Andromeda Software

Battlezone

Battlezone

Atari ST - Released - 1986

Commonly considered the earliest progenitor of first-person shooters (FPS), Battlezone is a 3D tank game initially released in the arcades, and later converted officially to many systems. Earth has been invaded, and you and your tank lead the defensive effort. You drive around the battlefield from a first-person view, targeting and firing at tanks, planes and UFOs. You have a radar to help you see where the enemies are in direction and distance. Objects can be used as strategic cover. Controls simulate the tracks of a tank realistically, so the direction and speed settings are varied - combining forward right and backward left movements (as you can on keyboard versions) sees you change direction more quickly.

Bird Mother: Life's a Struggle

Bird Mother: Life's a Struggle

Commodore 64 - Released - 1984

Bird Mother is a side view single screen game where you play the role of a bird who has to raise a family of chicks in this three-part game. You must first build a nest to lay three eggs, feed the three chicks when they hatch before helping them to fly. There are obstacles which need avoiding and if you are hit then you lose one of three lives. All three parts have to be completed before a timer reaches zero. Nest Building: Twigs and other objects fall from the top of the screen and you must fly around trying to catch one twig at a time while avoiding the other objects. Once a twig is collected, you take it to a tree in the top left and place it to build a nest. When the nest has been built then you lay your eggs and play the next part when the eggs have hatched. Chick Feeding Insects fly around the screen and you must once again fly around the screen and catch them one at a time. Once you have caught an insect then you take it and place it in the mouth of one the chicks whose mouth is open. If a chick has been fed then it keeps changing color and once it has turned white then it doesn't need feeding anymore. An old man walks on the bottom of the screen and occasionally throws his walking stick up into the air and this needs avoiding. Flying: The chicks are now fully grown and ready to leave the nest. They attempt to fly around the screen but slowly fall towards the ground. You must keep bumping them upwards until they are able to fly themselves properly. A hawk flies at the top of the screen so you have to be careful not to push the birds too high or they will be taken away.

Caesar the Cat

Caesar the Cat

BBC Microcomputer System - Released - 1984

Players control Caesar the Cat, who must stop mice from eating food in the cupboard. This can be done by coming into contact with the mice so that Caesar has them in its mouth, and then carrying them to the larder door that appears on the side of the screen when you do so. There are three types of mice, and the amount of points you get for carrying them to the larder door depends on the type caught, with the highest scoring mouse rather difficult to catch. Players can hold down the fire button to increase Caesar's speed so that they can easily catch the mice, but they must also avoid knocking the jars off the cupboard. A timer is present, and it counts down during the game. The time increases for each mouse the player successfully carried to the larder door, but decreases when the mice completely eats the food, when players knock jars down, or when they try to move past the game screen. The game ends when the timer reaches zero.

California Pro Golf

California Pro Golf

MS-DOS - Released - December 3, 1989

California Pro Golf is a golf game featuring two courses with 18 holes each. The hitting mechanics are similar to Leader Board. It is important to figure in the wind and to use the correct club which can be chosen out of 14. When hitting, the game is played in a 3D third-person perspective, but there is also an overhead map which can be used to get an overview of the course.

California Pro Golf

California Pro Golf

Commodore 64 - Released - 1989

California Pro Golf is a golf game featuring two courses with 18 holes each. The hitting mechanics are similar to Leader Board. It is important to figure in the wind and to use the correct club which can be chosen out of 14. When hitting, the game is played in a 3D third-person perspective, but there is also an overhead map which can be used to get an overview of the course.

Catastrophes

Catastrophes

Amstrad CPC - Released - 1985

Catastrophes is a single screen building game where you must carry bricks with a helicopter one at a time from a barge and place them on an island to build a hotel as high as you can. You must try to get the highest score you can over six days and each day is shown by the sun moving from east to west across the top of the screen. Every time you place a new storey then you receive a point and as you build you are competing against the computer or a second player who are building at the same time. As each day progresses there are a couple of natural disasters that occur with the first two being a flood and an earthquake which removes bricks for a short space of time. As the days progress then storm winds and lightning can also occur and a plane keeps flying across the screen, and if touched carrying a brick then you lose the brick. The game is over once the six days are over but even if you can't build anymore on an earlier day the game keeps playing. If you leave the joystick alone then after a certain time the computer takes over but you receive no score.

