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The game it is a strange type, at least I was unable to find his purpose, but u should try.. maybe u will and help me understand it :).

have fun

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Burger Time

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BurgerTime is a 1982 arcade game created by Data East for its DECO Cassette System. The game’s original title, Hamburger, was changed to BurgerTime before its introduction to the US. The player is chef Peter Pepper, who must walk over hamburger ingredients located across a maze of platforms while avoiding pursuing characters. The game was popular in arcades. In the US, Data East USA licensed BurgerTime for distribution by Bally Midway. The Data East and Midway versions are distinguished by the manufacturer’s name on the title screen and by the marquee and cabinet artworks. According to Twin Galaxies, the record high score on BurgerTime is 11,512,500 points, by Bryan L. Wagner of Turbotville, Pennsylvania on September 19, 2008 at the Challenge Arcade in Wyomissing, Pennsylvania. When Data East went bankrupt in 2003, G-Mode bought and currently owns most of Data East’s intellectual properties, including BurgerTime, BurgerTime Deluxe, Super BurgerTime, and Peter Pepper’s Ice Cream Factory. When Peter Pepper walks the length of an ingredient (bun, meat patty, tomato, etc.), it falls one level. If it lands atop another ingredient, the latter in turn falls one level. A burger is completed when all vertically aligned ingredients have been dropped out of the maze and onto a waiting plate. Once all burgers are completed, the level is finished. While making burgers, Peter Pepper must deal with three enemies: Mr. Hot Dog, Mr. Pickle, and Mr.Egg. Enemies can be dodged, killed, or temporarily stunned. Killing occurs when an ingredient is dropped atop an enemy, or when support for an ingredient is completely removed and the enemy falls with the piece. In the latter case, the piece will fall much farther than normal, depending on how many enemies are on it. Scoring depends heavily on killing enemies. The more enemies killed with a single sequence of falling ingredients, the higher the score. Therefore, to obtain the best score the player must endanger Peter Pepper by allowing more than one enemy to move onto the ingredient the player is on, just before the player drops it. Peter Pepper has pepper shots to shake on nearby enemies to stun and render them harmless for a few seconds. Extra shots are obtained by collecting bonus foods, such as coffee, an ice cream cone, or french fries, which appear in the center of the maze when a certain number of ingredients have dropped. Each level is more difficult, with the layout of later levels making it easier for Peter Pepper to be cornered and harder for him to reach ingredients.

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Willy the Worm

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Willy the Worm is a single-player, user-supported platform game created by programmer Alan Farmer of Charlottesville, Virginia and released for DOS in June of 1985. It was followed by a sequel, Willy the Worm Part II: The Big Trip Home.

The game puts the player in control of a small invertebrate named Willy who must make his way along platforms and past various hazards in order to ring a bell that hangs at the end of each of the game’s eight levels. Lethal hazards consist of cannon balls, which roll along the levels’ platforms and ladders, and sharp tacks.

Willy has a limited amount of time to make his way through each level, as indicated by a bonus counter at the bottom of the screen which counts down from 1000 in increments of 10; when the counter reaches zero, one life is lost and the level restarts. Points remaining at the end of the level are added to the player’s score. The player also earns points by jumping cannon balls (20 points) or collecting presents (100 points).

The four arrow keys control movement left and right along platforms or up and down ladders, and the space bar makes Willy jump. Other keys make Willy stop in place. The game uses PC speaker beeps for sound effects and ASCII characters as graphics and can run in either monochrome or color (blue and white) display modes.

The Willy the Worm Screen Editor, included with the game, allows players to design their own levels.

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Miner 2049er

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Miner 2049er is a video game created by Bill Hogue and released in 1982 by Big Five Software. The game was licensed in conjunction with International Computer Group (ICG). At the time of its release, Miner 2049’er was notable for having ten different screens, which was a large number for a platform game. By way of comparison, Donkey Kong had four screens, and most of the home versions had only three.
Under the name Big Five Software, Bill Hogue programmed commercial computer games in the late 1970s for Radio Shack’s TRS-80 home computer. He created several games patterned after actual arcade games, such as Super Nova (Asteroids), Attack Force (Targ), Cosmic Fighter (Astro Fighter), Galaxy Invasion (Galaxian), Meteor Mission II (Lunar Rescue), Robot Attack (Berzerk), and Defense Command (Missile Command). Robot Attack was the first commercial game for the TRS-80 to feature digitized voice.

