Popular games for platform Sharp X68000

31.12.1990

You play the part of the head of a railroad company, with the aim of creating your own railroad empire, providing a successful mass transit system that will be an inspiration to the rest of the world. Another goal is to provide the impetus for your chosen city to develop. There are a number of different places to set up business each with different layouts and existing houses and businesses. The main money earners are passenger trains, that can be scheduled to pick up passengers at the times of day when the demand is high. However, in the long term you need the city to develop. This requires setting up trains that transport resources to where they are needed. These resources are used to build houses, and other buildings, increasing the number of passengers for your commuter trains. As the city develops, new businesses will spring up, such as stadiums, high rise office blocks, and ski resorts. You can also build your own businesses, the success of which will depend on the local population, the presence of competing businesses, and even the changes of the seasons, among other factors.

01.11.1985

Following the defeat of the evil triad in the previous three Ultima games, the world of Sosaria changed beyond recognition: continents rose and sank, and new cities were built, heralding the advent of a different civilization. Unified by the reign of the benevolent monarch Lord British, the new world was renamed Britannia. Lord British wished to base people's well-being on the ethical principles of Truth, Love, and Courage, proclaiming the Eight Virtues (Honesty, Compassion, Valor, Justice, Sacrifice, Honor, Spirituality, and Humility) as the ideal everyone should strive for. The person who could accomplish full understanding and realization of these virtues would serve as a spiritual leader and a moral example for the inhabitants of Britannia; he alone would be able to obtain holy artifacts, descend into the Stygian Abyss, and access the Codex of Ultimate Wisdom. This person is the Avatar. The fourth game in the Ultima series features an improved game engine, with color graphics and enhanced character interaction: the player can have conversations with non-playable characters by typing names of various topics. However, the main difference between Ultima IV and its predecessors in the series (as well as other role-playing games) lies in the game's objectives and the ways to fulfill them. Instead of building up a character by any means possible in order to face a villain in the end of the game, in Ultima IV the player is trying to become the Avatar, a role model for people. This means upholding the Eight Virtues, basically trying to become a better person. Making morally conscious decisions and helping other people is not done expecting a material reward, but because it is the actual goal of the game and the main focus of its gameplay. The game frowns on behavior typical of most other RPGs, such as backstabbing fleeing enemies or picking up everything that isn't nailed down even if it does not belong to the protagonist. This different approach established the game's reputation as the first "true" Ultima, influencing the design philosophy of later installments and the overall spirit of the series. Character creation is done by choosing responses to morally ambiguous questions. Each of the Eight Virtues corresponds to a character class; by determining the player's personal priorities in the virtues, the game assigns a class and a starting location for the Avatar. After emerging in Britannia, the player is free to explore it in various ways (on foot, moongate teleportation, on horseback, by ship, etc.). Certain items must be collected in any order to enter the Stygian Abyss and complete the game. The Avatar also has to reach the highest level in all virtues. This is achieved by various means: donating blood increases Sacrifice, not fleeing from combat increases Valor, etc. The process, however, is not irreversible: should the Avatar overpay a blind seller, he gains Compassion points; should he, on the other hand, cheat the seller by underpaying, his level in several virtues would decrease. These unorthodox features of the game co-exist with plenty of traditional RPG elements, such as dungeons to explore and hostile monsters to kill. Enemies are encountered on the world map as well as in dungeons; combat takes place on separate top-down screens, allowing player-controlled and enemy parties freely move on them. Characters accumulate experience points and level up, gaining higher amount of hit points and access to stronger magic spells. Like in the previous installments of the series, world map, town exploration and combat are presented from a top-down view, while the dungeons are pseudo-3D and are explored from first-person perspective. Ultima IV also introduces several new gameplay features to the series and role-playing games in general. A number of initially non-playable characters living in various areas of the game world are able to to join the party and fight alongside the hero, replacing traditional player-generated characters or mercenaries and adventurers available only in special locations. Additional new elements include buying and combining reagents in order to cast spells, puzzle rooms in dungeons, and others. The FM Towns version, while identical to the others in gameplay, introduces upgraded graphics similar to those used in next installment of the series.

