Electric Dreams Software

Aliens: The Computer Game

Aliens: The Computer Game

Amstrad CPC - Released - 1987

Electric Dreams' game based on the 1986 film Aliens is a first-person strategy game somewhat similar to Space Hulk. The player controls six characters from a remote terminal, guiding them through a 255-room complex in search of the Alien Queen. Each character has a helmet camera and a smart gun, each controlled by the player acting in the role of overall operational commander. The player can switch to any character at any time, and must consider coordinating their movements and finding a safe location before switching to the next character. Characters occupy one room at a time, and can pan their view a full 360-degrees inside each room. Doors can be locked to halt Alien progress, or blasted open to get through (at the cost of permanently destroying the door). Alien bio-mass must also be destroyed before it spawns facehuggers, and the Aliens themselves leave lethal puddles of acid when killed (and so shouldn't be killed in front of doors!). Aliens prowl the complex and are attracted to gunfire. They will home in on nearby characters and attack, requiring the player to aim that character's gun to defend against the rushing Alien (a headshot kills instantly, while three to the body do the same). If an Alien attacks a character the player is not controlling, they will "capture" that character (indicated by a yellow status light). The player must guide another character to the position of the hostage and kill the guarding Alien to rescue them. If not, the captured character will be lost. Ammunition for all characters is limited, and refilled only by making a trip to the complex's armory. Similarly, a medical bay can replenish any damage. Characters also have limited stamina, used up with every move made. When stamina is low, the player must find a safe spot for that character to rest up. The complex also houses a generator controlling the lights, which the Aliens can destroy, or the Marines can then repair.

Aliens: The Computer Game

Aliens: The Computer Game

Microsoft MSX - Released - 1987

Based on the science fiction thriller, Aliens the computer game takes you into confrontations with the most ruthless creatures ever to appear on the cinema screen. Your mission is to keep control of the base by any means, while keeping your crew members alive. You command six crew members from the Mobile Tactical Command Bay outside the base. You need to coordinate the actions of the six crew members. You are about to realize, Ripley was right after all...

Aliens: The Computer Game (European Version)

Aliens: The Computer Game (European Version)

Commodore 64 - Released - July 1, 1987

Electric Dreams' game based on the 1986 film Aliens is a first-person strategy game somewhat similar to Space Hulk. The player controls six characters from a remote terminal, guiding them through a 255-room complex in search of the Alien Queen. Each character has a helmet camera and a smart gun, each controlled by the player acting in the role of overall operational commander. The player can switch to any character at any time, and must consider coordinating their movements and finding a safe location before switching to the next character. Characters occupy one room at a time, and can pan their view a full 360-degrees inside each room. Doors can be locked to halt Alien progress, or blasted open to get through (at the cost of permanently destroying the door). Alien bio-mass must also be destroyed before it spawns facehuggers, and the Aliens themselves leave lethal puddles of acid when killed (and so shouldn't be killed in front of doors!). Aliens prowl the complex and are attracted to gunfire. They will home in on nearby characters and attack, requiring the player to aim that character's gun to defend against the rushing Alien (a headshot kills instantly, while three to the body do the same). If an Alien attacks a character the player is not controlling, they will "capture" that character (indicated by a yellow status light). The player must guide another character to the position of the hostage and kill the guarding Alien to rescue them. If not, the captured character will be lost. Ammunition for all characters is limited, and refilled only by making a trip to the complex's armory. Similarly, a medical bay can replenish any damage. Characters also have limited stamina, used up with every move made. When stamina is low, the player must find a safe spot for that character to rest up. The complex also houses a generator controlling the lights, which the Aliens can destroy, or the Marines can then repair.

Aliens: The Computer Game (European Version)

Aliens: The Computer Game (European Version)

Sinclair ZX Spectrum - Released - 1986

The player controls six characters from a remote terminal, guiding them through a 255-room complex in search of the Alien Queen. Each character has a helmet camera and a smart gun, each controlled by the player acting in the role of overall operational commander. The player can switch to any character at any time, and must consider coordinating their movements and finding a safe location before switching to the next character. Characters occupy one room at a time, and can pan their view a full 360-degrees inside each room. Doors can be locked to halt Alien progress, or blasted open to get through (at the cost of permanently destroying the door). Alien bio-mass must also be destroyed before it spawns facehuggers, and the Aliens themselves leave lethal puddles of acid when killed (and so shouldn't be killed in front of doors!)

Aliens: The Computer Game (US Version)

Aliens: The Computer Game (US Version)

Amstrad CPC - Released - 1987

Six separate game sequences create the movie experience! The unsuspecting colonial marines receive a briefing on the enemy to be faced. Guide your ship through a rough flight to LV-426. Hold off the hordes as your squad cuts its way out of the Operations Room. Fight the clock and the Alien's attack to rescue Newt before the complex explodes Ripley prepares for the final confrontation with the Alien Queen. The final confrontation, your ultimate enemy. the Alien Queen laces you at last Here’s your chance to relive all the excitement and action of the US version of Aliens. The Computer Game. From the initial launch of the Drop Ship to the final battle with the Alien Queen, six separate sequences put the fate of Newt and the colonial marines in your hands.

