Artworx Software Company

Beach Blanket Volleyball

Beach Blanket Volleyball

Commodore 64 - Released - 1985

Serving the Ball : In order to serve the ball, you must first select the angle of your serve. When you move the joystick right or left, the direction indicator at the bottom of the screen will move in response. When you have selected the direction you would like the ball to go (straight, left, or right), press the joystick button and the server will throw the ball in the air. To hit the ball, press the joystick button a second time when the ball starts its downward motion. The higher the ball is In the air when the server hits it, the farther it will go. Do not wait too long, or the ball will drop to the ground and you' will lose the serve! Returning Hits : To return the ball, move the direction indicator, as you did during the service, to pick the direction of your hit. At the bottom of the screen you will see a bar indicator which controls the power of ,-your hit. To the left is the tetter "S" for soft, and to the right is the letter "H" for hard. The indicator is always set to the lowest power after each hit. To increase the power, press the joystick button and the bar will lengthen. The longer the bar, the harder the ball will be hit. You do not have to worry about moving the players or hitting the ball, that is done automatically by the computer. However, you control how high you hit the ball. If you move the stick forward when the player hits the ball, it will cause the ball to go very high. All spikes must be setup using a high hit. If you move the stick back towards you, it will give the ball its lowest arc. This will also give the ball more speed. If you do not move the stick at all, the ball will have a normal arc. Spiking the Ball : Only the net man can spike. To spike the ball, a player must set it up for the net man with a high shot very close to the net. You control the strength and angle of the hit as you would any other shot. You do not need to worry about the height of your spike, all spikes go down with no arc. Returning a Spike : Returning a spike is very easy. All you need do is pick the angle of the return. The strength of the return is always the same, and all spikes are returned with a high shot. The return is always hit to one of your own teammates, as you cannot return a spike directly over the net. When returning from a spiked ball, you need to hit the ball at least twice before you can spike the ball back. Catching Your Opponent Out Of Position : You will notice that on long rallies the players will sometimes get out of position. While the ball is in the air, players will return to their original position. However, if the ball is hit before a player is in position, that player will stop where he is. You can use this to your advantage by making your opponent move long distances to return your hits. This can cause areas to become unprotected, and allows you to hit that winning spike! Ending the Game : The winner is the first team to score 15 points with at least a two point lead. If 15 points are reached without a two point lead, the winner is the first team to obtain a two point lead. You may reset the game at any time using the (RESTORE) key. When you reset a game you will be sent back to the game selection screen. Released as part of "Commodore Pro-Pak" game pack.

Beta Fighter: The Ultimate Spacegunner Challenge

Beta Fighter: The Ultimate Spacegunner Challenge

Atari 800 - Released - 1982

Beta Fighter is an action game for one or two players. Set on a spectacular Martian backdrop, your mission is to destroy the dastardly Kreloids as they pass overhead. The player controls a small spaceship that can move horizontally at the bottom of the screen and fire upwards. Alien vessels approach from the left, and fire towards the player. If the player is hit, they are transported to the left side of the screen. The player receives 25 points for each enemy vessel destroyed, and they can take a total of 10 hits from enemies before game over.

Bridge 3.0

Bridge 3.0

Commodore 64 - Released - 1982

Further attempts to make a perfect game of computer Bridge. Features new to this version include the Blackwood convention and the ability to enter and play specific hands as well as computer generated hands. You can both bid for the contract and play out the hand. Interesting hands can be replayed while you and your computer partner play against 2 computer opponents.

Bridge 4.0

Bridge 4.0

Commodore 64 - Released - 1983

Arthur was absolutely certain that he could create the best, fastest version of computer Bridge on the C64. This version is a year's worth of work to optimize code and speed the game up.

Bridge 5.0

Bridge 5.0

Commodore 64 - Released - 1987

Bridge 5.0 is the fifth in a series of 1-player card game simulators. Gameplay follows standard bridge rules, and cards are graphically displayed on the screen as they are played. Bidding is based on the five-card Stayman and Blackman conventions. The program reviews the bidding, keeps track of the score, and informs the player of any illegal moves. The player can choose from a number of different hands to start, and can also choose to play as their computer partner or have them automated. The player can store interesting hands to disk, and change hands from one player to another.

Bridge 5.0

Commodore Amiga - Released - 1988

Bridge 5.0 is the fifth in a series of 1-player card game simulators. Gameplay follows standard bridge rules, and cards are graphically displayed on the screen as they are played. Bidding is based on the five-card Stayman and Blackman conventions. The program reviews the bidding, keeps track of the score, and informs the player of any illegal moves. The player can choose from a number of different hands to start, and can also choose to play as their computer partner or have them automated. The player can store interesting hands to disk, and change hands from one player to another.

