Ocean Software

Addams Family Values

Addams Family Values

Sega Genesis - Released - June 1, 1995

The evil Debbie Jelinksi is harming the Addams family once again... She has kidnapped Baby Pubert, and Uncle Fester is the one who must find him and to bring him back to his loving family. The game is based on the live-action movie of the same name. Addams Family Values is an action adventure game with slight RPG elements (you gain more hit points while proceeding in the game, can upgrade your equipment and special attacks). You control Fester, by moving him around, fighting regular enemies and bosses, talking to members of Addams household, and occasionally solving puzzles. The combat is pure action, Zelda-style.

Addams Family Values

Addams Family Values

Super Nintendo Entertainment System - Released - February 1, 1995

Evil nanny, Debbie Jellinsky, has stolen Baby Pubert and only you, Uncle Fester, can save him in an outrageous role-playing adventure - Addams Family style. Venture through maze-filled gardens and goon-infested swamps. Gather clues and use your Addams charm to con Debbie's "loyal" friends into helping you - for a price! And maybe with a little Family advice and lots of Addams cunning, you'll be able to rescue Pubert and put your evil bride Debbie... in the hot seat!

Adidas Championship Football

Adidas Championship Football

Amstrad CPC - Released - 1990

Adidas Championship Football is a soccer game with 24 national teams. The only playing mode is a championship which mimics the World Cup with randomly drawn groups. A second player can control a second team. The playing perspective is top-down with a scrolling field. The control method is an expanded dribbling method known from the Kick Off series. To make a shot, the player needs to hold down the button for a certain amount of time (this determines the power of the shot) and only then play the ball. The angle can be changed by tapping the button.

Adidas Championship Football

Adidas Championship Football

Sinclair ZX Spectrum - Released - 1990

Adidas Championship Football is a soccer game with 24 national teams. The only playing mode is a championship which mimics the World Cup with randomly drawn groups. A second player can control a second team. The playing perspective is top-down with a scrolling field. The control method is an expanded dribbling method known from the Kick Off series. To make a shot, the player needs to hold down the button for a certain amount of time (this determines the power of the shot) and only then play the ball. The angle can be changed by tapping the button.

Arkanoid II: Revenge of Doh

Arkanoid II: Revenge of Doh

Commodore 64 - Released - November 11, 1988

HE'S BACK. HE'S MAD. HE WANTS REVENGE. Eons ago, you battered DOH into an intergalactic pulp and escaped. But a scrap of DOH's core energy survived... And now DOH's hurtling toward you across space and time in the Xorg, a huge spaceship that's crashed into our universe from an unknown dimension. Use your ultra-fast reflexes and intense concentration to get to the core of the Xorg without pounding your ship to interstellar scrap. Or take a break from battle. Create your own force barriers with the Arkanoid Construction Set, the latest in intergalactic dimension-building tools. If you're good enough, you'll get through. And come fact to face with the force of DOH.

Arkanoid: Revenge of Doh

Arkanoid: Revenge of Doh

Sinclair ZX Spectrum - Released - 1988

The mysterious enemy known as DOH has returned to seek vengeance on the Vaus space vessel. The player must once again take control of the Vaus (paddle) and overcome many challenges in order to destroy DOH once and for all. Revenge of Doh sees the player battle through 34 rounds, taken from a grand total of 64. Revenge of Doh differs from its predecessor with the introduction of "Warp Gates". Upon completion of a level or when the Break ("B") pill is caught, two gates appear at the bottom of the play area, on either side. The player can choose to go through either one of the gates - the choice will affect which version of the next level is provided. The fire-button is only used when the Laser Cannons ("L") or Catch ("C") pill is caught. The game also features two new features for bricks. Notched silver bricks, like normal silver bricks, take several hits to destroy. However, after a short period of time after destruction, they regenerate at full strength. Fortunately, clearing a level does not require that any notched bricks be destroyed. Also, some bricks move from side to side as long as their left and/or right sides are not obstructed by other bricks. The US version features an entirely different layout for Level 1 that feature an entire line of notched bricks, with all colored bricks above it moving from side to side. The game features a mini-boss in the form of a giant brain, which will help you practice for DOH. Home versions of Revenge of DOH also featured a level editor, where players could create their own levels or edit and replace existing levels, with the exception of two levels: the mini-boss and DOH.

Arkanoid: Revenge of Doh

Commodore 128 - Released - August 1, 1989

Revenge of Doh for the 128 is a direct sequel to the original arcade smash Arkanoid and would load directly from 128 mode. Along with improved graphic engine, better sound and music, better hardware support and more levels, Revenge of Doh also features a built-in editor and allows you to create your own level sets! Revenge of Doh continues Arkanoid's plot as follows, directly taken (including typoes) from the game: A long time period passed and the dimension controlling force Doh has again come back to life. Occupying the huge starship Xorg, it has entered our universe from a different dimension. Mixtec, Arkanoid type spaceship, has lauched the craft Vaus II to make a preemptive attack on Xorg.

Armageddon (Ocean Software)

Armageddon (Ocean Software)

Sinclair ZX Spectrum - Released - 1983

Armageddon is based on the arcade game Missile Command where you are the commander of a Missile Battery and you have to protect six cities in this single screen shooter. Nuclear tracers fall from the top of the screen leaving behind a trail and as you move a cross-hair around the screen, you must fire a limited supply of missiles and allow them to explode in front of each trail to destroy them. If a nuclear tracer hits a city then it is destroyed and if all cities are destroyed then it is game over. A plane occasionally flies over the screen from left to right and you get bonus points for destroying it. Once a wave is over then bonus points are awarded for any cities and missiles left before being re-armed and you then protect the remaining cities from another attack. On the C64, you can choose the wind speed (0-9) before the game starts, with zero being no wind.

Bad Dudes

Bad Dudes

Commodore 64 - Released - 1988

Bad Dudes is a six-level action game originating in the arcades. The gameplay involving beating a succession of guys to complete the level, then an end-of-level bad guy. The action takes place on two different levels of the screen, which can be jumped across or navigated using ladders. Moves such as punches and kicks are on offer. The control method makes jumping sideways quite tricky.

Bad Dudes vs. Dragon Ninja

Bad Dudes vs. Dragon Ninja

Sinclair ZX Spectrum - Released - 1988

Seven levels of lean, mean, fighting screens to battle through. Use your special Martial Arts skills, Punch, Kick, Jump, Flying-kick and Super-punch; with added power in the shape of special Ninja-style weapons. The opponents in your battle for supremacy are four types of Evil star/throwing Ninja Assassins whose skills are manifold and dangerous. Also out to spoil your day are acrobatic Women Warriors and vicious Guard Dogs. At the end of each level you must overcome the Ninja Master in order to progress - some examples of these superhuman villains are:- A fire-breathing Fat Man, an Armour Clad giant and Green and Gruesome Giant Ninja - who has a disconcerting habit of suddenly multiplying into an army! Mission accomplished?.... not yet! Now rescue the President of The United States from the grip of these villainous warriors and fly him to safety.

Bad Dudes Vs. DragonNinja

Bad Dudes Vs. DragonNinja

Amstrad CPC - Released - 1988

Bad Dudes is a six-level action game originating in the arcades. The gameplay involving beating a succession of guys to complete the level, then an end-of-level bad guy. The action takes place on two different levels of the screen, which can be jumped across or navigated using ladders. Moves such as punches and kicks are on offer. The control method makes jumping sideways quite tricky.

Batman

Batman

Commodore 64 - Released - July 15, 1989

Based on the 1989-Batman movie. The game consists of five different parts, each resembling well known game types. Part one, the chemical plant: Hunt down Jack Napier who has raided the plant (typical platform action, climb ladders or use "Bat"-rope and shoot at some enemies...). Part two, "Batmobile" (...the car): Joker is chasing you and have to escape to "Bat"-cave. Avoid obstacles like police blocking the road and others. Part three, "Bat"-cave: A puzzle game where you have to find a certain item (belonging to Joker) amongst other items. Part four, "Batjet": Cut the ropes of the balloons which are filled with poisonous gas. Part five, the cathedral: Hunt down Joker. This part plays like the first one. Finally you will confront Joker in a fight that decides the fate of Gotham city.

Batman

Batman

Sinclair ZX Spectrum - Released - 1986

Batman is a 1986 3D isometric action-adventure game by Ocean Software for the Amstrad PCW, Amstrad CPC, ZX Spectrum, and MSX, and the first Batman game developed. The game received favourable reviews. An unrelated Batman game was released two years later, titled Batman: The Caped Crusader. The object of the game is to rescue Robin by collecting the seven parts of the Batcraft hovercraft that are scattered around the Batcave. The gameplay takes place in a 3D isometric universe, which programmer Jon Ritman and artist Bernie Drummond would further develop for 1987's Head over Heels, and is notable for implementing an early example of a save game system that allows players to restart from an intermediate point in the game on the loss of all lives rather than returning all the way to the start (in this case the point at which Batman collects a "Batstone").

Batman

Batman

Microsoft MSX - Released - 1986

Batman is a 1986 3D isometric action-adventure game by Ocean Software for the Amstrad PCW, Amstrad CPC, ZX Spectrum and MSX, MSX-2 microcomputers, and the first Batman game ever developed. Upon release, the game received favorable reviews, and received a sequel two years later, titled Batman: The Caped Crusader. The object of the game is to rescue Robin by collecting the seven parts of the Batcraft hovercraft that are scattered around the Batcave. The gameplay takes place in a 3D isometric universe, which programmer John Ritman and artist Bernie Drummond would further develop for 1987's Head over Heels, and is notable for implementing an early example of a system that allows players to restart from an intermediate point in the game on the loss of all lives rather than returning all the way to the start (in this case the point at which Batman collects a "Batstone").

