Philips

Air Battle

Air Battle

Philips Videopac+ - Released - 1983

Air Battle is a flight simulator set in the World War I era. The player controls a biplane from an inside-the-cockpit perspective. The player starts the game with the plane on ground. The plane will start moving and a flashing light will indicate when the plane has achieved enough speed to take-off. Once in the air, the player must try to take down the most enemy planes possible, while avoiding hitting friendly planes. The enemy planes have white tail sections while friendly have yellow tail sections. There's no way of telling if a plane is friend or foe if it is coming straight at the player, until it starts firing. The player can see incoming planes through a radar in the middle of the panel. The player gains points for hitting or taking down enemy planes, but will also be penalized by hitting or taking down friendly planes. There are four levels of difficulty, starting at zero points, 200 points, 500 points and 1000 points. The levels can also be selected directly from the game start, by pressing "0", "1", "2" or "3" to start. There's a fuel meter at the left of the panel and a ammunition meter at the right. When any of these are close to end, the player has to land the plane and refuel/recharge his plane. The game ends if the player is shot down by enemy planes or if the plane crashes while taking-off, landing or due to lack of fuel.

Air-Sea War/Battle

Air-Sea War/Battle

Philips Videopac+ - Released - 1980

** Air-Sea War ** You will need timing and accuracy for this game, as you try to shoot down the enemy craft while dodging its missiles. Score a point for each direct hit on your opponent's craft, and deduct one if you hit a neutral ship. You have 3 minutes to play. When the game is over (time = 00:00), the player with the most points wins. ** Battle ** Battle demands great skill in handling the controls of the tank, especially when turning and firing. You each have 20 rounds. Score a point for each direct hit. There are 3 minutes to play and the player with most points wins. Variations of this game are given by: guided missiles (controlled by joystick), minefield (mines marked by a white cross)-your opponent gains The Magnavox Odyssey 2 version of the game released in North America is titled Armored Encounter / Subchase!

American Football

American Football

Philips Videopac+ - Released - 1980

American Football (2 players) Press key 1 or 2 Key 1 selects normal game, key 2 selects fast game. The game consists of a series of plays (called 'downs'). At each 'down', the attacker has possession and tries to gain ground and score by kicking, running or passing. Scoring A side scores when one of its players carries the ball over opposing goal line (7 points) or with place-kick which goes over centre of goal line (3 points). The winner is the player with most points when the clock shows time 00:00. 'Downs' Play stops, and another 'down' is taken whenever the player with the ball: a) kicks b) scores c) runs into touch d) runs into his own man e) is tackled f) misses his man with a pass Possession The attacking side keeps possession until: a) it kicks b) it scores c) it has 4 'downs' in succession. The number (1-4) above the pitch gives the number and position of the 'down', and whose 'down' it is. d) a pass is intercepted At every down, each player chooses tactics by moving the joystick of his handset and then pressing the button. Table 1 shows the tactics chosen for each position of the joystick. (If you do not choose your tactics with 25 seconds, the computer chooses them for you). Attacker's tactics The ball goes back to Quarterback (Q). If he runs too far forward he can't pass. If he runs back over own goal line, he punts automatically upfield. Defender's tactics You control Quarterback (Q) only. Other players automatically take defensive positions, pause, then go for the ball. Your opponent's End player (R) is shaped

Backgammon

Backgammon

Philips Videopac+ - January 1, 1982

Backgammon is a translation of the board game to the Odyssey². The object of the game is to move all checkers off the board. The first player to do so wins. For technical reasons the board is drawn with parallel lines instead of triangles. Points are scored in the following way: a straight win is awarded with 1 point. A "gammon" is awarded with 2 points and a "backgammon" with 2 points. Players can challenge the opponent for doubling and redoubling the amount of points won. The game can be played using the electronic dice in game or using hand dice.

BaseBall

BaseBall

Philips Videopac+ - Released - 1980

BASEBALL! (Two players) 1. Press 1 on the alpha-numeric keyboard. 2. The scoreboard flanks either side of home plate. (lower left numbers indicate Balls, Strikes, and Outs - in that order) The digital readout scoring indicators are color coded to the teams. 3. The player using the right hand control is always first at bat. The player using the left hand control is always first in the field. Players should trade hand controls to alternate being first at bat in series games. 4. THE OUTFIELD is positioned by manipulating the joy stick on the hand control activating the fielders. 5. THE PITCH is thrown by pressing the action button on the FIELDER hand control. Inside and outside curves may be thrown by maneuvering the joy stick. The OUTFIELD will not be affected by the joy stick during the pitch. If the batter does not hit the ball, the catcher will automatically throw it back to the pitcher. The computerized umpire calls balls and strikes. Four ball and it's a walk to first base. Three strikes and you're out! 6. THE BATTER is controlled by the action button on the BATTER hand control. A ball hit early will go to left field. A ball hit late will go to right field. The distance a hit travels will always vary. 7. A ball hit out of the park (white line at top of screen) is a home run. The batter will automatically run the bases. 8. A ball caught on the fly is an automatic out and the ball is returned automatically to the pitcher. IMPORTANT! Always be sure that the power to your Odyssey2 console is turned off before inserting a game cartridge. This protects the electronic components and extends the life of the unit. 9. If the fielders do no catch the ball on the fly, the joy stick on the FIELDER hand control is used to get one of the outfielders to the ball. The throw is made by positioning the joy stick to the base desired and pressing the action button. 10. A hit not caught on the fly will automatically send the batter running to first base. He can go for extra bases by pushing the joy stick in any direction on the BATTER hand control. Note: Base runners cannot reverse their direction. The computerized umpire makes all the calls. 11. SACRIFICE FLY. A man on base can try for extra bases after a fly ball is caught by pushing the BATTER joy stick. 12. Players can go for extra bases any time before the ball is returned to the pitcher. The ball is returned to the pitcher only after both hand controls are inactive for two seconds. 13. After three outs, the batting team and fielding team will automatically change positions. 14. The team with the highest score after nine innings wins. The game will go into extra innings in case of ties! 15. The end of the game is signaled by F (Final score) replacing the inning indicator on the scoreboard. 16. To play again, press the RESET key on the alpha-numeric keyboard and then press 1.

Basket Game

Basket Game

Philips Videopac+ - Released - 1981

PACHINKO! (One or two players) 1. Press 1 on the alpha-numeric keyboard. 2. A giant Pachinko game appears on your TV. You and your opponent are at the lower part of the screen. 3. The digital readout scoreboard will appear at the bottom of the screen when play begins. 4. The left hand control maneuvers the player at the left. The right hand control maneuvers the player at the right. Push the joystick left to go left. Push it right to go right. 5. You can play another person or the computer. To signal the computer you're in the game, press the action button or move the joystick of your hand control in any direction. If the computer does not get a response from either of the hand controls, it will play by itself. 6. Each of the players on the screen has an energizer. Press the action button to flip up your energizer and hit one of the balls. When you hit the ball with your energizer, it will change to your color and rocket back into play. If your energizer is completely raised when it hits, the ball will continue its same horizontal direction. If your energizer is not completely raised, the horizontal direction of the ball is reversed. A player will move at one-half normal speed when 7. If a ball hits a player, it will begin to lose its energy. 8. If your opponent's ball hits the rotor at your side of the screen, the ball will change to your color. If your ball hits your opponent's rotor, the ball will change to your opponent's color. 9. The Magic Mountain is centered at the bottom of the playing field. If you bounce the ball off the Magic Mountain, the numbers in the cups will change. You have a better chance of scoring in the cups on your side of the screen, so it's good strategy to get higher numbers in the cups on your side and lower numbers in the cups on your opponent's side. 10. CAUTION! BEWARE OF THE TROUBLESHOOTER! He's the unpredictable, uncontrollable spoilsport who keeps running back and forth across the center of the screen. The Troubleshooter is a lot of trouble because he keeps trying to take your ball out of play and shoot it over to your opponent. 11. The game ends at 100 points or any pre-agreed multiple of 100 points. You can also play against the clock. 12. To play again, press the RESET key on the alpha-numeric keyboard and then press 1.

Battlefield

Battlefield

Philips Videopac+ - Released - 1981

1. Press 1 on the alpha-numeric keyboard. 2. Welcome to the war. The opposing robot armies are programmed by the computer to attack onsight. 3. The left hand control commands the Army of Northwestonia which comes into battle from the upper left hand corner of the TV screen. The right hand control commands the Army of Southeasternia invading from the lower right hand corner of the screen. 4. The objective of each army is to capture the enemy general. If a general is touched by an enemy robot, he will immediately surrender. One general cannot capture another general. 5. The generals are controlled by the joy sticks on the hand controls. Push forward to go up. Pull backward to go downscreen. Push left to go left. Push right to go right. 6. The robots have been programmed by the computer to automatically attack the enemy general. They have been armed with stun guns that they will fire at will to put enemy robots out of action. A general can repair his stunned robots by touching them. 7. The robots cannot move through the trees or through another robot. They must go around and find another way to get to the enemy general. 8. A general's role is to lead his army to the enemy general as quickly as possible. Push the action button. The robots will come to your general and follow him through the forested maze of the electronic battlefield. 9. The generals are smart enough to find a way through the trees some of the time. But a general in contact with a tree or moving through a forest will move at only half his normal speed. 10. As robots are stunned, the speed of the remaining robots in the same army will increase. The army will move at its slowest rate when all four robots are in action. If three robots are stunned, the remaining robot will be moving at top speed. 11. The war is over after one army wins tens battles. The score is automatically shown by the boxes on the screen. The box at the upper left displays the score of the Northwestern Army. The box at the lower right shows the score of the Southeastern Army. 12. The first general to win ten battles gets promoted and a new war begins automatically. 13. The position of the trees will changes automatically after each battle. 14. One player version: Use either hand control to lead your robots to the enemy general. But be careful! The enemy robots are programmed by the computer to come after you!

