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The game starts with a green expanse of land, awaiting development. The player selects different kinds of buildings to erect on the site, which the game instantly builds and automatically connects with roads. Then, in the two play modes, the player gets to navigate a little car through the lanes and byways, as on a top-town map, trying to situate the car on a map location or at the site of a hidden key described only in cardinal directions (go south! now south-east!)


Stickybear Town Builder Commodore 64 Main menu
Stickybear Town Builder Commodore 64 Title screen
Stickybear Town Builder Commodore 64 I made 18 stops total.
Stickybear Town Builder Commodore 64 I went to the correct location.

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One player recounts how disappointed he was that he could not get the "Save a Town" option to work -- ie, to rescue the village and its denizens from some catastrophe, a la SimCity's earthquakes, floods and Godzilla attacks. What this ambiguously-phrased option referred to, of course, was the storing of a town's layout on a floppy disk, as might be gleaned by its context on the screen immediately following "Load a Town".
Pseudo_Intellectual (60787) added Stickybear Town Builder (Commodore 64) on Dec 18, 2007
Other platforms contributed by Pseudo_Intellectual (60787)