Batman

Batman

Amstrad GX4000 - Released - 1990

The game consists of five stages based on events from the movie. Each stage has a time limit and a health gauge (represented by Batman's face turning into the Joker's), with Batman losing a life if he runs out of either. The levels have varying gameplay

Batman: The Movie

Batman: The Movie

Amstrad CPC - Released - 1989

Batman: The Movie is based on the 1989 blockbuster that heralded the dawn of the modern superhero movie. Starring Michael Keaton and Jack Nicholson, you couldn't move at the time for Bat-merchandise and Ocean's interpretation of the movie was a massive hit as a result. The game consists of five levels based on events from the movie. Each stage has a time limit and a health gauge (represented by Batman's face turning into the Joker's), with Batman losing a life if he runs out of either. The levels have varying gameplay: In the first level, styled as side-scrolling gameplay, Batman fights his way through the Axis Chemical Plant to confront Jack Napier, knocking him into a vat of chemicals and turning him into the Joker. Batman can use his Batarangs and grapple gun to defeat enemies. The grapple gun can also be used to climb to higher platforms and swing across gaps. In the second level, Batman drives his Batmobile across Gotham City, dodging traffic and using a grapple to turn corners at high speed. Missing three consecutive turns causes Batman to run into a police roadblock and costs the player one life, regardless of the timer and health gauge. The third level is a Mastermind-like puzzle set in the Batcave, in which Batman is presented with eight consumer products and must identify the three that the Joker has tainted with the deadly chemical Smilex. The player chooses three items at a time and is told how many are correct; a health penalty is incurred for selecting any incorrect items. The fourth level takes place during the Joker's parade, in which Batman must fly the Batwing and cut away balloons filled with Smilex gas without crashing into them or the floats to which they are tethered. In the fifth and final level, styled similarly to the first, Batman climbs to the top of Gotham City Cathedral and must stop the Joker from escaping on a helicopter.

Batman: The Movie

Batman: The Movie

Sinclair ZX Spectrum - Released - June 5, 1989

Based on the 1989-Batman movie. The game consists of five different parts, each resembling well known game types. Part one, the chemical plant: Hunt down Jack Napier who has raided the plant (typical platform action, climb ladders or use "Bat"-rope and shoot at some enemies...). Part two, "Batmobile" (...the car): Joker is chasing you and have to escape to "Bat"-cave. Avoid obstacles like police blocking the road and others. Part three, "Bat"-cave: A puzzle game where you have to find a certain item (belonging to Joker) amongst other items. Part four, "Batjet": Cut the ropes of the balloons which are filled with poisonous gas. Part five, the cathedral: Hunt down Joker. This part plays like the first one. Finally you will confront Joker in a fight that decides the fate of Gotham city.

Batman: The Movie

Batman: The Movie

Microsoft MSX - Released - 1989

Based on the 1989-Batman movie. The game consists of five different parts, each resembling well known game types. Part one, the chemical plant: Hunt down Jack Napier who has raided the plant (typical platform action, climb ladders or use "Bat"-rope and shoot at some enemies...). Part two, "Batmobile" (...the car): Joker is chasing you and have to escape to "Bat"-cave. Avoid obstacles like police blocking the road and others. Part three, "Bat"-cave: A puzzle game where you have to find a certain item (belonging to Joker) amongst other items. Part four, "Batjet": Cut the ropes of the balloons which are filled with poisonous gas. Part five, the cathedral: Hunt down Joker. This part plays like the first one. Finally you will confront Joker in a fight that decides the fate of Gotham city.

Batman: The Movie

Batman: The Movie

Atari ST - Released - 1989

Based on the 1989-Batman movie. The game consists of five different parts, each resembling well known game types. Part one, the chemical plant: Hunt down Jack Napier who has raided the plant (typical platform action, climb ladders or use "Bat"-rope and shoot at some enemies...). Part two, "Batmobile" (...the car): Joker is chasing you and have to escape to "Bat"-cave. Avoid obstacles like police blocking the road and others. Part three, "Bat"-cave: A puzzle game where you have to find a certain item (belonging to Joker) amongst other items. Part four, "Batjet": Cut the ropes of the balloons which are filled with poisonous gas. Part five, the cathedral: Hunt down Joker. This part plays like the first one. Finally you will confront Joker in a fight that decides the fate of Gotham city.

Batman: The Movie

Batman: The Movie

Commodore Amiga - Released - 1989

Batman also known as Batman: The Movie is an action video game developed by Ocean Software based on the 1989 film of the same name. It was released in 1989 for the Amiga, Amstrad CPC, Apple II, Atari ST, Commodore 64, MS-DOS, ZX Spectrum. The game consists of five stages based on events from the movie. Each stage has a time limit and a health gauge (represented by Batman's face turning into the Joker's), with Batman losing a life if he runs out of either. The first stage sees players controlling Batman as he navigates the Axis Chemical Plant to confront Jack Napier, leading to the incident in which he becomes The Joker. In this level, the game features side-scrolling gameplay, in which Batman can use his Batarangs to defeat enemies or and his grapple gun to reach higher platforms and swing across gaps. In the second level, Batman rides in his Batmobile where he must dodge traffic and use a grapple to swing around corners to avoid running into the police. The third level is a puzzle section in which Batman must identify various components for Smilex, the deadly chemical Joker has put into the market. The fourth level takes place during Joker's parade, in which Batman must use the Batwing to cut away balloons filled with poisonous gas without hitting the balloons themselves. Finally, the fifth level, which reprises the gameplay of the first level, sees Batman make his way to the top of Gotham Cathedral to finally confront Joker.

Beach-Head

Beach-Head

Sinclair ZX Spectrum - Released - 1984

A dictator took the control of a fortress on the island of Kuhn-Lin. The player's mission is to storm the island and recapture it. This takes place over the course of six different sequences. The first sequence is Aerial Reconnaissance, where the fleet must be moved directly past the enemy or into a hidden passage to trigger another, optional stage. In this Hidden Passage sequence, the player will have to maneuver around mines and torpedoes. Successfully completing it gives a surprise advantage in the following General Quarters sequence, where the player controls anti-aircraft guns shooting down enemy aircraft. The next sequence is named Battle Stations and the player must aim and fire heavy guns to hit enemy ships before they inflict too much damage and eventually sink the player's own vessels. Following this battle, the fleet must be maneuvered to the beach. Upon reaching the Beach-Head level, tanks roll out and the player must keep these safe from enemy fire and obstacles while driving. In the Final Battle sequence, the Dictator is holed up in the fortress of Kuhn-Lin and 10 different targets on the fortress must be fired upon to destroy it. The port for C16 and Plus/4 computers only contains the General Quarters, Battle Stations and Final Battle sequences.

Beach-Head

Beach-Head

Amstrad CPC - Released - June 1, 1985

A dictator took the control of a fortress on the island of Kuhn-Lin. The player's mission is to storm the island and recapture it. This takes place over the course of six different sequences. The first sequence is Aerial Reconnaissance, where the fleet must be moved directly past the enemy or into a hidden passage to trigger another, optional stage. In this Hidden Passage sequence, the player will have to maneuver around mines and torpedoes. Successfully completing it gives a surprise advantage in the following General Quarters sequence, where the player controls anti-aircraft guns shooting down enemy aircraft. The next sequence is named Battle Stations and the player must aim and fire heavy guns to hit enemy ships before they inflict too much damage and eventually sink the player's own vessels. Following this battle, the fleet must be maneuvered to the beach. Upon reaching the Beach-Head level, tanks roll out and the player must keep these safe from enemy fire and obstacles while driving. In the Final Battle sequence, the Dictator is holed up in the fortress of Kuhn-Lin and 10 different targets on the fortress must be fired upon to destroy it.

Beach-Head II

Beach-Head II

Amstrad CPC - Released - 1986

The Dictator from the first Beach Head game is back, but World War 2 is over. Giving himself a new name, "The Dragon", he seeks revenge against the victorious allied forces. To further these ends, he kidnaps hostages and brings them to his island fortress... Controlling either the forces of the Allied Commander (J.P. Stryler) or the Dictator (The Dragon), you will have to perform objectives across four different sequences, each with different perspective and controls. In Sequence 1 "Attack", the allies invade the dictators base with soldiers dropped from a helicopter. The allied forces must land their soldiers and then march them forwards taking cover at different walls. The dictator only has to shoot them down with a machine gun. In Sequence 2 "Rescue", the hostages are being rescued. The player who controls the allies will use the machine gun to defend hostages as they cross the open courtyard. The dictator can deploy between four different weapons: Man on top of wall, Tank, Truck and Trap Door, only one of which is on the screen at any time. In Sequence 3 "Escape", hostages are loaded onto the helicopters. The allied player will select how to place hostages on helicopters and then man the controls, avoiding attack. The dictator chooses the level of the automated defense and then aims his tanks at the helicopter. In the final sequence, "Battle", the allied commander and the dragon finally encounter one another deep underground. They will toss poontas (throwing knives) at each other until only one is left standing.

Beach-Head II

Beach-Head II

Sinclair ZX Spectrum - Released - 1985

Beach-Head II features the player pursuing the eponymous Dictator in several ways. There are four levels in the game. In the first level, called Attack, the player deploys soldiers along a path with walls to cover him from the dictator's gun. The objective is to destroy the gun. The second level involves rescuing the prisoners from deadly obstacles by clearing them with a gun. The third level's objective is to escape from the area by flying a helicopter with the prisoners out of the dictator's fortress. Finally the player and the dictator face off, on opposite cliffs, separated by water. To defeat him, the player must make him fall in the water by throwing knives at him. The Dictator tries to do the same to the player. In one player mode there are three skill levels, harder modes resulting in faster movements and the computer opponent using better artificial intelligence. In two player mode, one player controls the usual side whilst his opponent controls the Dictator's forces. This game was notable for using synthesized speech (courtesy of Electronic Speech Systems, then of Berkeley, California). Known for its deathly scream (also heard in Epyx's Impossible Mission), laughing, "I'm hit", "Medic", "Hey! Don't shoot me" and "You can't hurt me".