Bridge 6.0

Commodore Amiga - Released - 1990

Bridge 6.0 is the longest continuously published bridge game series and second for the Amiga platform. The game lets you save the game in progress, can give you hints and can play the entire hand automatically for you.

Bridge 6.0: Your Bid For Entertainment

Bridge 6.0: Your Bid For Entertainment

Apple IIGS - September 17, 1989

Bridge 6.0 is a computer version of the card game Bridge. The game takes advantage of the advanced graphics and sound capabilities of the Apple IIgs. This specific Bridge series was the longest continuously published bridge games for computers. It was originally coded in 1977 on one of the first "micro-computers" as a diversion from more important work at a large company in Rochester, NY. It was first released to the public as Bridge 2.0 in 1978 and when Artworx was started, it was updated to Bridge 3.0. At various times, it was available for the Apple II, TRS-80, Atari (8-bit and ST), North Star, CP/M, Commodore Pet, VIC 20, Commodore 64, Amiga, Macintosh and PC. Bridge 2.0 and 3.0 had to fit in just 8K of RAM to run on those early computers.

Centerfold Squares

Centerfold Squares

Commodore Amiga - Released - 1988

An adult puzzle game. Players compete against the computer with the goal of occupying the squares covering a digitized picture of a centerfold. When you acquire a square, it disappears, revealing more of the picture. Includes a large variety of pictures, with numerous difficulty levels.

Cycle Knight

Cycle Knight

Commodore 64 - Released - 1986

Hang on for dear life as you ride one of the most advanced motorcycles ever built. Armed with a number of advanced weapons systems, the cycle can jump and fire on enemies. The player must travel through a number of different lands to try rescue their Queen and a number of kidnapped villagers. Player from an isometric perspective, the game features 5 skill levels and allows for 1-4 player games.

Daily Double Horse Racing

Daily Double Horse Racing

Commodore 64 - Released - 1988

Daily Double Horse Racing is a gambling game for 1-4 players, where each player bets virtual money on horses, both for simple win/place/show for bets on one horse, and for two-horse bets - exacta/parlay/quinella/daily double. Players enter their bets at a bookmakers desk, with some information based from the racing tables and the manual, and when all players are done you watch the races from the side of the course. Each player starts off with an equal amount of $100-$500 chosen at the start. It's possible to gamble in up to ten races every 'day' with six horses and twelve jockeys in each race, taken from a selection of 180 horses, all described in detail in a racing newspaper that comes with the game. The horse performances/statistics are not updated after each race, only the printed paper is used to calculate odds for the coming races. The track length and which horses participates in each race is randomly selected, while the track condition is player selectable from dry/muddy/turf.

Galaxy (Anirog Software)

Galaxy (Anirog Software)

Commodore 64 - Released - 1983

Galaxy is a Galaga variant that builds on the ideas explored in the Commodore PET game Galaga, an earlier unlicensed take on the coin-up game by Henrik Wening. Players move a space ship left and right to fire at a group of alien ships near the top of the screen. They fire bullets and come swooping down like a kamikaze. Based on the colour they have different behaviour and some of them require multiple hits. To finish the stage all aliens have to be defeated. The wave is repeated in every stage, but enemies gradually become faster. Just like in the regular Galaga, the largest enemies can move down and fire a fixed beam that makes the area smaller to move. After a number of stages a Challenge Stage can be accessed with a new pattern. The player receives a bonus there based on the number of kills. You start with three lives. A bonus ship is awarded at 20,000 points and then at every 70,000 points.

GrailQuest: Adventure in the Age of King Arthur

GrailQuest: Adventure in the Age of King Arthur

Apple Mac OS - Released - 1989

A game in the world of the legendary King Arthur, but adding a few more features than your "run of the mill" adventure. This game also includes adult "situations" that add to the classic motif. During the actual quest for the search of the grail, there are sub-quests to master as well. A very detailed graphic adventure game that has a very high end interactive fiction storyline. This game uses a "point and shoot" interface that uses your mouse.

Hodge Podge

Commodore 64 - Released - 1984

Hodge Podge is an educational - vocabulary/language game created by Leonard Bertoni & Rich Scocchera and released in 1984. Obviously intended for very young children, simply press any letter or number on the keyboard for the corresponding animation/picture.

