Electronic Zoo

Abandoned Places: A Time for Heroes

Abandoned Places: A Time for Heroes

Commodore Amiga - Released - 1992

In this RPG, you play the role of four heroes whose mission is to save their world, Kalynthia, from the evil arch mage Bronagh. Most of the time, while exploring the over world, the game is shown in a 2D top-down view. It gives you much freedom: there's more to do than just stick to the main quest. Towns have a static interface where you reach the wished location by pressing the according symbol. e.g. a church for healing up or a sage for hints. During dungeon crawls the game switches to a 3D view and plays similar to Dungeon Master. As usual for this kind of games you see the dungeon in a small windows while your characters are shown on the right hand side of the screen. Dungeon sequences are completely in real-time. This includes combat which basically consists of clicking on a character's weapon or magic spell and then clicking on the monster. After every usage of a weapon/spell you have to wait a certain time until you can use it again.

Cardiaxx

Cardiaxx

Commodore Amiga - Released - 1991

A Defender style shoot 'em up with a succession of waves to fight off. The background graphics aren't very detailed, but the game's extremely fast-paced. The controls are quite precise, making the barriers at the top and bottom of the screen qutie imposing. For no apparent reason, your score is written in huge numbers in the middle of the screen. Two versions of the game exist, one from Electronic Zoo, and a budget one from Team 17, which had a few minor changes.

DarkSpyre

DarkSpyre

MS-DOS - Released - 1990

The Gods of War, Intelligence, and Magic have created DarkSpyre, and intimidating tower full of riddles and monsters. The player takes control of an aspiring champion, whose goal is to explore the maze-like levels of the tower, retrieve five powerful runes hidden there, and ultimately save the world from destruction. DarkSpyre is a top-down "dungeon-crawling" role-playing game. The player creates the protagonist, choosing gender and magic specialization (healing or offensive), as well as customizing his/her combat parameters. The game consists of navigating the tower's complex levels (39 of them must be traversed to complete the game, though there are 50 altogether), fighting monsters in action-based combat. The protagonist can equip a variety of weapons and armor; weapons can break after excessive usage, and armor will deteriorate in quality if worn for a long time. Spells are learned from scrolls found in the tower. The hero gains weapon and magic proficiency by repeatedly using the same weapon and/or spell.

DarkSpyre

DarkSpyre

Commodore Amiga - Released - 1991

The Gods of War, Intelligence, and Magic have created DarkSpyre, and intimidating tower full of riddles and monsters. The player takes control of an aspiring champion, whose goal is to explore the maze-like levels of the tower, retrieve five powerful runes hidden there, and ultimately save the world from destruction. DarkSpyre a top-down "dungeon-crawling" role-playing game. The player creates the protagonist, choosing gender and magic specialization (healing or offensive), as well as customizing his/her combat parameters. The game consists of navigating the tower's complex levels (39 of them must be traversed to complete the game, though there are 50 altogether), fighting monsters in action-based combat. The protagonist can equip a variety of weapons and armor; weapons can break after excessive usage, and armor will deteriorate in quality if worn for a long time. Spells are learned from scrolls found in the tower. The hero gains weapon and magic proficiency by repeatedly using the same weapon and/or spell.

Daylight Robbery

Daylight Robbery

Commodore Amiga - Unreleased - 1991

The object of the game is to grab as much loot as possible. You do have the odd incentive, like the fact that if you fail to grab all the gems within the lime limit, the alarm goes off and you loose a life. Loose all your lives and you're back behind bars. Ignoring the two and three player options you tackle the first gem ridden, monster free screen. It's a simple screen but then it is the first and designed to introduce you to the game. Daylight Robbery is one of those games with simplistic gameplay that keeps you glued to the keyboard. It's not the rules of the game that make the game so much fun, but the situations you find yourself in. Each level consists of a single screen upon which you will find the gems of various colour. Before each level begins, the Security Computer tells you in which colour order the gems must be collected. This is without a doubt a simple, fun and strangely addictive game.

Eco Phantoms

Eco Phantoms

Commodore Amiga - Released - 1990

After six years away from Earth, your delivery contract is finally over, you've been paid a fat cheque and you can't wait to get home. As your ship gets closer and closer to the old beloved blue planet, the anticipation mounts. But wait! What's this? The earth is an unfamiliar, grey husk! A vast alien mothership hangs above it, mercilessly sucking out all of its natural resources. While you were away, the Eco Phantoms arrived, and did this! Now, you've managed to steal an Eco zeppelin craft and have gone down to Earth, to try to reverse the planet-draining process before it's too late. The Eco Phantoms have built several domes on the planet's surface, which house their buildings and equipment. You'll have to navigate through three of these domes, learning how to operate and maintain your alien craft, gathering resources, collecting data spheres, rescuing prisoners and engaging in confrontations with the Eco forces. Eventually, if you survive long enough, you'll be able to enter the alien mothership, where you will have to reprogram the main computer, to reverse the process and restore Earth to life. Eco Phantoms is a hybrid game that contains exploration with an aircraft in pseudo-3D dungeon-like environments, action-based combat, arcade sequences, and puzzle-solving elements.