Boot Camp

Boot Camp

Commodore 64 - Released - April 2, 1987

The game is composed of seven training events whom the player must complete. Upon failure to complete an event, the player must do a set number of chin ups as punishment in order to continue into the succeeding events, or it's game over. The events are as followed: 1.Obstacle Course – Set in a side-scrolling segment, the player must reach the end of the stage under the alloted time before his opponent while climbing walls and clearing bars. 2.Shooting Range No. 1 – The player must shoot as many targets as possible under the allotted time. If played against a second player, then the one who shoots the most targets win. 3.Iron Man Race – Similar to the obstacle course, but set in a top view angle. The player must reach the goal while avoiding mines and other obstacles. Eventually the player must cross a lake by rowing a boat 4.Shooting Range No. 2 – Same as the first one, but now with moving targets. 5.Arm Wrestling – The two recruits are pitted against each other in a match of strength and stamina. 6.Shooting Range No. 3 – The third and final shooting range stage features penalty targets. 7.Fighting – The player faces against his instructor in hand-to-hand combat in the final event. If played with a second player, then the two players must fight each other.

Bruce Lee

Bruce Lee

Sinclair ZX Spectrum - Released - 1984

Bruce Lee is a platform/beat 'em up hybrid, in which the player controls Bruce Lee. The plot involves the eponymous martial artist advancing from chamber to chamber in a wizard's tower, seeking to claim infinite wealth and the secret of immortality. There are twenty chambers, each represented by a single screen with platforms and ladders. To progress, the player must collect a number of lanterns suspended from various points in the chamber. Most chambers are guarded by two mobile enemies; The Ninja, who attacks with a "bokken stick" and The Green Yamo, a large unarmed warrior, visually styled as a sumo wrestler but attacking with punches and "crushing kicks". On platforms with sufficient graphics support, Yamo's skin is actually pictured as green, though in cover art he has a natural human skin tone. A multiplayer mode allows a second player to control Yamo, or to allow two players to alternately control Bruce. If the player playing Yamo is inactive for a certain time, the computer takes over. The Ninja and Yamo are also vulnerable to the screen's dangers, but have infinite lives so they always return; whereas Yamo is consistently identified as a single person, one version of the manual implies that each reappearance of the ninja is a new individual, replacing the previous one. Later chambers include more hazards such as mines and moving walls, as well as a "comb-like" surface that has an electric spark racing along it. Skillful walking, climbing, ducking and jumping are required to negotiate them. On the twentieth screen, Lee finally faces the evil Fire Wizard.

Burnin' Rubber

Amstrad GX4000 - Released - 1990

Burnin' Rubber is the game that was included with every Plus and GX4000 on a cartridge, in a bid to showcase the Plus machine's new hardware abilities. Therefore it was quite popular, although it did not really show off the Plus capabilities, being an early title and all. Despite that, it wasn't a bad game on its own and is considered one of the good racing games on the Amstrad.

Buster Bros.

Buster Bros.

Nintendo Game Boy - Released - October 1, 1993

The most original game to come to the arcade in years is now an action sensation on your Game Boy! Buster Bros. brings you fast paced thrills, split-second chills and a variety of spectacular backgrounds as big as the world! Grab a pop-gun and get set for excitement! Travel to exotic locations - the ruins of Ankor Watt, the pyramids of Central America and the frozen wastelands of Antarctica to dodge bouncing bubbles in death-defying arenas. Each move takes careful planning; one misstep and you'll lose a life! So take the ultimate challenge in this wild adventure game! - Collect shields, double guns and scatter blasters for unstoppable power! - Burst hidden panels to win bonus items and valuable points!

Cavelon

Cavelon

Sinclair ZX Spectrum - Released - 1983

The princess is being held captive inside the castle, and it's up to you (the knight) to rescue her. In order to do this, though, you need to collect the door pieces that are scattered in the six dungeons that await you, and defeat the black wizard in the end. Time is against you, so you need to hurry up. Once you have collected all pieces, the exit door will open, and you can proceed to the next dungeons. Collect other items for bonus points and avoid other knights that will shoot at you, even when their backs are turned. To make it fair, you can shoot them. Some knights only take one hit to kill, others may take more.

Central Intelligence

Central Intelligence

MS-DOS - Released - 1994

A strategic game of espionage and undercover operations with a lot of political undertones. You play a CIA chief sent to the island of Sao Madrigal, which is currently under a dictatorship. This dictatorship is supported by the Chinese government and it seriously jeopardizes the U.S.A.'s interests on the region, thus it is your mission to organize the recuperation of democracy, by any means necessary. You have at your disposal a series of CIA agents divided in three branches: Political, Propaganda and Military. But the object of the game is not to organize a military uprising, but instead to support and organize the island's many opposing factions (like angry students, guerrillas, political parties,etc.) against the dictatorship (with or without their knowledge of your interventions) via propaganda, bribes, subterfuge, assassinations, blackmails, etc. The main interface consists of a top-down satelite image of the island from where you can zoom in on any building, and from where you dispatch your agents and access the relevant information on each and every building on the island (provided you spy them). The game runs against a real-time clock as you have a time limit to depose the dictator, but you can select the speed at which the game counts the hours and days, as well as the overall difficulty of the game, by selecting among a set of options that regulate the population's overall loyalty towards El Dictador.

Chase H.Q.

Chase H.Q.

Sinclair ZX Spectrum - Released - 1989

As an undercover agent of Chase Headquarters, your job is to patrol the streets and track down five criminals. You are given a mission briefing before you start which gives information on the suspect and what car they drive. Then you drive across the city without crashing into other cars, and catch up with the criminal's car. To arrest the suspects, you must keep bumping into their car until it is no longer functional. And you have to do this under a strict time limit. You can't afford to crash into cars or buildings or you waste time getting on the road again. However, once you've caught up with your suspect, you are given more time. Your car is also equipped with turbo boosts, which you can use to gain extra speed if you are way behind the criminal. Each arrest is based on a "suspicion".

Chase H.Q.

Chase H.Q.

Microsoft MSX - Released - 1989

As an undercover agent of Chase Headquarters, your job is to patrol the streets and track down five criminals. You are given a mission briefing before you start which gives information on the suspect and what car they drive. Then you drive across the city without crashing into other cars, and catch up with the criminal's car. To arrest the suspects, you must keep bumping into their car until it is no longer functional. And you have to do this under a strict time limit. You can't afford to crash into cars or buildings or you waste time getting on the road again. However, once you've caught up with your suspect, you are given more time. Your car is also equipped with turbo boosts, which you can use to gain extra speed if you are way behind the criminal. Each arrest is based on a "suspicion".

Chase H.Q.

Chase H.Q.

Commodore 64 - Released - 1989

As an undercover agent of Chase Headquarters, your job is to patrol the streets and track down five criminals. You are given a mission briefing before you start which gives information on the suspect and what car they drive. Then you drive across the city without crashing into other cars, and catch up with the criminal's car. To arrest the suspects, you must keep bumping into their car until it is no longer functional. And you have to do this under a strict time limit. You can't afford to crash into cars or buildings or you waste time getting on the road again. However, once you've caught up with your suspect, you are given more time. Your car is also equipped with turbo boosts, which you can use to gain extra speed if you are way behind the criminal. Each arrest is based on a "suspicion".

Chase H.Q.

Chase H.Q.

Amstrad CPC - Released - 1989

The player assumes the role of a police officer named Tony Gibson, member of the "Chase Special Investigation Department". Along with his partner, Raymond Broady, he must stop fleeing criminals in high-speed pursuits in a black Porsche 928. At the start of each level the player is informed who they are pursuing, a great distance away: They must apprehend the criminal before their time limit expires. The criminal's car is constantly moving away, so if the player repeatedly crashes or drives too slowly, the criminal will escape. At some points during the game the road splits, and the correct turn must be taken, otherwise it will take longer to catch the criminal. When their vehicle is reached, the time limit is extended; the vehicle must be rammed a number of times until the criminal is forced to stop, then is arrested. The game includes five levels. Both the initial time limit to reach the criminal and the time extension to ram the criminal are 60, 65, or 70 seconds. When Nancy at Chase HQ (at the start of every level) calls on the radio, the frequency is often between 144 and 148 MHz. This is actually the 2-meter band of amateur or ham radio frequencies.

Chase H.Q. II: Special Criminal Investigations

Chase H.Q. II: Special Criminal Investigations

Sinclair ZX Spectrum - Released - 1990

Three girls have been reported missing including the mayor's daughter, and Chase Special Investigations has asked you to track down five vehicles, mentioned in the mission briefing, who are believed to be involved in the kidnapping. Using a heavy-designed machine with a V6 DOHC 3000CC Twin Turbo Engine, five sets of nitro-fuel boosts, and a gun attached to the steering wheel (which you can use to damage the target vehicle), your mission is to patrol the streets and find these vehicles. The gameplay is similar to Chase H.Q., but there are a few differences. For example, cars travel in both directions instead of one, and some of them will catch up to your car and shoot at you. At least once in every stage a helicopter does a fly by and drops you some grenades you can use to further damage the target vehicle. A guy on a motorcycle will catch up to you and throw grenades at your car. And, most importantly, as mentioned earlier, you can shoot at the target vehicle rather than just bumping into it. Have fun driving around, but remember, there is a strict time limit, so I wouldn't waste time or keep crashing into things if I were you.

