recursal/Fanatic-Fandom huggingface dataset:
Ratchet & Clank: All 4 One

**Ratchet & Clank: All 4 One** was released in 2011 by Insomniac Games. Unlike previous installments, this game

   focuses on Cooperative play instead of focusing on a Single Player.

## Background

The game was originally going to be named *Ratchet & Clank: 4-Play*, but that title was scrapped and replaced. On April Fools Day, it was stated that Captain Qwark changed the game into Copernicus Qwark's Awesomely Epic 3D Adventure Through Time & Space. The cover of the real game was reversible, with the other side bearing the cover of the fake game. The game was also promoted by 8-bit Mini-Mayhem.

## Gameplay

The game focuses on Cooperative Play. The players must control their four characters (Ratchet, Clank, Captain Qwark and Doctor Nefarious) and pass the level by utilising their unique abilities.

## Story

The Galactic President, Captain Qwark, travels to Luminopolis to recieve an award, escorted by Ratchet and Clank. Doctor Nefarious (Having survived the previous game) arrives to ruin it, and awakens a Z'Grute from Cyrosleep to assist him, but it turns against him. Nefarious then joins the three to stop it. They follow the creature, and find strange robots following it. They later defeat it, but are confronted by a Moon-Sized Drone, that captures the Four and the Z'Grute. They later awaken in a facility, and are rescued by a Galactic Scout named Susie. At Tharpod Village, they find out the Robots name is Ephemeris, and is a Collector of Creatures, who takes them to a planet named Magnus, leading to the team agreeing to stop it. They read a Holo-Diary later, which shows that whoever controls Ephemeris has plans for the creatures.

They fight Commander Sprog at the N.E.S.T, and find out only The Architect (Doctor Croid) knows how to stop Ephemeris. After reading more Holo-Diaries, they discover that Doctor Nevo Binkelmiyer is responsible for what Ephemeris is doing, and has betrayed the Architect in the past. They then search for Ephemeris's Architect, but find he has moved from his laboratory, expecting an assassination from Nevo. After finding him on Phonica Moon, they discover him Insane. After searching the Architect's computers, they discover Ephemeris has a Charging Dock to restore its power. However, upon attempting to travel to it, Ephemeris knocks them into the Polar Sea. They find a railway, but it is broken, but luckily, a plumber fixes it so they travel to Uzo City.

They later arrive at the Core of Ephemeris, but discover Nevo is not in charge of Ephemeris, but Mr Dinkles (A former Companion of the Architect, who is under possession of a creature called *The Loki Master*) betrayed Nevo, and he reveals that Nevo never betrayed the Architect, as Dinkles did the things Croid thought Nevo had done. Dinkles is using the beasts as vessels for The Loki Masters species (Toranux Spirits) so they can destroy Universe. After a long battle, they extract the Loki Master and destroy it. Doctor Nefarious then flee's in their ship, but Ratchet remembers Ephemeris is still active, and they use it to return to Luminopolis.
Dino Eggs

**Dino Eggs** is a Platformer released in 1983 by Micro Fun. It released on the Apple II, Commodore 64 and the IBM PC.

## Gameplay

The Player has to collect eggs, and after collecting three (The maximum amount they can carry), they have to travel back to the future to drop them off before coming back for more. If the player is attacked by an enemy, the eggs become contaminated and are lost. If there is a fire, the eggs hatch and the things that come out of them have to be rescued as well, but they are harder to rescue.

## Story

Timemaster Tim is a Time Traveller, and his job is to rescue Dinosaur Egg's and Dinosaur Hatchlings from Proto-Snakes, Proto-Spiders and Proto-Pedes.
Mario Takes America

**Mario Takes America** was a cancelled game in the Mario Series. It would of been developed by Cigam for the Phillips CD-i.

## Gameplay

The game was a Platformer. The player had to reach the end of the level without being hindered by enemies.

## Story

In the United States of America, Mario wants to become a Movie Star in Hollywood. He needs to film things to assist him in his walk to fame, but is constantly being hindered by enemies.
Hydra

## Overview

   Starting off on a large island, the player must find, enter, and make their way through three dungeons before facing a hydra boss in hopes of defeating it and the game.

The game was developed by scgrn and was released in 2016, which, being a part of the PICO-8 medium, can be played on various platforms.

## Gameplay

At the beginning of a new game, the player starts off on an island and they must walk around the countryside until they find a dungeon entrance, then enter it.

Although the content of all dungeons are randomly generated with each new game, each dungeon has two save areas that the player can continue their game with if they want to go back to it later, along with areas that will state that the dungeon was cleared, even if there are still rooms that the player has not yet encountered.

Inside each dungeon are various enemies, which the player can attack with their sword. Each enemy will take a few hits until they are killed; meanwhile, if they or their projectiles make contact with the player’s character, that will cause damage to the player (as shown on the player’s strength meter at bottom left of screen). If the player takes enough damage then the game will end, although the player has unlimited continues. Some enemies, upon being slain, will leave behind some “life essence that could be absorbed” by the player, which will partially heal them. Green creatures appear in all dungeons, evil mages appear in the second and third dungeons, and a hydra boss appears during the third dungeon only.

