Popular games for platform Legacy Computer

17.08.1986

Take to the streets or take to the skies. Because Action Fighter is the incredible, transformable combat vehicle. You start out on a customized cycle. Built with enough speed and power to jump over water and overtake enemies. Then, by finding the right parts along the way, you'll change your cycle into a supercharged, state-of-the-art sports car. Next, add two turbojets to make your car airborne. And take to the skies. Down hyped-up helicopters and jet spaceships from above. And no matter which vehicle you're manning- or who you're after- get ready to stand by for action!

15.06.1991

4-D Boxing leaves behind any pretences of being a pure arcade game based on boxing, and aims to recreate the sport in full detail. The graphics engine allows for multiple camera angles and viewpoints, and considerably detailed visuals. These required more advanced hardware than was common at the time, but a stick-figure mode was included as a compromise. The moves on offer include all the uppercuts and hooks of a real fight, and the players are designed to move realistically to implement them. You progress through the game by taking on a succession of increasingly difficult fighters, and get to train your boxer in between. Advanced action replays are included as well, so you can review all that happened.

01.12.1993

It has all the features, flexibility, art, animation, and power you need to create an environment of your dreams. Choose from a selection of bonus cities and scenarios to rule or ruin as you please. Build schools, libraries, hospitals, zoos, prisons, power plants, and much more... Lay down roads, railways, and highways. Explore the underground layer and build subways and utilities without compromising your aesthetics. Customize different buildings or design your own graphics sets from scratch. This is the ultimate classic Maxis city-building and management simulation. If this game were any more realistic, it'd be illegal to turn it off!

04.04.1985

The original version of Tetris was created by Alexey Pajitnov for the Elektronika-60 computer. It was never released commercially. It was also playable on the successor DVK-1 and DVK-2 computers, although it is unknown whether that is a different version, or simply the same code running on a different computer. Minor visual differences are present, but the gameplay is the exact same.

23.06.1982

Jungle Hunt is side-scrolling arcade game produced and released by Taito in 1982. It was initially released as Jungle King. Jungle Hunt is one of the first video games to use parallax scrolling. The player controls an unnamed jungle explorer sporting a pith helmet and a safari suit. The player attempts to rescue his girl from a tribe of hungry cannibals by swinging from vine to vine, swimming a crocodile-infested river, jumping over or ducking beneath rolling rocks, then releasing the girl before she is lowered into a boiling cauldron. Home versions were released for the Apple II, Atari 2600, Atari 5200, Atari 8-bit family, Commodore 64, ColecoVision, VIC-20, and IBM PC. The PC version was developed by Sierra On-Line and is incompatible with everything except an original IBM PC/XT with a CGA video card. In the Atari-ported versions the hero is named Sir Dudley, and the girl, married to Sir Dudley, is Lady Penelope.

01.11.1986

The Age of Chivalry! A time of lusty wenches and black hearted villains. King Richard has been murdered and England is thrown into civil war! Amidst the ringing clash of steel and the thunder of charging steeds the bold Saxon knights have chosen you to lead them into battle against the hated Normans. Victory will not come easy. To save England your skills as swordsman and military leader will be severely tested. But should you succeed you’ll win the Crown of England and the love of many a beautiful damsel!

01.11.1988

Despite the defeat of Trebor, Werdna, and L'kbreth, dark times once again threaten the kingdom of Llylgamyn. So once again a party of adventurers must venture forth to vanquish the evil. Wizardry V represents a complete revision of the gaming system used in the first four installments, with larger mazes, new spells and character classes, and an expanded system for combatting and interacting with creatures. It is also the first game in the series that allows, but does not require characters imported from a previous scenario.

31.12.1982

Shamus is a shooter with light action-adventure game elements written by Cathryn Mataga and published by Synapse Software. The original Atari 8-bit computer version was released on disk and tape in 1982. According to Synapse co-founder Ihor Wolosenko, Shamus made the company famous by giving it a reputation for quality. "Funeral March of a Marionette", the theme song from Alfred Hitchcock Presents, plays on the title screen.

01.07.1971

Star Trek is a text-based strategy video game based on the Star Trek television series (1966–69) and originally released in 1971. In the game, the player commands the USS Enterprise on a mission to hunt down and destroy an invading fleet of Klingon warships. The player travels through the 64 quadrants of the galaxy to attack enemy ships with phasers and photon torpedoes in turn-based battles and refuel at starbases. The goal is to eliminate all enemies within a random time limit.