Blobbers

Blobbers

Philips Videopac+ - 1983

In Blobbers the player controls a mobile laser unit trying to defend itself from the Blobbers, fearsome, giant, amoeba-like creatures that will devour anything they encounter. The mobile laser unit moves grounded to the sides of the screen area. The Blobbers will also move along the same sides, and as the laser gun can only shoot straight forward, the mobile laser unit has to be in the opposite side of the screen to hit the Blobbers. A Blobber borns as a harmless small yellow spot, growing to a bigger and purple mass, to a bigger and white one until it reaches its red adult form. Only when it is red it can do harm to the mobile laser unit, if they are of any other color, they will only stick to the mobile laser unit until it moves and releases itself from the Blobber. As the time passes, an adult Blobber will multiply, releasing a new small yellow spot which will eventually grow into another adult Blobber. When Blobbers are hit, they are reduced to the immediate previous stage of development (from red to white, then purple, then yellow, then deceased). In the middle of the screen, moving blocks called Magic Transporters move up and down randomly. They are called Magic Transporters because they can be used to transport the mobile laser unit from one side of the screen to the other, if the mobile laser unit moves onto one of them while they touch the top or bottom of the screen. The Blobbers will also be transported by them. Also, they are impenetrable by the laser gun, meaning the player will only be able to hit one Blobber when there are no Magic Transporters in the laser's way. The Blobbers will become faster every 90 seconds until finally reaching the mobile laser unit's speed. The player has only one life and no continues.

Breaker

Breaker

Microsoft MSX2 - Released - 1987

Fall brick elimination play! The merit group software house "Radarsoft" of the Netherlands remade the starting point of a game with completely new thought. A two-person simultaneous play is possible.

Buck Rogers: Planet of Zoom

Buck Rogers: Planet of Zoom

Microsoft MSX - Released - 1983

Loosely based on the Buck Rogers comic strips, Buck Rogers: Planet of Zoom is a fast-paced arcade racing game taking place on a futuristic racetrack. Guide your spaceship between pylons and shoot down other enemy racers.

Catch the Ball / Noughts and Crosses

Catch the Ball / Noughts and Crosses

Philips Videopac+ - January 1, 1978

Two titles are available in this cart: Catch the Ball puts one or two players in the role of a circus clown who has to catch a while ball which comes rolling down a maze of obstacles. The clown has to try to follow the ball as it falls its unpredictable path. A time limit of three "game minutes" is counted down and the player with more balls caught by the end of the time wins. The joystick is used to move the clown left or right and the "action" button accelerates his movements. There are 6 possible variations, with the players taking turns after each ball caught, taking turns after each miss or in a single player mode, with the time limit on or off for each mode. Noughts and Crosses is also known as tic-tac-toe. Players move a "+" cursor over the 9 square matrix and place either blue noughts or red squares. The first to get three symbols in a straight line wins. If all six symbols have been placed and there's no winner, they can be removed by placing the cursor over and pressing the action button and then be replaced.

Chinese Logic

Chinese Logic

Philips Videopac+ - January 1, 1980

In Chinese Logic the player has to move a sequence of numbers (9 to 0) from the point A of a pattern of lines to point D (or B in the variations). The numbers must be placed in point D in the same descending order. There are two other points to which the numbers can be moved, B and C. If one or more numbers are parked in one of the points, the player can only additionally move to that point numbers which are lower than the last one already parked. The numbers can be moved one by one only and to do so the player has to type the letter of origin and then type the destiny letter. Moves can be undone by pressing the "clear" key. The computer keeps track of the time elapsed and the number of moves made by the player, also showing the minimum amount of moves to solve the puzzle. There are 9 other possible variations, with the difference of having the way to point D blocked and different amounts of numbers to move. Those variations can be selected by pressing "reset" and the desired number, as follows: one figure - minimum number of moves: 1 two figures - minimum number of moves: 3 three figures - minimum number of moves: 7 four figures - minimum number of moves: 15 five figures - minimum number of moves: 31 six figures - minimum number of moves: 63 seven figures - minimum number of moves: 127 eight figures - minimum number of moves: 255 nine figures - minimum number of moves: 511

Clay Pigeon

Clay Pigeon

Magnavox Odyssey 2 - January 1, 1982

As the name implies, Clay Pigeon! is a clay pigeon shooting game. At the left corner, a trap launches targets toward the shooter. The player controls the shooter which stands in the right corner of the screen. In order to proceed to the next level, the player has to hit at least eight of the ten plates thrown. While he's shooting, some ducks will appear flying over his head. They'll drop "bombs" over him, and if he doesn't avoid them, he'll be stunned for some time. If he fails to shoot the minimum plates necessary, an eagle will appear and attack him. He needs to shoot the eagle twice to avoid its attack. If he fails, the game is over. The shooter has two shots per row; after those two shots, he has to reload the gun, by putting it down. He can be moved left and right, but if he exceeds the left mark, he'll fall to the ground, being subject to lose plates. The player earns five points per each plate, ten points per each duck and 100 points per eagle (50 per shot).

Comando Noturno

Comando Noturno

Magnavox Odyssey 2 - Released - January 1, 1982

Comando Noturno! (Night Commando!) is a combat flight simulator. The player controls a fighter plane on a night mission, and his task is to take off, destroy the target, avoid enemy attack and return to base. The plane is controlled both with the joystick and the keyboard. With the joystick, the player controls the plane's direction (up, down, left or right) and weapon (with the action button). With the keyboard, he controls the several plane's instruments. The game is seen from the plane's cockpit in a first person perspective. There's a main display, which will show (by player's request via keyboard) the plane's speed (M key), height (H), fuel (F), distance to target (T), distance to base (B), ammunition amount (W), weapon selected and friend/foe status. Above the main display, four lights can be seen, showing which weapon is selected: cannon (C), bomb (B), ground missile (G) and air missile (A). To the right, a direction and level indicator can be seen, and below it an infrared sensor. After taking off, the player must raise the landing gear (U) before the plane exceeds Mach 0.5 speed, or else the plane will be destroyed. Once in the air, after locating a target the player must identify (I) if it is a friendly or enemy aircraft. Shooting friendly airplanes or vehicles will terminate the mission. After destroying the targets, the player must land the plane. To do so, he needs to be at low speed, with the landing gear down and aligned to the ground. After touching the ground, the plane must hit the end of the runway as slow as possible. Failing to achieve these conditions will make the plane crash. The plane will be also destroyed if it gets hit by an enemy, hits the ground, or runs out of fuel.

Congo Bongo

Congo Bongo

Microsoft MSX - Released - March 2, 1983

Congo Bongo is an arcade platform game similar in many ways to Donkey Kong, but with an isometric perspective. The player takes control of a safari hunter who is searching for an ape named Bongo, determined to punish him for setting the hunter's tent on fire. The game consists of four one-screen stages, each with an objective to jump on platforms and reach the top. Various animals will try to stop the protagonist: for example, in the first level a large gorilla throws coconuts at him. The hero has no offensive abilities and must jump or otherwise avoid enemy attacks. Stages may contain obstacles or hazardous spots that would kill off the main character.

Conquest of the World

Conquest of the World

Philips Videopac+ - January 1, 1981

CONQUEST OF THE WORLD represents a significant departure from traditional game design. The components have been designed to provide you with a very realistic model of the real world to both electronically and graphically simulate strategic and tactical confrontation between world powers. Electronic land, sea and air forces can be deployed against each other in any combination and are totally dependent on supplies which are represented by energy units. The game board is a true-to-life model of the relationships between countries of the real world in the early 1980's. Forty-three countries have been divided into eleven "politectonic" or geo-political zones. Each country has been weighted with a power base figure that reflects its capability to persuade other nations to conform to its wishes - by diplomatic coercion or by direct military force. These figures are based on the formula created by Ray S. Cline, formerly Deputy Director of Intelligence for the C.I.A. Pp = (C+E+M)x(S+W) PERCEIVED POWER = (Critical Mass (Population + Territory) + Economic Capability + Military Capability) x (Strategic Purpose + National Will). Future shifts in world power and change in governments will - of course - make changes in these numeric weightings appropriate. Players can feel free to sustain realism by changing the numbers assigned to each country as life goes on. If you play other war games such as those published by Avalon Hill and SPI, you will find that the computer cartridge interfaces very effectively with them. The onscreen combats will generate much more excitement and realism than the usual dice provided to resolve conflicts. Onscreen energy units can be programmed into the computer to reflect the relative strength between different forces. The differential between the onscreen energy units at the end of each battle can also be applied to the combat results tables that come with these games. Conquest of the World is the first game of its kind, so be ready for many unusual features. Take the rules one step at a time and you will find it to be a fascinating game of endless challenge - which, once learned, is not at all difficult to explain to others. THE OBJECTIVE OF THE GAME is to lead your Homeland to world domination through negotiations, conquests and alliances. Each successful conquest and alliance you make will strengthen your country's power base. The country with the strongest power base at the end of the game is the winner.

