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Tanktics

Tanktics

DMA Design, Interplay Entertainment

Tanktics was a game developed by DMA Design in 1999 for the PC. It was published by Interplay. The objective of the game is to progress through four time periods, building and controlling tanks from that period to fight the "evil black tanks" from a more advanced period. Notably, tanks are constructed by hand out of parts, which are randomly constructed by a factory (the "Part-o-Matic") in the player's base when it is provided with resources. Different parts may offer the ability to cross different terrain, offensive capabilities more suitable to current tactics, and so forth. The player's primary control is "the crane", a flying magnet (held by, for example, a pterodactyl in the first, ancient time period) which can pick up and drop single parts. A suitable pile of parts becomes a tank, which can be selected and ordered to move by the magnet. The game also has a strong puzzle bias. The magnet can also pick up boulders (e.g. for blocking off enemy routes) and sheep (which can be used to increase the factory's production rate, amongst other things), and there are various terrain types with lasting effects. For example, driving a tank through mud will make it dirty, causing them to move more slowly until you wash them. Some maps have buttons on them which can only be activated by tanks with sufficient combat experience, and it can take considerable foresight to ensure that a tank will be able to survive to that level and be able to reach the button. Dissassembling a tank will make it lose all experience. The game is very micromanagement heavy, requiring the player to spread one's attention thinly over maintaining the continually tiring sheep at the factory, tank battles, negotiation of terrain hazards such as quicksand, and tank construction. The metaphor of the 'cursor' being a flying magnet with a physical presence in the world can make moving the viewpoint between all these tasks troublesome. GAMEPLAY: -Basics There are four worlds in campaign mode: Stone Age, Medieval, Modern, and Futuristic, each containing six levels. The enemy will always be one world in technology above you, the final one being the "Evil Black Tanks" themselves. There are also a challenge and training mode, the challenge consisting of levels in which you need to do a certain task (From killing certain tanks with boulders to crushing black sheep to defending your base with tanks needing to be reassembled) in a fixed time limit. The Part-O-Matic is the only structure in the game controlled by you. It produces a set of parts, determined by the level, one by one. The speed is determined by the number of sheep on its wheel. Sheep are found randomly grazing and can be picked up by your crane and dropped on your Part-O-Matic's wheel. After an allotted amount of time, sheep will grow tired and need to be restored in the sheep dip found throughout the level, there is commonly one beside your main HQ. Once they have rested, they may be put back on the wheel. Black sheep are your sheep's enemy, as they will spread their disease to other sheep, rendering them useless. Once a sheep has been infected, you may put it in the green goo where it heals. However, once it turns completely black, there is no way to restore it to its previous state. In order to stop the sheep from getting infected at all is to kill the black sheep via boulder to the head. Sheep are fragile, and can be killed by your enemies or by accident. Sacrificing parts to your Part-O-Matic, such as enemy tank pieces, sheep, boulders, or crates, allows the Part-O-Matic to constantly reproduce from the pre-determined queue randomly set up in-game. Crates, as the main resource for you, are found all over the place and can be carried by your tanks and returned to your Part-O-Matic. One tank can hold 4 crates and sometimes crates can be difficult to get a hold of, so the default template is a lot of powerful weapons on a 4-exhaust