Editorial Deep-Dive

Flagship Titles

Five games that defined Thalamus Ltd - and raised the standard for every Commodore 64 publisher that followed.

1986 Commodore 64 Stavros Fasoulas

Sanxion

The debut that announced Thalamus to the world

Thalamus's Opening Statement, 1986

Sanxion is a horizontally scrolling shoot-em-up for the Commodore 64, published by Thalamus Ltd in November 1986 as the label's very first release. Developed entirely by Stavros Fasoulas - a Finnish programmer who was twenty-one years old when he wrote it - the game combined blistering arcade action with a technical display that had never been seen on C64 hardware. Its defining feature: a split-screen display that showed both the main scrolling gameplay and a real-time radar overview of the level ahead, simultaneously, within a single video frame.

The game mattered because it proved something. Thalamus was a new publisher, and Sanxion was its first word - a statement about the kind of software it intended to make. By the standards of 1986 C64 gaming, Sanxion was extraordinary. By the standards of any era, it was the work of someone operating at the outer limit of what the hardware could do. Every Thalamus game that followed drew from this template: technically ambitious, visually distinctive, musically sophisticated. Sanxion set an expectation that the label was then obligated to sustain for seven years.

A Finn Teaching Himself Assembly Code

Fasoulas was born in Helsinki and had taught himself 6510 machine-code programming with an intensity that is reflected in every line of Sanxion's code. He worked in relative isolation from the British C64 development scene - not a member of any studio, not a product of the British bedroom-coding culture that produced so many C64 games. His relationship to the hardware was formed independently, which may explain why his solutions to its technical constraints were so often unlike anyone else's.

Thalamus was established in 1986 as the in-house publishing label of Newsfield Publications - the Ludlow company that also published Zzap!64 and CRASH magazines. Gary Liddon, Thalamus's technical executive and a former Zzap!64 staff writer, was the crucial link between Fasoulas's programming talent and Thalamus's publishing infrastructure. Liddon understood what technically excellent C64 software looked like; Fasoulas was already producing it. The match resulted in a release that was finished, polished, and unapologetically ambitious for a debut from a new publisher. See the developer profiles for more on Fasoulas and Liddon's backgrounds.

Twelve Levels, Two Screens, One Radar

Sanxion scrolls horizontally from left to right, putting the player in control of a small fighter craft that must survive waves of enemy ships, projectiles, and environmental hazards across twelve increasingly punishing levels. The pace is relentless - the game never slows regardless of how many enemies fill the screen, which speaks to Fasoulas's optimisation of the underlying code.

The split-screen radar is what distinguished Sanxion from every other horizontal shooter on the platform in 1986. The lower portion of the display - occupying roughly a third of the screen - shows a compressed view of the entire level ahead, updated in real time as the main view scrolls. Players who watched the radar could see enemy formations before they entered the main view, turning a pure reflex exercise into something with genuine tactical depth. Where most arcade shooters rewarded only speed of reaction, Sanxion rewarded observation: a player who read the radar and anticipated threats was a better player than one who simply shot faster.

Rob Hubbard's title music plays throughout, driving the game's kinetic energy at every level. The soundtrack is not incidental - it is part of the game's identity, calibrated to the pace of play in a way that makes stopping feel like a physical loss. Listen to it in the music player.

What the VIC-II Wasn't Supposed to Do

The VIC-II chip - the C64's video hardware - generates a single continuous display signal. Splitting it into two independently managed regions requires inserting interrupt routines at exact horizontal scan lines, reconfiguring the chip's parameters mid-frame. Fasoulas used this technique to repurpose the lower third of the screen entirely: different scroll registers, different sprite configurations, different colour settings - all within a single video frame. The radar exists because Fasoulas understood the VIC-II's raster interrupt system at a level that most C64 developers at the time did not.

The main display's sprite handling was equally impressive. The C64 provides eight hardware sprites simultaneously; Sanxion routinely displays more than eight distinct moving objects by reusing the same sprite registers multiple times per frame - a technique called sprite multiplexing. Each time the raster beam passes a point on the screen, interrupt-driven code repositions and reprogrammes the sprite hardware to display a different sprite lower on the screen. Fasoulas executed this with exceptional fluency, achieving a game that never dropped a frame regardless of enemy density.

