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Falling Block Game author2010 BSDlabelminimizeminimize
Famicom Mini Vol 11: Mario Bros. Nintendo2004The Famicom Mini series is a compilation of some of the most popular Famicom (NES) titles for the GBA. This one was released only in Japan.
[cjlee001]
GBAlabelimageminimize
FlxTeroids author2011 Linuxlabelminimizeminimize
Galaga Dempa Shimbunsha;Bug-Byte (Namco)1985 MSXlabelimageminimize
Galaga Namco1984 MSXlabelminimizeminimize
Galaga Dempa1985 Sharp MZlabelminimizeminimize
Galaga Dempa1984 Sharp X1labelminimizeminimize
Galaga Sega (Namco )1985 Master Systemlabelminimizeminimize
Galaga  Namco;Bandai (Namco)1985
[100]***
[49]***
[33]***
[52]***
[37]***Faithful arcade port with good playability, but gameplay feels a bit old.***Move the fighters right and left and defend against the missiles and suicide attacks of the Galaga aliens and the Galaga Commander through infinite levels of play - with every third level having a challenging stage! Retrieve captured fighters from the descending Galaga Commander tractor-beam and double your firepower!
NESlabelimagesubject
Galaga  Namco1990The Galaga Famicom Disk System version could only be obtained via the Disk Writer method where you bought an empty disk and could copy a game for a small fee at certain copy stations/kiosks. The game is identical to the cartridge version with the exception of different copyright dates on the title screen. In the five years that lay between the cartridge and disk versions much happened in the video game industry. Sure, the disk version was much cheaper and the gameplay has the same classic feel to it but in 1990 this game already must have been mostly played out of nostalgic feelings I would guess.***Move the fighters right and left and defend against the missiles and suicide attacks of the Galaga aliens and the Galaga Commander through infinite levels of play - with every third level having a challenging stage! Retrieve captured fighters from the descending Galaga Commander tractor-beam and double your firepower! Famicom Disk Systemlabelimagesubject
Galaxian Atari;CCE;Digivision (General Computer)1983Stangely, the screenshot shown in the review is from the C64 version; plus, it states that Galaxian "finally comes" to the Atari 2600 whereas the game was released the year before and already reviewed in an older Tilt magazine. Finally, the publisher is stated as "Imagic", which had not published this game.
[48]***
[48]***
[48]***Technically minded observers may notice that that this game displays 8 multicolored enemies on the same horizontal line, 35 enemies total, the player and the player's 'missile' all on-screen at the same time without any flickering. That is, on a real 2600, most emulators don't display this game properly. At this time in Atari 2600 development, it was the consensus that any more than 4 moving multicolored sprites was not possible without flicker or 'venetian blinds' type effects. Mark Ackerman figured out away to 'freak out the graphics chip by strobing the registers in exactly the right order at the right times.' So unique was his technique that he was granted a US patent.