Chase HQ II: Special Criminal Investigation

Chase HQ II: Special Criminal Investigation

Amstrad GX4000 - Released - 1992

Special Criminal Investigation, also known simply as S.C.I. and Chase HQ II: Special Criminal Investigation in some versions of the home ports, is a 1989 arcade game published by Taito and is the sequel to the 1988 original Chase H.Q.

Chinese Juggler

Chinese Juggler

Commodore 64 - Released - 1983

Chinese Juggler is a single screen game where you are a plate spinner and the aim is to have eight plates spinning on eight poles before a timer reaches zero. There are four plate holders at the bottom of the screen and you pick a coloured plate up and place it on a pole with the colour of the plate having different points values. A white plate will give you the most points with a purple plate giving you the least but you can throw plates in the air and catch them to change colour. As you place plates on the poles the ones already spinning will start to slow down and have to be spun again to keep them spinning. Once all eight poles have a spinning plate on it then you move to the next level but it is game over if the timer reaches zero without eight plates spinning. On later levels it will tell you what colour has to be placed and spun next.

Combat School

Combat School

Sinclair ZX Spectrum - Released - 1987

Boot Camp is a slight twist on the sports game genre. The player is in a military boot camp, and needs to pass a variety of training exercises so that they can eventually complete important missions. Some of the events they'll compete in are the obstacle course, firing ranges, iron man race, arm wrestling, and a fight with their instructor. Gameplay is similar to that of the Epyx Games series, with many unique events that must be completed to move on. Two players can play simultaneously, or one player against the computer.

Combat School

Combat School

Amstrad CPC - Released - 1987

Combat School is a slight twist on the sports game genre. The player is in a military boot camp, and needs to pass a variety of training exercises so that they can eventually complete important missions. Some of the events they'll compete in are the obstacle course, firing ranges, iron man race, arm wrestling, and a fight with their instructor. Gameplay is similar to that of the Epyx Games series, with many unique events that must be completed to move on. Two players can play simultaneously, or one player against the computer.

Comic Bakery

Comic Bakery

Commodore 64 - Released - 1986

A baker tries to bake and deliver bread while fighting raccoons. Pieces of bread are moving along a factory line. The raccoons try to eat your bread and also try to switch off your machines. You have to keep your machinery running and also scaring away the raccoons. If you do that your delivery truck will be loaded with bread and drive off.

Contra

Contra

Commodore 64 - Released - 1986

In the year 2631, a small meteorite has fallen into the Galuga archipelago, located 20km northeast off the coast of New Zealand. Two years later, a terrorist group known as Red Falcon has seized the island in preparation for an alien invasion. The earth's marines sent two members of their elite Contra unit, Bill Rizer and Lance Bean, to neutralize the terrorists. As either Bill (player 1) or Lance (player 2), the player must get to the end of each stage, shooting everything in sight, while avoiding enemy fire themselves. The player can upgrade their standard-issue rifle into one of four different weapons, including the powerful spread shot.

Cool World

Cool World

Nintendo Entertainment System - Released - June 1, 1993

It's an imaginary world that's real. It exists in another dimension, where cartoon characters, called Doodles, are alive. It's Cool World! It was Vegas Vinnie who first discovered the tunnel connecting Cool World with this world. There, he found the Golden Spike of Power - the wedge between the two worlds. For safe keeping, he placed it on top of the Ocean Hotel in Las Vegas. Now, a knockout Doodle called Holli Would wants to take all the power the Golden Spike can give her. She wants to get herself a real body and exist in this world. If she removes it, she may destroy both worlds. She's already stolen the tunnel map and torn it into 5 pieces which she has hidden with members of her gang. As Harris, you go up against Holli and her henchmen to recover all 5 pieces and return to the real world and guard the Spike. Holli and her hoods are out to get you, so you'd better get them first if you want to save this world!

Daley Thompson's Decathlon

Daley Thompson's Decathlon

Commodore 64 - Released - July 1, 1984

The player takes part in the ten events of the modern decathlon: Day 1: 100 metres, Long jump, Shot putt, High jump, 400 metres Day 2: 110 hurdles, Pole vault, Discus, Javelin, 1500 metres The player starts the game with three lives; failure to reach the minimum standard in an event results in the loss of one life. Success in the 1500 Meters event results in the game returning to Day 1 to repeat the events with more difficult qualification criteria. Running is simulated by hitting two keys (representing the left and right leg) alternately and as quickly as possible. The game rapidly gained a reputation amongst players as a "joystick killer" because of the constant vigorous waggling of the joystick required during many of the events.

Daley Thompson's Decathlon

Daley Thompson's Decathlon

Amstrad CPC - Released - 1985

The player takes part in the ten events of the modern decathlon: Day 1: 100 metres, Long jump, Shot putt, High jump, 400 metres Day 2: 110 hurdles, Pole vault, Discus, Javelin, 1500 metres The player starts the game with three lives; failure to reach the minimum standard in an event results in the loss of one life. Success in the 1500 Meters event results in the game returning to Day 1 to repeat the events with more difficult qualification criteria. Running is simulated by hitting two keys (representing the left and right leg) alternately and as quickly as possible. The game rapidly gained a reputation amongst players as a "joystick killer" because of the constant vigorous waggling of the joystick required during many of the events.

Daley Thompson's Decathlon

Daley Thompson's Decathlon

Sinclair ZX Spectrum - Released - 1984

Daley Thompson's Decathlon is a computer game developed and released under licence by Ocean Software in 1984. It was released in the wake of Daley Thompson's popularity following his gold medals in the decathlon at the 1980 and 1984 Olympic Games.

Daley Thompson's Olympic Challenge

Daley Thompson's Olympic Challenge

Sinclair ZX Spectrum - Released - 1988

The third licensed game based around the legendary British decathlete did something slightly wider in scope than the basic Games style of play. Before you play the main events you have to train in the gym. Weight-lifting, squats and sit-ups are included, which involve waggling the joystick as fast as you can to fill a displayed bottle of Lucozade (clever bit of product-placement there). The better you do at this, the better you'll fare in the events, which are predominantly waggling-based as well. They include the standard decathlon events of running, jumping and throwing as well as you can. There are four types of shoes available, and choosing the wrong one for the event will seriously hamper your performance.

Daley Thompson's Olympic Challenge

MS-DOS - Released - 1989

The third licensed game based around the legendary British decathlete did something slightly wider in scope than the basic Games style of play. Before you play the main events you have to train in the gym. Weight-lifting, squats and sit-ups are included, which involve waggling the joystick as fast as you can to fill a displayed bottle of Lucozade (clever bit of product-placement there). The better you do at this, the better you'll fare in the events, which are predominantly waggling-based as well. They include the standard decathlon events of running, jumping and throwing as well as you can. There are four types of shoes available, and choosing the wrong one for the event will seriously hamper your performance.

Daley Thompson's Olympic Challenge

Daley Thompson's Olympic Challenge

Commodore Amiga - Released - December 1, 1988

The third licensed game based around the legendary British decathlete did something slightly wider in scope than the basic Games style of play. Before you play the main events you have to train in the gym. Weight-lifting, squats and sit-ups are included, which involve waggling the joystick as fast as you can to fill a displayed bottle of Lucozade (clever bit of product-placement there). The better you do at this, the better you'll fare in the events, which are predominantly waggling-based as well. They include the standard decathlon events of running, jumping and throwing as well as you can. There are four types of shoes available, and choosing the wrong one for the event will seriously hamper your performance.

Daley Thompson's Olympic Challenge

Daley Thompson's Olympic Challenge

Commodore 64 - Released - 1988

The third licensed game based around the legendary British decathlete did something slightly wider in scope than the basic Games style of play. Before you play the main events you have to train in the gym. Weight-lifting, squats and sit-ups are included, which involve waggling the joystick as fast as you can to fill a displayed bottle of Lucozade (clever bit of product-placement there). The better you do at this, the better you'll fare in the events, which are predominantly waggling-based as well. They include the standard decathlon events of running, jumping and throwing as well as you can. There are four types of shoes available, and choosing the wrong one for the event will seriously hamper your performance.

Daley Thompson's Super-Test

Daley Thompson's Super-Test

Amstrad CPC - Released - 1985

This game features a variety of sporting events in the second game licensed around the Decathlon champion. Each one has its own world record and a target time/distance/score to reach. Fail and the player loses one of three lives. After completing all events successfully they repeat with tougher targets. The Amstrad, Commodore, and ZX Spectrum 48K versions of this game feature eight sporting events: cycling, giant slalom, penalties, pistol shooting, rowing, ski jumping, spring board diving, and tug of war), while the ZX Spectrum 128K release has four additional events: 100 metres hurdles, javelin, sprint, and the triple jump; making twelve games in all. Rowing, 100 metres hurdles, and cycling are pure tests of joystick waggling; this is a feature of many other events. The penalty shoot-out involves timing the run-up then pressing fire to set the angle of the shot. In the ski jump, timing the launch and landing are crucial. The tug of war involves choosing a candidate the player feels can beat and then out-waggle them. In the triple jump, the player runs to the line before holding down fire for the right length of time for each of the 3 phases of the jump (45 degrees is optimal). The hurdles event involves running to and pressing fire to clear the hurdles. Pistol shooting gives the player limited time to correctly move a sight into position, before firing as close to the centre as possible. This is made harder by only being able to move up and towards the target, which prevents being able to correct over-movement.

Daley Thompson's Super-Test

Daley Thompson's Super-Test

BBC Microcomputer System - Released - 1985

This game features a variety of sporting events in the second game licensed around the Decathlon champion. Each one has its own world record and a target time/distance/score to reach. Fail and the player loses one of three lives. After completing all events successfully they repeat with tougher targets. Eight sporting events are featured: cycling, giant slalom, penalties, pistol shooting, rowing, ski jumping, spring board diving, and tug of war.