Aliens: The Computer Game (US Version)

Aliens: The Computer Game (US Version)

Sinclair ZX Spectrum - Released - 1987

Based on the science fiction movie Aliens from 1986. After the contact got broken to the base on LV-426, Ripley and a group of soldiers make their way to this planet. While the Electric Dreams version of Aliens is a simple action game, this version features six mini games which are related to the movie. Two of those are action sequences in which the player has to find his way through the complex. He has control over four marines and can switch between them instantly. The other sequences are landing the ship, finding a way through a air duct maze, fending off alien hordes and fighting the alien queen.

Back to the Future

Back to the Future

Commodore 64 - Released - July 15, 1986

In the single mode game, the player controls Marty McFly through various stages set in 1955 in which he collects various clock icons in order to advance to the next level, and avoid the gradual vanishing of his future (indicated by a fading photograph at the bottom of the screen). If the photograph fades fully, Marty would lose a life as it would show him vanishing. Collecting 100 clocks restored the photograph to its full, unfaded status. Two power-ups can help improve Marty's control: bowling balls that can destroy enemies and a skateboard which can speed up gameplay. There are also three minigames at the end of each stage, featuring such scenarios as Marty repelling Biff Tannen's gang of bullies from a cafe, blocking all the kisses Lorraine sends Marty (in the shape of little hearts), and having to position his guitar properly to stay in tune at the dance in order for George and Lorraine to kiss. The gameplay on these stages is often compared to that of Paperboy.

Back to the Future

Back to the Future

Sinclair ZX Spectrum - Released - 1985

Back to the Future is the name of a 1985 video game released by Electric Dreams Software for the ZX Spectrum, Commodore 64 and Amstrad CPC. The game is loosely based on the 1985 film of the same name. The game is a side view arcade adventure. The aim of the game is to get George McFly to spend as much time as possible with Lorraine Baines. The more time George and Lorraine spend together, the more they will fall in love, and thus more segments will be added to the family photograph in the bottom right corner. The photographs in the bottom right and left of the screen gradually disappear if the players does nothing, thus setting a time limit on the game. The player can find various object to help him such as love poems, a cup of coffee, alien suit and a guitar. He also has a skateboard to move around quickly.

Big Trouble in Little China

Big Trouble in Little China

Sinclair ZX Spectrum - Released - October 1, 1987

In this tie-in to the 1986 John Carpenter movie starring Kurt Russell, you must thwart the evil plans of Mandarin Lo Pan who has kidnapped two green-eyed girls in order to marry and sacrifice them in order to become mortal again. You play as 3 characters, one at a time, in this action platformer: - Jack Burton, a burly but bit dumb action hero who fights with fists and later with a "Bushmaster" gun. Ammo must be found to be able to keep using it. - Wang Chi, whose girlfriend along with Jack's has been kidnapped, uses Martial Arts and later a sword when found. More swords will be needed as they will break after awhile. - Egg Shen is a magician who has vowed to stop the ancient prophecy from coming about, and fights with magic bolts which can turn later on into more powerful lightning if magic potions are found. Each character has an energy status bar at bottom of screen represented by a Yin and Yang Symbol that slowly disappears but can be replenished by finding food. A weapons symbol is shown if they possess it and magic potion symbol will give them extra strength if found. You must alternate among the 3 characters to keep their status from falling too low and dying, and each has to pick up their own appropriate weapons. They all can move forwards and backwards, jump, duck and attack at different heights. They have to fight through several levels including the streets of Chinatown, where martial artist enemies await and gunmen that must be avoided until more experience is gathered. Further on, you go into the sewers where additional monsters must be avoided by jumping over them. Then they will reach the rooms of the underground lair of Lo Pan where large-hat wearing elementals called Storms await. The final battle takes place in the Marriage chamber where armoured warriors and the levitating Lo Pan must be vanquished in order to free the kidnapped girls.

Big Trouble in Little China

Big Trouble in Little China

Amstrad CPC - Released - 1987

In this tie-in to the 1986 John Carpenter movie starring Kurt Russell, you must thwart the evil plans of Mandarin Lo Pan who has kidnapped two green-eyed girls in order to marry and sacrifice them in order to become mortal again. You play as 3 characters, one at a time, in this action platformer: - Jack Burton, a burly but bit dumb action hero who fights with fists and later with a "Bushmaster" gun. Ammo must be found to be able to keep using it. - Wang Chi, whose girlfriend along with Jack's has been kidnapped, uses Martial Arts and later a sword when found. More swords will be needed as they will break after awhile. - Egg Shen is a magician who has vowed to stop the ancient prophecy from coming about, and fights with magic bolts which can turn later on into more powerful lightning if magic potions are found. Each character has an energy status bar at bottom of screen represented by a Yin and Yang Symbol that slowly disappears but can be replenished by finding food. A weapons symbol is shown if they possess it and magic potion symbol will give them extra strength if found. You must alternate among the 3 characters to keep their status from falling too low and dying, and each has to pick up their own appropriate weapons. They all can move forwards and backwards, jump, duck and attack at different heights. They have to fight through several levels including the streets of Chinatown, where martial artist enemies await and gunmen that must be avoided until more experience is gathered. Further on, you go into the sewers where additional monsters must be avoided by jumping over them. Then they will reach the rooms of the underground lair of Lo Pan where large-hat wearing elementals called Storms await. The final battle takes place in the Marriage chamber where armoured warriors and the levitating Lo Pan must be vanquished in order to free the kidnapped girls.