Crazy Chase

Crazy Chase

Philips Videopac+ - Released - 1982

K.C.'s KRAZY CHASE! (1 or more players) 1. Press 0 on the numeric section of the keyboard. 2. The screen will display K.C. MUNCHKIN, the dreaded DRATAPILLAR and two of the dreaded DRATAPILLAR's dreadful DRATS. 3. K.C. MUNCHKIN is activated by the left hand control. 4. Push the joystick of the left hand control forward to make K.C. MUNCHKIN go towards the top of the screen. Pull the joystick towards you to make K.C.MUNCHKIN go towards the bottom of the screen. Move the joystick left to go left. Move right to go to the right. Characters going off one side of the screen will reenter from the other side. 5. The head of the dreaded DRATAPILLAR is so ferocious, it is only safe to attack it from the rear. 6. When K.C. munches out a segment of the DRATAPILLAR, the DRATS will turn white with fright and be stopped in their tracks if K.C. can catch them. 7. When a DRAT stops spinning and recovers its original color, it will return to the chase. 8. The DRATAPILLAR's head is always a threat to K.C. no matter how few of the DRATAPILLAR's segments are left. 9. Scoring:TREE: 1 POINT, DRATAPILLAR segment: 3 POINTS, DRAT: 10 POINTS 10. Bonus Scoring A player receives a 20 point bonus for munching out all of the DRATAPILLAR's segments, and his or her turn continues. Another DRATAPILLAR and two more DRATS will appear on the screen, and the score is cumulative. The action will get progressively faster with each succeeding bonus game. 11. The winner is the player who scores the highest number of points over a predetermined number of turns or after a predetermined length of time. 12. The score of the game in progress is shown at the lower right corner of the screen. 13. The highest score in a series of games is shown at the lower left corner of the screen. 14. Six question marks at the lower center of the screen ask for the name of the high scoring player. The high scoring player enters his or her name through the keyboard. The computer will accept any name up to six letters. If the name is shorter than six letters, press SPACE to erase the remaining question marks. The high score and the high scoring player's name will remain on the screen until a higher score is achieved in succeeding games. 15. To start a new scoring cycle, press RESET and then press the key code for one of the wide variety of mazes available. 16. Press 0, 1, 2, 3 or 4 to generate one of the five different standard mazes. 17. There is virtually no limit to the number of mazes available because you can program your own. The addition or deletion of only one line in a maze changes the strategic requirements of the game completely - and you have the capability to change every line if you wish! 18. Press RESET. Press P. K.C.'s KRAZY CHASE is now in the programming mode. IMPORTANT: Do not completely block off any section of a maze. Paths must always remain open. 19. The letters A thru G run down the left side of the screen. The numbers 1 through 9 run across the bottom of the screen. These serve as coordinates to identify the positions at which you wish to add or delete maze lines. 20. You can either start with the maze on the screen or press 1, 2, 3, or 4 to start with the other mazes. After you have selected a start-up maze, press ENTER. 21. To delete a vertical line: A. Locate the line by its letter and number coordinates. 2. Press the number on the numeric section of the keyboard. 3. Press the letter on the alphabet section of the keyboard. 4. Press CLEAR. The vertical line will disappear. 22. To add a vertical line: A. Locate the coordinates for the position at which you wish to insert the line. 2. Press the number. 3. Press the letter. 4. Press ENTER. 23. To delete a horizontal line: A. Locate the line by its letter and number coordinates. 2. Press the letter. 3. Press the number. 4. Press CLEAR. 24. To add a horizontal line: A. Locate the coordinates of the position at which you wish to insert the line. 2. Press the letter. 3. Press the number. 4. Press ENTER. 25. In summary, pressing the letter first will affect the horizontal lines. Pressing the number first will affect the vertical lines. 26. When you have programmed the maze to your specifications, press YES or Y and the game will start.

Dam Buster

Dam Buster

Philips Videopac+ - Released - 1981

** Dam buster ** The basic principle On the top half of your screen you see a dam, consisting of four layers of nine large blocks each.Each layer is a different colour, from top to bottom: red, yellow, blue and pale green. In the centre ofeach layer there's a maintenance worker; they have to try and keep the dam intact while the opponent is trying to shoot a hole through the dam (Dam Buster 1) or destroy it completely (Dam Buster 2). The attacking party A projectile comes from the general direction of the dam, moving towards the bottom of the screen. There, in the centre, is a movable shield. If the projectile hits that shield, it will bounce back towardsthe dam. When it hits the dam, it will destroy one or more blocks. The attacking party controls the position of the shield. The defending party The other player controls the maintenance workers with his handset. To restore the damage, the maintenance workers first have to move to either side of the dam to gather energy and collect building materials. You can easily see when they're ready for action because they are literally blazing with energy. When a hole has been shot in one of the layers of the dam, the workers have to rush over and fill thathole as quickly as possible.

De Grotten van Oberon

De Grotten van Oberon

Microsoft MSX2 - Released - 1986

MSX 2 Version. The Caves of Oberon is a puzzle game that takes place in a large cave system on Oberon, one of the moons of Uranus. The caves hold knowledge of a long extinct culture and the aim of the game is simply to discover all of that knowledge. The player is in control of a saucer-like spaceship that is controlled from a side view perspective. Interaction with objects in the world, such as computers, sensors, fuel tanks and radars, is done by directing a beam onto them. To progress through the caves it is necessary to unlock doors by interacting with computers. The player is then given a puzzle that has to be solved, for example a math problem where the correct missing number has to be entered or a word with a letter missing. While moving around it is necessary to avoid bumping into the cave walls since the ship will take damage and when it is destroyed the game is over. Fuel is also limited and it is necessary to refuel at the fuel tanks.

Depth Charge / Marksman

Depth Charge / Marksman

Philips Videopac+ - January 1, 1979

Two titles are available in this cart: Depth Charge is a single-player BattleShip variant. The player controls a cannon in a top-down view trying to destroy 7 submarines hidden in the area of water shown on screen. The area is a 8x8 grid, and the player controls a white cross-hair over it with the joystick. Pressing the action button will shoot the cannon. If a submarine is hidden in that particular area, a blue square will appear, marking it. If there are no submarines, the game will warn the player with a sound and that area will continue unmarked. There are submarines of 4 different sizes, with there being 3 with one section each, 2 with 2 sections each, 1 with 3 sections and 1 with 4 sections. The game keeps track of the number of shots tried by the player, and the total is shown at the end of the game, when all submarines are destroyed. Marksman is a shooting gallery game. The player can choose between 2 game durations: 1 minute or 3 minutes. The game is played in a first person perspective, with the player seeing the rifle and the targets in front of it. A line of targets will scroll from right to left, bouncing up and down in front of the rifle and the player has to aim at them and shoot. There are 9 different targets which grant the player scores from 1 to 9 points each. When the player reaches 100 points, the targets start to move faster. The game ends when the time reaches 0:00 or when the player runs out of shots (starting with 24).

Duelo no Velho Oeste!

Duelo no Velho Oeste!

Magnavox Odyssey 2

It's really dramatic. Each gunslinger has only 6 bullets in his revolver. And whoever can eliminate the opponent for 10 times wins the battle. If you reach the trees or the top or bottom edge of the screen, they ricochet shots and can reach any of the gunslingers. When the ammunition ends, lean on a tree that has the same color as your gunslinger. There is hidden ammunition. But if you choose the machine as an opponent, be careful! You are dueling against a cold and impassive Android gunslinger!

Dynasty!

Dynasty!

Magnavox Odyssey 2 - Released - January 1, 1979

DYNASTY! The origins of Dynasty predates chess by more than a thousand years. This venerable ancestor is the ancient Chinese strategy game of Go, which was first played by the nobility. Dynasty is a computerized descendant of this legendary war game which was actually a required course in the Japanese military academy as late as 1600. Dynasty is deceptively easy to learn, but its infinite variations make it profoundly addictive. Play against the computer or another player. A digital timing handicapping system gives a newcomer a good chance to upset an experienced player.

Electronic Soccer & Ice Hockey

Electronic Soccer & Ice Hockey

Philips Videopac+ - Released - 1981

HOCKEY! (Two players) 1. Press any key on the alpha-numeric keyboard. 2. Ice Hockey and Soccer games will alternately be displayed on the screen. 3. To start a Hockey game, move the joy stick of either hand control in any direction when Hockey appears on the screen. 4. The period in play and a digital timer will appear at the bottom of the screen. 5. There are three five minute periods to each game. The timer will automatically reset at the end of each period. The game is over at the end of three periods. 6. There are six players on each team. Five of the players can race after the puck to any part of the ice. The goalies will only cover the goal areas. 7. The joy stick will control the player closest to the puck and the goalie. The player closest to the puck can be identified by the hockey stick. The other players will automatically follow the action. 8. Players can block each other if they make body contact and will become immobilized. Use the joy sticks of both hand controls to separate them. 9. The puck is shot when a player makes contact with it and presses the action button. The puck will travel in the direction determined by the joy stick. The puck will continue its flight as long as the action button is depressed . . . or until it is blocked by another player on either team. 10. To play again, press RESET and move the joy stick of either hand control when Hockey is displayed on the screen. SOCCER! (Two players) 1. Press any key on the alpha-numeric keyboard. 2. Ice Hockey and Soccer games will alternately be displayed on the screen. 3. To start a Soccer game, move the joy stick on either hand control in any direction when Soccer appears on the screen. 4. The period in play and a digital timer will appear at the bottom of the screen. 5. There are two five minute periods to each game. The timer will automatically reset at the beginning of the second period. The game is over at the end of two periods. 6. There are six players on each team. Five of the players can run after the ball to any part of the field. The goalie will only cover the goal area. 7. The joy stick will control only the players closest to the ball and their goalies. These players will flash to show they are in direct control of the joy sticks. The other players will automatically follow the play. 8. Players can block each other if they make body contact and will become immobilized. If several players jam and are unable to move, use both joy sticks to separate them. If this does not unlock the jam, press RESET and start a new game. 9. The ball is propelled when a player hits it with head or legs. The ball will travel in the direction determined by the joy stick. The ball goes farther if you depress the action button at the same time a player makes contact with it. The ball will continue in motion as long as the action button is depressed, but will be halted if blocked by another player. 10. To play another game, press RESET and move the joy stick on either hand control when Soccer is displayed on the screen.

Electronic Table Football

Electronic Table Football

Philips Videopac+ - Released - 1980

Known in some places as foosball or table football, this is a game loosely based on Soccer or Football. Each row of players is a single control. See if you can get it in the goal and score!

Electronic Volleyball

Electronic Volleyball

Philips Videopac+ - Released - 1980

While the packaging promises "an electronic simulation so real you can even spike a shot", this is in fact a volleyball game which has a very loose interpretation of the standard rules. In fact, it can be described as a cross between volleyball and Pong: Each six-man team is separated by a large line, which the casual observer would interpret as the net. The line is open at the top, and this is the only place where the ball can pass through into the other court. While the ball is in your court, it can be passed as many times you want, and bounced against the "net" and the back of the court. As long as the ball doesn't touch the bottom of the screen, it is safe. The joystick moves the entire team in strict formation, and the ball passes through the players if they are held still, or bounced in the direction they are moving. A status display at the bottom of the screen writes out in clear text whether there is a serve change, a spike, scoring or otherwise.

