can destroy the runways needed for refuelling and rearming. A radar display at the bottom of the screen tracks hostile aircraft and highlights which airfields remain operational, adding a tactical layer to the action. The two-way scrolling and escalating enemy waves steadily increase the pressure, rewarding sharp reflexes and efficient targeting. While the visuals are straightforward, the pace and structure deliver a tense and engaging experience that captures the spirit of early 80s arcade-inspired design.</video:description>
      <video:player_loc>https://www.youtube.com/embed/BPHga6ATkWo</video:player_loc>
      <video:duration>282</video:duration>
      <video:publication_date>2024-04-08T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/fernandez-must-die/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/9ZblOdZ2n7A/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Fernandez Must Die – C64 Guerrilla Action with No Time to Breathe</video:title>
      <video:description>Fernandez Must Die (1988), developed by Antony Crowther (Ratt) and published by Image Works, is a top-down vertical scrolling shooter for the Commodore 64. You play as a lone commando sent to overthrow the ruthless dictator Fernandez, who has seized control of the Republic of El Diablo. Your mission spans eight enemy bases, where you infiltrate buildings through underground tunnels, rescue prisoners, seize gold bars, and fight through waves of soldiers, vehicles, and landmines. Unlike many shooters of the era, the game mixes on-foot combat with vehicle sections, allowing you to take control of jeeps, motorcycles, and tanks. A standout feature is its cooperative vehicle mode, where two players can work together — one driving while the other fires. The C64 version features unlimited bullets, limited grenades, and large interconnected maps that encourage strategic progression between bases.</video:description>
      <video:player_loc>https://www.youtube.com/embed/9ZblOdZ2n7A</video:player_loc>
      <video:duration>328</video:duration>
      <video:publication_date>2025-10-22T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/feud/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Qh2eQdSnUHk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Feud – The C64 Game Where Two Wizards Fought with Herbs</video:title>
      <video:description>Released in 1987 by Binary Design and published under Mastertronic’s Bulldog Software label, Feud is a unique action-adventure built around magical rivalry and spellcraft. In the Commodore 64 version, you play as the sorcerer Learic, locked in a deadly feud with your evil brother Leanoric. To win, you must explore the map, gather herbs and ingredients, brew powerful spells, and hunt down your rival. Spells range from fireballs and lightning to invisibility and zombification, giving the game a strong tactical element. Success depends on learning spell recipes, managing resources, and predicting your opponent’s movements. The C64 edition differs notably from the Spectrum and Amstrad versions, featuring altered object placement and more unpredictable enemy tracking, which makes each encounter more tense and unpredictable. Visually, Feud features bold character sprites, a striking title screen by Ste Pickford, and an atmospheric soundtrack by David Whittaker that reinforces the game’s mystical tone.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Qh2eQdSnUHk</video:player_loc>
      <video:duration>314</video:duration>
      <video:publication_date>2025-11-15T14:00:46Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/fiendish-freddys-big-top-o-fun/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/m-QMTG_sHpA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Fiendish Freddy’s Big Top O’ Fun – The C64 Circus That Wanted You Humiliated</video:title>
      <video:description>Released in 1990 by Gray Matter and published by Mindscape, Fiendish Freddy’s Big Top o’ Fun brings dark humour and arcade-style action to the Commodore 64. Originally a 16-bit title, the game was later converted to the C64 and became one of the showcase releases for the Commodore 64 Games System, highlighting what the platform could still achieve late in its life. Players are tasked with saving a failing circus from demolition by successfully performing six dangerous circus acts. These include diving, juggling, trapeze, knife throwing, tightrope walking, and the human cannonball, each presented as a distinct mini-game with its own rules, timing, and skill demands. Adding mayhem to every performance is Fiendish Freddy himself, a malicious saboteur who interferes at the worst possible moments. His unpredictable antics turn otherwise straightforward acts into tense, reactive challenges that demand concentration and quick reactions.</video:description>
      <video:player_loc>https://www.youtube.com/embed/m-QMTG_sHpA</video:player_loc>
      <video:duration>410</video:duration>
      <video:publication_date>2024-07-10T17:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/fighting-warrior/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/9GhHqc-IuW8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Fighting Warrior – A Pharaoh, a Kidnapped Princess and One Brutal C64 Rescue</video:title>
      <video:description>Released in 1985 by Melbourne House and developed by Studio B Ltd. , Fighting Warrior drops you into a myth-soaked vision of ancient Egypt where a lone hero sets out to rescue Princess Thaya from a Pharaoh’s temple stronghold. Combat is strictly one-on-one, with enemies drawn from Egyptian-inspired fantasy, including winged beasts, dog-headed warriors, and strange half-human creatures. You control high, middle, and low strikes, along with jumping, ducking, and stepping back, making timing and spacing central to survival. Scattered throughout the levels are magical containers that can either help or hinder your progress, adding an unpredictable edge to each encounter. The game places emphasis on reactions and rhythm rather than crowd control, giving fights a deliberate, almost duel-like feel. Known for its striking character animations and bold visual style on the C64, Fighting Warrior earned a cult following despite its repetitive structure.</video:description>
      <video:player_loc>https://www.youtube.com/embed/9GhHqc-IuW8</video:player_loc>
      <video:duration>260</video:duration>
      <video:publication_date>2023-02-24T18:30:09Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/final-fight/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/r2v9K15Clr4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Final Fight – Why Was Guy Missing from the Amiga Conversion?</video:title>
      <video:description>Final Fight (1991), developed by Capcom and ported to the Amiga by Creative Materials under U. S. Gold, is the home-computer adaptation of the classic 1989 arcade beat ’em up. Players can choose from two of the three main heroes — Mike Haggar, Cody, and Guy — as they battle through Metro City to defeat the Mad Gear gang and rescue Haggar’s daughter, Jessica. Gameplay follows traditional side-scrolling brawler mechanics, featuring punches, kicks, throws, jumping attacks, and waves of on-screen enemies. However, the Amiga conversion is notably less fluid than the arcade original. Animation frames are reduced, certain sections are missing, and performance issues such as slowdown affect the pacing. Some iconic stages and elements are simplified or removed, including parts of the Industrial Area and the elevator sequence. Graphically, the game attempts to preserve the arcade’s pixel-art style, but lacks polish and smoothness.</video:description>
      <video:player_loc>https://www.youtube.com/embed/r2v9K15Clr4</video:player_loc>
      <video:duration>361</video:duration>
      <video:publication_date>2025-10-16T17:30:28Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/finders-keepers/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/LVtZ_24DIRU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Finders Keepers – The C64 Adventure That Introduced Magic Knight</video:title>
      <video:description>Released in 1985 by Mastertronic for the Commodore 64, Finders Keepers marks the debut of David Jones’ Magic Knight series. Set in a playful fantasy world, the game blends platforming, puzzle-solving, and trading mechanics into an experience that was strikingly original for its time. Players control the Magic Knight, sent by the King of Isbisima into the Castle of Spriteland to find a suitable birthday present for Princess Germintrude. To earn a seat at the Polygon Table, the knight must explore dangerous rooms, collect treasure, and outwit the castle’s strange inhabitants while avoiding traps and hostile creatures. Gameplay combines flip-screen rooms with scrolling maze sections, split between the Castle Gardens and the Castle Dungeons. Items collected throughout the castle can be traded, combined, or sold, adding a light economic layer that rewards curiosity and experimentation.</video:description>
      <video:player_loc>https://www.youtube.com/embed/LVtZ_24DIRU</video:player_loc>
      <video:duration>312</video:duration>
      <video:publication_date>2024-04-22T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/fire-ant/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/pfRcdb28UV8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Fire Ant – Eight Scorpion-Filled Caves Before You Can Rescue the Queen on the C64</video:title>
      <video:description>Released in 1983 by Victory Software and published by Mogul Communications for the Commodore 64, Fire Ant is an early arcade-style puzzle action game that blends strategy with fast reflexes. Players take control of a determined ant exploring a series of underground chambers in a mission to rescue the captured queen from deadly scorpions. Gameplay centres on navigating maze-like rooms filled with traps, locked doors, and roaming enemies. Players must collect keys, avoid hazards, and carefully plan their routes in order to progress safely through each chamber and reach the next stage. Progression relies on observation, timing, and problem-solving, as each new area introduces different layouts and obstacles. Quick reactions are essential, but success also depends on choosing the right path and managing risks effectively. Visually and aurally, Fire Ant reflects the early era of Commodore 64 gaming, with simple graphics and straightforward sound effects designed to support clear, readable gameplay.</video:description>
      <video:player_loc>https://www.youtube.com/embed/pfRcdb28UV8</video:player_loc>
      <video:duration>313</video:duration>
      <video:publication_date>2025-04-01T17:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/firelord/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/qUATrXFe5Mo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Firelord – The C64 Fantasy Adventure Built Around Magic and Bartering</video:title>
      <video:description>Released in 1986 by Hewson Consultants and developed by Stephen Crow, Firelord drops you into the cursed kingdom of Torot as Sir Galaheart, a lone knight tasked with reclaiming the sacred Firestone from the Evil Queen. To restore peace, you must recover four charms of eternal youth while surviving a land filled with danger, temptation, and consequence. The game blends exploration, combat, and puzzle-solving into a surprisingly deep experience. You begin unarmed, forced to explore cautiously until you obtain an enchanted crystal to fight off spectral enemies. As you roam forests, villages, and dungeons, you’ll trade, bargain, steal, or face trials that can end in execution if you fail. Firelord stands out for its layered systems. You must manage health, trading energy, and weapon energy while navigating a dynamic economy and morality system where your choices directly affect outcomes and progression.</video:description>
      <video:player_loc>https://www.youtube.com/embed/qUATrXFe5Mo</video:player_loc>
      <video:duration>389</video:duration>
      <video:publication_date>2023-01-29T14:30:23Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/first-samurai/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/6YYc50r0U30/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>First Samurai – How Good Was This Huge 1992 C64 Conversion?</video:title>
      <video:description>Released in 1992 by Vivid Image for the Commodore 64, First Samurai is a fast-paced hack-and-slash action game that blends intense combat with platforming and exploration. Players step into the role of a lone samurai warrior, travelling through ancient Japan and surreal mystical realms to stop an evil sorcerer threatening the balance of the world. Gameplay centres on precise sword combat, enemy patterns, and careful positioning, with the katana as your primary weapon. Stages are filled with hazards, vertical platforming sections, and environmental challenges that require both quick reactions and thoughtful movement to survive. As the adventure unfolds, the game introduces varied enemies, large animated bosses, and interconnected areas that reward exploration. Progress depends on mastering combat timing, learning level layouts, and using upgrades and items effectively to push deeper into hostile territory. On the Commodore 64, First Samurai delivers fluid animation, bold visuals, and a driving soundtrack that gives the game real energy despite the hardware’s limits.</video:description>
      <video:player_loc>https://www.youtube.com/embed/6YYc50r0U30</video:player_loc>
      <video:duration>303</video:duration>
      <video:publication_date>2024-06-12T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/fist-2-the-legend-continues/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/l4ubqW5Pa-I/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Fist II – The Fighting Sequel That Became a 100-Screen C64 Adventure</video:title>
      <video:description>Released in 1986 by Melbourne House and developed by Beam Software, Fist II: The Legend Continues takes the foundations of The Way of the Exploding Fist and expands them into a far more ambitious experience. Rather than a straight sequence of duels, you’re dropped into a sprawling island adventure where exploration and combat are equally important. You travel across jungles, caves, villages, and ancient temples in search of sacred scrolls, with martial arts battles breaking out whenever rivals challenge your progress. Combat features a deep move set, rewarding timing and technique, while each opponent demands a slightly different approach to win. Between fights, the game slows the pace deliberately, encouraging exploration, memory, and careful route planning. Progression comes not just from winning battles, but from meditation, learning new techniques, and collecting the scrolls needed to unlock the game’s true ending.</video:description>
      <video:player_loc>https://www.youtube.com/embed/l4ubqW5Pa-I</video:player_loc>
      <video:duration>579</video:duration>
      <video:publication_date>2023-04-12T17:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/flash-gordon/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/GtJ0eKlhZFw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Flash Gordon – Three Completely Different Challenges in One C64 Budget Game</video:title>
      <video:description>Released in 1986 by Icon Design and published by Mastertronic under the Added Dimension label, Flash Gordon delivers three very different gameplay styles in a single budget release. Based on the classic comic strip hero, the game throws you into a sequence of action-packed challenges inspired by Flash’s pulpy sci-fi adventures. The opening stage drops you into a hostile jungle maze where survival depends on navigation, timing, and avoiding deadly creatures while searching for Prince Barin’s cave. This is followed by a one-on-one beat ’em up showdown against Barin himself, demanding precise punches and kicks to progress. The final section switches perspective entirely, placing you on a high-speed rocket cycle in a first-person pursuit of Ming the Merciless. Obstacles, enemy fire, and reflex-driven action bring the game to a dramatic close. Praised at the time for its variety and strong production values, Flash Gordon stood out as exceptional value for money.</video:description>
      <video:player_loc>https://www.youtube.com/embed/GtJ0eKlhZFw</video:player_loc>
      <video:duration>333</video:duration>
      <video:publication_date>2023-01-08T14:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/flashback-the-quest-for-identity/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/F5QHpwnSSko/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Flashback: The Quest for Identity – Did It Live Up to the Amiga Hype?</video:title>
      <video:description>Released in 1992 by Delphine Software International for the Commodore Amiga, Flashback is a landmark cinematic platformer designed by Paul Cuisset. Blending rotoscoped animation, science-fiction storytelling, and methodical puzzle-platforming, it pushed narrative and technical boundaries on home computers. Set in a distant future, players take control of Conrad B. Hart, an agent who awakens on Titan with no memory of his past. As he journeys through futuristic cities, dense jungles, and alien environments, Conrad must survive hostile forces while uncovering a hidden conspiracy involving shape-shifting invaders. Gameplay combines precise movement, environmental puzzles, and tactical combat. Players must carefully time jumps, manage limited ammunition, and use tools like shields and weapons to overcome enemies. Progress often depends on observation, patience, and mastering the game’s deliberate pacing. Visually, Flashback stands out for its smooth rotoscoped character animation and cinematic presentation.</video:description>
      <video:player_loc>https://www.youtube.com/embed/F5QHpwnSSko</video:player_loc>
      <video:duration>417</video:duration>
      <video:publication_date>2025-03-20T18:30:12Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/flimbos-quest/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/-Bquu1lUXfM/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Flimbo’s Quest – The C64 Platformer Where Enemies Dropped Pieces of a Spell</video:title>
      <video:description>Released in 1991 by System 3, Flimbo’s Quest is a colourful platform adventure that arrived late in the Commodore 64’s life and showed just how far the machine could be pushed. Players guide Flimbo on a mission to save his village from an evil sorcerer, exploring imaginative worlds packed with hazards, secrets, and magical items. The gameplay blends traditional platforming with light puzzle elements, requiring careful timing, exploration, and smart use of abilities. Flimbo must navigate traps, avoid enemies, and collect treasures while using magic spells that allow him to transform and bypass obstacles in inventive ways. Level design encourages experimentation rather than rushing headlong forward. Visually, the game stands out with richly detailed backgrounds, smooth animation, and vibrant colour use that gives each area its own identity. The presentation is supported by a memorable soundtrack from Allister Brimble, whose upbeat and playful compositions perfectly match the game’s tone and pacing.</video:description>
      <video:player_loc>https://www.youtube.com/embed/-Bquu1lUXfM</video:player_loc>
      <video:duration>309</video:duration>
      <video:publication_date>2023-11-07T18:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/flip-and-flop/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/wuZcVW4DTLs/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Flip &amp; Flop – The C64 Platformer Played on the Ceiling</video:title>
      <video:description>Released in 1984 for the Commodore 64 by State Soft, following its original Atari debut in 1983 from First Star Software, Flip &amp; Flop is an isometric action-platformer created by Jim Nangano that blends arcade reflexes with strategic puzzle design. Players alternate control between Flip the kangaroo and Mitch the ape, each tackling separate stages built around climbing ladders, navigating 3D-style platforms, and flipping marked tiles. The main objective is to activate every highlighted tile by jumping onto them, sometimes requiring precise double-jumps on higher levels while avoiding a relentless pursuer. Depending on the character, players are chased by either a zookeeper or a creeping net, forcing constant movement and quick decision-making. Sticky tiles act as temporary traps, briefly halting enemies and creating vital breathing space to plan routes and recover control. Every five stages, a short circus-themed interlude provides a playful break before the difficulty increases.</video:description>
      <video:player_loc>https://www.youtube.com/embed/wuZcVW4DTLs</video:player_loc>
      <video:duration>320</video:duration>
      <video:publication_date>2025-07-21T17:30:14Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/floor-13/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/N202Hy1dvQI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Floor 13 – The Amiga Game That Put You in Charge of a Secret Government</video:title>
      <video:description>Released in 1992 by Virgin Interactive Entertainment and developed by PSI Software Designers, Floor 13 is a dark political strategy game for the Commodore Amiga that places players at the heart of a shadowy British government agency. Operating from the infamous secret 13th floor, you assume the role of Director General, tasked with keeping the government in power by any means necessary. Gameplay is driven through a menu-based interface styled with a film noir presentation, blending espionage, bureaucracy, and moral compromise. Players issue orders to departments such as surveillance, propaganda, blackmail, and assassination in order to suppress scandals, manipulate public opinion, and neutralise threats to government stability. Every decision carries consequences, often with unpredictable outcomes. Public approval is reviewed every 21 days, and failure to maintain sufficient popularity can result in dismissal, imprisonment, or assassination.</video:description>
      <video:player_loc>https://www.youtube.com/embed/N202Hy1dvQI</video:player_loc>
      <video:duration>363</video:duration>
      <video:publication_date>2024-06-27T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/floyd-of-the-jungle/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/lQoCd5rWwbo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Floyd of the Jungle – The C64 Platformer Designed by Sid Meier</video:title>
      <video:description>Released in 1984 by MicroProse for the Commodore 64, Floyd of the Jungle is a fast-paced action-platformer designed by Sid Meier, making it a fascinating early example of his work outside strategy and simulation. Set in a colourful jungle environment, the game mixes arcade action with competitive scoring. Players control Floyd as he leaps through the jungle, avoiding hazards such as alligators, elephants, and hostile pygmies. The goal is to rescue Janice, but competition is fierce, as rivals George and another Floyd are also racing to impress her. Points are earned by collecting birds and knocking out pygmies, with victory going to the first player to reach the target score. The game supports simultaneous two-player action on the C64, turning each session into a frantic race for points rather than a simple rescue mission. This competitive twist gives Floyd of the Jungle a unique identity compared to more traditional single-player platformers of the era.</video:description>
      <video:player_loc>https://www.youtube.com/embed/lQoCd5rWwbo</video:player_loc>
      <video:duration>344</video:duration>
      <video:publication_date>2024-09-11T17:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/flunky/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/9QPQpet_V_g/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Flunky – The C64 Game That Made You Serve the Royal Family</video:title>
      <video:description>Released in 1987 by Piranha Software for the Commodore 64, Flunky is a satirical adventure game developed by Don Priestley that puts players in the role of a long-suffering butler serving the British Royal Family. Blending British humour with light action and puzzle-solving, the game offers a deliberately eccentric take on palace life. Gameplay revolves around navigating Buckingham Palace while carrying out tasks assigned by various royal family members. Jobs range from simple errands to more demanding challenges that require quick reactions, careful timing, and learning the palace layout to move efficiently between rooms. The game mixes exploration with arcade-style action, often catching players off guard with sudden demands or hazards. Success depends on memorising routes, prioritising tasks, and coping with the unpredictable nature of royal service. Visually, Flunky stands out thanks to Don Priestley’s distinctive, colourful art style, giving the palace and its inhabitants a playful, exaggerated look.</video:description>
      <video:player_loc>https://www.youtube.com/embed/9QPQpet_V_g</video:player_loc>
      <video:duration>384</video:duration>
      <video:publication_date>2024-11-26T18:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/flying-feathers/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/z9wZ-ckCC8g/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Flying Feathers – Can You Stop the Eagles Stealing Every Fish? | C64</video:title>
      <video:description>Released in 1984 by T. Owen and published by Bubble Bus Software for the Commodore 64, Flying Feathers is a fast-paced arcade-style shooter that challenges players to protect helpless fish from relentless swooping eagles. Taking control of a warden in a small boat, players use a crosshair to shoot down incoming birds before they can steal their prey. Gameplay takes place on a single screen, where quick reactions and accurate shooting are essential. Players begin with five fish to defend, and even if an eagle manages to grab one, well-timed shots can force it to drop the fish back into the water. After a set time, a passing duck and her family provide an extra fish, giving players a valuable second chance to extend their run. At the start of each session, players can choose from eight different skill levels, allowing the game to scale from accessible arcade fun to a demanding test of reflexes.</video:description>
      <video:player_loc>https://www.youtube.com/embed/z9wZ-ckCC8g</video:player_loc>
      <video:duration>259</video:duration>
      <video:publication_date>2025-03-24T18:30:57Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/forbidden-forest/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/wflinqetl14/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Forbidden Forest – The C64 Game That Genuinely Unsettled Us</video:title>
      <video:description>Released in 1983 by Cosmi and developed by Paul Norman, Forbidden Forest is one of the earliest and most influential horror-themed action games on the Commodore 64. You take on the role of a lone archer venturing into a dark, hostile forest where every step forward brings new danger. Gameplay revolves around careful positioning, precise timing, and strict arrow management as you face off against giant spiders, bees, mutated frogs, dragons, and other nightmarish creatures. Each enemy has distinct movement patterns, forcing you to react quickly while conserving ammunition and avoiding lethal contact. What truly sets Forbidden Forest apart is its atmosphere. Parallax scrolling gives depth to the forest, a dynamic day-to-night cycle steadily ramps up the tension, and context-sensitive music shifts as threats appear on screen. The game was also one of the first to feature animated blood, pushing boundaries and helping define the visual language of survival horror.</video:description>
      <video:player_loc>https://www.youtube.com/embed/wflinqetl14</video:player_loc>
      <video:duration>315</video:duration>
      <video:publication_date>2023-02-21T18:30:48Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/force-seven/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/QY1jCG7yud4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Force 7 – The C64 Squad Shooter That Mixed Strategy with Alien Combat</video:title>
      <video:description>Released in October 1987 by Superior Quality Software and published by Datasoft, Force 7 is a unique hybrid of arcade shooting and squad-based strategy on the Commodore 64. In this sci-fi action game, you command a crack special-forces team of seven operatives sent to infiltrate an alien-infested energy facility on the planet Karis and rescue trapped Earth colonists. Only one operative is active at a time, and each squad member has specialised abilities — including welding tools, flame-throwers, hydro-guns, and demolition equipment — requiring tactical switching to survive. Gameplay focuses on navigating multi-level rooms using teleporters, collecting ammo and health packs, battling alien “mother” units, and deploying the powerful Battle Unit (BU) mech turret for temporary invincibility. The C64 version delivers strong graphics for the platform and features an atmospheric soundtrack by Rob Sisinni that builds tension throughout each mission.</video:description>
      <video:player_loc>https://www.youtube.com/embed/QY1jCG7yud4</video:player_loc>
      <video:duration>378</video:duration>
      <video:publication_date>2025-11-26T18:30:37Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/fort-apocalypse/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/jDpWg9U0zAw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Fort Apocalypse – Rescue 16 Prisoners, Blow the Reactor… Then Escape on the C64</video:title>
      <video:description>Released in 1982 by Synapse Software, Fort Apocalypse is a demanding multi-directional scrolling shooter for the Commodore 64. Developed by Steve Hales and ported by Joe Vierra, the game drops players into a vast underground fortress with a single goal: rescue prisoners and dismantle enemy installations while surviving relentless opposition. Players pilot a highly manoeuvrable rocket copter through sprawling caverns, contending with tight passages, gun turrets, and hostile forces attacking from all directions. Movement and combat require precision, as weapon controls change depending on the helicopter’s orientation, forcing players to think carefully about positioning and timing. A standout feature is the Navatron system, which provides a radar-style preview of upcoming threats beyond the visible screen. This adds a strategic layer rarely seen at the time, allowing players to plan routes and prepare for ambushes before entering dangerous areas.</video:description>
      <video:player_loc>https://www.youtube.com/embed/jDpWg9U0zAw</video:player_loc>
      <video:duration>285</video:duration>
      <video:publication_date>2024-02-12T18:30:21Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/frak/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/F5sHWg_V0dI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Frak! – A Caveman with a Yo-Yo… Then the Entire C64 Screen Turns Upside Down</video:title>
      <video:description>Released in 1985 by StateSoft and created by Nick Pelling, Frak! is an unconventional platform game for the Commodore 64 that stands apart thanks to its unusual mechanics and offbeat presentation. Players take control of Trogg, a caveman armed not with clubs or spears, but a yo-yo, on a mission to retrieve three keys from each increasingly hazardous level. Gameplay focuses on careful movement across ladders and platforms arranged in deliberately awkward layouts. Trogg’s yo-yo acts as both a weapon and a tool, used to dispatch enemies and interact with the environment, demanding precision and timing rather than speed alone. Each level is packed with strange hazards, including static enemies such as Scrubbly, Poglet, and Hooter, alongside moving threats like balloons and flying daggers. Touching any obstacle results in instant death, and a strict time limit keeps pressure high.</video:description>
      <video:player_loc>https://www.youtube.com/embed/F5sHWg_V0dI</video:player_loc>
      <video:duration>375</video:duration>
      <video:publication_date>2023-10-19T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/frankie-goes-to-hollywood/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/cTjTSTn_EOo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Frankie Goes to Hollywood – Solve a Murder Before You Reach the Pleasuredome on the C64</video:title>
      <video:description>Released in 1985 by Ocean Software and developed by Denton Designs, Frankie Goes to Hollywood is one of the most unconventional and ambitious games ever created for the Commodore 64. Inspired directly by the music, imagery, and themes of the band, it drops you into the bizarre town of Mundanesville on a symbolic journey toward the mythical Pleasuredome. Rather than following a single genre, the game blends exploration, action, puzzles, and narrative experimentation. You play as an anonymous everyman, raising four core personality stats — Sex, War, Love, and Faith — by collecting key items and completing more than 60 wildly varied mini-games. These range from arcade-style challenges and logic puzzles to a full murder mystery subplot that adds an unexpectedly dark investigative edge. Progression is non-linear and often cryptic, encouraging experimentation and curiosity rather than brute force.</video:description>
      <video:player_loc>https://www.youtube.com/embed/cTjTSTn_EOo</video:player_loc>
      <video:duration>293</video:duration>
      <video:publication_date>2023-02-11T14:30:10Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/freak-factory/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/ID0t_M8Xc68/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Freak Factory – A C64 Arcade Oddity with a Name You Don’t Forget</video:title>
      <video:description>Released in 1986 by Firebird Software and developed by Simon W. Sorsbie, Freak Factory casts you as Agent One of the Galactic Police Force on a mission to shut down a deranged scientist and his monster-producing laboratory. It’s a strange, experimental title that blends action, platforming, and endurance testing. The game is split into two distinct sections. First, you navigate a multi-level factory, carefully avoiding electrified barriers, spikes, and roaming gargoyles that steadily drain your energy. Progress demands patience and precise movement as you work your way deeper into the complex. Once inside the laboratory, the focus shifts to direct confrontation. Here, you face the professor’s assistants in close-quarters encounters that rely on rapid joystick movement to overpower them, turning survival into a test of stamina as much as skill. Visually, Freak Factory leans into an eerie sci-fi tone, with purple and blue laboratory environments and an abstract player sprite that adds to the surreal feel.</video:description>
      <video:player_loc>https://www.youtube.com/embed/ID0t_M8Xc68</video:player_loc>
      <video:duration>243</video:duration>
      <video:publication_date>2023-02-13T18:30:25Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/friday-the-13th/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/KRInwdAuCig/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Friday the 13th – Find Jason Before He Kills Your Friends | C64</video:title>
      <video:description>Released in 1986 by Domark for the Commodore 64, Friday the 13th: The Computer Game is a survival horror action-adventure inspired by the iconic slasher film series. Set at the ominous Camp Crystal Lake, players must hunt down and eliminate the masked killer, Jason Voorhees, before he wipes out the camp’s counselors. Gameplay places you in control of multiple counselors, each with different strengths, as you explore cabins, paths, and interiors while scavenging weapons such as machetes and chainsaws. Survival depends on careful exploration, quick reactions, and protecting other counselors from sudden attacks. A key twist is Jason’s ability to disguise himself as ordinary characters, forcing players to identify him through observation and risky confrontation. The game uses a pseudo-3D perspective to enhance tension and atmosphere, supported by a distinctive fear meter that rises as panic sets in.</video:description>
      <video:player_loc>https://www.youtube.com/embed/KRInwdAuCig</video:player_loc>
      <video:duration>999</video:duration>
      <video:publication_date>2023-09-05T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/fright-night/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/CUUIdezIfMo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Fright Night – You Play the Vampire… and Dawn Is Coming | Amiga</video:title>
      <video:description>Released in 1988 by MicroDeal for the Commodore Amiga, Fright Night is an arcade-style action game inspired by the 1985 horror-comedy film of the same name. Players take on the role of vampire Jerry Dandridge, stalking the rooms of his mansion in search of victims while racing against the coming sunrise. Gameplay focuses on room-to-room exploration, draining victims to maintain health while avoiding supernatural hazards such as crucifixes, snakes, and grasping zombie hands. Careful timing and movement are essential, as players must always ensure they can return to their coffin before daylight to recover and continue the night’s hunt. The Amiga version features bold, colourful visuals and an atmospheric soundtrack by David Whittaker, helping to create a moody but playful horror tone. While the core loop can feel repetitive over time and lacks a defined ending, the game’s unusual perspective and theme give it a distinctive personality.</video:description>
      <video:player_loc>https://www.youtube.com/embed/CUUIdezIfMo</video:player_loc>
      <video:duration>340</video:duration>
      <video:publication_date>2023-10-31T18:30:08Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/frightmare/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/MCSy-e2O3yw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Frightmare – Can You Survive This C64 Nightmare Until 8:12 AM?</video:title>
      <video:description>Released in 1988 for the Commodore 64, Frightmare is a surreal platform game developed by Floppy and published by Cascade Games. Set within a disturbing dreamscape, the game tasks players with surviving a series of nightmarish encounters until the alarm clock finally rings at 8:12 AM. Gameplay unfolds across a collection of interconnected rooms, each filled with strange creatures, traps, and hazards. Progress is measured not by reaching an ending, but by endurance, with every room visited advancing the alarm clock by six minutes. Players must rely on sharp reflexes, careful movement, and quick decision-making to stay alive for as long as possible. Enemies range from ghosts to ghoulies, reinforcing the game’s uneasy tone. The lack of traditional goals or rewards heightens the sense of dread, making survival itself the only objective. This structure gives Frightmare a distinctive rhythm that sets it apart from more conventional platformers.</video:description>
      <video:player_loc>https://www.youtube.com/embed/MCSy-e2O3yw</video:player_loc>
      <video:duration>276</video:duration>
      <video:publication_date>2023-09-08T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/fruit-machine-simulator/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/rGdAl2b2M04/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Fruit Machine Simulator – When the C64 Turned into a Pub Corner</video:title>
      <video:description>Released in 1987 by Codemasters for the Commodore 64, Fruit Machine Simulator gives you the full British fruit machine experience without risking your pocket money. Designed for one to four players, everyone starts with £1.50 and takes turns testing their luck on a virtual slot machine packed with familiar features. Gameplay focuses on mastering the mechanics rather than pure chance. You can nudge reels, hold symbols, climb skill ladders, gamble winnings, and trigger features like Cash Box, Mega-hold, Winning Streak, and more. Knowing when to play safe and when to push your luck is key to keeping your credits alive. Rather than flashy presentation, the game leans into authenticity, closely mimicking the logic and tension of real pub fruit machines. Every spin feels deliberate, and learning the feature behaviour becomes part of the challenge.</video:description>
      <video:player_loc>https://www.youtube.com/embed/rGdAl2b2M04</video:player_loc>
      <video:duration>244</video:duration>
      <video:publication_date>2023-02-03T18:30:58Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/future-wars/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Pa8d9OA95uQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Future Wars – The Amiga Adventure That Started with a Window Cleaner</video:title>
      <video:description>Released in 1989 by Delphine Software International for the Commodore Amiga, Future Wars is an ambitious point-and-click adventure that marked the studio’s first step into cinematic storytelling. Created by Paul Cuisset and Éric Chahi, who would later go on to develop Another World, the game runs on Delphine’s proprietary Cinematique engine and laid the groundwork for their distinctive narrative style. Players take on the role of an unlikely hero—a humble window cleaner—who stumbles upon a time machine and is thrown into a battle against the alien Crughons. His journey spans multiple eras, including medieval Europe, the distant 44th century, and the Cretaceous period, each offering unique environments, puzzles, and narrative twists. Gameplay is driven by a streamlined interface designed to keep the screen uncluttered. Left-click controls movement, while right-click opens a verb menu featuring commands such as Operate, Examine, Take, Use, and Inventory.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Pa8d9OA95uQ</video:player_loc>
      <video:duration>326</video:duration>
      <video:publication_date>2025-05-01T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/galactic-gardener/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/D7eUdOckfaA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Galactic Gardener – The C64 Game About Rescuing Flowers in a Flying Chair</video:title>
      <video:description>Released in 1984 by Software Projects and designed by David Caballero, Galactic Gardener is a distinctive arcade action game for the Commodore 64 that blends fast reflex gameplay with offbeat sci-fi style. Players take on the role of a galactic gardener piloting a flying chair through dangerous underground caverns to recover ten stolen power-flowers. Gameplay centres on careful navigation through side-scrolling caves packed with hazards such as forcefields, moving gates, and aggressive snapdragons. Before collecting each power-flower, players must first locate an empty pot—touching a flower without one costs a life. Fuel management adds another layer of tension, forcing players to plan routes efficiently. Strategic use of teleporters allows recovery from mistakes, letting players return to safe locations after crashes or misjudged manoeuvres. This balance of action and planning gives the game a deliberate pace beneath its arcade exterior.</video:description>
      <video:player_loc>https://www.youtube.com/embed/D7eUdOckfaA</video:player_loc>
      <video:duration>312</video:duration>
      <video:publication_date>2024-01-11T18:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/gary-linekers-superstar-soccer/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/9So_ZnRKzd0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Gary Lineker’s Superstar Soccer – Did the C64 Get a Golden Boot or a Sliced Clearance?</video:title>
      <video:description>Released in 1987 by Gremlin Graphics, Gary Lineker’s Superstar Soccer delivers a fast-paced arcade football experience with an unusual managerial twist. Rather than controlling the whole team, you take charge of a single on-field player, usually the centre-forward, while also acting as manager behind the scenes. On the pitch, the game focuses on quick reactions, sharp movement, and well-timed passes and shots. The action is immediate and fluid, with smooth scrolling and responsive controls that keep matches fast and engaging on the Commodore 64. Away from the action, you manage your squad by hiring players, setting training routines, and making key decisions that affect performance. This blend of arcade football and light management gives the game a depth that sets it apart from many sports titles of the era. Although it lacks official team licenses, Gary Lineker’s Superstar Soccer is fondly remembered for its originality, strong gameplay, and memorable presentation, making it a standout football game on the C64.</video:description>
      <video:player_loc>https://www.youtube.com/embed/9So_ZnRKzd0</video:player_loc>
      <video:duration>311</video:duration>
      <video:publication_date>2023-01-24T18:30:08Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/gateway-to-apshai/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/b7yDLt43Pwk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Gateway to Apshai – One of the C64’s Earliest Action RPGs</video:title>
      <video:description>Released in 1983 by Epyx for the Commodore 64, Gateway to Apshai is a pioneering action role-playing game developed by The Connelley Group and designed as a prequel to the classic Temple of Apshai. Players take on the role of the heir to Apshai’s greatest warrior, embarking on a dangerous journey through a vast network of dungeons in search of treasure, power, and survival. The game features eight main levels, each containing multiple interconnected dungeons and over sixty individual rooms. Armed initially with basic equipment, players must battle monsters, collect gold, and discover magical items such as potions and scrolls. Unlike many early RPGs, Gateway to Apshai uses real-time combat and movement, combining arcade-style action with traditional dungeon exploration. Each level is also governed by a time limit, adding pressure and urgency to every expedition.</video:description>
      <video:player_loc>https://www.youtube.com/embed/b7yDLt43Pwk</video:player_loc>
      <video:duration>375</video:duration>
      <video:publication_date>2025-05-28T17:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/gauntlet/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/HiteYOu4A-0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Gauntlet on C64 – Food, Monsters and Four-Player Arcade Envy</video:title>
      <video:description>Released in 1986 and brought to the Commodore 64 by U. S. Gold, Gauntlet delivers a faithful home version of Atari’s iconic arcade dungeon crawler. You choose from four classic heroes—Warrior, Valkyrie, Wizard, or Elf—and dive into a relentless maze of monsters, traps, and treasure. The action is fast and unforgiving, with health constantly draining as you battle through room after room in search of food, keys, and the all-important exit. Cooperation is at the heart of the experience, especially in two-player mode, where sharing resources and covering each other becomes essential as the difficulty ramps up. While the C64 hardware required some compromises, the game captures the spirit of the arcade original with chunky sprites, colourful dungeons, and nonstop pressure. The sense of urgency and constant enemy spawns keep every run tense and addictive.</video:description>
      <video:player_loc>https://www.youtube.com/embed/HiteYOu4A-0</video:player_loc>
      <video:duration>478</video:duration>
      <video:publication_date>2023-01-28T14:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/gemstone-warrior/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/WhBkM28XRUg/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Gemstone Warrior – Early C64 Dungeon Action Before RPGs Got Cosy</video:title>
      <video:description>Gemstone Warrior (1985) is a 2D action-adventure game developed by Paradigm Creators and published by Strategic Simulations, Inc. , originally released on the Apple II before being ported to the Commodore 64. Set within a dangerous labyrinth beneath a volcanic fortress, you guide an armoured hero armed with a crossbow and limited magical attacks in search of five hidden gemstone fragments. Each run takes place across randomly generated dungeon rooms filled with skeletal warriors, demons, gas-trap plants, and deadly hazards. Supplies and magical items can be looted from chests, coffins, and fallen enemies. Useful tools include healing goblets, screen-clearing crystal balls, illusion spells, invisibility, and freezing magic, all of which must be used carefully. Mapping, saving, and strategic planning are essential for survival. One of the game’s most memorable features is its haunting title-screen music, a variation of J.</video:description>
      <video:player_loc>https://www.youtube.com/embed/WhBkM28XRUg</video:player_loc>
      <video:duration>420</video:duration>
      <video:publication_date>2025-08-27T17:30:08Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/ghetto-blaster/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/JLFBLjlR4eM/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Ghetto Blaster – Walking the C64 Streets with a Boombox and a Mission</video:title>
      <video:description>Released in 1985 by Virgin Games, Ghettoblaster is one of the Commodore 64’s most unusual and inventive titles, blending street exploration with rhythm-based gameplay. Developed by Tony Gibson and Mark Harrison, it casts you as Rockin’ Rodney, a courier tasked with spreading the latest dance music across a stylised urban landscape. Instead of combat, progress comes from timing and groove. You roam the streets collecting cassette demos and use your boombox to get the right people dancing, triggering events and opening up new areas. Success depends on understanding rhythm, positioning yourself correctly, and knowing when to drop the beat. The city itself is packed with musical personality, from street names inspired by famous songs to a soundtrack featuring twelve original funky tunes that drive the entire experience. The emphasis on music and atmosphere gives the game a strong identity unlike anything else on the platform.</video:description>
      <video:player_loc>https://www.youtube.com/embed/JLFBLjlR4eM</video:player_loc>
      <video:duration>521</video:duration>
      <video:publication_date>2023-05-22T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/ghost-hunters/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/sGWw1Ucg15Q/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Ghost Hunters – Budget C64 Ghostbusting Without the Famous Theme Tune</video:title>
      <video:description>Released in 1987 by Codemasters, Ghost Hunters is a distinctive single-screen platform shooter developed by the Oliver Twins for the Commodore 64. Set inside the spooky Nightmare Mansion, the game blends precision platforming with crosshair-based shooting for a tense, arcade-style experience. Players take control of Chuck Studbuckle on a mission to rescue his brother, Hunk, from a mansion overrun by ghosts and supernatural threats. Each room is packed with platforms, hazards, and roaming spirits, requiring careful movement and accurate shooting to survive. A key gameplay twist is the dual management of Macho Energy and the Terrorometer. While blasting ghosts keeps the mansion under control, allowing fear to rise too high can quickly end the mission, adding pressure to every encounter. The C64 version stands out for its colourful graphics, smooth animation, and responsive controls. The eerie sound effects and music reinforce the haunted atmosphere, making each room feel dangerous and unpredictable.</video:description>
      <video:player_loc>https://www.youtube.com/embed/sGWw1Ucg15Q</video:player_loc>
      <video:duration>342</video:duration>
      <video:publication_date>2023-12-06T18:30:39Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/ghostbusters/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/YEgJKW3KzV0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Ghostbusters – David Crane Turned the Movie into a C64 Classic</video:title>
      <video:description>Released in 1984 for the Commodore 64, Ghostbusters was developed by David Crane and published by Activision, redefining what a movie tie-in game could be. Rather than following a simple arcade formula, it blends action, strategy, and light simulation into a surprisingly deep and memorable experience. Players take charge of a Ghostbusters team, managing money, hiring staff, buying equipment, and responding to supernatural outbreaks across New York City. Choosing when to upgrade gear or invest in better vehicles directly affects success, especially as ghost activity escalates toward the endgame. The city map and Ecto-1 driving sequences introduce a strategic layer, forcing careful planning as players balance risk, cost, and time before the final confrontation at the Temple of Zuul. Iconic digitised speech, including famous catchphrases from the film, adds atmosphere and was a technical standout on the C64.</video:description>
      <video:player_loc>https://www.youtube.com/embed/YEgJKW3KzV0</video:player_loc>
      <video:duration>601</video:duration>
      <video:publication_date>2023-12-12T18:25:56Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/ghostbusters-2/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/-sh1Ym3NwDQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Ghostbusters II – Slime, Sewers and Three Very Different C64 Stages</video:title>
      <video:description>Released in 1989 and developed by Foursfield, Ghostbusters II is a top-down action game for the Commodore 64, published by Activision and based on the hit movie sequel. Rather than a single gameplay style, the game is structured around several distinct stages that recreate key moments from the film. The action begins in the sewers beneath New York, where players guide a Ghostbuster down vertical shafts to collect slime samples while avoiding or neutralising ghosts. This is followed by a top-down driving section through the streets of Manhattan, piloting the Ecto-1 to trap roaming spirits while dodging traffic and obstacles. The final stage shifts perspective again, delivering a side-scrolling shooter set inside the museum as players confront the game’s main threat. Each section demands a different skill set, keeping the experience varied while staying faithful to the film’s locations and tone.</video:description>
      <video:player_loc>https://www.youtube.com/embed/-sh1Ym3NwDQ</video:player_loc>
      <video:duration>337</video:duration>
      <video:publication_date>2024-02-09T18:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/ghosts-n-goblins/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/XUgrbMKPGJ8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Ghosts ’N Goblins – Could Capcom’s Brutal Arcade Classic Survive on the C64?</video:title>
      <video:description>Ghosts ’N Goblins on the Commodore 64 delivers Capcom’s brutal arcade platformer in full side-scrolling form, challenging you across six punishing levels packed with relentless enemies and hazards. Each stage must be cleared within a strict time limit, or a life is lost, keeping the pressure high from start to finish. You play as Arthur, a brave knight on a desperate mission to rescue his beloved Princess from the Demon King Astaroth. Along the way, you face waves of undead horrors including ghosts, zombies, bats, ogres, and goblins, all while navigating ladders, moving platforms, and deadly fire and water traps. Combat and movement demand absolute precision. Weapon upgrades help, but even the best gear offers little mercy, and losing your armour leaves Arthur painfully vulnerable. Memorisation, timing, and patience are essential to survive the game’s famously unforgiving design.</video:description>
      <video:player_loc>https://www.youtube.com/embed/XUgrbMKPGJ8</video:player_loc>
      <video:duration>384</video:duration>
      <video:publication_date>2023-06-08T17:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/give-my-regards-to-broad-street/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/x6A3LlCMp4w/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Give My Regards to Broad Street – Paul McCartney’s C64 Game Actually Happened</video:title>
      <video:description>Released in 1985 by Argus Press Software under the Mind Games label, Give My Regards to Broad Street is a distinctive puzzle-adventure inspired by the film of the same name starring Paul McCartney. Rather than traditional action, the game focuses on planning, navigation, and time management, wrapped in a strong musical theme. Players step into the role of McCartney, navigating a top-down map of London in a race against time to reconstruct a missing track from his latest album. By driving across the city, following clues, and predicting where band members will be, players must collect individual music segments before the midnight deadline. When a band member is found, the game shifts perspective to a side-scrolling sequence where the missing section of the track is retrieved. Traffic avoidance, route planning, and efficient use of time are key, making each decision feel important as the clock steadily ticks down.</video:description>
      <video:player_loc>https://www.youtube.com/embed/x6A3LlCMp4w</video:player_loc>
      <video:duration>302</video:duration>
      <video:publication_date>2024-05-16T17:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/go-for-the-gold/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/rqqqYRSgSBI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Go For The Gold – The £2.99 C64 Game That Reached UK No.1</video:title>
      <video:description>Released by Americana in 1986, Go For The Gold is a multi-event Commodore 64 sports game featuring sprinting, hurdles, long jump, archery, diving and weightlifting. You can practice individual events or compete across the full programme, with up to six participants battling for the best scores. Some events demand the traditional left-and-right joystick treatment, while archery, diving and weightlifting rely more heavily on timing and technique. The game originally appeared in America as HESGames in 1984. That version was only available on disk in the UK and cost £27.95, leaving it competing with considerably cheaper sports games such as Daley Thompson’s Decathlon and Summer Games. Two years later, Americana brought it back under the new title Go For The Gold. The revised version was released on cassette for just £2.99, transforming a largely overlooked game into one of the biggest C64 budget successes of 1986.</video:description>
      <video:player_loc>https://www.youtube.com/embed/rqqqYRSgSBI</video:player_loc>
      <video:duration>501</video:duration>
      <video:publication_date>2026-08-12T17:30:38Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/gobliiins/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/GLuICN54yDw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Gobliiins – Three Little Idiots Made One Very Strange Amiga Puzzle Adventure</video:title>
      <video:description>Released in 1991 by Coktel Vision, Gobliiins is a point-and-click puzzle adventure for the Commodore Amiga that blends surreal humour with inventive problem-solving. Players are tasked with curing King Angoulafre of madness after he falls victim to a voodoo curse, guided by a trio of mischievous goblins sent on a bizarre rescue mission. The game’s core mechanic revolves around controlling three characters at once, each with a distinct role. Oups handles object interaction, Ignatius casts unpredictable spells, and Asgard relies on brute strength to manipulate the environment. Solving each of the game’s 22 single-screen puzzles requires careful coordination, experimentation, and sometimes intentionally wrong choices to discover the right solution. Mistakes come at a cost, as the goblins share a single energy bar that drains when actions backfire. This adds tension to the puzzle-solving, forcing players to think ahead rather than click blindly through each scene.</video:description>
      <video:player_loc>https://www.youtube.com/embed/GLuICN54yDw</video:player_loc>
      <video:duration>355</video:duration>
      <video:publication_date>2023-10-05T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/gods/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/t_eJvreqNcc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Gods – Why Did Pirated Amiga Copies Make the First Boss Nearly Impossible</video:title>
      <video:description>Released in 1991 by The Bitmap Brothers and published by Renegade Software, Gods is a demanding action-platform adventure that casts you as Hercules on a quest for immortality. Progress unfolds across four expansive realms packed with enemies, traps, secrets, and carefully layered puzzles. Every move matters. Precise jumping, measured combat, and deliberate pacing are essential, especially with limited inventory space forcing tough choices about keys, weapons, and upgrades. Weapons range from throwing knives to fireballs and bouncing axes, each suited to different situations and enemy patterns, rewarding experimentation and planning. Levels are built to be learned and mastered, with clever layouts that encourage observation and route optimisation. Certain enemies react to your behaviour, adding tension and pushing you to adapt rather than brute-force your way through. Visually striking with its stone-carved mythological backdrops and paired with an atmospheric soundtrack by Nation 12, Gods earned a reputation for depth and difficulty.</video:description>
      <video:player_loc>https://www.youtube.com/embed/t_eJvreqNcc</video:player_loc>
      <video:duration>342</video:duration>
      <video:publication_date>2023-03-02T18:30:48Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/golden-axe/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/E7BaTQjT2bo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Golden Axe – Could Sega’s Fantasy Brawler Survive the Commodore 64?</video:title>
      <video:description>Released in 1990, Golden Axe brings Sega’s iconic fantasy brawler to the Commodore 64, tasking you with saving the land of Yuria from the evil Death Adder. You choose between Ax Battler, Tyris Flare, or Gilius Thunderhead, each offering different strengths and devastating magic attacks as you fight to reclaim the legendary Golden Axe. The core beat ’em up action remains intact, with side-scrolling combat, melee attacks, screen-clearing magic spells, and the ability to ride dragons for extra firepower. While the C64 version is single-player only and simplifies some elements from the arcade, the moment-to-moment combat still delivers that familiar Golden Axe rhythm. Hardware limitations mean fewer enemies on screen and reduced variety, but the fantasy atmosphere survives thanks to solid visuals and a strong soundtrack by Jeroen Tel. His take on the Golden Axe theme adds weight and nostalgia to the adventure.</video:description>
      <video:player_loc>https://www.youtube.com/embed/E7BaTQjT2bo</video:player_loc>
      <video:duration>581</video:duration>
      <video:publication_date>2023-06-12T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/gorf/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/etQAugbU4aI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Gorf – Commodore’s C64 Cartridge Shooter with Arcade Swagger</video:title>
      <video:description>Released in 1983 for the Commodore 64, GORF is a home conversion of the 1981 arcade hit originally developed by Dave Nutting Associates and produced by Midway, with its name standing for Galactic Orbiting Robot Force. Players pilot a starship in a series of fixed-screen shooting missions, combining fast reflexes with tactical positioning in the lower portion of the screen. The game features four distinct mission styles inspired by classics such as Space Invaders, Galaxian, and Phoenix, creating a varied and constantly evolving arcade experience. A unique gameplay mechanic allows the quark laser to cancel existing shots when fired again, adding an extra layer of strategy to defensive play. Stages range from classic alien formations to hyperspace warp sequences and intense boss encounters, keeping each round fresh and challenging. The Commodore 64 version is especially notable for supporting speech synthesis via the Magic Voice or Votrax module, making it the only home port to feature in-game voice effects.</video:description>
      <video:player_loc>https://www.youtube.com/embed/etQAugbU4aI</video:player_loc>
      <video:duration>363</video:duration>
      <video:publication_date>2025-07-28T17:30:21Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/grand-prix-circuit/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Fz8180R31MY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Grand Prix Circuit – McLaren, Ferrari or Williams: Which Ruled the C64 Circuit?</video:title>
      <video:description>Grand Prix Circuit (1988), developed by Distinctive Software and published by Accolade, is one of the most advanced Formula One racing simulations ever released on the Commodore 64. Players can choose between three licensed F1 cars — the McLaren MP4/4, Williams FW12, and Ferrari 187/88C — each offering a different balance of speed, grip, and handling. The game features practice, qualifying, single races, and a full championship mode across real-world circuits including Monaco, Hockenheim, Suzuka, Canada, and Monza. A detailed damage system adds realism, with collisions and off-track driving affecting handling and potentially forcing retirement if damage becomes too severe. Visually, the C64 version delivers sharp sprite-based graphics with impressive roadside detail and smooth scrolling, while Kris Hatlelid’s energetic soundtrack enhances the racing atmosphere. Grand Prix Circuit is widely regarded as one of the finest motorsport titles on the platform, praised for its sense of speed, technical ambition, and immersive Formula One experience.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Fz8180R31MY</video:player_loc>
      <video:duration>379</video:duration>
      <video:publication_date>2025-09-18T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/grand-prix-simulator/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/aD5-Q1q4U30/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Grand Prix Simulator – Overhead Racing, Oil Slicks and Two Players… Was It a Simulator? | C64</video:title>
      <video:description>Released in 1987 by Codemasters, Grand Prix Simulator delivers fast, accessible top-down racing on the Commodore 64. Developed by the Oliver Twins, it captures the thrill of high-speed circuit racing with a stripped-back design that focuses on precision, positioning, and momentum rather than realism. Races are viewed from above, giving you a clear view of upcoming corners, hazards, and rival cars. Steering and throttle control are easy to grasp, but mastering tight turns and avoiding costly collisions takes practice, especially as track layouts become more demanding. The C64 version stands out with bold colours, smooth scrolling, and plainly defined circuits that reward clean racing lines. Tracks feature sharp bends and narrow sections that punish mistakes, keeping races tense even with simple mechanics. A two-player mode adds to the fun, allowing head-to-head competition and making it ideal for quick, competitive sessions.</video:description>
      <video:player_loc>https://www.youtube.com/embed/aD5-Q1q4U30</video:player_loc>
      <video:duration>316</video:duration>
      <video:publication_date>2023-04-07T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/grange-hill/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/1MMLDzjAWH8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Grange Hill – Find Gonch’s Confiscated Walkman Before Midnight | C64</video:title>
      <video:description>Released in 1987 by Argus Press Software, Grange Hill: The Computer Game brings the much-loved British TV series to the Commodore 64 in the form of a school-based adventure. You play as Luke “Gonch” Gardner, on a mission to recover his confiscated Walkman from the staffroom before midnight, with best mate Hollo tagging along for support. The game blends graphic and text adventure elements, with a side-scrolling view of streets and school corridors paired with a text window for descriptions, inventory, and actions. Progress depends on exploration, item use, and avoiding trouble as you sneak through familiar locations after hours. Rather than fast action, the focus is on puzzle-solving and atmosphere, capturing the everyday mischief and tension of school life. The C64 version is enhanced by a soundtrack from David Whittaker, helping ground the game in its late-80s home computer style.</video:description>
      <video:player_loc>https://www.youtube.com/embed/1MMLDzjAWH8</video:player_loc>
      <video:duration>447</video:duration>
      <video:publication_date>2023-01-20T18:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/grannys-garden/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/dA-uOayDXiU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Granny’s Garden – The C64 School Game That Made a Witch Terrifying</video:title>
      <video:description>Released on the Commodore 64 in 1987, Granny’s Garden is an educational adventure game developed by 4Mation Educational Resources and published by the Angle Park Computing Centre in South Australia. Originally created for the BBC Micro in 1983, it was later ported to multiple platforms and became a familiar sight in UK schools throughout the 1980s and 1990s. Players embark on a text-driven quest to rescue six missing children from the clutches of an evil witch. Progress is made by navigating locations, answering questions, and solving logic-based puzzles using one-word typed responses, encouraging problem-solving, reading comprehension, and memory skills. The Commodore 64 version preserves the simplicity and structure of the original, with minimal graphics and sound used effectively to support the atmosphere. Despite its educational purpose, the game is remembered for its unsettling tone, particularly the sudden appearances of the witch, which left a lasting impression on many players.</video:description>
      <video:player_loc>https://www.youtube.com/embed/dA-uOayDXiU</video:player_loc>
      <video:duration>432</video:duration>
      <video:publication_date>2024-01-23T18:30:23Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/green-beret/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/QIXiO2FzV-Y/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Green Beret – Four Enemy Bases, One Knife and Almost No Mercy | C64</video:title>
      <video:description>Released in 1986 by Konami and published on the Commodore 64 by Imagine Software, Green Beret is a fast-moving side-scrolling action game set against a Cold War backdrop. Players take control of an elite soldier tasked with infiltrating enemy territory and rescuing prisoners of war from heavily guarded installations. Gameplay focuses on forward momentum and precision combat. Starting with only a knife, players must defeat enemy troops, avoid traps, and survive relentless attacks while pushing through locations such as missile bases, harbours, bridges, and prison camps. Additional weapons including grenades, bazookas, and flamethrowers provide brief power boosts, but timing and positioning remain critical throughout. The Commodore 64 version delivers confident scrolling and tightly tuned enemy patterns that keep the pressure high. Martin Galway’s powerful soundtrack adds urgency and atmosphere, driving the action forward and standing out as one of the game’s most memorable elements.</video:description>
      <video:player_loc>https://www.youtube.com/embed/QIXiO2FzV-Y</video:player_loc>
      <video:duration>367</video:duration>
      <video:publication_date>2024-04-09T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/gribblys-day-out/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/7sE1WBZ8F6k/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Gribbly’s Day Out – Rescue Eight Gribblets on Every One of 16 Alien Levels | C64</video:title>
      <video:description>Released in 1985 by Hewson Consultants and developed by Andrew Braybrook, Gribbly’s Day Out is a highly original action-platform game for the Commodore 64. Set on the alien world of Blabgor, players take control of Gribbly Grobbly, a strange one-footed creature gifted with psychic powers and tasked with rescuing eight baby Gribblets scattered across a dangerous landscape. Gameplay blends platform action with shooting mechanics. Gribbly hops and levitates through multi-screen scrolling levels, using psychic bubble shots to fend off enemies and clear hazards. Each area is tightly designed, filled with precision jumps, environmental threats, and the ever-present energy web created to contain the mutated Blabgorian Seon. Progression demands accuracy and patience, as enemy placement and level layouts leave little room for error. The controls and difficulty reward mastery, making each successful rescue feel hard-earned and satisfying.</video:description>
      <video:player_loc>https://www.youtube.com/embed/7sE1WBZ8F6k</video:player_loc>
      <video:duration>367</video:duration>
      <video:publication_date>2023-09-27T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/gryzor/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/WWjYOuZKWlE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Gryzor – Contra Had a Different Name in Europe… But Could the C64 Cope?</video:title>
      <video:description>Released in 1988 by Ocean Software for the Commodore 64, Gryzor is the European home conversion of Konami’s arcade smash Contra. Developed under official licence, it brings explosive run-and-gun action and cooperative gameplay to the 8-bit platform. Players take control of elite soldiers Lance and Bill as they battle through hostile environments to stop an alien invasion. The gameplay delivers relentless side-scrolling action, precise platforming, and intense enemy waves, capped off with imposing boss encounters that test reflexes and timing. Power-ups are central to survival, with rapid-fire weapons, spread shots, and lasers dramatically changing how each section is tackled. The C64 version captures the arcade spirit with fast scrolling, bold sprite work, and atmospheric music by Jason C. Brooke, even if some visual compromises and flicker were unavoidable on the hardware. Despite these limitations, Gryzor remains one of the most celebrated action titles on the Commodore 64.</video:description>
      <video:player_loc>https://www.youtube.com/embed/WWjYOuZKWlE</video:player_loc>
      <video:duration>311</video:duration>
      <video:publication_date>2024-11-06T18:30:23Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/guzzler/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/PVOQ9ijLrJw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Guzzler – Keys, Food and a Very Hungry Mouse in This Forgotten C64 Game</video:title>
      <video:description>Released in 1984 by Interceptor Software for the Commodore 64, Guzzler is a charming top-down maze action game that puts a clever twist on the classic arcade formula. Players control a hungry mouse navigating colourful labyrinths to collect keys and unlock food cells scattered throughout each level. The core gameplay revolves around a unique “weight” mechanic. Every time the mouse eats, it grows fatter, making it impossible to squeeze through narrow passages until it gradually deflates over time. This creates a constant strategic balancing act between eating for points and staying slim enough to move freely through the maze. Progression depends on careful route planning, timing, and risk management. Patrolling enemies add pressure to every decision, while Bonus Barry appears carrying letters that spell “GUZZLER”, rewarding exploration and skilful play with valuable extra points. Visually, Guzzler stands out with bright, friendly graphics and clear maze layouts that keep the action easy to follow.</video:description>
      <video:player_loc>https://www.youtube.com/embed/PVOQ9ijLrJw</video:player_loc>
      <video:duration>313</video:duration>
      <video:publication_date>2025-04-02T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/gyropod/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/nHlS-rE2XPw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Gyropod – The C64 Shooter That Took You from Space to Alien Planets</video:title>
      <video:description>Released in 1984 by Taskset Ltd. , Gyropod is a distinctive multi-stage shoot ’em up for the Commodore 64 that blends space combat with planetary exploration. Players take control of the Galaxy Ranger, a heavily armed spacecraft sent to eradicate hostile alien worlds in a distant star system. The action begins in space, where players rotate around the rim of the Galaxy Ranger, using a movable cannon to fend off incoming waves of alien attackers. Precision aiming and positioning are essential as enemy patterns intensify and pressure builds. Once space defences are cleared, the game shifts into a Lunar Lander-style sequence, requiring careful control to detach and land the supply pod safely on the planet’s surface. The final phase sees players guiding a lone spaceman across the terrain, collecting valuable resources while avoiding aggressive alien lifeforms.</video:description>
      <video:player_loc>https://www.youtube.com/embed/nHlS-rE2XPw</video:player_loc>
      <video:duration>344</video:duration>
      <video:publication_date>2024-03-21T18:30:40Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/hacker/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/wt4bwF3iNNA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Hacker – Activision Gave You “LOGON PLEASE”… and Almost Nothing Else on the C64</video:title>
      <video:description>Released in 1985 by Activision and developed by Steve Cartwright for the Commodore 64, Hacker is a distinctive graphic adventure that places players in the role of a digital spy infiltrating secret computer systems. Opening with the now-iconic “Logon Please” prompt, the game immediately sets a tense, puzzle-driven tone that defines the entire experience. Gameplay blends text-based interaction with strategic exploration as players guide a small robot through a complex underground tunnel network. The objective is to locate and assemble fragments of a classified document hidden across multiple global locations, all while managing limited money, time, and access privileges. Progression depends on careful planning, memory, and precision. Surveillance systems, security checkpoints, and restricted routes force players to think several steps ahead, especially since the absence of a save feature means that mistakes can result in starting over from the beginning.</video:description>
      <video:player_loc>https://www.youtube.com/embed/wt4bwF3iNNA</video:player_loc>
      <video:duration>416</video:duration>
      <video:publication_date>2025-04-21T17:30:22Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/halls-of-the-things/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/jFiHhuxxxIA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Halls of the Things – Survive Seven Floors of a Deadly C64 Tower</video:title>
      <video:description>Released in 1984 by Crystal Computing and developed by Design Design, Halls of the Things is a tense action-adventure that drops you into a mysterious seven-floor tower packed with danger. Programmed by Neil Mottershead, Simon Brattel, and Martin S. Horsley, the game quickly built a reputation for depth, atmosphere, and replay value. You explore each floor from a top-down perspective, navigating intricate mazes in search of seven magical rings hidden throughout the tower. Once collected, you must locate a magical key deep within the dungeon to unlock the drawbridge and escape alive. What truly sets the game apart is its randomly generated maze layout, ensuring every run feels different. You’re armed with a mix of sword combat, arrows, fireballs, and lightning spells, all while facing “Things” — enemies that roam the halls and can disguise themselves as harmless objects to catch you off guard.</video:description>
      <video:player_loc>https://www.youtube.com/embed/jFiHhuxxxIA</video:player_loc>
      <video:duration>567</video:duration>
      <video:publication_date>2023-02-05T14:30:12Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/hawkeye/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/8jx8AGhfgfk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Hawkeye – The C64 Shooter That Sent a Cybernetic Warrior Into an Alien War</video:title>
      <video:description>Released in 1988 by Thalamus and developed by Boys Without Brains, Hawkeye is a visually striking side-scrolling platform shooter set in a bleak post-apocalyptic future. You take control of a cybernetic warrior battling through a ruined world, fighting to reclaim the planet from alien forces across a series of tightly designed levels. Gameplay blends fast arcade shooting with methodical exploration. Each stage requires you to hunt down hidden puzzle pieces while managing enemy patterns, hazards, and precise platforming. Multiple weapon types keep combat varied, and progression depends on fully mastering each environment rather than simply rushing forward. The game’s presentation is a major part of its identity. Parallax scrolling adds depth to the landscapes, while detailed sprites and smooth movement give the action a polished, high-end feel that became synonymous with Thalamus releases. Sound is where Hawkeye truly shines.</video:description>
      <video:player_loc>https://www.youtube.com/embed/8jx8AGhfgfk</video:player_loc>
      <video:duration>287</video:duration>
      <video:publication_date>2023-08-04T15:09:52Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/he-man-and-the-masters-of-the-universe-the-ilearth-stone/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/cD8LrXRDFaE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>He-Man: The Ilearth Stone – When He-Man Needed an Atom Smasher on the C64</video:title>