Ninety-Three Percent and a Structural Problem

Zzap!64 reviewed Sanxion in Issue 19 (November 1986) and awarded it 93% - a Sizzler rating, one step below the magazine's coveted Gold Medal. Reviewers Gary Penn, Julian Rignall, and Richard Eddy praised the technical achievement and the music unreservedly. The score was not without controversy: rival magazine Commodore User pointed to the structural impossibility of objective reviewing when the reviewing magazine and the publishing label shared the same parent company. Newsfield Publications both published Zzap!64 and owned Thalamus. The conflict of interest was undeniable.

The controversy generated considerably more publicity than a standard review. In retrospect, the structural objection is correct and the game's quality is not in doubt: Sanxion remains outstanding on its own terms, forty years later. See the critical reception page for full details.

"The most stunning [C64 shoot-em-up] debut in some time... the split-screen effect is genuinely impressive, and the music is simply outstanding."

- Zzap!64 Issue 19, November 1986 (93% Sizzler review of Sanxion)

The Template That Defined Seven Years of Thalamus

Sanxion established what Thalamus's publishing identity would mean: every subsequent release was measured against the precedent it set. The games that followed - Delta, Armalyte, Creatures - all share the Sanxion DNA of technical maximalism and musical sophistication. That each of them equalled or exceeded Sanxion's standard - rather than drifting toward the mean as follow-up releases typically do - speaks to how precisely Fasoulas had calibrated what excellent C64 software required.

Fasoulas returned for two more Thalamus titles - Delta (1987) and Quedex (1987) - before departing for Finland to complete his compulsory military service. Three landmark releases in a single year, from a developer working largely in isolation: the Fasoulas Thalamus run has no real parallel in C64 history. Sanxion is where it began. The game is part of the Evercade Thalamus Collection 1 cartridge, ensuring its continued accessibility to new audiences.

1987 Commodore 64 Stavros Fasoulas

Delta

The loading screen that became the game

The Best Game About Waiting Ever Made

Delta is a vertically scrolling shoot-em-up for the Commodore 64, published by Thalamus Ltd in 1987. Developed by Stavros Fasoulas - his second Thalamus title, following Sanxion - the game itself is excellent: a tight, demanding vertical shooter with power-ups named after Greek letters and a difficulty curve that rewards persistence. But Delta's place in C64 history has almost nothing to do with the shooting.

It has to do with Mix-E-Load. While Delta loaded from cassette - a process that took several minutes - the C64 presented players with a fully functional interactive music remixer built around Rob Hubbard's Delta soundtrack. Players could manipulate individual voice parameters, adjust volumes, switch between musical phrases. The loading screen had been transformed into a creative engagement. Delta mattered because it showed that the time before a game could be played was itself worth designing.

Liddon's Idea, Hubbard's Music, Fasoulas's Code

Gary Liddon, Thalamus's technical executive, had been developing the concept for an interactive loading system. His thinking was rooted in the experiments of Nick Pelling, a British programmer who had explored interactive loading possibilities on the BBC Micro. Liddon recognised that the C64's tape loading architecture - which occupied the processor almost entirely during a load - could nonetheless sustain a limited interactive application if designed with sufficient care within the gaps between loading interrupt pulses. He brought Rob Hubbard into the project to provide the musical component.

The collaboration between Liddon (system concept), Hubbard (music), and Fasoulas (programming) produced something simultaneously technical, creative, and effective as marketing. No other publisher had considered the loading screen as a canvas. Thalamus made it the most discussed feature in the British gaming press that year. The development of Mix-E-Load established a model of publisher-developer collaboration that Thalamus would sustain throughout its best years. Read more about the key people at the developer profiles page.

Fly Your Ship, Then Remix Your Music

The game itself - separate from the Mix-E-Load experience - is a demanding vertical shoot-em-up in which the player's ship advances through wave formations scrolling from top to bottom. Power-ups are named after Greek letters from Alpha through Omega, providing a progression of weapon capabilities that rewards players who survive long enough to collect them. The enemy wave design escalates in density and pattern complexity through each stage, demanding both quick reactions and pattern recognition.

Hubbard's ambient, minimalist soundtrack plays throughout the game itself as well as during loading, establishing an unusual tonal atmosphere for an arcade shooter - more meditative than frantic, more focused on texture than on drive. Players who spent their loading time remixing that music arrived at the game with a different relationship to it than they had with any other game soundtrack of the era.

