Hyper Lode Runner
The Game: Cavernous rooms are loaded with gold, just ripe for the picking. But before you celebrate hitting the mother lode, look again - there are other gold-diggers homing in on the treasure. What do you have that they don’t? A drill gun that can blast a hole in the floors, into which your opponents will jump blindly. Eventually, the holes will reseal themselves, and that process will swallow your enemies (and you, if you
happen to be clumsy enough to wander into the hole yourself). Grabbing all of the gold will reveal a passage to the next level of the game. (Bandai, 1989)
Memories: A nifty revival of the computer classic, Hyper Lode Runner actually manages to pack in a surprising amount of what made the original game so addictive - right down to the “edit mode” that allows players to build their own levels. (Read more about this game…)
The Game: You’re in charge of a getaway car loaded with crafty criminals. Your job is to sneak around the maze, avoid a bunch of cranky cops who are hot on your trail, and grab all the dough - and, of course, to escape so you can steal again another day. But the cops can trap you with a series of doors that can prevent you from getting away… (Data East, 1990)
The Game: You are a marker, trying to claim as much of the playing field as you can by enclosing areas of it. Drawing your boundaries faster is safer, but yields fewer points. A slower draw, which leaves you vulnerable to attack from the Qix and the Sparx, gives you many more points upon the completion of an enclosed area. If the ever-shifting Qix touches your marker or an uncompleted boundary you are drawing, you lose a “life” and start again. And the Sparx, which travel only along the edges of the playing field and along the boundaries of areas of the screen you’ve already enclosed, can destroy you by touching your marker. And if you linger too long, a fuse will begin burning at the beginning of your unfinished boundary, and will eventually catch up with you. (Nintendo/Taito, 1990)
The Game: As a daring spy, you break into a top secret enemy facility, trying to grab vital secrets and evade or kill as many enemy agents as you can. Your only means of getting from floor to floor through most of the game is via the elevator - which gives you an advantage and also makes you vulnerable. (Taito, 1991)