Brøderbund Software

A.E.

A.E.

Atari 5200 - Unreleased - January 4, 1984

A port of the classic computer game, A.E. (Which stands for Anti Environmental) is a most unusual 5200 prototype. It was never announced by Atari nor was it mentioned in any internal documents. A.E. is an arcade style shooting game in which you have to shoot down waves of evil flying mechanical stingrays in order to save your planet. The Atari 5200 version only has four levels as opposed to ten that the computer versions boast. The loading times for the levels are also longer due to hardware constraints of the Atari 5200.

A.E.

A.E.

Apple II - Released - 1982

A.E. is a Space Invaders inspired game with a 3D view. In A.E. the earth is under attack by swarms of aliens who drop bomb after bomb, and it's your job to defend planet Earth. You control a laser cannon that moves horizontally at the bottom of the screen. To earn point you should shoot all the alien forces before they shoot you! The game becomes more challenging when you progress in the game as the alien swarm splits up and attack you from several sides.

A.E.

A.E.

Commodore VIC-20 - Released - 1982

A.E. is a Space Invaders inspired game with a 3D view. In A.E. the earth is under attack by swarms of aliens who drop bomb after bomb and it's your job to defend planet Earth. You control a laser cannon that moves horizontally at the bottom of the screen. To earn point you should shoot all the alien forces before they shoot you! The game becomes more challenging when you progress in the game as the alien swarm splits up and attack you from several sides.

A.E.

A.E.

Atari 800 - Released - 1982

A.E. is a Space Invaders inspired game with a 3D view. In A.E. the earth is under attack by swarms of aliens who drop bomb after bomb and it's your job to defend planet Earth. You control a laser cannon that moves horizontally at the bottom of the screen. To earn point you should shoot all the alien forces before they shoot you! The game becomes more challenging when you progress in the game as the alien swarm splits up and attack you from several sides.

Airheart

Airheart

Apple II - Released - 1986

Operating a floatation device similar to Toobin', but jet-propelled, you challenge for supreme title of “Airheart” as you navigate or fight against robotic defenses. The robots themselves can harm you and the craft, destroying them without removing their pod they will reemerge. Spirit guardians will instruct you to gather certain items like a sword or goblet before you can enter the last battle and free the infant boy prince. Beware of the bubbles that encase you or dangers on and underwater. Later re-released as Deluxe version titled Typhoon Thompson in Search for the Sea Child for 16-bit computers.

Alien Rain

Alien Rain

Apple II - Released - 1980

Alien Rain (also called Apple Galaxian) is a clone of the arcade game Galaxian. It is a shoot-'em-up where a formation of aliens attack your starfighter at the bottom of the screen. The alien peel off from the group, singly or in formation and attack you, the pattern depending on what type of alien it is. Once all aliens are killed, you move to a new level, indicated by a flag at the bottom. The game was released for the Apple II as Alien Rain

Alien Tales

Alien Tales

Windows 3.X - Released - 1995

With more than 30 award-winning science-fiction novels as inspiration, this creative game gets kids into reading by getting intergalactic. Young players will try to figure out which of the novels' authors have been replaced by alien imposters answering questions about the stories. The whole thing takes place in a game show setting, giving the contestants points for strong reading comprehension. Up to 40 players can participate, making this the perfect family or classroom reading activity. It exposes children to passages from such famous books as The Call of the Wild, Alice in Wonderland, and Treasure Island. In addition to providing quality entertainment and reinforcing comprehension and analytical skills, the game is designed to encourage kids to read more on their own.

Alien Typhoon

Alien Typhoon

Apple II - Released - 1981

Alien Typhoon is an enhanced version of Apple Galaxian (Alien Rain),with more aliens on screen. In essence it is a variant of the arcade game Galaxian. It is a shoot-'em-up where a formation of alien ships attack your lone starship at the bottom of the screen. The aliens peel off from the formation and attack you in different patterns, depending on the color of the ship. The two ships at the top are the motherships and they bring an escort of two red aliens with them to guard them, but if you can shoot the escort and then the mothership, you'll score lots of points.

Apple Panic

Apple Panic

Apple II - Released - 1981

Apple Panic is a platform game based on the arcade game Space Panic (1980, Universal) and ported to the Apple II by Ben Serki. You control a digger, armed with his shovel, and you must kill your opponents - the evil legged apples. Your character can only walk left/right and climb up/down the ladders - no jumping - and if the apples touch you, you'll lose. To kill an apple you must dig a hole on the ground and wait for one of them to get stuck on it. Then you must hit it with your shovel to make it fall to the level below. The apples die if they fall deep enough. Depending on their color, they may require from 1 to 3-level falls, so you may have to dig several aligned holes. Besides, the deeper the fall, the higher you score. Each level is timed so you must take out all the apples quickly, or you'll lose. If you're successful, the next levels will feature more and more enemies than the previous one.

Apple Panic

Apple Panic

MS-DOS - Released - 1982

Apple Panic is a platform game based on the arcade game Space Panic (1980, Universal). You control a digger, armed with his shovel, and you must kill your opponents - the evil legged apples. Your character can only walk left/right and climb up/down the ladders - no jumping - and if the apples touch you, you'll lose. To kill an apple you must dig a hole on the ground and wait for one of them to get stuck on it. Then you must hit it with your shovel to make it fall to the level below. The apples die if they fall deep enough. Depending on their color, they may require from 1 to 3-level falls, so you may have to dig several aligned holes. Besides, the deeper the fall, the higher you score. Each level is timed so you must take out all the apples quickly, or you'll lose. If you're successful, the next levels will feature more and more enemies than the previous one.

Apple Panic

Apple Panic

Atari 800 - Released - 1982

Apple Panic is a platform game based on the arcade game Space Panic (1980, Universal) and ported to the Apple II by Ben Serki. You control a digger, armed with his shovel, and you must kill your opponents - the evil legged apples. Your character can only walk left/right and climb up/down the ladders - no jumping - and if the apples touch you, you'll lose. To kill an apple you must dig a hole on the ground and wait for one of them to get stuck on it. Then you must hit it with your shovel to make it fall to the level below. The apples die if they fall deep enough. Depending on their color, they may require from 1 to 3-level falls, so you may have to dig several aligned holes. Besides, the deeper the fall, the higher you score. Each level is timed so you must take out all the apples quickly, or you'll lose. If you're successful, the next levels will feature more and more enemies than the previous one.

Arcade Game Construction Kit

Arcade Game Construction Kit

Commodore 64 - Released - 1988

Arcade Game Construction Kit is a 1988 game creation system that allows users to design arcade-style games. It was developed by Mike Livesay and published by Brøderbund for the Commodore 64. AGCK contained four floppy disks. The program features a joystick-driven menu system and a few pre-made games to play. Included Games: AGCK TUTORIAL GAME -- This is a simple variation on classic arcade shooters such as Galaxian. KANGARANG (designed by Gregory Hammond) -- You play as a kangaroo mother looking to rescue your baby and return to safety. Hazards include falling boulders, jumping fish, monkeys and natives. ISLE QUEST (designed by Greg Johnson and Paul Reiche III) -- You play as a brave explorer in search of new lands and riches. Hazards include pirate ships, hostile natives. MUSASHI (designed by Greg Johnson and Paul Reiche III) -- You play as an ancient samurai warrior looking to rescue his princess. You must fight your way through a fortress, collecting gold, sushi, and the mighty Sword of the Samurai. GERG'S ADVENTURE (designed by Gregory Hammond) -- You play as Gerg, a tiny creature who wants to get back to his home. Gerg must pick up a variety of orbs to power up, and to clear each level. SPACE WORRIES (designed by Paul Reiche III and Greg Johnson) -- You control a space ship, looking to collect mysterious metallic cylinders to destroy an enemy that has taken control of your planet.

Arthur's Birthday

Arthur's Birthday

Windows 3.X - Released - 1994

Arthur's Birthday is an interactive storybook adaptation of Marc Brown's original picture book. Arthur is very excited about his upcoming birthday party, but as he invites all of friends to it, he makes the unfortunate discovery that Muffy is having her birthday party the same day, which puts all of the kids into a dilemma. However, on the way home from school the next day, Arthur and Francine devise a plan to fix the situation. As with other Living Books, the game offers the option of simply reading the story, or reading each page and then letting the user interact with the pictures. Clicking on the various objects reveals all sorts of surprises. In 1997, the game was updated and given a second version that upped the screen resolution and added a Pin the Tail on the Donkey minigame and a scavenger hunt game called The Great Gift Mystery.

