Hewson Consultants

3D Lunattack

3D Lunattack

Commodore 64 - Released - 1985

The war on the Seiddab rages on, and you now take part in an attack on their moon base. You fly a hovercraft a bit above the moon's surface, and must shoot down the enemy's DAB tanks. After that ring of defense is penetrated, you must dodge your way through a space minefield above a mountain range, and then a missile firing range before reach the Seiddab's command base. Unlike its predecessor, 3D Seiddab Attack, you are now flying, and can make more adventurous maneuvers.

3D Lunattack

3D Lunattack

Sinclair ZX Spectrum - Released - 1984

The war on the Seiddab rages on, and you now take part in an attack on their moon base. You fly a hovercraft a bit above the moon's surface, and must shoot down the enemy's DAB tanks. After that ring of defense is penetrated, you must dodge your way through a space minefield above a mountain range, and then a missile firing range before reach the Seiddab's command base.

3D Lunattack

3D Lunattack

Dragon 32/64 - Released - 1984

The war on the Seiddab rages on, and you now take part in an attack on their moon base. You fly a hovercraft a bit above the moon's surface, and must shoot down the enemy's DAB tanks. After that ring of defense is penetrated, you must dodge your way through a space minefield above a mountain range, and then a missile firing range before reach the Seiddab's command base. Unlike the prequel 3D Seiddab Attack, you are now flying, and can make more adventurous maneuvers.

3D Seiddab Attack

3D Seiddab Attack

Sinclair ZX Spectrum - Released - 1984

The Seiddab (look at it twice and you'll get the joke) are on the rampage on the planet, and you have been sent out to stop them in your trusty tank. With a full 3D view, you must first take them on in the cities, shooting 10 down to face the leading man. A scanner is provided to give you a view of which streets the Seiddab lurk on, allowing you to steer left and right to reach them, as well as adjusting your sights to take them down. Once cleared, you move onto an open-plan countryside area, with more units coming towards you, and they now drop bombs towards you, putting your 3 lives at a greater premium.

3D Seiddab Attack

3D Seiddab Attack

Dragon 32/64 - Released - 1984

The Seiddab (look at it twice and you'll get the joke) are on the rampage on the planet, and you have been sent out to stop them in your trusty tank. With a full 3D view, you must first take them on in the cities, shooting 10 down to face the leading man. A scanner is provided to give you a view of which streets the Seiddab lurk on, allowing you to steer left and right to reach them, as well as adjusting your sights to take them down. Once cleared, you move onto an open-plan countryside area, with more units coming towards you, and they now drop bombs towards you, putting your 3 lives at a greater premium.

3D Space-Wars

3D Space-Wars

Dragon 32/64 - Released - 1984

The first game to star the evil Seiddab, 3D Space Wars gives exactly what the title promises. As soon as you warp into outer space, your cockpit screen is filled with alien spaceships which must be shot down, for you are mankind's last hope, armed with the Earth's only remaining battle spaceship. Gameplay is arcade-oriented, with few cockpit gauges and displays to keep in mind. The three cockpit instruments are your radar, speed readout and fuel meter. You run out of fuel when you fire your phasors and when you are hit by enemy fire. You can replenish your fuel by docking with the fuel station which comes into view from time to time. Once all Seiddab spacecraft in the area are destroyed, you warp into the next zone.

3D Space-Wars

TRS-80 Color Computer - Released - 1984

3D Space Wars is a space battle game in which you have to keep track of your fuel, radar and speed while flying around space trying to destroy the Seiddab aliens ("Baddies" spelled backwards). The game is divided into zones that you have to clear from aliens before you're able to warp to the next one.

3D Space-Wars

3D Space-Wars

Sinclair ZX Spectrum - Released - February 9, 1983

The first game to star the evil Seiddab, 3D Space Wars gives exactly what the title promises. As soon as you warp into outer space, your cockpit screen is filled with alien spaceships which must be shot down, for you are mankind's last hope, armed with the Earth's only remaining battle spaceship. Gameplay is arcade-oriented, with few cockpit gauges and displays to keep in mind. The three cockpit instruments are your radar, speed readout and fuel meter. You run out of fuel when you fire your phasors and when you are hit by enemy fire. You can replenish your fuel by docking with the fuel station which comes into view from time to time. Once all Seiddab spacecraft in the area are destroyed, you warp into the next zone.

4th Dimension

4th Dimension

Commodore 64 - Released - 1990

4th Dimension is a collection of four games that contains the following: •Cyberdyne Warrior: A flick screen platform shooter where you are a Cyberdyne Warrior and your mission is to visit three planets to capture escaped robots from the prisons that orbit the planets. The robots were in prison due to breaking one of Isaac Asimov's Robotic Laws, but due to the amount breaking the law, the original prison was overcrowded, so three more were built to house them. Now the robots have started escaping and you must move around each level shooting other robots and creatures as well as capture a robot. Once you have captured a robot you are transported to a shop to upgrade yourself and weapons, and these are paid for by collecting money found scattered on each level. There are also other obstacles that need avoiding like water and fire and if you touch these or are hit then you lose part of an energy bar. Once this is empty then it is game over. •Head the Ball: A scrolling platform game where the screen scrolls from left to right when you move, as you control a head who has to bounce to the end of each level in his mission to rescue his girlfriend. She has been taken by the Globoid Hells Angels and as you move through a level, you have to collect enough gems to trade for your girlfriend. There are various creatures on each level and these must be avoided or shot with limited bullets, and if you touch one or fall off the bottom of the screen then you lose one of five lives and sent back to the start of the level. You are armed also with a shield and two smart bombs, and the level must be completed within a time limit. Once you reach a heart at the end of a level you are transported to a bonus level which is a side view single screen shooter where you must blast various waves of alien ships. •Insects in Space: A horizontal scrolling shooter inspired by the arcade game Defender, where the screen scrolls left or right when you move Saint Helen as you try to stop bees from grabbing babies. You must shoot all the bees with your laser eyes as they try to swoop down and take the various babies to the top of the screen. If a baby is taken in the air then the bee can still be shot and the baby caught before it hits the ground. Above the playing area is a radar and this shows you the position of the babies, bees and various other creatures. The other creatures can be shot or avoided and if you are hit then you lose one of three lives. You also are equipped with three smart-bombs which kills all on the screen when activated. •Mission Impossibubble: A isometric platform game where the screen scrolls when you move your hero, a bubble with a face that moves along the maze of platforms over various levels. Your mission is to rescue six baby bubbles but to do this you first have to collect eight pieces of a scroll on each level before you can get the baby and lead it back to your starting position. There are various creatures on each level and these can be shot with your bubbles or avoided and if you are touched then you lose one of five lives. Only certain parts of the maze can be moved on, so teleporters have to be used to move to other parts of the maze.

5th Gear

5th Gear

Atari ST - Released - 1988

The aim is to drive from the beginning of the track to the end while avoiding obstacles and eliminating (with your machine gun) other vehicles. The tracks are not roads, but maze-like obstacle courses in the wilderness. It is part maze solving, part combat, part racing against the clock.

5th Gear

5th Gear

Commodore Amiga - Released - 1990

The player controls a white car that travels up (and then down) a tricky landscape filled with water, bumps, trees, and enemy vehicles. Cash is earned by completing levels, with an initial $10,000 available. These funds are spent at garages to buy extra fuel, repair the car's armour, and put add-ons for the car. These include a turbo-jump (allowing the car to get airborne unassisted, rather than relying on jumps) and waterproofing.

5th Gear

5th Gear

Commodore 64 - Released - 1988

The aim is to drive from the beginning of the track to the end while avoiding obstacles and eliminating (with your machine gun) other vehicles. The tracks are not roads, but maze-like obstacle courses in the wilderness. It is part maze solving, part combat, part racing against the clock. 5th Gear is a computer game for the Amiga, Atari ST and Commodore 64, released on the Rack-It budget label. The original Commodore 64 version was programmed by Jeroen Leijten, with music by Theo and Renier Hongens. It was largely inspired by previous arcade games Steer and Go and Spy Hunter.

