Drelbs is a maze game written by Kelly Jones for the Atari 8-bit family and published by Synapse Software in 1983.
The playfield is a maze of gates, similar to the Lady Bug arcade game, which can be rotated 90 degrees by pushing into them. The player controls a walking eyeball called a drelb, with the goal of flipping the gates so they create closed boxes.
Pursuing the drelb are square trollaboars who can also use the gates, but can't seal them into boxes. There is an empty border on the outside the maze patrolled by screwhead tanks which shoot at the drelb.
Occasionally one of the boxes becomes what the manual calls a "drelbish window to the dark corridor." This leads to a separate screen where the goal is to free—by touching—as many drelbs as possible while avoiding gorgolytes.
Completing the dark corridor, or kissing a randomly appearing "mystery lady", awards a bonus based on the number of completed boxes.
Extraordinary Chess game in three dimensions made entirely in machine code.
If you have a voice synthesizer, you'll be able to hear the strokes being played.
Global Effect involves building up a sound local economy before going out to attack other nations and rule the world. Cities must contain housing, food sources and power supplies, which is where it gets complicated. You can choose the environmental settings of the game, in a similar way to Civilization - an icy world or a post-apocalyptic one make things much tougher.
Labeled as a "management game" by its publisher, Monster Ville could better be described as an action/basic RTS game with a humorous tone, starring the Universal Studios Monsters: Dracula, the Monster of Frankenstein, the Bride of Frankenstein, the Werewolf, etc.
The objective is to control a medieval town of humble peasants by hypnotizing the citizens. Two or more monsters compete for the domination of the town and have a limited time to use their magic powers to convince a majority of peasants to rally to their cause.
Each monster has its own special powers (e.g. Dracula can fly), strengths and weaknesses. You can use a series of traps to stop your enemy's advance (e.g. place a mirror somewhere to stop Quasimodo, since he can't stand his own reflection), or build new dwellings for your supporters. On certain maps, there's a "neutral" monster that you can hypnotize too and use as a secondary character to gain support amongst the citizens twice as fast.
This wargame simulates the war in Vietnam.
It is designed to capture the unique characteristics of the war, its political character as much as its military one.
The full game lasts for ten years, from 1965 to 1975, the length of overt American involvement in Vietnam. Outright victory is difficult, but possible. The essence of victory is the right application of the right tools at the right time.
The object of the game is to prevent South Vietnam falling to
Communist powers. They strive to take over the country both by military means, using North Vietnamese regular troops, and Viet Cong guerillas, and by socio-political means, by winning over the population while working to topple the South Vietnamese government. These two aims work hand in hand, and part of the Communist philosophy involved the idea of popular revolution, to which end much of the fighting was aimed.
As President and Commander-in-Chief, you oppose this challenge to the government of South Vietnam, and the vested interests of the United States in
A space-based resource management game, loosely a sequel to the earlier Utopia.
You start building your community on an asteroid, whose natural resources must be mined and put to use. You must use generators to power the mines and their auxilliary buildings such as storage facilities, which must be maintained. All of this costs money, but the mined resources can be sold or used.
Problems you face include pollution, collisions with other asteroids, worker discontent and alien unrest. Battles against the aliens indigenous to the area must be fought, making building and maintaining a space fleet a priority.