Arthur's Reading Race

Arthur's Reading Race

Windows 3.X - Released - 1996

In Arthur’s Reading Race by Living Books, the main character Arthur challenges his younger sister D.W. to read 10 words. If she can read that many words he will buy her ice cream. They travel through the town along with Arthur’s dog Pal, finding all kinds of words while having fun along the way. As with other Living Books series, the title presents pages that are drawn in a brightly colored cartoon style with animations. Arthur’s Reading Race has several other mini games inside the pages for children to explore. You can match words with pictures, and, in a board game race, move your pawn ahead by the amount of letters in a word. There is an I-Spy game, where objects are described and the player must find them in the picture. Many hidden objects within the pages are waiting to be found by clicking on them. You can also click on any of the words of the story and hear them repeated to promote reading skills.

Ascendancy

Ascendancy

MS-DOS - Released - 1995

Ascendancy is similar to, but nevertheless very different from, Master of Orion. You play one of many races, each with a special ability and special character traits, who set off to explore space, erect colonies (which can each have individual purposes, depending on their raw materials) and engage in battles when you clash with others who have the same goals. Weapons on the ships use power, which has to be supplied somehow. This game introduces many original concepts, such as the Research Tree - a special scientific display in which discoveries are depicted as icons connected by lines to the "parent" technological breakthroughs and "child" ones, similar to the technology advances in Civilization, but presented in a much more visual way.

Breakers

Breakers

MS-DOS - Released - 1986

The protagonist of the game finds himself among the Breakers, an ancient race still harboring the hopes for a day when the Messiah would arrive and save the world. In a curious coincidence, according to their prophecies it turns out to be the very same day on which they encounter the protagonist. He must therefore convince them that he is indeed the Messiah, otherwise his return home and even his survival won't be guaranteed. Breakers is a text adventure game. The player interacts with the environment and converses with characters by typing commands and sentences. Similarly to other Synapse games, it has a real-time element. Characters may act regardless of the player's input, and some puzzles require the player to type commands within a time limit.

Breakers

Breakers

Apple II - Released - February 17, 1986

The protagonist of the game finds himself among the Breakers, an ancient race still harboring the hopes for a day when the Messiah would arrive and save the world. In a curious coincidence, according to their prophecies it turns out to be the very same day on which they encounter the protagonist. He must therefore convince them that he is indeed the Messiah, otherwise his return home and even his survival won't be guaranteed. Breakers is a text adventure game. The player interacts with the environment and converses with characters by typing commands and sentences. Similarly to other Synapse games, it has a real-time element. Characters may act regardless of the player's input, and some puzzles require the player to type commands within a time limit.

Breakers

Breakers

Commodore 64 - Released - 1986

The protagonist of the game finds himself among the Breakers, an ancient race still harboring the hopes for a day when the Messiah would arrive and save the world. In a curious coincidence, according to their prophecies it turns out to be the very same day on which they encounter the protagonist. He must therefore convince them that he is indeed the Messiah, otherwise his return home and even his survival won't be guaranteed. Breakers is a text adventure game. The player interacts with the environment and converses with characters by typing commands and sentences. Similarly to other Synapse games, it has a real-time element. Characters may act regardless of the player's input, and some puzzles require the player to type commands within a time limit.

Breakers

Breakers

Atari ST - Released - 1986

The protagonist of the game finds himself among the Breakers, an ancient race still harboring the hopes for a day when the Messiah would arrive and save the world. In a curious coincidence, according to their prophecies it turns out to be the very same day on which they encounter the protagonist. He must therefore convince them that he is indeed the Messiah, otherwise his return home and even his survival won't be guaranteed. Breakers is a text adventure game. The player interacts with the environment and converses with characters by typing commands and sentences. Similarly to other Synapse games, it has a real-time element. Characters may act regardless of the player's input, and some puzzles require the player to type commands within a time limit.

Brimstone

Brimstone

Commodore 64 - Released - 1985

This real time all-text tale puts you in the role of Sir Gawain, a knight of the Round Table. It takes place in a dream that traps you in the underworld of Ulro, where you must learn five magic words in order to escape. The most unusual aspect of this game is probably the perspective: the story is described in the third person, with Gawain referred to by name, unlike most other text adventures that use the second person, referring to your character as 'he'. The hardbound book that comes with the game includes a novella-length introduction to the plot, which is identified as the first chapters of the story, into which you jump when you commence game play.

Brimstone

Brimstone

Apple II - Released - 1985

This real time all-text tale puts you in the role of Sir Gawain, a knight of the Round Table. It takes place in a dream that traps you in the underworld of Ulro, where you must learn five magic words in order to escape. The most unusual aspect of this game is probably the perspective: the story is described in the third person, with Gawain referred to by name, unlike most other text adventures that use the second person, referring to your character as 'he'. The hardbound book that comes with the game includes a novella-length introduction to the plot, which is identified as the first chapters of the story, into which you jump when you commence game play.

Brimstone

Brimstone

Atari 800 - Released - 1985

This real time all-text tale puts you in the role of Sir Gawain, a knight of the Round Table. It takes place in a dream that traps you in the underworld of Ulro, where you must learn five magic words in order to escape. The most unusual aspect of this game is probably the perspective: the story is described in the third person, with Gawain referred to by name, unlike most other text adventures that use the second person, referring to your character as 'he'. The hardbound book that comes with the game includes a novella-length introduction to the plot, which is identified as the first chapters of the story, into which you jump when you commence game play.

Brimstone

Brimstone

Apple Mac OS - Released - 1985

This real time all-text tale puts you in the role of Sir Gawain, a knight of the Round Table. It takes place in a dream that traps you in the underworld of Ulro, where you must learn five magic words in order to escape. The most unusual aspect of this game is probably the perspective: the story is described in the third person, with Gawain referred to by name, unlike most other text adventures that use the second person, referring to your character as 'he'. The hardbound book that comes with the game includes a novella-length introduction to the plot, which is identified as the first chapters of the story, into which you jump when you commence game play.

Brimstone

Brimstone

MS-DOS - Released - 1985

This real time all-text tale puts you in the role of Sir Gawain, a knight of the Round Table. It takes place in a dream that traps you in the underworld of Ulro, where you must learn five magic words in order to escape. The most unusual aspect of this game is probably the perspective: the story is described in the third person, with Gawain referred to by name, unlike most other text adventures that use the second person, referring to your character as 'he'. The hardbound book that comes with the game includes a novella-length introduction to the plot, which is identified as the first chapters of the story, into which you jump when you commence game play.

Captain Goodnight and the Islands of Fear

Captain Goodnight and the Islands of Fear

Apple II - Released - 1985

An ultimatum has been received at F.O.G. HQ. The ultimatum: 200 billion dollars in gold bullion must be delivered to Federation of Evil (F.O.E.) agents within the next 24 hours or the free world will be destroyed. The ultimatum is taken very seriously by F.O.G. as the source of the message is somewhere on or near the Fear Islands, the last known location of the laboratories of the infamous Doctor Maybe. The evil Doctor Maybe has the resources and the capability to develop a world-destroying weapon. In order to stop Doctor Maybe, F.O.G. has called on their best agent - Captain Roscoe “Buzz” Goodnight. In this action game, the player assumes control of Captain Goodnight, and must travel to the Fear Islands to find and destroy Doctor Maybe’s doomsday machine before it can be activated. The islands are well guarded and Captain Goodnight will have to battle Doctor Maybe’s fiendish defense robots on land, in the air, and on sea. In the course of the game, Captain Goodnight must fly a jet across F.O.E. territory, battle robots on foot and in a tank and a jeep, ride a tram, cross the ocean in boats and a sub, and battle killer robots in tunnels. The clock is ticking down - will Captain Goodnight destroy the doomsday machine in time?

Carmen Sandiego Math Detective

Carmen Sandiego Math Detective

Windows - Released - 1998

Carmen Sandiego has shrunk famous landmarks into crystals using the Quantum Crystallizer machine, which the player must restore to their full size. The player travels to different hideouts, and plays math-related minigames such as Atom Smasher, Crimewave Sensor, and Microchip Decoder, which when completed provide passwords. Once the player has enough passwords, they can get keys which allow them to free crystals from the machine. The game comes with "over 400 word problems, a strategy guide, glossary of math terms and progress reports". There are 3 levels of difficulty. The game teaches skills including: word problems, estimation, geometry, equations, modelling, whole numbers, money, fractions and decimals. These are presented as activities that help solve the game's puzzles rather than tiresome, repetitive exercises.

Carmen Sandiego Word Detective

Carmen Sandiego Word Detective

Windows - Released - 1997

Carmen Sandiego, international fugitive and head of V.I.L.E., has hatched a brand new scheme. Using her latest invention, the Babble-On Laser, Carmen seeks to destroy communication by rendering languages into incoherent gibberish. The ACME Detective Agency, once again attempts to stop Carmen Sandiego by finding the location of the Tower of Babbel. Already twelve Agents have been lost and only Agent 13 remains to put together clues using Acme's latest interface, the CyberCom 2000. As Agent 13, your main goal is to rescue the previous 12 agents and stop Carmen Sandiego. You do this by gathering individual keys to rescue each of the agents. These keys in turn are guarded by several passwords, all of which must be decoded. These passwords are decoded by discovering "clues" in Carmen's hideouts which then launch anyone of 5 mini-game.

