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Internet Archive MS DOS games index
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<li><a href="https://archive.org/details/msdos_Nam_1965-1975_1991">'Nam 1965-1975 (1991)</a><br>
'Nam 1965-1975 is a strategy game set during the Vietnam war. The player takes the role of both the President of the United States and the commander-in-chief, and the goal of the game is to prevent the South of Vietnam to fall in the hands of the Vietcong, managing its military resources and preventing the public opinion to reject the war. As President, the player has to manage the military resources, and as Commander in chief they can take direct decisions on the terrain, such as tactics or engaging enemies. The game offers five different scenarios: Khe Sanh, Tet Offensive, 1975 offensive, Nixon and Johnson. The first three are some of the most decisive battles during the conflict, whereas choosing "Nixon" or "Johnson" changes the year (1964 or 1968) in which the player starts playing.
</li>
<li><a href="https://archive.org/details/msdos_1_Ton_1996">1 Ton (1996)</a><br>
1 Ton is a freeware game where the player controls a weight of one ton. There are multiple people walking over the screen and the goal is simple: crushing as many of them as possible. This is accomplished by hitting the people with the ton.
</li>
<li><a href="https://archive.org/details/msdos_10th_Frame_1987">10th Frame (1987)</a><br>
Leader Board authors Bruce and Roger Carver tried their hand at tenpin bowling, in one of the game's earliest recreations. The process of bowling the ball involves timing a succession of clicks to set the right angle, speed and curve, similarly to Leaderboard's system. Three skill levels are provided - Kids level sets the speed and hook automatically, while Amateur has more margin for error with hook/slice than professional. The game is played from a plan view, with four other (empty) lanes visible. Single matches or a league structure can be played.
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<li><a href="https://archive.org/details/msdos_15x15_1996">15x15 (1996)</a><br>
A collection of sliding picture puzzles. You can chose from 3x3 or 4x4 grid sizes and select from several pictures, you unlock more as you go. You are scored based on how many moves it takes to complete a puzzle starting with 999 for the 4x4 and 499 for the 3x3 puzzles and counting down.
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<li><a href="https://archive.org/details/msdos_1869_1992">1869 (1992)</a><br>
As a 19th century merchant newcomer, the player needs to buy a ship, find a crew, load a few goods on the ship, and sail into the horizon, until the player reaches a port with a demand for said goods. The next step is to expand by buying more ships, creating regular trade routes, and becoming the head of a regular trading company. 1869 focuses on management and economy, rather than action. Actual sailing is done by plotting a route and then watching the days go by, interrupted only by the occasional random event. Basically the main activities are planning routes, watching out for special assignments (that pay well if completed on time) and generally trying to steer clear of the shores of bankruptcy.
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<li><a href="https://archive.org/details/msdos_1992tris_1993">1992tris (1993)</a><br>
1993tris is one of the more innovative Tetris-clones, similar to Columns. Your objective is to kill flies. Blocks consisting of four flies fall down the screen and by turning them you have to try to get three flies of the same colour in a row, a column or a diagonal to make them disappear. From time to time one of the many extra objects appear. For example there are bombs and guns that shoot particular flies or simply blow them up. The shareware version features the first two levels, three speed settings and a freeware program named Modplay in which you able to listen to Korean music. By registering you are able to play all 18 levels and nine speed settings and get five more songs.
</li>
<li><a href="https://archive.org/details/msdos_1st_Person_Pinball_1989">1st Person Pinball (1989)</a><br>
Tynesoft were almost certainly the first people to try a first person pinball game with this ambitious program. Up to four players could join in, including 2 computer players to show you how it's done. The game can be played from a more traditional overhead-view mode, which makes it easier to tell where the bumpers are in relation to the flippers, and is recommended for learning the game. Most of those bumpers are single-colour and arranged in a straightforward pattern. There are three different gameplay speeds and 2 possible levels of ball bounce.
</li>
<li><a href="https://archive.org/details/msdos_20000_Leagues_Under_the_Sea_1988">20,000 Leagues Under the Sea (1988)</a><br>
The game is based on an 1870 novel by Jules Verne. On July 5th, 1867 the government decided to launch the famous ship the "Abraham Lincoln", which will leave on the trail of a sea monster. The great French professor Mr. Arronax will also take part in the expedition. The weeks passed without any sign of the monster's presence in the area, when, one day, 300 miles from the shores of Queen Charlotte's Island... three members of the expedition set out on board the Nautilus, a submarine navigated by Captain Nemo. The player takes Anorax's role to find out more. Most of the game is spent on the Nautilus, which consists of three rooms: the living room, the control room and the library. There the player can manipulate objects and talk to people to receive hints what to do next and the state of the Nautilus. With the map, he influences the route. Sometimes the player leaves the submarine to explore other locations, and respectively solves puzzles to receive more hints or to solve action sequences, e.g., fighting against a shark. The game is played in real-time, which means the key to success is being in the right location at the right time. This also results in various possibilities to render the game unwinnable, and causes waiting times. For the same reason, the player also needs to watch Nemo's mood. If he angers Nemo, e.g., by manipulating the ship instruments, he locks the player into his room and valuable time passes. The game is played completely in point & click and has no function to save progress.
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<li><a href="https://archive.org/details/msdos_2400_AD_1988">2400 AD (1988)</a><br>
Metropolis was founded in 2213 A.D. by the United Stellar Council as the capital city of the planet XK-120, a mining planet and center of learning throughout the galaxy. That was the past. In 2315 A.D., Metropolis is invaded by the Tzorg. The new conquerer leave the planet but install a Robot Patrol System to keep the locals in check. Now the only resistance against the Tzorg occupation is a small group of resistance fighters of the Underground network. In the year 2400 A.D. the final hope to overthrow Tzorg rule over the city is to infiltrate the Tzorg Authority Complex through a recently discovered secret route, access the terminals, and shut down the robots; that is, if they had a computer specialist. That's where the protagonist comes in. As part of yet another shipment of miners from other conquered Tzorg lands to replace the 'disappearances' of past workers, the hero has been contacted by the Underground to join their struggle against the Tzorg. The contact leaves instructions: find Spider, contact the Underground, good-bye and good luck. 2400 A.D. is a top-down role-playing game that has similarities to Ultima games, though with simpler gameplay mechanics. The city of Metropolis is divided into five areas: Center, North, South, East, West. All of which are indicated by borders, guarded and patrol by different kinds of robots. Non-player characters also frequent the city. An attempt to communicate with them will open dialog boxes, where the player must type in keywords for further information. Exploration and transportation may be conducted via three approaches: walking, using the "slidewalk" (automated sidewalk), or by using subway system. The city contains a few merchants where the player may purchase some items. More curious items such as weapons and personal devices, however, are rumored to be sold by the Underground. Throughout the city, there are also power nodes, which allow the player to recharge weapons and other devices. Use of these power nodes are illegal by the Tzorg Authority, prompting a possible robot dispatch to the area, or if any robots are in the immediate vicinity, to attack the character. The main character has four primary attributes: Energy (equivalent to hit points and strength combined), Dexterity, IQ, and Affinity. During character creation, the player may allocate 99 points among these attributes. These attributes will increase during gameplay when the character performs certain actions. Affinity, for example, may increase when the character talks to NPCs. Combat initiates when the player character attacks or is attacked by an enemy robot. Before engaging in combat, the hero must first equip a ranged weapon in the inventory (a maximum of eight items) and recharge the weapon. The character cannot attack if no charged weapon is equipped. Combat flows in real time, pausing when the player selects an attack. The protagonist may only shoot in a diagonal or vertical direction, while robots have the advantage to attack in all nine directions. If the character is hit, all attributes will be decreased. The attributes will return to their original scores over time. If the protagonist succeeds in defeating a robot, he may search the remains and obtain money. Defeat will result in imprisonment and confiscation of items at the Rehabilitation Center, where the protagonist must also register regularly to avoid being thrown into prison. Robots will re-spawn after a certain amount of time.
</li>
<li><a href="https://archive.org/details/msdos_3_Point_Basketball_1993">3 Point Basketball (1993)</a><br>
3 Point Basketball is a simulation of the three point shooting contest, seen every year in the NBA All star game and other basketball contests. The game uses a mouse interface, where you determine the power and angle of your shot. Features include a tournament where you try to win the 3 point championship and a practice mode to work on your shots. The game parodies real players from the league, featuring an imaginary 'ASBA' league which includes, Jordy Michales, Mystic Johnson and Larry Fowl. Quirky commentary and sound effects add to the excitement.
</li>
<li><a href="https://archive.org/details/msdos_3-D_TableSports_1996">3-D TableSports (1996)</a><br>
3-D Table Sports is a collection of three classic table games adaptations: * Foosball (Table Soccer) - You spin, pass, block and score with keyboard and mouse controls. The pole you control will be highlighted in red or gold, and in beginner mode pole switching is automatic to the pole that is nearest to the ball. First player to score 10 points wins. * Slamhockey (Air Hockey) - You control the paddle with your mouse, and the first player to score 10 points wins. In battle mode you can cross the halfway line into the adversary side of the table. * Power Hoops - A basketball-inspired table with 35 holes and up to 8 balls. Using the keyboard cursors or your mouse, you select a hole with a ball. You fill a power gauge (displayed under the court) by holding down the space bar or the left mouse button. Releasing them flings the ball towards the hoops. You can play a game of 20, 40, 60 or 80 points.
</li>
<li><a href="https://archive.org/details/msdos_3-D_Tic-Tac-Toe_1992">3-D Tic-Tac-Toe (1992)</a><br>
3-D Tic-Tac-Toe is, as the name implies, a 3D version of Tic-Tac-Toe. The object of the game is to place four X's or four O's in a horizontal, vertical or diagonal row on the 4x4x4 board. There are nine games of which the first eight games are for one human player against the computer. The numbers 1-8 represent the skill level. Game 9 is a two player game. In the DOS version there are only two difficulty settings and no two player game.
</li>
<li><a href="https://archive.org/details/msdos_3-Demon_1983">3-Demon (1983)</a><br>
3-Demon, commonly regarded as the very first progenitor of the 90s first-person shooters, is a surreal, wireframe-3D Pac-Man clone in which you have to move through a maze, collect points and occasionally take items which will allow you to kill enemy monsters (ghosts) instead of them killing you. After having cleaned the level of a certain percentage of points, you have the option to move to another level immediately by pressing the down key, where the monsters are smarter and move faster.
</li>
<li><a href="https://archive.org/details/msdos_3D_Bomber_1998">3D Bomber (1998)</a><br>
A freeware 3D version of Bomberman. You play as one of the "Bombermen" (cute spacesuit wearing anime characters) and your goal is to blow up the other Bomberman before he gets you. You run around a 3D maze laying time delayed bombs as you go. Each time you kill your opponent you score a point and visa versa and the first player to reach 5 points wins the match. Many of the walls are destructible and some hide special power ups. The game is controlled by keyboard and can be played either in single player against the computer AI or multi player over modem or serial cable.
</li>
<li><a href="https://archive.org/details/msdos_3D_Lemmings_Winterland_1995">3D Lemmings Winterland (1995)</a><br>
3D Lemmings Winterland is a special mini - demo of Lemmings 3D, featuring special snowy wintry graphics. Apart from this, the gameplay is identical to that of Lemmings 3D. The game consists of 6 levels which are not featured in the original full game.
</li>
<li><a href="https://archive.org/details/msdos_3D_Pifall_1994">3D Pifall (1994)</a><br>
3D Pitfall is a Tetris variant which is played in a 3D perspective, similar to Blockout. The player's perspective set on top of a long shaft. Then one of differently shaped blocks appear on the screen and fall into the shaft. The goal is to rotate and place these blocks so that they fill the gaps. If at least one layer is completely filled it vanishes and rewards points - more layers at the same moment means more points. When the player earns enough time the falling speed of the blocks gets increased and therefore adds more difficulty. The blocks appear randomly.
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<li><a href="https://archive.org/details/msdos_3D_World_Boxing_1992">3D World Boxing (1992)</a><br>
In this boxing game you can choose from dozens of boxers with different attributes in skill areas such as Power, Defence and Punishment. You can play a single match or an entire championship. Each match is presented by an announcer and a good looking girl, as in real matches. The boxers are represented with realistic graphics for the epoch as large on-screen characters. Realistic scoring is awarded for each round. There is only one type of punch available, although a 3D ring view results in realistic movement, and head-lock situations can occur.
</li>
<li><a href="https://archive.org/details/msdos_3DCube_1994">3DCube (1994)</a><br>
This is a 3D Rubik's Cube game controlled by either mouse or keyboard. The goal of the game is the same as it is for the real thing. Realign the cube back to its original position with each face a solid colour. You can rotate the cube around the x,y,z axis and rotating the faces is accomplished by the number keys 1-6.
</li>
<li><a href="https://archive.org/details/msdos_4D_Prince_of_Persia_1994">4D Prince of Persia (1994)</a><br>
4D Prince of Persia is an unofficial reworking of the original Prince of Persia game by Jordan Mechner. The levels have been rebuilt and made tougher. You have to save the princess from the clutches of the evil Jaffar who has given her 60 minutes to marry him or die.
</li>
<li><a href="https://archive.org/details/msdos_4D_Sports_Tennis_1990">4D Sports Tennis (1990)</a><br>
Being part of Mindscape's 4D Sports game series, this program tries to realistically reproduce the game of tennis. Just like all the other games from the series, 4D Sports Tennis offers "true four-dimensional gameplay" by letting the player access advanced replay features. The game is based on simple, untextured 3D polygon graphics, providing not only a standard fixed camera and freely positionable views, but also a very unique first-person view, in which the player does see nothing of his own character except for the racket, and the view is always following the ball. Other features include dozens of practice missions, a career mode with the possibility to create a customized player, and a multiplayer mode for 2 players on one PC.
</li>
<li><a href="https://archive.org/details/msdos_4th_and_Inches_1988">4th & Inches (1988)</a><br>
4th & Inches is an action/strategy football game for one or two players. You control the action during the variety of plays that can be called, choose when to take timeouts, and select which players on your team will be on the field. There are two teams (the All-Pros and the Champs) and you can see each players statistics to determine how fast or strong he will be.
</li>
<li><a href="https://archive.org/details/msdos_4x4_Team_1988">4x4 Team (1988)</a><br>
4x4 Team is an Off-Road racing game. The player completes in a number of stages, avoiding the obstacles on the track. There are no AI opponents, only obstacles - similar to the classic racing game Speed Buggy - in a race against the clock. Players can compete against their own high-scores.
</li>
<li><a href="https://archive.org/details/msdos_50_Mission_Crush_1984">50 Mission Crush (1984)</a><br>
50 Mission Crush is a simulation game that puts you into the cockpit of a B-17 Flying Fortress bomber during WWII. You are part of the 8th Air Force 306th Bomber Group and you must try to survive 50 missions (in real life the average lifespan of a crew member was 18.33 missions) in your B-17 (named the Impatient Virgin) over France and Germany. As pilot you will have full control of your bomber and 10 crew members, each of which plays a different role in your mission. After each mission providing you have survived you will be evaluated and awarded points based on mission difficulty, bombing accuracy and aircraft destroyed. The more points you receive the closer you get to being promoted. You start off as a Lieutenant and can make it all the way to Brigadier general. Also depending on how many points you earn in a mission you can receive a medal or if you are wounded a Purple Heart. Each mission lasts approximately 10 minutes. The '50 Mission Crush' was the name given to the crushed service cap of the battle hardened veterans who flew the B-17 during WWII. It was a mark of distinction and honor.
