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  • Ghouls And Ghosts Download Rom Pokemon
    카테고리 없음 2020. 2. 14. 02:59
    1. Ghouls And Ghosts Download Rom Pokemon Sun
    2. Ghouls And Ghosts Download Rom Pokemon Go

    Suit up for an all new Ghouls and Ghosts adventure! Arthur's back and he's ready to do battle with a whole new crew of ghosts and goblins in all new adventure for the Super Famicom.

    The story is pretty much the same: defeat the minions of evil and rescue your main babe from the head bad guy, whoever he is. The graphics in this game totally blow the version of it's predecessor to pieces. The audio is also some of the best ever conceived on the. The best thing about this game is the incredible game play.

    Challenging in every way but a game that can be mastered. The phenomenal graphics, sterling sound and gorgeous game play will keep you coming back again and again. Definitely a candidate for Game of the Year! ARTHUR'S BACK!!! The princess has been captured once again in this sequel to the popular Ghouls and Ghosts.

    This time, however, Arthur has invaded 16-Bit in a big way on the new Super NES! The evil Sardius has vowed revenge on Arthur for defeating Loki, and now the demon plans to exact his revenge by kidnapping the Arthur's love.The princess, it seems, is the only one who knows how to defeat this new evil, but she needs Arthur's help to get the job done. Only with her Goddess Bracelet will our hero be able to put an end to Sardius and his evil ways. EGM Issue 028 November 1991.

    This was a surrealistic first person 3d adventure for the TRS 80. Resplendent in clunky b/w! You start a padded cell in an insane asylum and your mission is to escape. Mad inmates and an even maddening 3d maze kept you hooked for weeks.

    Best part: the note that tells you to look up.only to have a paino fall on your head! You need to give the axe murderour this note and wait for his musical demise otherwise you get chopped to bits. Despite plenty of first person 3d adverntures today, few match Alsylum's surreal and disturbing milieu, which goes to show increased computer power is not substitute for creativity. There was as sequel boasting such fun as 'killer clowns' - priceless. This was a great game for the Apple.

    You went into some Inca pyramid looking for this lost idol. The game was about eight screens by eight screens and you had monsters to knife or shoot or avoid(they grew from snakes and small spiders to dinosaurs and octopi,) and there were plenty of traps like a giant water spigot that would fill the room with water, or even a descending ceiling where the walls on the side slammed shut. Very Indiana Jones, and it also had cool bugs where you could jump through walls if you knew what to do.

    One of the first titles ever developed by LucasArts (nee LucasFilm Games, back when they were in building 'Z' on the ILM campus). An astounding furious two-player first-person 3D game with a simple premise: Get the ball and shoot it into your opponents goal. Utilizing a horizontally-split screen, you drove a hovercraft over a checkerboard grid, grabbed the ball using your forcefield, then carried it to your opponent's goal, all the while trying to avoid your opponent bumping you, harassing you, and trying to steal the ball. The hovercraft would automatically orient toward the goal (if you had the ball), or the ball (if you didn't). Originally developed for the Atari 400/800 systems, it was eventually ported (much) later to the C-64 and other platforms. (An Amiga port was prototyped but never completed.).

    One of the most deliciously fun and bloody games of it's day. By Marc Goodman (credited as 'Mangrove Earthshoe') for the Apple II platform, released in 1982 by Datamost. With an inset bird's eye viewfinder over the wide-open green grass field of combat - to help you decide which way to run, You, a knight in full armor and with a battle axe for each hand, would seek to destroy enemy knights. A simple game, played entirely from a top-down view, it was you against the world on this little 'decapitation island', if you will. With the slight memory-caused delays you'd almost feel the impact as you slammed your axes into the enemy! The player controls Jack, a superhero who can leap and glide. Someone has planted 24 bombs at famous tourist sites (the Sphinx and Great Pyramids, the Acropolis, Neuschwanstein Castle in Bavaria, and two cityscapes resembling Miami Beach and Hollywood, which appear only as screen backgrounds rather than unique game locations).