Carmen Sandiego Word Detective

Carmen Sandiego Word Detective

Windows 3.X - Released - 1997

Carmen Sandiego, international fugitive and head of V.I.L.E., has hatched a brand new scheme. Using her latest invention, the Babble-On Laser, Carmen seeks to destroy communication by rendering languages into incoherent gibberish. The ACME Detective Agency, once again attempts to stop Carmen Sandiego by finding the location of the Tower of Babbel. Already twelve Agents have been lost and only Agent 13 remains to put together clues using Acme's latest interface, the CyberCom 2000. As Agent 13, your main goal is to rescue the previous 12 agents and stop Carmen Sandiego. You do this by gathering individual keys to rescue each of the agents. These keys in turn are guarded by several passwords, all of which must be decoded. These passwords are decoded by discovering "clues" in Carmen's hideouts which then launch anyone of 5 mini-game.. These mini-game sequences are the following: * Code Breaker: Using a series of letter tiles, the player must spell specific words already chosen (Searcher Mode) or create new words that are present inside Word Detective's dictionary (Builder Mode). * Fusion Chamber: The player must find the meaning of a core word, the meaning of a prefix or suffix, and the meaning of the combined word. * Micropix: The player is given a page of text with several nouns, verbs and adjectives missing. The most logical choices must be placed in these missing areas. * Power Pack: Words must be placed in alphabetical order to form a tower on the right side of the screen * Spellanyzer: The player is given an audio recording of a word, as well as it's usage in a phrase and must either unscramble or spell the indicated word.

Carmen Sandiego: Junior Detective Edition

Carmen Sandiego: Junior Detective Edition

Windows - Released - June 1, 1995

Carmen is up to her old tricks again but now there's some young blood at ACME. This Carmen Sandiego game, designed for children ages five to eight, builds knowledge of maps and countries, along with memory and matching skills. Clues are discovered in various areas by moving the mouse over a random hotspot and clicking to reveal a clue. Each time you successfully follow a criminal you receive part a photograph that reveals part of their features, Collect all pieces and go in and capture the villain. A helpful robot assistant is always filled with facts about the visited countries and their inhabitants.

Carmen Sandiego: Junior Detective Edition

Carmen Sandiego: Junior Detective Edition

Windows 3.X - Released - June 1, 1995

Carmen is up to her old tricks again but now there's some young blood at ACME. This Carmen Sandiego game, designed for children ages five to eight, builds knowledge of maps and countries, along with memory and matching skills. Clues are discovered in various areas by moving the mouse over a random hotspot and clicking to reveal a clue. Each time you successfully follow a criminal you receive part a photograph that reveals part of their features, Collect all pieces and go in and capture the villain. A helpful robot assistant is always filled with facts about the visited countries and their inhabitants.

Cauldron

Cauldron

Commodore 64 - Released - April 1, 1985

Playing a witch, you must assemble the six ingredients required to kill off your arch-rival, an evil pumpkin. The ingredients are all located in underground buildings, each of which can only be entered once you've found the appropriate key. The keys are located overground, and you must fly around on your broom to collect them. The overground sections play like standard shoot 'em ups, as your broom is not affected by gravity and can fire bullets using your magic energy. Bats, fireballs and even seagulls are among the many creatures trying to stop you - contact will cost you more energy than shooting at them would. There are energy recharges on offer. Once you go underground, the gameplay becomes a test of precision platform jumping, including some Manic Miner-esque blind jumps. The six underground sections can be completed in a variety of orders, but you will sometimes reach points that can't be completed without objects from other sections, so a lot of back-tracking is required. Although you start with nine lives, they won't last all that long at first.

Centauri Alliance

Centauri Alliance

Commodore 64 - Released - 1990

Describing Centauri Alliance as "The Bard’s Tale in Space" would be fitting since it was designed by Michael Cranford, the creator of the first two Bard's Tale games. In this science-fiction RPG, players build a party by designing characters from six different races and arming them with a variety of weapons and psychic powers. They then set off across a cluster of star systems on a secret mission to find a powerful super-weapon and save the worlds of the Alliance from evil forces. The game contains most of the standard RPG elements of late '80s games including first person 10' X 10' square adventuring maps, turn-based combat and an ongoing quest to find bigger and better ways to kill things.

Centauri Alliance

Centauri Alliance

Apple II - Released - 1990

Describing Centauri Alliance as "The Bard’s Tale in Space" would be fitting since it was designed by Michael Cranford, the creator of the first two Bard's Tale games. In this science-fiction RPG, players build a party by designing characters from six different races and arming them with a variety of weapons and psychic powers. They then set off across a cluster of star systems on a secret mission to find a powerful super-weapon and save the worlds of the Alliance from evil forces. The game contains most of the standard RPG elements of late '80s games including first person 10' X 10' square adventuring maps, turn-based combat and an ongoing quest to find bigger and better ways to kill things.

Championship Lode Runner

Championship Lode Runner

Microsoft MSX - Released - 1985

A follow-up to the original Lode Runner, with identical gameplay. This package contained 50 of the most challenging levels ever designed, and was intended for expert players only.

Championship Lode Runner

Championship Lode Runner

Apple II - Released - December 1, 1984

A follow-up to the original Lode Runner, with identical gameplay. This package contained 50 of the most challenging levels ever designed, and was intended for expert players only. It did not include the level editor, you had to play through the levels in order, but a save-game option was provided (although you lost one life every time you restored).

Championship Lode Runner

Championship Lode Runner

MS-DOS - Released - 1984

A follow-up to the original Lode Runner, with identical gameplay. This package contained 50 of the most challenging levels ever designed, and was intended for expert players only. It did not include the level editor, you had to play through the levels in order, but a save-game option was provided (although you lost one life every time you restored).

Championship Lode Runner

Championship Lode Runner

Commodore 64 - Released - 1984

A follow-up to the original Lode Runner, with identical gameplay. This package contained 50 of the most challenging levels ever designed, and was intended for expert players only. It did not include the level editor, you had to play through the levels in order, but a save-game option was provided (although you lost one life every time you restored).

Championship Lode Runner

Championship Lode Runner

Atari 800 - Released - 1985

A follow-up to the original Lode Runner, with identical gameplay. This package contained 50 of the most challenging levels ever designed, and was intended for expert players only. It did not include the level editor, you had to play through the levels in order, but a save-game option was provided (although you lost one life every time you restored).

Choplifter!

Choplifter!

Apple II - Released - 1982

Choplifter! is a side-scrolling action/arcade game that puts you in command of an attack chopper. Your mission: Go behind enemy lines and rescue up to 16 hostages per level. Be careful, though, because tanks and enemy aircraft will try to stop you - and they won't stop shooting while you are rescuing those hostages! Originally released for Apple II home computers, Choplifter! was later ported to the arcades and a number of video game consoles. Many imitators and homages would follow.

Choplifter!

Choplifter!

Atari 800 - Released - 1982

Choplifter! is a side-scrolling action/arcade game that puts you in command of an attack chopper. Your mission: Go behind enemy lines and rescue up to 16 hostages per level. Be careful, though, because tanks and enemy aircraft will try to stop you - and they won't stop shooting while you are rescuing those hostages!

Choplifter!

Choplifter!

Commodore 64 - Released - July 1, 1982

Choplifter! is a side-scrolling action/arcade game that puts you in command of an attack chopper. Your mission: Go behind enemy lines and rescue up to 16 hostages per level. Be careful, though, because tanks and enemy aircraft will try to stop you - and they won't stop shooting while you are rescuing those hostages! Originally released for Apple II home computers, Choplifter! was later ported to the arcades and a number of video game consoles. Many imitators and homages would follow.

Cyborg

Cyborg

Apple Mac OS - Released - 1984

A science fiction text adventure game in which an artificial intelligence is electronically merged with your body as the result of a scientific experiment. Your mission is to find a source of energy to keep you alive. The game uses a text parser, except for character interaction, during which you choose a question from a predetermined list.

