showing 1 - 50 of 117 gameschevron_right
name | publisher(developer) | year arrow_downward | description | |
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Space Intruder | Shoei | ? | labelimageminimize | |
Missile Radar | Nutting Associates | 1973 | excerpt from the flyer: • Here Comes The Enemy Warhead! • Set The Radar Missile In Position! • Fire! • Another Enemy Warhead Is Destroyed! All the action takes place on an exciting radar screen. Radar Missle challenges the player to quickly coordinate missile position and firing time to intercept and destroy the fast flying warheads. Enemy warheads arc over screen and ex- plode on ground if not destroyed. Intense, realistic Intense, realistic sounds add to the ten- sion and excitement. Radar screen brightens and fades just like a real radar set. Features • 25c play - for more profit • EZ sevice cabintet - all collecting, servicing and adjustment are easily and quickly accomplished from the front • MaxiSafe coin box - locked, heavy gauge steel box protects collections • InstaFix modular circuitry - makes field repairs fast and simple • Attract mode - flying rockets, rocket sounds and flashing name •Extended play for high score • Adjustable time - 1 to 2 1/2 minutes • Full one-year factory warranty on computer cir- cuit boards • Solid-state cool running TV for long, trouble-free life • Built-in test pattern for fast TV adjustments***All the action takes place on an exciting radar screen. Missile Radar challenges the player to quickly coordinate missile position and firing time to intercept and destroy the fast flying warheads. Enemy warheads arc over screen and explode on ground if not destroyed. | labelimagesubject |
Depthcharge | Gremlin Industries | 1977 | labelimageminimize | |
Destroyer | Atari | 1977 | labelimageminimize | |
Guided Missile | Bally Midway | 1977 | labelimageminimize | |
M-4 | Bally Midway | 1977 | labelimageminimize | |
M79 Ambush | Ramtek | 1977 | labelimageminimize | |
Dead Eye | Meadows Games | 1978 | labelimageminimize | |
Super Invader Attack | Zaccaria;Zelco | 1978 | labelimageminimize | |
Space Invaders | Taito;Bally Midway (Taito) | 1978 | Space Invaders is quite simply the most influential video-game of all time. A single player moves an armed 'laser base' left or right along the bottom of the screen and shoots the endless waves of aliens marching relentlessly down the screen towards earth. There are four buildings (shields) at the bottom of the screen that the player can hide behind, but these will eventually be destroyed by either enemy missiles or by direct contact with the invaders themselves. The player's shots will also destroy the shields. The aliens' descent quickens as they are eliminated, making them harder to hit. A flying saucer will fly across the top of the screen at regular intervals and can be shot to earn extra points.***[media=youtube]PDwBBcWbsMo[/media]***One of the most cloned games in history and a real classic. The colour (as seen in the picture) was not produced on screen but by coloured overlays. This is why the menu screen has odd green and red parts, and missiles change colour as they pass down the screen. Space Invaders was the first game to feature a high scores chart. But it didn't remember player names, or even initials. | labelimagesubject |
Space Stranger | Yachiyo Electronics;Hoei (Yachiyo Electronics) | 1978 | Rare Bootleg of Space Invaders Space Stranger was produced by Yachiyo Electronics in 1978. Yachiyo Electronics released 3 machines in our database under this trade name, starting in 1978.***[media=youtube]AOp5ZZvURcU[/media] | labelimagesubject |
Andromeda | Irem | 1979 | labelimageminimize | |
Astro Fighter | Data East;Zaccaria | 1979 | Astro Fighter is a single player space shoot-em-up, where formations of ships appear at the top of the screen and move downwards in a pattern that depends on the type of ship. The player's goal is to pilot their ship to destroy the enemy before they reach the bottom of the screen, whilst avoiding enemy fire. Being hit by the enemy loses one of the player's three lives. If the enemy does make it past the player, then the same formation is repeated, but this time the player moves backwards and forwards a little further up the screen. There are up to five waves of enemies (cyan, magenta, green, yellow and white) per round, followed by a screen in which you must defeat "The Master", which is a single large ship with an eye in the middle. To make things more difficult, the player starts the game with a limited amount of fuel, which reduces as the player maneuvers. The game is over when fuel runs out, but it is replenished every time "The Master" is defeated. As in "Space Invaders", the player can only have one bullet on the screen at a time, and can only shoot vertically. [Moby Games]***[media=youtube]HZibEC8kWt4[/media] | labelimagesubject |
