showing 35 games

namepublisher(developer)year arrow_downwarddescription
Buck Rogers: Planet of Zoom  Sega1982It's the 25th Century. You are Buck Rogers fighting the battle of Planet Zoom. Skillfully slip through zapping electron posts. Dodge and destroy deadly space hoppers and alien saucers. Your race against death has just begun! Prepare for battle with your most powerful enemy... the Mother Ship! It's never easy when it's do or die. You must hit the Mother Ship with two deadly shots. Anything less will only waste precious time. Aim steady, but hurry ... your time is dangerously low!***
[48]
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Joust  Williams1982
[48]***- To fly in Joust press repeatedly the 'FLAP' button.
- To survive a joust the highest lance wins in a collision.
- Pick up the eggs before they hatch.
- Meet all enemies and beware of the 'unbeatable?' Pterodactyl.***Possibly the only ostrich jousting game ever made.

One of Williams' three greats, along with Defender and Sinistar. A good example of the better quality games produced in 1982, its sharp sprites and pretty landscapes, as well as excellent gameplay, made it one of the best arcade games of the year.
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Robotron: 2084  Williams (Vid Kidz)1982Inspired by his never ending quest for progress, in 2084 man perfects the robotrons: A robot species so advanced that man is inferior to his own creation. Guided by their infallible logic, the robotrons conclude: The human race is inefficient and therefore must be destroyed. You are the last hope of mankind, due to a genetic engineering error, you possess superhuman powers. Your Mission is to stop the robotrons, and SAVE THE LAST HUMAN FAMILY. The adventure continues in 'Blaster'.***The second game by Vid Kidz, the third done together by founders Eugene Jarvis and Larry DeMar. The first, of course, was [game=Defender]Defender[/game]. A lot of the people responsible for the amazingly fast graphics engine for Robotron went on to the Amiga computer project at Commodore. Titled "Robot War: 1984" during its development phase.

The first game with a nine digit score.
[Zerothis]
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A.D. 2083  Midcoin1983 labelimageminimize
Blaster Williams1983It's a blast!
It's a first-person space flight simulator that takes the player on a journey into the fourth dimension! It's a whole new perspective on an alternate reality with the kind of dramatic depth perception and high fidelity stereo sound that leads the player into a breathtaking adventure through the outer reaches of space!

Blast off: the anti-planet
The player takes hold of the exclusive 49-way Power Grip, equipped with a blast button and hyperdrive, and is caught up in a space battle with clever anti-forces and bold configurations. The screen is the player's windshield as he fires his laser blaster at roto-shooting robots, androids and devils and at fighter ships and bombers programmed in an all-out attack mode. The player must also avoid colliding with barriers if he is to survive. Flying through arches and destroying control centers in the guard towers score more points.

Through the time tunnel
The player now journeys through light years of spinning spirals in the time tunnel. He must aim his ship and fly to the spacemen floating helpless in the black void in order to rescue them.

No space to hide
It's Russian Roulette, space style! The closer the player lets the alien forces come to his ship before he activates his blast button, the more points he scores
when he does destroy them. But it's living dangerously with enemies such as death riders, robots, squadrons, destructor satellites, awesome starhips that shoot deadly rotos and fighters that launch mines!

The asteroid belt: the rockiest phase of all
This is it! The player must avoid collisions with myriads of asteroids and planets as he hyperdrives to catch and destroy ships that zoom by him and as he blasts saucers, Cyborg ducks, space cats and the ultimate evil, the asteroid-spewing death skull, as they attack head-on. Here the player can also save stranded spacemen by picking them up in his ship and can re-energize his power pack by charging into the electrifying "E"!