</li>
<li><a href="https://archive.org/details/msdos_5th_Fleet_The_1994">5th Fleet, The (1994)</a><br>
The 5th Fleet is a hex-based strategical wargame based on the board game 5th Fleet. The game is designed for two players which both take the side of a war party - in matches of a larger scale one war party can include several different countries. The gameplay is strictly turn-based and every day is divided into six rounds (three for each player). Every turn is divided into three phases: submarines, ships and aircraft. During the phases the players use two different map screens for their planning: the strategic map shows the whole operational zone divided into several areas and the tactical map offers a closer look over one area. The basic orders the players have to give are moving (marking a unit and choosing the goal hex) and attacking (choosing which weapon is used on what target). During longer matches it is also important to take care of replenishment. While naval units have to be moved on the tactical map the players can use the strategic map to plan aircraft movement. As usual for these kind of games everything is represented with abstract symbols on the map. In single player the game features ten scenarios set in the Indian Ocean or the Persian Gulf with increasing difficulty. There the player takes the role of the American fleet and mostly fights against Russia.
</li>
<li><a href="https://archive.org/details/msdos_7_Colors_1991">7 Colors (1991)</a><br>
It might be a "battle of colours", two "enemies" engaging in a "fight" to "conquer the territory" on the "battlefield". Or, despite Infogrames' martial marketing efforts, 7 Colors might just be a puzzle game with brightly colored diamonds. In the wake of Alexey Pajitnov's block-busting Tetris, Infogrames licensed another Russian mathematician's concept for a game of logics and dexterity: Two players start from opposite ends of a board, filled with rectangles of seven different colors, and take turns in picking one of these colors. All diamonds of that color bordering on the player's territory are annexed, expanding the borders. Whoever first controls more than half of the terrain wins. Some quirks add tactical depth: The color chosen is locked for the opponent for one turn; drawing lines from one border of the field to another fills all the space in between. In addition, boards come in various diamond sizes, color textures and with obstacle stones. A (generous) time limit exerts soft pressure. 7 Colors can be played against the computer or a human opponent, even over a local network - a rare feature at the time. Ambitious players may design their own boards with the included editor.
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<li><a href="https://archive.org/details/msdos_8088_Othello_1985">8088 Othello (1985)</a><br>
8088 Othello is a four-color ASCII graphic board game similar to Reversi. The game is for 1 player and you battle against the computer to get more of your pieces on a board. In every game you only play with the black pieces. There are five levels of gameplay that go from 1 (easiest) to 5 (hardest). The board you play on features coordinates in which you type in the order to pick a place for your pieces. However, your pieces will only go on lines that are either vertical, horizontal or diagonal to one of your previous pieces. You also have four options: pass, switch, unmove and quit at the main menu. The game does not feature any high scores.
</li>
<li><a href="https://archive.org/details/msdos_905_2000">905 (2000)</a><br>
The phone rings at 9:05 AM after a rough night. It's up to you to get up and get moving in this short piece of interactive fiction.
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<li><a href="https://archive.org/details/msdos_A.G.E._1991">A.G.E. (1991)</a><br>
A.G.E. is a follow-up to Galactic Empire. Like its predecessor, it is a first-person space exploration game rendered in 3D. As you pilot your spacecraft around the planets and stars, engaging in space combat and conversation with other characters, you unravel the Conquer the Universe plot. The game is similar to Elite in that you are relatively free to travel to wherever you please.
</li>
<li><a href="https://archive.org/details/msdos_A.J.s_World_of_Discovery_1992">A.J.'s World of Discovery (1992)</a><br>
Who's this little fellow on our screen? He's A.J., that's who. And he's about to invite you to his own "World of Discovery". A.J.'s World of Discovery is an educational game where kids can play numerous mini-games: * an Arkanoid clone; * a funny face maker, where you can freely change facial features or randomly generate a face; * a simple graphics program where you can draw pictures with a variety of tools and save them to disk; * Matchbox car races; you can construct your own track and then race another person or a computer; * a keyboard that teaches to type; * a sticker book; * several jigsaw puzzles, where you are rewarded with an animated picture after you finish piecing it together; * educational mini-games that teach English and Maths; * and it's also possible to grow your own garden by planting the seeds and then watch the flowers slowly grow over time. The game contains numerous amusing, silly animations and sounds.
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<li><a href="https://archive.org/details/msdos_A2_-_The_Ultimate_Sequel_To_AUTS_-_The_Ultimate_Stress_Relief_Game_1998">A2 - The Ultimate Sequel To AUTS - The Ultimate Stress Relief Game (1998)</a><br>
A2 is sequel to AUTS - The Ultimate Stress Relief Game. The idea is to fly in caves and shoot other players. You can choose between team mode or pure deathmatch. Players can select from multitude of diverse weapons and use them to destroy each other. A2 is a side scrolling, split screen shooting game where you control space ships and try to kill opponents with bullets and a secondary equipped gun You can choose the secondary gun from a big collection of different ones. Game supports up to 6 players. Improvements includes: * Complete rewrite of code * High color graphics with alpha blending * Computer AI * Random level generator * New weapons
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<li><a href="https://archive.org/details/msdos_A320_Airbus_Edition_Europa_1992">A320 Airbus</a><br>
If you want to fly a modern passenger jet then this is the sort of game for you. This is a serious simulation of flying which was developed in corporation with Lufthansa and Deutsche Airbus. The flying area includes most of Western Europe with about 80 airports. During gameplay you have to fly a specified route and navigate yourself by using the supplied map. There is also a training mode available.
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<li><a href="https://archive.org/details/msdos_A320_Airbus_Edition_USA_1993">A320 Airbus</a><br>
A320 Airbus: Edition USA is the successor to A320 Airbus which focuses on a realistic simulation of flying. The main difference is a new flying area which covers the USA between the Western and Northeastern coasts with about 240 airports. Additionally the flight physics are improved. During gameplay the player has to fly specified routes and navigate himself by using the supplied map. There is also a training mode available.
</li>
<li><a href="https://archive.org/details/msdos_Abandoned_Places_-_A_Time_for_Heroes_1992">Abandoned Places - A Time for Heroes (1992)</a><br>
In this RPG, you play the role of four heroes whose mission is to save their world, Kalynthia, from the evil arch mage Bronagh. Most of the time, while exploring the over world, the game is shown in a 2D top-down view. It gives you much freedom: there's more to do than just stick to the main quest. Towns have a static interface where you reach the wished location by pressing the according symbol. e.g. a church for healing up or a sage for hints. During dungeon crawls the game switches to a 3D view and plays similar to Dungeon Master. As usual for this kind of games you see the dungeon in a small windows while your characters are shown on the right hand side of the screen. Dungeon sequences are completely in real-time. This includes combat which basically consists of clicking on a character's weapon or magic spell and then clicking on the monster. After every usage of a weapon/spell you have to wait a certain time until you can use it again.
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<li><a href="https://archive.org/details/msdos_ABC_Monday_Night_Football_1989">ABC Monday Night Football (1989)</a><br>
ABC Sports and Data East team up to take you to the gridiron! Strap on your helmet, put that black stuff under your eyes and prepare yourself for football, Frank Gifford style! Features AFB voice synthesis technology. You can change receivers on the fly, throw maddening blitz plays at the QB, and stare blankly at the buxom cheerleaders. It all adds up the same.... it's football.
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<li><a href="https://archive.org/details/msdos_ABC_Wide_World_of_Sports_Boxing_1991">ABC Wide World of Sports Boxing (1991)</a><br>
<p><b>Published by</b> Data East USA, Inc. </p><p><b>Developed by</b> Acme Interactive, Inc., Cinemaware Corporation </p><p><b>Released</b> 1991 </p><p><b>Also For</b> Amiga </p><p><b>Genre</b> Action, Sports, Strategy </p><p><b>Perspective</b> 3rd-Person Perspective </p><p><b>Sport</b> Boxing </p><p><b>Misc</b> Licensed Title</p><p></p><p>From Mobygames.com. <a href="http://www.mobygames.com/game/dos/abc-wide-world-of-sports-boxing" rel="nofollow">Original Entry</a></p>
</li>
<li><a href="https://archive.org/details/msdos_Abmis_the_Lion_1996">Abmis the Lion (1996)</a><br>
Abmis the Lion, King of the Beasts, has a problem: all of his kingdom's potatoes have been stolen, without which his citizens may starve! You control his navigation through a side-view platform maze avoiding animal hazards and collecting dropped potatoes, using objects you find along the way, all in pursuit of the foxy thief. Once all a level's potatoes have been collected, a magical door will open permitting access to the next level.
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<li><a href="https://archive.org/details/msdos_dc5-arff">Abort, Retry, Fail? (2009)</a><br>
Demo by the Dennis Courtney 5: Placed #1 at the 2009 Blockparty Demoparty in Cleveland, OH.
</li>
<li><a href="https://archive.org/details/msdos_Accordion_1990">Accordion (1990)</a><br>
In this solitaire game, cards are laid out in a row. The object of the game is to pile all of the cards on top of one another. You can move a card or pile of cards either one or two spaces to the left when the card you are placing it on matches its suit or value. As cards are moved to the left, new cards are dealt onto the right side of the row from the deck. This implementation of the game allows the player to choose from a starting row of thirteen, ten or seven cards, and it also keeps track of ten high scores.
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<li><a href="https://archive.org/details/msdos_ACE_2_1987">ACE 2 (1987)</a><br>
A follow-up to ACE. Similar to its predecessor, ACE 2 is an oldie head-to-head air combat flight sim set in modern days of aviation. The game has a very strong arcade feel, as all the missions you fly are nondescript or generic. Your plane is also a generic, hypothetical modern fighter, and the goal is to fly different sorties to kill enemy aircraft. Very similar to ACE, except that you can now play a 2-player hotseat game, or solo competition against the computer, in split-screen mode.
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<li><a href="https://archive.org/details/msdos_ACE_Air_Combat_Emulator_1986">ACE Air Combat Emulator (1986)</a><br>
A huge enemy fleet has invaded the southern shore of the U.S. Dozens of tanks and helicopter gun-ships are rolling over Tampa, Florida and through Atlanta, Georgia. Squadrons of enemy fighters are swarming through the air over South Carolina and are heading for Washington, D.C. For the first time in more than 100 years, a foreign power is invading our proud land! You are the only remaining fighter pilot, and you have the last three ACE Mark 2.1 Multi-Role All-Weather-All-Terain (AWAT) combat aircraft. Each is housed in one of our three remaining air bases. You must fly sorties from our bases, and attack and destroy the numerically superior enemy air and ground forces. Only then can you attempt to destroy their nearly invincible navy. Good Luck! The future of the free world hangs in the balance...
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<li><a href="https://archive.org/details/msdos_Ace_of_Aces_1987">Ace of Aces (1987)</a><br>
Ace of Aces is a 1st person, 2D flight simulation. You're onboard a British RAF Mosquito, maverick fighter bomber. Your mission ... stop enemy trains, intercept the terrible german V-1 buzz bombs, sink the german U-boats and down the Nazi bombers. Are you ready for this challenge?
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<li><a href="https://archive.org/details/msdos_Acheton_1978">Acheton (1978)</a><br>
Acheton is a home computer conversion of the mainframe adventure of the same name. Similar to Zork (which was released on the VAX mainframe not long before Acheton's original appearance), it is a fantasy treasure hunt set in a claustrophobic dungeon. It boasts over 400 rooms and 200 objects, thereby making it much bigger than Zork. As with many games of this kind the most time is spent by exploring the environment and solving item-based puzzles. Everything is described solely with plain text and the player interacts with the game by typing in phrases which describe his desired action, e.g. "take bottle". It also features a help function with graded hints.
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<li><a href="https://archive.org/details/msdos_Achipelagos_1989">Achipelagos (1989)</a><br>
Archipelagos is a real-time puzzle and strategy game with an unconventional premise and equally unconventional gameplay. In the future, man carelessly poisons the earth with nuclear waste. The polar ice caps have melted, turning the surface of the earth into many islands of decaying land masses, known as Archipelagos. Man then built systems to try to clean up the pollution, but these failed. The only life left were genetically-altered plants made in an effort to clean up the waste -- these also turned hostile. It is up to you to clean up the earth, island by island. Controlling a hoversphere, it is up to you to make Earth's many islands of land habitable. To do this, you need to knock out the radiation generators on each island, which can be done by knocking out each generator's power sources (there are several per island). Once these are knocked out, you have 90 seconds to get back to the generator and disable it before it melts down, taking you with it. Obstacles, unfortunately for you, are plentiful: You can't knock out a power source unless it is connected by a "land bridge" to the generator. You have the ability to create land where needed, but this takes up energy, and you have a limited supply. Also a hindrance are the many genetically-altered entities left behind on the islands: Viral trees that poison the ground; necromancers (former hoverspheres) that now erode land instead of creating it; eco eggs that explode on touch; and aircleaners, who are ruthlessly efficient in cleaning up the air -- and everything else, including you. The entire game plays from a 3D first-person viewpoint. A movable cursor selects where to move or what to manipulate. There are 10,000 islands on Earth to purify. If you can make it past Archipelago #100, you are then free to select any of them.
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<li><a href="https://archive.org/details/msdos_Acid_Tetris_1998">Acid Tetris (1998)</a><br>
Acid Tetris is a freeware Tetris clone, true to the original version. There is only one game mode, where you guide an unlimited amount of falling bricks to form complete rows until you hit the top of the screen. After reaching a certain amount of points, the speed of the bricks is increased. This difficulty level can also be set from the start in the main game menu. There are a few features that make this game stand out. The bricks are colorful and upon removing a line, a yellow smiley appears with a different expression and sound depending on the amount of rows you removed with a single brick. On the right is an overview of the amount of different bricks used. There is a high score table and the game features both up-tempo and relaxing music, including a remake of the classic Tetris song.
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<li><a href="https://archive.org/details/msdos_Action_Fighter_1989">Action Fighter (1989)</a><br>
This is a top down vertically scrolling shooter, in which you start off as a motorbike. You are quite vulnerable to attack at first, but power ups come in the form of a Sega van which you have to dock with. The first time you dock you get double fire, the second time gives you a rocket, the third gives a rear force field and the fourth invulnerablility. By destroying cars and bikes that appear on your way, you can collect A-F letters. Collecting A through to D allows you change into a sportscar which is less vulnerable to attack, but not as nimble. Collect all the letters in order to be able to transform into a high tech plane. This is the final stage of one of the five missions. Only the high tech plane can guide you to your destination in which your main target is hiding. There is also time limit in which you have to complete the mission. It is advisable to transform into the high tech plane as fast as it is possible. Picking up flags gives you bonus points with 10,000 points gaining you an extra life.
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<li><a href="https://archive.org/details/msdos_Action_in_the_North_Atlantic_1989">Action in the North Atlantic (1989)</a><br>
Action in The North Atlantic is a 2D, CGA naval simulation. You take the role of a British or a German battleship captain during "Battle of North Cape" operation in 1943. There a two different game types: In the tactical mode you are the Commander of a single battleship and in the strategic mode you are the commander of the entire fleet. In this mode you have access to submarine and Air Force units. Options include the difficulty level and the length (number of days) of the game.