Alliance

Alliance

Commodore 64 - Released - 1988

Alliance is an unreleased shoot 'em up game developed by Matt Michell and was slated to be published by Hewson Consultants Ltd. The year is 2059 and the world is divided into two vast nations, each with populations of millions. Homosapiens have evolved into two new lifeforms, technically more advanced than anything today. The new humans have been at war with each other for many years. After the nuclear war of 1991, they agreed to fight their battles in giant simulators to prevent, or at least delay the destruction of the earth. Your mission is to make it through all the enemy attack waves. Published in Italy in Super Game 2000 Nuova Serie n.24 (Febbraio 1990) as Lions.

Astaroth: The Angel of Death

Astaroth: The Angel of Death

Commodore Amiga - Released - 1989

You must guide Ozymandias through the catacombs of Astaroth's domain. To aid you in your quest you can pick up nine different mind powers, which act as powerups. These powerups include levitation - allowing you to float, Pyrokinetics - ability to create fire with your mind, and shape shifting. The game is in the platform style and you must jump and duck the various obstacles you encounter. The monsters you will meet include giant scorpions, beholders and fire elementals. You will have to defeat Astaroth's 3 guardians of the soul along the way, firstly a sphinx, secondly a 3 headed hydra and finally a marlith demon. Once you have defeated the guardians you will have to face Astaroth herself in a battle of the minds using the powerups you have collected.

Astaroth: The Angel of Death

Astaroth: The Angel of Death

Atari ST - 1989

The game is a platformer where you must guide your characters through the catacombs of Astaroth's domain. To aid you in your quest you can pick up nine different mind powers like shape shifting and levitation. You will have to defeat Astaroth's three guardians of the soul along the way, firstly a sphinx, a 3 headed hydra and finally a marlith demon. Once you have defeated the guardians you will have to face Astaroth herself in a battle of the minds.

Astroclone

Astroclone

Sinclair ZX Spectrum - Released - 1985

To finally get rid of the vicious Seiddab, a crack pilot has been cloned 15 times, to produce an army of warriors each with their own spacecraft. In this multi-section game you must plan, co-ordinate and fulfil this attack. You start off aboard a ship, in the home sector of Sol, and must go to the navigation computer to choose a sector to enter - the number of Seiddab it contains is indicated. Once there, the action is a side-scrolling shoot 'em up on a looping Defender-style playfield, with rocks to avoid as well as the Seiddab. Leaving via the portal you used to enter takes you back to the navigational screen. However, many sectors also contain Seiddab bases (which look like pylons). Enter one of these and another game section begins, this time an arcade adventure set within the base. Each star-base has its own way to be destroyed using the objects you'll find and manipulate, and you'll have to work this out as well as shooting any Seiddab you do find.

Avalon

Avalon

Sinclair ZX Spectrum - Released - 1984

Avalon introduces a number of features you will not have previously encountered and though you will quickly become accustomed to them, these instructions are necessarily lengthy. To obtain maximum enjoyment you are advised to read all the instructions carefully. The controls for Avalon are very straightforward - 'UP', 'DOWN', 'LEFT', 'RIGHT' and 'FIRE'. You are asked to select you keyboard/joystick preference before the game begins. No other commands are necessary during play although the 'P' and 'O' keys freeze and unfreeze the game respectively and 'SAVE' and 'LOAD' keys ('S' and 'J') can be used to SAVE the current game and LOAD it at a later date. Loading a New Game If you have a joystick then plug it into the edge connecter at the rear of your Spectrum. Connect your cassette player to the Spectrum in the usual way. Place the cassette in the player, rewind if necessary and press the 'PLAY' button. Type LOAD "" on the Spectrum keyboard and press the 'ENTER' key. Wait a few minutes and choose the joystick or keyboard option followed by 'ENTER'.

Backgammon (Hewson Consultants)

Backgammon (Hewson Consultants)

Sinclair ZX Spectrum - Released - 1983

Backgammon is a single-player only computerized version of the popular ancient board game of the same name. This one was developed by Mike Male, and published by both Hewson Consultants, and Microparadise Software (in Spain), in 1983, and 1984 respectively.

Battle Valley

Battle Valley

Commodore Amiga - Released - 1989

This side-view shoot 'em up involves trying to retrieve two nuclear weapons which have been stolen by terrorists. These are located at opposite ends of the playing area, so you can pursue them in either order. Needless to say, the terrorists have plenty of forces out to prevent you getting too far. Unusually, the game features both a helicopter and a tank - you choose either from the base, and can fly/drive back there to change. The best strategy is to use the helicopter to shoot out air-based enemies and repair the various bridges, then return for the tank. You get 4000 seconds in which to complete all this, and losing a life costs you 500 of these.

BBC Nightflite

BBC Nightflite

BBC Microcomputer System - Released - 1983

A flight simulation.

City Slicker

City Slicker

Amstrad CPC - Released - 1986

The object of the game is to defuse a bomb which has been planted in the Houses of Parliament by 'Abru' and which has been timed to go off at midnight. To defuse the bomb, there is a special M.O.D. gadget called a B.D.U. or Bomb Disassembly Unit which has to be put together by 'Slick' in order that he can rescue this perilous situation. The B.D.U. parts are scattered all over London and 'Slick' doesn't even know how many parts to collect. To build the B.D.U. he must take the components to his hideaway which is cleverly disguised in the Houses of Parliament. When the device has been completed. It will automatically change into a portable B.D.U. which 'Slick' can carry around with him and use In the Houses of Parliament to complete his vital task.

Cybernoid II: The Revenge

Cybernoid II: The Revenge

Amstrad CPC - Released - January 1, 1989

The follow-up to Cybernoid: The Fighting Machine is again a flip-screen shoot 'em up. In control of the deadly Cybernoid craft, your job is to rescue the cargo, which has been stolen by a wave of pirate ships. Using the range of weapon systems correctly is again a key factor. These include sideways aiming guns, bouncing bombs, 'seeker' smart bombs, bombs which move around the edge of the screen before finding a target, and time-sensitive bombs which explode a few seconds after you drop them. Shot pirate ships release cargo, and you must collect at least 1500 points of this, but on many screens it is more prudent to make an escape ASAP, as some screens have more hazards than others, and not all aliens on each screen act in the same way.

Cybernoid II: The Revenge

Cybernoid II: The Revenge

Sinclair ZX Spectrum - Released - 1988

The follow-up to Cybernoid: The Fighting Machine is again a flip-screen shoot 'em up. In control of the deadly Cybernoid craft, your job is to rescue the cargo which has been stolen by a wave of pirate ships. Using the range of weapon systems correctly is again a key factor. These include sideways aiming guns, bouncing bombs, 'seeker' smart bombs, bombs which move around th edge of the screen before finding a target, and time-sensitive bombs which explode a few seconds after you drop them. Shot pirate ships release cargo, and you must collect at least 1500 points of this, but on many screens it is more prudent to make an escape ASAP, as some screens have more hazards than others, and not all aliens on each screen act in the same way.

Cybernoid II: The Revenge

Cybernoid II: The Revenge

Commodore Amiga - Released - April 1, 1989

The follow-up to Cybernoid: The Fighting Machine is again a flip-screen shoot 'em up. In control of the deadly Cybernoid craft, your job is to rescue the cargo which has been stolen by a wave of pirate ships. Using the range of weapon systems correctly is again a key factor. These include sideways aiming guns, bouncing bombs, 'seeker' smart bombs, bombs which move around th edge of the screen before finding a target, and time-sensitive bombs which explode a few seconds after you drop them. Shot pirate ships release cargo, and you must collect at least 1500 points of this, but on many screens it is more prudent to make an escape ASAP, as some screens have more hazards than others, and not all aliens on each screen act in the same way.

Cybernoid: The Fighting Machine

Cybernoid: The Fighting Machine

Commodore 64 - Released - July 1, 1988

There are three asteroids, hidden among thousands, where various minerals and precious gems were stored. It was believed the riches would be safe there, until the Zoggians discovered them! Now you have to fly an experimental spacefighter, the Cybernoid, into battle to recover the asteroids. The Cybernoid is equipped with standard laser blasters, missiles, and the ability to pick up other weapons along the way. Cybernoid is an arcade style action game for one player. You can choose from three different skill levels; easy, hard and lethal. On some versions two different sound modes are also available, a basic music and sound effects mode, and a super sound effects mode with no music. Each room you explore is equipped with a time bomb. The bomb will explode taking you with it should you take too long to get past all the obstacles on the screen. You start the game with nine ships, and more can be earned by collecting enough points during the game.