    Jack must fly around the screen to collect the bombs before a timer runs out. Each screen uses a different configuration of platforms upon which Jack may run on, or jump from, or remain at rest. Eventually, the levels reoccur a number of times with increasing difficulty. Jack 'defuses' the bombs by simply touching them. As soon as he has touched the first, he triggers a sequence in which another bomb's fuse lights up, and so on. A player can score a bonus in each round by touching all 24 bombs in the correct lit-fuse sequence.

    Jack may also defuse an unlit bomb by touching it, but this impedes his opportunity to score the bonus for that screen. It also delays the appearance of the game's bonuses and power-ups. The lit fuses have no strategic purpose other than the bonus; a lit bomb left unattended does not explode. Enemies such as birds, mummies, turtles, and orbs float around the screen, making Jack lose a life if he touches them. A certain power-up will, when collected, turn all the enemies into coins for a short period.

    This game was on the Apple II computer. I believe that it was made by SSI. It was effectively a realtime war galleon tactical battle simulator. A single player could control a 'tall ship' against a computer opponent or another player.

    As far as I remember, it had no campaign mode or anything of the nature. A player just chose a ship and battled away with various options such as different ammo types, different sail configurations, and boarding capability. The much later Ancient Art of War at Sea used a very similar battle engine to this game. The objective of the game is to track down and disintegrate five clones (referred to as Duplicates or Numbers depending on the version of the game) of Captain Blood. To find them, the player must speak to various aliens and gain their trust.

    Communication with aliens occurs via an icon-based interface known as UPCOM. This consists of around 150 icons, each representing a different concept. As each alien race discovered speaks its own language and reacts differently, the player must learn to negotiate using these UPCOM concepts in a style that suits the races.

    Other unique facets of the game play of Captain Blood included the deterioration of the player interface as the game progressed. As time wore on, the character's health deteriorated. This was represented in-game via an increasing amount of shaking of the mouse cursor, making the game more and more difficult to control until the character eventually died. A 2-D adventure with only 4 screens. I think a witch or something kidnapped a 'fair maiden' and you were trying to save her.

    I played this for days on Apple IIe until I finally beat it. On each screen you would need to jump and throw little boomerang-knives at enemies. The first was a castle with a bat.

    The second was a cavern with scorpians and teleporters. Then was a room with lava and bubbles you could ride up.

    Finally you could take on the evil witch. I don't remember exactly how the game worked, but it was one of my favorite. This was an old text-adventure that was enhanced by cheap graphics where you start in your house and follow a choose-your-own-adventure-style playing scheme where you pick from a list of possible actions to move around the house and even into the surrounding town looking for lost animals before the elusive dragon catches you. If you make the wrong choices, a picture of a cheesy dragon pops into the picture on your screen and you must start over.

    At one point, I remember there being a rabbit in a magician's hat in the dining room. It's a game geared to very young children. At that age, my sister and I used to play this for hours and hours.

    Even though we had the game memorized, we kept playing anyway. Back then we must have been playing on Apple , Apple e or possibly Apple +. The first really good action/strategy space sim in '3D'. The object of the game was to fly from planet to planet trading different items available and attempting to make a profit.

    Money earned could be used to upgrade your spaceship with better weapons and whatnot. I dreaded the space station dockings. At first you had to fly in manually, which took some getting used to. Afterwards, with some cash, you could purchase a 'docking computer' which took away a lot of stress for me! Haha Later in the game, you were given the mission to track down a pirate of sorts and destroy him following clues along the way. This game was awesome. You went through six silly levels of trying to eat the type of food you need to survive as a certain type of animal and you killed some little enemies.

