Games published by Apollo, Inc.
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We provide a complete list of games published by this publisher.
Final Approach
You are an air traffic controller at an international airport. You must guide the planes to land safely. The first screen is the Approach Control Radar (ARC) screen. Using the cursor, you must guide the plane from left to right along the yellow line towards the black strip. You must guide the aircraft so that it does not immediately head towards or away from the screen of other aircraft.
When the plane is near the black stripe, move the cursor to the red light in the center and press the button. This will take you to the Ground Control Approach (GCA) screen. Here, the nose of the aircraft should be centered on the glideslope and localizer before reaching the end of the runway. If the landing is successful, the aircraft will disappear from the ARC screen and a new aircraft will immediately appear to take its place. In case of failure, press the joystick button to return to the ARC screen, but the plane will still be there; if the plane starts flashing on the ARC screen and an emergency sound is heard, the plane is in an emergency situation and must be landed first.
Scoring
Successful landing = 25 points
Successful emergency landing if landed before other aircraft = 50 points
If the aircraft is off radar = 5 points deducted
If a near-disaster is allowed or an aircraft is not immediately landed in an emergency situation, one control error (loss of life) is earned; one control error (additional life) is allowed per 500 points.
Game variations
Games 1, 3, 5 and 7 are for one player.
Games 2, 4, 6, and 8 are for 2 players.
Maximum number of planes on the radar.
Games 1, 2, 3, 4 = 4
Games 5 and 6 = 3
Games 7 and 8 = 2
Only games 3 and 4 have crosswinds on landing.
Infiltrate
You are an intelligence officer sent on an important mission to recover documents from the enemy. There are enemy assassins who want to stop you.
Move the joystick to move the character left or right. Press the button to shoot. It will shoot in the direction you have moved. If you are next to an elevator, you will automatically go up to it when it reaches your floor, but if you are pushing towards the elevator, you will walk across.
If you are on the same level as an assassin and there is no elevator in between, you can shoot the assassin. If he shoots at you, you can dodge by pulling the joystick down. You will not be able to shoot while crouching. If an assassin shoots you or touches you, you will lose a life.
Difficulty change
A = Enemy shots move vertically across the screen.
B=Enemy shots move only halfway across the screen.
Score
Agent moves from top to bottom or bottom to top across the floor = 3. 000 points
Shoot the assassin = 250 points
If an assassin is shot while in an elevator, 75 bonus points are added to the assassin's shooting points.
For every 10. 000 points, one more agent is added.
Game variations
Games 1-1, 1-2, 1-3, 1-3, 1-4, 1-5, 1-6 = 1 player
Games 2-1, 2-2, 2-3, 2-4, 2-5, 2-6 = 2 players
Killer speed and intelligence
At level 1, games 1-1, 1-4, 2-1, 2-4.
At level 2, games 1-2, 1-5, 2-2, 2-5.
At level 3, games 1-3, 1-6, 2-3, 2-6.
There are invisible assassins in games 1-4, 1-5, 1-6, 2-4, 2-5, 2-6.
Lost Luggage
Released in 1982, Lost Luggage was a game developed by Atari for the 2600 console. The game, as its name suggests, revolves around the concept of lost luggage and the player's mission to find and deliver it to its rightful owner.
The game is set in an airport where the player assumes the role of a baggage handler. The objective of the game is to navigate through different levels, each representing a different area of the airport, in order to find lost luggage and return it to its corresponding passenger. With each successful delivery, the player earns points and progresses to the next level.
What made Lost Luggage stand out from other Atari games of its time was its unique gameplay and immersive graphics. The game utilized the Atari 2600's capabilities to its fullest, providing players with vibrant colors and detailed backgrounds. The controls were also easy to grasp, making it accessible to players of all ages.
One of the most challenging aspects of the game was the time limit. With a limited amount of time to find and deliver each suitcase, players had to strategize their movements and make quick decisions in order to succeed. This added an element of tension and excitement to the gameplay, keeping players on the edge of their seats.