Cybernoid: The Fighting Machine

Cybernoid: The Fighting Machine

Amstrad CPC - Released - 1988

There are three asteroids, hidden among thousands, where various minerals and precious gems were stored. It was believed the riches would be safe there, until the Zoggians discovered them! Now you have to fly an experimental spacefighter, the Cybernoid, into battle to recover the asteroids. The Cybernoid is equipped with standard laser blasters, missiles, and the ability to pick up other weapons along the way. Cybernoid is an arcade style action game for one player. You can choose from three different skill levels; easy, hard and lethal. On some versions two different sound modes are also available, a basic music and sound effects mode, and a super sound effects mode with no music. Each room you explore is equipped with a time bomb. The bomb will explode taking you with it should you take too long to get past all the obstacles on the screen. You start the game with nine ships, and more can be earned by collecting enough points during the game.

Cybernoid: The Fighting Machine

Cybernoid: The Fighting Machine

Sinclair ZX Spectrum - Released - 1987

There are three asteroids, hidden among thousands, where various minerals and precious gems were stored. It was believed the riches would be safe there, until the Zoggians discovered them! Now you have to fly an experimental spacefighter, the Cybernoid, into battle to recover the asteroids. The Cybernoid is equipped with standard laser blasters, missiles, and the ability to pick up other weapons along the way. Cybernoid is an arcade style action game for one player. You can choose from three different skill levels; easy, hard and lethal. On some versions two different sound modes are also available, a basic music and sound effects mode, and a super sound effects mode with no music. Each room you explore is equipped with a time bomb. The bomb will explode taking you with it should you take too long to get past all the obstacles on the screen. You start the game with nine ships, and more can be earned by collecting enough points during the game.

Demolition Mission: The Alleykat Space Racer

Demolition Mission: The Alleykat Space Racer

Commodore 64 - Released - 1986

Alleykat (Demolition Mission: The Alleykat Space Racer in North America) is a vertically-scrolling racer with elements of a shoot-em up game. The player, a speeder pilot, strives to become the Alleykat Champion by competing in eight space stadiums scattered around the galaxy. Different races like demolition derbies, time-trials, endurance epics and others feature all kinds of obstacles like rocks, pillars, bridges and hard walls, and several types of enemies race along. The game also features a cooperative two-player-mode.

Dragonfly: Flight Simulator

Dragonfly: Flight Simulator

Dragon 32/64 - Released

Eagles (Hewson Consultants)

Eagles (Hewson Consultants)

Commodore 64 - Released - 1987

In Eagles, two space ships controlled by robots have to drive back an alien invasion. To do so, they traverse 24 side-scrolling levels and kill everything in their way. There are also small droids to collect which can be delivered to special drop points on the way. For five droids, players receive a devastator which destroys all opposition on the screen except fireballs. Besides regular alien formations there are also various single enemies which take many hits. While some attacks result in instant death, most reduce the life bar. The game screen is always split horizontally and the second craft is either controlled by a second player or the AI. For two players, the game features two settings: co-operative or against. This only affects whether the life bar and high score points are shared or separate. Between the main levels there are bonus levels in which players take control over two hostile ships and fight for points.

Eliminator

Eliminator

Atari ST - Released - 1988

A shoot ‘em up set on a patchwork-quilt coloured road, Eliminator puts you in control of a ship with a basic weapon, flying along at breakneck speed. There are barriers along the way to avoid, often set in quick succession, and lots of bad guys to shoot at or avoid - their shots must be avoided too. Some parts of the track are blocked unless you can shoot through obstacles before reaching them, or hit a jump pad. At some points you can change to travelling along the ceiling as well. Tokens can be collected en route, and used to obtain better weapons, but losing a life costs you the best one you’ve currently got.

Eliminator

Eliminator

Amstrad CPC - Released - 1988

A shoot ‘em up set on a patchwork-quilt coloured road, Eliminator puts you in control of a ship with a basic weapon, flying along at breakneck speed. There are barriers along the way to avoid, often set in quick succession, and lots of bad guys to shoot at or avoid - their shots must be avoided too. Some parts of the track are blocked unless you can shoot through obstacles before reaching them, or hit a jump pad. At some points you can change to travelling along the ceiling as well. Tokens can be collected en route, and used to obtain better weapons, but losing a life costs you the best one you’ve currently got.

Eliminator (Hewson Consultants)

Eliminator (Hewson Consultants)

Commodore 64 - Released - 1988

A shoot ‘em up set on a patchwork-quilt coloured road, Eliminator puts you in control of a ship with a basic weapon, flying along at breakneck speed. There are barriers along the way to avoid, often set in quick succession, and lots of bad guys to shoot at or avoid - their shots must be avoided too. Some parts of the track are blocked unless you can shoot through obstacles before reaching them, or hit a jump pad. At some points you can change to travelling along the ceiling as well. Tokens can be collected en route, and used to obtain better weapons, but losing a life costs you the best one you’ve currently got.

Eliminator (Hewson)

Eliminator (Hewson)

Sinclair ZX Spectrum - Released - 1988

A shoot ‘em up set on a patchwork-quilt coloured road, Eliminator puts you in control of a ship with a basic weapon, flying along at breakneck speed. There are barriers along the way to avoid, often set in quick succession, and lots of bad guys to shoot at or avoid - their shots must be avoided too. Some parts of the track are blocked unless you can shoot through obstacles before reaching them, or hit a jump pad. At some points you can change to travelling along the ceiling as well. Tokens can be collected en route, and used to obtain better weapons, but losing a life costs you the best one you’ve currently got.

Evening Star

Evening Star

BBC Microcomputer System - Released - 1987

Evening Star is basically an enhanced Southern Belle - a steam engine simulator - with the route changed to early 1960s Somerset and Dorset line (from Bath to Bournemouth, England) and the locomotive being BR standard class 9F (2-10-0) "Evening Star" (number 92220, the last British steam engine built) hauling the "Pines Express". The game has a demonstration mode and seven scenarios of increased difficulty with the highest level allowing you full control of the train, with all the gauges to watch, more problems that arise and a random timetable to follow. You start at a standstill in the station and must get your train moving. Different levels of speed must be maintained on the track to keep with the speed limits that are placed on the track and keep an eye on the signals that you will see on the way. The correct use of the whistle must be used and you have to make sure your water, steam and coal levels are correct to make sure you keep to the timetable. The game is viewed from a first person perspective with you in the cab of the train with all the levers and gauges in front of you. You are able to see into the distance in front of you and the sides. As well as the main playing area you can also see your speed, water and coal level, any signals, gradient indicator and the time.

Evening Star

Evening Star

Amstrad CPC - Released - 1987

Evening Star is basically an enhanced Southern Belle - a steam engine simulator - with the route changed to early 1960s Somerset and Dorset line (from Bath to Bournemouth, England) and the locomotive being BR standard class 9F (2-10-0) "Evening Star" (number 92220, the last British steam engine built) hauling the "Pines Express". The game has a demonstration mode and seven scenarios of increased difficulty with the highest level allowing you full control of the train, with all the gauges to watch, more problems that arise and a random timetable to follow. You start at a standstill in the station and must get your train moving. Different levels of speed must be maintained on the track to keep with the speed limits that are placed on the track and keep an eye on the signals that you will see on the way. The correct use of the whistle must be used and you have to make sure your water, steam and coal levels are correct to make sure you keep to the timetable. The game is viewed from a first person perspective with you in the cab of the train with all the levers and gauges in front of you. You are able to see into the distance in front of you and the sides. As well as the main playing area you can also see your speed, water and coal level, any signals, gradient (slope) indicator and the time.

Evening Star

Evening Star

Sinclair ZX Spectrum - Released - 1987

Evening Star is basically an enhanced Southern Belle - a steam engine simulator - with the route changed to early 1960s Somerset and Dorset line (from Bath to Bournemouth, England) and the locomotive being BR standard class 9F (2-10-0) "Evening Star" (number 92220, the last British steam engine built) hauling the "Pines Express". The game has a demonstration mode and seven scenarios of increased difficulty with the highest level allowing you full control of the train, with all the gauges to watch, more problems that arise and a random timetable to follow. You start at a standstill in the station and must get your train moving. Different levels of speed must be maintained on the track to keep with the speed limits that are placed on the track and keep an eye on the signals that you will see on the way. The correct use of the whistle must be used and you have to make sure your water, steam and coal levels are correct to make sure you keep to the timetable. The game is viewed from a first person perspective with you in the cab of the train with all the levers and gauges in front of you. You are able to see into the distance in front of you and the sides. As well as the main playing area you can also see your speed, water and coal level, any signals, gradient (slope) indicator and the time.