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<li><a href="https://archive.org/details/msdos_Advanced_Destroyer_Simulator_1990">Advanced Destroyer Simulator (1990)</a><br>
Advanced Destroyer Simulator (ADS) is a naval combat simulation set in World War 2. It was the first naval simulation to use real-time filled 3D graphics. Its style and mechanics are reminiscent of Epyx's Destroyer (1986). ADS simulates the H.M.S. Onslaught, a British destroyer of the O-class fitted with three cannon turrets, four torpedo tubes on port and starboard respectively, and a sonar to detect and track submarines. In ADS, the Onslaught is not part of a flotilla. There's no campaign, gameplay is mission-based and set in three scenarios (two in the CPC version) with five mission each: The Mediterranean around Sicily, the English Channel between UK and France, and the North Sea coast of Norway. Objectives include seek-and-destroy assignments, patrols, convoy escorts, submarine hunts and blockade runs. Each scenario also offers an open "Delta" option where you cruise and hunt without specific objectives. You navigate the destroyer manually, in real-time and from a first person perspective, though with the help of a scenario map. ADS simulates ship combat as a close-quarter exchange of torpedoes and cannon fire. In proximity to enemy land bases, Stuka fighters can attack and must be shot down with the cannons. Submarines are tracked with the sonar and can only be attacked once they surface. Enemy vessels include freighters, tankers, torpedo boats, destroyers and cruisers. Most missions are time critical; in the course of the mission, it may be necessary to dock in allied ports for repairs, to refuel and restock on ammunition.
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<li><a href="https://archive.org/details/msdos_Advanced_DOS_Quiz_1991">Advanced DOS Quiz (1991)</a><br>
Advanced DOS Quiz, the successor of DOS Quiz is a game that tests your knowledge of DOS commands. It is also suitable for companies who want to test their employees although the author suggests that it is too advanced for a normal office environment. The quiz itself consists of a normal DOS environment and an info screen which tells you what to do. You answer a question by typing the right command. If you don't know, you can simply skip to the next exercise. After finishing all 20 questions your success rate is shown and you can play the same questions again. There are no more than 20 questions. The correct answers to each exercise are listed in the readme file.
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<li><a href="https://archive.org/details/msdos_Advanced_NetWars_1997">Advanced NetWars (1997)</a><br>
Whereas the original NetWars was developed by Novell to be bundled with their Personal NetWare program to show off NetWare's IPX capabilities, this update with more advanced graphics and new features was released with OpenDOS. The main idea of Advanced NetWars is much like the original: you are placed in the cockpit of a space fighter and sent out into the vast reaches of space to shoot down your enemies or be killed yourself. You are given plasma guns, missiles, and turbo boosters to help you on your mission. Your 3D radar is also very important to you, as it shows where other fighters are relative to your position, but also how far "above" or "below" you they are.
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<li><a href="https://archive.org/details/msdos_Advanced_Tactical_Air_Command_1992_Microprose_Software_Inc">Advanced Tactical Air Command (1992)</a><br>
Lead the secret war on illegal drugs in South America! Wage war against drug barons with advanced weaponry such as F-22 fighters and AH-64 helicopters. Destroy their drug pipeline to starve them of cash, but don't hit the civilians or you may get kicked out of the country! The drug lords won't stand by though... And they had used the drug money for an effective arsenal, from missiles to fighters and more. Gather intelligence, decide on strike targets, and launch planes to accomplish their missions. Take over any plane in flight if you think they need help. Send in DEA agents to gather more intelligence and resupply local rebels. Can you win the war? ATAC can be described as two games in one. On the strategic level, you need to figure out how the drug barons are forming their pipeline and the best way to destroy the pipeline while causing minimal damage to the civilian population, while defending your own base against intruders and attackers. You can order recon flights or gather intelligence from rebels and DEA agents on the ground. When you get enough intelligence, you can issue target orders to up to 4 crafts (F-22's or AH-64's). and they'll go accomplish those missions if they can. Once you're off in the air, the game becomes first-person simulator, where you fly through the jungles of South America chasing the target you need to destroy while fighting the drug baron's mercenary forces. How you do in one will affect how you do in the other.
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<li><a href="https://archive.org/details/msdos_Advanced_Xoru_1989">Advanced Xoru (1989)</a><br>
Select from five character classes (Paladin, Necromancer, Barbarian, Zen-Druid, Shadowy Tracker) and explore the three levels of the dungeon Ebon Titan. If you make it to the end you face off against the boss Titan himself. The game mixes elements from classic text based adventure gaming like inventory based puzzle solving with more action oriented dungeon crawl style hack and slash game play. The game also employs a simple top-down ASCII based graphical map of your surroundings in addition to the usual textual description and utilizes the PC speaker for battle sounds and the like.
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<li><a href="https://archive.org/details/msdos_Advantage_Tennis_1991">Advantage Tennis (1991)</a><br>
Advantage Tennis is a tennis simulation played with 2D characters in a 3D simulated court. The camera zooms and pans in to follow the action. There are training, season and exhibition modes. The season mode allows playing against a variety of competitors and in different courts around the world.
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<li><a href="https://archive.org/details/msdos_Adventure_Construction_Set_1987">Adventure Construction Set (1987)</a><br>
Despite its title, Adventure Construction Set is an editor that allows players to create their own role-playing scenarios. It is possible to customize a tile-set, maps, and objects to create RPGs reminiscent of the early Ultima games. Seven small 'toolkits' to build from include Sci/Fi, Spy, and Medieval setting templates, plus two complete games are included as a demonstration: Rivers of Light is based on Sumerian mythology and contains 140 rooms and Land of Aventuria consists of seven mini adventures with different settings, e.g. an adaption of Alice in Wonderland or a Nazi castle.
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<li><a href="https://archive.org/details/msdos_Adventure_in_Serenia_1982">Adventure in Serenia (1982)</a><br>
King George's daughter Priscilla has been kidnapped by an evil wizard named Harlin, who holds her in his castle. The King offers half of his kingdom to anyone who would venture into the faraway mountain land, enter the castle, defeat Harlin, and bring back the princess. Only one adventurer is brave enough to accept this challenge. The Wizard and the Princess is a text adventure with graphics. The game's environments are composed of still shots viewed from first-person perspective. The player types combinations of verbs and objects to interact with the game world, move between locations, solve puzzles, and advance the story. The IBM PC version, entitled Adventure in Serenia, is the exact same game, with the exception of the plot introduction, which is described as a sequel to The Wizard and the Princess: Harlin uses the sands of time to undo his demise by the brave wanderer, and the player has to defeat him once again.
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<li><a href="https://archive.org/details/msdos_Adventure_XT_2007">Adventure XT (2007)</a><br>
The sinister wizard Mordimar, having come into possession of the powerful magical artifact the Orb of Destiny, is slowly sapping the life-force from the forests of Blarg. Your goal: to retrieve the Orb, for the sake of the blighted woods! Author Paul Panks is known in IF circles for having settled on an early form of the text adventure (perhaps that contemporary to the game's maybe namesake, the IBM Personal Computer XT?) as the pure, classic ideal to be visited and revisited in permutations of his many experiments, unhindered by modern developments in interactive fiction authoring systems, advances in game design, and even improvements on primitive dialects of BASIC, his apparent development environment of choice. In most of them, sparse locations, mute NPCs and to-the-death monsters turn up in predictable (classic?) configurations, fortified with occasionally inspired, occasionally jarring train-wreck often-anachronistic mashups of cognitive dissonance -- here special unlicensed cameo appearances from Gargamel, Azrael and several Smurfs... also rising to North American fame in a period roughly contemporary to the IBM XT.
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<li><a href="https://archive.org/details/msdos_Adventures_of_Robin_Hood_The_1992">Adventures of Robin Hood, The (1992)</a><br>
In Robin Hood you must perform many heroic deeds to change the public impression of you from "villain" to "hero." To he ultimate aim is to retake your castle, which is captured in the intro sequence. This involves bringing together your band of merry men, and killing the Sheriff and his guards. There are around 6 extra items you can find in the game, most of which aren't essential but make the game a lot easier. The whole interface is similar to Populous: you don't direct Robin directly but with icons which are placed around the screen. The AI citizens of Sherwood go about their lives as normal, so it's another game that you can spend just watching and wandering through rather than trying to complete.
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<li><a href="https://archive.org/details/msdos_African_Adventure_1984">African Adventure (1984)</a><br>
African Adventure is a text-based game with no sound or graphics. It is a remake of African Adventure: In Search of Dr. Livingston for the Commodore 64 by Softside in September 1980. You play a man who must help search for a man named Dr. Livingston who has become lost somewhere in the darkest parts of Africa. For every action you type, all the letters must be capital, and your statement can only be two words; a verb and a noun, such as "GET BOOK" or "GO EAST". For directions you can also just enter the first letter of the word like "E" for east. You earn points for the objects you collect. Some have to be used in other locations, or should be held onto as the game proceeds. Several helpful commands include "HINT" in case you are stuck, "LOOK" to tell you what is around you, "I" will show your inventory and what you are holding, "SCORE" shows how many points you currently have, "SAVE" to save your current game progress, "LOAD" to load a saved game, and "QUIT" end your game and display your total score. All commands should be entered in capital letters in order for the program to understand.
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<li><a href="https://archive.org/details/msdos_African_Desert_Campaign_1986">African Desert Campaign (1986)</a><br>
The Allied forces take on the forces of Germany to gain control of the Suez Canal in African Desert Campaign. Keyboard controls are used to select the unit you'd like to move and when your turn is finished you must await the enemy to make their move. Playing somewhat like Risk the game is won by taking over enemy chips. When your chip is next to an enemy unit you must attack and try to take over their forces. The outcomes of the battles depend on the munitions and supplies available to the attacking and defending unit. When an enemy unit is defeated their supplies become yours. Certain types of terrain will block or hinder the amount of moves you can make while others will make you start the moves from the beginning altogether. When your units get large enough you may choose to split them by using the Separate command and select the unit you'd like to apply it to. The command Reinforce is used to move supplies around within your units. The game units are controlled with keyboard controls utilizing a menu at the top of the playing field while the graphics are rendered using ASCII graphics.
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<li><a href="https://archive.org/details/msdos_African_Raiders-01_1989">African Raiders-01 (1989)</a><br>
The game tries to represent the African part of 11th Paris-Dakar rally route, which in the game takes place in Tunisia, Algeria, Niger, Burkina Faso, Mali, and Senegal in 1988-1989. Controlling his(her) car in third-person 'behind the car' view, player should drive through the marked path in Sahara. When player loses his(her) way, he(she) may be in the sands alone and start to skid. In this situation he(she) may switch between 4x4 and 4x2 modes of the car. These modes have own opportunities and misses. The speed is limited to 87 in 4x4 mode and limited by car's parameters in 4x2 mode. But in 4x4 mode path marks may stop the car, while in 4x2 mode the car may knock the path parks off. Switching the gear, player may drive back and forth to avoid blocking of car either by path mark or by debris in the sand. Direction of the way is shown by compass as well as length of traversed path and volume of residuary fuel are displayed by indicators. Other drivers are present on the way during day and night, therefore they should be left behind to win in the rally. There are five stages with different visible horizons: 1) Tunis - In Salah (5726 Km); 2) Ouallene - Achegour (4353 Km); 3) Achegour - Niamey (4587 Km); 4) Ouagadougou - Bamako (4438 Km); 5) Bamako - Dakar (3622 Km). So, you have to conquer the sands of Sahara, show good time on each stage, and to be the first at the finish.
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<li><a href="https://archive.org/details/msdos_African_Trail_Simulator_1990">African Trail Simulator (1990)</a><br>
Take to the desert on your off-road bike as you negotiate all the stages of the African trail. Before you start each stage, you must select three items of equipment to take with you. But make that decision carefully as it may well be crucial. You meet other riders who will try knock you off your bike. Further, you have to gauge your speed correctly and try to perform wheelies while riding over hills. Don't fall off your bike!
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<li><a href="https://archive.org/details/msdos_Agent_USA_1984">Agent USA (1984)</a><br>
Agent USA is a geography enhancement game that centers around a character that travels by train to different U.S. cities. The object of the game is to find the "FuzzBomb" which turns ordinary people into "FuzzBodies". You plant crystals which regenerate into newer crystals, and when you build up 100 of them and touch the FuzzBomb, the nation is saved!
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<li><a href="https://archive.org/details/msdos_Aggravation_1991">Aggravation (1991)</a><br>
Aggravation is a board game where the point is to bring your chips back to home base after going around the game board. This game uses ASCII graphics to display the game board and allows for up to four players to play in turn. Up to three of these players can be controlled by the computer. After rolling a six or one a player may place one of their four chips on to the game board and try to traverse it and head back home to a safe base. Landing on another player will mean that that player must take that chip back and restart with it by rolling a one or six. Rolling a six allows the player to roll again and players may not jump over other chips of their own. Therefore although named Aggravation this game, unlike the board game of the same name, plays and looks more like the board game Sorry.
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<li><a href="https://archive.org/details/msdos_Aggression_1990">Aggression (1990)</a><br>
Aggression is a board game that combines elements of checkers and chess. The goal of the game is to move all your tiles to the opposite side of the game board while your computer opponent or your friend awaiting his/her turn does the same with their tiles. You can use your tiles to surround and entrap the opponents tiles forcing them to restart at the beginning with that tile and naturally they can do the same to you.
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<li><a href="https://archive.org/details/msdos_Air_Bucks_1992">Air Bucks (1992)</a><br>
Air Bucks is a business simulation game which tries to capture the ins and outs of the airline industry without bogging the player down with details. It starts in 1946 and the goal is to build up a successful airline with a small starting budget. There are many details in the game, e.g. the player can buy rights to airports, arrange seats on the planes to carry more or less first class passengers, decide on the quality of in-flight food or entertainment, and more. The game features "special events" similar to Sid Meier's Railroad Tycoon, which require quick changes in the plane operations to accommodate them. Other important industry-specific activities include designing global routes and paying for landing rights, tinkering with plane layouts and determining fares for each leg. All those decisions are made inside various menu screens. Competition consists of up to three human or AI controlled opponents and the world map is randomly generated with every new game.
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<li><a href="https://archive.org/details/msdos_Air_Duel_80_Years_of_Dogfighting_1993">Air Duel 80 Years of Dogfighting (1993)</a><br>
As the name suggests, this flight simulation gives you a chance to fly most of the famous fighter models from World War 1 to the present day. You can fly the Sopwith Camel, the Spitfire, the F-4 Phantom, the Harrier Jump Jet, the F-16 Fighting Falcon, the Fokker DR1, and the MiG-23, each with realistic and functional cockpit features. The game offers 6 historical missions, a duel mode and a "What If?" air duel. In the latter, you can apply weapons from different time periods to aircraft, and try to shoot down a modern plane using an older one.
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<li><a href="https://archive.org/details/msdos_Air_Traffic_Controller_1985">Air Traffic Controller (1985)</a><br>
In this simulation the player takes on the role of an air traffic controller and safely guides the airplanes to their destinations! This is an ASCII text-based game much like the later Atari ST game of the same name. Each plane on the screen is represented by a letter and arrow. A list off to the side lists all planes in the airspace, their location, destination, fuel, course, and altitude. The player must guide some planes to land at specific airports; other planes must be guided to specific exit points on the airspace boundaries.
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<li><a href="https://archive.org/details/msdos_Air_Trax_1983">Air Trax (1983)</a><br>
Air Trax is an air traffic control tower simulation game very very similar to Air Traffic Controller. This is an ASCII text based air traffic control simulation where planes need to be guided to land safely before they run out of fuel or crash. However this game seriously complicates things with the inclusion of three different types of aircraft: jets, small craft, and super sonic jets. Players can also earn a salary.
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<li><a href="https://archive.org/details/msdos_Air_Warrior_1992">Air Warrior (1992)</a><br>
Air Warrior is an online multiplayer flight simulator. The flight line comes with a stable of 17 WW II era fighters (P-51D Mustang, P-38J Lighting, F4U Corsair, Spitfire MK IX, BF-109F, FW-190, YAK-9D) and bombers (B-17G Flying Fortress, B-25J Mitchell, Junkers JU-88) from 5 nations for your aerial dogfights and bombing missions. Connect via the GEnie network or fly head-2-head against a friend at modem speeds as low as 1200 baud. If you played via GEnie network, the battles could contain up to 50 people from all over America at the same time. Each plane has unique features in regards to performance, maneuverability, and flight control characteristics. Using the keyboard control help-screen (brought up with the F10 key) during flight helps reduce the learning curve. Chat communication in real-time air battles is limited to keyboard text, which makes quick abbreviated responses a necessity. The game has SVGA graphics of 640x480 256 colors, which allows enhanced cockpit layouts, increased visibility, and realism during off-line training and online aerial warfare.
