Romik Software

3D Monster Chase

3D Monster Chase

Sinclair ZX Spectrum - Released - 1984

You are trapped within the three floors of a subterranean maze. Your task is to search for the missing keys whilst avoiding the monsters guarding them. Each time that you find a key and return to your starting point, a bomb is active, you have a limited time in which to defuse it. There are 5 skill levels, level 5 being the hardest. There are seven keys to be found. Key one has to be found first, then returned to your starting place. Immediately that is done the bomb starts ticking. If you do not find the bomb in time then you will lose a life, if you find the bomb in time, you will then have to return to your starting place. Now you have to find key one and then key two before returning to your starting place. Then again you have to find the bomb. Now you have to find key one, then two, then three. etc., etc., etc. At the top of the screen you will see a radar screen which shows your position (solid white dot) and the monsters position (flashing white dot), use this to help avoid the monsters. You start the game with a limited number of grenades, which if used at the correct range will destroy a monster (the number of grenades you have are shown on the top left of the screen). There are three floors to the maze, you always start of Zeta floor. The keys and the bomb can be on any floor. When you are wandering around the maze you may occasionally see a key with a higher number on than the one you are looking for. You can only pick up the keys in numerical order. The floors to the maze each have names:- Zeta, Alpha & Delta. To change floors you will have to find the lifts. A Red coloured lift will take you down. A Blue coloured lift will take you up. When you find a lift, you will see the blue or red colour at the bottom of the picture. If you do not wish to use the lift, just turn away. If you wish to use the lift, move forward. The lift is then automatic.

3-D Monster Chase

3-D Monster Chase

Amstrad CPC - Released - December 25, 1985

3-D Monster Chase is 1st person perspective maze game where the aim is to collect seven keys as well as defuse bombs while avoiding monsters. The maze is made up of three floors which can be moved between by lifts and each key must be found in order. Once you find key one you then have to take it back to your starting position which then places a bomb in the maze. The bomb needs to be defused in a period of time before it explodes or you lose one of three lives. Once the bomb has been defused then you must find key one again before you can find key two and this is the sequence the keys must be collected for all seven keys. As you search the maze, monsters start to appear and a monster keeps appearing after a period of time. If you are caught by a monster then a life is lost but you are armed with a limited amount of grenades to throw. There are five skill levels (1-5) with one being the easiest.

Aliard's Tome

Aliard's Tome

Commodore 64 - Released - 1984

Years ago, a quest attempted by yourself, Malhek, in the Demon Dungeons of Cail had gone wrong and as you prepared to die you were rescued. The wizard Aliard had entered the Dungeons with his Tome of Magic Spells and managed to find you and take you back outside to safety. Problem is the Tome was dropped and lost and now years later with Aliard getting old and feeble, the Tome is needed to cast the Spell of Rebirth to save Aliard's life. As a thank you for your rescue you have vowed to enter the Dungeons once more to retrieve the book but the monsters and creatures are stronger and where there were once lanterns lighting the way, they have all gone out leaving the place in darkness. Aliard's Tome is a text adventure where the screen has text describing each location you visit and you type in commands with the keyboard to interact with your surroundings. As the Dungeon is in darkness, you get a brief glimpse of each room and any objects there are before the text disappears, but finding matches allows you to get another glimpse at each room when lit. You also have health to keep an eye on and as you explore it slowly decreases, but items can be found to increase it. You can carry multiple items, but carrying over 40lbs decreases your health quicker.

Alien Break In

Alien Break In

Amstrad CPC - Released - 1985

An early hybrid of Galaxian and Space Invaders. Motherships appear in the sky releasing alien invaders that swarm around dropping slow-moving bombs. Pods are also dropped, and if they land, they form into crab-like mutants that crawl along the ground towards you. Luckily, you are able to create holes in the ground to trap and kill these mutants. Well that's the good news, because you can only dig these holes five times in total – so only good shots need to apply here! This game has no progression as such; no levels or stages, just a single screen of endless minions. It's easy at first, but once many pods begin to drop, you end up in trouble.