engine placed on water-tracks. There are four main parts to make tanks in the game. The track determines what areas of terrain the tank can cross. These included wheels, tracks which can only cross basic terrain, such as stone, half-tracks, tracks which can cross desert, snow-mobiles, tracks which can cross over snow, boats, which can cross over water, and hover-crafts, tracks which can cross over anything without suffering the effects of the ground. Making tanks without tracks renders them immobile, similar to turrets. The engine determined not only how fast the tank can go, but how many weapons an individual tank can possess. Weapons weighed down a tank and made it slower, in effect a tank with a total of five engine power and three weapons would travel the same speed as a tank with a total engine power of two and no weapons. The weapons automatically shoots at enemies within its range. You can place as many weapons in a tank as it had engine power, and can not exceed a fixed height limit. You can also order tanks to attack a specific tank or area of terrain. There are over sixty weapons in-game throughout the five time periods. Finally, the radar only comes in one variety, and is needed to make the tank function. In the game, there are power-ups, collected both by being made by the Part-O-Matic and unlocked by buttons requiring a certain experience level of the tank that touches it. These buttons may also unlock certain areas or parts necessary to winning the game. Furthermore, there are boulders, movable by crane, which can be )1 Used as Part-O-Matic resource, )2 Used to attack enemies, )3 Used as walls from enemy tanks, or )4 Used to crush black sheep. Terrain There are four main types of terrain: Ground, which can be crossed by any track and can be composed of stone, grass, dirt, etc., and Snow, Desert, and Water, only crossable by their counterpart tracks. In addition, there are quicksand, which sinks tanks' tracks and any dropped objects, mud puddles, which cause tank tracks to get muddy and slow down until cleaned, lava, which burns anything that touches it until put out by water or waiting, acid, which hurts anything that touches it until taken off, and green-goo, which rests sheep and cleans off parts. Combat In combat, each part has its own health. If the health reaches zero, the part will fly off the tank, destroyed. If the tracks are destroyed, all but one engine will fall off and the tank will become immobile. If an engine is destroyed, and the remaining engines can't support the number of weapons being used, weapons will fall off until the number of weapons matches the total engine power. If the radar is destroyed or the final engine is lost, the tank will cease to function, and lose all of its experience. The tank, unless ordered otherwise, will attack the closest enemy in range of its farthest weapon. If the tank is ordered to attack a specific enemy that is out of range of some weapons, the others will attack the closest enemy within range. Enemies will obey the same rules, except when attacking the Part-O-Matic. The destination of all enemies spawned after the start of the game is your Part-O-Matic. When attacking the Part-O-Matic, enemies will ignore their surroundings. Enemies spawn at receiver points and move to your Part-O-Matic. Objectives Your main objective in campaign mode is to eliminate all enemy spawn points by first unlocking them by pressing buttons with certain level requirements, and then attacking the now exposed vulnerable center. Once all spawn points have been destroyed, all remaining tanks including those guarding points of interest will move in to attack. Once all enemy tanks have been destroyed, you will win and complete the level. If your Part-O-Matic is destroyed, you have lost. However, in the last level of each of the four worlds, your objective is to capture a transmitter from the enemy "Evil Black Tanks" that guard them, and return it to your base. In these levels, there are no enemy spawn points to destroy.

