Waiting room
Next game
Press Start, or flip Game Reset. Empty seats play as CPU.
Esc for the console
Waiting room
Press Start, or flip Game Reset. Empty seats play as CPU.
Click a player in the console to switch between human and CPU. Gamepad 1 drives P1, gamepad 2 drives P2, and so on.
Everyone in the Activity shares one console, and the host (whoever has been in the longest) works it; everyone has their own joystick, power switch and volume. Between games you're all in the waiting room: the first five people get seats in the order they joined, the host presses Start (or Game Reset), and the CPU plays the empty seats. If you join during a game you watch and play in the next one. When a game ends it stays on the screen so everyone can see the scores, until the host plays again or goes to the menu.
Hold fire to keep shooting. A hit scores a point and sends the target spinning; with 3 or more players, everyone else keeps fighting. Difficulty A shortens P1's or P2's missile range and slows their plane.
Burwors, then Garwors and Thorwors, which vanish until they line up with you. Clear them and the Worluk comes out; shoot it before it reaches a door for double points in the next dungeon, and the Wizard of Wor may appear. Worriors can shoot each other. Each player starts in their own cage: one, two or three at the bottom and, with four or five players, two in the top corners.
Robots walk into walls, each other and their own shots. Clear a room for a bonus. Stay too long and Evil Otto bounces in after you. With 2 to 5 players everyone is in the room at once, each in their own colour; the room changes once everyone has left it or been caught. CPU men stay until the robots are gone, and the game ends when the last person's men are gone.
With 1 or 2 players it's the cartridge's own game: your joystick has whichever of your skaters is nearer the puck, and one player plays the Activision computer. With 3, the first player has the blue team that way and the other two a yellow skater each. With 4, everyone has their own skater, marked by an arrow in their colour.
With 5 there are line changes: four on the ice, one on the bench. After every goal, and after 36 seconds without one, the bench player comes on for whoever has been out longest, taking over that skater (and team). Each player's +/- counts the goals for and against their team while they were on the ice.
A remake of the Master System game's missions (the street, the factory, the forest, the hideout) on the cartridge's own graphics. They run one after another, or pick one to start at. Up to 4 fighters at once, each a Billy in their own colours; a 5th player waits on the bench and jumps in when a fighter goes down for good, and the one who went down sits out until somebody else does. Each screen's gang grows with every fighter, and they're tougher than on the cartridge. Clear a screen and GO points on to the next; a boss waits at the end of every mission (Abobo, the green Abobo, and at the very end Machine Gun Willy, who shoots along his line of the street: step off it or get in close), and clearing one is worth a life.
Bowlers take turns a frame each, and only whoever's turn it is can bowl. With 1 or 2 it's the cartridge's own game; with 3 to 5 the bowler wears the colour of whoever is up, and a strip under the lane shows everyone's score and frames (the bar marks who's bowling). Difficulty A makes the pins scatter a little at random.
Five balls each. Breakout clears the wall; Double plays two balls at once with two paddles; Cavity frees the balls caught in the wall; Progressive's wall keeps coming down at you; Easy Breakout's paddle never shrinks and its ball stays slower. With 2 players you take turns a ball each, except Progressive, which the cartridge only has for one.
Large rocks score 20, medium 50, small 100; the large UFO 200 and the small one 1,000. Four ships to start, and an extra ship as often as the game says. With 1 player it's the cartridge's own game; it draws the rocks and the ship on alternate frames, and the TV shows each frame with the one before, as a picture tube's afterglow does. With 2 to 5 every ship is in the field at once, each in its own colour, and the field is 1.25 times the size. The rocks, UFOs, speeds and scoring are the cartridge's; shots don't hit other ships.
Fill all five homes to clear a level; the levels get busier, with diving turtles, a snake on the median, crocodiles and an otter. A fly in a home is worth more, a crocodile in one is fatal, a lady frog riding a log is worth more taken home, and the bar at the bottom is the frog's time.
Games 1, 3 and 5 with 2 to 5 players: you take turns, each with your own game. Your turn lasts until your frog is lost or you clear a level, then the next player carries on with theirs. Whoever is up has the stick; a game that's over is skipped. It's the cartridge's own game every turn.
Games 7, 8 and 9 (the same three games) with 2 to 5 players: every frog is out at once, each on its own stick and in its own colour, and frogs pass through each other. The bank has three homes for each player (6 to 15) and the screen is as much wider as they need. Any frog can fill any home, and every home filled starts everyone's clock again; when they're all full, everyone starts the next level from the kerb. Each frog has its own score (with your Discord photo beside it), frogs left and clock (along the bottom, in its colour); a lost frog comes back after a moment while it has frogs left, and the game is over when nobody has.
Bring the baby frogs home on every screen to clear a level. With 2 to 5 players you take turns, each with your own game: your turn lasts until your frog is lost or you clear a level, then the next player carries on with theirs. Whoever is up has the stick; a game that's over is skipped. It's the cartridge's own game every turn.
Each game runs 2 minutes 16 seconds, and the score flashes in the last 16.
Select steps through 1 to 5 Worriors and starts that game straight away.
Reset starts the mission picked in the game picker (Mission 1 to begin with). Players sets how many fight (5: four at a time and one on the bench). The System button in the top bar switches consoles.
Select steps through curve, steerable and straight balls; Reset starts a game. Players sets how many bowl.
Select steps through the cartridge's 33 one-player games (hyperspace, shields, flip or no feature; slow or fast rocks; how often an extra ship comes; and the children's game, whose rocks don't break up); Reset starts. Players sets how many ships.
Select steps through the six games: the cartridge's three one-player games (Frogger, Frogger starting at level 3, and Speedy Frogger), taking turns, then the same three with everyone at once; Reset starts it over for everyone. Players sets how many play.
One game: Reset starts it over for everyone (after the cartridge's tune). Players sets how many take turns.
Select steps through Breakout, Double, Cavity, Progressive and Easy Breakout; Reset starts a game, then click to serve. Players sets 1 or 2.
Select switches between regular and high-speed action (where the puck doesn't slow down); Reset starts a 3-minute game. Players sets how many play.
Select steps through the cartridge's 12 games (shooting robots, Evil Otto, extra men); Reset or fire starts it. Players sets how many men.
Click the cartridge slot to swap cartridges. Gamepad Start is Reset and Back is Select.
Terms of Service · Privacy Policy · A fan recreation, not affiliated with or endorsed by Atari, Activision, CBS, Midway, Stern, Sega or Technos.