Alien Break In

Alien Break In

BBC Microcomputer System - Released - 1983

A shoot-em-up, with a touch of Space Invaders, a dab of Galaga and just a pinch of Galaxians. Shoot down the various aliens and dig holes to not to get attacked by certain aliens on the ground.

Animal Magic

Animal Magic

Commodore 64 - Released - 1984

While babysitting in the garden of a nursery, an Eagle has swooped down and taken the baby and it is now up to you to find and return the baby back to the nursery. You will have to explore various locations like deserts, mountains and forests, and you will also encounter various creatures and animals that are dangerous and will think of nothing about killing you. You have to try to get the animals to help you in your quest or get rid of them by any means. Animal Magic is a text adventure with some elements of graphics where the screen has text describing each location you visit with pictures appearing over the text. You type in commands with the keyboard to interact with your surroundings.

Anter-Planter

Anter-Planter

Commodore 64 - Released - 1984

You are Pete and there you are happily watering your plants in your vegetable garden when your garden is invaded by a plague of ants, hellbent on eating everything your garden grows over various levels. Armed with a high-pressure hose fed from a back-pack your only hope is to drown the ants and seeing as it is also a hot day you have to keep the plants watered as well before they die. Anter-Planter is a single screen game where you must move around the garden with three plots, hitting as many ants as you can with your hose as a timer counts down. As the plants get smaller you must also hit them with water to make them grow big again and if they get too small then they disappear. Your back-pack can only hold so much water and when it is empty then you must go into the greenhouse to fill it. Once the timer reaches zero, you must have at least one plant in each plot to move to a bonus game, if you don't then it is game over. The bonus game is also single screen and this time you are in the ant-hill, and you must kill as many ants moving around a maze, before another timer counts down. Once the bonus game has been played, then you move to the next level with faster ants appearing. There are three speeds to choose from and they are slow, medium and fast.

Astroplaner

Astroplaner

Sinclair ZX Spectrum - Released - 1984

Zardon's interstellar armada has been detected approaching Earth. You need to maintain the industrial capacity by transporting mutants to the factory site before Zardon's mutant convertor kidnaps them to complete the mutation. Your mission is to transport mutants to the factory in your operating area, protecting them from the Zardon invaders. Your combat patrols are vital, defending the Earth's industrial base, ready for the day when we can finally eject these ruthless enemies from the solar System.

Atom Smasher

Atom Smasher

Commodore VIC-20 - Released - 1983

Atom Smasher is a single screen shoot 'em up with multi directional movement that takes place in a nuclear reactor during a meltdown. In the middle of the screen are some neutrons and a single proton which one electron moves around. To delay the meltdown the player has to shoot the proton but avoid the electron since that will speed up the meltdown for a short time. For each proton that is shot, an extra electron is released. As the game goes on molten debris will start building up from the sides of the screen and if it reaches the nucleus the game ends. It is possible to destroy debris by firing at it. In the Amstrad version it is also possible to ram through it. When colliding with an electron one life is lost.

Atom Smasher

Atom Smasher

Amstrad CPC - Released - 1984

Atom Smasher is a single screen shoot 'em up with multi directional movement that takes place in a nuclear reactor during a meltdown. In the middle of the screen are some neutrons and a single proton which one electron moves around. To delay the meltdown the player has to shoot the proton but avoid the electron since that will speed up the meltdown for a short time. For each proton that is shot, an extra electron is released. As the game goes on molten debris will start building up from the sides of the screen and if it reaches the nucleus the game ends. It is possible to destroy debris by firing at. In the Amstrad version it is also possible to ram through it. When colliding with an electron one life is lost.

Atom Smasher

Atom Smasher

BBC Microcomputer System - Released - 1983

The object of Atom Smasher is to stop the meltdown of a nuclear reactor. You control a laser, your job being to shoot a proton, thus cooling the reactor down. But there are problems in the shape of electrons that collide with you, depriving you of one of your three lives.

Beatcha

Beatcha

Enterprise - Released - 1985

Beatcha is a computer game published by Romik Software for the Enterprise.

