showing 26 games

namepublisher(developer)year arrow_downwarddescription
Balloons ?? labelminimizeminimize
Croid Spectral Associates? labelminimizeminimize
Pinball ?? labelminimizeminimize
Colorout Spectral Associates (Colorful Software)1981 labelminimizeminimize
Star Trek III Adventure International1981 labelimageminimize
Bedlam Tandy1982You're "in" and you want to get out - but the whole place is crazy! Can you trust Napoleon? Or the guy who calls himself X-Ray? What about the one who looks like a doctor, but is restrained like a patient? And it keeps on being crazy because the way out changes every time through. It's Bedlam!
[Carney]
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Cosmic Superbowl  Spectral Associates1982 labelminimizeminimize
Dunkey Munkey Intellectronics1982This Donkey Kong clone (with Donkey Kong Jr. influences) features the giant primate playing a grand piano to entertain his captive. It is otherwise a clone with variations in level layout and order. Chase the giant flaming barrel tossing primate to the top of each structure then collapse the structure on the final level to send the primate falling. labelimagesubject
El Diablero Computerware1982 labelimageminimize
Klendathu Radio Shack;Tandy1982The only official game of Robert A. Heinlein's Starship Troopers. Years before the official movie of course.

Destroy the spider-like aliens with your flamethrower.
Although it is written in tokenized BASIC, there are many large machine code routines POKEd into memory.
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Offender American Business Computers1982 labelimageminimize
War Kings Tom Mix Software1982 labelimageminimize
Germ Warfare T&D Software;Chromasette1982 labelminimizeminimize
Marathon Afabear Software;Rainbow Magazine1983 labelminimizeminimize
Fortress of the Mutant Waffles T&D Software1983 labelminimizeminimize
Dragonfire Tandy1984Imagic wanted to to used the Coco 1's 128x192 graphics mode, which was limited to 4 colors. But they also wanted to use 8 colors, which required using 32x16 graphics mode. Their solution was to implement their experience of "racing the beam". On the Atari VCS, "racing the beam" was a reference to the VCS having no video frame buffer so programmers had to create machine code that calculated game logic in-between the machine code that that set colors on a pixel and executed according to the immutable timing of the TV's electron beam. And advantage to this difficulty is the ability to use as many colors as the programmer is willing to sacrifice from CPU cycles (There is a 56 color per scanline hardware limit but 2 colors are a practical limit and a 128 color palette hardware limit, but even these are surmountable). The Coco 1 had frame buffering to 'save' the programmer from such difficulties (tell the CPU what color a pixel is and the hardware automatically figures out when send it to the TV), but it also limited them. Such as having a fixed pallet for each video mode. Imagic overcame this limit by switching video modes up to 5 times per scanline. When a certain color was needed at a certain pixel, the mode that could provide it was used. And game logic once again was done in-between immutable timing of mode switching. So, 128x192x8, a mode that doesn't actually exist but that's no reason not to enjoy it in this game :) Later, clever programmers figured out how to extend this technique to get 320x200x256 with those 256 colors selected from a 24-bit pallet!

The Coco 3 altered the graphics hardware for the platform and broke this game. However, Imagic provided a patch so that Dragonfire could be played on a Coco 3.
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Junkfood Rainbow1984 labelminimizeminimize
Surface Rainbow1985 labelminimizeminimize
Zonx Rainbow1985 labelminimizeminimize
Olympic Decathlon Rainbow1986 labelminimizeminimize
Xenion Diecom;Computer Hut Software1987 labelminimizeminimize
Paladin's Legacy Sundog Systems1989The game (and the later free download) spans 2 disks (5.25"). But it can be transfered to a single 3.5" disk or disk image to avoid disk swapping. labelminimizeminimize
Donkey Kong  author2007[media=youtube]nK5TXrU8PMA[/media]***This is an unauthorized [b][i]port[/i][/b] of the coin-op version. Someone finally put the Coco's hardware (the 6809) to full use. This port is is so complete that it lets the player adjust virtual dip switches on the title scrren. labelminimizeminimize
Flood It! author2014 labelminimizeminimize
Bouncy Ball 8BitCoder.com2016 labelminimizeminimize
Bouncy Ball 8BitCoder.com2016 labelminimizeminimize
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