Games developed by APF Electronics, Inc.
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Artist and Easel
Artist and Easel turns the APF Imagination Machine into a simple electronic drawing studio. The screen serves as a blank canvas, with the player guiding an on-screen cursor through the available drawing area. Movement is controlled from the system’s hand controller, while the keyboard provides access to the program’s working commands. Rather than presenting a fixed challenge or opponent, the program gives the player a collection of tools and invites experimentation with lines, marks, and color.
The cursor may be moved freely across the canvas, allowing the player to produce pictures, patterns, lettering, or abstract designs. Holding the drawing control places marks beneath the cursor, while releasing it permits the cursor to be repositioned without altering the picture. Straight strokes and repeated movements can be combined to create borders, figures, scenery, and geometric designs. Keyboard selections change the active color or drawing function, and an erase command makes it possible to remove unwanted marks and continue working without starting over.
The visual presentation is determined by the Imagination Machine’s block-shaped, low-resolution graphics. Lines appear as crisp, angular strokes, and colored areas are built up from the system’s large individual picture elements. The limitations of the display become part of the design process: simple symbols and strong contrasts are especially effective, while detailed illustrations require patience and careful cursor control. The screen resembles a small electronic easel, with the active drawing space occupying most of the display and the operating instructions or command information kept separate from the picture.
Sound plays only a minor role. There is no continuous music or elaborate score; brief electronic tones and clicks accompany selected operations, providing confirmation as colors or commands are chosen. The principal reward comes from watching the picture take shape on the screen. A first session may produce little more than a few colored lines, but continued use encourages the player to plan larger compositions and discover ways of combining the available tools. Artist and Easel is consequently less a contest than a hands-on graphics experience, offering an accessible introduction to computer drawing through direct control, immediate results, and unrestricted subject matter.
Boxing
Boxing for the APF Imagination Machine puts players in the center of a classic prize ring, where quick reflexes and careful timing decide every exchange. The game places your boxer in the lower portion of the ring while the opponent occupies the opposite side, both moving as the contest heats up. Play is controlled from the hand-held unit’s controls, allowing the fighter to slide and reposition for advantage and to react to incoming punches. A match continues until a decisive outcome is reached, creating the fast, arcade-style pace expected of a one-screen sports bout.
Combat revolves around a simple rhythm of movement, striking, and defense. To attack, you time your punch input to land an effective blow, while directional movement helps keep your fighter in range or avoids retaliation. Defensive maneuvers are handled through quick control selections that can interrupt the opponent’s rhythm and reduce the chance of being hit cleanly. Contact is reflected immediately by changes in the opponent’s condition, shifting momentum as fighters take damage and recover at different rates depending on how they’re positioned during exchanges.
The scoring and match outcome focus on weakening the other boxer until a finish occurs. A visible indication of each fighter’s standing helps guide decisions during the bout, and the game’s pacing emphasizes repeated combinations rather than long exchanges. When your boxer sustains enough damage, the opponent gains control and pressure increases; successful evasions and well-timed counterpunches help swing the contest back in your favor. Near the end of a match, the ring action grows more intense as one fighter forces openings for the final flurry.
Visually, Boxing presents fighters as clearly defined, controller-responsive figures against a ring backdrop with the ropes and boundary markings. The action keeps the playfield readable at all times, with punch impacts and movement changing the on-screen positions in a way that’s easy to track from moment to moment. The presentation favors crisp silhouettes and straightforward animation over elaborate detail, ensuring the player can focus on distance, timing, and the opponent’s shifting stance.
Audio supports the sparring with energetic tonal effects tied to punches and hits, plus arcade-style signals for key moments in the match. Punch impacts register with sharp sound cues, while movement and status transitions provide feedback that reinforces the rhythm of offense and defense. The resulting player experience is immediate and competitive: a single contest demands both control accuracy and quick judgment, rewarding steady hands and decisive timing within the confines of the ring.
Casino 1: Roulette/Keno/Slots
Casino 1: Roulette/Keno/Slots places players at a brightly lit betting table on the APF Imagination Machine, where three classic casino games share the same straightforward wagering routine. The operator selects the desired attraction, then places a bet to match the kind of win being sought. The action is timed to quick rounds, keeping play moving as the screen shifts from selection boards to spinning wheels or reel animations. Each round ends with a clear indication of results and the updated credit or bankroll status.
In Roulette mode, players place their wagers by choosing a specific number or a wider betting area presented on the tabletop display. When the bet is set, the roulette wheel animates as it slows and stops, landing on a final outcome. The game immediately compares the wheel’s landing result to the player’s selection and applies the corresponding payoff. Results are shown in plain on-screen text and simple highlights, allowing players to confirm whether their pick matched and how the balance changes before the next round begins.
Keno mode challenges players to select a set of numbers from a marked grid. After the selection is confirmed, the machine rapidly draws numbers in sequence, revealing each hit as the draw proceeds. When the final draw completes, the screen totals the match between chosen numbers and drawn results. Winnings reflect the number of correct picks, with the display presenting the outcome in an easy-to-read summary, followed by a return to the betting board for another round.