English Holidays

Microsoft MSX2 - Released - 1986

Fahrenheit 451

Fahrenheit 451

Microsoft MSX2

Based on Ray Bradbury's classic science fiction novel Fahrenheit 451. In a not so distant future, books have become illegal. As Fireman Guy Montag, the player's role is not to save houses, but to burn them for the books inside. However, Guy becomes passionate about books and becomes a rebel, pursued by the authorities. With the help of the Underground, he must survive and save books from complete extinction. The game acts a sequel to Bradbury's novel. Following the imposition of martial law Montag finds the young woman who inspired his resistance to the established order. With her help he can now track down 34 microcassettes which hold the contents of the New York Public Library, then pass them on to underground members who will memorise the texts.

Flash Point

Flash Point

Philips Videopac+ - Unlicensed - 1983

Glouton: Munchkin

Glouton: Munchkin

Philips VG 5000 - Released - 1984

A top-down maze puzzle game with a concept similar to Pac-Man. The player controls a "Munchkin" whose goal is to eat all of "munchies" on the screen, all the while being chased by three "Munchers" who are trying to eat him. By eating a glowing munchie, all of the Munchers will turn purple and can be hunted down for a limited time, successfully doing so results in a score bonus. Once a Muncher has been "munched out" (term used in the manual), it will return to the center of the maze to recharge for a short time before setting out for revenge once again. As players eat more and more munchies, the remaining munchies begin to move faster and faster around the maze. When there is only one left, it will be moving at the same speed as the player. You'll then have to hunt it down while avoiding the Munchers. The game offers 4 pre-built mazes, as well as invisible versions of these mazes (the walls will only appear when you run into them). However, it includes the option to design custom mazes through a programming mode. Players can base a design off of presets or start from scratch.

Golf

Golf

Microsoft MSX - Released - 1985

A 1-2 player golf game developed by ASCII Corporation, and published by Philips for the MSX line of computers in 1985.

Great Wall Street Fortune Hunt

Great Wall Street Fortune Hunt

Magnavox Odyssey 2 - January 1, 1982

THE GREAT WALL STREET FORTUNE HUNT is an authentic computerized model of the real investment world. The opportunities for investment in the game represent the thousands of alternatives available on the various exchanges. You'll find conservative blue chips like IBM (International Business Machines Corporation) and high risk high flyers like WOW (Wildcat Oil Western). You'll find the fast food industry represented by McDonald's Corporation and high technology manufacturers represented by Texas Instruments. Each of the companies available for investment not only represents itself but other similar companies as well. Therefore the Standard Oil Company (Indiana) also represents Shell, Mobil, Arco and the other large petroleum companies. Each of the investments has a different sensitivity to the news flashes which come across the TV screen. For example - some investments will go up at a time of world crisis and others will go down. The inherent sensitivity of each investment to the various categories of news is graphically displayed on the gameboard. Your ultimate objective is to anticipate investment fluctuations swiftly enough to take full advantage of the many buying and selling opportunities which will occur in a different way every time you play. The rules of The Great Wall Street Fortune Hunt are designed to replicate real life as closely as possible. You can play it at four levels. It is highly recommended that you feel thoroughly comfortable at one level before incorporating the next level as part of the game. Have fun! Make money!!!

Gunfighter

Gunfighter

Philips Videopac+ - Released - 1979

In an authentic acre of the old west, two gunslingers (human or android) duel for their lives. Each one has six bullets in his gun, and trees are placed all around. Each player has to hit his opponent ten times in order to win. At each hit, both players get their guns reloaded. They can also reload their guns anytime by taking the hidden bullets in the tree that matches their outfit. The bullets will ricochet in the trees and the top and bottom edges of the screen, thus the players can hit themselves with their own bullets, scoring a hit to the opponent. It can also be used as a strategy to hit the opponent in a non direct trajectory.

Helicopter Rescue

Helicopter Rescue

Philips Videopac+ - Released - January 1, 1983

Games back in the early 1980s often had descriptive titles. Helicopter Rescue is one of them: you have to use an helicopter to rescue stranded pilots in the desert and in the sea. The player controls the helicopter with the joystick, moving up to fly up and down to land. Once the helicopter is in the air, the player can choose to go left or right. Going left takes the player to a desert scenario, where the game field is in 2.5D. Moving the joystick up flies the helicopter ahead, moving it down lands the helicopter to pick up pilots. In the desert, tanks will try to shoot the helicopter down and capture the pilots before the player can rescue them. To shoot them, the helicopter must be moving vertically. Flying to the right of the main screen takes the player to a sea scenario, where the same rules as the desert apply, but as expected, instead of tanks the enemies here are ships. The helicopter has a fuel meter which, when depleted, will make the helicopter crash. The helicopter gets refueled when the player lands on the home base and returns rescued pilots. Each round has the player trying to rescue 8 pilots. The round ends when all 8 pilots are either rescued or killed.

Jumping Acrobats

Jumping Acrobats

Philips Videopac+ - Released - October 1, 1982

P.T. Barnum's Acrobats! is another clone of Bally Midway's 1978 arcade game Clowns. Three rows of colored balloons are displayed at the top of the screen, moving back and forward: a blue, a yellow and a red row. The players control two acrobats jumping over a teeter, moving it in order to avoid the acrobats from crashing into the ground. Once an acrobat lands at one side of the teeter, the acrobat on the opposite side will be launched in the air, toward the balloons. The farther from the opposite acrobat the jumping one lands, the higher the opposite one will be launched. As the acrobats reach the balloons, they'll pop them, bouncing to pop other balloons before falling. Once a row is completely popped, it will be replaced by another one. Each game consists of a ten jumps series. The players score 2 points for each blue balloon, 4 points for each yellow balloon and 6 points for each red one. They'll additionally score 15 points for a complete blue row, 20 points for a yellow row and 25 points for a red row. The game has a total of 18 possible variations, including one and two player games: Single player variations: (Press 0) Moving balloons with no shield. (Press 3) A stationary shield will be displayed at the center of the screen. If the acrobats hit the shield from the upper side, they'll bounce up, if they hit it from the bottom side, they'll fall to the ground faster. (Press 6) A shield will appear and disappear at random times and random positions. (Press 9) Stationary balloons with no shield. (Press C) Stationary balloons and stationary shield. (Press F) Stationary balloons with random shield. Two player variations: Version I: players take turns every time an acrobat crashes into the ground. (Press 1) Moving balloons with no shield. (Press 4) Moving balloons with stationary shield. (Press 7) Moving balloons with random shield. (Press A) Stationary balloons with no shield. (Press D) Stationary balloons with stationary shield. (Press G) Stationary balloons with random shield. Version II: players take turns after each jump. (Press 2) Moving balloons with no shield. (Press 5) Moving balloons with stationary shield. (Press 8) Moving balloons with random shield. (Press B) Stationary balloons with no shield. (Press E) Stationary balloons with stationary shield. (Press H) Stationary balloons with random shield.

Keyboard Creations!

Keyboard Creations!

Magnavox Odyssey 2 - Released - January 1, 1981

KEYBOARD CREATIONS! It turns your words into a light show that travels across your TV screen. There's a myriad of applications! You can make professional looking titles for your videotape recordings. (a special "date line" even includes a computerized digital clock that displays the actual time the recording was made.) It turns your TV set into a message center that can't be missed! KEYBOARD CREATIONS televises birthday, anniversary and holiday greetings at parties - and telecasts your own commercial messages for business! This immensely versatile cartridge even plays word games to make spelling practice fun for kids and to present totally unique challenges at the adult level. Full sync-sound action! Digital clock! Background color control!

Killer Bees

Killer Bees

Philips Videopac+ - Released - 1983

The Beebots from the insect civilization of BEM are invading the Earth, protected by swarms of Killer Bees, and it's up to a swarm of white bees to stop them. The player control the white bees swarm, trying to kill the Beebots by flying over them and stinging them. The longer the swarm flies over a Beebot, the slower it moves, until it finally stops and dies. When a Beebot dies, a grave marker will be raised in its place, making the movement of the remaining Beebots more difficult. The red Beebots move clockwise, the blue ones move counterclockwise. The Beebots are protected by swarms of Killer Bees. If a swarm of Killer Bees attacks the player's swarm, it will lose its bees gradually, until none are left and the game is over. The longer the Killer Bees stay on screen, the stronger they get. They'll change their colors gradually, from green (the less harmful) to blue and then finally to red (the most dangerous). The only defense the player has against the Killer Bees is the bug-zapping RoSHa Ray, released by pressing the action button. It is recharged each time a Beebot is killed, and it follows the white bees swarm vertical movement. Once all Beebots are killed, the round ends, and a new one starts with a new level of difficulty. There are 26 difficulty levels. The player scores one point per sting, ten points per zapped swarm and 100 points per Beebot killed. At the end of each round, a bonus is also given, consisting in ten points per each survivor bee, multiplied by the number of the round.

Killer Bees!

Killer Bees!

Magnavox Odyssey 2 - Released - January 1, 1983

The Beebots from the insect civilization of BEM are invading the Earth, protected by swarms of Killer Bees, and it's up to a swarm of white bees to stop them. The player control the white bees swarm, trying to kill the Beebots by flying over them and stinging them. The longer the swarm flies over a Beebot, the slower it moves, until it finally stops and dies. When a Beebot dies, a grave marker will be raised in its place, making the movement of the remaining Beebots more difficult. The red Beebots move clockwise, the blue ones move counterclockwise. The Beebots are protected by swarms of Killer Bees. If a swarm of Killer Bees attacks the player's swarm, it will lose its bees gradually, until none are left and the game is over. The longer the Killer Bees stay on screen, the stronger they get. They'll change their colors gradually, from green (the less harmful) to blue and then finally to red (the most dangerous). The only defense the player has against the Killer Bees is the bug-zapping RoSHa Ray, released by pressing the action button. It is recharged each time a Beebot is killed, and it follows the white bees swarm vertical movement. Once all Beebots are killed, the round ends, and a new one starts with a new level of difficulty. There are 26 difficulty levels. The player scores one point per sting, ten points per zapped swarm and 100 points per Beebot killed. At the end of each round, a bonus is also given, consisting in ten points per each survivor bee, multiplied by the number of the round.

