Hop a hermit crab across a pyramid of 28 cubes in Atari 800XL or Commodore 64 blue, turning each top from sand to sea glass past bubbles and a gull. The game keeps a mood with you, and a CALM dial has no game over.
Pick 800XL or C64 and let it boot, or tap to skip the READY prompt.
02
Hop on every cube until all 28 tops are sea glass. Hopping off the edge costs a crab, unless a lifebuoy floats there.
03
Dodge the bubbles, lure the gull off the edge from a lifebuoy, and try CALM for a pyramid with no game over.
Your controls
Tap or click the quadrant of the field you want to hop toward; hold to keep hopping.
Keys: Q up-left, E up-right, A down-left, D down-right, or the arrows turned 45 degrees (up = up-right). Space starts, P pauses, F full screen, M sound, C scanlines, 1 and 2 switch machines, 3 turns the mood dial.
Simon as a lighthouse lens at night. Four lamps in Atari 800XL or Commodore 64 colors play a growing sequence of light and tone; play it back. The game keeps a mood with you, a CALM dial replays a miss, and FREE turns the lens into an instrument.
A gentle Kaboom!: a gull drops shells and a stack of three buckets follows your finger along the sand. Every catch plays the next note of a rising run; the tide takes what you miss. Atari 800XL or Commodore 64 blue, and a CALM dial with no game over.
Ride an El Segundo street at 6:45 AM and throw the Morning Edition onto lit porches and into mailboxes, past sprinklers, a sitting dog and a car backing out. Atari 800XL or Commodore 64 colors, chip sound, a report card every day, and a mood you keep together.