Daley Thompson's Super-Test

Daley Thompson's Super-Test

Sinclair ZX Spectrum - Released - 1985

This game features a variety of sporting events in the second game licensed around the Decathlon champion. Each one has its own world record, and a target time / distance / score to reach - fail and you lose one of your three lives. After completing all events successfully they repeat with tougher targets. The Amstrad, Commodore and Spectrum 48K versions of this game feature eight sporting events, (Cycling, Giant Slalom, Penalties, Pistol Shooting, Rowing, Ski Jump, Spring Board Diving, and Tug of War), while the Spectrum 128K release has an additional four events, (100m Hurdles, Javelin, Sprint and Triple Jump), making twelve games in all. Rowing, 100m and cycling are pure tests of joystick waggling, and this is a feature of may other events. The penalty shoot-out involves timing the run-up then pressing fire to set the angle of the shot. In the ski-jump, timing the launch and landing are crucial. The tug of war involves choosing a candidate you feel you can beat and then out-waggling them. In the triple jump you must run to the line before holding down fire for the right length of time for each of the 3 phases of the jump (45 degrees is optimal). The hurdles event involves running to and pressing fire to clear the hurdles. Pistol shooting gives you limited time to correctly move a sight into position, before firing as close to the centre as possible. This is made harder by only being able to move up and towards the target, which prevents being able to correct over-movement.

Daley Thompson's Super-Test

Daley Thompson's Super-Test

Commodore 64 - Released - 1985

This game features a variety of sporting events in the second game licensed around the Decathlon champion. Each one has its own world record, and a target time / distance / score to reach - fail and you lose one of your three lives. After completing all events successfully they repeat with tougher targets. The Amstrad, Commodore and Spectrum 48K versions of this game feature eight sporting events, (Cycling, Giant Slalom, Penalties, Pistol Shooting, Rowing, Ski Jump, Spring Board Diving, and Tug of War), while the Spectrum 128K release has an additional four events, (100m Hurdles, Javelin, Sprint and Triple Jump), making twelve games in all. Rowing, 100m and cycling are pure tests of joystick waggling, and this is a feature of may other events. The penalty shoot-out involves timing the run-up then pressing fire to set the angle of the shot. In the ski-jump, timing the launch and landing are crucial. The tug of war involves choosing a candidate you feel you can beat and then out-waggling them. In the triple jump you must run to the line before holding down fire for the right length of time for each of the 3 phases of the jump (45 degrees is optimal). The hurdles event involves running to and pressing fire to clear the hurdles. Pistol shooting gives you limited time to correctly move a sight into position, before firing as close to the centre as possible. This is made harder by only being able to move up and towards the target, which prevents being able to correct over-movement.

Darkman

Darkman

Commodore Amiga - Released - 1991

Darkman was developed by Ocean Software and published by Ocean Software in 1991. In this side-scrolling platformer, the player controls Darkman, a superhero who can jump, kick and punch, as well as swing from a rope during action sequences between levels. In each level, Darkman disguises himself as the boss of the level, whom he must defeat before the time limit elapses. Tying into the plot of the film, Darkman wears masks of various gangsters who are responsible for his disfigurement, but his disguise dissolves after being exposed to sunlight for too long. The character changes into a different member of the evil gang in each level, taking on their attack moves as well as their face. In-between levels, Darkman must photograph his quarry before he can make a mask of them. These scenes involve moving the cursor to take a picture of the gangster. The better the photo accuracy, the more time Darkman is granted to complete the subsequent level. The final level is the most faithful to the film, and takes place on a skyscraper under construction.

Darkman

Darkman

Sinclair ZX Spectrum - Released - 1991

Based on the film by Sam Raimi. You play Peyton Westlake, returned from the dead as the many faced "Darkman", seeking your revenge against mobster Robert G.Durant. Live through all the high spots of the movie - the breathtaking helicopter fight sequence - the skyscraper shoot-out - dice with death as you swing into heaving freeway traffic dangling from a helicopter.

Darkman

Darkman

Nintendo Game Boy - Released - December 1, 1992

Once, he had a normal life, a beautiful girlfriend and a brilliant medical career - creating synthetic skin for accident victims. Then he was the victim himself, brutally attacked by sadistic criminals - his face and body burned beyond recognition. Now DARKMAN walks the night, searching for the woman he loves. A man who looks like a monster, he hopes to salvage his scorched flesh... and have revenge on those who destroyed his life! In this side-scrolling platformer, the player controls the Darkman, a superhero who can jump, kick and punch, as well as swing from a rope during action sequences between levels. In each level, Darkman disguises himself as the boss of the level, whom he must defeat before the time limit elapses.

Darkman

Darkman

Atari ST - Released - 1991

Darkman was developed by Ocean Software and published by Ocean Software in 1991. In this side-scrolling platformer, the player controls Darkman, a superhero who can jump, kick and punch, as well as swing from a rope during action sequences between levels. In each level, Darkman disguises himself as the boss of the level, whom he must defeat before the time limit elapses. Tying into the plot of the film, Darkman wears masks of various gangsters who are responsible for his disfigurement, but his disguise dissolves after being exposed to sunlight for too long. The character changes into a different member of the evil gang in each level, taking on their attack moves as well as their face. In-between levels, Darkman must photograph his quarry before he can make a mask of them. These scenes involve moving the cursor to take a picture of the gangster. The better the photo accuracy, the more time Darkman is granted to complete the subsequent level. The final level is the most faithful to the film, and takes place on a skyscraper under construction.

Dennis

Dennis

Commodore Amiga - Released - 1994

From Dennis the Menace to the Perishers, the anarchic scruffy kid has been the mainstay of comics, books and movies for years. Now a similar American incarnation has surfaced in the shape of Ocean’s latest film licence game. The seven-year-old hero of Dennis is in big trouble, as usual. Not only has he lost all of Mr Wilson’s precious coin collection, but his friends Joey and Margaret have been kidnapped by the evil Switchblade Sam. The aim of this platformer is to explore each of four different worlds, and their associated sub levels, collecting coins and battling baddies as you go. Ho hum. If the startlingly derivative plot fails to capture your imagination, wait until you start playing the game. Graphically, it looks like a cross between Sleepwalker (Dennis looks suspiciously like the somnambulistic Lee) and Alternative Software’s Sooty and Sweep. It is hideous and certainly not worth £25 of anyone’s money. The gameplay is little better. The nasties keep coming back every time you kill them and your so-called special weapons (a pea-shooter, catapult and water pistol) are virtually useless. There are plenty of power-ups and courage-building sweets but Dennis still dies remarkably often anyway. By far the worst bits are the appalling soundtrack and teeth-clenchingly bad sound effects. And the CD32 version is little better. Ocean must have paid a lot for this licence, but since the movie was a flop the game is likely to go the same way. Avoid.

Dennis the Menace

Dennis the Menace

Super Nintendo Entertainment System - Released - December 25, 1993

Yipes! Grab your slingshot, water pistol and peashooter. Margaret and Joey, Dennis' loyal friends, are missing and so is Mr. Wilson's valuable coin collection! Can Dennis sneak into Mr. Wilson's house and find his slingshot and peashooter without being spotted? Uh oh, he's got rope ladders to climb and hidden switches to find - it's going to be tough. But he's gonna need those weapons bad as he faces off with enemies like the the crazed Coach, and the scary Switchblade Sam. On this late-night escapade, bees, bulldogs, birds, frogs and even bunnies will be a menace to Dennis. Finding Joey, Margaret and Mr. Wilson's coin collection will be an adventure more harrowing than a garden full of cheek pinchers - and you know what Mr. Wilson says, "that's no g. d. (gosh darn) joke!"

Dragon Ninja

Dragon Ninja

Microsoft MSX - Released - 1988

Bad Dudes is a six-level action game originating in the arcades. The gameplay involving beating a succession of guys to complete the level, then an end-of-level bad guy. The action takes place on two different levels of the screen, which can be jumped across or navigated using ladders. Moves such as punches and kicks are on offer. The control method makes jumping sideways quite tricky.

Galivan

Galivan

Sinclair ZX Spectrum - Released - 1986

In Galivan the player takes the role of the last remaining member of the Cosmo Police. His comrades died while trying to free the planet Cynep from the evil roaming on it. Now the player is the last hope. This game is a mix between a shooter and a platformer: the player walks through the caves, jumps over obstacles and shoots everything in sight. Well, at least if he has a weapon: at the beginning he is unarmed and can only kick or punch. He has to find pyramids which were dropped by his dead colleagues (also sometimes from killed aliens): those grant an armor, more life energy and a weapon. When the player find even another pyramid, the weapon gets upgraded for a limited amount of time. However, every hit decreases the life energy and if it goes down too far, the armor and weapon are lost. Reaching zero results in death. At the end of every level, the player has to defeat a big boss alien.

Galivan

Galivan

Commodore 64 - Released - 1985

In Galivan (released by Imagine in the US as Hero 2020) the player takes the role of the last remaining member of the Cosmo Police. His comrades died while trying to free the planet Cynep from the evil roaming on it. Now the player is the last hope. This game is a mix between a shooter and a platformer: the player walks through the caves, jumps over obstacles and shoots everything in sight. Well, at least if he has a weapon: at the beginning he is unarmed and can only kick or punch. He has to find pyramids which were dropped by his dead colleagues (also sometimes from killed aliens): those grant an armor, more life energy and a weapon. When the player find even another pyramid, the weapon gets upgraded for a limited amount of time. However, every hit decreases the life energy and if it goes down too far, the armor and weapon are lost. Reaching zero results in death. At the end of every level, the player has to defeat a big boss alien.

