
| Panic Dizzy | - Collect It | ||
|---|---|---|---|
| Arcade | Codemasters | CPC | 1991 |
Dizzy is faced with a collection of tubes, from which fall random shapes. His task is to move the conveyor belt at the bottom of the screen left and right to let the right shapes through the right holes. The tubes get progressively lower, and any mistakes are rewarded with them dropping further. Later levels introduce more shapes, but the gameplay remains the same throughout. | |||
| See: Bubble Dizzy, Crystal Kingdom Dizzy, Dizzy, Dizzy Down the Rapids, Dizzy: Prince of the Yolkfolk, Fantasy World Dizzy, Fast Food, Kwik Snax, Magic Land Dizzy, Panic Dizzy, Spellbound Dizzy, Treasure Island Dizzy | |||
| Paperboy | - Collect It | ||
| Arcade | Elite | CPC | 1986 |
You play a paperboy, riding along an ever-scrolling suburban street, delivering newspapers to the houses thereon. Points are rewarded for accurately throwing your deliveries into mailboxes, and people will start cancelling their subscriptions if you miss them too often or break too many windows. Fresh newspapers can be collected en-route to replenish your supply. On top of your deliveries, care must be taken to avoid the cars, dogs, gates, and soapbox derby racers that plague the streets. At the end of each street is a stunt track where your spare papers can be thrown at targets to rack up bonus points. | |||
| Phoenix Wright: Ace Attorney | - Collect It | ||
| Adventure | Capcom | DS | 2005 |
One part point-and-click, and one part courtroom drama, starring Phoenix Wright as an up-and-coming attorney defending those wrongly accused of murder. Each of the five cases, many of which span multiple days, is divided into two sections. First, Phoenix must investigate the scene of the crime and talk to witnesses to gather clues and evidence. Then, in court, it is Phoenix's job to listen to and review testimonies. Problematic points are to be pushed on until - OBJECTION! - the witness makes a statement which contradicts something in the court records. This results in more investigations and more testimonies until the truth is finally revealed. | |||
| Phoenix Wright: Ace Attorney Justice for All | - Collect It | ||
| Adventure | Capcom | DS | 2006 |
The saga continues with four new and more complex cases for Phoenix Wright (ace attorney) to turnabout. Play is structured in the same fashion as the prequel, but with the boundaries slightly blurred. Faced with a murder trial, Phoenix explores point-and-click locations to gather evidence and interview witnesses then heads to court to reveal holes in their testimony. Trials typically take place over a number of days as new information revealed in court results in more factfinding excursions. New is the "psyche-lock" system whereby key information is kept closely guarded by witnesses, and they must be probed with a perfect series of questions and evidence in order to reveal the truth. | |||
| Planescape: Torment | A Collect It | ||
| RPG | Black Isle | PC | 1999 |
Welcome to Sigil, the City of Doors and gateway to the mysterious planes. This is a multiverse in which nothing is quite as it seems; the dead walk the streets, portals in alleyways offer travel between worlds, and the very land itself can be shaped by the belief of its inhabitants. You awaken on a mortuary slab, surrounded by the animated dead working on the still. You have no recollection of how you got here, but your scars reveal that - until recently - you were dead. And that this isn't the first time it has happened. Planescape: Torment challenges you to find out how you became immortal, and why. It's a dark world full of decay and uncertainty, and the planes you explore range from dead to worse. Using the Bioware Infinity (Baldur's Gate) engine, you explore the locations in 2D, chatting to NPCs and beating seven shades out of those that don't talk back. Combat and experience is handled by Advanced Dungeons & Dragons rules, but the real emphasis is on conversation. You are free to tackle the world as you wish, recruiting from a small collection of possible allies and exerting your influence. Your actions and reactions determine (to some extent) the storyline, and there are at least four ways to get to the ending. | |||
| Postman Pat 2 | - Collect It | ||
| Adventure | Alternative | CPC | 1989 |