      <video:description>Released in 1987 by U. S. Gold and developed by Adventure Soft, He-Man and the Masters of the Universe: The Ilearth Stone brings the world of Eternia to the Commodore 64 in a side-scrolling platform adventure. Also known as Masters of the Universe: The Arcade Game, it casts players as He-Man in a race to stop Skeletor and recover the powerful Ilearth Stone. The adventure takes you through Castle Grayskull and its surrounding regions as you gather the ingredients required for Orko’s spell. Gameplay mixes platforming and exploration, with lifts, traps, enemies, and branching routes encouraging steady progression rather than pure speed. He-Man wields his iconic Power Sword to defeat Skeletor’s forces and can collect power-ups that enhance his abilities along the way. The Commodore 64 version stands out for its detailed environments and strong visual design, bringing familiar locations and characters to life on the system.</video:description>
      <video:player_loc>https://www.youtube.com/embed/cD8LrXRDFaE</video:player_loc>
      <video:duration>415</video:duration>
      <video:publication_date>2024-05-22T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/he-man-and-the-masters-of-the-universe-the-movie/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/jGM6kZ4fPV4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Masters of the Universe: The Movie – He-Man Needed EIGHT Cosmic Key Chords on the C64</video:title>
      <video:description>Released in 1987 by Gremlin Graphics, Masters of the Universe: The Movie brings the live-action film to the Commodore 64 in an ambitious multi-genre action adventure. Players step into the role of He-Man on a mission to recover the eight chords of the Cosmic Key and stop Skeletor from conquering Eternia. Gameplay shifts between several styles, including top-down exploration, side-scrolling beat ’em up combat, and first-person shooting sections. This variety reflects the film’s set pieces and keeps the pace moving as players travel between locations and objectives. A standout feature is the ability to switch between characters, with He-Man joined by Teela and Gwildor, each offering different strengths and abilities. This adds a tactical layer to combat and exploration, encouraging players to choose the right character for each situation. The game’s visuals capture the look and locations of the movie within the limits of the Commodore 64, while Ben Daglish’s energetic soundtrack drives the action forward.</video:description>
      <video:player_loc>https://www.youtube.com/embed/jGM6kZ4fPV4</video:player_loc>
      <video:duration>385</video:duration>
      <video:publication_date>2023-08-24T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/head-over-heels/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/NLbEhM1KyEk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Head Over Heels – Two C64 Heroes Who Could Literally Combine into ONE</video:title>
      <video:description>Released in 1987 by Ocean Software for the Commodore 64, Head Over Heels is a landmark isometric action-adventure created by Jon Ritman and Bernie Drummond. Building on the ideas introduced in Batman, it pushed the genre forward with a clever dual-character system and a vast, interconnected world to explore. You control two very different heroes. Head can leap higher and fire doughnuts to temporarily paralyse enemies, while Heels runs faster, climbs certain staircases, and carries objects. Progress depends on knowing when to switch between them, using their unique abilities to solve puzzles, avoid traps, and outsmart enemies across hundreds of rooms. The game’s surreal environments, precise isometric design, and thoughtful room layouts reward patience and planning. On the C64, the colourful visuals and atmospheric soundtrack by Guy Stevens help give each area its own identity, drawing you deeper into its strange, offbeat universe.</video:description>
      <video:player_loc>https://www.youtube.com/embed/NLbEhM1KyEk</video:player_loc>
      <video:duration>280</video:duration>
      <video:publication_date>2023-05-09T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/heart-of-africa/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/KnLvdMqW-ow/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Heart of Africa C64 Review – An 8-Bit Expedition That Refuses to Rush</video:title>
      <video:description>Released in 1985 by Ozark Softscape and published by Electronic Arts for the Commodore 64, Heart of Africa is a deep strategy adventure that builds on the foundations of The Seven Cities of Gold. Set in 1890, the game places players in the role of an ambitious explorer searching for the lost tomb of Pharaoh Ahnk Ahnk somewhere in the vast African continent. Beginning at a port near Cairo with limited supplies, players must carefully plan expeditions across deserts, mountains, rivers, and jungles. Success depends on managing resources, trading goods, and building relationships with indigenous tribes to gather vital clues, maps, and equipment needed to continue the journey. Progression is driven by exploration, diplomacy, and information gathering. Interactions can involve negotiation, gift-giving, trade, or intimidation, with each approach affecting future encounters. A detailed diary, world map, and inventory system help players track discoveries and organise their expedition.</video:description>
      <video:player_loc>https://www.youtube.com/embed/KnLvdMqW-ow</video:player_loc>
      <video:duration>348</video:duration>
      <video:publication_date>2025-04-07T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/heartland/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/dgZK8oIZ7y8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Heartland – Odin’s Forgotten Fantasy Adventure on the C64</video:title>
      <video:description>Released in 1986, Heartland is a distinctive fantasy platform adventure for the Commodore 64 developed by Odin Computer Graphics. Players take control of a hapless wizard on a race against time to restore a magical book by recovering six missing white pages and destroying six corrupted black pages scattered across a dangerous, storybook world. The adventure unfolds across six themed areas made up of interconnected screens. Players must dodge enemies such as rival wizards and gooches while exploring carefully, as the wizard begins completely unarmed. Weapons and items like hats, knives, and fireballs can be discovered and managed via an on-screen inventory system, adding light strategy to the platforming. Heartland’s structure encourages exploration and planning rather than simple left-to-right progression. Each level has its own challenges and layout, requiring players to learn routes, manage resources, and balance speed against survival as the clock steadily ticks down.</video:description>
      <video:player_loc>https://www.youtube.com/embed/dgZK8oIZ7y8</video:player_loc>
      <video:duration>416</video:duration>
      <video:publication_date>2024-07-23T17:30:08Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/heimdall/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/CEovTlh_JaI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Heimdall – Viking Mythology, Amiga Ambition and Some Very Odd Trials</video:title>
      <video:description>Released in 1991 by The 8th Day and published by Core Design, Heimdall is an ambitious action role-playing game steeped in Norse mythology. Designed for the Commodore Amiga, it blends exploration, combat, and puzzle-solving into a richly imagined mythological journey. Players step into the role of Heimdall, charged with recovering powerful artefacts stolen by Loki to prevent the coming of Ragnarok. The adventure unfolds across three vast realms—Midgard, Utgard, and Asgard—each made up of multiple islands filled with quests, enemies, and environmental challenges. Progress requires careful navigation, smart combat decisions, and puzzle-solving across interconnected locations. A standout feature is the character creation sequence, where a series of mini-games determine Heimdall’s starting attributes and influence which companions can later join your quest. This adds strategic depth from the very beginning and makes each playthrough feel slightly different.</video:description>
      <video:player_loc>https://www.youtube.com/embed/CEovTlh_JaI</video:player_loc>
      <video:duration>472</video:duration>
      <video:publication_date>2023-11-28T18:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/henrys-house/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/6AXyZPb9_Xk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Henry’s House – Tiny C64 Platforming Inside One Very Dangerous Home</video:title>
      <video:description>Released in 1984 by English Software and developed by Chris Murray for the Commodore 64, Henry’s House is a charming single-screen platform game that transforms everyday household spaces into imaginative obstacle courses. Players take control of Little Henry as he explores the rooms of his home, collecting items and avoiding quirky domestic hazards. Gameplay revolves around clearing each room by gathering all scattered objects, which causes a key to appear. Once collected, the key unlocks the exit and allows progression to the next area. With no time limit in place, players are encouraged to move carefully, study enemy patterns, and plan safe routes through each level. Across eight distinct rooms, Henry must dodge moving toothbrushes, toasters, coffee machines, and other animated appliances that threaten to knock him off course. Precise jumping and smart positioning are essential, as even small mistakes can send players back to the start of a room.</video:description>
      <video:player_loc>https://www.youtube.com/embed/6AXyZPb9_Xk</video:player_loc>
      <video:duration>367</video:duration>
      <video:publication_date>2025-04-14T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/herberts-dummy-run/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/hStg17-ekG4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Herbert’s Dummy Run – The C64 Baby Rescue Mission Nobody Prepared For</video:title>
      <video:description>Released in 1985 for the Commodore 64, Herbert’s Dummy Run is a 2D arcade-adventure developed by David Perry and published by Mikro-Gen. The fourth entry in the Wally Week series shifts the spotlight away from Wally himself and places players in control of his adventurous infant son, Herbert. Set inside a vast multi-floor department store, the game tasks players with guiding Herbert through more than 25 interconnected rooms after becoming separated from his parents. Progress depends on exploration, careful timing, and logical problem-solving as players collect and use items to overcome obstacles before the store closes at 5:30 PM. A standout feature is the inclusion of clever mini-games that parody classic arcade hits such as Breakout, Space Invaders, and Duck Shoot. These sequences are woven directly into the puzzles, adding variety and a playful sense of humour to the overall experience.</video:description>
      <video:player_loc>https://www.youtube.com/embed/hStg17-ekG4</video:player_loc>
      <video:duration>295</video:duration>
      <video:publication_date>2023-09-04T17:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/hero/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/AknIcwpRaj8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>H.E.R.O. – A Helicopter Backpack, Dynamite and Trapped Miners on the C64</video:title>
      <video:description>Released in 1984 by Activision and developed by John Van Ryzin, H. E. R. O. (Helicopter Emergency Rescue Operation) is a standout action-platformer that blends fast reflex gameplay with careful planning. Players step into the boots of Roderrick Hero, an elite rescue operative sent deep underground to save trapped miners. Equipped with a helicopter backpack, laser helmet, and a limited supply of dynamite, Roderrick must navigate a series of multi-screen cave systems packed with hazards. Falling rocks, toxic gas, lava pits, and hostile creatures all stand between you and the miners, demanding precise movement and smart use of resources. Each level introduces new dangers and layouts, encouraging players to think ahead rather than rush forward. Fuel management, timing, and positioning are crucial, turning every rescue into a tense balancing act between speed and survival. H.</video:description>
      <video:player_loc>https://www.youtube.com/embed/AknIcwpRaj8</video:player_loc>
      <video:duration>284</video:duration>
      <video:publication_date>2024-03-25T18:30:12Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/hero-of-the-golden-talisman/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/mAW7AF-KOGo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Hero of the Golden Talisman – Budget C64 Adventuring with Big Ambition</video:title>
      <video:description>Hero of the Golden Talisman (1985) is an action-adventure game developed by Mr Chip Software and published by Mastertronic for the Commodore 64. You explore a vast labyrinth of 64 interconnected rooms across five levels, searching for five fragments of a magical talisman needed to lift a deadly curse from your town. Each area is filled with hazards and enemies, from jumping pits and climbing ropes to battling fire-breathing dragons and bouncing eyeballs. Progress depends on collecting useful items such as keys, lanterns, ropes, and strength-enhancing flags. While its graphics and sound are modest, the game stands out for its responsive controls and clever level design. A built-in mini-map and inventory system add strategic depth and encourage careful exploration. Its balanced difficulty and rewarding progression make it especially appealing to players who enjoy mapping and methodical gameplay.</video:description>
      <video:player_loc>https://www.youtube.com/embed/mAW7AF-KOGo</video:player_loc>
      <video:duration>347</video:duration>
      <video:publication_date>2025-08-19T17:30:23Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/heroquest/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/UcHYz9jW1z4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>HeroQuest – Games Workshop’s Board Game Became a Four-Hero C64 Dungeon Crawl</video:title>
      <video:description>Released in 1991 by Gremlin Graphics for the Commodore 64, HeroQuest is a faithful digital adaptation of the hugely popular Games Workshop board game. Developed by 221B Software Development, it brings classic fantasy dungeon crawling and tabletop strategy to the 8-bit home computer. Players command a party of four iconic heroes — the Barbarian, Dwarf, Elf, and Wizard — as they venture into grid-based dungeons to defeat monsters, uncover treasure, and ultimately thwart the evil sorcerer Morcar. Gameplay closely mirrors the board game, blending turn-based movement, combat, exploration, and character progression across a series of structured quests. Despite the C64’s limitations, HeroQuest delivers atmospheric visuals with detailed sprites and dungeon layouts that successfully capture the look and feel of the tabletop experience. The music and sound effects reinforce the fantasy setting, adding tension and drama as each room is revealed.</video:description>
      <video:player_loc>https://www.youtube.com/embed/UcHYz9jW1z4</video:player_loc>
      <video:duration>353</video:duration>
      <video:publication_date>2024-11-12T18:30:21Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/high-noon/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/wZSXzwGZjNc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>High Noon – C64 Gunslinging Where the Streets Were Never Safe</video:title>
      <video:description>Released in 1984 by Ocean Software for the Commodore 64, High Noon is a fast-paced western-themed shoot ’em up that puts players in the boots of a lone sheriff defending a frontier town from relentless outlaw attacks. Action unfolds on a single screen as bandits attempt to rob the bank, kidnap townsfolk, and overrun the streets. Gameplay focuses on sharp reflexes and positioning, with the sheriff able to fire in eight directions to counter threats arriving from all sides. Each of the five stages ramps up the challenge, introducing mounted enemies, dynamite throwers, and outlaws firing from windows, keeping the pressure constant. Between levels, players face tense quick-draw bonus duels against bandit leaders, testing reaction speed under pressure. A memorable touch of dark humour comes from the undertaker, Riga Mortis, who periodically clears fallen bodies from the street while the action continues.</video:description>
      <video:player_loc>https://www.youtube.com/embed/wZSXzwGZjNc</video:player_loc>
      <video:duration>327</video:duration>
      <video:publication_date>2024-06-05T17:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/highlander/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/SLx3YOQVWE4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Highlander – Ocean Turned Connor MacLeod Into a C64 One-on-One Fighter</video:title>
      <video:description>Released in 1986 by Ocean Software for the Commodore 64, Highlander is a one-on-one fighting game based on the cult classic fantasy film. Developed by Canvas, the game puts players in control of Connor MacLeod, the immortal swordsman, as he faces key opponents from the movie in a bid to claim “The Prize.” Combat is presented as a series of duels against Ramírez, Fasil, and the Kurgan. Each encounter focuses on sword-based fighting, with the goal of defeating every opponent in turn. While the premise promises cinematic clashes, the gameplay itself is very limited, offering a small move set and little tactical depth. Controls are awkward and unresponsive, making combat feel sluggish and unrefined. Movement and attacks lack precision, which often turns fights into drawn-out exchanges rather than tense duels. Presentation does little to elevate the experience, with stiff character animation and basic arenas that fail to convey the atmosphere of the film.</video:description>
      <video:player_loc>https://www.youtube.com/embed/SLx3YOQVWE4</video:player_loc>
      <video:duration>438</video:duration>
      <video:publication_date>2025-01-06T18:30:31Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/hollywood-or-bust/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/YbHAQcPXXps/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Hollywood or Bust – Chasing Fame Through C64 Arcade Weirdness</video:title>
      <video:description>Released in 1986 by Mastertronic for the Commodore 64, Hollywood or Bust is a light-hearted action-adventure that draws heavily on the mayhem and humour of the silent movie era. Players take on the role of Buster Baloney, a would-be film star navigating a frantic studio complex in a bid to collect five Oscar statues and make it big in Hollywood. Gameplay blends arcade platforming with resource management and quick decision-making. Buster defends himself by hurling custard pies at enemies, with supplies replenished via a strategically placed cream tap. The studio itself is a maze of interconnected rooms, doors, and hazards, with some exits leading to hectic street scenes filled with fast-moving policemen that demand sharp reflexes and careful timing. The isometric presentation gives the game a strong sense of depth and movement, while colourful visuals help sell its cartoonish, slapstick tone.</video:description>
      <video:player_loc>https://www.youtube.com/embed/YbHAQcPXXps</video:player_loc>
      <video:duration>281</video:duration>
      <video:publication_date>2024-04-01T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/home-alone/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/R5PSqum95hU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Home Alone – Could You Stop the Wet Bandits on the Commodore Amiga?</video:title>
      <video:description>Released in 1991 by Manley &amp; Associates and published by Capstone Software, Home Alone brings the hit holiday film to the Commodore Amiga with a distinctive mix of strategy and action. Players step into the shoes of Kevin McCallister as he defends his house from the infamous Wet Bandits, Harry and Marv. The game is split into two clear phases. During the preparation stage, players are given a limited amount of time to explore the house and set traps using everyday household items such as marbles, paint cans, and a BB gun. Planning and placement are key, as every room can be turned into a defensive advantage. Once the burglars arrive, the game shifts into the action phase. Kevin must move through the house, baiting the intruders into carefully placed traps while avoiding capture. Success depends on timing, knowledge of the layout, and efficient use of the tools prepared earlier.</video:description>
      <video:player_loc>https://www.youtube.com/embed/R5PSqum95hU</video:player_loc>
      <video:duration>319</video:duration>
      <video:publication_date>2023-12-21T18:30:12Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/hostages/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/erV9J4WcTww/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Hostages – Three Snipers Outside, Three Men Inside the Embassy | Amiga</video:title>
      <video:description>Released in 1988 by Infogrames, Hostages is a tense tactical shooter inspired by the real-life Iranian Embassy siege. You take command of an elite six-man GIGN unit, tasked with rescuing hostages from a heavily guarded embassy using planning, precision, and restraint rather than brute force. The operation unfolds across three carefully linked phases. First, you position snipers across the street to silently remove threats without endangering civilians. Next comes helicopter insertion, where assault team members rappel through embassy windows under strict timing. Finally, the mission shifts to a first-person interior assault, clearing rooms, neutralising terrorists, and securing hostages one by one. Hostages blends strategy, stealth, and action in a way that was ambitious for its time. Every mistake carries consequences, and success depends on patience, observation, and controlled execution rather than fast reflexes alone. On the Amiga, the game delivers strong atmosphere and mounting tension through its sound design and methodical pacing.</video:description>
      <video:player_loc>https://www.youtube.com/embed/erV9J4WcTww</video:player_loc>
      <video:duration>286</video:duration>
      <video:publication_date>2023-01-23T18:30:43Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/hover-bovver/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/qFjuhjK8FeU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Hover Bovver – Jeff Minter Turned Mowing the Lawn into C64 Trouble</video:title>
      <video:description>Released in 1983 by Llamasoft for the Commodore 64, Hover Bovver is an offbeat maze-action game designed by Jeff Minter that blends humour with fast-paced arcade gameplay. Players take on the role of a mischievous homeowner who “borrows” his neighbour’s lawnmower to cut his own overgrown garden. The objective is to mow every patch of grass while avoiding flowerbeds and escaping angry pursuers. Gameplay revolves around navigating tight garden layouts while being chased by an enraged neighbour and gardener. Quick reactions and careful route planning are essential to avoid capture and complete each level. A unique feature is the player’s dog, which can be commanded to distract enemies and create escape routes. However, misuse can cause the dog to turn hostile, adding an extra layer of risk and strategy. Visually, the game features simple but charming character sprites and plainly defined playfields.</video:description>
      <video:player_loc>https://www.youtube.com/embed/qFjuhjK8FeU</video:player_loc>
      <video:duration>416</video:duration>
      <video:publication_date>2025-05-22T17:30:12Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/how-to-be-a-complete-bastard/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/MwxEyR4ltOw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>How to Be a Complete Bastard – The C64 Party Game Built Around Being Awful</video:title>
      <video:description>Released in 1987 by Virgin Games and developed by Sentient Software, How to Be a Complete Bastard is one of the most unconventional adventure games on the Commodore 64. Based on Adrian Edmondson’s book, it drops you into a house party with a single goal: cause as much mayhem as possible and drive every guest away. Played from an isometric perspective, the game revolves around exploring rooms, interacting with objects, and performing increasingly antisocial actions to rack up “bastard points.” You’ll need to juggle meters such as the Weeometer, Drunkometer, and Fartometer, balancing maximum disruption with personal survival. Rather than traditional puzzles, progress comes from experimentation and timing, learning how different actions affect guests and the party atmosphere. Its humour leans heavily into satire, mocking social etiquette and pushing boundaries far beyond typical 8-bit adventures.</video:description>
      <video:player_loc>https://www.youtube.com/embed/MwxEyR4ltOw</video:player_loc>
      <video:duration>343</video:duration>
      <video:publication_date>2023-02-27T17:00:24Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/hudson-hawk/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/c4w1Ad-Rx30/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Hudson Hawk – Steal Leonardo da Vinci’s Art from an Auction House AND the Vatican | C64</video:title>
      <video:description>Released in 1991 by Ocean Software for the Commodore 64, Hudson Hawk is a movie tie-in platform game based on the Bruce Willis action-comedy film. Developed during the height of licensed game adaptations, it combines stealth, precision platforming, and light puzzle-solving to reflect the film’s art thief storyline. Players take control of Hudson Hawk as he infiltrates museums, mansions, and secret facilities, avoiding guards, security cameras, dogs, and deadly traps while collecting valuable treasures. Each level is presented as a single-screen challenge, demanding careful timing, sharp reactions, and smart route planning. The gameplay follows Ocean’s well-known platforming formula, delivering tight controls, responsive movement, and cleverly designed obstacle layouts. Success depends on learning enemy patterns, using hiding spots effectively, and mastering difficult jumps under pressure. Visually, the game features a distinctive and polished presentation, with detailed environments and clear sprite work that keeps the action readable.</video:description>
      <video:player_loc>https://www.youtube.com/embed/c4w1Ad-Rx30</video:player_loc>
      <video:duration>455</video:duration>
      <video:publication_date>2025-01-20T18:30:34Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/hunchback/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/cWm5zC3_TnQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Hunchback – C64 Bell-Ringing, Rope-Swinging and Old-School Pain</video:title>
      <video:description>Released in 1983 by Ocean Software for the Commodore 64, Hunchback is a fast-paced platform game inspired by Victor Hugo’s The Hunchback of Notre-Dame. Players take control of Quasimodo as he scales the castle walls of Notre Dame, determined to rescue Esmeralda from captivity. Gameplay unfolds across 15 single-screen levels packed with hazards including pits, swinging ropes, fireballs, arrows, and patrolling knights. Precise timing is essential as Quasimodo jumps, swings, and dodges his way toward the bell at the end of each screen. Adding constant pressure, a pursuing knight steadily climbs the wall, forcing players to keep moving. Collecting bells rewards progress, with a super bonus awarded after every five bells. Completing all levels rescues Esmeralda, after which the game restarts at a faster speed, significantly increasing the difficulty and testing player reflexes even further.</video:description>
      <video:player_loc>https://www.youtube.com/embed/cWm5zC3_TnQ</video:player_loc>
      <video:duration>269</video:duration>
      <video:publication_date>2023-11-22T18:30:21Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/hunchback-2-quasimodos-revenge/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/dTe4AscaMOU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Hunchback II – Was Quasimodo’s C64 Revenge Worth the Climb?</video:title>
      <video:description>Hunchback II: Quasimodo’s Revenge is a 1985 arcade platform game for the Commodore 64, published by Ocean Software and developed by Choice Software. Building on the success of the original Hunchback, this sequel expands the formula into a series of varied, skill-based challenge stages rather than a single looping screen. It was designed specifically to showcase the strengths of the C64. You once again control Quasimodo as he navigates swinging ropes, collapsing platforms, arrow traps, and precision jumps across multiple distinct events. Each stage introduces new mechanics, demanding fast reactions, sharp timing, and strong memorisation. One of the game’s standout features is its atmospheric soundtrack by Martin Galway, whose SID composition elevates the experience and remains one of the most memorable pieces of C64 music of the era. Visually, the game delivers clean sprite work, smooth scrolling, and plainly readable hazards — essential for high-speed arcade gameplay and competitive score-chasing.</video:description>
      <video:player_loc>https://www.youtube.com/embed/dTe4AscaMOU</video:player_loc>
      <video:duration>286</video:duration>
      <video:publication_date>2025-12-16T18:30:50Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/hunchback-at-the-olympics/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/DZNHHLzlVr8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Hunchback at the Olympics – Quasimodo Really Got His Own C64 Sports Game</video:title>
      <video:description>Released in 1985 by Seatongrove and published by Ocean Software for the Commodore 64, Hunchback at the Olympics puts Quasimodo centre stage in a tongue-in-cheek take on Olympic competition. Competing to impress Esmeralda, players guide the famous hunchback through a series of athletic events with a clear focus on humour over realism. The game features a selection of Olympic disciplines including the 100m sprint, long jump, shot put, discus, javelin, hurdles, and high jump. Each event requires players to meet qualification standards using fast joystick movements or carefully timed inputs, emphasising reflexes and rhythm rather than detailed simulation. Presentation is simple and direct, with straightforward animations and arcade-style mechanics typical of mid-1980s sports titles. While the physics are intentionally loose and events can feel repetitive, the exaggerated performances and Esmeralda’s reactions add personality and light relief throughout the competition.</video:description>
      <video:player_loc>https://www.youtube.com/embed/DZNHHLzlVr8</video:player_loc>
      <video:duration>290</video:duration>
      <video:publication_date>2024-02-28T18:30:10Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/hunter/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Fmxff4H7CVk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Hunter – Activision Gave the Amiga a 3D Open World in 1991</video:title>
      <video:description>Released in 1991, Hunter was developed by Paul Holmes and published by Activision, delivering a level of freedom rarely seen in games of its era. Designed for the Amiga and Atari ST, it places players in control of a lone soldier dropped into a vast archipelago under enemy control, with no fixed path to success. The game’s defining feature is its open-ended structure. Players can explore freely on foot or by swimming, and can commandeer a wide range of vehicles including cars, tanks, helicopters, boats, and even surfboards. Missions can be tackled in multiple ways, rewarding experimentation, planning, and improvisation rather than rigid solutions. Hunter’s world feels alive and reactive. Buildings can be entered, civilians and enemies move independently, and player actions can influence future encounters. This dynamic design creates a strong sense of immersion and scale, especially impressive given the hardware limitations of the time.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Fmxff4H7CVk</video:player_loc>
      <video:duration>317</video:duration>
      <video:publication_date>2023-09-19T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/hyper-sports/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/EgKAl8cn4ck/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Hyper Sports – Another C64 Sports Game Your Joystick Feared</video:title>
      <video:description>Released in 1985 by Konami for the Commodore 64, Hyper Sports is the sequel to the hugely popular Track &amp; Field and delivers a fast-paced collection of Olympic-themed events straight from the arcade. You compete across a series of demanding challenges, pushing for qualifying scores just to stay in the competition. The game features a varied lineup of events including swimming, skeet shooting, vaulting, archery, triple jump, and weightlifting, each with its own timing-based mechanics. Success depends on precision, rhythm, and endurance, with difficulty ramping up sharply as you progress through the tournament. On the C64, Hyper Sports stands out as a strong arcade conversion, offering smooth movement, responsive controls, and clear event visuals that keep the action readable even under pressure. Every event tests a different skill, keeping the experience tense and competitive throughout.</video:description>
      <video:player_loc>https://www.youtube.com/embed/EgKAl8cn4ck</video:player_loc>
      <video:duration>329</video:duration>
      <video:publication_date>2023-08-01T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/ik-amiga/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/_LTR9gNp_5c/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>IK+ on the Amiga – Still One of the Slickest Fighting Games of Its Era?</video:title>
      <video:description>Released in 1988 by System 3 and developed by Archer MacLean for the Commodore Amiga, International Karate Plus—commonly known as IK+—is a refined and expanded sequel to the original International Karate. This fast-paced top-down fighting game introduced the unique concept of three fighters battling simultaneously on a single screen, creating constant tension and chaotic fun. Gameplay focuses on precise joystick control, responsive combat, and smart positioning, as players must defend themselves from two opponents at once. A wide range of punches, kicks, and special moves encourages aggressive play, while careful timing and spacing are essential for survival in later rounds. Progression is driven by skill mastery and adaptability, as enemy fighters become faster and more unpredictable. Alongside its competitive mechanics, the Amiga version adds playful background animations and hidden gags, including roaming Pac-Man characters, periscopes, spiders, and cheeky visual tricks that give the game its distinctive personality.</video:description>
      <video:player_loc>https://www.youtube.com/embed/_LTR9gNp_5c</video:player_loc>
      <video:duration>375</video:duration>
      <video:publication_date>2025-04-10T17:30:17Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/ik-c64/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/HUo0RBPzkA4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>IK+ – Three Fighters, One Beach and Rob Hubbard at Full Blast | C64</video:title>
      <video:description>Released in 1987 by System 3, International Karate + is one of the most celebrated fighting games on the Commodore 64. Designed by Archer Maclean, with a legendary soundtrack by Rob Hubbard, IK+ refined and expanded the original International Karate formula into a faster, deeper, and far more distinctive experience. The game’s standout feature is its unique three-player combat system, where fighters battle simultaneously on a single screen. Matches are scored through well-timed punches, kicks, sweeps, and acrobatic flips, rewarding precision and positioning rather than button mashing. Controls are tight and responsive, making every exchange feel deliberate and skill-based. Between bouts, IK+ introduces bonus rounds such as deflecting bouncing balls, adding variety and extra challenge. Smooth animation, humorous background details, and expressive character movement give the game a lively personality that still holds up decades later.</video:description>
      <video:player_loc>https://www.youtube.com/embed/HUo0RBPzkA4</video:player_loc>
      <video:duration>381</video:duration>
      <video:publication_date>2024-02-02T18:30:11Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/ikari-warriors/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/mWyXf7yKoLs/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Ikari Warriors – Why Were There Two Different C64 Versions?</video:title>
      <video:description>Originally released in arcades in 1986 by SNK, Ikari Warriors became one of the defining run-and-gun shooters of the era, and its Commodore 64 history is notable for having two very different home conversions. The first C64 version arrived in 1986 via Data East and Quicksilver Software, offering a single-player experience split into four phases. This early take delivers straightforward vertical shooting with basic visuals and limited enemy variety, capturing the core idea of the arcade but in a stripped-back form. A later and far more ambitious 1988 release by Elite Systems refined the formula significantly. This version supports both solo play and two-player simultaneous action, with improved graphics, stronger sound, and more varied enemy behaviour. You fight your way through jungles, rivers, and fortified positions, using power-ups, tanks, and helicopters to survive the onslaught.</video:description>
      <video:player_loc>https://www.youtube.com/embed/mWyXf7yKoLs</video:player_loc>
      <video:duration>280</video:duration>
      <video:publication_date>2023-07-04T17:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/impossible-mission/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/BU-tvO-pNgw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Impossible Mission – Stay Awhile, Stay Forever… and Search Every Room</video:title>
      <video:description>Released in 1984 by Epyx and developed by Dennis Caswell, Impossible Mission is one of the most influential and technically impressive games on the Commodore 64. It famously pushed boundaries with digitised speech, instantly setting the tone with one of the most memorable villain introductions in 8-bit history. You play as Agent 4125, infiltrating the underground fortress of the deranged Professor Elvin Atombender. Your mission is to stop a nuclear launch by locating scattered fragments of a secret password hidden throughout a vast network of rooms beneath his complex. Gameplay blends precise platforming with methodical puzzle-solving. You explore interconnected rooms, evade lethal robots, and search furniture for vital clues, all while racing against a strict six-hour time limit. Every mistake costs precious minutes, turning patience and planning into essential survival skills. The atmosphere is driven by tense music, clever room design, and constant pressure rather than raw action.</video:description>
      <video:player_loc>https://www.youtube.com/embed/BU-tvO-pNgw</video:player_loc>
      <video:duration>407</video:duration>
      <video:publication_date>2023-02-15T18:30:08Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/indiana-jones-and-the-fate-of-atlantis/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/glIDEk73wm8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Indiana Jones and the Fate of Atlantis – How Did This Huge Adventure Fit on C64?</video:title>
      <video:description>Released in 1992 by LucasArts for the Commodore 64, Indiana Jones and the Fate of Atlantis is an ambitious action-adventure that sends Indy on a globe-trotting race against the Nazis to uncover the secrets of the legendary lost city. Packed with exploration, puzzle-solving, and tense encounters, it delivers a cinematic adventure true to the spirit of the films. Players guide Indiana Jones through exotic locations, using his whip, fists, and wits to overcome enemies and environmental challenges. The game allows different approaches to progression, encouraging players to choose how they tackle obstacles and solve puzzles, with decisions shaping the flow of the adventure. While the Commodore 64 version is more constrained than its counterparts on more powerful systems, it retains the core gameplay ideas and memorable moments that define Fate of Atlantis. Atmospheric music, sound effects, and a strong narrative help carry the experience, making it a notable late-era C64 release.</video:description>
      <video:player_loc>https://www.youtube.com/embed/glIDEk73wm8</video:player_loc>
      <video:duration>394</video:duration>
      <video:publication_date>2023-11-29T18:30:35Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/indiana-jones-and-the-last-crusade-adventure/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/QOBMGElP14M/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Indiana Jones and the Last Crusade – The Amiga Adventure Worth Digging Up?</video:title>
      <video:description>Released in 1989 by Lucasfilm Games for the Commodore Amiga, Indiana Jones and the Last Crusade: The Graphic Adventure is a landmark point-and-click adventure built on the SCUMM engine. Designed by Ron Gilbert, Noah Falstein, and David Fox, the game expands on the events of the film, allowing players to guide Indy and his father through iconic locations including Venice, Brunwald Castle, and Berlin in a race to secure the Holy Grail. Gameplay centres on puzzle-solving, exploration, and narrative-driven progression, with multiple ways to approach and complete many challenges. The introduction of the “Indy Quotient” (IQ) scoring system rewards experimentation and creative thinking, encouraging players to discover alternative solutions and aim for the maximum 800-point score. Progression is shaped by player choice, observation, and careful interaction with the environment. Conversations, item combinations, and branching puzzle paths give the adventure a high level of replayability, setting it apart from many linear titles of the era.</video:description>
      <video:player_loc>https://www.youtube.com/embed/QOBMGElP14M</video:player_loc>
      <video:duration>418</video:duration>
      <video:publication_date>2025-08-21T17:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/indiana-jones-and-the-last-crusade-the-action-game/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/RB_niOGheF8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Indiana Jones and the Last Crusade – Did the C64 Action Game Miss the Grail?</video:title>
      <video:description>Released in 1989 by U. S. Gold and developed by Tiertex, Indiana Jones and the Last Crusade: The Action Game brings the blockbuster film to the Commodore 64 as a fast-moving platform adventure. You take control of Indy as he races across iconic locations in a quest to recover the Holy Grail and save his father. The game is split into five stages inspired directly by the movie, including the caves of Utah, the circus train, Venetian catacombs, Castle Grunwald, a zeppelin showdown, and the final Grail challenge. Each level mixes combat, timing-based platforming, and light puzzle elements. Indy’s whip is central to gameplay, used both as a weapon and a traversal tool for swinging across gaps. Hand-to-hand combat and environmental hazards keep pressure high, while exploration is needed to progress safely through each section.</video:description>
      <video:player_loc>https://www.youtube.com/embed/RB_niOGheF8</video:player_loc>
      <video:duration>347</video:duration>
      <video:publication_date>2023-06-28T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/indiana-jones-and-the-temple-of-doom/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/H7w8xhceo3g/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Indiana Jones and the Temple of Doom – Arcade Whip-Cracking on the C64</video:title>
      <video:description>Released in 1987 by US Gold and developed by Paragon Programming, Indiana Jones and the Temple of Doom brings the Atari arcade hit to the Commodore 64, itself based on the 1984 film. You step into Indy’s boots to relive key moments from the movie, from perilous temples to high-risk escapes. Gameplay blends platforming, combat, and light puzzle elements as you use Indy’s whip to defeat enemies, avoid traps, and interact with the environment. The game is split into three distinct stages: the Mine Cart Escape, the Temple of Doom, and the Bridge of Death, each offering its own mechanics and challenges. On the Commodore 64, the focus is on atmosphere and fidelity to the source material, supported by Martin Galway’s soundtrack. While the slower pace, repetitive sections, and long loading times drew criticism at the time, the ambition of the conversion is clear.</video:description>
      <video:player_loc>https://www.youtube.com/embed/H7w8xhceo3g</video:player_loc>
      <video:duration>349</video:duration>
      <video:publication_date>2023-05-24T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/indiana-jones-in-the-lost-kingdom/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/P8_G0sl2yis/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Indiana Jones in the Lost Kingdom – The C64 Indy Game People Forget Exists</video:title>
      <video:description>Released in 1984 by Mindscape and developed by Michael J. Hanson, Indiana Jones in the Lost Kingdom is a puzzle-driven adventure for the Commodore 64 that stands apart from other Indy games by telling a completely original story. Rather than following a film plot, you guide Indiana Jones through a mysterious lost kingdom in a race against rival archaeologist Ivar Reiss to recover a powerful artifact. The game is deliberately cryptic, offering almost no instructions and expecting you to work things out through experimentation and observation. Each of the six levels introduces new ideas and challenges, forcing you to think logically, test assumptions, and adapt your approach as the rules subtly change. Unlike many puzzle games of the era, progress depends less on reflexes and more on insight. Success comes from paying attention to how each screen behaves and learning from failure, making every breakthrough feel earned rather than handed to you.</video:description>
      <video:player_loc>https://www.youtube.com/embed/P8_G0sl2yis</video:player_loc>
      <video:duration>401</video:duration>
      <video:publication_date>2023-07-31T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/infernal-runner/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/ApTejUcpFyI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Infernal Runner – The C64 Platformer Where Dying Was Half the Attraction</video:title>
      <video:description>Released in 1985 by Loriciels, Infernal Runner is a darkly satirical platform game for the Commodore 64 developed by Michel Koell and Yves Korta. Set inside a nightmarish labyrinth, the game drops players into a surreal world of deadly traps, grotesque surprises, and pitch-black humour, where survival is never guaranteed. Gameplay is deliberately non-linear, allowing players to move freely between interconnected rooms packed with hazards. The objective is to locate keys and open chests in order to escape, all while managing a constantly draining hunger meter that forces you to hunt for food scattered throughout the maze. Every screen introduces new ways to die, often suddenly and brutally. Infernal Runner became infamous for its exaggerated death animations and macabre tone, which were strikingly graphic for the mid-1980s. Rather than discouraging failure, the game almost revels in it, turning death into part of the learning process.</video:description>
      <video:player_loc>https://www.youtube.com/embed/ApTejUcpFyI</video:player_loc>
      <video:duration>310</video:duration>
      <video:publication_date>2024-08-06T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/infiltrator/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Hl3XLuYFsMc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Infiltrator – Fly the Chopper, Forge the Papers, Bluff the Guards | C64</video:title>
      <video:description>Released in 1986 by Chris Gray Enterprises and published by Mindscape and U. S. Gold, Infiltrator is a unique combat flight simulation and stealth action game for the Commodore 64. Players step into the role of Johnny “Jimbo Baby” McGibbits, piloting the advanced Gizmo DHX-3 helicopter to infiltrate enemy territory and stop the plans of the mysterious Mad Leader. Each mission is divided into two phases: an aerial combat section and a ground-based infiltration segment. During flight missions, players navigate hostile airspace, identify friendly aircraft, and deploy missiles while using whisper mode for stealth. Ground missions focus on careful planning and disguise, requiring players to use fake documents, gas grenades, security cards, and explosives to bypass guards and complete objectives without raising alarms. This blend of flight simulation and espionage gameplay was highly innovative for its time, offering a level of depth and variety rarely seen on 8-bit systems.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Hl3XLuYFsMc</video:player_loc>
      <video:duration>376</video:duration>
      <video:publication_date>2025-05-19T17:30:11Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/insects-in-space/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/rn_hzXvVYes/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Insects In Space – The Bizarre C64 Defender Clone That Scored 94%</video:title>
      <video:description>Insects in Space is a 1989 Commodore 64 side-scrolling shooter published by Hewson and created by Sensible Software, with Chris Yates credited for the design and programming. Its structure recalls Defender: the player patrols a horizontally scrolling landscape while hostile insects descend to capture the babies scattered below. Abducted survivors must be rescued before the insects carry them away and transform them, so watching the radar and deciding when to attack or recover a captive is as important as firing accurately. The playfield wraps around and supports rapid changes of direction, creating a continuous defence mission rather than a fixed procession of stages. A simultaneous two-player option lets both pilots share the rescue effort, adding coordination to a game already built around speed, prioritisation and constant movement.</video:description>
      <video:player_loc>https://www.youtube.com/embed/rn_hzXvVYes</video:player_loc>
      <video:duration>486</video:duration>
      <video:publication_date>2026-08-14T17:30:47Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/international-basketball/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/GfX__b1Is4k/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>International Basketball – Was This the C64’s First Great Basketball Game?</video:title>
      <video:description>Released in 1984 by Andrew B. Spencer and published by Commodore for the Commodore 64, International Basketball is an early attempt to bring the speed and excitement of basketball to home computers. Focusing on arcade-style action rather than deep simulation, it delivers quick matches that are easy to pick up and play. Games are played in a 3-on-3 format using a side-scrolling view, with support for both single-player and two-player modes. Players can select different difficulty levels and choose between NBA, NCAA, or international rule sets, adding welcome variety to each match. Passing, shooting, and stealing all rely on sharp timing and positioning, keeping the action lively and competitive. The controls are simple and responsive, making the game accessible to newcomers while still offering enough challenge to reward practice. Visually, the presentation keeps the court and players clear and readable, while sound effects help sell the on-court action.</video:description>
      <video:player_loc>https://www.youtube.com/embed/GfX__b1Is4k</video:player_loc>
      <video:duration>310</video:duration>
      <video:publication_date>2024-09-02T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/international-soccer/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/NZvCjld2LGo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>International Soccer – The C64 Cartridge Football Game Everyone Recognised</video:title>
      <video:description>Released in 1983 by Commodore International for the Commodore 64, International Soccer is a pioneering football game developed by Andrew Spencer. Known in some regions as Cup Final or Voetbal 64, it was one of the first soccer titles to present the action from a realistic side-on perspective, helping to shape the future of sports games on home computers. Matches feature two teams of six players and can be played solo against the computer or head-to-head with a second player. Games are split into two 200-second halves, with no fouls or offside rules, keeping the focus firmly on fast, uninterrupted play. Players can choose from six kit colours and even switch to a grayscale mode designed for black-and-white televisions. The gameplay is smooth and responsive, with flowing scrolling and intuitive controls that made it instantly accessible.</video:description>
      <video:player_loc>https://www.youtube.com/embed/NZvCjld2LGo</video:player_loc>
      <video:duration>374</video:duration>
      <video:publication_date>2024-05-01T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/international-tennis/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/70HrkDhjvPI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>International Tennis – Did the C64 Serve Up a Decent Match?</video:title>
      <video:description>Released in 1992 by Zeppelin Games for the Commodore 64, International Tennis is a late-era sports title that delivers a polished, arcade-leaning take on tennis. Programmed by Jason Benham, it arrived during the C64’s twilight years and stood out for its smooth presentation and accessible, competitive gameplay. Players can take part in singles or doubles matches against the computer or a human opponent, with responsive controls allowing for serves, volleys, lobs, and powerful smashes. The pacing encourages longer rallies, while the ball physics feel tight and predictable, rewarding smart positioning and shot placement over button-mashing. Visually, International Tennis makes confident use of the C64’s colour palette and sprite handling, featuring clean court layouts and fluid player animations. The audio is understated but effective, with catchy title music and subtle sound effects that keep the focus firmly on the action.</video:description>
      <video:player_loc>https://www.youtube.com/embed/70HrkDhjvPI</video:player_loc>
      <video:duration>352</video:duration>
      <video:publication_date>2024-11-13T18:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/into-the-eagles-nest/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/7zH-gTff6k0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Into the Eagle’s Nest – Rescue the Saboteurs… Then Blow the Fortress | C64</video:title>
      <video:description>Released in 1987 by Pandora for the Commodore 64, Into the Eagle’s Nest is a World War II–themed action-adventure that blends shooting, exploration, and tactical decision-making. Players step into the boots of an Allied soldier sent behind enemy lines to infiltrate the heavily guarded Eagle’s Nest fortress. The mission objectives are clear but demanding: rescue three captured comrades, recover stolen art treasures, and plant explosives to destroy the stronghold from within. Gameplay is viewed from a top-down perspective, with interconnected levels filled with enemy patrols, locked doors, hidden items, and limited resources. Progression relies on careful planning rather than constant firepower. Ammunition, keys, and explosives must be managed wisely, while reckless movement can quickly lead to failure. The emphasis on stealth and route planning gives the game a tense, methodical pace that rewards patience and awareness.</video:description>
      <video:player_loc>https://www.youtube.com/embed/7zH-gTff6k0</video:player_loc>
      <video:duration>341</video:duration>
      <video:publication_date>2024-07-01T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/invade-a-load/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/ztUnbvKXHQU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Invade-A-Load – The C64 Loading Game That Made Waiting Less Painful</video:title>
      <video:description>Released in 1987 by Mastertronic and developed by Richard Aplin, Invade-a-Load is one of the most inventive ideas to appear on the Commodore 64. Rather than staring at a static loading screen, you’re dropped straight into a Space Invaders-style shooter that runs while the main game loads from cassette in the background. You control a small ship at the bottom of the screen, blasting descending alien waves as they speed up and become more aggressive. It’s simple, immediate, and surprisingly addictive, turning unavoidable loading time into a playable challenge instead of dead air. What makes Invade-a-Load truly special is how seamlessly it integrates with the fast loader itself, running without slowing the loading process. Add Rob Hubbard’s unmistakable SID music into the mix and you’ve got a loading screen that became more memorable than some full games.</video:description>
      <video:player_loc>https://www.youtube.com/embed/ztUnbvKXHQU</video:player_loc>
      <video:duration>132</video:duration>
      <video:publication_date>2022-12-20T18:30:56Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/iridis-alpha/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/CvYBBPqJBe0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Iridis Alpha – Jeff Minter’s C64 Shooter That Refuses to Behave Normally</video:title>
      <video:description>Iridis Alpha (1986), developed by Jeff Minter and released by Hewson, is one of the most distinctive and unconventional shoot ’em ups on the Commodore 64. Players control Gilby, a robotic spacecraft capable of both aerial and ground-based movement, as they explore the alien world of Iridis Alpha. A defining feature is the dual-universe system, where players must switch between parallel screens to manage threats and maintain energy balance. Energy management is central to survival — having too much or too little power leads to destruction, forcing constant tactical adjustments. The game blends fast-paced shooting with strategic resource control, creating a demanding and highly original gameplay experience. Renowned for its difficulty, hypnotic visuals, and innovative mechanics, Iridis Alpha has earned cult status among fans of Jeff Minter’s experimental design philosophy.</video:description>
      <video:player_loc>https://www.youtube.com/embed/CvYBBPqJBe0</video:player_loc>
      <video:duration>409</video:duration>
      <video:publication_date>2025-10-03T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/it-came-from-the-desert/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/65SggIs_PVA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>It Came from the Desert – B-Movie Giant Ants Invade the Amiga</video:title>
      <video:description>Released in 1989 by Cinemaware for the Commodore Amiga, It Came from the Desert is a cinematic action-adventure inspired by 1950s B-movie monster films, most notably Them!. Players take on the role of Dr. Greg Bradley, a geologist investigating a mysterious meteor crash near the desert town of Lizard Breath, only to uncover a terrifying mutant ant invasion. Gameplay blends exploration, investigation, puzzle-solving, and tense action sequences within a strict real-time structure. Over the course of just 15 in-game days, players must gather clues, question townsfolk, explore underground tunnels, and fend off giant ants in order to prevent an impending catastrophe. A dynamic day-and-night cycle drives the narrative forward, with events unfolding whether the player is ready or not. The Amiga version stands out for its detailed artwork, atmospheric sound design, and cinematic presentation, alongside varied mini-games that reinforce the sense of urgency and storytelling.</video:description>
      <video:player_loc>https://www.youtube.com/embed/65SggIs_PVA</video:player_loc>
      <video:duration>532</video:duration>
      <video:publication_date>2023-10-25T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/ivan-ironman-stewarts-super-off-road/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/1_4jorsBdCM/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Ivan ‘Ironman’ Stewart’s Super Off Road – Still Great on the C64?</video:title>
      <video:description>Released in 1990 by Graftgold and published by Virgin Mastertronic, Ivan ‘Ironman’ Stewart’s Super Off Road brings the hugely popular arcade racer to the Commodore 64 with fast, top-down off-road action. You race chunky trucks around tight dirt circuits, battling rivals while sliding through corners and launching over jumps. The heart of the game is its cash-based upgrade system. Winning races earns money that you can spend on improving speed, handling, and nitro boosts, adding a layer of strategy between events. Choosing where to invest can make the difference between staying competitive or being left in the dust. Tracks are packed with sharp bends, hazards, and elevation changes, keeping races tense and chaotic. Support for up to three players makes it especially memorable, turning every race into a loud, competitive scramble for position. On the Commodore 64, the game captures the spirit of the arcade original with bold colours, clear sprites, and a strong sense of speed.</video:description>
      <video:player_loc>https://www.youtube.com/embed/1_4jorsBdCM</video:player_loc>
      <video:duration>322</video:duration>
      <video:publication_date>2023-07-28T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/jack-the-nipper/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/rb7Wk0tpxAQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Jack the Nipper – Fill the Naughtyometer Before Mum Catches You | C64</video:title>
      <video:description>Released in 1986 by Gremlin Graphics, Jack the Nipper puts you in control of a mischievous toddler determined to cause as much mayhem as possible. Instead of saving the day, your goal is to be as naughty as you can without getting caught. The game unfolds across 50 flip-screen locations including kindergartens, police stations, museums, and back streets. Each screen becomes a playground for mischief as you jump on objects, move items around, and set up pranks to push your naughtyometer ever higher. Avoiding adults is critical, as getting caught results in a spanking that fills Jack’s nappy rash meter. Monsters and ghosts add extra danger, forcing you to balance reckless behaviour with careful movement and timing. On the Commodore 64, Jack the Nipper stands out for its colourful presentation and memorable soundtrack by Ben Daglish.</video:description>
      <video:player_loc>https://www.youtube.com/embed/rb7Wk0tpxAQ</video:player_loc>
      <video:duration>296</video:duration>
      <video:publication_date>2023-03-31T17:30:12Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/jack-the-nipper-2-in-coconut-capers/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/jo5q4cbp_xA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Jack the Nipper II – His Nappy Was Literally a Parachute on the C64</video:title>
      <video:description>Released in 1987 by Gremlin Graphics for the Commodore 64, Jack the Nipper II: In Coconut Capers continues the misadventures of gaming’s most troublesome toddler. This time, Jack parachutes into the African jungle, determined to cause mayhem while staying out of reach of his relentlessly chasing father. The game spans a huge 192 screens packed with obstacles, enemies, and environmental puzzles. Jack can climb ropes, swing from vines, and hurl coconuts to distract or defeat enemies, with progress relying on exploration, timing, and problem-solving rather than simple reflexes. A key feature is the Naughty-O-Meter, which tracks how much mischief Jack causes. Creative pranks and clever interactions increase your score, encouraging experimentation and rewarding players who embrace Jack’s mischievous nature. On the C64, the game delivers colourful jungle environments with varied locations including caves, swamps, and temples.</video:description>
      <video:player_loc>https://www.youtube.com/embed/jo5q4cbp_xA</video:player_loc>
      <video:duration>292</video:duration>
      <video:publication_date>2025-01-07T18:30:44Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/james-pond-underwater-agent/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/ZOz6QM-gyY8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>James Pond: Underwater Agent – The Amiga Spy Parody That Started a Series</video:title>
      <video:description>Released in 1990 by Vectordean and published by Millennium Interactive for the Commodore Amiga, James Pond: Underwater Agent introduces a humorous aquatic spy adventure inspired by the world of James Bond. Players take control of James Pond, a suave mudskipper secret agent, as he embarks on a series of eco-themed missions to protect the underwater world from pollution and danger. The game features twelve varied levels where objectives include rescuing trapped sea creatures, sealing toxic leaks, and escorting fish to safety, all while racing against the clock. Gameplay centres on trapping enemies inside bubbles and then popping them to turn foes into useful collectibles. Exploration is encouraged through branching tunnels, hidden rooms, and interconnected pipe systems. Visually, the Amiga version stands out for its bright cartoon-style graphics, detailed sprites, and parallax-scrolling backgrounds. Humorous level titles such as “Licence to Bubble” and “A View to a Spill” reinforce the game’s playful tone.</video:description>
      <video:player_loc>https://www.youtube.com/embed/ZOz6QM-gyY8</video:player_loc>
      <video:duration>329</video:duration>
      <video:publication_date>2025-05-29T17:30:19Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/jammin/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/bNomtGOf35M/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Jammin’ – The C64 Music Game That Turned the Top 20 Into a Maze</video:title>
      <video:description>Released in 1983 by Taskset Ltd. , Jammin’ is a distinctive action-puzzle game for the Commodore 64 that fuses maze navigation with a strong musical theme. Players take control of Rankin Rodney, working their way through 20 levels inspired by the Top 20 music charts. Each stage challenges players to collect four musical instruments and deliver them to their correct locations. Movement is restricted to paths of the same colour, forcing careful route planning, while moving platforms are used to switch between colour zones. Roaming musical notes and other hazards add pressure, demanding precision and timing to complete each level safely. One of Jammin’s standout features is its evolving soundtrack, which changes dynamically as instruments are collected, reinforcing the game’s musical identity and adding a satisfying sense of progression. The combination of audio feedback and puzzle mechanics gives the game a character all its own.</video:description>
      <video:player_loc>https://www.youtube.com/embed/bNomtGOf35M</video:player_loc>
      <video:duration>272</video:duration>
      <video:publication_date>2024-04-02T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/jet-set-willy/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/_4amISEt0mM/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Jet Set Willy – 60 Rooms of Housework Before Maria Lets You Sleep on the C64</video:title>
      <video:description>Released in 1984 by Software Projects and designed by Matthew Smith, Jet Set Willy is a defining non-linear platform game that pushed 8-bit ambition to its limits. On the Commodore 64, you guide Willy through a vast mansion of 60 interconnected rooms, collecting glowing objects while surviving a maze of hazards and roaming guardians. Controls are deceptively simple—left, right, jump—but the challenge lies in precision. You’re free to explore in almost any order, climbing ropes, tackling awkward staircases, timing jumps perfectly, and learning how each room behaves. Progress demands memory, patience, and an understanding of how the mansion fits together. The C64 version carries over many of the quirks that made the game legendary. Respawning behaviour can be unforgiving, some layouts border on the cruel, and the infamous Attic Bug originally made the game impossible to complete until later fixes appeared.</video:description>
      <video:player_loc>https://www.youtube.com/embed/_4amISEt0mM</video:player_loc>
      <video:duration>394</video:duration>
      <video:publication_date>2023-04-14T16:55:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/jimmy-whites-whirlwind-snooker/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/qZQECHrZ6gQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Jimmy White’s Whirlwind Snooker – The Amiga Table That Made Pool Games Look Old</video:title>
      <video:description>Released in 1991 by Virgin Games and developed by Archer Maclean for the Commodore Amiga, Jimmy White’s Whirlwind Snooker set a new standard for cue sports on home computers. Endorsed by professional snooker legend Jimmy White, the game delivers a remarkably authentic and feature-rich snooker experience. Players are given complete control over the table, with the ability to rotate the view, zoom in on any ball, and apply spin or swerve to shots. Multiple modes are included, ranging from competitive one- and two-player matches to practice sessions, trick shots, and demo play, all supported by four adjustable skill levels. What truly sets the game apart is its smooth 3D presentation and highly accurate ball physics. Each break-off plays differently, maximum 147 breaks are possible, and games can be saved mid-frame. Digitised crowd applause and sound effects add to the atmosphere, while playful visual touches appear if players take too long to line up a shot.</video:description>
      <video:player_loc>https://www.youtube.com/embed/qZQECHrZ6gQ</video:player_loc>
      <video:duration>365</video:duration>
      <video:publication_date>2024-10-10T17:30:13Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/joe-blade/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/LaD3sNYdPCw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Joe Blade – Budget C64 Action with a One-Man Army Attitude</video:title>
      <video:description>Released in 1987 by Players Software under the Interceptor Micros label, Joe Blade is a side-scrolling action platform game for the Commodore 64 developed by Colin Swinbourne. Players take on the role of Joe Blade, a lone commando sent deep into an enemy complex to rescue six kidnapped world leaders from the grip of the villainous Crax Bloodfinger. The game unfolds across a maze of flip-screen rooms packed with guards, traps, and explosives. Armed with a machine gun and working against a strict time limit, players must carefully explore the complex, disable bombs, and locate hostages while conserving limited ammunition. Progress depends on learning the layout, planning efficient routes, and avoiding costly mistakes. Each room presents its own hazards, encouraging methodical movement and memorisation rather than reckless action. The emphasis on exploration and timing gives Joe Blade a tense rhythm, where every wrong turn can waste precious seconds or resources.</video:description>
      <video:player_loc>https://www.youtube.com/embed/LaD3sNYdPCw</video:player_loc>
      <video:duration>313</video:duration>
      <video:publication_date>2024-07-09T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/joe-blade-2/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/AZNa7tBWpU0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Joe Blade II – More Bombs, More Rooms and More C64 Trouble</video:title>
      <video:description>Released in 1988 by Colin Swinbourne and published by Players Software for the Commodore 64, Joe Blade II shifts the series away from military infiltration and drops its vigilante hero into the crime-ridden streets of the city. This time, Joe must rescue kidnapped civilians while taking on gangs and urban hazards across a series of side-scrolling levels. Gameplay focuses on timing and movement rather than weapon-based combat. Joe defeats enemies by jumping on their heads, giving the game a distinctive twist compared to traditional beat-’em-ups. Progression hinges on rescuing trapped citizens, each of which triggers one of four fast-paced sub-games that test reflexes, memory, and problem-solving under strict time limits. The city environments are bright and expressive, with large character sprites and a cartoon-like presentation that suits the game’s lighter tone. Music by Mike Brown drives the action with energetic tunes that keep the pace lively as pressure mounts during rescues and timed challenges.</video:description>
      <video:player_loc>https://www.youtube.com/embed/AZNa7tBWpU0</video:player_loc>
      <video:duration>344</video:duration>
      <video:publication_date>2024-10-01T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/judge-dredd/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/qOO0QuGaRqc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Judge Dredd – Why Did the C64 Get TWO Different Mega-City One Games?</video:title>
      <video:description>Judge Dredd made his Commodore 64 debut in 1986, with a later reimagined version released in 1991, both drawing on the iconic 2000 AD comic and its dystopian vision of Mega-City One. Each game offers a different interpretation of the lawman, reflecting changing design trends across the late 1980s and early 1990s. The 1986 release from Melbourne House, developed by Beam Software, mixes arcade action with light strategy. Players patrol the city via a crime map before tackling flick-screen platform levels, choosing how to deal with perps using commands like Halt, Warn, or Kill. The Lawgiver’s multiple ammo types add tactical flexibility, reinforcing Dredd’s role as judge, jury, and executioner. In contrast, the 1991 version from Virgin Mastertronic and Random Access shifts to a scrolling platform format with structured missions spread across Mega-City One. Each assignment focuses on eliminating threats or objectives while keeping the city’s crime rate under control, blending fast action with time pressure and forward planning.</video:description>
      <video:player_loc>https://www.youtube.com/embed/qOO0QuGaRqc</video:player_loc>
      <video:duration>355</video:duration>
      <video:publication_date>2023-09-22T16:50:23Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/jumpman/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/76zOBh4uCS4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Jumpman – C64 Platform Puzzles Before Everyone Called Them Retro</video:title>
      <video:description>Released in 1983 by Epyx for the Commodore 64, Jumpman is a pioneering platform game developed by Randy Glover that helped define precision-based action on home computers. Players take on the role of Jumpman, a bomb disposal expert racing to save Jupiter Headquarters after it has been sabotaged by terrorists. The objective is clear but demanding: navigate each level and defuse every bomb while avoiding a variety of hazards. Gameplay focuses on carefully timed jumps, climbing ladders, and swinging from ropes as the screen scrolls vertically to reveal multiple floors. Enemies such as smart darts react to Jumpman’s position, adding constant pressure and forcing players to plan every move. Risk and reward are central to the experience. Players can adjust Jumpman’s running speed, choosing between safer, slower movement or faster runs that increase danger but improve scoring potential.</video:description>
      <video:player_loc>https://www.youtube.com/embed/76zOBh4uCS4</video:player_loc>
      <video:duration>388</video:duration>
      <video:publication_date>2024-04-23T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/jungle-hunt/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/NoNfyOIQEgE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Jungle Hunt – Swinging, Swimming and Stabbing Crocodiles on C64</video:title>
      <video:description>Released in 1983 by Taito Corporation and published by Atarisoft for the Commodore 64, Jungle Hunt is a faithful home conversion of the arcade hit originally known as Jungle King. Due to copyright issues, the game was rebranded, but its fast-paced jungle action remained intact. Players take on the role of a daring explorer racing to rescue a captured woman from hostile cannibals. The adventure is split across four varied stages, each testing different skills. Vine swinging demands precise timing, the crocodile-infested river requires sharp reactions and careful knife use, rock dodging pushes climbing reflexes, and the final leap over cannibals brings the rescue mission to a tense conclusion. The game supports single-player and two-player alternating modes, with difficulty steadily increasing as stages repeat. While the Commodore 64 version lacks some of the arcade’s music, it captures the structure, challenge, and rhythm of the original experience.</video:description>
      <video:player_loc>https://www.youtube.com/embed/NoNfyOIQEgE</video:player_loc>
      <video:duration>296</video:duration>
      <video:publication_date>2024-09-17T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/jupiter-lander/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/IWuwTXW_-vU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Jupiter Lander – Commodore’s C64 Cartridge Where Landing Was the Whole Battle</video:title>
      <video:description>Released in 1982 by Commodore and developed by HAL Laboratory, Jupiter Lander is one of the earliest arcade-style titles available for the Commodore 64. As a launch-era game, it played a key role in demonstrating the system’s technical potential and introducing players to physics-based gameplay on home computers. The objective is simple but demanding. Players pilot a spacecraft descending toward the surface of Jupiter, carefully managing thrust to counter gravity and line up with one of three landing platforms, each offering different levels of difficulty. Safe landings reward points and replenish fuel, while hard impacts or collisions with the terrain result in instant failure. Fuel management is central to the challenge. Every burst of thrust must be carefully judged, as running out of fuel brings the mission to an abrupt end. Precision, timing, and restraint are essential, turning each descent into a tense balancing act between control and momentum.</video:description>
      <video:player_loc>https://www.youtube.com/embed/IWuwTXW_-vU</video:player_loc>
      <video:duration>317</video:duration>
      <video:publication_date>2023-10-11T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/kamikaze/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/VuBv8P5XjSU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Kamikaze – A Late C64 Shooter with Old-School Arcade Teeth</video:title>
      <video:description>Released in 1990 by Codemasters and developed by Digital Design for the Commodore 64, Kamikaze is a fast-moving horizontal shoot-’em-up that puts players in control of a nimble biplane flying deep into enemy territory. Drawing inspiration from arcade favourites like Sky Kid, it delivers classic side-scrolling action with a light tactical twist. Players can manoeuvre freely in all directions, dodging incoming fire while taking out enemy aircraft, ground troops, tanks, and defensive installations. Rather than pure shooting, the game encourages smart positioning and timing to survive the increasingly busy screens. Kamikaze adds extra depth through mission-style objectives, including rescuing hostages and bombing key enemy targets. These elements reward careful play and awareness of the level layout, helping the game stand out from more straightforward shooters on the system. On the C64, the game features bright, colourful graphics and smooth scrolling that keep the action flowing at a brisk pace.</video:description>
      <video:player_loc>https://www.youtube.com/embed/VuBv8P5XjSU</video:player_loc>
      <video:duration>300</video:duration>
      <video:publication_date>2024-12-02T18:30:23Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/kane-kane-2/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/ppePHqdVdeE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Kane &amp; Kane 2 – Cowboys, Shooting Galleries and C64 Western Oddness</video:title>
      <video:description>Released by Mastertronic in 1986 and 1988, Kane and Kane II are Western-themed arcade action games developed by John Darnell for the Commodore 64. Both titles place you in the boots of lawman Marshall McGraw as he rides into danger to restore order across the frontier. The original Kane mixes fast-paced shooting with horseback riding stages, throwing a variety of arcade-style challenges your way. Gunfights test reflexes and positioning, while the riding sections demand precision and timing, earning a reputation for being tough but memorable. Kane II follows the same structure, offering more shootouts and riding sequences with familiar mechanics. While it sticks closely to the formula of the first game, it expands on the action and delivers another dose of Wild West arcade gameplay. Neither game set out to reinvent the genre, but together they represent a distinctive slice of budget-era Commodore 64 action.</video:description>
      <video:player_loc>https://www.youtube.com/embed/ppePHqdVdeE</video:player_loc>
      <video:duration>522</video:duration>
      <video:publication_date>2023-03-30T17:01:38Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/karateka/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/ApKZft4vodo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Karateka – Jordan Mechner’s First Published Game Before Prince of Persia | C64</video:title>
      <video:description>Released in 1985 by Broderbund and developed by Jordan Mechner, Karateka is a landmark martial arts action game that pushed the Commodore 64 far beyond expectations. It was Mechner’s first published title and laid the groundwork for ideas he would later refine in Prince of Persia. Players control a lone martial artist on a side-scrolling quest to rescue Princess Mariko from the warlord Akuma. Combat unfolds in a deliberate, almost cinematic rhythm, requiring players to switch stances and time punches and kicks at different heights to defeat guards and avoid instant defeat. What truly set Karateka apart was its animation. Using rotoscoping techniques, Mechner captured realistic human movement, giving the game a fluidity and sense of weight rarely seen on home computers at the time. Combined with dramatic pacing and atmosphere, it created an experience that felt closer to a film than a typical arcade brawler.</video:description>
