20 Games Like Space Cowboy()
After a century in stasis the girl En arrives at her destination: A Palace out of legend, a marvel of the old civilization eons gone, still awaiting its first human occupants. Out here, using forgotten technologies, she hopes to bring back a life that shouldn’t have been lost.
In ECHO everything has consequence: As you try to wield its magical technologies it becomes apparent that the Palace has a will of its own… It studies everything you do, everything you are – to use it against you.
The Palace creates Echoes – exact copies of you in every way. They behave like you and only do the things you do. So the way you play the game shapes your enemy. If you run, soon the Echoes will get faster. If you sneak, they will get stealthier. If you shoot, they will start to shoot back. The game constantly reacts to your every choice and input.
The Palace "reboots" every few minutes, resulting in a blackout. This blackout-cycle is the rhythm at which the "Echoes" get updated with your latest behavior, learning and unlearning from your actions. During the blackout the palace is blind, giving you the freedom to act without consequence. This is the time to run and gun and do all the things you don’t want the Echoes to learn.
The experience is one of being up against your own choices from the last blackout-cycle, giving you a way of shaping the game from cycle to cycle. It is up to you whether you prefer to keep a low profile or if you choose to go head on and deal with the consequences later – one thing is certain you need to keep your wits about you as you face the ultimate enemy: Yourself.
Titanfall 2 will deliver a crafted experience that explores the unique bond between man and machine. Playable offline, the single player campaign in Titanfall 2 will let fans step out onto the Frontier as a Militia rifleman with aspirations of becoming an elite Pilot. Stranded behind enemy lines and facing overwhelming odds, players must team up with a veteran Titan to uphold a mission they were never meant to carry out.
Teenage Mutant Ninja Turtles: Turtles in Time produced by Konami is a beat 'em up side scrolling game for up to two players. It's the fourth Turtles game, following Turtle 3: The Manhattan Project on Nintendo Entertainment System. It was released on the Super Nintendo Entertainment System in 1992, but had been released earlier as an arcade game.
89 / 100104.45
A new saga begins for one of the most acclaimed video game franchises in history. After narrowly escaping an attack on their village, JD Fenix and his friends, Kait and Del, must rescue the ones they love and discover the source of a monstrous new enemy.
In XWing Fighter you need to pilot an X Wing aircraft in an attack on the Death Star, re-enacting the scene from the first Star Wars movie. There is a small unshielded exhaust port which you must hit directly with a torpedo. As you approach the death star numerous imperial fighters and Darth Vader himself will try to stop you. Your fighter is equipped with lasers to fight the imperial fighters and Darth Vader, and three torpedoes to use against the death star. The mission fails if you miss the death star with all three torpedoes or are destroyed by a fighter.
Zap'em is an action game for one player. You control a spaceship on the left side of the screen which is capable of moving up or down and firing lasers. Coming towards you from the right will be numerous enemy ships. You need to shoot as many of the enemies as you can in order to earn points. While many of the enemy ships take only one shot to destroy, some will require multiple hits and a few will even be ghost ships and can disappear temporarily. Your ship has a limited amount of fuel which will steadily decrease; the game ends when you have no more fuel left.
In this Asteroids clone, you get points by shooting enemy ships, and asteroids which gradually break down into smaller and smaller pieces. Your controls are rotating clockwise or counter-clockwise, thrusting, firing, and hyperspace. As you progress, the levels will get more and more difficult as you move into areas with more and more asteroids.
Destroy the colossal mothership looming over the planet and save your home world! With a fleet of high-tech space fighters at your disposal, take on a series of suicidal missions to destroy the alien invader from the inside. Take down reactors, collect sensitive data, and avoid lethal defenses as you maneuver through the vents of the enemy vessel at near light-speed velocity – the clock is ticking! Note: The Steam codes are compatible with Oculus Rift and HTC Vive, but the game is not VR only. Handling North America and South America only.
