Popular games for platform Vectrex
The very first racing game with the rear perspective camera and track based on real life.
The player controls an aircraft, referred to in the game as a "Jet," and has to guide it across a scrolling terrain, battling obstacles along the way. The ship is armed with a forward-firing weapon and bombs; each weapon has its own button. The player must avoid colliding with the terrain and other enemies, while simultaneously maintaining its limited fuel supply which diminishes over time. More fuel can be acquired by destroying fuel tanks in the game. The game is divided into six sections, each with a different style of terrain and different obstacles. There is no intermission between each section; the game simply scrolls into the new terrain. Points are awarded based upon the number of seconds of being alive, and on destroying enemies and fuel tanks. In the final section, the player must destroy a "base". Once this has been accomplished, a flag denoting a completed mission is posted at the bottom right of the screen. The game then continues by returning to the first section once more, with a slight increase in difficulty.
The player controls a jeep and must destroy the many tanks and helicopters that attack them in a maze-like cityscape. The jeep is armed with a rocket launcher that fires straight forward; the player can have two rockets on-screen at the time. The driving is generally similar to the well-known Combat for the Atari 2600. Tanks periodically spawn from different locations on the edge of the screen and drive towards the player. The tanks always travel along horizontal or vertical lines, unlike the freely moving jeep. Tank turrets move to track the player, allowing them to shoot in any direction. Tanks normally take two hits to kill, and the player can have only two rockets on the screen at a time. The helicopter spawns from any point, and approaches the player in looping paths flying over the jeep and periodically firing. If hit, the helicopter spirals in.
Tread lightly! The transport lanes of intergalactic space have been seeded with mines from an alien vessel. Use your mine destroying blaster to blow up the mines before they annihilate you! You may survive the floating mines, but beware of the fireball, magnetic, and treacherous fireball-magnetic mines . . . 13 fields, each one more difficult, await you!
The goal in Narrow Escape is to successfully navigate a ship through the narrow, fast-moving passages of the warlord's fortress, destroy the defense forces and avoid space debris. The player's ship must also be maneuvered through small holes in a series of walls where fuel cells can be picked up to restore the ship's constantly decreasing fuel supply. If the player pilots their ship successfully, they will be faced with the warlord's own escape ship which must be hit several times to be destroyed, liberating the star system from the warlord's tyranny. Each level becomes more difficult as everything will move faster, fuel will be consumed more quickly, the holes in the walls will become smaller, and more menacing defense forces will appear. Each level of game play consists of two phases: 1. Passages: During the first phase of each level, the player must maneuver their ship through the narrow, moving passages with the joystick while shooting six of the warlord's defense forces with button 4. If any of the six are missed, they will go off-screen and be recycled to give the player another chance, but more fuel will be used. In addition to various defense forces which must be destroyed, there are extra targets that can be shot for additional points. Unlike the regular defense forces, the extra targets are non-threatening in that they will not shoot or crash into the player's ship. During this phase, space debris will also be shooting up through the play field. Space debris cannot be shot and can only be avoided by dodging it by moving from side to side. The walls of the narrow passage are also a danger to the player. If the player's ship crashes into a wall, a life will be lost. There are gaps between the moving walls which the player can maneuver quickly into and out of so as to avoid approaching enemies or space debris, however as game play becomes faster this will present a higher risk to crashing into oncoming walls. 2. Walls: If the passages are successfully navigated and the the required six defense forces are destroyed, the player will enter the second phase. This is a series of walls with holes. In the first level of the game, there are five successive walls, each with one hole through which the player must maneuver their ship. In the second level of play, there will be six successive walls, in the third level, seven walls, etc. Also the size of the holes will become smaller in each new level. The hole will be in a different location on each wall. After passing through the hole in each wall (but prior to entering the hole in the next wall) there will be a fuel cell which must be passed to pick up. If the fuel cells are missed, the game will continue, but the fuel gauge will be continuously depleting. Note: in early levels of the game, all of the fuel cells will not need to be captured. However as the game progresses and fuel is consumed faster, all of the fuel cells will need to be captured in order to make it through the next level. After successfully completing three levels of play, the player will come face-to-face with the warlord's escape ship in open space. The warlord's ship must be shot five times to be destroyed during the first encounter, seven times on the next encounter, nine times the next, etc. The warlord's ship will shoot torpedoes at the player's ship, which can be either avoided or shot at to be destroyed. If the warlord's escape ship is destroyed, the player will enter the next level of play and the game will continue.