Big Trouble in Little China

Big Trouble in Little China

Commodore 64 - Released - June 18, 1987

The villainous Mandarin Lo Pan is trying to appease a demon in order to secure a mortal body. To do this he must first marry a green eyed girl and then sacrifice her. Lo Pan's henchmen kidnap Gracie Law and Miao Yin, the girlfriends of Jack Burton and Wang Chi, who both have green eyes, and take the girls down into Lo Pan's underground empire beneath the streets of Chinatown in San Francisco. Jack Burton, Wang Chi and their friend Egg Shen have to fight their way through the streets of Chinatown and down into the sewers and rooms of the underground domain of the Mandarin.

Chameleon

Chameleon

Commodore 64 - Released - 1986

The universe is near from collapsing because an evil person found the source of the elements and exploits it without caring for the consequences. The player has to take the role of Chameleon to set thing right by passing five levels; the first four based on the four elements fire, water, earth and air. The exact requirements for finishing a level change slightly over the course of the game, but the basic idea is always the same. Each level is shown from the side and scrolls both left and right. The player has to find two things: the hidden exit and a certain amount of power points. There are three days available to exit a level and the time of day (one of four states) is represented by the colour of the sky. This is important because the said power points have to be activated by being at the right place at the right time. Another requirement is to kill enough demons from each element which attack Chameleon. The way to achieve this is by switching between four missile types (each useful against a certain element) and shooting them. Being hit by a demon or running into other environmental obstacles causes the life energy to go down; refreshments can be picked up from killed demons.

Championship Sprint

Championship Sprint

Commodore 64 - Released - 1988

This is the sequel to the coin-op hit Super Sprint. One or two players race the 8 new tracks which once again are shown from an overhead view of the racetrack. There are some obstacles, like the whirlwind or oil-slicks, which should keep you from going around the track too easily. But Championship Sprint is not only an update with 8 new tracks. The main improvement is a complete track editor. With this you have the freedom to construct unlimited tracks, with all kind of obstacles and you even can set options like number of laps and number of players.

Championship Sprint

Championship Sprint

Sinclair ZX Spectrum - Released - 1988

This is the sequel to the coin-op hit Super Sprint. One or two players race the 8 new tracks which once again are shown from an overhead view of the racetrack. There are some obstacles, like the whirlwind or oil-slicks, which should keep you from going around the track too easily. But Championship Sprint is not only an update with 8 new tracks. The main improvement is a complete track editor. With this you have the freedom to construct unlimited tracks, with all kind of obstacles and you even can set options like number of laps and number of players.

Citadel

Citadel

Commodore 64 - Released - 1989

Citadel is a comparatively slow-paced shooter that emphasizes planning and careful movement over fast reflexes. On a planet that was thought to be uninhabited, an underground city complex has been discovered. The player's task is to explore this city with a remote-controlled hoverdrone, called Monitor, while trying to avoid its automatic defense systems. Monitor is controlled from a top-down perspective and can only be moved into four directions, holding down the fire-button enables it to shoot in eight directions. There are various stationary and moving enemies that activate when Monitor gets close enough and start shooting when it moves. Some can shoot in four, others in eight directions, while others only try to ram the monitor or attack with homing shots. Pressing the fire-button twice and then holding it activates a capture probe that can be used to pick up items, operate switches and control hostile drones. Drones under Monitor's control follow it around and can be used as a shield against projectiles, a battering ram against other drones or a plug to prevent more enemies from emerging from a trap. Captured movable drones automatically move into the direction Monitor is firing in, but can also be locked in a relative position by pressing the space bar. In order to be able to capture a drone, a certain amount of energy is needed, depending on the type of the drone. Items to replenish energy can be picked up as well as better weapons like rapid-fire or two- or three-way fire. There are eight cities to explore, each consisting of two floors connected via lift shafts. Usually, reaching the exit of a city involves going back and forth between both floors and deactivating various beam generators that block the path.

Dandy

Dandy

Sinclair ZX Spectrum - Released - 1986

Hack, thrash and pillage your way to oblivion in 15 dungeons that descend into the heat and darkness of men's souls. Sheba, raw onions and knackwurst, 240lbs of screaming blood lust. Thor, one Norwegian mother you don't mess with. Alone or together the challenge remains the same: grab the treasure and trash the droves of nasties that are bent hell-ways to trash you. Keep your energy up with any snacks you find and you may even come out alive. If you do and all the treasure has been collected you will be presented with a clue at the end of each set of dungeons. Collect the clues from all three dungeon loads and solve the riddle.

Dandy

Dandy

Commodore 64 - Released - 1986

Although directly licensed to John Palevich's earliest interpretation of top-view dungeon-based slashing, this game's features are closest to Gauntlet, the coin-op it inspired. You play either Sheba or Thor (both are active in a simultaneous 2-player game) as you move through 15 dungeons, with the aim of collecting all the available treasure. If this is done successfully, a code will be granted - put them all together at the end of the game. Foes are released in swarms through a control box. Once all these are dead you must destroy the box, to prevent respawning. The dungeons feature treasure, food (for energy), and spells. Be careful not to destroy these by shooting them. Each spell has a random function - disorientating, paralysing or killing the opponents on screen. Like Gauntlet you are constantly losing energy, however treasure can be traded in for energy.