Eco Phantoms

Eco Phantoms

Atari ST - Released - 1991

After six years away from Earth, your delivery contract is finally over, you've been paid a fat cheque and you can't wait to get home. As your ship gets closer and closer to the old beloved blue planet, the anticipation mounts. But wait! What's this? The earth is an unfamiliar, grey husk! A vast alien mothership hangs above it, mercilessly sucking out all of its natural resources. While you were away, the Eco Phantoms arrived, and did this! Now, you've managed to steal an Eco zeppelin craft and have gone down to Earth, to try to reverse the planet-draining process before it's too late. The Eco Phantoms have built several domes on the planet's surface, which house their buildings and equipment. You'll have to navigate through three of these domes, learning how to operate and maintain your alien craft, gathering resources, collecting data spheres, rescuing prisoners and engaging in confrontations with the Eco forces. Eventually, if you survive long enough, you'll be able to enter the alien mothership, where you will have to reprogram the main computer, to reverse the process and restore Earth to life. Eco Phantoms is a hybrid game that contains exploration with an aircraft in pseudo-3D dungeon-like environments, action-based combat, arcade sequences, and puzzle-solving elements.

Future Classics Collection

Future Classics Collection

Commodore Amiga - Released - 1990

The Future Classics Collection is a collection of five distinctly-themed games that stress action and strategy equally. The programmers of the games had previously worked for Cinemaware and MicroProse. The gameplay options are also quite varied: Each game can be played one player alone, two players alternately, two players simultaneously, or one player against one of three computer personalities -- including split-screen play for head-to-head competition.

Galactic Empire

Galactic Empire

Commodore Amiga - Released - 1990

In this game you have to roam the space with your spaceship to conquer the universe. Progressing from one star system to another you'll discover new planets (friendly or hostile), engaging in space combat or conversation with other characters to further the plot. You are free to travel to wherever you please, but here the plot is much more linear, and you can't do much without running into the next event that triggers a plot advance.

Germ Crazy

Germ Crazy

Commodore Amiga - Released - 1991

In Germ Crazy, you play the part of a fledgling surgeon who must protect his patient from a debilitating, flesh-eating virus. The disease must be stopped by whatever means necessary; whether by antibody injections, black market drugs, amputation, or all-out germ warfare. Just be sure that your patient doesn't suffer too much surgical abuse or else he will be greeted by Mr. Grim Reaper himself. On the flipside, being too careful may result in the rapid spreading of this hideous mutant virus, and the poor victim will literally rot away until all that remains is a skeleton! The gameplay is complex and unique, and resembles a more biological version of Sim City. There are six levels of difficulty, but even at the easiest level, Germ Crazy is a difficult game to master. The subject matter, although undeniably grim, is tempered with a sadistic sense of humor throughout.

Germ Crazy

Germ Crazy

Atari ST - Released - 1991

In Germ Crazy, you play the part of a fledgling surgeon who must protect his patient from a debilitating, flesh-eating virus. The disease must be stopped by whatever means necessary; whether by antibody injections, black market drugs, amputation, or all-out germ warfare. Just be sure that your patient doesn't suffer too much surgical abuse or else he will be greeted by Mr. Grim Reaper himself. On the flipside, being too careful may result in the rapid spreading of this hideous mutant virus, and the poor victim will literally rot away until all that remains is a skeleton! The gameplay is complex and unique, and resembles a more biological version of Sim City. There are six levels of difficulty, but even at the easiest level, Germ Crazy is a difficult game to master. The subject matter, although undeniably grim, is tempered with a sadistic sense of humor throughout.

Khalaan

Khalaan

Commodore Amiga - 1991

Khalaan is an interesting strategy game of empire building set in the ancient Arabic world. Turn based, it requires you to establish trade, raise armies, and manage your economy to build a strong empire. You can expand your empire through conquest and diplomacy. Turns are seasonal, and military, naval, and trade caravans are the tools of empire.