A compass is also included at the top part of the screen, along with a map at the bottom right corner, showing the layout of the current dungeon the player is in.

## Controls

* Start game–x or z key
* Move character–arrow keys
* Attack–x key
* Strafe–z key
* Pause game–p or Enter key
* Open passageway to hydra (third dungeon)–face each statue

## Trivia

In regards to one of the final rooms of the game where the player must interact with two statues, the game’s programmer was asked on the Hydra page of the official Pico-8 web site if the statues were lit up by a torch or if some other mechanism was used (like water hydraulics) in order to gain access to the hydra boss. The reply was “I have no idea what the statues are about. That's completely open to interpretation!”
Brown button and bear traps

When the bear trap looks open, it can trap objects. While pressed, the brown button disables the bear trap (so that it looks closed) and also frees whatever might be trapped. When pressed, a trapped monster or object is ejected from the trap in the direction opposite from where it entered. Chip or Melinda can be positioned while in the trap so that they will be ejected in the direction they are pointed. Ghosts are not trappable. Brown buttons are linked to bear traps in reading order. If there are two brown buttons in reverse reading order of the bear trap, both will be linked to the same bear trap.
Train tracks

A railroad track can only be entered and exited from an open end of the track. A player cannot step onto the track from the side, or step off once he/she is on. Plus, you can't turn around, you have to keep going forward. Any attempt to move will take you forward. The Rail Road crossing sign can be picked up to allow the player to ignore the track and walk on it like regular floor. Track can be layered to make track crossings and junctions:

Junctions can be any combination of the six track pieces. A player can choose which track to travel at a junction. The last one traveled on will be displayed on the top of the junction stack.

Track junctions can be converted to track switches by adding the switch marker. This will cause only the top track piece to be available. All others will be shown in red. When this top piece is stepped off, it is moved to the bottom and the next piece in the pile is brought to the top. If only two pieces are layered, this has the effect of just switching between the two parts.

With more, it gets more complicated. The order of rotation is:

Whatever piece is put on last in the editor is the one on top at the start of play.
Color TV-Game (Series)

The **Color TV-Game** was a series dedicated consoles released by Nintendo. Five models were released from 1977-1980. It was in the first generation of Video Consoles.

## Models

### Color TV-Game 6

Color TV-Game 6 contains 6 variations of Pong. It was controlled with dials on the machine.

### Color TV-Game 15

Color TV-Game 15 has two controllers allowing two players to play more comfortably, instead of dials in the prievous model. It contains nine more variations of Pong.

### Color TV-Game Racing 112

Color TV-Game Racing 112 has a 'steering wheel' on the front, and is a racing game, unlike its predecessors.

### Color TV-Game Block Breaker

Color TV-Game Block Breaker was based on Breakout. It has dials to control the game like the first Model.

### Computer TV-Game

Computer TV-Game was a port of Computer Othello, a game by Nintendo.
Astro Fighter

**Astro Fighter** was a bottom of the screen shooter created by Data East and was released by Sega/Gremlin in 1980 for the arcade.

   In the game, players faced a multitude of enemies that all behaved differently, making the game fairly unique when it was released, as games with only one type of enemy/behavior was still common back then. Enemy warships would start out at the top of the screen and make their way downwards; if a player allowed one or more ships to slip past them, they would have to start the wave over, but with their ship bumped up a notch on the screen, having less time to react to enemies’ attacks, as well as wasting fuel in the process.

Along with enemy ships moving in certain patterns, they also fired diagonal and vertical shots at the player. Meteors would also appear throughout the game, traveling straight down the screen, from top to bottom. Being hit by anything would destroy the player’s ship, and the game would end once there were no reserve ships remaining or if the player ran out of fuel, as their fuel was constantly depleting.

At the end of each level, a Master ship that read "GS" would appear (for Gremlin/Sega), which, if destroyed, would refill the player’s fuel tank, then the game would start over with the first set of enemy ships again.

## Controls

* Move warship–left/right buttons
* Fire–button

## Enemy ships/behavior

The first wave of enemies the player faces are blue ships that stay in a small formation, moving from side to side, then occasionally dropping down a notch. The second wave of ships are purple, which behave in pretty much the same manner, although their formation covers a much wider area, spanning across almost the entire width of the screen.

The green ships afterwards (which somewhat resemble T. I. E. Fighters from the Star Wars movies) fly at a diagonal, reverse direction, then fly at a diagonal again, and the final round of yellow ships only occupy a few vertical rows that move straight down.

At the very end of each level is the GS ship, which is positioned at the top of the screen and moves from side to side.

## Trivia

* For some reason, the left/right buttons on the game did not respond well. This was intentional.
* The game had a write-up in the 1981 book of How to Master the Video Games (which mentions the above problem with the controls).
* The very similar Astro Wars was also released by Zaccaria, which was a licensed version of the game. Enemy behavior was changed, as well as some minor details and the game's tempo being sped up.
* Astro Fighter was followed by Super Astro Fighter several years later.
Tiny Invaders

## Background

   Like the name implies, the screen ratio for the online game **Tiny Invaders** is quite small, plus the game is obviously a Space Invaders clone. However, the game differs a bit due to having a high level of difficulty and powerups that can be collected.