Cosmic Alien | Universal | 1979 | Very similar to Galaxian. | labelimageminimize |
Cosmic Guerilla | Universal | 1979 | labelimageminimize | |
Cosmo | TDS & Mints | 1979 | labelimageminimize | |
Deep Scan | Sega | 1979 | - Hit subs to score points and advance bonus. - Avoid mines launched by subs. - Score bonus by hitting red bonus sub. - Game ends when all ships have been sunk. - Bonus advances faster as more subs hit. - Mines increase with missed subs. | labelimagesubject |
Defend the Terra Attack on the Red UFO | Artic Electronics | 1979 | labelimageminimize | |
Galaxia | Zaccaria | 1979 | labelimageminimize | |
Galaxian | Bally Midway;Namco | 1979 | Beware 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. | labelimagesubject |
Invaders Revenge | Zenitone;Microtec | 1979 | labelimageminimize | |
Invinco | Sega | 1979 | - Move ship and fire at advancing targets. - Game ends when all ships destroyed or targets advance to bottom row. - Hit star to explore surrounding targets. - Hit top row Invincos 3 times to destroy. - Hit center of saucers for more points. | labelimagesubject |
IPM Invader | Irem | 1979 | A harder version of Space Invaders. Great game, as it has a 'coffee break' after every three waves (patterns) of invaders, which gives the player a break from the intense invasion. On the harder settings, the mothership that zips across the top of the screen drops eggs which hatch into more invaders. This has a habit of dropping invaders which are in sections that you have already cleared. | labelimageminimize |
Lunar Rescue | Taito | 1979 | labelimageminimize | |
Moon Alpha | Nichibutsu | 1979 | labelimageminimize | |
Moon Raker | Nichibutsu | 1979 | labelimageminimize | |
Ozma Wars | SNK | 1979 | labelimageminimize | |
Sky Love | OEM;Omori | 1979 | labelimageminimize | |
Space Attack | Sega | 1979 | labelimageminimize | |
Space Beam | Irem | 1979 | labelimageminimize | |
Space Fever | Nintendo | 1979 | labelimageminimize | |
Space Fever High Splitter | Nintendo | 1979 | labelimageminimize | |
Space Fighter Mark II | Data East | 1979 | labelimageminimize | |
Space Invaders Part II | Taito;Bally Midway | 1979 | labelimageminimize | |
Space King 2 | Konami | 1979 | labelimageminimize | |
Space Stranger 2 | Yachiyo Electronics | 1979 | labelimageminimize | |
Yosaku To Donbei | Wing | 1979 | labelimageminimize | |
Altair II | Cidelsa | 198? | Released only in Spain. [Jacquismo] | labelimageminimize |
Astro Invader | Stern;Leijac Corporation (Konami) | 1980 | Astro Invader is a fixed screen shoot 'em up. The player moves their laser base across the bottom of the screen and has to shoot down the aliens that appear above. What sets Astro Invader apart from other early shoot 'em ups is that the aliens, after being dropped from their mothership, position themselves in columns. Once a column is full the lowest alien drops down and suicide dives towards the player. As they hit the ground they explode and the player must make sure they are not within the blast radius. In addition to the standard aliens there are also UFOs that appear in the middle and to the sides of the screen. These must be shot down as they will kill the player when landing, no matter where the player is positioned. The game is over when all three lives are lost. The Japanese version (Kamikaze) has some differences. Most noticeable is that it has more columns and that the UFOs only appear in the middle of the screen. It also has regular aliens that attack on the sides of the screen without going through the columns. Aliens that crash into the ground have a greater blast radius than in the US version. [Moby Games] | labelimagesubject |
Astro Wars | Zaccaria | 1980 | labelimageminimize | |
Attack UFO | Ryoto Electric | 1980 | labelimageminimize | |
Balloon Bomber | Taito | 1980 | A small variation of "Space Invaders", has the player shooting moving the gun sideways and shooting balloons which drop bombs, which are laid out by a biplane. Each balloon shot is worth 100 points and extra points are awarded for shooting falling bombs. Three hits in succession is worth mystery points. As the game goes on, the balloons and their bombs move faster and the balloons are laid out at lower altitudes. Bombs that are dropped by the balloons damage the ground or destroy the gun platform. If the gun platform is destroyed or ground is too heavily damaged, the player loses a life. [Moby Games] | labelimagesubject |
