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.
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).
Intense Arcade Style Gameplay, as you fight off wave after wave of ship fragments, that will form into cruisers to attack and destroy your ship. Doc with other ships after each wave to increase your firepower.
An adventure for the Vectrex
Car racing game
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.
The goal in 3D 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.
Berzerk is a port for Vectrex.
Spin Ball is a pinball simulation game. The games pinball table comes complete with a variety of bumpers, spinners, and other targets which can earn you varying amounts of points with several combinations possible for even more points. Bonuses can be earned as well, both in point form and also ball savers which block the chutes on the corners of the screen. A ball splitter may also appear, allowing you to have two balls in play at one time. The joystick is used to set the tension on the spring when putting a ball into play or to shake the table during play, and the buttons are used to control the left and right paddles on the table. You begin each game with 5 balls, and the game ends when all 5 are lost.
Missile Command and Defender clone
An excellent vertical shooter in this Vectrex compilation. Birds of Prey has 4 levels of shooting action against a fleet of alien space birds who´s sole goal is your annihilation! A 5th level puts you up against the final fleet and the mothership
The Light Pen is an accessory for the Vectrex released in 1983 by GCE. It was quite revolutionary for its time, but because of the Great Video Game Crash of 1983, it ended up as a commercial failure. Packed in with the accessory was the game Art Master. During its lifetime, GCE managed to release three games for it: Art Master, Melody Master and AnimAction. There was also a prototype, Mail Plane, that never managed to get a release.
Gravitar was a vector graphic arcade game that took some of the elements of Asteroids (the controls and free flight abilities of the player's['] ship[s]) but made them more restrictive by placing players inside a series of planets. Players had to skim surfaces of the planets and destroy all the bunkers therein, as well as beam up fuel cells to maintain their fuel level(s) and avoiding or destroying saucers that would also appear. The game did not do very well commercially and would only be ported to the Atari 2600 a few years later (although it has reappeared on some modern day compilations since). Gravitrex is a clone of Gravitar, although with many differences, such as the addition of humans dotting the planetary landscapes that have to be rescued, and the Gravitrex Plus cart also includes two bonus games and other features as well. All games are for one player only. Gameplay: The player controls a fighter ship that begins each game in a solar system. There is a sun in the middle and several planets to choose from to enter so the player can start their mission. If the player takes too long with choosing a planet, a pair of space saucers will emerge from the reactor planet and will engage the player in a dogfight if they get close enough (although the player can just elude them by entering a planet). If the player’s ship gets destroyed or the player shoots both saucers then the player will return to the main solar system screen. Once the player enters a planet by thrusting into it, they must destroy every enemy bunker on the surface and dispose of every fuel tank and human. Humans and fuel tanks can be shot (although the player will not receive any points for doing so), but a bonus is given if all humans are rescued on a level (see Scoring and Extras sections), plus fuel tanks are needed to keep up the player’s fuel level (which is indicated by a line right next to the score at the top left of the screen). Humans and fuel tanks can be teleported into the player’s ship by maneuvering their ship close and activating the teleporter/shields function. Once all bunkers have been destroyed and all humans and fuel tanks have been disposed of, a sound effect will signal that the mission is complete, and upon leaving the planet, it will self-destruct and the player will be given a bonus for that planet. The exception to this rule is the lone reactor planet on each level, which has only one target – a reactor – deep inside it. This planet is different than all the others, as the player is given 99 time units to make their way through a brief maze, shoot the reactor, and get out before time runs out or else the player’s ship will be destroyed and the reactor will remain intact. If the player does not destroy this planet last in a level then it clears out the space saucers for the remainder of the level, since this is the planet that they emerge from. Dangers include the player’s ship crashing if it runs out of fuel, plus the ship will be destroyed if shot by a bunker, space saucer or alien air interceptor (which are similar to space saucers but they appear inside a planet), if they crash into a wall, the sun, space saucer or alien air interceptor, or do not leave the reactor planet before their time runs out. If the player runs out of reserve ships then the game will end. The player’s fuel, however, is replenished mostly from a fuel tank and is fully replaced upon destroying a planet, finishing a level, or with each new ship. The player’s teleporter function also doubles as a shield to protect them from enemy fire. Also, if the player defeats all planets in a level, then that level’s sun will go nova, various bonuses are then awarded (see Extras section), and if the player defeats the third level the game will end, giving a congratulations message as well as sharing some trivia about Gravitrex from the game’s programmer John Dondzila on the screen.
Becky's Message is a clone of the first screen of Donkey Kong only.
Omega Chase (non-deluxe version) is the predecessor to Omega Chase Deluxe and was a download only version of the game. While there are a number of differences between Omega Chase and Omega Chase Deluxe, Omega Chase is included on Omega Chase Deluxe along with the game Zap. The main difference between the two versions of the game is that with Omega Chase, the enemies travel in only one direction around the center of the track, but in Omega Chase Deluxe, the enemies travel from both sides simultaneously. Creator Christopher Tumber felt there was no need to release the original file on cartridge as it was included on the compilation of the game.
Minigolf
Dodge the walls to fly as high as possible!
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.
Catch the falling bombs! (And you thought your job was dangerous!).