showing 1 - 50 of 84 gameschevron_right
name | publisher(developer) | year arrow_downward | description | |
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Kill Sammy! | author | ? | labelimageminimize | |
KnightQuest: Curse of the Hellsblade | author | ? | labelminimizeminimize | |
KnightQuest: Quest for the Firedragon | author | ? | labelminimizeminimize | |
Adventure Caves | ? | 19?? | labelimageminimize | |
Apple Pairing | Fan's Brother | 19?? | 1 to 4 players option, cpu skill from 1 to 10 [Retro-Maniac] | labelimageminimize |
Adventure Within the Earth | ? | 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 |
Bunny | Creative Computing | 1978 | labelminimizeminimize | |
Checkers | Creative Computing | 1978 | Checkers is a simple implementation of the classic board game in BASIC. The player plays against the computer, moving pieces diagonally and jump over the opponent's pieces to remove them from the game. The rule that lets players do multiple jumps in one turn is omitted. | labelminimizesubject |
Combat | Creative Computing | 1978 | labelminimizeminimize | |
Dr. Apple: Eliza | Creative Computing | 1978 | labelminimizeminimize | |
Dynasty | Apple Core (Weyman Fong) | 1978 | labelminimizeminimize | |
Hamurabi | Creative Computing;Apple Computer (Creative Computing) | 1978 | labelminimizeminimize | |
3D Tic-Tac-Toe | Creative Computing | 1979 | labelminimizeminimize | |
Acey-Ducey | Creative Computing | 1979 | labelminimizeminimize | |
Amazing | Creative Computing | 1979 | This program will print out a different maze every time it is run and guarantees only one path through. You can choose the dimensions of the maze--i.e. the number of squares wide and Iong- | labelminimizesubject |
Apple Barrel | CDS Software;SoftWareHouse | 1979 | Apple Barrel is a collection 25 applications including 9 games and a terrible instruction manual that attempts to be more entertaining than the games (that's not a very high bar to begin with). The manual includes apocryphal information. It comes on disk and cassette and the manual has complete listings of each application's code with hand written notes for the numerous errors in the printing. At the beginning of the manual the copyright is explained in fine print and includes an unusual [b]no profitable use clause[/b]. Some of the applications are utilities designed for profitable use. Later in the manual in the midst of poor humor, there is a long explanation that encourages users to modify the code and include the code in their derivative works. This long explanation makes no mention of copyright or profitable use. Taken together, there is a coherent copyright statement to be discerned that is not contradictory in itself, but it takes more effort than should be necessary. Because of this effort and the profitable use for tools clearly designed for it, this game is tagged as having a vague license. I have a suspicion, and no proof, that everything on the disk is actually Public Domain that the publisher has claimed as their own. Apple Barrel II is a different version of the package by a different publisher. It differs in the software it provides but not the games. Although, I cannot verify the games are not updated in some way, the same games provided by both packages. Thus, this entry applies to both. | labelminimizeminimize |
Bagels | Creative Computing | 1979 | Bagels is a mastermind game where the player must guess the computer's code. Codes consist of three numbers. After each guess of the player, the computer answers fermi (one digit is at the right position), pico (one digit is in the code but on a different position), or bagels (none of the digits are correct). The goal is to guess the number in as few tries as possible, so players must use the answers to infer the right code. | labelminimizesubject |
Basketball | Creative Computing | 1979 | labelminimizeminimize | |
Batnum | Creative Computing | 1979 | Batnum is a "battle of numbers" against the computer. There is a distinct number of items on a pile and the player and computer take turns removing items. Depending on the choices made at the start of the game whoever picks the first or last item wins the game. The player can also determine the maximum number of items that can be taken in a turn. | labelminimizesubject |
Battle | Creative Computing | 1979 | labelminimizeminimize | |
Blackjack | Creative Computing | 1979 | labelminimizeminimize | |
Bombardment | Creative Computing | 1979 | labelminimizeminimize | |
Bombs Away | Creative Computing | 1979 | labelminimizeminimize | |
Bowling | Creative Computing | 1979 | labelminimizeminimize | |
Boxing | Creative Computing | 1979 | Olympic Boxing simulates a three-round Olympic boxing match in a text-only game. The player plays against the computer and must decide which punch to make. The player can choose between a jab, uppercut, full swing and hook. At the start of the match you must enter your advantage and vulnerability. For the opponent you will only learn his advantage, the vulnerability you need to find out through trial and error. | labelminimizesubject |