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<li><a href="https://archive.org/details/msdos_Airball_1987">Airball (1987)</a><br>
You have been turned into a ball of air with a slow leak by an evil wizard. You must find the Spellbook and the ingredients for the spell. Without these, you will never turn back into a human again. These items have to be collected in the maze which consists of 150 isometric rooms. These can be explored freely but sometimes you need to have special objects to proceed, e.g. a candle in dark rooms. The dangers consist mostly of sharp objects which can cause your ball to burst. Additionally you are on a timer because your balloon loses air constantly. But it can be refilled by using pumps which can be found in the maze - but you have to leave them in time or you explode because of overpressure.
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<li><a href="https://archive.org/details/msdos_Airlift_Rescue_1995">Airlift Rescue (1995)</a><br>
STORY Use your helicopter to land and save civilians in need while destroying any and all enemy hostiles in the vicinity! GAMEPLAY Your helicopter is a fast gunship capable of quick maneuvers (left, up, down, right) and also equipped with a chain-gun (simply put, it can shoot). Your helicopter can also change directions by pressing the CTRL button, which is especially useful if you want to aim at ground targets. As mentioned, your primary objective is to rescue those helpless civilians running around on the ground. To do so, you must carefully land your chopper on the ground and wait them to board your helicopter. Enemy hostiles may attempt to thrawt your rescue attempts while possibly also killing those civilians. Killed civilians will cause a negative score (indicated by the score board) while rescued civilians will be indicated by a positive score.
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<li><a href="https://archive.org/details/msdos_Airlines_1994">Airlines (1994)</a><br>
Here you have an typical mid-nineties economic simulation which, you guessed it, simulates a airline company. At the start of the game you own 100% of a stock corporation with a few million dollars capital. With this money you buy airplanes, which differ in statistics like range, price or room. On a world map you define routes, ticket prices and load (passengers or commodities) and send them on the flight. The rest is handled by the game itself and the only thing you have to do is buying new planes, sell parts of your stock due to financial difficulties, watch your balance sheet and handle a few random events like strikes or oil crises. Due to the nature of the game you'll spend all your time either on the world map or in front of statistics.
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<li><a href="https://archive.org/details/msdos_Airstrike_USA_1990">Airstrike USA (1990)</a><br>
Airstrike USA is an arcade action flight game, where you fly the ATF (Advanced Tactical Fighter) on various missions around the world. Missions include destroying enemy submarines, radars, aircraft, bases etc. In the game you watch your ATF from behind with an very simplified instrument panel at the bottom of the screen.
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<li><a href="https://archive.org/details/msdos_Ajax_1989">Ajax (1989)</a><br>
In this arcade shoot'em up your mission is to infiltrate the alien fortress during 6 levels, and to destroy the fortress and the alien. Sitting in Ajax H.Q., you must pilot the remote controlled drone ship to do this. The drone represents jet fighter (behind view) and helicopter gunship (top-down view). It may be moved on the screen, fire air-to-air and air-to-ground guns and pow bomb. Limitless hordes of mechanoid invaders, whose sole intent is the total domination of the Earth, will try to stop you. Exit from each level is guarded by the powerful boss, who you should eliminate. DOS version of the game differs from C64/CPC/ZX version by the number and location of enemies, map of areas, order of the stages, and ability to use different controls to shoot air and ground targets.
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<li><a href="https://archive.org/details/msdos_Aldos_Adventure_1987">Aldo's Adventure (1987)</a><br>
You are Aldo (who for some reason looks incredibly like Mario of Donkey Kong). Your mission is to successfully reach the upper levels and obtain the treasure chest that lies within. However, beware of the falling barrels (yes, barrels) that inhibit your progress and threaten to 'flatten' you into the existing background. Control Aldo by fast moving, jumping and climbing ladders to reach the pot of gold on the top level.
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<li><a href="https://archive.org/details/msdos_Aleshar_-_The_World_of_Ice_1997">Aleshar - The World of Ice (1997)</a><br>
Since the beginning your parents knew you were somehow different from the others. You have the spark of Elemental Powers and dangerous tool and illegal, unless one is a priest of the Cult of Wisdom. Your father sends you off to learn under the guidance of an elementalist, hoping you would not suffer the same fate as your grandfather, who was hunted down by the Cult for not becoming a priest. The elementalist eluded the Cult by living far from large towns and cities. He was forgotten by the cult. Your father hoped you would be forgotten as well. And now you return... Aleshar: The World of Ice is a top-down perspective role-playing game (RPG) in a world surrounded by snow and ice. Your character may be created from various available classes (hunter, healer, bard, etc.), each with different specialty statistics which may be tweaked during character creation. Character statistics and abilities will increase during the game, depending on constant use of a particular ability. There are no leveling-ups or experience normally found in other RPGs. The world of ice is divided into two major areas: 1. The overland map, where you can encounter (random) monsters and visit towns, dungeons and caves. Here you can initiate hunting actions to acquire rations and use the sextant to identify your location. Time setting on the overland map is real-time, thus random monster encounters may issue even though your character is not moving. 2. The tactical map where you commence combat and/or interact with people (when entering towns). Interacting with people involves a text parser where you enter keywords (e.g. name, job, buy/sell, etc.) for further dialogs. Certain keywords are automatically highlighted. Combat occurs when encountering random monsters on the main map. The turn-based combat consists of simply moving your character to the enemy position, or manually aiming at the enemy with melee or ranged weapons. Combat then is defined by text messages indicating attack and defense roles. Magic (or known as Spark in Aleshar) is an ability acquired later in the game, consists of single or combined use of the five available runes (fire, water, earth, air, and spirit). Each spell may be tweaked to a certain power level, the higher the power used, the greater the effect but the more straining it is to your character's fatigue. Spells directed to yourself or your allies are always beneficial while spells directed to your enemies are always damaging.
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<li><a href="https://archive.org/details/msdos_Alex_Higgins_World_Snooker_1986">Alex Higgins' World Snooker (1986)</a><br>
Presented by the name of snooker's World Champion Alex Higgins, the game is a snooker simulator with top-down view of the table. In the beginning of the game, the player places the cue ball in fixed position on the table. To give it a direction, the cue ball's image is placed in the desired destination's position. Adjusting the force and spin, the player gives a movement to the cue ball. The coloured and/or numbered balls should be put in pockets in a predefined order according to the rules of snooker. The one with the most points at the end of a game wins. The packs of red balls come in variations of six, ten or fifteen. There are two game modes: practice for one player and match for two players. The game is available in English, French, and German languages.
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<li><a href="https://archive.org/details/msdos_Alex_the_Alligator_2_2002">Alex the Alligator 2 (2002)</a><br>
Alex the Allegator 2 is a simple board game that can be played against the computer or a friend. This fully functional game was the author's contribution to Allegro Speedhack 2001. At first glance the game appears to be an Othello clone, two players take turns placing colored tiles on an 8x8 board. Beyond that the rules and objectives differ. The objective is to end the game with the highest score once either opponent has cleared all their tiles. Each turn a player may either place one of their colored tiles or slide any row/column by one unit. The row/column may not be moved again for one turn. When a group of four tiles forming a square is made, they are cleared from the board. If a player manages to remove 6 tiles in a rectangle they are awarded a special yellow tile which acts as a wild card allowing a square to be completed for any color. To make things even more interesting gray tiles will periodically appear on the board at random unfilled spots; a gray tile can only be removed with 3 yellow tiles although it's unlikely a player will use them in this way. What makes this game interesting is that you can score points by completing squares of either color; for example, if your opponent slides a row and completes a square with your colored tiles he gets the points instead of you. The game also has two levels of challenge for the human vs computer mode, a high score table, sounds, and music. Not bad for 72 hours!
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<li><a href="https://archive.org/details/msdos_ALF_-_The_First_Adventure_1987">ALF - The First Adventure (1987)</a><br>
This was a budget release computer game based on the popular '80s television show of the same name. The player controls Alf, who has to run around the neighborhood collecting pizzas and avoiding cats and the man of the household.
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<li><a href="https://archive.org/details/msdos_ALFs_Thinking_Skills_1993">ALF's Thinking Skills (1993)</a><br>
Let the warty, mangy, cat-eating ALF teach your children the fundamentals of logic! The game is set into three lessons; the first has the child leading ALF to the Tanner household's cat Lucky, via a route of minor logic problems (such as 3 roads with stoplights, one is green... which road leads to the feline snack?) #2 brings the concept of "and/or" to children, using colorful shapes. Point out the correct answer using ALF. #3 involves shape/color sorting according to the criteria ALF gives you.
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<li><a href="https://archive.org/details/msdos_Alice_in_Wonderland_1989">Alice in Wonderland (1989)</a><br>
Alice in Wonderland is a text adventure based on Lewis Carroll's book Alice's Adventures in Wonderland. There are 16 objects in the game which you may be able to interact with. Each object has a weight and you can carry a different amount of items based on your size in the game. As Alice, you must explore Wonderland to find her lost pet cat and make it home alive. There are ten creatures which you can interact with and they act similar to how they do in the original story. The gameplay is similar to other text adventures where you go around from area to area and interact with whatever you find. The included documentation tells you what commands there are, or you can attempt to figure those commands out yourself.
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<li><a href="https://archive.org/details/msdos_Alien_1982">Alien (1982)</a><br>
This short text adventure casts the player as the sole survivor of a space disaster involving the luxury liner "Adonis." Stranded on a hostile planet full of monsters after a lifepod landing, the player must reach the planet's only other human occupants and find a way home. The game features a simple two-word parser, lots of "instant death" locations (making mapping important) and relatively few puzzles.
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<li><a href="https://archive.org/details/msdos_Alien_Attack_1993">Alien Attack (1993)</a><br>
Alien Attack is an ASCII text game. You control a ship and have to destroy the alien fighters. The aliens will stop at nothing to destroy the Earth. Let one by and you lose. You have to be quick because the aliens come in sets of threes. After a little while, the speed of the game increases and you have to be fast because it gets faster and faster. You have to have good timing in this game because if you miss once in the fastest speed, you're done. There are no power-ups in this game. A high score table keeps track of the players' results.
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<li><a href="https://archive.org/details/msdos_Alien_Breed_1993">Alien Breed (1993)</a><br>
Alien Breed is a top-down science fiction shooter somewhat inspired by the movie Alien in terms of plot and atmosphere. Gameplay, though, was obviously inspired by the Atari arcade classic Gauntlet. The game tells a typical sci-fi story of an alien invasion on the space station ISRC-4. Two space marines, Johnson and Stone, are the only human beings left to clear the base of aliens. Moving around an alien-infested complex in a top-down view, you must at all times keep an eye not only on your energy level, but also be conservative with ammunition. Though you will find new ammo cartridges strewn around the levels, they are consumed quickly by respawning aliens that may come crawling out of the floors and walls when you least expect it. On the floors, you will also find keys for passing through locked doors. Keys must also be used with care, or you may find yourself locked out of a room containing the remaining keys that you will need in order to complete the level. Other doors are one-way, and will electrocute you if you try to pass it in the other direction. Other major bonuses found on the floor are emergency kits for restoring your health, and credits. The credits come in handy when you find an Infotex terminal. There, you can access information about your current mission and your vital statistics, as well as buy supplies such as ammunition, weapons and keys. Music is forfeited in this game, in favour of ambience sounds from machinery, machine gun sounds and the sounds of the aliens running around the base.
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<li><a href="https://archive.org/details/msdos_Alien_Olympics_1994">Alien Olympics (1994)</a><br>
Alien Olympics is a wacky combination of track & field games and retro-arcade games that you play as an alien. There are 8 unique alien characters that you can choose and compete against. Each alien has different strengths and weaknesses. For example, Mr. Mune (a caterpillar-like alien) has many legs enabling him be very good at shooting events but also makes it difficult for him in racing events. You can either compete against a friend by sharing the keyboard or against the computer. There are a total of 15 different events to compete in and you have the choice of tackling a selected few, or going through the whole series. You also have the option of practicing first to get the hang of things. The 15 events are: * 50 Qrbit Dash (Racing) * Laser Leaping (Hurdling) * The Big Bounce (Long jump) * Laser Skeet I (Shooting Targets) * 200 Qbit Splurge (Racing) * Lunge Leap Splat (Triple jump) * Toxophilly (Archery) * Flob Flop (Shot put) * Saber Launch (Javelin throw) * Survival (A Pac-Man variant) * Alien Hurl (Another throwing game, but your alien is now the object to be thrown by a giant robot) * Laser Skeet II (Shooting Targets) * Jetpack Tag (similar to Asteroids) * Lizard Leap (Pole vault) * Wall Jumping (High jump)
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<li><a href="https://archive.org/details/msdos_Alien_Phobia_1997">Alien Phobia (1997)</a><br>
Looking for a frantic action game that is all over in around 30 seconds? If so, this is your game. Aliens come onto the screen, and you blast them. Features VGA graphics and SB sound.
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<li><a href="https://archive.org/details/msdos_Alien_Rampage_1996">Alien Rampage (1996)</a><br>
Alien Rampage is a 2D side-scroller with large animated sprites and multiple layers of parallaxing backgrounds. You are a lone angry alien dude with a bad attitude. You crash landed on an inhospitable planet, and thus you set out to get back to a ship so you can leave this horrible place. To make it, you'll blast hundreds upon hundreds of nasty creatures, enemy bounty hunters, and you'll use some pretty impressive weaponry to do it. You'll also get to buy power ups and get help from the goofy local troll-like natives, to solve puzzles. The gameplay consists of running, jumping and shooting, with a big emphasis on shooting. The action is very gory, and is akin to DOOM in 2D.
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<li><a href="https://archive.org/details/msdos_Alien_Syndrome_1989">Alien Syndrome (1989)</a><br>
Alien Syndrome is a scrolling shooter arcade conversion. Your job is to run around and rescue all the captives and make it to the escape hatch before the time bomb explodes. Then face the mother alien at the end of the level. You can play as a single player or two people, taking turns (Player 2 starts the game after Player 1 dies and vice versa).
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<li><a href="https://archive.org/details/msdos_Alien_Worlds_1989">Alien Worlds (1989)</a><br>
You must kill off endless waves of aliens. You do this by flying around a screen (using your rocket pack) and then shooting them with your machine gun.
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<li><a href="https://archive.org/details/msdos_Alive_Sharks_1990">Alive Sharks (1990)</a><br>
Alive Sharks is a shareware underwater action arcade game where you play a marine biologist who dives for rare ocean creatures. Your diver swims on his own and you have to lead him in the direction of the creatures. He picks them up and you have to bring them back to your cage to get points. Each of the 10 levels is filled with sharks wanting to kill you. You can stand a few bites but sooner or later you are dead. By touching the poisonous jelly-fish you even die immediately. You can avoid this by shooting them with your gun. You get a point and they sink stunned to the ground but they are not dead and recover quickly. Simply shooting in their direction will frighten them and they lose your tail for a few moments. In higher levels the amount of sharks increase, they get more aggressive and your gun numbs them for a shorter period. In the shareware version you can only play against sharks. Full version features raybats and killer jellyfish.