Prophecy I: The Viking Child

Prophecy I: The Viking Child

Atari ST - Released - 1990

Cartoony side-scroller where you take the role of, as the title states, a viking child, in his quest to free his friends and family, held by the evil god Loki inside the Great Halls of Valhalla. Fight your way through 16 levels with diverse scenarios, including medieval castles and mountains. Spread throughout the levels are shops in which you can buy potions and other magical items to help you along the way. Before you finally face the Dark Lord Loki, you must also defeat the 8 Apprentices of Darkness. The game features colorful graphics and 22 different tunes to make the whole trip a bit more pleasant.

Subbuteo: The Computer Game

Subbuteo: The Computer Game

Amstrad CPC - Released - 1990

Subbuteo recreates the famous table football game, which makes for something very different from Sensible/Kick Off/FIFA style games. It's effectively a turn-based strategy game of sorts, as each player has 30 seconds to make their move (within a 30 minute match length), which involves first selecting a player, then aiming the direction in which he will be flicked, then the power and swerve of the flick are determined by the length of time the button is held down for. With any luck, your player will hit the ball, and hit it such that it doesn't leave the playing area, and doesn't hit an opponent. If any of those rules are violated, possession passes to the opposition. Before each flick, the team not in possession can make a 'defensive flick' involving moving one of their players into a potential blocking position (without hitting the ball or an opponent, as this is a foul).

Subbuteo: The Computer Game

Subbuteo: The Computer Game

Sinclair ZX Spectrum - Released - 1990

Subbuteo recreates the famous table football game, which makes for something very different from Sensible/Kick Off/FIFA style games. It's effectively a turn-based strategy game of sorts, as each player has 30 seconds to make their move (within a 30 minute match length), which involves first selecting a player, then aiming the direction in which he will be flicked, then the power and swerve of the flick are determined by the length of time the button is held down for. With any luck, your player will hit the ball, and hit it such that it doesn't leave the playing area, and doesn't hit an opponent. If any of those rules are violated, possession passes to the opposition. Before each flick, the team not in possession can make a 'defensive flick' involving moving one of their players into a potential blocking position (without hitting the ball or an opponent, as this is a foul).

Subbuteo: The Computer Game

Subbuteo: The Computer Game

Atari ST - Released - 1990

Subbuteo recreates the famous table football game, which makes for something very different from Sensible/Kick Off/FIFA style games. It's effectively a turn-based strategy game of sorts, as each player has 30 seconds to make their move (within a 30 minute match length), which involves first selecting a player, then aiming the direction in which he will be flicked, then the power and swerve of the flick are determined by the length of time the button is held down for. With any luck, your player will hit the ball, and hit it such that it doesn't leave the playing area, and doesn't hit an opponent. If any of those rules are violated, possession passes to the opposition. Before each flick, the team not in possession can make a 'defensive flick' involving moving one of their players into a potential blocking position (without hitting the ball or an opponent, as this is a foul).

Subbuteo: The Computer Game

Subbuteo: The Computer Game

Commodore 64 - Released - 1990

Subbeteo is a group of table top games simulating team sports such as association football, cricket, both codes of rugby and hockey. The name is most closely associated with the football game, which for many years was marketed as "the replica of Association Football" or Table Soccer. The "Subbuteo" name derives from the neo-Latin scientific name Falco subbuteo (a bird of prey commonly known as the Eurasian hobby). This game is dedicated to that hobby and represents it in digital form.

Subbuteo: The Computer Game

Subbuteo: The Computer Game

MS-DOS - Released - 1990

Subbuteo recreates the famous table football game, which makes for something very different from Sensible/Kick Off/FIFA style games. It's effectively a turn-based strategy game of sorts, as each player has 30 seconds to make their move (within a 30 minute match length), which involves first selecting a player, then aiming the direction in which he will be flicked, then the power and swerve of the flick are determined by the length of time the button is held down for. With any luck, your player will hit the ball, and hit it such that it doesn't leave the playing area, and doesn't hit an opponent. If any of those rules are violated, possession passes to the opposition. Before each flick, the team not in possession can make a 'defensive flick' involving moving one of their players into a potential blocking position (without hitting the ball or an opponent, as this is a foul).

Subbuteo: The Computer Game

Subbuteo: The Computer Game

Commodore Amiga - Released - 1990

Subbuteo recreates the famous table football game, which makes for something very different from Sensible/Kick Off/FIFA style games. It's effectively a turn-based strategy game of sorts, as each player has 30 seconds to make their move (within a 30 minute match length), which involves first selecting a player, then aiming the direction in which he will be flicked, then the power and swerve of the flick are determined by the length of time the button is held down for. With any luck, your player will hit the ball, and hit it such that it doesn't leave the playing area, and doesn't hit an opponent. If any of those rules are violated, possession passes to the opposition. Before each flick, the team not in possession can make a 'defensive flick' involving moving one of their players into a potential blocking position (without hitting the ball or an opponent, as this is a foul).

