Rygar - The Legendary Warrior

It Public domain game is a Tecmo's Arcade conversion to commodore Amiga 1200/4000 AGA. Credits goes to: Mcgeezer (code), DJ Metune (audio), Ross (disk code), Invent (PHX tiles), Dlfrstilver (rips) and Damien Malko (testing).


4,5 billion years have passed since earth´s creation. Many dominators have ruled in all their glory. But time was their greatest enemy, and it defeated their reign. And now a new dominator´s reign begins............



Password:
Round 05 - BUEDF
Round 09 - SPQXZ
Round 13 - MIPWE
Round 17 - PHEYU
Round 21 - OIEJD
Round 25 - LLDUU
Round 29 - YQREH

Also read my beginner´s guide to getting started playing abandonware.

Kid gloves 2

The Journey Back is the sequal to Kid gloves. And was published by Millennium for the commodore amiga in 1992.


So Kid has hung up his gloves...

After his death-defying adventure, Kid finally made it home to safety, and put away his magic boxing gloves. Storing  them in the dark recesses of his attic (along with his baseball cap), he vowed to forget the gloves and their supernatural properties.

But as time passes the magical power of the gloves engulfs Kid once again, and he embarks on a new and more extraordinary adventure, this time accompanied by his girlfriend Frida...

The  magic  worlds of the gloves are now ruled by Wievallard, an  evil  wizard hungry  for  power  and  pleasure.  As  soon  as  he spots Kid's girlfriend, a dastardly  plan  for  kidnap forms in his mind, and she is whisked away by his overpowering sorcery, to be imprisoned in his mountain stronghold.

Now  Kid  is  searcjing  the  mysterious magic worlds, hot on the trail of his beloved girlfriend and the  wizard Wievallard. Your task is to help Kid in his undertaking - but  beware  of  the  evils  that abound in this arcane world of magic and mystery!


Also read my beginner´s guide to getting started playing abandonware.

Winter Games

Incredible technologies made this fine little winter game. For the Commodore Amiga in 1987.


What an incredible setting - a completely realistic winter wonderland featuring six action-packed events. You can compete against your frinds or the computer. First choose the contry you want to represent. Then it´s practice, training and learning w winning strategy for each event. Now the opening ceremony and the competitions begins. Will you be the one who takes the golde at the awards ceremony?


The quest for the golde continues... And it´s all here - the strategy, the challenge, the competition, the art and pegeantry of winter games!

Also read my beginner´s guide to getting started playing abandonware.

One Step Beyond

One Step Beyond is the sequel to Pushover from Quavers. Quavers is a British snack food, originally made by Smiths. But now produced by Walkers and owned bu PepsiCo. Developed by Red Rat and published by Ocean, for the commodore amiga in 1993.

On the other side of the screen it all looked so easy...


Rain battered the windows as Colin Curly settled down to play his favourite computer game, PUSH-OVER (which coincidentally happened to involve his favourite snack, QUAVERS). Other than eating Quavers, there was nothing Colin would rather do, especially on such a dark and stormy night.

As the puzzles in the game grew harder (and Colin's Quavers supply grew smaller) he became more and more absorbed in the game, failing to notice the storm raging harder and harder outside. All he
could think was, "This game plays curty!".

At last, Colin reached the final level, number one hundred (he was also down to his last packet of Quavers!). As fate would have it, two amazing things happened simultaneously: Colin popped his last
Quaver in his mouth (amazing!) just as he finished the game (most amazing!). This explosive one-in-a-million combination of Quavers and awesome gameplay resulted in Colin being digitised and
curtified...into his computer! He had never felt anything so exciting since he first tasted Quavers!

Colin is trapped on the inside of his own computer and an amazing array of challenges stands between him and escape from this electronic nightmare, the only good thing is that a truly massive
packet of Quavers awaits him at the end of each challenge.

it's the toughest computer game he's ever played...because this time he really has gone where no dog has gone before! He's disappeared into a land of both shadow and substance, of things and ideas...there's the signpost up ahead, Colin Curly has gone

ONE STEP BEYOND!


TIME
On the bottom left comer of the screen is a clock which displays the amount of time in minutes and seconds that is allowed for each puzzle. Unless you complete the puzzle within this amount of time,
you will not be able to get Colin out of the EXIT.

LEVEL & CODES
On the bottom right hand comer of the screen is the number of the level you are on. You will be presented with an access code number after the successful completion of each level and should write this down for future use. By entering the access number on the option screen the next time you come to play ONE STEP BEYOND you can go directly to the screen you wish to continue playing.

FALLING TOO FAR
If Colin falls too far from a platform before landing on another his attempt to complete the puzzle is at an end. You are deemed to have failed and will be invited to try again.

TOKENS
On successful completion of a puzzle, within the time allowed, the player will be rewarded with a TOKEN. These will build up as you progress through the levels and can be used should you fail on a
puzzle at any stage. If you have gained TOKENS you can use them when prompted by a message box and re-start the puzzle at a point prior to making the wrong move.

