In this platformer the players task is to help Ogg the Caveman master the techniques of turtle riding and get him on the back of Kickstart the Turtle to the phone-box to tell his wife that he'll be late for tea.
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.
Bozo's Night Out is an action computer game developed and published by Taskset Ltd. in 1984 for the Commodore 64. The game centers on Bozo, a drunkard trying to get home safely after spending a night at a bar.
Lo imposible ha ocurrido.Un asteroide ha averiado al superordenador CRAY 5 que controla el generador atmosférico de la colonia. Sin tu ayuda miles de personas están condenadas. AYUDALAS!!
Whilst trying to reach the haunted mansion in which your kidnapped lady is held, your car runs out of fuel. As a result, you must progress on foot to reach her.
The areas you must travel through include the forest, cinema, a ghetto and the graveyard. All are filled with ghouls, zombies, ghosts or bats, all ready to drain your energy. To complete each screen you must collect the five blue crosses. Once you reach the mansion and find her, you must escort your girlfriend back through the same territories, switching between characters to collect the blue (him) and red (her) crosses as quickly as you can, still not safe.
Charlie Chaplin, an action platformer, is your chance to become a movie director and produce the greatest comedies starring Charlie Chaplin. You can choose the script, the scenes, and the characters. Create, edit and watch your own Chaplin movie.
Fed up with having Brontosaurus steaks for dinner, Ug the Caveman has decided to try something new for a change - by navigating nine islands in search of the three pterodactyl eggs perched high in the mountains, and bringing them back to his cave one by one, making sure that not one egg breaks along the way. Unfortunately, searching for the eggs comes at a price.
Ug must also leap across rivers, dodge erupting volcanoes, and use a number of rocks to kill any land-based predators that get in his way. If he comes into contact with any of these, he will lose some energy, which can be restored by collecting fruit. Once Ug has taken all three eggs to his cave, he has to collect some wheels so that he can travel to the next island.
Cauldron II: The Pumpkin Strikes Back is a computer game developed and published by British developer Palace Software (Palace) as a sequel to their 1985 title Cauldron. The two-dimensional (2D) platform game was released in 1986 for the ZX Spectrum, Commodore 64 and Amstrad CPC home computers. Players control a bouncing pumpkin that is on a quest of vengeance against the "Witch Queen". The roles of the two were reversed from the first game, in which the witch defeated a monster pumpkin.
Following the success of Cauldron, Palace employee Steve Brown began work on a sequel. To provide fans of the original title with a new experience, a very different gameplay was implemented for the sequel, although several minor features retained connections to the first. Inspired by the bouncing pumpkin character in Cauldron, Brown designed the game around the character's movement. The bouncing mechanic proved problematic for the programmers who were unable to perfect its implementation. Technical limitations also prevented them
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.
Binky the painter has gotten the job to paint the floors of a 21 storey building in the city. Other painting companies has quit the job due to it not being safe, but Binky has no such concerns and accepts the job despite all its hazards. Each level of the game is a floor of the building which is viewed from an isometric perspective. The objective is simply to paint the whole floor which is done automatically as Binky moves across it. Since the floors somehow are floating around in mid air it's possible to run off the edge of the floor and fall to a certain death if not careful. There are also various nasty creatures that Binky has to watch out for. These will suddenly appear on the floor and move in one direction until they either get to Binky or fall of the floor. There are also beasts that move straight for Binky but these can be killed if stepped on before they hatch. There are also balls that roll around the floors. Later levels need to be painted with two or three coats of paints and require Binky to move over