Major Havoc is an upright cabinet vector-based arcade game made by Atari in 1983. The player controlled the titular character, Major Rex Havoc, first in the "shoot-'em-up" style game, in which the player operated Major Havoc's spaceship, the Catastrofighter, against the numerous robot ships who defend the enemy reactors. The ships are encased in a sort of "buckyball" force-field shield which must be shot first before the ship can be killed. In the next phase, the player would land on the robot space-station by centering the Catastrofighter in between the moving white line and Major Havoc would exit his ship and enter the space-station. The roller-knob controlled left and right character movement and a "jump" button permitted the player's character to leap over obstacles. Thus, a minor amount of "gravity" interacted with the player. The object was to get to the core of the space-station unmolested and sabotage the reactor. Once the charge was set, the player had to get out, back into the space-ship and MSD (minimum safe distance) before the space-station went critical and exploded. Red arrows lead the players direction in and the word out, also in red, points the direction out. The "mazes" get gradually more complicated to navigate in difficulty as the player progresses. Upon a successful mission, the next space-station became more difficult and the time allotted (both in and out) was accelerated.
The player assumes the role of captain of a battle starship, charged with defending the frontiers of space from hostile alien ships, which come in two sizes — large and small. The larger ships have cloaking devices which make them invisible. Damage is inflicted on ships when they are shot or rammed by other ships.
Uniquely for the time, the player vessel remains locked in the centre of the screen and the world rotates and moves around it. Player shots also have limited range and are subject to the same rotation as everything else, which means the player needs to predict where shots will need to go in order to hit the enemies. The ship has both long range scanners and shields but may only use one at a time. By default, the game will automatically switch between them based on the proximity of enemy vessels but the player can optionally take full control.
Using shields, thrusting, turning and firing all use up energy which is also depleted when hit by enemies. Energy will automatically replenish, most quickly if the shields are off and the starship is not moving, but this leaves the player open to attack.
Unusually, the player is never expected to return their ship from the frontiers. Each individual voyage is a separate command, and lasts either until the player's vessel is destroyed or until they use an escape capsule. If the escape capsule is successfully launched, which means firing it so that it doesn't collide with any enemy ships, and the player is judged by Star-Fleet to have killed enough enemies during his command then he is given a new commission and a new and visually different ship. 8 points are scored for a small ship and 12 for a large ship. Starfleet's opinion of the player's performance ranges from them being "furious" to "delighted". The number of points required to reach the next level is not fixed. Sometimes a score of 60 will suffice and sometimes a score of 80 will not be enough to guarantee automatic promotion to the next level, assuming the escape capsule was jettisoned safely. Strangely, more points were awarded when an escape capsule collided with and destroyed an enemy ship as opposed to being shot or colliding with the starship.
Later commands take place in faster environments and with greater numbers of enemy. There are 8 different starship designs, which repeat after level 8.
Empire! is a game with arcade and strategy in equal measure. You begin with a small Cub Scoutship in the Abatlu system, with your ultimate objective to build a great galactic Empire across the stars.
It won't be easy though. You'll have to trade, destroy aliens and complete countless missions before you can claim to be the greatest star pilot of them all.
You can collect pods that contain cargo using cargo ropes from either side of your ship. As you make progress, you can upgrade your ship. Starbases are where you head to trade, but to get there you'll need to consult your system map.
Warp holes will allow you to travel to other planets, where you can collect ore, other minerals or people to take back to starbases. Just make sure you avoid plague-infested planets!
To finally succeed, you'll need to wipe out an alien invasion force. then you can buy starbases. Once you own solar systems then there's one last thing to do - construct a frontier shield that will enclose your Empire!
Space Race is the second arcade game created by Atari and was released in July, 1973. The two players each control a rocket ship; the object of the game is to make it from the bottom of the screen to the top, while avoiding obstacles such as asteroids. Score is kept electronically and the background consists of a simple starfield.
Computer Space is a video arcade game released in 1971 by Nutting Associates. Created by Nolan Bushnell and Ted Dabney, who would both later found Atari, Inc., it is generally accepted that it was the world's first commercially sold coin-operated video game of any kind, predating the Magnavox Odyssey's release by six months, and Atari's Pong by one year. It was first location tested at The Dutch Goose in August 1971, then debuted at the MOA show on October 15, 1971, and then officially released in November 1971. Though not commercially sold, the coin operated minicomputer-driven Galaxy Game appeared around the same time, located solely at Stanford University.