Three CPU Cycles Per Raster Line and a Revolution

C64 tape loading monopolises the 6510 processor almost entirely. The timing-sensitive serial protocol that reads data from the cassette motor requires interrupt-driven routines that leave only a handful of CPU cycles per raster line for any other activity. Implementing a real-time interactive application within those constraints required precise partitioning of the available processor time - identifying the gaps between loading interrupt pulses and exploiting them for interface rendering and user input processing.

Liddon's system exposed the SID chip's three-voice architecture as a modular instrument. Players could adjust individual voice parameters - envelope settings, musical phrase selection, relative volumes of the bass, lead, and harmony voices. Each voice's temporal structure was accessible as a creative tool. The loading wait became a remix session. Every player's Mix-E-Load experience was different from every other player's; the software generated unique musical outcomes from the same underlying material.

Rob Hubbard cited Pink Floyd and Philip Glass as the primary influences on his Delta soundtrack - an unusual reference point for game music in 1987, and one that explains the score's unusual characteristics: its atmospheric density, its preference for sustained timbres over staccato melodic lines, its sense of space and weight.

- Rob Hubbard, as documented in High Voltage SID Collection (HVSC) composer notes and multiple C64 community retrospective interviews

Seventy-Four Percent Was Wrong, and Time Proved It

Zzap!64 reviewed Delta in Issue 24 (April 1987) with reviewers Gary Penn, Julian Rignall, and Steve Jarratt divided on its merits. The Rob Hubbard soundtrack was universally praised; the gameplay itself prompted debate about whether Fasoulas had advanced sufficiently on Sanxion. The resulting 74% was widely considered an underrating even at the time of publication, and community discussion on Lemon64 has long regarded it as one of the magazine's significant misjudgements.

Zzap!64's own retrospective revision to 92% - placing Delta fifth in their all-time ranking - confirmed what the C64 community had maintained for years. The Delta SID recordings remain among the most-studied and most-downloaded files in the High Voltage SID Collection, placing the game's music in the permanent canon of 8-bit audio. See the full reception history.

Every Loading Screen Mini-Game Since

Delta's game itself is very good. The Mix-E-Load innovation transformed it from a game into an event - and its influence on how developers thought about the full user experience of software is still visible. Loading screen mini-games have appeared across gaming history, most famously Namco's inclusion of Galaga playable during loading on PlayStation titles in the late 1990s. Delta did it first, and still represents the most artistically ambitious implementation of the concept.

Fasoulas completed his Thalamus trilogy with Quedex later in 1987, then returned to Finland for military service. The Delta SID files continue to be actively remixed and celebrated in the C64 demoscene. The game is part of the Evercade Thalamus Collection 1.

1988 Commodore 64 Cyberdyne Systems

Armalyte

The C64's finest shoot-em-up and Thalamus's commercial zenith

Forty Years and Still Unanswered

Armalyte is a horizontally scrolling shoot-em-up for the Commodore 64, published by Thalamus Ltd in 1988. Developed by Cyberdyne Systems, with additional programming and the entire musical score contributed by Martin Walker, the game is considered by close to universal consensus the finest horizontal shoot-em-up ever released on the platform. It reached number one in the European software charts in 1988 - competing directly and successfully against software on the Amiga and Atari ST, machines that were substantially more powerful.

Forty years of retrospective assessment have not changed the verdict. Armalyte appears at or near the top of every authoritative "best C64 games" list. No subsequent C64 horizontal shooter has displaced it. The game's combination of technical excellence and design depth makes it not merely a product of its time but a genuinely complete work of game design that can be evaluated on its merits at any point in gaming history.

Cyberdyne Systems and the Man Who Wrote the Music

Armalyte was developed by Cyberdyne Systems, a team whose exact composition varies across available archival sources. Martin Walker contributed additional programming to the project while also composing and implementing the entire musical score - a dual role that would be remarkable for any developer working on a game of this scale and technical ambition. Thalamus signed Cyberdyne based on the quality of demo work that demonstrated exceptional technical capability.

The game took clear creative inspiration from Konami's R-Type arcade system - the horizontal format, the droid companion mechanic, the measured pacing that rewards pattern learning over pure reflexes. But the execution was not derivative. Armalyte matched and frequently exceeded its arcade inspiration in precision of design and depth of gameplay, something that home computer conversions of the era rarely managed.