      <video:player_loc>https://www.youtube.com/embed/ApKZft4vodo</video:player_loc>
      <video:duration>407</video:duration>
      <video:publication_date>2024-05-06T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/kawasaki-rhythm-rocker/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/rEmcebfLgSQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Kawasaki Rhythm Rocker – The C64 Music Game Nobody Expects</video:title>
      <video:description>Released in June 1984 by Sight &amp; Sound Music for the Commodore 64, Kawasaki Rhythm Rocker is a unique interactive music-making tool created by jazz fusion musician and programmer Ryo Kawasaki. Rather than focusing on traditional gameplay, the software allows users to compose and perform music in real time using four independent tracks: drums, bass, synthesiser, and vocal-style effects. Players select an instrument channel, input rhythms and notes, and loop their creations while adjusting tempo, bass levels, and dub-style effects on the fly. The interface is designed to be intuitive and expressive, encouraging experimentation and live-style performance rather than rigid composition. High-resolution animated visuals pulse and react to the music, creating a hypnotic, psychedelic display that enhances the creative experience. Powered by the SID chip, Rhythm Rocker showcases the sound hardware’s expressive range, blending sequencing, synthesis, and performance into one package.</video:description>
      <video:player_loc>https://www.youtube.com/embed/rEmcebfLgSQ</video:player_loc>
      <video:duration>342</video:duration>
      <video:publication_date>2025-08-04T17:18:22Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/kgb/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/ozW3zS8Mu-o/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>KGB – One Wrong Decision Could Wreck This Cold War Amiga Thriller</video:title>
      <video:description>Released in 1992 by Cryo Interactive and published by Virgin Games, KGB is a dark and demanding point-and-click adventure for the Commodore Amiga, set against the backdrop of the collapsing Soviet Union in the summer of 1991. Players take on the role of Captain Maksim Rukov, a newly assigned KGB officer drawn into a murder investigation that quickly spirals into a far-reaching political conspiracy. The game is built around realism and consequence. Actions unfold in real time, with events continuing whether the player is ready or not. A single poor decision can lead to immediate failure or trigger consequences that surface hours later, forcing players to think carefully, manage time, and pay close attention to dialogue, documents, and subtle clues. Using the same engine as Cryo’s Dune, KGB features detailed hand-drawn locations and an interface designed to support complex investigation and interaction.</video:description>
      <video:player_loc>https://www.youtube.com/embed/ozW3zS8Mu-o</video:player_loc>
      <video:duration>335</video:duration>
      <video:publication_date>2024-01-26T18:30:39Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/kickman/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/1Rz0NRxxKhk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Kickman – Catching Balloons on a Unicycle Because Early C64 Said So</video:title>
      <video:description>Released in 1982, Kickman is an arcade action game developed by Midway and published by Commodore that puts a playful spin on the classic catch-and-balance formula. Players control a unicycle-riding clown tasked with catching falling balloons on his head, carefully stacking them higher and higher without letting the pile topple over. As the game progresses, the pace increases and the challenge ramps up. Balloons fall faster, the stack becomes harder to control, and quick reactions are essential. A clever kick mechanic allows players to punt falling balloons back into the air for a second chance, adding both strategy and tension to the action. Adding to the mayhem are surprise elements such as Pac-Man-style characters and ghost-like enemies that appear during play, alongside bonus rounds that offer extra points and lives. These twists keep the gameplay fresh and unpredictable, rewarding skill and timing rather than pure luck.</video:description>
      <video:player_loc>https://www.youtube.com/embed/1Rz0NRxxKhk</video:player_loc>
      <video:duration>348</video:duration>
      <video:publication_date>2024-08-27T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/kikstart-2/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/4umcPRNaTzE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Kikstart II – The C64 Motorbike Game That Let You Build Your Own Tracks</video:title>
      <video:description>Released in 1987 by Mastertronic for the Commodore 64, Kikstart II is the sequel to the hugely popular motorcycle trials racer, developed by Mr. Chip Software. It builds directly on the original’s foundations while adding deeper mechanics and one of the most influential features of its era — a full track construction set. The game includes 24 challenging pre-designed courses packed with ramps, gates, fences, mud pits, and precision jumps that demand careful throttle control and balance. Players can race against the clock or go head-to-head in split-screen two-player mode, where mastering momentum and timing is key to victory. Kikstart II’s standout feature is its track editor, which allows players to design, save, and replay custom courses. This dramatically extends replay value and turns the game into a creative sandbox, encouraging experimentation and competitive custom challenges long after the built-in tracks are mastered.</video:description>
      <video:player_loc>https://www.youtube.com/embed/4umcPRNaTzE</video:player_loc>
      <video:duration>336</video:duration>
      <video:publication_date>2024-11-05T18:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/kingpin/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/HXwvQcQfBPo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Kingpin – Was Team17’s Amiga Bowling Game Any Good?</video:title>
      <video:description>Released in 1995 by Team17 for the Commodore Amiga, Kingpin: Arcade Sports Series Bowling is a dedicated ten-pin bowling simulation designed for both solo players and multiplayer groups. You can control up to six bowlers, customise player names and shirt colours, and compete in full matches against friends or AI opponents. The gameplay focuses on timing, spin, and angle, delivering a surprisingly authentic bowling experience. Visually, the game features smooth ball and pin animations, with realistic reactions as strikes and spares unfold. The sound effects recreate the atmosphere of a real bowling alley, although the full CD-audio soundtrack is exclusive to the Amiga CD32 version. While modest in scope compared to larger sports titles, Kingpin stands out in the Amiga library for filling a rare niche. Bowling games were uncommon on the platform, and this remains one of the most polished examples.</video:description>
      <video:player_loc>https://www.youtube.com/embed/HXwvQcQfBPo</video:player_loc>
      <video:duration>353</video:duration>
      <video:publication_date>2025-11-06T18:30:32Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/kings-bounty/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/8Mz8VLiptnc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>King’s Bounty – The C64 Strategy RPG Before Heroes of Might and Magic</video:title>
      <video:description>Released in 1990 by New World Computing, King’s Bounty is a landmark turn-based strategy game designed by Jon Van Caneghem and widely recognised as the foundation for the later Heroes of Might and Magic series. On the Commodore 64, it delivers a deep fantasy adventure built around exploration, planning, and tactical combat. Players take on the role of a hero tasked by King Maximus with recovering the stolen Sceptre of Order from the dragon Arech Dragonbreath. The quest spans four large continents, each filled with castles, towns, enemies, and secrets. Choosing between the Knight, Paladin, Barbarian, or Sorceress shapes how battles unfold and how armies are built. Gameplay combines open-world exploration with turn-based battles, as players recruit creatures, manage gold, and decide when to fight or avoid danger. Systems such as villain contracts and map fragments that reveal the Sceptre’s location add structure and long-term goals, encouraging careful strategy rather than brute force.</video:description>
      <video:player_loc>https://www.youtube.com/embed/8Mz8VLiptnc</video:player_loc>
      <video:duration>486</video:duration>
      <video:publication_date>2024-01-01T18:30:08Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/klax/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/6zKBOsnJkvA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Klax – Did Atari’s Addictive Arcade Puzzle Work on the Commodore 64?</video:title>
      <video:description>Released in 1990 by Atari Games and published by Domark for the Commodore 64, Klax is a fast-thinking puzzle game that puts reflexes and pattern recognition to the test. Adapted from the arcade hit, it delivers a fresh twist on tile-matching at a time when the genre was rapidly evolving. Gameplay revolves around catching coloured tiles as they slide down a conveyor belt and stacking them to form rows, columns, or diagonals of matching colours. Points are awarded for completed patterns, but poor placement can quickly lead to stack overflow and an abrupt game over. As levels progress, speed increases and decision-making becomes increasingly demanding. The Commodore 64 version successfully captures the addictive core of the arcade original, combining simple controls with rising pressure and satisfying scoring chains. Quick reactions must be balanced with careful planning to survive the later stages.</video:description>
      <video:player_loc>https://www.youtube.com/embed/6zKBOsnJkvA</video:player_loc>
      <video:duration>294</video:duration>
      <video:publication_date>2024-09-10T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/knight-games/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/5bPQEDDGoRs/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Knight Games – The C64 Medieval Tournament with Eight Different Events</video:title>
      <video:description>Released for the Commodore 64, Knight Games is a medieval-themed multi-event title that combines precision shooting challenges with intense one-on-one combat. Rather than a single adventure, the game is made up of eight distinct events, each testing different skills and reflexes. Two of the events focus on ranged accuracy. Crossbow tasks players with moving a crosshair to hit rotating targets, while Archery raises the difficulty with targets moving horizontally, demanding careful timing and anticipation. These events reward precision and patience over brute force. The remaining six events are all close-combat duels fought head-to-head. Sword fighting, quarterstaff battles on a log, and weapon-based contests using ball and chain, axe, and pike all follow a similar structure. Players must land repeated, well-timed hits while blocking incoming attacks, with victory achieved through consistency and timing rather than button-mashing.</video:description>
      <video:player_loc>https://www.youtube.com/embed/5bPQEDDGoRs</video:player_loc>
      <video:duration>415</video:duration>
      <video:publication_date>2023-11-30T18:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/knight-tyme/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/LR-XEuUKTl4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Knight Tyme – How Did Magic Knight End Up in the 25th Century? | C64</video:title>
      <video:description>Released in 1986 by David Jones and published by Mastertronic under the Added Dimension label, Knight Tyme is a graphic adventure for the Commodore 64 and the third entry in the Magic Knight series. Picking up after the rescue of the wizard Gimbal, Magic Knight is unexpectedly transported to the 25th century aboard the starship USS Pisces, far from his medieval roots. The adventure blends fantasy and science fiction as players explore futuristic locations, interact with crew members and aliens, and work toward assembling the Golden Sundial to return home. Progress depends on careful exploration, logical puzzle-solving, and understanding how the game’s world fits together. Knight Tyme uses the Windimation system, a menu-driven interface that allows players to select actions and objects rather than type commands. This approach makes interaction clear and accessible while still offering layered puzzles, inventory management, and meaningful choices that affect progress.</video:description>
      <video:player_loc>https://www.youtube.com/embed/LR-XEuUKTl4</video:player_loc>
      <video:duration>308</video:duration>
      <video:publication_date>2024-06-13T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/knightmare/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/cLNWqNPo3K0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Knightmare – Six Spells, One Dungeon and No Easy Way Out | C64</video:title>
      <video:description>Released in 1987 by MD Software and published by Activision for the Commodore 64, Knightmare is an adventure game based on the hugely popular British television series of the same name. Players are cast into the dangerous medieval world of Damonia, trapped inside the infamous Knightmare Castle and tasked with finding a way to escape its many deadly traps. Gameplay blends traditional adventure mechanics with puzzle-solving and spellcasting. Players explore interconnected rooms, interact with objects using a verb–noun command system, and deploy a range of magical spells including Anvil, Casper, Alchemy, Ice, Toad, and Metamorph, each designed to overcome specific obstacles or enemies. The game uses a distinctive semi-3D presentation, with castle locations displayed like illustrated pages in a book, giving it a strong sense of atmosphere and structure. While there is no background music, the sound effects reinforce actions and events, keeping the focus firmly on exploration and problem-solving.</video:description>
      <video:player_loc>https://www.youtube.com/embed/cLNWqNPo3K0</video:player_loc>
      <video:duration>360</video:duration>
      <video:publication_date>2024-03-11T18:30:20Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/kobyashi-naru/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/2B3qyYUjRPo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Kobyashi Naru – The C64 Adventure Inspired by Star Trek’s No-Win Test</video:title>
      <video:description>Released in 1987 by Mastertronic for the Commodore 64, Kobyashi Naru is a science-fiction themed adventure that takes its inspiration from the famous no-win test of Star Trek lore. Designed by Clive Wilson and Les Hogarth, the game challenges players to prove their worth by surviving a sequence of cerebral trials rather than relying on action or reflexes. Gameplay is divided into three distinct sections—Knowledge, Wisdom, and Understanding—each presenting puzzles that test logic, observation, and reasoning. Instead of a traditional text parser, the game uses an icon-based interface, allowing players to interact with objects and environments in a more visual and accessible way for the time. The challenge is deliberately unforgiving. Incorrect decisions can lead to sudden failure, and progress often demands experimentation and lateral thinking. This difficulty split opinion on release, but it also gave the game a reputation as a demanding experience aimed squarely at players who enjoyed tough mental challenges.</video:description>
      <video:player_loc>https://www.youtube.com/embed/2B3qyYUjRPo</video:player_loc>
      <video:duration>264</video:duration>
      <video:publication_date>2023-12-05T18:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/koronis-rift/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/dgdcn-cNnkU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Koronis Rift – Lucasfilm’s C64 Alien Salvage Hunt Scored 96% in Zzap!64</video:title>
      <video:description>Released in 1985 by Lucasfilm Games, Koronis Rift is a pioneering 3D action-strategy game that pushed the Commodore 64 into bold new territory. Set in the year 2049, players take on the role of a rover pilot exploring the dangerous Koronis Rift on an alien world, tasked with uncovering the remains of an ancient civilisation hidden deep within hostile terrain. Gameplay blends real-time exploration with careful planning. Players must descend into twenty increasingly dangerous rifts, locating long-lost alien hulks and salvaging powerful modules to upgrade the rover. Each module serves a specific function, from improved shields and weapons to navigation and mapping tools, making preparation just as important as piloting skill. A core mechanic is the colour-coded module system, which determines compatibility and effectiveness against enemy saucers guarding the hulks. With limited space to carry equipment, players are forced to make tactical choices, adapting their loadout to survive each mission and uncover deeper secrets.</video:description>
      <video:player_loc>https://www.youtube.com/embed/dgdcn-cNnkU</video:player_loc>
      <video:duration>340</video:duration>
      <video:publication_date>2024-08-08T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/kung-fu-master/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/EF5VJX1F2f0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Kung-Fu Master – Did One of Arcade Gaming’s First Beat ’Em Ups Work on C64?</video:title>
      <video:description>Originally developed by Irem and released in arcades in 1984, Kung-Fu Master arrived on the Commodore 64 in 1985 via a conversion by Berkeley Softworks, with Chris Hawley handling the port. Published by U. S. Gold in Europe, it brought one of arcade gaming’s most influential action titles to home computers. Players step into the role of Thomas, a martial arts expert fighting his way through the five floors of the Devil’s Temple to rescue his kidnapped girlfriend, Sylvia. Each level throws relentless waves of enemies into the action, from knife throwers and grippers to powerful end-of-floor bosses that test timing and positioning. The gameplay is fast, direct, and demanding, relying on punches, kicks, jumps, and crouches to survive the constant pressure. Despite the Commodore 64’s technical limits, the conversion delivers colourful visuals and a tense background soundtrack that maintain the urgency of the arcade experience.</video:description>
      <video:player_loc>https://www.youtube.com/embed/EF5VJX1F2f0</video:player_loc>
      <video:duration>366</video:duration>
      <video:publication_date>2023-12-08T18:30:08Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/labyrinth/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/DrUHEwI2U6U/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Labyrinth – The C64 Adventure Starts as Text… Then Pulls You Into the Film</video:title>
      <video:description>Released in 1986 by Lucasfilm Games and published by Activision for the Commodore 64, Labyrinth: The Computer Game is a graphic adventure inspired by Jim Henson’s fantasy film. Players are dropped into a sprawling maze filled with traps, riddles, and strange characters, racing against time to confront Jareth and escape. The adventure unfolds under a strict 13-hour real-time limit, adding tension and urgency to every decision. Gameplay begins with a text-based sequence before shifting into a graphical exploration format, featuring side-scrolling corridors, interactive environments, and a radar bar that maps each area. A standout feature is the innovative “word wheel” interface, which replaces traditional text parsers with rotating menus of verbs and nouns. This system streamlines command input, reduces frustration, and makes experimentation more accessible for players new to adventure games. Visually, Labyrinth delivers detailed environments and expressive animations that were highly regarded at the time.</video:description>
      <video:player_loc>https://www.youtube.com/embed/DrUHEwI2U6U</video:player_loc>
      <video:duration>396</video:duration>
      <video:publication_date>2025-02-19T18:30:11Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/las-vegas-casino/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Ar0mTsbwqJw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Las Vegas Casino – Could You Beat the House on the Commodore 64?</video:title>
      <video:description>Released in 1989 by Zeppelin Games for the Commodore 64, Las Vegas Casino is a single-player casino simulation designed by Kevin Franklin, with graphics by Michael Owens and music by Adam Gilmore. The game brings the atmosphere of a casino floor to the C64, offering faithful digital versions of four popular gambling games. Players can choose between Blackjack, Baccarat, Roulette, and Craps, each presented with clear rules and accessible controls. Blackjack and Baccarat use a first-person viewpoint, placing you directly opposite the dealer, while Roulette and Craps are shown from a top-down perspective that makes betting and table interaction easy to follow. The gameplay focuses on straightforward, pick-up-and-play mechanics rather than complex systems. Joystick-driven menus and clean layouts keep things moving smoothly, making it easy to jump between games and chase a winning streak without lengthy setup or explanations.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Ar0mTsbwqJw</video:player_loc>
      <video:duration>288</video:duration>
      <video:publication_date>2024-11-19T18:30:14Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/laser-squad/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/r_XFZy_v3Uw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Laser Squad – Before X-COM, Julian Gollop Was Waging War on the C64</video:title>
      <video:description>Released in 1988 by Target Games and designed by Julian Gollop, Laser Squad is a landmark turn-based tactical strategy game that helped define the genre on home computers. Often described as the spiritual forerunner to X-COM, it introduced ideas and systems that would influence tactical design for decades. Players command a small squad of elite soldiers across a range of mission scenarios, including hostage rescues, search-and-destroy operations, and item recovery. Viewed from an isometric perspective, each mission demands careful positioning, awareness of enemy movement, and smart use of cover. Every unit operates using a limited pool of action points per turn, forcing players to plan movement, attacks, and reactions with precision. A wide selection of weapons and equipment—each with distinct strengths and limitations—allows for varied tactical approaches, while line-of-sight rules and fog of war keep tension high.</video:description>
      <video:player_loc>https://www.youtube.com/embed/r_XFZy_v3Uw</video:player_loc>
      <video:duration>290</video:duration>
      <video:publication_date>2024-05-17T17:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/last-ninja-2-back-with-a-vengeance/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/KfTlU0ikYc8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Last Ninja 2 – System 3 Sent the C64’s Ninja to New York</video:title>
      <video:description>Released in 1988 by System 3 for the Commodore 64, Last Ninja 2: Back with a Vengeance boldly shifts the series from feudal Japan to the streets of modern-day New York City. Armakuni is torn from his own time and dropped into an urban battleground where his ancient enemy Kunitoki has rebuilt his power in a new era. The game expands on the original’s isometric design, letting you move freely in eight directions while navigating locations such as Central Park, city streets, sewers, and hidden laboratories. Progress depends on careful exploration, precise movement, and understanding how each area connects to the next. Combat plays a major role, with Armakuni using shuriken, nunchaku, staffs, and other tools to overcome enemies. Some foes require specific weapons, encouraging tactical thinking rather than brute force. Alongside fighting, puzzles and item use are essential, with keys, ropes, maps, and other objects needed to unlock new paths.</video:description>
      <video:player_loc>https://www.youtube.com/embed/KfTlU0ikYc8</video:player_loc>
      <video:duration>328</video:duration>
      <video:publication_date>2023-04-18T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/law-of-the-west/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/B9Q6ctj9jr4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Law of the West – On the C64, Every Conversation Could End in a Gunfight</video:title>
      <video:description>Released in 1985 by Accolade and designed by Alan Miller, Law of the West is one of the earliest video games to place storytelling and player choice at the centre of the experience. Rather than relying on constant action, it delivers tension through conversation, decision-making, and the threat of sudden violence. Set in the frontier town of Gold Gulch, you play the role of the local sheriff, dealing with a rotating cast of townsfolk throughout a single in-game day. Each encounter unfolds through branching dialogue choices, where your words can calm a situation, provoke hostility, or trigger a deadly gunfight. Every response matters, and no two playthroughs feel quite the same. Gameplay blends slow, deliberate interaction with fast-draw shootouts that demand sharp reflexes. Unlike traditional arcade shooters, success depends as much on reading people and choosing the right tone as it does on pulling the trigger at the right moment.</video:description>
      <video:player_loc>https://www.youtube.com/embed/B9Q6ctj9jr4</video:player_loc>
      <video:duration>322</video:duration>
      <video:publication_date>2024-05-07T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/lazarian/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/stPD0I9cvv8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Lazarian – Five Space Trials and a Giant Flying Eye on the C64</video:title>
      <video:description>Released in 1983 by Commodore for the Commodore 64, Lazarian is an early arcade-style shoot-’em-up programmed and scored by Andy Finkel and inspired by Bally Midway’s 1981 arcade title. Players pilot a spacecraft through a series of increasingly challenging combat zones, battling waves of alien enemies, navigating dense meteor fields, and surviving fast-paced attack patterns. The game unfolds across five distinct stages, each introducing new mechanics and enemy behaviours. Progression requires sharp reflexes, precise movement, and careful positioning. The final phase culminates in a showdown with the powerful “Evil Eye” boss, providing a demanding conclusion to the multi-stage campaign. Visually, Lazarian delivers simple but effective space-themed graphics that suit its fast-moving gameplay. Enemy formations and environmental hazards are plainly presented, allowing players to react quickly. Sound design and music by Andy Finkel enhance the experience, adding tension and atmosphere to each stage.</video:description>
      <video:player_loc>https://www.youtube.com/embed/stPD0I9cvv8</video:player_loc>
      <video:duration>388</video:duration>
      <video:publication_date>2025-06-03T17:30:20Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/lazy-jones/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/18aR-gTJwGE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Lazy Jones – 15 Mini-Games Hidden Inside One Commodore 64 Hotel</video:title>
      <video:description>Released in 1984 by Terminal Software, Lazy Jones is a brilliantly inventive Commodore 64 title that wraps a collection of arcade-style mini-games inside a single cohesive world. You play as Lazy Jones, a hotel janitor wandering corridors and rooms that each hide a different arcade challenge waiting to be played. The hotel acts as the hub, with doors leading to 14 distinct mini-games inspired by classic shooters, platformers, and puzzle games. Progression comes from mastering these short, fast-paced challenges, each with its own rules, hazards, and scoring systems, all stitched together by exploration rather than menus. What truly elevates Lazy Jones is its presentation. Designed and programmed by David Whittaker, the game features an unforgettable soundtrack that includes clever SID reinterpretations of popular early-80s tunes, giving every room its own identity and mood. Over time, Lazy Jones has earned cult status for its creativity and forward-thinking design.</video:description>
      <video:player_loc>https://www.youtube.com/embed/18aR-gTJwGE</video:player_loc>
      <video:duration>360</video:duration>
      <video:publication_date>2023-01-09T18:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/le-mans/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/ithtzOOdTg8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Le Mans – HAL Laboratory’s Forgotten C64 Racing Game</video:title>
      <video:description>Released in 1982 by HAL Laboratory and published by Commodore, LeMans is one of the earliest racing games available for the Commodore 64 and a showcase of forward-thinking arcade design. Presented from a bird’s-eye view, the game challenges players to overtake traffic at speed while managing risk and precision under constant pressure. The goal is simple but demanding: pass as many cars as possible within a 60-second time limit. Overtaking ten cars cleanly earns a 1,000-point bonus, while reaching 20,000 points extends the race by another minute. Crashes force a pit stop on the left side of the track, resetting your overtake count and costing valuable seconds. LeMans keeps things fresh with changing conditions, including icy roads that affect handling, night stages lit only by headlights, and the notorious LeMans Esses that test steering control.</video:description>
      <video:player_loc>https://www.youtube.com/embed/ithtzOOdTg8</video:player_loc>
      <video:duration>301</video:duration>
      <video:publication_date>2023-10-30T18:22:36Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/leader-board/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/lT-7dE3Ki0c/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Leader Board – Was This the C64’s Best Early Golf Game?</video:title>
      <video:description>Released in 1986 by Access Software, Leader Board is a landmark golf simulation that redefined realism in sports games on home computers. Originally developed for the Commodore 64 and later enhanced on the Amiga, the game introduced precision mechanics and presentation that set a new benchmark for virtual golf. Gameplay is built around four full 18-hole courses, viewed from behind the golfer for a realistic perspective of the fairways and greens. Players control shot power and direction using a timing bar, with carefully timed inputs allowing shots to hook or slice. This added a layer of skill and finesse that rewarded practice and consistency rather than guesswork. The Amiga version benefits from smoother animation and improved visuals, making courses feel more alive and immersive. Water hazards, bunkers, and varied terrain demand thoughtful club selection and strategic play, while subtle risk-and-reward decisions keep every hole engaging.</video:description>
      <video:player_loc>https://www.youtube.com/embed/lT-7dE3Ki0c</video:player_loc>
      <video:duration>397</video:duration>
      <video:publication_date>2023-10-12T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/lemmings/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/dCuit-wPus8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Lemmings – Did This Amiga Classic Change Puzzle Games Forever?</video:title>
      <video:description>Released in 1991 by DMA Design and published by Psygnosis for the Commodore Amiga, Lemmings is a landmark puzzle-strategy game built around a deceptively simple idea. A group of lemmings march blindly forward, and it’s your job to guide as many as possible safely to the exit using a limited set of skills. Gameplay revolves around assigning roles such as digger, builder, blocker, and climber to individual lemmings in real time. Each level becomes a carefully balanced logic puzzle where timing, placement, and forward planning are essential to success. One wrong decision can doom the entire group. With over 100 levels included, the difficulty steadily ramps up, introducing new hazards and tighter constraints that demand increasingly creative solutions. The intuitive interface and expressive animations make the game easy to understand, while the puzzle design provides long-lasting depth and challenge.</video:description>
      <video:player_loc>https://www.youtube.com/embed/dCuit-wPus8</video:player_loc>
      <video:duration>411</video:duration>
      <video:publication_date>2024-12-05T18:30:28Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/little-computer-people/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/rn5FHPe2dHw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Little Computer People – Every Original C64 Disk Could Create a Different Person</video:title>
      <video:description>Released in October 1985 for the Commodore 64, Little Computer People is a groundbreaking life simulation game developed by David Crane and published by Activision. Long before virtual pets became mainstream, this title offered a novel idea: sharing your computer with a living digital companion. After loading, players are presented with a three-storey house and, after a short wait, a Little Computer Person moves in and begins living an independent daily routine. The character cooks meals, watches television, reads, and relaxes, all without direct control. Interaction is subtle, with players influencing behaviour through gifts, card games, and observation rather than commands. A defining feature is that each copy of the game generates a unique character with its own name and personality traits. The LCP responds to care and neglect, encouraging a sense of responsibility and long-term engagement rather than traditional goals or scoring systems.</video:description>
      <video:player_loc>https://www.youtube.com/embed/rn5FHPe2dHw</video:player_loc>
      <video:duration>300</video:duration>
      <video:publication_date>2024-05-03T17:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/live-and-let-die/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/0PJAIVH5R4U/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Live and Let Die – The C64 James Bond Game That Started Life as Aquablast</video:title>
      <video:description>Released in 1988 by Elite Systems and published by Domark for the Commodore 64, Live and Let Die is a fast-paced action game loosely inspired by the 1973 James Bond film. Originally developed as an original title called Aquablast, the game was later rebranded after Domark recognised its similarity to the movie’s famous speedboat chase sequence. Players take control of a heavily armed high-speed boat and race through a variety of global locations, including the Florida Everglades, Arctic waters, and desert regions of the Sahara. The main objective is to battle enemy forces, avoid environmental hazards, and ultimately destroy Dr. Kananga’s heroin refinery. Gameplay blends high-speed racing with arcade-style shooting, drawing comparisons to titles such as RoadBlasters and Overlander. Players must balance aggressive combat with careful fuel management, precise steering, and quick reactions to survive increasingly intense stages.</video:description>
      <video:player_loc>https://www.youtube.com/embed/0PJAIVH5R4U</video:player_loc>
      <video:duration>320</video:duration>
      <video:publication_date>2025-04-15T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/lode-runner/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/AuDrD8sbDtM/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Lode Runner – The C64 Puzzle Platformer That Gave You 150 Levels to Beat</video:title>
      <video:description>Released in 1983 by Broderbund for the Commodore 64 and created by Doug Smith, Lode Runner is a landmark puzzle-platformer that redefined the genre. Players control a lone runner tasked with collecting all the gold in each level while avoiding relentless enemy guards. The core mechanic that sets Lode Runner apart is the ability to dig temporary holes in the floor. These holes can trap enemies, open new routes, or create vital escape paths, turning every level into a strategic puzzle rather than a test of reflexes alone. Success depends on planning, timing, and understanding enemy behaviour. The Commodore 64 version includes an impressive 150 levels, each introducing new challenges and layouts. Adding to its longevity is a built-in level editor, allowing players to design, save, and share their own creations, greatly expanding replay value and creativity.</video:description>
      <video:player_loc>https://www.youtube.com/embed/AuDrD8sbDtM</video:player_loc>
      <video:duration>340</video:duration>
      <video:publication_date>2023-11-16T18:30:12Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/loom/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/HgSbQ0AY8gU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Loom – Lucasfilm Threw Away the Inventory and Made Music Your Commands on the Amiga</video:title>
      <video:description>Released in 1990 by Lucasfilm Games for the Commodore Amiga, Loom is a beautifully crafted graphic adventure led by Brian Moriarty, set in a mysterious fantasy world ruled by the ancient Guild of Weavers. Players follow young Bobbin Threadbare on a personal and emotional journey to uncover the secrets of the Great Loom and rescue his disappearing guild. Instead of traditional inventory puzzles, the game introduces a unique spell-casting system based on musical drafts played on a magical distaff, allowing players to reshape the world through sound. These musical spells can open paths, transform objects, reverse effects, and solve environmental puzzles through experimentation and logic. True to Lucasfilm’s design philosophy, Loom removes player death and dead ends, encouraging relaxed exploration and story-driven discovery. Visually, the game features striking high-resolution artwork with distinctive EGA and VGA dithering that gives Fantasia a painterly, dreamlike quality.</video:description>
      <video:player_loc>https://www.youtube.com/embed/HgSbQ0AY8gU</video:player_loc>
      <video:duration>314</video:duration>
      <video:publication_date>2025-07-03T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/lotus-turbo-challenge-2/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/DNIUmGPyAik/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Lotus Turbo Challenge 2 – Still the Amiga’s Greatest Arcade Racer?</video:title>
      <video:description>Released in 1991 and developed by Magnetic Fields, Lotus Turbo Challenge 2 is the high-octane sequel that redefined the series on the Commodore Amiga. Moving away from traditional circuit racing, the game embraces checkpoint-based, arcade-style action inspired by classics like OutRun. Players race against the clock across a wide range of global locations, alternating between two Lotus cars: the Elan SE on odd-numbered stages and the Esprit SE on even-numbered ones. Each course demands speed, precision, and split-second reactions as traffic, sharp bends, and environmental hazards stand between you and the next checkpoint. The Amiga version is especially celebrated for its fluid scrolling, varied scenery, and dynamic weather effects that keep races visually fresh and challenging. Barry Leitch’s iconic soundtrack, particularly the instantly recognisable intro theme, adds an extra layer of energy and remains one of the most memorable pieces of Amiga game music.</video:description>
      <video:player_loc>https://www.youtube.com/embed/DNIUmGPyAik</video:player_loc>
      <video:duration>362</video:duration>
      <video:publication_date>2023-08-22T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/lure-of-the-temptress/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/0Z04IYSj8Ek/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Lure of the Temptress – The Amiga Adventure Where NPCs Had Lives of Their Own</video:title>
      <video:description>Lure of the Temptress (1992) is a classic point-and-click adventure game developed by Revolution Software and published by Virgin Interactive. Set in the medieval kingdom of Turnvale, you play as Diermot, a young peasant who must overthrow the evil sorceress known as the Temptress. Using the innovative Virtual Theatre engine, the game features a dynamic world where NPCs follow their own routines. The unique “Tell” command allows players to issue detailed instructions, adding depth to puzzle-solving and interaction. Its atmospheric graphics, ambient sound design, and engaging narrative set it apart from many contemporaries. While Diermot himself may lack depth, the rich world-building and clever mechanics have earned the game a loyal following. Lure of the Temptress remains an important title in the adventure genre, showcasing early advances in interactive storytelling and game design.</video:description>
      <video:player_loc>https://www.youtube.com/embed/0Z04IYSj8Ek</video:player_loc>
      <video:duration>300</video:duration>
      <video:publication_date>2025-08-14T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/mad-doctor/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Nu7ZjjAeVU4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Mad Doctor – The C64 Horror Game About Building Your Own Monster</video:title>
      <video:description>Released in 1985 by Creative Sparks and developed by James Allen, Mad Doctor is a darkly inventive action-adventure for the Commodore 64 that blends horror themes with open-ended gameplay. Players step into the role of Professor Franz Johann Blockenspiel, an unhinged scientist determined to create life by assembling and reanimating a creature from stolen body parts. Set in the eerie village of Struddleberg, the game unfolds across six interconnected areas including a castle, graveyard, forest, village districts, and Lightning Hill. Exploration is key, as players search for tools, ingredients, and body parts while navigating hostile villagers who become increasingly suspicious of your activities. The game runs from a top-down, fixed-screen perspective and introduces survival elements such as hunger, thirst, and health management. A day-and-night cycle adds further tension, forcing players to carefully plan movements and actions to avoid capture or attack.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Nu7ZjjAeVU4</video:player_loc>
      <video:duration>262</video:duration>
      <video:publication_date>2023-09-29T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/mad-nurse/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/iGL1RA6zOjg/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Mad Nurse – Saving Babies from a Hospital That Should Be Closed</video:title>
      <video:description>Released in 1985 by Simon Pick and published by Firebird Software for the Commodore 64, Mad Nurse is a distinctive platform arcade game set inside a chaotic hospital maternity ward. Players take on the role of a nurse tasked with rescuing wandering babies before they meet a variety of dangerous hazards. Each level presents a multi-storey hospital layout filled with elevators, platforms, and environmental threats such as electrical sockets, medicine bottles, and open shafts. The challenge escalates as more babies appear simultaneously, requiring quick reactions and careful route planning to return them safely to their cribs. A key gameplay mechanic is the nurse’s limited supply of stun gas, which temporarily freezes all babies in place and offers a brief moment to regain control. Using it too often, however, comes at a cost, reinforcing the game’s risk-versus-reward structure.</video:description>
      <video:player_loc>https://www.youtube.com/embed/iGL1RA6zOjg</video:player_loc>
      <video:duration>511</video:duration>
      <video:publication_date>2024-11-01T18:30:25Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/magic-carpet/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/_kQpHARDZnQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Magic Carpet – Early C64 Flying With Just Enough Weirdness to Notice</video:title>
      <video:description>Released in 1984 by David and Richard Darling and published by Mastertronic for the Commodore 64, Magic Carpet is a fast-paced arcade-style action game that challenges players to guide a carpet-riding hero through a series of dangerous underground caverns. Presented in a side-scrolling format, the game tasks players with dodging falling rocks, stalactites, and hostile enemies while collecting treasure and useful power-ups. Each stage demands sharp reactions and careful timing, with hazards often appearing suddenly and leaving little room for error. As progress is made, the level layouts become more complex and the pace intensifies, pushing players to master precise movement and pattern recognition. Success relies on memorising trap placements and maintaining control under pressure. Visually, Magic Carpet makes effective use of colour and smooth animation to create lively cave environments within the limits of the C64 hardware.</video:description>
      <video:player_loc>https://www.youtube.com/embed/_kQpHARDZnQ</video:player_loc>
      <video:duration>319</video:duration>
      <video:publication_date>2025-02-10T18:30:27Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/mail-order-monsters/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/DeHu-fxcAsU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Mail Order Monsters – Build a Beast, Train It, Then Let It Loose on C64</video:title>
      <video:description>Released in 1985 by Electronic Arts for the Commodore 64, Mail Order Monsters is an innovative action-strategy game designed by Paul Reiche III, Evan Robinson, and Nicky Robinson. The game places creativity at the centre of its design, allowing players to construct and customise their own combat creatures, known as morphs, before sending them into brutal arena battles. Gameplay revolves around three distinct modes that cater to different skill levels. Free Trial mode introduces pre-built morphs and basic combat mechanics, while Rental mode gives players a limited budget of psychons to assemble a creature for a single fight. Tournament mode offers the deepest experience, challenging players to build, upgrade, and evolve their morph across multiple battles while managing resources and long-term strategy. Combat takes place in a variety of arena formats, including Destruction, Capture the Flag, and The Horde, each demanding different tactics and loadouts.</video:description>
      <video:player_loc>https://www.youtube.com/embed/DeHu-fxcAsU</video:player_loc>
      <video:duration>351</video:duration>
      <video:publication_date>2024-07-02T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/maniac-mansion/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/GFmxH4WY2BI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Maniac Mansion – The C64 Adventure That Gave Lucasfilm Its SCUMM Engine</video:title>
      <video:description>Released in 1987 by Lucasfilm Games for the Commodore 64, Maniac Mansion is a landmark graphic adventure that redefined how games told stories. Built on the newly created SCUMM engine, it introduced a point-and-click interface that made interaction more intuitive and opened the door to deeper, more expressive game narratives. Players control Dave Miller and choose two friends from a cast of six unique characters, each with different abilities, as they infiltrate the bizarre mansion of Dr. Fred Edison to rescue Dave’s kidnapped girlfriend, Sandy Pantz. The non-linear design allows multiple solutions to puzzles, encouraging experimentation and replayability as different character combinations unlock new paths and outcomes. The Commodore 64 version delivers colourful visuals, atmospheric music, and animated cutscenes that push the story forward, helping the mansion feel alive and unpredictable. Its humour, strange characters, and occasional danger create a tone that balances comedy with tension, something rarely seen at the time.</video:description>
      <video:player_loc>https://www.youtube.com/embed/GFmxH4WY2BI</video:player_loc>
      <video:duration>438</video:duration>
      <video:publication_date>2023-11-20T18:30:10Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/manic-miner/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/8trVpwPu2nA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Manic Miner – 20 Caverns Before the Oxygen Runs Out on the C64</video:title>
      <video:description>Released in 1983 for the Commodore 64, Manic Miner is a landmark platform game developed by Matthew Smith that helped define the genre. You take control of Miner Willy as he explores a series of increasingly hostile caverns, racing against a constantly draining oxygen supply. Each of the 20 caverns demands exact timing and pixel-perfect jumps. Progress depends on collecting every flashing item in each level while avoiding enemies and environmental hazards that punish even the smallest mistake. The challenge is relentless, turning every successful run into a genuine achievement. The Commodore 64 version stays faithful to the game’s original design, featuring simple backdrops and distinctive sprites that keep the focus firmly on gameplay. Its stark presentation only adds to the tension, stripping away distractions and leaving nowhere to hide from the difficulty. A defining feature is the use of Edvard Grieg’s “In the Hall of the Mountain King”, which plays throughout and steadily builds pressure as your oxygen runs low.</video:description>
      <video:player_loc>https://www.youtube.com/embed/8trVpwPu2nA</video:player_loc>
      <video:duration>395</video:duration>
      <video:publication_date>2023-04-10T16:41:59Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/marias-christmas-box/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/kacZjx4xmKA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Maria’s Christmas Box – Barbarian’s Cover Star Returned for C64 Strip Poker</video:title>
      <video:description>Released in 1988 by Anco Software for the Commodore 64, Maria’s Christmas Box is an adult-themed strip poker game that arrived during the festive season, tapping into the popularity of celebrity-inspired titles of the era. The game features British model Maria Whittaker, well known to Commodore fans for her appearance in Barbarian: The Ultimate Warrior. Gameplay centres on a one-on-one strip poker match, with Maria initially dressed in a Santa Claus outfit to fit the Christmas theme. Players wager credits, bluff, and trade clothing items in familiar fashion, closely following the mechanics established in Anco’s earlier Strip Poker II+. Two difficulty levels are available, with the harder mode offering a more aggressive and challenging AI opponent. Presentation is basic, using static pixel artwork, limited animation, and a very simple interface built around the standard C64 system font.</video:description>
      <video:player_loc>https://www.youtube.com/embed/kacZjx4xmKA</video:player_loc>
      <video:duration>283</video:duration>
      <video:publication_date>2023-12-18T18:30:33Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/master-of-magic/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/qULomG2bYWo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Master of Magic – The C64 Dungeon Adventure with a Legendary Rob Hubbard Soundtrack</video:title>
      <video:description>Released in December 1985 by Richard Darling and published by Mastertronic under its M. A. D. label, Master of Magic is a fast-paced dungeon adventure that drops players into a dangerous high-fantasy world of spells, monsters, and maze-like peril. Transported by the mysterious Thelric, your unnamed hero must recover the legendary Amulet of Immortality before being trapped forever. Gameplay blends action-oriented role-playing with constant exploration. Players navigate interconnected mazes while battling creatures such as skeletons, bats, and spiders, carefully managing health and magical energy as danger escalates. Progress depends on learning layouts, reacting quickly in combat, and making smart decisions under pressure. The screen layout is clean and functional, combining a live map, text messages, command options, and clear visual representations of enemies and items. This structure keeps the action flowing while allowing tactical choices during exploration and combat.</video:description>
      <video:player_loc>https://www.youtube.com/embed/qULomG2bYWo</video:player_loc>
      <video:duration>714</video:duration>
      <video:publication_date>2023-12-04T18:30:36Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/master-of-the-lamps/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/r7MkMrIo_iI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Master of the Lamps – The C64 Game That Turned Music Into the Challenge</video:title>
      <video:description>Released in 1985 for the Commodore 64, Master of the Lamps is a highly original title developed by Peter Kaminski and Russell Lieblich and published by Activision. Blending action, rhythm, and puzzle-solving, the game offers a calm yet demanding experience that stood apart from the more aggressive arcade releases of the era. Players take on the role of an Eastern prince on a mystical journey to restore three shattered magical lamps and reclaim his palace. Gameplay alternates between two very different challenges. The first involves piloting a magic carpet through winding tunnels, passing precisely through diamond-shaped gates where even a single mistake sends you back to the start. The second core mechanic introduces rhythm and memory-based gameplay. Players face musical duels with genies, repeating increasingly complex sequences of tones. Across three sets of seven genie dens, the challenge escalates from audio and visual cues, to visual-only prompts, and finally to sound alone, testing timing, memory, and pitch recognition.</video:description>
      <video:player_loc>https://www.youtube.com/embed/r7MkMrIo_iI</video:player_loc>
      <video:duration>325</video:duration>
      <video:publication_date>2024-07-22T17:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/match-day-2/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/XpZnZ3LtZao/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Match Day II – Was This Ocean’s Best C64 Football Game?</video:title>
      <video:description>Released in 1987 by Ocean Software, Match Day II is a landmark football simulation for the Commodore 64 that built upon and refined the foundations laid by the original Match Day. Developed by Jon Ritman, with graphics by Bernie Drummond and music by Guy Stevens, the game introduced new systems that significantly raised the bar for 8-bit sports titles. The game offers league and cup competitions for up to eight teams, alongside quick exhibition matches. Played with seven players per side, Match Day II allows direct control of the goalkeeper, adding an extra tactical layer rarely seen at the time. The action is fast, fluid, and highly responsive, rewarding anticipation and positioning rather than simple button-bashing. A defining innovation is the Diamond Deflection System, which calculates realistic ball rebounds based on angle and impact, creating unpredictable and natural-feeling play.</video:description>
      <video:player_loc>https://www.youtube.com/embed/XpZnZ3LtZao</video:player_loc>
      <video:duration>410</video:duration>
      <video:publication_date>2024-08-13T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/max-headroom/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/hhcDHvZHb7A/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Max Headroom – Rescue Max from the Top 11 Floors of Network 23 on the C64</video:title>
      <video:description>Released in 1986 by Quicksilva and developed by Binary Design, Max Headroom brings the dystopian world of the British TV movie and series to the Commodore 64. Set in a future ruled by ruthless media corporations, players take on the role of investigative journalist Edison Carter on a dangerous mission inside Network 23. Gameplay blends isometric exploration with cerebral puzzle-solving as players climb the corporation’s towering 211-floor headquarters to rescue Max Headroom, Edison’s digital alter ego. Progress requires hacking security systems, evading guards, and solving abstract challenges such as elevator control puzzles and memory-based light and sound sequences. The interface centres around icon-driven actions, allowing players to access surveillance cameras, manipulate building systems, and rest to recover energy. Tension builds steadily as resources are limited and mistakes can quickly derail progress through the tower. While reception on release was mixed, Max Headroom stood out for its ambition and thematic consistency.</video:description>
      <video:player_loc>https://www.youtube.com/embed/hhcDHvZHb7A</video:player_loc>
      <video:duration>256</video:duration>
      <video:publication_date>2023-09-01T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/mean-streets/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/aFB5JRTLlWA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Mean Streets – Tex Murphy Was a Detective Game AND a 3D Flight Sim on the C64</video:title>
      <video:description>Released in 1989 by Access Software for the Commodore 64, Mean Streets introduced players to Tex Murphy, a down-on-his-luck private investigator navigating a bleak, cyberpunk vision of post-apocalyptic San Francisco. Hired to uncover the truth behind the suspicious death of scientist Dr. Carl Linsky, Tex is drawn into a conspiracy involving advanced technology, corruption, and corporate secrecy. Gameplay blends classic adventure mechanics with several innovative ideas. Players explore the city using Tex’s flying car, travelling between locations to gather clues and piece together the investigation. Conversations with suspects and informants require careful dialogue choices to extract useful information, while certain moments escalate into side-scrolling combat sequences that demand quick reactions and careful positioning. One of the game’s most ambitious features is its use of digitised imagery and sound, including early full-motion video elements and Access Software’s RealSound technology, which delivered sampled voices and audio without extra hardware.</video:description>
      <video:player_loc>https://www.youtube.com/embed/aFB5JRTLlWA</video:player_loc>
      <video:duration>373</video:duration>
      <video:publication_date>2024-09-09T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/mega-lo-mania/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/9hT9FNM3LYI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Mega Lo Mania – Start in 9500 BC… End with Nukes on the Amiga</video:title>
      <video:description>Released in 1991 by Sensible Software for the Commodore Amiga, Mega Lo Mania is a distinctive real-time strategy game that fuses god-game concepts with tactical warfare. Players take control of one of four rival deities—Scarlet, Oberon, Caesar, or Madcap—each leading their civilisation through ten technological epochs, from 9500 BC into the far future. Gameplay revolves around managing people, resources, and progression while competing gods fight for dominance across a series of islands. Each map is divided into sectors, forcing careful decisions about where to gather minerals, develop weapons, and position armies. Timing is critical, as advancing through epochs unlocks stronger units and new capabilities that can quickly shift the balance of power. Combat plays out in real time, with players deploying forces to attack enemy territory or defend their own sectors. Success depends on striking the right balance between expansion, defence, and technological advancement, as neglecting any one area can leave a civilisation vulnerable.</video:description>
      <video:player_loc>https://www.youtube.com/embed/9hT9FNM3LYI</video:player_loc>
      <video:duration>512</video:duration>
      <video:publication_date>2023-12-15T18:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/miami-vice/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/QCV_aBACY2c/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Miami Vice – One Million-Dollar Drug Deal, Four Days to Find Mr J on the C64</video:title>
      <video:description>Released in 1986 by Ocean Software for the Commodore 64 and developed by Canvas Software, Miami Vice is an action-adventure title inspired by the hugely popular 1980s television series. Players take on the roles of detectives Sonny Crockett and Ricardo Tubbs as they attempt to dismantle a major drug operation led by the mysterious criminal known as “Mr. J.” Gameplay is split into two distinct sections. The first involves top-down driving sequences, where players navigate a city map to reach crime scenes and suspect hideouts. These segments are notoriously challenging, with awkward steering, tight time limits, and frequent crashes making navigation a major test of patience and precision. Once a destination is reached, the game shifts into side-scrolling action stages. Here, players confront criminals using basic combat mechanics and simple shooting elements. While functional, these sections lack depth and variety, contributing to the game’s mixed critical reception.</video:description>
      <video:player_loc>https://www.youtube.com/embed/QCV_aBACY2c</video:player_loc>
      <video:duration>331</video:duration>
      <video:publication_date>2025-03-04T18:30:16Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/micro-mouse-goes-debugging/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/ow1ctXpe-AI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Micro Mouse Goes De-Bugging – The C64 Game That Made You Repair BASIC Code</video:title>
      <video:description>Released in 1984 by MC Lothlorien, Micro Mouse Goes De-Bugging is a distinctive action-educational title for the Commodore 64 that blends arcade gameplay with early programming concepts. Players take control of Micro Mouse, a digital fixer tasked with repairing corrupted BASIC code inside a malfunctioning computer system. The action unfolds across side-view, flip-screen stages where players must retrieve missing characters from cages positioned around the screen and return them to their correct places in the code. At the same time, hostile bugs roam the area, attempting to steal characters and undo progress, forcing players to balance speed, accuracy, and survival. A key mechanic is resource management. Micro Mouse can either carry a code character or a can of “datakill” to eliminate bugs, but never both at once. This simple restriction adds tension and strategy, requiring careful decision-making as threats increase and screens grow more chaotic.</video:description>
      <video:player_loc>https://www.youtube.com/embed/ow1ctXpe-AI</video:player_loc>
      <video:duration>314</video:duration>
      <video:publication_date>2024-02-14T18:30:38Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/microprose-soccer/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/rEytO60r8Bs/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>MicroProse Soccer – The C64 Football Game That Led to Sensible Soccer</video:title>
      <video:description>Released in 1988, MicroProse Soccer is an arcade-style football game developed by Sensible Software and published by MicroProse for the Commodore 64. Often seen as the foundation of the legendary Sensible Soccer series, it redefined how football games felt on 8-bit systems with speed, flow, and immediate control. The game offers both full 11-a-side outdoor matches and fast-paced 6-a-side indoor soccer, alongside single matches, tournaments, and full World Cup campaigns. Players can save progress and customise teams using the Name Bank, adding long-term appeal rarely seen in football games of the era. Controls are simple yet expressive, allowing crisp passing, chipped balls, powerful shots, and the famous “banana kick” for curling efforts on goal. The top-down scrolling pitch is enhanced by weather effects, player fatigue, and dynamic replays that mimic video rewinding, adding style and atmosphere to every match.</video:description>
      <video:player_loc>https://www.youtube.com/embed/rEytO60r8Bs</video:player_loc>
      <video:duration>409</video:duration>
      <video:publication_date>2024-02-19T18:30:39Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/midnight-resistance/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/pJ0KUh-IS_k/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Midnight Resistance – Ocean’s C64 Run-and-Gun Rescue Mission Revisited</video:title>
      <video:description>Released in 1990 by Ocean Software and developed by Special FX, Midnight Resistance is a hard-hitting side-scrolling run-and-gun game set in a brutal dystopian future. You play as a lone resistance fighter battling through enemy territory to rescue your kidnapped family from the ruthless King Crimson. The action is fast, relentless, and plainly inspired by arcade classics like Contra. You fight through waves of soldiers, tanks, and airborne enemies, grabbing red keys dropped by foes along the way. These keys are vital, letting you buy powerful weapons and upgrades between stages, including flamethrowers, homing missiles, and multi-directional guns with limited ammo. Levels are tightly designed and scroll smoothly, keeping the pressure high as enemy patterns and hazards escalate. While the Commodore 64 version can’t quite match the detail of more powerful systems, it delivers impressive animation, strong pacing, and a solid sense of scale throughout.</video:description>
      <video:player_loc>https://www.youtube.com/embed/pJ0KUh-IS_k</video:player_loc>
      <video:duration>320</video:duration>
      <video:publication_date>2023-07-21T17:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/mike-reads-computer-pop-quiz/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/45PTUX2fv4Y/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Mike Read’s Computer Pop Quiz – How Tough Was This 1988 C64 Music Quiz?</video:title>
      <video:description>Released in 1988 by Elite Systems for the Commodore 64 and re-released by Encore in 1989, Mike Read’s Computer Pop Quiz brings the popular BBC Radio 1 quiz show to home computers, hosted by Mike Read and packed with music trivia from the 1950s through the 1980s. The game recreates a full TV-style quiz format, guiding players through multiple themed rounds that test knowledge of artists, songs, dates, and pop culture history. Round One challenges players to select questions from a jukebox, while later rounds introduce clue-based star guessing, category choices, and year-identification challenges. The fast-paced Quickfire Round adds pressure with timed questions and penalties for wrong answers, rewarding speed and accuracy under pressure. A final jukebox segment offers one last chance to boost your score, keeping tension high right to the end. Players can compete solo or against a friend, choosing music categories and animated team-mates that add personality and charm to each match.</video:description>
      <video:player_loc>https://www.youtube.com/embed/45PTUX2fv4Y</video:player_loc>
      <video:duration>393</video:duration>
      <video:publication_date>2025-07-22T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/mikie/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/j0-NGrR6CxY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Mikie – Konami’s Schoolyard Arcade Game Comes to the Commodore 64</video:title>
      <video:description>Originally developed by Konami and released in arcades in 1984, Mikie arrived on the Commodore 64 in 1986 via Imagine Software, bringing its unusual school-based action to home computers. Instead of battling aliens or monsters, players take control of Mikie, a lovestruck student determined to deliver a heartfelt letter to his girlfriend. Gameplay unfolds across a series of school locations including classrooms, locker rooms, the cafeteria, dance studio, and the playground. Mikie must collect scattered hearts to complete his message, all while avoiding or dealing with teachers, janitors, and other authority figures who are determined to stop his romantic mission. Each room presents its own hazards and opportunities, encouraging careful movement, timing, and quick thinking. Doors can be opened to reveal surprises, items can be collected for points, and some staff members can be temporarily neutralised, adding a light strategic layer to the action.</video:description>
      <video:player_loc>https://www.youtube.com/embed/j0-NGrR6CxY</video:player_loc>
      <video:duration>270</video:duration>
      <video:publication_date>2024-05-10T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/milk-race/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/bfDXvfVfqTc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Milk Race – The C64 Cycling Game Based on Britain’s Famous Road Race</video:title>
      <video:description>Released in 1987, Milk Race is a cycling simulation for the Commodore 64 developed by Icon Design and published by Mastertronic. Designed by Phil Berry and Stuart Ruecroft, with music by David Whittaker, the game is based on the famous British Milk Race, now known as the Tour of Britain. Despite its budget price, it delivers a surprisingly deep and energetic sports experience. Players take control of a cyclist competing in a gruelling 1,000-mile race across England. Gameplay focuses on maintaining speed, managing stamina, avoiding hazards such as potholes and rival riders, and collecting milk bottles to restore energy. Each stage demands concentration as the pace rarely lets up. A key mechanic is gear management, with 12 gears available to adapt to terrain and race conditions. Time trial sections introduce additional pressure, requiring players to hit checkpoints within strict limits while balancing speed against exhaustion.</video:description>
      <video:player_loc>https://www.youtube.com/embed/bfDXvfVfqTc</video:player_loc>
      <video:duration>327</video:duration>
      <video:publication_date>2024-02-21T18:30:22Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/miner-2049er/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/uetlGDPyyf8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Miner 2049er – Early C64 Platforming That Still Looks Like Hard Work</video:title>
      <video:description>Released in 1983 for the Commodore 64, Miner 2049er is a landmark platform game developed by Bill Hogue and published by Big Five Software. Players take on the role of Bounty Bob, a member of the Royal Canadian Mounted Police, sent deep into an abandoned uranium mine to capture the criminal Yukon Yohan. Gameplay is built around precision movement and route planning. Each level is cleared by walking over every section of the mine’s platforms while avoiding radioactive enemies and environmental hazards. Timing is critical, as each stage is governed by a strict time limit that pushes players to balance speed with accuracy. Strategic depth comes from collectible items such as drills and candles, which temporarily turn enemies harmless and allow Bob to defeat them on contact. Learning enemy patterns and choosing the safest order to claim platforms becomes essential as the levels grow more complex.</video:description>
      <video:player_loc>https://www.youtube.com/embed/uetlGDPyyf8</video:player_loc>
      <video:duration>277</video:duration>
      <video:publication_date>2024-04-19T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/monkey-island-2-lechucks-revenge/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/4_aLzcAPZN0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Monkey Island 2: LeChuck’s Revenge – Guybrush Returns for a Bigger Amiga Adventure</video:title>
      <video:description>Released in 1992 by LucasArts for the Commodore Amiga, Monkey Island 2: LeChuck’s Revenge continues the legendary adventures of Guybrush Threepwood in one of the most celebrated sequels in gaming history. Picking up after the events of The Secret of Monkey Island, you set off on a globe-trotting quest to uncover the mythical treasure of Big Whoop, all while dealing with pirates, curses, and unfinished business with LeChuck. Built using the SCUMM engine, the game refines the point-and-click formula with deeper puzzles, sharper writing, and a much larger world to explore. You travel between multiple islands, combining inventory items, outwitting rivals, and engaging in some of the most memorable dialogue ever written for an adventure game. The Amiga version shines with richly detailed hand-painted visuals and smooth presentation, while the innovative iMUSE system dynamically adjusts the music to match on-screen action, creating a seamless and immersive atmosphere.</video:description>
      <video:player_loc>https://www.youtube.com/embed/4_aLzcAPZN0</video:player_loc>
      <video:duration>412</video:duration>
      <video:publication_date>2023-04-04T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/montezumas-revenge/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/da_S5xrz_XI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Montezuma’s Revenge – Panama Joe Had 99 Rooms to Survive on the C64</video:title>
      <video:description>Released in 1984 by Parker Brothers and developed by Robert Jaeger, Montezuma’s Revenge is a landmark 2D platformer for the Commodore 64 that blends fast reflexes with methodical exploration. Players take on the role of Panama Joe, a fearless treasure hunter descending into the ancient catacombs of Emperor Montezuma II in search of priceless jewels. The game is structured across nine increasingly difficult levels, each made up of 100 interconnected rooms arranged in a pyramid layout. Progress requires careful navigation, collecting keys to unlock colour-coded doors, and avoiding a wide range of hazards including rolling skulls, fire pits, collapsing floors, and deadly spiders. Items such as torches, swords, and protective gear add tactical depth, allowing players to access darker areas or temporarily defend themselves. Success depends on precise timing, route planning, and knowing when to push forward or retreat to safety.</video:description>
      <video:player_loc>https://www.youtube.com/embed/da_S5xrz_XI</video:player_loc>
      <video:duration>449</video:duration>
      <video:publication_date>2023-10-09T17:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/monty-on-the-run/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/pX3XZI3OwpM/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Monty on the Run – Pick the Wrong Five Items and You Can’t Finish It | C64</video:title>
      <video:description>Released in 1985 by Gremlin Graphics, Monty on the Run is the third game in the Monty Mole series and one of the most celebrated platformers on the Commodore 64. The game follows Monty as he escapes from Scudmore Prison and attempts a perilous journey to France, dodging capture while navigating a hostile world packed with hazards. Gameplay is built around fast-paced, multi-screen platforming that demands sharp reflexes and careful planning. Players must learn enemy patterns, master precise jumps, and make smart use of collected items to progress through the game’s varied environments. A defining feature is the opening item selection screen, where players choose five items from a larger list—some of which are essential to complete later sections—adding strategy and replay value while also acting as subtle copy protection. The presentation makes full use of the C64’s strengths, with colourful, detailed backdrops and fluid character movement.</video:description>
      <video:player_loc>https://www.youtube.com/embed/pX3XZI3OwpM</video:player_loc>
      <video:duration>321</video:duration>
      <video:publication_date>2024-03-28T18:30:42Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/moon-shuttle/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Vr3K-VqK5Pg/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Moon Shuttle – How Good Was This Nichibutsu Shooter on the C64?</video:title>
      <video:description>Released in 1983 by Datasoft and developed by John Butrovich, Moon Shuttle is a fast-paced shoot-’em-up that blends arcade reflexes with strategic navigation. In the game, you pilot a sleek Moon Shuttle spacecraft through layered asteroid fields and hostile alien formations, blasting narrow pathways while avoiding deadly collisions. Gameplay alternates between navigating dense asteroid belts and fighting bizarre alien enemies, including beetles, “brains”, phasmidæ, and seaweed-like creatures. Moon Shuttle’s design is deceptively simple but highly tactical. Players must fire upwards to clear tight corridors, manage positioning carefully, and react quickly to shifting hazards. Visually, the game features clean, minimalist graphics with functional sprites. There is no background music, relying instead on sound effects to heighten the arcade-style intensity. Despite its simplicity, Moon Shuttle stands out among early C64 shooters for its multi-layered challenge and rewarding difficulty curve.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Vr3K-VqK5Pg</video:player_loc>
      <video:duration>484</video:duration>
      <video:publication_date>2025-11-21T18:30:41Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/moonstone-a-hard-days-knight/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/aNeyqq3tBHo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Moonstone – Four Knights, One Moonstone and a Literal GORE Switch on the Amiga</video:title>
      <video:description>Released in 1991 by Mindscape for the Commodore Amiga, Moonstone: A Hard Days Knight is a distinctive hybrid of action, strategy, and role-playing designed by Rob Anderson. Set in a grim fantasy version of Britain, the game casts you as a knight chosen by druids to recover the mystical Moonstone and return it safely to Stonehenge. Gameplay alternates between turn-based movement on a world map and brutal real-time combat encounters. Knights travel across the land visiting villages, forests, and monster-guarded dolmens, collecting treasures and keys while racing rival knights who are also pursuing the Moonstone. When enemies are encountered, the game shifts into one-on-one combat reminiscent of Barbarian: The Ultimate Warrior. Timing, positioning, and aggression are key, with battles often ending in graphic and decisive fashion. Victories reward gold and experience points, which can be invested into attributes such as strength, constitution, and endurance.</video:description>
      <video:player_loc>https://www.youtube.com/embed/aNeyqq3tBHo</video:player_loc>
      <video:duration>535</video:duration>
      <video:publication_date>2024-11-28T18:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/mountie-micks-death-ride/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/gT5TlHo-pCg/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Mountie Mick’s Death Ride – The C64 Game That Put You on Top of a Moving Train</video:title>
      <video:description>Released in 1987 by Timedata Ltd and published by Ariolasoft for the Commodore 64, Mountie Mick’s Death Ride is a fast-paced action-platformer that casts players as a Royal Canadian Mounted Police officer battling criminals aboard speeding freight trains. Players must run, jump, and fight across the tops and undersides of moving wagons, carefully timing leaps between carriages while managing a limited supply of bullets and grenades. Survival depends on collecting key items such as gas masks and torches, which are essential for navigating hazardous sections including gas-filled compartments and dark tunnels. The game features side-scrolling stages with parallax backgrounds that enhance the illusion of high-speed travel, adding a strong sense of motion and urgency to each level. Progress is challenged by demanding level design and sometimes unreliable controls, with certain stages containing bugs that can block advancement.</video:description>
      <video:player_loc>https://www.youtube.com/embed/gT5TlHo-pCg</video:player_loc>
      <video:duration>282</video:duration>
      <video:publication_date>2025-06-23T17:30:09Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/mr-robot-and-his-robot-factory/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/iaLWpYqf8Hk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Mr. Robot and His Robot Factory – The C64 Platformer That Let You Build Levels</video:title>
      <video:description>Mr. Robot and His Robot Factory (1983), developed by Ron Rosen and published by Datamost, is a classic platform game that was later ported to the Commodore 64. Players guide a humanoid robot through 22 built-in factory screens, collecting white power pills while navigating ladders, conveyor belts, escalators, traps, and roaming fireball enemies. Each stage begins with a limited energy meter that constantly drains, creating urgency and forcing players to plan their movements carefully. Touching hazards or falling too far costs a life, while collecting a pulsing white ring grants temporary invulnerability and allows enemies to be destroyed. One of the game’s standout features is its built-in level editor, known as the “Robot Factory,” which lets players design, save, and load up to 26 custom levels — greatly extending replay value. Visually, the game features crisp sprites and clear platform layouts typical of early 1980s home computer titles, while the sound design supports the fast-paced gameplay.</video:description>
      <video:player_loc>https://www.youtube.com/embed/iaLWpYqf8Hk</video:player_loc>
      <video:duration>352</video:duration>
      <video:publication_date>2025-10-14T17:30:13Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/mr-weems-and-the-she-vampires/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/5tpXo_IEU_U/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Astonishing Adventures of Mr. Weems – The C64’s Bizarre Vampire Hunt!</video:title>