As play progresses, new challenges and enemies come to life on the screen. By destroying the red saucer in the saucer squadron last, the player earns a bonus; destroying it first earns a bonus and automatically wipes out the entire squadron. When the battleship squadron attacks, however, the player must shoot the entire squad to score a bonus.***- first-person space flight simulator
- dramatic depth sensatiorn
- brilliant 3-D graphics
- new 49-way Power Grip" flight stick
- stereo sound system
- complete game adjustments
- full bookkeeping and diagnostic tests***Remember Robotron 2084: Now it is the year 2085. The Robotrons have destroyed the human race. You escape in a stolen space shuttle. Your destination: Paradise. A remote outpost 20 million light years away. Does paradise exist? Can civilization be started again? These questions will be answered at the end of your journey. But first, you must BLAST... OR BE BLASTED!***The first game with scaled bitmaps
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Star Trek Sega1983The 25 Voice Board Phrases
"COMMAND THE ENTERPRISE"
"PLAY STAR TREK"
"WELCOME ABOARD, CAPTAIN" (SPOCK)
"CONGRATULATIONS"
"HIGH SCORE"
"PRESS PLAYER ONE"
"OR PLAYER TWO"
"START"
"BE THE CAPTAIN OF THE STARSHIP ENTERPRISE" (SCOTTY)
"DAMAGE REPAIRED, SIR" (SCOTTY)
"SECTOR SECURED" (CHECKOV)
"ENTERING SECTOR" (SPOCK)
"ZERO"
"ONE"
"TWO"
"THREE"
"FOUR"
"FIVE"
"SIX"
"SEVEN"
"EIGHT"
"NINE"
"POINT"
"POINT" (HIGHER PITCH)
"RED ALERT"
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Vastar Sesame Japan1983 labelimageminimize
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]
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Joust 2: Survival of the Fittest  Williams1986- To fly in Joust press repeatedly the 'FLAP' button.
- To survive a joust the highest lance wins in a collision.
- Pick up the eggs before they hatch.
- Press the transform button to become a Pegasus. The Pegasus moves slower. But is more powerful against enemies on the ground.
- Gold eggs bring awards! To collect an award step on red window before timer expires.
- Meet thy enemies and beware of the "unbeatable?" Pterodactyl.
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Robo Wres 2001 Sega1986A wrestling game featuring robots (as the name implies). Choose one of 10 different sets of attacks to customize your character, and get ready to rumble!
[Jacquismo]
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RoadBlasters  Atari1987The race is on! Survive the ultimate contest of futuristic warfare - a brutal combination of high-speed racing and deadly combat. Blast opponents with laser artillery as you spin around turns in your high-performance armored vehicle. Command Cars, Cycles, Stingers and Rat Jeeps combine forces to prevent you from reaching the next rally point. For extra fire power, arm yourself with an array of special weapons - from U.Z. Cannons and Nitro Injectors to Electro Shields and Cruise Missiles. Take on the RoadBlasters challenge in 50 levels of non-stop action ... only one warrior will prevail in the end.***
[57]***
[49]
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Cyberball  Atari1988Bash your way to the goal post in Cyberball, the national sport of the 21st century. Massive Robots grapple for yardage on this metal-crunching gridiron of the future. And when the action gets critical, the ball explodes!

Classic football tactics and plays burn up the field in a game too dangerous for referees. Penalities are passe! Your linemen are cyborg battering rams who only leave the game whe their heads blow off!

Choose from over 100 plays to battle the charging defense. Apply Turbo Boost to push your offense to the limit. Then block a Quarterback sneak with one of 12 defensive formations. Or just plain blitz!

When Robots burst into flying debris, buy faster, tougher, meaner models. Speed the 350-pound bomb from kick off to touchdown! Take an end run into the future-- and don't fumble!***
[85]***
[22]
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Image Fight  Irem1988 labelimageminimize
Robocop Data East1988
[42]***
[85]***In the year 1990, old Detroit has been overtaken by crime. Cop killers are running loose. Officer Murphy was a victim. Murphy is now into part man/part machine, Robocop. Robocop: The ultimate crime stopper! Restore law and order, if you can!

Prime Directives:
1. Serve the public trust
2. Protect the innocent
3. Uphold the law.
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Sky Soldiers  Romstar;SNK (Romstar;Alpha Denshi Kōgyō)1988 labelimageminimize
The Ninja Warriors Taito (Romstar)1988
[57]***This arcade had 3 screens connected together! It's a side-scrolling action game where you play one of 2 ninja warriors, on their quest to kill the evil dictator. Your weapons were either your knives, or your stars which were limited in use. You didn't get any powerups, but you could get some more stars by slaying some enemies. Some arcade machines had the volume up waayy too high, in which literally deafened some ears. Stage 2, the tank, comes to mind. 1 or 2 player simultaneous play, with continues for every credit.
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Gain Ground Sega1988 labelimageminimize
Strider  Capcom1989 labelimageminimize
G-Loc: Air Battle Sega (Sega AM2)1990Strap yourself in and take to the skies in G-LOC Air Battle.

Dive, climb and bank as you outmaneuver enemy pilots and blow them out of the sky with your impressive arsenal. There are nine different air, land and sea missions. You can even challenge a friend via local two-player multiplayer! Gain experience with every mission and equip yourself with more powerful weapons and armor in order to destroy the Future World Army and bring peace back to the skies.***
[42]***
[42]***
[106]***
[62]
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Space Gun Taito1990 labelimageminimize
Aliens Konami1990
[106]***
[62]***[media=youtube]xdyTeGlGSHg[/media]***Location: Abandoned space settlement on LV426 Acheron. Scenario: Special Marine Task Force has just landed. The nightmare is just about to begin... again... Objective: Hunt down and destroy the ALIENS...if you can keep yourself alive long enough...
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E.D.F.: Earth Defense Force  Jaleco1991 labelimageminimize
Robocop 2 Data East1991
[62]***It's one of the best arcade games I have ever played.
It has wonderful graphics, and it's a very powerful game.
Too bad there's no emulator yet for this one.
hope someone will finally take care of its case, it really worth it !

