Teenage Mutant Hero Turtles
1990 · Image Works / Probe Software · action platformer
Leo, Raph, Mike and Don in the sewers and streets of New York – switch turtles, ride the party wagon, save April.
- Hand-tuned turtle sprites with coloured bandanas, bricks in shadows
- Saved games: 3 slots, download & upload
- Infinite lives, invincibility, double time for the underwater bombs
© 1990 Image Works / Mirrorsoft Ltd., under licence from © 1989 Konami and Mirage Studios, USA.
Teenage Mutant Hero Turtles™ is a trademark of Mirage Studios, USA. ZX Spectrum version by David Perry & Nick Bruty (Probe Software).
Nebulus
1987 · Hewson · rotating-tower platformer
Guide Pogo up eight towers rising from the sea – ledges, doors, lifts and nasty creatures – before the time runs out.
- Smooth rotation of the tower at your monitor’s refresh rate, bricks drawn in HD
- Pogo and the creatures redrawn as smooth curves, constant speed, saved games
- Improved controls: a separate Jump key and touch button, ↑ jumps where there is no door or lift, Ctrl only shoots
- Start at any tower, infinite lives, invincibility, time speed 0× / 0.5× / original
Nebulus © 1987 Hewson Consultants Ltd. Written by John M. Phillips.
H.A.T.E.
1989 · Vortex Software / Gremlin Graphics · isometric shoot’em up
Hostile All Terrain Encounter: fly the fighter and drive the tank through ten isometric zones, collect pods, shoot everything.
- Smooth scrolling at your monitor’s refresh rate, interpolated sprites and shadows
- Constant speed – no slowdown with many objects
- Autofire, infinite lives, invincibility
© 1989 Vortex Software, published by Gremlin Graphics. Written by Costa Panayi, music by Ben Daglish.
Abu Simbel Profanation
1985 · Dinamic Software · flip-screen platformer
Johnny Jones, cursed by the pharaoh, explores the temple of Abu Simbel – 45 deadly rooms, a diamond of the right colour for every door, jumps measured to the pixel.
- Smooth motion at your monitor’s refresh rate, no attribute clash: Johnny and the creatures keep their colours
- Johnny and the creatures redrawn as smooth curves, constant speed, saved games
- Arrow keys + Ctrl and a touch controller with long and short jump
- Infinite lives, invincibility
Abu Simbel Profanation © 1985 Dinamic Software. Program by Víctor Ruiz, with Florentino Pertejo, Santiago Morga B. and Snatcho.
Jetpac
1983 · Ultimate Play The Game · shoot’em up
Jetman assembles his rocket, fuels it with six pods and blasts off to the next planet, while eight kinds of aliens swarm in – Ultimate’s very first game.
- Smooth motion at your monitor’s refresh rate, no attribute clash: every alien keeps its own colour
- Jetman, the aliens and the rocket redrawn as smooth curves; constant speed – no slowdown when the screen is full
- Arrow keys + Ctrl (↓ hovers), touch controller with Fire, Thrust and Hover; start at level 1, 5, 9 or 13
- Autofire, infinite lives, invincibility, saved games
Jetpac © 1983 A.C.G. – Ultimate Play The Game. Written by Tim and Chris Stamper.
PSSST
1983 · Ultimate Play The Game · arcade
Robbie the robot guards his prize plant from slugs, leeches and midges – each bug falls only to the right one of three spray cans, the wrong one just stuns it.
- Smooth motion at your monitor’s refresh rate – even the bugs’ step-and-pause crawl glides; no attribute clash on the plant, its leaves or the bugs
- Robbie, the bugs, leaves and flowers redrawn as smooth curves; constant speed – no slowdown in a full swarm
- Arrow keys + Ctrl, touch controller with Spray and Pause; start at plant 1, 2, 3, 4 or 7
- Infinite lives, invincibility, a plant that never wilts, any spray kills, saved games
PSSST © 1983 A.C.G. – Ultimate Play The Game. Written by Tim and Chris Stamper.
Video Pool
1984 · Oxford Computer Publishing · pool
Pot the six numbered balls before your shots run out – three game variations, small or large pockets, two players and a table editor for trick shots.
- The balls roll at your monitor’s refresh rate on their exact sub-pixel paths; no flicker where they overlap
- Balls redrawn as smooth circles; constant speed – no slowdown in the break
- Aim with a tap or click on the table, arrow keys + Ctrl, touch controller with Shoot; start at frame 1, 3, 6 or 10
- Infinite lives, unlimited shots, aim help (the line of the shot), saved games
Video Pool © 1984 Oxford Computer Publishing Ltd (OCP). Written by James Hutchby.
Extreme
1991 · Digital Integration · scrolling shoot’em up
An alien ship has crash-landed on Earth and its self-destruct is counting down: fly through it with your jet pack, pick up the weapons and objects its crew left behind and disarm it in time.
- The game moved its window by whole characters 13 times a second – now the scenery, the hero and the creatures glide smoothly at your monitor’s refresh rate, the stars in two parallax layers
- No attribute clash: the scenery keeps its colours under the sprites; hero and creatures redrawn as smooth curves
- Constant speed – no slowdown when a lot is going on; arrows + Ctrl with any control, touch controller with Fire and Weapon
- Infinite energy, shields and ammo, the countdown at 0× or 0.5×, saved games
Extreme © 1991 Digital Integration Ltd. Original program and design by Dave Perry and Nick Bruty.
Double Dash
1990 · VooDoo · two-player cave digging
Two moles dig through 24 caves together: collect the diamonds, dodge falling boulders, skulls and butterflies and get out through the flashing exit – side by side on one keyboard or over the internet.
- Network game: one player starts a server, the other connects with a code – both see the same game, each in his own browser
- Single player mode with the whole picture for one mole; a map of the whole cave; restart the cave or respawn with a button
- The views crawled 8 pixels a move after the moles – now each view sweeps to its mole in two seconds and glides with him, always in the middle of the picture
- Moles, boulders, diamonds and creatures slide smoothly from cell to cell instead of jumping, redrawn as smooth curves
- AY music and sound, a dead mole comes back (in the original he waits for the other one), start in any cave A–X, infinite lives, invincibility, time 0× / 0.5×, saved games
Double Dash © 1990 VooDoo. Written by Tomáš Pártl and František Fuka.
SQ-Demo
1994 · Depeche Code · AY music demo
A Czech music demo for the 128K’s AY sound chip: eleven SQ-Tracker songs, the letters of the logo jumping to the beat, volume bars and a scroller.
- The AY-3-8912 sound chip emulated, in ABC stereo or mono
- Smooth scroller and jumping letters at your monitor’s refresh rate; the flickering volume columns steady, the flashing background cross-faded; logo letters redrawn as smooth curves
- Previous / next song at once (arrow keys or touch buttons), pause, start at any of the 11 songs
SQ-Demo © 1994 George K. of Depeche Code. Music: Kyrril / George K., Qjeta, Scalex, Betabyte.