01.12.1987

The gameplay in Galaga '88 is built on the same premise as that of the original Galaga game, but is in many ways more complex and more difficult. The game is divided into a series of 29 Stages distributed through eight Worlds. The starship Galaga accelerates between Stages and Worlds and even to higher dimensions (go to the section on Dimensional Travel below to find out more). With the exception of the third and eighth, each World culminates in a Challenging Stage. There are six such stages to engage in any full game, and each begins with the on-screen announcement "That's Galactic Dancin'!" and has its own YM2151-generated song to which the enemy formations dance. In any given Challenging Stage, both the design of the enemies and their dancing formations shall vary according to the player's current Dimension. As in Galaga, the objective is to destroy all forty enemies before they fly away off the screen. However, refraining completely from touching any controls for the duration of a Challenging Stage awards a "secret bonus" ranging in value from 10000 to 25000 points, and equal to the "special bonus" which would have been awarded for destroying all forty enemy aliens instead. Galaga '88 introduces a variety of new enemies and behaviors. Most of these special enemies are worth varying amounts of bonus points when destroyed. Some enemies can combine into larger enemies which take multiple hits to destroy, while others arrive in eggs, explode in a shower of fireworks, grow with multiple hits, or sport armor which makes them invincible while in formation. Certain enemies drop small formations of tiny creatures that wiggle their way down the screen, and still others can act as escorts to incoming groups of enemies and then quickly dive at the player before leaving the game. Most stages also include various obstacles which appear once the enemy formation has been assembled. These can be destroyed with either one or several shots, and the first one on each stage will leave a "Warp Capsule". At the start of the game, the player can select how many Galaga starships to start with (one or two), affecting their number of remaining lives. The game ends after the final boss is defeated (or when the player's last ship is destroyed or captured) - in the latter case, the player can continue the game for an additional credit. The Game Over screen shows the player's hit-miss ratio and a visual representation of their progress. If the player reaches Stage 27, the game also shows a picture of the final boss (damaged if defeated, but silhouetted if not). If the arcade operator has set the "continue" option to "on", the player also cannot continue if he is defeated on Stages 27-29.

30.06.1988

Warm up with a few exercise games then face contenders in the American Circuit. For the ultimate challenge play against the best in the World Cup. Jump and block opponent's spikes, dive to dig a cross court spike, or set one up for a smash that only the best player can return. Kabooom! Your Super Spike blasts your opponent off his feet! "X" marks the spot so you can track the ball. Pick players with speed, strong defense, or killer offense. Your quick reflexes and competitive spirit complete the team. Play against the computer, by yourself or challenge a friend. With the NES Satellite or the NES Four Score any combination of one to four can play - even two vs. two! Now you can play on sand courts from Daytona to Los Angeles. Face off international teams in Hawaii or challenge the hot Navy team aboard an aircraft carrier. Watch the sand fly! Hear the applause. Soak up the rays! It's Super Spike V'Ball for World Class fun!

15.12.1987

Dungeon Master established several new standards for role playing and computer games in general. Dungeon Master was a realtime game instead of the traditional turn-based approach that was prevalent until then. Instead of using text-based commands to interact with the environment, players directly manipulated objects and the environment by clicking the mouse in the enlarged first-person view. Abstract Dungeons and Dragons style experience points and levels were eschewed in favor of a system where the characters' skills were improved directly via using them. It also introduced some novel control methods including the spell casting system, which involved learning sequences of runes which represented the form and function of a spell's effect. For example, a fireball spell was created by mixing the fire symbol with the wing symbol. This kind of attention to detail and focus on the user interface was typical of the game and helped create an often captivating sense of craft and ingenuity. Other factors in immersiveness were the then-revolutionary use of sound effects to indicate when a creature was nearby, and (primitive) dynamic lighting.

03.10.1989

SimCity, later renamed SimCity Classic, is a city-building simulation video game, first released on February 2, 1989, and designed by Will Wright for the Macintosh computer. SimCity was Maxis's second product, which has since been ported into various personal computers and game consoles, and spawned several sequels including SimCity 2000 in 1993, SimCity 3000 in 1999, SimCity 4 in 2003, SimCity DS, SimCity Societies in 2007, and SimCity in 2013. Until the release of The Sims in 2000, the SimCity series was the best-selling line of computer games made by Maxis.

01.10.1986

Shanghai is a computerized version of mahjong solitaire. After winning a game, the tiles reveal the three-dimensional blinking eye of a dragon behind the game screen. The Macintosh and Sega Master System version shows an animated dragon spitting fire.

01.06.1990

Ultima VI sees the player return to Britannia, at war with a race of gargoyles from another land, struggling to stop a prophecy from ending their race. The player must help defend Britannia against these gargoyles, and ultimately discover the secrets about both lands and its peoples.