## Gameplay

As with most Space Invaders games, a formation of invaders appears overhead dropping bombs, while the player’s gun is at the bottom of the screen. Once the formation reaches the edge of the screen, the invaders drop down a notch; if the invaders reach the bottom of the screen then the game ends. If the player’s gun is hit by a bomb, they will lose that gun and the game will also end if there are no more guns left in reserve.

There are three bunkers the player can take cover behind, however, which get refreshed with every level. The player can also fire not only several shots at once, but their shots also travel very quickly. Powerups also float down several times during a level, which can be collected by the player’s gun and stay in use for several seconds. Powerups cannot be carried over into the next level, however, even if any are collected at the end of a level.

Once a level is completed, stats appear for the player’s Hit Bonus, Timebonus, Hit Percentage and Time Left, along with the player’s current score and rank. The faster and more accurately the player gets through a level, the bigger their bonus.

## Powerups

* Double Barrel Gun–player can shoot two shots at once from both sides of their gun
* Faster Shots–self-explanatory
* Bonus Points–increases score

## Controls

* Start game–spacebar
* Move Gun–arrow keys (left/right only)
* Fire–spacebar
* Restart game–R key

## Trivia

* Unlike with most Space Invaders games, there is no “pulse” as the invaders move. There are also no bonus U. F. O.s as well, plus the last remaining invader does not travel very quickly, unlike with most games. The formation of invaders will also be refreshed once the player loses a gun, rather than the level continuing with just whatever invaders are left, unlike with most games.
* The invader formation changes per level, starting off small, but then increasing in size, as well as the amount of bombs dropped by the invaders.
* The game can become buggy at the higher levels, with a level suddenly ending at times when the player’s shots weren’t anywhere close to the last invaders, along with occasionally an invader will become stuck in a bunker and it will be quite some time before it can get out.
Mortal Kombat (1992 Videogame)

*For the series reboot, see Mortal Kombat (2011 Videogame)*

**Mortal Kombat** was released in 1992 into Arcades by Midway Games. Acclaim Entertainment kept porting the game to

   many home consoles. Its extreme violence and graphic content led to the introduction of Age Ratings in videogames.

## Gameplay

The player must pick a fighter, and must defeat the opponent. There are many basic moves, as well as more complicated moves and combo moves. Upon defeating the opponent, the player may choose to use a Fatality, an gory finishing move.

### Character Roster

* Liu Kang
* Shang Tsung
* Sonya Blade
* Kano
* Raiden
* Johnny Cage
* Sub-Zero
* Scorpion
* Reptile

## Story

In Earthrealm, a Mortal Kombat tournament is taking place at Shang Tsung's island. Shang Tsung attempts to sieze control of the tournament to doom Earthrealm (Where he was banished to 500 years ago). However, his plans are stopped by the winning Kombatant, who defeats him and Goro.
.--. .- -. --.. . .-.

## Background

   **.--. .- -. --.. . .-.** is the sixth game in programmer Der Luchs's eight game freely downloadable game series programmed between STERNENKRIEGER and its following release. As a musician, these games were programmed quickly with a simple, no frills mentality similar to that of a "jam session". Most games were designed with intuitive game mechanics and a lack of things such as stages, levels, upgrades, bosses, etc., and in this way were not as much of an investment of Der Luchs's time as a larger release game such as STERNENKRIEGER or Irrelevant. The original intent was not to be released as a physical cartridge and it wasn't until an almost unanimous public outcry that Der Luchs decided to combine the eight games with VecFahren for the release of the N.D.W. 2014 Multicart.

The game was released in 2014 for the Vectrex.

## Gameplay

The player controls a tank cornered down by hostile forces from every direction. To the left and right are indestructible turrets. Above are helicopters which constantly circle and planes which pass over interminably. Turret fire always comes from either the left or right while helicopter bombs drop directly down; however, plane bombs have a homing ability. With the exception of the turrets, all enemies and their projectiles can be destroyed, but will almost immediately be replaced with another hostile. The player is provided with five lives from the beginning and can be rewarded with atomic bombs as enemies are destroyed. The player can only fire two projectiles at a time, which will have to travel out of range before more can be fired. In addition, the tank can only fire in four directions: directly left, diagonally left (approximately 45 degrees), directly right and diagonally right (approximately 45 degrees). This necessitates the need to being at the left or right sides of the playfield in order to hit targets above on the opposite side from the player's tank.

## Controls

### In-game

* Move/Aim left or right-left or right on joystick or D-pad
* Aim up-up on joystick or D-pad, plus direction (left or right upper angle)
* Pause/View score/lives/bombs-button 2
* Use Atomic Bomb-button 3
* Fire-button 4

## Trivia

* .--. .- -. --.. . .-. is "Panzer" in Morse Code, while Panzer is both the German word for "tank" and a type of tank employed by the German military. Morse Code is also used at the title screen both as the artwork displayed and the sounds while on the screen.
* No points are awarded for enemies or projectiles destroyed by the player's atomic bomb. It is simply a tool for preserving lives.
Yume Kōjō: Doki Doki Panic

**Yume Kōjō: Doki Doki Panic** was released in 1987 for the Famicom in Japan only. It was developed by Nintendo, and published by Fuji Televison. The game was rereleased a year later as Super Mario Bros. 2.