In recent times programmers have been able to coax out of the 2600 hardware, 11 sprites per line and 48 total moving objects.
[Zerothis]
Atari 2600labelimageminimize
Galaxian Atari1983The Galaxian Fleet has invaded and it's up to you to stop them. There's two-way action in this game; as you fire at them, they're firing back at you! All that is required of you is quick reflexes and an accurate aim. Can you destroy the Galaxian Fleet before they destroy you? ColecoVisionlabelimagesubject
Galaxian Namco1984 MSXlabelimageminimize
Galaxian Atari1984The Galaxian Fleet has invaded and it's up to you to stop them. There's two-way action in this game; as you fire at them, they're firing back at you! All that is required of you is quick reflexes and an accurate aim. Can you destroy the Galaxian Fleet before they destroy you?***
[74]
C64labelimagesubject
Galaxian Atari1982
[125]***CX-5206. Rarity 1 common. North America NTSC. 1 player or 2 players alternating. When using controllers, player uses a controller in port 1 and player 2 in port 2. When using a Trak-Ball controller, each player takes turns while it stays plugged into port 1.
The game in between [game=Space Invaders]Space Invaders[/game] and [game=Galaga]Galaga[/game]. This version was originally announced as a "SuperSystem exclusive" but as we all know, Galaxian conversions eventually came live on most home systems. Shoot the formation of aliens and dodge their periodic kamikaze attacks. Or for the ultimate challenge ram them back (the single pixel on the tip of your ship is lethal if used precisely.)[spoiler=Hint;Hint]When a flagship is destroyed the fleet will morn by not firing for a moment.[/spoiler]
[Zerothis]
Atari 5200labelimageminimize
Galaxian Atarisoft1983 Apple II Elabelimageminimize
Galaxian Atari1983 MS-DOSlabelimageminimize
Galaxian Atari1982CXL4024 8k cartridge 1982.
RX8024 8k cartridge 1986.
Atari 400/800labelimageminimize
Galaxian Dempa1984 Sharp X1labelimageminimize
Galaxian Atari1983RX8541
8k
VIC-20labelimageminimize
Galaxian Atari1984The Galaxian Fleet has invaded and it's up to you to stop them. There's two-way action in this game; as you fire at them, they're firing back at you! All that is required of you is quick reflexes and an accurate aim. Can you destroy the Galaxian Fleet before they destroy you? ZX Spectrumlabelimagesubject
Galaxian Dempa1985 MICRO 7 - FM7labelminimizeminimize
Galaxian Dempa1983 NEC PC8801labelimageminimize
Galaxian Thunder Mountain1983 Apple II Elabelminimizeminimize
Galaxian  Namco1990The Galaxian Fleet has invaded and it's up to you to stop them. There's two-way action in this game; as you fire at them, they're firing back at you! All that is required of you is quick reflexes and an accurate aim. Can you destroy the Galaxian Fleet before they destroy you?***The Galaxian Famicom Disk System version could only be obtained via the Disk Writer method where you bought an empty disk and could copy a game for a small fee at certain copy stations/kiosks. The game is identical to the cartridge version with the exception of different copyright dates on the title screen. In the six years that lay between the cartridge and disk versions much happened in the video game industry. Sure, the disk version was much cheaper and the gameplay has the same classic feel to it but in 1990 this game already must have been mostly played out of nostalgic feelings I would guess. Famicom Disk Systemlabelimagesubject
Galaxian  Namco1984The Galaxian Fleet has invaded and it's up to you to stop them. There's two-way action in this game; as you fire at them, they're firing back at you! All that is required of you is quick reflexes and an accurate aim. Can you destroy the Galaxian Fleet before they destroy you?***Released only in Japan.
Night Arrow is a pirate version from China
A prototype NTSC version was created for a USA release but remains unreleased.***In 1979 Galaxian was a milestone in the arcades and the NES version is an accurate port. But that doesn't make the game more interesting or less monotonously five years later. Always the same repetitive waves of enemies accompanied with plain graphics and sound.
NESlabelimagesubject
Galaxian  Bally Midway;Namco1979Beware of the Galaxian fleet, for it is fast and strong, and experience in battle. Their warfare includes tricks to divert your attention. They force you to use foresight and caution, along with cunning and skill. The Galaxian fleet attacks in waves, with each wave approaching faster and faster. The warriors' ranks can be identified by the color of their uniforms, blue purple, red or yellow. You must protect your planet from this colorful, but undesirable, invasion.***[media=youtube]YBwPqqAZhTg[/media]***Superior Space Invaders clone. The first ever game to have colour graphics, using real sprites to make for an impressively attractive game. Arcadelabelimagesubject
Galaxy Invasion  Big Five1980 TRS-80labelminimizeminimize
Gegege no Kitarō: Youkai Daimakyou  Bandai (Tose)1986This game is based on a manga/anime series that is rather unknown in the western world. That must have been the reason why they changed some sprites and background music for the US release of the game and retitled it "Ninja Kid". The gameplay stays the same in both versions though. Walking on an overworld map, your task is to challenge a boss enemy in the main castle. However to be able to enter the castle you have to clear other (randomly generated) stages which have its entrances also appear on the overworld map. In these stages you have to kill x enemies or collect y items in order to complete the stage. Collecting a special item on your way, you are ready to face the boss in the final castle. Once he as beaten the game continues on to the next overworld screen. The graphics and music are ok, as are the controls. I just wished the game had some ingame storyline or something else that wouldn't make it feel so much like a conglomeration of little standard stages. The fact that the game has no ending but eventually loops endlessly doesn't help. NESlabelimageminimize
Geimos  ASCII (Micronics;Wixel Corporation)1985[media=youtube]0VkT639__Tk[/media]***Below average shooter which is played from a third-person perspective similar to [game=#192]Space Harrier[/game], just with far inferior graphics. Aiming is always an issue with this kind of shooters and Geimos is no exception in this regard. NESlabelimageminimize
Generic Space Shooter LionSword2014 Linuxlabelminimizeminimize
Ghosts 'n Goblins Elite1986 Amstrad CPClabelimageminimize
Gnasher Yes! Software1986 C16/Plus4labelimageminimize
Gnasher  R&R Software;Mastertronic (R&R Software)1983Gnasher was first released by R&R Software in 1983. Mastertronic re-released the game in 1984. The re-release is the much more common version, though.
[teran01]
ZX Spectrumlabelimageminimize
Grey Matter  author2008Un extraño y complicado shooter, donde saber la manera en la cual debes vencer cada enemigo es clave.

