showing 18 games

namepublisher(developer)year arrow_downwarddescription
Insector Gottlieb1982 labelimageminimize
Q*bert  Gottlieb1982
[48]***[media=youtube]karPYs22ACc[/media]***- Jump on squares to change them to the target color.
- Stay on playfield! Jumping off results in a fatal plumment unless a disk is there.
- Avoid all objects and creatures that are not green.
- Use spinning disks to lure snake to his death.
- Extra life at 8000 and each additional 14000.***This game was originally called 'Snots & Boogers' but it was agreed at Gottlieb they didn't like it. They came up with @!#?@! for the new name. After a few @!#?@! units were produced (and a few kids ask their moms for quarters to play the @!#?@! game) it was decided to change the name again to Cubert, then again to Q*Bert.

When Q*Bert (or Coily, the main enemy) falls off the cubes a solenoid is activated which hits the side of the Q*Bert cabinet, making a "bonk!" sound. This is supposed to sound like Q*Bert fell off the cube and hit the bottom of the cabinet.
Some extremely rare units internally drop a sand bag instead.
[Zerothis]
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Reactor Gottlieb1982The game activity starts with the player's ship contained within the heart of a nuclear reactor. The player moves his ship using a track ball, and has the use of a rapid fire energy button and a decoy button to protect himself.
During the game play, the core expands as the enemy particles attempt to destroy the player's ship by deflecting it against the kill wall. Simultaneously, the player must destroy the enemy particles by using his ship to deflect them against the kill wall.
Pushing the energy button (located on the control panel) when the player's ship is in contact with an enemy particle, will increase the force applied to both the player's ship and enemy particle When the decoy button is pushed, a decoy will emerge from the player's ship. The decoy will remain stationary at the point where the ship was located when the button was pushed. The decoy confuses the enemy so that they attack the decoy instead of the player The decoy cannot be destroyed and should be placed in one of three positions:

1. Next to a kill wall.
2. in front of the control rods
3. Inside the entrance to the bonus chambers.

In doing so, the enemy particles will be lured into a position which will allow the player to:

1. Destroy them against a kill wall.
2. Destroy the control rods.
3. Trap them in the bonus chamber.

• Knocking down either set of control rods, with enemy particles, will reduce the size of the core.
• Knocking down both sets of control rods will add an extra decoy
• After every 15,000 points, the player earns one extra ship. (Dependent on switches #7 and #8.)

While the enemy particles are in the bonus chambers, they will deflect off one another and the walls. As they are deflected off the walls, bonus is scored. To achieve maximum bonus, the player must use the ENERGY button to hold the enemy particles in the bonus chamber as long as possible The player earns 15 points per bounce during the early rounds and 15+ per bounce as the game progresses On each round, point values per bounce increase As the play progresses, the reactor core continually grows in size, which decreases the usable playfield, During the early rounds the core is a rectangular shape which expands outward forcing the player closer to the dangerous kill walls. The player can shrink the core by destroying either set of control rods, or killing the total amount of enemies "TO GO" for each round In later rounds the rectangular expanding core is replaced with an expanding and swirling vortex Unlike the rectangular core, the vortex is deadly to the player. As it enlarges, it will draw the player to its center and destroy him A skillful player can get out of the vortex even after it has caught him by moving his ship in a clockwise direction The ideal game play is a balance of using the decoys and bounce chambers to accumulate large bonus points, extra ships and using the control rods to gain extra decoys.
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Faster Harder More Challenging Q*bert Mylstar1983The same as Q*bert but faster and harder. labelimageminimize
Knightmare Gottlieb1983- Top knight drops bombs.
- Use bombs to kill dragons.
- Bottom knight lances eggs.
- Fill up egg sack to advance.
- Use gates to control eggs and bombs.
- Beware of the black knight.
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Krull Gottlieb1983The left joystick controls the movement of the player character, Colwyn. He can be moved in any one of eight directions.
The right joystick controls the movement of the players weapon, the glaive.
it can be thrown in any one of eight directions Four glaives can be in flight at one time and will return to Colwyn with a boomerang-type action.

