
| Tank Busters | - Collect It | ||
|---|---|---|---|
| First-Person Shoot-em-up | Design Design | CPC | 1985 |
One of the original 3D games, Tank Busters takes place on a flat plane populated with wireframe objects. A jagged line in the distance represents a mountain range, with the occasional volcanic eruption. You pilot a tank, and your task is to destroy all of the blue blocks without getting destroyed by any of the enemy tanks. To help you, your cannon is quite effective and a radar display alerts you to any nearby threat. | |||
| Tau Ceti | - Collect It | ||
| Space | CRL | CPC | 1986 |
The vast deserted planet of Tau Ceti is overrun with renegade robots, and it is up to you to help rebuild it to its former glory. To do this, you must find the nuclear rods and shut down the system's power, deactivating the robots on its surface. You traverse the numerous cities in your craft, with your view shown from the cockpit. Cities are filled with buildings and docks, and more importantly dangerous robots and defense systems. Travel between cities is handled via hyperspace-style jump pads. | |||
| Teenage Mutant Hero Turtles | - Collect It | ||
| Platform | Imageworks | CPC | 1990 |
April and Splinter have been kidnapped by Shredder and the Foot Clan, and it is up to the Hero Turtles to save the day. Most of the game is spent in a simple side-viewed platform arena, filled with monsters and members of the Foot Clan. The rest is spent on an overhead map, exploring the city, or occasionally racing against the clock to defuse a bomb in an underwater maze. You play one of the four turtles at a time, but their fighting styles are identical so it really amounts to having four lives. One area which does disappoint is the sound - the same noise is repeated over again whenever anything happens. | |||
| Tetris DS | - Collect It | ||
| Puzzle | Nintendo | DS | 2006 |
The classic block-stacking puzzler ported over to the DS and given a Nintendo makeover. The main game remains the same&emdash;manipulate falling tetrominoes in order to form lines which then disappear&emdash; but with Nintendo-themed music and scenes from various games playing on the top screen. Additional modes include the Zelda-themed Challenge where mini-missions are assigned during play (e.g. clear three lines, only use T-blocks), Metroid-based Catch in which blocks must be caught by a moving playing field, and puzzles based on moving towers of pieces and clearing the screen with a set number of moves. There is also an additional two player variation in which one player's blocks fall while the other's rise with the playing field in the middle. | |||
| See: Tetris DS | |||
| Theme Park Inc. | - Collect It | ||
| Management | Bullfrog | PC | 2000 |
Mr. Maybury, the president of Theme Park Inc., seems to think that you are good enough to take over the company and has promoted you to Assistant Manager. You'll need to prove yourself, of course. Starting with just a tiny patch of land and a little money in the bank, you must scale the heights to eventually own 51% of the company shares and become president. So as designer you must build and manage not one, but three successful amusement parks in the classic Theme Park style. This involves watching over your patch of land, now presented as a fully 3D world, and providing for the punters that wander therein. Shops and stalls, and of course rollercoasters, will help attract their attention and wallets, so make sure you have a varied selection. Extra challenges are presented by company members or by the landscape of the park itself, and completion nets you either shares or "gold tickets" that can be used to open up areas of the park. When it all gets too much for you, unwind by visiting the park yourself, exploring from the the view of a punter and riding the rides for real. | |||
| Thief: Deadly Shadows | - Collect It | ||
| Third-person Sneak-em-up | Ion Storm | PC | 2004 |
Or Thief 3, by another name. With the Trickster defeated and the maniacal Mechanist faction stopped, order has once again settled upon the city. But the Keepers still won't let master thief Garret rest, with rumours that the delicate balance is about to be upset, and that the Keepers themselves may be in the firing line this time. And so Garret finds himself drawn yet again from the simple life of breaking and entering and thrust into increasingly dangerous situations over a series of linear missions. The action itself remains largely unchanged, with stealthily sneaking between shadows, blackjacking guards, and pocketing anything shiny being the order of the day. New to the series is a more accurate world in which everything casts a shadow - including Garret himself, and enemies are just as alert to it. A third-person viewpoint compensates for this extra level of difficulty. Also new is the City hub which links all of the missions together, in which loot must be pawned and equipment purchased, or little side-quests found. Here, friendly actions may result in the Pagans or even the Hammers accepting Garret as an ally. Extra equipment (such as the oil flask) and a revamped lockpicking system provide extra finishing touches. | |||
| See: Thief: Deadly Shadows, Thief II: The Metal Age, Thief: The Dark Project | |||
| Thief Gold | - Collect It | ||
| First Person Sneak-em-up | Looking Glass | PC | 1999 |
The Gold edition of Thief: The Dark Project features three new, and much tougher missions for sneaky types to get their teeth into. The new missions are placed within the original structure, with one being a cash run and two of them bringing the medallion quests up to four, one per element. Also included is a "blooper" mission and other goodies downloadable from the internet. | |||
| See: Thief: The Dark Project | |||
| Thief II: The Metal Age | - Collect It | ||
| First-Person Sneak-em-up | Looking Glass | PC | 2000 |
Garret returns in this sequel which sees him sneaking around, robbing from the rich and knocking out the guards in a collection of new missions and environments. Time has passed since the original, and the Metal Age is now upon him. The Hammers have given way to the Mechanists, and a mix of magic and machinery is the new world order. The missions, much larger than the prequel's, are full of fairly modern factories and buildings, and are now watched over by security cameras as well as the usual guards. To overcome the new risks, Garret's armory includes flares, invisibility potions, and scouting orbs which let him see around corners using his mechanical eye. | |||
| See: Thief: Deadly Shadows, Thief II: The Metal Age, Thief: The Dark Project | |||
| Thief: The Dark Project | - Collect It | ||
| First Person Sneak-em-up | Looking Glass | PC | 1998 |
Garret is a thief by nature, making his living by stealing goods from the wealthy and selling them on to his fence, Cutty. His world is a dark and medieval one, with patrolling watchmen providing security (or so they think) and the fanatic religious organisation, the Hammers, keeping the peace with the sword of righteousness. Change is in the air, though, and the Pagan forces are planning an uprising. The mysterious observers, the Keepers, wish to maintain the balance, and wish to use ex-member Garret to do so. Each mission sees him being set a goal, usually an item to steal, and it is up to him to work out how to do it. Shadows must be lurked in and footsteps kept quiet; the Dark Engine renders him almost invisible in subdued light and guards are ever vigilent to sound. Garret can carry a variety of arms to help him: a blackjack to the head can knock out an unwary guard, and there is always the trusty sword or bow. He is a thief, not a warrior, however, and will almost always fall when it comes to combat. Best to sneak tactically then, quenching torches with water arrows and softening noisy floors with moss. | |||
| See: Thief: Deadly Shadows, Thief Gold, Thief II: The Metal Age, Thief: The Dark Project | |||
| Thomas the Tank Engine | - Collect It | ||
| Avoid-em-up | Alternative | CPC | 1990 |
Thomas has to perform a number of deliveries which can be selected in any order. Each one consists of finding a carriage, coupling to it, and taking it to a station elsewhere on the level. All of this must be performed before sundown. The levels are a series of split-screen sections, viewed from the side, with junctioned tracks leading from left to right. To make his life difficult, the tracks are sometimes blocked with fallen trees or rocks, and he will occasionally meet oncoming traffic. Unfortunately, the split-screen setting means that hazards can spring on you before you have a chance to react. | |||