GIVE UP
If you have plotted a wrong course and find that there is no way to complete a puzzle, you can escape from the game by pressing the ESC KEY. You will then be given an option to continue.

HINTS
Bounce Down Platforms: These can be used to good effect because they will lower Colin safely to the platform below. If you are using a joystick PRACTICE the positions required to jump up and down on the diagonal movements. These are quite tricky until you master them.

Also read my beginner´s guide to getting started playing abandonware.

Chinese karate

Made by Turtle byte for the commodore amiga in 1989.


A karate simulation that impresses with its authetic movements and excellent graphics.
Only the best will end up with the title of world champion in Chinese karate, but the road to succession is long.

Twelve rounds must be won, in six different locations. The highest concentration are needed. Because Cheinese karate is not just fast reflexes,
but also the mastery of many techniques crucial for your success.

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Also read my beginner´s guide to getting started playing abandonware.

Brutal - Paws of fury

This little fury karate game, was made by Gametek in 1995 for the commodore amiga.


There are 10 completely original characters, and contrary in this beat´em up karate game.
They range form the quasi-ferocious sounding karate Croc to the prospective punchbag that is kung fu Benny. All of them lean towards the cartoon like in appearance. But the first thing of note is the speed at which they move. After choosing your fighters and waiting for the bell to sound against whichever of the backgrounds you´re battling across. You manipulate the joystick left or right and your animal fairly hammers towards its adversary.

They are in fact almost too fast, but not quite. At the beginning each character has a complement of six basic moves, with which to do battle, and since at this stage, thanks to the impressive speed, a simple punch or kick is all you can hope to carry out whit any degree of intention, that´s enough. As the game progresses and you win more bouts. The generous old Dali Llama awards you with special moves. Which, if you manage to perfect them in a set time, are added to your repertoire, fuelling that warrior spirit.

Around half a dozen special moves per character can be earned throughout the game. They are all sufficiently different to make finding and using them,
interesting and fun, ad they range from the sublime, such as the Dali´s apocalypse, to the more ridiculous eg Rhai Rat´s face pull.

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Also read my beginner´s guide to getting started playing abandonware.

Kid gloves

Made by Timothy Closs. And published by Millennium for the commodore amiga in 1990.


One Sunday afternoon in January, Kid was stuck in the dining room with his great uncle Indiana
Stallone. ‘When I was young...” his great uncle began. That was enough for Kid. He quietly slipped
down tram his chair and crept out of the room. ‘The old man was always going on about his younger days. He told the most far fetched stories about how he used to travel the world, visiting the Amazonian jungle, the pyramids of ancient Egypt ... he even talked about the icc age as if he had actually been there. He stubbornly insisted that he had done all of these things much to the embarrassment of his family. The poor man's mind was obviously going. After all, he had only ever been a fishmonger and not a successful one at that!

The only thing that great uncle Indiana ever did apart from selling fish was to indulge himself in a lite amateur boxing. Mysteriously, however, his wife, Edna reported him missing on one occasion - no one could trace his whereabouts - he turned up hours later claiming that he had spent the afternoon in California. California indeed! To Edna's knowledge the furthest away Indiana had travelled from their home in Willesden had been on a day trip to Blackpool!

So Kid left the room and went upstairs into the old man’s study. They called it his study but in fact it was a crowded room stacked full of boxes of ald junk. Remnants of his past life - a few ald lobsterpots and a battered collection of musty hooks. And deep in the back of the room, underneath a pile of dirty overalls, Kid found his uncles old gym bag. [t contained a shirt. some very odd looking shorts and a pair of old, cracked. red Icather boxing gloves.

Kid stared at the gloves for a few seconds. Should he try them on? There was nobody around. He glanced behind him to make sure. No, everything was clear. He quickly scooped up the gloves and tried them an. They were a little on the large side but otherwise they were fine. Kid looked at himself in the dusty old mirror resting in the corner of the study. As he did - he noticed something strange about the gloves - they were starting to sparkle. He blinked his eyes in diabelicf but now the gloves were slarling to glow. He tried to take them off, but as he did so, che gloves touched and there was a
blinding white flash.......

Kid woke up rubbing his eyes. In the distance he could hear the strange animal screams. As he sat up blinking, he saw a caveman in the distance running towards him. waving a club angrily up and down. Kid looked around - prehistoric forest all around and the gloves on the floor at his feet. The caveman was getting nearer. Quickly, he reached inte his pockets and pulled out the contents. There must be something. Anything to help him get out of this mess. A ball of string. His trusty catapult: Then he noticed the two coins - glowing! He placed one of the coins in his catapult and fired KAPOW!
The caveman took a nasty hit to the head. KAPOW! The other coin glanced off the caveman's head and he fell to the floor with a resounding THUD!

Kid picked up the coins and put his gloves back on. They had a dull sparkle to them but this was starting to pick up. He'd have to wait until he could use their magic again. Where would the gloves take him next time? How long would it take him to get home? He couldn't stay here long - it wasn’t safe. He decided to explore further on into the forest - it was going ta be a long walk home!