01.08.1950

Currently considered the first videogame in history. A tic-tac-toe clone.

31.12.1995

Atmosfear: The Third Dimension is a 1995 PC game based on the Atmosfear video board game series. It combines strategy, horror, and time-sensitive challenges as players race against the clock to escape a supernatural realm.

26.06.1954

A game of pool (billiards) developed by William George Brown and Ted Lewis in 1954 on the MIDSAC computer, intended primarily to showcase the computing power of the MIDSAC. "The game displayed a 2-inch rendition of the pool cue for the players to line up their shots and ran a simulation of the colliding and ricocheting balls in real-time, implementing a full game of a cue ball and 15 frame balls for two players. Graphics were drawn in real-time on a monochrome 13" point plotting X-Y display, the screen being updated by the program 40 times a second (that is, in a normal in-game situations with 2 to 4 balls moving at once). However, for time constraints, the table and its pockets weren’t drawn by the computer graphics, but were rather drawn manually onto the display using a grease pencil." - Norbert Landsteiner for masswerk.at

01.01.1970

Turochamp is a chess program developed by Alan Turing and David Champernowne in 1948. It was created as part of research by the pair into computer science and machine learning. Turochamp is capable of playing an entire chess game against a human player at a low level of play by calculating all potential moves and all potential player moves in response, as well as some further moves it deems considerable. It then assigns point values to each game state, and selects the move resulting in the highest point value. Turochamp is the earliest known computer game to enter development, but was never completed by Turing and Champernowne, as its algorithm was too complex to be run by the early computers of the time such as the Automatic Computing Engine.

26.07.2025

Do you want to be a prisoner of your dreams? Who are you pretending to be? Everything you do is just a farce. A puppet. Escape reality with this visual novel, go beyond the limits of the self and wake up from your dream. This is a visual novel about a character who pretends to be someone, even to herself. She wants to wake up from this dream and she needs you to do it. The game lasts around 15 to 30 minutes, featuring 3 different endings.

31.12.1986

The Cottage (originally released under the Swedish name Stugan) is a Swedish humorous text adventure in the vein of Zork. It was originally released on mainframes in 1978, followed by a home computer release by SPCS in 1986.

31.12.1974

An interactive fiction game / interactive fiction creation utility pre-dating the release of Colossal Cave Adventure.

placeholder
01.01.1970

A port of Pac-Man for the FM-77 computer.

placeholder
01.01.1970

An educational fishing game for the ICON.

31.12.1979

One of the very first erotic video games ever released. Gameplay is comprised of a strip variation of rock-paper-scissors, based on a concept popularized by "Konto 55-gou no urabangumi wo buttobase!", a variety show which ran from April 27, 1969 to March 29, 1970. Players set how many articles of clothing they would like their opponent Megumi to wear, and after each victory she removes one piece until she is nude. Originally released for Sharp MZ-80K systems on cassette and sold at Personal-computer Shop Kouchi, it was later ported to Sharp MZ-700 in a bundle with Breakout clone 'Rowdy-Ball', and as a type-in program published in 'MZ-700 Joyful Pack.'

31.12.1984

A port of Pac-Man for the NEC PC-8000.

31.12.1964

The Sumerian Game is a text-based strategy video game of land and resource management. It was developed as part of a joint research project between the Board of Cooperative Educational Services of Westchester County, New York and IBM in 1964–1966 for investigation of the use of computer-based simulations in schools. It was designed by Mabel Addis, then a fourth-grade teacher, and programmed by William McKay for the IBM 7090 time-shared mainframe computer. The Sumerian Game has been described as the first video game with a narrative, as well as the first edutainment game. As a result, Mabel Addis has been called the first female video game designer and the first writer for a video game.

16.01.1959

A game where players place maze walls, bits of cheese, and (in some versions) martini glasses by way of a light pen interacting with the screen.

placeholder
31.12.1953

The first known game incorporating graphics that updated in real time, rather than only when the player made a move, was a simulation of a bouncing ball created by Massachusetts Institute of Technology (MIT) student Oliver Aberth for the Whirlwind I computer. He began creating the simulation in February 1951, before the computer was completed in April. It allowed users to adjust the frequency of the bounces with a knob, and sometime between late 1951 and 1953 he made it into a game by adding a hole in the floor for players to aim for.