Tennis Cup

Tennis Cup

Commodore Amiga - Released - 1990

Tennis Cup is a split-screen tennis game with the camera closely positioned at the athlete's back. The available playing modes are exhibition match (either single or double), training, the Davis Cup or the four Grand Slam tournaments. The player either controls one of the 32 available tennis athletes or creates a new one. Then there are 30 points to divide between abilities (e.g. forehand or volleys). This athlete can be saved to disk and further improved during the course of time. For exhibition matches, the opponent can be built the same way. The game includes various hit types, depending on the player's position and timing. The direction of the ball can also be influenced when performing a shot. There are four different surfaces, influencing the gameplay, and three difficulty levels.

Tennis Cup

Tennis Cup

MS-DOS - Released - 1990

Tennis Cup is a split-screen tennis game with the camera closely positioned at the athlete's back. The available playing modes are exhibition match (either single or double), training, the Davis Cup or the four Grand Slam tournaments. The player either controls one of the 32 available tennis athletes or creates a new one. Then there are 30 points to divide between abilities (e.g. forehand or volleys). This athlete can be saved to disk and further improved during the course of time. For exhibition matches, the opponent can be built the same way. The game includes various hit types, depending on the player's position and timing. The direction of the ball can also be influenced when performing a shot. There are four different surfaces, influencing the gameplay, and three difficulty levels

The Ball Game

The Ball Game

Commodore Amiga - Released - 1991

This puzzle game features four players, any number of which can be human or computer, and is viewed from an isometric perspective. The basic gameplay is very similar to Virgin's Spot license. Your aim is to take control of the largest area of the board, which is done by moving your pieces so as for them to be next to pieces of another colour, which will then become your colour. There are three types of move – short moves which also see you retain the square you were in, jumps in which you lose the previous square, and moves using the teleporting device to move a larger distance. There are over 100 levels, which needn't be played in sequence. The board layouts feature gaps in, which must be incorporated into your strategy, to ensure that you don't leave a space next to a large number of your pieces, which would allow an opponent to swallow them up.

The Ball Game

The Ball Game

MS-DOS - Released - 1991

This puzzle game features four players, any number of which can be human or computer, and is viewed from an isometric perspective. The basic gameplay is very similar to Virgin's Spot license. Your aim is to take control of the largest area of the board, which is done by moving your pieces so as for them to be next to pieces of another colour, which will then become your colour. There are three types of move – short moves which also see you retain the square you were in, jumps in which you lose the previous square, and moves using the teleporting device to move a larger distance. There are over 100 levels, which needn't be played in sequence. The board layouts feature gaps in, which must be incorporated into your strategy, to ensure that you don't leave a space next to a large number of your pieces, which would allow an opponent to swallow them up.

The Ball Game

The Ball Game

Commodore 64 - Released - 1991

This puzzle game features four players, any number of which can be human or computer, and is viewed from an isometric perspective. The basic gameplay is very similar to Virgin's Spot license. Your aim is to take control of the largest area of the board, which is done by moving your pieces so as for them to be next to pieces of another colour, which will then become your colour. There are three types of move – short moves which also see you retain the square you were in, jumps in which you lose the previous square, and moves using the teleporting device to move a larger distance. There are over 100 levels, which needn't be played in sequence. The board layouts feature gaps in, which must be incorporated into your strategy, to ensure that you don't leave a space next to a large number of your pieces, which would allow an opponent to swallow them up.

The Ball Game

The Ball Game

Atari ST - 1991

This puzzle game features four players, any number of which can be human or computer, and is viewed from an isometric perspective. The basic gameplay is very similar to Virgin's Spot license. Your aim is to take control of the largest area of the board, which is done by moving your pieces so as for them to be next to pieces of another colour, which will then become your colour. There are three types of move – short moves which also see you retain the square you were in, jumps in which you lose the previous square, and moves using the teleporting device to move a larger distance. There are over 100 levels, which needn't be played in sequence. The board layouts feature gaps in, which must be incorporated into your strategy, to ensure that you don't leave a space next to a large number of your pieces, which would allow an opponent to swallow them up.

Treasure Trap

Treasure Trap

Commodore Amiga - Released - 1990

Treasure Trap is an isometric action game similar to Head Over Heels, but less abstract in its theme. The player guides the diver in a series of rooms (100 total) where the main goal is to collect gold. The main hazard encountered is the sea life that occupied the vacant ship. The character has no weapons, but carries a limited amount of "smart fishes", trained piranhas that attack and destroy all the enemies in the room.