Produced as a promotional item for the Mr. Boston liquor company, Mr. Boston Clean Sweep is an extremely rare game for the Vectrex.
A one or two player shooter game published and developed by John Dondzila in 1996.
Blitz! is a simulation of American football. Each player (which the game supports a simultaneous two player mode) controls one member of their team on offense and defense and the basic objective is to move the ball up the field to reach the opposition end zone. This is done using a series of "downs", there being four downs available to move the ball ten yards forward. If a player fails to achieve that then the ball turns over to the opposition offense. The player can also score by opting to attempt to kick the ball between the opponent's goal (called a field goal and worth fewer points than a touchdown). When on offense, the player controls the snapping of the ball (which must be done within 30 seconds of the formations being set) and then the quarterback, who can either run with the ball himself, or pass it to a team mate by "pointing" the joystick towards that receiving player, which the player will then assume control of to run with the ball. On defense, the player controls a single defender who runs faster than any of his teammates and is thus most able to tackle the opposition's ball carrier. Players can be penalised and be moved back five yards by either delaying the game (not snapping within 30 seconds), or moving offside (crossing the line of scrimmage when the ball is snapped). After each game, a statistics screen is shown, listing items such as number of first downs and total rushing and passing yards for each team.
In the arcade game Tempest, players controlled a blaster that could move around the outermost lanes of a bunch of geometrically-shaped levels and fire at ships that emerged from the middle or innermost areas of those levels. Bedlam, however, was a "Tempest in reverse", where players' ships (resembling the Millennium Falcon from several of the Star Wars movies) sat in the middle of sectors while ships emerge from points of those sectors and came inwards towards the player. Players turn their ships left and right and can spin them around quicker with the Fast Rotate button. Also, Zap, like the Superzapper on Tempest, will destroy everything onscreen and can only be used once per sector. There are several different types and mannerisms of enemies as well as sectors. Getting rammed by an enemy will cause the player to lose a ship in reserve and the game will end once the player has no more remaining ships.
The player controls a ship that can rotate to the left and right and thrust forward, similar to the better known Asteroids, and like that game the player also has a "hail mary" device, hyperspace. In the center of the screen is the sun, which pulls objects into it, in a fashion similar to Spacewar!. The screen wraps at the edges. Waves of enemy spaceships appear in groups of up to eight. There are seven different types of ships, growing smaller to make them harder to hit. Each "phase" of the gameplay completes when each of the seven waves is destroyed. The spaceships are a collision hazard and normally fly around the screen randomly. As the game progresses, they become more likely to attempt to ram the player directly. At higher levels, the ships gain weapons and attempt to shoot the player. The player's ship is armed with two weapons, a cannon and a "nuke". The cannon fires a single shot in the direction your ship is pointed, and the game allows up to four shots on screen at once. The nuke destroys all ships in the area when it is triggered, which occurs with a second button press after being launched from the ship. The player's ship starts the game with three nukes and gains a new one every 10000 points. Whenever an alien ship is destroyed, a "survivor" is left drifting in space. The player can collect the survivors by flying his ship over them. Alternately he can shoot them, or allow them to fall into the sun. The player is awarded with points for successful rescues, and eventually free ships. The game is remembered fondly by many players, and Simon Burns of VoxelArcade called it "freedom under an overlaid blue sky".
With the beginning of a new game, a map screen is shown with the player's position, as they control a ship set in a series of interconnected caverns. They must first plan out the best route in order to get to the central area in each Mission. After several seconds, the map screen changes to a cavern that the player is currently in, which each cavern has a core in the center that is constantly growing, as well as having several Planet Protector enemies. It is usually in the player's best interest to clear out each area of Planet Protectors by shooting them, then carefully inching their way to the protective barrier by an exit in order to drill through it. Once the barrier has been disabled by the drill, the player can then fly into the next cavern and thereby gets a step closer to the central area. The view changes from a cavern to the map screen with each cavern that they pass, showing the player's(') progress. Once the central central area is reached, the player(s) must drop a bomb at the center core, which they have several seconds in order to escape from the area before the bomb explodes. If the player does not make it out in time they will lose a ship; succeed and they will start again on a new area/Mission. Hitting a cavern wall, core or a Planet Protector will cause players to lose a ship and the game will end when there are no ships remaining. Exiting a Mission without leaving a bomb at the central core will cause the player to lose a ship as well, along with restarting the current Mission (if they have any remaining lives left). Also when the player loses a ship without clearing out all Planet Protectors in a cavern, that cavern's full complement of Protectors are totally replaced once the player's next ship comes into play. Players have a protective shield for use in emergencies, however.
