The original Miner 2049er fitted into just 16K of RAM, so would run on an Atari 400 (as well as any other Atari 8-bit home computer). It is a very early platform game, written by Bill Hogue in 1982, and featuring the character ‘Bounty Bob’.
Tag Archives: Single-Player
Cybernoid, NES
This console conversion of Raffaele Cecco‘s Cybernoid was released by Acclaim Entertainment in 1989.
It is just as difficult and frustrating as the original, if not more so.
Cybernoid, Amstrad CPC
Chunky visuals and a smaller play window make the Amstrad version of Cybernoid look decided untidy next to the Spectrum original.
Cybernoid, Commodore 64
A decent Commodore 64 conversion of Cybernoid, by Nick Jones.
Cybernoid, ZX Spectrum
This original ZX Spectrum version of Raffaele Cecco‘s Cybernoid was released by Hewson Consultants in 1987.
Speed King 2, ZX Spectrum
A budget motorbike racing game, created by Derek Brewster in 1987 for Mastertronic.
Speed King 2 is the sequel to… well, nothing, because there’s isn’t a Speed King 1, as far as I can tell. Was there a prequel to this? If there was, I can’t find it… Maybe Brewster was trying to make a sequel to Full Throttle? Because Speed King 2 does look a bit like it. I dunno.
Kentilla, ZX Spectrum
Kentilla is a text adventure – with graphics – released on the ZX Spectrum by Micromega in 1984. It was written by the prolific (back then) Derek Brewster.
Jasper, ZX Spectrum
Derek Brewster‘s Jasper is a decent platform game from the early days of the ZX Spectrum. It was first published by Micromega in 1984.
Jasper himself is a yellow mouse, and his raison d’etre in life is: making it home across 22 screens of obstacles.
Dark Forces, PC
Dark Forces is LucasArts‘ attempt at Doom, with a Star Wars make-over. It was first released in 1995 for MS-DOS PCs.
Looking at it now: it hasn’t aged too well, although it’s still fun to play if you get the controls set up correctly.
Bounder, Commodore 64
Back in 1985 Bounder was a fresh idea, like a bolt out of the blue to gamers… It’s an overhead ball/maze game where the maze is miles above the ground, and the idea is to make sure the ball bounces on the platforms of the maze, and not in the air.