This is a list of VIC-20 games. See lists of video games for other gaming platforms. A section at the bottom contains games written by hobbyists long after the mainstream popularity of the VIC-20 waned. Many of these are unlicensed clones of arcade games or games from other systems.
There are 400 commercial and 26 hobbyist-developed games on this list.
The Arcadia 2001 is a second-generation 8-bit home video game console released by Emerson Radio in May 1982 for a price of US$ 99, several months before the release of ColecoVision. It was discontinued only 18 months later, with a total of 35 games having been released. Emerson licensed the Arcadia 2001 to Bandai, which released it in Japan. Over 30 Arcadia 2001 clones exist despite the system was a commercial failure.
HAL Laboratory, Inc., formerly shortened as HALKEN, is a Japanese video game developer founded on February 21, 1980, in Chiyoda, Tokyo by Mitsuhiro Ikeda. The company started out developing games for home computers of the era, but has since established a strong relationship with Nintendo, and is often referred to as a second-party developer. In 1991, a second office in Kai, Yamanashi was established. The company is best known for its work on the Kirby and Mother series, and the first two Super Smash Bros. games.
Realm of Impossibility is an action game created by Mike Edwards for Atari 8-bit computers and published by Electronic Arts in 1984. It was originally released in 1983 as Zombies by BRAM, a company formed by Edwards and a friend. BRAM previously developed and published Attack at EP-CYG-4.
The following article is a broad timeline of arcade video games.
In computing, procedural generation is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated content and algorithms coupled with computer-generated randomness and processing power. In computer graphics, it is commonly used to create textures and 3D models. In video games, it is used to automatically create large amounts of content in a game. Depending on the implementation, advantages of procedural generation can include smaller file sizes, larger amounts of content, and randomness for less predictable gameplay.
Dungeons of Daggorath is one of the first real-time, first-person perspective role-playing video games. It was produced by DynaMicro for the TRS-80 Color Computer in 1983. A sequel, Castle of Tharoggad, was released in 1988.
Heiankyo Alien, known as Digger in North America, is a maze video game created by The University of Tokyo's Theoretical Science Group (TSG) in 1979. The game was originally developed and released as a personal computer game in 1979, and was then published by Denki Onkyō Corporation as an arcade game in November 1979. In 1980, the arcade game was released in North America as Digger by Sega-Gremlin, with minor changes in appearance.
A first-person shooter (FPS) is a video game centered on gun fighting and other weapon-based combat seen from a first-person perspective, with the player experiencing the action directly through the eyes of the main character. This genre shares multiple common traits with other shooter games, and in turn falls under the action games category. Since the genre's inception, advanced 3D and pseudo-3D graphics have proven fundamental to allow a reasonable level of immersion in the game world, and this type of game helped pushing technology progressively further, challenging hardware developers worldwide to introduce numerous innovations in the field of graphics processing units. Multiplayer gaming has been an integral part of the experience, and became even more prominent with the diffusion of internet connectivity in recent years.
The first hobbyist-developed game for the Atari 2600 video game console was written in 1995, and more than 100 have been released since then. The majority of games are unlicensed clones of games for other platforms, and there are some also original games and ROM hacks. With only 128 bytes of RAM, no frame buffer, and the code and visuals closely intertwined, the 2600 is a difficult machine to program. and many games were written for the technical challenge. Emulators, programming tools, and documentation are available.