Birds of Prey

Birds of Prey

Acorn Electron - Released - February 16, 1984

A Space Invaders variant in which you are attacked by Swoopers, Kamakazee Birds and Death Bombs. The birds start off in formation, with Swoopers peeling off and attacking, bombing you as they circle. Kamakazee Birds also peel off and home in on you. If they miss they then re-appear at the screen top. You are also attacked by Death Bombs which you must shoot before they reach the bottom, otherwise you lose a life. You start with three lives and gain a bonus one every fourth time that you clear a screen.

Birds of Prey

Birds of Prey

BBC Microcomputer System - Released - 1983

A Space Invaders variant in which you are attacked by Swoopers, Kamakazee Birds and Death Bombs. The birds start off in formation, with Swoopers peeling off and attacking, bombing you as they circle. Kamakazee Birds also peel off and home in on you. If they miss they then re-appear at the screen top. You are also attacked by Death Bombs which you must shoot before they reach the bottom, otherwise you lose a life. You start with three lives and gain a bonus one every fourth time that you clear a screen.

Blaze

Blaze

Commodore 64 - Released - 1984

The ultimate test for any Space-Cadet of the Fleet is to fly through the Blaze Zone in the Andromeda System. The zone is packed full of defences and aliens that need shooting to hopefully emerge on the other side. The game is a shooter where you move a spacecraft on the bottom of the single screen left or right, and the aim is to shoot the various items and aliens that appear on the screen. You have to shoot everything on the screen to move to the next one. If you touch anything then you lose one of five lives.

Blaze

Blaze

Commodore Plus 4 - Released - 1985

The ultimate test for any Space-Cadet of the Fleet is to fly through the Blaze Zone in the Andromeda System. The zone is packed full of defences and aliens that need shooting to hopefully emerge on the other side. The game is a shooter where you move a spacecraft on the bottom of the single screen left or right, and the aim is to shoot the various items and aliens that appear on the screen. You have to shoot everything on the screen to move to the next one. If you touch anything then you lose one of five lives. The game's tape has versions for both the C64 and C16/Plus4 on it

Blockbuster

Blockbuster

Commodore VIC-20 - Released - January 1, 1984

Often compared to Pengo, Blockbuster (Block Buster in Europe) has you exploring an alien ice planet in your multi-terrain vehicle. You fall into a labyrinth of ice rocks. When these rocks melt ice monsters are freed which you must crush by pushing rocks into them. Search out diamond ore, it's your only source of fuel!

Caterpillar

Caterpillar

Commodore VIC-20 - Released - 1983

Caterpillar (not to be confused with Caterpilla from Ocean Software) is a single player Centipede clone. It was developed by and published by Romik Software in 1983.

Colour Clash

Colour Clash

Sinclair ZX Spectrum - Released - 1983

Colour Clash is based on Amidar, and named after the Spectrum ‘feature’ whereby moving colours don’t correctly fit the objects as they move. Through four stages (two competitive ones, alternated with bonus stages) the player must fight off an invasion of alien paint pots, and you only have a pot and a few grenades to fight back. The player is presented with a network of interconnected lines, and must move over every line. When a rectangle has been completely enclosed, it will change colour. During this phase you must avoid contact with the many alien pots, but have a limited number of grenades to clear the screen of them. Once the screen is completely filled, you have a limited amount of time to hit them for bonus points. Level 3 is similar to this, except that any outstanding lines to fill a box must be completed in sequence; leaving the square will blank the lines out. Level 2 is a one-press bonus game - a properly-timed press will guide an arrow down a network of lines into the specified point, for a points boost. Level 4 is a Light Cycles game – block the lines (which represent attacking pots) by using your trail to shut the space on the screen, leaving them with nowhere to move. After level 4 is completed, the game cycles through the four levels again, with increased difficulty.