Treasure Trap

Treasure Trap

Atari ST - Released - 1990

In 1829 The Esmerelda, a cargo ship carrying gold, sinks to the bottom of the ocean. In 1927 a treasure hunter called Howard Kelp dons a diving suit and searches for the bullion in the wreck. Treasure Trap is an isometric action game similar to Head Over Heels, but less abstract in its theme. The player guides the diver in a series of rooms (100 total) where the main goal is to collect gold. The main hazard encountered is the sea life that occupied the vacant ship. The character has no weapons, but carries a limited amount of "smart fishes", trained piranhas that attack and destroy all the enemies in the room. Since the player starts with 2 fishes and only receives a new one at each 80 gold bars collected, most of the time the enemies have to be avoided by staying away or jumping over them. Stacking boxes and other objects stops the fauna from getting to the character (and also allows access to high places). There's an air gauge that is constantly depleting at the bottom-right of the screen. It can be filled with the compressed air tanks scattered in some rooms. Some doors require geometric-shaped keys. These can be collected and stored in three slots at the bottom-left of the screen. The game allows saving at each 50 gold collected.

Treasure Trap

Treasure Trap

MS-DOS - Released - 1990

In 1829 The Esmerelda, a cargo ship carrying gold, sinks to the bottom of the ocean. In 1927 a treasure hunter called Howard Kelp dons a diving suit and searches for the bullion in the wreck. Treasure Trap is an isometric action game similar to Head Over Heels, but less abstract in its theme. The player guides the diver in a series of rooms (100 total) where the main goal is to collect gold. The main hazard encountered is the sea life that occupied the vacant ship. The character has no weapons, but carries a limited amount of "smart fishes", trained piranhas that attack and destroy all the enemies in the room. Since the player starts with 2 fishes and only receives a new one at each 80 gold bars collected, most of the time the enemies have to be avoided by staying away or jumping over them. Stacking boxes and other objects stops the fauna from getting to the character (and also allows access to high places). There's an air gauge that is constantly depleting at the bottom-right of the screen. It can be filled with the compressed air tanks scattered in some rooms. Some doors require geometric-shaped keys. These can be collected and stored in three slots at the bottom-left of the screen. The game allows saving at each 50 gold collected.

Under Pressure

Under Pressure

Commodore Amiga - Released - 1991

The pressure is building up and you don't have a minute to lose. Fight your way through many levels of weird and wonderful alien landscapes. It will not be an easy task as you meet the mean and nasty monsters who will do everything in their power to stop you. A "shell" will appear either when you destroy objects or when you pass through certain special areas. Collect these shells by walking over them. For every four shells you collect you will advance through a selection of weapons that are illustrated on the lower part of the screen. When you wish to change a particular highlighted weapon pull your joystick down and press the fire button until the highlight disappears. You will then be able to use your selected weapon. Certain weapons will have "extra firepower" if the fire button of your joystick is held down. Throughout the game you will be confronted with teleports, bridges and lifts. Experiment with jumping and don't be afraid to blast your way out of trouble.

Xiphos

Xiphos

Atari ST - Released - 1990

As usual, a computer has been put in control of vast stretches of an intergalactic empire. As usual, it has failed and locked the entire area into limbo. As usual, you're the one who has to sort this mess out, by reaching the computer and destroying it. Unfortunately, the area en route to it is vast and treacherous, with lots of obstacles to shoot out, and you will need to trade your items in order to get enough fuel to get there. The gameplay resembles Elite, involving first-person space shooting and trading.

Xiphos

Xiphos

MS-DOS - Released - 1990

As usual, a computer has been put in control of vast stretches of an intergalactic empire. As usual, it has failed and locked the entire area into limbo. As usual, you're the one who has to sort this mess out, by reaching the computer and destroying it. Unfortunately, the area en route to it is vast and treacherous, with lots of obstacles to shoot out, and you will need to trade your items in order to get enough fuel to get there. The gameplay resembles Elite, involving first-person space shooting and trading.

Xiphos

Xiphos

Commodore Amiga - Released - 1990

As usual, a computer has been put in control of vast stretches of an intergalactic empire. As usual, it has failed and locked the entire area into limbo. As usual, you're the one who has to sort this mess out, by reaching the computer and destroying it. Unfortunately, the area en route to it is vast and treacherous, with lots of obstacles to shoot out, and you will need to trade your items in order to get enough fuel to get there. The gameplay resembles Elite, involving first-person space shooting and trading.

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