Real Time Strategy (RTS)Strategy
Fallout: Brotherhood of Steel 2

Fallout: Brotherhood of Steel 2

Interplay Entertainment

Fallout: Brotherhood of Steel 2 was the canceled sequel to Fallout: Brotherhood of Steel and was in development by Interplay Entertainment who would self-publish it if it were ever made. The development of the game started before the completion of the original and its development caused the cancellation of Black Isle Studio's Fallout 3. Like Fallout 3, the game was near completion when it was canceled. Like its predecessor, the game would have used the Dark Alliance Engine. It was targeted for a Christmas 2004 release date. Like other Fallout games, the game would have used a reputation system, only simpler. The game would have featured fourteen new weapons and ten new enemies. Depending on whether the player is good or evil, the game would have played out differently. Each of the four characters that were playable would have had a different fighting style, therefore each time the player played the game, they would have a different experience. It would have had two player co-op action for players to experience the game with their friends. The Dark Alliance Engine would have been fleshed out and player experience would have been refined. A brand new sneak system would have been added to the game. This system would have allowed players to stealthily follow enemies or use a sniper rifle on them. For characters that could not use the sniper rifle, Interplay added a turret mode allowing those characters to use turrets.

Hack and slash/Beat 'em upRole-playing (RPG)
Earthworm Jim 1 & 2: The Whole Can 'O Worms

Earthworm Jim 1 & 2: The Whole Can 'O Worms

Shiny Entertainment, Virgin Interactive Entertainment, Interplay Entertainment, Takara, Activision

The bundle contains the two 2D-Shoot-and-runs featuring Earthworm Jim in his space suit. It has been release for Windows and Linux. A 25th anniversary Edition, limited to 2000 copies, has been released for SNES. Jim wasn't always a studly super-worm. He was once just a spineless, dirt-eater with no real mission in his life... But then something unexpected happened. The evil Psy-Crow was transporting a super suit, built by the genius Professor Monkey-For-A-Head, to Queen Pulsating, Bloated, Festering, Sweaty, Pus-Filled, Malformed, Slug-For-A-Butt, but along the way it was stolen by a rebel. Although Psy-Crow killed the rebel, the suit fell down to Earth, landing on an Earth Worm. That cosmic twist of fate placed Jim in control of an ultra-high-tech-indestructible-super-space-cyber-suit. Anyway, Earthworm Jim found out that Princess What's-Her-Name had been captured and set out to save her. Meanwhile, there's a bounty on Jimmy and plenty of people are in line to take Queen Slug-For-A-Butt up on her offer. Now Jim must make it to the princess and stay clear of Psy-Crow, the intergalactic bounty hunter, until the final battle with Queen Slug-For-A-Butt. To accomplish this, you'll have to use every weapon and ability at your disposal to wriggle your way through dozens of original and just plain weird levels. Diverse levels and gameplay modes that provide an unmatched platforming experience Great music and amusing sound effects Loads of good humor and fun, often bordering on the disturbing

AdventurePlatformShooter
Earthworm Jim PSP

Earthworm Jim PSP

Shiny Entertainment, Interplay Entertainment, Atari

Earthworm Jim PSP was first announced at E3 2006 by Atari, which had obtained the rights to produce an Earthworm Jim game for a handheld console, and a deal with Sony had been made. Atari announced that Earthworm Jim PSP would be a 2D sidescrolling platformer with elements of a run and gun, similar to the first two games, but now with 3D computer graphics. It would feature characters seen earlier in the franchise, including Queen Slug-for-a-Butt as an enemy, Peter Puppy as an ally, and Princess What's-Her-Name as a love interest for Jim. Billy the Bin would also make a reappearance as one of the bosses. By August 2006, Earthworm Jim PSP was reportedly at 80% complete, and more complete gameplay was shown in Las Vegas. Many video game journalists had hands-on playable builds of the game, such as GameSpot, GamesRadar, and IGN. Earthworm Jim PSP was initially scheduled for a late 2006 release, but this was pushed back to early 2007. When the time came around, the release was extended again to mid-year 2007. This caused concern for expectant fans, since the game had already been delayed once already. In response to this fan concern, Andrew Yoon of PSP Fanboy contacted Alissa Bell from Atari, who confirmed the game had been shelved, commenting: "I believe EWJ PSP is off the roster. May be revisited in the future, but the title is, as I hear it, on hold." Fans were generally excited about the Earthworm Jim revival, which makes it surprising why Atari would stall the project. The complicated transfer of Shiny Entertainment from Interplay to Foundation 9, and merging with The Collective to form Double Helix, may have been a contributing factor in the decision to cancel the game. According to Dave Perry, it was due to both Atari and Interplay's financial difficulties, and a row over royalties between Shiny, Interplay, and Atari.

AdventurePlatform
Giants: Citizen Kabuto

Giants: Citizen Kabuto

Digital Mayhem, Interplay Entertainment

Before man climbed down from the trees to shop in megastores and drink cappuccino, before the Earth wadded itself into a cool blue ball, before the Moon even existed, there was the Island. The Island, a massive fragment of a long-lost planet, hurtling blindly through space. Upon the surface of this paradise wanders the giant, Kabuto. Little does Kabuto know that the Island was home to others before him. In the oceans, there dwells a matriarchal race called the Sea Reapers. In their pride, they created Kabuto, as a defense against intruders. But Kabuto became conscious of himself, his loneliness, his pain - and he went berserk. Space castaways, the Meccs piloted their ship through space, looking for their missing friends. If you haven’t guessed already, they ended up on the Island. Faced with yet another unscheduled layover while on their way to Planet Majorca, the Meccs decide to make the best of their temporary home. Just their luck - the natives are already embroiled in their own little war, and the Mecc visitors are most unwelcome! Meccaryns... Sea Reapers... Kabuto... One island isn’t big enough for the three of them.