Catastrophes

Catastrophes

Sinclair ZX Spectrum - Released - 1984

Catastrophes is a single screen building game where you must carry bricks with a helicopter one at a time from a barge and place them on an island to build a hotel as high as you can. You must try to get the highest score you can over six days and each day is shown by the sun moving from east to west across the top of the screen. Every time you place a new storey then you receive a point and as you build you are competing against the computer or a second player who are building at the same time. As each day progresses there are a couple of natural disasters that occur with the first two being a flood and an earthquake which removes bricks for a short space of time. As the days progress then storm winds and lightning can also occur and a plane keeps flying across the screen, and if touched carrying a brick then you lose the brick. The game is over once the six days are over but even if you can't build anymore on an earlier day the game keeps playing. If you leave the joystick alone then after a certain time the computer takes over but you receive no score.

Crystal Castles: Diamond Plateaus in Space

Crystal Castles: Diamond Plateaus in Space

Commodore 64 - Released - 1986

Bentley Bear is trapped in the Crystal Castles! To get out, he will need to collect all of the gems located throughout the castle. The game is played with an isometric view of the multi platformed castle. When Bentley collects all of the gems on the current castle, he will move on to the next, more difficult castle. Wandering throughout the castles are a wide variety of dangerous creatures, which Bentley should avoid. From time to time, a magic hat will appear. If Bentley collects the hat, he will temporarily be invincible to the castles inhabitants.

Eureka!

Eureka!

Commodore 64 - Released - 1984

Eureka! consists of a series of graphic adventure games set across various points in history. The game has you hunting for various pieces of an ancient talisman found on the Moon. The talisman was subjected to intense beams of the SHIVA Fusion Project lasers and the talisman shattered under the beams and each of its corners vanished. Three of the missing pieces were found several days later - one in Australia, one in Greenland, and the last in Outer Mongolia. However, the other five pieces are still missing. Noted physicist Dr. Abdul Majid discovers that each piece was catapulted in time and the five missing pieces have been traced to Prehistoric Europe, Roman Italy, Arthurian Britain, Wartime Germany, and the Modern Caribbean. Each adventure is preceded by a short arcade game in which you could increase your 'vigour' level for the forthcoming adventure section by collecting flashing objects scattered about the level and returning them to one's base. Your vigour level at any point in the adventure will determine whether not it is advisable to fight an opponent. Combat occurs frequently in every adventure. Sometimes you are attacked and must fight or run. At others you may initiate the combat, if you feel confident. Weapons or some form of protection will improve your chances of survival during each adventure.

Eureka!

Eureka!

Sinclair ZX Spectrum - Released - October 31, 1984

Eureka! consists of a series of graphic adventure games set across various points in history. The game has you hunting for various pieces of an ancient talisman found on the Moon. The talisman was subjected to intense beams of the SHIVA Fusion Project lasers and the talisman shattered under the beams and each of its corners vanished. Three of the missing pieces were found several days later - one in Australia, one in Greenland, and the last in Outer Mongolia. However, the other five pieces are still missing. Noted physicist Dr. Abdul Majid discovers that each piece was catapulted in time and the five missing pieces have been traced to Prehistoric Europe, Roman Italy, Arthurian Britain, Wartime Germany, and the Modern Caribbean. Each adventure is preceded by a short arcade game in which you could increase your 'vigour' level for the forthcoming adventure section by collecting flashing objects scattered about the level and returning them to one's base. Your vigour level at any point in the adventure will determine whether not it is advisable to fight an opponent. Combat occurs frequently in every adventure. Sometimes you are attacked and must fight or run. At others you may initiate the combat, if you feel confident. Weapons or some form of protection will improve your chances of survival during each adventure.

Forma-1: Hungaroring

Forma-1: Hungaroring

Enterprise - Released - 1987

A car racing game where you have to drive your car through the Hungaroring as quickly as possible. At the beginning of the game, you can set the number of opponents and rounds. Both can be defined as between zero and nine. With zero laps, you can race indefinitely, but you can do a minimum of 15 laps with your race car. The program was available for purchase in Centrum Stores for 529Ft.