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<li><a href="https://archive.org/details/msdos_All_New_Family_Feud_1989">All New Family Feud (1989)</a><br>
If you've ever seen the game show you know what the game is like: Two families compete against each other and need to guess the five popular answers to questions like "Name today's top female singer". The amount of people (always a hundred total) who answered the same thing as the family equals the rewarded points. So for example if 20 persons said "Madonna", the family would get 20 points when guessing it. and need to guess the most popular. There are three to five rounds and in the end the family with the most points win.
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<li><a href="https://archive.org/details/msdos_All-American_College_Football_1991">All-American College Football (1991)</a><br>
All-American College Football is a football simulator allowing the player to coach a college football team. The game is officially licensed and features over 140 statistical categories for over 80 teams. There are five game modules included: 1. College Head-Up Football: Play a game head to head against another person on the same computer or via modem. The players make the calls from the sideline with 198 plays available. 2. College League Football: This module is for playing league games. The player needs to create a game plan by adjusting the numerous options available such as pass coverage, defensive strength, pass patterns, and so on. The computer will simulate the game based on the game plan, and the results can be analyzed by the player to improve the team for the next game. 3. General Manager: This module allows the player to view scouting reports on teams in the league as well as view and edit the player roster. Game plans and playbook sheets can be printed out and an automatic game schedule can be set up too. 4. League Leaders: View and print statistical leaders in all major categories of the current league. 5. Stats Keeper: This module allows the player to manage, view, and print all of the statistics of the league and provides in depth statistics on the last game played. All time records are also available.
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<li><a href="https://archive.org/details/msdos_Allan_Borders_Cricket_1993">Allan Border's Cricket (1993)</a><br>
One of the few computer games recreating cricket, the traditional summer pastime in many English-speaking countries. The game had different licenses with well-known cricketers in different countries. It was Audiogenic's second cricket game, 8 years after Graham Gooch's Test Match. All the international sides are present, with the chance to change the player data and choose the team yourself. Test match and limited-overs matches are available, with 1 or 2 innings per team, and you can turn the Leg-before-wicket dismissal off, which makes the game easier to understand. There are 3 skill levels - Amateur, Professional and World Class. The bowling involves positioning a cursor to place the bowl, then controlling the speed/spin (depending on the type of bowler selected). Batting involves timing one of the many available shots, and fielding is largely automated.
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<li><a href="https://archive.org/details/msdos_Alley_Cat_1984">Alley Cat (1984)</a><br>
Alley Cat is an action game consisting of several mini games tied together. You're a little black cat who wants to make love to a pretty lady cat that lives in an apartment complex. Play all kinds of cat-themed mini games in order to reach her and score as many points as you can while doing so. You start out in an alley and need to get inside the apartment by climbing on garbage cans and a fence. Next, jump on a clothesline and through several open windows while big dogs try to eat you and people throw garbage at you. Outside of the apartment complex you can score points by eating the mice that run across the clotheslines. Once you've jumped through a window you enter a room where you play a randomly assigned mini game. These mini games include: eating all the fish in a fish bowl, stealing milk from a bunch of bulldogs, pushing a birdcage from a table and eating the bird, catching mice inside a big cheese, pushing vases from a cabinet. To make things harder there's always a broom inside every room that tries to knock you around. You score points by completing the mini games within a certain time (the faster the better). After you've completed a mini game you're back in the alley. Make your way back inside the apartment complex and you get a chance to play the love-cat game: try to reach the lady cat on the top row of hearts while rival male cats and cupid's arrows knock you down. After you've mated, the difficulty gets cranked up a notch.
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<li><a href="https://archive.org/details/msdos_AlphaMan_1995">AlphaMan (1995)</a><br>
AlphaMan is a roguelike game in a futuristic/post-apocalyptic setting. Like most other roguelike games it is a "light" RPG (few stats, no character creation, no distribution of points on level-up) and uses ASCII graphics. Unlike other roguelike games, it offers you a choice of difficulty settings, allows you to save at any time and have multiple characters parallely. The ultimate goal of the game is to locate the Grinch's stronghold and beat this powerful and psychotic enemy. To do so, you must first enter five other castles and beat the respective bosses there, each time gaining an indispensable item. The name of these bosses and castles shows a strong humorous element (Gilligan in the castaways' fortress; Buzz Aldrin, cult leader of These Who Came In Second).
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<li><a href="https://archive.org/details/msdos_Alphaman_1992">Alphaman (1992)</a><br>
This game will test your problem solving abilities, as you try to solve 25 word puzzles. Each puzzle has the letters for the word located somewhere on the 7 x 11 grid board. Each letter is contained in a block which when pushed by your man, (Alpha Man), will slide in that direction until it either hits the side of the grid board or another block. The objective is to push all the letter blocks onto the corresponding letters that are located somewhere else on the game board.
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<li><a href="https://archive.org/details/msdos_Alpine_Encounter_The_1985">Alpine Encounter, The (1985)</a><br>
Two major crimes have taken place in different parts of the world. In Peking, China, a priceless vase was stolen and in the USA top-secret plans for a new missile were taken from a military installation in the Rocky Mountains. Behind the thefts is VODOC, a sinister secret organization that manipulates world events, to create a marketplace for its evil services. As Agent 456, you are sent to Alpenhof Ski Resort in Switzerland and you have twelve hours to stop the VODAC world domination conspiracy. The Alpine Encounter is an interactive fiction game with graphics.
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<li><a href="https://archive.org/details/msdos_Alter_Ego_Male_1986">Alter Ego Male (1986)</a><br>
Alter Ego is a game which tries to simulate life itself. The player creates a character with different personality statistics, either by assigning them randomly or by answering a few introductory questions. They then guide this character through seven life phases, from infancy to old age. The gameplay consists of a series of situations where a decision has to be made. This is done by choosing one of multiple answer possibilities, sometimes accompanied with a mood. Then the player gets presented with the outcome and goes on to the next situation. Every decision has long-time consequences and influences the personality, health and which situations await further down the road. Some decisions may even result in an early death or instant game over. Every life phase is represented by a life tree where the situations are lined up; the motive of the situation card shows the general theme of the situation. After reaching a certain age, additional life options can be undergone at any time. Here the player can change his lifestyle and manage his love and professional life. The game exists in two variations which depict a male or female life.
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<li><a href="https://archive.org/details/msdos_Altered_Destiny_1990">Altered Destiny (1990)</a><br>
One fine day P. J. Barrett, an ordinary human being from the planet Earth, goes to a repair shop to fix his TV set. When he comes back for it, he accidentally picks up a wrong one. No big deal? Quite on the contrary. When the unsuspecting Mr. Barrett returns home and turns the TV on, he is sucked into a portal! One moment later he finds himself on the strange planet of Daltere. Naturally, this planet needs a savior: the evil alien Helmar has stolen an artifact known as the Jewel of Light, thus endangering the entire galaxy. Now our unlikely hero has to overcome various obstacles and to save the world. Altered Destiny is a puzzle-solving adventure game. The interface is very similar to the one used in Les Manley games by the same company. The navigation can be done with the mouse (point-and-click), but the game still requires text input to issue commands to the hero and to interact with the world.
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<li><a href="https://archive.org/details/msdos_AMs_Mini_Golf_3D_1996">AM's Mini Golf 3D (1996)</a><br>
AM's Mini Golf 3D is a shareware crazy golf program written for DOS for up to 9 players. After each hole is complete the game shows the shots per hole and the cumulative total of shots taken thus far. The shareware version consists of 9 holes of increasing complexity. A thin blue line shows the direction the putt will take, at the start of each stroke this always points to the hole. The power of the shot is controlled by holding down the space bar, a white column on the left of the screen indicates how much power is being used. Once the column reaches maximum power the stroke is played. The game also features sound effects, bees randomly buzz, planes and helicopters randomly fly overhead and birds occasionally twitter. The full, registered version, consists of an 18 hole course, hole and course designer software capable of building a course of up to 99 holes, and options to play any hole on any course developed by anyone using a registered version of the game.
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<li><a href="https://archive.org/details/msdos_Amarillo_Slim_Dealers_Choice_1991">Amarillo Slim Dealer's Choice (1991)</a><br>
Amarillo Slim Dealer's Choice is a poker simulation featuring several game variations, including 5, 6 or 7 Stud, Mexican, Hold 'em and Forty-Four. Other game features include high score table, save/restore feature, embedded help/rules, statistics, and multiplayer support. The tutor feature allows to calculate the change of improving the hand for the next card at any time.
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<li><a href="https://archive.org/details/msdos_Amaze_1989">Amaze (1989)</a><br>
What is the game called? Amaze! What's in it? A maze! Now that we've got that taken care of... Due to unexplained factors, our protagonist, a roguelike yellow happy face, has found him or herself stranded in the middle of large, multi-segmented textmode labyrinth (each segment coincidentally about the size of one metric computer screen, decorated with a different colour scheme and using different characters as obstacles), filled with endlessly re-spawning enemies (red faces), finite ammunition refills, health bonuses and abstract dangers only hinted at through the use of arcane ASCII symbols one can't even name. Sometimes messages spelled out plainly in the room layout address the player directly. The enemies carry on their own routine in realtime, Kroz-style, so the hero may as well move along at a brisk pace in search of the maze's exit... supposing that there even is one. The game was later (but not too much longer -- same year of release) gussied up with extra flashes and bleeps and a new introductory scroller and distributed in crippled shareware form as Insanity, boasting new, unfamiliar messages among the traditional map lay-outs, and hinting at adventure-game puzzle-solving through the inclusion of new objects in the maps. Since this version boots the player after a single death, it is difficult to track further changes.
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<li><a href="https://archive.org/details/msdos_Amazon_1984">Amazon (1984)</a><br>
Amazon is a graphical text adventure game by Michael Crichton. You work for the NSRT (National Satellite Resource Technology), a top secret research firm. Waiting for a transmission from a team sent to the Amazon Rainforest, you realize the expedition has gone wrong, and it is your job to travel to the Amazon Rainforest and figure out what happened. The game features three difficulty levels, timed sequences and action-based mini games. Included in the folder is a map of the Amazon rainforest and a technical briefing of your mission from the NSRT home office.
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<li><a href="https://archive.org/details/msdos_Amazon_Snake_1995">Amazon Snake (1995)</a><br>
Amazon Snake is a public domain game of the Snake genre. The player starts with a small snake that is constantly moving. Using the arrow keys the player must feed the snake to score points, however feeding the snake makes it grow longer. The challenge is to keep the ever growing, ever moving snake alive by feeding it yet avoiding any contact with the walls or itself. The food available to the snake is an odd mixture; * A Pumpkin scores 1 point and increases the snake's length by 10 pixels. * A Pear scores 2 points and increases the snake's length by 20 pixels. * An Apple scores 3 points and increases the snake's length by 30 pixels. * A Fish scores 5 points and increases the snake's length by 50 pixels.
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<li><a href="https://archive.org/details/msdos_Amazon_Trail_1993">Amazon Trail (1993)</a><br>
The protagonist of the game sees a strange dream: a black jaguar appears and introduces himself as a servant of the Inca king. He explains that the Inca people are dying of malaria and endangered by the European explorers. The jaguar is willing to transfer the hero to the past, where he/she will have to look for the cinchona plant and deliver it to the Inca king. Part of the Trail series of educational games, The Amazon Trail features a gameplay system similar to the other installments, with adventure and simulation elements. The player will have to choose travel guides, make travel plans, manage supplies, navigate a boat on the Amazon river, encounter many indigenous animal species, take pictures, and catch fish in order to survive the hazards of the journey. At certain points in the game, time-traveling is also available, and the player is able to meet historical characters. Upon the completion of the main quest, players are graded according to their gameplay style, taking into account personal activities, number of animals identified, additional gifts brought to the Inca king, etc.
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<li><a href="https://archive.org/details/msdos_American_Gladiators_1992">American Gladiators (1992)</a><br>
American Gladiators is licensed from the popular TV show of the same name. It features a series of events testing players' strength, speed and skill against a trained team of ten 'Gladiators', five male and five female. The female characters are Ice, Gold, Lace, Blaze and Zap, most of them know by their bodybuilding achievements. Main male characters are Turbo, Nitro (he featured several US National TV commercials), Gemini, Thunder and Laser (Mr. Montana on 1986). In total there are seven events, all viewed from third-person views. The final one is the Eliminator assault course., in which you compete directly against an opponent.
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<li><a href="https://archive.org/details/msdos_Amnesia_1986">Amnesia (1986)</a><br>
The protagonist wakes up in a hotel room in midtown Manhattan with no clothes and no money, and what is worse, no memory. Soon he discovers that some man wants to kill him and he is wanted for murder in Texas. Now his quest is to find out what exactly is going on, who he is and how to set things right. The defining feature of Amnesia is the inclusion of the whole of Manhattan, more specifically about 4000 separate locations, 650 streets and the subway system. For this reason the original package includes a map and the "X-Street Indexer" (a code wheel for finding the nearest cross street when aligning the avenue name with the street address number), so that the player can find his way. The game also simulates the time of day which, for example, means that stores close and open at the correct time. Most puzzles are inventory or conversation-based and it is often required to be at right place at the right time. Additionally the player needs to take care about surviving, so he needs to take jobs to earn money, buy food and find shelter at night. This is represented by the score which is divided into three parts: detective (plot advancement), character (how he interacts with Manhattan's citizens) and survivor.
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<li><a href="https://archive.org/details/msdos_Amulet_of_Yendor_1985">Amulet of Yendor (1985)</a><br>
This fantasy adventure has the player exploring a castle in search of treasures. The castle is an eight-by-eight-by-eight grid, with eight levels containing sixty-four rooms each. Its contents are randomized at the start of each game. There are eight major treasures to seek (including the palintir and the silmaril) and twelve monster types to avoid (from pitiful kobolds to might dragons); players can choose from four different character races (elf, dwarf, man or hobbit) and, with sufficient intelligence, can cast three different spells (web, fireball and deathspell). After picking a race, distributing attribute scores and spending money to gain weapons, armor and other equipment, the player enters the castle. Rooms are portrayed by short textual descriptions and grid numbers showing where they fit into the grand scheme of things. Gameplay consists of typing simple text commands to move, fight and gather treasure. A map is automatically generated during play, but it can only be viewed for a brief moment at a time before it disappears off the screen (even on very slow computers).
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<li><a href="https://archive.org/details/msdos_An_American_Tail_-_Fievel_Goes_West_1993">An American Tail - Fievel Goes West (1993)</a><br>
An American Tail: Fievel Goes West is a point-and-click adventure game based on the Steven Spielberg movies An American Tail and An American Tail: Fievel Goes West. At the beginning of the 20th century, Fievel Mousekwitz is a young Russian mouse emigrating across the ocean to America. During a storm at sea, he was tossed overboard and lands at New York City away from his family. He must now wander the streets, and interact with other mice and cats in order to become reunited with his family. And once that happens, the Mousekwitz family have always talked about moving west, onto the Frontier. You take the role of Fievel, a mouse in a blue hat, who then moves between areas picking up and interacting with items and characters. Fievel can store an unlimited number of items in his inventory and must use these to solve various puzzles & mini-games in order to progress.
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<li><a href="https://archive.org/details/msdos_Anacreon_-_Reconstruction_4021_1987">Anacreon - Reconstruction 4021 (1987)</a><br>
Anacreon: Reconstruction 4021 is an ASCII space strategy game in where you play (obviously) as the supreme leader of a galactic empire struggling for global dominance. It contains the common elements of 4X strategy, including planet management and development, exploration, tech research and war. The game contains several scenarios (although you can design your own with a text editor) that present the general background of the game (number of players, number of turns and difficulty). Each map is randomly generated, and wins the player with the highest score when reaching the turn maximum. Colonies cannot be created. Instead, there are independent planets that must be conquered in order to adding them to your empire. Colony management is almost automatic, as there are no facilities (apart of certain orbital platforms) to build and resources are used and divided by the computer. The different types of ships and troops, also, are automatically built in planets equipped with the necessary tech. Tech is discovered linearly as you progress, but each planet has a tech level (that also advances automatically when in an empire) that determines what can be constructed there. You can, however, establish the general purpose of a colony (agricultural, military outpost, raw material mine...) and transport freely resources and troops between colonies, and you must pay attention to several statistics (efficiency, warehouses, type of planet...). As there is no diplomacy (except a message system for multiplayer), Anacreon plays mainly as a game about war and conquest.