5 de 10
Flashlabelimageminimize
Grudge Match Bally Midway1987- New players have been given a minimum car.
- Use money to build better parts.
- Spend money in store to improve your car.
- Add coins at any time for more money.
- Pick up additional money during race.
- Winner of race takes 1 part from loser.
- Game over when race fee cannot be paid.
- New players start in the buy screen only.
Arcadelabelimagesubject
Gyrodine  Taito (Human)1986Commonly misspelled "Gyrodyne". But Box and Title screen are clear on the proper spelling "Gyrodine".***Unimpressive generic vertical scrolling shoot'em up game. You switch between shooting airborne or ground targets similar as in [game=#8480]Xevious[/game]. There is only one seemingly everlasting level and no extra weapons. Your helicopter also moves a bit too slowly and enemy projectiles a bit too fast making it a pretty hard game.***[media=youtube]N8fEi-fxTMQ[/media] NESlabelimageminimize
Harbour Attack Commodore (Mr. Micro)1984 C16/Plus4labelimageminimize
Hero  Century Electronics (Seatongrove)1983 Arcadelabelimageminimize
I, Robot  Atari1984The game was completed and ready for market in 1983. But it wasn't liked by Atari management and ultimately did not make it to market until June of 1984 when management at Atari was in a full panic about the market crash and was making quite a few seemingly random choices since all the conventional choices weren't doing them any good. In fairness, they were probably not overly concerned with the existential gameplay and content, nor the extreme difficulty that resulted. The hardware was singular, expensive, and unreliable.

The game has a fire button but no jump button. Jumping takes place when the player moves the joystick in a direction that selects one of the highlighted jump targets.

The game contains numerous references to dystopian works and concepts.

The title [i]I, Robot[/i] of course refers to [url=https://en.wikipedia.org/wiki/I,_Robot]Isaac Asimov's 1950 collection of short stories[/url] that introduced the three laws of robotics and was foundational to his Robots and Foundation seriesum.

The protagonist is designated, "1984" in reference to George Orwell's [i]Ninteen Eighty-Four[/i]. Notably, [url=https://en.wikipedia.org/wiki/Nineteen_Eighty-Four]that novel[/url] is set in a society that no longer has "laws".

The game does not make reference to "rules", or "programming", but rather, uses the word "law" both in-game and the instructions printed on the cabinet. Another reference to Asimov's robots.

The most present enemy and main threat throughout the game, is [url=https://en.wikipedia.org/wiki/Freemasonry]an eye on top of a pyramid[/url].
The eye on top of a pyramid enemy is called, "Big Brother". Another reference to [i]Ninteen Eighty-Four[/i]

Big brother is protected by a shield with depletable armor value referred to as "[url=https://en.wikipedia.org/wiki/Rothschild_family]REDS[/url]".

Many people complain about the unfairness of this game. There are multiple modes of play with different [s]rules[/s]laws and they are notably not specified in the instructions on the game cabinet nor are they specified in advance in the game itself. Rather the game instantly kills the player, then informs the player of the law they violated. This should not be credited to poor game design. Rather this is intended to fit the dystopian themes. It should not be forgotten that Dave Theurer previously designed [game=#205]a game based on a nightmare of insects emerging from a hole in the ground to kill him[/game] and [game=#128]a game about nuclear holocaust the player must lose by design[/game].

The game has a unique mechanic concerning the adjustable camera which can be taken to the extremes of overhead view and directly behind the robot protagonist view, with any other angle in between being available. The lower the angle of the camera is, the more points the player can score. There is a viewer killer enemy that does not Target the robot protagonist but instead targets the camera. If the player is unable to successfully dodge the viewer killer enemies ( by adjusting the camera ), the viewer killers will stick to the camera and block the player's view. This tends too quickly lead to the robot protagonist's death.

There is an enemy that destroys the floor from the front of the screen forward. Which of course requires the player to hurry you complete the level as quickly as possible. And it adds an even more urgent threat than the timer that pounds down to an instant death.