Kinder im Verkehr 1

Kinder im Verkehr 1

Philips Videopac+ - 1981

Control a kid and help him cross the street by looking left then right then left again.

Labyrinth / Supermind

Labyrinth / Supermind

Philips Videopac+ - Released - January 1, 1982

Two titles are available in this cart: A Labyrinth Game is exactly what the title defines. The player has to move a pawn from the left side of a labyrinth to the exit on the right side. Each match consists in a series of 10 and the labyrinth always changes when starting a new game. The pawn is controlled with the joystick and the "action" makes it move faster. There are 16 possible variations, including stationary and moving patterns and exits, for one player, two players or one player against the computer (a "Cat and Mouse" game where the computer plays a pawn which tries to catch the player's pawn) Supermind is a code breaking game. Four question marks will be displayed, along with the number of symbols left to be entered (4 at the start). The player enters four symbols of choice and if they're correct but misplaced, a red number will appear in the right of the screen (with the number of correct symbols guessed). If the symbol is correct and placed in the right order, it will be displayed in white. The computer keeps track of the number of tries taken and the game ends when all symbols were discovered and placed in the right order.

L'Affaire...

L'Affaire...

Microsoft MSX2 - Released - 1986

Raymond Pardon was a gentle man. Maybe too gentle. Due to non-ability to defend himself against the accusation, he has spent last six years in a prison for a hold-up he did not commit. But the things were even worse: in addition to six years of imprisonment he lost his lovely wife, Mylène. Who was involved in this affair? To discover the truth, you as Raymond should perform your own investigation in seven European cities: Barcelona, Paris, Cannes, Rome, Amsterdam, Hamburg and London. In turns you'll behave as a gangster or as a journalist. It is up to you to perform the investigation in cold blood despite the lies and hired assassins. Someone must pay! The gameplay flows as adventure in first-person view. You choose the place to visit and examine the objects there. Moving the cursor on the scene, you set its part in focus and may interact with it. Some of the objects may be added to your inventory and used later, some of the persons may share a valuable information with you, some of them may be hostile.

Laser War

Laser War

Philips Videopac+ - Released - 1979

The players are in the Battle Control Central at the heart of the United Planets Interstellar Galactic Empire. From there, they monitor the activity of the twin solar systems of Terien and Lorien, forty-three billion light years away. Their mission is to control to protect the planets of those solar systems from the invasion fleet with the remote controlled battle cruisers. They'll control their ships with the joystick and fire lasers with the action button. The invasion fleet will shoot the players and the planets as well. Shot planets will have their colors changed and will be conquered when their colors match the invaders ship's colors. If the players' ship is destroyed, a new one will be launched from one of the planets with their color. If there's no planet with their color, they'll have to wait until a planet's color change to theirs. If the players crash into planets with a color different than theirs, both the ship and the planet will be destroyed. Destroyed planets won't come back, but the central planet at each orbit is indestructible. Players can also hide their ships in their own planets, by landing on them. Planets with ships landed will blink. The winner is the player who first destroys ten enemy ships.

Le Monstre: Space Monster

Le Monstre: Space Monster

Philips VG 5000 - Released - 1984

A fixed screen shooter similar in style to Space Invaders, in which the player controls a tank at the bottom of the screen, blasting away at alien monsters.

Loony Balloon

Loony Balloon

Philips Videopac+ - Released - January 1, 1982

In Loony Balloon, the player controls a kid carrying a swaying balloon crossing a playground. To get out of the playground, he must reduce the balloon's sway, or it will burst when he crosses the exit. To do so, he must earn 50 points by playing in the various amusements of the playground. There are four kinds of amusements: a rocking horse, a slide, a roundabout and trees. The boy will also find threats to his balloon along the way, like birds that will cross the screen from left to right, trying to burst it, and sudden gusts of wind, which will take the balloon out from the boy's grasp if he stands still for too long. The boy can release the balloon at any time and grab it again by its string (by pressing the action button). If the balloon hits a wall, it will burst and the game is over. The longer the game is played, the quicker the balloon rises if released. The player scores: 2 points by catching the balloon; 5 points by playing at a tree; 7 points by playing at the rocking horse; 8 points by evading a bird; 10 points by playing at the slide; 12 points by playing at the roundabout; 25 points by leaving the playground. There are 10 difficulty levels. From levels 0 to 4, the playground layout is fixed. From levels 5 to 9, the walls in the playground will appear, disappear and change places.

Mathematician / Echo

Mathematician / Echo

Philips Videopac+ - January 1, 1978

Math-A-Magic! is an "electronic arithmetic teacher". The player can chose up to three variations of mathematical games. In the first variation, the player will have to solve regular math problems. He first chooses the kind of operation (addition, subtraction, multiplication or division), next the skill level (1-3) and then is presented with the problems. He must type in the answers, and the computer will register the time elapsed and the number of current problems solved. If the player fails twice to solve a problem, the game is over. The second variation displays algebraic problems. The player selects the desired skill level (1-3) and has to enter the missing variable to each problem, and the rules are the same to the first variation. The third variation is a addition or multiplication table game. The player chooses addition or multiplication, then the number he wishes to practice. Echo! is a basic Simon game (as invented by Ralph H. Baer). Four colored numbers (red, blue, green, and yellow) will appear on the screen. One of them will light up, and a tone will be played. Then it is the player's turn: he has to match the lit up number. Then, the first number will be light up followed by a second one. The player has to match the sequence and it will keep increasing indefinitely. If the player fails three times to match a sequence, the game is over.

Mission Omega

Mission Omega

Philips VG 5000 - Released - 1984

Monkey Academy

Monkey Academy

Philips VG 5000 - Released - 1985

This platform game is about solving arithmetic problems. In the equation one number is missing, you 'll have to find the right number. This game is aimed at young children to help them learn arithmetic problem solving or playing with numbers. Some monkeys are minding their own business when they see a number missing from their arithmetic problem. Who took it? Another monkey, a crab? And where could it be? The only way to find that out is to go looking for it. Guide your monkey across the screen and up and down platform levels. Watch out for the crab! If its claws bite you, you lose a monkey. Jump up and pull down shades to find the missing number. When you find it, catch the number bar. Then send it up to your helper monkey. Find three missing numbers and earn bonus points!

Monkeyshines

Monkeyshines

Philips Videopac+ - Released - 1982

MONKEY TAG! (1 or 2 players) 1. Press 0 on the numeric section of the Odyssey2 keyboard. 2. The screen will display four computer-controlled monkeys in a matrix of monkey bars. 3. Two men appear at the lower right and left of the screen. They are activated by the hand controls. 4. The object of the game is to tag as many monkeys as you can with your man - without getting tagged back. 5. The left hand control maneuvers the man at the lower left of the screen. The right hand control activates the man at the lower right of the screen. 6. Push the joystick to the right to make your man go to the right. Push the joystick to the left to make your man go to the left. 7. Push the joystick forward and press the action button to make your man jump up to the next highest level of monkey bars. Push the joystick forward at an angle and press the action button to make your man jump on a diagonal. The men can only jump up one level of monkey bars at a time. One man can give the other a boost. If one jumps on the head of the other, he can reach the next highest level of monkey bars on his next jump. 8. A man tags a monkey by catching it and pressing the action button. The tagged monkey will jump away in the direction the joystick is held at the instant the action button is pressed. If you catch a monkey and delay pressing the action button, the monkey will jump away without a tag being scored. 9. Players score one point for every monkey tagged. The game score appears at the lower left of the screen. The highest score in a series of games appears just above the game score. If both hand controls are being used, the men play as a team and the score displays their total points. You are not competing with another player - you are competing with the computer. 10. When a monkey is tagged, it will turn red and try to tag one of the men. If a man is tagged by a red monkey, he will freeze in position and is out of the game. 11. The higher the game score, the longer the monkeys will stay red and the harder it will be for the men to avoid getting caught. 12. A new game will start automatically when both men have been tagged by red monkeys. The monkey bars will be displayed in a completely different arrangement at the beginning of each new game. 13. Every game automatically starts at the first skill level. When ten points have been scored, the computer will automatically change to the next highest skill level to provide greater challenge. The third skill level will be presented when 30 points have been scored. The monkeys stay red longer and are more difficult to evade with every increase in skill level. 14. If you wish to play at the second skill level before scoring ten points, press the + key once. To play at the third skill level, press the + key twice. TAILSPIN! (1 or 2 players) 1. Press RESET. 2. Press 0 on the numeric section of the keyboard. 3. Press R (for ROTATION) on the alphabet section of the keyboard. 4. The monkey bars will rotate upwards to a new position every few seconds. This calls for a completely different playing strategy. You will have to anticipate the next position of the monkey bars and adjust your movement and timing accordingly. 5. Press S (for STOP) on the alphabet section of the keyboard to stop the rotation of the monkey bars. You can start or stop the rotation of the monkey bars at any time during the game. SHUTEYE! (1 or 2 players) 1. Press RESET. 2. Press 0 on the numeric section of the keyboard. 3. Press I (for INVISIBLE) on the alphabet section of the keyboard. The monkey bars will disappear. 4. You are now playing blindfolded - but the monkeys are not. 5. The monkey bars will reappear momentarily any time one of the men is falling. They will also reappear if one of the men stands on the head of the other. 6. Press V (for VISIBLE) to make the monkey bars reappear. MONKEY CHESS! (3 players) 1. Press RESET. 2. Press 0 on the numeric section of the keyboard. 3. You are now playing a new kind of chess against a grand master, the Great Monkey himself. He has twice as many pieces - but you have complete control of the board. It is the classic game turned inside out. 4. Two of the players operate the hand controls. The third player tries to outwit the Great Monkey by changing the pattern of the chess board of monkey bars throughout the game! 5. To remove a vertical monkey bar: A. Locate the bar by its letter and number coordinates. 2. Press the number on the numeric section of the keyboard. 3. Press the letter on the alphabet section of the keyboard. 4. Press CLEAR. The vertical bar will disappear. 6. To add a vertical monkey bar: A. Locate the coordinates for the position in which you wish to insert the monkey bar. 2. Press the number. 3. Press the letter. 4. Press ENTER. 7. To delete a horizontal monkey bar: A. Locate the bar by its letter and number coordinates. 2. Press the letter. 3. Press the number. 4. Press CLEAR. 8. To add a horizontal monkey bar: A. Locate the coordinates of the position in which you wish to place the horizontal monkey bar. 2. Press the letter. 3. Press the number. 4. Press ENTER. 9. In summary, pressing the letter first will affect horizontal bars. Pressing the number first will affect the vertical bars. 10. The player controlling the keyboard masterminds the strategy it takes to beat the Great Monkey at his own game."Ladders" can be built to help the men get quickly to any part of the screen. Ladders can also be "unbuilt" to prevent the monkeys from using them."Cages" can be built to temporarily delay tagged monkeys from tagging the men. Hint: Pretend that the cage has a door and memorize its coordinates. One of the men tags a monkey and uses the joystick to release him into the cage. The player using the keyboard has already preset the "door" coordinates and is ready to press ENTER. The completely closed cage will delay a tagged red monkey from tagging one of the men. 11. The player controlling the keyboard can also insert obstacle bars in the path of pursuing red monkeys. BANANAS! (For professionals only. 3 players.) 1. Press RESET. 2. Press 0 on the numeric section of the keyboard. 3. Insert the keyboard entries for Tailspin, Shuteye and Monkey Chess is various combinations. You will be using all your firepower to confuse the monkeys and achieve high scores under very exotic conditions. 4. The challenge range will escalate from utter confusion to total chaos! RECAP OF KEYBOARD ENTRY CODES: TAILSPIN! R (Rotate) S (Stop) SHUTEYE! I (Invisible) V (Visible) MONKEY CHESS! LETTER/NUMBER (Affects horizontal bar) NUMBER/LETTER (Affects vertical bar) ENTER (Adds bar) CLEAR (Deletes bar)