Carnival | Sega | 1980 | labelimageminimize | |
Devil Zone | Universal | 1980 | labelimageminimize | |
King and Balloon | Namco | 1980 | Player controls crossbowman who can be moved from left to right to attack balloons • Balloons attack in squadrons of 42 balloons • Knock out the squadron and a faster moving one appears • Audio and video coincide when king yells "help". it appears on the monitor | labelimagesubject |
Mad Alien | Data East | 1980 | A thrilling high speed car chase after a group of mad riding aliens You will be driving by day and by night through city streets and dark tunnels Obstacle cars will swerve in front of you and mad aliens will turn back to attack you shooting as they come To play: - Insert your coin and press the one player or two players button to start - Use the lever on the left to move your car to left or right - Lightly press the button on the right to fire - If you lose all your cars the game is over 100 | labelimagesubject |
Magical Spot | Universal | 1980 | labelimageminimize | |
Magical Spot II | Universal | 1980 | labelimageminimize | |
MegaTack | GamePlan;Centuri | 1980 | labelimageminimize | |
Missile Command | Atari | 1980 | Very few games had proper endings in early videogame history. This one does. It may be first game where losing is intended to be a proper ending. The six cities are intended to represent Eureka, San Francisco, San Luis Obispo, Santa Barbara, Los Angeles, and San Diego, all in California, USA.[spoiler=Notes about Eureka;close Notes]Interestingly, Eureka was in a supposedly in a zone least likely to be a target of nuclear weapons. However, this may have just been Cold War propaganda and no historical sources confirm this. The city has a potentially great harbor and was the site of the third nuclear power plant in the world in 1954 (though not officially). The nuclear power plant there in fact has been a constant focus of misinformation. It was [i]knowingly[/i] built [i]inside[/i] an earthquake fault line (the area has 3 large faults and many smaller ones). It was supposedly shut down in 1976 due to the 'discovery' of the 'new' faultline it was built in. Public outcry after 4 earthquakes in 5 months ranging from 4.5 to 5.7 was probably what lead to the sudden 'discovery' of the known facts. They announced that refueling and seismic upgrades would be performed. This was of the type of reactor design where the rods were never meant to be removed. So when there were spent, the housings were opened though they were never designed to be, and the rods were just forced all the way through the other end of housing. Leaving a gaping hole in the housing and the rods 'somewhere' underground outside of the structure (hopefully they would at least fall into the water pool that provided some shielding). New rods had to be somehow moved in to an area where no human could survive and then maneuvered into the housings then the housings closed again. Tightly, hopefully. After a flurry of initial activity, two years followed with no apparent further work. New rods were successfully inserted 2 years before? Then came three mile island. In 1976 there was a sudden announcement that it was not cost effective to turn the reactor back on due to changing regulations. The plant would remain off, all radioactive materials safely and immediately removed, and the building would be torn down by 1983. 1983 came and went. In 1988, US Nuclear Regulatory Commission designated the plant SAFSTOR. That means the plant can now be shut down ([b]now[/b] shut down?!) and everyone waits for the nuclear materials to decay from their super ultra mega deadly dangerous state to mere ultra mega deadly dangerous state so they are safer to move. ..., ... This wait can take as long as 60 years according to USNRC. BTW, their uranium-238 (that's what they claimed to be using) would be half as dangerous (just as deadly) in 109 after shut down and 75% less dangerous (just as deadly) in 218 years and 87.5% less dangerous (just as deadly) in 327 years (and so on). Never the less, The company announce in 1996 that "all radioactive materials had been removed". And in 1999 that "all radioactive materials had been removed". And in 1999 that "all radioactive materials had been removed". And in 2002 that "all radioactive materials had been removed". And in 2004 that three nuclear fuel rods that were planned to be removed from the facility next year were unaccounted for due to conflicting records regarding their exact location. Nuclear fuel rods would be amongst "all radioactive