    On the first board you were an ameoba eating all these little bits while trying to avoid sea animals and one big coconut-like thing tha we used to call 'Big mama' LOL. The second level you were a frog that needed to catch these little flies before the fishies ate you. As a mouse you needed to eat all your cheese and make a path so the snakes cannot get you fast enough. As a beaver you swim across a lake to build a dam and avoid alligators. The gorilla board u had to throw oranges at a cat trying to climb a tree; you could only die if they got away or you run outta oranges. The last board, which was more challenging, you were a human avoiding lasers shot by these drones and u had to kill them by letting the lasers reflect off the walls. This was a real fun game altogether.i wish i still had it.

    It is good for many laughs too!!! The first combat flight sim I'd ever seen. My friends and I gathered around the TV to play this one for hours at a time. Often we'd play what we called 'Top Gun-style' and have a 'pilot' (the guy with the joystick), and the 'back seat guy (WSO)' who would handle all the controls on the keyboard. What a blast! Everything in the game (including the ground) was made up of vectors (lines), but we didn't care.

    We thought it was just like being a hotshot pilot! (here's a chuckle for you. The game took on average 15-20 minutes to load from our so-cool external floppy disk (5.25' of course)drive). Gertrude's Secrets is a 1986 children's computer game by The Learning Company. The goal of the game is to solve puzzles and find secrets. The game features rooms filled with puzzles to be solved by arranging objects by shape and color.

    It is played by dragging Gertrude, a goose, into one of various rooms. Gertrude then brings various shapes into the rooms which must be arranged appropriately. Upon completion of the puzzle, Gertrude awards the player with a prize. The game also includes a noisy bird, and a room for editing shapes. The VIC-20 and Commodore 64 computer systems had hundreds (if not THOUSANDS) of games for them, but the only reason I bought mine was so I could play The Goonies. It loosely followed the film, consisting of quite a few 'scenes' from the film. Each room (or 'scene') was a puzzle - two goonies enter and you have to figure a way to cooperate your way through the traps, etc.

    To the exit while avoiding enemies (the Fratellis, steam pipes, octopus, falling platforms at the pipe organ). 1 or 2 players (simultaneous) and played Cyndi Lauper's theme song throughout. Included all the Goonies + Ma Fratelli and I believe Sloth.

    The Great American Cross Country Road Race was a pretty impressive car simulator from the 80s for Araris and Commodores. It was one of the first car simulators featuring a somewhat complex 4 gearbox, and one of the first games that let you save scores! There was different game races: you could cruise from SF to NY, from Washington to Miami, or even trying to pass thru a lot of cities as fast as you could go. The nice things about this game was that you could run your car as fast as 250 MPH, had to stop to get some gas from time to time, could be stopped by cops, and weather and time could change!

    This is a 2D game with you as a human trying to return escaped Mogwais into their cage before they turned into Gremlins at the stroke of midnight. There's a popcorn maker at the bottom of the screen that flings popcorn all over the screen and when a Mogwai eats it, it turns into a Gremlin which you kill by using your cane.

    There's also a fridge which a Gremlin can open and throw food from it. And a tv which will cause all Mogwais and Gremlins to freeze by watching it.

    Puddles of water means the Mogwai or Gremlin will double after passing through it. Many levels with different room settings and challenges. Memorable music too. Made for both C64 and Amiga 500 computers.

    Basically a texted base game with very intricate drawings scrolling down to provide some eye candy to your own imagination. An improvement to the Zork series, and very difficult to win. You played a petty thief trying to gain entry into Kernovia's (first mentioned in a similar game called 'The Pawn') legendary Guild of Theives by ransacking a castle and its surrounding area of all its valuables. The end game took forever to understand, and its puzzles remain some of the most difficult in any text based adventure game.

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    Anyone who loved computer baseball had this one. Featured the Champs vs. All-star (blue vs. Red), and was a major step up from Gamestar Baseball. Included player's names, different pitchers with differing strengths (and weaknesses), and spectacular camera view and 'split screen' graphics. Featured different batting angles, choice of pitch, and an umpire calling the strikes.