31.12.1981

The object of Bosconian is to score as many points as possible by destroying enemy bases and ships. The player controls a small fighter ship that can move in eight directions and can fire both forward and backward. Each level consists of a number of green space stations that must all be destroyed to advance to the next level (a semi-transparent mini-map helps identify their location). Each station consists of six cannons arranged in a hexagon, surrounding a central core. The player must either destroy all six cannons or shoot the core to destroy a station, and in later levels the core is capable of defending itself. Additionally, the player must avoid or destroy asteroids, mines, and a variety of enemy missiles and ships that attempt to collide with the player's ship. Enemies occasionally launch formation attacks — destroying the leader causes all remaining enemies to disperse, but destroying all enemies in a formation scores extra bonus points. A spy ship (worth a random bonus value) also appears occasionally, which must be destroyed or the enemies will go berserk.

01.12.1988

The gameplay for Ghouls 'n Ghosts is similar to that of Ghosts 'n Goblins. The player controls the knight Arthur, who must advance through a series of eerie levels and defeat a number of undead and demonic creatures in his quest to restore the souls stolen by Lucifer (Loki in the English-language Mega Drive and Sega Master System versions), including the soul of his lover, Princess Prin Prin. Along the way, Arthur can pick up a variety of weapons and armor to help him in his quest. While the core gameplay remains the same as its predecessor, the game now allows Arthur to fire directly upward and directly downward while in mid air. By jumping in certain spots, players can cause a treasure chest to erupt from the ground. By firing his weapon at the chest, players may uncover new weapons, gold armor or an evil magician that changes Arthur into an elderly man or a helpless duck. The gold armor allows players to charge up the weapon to release a powerful magical attack. Each weapon has its own special attack. There are five levels and Lucifer's chamber at the end, considered a sixth level in itself. To defeat the game, Arthur must complete level 1 to 5 twice. Upon completing level's 1 to 5 the first time, Arthur is taken back to level 1 again but this time a special weapon appears during the game. To enter Lucifer's chamber the player must have this special weapon equipped and defeat the penultimate boss.

01.03.1988

After a century of relative peace, the Avatar of Virtue is summoned back to the medieval kingdom of Britannia to deal with a new threat: the usurper Lord Blackthorn, a formerly honorable nobleman who has been corrupted by strange new creatures called the Shadowlords. After the recent disappearance of the true king, Lord British, the realm has fallen under martial law. Blackthorn now rules the land by brutally enforcing the eight Virtues upon the people of Britannia - corrupting their meaning in the process. The Avatar must gather together his former companions, now made outlaws by Blackthorn's regime, and venture forth to defeat the vile Shadowlords and recover the true king from the shadowy depths of the Underworld.

01.06.1987

Arkanoid - Revenge of Doh (a.k.a. Arkanoid 2) is an arcade game released by Taito in 1987 as a sequel to Arkanoid. The mysterious enemy known as DOH has returned to seek vengeance on the Vaus space vessel. The player must once again take control of the Vaus (paddle) and overcome many challenges in order to destroy DOH once and for all. Revenge of Doh sees the player battle through 34 rounds, taken from a grand total of 64. NEW FEATURES: Revenge of Doh differs from its predecessor with the introduction of "Warp Gates". Upon completion of a level or when the Break ("B") pill is caught, two gates appear at the bottom of the play area, on either side. The player can choose to go through either one of the gates - the choice will affect which version of the next level is provided. The fire-button is only used when the Laser Cannons ("L") or Catch ("C") pill is caught. The game also features two new features for bricks. Notched silver bricks, like normal silver bricks, take several hits to destroy. However, after a short period of time after destruction, they regenerate at full strength. Fortunately, clearing a level does not require that any notched bricks be destroyed. Also, some bricks move from side to side as long as their left and/or right sides are not obstructed by other bricks. The US version features an entirely different layout for Level 1 that feature an entire line of notched bricks, with all colored bricks above it moving from side to side. The game features a mini-boss in the form of a giant brain, which will help you practice for DOH. Home versions of Revenge of DOH also featured a level editor, where players could create their own levels or edit and replace existing levels, with the exception of two levels: the mini-boss and DOH.