By 1982, the TRS-80, with its low resolution monochrome graphics, was reaching the end of its lifespan, so Hogue wrote Miner 2049er for the Atari 800. Due to a production delay, the game was first released on the Apple II. It was widely licensed, distributed, and ported to many home systems.

After a false start in 1984 with the release of the sequel Scraper Caper, Hogue finally released in 1985 the official sequel, Bounty Bob Strikes Back. However, it never achieved the same level of success as its predecessor.

Miner 2049er made a comeback in the mobile gaming market with a re-release in 2007 by Magmic Games. This version contains two forms of the game. One is a faithful recreation of Hogue’s Atari 800 original; the second a modernized version with new graphics and ten new levels. The remake received an IGN Editor’s Choice Award and won the Best Revival category in the Best Of 2007 IGN awards.

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Galaxian expanded on the formula pioneered by Space Invaders. As in the earlier game, Galaxian featured a horde of attacking aliens that exchanged shots with the player. In contrast to Space Invaders, Galaxian added an element of drama by having the aliens periodically make kamikaze-like dives at the player’s ship, the Galaxip. The game’s plot consisted of a title screen that displayed the message “WE ARE THE GALAXIANS / MISSION: DESTROY ALIENS”.

The gameplay was relatively simple. Swarm after swarm of alien armies attacked the player’s ship that moved left and right at the bottom of the wraparound screen. The ship could only fire sparingly by default, but rearmed instantly when an enemy was hit. The player would defeat one swarm, only to have it replaced by another more aggressive and challenging army in the next screen. A plain and repetitive starfield scrolled in the background.

Galaxian was very successful for Namco and introduced several “firsts”. Although true color (as opposed to a color overlay for a game that was otherwise black and white) began appearing as early as 1975, Galaxian took graphics a step further with multi-colored animated sprites and explosions, a crude theme song, different colored fonts for the score and high score, more prominent background “music” and the scrolling starfield, and graphic icons that showed the number of ships left and how many rounds the player had completed. These elements combined to create a look/feel that would set the standard for many other 1980s arcade games such as Pac-Man.

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Dragons – A Challenge in Chivalry

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Published by
Capital PC User Group, Inc.
DOS Genre
3rd-Person Perspective
Arcade, Paddle / Pong

Long ago in a far away land, the Princes Gwen was captured and imprisoned in a castle. Your goal is

to rescue her! The gameplay of Dragons is similar to a sideways version of Breakout. The good

sorcerer Bruce has provided you with a magical sword and five magic coins. Using the sword, you need

to bounce the coins into the bricks of the castle which will destroy them. When the coin bounces

back, you need to make sure you don’t miss it with the sword otherwise that coin will be lost; lose

all of your coins and the game ends. Unlike most Breakout style games, you don’t need to destroy

every brick on the screen, you only need to get a coin through all the layers of bricks and hit the

back wall to complete the level and advance in rank. To make the game more challenging, one of

several enemies will be wandering around the playfield, some of which will create additional bricks

to get in the way. They can be destroyed with a coin, however when that happens the game speed will

increase! As you increase in rank, the number of brick walls you need to get through will gradually

increase. Good luck on your quest…

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Another old style pac man, no need to present just enjoy it :)

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Boulder Dash

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Boulder Dash, originally released in 1984, is a series of computer games for the Atari 400/800, Apple II, MSX, ZX Spectrum, Commodore 64, and ColecoVision home computers, and later ported to the NES, BBC Micro and Acorn Electron, PC, Amstrad CPC, Amiga and many other platforms. It was created by Peter Liepa and Chris Gray, and on October 28, 1983, acquired and later published by First Star Software, which still[update] owns the rights to the game. Boulder Dash inherits numerous gameplay similarities from the earlier 1982 arcade game The Pit, by Centuri.