materials" by most people's definition. A 1 million dollar investigation determined they were in the water pool. Water in the water pool would be amongst "all radioactive materials" by most people's definition. The location of the rods remained undetermined. In 2008 the company announced that had finished moving all spent nuclear fuel into dry cask storage on site. On site?... "removed" would be thought of as "removed" by most people's definition. They had nothing to say about the three missing rods that must still be setting in the water pool (unless they are underground inside the faultline the reactor was built in). In 2010 they started constructing huge buildings that enclosed the entire site, not just the reactor building, and even the surrounding cow fields (mmmmm beef, its whats for dinner for hungry little mutants). The roof and most of the building walls were removed last year exposing brand new multi-fuel Wärtsilä reciprocating engine-generators and the old coal generators that everyone has told are not longer being used to generate electricity despite their continued movement and production of smoke (which the company insists is 100% pure water steam, same as the mills and pulp mills in the area once insisted). Work on the new generators was announced finished soon after and also that "all radioactive materials had been removed". Except the three missing rods of course. The reactor building is still there. USNRC requires complete dismantling of SAFSTOR sites in a maximum of 60 years. That means, in this case, all radioactive materials had been removed and the three missing rods accounted for by 2048. I'm sure it will be done before then, at least twice.[/spoiler] Missile Command II planned for a 1982 release would have been a 2-player cooperative version of the game. It was to have the USA protagonist (player 1) and his USSR counterpart protagonist (player 2) cooperating; each destroying missiles launched by the others' country and ones launched from their own, in order to protect cities on both sides. The "Missile Command II" seen in [game=#41078]Arcade Classics[/game] is merely a graphics update to the first, not this originally intended cooperative game. Missile Command was created in a time when Nuclear Holocaust was the biggest fear of most of the population of the USA. Missile Command is propaganda and the message is ominous; tally it however you like but in the end everyone dies. Death by nuclear blast or by fallout, there's just no way to win a nuclear war, so don't start one. It was discussed if there should be an end where the player was told, 'you did it, no more incoming missiles. now lets all proceed with dying from fallout'. While many game of the past had no win conditions due to technical reasons and the youthfulness of the industry, Missile Command's end game conditions were carefully debated, anguished over, and decided. The game’s designer experienced nuclear holocaust every night in his nightmares. There are no game mechanics that are the result of technical limitations or coincidences in Missile Command. The perceived slow travel of the ICBM’s and anti missiles (because of the vast distance they are traveling), is part of the anguish. The perceived slow expansion of nuclear blasts (because of scale) was carefully designed to look like the infamous videos of real nuclear tests. The game mechanic of running out of anti-missiles was not created due to memory constraints or to balance gameplay, it happens so the player can [b]frantically do nothing about it as ICBM’s rain down[/b]. It doesn't coincidentally torture the player as many games do can be played into an unwinible state by accident or if the player is off-track; it does so purposefully with an unwinable state at all times and finishes it off with a helpless state. Missile Command does not end with the standard "Game Over", it ends with the very carefully chosen serious statement, "The End". The score is merely imparts a quantified futility in the player and the experience, in some small way, of the insanity of taking any action in a nuclear war (therefore the insanity of starting one to begin with). And it encourage quarters from another individual set on quantifying a higher futility of course. A hollow victory is offered to the next player to beat the current high score; while the world ends, they get to record their initials. The point of Missile Command really is to lose. [Zerothis]***Traditional 1979-81 Atari arcade game, but an impressive challenge thanks to its format of missiles that, once aimed, take time to reach their targets. | labelimagesubject |