      <video:description>The Astonishing Adventures of Mr. Weems and the She Vampires is a 1987 Commodore 64 action game published by Piranha. Viewed from above, it sends Mr. Weems through six maze-like levels filled with vampires, monsters, locked routes and hazards. His garlic gun provides the main defence, while keys open doors and garlic pills grant temporary protection. Each stage also hides part of the equipment needed for the final confrontation: a stake, mallet, mega-garlic, mirror and crucifix. Collecting those objects and surviving long enough to reach the Great She Vampire gives the arcade action a persistent objective. The design is often compared with Gauntlet, but its horror-comedy theme, limited resources and emphasis on assembling a vampire-hunting kit give the game its own identity.</video:description>
      <video:player_loc>https://www.youtube.com/embed/5tpXo_IEU_U</video:player_loc>
      <video:duration>402</video:duration>
      <video:publication_date>2026-08-17T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/mule/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/eKrtrWzuEXQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>M.U.L.E. – Compete for Wealth, Cooperate to Save the Colony | C64</video:title>
      <video:description>Released in 1983 by Ozark Softscape and published by Electronic Arts, M. U. L. E. is a landmark multiplayer strategy game designed by Danielle Bunten (credited as Dan Bunten). Set on the fictional planet Irata, players become rival colonists competing to build a thriving economy through careful planning, negotiation, and cooperation. Gameplay is split between two contrasting phases. In the real-time auction, players bid aggressively for plots of land, while the turn-based phase focuses on managing resources using M. U. L. E. s to produce food, energy, smithore, and crystite. Balancing production with market demand is essential, especially as unexpected events such as pirate raids and meteor showers disrupt even the best-laid plans. Supporting up to four players, M. U. L. E. shines as a social experience, encouraging deals, rivalries, and shifting alliances. Success depends not only on strategy, but on reading opponents and adapting to an ever-changing economy.</video:description>
      <video:player_loc>https://www.youtube.com/embed/eKrtrWzuEXQ</video:player_loc>
      <video:duration>546</video:duration>
      <video:publication_date>2023-10-26T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/murder-on-the-mississippi/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/ncPy6Z03oVk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Murder on the Mississippi – Three Days, One Corpse and a Killer on the C64</video:title>
      <video:description>Murder on the Mississippi is a classic detective adventure for the Commodore 64 that places players aboard the luxury paddle steamer Delta Princess. While enjoying a holiday cruise, renowned detective Sir Charles Foxworth and his loyal servant Regis stumble upon a grim discovery: the body of Raleigh Cartwright III. With the ship due to arrive in New Orleans in just three days, time is running out to catch the killer before they escape. Gameplay blends exploration with investigation, using joystick-controlled movement and a context-sensitive command menu. Players walk the decks, inspect cabins, examine evidence, and interact with passengers and crew, all of whom may be suspects. Early progress depends on locating the body, after which characters become far more forthcoming with information. The heart of the game lies in careful note-taking and deduction. Players must gather statements, share information between characters, and piece together contradictions and motives.</video:description>
      <video:player_loc>https://www.youtube.com/embed/ncPy6Z03oVk</video:player_loc>
      <video:duration>334</video:duration>
      <video:publication_date>2024-08-22T17:30:11Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/mutant-monty/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/xiOaDglQ9dM/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Mutant Monty – Collect the Gold and Survive This Forgotten C64 Arcade Game</video:title>
      <video:description>Released in 1984 for the Commodore 64, Mutant Monty is a fixed-screen arcade game developed by John Prince and published by Artic Computing. Players take control of Monty, an ambitious adventurer determined to become rich and heroic by collecting gold nuggets scattered across a series of increasingly demanding levels. The game is built around 40 single-screen rooms, each packed with enemies, hazards, and tight time limits. To progress, Monty must collect every gold nugget on the screen and reach the exit door before time runs out. Contact with enemies or failure to escape in time costs one of Monty’s limited lives. Movement is a key part of the challenge. Monty continues moving in the chosen joystick direction until he hits an obstacle, with longer joystick holds increasing his speed. This creates a risk-and-reward balance, where precision and planning are just as important as quick reactions.</video:description>
      <video:player_loc>https://www.youtube.com/embed/xiOaDglQ9dM</video:player_loc>
      <video:duration>259</video:duration>
      <video:publication_date>2023-08-14T17:30:11Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/myth-history-in-the-making/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/x_DQ7G14Y0w/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Myth: History in the Making – Greek, Norse AND Egyptian Legends in One C64 Game</video:title>
      <video:description>Released in 1989 by System 3 for the Commodore 64, MYTH: History in the Making is an ambitious side-scrolling action platformer that blends modern storytelling with ancient legend. You play a present-day teenager thrown through time into the “Time of Legends,” where restoring balance means confronting gods, monsters, and the Dark Angel of Time himself. Gameplay spans a series of large, varied levels inspired by Greek, Norse, and Egyptian mythology. You explore locations such as Hades, Asgard, and the Valley of the Kings, combining precise platforming with combat and item-based puzzles that directly reference their mythological roots. Progress often depends on using the right artefact in the right place, rewarding observation and experimentation. The game makes striking use of the C64’s capabilities, with detailed environments, smooth character animation, and a strong sense of scale. Jeroen Tel’s atmospheric soundtrack reinforces the epic tone, giving each mythological setting its own weight and mood.</video:description>
      <video:player_loc>https://www.youtube.com/embed/x_DQ7G14Y0w</video:player_loc>
      <video:duration>615</video:duration>
      <video:publication_date>2023-05-10T17:19:40Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/narc/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/tuBV2GhWdB0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>NARC – Arrest the Drug Dealers… or Use the Rocket Launcher on the C64</video:title>
      <video:description>Released in 1990, NARC is a hard-hitting run-and-gun action game developed by Williams Electronics and brought to the Commodore 64 by Ocean Software. Players take on the roles of elite narcotics officers Max Force and Hit Man, tasked with dismantling the criminal empire of the notorious Mr. Big. Gameplay focuses on fast-paced side-scrolling action, blasting through city streets packed with gang members, dealers, and heavily armed enemies. Players are encouraged not only to eliminate criminals but also to arrest them where possible, adding a risk-versus-reward scoring element to the relentless shooting. The Commodore 64 conversion captures the structure and intensity of the arcade original, featuring smooth movement, responsive controls, and large character sprites. While visually toned down compared to the coin-op, the game still delivers a strong sense of impact, backed by a soundtrack composed by Paul Tonge that drives the action forward.</video:description>
      <video:player_loc>https://www.youtube.com/embed/tuBV2GhWdB0</video:player_loc>
      <video:duration>318</video:duration>
      <video:publication_date>2024-10-16T17:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/nebulus/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/CstLRx8K2uI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Nebulus – The C64 Platformer That Rotated the Entire Tower Around You</video:title>
      <video:description>Released in 1987 by Hewson Consultants and developed by John M. Phillips, Nebulus is a standout platform-puzzle game that pushed the Commodore 64 in bold new directions. Also known as Tower Toppler in the U. S. , it introduced a striking visual concept that made it instantly recognisable. Players control Pogo, a small green alien sent to the planet Nebulus to dismantle a series of towering structures. Each level tasks you with climbing a cylindrical tower while avoiding enemies, navigating platforms, and dealing with hazards that demand careful timing and positioning. The game’s defining feature is its rotating tower effect. As Pogo moves left or right, the tower appears to spin in 3D, creating a constantly shifting sense of perspective that adds both challenge and tension. A single misstep can send you plunging into the water below, costing a precious life.</video:description>
      <video:player_loc>https://www.youtube.com/embed/CstLRx8K2uI</video:player_loc>
      <video:duration>307</video:duration>
      <video:publication_date>2024-05-08T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/nemesis/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/daW-lUI_xoY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Nemesis – Could the C64 Handle Konami’s Legendary Gradius Arcade Shooter?</video:title>
      <video:description>Released in 1986 by Konami for the Commodore 64, Nemesis is the European home-computer release of the arcade classic known worldwide as Gradius. Players take control of the iconic Vic Viper starfighter, battling through hostile alien territory to defeat the Bacterion forces in a relentless side-scrolling assault. Gameplay unfolds across horizontally scrolling stages packed with enemy formations, terrain hazards, and screen-filling bosses. A defining feature is Nemesis’s revolutionary power-up system, where collected capsules activate upgrades along a selectable meter, including speed boosts, missiles, double shots, lasers, and defensive shields. Choosing when to trigger each upgrade adds a strong tactical layer to the fast-paced action. The Commodore 64 version was coded by Simon Pick, with graphics by Bob Stevenson, and is widely praised for capturing the feel of the arcade original despite hardware constraints. Smooth scrolling, precise controls, and well-judged difficulty helped deliver an authentic and challenging shooter experience on 8-bit hardware.</video:description>
      <video:player_loc>https://www.youtube.com/embed/daW-lUI_xoY</video:player_loc>
      <video:duration>271</video:duration>
      <video:publication_date>2023-09-21T17:15:15Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/nemesis-the-warlock/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/mj0JzR0OeVQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Nemesis the Warlock – Dead Enemies Literally Become Your Platforms on the C64</video:title>
      <video:description>Released in 1987 by Martech for the Commodore 64, Nemesis the Warlock is an action platform game based on the iconic 2000 AD comic series created by Pat Mills and Kevin O’Neill. Developed by Creative Reality, the game brings the dark sci-fi world of Nemesis to life in fast-paced 8-bit form. Players take control of Nemesis, a powerful alien warrior armed with both a gun and a sword, battling through 30 single-screen levels packed with enemies and hazards. Progress depends on defeating a required number of Terminators on each stage, encouraging aggressive and tactical play. One of the game’s most distinctive mechanics is the ability to pile up defeated enemies and use their bodies as makeshift platforms. This unusual feature adds a strategic layer to level navigation and sets Nemesis apart from traditional platformers of the era.</video:description>
      <video:player_loc>https://www.youtube.com/embed/mj0JzR0OeVQ</video:player_loc>
      <video:duration>469</video:duration>
      <video:publication_date>2025-01-22T18:30:47Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/neuromancer/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/QdAZLAn8kPs/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Neuromancer – William Gibson, DEVO and Cyberspace on the Commodore 64</video:title>
      <video:description>Released in 1988 by Interplay Productions and published by Electronic Arts for the Commodore 64, Neuromancer is an ambitious adventure game inspired by William Gibson’s groundbreaking cyberpunk novel. Blending hacking simulation, role-playing, and narrative exploration, it delivers one of the most immersive sci-fi experiences of the 8-bit era. Set in 2058 in Chiba City, Japan, players take on the role of a struggling hacker trying to regain access to the Matrix after being cut off from cyberspace. The journey unfolds across neon-lit streets, shady bars, corporate offices, and virtual networks filled with danger and opportunity. Gameplay is divided between real-world exploration and cyberspace infiltration. In the physical world, players gather information, earn money, buy equipment, and install skill chips that enhance abilities. In cyberspace, they battle hostile ICE programs, evade security systems, and confront powerful artificial intelligences guarding valuable data.</video:description>
      <video:player_loc>https://www.youtube.com/embed/QdAZLAn8kPs</video:player_loc>
      <video:duration>364</video:duration>
      <video:publication_date>2025-03-03T18:30:18Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/nexus/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/1M3mUluejDI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Nexus – The C64 Espionage Game with Remarkable Digitised Faces</video:title>
      <video:description>Released in 1986 by Nexus Productions Ltd and developed by Paul Voysey and Tayo Olowu, Nexus is a distinctive action-adventure title that blends espionage, investigation, and arcade-style tension. Casting the player as a journalist for The Clarion, the game sets up a serious narrative rarely seen on the Commodore 64 at the time. Your mission is to infiltrate a Colombian drug lord’s heavily guarded headquarters, rescue a kidnapped colleague, and uncover vital information hidden throughout the complex. Progress depends on answering 32 key questions, each unlocked by discovering clues scattered across the building, giving the game a strong investigative core. Gameplay combines stealth, exploration, and combat, drawing comparisons with Impossible Mission and Kung Fu Master. You move between multiple floors, interact with characters, avoid detection, and fight only when necessary. The balance between careful movement and sudden action keeps tension high throughout.</video:description>
      <video:player_loc>https://www.youtube.com/embed/1M3mUluejDI</video:player_loc>
      <video:duration>380</video:duration>
      <video:publication_date>2024-05-13T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/night-driver/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/vGvxS1SU7-U/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Night Driver – HAL Laboratory Was Doing First-Person Racing on the C64 in 1982</video:title>
      <video:description>Released in 1982 by HAL Laboratory and published by Commodore for the Commodore 64, Night Driver is an early milestone in racing games, bringing first-person driving to home computers. Originally debuting as a 1976 Atari arcade title, it helped define the foundations of the genre long before modern racing sims existed. Gameplay drops you behind the wheel on a pitch-black road, guided only by glowing roadside reflectors. The aim is simple but demanding: cover as much distance as possible within a strict 90-second time limit without crashing. Four track modes—beginner, pro, expert, and random—gradually increase the challenge, while manual gear shifting adds an extra layer of skill and tension. The Commodore 64 version improves on the arcade original with higher resolution visuals and smoother scrolling, enhancing the sensation of speed as the road twists ahead.</video:description>
      <video:player_loc>https://www.youtube.com/embed/vGvxS1SU7-U</video:player_loc>
      <video:duration>335</video:duration>
      <video:publication_date>2024-09-04T17:30:08Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/nightbreed-the-action-game/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/BwKVfUxS3iQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Nightbreed: The Action Game – Could Clive Barker’s Horror Work on the C64?</video:title>
      <video:description>Released in 1990 by Ocean Software and developed by Impact Software, Nightbreed: The Action Game brings Clive Barker’s dark cinematic world to the Commodore 64. Set in the shadowy realm of Midian, the game leans heavily into atmosphere, mystery, and unsettling horror themes. You play as Boone, a hunted man seeking refuge among the Nightbreed, navigating five distinct stages filled with hostile enemies, traps, and exploration challenges. Progress revolves around collecting keys, battling the sinister Mask, and rescuing Lori, while uncovering the secrets of the Necropolis. Reaching Baphomet grants Boone the power to transform into Cabal, shifting the balance of play and adding narrative weight to your journey. Gameplay blends side-scrolling platforming with combat and light exploration. Boone can punch, jump, crouch, and make use of weapons such as pistols and grenades, while careful positioning and timing are vital to survive the game’s tougher encounters.</video:description>
      <video:player_loc>https://www.youtube.com/embed/BwKVfUxS3iQ</video:player_loc>
      <video:duration>547</video:duration>
      <video:publication_date>2023-06-09T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/nightbreed-the-interactive-movie/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/8Sd2TvxHEiA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Nightbreed: The Interactive Movie – Why Did Clive Barker’s Film Get TWO Amiga Games?</video:title>
      <video:description>Released in 1990 by Ocean Software and developed by Impact Software for the Commodore Amiga, Clive Barker’s Nightbreed: The Interactive Movie adapts the dark fantasy world of Barker’s film and novella Cabal into a cinematic arcade adventure set in the underground city of Midian. Players take on the role of Aaron Boone, navigating graveyards, crypts, and the twisted corridors of Midian while confronting enemies and the menacing Dr. Decker. The game presents a sequence of arcade-style scenes inspired directly by the film, blending platforming, combat, and light puzzle elements to progress the story. A major focus is atmosphere, with gothic visuals, stylised character designs, and digitised speech helping to reinforce the horror tone. The Amiga hardware is used to deliver moody presentation and cinematic flair, aiming to blur the line between film and game.</video:description>
      <video:player_loc>https://www.youtube.com/embed/8Sd2TvxHEiA</video:player_loc>
      <video:duration>405</video:duration>
      <video:publication_date>2024-06-06T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/nightshade/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/WPLPKhCQkbk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Nightshade – Could Ultimate’s Filmation Style Work on the C64?</video:title>
      <video:description>Released in 1986 by Ultimate Play the Game and published by Firebird, Nightshade is an isometric action-adventure for the Commodore 64, ported by Shahid Ahmad. Built using the advanced Filmation II engine, the game introduced smooth scrolling 3D environments, marking a major step forward from earlier static-screen isometric designs. Players take on the role of a lone knight tasked with freeing a plague-ravaged village from the grip of four demonic overlords. Exploration is key as you navigate a maze-like medieval town, battling monsters, avoiding traps, and carefully managing health while progressing deeper into enemy territory. The gameplay blends combat and strategy, allowing players to throw objects at enemies and make use of a distinctive colour-based health system. The isometric viewpoint and layered environments demand precise movement and spatial awareness, giving the game a tense and methodical pace.</video:description>
      <video:player_loc>https://www.youtube.com/embed/WPLPKhCQkbk</video:player_loc>
      <video:duration>378</video:duration>
      <video:publication_date>2024-02-08T18:30:32Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/ninja/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/RBvhfVGMsLQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Ninja – Swords, Shuriken and Magic Lamps for £2.99 on the C64</video:title>
      <video:description>Released in 1986 by Mastertronic for the Commodore 64, Ninja is a side-scrolling beat ’em up that delivers straightforward arcade-style combat. Players take control of a lone ninja battling through enemy-filled stages, relying on timing, positioning, and simple but effective attacks to survive. Gameplay focuses on direct hand-to-hand combat, with enemies approaching from both sides as players punch, kick, and use basic weapons to clear each area. The structure is immediately accessible, making it easy to pick up and play while still offering a steady challenge as enemy placement and numbers increase. True to its budget roots, Ninja features a clean and functional presentation that keeps the emphasis firmly on action rather than spectacle. The sound and visuals support the gameplay without distraction, reinforcing the fast, no-nonsense feel typical of mid-80s C64 arcade titles.</video:description>
      <video:player_loc>https://www.youtube.com/embed/RBvhfVGMsLQ</video:player_loc>
      <video:duration>275</video:duration>
      <video:publication_date>2024-01-04T18:30:18Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/ninja-massacre/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/F5Yl-HcTkZM/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Ninja Massacre – The £1.99 C64 Gauntlet Clone You Probably Missed</video:title>
      <video:description>Developed by TAG Computer Games and published by Codemasters in 1989, Ninja Massacre is a fast-paced top-down action game for the Commodore 64, plainly inspired by the arcade hit Gauntlet. Players take control of a ninja battling through a series of dangerous, maze-like levels packed with enemies, traps, and hidden rewards. Gameplay focuses on quick reflexes and smart positioning. Armed with throwing stars, players must clear rooms of enemies while navigating tight corridors and avoiding hazards. Each level is completed by locating the staircase to the next area, with passwords provided to allow progress to be resumed later. The game supports two-player co-operative play, adding a strategic edge as players work together to survive tougher stages. Destructible scenery, secret passages, and power-ups such as smart bombs and reflective shots introduce tactical choices and keep the action varied across its 50 levels.</video:description>
      <video:player_loc>https://www.youtube.com/embed/F5Yl-HcTkZM</video:player_loc>
      <video:duration>448</video:duration>
      <video:publication_date>2024-03-12T18:30:19Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/ninja-rabbits/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/UU8anIRgXkk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Ninja Rabbits – The C64 Beat ’Em Up with a Mutant Martial-Arts Rabbit</video:title>
      <video:description>Ninja Rabbits is a 1991 beat ’em up developed by MicroValue for the Commodore 64, also released on Amiga and DOS. This quirky arcade-style fighter puts you in control of a martial-arts-trained rabbit on a mission to save his world from destruction, blending humour with side-scrolling combat. The game takes you across three main environments — countryside, city streets, and underground sewer sections — where you battle waves of mutant enemies including badgers, frogs, and other bizarre creatures. On the Commodore 64, Ninja Rabbits is best known for its surprisingly impressive graphics. Large, detailed sprites and colourful backgrounds were uncommon for many budget releases of the era. However, gameplay is often criticised for sluggish movement, limited sound design, and repetitive combat, which prevents it from reaching the heights of top-tier C64 beat ’em ups. Despite these flaws, the game remains memorable as a quirky example of early ’90s experimentation on the Commodore 64 and has earned cult status among retro gaming fans.</video:description>
      <video:player_loc>https://www.youtube.com/embed/UU8anIRgXkk</video:player_loc>
      <video:duration>402</video:duration>
      <video:publication_date>2026-01-02T18:30:58Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/nippon-safes-inc/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/9j4dwgt3U3M/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Nippon Safes Inc. – Three Heroes, One Very Strange Amiga Adventure</video:title>
      <video:description>Released in 1993 by Italian studio Dynabyte for the Commodore Amiga, Nippon Safes Inc. is a distinctive point-and-click adventure that blends European humour with a satirical take on Japanese pop culture. Set in the fictional city of Tyoko, the game follows three eccentric protagonists: Doug Nuts, a socially awkward safecracker; Dino Fagioli, a dim-witted former boxer; and Donna Fatale, a glamorous club dancer. Each character pursues their own storyline while becoming entangled in a larger criminal plot. The game runs on the Parallaction engine, allowing players to switch between characters and tackle puzzles from multiple perspectives. Progression is largely non-linear, with each storyline offering unique locations, challenges, and interactions. Gameplay uses an intuitive icon-based interface, encouraging exploration, item experimentation, and logical problem-solving. The interconnected narrative structure gives the adventure a dynamic, replayable feel. Visually, the Amiga version stands out for its colourful, comic-style graphics and expressive character animations.</video:description>
      <video:player_loc>https://www.youtube.com/embed/9j4dwgt3U3M</video:player_loc>
      <video:duration>368</video:duration>
      <video:publication_date>2025-06-05T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/nodes-of-yesod/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/38rFGiOr4_c/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Nodes of Yesod – Catch a Mole Before You Can Save the Moon on the C64</video:title>
      <video:description>Released in 1985 by Odin Computer Graphics for the Commodore 64, Nodes of Yesod is a side-scrolling platform adventure set on a mysterious lunar landscape. Players take control of astronaut Charlemagne “Charlie” Fotheringham-Grunes, sent to investigate strange signals coming from a towering black monolith buried deep beneath the Moon’s surface. Gameplay focuses on careful exploration and puzzle-solving as Charlie navigates interconnected caverns filled with hazards, enemies, and hidden routes. The main objective is to locate and collect eight coloured crystals known as alchiems, each required to progress deeper into the underground maze. A defining feature is the ability to capture and release lunar moles, which can burrow through walls to open new paths and uncover secrets. This mechanic adds a strong strategic layer, forcing players to think ahead rather than rely purely on reflexes. Red astronaut-like enemies known as muggers increase the tension by stealing collected alchiems on contact, making safe traversal just as important as discovery.</video:description>
      <video:player_loc>https://www.youtube.com/embed/38rFGiOr4_c</video:player_loc>
      <video:duration>372</video:duration>
      <video:publication_date>2024-07-16T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/north-south/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/fFaWqRkVCIU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>North &amp; South – The Amiga Civil War Game You Didn’t Know Came from a Belgian Comic</video:title>
      <video:description>Released in 1989 by Infogrames for the Commodore Amiga, North &amp; South is a distinctive blend of strategy and action inspired by the Belgian comic series Les Tuniques Bleues. It presents a lighthearted and humorous take on the American Civil War, combining tactical planning with fast-paced arcade-style challenges. Gameplay is divided into two interconnected phases. On the strategic map, players move armies across the United States, capturing states, forts, and railway lines in order to weaken the opposition and secure vital resources. Careful positioning and timing play a major role in long-term success. When opposing forces meet, the game shifts into real-time action sequences. These include battlefield skirmishes, fort assaults, and train-capture missions, each requiring quick reflexes and smart use of infantry, cavalry, and artillery units with distinct strengths and weaknesses. Throughout the campaign, humorous animations and unexpected events reflect the game’s comic book roots, adding personality and charm to every encounter.</video:description>
      <video:player_loc>https://www.youtube.com/embed/fFaWqRkVCIU</video:player_loc>
      <video:duration>485</video:duration>
      <video:publication_date>2025-02-06T18:30:36Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/nosferatu-the-vampyre/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/s8oabdNDEJs/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Nosferatu the Vampyre – Play Jonathan, Van Helsing AND Lucy on the C64</video:title>
      <video:description>Released in 1986 by Design Design and published by Piranha Software for the Commodore 64, Nosferatu the Vampyre is an atmospheric action-adventure inspired by Werner Herzog’s 1979 film. Set in a bleak, gothic world, the game blends exploration, tension, and narrative-driven objectives across multiple characters. The adventure unfolds over three distinct stages. First, players control Jonathan Harker as he explores Count Dracula’s castle, searching for vital documents while evading supernatural dangers. The second stage shifts to the town of Wismar, where Van Helsing and Jonathan battle the spreading vampire threat using tools such as garlic and stakes. In the final act, players take control of Lucy, the only character capable of confronting Dracula directly, attempting to lure him into a deadly trap. Presented in an isometric perspective, the game delivers a striking visual style that reinforces its eerie tone.</video:description>
      <video:player_loc>https://www.youtube.com/embed/s8oabdNDEJs</video:player_loc>
      <video:duration>411</video:duration>
      <video:publication_date>2024-09-03T17:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/omega-race/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/HOD70TxY8r4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Omega Race – The 1982 C64 Cartridge You Could Play with a Paddle</video:title>
      <video:description>Originally developed by Ron Haliburton and released by Midway in 1981, Omega Race arrived on the Commodore 64 in 1982 as a remarkably faithful home conversion of the arcade original. It delivers fast, precision-based shooting action built around clean vector-style visuals and tight arena combat. Players pilot an Omegan Fighter within a rectangular arena, rotating and thrusting freely in any direction while battling hostile droid ships and avoiding deadly mines. Movement has a deliberate, momentum-driven feel similar to Asteroids, demanding careful control and spatial awareness at all times. The arena itself adds to the challenge, with invisible force-field walls that punish reckless movement and force players to master positioning and timing. Success depends on understanding enemy patterns, conserving momentum, and keeping full control of the ship under pressure. The Commodore 64 version captures the spirit of the arcade machine with striking monochrome vector graphics and responsive controls.</video:description>
      <video:player_loc>https://www.youtube.com/embed/HOD70TxY8r4</video:player_loc>
      <video:duration>304</video:duration>
      <video:publication_date>2025-01-03T18:30:22Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/one-man-and-his-droid/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/zawyt2-E0LA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>One Man and His Droid – Herding Alien Sheep with a Robot on the C64</video:title>
      <video:description>Released in 1985 by Mastertronic and developed by Clive Brooker, One Man and His Droid is a clever puzzle-action game that puts a futuristic spin on herding. Set on the alien world of Andromadous, you control a droid tasked with rounding up strange sheep-like creatures known as Ramboids and guiding them safely into teleporters. Each of the game’s 20 levels is split into two distinct phases. First, you navigate maze-like caverns filled with roaming Ramboids and environmental hazards. Then the real challenge begins, herding them into teleporters in the correct order against a strict time limit. The ability to dig and tunnel through the terrain adds a strategic layer, letting you reshape levels to manage the Ramboids’ unpredictable movement. The Commodore 64 version is especially memorable thanks to its colourful presentation and smooth animation, but it’s Rob Hubbard’s outstanding SID soundtrack that truly elevates the experience.</video:description>
      <video:player_loc>https://www.youtube.com/embed/zawyt2-E0LA</video:player_loc>
      <video:duration>352</video:duration>
      <video:publication_date>2023-07-05T17:30:08Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/operation-wolf/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/7pbj-mxQwEg/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Operation Wolf – Could Ocean Bring Taito’s Arcade Gun Game to the C64?</video:title>
      <video:description>Released in 1988, Operation Wolf is Taito’s explosive arcade hit brought to the Commodore 64 by Ocean Software. Casting players as a lone Special Forces operative, the game drops you straight into high-risk rescue missions deep behind enemy lines, capturing the intensity and urgency of the original coin-op experience. Gameplay unfolds from a first-person perspective with horizontally scrolling stages set across jungles, villages, and fortified enemy bases. Enemies attack from all directions, including soldiers, helicopters, tanks, and boats, keeping the pressure constant as the screen fills with targets and incoming fire. Strategy plays a key role alongside fast reactions. Ammunition and grenades are limited, hostages must be protected, and power-ups such as health packs and extra ammo are revealed by shooting specific objects in the environment. Destructible scenery, including windows and barrels, adds an extra layer of interaction and spectacle.</video:description>
      <video:player_loc>https://www.youtube.com/embed/7pbj-mxQwEg</video:player_loc>
      <video:duration>432</video:duration>
      <video:publication_date>2023-09-26T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/orc-attack/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Dh2y5tSK4x4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Orc Attack – Defend the Castle Before the Orcs Reach the Walls | C64</video:title>
      <video:description>Orc Attack (1984) is a frantic fixed-screen action game for the Commodore 64, developed by Chris James with graphics by Dean M. Lock, and published by Creative Sparks under the Thorn EMI label. Set during a fantasy siege, you control a lone defender standing atop a castle wall, moving across icy battlements to drop rocks on invading orcs or drawing a sword when enemies breach the ramparts. As each wave escalates, new threats appear, including ladder-less ninja orcs, evil sorcerers summoning spirits, and demon trolls casting lightning. Later stages introduce boiling oil, allowing you to incinerate large groups and clear the round. The game’s difficulty steadily increases, demanding careful positioning, precise timing, and smart use of limited resources to survive the onslaught. Despite its simple presentation, Orc Attack delivers tense, addictive gameplay and remains a memorable challenge from the golden age of C64 arcade action.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Dh2y5tSK4x4</video:player_loc>
      <video:duration>380</video:duration>
      <video:publication_date>2025-08-28T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/outlaws/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/ovt2tWhUAaA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Outlaws – The Forgotten C64 Western That Turned You into a Gunslinger</video:title>
      <video:description>Released in 1985 by Ultimate Play the Game for the Commodore 64, Outlaws is a Wild West–themed action shooter developed by Dave and Robert Thomas that puts players in the role of the mysterious Lone Rider. Riding on horseback across prairie landscapes and frontier towns, players must take down roaming bandits and hostile threats before they cause mayhem. Gameplay combines fast scrolling movement with shooting, jumping, and obstacle avoidance. Players gallop through varied environments, ducking under hazards, leaping over barriers, and firing on enemies in cabins, streets, and open terrain. The balance of movement and combat delivers a classic arcade-style challenge. Visually, the game features crisp sprite work and detailed Western-inspired scenery that helps establish its frontier atmosphere. The SID soundtrack and sound effects further enhance the game’s gritty tone. While some contemporary reviews noted repetitive gameplay, Outlaws remains a noteworthy entry in the Commodore 64 library.</video:description>
      <video:player_loc>https://www.youtube.com/embed/ovt2tWhUAaA</video:player_loc>
      <video:duration>407</video:duration>
      <video:publication_date>2026-01-28T18:31:20Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/painterboy/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/B1M086va0ZA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Painterboy – A Finnish Paint Company Really Made This C64 Game</video:title>
      <video:description>Released in 1986 by Chart Top Design and published by Finnish paint company Tikkurila for the Commodore 64, Painterboy is one of the earliest examples of an advergame. Based on the company’s “Father and Son” television commercials, it stars a master painter and his apprentice in a lighthearted promotional adventure. The game is structured around three main gameplay sections. First, players must select the correct type of paint for each job, with mistakes resulting in stern feedback from the Father. Choosing wisely is essential before progressing to the next stage. The second phase places players behind the wheel of a pickup truck in a top-down driving sequence. Navigating to the job site requires careful steering and obstacle avoidance, including dodging trains, buildings, and environmental hazards along the route. Once on location, the focus shifts to painting the building itself.</video:description>
      <video:player_loc>https://www.youtube.com/embed/B1M086va0ZA</video:player_loc>
      <video:duration>441</video:duration>
      <video:publication_date>2025-01-28T18:30:10Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/paperboy/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/xxqb6JkNOE8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Paperboy – Deliver to Subscribers… Trash Everyone Else’s House on the C64</video:title>
      <video:description>Released in 1986 by Atari Games and ported to the Commodore 64 by Elite Systems, Paperboy turns a simple daily job into frantic arcade mayhem. You take control of a newspaper delivery kid pedalling through suburban streets, trying to complete your route while everything around you seems determined to knock you off your bike. Gameplay revolves around accurate newspaper throwing and quick reactions. You must deliver papers to subscribers, avoid smashing windows at non-subscribers’ houses, and steer clear of traffic, pedestrians, dogs, lawnmowers, and other unpredictable hazards. Balancing speed, accuracy, and survival is the key to making it through each day. The C64 version captures the spirit of the arcade original, translating its distinctive diagonal viewpoint and fast-paced action to home hardware. While visuals and animation are pared back, the colourful presentation and recognisable layouts keep the experience instantly familiar.</video:description>
      <video:player_loc>https://www.youtube.com/embed/xxqb6JkNOE8</video:player_loc>
      <video:duration>343</video:duration>
      <video:publication_date>2023-07-03T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/paradroid/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/WDSnKrqgCE0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Paradroid – Hijack Enemy Robots Across Eight Space Freighters on the C64</video:title>
      <video:description>Released in 1985 by Hewson Consultants and developed by Andrew Braybrook for the Commodore 64, Paradroid is a landmark action-strategy game that places players in control of an Influence Device known as the 001 Droid. Your mission is to reclaim a spaceship overrun by rogue robots, using skill, tactics, and calculated risk to survive. Gameplay blends fast-paced top-down shooting with a unique takeover mechanic that sets Paradroid apart. Instead of simply destroying enemies, players can attempt to hack and possess other droids through a tense mini-game, allowing access to stronger units with different abilities, weapons, and movement speeds. Each robot type introduces new strategic decisions, forcing players to balance firepower against energy efficiency and survivability. The smooth scrolling, precise controls, and layered ship design create a constant sense of momentum and pressure as you push deeper into enemy territory.</video:description>
      <video:player_loc>https://www.youtube.com/embed/WDSnKrqgCE0</video:player_loc>
      <video:duration>378</video:duration>
      <video:publication_date>2024-03-04T18:30:20Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/park-patrol/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/GIc-7WtBBzw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Park Patrol – The C64 Game That Put You in Charge of an Entire Lakeside Park</video:title>
      <video:description>Released in 1984 by Activision for the Commodore 64, Park Patrol is a refreshingly original action game designed by Tony Ngo, with music by Russell Lieblich. Later released in Europe under Firebird’s Silverbird budget label, it puts you in charge of keeping a busy lakeside park clean, safe, and under control. You play as a park ranger, choosing a male or female character, travelling by foot and inflatable dinghy to collect litter, rescue swimmers, and deal with wildlife hazards. Tasks range from warding off snakes with repellent to recovering food stolen by ants, all while managing a constantly draining energy meter. The gameplay blends fast-moving action with light strategy, encouraging efficient routes and smart use of resources. Bonus sections, including a logrolling mini-game, add variety and reward skilled play, while returning to your hut restores energy and keeps the patrol going.</video:description>
      <video:player_loc>https://www.youtube.com/embed/GIc-7WtBBzw</video:player_loc>
      <video:duration>392</video:duration>
      <video:publication_date>2023-07-18T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/pinball-dreams/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Ib_js5qBqgY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Pinball Dreams – Did This Amiga Classic Change Computer Pinball Forever?</video:title>
      <video:description>Released in 1992 by Digital Illusions for the Commodore Amiga, Pinball Dreams is a landmark pinball simulation and one of the earliest titles from the studio that would later become DICE. It set a new standard for realism, presentation, and table design on home computers. The game features four expertly crafted tables, each with its own theme and rule set. Ignition is built around space travel and rocket launches, Steel Wheel takes inspiration from the Old West with steam trains and frontier imagery, Beat Box reflects the music industry with charts and touring bands, while Nightmare delivers a dark graveyard setting filled with supernatural elements. Gameplay focuses on precise flipper control, table knowledge, and chaining bonuses through skilful shots. Each table introduces unique mechanics and scoring strategies, encouraging players to learn layouts thoroughly and aim for high-risk, high-reward play.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Ib_js5qBqgY</video:player_loc>
      <video:duration>393</video:duration>
      <video:publication_date>2024-12-12T18:30:13Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/pit-fighter/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/5Srsb1xM1bc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Pit-Fighter – Could the Commodore 64 Handle Atari’s Brutal Arcade Brawler?</video:title>
      <video:description>Released in 1991 for the Commodore 64, Pit-Fighter brings the raw intensity of underground combat to home computers. Developed by Atari Games and ported by Ocean Software, it delivers a gritty, arcade-style brawler where brutal one-on-one fights take place in hostile arenas packed with danger. The game mixes classic beat-’em-up mechanics with digitised fighters, a bold technical move at the time. You can choose from three distinct characters, each with their own fighting style and special moves, and battle through a roster of hard-hitting opponents ranging from street brawlers to trained martial artists. While the C64 version can’t fully match the visual impact of the arcade machine, it still captures the aggressive feel and fast-paced combat that made Pit-Fighter stand out. The action remains fluid, with colourful sprites and punchy animations keeping fights lively and unpredictable.</video:description>
      <video:player_loc>https://www.youtube.com/embed/5Srsb1xM1bc</video:player_loc>
      <video:duration>282</video:duration>
      <video:publication_date>2023-08-03T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/pitfall/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/OE4xormwgsI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Pitfall! – 32 Treasures, 20 Minutes… Could You Do It on the C64?</video:title>
      <video:description>Released in 1984 by Activision and designed by David Crane for the Commodore 64, Pitfall! is one of the most influential platform adventures of the early home computer era. Players take control of Pitfall Harry, a fearless treasure hunter racing through a dangerous jungle to collect 32 hidden treasures within a strict 20-minute time limit. Gameplay unfolds across 256 horizontally connected screens packed with hazards including bottomless pits, quicksand, rolling logs, fire, rattlesnakes, scorpions, and snapping crocodiles. Using precise jumping, ladder climbing, and vine swinging, players must carefully time every movement to survive and keep momentum. Progression is driven by exploration, memory, and risk management. Treasures such as bags of money, gold and silver bars, and diamond rings boost the player’s score, while mistakes cost valuable points and time. Achieving the perfect score of 114,000 points requires flawless play and complete mastery of the jungle.</video:description>
      <video:player_loc>https://www.youtube.com/embed/OE4xormwgsI</video:player_loc>
      <video:duration>424</video:duration>
      <video:publication_date>2025-03-25T18:30:20Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/pitfall-2-lost-caverns/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/fHYsiI07T0U/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Pitfall II – The C64 Platformer Where You Couldn’t Actually Die</video:title>
      <video:description>Released in 1984 by Activision for the Commodore 64, Pitfall II: Lost Caverns is the acclaimed sequel to the original Pitfall! , developed by David Crane and designed around exploration and discovery rather than simple score chasing. Players take control of Pitfall Harry as he ventures deep into the caverns of the Andes to rescue his niece Rhonda and her pet mountain lion, Quickclaw, while searching for the legendary Raj Diamond. The game features a vast interconnected world of over 100 screens, encouraging free exploration through swimming tunnels, climbing ropes, riding balloons, and navigating hidden passages. Progress depends on careful observation and learning the map layout. A major innovation is the checkpoint system, which allows players to restart from the last red cross reached after losing a life. This makes the adventure more forgiving and supports longer play sessions.</video:description>
      <video:player_loc>https://www.youtube.com/embed/fHYsiI07T0U</video:player_loc>
      <video:duration>416</video:duration>
      <video:publication_date>2025-05-06T17:00:51Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/pitstop-2/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/nirjhB18mZo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Pitstop II – The C64 Racer That Made Split-Screen Feel Revolutionary</video:title>
      <video:description>Released in 1984 by Epyx for the Commodore 64, Pitstop II is a landmark racing game that redefined multiplayer competition on home computers. Designed by Dennis Caswell and Stephen Landrum, it famously introduced split-screen racing, allowing two players to compete head-to-head simultaneously—an innovation that set it apart from its contemporaries. Players race across six international circuits, including Brands Hatch, Hockenheim, Sebring, and Watkins Glen, choosing from multiple difficulty levels and race lengths. On track, success depends on precision driving, careful braking, and learning each circuit’s flow as speeds and pressure increase. What truly elevates Pitstop II is its strategic depth. Fuel consumption and tyre wear must be monitored closely, with pit stops playing a crucial role. Rather than being automated, players take direct control of the pit crew, manually changing tyres and refuelling as quickly as possible, turning every stop into a tense, skill-based mini-game.</video:description>
      <video:player_loc>https://www.youtube.com/embed/nirjhB18mZo</video:player_loc>
      <video:duration>435</video:duration>
      <video:publication_date>2024-01-12T18:30:39Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/platoon/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/jCeyn8T4_do/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Platoon – Four Completely Different Games Hidden Inside One C64 Licence</video:title>
      <video:description>Released in 1987 by Ocean Software and published by Data East for the Commodore 64, Platoon is an ambitious action-adventure game based on Oliver Stone’s acclaimed Vietnam War film. Rather than focusing on a single gameplay style, the game attempts to capture the mayhem and intensity of combat through multiple distinct scenarios. The experience is split across four varied segments. Jungle Trek plays as a side-scrolling shooter through hostile terrain filled with traps and enemy patrols. Tunnel Exploration shifts to a tense first-person perspective as you navigate claustrophobic underground passages. Night Ambush uses a fixed-screen viewpoint with limited visibility, forcing careful positioning and awareness, while the Final Assault presents an isometric shooter climax inside an enemy bunker. A unique morale system underpins the gameplay, dropping if civilians are harmed or objectives are failed, which directly impacts progression.</video:description>
      <video:player_loc>https://www.youtube.com/embed/jCeyn8T4_do</video:player_loc>
      <video:duration>333</video:duration>
      <video:publication_date>2024-11-04T18:30:27Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/pneumatic-hammers/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/GSJYlYROFZQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Pneumatic Hammers – Stop the Mine Collapsing Before Time Runs Out | C64</video:title>
      <video:description>Released in 1987 by Andromeda Software and published by Firebird Software for the Commodore 64, Pneumatic Hammers places players in the role of Red O’Blair, a mining engineer racing against time to prevent a disastrous collapse inside a malfunctioning mining facility. The game blends platform action with puzzle-solving and light resource management. Players must navigate a complex, multi-level structure while avoiding falling debris, hazardous machinery, and environmental dangers. Progress depends on collecting gold nuggets needed to repair a critical switch that controls the rogue pneumatic hammers threatening the mine. A constant sense of pressure defines the gameplay. Time and resources must be managed carefully, as delays can worsen the situation and make navigation increasingly dangerous. Success relies on learning the layout, planning efficient routes, and reacting quickly to changing conditions. Visually, the C64 version uses a distinctive split-screen display.</video:description>
      <video:player_loc>https://www.youtube.com/embed/GSJYlYROFZQ</video:player_loc>
      <video:duration>498</video:duration>
      <video:publication_date>2024-12-11T18:30:12Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/pole-position/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/xGn-mD2l0tY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Pole Position – Could the Commodore 64 Handle Namco’s Arcade Racing Classic?</video:title>
      <video:description>Originally developed by Namco and released in arcades in 1982, Pole Position arrived on the Commodore 64 in 1984 as a home conversion of one of the most influential racing games ever made. Players take control of a Formula One car and attempt to qualify for pole position by completing a fast, clean lap of the iconic Fuji Racetrack. Gameplay is split into two phases, beginning with a solo time trial where precision and memorisation are essential. Successfully qualifying unlocks the main race, where players must compete against rival cars while managing speed, positioning, and a strict time limit. Collisions with other vehicles or trackside objects quickly end a promising run. The Commodore 64 version recreates the arcade’s behind-the-car perspective with smooth forward scrolling and recognisable track landmarks. While simplified compared to the original cabinet, the core mechanics remain intact, focusing on rhythm, reaction time, and learning the course layout corner by corner.</video:description>
      <video:player_loc>https://www.youtube.com/embed/xGn-mD2l0tY</video:player_loc>
      <video:duration>342</video:duration>
      <video:publication_date>2024-07-08T17:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/popeye-c64/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/1Br1Uqn9vqc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Popeye – Parker Brothers Turned Spinach and Olive Oyl Into a C64 Arcade Game</video:title>
      <video:description>Released in 1984 for the Commodore 64, Popeye is a faithful home conversion of Nintendo’s hugely popular arcade hit, published by Parker Brothers. It brings the spinach-powered sailor to home computers with fast, single-screen platform action that closely mirrors the original coin-op experience. You control Popeye as he navigates a series of compact arenas, collecting musical notes, hearts, and other items thrown by Olive Oyl while dodging enemies like Bluto and the Sea Hag. The goal is simple but demanding: collect everything on screen before the timer runs out. Spinach plays a crucial role, temporarily turning the tables and allowing Popeye to defeat enemies rather than avoid them. This risk-and-reward loop keeps the action lively, forcing you to decide when to play it safe and when to go on the offensive. The Commodore 64 version captures the arcade feel with responsive controls, colourful character sprites, and instantly recognisable tunes that enhance the light-hearted but frantic pace of play.</video:description>
      <video:player_loc>https://www.youtube.com/embed/1Br1Uqn9vqc</video:player_loc>
      <video:duration>430</video:duration>
      <video:publication_date>2023-04-03T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/popeye-c64-popeye-donpriestley/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/clqVIvB0jzI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Popeye – Don Priestley Ditched the Arcade Look for Giant C64 Sprites</video:title>
      <video:description>Released in 1986 by Piranha Software for the Commodore 64, Popeye is a distinctive reinterpretation of the classic arcade game, developed by Don Priestley. Rather than aiming for a direct conversion, this version embraces Priestley’s signature visual style, delivering oversized cartoon sprites and a pseudo-3D playfield that immediately sets it apart from other C64 platformers. Players guide Popeye through interconnected screens, collecting hearts and items thrown by Olive Oyl while avoiding hazards and adversaries such as Bluto. Movement and timing are central to success, as the environments demand careful positioning rather than constant speed. Picking up a can of spinach grants temporary invincibility, allowing Popeye to defeat enemies and push forward safely. The gameplay unfolds at a deliberate pace, encouraging strategic decisions over twitch reflexes. Navigating the layered environments and planning routes between screens adds a puzzle-like feel to the action, rewarding players who learn the layouts and enemy patterns.</video:description>
      <video:player_loc>https://www.youtube.com/embed/clqVIvB0jzI</video:player_loc>
      <video:duration>310</video:duration>
      <video:publication_date>2024-06-24T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/populous/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/1CfJbubw5vw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Populous – The Amiga Game That Let You Play God</video:title>
      <video:description>Released in 1989 by Bullfrog Productions for the Commodore Amiga, Populous is widely regarded as the first true “god game,” placing players in the role of a deity guiding their followers toward domination. Instead of controlling individual units, players shape the world itself to influence the fate of their civilisation. Gameplay is presented in an isometric view, where players raise and lower terrain to create habitable land for their people. As populations grow, followers build settlements that increase their power, allowing them to expand, defend territory, and prepare for conflict with rival gods. Strategic depth comes from balancing population growth, land management, and divine intervention. Players can unleash powerful abilities such as earthquakes, floods, and volcanoes to disrupt enemies, destroy settlements, and shift the balance of power. With over 500 unique levels, each featuring different landscapes and challenges, Populous offers enormous variety and long-term replay value.</video:description>
      <video:player_loc>https://www.youtube.com/embed/1CfJbubw5vw</video:player_loc>
      <video:duration>635</video:duration>
      <video:publication_date>2025-01-16T18:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/poster-paster/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/O1IWxJw59Z0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Poster Paster – The C64 Game That Made Putting Up Billboards Dangerous</video:title>
      <video:description>Released in 1984 by Taskset for the Commodore 64, Poster Paster is a quirky arcade-style platform game designed by Andy Walker, with music composed by Paul Hodgson. You play as Bill Stickers, a hard-working billboard poster racing against time to plaster advertisements across a series of increasingly hazardous cityscapes. Each fixed-screen level challenges you to position ladders and apply poster sections in the correct order, all while dodging a cast of mischievous troublemakers including Gnurds, Wazzocks, and Brain Drains. Careful planning is essential, as poor ladder placement or mistimed movement can quickly bring your shift to a sticky end. A unique twist comes in the form of the Paste Consistency Gauge, which forces you to manage how thick or thin your paste is before applying posters. Get it wrong and the poster won’t stick, adding an extra layer of strategy to what initially looks like simple arcade action.</video:description>
      <video:player_loc>https://www.youtube.com/embed/O1IWxJw59Z0</video:player_loc>
      <video:duration>427</video:duration>
      <video:publication_date>2023-07-20T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/power-drift/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/LnOMbkxrpT4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Power Drift – How Did Chris Butler Pull Off Sega’s 3D Racer on the C64?</video:title>
      <video:description>Originally developed by Sega AM2 for arcades in 1988, Power Drift roared onto the Commodore 64 in 1990 thanks to an ambitious conversion by Chris Butler, published by Activision. Against the odds, it delivers a bold, high-speed take on 3D arcade racing on 8-bit hardware. You choose from a colourful roster of drivers and tackle five circuits, each made up of five increasingly demanding tracks. Races unfold across wild, roller-coaster-style courses packed with jumps, tight corners, and dramatic elevation changes, where mastering drifting and momentum is key to staying in the top three and qualifying for the next stage. The C64 version is a technical showcase, using clever programming tricks to create a convincing sense of depth and speed. While backgrounds are simplified and corners can appear suddenly, the fast, responsive handling keeps the action flowing.</video:description>
      <video:player_loc>https://www.youtube.com/embed/LnOMbkxrpT4</video:player_loc>
      <video:duration>265</video:duration>
      <video:publication_date>2023-07-26T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/predator/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/iK-O4OxRTdE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Predator – The C64 Game That Suddenly Put YOU in the Predator’s Heat Vision</video:title>
      <video:description>Released in 1988 by Activision and developed by Source the Software House, Predator brings the tension of the 1987 action film to the Commodore 64. You step into the boots of Major Dutch Schaefer, fighting your way through hostile Central American jungle terrain against armed soldiers and an unseen alien hunter. The game plays as a side-scrolling action shooter spread across five stages. You begin lightly equipped, but fallen teammates allow you to swap weapons along the way, including the iconic Minigun and grenade launcher. Choosing when to change firepower matters, as only one weapon can be carried at a time. A standout feature is the sudden shift into the Predator’s infrared viewpoint, where the hunter stalks you with its targeting system. These moments heighten the sense of danger and reinforce the film’s cat-and-mouse suspense within the game’s structure.</video:description>
      <video:player_loc>https://www.youtube.com/embed/iK-O4OxRTdE</video:player_loc>
      <video:duration>363</video:duration>
      <video:publication_date>2023-06-27T17:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/prince-clumsy/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Qi0EvV7mkeA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Prince Clumsy – Codemasters Filled This C64 Platformer with Ghosts, Goblins and Bad Luck</video:title>
      <video:description>Released in 1990 by Codemasters, Prince Clumsy is a tongue-in-cheek platformer that playfully pokes fun at the Ghosts ’n Goblins formula. You guide the hopelessly accident-prone Prince Clumsy on a quest to rescue the princess from her evil sister, armed with an unlimited supply of throwing daggers and very little dignity. The game keeps things approachable with smooth, forgiving jumping and straightforward combat, making it far less punishing than its inspirations. Along the way you’ll battle zombies, grim reapers, and other familiar foes while collecting bread and ale to restore health and avoiding hazards like poison and sticky traps. Levels are designed to be readable and welcoming, encouraging steady progress rather than memorisation. The light-hearted tone runs throughout, helped along by Allister Brimble’s upbeat music, which perfectly matches the game’s playful mood. Simple, fun, and self-aware, Prince Clumsy remains a fondly remembered C64 platformer, celebrated for its humour, accessibility, and relaxed take on a famously brutal genre.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Qi0EvV7mkeA</video:player_loc>
      <video:duration>582</video:duration>
      <video:publication_date>2023-03-13T18:00:21Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/prince-of-persia/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/gvog2UkmIp8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Prince of Persia – Did Jordan Mechner’s Rotoscoped Classic Shine on the Amiga?</video:title>
      <video:description>Released in 1990 for the Commodore Amiga, Prince of Persia is a cinematic platformer created by Jordan Mechner and published by Brøderbund. Based on the original 1989 Apple II release, it set new standards with its rotoscoped animation, grounded movement, and dramatic presentation. You guide a nameless Prince through deadly palace dungeons in a race against time, battling guards, avoiding traps, and solving environmental puzzles to rescue the Princess from the evil Vizier Jaffar. Every jump, sword fight, and switch pull demands precision, with a strict 60-minute countdown adding constant pressure. The Amiga version elevates the experience with smoother visuals, richer sound, and responsive controls, making combat and platforming feel deliberate and weighty. Traps like spike pits, collapsing floors, and timed gates force you to learn the environment and respect the game’s careful pacing. Today, Prince of Persia is recognised as one of the most influential platform games ever made.</video:description>
      <video:player_loc>https://www.youtube.com/embed/gvog2UkmIp8</video:player_loc>
      <video:duration>541</video:duration>
      <video:publication_date>2023-05-12T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/project-firestart/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/_HQKCEBff1w/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Project Firestart – Survival Horror on the C64 Seven Years Before Resident Evil</video:title>
      <video:description>Released in 1989 by Electronic Arts and developed by Dynamix, Project Firestart is widely regarded as one of the earliest true survival horror games on the Commodore 64. Set aboard the orbital research station Prometheus above Titan in the year 2061, you play government agent Jon Hawking, sent to investigate a catastrophic loss of contact. Exploration unfolds through side-scrolling corridors with clever pseudo-3D depth, as you move between decks, access computer terminals, and uncover logs detailing a genetic experiment that has spiralled out of control. The station is no longer abandoned, and every encounter forces you to balance survival, limited resources, and time pressure. Tension is driven by deliberate pacing, atmospheric music, and cinematic scripted moments that build dread rather than relying on constant action. Player choices affect outcomes, leading to multiple endings and giving the experience lasting replay value.</video:description>
      <video:player_loc>https://www.youtube.com/embed/_HQKCEBff1w</video:player_loc>
      <video:duration>668</video:duration>
      <video:publication_date>2023-06-19T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/project-stealth-fighter/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/ZXbHBIzFCtI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Project Stealth Fighter – The C64 Sim That Later Became F-19 Stealth Fighter</video:title>
      <video:description>Released in 1987 by MicroProse for the Commodore 64, Project Stealth Fighter is an ambitious combat flight simulator developed by Jim Synoski and Arnold Hendrick. Set against the backdrop of Cold War tensions, the game places players in the cockpit of a fictional stealth aircraft tasked with high-risk missions across global hotspots including Libya, the Persian Gulf, Scandinavia, and Central Europe. Before take-off, players engage in detailed mission planning, selecting weapons, fuel loads, flight routes, and tactics. Conflict levels ranging from Cold War to Conventional War alter enemy behaviour and engagement rules, giving each mission a different strategic flavour and level of risk. Once airborne, the simulation focuses on immersion and tactical awareness. The cockpit view features a comprehensive HUD, external 3D perspectives, reconnaissance systems, and electronic countermeasures. A key gameplay mechanic is managing radar exposure, as enemy detection strength is constantly measured against the aircraft’s stealth profile.</video:description>
      <video:player_loc>https://www.youtube.com/embed/ZXbHBIzFCtI</video:player_loc>
      <video:duration>367</video:duration>
      <video:publication_date>2024-11-27T18:30:31Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/project-x/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/W40gx896n7A/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Project-X – Team17’s Amiga Shooter That Refused to Go Easy on You</video:title>
      <video:description>Released in 1992 by Team17 for the Commodore Amiga, Project-X is a brutally challenging horizontally scrolling shoot ’em up set in a futuristic war against rogue military droids that have turned on humanity. It quickly earned a reputation as one of the toughest shooters of the 16-bit era. Players pilot a heavily armed spacecraft equipped with seven distinct weapon systems, including Guns, Buildup, Side Shots, Homing Missiles, Plasma, Magma, and Laserbeam. Choosing the right loadout and managing upgrades is essential, as enemy placement and bullet patterns leave little room for error. The game spans five lengthy levels, each ending with large, multi-phase boss encounters. Difficulty is relentless, with many players struggling to progress beyond the early stages. In response, Team17 released Project-X Special Edition in 1993, offering a reduced difficulty option while preserving the core experience.</video:description>
      <video:player_loc>https://www.youtube.com/embed/W40gx896n7A</video:player_loc>
      <video:duration>335</video:duration>
      <video:publication_date>2025-01-09T18:30:34Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/psycho-hopper/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/AQ3717G1Ba0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Psycho Hopper – The C64 Game Where You Explored a Castle on a Space Hopper</video:title>
      <video:description>Released in 1989 by Mastertronic and developed by M. C. Lothlorien, Psycho Hopper is one of the Commodore 64’s more unconventional action games. Set on the bizarre planetoid Dreams in the Belt of Unreality, you explore a surreal fantasy castle in search of valuable artefacts. You move through each level perched on a floating “bouncebubble” filled with poisonous gas, bouncing from left to right while blasting enemies with a blunderbuss. Contact with enemies drains the gas supply, and if it runs out, you lose a life. A constant countdown timer adds pressure, as letting it reach zero causes the bubble to explode instantly. Progress depends on collecting all parts of a valuable object in each stage, combining careful movement with accurate shooting. The unusual physics and control scheme demand patience and practice, making early moments challenging but distinctive.</video:description>
      <video:player_loc>https://www.youtube.com/embed/AQ3717G1Ba0</video:player_loc>
      <video:duration>253</video:duration>
      <video:publication_date>2023-06-02T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/psycho-santa/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/XNqkPfF3NUk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Psycho Santa – Bullfrog Really Made This Bizarre Amiga Christmas Shooter</video:title>
      <video:description>Released in 1993 by Bullfrog Productions as a coverdisk title for The One Amiga magazine, Psycho Santa is a playful horizontal-scrolling shoot-’em-up with a distinctly festive twist. Players take control of a heavily armed Santa Claus battling waves of mischievous elves and other Christmas-themed enemies in a mission to save the holiday season. The gameplay sticks to classic side-scrolling shooter conventions, focusing on fast reactions, enemy patterns, and screen control. Levels are compact and action-packed, making the game easy to jump into while still delivering satisfying arcade-style challenge. Psycho Santa stands out thanks to its colourful presentation and tongue-in-cheek tone. The experience is boosted by a lively ProTracker soundtrack by Kevin Earl, which adds energy and personality to the festive mayhem. Although short in length, Psycho Santa became a memorable Amiga oddity, fondly remembered for its humour, polish, and seasonal novelty.</video:description>
      <video:player_loc>https://www.youtube.com/embed/XNqkPfF3NUk</video:player_loc>
      <video:duration>331</video:duration>
      <video:publication_date>2023-12-19T18:30:29Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/push-over/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/bDdtURr1WxU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Push-Over – The Amiga Puzzle Game Built Around Quavers and Dominoes</video:title>
      <video:description>Released in 1992 by Red Rat Software and published by Ocean Software for the Commodore Amiga, Push-Over is a clever puzzle-platform game that puts players in control of G. I. Ant on a mission to recover lost packets of Quavers crisps from a sprawling ant hill. The core gameplay revolves around arranging domino-like slabs to trigger a precise chain reaction. Each level requires careful planning, as every slab must fall in the correct order, with the final domino opening the exit to the next stage. One wrong move can halt progress completely. Across 100 levels set in nine themed worlds, including industrial complexes, Aztec temples, space stations, and medieval castles, the game introduces slabs with special properties such as delays, split paths, and vertical ascents. These mechanics add depth and variety, gradually increasing the challenge as players advance.</video:description>
      <video:player_loc>https://www.youtube.com/embed/bDdtURr1WxU</video:player_loc>
      <video:duration>412</video:duration>
      <video:publication_date>2025-02-20T18:30:26Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/pyjamarama/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/WUbmQ55Fneo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Pyjamarama – Wally Week Had to Escape His Own Dream on the C64</video:title>
      <video:description>Released in 1984 by Mikro-Gen, Pyjamarama is the second game in the Wally Week series and places you inside a bizarre dream version of Wally’s own house. Still fast asleep, Wally must navigate this surreal landscape to wind up his alarm clock and wake up in time for work. Gameplay blends platforming with puzzle-solving as you explore interconnected rooms filled with strange hazards, moving platforms, and oddball enemies. You can only carry two items at once, forcing careful planning and experimentation to work out how each object fits into the wider puzzle. The Commodore 64 version stands out for its bold use of colour and its imaginative level design, creating a dreamlike atmosphere that feels playful and slightly unsettling. Progress relies on memory, logic, and patience rather than fast reactions. Pyjamarama is fondly remembered as one of the more creative adventure-platform hybrids of the early 1980s, and a defining entry in the Wally Week series that still rewards thoughtful exploration today.</video:description>
      <video:player_loc>https://www.youtube.com/embed/WUbmQ55Fneo</video:player_loc>
      <video:duration>253</video:duration>
      <video:publication_date>2023-05-29T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/q-bert/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/1WiH-1SgkFQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Q*Bert – Change Every Cube Before Coily Catches You | C64</video:title>
      <video:description>Originally developed by Gottlieb and ported to the Commodore 64 by Parker Brothers in 1983, Q*Bert is a landmark arcade game that blends fast reactions with puzzle-like precision. You guide the instantly recognisable orange hero across a pyramid of cubes, aiming to change every tile to the correct colour. The challenge comes from timing and spatial awareness. Each hop alters the cube beneath you, but enemies, flying discs, and awkward jump angles constantly threaten to knock you off course. As stages progress, new hazards are introduced, turning simple movement into a tense test of nerve and planning. The isometric perspective gives the game its distinctive pseudo-3D look, making depth and direction part of the challenge. On the Commodore 64, the conversion stays faithful to the arcade original, with bright colours, smooth animation, and the same addictive difficulty curve.</video:description>
      <video:player_loc>https://www.youtube.com/embed/1WiH-1SgkFQ</video:player_loc>
      <video:duration>292</video:duration>
      <video:publication_date>2023-02-06T18:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/quick-draw-mcgraw/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/oFWahedHUoc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Quick Draw McGraw – The C64 Game That Put a Cartoon Horse on a Moving Train</video:title>
      <video:description>Released in 1990 by Hi-Tec Software and developed by PAL Developments, Quick Draw McGraw brings the classic Hanna-Barbera cartoon star to the Commodore 64 in a fast-moving western action adventure. You step into the hooves of the fastest gun in the West, racing across moving trains to keep them safe from bandits and outlaws. Gameplay mixes horizontal side-scrolling action with constant forward momentum as you run along carriage roofs and sides, leaping gaps and dodging hazards like smoke plumes and swooping birds. Timing and positioning are key, as one mistimed jump can quickly bring your train-top heroics to an end. At key moments, the game switches perspective inside the train carriages, dropping you into first-person shooting sections where quick reactions matter most. Clearing these interiors and reaching the engine allows you to face off against the boss controlling each train, before moving on to the next challenge.</video:description>
      <video:player_loc>https://www.youtube.com/embed/oFWahedHUoc</video:player_loc>
      <video:duration>357</video:duration>
      <video:publication_date>2023-07-06T17:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/quinx/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/qgA5R-JZrKo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Quinx – The Bizarre C64 Game Set Inside a Student’s Exam Nightmare</video:title>
      <video:description>Released in 1984 by Supersoft for the Commodore 64, Quinx is a bizarre and memorable arcade game built around a dreamlike premise. Players take on the role of Arthur Crown, a student at the London School of Economics, trapped in a nightmare where ink worms threaten to consume the very paper he stands on. Gameplay takes place on a single screen viewed from above, with worms emerging from the edges and leaving trails of ink as they move. The goal is simple but demanding: squash the worms before they hatch. If a worm survives too long, it destroys part of the paper, steadily shrinking the playable area and pushing the game toward failure. The challenge comes from speed and positioning, as multiple worms can appear at once and hesitation quickly leads to irreversible damage. There are no power-ups or complex mechanics, just constant pressure to react quickly and stay in control as the screen becomes more chaotic.</video:description>
      <video:player_loc>https://www.youtube.com/embed/qgA5R-JZrKo</video:player_loc>
      <video:duration>423</video:duration>
      <video:publication_date>2024-07-03T17:30:14Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/radar-rat-race/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/7TAZQ_4y6qU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Radar Rat Race – Commodore’s C64 Take on Rally-X with Rats</video:title>
      <video:description>Originally developed by HAL Laboratory and published by Commodore, Radar Rat Race first appeared on the VIC-20 in 1981 before being ported to the Commodore 64 in 1982. This maze-chase title is a licensed reworking of Namco’s Rally-X, reimagined with a playful rodent theme and home-computer flair. Players control a mouse navigating maze-like arenas, collecting pieces of cheese while evading relentless rats and avoiding stationary cats that block escape routes. A built-in radar screen reveals the full maze layout, allowing players to plan routes and anticipate danger rather than relying purely on reflexes. A key tactical feature is the limited-use star screen, which temporarily confuses pursuing rats and offers a brief window to escape or grab remaining cheese. As stages progress, the action intensifies with more enemies and increasingly complex layouts, pushing both strategic thinking and execution.</video:description>
      <video:player_loc>https://www.youtube.com/embed/7TAZQ_4y6qU</video:player_loc>
      <video:duration>337</video:duration>
      <video:publication_date>2023-09-12T17:20:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/raging-beast/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/o08EGnDdFsA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Raging Beast – C64 Bullfighting That Feels Like It Shouldn’t Exist</video:title>
      <video:description>Released in 1985 by Firebird Software for the Commodore 64, Raging Beast—originally titled Olé! is a lighthearted arcade-style game that puts a playful spin on the traditional bullfighting spectacle. Developed by François Lionet, with graphics by Frédéric Pinlet and music by Jim Cuomo, the game focuses on timing, nerve, and quick reactions rather than violence. Players step into the arena as a torero, using a red cloak to lure and dodge a charging bull within a fixed-perspective playfield. Points are awarded for well-timed evasions, but progress depends on waiting for a ring to be thrown into the arena and successfully placing it onto the bull’s horns. A mistimed dodge sends the torero flying, and failing to recover quickly can end the round in spectacular fashion. The tone is deliberately comical, with colourful visuals and exaggerated animations keeping things playful and accessible.</video:description>