Morse

Morse

Philips Videopac+ - January 1, 1982

Morse teaches the code to players. There are 4 types of games which can be selected in a menu screen: The first type is a Morse code learning game. The player selects the game speed (4 to 30 words per minute) and level (1 to all 36 characters available). The computer will play the Morse signal for the first symbol (Q) and the player has to type in the symbol. After learning two signals, the game starts properly by introducing a row of trees in the top of the screen. An arrow is also displayed near the 4th tree from the left and a man on the right side. For each 10 correctly responded symbols the man takes down one tree. When he reaches the arrow, a new symbol is introduced and the process starts over again. The sequence of symbols is: Q, 7, Z, G, 0, 9, 8, O, 1, J, P, W, L, R, A, M, 6, B, X, D, Y, C, K, N, 2, 3, F, U, 4, 5, V, H, S, I, T and E. The second type lets the player type individual symbols and listen to their respective codes. The third type is similar to the second one, but in this one the player types a sequence of symbols and then press "enter" to ask the computer to play the respective code. In the fourth type the player uses the "action" button of the joystick to enter codes into and the computer plays them and shows the respective symbol entered.

Musician

Musician

Philips Videopac+ - January 1, 1981

Neutron Star

Neutron Star

Philips Videopac+ - Released - January 1, 1983

In Neutron Star the player controls a spaceship trying to defend a system of satellites from being hit by planet fragments cast by an explosion. The boulders must be collected by placing them in transport platform in front of the ship. Once the boulder is coupled, the player must move the ship toward a neutron star in the left edge of the screen. The neutron star exerts a magnetic force which will draw the ship into it. The ship must be moved carefully as it displays momentum. If the ship is drawn by the neutron star, it will be destroyed. Once close enough, the boulder can be released (by pressing the action button) and it will be drawn into the neutron star. The boulders can also be destroyed with rockets launched by the ship, but they are only available while the ship is not carrying any boulders. As the game progresses, more boulders will appear at the same time. The color of the boulders change as they increase in number: one boulder will be red, 2 will be yellow, 3 will be green, 4 will be blue and 5 will be purple. There are 16 satellites to be protected. If a boulder hits one of them, it will be destroyed. When 12 or more of them are destroyed, the magnetic power of the neutron star increases. The game is over when only 2 satellites are left. The game has 4 skill levels. Levels 1 and 2 have respectively slow and fast boulders. Levels 3 and 4 have respectively slow and fast boulders also, but the satellites will be destroyed for at a time.

Nightmare

Nightmare

Philips Videopac+ - Released - January 1, 1983

In Nightmare the player controls a visitor to a haunted mansion. The goal is to escape from it through a constantly moving hatch in the attic. His job will be made harder by the ghosts who are still lingering around the house. The player has to climb three floors to reach the attic, and there is one ghost for each floor. The ghosts become invisible as they cross the house's walls. While invisible they are harmless, so they have to make themselves visible to catch the visitor. They'll become invisible again if they cross the house walls again. If they catch the visitor, he'll lose one of his lives. But once the visitor has past the ghost's floor, the ghost will be paralyzed and can be caught by the visitor. Besides the ghosts, other dangers threaten the visitor. A thunderstorm is breaking out and flashes of lightning hit the mansion, creating lightning balls which will roll through the floor the visitor is in. The flashes will also make the invisible ghosts visible while the lightnings strike. Besides, the visitor can't be standing still for too long or a trap door will open and he'll fall through it, losing a life. To make things even more difficult, there will be also a randomly placed obstacle blocking the visitor's way. The player starts with three lives and gains one each time he escapes the mansion. As the player grows on points from reaching the attic or capturing the ghosts, the game gets more difficult. The number of obstacles increase and the exit becomes invisible unless the player captures a ghost. In higher difficulty levels catching a ghost won't be enough, as the player will have to also get the house's ground plan, which appears on a chest after he captures a ghost. The game can be played by 2 players, one of them controlling the ghosts in the house.

Norseman

Norseman

Philips Videopac+ - Released - January 1, 1983

In Norseman the player controls a Viking warrior trying to defend the magic Golden Viking Helmet. The screen shows a courtyard divided in hexagons. The player has to protect the Golden Viking Helmet, which is at the bottom of the screen, from the attack of five different kinds of enemies. Each wave of enemies is composed of 5 of them. The enemies will appear in the top of the screen and will move toward the bottom of the screen; they can only move down (or diagonally down), and once they reach the bottom or the side of the screen they will reappear on the top or the opposite side. The Viking can move in all six directions, and will also reappear on the opposite side whenever he reaches the border. In order to attack, the Viking has to move inside the hexagon the enemy is in before the enemy moves against him first. As the enemies can only move downwards, approaching them from the 3 upper sides is advised. When an enemy dies, the corpse remains in the hexagon, making it impossible to move through it. Well placed corpses can function as a trap for other enemies, as they can only move downwards. The player can also get trapped by surrounding corpses. Once all 5 enemies are dead, a new wave of enemies comes. Each new wave has different enemies, in the following order: giants, octopuses, dragons, skeletons and bats. Once all waves are beaten, the game restarts from the first wave in a greater difficulty, while retaining the player's score. If the player dies or the Golden Viking Helmet is stolen, the game is over. The game has 10 variations: Game 0: 1 helmet, monsters moving from top to bottom only. Game 1: 2 helmets, monsters moving from top to bottom only. Game 2: 3 helmets, monsters moving from top to bottom only. Game 3: Same as game 0, but this time the Viking warrior can only attack a monster when it appears in flashing, bright red. Game 4: As game 1, but this time the Viking warrior can only attack a monster when it appears in flashing, bright red. Game 5: As game 2, but this time the Viking warrior can only attack a monster when it appears in flashing, bright red. Game 6: 1 helmet, monsters will come from all directions: two monsters moving from top to bottom, and one each from left to right, from right to left and from the bottom to the top. Monsters can stumble onto one single dead colleague and thus commit suicide. Game 7: Same as game 6, but with 2 helmets. Game 8: As game 6, but with 3 helmets. Game 9: This variety combines all handicaps of the previous nine varieties: 3 helmets, monsters coming from all directs and the flashing red monsters.