The game’s protagonist is called “Rockford”. He must dig through caves collecting gems and diamonds and reach the exit within a time limit, while avoiding various types of dangerous creatures as well as obstacles like falling rocks and the constant danger of being crushed or trapped by an avalanche, or killed by an underground explosion.

The Commodore 64 version of the first game was also re-released on the Virtual Console in Europe on September 19, 2008 and in North America on June 1, 2009.

After hearing the synopsis – but not playing – Boulder Dash, 15-year-old Tim Tyler programmed his own game on what he imagined it to be like. The result was Repton, which went on to be published by Superior Software for the BBC Micro and Acorn Electron, becoming a huge hit and being ported to a number of other computers.

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Dig Dug

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Dig DugĀ is an arcade game developed and published by Namco in Japan in 1982 for Namco Galaga hardware. It was later published outside of Japan by Atari. A popular game based on a simple concept, it was also released as a video game on many consoles.
The objective of Dig Dug is to eliminate underground-dwelling monsters. This can be done by inflating them until they pop, or by dropping rocks on them. There are two kinds of enemies in the game: Pookas, round red monsters (said to be modeled after tomatoes) who wear yellow goggles, and Fygars, green dragons who can breathe fire. The player’s character is Dig Dug, dressed in white and blue, and able to dig tunnels. Dig Dug is killed if he is caught by either Pooka or Fygar, burned by a Fygar’s fire, or crushed by a rock.

It takes four ‘pumps’ with the player’s action button to inflate a monster until it bursts. If left partially inflated, the monster will deflate and recover after a few seconds, but half-inflating is a useful way to stun an enemy for a few moments, especially to make sure it remains in the path of a falling rock. The player can also pass through the enemy while it is deflating.

The monsters normally crawl through the tunnels in the dirt but can turn into ghostly eyes and travel slowly through the dirt. The last enemy on a level will try to escape off the top left of the screen.

More points are awarded for eliminating an enemy further down in the dirt (the levels are color coded), and the Fygar is worth more points if it is inflated horizontally facing the player rather than inflated horizontally opposing the player or inflated vertically (because it only breathes fire horizontally). More points are also awarded for dropping rocks on enemies in order to eliminate them rather than inflating them. If one enemy is killed by the rock, it is worth 1000 points. The next two add 1500 points each and any after that they add 2000. The act of digging is itself worth points, giving ten points for each block dug, so some players do as much of it as possible in situations where the threat from the remaining monsters is minimal.

After the player drops two rocks, fruits and vegetables (and other edible bonus items, such as Galaxian flagships) appear in the center of the play field, and can be collected for points if the player is able to reach them before they disappear. These edible bonus items will appear even if the rocks fail to hit any enemies. In some versions of the game, the most points attainable from a single bonus fruit is 8,000 from the pineapple.

If the player drops a rock on a foe at the same time he pumps it to death, a glitch will occur whereupon all enemies will promptly disappear, but the game will not progress and the player will be free to dig through all dirt. Attaining the next level of play will then remain impossible, but the glitch can be resolved by forcing a rock to drop.

Level numbers are represented by flowers in the top right of the screen and each new level is noted at the beginning of each stage on the bottom right (as seen in this article’s screenshot graphic). In successive levels more monsters appear on each screen and they move quicker. A level is completed successfully when the last monster is dispatched or succeeds in fleeing.

In the coin-operated version the game ends on round 256 (round 0), since this board is essentially an unplayable kill screen. At the start of the level a Pooka is placed directly on top of where the player starts, with no way to kill it.

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Montezuma’s Revenge

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You as Panama Joe, a self proclaimed daredevil, have seen better times. You take it upon yourself to enter the chambers of Montezuma seeking treasure, and he is seeking revenge before you even get anything! Will you eventually make it to the legendary Treasure Chamber? Time will tell, and your ability to stay away from Montezuma’s baddies.

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