## Gameplay

The player can control one of the four characters, which have varying abilities. *Imagine* is a balanced character, *Mama* can jump higher and hover in the air, *Lina* can hover, but is slow and weak, and *Papa* is the strongest and the fastest but is bad at jumping.

## Story

The evil King Wart kidnaps two children, leading to their family coming into Wart's kingdom to rescue them.
Skeleton+

## Background

   In the original Skeleton, the player had to maneuver their way through a series of mazes eliminating 80 skeletons. Due to feedback in regards to the game’s high difficulty level (with the player getting touched once by a skeleton ending the game) and other complaints (such as there being no score shown at the end of a game), the follow-up of **Skeleton+** corrected several of these issues.

The game was released in 2003 through Atari Age and Packrat Video Games. It was created by Eric Ball.

## Gameplay

At the start of a game, the player will find themselves in a maze. A motion sensor known as an Undead Locator (represented as a square) will appear in the direction a Skeleton is in. Upon moving around the maze until the Skeleton appears before them, the player can then shoot it with their Undead Disintegrator (or UD), which will cause the next Skeleton to appear in the maze. The further the player gets in the game, the more hits it will take to destroy a Skeleton. The UD also requires a second to reload after being fired before it can discharge again.

Upon shooting five Skeletons, the next level will begin. If the player is able to destroy all 40 Skeletons over a series of eight mazes then they will win the game. However, if a Skeleton touches the player, they will lose health points (which they start out with 99 health units). If the player loses all health units before destroying all Skeletons then the game will end.

## Variations

If the left difficulty switch is set to the A position, 10 Skeletons will need to be destroyed before making it to the next level, along with the Undead Locator being turned off (which the player will just have to rely on sound of footsteps in order to find the next Skeleton). If the right difficulty switch is set to the A position, the player will only have 49 health units to complete the game, along with having the Skeleton speed only being reset at the start of each level. Also, if the tv type switch is set to black/white, if the player is touched once by a Skeleton the game will end.

## Controls

* Start game–game reset or select switch
* Move forward–up on joystick
* Move left/right–left/right on joystick
* Fire UD–button
Star Wars: Attack Squadrons

**Star Wars: Attack Squadrons** is a cancelled freemium browser game. Its beta was developed by Area 52 games.

## Background

Area 52 Games was developing the game, and it was intended to be Published by Disney Interactive and distributed by LucasArts. However, after the feedback from the Beta Test, it was decided they would not go forward with the game.

## Gameplay

Not much is known about the gameplay. It was definately a Multiplayer game, presumably with Space Combat.
Batman: Dark Tomorrow

'*Batman: Dark Tomorro'***w** was developed by HotGen for the Xbox and Gamecube, and was released in 2003.

## Gameplay

The game is an Action-Adventure game. The aim is to clear the level without dieing.

## Story

Batman is stopping a gang war between Scarface and the Ventriloquist and Black Mask in the streets of Gotham City. Meanwhile, Commissioner Gordon was kidnapped and held hostage at Arkham Asylum. Undetected, Batman gets into the Asylum, only to face many of his foes, but then encounters the Joker, who held Gordon hostage. Batman then finds it was orchestrated by Ra's al Ghul to distract him from his plan to take over the world, causing him to go to the Himalayas to stop him. Batman then disables a Signalling device before fighting Ra's. After defeating Ra's, the world is safe.
FIFA Soccer 96

**FIFA Soccer 96** was released in 1995 and was developed by Extended Play Productions.

## Background

The game was the sequel to FIFA Soccer 95. Unlike its predecessor, it was released on multiple platforms like the original game. Probe Entertainment made versions of the game for the SNES, Game Boy and Game Gear Platforms. The game now had 3D Graphics.

## Gameplay

The game is an Association Football simulator, and is viewed at an isometric angle. The aim is to score as many goals as possible before the match ends. The game has real players, positions, rankings, and also Transfers and team customisation tools.
Star Wars Battlefront (2004 Videogame)

**Star Wars Battlefront** was released in 2004 for the PS2, Xbox, and Windows, and was developed by Pandemic Studios.

## Gameplay

Battlefront 2004 is a First/Third Person Shooter based on the Star Wars franchise. In this game, you play as one of the four factions (the ***Galactic Republic***, ***Separatist Alliance***(CIS), ***Galactic Empire*** or the ***Rebellion***), and fight each other in large battles on historical maps recreated to look like the films. There is also a *Historical Campaign* option, where you mostly re-enact scene's from the Star Wars films existing in 2004 (I, II, IV, V, VI), as well as original scenarios being added.

## Story

### Clone Wars Campaign

Darth Sidious order's the Trade Federation to send Battle Droid's to the planet of Naboo to fight against the Gungan Grand Army in the Battle of Naboo, and subsequently to put down a rebellion in the Capital City of Theed, which was led by the Royal Naboo Security Force. After aggressive negotiation's with the Wookie's of the planet of Kashyyk, the Separatist Alliance sends Battle Droids to defeat the final remnant's of Rebellion.