(I think there are 2 versions of this game, one is a beat them up, and the other one is some kinda platform game. this one is not very interesting though)
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Time Traveller  Sega1991[media=youtube]zMCU4k_XBqg[/media]***Travel to different time periods, meet interesting people, and kill them. (paradoxes?)

Sega produced a billboard style marquee that prominently featured the word "Hologram". It could be placed above the unit, or not. The title of the game itself was placed on top of the unit between the stereo speakers and was less noticeable than the billboard. Thus, pictures of the unit with the optional billboard tend to suggest the game was actually titled "Hologram" while units without it were appropriately thought to be titled "Time Traveler" but mistaken for a different game than the supposed "Hologram"

Part of the Hologram series (along with [game=#41697]Holosseum[/game]).
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Macross - Super Space Fortress Banpresto;Big West Advertising;Fabtek1992 labelimageminimize
Alien 3: The Gun Sega1993I open now a treath for alien 3 the gun
you may set in thise threat about movies,sites and games

and my question is :should alien 3 the gun be on PC?
[g.t.]
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Choujikuu Yousai Macross II  Banpresto;Big West Advertising;Fabtek1993 labelimageminimize
Alien vs Predator Capcom1994Alien vs. Predator is a 2D side scrolling beat'em up based on the Alien and Predator film franchises. Up to three players can pick from four characters to kill alien hordes and human enemies: there are two cybernetically enhanced humans (Major Dutch Schaefer, based on Arnold Schwarzenegger's character from Predator, and Lieutenant Linn Kurosawa) and 2 Predators (Warrior and Hunter).

All characters are equipped with a gun for ranged attacks, and three also have melee weapons: Linn has a katana, the Hunter has a bladed staff, and the Warrior has an extendable-retractable spear/staff. Dutch uses a cybernetic arm instead of a weapon. Gameplay is typical for the genre - players must walk to the right, kill all enemies, and defeat bosses.
[Moby Games]***Best game concept I have ever seen to this date. Basic Final Fight genre. One of first to incorperate Street Fighter II moves with side-scroller genre.
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Judge Dredd Acclaim1996 labelimageminimize
Macross Plus Banpresto1996 labelimageminimize
Osman  Mitchell1996A platform shoot-em-up that doesn't just 'borrow heavily' from Capcom's 1989 classic, "Strider", it blatently steals from it. The player controls a 'Cannon Dancer' called Kirrin : a highly acrobatic hero who is also a skilled martial arts fighter. Kirrin must jump and fight his way over a number of colourful, intricately-rendered levels in his bid to defeat the enemy forces. In addition to the many power-ups that are availble to strengthen Kirrin's attacks (with each power-up indicated by a colour change to Kirrin's costume), the player is armed with three 'Magic' attacks per life, which work in a similar fashion to those of Sega's "Shinobi".

The Strider-esque gameplay is, if anything, an improvement over the illustrious game upon which it is based. As well as the mandatory improved graphics, understandable given the six years that seperates the two games, OSman's level design is hugely inventive and offers more variety than Strider's stages.

This game is often compared to "Strider", and the main reason for that being because in the early 90's several Capcom employees went to Mitchell including Isuke, the original Game Planner for Capcom's "Strider". He is credited as the sole designer for Cannon Dancer which is why the two games are so similar.
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Star Gladiator  Capcom1996A weapon-based 3D fighting game released by Capcom for the PlayStation-based ZN-1 arcade hardware. It was Capcom's first in-house polygonal fighting game. labelimagesubject
Aliens: Extermination Global VR (Play Mechanix)2006It's been years since the Colonial Marines left planet LV-426 and the Alien population behind. It's time to go back to finish off the Alien monsters...and more!

The world seems familiar, but the scenario is not. Since the Marine's last visit, the "Wheland Yutan Corporation", reprogrammed an army of synthetic humans to stop anything from getting in the way from the Company's development of their deadly Bio Weapons. It's not as simple as just killing Mother Alien any more.

Game Features:

* Force Feed-back Gun Action
* 2 player simultaneous cooperative action
* Original licensed characters
* Colonial Marines, Face Hugger, Warrior Aliens, Eggs,
* State of the art arsenal includes:
* M41-A Pulse Rifle, Flame Thrower, Grenades, and Missile Launcher
* Power-up for Health, Ammo, Grenades, Missiles, and Flame Canisters
* 4 Levels of Nail Biting Action
* Two Different Play Modes – Story and Chapter
[Global VR]
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BlazBlue: Calamity Trigger  ARC System Works2008Spiritual successor to Guilty Gear labelimageminimize
BlazBlue: Continuum Shift  ARC System Works2009 labelimageminimize
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