Exolon

Exolon

Enterprise - Released - 1989

This flick-screen action game combines shoot 'em up and platform elements, as you control a flying man who can gain an exoskeletal suit for extra protection (hence the name). Your task is to progress from left to right in each level, either along the ground or by using the arrangement of platforms. Most of the baddies can be avoided rather than shot, and this is often easier, especially as you can duck or jump to avoid them. As well as a standard gun (activated by tapping fire) you also have a limited number of missiles to take out installations (activated by holding down fire, which makes autofire facilities useless).

Exolon

Exolon

Amstrad CPC - Released - 1987

This action game combines shoot 'em up and platform elements, as you control a flying man who can gain an exoskeletal suit for extra protection (hence the name). Your task is to progress from left to right in each level, either along the ground or by using the arrangement of platforms. Most of the baddies can be avoided rather than shot, and this is often easier, especially as you can duck or jump to avoid them. As well as a standard gun (activated by tapping fire) you also have a limited number of missiles to take out installations (activated by holding down fire, which makes autofire facilities useless). The scrolling is flick-screen, perhaps as the game was designed for the C64, and the Amiga version was identical to the ST's.

Fantasia Diamond

Fantasia Diamond

Amstrad CPC - Released - 1984

Fantasia Diamond is a traditional text adventure with static graphics, where the titular diamond, a family heirloom has been stolen and has to be retrieved from a sinister riverside fortress. Along the way, Boris the Masterspy is to be rescued who was imprisoned during a previous attempt to recover the diamond. On the way you encounter elves, pixies, gnomes and an decidedly unfriendly woodcutter. In order to gain strength, you need to eat and drink and your strength determines how many objects you can carry. There is a real-time element to the game where every character takes an action every 15 seconds or so, without regard to your actions. The interface is text driven with split screen graphics. The text parser can use relatively complex sentences for the time.

Fantasia Diamond

Fantasia Diamond

BBC Microcomputer System - Released - 1984

Fantasia Diamond is a traditional text adventure with static graphics, where the titular diamond, a family heirloom has been stolen and has to be retrieved from a sinister riverside fortress. Along the way, Boris the Masterspy is to be rescued who was imprisoned during a previous attempt to recover the diamond. On the way you encounter elves, pixies, gnomes and an decidedly unfriendly woodcutter. In order to gain strength, you need to eat and drink and your strength determines how many objects you can carry. There is a real-time element to the game where every character takes an action every 15 seconds or so, without regard to your actions. The interface is text driven with split screen graphics. The text parser can use relatively complex sentences for the time.

Firelord

Firelord

Amstrad CPC - Released - 1986

The player controls the knight Sir Galaheart, who must explore the cursed kingdom of Torot on a quest to recover the four charms of eternal youth. The Evil Queen has tricked the Dragon into parting with the sacred Firestone and used it to curse the kingdom with ghostly apparitions and deadly fireballs, and will only relinquish it in exchange for the four charms. Galaheart is initially defenceless and must quickly find an enchanted crystal in order to defend himself against the cursed apparitions the Evil Queen has flooded the kingdom with. He must then explore the kingdom, destroying apparitions and looking for clues to the location of the four charms. Galaheart can trade with various inhabitants for spells, information and items or attempt to steal them - being caught attempting to steal during trading leads to a "trial" in which the player has to attempt to stop on "innocent" rather than "guilty" with three successively faster alternating arrows. Items can only be stolen if the player has sufficient items to trade for them in the first place. Extra enchanted crystals can be found scattered around the kingdom and the player can use these as initial trading items. Galaheart has a constantly depleting energy level which is sapped further by contact with the apparitions and which can be restored by collecting food, "trading energy" which is depleted during trading and can be restored by collecting trading tokens and weapon energy which is depleted by firing and can be restored by collecting small crystals. Galaheart has an initial allocation of lives which can be lost by running out of energy, colliding with a fireball or being executed after being caught stealing. Extra lives can be found scattered throughout the kingdom. Most collectible items are of a fixed type, but some cycle through the available options allowing the player with careful timing to collect the powerup most needed at the time. When the game ends (either through successfully returning the Firestone or losing all the lives) the player is ranked in a pseudo-mediaeval ranking from serf through various English titles of nobility up to the ultimate accolade of "Firelord". In order to achieve the highest ranking, the player must successfully steal the Firestone rather than trading the four charms for it, however it is only possible to steal the Firestone if the player has the four charms available to trade to begin with as with any other attempted theft.

Gribbly's Day Out

Gribbly's Day Out

Commodore 64 - Released - June 1, 1985

Blabgorians possess the gift of psychic ability which allow them to levitate and move items with their minds, as a result they evolved without hands (who needs them?), a single foot (good for bouncing) and an oversized head (handy for containing large quantities of psychic energy). Gribbly Grobbly is your typical Blabgorian, and is tasked with the safety of the 'gribblets'. 'Gribblets' are infant Blabgorians; they have an armoured shell to protect them, but when flipped on their backs they expose their vulnerable belly and are unable to right themselves. They also have an annoying tendency to leave the safety of home in search of adventure. Unfortunately Blabgor is not a safe place; there are hordes of beasts roaming the landscape, eagerly searching for vulnerable Gribblets. The basic premise for the game required the player to control Gribbly and navigate him through each of the 16 surreal 8-way scrolling landscapes in an attempt to locate and rescue eight baby Gribblets and returning them to the safety of the home cave. Gribbly can hop and levitate around each of the levels and can blow bubbles to defend himself. Once a Gribblet is located, Gribbly can pick up the hapless offspring and carry it to safety. Once only a single Gribblet remains on a level, the energy web fails, freeing Seon. This usually results in a mad rush to get the remaining Gribblet to safety before succumbing to his attacks. Once all the Gribblets are either saved or killed, the level ends and Gribbly is transported to the next level.

Head the Ball

Head the Ball

Commodore 64 - Released - 1989

21st Century Entertainment, bounce your way to victory, collect the gems and avoid the sproingers. Released in Commodore Format 1992/01 (Issue #16).

Heathrow Air Traffic Control

Heathrow Air Traffic Control

Acorn Electron - Released - August 1, 1984

Heathrow International Air Traffic Control faithfully simulates the job of a radar operator at two major international airports: London Heathrow and Schiphol Amsterdam. The objective is to safely land ten aircraft or more within a time limit of 30 minutes. The task is broken down into a number of selectable levels to allow the player to gradually develop his or her skills. The player must radio instructions to approaching planes, keeping them separated and avoiding collisions. If planes get too close, there is a collision risk warning. Too many warnings or actual collisions will fail the level.

Heathrow Air Traffic Control

Heathrow Air Traffic Control

Sinclair ZX Spectrum - Released - 1983

Heathrow International Air Traffic Control faithfully simulates the job of a radar operator at two major international airports: London Heathrow and Schiphol Amsterdam. The objective is to safely land ten aircraft or more within a time limit of 30 minutes. The task is broken down into a number of selectable levels to allow the player to gradually develop his or her skills. The player must radio instructions to approaching planes, keeping them separated and avoiding collisions. If planes get too close, there is a collision risk warning. Too many warnings or actual collisions will fail the level.

Heathrow International Air Traffic Control

Heathrow International Air Traffic Control

Sinclair ZX Spectrum - Released - 1985

Heathrow International Air Traffic Control faithfully simulates the job of a radar operator at two major international airports: London Heathrow and Schiphol Amsterdam. The objective is to safely land ten aircraft or more within a time limit of 30 minutes. The task is broken down into a number of selectable levels to allow the player to gradually develop his or her skills. The player must radio instructions to approaching planes, keeping them separated and avoiding collisions. If planes get too close, there is a collision risk warning. Too many warnings or actual collisions will fail the level.

Heathrow International Air Traffic Control

Heathrow International Air Traffic Control

Commodore 64 - Released - 1984

Heathrow International Air Traffic Control faithfully simulates the job of a radar operator at two major international airports: London Heathrow and Schiphol Amsterdam. The objective is to safely land ten aircraft or more within a time limit of 30 minutes. The task is broken down into a number of selectable levels to allow the player to gradually develop his or her skills. The player must radio instructions to approaching planes, keeping them separated and avoiding collisions. If planes get too close, there is a collision risk warning. Too many warnings or actual collisions will fail the level.