Darby the Dragon

Darby the Dragon

Windows - Released - 1996

Darby the Dragon is a beautifully animated variation on the classic 'Dungeons and Dragons' critical thinking program. Here, the lead character finds a magic wand, and accidentally wishes his sister was smaller while they were struggling over the wand. The next thing you know, "poof!" she's been shrunk to quarter-size. Unfortunately, this magic wand needs to be re-charged by the wizard before it can return her to normal. And that requires three magic ingredients which Darby and sister Sparkle must hunt for. It's not as easy as it sounds. For example, one of the requisite objects is a special piece of fruit. To get the fruit, Darby and Sparkle must get past a swarm of bees. To get past the bees, they must have a special jar of preserves. To get the preserves, they must ask the Giant. The Giant, however is asleep, and can only be awakened by a special horn. To get the horn, Darby and Sparkle must befriend a beggar. Befriending the beggar requires a gold coin. Gold coins can be found in several non-obvious places, sometimes in response to problem solving by the user. One is in a trunk at the base of the tower where the Giant sleeps. Unlocking the trunk requires a key. The key is back in the castle, in the Queen's room.

Darby the Dragon

Darby the Dragon

ScummVM - Released - 1996

Darby is the prince of Dragondale, and one day he finds a magic wand just lying around. Intrigued, he takes it and goes to show it to his big sister. They then have a fight over it and he wishes she was smaller than him. Well, it turns out to be a magic wand, because it grants his wish! Darby has to go on a quest to find the items he needs to restore his sister's size.

David's Midnight Magic

David's Midnight Magic

Apple II - Released - April 21, 1982

David's Midnight Magic is a simple pinball game designed for 1-4 players. The game was modeled on the popular Black Knight pinball table released by Williams. Unlike Black Knight, however, David's Midnight Magic contains a mixture of bright colors. Featuring dual flipper controls, upper and lower playing fields, tilt mechanism, multiple ball play, electromagnetic deflectors, and many special effects, the game represents the first generation of home computer pinball simulations available with relatively realistic pinball features.

David's Midnight Magic

David's Midnight Magic

Atari 800 - Released - 1982

David's Midnight Magic is a simple pinball game designed for 1-4 players. The game was modeled on the popular Black Knight pinball table released by Williams. Unlike Black Knight, however, David's Midnight Magic contains a mixture of bright colors. Featuring dual flipper controls, upper and lower playing fields, tilt mechanism, multiple ball play, electromagnetic deflectors, and many special effects, the game represents the first generation of home computer pinball simulations available with relatively realistic pinball features.

David's Midnight Magic

David's Midnight Magic

Commodore 64 - Released - 1983

David's Midnight Magic is a simple pinball game designed for 1-4 players. The game was modeled on the popular Black Knight pinball table released by Williams. Unlike Black Knight, however, David's Midnight Magic contains a mixture of bright colors. Featuring dual flipper controls, upper and lower playing fields, tilt mechanism, multiple ball play, electromagnetic deflectors, and many special effects, the game represents the first generation of home computer pinball simulations available with relatively realistic pinball features.

Deadly Towers

Deadly Towers

Nintendo Entertainment System - Released - December 15, 1986

You are young Prince Myer, setting out to defend the ancient kingdom of Willner. Rubas, King of Devils, has built a castle in the north and is preparing to invade your kingdom. Ringing magic bells, he is calling out an army of the most terrifying creatures known (or unknown) to man. To defeat Rubas, you must journey to his palace and burn down his seven bell towers. On your quest, you will collect weapons and armor to defend yourself against rats and crawlers; bats, snakes and slime; demons, dragons and more. You'll need every ounce of help you can get. For you are all that stands between your people and the forces of darkness.

Discover Space

Discover Space

MS-DOS - Released - 1992

Discover the universe inside your computer! With Discover Space, you can explore the full spectrum of the universe. Comets and constellations. Luur phones and launch vehicles. Star mags, solar eclipses and much more. All in vibrant, breathtaking color that captures the awesome beauty of the cosmos. Discover Space is magnificent software resource. It's also a great source of fun Simulate recent or future solar eclipses and view them from any place on the Earth's surface View the heavens through the celestial sphere or from the skyline perspective of your own back yard. . Explore illuminating charts and mythological stories of 88 constellations, from Andromeda to Vulpecula. Navigate smoothly through the path of Halley's Comet as it passes through the Earth's orbit. Discover Space It brings the heavens home!

Downhill Challenge

Downhill Challenge

Commodore Amiga - Released - 1988

Downhill Challenge is a sports game, developed by Microïds and published by Brøderbund Software, which was released in Europe in 1989. An avalanche of unanswered questions buries Downhill Challenge before the skier gets a third of the way down the hill. The game attempts to simulate slalom skiing, downhill skiing, giant slalom skiing, and ski jumping. You had better know the rules of these Nordic events already, because the skimpy manual is little help. I was left wondering: How does the program keep time in the downhill events? What do the splits mean, and where are they taken? What is the penalty for missing a gate? How many times do you go downhill in the competition mode (there’s also one for practice) before you can move on to the next event? Besides pressing the Shift key or joystick button for extra height, how do you control the skier while jumping? At least you have above average graphics to look at while you ponder. The scenery you ski toward but never quite reach is nearly breathtaking. The viewpoint of the game is from about 15 feet behind the skier. The game would come alive much better if it actually put you up on the skis with perhaps only your poles showing in each hand, and if it didn’t sound as if you have a motor attached to your back after the starting bell.

Downhill Challenge

Downhill Challenge

MS-DOS - Released - 1989

This skiing game is viewed from behind the player in 3D. There are four different events available – Slalom, Giant Slalom, Downhill and Ski Jump. These can be practiced in Training mode, or taken on in a sequence of 2 of each in Competition mode. You must pass through the pairs of gates and hit the single ones, remain on the course, and avoid trees and spectators. Offences such as these will cause you to accrue penalty points, which will detract from your score. Up to 5 players can attempt these, with their results compared at the end.

Downhill Challenge

Downhill Challenge

Apple IIGS - Released - 1989

Downhill Challenge is a view-from-behind 3d skiing game developed by Microïds in 1988, published in the US by Brøderbund Software and in France by Loriciel (as Super Ski; in the UK it also had an Eddie "The Eagle" Edwards license). It provides 4 games modes : Downhill, Slalom, Giant Slalom and Ski Jump. The game can be played up to 5 players with their results compared at the end.

Downhill Challenge

Downhill Challenge

Atari ST - Released - 1988

This skiing game is viewed from behind the player in 3D. There are four different events available – Slalom, Giant Slalom, Downhill and Ski Jump. These can be practiced in Training mode, or taken on in a sequence of 2 of each in Competition mode. You must pass through the pairs of gates and hit the single ones, remain on the course, and avoid trees and spectators. Offences such as these will cause you to accrue penalty points, which will detract from your score. Up to 5 players can attempt these, with their results compared at the end.

Downhill Challenge (Broderbund)

Downhill Challenge (Broderbund)

Commodore 64 - Released - 1988

This skiing game is viewed from behind the player in 3D. There are four different events available – Slalom, Giant Slalom, Downhill and Ski Jump. These can be practiced in Training mode, or taken on in a sequence of 2 of each in Competition mode. You must pass through the pairs of gates and hit the single ones, remain on the course, and avoid trees and spectators. Offences such as these will cause you to accrue penalty points, which will detract from your score. Up to 5 players can attempt these, with their results compared at the end.

Drol

Drol

Commodore 64 - Released - 1983

Drol is a platform game where you play a cute robot that can fly and shoot. Your goal is to rescue children that are wandering around each level. The levels consist of rows of platforms, with gaps which can be jumped through to go up or down a vertical level. The creatures to avoid and shoot vary from strange hopping, beer-belly aliens, to demons, snakes, and axes flying through the air (we never do find out who's throwing those axes!). Like Defender, Drol incorporates a "radar" at the top of the screen, so you can find the children and dodge incoming baddies.

Drol

Drol

Apple II - Released - 1983

Drol is a platform game where you play a cute robot that can fly and shoot. Your goal is to rescue children that are wandering around each level. The levels consist of rows of platforms, with gaps which can be jumped through to go up or down a vertical level. The creatures to avoid and shoot vary from strange hopping, beer-belly aliens, to demons, snakes, and axes flying through the air (we never do find out who's throwing those axes!). Like Defender, Drol incorporates a "radar" at the top of the screen, so you can find the children and dodge incoming baddies.

Drol

Drol

Atari 800 - Released - 1983

Drol is a platform game where you play a cute robot that can fly and shoot. Your goal is to rescue children that are wandering around each level. The levels consist of rows of platforms, with gaps which can be jumped through to go up or down a vertical level. The creatures to avoid and shoot vary from strange hopping, beer-belly aliens, to demons, snakes, and axes flying through the air (we never do find out who's throwing those axes!). Like Defender, Drol incorporates a "radar" at the top of the screen, so you can find the children and dodge incoming baddies.

