Fantasy platform adventure released by Codemasters in 1989. Released on Amstrad CPC and ZX Spectrum, and unfortunately a planned Commodore 64 version was scrapped after the young programmer tasked with the conversion had problems fitting it into the Commodore’s memory.
Cosmic Sheriff was one of the first computer games to enable the Gun-Stick optical gun system, manufactured by the Spanish company MHT Ingenieros, a revolutionary hardware developed specifically for 8-bit computers. With this peripheral the user could shoot directly at the screen to eliminate his enemies.
Game consists of three zones of several levels each one.
Zone 1: The warehouses. Throughout three levels there are two bombs.
Zone 2: Control system and computers. There are four bombs to defuse along five levels.
Zone 3: Surface. Nine levels where there are six bombs to defuse.
Classic Trainer is a business simulator that allows you to own five horses and race them over various seasons with the aim to win The Derby at the end of each season. Each season lasts 20 weeks, with the choice of three races in a meeting every week if you choose to race a horse. You start the game with £5000 and before a meeting you have various options for your horses and yourself, which cost you money. Give your horses a workout, treat their injuries, get a loan and retain a jockey. Once you are happy with your selections, you are then shown your horses and their fitness, class and race stats. You also have the option to sell a horse.
Chuck Yeager's Advanced Flight Trainer 2.0 is a flight simulator game. Follow Yeager's cursor, instrument settings and instructions on a couple of landings and you'll set her down right every time. Hug the ground at 50 feet, pull 8 G's around the pylon and streak full-throttle for home. Screaming toward earth at supersonic speed, you're a breath away from drilling a hole. In test piloting, the real hero is the one who survives.
ou control whether the head shall bump left or right, and how far up it will bounce, in a similar fashion to Mappy. You have to move across a series of bouncy platforms and pick up all items on the screen. Once all items are collected, the exit will appear so that you can go on to the next screen.
While most platforms are perfectly harmless, some have additional qualities, such as being destructible, thereby granting access to other parts of the screen. Some platforms are on fire, which will turn out lethal unless you have picked up a water droplet in advance.
Bumpy was remade for 16-bit platforms as Pop-Up, and then ported back once more to the Amstrad CPC.
If you liked the Arkanoid game, this program will blow your mind.
Fast-paced action! 30 screens with amazing scenery!
... and at the end, will you get there?
Aliens are attacking Icarus Earth Defence Base and within a hour and a half will occupy it, bringing bad news for the occupants of our planet. The solution is to send a android installed with the Oriental Disciplines of the East and destroy all the aliens over five levels to save Earth. You play the role of Bionic Ninja and you must use various martial arts as well as shruiken's and swords, to destroy or avoid the various occupants of the base. You are able to switch between any of the three attacking options by pressing the space bar at any time. If you are touched or shot by any of the enemy then you lose part of a power bar and if it empties then you lose one of five lives but extra power can be collected on the way. Each level is split into two sections and they must be completed within a time limit or it is game over.
If The A-Team looks familiar it's because it is little more than a graphic hack of another unreleased Atari game called Saboteur. At one point it was thought these games were the same except for the graphics, but after analyzing them I've found some slight gameplay differences. On this page I'll concentrate on the differences between Saboteur and The A-Team, for more information on the gameplay itself look at the Saboteur page.
It's unknown why Atari decided to change Saboteur into The A-Team, but we assume it's because they wanted a game based on the then popular A-Team TV show and didn't want to wait for a new game to be developed. At that point Saboteur was ready for release and Atari decided that they would attempt to integrate A-Team characters into a game that was already finished. The results are interesting at best, confusing to say the least.