Galivan

Galivan

Amstrad CPC - Released - 1986

In Galivan the player takes the role of the last remaining member of the Cosmo Police. His comrades died while trying to free the planet Cynep from the evil roaming on it. Now the player is the last hope. This game is a mix between a shooter and a platformer: the player walks through the caves, jumps over obstacles and shoots everything in sight. Well, at least if he has a weapon: at the beginning he is unarmed and can only kick or punch. He has to find pyramids which were dropped by his dead colleagues (also sometimes from killed aliens): those grant an armor, more life energy and a weapon. When the player find even another pyramid, the weapon gets upgraded for a limited amount of time. However, every hit decreases the life energy and if it goes down too far, the armor and weapon are lost. Reaching zero results in death. At the end of every level, the player has to defeat a big boss alien.

Gryzor

Gryzor

Sinclair ZX Spectrum - Released - 1987

Infiltrate the Alien Rebel's headquaters in Konami's smash coin-op game for your home computer. Negotiate the electric force field and then overcome wave upon wave of fanatical guerillas as you make your way inexorably towards their base. Split second timing and nerves of steel are a must for this exciting fun packed program with all the features of the arcade original. The Durrs from the Planet Suna have infiltrated Earth's defensive forces, have set up a strong hold in an uncharted region of our planet and have assembled an atmosphere processing plant (APP) which gives them the facility to control the planet's weather conditions. Their plan is to bring about another ice age and thereby take over Earth and all its resources. You are Lance Gryzor, a member of the federation for Earth's defences (FED). Having discovered the evil intention of the Durrs, you must infiltrate the strong hold; make sure your way through the fortification, past the androids and into the heart of the complex to destroy the APP. You will encounter many dangers and numerous weapons systems together with deadly tunnels and awkward mazes. As you get to the heart of the complex, you will find that the APP has already started its dastardly work and if you manage to pass the ice region you will then encounter a labyrinth of pipes and ducts, only then you realise the danger has just begun. For the aliens incarnate will reveal themselves and you will be pitted against the most deadly foe ever known to man! There is only one man who could ever hope to accomplish this mission his name ... Lance Gryzor!

Gryzor

Gryzor

Amstrad CPC - Released - January 1, 1987

Infiltrate the Alien Rebel's headquaters in Konami's smash coin-op game for your home computer. Negotiate the electric force field and then overcome wave upon wave of fanatical guerillas as you make your way inexorably towards their base. Split second timing and nerves of steel are a must for this exciting fun packed program with all the features of the arcade original. The Durrs from the Planet Suna have infiltrated Earth's defensive forces, have set up a strong hold in an uncharted region of our planet and have assembled an atmosphere processing plant (APP) which gives them the facility to control the planet's weather conditions. Their plan is to bring about another ice age and thereby take over Earth and all its resources. You are Lance Gryzor, a member of the federation for Earth's defences (FED). Having discovered the evil intention of the Durrs, you must infiltrate the strong hold; make sure your way through the fortification, past the androids and into the heart of the complex to destroy the APP. You will encounter many dangers and numerous weapons systems together with deadly tunnels and awkward mazes. As you get to the heart of the complex, you will find that the APP has already started its dastardly work and if you manage to pass the ice region you will then encounter a labyrinth of pipes and ducts, only then you realise the danger has just begun. For the aliens incarnate will reveal themselves and you will be pitted against the most deadly foe ever known to man! There is only one man who could ever hope to accomplish this mission his name ... Lance Gryzor!

Head Over Heels

Head Over Heels

Amstrad CPC - Released - 1987

Two distinct characters called Mr Head and Mr Heels are played in this arcade adventure. They are separated at the shoulders but capable of joining together to maximize their abilities in some situations (but reduce them in others, so they can be split again). The game is presented from an isometric perspective, and presents the characters with a number of puzzles involving switches, jumps and climbs. The levels are 3 dimensional, and the characters must collect crowns as they progress. Objects can be picked up and manipulated as necessary.

Head over Heels

Head over Heels

Microsoft MSX - Released - 1987

Two distinct characters called Mr Head and Mr Heels are played in this arcade adventure. They are separated at the shoulders but capable of joining together to maximize their abilities in some situations (but reduce them in others, so they can be split again). The game is presented from an isometric perspective, and presents the characters with a number of puzzles involving switches, jumps and climbs. The levels are 3 dimensional, and the characters must collect crowns as they progress. Objects can be picked up and manipulated as necessary.

Head Over Heels

Head Over Heels

Atari Jaguar - Released - April 15, 2019

Two distinct characters called Mr Head and Mr Heels are played in this arcade adventure. They are separated at the shoulders but capable of joining together to maximize their abilities in some situations (but reduce them in others, so they can be split again). The game is presented from an isometric perspective, and presents the characters with a number of puzzles involving switches, jumps and climbs. The levels are 3 dimensional, and the characters must collect crowns as they progress. Objects can be picked up and manipulated as necessary.

Head over Heels

Head over Heels

Sinclair ZX Spectrum - Released - 1987

Head Over Heels is an arcade adventure video game, released in 1987 for several 8-bit home computers, and subsequently ported to a wide range of formats. It was completely remade in 2003 for the PC, Mac and Linux by Retrospec. The working title for the game was Foot and Mouth. Visually, Head Over Heels bears a number of similarities to Ultimate Play The Game's Knight Lore and Alien 8. It uses an isometric engine that is similar to the Filmation technique first developed by Ultimate. Head Over Heels is the second isometric game by Jon Ritman and Bernie Drummond, after their earlier Batman computer game released in 1986. In 1994 another isometric video game by Ritman and Drummond, Monster Max, was released for the Nintendo Game Boy.

Head Over Heels

Head Over Heels

Commodore Amiga - Released - 1989

Two distinct characters called Mr Head and Mr Heels are played in this arcade adventure. They are separated at the shoulders but capable of joining together to maximize their abilities in some situations (but reduce them in others, so they can be split again). The game is presented from an isometric perspective, and presents the characters with a number of puzzles involving switches, jumps and climbs. The levels are 3 dimensional, and the characters must collect crowns as they progress. Objects can be picked up and manipulated as necessary.

Head Over Heels

Head Over Heels

Commodore 64 - Released - August 1, 1987

Headus Mouthion (Head) and Footus Underium (Heels) are two spies from the planet Freedom. They are sent to Blacktooth to liberate the enslaved planets of Penitentiary, Safari, Book World and Egyptus, and then to defeat the Emperor to prevent further planets falling under his rule. Captured and separated, the spies are placed in the prison headquarters of Castle Blacktooth and must first escape, then break through the market to the orbiting Moonbase where they can teleport down to the planets to locate and reobtain the stolen crowns. Liberation of the planets and defeat of the Emperor will allow Head and Heels to return to Freedom as heroes.

Highnoon

Highnoon

Commodore 64 - Released - October 5, 1984

A sheriff must defend his town against outlaws, who are about to abduct women from "Saucy Sue's Saloon" or rob the local bank. To defend it, the sheriff is equipped with his gun, which is used to shoot one of the outlaws. Shooting can be done in a horizontal, vertical, or diagonal direction. There are five waves to complete, and the outlaws get tougher after each level, with outlaws riding horses, blowing up sticks of dynamite, and hiding behind windows. In Wave 5, the sheriff is out of town and finds himself outside the entrance of the cave where outlaws emerge from. In Waves 1 through 4, when an outlaw is killed, the undertaker will come out from Rig + Mortis Undertakers and collects any bodies found lying around. After each wave, there is a bonus duel between the sheriff and the outlaw. The sheriff must quickly open fire before the outlaw.

Hook

Hook

Commodore Amiga - Released - 1992

Peter Banning is an ordinary suburban dad with two kids - or so everyone thinks. What not even his family know is his past as Peter Pan, scourge of Captain Hook in JM Barrie's children's fiction. Captain Hook gains revenge on Banning by stealing his two children, so Peter must return to Neverland, return to eternal childhood, and get them back. It's a point and click adventure, and the pirate setting ensures that it recalls the Monkey Island games. The top 2/3 of the screen features a visual depiction of the area Peter is in, which a row of icons along the bottom can be selected to alter the function of a mouse click. These include looking at an object, picking it up, talking to people, using objects to solve problems (often in combination with others), and giving objects to others.

Hook

Hook

Nintendo Game Boy - Released - April 1, 1992

PETER PAN has now grown up, and is far away from NEVERLAND, but his old enemy CAPTAIN HOOK has not forgotten and schemes his revenge. Kidnapping Peter's children, he lures our hero back to the island of PIRATES and "LOST BOYS" for a final confrontation. With the help of TINKERBELL, the faithful fairy, you take on the role of PETER in this magic adventure fraught with danger and excitement.

Hook

Hook

Sega CD - Released - April 1, 1992

PETER PAN has now grown up, far away from NEVERLAND, but his old enemy CAPTAIN HOOK has not forgotten, and schemes his revenge. Kidnapping Peter's children, he lures our hero back to the island of PIRATES and "LOST BOYS" for a final confrontation. With the help of TINKERBELL, the faithful fairy, you take on the role of PETER PAN in this magic adventure fraught with danger and excitement!

Hook

Hook

Nintendo Entertainment System - Released - March 27, 1992

PETER PAN has now grown up, far away from NEVERLAND, but his old enemy CAPTAIN HOOK has not forgotten, and schemes his revenge. Kidnapping Peter's children, he lures our hero back to the island of PIRATES and "LOST BOYS" for a final confrontation. With the help of TINKERBELL, the faithful fairy, you take on the role of PETER PAN in this magic adventure fraught with danger and excitement!

