Sigma 7

Sigma 7 Screenshots

Amstrad CPC version

Loading screen.
Title screen.
Ready for take-off.
Blasting action.
Stage I: Phase 1.
The initial armadas are very easy to destroy.
Stage I: Phase 1.
Docking to enter Phase 2. Each Stage has 3 different scenarios (phases) which are also 3 different types of games...
Stage I: Phase 2.
Phases 2 (at all stages) are not quite what they seem. This is not a Pac-man clone I guarantee you that.
Stage I: Phase 2.
Launching to Phase 3. Time in red shows that the player has already collected the necessary number of tiles and it's time to urgently leave. Otherwise the game would be over.
Stage I: Phase 3.
Title screen.
Stage I: Phase 3.
At "phases 3", the player will control a robotic ball. Entering the puzzle field (the 6th ball out of the pentagon).
Stage I: Phase 3.
Before the combination was properly inserted, the player's robotic ball was destroyed by the guardian of the device where one inserts the combination.
Stage II: Phase 1.
Each blast has to hit the centre of a ship, nor more nor less.
Stage II: Phase 1.
2nd armada. Bonus hit.
Stage II: Phase 2.
The tank has turned red. This is because it is about to fire a plasma blast.
Stage II: Phase 2.
Even though the tile combination is still not totally visible, it's already possible to deduce it as a cross.
Stage II: Phase 3.
The controlling ball had left the hexagon to commence the level.
Stage II: Phase 3.
The "cross" was successfully inserted.
Stage III: Phase 1.
Taking off.
Stage III: Phase 1.
The new armada of this Stage. Manoeuvres are becoming increasingly more unpredictable.
Stage III: Phase 2.
As it can be seen, these tiles aren't collectable. It means this is the combination of this Stage to use in the respective Phase 3.
Stage III: Phase 2.
Mazes are becoming more leaning for close encounters complicating the defensive strategies.
Stage III: Phase 3.
The combination discovered at the respective Phase 2 of this Stage.

Sigma 7 Screenshots

Commodore 64 version

Loading screen.
Title screen.
Ready for take-off.
Blasting action.

Sigma 7 Screenshots

ZX Spectrum version

Loading Screen.
£100 reward... wow! (this was real money back in 1986)
Credits.
Stage 1: Phase 1.
Each Stage (7 in total) has 3 phases, and each one of them is a complete different game.
Stage 1: Phase 1.
Lauching.
Stage 1: Phase 1.
Phase 1 is a 3D version of a classic space invading Shoot 'em up.
Stage 1: Phase 1.
These ships come in armadas. The controls on this phase only allow the using of one of the isometric axes.
Stage 1: Phase 1.
Points earned during the destruction of the attacking ships.
Stage 1: Phase 1.
Three explosions in a row.
Stage 1: Phase 1.
Docking into Phase 2.
Stage 1: Phase 2.
The second phase looks very much like a Pac-man clone. It isn't and get over it, although the gameplay is quite similar.
Stage 1: Phase 2.
During the first moments playing this phase, there's a sensation of puzzling why certain dots aren't consumable. Might be a bug you think.
Stage 1: Phase 2.
You were so distracted wondering about this that you were blown up.
Stage 1: Phase 2.
Now it's your time to blown them up. You tell me if Pac-man had any artillery! What a convenient discover.
Stage 1: Phase 2. If you give a second chance to this game, you'll realize it has much more to offer. That pack of dots (T) is in fact a code. Take that! for the next phase.
Stage 1: Phase 3.
Remember the code shown on the remaining dots of the sort of Pac-Man labyrinth in the 2nd phase? (of course you do it's present in the previous screenshot) Forget it.
Stage 1: Phase 3.
This combination was inserted based on the code shown on the 2nd phase (depending on your gameplay). Beware of the white bastard and quickly use the squares in yellow.
Stage 2: Phase 2.
Not only you have to find the combination, but also you have to acquire a certain number of tiles before being allowed to leave the station.
Stage 2: Phase 3.
Collision with the white entity. It will constantly follow you interfering on the applying of the combination.
Stage 2: Phase 3.
Combination properly inserted.
Stage 3: Phase 1.
Launching.
Stage 3: Phase 1.
New armadas.
Stage 3: Phase 2.
Code for Phase 3.
Stage 3: Phase 2.
The game will be over in 1 second.
Stage 3: Phase 3.
Tiles in cyan represent "0" possibility. The other changing spectrum represents potentially "1".
Stage 3: Phase 3.
Notice that the 6th sphere, the one the player controls (one is out of view), is returning to the orbiting of the puzzle. This means the combination was properly inserted.
Stage 4: Phase 1.
The armadas are increasingly getting more unpredictable.
Stage 4: Phase 2.
All 3 phases maintain the same logic, although the scenarios and the enemies are constantly changing.
Stage 4: Phase 2.
A moment before destruction. 2 formulas at each corner. The same combinations are spread through the maze.
Stage 4: Phase 3.
Before starting the game, the white ball and the one who is controlled by the player, enters the realm of the puzzle.
Stage 4: Phase 3.
The combination of this Stage was a square.
Stage 5: Phase 1.
Shooting the armada of this Stage.
Stage 5: Phase 1.
The flights are getting more complex.
Stage 5: Phase 1.
Docking to phase 2.
Stage 5: Phase 2.
Desperately trying to acquire the necessary number of tiles.
Stage 5: Phase 2.
This stage is getting much more complicated. There it is the combination of tiles of this Stage.
Stage 5: Phase 3.
Notice that the number of tiles for a combination increases, as also as the difficulty of the level.
Stage 5: Phase 3.
There is a tickling clock also present at this phase. The last touch for a match wasting no more time.
Stage 6: Phase 1.
Launching.
Stage 6: Phase 1.
Destroying the new armada.
Stage 6: Phase 1.
Docking to Phase 2.
Stage 6: Phase 2.
The combination. It occupies the canvas of the puzzle panel.
Stage 6: Phase 3.
Combination properly inserted.
Stage 7: Phase 1.
Launching from the last Stage.
Stage 7: Phase 1.
The amount of ships has increased drastically.
Stage 7: Phase 1.
Every ship can become an unpredictable kamikaze.
Stage 7: Phase 2.
Breaking open. Sentinels are everywhere. Very few tiles can be afforded not to be collected.
Stage 7: Phase 2.
The last combination - upper case "Sigma", the eighteenth letter of the Greek alphabet.
Stage 7: Phase 3.
"Sigma" inserted correctly.
And that's it, end of the game. Few are aware that this game has much more to offer than what it seems at the first glance.