Bug | Creative Computing | 1979 | Bug is a game of chance. The player and computer alternate in rolling a dice. Each number represents a body part of a bug. When that number is thrown the corresponding body part can be drawn, but only if the body part it connects to is already drawn. The first player to draw the bug wins the game. | labelminimizesubject |
Bullfight | Creative Computing | 1979 | Bull is a text-based bull fighting game. Each turn the bull's action is described and the player has the option between five different moves, three waves of the cape of various difficulties and two methods of going for the kill. The player will be rated on his bravery, posthumously if necessary. | labelminimizesubject |
Buzzword | Creative Computing | 1979 | This program is an invaluable aid for preparing speeches and briefings about computers and high technology. This buzzword generator provides sets of three highly-acceptable words to work into your material. Your audience will never know that the phrases don't really mean much of anything because they sound so great! Full instructions for running are given in the program. | labelminimizesubject |
Chase | Creative Computing | 1979 | labelminimizeminimize | |
Chemist | Creative Computing | 1979 | labelminimizeminimize | |
Chief | Creative Computing | 1979 | labelminimizeminimize | |
Chomp | Creative Computing | 1979 | labelminimizeminimize | |
Civil War | Creative Computing | 1979 | labelminimizeminimize | |
Craps | Creative Computing | 1979 | labelminimizeminimize | |
Cube | Creative Computing | 1979 | Cube is a minefield traversal game. On a 2x2x2 five random mines are hidden. The player must try to go from one corner to the opposite without running into a mine. Before each run the player can make a wager on whether he will make it. The eventual goal is to earn as much money as possible. | labelminimizesubject |
Digits | Creative Computing | 1979 | Digits is a number guessing game. The player is asked to write down three lines of 10 digits, where each digit can be 0, 1 or 2. The computer will then try to guess your numbers. The player must input the number sets and the computer compares it with its guesses. If it guessed correctly more than 10 times the computer wins, otherwise the player wins or it's a tie when exactly 10 guesses were correct. | labelminimizesubject |
Dr. Z | Creative Computing | 1979 | labelminimizeminimize | |
Even Wins | Creative Computing | 1979 | Even Wins is a game in which the computer and player take turns picking a number of items from a limited odd-numbered stack. Each turn a participant can take between one and four objects. When all objects are gone, whoever has an even number wins. The computer uses an optimal strategy. | labelminimizesubject |
Evilk | Creative Computing | 1979 | labelminimizeminimize | |
Hammurabi | Creative Computing | 1979 | labelminimizeminimize | |
High I-Q | Creative Computing | 1979 | Hi-Q is a peg solitaire game. Pegs are placed on a cross shaped board and the player must try to remove all (except the last one) from the board by jumping over them. Each jumped peg is removed from the board. | labelminimizesubject |
Hockey | Creative Computing | 1979 | labelminimizeminimize | |
Hurkle | Creative Computing | 1979 | Hurkle is a simple game in which the player must find the location of a hidden Hurkle on a ten by ten grid. The player must select grid points and the game will tell in which general direction the Hurkle is located (north, east, northeast, etc.). The goal of the game is to find the Hurkle in as few turns as possible.***[media=youtube]FUwcd88PaLg[/media] | labelminimizesubject |
Kinema | Creative Computing | 1979 | This program tests your fundamental knowledge of kinematics. It presents a simple problem: a ball is thrown straight up in the air at some random velocity. You then must answer three questions about the flight of the ball: 1. How high will it go? 2. How long until it returns to earth? 3. What will be its velocity after a random number of seconds? The computer evaluates your performance~ within 15% of the correct answer is considered close enough. After each run, the computer gives you another problem until you interrupt the program. | labelminimizesubject |
Letter | Creative Computing | 1979 | LETTER is similar to the game GUESS in which you guess a number chosen by the computer; in this program, the computer picks a random letter of the alphabet and you must guess which one it is using the clues provided as you go along. It should not take you more than five guesses to get the mystery letter. | labelminimizesubject |
Life | Creative Computing | 1979 | The Game of Life was originally described in Scientific American, October 1970, in an article by Martin Gardner. The game itself was originated by John Conway of Gonvi11e and Caius College, University of Cambridge, England. | labelminimizesubject |
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 |
Literature Quiz | Creative Computing | 1979 | Lit Qz is a multiple choice children's literature quiz, it features questions about famous icons such as Pinocchio, Bugs Bunny, The Wizard of Oz and fairy tales. | labelminimizesubject |
Master Mind | Creative Computing | 1979 | labelminimizeminimize |