Helistad

Helistad

Commodore 64 - Released - 1984

Helistad is a single screen building game where you must carry bricks with a helicopter one at a time from a barge and place them on an island to build a hotel as high as you can. You must try to get the highest score you can over six days and each day is shown by the sun moving from east to west across the top of the screen. Every time you place a new storey then you receive a point and as you build you are competing against the computer or a second player who are building at the same time. As each day progresses there are a couple of natural disasters that occur with the first two being a flood and an earthquake which removes bricks for a short space of time. As the days progress then storm winds and lightning can also occur and a plane keeps flying across the screen, and if touched carrying a brick then you lose the brick. The game is over once the six days are over but even if you can't build anymore on an earlier day the game keeps playing. If you leave the joystick alone then after a certain time the computer takes over but you receive no score.

Hungaroring

Hungaroring

Commodore 64 - Released - 1992

This title features Formula 1 racing on the Hungaroring track, in a Pole Position manner, except the timer is not counting down but up. Your score is determined by the time of your run. Gears have to be shifted manually, there are 4 speeds. You can select how many laps you want to go and how many other cars are on the track. Training run lets you go 1 round without other racers. The game has separate Hungarian, Italian and English language releases and two alternate C64 iterations. Released as Dieci Cilindri in Tutto C64 n.6 (1992/1993).

Impossible Mission II

Impossible Mission II

Amstrad CPC - Released - 1988

You as the Agency's Field Agent must reach several objectives to prevent the world from being destroyed. Firstly, you must assemble the 3-digit pass code for each tower while at the same time avoiding and fighting off Elvin's robots, using his own security system to help you. Then you must locate and open Elvin's safes and recover the musical sequence locked inside. After securing the musical sequences you must tie them together into a full melody that will open the express elevator doors to Elvin's central tower control room. Finally you have to find the correct computer terminal in Elvin's control room that will disarm the missile launch codes before they destroy you and the world. You score points by entering towers, exploring rooms, finding passcode numbers and reaching the central control room. The sooner you reach the control room, the more points you earn.

International Karate

Commodore Amiga - Homebrew - 2013

Converted from the Atari ST version in 2013 with some very nicely done backgrounds and stunning action. The objective of World Karate Championship is to get the highest possible dan (karate grade, determined by belt colour) and become the world champion - and of course, to get the highest score. Karate fighters compete against each other on side-view screens, the scenery representing real world locations (New York, Egypt, Japan, etc.). In between the fighting stages, there are short action sequences, during which the player can gather bonus points. These include deflecting bouncing balls, breaking wooden planks, and others.

International Karate

International Karate

Atari ST - Released - 1986

The objective is to get the highest possible dan (karate grade, determined by belt colour) and become the world champion - and of course, to get the highest score. Karate fighters compete against each other on side-view screens, the scenery representing real world locations (New York, Egypt, Japan, etc.). In between the fighting stages, there are short action sequences, during which the player can gather bonus points. These include deflecting bouncing balls, breaking wooden planks, and others.

Interview

Interview

Commodore 64 - Released - 1984

Interview is a 1-player arcade game for the Commodore 64. Dear Applicant: You are requested to attend an interview with "Front Runner" for the position of chief programmer. Please be at our head office within 15 minutes. Gameplay is divided into 2 arcade sequences. In the first section the player must reach the bank to withdraw money to purchase a suit. During this sequence the player walks along a sidewalk, and moves left and right, accelerates, or decelerates, to avoid manhole covers, banana peels, dogs crossing the road, trash cans, and falling flower pots. Every obstacle they hit costs the interviewee time. After reaching the bank, gameplay enters an overhead perspective in a large scrolling city map. The player must find their way to the tailor to buy a suit, the cleaners to get it cleaned, and finally arrive at the interview at the office. The player must avoid cars, dogs, other pedestrians, and open sewers. Every obstacle hit costs time. If the player reaches the interview within 15 minutes clean and presentable they get the job.

Invaders of the Lost Tomb

Invaders of the Lost Tomb

Commodore 64 - Released - 1985

The Pharoah's Lost Tomb contains the valuable emerald of Scarabaeus, and you have set off to find it. You walk around from an early first-person view with 90 degree movement and four views from each position, aided by a map. On the first level you must touch nine ghosts, to collect pieces of a key to know which of the objects you will later find are medicines, and which are potions. While on level 2, you must visit information sites - you will need this to survive on level 3. These are guarded by spiders, which must be trapped and lured away using doors. To move between levels you must guide a mechanical lift, by moving the joystick in smooth circles from inside it. This final level contains familiar safe bottles as well as poisonous ones - all stored on hidden shelves. It also contains zombies to avoid or trap. Before you can reach the emerald, you must solve a final puzzle involving hieroglyphs. Arrange a 4x4 grid so as to get the rows and columns to match, within 40 moves.