Deus Ex Machina

Deus Ex Machina

Commodore 64 - Released - 1986

Deus Ex Machina is an unusual and experimental game by Mel Croucher. In 1987 all UK records of the Department of Health and Social Security, Police and State Security are then coordinated in a central data bank. The year after, passport, censorship operations and communications were integrated. By 1994, the computer controlled all defense and internal security. Tuesday evening, the machine rebelled ... Players take control and follow the life of a "defect", in the shape of a human body, that has formed inside the machine. It is taken through all stages of life, from cells to senility, with many quotes from and references to William Shakespeare's The Seven Ages of Man from the play As You Like It ("All the Screen's stage and all the men and women merely players. They have their exits and their entrances, and one person in their time plays many parts, their Acts being Seven Ages"). The game is advertised as audio-visual entertainment. It contains no sound, but there is a cassette tape that needs to be played along with the game. Both sides contain 23 minutes of sound, forming 46 minutes which is also the length of the game as it is meant to be played in a single sitting. The tape's soundtrack contains singing, musical compositions, and speeches by a number of famous voice actors. They vaguely clarify the different stages of the game and often tease the player based on what is happening. The full transcript of the speech is also included in the manual. The player has to guide the defect through the different stages of life, constantly followed by the defect police. The game cannot be lost, but based on a number of actions a percentage shown all the time will vary. The player's controls consists of four directions, and the combination can form diagonal movement. The effect of the controls is different for every screen. Deus Ex Machina is based on a number of vignettes with limited gameplay. There are no win conditions for any part and controls do not appear to affect the game's progress. Screens have the player move a green dot between strings of DNA, ward off the defect police examining the body, jump over words such as "LIES" or "WAR" - where the relevance and atmosphere is generally provided through the background soundtrack. The game can be played without sound, but it does not make any sense that way. There are in-game instructions to synchronize and turn the tape..

Dominator

Dominator

Sinclair ZX Spectrum - Released - 1989

Dominator is a classic shooter game. You're in control of a small spaceship and have once again to save the earth from alien attack. You have to maneuver your craft through small passages while under permanent attack. The first level is a vertical shooter level with your ship only in its basic configuration. The later levels are horizontal scrolling and there you get your chance to improve your efficiency by collecting various power up ranging from speed-ups to tail cannons. Typically, each stage has a final boss who needs a lot of firepower to be beaten

Explorer

Explorer

Amstrad CPC - Released - 1987

After attempting to simulate orienteering with The Forest, Graham Relph takes things a step further by creating a game-world with no fewer than 4 billion locations. These are drawn in considerable detail, and viewable from 2 different modes, as you fly (viewed from above) or walk (viewed panoramically). The task is to locate 9 objects, and you do this by flying close enough to one that a beacon is activated, to which will direct you to it. You must then find a patch of clean land to land on, and then get close by walking to it. Occasionally you will encounter robotic bugs to kill.

Explorer

Explorer

Commodore 64 - Released - 1987

After attempting to simulate orienteering with The Forest, Graham Relph takes things a step further by creating a game-world with no fewer than 4 billion locations. These are drawn in considerable detail, and view-able from 2 different modes, as you fly (viewed from above) or walk (viewed panoramic-ally). The task is to locate 9 objects, and you do this by flying close enough to one that a beacon is activated, to which will direct you to it. You must then find a patch of clean land to land on, and then get close by walking to it. Occasionally you will encounter robotic bugs to kill.

Firetrack

Firetrack

Commodore 64 - Released - 1987

Pirates took possession over a part of space and founded eight colonies. The player's mission as Earth's delegate is to destroy them in this vertically scrolling shooter. Each level has to be crossed twice; the first time the goal is to destroy the reactor at the end of the level. Then the colony falls into darkness and the player tries to destroy as many buildings as possible during a second run. Some structures are marked; those give extra points or in some cases an extra life. Those are needed because the pirates are not in the mood to give in without a fight; contact with an enemy ship or missile means instant death.

FireTrap

FireTrap

Sinclair ZX Spectrum - Released - 1987

Set your computer alight! Officially licensed from Data East, one of the hottest arcade games ever created is ready to burn its way onto your screen. FireTrap. If you've got cool hands, get ready to climb the burning skyscrapers and dodge the falling bricks, cars, glass and obstacles to rescue the people trapped inside. And watch out - it's a long fall to the street!

Grand Prix Selection

Grand Prix Selection

Commodore 64 - Released - 1989

Compilation of racing games including the following 3 games: • Championship Sprint • Super Hang-On • Super Sprint

Grand Prix Selection

Grand Prix Selection

Sinclair ZX Spectrum - Released - 1989

Compilation of racing games including the following 3 games: • Championship Sprint • Super Hang-On • Super Sprint

Hijack

Hijack

Sinclair ZX Spectrum - Released - 1986

You are the head of the US Government’s Hijack Division, and you are called into action when a group of terrorists hijack a vehicle. You have three potential ways to foil them – get enough money to bribe them, use political influence to over-rule them, or bring in military force. To achieve any of these tasks, you will need to work with the President, FBI and CIA agents, Military and Political Advisers, and other staff including the Secretary to keep you in contact with them. You have a time limit, which the President can attempt to extend with the hijackers if you request this. You control your characters left-right movement through the buildings directly, including entering lifts to switch rooms, but moving the controller up or down moves a cursor along rows of icons at the top and bottom of the screen. The screen also has graphs to indicate your current political, military and financial situations. Most important of these are the chances to interact with other staff members, provided they are in the room. There are at least two requests you can make to each of them – The President can be asked for more support, an FBI Agent can question staff to ensure that there is no inside information. CIA Agents can give information about the hijackers, with 3 levels of detail, the more advanced ones taking longer. Press releases must be issued to ensure good publicity (and thus keep the President on your side) and funds raised to help with a financial solution. Your final target is to go to the scene of the hijack and negotiate with the terrorists. You can bring your key advisers with you, to increase the chance of a correct outcome.