Slots provide the most immediate “pull and watch” gameplay. Players set a wager, then activate the spin to start the reel animation. Symbols roll past in a continuous motion until the reels stop individually, after which the game evaluates the final alignment. Winning combinations are indicated promptly, and the payout is reflected in the current bankroll before the next spin. The short turnaround between spins encourages quick experimentation with bet sizes.
Visually, the game uses high-contrast, tile-like graphics that emphasize the casino layout: a wheel for roulette, a number field for keno, and bold symbol blocks for slots. Animations rely on simple, crisp motion suitable for television display, with clear positioning of outcomes on each results screen. Audio accompaniment is limited but energetic, featuring distinctive spin and draw sounds, brief fanfare-like tones on wins, and consistent feedback cues that reinforce every round’s conclusion. The overall player experience is fast, low-pressure wagering play with immediate cause-and-effect from bet selection to final result.
Catena
Catena places the player in an abstract, futuristic maze of interlocking pathways, presented as a field of glowing lines and nodes. The objective is to build and extend a continuous “chain” through each stage’s interconnected corridors. As the screen advances, new segments appear and previously mapped routes become part of a living network that the player must complete in sequence to reach the stage’s exit point.
Gameplay centers on steering the chain cursor through the grid using the controller’s directional controls. A button press commits the next link in the chain, locking the path behind the player so the route becomes part of the environment. Chain segments can be turned only at valid junctions, encouraging careful planning of angles and timing. If the chain is forced into an invalid intersection or into a dead-end condition for the current stage layout, the attempt ends and the stage must be restarted.
While the focus remains on constructing the correct path, Catena also emphasizes movement pressure. The stage circuitry updates in real time, with hazards represented by flickering blocks and temporary barriers that shift or appear across the route. Maintaining a workable route requires the player to avoid these obstructions while keeping the chain aligned toward the next required node. Successful completion advances to the next layout, increasing the complexity of the junction map and the number of turns needed to form a valid continuous chain.
Visually, Catena uses the APF Imagination Machine’s crisp, high-contrast display style, with bright line graphics standing out against a dark background. The chain is drawn as a connected series of luminous links, and junctions are marked clearly so the player can anticipate where turns can be made. Transitions between stages are quick, keeping attention on the evolving geometry rather than long animations, and the shifting hazards stand out through brief flashes and altered line intensity.
Audio in Catena is driven by short, direct sound cues tied to player actions and stage events. Link placement produces a distinct click or tone, while successful progress triggers a slightly higher or more prominent confirmation sound. When an obstacle interferes or a route becomes impossible, the game responds with an alert tone that signals the need to reposition and try again. The overall effect is a focused, responsive experience that rewards careful control and steady route-building from the first chain link to the final connection of each stage.
UFO/Sea Monsters/Break It Down/Rebuild/Shoot (with variations)
UFO/Sea Monsters/Break It Down/Rebuild/Shoot is a multi-activity APF Imagination Machine game that cycles through themed challenges presented in a single cartridge selection. Players begin on an action screen featuring airborne UFO targets or, in the alternate mode, sea-dwelling monsters moving across a defined play area. A shooter is positioned at the bottom of the display and responds to player control with quick left-and-right movement, while an on-screen firing action launches projectiles toward incoming threats. Each hit changes the target behavior briefly, while enemies advance or reappear in patterned waves designed to keep the player constantly adjusting aim.
The core mechanics center on timing and positioning. Targets slide in coordinated paths and periodic bursts, forcing the player to move before firing again. Projectiles travel in straight lines across the screen, striking enemies or formations until the playfield clears or a new wave begins. Between waves, the game emphasizes rhythm—small delays between spawn patterns and predictable return paths—so that players can learn the movement cadence and place shots accordingly.
In the Break It Down and Rebuild portions, the game shifts focus from pure enemy elimination to interactive structures. Firing becomes a tool for breaking down block-like arrangements, clearing space or disabling hazards embedded in the formations. After the destruction phase, Rebuild displays a contrasting task: the same area presents a restorative layout that reintroduces obstacles in a more organized pattern. Players must again use controlled shots to dismantle what reappears, preventing the rebuild structures from completing their intended coverage.
The visual style is bright and high-contrast, with simple, readable shapes suited to the APF Imagination Machine’s display capabilities. UFOs and sea monsters appear as stylized icons that move with crisp frame-to-frame motion, while the Break It Down/Rebuild stages show blocky sections that break into smaller pieces when struck. Screen transitions between the outer-space and underwater themes are immediate, keeping the playfield legible and fast for repeated attempts.
Audio is handled through the system’s electronic tones and short sound effects. Firing produces a quick, sharp tone, while successful hits register with a distinct impact sound. Background movement and enemy arrivals are punctuated by steady beeps and alerts that help guide the player during frantic wave changes. Overall, the player experience is a rapid sequence of “shoot, clear, adapt, and shoot again,” with the themed phases providing variety without changing the fundamental aim-and-fire challenge.