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<li><a href="https://archive.org/details/msdos_Ancient_Art_of_War_1984">Ancient Art of War (1984)</a><br>
The Ancient Art of War is a real-time strategy game based on the very basic elements of war: unit types, formation, and strength. The game is set in ancient battle-style times before the use of gun powder, consisting of the three basic unit types of that period: the light armored but fast 'barbarians', the heavily armored but slow 'knights', and the ranged 'archers'. A fourth non-combatant unit type is also available: 'spies', which is only available under certain campaign rule settings. The game consists of different scenarios to choose from, each with a different geographical setting, difficulty setting, visibility setting, and victory condition setting. Some settings may be subject to change by the player. Gameplay is represented in two major areas: * The first is the tactical/political map, which visualizes geographical and terrain elements from a top-down perspective. Here the player can coordinate, position, reinforce troops, and also command them to attack, defend or ambush enemy troops in a real-time setting. Time may be set to pause, faster or slower to make battle plans easier. * The second is the combat screen where one group of soldiers fight another group of the enemy. A squad consisting a maximum of 14 soldiers will fight according to their set battle formation and will act only on the player's real-time battle commands (e.g. attack, forward, retreat, etc.). The difficulty levels are represented by eight opponents, which include the Greek goddess of war Athena, a stereotypical Russian-Soviet commander named Crazy Ivan, as well as the historical characters Alexander the Great, Julius Caesar, Genghis Khan, Napoleon, Geronimo, and Sun Tzu as the hardest opponent. Each opponent has a different fighting style of combat and strategy. The game also comes with a construction set which allows the player to create own campaigns: From the story, rules to the map editor. In this game editor, the player can also tweak troops to the player's liking, such as default troop formations.
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<li><a href="https://archive.org/details/msdos_Ancient_Art_of_War_at_Sea_1987">Ancient Art of War at Sea (1987)</a><br>
The Ancient Art of War at Sea is the sequel to The Ancient Art of War, where the battle campaigns now takes place in the vast oceans of naval combat. The game is a top-down semi real-time strategy game. The game has different speed/time settings (slower to faster), hence the player may manage strategies while remaining in real-time mode. As its predecessor, the game comes with different difficulty settings, symbolized by several famous naval commanders and also comes with a game editor. Ship Types As its predecessor, the game introduces three different types of units in the game: 1. The frigate, small but fastest ship in the fleet. 2. The ship-of-the-line, the primary battleship in the fleet. 3. The flagship, well armed but slow. Flagships are the moving strategic flags that need to be captured in order to win the game. The aim of the game is to capture all the enemy flagships while protecting flagships under the player's control. As added difficulty, new ships cannot be built, however enemy ships may be captured by boarding them. Main Map The main map provides information regarding friendly and enemy unit location, ports, and certain waters that may cause damage to ships that cross it. Reparations and supplies may be obtained in the many ports provided on the main map. Whether or not supplies or reparations may take place depend on the options or rules provided on the scenario setting. Certain types of waters may be dangerous for ships to sail across. There are two different types of waters: shallow waters and dangerous waters. The larger the ship, usually the more damage they take when they cross those seas. This however also depends on the options or rules provided on the scenario setting. Combat Sea combat enters a top down tactical map, where the player can control several ships at once. During sea combat, the aim of the game is to sink the opposing fleet by firing cannons or by boarding and capturing the ship. When to ships collide with each other, the combat screen enters the boarding screen. There are two different units provided when boarding: swordsmen (pirates with cutlasses, for melee) and musketeers (ranged combat). The winner is the last man standing. Certain ports provide different type of pirate units, however this is not explicitly mentioned within the game.
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<li><a href="https://archive.org/details/msdos_Ancient_Art_of_War_in_the_Skies_1992">Ancient Art of War in the Skies (1992)</a><br>
After naval combat, the second sequel to The Ancient Art of War is all about aircraft combat in World War I. It is a real-time strategy game in nature, and most of the time is spent on the overhead map. Here players plan their strategy and set the goals and routes for their aircraft. There are various statistics which are affected by the happenings on the battle field, e.g. destroying factories lengthen the time the enemy can get new aircraft. Overall the game features many real and fictional campaigns, as well as an editor to create more, with the winning condition to either destroy the enemy's flight force, his capital city or wearing him out. When a flight battle or bombing occurs, the game switches to a side-scrolling combat screen. Here players actively participate in the combat; during dog fights the goal is to destroy the enemy and bombings are a matter of releasing the bomb at the right time while avoiding flak fire. Those sequences can be automatically calculated by the computer; then the pilot's skills affect his changes of success.
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<li><a href="https://archive.org/details/msdos_Ancient_Domains_of_Mystery_1994">Ancient Domains of Mystery (1994)</a><br>
In Ancient Domains of Mystery, the player character is an adventurer who has traveled to a remote mountain range to save Ancardia, the world of the game, from the forces of Chaos. The player can either continue on with this quest or join on with Chaos, depending on the choices that the player makes in the game. Becoming corrupted by the forces of chaos causes mutations which have positive or negative effects. The game features a wide range of character races and classes, a point-based skill system, many subplots, and a detailed world which allows to grow herbs and repair/upgrade weapons with smithing.
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<li><a href="https://archive.org/details/msdos_Ancients_1_Deathwatch">Ancients 1 Deathwatch.zip</a><br>
Ancients 1: Death Watch is a mystical fantasy role-playing game, bringing players deep in the underground to do battle with bizarre monsters and find untold riches in and beneath the city of Locklaven. The player uses keyboard or mouse to control a party of four explorers who journey together and must work as a team to ward off the many inhabitants of the dungeon. Said dungeon consists of several levels with increasing difficulty and the (relatively) save town above ground in which the characters can shop and heal. Combat in the game is turn-based. Character improvement uses the traditional experience system, but after a level up the guild in Locklaven has to be visited. The game allows for three races (elf, dwarf and human) and four classes (warrior, thief, mage and priest).
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<li><a href="https://archive.org/details/msdos_Ancients_2_Approaching_Evil">Ancients 2 Approaching Evil.zip</a><br>
Ancients 2: Approaching Evil is the sequel to Ancients 1: Death Watch with a new story not directly connected to its predecessor. A new evil has arisen from ancient catacombs and the player's task is to find four seals to contain it in these catacombs. The party is created from six classes (warrior, rogue, priest, mage and the new paladin and ranger) and five races (human, elf, dwarf and the new half-elf and hobbit) and heads straight into the dungeon. The gameplay mechanics didn't change compared to the predecessor, there is still a main city which serves to buy equipment and heal up. New is that not all dungeons are just in the city's underground, players also visit places like the wilderness or a wizard's tower. Combat is turn-based and character development is based on experience points.
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<li><a href="https://archive.org/details/msdos_Angband_1992">Angband (1992)</a><br>
Angband is an updated version of the game Moria, adding more monsters, character races and classes; deepening the dungeon from 50 levels to 100; and including such new features as monster pits and unique items. The object of the game is to become powerful enough to defeat a difficult unique monster, Morgoth, at the bottom of the dungeon.
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<li><a href="https://archive.org/details/msdos_Angel_Nieto_Pole_500_1990">Angel Nieto Pole 500 (1990)</a><br>
Angel Nieto Pole 500 is a motorcycle game based on the 500cc World Championship, starring the Spanish legend Angel Nieto (13 World Championship titles in the 50cc and 125cc classes between 1969 and 1984). This game allows to choose between various number of game modes with the primary target to beat all rivals. Other available options include multiplayer, motorcycle characteristics, circuit or meteorology. And then, in the World Championship you can choose another option: see the stats of your competitors (his times in the trainings, records and position in start line), also you can run the official training on each circuit to be placed on the best position to start the race. The game includes 16 circuits in total (the official of this competition), you can try it by separate to train, but if you want to win the title you must to show your abilities in each one of them since the first. Another feature of Pole 500 is the possibility to run in training mode or Championship mode with 2 players simultaneously (in this case the screen will be sectioned horizontally).
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<li><a href="https://archive.org/details/msdos_Animal_Math_1986">Animal Math (1986)</a><br>
Animal Math is an educational game that uses pictures of animals to teach counting, sequences, addition and subtraction. For example, you choose addition and have to complete eight sums. When you have completed the eight correctly the game displays the congratulations screen with a fun little tune and then you move onto more difficult equations. Aimed at junior school age children the game is simple enough for them to use. The text and pictures are big and easy to read.
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<li><a href="https://archive.org/details/msdos_Animal_Quest_1996">Animal Quest (1996)</a><br>
Animal Quest is an educational game for all ages. Players become animals in four different game groups with the following titles: Forest Animals, Ocean Animals, Jungle Animals, and Young Lion. The game is played on a grid field on which the animals, the environment and other obstacles are randomly placed. The player's goal is to catch its prey (other animals or plants). Each animal has its own difficulty level; a prey animal has a harder time than a lion. The game features detailed information about the animals.
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<li><a href="https://archive.org/details/msdos_Annas_Gram_1987">Anna's Gram (1987)</a><br>
This game was a recurring feature on several of Softdisk's disk subscriptions; each time it appeared on a particular platform, it contained different puzzles. It's a combination word game/sliding tile puzzle in which letters must be manipulated and rearranged within a constrained area in order to spell out words. Several words can be worked on simultaneously, and the letters that appear in the last word of each set are determined by the positions of the letters in earlier words.
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<li><a href="https://archive.org/details/msdos_Annihilator_Tank_1995">Annihilator Tank (1995)</a><br>
Annihilator Tank is a shareware game for DOS in which the player commands a tank and must destroy greater and greater numbers of enemy tanks in more complex situations. This culminates in the 'Combat Unlimited' level where the number of enemy tanks is unlimited and the player must destroy as many as possible before losing their only tank. The tank controls include the standard left/right forward/reverse and fire in addition to turret right, turret left and turret centre. The game screen features a small radar which shows the location of enemy targets, a compass for orientation, and a status bar. The actual game screen contains features such as trees which can be destroyed, so neither the player nor the enemy can hide behind them. The game has four save slots. The full game consists of four levels * Country Carnage * Wasteland Warriors * Desert Destruction * Combat Unlimited Only the Country Carnage level was included in the shareware release.
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<li><a href="https://archive.org/details/msdos_Another_Lifeless_Planet_and_Me_With_No_Beer_1991">Another Lifeless Planet and Me With No Beer (1991)</a><br>
Another planet, another crash landing. Sadly this time it's quite hostile due to being a security hive. To make matters worse you're without beer. Your only hope of rescue is to telepathically control your somewhat dimwitted clones and send them out on a rocket ship off the planet. Once off the planet they just might be able to get someone to come back and rescue you. Controlling the clones is somewhat simple since your link machine has been a bit on the damaged side after the crash. Give them two word directions and they'll do your bidding. Sometimes they might not understand what you say so maybe you might need to re-word it. You can give them walking directions with simply typing N for North, D for Down, etc. On top of this you can give them directions for interaction such as "Open Door" or "Take Berries" etc. With these simple directions you must guide a clone to enter the security nest, activate the ancient rocket ship and blast off of the planet. If they fail to do so you can forget about ever having beer again. Another Lifeless Planet and Me With No Beer is a text adventure game set on a distant planet with limited ASCII graphics used to illustrate alien life-forms, objects and other special items you run into. The goal of the game is to get rescued off the planet with the risk of death being only a small typo away.
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<li><a href="https://archive.org/details/msdos_Ant_Run_1993">Ant Run (1993)</a><br>
Ant Run is an adaption of the popular pipe-laying games ... in this case, the task is to keep an ant running through tunnels as long as possible. The player can rotate the tunnel pieces to try to keep him going.
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<li><a href="https://archive.org/details/msdos_Antagony_1995">Antagony (1995)</a><br>
Antagony is a 2D versus fighting game with cartoon graphics. The game features seven characters with standard and special attacks, the latter activated by pressing button combinations. There is a tournament mode, single fights against the AI or a multiplayer mode for two players.
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<li><a href="https://archive.org/details/msdos_Ante-Up_at_The_Friday_Night_Poker_Club_1990">Ante-Up at The Friday Night Poker Club (1990)</a><br>
Ante-Up at the Friday Night Poker Club is a your chance to play against four computer players in four different Poker games. You can choose whether you play a variety of games or stick to just the game(s) you want to play. The game modes available are: 5 Card Stud, 5 Card Draw, 7 Card Stud, and Texas Hold 'em. This game also offers a tutorial/lesson mode where the Captain will teach you the basics and different aspects of the game while you play. Again, you can get tutored in a variety of game mode or learn just the game you want. The game presents a top down view and has full card graphics as well as opponent graphics. The usual rules of poker apply to all the poker games, and you use a mouse to pick-up and throw more chips in or to ante-up.
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<li><a href="https://archive.org/details/msdos_Anti-Ballistic-Missile_1982">Anti-Ballistic-Missile (1982)</a><br>
Anti-Ballistic-Missile is a Missile Command variant. The object of the game is to protect six cities along the IBM east coast. The enemy has 12 missiles it will fire which need to be destroyed before they reach the cities. The player controls a cursor indicating where to fire anti-ballistic missiles. If the missile detonates within range of an enemy missile, the enemy missile is destroyed. If all of the cities are destroyed, the player loses the game; if any cities survive, the player wins (better scores are earned for more remaining cities). Several skill levels are available which control the speed of the enemy missiles and the accuracy required for destroying missiles.
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<li><a href="https://archive.org/details/msdos_AntiXonix_1985">AntiXonix (1985)</a><br>
Antix (AntiXonix) is a QIX variant. There are multiple balls bouncing across the screen. You have to slide your character across the screen to stop them. Every time you surround an area that isn't occupied, it disappears. You have to try to get rid of as much space as possible. Every time you destroy a certain amount of land, you go to the next level. Don't let your character get hit by one of the balls or you lose. You also have to avoid the balls sliding behind the playing field. They show up every now and then where there used to be land that you destroyed. But after they go behind the playing field, you can't see them until they come out again. If you get hit by them, you also lose. You have five lives. Every now and then, the speed increases and you have to be even better. At every level another ball is added and it gets harder. When you die, add your score to the high score list and see if you're the best.
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<li><a href="https://archive.org/details/msdos_Antkill_1992">Antkill (1992)</a><br>
Revisiting the abstract origami wireframe 3D first-person perspective of Bob's Dragon Hunt for the second game using the homely but workmanlike "VirtualDungeon" engine, it finds itself reskinned -- suddenly all the dragons are giant ants, the other reptiles transformed into other varieties of enlarged arthropods. The castle lair? Now it's a desert, with anthill openings promising further massacre beneath the surface. A simple look at the commands listing will reveal the roguelike machinery behind its graphical guts, dating back to Majik Adventure; as before, there are two orders of the day: hack and slash. But to any kid who once fried ants with a magnifying glass in the backyard, this messy business could merrily continue all day.
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<li><a href="https://archive.org/details/msdos_Apache_Strike_1989">Apache Strike (1989)</a><br>
The year is 1997. You're piloting an AH-64 Apache helicopter through enemy city streets on search and destroy mission. Your target: the Strategic Defense Computer (SDC). You must weave your way in and out of skyscraper corridors. That's the easy part; but enemy helicopters and tanks dog your path -- you must destroy or be destroyed. If you root out the SDC in all three cities, you can save the world from complete nuclear destruction.