I, of the Mask

I, of the Mask

Sinclair ZX Spectrum - Released - 1985

Welcome to the Space Trials on Planet Newgamma III. This is your most important mission. Keep your translator on at all times - no confering during the qualifying bout, you know the consequences. Many of you will already be skilled or qualified pilots, fighters or strategists. But do not be too confident because here we only take the best, and when we say the best, we mean by OUR standards. For those not familiar with A4A PACK JET SUITS, the controls are not difficult. A few earth minutes running and it will become second nature. In low gravity, the effects of your suit are boosted and you will take flight. Your laser is attached to your belt, pointing forwards. This leaves your hands free to use your JET-SUIT controls. All instruments are projected onto a Head-Up Display onto the bottom of the inside of your helmet. When tilted, the area of map will expand to fill your whole visor. The maze contains 32 universes. Each universe has 3 crystals at its entrance. A single shot at the chosen crystal will activate it. One crystal will transport you to another universe which is located nearby. One crystal will bean you to another part of the maze, and one will reveal a robot mechanism. There are enough robot parts throughout the maze to create at least one complete robot. You require the Robot to escape from the maze. Each robot component must be bombarded successfully 3times to render it harmless. The robot parts must be collected in the correct order - feet first. When you finally collect the Mask and it appears on your Robot, you will have won the game and become, Of The Mask.

ISS: Incredible Shrinking Sphere

ISS: Incredible Shrinking Sphere

Commodore Amiga - Released - 1989

The Incredible Shrinking Sphere of the title comes under your control in this isometric maze game which has similarities to Marble Madness and Spindizzy. The ball needs to be guided from the start of a level to the end, through 4 linked sections. Various functioning squares must be used to your advantage. Uniquely these include changes to the ball's size, as well as it's physics. Revolving squares randomly fire the ball off in another direction, and ramps shoot you in the current direction at high speed. Weapons can be collected, as can shields - both of which are required to avoid some of the hazards on show. Black holes are always fatal however.

ISS: Incredible Shrinking Sphere

ISS: Incredible Shrinking Sphere

Commodore 64 - Released - 1989

The Incredible Shrinking Sphere of the title comes under your control in this isometric maze game which has similarities to Marble Madness and Spindizzy. The ball needs to be guided from the start of a level to the end, through 4 linked sections. Various functioning squares must be used to your advantage. Uniquely these include changes to the ball's size, as well as it's physics. Revolving squares randomly fire the ball off in another direction, and ramps shoot you in the current direction at high speed. Weapons can be collected, as can shields - both of which are required to avoid some of the hazards on show. Black holes are always fatal however.

ISS: Incredible Shrinking Sphere

ISS: Incredible Shrinking Sphere

Sinclair ZX Spectrum - Released - 1989

The Incredible Shrinking Sphere of the title comes under your control in this isometric maze game which has similarities to Marble Madness and Spindizzy. The ball needs to be guided from the start of a level to the end, through 4 linked sections. Various functioning squares must be used to your advantage. Uniquely these include changes to the ball's size, as well as it's physics. Revolving squares randomly fire the ball off in another direction, and ramps shoot you in the current direction at high speed. Weapons can be collected, as can shields - both of which are required to avoid some of the hazards on show. Black holes are always fatal however.

Mermaid Madness

Mermaid Madness

Commodore 64 - Released - 1986

In Mermaid Madness the player takes the role of the weighty mermaid Myrtle who finally, after 112 years, found the man of her dreams: the diver Gordon. Unfortunately he is not very enthusiastic, flees into the water and jams himself under a ship. Myrtle's first priority is to save Gordon. The player navigates Myrtle through an underwater labyrinth (although there a few screens above ground) and collects items. Those items have to be used in another location to proceed. It is also important to avoid enemies because touching them reduces her life energy, which can be refilled by finding beer bottles. There is no scrolling and Gordon's air supply acts as time limit.

Mermaid Madness

Mermaid Madness

Sinclair ZX Spectrum - Released - 1986

Swim Myrtle down to rescue Gormless Gordon. You will need to avoid sea creatures that attack you if you touch them. You will need to drink stout to keep up your energy. There are also some useful objects which will need to be collected and used.

Millennium 2.2

Millennium 2.2

Atari ST - Released - 1989

Millennium: Return to Earth is the forerunner to Deuteros: The Next Millennium and has a premise similar to Sierra's Outpost. Set in the 22nd century, the Earth has been destroyed, and the player's mission is to re-establish human colonization of other worlds, beginning with just one outpost and a few hundred survivors on the moon. Success requires maintaining life support, mining and producing resources for more colonies, and defense against a powerful alien race bent on humanity's destruction.