Dueling Digits

Dueling Digits

Apple II - Released - 1982

Dueling Digits is a 1 - 2 player competitive math game for the Apple II. It's a dark age. The art and science of math is all but lost. You battle the forces of ignorance (or dangerous human opponents) to capture glowing "sacred" numbers and fit them into the "Expression". The player controls a small laser along the lateral and lower part of the gameplay window. The player has a laser, which can shoot numbers and symbols, and these can be deposited on the expression window at the bottom half of the screen. If the player makes a correct math expression, they are awarded points. The player is also awarded points for shooting the opposing player. Each player has 10 lives, and when one player loses all of their lives, it's game over.

Dusty Diamond's All-Star Softball

Dusty Diamond's All-Star Softball

Nintendo Entertainment System - Released - October 27, 1989

Dusty Diamond's All-Star Softball (released in Japan as Softball Tengoku) is a one- or two-player NES video game where players can pick and choose various fictional softball players and customize their own team to take to the championship.

Essex

Essex

Commodore 64 - Released - 1985

In this real time all-text game, a sightseeing tour of the Starship Essex turns into hard work when a dying agent recruits you to find a scientist and his formula, the only tool that will empower the Federation to defeat the alien Vollchons. The hardbound book that comes with the game includes the instructions and a novella-length introduction to the plot.

Essex

Essex

Apple II - Released - 1985

In this real time all-text game, a sightseeing tour of the Starship Essex turns into hard work when a dying agent recruits you to find a scientist and his formula, the only tool that will empower the Federation to defeat the alien Vollchons. The hardbound book that comes with the game includes the instructions and a novella-length introduction to the plot.

Essex

Essex

MS-DOS - Released - 1985

In this real time all-text game, a sightseeing tour of the Starship Essex turns into hard work when a dying agent recruits you to find a scientist and his formula, the only tool that will empower the Federation to defeat the alien Vollchons. The hardbound book that comes with the game includes the instructions and a novella-length introduction to the plot.

Galactic Saga I: Galactic Empire

Galactic Saga I: Galactic Empire

Apple II - Released - August 13, 1980

Galactic Empire is the first game in what was to become the Galactic Saga. It is an early example of the space empire game, later to be refined into the 4X genre. The player takes the role of the commander of the flagship of the planet Galactica. The mission is nothing less than universal conquest: the entirety of the Central Galactic System (consisting of 20 planets laid out in a three-dimensional map) will have to be conquered and held within a time limit of 1000 years. Each planet has different ratings in technological sophistication and population size. Technological sophistication determines the amount of resistance in establishing air supremacy over a planet, while larger population size increases the difficulty of securing the ground with infantry. Combat takes place automatically, but can be aborted at any time with a retreat order. Once conquered, a planet can be used to build ships, draft troops or collect taxes. Only technologically advanced worlds allow for ship construction, while population size directly influences the amount of troops raised and money raised. Population increases with time, and after a planet has been part of the player's empire for 10 years, the limit of troops to be raised increases from one to two per cent. Three types of ships can be constructed: fighters are employed in the attack to establish air supremacy, transports are used to ferry troops to the ground, and scouts are sent to establish intel about systems not yet visited by the main fleet. Unlike in most science fiction set on an interstellar scale, there is no faster-than-light travel or communication in Galactic Empire. Other ships cannot be contacted when not in the same star system as the flagship, and are lost if they do not rendezvous with the main fleet within 5 years of reaching a system. So scout missions and deployment orders for newly constructed ships must be carefully planned in advance, taking into account sub-light traveling times. Should the waiting time for a certain ship to return (or be built) be too long, the commander can be put into suspended animation. Otherwise, the game runs in real time - one year passes in about 4 minutes. The game interface consists of a command console. It displays a view of the current locale, a calendar, an overview of the fleet's resources, and information about the current situation from Computer Central. A galactic map can be accessed for orientation, while orders are carried out through subordinates: Lt. Starbuck is responsible for scouting missions, Lt. Bayliss for handling planetary production, drafting and taxation, navigator Kirman for setting the fleet in motion towards another system, and Dr. Henderson for putting the commander to cryogenic sleep.

Galactic Saga II: Galactic Trader

Galactic Saga II: Galactic Trader

Apple II - Released - 1980

Galactic Trader is the sequel to Galactic Empire and the second game in the Galactic Saga. The planet Galactica's forces have conquered the Central Galactic System, but with the new empire now established and at peace, the fleet commander responsible for the campaign finds himself without a job. Left with only a small personal ship, some fuel and a few credits, a career change from conqueror to trader is in order. The goal in the game is to amass the number of one billion credits within 1000 years. Profits are made by transferring cargo from one planet to another - the farther away a commodity is sold from its source, the more profit is to be made. Keeping with the absence of faster-than-light travel or communication established in Galactic Empire, it is impossible to know what a commodity goes for on a certain planet unless it is visited. While the ship computer keeps track of prices, these might be out of date when a planet is revisited. The prices follow a dynamic economic model of supply and demand. Finding a good trade route might invite to reusing it again and again, but there's a catch: if a big consortium gets wind of a profitable route, they can lay an exclusive claim to it, shutting it off from further use by the player. Flying around from planet to planet isn't free: an eye must always be kept on fuel consumption, which depends on distance traveled and the mass of the carried cargo. To avoid being lost in space when it runs out, fuel must be bought from the fuel cartel. They accept credits, but when cash flow is low, cargo can be traded in for fuel as well, but usually at less attractive rates. Bartering is also necessary on most planets, since only on Galactica cargo can be converted to credits. The game goal thus necessitates visits to Galactica from time to time, but this harbors another risk: the new emperor, jealous of the former fleet commander's popularity, might attempt to assassinate him. Each visit to Galactica increases the chance of an untimely death. The game interface is for the most part unchanged from Galactic Empire, but adapted to the new gameplay. The ship's console displays an image of the current locale, the current stardate, and statistics about cargo, cash and fuel. The ship's computer can be accessed to display the galactic map, give information about trading rates at planets already visited and calculate the fuel needed to reach the next destination.

Galactic Saga III: Galactic Revolution

Galactic Saga III: Galactic Revolution

Apple II - Released - August 15, 1980

Galactic Revolution is the sequel to Galactic Empire and Galactic Trader and the third game in the Galactic Saga. The Central Galactic System is united under the rule of the emperor Tawala Mundo, but there's trouble brewing. Tawala's violent temper has cost many of his subjects their life. The military's support for the empire dwindles due to the popularity of the former fleet commander (and protagonist of the previous games), Julian du Buque. A growing bureaucracy makes times hard for trade and sees the rise of Jan Swart, leader of the Broederbund, a secret guild of traders. These three men now compete for influence and power in the galaxy, for a revolution is at hand. Galactic Revolution is a strategy game of political maneuvering and can be played by up to three players. A single player always plays du Buque; in two-player games the second player plays Tawala. Any remaining factions are controlled by the computer. The goal of the game is to control all 18 planets in the empire. Control over a planet is won through support of five power groups: manufacturers, military, peasants, traders, and bureaucrats. On each planet, a player's goal should be to increase the relative influence of those groups favorable to them while at the same time decreasing the influence of those favorable to the other factions. After a player travels to the planet in question, this is done through so-called "administrative action". For example, instituting a general draft increases the influence of the military but decreases the influence of the peasants and traders, since they get drafted. Other options are land reforms, lowering or increasing trade tariffs or taxes, reducing bureaucracy, and more. Besides the immediate effect on the power distribution on the planet, these actions also influence the galaxy-wide standings of the player to each faction. A planet falls to a player when a certain threshold of support is crossed, figuring in both local and galaxy-wide sympathies. At the end of each turn, planets under a player's control can be utilized to collect taxes, build ships and weapons and draft troops. These are necessary to build up one's legions: one legion requires one unit of arms, one ship and 10 troops. Taking administrative action is only possible on independent worlds or worlds not controlled by another player. While it is possible to take control by political maneuvering, there is also the military option. Winning the battle for a planet not only allows the victor to take local administrative action (temporarily), but also increases support from all power groups in the galaxy. On the other hand, losing a battle decreases support across the board. A planet's defender may choose to order a tactical retreat, in which case a loss has no influence on the power groups. Another option involving the military (which is not available in the single-player game) is the blockade. A blockaded planet cannot be used by its owner for collecting taxes, drafting or construction. The blockade must be broken by sending the same number of legions used to establish it, but troops used to make or break a blockade are always lost. Another political option is the alliance (not available in the single-player game). Allied players share their resource pool of ships, troops and arms, allowing for the forming of larger numbers of legions in the case of an uneven distribution of resources. Each faction begins the game with different starting conditions, requiring different strategies for play. Du Buque, for example, controls only one planet at the beginning, has strong support with the military and medium support with the traders, and has a large number of troops, but only relatively few ships, at his disposal. Tawala controls the most planets, has strong support of the bureaucrats but lousy support of the traders, very little money, lots of arms, but only a handful of ships. Swart has the most money and ships, but the fewest troops, and his support among both the peasants and the bureaucrats is low.