      <video:player_loc>https://www.youtube.com/embed/o08EGnDdFsA</video:player_loc>
      <video:duration>366</video:duration>
      <video:publication_date>2024-01-10T18:30:26Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/rags-to-riches/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/v5KSp7qdmrk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Rags to Riches – Can You Climb from Broke to Loaded on the C64?</video:title>
      <video:description>Released in 1985, Rags to Riches is an ambitious life simulation for the Commodore 64 developed by Bob Keener and published by Melody Hall Publishing. Unusually for its time, the game places players in the role of a homeless character with a single long-term objective: work your way up from nothing and accumulate one million dollars. The journey begins on the streets, where survival comes first. Players collect bottles, search for spare change, and take on low-paying jobs to build a small income. Gradual progression allows lifestyle upgrades such as getting a haircut, pursuing education, and securing better employment, turning small decisions into meaningful long-term consequences. The city is divided into distinct districts, each presenting its own opportunities and risks. Navigating these areas requires careful planning, as threats like police, thieves, and the IRS can quickly undo progress.</video:description>
      <video:player_loc>https://www.youtube.com/embed/v5KSp7qdmrk</video:player_loc>
      <video:duration>350</video:duration>
      <video:publication_date>2024-02-22T18:30:39Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/raid-on-bungeling-bay/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/KqQGFILxF6A/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Raid on Bungeling Bay – The C64 Helicopter Raid with a Bigger Legacy</video:title>
      <video:description>Released in 1984 by Brøderbund and designed by Will Wright, Raid on Bungeling Bay is a distinctive shoot ’em up that blends fast-paced action with strategic depth. Players pilot a helicopter launched from an aircraft carrier, striking at the Bungeling Empire by bombing factories scattered across multiple islands on a small planetoid. Gameplay revolves around repeated attack runs against enemy infrastructure while defending the aircraft carrier, which serves as the player’s home base. As missions progress, resistance intensifies with gun turrets, fighter jets, guided missiles, and even a battleship hunting the player down. A hidden island provides a vital opportunity to rearm and refuel, rewarding exploration and careful planning. What truly sets the game apart is its underlying simulation-style design. Factories evolve over time, developing new defences and technologies if left unchecked, while supply boats visibly move between islands, reinforcing their interdependence.</video:description>
      <video:player_loc>https://www.youtube.com/embed/KqQGFILxF6A</video:player_loc>
      <video:duration>423</video:duration>
      <video:publication_date>2023-08-21T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/raid-over-moscow/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/aSM50a5K90A/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Raid Over Moscow – The C64 Cold War Game That Caused Real Controversy</video:title>
      <video:description>Released in 1984 by Access Software, Raid Over Moscow is a tense Cold War–themed action game for the Commodore 64 that puts you in the cockpit of an American fighter pilot facing a global crisis. With diplomacy off the table, you’re tasked with stopping a Soviet nuclear strike and carrying the fight deep into enemy territory. The game unfolds across multiple distinct stages, each demanding different skills. You begin by intercepting incoming missiles, then move on to attacking heavily defended missile silos from the air. The final sequence raises the stakes even further, sending you into the Kremlin to destroy a nuclear reactor and prevent worldwide catastrophe. What makes Raid Over Moscow stand out is its constant shift in gameplay. Each phase feels different, keeping tension high and forcing you to adapt quickly. Combined with its stark presentation and high-pressure objectives, the game delivers a strong sense of urgency rarely seen at the time.</video:description>
      <video:player_loc>https://www.youtube.com/embed/aSM50a5K90A</video:player_loc>
      <video:duration>486</video:duration>
      <video:publication_date>2023-05-05T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/rainbow-islands/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/VT0ahmX9HyI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Rainbow Islands on Amiga – Cute, Colourful and Harder Than It Looks</video:title>
      <video:description>Released in 1990, Rainbow Islands is the colourful sequel to Bubble Bobble, developed by Taito and expertly ported to the Commodore Amiga by Graftgold, with publishing duties handled by Ocean Software. Bub and Bob return in human form, setting out to free the Rainbow Islands from an evil wizard in a joyful but demanding platforming quest. Gameplay shifts to vertically scrolling stages where progress is all about momentum and positioning. You create rainbows that double as weapons and platforms, trapping enemies beneath them or using them to climb higher. Mastery comes from chaining jumps, controlling enemy movement, and collecting power-ups that enhance speed, range, and scoring potential. The adventure spans seven main islands, each ending with a boss encounter, while skilled players can unlock secret islands by collecting all seven rainbow-coloured diamonds. This adds depth and replay value for those aiming to see everything the game has to offer.</video:description>
      <video:player_loc>https://www.youtube.com/embed/VT0ahmX9HyI</video:player_loc>
      <video:duration>323</video:duration>
      <video:publication_date>2023-04-11T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/rambo-first-blood-part-2/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/QGqZ7kFO0iI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Rambo – Ocean Turned First Blood Part II Into a Tactical C64 Jungle Mission</video:title>
      <video:description>Released in 1986 by Ocean Software and developed by Platinum Productions, Rambo: First Blood Part II adapts the 1985 action film into a tense top-down action-adventure for the Commodore 64. Rather than straightforward run-and-gun mayhem, the game leans into survival, stealth, and tactical decision-making. Players guide Rambo through dense jungle environments on a mission to rescue prisoners of war from enemy camps. Progress requires careful navigation, avoiding patrols, and choosing when to strike. Rambo can arm himself with a knife, bow and arrows—including explosive variants—and an M16 rifle, each weapon offering different risks and rewards. A standout mechanic is how noise affects enemy behaviour. Loud weapons attract reinforcements, encouraging a more considered approach and rewarding players who balance stealth with aggression. Limited lives and tough enemy placement make every encounter feel high stakes. The Commodore 64 version is elevated by a powerful soundtrack from Martin Galway, featuring themes inspired by the film’s score and adding intensity to the action.</video:description>
      <video:player_loc>https://www.youtube.com/embed/QGqZ7kFO0iI</video:player_loc>
      <video:duration>535</video:duration>
      <video:publication_date>2024-03-26T18:30:31Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/rampage/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/6clC36Rc5XA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Rampage – Three Monsters, One Goal: Flatten the City | C64</video:title>
      <video:description>Released in 1987 for the Commodore 64, Rampage is the home computer adaptation of Bally Midway’s hugely popular arcade destruction game. Developed by Monarch Development and published by Activision, it delivers chaotic monster mayhem straight to the 8-bit era. You take control of one of three unfortunate humans transformed into towering monsters: George the giant ape, Lizzie the colossal reptile, or Ralph the werewolf-like brute. The goal is gloriously simple—smash buildings, eat civilians, and survive relentless attacks from military forces as cities crumble beneath you. Each city brings escalating pressure as enemies become tougher and damage mounts, forcing you to balance destruction with survival. The C64 version supports up to three players, making it perfect for shared mayhem, whether you’re working together or racing to cause the most destruction. Despite hardware limitations, Rampage on the Commodore 64 stays true to the arcade’s spirit with smooth animation, responsive controls, and addictive gameplay.</video:description>
      <video:player_loc>https://www.youtube.com/embed/6clC36Rc5XA</video:player_loc>
      <video:duration>396</video:duration>
      <video:publication_date>2023-07-25T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/rampart/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/oMEoQAibnm8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Rampart on C64 – Build the Walls, Fire the Cannons, Panic Anyway</video:title>
      <video:description>Originally developed by Atari Games and released on the Commodore 64 by Domark in 1992, Rampart delivers a distinctive blend of real-time strategy, action, and puzzle gameplay. Rather than traditional armies or units, the focus here is on building, repairing, and defending medieval castles under constant threat. Gameplay is split into two intense phases. During the building phase, players use a limited supply of wall pieces to repair damage and expand their fortress layout, deciding how best to enclose space for cannons and protection. Once time runs out, the battle phase begins, with players firing cannons to repel waves of attacking enemies and rival castles. Success depends on fast thinking and smart planning. Poor wall placement leaves cannons exposed, while inefficient repairs can spell disaster when the next assault begins. As levels progress, enemy pressure increases, forcing players to refine both construction and combat tactics.</video:description>
      <video:player_loc>https://www.youtube.com/embed/oMEoQAibnm8</video:player_loc>
      <video:duration>297</video:duration>
      <video:publication_date>2024-10-22T17:30:12Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/rastan/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/GaeWp13jqsY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Rastan – Can Taito’s Barbarian Arcade Hit Survive an 8-Bit Conversion? | C64</video:title>
      <video:description>Released in 1987 for the Commodore 64, Rastan is a side-scrolling hack-and-slash action game developed by Taito and brought to home computers by Imagine Software. You step into the role of Rastan, a sword-wielding barbarian on a brutal quest through the land of Ceim, battling mythical creatures to save the kingdom. Gameplay blends fast-paced combat with precise platforming as you fight through forests, deserts, and castles, each stage ending in a demanding boss encounter. Along the way you can upgrade your arsenal with weapons like maces and axes, plus shields and body armour that subtly change how you survive each encounter. The Commodore 64 version features six distinct stages and leans heavily on timing and positioning, rewarding confident, aggressive play while punishing mistakes. While its difficulty and collision quirks divided opinion at the time, Rastan still delivers a raw, arcade-style challenge that captures the spirit of classic fantasy action.</video:description>
      <video:player_loc>https://www.youtube.com/embed/GaeWp13jqsY</video:player_loc>
      <video:duration>361</video:duration>
      <video:publication_date>2023-04-19T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/realm-of-impossibility/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/ICvoH9tBYKw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Realm of Impossibility – A C64 Dungeon Game That Earns Its Name Quickly</video:title>
      <video:description>Released in 1984 by BRAM Inc. and published by Electronic Arts, Realm of Impossibility is an isometric action-adventure for the Commodore 64 that plunges players into a surreal, illusion-filled nightmare. Originally released as Zombies on the Atari 8-bit, this enhanced version challenges players to recover seven mystical crowns and defeat the evil cleric Wistrik. Gameplay blends fast reflexes with tactical thinking as you explore 13 labyrinthine dungeons crawling with zombies, snakes, spiders, and other horrors. Players can place crosses to temporarily block enemies and collect scrolls to unleash spells, adding layers of strategy to the constant pressure of survival. The standout feature is its disorienting isometric world, inspired by impossible architecture that twists perception and navigation. Each room demands careful planning and spatial awareness, turning movement itself into a puzzle as deadly as the monsters.</video:description>
      <video:player_loc>https://www.youtube.com/embed/ICvoH9tBYKw</video:player_loc>
      <video:duration>384</video:duration>
      <video:publication_date>2024-05-30T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/rebel/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/wvekJd9zhJ0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Rebel – The C64 Puzzle Game That Sounds Bigger Than It Looks</video:title>
      <video:description>Released in 1987 by Virgin Games and developed by Gang of Five, Rebel is a distinctive top-down, multi-directional scrolling shooter for the Commodore 64 with a strong tactical edge. You play as THX2240, a worker who has stolen a Crowd Control Vehicle and turned against the oppressive Agri-dustrial Combine. Across thirteen large levels, progression depends on more than pure reflexes. You must rotate and align solar reflectors to redirect powerful laser beams, blasting enemies, clearing barriers, and reshaping the environment itself. Destructible scenery allows you to carve new routes or temporarily escape relentless pursuit, adding a strategic layer rarely seen in shooters of the era. The challenge level is high, with demanding controls and tightly designed stages that punish mistakes and reward planning. Success comes from understanding enemy patterns, managing space, and using the laser mechanics efficiently rather than charging in blindly.</video:description>
      <video:player_loc>https://www.youtube.com/embed/wvekJd9zhJ0</video:player_loc>
      <video:duration>415</video:duration>
      <video:publication_date>2023-06-23T17:30:14Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/red-heat/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/adtijYvhxCs/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Red Heat – Schwarzenegger’s Soviet Beat ’Em Up Comes to the C64</video:title>
      <video:description>Released in 1989 by Ocean Software and developed by Special FX, Red Heat is a side-scrolling beat ’em up based on the 1988 action film starring Arnold Schwarzenegger and James Belushi. The game aims to translate the film’s hard-edged tone to the Commodore 64, placing story and presentation firmly at the forefront. You take control of Soviet police officer Viktor Rostavili as he teams up with Chicago detective Art Ridzik, moving through a series of stages inspired by key moments from the movie. Progression is linear, with each section focused on clearing enemies using punches, kicks, and occasional weapons. Visually, Red Heat was impressive for its time, featuring large character sprites and smooth animation that gave the game a cinematic feel. Jonathan Dunn’s soundtrack adds atmosphere and weight to the action, reinforcing the gritty setting even as it repeats during longer play sessions.</video:description>
      <video:player_loc>https://www.youtube.com/embed/adtijYvhxCs</video:player_loc>
      <video:duration>302</video:duration>
      <video:publication_date>2023-06-21T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/renegade/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/fJV_8mRPIFE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Renegade – The C64 Beat ’Em Up That Took Fighting to the Streets</video:title>
      <video:description>Released in 1987 for the Commodore 64, Renegade is a home computer adaptation of Technōs Japan’s 1986 arcade hit, developed by Ocean Software under the Imagine label. The C64 version features programming by Max Taylor, graphics by Stephen Wahid and Jane Lowe, and a hard-hitting soundtrack by Fred Gray. Players take on the role of a lone street fighter battling through five distinct stages to rescue a kidnapped girlfriend. Action unfolds across gritty locations such as subways, docks, and alleyways, with waves of enemies attacking from both sides. Combat allows for punches, kicks, jump attacks, and grabs, giving players a surprising amount of tactical freedom for the time. The Commodore 64 conversion was widely praised for capturing the feel of the arcade original, delivering fluid animation and responsive movement. While the control scheme required use of the space bar for certain actions, many players appreciated the depth and challenge this added to the fighting system.</video:description>
      <video:player_loc>https://www.youtube.com/embed/fJV_8mRPIFE</video:player_loc>
      <video:duration>326</video:duration>
      <video:publication_date>2023-11-09T18:30:24Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/rescue-on-fractalus/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/b7Hn36epBxE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Rescue on Fractalus! – The C64 Rescue Mission with One Nasty Surprise</video:title>
      <video:description>Released in 1985 by Lucasfilm Games, Rescue on Fractalus! is a groundbreaking 3D space combat and rescue simulator that pushed the Commodore 64 to its limits. Set on the hostile alien world of Fractalus, players pilot a Valkyrie fighter tasked with locating and rescuing downed pilots scattered across a dangerous mountain landscape. The game blends first-person flight action with careful navigation and tense decision-making. Players must skim across jagged terrain, manage fuel and shields, evade enemy fire, and land safely to collect stranded pilots. Adding to the suspense, not every rescue is what it seems, with some pilots revealing themselves as hostile aliens once aboard. One of the game’s most celebrated achievements is its use of fractal-generated landscapes, creating rolling mountain ranges that felt genuinely three-dimensional at a time when such visuals were almost unheard of on home computers.</video:description>
      <video:player_loc>https://www.youtube.com/embed/b7Hn36epBxE</video:player_loc>
      <video:duration>317</video:duration>
      <video:publication_date>2024-08-29T17:30:08Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/revenge-of-the-mutant-camels/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/F4HhsPtCl8c/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Revenge of the Mutant Camels – Jeff Minter Gets Even Weirder on C64</video:title>
      <video:description>Released in 1984 by Llamasoft and developed by Jeff Minter, Revenge of the Mutant Camels is a horizontally scrolling shoot ’em up that cranks the absurdity to full blast. A direct sequel to Attack of the Mutant Camels, the game puts players in control of a heavily armed camel battling through 42 waves of surreal and unpredictable enemies. Gameplay is fast, frantic, and deliberately offbeat. Players fire basic blue shots while weaving through enemies that range from falling umbrellas and vending machines to flying toilets, all rendered in Minter’s unmistakable psychedelic style. Power-ups boost firepower, but danger also comes in the form of tokens that can poison the player or reverse controls, keeping every moment unpredictable. A standout feature is the optional two-player mode, where a second player controls a bipedal goat riding atop the camel, doubling firepower and adding a unique cooperative twist rarely seen in shooters of the era.</video:description>
      <video:player_loc>https://www.youtube.com/embed/F4HhsPtCl8c</video:player_loc>
      <video:duration>332</video:duration>
      <video:publication_date>2024-01-09T18:19:22Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/rick-dangerous/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/zsESKovDEkQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Rick Dangerous on Amiga – Traps, Deaths and That Smug Little Hero</video:title>
      <video:description>Released in 1989 by Core Design for the Commodore Amiga, Rick Dangerous is a notoriously unforgiving platform adventure inspired by the spirit of Indiana Jones. You step into the boots of Rick, a British agent whose jungle expedition quickly turns into a deadly obstacle course packed with traps, enemies, and cruel surprises. Gameplay focuses on careful movement, memory, and restraint. Hidden spikes, collapsing floors, darts, and instant-death hazards are everywhere, forcing you to learn each level through trial and error. Rick’s limited ammo and dynamite mean every shot counts, and rushing forward without caution is almost always punished. Each location introduces new dangers and layouts, from the Amazon jungle to ancient Egyptian ruins, with level design that rewards patience and observation. Success comes from anticipating traps, mastering timing, and accepting that death is part of the learning process.</video:description>
      <video:player_loc>https://www.youtube.com/embed/zsESKovDEkQ</video:player_loc>
      <video:duration>323</video:duration>
      <video:publication_date>2023-02-23T18:31:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/river-raid/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/noRI_vFzzqo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>River Raid – Carol Shaw’s Fuel-Hungry Shooter Reaches the Commodore 64</video:title>
      <video:description>Released on the Commodore 64 in 1984, River Raid is a vertically scrolling shooter developed by Micro Projects Engineering and published by Activision. Originally designed by Carol Shaw for the Atari 2600, this C64 version brings the same intense aerial combat and precision gameplay to Commodore’s 8-bit hardware. Players pilot the B-1 StratoWing Assault Jet along the perilous “River of No Return,” blasting enemy helicopters, jets, tankers, bridges, and fuel depots while navigating ever-narrowing river passages. Movement is restricted to horizontal control and speed adjustment, demanding sharp reflexes and careful positioning at all times. A defining feature is fuel management. Supplies constantly drain as you fly, forcing players to skim over fuel depots to stay airborne. This simple mechanic adds strategic tension to the action, rewarding risk-taking and route planning alongside shooting accuracy. Praised for its smooth scrolling, responsive controls, and endlessly replayable design, River Raid became one of the most recognisable shooters of the 8-bit era.</video:description>
      <video:player_loc>https://www.youtube.com/embed/noRI_vFzzqo</video:player_loc>
      <video:duration>431</video:duration>
      <video:publication_date>2024-02-15T18:30:35Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/road-runner/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/erXd6gvNJf4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Road Runner – Could the C64 Keep Up with Atari’s Arcade Cartoon Chase?</video:title>
      <video:description>Released in 1987 by U. S. Gold for the Commodore 64, Road Runner brings Warner Bros. ’ iconic cartoon rivalry to life in fast-paced arcade form. Players take control of the lightning-fast Road Runner, constantly outpacing the ever-unlucky Wile E. Coyote across a series of hazard-filled routes. Gameplay focuses on speed, timing, and anticipation as you sprint along roads while dodging trucks, landmines, falling rocks, and other obstacles. Collecting birdseed helps maintain top speed, while cleverly luring Wile E. Coyote into danger earns bonus points and adds a playful risk–reward element. The C64 version features smooth scrolling, bold colours, and animations that closely reflect the cartoon’s slapstick style. Catchy music and clear visual feedback keep the action readable even at high speed, making it immediately accessible. While the core loop is simple, Road Runner is fondly remembered for its faithful presentation and pure arcade energy.</video:description>
      <video:player_loc>https://www.youtube.com/embed/erXd6gvNJf4</video:player_loc>
      <video:duration>394</video:duration>
      <video:publication_date>2023-11-23T18:30:25Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/robin-of-the-wood/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Ktq2q1-SJKc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Robin of the Wood – Find Three Magic Arrows to Beat the Sheriff on the C64</video:title>
      <video:description>Released in 1985 by Odin Computer Graphics for the Commodore 64, Robin of the Wood is an atmospheric action-adventure maze game programmed by Marc Dawson, featuring graphics by Stuart Fotheringham and music by Fred Gray. Players step into the role of Robin Hood, exploring the depths of Sherwood Forest in search of the legendary Silver Arrow, which has been seized by the Sheriff of Nottingham. Progress begins by collecting gold to purchase essential equipment, including swords and bows, from the mysterious forest Ent before venturing deeper into hostile territory. The game unfolds across a vast 16×20 screen maze populated by Norman soldiers, wild boars, witches, a wise Hermit, and surprise encounters with high-ranking medieval figures. Navigation relies on careful exploration, memory, and timing, with screen-by-screen progression rewarding patient and methodical play. Visually, the game delivers richly detailed 2D environments and smoothly animated sprites that bring the forest to life.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Ktq2q1-SJKc</video:player_loc>
      <video:duration>441</video:duration>
      <video:publication_date>2025-06-24T17:30:10Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/robinsons-requiem/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/cR_g-k3hD4c/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Robinson’s Requiem – Survival Gaming Before the Genre Took Over | Amiga</video:title>
      <video:description>Released in 1994 by Silmarils for the Commodore Amiga, Robinson’s Requiem is a deeply ambitious survival RPG that drops players onto a hostile alien planet with little more than their wits. Controlling two stranded astronauts, the goal is simple in theory but brutal in practice: survive. Gameplay revolves around a complex survival simulation rarely seen at the time. Players must manage hunger, thirst, fatigue, injuries, infections, and even detailed medical treatment, alongside exploration, crafting, and combat. Every decision carries weight, and mistakes can spiral into life-threatening consequences. The isometric presentation reinforces the sense of isolation, with bleak alien landscapes and threatening wildlife creating constant tension. Sound design and ambient effects further heighten the atmosphere, making exploration feel dangerous and unpredictable rather than heroic. Notorious for its steep learning curve, Robinson’s Requiem rewards patience and persistence.</video:description>
      <video:player_loc>https://www.youtube.com/embed/cR_g-k3hD4c</video:player_loc>
      <video:duration>404</video:duration>
      <video:publication_date>2024-10-17T17:30:11Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/robocop/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/pm3UGikm-2s/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Robocop on the C64 – Did Ocean Give Murphy the Game He Deserved?</video:title>
      <video:description>Released in 1988 for the Commodore 64 by Ocean Software, RoboCop is a side-scrolling action game based on Paul Verhoeven’s iconic sci-fi film. Developed under license from Orion Pictures, the home computer versions were produced by Ocean in collaboration with Data East, aiming to bring the film’s gritty atmosphere to 8-bit hardware. Players step into the metal boots of RoboCop, patrolling the crime-ridden streets of Detroit across seven scrolling levels. Gameplay blends beat ’em up combat with run-and-gun shooting, as RoboCop uses punches and his Auto-9 pistol to clear enemies. Bonus shooting galleries add variety, rewarding accuracy and timing between the main stages. On the Commodore 64, RoboCop delivers moody visuals and a strong sense of atmosphere that reflects the film’s tone. Jonathan Dunn’s powerful soundtrack is a standout feature, driving the action and becoming one of the most recognisable C64 game themes of the era.</video:description>
      <video:player_loc>https://www.youtube.com/embed/pm3UGikm-2s</video:player_loc>
      <video:duration>453</video:duration>
      <video:publication_date>2024-04-16T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/robocop-3/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/kz0u3ZboQnU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>RoboCop 3 – Digital Image Design Took Murphy Into 3D on the Amiga</video:title>
      <video:description>Released in 1992 by Ocean Software and developed by Digital Image Design, RoboCop 3 brings a bold 3D action experience to the Commodore Amiga, inspired by the film’s dystopian vision of Detroit. You step into RoboCop’s role as he fights to stop corporate plans to evict citizens and rebuild the city for profit. The game is split into five varied gameplay styles, including first-person shooting, driving missions, hand-to-hand combat, jetpack flying, and confrontations with a deadly robot ninja. This constant shift in perspective keeps the action fresh and reinforces the cinematic scope of the adventure. Two modes are available: Movie Adventure delivers a narrative-driven structure with branching missions, while Arcade Action lets you jump straight into individual scenarios. Between missions, in-game news reports help flesh out the story and give the game a strong sense of atmosphere.</video:description>
      <video:player_loc>https://www.youtube.com/embed/kz0u3ZboQnU</video:player_loc>
      <video:duration>386</video:duration>
      <video:publication_date>2023-06-07T17:30:08Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/rock-n-wrestle/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/QLfDqcG0fIM/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Rock’n Wrestle – Big Hair, Bigger Slams and C64 Grappling</video:title>
      <video:description>Released in 1985 by Melbourne House and developed by Beam Software, Rock’n Wrestle is one of the earliest attempts to bring professional wrestling to home computers using a 3D-style presentation. Players step into the boots of Gorgeous Greg, the tenth-ranked challenger battling his way toward the World Championship Belt. Matches take place in a single-screen arena where timing and positioning are key. Players face a roster of exaggerated wrestling personalities, each with their own strengths, weaknesses, and move sets. The objective is simple but tense: pin your opponent within the time limit, with the final championship bout removing the clock entirely. Combat revolves around classic wrestling manoeuvres such as body slams, flying tackles, elbow drops, and throws. Controls are accessible via joystick or keyboard, with customisable options that make the game easy to pick up while still demanding precision to master.</video:description>
      <video:player_loc>https://www.youtube.com/embed/QLfDqcG0fIM</video:player_loc>
      <video:duration>470</video:duration>
      <video:publication_date>2023-10-24T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/rock-star-ate-my-hamster/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/LQ6FH2DtMAs/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Rock Star Ate My Hamster – The C64 Band Manager Game with an Unforgettable Title</video:title>
      <video:description>Released in 1989 by Codemasters for the Commodore 64, Rock Star Ate My Hamster is a tongue-in-cheek music management simulation inspired by a notorious tabloid headline. Blending sharp humour with strategy, it puts a satirical spin on the excesses and absurdities of the pop music industry. Players step into the role of Cecil Pitt, an ambitious music manager guided by his assistant Clive, with the goal of earning four gold discs within a single year. Gameplay is menu-driven, focusing on decisions such as rehearsals, gigs, publicity stunts, recording sessions, and handling scandals as they arise. The band members are exaggerated parodies of real-world pop stars, each with their own strengths, weaknesses, and weekly costs. Success is tracked through a dynamic Top 10 chart system, forcing players to balance creativity, money, reputation, and internal band politics to stay competitive.</video:description>
      <video:player_loc>https://www.youtube.com/embed/LQ6FH2DtMAs</video:player_loc>
      <video:duration>417</video:duration>
      <video:publication_date>2024-05-29T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/rocket-ball/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Id0qaMQ9HxA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Rocket Ball – The C64 Sports Game Set in the Distant Future of 2010</video:title>
      <video:description>Released in 1985 for the Commodore 64, Rocket Ball is a futuristic sports-action game developed by IJK Software and coded by John S. Sinclair. Set in the then-future year of 2010, the game imagines a world where international disputes are settled through a violent, high-energy arena sport. The action blends elements of roller derby and American football. Teams of five skaters battle it out in a circular arena, aiming to score by launching a heavy metal ball into a cone-shaped goal while physically overpowering their opponents. Elbows, knees, and fists are all fair game as mayhem unfolds at high speed. Players must skate quickly, collect the ball, and time their shots carefully while defending against relentless attacks. Four teams are available — Houston, Tokyo, Moscow, and Madrid — each with different strengths, adding variety and tactical choice to matches that last a tense ten minutes.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Id0qaMQ9HxA</video:player_loc>
      <video:duration>325</video:duration>
      <video:publication_date>2024-12-10T18:30:10Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/rocket-ranger/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/_WsFBiB8U34/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Rocket Ranger – Jetpacks, Villains and Cinemaware Ambition on the C64</video:title>
      <video:description>Released for the Commodore 64 by Cinemaware, Rocket Ranger drops players into an alternate-history 1940s where the Nazis have established a secret base on the Moon. Using a mysterious substance called Lunarium, they plan to reduce global intelligence levels and secure world domination. Humanity’s last hope comes from the future, as advanced jetpack technology, powerful weapons, and code-breaking tools are sent back in time for you to change the course of history. The game follows Cinemaware’s trademark cinematic structure, blending dramatic animated sequences with a mix of action and strategy. Players must manage limited resources, deploy spies across Europe to uncover enemy rocket factories, and decide how much Lunarium to expend at each stage while avoiding capture. Strategic choices directly affect your chances of success. Action sequences punctuate the experience, including brutal hand-to-hand combat with Nazi guards, high-speed jetpack dogfights against enemy aircraft, and daring assaults on Zeppelins and secret installations.</video:description>
      <video:player_loc>https://www.youtube.com/embed/_WsFBiB8U34</video:player_loc>
      <video:duration>431</video:duration>
      <video:publication_date>2024-07-18T17:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/rodland/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/bXbP3ywqUTk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Rodland – The Amiga Cute ’Em Up Built for Two Players</video:title>
      <video:description>Released in 1991 by Random Access and published by Storm for the Commodore Amiga, Rodland is a charming single-screen platformer based on Jaleco’s popular arcade hit. The Amiga version expands on the original with extra levels, enhanced visuals, and a highly enjoyable two-player cooperative mode. Players take control of the fairy sisters Tam and Rit, who wield magical rods on a quest to rescue their mother from the towering stronghold of Maboots. Each stage challenges players to defeat enemies, collect flowers, and clear the screen in order to progress, blending action with light puzzle elements. Gameplay draws clear inspiration from classics like Bubble Bobble, focusing on precise movement, clever enemy manipulation, and tactical use of special abilities. Mastering timing and coordination becomes especially important in later stages, particularly when playing cooperatively. Visually, the Amiga port shines with colourful environments, smooth animations, and expressive character sprites that capture the playful spirit of the arcade original.</video:description>
      <video:player_loc>https://www.youtube.com/embed/bXbP3ywqUTk</video:player_loc>
      <video:duration>335</video:duration>
      <video:publication_date>2025-04-17T17:30:14Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/roller-coaster-rumbler/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/p_fyK_KEpi4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Rollercoaster Rumbler – The C64 Shooter Played from a Moving Roller Coaster</video:title>
      <video:description>Released in 1989 by Tynesoft and developed by Subway Software for the Commodore 64, Roller Coaster Rumbler is a distinctive rail shooter that puts players on a high-speed roller coaster armed with a mounted machine gun. Unlike the Amiga and Atari ST versions, the C64 release takes a unique approach with a split-screen presentation. Gameplay combines a first-person shooting view with an isometric perspective showing the roller coaster’s twisting track. As the ride climbs, dips, and swerves, players must blast waves of flying targets, all while compensating for the constant motion of the coaster itself. The challenge lies in accuracy and timing, with players required to hit a set number of targets within a limited time window. The shifting viewpoint and relentless movement add an extra layer of difficulty, keeping the action tense despite the simple core mechanics.</video:description>
      <video:player_loc>https://www.youtube.com/embed/p_fyK_KEpi4</video:player_loc>
      <video:duration>376</video:duration>
      <video:publication_date>2024-10-07T17:30:11Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/rolling-thunder/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/5ywxomcaRdY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Rolling Thunder – Could Tiertex Pull Off Namco’s Arcade Hit on the C64?</video:title>
      <video:description>Released in 1987 for the Commodore 64, Rolling Thunder is a side-scrolling run-and-gun action game originally developed by Namco and brought to home computers by Tiertex under U. S. Gold. Players take on the role of Agent Albatross of the World Intelligence Network, fighting to rescue his partner, Leila Blitz, from the terrorist organisation Geldra. Gameplay unfolds across multi-level stages where movement, positioning, and timing are just as important as shooting. Players battle Maskers and other enemies while using doors, platforms, and vertical layers for cover, creating a more tactical feel than simple left-to-right shooters. The Commodore 64 version aims to replicate the structure and pacing of the arcade original, though compromises were inevitable due to hardware limits. While the action remains recognisable, the visuals and audio are more restrained, and the difficulty is unforgiving, with tough enemy patterns and limited margin for error.</video:description>
      <video:player_loc>https://www.youtube.com/embed/5ywxomcaRdY</video:player_loc>
      <video:duration>288</video:duration>
      <video:publication_date>2023-11-27T18:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/rtype/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/h1wRyD86xxY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>R-Type – How Did Manfred Trenz Fit Irem’s Arcade Shooter Into the C64?</video:title>
      <video:description>R-Type is the 1988 Commodore 64 port of Irem’s legendary arcade “force-ship” shooter, published by Electric Dreams / Rainbow Arts and coded by Manfred Trenz. In the game, you pilot the iconic R-9 “Arrowhead” spacecraft through eight intense horizontally-scrolling stages, battling the alien Bydo Empire, navigating hazardous terrain, and facing massive biomechanical bosses. Your arsenal includes rapid-fire shots, a powerful chargeable wave cannon, and the game’s signature feature — the indestructible “Force” orb. Attach it, detach it, or deploy it freely to act as both shield and weapon platform. The C64 conversion delivers fast gameplay and smooth scrolling, outperforming many other 8-bit shooters of its era. Atmospheric visuals, detailed sci-fi environments, and an outstanding soundtrack by Chris Hülsbeck and Ramiro Vaca add to the experience. Remarkably, the port was reportedly developed in just a few weeks, yet it remains one of the finest technical showcases on the Commodore 64.</video:description>
      <video:player_loc>https://www.youtube.com/embed/h1wRyD86xxY</video:player_loc>
      <video:duration>299</video:duration>
      <video:publication_date>2025-12-09T18:31:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/saboteur/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/-_9EeLbBNOY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Saboteur – The C64 Ninja Mission That Still Feels Tense</video:title>
      <video:description>Released in 1986 by Durell Software, Saboteur is a landmark stealth-action game developed by Clive Townsend and brought to the Commodore 64 by Branko Spoljaric. Players assume the role of a lone ninja infiltrating a heavily guarded warehouse complex to recover a disk containing the names of rebel leaders. Gameplay takes place across a large network of interconnected rooms, tunnels, and hidden areas. Success relies on careful movement, observation, and timing as players avoid or confront guards, dogs, and automated gun turrets. The ninja can crouch, climb, sprint, and attack using punches, drop-kicks, and weapons such as shurikens, with improvised tools discovered along the way adding tactical variety. An energy system governs every action, draining through combat, falls, and swimming. Resting in safe zones is essential to survive longer infiltrations, while selectable difficulty levels alter enemy density, security systems, and time pressure, allowing players to tailor the challenge.</video:description>
      <video:player_loc>https://www.youtube.com/embed/-_9EeLbBNOY</video:player_loc>
      <video:duration>365</video:duration>
      <video:publication_date>2023-12-29T18:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/saboteur-2-avenging-angel/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Sk1gsZyI-xk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Saboteur II – Did the C64 Sequel Improve the Mission?</video:title>
      <video:description>Released in 1987 by Durell Software, Saboteur II: Avenging Angel is a side-scrolling action-adventure for the Commodore 64 and the sequel to the cult hit Saboteur!. Developed by Clive Townsend with music by Rob Hubbard, the game introduces Nina, sister of the original protagonist, on a mission driven by revenge and infiltration rather than brute force. The game unfolds across nine missions spanning more than 700 interconnected screens, forming a vast industrial compound filled with hazards and security systems. Progress depends on exploration and careful planning as players collect punched tape fragments to disable defences and work towards a daring motorcycle escape. Combat is deliberately de-emphasised in favour of stealth and evasion. Robotic guards, wild animals, electrified fences, and surveillance systems force players to observe enemy patterns, choose routes wisely, and solve environmental challenges rather than rely on direct confrontation.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Sk1gsZyI-xk</video:player_loc>
      <video:duration>304</video:duration>
      <video:publication_date>2024-02-07T18:30:26Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/saint-dragon/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/U3Iv0QLn7cU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Saint Dragon – The C64 Shooter Where Your Weapon Was a Cyborg Dragon</video:title>
      <video:description>Released on the Commodore 64 in 1990 and ported by Random Access from NMK’s arcade original, Saint Dragon is a horizontally scrolling shoot ’em up that immediately stands out thanks to its biomechanical dragon protagonist. Set in a dark sci-fi future, you control Saint Dragon as it rebels against a ruthless cyborg empire. Action unfolds across five steadily escalating stages, each ending with a huge screen-filling guardian that tests positioning and firepower. Movement is deliberate and weighty, demanding careful control as enemy patterns close in from all angles. The weapon system takes clear inspiration from R-Type, with collectible power-ups that upgrade pulse shots, lasers, and the dragon’s distinctive segmented tail, which can be used defensively as a shield. A temporary hyper mode boosts firepower and grants brief invulnerability, adding a risk-reward layer to the combat.</video:description>
      <video:player_loc>https://www.youtube.com/embed/U3Iv0QLn7cU</video:player_loc>
      <video:duration>283</video:duration>
      <video:publication_date>2023-06-16T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/samantha-fox-strip-poker/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Zko10cfXB_k/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Samantha Fox Strip Poker – The C64 Game That Could Only Have Happened in the 80s</video:title>
      <video:description>Released in 1986 by Software Communications and published by Martech Games for the Commodore 64, Samantha Fox Strip Poker is an early adult-themed poker simulation featuring British model Samantha Fox. Players compete in 5-card or 7-card stud matches, with opponents adapting their play style as each game progresses and victories unlocking progressively revealing images. Despite its provocative premise, the game focuses heavily on genuine card strategy, requiring careful betting, bluffing, and risk management to succeed. The minimalist presentation keeps attention firmly on the gameplay loop, blending gambling mechanics with reward-based progression. A standout feature is the soundtrack by Rob Hubbard, credited as John York, including SID chip versions of “The Entertainer” and “The Stripper,” which became legendary among C64 music fans. These distinctive tunes helped elevate the experience and remain one of the game’s most memorable elements.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Zko10cfXB_k</video:player_loc>
      <video:duration>380</video:duration>
      <video:publication_date>2025-07-01T17:30:17Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/samurai-warrior-the-battles-of-usagi-yojimbo/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/IlOC2IjzVh0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Samurai Warrior – The C64 Comic-Book Adventure with Honour and Blades</video:title>
      <video:description>Released in 1988 for the Commodore 64, Samurai Warrior: The Battles of Usagi Yojimbo is an action-adventure developed by Beam Software and published by Firebird, based on Stan Sakai’s acclaimed comic series. Players step into the sandals of Miyamoto Usagi, a wandering rabbit samurai navigating a dangerous world shaped as much by ethics as by steel. Gameplay unfolds in a side-scrolling format, blending sword combat with exploration and interaction. Usagi faces bandits, ninjas, and deceptive enemies who may appear as harmless villagers or monks, requiring constant vigilance and careful judgment during encounters. A defining feature is the game’s karma system. Honorable actions raise Usagi’s standing, while attacking innocents or acting dishonorably reduces it. Let karma fall too low and Usagi is forced into seppuku, bringing the journey to an abrupt end. Between battles, players can gamble at inns for money and purchase food to restore health, adding a strategic layer to survival.</video:description>
      <video:player_loc>https://www.youtube.com/embed/IlOC2IjzVh0</video:player_loc>
      <video:duration>360</video:duration>
      <video:publication_date>2023-08-15T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/santas-xmas-caper/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/9AWjsbjOn3Q/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Santa’s Xmas Caper – An Amiga Christmas Shooter That Sounds Like a Threat</video:title>
      <video:description>Released in 1990 by Reflective Designs and published by Zeppelin Games, Santa’s Xmas Caper is a holiday-themed side-scrolling shooter that puts a mischievous twist on Christmas cheer. After having his Christmas pudding spiked by rogue elves, Santa takes to the skies to rescue the festive season the only way he knows how. Gameplay unfolds across three themed stages, beginning in snowy Lapland, moving over the Atlantic Ocean, and ending with Santa delivering presents under fire. Players must dodge bombs, hostile toys, and enemy elves while firing an endless supply of gift-wrapped projectiles to clear the way forward. The game’s festive presentation is a major highlight, with colourful visuals that lean fully into the Christmas theme. The soundtrack features chiptune renditions of classic carols such as We Wish You a Merry Christmas and Silent Night, composed by Mark Wilson, giving the game a cheerful seasonal identity.</video:description>
      <video:player_loc>https://www.youtube.com/embed/9AWjsbjOn3Q</video:player_loc>
      <video:duration>201</video:duration>
      <video:publication_date>2023-12-20T18:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/sanxion/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/obHqQCQzB6o/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Sanxion – The C64 Shooter That Showed the Battle from Two Angles at Once</video:title>
      <video:description>Released in 1986 for the Commodore 64, Sanxion was developed by Stavros Fasoulas and published by Thalamus as the company’s very first release. From the outset, it established Thalamus as a publisher willing to push technical and design boundaries, delivering a shoot-’em-up that felt fresh and ambitious. Players pilot a futuristic aircraft through horizontally scrolling stages packed with enemies and hazards. Sanxion’s most distinctive feature is its split-screen presentation: the upper section shows an overhead tactical view, while the lower portion displays the traditional side-on action. This dual perspective allows players to anticipate threats ahead while reacting to immediate danger, adding an extra layer of strategy rarely seen in the genre. Another standout mechanic is the adjustable scrolling speed. Movement accelerates as the player ship approaches the centre of the screen, forcing constant judgment calls between speed, control, and survival.</video:description>
      <video:player_loc>https://www.youtube.com/embed/obHqQCQzB6o</video:player_loc>
      <video:duration>331</video:duration>
      <video:publication_date>2024-09-05T17:30:14Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/sas-combat-simulator/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/WoSLgVvYm10/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>SAS Combat Simulator – Was This Budget C64 Action Harder Than Expected?</video:title>
      <video:description>Released in 1989 by Optimus Software and published by Codemasters for the Commodore 64, SAS Combat Simulator delivers a hard-edged military action experience inspired by elite special forces operations. Rather than sticking to a single style, the game blends two distinct action formats into one fast-moving campaign. Each of the four levels is split into two phases. The first drops players into a top-down shooter where constant movement and enemy management are key, echoing classic arcade run-and-gun design. The second phase switches perspective to a side-scrolling beat ’em up, demanding close-quarters combat and careful positioning as enemy soldiers swarm in. Across jungle, desert, and swamp environments, players make use of machine guns, grenades, and heavy firepower, with the added ability to commandeer vehicles such as jeeps and tanks. This variety helps keep the pace aggressive while giving brief moments of power amid the mayhem.</video:description>
      <video:player_loc>https://www.youtube.com/embed/WoSLgVvYm10</video:player_loc>
      <video:duration>410</video:duration>
      <video:publication_date>2024-09-23T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/savage-pond/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/s46Fb36kAi0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Savage Pond – The C64 Game Where the Pond Fights Back</video:title>
      <video:description>Released in 1984 by Argus Press Software and developed by Gwyll Jones, Savage Pond is an unusual arcade action game for the Commodore 64 that places players inside a hostile but fascinating pond ecosystem. Rather than shooting waves of enemies, the focus here is survival, growth, and adaptation. Players begin life as a vulnerable tadpole, navigating a side-view, flip-screen pond while avoiding predators such as dragonflies, water spiders, and other natural dangers. Progress depends on careful movement and feeding, as consuming food allows the tadpole to grow and eventually transform into a frog. Once evolved, the challenge shifts toward survival at the top of the food chain, with the longer-term goal of establishing a thriving frog colony. The game’s mechanics reflect a simplified but thoughtful take on biology and natural progression, blending educational ideas with arcade-style tension.</video:description>
      <video:player_loc>https://www.youtube.com/embed/s46Fb36kAi0</video:player_loc>
      <video:duration>346</video:duration>
      <video:publication_date>2024-01-15T18:30:40Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/scarabaeus/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/FusuIst21E4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The C64 Tomb Adventure That Was Years Ahead of Its Time | Scarabaeus</video:title>
      <video:description>Released in 1985 by Hungarian studio Andromeda Software and published by Ariolasoft for the Commodore 64, Scarabaeus is a pioneering first-person 3D maze adventure set deep within a mysterious Egyptian tomb. Known as Invaders of the Lost Tomb in North America, the game blends exploration, puzzle-solving, and survival into a tense and atmospheric experience. The adventure unfolds across three distinct stages. Players first navigate a sprawling maze to capture wandering ghosts, each revealing a hieroglyphic symbol. These symbols become essential clues in the second phase, where logic puzzles involving alcoves, medicinal vials, and zombie traps must be solved through careful deduction. In the final stage, knowledge gathered earlier is put to the test as players confront zombies and solve a central puzzle to access the inner sanctum and recover the sacred jewel. Success depends on observation, memory, and understanding how each element connects across the game’s structure.</video:description>
      <video:player_loc>https://www.youtube.com/embed/FusuIst21E4</video:player_loc>
      <video:duration>377</video:duration>
      <video:publication_date>2024-12-04T18:30:12Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/schizofrenia/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/mrxlQfg_q-4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Schizofrenia – A Strange C64 Puzzle Game with a Name You Don’t Forget</video:title>
      <video:description>Released in 1985 by Quicksilva for the Commodore 64 and developed by Terry P. Watts, Schizofrenia is a single-screen puzzle platformer built around a clever and unusual concept. Players take control of Alphonse T. Nurd, a lab assistant who accidentally creates a duplicate of himself after activating a malfunctioning machine. The objective is to reunite with this mischievous double by navigating five increasingly complex laboratory stages. Gameplay centres on puzzle-platform mechanics, requiring careful use of switches, elevators, and timing-based movement to progress through each room. What sets Schizofrenia apart is the behaviour of the duplicate, which actively interferes with the player’s plans. This constant disruption forces strategic thinking and precise execution, as even small mistakes can undo progress. The tight controls and escalating difficulty demand patience and concentration. While reviews at the time were mixed—some praising the originality and challenge, others criticising the steep learning curve—Schizofrenia has since earned a small but dedicated following.</video:description>
      <video:player_loc>https://www.youtube.com/embed/mrxlQfg_q-4</video:player_loc>
      <video:duration>310</video:duration>
      <video:publication_date>2024-01-05T18:30:29Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/seaside-special/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Q5yUrHgS0Zc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Seaside Special – The C64 Arcade Game That Feels Very British</video:title>
      <video:description>Released in 1984 by Taskset and published by Argus Press Software for the Commodore 64, Seaside Special is a politically charged action-adventure that blends arcade gameplay with sharp British satire. Players take on the role of Radium Rodney, battling alien invaders known as the Polytikians who have secretly taken control of the UK government. Gameplay is split across two main locations. On the beach, Rodney must collect radioactive seaweed while avoiding hazards such as jellyfish, crabs, sandpits, rising tides, and increasing radiation levels. Once enough seaweed is gathered, the action shifts to 10 Downing Street, where players hurl it through the windows to drive out the Polytikians while dodging enemy fire. The challenge steadily escalates as environmental dangers intensify and enemies become more aggressive. This mix of item collection and precision throwing gives the game a distinctive rhythm, setting it apart from more straightforward arcade titles of the time.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Q5yUrHgS0Zc</video:player_loc>
      <video:duration>346</video:duration>
      <video:publication_date>2023-11-15T18:30:26Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/seek-destroy/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Pn1usbisR2M/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Seek &amp; Destroy – The Amiga Helicopter Shooter Few People Remember</video:title>
      <video:description>Released in 1993 by Vision Software and published by Mindscape for the Commodore Amiga, Seek &amp; Destroy is a fast-paced top-down helicopter shoot-’em-up that delivers arcade-style military action with strategic depth. Players take control of a heavily armed Apache helicopter and are sent into hostile territory across a series of combat missions set in a fictional Middle Eastern conflict. The game features a dynamic 360-degree scrolling playfield, allowing free movement in all directions and encouraging tactical positioning during intense firefights. A wide range of weapons is available, including missiles, bombs, and machine guns, which can be used to engage tanks, enemy helicopters, ground forces, and defensive installations. Success depends on balancing aggression with careful navigation, managing ammunition, and choosing the right weapons for each situation. Visually, Seek &amp; Destroy delivers detailed sprites and smooth scrolling environments, with the AGA-enhanced Amiga 1200 version offering improved colour depth and sharper presentation.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Pn1usbisR2M</video:player_loc>
      <video:duration>371</video:duration>
      <video:publication_date>2025-07-31T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/sensible-golf/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/vSIQeUjGwvs/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Sensible Golf – Did Sensible Software’s Amiga Style Work on the Green?</video:title>
      <video:description>Sensible Golf (1995) is a 2D arcade-style golf game developed by Sensible Software and published by Virgin Interactive for the Commodore Amiga. Featuring the familiar “pin-like” characters seen in Sensible Soccer and Cannon Fodder, the game delivers a fast-paced, no-frills take on golf that focuses on fun over realism. Gameplay is built around a simple three-click system — aim, set power and curve, then strike — with automatic club suggestions and slope indicators to help guide each shot. Rather than simulating wind and terrain height, the game concentrates on hazards such as water and sand across 25 imaginative courses, totalling 72 holes. This makes it ideal for quick rounds, full seasons, or tournament play with large groups. Despite its charm, Sensible Golf received mixed reviews at release, including a 66% score from Amiga Power, and proved to be one of Sensible Software’s weaker commercial performers.</video:description>
      <video:player_loc>https://www.youtube.com/embed/vSIQeUjGwvs</video:player_loc>
      <video:duration>439</video:duration>
      <video:publication_date>2025-09-01T17:30:14Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/sensible-soccer/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/2u8SIjYC9a4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Sensible Soccer – How Sensible Software Reinvented Football on the Amiga</video:title>
      <video:description>Released in 1992 by Sensible Software, Sensible Soccer redefined football games on the Commodore Amiga with its instantly recognisable top-down view and lightning-fast gameplay. You control compact teams of tiny players in matches that prioritise speed, precision, and pure fun over complicated simulation. On the pitch, the game is all about sharp passing, quick shots, and fluid movement. Controls are intuitive yet deep, letting you pull off one-touch football, curling shots, and last-ditch tackles with ease. Matches flow at a blistering pace, making every goal feel earned and every mistake costly. The success of the original led to refined updates like Sensible Soccer 92/93 and ultimately Sensible World of Soccer, which expanded the formula with transfers, management depth, and a staggering number of teams and players. Across the series, the balance between arcade action and tactical awareness kept matches endlessly replayable.</video:description>
      <video:player_loc>https://www.youtube.com/embed/2u8SIjYC9a4</video:player_loc>
      <video:duration>792</video:duration>
      <video:publication_date>2023-04-24T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/serenade/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/PzsPbVUieOY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Serenade – A Forgotten C64 Puzzle Game with an Odd Little Hook</video:title>
      <video:description>Released in 1986 by VIFI International for the Commodore 64, Serenade is a highly unusual and experimental title developed by French studio Jawx. Players take on the role of a lovesick troubadour, depicted as a silhouetted figure, attempting to win the affection of a lady by performing music with a selection of instruments. The game is presented entirely in French, adding to its distinctive atmosphere and reinforcing its European art-game sensibility. Rather than following traditional arcade or adventure conventions, Serenade focuses on mood and presentation. Gameplay revolves around choosing musical pieces and attempting to perform them using four available instruments. However, interaction is deliberately minimal, and progress can feel ambiguous or even confusing. Many players find it difficult to produce clear musical results, leading some to interpret the game as more of an interactive demo or artistic experiment than a conventional game.</video:description>
      <video:player_loc>https://www.youtube.com/embed/PzsPbVUieOY</video:player_loc>
      <video:duration>364</video:duration>
      <video:publication_date>2025-06-09T17:30:12Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/shadow-dancer/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/LzsEuK5Mk40/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Shadow Dancer – Did Sega’s Ninja Arcade Hit Survive the C64?</video:title>
      <video:description>Released in 1991 by U. S. Gold and developed by Images Design, Shadow Dancer brings Sega’s arcade follow-up to Shinobi onto the Commodore 64. You play as a masked ninja warrior fighting through hostile urban environments, taking down terrorists and rescuing hostages under constant pressure. The gameplay focuses on fast side-scrolling combat, combining shuriken attacks with close-range strikes and the unique support of a loyal attack dog. Timing your moves and knowing when to deploy the dog becomes essential as enemy patterns tighten and levels grow more demanding. Despite the limitations of the 8-bit hardware, the C64 version delivers fluid animation and well-structured level design that keeps the action flowing. The darker colour palette suits the urban ninja theme, while Allister Brimble’s driving soundtrack adds energy and urgency to every encounter.</video:description>
      <video:player_loc>https://www.youtube.com/embed/LzsEuK5Mk40</video:player_loc>
      <video:duration>271</video:duration>
      <video:publication_date>2023-02-08T18:30:13Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/shadow-fighter/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/pdVpqBt6j4A/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Shadow Fighter – The Amiga Fighting Game That Pushed the Hardware</video:title>
      <video:description>Shadow Fighter (1994), developed by the Italian NAPS Team and published by Gremlin Interactive, is one of the most technically impressive 2D beat ’em ups on the Commodore Amiga. Designed for standard OCS/ECS hardware, the game delivers smooth animation, vibrant sprites, and impressive multi-layer parallax scrolling that pushes the platform to its limits. With 17 playable fighters, each featuring unique moves and backgrounds, the game uses a simple one-button control system that allows players to perform over 25 attacks per character through intuitive joystick motions. A dedicated training mode introduces “Pupazz,” a practice opponent designed to help players master advanced techniques and special moves. Graphically, Shadow Fighter stands out with its rich colour palette and dynamic arenas, while Patrick Phelan’s energetic soundtrack enhances the intensity of each battle. Although later AGA and CD32 versions offered visual upgrades, the original OCS/ECS release remains a showcase of expert Amiga programming and fast-paced arcade-style combat.</video:description>
      <video:player_loc>https://www.youtube.com/embed/pdVpqBt6j4A</video:player_loc>
      <video:duration>372</video:duration>
      <video:publication_date>2025-09-16T17:30:09Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/shadow-of-the-beast/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/EeGxHtj0NBQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Shadow of the Beast – 12 Layers of Parallax: This Was the Amiga Showing Off</video:title>
      <video:description>Released in 1989 by Reflections Interactive and published by Psygnosis for the Commodore Amiga, Shadow of the Beast casts players as Aarbron, a once-human warrior transformed into a monstrous servant of the evil Maletoth. After fragments of his past resurface, Aarbron sets out on a brutal journey of revenge across a hostile and surreal world. Gameplay unfolds across more than 350 side-scrolling screens filled with enemies, traps, and environmental hazards. Progress relies heavily on precise movement, sharp reflexes, and memorisation, with limited room for error. Combat is deliberate and punishing, reinforcing the game’s unforgiving tone and demanding mastery from the player. The game is renowned for pushing the Amiga hardware to its limits, featuring stunning multi-layer parallax scrolling and rich 128-colour visuals that give its alien landscapes a distinctive, dreamlike quality. David Whittaker’s atmospheric soundtrack adds emotional weight, perfectly complementing the dark fantasy setting.</video:description>
      <video:player_loc>https://www.youtube.com/embed/EeGxHtj0NBQ</video:player_loc>
      <video:duration>393</video:duration>
      <video:publication_date>2024-09-25T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/shao-lins-road/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/p7vwZKhBObk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Shao-Lin’s Road – Did Konami’s Arcade Fighter Survive the Move to C64?</video:title>
      <video:description>Released in 1986 by Konami and ported to the Commodore 64 by The Edge, Shao-Lin’s Road is a martial arts platform beat ’em up inspired by the arcade hit Yie Ar Kung-Fu. Players take control of Lee, a skilled warrior trapped inside a hostile temple after the murder of his master. The game is structured across five multi-tiered stages filled with enemy fighters, traps, and challenging boss encounters. Movement combines side-scrolling action with vertical platforming, requiring precise jumps and well-timed attacks. Combat focuses on jumping kicks, rapid strikes, and positioning to control crowds. Defeating certain enemies releases special power-ups, including the meteor hammer, fireballs, and protective energy orbs. These temporary abilities add variety and strategy, encouraging players to adapt their playstyle as they progress through each level. On the Commodore 64, Shao-Lin’s Road delivers colourful sprites, smooth animation, and responsive controls that capture much of the arcade’s intensity.</video:description>
      <video:player_loc>https://www.youtube.com/embed/p7vwZKhBObk</video:player_loc>
      <video:duration>337</video:duration>
      <video:publication_date>2025-02-24T18:30:42Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/sheep-in-space/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/DfccDPiD1Hg/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Sheep in Space – Jeff Minter, C64 Shooting and Pure Woolly Madness</video:title>
      <video:description>Released in 1984 by Llamasoft and developed by Jeff Minter, Sheep in Space is a horizontally scrolling shoot-’em-up that puts a surreal twist on classic arcade action. Players control a genetically engineered combat sheep defending a planetary colony from waves of invading droids. Inspired by Defender, the game spans 48 levels, each requiring the destruction of 16 enemies before progressing. Alongside a standard blaster and shield, the sheep can perform a “DJump,” instantly warping to the nearest hostile for rapid attacks and emergency escapes. A distinctive survival mechanic adds pressure, as the sheep must regularly land on grassy areas to feed when hunger levels drop. Managing energy is critical, as becoming famished weakens the player, while overeating leads to an explosive end. This balance between combat and survival creates a rhythm that keeps players constantly engaged.</video:description>
      <video:player_loc>https://www.youtube.com/embed/DfccDPiD1Hg</video:player_loc>
      <video:duration>306</video:duration>
      <video:publication_date>2023-11-14T18:30:09Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/shinobi/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/LJ2fo348JZQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Short Circuit – Did Number 5 Survive His C64 Film Licence?</video:title>
      <video:description>Released in 1989 by Virgin Games and developed by The Sales Curve, Shinobi brings Sega’s legendary arcade ninja action to the Commodore 64. You take control of Joe Musashi, a master ninja on a mission to dismantle the Zeed crime syndicate and rescue captured hostages across a series of dangerous locations. Gameplay blends fast side-scrolling combat with precision timing. You fight waves of enemies using shurikens, close-range attacks, and powerful ninja magic, while keeping a close eye on hostage appearances. Rescuing them not only boosts your score but also rewards you with vital power-ups, adding tension and urgency to every encounter. Each stage introduces new enemy patterns and hazards, demanding sharp reactions and careful positioning. While the controls can feel unforgiving at times, success comes from learning enemy behaviour and committing to confident, decisive moves.</video:description>
      <video:player_loc>https://www.youtube.com/embed/LJ2fo348JZQ</video:player_loc>
      <video:duration>257</video:duration>
      <video:publication_date>2023-02-04T13:46:30Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/shoot-out/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/-DpEy0dmpDU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Shoot-Out – Miss ONE Tin Can and It’s Game Over on the C64</video:title>
      <video:description>Released in 1988 by Martech for the Commodore 64, Shoot-Out is a crosshair-based shooting game set in the dusty frontier town of Gulch Creek. Players take on the role of Quick Hand Luke, a skilled gunslinger determined to restore order to the Wild West. The game unfolds across a series of increasingly demanding scenarios. It begins with precision-based target practice, where players must shoot appearing cans without missing a single shot. As the game progresses, moving enemies, obstacles, and time pressure are introduced, requiring fast reactions and steady aim. Gameplay focuses on accuracy, rhythm, and memorisation, with little margin for error. Each stage demands perfect timing, making Shoot-Out a test of concentration as much as reflexes. One mistake can often mean restarting the challenge. Visually, the game uses a fixed-screen, top-down perspective with simple yet effective Western-themed backdrops.</video:description>
      <video:player_loc>https://www.youtube.com/embed/-DpEy0dmpDU</video:player_loc>
      <video:duration>340</video:duration>
      <video:publication_date>2025-01-29T18:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/short-circuit/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/r70Ow4DKvSQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Short Circuit – Was the Commodore 64 Movie Game Any Good?</video:title>
      <video:description>Released in 1987 by Ocean Software, Short Circuit is an action-adventure game for the Commodore 64 based on the popular 1986 sci-fi comedy film. Players take control of Number 5, a military robot accidentally brought to life by a lightning strike and determined to escape captivity without harming humans. The game is split into two contrasting gameplay styles. The first section is a top-down adventure set inside a laboratory complex, where players search for items, avoid guards, and solve puzzles to build a robot decoy. Careful exploration and planning are essential, reflecting Number 5’s ethical refusal to cause harm. Once outside, the game shifts into a side-scrolling action phase focused on speed and precision. Players must guide Number 5 through hazardous environments while avoiding security forces, obstacles, and enemy robots as the difficulty steadily increases.</video:description>
      <video:player_loc>https://www.youtube.com/embed/r70Ow4DKvSQ</video:player_loc>
      <video:duration>423</video:duration>
      <video:publication_date>2024-06-03T17:30:11Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/sid-meiers-pirates/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/s6erJrCw-dY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Sid Meier’s Pirates! – Trade, Fight, Marry and Hunt Treasure Across the Caribbean | C64</video:title>
      <video:description>Released in 1987 by MicroProse and designed by Sid Meier, Sid Meier’s Pirates! is one of the most ambitious and influential games ever released on the Commodore 64. Set across the Caribbean during the golden age of piracy, it drops you into a living world shaped by exploration, politics, and personal ambition. You take command of a pirate ship and choose how to carve out your legend, whether that means serving European powers, turning rogue against everyone, or switching allegiances as fortunes change. Naval battles, trading, treasure hunting, and information gathering all feed into a constantly shifting political landscape that makes every playthrough feel different. Beyond sailing and combat, Pirates! layers in memorable side activities including sword duels, dancing at governors’ balls to gain favour, rescuing lost family members, and uncovering buried treasure maps. These systems combine strategy, action, and role-playing elements in a way that was far ahead of its time.</video:description>
      <video:player_loc>https://www.youtube.com/embed/s6erJrCw-dY</video:player_loc>
      <video:duration>524</video:duration>
      <video:publication_date>2023-03-23T18:30:55Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/silent-service/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/lQ9HMKlGsZE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Silent Service – Sid Meier’s C64 Submarine Sim Made Every Torpedo Matter</video:title>
      <video:description>Released in 1985 by Sid Meier and published by MicroProse for the Commodore 64, Silent Service is a landmark submarine simulation set in the Pacific Theater of World War II. Players take command of a U. S. Navy Gato-class submarine, embarking on tense war patrols against Japanese shipping with survival depending on patience, planning, and precision. Gameplay is split between strategic navigation and high-stakes combat. During patrols, players plot courses, manage fuel and systems, and decide when to engage or evade. Combat brings torpedo targeting, sonar interpretation, periscope tracking, and evasive manoeuvres as enemy escorts hunt you down. Weather conditions, day-night cycles, and detection mechanics all play a critical role in each encounter. The simulation places strong emphasis on realism, featuring authentic instrumentation, damage modelling, and multiple difficulty levels that cater to both newcomers and experienced players.</video:description>
      <video:player_loc>https://www.youtube.com/embed/lQ9HMKlGsZE</video:player_loc>
      <video:duration>387</video:duration>
      <video:publication_date>2024-09-24T17:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/silkworm/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/VdPTWWwqcVc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Silkworm – The C64 Co-op Shooter with a Helicopter and a Jeep</video:title>
      <video:description>Released in 1989 for the Commodore 64 and developed by The Sales Curve under licence from Tecmo, Silkworm is a fast-paced horizontal-scrolling shoot ’em up that pairs a helicopter with an armed jeep. Players can choose to pilot either the chopper or the jeep, while two-player mode allows cooperative play with one player controlling each vehicle. Together, you battle waves of tanks, aircraft, and ground forces as they flood in from all directions. The C64 conversion retains the arcade feel with smooth scrolling, power-up shields, destructible scenery, and intense enemy patterns. The port was programmed by Warren Mills, with graphics by Edward Langman and music by Barry Leitch. Although less technically advanced than the arcade and Amiga versions, the Commodore 64 edition stands out as one of the system’s strongest co-op shooters, delivering true simultaneous two-player action.</video:description>
      <video:player_loc>https://www.youtube.com/embed/VdPTWWwqcVc</video:player_loc>
      <video:duration>410</video:duration>
      <video:publication_date>2025-11-12T18:30:45Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/simcity/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/ZtSDw6HOKPE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>SimCity – How Did Will Wright Squeeze an Entire City Builder into the C64?</video:title>
      <video:description>SimCity (1989), developed by Maxis and designed by Will Wright, is the groundbreaking city-building simulation that helped define the genre on home computers. The Commodore 64 version condenses the full SimCity experience into just 64 KB of memory — a remarkable technical achievement for the time. You build and manage your city zone by zone, laying residential, commercial, and industrial areas, constructing roads and waterways, setting taxes, balancing budgets, and responding to disasters such as earthquakes. To fit within tight memory limits, features like police stations, fire departments, stadiums, railways, and advanced statistics were removed. However, core systems such as pollution tracking, growth charts, water systems, and tax controls remained intact — with some elements appearing on C64 before the PC version. Despite its minimalist, mostly monochrome visuals, performance is smooth and responsive, turning technical limitations into part of the game’s charm.</video:description>
      <video:player_loc>https://www.youtube.com/embed/ZtSDw6HOKPE</video:player_loc>
      <video:duration>410</video:duration>
      <video:publication_date>2025-08-25T17:30:08Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/simon-the-sorcerer/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/t6p983kN-ps/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Simon the Sorcerer – Why Didn’t the Original Amiga Version Have Chris Barrie?</video:title>
