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Games developed by P & P Marketing, Inc.

We provide a list of companies that developed abandonware games. Select a company to view its games. To make searching easier, use pagination by number or letter.

Police Trainer: Property of Metro Police Academy

Arcade 1996
Police Trainer is a classic arcade game that was released in 1996, and it quickly became a favorite among gamers. Developed and owned by the Metro Police Academy, this game puts players in the shoes of a police officer in training, facing various challenges and scenarios that will put their skills to the test. One of the most appealing aspects of Police Trainer is its realistic gameplay. The game is set in a training facility, and players have to complete different training exercises in order to progress. These exercises range from target shooting to hostage negotiation, and they are all designed to simulate real-life situations that police officers may encounter in their line of duty. This level of realism drew players in and made them feel like they were truly training to become police officers. In addition to the realistic setting and scenarios, Police Trainer also featured top-notch graphics and sound effects. The game utilized state-of-the-art technology at the time to create a life-like experience for players. The sound effects and music added to the immersion, making players feel like they were actually on the training grounds of the Metro Police Academy. But Police Trainer was not just about shooting targets and completing exercises. One of the most notable aspects of the game was its moral dilemma feature. In certain scenarios, players were faced with difficult decisions that required quick thinking and problem-solving skills. For example, in a hostage negotiation exercise, players had to decide whether to use force to take down the suspect or try to negotiate a peaceful resolution. This feature added an extra layer of complexity to the game and challenged players to think critically and ethically. Another interesting element of Police Trainer was its multiplayer mode. Up to four players could compete against each other in various training exercises, adding a competitive aspect to the game. This feature made Police Trainer a popular choice for arcade game tournaments, as players could test their skills against their friends and see who would come out on top.

Sharpshooter

Arcade 1998
Sharpshooter places the player in control of a rail journey through alternating cityscapes and perilous outposts, announced to the arcade public in 1998 by New Dawn Interactive. The cabinet features a sturdy light gun perched on a slim stand, with a responsive trigger and a tactile grip designed for rapid aiming. For some configurations, a second unit can be wired in for cooperative play, allowing two sharpshooters to advance together. The game moves along a fixed track, presenting a series of short, action-packed corridors and larger arenas where orthogonal enemy lines emerge against a background of flickering neon and industrial grids. The objective is simple: hit enemies, avoid taking damage, and chase the highest possible score. Gameplay unfolds with a traditional rail-shooter tempo: a continuous on-rails progression with enemies appearing from both sides, windows, and doors. The player aims with the gun and fires to register hits. Each target yields points based on difficulty and speed; rare 'center mass' hits grant bonus multipliers. Power-ups drift across the screen or appear as destructible crates that release temporary effects such as rapid-fire, slow motion, or a wider spread. Boss encounters cap each stage, presenting larger silhouettes that require pattern recognition and precise shots to exploit weak points. The game rewards accuracy with score multipliers that persist through clear corridors. Visually, Sharpshooter relies on crisp sprite work layered over parallax backgrounds and pseudo-3D elements. Foreground action remains sharp while distant structures drift with subtle parallax, creating a sense of depth. Color is saturated with cyan, magenta, and amber tones that echo a neon-lit dystopia or high-tech frontier. Explosions and muzzle flashes are rendered with brief trails and particle bursts, giving a cinematic punch to every engagement. The presentation is clean and legible, designed to keep enemy silhouettes distinct against cluttered environments. Frame pace remains brisk, ensuring the gun response matches the player's reflexes. Audio complements the visuals with a synth-driven score that escalates with each stage, punctuated by crisp gunfire, reloading cues, and enemy chatter. Environmental sounds include sirens wailing in the distance, metal scrapes, and the rumble of approaching machinery, all designed to convey momentum and danger. The sound design uses spatial cues to hint at off-screen threats, helping the player anticipate ambushes. Sharpshooter emphasizes arcade pacing and high-score competition, rewarding steady nerves and precise timing. Across successive credits, players learn enemy patterns and timing windows, pushing their skill to the limit as they chase the personal best and the official leaderboard.
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