At any time the player can switch over to the "ungame" known as _Doodle City_. Hear the player can paint the screen by moving, spinning, and rotating the various three-dimensional polygons used in the game, as if they were paint brushes. The lives of the robot protagonist are spent as the clock ticks by during a Doodle City session. The player can switch back to the game at any time or remain a dual city until all the robot's lives are lost. Doodle City could be interpreted as the sentient robot protagonist spending his literal life on pursuing an artistic hobby.

This game is the subject of an urban legend. As the story goes, Atari put 500 unsold units in a shipping container bound for japan. But made arrangements for the shipping container to 'accidentally' fall overboard and sink to the bottom of the Pacific Ocean. Thus allowing the expensive cabinets to be used as a tax loss. Rusty Dawe as stated the personal appeal the idea holds for him, but confirmed that it did not actually take place.

This game came out of a project that Atari worked on for almost a decade to try and make a fully polygogonal racing game. The project would eventually produce hard driving in 1988. But in the meantime the games of [game=#19]Battle Zone[/game] and [game=#197]Star Wars[/game] developed out of the project. And in a roundabout way, [i]I, Robot[/i]. The game began as [i]Ice Castles[/i], also called [i]Ice World[/i] and [i]Heart of Ice[/i]. The story was about a prince navigating a polygonal world to rescue a princess whose heart had been frozen. It was roughly based on the Grimm's Fairy tale, Heart of Ice. Development was to be led by Mark Cerny, who was currently busy with Marble Madness. At the same time, The Davids were working on a piece of arcade hardware to make a fully polygonal game. Making a race car game with non-flat terrain proved to be too difficult as the cars tended to clip through the terrain and no efficient way was yet found two properly calculate the clipping at a speed that let games run at a decent frame rate. One of the David's noted that a blocky computer world would be much better suited to the limits of current hardware, than a racing game or a fairy tale game that required navigating natural looking non-flat terrain. Thus, we got a game that was filled with more existential nightmare fuel than anything the Grimm Brothers ever created.

The polygonal racer was not working well but the David's had been working on a game where the player climbed into a car and drove to different buildings in an open game world. The player could then get out of the car and enter the buildings where they would play one of Atari's arcade games. This concept would eventually be used by Namco for their Namco Museum series. But in 1983, it was not to be used by atari. This mechanic of going into doors to play different games, was somewhat translated into the I, Robot game. The player has the option of entering doors and thus different modes of gameplay than the main one.

There is a warp and continue feature. On the first level the player can quickly move towards one of the teleporters then start the game on any of the first five levels. If they have previously lost all their credits and then enter the teleporter using a new quarter, the game will begin at whatever level the player was last at, including levels beyond level 5. There's also a built-in infinite lives cheat. Bus to continue feature and infinite live feature seem to be intentionally placed in the game for the players to discover.

The game suffered from technical issues. It required a massive amount of RAM by 1984 standards and individual chips of the cheap RAM that it shipped with would fail often. Okay I want to display the message "you have entered a black hole". Also problematic was the hall effect joysticks. These were a very Innovative concept and eventually it would be put to very good use. But the ones used for i, robot where first generation technology. They relied on using magnetic force to calculate the position of the joystick rather than potentiometers. They spent magnetic disturbances, sources of magnetism in the arcade, or even nearby sources of magnetism such as a magnetic crane, when cause anomalous movement of the joystick in contrast to the players input or lack of it. The system also required calibration and could discalibrate quite easily. The cabinets also shipped with a terrible power supply that had a tendency to fail and begin smoking. There was also a problem with the hardware on the board heating up beyond its functioning temperature range.***- Move robot over all red zones. When red zones are eliminated jump to eye to complete each wave.
- Do not jump if eye is red.
- To jump: Go to an edge and push joystick in desired direction (flashing squares indicate where you can land).
- Avoid all enemy objects. Some can be destroyed by using fire button.
- In the space waves shoot all pyramids to get maximum points. Some objects cannot be destroyed.
- Hints: The shield counts down the number of red zones remaining. To select higher levels enter transporter. To change perspective press start buttons.***The first game to feature shaded 3D polygonal graphics. Also the first game to have a continue option. Guide a robot in his mission to destroy the giant eye of Big Brother. The game also featured an alternate mode called "Doodle City" where the player could draw using polygons from the main game.
[Jacquismo]
Arcadelabelimagesubject
Invaders Perpetual Pyramid2013I started learning how to develop using the Unity3d engine.
As a way of getting familiar with how it works I made a version of the classic "Space Invaders" game.
[SCREENSHOT]
Once completed, I plan to release this as code, executables and playable through the web. Unity makes this pretty easy so it is nice to try out that functionality.
[this has been done]
[Paul Paterson]***Everyone of Paul Paterson's games are great, except this one. To be fair, he disclaims that this project is to teach himself about the Unity Engine. And the project may yet be updated and improved (His later Unity game is good). No improvements here over the original. Too many problems to list. Here's a few. You can move right off the playfield. You can just sit there safe as alien invaders come closer an closer to earth. Then finally they touch down and reverse direction. Then then penetrate the Earth and reverse direction. They continue until they vanish deep into the Earth. Eventually they will appear in the sky once more. But you don't have to hide to observe this. There are several places on the screen where the aliens or their UFO will never shoot you. When they get low enough, they'll pass right through you. Collisions are troubles elsewhere as well. Your bolts will explode in the sky if fail to strike an alien craft. Sometimes they will pass through a craft to destroy it and the craft above it. Sometimes they will just pass through. They also randomly pass through your cover.You may want to avoid shooting altogether, after you hear the horrid screen made by your bolts.