Another interesting feature of Lost Luggage was its randomization of levels. This meant that every time a player starts a new game, the locations of the lost luggage would be different, making it a new and unique experience each time. This feature also added to the replay value of the game, as players could continuously discover new challenges and surprises.
Lost Luggage received positive reviews from both critics and players alike. Its innovative gameplay and challenging levels were praised, with some even considering it one of the best games for the Atari 2600. The game's success led to its release on other gaming platforms as well, cementing its status as a classic.
Spacechase
Spacechase is a classic video game released by Atari in 1981 for the popular Atari 2600 console. This game is a sci-fi adventure that takes players on a thrilling journey through space as they navigate their spaceship through treacherous obstacles and battles against alien enemies.
Players take on the role of a skilled space pilot, tasked with defending their home planet from an alien invasion. The objective is to maneuver the spaceship through asteroid fields and blast enemy ships out of the sky, all while avoiding hazardous space debris.
The gameplay of Spacechase is simple yet addictive, with smooth controls that make it easy for players to get into the action. The graphics, although basic by today's standards, were ahead of its time in the 1980s. The vibrant colors and fluid animation create an immersive experience that transports players into the sci-fi world of Spacechase.
One of the standout features of Spacechase is its unique scoring system. Instead of simply racking up points, players are awarded bonus points for successfully completing each level without using all of their lives. This adds an extra layer of challenge and rewards players for strategic gameplay.
The game also offers a two-player mode, allowing gamers to compete against their friends in a battle for the highest score. This added element of competition made Spacechase a hit among friends and family, making it a must-have for any social gathering.
But what truly sets Spacechase apart from other Atari games of the time is its innovative use of sound effects. The game's soundtrack, along with its immersive sound effects, adds depth and excitement to the gameplay, truly bringing the outer space adventure to life.
Wabbit
Wabbit arrived for the Atari 2600 in 1982, riding the wave of nimble arcade play that defined the console’s early years. It is a game that feels instantly legible: a bright, busy yard, a mischievous rabbit-like target, and a single goal that never strays far from your attention. Even if you have not memorized every quirk, you can usually understand what went wrong after a missed attempt. That clarity, combined with fast reactions, made Wabbit an easy choice for short sessions and cruel challenges.
The core action is a game of timing and anticipation. The wabbit disappears into burrows, then reappears with a quick hop, forcing you to keep your eyes moving across the playfield. Your job is to catch it during its brief moments above ground, since hesitating means it slips away and the opportunity vanishes. As rounds progress, the pace and behavior of the target tend to feel more twitchy, so your strategy shifts from pure speed to controlled scanning, reading patterns, and committing to a grab at the right instant.
Scoring pushes that tension further. Points reward successful captures, while blunders interrupt momentum and invite the next burst of motion to catch you off guard. Wabbit also benefits from the console’s habit of making small differences feel big: a slightly off alignment, a slow thumb movement, or a moment of distraction from the flashing sprites can turn a promising run into a rapid decline. The design stays focused on feedback, so you learn through immediate cause and effect rather than complicated menus or long tutorials.
Visually, the game leans on the Atari 2600’s strengths: bold shapes, chunky motion, and color contrast that survives the system’s limited resolution. When the wabbit pops up, the animation sells urgency even without cinematic polish. Sound contributes too, with energetic clicks and chirps that function like a scoreboard you can hear. It is not trying to be subtle, and it does not need to be. The result is a surprisingly watchable kind of chaos, where the screen communicates urgency without explaining itself.
Wabbit is remembered less for groundbreaking mechanics and more for the way it distilled arcade energy into a small cartridge. It captures a specific Atari flavor: simple premise, tight loop, and a relentless demand for precision. If you are curious about how the 2600 handled fast, reactive gameplay, this title is a smart starting point, because it turns memorization into a contest of reflexes rather than a marathon of grinding.