Your Droid Determines How Long You Survive

Armalyte scrolls horizontally from left to right, the player's ship navigating dense enemy formations, projectile patterns, and environmental hazards. What distinguishes it from genre contemporaries is the droid companion: a secondary weapon pod that follows the player's ship, absorbs some incoming fire, and provides supplementary firepower in a direction determined by its position relative to the player. Position the droid ahead of your ship and it fires forward; position it behind and it provides rear coverage; above or below for flank defense.

This droid mechanic transforms the game from a pure reflex exercise into a spatial tactics problem. Advanced players learn to read approaching formations and reposition the droid before the threat arrives. The droid also functions as a forgiving survival layer for developing players: a hit absorbed by the droid is not fatal where an equivalent hit on the main ship would be. This tiered system makes Armalyte accessible at entry level while rewarding mastery with substantially enhanced offensive capability. The game also features an optional two-player co-operative mode.

Zero Frame Drops at Maximum Chaos

The frame rate in Armalyte never drops. Under conditions of maximum on-screen activity - simultaneous enemy formations, multiple projectile streams, player ship, droid companion, scrolling background layers - the game maintains absolute composure. This is not a given. C64 games of similar ambition routinely stuttered and slowed under comparable load. Armalyte's smoothness is the product of machine-code discipline of the highest order.

The sprite handling is central to this achievement. Tracking the relative position of two ships (player and droid), calculating droid orientation, and rendering both alongside the multiple enemy sprites that Armalyte routinely displays demanded tight, optimised code. Sprite multiplexing was used to display more simultaneous objects than the VIC-II chip officially supports - the same technique Fasoulas had deployed in Sanxion, but applied to a far more complex real-time environment. The scrolling never tore. Walker's contribution of both programming and musical score was exceptional in scope.

"Startlingly good, with perhaps the best use of shading I've seen on any 64 game."

- Zzap!64 Issue 43, November 1988 (97% Gold Medal review of Armalyte)

Ninety-Seven Percent and Number One in Europe

Zzap!64 reviewed Armalyte in Issue 43 (November 1988) and awarded it a Gold Medal with 97% overall - one of the highest scores the magazine ever awarded to any game on any platform. Reviewers Gordon Houghton, Matthew Evans, and Paul Glancey were unanimous: "One of the best 64 shoot 'em ups of all time." The commercial and critical responses were consistent. Read the full reception record for context on how the score was received.

Armalyte's European chart-topping position in 1988 - against 16-bit competition, in a market actively transitioning away from 8-bit machines - remains the single most significant commercial achievement in Thalamus's history. The game confirmed that quality was still the primary determinant of sales, regardless of which hardware generation the buyer considered state-of-the-art.

The Standard Every C64 Shooter Is Measured Against

Community assessment of Armalyte has remained consistent since 1988. The game appears at or near the top of Lemon64 community ratings and is the consistent reference point in any discussion of C64 shoot-em-up excellence. Hardcore Gaming 101's analysis provides an extensive critical examination of what makes the game work at the design level. The Evercade Thalamus Collection 1 cartridge includes Armalyte alongside nine other Thalamus titles, ensuring its continued accessibility.

No C64 horizontal shoot-em-up released before or after Armalyte has displaced it from the community's highest esteem. Forty years on, the game is still used as the baseline when evaluating everything else the platform produced in the genre.

1990 Commodore 64 Apex Computer Productions

Creatures

The graphical peak of 8-bit platform gaming

The C64 Was Eight Years Old and Not Finished

Creatures is a platform game for the Commodore 64, published by Thalamus Ltd in December 1990. Developed by Steve and John Rowlands trading as Apex Computer Productions, it arrived on a platform that the mainstream gaming conversation had largely written off: the Amiga had established itself as the European home computer of choice, the Atari ST was broadly competitive, and the C64 was eight years old with its technology fixed in 1982. Creatures demonstrated with categorical force that this assessment was wrong.

The game's graphics rivalled contemporary Amiga software. Its sprite animations were more detailed than most 16-bit games of the period. Its backgrounds exhibited colour depth and environmental richness that players on more powerful machines would not have expected from 8-bit hardware. Creatures mattered because it was undeniable proof that the C64 had creative potential that had barely been tapped, even as the market moved on.

