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Commando (1985)


Commando, released as Senjō no Ōkami (Japanese: 戦場の狼, lit. "Wolf of the Battlefield") in Japan, is a vertical scrolling run-and-gun shooter game released by Capcom for arcades in 1985. The game was designed by Tokuro Fujiwara. It was distributed in North America by Data East, and in Europe by several companies including Capcom, Deith Leisure and Sega, S.A. SONIC. Versions were released for various home computers and game consoles. It is unrelated to the 1985 film of the same name, which was released six months after the game.

Arcade's Greatest Hits: The Atari Collection 1


Arcade's Greatest Hits: The Atari Collection 1 is a compilation of Atari arcade games for the Sega Saturn, PlayStation, and Super Nintendo Entertainment System. It is a successor volume to Williams Arcade's Greatest Hits. Most of these games fall into the action game category. The Saturn and PlayStation versions of the game include an FMV documentary on the "Golden Age of Atari", featuring video interviews with the programmers behind the six games in the compilation. The later Super NES version was announced by Midway as their final release for any "16-bit" console.

https://ulozto.net/file/H1sf8r8Mb8UN/arcade-s-greatest-hits-the-atari-collection-1-europe-7z#!ZGOuLGR2AwOyZQtkAGLlZmR3AJL3BR5IBTVjAJSzYH9jJJDkZj==

Altered Beaat (1989)


You are a hero raised from the dead by the god Zeus to rescue his daughter Athena. With scenery inspired by Ancient Greece, you have to fight hordes of undead and demons, with a boss at the end of each level until you meet the god Neff, who holds the girl captive.

The Altered Beast title refers to your shapeshifting abilities. In this platformer, you can collect spirit balls by defeating two-headed wolves, allowing you to mutate into different beasts such as a werewolf, a dragon, a tiger, a bear and others depending on the version. Each form, tied to a level, comes with special abilities such as flight and powerful attacks, easily superseding the basic set of punches and kicks in your human form.

The game can be played in single player mode, or in same-screen multiplayer co-op mode.

Gato (1987)

GATO is a real-time submarine simulator first published in 1984 by Spectrum HoloByte for MS-DOS. It simulates combat operations aboard the Gato-class submarine USS Growler (SS-215) in the Pacific Theater of World War II. GATO was later ported to the Apple IIe, Atari ST, and Macintosh. In 1987 Atari published a version on cartridge for the Atari 8-bit family, to coincide with the launch of the Atari XEGS.

The player is tasked with chasing Japanese shipping across a 20-sector map while returning for resupply as necessary from a submarine tender. The islands on the map are randomly generated and not based on real-world geography. Combat is conducted using a screen with a view through the periscope and at various gauges and indicators. The game has multiple difficulty levels, the highest of which requires the player to translate mission briefings which are transmitted only as audible Morse Code.

The MS-DOS and Apple IIe versions contain a boss key which replaces the game screen by a spreadsheet.

The timing of the game relied on the computer's CPU clock-speed, rather than the time-and-date clock, making it unplayable as 80286 CPU-based computers came onto the market.



In 1985, Computer Gaming World praised the game for being simultaneously easy to play and having deep, detailed strategy.1991 and 1993 surveys in the magazine of strategy and war games, however, gave it one and a half stars out of five, stating that "it was adequate in its time, but not exemplary in any regard".Compute! stated that "Gato promises realism, and it delivers ... [it] lives up to its claims".Jerry Pournelle wrote favorably of the game in BYTE, stating that he wished he could slow the game down but "I've certainly wasted enough time with it ... Recommended", and that he preferred the black-and-white Macintosh version to the color IBM PC version.

Marketed by Spectrum HoloByte, Gato had originally been developed by student programmers in Boulder, Colorado.

Gato sold well - being reported in Billboard magazine in June 1985 as coming in at number 6 of a national sample of retail sales and rack sales reports.

https://archive.org/details/atr_Gato_1987_Atari

Missile Command

Missile Command is a 1980 arcade game developed and published by Atari, Inc. and licensed to Sega for European release. It was designed by Dave Theurer, who also designed Atari's vector graphics game Tempest from the same year.The 1981 Atari 2600 port of Missile Command by Rob Fulop[1] sold over 2.5 million copies and became the third most popular cartridge for the system.

The player's six cities are being attacked by an endless hail of ballistic missiles, some of which split like multiple independently targetable reentry vehicles. New weapons are introduced in later levels: smart bombs that can evade a less than perfectly targeted missile, and bomber planes and satellites that fly across the screen launching missiles of their own. As a regional commander of three anti-missile batteries, the player must defend six cities in their zone from being destroyed.

The game is played by moving a crosshair across the sky background via a trackball and pressing one of three buttons to launch a counter-missile from the appropriate battery. Counter-missiles explode upon reaching the crosshair, leaving a fireball that persists for several seconds and destroys any enemy missiles that enter it. There are three batteries, each with ten missiles; a missile battery becomes useless when all its missiles are fired, or if the battery is destroyed by enemy fire. The missiles of the central battery fly to their targets at much greater speed; only these missiles can effectively kill a smart bomb at a distance.

The game is staged as a series of levels of increasing difficulty; each level contains a set number of incoming enemy weapons. The weapons attack the six cities, as well as the missile batteries; being struck by an enemy weapon results in destruction of the city or missile battery. Enemy weapons are only able to destroy three cities during one level. A level ends when all enemy weaponry is destroyed or reaches its target. A player who runs out of missiles no longer has control over the remainder of the level. At the conclusion of a level, the player receives bonus points for any remaining cities (50 points times scoring level, 1 to 6) or unused missiles (5 points times scoring level, 1 to 6). Between levels missile batteries are rebuilt and replenished; destroyed cities are rebuilt only at set point levels (usually every 10,000 or 12,000 points).

The game inevitably ends when all six cities are destroyed, unless the player manages to score enough points to earn a bonus city before the end of the level. Like most early arcade games, there is no way to "win" the game; the game just keeps going with ever-faster and more prolific incoming missiles. The game, then, is just a contest in seeing how long the player can survive. On conclusion of the game, the screen displays "The End", rather than "Game Over", signifying that "[i]n the end, all is lost. There is no winner."[4] This conclusion is skipped, however, if the player makes the high score list and the game prompts the player to enter his/her initials.

The game features an interesting bug: once a score of 810,000 is reached, a large number of cities are awarded (176 cities plus the continuing accrual of bonus cities) and it is possible to carry on playing for several hours. At some later stage the speed of missiles increases greatly for a few screens. On the 255th and 256th yellow screens, known as the 0x stages, the scoring increases by 256 times the base value. For good players these two 0x stages could earn over a million points. This enabled them to reach a score of approximately 2,800,000 (although only 6 digit scores were shown, so it would display 800,000) and at this point the accelerated rate would suddenly cease and the game would restart at its original (slow) speed and return to the first stage, but with the score and any saved cities retained. In this way it was possible to play this game for hours on end.

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