Blasto is a 1978 arcade game by Gremlin. The player controls a spaceship and must maneuver it through a mine field. The player tries to beat the clock to destroy all the mines.
This game is a colour sequel of Sea Wolf. The Atari 2600-game "Submarine Commander" is a loose port of Sea Wolf II, and thus not to be confused with the 8-bit game of the same name.
Space Invaders is an arcade video game developed by Tomohiro Nishikado and released in 1978. It is one of the earliest shooting games and the aim is to defeat waves of aliens with a laser cannon to earn as many points as possible.
An arcade video game released in 1978 exclusively in Japan. It was the first video game both published and developed by Nintendo, and the first game developed by Nintendo R&D1. The game was a computerized version of the board game Othello (also known as Reversi). The game allowed for one person to play Othello against a computer opponent. It was also possible for two people to play head to head.
The title was named after the US advertising campaign for the Datsun 280Z. Players can drive up to 200 miles per hour (320 km/h) while navigating a tricky road course at night. Players must watch out for treacherous turns, nasty competitors, and the ever-present time limit. It is one of the earliest games, if not the earliest, with authorized branding.
This video game is an Atari 2600 port of Spacewar!, the famous 1962 computer game by Steve Russell. The cartridge comes programmed with 17 game variations. Variations 1 to 13 are duels between two ships and 14 to 17 are for one player. In some of the variations the ships fight near a planet which has gravitational attraction. This concept was used in the Star Control series of games.
Avalanche is a 2-D game of skill. You control a multi-storied platform with a spinner-knob. Your goal is to prevent the falling rocks from ever reaching the ground. There are six rows of rocks to deal with. You start with a 6-storied platform and you lose one platform per row of rocks cleared. You score points for those rocks you prevent from reaching the ground. Of course, the farther the row of rocks, the smaller and faster they become. Your ultimate goal is to get enough points so that you can continue your game should you lose your first one. Get your hard hat out and prepare to catch some rogue rocks.
The object of the game is to knock down as many pins in 10 frames of bowling. The game gives the player an overhead view of a bowling lane. The player's bowling ball starts out moving left and right across the front of the lane. This has the player trying to get the lane position they want the ball to start traveling down. Once the ball starts rolling down the lane, the player can curve the ball left or right. Once the curve has started, it can't be changed further.
The game has 18 variations. They involve choosing the combination of number of players (1 or 2), then speed of play (slow, normal, fast, and fastest), and selecting a regular or split game. Regular games start with all pins standing in each frame while the split games have a random number of pins missing and the player has 2 balls to knock down the remaining ones.
This preprogrammed cartridge plugs into the console of the Fairchild Video Entertainment System for more TV fun on the Channel F Network.
The gameplay featured on this cart is a take on the game of Dodgeball. The player is trapped inside a playfield and has to dodge a ball that continuously keeps bouncing of the sides of the playfield. The longer the player is able to dodge the ball, the more points are earned. After a certain amount of points are earned, another ball enters the playfield thus making the player have to dodge two balls. More balls keep getting added at fixed intervals after that until a total of 9 balls are in the playfield. The game ends when the player is finally hit by the ball.
In the 2 player game, both players are put into the same playfield and try to outlast the other player in trying not to get hit by the balls being thrown by the computer.
The game features random variations in the gameplay, such as having different sized playfields, ball sizes and speeds, and changing the players' size and speed. There's an Amateur and a Pro mode, both playable with either 1 or 2 players.
This preprogrammed cartridge plugs into the conso
Video Whizball is a game where players control paddles that have to protect a goal from being entered by whizballs. To protect their goal, the player's paddle can fire missiles which can be aimed straight or angled up or downward. Missiles that hit whizballs can help propel them to start going in an opposite direction. If one of the missiles or whizballs hits the player's or the opponent's paddle, it will temporarily disappear leaving the respective goal undefended. The game is won when either one of the players gets to a previously selected score.
The game contains 72 game variations of this basic premise. Variations include having from 1 to 4 whizballs, and 6 different game types:
Basic: each whizball is worth only 1 point;
Basic Plus: players can guide the missile shots into the whizballs;
Bonus: whizballs can be numbered 1 through 4 and are worth that many points each;
Bonus Plus: adds guided missiles to the Bonus game type;
Super Bonus: whizballs increase in value from 1 to 9 points the longer they stay in pl
The classic game of Hangman, in which the player has to guess a hidden word by suggesting letters. Only a certain number of letters can be tried - every incorrect guess will add an element to a drawing of a man being hanged at the gallows. The player loses if the drawing gets complete, due to his missing attempts at finding the letters in the secret word.