Dicky's Diamonds

Dicky's Diamonds

Commodore 64 - Released - 1983

Dicky the Owl has had all his diamonds stolen by Stephen the Spider and he has hidden them. Stephen loves to look at diamonds so after building a web, he hangs one from the centre to admire it. This has given Dicky the opportunity to take them back by destroying every one of Stephen's webs that he builds and hangs a diamond on. To destroy a web, Dicky has to walk over every strand and turn it from white to black, but has to leave the centre strand till last to collect the diamond. If the web is destroyed and the centre strand was turned to black before the other strands then the diamond is lost. Collect the diamond and it is onto the next harder web to retrieve another one. The web is shown from the side with the whole web on the screen and as Dicky moves about, Stephen also moves about his web and any black strands found, he turns them back to white. If Dicky sits still for too long then Stephen thinks he is trapped and moves quickly towards him. When Dicky's path is a black strand then he has the ability to fly over it and the option for the number of flights can be limited or unlimited and chosen from a menu before the game starts. If limited is chosen then the number of flights for each web decreases as the levels increase. If Dicky is touched by Stephen or the web is destroyed without collecting the diamond then he loses one of three lives and the web has to be completed again if a life is lost. Before the game starts there are a number of options that can be changed and these include the before mentioned limited or unlimited flights, starting level (1-7), game speed (0-9), and if a 2nd spider called Cecil appears after level 7. The joystick or keyboard is used to control Dicky and the high scores can be saved.

Dragons Gold

Dragons Gold

Amstrad CPC - Released - 1985

Having heard tales of tremendous riches hidden in an old castle and guarded by a wicked dragon, you set off towards the castle armed with only a simple magic missile spell and carry an empty chest. You enter the front door and find yourself in a dusty room, dropping the chest you search the rest of the castle for the treasure. You must run through the six rooms, pick up some of the gold in the last room and return to the first room where you must place the gold in the chest. This scores 1000 points. You also score points for killing the various monsters. Good Luck!

Fool's Gold

Fool's Gold

Commodore 64 - Released - 1983

Fool's Gold is a text adventure. The game starts with the player lost and alone in the desert. Quite by chance they stumble stumble on an old mine shaft which is just waiting to be explored. This game boasts over one hundred and fifty rooms to explore, treasure to be found, and wild beasts to avoid and/or battle against. There are 150 points to be scored in this game, points are scored by taking objects back to the mine entrance.

Galactic Trooper

Galactic Trooper

Sinclair ZX Spectrum - Released - 1984

Galactic Trooper is a variant of the arcade game Astro Invader which is a shoot 'em up similar to Space Invaders. The player controls his gun along the bottom of the screen and has to shoot the aliens above him. The main difference from Space Invaders is that the aliens one at a time enter columns where they stay until the columns are full of aliens. Then they start descending towards the player before exploding when hitting the ground. In addition to these regular aliens there are landing crafts that appear at times and the main objective (except for getting the high score) of the game is to stop them from landing on the surface. If the player fails with this he will lose a life. The game can be played in three different skill levels.

Holy Horrors

Holy Horrors

BBC Microcomputer System - Released - 1984

Many years ago, Glandor the surf wandered into the village of Clingwood starving and weary. The local people took pity and gave him food and shelter until he regained his strength. Despite their generosity they never asked for anything in return. The years passed and Glandor was never seen in Clingwood again until one night he returned. No longer a poor surf but a rich merchant. So grateful was he for that night years ago that he gave the village a precious golden goblet. Centuries passed and the goblet stood in the village church. But one night in 1873 the church was ransacked and the goblet stolen... it's not been seen since. Intrigued by this ancient story, you decide that you will risk all to return the golden goblet to the church and restore happiness to the village.

Insector

Insector

Commodore VIC-20 - Released - 1983

The insect creatures from Terron are raining multitudes of varying bombs and bugs onto the humanoids on the planet's surface. The bugs are trying to feed on the humanoids. It is your job to stop them. Developed by Romik Software in 1983. Distributed in North America by Laing Marketing.