Impossaball

Impossaball

Sinclair ZX Spectrum - Released - 1987

Impossaball puts you in control of a ball, and sets you in a checkered 3D environment with walls and ceilings. The ball bounces on the spot as standard, but can be directed to move, or bounce higher to gain momentum. Your task is to land on every cylinder in the level, so as to squash them down to ground level. Lots of spikes protrude in the levels, which must be avoided. Magic rings are both friend and foe - the first contact increases your remaining time, but a further contact loses a life. Other obstacles cause the ball to rebound, which could be good or bad depending on the situation.

Impossaball

Impossaball

Amstrad CPC - Released - 1986

Impossaball puts you in control of a ball, and sets you in a checkered 3D environment with walls and ceilings. The ball bounces on the spot as standard, but can be directed to move, or bounce higher to gain momentum. Your task is to land on every cylinder in the level, so as to squash them down to ground level. Lots of spikes protrude in the levels, which must be avoided. Magic rings are both friend and foe - the first contact increases your remaining time, but a further contact loses a life. Other obstacles cause the ball to rebound, which could be good or bad depending on the situation.

Insects in Space

Insects in Space

Atari ST - Released - 1991

Insects in Space is a side-scrolling shooter with similarities to Defender. Insects killed everyone on Earth except a few babies. This causes the mystical leader of motherhood, St. Helen, to travel to Earth's remains and save the babies. The most important feature of this protagonist is the fact that she is topless and - as prominently mentioned in the manual - "big breasted", but she controls and shoots just like the space ship normally found in those games. The levels are side-scrolling and St. Helen can move in both directions. Additionally the levels are two screens high, the lower with a floor and the higher with a ceiling, which can be changed by leaving the current screen to the top respectively bottom. The babies are either positioned at the top or bottom level and are hunted by bees. Those bees pick them up, steal their life energy to create a new monster and drop them to the ground to die. The player's job is to kill the bees and save the babies. To help, a radar shows where in the level a kidnapping is in progress. Babies can be either returned to the ground for points or kept in Helen's grasp to convert them into power-ups eventually. Helen can also summon a dust cloud which teleports her near a bee target.

Insects in Space

Insects in Space

Commodore Amiga - Released - 1991

Insects in Space is a side-scrolling shooter with similarities to Defender. Insects killed everyone on Earth except a few babies. This causes the mystical leader of motherhood, St. Helen, to travel to Earth's remains and save the babies. The most important feature of this protagonist is the fact that she is topless and - as prominently mentioned in the manual - "big breasted", but she controls and shoots just like the space ship normally found in those games. The levels are side-scrolling and St. Helen can move in both directions. Additionally the levels are two screens high, the lower with a floor and the higher with a ceiling, which can be changed by leaving the current screen to the top respectively bottom. The babies are either positioned at the top or bottom level and are hunted by bees. Those bees pick them up, steal their life energy to create a new monster and drop them to the ground to die. The player's job is to kill the bees and save the babies. To help, a radar shows where in the level a kidnapping is in progress. Babies can be either returned to the ground for points or kept in Helen's grasp to convert them into power-ups eventually. Helen can also summon a dust cloud which teleports her near a bee target.

Iridis Alpha

Iridis Alpha

Commodore 64 - Released - 1986

There is war on the planet Iridis Alpha between the Zzyaxian and the Gilbies. The Zzyaxian hate the Gilbies and want them erased while the Gilbies just want peace. The problem as well is that the Zzyaxian are stupid enough to want the planet destroyed so are stealing the planets energy. The Gilbies have now to fight back with the Gilby Robot Fighters (GRF) by killing the Zzyaxian fighters to get their energy. This can then be put back into the planets core. One unique characteristic about the Gilbies is they have a twin who live on the underside of the planet. Both Twins have to be alive for both to survive. Problem is that only one Gilby can be active and the inactive one slowly decays. Switching between GRF's is essential for survival. Once the core has enough energy then the Gilbies celebrate by playing their favourite sport Point to Point Racing. Iridis Alpha is a Horizontal shoot-em-up viewed from the side. You control the GRF with a joystick and to switch between GRF's you have to shoot a Zzyaxian who leaves behind a ring. You enter the ring without pressing the fire button to switch. The Point to Point Racing is a where you race up a vertical top-down scrolling course. If your tired or bored of the main games then you can pause the game and play a relaxing game called Made in France.

Knight Driver

Knight Driver

Sinclair ZX Spectrum - Released - 1984

Knight Driver is a racing game that takes place on a closed circuit and is seen from an aerial perspective. The main goal is to steer the car along a series of circuits. There are two modes which can be played: Professional and Learner. In the Professional every time the car is driven off the road a life is lost; in Learner there's a time limit to play and the car can become increasingly and severely damaged while coursing off the road.

Kraal

Kraal

Sinclair ZX Spectrum - Released - 1990

Released on the ZX Spectrum as part of the "4th Dimension" compilation.

Nebulus

Nebulus

Amstrad CPC - Released - 1988

Nebulus is a platform game. The player character, a green creature called Pogo, is on a mission to destroy eight towers that have been built in the sea by planting bombs at the towers' peaks. The actual gameplay happens at each tower in turn. Pogo starts from the bottom and finds the way to the top. The towers are cylinder-shaped and have ledges on their outside, either horizontal, forming stairs or connected by elevators. The most notable feature of the game is that when Pogo walks left or right the tower behind him turns clockwise or counterclockwise with a convincing sense of depth. During the ascent, Pogo encounters many different enemies, mostly shaped like basic geometric shapes. Pogo can shoot some of the enemies, while some are impervious to shooting. Contact with an enemy knocks Pogo down to the ledge below. If there is no ledge below, Pogo falls into the sea and drowns.

Nebulus

Nebulus

Enterprise - 1988

Nebulus is a video game created by John M. Phillips and published by Hewson Consultants in the late 1980s for various home computer systems including the Enterprise. It's a single player game with a 2 player alternating mode.

Netherworld

Netherworld

Atari ST - Released - 1988

The object is to fly a small spacecraft and collect the required number of diamonds in each level. Once enough diamonds are collected, the craft must reach a teleporter to go to the next level before the time runs out. Aside from the time limit, there are various obstacles, ranging from monsters to items which can damage the craft or block the path. The ship can destroy some obstacles by shooting, sometimes turning them to diamonds as well. The game cover art features Tapanimäki's face. The cover art was done without his knowledge and approval. There was friction between the original cover artist and Tapanimäki; Unbeknownst to him, this led to the art getting shelved and new version was made. Tapanimäki did not see the final version until the press conference in London where the game was released, giving him a big shock. Many game magazines published a cheat code that only works in a work-in-progress version; this, along with some published POKEs, indicated that the game was leaked to pirates some six months before the release.

Netherworld

Netherworld

Commodore 64 - Released - 1988

In this game you are trapped in Netherworld. With your space ship you have to make your way through different levels with a hostile environment. Under a time limit you have to collect diamonds to get to the next level. The game is filled with dragons, moving mines, acid spitting creatures and lots more. Your space ship is able to shoot, furthermore you can collect several power ups, such as sand glasses to ease the time limit, shield restore or items that give you invulnerability.

Netherworld

Netherworld

Commodore Amiga - Released - 1989

In this game you are trapped in Netherworld. With your space ship you have to make your way through different levels with a hostile environment. Under a time limit you have to collect diamonds to get to the next level. The game is filled with dragons, moving mines, acid spitting creatures and lots more. Your space ship is able to shoot, furthermore you can collect several power ups, such as sand glasses to ease the time limit, shield restore or items that give you invulnerability.

Nightflite

Nightflite

Sinclair ZX Spectrum - Released - 1982

Full flight simulation was offered in this innovative early release. Landing at night (so as to keep the graphics simple and the running speed high on a 3.54Mhz system), you must take off, climb, control the plane mid air, and then land successfully. As well as basic steering, rudders, flaps, wheels and airspeed come under your control. There are five different flight challenges featured, including navigation as well as flight skills, plus a rolling demo on startup. A full instrument panel is provided for each of these, allowing you to judge speeds and distances.