Krull consists of five subgames:
(1) The Mountain Game
(2) The Swamp Game
(3) The Fortress Game
(4) The Hexagon Game
(5) The Beast Game

The player must accomplish a task in each of the five games with eight levels of difficulty in each. All eight levels can be reached in one task based on the time spent performing that task amount of time spent on that subgame). The total number of lethal characters on the screen at one time increases as the levels increase.
"FROM THE SKY WILL COME THE BLACK FORTRESS. FROM THE FORTRESS WILL COME THE SLAYERS, TO DEVOUR THE PLANET OF KRULL, THEN SHALL A GIRL OF ANCIENT NAME BECOME QUEEN, AND THE KING SHE CHOOSES SHALL RULE THE PLANET."
The planet Krull is threatened by the Beast. His army of Slayers has brought terror to the land.
Colwyn must stop this terror and save the land and its people. On the day Colwyn is to wed the Princess Lyssa, the Slayers, army of the Beast, kidnap her to become the Beast's bride.
Colwyn must reach the Black Fortress and reclaim his Princess. He who marries the Princess shall be king. The Beast must not be allowed to rule the planet.
A prophet acquaints Colwyn with the magical properties of the glaive, a five-bladed sword, which Colwyn must acquire. To accomplish this task, he must climb the mountain and collect the five individual blades of the glaive in order to assemble the weapon. The blade is picked up by touching Colwyn to the blade. Boulders are fatal and must be avoided. The weapon joystick is not utilized in this subgame. The player is awarded 1000 points for each blade picked up. Points are also awarded for placing Colwyn in a dangerous position in front of one or more boulders.
During his travels to discover the Black Fortress, Colwyn comes upon an army of eight men that he befriends and recruits to help him in his quest to destroy the Beast so that Krull can be safe from his evil.
With no intentions of losing his newly acquired bride without bloodshed, the Beast orders an army of Slayers to stop Colwyn and his friends.
Forging through the quicksand-riddled swamps, Slayers materialize from the soil and Colwyn prepares for battle. In the second subgame, Colwyn must save as many friends as possible while killing all of the Slayers. The friends are saved by touching them and the Slayers are destroyed by the glaive. The Slayers themselves and their spears must be avoided. The game begins with eight friends. The number of friends saved is the number of friends carried over into future subgames. The friends can eliminate the Slayers with hand-to-hand combat but can also be destroyed themselves. Receiving three blows either by hand-to-hand or by the Slayer's spear is fatal to the friends. The subgame ends when there are no longer any friends to save and all of the Slayers have been eliminated. Avoid quicksand, as it slows Colwyn's attack. Each friend saved awards 1000 points (maximum 8000 points, and 100 points for each Slayer the player eliminates.
After days of travel, Colwyn and his men have found the Black Fortress in the Iron Desert where many dangers await them. While attempting to lead his men through the dangerous narrow passageways that lead to the Fortress, Slayers materialize once again in a second attempt to stop Colwyn's struggle. In this third subgame, Colwyn must pick up all of his friends and deposit them safely into the hexagon while again combating the Slayers. The total number of friends in this subgame is equal to the total number of friends saved in Subgame 2. This subgame concludes when all of the friends have been delivered to the hexagon. The player is awarded 1000 points for each friend delivered to the hexagon, 100 points for each Slayer he destroys and 100 points for each Slayer remaining when the last friend is delivered to the hexagon.
Victorious in battle, Colwyn must now attempt to release his friends from the hexagon. Unlike entry, exiting the hexagon is a struggle deservant of its own merit. Once again Colwyn must call upon the power of the glaive. Release of his friends is accomplished by throwing the glaive at the front wall while it is black only. Any glaive striking the wall while it is not black will stick in the wall until the wall becomes black. The Slayers, of course, attempt to stop Colwyn's efforts. In his own attempt for survival, Colwyn must fight them off and avoid their spears. The subgame ends when the last black wall is broken through and the friends have escaped. The player is awarded 100 points for each Slayer he puts an end to, 100 points for each Slayer remaining when the friends are set free and 1000 points for the first black wall destroyed, 2000 points for the second, 3000 points for the third and 4000 points for the fourth.
Now inside the Black Fortress, Colwyn secedes from his friends in order to rescue the Princess Lyssa. He finds her in a large cave carefully guarded by the Beast. He knows that the only way to reclaim his bride and conserve the planet is to forge into battle with the Beast. In the fifth subgame, the player moves Colwyn towards the Princess in order to reach her. As he progresses, the Beast attempts to stop him by throwing fireballs at him. The fireballs must be avoided or destroyed by the glaive. If not destroyed, the fireballs will ricochet off of the walls. Destroying a fireball awards the player 100 points multiplied by the number of fireballs in flight. The Beast is momentarily stunned when hit with a glaive and awards the player 100 points. The Beast cannot be destroyed and the player must avoid touching him.
When Colwyn reaches the Princess, his friends, following the pandemonium of the battle, appear and chase the Beast off, awarding 1000 points per friend. The total number of friends in this subgame is equal to the total number of friends saved in Subgame 2***- Level 1: Pickup the pieces of your weapon the Glaive. Avoid all boulders.
- Level 2: Shoot the Slayers. Rescue your army.
- Level 3: Pickup your army. Lead it to the Hexagon.
- Level 4: Break down the front wall of the Hexagon, when it is black.
- Level 5: Save princess Lysaa. Avoid the Beast and his fireballs.***Very atmospheric sound, neat graphics, intriguing gameplay...
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M.A.C.H. 3  Mylstar1983CONTROL PANEL The joystick controls the movement of the players plane.
It can be moved in eight directions.
The trigger on the joystick as well as the gun button on the Control Panel will fire a machine gun from the plane.
The buttons on the joystick as well as the missile button on the Control Panel will fire missiles from the plane.
Only four missiles can be in flight at one time.
It takes five hits with the machine gun to destroy a target while it takes only one hit with the missiles.
In the bomber game, bombs are dropped using the same button used for missiles