P.T. Barnum's Acrobats

P.T. Barnum's Acrobats

Magnavox Odyssey 2 - Released - January 1, 1982

P.T. BARNUM'S ACROBATS! (1 or 2 players at a time) SINGLE PLAYER VERSIONS Press 0 on the numeric section of the keyboard. You are under the Big Top at the Ringling Bros. Barnum and Bailey Circus! One of the acrobats is standing on the platform at the left side of the screen. His partner is on the teeter board at the center of the screen. Three rows of balloons are dancing back and forth high above their heads. Use the joystick of the right hand control to move the teeter board from side to side. Use the action button to make the acrobat jump from the platform. If he lands on the high end of the teeter board, the other acrobat will fly into the air. (The closer the first acrobat lands to the high end of the teeter board, the higher the second acrobat jumps. If he does not jump high enough to reach the first row of balloons, he will crash.) If the flying acrobat hits a balloon it will pop and give him a bouncing chance to pop some others. Keep moving the teeter board so he lands on the high end when he finally comes down. A complete game is a series of ten jumps. The number of jumps left in the game is displayed at the lower center of the screen. Scoring: BALLOONS IN BOTTOM ROW - 2 POINTS BALLOONS IN MIDDLE ROW - 4 POINTS BALLOONS IN TOP ROW - 6 POINTS Your score is displayed at the lower right corner of the screen. Bonus scoring: ALL BALLOONS IN BOTTOM ROW - 15 POINTS ALL BALLOONS IN MIDDLE ROW - 20 POINTS ALL BALLOONS IN TOP ROW - 25 POINTS When all of the balloons in a row have been popped, a full row of new balloons will appear automatically. If you score over 999 (Nothing is impossible!), the counter at the lower right of the screen will start again at 000. A line directly over it will indicate you are working on your second thousand points! To play again, press any key except SPACE or RESET! Pressing SPACE will display the best score in a series of games at the lower left corner of the screen. Pressing RESET will permit entry of game variations. SINGLE PLAYER GAME VARIATIONS Stationary shield under moving balloons. Press 3. A shield will appear below the bottom row of balloons at the center of the screen. If an acrobat hits it he will thud to earth faster than he can holler for HELLLLLLPPPPPP! Random shield with moving balloons. Press 6. A shield will appear and disappear at random times and random positions below the balloons. Stationary balloons. Press 9. Stationary balloons with a stationary shield. Press C. Stationary balloons with a random shield. Press F. TWO PLAYER GAMES AND VARIATIONS In the first version, players alternate turns every time an acrobat misses the high end of the teeter board. The scoring indicators signal which of the hand controls is activated. If the right scoring indicator is lighted, the right hand control is activated and vice versa. Moving balloons - no shield. Press 1. Moving balloons with a stationary shield. Press 4. Moving balloons with a random shield. Press 7. Stationary balloons - no shield. Press A. Stationary balloons with a stationary shield. Press D. Stationary balloons with a random shield. Press G. In the second version, players take turns after each jump. Moving balloons - no shield. Press 2. Moving balloons with stationary shield. Press 5. Moving balloons with random shield. Press 8. Stationary balloons - no shield. Press B. Stationary balloons with stationary shield. Press E. Stationary balloons with random shield. Press H. Press SPACE after a game is over to recall the high score in a series. Press any key except SPACE or RESET to play another game of the same variation again. To play a different game variation, press RESET and then the appropriate key. SINGLE PLAYER GAME VARIATIONS Press 0: Moving balloons - no shield Press 3: Stationary shield - moving balloons Press 6: Random shield - moving balloons Press 9: Stationary balloons Press C: Stationary balloons - stationary shield Press F: Stationary balloons - random shield TWO PLAYER GAMES AND VARIATIONS Version I - Players alternate turns every time an acrobat misses the high end of the teeter board. Press 1: Moving balloons - no shield Press 4: Moving balloons - stationary shield Press 7: Moving balloons - random shield Press A: Stationary balloons - no shield Press D: Stationary balloons - stationary shield Press G: Stationary balloons - random shield Version 2 - Players take turns after each jump. Press 2: Moving balloons - no shield Press 5: Moving balloons - stationary shield Press 8: Moving balloons - random shield Press B: Stationary balloons - no shield Press E: Stationary balloons - stationary shield Press H: Stationary balloons - random shield

Pick Axe Pete!

Pick Axe Pete!

Magnavox Odyssey 2 - Released - January 1, 1982

Pick Axe Pete is in the Misty Mountain Mine, trying to strike it rich. The player controls Pick Axe Pete in a platformed mine. Three doors leading to deeper parts of the mine are displayed, and from them, gold bearing rocks will burst in random intervals. Pete must strike the rocks with his pick, which will break every once in a while. When it happens, Pete must avoid the falling rocks, by jumping over or crawling under them. If two rocks collide, they will uncover a new pick for Pete, which will remain onscreen for a limited amount of time. Also, keys to the other levels of the mine will appear flying occasionally. If Pete catches one of them, he'll be able to unlock one of the doors, going to a deeper level. If he tries to get past through a door without a key, he'll get stuck and will be vulnerable. If a rock hits Pete, the game is over. Pete earns 1 point each rock evaded, 3 points for each piece of gold struck with a pick, 5 points for getting a new pick, 10 points for getting a key and 20 points for going through a door with a key.

Pickaxe Pete

Pickaxe Pete

Philips Videopac+ - Released - 1982

The player controls a miner named Pickaxe Pete, and starts off in the middle of the screen with a pick-axe. There are thee doors from which boulders are coming, bouncing down the mine-shafts; every time Pete destroys one of these he gains 3 points, although the axe wears out after a while and disappears. When two boulders collide, they explode, and out comes either a pick-axe which floats to the bottom of the screen, a key which floats to the top, or nothing. If Pete has no axe, the player can either jump over boulders (gaining him 1 point), or get to the bottom of the mine to retrieve a new axe (gaining a 5-point bonus). If Pete collects a key then he can enter the doors, which lead him to the next level.[3]

Playschool Maths

Playschool Maths

Philips Videopac+ - Released - 1980

I'VE GOT YOUR NUMBER! 1. Press 1 on the alpha-numeric keyboard. 2. The screen will display a giant electronic blackboard filled with orbiting numbers and symbols. 3. Player 1 appears at the left side of the screen. Player 2 appears at the right side of the screen. Each player stands on a scoring box which will automatically count up each correct answer. 4. The left hand control unit activates the left hand player on the screen. The right hand control unit activates the player at the right hand of the screen. Push the joy stick away from you to walk your player toward the top of the screen. Pull the joy stick toward you to walk your player to the bottom of the screen. Push the joy stick left to go left. Push it right to go right. 5. An addition, subtraction or symbol problem will appear at the base of the screen. The answer will appear somewhere in the orbiting numbers and symbols. 6. Each player races to the correct number or symbol with the electronic figure. 7. When a player catches a correct answer, a point is scored and the solution is displayed at the bottom of the screen. A new problem will then be presented. 8. If a player catches an incorrect answer, he is sent back to the starting position and the incorrect number or symbol is automatically removed from the screen. This process of elimination will eventually guide the players to the correct answer through a positive learning experience. 9. The winner is the first player to score ten correct answers. The winner receives an electronic pat on the back and a musical salute. 10. A new game will automatically start after each ten point round. 11. Some correct answers will appear in the center of the orbits and will be more difficult to reach. Press the action button to lower the electronic figure's head to duck through the orbit without touching a wrong answer. 12. This game is programmed so that it may be played by children who do not yet comprehend numbers. At the first level, a child may enter a matching symbol and it will score as a correct answer. The level of play will move up as the players grow more proficient.

Race / Spin-Out / Cryptogram

Race / Spin-Out / Cryptogram

Philips Videopac+ - Released - January 1, 1978

Three games are available in this compilation: Speedway! (selected by pressing "1") is a vertical scrolling racing game against the clock. The player controls the car with the joystick, pushing up to accelerate it (the longer, the faster), left and right to control direction and down to break. The faster the car goes, the higher the score. Collisions halt the score, but not the clock. The player has two minutes to run, until the race ends. There are two possible variations: (1) qualifying time trials and (2) the main event (opponent cars are twice faster). Spin-Out! (selected by pressing "2" for a three laps event or "3" for a 15 laps event) is a top-down circuit racing game. Two players race against each other for the amount of tracks selected. Four skill levels are available: clear track/slow speed, clear track/fast speed, barrier track/slow speed and barrier track/fast speed. The car is controlled with the directional stick, and the action button doubles the car speed in straightaways. If the car collides against the wall or barriers, it can break or spin out, losing time. If two cars collide, one of them will spin out. Crypto-Logic! (selected by pressing "4") is a puzzle game. The object is to decipher a scrambled word entered by another player. The word can have up to 14 letters. After entering the word or message, the first player presses the "Enter" key to scramble it. The other player has to guess the original word by typing the letters in the line below it. Letters placed in the right order will stay, wrong placed letters will be displayed for a short period of time and disappear. When the cryptogram is solved, the number of mistakes is displayed on screen.

RADX-8

Microsoft MSX2 - Released - 1987

Rekenwonder

Rekenwonder

Microsoft MSX2 - Released - 1986

Rendezvous with Rama

Rendezvous with Rama

Microsoft MSX2 - Released - 1986

Based on Arthur C. Clarke's classic science fiction novel Rendezvous With Rama. After an uncatalogued giant asteroid is discovered approaching Earth, scientists soon realize that it is in reality an alien starship. As commander of the spaceship Endeavor, and being the nearest to the gargantuan ship, it is up to you to rendezvous with it and explore it before it leaves the Solar system.

Secret of the Pharaohs

Secret of the Pharaohs

Philips Videopac+ - January 1, 1981

Secret of the Pharaohs is a puzzle game for two players. Each player has to find the correct position of stones in the Pharaoh's pyramids. The screen is horizontally divided in the half, and the pyramids have four blocks in the lower layer (or higher for the top player), three in the middle and one at the top (or bottom for the top player). Each block has two possible positions for placing the stones, and after the players place them, a number will appear above (for the up player) or below (for the down player), showing how many of them are correctly placed. Players must then relocate the stones until all of them are placed correctly. When it is done, the higher (or lower) layer of blocks will be liberated. The player who first places all the stones correctly in all the layers wins.

SID the Spellbinder

SID the Spellbinder

Magnavox Odyssey 2 - Released - December 1, 1982

Press 0 on the numeric section of the keyboard. The Voice will ask you to "SELECT SKILL." Choose 1 or 2. Press 1 for the first skill level. Press 2 for the second skill level. (If you don't press either, the computer will automatically deliver skill level 2 after about 15 seconds.) The Voice will immediately announce: "MONSTER ATTACK! OPEN FIRE!" Sure enough! Giant Sid the Spellbinder snakes across the screen. Your only defense is a missile launcher at the bottom of the screen. Use the joystick of either hand control to move your missile launcher to the right or left. Press the action button to fire a missile. Your ammunition supply is indicated by the number at the lower right hand corner of the screen. You get thirty missiles at skill level 1 and twenty missiles at skill level 2. If you do not completely destroy Sid the Spellbinder before it reaches the opening at the lower left and right sides of the screen, it will eat your reserve missile supply starting with the second turn. Sid the Spellbinder consumes five missiles for each of its segments that make it to the opening. Your score appears at the lower left hand corner of the screen. Every segment you hit is worth progressively more points. The first segment you hit is worth 1 point. The second is worth 2 points. The third is worth 3 points - and so on up through ten. If your score is less than 200, Sid the Spellbinder will squeeze its remaining segments together when it goes off the screen. When your score goes over 200, the game gets harder. The gaps will remain open and Sid the Spellbinder moves faster and faster. The spelling fun starts when you hit all ten segments of Sid the Spellbinder - or when it reaches the bottom of the screen. - eats some of your missiles - but leaves you with some in reserve. The Voice will ask you to spell a word. Type in the letters on the alphabet section of the keyboard. If you make a mistake in typing, press CLEAR. When you think you have typed in the correct spelling, press ENTER. You get 10 missiles for every word spelled correctly at skill level 1. You get 5 missiles for every word spelled correctly at skill level 2. You will get a chance to spells three words in each round of the game. If you don't spell a word correctly the first time, the computer will ask you to try again. If you don't spell the word correctly on the second try, the computer will spell it for you so you'll know how to spell it next time. After each series of three words, Sid the Spellbinder will attack and try to eat your missiles. The game ends when you have no missiles left. To start a new game, press RESET and then press 1 (for skill level 1) or press 2 (for skill level 2).