Karateka

Commodore Amiga - 2016

Jordan Mechner’s first game for the Apple II, Karateka was a huge success that paves the developer path to a successful career that includes the Prince of Persia franchise. After released for the Apple II, Kareteka was ported to many platforms including Commodore 64, Amstrad CPC, Atari 8-bit and ST and many others. But never for the Amiga. After almost 30 years, the iconic game finally found its way to the Amiga OS, thanks to English Amiga Board forum user meynaf. His Amiga version was directly ported from the Atari ST version in only a few days. The game was impressive when running on the Apple II due to its animation and some gameplay elements like cut-scenes, which have never been used before. On more advanced platforms like the ST, the game did also pretty well but maybe wasn’t more that innovative as the original version.

Kempelen Chess

Kempelen Chess

Microsoft MSX2 - Released - 1988

Kempelen Chess is a computer chess game with a top-down view but with a 3D-feel. It includes various boards and play options. You can choose to play at one of the seven different difficulty levels. Chess can be played against the computer or a friend. All pieces are animated when moved.

Moon Patrol

Moon Patrol

Atari ST - Released - 1987

Moon Patrol is a side-scrolling game where the player must drive a moon buggy from one station on the Moon to another, all while avoiding crashing or getting destroyed by alien ships. The vehicle is constantly moving right and the player can speed up or slow down, jump, and shoot (simultaneously firing upwards and forwards.) There are 25 checkpoints along the way, each symbolized with a letter from A to Z, and serving as a respawn point. Every five checkpoints mark a separate "stage" within the entire course; reaching the end of a stage under the par time grants a large score bonus. Dangers on the Moon include rocks (small and big ones) which can be shot to pieces or jumped over, pits which must be jumped, and UFO's which fire at the player or bombard the ground (creating pits). Later the player also comes upon stationary tanks which fire missiles (that can be destroyed with the player's own shots), landmines, carnivorous plants that pop up out of pits, and rocket cars which stalk the buggy from behind before rushing forward in an attempt to ram it down. After completing the first course (the "Beginner Course") the player can try his skill on the harder Champion Course.

Pneumatic Hammers

Pneumatic Hammers

Amstrad CPC - Released - 1987

You are Red O'Blair and you have arrived at the Lee Valley Gold Research Base to stop it being destroyed from a rockslide. To get to the gold for research, huge Pneumatic Hammers drive bridge pillars into a river bed but the lever controlling the power to the hammers is broken and a new one is required before the whole base is destroyed from rocks. The only metal available to make the lever is off course gold but this needs finding in the rocks, with only certain weights of gold pure enough to make the lever. You start at the top of the base which is flick-screen and viewed from the side. The base descends downwards ad there are ladders and lifts to take you to each floor. You first need to get a metal detector on the first floor and then you can go outside to look for gold but you have to use the pillars that the hammers are hitting to get across the river so timing is essential. Once gold has been found it can be put in your sack where it can be taken to be weighed and checked for it's purity. Once you feel you have the correct amount of gold, you take it to the furnace to melt down and cast. Any gold that isn't pure enough will disappear as you control the temperature between 980 and 1000 degrees. Once you have the lever you can then switch off the hammers and save the day. If you require more time in your quest for making a lever you can lift log piles with a crane onto the pillars the hammers are hitting.

Robotron: 2084

Robotron: 2084

Atari ST - Released - 1987

You are a mutant human, who by some freak of nature has the ability to shoot energy pulses from his body in eight different directions! Your job is simple: save humanity from their own creation -- the ROBOTRONS! The gameplay is pretty unique for the time. You can move and fire in any of eight directions. You get thrown in a room with various evil baddies strewn about, you've got to kill all the robots while at the same time finding some way to grab humans and avoid death.

See-Saw

See-Saw

Commodore 64 - Released - 1984

The evil lord of the castle is throwing heavy blocks at you. If you stand on the opposite end of the see-saw when a block falls on it, you will be hoisted up in the air. Watch out for green monsters defending the castle's wall that grab either you or the block flying up. If five blocks are on the see-saw at once, it will become immobilized. Lives are lost when you are grabbed by a green monster or when a block crushes you. The object of the game is to fly to the top of the castle and defeat the evil lord.