STARTING THE GAME After depositing the correct amount of coins for a credit, push the joystick to the left, until the cursor moves all the way to the left, to start the fighter game.
Push the joystick to the right to start the bomber game.
NOTE: If the joystick is not moved to the left or right, the fighter game will begin in 10 seconds.

BOMBER GAME Squeeze the trigger to stop the instructions from printing on the screen to start the game faster.
Game play begins with the players bomber plane flying over enemy territory on a new and different course than the fighter jet.
While carrying out the bombing mission the player looks for enemy ground artillery to destroy.
When they appear, the player drops bombs on the designated sights.
Ground targets can only be destroyed with bombs.
The maximum number of bombs in the air at one time is 8.
All ground targets are marked by a yellow dotted square around a marker depicting the type of enemy artillery the player is trying to destroy.
All ground targets award 500 points

FIGHTER GAME Squeeze the trigger to stop the instructions from printing on the screen to start the game faster.
Game play begins with the players fighter jet flying over enemy territory on a perilous mission to destroy the enemy.
While flying in dangerous areas, enemy ground targets are sighted and must be destroyed.
They can be shot with the players machine gun or hit with the players missiles.
All ground targets are marked by a yellow dotted square around a marker depicting the type of enemy artillery the player is trying to destroy.
All ground targets award 500 points.
Suddenly and without warning the enemy ground facilities begin to launch their own missiles at the players plane.
They must be avoided or destroyed.
Being hit by a missile loses one plane.
Destroying an enemy missile awards 200 points.
Mountain sides are also a hazard.
Avoid colliding with mountains during battle.
The enemy launches their own air attack on the players plane with helicopters and fighter jets.
The helicopters fire missiles at the players plane.
The missiles must be destroyed or avoided.
Destroying a helicopter awards 1000 points.
The fighter jets fly in front of the players plane and shoot a trail of flame from their jets which must be avoided at all costs.
Destroying an enemy jet awards 500 points.
Later in the mission, the player may encounter some radioactive fields that produce deadly radioactive clouds.
These clouds must be avoided.

In defense of their country, the enemy launches flak to destroy the players bomber.
Flak explodes by itself in mid-air and can destroy the bomber by touching it.
Flak cannot be destroyed and therefore must be completely avoided.
As a means of aeronautical defense, the enemy sends fighter jets to destroy the players bomber.
A red marker on the top of the screen warns of approaching aircraft.
The players bomber must not collide with these fighter jets and can destroy them with machine gun fire only.
If an enemy fighter is allowed to fly behind the players plane, he will fire missiles at the players bomber.
Destroying an enemy fighter awards 300 points Destroying his missiles awards 1000 points Aportion of the enemy territory has become radio active.
Avoid the radioactive clouds.