MartianRaider

MartianRaider

Commodore VIC-20 - Released - 1982

This is a Scramble clone where the object is fly your craft over several terrain, bombing alien cities. You also have to avoid or shoot at enemies that approach your craft, including rockets, UFOs, and meteorites with your equipped photon lasers. Fill up on fuel before it runs empty to increase flying time. The game is over when all of your three lives are lost.

Moons of Jupiter

Moons of Jupiter

Commodore VIC-20 - Released - 1982

Moons of Jupiter is a variant of the arcade game Asteroids. The player is in command of a fleet of destroyers and the task is to blast a passage through Jupiter's moons. One destroyer is in action at a time and the player controls it like in any other game of its kind, with one key being used for thrust and two additional being used to rotate the craft. The moons move around the screen and have to be shoot before they collide with the space ship and will then split into smaller ones. The player has five lives and an extra one is awarded upon clearing the screen. In addition to the moons there are UFOs and the indestructible gologs to watch out for.

Pottit

Pottit

Commodore 64 - Released - 1983

Pottit is a top-view single screen game for two players, played on a table with four pockets in each corner. On the table are the players balls (white or black) either side of a red ball, and the aim is to be the first player to reach 50 points by potting the red ball. Potting the red ball is worth two points but there are other ways to score and they are potting the opponents ball after the red ball is potted (two points), hitting the red ball after hitting the other players ball (one point), or receiving a point if the other player pots their ball. The ball can be moved around the table but inertia of the ball must be taken into consideration. After a ball has been potted, it takes five seconds to re-appear on the table.

Power Blaster

Power Blaster

Commodore VIC-20 - Released - 1983

Power Blaster is a 1-player arcade game for the VIC-20. The year is 2201. The universe has been ravaged by many wars. The Venusians seek peace with the Martians, and have summoned the Martian Overlord to peace talks. You are the commander of a Venusian Defence Force patrol ship. Your mission is to blast the remote control high power bombs which are being planted by the Martian Overlord's personal attack force just in case the negotiations break down. If they break down the Overlord will blast Venus to atoms after he has reached a safe distance from the planet. You must not shoot the Martians unless you have no choice. The player can move in 8 directions on a maze with the goal to clear all bombs. Each time that the player shoots three Martians they get more frantic and lay the bombs faster. All bombs are replaced on the screen when this happens. The player can use hyperspace when surrounded by Martians to warp to a new area. It's game over if the player is hit by a Martian.

Quadrant

Quadrant

Commodore VIC-20 - Released - 1983

Quadrant takes place on the planet of Synlac, that is attacked by aliens. The planet is split into four quadrants, each patrolled by a volunteer. One of these is Boris, the player character, who controls the Northern Quadrant. Now he must defend the planet from the aliens. You take control of Boris who is running on the ground. Above are the flying aliens swarming around him. At the same time as he has to avoid being hit by alien fire, he also has to jump over the craters that appear in the terrain. The game contains four skill levels. If Boris survives all eight waves of aliens he will advance to the next level which represents another quadrant of the planet. For each killed alien he will be awarded 50 points. The points increase with every level. The screen constantly scrolls from left to right and the player can choose to increase or decrease the speed of Boris.

Sea Invasion

Sea Invasion

Commodore VIC-20 - Released - 1982

Sea Invasion is a Space Invaders variant set in the ocean. The player is a scuba diver who while down on the sea bed is being attacked by different sea creatures. The player moves left and right along the sea bed and has use his spear gun to shoot at the creatures above him while watching out for their projectiles. Some protection can be had from corals but these will disappear as they are hit by projectiles. There are three different sea creatures, octopi, crabs and starfish and the player gets points based on the position of each. Octopi are farthest away from the player and are therefore worth the most points. At times a shark swims across the surface and the player can get a bonus score for shooting it. The game is endless, when all creatures has been killed it all starts over with a new level until the player has lost all his lives.

See-Saw Scramble

See-Saw Scramble

Atari 800 - Released - 1983

A one or two player Pong variant where you break out the walls between you and your opponent and then try to get one past them. Created by William Jon and published by Romik Software in 1983.