Hudson Hawk

Hudson Hawk

Nintendo Entertainment System - Released - December 27, 1991

Eddie Hawkins, a.k.a. The Hudson Hawk, is called the world's greatest cat burglar, but he's called it quits. Some others, though, aren't ready for the Hawk to retire. They blackmail him into stealing priceless works by Leonardo da Vinci from a heavily guarded auction house and from the Vatican itself! The job has Hawk dodging bullets and guard dogs, thwarting sophisticated security systems, dangling from rooftops and crawling through booby-trapped ventilation shafts. And if Hawk makes it out alive? Well maybe he can turn the tables on his blackmailers. Because they aren't just art collectors, they have a plot to rule the world! But if Hawk can break into their lair, he just might be able to steal the one object that can stop them. The Hudson Hawk? Saving the world? It's a dirty job, but hey, somebody's got to do it!

Hudson Hawk

Hudson Hawk

Nintendo Game Boy - Released - January 1, 1991

The player assumes the role of Hudson Hawk, a cat burglar. He is sent on a mission to steal three Da Vinci artifacts. Walking through various levels in this platform game, the player must avoid sounding alarms. In addition, security guards and dogs show up to hamper the mission. Hudson Hawk can pacify the enemies by punching them or throwing a "ball" at them. Enemies include a rhinoceros stampeding in the Vatican library and a kangaroo.

Hunchback

Hunchback

Sinclair ZX Spectrum - Released - 1983

Hunchback is an arcade game developed by Century Electronics in 1983. The player controls Quasimodo from the Victor Hugo novel The Hunchback of Notre Dame. The game is set on a castle wall. The player must cross the screen from left to right avoiding obstacles in order to ring the bell at the far right. Obstacles include pits which must be swung over on a long rope, ramparts which must be jumped (some of which contain knights with spears) and flying fireballs and arrows (to be ducked or jumped). Eventually, after completing a number of screens, the player must rescue Esmeralda. If this final screen is completed, the game begins again at a faster speed. The hunchback character was originally to be Robin Hood. Hence the green costume and the game stages with arrows. The artist who drew the Robin Hood character left the company before the decision to change the theme to Hunchback. By the time a new artist was taken on, the green costume had become accepted and no-one questioned it (someone commented that the Robin Hood character, as drawn, looked like a hunchback). Ports were made for most home computer systems of the time by Ocean Software in 1984. It was their first arcade port. The exceptions to this are the BBC Micro version (which had already been released by Superior Software) and a later port for the MSX (1985)

Hunchback

Hunchback

Amstrad CPC - Released - 1984

Victor Hugo never could have expected that his creation Quasimodo, the Hunchback of Notre Dame, would run such an obstacle course as is dished up in this game, dodging fireballs and arrows while leaping over pits and pikemen, sometimes with the help of a swinging bell-pull rope, in hopes of rescuing his beloved Esmeralda from the top tower -- all while being slow-but-steady chased across the castle parapets by an invincible knight in full armour. Once you get the hang of any individual obstacle, the game starts throwing them at you in tandem, until toward the end you're tracking the swing of the rope, the thrust of the lance, the approach of the arrow and the advance of the knight all simultaneously. Succeed, against all odds, and you get to do it again, but faster! Even an able-bodied protagonist would have a hard time juggling all these threats, but the player must succeed controlling a handicapped person.

Hunchback

Hunchback

Microsoft MSX - Released - 1984

Victor Hugo never could have expected that his creation Quasimodo, the Hunchback of Notre Dame, would run such an obstacle course as is dished up in this game, dodging fireballs and arrows while leaping over pits and pikemen, sometimes with the help of a swinging bell-pull rope, in hopes of rescuing his beloved Esmeralda from the top tower -- all while being slow-but-steady chased across the castle parapets by an invincible knight in full armour. Once you get the hang of any individual obstacle, the game starts throwing them at you in tandem, until toward the end you're tracking the swing of the rope, the thrust of the lance, the approach of the arrow and the advance of the knight all simultaneously. Succeed, against all odds, and you get to do it again, but faster! Even an able-bodied protagonist would have a hard time juggling all these threats, but the player must succeed controlling a handicapped person.

Hunchback II: Quasimodo's Revenge

Hunchback II: Quasimodo's Revenge

Amstrad CPC - Released - 1985

The archetype of the Hunchback of Notre Dame really isn't terribly nuanced: he jumps around towers, ringing bells, rescuing Esmeralda and being generally physically unattractive. Here he does all of these things, in a more platform-oriented take than the original, clambering up dangling ropes as they rise and fall, avoiding environmental threats such as rabid bats, thrown hatchets and enormous grinding clockwork gears all in the pursuit of small bells strewn across each screen's platforms. Gathering all the bells permits you to advance higher up the tower, at the top of which the damsel in distress awaits your homely visage.

Hunchback II: Quasimodo's Revenge

Hunchback II: Quasimodo's Revenge

Commodore 64 - Released - January 1, 1984

The archetype of the Hunchback of Notre Dame really isn't terribly nuanced: he jumps around towers, ringing bells, rescuing Esmeralda and being generally physically unattractive. Here he does all of these things, in a more platform-oriented take than the original, clambering up dangling ropes as they rise and fall, avoiding environmental threats such as rabid bats, thrown hatchets and enormous grinding clockwork gears all in the pursuit of small bells strewn across each screen's platforms. Gathering all the bells permits you to advance higher up the tower, at the top of which the damsel in distress awaits your homely visage.

Hunchback: The Adventure!

Hunchback: The Adventure!

Commodore 64 - Released - 1986

As they went on to demonstrate with Nightbreed, Ocean wasn't afraid to try a few different approaches to licensed material once they'd gotten their mitts on it, which is how you explain following up not one but two run-and-jump platform games with a text adventure game -- the change in approach a breath of fresh air and, perhaps, a response to critics suggesting that rehashing the same old thing is getting tired and stale. Many arcade games of the period would have a hard time with the transition, lacking enough of a skeleton of plot to flesh out with characters and events, but the Hunchback franchise has always enjoyed descent from one of the greatest works of French fiction (not incidentally long since in the public domain, hence ripe for free squeezing), Victor Hugo's Notre-Dame de Paris... even if it hadn't made terribly extensive use of its heritage up to this title. You are still Quasimodo, deformed ward of the Church, and you still quest for the favour and well-being of gypsy Esperalda, but for once you don't do so by jumping over pits and ducking under arrows (and, uh, participating in organised sporting events)! Instead, you navigate sites in, around and under Paris, including the Cathedral of Notre Dame, collecting inventory items to use to solve puzzles and overcome minions of the Bishop and Cardinal -- foes who no longer cause you to lose a life at the merest contact. The narrative does sustain a bit of garbling along the way in the transition from high literature to action arcade game and back to crypto-literary interactive fiction, but they take what they've learned about design along the way and present things clearly, possessions and companions continually visually indicated above a baroque text input/output field. The interface is as intuitive as those of the prior games in the franchise, despite the enormous gulf between their respective styles of gameplay. Now you can give your twitchy fingers a rest and let your brain take over for a while.

Hyper Sports

Hyper Sports

Commodore 64 - Released - July 15, 1985

Six tough events await in this joystick-waggling action game. The full sequence of events is - swimming, skeet shooting, gymnastics, archery, triple jumping and weightlifting. You must complete each event in order to be allowed onto the next one. Swimming involves moving left and right as fast as possible, while pressing fire when a breath is required. Skeet shooting and archery both come down to timing - though elevation and wind factors affect the latter. Gymnastics involves timing a succession of presses to ensure that the jump is long and the landing graceful. The triple jump involves one press for each part of the jump, whereas the weightlifting involves merely brute strength.

Hyper Sports

Hyper Sports

Amstrad CPC - Released - 1985

Six tough events await in this joystick-waggling successor to Track &Field. The full sequence of events is - swimming, skeet shooting, gymnastics, archery, triple jumping and weightlifting. You must complete each event in order to be allowed onto the next one. Swimming involves moving left and right as fast as possible, while pressing fire when a breath is required. Skeet shooting and archery both come down to timing - though elevation and wind factors affect the latter. Gymnastics involves timing a succession of presses to ensure that the jump is long and the landing graceful. The triple jump involves one press for each part of the jump, whereas the weightlifting involves merely brute strength. If the player wants to go to the next event or round, they will have to qualify by beating increasingly difficult maximum times or minimum targets.

Impossible Mission

Impossible Mission

Sinclair ZX Spectrum - Released - 1985

You play a secret agent on a quest to stop the evil Professor Elvin Atombender, who is believed to be tampering with national security computers. You must penetrate Atombender's stronghold, avoid his deadly robot creations, and acquire various pieces of a password to use in the main control room. The robots, rooms, and puzzle pieces will be switched around when starting over which provides replay value.

Ivanhoe

Ivanhoe

Commodore Amiga - Released - July 1, 1990

A scrolling beat 'em up along the lines of the Streets of Rage series. Our hero is armed with a sword. He must progress through lots of tough levels in order to save the princess. He has various ways of slashing at opponents with his sword. The game features large characters with animation indicating clumsy lumbering movement.

Jurassic Park

Jurassic Park

Nintendo Game Boy - Released - August 1, 1993

Extinct for eons, the most awesome creatures to ever walk the earth have been brought back to life by astonishing biotech advances, and unleased to roam the most incredible animal preserve of all time... JURASSIC PARK. Now, you've been cast in the starring role in this sensational saga. As D. Alan Grant, world-renowned palaeontologist, your adventure begins on an island off Central America, where visitors are invited to experience the terrifying wonders of this untamed primitive world in complete safety... until something goes terribly wrong. A computer malfunction has caused the release of hundreds of fearsome prehistoric predators. Vicious raptors, spitters and tyrannosaurs are threatening to overrun even the fortified visitors compound... and two children, Tim and Lex, are lost in the island's jungle wilderness. To find them and rescue them, you'll have to face some of history's most powerful and deadly carnivores. The perilous primeval world of JURASSIC PARK awaits!

