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Publisher: Jaleco
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Cyberball

Cyberball

Atari Games, Jaleco, Sega Enterprises, Ltd., Tec Toy, Domark Software

Cyberball is an Atari Games arcade game of 7-man American football, using robotic avatars of different speeds, sizes, and skill sets. The game replaced the standard downs system with an explosive ball that progresses from "cool" to "warm", "hot", and "critical" status as it is used. Players can only defuse the ball, resetting it from its current state back to "cool" by crossing the 50 yard line or by change of possession, whether through touchdown, interception or fumble. A robot holding a critical ball while being tackled is destroyed along with the ball. The robots also possess finite durability. As offensive units are tackled, they wear down, finally issuing smoke and then flames after a number of hits. A flaming robot will explode when hit, thereby fumbling the ball. Players can upgrade robots with faster and more durable units using money bonuses they earn during play.

SportStrategy
Utopia: The Creation of a Nation

Utopia: The Creation of a Nation

Gremlin Graphics Software Ltd., Celestial Software, Gremlin Interactive, GBH Gold, Konami, Jaleco, Epic/Sony Records, GameTek, Inc.

Utopia takes the Sim City gameplay concept and adds a military element to it. The game is set in the distant future, where your job is nothing less than Colony Administrator for a new settlement on some far-flung planet. Your aim is to provide the highest Quality of Life rating for the colonists. You do so by ensuring that there is enough life support, power, housing, employment, police and entertainment to keep the citizens of your colony happy. Hindering your goal are random events such as solar eclipses (which can render your solar panels inactive) and also a different, hostile alien race that inhabits the planets in the many scenarios at offer. Not only do you have to be a good mayor but you also have to be a good general. Resources must not only be attributed to civilian research but into weapons research, intelligence and the building of tanks and spaceships, if you wish to survive long enough to see your colony flourish into a metropolis. As a rule, you will have built a strong colony before the aliens come, but the final push towards a QOL of 80% or higher can only be achieved once there is no outside threat.

SimulatorStrategy
Rod-Land

Rod-Land

Sales Curve Interactive, Jaleco, Storm

The player(s) control one or two fairies called Tam and Rit armed with a magic wand (rod). Following the concept of Taito's Bubble Bobble, the rod doesn't kill the monsters directly, but only leaves them immobilized, crying. To kill them, the rod can grasp them in a magic force-field and the player can smash them down over her head until they disappear and leave a power-up behind. Each level is only one small screen composed of monsters, platforms, ladders and, later, tunnels. Unlike other games of the genre, the players can never jump, but have to use ladders. They can conjure one custom ladder above or below them in order to go to the appropriate platform. There can be only one such 'custom' ladder; therefore if the fairy summons it again, it will disappear from its previous position in order to appear again next to the fairy. This can be beneficial for the player, if a monster is climbing that ladder to approach her. The fairies' quest is to rescue their mother, trapped in a tower. In the sequel (part of the original arcade machine) they must venture into a pyramid, to stop an evil demon that is building a mobile fortress. The spirit of their departed father "guides" them at a couple of points. The ending implies that the demon in the pyramid was somehow responsible for their father's death.

Platform
Get Mushi Club: Minna no Konchuu Daizukan

Get Mushi Club: Minna no Konchuu Daizukan

Jaleco

Get Mushi Club: Minna no Konchuu Daizukan is an adventure game for Game Boy Color, released by Jaleco on 1999. A game for collecting insects in which the main character is brought to another world by a fairy and ends up catching 200 different insects in order to return to the original world. Use a magnifying glass to search the map or the destination screen to catch insects. Insects live in different places depending on the species, and the insects that appear are real. Time passes all the time during a game, and for every second that passes, one minute of in-game time passes. The day in the game also starts at 7:00 AM and ends at 9:00 PM, so there are 14 hours of activity per day. Each day in the game changes over time, which can change the insects you catch. Other in-game times can be advanced by fiddling with the clock on the screen. Insects collected during the game may be viewed from the game title or from an illustrated book during the game. The total number of insects featured is 310, and sampling 200 of these insects is the ending. The collected insects can also be exchanged with other players via a link cable. At the beginning of the game, players are told that they have to catch 200 different insects in 30 days, but even after 30 days, no penalty such as game over is imposed. The game cartridge is a vibrating cartridge equipped with a vibration function, and by setting AAA batteries in the cartridge, it will vibrate when an insect is caught, etc. Also included in the game software was an appendix 昆虫図鑑ミニブック( Insect Pictorial Book Minibook), which contained information on insects appearing in the game.

Adventure
Blueprint

Blueprint

Zilec Electronics, Ashby Computers and Graphics Ltd., Bally Midway, CBS Electronics, Jaleco, Commodore Electronics Ltd.

As in the arcade game of the same name, Blueprint gives you, as J.J., three chances to save the damsel in distress from a menacing creature chasing her across the top of the screen. Navigate J.J. through a maze of houses, which contain either a piece of the Rube-Goldberg-esque monster-fighting contraption whose blueprint lies at the bottom of the screen, or a bomb which must be disposed of in short order. Pressing the button will make J.J. run faster, but like so many who spend a lot of time sitting at the Atari 2600, he has a limited amount of "Fast run time" (as indicated by a handy bar graph). Smaller but still pesky monsters also pop out of the bomb disposal pit and try to prematurely start the machine (which shakes it to bits). Once that occurs, those monsters must be lured back to their pit, and the machine must be reassembled. Build the machine in time, and you can blast the creature who's chasing your girlfriend. The Atari 2600 edition simplifies the graphics drastically (though the most elaborate part of the playing field -- the blueprint itself -- is more or less intact), and drops the sound effects back to bare minimum (so much for the game's catchy little jazzy background tunes). There are no control issues, however, and the end result is still quite colorful and a lot of fun.

ArcadePuzzle
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