    Only downside was that the batting order controlled the batter's capabilities (slugger, hitter, 'outer,') and not the batter himself. With a friend, hours could be spent without even realizing the time. Impossible Mission' was significant C64 game, in which you played a secret agent infiltrating an underground lab, attempting to piece together a puzzle before the world blew up. 2-D graphics still ran very smoothly; you had a nicely designed proxy character who would run and somersault acrobatically over various levels within underground chambers, dodging killer robots and the like. Early use of voice synth, with a blood-curdling scream if you died, and the villain's famous 'Destroy him, my robots' line. Followed by a sequel.

    'Hacker' was also a way-cool, though probably too difficult, C64 game. Was simply a disk with no instructions. When you booted up, got a fake password-protect screen asking you to login and give password.

    You had to guess password and work from there, just like a real hacker stumbling across an unknown system. Eventually you uncovered a complicated scheme involving robots running down secret passages-pretty dull, really.

    But excellent idea. Spinnaker Software put ISOTMAT out sometime in the early, mid-80's. I played it on an Apple //GS (look at all the colors!) my mother brought home on the weekends from her teaching job.

    You played a young person whose crazy uncle leaves you a spaceship and a mission to find 'the most amazing thing.' The graphics were amazing for back then, pretty dated now. You piloted a space ship, shopped for supplies, communicated with weird aliens. Our copy had a bug or physical damage to the floppy and locked up at the same place each time, but I'd play it for hours on end, anyway.

    Awesome game. THE platform game of the 80's!

    As Willy you had to search the house and colect all the beer glasses before you could go to bed. If you try to go to bed before that you are blocked by you landlady (who is like, twice your size!). The problem is that your house is inhabited by all sorts of wierd and wonderful creatures that want to kill you (that was some party!). Also had the best bug (flaw) in it.

    Because Willy jumped in an arc you could sometimes loose all your lives by being put back in to a situation where you just fall and die. Still one of the best games ever though. This was an RPG designed in the very late 1980's. It is a strategy based game which is very difficult to defeat. It offers a very large, yet finite, number of choices and the party generated needs to discover its destiny and then save the world. This was one of the first games to introduce magic on a more realistic-tolkienesk perspective and actually seemed to have some thought from the responses. This game required patience and brains to try to defeat and the sword could not always be relied upon.

    Here is a classic example of just how easy it was to entertain an 8 year old in 1986. The object of the game was to fly your box-like plane off a very small aircraft carrier and bomb evil enemy ships (and in later levels, submarines) before they came close enough to slam into your aircraft carrier. Your plane had only limited fuel so you'd have to go back to the carrier to refuel every few seconds- either that or attempt the nearly impossible refuelling process on the dreaded fuel blimp that came by every now and then, a craft so worthless that 9 out of 10 times you'd crash your plane by either ramming into it or by running out of fuel before you ever got your tank refilled a single iota. The game got so damn obnoxious after about 2 rounds that I can't picture anyone playing it longer than 5 minutes. One of the most intense games I played on the C-64 and Atari 800 XL. You're an air traffic controller tracking multiple inbound and outbound planes and attempting to guide them to their correct routes or land them at the various airports on the screen. You also had to manage departure times, altitudes, heavy storms, mountainous terrain, varying flight characteristics (1 space for Cessnas, 2 for commercial craft, and 3 for Concordes), 'no-fly' zones, and air traffic conflicts, all in glorious speech and graphics.

    And just when you have all your craft lined up or stacked at the VOR towers, another one comes in and broadcasts emergency fuel levels. It WILL make you pull your hair out! Lands of Lore or LoL is a classical computer role-playing game series by Virgin Interactive, following the tradition of Dungeon Master but introducing a linear scenario-based storyline, rather than characters and feats.King Richard LeGrey is the noble leader and 40th heir of the Gladstone Keep and the White Army. Gladstone is the base of operations for all of the civilized areas. The King is worried about Scotia, a vile old hag and ruler of the Dark Army who has recently acquired the Nether Mask, which is a magical item of extreme power and can now assume the shape of any living creature.