Nihilist

Nihilist

Sinclair ZX Spectrum - Released - 1987

Nihilist is 2D top-down shooter. Action takes place in seven-level complex patrolled by droids of eight different ranks: Alpha, Beta, Gamma, Delta, Epsilon, Lambda, Pi and Omega. The player starts as an Alpha-droid, the lowest. This droid hunts for others - he advances his status through the other ranks. Droid moves on level, searches weapon, enemies to kill and special places to recharge energy. Droid can use teleports.

Prodigy

Prodigy

Sinclair ZX Spectrum - Released - 1986

The tyrannical Wardlock has created two humanoids within his mechanical world, for his own amusement. Solo the Synthelman must lead Nejo the baby out of this nightmare and to safety. There are four worlds to get through, Ice Zone, VegieZone, Tech Zone and Fire Zone. These are linked via teleports and all full of nasties to fend off and protect Nejo from. The Ice Zone contains oxygen bubbles which must be popped to keep you breathing well. Nejo needs feeding and taking to the showers regularly. The game is viewed isometrically and smoothly scrolls, unlike other isometric games of the day.

Prodigy

Prodigy

Commodore 64 - Released - 1986

The tyrannical Wardlock has created two humanoids within his mechanical world, for his own amusement. Solo the Synthelman must lead Nejo the baby out of this nightmare and to safety. There are four worlds to get through, Ice Zone, VegieZone, Tech Zone and Fire Zone. These are linked via teleports and all full of nasties to fend off and protect Nejo from. The Ice Zone contains oxygen bubbles which must be popped to keep you breathing well. Nejo needs feeding and taking to the showers regularly. The game is viewed isometrically and smoothly scrolls, unlike other isometric games of the day.

Riddler's Den

Riddler's Den

Sinclair ZX Spectrum - Released - 1985

Riddler's Den is similar to Ultimate's games such as SabreWulf or Atic Atac, twinning maze with puzzle-solving elements - and it also includes some RPG elements. Regarding the story, Trunkie, the Manlephant, has entered the Riddler's Den to complete the 1st part of his quest by finding the Golden Tusk and ultimately meet the Great Golden God Gregogo. To be successful in these tasks, Trunkie will have to decipher how to take advantage from the many objects he'll find in the way.

R-Type

R-Type

Sinclair ZX Spectrum - Released - 1988

R-Type is set in the middle of 22nd century, and the player flies a futuristic fighter craft called the R-9a "Arrowhead", named for its shape, and because it is the ninth model in the 'R' series of fighter craft (but it is the first of the series to actually be used in combat; the previous models were all prototypes). The mission is to 'blast off and strike the evil Bydo Empire'. The R- in the series title originally stood for "ray", as in a ray of light. It was a reference to the many different types of ray-like weapons in the first R-Type. This was later retconned in R-Type Final to refer specifically to the production code as well as a term of endearment for the player fighter craft, the "Round Canopy". Another theory suggests that "R-Type" refers to Bydo as r-strategists in r/K selection theory.

R-Type

R-Type

Commodore 64 - Released - 1988

R-Type is set in the 22nd century, and the player flies a futuristic fighter craft called the R-9a "Arrowhead", named for its shape, and because it is the ninth model in the 'R' series of fighter craft (but it is the first of the series to actually be used in combat; the previous models were all prototypes). The mission is to 'blast off and strike the evil Bydo Empire'.

R-Type

MS-DOS - Released - 1989

R-Type is a side scrolling shoot 'em up best known for its extremely tough and strategic gameplay. You control the R-9 spaceship as it launches a last-ditch effort to repel the evil Bydo empire. The R-9 comes equipped as standard with a small gun which can only take down the smallest of enemies without firing several shots. By holding down the fire button, it can be loaded up so as to release a large burst of energy, eliminating all but the strongest enemies in its path. From time to time, pods will come flying in your direction. Upon being shot, they release an upgrade. The first one will invariably be the one called "The Force", which is a weapons pod that clings either to the front or the back of your ship, absorbing any enemy bullets or acting as a bumper with which you can fly head-on into them. You can also use it as an offensive weapon by firing it and pulling it back in. Mastering the Force is vital to surviving in R-Type, since it must be used both as protection against bullet clusters, as a remote controlled cannon, and in order to clear the screen from obstacles. Other upgrades give you target-seeking missiles or a bigger main gun. Different gun types, differentiated by their colour, serve different purposes. The blue one sends laser beams bouncing across the screen (good for tunnels), the red one fires straight ahead, and the yellow one follows any walls it may encounter (good for artillery emplacements). The stages of R-Type are made in an organic style, certainly inspired by H. R. Giger's artwork for the Alien movies. When it came out, it was considered trend-setting since it broke off from the stereotypical sci-fi mould of other shoot'em'ups. In part, the levels themselves are your enemy, which is exemplified by the fourth, where spider-like creatures weave webs that cover the screen and block your path, or levels with intricate tunnel systems. Still, the levels are best handled with a combination of strategy and reflexes, without the memorisation that is required of R-Type's contemporary rival, Gradius.

September

September

Commodore 64 - Released - 1987

From the chart busting board game that is now a classic, comes the computer game. You can ply the computer or up to 4 friends. to understand the game is stunningly simple - to master the game, a true challenge. Drive a patch across the screen to reach the other side - but getting there is not so easy! Your opponents will have other ideas.