ENDING THE GAME The game ends when either all of the players planes are destroyed or the video disc has been completed.
A successful mission is completed in approximately 15 minutes.
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Mad Planets Gottlieb1983The control panel consists of one or two player select buttons, a joystick with fire buttons and one rotary dial for rotating the ship. The players ship is moved vertically, horizontally or diagonally by the joystick. The ship can be rotated 360 degrees by the rotary dial. The fire buttons are located on the joystick, two on the front and one as a trigger style

APPROACHING PLANETS
These planets first appear far in another galaxy and rapidly approach the players ship. They do not have moons orbiting around them. The player is awarded 100 points for destroying an
Approaching Planet.

ATTACKING PLANET
A planet that has three to six moons orbiting around it. An attacking Planet seeks out and tries to destroy the players ship by colliding with the ship or releasing moons into space. An Attacking Planet cannot be destroyed until all of the orbiting moons have been destroyed (see MAD PLANET). An Attacking Planet scores 1 point when hit.

ORBITING MOON
These are moons that are in orbit around the Attacking Planet. Destroying an Orbiting Moon awards 10 points.

MAD MOON
Any moon that leaves its original orbit around the planet and is free floating in space. These orange moons must be avoided or destroyed. Destroying a Mad Moon scores 100 points and is eliminated from the planet that released it. If the Mad Moon escapes the player and moves off the screen, it is replaced in its original orbit around the Attacking Planet.

MAD PLANET
Commencing with the destruction of all of the Orbiting Moons, an Attacking Planet transposes into a Mad Planet A Mad Planet must be destroyed quickly as its vengeful quest to destroy the ship causes its movement to quicken rapidly Mad Planets score 200, 300 or 500 points, dependent on its size.

COMETS
Comets first appear in the beginning of the third round and continue throughout the game. They travel indiscriminately around the planets and are deadly to the players ship. It must be avoided or destroyed. The first Comet destroyed awards 100 points. Every Comet destroyed in succession increments its value by 100 points up to 1000 points awarded for the tenth and all following Comets. However, if a Comet is allowed to leave the screen at any time during the round, the Comet values start over at 100 points and repeat the scoring sequence. This scoring sequence repeats at the beginning of each new round.

HUMANS
Humans first appear in the first Bonus Period (see BONUS PERIOD) and all subsequent rounds thereafter. Humans are picked up by the players ship by touching them with the ship. Points awarded for picking up Humans advances for each wave of game play. Starting with the second wave, Humans award 300 points each. This increments by 100 points for each subsequent wave to a maximum of 1000 points per Human in the ninth wave and remains at 1000 points for the remainder of the game. During a Bonus Period, all Humans score 200 points

BONUS PERIOD
A Bonus Period is achieved at the end of each wave (see ROUND PROGRESSION). During the Bonus Period only the players ship, Humans and Comets appear on the screen. The Player must pick up Humans to gain bonus points and avoid being hit by the Comet. The period ends when either the players ship is destroyed by a Comet, the Comet is allowed to leave the screen or ten Comets have been
destroyed. Each Comet appearing (up to ten) must be destroyed for the Bonus Period to continue Comets score 100 points for the first one destroyed and increment by 100 points for each
subsequent Comet that is eliminated. All Humans score 200 points during the Bonus Period.

PERFECT ROUND
A Perfect Round is achieved by destroying all of the planets in a round while they are Approaching Planets. They must not be allowed to form into Attacking Planets and the players ship must not be destroyed. A Perfect Round awards the total number of Attacking Planets allowed to appear on the screen at one time for that round times 2000