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<li><a href="https://archive.org/details/msdos_Apollo_18_Mission_to_the_Moon_1988">Apollo 18 Mission to the Moon (1988)</a><br>
Apollo 18: Mission to the Moon simulates a fictional mission to the Moon in the early 1980's, following on from the last real flight (Apollo 17) before NASA cancelled the program. One of the game's key features is digitised speech, which sounds crackly like a real mission controller would. Telemetry screens provide realism, with the player having to set items and computer programs to get the crucial GO signal. The game is split into several sequences. First is launch, where pressing the button to stop a moving bar at the right point determines success. Course corrections and an orbital rendezvous (to undock the lunar module) are next. The player has to land the module safely on one of three possible landing sites before running out of fuel. The moonwalk is next, and must be completed in a set time before returning to orbit. On the way home the astronaut performs a spacewalk to capture and repair a satellite. Finally there is the re-entry sequence and splashdown.
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<li><a href="https://archive.org/details/msdos_Apple_Panic_1982">Apple Panic (1982)</a><br>
Apple Panic is a platform game based on the arcade game Space Panic (1980, Universal) and ported to the Apple II by Ben Serki. You control a digger, armed with his shovel, and you must kill your opponents - the evil legged apples. Your character can only walk left/right and climb up/down the ladders - no jumping - and if the apples touch you, you'll lose. To kill an apple you must dig a hole on the ground and wait for one of them to get stuck on it. Then you must hit it with your shovel to make it fall to the level below. The apples die if they fall deep enough. Depending on their color, they may require from 1 to 3-level falls, so you may have to dig several aligned holes. Besides, the deeper the fall, the higher you score. Each level is timed so you must take out all the apples quickly, or you'll lose. If you're successful, the next levels will feature more and more enemies than the previous one.
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<li><a href="https://archive.org/details/msdos_Apples_and_Oranges_1990">Apples & Oranges (1990)</a><br>
Apples & Oranges is an Othello/Reversi game, only for pawns, it uses... you guessed it - apples and oranges! You can choose one of the sides: Apples or Oranges (Apples always go first) and play with the computer or with another player. A 'hint' option is available which will tell you the best move. On the screen, the left side is taken up by the playing board while on the right side you can see the count of every side's fruits and the menu buttons.
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<li><a href="https://archive.org/details/msdos_Aquanoid_1992">Aquanoid (1992)</a><br>
Aquanoid is a straight Breakout variant. The player controls a paddle which is positioned at the bottom of the screen and can move left and right. At the upper part of the screen are a variety of blocks and the goal is to destroy them all by bouncing a ball between the blocks and the paddle - when the player fails to bounce the ball back a life is lost. When the ball touches a block. it disappears. However, there are different blocks with varying properties, e.g. some may require multiple hits or can't be destroyed at all. In some occasions, a destroyed blocks drops a power up which has an effect on the gameplay when picked up with the paddle.
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<li><a href="https://archive.org/details/msdos_Aquarius_-_An_Aquatic_Experience_2007">Aquarius - An Aquatic Experience (2007)</a><br>
Aquarius: An Aquatic Experience is a freeware, open-source arcade game created with custom tools made by fans to develop new games using the venerable SCI engine that was used for many years in several classic Sierra titles. In this simple and short game, the player guides a swimming goldfish with the mouse, carefully moving it around the restrict space of an aquarium to avoid all the environmental dangers and survive a week (with the day cycle occurring every half a minute or so). The available energy for movement and survival is displayed as a green bar at the bottom, slowly depleting when the creature is in motion, when it's exposed to the bright lights at the top for too long or when it stands too close to the heater at the left side. The fish heals when standing motionless and resting under shadows and out of harm's way. A line with a fishing hook keeps moving from one side to the other, capturing the fish automatically when touching it. A small purple fish keeps coming out from the decorative castle model at random intervals, and is capable of swallowing the larger goldfish after touching it.
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<li><a href="https://archive.org/details/msdos_Arachnophobia_1991">Arachnophobia (1991)</a><br>
This simple action game is based on the Hollywood movie Arachnophobia. South American spiders have overrun a large area in some areas of the United States. It's your task to clean the infested farms, houses or public buildings by using an very effective pesticide called "Toxi-Max". One of the most useful devices your character can use is an arachno-detector indicating approaching vermin. The player sprite is controlled from a side-view and basically only needs to use his toxic pesticide in time to defend himself from attacking spiders, just like a simple reaction game.
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<li><a href="https://archive.org/details/msdos_Arcade_Bonanza_1987">Arcade Bonanza (1987)</a><br>
Arcade Bonanza is a set of four simple games. It contains: * Frog, a Frogger variant, where the player must perform a frog safely across the street full of cars. * Pac-Em, a Pac-Man variant in text mode. * Red Alert, a text mode naval shooter. * Tank !, a two-player text mode tank battle.
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<li><a href="https://archive.org/details/msdos_Arcade_Fruit_Machine_1992">Arcade Fruit Machine (1992)</a><br>
Simulation of slot machine. Player throws several coins in the slot and begins his career. During the improvement of his skill player completes CASH'n'GRAB feature, where he must collect numbers chosen during gambling to complete all letters. Completing this feature, player is allowed to choose one from three bonuses (Pick a Win, Fruit Step, Win Spins) or three misses (Skill Stop, Cash Pot, Hudge Pot). Also he tries to complete CASH RUN feature. During every steps of gambling player can cancel gambling or collect feature. Finishing the career player updates his bank (in UK pounds).
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<li><a href="https://archive.org/details/msdos_Arcade_Pool_1994">Arcade Pool (1994)</a><br>
Arcade Pool is an overhead viewed pool game designed to be easy to control. The game includes the most standard games of pool (UK and US 8-ball and the fast-paced 9-ball game), each with customisable rules, computer players of variable difficulties, and two-player options. There's also a Survivor mode, which is similar to the early Pool arcade game, in that you're playing alone and have to clear the table without missing more than three times. Speed Pool involved clearing the table as quickly as you can - two minutes can be considered a good time. The Amiga version includes automatic enhancements for accelerated systems, those with more than 1Mb of memory, or the AGA chip set (so a standard A1200 wins on all three counts).
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<li><a href="https://archive.org/details/msdos_Arcade_Trivia_Quiz_1989">Arcade Trivia Quiz (1989)</a><br>
Arcade Trivia Quiz is a quiz game for 1, 2 or 3 players. There are four blocks of questions. Each block contains questions in six categories; * Art & Literature * Science * Music * Film and Television * Sport * History & Geography Icons representing these categories are displayed in a pyramid arrangement. The icons of available questions flash in sequence and the players must press FIRE at the correct time to select the icon of their choice. All questions are multiple choice with four answers, one correct & three incorrect, being available. Both question selection and answering are timed and must be completed in eight seconds. Scoring is cash based. All players start with -L-1.00 and each player stakes 20p per attempt. If, by answering questions successfully, a player makes it to the top of the pyramid then they trigger a 'Cash Run' feature which can earn extra money - up to -L-5.00. The game also has a random Jackpot feature in which a player can choose to either to bank the cash they have earned so far or double the money but risk losing it on an incorrect answer.
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<li><a href="https://archive.org/details/msdos_Arcade_Volleyball_1987">Arcade Volleyball (1987)</a><br>
Arcade Volleyball is a simple, two-player (human or computer) volleyball-like game where you have to, simply enough, bang the ball so that it hits the opposite player's ground. Some basic rules apply: when the ball's current owner loses a round (either because the ball touched the ground or he touched it for three times) the opposite player becomes the owner. If a player is not the owner of the ball and loses a round, the opposite player gains a point. The game is over when either player reaches 15 points.
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<li><a href="https://archive.org/details/msdos_Archer_Macleans_Pool_1992">Archer Maclean's Pool (1992)</a><br>
Using the game engine from Jimmy White's Whirlwind Snooker, this game recreates pool in minute detail. A bold 3D graphics engine with realistic physics and millions of shot permutations (in terms of direction, speed and spin) is at the heart of it. Three versions of pool are offered - UK and US 8-ball as well as the fast-paced all-action 9-ball game. There are 20 computer opponents, with the hardest of them being almost unbeatable, as well as two-player and trick-shot modes. Unlike the original release of Whirlwind Snooker, you can save more than one game on the disk at a time.
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<li><a href="https://archive.org/details/msdos_Archon_1984">Archon (1984)</a><br>
Archon: The Light and the Dark is a strategic board game with some similarities to chess. Two sides, a light one and a dark one, consisting of 18 pieces each compete on a board divided into (9 by 9) squares. You win the game by having one of your units on each of the five powerpoint squares, by removing all opposing pieces from the board or by imprisoning the last remaining creature of the opposing side. However, you can't just remove a piece from the board by landing on it. When two pieces clash, the outcome is decided in the battle arena during one-on-one real-time combat. If the real-time combat takes place on a dark square, the dark monster gets a health bonus (longer life bar). On a light square the light side gains an advantage. There are also some squares whose color changes over time (from afternoon, to dusk, to night, to dawn etc.), which adds an extra layer of strategy to the game. Unlike chess the two sides are not identical. Both sides consist of mythological creatures. For example the light side has among others unicorns, valkyries and a djinni while the dark side features basilisks, banshees and manticores. The differences are not just cosmetic. Two special pieces are the light wizard & the dark sorceress, they can both cast magical spells like: imprison a unit on the board, shift the flow of time (change day/night cycle to your advantage), bring one unit back from the dead etc. The different pieces have their own movement restrictions regarding the number of squares they're allowed to travel on the board and whether or not they can jump over other units (like the knight in chess). Units also behave different in combat; some units are faster than others, some use melee attacks while others fire projectiles. Archon can be played with either one or two players. The NES version, which was released a few years after the other versions, has improved graphics for the real-time combat part. Each type of square has it's own colored background and the unit sprites are larger.
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<li><a href="https://archive.org/details/msdos_Archon_Ultra_1994">Archon Ultra (1994)</a><br>
Archon Ultra is a complete remake of Archon. The game features a completely rewritten game engine, new graphics and sound as well as digital music (a la MOD files), along with a new style of game board and an additional "special weapon" for each figure. It also adds multiplayer game (modem as well as hot seat).
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<li><a href="https://archive.org/details/msdos_Arctic_Moves_1995">Arctic Moves (1995)</a><br>
The message used our frequency, but it didn't come from any of our commanders. It couldn't be! After verifying its content, there was no room for doubt: a spaceship of our defense forces of the future had problems, but it had problems in our time. How was that possible? The ship has been infiltrated by foreign forces and was going to crash in the Arctic zone, which was under enemy control. The question arose immediately -- Could they seize our technology of the future...? It can't be allowed! Our best man must go into the enemy base to reach the rest of the ship and take off. Objective: to obtain our technology of the future. The mission doesn't seem easy. For that reason, it has been entrusted to Derdhal, who had already been victorious in dangerous missions in Army Moves and Navy Moves (with the same gaming style), demonstrating a deep knowledge of all the guerrilla techniques and expertise in handling computer networks. The U-92 submarine leads you to the enemy base. When you are above the frozen surface of the Arctic, there will be no return. Your first mission will start. Good Luck! You cannot fail.
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<li><a href="https://archive.org/details/msdos_Are_We_There_Yet_1991">Are We There Yet (1991)</a><br>
A puzzle game, similar in design to The Fool's Errand. Follow the Mallards, Mom, Dad, Tiffany, and Blip, on their journey to all 50 states, solving puzzles at two tourist traps in each state to find tacky souvenirs needed for the final puzzle. Solving puzzles reveals the Mallards' wacky diary entries and tourist trap trivia. Puzzles include Block Crosswords, Crosstics, Crosswords, Cryptograms, Hangman, Jigsaw, Anagrams, Rebuses, Mazes, Magic Squares, Word Searches, and others.
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<li><a href="https://archive.org/details/msdos_Argo_Checkers_1993">Argo Checkers (1993)</a><br>
A translation of classic checkers. You jump over the opponent's buttons, and the last one standing wins. This game doesn't posses the option of playing against the computer, only player vs. player (unless you register to get the full version).
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<li><a href="https://archive.org/details/msdos_Ariva_1992">Ariva (1992)</a><br>
The player controls a snake at the bottom of the screen, attempting to reach a goal at the top of the screen within a time limit. This snake can travel in one direction at a time, and must continue uninterrupted until it encounters an obstacle, at which point it has the option of changing its direction. Fortunately, the screen is randomly littered with scattered red blocks, and gameplay largely consists of plotting a continuous course along the contours of these blocks. Subsequent (infinite) levels (with a bonus challenge round every 10) incorporate differently-coloured blocks, which modify gameplay in various ways -- altering the time remaining positively or negatively, teleporting the snake to a random location, becoming a necessary checkpoint en route to the gate, or just terminating the snake. (Typically the snake will die only upon reaching the time limit or being trapped in an enclosed space by its own tail, which gets longer (unlike the goal, which gets shorter) and more in the way with every level successfully completed.)
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<li><a href="https://archive.org/details/msdos_Arkanoid_1988">Arkanoid (1988)</a><br>
The original Breakout concept involves controlling a bat at the bottom of the screen and using it to catch and direct a ball so as to hit all the bricks which are arranged at the top of the screen. It was unpopular for over a decade, before Taito revived it with some new ideas in this arcade game. The game's plot redefines the bat as a Vaus spaceship, the ball as an energy bolt, and the bricks form a mysterious wall stopping the ship from progressing to safety. By the mid-80s, power-ups were popular in most types of arcade games, and Arkanoid features them. They are caught by positioning the bat below them as they fall (meaning that you risk missing the ball if you go for them at the wrong time). The power-ups include lasers (which are mounted to each side of the ship and allow you to shoot out the blocks), a catching device (so as to be able to fire the ball off at a different angle every time you hit it) and one that slows the bolt down.
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<li><a href="https://archive.org/details/msdos_Arkanoid_II_-_Revenge_of_Doh_1989">Arkanoid II - Revenge of Doh (1989)</a><br>
Revenge of Doh is a direct sequel to the original arcade smash Arkanoid. Along with improved graphic engine, better sound and music, better hardware support and more levels, Revenge of Doh also features a built-in editor and allows you to create your own level sets! Revenge of Doh continues Arkanoid's plot as follows, directly taken (including typoes) from the game: A long time period passed and the dimension controlling force Doh has again come back to life. Occupying the huge starship Xorg, it has entered our universe from a different dimension. Mixtec, Arkanoid type spaceship, has lauched the craft Vaus II to make a preemptive attack on Xorg.
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<li><a href="https://archive.org/details/msdos_Armada_1989">Armada (1989)</a><br>
The game is another entry in a row of historic wargames by Dr. Peter Turcan. This time it is focusing on the battle of English fleet against Spanish Armada invaders, which took place near Plymouth on July 31st, 1588. You may either play as Lord Howard or Medina-Sidonia. It is also possible to play a two player game, or to take neither side (watching the computer playing both sides). The battlefield is observed in 3D perspective, up to 30 orders are typed in certain pre-defined text format, which is combined with names of commanders, places and time of execution. You will get reports from your subordinates indicating whether or not your orders have been carried out completely besides watching the battlefield yourself.