Nightflite II

Nightflite II

Sinclair ZX Spectrum - Released - 1983

Onslaught

Onslaught

Atari ST - Released - 1989

As a highly respected warrior, you are attempting to conquer as many regions as possible. This is a three-stage task, as first you must fight through hordes of fighters simply to reach the castle, and then you have to climb the various sections of the castle, before battling with its existing inhabitant. The bulk of the game is side-scrolling platform hack 'n' slash action, with mines to avoid on the route. You can collect a number of spells, and select them using the function keys. Your physical and mental energy are measured separately throughout the game, and must both be kept high.

Onslaught (Hewson)

Onslaught (Hewson)

Commodore Amiga - Released - 1989

As a highly respected warrior, you are attempting to conquer as many regions as possible. This is a three-stage task, as first you must fight through hordes of fighters simply to reach the castle, and then you have to climb the various sections of the castle, before battling with its existing inhabitant. The bulk of the game is side-scrolling platform hack 'n' slash action, with mines to avoid on the route. You can collect a number of spells, and select them using the function keys. Your physical and mental energy are measured separately throughout the game, and must both be kept high.

Orion (Hewson)

Orion (Hewson)

Commodore 64 - Released - 1988

The stars in the constellation of Orion are unstable and the formation is distorting. To save it is to redress the chemical balance. You need to visit mining colonies and take the chemicals required. Problem is, the mines needed are under control by evil aliens so this means going by force and taking them. You take control of the hero as he walks across the mining colonies viewed from the side. The joystick moves your man while the fire button fires your weapon. Also seen on screen is your score, shield and lives.

Paradroid

Paradroid

Commodore 64 - Released - March 1, 1985

The game is set on a spaceship viewed from a top-down perspective. The ship consists of numerous rooms and levels, each one populated by hostile robots or "droids". The player, in control of a special droid called the "Influence Device", must destroy all the other droids on the ship. Each droid (including the player) is represented as a circle around a three-digit number. The numbers roughly correspond to the droid's "power" or "level", in that higher-numbered droids are tougher to destroy. The Influence Device is numbered "001". The primary way in which the Influence Device destroys other droids is by "linking" with them, effectively taking them over. When the player takes over another droid, the previously-controlled droid is destroyed.

Paradroid 90

Paradroid 90

Commodore Amiga - Released - 1990

Paradroid 90 is a remake of the game Paradroid (released in 1985 for the Commodore 64) for slightly later systems. A fleet of space freighters carry a cargo of battle and security robots to help in the defence of Basmyth. Alien ships were bombarding the freighters with disorienting beams which drove the robots crazy. The human officers were eliminated, leaving the ships open for occupation by alien forces. At this point the players mission starts... You control a cybernetic influence device (ID) which has been teleported aboard the first freighter to eliminate all the droids and robots. Two ways are possible to clean the ship decks representing the action part and the more strategy part of the game: Shooting (action) to destroy the robots or connecting itself into an other robot's brain (strategy) and take temporarily control of it. It's possible to play the game as a simple shoot-em-up game, but the main part of Paradroid 90 is the transfer game to take control of other droids.

Paradroid 90

Paradroid 90

Atari ST - Released - 1990

Paradroid 90 is a remake of the game Paradroid (released in 1985 for the Commodore 64) for slightly later systems. A fleet of space freighters carry a cargo of battle and security robots to help in the defence of Basmyth. Alien ships were bombarding the freighters with disorienting beams which drove the robots crazy. The human officers were eliminated, leaving the ships open for occupation by alien forces. At this point the players mission starts... You control a cybernetic influence device (ID) which has been teleported aboard the first freighter to eliminate all the droids and robots. Two ways are possible to clean the ship decks representing the action part and the more strategy part of the game: Shooting (action) to destroy the robots or connecting itself into an other robot's brain (strategy) and take temporarily control of it. It's possible to play the game as a simple shoot-em-up game, but the main part of Paradroid 90 is the transfer game to take control of other droids.

Pyracurse

Pyracurse

Sinclair ZX Spectrum - Released - 1986

The Sinu tribe of South America have long been a mystery to explorers. Their God Xipe Totec demanded regular human sacrifices to retain his power, and he is still feared when Sir Pericles Pemberton-Smythe heads off to investigate his tomb. He disappears, leading his daughter Daphne to assemble a team to track him down, which is where the player comes in. The team is made up of Daphne, her fiance Professor Kite, a drunken journalist known as 'Legless' O'Donnell, and her trusty dog Frozbie. You can control any of these in turn, and order them to lead the other members of the team. The Professor is the smartest at solving the puzzles you will encounter, Daphne takes after her father as a natural explorer, O'Donnell is physical strong, and Frozbie is good at rooting around uncovering hidden objects. The Tombs are isometrically-viewed, with the perspective revealing some areas and concealing others. Zombies and other monsters wandering through the tomb must be avoided. Each member can carry 3 objects, which are used to solve these puzzles - some objects are limited to certain characters. Options such as switching character, movement mode and object use are activated by pressing fire to bring up a menu, and using left and right to select the option.

Quazatron

Quazatron

Sinclair ZX Spectrum - Released - 1986

In Quazatron, the player-controlled droid (KLP-2 "Klepto", from the Classical Greek κλεπτω, steal) attempts to destroy all the other robots in the underground citadel of Quazatron and subsequent locations. Klepto is maneuvered across individual levels of Quazatron, which can be navigated between via a system of lifts. Levels may include floors at different heights, ramps, information points, recharge points and patrolling robots. It is Klepto's aim to destroy all the other robots, whereupon the lighting on that level is deactivated. This can be done by damaging them with a ranged weapon, by ramming into them and/or causing them to fall from a height, or by a successful grapple attempt. Each robot has a two-character identifier which provides information about its parts and role. 'X' denotes a menial robot, 'U' for utility, 'R' for repair, 'B' for battle, 'L' for logic, 'S' for security and 'C' for command. The number is a ranking system, with lower numbers denoting better parts. '9' is a 'device', '8' or '7' for a drone, '6' or '5' for a robot, '4' or '3' for a droid, '2' or '1' for a cyborg. This ranking also determines the robot's security rating from Epsilon to Alpha. Security rating determines the level of access from information points. In addition are several special identifiers; 'OO Medic Droid', 'A1 Automaton', 'ST Programmer' and 'AB Andrewoid'. (The last two being plays on Steve Turner & Andrew Braybrook's names.) The grapple system in Quazatron: To grapple another robot, Klepto must make contact with it with the grapple activated. This initiates a sub-game in which both parties must light sections at the centre of a circuit board using a limit number of power supplies. Should Klepto win, the player may attempt to salvage parts from the destroyed enemy, with a more dominating victory providing less damaged equipment.

Rana Rama

Rana Rama

Amstrad CPC - Released - 1987

The purpose of apprentice courses is for young people to learn a trade gradually, without putting yourself or your employers at risk. Unfortunately, nobody explained this to Wizard’s apprentice Mervyn, before he tried to cast a spell to make him irresistible to females, as the spell misfired, and made him attractive only to female frogs. However, his dungeon was soon invaded, and Mervyn was not killed, as he appeared to be a humble frog. Viewed from above, the aim is to kill all 96 of the wizards who have invaded the dungeon, which is split into 8 levels, each made up of 16 screens and at least 50 rooms. To see what’s in a room he has to enter it, in a manner similar to the Switchblade games. The game’s rather esoteric title comes from the way you obtain spells to upgrade the four different types of power you have (power, offence, defence and effect). When you meet a warlock you enter a mini game in which the letters RANARAMA are in random order, and by swapping pairs of letters in sequence you must form the full word in as little time as possible. This system of having a sub-game for collecting upgrades is similar to the ‘grappling’ concept in Paradroid. This earns up to four of the Runes (Mysticism, Witchcraft, Magecraft and Runecraft), each of which can be used on one of the four types of power. The Magecraft offensive use is a fireball, defence for Runecraft makes you invisible to enemies, and the special effect for Witchcraft allows you to jump through space. Lose a life and you lose all these powers, and losing another life means it’s Game Over.