Spindizzy

Spindizzy

Sinclair ZX Spectrum - Released - 1986

Spindizzy is an action and puzzle game played from an isometric perspective. Players can view the playing field from four angles, and rotate between them. The game takes place in a fictional landscape of interconnected stages suspended in a dimensional space. The player controls a probe called a Gyroscopic Environmental Reconnaissance And Land-Mapping Device (GERALD), via keyboard commands or a joystick. The craft is able to transform—and modify its mobility as a result—between three configurations: a ball, an inverted square pyramid, and a gyroscope. Players navigate the probe through the stages to explore the world within a time limit. The time limit can be extended by collecting power jewels scattered through the world and is decreased by falling off a stage. Stages feature ramps, corridors, and other obstacles that hinder the player from quickly traversing them. The game ends when time expires or the world is completely explored.

Spindizzy

Spindizzy

Apple II - Released - September 10, 1986

Spindizzy is an isometric computer game released for several 8-bit home computer formats in 1986 by Electric Dreams Software. It features action and puzzle game elements. Players must navigate a series of screens to explore a landscape suspended in a dimensional space. Development was headed by Paul Shirley, who drew inspiration from Ultimate Play the Game games that feature an isometric projection. The game was successful in the United Kingdom and was well received by the video game press. Reviewers praised its visuals and design, but criticized its audio. Similarities were drawn to Marble Madness, which was released in arcades two years earlier. Spindizzy was followed by a 1990s sequel titled Spindizzy Worlds.

Star Raiders II

Star Raiders II

Commodore 64 - Released - 1987

The game was originally developed as part of a tie-in with the movie The Last Starfighter, which featured an arcade game of the same name as part of its plotline.

Star Raiders II

Star Raiders II

Sinclair ZX Spectrum - Released - 1987

The Zylons have returned to attack the Celos IV star system. In this 3D shoot-'em-up, the player takes control of the Liberty Star and must warp to threatened planets to battle the Zylon Fly Fighters and Destroyers. The Zylon Squadrons can also be attacked while in transit, and friendly Space Stations allow refueling. To achieve victory, the Zylon Attack Bases on their own planets must be destroyed. The game ends if the Liberty Star runs out of fuel, or if all cities are destroyed by Zylons.

Super Hang-On

Super Hang-On

Commodore 64 - Released - 1988

This is a conversion of Sega's popular motorcycle racing arcade game. In this game you race a motorcycle around the world, completing each section of track within a time limit. There are other bikes on the road, but beating this is not important, so they can be thought of as moving obstacles. Each continent is a different difficulty level: Africa is beginner, Asia is junior, the Americas are senior, and Europe is expert.

Super Hang-on

Super Hang-on

Sinclair ZX Spectrum - Released - 1987

In Super Hang-On you race a motorcycle around the world, completing each section of track within a time limit. There are other bikes on the road, but beating this is not important, so they can be thought of as moving obstacles. Each continent is a different difficulty level: Africa is beginner, Asia is junior, the Americas are senior, and Europe is expert. This is a very simple and straightforward game, viewed from behind the bike in 2D (so the screen does not tilt with the bike). The right/left controls are steering, and up/down are gear changes. Your cycle is always moving, and your speed strictly depends on the gear you are in, although contact or running off the road slows the bike down. The Sega Genesis version features "Original mode" in which the player participates in racing tournaments, hires mechanics, upgrades his bike. This mode uses passwords allowing players to continue a previously played game.

Super Sprint

Super Sprint

Commodore 64 - Released - 1986

Super Sprint is a racing game for one or two players, with the Arcade version allowing three players to race at the same time. Gameplay is from an overhead view of the racetrack. The racetracks start simple and gradually get more complicated, and may also feature obstacles ranging from traffic cones to tornadoes. Occasionally wrenches will appear in the roadway, and when collected they can be used after a race to power up your car with better tires, better acceleration or a higher top speed.

Super Sprint

Super Sprint

Sinclair ZX Spectrum - Released - 1987

Super Sprint is a racing game for one or two players, with the Arcade version allowing three players to race at the same time. Gameplay is from an overhead view of the racetrack. The racetracks start simple and gradually get more complicated, and may also feature obstacles ranging from traffic cones to tornadoes. Occasionally wrenches will appear in the roadway, and when collected they can be used after a race to power up your car with better tires, better acceleration or a higher top speed.

Tempest

Tempest

Sinclair ZX Spectrum - Released - 1987

99 Hyperspatial Wireways have long been crucial to man's ability to travel quickly through space. Thus, when aliens invade them, it becomes necessary to fly into and clear them. Tempest is a shooter using wire-frame graphics. Each Wireway is taken on in turn, and has a network of lines guiding the movement paths of both yourself and the aliens. You remain on the outside and keep shooting as the aliens move towards you. Any that reach the outside are fatal to touch, thus limiting your range of movement greatly if 2 or more achieve this. Some aliens move sideways - in dealing with these, plan ahead allowing for the time your shots to take to travel. You have a Super Zapper, which can be used once on each level to wipe out all aliens currently active, but this scores no points.