Meanwhile, the Clone Army of the Galactic Republic is sent to the Planet of Geonosis to defeat the Native Geonosian's and the Separatist Garrison. However, they are quickly sent back to their homeworld of Kamino after a Separatist Assault their to end their meddling. After the skirmish, the Clones are sent to the Mountain's of Rhen Var to destroy an invading Separatist army who are trying to take over the isolated outpost in the Citadel.

With the Separatist's once again attacking the Wookie's on Kashyyk, the Republic is sent to assist them in a final battle against the Battle Droid's to end their reign of terror.

### Galactic Civil War Campaign

Due to Insurrectionists being spotted in the Dune Sea of Tatooine, a Legion of Imperial Stormtroopers are sent to kill them and the native Tusken Raider's to avoid further issues. This, however, did not happen, and the forces of the Empire were sent to defeat the Rebellion by launching a siege in Mos Eisley. The Rebels responded by sabotaging Imperial Assets in the Rhen Var harbour, which resulted in the Empire winning another great victory. Later, the Stormtroopers lead an assault on the Moon of Yavin IV, with the Rebels being severely crippled.

The Rebellion then sends some units to hold the Stormtroopers back while an evacuation occurs, with it being successful despite many casualties. Despite hiding on the planet of Hoth, the empire finds them, so the Rebel Alliance launches a counterattack. With the outcome of battles going against the Empire, the Rebels successfully liberate Cloud City, and then defeat the Empire in a dogfight in the Besbin Platforms. In the Forest Moon of Endor, the Stormtroopers lead a final assault on the Rebels and Native Ewoks, but due to the many booby traps and the courageous effort of the Alliance, they are defeated and the Second Death Star is destroyed.
Astero

## Background

   **Astero** is a scrolling shooter where the player must destroy as many ships as possible while avoiding their fire and collecting power-ups.

Being released on the PICO-8 medium, the game can be played on various platforms. It was created by grumpus and was published in 2016.

## Gameplay

Upon the start of a game/level, enemy ships begin appearing, each of which has a certain attack pattern and weapon, as Sentries travel straight down vertically but fire one shot to each side at about a 45 degree angle. Wardens only fire one vertical shot at a time but they move diagonally. Jackals quickly move horizontally while firing up to two Missiles that rapidly travel downwards and Alphas move slowly horizontally, but then stop and fire a powerful laser for a few seconds.

Getting hit by an enemy or one of its weapons will cost the player a ship and the game will end when there are no more remaining ships. The game will also end if the player beats all six levels. However, occasionally a destroyed enemy will release a power-up, which includes a Fan, which will enable the player’s shots to fire in three directions: at about a 45 degree angle from each side and straight forward. The Tri shot will enable the player’s ship to fire forward and left and right all at once. The Double shot fires two shots straight ahead at once and the Laser will fire a continuous powerful beam. All power-ups only last a few seconds after being collected, but the player will also lose a power-up’s ability if they are in possession of one when they lose a ship.

## Controls

* Play game–x or z keys (on title screen)
* Move ship–arrow keys
* Fire–z or x keys
* Pause game and/or reset cart–enter or p key

## Trivia

* There is a chiptune cover of "Scars on Land" by Kings of Convenience included in the game, which is one of the programmer’s favorite songs.
* In response to a post on the Pico-8 forums in regards to the player’s ship having a constant stream of smoke coming out of its engines, the programmer responded with “I actually started this game with the idea ‘what if your ship was breaking down and you had to escape an alien fleet?’ Hence all the smoke...”.
Donkey Kong Country

**Donkey Kong Country** was released in 1994 for the Super Nintendo Entertainment System. The game was developed by Rare. In 2000, it was released for the Game Boy Color, and was released for the Game Boy Advance in 2003.

## Gameplay

The player must take control of their character, and reach the end of the level without dying.

## Story

King K. Rool and the Kremlins have stolen the Kong's Banana Hoard. Donkey Kong is enraged by this, and searches Donkey Kong Island for the King. Eventually, the Banana Hoard is recovered and is restored.
Crash Bandicoot

**Crash Bandicoot** was released by Naughty Dog in 1996, and was released for the PlayStation. It was the first release in the popular Crash Bandicoot series.

## Gameplay

The game is a Platformer, and the player must control Crash Bandicoot, and navigate their way through the many levels. There are sidescrolling bonus levels where the player can earn bonuses. The player does not have a life counter, but gets protection from Aku-Aku, a floating voodoo mask. Collecting one from a crate gives the player protection from one attack, two makes Aku Aku glow (Gives no more protection), and three gives temporary invincibility. Being attacked without Aku-Aku causes the player to die.