The Vectrex community was taken by surprise in 2003 when the announcement of the upcoming, original release of Protector LE was revealed, as Alex Herbert envisioned that the arcade classic of Defender could be brought to the Vectrex. Many people were stunned when a downloadable video was posted as well, showing that the fast and furious gameplay from the original did indeed seem to be possible after all. It quickly sold out of its 100 copies in less than three weeks of release[1], which came with an overlay (a bit rare for Vectrex homebrews in general), were numbered and had an embossed foil logo on its box. It also came with the Spike Goes Down game included with it as well as an unlockable bonus. Then later on that year, the unlimited edition of Protector was released, although with a different game included, being Y*A*S*I, which stands for "Yet Another Space Invaders", as that game was a clone of that arcade classic (hence the title of this release being Protector/Y*A*S*I this time around). Again this was a bit of a surprise within the Vectrex community, as a lot of gamers in general didn't know that the Vectrex is capable of producing raster graphics as well, which Y*A*S*I proved by looking almost exactly like it's arcade cousin, having bitmapped, rather than vector graphics (note: Spike Goes Down also had raster graphics as well, it's just that this unlimited version is more well known, especially since the ROM for Spike Goes Down has yet to be released years later). No overlay was provided this time around though.
From http://www.packratvg.com/vmania.html This game is a remix of Patriots by John Dondzila. It's improved graphics routines, bug fixes and multi-channel sound effects. There is no original cover for cartridge. The original cover is only for package Vecmania.
This is a clone of the Atari vector game Star Wars, which is comprised of three waves. The player starts with six shield units, which will drop every time a spaceship or any other obstacle collides with the player or the player is hit by enemy fire; if the player is hit when they have no more shields left the game will end.
The player controls a gun turret on a watchtower in the Robot Drop Zone. Robots circle the tower and shoot seekers at the player in an attempt to deplete their damage gauge. Both the robots and the seekers must be destroyed, but ammo is not infinite and must be used with care. When the player's ammo is completely spent, it's only a matter of time before game over. In a phase where a certain number of robots must be destroyed, the player is just a sitting duck; however, in a survival phase, it is possible to advance to the next stage if the player has enough health, then they can can wait out the time limit.
Car racing game
"Take control of a treasure hunting diver in this exciting game of deep sea exploration. Select your dive location, explore to discover many species of fish, and maybe even find the key to a treasure chest for big rewards. But keep an eye on your air supply and watch out for the shark! "Can you explore all the island locations, recover the treasure and discover all the species lurking down below?"
The player controls a submarine in hostile waters and must rescue the survivors of a mission which ended in disaster. Enemy submarines surround and will fire upon the player's ship if it enters sonar range. Each enemy submarine can fire up to five torpedoes; however, if it is destroyed before it uses all of their torpedoes, the remainder will be added to the player's arsenal. Other obstacles which must be avoided are mines, ice chunks and turbulent underwater whirlwinds. Once the survivors are located, it is necessary to dock with their pod, which the player has to approach with accuracy and care. A new mission will begin with a successful rescue.
The object of this game – a basic "shoot-'em-up" style game for one or two players – is to travel through space and destroy Klingon and Romulan ships.
Guide frogs across a busy street and then through dangerous water to get to their home, in this enhanced version of this arcade game clone by Christopher Salomon. The variety of objects and enemies will kill a players' frog on contact, plus there is a timer for each level too, of which there are 16 total. The game is enhanced with a pause mode, so you can take a break if you need too!
Weave your way through the other race cars and toward the checkered flag!
Help out hero, Spike, win Molly's affections by winning a wet and wild game of water balloon catch.
Star Castle is a 1980 vector arcade game by Cinematronics. The game involves obliterating a series of defenses orbiting a stationary turret in the center of the screen. The game was designed by Tim Skelly and programmed by Scott Boden. Tim Skelly also created a number of other Cinematronics titles, including Starhawk, Armor Attack and Rip-Off. As with many other titles by the company, Star Castle was ported to the Vectrex video game console in 1983.