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    Or horribly unreal beast. King Richard gathers together his armies and seeks a champion to go see Roland at his manor and retrieve the Ruby of Truth. The player has to choose among 4 playable pre-made characters: Ak'shel (a 'Dracoid', an ancient race of dragon-lizard hybrid origin, specialized in magic over might), Kieran, (a 'Huline', another ancient race of human-feline hybrid origin, specialized in dexterity), Michael, (a human specialized in strength and fighting) and Conrad (another human, who is a well-balanced combination of all). Note: The sequel will rotate through all four characters, showing a different portrait of the former hero, each time you install/restart the game. When you finally make it to Roland, it is too late. Roland is near death and the Ruby is stolen.

    Returning to Gladstone you realise that you are again too late: a battle has resulted in the poisoning of the King. And now it is up to you to visit the Draracle and find the ingredients of an elixir that will save King Richard. Having the recipe for the elixir, the heroes must now traverse the Lands to obtain the required ingredients, while simultaneously learning as much as possible about the Nether Mask in the hopes of defeating Scotia.

    The game was critically acclaimed and was followed by two remakes: a CD-ROM 'talkie' version in 1994 which featured an additional narrative history of the Lore of the Lands by Patrick Stewart (who also voices King Richard), and a Special 'White Label' European Release in 1996. This game is another version of Risk, but you can choose from about 20 maps, some being old battles like Waterloo.

    Or if you didn't want to use the maps supplied you could chosse create a world with islands, lakes or no islands. Up to 4 players could play and could take hours or even a year or more to win. You had trees, coal, horses and Iron which to build weapons. You could trade with other players if you wanted to.

    My three brothers and I played this game unitl around 1993 and I still have Three to Five disks with about 100+ maps and at least 40+ games that we saved since we got the game. Loads of fun but slow loading was a draw back, and If you didn't like a map that the computer made it took another 15 minutes to get to the start screen. Heck I may pull out may C64 and play sometime this up coming week October 2008. I think the game came out in 1982-84 not sure but that is my best quess. Great sounds also.

    Atari 800 simulation game. 1-4 players play against the computer developing plots of land on a ficticious planet. The basic premise is to work towards the successful development of your colony while trying to out-manuvere the other players to gain the most wealth. We became seriously addicted to this game and I seem to recall having 30-48 hour marathons; waking up to that knarly toon several times a night/day. For a really good description and to actually download and play the game, go to: But don't blame me if it ruins your life! There was 3 game choices on this one.

    First choice you could have an apple stand. YOu would choose how many apples to buy and what price to sell them at then you'd sell them. The seoncd choice was pretty much the same except it was with tomato plants. The third choice was the best. It was a lemonade stand.

    YOu would choice how much to buy of all the ingrediants. YOu would choose how much ice to put in it. Then you'd sell the lemonade. I played this on our old Apple2gs.

    It was on an old floppy disk. Another 'edutainment' title that was played during school hours. It involved math problems of varying complexity, whose answers would be selected using a small man (think bathroom sign for 'men's room') to run across a platform.

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    Under the platform was a row of 4 or 5 cannons pointing towards the top of the screen. Each were in line with a potential answer for the math problem. When you had the answer, you made the little man run to where he was between a cannon and an answer. A press of a key opened the platform, making the man drop into the cannon, and promptly fired out of it and skywards towards the answer. In essence, a fancy way of making multiple choice somewhat fun and entertaining.

    One of the first role-playing fantasy games for the C64. First version required personal mapping of dungeons and outside environs, while killing crypt-like and ancient fantasy creatures; the goal was to reach the Gates to a New World, following in the footsteps of Corak the Mysterious.