Kaleidokubes

Kaleidokubes

Apple IIGS - 1989

Kaleidokubes is a simple mouse driven puzzle game where you can beat the clock or play against the computer. Each of the four sides of the 'kube' is given a random colour.

Magic Madness

Magic Madness

Commodore 64 - Released - 1987

You control a witch who has the job of recovering four magic scrolls that were stolen from Neverland by Colo, the evil sorcerer, and his henchmen. You have four items to protect yourself - a Cape, a Cross, a Wand, and an Hour Glass - each one performing a different function and helping the witch to defeat the creatures that inhabit Colo's domain. Each burrow is split into four different levels: Heaven, Forest, Caverns, and Ice, and each section is represented on screen as horizontally scrolling levels. Chests are encountered along the way, and they provide bonus points, extra time, magic weapons, and a balloon that takes the witch to the previous section. Somewhere within the burrow, the witch must find the guardian, Ant Eater, so that she can recover one of the scrolls and proceed to the next burrow.

Monkeymath

Monkeymath

Commodore 64 - Released - 1983

Learning math can be as fun as a barrel of monkeys! Monkeymath is an educational math game for multiple systems. The player controls a monkey who works on an assembly line. They must punch the correct number fro 0 - 9 as it rapidly scrolls past to answer mathematical questions shown below. Allows for addition, subtraction, multiplication, division, and counting questions of multiple difficulties. The monkey has a limited shift to work, and tries to maximize his score. Half way through the shift the monkey eats a banana for his lunch break

Police Cadet

Police Cadet

Commodore 64 - Released - 1986

The adrenaline pumps through your veins as, all alone, you must shoot it out in the dark downtown subway station in the notoriously tough hoodlum district of the Bronx. The odds are stacked against you, as all you have is your trusty six-shot colt 45 to protect your life and the lives of others. What chance do you have to survive? Contains 3 sub games: Shoot Out Night Shift Shoplifter

Space Pilot

Space Pilot

Commodore 64 - Released - 1983

Space-Pilot is a multi-directionally scrolling shooter by Kingsoft from 1984. The player steers a figher jet, which has obviously been equipped with a time machine, through 5 time zones, in which he has to defend himself against hostile flying armed forces fitting the corresponding epoch. If 56 hostile machines have been destroyed, a mother ship appears which can be shot with 5 shots, whereupon the time jump to the next era follows. Bonus points can be gained by collecting sky divers and destroying enemies in formation flight. After finishing the fifth and last time zone successfully, the game starts anew. Time zone 1 - 1919: The age of the double deckers. These are slower than the own jet but they defend themselves with bombs. To finish this epoch of WWI you need to shoot a zeppelin. Time zone 2 - 1940: "Spitfires" and "Heinkels" are now the enemies. These fly faster and have a stronger firepower. A bomber can also appear, which needs to be hit 3x to get a bonus of 1.500 points. At the end of this level a "Junker" appears. Time zone 3 - 1970: Here you meet combat helicopters that reach the speed of your own jet and shoot missiles. At the end of the level you need to shoot a Chinook transport helicopter, although the manual talks about a "Gunship" combat helicopter. Time zone 4 - 1984: The age of the fighting jets. They are very fast and agile and have a deadly armoury. This epoch is finished by shooting an oversized prototype. Time zone 5 - 2001: The attack of the flying saucers. In a meteorite field you need to make your way against the attackers and then destroy the mother ship.

Steve Davis World Snooker

Steve Davis World Snooker

Commodore Amiga - Released - 1989

Steve Davis World Snooker is an updated 16-bit version of CDS' earlier 8-bit Steve Davis game. It offers not only snooker (with ten or fifteen red balls), but also other cue sports: Pool (UK and USA versions) and Billiards (English and Carom - no pockets). These can all be single player, two player or human versus computer (In the guise of Steve Davis). The program has six different levels of playing skill. The view is fixed overhead, however you can zoom in on the table. Slow motion replays are included. The game also has a practice mode, in which lines indicate what the results of a shot will be, and balls can be moved around to set up trick shots.

Strip Poker: A Sizzling Game of Chance

Strip Poker: A Sizzling Game of Chance

Apple IIGS - Released - September 18, 1987

"Welcome to Strip Poker!" The girls shout when it finishes loading and you're brought before the main menu. Why this game is recognised as a sequel is beyond me because apart from updated graphics and sound it's the same game as the 1982 8-bit Apple II version. Even down to the simple credits: by Roger Harnish. Even both the girls are the same: Suzi and Melissa. Unlike the 1982 original the girls have been scanned and not drawn. This is going to sound a trite too critical, but neither Suzi nor Melissa aren't what you'd call classic beauties. Sure, maybe they have nice personalities that make 'em beautiful, but you aren't going to be engaged in any deep philosophical conversations while you're playing cards in this game to find out.