Shark Attack

Shark Attack

Sinclair ZX Spectrum - Released - 1983

Shark Attack is a single player arcade style game pitting the player, in the form of a scuba diver, against an array of four sharks which cannot be killed. Your diver is attempting to corral the sharks, using armor nets which he employs to isolate them, and by that action create larger and larger areas of the screen which are free of danger. This continues until there has been created a safe zone, constituting roughly 85% of the screen, allowing movement to the next level. This task is complicated by the necessity of avoiding the attacks which are triggered by close proximity to these creatures, as well as the unnerving tendencies for the sharks to chew their way through the nets to freedom. In the early levels, the sharks are moving about lazily. One strategy that can prove effective early is to quickly corral the sharks in a small area, then to very rapidly lay your nets around the remainder of the screen. As the game evolves, the sharks become more rapid in their movements, and become able to home in on the diver from a greater distance. Additionally, with each new level, 2 octopi are added to this equation. They are stationary, but their 8 moving tentacles can spell disaster if touched while trying to lay your nets. For each level you are allowed three lives with which to accumulate net laying points. When you reach the 10.000 point level the sharks suddenly acquire increased speed, darting about and creating havoc with your net laying capacity. They will occasionally attack and eat half an octopus, but the remaining half still remains dangerous to your touch.

Shark Trap

Shark Trap

Commodore VIC-20 - Released - 1982

Shark Trap (Shark Attack in Europe) is a single player arcade style game pitting the player, in the form of a scuba diver, against an array of four sharks which cannot be killed. Your diver is attempting to corral the sharks, using armor nets which he employs to isolate them, and by that action create larger and larger areas of the screen which are free of danger. This continues until there has been created a safe zone, constituting roughly 85% of the screen, allowing movement to the next level. This task is complicated by the necessity of avoiding the attacks which are triggered by close proximity to these creatures, as well as the unnerving tendencies for the sharks to chew their way through the nets to freedom. In the early levels, the sharks are moving about lazily. One strategy that can prove effective early is to quickly corral the sharks in a small area, then to very rapidly lay your nets around the remainder of the screen. As the game evolves, the sharks become more rapid in their movements, and become able to home in on the diver from a greater distance. Additionally, with each new level, 2 octopi are added to this equation. They are stationary, but their 8 moving tentacles can spell disaster if touched while trying to lay your nets. For each level, you are allowed three lives with which to accumulate net laying points. When you reach the 10,000 point level, the sharks suddenly acquire increased speed, darting about and creating havoc with your net laying capacity. They will occasionally attack and eat half an octopus, but the remaining half still remains dangerous to your touch. The game is still called Shark Attack on the title screen in both regions.

Silicon

Silicon

Atari 800 - Released - 1983

You must guide M.A.D. (Miniature Android Debugger) through the circuits of a silicon chip at the heart of a futuristic arcade machine, picking up all the stray bits, and shooting the bugs. Beware of the deadly Glitch.

Space Attack

Space Attack

Commodore VIC-20 - Released - October 1, 1982

Space Attack is a shoot 'em up that mixes elements from a number of popular arcade games of its time. The player's task is to defend a city which, like in Missile Command, occupies the bottom part of the screen. The city is being attacked by aliens unleashed by a feared warlord who aims to fully destroy it. The aliens attack from above and move around in patterns similar to fixed screen shoot 'em ups like Galaxian. They drop bombs on the buildings on the surface and the player has to shoot them down before they do so. Controlling the spaceship is similar to Asteroids, with a combination of thrust and rotation allowing it to move all over the screen and shoot in any direction. In addition to the regular fire, a super weapon can be used but it's limited to three uses. Another thing to watch out for is the fuel level of the ship. It's necessary to land and refill it before it runs out.