      <video:description>Released in 1993 by Adventure Soft for the Commodore Amiga, Simon the Sorcerer is a classic point-and-click adventure that places players in the role of Simon, a sarcastic teenage wizard-in-training unexpectedly pulled into a colourful fantasy world. His task is to rescue the imprisoned wizard Calypso from the grip of the villainous sorcerer Sordid. Gameplay follows a traditional verb-based adventure interface, featuring twelve commands that allow players to explore environments, manipulate objects, and solve layered puzzles. Progress depends on observation, logic, and creative item use rather than reflexes, rewarding patience and experimentation. The Amiga version stands out for its richly detailed hand-drawn graphics and vibrant colour palette, bringing its fairy-tale world to life. The game is especially well remembered for its sharp dialogue, playful humour, and frequent nods to classic fantasy stories, delivered with a distinctly British tone.</video:description>
      <video:player_loc>https://www.youtube.com/embed/t6p983kN-ps</video:player_loc>
      <video:duration>346</video:duration>
      <video:publication_date>2024-10-24T17:16:40Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/skate-or-die/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/NGQ8Wu6X3tI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Skate or Die – Was This the C64’s Best Skateboarding Game?</video:title>
      <video:description>Released in 1987 by Electronic Arts, Skate or Die! is a landmark skateboarding game for the Commodore 64 and a defining slice of 1980s gaming culture. Notably, it was EA’s first internally developed title, helping establish the publisher’s early reputation for polished, personality-driven sports games. The game offers five distinct skateboarding events, each focusing on a different skill set. Players can compete in Freestyle half-pipe trick sessions, test timing in the High Jump, race downhill at speed, battle opponents in Downhill Jam, or knock rivals off their boards in the chaotic Joust mode. This variety gives the game an arcade-style structure that keeps play sessions fast and competitive. One of Skate or Die! ’s standout features is its multiplayer support, allowing up to eight players to compete by rotating turns, making it a popular choice for social gaming.</video:description>
      <video:player_loc>https://www.youtube.com/embed/NGQ8Wu6X3tI</video:player_loc>
      <video:duration>340</video:duration>
      <video:publication_date>2024-07-30T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/skate-rock/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/ke8JNvW7NCI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Skate Rock – Ten C64 Skateboarding Courses and One Very ’80s Soundtrack</video:title>
      <video:description>Released in 1986 by Bubble Bus Software and developed by Zig Zag Creations, Skate Rock blends arcade skateboarding with a loud, energetic rock aesthetic. Also known as Awesome Earl in SkateRock, the game drops you into busy urban courses where speed, precision, and nerve are everything. You skate through ten increasingly demanding levels, racing against the clock to collect flags while dodging pedestrians, traffic, and roadworks. Tight control and route planning are essential, as one mistake can quickly derail a run. Progression is driven by mastery, with the ultimate goal of earning your place among the elite Slime Rat Skaters. Each course has its own visual identity, filled with animated hazards that bring the city streets to life. The experience is powered by Ben Daglish’s driving soundtrack, which reinforces the game’s pace and attitude throughout.</video:description>
      <video:player_loc>https://www.youtube.com/embed/ke8JNvW7NCI</video:player_loc>
      <video:duration>371</video:duration>
      <video:publication_date>2023-05-31T17:30:09Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/skidmarks/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/bs9Za0ewcBY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Skidmarks – Link Two Amigas for Four-Player Racing AND a Chat Line for Abuse</video:title>
      <video:description>Released in 1993 by Acid Software for the Commodore Amiga, Skidmarks is a fast-paced isometric racing game inspired by arcade classics such as Super Sprint. It blends accessible pick-up-and-play controls with tactical racing elements, creating a distinctive and highly competitive experience. Players can choose from four different vehicles, including a rally sports car, a high-wheeled muscle car, a monster truck, and a buggy, each offering unique handling, acceleration, and top-speed characteristics. Mastering these differences is key to dominating the game’s demanding circuits. The game features twelve expansive tracks filled with tight corners, ramps, and shortcuts, all designed to test precision driving and racecraft. The isometric viewpoint provides excellent visibility, allowing players to anticipate hazards and plan overtaking moves effectively. One of Skidmarks’ defining features is its multiplayer support, allowing up to four players to compete via modem link.</video:description>
      <video:player_loc>https://www.youtube.com/embed/bs9Za0ewcBY</video:player_loc>
      <video:duration>355</video:duration>
      <video:publication_date>2025-02-13T18:30:36Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/skool-daze/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/lqBHDP90kb4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Skool Daze – Get the Report Card Before the Headmaster Sends It Home | C64</video:title>
      <video:description>Released in 1985 for the Commodore 64, Skool Daze is an open-world action-adventure developed by Microsphere and designed by David Reidy, with graphics by Keith Warrington. Players take control of Eric, a mischievous schoolboy on a mission to retrieve his disastrous report card from the headmaster’s safe before it’s sent home. To succeed, Eric must explore a fully interactive school building, attending lessons, sneaking through corridors, and outwitting teachers. The safe’s combination is uncovered by firing a catapult at shields around the school, each linked to a letter held by a different member of staff. Timing, planning, and clever mischief are essential. What sets Skool Daze apart is its pioneering sandbox design. Teachers and pupils follow their own routines, creating a living, unpredictable environment. Eric must balance rule-breaking with caution, as accumulating too many “lines” leads to expulsion and game over.</video:description>
      <video:player_loc>https://www.youtube.com/embed/lqBHDP90kb4</video:player_loc>
      <video:duration>419</video:duration>
      <video:publication_date>2023-09-13T17:30:09Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/skull-crossbones/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/MMw23EodHmI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Skull &amp; Crossbones – Why Did the C64 Lose the Arcade’s Two-Player Swordfights?</video:title>
      <video:description>Skull &amp; Crossbones (1991), developed by Walking Circles and published by Domark / Tengen, is a pirate-themed side-scrolling beat ’em up for the Commodore 64. Players choose between One Eye or Red Dog, two swashbuckling heroes on a mission to recover stolen treasure and rescue a kidnapped princess from an evil wizard. The adventure takes you through ships, castles, caves, and other exotic locations, battling waves of enemies and powerful bosses along the way. Between stages, collected loot can be traded to upgrade weapons such as cutlasses, knives, and flintlock pistols, adding a light role-playing element to progression. The C64 conversion removes some arcade features, including true simultaneous co-op, replacing it with alternating turns. Controls are often criticised for feeling sluggish, with certain actions requiring awkward inputs. One standout feature is the soundtrack by Matt Furniss, which delivers a memorable high-seas theme — though players must choose between music and sound effects.</video:description>
      <video:player_loc>https://www.youtube.com/embed/MMw23EodHmI</video:player_loc>
      <video:duration>352</video:duration>
      <video:publication_date>2025-10-09T17:30:12Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/slaine/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/a2Qy658fppE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Sláine – The C64 Adventure Where Your Commands Disappeared Before You Picked Them</video:title>
      <video:description>Released in 1987 by Martech for the Commodore 64, Sláine is a distinctive adventure game developed by Creative Reality and based on the British comic series Sláine from 2000 AD. Drawing heavily from its graphic novel roots, the game blends interactive fiction, real-time action, and strong narrative elements into a uniquely challenging experience. At the heart of the game is the unusual REFLEX command system, where actions scroll across the screen and must be selected quickly, reflecting the hero’s split-second decision-making. This mechanic demands fast reactions and mental agility, setting Sláine apart from traditional menu-driven adventures of the era. Players control Sláine, a barbarian warrior on a quest through a mythic fantasy world to rescue a captive princess. Gameplay mixes real-time combat, inventory use, and puzzle-solving, with the story delivered through descriptive text and stark monochrome illustrations that echo the tone of the original comic.</video:description>
      <video:player_loc>https://www.youtube.com/embed/a2Qy658fppE</video:player_loc>
      <video:duration>395</video:duration>
      <video:publication_date>2024-10-14T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/slalom/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/gTnhpKmqsU0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Slalom! – How Fast Could You Survive This 1983 C64 Skiing Game?</video:title>
      <video:description>Released in 1983 by Tronix Publishing Inc. for the Commodore 64, Slalom! is a fast-paced downhill skiing game that focuses on speed, precision, and tight control. Players guide a skier through a series of slalom gates, racing against the clock while avoiding rocks, trees, and other hazards scattered across the slope. The game features five runs of increasing difficulty, each demanding sharper reactions and more accurate steering. Success depends on clean lines through the gates and maintaining momentum, as even small mistakes can cost valuable time. On the Commodore 64, Slalom! stands out for its smooth scrolling and responsive controls, creating a convincing sense of downhill motion. The soundtrack by Arti Haroutunian adds atmosphere and energy to each run, enhancing the intensity of the race. While simple by modern standards, Slalom! was an impressive early sports title that showcased what the C64 could deliver in terms of speed and fluid movement.</video:description>
      <video:player_loc>https://www.youtube.com/embed/gTnhpKmqsU0</video:player_loc>
      <video:duration>341</video:duration>
      <video:publication_date>2023-11-24T18:30:22Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/slicks/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/tamY6tp6lyU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Slicks – Did Codemasters Save One of the C64’s Best Racers Until 1992?</video:title>
      <video:description>Released in 1992 by Digital Design and published by Codemasters for the Commodore 64, Slicks is a fast-paced overhead Formula One racing game designed by Ashley Routledge and David Saunders, with music composed by Allister Brimble. It delivers an arcade-driven racing experience that pushes the C64 hard in its later years. Players choose from six racing teams, each with different performance characteristics, and compete across circuits inspired by real-world Formula 1 tracks. The focus is on speed, precision, and maintaining control through tight corners while jostling for position against rival cars. While the handling is immediate and accessible, Slicks adds a strategic layer through fuel consumption and tyre wear. Knowing when to push hard and when to drive conservatively becomes key to finishing races successfully, especially over longer events. The game is widely praised for its smooth scrolling, responsive controls, and energetic presentation.</video:description>
      <video:player_loc>https://www.youtube.com/embed/tamY6tp6lyU</video:player_loc>
      <video:duration>352</video:duration>
      <video:publication_date>2024-12-13T18:30:44Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/smash-tv/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/69sB6pCe-jo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Smash T.V. – Cash, Prizes and a Deadly Twin-Stick Game Show | C64</video:title>
      <video:description>Released in 1991 by Ocean Software and developed by Probe Software, Smash T. V. brings the explosive Williams arcade hit to the Commodore 64. Set in a dystopian future where ultra-violent game shows rule television, you step into a deadly arena battling for cash, prizes, and survival. The action is relentless. Enemies pour in from all directions across compact, multi-directional arenas, demanding constant movement and sharp reactions. While the C64 lacks dual-stick controls, the conversion smartly adapts movement and firing to joystick directions, delivering fast, playable combat that keeps the pressure high. Pickups such as cash, televisions, and toasters litter the arena, rewarding aggressive play and risk-taking. Despite 8-bit limitations, the game impresses with large sprites, smooth scrolling, and satisfying explosions that capture the arcade’s intensity. Driven by Jonathan Dunn’s punchy soundtrack, Smash T. V.</video:description>
      <video:player_loc>https://www.youtube.com/embed/69sB6pCe-jo</video:player_loc>
      <video:duration>307</video:duration>
      <video:publication_date>2023-03-10T18:13:45Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/soccer-boss/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/RxB8rUA8gLc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Soccer Boss – Manage the Club, Balance the Books and Chase Promotion | C64</video:title>
      <video:description>Released in 1987 by Alternative Software and developed by Peaksoft, Soccer Boss is a deep football management simulation from the early days of the genre. Originally titled The Boss and later rebranded as Champions! , it focuses entirely on the pressures and decisions of life off the pitch. You take control of a struggling club with the long-term goal of climbing through the divisions and reaching the top of European football. Squad building, tactical choices, and transfer negotiations are central, with finances playing a constant role as you balance wages, gate receipts, and unexpected off-field events. Matches unfold through text-based commentary rather than live action, shifting the emphasis firmly onto strategy and planning. Results, scorers, and league progression reflect the decisions you make behind the scenes, reinforcing the manager-first design. On the Commodore 64, Soccer Boss stands out for its accessible menus and surprising depth.</video:description>
      <video:player_loc>https://www.youtube.com/embed/RxB8rUA8gLc</video:player_loc>
      <video:duration>331</video:duration>
      <video:publication_date>2023-03-29T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/son-of-blagger/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/2-IPtXSYMZM/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Son of Blagger – Did the C64 Sequel Make Blagger Even Harder?</video:title>
      <video:description>Released in 1984 by Alligata Software and developed by Tony Crowther, Son of Blagger is the sequel to the original Blagger and expands the formula into a more demanding scrolling platform experience. Players control Slippery Sid, the son of the infamous burglar, on a mission to collect keys scattered across a large, interconnected landscape. Unlike the single-screen design of its predecessor, the game features continuous scrolling levels that require careful planning and precise movement. Sid must navigate complex platforms, avoid robotic enemies, and manage risky jumps, with long falls and instant-death hazards keeping tension high throughout each stage. The challenge is relentless, as all keys must be collected within a time limit to progress. Route choice and timing are critical, rewarding players who memorise layouts and master movement. The difficulty curve is steep, but it’s this uncompromising design that gives the game its lasting appeal.</video:description>
      <video:player_loc>https://www.youtube.com/embed/2-IPtXSYMZM</video:player_loc>
      <video:duration>343</video:duration>
      <video:publication_date>2023-11-13T18:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/southern-belle/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Gp5YQ92VJ9w/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Southern Belle – Could You Drive a Steam Train from London to Brighton on C64?</video:title>
      <video:description>Released in 1986 by Hewson Consultants for the Commodore 64, Southern Belle is a pioneering train simulation programmed by Mike Male and Bob Hillyer during the height of the 8-bit era. It stands out as one of the earliest serious attempts to recreate the operation of a real steam locomotive on a home computer. Players take on the demanding roles of both driver and fireman aboard a King Arthur class steam passenger locomotive, tasked with completing the famous journey from London Victoria to Brighton. Success depends on carefully managing speed, coal, water levels and braking while keeping to a strict timetable and avoiding derailment. The game uses a first-person, vector-style presentation and focuses on measured control rather than arcade reflexes. Multiple levels of complexity allow players to observe automated runs or take full command of the locomotive, balancing realism with accessibility on limited C64 hardware.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Gp5YQ92VJ9w</video:player_loc>
      <video:duration>483</video:duration>
      <video:publication_date>2026-02-26T18:30:19Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/space-harrier/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/OZ2B4x2ATVI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Space Harrier – The C64 Somehow Got TWO Different Versions of Sega’s Arcade Hit</video:title>
      <video:description>Released in 1987 by Elite Systems for the Commodore 64, Space Harrier is the home computer adaptation of Sega’s groundbreaking 1985 arcade hit, developed by Sega AM2 using “Super Scaler” technology. Players control Harri as he flies through the surreal world of Dragonland, battling waves of enemies and gigantic bosses using fast-paced shooting and evasive movement. The gameplay centres on constant motion, reflexes, and precise positioning. The C64 version delivers a scaled-down interpretation of the arcade’s pseudo-3D visuals, adapting the experience to 8-bit hardware while preserving the game’s core intensity and pace. Two regional versions were released. The European version features flat terrain and simplified scrolling, while the North American release adds raster effects to simulate movement and includes alternative graphics and sound. Despite technical limitations, the game captures much of the arcade original’s energy.</video:description>
      <video:player_loc>https://www.youtube.com/embed/OZ2B4x2ATVI</video:player_loc>
      <video:duration>389</video:duration>
      <video:publication_date>2025-05-07T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/space-hulk/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/o4NtJHc83z4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Space Hulk – Freeze Time Before the Genestealers Reach You on the Amiga</video:title>
      <video:description>Released in 1993 by Electronic Arts for the Commodore Amiga, Space Hulk is a tense real-time tactical game set in the dark, brutal universe of Warhammer 40,000. Based on Games Workshop’s 1989 board game, it places players in command of elite Space Marine squads sent into derelict spacecraft infested with deadly Genestealers. Gameplay blends first-person action with strategic squad management. Players control up to five Space Marines simultaneously, each viewed through their own 3D window, while coordinating movement, positioning, and firepower through narrow, claustrophobic corridors. Missions range from extermination and escort duties to data retrieval and object recovery. A key feature is the innovative “freeze-time” system, which allows players to pause the action briefly to issue commands. This mechanic adds vital tactical depth, letting players react to sudden ambushes and carefully plan defensive formations under pressure.</video:description>
      <video:player_loc>https://www.youtube.com/embed/o4NtJHc83z4</video:player_loc>
      <video:duration>335</video:duration>
      <video:publication_date>2025-02-27T18:30:43Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/space-taxi/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/JTahw206dyE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Space Taxi – Why C64 Owners Still Remember “Hey Taxi!”</video:title>
      <video:description>Released in 1984 by Muse Software and developed by John F. Kutcher, Space Taxi is a distinctive action-platform game for the Commodore 64 that blends precise flying with light arcade strategy. Players take control of a futuristic flying taxi, tasked with safely transporting passengers between floating platforms across a series of increasingly demanding levels. The core challenge lies in mastering the taxi’s thrusters and landing gear. Smooth take-offs and gentle landings are rewarded with tips, while crashes, fuel waste, and rough handling can quickly end a run. Each of the game’s 24 stages introduces new hazards, including moving platforms, tight caverns, environmental traps, and altered gravity conditions. Space Taxi is especially remembered for its groundbreaking use of digitised speech on the C64. Calls like “Hey taxi!” , “Pad one please”, and “Up please” gave the game a lively personality and helped it stand out immediately on release.</video:description>
      <video:player_loc>https://www.youtube.com/embed/JTahw206dyE</video:player_loc>
      <video:duration>477</video:duration>
      <video:publication_date>2023-10-06T17:23:10Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/spartacus-the-swordslayer/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/jXkOaDR9Zrw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Spartacus: The Swordslayer – The C64 Gladiator Game Nobody Remembers</video:title>
      <video:description>Released in 1988 by Players Software and developed by Ian Potts, Spartacus: The Swordslayer is a side-view fighting game that drops you into the brutal arenas of ancient Rome. You take on the role of Spartacus, battling your way through a series of deadly one-on-one encounters in pursuit of freedom. Combat focuses on sword-and-shield fighting, with careful timing needed to attack, block, and reposition against increasingly tough opponents. The game stands out for its large character sprites and varied enemy types, ranging from rival gladiators to Roman soldiers determined to bring your rebellion to an end. To break up the arena duels, Spartacus throws in unusual set pieces such as dodging volleys of arrows and surviving an encounter with a swooping eagle. These moments add variety, even if the controls and collision detection can feel unforgiving at times.</video:description>
      <video:player_loc>https://www.youtube.com/embed/jXkOaDR9Zrw</video:player_loc>
      <video:duration>409</video:duration>
      <video:publication_date>2023-07-07T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/speedball-2-brutal-deluxe/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/GnfDC4CGI9Q/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Speedball 2 – Why This Amiga Sports Game Still Has No Equal</video:title>
      <video:description>Released in 1990 by The Bitmap Brothers, Speedball 2: Brutal Deluxe is one of the most iconic and fully realised sports games of the 16-bit era. Set in the brutal cyber-future of 2105, it transforms competitive sport into a fast, violent spectacle where precision, tactics, and aggression are equally important. You control a team of nine cybernetic athletes in a high-speed arena sport that blends handball-style scoring with the physical intensity of ice hockey. Matches are frantic and unforgiving, with players smashing into opponents, stealing the ball, and triggering devastating power-ups that can swing momentum in seconds. Success depends not just on reflexes, but on team management, upgrades, and knowing when to play dirty. The Amiga version is widely regarded as definitive, delivering smooth scrolling, sharp visuals, and an intense sense of speed. The atmosphere is elevated by Nation 12’s driving soundtrack, which perfectly matches the game’s cold, industrial tone.</video:description>
      <video:player_loc>https://www.youtube.com/embed/GnfDC4CGI9Q</video:player_loc>
      <video:duration>247</video:duration>
      <video:publication_date>2023-02-16T18:30:10Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/spellbound/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/yBlWhAdQrgc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Spellbound – The C64 Adventure Where Your Characters Could Starve to Death</video:title>
      <video:description>Released in 1986 by Mastertronic under the Added Dimension label, Spellbound is a graphic adventure developed by David Jones and the second entry in the Magic Knight series. Picking up after the rescue of the wizard Gimbal, the story transports Magic Knight to a strange and dangerous castle filled with puzzles, characters, and hidden dangers. Gameplay is driven by the Windimation system, a menu-based interface that allows players to interact with objects and characters in a structured but flexible way. Exploration and problem-solving take centre stage, with progress tied to logical thinking rather than fast reactions. As Magic Knight explores the castle, players must manage energy and health while uncovering clues, solving environmental puzzles, and dealing with the castle’s inhabitants. Each area introduces new challenges, encouraging careful observation and experimentation. The Commodore 64 version is enhanced by a memorable soundtrack from Rob Hubbard, which adds atmosphere and tension to the game’s detailed locations.</video:description>
      <video:player_loc>https://www.youtube.com/embed/yBlWhAdQrgc</video:player_loc>
      <video:duration>340</video:duration>
      <video:publication_date>2024-05-20T17:30:12Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/spelunker/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/T808mdSPQt8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Spelunker – The C64 Explorer Who Could Die from the Tiniest Fall</video:title>
      <video:description>Released in 1984 by Timothy G. Martin and published by Brøderbund Software, with the Commodore 64 version distributed in Europe by Ariolasoft, Spelunker is infamous for its unforgiving difficulty and remarkably fragile hero. Few games on the C64 punish carelessness quite like this one. The goal is to descend deep into a sprawling multi-level cave system while collecting keys, treasure, bombs, and flares, all under constant pressure from a limited air supply. Hazards are everywhere, from deadly traps and roaming ghosts to sheer drops where even the smallest fall results in instant death. Every movement demands patience, precision, and absolute caution. Progression relies on mastering elevators, ropes, ladders, and careful item use as you work through six increasingly dangerous stages. The Commodore 64 version delivers smooth scrolling, colourful cave environments, atmospheric sound effects, and an eerie soundtrack that reinforces the sense of isolation and danger.</video:description>
      <video:player_loc>https://www.youtube.com/embed/T808mdSPQt8</video:player_loc>
      <video:duration>360</video:duration>
      <video:publication_date>2024-09-16T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/spiky-harold/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/yUbH27-1UTY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Spiky Harold – Eat Enough Food to Hibernate Before Winter Arrives | C64</video:title>
      <video:description>Released in 1986 by Firebird Software and developed by Andrew Rogers, Spiky Harold is a distinctive single-screen platform adventure for the Commodore 64. You take control of Harold the hedgehog, who must gather enough food to survive hibernation while navigating an underground maze of interconnected screens. The game spans 57 linked areas beneath a hedgerow, each filled with hazards, collectables, and routes that demand careful planning. Food keeps Harold going, coins earn extra lives, and enemies such as wasps, rodents, and drifting sulfur clouds constantly threaten progress. A unique twist comes from the wine glasses scattered throughout the maze. If Harold drinks one, he becomes drunk, making movement unpredictable and turning simple platforming into a risky balancing act. This mechanic adds humour while increasing the challenge at exactly the wrong moment. All of this unfolds against a 24-hour in-game clock, pushing you to memorise routes and move efficiently rather than wandering aimlessly.</video:description>
      <video:player_loc>https://www.youtube.com/embed/yUbH27-1UTY</video:player_loc>
      <video:duration>222</video:duration>
      <video:publication_date>2023-04-05T17:23:24Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/spitting-image/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/IEvHclOui10/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Spitting Image – Thatcher, Reagan and Gorbachev Settle Politics with Fists | C64</video:title>
      <video:description>Released in 1988 by Domark and developed by Walking Circles, Spitting Image: The Computer Game brings the anarchic British TV satire to the Commodore 64 in the form of a one-on-one fighting game. Inspired by the show’s infamous puppets, it throws global politics into the arena with exaggerated caricatures and unapologetic humour. You can choose from six world leaders, each battling opponents across stages themed around their home countries. Matches play out over three rounds, with basic punches, kicks, and the ability to summon a helper mid-fight, adding a tactical twist to the otherwise straightforward combat. The focus is firmly on satire rather than technical depth. Controls and mechanics are simple, but the exaggerated sprites and familiar faces do the main work, leaning into parody and shock value rather than precision fighting. While opinions were divided on release, Spitting Image stands out as one of the most unusual licensed games on the C64.</video:description>
      <video:player_loc>https://www.youtube.com/embed/IEvHclOui10</video:player_loc>
      <video:duration>261</video:duration>
      <video:publication_date>2023-03-14T18:30:15Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/split-personalities/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/4cer_Wh7j_I/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Split Personalities – Rebuild Famous Faces Before the Clock Beats You | C64</video:title>
      <video:description>Released in 1986 by Domark and developed by Ernieware, Split Personalities is a clever and addictive sliding puzzle game that tasks you with rebuilding the faces of famous figures piece by piece. Played on a 5×5 grid, the goal is to restore each portrait before the clock runs out. Using a flashing cursor, you slide individual pieces into position while referencing a miniature preview of the completed image, which also highlights the active tile. The puzzles feature recognisable personalities including Ronald Reagan, Margaret Thatcher, Marilyn Monroe, and Mick Jagger, adding a playful hook to the brain-teasing challenge. As you progress, the game introduces hazards such as gaps that swallow pieces, bombs that must be pushed off-screen to avoid losing lives, and bonus objects that reward precise movement. These twists elevate the puzzles beyond simple tile-sliding and demand forward planning as well as speed.</video:description>
      <video:player_loc>https://www.youtube.com/embed/4cer_Wh7j_I</video:player_loc>
      <video:duration>279</video:duration>
      <video:publication_date>2023-03-15T18:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/spy-hunter/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/2i4F9Ag0-R8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Spy Hunter – The C64 Spy Car That Could Suddenly Turn into a Speedboat</video:title>
      <video:description>Released in 1984 for the Commodore 64, Spy Hunter is a high-speed vehicular combat game originally developed by Bally Midway and inspired by the style and swagger of classic spy thrillers. You take control of the G-6155 Interceptor, a heavily armed spy car tasked with eliminating enemy agents while keeping innocent civilian traffic intact. Gameplay blends fast driving with precision shooting as the road scrolls relentlessly forward. You’ll deploy machine guns, oil slicks, smoke screens, and missiles, upgrading your loadout mid-run via the iconic weapons van. Success depends on sharp reactions, careful positioning, and knowing when to attack or evade. The Commodore 64 version captures the tension and pace of the arcade original, supported by the instantly recognisable Peter Gunn theme that kicks in as the action heats up. Its clean design and focused mechanics keep the challenge intense without unnecessary complexity.</video:description>
      <video:player_loc>https://www.youtube.com/embed/2i4F9Ag0-R8</video:player_loc>
      <video:duration>285</video:duration>
      <video:publication_date>2023-04-28T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/spy-vs-spy/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/orU4W2D1IJ0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Spy vs. Spy – The C64 Game Built Around Ruining Your Mate’s Day</video:title>
      <video:description>Released in 1984 by First Star Software for the Commodore 64, Spy vs. Spy brings the anarchic rivalry of the MAD Magazine comic strip to life. You face off as the Black or White Spy in a frantic race to outwit your opponent, gather secret items, and escape the embassy before time runs out. Gameplay is built around exploration, memory, and deception. You search rooms for essential items like passports, money, secret plans, and the all-important airport key, while laying traps to sabotage your rival’s progress. Every mistake costs precious seconds, especially when a deadly trap sends your spy floating off as an angel. The split-screen design keeps both players constantly visible, turning every match into a tense battle of nerves and timing. Traps, bluffing, and last-second reversals create moments of genuine comedy, perfectly capturing the humour and style of Antonio Prohías’ original comic.</video:description>
      <video:player_loc>https://www.youtube.com/embed/orU4W2D1IJ0</video:player_loc>
      <video:duration>583</video:duration>
      <video:publication_date>2023-05-01T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/spy-vs-spy-2-the-island-caper/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/1Lgh57Zaug4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Spy vs Spy II: The Island Caper – Traps, Treachery and Two-Player Revenge on C64</video:title>
      <video:description>Released in 1985 by First Star Software for the Commodore 64, Spy vs. Spy II: The Island Caper expands on the original’s devious formula by moving the action to a dangerous tropical island. You play as either the Black Spy or the White Spy, locked in a race to outwit your rival and escape before disaster strikes. This time, the island scrolls horizontally, opening up the world and introducing new hazards such as quicksand, sharks, and deadly terrain. Your goal is to locate three missile parts hidden across the island, assemble them, and escape via submarine before a volcano erupts. Strategy plays a bigger role thanks to the ability to craft traps using materials found in the environment. Careful planning, timing, and misdirection are just as important as speed, especially when laying traps for your opponent.</video:description>
      <video:player_loc>https://www.youtube.com/embed/1Lgh57Zaug4</video:player_loc>
      <video:duration>476</video:duration>
      <video:publication_date>2023-06-29T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/spy-vs-spy-3-arctic-antics/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/L8trvISvFYw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Spy vs Spy III: Arctic Antics – The C64 Feud That Froze Both Spies Solid</video:title>
      <video:description>Released in 1986 for the Commodore 64, Spy vs Spy III: Arctic Antics is the third entry in First Star Software’s classic series inspired by MAD Magazine’s iconic comic strip. This time, the Black Spy and White Spy trade tropical islands for the freezing Arctic, where survival is as important as sabotage. The goal remains familiar: assemble a rocket by locating a Gyroscope, Fuel Canister, and Key Card before your rival does. The icy setting introduces new challenges, including managing body heat, navigating slippery terrain, and avoiding traps hidden beneath the snow. Players must balance exploration with constant interference from the opposing spy. New tools and mechanics add extra depth and humour, such as snowball fights, snowshoes, ice picks, and the plunger detonator. Levels are presented as flip-screen environments with snowy exteriors and warmer interiors like igloos, which provide both shelter and tactical advantages.</video:description>
      <video:player_loc>https://www.youtube.com/embed/L8trvISvFYw</video:player_loc>
      <video:duration>283</video:duration>
      <video:publication_date>2023-08-09T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/stairways/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Vr4KQ_tOC5Q/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Stairways – The C64 Pub Game with Drunken Hallucinations</video:title>
      <video:description>Stairways (1985), developed and published by Thor Computer Software, is a quirky and highly distinctive action-shooter for the Commodore 64, set almost entirely inside a chaotic pub. You play as a bar patron on a mission to collect seven fragments of the legendary amulet of the great budgie WONGA — all while trying to avoid being thrown out by the doorman. Gameplay takes place in a side-view scrolling environment where you must balance three key attributes: energy, hunger, and drunkenness. Hallucinations drain your energy, spilled drinks anger staff, and sobering up makes defending yourself more difficult. To survive, you can return to the bar to get more intoxicated, grab food from a burger kiosk, and carefully manage your condition while shooting “thought bubble” enemies. Each level is timed, adding extra pressure to collect all amulet pieces before advancing.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Vr4KQ_tOC5Q</video:player_loc>
      <video:duration>394</video:duration>
      <video:publication_date>2025-09-11T17:30:08Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/star-wars/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/QztY4Nc369I/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Star Wars – Atari’s Vector Death Star Run Rebuilt for the C64 in 1988</video:title>
      <video:description>Released in 1988 by Domark and developed by Vektor Grafix, Star Wars for the Commodore 64 brings the legendary Battle of Yavin to home computers. Inspired by Atari’s iconic arcade machine, this version reimagines the experience within the limits of the C64 while aiming to preserve the feel and structure of the original. The game is split into three distinct sequences. First, players engage in a space battle against swarms of TIE Fighters defending the Death Star. This is followed by a surface assault, flying low across the station while avoiding obstacles and targeting defensive emplacements. The final and most memorable section is the trench run, where precision flying and sharp reflexes are required to survive enemy fire and line up the decisive shot into the exhaust port. While the C64 cannot reproduce true vector graphics, the game’s presentation captures the spirit of the arcade with fast-paced, forward-scrolling action.</video:description>
      <video:player_loc>https://www.youtube.com/embed/QztY4Nc369I</video:player_loc>
      <video:duration>247</video:duration>
      <video:publication_date>2024-05-28T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/star-wars-droids/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/27bFEt180oI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Star Wars: Droids – R2-D2 and C-3PO’s 1980s Cartoon Became a C64 Game</video:title>
      <video:description>Released in 1988 by Mastertronic and developed by Binary Design, Star Wars: Droids is a side-scrolling platform game inspired by the animated TV series that followed the adventures of R2-D2 and C-3PO. Rather than retelling the films, the game draws from the lighter, episodic tone of the show, placing the droids in a fresh series of perilous situations. Players guide R2-D2 and C-3PO through multiple levels as they attempt to evade the Fromm Gang. Progress relies on careful movement, timing, and puzzle-solving, with traps, hostile droids, and environmental hazards constantly blocking the way. Success often depends on observation and planning rather than speed alone. The game’s presentation makes strong use of detailed pixel art to convey recognisable Star Wars locations and characters within the limits of the Commodore 64. Its soundtrack supports the atmosphere and helps reinforce the identity of the animated series rather than the cinematic saga.</video:description>
      <video:player_loc>https://www.youtube.com/embed/27bFEt180oI</video:player_loc>
      <video:duration>374</video:duration>
      <video:publication_date>2024-03-18T18:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/stardust/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Pd-vYzM9MLc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Stardust – The Amiga Asteroids Game That Looked Years Ahead in 1993</video:title>
      <video:description>Released in 1993 by Bloodhouse for the Commodore Amiga, Stardust is a spectacular reimagining of the classic arcade hit Asteroids, created by a Finnish development team determined to push the system to its limits. Players pilot a sleek spacecraft through dangerous asteroid fields and enemy-filled zones, blasting rocks and hostile ships across smooth multi-directional scrolling levels. The game introduces advanced power-ups, boss encounters, and high-speed tunnel sequences, adding depth and variety far beyond traditional arcade shooters. Progress depends on mastering tight controls, managing weapon upgrades, and reacting quickly to dense enemy patterns and environmental hazards. Visually, Stardust is renowned for its real-time ray-traced graphics, impressive particle effects, and smooth scaling animations that showcased the Amiga’s technical power. Its pounding techno soundtrack and atmospheric audio design further enhance the sense of speed and intensity. The combination of cutting-edge presentation and refined gameplay earned Stardust widespread critical acclaim.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Pd-vYzM9MLc</video:player_loc>
      <video:duration>375</video:duration>
      <video:publication_date>2025-06-26T17:30:09Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/starquake/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/xIWAAtNXJ8s/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Starquake – 512 Screens Inside One Dying Planet on the C64</video:title>
      <video:description>Released in 1985 by Bubble Bus Software and developed by Stephen Crow, Starquake is an ambitious action-adventure platform game for the Commodore 64. Players control BLOB (Bio-Logically Operated Being), a robotic explorer sent to stabilise a rogue planet whose unstable core threatens to trigger a devastating starquake. The game is built around exploration across a vast world of 512 interconnected screens, each presenting unique layouts, hazards, and hostile alien life. BLOB can walk, shoot, and deploy temporary platforms, allowing players to traverse complex terrain while carefully managing positioning and movement. Progress depends on exploration and problem-solving rather than simple reflexes. Players collect and carry items needed to repair the planet’s core, making inventory management and route planning essential to survival. The environment itself feels alive, filled with remnants of a long-lost civilisation and dangerous native creatures.</video:description>
      <video:player_loc>https://www.youtube.com/embed/xIWAAtNXJ8s</video:player_loc>
      <video:duration>435</video:duration>
      <video:publication_date>2024-02-06T18:30:44Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/stormbringer/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/YJmnLrEebyQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Stormbringer – How Did the Magic Knight Saga End on the Commodore 64?</video:title>
      <video:description>Released in 1987 by Mastertronic under the M. A. D. (Mastertronic Added Dimension) label, Stormbringer is a fantasy adventure game for the Commodore 64 developed by David Jones. It serves as the fourth and final entry in the Magic Knight series, following Finders Keepers, Spellbound, and Knight Tyme, while shifting the formula toward a more action-focused arcade-adventure style. The story centres on Magic Knight facing his own evil alter ego, the Off-White Knight, also known as Stormbringer. A time travel accident has created this destructive duplicate, and the only way to restore balance is for Magic Knight to confront and ultimately merge with his darker self. This narrative twist gives the game a more personal and dramatic tone than earlier entries in the series. Gameplay takes place across 64 interconnected screens filled with hazards, puzzles, and environmental challenges.</video:description>
      <video:player_loc>https://www.youtube.com/embed/YJmnLrEebyQ</video:player_loc>
      <video:duration>231</video:duration>
      <video:publication_date>2024-07-11T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/street-fighter/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/XO6qptFcYrI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Street Fighter – How Bad Was the First Street Fighter on the C64?</video:title>
      <video:description>Released in 1988 by Capcom and ported to the Commodore 64 by Tiertex, Street Fighter marks the very beginning of one of gaming’s most influential fighting franchises. Players step into the role of Ryu, travelling across the world to face a series of martial artists in traditional one-on-one combat. The gameplay centres on close-range battles using punches, kicks, and signature special moves including the Hadouken and Shoryuken. Each location introduces a new opponent with distinct fighting styles, building towards a final confrontation with Sagat. Timing, spacing, and stamina management are key to surviving each bout. On the Commodore 64, the game presents a simplified take on the arcade original. Visuals and sound are scaled back, animations are limited, and control responsiveness can feel stiff, yet the core structure of the fights and the global tournament concept remain intact.</video:description>
      <video:player_loc>https://www.youtube.com/embed/XO6qptFcYrI</video:player_loc>
      <video:duration>420</video:duration>
      <video:publication_date>2023-11-01T18:30:19Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/street-hassle/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/F55Y_917VhE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Street Hassle – The C64 Beat ’Em Up That Was Anything but Polite</video:title>
      <video:description>Released in 1987, developed by Beam Software and published by Melbourne House, Street Hassle is a side-scrolling beat ’em up that takes the usual street-fighting formula and makes it considerably stranger. Your job is simple enough: walk through the city and deal with anybody foolish enough to get in your way. The opposition, however, is anything but ordinary. Alongside the expected street thugs you’ll encounter gorillas, towering basketball players, dogs, motorcyclists and elderly ladies armed with handbags. Combat gives you a surprisingly varied selection of attacks, with punches, kicks and some decidedly unconventional moves available as you work your way through each stage. There’s also a two-player option, with players taking turns to tackle the streets. Street Hassle was developed by Australian studio Beam Software and was also released under the names Bop ’N Rumble and Bad Street Brawler in other territories.</video:description>
      <video:player_loc>https://www.youtube.com/embed/F55Y_917VhE</video:player_loc>
      <video:duration>315</video:duration>
      <video:publication_date>2023-04-26T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/strider/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/ETPb6ywc7K4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Strider – Could Tiertex Really Bring Capcom’s Arcade Hit to the C64?</video:title>
      <video:description>Originally developed by Capcom and released to home computers in 1989 by U. S. Gold, Strider brings futuristic arcade action to the Commodore 64. Players step into the role of Strider Hiryu, a high-tech ninja sent to dismantle a ruthless regime in a dystopian sci-fi world. Gameplay centres on fast-paced side-scrolling action, combining sword combat with acrobatic movement. Wall climbing, precision jumps, and quick reactions are essential as enemies attack from all directions and hazards fill the screen. The emphasis is firmly on momentum and timing rather than exploration. The Commodore 64 version, programmed by Paul Cole, delivers its own take on the arcade original, adapting the experience to the system’s limitations while retaining the core mechanics. Visuals by Andrew Ingram and James Clark push the hardware with detailed sprites and varied environments, while Mark Tait’s music adds tension and atmosphere throughout the mission.</video:description>
      <video:player_loc>https://www.youtube.com/embed/ETPb6ywc7K4</video:player_loc>
      <video:duration>352</video:duration>
      <video:publication_date>2023-10-23T17:26:12Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/strip-poker-a-sizzling-game-of-chance/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/wogqPbP59-k/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Strip Poker – Be Honest… Were You Really Playing the C64 Version for the Poker?</video:title>
      <video:description>Released in 1984 by Artworx Software Company for the Commodore 64, Strip Poker: A Sizzling Game of Chance is a card-based strategy title that blends traditional poker mechanics with novelty-driven presentation. Viewed from a first-person perspective, the game places players at the table against computer-controlled opponents in a straightforward game of five-card draw. Gameplay follows standard poker rules, with players wagering virtual money and relying on hand strength, bluffing, and betting decisions to gain the upper hand. Successful rounds trigger visual progression tied to each opponent, giving the game a clear win–reward structure that goes beyond simple score-chasing. Multiple characters are featured, each with their own reactions and pacing. Technically modest but conceptually distinctive, the game reflects an era when home computers experimented with niche and adult-oriented themes alongside more conventional genres. Its appeal was rooted less in complexity and more in novelty, helping it stand out among early C64 card games.</video:description>
      <video:player_loc>https://www.youtube.com/embed/wogqPbP59-k</video:player_loc>
      <video:duration>259</video:duration>
      <video:publication_date>2024-04-17T17:30:14Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/strontium-dog-and-the-death-gauntlet/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/NwlCJBzqCi8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Strontium Dog and the Death Gauntlet – Johnny Alpha Hunts the Stix Brothers on the C64</video:title>
      <video:description>Released in 1984 by Quicksilva and developed by Stephen R. Kellett for the Commodore 64, Strontium Dog and the Death Gauntlet brings the world of 2000AD to home computers. Based on the popular comic series, the game stars mutant bounty hunter Johnny Alpha as he battles across a hostile alien landscape in search of his companions, Wulf and Gronk. Gameplay is presented as a horizontally scrolling shooter, with players guiding Johnny through dangerous terrain packed with enemies and lethal plant life. Armed with a blaster, electro-flares, and time-bombs, success depends on careful positioning and knowing when to engage or evade. A strength meter adds an extra layer of tension, draining when Johnny takes damage or increases speed. The game includes multiple difficulty levels and a radar display to track progress toward the rendezvous point, encouraging repeated attempts and mastery of its mechanics.</video:description>
      <video:player_loc>https://www.youtube.com/embed/NwlCJBzqCi8</video:player_loc>
      <video:duration>344</video:duration>
      <video:publication_date>2024-03-05T18:30:13Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/stunt-car-racer/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/AwdUwEjqBYk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Stunt Car Racer – How Did Geoff Crammond Pull Off 3D Racing on the C64?</video:title>
      <video:description>Released in 1989 by MicroStyle and developed by Geoff Crammond, Stunt Car Racer is a landmark 3D racing game that pushed the Commodore 64 far beyond expectations. Featuring elevated tracks suspended high above the ground, the game delivers white-knuckle races packed with jumps, narrow turns, and dramatic drop-offs. Players take control of a powerful V8-powered car fitted with a roll cage and turbo boost, competing one-on-one against rival drivers in a league-based structure. Winning races earns points and promotion through divisions, while crashes, rollovers, and falling from the track result in punishing time penalties that can quickly turn victory into defeat. Success depends on precise steering, throttle control, and learning when to push for speed or back off to avoid disaster. The game’s physics-driven handling gives every bump and landing real weight, making each track feel tense and unpredictable.</video:description>
      <video:player_loc>https://www.youtube.com/embed/AwdUwEjqBYk</video:player_loc>
      <video:duration>293</video:duration>
      <video:publication_date>2023-09-18T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/summer-games/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/OiDZ6m7VnRY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Summer Games – The C64 Classic That Started Epyx’s Greatest Series</video:title>
      <video:description>Released in 1984 by Epyx, Summer Games is a landmark title that helped define the multi-event sports genre on the Commodore 64. Inspired by the unreleased Starpath game Sweat! , it became the first entry in Epyx’s celebrated Games series and set the template for everything that followed. You compete across a range of Olympic-style events including the 100m sprint, pole vault, platform diving, gymnastics, freestyle swimming, and skeet shooting. Each discipline has its own rhythm and control style, rewarding timing, coordination, and practice rather than button-mashing. The game supports up to eight players, each representing a chosen country, making it perfect for competitive multiplayer sessions. Events can be played individually, selected freely, or tackled as a full tournament with medals awarded for top performances. A major step forward for Epyx, Summer Games was one of the first titles to feature a dedicated graphics designer, helping elevate presentation and polish.</video:description>
      <video:player_loc>https://www.youtube.com/embed/OiDZ6m7VnRY</video:player_loc>
      <video:duration>179</video:duration>
      <video:publication_date>2022-12-05T18:30:13Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/summer-games-2/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/hzBeqq8i9TE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Summer Games II – Eight More Events, from Triple Jump to Kayaking | C64</video:title>
      <video:description>Released in 1985 by Epyx, Summer Games II expands on the success of the original by delivering a broader and more varied Olympic-style competition on the Commodore 64. It refines the multi-event formula with new disciplines and a strong focus on competitive play. You can take part in eight events including triple jump, high jump, rowing, javelin, equestrian, fencing, kayaking, and cycling. Each event has its own rhythm and control style, rewarding timing, coordination, and practice. The game supports up to eight players, each representing a different country, making it ideal for competitive multiplayer sessions. Presentation plays a big role, with smooth animations, detailed backdrops, and a lively soundtrack that adds momentum to each event. Opening and closing ceremonies featuring fireworks and a blimp help sell the Olympic atmosphere and give the competition a celebratory feel.</video:description>
      <video:player_loc>https://www.youtube.com/embed/hzBeqq8i9TE</video:player_loc>
      <video:duration>245</video:duration>
      <video:publication_date>2022-12-07T18:30:28Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/super-cars-2/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/v-MVnsPvzAI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Super Cars II – The Amiga Racer Where Winning Meant Blowing Up Your Rivals</video:title>
      <video:description>Released in 1991, Super Cars II was developed by Magnetic Fields and published by Gremlin Graphics, expanding on the formula of the original Super Cars with faster action, deeper strategy, and sharper presentation. Designed for the Amiga and other 16-bit platforms, it blends arcade racing with combat and progression systems that keep each championship unpredictable. Gameplay is built around a season-based championship where players race against colourful rivals with tongue-in-cheek names such as Ayrton Sendup and T Hairy Bootson. Tracks span a variety of environments, including snow, grass, and rocky terrain, each influencing grip and handling. Winning races earns cash, which can be spent in the garage on repairs, speed upgrades, and offensive weapons. Combat plays a major role, with missiles, mines, and other gadgets turning every race into a tactical battle. Track layouts feature ramps, shortcuts, and hazards such as trains, rewarding bold driving and quick reactions.</video:description>
      <video:player_loc>https://www.youtube.com/embed/v-MVnsPvzAI</video:player_loc>
      <video:duration>297</video:duration>
      <video:publication_date>2024-01-17T18:30:43Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/super-cycle/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/S26tyXppNgw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Super Cycle – Could Epyx Bring Hang-On Speed to the Commodore 64?</video:title>
      <video:description>Released in 1986 by Epyx for the Commodore 64, Super Cycle is a high-speed motorcycle racing game inspired by Sega’s arcade hit Hang-On. It delivers an intense sense of speed and urgency as players race against the clock across a variety of challenging courses. The game is presented from a behind-the-bike perspective, allowing players to lean into corners, weave through traffic, and react quickly to changing track conditions. This viewpoint enhances immersion and makes every race feel fast, fluid, and demanding. Players can select from multiple skill levels, each adjusting the available time limits and bonus rewards. As the game progresses, tracks become increasingly complex, introducing hazards such as oil slicks and rival riders that require sharp reflexes and precise control. Super Cycle stands out for its responsive handling, smooth scrolling, and effective use of simple yet expressive graphics to convey speed.</video:description>
      <video:player_loc>https://www.youtube.com/embed/S26tyXppNgw</video:player_loc>
      <video:duration>362</video:duration>
      <video:publication_date>2025-02-03T18:30:18Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/super-gran-the-adventure/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/b44DHPl97LI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Super Gran: The Adventure – Did the Classic TV Heroine Work on the C64?</video:title>
      <video:description>Released in 1985 by Tynesoft and developed by Brian Howarth, Super Gran: The Adventure brings the popular British children’s TV series to the Commodore 64 as a graphic text adventure. Set in the town of Chisleton, players step into the role of the super-powered grandmother as she sets out to stop her long-time foe, Scunner Campbell. The story revolves around a series of thefts from the local museum and Town Hall. Players must explore Chisleton, recover stolen items, and piece together clues by moving between locations, examining objects, and interacting with characters using text commands. Gameplay combines static illustrated scenes with descriptive text, presenting each location visually while allowing traditional adventure-style input. Puzzle solving and logical exploration drive progress, staying true to the structure of classic 1980s graphic adventures. While opinions at the time were mixed, Super Gran: The Adventure is remembered today for its faithful adaptation and unmistakably British humour.</video:description>
      <video:player_loc>https://www.youtube.com/embed/b44DHPl97LI</video:player_loc>
      <video:duration>280</video:duration>
      <video:publication_date>2024-01-02T18:30:36Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/super-gridder/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/KkT-OMfbrrY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Super Gridder – The Early C64 Arcade Game Inspired by Amidar</video:title>
      <video:description>Released in 1983 by Terminal Software for the Commodore 64, Super Gridder is a minimalist arcade-style puzzle game developed and programmed by R. W. Stevens. Also published by Microdigital Ltd. , it delivers a deceptively simple concept built around precision, timing, and risk management. Gameplay takes place on a single 8×8 grid where players control a character tracing the grid’s boundaries. Successfully enclosing a square fills it in, pushing you closer to completion, but danger lurks within the grid itself. Scorpions roam the interior, and a single touch costs a life, forcing careful planning and steady movement. The challenge comes from balancing speed and accuracy under constant time pressure. Complete the grid before the timer expires to earn bonus points, but rush too much and mistakes can quickly end a run. Every movement matters, turning simple line-drawing into a tense arcade puzzle.</video:description>
      <video:player_loc>https://www.youtube.com/embed/KkT-OMfbrrY</video:player_loc>
      <video:duration>307</video:duration>
      <video:publication_date>2024-06-14T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/super-pipeline/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/obYMPpfSc2w/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Super Pipeline – Protect the Workmen While Everything Bursts on the C64</video:title>
      <video:description>Released in 1983 by Taskset and developed by Andy Walker, Super Pipeline is a distinctive puzzle-action game that tasks players with keeping an industrial pipe network running under constant threat. Taking on the role of a pipe foreman, players must prevent leaks, fend off enemies, and coordinate repairs before the system collapses. Gameplay revolves around navigating the pipe layout, shooting hostile creatures that cause damage, and directing workers to fix leaks as they appear. The challenge escalates as pressure builds, enemy behaviour becomes more aggressive, and multiple faults demand attention at once, rewarding quick thinking and efficient movement. On the Commodore 64, Super Pipeline delivers bold, colourful visuals and a catchy soundtrack composed by Paul Hodgson, helping maintain tension as the action intensifies. Its blend of arcade reflexes and strategic prioritisation set it apart from more straightforward shooters of the era.</video:description>
      <video:player_loc>https://www.youtube.com/embed/obYMPpfSc2w</video:player_loc>
      <video:duration>304</video:duration>
      <video:publication_date>2023-12-28T18:30:35Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/super-robin-hood/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/oQhQdlsAQR4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Super Robin Hood – The Oliver Twins’ Forgotten C64 Platform Adventure</video:title>
      <video:description>Super Robin Hood (1987) is a medieval-themed platform game for the Commodore 64, published by Codemasters and designed by the Oliver Twins, with programming by Delvin J. Sorrell and graphics by James Wilson. Featuring an energetic soundtrack by David Whittaker, the game casts you as Robin Hood on a quest to rescue Maid Marian from Nottingham Castle. You progress through scrolling levels, dodging guards, firing arrows, collecting hearts to restore health, and gathering keys that activate lifts and open new areas. The game is praised for its responsive controls, engaging platform mechanics, and memorable 8-bit soundtrack. As the first Codemasters title by the Oliver Twins, it marked the beginning of a legendary developer–publisher partnership. Super Robin Hood holds an important place in Commodore 64 history and remains a much-loved example of classic British platform design.</video:description>
      <video:player_loc>https://www.youtube.com/embed/oQhQdlsAQR4</video:player_loc>
      <video:duration>408</video:duration>
      <video:publication_date>2025-08-20T17:30:11Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/super-trolley/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/9DViytCyeyE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Super Trolley – The C64 Supermarket Game Born from a Jim’ll Fix It Wish</video:title>
      <video:description>Released in 1988 by Mastertronic and developed by Icon Design Ltd. , Super Trolley is one of the most unusual simulation games to appear on the Commodore 64. Inspired by a wish granted on BBC’s Jim’ll Fix It, the original idea came from eight-year-old Andrew Collett, who imagined a game about the everyday realities of working in a supermarket. Viewed from an isometric perspective, you take on the role of a supermarket employee tasked with stocking shelves, labelling goods, collecting stray trolleys, and keeping the store running smoothly. Each working day is timed, and failure to complete your duties efficiently can result in being fired. The aim is to perform well enough to earn promotions across six in-game days, eventually working your way up to store manager. With over 30 different grocery items to handle and multiple store sections to navigate, the game turns mundane retail work into a surprisingly demanding test of organisation and time management.</video:description>
      <video:player_loc>https://www.youtube.com/embed/9DViytCyeyE</video:player_loc>
      <video:duration>191</video:duration>
      <video:publication_date>2023-01-04T18:30:11Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/superfrog/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/OgNzXv_hjc4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Superfrog – Was Team17’s Amiga Platformer as Good as We Remember?</video:title>
      <video:description>Released in 1993 by Team17 for the Commodore Amiga, Superfrog is a colourful side-scrolling platformer that became one of the defining titles of the platform’s golden era. Players control a young prince transformed into a frog by an evil witch, setting out on a quest to rescue his kidnapped princess. The adventure spans six themed worlds, each packed with enemies, hazards, and hidden secrets. Gameplay focuses on precise jumping, projectile attacks, and item collection, including wings for gliding and Lucozade for restoring health. A unique slot machine system allows players to gamble collected credits for bonuses, passwords, and extra lives. One of the game’s standout features is the hidden “Project-F” bonus level, a side-scrolling shoot-’em-up tribute to Team17’s Project-X, adding variety and surprise to the adventure. Visually, Superfrog is renowned for its vibrant colour palette, fluid animation, and smooth scrolling.</video:description>
      <video:player_loc>https://www.youtube.com/embed/OgNzXv_hjc4</video:player_loc>
      <video:duration>334</video:duration>
      <video:publication_date>2025-05-08T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/switchblade/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/VG8bWNn5km8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Switchblade – The C64 Adventure That Sent Hiro into the Deadly Undercity</video:title>
      <video:description>Released in 1991 by Gremlin Graphics for the Commodore 64, Switchblade is an ambitious action-platform adventure that casts you as Hiro, the last surviving Bladeknight warrior. Your mission is to explore the dangerous Undercity, recover the 16 scattered fragments of the legendary Fireblade, and defeat the evil entity Havok. Gameplay focuses on deep exploration across interconnected, multi-screen labyrinths filled with ladders, platforms, traps, and hostile creatures. Players must carefully navigate each area, uncover hidden routes, and collect weapon upgrades and bonus items to survive increasingly dangerous encounters. Progression relies on memory, observation, and precise movement, as new abilities and equipment gradually open up previously unreachable areas. The game blends arcade-style combat with exploration elements, creating a rewarding sense of discovery as the world slowly unfolds. Visually, Switchblade stands out with its distinctive NES-style presentation, detailed environments, and polished animated intro and title screen.</video:description>
      <video:player_loc>https://www.youtube.com/embed/VG8bWNn5km8</video:player_loc>
      <video:duration>321</video:duration>
      <video:publication_date>2025-08-12T17:30:08Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/swiv/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Pgkd0jKPL6U/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>S.W.I.V. – Helicopter or Jeep? The C64 Shooter Built for Two</video:title>
      <video:description>Released in 1991 for the Commodore 64, S. W. I. V. (Space War: Invasion Force) is a fast-paced vertical scrolling shooter originally developed by Atari Games and ported by The Sales Curve. Players take control of an advanced combat jet tasked with repelling a large-scale alien invasion across hostile territory. The gameplay focuses on relentless forward momentum, heavy enemy waves, and precise positioning as players blast through scrolling levels packed with ground targets, airborne threats, and imposing boss encounters. Weapon upgrades and firepower management play a key role in surviving the escalating difficulty. S. W. I. V. stands out on the C64 for its large, detailed sprites and smooth vertical scrolling, pushing the hardware hard for the time. The action is backed by an energetic soundtrack that maintains intensity throughout, reinforcing the game’s arcade-style pacing and urgency.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Pgkd0jKPL6U</video:player_loc>
      <video:duration>230</video:duration>
      <video:publication_date>2024-06-10T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/syndicate/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/pPMn4xx4eTk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Syndicate – Bullfrog Put You in Charge of a Cybernetic Hit Squad | Amiga</video:title>
      <video:description>Released in 1993 by Bullfrog Productions, Syndicate is a landmark cyberpunk strategy game set in a bleak future where megacorporations control the world through violence, surveillance, and technology. You command a squad of cybernetically enhanced agents, carrying out assassinations, sabotage, and corporate warfare across a global map of sprawling cityscapes. The game unfolds in real time from an isometric top-down view, blending tactical planning with fast, often brutal action. Missions demand careful positioning, weapon choice, and agent upgrades, while urban environments are filled with civilians, enemy operatives, and destructible surroundings that can quickly turn mayhem into opportunity. One of Syndicate’s defining features is the Persuadatron, a mind-control device that allows you to convert civilians and enemies into loyal followers. Used well, it can completely shift the balance of a mission, turning hostile cities into walking armies under your control.</video:description>
      <video:player_loc>https://www.youtube.com/embed/pPMn4xx4eTk</video:player_loc>
      <video:duration>292</video:duration>
      <video:publication_date>2022-12-18T14:30:10Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/system-15000/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/qzDS9tqMfqg/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>System 15000 – The C64 Hacking Game That Came Before Activision’s Hacker</video:title>
      <video:description>Released in 1984 by Craig Communications and developed by A. V. S. for the Commodore 64, System 15000 is one of the earliest video games to realistically simulate computer hacking. Designed by Lee Kristofferson, the game places players in the role of a digital investigator tasked with recovering $1.5 million stolen from Comdata by the criminal organisation Realco. Armed with only a phone number and access code, players must dial into remote systems using a simulated modem interface, decipher passwords, analyse data, and bypass security protocols. Gameplay unfolds as a text-based adventure, carefully recreating the experience of early online computing. Dial tones, slow screen rendering, and realistic command prompts mirror the behaviour of 300-baud modems. Progress depends on logical thinking, careful note-taking, and understanding system structures rather than fast reflexes, making it a uniquely cerebral experience.</video:description>
      <video:player_loc>https://www.youtube.com/embed/qzDS9tqMfqg</video:player_loc>
      <video:duration>356</video:duration>
      <video:publication_date>2025-06-10T17:30:19Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/tales-of-the-arabian-nights/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/7xx9pwXnH3w/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Tales of the Arabian Nights – The C64 Platformer That Actually Talked in 1984</video:title>
      <video:description>Released in 1984 by Interceptor Software for the Commodore 64, Tales of the Arabian Nights is a richly themed action-platformer created by Ian Gray, produced by Richard Paul Jones, and featuring music by Chris Cox. Players take on the role of Prince Imrahil, racing across eight exotic locations to rescue his sister Anitra from the evil Sultan Saladin. Levels range from Sinbad’s ship and palace gardens to underground caverns and fortified strongholds, delivering constant variety and escalating challenge. Gameplay alternates between single-screen platform stages and side-scrolling sequences, including raft journeys and flying carpet rides. In platform sections, players must collect golden jars spelling ARABIAN in the correct order, adding memory and precision to the action. During scrolling stages, enemies and hazards are tackled using magic lightning bolts, a feature unique to the Commodore 64 version.</video:description>
      <video:player_loc>https://www.youtube.com/embed/7xx9pwXnH3w</video:player_loc>
      <video:duration>375</video:duration>
      <video:publication_date>2025-08-07T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/tapper/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/hFJun2OAieA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Tapper – The Budweiser Arcade Game Built for Bars Came Home to the C64</video:title>
      <video:description>Released in 1984 for the Commodore 64, Tapper is an arcade-style action game originally developed by Marvin Glass and Associates and brought to home systems with its fast, reflex-driven gameplay intact. You step behind the bar as a bartender under pressure, racing to keep an ever-growing crowd of thirsty customers satisfied. Gameplay is all about timing and multitasking. You must fill and slide drinks down the bar, catch empty glasses hurled back your way, and stop customers from reaching the end unserved. Every round demands sharper reactions as speed increases and multiple bars need attention at once. The game moves between themed locations including a Wild West saloon, beach bar, punk club, and futuristic space tavern, each adding visual flair and escalating difficulty. The Commodore 64 version captures the arcade’s energy with bright graphics and clear animations that keep the action easy to read even when things get frantic.</video:description>
      <video:player_loc>https://www.youtube.com/embed/hFJun2OAieA</video:player_loc>
      <video:duration>219</video:duration>
      <video:publication_date>2023-05-03T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/target-renegade/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/9ySjP-bf-7I/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Target: Renegade – Why Did the C64 Lose the Two-Player Co-op?</video:title>
      <video:description>Released in 1988 by Imagine Software under the Ocean label for the Commodore 64, Target: Renegade is a gritty side-scrolling beat ’em up and sequel to the original Renegade. Players step into the role of a lone street fighter on a mission to rescue his kidnapped brother, Matt, from the clutches of the crime lord Mr. Big. The game spans five varied stages set across urban streets, warehouses, docks, and industrial zones, each packed with aggressive enemies including bikers, thugs, and attack dogs. Combat is built around punches, kicks, flying attacks, and the use of improvised weapons such as baseball bats and pool cues found throughout the levels. Progression depends on mastering crowd control, positioning, and precise timing, as enemy numbers and aggression increase rapidly. Careful use of weapons and well-placed attacks becomes essential for surviving the later stages and reaching the final showdown.</video:description>
      <video:player_loc>https://www.youtube.com/embed/9ySjP-bf-7I</video:player_loc>
      <video:duration>356</video:duration>
      <video:publication_date>2025-03-26T18:30:12Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/tau-ceti/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/FtZXERnnU6s/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Tau Ceti – The Remarkable 3D C64 Space Game That Was Years Ahead</video:title>
      <video:description>Released in 1986 and developed by Pete Cooke, Tau Ceti is a landmark science-fiction action-adventure published by CRL Group for the Commodore 64. Set on the distant planet Tau Ceti III, the game places you in control of a lone Gal-Corp pilot tasked with shutting down a rogue planetary defence system before it triggers a catastrophic meltdown. Gameplay centres on piloting a skimmer through vast hostile cities, battling robotic defenders while exploring complex urban environments. Progress depends on locating and assembling reactor cooling rods, managing limited fuel and ammunition, and making smart use of tools such as infrared vision, scanners, and flares to survive the planet’s dangers. What truly set Tau Ceti apart was its technical ambition. The game features solid 3D environments with shadow effects and a dynamic day-night cycle, creating a strong sense of scale and atmosphere that was astonishing on 8-bit hardware.</video:description>
      <video:player_loc>https://www.youtube.com/embed/FtZXERnnU6s</video:player_loc>
      <video:duration>381</video:duration>
      <video:publication_date>2024-01-24T18:30:18Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/teenage-mutant-hero-turtles/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/FNp6ezs6oA4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Teenage Mutant Hero Turtles – Did the Original Turtles Game Work on the C64?</video:title>
      <video:description>Released in 1990 for the Commodore 64, Teenage Mutant Hero Turtles was developed by Unlimited Software Inc. and published by Ultra Software, bringing the hugely popular animated series to 8-bit home computers. Players take control of Leonardo, Donatello, Michelangelo, and Raphael as they battle through New York City to rescue April O’Neil and Splinter from the clutches of Shredder. The game blends overhead exploration with side-scrolling platform action, allowing players to switch between turtles and make use of their individual weapons and strengths. Streets, sewers, and interior locations are packed with enemies, hazards, and environmental challenges that demand careful character choice and smart resource management. Memorable sections include the notoriously tough underwater stages, vehicle sequences, and boss encounters against familiar villains from the series. Each turtle plays differently, adding a strategic layer as health, weapons, and positioning all influence survival.</video:description>
      <video:player_loc>https://www.youtube.com/embed/FNp6ezs6oA4</video:player_loc>
      <video:duration>346</video:duration>
      <video:publication_date>2023-08-07T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/teenage-mutant-hero-turtles-the-coin-op/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/at26v0PNxoQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Teenage Mutant Hero Turtles: The Coin-Op – Could the C64 Handle Konami’s Arcade Hit?</video:title>
      <video:description>Released on the Commodore 64 in 1991, Teenage Mutant Hero Turtles: The Coin-Op brings Konami’s hugely popular arcade brawler into the home. Developed by Konami and converted by Ocean Software, the game lets players take control of Leonardo, Michelangelo, Donatello, or Raphael as they battle through the streets of New York to rescue April O’Neil and stop the Shredder. The gameplay closely follows the arcade original, focusing on side-scrolling beat ’em up action against waves of Foot Soldiers and familiar villains including Bebop and Rocksteady. Combat is fast and direct, rewarding positioning and timing as players punch, kick, and throw enemies across busy urban environments. On the Commodore 64, the game delivers colourful sprites and recognisable characters, with some simplification compared to the arcade machine but enough detail to preserve the look and feel of the original.</video:description>