Galactic Saga IV: Tawala's Last Redoubt

Galactic Saga IV: Tawala's Last Redoubt

Apple II - Released - August 15, 1981

Tawala's Last Redoubt is the fourth and final game in the Galactic Saga. In the previous game, Galactic Revolution, the emperor Tawala was ousted from power by his former fleet commander, Julian du Buque. Now the fallen monarch has fled to the planet Farside. Due to unusual solar conditions, Farside is cut off from the rest of the galaxy. Now it falls to the planet's inhabitants, and the insurrectionist leader Benthi, to finish Tawala once and for all. The player takes control of Benthi and commands her forces and agents. The ultimate goal is to attack and take Tawala's redoubt, located at the other end of the map from Benthi's camp. Resources at the beginning are meager, though: Benthi only has 100 credits, 100 troops and 15 weapons at her disposal. She must gather the resources of Farside's various chiefs to stand a real chance. Communication with the chiefs (or any friendlies not in Benthi's camp) is done by sending messengers. The chiefs can be asked for money, troops or arms, and be given money as an incentive. The messengers can be asked to threaten reprisals in the case a chief refuses a request - not acting on such a threat might damage Benthi's reputation with all of Farside's chiefs, though. How a chief deals with an offer can be deduced from personality dossiers provided by Benthi's chief of intelligence, Paoli. Paoli also is responsible for sending out spies. They can be sent to any village on the map and will report on any movement of Tawala's troops. It is also possible to send them into the redoubt itself. Risk of capture is high, and an agent cannot be recalled from the redoubt, but he will give a full report on Tawala's overall strength. Next to troop strength and movements, agents will also provide additional information, like the locations of a hidden arms cache or the lair of independent war chief Vyl-ourmani, as well as the passwords needed to access those locations. Regarding troops there are two options: they can be sent to only secure a town, meaning they only fight if Tawala's forces are present. In the case of uncooperative chiefs, they can also be sent to loot & pillage, in which case they attack the local militia, and, if successful, secure any loot they might find. Should Benthi's camp come under threat (as indicated by agents' reports), it can be moved. If Benthi is still present when Tawala's forces attack, the game is over. It is necessary to move the camp in any case, because the redoubt can only be attacked when Benthi has gathered her forces in the town closest to it.

Galaxy Wars

Galaxy Wars

Apple II - Released - April 27, 1980

Galaxy Wars is a 1-player space-themed arcade game for the Apple II. The player controls a small rocket ship which can move slowly horizontally on the bottom of the screen. On the top of the screen are a number of alien saucers which rain laser blasts upon the player. In between these combatants lies a rapidly moving asteroid field that can block fire. If the player destroys all enemy vessels, they advance to a more difficult stage. The goal is to maximize score, and points are awarded for destroying alien ships. The player has 3 rockets, and it's game over when all are lost. An enhanced version called Super Galaxy Wars was also released.

Galleons of Glory: The Secret Voyage of Magellan

Galleons of Glory: The Secret Voyage of Magellan

MS-DOS - Released - 1990

This historical simulation game recreates the voyage of Portuguese explorer Magellan as he attempted to circumnavigate the world for the first time. Deal with rough seas, unreliable maps, rebellious crews, unfriendly natives, and other hazards of 16th-century voyagers. Features persons and situations based on actual history.

Genetic Drift

Genetic Drift

Atari 800 - Released - 1982

You are surrounded on all 4 sides by genetic mutations. Positioned in the center of the screen, the player can fire in all 4 cardinal directions to defeat the attacking mutants. The enemies will throw deadly genetic information at you, which you must shoot down with your lasers. If you shoot the enemies, they will mutate into harmless televisions, but if you are hit, you lose a life. Lose three lives, and you will mutate into a television set, and it's game over. When you have mutated all enemies in one of the 4 cardinal directions, they will instead fire hearts towards you. Upside down hearts are deadly if they hit you, but if you shoot a right side up heart, it will cause all mutants in that direction to revert to their original deadly form. When you have devolved the mutants in all 4 directs, their threat will be neutralized and you can advance to the next stage. On higher levels, the player encounters more deadly forms of genetic material, such as whirling hunks of critical mass which circle the player. These must be shot several times to be destroyed.

Genetic Drift

Genetic Drift

Apple II - Released - 1981

You are surrounded on all 4 sides by genetic mutations. Positioned in the center of the screen, the player can fire in all 4 cardinal directions to defeat the attacking mutants. The enemies will throw deadly genetic information at you, which you must shoot down with your lasers. If you shoot the enemies, they will mutate into harmless televisions, but if you are hit, you lose a life. Lose three lives, and you will mutate into a television set, and it's game over. When you have mutated all enemies in one of the 4 cardinal directions, they will instead fire hearts towards you. Upside down hearts are deadly if they hit you, but if you shoot a right side up heart, it will cause all mutants in that direction to revert to their original deadly form. When you have devolved the mutants in all 4 directs, their threat will be neutralized and you can advance to the next stage. On higher levels, the player encounters more deadly forms of genetic material, such as whirling hunks of critical mass which circle the player. These must be shot several times to be destroyed.

Golden Mountain

Golden Mountain

Apple II - Released - 1980

Golden Mountain is a 1-player versus computer low-res strategy game for the Apple II. A large house stands atop a mountain of precious jewels. The player and their opponent play as miners, taking turns picking precious stones from the pile. The more valuable the gemstone, the more luck that is needed to remove it without causing the entire mountain to come crashing down. The player is awarded points for the number and quality of blocks mined. If the piece which holds the house aloft becomes unstable, the entire house will come crashing down the mountain. Ultimately, the player who destroys the house, loses the game.

Gregory and the Hot Air Balloon

Gregory and the Hot Air Balloon

ScummVM - Released - October 1, 1996

Gregory and the Hot Air Balloon is a children's adventure game (aimed at ages 4-7) that tells the story of Gregory Chuckwood - a young woodchuck who lives in a quiet and cozy town of Acorn Hollow. One sunny day Gregory and his pet lizard Newt go for a ride in a hot air balloon, which gets loose and crash lands near a carnival. Now the hero has to fix the balloon and to find the way back home - as well as to engage in different fun activities at the carnival. The activities in the game include reading storybooks that describe some of Gegory's and Newt's other adventures, playing Guessing game, when you have to pick the correct object from the five pictures shown by its description, visiting the Trampoline room for jumping, or the Mirror room in the Fun House to change Gregory's reflection etc.

Gregory and the Hot Air Balloon

Gregory and the Hot Air Balloon

Windows - Released - October 1, 1996

Gregory and the Hot Air Balloon is a children's adventure game (aimed at ages 4-7) that tells the story of Gregory Chuckwood - a young woodchuck who lives in a quiet and cozy town of Acorn Hollow. One sunny day Gregory and his pet lizard Newt go for a ride in a hot air balloon, which gets loose and crash lands near a carnival. Now the hero has to fix the balloon and to find the way back home - as well as to engage in different fun activities at the carnival. The activities in the game include reading storybooks that describe some of Gegory's and Newt's other adventures, playing Guessing game, when you have to pick the correct object from the five pictures shown by its description, visiting the Trampoline room for jumping, or the Mirror room in the Fun House to change Gregory's reflection etc.

Gumball

Gumball

Commodore 64 - Released - 1983

You play as a worker at a gumball factory, where you must move through the ranks of the factory by successfully sorting colored gumballs using a Rube Goldberg-esque gumball sorting machine. The player starts each day at 0830 with a set quota of gumballs they must successfully sort through the day. Gumballs of different color are expelled from the machine in the top left corner, and they work their way through a series of complex devices to eventually be deposited from various slots at the bottom of the machine. The player controls the motion of various levers within the machine to control the pathway of the different colored gumballs. The player must then also move the colored carts at the bottom of the screen so that the correct colored gumball is deposited in each cart. The player has until 1700 that day to meet their quota of appropriately filed gumballs. If the gumballs go in the wrong slot, or are lost within the machine, the quota of gumballs for the day increases. If the end of shift at 1700 occurs before the player meets their quota, then they are fired. The player works through progressively more difficult stages including: Worker, Foreman, and then Supervisor. Each increased level in difficulty increases the number of colors of gumballs, the quota, and the number of collecting colored bins.

Gumball

Gumball

Apple II - Released - 1983

You play as a worker at a gumball factory, where you must move through the ranks of the factory by successfully sorting colored gumballs using a Rube Goldberg-esque gumball sorting machine. The player starts each day at 0830 with a set quota of gumballs they must successfully sort through the day. Gumballs of different color are expelled from the machine in the top left corner, and they work their way through a series of complex devices to eventually be deposited from various slots at the bottom of the machine. The player controls the motion of various levers within the machine to control the pathway of the different colored gumballs. The player must then also move the colored carts at the bottom of the screen so that the correct colored gumball is deposited in each cart. The player has until 1700 that day to meet their quota of appropriately filed gumballs. If the gumballs go in the wrong slot, or are lost within the machine, the quota of gumballs for the day increases. If the end of shift at 1700 occurs before the player meets their quota, then they are fired. The player works through progressively more difficult stages including: Worker, Foreman, and then Supervisor. Each increased level in difficulty increases the number of colors of gumballs, the quota, and the number of collecting colored bins.