## Story

Doctor Neo Cortex, and Doctor Nitrus Brio invent the Evolvo Ray, to mutate animals into powerful servants in order to create an army. They attempt to mutate a bandicoot named Crash, so he can become the military leader. They use the untested Cortex Vortex to mutate him, but Crash is rejected by the Machine, and the experiment fails. Cortex chases Crash, but Crash escapes out of the window, and lands on N.Sanity Island. Crash's love interest, Tawna Bandicoot, is stuck in Cortex's Castle. After traveling through N.Sanity Island, Wumpa Island and Cortex's Power Plant, he arrives at Cortex's Castle. Crash fights Nitrus Brio, and defeats him even though Brio mutates himself into a monster. As Brio accidently sets the Castle on fire, Crash travels to Cortex's Airship, in order to fight Cortex. After fighting Cortex, who attacks him with Plasma Weapons, he defeats him and escapes the Airship with Tawna.
Call of Duty: Roman Wars

**Call of Duty: Roman Wars** is a cancelled Videogame in the Call of Duty series.

## Gameplay

The game would have featured Top-Down, Third-Person and First-Person elements. The game had rideable animals, such as a War Elephant and a Horse.

## Story

The game would have focused on Julius Caesars Tenth Legion during the Gallic Wars.

**Spin-Offs:** Finest Hour *(2004)* • Roads to Victory *(2007)* • World at War: Final Fronts *(2008)* • Modern Warfare: Mobilized • Modern Warfare: Reflex Edition • Zombies • Modern Warfare 2: Force Recon *(2009)* • Black Ops Mobile • Classic *(2010)* • Black Ops Zombies • Modern Warfare 3: Defiance *(2011)* • Black Ops: Declassified *(2012)* • Online • Strike Team *(2013)* • Heroes *(2014)*
**Cancelled:** Combined Forces • Devil's Brigade • Vietnam • **Roman Wars**
Earth Was a Bad Choice

## Story

   An alien has become separated from his space ship after stopping on Earth for some “R and R”. Unfortunately the Earthlings are treating him like a “monster”, so he must make it back to his ship and flee the planet.

**Earth Was a Bad Choice**, being released on the PICO-8 medium, can be played on various platforms. It was created by zatyka and was published in 2016.

## Gameplay

The player controls an alien that is constantly running down a road on the way to being reunited with his ship. He has limited energy which is constantly depleting while he is running; however, when he becomes airborne, he will not use up any energy then. If he runs out of energy then the game will end, although the player can continue at the level where they left off.

Various Earth vehicles will start appearing once a level has started; once the alien makes contact with one, the vehicle will be destroyed (unless it is a tank) and the alien will jump into the air. Moving the alien left and right to try to hit as many vehicles as possible will add to the player’s combo score, which is displayed at the bottom of the screen (along with how much time the player was in the air max) if the player is able to hit at least 10 vehicles and/or projectiles in a row without touching the ground.

At the end of each round, the alien’s energy is fully restored. More different vehicles are added, along with their ability to start shooting at the alien the further the player makes it in the game.

If the player is able to make it to their ship, someone has started towing it, which the alien must once more become airborne by coming into contact with as many projectiles fired from the towing vehicle as possible, which they then must hit the vehicle three times in order to free their ship and beat the game.

## Controls

* Start game–left/right arrow keys or z or x keys
* Move alien–left/right arrow keys
* Read text–left/right arrow keys
* Pause game–p key
* Toggle music–x + z keys
Amadeus Revenge

**Amadeus Revenge** was made in 1988 by Systems Editoriale s.r.l. with SEUCK, and is a Musical Shooter game. It was only released for the Commodore 64.

## Gameplay

The player must control the character, and guide them through the level without being killed. They have to destroy the Musical Notes (Which alter the game score if not) created by Rival Musicians, and find complete their own music.

## Story

Wolfgang Amadeus Mozart, decides to create a Piece of Music named Concerto in 25. However, to finish it, he needs to travel across sheet music. Along the way, his work is disturbed by rival musicians, but eventually, Mozart finishes his song.
Space

## Background

   **Space** is a combat simulation where the player controls a ship that must shoot as many enemy ships as possible. Money is accumulated whenever a ship is destroyed, which leads to the player being able to purchase certain ability power-ups for their ship.

The game was created by Dylan Kay and was released in May, 2016.

## Gameplay

At the beginning of a game, the player faces one lone enemy ship. If the ship gets shot by the player, they will graduate to round two, which has two enemy ships. With each completed round an additional enemy ship is added.

Players only get one shot at a time (with a second shot a couple of seconds later), which must either hit a target or expire before they can shoot again.

Each destroyed enemy is worth money, which can be used to purchase special abilities for the player’s ship. Each ability, when activated, lasts for several seconds, although it will be several seconds before the ability can be used again. Only one ability can be used per game and they can be changed in between games if the player wishes.

If a player gets hit by an enemy ship or its firepower then the game will end. Colliding with an enemy ship does not count as a hit.

## Abilities

The following abilities can be purchased.

* **Cloak**–allows players to disappear from the enemy.
* **Through shots**
* **Shield**–makes players’ ships invulnerable to fire and allows enemy ships to pass through them unharmed.
* **Reload**
* **Spreadshot**–fires three shots simultaneously.
* **Pixie dust**–adds a colorful trail to the player’s ship exhaust.