From Retrograde to Something Else Entirely

Steve and John Rowlands had joined the Thalamus catalogue with Retrograde in 1989 - a horizontal shooter that earned a 94% Sizzler in Zzap!64 and established their reputation as programmers of exceptional graphic skill. Creatures was their full statement. Where Retrograde demonstrated what the Rowlands Brothers could do in a familiar genre, Creatures showed what they could do with full creative freedom.

Steve Rowlands handled the primary programming; John Rowlands contributed graphics and level design. The game was developed in the tradition of British platform gaming - Jet Set Willy, Manic Miner - but executing in that tradition at a level of visual sophistication its predecessors would not have recognised as belonging to the same technical category. Zzap!64 ran a development diary feature as Creatures was being made, allowing readers to watch the Rowlands Brothers' process in real time. When the game scored its Gold Medal, the community had already been invested in its development for months. See the developer profiles for more on Steve and John Rowlands.

Clyde, His Enemies, and the Torture Screen

Creatures casts the player as Clyde Radcliffe, a furry creature navigating platform levels populated by enemies of considerable visual variety and personality. The level design escalates in complexity at a considered pace, introducing new hazards and mechanics progressively. The game has a distinctly British humour - enemy designs are characterful rather than threatening, and the whole enterprise has a warmth that distinguishes it from the grimmer end of the platform genre.

The game's defining feature is its bonus torture chamber sequence. At the end of each level, enemies captured alive (rather than simply destroyed) could be despatched in elaborately comic ways - methods that were gently grotesque rather than genuinely violent, presented with theatrical irreverence. Players who completed a level with captured enemies were rewarded with these sequences, providing an incentive to play more strategically. The torture sequences became one of the most discussed aspects of the game: players described them to friends, who sought them out; they made Creatures an event rather than merely a product. The sequel made good on the title's promise in their regard.

More Colours Than the Hardware Allowed

Creatures' visual achievement rests on two techniques applied with exceptional precision: sprite multiplexing and colour register cycling. The VIC-II chip supports eight hardware sprites simultaneously; multiplexing creates the impression of more by reusing the same sprite registers multiple times within a single video frame, driven by cycle-precise interrupt timing. Any deviation by a single CPU cycle causes visible glitching. The Rowlands Brothers' implementation was flawless - Creatures displays character sprites of exceptional detail that would be impossible on stock VIC-II hardware.

Colour register cycling exploits the C64's character mode colour system by modifying VIC-II colour registers on a per-raster-line basis using interrupts. The result is background environments with apparent colour depth far exceeding the hardware's nominal sixteen-colour capability - gradients, atmospheric effects, and spatial depth that many players refused to believe were possible on a C64. Contemporary reviewers compared the visuals to the Amiga as a genuine technical assessment, not hyperbole.

"Creatures is a game that has to be seen to be believed... the animation is some of the best ever seen on the C64, and the gameplay is immensely compelling."

The Most Award-Laden Zzap! In Ages

Zzap!64 reviewed Creatures in Issue 68 (December 1990) and awarded it a Gold Medal with 96% overall - reviewers Phil King, Robin Hogg, and Stuart Wynne were unanimous about the game's status. The score was confirmed when Creatures received a budget re-release on the Kixx label; Zzap!64 Issue 88 (September 1992) reviewed it again with the same result. The game's critical standing was consistent and unwavering. See the full reception record.

The C64 Wasn't Exhausted After All

Creatures received outstanding reviews across all remaining C64 publications and is consistently ranked among the five greatest C64 games ever released. Its significance is not merely technical - though that achievement is remarkable - but of completeness of execution. The graphics serve the gameplay; the gameplay serves the game's tonal identity; the identity is coherent throughout. Creatures is a finished work, and finished works of this quality are rare at any point in gaming history.

The game proved that the C64 development community still contained individuals with the skill and vision to extract performance from the hardware that its designers had not anticipated. The Rowlands Brothers made that proof undeniable two years later with Creatures II. The game is part of the Evercade Thalamus Collection 1.

1992 Commodore 64 Apex Computer Productions

Creatures II: Torture Trouble

The impossible sequel - more from a machine that had nothing left to give

Wolfenstein 3D Was Out, and They Made Another C64 Game

Creatures II: Torture Trouble is a platform game for the Commodore 64, published by Thalamus Ltd in 1992. In that year, Wolfenstein 3D was redefining what PC gaming could look like; Street Fighter II was the dominant console experience; the Amiga was firmly established as the European home computer of choice. The C64 market had contracted to a small fraction of its mid-1980s scale.