Your task, as the titular Pat, is to deliver the mail to the people of Greendale. Unfortunately, your van has broken down and you have to do it on foot. This is done by wandering around a grey set of side-viewed streets, using your map for guidance. To make your life difficult, the game will end if Pat runs out of that life-giving substance, tea. His stock slowly drains, but it can be replenished by doing tasks for the folk in the village. | |||
| Practical Intelligence Quotient | - Collect It | ||
| Puzzle | Now Production | PSP | 2005 |
A series of 3D physical puzzles await to test your Practical Intelligence Quotient by challenging you to find your way to the exit of the room. In the way are logic tests such as carrying blocks to build a staircase or analysing the motion of conveyor belts to find a path through a maze. More direct obstacles include patrolling guards and laser grid walls. | |||
| Prince of Persia: The Sands of Time | A Collect It | ||
| Action Adventure | Ubisoft | PC | 2003 |
During an assault on an enemy's palace, the young prince of Persia, keen to earn the respect of the king, liberates a dagger from the palace vaults. In doing so, he inadvertently releases the terrible sands of time. The primordial sands spread throughout the land, corrupting everything they touch and turning the inhabitants into unliving monsters. The prince is one of the few unaffected, and he begins his quest to put an end to the situation. Also left alive are a fearless princess and a crazed vizier, both after the dagger for their own reasons. As the prince, it is your task to return the dagger to its rightful place and hopefully stop the spread of the evil sands. Travel through the haze-laden palace is hindered by half-destroyed scenery, pressure-activated spikes, and wall-mounted circular saws. Acrobatic leaping and diving is the only way to proceed, along with more unusual moves like the prince's signature wall-run. Such fancy footwork also comes in handy for defeating the waves of sand-touched monsters which attack in packs. Key to progress is the Dagger of Time, allowing the prince to freeze opponents in their place, preview events yet to come, or even roll back time to undo that fatal fall. | |||
| Project IGI | - Collect It | ||
| First Person Strategic Shooter | Innerloop | PC | 2000 |
Somewhere in Estonia is one Josef Priboi, a mysterious stranger who has just contacted the Pentagon with top-secret information regarding a stolen nuclear device. He must be found and taken out of the country for interrogation. The man for the job is David Llewelyn Jones, an ex-SAS soldier and now intelligence agent for the west. Project IGI features a series of large missions deep in hostile territory, while you take control of the lone agent Jones. Missions start with a detailed breifing outlining your objectives, and then you are thrown in with a limited arsenal and no save ability. Realism is the name of the game, with bullets ricocheting through wood and off metal, and Jones will only take a little punishment before going MIA. His field PDA can be called on to provide real-time satellite views of the terrain, and night vision goggles and binoculars employed to plan attacks before sneaking up on the watchman, knifing him in the ribs, and stealing his rifle. | |||
| Project Zero | - Collect It | ||
| Survival Horror | Tecmo | PS2, Xbox | 2001 |
The author Junsei Takamine and his party have mysteriously disappeared while researching their latest book at Himuro Mansion, a desolate building considered haunted by the locals. Enter young Mafuyu Hinasaki, a boy with the ability to "see things other people cannot see." Using an ancient camera that can steal the souls of ghosts, he ventures into the creaky mansion in search of his mentor... but also disappears. His sister Miku, also psychically gifted, follows him to the mansion to rescue him and solve the Himuro mystery. You lead Miku around the creepy mansion, illuminating the foreboding scenery with just a small torch. The third person camera switches to first person when she wishes to take a photo with her magical camera. This device is her only defence against the spooks, with each snapshot damaging them based on the length of time she held them in the viewfinder. The more pictures she takes, the more "spirit points" she gains, which can be used to upgrade the camera's abilities. However, she must be careful not to run out of film! Between sightings, she must solve object-based puzzles to access more and more of the mansion, and to discover the gruesome history behind the Himuro family. | |||
| See: Project Zero II: Crimson Butterfly | |||