QANAT is a great fixed shooter in the space invaders style. I recommend it. I sincerely hope he fixes Invaders and removed this one black sport in his lineup.

OK, you can shoot an incoming bolt and the colliding bolts make a nice explosion. I'll give that.
Linuxlabelminimizesubject
Invaders Premier Publications1981 Ohio Scientificlabelminimizeminimize
Jupiter Probe Microdeal1987 Amigalabelimageminimize
Jupiter Probe Microdeal1987 Atari STlabelimageminimize
Kaettekita Mario Bros. Nintendo1988 NESlabelimageminimize
Karate Champ Data East (SAS Sakata)1986Data East brings you arcade realism at home! Put on your black belt and challenge your friends or the computer through nine picturesque settings to become the Karate Champ. Flatten your opponent by deftly executing the kicks and punches at your command. Sharpen your martial art skills through the series of karate matches in this super arcade classic.***Karate Champ for the NES is based on the arcade hit from 1984 and one of the first classic 1vs.1 fighting games on the NES. Too bad that the controls and especially the hit detection are rather bad. It felt to me that it is pure luck whether you hit your opponent or not. The game plays different (in a negative sense) than the arcade version. The background graphics have a mixed quality, the animations are unspectacular. On the positive side I could mention the little speech samples when a fight begins. Otherwise I see no real good points in this overall disappointing game.***1 player or 2 players simultaneous competitive.
[Zerothis]***An attempt to port the arcade game to the NES that fails miserably due to terrible graphics and control.
[Jacquismo]
NESlabelimagesubject
Karate Champ Data East (Berkeley Softworks)1985 C64labelimageminimize
Karate Champ Data East (Berkeley Softworks)1985 Apple II Elabelimageminimize
Karate Champ  Data East (SAS Sakata)1988Nearly two years after the cartridge NES version of Karate Champ was released in the US, the game made it to Japan for the Famicom Disk System. First it is strange that this was so long a US only release and even more strange that they eventually decided to bring this bad fighting game to Japan. The controls and especially the hit detection are rather bad. It felt to me that it is pure luck whether you hit your opponent or not. The game plays different (in a negative sense) than the arcade version. The background graphics have a mixed quality, the animations are unspectacular. On the positive side I could mention the little speech samples when a fight begins. Otherwise I see no real good points in this overall disappointing game. And two years later this impression must have been even more prevalent. Famicom Disk Systemlabelimageminimize
Kidō Senshi Z Gundam: Hot Scramble  Bandai (Game Studio)1986I admit to be quite a Gundam fan, but this game didn't impress me. Each of the stages consists of three parts. The first part plays on Earth and has you shooting down other mobile suits and aircrafts from first-person perspective. The second part is the same just in space. In the third part the perspective changes to a side-view shooting game inside space stations and huge spaceships where you have to find your way to the reactor and blow it up. This part resembles that of [game=#36978]Thexder[/game]. Graphics are average, the same music is played through all the parts and all the levels. The first-person parts look a bit better than the side-view part, but I didn't like the overly hectic shooting. And while the Gundam series always had a strong story, there is nothing story-wise to find ingame. So for me this wastes a lot of extra-motivational potential, similar as it was with the earlier released [game=#170413]Macross game[/game] for the Famicom. NESlabelimageminimize
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