HERO WANTED - APPLY WITHIN
You must help Kid to get back tu his own time and the safety of his uncle’s house. On the way home you will travel through many eras in time and journey to great places. But there will also be obstacles blocking your path. As you start the game, if you look around the screen you will see the number of lives Kid has left, in the top-left of the screen. To the top-right you will see the number of the screen that you are on. Al the buttum of the screen, from left to right arc: the number of kcys collected, number of magic spells collected, extra life tokens, your score, amount of cash collected and number of smart buinbs. Mure on all of these later.

You start the game on the left-hand side of the screen and must progress to the right-hand side. When you move off the right hand side of the screen, the next screen will scroll on. There are fifty screens in all and your gloves will magically transport you to another time and place after every ten screens In addition to this, it is possible to go back screens as well as forward and there are certain places in the game where you will need to do this.

Various creatures roam around each screen but most of these can usually be destroyed with whatever weapon you are carrying at the time. Different creatures require different amounts of hits to kill and some creatures are immune to your weapons. ‘The only way to know when you are hurting a creature is when you hit it. It will emit a quick white flash if it is being harmed. When the creature has been hit enough, it will die.

Along the way there are various obstacles which need ta be overcome. Some may be jumped over or walked around but others will need to be dealt with in special ways. Some of the obstacles that appear to be solid and blocking your path may be opened with keys. If you can remove the obstacle, then it will disappear if you touch it whilst carrying a key, This will use the key up and you should be careful not to waste keys as not every ubstacle needs to be removed.

Orange blocks fall down when touched. There are a couple of these in screen two as well as throughout the rest of the game and these should generally be used to help you reach platforms which are just that bit too high. Be careful though you'll lose a life if a block falls an your head!

Some ledges disappear when you touch them, thus causing anything that was resting on them to fall down. Again, beware that nothing falls on your head.

There are also same special blocks, doors and chains which just disappear after you have been on screen for 10-15 seconds thus enabling you to continue. You will have to survive the assaults of creatures in the vicinity whilst you are waiting for these obstructions to clear.

Somctimes there may be too many creatures in your way, in this case it is best to use a smart bomb (if you have one) but smart bombs will only kill those creatures that you can kill witt ordinary weapons.
Ice creams and fruit can be collected on most screens for bonus points. Also cash bags and dollar signs can be collected and these can be spent in shops, so long as you can find one. In the shop you can purchase spells, keys. extra lives, smart bombs and weapons with the cash you have collected.

Finally, it is possible to buy or collect extra life tokens. For every four of these that you get, you will get an extra life.

You should remember that every time you enter a screen, your position will be stored along with the amount of keys, spells, cash and bombs that you are holding. If you then die on that screen, you will be returned to the position where you entered the screen and yuu will lose one life. Also, every time you leave a screen, any creatures killed on that screen will remain permanently dead throughout the rest of the game.

Also read my beginner´s guide to getting started playing abandonware.

Holiday maker

Wie alles anfing....

Vor einigen monaten truchte Keuin Harper wieder in springtown auf. Kevin hatte mit euch die schulbank georucht und spielte im baseball-team. Dann wurde aber sein dad versetzt, und Kevin zog mit seinen eltern nach wisconsin. Als er auf einer grillparty von eurem geplanten, gemeinsamen urlaub hörte, lud euch Kevin spontan nach beady island ein, wo er seit zwei jahren inseltouren mit touristen macht.



Also read my beginner´s guide to getting started playing abandonware.

Oliver and Company

A cute little game made by Disney for the commodore amiga in 1989. based on the 1988 American animated musical film produced by Walt Disney.


After being abandoned on the streets of New York City, a young kitten join the gang of street-smart mutts.


Also read my beginner´s guide to getting started playing abandonware.

Rick Dangerous

Yet another game from Firebird, developed by Core in 1989 for the commodore amiga. Later came the follow up, Rick Dangerous II. The adventure starts here...


Rick Dangerous is equipped with the dynamite This may be laid in order to trigger traps, blow away walls, enemies and generally do some damage, to allow our hero to continue his quest.
This also has the added feature of being very dangerous when lit, so our hero must get away from it as quickly as possible before it detonates!

Will Rick Dangerous, intrepid Super Hero and part-time stamp collector survive his first mission in the Aztec temple of the tribe? - should he do so, Rick will face new hazards in the Egyptian tomb and the enemy fortress.

The gun....this fires bullets! There will be a limit to the number of bullets that this holds. By
killing a nastie a bonus may be left behind which when collected will replenish the supply. This means the player may have to, go back and put himself yet again in danger. Use upir ammunition wisely, remember the gun is often a trigger to activate a trap. Rather than to just kill the enemy.

In avoiding traps be resourceful like Rick. The traps are devious. You may need your stick, gun, dynamite or simply your wits to survive, depending on the nature of the trap. There are no instructions as to how each trap is triggered or avoided so be careful - think ahead, things are
not always what they seem.........

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Also read my beginner´s guide to getting started playing abandonware.

Indiana jones and the last crusade

Arcade version of the famous movie of the same name. Made by Tiertex and published by Lucasfilm for the commodore amiga in 1989. Dr. He...