    Sequel was similar, but introduced additional spells and had an automapping feature. The main goal was to find the ghost of Corak and reunite it with his body. Great fantasy game at the time, requiring level ups through experience points in completing quests and defeating monsters with your party's Might and Magic. NetHack was the pre-Internet, pre-'Open Source' open-source Internet developed expansion to Hack and Rogue, two games that began their lives on UNIX systems in the late 70's.

    NetHack was ported to many of the early 16-bit computers like the Commodore Amiga and the IBM-PC, as well as running on almost all major UNIX platforms (Sun, Apollo, even the NeXT). NetHack was essentially a character terminal based RPG wherein the main player seeks the Amulet of Endor (sic) deep in the dungeon below.

    As the player progresses deeper into the dungeon, he/she develops skills and acquires experience that allows them access to greater and greater weapons, defenses and skills. An incredibly engrossing game that takes hundreds of hours to complete, it ate a lot of otherwise good programmer waking hours in the 1980s. It was a game I played in middle school in the 80's. The way it worked you would create little creatures with premade body parts. For instance you could use a dog like head and put it on a cat like body.

    They would multiply(breed) if they were a friendly species or would start attacking other species. The point of the game was to see how many species you could get together before they reproduced an aggressive creature or if you accidentally created an aggressive creature you would have to create another just powerful enough to start killing your aggressive creatures. There was a good amount of combinations, but the best combos were usually when they mated. I haven't played the game since high school so I might have a couple things wrong about it. My email is tridration@hotmail.com if you ever figure out what the name of the game is. I would love to play it again.

    Probably the most expensive game at the time! I got it for the Atari 800 for nearly 0 mail order direct. The game came in a large, classy black padded loose leaf binder that could fold out to become a stand also, to support the very hefty instruction manual and the numerous floopies. Universe was a more detailed version of ELITE. Before ELITE, with chapters after chapters just on creating your own spaceship out of individual compartments and then components. When you are finish your ship, you then buy goods from one planet and sell it at another one, hopefully for a profit. Along the way, you also might have to face other spacers and pirates ala very bare bone basic line graphics like the very first Microsoft Flight Simulator!!!

    It was micromanagement to the max, staring at screens after screens of database and spreadsheet in between the crude line graphics. I still remember I even have to figure out the approach and landing angles and speeds when going planetside!

    That was the MOST involving space simulation I have ever played. I wish there are something similar out now that might measure up to it! This was one of those embarassing educational 'games' that completely missed the mark.

    Now, we all know that educational games aren't fun- it's either educational OR fun- it can't be both. And this monstrosity was not fun.

    It was at times even morbid and just plain nauseating (exacerbated by the unnatural green colors irradiating from the school's monochrome //e monitors). The object was to travel the 2000+ miles across the country with your pioneer family on the Oregon trail to settle new land- supposedly to teach the hardships of enduring such a task.

    Food was scarce and you'd have to shoot deer, rationing every bullet you had. Every now and then your wife or son or father would die along the way from either starvation, disease, or something of that nature. I always wondered why you weren't allowed to eat the deceased family members if you were out of bullets and starving. I supposed that would be bad form for a game aims at youths age 8-12. One of the best games for the C64.

    You started out as a basic cleaning robot and you had to destroy all the other robots in two ways (1) by taking over more powerful robots and (2) by shooting other robots. The system for taking over other robots was ingeneous - your robot had to occupy more pieces of a circuit board in 30 seconds than the robot itself, the smaller your robot the less chances you had. Once you took a robot over you could only keep them for given time before you had to take another over or revert back to your orginal weak form - It got pretty hairy in rooms full of powerful robots where a combination if luck, fire power and quick takeovers was the way to win. Pirates cemented Sid Meier's claim to fame and stands as one the greatest combinations of role playing, strategy, resource management and action ever to have been produced.