GAME PLAY
Game play is initiated when either the one player or two player buttons are pressed. As the round begins, Approaching Planets from a distant galaxy begin to approach the players ship. The player has the option of destroying the planets as they are approaching him. Successfully destroying all Approaching Planets in a round awards bonus points for a Perfect Round. When a planet is
allowed to reach the players ships orbit, it reveals a group of moons orbiting around it. This becomes an Attacking Planet An Attacking Planet cannot be destroyed until the player has destroyed all of its Orbiting Moons. Once all of the Orbiting Moons game been destroyed, the planet transposes into the Mad Planet destine to destroy the players ship. The Mad Planet must be destroyed quickly as it travels faster and faster the longer it remains in orbit. Each round has a predetermined number of planets per round and a predetermined number of Attacking Planets to fight at one time see ROUND PROGRESSIONS). Once an Attacking Planet is destroyed, another planet approaches. If not destroyed, it also will become an Attacking Planet. This cycle continues until there are no longer any planets to destroy in that round. Once all the planets have been destroyed, the game advances to the next round.
In defense to the players attack, the Attacking Planet will release one of its Orbiting Moons into space in an attempt to destroy the players ship. This orange moon must be avoided or destroyed. If the Mad Moon is allowed to leave the screen without being destroyed, it is replaced in its original orbit around the Attacking Planet that released it.
The Bonus Period appears at the end of each wave. During this time, the player must pick up Humans while trying to destroy as many Comets as possible. The period ends when either the
players ship is destroyed by a Comet, the Comet is allowed to leave the screen or ten Comets have been destroyed***
[48]
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Q*Bert's Qubes Mylstar1983 labelimageminimize
Screw Loose Mylstar1983 labelimageminimize
Argus Gottlieb1984- Shoot villains and hazards with energy bolts
- Hold down catch button to rescue falling citizens and catch falling cars
- Shoot or catch rubble before it cruches someone
- Game ends when no citizens remain
- Extra citizen awarded every 30000 points
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Curve Ball Mylstar1984Baseball game labelimageminimize
Three Stooges Mylstar1984The object of the "Three Stooges" game is to rescue the three brides, Cora, Nora and Dora from the evil Doctor, I.M.Acad M.D.

One, two or three players can choose their favorite Stooge and play either as a team, or against one another.
In a one player game the game is played against the computer.

"Three Stooges" consists of seven scenes: (1) The Office; (2) The Parlor; (3) The Kitchen; (4) The Singers; (5) The Art Gallery; (6) The Police Station; and (7) The Laboratory.
The players must pick up their respectively colored key in each of the seven scenes, and exit the room.
Each scene is repeated in all four levels of difficulty.

The game play starts with all three Stooges in the midst of the first scene, the "Office".
With the help of the player controlled joystick, the player searches for a hammer.
With the hammer the player can either break furniture to find the keys, or hit the cops and villians which are worth points.
The player can also pick up pies, which are located on unbreakable tables and throw them at unsuspecting cops and villians.
The player must be careful though, because a pie thrown haphazardly will break windows along the sidewalls encouraging more cops to enter the room.Picking up a pie will also cause the player to lose the hammer.If a player chooses to slap a villian by pressing the slap/throw button on the control panel, the villian will be stunned and if a hammer was being carried, it will be dropped.

Each scene is completed when all three keys are retrieved and the Three Stooges exit the room.
All three keys must be picked up to open the exit door.

The players must be very careful during the "Singer" scene.
The key for each of the players is located in one of the smaller rooms.
When entering the room the player must be quick about retrieving the key because the opera singers "blue note" is lethal.The singers can be silenced by hitting them in the face with a pie.

During the first level of the "Laboratory" scene, there are no brides present.
The evil Doctor, I.M.Acad M.D., stands atop the laboratory and as the players pick up their keys the Doctor starts leaving the room.
The players must exit in time to capture the Doctor or the round begins over again.

The first of the three brides, Cora, appears at the start of the second level "Laboratory" game.
The players must retrieve the keys to change the color of the cage in which Cora is locked.
The cage must then be broken with a hammer, Cora rescued, and exit the room.

Nora, the second bride appears during the third "Laboratory" round and Dora, the third bride, appears during the fourth "Laboratory" round.

When Dora has been saved, this will complete the first four levels of the game.
The game now repeats the order of the first four levels, with the evil Doctor coming out again in the "Laboratory" scene of level five.
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Thunder Storm LX-3  Data East1984 labelimageminimize
TYLZ Mylstar1984 labelimageminimize
Us Vs. Them Mylstar1984 labelimageminimize
Video Vince and the Game Factory Mylstar1984 labelimageminimize
Wiz Warz Mylstar1984 labelimageminimize
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