Star Command

Star Command

Atari ST - Released - 1988

Star Command is a sci-fi role-playing game set in a vast fictional universe and featuring tactical space and squad-level combat, similar to SSI's Pool of Radiance released the same year and other games of the Gold Box series. The game has nothing to do with Star Command Deluxe or Star Command: Revolution. The game plays in a distant future. Earth is a distant memory, having been destroyed long ago. The small human population is concentrated in a small portion of the galaxy, called "The Triangle" due to its form, and threatened from its neighbors: The Alpha border is plagued by pirates, recently united under a certain "Blackbeard", the Beta border is frequently ambushed by an intelligent insect-like alien race who is thought to plan an all-out war. The third border leads to largely unknown territory with space-faring robots of unclear origin. The only hope for mankind is the Star Command, the headquarter of military forces. You control a spaceship crew, trying to secure peace by completing missions issued by Star Command.

Starter Chess

Starter Chess

Commodore Plus 4 - Released - 1984

Starter Chess is a version of Chess written by Andromeda Software and released in both Australia, and the UK and was also re-released a year later by Armati in Italy under the name Chess.

Tetris

Tetris

Sinclair ZX Spectrum - Released - 1988

Mirrorsoft's version of Tetris, which was the first commercially available version of the game. Blocks of different shapes drop from the top of the screen into a box. Each block is made up of four small squares arranged to make a larger square, an L-shape or a column. As the blocks fall they can be rotated or moved horizontally so that every space in the box is filled. When a horizontal line is completed, that line is "destroyed" giving you more points and moving the rest of the placed pieces down by one square. If a line remains incomplete, another line must be finished above it. The more lines that stand incomplete, the higher the blocks above them stack, reducing the space in which falling shapes can be manipulated. Eventually the blocks reach the top of the screen and the game ends. The statistics box at the left of the screen shows the number of shapes of different colours that have been positioned, and another box at the bottom right shows what shape of block will appear next. There are ten skill levels; the higher the level, the faster the blocks fall.

Tetris

Tetris

Microsoft MSX - Released - 1987

The original commercially-licensed version of Alexey Pajitnov's classic Tetris puzzle game. Geometric shapes fall from the top of a playfield to rest on the bottom; fit the pieces together, and the line they form disappears. If the pieces don't form lines and eventually stack up to the top of the playfield, the game is over. Difficulty increases by dropping the pieces faster and faster over time.

Tetris (Mirrorsoft)

Tetris (Mirrorsoft)

Atari ST - Released - 1988

The original commercially-licensed version of Alexey Pajitnov's classic Tetris puzzle game. Geometric shapes fall from the top of a playfield to rest on the bottom; fit the pieces together, and the line they form disappears. If the pieces don't form lines and eventually stack up to the top of the playfield, the game is over. Difficulty increases by dropping the pieces faster and faster over time.

Tetris 2

Commodore Amiga - Homebrew - 1988

A two player, head to head version of Tetris created by Andromeda Software and released in 1988.

The Last Fight

The Last Fight

Commodore 64 - Released - August 17, 1989

You, the karate ace, meet six qualified opponents to battle out the ultimate championship. Cool clone of the Atari ST classic Karate Kid II, just a score counter is missing and more levels. Supports both PAL and NTSC. Published as Scontro Finale (as well as Ito Joshi) in Italy and featured in Sport Games n.6 as well as a number of other releases.

Traffic

Traffic

Amstrad CPC - Released - 1985

Traffic is a simple game where the player has to guide cars, motorbikes and buses through busy London streets by changing the traffic lights from red to green. The objective in order to advance to the next level is to get a preset number of vehicles through the screen, although it does not matter which exit you direct them through. Cars continue to queue off the edges of the screen (with numbers next to them if there are queued cars beyond your vision) and if the queue reach more than five cars, it's game over. A warning sound is given when five cars are queued; you must hope there are not also queues on surrounding roads. Cars always stay on their side of the road, and collisions are not possible.

Traffic

Traffic

Microsoft MSX - Released - 1986

Traffic is a simple game where the player has to guide cars, motorbikes and buses through busy London streets by changing the traffic lights from red to green. The objective in order to advance to the next level is to get a preset number of vehicles through the screen, although it does not matter which exit you direct them through. Cars continue to queue off the edges of the screen (with numbers next to them if there are queued cars beyond your vision) and if the queue reach more than five cars, it's game over. A warning sound is given when five cars are queued; you must hope there are not also queues on surrounding roads. Cars always stay on their side of the road, and collisions are not possible.

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