AdventureReal Time Strategy (RTS)Role-playing (RPG)Shooter
Disruptor

Disruptor

Insomniac Games, Interplay Entertainment, Universal Interactive Studios

As a soldier in the world-renowned LightStormer Corps., your main objective is to clean up the universe...but it's getting pretty hairy out there! Mutated humans, space marines and aliens have decimated scientific research parties on Mars, threatened Earth and infiltrated various space stations -- the LightStormer Corps. aren't taking this situation lightly. The government has a top-secret plan: Psionic power. Implanted into your brain, these psychic powers significantly enhance your mental abilities; you can mentally heal yourself, drain energy, shock deadly organisms and blast a group of baddies to smithereens! Use these powers in moderation, however -- they consume vital Psionic points. As a first-person shooter, Disruptor has you blasting your way through a series of dangerous missions on varying planets. With 13 levels in all, you'll run the gauntlet at the LightStormer Academy, destroy a chemical wasteland, infiltrate and retake an important space station on Jupiter, and save Earth from 20 types of deadly mutant freakazoids. Mutants include possessed troops, slimy aliens, jellyfish creatures, genetically altered humans and a group of drones and droids.

Shooter
Baldur's Gate: Dark Alliance II

Baldur's Gate: Dark Alliance II

Black Isle Studios, Interplay Entertainment

Using the 3rd Edition Dungeons & Dragons rules set, Baldur's Gate: Dark Alliance II features four new acts of hack-and-slash combat and powerful spell casting. Even more monster types will engage in real-time battles using the same overhead perspective as witnessed in the original game. Each selected character can parlay the experience gained from combat into acquiring new feats and enhanced abilities over time. To help in battle, a new item creation system lets players craft magical weapons and armor using raw materials found during their travels. As before, two heroes can join the adventure in cooperative play on the same screen, with each character differing in the types of feats and powers under his or her command. Equipment can be found or purchased from local merchants using the gold looted from felled creatures or received as payment for quests. Baldur's Gate: Dark Alliance II also features a number of hidden areas, secret characters, and literally hundreds of items to find and use, including potions, scrolls, and wands. In addition, the game features a new branching storyline that offers players a choice where to go next for fortune and honor.

AdventureHack and slash/Beat 'em upRole-playing (RPG)
Dungeon Master II: The Legend of Skullkeep

Dungeon Master II: The Legend of Skullkeep

FTL Games, Interplay Entertainment, JVC Musical Industries, Victor Entertainment

Dungeon Master established several new standards for role playing and computer games in general. Dungeon Master was a realtime game instead of the traditional turn-based approach that was prevalent until then. Instead of using text-based commands to interact with the environment, players directly manipulated objects and the environment by clicking the mouse in the enlarged first-person view. Abstract Dungeons and Dragons style experience points and levels were eschewed in favor of a system where the characters' skills were improved directly via using them. It also introduced some novel control methods including the spell casting system, which involved learning sequences of runes which represented the form and function of a spell's effect. For example, a fireball spell was created by mixing the fire symbol with the wing symbol. This kind of attention to detail and focus on the user interface was typical of the game and helped create an often captivating sense of craft and ingenuity. Other factors in immersiveness were the then-revolutionary use of sound effects to indicate when a creature was nearby, and (primitive) dynamic lighting.

PuzzleRole-playing (RPG)
Norse by Norse West: The Return of the Lost Vikings

Norse by Norse West: The Return of the Lost Vikings

Beam Software, Interplay Entertainment

Lost Vikings 2 is a side-scrolling platform adventure in which the player alternates control of three of the five playable characters, guiding each of them one at a time from a designated start point in each level to the exit, collecting three specific items along the way. The game predetermines which characters are available in any specific level.[7] Control may be swapped from character to character at any point. In the two-player cooperative mode, each player simultaneously controls one character and is allowed to change control to the third, unused character at any point. Every level is designed such that each character must contribute his unique skills to help the other two through to the end. Similarly, to finish the level, all three characters must reach the exit point with the three items in possession.

PlatformStrategy
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