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Circus

Circus

Exidy, IPM, Data East, Sega, Venture Line, Inc., Subelectro, Elcon Industries, Universal Co., Ltd., Taito, Midway

Circus was one of the first games produced by Exidy that used a CPU (6502) to control the game logic instead of hand-crafted hard-coded logic circuits. It ran on a black & white monitor with a color overlay that gave each row of balloons at the top of the screen a different color. It was designed and programmed by Edward Valeau and Howell Ivey of Exidy in 1977. Circus came in an upright dedicated cabinet, and may have also been available in a cocktail configuration as well. Circus machines had white sides with red painted sideart of several balloons in flight. The front of the machine was decorated with a large ornate monitor bezel that also doubled as a marquee (or nameplate). This bezel showed several clowns in a circus scene and had the game title spelled out with multicolored balloons. The control panel was unadorned, save for an analog spinner and a start button. The whole machine was finished off in black T-molding. At least 13,000 units, possibly as many as 20,000, were produced.

Adventure
Super Monkey Ball

Super Monkey Ball

Other Ocean Interactive, Sega

Super Monkey Ball was a game released in 2008 with the launch of the App Store for the iPhone and iPod touch. It was developed by Other Ocean Interactive and published by SEGA. The object of the game, like others in the Super Monkey Ball series, is to get AiAi, MeeMee, Baby or GonGon to the goal. The game is similar to both Super Monkey Ball: Touch and Roll and Super Monkey Ball: Banana Blitz: the game engine, monkey sprites, sound effects, and a few stages are reused from Touch and Roll, whereas the world theming and music are from Banana Blitz. Almost all the stages are original however. There are five continues of six lives, totaling 30 lives altogether. There are five worlds, and each world has two sets of ten stages. If you collect all the Bananas on a stage without falling off, you will earn a crown. Earning a crown on every stage in a set unlocks an Extra Stage.

ArcadePlatformPuzzle
Enemy Zero

Enemy Zero

WARP, Sega

Enemy Zero was the second game to star the digital character Laura Lewis—the first being D. In E0, gameplay sequences alternate between interactive FMV and real time exploration, both from a first person perspective. The interactive FMV component uses gameplay identical to an earlier Warp game, D. The real time component of E0 is unique. Enemies are invisible, and location is only possible through the use of sound, with notes of different pitch helping the player find the distance and direction of enemies. Additionally, every gun in the game must be charged up immediately before each shot, and charging a shot for too long will cause the charge to dissipate, after which the charging must start over. Since all available guns have very limited range, this makes timing crucial; beginning to charge the gun too late or too soon will allow the enemy to reach Laura, resulting in an immediate game over. In Enemy Zero, reloading the gun and moving the character around are mechanics that have been made intentionally slow,[4] which stimulates players to avoid combat and direct contact with the alien enemies as much as possible. In the early segments of the game, avoiding detection is not only recommended; it is required, since the player has no means to defend him or herself without a gun. Enemy Zero is an example of a game containing stealth elements[5] roughly two years before the release of Metal Gear Solid popularized the genre worldwide, though ten years after Metal Gear started the genre in 1987.

AdventureShooter
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