## Controls

* Start game–Return key or clicking on Play button
* Pause–P key
* Move ship forwards–W key
* Backwards–S key
* Turn ship left–A key
* Turn ship right–D key
* Shoot–spacebar
* Ability–E key

## Trivia

* Space was remade into Space 2 and had many improvements, which included sound/music, the game pace was slightly sped up, firing control was tightened, special abilities were expanded from six to 15, rather than only having stars, planets and the Death Star from the Star Wars movies appeared onscreen (which also changed with every new game), the dollar amount for abilities was changed, no ability was included for free with the game, controls became remappable, the interface was changed and expanded, two player options were included, a Base could change players’ ships’ colors and their fuel trails and a Prism feature was also added. Enemy ship behavior was also changed, as with Space the enemy would stop at times, seem to lose interest in the player, and change their course. With Space 2, enemy ships would pause after several seconds of pursuit, then continue following a player, rather than turning away and continuing on a different course.
* Space is set to be discontinued soon in favor of Space 2.
Mario Artist: Talent Studio

**Mario Artist: Talent Studio** was released in 2000 for the Nintendo 64DD. It was developed by Nintendo.

## Gameplay

The player can create a character in the creator and animate it. With a special Capture Cartridge, it was also possible to create movies. The models could also be imported to other Mario Artist games, and could even be imported to SimCity 64.
Star Wars: X-Wing

**Star Wars: X-Wing** is a Space Combat Simulation released in 1993 by LucasArts. It was developed for the DOS,

   Macintosh, and Microsoft Windows.

## Gameplay

The player must choose a Pilot, and then are shown the games hub, the Mon Calamari Star Cruiser named *Independence*. There are three places the player can fly. The Proving Grounds is where the player must fly through a series of gates within a certain time. The Historical Simulator have missions, but they do not contain the Plot of the game. The player can also replay past Tour of Duty missions in the Historical Simulator. The Tour of Duty is the main part of the game, and contains the plot. The player can pilot three vehicles, the A-Wing, the X-Wing and the Y-Wing. The B-Wing Expansion pack allowed the players to pilot the B-Wing as well.

## Plot

The Rebel Alliance is fighting the Galactic Empire. The players pilot (Named Keyan Farlander in Prima Strategy Guide) pilots Space Fighters from the *Independence*, and fights the Empire with them. Eventually Luke Skywalker attacks the Death Star, and destroys it.

## Expansions

Two expansion packs were released for the game, each adding very usable features.

### Imperial Pursuit

Star Wars X-Wing: Imperial Pursuit contained twenty Tour of Duty missions. They are set during the evacuation of Yavin 4, and the search for a new rebel base, while avoiding the Imperial *Interdictor*.

### B-Wing

Star Wars X-Wing: B-Wing contained Twenty Tour of Duty missions, access to the B-Wing Starfighter and Six Historical Missions. The Missions contained are set during and after the Battle of Hoth.

## Reception

*Star Wars: X-Wing* recieved a great rating from critics for it's controls, graphics, and gameplay.

## Other Star Wars Games to Look At

* Star Wars: Force Arena
* Star Wars: Attack Squadrons
* Star Wars: Republic Commando
* Star Wars Battlefront (2015 Videogame)
* Star Wars Battlefront (2004 Videogame)
* Star Wars Battlefront II
Operation Flashpoint: Cold War Crisis

Operation Flashpoint: Cold War Crisis was released in 2001, and was developed by Bohemia Interactive Studio.

## Gameplay

The game is a Tactical First Person Shooter, and is largely team orientated. When given command of a squad, it becomes strategic, and involves the player guiding them with commands. Otherwise, the player is completing the objectives.

## Story

In 1985, Mikhail Gorbachev became Premier of the Soviet Union, and while some of his reforms are praised by Western Nations, Communist Hardliners oppose him greatly. General Aleksei Guba, a General gone rogue, is determined to depose of Gorbachev and take over the Soviet Union. After capturing an island, he decides to start war with America. NATO investigates the loss of the island, and after the squad does not return, Colonel Blake orders an invasion of the island.

Though capturing a part of the island, the Soviets counterattack and heavily beat down the American Forces, and the Soviets spread. After General Guba mobilizes the USSR, the American Forces must prevent the launch of Nuclear Missiles to prevent World War III.

## Expansion Packs

### Operation Flashpoint: Resistance

**Operation Flashpoint: Resistance** is an expansion pack to Cold War Crisis. The game takes place three years

   earlier to the original game.

The player takes on the role of Victor Troska, who has come back to his island home after serving with the British Special Forces. The island is invaded by Soviets, who are assisted by a traitorous political party wanting them to overthrow the government.﻿

## Remakes

### VBS1

**Virtual Battlespace Systems 1**, Shortened as **VBS1**, is a version of Operation Flashpoint designed as a Special

   Combat Training Application, and has been used by many organisations, including the United States Marine Corps.

### ARMA: Cold War Assault

**ARMA: Cold War Assault** was a rerelease of Operation Flashpoint. The name was changed,

    as the Operation Flashpoint name was owned by Codemasters.
Chex Quest

**Chex Quest** was a promotional videogame released in 1996 by Digital Café.

## Background

Digital Café, as an advertising firm, created the promotional game to encourage people to purchase the Chex cereal brand. The game was a toned down and edited version of Doom, with only the first few levels playable.