      <video:player_loc>https://www.youtube.com/embed/at26v0PNxoQ</video:player_loc>
      <video:duration>401</video:duration>
      <video:publication_date>2024-01-29T18:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/terminator-2-judgment-day/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/MQ_5HQuXvhM/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Terminator 2 – Fight the T-1000… Then Repair the T-800’s Wrist on the C64</video:title>
      <video:description>Released in 1991 for the Commodore 64, Terminator 2: Judgment Day is an action-heavy arcade shooter based on the blockbuster sci-fi film. Developed by Virgin Games and published by Ocean Software, it puts you in the role of the Terminator, fighting to protect John Connor while Skynet’s forces close in. Gameplay is split across several distinct sections, including a side-scrolling shooter, a high-speed driving sequence, and tense first-person shooting gallery stages. This variety keeps the pace moving and mirrors key moments from the film, even if the C64 version is necessarily scaled back from the arcade original. Despite the hardware limits, the game delivers smooth movement, solid enemy sprites, and a strong sense of momentum. The action feels fast and focused, with each section demanding different skills as you push through the levels. Allister Brimble’s atmospheric soundtrack adds real weight to the experience, driving the action forward and helping capture the darker, relentless tone of the movie.</video:description>
      <video:player_loc>https://www.youtube.com/embed/MQ_5HQuXvhM</video:player_loc>
      <video:duration>562</video:duration>
      <video:publication_date>2023-07-19T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/terror-of-the-deep/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/1nFRTpvEVa4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Terror of the Deep – Explore Loch Ness in a Victorian Diving Bell on the C64</video:title>
      <video:description>Released in 1987 by Mirrorsoft for the Commodore 64, Terror of the Deep is an atmospheric first-person action-adventure set beneath the dark waters of Loch Ness in the late 19th century. Players take on the role of a submersible pilot investigating mysterious meteorite impacts and the sudden emergence of hostile alien lifeforms deep below the surface. The game is played entirely from the cockpit of a Victorian-era submersible, with hands-on control over navigation, lighting, power systems, and weapons. Progress depends on careful exploration, managing limited oxygen and energy reserves, and reacting quickly to threats lurking in the depths. Combat involves tools such as harpoons and electric defences, all while maintaining control of the vessel under pressure. Terror of the Deep builds tension through its moody presentation, using sound and sparse visuals to reinforce isolation and danger.</video:description>
      <video:player_loc>https://www.youtube.com/embed/1nFRTpvEVa4</video:player_loc>
      <video:duration>367</video:duration>
      <video:publication_date>2024-02-27T18:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/thanatos/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/xCBpyb1yYEo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Thanatos – You’re a Dragon… But Lose the Sorceress and It’s Game Over on the C64</video:title>
      <video:description>Released in 1987 by Durell Software for the Commodore 64, Thanatos casts players as Thanatos the Destroyer, a colossal green dragon unleashed across a corrupted fantasy land. Your mission is to rescue the sorceress Eros, carry her safely across hostile terrain, and protect her as she performs the spell needed to cleanse the world of evil. Gameplay blends side-scrolling action with unusual mechanics that set it apart from typical shooters. Thanatos can breathe fire to incinerate enemies, grab and drop objects to crush foes or remove obstacles, and must carefully balance two vital resources: Flame and Heart. Flame powers attacks and can be replenished by consuming witches, while Heart represents the dragon’s life force and drains through damage or reckless high-speed flight. The game’s presentation is enhanced by parallax-scrolling landscapes and detailed dragon animation, giving the world a strong sense of scale and weight.</video:description>
      <video:player_loc>https://www.youtube.com/embed/xCBpyb1yYEo</video:player_loc>
      <video:duration>409</video:duration>
      <video:publication_date>2025-01-01T18:30:49Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-activision-decathlon/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/zKdXbca2b8o/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Activision Decathlon – Before Button Mashing Became a Health Risk</video:title>
      <video:description>The Activision Decathlon is the 1984 Commodore 64 conversion of Activision&apos;s athletics game, based on David Crane&apos;s original design. Up to four players can contest all ten events in sequence or practise them individually: the 100 metres, long jump, shot put, high jump, 400 metres, 110-metre hurdles, discus, pole vault, javelin and 1500 metres. Running events demand fast, steady joystick movement, while jumps and throws add a precisely timed fire-button press to set the angle or release point. Each performance earns points according to its time, height or distance, and the highest combined score wins the decathlon. The C64 edition retains the multiplayer rivalry and demanding physical controls that made the game famous, while adding colourful presentation, animated athletes and crowd effects suited to Commodore hardware.</video:description>
      <video:player_loc>https://www.youtube.com/embed/zKdXbca2b8o</video:player_loc>
      <video:duration>335</video:duration>
      <video:publication_date>2025-09-02T17:30:15Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-adventures-of-robin-hood/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/KG1TAzyYc3U/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Adventures of Robin Hood – Was This Amiga Adventure Worth Revisiting?</video:title>
      <video:description>Released in 1991 by Millennium Interactive for the Commodore Amiga, The Adventures of Robin Hood is an action-adventure title that brings the legendary outlaw to life through exploration, combat, and platform-based gameplay. Players take control of Robin as he navigates forests, castles, and medieval villages while battling the Sheriff of Nottingham’s guards using bows, arrows, swords, and careful positioning. The gameplay blends fast reflexes with thoughtful movement and light puzzle-solving. Levels are vertically layered and encourage exploration, rewarding players who master timing and enemy patterns. Combat and traversal are closely linked, making positioning just as important as raw skill. Visually, the game features detailed character sprites, atmospheric backgrounds, and a moody colour palette that reflects its medieval setting. Period-appropriate music and sound effects help reinforce the tone, while smooth scrolling keeps gameplay responsive. While many licensed games of the era were rushed, Robin Hood stands out as a thoughtfully designed title that makes good use of the Amiga’s hardware.</video:description>
      <video:player_loc>https://www.youtube.com/embed/KG1TAzyYc3U</video:player_loc>
      <video:duration>507</video:duration>
      <video:publication_date>2026-01-13T18:30:34Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-captive/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Q1_BVJ2ktLc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Captive – Trapped in the Glen of Coloured Corpses on the C64</video:title>
      <video:description>Released in June 1985 by Mastertronic and developed by Nigel P. Johnstone, The Captive is a tense top-down action-adventure that blends exploration, puzzle-solving, and careful planning. From the creator of The Prisoner, it delivers an unsettling atmosphere and an unusual sense of vulnerability for a Commodore 64 title. The game is set on a mysterious island known as the Glen of Coloured Corpses. Players begin in a small town and must explore the surrounding areas in search of a way to escape. Progress is gated by colour-coded keys used to unlock doors scattered across the island, forcing players to think carefully about route planning and item usage. Inventory management plays a central role, with only three items carriable at any time. Objects range from practical tools like guns and shovels to stranger items such as mushrooms, scrolls, and even a helicopter.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Q1_BVJ2ktLc</video:player_loc>
      <video:duration>339</video:duration>
      <video:publication_date>2024-05-21T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-castles-of-dr-creep/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/6YmY5EVvXNM/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Castles of Dr. Creep – The C64 Puzzle Game Built Around Traps</video:title>
      <video:description>Released in 1984 by Brøderbund and created by Edward R. Hobbs, The Castles of Dr. Creep is a distinctive puzzle-platform game that challenges players to escape a series of devious medieval castles. Each of the thirteen castles is packed with traps, enemies, and mechanical contraptions designed to test logic and timing rather than reflexes alone. Gameplay focuses on experimentation and problem-solving. Players manipulate conveyor belts, force fields, switches, teleports, and other devices to open paths and avoid deadly hazards. Progress often requires understanding how multiple systems interact, encouraging careful observation and planning. Enemies such as mummies and Frankenstein-style monsters roam the castles, adding pressure to every move. The game also supports two-player cooperative play, allowing players to work together to solve puzzles and coordinate actions across different parts of a castle. Praised for its inventive design and depth, The Castles of Dr.</video:description>
      <video:player_loc>https://www.youtube.com/embed/6YmY5EVvXNM</video:player_loc>
      <video:duration>309</video:duration>
      <video:publication_date>2023-08-30T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-chaos-engine/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/vyTeLuzjRmQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Chaos Engine on Amiga – Does This Top-Down Shooter Still Hit Hard?</video:title>
      <video:description>Released in 1993 by The Bitmap Brothers, The mayhem Engine is a top-down run-and-gun action game set in a twisted steampunk version of Victorian Britain. A sentient machine has warped time and space, turning the population into hostile creatures, and a team of hired mercenaries is sent in to shut it down. You choose two characters from a roster of six, each with distinct weapons and abilities, and fight your way through four worlds made up of dense, enemy-filled levels. Progress requires careful movement, managing choke points, activating nodes, and uncovering hidden routes while enemies flood the screen from every direction. Gold collected during missions can be spent on upgrades, adding a strategic layer to the relentless action. Played solo or cooperatively, the game rewards coordination, positioning, and smart character choices as difficulty steadily ramps up.</video:description>
      <video:player_loc>https://www.youtube.com/embed/vyTeLuzjRmQ</video:player_loc>
      <video:duration>257</video:duration>
      <video:publication_date>2023-01-15T14:30:12Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-dolphins-rune/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/y58m3nrHqvg/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Dolphin’s Rune – Was This More Interactive Art Than C64 Game?</video:title>
      <video:description>Released in 1985 by Mindscape for the Commodore 64 and developed by John O’Neill under the Admacadiam label, The Dolphin’s Rune: A Poetic Odyssey is a highly unconventional action-puzzle game that prioritises atmosphere and reflection over traditional arcade thrills. Designed as an interactive art experience, it stands apart from most titles of its era. Players take control of a dolphin swimming through a vast ocean environment, where survival depends on awareness and restraint rather than speed. Avoiding sharks, surfacing for air, and steering clear of dangerous fishing nets form the core challenges, encouraging slow, thoughtful exploration from the dolphin’s perspective. Progression is shaped by observation, rhythm, and environmental understanding. Instead of score-chasing or time pressure, the game rewards patience and immersion, inviting players to absorb its unusual tone and subtle mechanics. Visually, the game employs minimalist graphics that evoke the scale and emptiness of the open sea.</video:description>
      <video:player_loc>https://www.youtube.com/embed/y58m3nrHqvg</video:player_loc>
      <video:duration>312</video:duration>
      <video:publication_date>2025-03-17T18:30:52Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-eidolon/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/rKy95VWGmug/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Eidolon – Lucasfilm’s Strange C64 Cave Adventure Still Feels Alien</video:title>
      <video:description>Released in 1985 by Lucasfilm Games for the Commodore 64, The Eidolon is a pioneering first-person adventure that blends exploration, combat, and surreal science fantasy. Set in a mysterious, steampunk-inspired world, players discover a strange 19th-century machine and are transported into a vast network of otherworldly caves guarded by powerful creatures. Gameplay focuses on navigating fractal-generated labyrinths, collecting coloured energy orbs, and battling hostile enemies. Each orb provides unique abilities, such as freezing time, transforming foes, or boosting attack power, encouraging players to experiment and adapt their strategy to survive. Progression depends on careful resource management and tactical combat, as players must gather the right combination of orbs to defeat the fearsome dragon guardians that block advancement. With no save feature, every decision carries weight, making concentration and planning essential. Visually, The Eidolon stands out for its use of fractal technology, previously seen in Rescue on Fractalus!</video:description>
      <video:player_loc>https://www.youtube.com/embed/rKy95VWGmug</video:player_loc>
      <video:duration>398</video:duration>
      <video:publication_date>2025-04-22T17:30:11Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-evil-dead/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/tHJwS_1Ntfc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Evil Dead – The C64 Horror Game That Trapped You in the Cabin</video:title>
      <video:description>Developed by Palace Software and released in 1984 for the Commodore 64, The Evil Dead is an early licensed horror game based on Sam Raimi’s cult 1981 film. Players step into the role of Ash Williams, defending a remote woodland cabin from relentless demonic forces. Gameplay is presented from a top-down perspective, focusing on fast reactions and constant pressure. Players must move around the cabin sealing doors and windows to stop creatures breaking in, while simultaneously fighting off enemies that slip through the defences. Ash can wield a range of weapons including axes, shovels, and shotguns, but survival also depends on careful energy management. As enemy waves increase in speed and number, players are forced to balance offence, defence, and positioning to stay alive. Despite the limitations of the Commodore 64 hardware, the game delivers a tense atmosphere through eerie sound effects and moody presentation.</video:description>
      <video:player_loc>https://www.youtube.com/embed/tHJwS_1Ntfc</video:player_loc>
      <video:duration>380</video:duration>
      <video:publication_date>2024-10-31T18:30:43Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-faces-of-haarne/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/b9X33fo_D2M/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Faces of Haarne – Why Are You Defending a Giant Face with a Flying Hat? | C64</video:title>
      <video:description>Released in 1984 by Software Projects, The Faces of Haarne is an unusual arcade shooter for the Commodore 64 designed, coded, and illustrated by Shahid Ahmad, with music by George Neophytou. The game leans heavily into surreal imagery and abstract design, setting it apart from more conventional shooters of the era. Action takes place on a fixed single screen where players control a strange creature tasked with defending a central face from waves of bizarre attackers. Offence and defence are handled via an unconventional weapon: a hat used to strike or repel enemies, requiring careful positioning and timing to survive the onslaught. The presentation is memorable and eccentric, highlighted by a soundtrack inspired by Johann Sebastian Bach’s Brandenburg Concerto No. 3, lending a classical and unexpected tone to the action. While the core gameplay can feel repetitive, the combination of visuals, audio, and concept gives the game a distinctive personality.</video:description>
      <video:player_loc>https://www.youtube.com/embed/b9X33fo_D2M</video:player_loc>
      <video:duration>338</video:duration>
      <video:publication_date>2024-01-19T18:30:32Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-goonies/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/GJcAP5E7XHU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Goonies on C64 – Film Licence, Puzzle Rooms and 80s Treasure Hunting</video:title>
      <video:description>Released in 1985 by Datasoft for the Commodore 64, The Goonies delivers a distinctive take on the hit movie, focusing on puzzle-solving and exploration rather than pure action. Instead of controlling a single character, you switch between two of the Goonies, using their combined abilities to progress through trap-filled environments inspired by the film. Each stage is built around problem-solving, requiring careful movement, timing, and cooperation between characters to bypass hazards, navigate maze-like layouts, and recreate memorable moments such as the infamous bone organ sequence. Progress comes from thinking ahead rather than rushing forward. The game’s colourful visuals capture the adventurous tone of the movie, while the SID soundtrack includes an 8-bit rendition of The Goonies ‘R’ Good Enough, adding instant nostalgia. While challenging, the experience is rewarding for players who enjoy methodical puzzle-platform gameplay.</video:description>
      <video:player_loc>https://www.youtube.com/embed/GJcAP5E7XHU</video:player_loc>
      <video:duration>277</video:duration>
      <video:publication_date>2023-01-14T14:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-great-escape/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/GFgp2ToRer8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Great Escape – Follow the Camp Routine… Then Plan Your C64 Breakout</video:title>
      <video:description>Released in 1986 by Ocean Software and developed by Denton Designs, The Great Escape is an isometric action-adventure for the Commodore 64 inspired by the classic 1963 war film. Players take on the role of a prisoner of war held in a heavily guarded German camp during World War II, with one goal in mind: escape without raising suspicion. The game centres around a strict daily routine. Roll calls, exercise periods, and mealtimes must all be attended, and ignoring camp rules quickly draws the attention of guards. Within these constraints, players must carefully plan their breakout, balancing obedience with secret preparation. Multiple escape routes are available, including digging tunnels, forging documents, bribing guards, or navigating underground drains. Each method requires patience, exploration, and clever use of limited resources, creating a constant sense of tension and risk.</video:description>
      <video:player_loc>https://www.youtube.com/embed/GFgp2ToRer8</video:player_loc>
      <video:duration>265</video:duration>
      <video:publication_date>2023-09-15T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-great-giana-sisters/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/53G587np6co/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Great Giana Sisters – The C64 Mario Rival Nintendo Forced Off Shelves</video:title>
      <video:description>Released in 1987 by Rainbow Arts and developed by Time Warp, The Great Giana Sisters is one of the most famous and talked-about platform games on the Commodore 64. Players guide Giana through a surreal dream world packed with hazards, enemies, and precision jumps, all in a quest to reach a giant diamond and wake from her dream. The gameplay is classic side-scrolling platform action spread across 33 increasingly demanding levels. Giana can jump on enemies, collect gems, and use power-ups that grant new abilities such as projectile attacks or temporarily disabling foes. Tight controls and fast-paced level design demand accuracy, timing, and memorisation to progress. On the C64, the game stood out for its smooth scrolling and colourful visuals, pushing the hardware impressively hard. Chris Hülsbeck’s soundtrack became legendary, with its energetic and memorable tunes playing a huge role in the game’s enduring reputation.</video:description>
      <video:player_loc>https://www.youtube.com/embed/53G587np6co</video:player_loc>
      <video:duration>361</video:duration>
      <video:publication_date>2023-10-10T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-guild-of-thieves/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/QT3Jw3_QQTg/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Guild of Thieves – Your Amiga Entrance Exam? Rob a Castle AND a Bank</video:title>
      <video:description>Released in 1987 by Magnetic Scrolls for the Commodore Amiga, The Guild of Thieves is a landmark interactive fiction adventure set in the richly imagined medieval world of Kerovnia. You play as an aspiring thief seeking admission to the notorious Guild, tasked with proving your skill by stealing priceless treasures from heavily guarded locations. Gameplay is driven by a powerful text parser that allows detailed and flexible interaction with the environment. Players must carefully explore towns, castles, and vaults, using observation, logic, and precise timing to overcome devious puzzles and security systems. Every command matters, and experimentation is often the key to progress. The Amiga version enhances the experience with around 30 high-quality illustrations that bring key moments and locations to life, adding atmosphere without breaking the flow of the text-driven gameplay. Puzzle design is demanding but fair, rewarding patience and careful thinking rather than trial and error alone.</video:description>
      <video:player_loc>https://www.youtube.com/embed/QT3Jw3_QQTg</video:player_loc>
      <video:duration>363</video:duration>
      <video:publication_date>2024-11-21T18:30:21Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-happiest-days-of-your-life/</loc>
    <video:video>
      <video:thumbnail_loc>https://www.cheekycommodoregamer.co.uk/resources/images/thumbnails/all/happiest_days_of_your_life_the.jpg</video:thumbnail_loc>
      <video:title>The Happiest Days Of Your Life – C64 Gameplay &amp; Review | Cheeky Commodore Gamer</video:title>
      <video:description>The Happiest Days of Your Life is a 1986 Commodore 64 school adventure published by Firebird. Schoolboy G. McFat has been accused of stealing the headmaster&apos;s wallet, so he must search the school for both the missing wallet and photographic evidence that identifies the real culprit. Play combines flick-screen platform movement with object-based puzzles as McFat explores classrooms, corridors and staff areas, avoids hazards and works out where each collected item should be used. The deliberately unruly school setting gives the game a comic British character, but progress depends on careful mapping and experimentation rather than simple arcade action. It is a single-player title designed around exploration, memory and puzzle solving, with the central mystery providing a goal beyond merely reaching the next screen.</video:description>
      <video:player_loc>https://drive.google.com/file/d/1QgikSUH8QDdAE7k42IylKkUGuivxhEct/preview</video:player_loc>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-hitchhikers-guide-to-the-galaxy/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/qY0cR8RFXi4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Hitchhiker’s Guide to the Galaxy – Could You Survive Infocom’s C64 Adventure?</video:title>
      <video:description>Released in 1984 by Infocom and designed by Douglas Adams alongside Steve Meretzky, The Hitchhiker’s Guide to the Galaxy arrived on the Commodore 64 as one of the most ambitious interactive fiction titles of the 8-bit era. Based directly on Adams’ bestselling novel, the C64 version faithfully recreated the absurd humour and unpredictable sci-fi storytelling that made the book a cult phenomenon. On the Commodore 64, gameplay is entirely text-driven, powered by Infocom’s advanced Z-machine engine. Players must type precise commands to explore environments, solve layered puzzles, and survive increasingly bizarre situations — from escaping a bulldozer to navigating interstellar travel. The parser is famously demanding, often requiring exact phrasing and lateral thinking, making experimentation essential. The C64 release also shipped with Infocom’s signature “feelies” in the box, physical props that enhanced immersion and reinforced its narrative depth.</video:description>
      <video:player_loc>https://www.youtube.com/embed/qY0cR8RFXi4</video:player_loc>
      <video:duration>293</video:duration>
      <video:publication_date>2026-02-12T18:31:26Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-human-race/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/iW2AvpF7NfQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Human Race – C64 Evolution with Cavemen, Lasers and Head-Scratching</video:title>
      <video:description>Released in 1985, The Human Race is a single-player platform game for the Commodore 64 developed by John D. Ferrari and published by Mastertronic. The game takes a bold and unusual approach, charting a journey through human evolution that begins with the player controlling an ape and progresses through different stages of humanity. Each level represents a distinct era, with gameplay mechanics and environments changing dramatically as you advance. Early stages feature jungle-based platforming with banana collecting and prehistoric hazards, while later levels introduce lava-filled landscapes, rolling logs, and fast-paced sequences set in a modern city. This constant reinvention keeps the experience unpredictable and varied. A major highlight is the dynamic soundtrack by Rob Hubbard, whose music shifts between levels to reflect each evolutionary stage. The score plays a huge role in setting the tone and is often cited as one of the game’s most memorable features.</video:description>
      <video:player_loc>https://www.youtube.com/embed/iW2AvpF7NfQ</video:player_loc>
      <video:duration>259</video:duration>
      <video:publication_date>2024-08-20T17:30:09Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-immortal/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/VFhshKqyD9U/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Immortal – The Amiga Dungeon Crawler That Wanted You Dead</video:title>
      <video:description>Released in 1990, The Immortal is a dark isometric action-adventure game developed by Sandcastle and published by Electronic Arts for the Commodore 64. Players take on the role of an ageing wizard descending into a deadly dungeon to rescue his mentor, Mordamir, uncovering a grim story of ancient civilizations, betrayal, and the pursuit of immortality along the way. The game spans eight perilous dungeon levels packed with traps, puzzles, monsters, and environmental hazards. Progress relies heavily on experimentation and learning from failure, with death often serving as a lesson rather than a setback. Exploration rewards careful observation, item collection, and cautious movement through the labyrinthine rooms. Combat is slow, deliberate, and unforgiving, requiring precise timing and smart use of magic rather than button-mashing. Encounters are tense and often brutal, with graphic death animations reinforcing the constant sense of danger and vulnerability that defines the experience.</video:description>
      <video:player_loc>https://www.youtube.com/embed/VFhshKqyD9U</video:player_loc>
      <video:duration>434</video:duration>
      <video:publication_date>2024-08-15T17:30:08Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-last-ninja/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/npAyIErZWJc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Last Ninja – C64 Combat, Puzzles… and That Bloody River Jump</video:title>
      <video:description>Released in 1987 by System 3 for the Commodore 64, The Last Ninja is a landmark action-adventure that pushed the machine to its limits. You play as Armakuni, the sole survivor of a destroyed ninja clan, on a quest for revenge against the evil shogun Kunitoki and the recovery of a sacred scroll. The adventure unfolds across six large isometric levels, ranging from serene gardens to dangerous wastelands, underground dungeons, and Kunitoki’s heavily guarded palace. Movement is deliberate and precise, with narrow paths, traps, and environmental hazards demanding careful control and spatial awareness. Combat is unusually deep for its time, allowing you to strike enemies at different body areas using a combination of direction and timing. A wide selection of ninja weapons—including the ninjato, nunchaku, staff, shuriken, and smoke bombs—adds tactical variety, while puzzles and hidden items encourage exploration and observation.</video:description>
      <video:player_loc>https://www.youtube.com/embed/npAyIErZWJc</video:player_loc>
      <video:duration>475</video:duration>
      <video:publication_date>2023-04-13T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-last-v8/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/gKdrM75TWwY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Last V8 – One Crash and Your Post-Apocalyptic C64 Drive Was Over</video:title>
      <video:description>The Last V8 (1985) is a futuristic, post-apocalyptic racing game for the Commodore 64, developed by David Darling, with graphics by Jim Wilson and music by Rob Hubbard. Released under Mastertronic’s MAD label, you pilot a radiation-shielded V8 through a nuclear wasteland, balancing speed, fuel, and shield power in a race for survival. Gameplay features a split-screen display with action view and dashboard, precise steering, and a steep difficulty curve. The famous “V8, return to base immediately” intro sets the tone. Rob Hubbard’s soundtrack is a highlight, despite a small sync glitch later fixed in the HVSC archive. Visually, the game delivers striking post-apocalyptic imagery. Despite its flaws, The Last V8 remains a cult classic, remembered for its atmosphere, soundtrack, and brutal challenge.</video:description>
      <video:player_loc>https://www.youtube.com/embed/gKdrM75TWwY</video:player_loc>
      <video:duration>320</video:duration>
      <video:publication_date>2025-08-13T17:30:25Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-lords-of-midnight/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/a7Ji5dmfvXU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Lords of Midnight – Win the War OR Destroy the Ice Crown | C64</video:title>
      <video:description>Released in 1985 by Mindscape for the Commodore 64, The Lords of Midnight is a groundbreaking blend of strategy and role-playing developed by Mike Singleton and set in a vast, atmospheric fantasy world. Players command heroes such as Luxor the Moonprince and his son Morkin in a quest to defeat the evil Witchking Doomdark, who has plunged the Land of Midnight into eternal winter. The game offers multiple paths to victory, including destroying the Ice Crown, conquering Doomdark’s fortress of Ushgarak with assembled armies, or completing both objectives in Epic mode. This freedom of approach was highly innovative for its time. A standout feature is the “landscaping” engine, which presents the world from a first-person perspective across more than 4,000 unique locations. This creates a strong sense of scale, immersion, and exploration rarely seen on 8-bit systems.</video:description>
      <video:player_loc>https://www.youtube.com/embed/a7Ji5dmfvXU</video:player_loc>
      <video:duration>418</video:duration>
      <video:publication_date>2025-05-14T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-lost-patrol/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/RcrAuSiGHzU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Lost Patrol – Seven Men, 58 Miles and Barely Any Supplies on the Amiga</video:title>
      <video:description>Released for the Commodore Amiga, Lost Patrol places you in command of a stranded U. S. infantry squad after a helicopter crash in the Central Highlands of Vietnam. Cut off from support and deep in hostile territory, your mission is simple in theory but brutal in execution: lead the survivors safely to the nearest U. S. base while an unseen enemy hunts you at every step. Most of the game unfolds on a strategic map of Vietnam, where you guide your squad across dangerous terrain. Managing morale, health, food, water, ammunition, and rest is essential, as exhaustion and poor decisions can be just as deadly as enemy fire. Every move carries risk, forcing you to weigh speed against safety. When the patrol reaches key locations such as villages, rivers, or jungle clearings, the game shifts into illustrated scenario screens that present critical decisions.</video:description>
      <video:player_loc>https://www.youtube.com/embed/RcrAuSiGHzU</video:player_loc>
      <video:duration>327</video:duration>
      <video:publication_date>2024-02-20T18:30:30Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-movie-monster-game/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/3r2Xu8_dQXY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The C64 Game That Let You Destroy an Entire City | Movie Monster Game</video:title>
      <video:description>Released by Epyx as a follow-up to Crush, Crumble and Chomp! , The Movie Monster Game flips the formula by putting players directly in control of the monster. Choose from six giant creatures, including officially licensed icons like Godzilla, alongside classics such as Tarantula and a towering Robot, then unleash mayhem across cities including London, Paris, New York, Moscow, and San Francisco. Rather than relying on turn-based strategy commands, the game adopts a more immediate arcade-style control system. Players can freely roam the city streets, smashing buildings, battling military forces, and completing one of five scenario-based objectives ranging from escape and rescue missions to total landmark destruction. Tiny humans fight back with tanks, jets, missiles, and other defences, forcing players to balance raw destruction with survival. While the strategic layer of the original game is reduced, the faster pace and hands-on control give The Movie Monster Game a more action-focused feel that suits its over-the-top theme perfectly.</video:description>
      <video:player_loc>https://www.youtube.com/embed/3r2Xu8_dQXY</video:player_loc>
      <video:duration>430</video:duration>
      <video:publication_date>2024-07-29T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-muncher/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/32LzquxJ7o4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Muncher – Was This Gremlin’s C64 Answer to Rampage?</video:title>
      <video:description>Released in 1988 by Beam Software and published by Gremlin Graphics for the Commodore 64, The Muncher is a destructive side-scrolling action game inspired by arcade smash hit Rampage. Players take control of Muncher, a giant Godzilla-style creature rising from the sea to reclaim his stolen eggs from invading explorers. Gameplay centres on pure mayhem as you rampage through cities, military installations, and industrial areas, tearing down buildings and battling waves of enemies. Muncher can climb structures, punch and kick opponents, and unleash powerful fireballs to clear the screen. Collectibles play an important role in survival. Eggs and radioactive barrels restore health or allow players to continue after losing a life, encouraging aggressive play and constant forward momentum. The action is simple and immediate, focusing on destruction rather than complex mechanics. Visually, the game delivers chunky sprites and clear animation that sell the scale of Muncher’s rampage on the C64.</video:description>
      <video:player_loc>https://www.youtube.com/embed/32LzquxJ7o4</video:player_loc>
      <video:duration>368</video:duration>
      <video:publication_date>2024-12-16T18:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-neverending-story/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/hl73ekoTjSk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Neverending Story – Fight The Nothing One Typed Command at a Time on the C64</video:title>
      <video:description>Released in 1985 by Ocean Software and published by Datasoft for the Commodore 64, The Neverending Story is a graphics-text adventure based on the beloved fantasy film, placing players in the role of Atreyu on a quest to save Fantasia. The journey involves exploring story-rich locations, solving puzzles, and confronting the growing threat of The Nothing while restoring hope and belief to the realm. Each scene is supported by small illustrated panels showing your surroundings, inventory, and companions such as Falkor and Artax, blending visual storytelling with interactive fiction. Gameplay relies on a streamlined text parser with a limited vocabulary, encouraging players to think carefully about commands and interactions. This minimalist approach allows more memory to be devoted to narrative depth and atmospheric presentation. A major highlight is the title theme composed by Martin Galway, who adapted the film’s iconic melody into a memorable SID soundtrack.</video:description>
      <video:player_loc>https://www.youtube.com/embed/hl73ekoTjSk</video:player_loc>
      <video:duration>310</video:duration>
      <video:publication_date>2025-07-01T23:39:14Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-new-zealand-story/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/_0bKM3s0SMs/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The New Zealand Story – Did Ocean Get the Arcade Adventure Right on C64?</video:title>
      <video:description>Released in 1989 by Ocean Software for the Commodore 64, The New Zealand Story is a colourful arcade-style platformer based on Taito’s popular coin-op hit starring Tiki the Kiwi. Players take control of Tiki as he journeys across varied landscapes to rescue his kidnapped friends from cages and enemy creatures before time runs out. Gameplay combines precise jumping with a quirky selection of weapons, tools, and hidden routes. Levels encourage exploration and experimentation, rewarding players who uncover secret paths and power-ups. Tight controls and clever level layouts help balance the game’s increasing difficulty. Visually, the C64 version features vibrant sprite work and cheerful backgrounds that closely reflect the arcade original. The presentation is enhanced by standout music composed by Jonathan Dunn, which remains one of the game’s most memorable features. Despite hardware limitations, Ocean delivered a faithful and engaging conversion.</video:description>
      <video:player_loc>https://www.youtube.com/embed/_0bKM3s0SMs</video:player_loc>
      <video:duration>447</video:duration>
      <video:publication_date>2026-01-21T18:30:51Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-official-father-christmas/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/YpDPAaLJlfc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Official Father Christmas – How Good Was This 1989 C64 Christmas Game?</video:title>
      <video:description>Released in 1989 by Alternative Software for the Commodore 64, The Official Father Christmas is a cheerful seasonal arcade game designed to capture the fun and magic of Christmas. Aimed at younger players and families, it delivers light-hearted gameplay wrapped in festive charm. Players take control of Father Christmas as he delivers presents across a snow-covered town. The game is split into short arcade-style sequences, including loading gifts, running across rooftops, and dropping presents down chimneys while avoiding hazards such as icy ledges and troublesome animals. Each section is simple to understand and quick to play, making it ideal for pick-up-and-play sessions. On the C64, the game features colourful winter-themed graphics and bright, friendly sprites that give it a strong festive identity. The jolly soundtrack and sound effects reinforce the Christmas atmosphere without overcomplicating the experience.</video:description>
      <video:player_loc>https://www.youtube.com/embed/YpDPAaLJlfc</video:player_loc>
      <video:duration>284</video:duration>
      <video:publication_date>2024-12-23T18:30:24Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-prince/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/VUO0SNrq9w4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Prince – Rescue the Princess from the Black Castle on the C64</video:title>
      <video:description>Released in 1986 by Firebird Software and developed by Marcus Charleville, The Prince is a fantasy-themed action-adventure for the Commodore 64 that blends arcade-style challenges with light puzzle elements. Players take on the role of a wealthy prince determined to rescue his captive princess from the depths of the ominous Black Castle. Gameplay unfolds from a side-scrolling perspective as the prince navigates dangerous corridors filled with traps, enemies, and environmental hazards. Progress depends on precise timing, quick reactions, and careful movement, as mistakes are often punished immediately. The castle’s layout encourages exploration and memorisation, with each area presenting new threats and requiring players to balance risk and caution. While combat is straightforward, positioning and agility play a key role in surviving the castle’s many dangers. Though modest in presentation, The Prince stands out for its atmosphere and focused design.</video:description>
      <video:player_loc>https://www.youtube.com/embed/VUO0SNrq9w4</video:player_loc>
      <video:duration>482</video:duration>
      <video:publication_date>2023-10-20T17:11:27Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-rats/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Xrsif8ZFGd8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Rats – The C64 Horror Strategy Game Where London Gets Overrun</video:title>
      <video:description>Released in 1985 by Five Ways Software and published by Hodder &amp; Stoughton for the Commodore 64, The Rats is an unusual hybrid of strategy and interactive fiction based on James Herbert’s best-selling horror novel. Players take on the role of Harris, head of the rat extermination commission, as London faces a devastating invasion of genetically mutated rats. Using a detailed city map, players must deploy emergency services, manage resources, and fund research into advanced extermination technologies. Strategic planning is balanced with crisis management, as rising panic levels and civilian casualties can quickly overwhelm your efforts. Careful coordination and long-term investment are essential for survival. At key moments, the game shifts into real-time, text-based scenarios where players experience the invasion from the perspective of trapped civilians. These sequences present tense decision-making situations supported by eerie sound effects and minimalist visuals.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Xrsif8ZFGd8</video:player_loc>
      <video:duration>397</video:duration>
      <video:publication_date>2025-05-05T17:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-real-ghostbusters/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/qBfF_eZwOo8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Ghostbusters Returned to the C64 – But Was It Any Good?</video:title>
      <video:description>Released in 1989 by Activision, The Real Ghostbusters brings the animated series to the Commodore 64 with fast-paced, top-down, multi-scrolling action. You take control of one of the four Ghostbusters—Peter, Ray, Egon, or Winston—tasked with clearing New York City of spectral trouble. Gameplay revolves around navigating maze-like locations, stunning ghosts with the Proton Pack, and collecting items to progress. Each area introduces new hazards, tighter layouts, and tougher enemies, pushing you to balance movement, positioning, and quick reactions. The inclusion of a two-player cooperative mode adds an extra layer of mayhem and teamwork. Visually, the game captures the look and feel of the cartoon with colourful sprites and detailed environments, while David Whittaker’s music delivers a memorable take on the iconic Ghostbusters theme. Though the controls can feel demanding at times, the challenge keeps the pressure high.</video:description>
      <video:player_loc>https://www.youtube.com/embed/qBfF_eZwOo8</video:player_loc>
      <video:duration>305</video:duration>
      <video:publication_date>2023-03-08T18:13:40Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-rocky-horror-show/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/H5SSC2GAobk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Rocky Horror Show – How Did This Cult Musical Become a C64 Game?</video:title>
      <video:description>Released in 1985 by CRL Group, The Rocky Horror Show is a side-scrolling adventure game for the Commodore 64 based on Richard O’Brien’s cult musical. Players are dropped into the bizarre world of Dr. Frank-N-Furter’s castle, where nothing is quite as it seems and danger lurks around every corner. You can choose to play as either Brad or Janet, with the goal of rescuing your partner after they’ve been turned to stone by the Medusa machine. Progress requires careful exploration of the castle, collecting the scattered parts of the de-Medusa machine and reassembling it in the theatre room to reverse the petrification. Gameplay focuses on puzzle-solving and navigation, with keys, force fields, and hostile characters standing in your way. Familiar faces from the musical—including Riff-Raff, Magenta, Columbia, Eddie, and Frank-N-Furter himself—add constant pressure as you move through the castle.</video:description>
      <video:player_loc>https://www.youtube.com/embed/H5SSC2GAobk</video:player_loc>
      <video:duration>430</video:duration>
      <video:publication_date>2023-10-04T15:15:32Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-running-man/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/UL1IsL0hXu8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Running Man – Could Schwarzenegger Survive the C64 Game Show?</video:title>
      <video:description>Released in 1989 by Grandslam and developed by Emerald Software, The Running Man is a side-scrolling action game for the Commodore 64 inspired by the 1987 dystopian film starring Arnold Schwarzenegger. You play as Ben Richards, forced to survive a brutal televised game show where contestants are hunted for public entertainment. The gameplay focuses on moving through a series of scrolling levels, each ending in a showdown with one of the show’s stalkers. Combat is simple and direct, placing emphasis on positioning and survival rather than complex move sets. Between stages, a brief puzzle-based mini-game offers a chance to recover health before the next encounter. As a movie tie-in, the game leans heavily on its concept rather than technical ambition. Controls and repetition were widely criticised at the time, but the structure still reflects late-80s licensed design, with clear stages, boss battles, and a relentless push forward.</video:description>
      <video:player_loc>https://www.youtube.com/embed/UL1IsL0hXu8</video:player_loc>
      <video:duration>335</video:duration>
      <video:publication_date>2023-05-04T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-sacred-armour-of-antiriad/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/MzZ-uzenHXI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Sacred Armour of Antiriad – C64 Sci-Fi Adventuring with Big Box Energy</video:title>
      <video:description>Released in 1986 by Palace Software, The Sacred Armour of Antiriad is a landmark action-adventure on the Commodore 64, blending exploration, combat, and progression in a way that was ahead of its time. Set in a distant post-apocalyptic future, the game casts players as Tal, a lone warrior facing an alien threat that has devastated the world. Progression is driven by exploration across interconnected environments, with access to new areas tied directly to abilities gained along the way. Central to this is the legendary Antiriad battlesuit, which grants Tal the power to fly, survive radiation zones, and engage enemies more effectively. Recovering and upgrading the suit transforms both movement and combat, encouraging careful backtracking and discovery. Energy management plays a key role, as both Tal and the armour draw from limited reserves. Players must balance exploration, combat, and survival, adding a strategic edge to what might otherwise be straightforward action.</video:description>
      <video:player_loc>https://www.youtube.com/embed/MzZ-uzenHXI</video:player_loc>
      <video:duration>326</video:duration>
      <video:publication_date>2024-03-27T18:30:15Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-secret-of-monkey-island/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/tSafH6osy50/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Secret of Monkey Island – How Guybrush Threepwood Became an Amiga Legend</video:title>
      <video:description>Released in 1990 by Lucasfilm Games, The Secret of Monkey Island is a landmark point-and-click adventure set in a playful, offbeat Caribbean during the golden age of piracy. You follow the misadventures of Guybrush Threepwood, an eager but hopelessly inexperienced wannabe pirate determined to prove himself on Melee Island. Gameplay revolves around exploration, puzzle-solving, and sharp dialogue choices, with challenges built around logic, experimentation, and comedy rather than punishment. The game’s design encourages curiosity, rewarding players who talk to everyone, try everything, and embrace its absurd sense of humour. Powered by the SCUMM engine, the Amiga version delivers expressive visuals and a rich MIDI soundtrack that perfectly supports the game’s tone. Memorable characters, clever writing, and inventive puzzles combine to create an experience that feels effortlessly timeless.</video:description>
      <video:player_loc>https://www.youtube.com/embed/tSafH6osy50</video:player_loc>
      <video:duration>685</video:duration>
      <video:publication_date>2023-01-27T18:30:51Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-sentinel/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/dDpqixaUnvY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Sentinel – The C64 Strategy Game That Watches You Back</video:title>
      <video:description>Released in 1986 by Firebird Software and developed by Geoff Crammond, The Sentinel is a groundbreaking puzzle strategy game that pushed the Commodore 64 into entirely new territory. It was one of the first home computer games to use solid-filled 3D graphics, delivering a surreal and unsettling experience unlike anything else at the time. Players control a synthoid exploring abstract, chessboard-like landscapes rendered in a striking pseudo-3D perspective. The objective is to climb the terrain by absorbing energy from trees, rocks, and other objects, creating new synthoids and strategically relocating across the landscape until the Sentinel itself can be absorbed. Tension comes from the Sentinel’s constant surveillance. If it spots the player, it begins draining energy, forcing careful planning, positioning, and timing. Energy management is central to survival, with every move carrying risk and long-term consequences.</video:description>
      <video:player_loc>https://www.youtube.com/embed/dDpqixaUnvY</video:player_loc>
      <video:duration>521</video:duration>
      <video:publication_date>2024-10-08T17:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-settlers/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/g0v_xWBBJtU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Settlers – Why This Amiga Strategy Game Ate Entire Weekends</video:title>
      <video:description>Released in 1993 by Blue Byte for the Commodore Amiga, The Settlers is a landmark city-building and real-time strategy game designed by Volker Wertich. Set in a richly detailed medieval world, the game challenges players to balance economic growth with territorial expansion in order to build a thriving settlement. Gameplay revolves around managing complex supply chains, with resources such as wood, stone, and food feeding into interconnected production systems. Every settler performs a specific role, from woodcutters and miners to bakers and soldiers, making careful planning and logistics essential to long-term success. Progression is driven by smart infrastructure design, efficient road networks, and the steady development of military strength. As settlements grow, players must optimise workflows, expand into new territories, and defend their borders against increasingly capable opponents. The game features a 30-mission campaign that gradually introduces advanced mechanics and tougher AI rivals, alongside a free-play mode that supports two-player split-screen multiplayer.</video:description>
      <video:player_loc>https://www.youtube.com/embed/g0v_xWBBJtU</video:player_loc>
      <video:duration>473</video:duration>
      <video:publication_date>2025-03-27T18:30:41Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-smiths-are-dead/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/yMxkMrfa83Y/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Smiths Are Dead – A New C64 Adventure About Morrissey After The Smiths</video:title>
      <video:description>Released in 2023 by Commodore Plus for the Commodore 64, The Smiths Are Dead is an illustrated text adventure that blends interactive fiction with British music history. This unofficial release places players in the role of Steven Patrick Morrissey during the uncertain period following The Smiths’ breakup in 1987, with the goal of recovering the lost sheet music for his debut solo single, Suedehead. Gameplay uses a classic text parser interface, with commands such as GO, EXAMINE, and TALK driving exploration and conversation. Players visit key locations and interact with real figures from Morrissey’s early solo career, piecing together clues through dialogue, observation, and careful decision-making. The experience is enhanced by high-resolution illustrations and an atmospheric SID soundtrack, including a rendition of Oscillate Wildly, which reinforces the tone and period setting. Attention to detail and authentic references make the narrative feel grounded and deliberate.</video:description>
      <video:player_loc>https://www.youtube.com/embed/yMxkMrfa83Y</video:player_loc>
      <video:duration>546</video:duration>
      <video:publication_date>2024-03-01T18:30:45Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-snowman/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Kzm6FmywXpw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Snowman – Build Him Before the Gas Flames Melt Your Snow on the C64</video:title>
      <video:description>Released in 1984 by Quicksilva for the Commodore 64, The Snowman is a charming single-screen platform game inspired by Raymond Briggs’ beloved picture book and its iconic animated adaptation. Rather than focusing on action, the game delivers a gentle, thoughtful experience that reflects the warmth and magic of the original story. Gameplay centres on collecting items such as snow, clothing, toys, and ice to assemble the snowman piece by piece. Players must carefully navigate layered platform layouts while avoiding hazards, particularly gas flames that can melt collected snow. Strategic use of items like ice lollies allows flames to be frozen, adding a subtle puzzle element to progression. The presentation plays a huge role in the game’s appeal. Festive visuals capture a cosy winter atmosphere, while the inclusion of Howard Blake’s Walking in the Air gives the game a strong emotional connection to the animated film and elevates it above many licensed titles of the era.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Kzm6FmywXpw</video:player_loc>
      <video:duration>338</video:duration>
      <video:publication_date>2023-12-22T18:30:22Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-staff-of-karnath/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/cxRHAOQrp5g/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Staff of Karnath – Find 16 Key Pieces Before Midnight or the World Ends | C64</video:title>
      <video:description>Released in 1984 by Ultimate Play the Game and developed by Dave and Bob Thomas, The Staff of Karnath introduced Commodore 64 players to the dark and dangerous world of Sir Arthur Pendragon. Set inside a vast haunted castle, the game tasks you with stopping an ancient evil before it can consume the world. Exploration is presented in an isometric 3D view, with Sir Arthur navigating rooms and corridors filled with hostile creatures, deadly traps, and hidden secrets. Your primary objective is to locate the 16 scattered pieces of a pentacle and deliver them to the tomb in the castle basement, where the Staff of Karnath can finally be destroyed. Magic plays a central role in survival. Sir Arthur has access to ten spells, each serving a specific purpose, from revealing hidden items to eliminating enemies or manipulating objects.</video:description>
      <video:player_loc>https://www.youtube.com/embed/cxRHAOQrp5g</video:player_loc>
      <video:duration>229</video:duration>
      <video:publication_date>2023-03-17T18:30:37Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-sword-of-fargoal/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/-HboijbzCDc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Sword of Fargoal – One of the C64’s Earliest Dungeon Crawlers</video:title>
      <video:description>Released in 1983 by Epyx and designed by Jeff McCord, Sword of Fargoal is one of the most influential dungeon-crawling RPGs on the Commodore 64. Players descend into a deadly, ever-changing dungeon on a quest to recover the legendary Sword of Fargoal, stolen by the evil wizard Umla. Each playthrough features randomly generated dungeon layouts, ensuring no two adventures are ever the same. Players explore between 15 and 20 levels, facing over 30 different monster types including ogres, trolls, wyverns, and fearsome shadow dragons. A key feature is the fog-of-war system, which hides unexplored areas and creates constant tension as new threats emerge from the darkness. Progression is driven by experience, levelling, and careful resource management, with temples on each level offering healing, protection, or experience in exchange for gold. Known for its unforgiving difficulty and permanent death mechanic, Sword of Fargoal rewards cautious exploration and strategic decision-making.</video:description>
      <video:player_loc>https://www.youtube.com/embed/-HboijbzCDc</video:player_loc>
      <video:duration>545</video:duration>
      <video:publication_date>2023-10-13T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-three-stooges/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/vTbgeLzWGto/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Three Stooges – Could You Save the Orphanage on the Commodore Amiga?</video:title>
      <video:description>Released in 1987 by Cinemaware for the Commodore Amiga, The Three Stooges is an adventure-driven collection of mini-games built around the anarchic humour of Moe, Larry, and Curly. The goal is simple: raise enough money to save an orphanage from foreclosure, using a board-game style structure to move between challenges inspired by classic Stooges routines. Gameplay unfolds as players land on tiles that trigger a variety of slapstick mini-games, including pie fights, reflex challenges, and timing-based obstacles. Success depends on quick reactions and pattern recognition, with each activity capturing the physical comedy that defined the trio’s films. Presentation is a major strength, with expressive animations, digitised voice clips, and a strong cinematic feel that reflects Cinemaware’s trademark style. The humour is front and centre, making each task feel like a playable gag rather than a traditional arcade challenge.</video:description>
      <video:player_loc>https://www.youtube.com/embed/vTbgeLzWGto</video:player_loc>
      <video:duration>352</video:duration>
      <video:publication_date>2023-11-10T18:30:43Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-train-escape-to-normandy/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/_GIULKywK78/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Train: Escape to Normandy – Steal Back France’s Art and Drive It to Freedom on the C64</video:title>
      <video:description>Released in 1987 for the Commodore 64, The Train: Escape to Normandy is an action-simulation title developed by Artech Digital Entertainment and published by Accolade. Inspired by the 1964 film The Train, the game places players in the role of French Resistance fighter Pierre LeFeu during a daring World War II mission to hijack a Nazi-controlled steam train carrying priceless artworks. Gameplay unfolds across multiple interconnected phases. The opening sequence involves a tense shootout as Pierre covers his ally Le Duc while critical track switches are thrown. Once the train is moving, players must manage the steam locomotive itself, balancing speed, pressure, and water levels while navigating hostile territory. Combat adds another layer of pressure, with German fighter planes and gunboats attacking at key moments. Players take control of defensive weapons to repel these assaults, while station stops require securing enemy-held locations to resupply and gather intelligence.</video:description>
      <video:player_loc>https://www.youtube.com/embed/_GIULKywK78</video:player_loc>
      <video:duration>478</video:duration>
      <video:publication_date>2024-04-18T17:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-transformers/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/wnEkRaXDjp8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Transformers – The FIRST Transformers Video Game Arrived on the C64 in 1985</video:title>
      <video:description>Released in 1985 by Ocean Software and developed by Denton Designs, The Transformers brings the hugely popular toy line and animated series to the Commodore 64 in an ambitious action-platform adventure. You control a team of five Autobots—Optimus Prime, Hound, Jazz, Mirage, and Bumblebee—tasked with stopping the Decepticons by recovering the scattered parts of an energon cube. Gameplay unfolds across a sprawling cityscape filled with platforms, ladders, and hostile enemies. Each Autobot has distinct strengths in power, shields, and weapons, encouraging strategic switching via Defensa-Pods placed throughout the map. Choosing the right character at the right time is key, whether it’s Optimus Prime’s brute strength or Bumblebee’s ability to access tighter spaces. Combat is relentless, with Decepticons such as Megatron, Starscream, and Soundwave constantly respawning to apply pressure. The ability to transform between robot and vehicle forms adds variety to both movement and combat, giving the game a unique rhythm compared to standard platform shooters.</video:description>
      <video:player_loc>https://www.youtube.com/embed/wnEkRaXDjp8</video:player_loc>
      <video:duration>396</video:duration>
      <video:publication_date>2023-03-16T18:31:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-trap-door/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/V65XiDDDRGY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Trap Door – Five Jobs Before the Thing Upstairs Loses His Temper | C64</video:title>
      <video:description>Released in 1986 by Piranha Software for the Commodore 64, The Trap Door is a wonderfully odd puzzle-adventure based on the British animated TV series. You play as Berk, a nervous blue servant tasked with preparing increasingly bizarre meals for the unseen and very impatient “Thing Upstairs.” Gameplay revolves around exploration and problem-solving inside a gloomy castle. You move between rooms, collect strange items, and deal with creatures that emerge from the trap door, all while working out how each task fits together. Boni the talking skull offers helpful hints, but Drutt the pet has a habit of eating things you actually need, adding mayhem to every objective. Time pressure keeps the tension high, as each task must be completed before the Thing Upstairs loses patience. The flip-screen, pseudo-3D presentation lets Berk move into the depth of rooms, while expressive animations and dark humour capture the atmosphere of the TV show perfectly.</video:description>
      <video:player_loc>https://www.youtube.com/embed/V65XiDDDRGY</video:player_loc>
      <video:duration>513</video:duration>
      <video:publication_date>2023-05-16T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-untouchables/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/fUXNeTf9Oe4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Untouchables – Did Ocean Turn the Gangster Film Into a Great C64 Game?</video:title>
      <video:description>The Untouchables (1989), developed by Ocean Software, is a licensed video game adaptation of the 1987 film, putting you in the role of Eliot Ness as you attempt to dismantle Al Capone’s criminal empire. The game blends multiple arcade and shooter styles across six cinematic levels, including a scrolling warehouse shootout, a sniper-style bridge sequence, and cover-based alley and rooftop battles leading to a final confrontation with Frank Nitti. Each section offers a different gameplay experience, keeping the action varied while demanding precision and fast reactions from the player. The game stands out with its detailed sprites, smooth level transitions, and atmospheric 1930s-inspired soundtrack composed by Jonathan Dunn. While its high difficulty — especially in the opening warehouse stage — frustrated many players, its ambition and strong movie licence earned widespread praise. It was highly rated by magazines such as Zzap!</video:description>
      <video:player_loc>https://www.youtube.com/embed/fUXNeTf9Oe4</video:player_loc>
      <video:duration>484</video:duration>
      <video:publication_date>2025-08-18T17:30:17Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-way-of-the-exploding-fist/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/gtCbWDfsUCs/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Way of the Exploding Fist – 18 Moves from ONE Button on the C64</video:title>
      <video:description>Released in 1985 by Beam Software for the Commodore 64, The Way of the Exploding Fist is a landmark martial arts fighting game that helped define the genre on home computers. Inspired by the arcade hit Karate Champ, it introduced a more measured, skill-based approach to one-on-one combat, placing emphasis on timing, spacing, and precise control. Players compete in karate matches where victory is achieved by scoring two full points, represented by yin-yang symbols. The control system offers 18 distinct moves, including punches, kicks, blocks, and acrobatic somersaults, all executed through deliberate joystick movements. As the game progresses, opponents become faster and more disciplined, testing both reflexes and technique across a range of atmospheric locations. A memorable highlight is the bonus stage, where players attempt to defeat a charging bull with a single perfectly timed strike—a direct nod to martial arts legend Mas Oyama.</video:description>
      <video:player_loc>https://www.youtube.com/embed/gtCbWDfsUCs</video:player_loc>
      <video:duration>356</video:duration>
      <video:publication_date>2024-04-04T17:30:11Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-willow-pattern-adventure/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/4XXjyNo_Woo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Willow Pattern – The Beautiful C64 Adventure Inspired by a Chinese Legend</video:title>
      <video:description>Released in 1985 by Mr. Micro Ltd. and published by Firebird Software for the Commodore 64, Willow Pattern is an atmospheric action-maze game inspired by the famous Chinese porcelain design of the same name. Known in some regions as The Willow Pattern Adventure, the game blends exploration, timing, and tension with a distinctive oriental visual style. Players control Chang, a humble clerk navigating a multi-screen garden maze filled with danger. The objective is to locate the key, rescue Princess Koong-Shee, and escape by boat, all while avoiding relentless samurai enemies who hurl swords that can be dodged, collected, and reused as weapons. Resource management and positioning are crucial to survival. Gameplay alternates between overhead maze exploration and focused action sequences. One of the most memorable sections is the bridge-jump sequence, where Chang must leap across stepping stones as giant hands reach up from the water below, adding pressure and variety to the pacing.</video:description>
      <video:player_loc>https://www.youtube.com/embed/4XXjyNo_Woo</video:player_loc>
      <video:duration>307</video:duration>
      <video:publication_date>2024-06-25T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-wombles/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/jMsMna_ao2o/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Wombles – Was This the Strangest C64 TV Tie-In of 1990?</video:title>
      <video:description>The Wombles is a 1990 action-adventure game for the Commodore 64, developed by Enigma Variations and published by Alternative Software. In this charming licensed title, you play as Orinoco — one of the famous Wombles — exploring Wimbledon Common and the underground burrow to collect litter and special items, including a television, suitcase, telephone, and even a copy of The Times. Along the way, you must avoid humans, squirrels, rats, bees, and the mischievous Womble Wellington, who is racing you to grab items first. Gameplay blends exploration with timed fetch-quests and item collection. The screen scrolls through a horizontally laid-out maze, where you navigate with the joystick, collect objects, and return them before the clock runs out. Collisions with enemies or running out of time cost you valuable pie-slice lives. Visually, The Wombles delivers colourful 8-bit graphics that capture the spirit of the TV series, with detailed sprites, environmental features, and a handy minimap.</video:description>
      <video:player_loc>https://www.youtube.com/embed/jMsMna_ao2o</video:player_loc>
      <video:duration>364</video:duration>
      <video:publication_date>2025-12-11T18:31:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/the-young-ones/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/qwgHCTGldr0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The Young Ones – Find Your Stuff Before Balowski Comes for the Rent on the C64</video:title>
      <video:description>Released in 1986 by Orpheus Software, The Young Ones is a single-screen adventure game for the Commodore 64 based on the anarchic BBC sitcom. You choose one of the housemates and attempt to gather all your belongings before the landlord turns up demanding the rent, all while the student house descends into predictable madness. Gameplay centres on exploring the house room by room, solving light puzzles, and managing objects through a menu-driven interface. The remaining housemates are controlled by the computer, each behaving in ways that reflect their TV personalities and frequently disrupting your plans rather than helping them. While the game aims to capture the humour and mayhem of the series, technical limitations and bugs can make progress frustrating. Licensing restrictions also meant the iconic theme tune was replaced, slightly dulling the show’s distinctive energy.</video:description>
      <video:player_loc>https://www.youtube.com/embed/qwgHCTGldr0</video:player_loc>
      <video:duration>302</video:duration>
      <video:publication_date>2022-12-22T18:30:45Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/theme-park/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/WA4_67KIowQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Theme Park – Did Bullfrog’s Amiga Classic Make Business Management Fun?</video:title>
      <video:description>Released in 1994 by Bullfrog Productions and published by Electronic Arts, Theme Park is a landmark construction and management simulation for the Commodore Amiga. As the first title in Bullfrog’s Designer Series, it challenged players to balance creativity, strategy, and business sense in order to build a successful amusement park. Players begin by choosing a country to build in, each presenting different economic conditions and gameplay challenges. From there, the task is to design rides, set entrance fees, manage food and souvenir prices, hire staff, and keep visitors happy—all while staying profitable. Three gameplay modes, Sandbox, Sim, and Full, allow players to tailor the level of complexity to their preferred play style. The depth of the simulation is where Theme Park truly shines. Ride popularity, queue times, park layout, staff efficiency, and research all play crucial roles in long-term success.</video:description>
      <video:player_loc>https://www.youtube.com/embed/WA4_67KIowQ</video:player_loc>
      <video:duration>365</video:duration>
      <video:publication_date>2024-05-23T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/they-stole-a-million/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/As89tKOFp8Y/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>They Stole a Million – Could You Plan the Perfect Heist on the Commodore 64?</video:title>
      <video:description>Released in 1986 by 39 Steps and published by Ariolasoft for the Commodore 64, They Stole a Million puts you in control of “The Boss”, a criminal mastermind planning and executing complex, high-risk heists against well-guarded targets. The game is split into two distinct phases: planning and execution. During planning, you choose a target, purchase blueprints, gather intelligence, and recruit a specialist team, each member offering unique skills such as lock-picking, alarm disabling, or getaway driving. Every decision matters, as team fees, profit cuts, and timing must be carefully balanced to avoid disaster. Once the plan is set, the execution phase unfolds in real time from a top-down perspective. You watch your crew carry out their roles while monitoring the operation, stepping in directly if things start to go wrong. Success depends on precise coordination, smart intervention, and flawless timing, with even small mistakes leading to failure.</video:description>
      <video:player_loc>https://www.youtube.com/embed/As89tKOFp8Y</video:player_loc>
      <video:duration>333</video:duration>
      <video:publication_date>2024-12-18T18:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/thing-on-a-spring/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/6dfAyKnP_Uo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Thing on a Spring – The C64 Platformer with a Legendary Rob Hubbard SID Tune</video:title>
      <video:description>Released in 1985 by Micro Projects and published by Gremlin Graphics, Thing on a Spring is a distinctive side-scrolling platformer that immediately stands out on the Commodore 64. You control Thing, a spring-based character sent into a chaotic toy factory to recover stolen puzzle pieces while surviving a maze of hazards. Movement is the heart of the game. Thing’s ability to bounce to extreme heights transforms every screen into a timing and positioning puzzle, forcing you to think carefully about momentum, landing points, and enemy patterns rather than relying on simple jumps. Each factory section introduces new dangers such as conveyor belts, collapsing platforms, and aggressive toy enemies. Alongside this, you must collect all nine puzzle pieces while keeping an eye on the oil meter, which drains through enemy contact and environmental traps, adding constant pressure to every decision.</video:description>
      <video:player_loc>https://www.youtube.com/embed/6dfAyKnP_Uo</video:player_loc>
      <video:duration>324</video:duration>
      <video:publication_date>2023-08-02T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/through-the-trap-door/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/WCnLv9ry9Ds/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Through the Trap Door – Can Berk Rescue Boni Beneath the Castle? | C64</video:title>
      <video:description>Released in 1987 by Piranha Software and developed by Don Priestley, Through the Trap Door is a charming puzzle-adventure based on the much-loved British stop-motion TV series. Acting as a sequel to The Trap Door, the game sends you deep into the castle’s underbelly on a rescue mission to save Boni the talking skull. You control Berk, the friendly blue creature, alongside his unpredictable spider companion Drutt. Exploration is key as you move between rooms, collect and use items, and work out how to deal with the bizarre creatures that regularly emerge from the trap door. Progress depends on observation, experimentation, and timing rather than quick reflexes alone. Faithful to the TV show, the game leans heavily into humour and personality. Its bold, cartoon-style graphics and playful animations capture the look and feel of the series, while the puzzles strike a balance between light-hearted fun and genuine challenge.</video:description>
      <video:player_loc>https://www.youtube.com/embed/WCnLv9ry9Ds</video:player_loc>
      <video:duration>323</video:duration>
      <video:publication_date>2023-07-14T17:30:08Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/thrusta/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/FHkuijXqRu0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Thrusta – Software Projects’ Forgotten C64 Gravity Shooter</video:title>
      <video:description>Released in 1984 by Software Projects, Thrusta is a demanding gravity-based space shooter inspired by arcade classics like Gravitar. You pilot a small spacecraft through tightly designed caverns, with smooth 360-degree scrolling that evokes the feel of vector-based games such as Asteroids. The objective is deceptively simple: collect a bomb and deliver it to the target zone. In practice, every movement is affected by gravity, forcing you to carefully manage thrust, momentum, and fuel while avoiding walls, hazards, and tight passages. Precision control is essential, and even small mistakes can quickly end a run. Thrusta builds constant tension through its physics-driven gameplay, rewarding patience, skill, and mastery rather than quick reflex shooting. Each level increases the challenge, pushing you to refine your control and plan every manoeuvre. Widely praised for its design and difficulty, Thrusta earned strong critical acclaim and remains one of the Commodore 64’s most respected skill-based space games.</video:description>
      <video:player_loc>https://www.youtube.com/embed/FHkuijXqRu0</video:player_loc>
      <video:duration>255</video:duration>
      <video:publication_date>2023-05-25T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/thunder-blade/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/YcVVvijV2nE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Thunder Blade – Could the C64 Handle Sega’s 3D Helicopter Arcade Hit?</video:title>
      <video:description>Originally released by Sega in 1987, Thunder Blade is a high-energy shoot-’em-up that puts you in control of a heavily armed attack helicopter blasting through enemy territory. Famous in the arcades for its pseudo-3D visuals and dramatic motion cabinets, the game later made its way to home computers with mixed but fascinating results. On the Commodore 64, published by U. S. Gold in 1988, Thunder Blade takes a top-down approach combined with behind-the-helicopter stages. You pilot the Gunship Gladiator through vertically scrolling combat zones, taking out tanks, gun turrets, and enemy helicopters. Clever programming techniques attempt to recreate depth and scale, delivering fast action even if movement and detail can feel rough at times. The Amiga version, also released in 1988 by U. S. Gold, offers smoother scrolling and richer visuals, making better use of the hardware while keeping the arcade’s alternating perspectives intact.</video:description>
      <video:player_loc>https://www.youtube.com/embed/YcVVvijV2nE</video:player_loc>
      <video:duration>305</video:duration>
      <video:publication_date>2023-07-12T17:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/thunderbirds/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/DpUN4oUiDII/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Thunderbirds – Did International Rescue Work on the Commodore 64?</video:title>
      <video:description>Released in 1985 for the Commodore 64, Thunderbirds is a puzzle-adventure game developed by Teque Software and published by Firebird Software. Based on Gerry Anderson’s iconic 1960s TV series, the game places players in control of International Rescue’s most famous vehicles as they tackle a series of logic-based rescue scenarios. Gameplay centres on controlling Thunderbird 1 and Thunderbird 2 within maze-like environments. Progress depends on manipulating coloured blocks to clear routes and solve puzzles, with each vehicle limited to moving specific block types. This creates a deliberate, strategic pace where careful planning is essential to avoid dead ends and complete each screen. The presentation uses a clear top-down perspective, making puzzle layouts easy to read and understand. While the visuals are functional rather than flashy, they suit the methodical gameplay well. The inclusion of a rendition of the Thunderbirds theme adds a strong sense of identity and nostalgia, especially for fans of the original series.</video:description>