Gumball

Gumball

Atari 800 - Released - 1983

You play as a worker at a gumball factory, where you must move through the ranks of the factory by successfully sorting colored gumballs using a Rube Goldberg-esque gumball sorting machine. The player starts each day at 0830 with a set quota of gumballs they must successfully sort through the day. Gumballs of different color are expelled from the machine in the top left corner, and they work their way through a series of complex devices to eventually be deposited from various slots at the bottom of the machine. The player controls the motion of various levers within the machine to control the pathway of the different colored gumballs. The player must then also move the colored carts at the bottom of the screen so that the correct colored gumball is deposited in each cart. The player has until 1700 that day to meet their quota of appropriately filed gumballs. If the gumballs go in the wrong slot, or are lost within the machine, the quota of gumballs for the day increases. If the end of shift at 1700 occurs before the player meets their quota, then they are fired. The player works through progressively more difficult stages including: Worker, Foreman, and then Supervisor. Each increased level in difficulty increases the number of colors of gumballs, the quota, and the number of collecting colored bins.

If It Moves, Shoot It!

If It Moves, Shoot It!

MS-DOS - Released - 1989

It is up to you to combat the Korts and free the lost settlers in this classic-style top-down shooter. Newer and more advanced weapons are available the more waves of aliens you destroy. And remember the advice of your forefathers: If it moves, shoot it!

In the 1st Degree

In the 1st Degree

Windows - Released - August 31, 1995

You take the role of a prosecuting attorney in this legal thriller. Using film of real actors, you must question the witnesses and gather the pre-trial evidence. Then you must take what you have learned into trial and question the witnesses again, this time on the stand and in front of a jury. The game is entirely from a first person perspective. Your character is never seen. You ask the witnesses questions which plays a pre-recorded video segment, then allowing you to ask a follow-up question, and so forth. Depending on the questions you ask and how you ask them, the witnesses attitude and the way they treat you will change. After the trial is over the jury returns with the verdict. Will it be Murder in the first degree (pre-meditated), Murder in the second degree (Spontaneous), Manslaughter (Accidental), or Not Guilty? The decision is made by your trial and people skills.

In the 1st Degree

In the 1st Degree

Windows 3.X - Released - August 31, 1995

You take the role of a prosecuting attorney in this legal thriller. Using film of real actors, you must question the witnesses and gather the pre-trial evidence. Then you must take what you have learned into trial and question the witnesses again, this time on the stand and in front of a jury. The game is entirely from a first person perspective. Your character is never seen. You ask the witnesses questions which plays a pre-recorded video segment, then allowing you to ask a follow-up question, and so forth. Depending on the questions you ask and how you ask them, the witnesses attitude and the way they treat you will change. After the trial is over the jury returns with the verdict. Will it be Murder in the first degree (pre-meditated), Murder in the second degree (Spontaneous), Manslaughter (Accidental), or Not Guilty? The decision is made by your trial and people skills.

Joan of Arc: Siege & the Sword

Joan of Arc: Siege & the Sword

MS-DOS - Released - 1989

In the 14th century, England has a presence in France, and as Charles, it's up to you to get rid of them. You are heir to the throne, and will have power if you can recapture the city of Rheims from the English, with Joan's help as everybody else thinks it's a lost cause. Combat is one major aspect of this arcade-strategy hybrid. Armies are made up of archers, cavalry and foot soldiers, whose movement and firing angle must be controlled. Storming a city also involves defeating some staunch defences. Once you have overall control, your goal is to reunite France, by retaking each city in turn. You must raise taxes so as to have the adequate funds (but don't let provinces become unhappy, they can rebel), and use this money to fund a big army. Sometimes the pen is mightier than the sword though - many devious diplomatic tactics are available, including bribery and poison.

Joan of Arc: Siege & the Sword

Joan of Arc: Siege & the Sword

Commodore Amiga - Released - 1988

In the 14th century, England has a presence in France, and as Charles, it's up to you to get rid of them. You are heir to the throne, and will have power if you can recapture the city of Reims from the English, with Joan's help, as everybody else thinks it's a lost cause. Combat is one major aspect of this arcade-strategy hybrid. Armies are made up of archers, cavalry and foot soldiers, whose movement and firing angle must be controlled. Storming a city also involves defeating some staunch defences. Once you have overall control, your goal is to reunite France, by retaking each city in turn. You must raise taxes so as to have the adequate funds (but don't let provinces become unhappy, they can rebel), and use this money to fund a big army. Sometimes the pen is mightier than the sword, though - many devious diplomatic tactics are available, including bribery and poison.

Karateka

Karateka

Commodore 64 - Released - July 15, 1984

Returning home after years of study under a Master of Karate, you find your village burned to the ground. Your friends and family are scattered, your bride-to-be stolen by Akuma, the warlord whose oppressive shadow has darkened your village since before you were born. Your grief and rage turn to cold determination. You vow never again to submit to the evil warlord. You know you must avenge your village and rescue your beloved Princess Mariko from Akuma’s mountain fortress. Alone, armed only with your knowledge of Karate, you must outfight Akuma’s vicious warriors, each one more powerful than the last. Fight on, deep into the heart of the palace, where to rescue Mariko you must confront the cruel Akuma himself in hand-to-hand combat. Put fear and self-concern behind you. Focus your will on your objective, accepting death as a possibility, and do what you have chosen to do. This is the Way of the Karateka.

Karateka

Karateka

Atari ST - Released - 1988

The evil Akuma has destroyed the protagonist's homeland, killed many of his friends and kidnapped the princess Mariko. Fortunately, the hero is skilled in martial arts, so his inevitable quest to reach Akuma's palace and rescue Mariko has a chance of success. Karateka is viewed from the side and features a succession of increasingly difficult opponents. Three types of punches and kicks are available to both the player character and his foes, differentiated by their height (low, medium, and high). The protagonist has a health bar, which refills itself gradually when he stands still.

Karateka

Karateka

Amstrad CPC - Released - 1990

The evil Akuma has destroyed the protagonist's homeland, killed many of his friends and kidnapped the princess Mariko. Fortunately, the hero is skilled in martial arts, so his inevitable quest to reach Akuma's palace and rescue Mariko has a chance of success. Karateka is viewed from the side and features a succession of increasingly difficult opponents. Three types of punches and kicks are available to both the player character and his foes, differentiated by their height (low, medium, and high). The protagonist has a health bar, which refills itself gradually when he stands still.

Karateka

Karateka

Atari 7800 - Released - July 1, 1984

The game begins with an impressive graphic of the fortress of the evil Akuma. Akuma is holding the lovely Princess Mariko. The player must defeat the guards of the castle as well as Akuma's eagle and must eventually face Akuma himself in order to rescue the princess.

Karateka

Karateka

Apple II - Released - 1984

Karateka is a 1984 martial arts action game by Jordan Mechner, and was his first published game, created while attending Yale University. It was originally programmed for the Apple II, then widely ported. Along with Karate Champ (1984) and Yie-Ar Kung Fu (1985), Karateka established the basis of the modern fighting game. The player controls an unnamed protagonist who is attempting to rescue his love interest, the Princess Mariko, from Akuma's castle fortress. The game exhibits a combination of a side-scrolling platform and fighting game elements similar to a beat 'em up. The player uses punches and kicks to defeat Akuma and his guards and make his way deeper into the fortress.

Karateka

Karateka

MS-DOS - Released - 1986

The evil Akuma has destroyed the protagonist's homeland, killed many of his friends and kidnapped the princess Mariko. Fortunately, the hero is skilled in martial arts, so his inevitable quest to reach Akuma's palace and rescue Mariko has a chance of success. Karateka is viewed from the side and features a succession of increasingly difficult opponents. Three types of punches and kicks are available to both the player character and his foes, differentiated by their height (low, medium, and high). The protagonist has a health bar, which refills itself gradually when he stands still.

Karateka

Karateka

Atari 800 - Released - 1985

The player controls an unnamed protagonist who is attempting to rescue his love interest, the Princess Mariko, from Akuma's castle fortress. The game exhibits a combination of a side-scrolling platform and fighting game elements similar to a beat 'em up. The player uses punches and kicks to defeat Akuma and his guards and make his way deeper into the fortress.

Kid Pix

Kid Pix

MS-DOS - Released - 1991

Kid Pix is an educational software used for art, originally created by Craig Hickman in 1989 and later published for MS-DOS in 1991 by Brøderbund Software, Inc.