17.05.1991

A futuristic shooter, Phalanx is the name of the prototype starfighter flown by Wink Baufield, a genetically enhanced pilot. It is sent to protect and reclaim Delia IV, a planet in the Andromeda galaxy, which has been colonized by humans for interstellar research purposes. However, an unknown and powerful alien force has overtaken the planet, the military defenses have been completely overwhelmed, and all hope rests on the Phalanx. You fly through eight levels, first through various locations in Delia IV, and then you invade the aliens themselves. Like most shooters, you can upgrade your weapons by picking up bonus items dropped by enemy craft.

10.09.1993

A new challenge awaits. For two years, they have reigned supreme. Twelve of the most gifted fighters from across the world have battled each other in the World Warrior Tournament. But the time has come for them to step aside – now is the time of the New Challengers! Cammy, Dee Jay, T. Hawk, and Fei Long have earned the right to enter the World Warrior Tournament. Each of them possesses a lethal combination of martial arts skills that they believe can destroy M. Bison. But can they survive the original Street Fighters and their new abilities? Only the true Street Fighters among you will find out!

31.12.1991

First you choose one out of four different characters to represent you, Scarlet (red army), Oberon (yellow army), Caesar (green army), or Madcap (blue army). The game is split into 10 levels - the first 9 are groups of 3 territories which can be completed in any order, while the final 'Mother of All Battles' has its own surprises. Land is mostly of sand, grass or ice. You start with 100 men and you can use whatever quantity you find necessary on each island. The rest men left will go to another level with another new 100. In the second half of the game you can freeze men to save them for the Mother of All Battles. Once you select your island and place for your HQ, you must do some research for better weapons and defences. On the roof of your buildings you can put protectors like archers, gunmen, boiling oil men, and later on even laser turrets. If you send a team of unarmed men into an unoccupied square, they will build an additional base there, with larger armies completing this more quickly. Later on higher levels, you'll also build mines and factories, as you'll need to dig a certain material for higher level weapons, depending on whether the area you're on is rich with a certain material or not. With each next level, you'll start from a higher technology level and be able to progress to one higher level up than at the previous level

07.12.1990

Bomberman is a 1990 action maze video game developed by Hudson Soft for the TurboGrafx-16. Belonging to the Bomberman franchise, it is a greatly expanded re-imagining of the first game in the series. In Europe, the game was released for the MS-DOS, Amiga and Atari ST, retitled as Dyna Blaster due to the European mainstream media associating the original title with terrorist bombings. A Commodore 64 version was advertised as well but never released.

25.11.1989

Final Fight is a side-scrolling beat-'em-up produced by Capcom. Final Fight can be played by up to two players simultaneously. Before the game begins, the player chooses between the three main characters: Haggar, Cody, and Guy. Each has his own fighting style and attributes. Health gauges are displayed for both player and enemy characters. The controls for Final Fight consist of an eight-way joystick and two buttons for attacking and jumping respectively. Pressing the attack button repeatedly when attacking an enemy or multiple enemies will cause the player character to perform a combo. The final blow of the combo can be changed to a throw if the player moves the joystick in the opposite direction just before landing it. The player can also perform a jump attack. Pressing the attack and jump buttons simultaneously allows the player to perform a special attack that strikes all surrounding enemies, but will drain a small portion of the player's health. Enemies can be grabbed simply by walking into one of them. When an enemy is grabbed, the player can perform a grab attack by pressing the attack button or perform a throw by tilting the joystick left or right. A thrown enemy can be tossed at another for additional damage. Items such as weapons, health recovery items, and items awarding extra points can be picked up by standing over one and pressing the attack button. Weapons have limited uses and will disappear if the player is disarmed by an enemy too much or when the player moves to a new area. Final Fight consists of six stages or "rounds", as well as two bonus rounds. Each round takes place in a different section of Metro City such as the Slums and the Subway, with most rounds featuring more than one level. At the end of each round the player will face a boss character unique to that round.

31.12.1987

The game is a horizontally scrolling shooter set over a number of World War II missions. The player starts each mission by taking off from an aircraft carrier, which he/she has to protect from attacks by Japanese planes. The goal is to defeat the Japanese by destroying enemy bunkers, turrets and barracks on a series of islands and killing enemy soldiers either with bombs or by machine gun. The weapons to complete these objectives, besides machine guns, are a limited number of bombs, rockets and torpedoes. On some missions, the player must also sink Japanese vessels, such as destroyers, battleships, and aircraft carriers. The player has a finite amount of fuel and munitions, which can be replenished by returning to the carrier. The player's aircraft can be destroyed by accumulated damage from enemy fire or by crashing into the terrain.

