AN ORIGINAL ATARI 2600 GAME

Toy Wars

The monsters are marching along the shelves toward the toy box. Line the shelves with army men, teddies, tanks, jack-in-the-boxes, cannons and jets, keep your batteries charged, and don't let anything through.

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  • Plays in your browser
  • Keyboard, gamepad or touch
  • 16K cartridge + Super Chip

Click the game to start. Arrows move the cursor, Space places a toy, hold Space and press left/right to choose a toy, Enter is Game Reset, G is Game Select. P pauses, M mutes.

How to playThree shelves, nine slots, one toy box to protect.

Toy Wars: the toy box on the left, three slanted shelves with green toys in their slots, and red monsters walking in from the right. The status line shows the score, batteries and wave.
  1. Pick a slot. The joystick moves the cursor over the nine slots, three on each shelf. An empty slot shows a blinking ghost of the toy you're about to place.
  2. Choose a toy. Hold fire and push left or right to flip through the toys you've unlocked.
  3. Place it. Press fire on an empty slot. It costs batteries, and it can't go down on a monster that is already standing there. Fire on a toy picks it up again and gives you half its cost back.
  4. Keep the batteries coming. One trickles in every four seconds (every two and a half from wave 13), and every monster you stop pays one or two more (a T-Rex pays five). They're tight: spend them carefully. Watch the big green number on the status line; at 99, any more you earn become points.
  5. Guard the box. The first monster to reach the toy box slams that shelf's lid and clears the shelf. The lid only slams once: the next monster through the same shelf ends the game.

Controls

KeyboardJoystick / gamepadTouch
Move the cursor←↑↓→ or WASDStick or D-padD-pad
Place / pick upTap Space or ZTap any face buttonTap FIRE
Choose a toyHold Space + ←/→Hold fire + left/rightHold FIRE + ◀/▶
New gameEnter (Game Reset)StartGame Reset button
Game SelectG—Game Select button
Pause / muteP / MBack pausesButtons

Your toysA new toy unlocks as the waves go on. Only one shot flies along a shelf at a time, so toys on the same shelf take turns.

Army man

Army man

10 batteriesfrom wave 1
health 8

Fires along its shelf about every 0.7 seconds, 1 damage a bullet. Cheap and steady, but its bullets fly over a crawler that's busy chewing.

Teddy bear

Teddy

5 batteriesfrom wave 2
health 40

Doesn't fight back. Monsters stop to chew on it, which holds a dino up for about eleven seconds while your other toys work.

Tank

Tank

25 batteriesfrom wave 4
health 12

One heavy shell every 5 seconds: 8 damage, enough for most monsters. Shells can't reach the balloon clown.

Jack-in-the-box

Jack-in-the-box

15 batteriesfrom wave 5
one use

A trap. The first monster to reach it springs it: that monster and everything bunched up with it take 20 damage, and the survivors are thrown back up the shelf, then the box is gone. A T-Rex, a helicopter or a pogo frog springs it too; balloon clowns float over it (though the spring can catch one passing by). Put it in front of a pack of mice or a T-Rex.

Cannon

Cannon

20 batteriesfrom wave 7
health 10

A cannonball every 3.3 seconds, 3 damage, and the blast splashes the same damage onto any monster crowded right behind or beside it. It hits everything, balloon clowns included.

Jet

Jet

30 batteriesfrom wave 9
one use

Takes off from the toy box end as soon as you place it and flies the whole shelf in about a second, hitting every monster it passes for 10 damage. Then it's gone: save it for emergencies.

The monstersEvery fourth wave they all get a little tougher (one more health; wind-up mice and balloon clowns every eighth). Stopping one earns batteries and points. A hurt monster changes color: at half its health a red one turns orange (and the orange T-Rex turns red), and when it's nearly gone it flickers between the two.

Dino

Dino

wave 1health 6
+2 batteries10 pts

Slow and stubborn. Stops at the first toy in its way and chews until it's gone.

Wind-up mouse

Wind-up mouse

wave 3health 1
+1 battery5 pts

Fast, and always in a pack of three on the same shelf. One hit each, but there are a lot of them.

Crawler

Crawler

wave 4health 3
+1 battery10 pts

Low to the ground: once it's chewing on a toy, army men's bullets fly right over it. Answer it with a tank or a cannon.

Knight

Knight

wave 5health 6
+2 batteries20 pts

Plods along behind a shield. When it's down to 2 health the shield breaks, and it charges at four times its pace (three times after wave 12, when it already walks faster).

T-Rex

T-Rex

waves 6 & 12health 20
+5 batteries50 pts

The boss: opens wave 6 (and wave 12, two of them). Very slow, but it crushes a toy in a single bite.

Helicopter

Helicopter

wave 7health 5
+2 batteries15 pts

Hops over the first toy in its path, then walks on. Put a second toy behind the first.

Balloon clown

Balloon clown

wave 8health 2
+2 batteries15 pts

Floats over every toy, so nothing can block it. Tank shells can't reach it; army men and cannons can. Unlike the others, it doesn't speed up after wave 12.

Pogo frog

Pogo frog

wave 9health 3
+2 batteries15 pts

The first time a toy blocks it, it bounces over to the next shelf. After that it settles down and chews like the rest.

WavesEach wave starts with a short breather, then the monsters come at a steady pace. After wave 12 the waves repeat at a faster pace, with every toy unlocked.

WAVE 1
Army manDino
Army man vs. dinos
WAVE 2
Teddy
Teddy unlocks
WAVE 3
Wind-up mouse
Mouse packs
WAVE 4
TankCrawler
Tank · crawlers
WAVE 5
Jack-in-the-boxKnight
Jack-in-the-box · knights
WAVE 6
T-Rex
Boss: T-Rex
WAVE 7
CannonHelicopter
Cannon · helicopters
WAVE 8
Balloon clown
Balloon clowns
WAVE 9
JetPogo frog
Jet · pogo frogs
WAVES 10–11
Everything at once
Bigger, faster waves
WAVE 12
T-RexT-Rex
Two T-Rexes
WAVE 13+
Lap two
Faster, and on it goes

Game Select

Before a game the status line reads GAME 1. Press Game Select to step through the three games, then fire or Game Reset to start. Game 1 starts at wave 1 with 30 batteries, game 2 at wave 5 with 50, game 3 at wave 9 with 70 and every toy. Pressing Select during a game ends it and takes you back to choosing.

Difficulty switch

Leave the left difficulty switch on B for the normal climb. On A the monsters arrive more often (a quarter less time between them, and more than a third less from wave 13), right from wave 1; they still walk at their usual pace until the second lap, where every monster also has one more health. You can flip it any time.

Score

Every monster you stop is worth points, from 5 for a mouse to 50 for a T-Rex. The status line shows your score and the wave in gold, and your batteries as the big green number.

Tips from the toy box