    Pirates is an open ended game with a very loosely woven plot. You begin your pirate career as a slave in a sugar plantation in the Caribbean who has just bought his freedom. Your brother, sister and father have been lost in your struggles, and you are now on a quest to find them. This quest can be totally ignored; however, and you can completely dedicate yourself to pirating the seas of the Caribbean.

    As captain of a ship you will have to navigate your vessels (for you can build an entire fleet should you wish) through treacherous waters, take advantage of favorable winds, calculate your coordinates, recruit men and manage your food supplies. In addition to these activities, you must decide whether to pledge allegiance to one of the four nations colonizing the region, whether to betray your masters, ransack cities, search for buried treasure or even marry the daughter of a governor in order to gain title and prestige. The open ended nature of this game would most likely be its Achilles heel if it wasn't for the fact that you age, and if you don't put a timely end to your swashbuckling antics by settling down and retiring, you will see even simple battles come to a most unfortunate end. Depending on the riches you own at the time of your retirement, you will be given a different fate - from a beggar weeping over his lost glory, to the governor of a colonial empire. All text game. There were 4 'families' (any not played by an actual person were played by a computer) that would lauch spacecraft to various planets in our solar system hoping to be the first to claim a pre-generated number of mines on various planets. Each family had five space ships of various levels to do this with.

    The level of the spaceship(s) on earth helped influence rulings made by the council who granted mine rights. The level of the spaceship(s) on the other planets dictated how successful the family was at sabotaging other family's ships and switching markers in order to obtain other family's mines. Most of the strategy involved planning when to have a ship embark for a planet (some planets such as Neptune and Pluto would take a very long time to travel to) and how to utilize the powers of your ships most effectively. I believe this was an Avalon Hill computer game, but can't remember for sure. Portal is an oft-overlooked adventure game. It was heavily hyped prior to its release on TV, radio and magazines about how it was going to 'revolutionize' computer entertainment.

    In truth, it was less a game than an interactive novel; it was a passable read but torturous to read on the slow 4-color machines of the day (especially since after every chapter you had to swap disks). Nonetheless, it was a noteworthy game because it was the first game that tried to present computer entertainment to the masses as something more than arcade slashfests. Plus, I think it was also the game that coined the term 'multimedia'. Incredible (for C64) game that was well ahaed of its time.

    Synopsis: The Soviet Union, under severe pressure after destruction of one of their biggest oil refineries, must secure a new source of oil, and to do that, they must disable the West. Which means they must invade Europe and fight NATO to a standstill. And the only way NATO can prevent that from happening is to reinforce their forces with convoys from the US and other countries.

    You are in command of one of the US attack submarines. You must hold the ocean against the Soviet navy at all costs, or the land battle will go badly. Part submarine simulator, part dynamic campaign, and part WW3 simulation, Red Storm Rising is an amazing look at modern warfare.

    Maybe not the first computer adventure game based on an sf novel but it was one of the most famous during the 80's even if the company putting it out (Tellarium) wasn't. Follows Arthur C. Clarke's novel pretty closely. The graphics are really dated now but they put a lot onto two double sided 5 1/4 inch floppys. For floppys back then that translates into still less than 1 meg. But a lotta adventure plus two action type games that actually get incorporated into the story mostly involving landing the ship on RAMA.

    Came out for AppleII and Commodore 64. One of the first titles ever developed by LucasArts (nee LucasFilm Games).

    Back when realtime 3D meant SubLogic's flight simulator (in wireframe, at 1 (one!) frame per second), LucasFilm Games shocked everyone with this 3D space flight sim employing fractally-generated terrain and a decent framerate. The premise: Land on the planet Fractalus and rescue downed pilots.

    But don't be too quick to let that humanoid form running towards you into your ship; it might be an enemy Jaggi in disguise (and when that thing pops up on to your screen for the first time, you will jump). Originally developed for the Atari 400/800.

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