As probably many others of his kind, an ardent computer gamer dreams of a career in the gaming industry – and attempts to make this dream come true. That player is the player of Software Manager. Confused yet?
Sokoban was created by Hiroyuki Imabayashi in 1980, and won the first prize on a computer games contest. Two years later, Thinking Rabbit, Mr. Imabayashi's company has released the first commercial version of Sokoban. The game has often been reproduced, and remains as addictive today as ever.
Aliens have captured your ship and it now lays in pieces all around the galaxy, so if you want to get it back you will have to travel from planet to planet, exploring inside a capsule. A tough work, as they are not the most manoeuvrable things, nor the best for fighting back.
Puzzles, they have a thing for sounding always the same. What is this? A puzzle. So you move blocks around to screen? No, you create ice and get rid of fires, you say. Just that in the end, it's about moving blocks around the screen.
A broken staff that has something to do with stopping a bad guy is spread all around the old castle. What else is left to do except exploring the isometric world solving platform puzzles? All of that in one of these games that seem to have ended in the wrong platform.
Many great works were created by accident. Sopwith is one of them. Once upon a time, there was a Canadian software company, called BMP Compuscience. It was developing database and networking software. It was its network software, Imaginet, which is the direct reason why Sopwith was created: the game, which supported multiplayer over the Imaginet network, served as a demo to show the network's capability. Ironically, the game has built up a strong following. The networking software did not.
Dave, 17 years old, is spending is first vacation without his parents up in northern Scotland. While taking a swim in a lake, he passes through a small waterfall… and finds himself in a foreign world populated by magical creatures! Here, he is immediately drafted to overthrow the evil elf king…
Space Cavern is the most complex Atari 2600 game I've ever seen, with a manual three times as thick as any other Atari 2600 game. There are countless different difficulty levels you can choose from when starting a game, selecting from options such as whether to have two or four enemies above you, whether or not to have any enemies from the sides, whether the enemies above are large (easy targets) or small, and whether the enemies above shoot straight or diagonally. All of these options are independant of one another, so you can mix and match.
When and where this game was made, I have no idea. The age is based on the file, as in "not modified since 16-1-1984". So, what's it all about? It's a...Space Invaders clone!!! Not terribly original, but then again, it's from 1984, so maybe, just maybe, it was then.
Riding on the success wave of Hero Quest, Games Workshop released Space Crusade, a Warhammer "40k" variant for the McDonald's audience. So, it's basically a simplified and toned down version of Space Hulk. Unlike the computer game Space Hulk, Space Crusade's conversion into electronic form turned out to be a very faithful one.