Rana Rama

Rana Rama

Sinclair ZX Spectrum - Released - 1987

Mervyn the sorcerer's apprentice is trapped in an evil dungeon after escaping from an invasion of warlocks. Life wouldn't be so bad if he hadn't inadvertently changed himself into a frog, whilst concocting a potion to improve his looks. Help Mervyn seek out the evil warlocks and destroy their mis-shapen guardian hordes. Blast their looming weapon generators and defeat the warlocks themselves in ritual magic combat... and if you have enough strength after all that - who knows, you might succeed in turning him back into a human Mervyn - el Wimpo or Rambo? Only if he gets the right potion!! The aim of the game is to start on the top level of the dungeon and defeat each warlock that you encounter. Each warlock is guarded by groups of evil creatures - You earn extra points for destroying these creatures, but they do not affect the main course of the game. Some of the rooms in the dungeon contain tomb-like weapon generators which create vicious weapons such as spinning knives. Destruction of the weapons earns you nothing but you can shoot the generators for extra points. Some rooms also have mysterious symbols embedded in the floor. The symbols are called Floor Glyphs and are of four different types. One type is used to weave magic spells, another may be fired to destroy some or all your enemies in the room. The other two types are used to reveal a plan of the current level of the dungeon or to transport you to a new level. When you defeat a warlock you should strive to capture the magic runes which he releases because you may then use them to conjure spells to make yourself stronger in attack and less vulnerable in defence. When you have cleared the top level of the dungeon you will be strong enough to proceed downwards to tackle the more aggressive warlocks and their guardian creatures which lurk below.

Rana Rana

Rana Rana

Atari ST - Released - 1988

The purpose of apprentice courses is for young people to learn a trade gradually, without putting yourself or your employers at risk. Unfortunately, nobody explained this to Wizard’s apprentice Mervyn, before he tried to cast a spell to make him irresistible to females, as the spell misfired, and made him attractive only to female frogs. However, his dungeon was soon invaded, and Mervyn was not killed, as he appeared to be a humble frog. Viewed from above, the aim is to kill all 96 of the wizards who have invaded the dungeon, which is split into 8 levels, each made up of 16 screens and at least 50 rooms. To see what’s in a room he has to enter it, in a manner similar to the Switchblade games. The game’s rather esoteric title comes from the way you obtain spells to upgrade the four different types of power you have (power, offence, defence and effect). When you meet a warlock you enter a mini game in which the letters RANARAMA are in random order, and by swapping pairs of letters in sequence you must form the full word in as little time as possible. This system of having a sub-game for collecting upgrades is similar to the ‘grappling’ concept in Paradroid. This earns up to four of the Runes (Mysticism, Witchcraft, Magecraft and Runecraft), each of which can be used on one of the four types of power. The Magecraft offensive use is a fireball, defence for Runecraft makes you invisible to enemies, and the special effect for Witchcraft allows you to jump through space. Lose a life and you lose all these powers, and losing another life means it’s Game Over.

Southern Belle

Southern Belle

Acorn Electron - Released - May 1, 1986

Southern Belle is a simulation game allowing you to drive a steam train from London Victoria Station to Brighton, shortly before this British line was electrified in early 1930s. The locomotive hauling the "Southern Belle" is one of the SR King Arthur (LSWR N15) class (4-6-0). The game has a demonstration mode and seven scenarios of increased difficulty with the highest level allowing you full control of the train, with all the gauges to watch, more problems that arise and a random timetable to follow. You start at a standstill in the station and must get your train moving. Different levels of speed must be maintained on the track to keep with the speed limits that are placed on the track and keep an eye on the signals that you will see on the way. The correct use of the whistle must be used and you have to make sure your water, steam and coal levels are correct to make sure you keep to the timetable. The game is viewed from a first person perspective with you in the cab of the train with all the levers and gauges in front of you. You are able to see into the distance in front of you and the sides, the objects are displayed as 3D wireframe models. As well as the main playing area you can also see your speed, water and coal level, any signals and the time.

Southern Belle

Southern Belle

Amstrad CPC - Released - 1985

Southern Belle is a train simulation video game published by Hewson Consultants in 1985. Southern Belle was unique at the time of release in that it was the first 3D steam train simulator available for home computers. The game allows the user to take over the fireman and/or driver duties on a King Arthur class passenger steam locomotive on the London to Brighton line. It was programmed by Mike Male, who teamed up with friend and railway buff Bob Hillyer.

Southern Belle

Southern Belle

Sinclair ZX Spectrum - Released - 1985

Southern Belle is a train simulation video game published by Hewson Consultants in 1985. Southern Belle was unique at the time of release in that it was the first 3D steam train simulator available for home computers. The game allows the user to take over the fireman and/or driver duties on a King Arthur class passenger steam locomotive on the London to Brighton line. It was programmed by Mike Male, who teamed up with friend and railway buff Bob Hillyer.

Southern Belle

Southern Belle

BBC Microcomputer System - Released - 1986

The ultimate aim is to travel from London to Brighton taking your place on the footplate of this King Arthur class 4-6-0 locomotive. A menu has seven options, including a demonstration run, various practise options and a problem run. A demonstration run automatically engages after a minute. This gives you an idea of the features and terrain that you are going to meet. When you have mastered the training, you can move on to more challenging schedules such as the record breaking run, set on July 26, 1903 at 48 minutes 41 seconds.

Spectral Panic

Spectral Panic

Sinclair ZX Spectrum - Released - 1983

Based on a well-known arcade game, this program has your little character running along several layers of walls, climbing ladders and generally being chased silly by vicious green meanies. In order to survive you will have to destroy all the aliens by digging pits and luring the unsuspecting nasties into them. Once the alien is in the pit, you must beat him about the head until he dies. WHAT A GAS Unfortunately, things are not all in your favour - you only have a limited amount of oxygen, so that excessive movement or taking too long will lead to your demise. Needless to say, if you are captured you will lose a life. Superb graphics, colour and sound all combine to make this an exciting game - it will have you sitting on the edge of your seat, but keep calm and don't panic!

Steel

Steel

Commodore Amiga - Released - 1989

The space ship Steel is so advanced that it is completely operated by robots. As usually in video games, these robots went havoc and have to be put out of business. This job falls to the player who goes on the ship to shut down the security system. He is disguised as robot, but this does not stop the other ones from attacking. So the player wanders around the maze-like ship, consisting of non-scrolling screens, with the ultimate goal to collect eight cartridges. The player can hold up to three at the same time and needs to bring them to the main control panel. The enemy robots can be blasted away with the laser weapon, but contact costs energy. Losing all energy results in death, but it can be refilled in special stations which are spread over the ship. Using them costs points from the high score. There are also some terminals which need to be cleared by solving a mini game. It basically consists of shooting a wall enough within a time limit without being hit by bullets.

Stormlord

Stormlord

Amstrad CPC - Released - 1989

Badh the queen has imposed a terrible vengeance on the land by kidnapping the fairies. To restore things their rightful way, you must rescue them. As you progress through the levels of platform-adventure action, you will come across fairies which are rescued by touching them. Enemies include Venus Fly Traps, localized acid rain showers and dragons, which can be avoided or shot in the bonus shoot 'em up sections. You will need help to reach some levels; this comes from Mael Dvin the Eagle. After each level there's a bonus game in which tears must be collected for points.

Stormlord

Stormlord

Sinclair ZX Spectrum - Released - 1989

Badh the queen has imposed a terrible vengeance on the land by kidnapping the fairies. To restore things their rightful way, you must rescue them. As you progress through the levels of platform-adventure action, you will come across fairies which are rescued by touching them. Enemies include Venus Fly Traps, localized acid rain showers and dragons, which can be avoided or shot in the bonus shoot 'em up sections. You will need help to reach some levels; this comes from Mael Dvin the Eagle. After each level there's a bonus game in which tears must be collected for points.

Stormlord

Stormlord

Commodore Amiga - Released - 1989

Badh the queen has imposed a terrible vengeance on the land by kidnapping the fairies. To restore things their rightful way, you must rescue them. As you progress through the levels of platform-adventure action, you will come across fairies which are rescued by touching them. Enemies include Venus Fly Traps, localized acid rain showers and dragons, which can be avoided or shot in the bonus shoot 'em up sections. You will need help to reach some levels; this comes from Mael Dvin the Eagle.

Stormlord

Stormlord

Atari ST - Released - 1989

Badh the queen has imposed a terrible vengeance on the land by kidnapping the fairies. To restore things their rightful way, you must rescue them. As you progress through the levels of platform-adventure action, you will come across fairies which are rescued by touching them. Enemies include Venus Fly Traps, localized acid rain showers and dragons, which can be avoided or shot in the bonus shoot 'em up sections. You will need help to reach some levels; this comes from Mael Dvin the Eagle. After each level there's a bonus game in which tears must be collected for points.