Strip Poker: A Sizzling Game of Chance

Strip Poker: A Sizzling Game of Chance

Atari 800 - Released - 1983

You are a male player, who wants to undress your woman opponent playing cards. In 5-card poker, you bet own money for a round and if you are lucky, then collect winnings and watch your opponent undress. Your opponent removes clothing every time she loses one hundred dollars. You must make her strip five times to win.

Strip Poker: Marlena & Candi

Apple II - Released - 1982

You are a male player, who wants to undress your woman opponent playing cards. In 5-card poker, you bet own money for a round and if you are lucky, then collect winnings and watch your opponent undress. Your opponent removes clothing every time she loses one hundred dollars. You must make her strip five times to win. The master disk contains two opponents, Suzi and Melissa, but you may acquire Data disks to add other opponents like Melissa and Suzi, etc.

Strip Poker: Melissa & Suzi

Apple II - September 11, 1982

You are a male player, who wants to undress your woman opponent playing cards. In 5-card poker, you bet own money for a round and if you are lucky, then collect winnings and watch your opponent undress. Your opponent removes clothing every time she loses one hundred dollars. You must make her strip five times to win. The master disk contains two opponents, Suzi and Melissa, but you may acquire Data disks to add other opponents like Marlena, Candi, etc.

Tank Attack

Tank Attack

Commodore 64 - Released - 1988

Tank Attack requires you to use a board game playing with the computer. It is a fold out map which features a hex map presented in war-gaming style. It is split into four countries with a variety of terrains. There are four armored divisions comprising of four armored cars and eight tanks. Your aim is to destroy the bases of the other players countries by getting into range and blowing up the HQ. The computer acts as a moderator deciding the outcomes of fire-fights and keeping track of the status of each force. At the start of a turn the computer rolls a dice to determine how many movement units a player can use. The player can decide where to attack and where to move. The winner is the one with his bases still intact and the other players' destroyed.

Thai Boxing

Thai Boxing

Atari ST - Released - 1987

Thai Boxing is a one-on-one fighting game shown from an isometric perspective (viewed from the side on the Amiga, Atari ST and C16 versions). Different joystick combinations let your fighter perform high, middle or low attacking moves as well as dodge or block his opponent's attacks. Fighters receive scores for successful attacks. The more difficult or effective the attack, the higher the score. Unless one fighter is knocked out, the fighter who has the highest score at the end of three rounds wins. Although the game is shown from an isometric perspective, it is not possible to move in three dimensions.

The Cranston Manor Adventure

The Cranston Manor Adventure

Atari 800 - Released - 1981

The Cranston Manor Adventure is a text adventure game that takes place in a deserted mansion. The mansion is full of treasure but also many strange and dangerous creatures. The objective of the game is simply to find the mansion and get all the treasure (sixteen in total) out of the house which will lead to a perfect score being given. The player explores the house with the use of an android which is controlled by typing in two word commands made up of verbs and nouns such as "go north" and "get crowbar".

Vaults of Zurich

Apple II - Released - September 13, 1983

In The Vaults of Zurich the player takes control of a master thief who attempts a very daring heist. As the title implies it all takes place in the subterranean vault system of a Swiss bank and the goal of the game is to reach the chairman's chamber on the ninth level and steal the bank's most valuable possession: the OPEC oil deeds. The player has two hours of real time to accomplish this and return to the bank lobby. The game consists of nine levels that are connected with stairs. Each level is five sectors wide and five sectors long and each sector can be either a corridor or a vault room. As the player descends the value of the vaults increase but so does the strength of the guards that patrol the corridors. The game is mostly played by entering keyboard commands (on some versions it's possible to move around with the joystick). Each vault room contains a certain amount of blue ship stock and a number of people. They can also contain tools and a television camera. To gain control of the wealth of a vault the player has to either fight, bribe or explode the people of the vault. Fighting is automatic once initiated and goes on until the player or the opposition has won. If the player wins he gets all the content of the vault. When bribing is successfully used the most valuable occupant of the vault joins the player and the player gets the vault contents in exchange for the bribe. If not successful combat will start with the player's change of winning being lower than normal.

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