## Gameplay

The aim is to *Zorch* (Firing at the with the gun) the *Flemoid's* in the levels, and reach the goal.
Team Fortress Classic

**Team Fortress Classic** is a First-Person Shooter released in 1999 by Valve Corporation. It is the spiritual successor to

   Quake 3 Fortress, a mod which the game was based on.

## Gameplay

The player can play as either the Red or Blue team, and they control Mercenaries of various classes to fight each other, and completing given objectives depending on the game mode. There are multiple maps to choose from, and example being *2fort*, and there also multiple classes bearing various weapons.
Star Wars: Galaxy of Heroes

*This game has several wikis dedicated to it:*

1. Star Wars Galaxy of Heroes wiki
2. The New Star Wars Galaxy Of Heroes Wiki

Star Wars Galaxy of Heroes is a arena style iOS Star Wars game that was released in 2015.

The game is free for download worldwide, and has in app purchases, ranging from $10 to $99 dollars.
Chex Quest 2: Flemoids Take Chextropolis

**Chex Quest 2: Flemoids Take Chextropolis** was released in 1997, and developed by Digital Café. It was a downloadable sequel to Chex Quest.

## Background

The game was released on Digital Café's website to download. It required the original game to play, as it mainly only contained more levels.

## Gameplay

The game is a First-Person Shooter, and the aim is to *Zorch* (Shoot at) the enemies and reach the end of the level. It is mostly the same as the original game, except for new maps and enemies.

## Story

The Chex Warrior returned home to Chex City, but finds that the Flemoids have invaded the planet. He battles through many places until he finds the Flemoid leader, the Flemoidus Maximus.
Color TV-Game Block Breaker

**Color TV-Game Block Breaker**is a model of the Color TV-Game, and was only released in Japan.

## Gameplay

The player has to use the Dial to control a paddle. The paddle must hit a ball upwards to break all of the blocks. If the player misses the ball, they either lose a life, or if there are non left, they die.
194-8

## Background

   **194-8** is a scrolling shooter where the player controls a plane that must shoot down targets while avoiding them and/or their fire for as long as possible.

Being released on the PICO-8 medium, the game can be played on various platforms. It was created by LeDjinn and was published in 2016.

## Gameplay

Once a game starts, enemy aircraft start moving across the screen, traveling in either straight horizontal or vertical paths. They initially take several hits to be destroyed, as the player’s primary main gun can fire several shots in rapid succession but starts off weak. However, they also have a secondary Lazor weapon, which is much stronger, firing in one long burst, but needs to be strengthened via power-ups in order to be used again and/or for longer periods at a time.

Making contact with an enemy or one of its projectiles will cause the player to lose health (indicated by yellow hearts at the bottom right corner of the screen); once the player runs out of health the game will end. Several enemies, however, release power-ups upon being destroyed. Once collected by the player, pink globes build up the Lazor’s power (represented by a bar at the bottom left of the screen), whereas the less common yellow orbs will strengthen the player’s main gun, along with increasing the size of its projectiles. It can also replenish the player’s health.

After the player reaches certain point thresholds in a level, they will find themselves in a boss battle, which fires many shots at once and takes many hits to be destroyed. If the player is able to defeat it then they will continue the game at a higher difficulty level, as ground targets that fire start appearing on level two (which none of the enemy aircraft fires at the player during the first level), one type of airborne target fires and another moves in a zig-zagging pattern starts appearing on level three, etc.

## Controls

* Play game–x key (during title screen only)
* Move plane–arrow keys
* Fire primary guns–x key
* Fire Lazor–z key(when available)
* Pause game–enter or p key

## Trivia

194-8 was inspired by the arcade game 1943 (hence the play on the title), which the in-game music was also copied for 194-8.
Megatack

**Megatack** is a bottom of the screen shooter where players shot at a variety of Space Monsters that start from the top of the screen and worked their way to the bottom, then players would face a series of giant rings that floated around on the next screen. It was developed by Taiyo System and released by Gameplan in the arcades in 1980.

## Gameplay

Players face a multitude of Space Monsters in every other round, beginning with the first. The Monsters start at the top of the screen and make their way downwards towards the players' Spacepods; if they reach the bottom without being shot, they begin hopping towards the players' pods.

Spacepods fire in three directions simultaneously: left and right at about a 45 degree angle in each direction and straight up. However, if the fire button is depressed rapidly, the shots alternate by firing in one direction at a time, rather than three directions simultaneously.

With every other screen, players face a wave of rings that start small, split off into other rings when shot, and gradually grow; if one ends up growing to full size then it will suck the player’s Spacespod in, which that ship will be lost.

If the player makes it through all nine different Space Monster waves, all nine different Monsters will appear onscreen afterwards, then one type of Space Monster will appear at random starting with the 10th wave.

## Trivia

This was one of a series of several similar games, with Challenger taking the triple shot mechanism (although the shots were more limited in range) and made the rings into the main enemy of the game, along with adding a warp and super bomb functions for players, a ship for players to dock with for bonus points, and the levels where the rings could suck the players inside occurs on every fourth wave.