Space Escort

Space Escort

Commodore VIC-20 - Released - 1983

In Space Escort you are from a doomed planet and your job as a space fighter pilot is to escort the 26 space liners carrying the people of your planet to the newly conquered world of Sistoria. Each space liner has seven shields, plus any shields left over from the safe passage of the previous liner. The color of the space liner will show the number of shields remaining: white equal no shields, purple equals one shield remaining, green equals two shields, blue equals three shields and red equals four or more shields remaining. A shield is lost any time a large object collides with a space liner (bullets do not affect the space liners). You start with nine fighters, and are awarded four extra fighters each time you successfully escort a space liner to the newly conquered world, but are limited to a total of nine fighters at any one time. You will face four main waves of attack, and for a limited time during each of the attack wave the enemy fighters will receive full reinforcements if you destroy all the ships of that attack wave. Any laser bolts still on screen when you wipe out an attacking wave will turn into space mines, but the mines will only remain for a limited time. Points are awarded as follows: 40 points for destroying each of the Space Files. 50 points for destroying each of the Spheroids. 60 points for destroying each of the Xethus Spirals. 70 points for destroying each of the Giga Kamikaz. 90 points for destroying each of the Laser Kamikaz. 500 points for destroying each Asteroid. 1000 points for destroying each of the Mother Ships. 8000 points for successfully escorting each Space Liner to the newly conquered planet.

Space Fortress

Space Fortress

Commodore VIC-20 - Released - 1983

You are thrown off course by a computer malfunction while cruising through space and encounter the evil Sistorian space fortress. You must battle your way through various deadly defence forces then attempt to destroy the space fortress before it puts up its shields and disappears into hyperspace. Space Fortress is a Galaga type arcade style game where you can only move left or right and shoot. There are 20 skill levels, but you always start at skill level one. Each time you destroy the fortress you automatically advance to the next skill level. Each enemy ship is worth different values depending on enemy type, the Suicide Squad are worth 30, the Sidewinders are worth 40, the Sistorian Swoopers are worth 60, the Purple Avengers are worth 80 and the Space Fortress being worth 400 points. You begin with 5 lives and gain an extra life every time you destroy the space fortress, with a maximum of 9 lives. Rarely you may face a Super Alien that is almost impossible to kill, but you get points every time you hit it. Released in Europe by Romik Software, and also in Canada by Laing Marketing.

Stellar Triumph

Stellar Triumph

Commodore 64 - Released - 1983

Stellar Triumph is a shoot 'em up game that is exclusively made for multiplayer battles between two players. Each player controls a space ship that is viewed from a top down perspective and has controls similar to Asteroids with the player being able to rotate the ship and use thrust to move it forward or backward. The objective is simply to shoot down the opponent while avoiding any of the environmental dangers that can be added to the game. Each player has a limited amount of fuel and shots which when depleted prevents the player from shooting or moving. The game is highly customizable with a large number of options. For example the abilities of the ships and weapons can be modified. This include having inertia or not, the power of thrust and amount of fuel. Weapon options include velocity, rate of fire, amount of missiles and if it should fire single shots or have rapid fire. It is also possible to change how the space should behave and what objects should exist. One can choose to have a sun, a black hole or neither, how the gravity should work (negative, positive or none) and how strong it should be. Objects that can be added include asteroids, monoliths (which can be horizontal or vertical) and an alien ship. Another option is the screen setup where the player can choose wraparound (like in Asteroids), bounce back or Moebius universe.

Strategic Command

Strategic Command

Dragon 32/64 - Released - 1983

Strategic Command is a strategy game for two players that is played on a map with five islands. Each player has three bases which produce units: an army base, a naval base and a capital. The army and naval bases can only produce their own kind of units while the capital can produce both. To win the game a player has to take control of the capital of the enemy. There are sixteen types of units and they are deployed in task forces of up to three units. Task forces can then be moved around the screen and when getting close to an enemy combat will occur. Each unit has an attacking factor and a defensive factor. Each attack will cause the defensive factor of the target to decrease with the attacking factor of the attacker. When it reaches zero the unit is destroyed. Additionally players can lay mines through special units that will be completely destroy the unit stepping on to that tile.

