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The video gaming press gave Flimbo's Quest a lukewarm reception as standard and unoriginal platform fare. However, the C64 version achieved a high level of distribution thanks to the game being distributed on a cartridge with four games on it, distributed in the early 1990s with the Commodore 64.
S.T.U.N. Runner uses polygonal graphics for the vehicles and track, and is based on an evolution of Atari's Hard Drivin' hardware. The custom cabinet was designed to resemble the craft that the player pilots in-game. The arcade game was released in Europe by Jaleco, [2] and in Japan by Namco and Sega. [3]
Llamasoft released Gridrunner in 1982 for the unexpanded VIC-20.The game was written over the course of a single week. [2] Although it draws its inspiration from the arcade game Centipede [3] [4] with the concept of a snake-like enemy descending the screen through a series of obstacles (mushrooms in Centipede, pods in Gridrunner) it plays much faster.
Homebrew, when applied to video games, refers to software produced by hobbyists for proprietary video game consoles which are not intended to be user-programmable. The official documentation is often only available to licensed developers, and these systems may use storage formats that make distribution difficult, such as ROM cartridges or encrypted CD-ROMs.
Atari, Inc. was an American video game developer and video game console and home computer development company which operated between 1972 and 1984. During its years of operation, it developed and produced over 350 arcade, console, and computer games for its own systems, and almost 100 ports of games for home computers such as the Commodore 64.
Autoduel is a role-playing video game published by Origin Systems for the Atari 8-bit computers, Commodore 64, Apple II, and IBM PC compatibles in 1985. It was released in 1987 for the Atari ST and in 1988 for the Amiga and Macintosh. The game is based on the Steve Jackson Games series Car Wars. [1]
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The music in the Commodore 64 version was composed by Martin Galway, with input from Jon Hare and Chris Yates. [9]In an interview from 1987, the developers said development of Wizball was originally started before their previously launched shooter Parallax, but it was put on hold since they managed to code the parallax scrolling routine used in that game.