Technician Ted

Technician Ted

Amstrad CPC - Released - December 1, 1984

Ted is an enthusiastic worker at a computer chip factory, which takes the form of dozens of hazardous platform screens, most of which lead to more than 2 other rooms, through holes in the floor and ceiling as well as a lift. Each room is littered with moving sprites as well as lava pits and dangerous drops, all of which will drain the energy from Ted's single life. Ted has 21 tasks to complete in this 8 1/2 hour-day, but it is largely up to him to find out what they are, and which order to do them in. The full day includes trips to the canteen, photocopier, power generator and the boss' office - logic will give you clues as to when these are to be accomplished. He knows that solving one problem can change the nature of another, due to the program's advanced Event Processing. In each room, two flashing boxes must be hit, sometimes within a time limit, and Ted knows the location of the first few of these. On the technical side the game promises a full uninterrupted soundtrack and super-smooth animation.

Tower Toppler

Tower Toppler

Commodore 64 - Released - December 15, 1987

You play a small green guy who needs to blow up eight towers, because their presence is somehow poisoning the water of planets which could potentially be ideal colonies. Unfortunately you need to get to the top of these towers to blow them up. You make your way up to the top of the tower via walkways around the outside of the towers. You need to jump over, kick, and run from various enemies in your journey to the top. Most vertical movement is achieved by jumping onto moving ledges at the right moment. The game was considered revolutionary in its time for its graphic technique. As the main character walked around the outside of the tower, the character was fixed in the middle of the screen while the tower itself rotated. This gave it a pseudo-3D effect. Towers are linked together via a voyage through the sea in your trusty MK.7 submarine. This plays out as a side-scrolling collect-'em-up in which bonus points can be obtained.

Tower Toppler

Tower Toppler

Commodore Amiga - Released - 1988

You play a small green guy who needs to blow up eight towers, because their presence is somehow poisoning the water of planets which could potentially be ideal colonies. Unfortunately you need to get to the top of these towers to blow them up. You make your way up to the top of the tower via walkways around the outside of the towers. You need to jump over, kick, and run from various enemies in your journey to the top. Most vertical movement is achieved by jumping onto moving ledges at the right moment. The game was considered revolutionary in its time for its graphic technique. As the main character walked around the outside of the tower, the character was fixed in the middle of the screen while the tower itself rotated. This gave it a pseudo-3D effect. Towers are linked together via a voyage through the sea in your trusty MK.7 submarine. This plays out as a side-scrolling collect-'em-up in which bonus points can be obtained.

Tower Toppler

Tower Toppler

Atari ST - Released - 1987

You play a small green guy who needs to blow up eight towers because their presence is somehow poisoning the water of planets which could potentially be ideal colonies. Unfortunately, you need to get to the top of these towers to blow them up. You make your way up to the top of the tower via walkways around the outside of the towers. You need to jump over, kick, and run from various enemies in your journey to the top. Most vertical movement is achieved by jumping onto moving ledges at the right moment. The game was considered revolutionary in its time for its graphic technique. As the main character walked around the outside of the tower, the character was fixed in the middle of the screen while the tower itself rotated. This gave it a pseudo-3D effect. Towers are linked together via a voyage through the sea in your trusty MK.7 submarine. This plays out as a side-scrolling collect-'em-up in which bonus points can be obtained.

Uridium

Uridium

BBC Microcomputer System - Released - 1987

Uridium is a video game developed by Andrew Braybrook and ported to several home computers. It was converted for the BBC Microcomputer by AIM and published by Hewson. Gameplay: Your home solar system of 15 planets has been attacked by a horde of Super Dreadnoughts, from a race who wish to harvest your universe's minerals for their own use. You must pilot your craft through some of the hardest levels ever created, shoot down enemy spacecraft and ground weapons, and avoid the many indestructible hazards. When a sufficient number of enemies have been defeated, the player can then land on the Dreadnought and proceed to destroy the ship's reactor. The innovation is that you do not simply travel in a single direction, but instead move from left to right or right to left depending on where the current targets are, in a manner more similar to Defender than most shoot 'em ups.

Uridium

Uridium

Commodore 64 - Released - January 1, 1986

The solar system is under attack! Enemy Super-Dreadnoughts have been placed in orbit around each of the fifteen planets in this galactic sector. They are draining mineral resources from the planetary cores for use in their interstellar power units. Each Super-Dreadnought seeks out a different metal for its metal converter. Your Manta class Space Fighter will be transported to each planet in turn and it is your task to destroy each Dreadnought. First you must attack the defensive screen of enemy fighters, then you must neutralise the majority of surface defences before you land on the Super-Dreadnought's master runway. Once on board you must pull as many fuel rods as possible from the metal converters before you take off for a final strafing run as the Dreadnought vaporises into the ether.

Uridium

Uridium

Atari 800 - Released - 1987

Your home solar system of 15 planets has been attacked by a horde of Super Dreadnoughts, from a race who wish to harvest your universe's minerals for their own use. You must pilot your craft through some of the hardest levels ever created, shoot down enemy space craft and ground weapons, and avoid the many indestructible hazards. When a sufficient number of enemies have been defeated the player can then land on the Dreadnought and proceed to destroy the ship's reactor. The innovation is that you do not simply travel in a single direction, but instead move from left to right or right to left depending on where the current targets are, in a manner more similar to Defender than most shoot 'em ups.

Uridium Plus

Uridium Plus

Commodore 64 - Released - 1986

Uridium Plus & Paradroid: Competition Edition is a double games pack containing the following games: Uridium Plus Paradroid: Competition Edition Both games were only released for compilation use and basically just add ons to the originals Uridium and Paradroid with new levels. The only small difference for both games is that you can land anytime in Uridium Plus instead of being told to and Paradroid: Competition Edition is faster.

Uridium Plus

Uridium Plus

Sinclair ZX Spectrum - Released - 1987

The ZX Spectrum version of Uridium Plus was released part of several compilations, the first one was Hewson's "Four Smash Hits". The main difference between this and the original Uridium is the different level layouts.

Zynaps

Zynaps

Amstrad CPC - Released - 1987

This horizontally-scrolling shoot 'em up features 16 levels and 450 screens of Nemesis-inspired action. You pilot a spacecraft through the levels, shooting as many of the encroaching meanies and mounted turrets as possible. Power-up tokens are offered for shooting some, which can be used to obtain better weapons including ground-attack lasers, speed ups and multiple bullets. Extra lives are on offer as well, which you'll certainly need, especially as you have to go back a long way when losing a life.

Zynaps

Zynaps

Atari ST - Released - 1988

This horizontally-scrolling shoot 'em up features 16 levels and 450 screens of Nemesis-inspired action. You pilot a spacecraft through the levels, shooting as many of the encroaching meanies and mounted turrets as possible. Power-up tokens are offered for shooting some, which can be used to obtain better weapons including ground-attack lasers, speed ups and multiple bullets. Extra lives are on offer as well, which you'll certainly need, especially as you have to go back a long way when losing a life.

Zynaps

Zynaps

Commodore 64 - Released - July 1, 1987

In Zynaps you play a spacecraft scrolling across a landscape jammed with alien crafts who swoop and dart at you at every opportunity. You're in control of the spacecraft, which resembles something you'd find in a cornflakes box, but packs a pretty mean punch as you make your way through the waves of oncoming aliens.

Zynaps

Zynaps

Commodore Amiga - Released - 1988

This horizontally-scrolling shoot 'em up features 16 levels and 450 screens of Nemesis-inspired action. You pilot a spacecraft through the levels, shooting as many of the encroaching meanies and mounted turrets as possible. Power-up tokens are offered for shooting some, which can be used to obtain better weapons including ground-attack lasers, speed ups and multiple bullets. Extra lives are on offer as well, which you'll certainly need, especially as you have to go back a long way when losing a life.

Zynaps

Zynaps

Sinclair ZX Spectrum - Released - 1987

This horizontally-scrolling shoot 'em up features 16 levels and 450 screens of Nemesis-inspired action. You pilot a spacecraft through the levels, shooting as many of the encroaching meanies and mounted turrets as possible. Power-up tokens are offered for shooting some, which can be used to obtain better weapons including ground-attack lasers, speed ups and multiple bullets. Extra lives are on offer as well, which you'll certainly need, especially as you have to go back a long way when losing a life.

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