Steve and John Rowlands - Apex Computer Productions - chose to make a C64 platform game anyway. And what they made was better than Creatures, which was already the graphical peak of 8-bit platform gaming. That combination of timing and ambition makes Creatures II one of the most remarkable games ever produced for any platform: not because it competed with what was current in 1992, but because it demonstrated that the quality of creative work is independent of hardware age, commercial context, and market timing.

No Commercial Rationale, Just the Hardware and the Challenge

The decision to return to the C64 with a sequel - rather than port Creatures to the Amiga or develop a 16-bit original - reveals something fundamental about the Rowlands Brothers' relationship to the C64 as a creative medium. The machine was not merely a delivery platform. It was the specific constraint system within which they had developed their craft, and extracting more from it than they had before was a sufficient creative motivation.

By 1992, Thalamus itself was in its final period of operation. Amiga development projects had proved expensive and generated minimal revenue. The publisher's financial position was deteriorating. That Thalamus continued to commit to C64 software of this quality in these conditions speaks to the publisher's creative commitment even as commercial pressures mounted. Creatures II was one of the last C64 games Thalamus would ever release.

Harder, Funnier, and More Elaborate Than the Original

The game's subtitle - Torture Trouble - signals immediately that the bonus torture chamber sequences from Creatures would receive expanded treatment. The promise is delivered thoroughly. Creatures II's torture sequences are more elaborate, more varied in method, and more extreme in their comic grotesquerie than the first game's. The enemy roster is more diverse, providing a wider range of subjects for the torture interactions; the animations are more detailed; the comedy is more effective.

The platform gameplay itself is more demanding than the original, calibrated to the experienced Creatures player. Level design exploits familiarity with the first game's mechanics and introduces complications accordingly. This calibration reflects respect for the audience: the assumption that players who completed the first game arrive with formed skills that the sequel can challenge at a higher level.

Past What Was Already the Limit

The technical techniques in Creatures II - sprite multiplexing, raster interrupt colour cycling, character mode background rendering - are the same techniques used in the original. What differs is the precision and density of their application. The character animations are more detailed and more smoothly interpolated. The background environments are more elaborately decorated with more colour information per screen than the original's already remarkable backgrounds. The sprite multiplexer handles more active sprites per frame, with tighter interrupt timing that produces less visual artefacting under conditions of maximum screen activity.

The colour cycling in Creatures II achieves effects in background rendering that suggest hardware capabilities beyond the C64's actual specification. Smooth colour transitions and apparent atmospheric lighting effects were produced on a machine with a fixed sixteen-colour palette and no hardware blending - achieved purely through precise timing of palette register modifications at specific raster positions. This required complete command of the VIC-II's interrupt system deployed with sufficient discipline to avoid introducing frame rate instability. The Rowlands Brothers had that command completely.

"Creatures 2 is an outstanding sequel... the C64's most impressive platformer just got even more impressive. Everything is bigger, more detailed, more ambitious."

- Zzap!64 review of Creatures II: Torture Trouble (1992); as referenced in community documentation at Lemon64

The Last Great C64 Gold Medal

Creatures II received strong scores from the remaining C64 publications in 1992, praised universally as one of the finest platformers the C64 ever produced and a technical marvel given the platform's age. That the critical establishment was still capable of being impressed by C64 software in 1992 - the same year Wolfenstein 3D was setting the agenda for the next decade of PC gaming - says something significant about how far the Rowlands Brothers had pushed the machine.

The Practical Ceiling of What the C64 Could Do

Creatures II represents the practical ceiling of what sprite multiplexing, raster interrupt colour manipulation, and character-mode rendering could achieve on the 6510-based C64 hardware. No subsequent C64 game in the platform genre produced comparable visual results. Its historical significance is twofold: as a technical artefact marking the platform's graphical limit, and as a cultural statement that the quality of creative work is independent of the age or power of the hardware on which it is produced.

That assertion remains as true now as it was in 1992. Creatures II stands entirely on its merits, without qualification for the hardware on which it runs. In this respect it is the purest expression of the Thalamus philosophy: the best games are made by the best programmers, not by the best hardware. The Evercade Thalamus Collection 1 ensures the game remains accessible to anyone who wants to see for themselves what 1982-era hardware could produce in the hands of the right developers.