The Rocky Horror Show

The Rocky Horror Show

Commodore 128 - Released - 1985

The Rocky Horror Show is a video game, based on the musical of the same name, where you get to control either Brad or Janet in your quest to explore the strange interior over at the Frankenstein place. It's a bit of a mind flip but if you are careful you'll do the time warp, again! Play as either Brad or Janet to rescue the other, in this computer adaptation of the hit Broadway Musical The Rocky Horror Picture Show. Search the castle for pieces of the Medusa machine to free your partner from stone and escape the castle before it blasts off. Each one must be taken to the De-Medusa machine, only carrying one at a time. You must collect keys and disable force fields along the way. Other characters in the game will hinder your progress by stealing and hiding your clothes or other objects you may be carrying. Watch out for Riff-Raff or he'll shoot you with his laser gun. And if Eddie thaws out and escapes from the freezer, he'll run you over with his motorcycle.

The Rocky Horror Show

The Rocky Horror Show

Apple II - Released - 1986

Play as either Brad or Janet to rescue the other, in this computer adaptation of the hit Broadway Musical The Rocky Horror Picture Show. Search the castle for pieces of the Medusa machine to free your partner from stone and escape the castle before it blasts off. Each one must be taken to the De-Medusa machine, only carrying one at a time. You must collect keys and disable force fields along the way. Other characters in the game will hinder your progress by stealing and hiding your clothes or other objects you may be carrying. Watch out for Riff-Raff or he'll shoot you with his laser gun. And if Eddie thaws out and escapes from the freezer, he'll run you over with his motorcycle.

The Rocky Horror Show

The Rocky Horror Show

Commodore 64 - Released - 1985

Play as either Brad or Janet to rescue the other, in this computer adaptation of the hit Broadway Musical The Rocky Horror Picture Show. Search the castle for pieces of the Medusa machine to free your partner from stone and escape the castle before it blasts off. Each one must be taken to the De-Medusa machine, only carrying one at a time. You must collect keys and disable force fields along the way. Other characters in the game will hinder your progress by stealing and hiding your clothes or other objects you may be carrying. Watch out for Riff-Raff or he'll shoot you with his laser gun. And if Eddie thaws out and escapes from the freezer, he'll run you over with his motorcycle.

Titanic: The Recovery Mission

Titanic: The Recovery Mission

Commodore 64 - Released - 1986

You're the president of the Titanic Salvage Company and it's your job to recover any artifacts you can find from the wreck of the H.M.S. Titanic and ultimately raise the ship to the surface. The game combines both above and below water aspects. Above the water, you must manage the company, press conferences and finances. Below the water, you explore the Titanic and her many secrets by navigating T.S.1 (your underwater robot) through a maze-like environment while trying to find a way to raise the ship to the surface. Along the way, you'll find several hidden items that combine to create yet another item, many of which are required to open locked doors, safes and other hidden compartments.

Wicked

Wicked

Commodore 64 - Released - 1989

In Wicked, a big evil has come to the world and the player has to drive it back. To do so, the twelve astrological signs (with three levels each) have to be purged. The basic idea is that portals spit out spores which can be either good or evil. The goal is to produce enough good spores to overrun and destroy all evil portals before the screen is filled with bad spores. The player has to manage the time resources because everything has to be done manually: shooting at the evil spore growth to drive it back and picking up good spores to create good spore portals at strategically useful positions. Additional gameplay elements are Guardians which fly around the screen and are unhealthy when touched, a night-time-rhythm which influence the spore growth and tarot cards which get revealed in regular intervals. These have either good or bad influences for the one who picks it up. There are three options to set the gameplay: action-oriented, strategy-oriented or mixed.

Winter Sports

Winter Sports

Sinclair ZX Spectrum - Released - 1985

Eight winter sports events are recreated in this Epyx-style action game. Three variations on skiing are included - Downhill, Slalom and Giant Slalom, which involve setting the correct speed and direction change as you steam through the gates. These events have a split-screen view displaying different angles at once, as to the Bobsled, Speed Skating, Bobsled and Biathlon (all bar the latter are vertically-split). As it includes target shooting, the Biathlon is one of the more challenging events. The game also includes an Ice Hockey mode as something of a bonus. 1. DOWNHILL 2. SLALOM 3. GIANT SLALOM 4. ICE HOCKEY 5. SKI JUMPTING 6. SPEED SKATING 7. BOBSLED 8. BIATHLON H. HIGH SCORES

Zoids (Electric Dreams)

Zoids (Electric Dreams)

Commodore 64 - Released - 1986

In this game you are a visiting Earthman, caught in the war between ancient enemies. After you crashed, you joined your rescuers in their war for survival. You are the blue side; your enemies are colored red. You control a gigantic battle-robot, called a Zoid, to attack and defeat other Zoids. The action takes place from within the cockpit. You have to learn a new way of looking at the world, as your only contact with outside is through the instrument panels of the Zoid. This is not intuitive--it takes some reading, some experimentation, and lots of practice. What you see on the screen while playing is the cockpit control panels. The computer displays your health and the health of your battle robot both visually and audibly. You see your heartbeat and the bot has a similar heartbeat. You also hear you heartbeats, and these tell you how your combined overall health is. Other features of the cockpit include a radar-style map that shows your Zoid in relation to the world around you. The map includes terrain features, and anything your instruments pick up is put on the map. All your game controls are displayed around the map, the railgun, shields, jamming, missiles, and general information panels.

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