01.08.1988

Tiki, a sneaker-wearing kiwi who must save his lover Phee Phee and several of his other kiwi chick friends who have been kiwi-napped by a large blue leopard seal. The player has to navigate a scrolling maze-like level, at the end of which they release one of Tiki's kiwi chick friends trapped in a cage.

09.02.1989

Space on Earth has become limited, and mankind has looked to colonize the moon. A group known as the Axis Powers has seized control over most of the lunar surface, and it's up to you as a member of the Allied Powers to fight against them. As you move around the map (shown in a top-down 2D perspective), enemy combatants will try and stop you from achieving your goal. Once encountered, the screen shifts view points to a close-up view of the skirmish at hand.

16.06.1986

In the game, each player controls one of the two Bubble Dragons, Bub and Bob. The player can move along platforms, as well as jump to those above and to the side, similar to most platform games. The player can also blow bubbles. These can trap enemies, who are defeated if the bubble is then burst by the player's spiny back. Bubbles that contain enemies can be popped at the same time resulting in different foods being projected around the level. Each enemy trapped in a bubble equates to a different food. Food is consumed and transferred to points (an increasing scale of 1000 points is awarded for each enemy burst in tandem with another meaning: one enemy burst equals one food item worth 1000 points, two enemies burst equals two food items worth 1000 and 2000 points, three enemies burst equals three food items worth 1000, 2000 and 4000 points, and so on), which results in earning lives. These same bubbles also float for a time before bursting, and can be jumped on, allowing access to otherwise inaccessible areas. Players progress to the next level once all enemies on the current level are defeated. Enemies turn "angry" — becoming pink-colored and moving faster — if they are the last enemy remaining, escape from a bubble after being left too long or a certain amount of time has been spent on the current level. A monster will also become angry if either player collects a skull (the only negative item in the game), and the monster is hit by the resulting comet crossing the screen (however, this is a rare occurrence). After a further time limit expires, an additional invincible enemy appears for each player, actively chasing them using only vertical and horizontal movements. These do not need to be defeated to complete the level, and disappear once a player's life is lost. Contact with enemies and their projectiles (rocks, lasers, fireballs, etc.) results in death.

31.12.1989

MechWarrior is the first video game released in the BattleTech game series. MechWarrior was the first video game to offer the player a chance to pilot a BattleMech from the view of a pilot (a MechWarrior). With this game the player has a great deal of freedom when compared to many of the follow-up MechWarrior games, which include choosing missions, buying & selling 'Mechs and parts, hiring lance-mates, and traveling throughout the Inner Sphere. Underneath the major game mechanics, the player had the option of following a role playing style story arc that would unfold over a five-year (game time) period.

01.07.1987

R-Type is set in the 22nd century, and the player flies a futuristic fighter craft called the R-9a "Arrowhead", named for its shape, and because it is the ninth model in the 'R' series of fighter craft (but it is the first of the series to actually be used in combat; the previous models were all prototypes). The mission is to 'blast off and strike the evil Bydo Empire'. The R- in the series title originally stood for "ray", as in a ray of light. It was a reference to the many different types of ray-like weapons in the first R-Type. his was later retconned in R-Type Final to refer specifically to the production code as well as a term of endearment for the player fighter craft, the "Round Canopy". The original R-Type was well received by most gaming critics. However, it was also infamous for its relentless difficulty. It earned 7th place in IGN's Top 10 most difficult games to beat. The gameplay of R-Type is noticeably distinct among shoot 'em ups. Invariably the player will lose, not because of an inequality in firepower, but because of the design of the levels themselves. There is usually a 'correct' way to get through a level, but players must learn these by experience - i.e. by losing and restarting from earlier in the level. The game innovated with its weapon system compared to contemporary shooters, featuring a chargeable shot (beam-meter), and detachable 'force' pod; levels were designed to require different tactics and ideal weapons (air-air, diagonal, or air-ground laser).

31.12.1989

The second in the series features campaigns in Lybia, the Persian Gulf, The Middle East and Vietnam, making for a total of 250,000 miles of potential action and danger. Primary and secondary aerial and ground-based targets must be destroyed on each of these. You are armed with a cannon, AMRAAM long-range air-to-air missile, Sidewinder short-range air-to-air missile, and the Maverick air-to-ground missile.