The game contains 64 game variations of this basic premise for either 1 or 2 players, with or without a score. Variations include:
The computer selects the word to guess;
One player comes up with a word for another player to solve;
The player is given one of the letters in the word to help him get started;
The game will tell the player he guessed the right letter but will not say where it belongs in a word;
The player isn't told how long the secret word is;
The player has to guess the letters and their location in the word;
The player has to solve an anagram.
A playable version of the board game of Checkers. The player controls the 12 checkers at the bottom of the screen and attempts to remove the 12 checkers at the top of the screen, controlled by the computer. A player can only move his checkers diagonally toward his opponent's side of the board. A checker can be jumped when two opposing checkers are adjacent to each other and there is an empty space directly across the checker being jumped. If there's a checker in the board that a player can jump, he is forced to do so. If a checker reaches the other side of the board, that checker is kinged and is allowed to move and jump both back and forth in diagonal movements. The game is won by the player who removes all of his opponent's checkers from the board.
This preprogrammed cartridge plugs into the console of the Fairchild Video Entertainment System for more TV fun on the Channel F Network. The classic game of checkers is played against the computer. Here is your chance to sharpen your skills without your opponent dump
Although the title of the game may lead players to believe it's a pinball game, this is actually a Breakout variant. The basic gameplay features the player bouncing a ball off of a paddle into a wall of bricks, chipping them off one brick at a time. Each brick destroyed earns the player points with the low green bricks being worth 1 point each, the middle blue bricks being worth 4 points each, and the red bricks on top rewarding 7 points each. Once the ball bounces off the wall of bricks, it's up to the player to maneuver the paddle under the falling ball in order to hit it back up into the wall of bricks. The player loses a life if he happens to miss hitting the ball with his paddle and it falls into the abyss. The game ends when 7 balls are lost. To keep up with the pinball motif, the wall of bricks are referred to as different colored skill lanes, the walls on the side that the ball can bounce off of are labeled side rails, and the paddle is referred to as a flipper.
The game offers 132 game variations of this
Sonar Search features the basic gameplay idea of Battleship, but with a unique twist. Instead of trying to randomly guess what grid an opponent's battleship is on, after the player takes a shot, the player will hear a sonar ping noise. The shorter the noise, the closer the player is to hitting a target.
In the 1 player game, the player has a limited number of chances to sink the enemy fleet of ships, while in the 2 player game, players take turns trying to sink their opponents ships before having their own ships sunk.
This preprogrammed cartridge plugs into the console of the Fairchild Video Entertainment System for more TV fun. This battle on the high seas is sure to score a direct hit with exciting one and two-player games.
Memory Match is a game where the player is given the task of flipping over cards two at a time in the hopes of having them match. If the cards match, they disappear from the playfield. If they don't match, the cards are flipped back over face down and the player tries again. The better the player is at memorizing where the overturned cards were, the easier it will be for him to find a match.
The game contains 4 variations of its basic premise. The Memory Match 1 variations offer a smaller grid thus making it easier.
Memory Match 1:
Cipher-24 (6x4 grid with numbers)
Symbol-24 (6x4 grid with symbols)
Memory Match 2:
Super Cipher-40 (10x4 grid with numbers)
Super symbol-40 (10x4 grid with symbols)
The game offers both 1 and 2-player modes. When playing alone, the player tries to clear the board in the fewest amount of guesses. In the multiplayer, both players try to get more matches than their opponent.
The AFGNCAAP begins in the Barrow from Zork I armed only with the trusty brass lantern and sword of elvish antiquity. The purpose of the game is not initially clear.
The Wizard of Frobozz is soon introduced. The wizard was once a respected enchanter, but when his powers began to fade he was exiled by Dimwit Flathead. Now bordering on senility, the wizard is still a force to be reckoned with. Your goal, as you venture into the wizard's realm, is to avoid his capricious tricks and learn to control his magic.
Like its predecessor, Zork II is essentially a treasure hunt. Unlike the previous game, the ten treasures are tied together by a crude plot. Finding the treasures does not end the game, nor are all the treasures needed to finish the game. Instead, the adventurer must figure out a way to use the treasures in order to reach the game's finale.