Simulateur de Vol

Simulateur de Vol

Philips VG 5000 - Released - 1984

Space Monster

Space Monster

Philips Videopac+ - Released - 1984

This is a Space Invaders variant with a twist. Eight robots with laser cannons and protected by a shield wall are advancing in the player's sector, and with his laser cannon he has to destroy them. The shield wall is indestructible, but the robots and the cannons aren't. They'll go from side to side of the screen in an alternate movement shooting down. Three high density molecular laser shields are placed in defense of the laser cannon. Each one of them houses an extra cannon. Instead of a passing flying saucer as seen in Space Invaders, the player has to face the Merciless Monstroth, which shoots against him. The player controls a robot defender inside the laser cannon. If the laser cannon is destroyed, the robot will be left unprotected. The robot can enter in a new laser cannon housed in one of the shields. Once the new laser cannon is active, the shield is gone. Once the three shields are gone, the Merciless Monstroth will come down to hunt the player's cannon and robot. The player wins a battle when destroying all enemy robots and cannons on the screen. A battle is lost when the player's robot is destroyed. The first side to win ten battles wins the war.

Sprinter

Sprinter

Microsoft MSX - Released - 1986

Spy vs Spy: The Island Caper

Spy vs Spy: The Island Caper

Microsoft MSX - Released - 1987

A follow-up to the first Spy vs Spy game now sees the spies stranded on a desert island. This time, instead of the four items which allow you to leave for the airport, the spies must try to collect three pieces of a missile and escape from the island in a waiting submarine before a volcano erupts. There are a few pitfalls to avoid such as quicksand and sharks. There are also new traps (hidden pits, napalm, snares and a pistol) and hand-to-hand combat is done with swords instead of clubs.

Star Fighter

Star Fighter

Microsoft MSX - Released - 1986

The Mousing Cat

The Mousing Cat

Philips Videopac+ - January 1, 1982

The Mousing Cat is another game about the eternal conflict between felines and rodents. The game consists in a series of six encounters in which the players alternate the roles of cat and mouse (three times each). The winner is the player with most points at the end of the series. The only player to score is the mouse. He does so by eating the cheese pieces scattered through the room. To eat, the player controlling the mouse has to press and hold the "action" button. The longer the button stay pressed, the more it eats. If the mouse eats for a certain amount of time, it will grow bigger than the cat and will be immune for a short period of time. The cat tries to catch the mouse by building a trap around it. To do so, the player controlling the cat has to move the cat around the mouse while pressing the "action" button. The cat has a limited amount of trap parts to use and the used ones can be picked up again by being walked over. The game has 7 skill levels (with less trap parts for the mouse and both cat and mouse moving faster the higher the level is) and 8 possible variations (with stationary and moving cheese and obstacles for the mouse).

The Quest for the Rings

The Quest for the Rings

Philips Videopac+ - Released - 1981

The Quest for the Rings is a fantasy strategy game using the combination of a game board, tokens, keyboard overlay and the computer to play the game. The game board is used to hide the ten ring tokens with various monster tokens under the castle tokens by the Ringmaster. The keyboard overlay is used by the Ringmaster to interface with the computer when your heroes enter the castles choosing what type of labyrinth in which you will do battle. Combat is controlled by using the computer joysticks. There are four heroes: a warrior with a magic sword, a wizard with various spells, a changeling who can become invisible and a phantom who can walk through and hide in walls. The four labyrinths are dungeons, infernoes, crystal caverns and shifting halls. The four monsters are orcs, bloodthirsts (bats), tyrantulus (spiders) and dragons. Gameplay pits the Ringmaster against up to four players. The Ringmaster controls the game by hiding the rings, choosing the dungeons and can even enter into combat. Before the game starts the hero players decide how many turns it will take to complete the quest for the ten rings either 50, 75 or 100 turns. Turns are based on castle visits and combat and if you don't complete your quest within the amount of turns you choose you lose. The hero players can start from any designated starting point on the game board and begin their quest for the rings.

Time Bandits

Time Bandits

Microsoft MSX - Released - 1984

Topografie

Topografie

Microsoft MSX2 - Released - 1986

Nederlandse Topografie is an educational computer game which teaches the locations and names of cities and places in The Netherlands. The game contains a map of The Netherlands with many names and locations of cities, towns, lakes, rivers, regions and provinces. There are 3 modes, which are Opzoeken (Look up), Overhoring (Quiz), Het Stedenspel (The City Game), and 4 difficulty levels. In Look Up mode you can type names of a city or river and the game will point it out on the map. In Quiz mode, the game will point at a randomly selected place and the player must type in the name within the time limit. The input is very strict, if the player makes a typo and misspells even just one letter it is considered incorrect. The helicopter mode is the main part of the game. In this mode the game randomly displays the name of a city or location, and the player controls a helicopter which must fly to that location before the time runs out. When the helicopter is close enough to the target city or location, it will turn into a pulsating red dot. Each correct city or location is one point, get 5 errors and the game ends. In Quiz mode or The City Game, after 15 points the game goes to a higher difficulty level and it will start selecting less common cities, smaller towns and more obscure rivers.

Tortues: Turtles

Tortues: Turtles

Philips VG 5000 - Released - 1984

Tortues puts you into the role of the maternalistic turtle who tries to save the kidturtles from a bunch of bad bugs (or, in some versions, bad cars). It takes place in a Pacman-esque labyrinth, with turtle boxes in the centre and corners of the screen. Run into a box to release the turtle kid inside. Opening a box makes a little house show up, and you must go with the kidturtle to the house before you can release the next one. All the while, you must avoid the bugs/cars running around the maze. If they get too close, you can release a mine which will stun them temporarily. When you run out of mines, you must resupply by passing over a star in the centre of the screen. Beware, though, because the simpleminded bugs become smarter as time passes; this is symbolised by their changing colours. On later levels, those sneaky beetles can also come out of the boxes supposed to hold kidturtles. Watch out! Each level is a floor in a house, and between levels you can see the turtle climbing to the next floor until it reaches the top. However, in the Philips versions, the kidturtles are replaced by people whom the turtle must save from ships, while the bugs are turned into turtle-eating fish.

Trans American Rally

Trans American Rally

Philips Videopac+ - Released - January 1, 1983

In Trans American Rally the object is to cover as large a distance as possible with the available fuel. As the name implies, the rally crosses the U.S.A., from the west coast to the east coast. The game has three stages: From Los Angeles to Denver, in straight highways through desert country. From Denver to Chicago, driving during the night, with lots of bends. From Chicago to New York, driving in daytime over ice covered roads. On the road, green cars are oncoming ones and blue cars are going ones. Any collision makes the player lose fuel. The car gets refueled in the stops at Denver, Chicago and New York; when the player reaches New York, the game starts over at a higher difficulty level, with heavier traffic and increased speeds. The game is over when the player runs out of fuel. The game is played using the action button to accelerate, the directional stick to steer right and left and holding back to brake.

Turtles

Turtles

Philips Videopac+ - Released - 1983

Turtles puts you into the role of the maternalistic turtle who tries to save the kidturtles from a bunch of bad bugs (or, in some versions, bad cars). It takes place in a Pacman-esque labyrinth, with turtle boxes in the centre and corners of the screen. Run into a box to release the turtle kid inside. Opening a box makes a little house show up, and you must go with the kidturtle to the house before you can release the next one. All the while, you must avoid the bugs/cars running around the maze. If they get too close, you can release a mine which will stun them temporarily. When you run out of mines, you must resupply by passing over a star in the centre of the screen. Beware, though, because the simpleminded bugs become smarter as time passes; this is symbolised by their changing colours. On later levels, those sneaky beetles can also come out of the boxes supposed to hold kidturtles. Watch out!

Turtles!

Turtles!

Magnavox Odyssey 2 - Released - January 1, 1983

TURTLES! All the action and excitement of the superhit arcade game! The turtles need your help to find their baby turtles and carry them safely home. But you never know when your turtle is going to be bugged by a beetle. And the longer the beetles are on the screen the smarter and more dangerous they get! There are lots of reasons why TURTLES has been one of the most popular arcade games of all - and they're all here! Full sync-sound action with authentic arcade music when played through The Voice of Odyssey2 module. Advanced digital memory for high score in a series of games. For one or more players.

Type & Tell

Type & Tell

Magnavox Odyssey 2 - January 1, 1982

Type & Tell! lets the player type in a word or a message and then have the words spoken back to them by utilizing the Odyssey 2's voice module. The instruction manual suggests the following games that can be played: Garble! - Players take turns typing in one letter at a time, The idea is to form sentences by just using the sounds the individual letters make. Sound Waves! - Players type in random letters trying to create sounds that sound like something that could be heard in real life. Super Star! - Players can use the sounds or dialogue the game makes in their own home movie or radio show. War of Words! - This game requires at least two players. Player take turns typing in words until a sentence is created by one of the players adding a period. Players then take turns inserting words into the sentence, while trying to keep it grammatically correct. The first player to extend the sentence exactly to the end of the available typing space is the winner. If a player extends the sentence beyond the end of that available space, they lose.

USA '94 World Cup

USA '94 World Cup

Philips CD-i - Released - 1994

Viking

Viking

Philips VG 5000 - Released - 1984

ZOO

ZOO

Microsoft MSX2 - Released - 1987

In Zoo, the player takes the role of a local employee of the animal welfare organisation HAED (Hulp Aan Eenzame Dieren), who has heard from a reliable source that something strange is going on at the local zoo. The zoo management is secretly buying new animals, and nobody seems to know what happened to the old animals. After gather enough evidence through talking to people and finding clues, the player can then arrest the right culprit with an arrest warrant. This graphical adventure game in Dutch can be played by keyboard, joystick and supports mouse control.

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