It is a water-themed Breakout-like game, with the unique mechanic of having curved paddles, which can cause the ball to roll off them and bounce off at unconventional angles.
You are in a maze in which you must get the eggs laid by the bugs, put them in a box, and exit the maze. Although you are faster than the bugs, they are intelligent and will trap you. The screens increase in difficulty. At the higher levels super bugs join the chase.
Mazogs is a maze video game developed by Don Priestley and published for the ZX81 by Bug-Byte in 1982. It was subsequently licensed by Softsync and published in the US for the Timex Sinclair 1000.
Eli's Ladder is an educational game aimed at children, where math problems need to be solved to help Eli and his crew climb a ladder to his space ship so they can then journey to the Moon. The game included a wall chart and stickers designed to help motivate children progress through the problems. This is one of the rarest Atari 2600 games and apparently saw fairly limited distribution.
In one part, try to collect up to $10000 in merchandise. In the another part (the "Act I" and so forth) try to get past the enemies to your sweetheart.
Sanritsu, the Dream Shopper maker, released 4 different machines in our database under this trade name, starting in 1978.
Other machines made by Sanritsu during the time period Dream Shopper was produced include Rougien, Mahjong Kyou Jidai, and Space War.
Help Hubie the Cube Master solve the magical Atari Video Cube. He picks up and drops colors at your command - and you have billions of possible combinations! Atari Video Cube is fast-paced fun for the whole family!
Players manipulate a four-way joystick and a Speed button to control the direction and acceleration of their train as it rumbles down the track to the tune of "I've Been Working On The Railroad". The basic idea is to keep from running off the track. To get really big scores, though, players must drive locomotives into the passenger stations and pick up the waiting strap-hangers. There is even a bonus station that can only be reached during a limited time period. The faster the player gets to the special station, the more bonus points he or she collects (from 1000 to 5000).
Sokoban ("warehouse keeper") is a is a classic puzzle game created in 1981 by Hiroyuki Imabayashi, and published in 1982 by Thinking Rabbit, a software house based in Takarazuka, Japan. In 1984 the ASCII Corporation published a version produced by Khaled Bentebal. It was the basis of numerous clones in the later years. It is set in a warehouse. On each level, the player must push crates (from square to square) to get them onto designated spots; once each crate is on a marked spot, the level is complete. Crates can only be pushed one at a time (so two crates next to each other cannot be pushed together), and cannot be pulled--so it's possible to get a crate stuck in a corner, where it cannot be retrieved! By the last levels, you must plan 40 steps in advance.
Brain Quiz is a series of strategy games including clones of Maxit and Mastermind
Game 1: "Mindbreaker" - your opponent puts 5 numbers into the computer and you must guess the numbers and the sequence. This is "brain baffling". You can also play against the computer
Game 2: "Maxit" - one or two player. Try to get the "maximum" score
Play against the computer or against a friend
Game 3: "Hangman" - 2 player - Your opponent enters a word and you must guess it by process of inserting letters. If you lose, a "hanged effigy" appears.
Can you solve it?
Are you up to the challenge of trying to master the Cube? Restore all of its six sides to the original colors in this mesmerizing 3D translation of the hit puzzle game synonymous with the 80's!
When solved, every face of Rubik's Cube is a solid color. Once you start turning, twisting and flipping, it's easy to mix up the colors. Not to worry - Rubik's Cube can be set right any mixed-up combination.
Munch Man is a video game written by Jim Dramis for the Texas Instruments TI-99/4A home computer and published as a cartridge by Texas Instruments in 1982. Based on Namco's Pac-Man, Munch Man includes several variations that alter and enhance gameplay. Dramis later wrote Parsec for the TI-99/4A.
The player controls the Munch Man using either the keyboard or joystick. Like Pac-Man, the goal of a level is to visit every part of the maze, but instead of eating dots the player fills the maze with a chain pattern. Four Hoonos (the equivalent of Pac-Man ghosts) attempt to thwart Munch Man's efforts to complete his mission. However, Munch Man always has his "Energizer" (the equivalent of a Pac-Man power pill) which gives Munch Man the ability to devour the Hoonos. The game ends when the player's lives are depleted.
In level 20, 40, and 60, the maze is invisible and there are no chains. Instead, Munch Man must eat all the TI logos in the invisible maze. This gives the odd effect of showcasing the maze at first, but slowl
You control a character that must search houses to find pieces of machine. There are a variety of antagonists that impede your progress including monsters and bombs. Once you've assembled the machine according to the blueprint, use it to shoot the monster that is chasing your girlfriend.
Bally Midway, the Blue Print maker, released 89 different machines in our database under this trade name, starting in 1981.
Other machines made by Bally Midway during the time period Blue Print was produced include Bump 'n Jump, Roto, BurgerTime, Pac-Man Plus, Earth Friend, Wizard Of Wor, Adventures of Robby Roto, The, Lazarian, Solar Fox, and Xs and Os.
The screen is broken up into 14 x 13 tiles or checks. When the player passes over the tiles, they disappear so each tile can only be walked over once per level. Some tiles are taken up by skull and crossbones which kill the player if walked into. The skulls turn to time bombs one at a time and the player must walk over them to defuse them before they explode. They must avoid the skulls and make sure they do not block off a possible future route by circling it. Some tiles are also flags which can be collected for bonus points. When all skulls have turned to bombs and been defused, the level is complete and begins again at a harder level. As the game develops, stomping boots are introduced that move around the playing area. These are also deadly to the player.