Koala Lumpur: Journey to the Edge

Koala Lumpur: Journey to the Edge

Windows 3.X - Released - February 3, 1997

Koala Lumpur is a mystical, Zen-master wanna-be, spouting mystical and karmic nonsense in a wacky cartoon world. After accidentally setting of an incantation that could trigger a "Comedic Apocalypse" in the entire cartoon universe, the universe's supreme being, Ella Mental, charges Koala with finding the Lost Scroll of Cartoon Prophecies and saving the universe. For that he summons help from his friend the dog Dr. Dingo Tu-Far, a gun-toting, fast-talking scientist, and his spirit guide: Fly. You play the game as "Fly" (which also becomes your mouse pointer) and direct the actions of Koala and Dingo on their quest in classical adventure game play. There are some mazes and reflex-challenging puzzles, but the game consists of solving puzzles, word association puzzles, etc. in an offbeat, unusual cartoon world filled with weird locations and persons as well as the occasional scatological humor.

Koala Lumpur: Journey to the Edge

Koala Lumpur: Journey to the Edge

Windows - Released - February 3, 1997

Koala Lumpur, mystic marsupial, mistakenly utters an incantation starting a chain reaction which, if left unchecked, will lead to the Comedy Apocalypse. With your help, and some added firepower in the form of the infamous Dr. Dingo Tu-far, Koala will tempt the gods, save the comic universe, and maybe increase his karmic credit line! You're in scary company... Supreme beings, armed with guilt and the knowledge of your secret desires, packs of wild dogs, even a brawny, broken hearted bunny fresh out of therapy and ready to get even. Not to mention flame throwers, nasty double crosses, and someone who wants to dress you up like dolly! Wild and groovin' 360 degree scrolling environments Four whacked out worlds filled with brain bending puzzles Comedy so outrageous we couldn't print it on the box.

Labyrinth

Labyrinth

Apple II - Released - 1982

This is a maze style single shooter rescue game involving a labyrinth named Prince Julians's diamond mines, beneath the city of Euqubud, on the Ippisissum River. These mines, long ago closed, have lured adventurers over the years seeking the legends of untold treasure buried deep beneath the earth, guarded by mysterious and terrifying creatures. None have returned. Your task is to rescue one of the recently lost, a person who holds the keys of knowledge to peace and prosperity for the entire world. You will be faced with moving walls which open and close avenues of progress and escape, as well as the guardians of the deep, who use their evil powers of confusion and guile as well as physical threat of death, to entrap forever the wary rescuer.

Labyrinth

Labyrinth

Atari 800 - Released - 1982

This is a maze style single shooter rescue game involving a labyrinth named Prince Julians's diamond mines, beneath the city of Euqubud, on the Ippisissum River. These mines, long ago closed, have lured adventurers over the years seeking the legends of untold treasure buried deep beneath the earth, guarded by mysterious and terrifying creatures. None have returned. Your task is to rescue one of the recently lost, a person who holds the keys of knowledge to peace and prosperity for the entire world. You will be faced with moving walls which open and close avenues of progress and escape, as well as the guardians of the deep, who use their evil powers of confusion and guile as well as physical threat of death, to entrap forever the wary rescuer.

L'Art de la Guerre

L'Art de la Guerre

Commodore Amiga - Released - 1990

The Amiga version of the game was ported by the French developer Microïds. They only released the game in French (L'Art de la Guerre) and Spain (El Arte de la Guerra). L'Art de la Guerre is a real-time strategy game based on the very basic elements of war: unit types, formation, and strength. The game is set in ancient battle-style times before the use of gun powder, consisting of the three basic unit types of that period: the light armored but fast 'barbarians', the heavily armored but slow 'knights', and the ranged 'archers'. A fourth non-combatant unit type is also available: 'spies', which is only available under certain campaign rule settings. The game consists of different scenarios to choose from, each with a different geographical setting, difficulty setting, visibility setting, and victory condition setting. Some settings may be subject to change by the player. Gameplay is represented in two major areas: The first is the tactical/political map, which visualizes geographical and terrain elements from a top-down perspective. Here the player can coordinate, position, reinforce troops, and also command them to attack, defend or ambush enemy troops in a real-time setting. Time may be set to pause, faster or slower to make battle plans easier. The second is the combat screen where one group of soldiers fight another group of the enemy. A squad consisting a maximum of 14 soldiers will fight according to their set battle formation and will act only on the player's real-time battle commands (e.g. attack, forward, retreat, etc.). The difficulty levels are represented by eight opponents, which include the Greek goddess of war Athena, a stereotypical Russian-Soviet commander named Crazy Ivan, as well as the historical characters Alexander the Great, Julius Caesar, Genghis Khan, Napoleon, Geronimo, and Sun Tzu as the hardest opponent. Each opponent has a different fighting style of combat and strategy. The game also comes with a construction set which allows the player to create own campaigns: From the story, rules to the map editor. In this game editor, the player can also tweak troops to the player's liking, such as default troop formations.

L'Art de la Guerre

L'Art de la Guerre

Atari ST - Released - 1990

The Ancient Art of War is a real-time strategy game based on the very basic elements of war: unit types, formation, and strength. The game is set in ancient battle-style times before the use of gun powder, consisting of the three basic unit types of that period: the light armored but fast 'barbarians', the heavily armored but slow 'knights', and the ranged 'archers'. A fourth non-combatant unit type is also available: 'spies', which is only available under certain campaign rule settings.

Legacy of the Wizard

Legacy of the Wizard

Nintendo Entertainment System - Released - July 17, 1987

Long, long ago, an evil dragon terrorized the forest until it was imprisoned by a powerful wizard. Now, years later, the dragon has revived and it's up to you to use the power of the wizard's descendants, the Draslefamily, to defeat the dragon once again. The whole family takes part in this action adventure as the parents, children and even the family pet search huge dungeons for gold, keys, magic, hidden crowns and finally the magical sword that can destroy the dragon. Can you recover the four crowns that will prove you worthy to wield the magical jeweled sword?

Lemonade Tycoon

Lemonade Tycoon

Windows - Released - May 14, 2002

Lemonade Tycoon, first released as Lemonade Inc., is a Shockwave-based game. A free, limited version is available for online play at many sites or the full version with no time restrictions can be purchased online. The goal of Lemonade Tycoon is to sell lemonade for profit. The last update (1.1.9) was renamed Lemonade Tycoon Deluxe. In 2009, Electronic Arts published an iPhone version of Lemonade Tycoon. Lemonade Tycoon 2: New York Edition is also available on Mac OS X, published by MacPlay. While selling lemonade, players must look over many aspects of their business. Players decide on a recipe, set prices, and sell lemonade in a variety of locations. The game includes changing weather and news, which the player must compensate for. To overcome some factors, such as long lines and stock, players can buy upgrades. The packaged version included versions for PC, Mobile Phones, Windows Mobile Professional devices, and Palm devices. The game allows players to transfer game saves from a Windows PC to a Palm handheld or Windows Mobile Professional device and back again to continue. Lemonade Tycoon has similarities to Lemonade Stand, a computer game originally created for the Minnesota Educational Computing Consortium in 1973 and later ported by Apple Computer for use with its then-new Apple II platform in 1979. The game also required players to make businesses decisions based upon weather, customers, and cost/availability of stock.

Living Books: Arthur's Birthday

Living Books: Arthur's Birthday

ScummVM - Released - 1994

Arthur's Birthday is an interactive storybook for children, created with the Mohawk Living Books player. The book is an interactive version of Marc Brown's children's book of the same name. Arthur is coming up on Saturday, and he hands out invitations to his friends. As the story is read, the objects in the background are clickable. In 1997, an updated version was released called Arthur's Birthday 2.0, which included updated graphics and Windows 95 support.

Living Books: Arthur's Birthday

Living Books: Arthur's Birthday

Windows - Released - February 2, 1999

Arthur's having a birthday party on Saturday. But - oh no! - Muffy's having a party the same time. What a predicament! They can't change the dates, because Arthur's relatives are coming from out of town. And months ago, Muffy's booked a rock band and Pickles the Clown. No one knows what to do.

Living Books: Arthur's Computer Adventure

Living Books: Arthur's Computer Adventure

ScummVM - Released - July 29, 1998

Arthur's Computer Adventure is an interactive storybook for children, created with the Mohawk Living Books player. The book is an interactive version of Marc Brown's children's book named Arthur's Computer Disaster. Arthur wants to play a game called "Deep, Dark Sea", but his mother leaves for work and tells him not to touch the computer. He can't resist temptation, and reaches for the mouse, only to see the computer screen go blank. Now he tries to fix the computer before his mother gets home from work. As the story is read, the objects in the background are clickable.

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