showing 39 games
name | publisher(developer) | year arrow_downward | description | |
---|---|---|---|---|
Connection Plus | Keypunch Software | ? | labelminimizeminimize | |
TrailBlazers! | ? | ? | labelminimizeminimize | |
War of the Samurai | Krell Software | ? | labelminimizeminimize | |
Apple 21 | Softape;Mad Hatter Software (Softape) | 1978 | labelimageminimize | |
Bullseye | Creative Computing | 1978 | Bullseye is a simple text-based simulation of the perennial pub game of Darts, for up to 20(!) players. The target board is divided into zones of 10, 20, 30 and 40 points, and each player in turn selects a move: fast overarm, controlled overarm, or underarm - the type of throw dictates the probable outcome. Once all throws have been scored, a new round begins, until one or more players win by reaching 200 points. | labelimagesubject |
Catch | Apple Computer | 1978 | labelminimizeminimize | |
Othello | Apple Computers | 1978 | labelminimizeminimize | |
Quiz Baseball | Innovative Computer Programs | 1978 | labelminimizeminimize | |
Shootout | Apple Computer | 1978 | labelminimizeminimize | |
Trap and Chase | B&G Interfaces | 1978 | labelminimizeminimize | |
Galaxy! | Avalon Hill;Powersoft;Keypunch Software | 1979 | The game saw a couple of re-releases. First released by Powersoft in 1979 as "Galactic Empires". Avalon Hill eventually took the game and published it under the name more common title "Galaxy!". Also released via several different compilations from Keypunch Software, again under the old title "Galactic Empires". [b]Compilation releases:[/b] - Adventure Quest IV | labelimageminimize |
Hockey | Creative Computing | 1979 | labelminimizeminimize | |
Life for Two | Creative Computing | 1979 | Life II is a two-player game based on the rules of Conway's Game of Life. Both players start out with three live pieces that they may place anywhere on a five by five grid. The pieces will then behave like in Conway's Game of Life: Any live cell with fewer than two live neighbours dies, as if caused by under-population. Any live cell with two or three live neighbours lives on to the next generation. Any live cell with more than three live neighbours dies, as if by overcrowding. Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction. After each turn the players may place an additional piece. The goal of the game remains elusive. | labelminimizesubject |
Galactic Wars | Apple Computer (Waltson Victor Software) | 1980 | labelminimizeminimize | |
Space War | California Pacific Computer Company | 1980 | labelminimizeminimize | |
Two Man Frustration | Tab Books | 1981 | labelminimizeminimize | |
Lightsabre Battle | Nibble (Micro-Sparc) | 1982 | labelminimizeminimize | |
Mountain Climbing | Learning Well (Methods & Solutions) | 1982 | labelminimizeminimize | |
The Game Show | Advanced Ideas;Logiciel;Softsmith | 1982 | labelimageminimize | |
The Game Show: People Places & Things | Advanced Ideas | 1982 | labelminimizeminimize | |
The Game Show: Win With Words I | Advanced Ideas | 1982 | labelminimizeminimize | |
Bee Crunch | LOGIC | 1983 | labelminimizeminimize | |
Double Trouble | Bez | 1983 | This is a collection of 5 games. But their's a twist. The player is always required to play two of them at once in vertical split-screen. | labelminimizeminimize |
Fireground | LOGIC | 1983 | labelminimizeminimize | |
Partners | Top Books | 1983 | labelminimizeminimize | |
Poacher Wars | LOGIC | 1983 | labelminimizeminimize | |
The Game | Random House | 1983 | I guess by the time it came to give this game a title, everyone at Random House had writer's block. | labelminimizeminimize |
Cogito! | Reader's Digest Software | 1984 | labelimageminimize | |
Concentration | Millennium Group | 1984 | Five variants of Concentration and a tutorial game to teach players how to select items on a grid by typing Letter+Number (therefore how to play). Three variants of increasing difficulty are 1 player. The last two of increasing difficulty are 2 player only (no computer players provided). When one player has scored more than half of the available points, they game ends and they are declared the winner. Each variant has two or three difficulty levels as well. The hardest game is Morse Code Concentration. At the hardest level, when a card is selected, a Morse Code is played from the Apple's speaker and the visual image on the card is not shown. When a match is made, a visual of what the code represents is shown on the cards. Thus, it teaches Morse Code. | labelminimizesubject |
Gold-Dust Island | Jacaranda Software | 1984 | labelminimizeminimize | |
Shell Shock | author | 1985 | labelminimizeminimize | |
The Phrase that Pays | Softdisk | 1985 | labelminimizeminimize | |
Don't Quote Me & Adjective Scramble | Houghton Mifflin Company | 1986 | labelminimizeminimize | |
The Struggle for Guadalcanal | author | 1986 | labelminimizeminimize | |
Laser Chess | COMPUTE! | 1987 | labelminimizeminimize | |
Aussie Joker Poker | Mindscape (Joker Software) | 1988 | labelminimizeminimize | |
Star Saga: One - Beyond the Boundary | Masterplay | 1988 | labelminimizeminimize | |
Star Saga: Two - The Clathran Menace | Masterplay | 1989 | labelminimizeminimize | |
Payday | GameTek (Creative Software Designs) | 1990 | labelminimizeminimize |