      <video:player_loc>https://www.youtube.com/embed/DpUN4oUiDII</video:player_loc>
      <video:duration>423</video:duration>
      <video:publication_date>2024-04-10T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/thundercats/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/69A09BuTcCM/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Thundercats – Lion-O Takes on Mumm-Ra in Elite’s C64 Action Game</video:title>
      <video:description>Released in 1987 by Elite Systems, ThunderCats brings the hit animated series to the Commodore 64, casting you as Lion-O on a mission to reclaim the Eye of Thundera from the evil Mumm-Ra. The game translates the show’s fantasy setting into a side-scrolling action adventure built around urgency and exploration. Each level represents a different elemental environment, with strict time limits pushing you forward as enemies and hazards close in. Combat is straightforward, but survival depends on learning layouts, managing momentum, and reacting quickly before time runs out. Progression is tied to rescuing fellow ThunderCats, including Tygra, Panthro, and WilyKit, who play a role in advancing the quest. While the mechanics remain simple, the game leans heavily into atmosphere, using bold colours and moody music to capture the tone of the TV series. Often debated but fondly remembered, ThunderCats stands as a classic example of 8-bit licensed gaming.</video:description>
      <video:player_loc>https://www.youtube.com/embed/69A09BuTcCM</video:player_loc>
      <video:duration>252</video:duration>
      <video:publication_date>2023-03-06T18:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/tilt/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/fu52vUOmIbY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Tilt – The Codemasters C64 Puzzle That Made You Move the Entire Maze</video:title>
      <video:description>Released in 1990 by Codemasters, Tilt is a distinctive action-puzzle game for the Commodore 64 that puts physics and precision front and centre. Players guide a marble through a series of maze-like levels by tilting the entire playfield, aiming to reach the exit without smashing into obstacles or running out of energy. Rather than moving the marble directly, the screen itself is rotated to influence momentum. As levels progress, the challenge increases with tighter layouts, gates, traps, and changes to the marble’s size, all of which demand careful control and forward planning rather than brute force reactions. Technically, Tilt is an impressive showcase for the C64. The marble physics feel convincing, movement is smooth, and the controls are responsive, making success feel earned rather than random. The experience is backed by a fitting soundtrack composed by Steve Barrett, which complements the calm-but-tense puzzle action.</video:description>
      <video:player_loc>https://www.youtube.com/embed/fu52vUOmIbY</video:player_loc>
      <video:duration>283</video:duration>
      <video:publication_date>2024-08-19T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/time-tunnel/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/ifsWFog1s40/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Time Tunnel – The C64 Adventure That Sent a Gnome Through History</video:title>
      <video:description>Released in 1985 by Applied Systems Engineering and published by U. S. Gold for the Commodore 64, Time Tunnel is an atmospheric puzzle-adventure that casts players as a gnome on a quest to become King of the Gnomes. To succeed, you must recover seven fragments of a magical scroll, each hidden in a different time period. The adventure begins in the gnome’s mansion, where activating a time machine opens portals to wildly different eras, including the Stone Age, Ancient Persia, Mythological Greece, Colonial Salem, the California Gold Rush, an intergalactic spaceship, and a distant black hole in the year 9999. Each setting presents its own logic, hazards, and item-based puzzles that must be solved to progress. A defining feature is the “virtual room” inventory system, accessed by holding the fire button, allowing items to be stored and reused across timelines.</video:description>
      <video:player_loc>https://www.youtube.com/embed/ifsWFog1s40</video:player_loc>
      <video:duration>383</video:duration>
      <video:publication_date>2024-03-06T18:30:27Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/times-of-lore/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/_syDxx6aJEA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Times of Lore – The Vast C64 RPG That Helped Inspire Ultima VI</video:title>
      <video:description>Released in 1988 by Origin Systems, Times of Lore is an ambitious action role-playing game for the Commodore 64 designed by Chris Roberts. Set in the troubled medieval kingdom of Albareth, the story begins with the mysterious disappearance of High King Valwyn, plunging the land into unrest as rival factions battle for control. Players choose between three distinct heroes: a powerful barbarian, a heavily armoured knight, or a swift and agile valkyrie, each offering different strengths and playstyles. The game is presented from a top-down perspective and features real-time action as players explore a vast world made up of thousands of interconnected screens. Combat is immediate and accessible, focusing on melee encounters with enemies such as brigands and orcs, while progress also depends on exploration, puzzle-solving, and interaction with non-player characters via a menu-driven dialogue system.</video:description>
      <video:player_loc>https://www.youtube.com/embed/_syDxx6aJEA</video:player_loc>
      <video:duration>306</video:duration>
      <video:publication_date>2024-07-25T17:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/tir-na-nog/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/q8o9Nj5puQY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Tir Na Nòg – Could You Ever Work Out Gargoyle’s Mythical C64 Adventure?</video:title>
      <video:description>Released in 1985 by Gargoyle Games for the Commodore 64, Tir Na Nòg is a critically acclaimed arcade-adventure action-puzzle game inspired by Irish mythology, starring the legendary hero Cúchulainn. Players are transported to the mystical Land of Youth, where Cúchulainn must recover four fragments of the Seal of Calum to restore balance while evading the mysterious and dangerous sídhe enemies. The game world is vast and interconnected, featuring plains, forests, caverns, and hidden pathways that reward careful exploration and observation. Movement is built around a unique rotating-view system, requiring players to change the camera direction before travelling left or right, adding strategic depth to navigation. Progress depends on solving cryptic environmental puzzles and interpreting poetic clues, making inventory management and experimentation central to success. Instead of traditional deaths, defeat sends Cúchulainn to another location and strips him of carried items, encouraging thoughtful risk-taking and frequent use of the built-in save system.</video:description>
      <video:player_loc>https://www.youtube.com/embed/q8o9Nj5puQY</video:player_loc>
      <video:duration>334</video:duration>
      <video:publication_date>2025-07-23T17:30:24Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/to-be-on-top/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/KnRPe_xYAnY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>To Be on Top – The C64 Game That Tried to Turn You Into a Pop Star</video:title>
      <video:description>Released in 1987 by Rainbow Arts for the Commodore 64, To Be on Top is an unusual music-themed action game that challenges players to create a chart-topping hit single. Players roam a busy street, dodging pedestrians, traffic, and roller skaters while visiting locations such as their home, disco, recording studio, and TV station in search of musical inspiration. Throughout the adventure, mini-games appear on television screens, allowing players to collect bass lines, melodies, accompaniments, and sequences. These elements are then combined using a synthesiser, along with one of sixteen drum patterns, to produce a finished demo track. Success in the charts unlocks a live television performance, where audience applause determines whether your song reaches number one. This adds a unique performance element rarely seen in 8-bit games. Visually, the game features colourful characters and lively urban environments that reflect its playful tone.</video:description>
      <video:player_loc>https://www.youtube.com/embed/KnRPe_xYAnY</video:player_loc>
      <video:duration>343</video:duration>
      <video:publication_date>2025-05-12T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/toki/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/_2PKs2sHVTE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Toki – Ocean Brought the Fire-Spitting Arcade Ape to the C64</video:title>
      <video:description>Released in 1991 for the Commodore 64, Toki is an arcade-style platformer developed by Taito and converted by Ocean Software. Players take control of Toki, a man transformed into a monkey by an evil sorcerer, as he battles through hostile worlds to rescue his girlfriend and reclaim his human form. The game focuses on fast, demanding platform action, with Toki firing powerful fireballs, dodging enemies, and navigating dangerous terrain filled with traps and vertical hazards. Despite the hardware limitations, the C64 version delivers a strong sense of momentum and challenge that reflects the spirit of the arcade original. Levels are packed with varied enemy types and large boss encounters that test timing and positioning. Controls are responsive, encouraging aggressive play while still punishing mistakes, keeping the action intense throughout. Audio is handled by Allister Brimble, whose energetic soundtrack complements the frantic gameplay and helps drive the pace forward.</video:description>
      <video:player_loc>https://www.youtube.com/embed/_2PKs2sHVTE</video:player_loc>
      <video:duration>338</video:duration>
      <video:publication_date>2023-10-27T17:30:08Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/tooth-invaders/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/3g9vxI_xd6o/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Tooth Invaders – The Bizarre C64 Game That Taught You to Brush Your Teeth</video:title>
      <video:description>Released in 1982 by Commodore International for the Commodore 64, Tooth Invaders is an educational action game created in collaboration with the American Dental Association and Camelot Marketing Group. Developed as part of National Dental Month, the game set out to teach good dental hygiene through fast-paced, arcade-style gameplay. Players take control of Plaqueman, tasked with cleaning a mouth containing eight teeth by removing plaque and stopping the notorious plaque germ D. K. Using a toothbrush, toothpaste, and dental floss, players must carefully navigate between teeth, clean surfaces thoroughly, and avoid direct contact with D. K. , which costs a life. Each tooth must be fully cleaned to prevent decay, and once completed it becomes immune to further plaque. Successfully cleaning a tooth also creates a brief opportunity to defeat D. K. for bonus points, adding a risk-versus-reward element to the gameplay.</video:description>
      <video:player_loc>https://www.youtube.com/embed/3g9vxI_xd6o</video:player_loc>
      <video:duration>431</video:duration>
      <video:publication_date>2023-09-25T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/top-gun/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/PminwUQIl0w/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Top Gun – Did Ocean’s C64 Game Match the Film?</video:title>
      <video:description>Released in 1987 by Ocean Software, Top Gun is a licensed flight combat game for the Commodore 64 based on the hit 1986 film. Players step into the role of Maverick, piloting the iconic F-14 Tomcat through a series of high-pressure aerial combat missions inspired by the movie’s jet-fuelled action. Gameplay is split between fast-paced dogfighting and demanding aircraft carrier landing sequences. During combat missions, players engage enemy fighters using missiles, cannons, and defensive flares while carefully managing speed, altitude, and positioning. Success depends on timing and accuracy rather than brute force. The landing sequences add an extra layer of tension, requiring precise control to line up correctly and touch down safely on the carrier deck. These sections are deliberately challenging and serve as a test of skill between combat encounters. Presented using a distinctive 3D wireframe cockpit view, Top Gun delivers a strong sense of immersion for an 8-bit system.</video:description>
      <video:player_loc>https://www.youtube.com/embed/PminwUQIl0w</video:player_loc>
      <video:duration>406</video:duration>
      <video:publication_date>2023-10-02T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/total-carnage/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/s1tKLBBKGLQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Total Carnage – Smash TV’s Arcade Successor Unleashed on the Amiga</video:title>
      <video:description>Released in 1994 by International Computer Entertainment, Total Carnage brings all-out arcade mayhem to the Commodore Amiga as the spiritual successor to Smash TV. It delivers relentless top-down action with an unapologetically explosive tone. Set in the fictional war zone of Kookistan in 1999, you step into the boots of Captain Carnage or Major Mayhem, members of the Doomsday Squad sent to topple the deranged dictator General Akhboob. Each of the three stages throws swarms of enemies, environmental hazards, and screen-filling carnage at you, building toward a boss showdown. The twin-stick control scheme keeps movement and firing independent, making precision and positioning critical as the pace ramps up. Power-ups, screen-clearing bombs, and rescued prisoners add tactical choices to the constant pressure, while two-player co-op doubles the mayhem. On the Amiga, Total Carnage stands out for its bold visuals, smooth scrolling, and faithful arcade energy.</video:description>
      <video:player_loc>https://www.youtube.com/embed/s1tKLBBKGLQ</video:player_loc>
      <video:duration>239</video:duration>
      <video:publication_date>2023-03-21T18:30:49Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/total-recall/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/smX4R0Mvg8Y/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Total Recall – Did Ocean Turn Schwarzenegger’s Sci-Fi Hit Into a Good C64 Game?</video:title>
      <video:description>Released in 1990 by Ocean Software for the Commodore 64, Total Recall is an action-heavy platform game based on the hit science-fiction film starring Arnold Schwarzenegger. You play as Doug Quaid, a man caught in a web of shifting memories, corporate conspiracies, and deadly secrets that stretch all the way to Mars. The game blends multiple styles as you move through its stages, combining platforming, shooting, and light puzzle elements across varied locations. From hostile city streets to high-security interiors, progression depends on sharp reactions, careful movement, and dealing with enemies quickly before they overwhelm you. Despite the limitations of the hardware, the C64 version delivers a tense, atmospheric experience. Large character sprites, smooth scrolling, and moody screen design help capture the darker tone of the film, while Jonathan Dunn’s soundtrack adds a constant sense of urgency and futuristic grit.</video:description>
      <video:player_loc>https://www.youtube.com/embed/smX4R0Mvg8Y</video:player_loc>
      <video:duration>472</video:duration>
      <video:publication_date>2023-07-13T17:30:13Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/tour-de-france/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/TWFbsc-phQg/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Tour de France – Could You Survive Cycling’s Toughest Race on the C64?</video:title>
      <video:description>Released in 1985 by Activision and developed by Novotrade Software, Tour de France is one of the earliest officially licensed cycling games to appear on the Commodore 64. It places you in the saddle for a gruelling race against the clock, recreating the endurance and rhythm of professional stage racing rather than head-to-head competition. The game’s defining feature is its unusual control system. Speed is built by rapidly moving the joystick left and right, while steering is handled by holding the fire button and adjusting direction. Gear changes play an important role too, forcing you to manage effort carefully as terrain and pace shift throughout each stage. Rather than racing visible opponents, Tour de France focuses entirely on time trials. Success depends on efficiency, stamina management, and maintaining a smooth rhythm, with overall victory decided by cumulative stage times rather than single-race wins.</video:description>
      <video:player_loc>https://www.youtube.com/embed/TWFbsc-phQg</video:player_loc>
      <video:duration>343</video:duration>
      <video:publication_date>2023-08-16T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/toy-bizarre/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/EtAWlL343Lo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Toy Bizarre – The Activision C64 Platformer Set in a Toy Factory Gone Mad</video:title>
      <video:description>Released in 1984 by Activision for the Commodore 64, Toy Bizarre is a platform-based arcade game set inside a chaotic toy factory brought to life after hours. Designed by Mark Turmell, the game casts players as a lone night watchman tasked with stopping malfunctioning toys before the factory descends into complete disorder. Gameplay centres on navigating multi-level platforms while managing factory systems in real time. Players must shut off valves to stop new toys being released, use pistons to deactivate roaming toys, and carefully time jumps to stun enemies temporarily. Each screen demands planning and awareness, as poorly managed valves can quickly overwhelm the factory floor. A unique time-based structure divides the game into hourly shifts, with difficulty steadily increasing as the night progresses. The balance between movement, enemy control, and system management gives Toy Bizarre a distinctive rhythm that rewards calm decision-making over reckless play.</video:description>
      <video:player_loc>https://www.youtube.com/embed/EtAWlL343Lo</video:player_loc>
      <video:duration>331</video:duration>
      <video:publication_date>2024-07-15T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/track-field/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/3y7LB5AdP4I/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Track &amp; Field – The C64 Sports Game That Destroyed Joysticks Everywhere</video:title>
      <video:description>Released in 1984 by Konami, Track and Field brings the explosive energy of the 1983 arcade hit to the Commodore 64. You compete across a series of Olympic events, each demanding speed, timing, and nerves of steel to beat records and rivals alike. The game features six classic events: the 100m Dash, Long Jump, Javelin Throw, 110m Hurdles, Hammer Throw, and High Jump. Success comes from frantic button tapping to build momentum, followed by perfectly timed inputs to launch jumps and throws at just the right moment. The C64 version preserves the fast pace and competitive spirit of the arcade, with support for up to four players turning it into a tense party favourite. Clear visuals and responsive controls keep the focus firmly on skill and reflexes, making every fraction of a second count. Track &amp; Field remains one of the most iconic sports games of the 8-bit era, remembered for wrecked joysticks, heated rivalries, and its pure test of physical timing and coordination.</video:description>
      <video:player_loc>https://www.youtube.com/embed/3y7LB5AdP4I</video:player_loc>
      <video:duration>296</video:duration>
      <video:publication_date>2023-06-06T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/trains/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/qxPej8Nd4uo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Trains – The 1983 C64 Game That Turned Toy Railways Into Big Business</video:title>
      <video:description>Trains (1983), developed by Interactive Picture Systems and published by Spinnaker Software, is a top-down management simulation where you run a steam locomotive hauling goods across shifting industrial landscapes. You transport resources such as oil and coal to factories and depots while balancing supply and demand, refuelling your engine, avoiding crashes, and managing payroll costs. Progress depends on uncovering hidden track segments, planning efficient routes, and keeping your operation profitable as each new level increases in complexity. For its time, the game delivers clear graphics, engaging sound effects with whistles and engine chugs, and surprisingly deep economic mechanics. While more modest than later transport simulators, Trains remains a smart and rewarding early example of strategy-based management on the Commodore 64.</video:description>
      <video:player_loc>https://www.youtube.com/embed/qxPej8Nd4uo</video:player_loc>
      <video:duration>422</video:duration>
      <video:publication_date>2025-09-09T17:30:22Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/trashman/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/bRJ6cf_Q91c/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Trashman – The C64 Game That Turned Collecting Bins Into an Arcade Challenge</video:title>
      <video:description>Released in 1984 by New Generation Software and developed by Malcolm Evans, Trashman is an arcade-style action game that turns an everyday British job into a tense and memorable challenge. Set across suburban streets, players take on the role of a refuse collector racing against the clock to keep each road spotless. Each of the seven levels represents a street lined with houses, where bins must be collected and thrown into a constantly moving garbage truck. Efficiency is everything, as time is tight and mistakes are costly. Stepping onto the grass rapidly drains the bonus timer, while getting hit by passing cars results in an instant game over. Additional hazards such as dogs and cyclists add pressure, disrupting movement and forcing careful planning of each run. Success depends on precise timing, smart routes, and resisting the temptation to cut corners for speed.</video:description>
      <video:player_loc>https://www.youtube.com/embed/bRJ6cf_Q91c</video:player_loc>
      <video:duration>417</video:duration>
      <video:publication_date>2023-11-08T18:30:31Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/trolls-and-tribulations/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/tJ4W51AKulk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>The C64 Game That Sent a Troll Treasure Hunting | Trolls and Tribulations</video:title>
      <video:description>Released in 1984 by Jimmy Huey and published by Creative Software for the Commodore 64, Trolls and Tribulations is an inventive platformer that blends action, puzzles, and strategy into a distinctly unusual experience. Players take control of a lone troll exploring sewer-like mazes in search of hidden relics, while facing constant danger from hostile creatures and unforgiving layouts. Gameplay is split into two interconnected phases. First comes Cretin Elimination, where enemies must be neutralised using a water gun that turns them into eggs. These eggs must then be disposed of correctly, or they’ll hatch back into active threats. Once the area is cleared, the focus shifts to maze exploration, collecting treasures and keys while avoiding indestructible monsters that force careful route planning. Movement is deliberately grid-based, with the troll moving one tile at a time, giving the game a strong puzzle-like rhythm rather than traditional free-flowing platform action.</video:description>
      <video:player_loc>https://www.youtube.com/embed/tJ4W51AKulk</video:player_loc>
      <video:duration>316</video:duration>
      <video:publication_date>2024-09-19T17:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/turbo-out-run/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/nEkPszDpVAQ/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Turbo Out Run – New York to LA at Full Boost on the Commodore 64</video:title>
      <video:description>Released in 1989, Turbo Out Run is a high-speed arcade racer developed by Sega AM2 and expertly converted to the Commodore 64 by Probe Software. Acting as a sequel to Out Run, the game sends players on a coast-to-coast race from New York City to Los Angeles, battling a rival Porsche 959 while dodging traffic and police along the way. Gameplay builds on the original formula with the introduction of a turbo boost system, allowing brief bursts of extreme speed at critical moments. Across 16 stages, players can upgrade their Ferrari F40 every fourth level, choosing improvements such as engine power, turbo performance, and tyre grip to stay competitive as the difficulty ramps up. The Commodore 64 version is widely praised for its sense of speed and smooth scrolling, delivering an impressive arcade-style experience on 8-bit hardware.</video:description>
      <video:player_loc>https://www.youtube.com/embed/nEkPszDpVAQ</video:player_loc>
      <video:duration>369</video:duration>
      <video:publication_date>2024-10-09T17:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/turrican/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/waYE06T4fts/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Turrican – Manfred Trenz Packed 1,300+ Screens into the Commodore 64</video:title>
      <video:description>Released in 1990 by Rainbow Arts and developed by Manfred Trenz, Turrican is widely regarded as one of the most ambitious and technically impressive action games ever created for the Commodore 64. Designed as a run-and-gun platformer with a strong emphasis on exploration, it raised expectations for what the C64 could deliver late in its lifespan. Players control a lone warrior encased in a powerful assault suit, battling through five expansive worlds across 13 interconnected levels. The game blends fast-paced side-scrolling combat with open-ended level design, rewarding exploration with hidden areas, secret bonuses, and powerful upgrades. A defining feature is the rotating laser weapon, which can be aimed freely through 360 degrees, adding tactical depth to both combat and traversal. From a technical standpoint, Turrican is a standout achievement on the Commodore 64. Smooth multi-directional scrolling, detailed sprite animation, and large environments push the hardware to its limits.</video:description>
      <video:player_loc>https://www.youtube.com/embed/waYE06T4fts</video:player_loc>
      <video:duration>599</video:duration>
      <video:publication_date>2024-04-05T17:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/turrican-2-the-final-fight/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Ir4WiCfflKY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Turrican II – 11 C64 Levels… Including THREE Full Shoot ’Em Up Stages</video:title>
      <video:description>Released in 1991 by Rainbow Arts and developed by Factor 5, Turrican II: The Final Fight is the explosive sequel to one of the Commodore 64’s most celebrated action games. Building on the foundations of the original, it delivers faster gameplay, larger levels, and a far more refined sense of scale and control. Players once again step into the role of Turrican, battling through hostile alien worlds in a mission to defeat the menacing Maschinenmensch. The game blends run-and-gun action with platforming and exploration, encouraging players to search for hidden paths, power-ups, and secret areas scattered throughout its sprawling environments. Combat is expanded with a wide range of weapons and abilities, including the iconic multi-directional firing and the powerful wheel form, allowing Turrican to roll through tight spaces and enemies at speed. The variety of movement and attack options gives the game a fluid, almost arcade-like feel rarely matched on the C64.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Ir4WiCfflKY</video:player_loc>
      <video:duration>336</video:duration>
      <video:publication_date>2024-05-31T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/tusker/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/y-H_XRlwKkA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Tusker – The C64 Adventure That Wanted to Be Indiana Jones</video:title>
      <video:description>Released in 1989 by System 3, Tusker is an action-adventure game for the Commodore 64 that blends exploration, combat and puzzle solving in a cinematic African expedition. Developed by Duncan Meech with music by SID composer Matt Gray, the game follows a young explorer attempting to finish his father’s final quest: locating the legendary Elephant Graveyard hidden deep within the African wilderness. Gameplay combines side-view exploration with item-based puzzles and survival mechanics. Players travel across deserts, villages and ancient ruins while collecting weapons such as knives, machetes, guns and slingshots. These tools are not only used to defeat enemies but also to interact with the environment and solve progression puzzles scattered across the game’s locations. A unique mechanic in Tusker is the survival system. Energy and water levels must be carefully managed as the harsh environments slowly drain your resources.</video:description>
      <video:player_loc>https://www.youtube.com/embed/y-H_XRlwKkA</video:player_loc>
      <video:duration>577</video:duration>
      <video:publication_date>2026-03-16T18:31:26Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/uchi-mata/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/kuARscDbdOA/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Uchi Mata – Brian Jacks Put Illegal Judo Moves into a C64 Game</video:title>
      <video:description>Released in 1986 by Martech Games for the Commodore 64, Uchi Mata is a distinctive judo-based fighting game promoted by British Olympic judoka Brian Jacks, who also acted as technical advisor. Rather than arcade brawling, the game aims to replicate the discipline and technique of competitive judo. Matches take place in a tournament setting where success depends on positioning, timing, and executing precise joystick combinations to perform throws and holds. The control system rewards planning and technique over fast reactions, making each bout feel tactical and deliberate rather than frantic. Uchi Mata features more than 400 frames of animation, resulting in fluid and convincing character movement. Players can attempt both legal and illegal judo techniques, with the powerful Uchi Mata throw capable of ending a match instantly. Risky moves come at a cost, however, as repeated fouls can lead to disqualification.</video:description>
      <video:player_loc>https://www.youtube.com/embed/kuARscDbdOA</video:player_loc>
      <video:duration>352</video:duration>
      <video:publication_date>2024-09-30T17:30:10Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/ultima-1-the-first-age-of-darkness/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/121Uv0d7LQw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Ultima I – The C64 Fantasy RPG That Suddenly Becomes a Space Shooter</video:title>
      <video:description>Released in 1986 by Origin Systems for the Commodore 64, Ultima I: The First Age of Darkness is a landmark role-playing game that laid the foundations for the legendary Ultima series. Set in the fantasy world of Sosaria, players are tasked with defeating the evil wizard Mondain by travelling through time to destroy his Gem of Immortality and end his reign of darkness. Gameplay is divided into several interconnected systems, including an overhead world map for exploration, first-person dungeon crawling, and even space combat sequences. This ambitious structure gave players an unprecedented sense of freedom. Character creation allows players to distribute points across key attributes such as Strength, Agility, and Intelligence, while choosing from races including Human, Elf, Dwarf, and Bobbit. These choices directly affect combat and progression. The Commodore 64 version was rewritten in assembly language and represented a major upgrade over the original Apple II release.</video:description>
      <video:player_loc>https://www.youtube.com/embed/121Uv0d7LQw</video:player_loc>
      <video:duration>360</video:duration>
      <video:publication_date>2025-06-04T17:30:00Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/underwurlde/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/7ARNMOXp-Gw/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Underwurlde – Could Anyone Actually Finish This C64 Adventure?</video:title>
      <video:description>Released in 1985 by Ultimate Play the Game for the Commodore 64, Underwurlde is a side-scrolling platform adventure that expands the Sabreman universe in a bold new direction. Moving away from the overhead exploration of Sabre Wulf, the game places players deep beneath the surface in a vast, interconnected cave system viewed from the side. You control Sabreman as he descends through hostile chambers filled with creatures, traps, and deadly drops, with the ultimate goal of escaping the Underwurlde itself. Progress depends on exploration and discovery rather than linear level design, with multiple routes, hidden areas, and guarded exits that require specific items to overcome. Weapons such as the dagger, torch, and knife are essential tools, each used to defeat guardians blocking the way forward. Precision movement and careful timing are critical, as the game is unforgiving and mistakes can quickly undo hard-won progress.</video:description>
      <video:player_loc>https://www.youtube.com/embed/7ARNMOXp-Gw</video:player_loc>
      <video:duration>475</video:duration>
      <video:publication_date>2023-09-14T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/up-n-down/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Cn_8vkoZjZE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Up’n Down – Sega Let You Jump a Dune Buggy ONTO Other Cars on the C64</video:title>
      <video:description>Released in 1984, Up’n Down is an arcade-style racing and action game developed by Sega and published on the Commodore 64 by U. S. Gold. Players take control of a distinctive purple dune buggy racing along a vertically scrolling, pseudo-3D track packed with hills, jumps, intersections, and hazards. The goal is simple but demanding: collect ten coloured flags scattered across the course while avoiding crashes and enemy vehicles. Cars can be jumped over or landed on to destroy them for bonus points, while sharp reflexes and careful speed control are essential to survive the constantly changing terrain. What sets Up’n Down apart is its unusual blend of racing and arcade action. Lane switching at intersections, dramatic elevation changes, and aggressive enemy traffic keep the pace relentless, rewarding players who master timing, positioning, and momentum.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Cn_8vkoZjZE</video:player_loc>
      <video:duration>323</video:duration>
      <video:publication_date>2024-08-28T17:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/up-up-and-away/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/1Mg-A3N5LBM/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Up Up and Away – The C64 Game That Put You in a Hot-Air Balloon</video:title>
      <video:description>Released in 1985 by Starcade Software and developed by Gwyll Jones, Up Up and Away is a distinctive side-scrolling action game for the Commodore 64 that puts players in control of a hot air balloon drifting across a hazardous landscape. Its unusual theme and mechanics set it apart from more conventional arcade titles of the era. Gameplay revolves around careful balloon control as the screen scrolls relentlessly forward. Players must dodge clouds, trees, kites, birds, and even people hurling rocks from below, all while managing a limited fuel supply that drains whenever the balloon ascends. To stay aloft, players can drop sandbags to reduce weight—these also double as weapons, used to hit targets marked with a “P” for bonus points. Strategic planning is key, as landing at checkpoints allows players to refuel and restock sandbags before pressing on.</video:description>
      <video:player_loc>https://www.youtube.com/embed/1Mg-A3N5LBM</video:player_loc>
      <video:duration>298</video:duration>
      <video:publication_date>2024-01-16T18:30:02Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/uridium/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/T0GsTIt4xAE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Uridium – Andrew Braybrook Made the C64 Move at Ridiculous Speed</video:title>
      <video:description>Released in 1986 by Hewson Consultants and developed by Andrew Braybrook of Graftgold, Uridium is a blisteringly fast horizontal shooter that redefined what the Commodore 64 could do. You pilot the agile Manta fighter across fifteen vast super-dreadnought carriers, each named after metallic elements, in a relentless fight for survival. Each carrier demands precision flying as you skim across its surface, destroying defences, dodging drones, and avoiding lethal barriers. Once the core is breached, you must land successfully to trigger the self-destruct sequence before making a clean escape, turning every stage into a nerve-wracking test of control and timing. Uridium is famous for its technical brilliance, using clever manipulation of character graphics to simulate pseudo-parallax scrolling. The result is a sense of speed, depth, and smooth motion that was astonishing on C64 hardware at the time.</video:description>
      <video:player_loc>https://www.youtube.com/embed/T0GsTIt4xAE</video:player_loc>
      <video:duration>386</video:duration>
      <video:publication_date>2023-06-20T17:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/uuno-turhapuro-muuttaa-maalle/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/bSnDrYQLxi0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Uuno Turhapuro Muuttaa Maalle – Finland’s First Gaming Hit Was Brutal | C64</video:title>
      <video:description>Released in 1986 by Amersoft for the Commodore 64, Uuno Turhapuro Muuttaa Maalle is a side-scrolling action game based on Finland’s hugely popular comedy character Uuno Turhapuro, portrayed on film by Vesa-Matti Loiri. The game follows Uuno’s chaotic move from city life to the countryside, turning everyday rural mishaps into arcade-style challenges. Gameplay is split across three distinct stages, each with its own mechanics and pace. In the opening sequence, Uuno is dragged behind a car while gripping a plough, weaving around obstacles along a dirt road. This is followed by a barefoot water-skiing section set on a lake, where fast reactions are needed to avoid hazards. The final stage sees Uuno sprinting through a forest, dodging trees and obstacles at speed. The difficulty is unforgiving, demanding precise timing and sharp reflexes, which adds to the game’s reputation as a tough but memorable experience.</video:description>
      <video:player_loc>https://www.youtube.com/embed/bSnDrYQLxi0</video:player_loc>
      <video:duration>441</video:duration>
      <video:publication_date>2024-03-08T18:30:21Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/v-the-computer-game/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/K04iA99U6m0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>V: The Computer Game – Infiltrating the Visitors’ Mothership on C64</video:title>
      <video:description>Released in 1986 by Ocean Software and developed by Kaos, V: The Computer Game brings the tension of the popular sci-fi television series to the Commodore 64. Players take on the role of resistance fighter Donovan, infiltrating the alien mothership to sabotage its systems and strike a blow against the Visitors. Gameplay blends side-scrolling action with stealth and puzzle-solving. Players must carefully navigate the ship’s corridors, avoiding or disabling robotic guards while conserving limited ammunition and health. Progress depends on placing bombs at key locations and outsmarting the ship’s defences rather than relying on brute force. A central mechanic is the Communiputer, a handheld device used to interact with terminals, decode alien systems, and manipulate security features. This adds a thoughtful, methodical layer to the action, drawing comparisons with games like Impossible Mission in both structure and pacing.</video:description>
      <video:player_loc>https://www.youtube.com/embed/K04iA99U6m0</video:player_loc>
      <video:duration>400</video:duration>
      <video:publication_date>2024-05-24T16:00:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/vendetta/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/9yMtxCQxw5A/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Vendetta – System 3’s Overlooked C64 Isometric Action Classic</video:title>
      <video:description>Released in 1990 by System 3 and developed by Stanley Schembri, Vendetta is an ambitious hybrid action-adventure for the Commodore 64, blending exploration, combat, and vehicle sequences into one gritty experience. In the game, you play as an ex-soldier whose brother and niece have been kidnapped by a terrorist/mafia organisation. Your mission is to track them down and rescue them across seven dangerous levels. Gameplay combines isometric “Last Ninja–style” exploration — featuring rooms, items, weapons, and light puzzle elements — with fast-paced driving and shoot-’em-up sections including car chases, helicopter attacks, and police roadblocks. The game features detailed backgrounds and a moody introduction sequence, with music composed by Matt Gray. While in-game animation and controls can feel clunky at times, the atmosphere and ambition remain strong. Despite its flaws, Vendetta stands out as one of the more daring late-era C64 titles.</video:description>
      <video:player_loc>https://www.youtube.com/embed/9yMtxCQxw5A</video:player_loc>
      <video:duration>357</video:duration>
      <video:publication_date>2025-12-03T18:30:11Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/vigilante/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/emQAfIIBiqk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Vigilante – Rescue Madonna from the Skinheads in This C64 Arcade Brawler</video:title>
      <video:description>Released in 1988 by Irem, Vigilante brings raw, street-level action to the Commodore 64 as a direct follow-up in spirit to Kung-Fu Master. You play a lone martial artist battling through the mean streets of New York with one goal in mind: rescue Maria from the Rogues gang. The action is immediate and uncompromising. You push through five stages packed with thugs attacking from both sides, mixing punches and kicks while managing spacing and timing to avoid being swarmed. Nunchaku add extra bite when you can grab them, and the infamous grab mechanic forces quick reactions to escape enemy holds. On the C64, Vigilante focuses on delivering the feel of the arcade rather than spectacle. The presentation is stripped back, but the core mechanics remain intact, keeping the emphasis firmly on reflexes, positioning, and endurance.</video:description>
      <video:player_loc>https://www.youtube.com/embed/emQAfIIBiqk</video:player_loc>
      <video:duration>211</video:duration>
      <video:publication_date>2023-02-28T17:56:40Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/visible-solar-system/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Eve-KzEerD0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Visible Solar System – In 1982 the Commodore 64 Was Already Running a Planetarium</video:title>
      <video:description>Released in 1982 by Commodore for the Commodore 64, Visible Solar System is an early educational software title designed to function as a digital planetarium. It allows users to explore the layout of the solar system and observe planets and their moons from different perspectives. The program presents a visual model of the solar system, featuring basic animation such as planetary rotation and orbital movement. Users can zoom in on major bodies including Earth, Mars, Jupiter, and Saturn, gaining a closer look at their appearance and relative positions in space. Rather than focusing on traditional gameplay, Visible Solar System emphasises visual exploration and curiosity-driven learning. It does not include quizzes, missions, or detailed scientific explanations, instead encouraging users to observe and interact with the simulation at their own pace. While its graphics and presentation are simple by modern standards, they represented an impressive technical achievement for early home computers.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Eve-KzEerD0</video:player_loc>
      <video:duration>290</video:duration>
      <video:publication_date>2025-02-04T18:30:12Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/walker/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/83W5MkZPIdc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Walker – Two Players Could Control ONE Mech on the Amiga</video:title>
      <video:description>Released in 1993 by DMA Design and published by Psygnosis, Walker is a distinctive side-scrolling shooter that puts you in control of a towering bipedal war machine. Set across multiple eras of conflict, the game blends heavy firepower with a unique control system that feels unlike anything else on the Amiga. Movement is handled via joystick or keyboard, while aiming is controlled with the mouse, allowing you to independently target enemies above, below, and ahead of the Walker. This dual-control approach gives combat a deliberate, weighty feel as you crush infantry, tanks, helicopters, and fortifications beneath your mechanical legs. Each of the four levels is set in a different time period, from wartime Berlin to a dystopian near future and beyond, with parallax scrolling used to add depth and atmosphere to the environments. Managing heat buildup and shield energy becomes just as important as raw firepower as the screen fills with enemies.</video:description>
      <video:player_loc>https://www.youtube.com/embed/83W5MkZPIdc</video:player_loc>
      <video:duration>249</video:duration>
      <video:publication_date>2023-01-06T18:30:08Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/water-polo/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/7LBPWMq3W8Y/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Water Polo – Gremlin Put TWO-Player Water Polo on the C64… Because Why Not?</video:title>
      <video:description>Released in 1987 by Gremlin Graphics for the Commodore 64, Water Polo delivers a detailed and thoughtful take on the aquatic team sport, standing apart from the more arcade-driven sports titles of its era. Rather than focusing on speed alone, the game places a strong emphasis on positioning, timing, and tactical play. Matches take place on a pseudo-3D pool viewed from above, with six players per team including a fully controllable goalkeeper. Control automatically switches to the player closest to the ball, plainly identified by a coloured cap, keeping the action flowing while encouraging quick decision-making. Gameplay rules closely mirror real water polo. Attacks must be made from one of five forward-facing directions to retain possession, while fouls, penalties, and temporary player ejections introduce a deeper strategic layer. With four timed quarters and a strict shot clock, players must balance disciplined defence with well-planned offensive movement.</video:description>
      <video:player_loc>https://www.youtube.com/embed/7LBPWMq3W8Y</video:player_loc>
      <video:duration>411</video:duration>
      <video:publication_date>2024-10-29T18:30:04Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/ween-the-prophecy/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/iCPop1a8X5I/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Ween: The Prophecy – Did This Forgotten Amiga Adventure Deserve Better?</video:title>
      <video:description>Released in 1992 for the Commodore Amiga, Ween: The Prophecy is a darkly whimsical fantasy adventure developed by Coktel Vision. You play as Ween, a young wizard racing against a strict three-day deadline to gather three magical grains of sand and stop the evil Kraal before the Great Eclipse consumes the world. Gameplay centres on classic inventory-driven puzzle solving, branching quest paths, and trial-and-error logic that constantly toys with your expectations. Progression often depends on experimentation and lateral thinking, with solutions that feel deliberately strange but consistent within the game’s own rules. Visually, the game stands out with a faux-sepia overworld contrasted by richly coloured interior scenes, giving it a distinctive storybook quality. The Amiga version features a reduced colour palette and simplified digitised animations, yet still manages to preserve the eerie, slightly unsettling atmosphere that defines the experience.</video:description>
      <video:player_loc>https://www.youtube.com/embed/iCPop1a8X5I</video:player_loc>
      <video:duration>408</video:duration>
      <video:publication_date>2023-07-24T17:30:11Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/weird-dreams/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/Y_WNCGmQZ3M/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Weird Dreams – The Amiga Horror Game Trapped Inside a Man’s Nightmares</video:title>
      <video:description>Released in 1989 by Rainbird Software, Weird Dreams is a cinematic platformer that drags you deep into a nightmarish subconscious. You play as Steve, a young man undergoing brain surgery who becomes trapped inside a sequence of hostile dreams shaped by the sinister presence of Zelloripus, a corrupting force linked to his colleague Emily. Each dream world is visually striking and deeply unsettling, ranging from twisted fairgrounds to vast deserts filled with impossible creatures. Progression relies on careful movement, observation, and precise timing, with every screen presenting hazards that punish impatience and reward methodical play. The game’s imagery takes clear inspiration from surrealist art, creating scenes that feel deliberately uncomfortable and unpredictable. This atmosphere is reinforced by David Whittaker’s haunting Amiga soundtrack, which gives the game a constant sense of tension and unease. Packaged with a 64-page novella by Rupert Goodwins that expands the narrative, Weird Dreams stands out as one of the Amiga’s most distinctive and challenging experiences.</video:description>
      <video:player_loc>https://www.youtube.com/embed/Y_WNCGmQZ3M</video:player_loc>
      <video:duration>405</video:duration>
      <video:publication_date>2023-07-11T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/west-bank/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/RminMJUn1gE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>West Bank – 12 Doors… But Shoot the Wrong Person and You Lose a Life | C64</video:title>
      <video:description>Released in 1987 by Gremlin Graphics for the Commodore 64, West Bank is an arcade-style shoot ’em up inspired by Sega’s Bank Panic. Set in the Old West, the game puts players in the role of a sharp-eyed sheriff tasked with defending a busy frontier bank from bandits, troublemakers, and hidden threats. Gameplay revolves around twelve doors lining the bank interior, each opening to reveal a character whose intentions must be judged instantly. Players must gun down outlaws who draw weapons, avoid shooting innocent customers, and stay alert for disguised dangers such as bombs concealed under hats. Quick reactions and accuracy are essential as the pace steadily increases. Between stages, the action shifts to tense duel sequences where players face off against three gunslingers in classic quickdraw showdowns. Timing is everything, adding variety and an extra layer of skill beyond the main bank defence gameplay.</video:description>
      <video:player_loc>https://www.youtube.com/embed/RminMJUn1gE</video:player_loc>
      <video:duration>329</video:duration>
      <video:publication_date>2024-10-28T18:30:17Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/who-dares-wins-2/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/WzutKEyMEyY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Who Dares Wins II – The C64 Sequel Born After Legal Action Over Commando</video:title>
      <video:description>Released in 1985 by Alligata Software, Who Dares Wins II is a vertically scrolling, top-down action game for the Commodore 64 that refines the formula of its predecessor with sharper gameplay and more confident design. You take control of a lone soldier dropped behind enemy lines, tasked with liberating occupied townships one screen at a time. Each area scrolls in a flick-screen style, presenting enemy patrols, fortified positions, and comrades tied to trees who must be rescued before you can move on. You’re armed with an automatic rifle and a limited supply of grenades, making positioning, timing, and precision essential if you want to survive the mission. The game keeps things focused and direct, prioritising responsive controls and readable environments over visual excess. There’s no in-game music, just sparse sound effects that reinforce the tense, no-nonsense atmosphere of a solo combat operation.</video:description>
      <video:player_loc>https://www.youtube.com/embed/WzutKEyMEyY</video:player_loc>
      <video:duration>247</video:duration>
      <video:publication_date>2022-12-17T14:30:07Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/wings/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/AsNG3rU8Uv8/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Wings – Over 200 WWI Missions Told Through One Pilot’s Diary on the Amiga</video:title>
      <video:description>Released in October 1990 by Cinemaware for the Commodore Amiga, Wings places players in the cockpit of an Allied fighter pilot during the First World War. Blending intense aerial combat with personal storytelling, the game delivers a powerful sense of life at the front, both in the air and on the page. Missions are split across three distinct styles. Dogfights are presented in a dramatic 3D chase view behind the pilot, capturing the tension of aerial duels against enemy aces. Bombing runs switch to a top-down perspective, tasking players with destroying strategic targets, while strafing missions use an isometric view focused on low-level ground attacks. Between missions, the pilot’s journal entries chronicle the passage of time from 1916 to 1918, adding emotional weight as victories, losses, and the toll of war unfold. This narrative layer transforms each mission into part of a larger story rather than isolated encounters.</video:description>
      <video:player_loc>https://www.youtube.com/embed/AsNG3rU8Uv8</video:player_loc>
      <video:duration>357</video:duration>
      <video:publication_date>2024-09-12T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/wings-of-fury/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/TTyNi8PgJQ4/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Wings of Fury – The Amiga WWII Shooter That Launched You from an Aircraft Carrier</video:title>
      <video:description>Originally developed by Steve Waldo and released by Brøderbund in 1987, Wings of Fury arrived on the Commodore Amiga in 1990 via Unlimited Software Inc. , bringing its World War II Pacific air combat to a new level of audiovisual polish. Players take on the role of a US Navy pilot flying the F6F Hellcat, launching from the USS Wasp to strike Japanese targets across a chain of hostile islands. Gameplay blends fast-paced arcade shooting with light simulation elements. Missions involve strafing ground installations, bombing bunkers, and torpedoing enemy ships, while carefully managing fuel, ammunition, and aircraft damage. Successful pilots must return safely to the carrier to refuel, rearm, and make repairs before heading back into combat. The Amiga version stands out for its smooth animation, detailed visuals by John Boechler, and an atmospheric soundtrack composed by Kris Hatlelid, all of which enhance the sense of scale and tension during each sortie.</video:description>
      <video:player_loc>https://www.youtube.com/embed/TTyNi8PgJQ4</video:player_loc>
      <video:duration>346</video:duration>
      <video:publication_date>2023-09-28T17:30:05Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/winter-games/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/hUSaXcNHXuc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Winter Games – Epyx Took the C64 from Ski Jumping to Bobsleigh</video:title>
      <video:description>Released in 1985 by Epyx, Winter Games brings the spectacle and pressure of Olympic winter sports to the Commodore 64. As the third entry in the celebrated Games series, it builds on the rhythm-based action and competitive spirit that made its predecessors so popular. You compete across a selection of demanding winter events including ski jump, bobsled, speed skating, biathlon, figure skating, and freestyle aerials. Each discipline has its own control style and timing challenges, rewarding practice, precision, and nerve under pressure. Players can represent one of 18 countries and take part in individual events or full competitions, chasing high scores and medals. Presentation plays a big role, with an opening ceremony featuring flags and national anthems that adds atmosphere and a real sense of occasion. Praised for its smooth gameplay and strong visuals, Winter Games is remembered as one of the finest sports titles on the Commodore 64.</video:description>
      <video:player_loc>https://www.youtube.com/embed/hUSaXcNHXuc</video:player_loc>
      <video:duration>252</video:duration>
      <video:publication_date>2022-12-09T18:30:36Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/wizard/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/z8ec3LZBNjk/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Wizard – Every C64 Level Gave You a Different Spell to Find the Key</video:title>
      <video:description>Released in 1984 by Progressive Peripherals and Software for the Commodore 64, Wizard is a single-screen action platformer developed by Sean A. Moore and Steve Luedders-Dieckbrader. Players take control of Wilfrid the Wizard, navigating compact levels packed with enemies, hazards, and carefully placed obstacles. Progress revolves around collecting keys that unlock magical abilities, turning spells into the core mechanic rather than simple power-ups. Fireballs, teleportation, and other spells must be used thoughtfully to defeat enemies and reach the exit, blending arcade action with light puzzle-solving. Each screen features its own layout and challenges, encouraging experimentation and planning rather than brute force. The game offers six difficulty levels and nine speed settings, letting players fine-tune the experience to their skill level and preferred pace. A standout feature is the built-in level editor, allowing players to design and share custom stages.</video:description>
      <video:player_loc>https://www.youtube.com/embed/z8ec3LZBNjk</video:player_loc>
      <video:duration>305</video:duration>
      <video:publication_date>2024-06-07T17:30:09Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/wizard-of-wor/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/E9zwNkSIFBc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Wizard of Wor – Team Up with Your Mate… Then Shoot Him for Bonus Points on the C64</video:title>
      <video:description>Released in 1983 by CBS Electronics and developed by Dave Nutting Associates, Wizard of Wor is a top-down maze shooter that quickly became a standout title on the Commodore 64. Players control armoured “Worriors” battling through dungeon-style arenas filled with aggressive monsters and constant pressure. Gameplay focuses on clearing each maze by eliminating enemies such as Burwors, Garwors, and the fast-moving Thorwors, all with distinct movement patterns. Once a maze is cleared, the deadly Worluk appears, followed by the Wizard of Wor himself, taunting players with digitised speech. A radar system helps track invisible enemies, while special stages like The Arena and The Pit introduce additional twists. The game shines in cooperative two-player mode, where teamwork and positioning become just as important as shooting accuracy. The Commodore 64 version closely mirrors the arcade experience, with strong visuals, tense pacing, and optional Magic Voice Speech Module support that adds extra atmosphere.</video:description>
      <video:player_loc>https://www.youtube.com/embed/E9zwNkSIFBc</video:player_loc>
      <video:duration>372</video:duration>
      <video:publication_date>2023-12-07T18:30:09Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/wizball/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/ioJLJmz2rHU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Wizball – The C64 Shooter Where You Had to Paint the World Back In</video:title>
      <video:description>Released in 1987 by Ocean Software and developed by Sensible Software, Wizball is a horizontal-scrolling shoot ’em up that completely rethinks the genre. Designed by Chris Yates and Jon Hare, with a standout soundtrack by Martin Galway, it combines fast action with inventive mechanics and a bold visual identity. You control Wiz, a wizard transformed into a bouncing green ball, travelling through a drained, monochrome world. Defeated enemies release colour droplets, and by collecting and mixing primary colours you gradually restore the landscape, unlocking new areas and abilities as colour returns to the screen. The Commodore 64 version is especially celebrated for its fluid animation and imaginative level design. A unique control system lets you manage both Wiz and his feline companion, Catellite, adding tactical depth alongside the constant action. Galway’s music drives the pace and atmosphere throughout.</video:description>
      <video:player_loc>https://www.youtube.com/embed/ioJLJmz2rHU</video:player_loc>
      <video:duration>611</video:duration>
      <video:publication_date>2023-05-30T17:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/world-games/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/d9Q-TzNAVvo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>World Games – Bull Riding, Cliff Diving and Caber Tossing | C64</video:title>
      <video:description>Released in 1986 by Epyx, World Games is part of the legendary Games series and shifts the focus from Olympic stadiums to traditional sports from around the globe. Each event is themed around a different country, giving the competition a distinctive international flavour. You compete across eight varied disciplines, including weightlifting, cliff diving, slalom skiing, log rolling, bull riding, caber toss, barrel jumping, and sumo wrestling. Every event demands its own mix of timing, rhythm, and control, keeping the gameplay fresh and unpredictable. Presentation plays a big role, with travelogue-style introductions and national anthems setting the scene before each contest. The game supports up to eight players, making it a brilliant multiplayer experience and a staple for competitive play sessions. Praised for its variety, polish, and replay value, World Games stands as one of Epyx’s strongest releases on the Commodore 64.</video:description>
      <video:player_loc>https://www.youtube.com/embed/d9Q-TzNAVvo</video:player_loc>
      <video:duration>333</video:duration>
      <video:publication_date>2022-12-11T14:30:08Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/wwf-wrestlemania/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/r2HwYdWSZok/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>WWF WrestleMania – Hogan, Warrior or British Bulldog? The C64 Gave You Just Three</video:title>
      <video:description>Released in 1991 by Twilight and published by Ocean Software for the Commodore 64, WWF WrestleMania is the first officially licensed WWF wrestling game to appear on major European home computers. Players can choose from three wrestling superstars—Hulk Hogan, The Ultimate Warrior, or The British Bulldog—and battle through a roster of legendary opponents in pursuit of the WWF Championship. The lineup includes iconic villains and rivals such as Mr. Perfect, The Warlord, Ted DiBiase, The Mountie, and Sgt. Slaughter, each bringing their own challenge to the tournament. Matches focus on fast, accessible arcade-style action, featuring punches, kicks, dropkicks, clotheslines, and risky grapples performed through rapid joystick movement. Weapons add extra drama, allowing players to grab a ringside chair for devastating attacks when the opportunity arises. Each bout is fought under a strict five-minute time limit, with draws and count-outs counting as losses, keeping pressure high throughout the tournament.</video:description>
      <video:player_loc>https://www.youtube.com/embed/r2HwYdWSZok</video:player_loc>
      <video:duration>356</video:duration>
      <video:publication_date>2025-07-29T17:30:19Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/x-out/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/ANDFibxD8n0/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>X-Out – The C64 Shooter Where You Bought Your Submarine Before the Battle</video:title>
      <video:description>Released in 1989 by Rainbow Arts and developed by Arc Developments, X-Out is a horizontally scrolling shoot ’em up that swaps deep space for the depths of the ocean. You pilot advanced submarines through alien-infested underwater environments, facing relentless enemy waves and screen-filling bosses. What truly sets X-Out apart is its shop system. Between missions, you spend earned credits on submarines, weapons, and upgrades, carefully balancing firepower, shields, and support craft. Success depends as much on smart preparation as it does on sharp reflexes once the action begins. The game pushes the Commodore 64 hard, delivering detailed underwater visuals, smooth scrolling, and dense enemy patterns. Chris Hülsbeck’s driving soundtrack adds urgency and atmosphere, perfectly matching the intensity of the on-screen mayhem. Famously tough and unapologetically demanding, X-Out rewards mastery and planning over brute force. Today, it’s regarded as one of the finest shooters on the C64, remembered for its originality, difficulty, and unmistakable Rainbow Arts style.</video:description>
      <video:player_loc>https://www.youtube.com/embed/ANDFibxD8n0</video:player_loc>
      <video:duration>260</video:duration>
      <video:publication_date>2023-04-25T17:30:01Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/xybots/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/deMCb03FkYM/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Xybots – Could the Amiga Handle Atari’s 3D Arcade Maze Shooter?</video:title>
      <video:description>Originally released in arcades in 1987 by Atari Games and later ported to the Commodore Amiga in 1989 by Teque Software and published by Domark, Xybots blends sci-fi action with tactical maze navigation. Players take on the role of Major Rock Hardy or Captain Ace Gunn, elite operatives fighting through hostile complexes overrun by robotic enemies determined to wipe out humanity. Gameplay centres on navigating 3D maze environments while managing positioning, aiming, and movement with care. The split-screen presentation shows the player’s perspective alongside a tactical overview, encouraging awareness of enemy placement and level layout. Energy capsules can be collected to survive longer runs, while upgrades and hidden areas reward careful exploration rather than reckless rushing. The Amiga version captures the tense atmosphere of the arcade original, combining deliberate pacing with bursts of intense combat.</video:description>
      <video:player_loc>https://www.youtube.com/embed/deMCb03FkYM</video:player_loc>
      <video:duration>362</video:duration>
      <video:publication_date>2024-04-15T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/yie-ar-kung-fu/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/6uQ-AUfTLhE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Yie Ar Kung-Fu – Martin Galway Put Jean-Michel Jarre into a C64 Fighting Game</video:title>
      <video:description>Released in 1985 for the Commodore 64 by Konami and published by Imagine Software, Yie Ar Kung-Fu is one of the earliest games to define the one-on-one fighting genre. You play as Oolong, a determined martial artist on a quest to become Grand Master by defeating a lineup of opponents, each with their own weapons, tactics, and personalities. The action takes place on a fixed-screen arena, focusing entirely on timing, positioning, and learning enemy patterns. Every opponent fights differently, forcing you to adapt your approach rather than rely on a single strategy. While the mechanics are simple, the challenge ramps up quickly, rewarding precision and patience. On the C64, the game delivers colourful sprites and distinct arena backdrops that help each fight feel unique. Character animations are clear and readable, keeping the focus on duels rather than spectacle.</video:description>
      <video:player_loc>https://www.youtube.com/embed/6uQ-AUfTLhE</video:player_loc>
      <video:duration>388</video:duration>
      <video:publication_date>2023-04-06T17:00:32Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/yogi-bear/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/xgo0X4dF8eo/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Yogi Bear – The C64 Trip to Jellystone Park You May Have Forgotten</video:title>
      <video:description>Released in 1987 by Piranha Software, Yogi Bear brings the famous Hanna-Barbera cartoon character to the Commodore 64 in a large-scale arcade adventure set across Jellystone Park. When Boo-Boo is captured by a hunter, it’s up to you to guide Yogi through the park and save his best friend before time runs out. Gameplay spans an impressive 198 interconnected screens filled with hazards, wildlife, rivers, and puzzles. You explore freely, collecting toffee apples that reveal clues to a hidden code needed to unlock Boo-Boo’s cage. Yogi can even disguise himself as a bush to sneak past enemies, adding a playful stealth element to the adventure. A calendar-based time limit adds pressure, forcing you to plan routes carefully and avoid wasted moves. The Commodore 64 version delivers smooth scrolling, expressive character sprites, and a presentation that captures the lighthearted spirit of the cartoon.</video:description>
      <video:player_loc>https://www.youtube.com/embed/xgo0X4dF8eo</video:player_loc>
      <video:duration>482</video:duration>
      <video:publication_date>2023-05-26T17:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/zak-mckracken-and-the-alien-mindbenders/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/CSZzUl_CSSU/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Zak McKracken – Aliens Were Making Everyone Stupid Through the Phone Lines on the C64</video:title>
      <video:description>Released in 1988 by Lucasfilm Games for the Commodore 64, Zak McKracken and the Alien Mindbenders is a landmark graphic adventure and the second title to use the SCUMM engine after Maniac Mansion. It expanded the scope of adventure games with a globe-trotting narrative, deeper puzzle design, and a strong sense of humour. Players take control of Zak McKracken, a tabloid journalist who stumbles upon a bizarre alien conspiracy aimed at dulling human intelligence using mind-control devices. The story spans multiple real-world and off-world locations, including San Francisco, Egypt, Peru, and Mars, with players switching between characters to solve puzzles using shared logic but separate inventories. On the Commodore 64, the game uses a colourful pixel-art style within a 16-colour palette, paired with minimal sound effects that keep focus on exploration and problem-solving. While more limited than later versions, the C64 release retains the game’s wit, inventive puzzles, and memorable scenarios that reward experimentation and careful observation.</video:description>
      <video:player_loc>https://www.youtube.com/embed/CSZzUl_CSSU</video:player_loc>
      <video:duration>512</video:duration>
      <video:publication_date>2023-12-13T18:30:10Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/zamzara/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/TZIkHOUGBzE/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Zamzara – 15 Minutes to Escape Before the Alien Base Explodes on the C64</video:title>
      <video:description>Released in 1988, Zamzara is a side-scrolling platform shooter developed by Jukka Tapanimäki and published by Hewson under their Rack-It budget label. Set inside a futuristic laboratory complex, players control a strange alien lifeform attempting to escape before a time bomb detonates, all under a relentless 15-minute countdown. The game blends precise platforming with tactical combat across 29 interconnected levels filled with hostile creatures, traps, and environmental hazards. Movement is a key part of survival, with the alien able to float by repeatedly tapping the jump button, allowing careful navigation through tight and dangerous spaces. Combat is built around a distinctive weapon system. Players select from lasers, missiles, and other tools, each with limited ammunition. Weapons must be charged before firing, forcing players to balance timing, positioning, and resource management during intense encounters. Zamzara stands out for its smooth scrolling visuals, detailed sprite work, and oppressive sci-fi atmosphere.</video:description>
      <video:player_loc>https://www.youtube.com/embed/TZIkHOUGBzE</video:player_loc>
      <video:duration>333</video:duration>
      <video:publication_date>2024-08-26T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/zaxxon/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/h3H0HBVtIpY/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Zaxxon – Your Shadow Was Part of the Controls in this C64 classic</video:title>
      <video:description>Released in 1984 by Sega and ported to the Commodore 64 by Synapse Software, with European distribution by US Gold, Zaxxon brings one of the most innovative arcade shooters of the early 1980s to home computers. Players pilot a futuristic spacecraft on a dangerous assault through a heavily fortified enemy fortress. The game’s defining feature is its isometric perspective, which creates a pseudo-3D battlefield unlike most traditional vertical or horizontal shooters. Players must constantly manage altitude and positioning, weaving between walls, fuel tanks, gun turrets, and enemy fire while maintaining forward momentum. Progression depends on precise control, spatial awareness, and careful resource management. Fuel must be conserved, shots timed accurately, and key targets destroyed in order to reach the later stages and complete each mission successfully. Visually, the Commodore 64 version delivers atmospheric environments and strong depth illusion that closely reflect the arcade original.</video:description>
      <video:player_loc>https://www.youtube.com/embed/h3H0HBVtIpY</video:player_loc>
      <video:duration>322</video:duration>
      <video:publication_date>2025-04-08T17:30:14Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/zeewolf/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/iFDaeYjZnsc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Zeewolf – Was This the Amiga’s Best 3D Combat Game?</video:title>
      <video:description>Released for the Commodore Amiga in 1994, Zeewolf is a 3D helicopter combat game created by Binary Asylum. Combining fast shoot-em-up action with tactical missions, hostage rescues and vehicle transportation, it became one of the Amiga’s most distinctive military action games. My first experience with Zeewolf came from the Amiga Format cover-disk demo. I couldn’t afford the full game at the time, and none of my mates had a dodgy copy I could put through X-Copy, so I played that demo to death. I knew every target, building and stretch of water, but revisiting the complete game revealed how little of Zeewolf I had actually seen. Across 32 missions, players pilot the heavily armed Zeewolf helicopter over islands, military bases and open water. Objectives include attacking enemy installations, rescuing prisoners, escorting aircraft and transporting friendly Buffalo tanks into battle.</video:description>
      <video:player_loc>https://www.youtube.com/embed/iFDaeYjZnsc</video:player_loc>
      <video:duration>505</video:duration>
      <video:publication_date>2026-07-02T17:30:03Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/zenji/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/nVokMWF0BuI/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Zenji – Activision’s C64 Puzzle Game That Made You Rebuild the Maze</video:title>
      <video:description>Released in 1984 by Matthew Hubbard and published by Activision for the Commodore 64, Zenji is a distinctive puzzle-action game that blends fast reactions with spatial problem-solving. Players control a floating, Mandarin-style head navigating a maze of rotating pathways suspended in a surreal void. The objective is to rotate maze segments to maintain a continuous connection with a glowing central power source, gradually turning the entire maze green before time runs out. As levels progress, the layouts become increasingly complex, demanding careful planning alongside quick decision-making. Hazards such as roaming flames that fire deadly sparks add real-time pressure, forcing players to balance maze rotation with evasive movement. Staying connected to the source while avoiding danger is key, giving Zenji its unique rhythm and tension. Praised for its originality and elegant design, Zenji stands out as an early example of real-time puzzle gameplay done right.</video:description>
      <video:player_loc>https://www.youtube.com/embed/nVokMWF0BuI</video:player_loc>
      <video:duration>341</video:duration>
      <video:publication_date>2024-09-18T17:30:06Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/zone-trooper/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/kcNRrYXwePc/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Zone Trooper – Crash-Landed on an Alien World with One Way Home | C64</video:title>
      <video:description>Released in 1988 by Gamebusters for the Commodore 64, Zone Trooper is a side-scrolling sci-fi action adventure set on a hostile alien world. After crash-landing on the planet’s surface, players take control of a lone astronaut tasked with recovering vital plasma capsules needed to repair their stranded spacecraft. Gameplay blends exploration, combat, and puzzle-solving as you move across the planet’s surface and descend into underground complexes. A distinctive gravity mechanic influences movement and jumping, adding an extra layer of challenge to platforming sections and forcing careful positioning during exploration. Survival plays a key role, with players needing to manage limited air supply and energy levels while navigating dangerous environments and hostile encounters. Progress depends on methodical exploration and smart resource use rather than pure reflexes alone. While reception at the time was mixed, Zone Trooper stood out for its ambitious design and moody sci-fi atmosphere.</video:description>
      <video:player_loc>https://www.youtube.com/embed/kcNRrYXwePc</video:player_loc>
      <video:duration>303</video:duration>
      <video:publication_date>2025-01-02T18:30:36Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/zork-trilogy/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/wzHq-WTlw3I/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Zork Trilogy – No Graphics, No Hand-Holding and One Very Hungry Grue | C64</video:title>
      <video:description>Originally released individually in 1983 by Infocom, the Zork series brought sophisticated interactive fiction to home computers, inviting you into the vast and dangerous Great Underground Empire through pure text and imagination. Zork I, Zork II, and Zork III each build on the same rich fantasy world, gradually expanding its scope, puzzles, and narrative ambition. Gameplay revolves around exploration, logic, and language. You type commands to move, examine objects, solve devious puzzles, and survive encounters with trolls, thieves, and wizards, all guided by Infocom’s famously advanced text parser. Success depends on careful observation, memory, and lateral thinking rather than reflexes. On the Commodore 64, the trilogy retains the full depth and complexity of the original releases, translating Infocom’s storytelling and puzzle design faithfully to the platform. Each entry refines the formula, with Zork III introducing more structured challenges and a stronger sense of purpose.</video:description>
      <video:player_loc>https://www.youtube.com/embed/wzHq-WTlw3I</video:player_loc>
      <video:duration>587</video:duration>
      <video:publication_date>2023-05-18T17:30:12Z</video:publication_date>
    </video:video>
  </url>
  <url>
    <loc>https://www.cheekycommodoregamer.co.uk/games/zorro/</loc>
    <video:video>
      <video:thumbnail_loc>https://i.ytimg.com/vi/BihVmKwU79U/maxresdefault.jpg</video:thumbnail_loc>
      <video:title>Zorro – Get the Barman Drunk… Then Use His Stomach as a Trampoline on the C64</video:title>
      <video:description>Released in 1985 by U. S. Gold and developed by Datasoft, Zorro brings the legendary masked hero to the Commodore 64 in a stylish action-adventure inspired by classic swashbuckling cinema. Created by James Garon, the game reflects Datasoft’s distinctive approach to licensed titles, placing atmosphere and presentation front and centre. Set in an evocative vision of Old California, players guide Zorro through pueblo towns, underground caverns, dusty streets, and candle-lit catacombs. Progress is driven by exploration and environmental awareness rather than constant combat, with each location feeling like a carefully framed scene from a graphic novel. The game’s visual design is one of its strongest features, with large, expressive sprites and period-inspired architecture giving the world a strong sense of identity. This is reinforced by the soundtrack, including a memorable rendition of Cielito Lindo, which adds a distinctly Latin flavour to the experience.</video:description>
      <video:player_loc>https://www.youtube.com/embed/BihVmKwU79U</video:player_loc>
      <video:duration>448</video:duration>
      <video:publication_date>2024-03-14T18:30:10Z</video:publication_date>
    </video:video>
  </url>
</urlset>