Jurassic Park

Jurassic Park

Commodore Amiga - Released - 1994

A game based on the hit movie Jurassic Park. The game starts just after the T-Rex pushes the visitor's van into it's pit. You play the role of Dr. Alan Grant, so you have to find Tim and Lex, take them to the Visitor's center and get everybody out of the island. But this time it won't be half as easy as it was on the movie. The game is split in two missions, played in two different ways. The first mission is to take Tim and Lex back to their grandfather and is (almost exclusively) played from a top-down perspective. The second mission involves getting the power back on line and returning alive, so everybody can leave the island and is played like a FPS (First Person Shooter).

Jurassic Park

Jurassic Park

Super Nintendo Entertainment System - Released - October 1, 1993

HUNT AND BE HUNTED! If the movie shook you, Ocean's REAL 3-D graphics will blow you away! This is in-your-face, eyeball-to-eyeball, full-motion 3-D. We're going to put you closer to the main attractions than ever before possible. So close, that when you find yourself staring into the flared nostrils of a famished raptor, you can almost smell his breath. Play the greatest game of all time: Jurassic Park in 3-D Enjoy your stay!

Jurassic Park

Jurassic Park

MS-DOS - Released - 1993

Jurassic Park is based on the 1993 film of the same name, in which paleontologist Dr. Alan Grant and others become trapped on an island theme park and zoo where genetically engineered dinosaurs have escaped. Playing as Grant, the player must rescue Lex and Tim, the grandchildren of the park's owner, John Hammond. The player begins the game near an overturned vehicle in the Tyrannosaurus paddock. After finding Tim, Grant searches for Lex in a sewer maze. The player then must re-activate the park's power to contact a helicopter so the survivors can escape the island. Jurassic Park features a bird's-eye view in exterior levels, but switches to a first-person shooter perspective when entering buildings. The exterior levels contain eight large areas, each one consisting of a different dinosaur paddock, as well as a Pteranodon dome. Each level requires Grant to complete a series of tasks in order to advance further through the game. Indoor levels are spread throughout the game. The game features eleven building complexes, each one overrun by velociraptors. The game also includes a raft level. A password is given after each level is won. The game includes six dinosaur enemies, as well as giant dragonflies. The player begins with a taser weapon; other weapons can be found by the player. First aid kits can be used to restore all of the player's health. Electronic motion sensors are located throughout the game, and can detect all moving objects. Connected to the motion sensors are computer terminals, which can be used to receive messages, maps of the park, and to open doors and gates. Some gates require a keycard. The computers also inform the player of the next mission objective. Items such as keys are used automatically when they are needed. Additionally, the player's gun reloads itself with ammunition when needed. In parts of the game are utility sheds, some of which contain objects that can help the player, including night vision goggles. Objects such as rocks can be moved around to overcome obstacles.

Jurassic Park Part 2: The Chaos Continues

Jurassic Park Part 2: The Chaos Continues

Nintendo Game Boy - Released - December 1, 1994

Jurassic Park 2 follows up its impressive cut scene with conventional side-scrolling run and gun style. The player(s) can select their level from a list and play through the game's stages in any order; however, "emergency" missions also appear after each level is completed, and the order of these stages does not change. Some stages offer a simple flat design, some have a platforming focus and others feature a maze of doorways which must be navigated to locate the exit. Grant and Wolfskin can choose among three lethal weapons (rifle, machine gun, shotgun), and three non-lethal weapons (electric stun gun, tranquilizer gun, and gas grenade launcher). The lethal rounds are effective against humans and dinosaurs, while the non-lethal rounds are designed to incapacitate dinosaurs without killing them, so as to preserve InGen's investment; if the number of dinosaurs killed with lethal weapons by the player becomes too high, the game will end. Non-lethal rounds do not affect humans, while killing Raptors with lethal rounds will not affect the number of dinosaurs killed.

Jurassic Park Part 2: The Chaos Continues

Jurassic Park Part 2: The Chaos Continues

Super Nintendo Entertainment System - Released - November 1, 1994

Get ready for the war. A year has passed. No one has set foot in Jurassic Park... until now. As Dr. Grant, you'll venture back to the island, where more dinosaurs than you could ever imagine await your return - including all-new species. It's a totally different game this time. You'll realize it once the nerve-snapping sounds & graphics get a hold of you. Go it alone or team up for terrifying 2-player action. Only you have the power to send these prehistoric monsters back where they came from. Only you can close the doors on Jurassic Park... for another 65 million years!

Knight Rider

Knight Rider

Amstrad CPC - Released - 1986

Michael Knight and his amazing talking car KITT have received news of a nationwide terrorist plot to bring about the destruction of America, so they must save the day. Based on the hit 1980s TV show, the game has several quests to choose from, such as foiling the assassination of the President or locating the terrorists' hidden bomb supply, and two different styles of gameplay; a basic driving game where you can control either the handling of the car or the shooting down of enemy helicopters (the computer controls the other), and an overhead-viewed stealth-type game for when you are inside buildings. Despite a nice feeling of being involved in the missions, the game is let down by its appalling graphics, basic sound, its long tedious driving sections, and the fact that it's far too easy.

Knight Rider

Knight Rider

Commodore 64 - Released - January 1, 1986

Knight Rider is a game based on the popular television series of the 1980's. The main characters in the series, and the game are KITT - a computerised car with more gadgets than a Bond car, and Michael Knight the driver. The plot starts when Michael's boss, Deven discovers that a terrorist group are seeking to disrupt key meetings between East and West and may even be trying to start a third world war. The game is based around five missions, four of which are related to the story and are listed below, and a random plot. The Democratic Convention The U.N. Conference The Trades Conference The Presidential Dinner Each mission has a defined time for completion. The game play is a combination of first person driving and shooting together with some top down adventure type action. With each mission the player must drive to a designated location to start. Along the way they will be attacked by waves of missile firing helicopters. The player can choose to drive, and let KITT do the shooting, or let KITT drive so the player can do the shooting. Points are gained for the number of helicopters downed and both the player and KITT are more accurate when being driven slowly, however this eats into the mission time which affects the chance of a successful completion. Once at the target location the player must manoeuvre Michael around a room filled with crates and guards to look for clues, then it's on to the next location.

Knight Rider

Knight Rider

Sinclair ZX Spectrum - Released - 1986

Knight Rider is a game based on the popular television series of the 1980's. The main characters in the series, and the game are KITT - a computerised car with more gadgets than a Bond car, and Michael Knight the driver. The plot starts when Michael's boss, Deven discovers that a terrorist group are seeking to disrupt key meetings between East and West and may even be trying to start a third world war. The game is based around five missions, four of which are related to the story and are listed below, and a random plot. The Democratic Convention The U.N. Conference The Trades Conference The Presidential Dinner Each mission has a defined time for completion. The game play is a combination of first person driving and shooting together with some top down adventure type action. With each mission the player must drive to a designated location to start. Along the way they will be attacked by waves of missile firing helicopters. The player can choose to drive, and let KITT do the shooting, or let KITT drive so the player can do the shooting. Points are gained for the number of helicopters downed and both the player and KITT are more accurate when being driven slowly, however this eats into the mission time which affects the chance of a successful completion. Once at the target location the player must manoeuvre Michael around a room filled with crates and guards to look for clues, then it's on to the next location.

Kong

Kong

Sinclair ZX Spectrum - Released - 1983

This game is a Spectrum variant of Nintendo's smash hit Donkey Kong.. The object of the game is to rescue the damsel in distress. She's distressed because Kong has kidnapped (gorillanapped?) her. Kong sits at the top right of the screen with the aforementioned damsel who occasionally shouts 'Help' in text. You're at the bottom left of the screen and to rescue the maiden you must traverse a series of inclined girders and ladders. Just to make it interesting, Kong sees you and starts rolling barrels and other obstacles down the girders towards you. These must be avoided by jumping over them, or smashing them with a hammer. There are 4 screens to complete and points are scored for smashing barrels, collecting gems, and completing screens.

Kong Strikes Back!

Kong Strikes Back!

Sinclair ZX Spectrum - Released - 1984

Kong Strikes Back! is a single screen platformer inspired by the arcade game Mr. Do's Wild Ride and uses the characters from the game Donkey Kong as you control your hero to rescue a girl in the top right of the screen from a giant ape over various levels. Each level is played on a rollercoaster and you must run along the track until you reach the girl while avoiding bumper cars and other obstacles. You are armed with a limited supply of bombs (unlimited on the ZX Spectrum) and these can be used to destroy the cars. Ladders are also spread over the tracks and these can be climbed to avoid the cars but get bonuses as well (the C64 version has extra bombs to collect as well) to increase your score. If you hit a car or an obstacle then you lose a life (four on the C64, five on the Amstrad CPC, one on the Zx Spectrum). Once you reach the girl then it's on to the next level.

Kong Strikes Back!

Kong Strikes Back!

Amstrad CPC - Released - 1985

Kong Strikes Back! is a single screen platformer inspired by the arcade game Mr. Do's Wild Ride and uses the characters from the game Donkey Kong as you control your hero to rescue a girl in the top right of the screen from a giant ape over various levels. Each level is played on a rollercoaster and you must run along the track until you reach the girl while avoiding bumper cars and other obstacles. You are armed with a limited supply of bombs (unlimited on the ZX Spectrum) and these can be used to destroy the cars. Ladders are also spread over the tracks and these can be climbed to avoid the cars but get bonuses as well (the C64 version has extra bombs to collect as well) to increase your score. If you hit a car or an obstacle then you lose a life (four on the C64, five on the Amstrad CPC, one on the Zx Spectrum). Once you reach the girl then it's on to the next level.

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