Sword of Hrakel

Sword of Hrakel

Commodore VIC-20 - Released - 1983

In this rare text adventure for the VIC-20 you have to break a curse by defeating an evil mage. However, the only thing that can do so is the Sword of Hrakel, which has been lost. It's your job to find the sword and defeat the mage to end his evil curse on the land. This was written by David Angier and Andrew Baillie, and published by Romik Software in 1983, and requires a memory expansion

The Great Nordic War

The Great Nordic War

Commodore 64 - Released

The Great Nordic War as a conflict in which a coalition led by the Tsardom of Russia successfully contested the supremacy of the Swedish Empire in Northern, Central and Eastern Europe. The initial leaders of the anti-Swedish alliance were Peter I of Russia, Frederick IV of Denmark–Norway and Augustus II the Strong of Saxony–Poland–Lithuania. Frederick IV and Augustus II were defeated by Sweden, under Charles XII, and forced out of the alliance in 1700 and 1706 respectively, but rejoined it in 1709 after the defeat of Charles XII at the Battle of Poltava. George I of Great Britain and the Electorate of Hanover joined the coalition in 1714 for Hanover and in 1717 for Britain, and Frederick William I of Brandenburg-Prussia joined it in 1715. In the game you guide the forces, and set the strategy and determine when the cavalry will flank and charge. Good luck General!

Titans

Titans

Commodore 64 - Released - 1984

Battle it out in the ruins of ancient Greece with wave after wave of fearsome monsters. All this, and a winged horse too...!

Tombs of Xeiops

Tombs of Xeiops

Commodore 64 - Released - 1983

Tombs of Xeiops is a single player text adventure. The game is set in Egypt and the player takes the role of an adventurer who is wandering in the desert looking for the ancient lost city of Xeiops. The object of the game is to explore the tomb's rooms, the game claims there are over 100, locate the treasures within, and take them outside. Progress through the game is measured by a scoring system, the maximum possible score being 100. The text parser accepts two word commands and the game is entirely keyboard driven and can be saved but only when exiting the game.

Turtle Jump

Turtle Jump

Commodore 64 - Released - 1984

Ekim, a giant ant, was discovered by Pirates in 1647, and has been trained by them to recover treasure. The quickest (but most dangerous) way of recovering it is by jumping on the backs of turtles. So make your way around the islands and grab as much treasure as possible.

Weetabix Versus the Titchies

Weetabix Versus the Titchies

Sinclair ZX Spectrum - Released - 1984

In the 1980s, breakfast cereal manufacturer, Weetabix created a British TV advertising campaign for their cereal, turning the Weetabix biscuits into characters called Dunk, Bixie, Crunch, Brains and Brian. This led to a computer game starring Dunk and his mission is to destroy all the Titchies who have set out to destroy the biscuits themselves. Based on Space Invaders, the game is a single screen shooter viewed from the side with Dunk on the bottom of the screen and the Titchies at the top in formation. The Titchies mainly stay in formation but will occasionally move about the screen elsewhere. Moving left or right, Dunk has to collect a Weetarocket and fire it upwards to remove a Titchie while avoiding the bolts dropped from above. If Dunk is about to get hit by a bolt then he can make his Weet Force Shield appear to remove the bolt. The shield will always appear if a bolt is close to Dunk but if he doesn't make it appear himself then this drains his Neet Weet Energy. Moving about the screen and using rockets also drains his energy and lose it all and it is game over. Once all Titichies have been destroyed then it is onto the next harder and faster level. There are five levels in total and any of these can be selected before the start of the game.

Zappy Zooks

Zappy Zooks

Commodore 64 - Released - 1983

Zappy Zooks is a Pac-Man clone where you control Whirly, who has to collect all the Alpha Particles on various top view mazes shown on the whole screen. While you collect the particles you must avoid Zooks because if you touch them then you lose one of three lives. On each maze are Power Drain Plugs and if collected then any Zook in the maze can be touched for bonus points for a limited time. Once all the particles are collected then it is onto the next maze. Before you start a game there are a number of options that can be selected and they are how many Zooks in each maze (1-6), speed of the game, if Whirly moves continuously or you move him, and finally if you want to play or practice which allows you to select any level (00-14). A joystick is used to control Whirly.

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