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<li><a href="https://archive.org/details/msdos_Armada_2525_1991">Armada 2525 (1991)</a><br>
An early 4X space strategy game that foreshadowed the more recent Master of Orion I and II. The game can be played with 2-6 players, any combination of which can be either human or AI controlled. There is no real sound in Armada 2525, save for the occasional system beep. Game play can be either open ended or set to a specified number turns. There is no set objective to gameplay (except for your 4X's) and the story line is almost non-existant: It is the year 2525 and as your race begins its first step in extra-planetary colonization, you discover that you are not alone in the galaxy. You must compete with up to 5 other races in colonizing planets, and the near lack of diplomatic interaction in the game pretty much insures that you will need to build defenses early on. Unlike Master of Orion, diplomacy only occurs when an opponent requests peace, but you cannot make such requests yourself. Armada 2525 offers a fair assortment of ships (approx. 20) and buildings (approx. 15), which can only be built after the appropriate technological advance. One can build research labs which are dedicated to one of eight available scientific fields: weapons, construction, hyperspace, force fields, biotech, planetology, info science, and psycho science. Combat can be controlled to an extent - though you cannot affect the individual actions of ships, you can issue general orders and arrange them into formations. Your race will start at a predetermined homeworld from which it will expand to colonize new solar systems in the usual 4X quest of exploring, expanding, exploiting, and exterminating of your opponents.
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<li><a href="https://archive.org/details/msdos_Armor_Alley_1991">Armor Alley (1991)</a><br>
In Armor Alley you pilot a helicopter through side-viewed terrain. Your job is to take out the enemy forces and their base, initially armed with missiles, bombs and machine guns. Watch out for enemy anti-aircraft balloons. However the game differs from most Choplifter style games by involving management of a squad. You have tanks, explosive vans, engineers and infantry units which can be ordered from the base, and must then be protected from enemy fire. Supplies are limited by financial constraints, as every unit and weapon has a price.
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<li><a href="https://archive.org/details/msdos_Armour-Geddon_1992">Armour-Geddon (1992)</a><br>
In Armour-Geddon, a power crazed entity is developing a devastating energy beam to wipe out all unprotected life on Earth. In a race against time you must choose and control up to six different vehicles, and use them to destroy enemy power lines and eventually the beam generator. And thus you save the Earth and all mankind. Armour-Geddon is a nice blend of simulation and strategy, in which you get to play both the brass and the grunt. You designate your targets and choose which vehicle(s) you shall use to blow them up with.
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<li><a href="https://archive.org/details/msdos_Arnhem_-_The_Market_Garden_Operation_1988">Arnhem - The 'Market Garden' Operation (1988)</a><br>
Arnhem is a first entry in R. T. Smith's World War II trilogy, including Desert Rats and Vulcan. It simulates the assault operation initiated by Allied forces in September 1944 to take over the bridge of Arnhem, the Netherlands. There are British, Irish, Welsh, Polish, and American units of Allied forces against German forces and 5 scenarios, including advance to Eindhoven, operation 'Garden', operation 'Market', the bridge too far, and entire campaign from start to finish. The gameplay is shown on scrolling map in turns. The player of Allied forces places airborne units all over the map on clear places and waits while they are landing. After that the player selects the units and gives them orders to travel, dig in, or change size. Units move on the grid of rectangular cells. The bombard attack is possible for certain units. Axis forces defend from the attacks. Historically, Axis won this battle, and it is player's opportunity to alter the history. The game comes with detailed instruction booklet and includes historical notes on the campaign, maps and photographs. Two players representing Allied and Axis may be computer or human.
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<li><a href="https://archive.org/details/msdos_Arnie_2_1993">Arnie 2 (1993)</a><br>
Arnie 2 is an isometric action game. Although it's obvious to which Hollywood actor the game's name alludes, Arnie 2 is not a licensed title and not based on any movie. It is the sequel to the Amiga / C64 platform game Arnie (1992). Unlike the previous title it has been developed in-house by Zeppelin Fast reflexes and a lust for violence are required for success here. Your average muscleman shoots and bombs his way through four enemy-infested territories: Shut down a chemical plant by blowing up enough pipeline valves. Clear an airfield from enemy soldiers, tanks and helicopters. Climb from battleship to battleship in a hostile harbor. And finally, rescue as many prisoners as possible from a jungle POW camp. Naturally, the levels are crawling with enemies: from simple infantry armed with rifles, mortars or rocket launchers to MG teams, missile batteries and tanks. Most of the opponents are stationary and stolidly fire in a single direction; however, foxholes spew out cannon-fodder at a constant rate. To destroy such nests or efficiently dispatch groups of soldiers, Arnie has a (limited) supply of grenades. Some deceased foes drop more powerful weapons as well as invaluable first aid kits and extra lives.
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<li><a href="https://archive.org/details/msdos_Aro_1996">Aro (1996)</a><br>
Aro is a platform game in which the player controls the titular character, a small red creature, who must traverse stages primarily by running and jumping, at the same time trying not to get killed by the enemies. Aro has no means of defending himself; he cannot fight at all, and has to avoid any contact with the enemies. Three kinds of potions are scattered around the levels and can be collected to make Aro's task a bit easier: the blue potion allows him to fly for a short while; the red potion enhances his jumping skills; finally, the green potion reverses the gravity of the level. There are no "lives" or time limits of any kind in the game. The registered version of Aro comes with 30 levels and a level editor, which allows players to create their own levels.
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<li><a href="https://archive.org/details/msdos_Arthur_-_The_Quest_for_Excalibur_1989">Arthur - The Quest for Excalibur (1989)</a><br>
In this Infocom Graphic Interactive Fiction, you play the role of Arthur in search of the Excalibur sword, stolen by the evil King Lot. To aid you in your quest, you are assisted by Merlin who grants you the power to transform yourself into a variety of animals.
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<li><a href="https://archive.org/details/msdos_Artura_1989">Artura (1989)</a><br>
Artura is a side-scrolling platform game. The game semi-utilizes the mythology of King Arthur in that you play as Artura, son of the Pendragon. Your goal is rescue Nimue, apprentice to Merdyn, from your evil half-sister Morgause. You will battle numerous horrible creatures such as spiders and bats with your axe and avoid deadly traps while attempting to gain access to Morgause's castle. You will also search for 6 runes, which contain spells, that you must find in order to free Nimue. Artura contains 4 maze-like levels that are so complicated that poster sized map of the levels is included with the game.
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<li><a href="https://archive.org/details/msdos_ASCII_DOOM_1999">ASCII DOOM (1999)</a><br>
If indeed DOOM can be boiled down to shooting people with a shotgun from a first-person perspective while running around a maze, then this minimalist proof-of-concept delivers what it promises. Anyone hoping for anything more (such as the eminently DOOMian demons, keycards, gates, exploding barrels, multiple weapons, sound effects, power-ups or deathmatches) may be disappointed. Admittedly this is more interesting as a kind of technical demo than as a game, flying with authentic ASCII art stickmen where later Quake fans took the lazy way out with use of aalib. (On the other hand, it remains far more graphically sophisticated than Doom, the Roguelike!)
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<li><a href="https://archive.org/details/msdos_Ashes_of_Empire_1993">Ashes of Empire (1993)</a><br>
The Confederation of Syndicalist Republics is the setting for this strategy and combat game. Much like the similar looking USSR at the time, the society is crumbling, and you are an upstart aiming to take over power for yourself ..... erm, I mean, aiming to bring peace, harmony, prosperity and happiness. You start off in a small coastal province, and must progress by meeting people and negotiating to get them on your side - sometimes the sword is mightier than the pen, sometimes not. You must ensure that the more militant locals are pacified, and that ethnic minorities are looked after. While those sections are all strategic, there are also some vector-based combat sections. These ensure that brawns are required along with brains, and give the game some variety.
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<li><a href="https://archive.org/details/msdos_Aspetra_1996">Aspetra (1996)</a><br>
MS-DOS: Aspetra by (1996)
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<li><a href="https://archive.org/details/msdos_Astro_Fire_1994">Astro Fire (1994)</a><br>
AstroFire is an Asteroids variant, but with a few twists: instead of asteroids there are monsters of sorts to shoot at, there are power-ups (two kinds of weapons) and shields (which means a single blow doesn't kill the player character), and players can also set whether or not they want momentum enabled. The full version of the game includes three different episodes with many levels.
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<li><a href="https://archive.org/details/msdos_Astro-Dodge_1982">Astro-Dodge (1982)</a><br>
In this Asteroids clone, you get points by shooting enemy ships, and asteroids which gradually break down into smaller and smaller pieces. Your controls are rotating clockwise or counter-clockwise, thrusting, firing, and hyperspace. As you progress, the levels will get more and more difficult as you move into areas with more and more asteroids.
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<li><a href="https://archive.org/details/msdos_Astro3D_1997">Astro3D (1997)</a><br>
Astro3D is a shareware space shoot 'em up game based on the classic game Asteroids. The story is that Earth signed a space treaty with its neighbours and enjoyed centuries of prosperity. As often happens, vested interests and politics conspired to wreck the peace and a major interstellar conflict caused mayhem, death and destruction on an immense scale. Finally realising that no-one was going to win the war a truce was declared. However during the war the rival factions have disrupted the space lanes with mines, robot attack ships and general junk that they are unusable and someone has to take on the job of blasting everything into dust. The player takes on the role of Sed Fransord a kind of interstellar junk man who just happens to have a ship fitted with big guns and other cool weapons. The Earth Alliance has contacted Sed and offered him the clean up job and Sed needs the money. This is a fast paced 3D shoot 'em up game with twelve levels, three of which were made available in the shareware release. There are three levels of difficulty entitled 'I'm a puppy', 'Let's Rock', and 'Bring 'em on Big Daddy!' Each level has a mission - clear up the mines on one level, toxic waste on another - set against a different stellar backdrop and always with hordes of attacking drones, space ships and of course asteroids and the debris caused by all Sed's blasting.
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<li><a href="https://archive.org/details/msdos_Astrotit_1987">Astrotit (1987)</a><br>
Setting the scene for a shoot-'em-up game is always a stiff proposition and never anywhere more so than here: due to hitherto unknown properties of hamster urine leeching into the water supply, humanity is rendered telepathic and besieged by enormous symbols of repressed desire and Freudian hang-ups. Proving once again that nothing is less sexy than a sexuality-themed video game, this crude premise is intended to explain why you, the player, are in charge of eliminating an army of "Bouncing Birth-Control Pills", "Bibles (Straight from the South)", "AIDS Virii" (a cutting-edge inclusion at the game's release), and, yes, the eponymous lactating "Astro Tits", with the assistance of a (chew on this, Zombie Nation) ghoulishly disembodied phallus. (Yes, by shooting wriggling spermatozoa (with eyes!) into them.) All in front of stunning 4-colour CGA renditions of Moon Patrol-style sci-fi lunar landscapes!
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<li><a href="https://archive.org/details/msdos_Asylum_1991">Asylum (1991)</a><br>
The diagnosis: adventure syndrome leading to ultimate madness. The treatment: a long, long holiday in a mental institution. This graphical adventure game (with a real-time element) places you in a padded cell, just one of thousands of rooms in the labyrinthine asylum. The time is 9:30pm, and your only objective is to escape by 5:30am - no easy feat, considering the building's insane layout, the many loony inmates, the staff of wardens, doctors and shrinks (who possess a sadistic streak and a wealth of terrifying treatment methods), and a multitude of morbidly humorous ways to die. Asylum's game world is depicted in 3D graphics from a first-person view, and is navigated using single keystrokes for movement. All other interaction is carried out by means of a text parser, which supports a vocabulary of 250 words and understands more-or-less complete, natural sentences (like "get everything on the bed except the card"). A built-in hint system and save feature are also available.
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<li><a href="https://archive.org/details/msdos_At_the_Carnival_1990">At the Carnival (1990)</a><br>
The first and only game using "The Puzzle Gallery" engine, for which there were supposed to be multiple Puzzle Disks. Extremely similar in style to Are We There Yet? and The Fool's Errand, "At the Carnival" includes word searches, jigsaws, block puzzles, word squares, crosswords, jumbles, cryptograms, mazes, and more. Each puzzle is set at and somewhat related to a different attraction at Hazard Park. There are total of 40 attractions, and 180 puzzles
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<li><a href="https://archive.org/details/msdos_ATAC_-_The_Secret_War_Against_Drugs_1992">ATAC - The Secret War Against Drugs (1992)</a><br>
Lead the secret war on illegal drugs in South America! Wage war against drug barons with advanced weaponry such as F-22 fighters and AH-64 helicopters. Destroy their drug pipeline to starve them of cash, but don't hit the civilians or you may get kicked out of the country! The drug lords won't stand by though... And they had used the drug money for an effective arsenal, from missiles to fighters and more. Gather intelligence, decide on strike targets, and launch planes to accomplish their missions. Take over any plane in flight if you think they need help. Send in DEA agents to gather more intelligence and resupply local rebels. Can you win the war? ATAC can be described as two games in one. On the strategic level, you need to figure out how the drug barons are forming their pipeline and the best way to destroy the pipeline while causing minimal damage to the civilian population, while defending your own base against intruders and attackers. You can order recon flights or gather intelligence from rebels and DEA agents on the ground. When you get enough intelligence, you can issue target orders to up to 4 crafts (F-22's or AH-64's). and they'll go accomplish those missions if they can. Once you're off in the air, the game becomes first-person simulator, where you fly through the jungles of South America chasing the target you need to destroy while fighting the drug baron's mercenary forces. How you do in one will affect how you do in the other.
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<li><a href="https://archive.org/details/msdos_Atomino_1990">Atomino (1990)</a><br>
Build molecules out of the atoms provided - but watch for double, triple or four way atoms that will stop you from completing your task!
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<li><a href="https://archive.org/details/msdos_Atomix_1990">Atomix (1990)</a><br>
Atomix is a puzzle game. On each level, you are given a couple of atoms, and your task is to arrange them into a specific molecule. You see all the atoms available for you to move in a top-down view. Down below on the left side is a small preview of what you must get. That picture represents a molecular structure that you must recreate by moving atoms horizontally and/or vertically. Once you move an atom, it won't stop unless it hits an obstacle, like a wall, or another atom, therefore you must use walls and other atoms creatively. The game contains 30 levels, and you have a limited time for each level.
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<li><a href="https://archive.org/details/msdos_Attack_1982">Attack (1982)</a><br>
In a show of corporate pettiness, your target in this game is Apple Computers' manufacturing base. Steve Jobs was prepared for this seemingly-unlikely occurrence, and has a fleet of fighters out to shoot you down. Be careful to stay within the earth's atmosphere, and use your 35 bombs and 60 lasers wisely, dropping bombs on the structures and shooting down the enemy fleet. After the plant is destroyed the game loops. It was written in BASIC, and all graphics in the game are ASCII characters.
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<li><a href="https://archive.org/details/msdos_Attack_On_Altair_1983">Attack On Altair (1983)</a><br>
In Attack On Altair, the galaxy is in trouble and it's up to you to save it! The game is an action side scrolling shooter which uses ASCII characters to create 16 color "graphics".
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<li><a href="https://archive.org/details/msdos_Austerlitz_1989">Austerlitz (1989)</a><br>
Third entry in a row of historic wargames focussing on the Napoleonic era (the first two were Waterloo and Borodino). This time the player can re-fight the decisive battle of Austerlitz, which took place on Dec 2, 1805. You may either play as Emperor Napoleon or Czar Alexander. It is also possible to play a two player game, or to take neither side (watching the computer playing both sides). Compared to the first two entries in the series the games' presentation and interface didn't change. You are observing the battle area through a 3-D perspective, while issuing commands by typing in certain pre-defined text elements (combined with names of commanders, places and time of execution). You will get reports from your subordinates indicating whether or not your orders have been carried out completly (this is of course besides watching the battlefield yourself).
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<li><a href="https://archive.org/details/msdos_Austerlitz_1805_1989">Austerlitz 1805 (1989)</a><br>
Austerlitz, just as the previous title from the same authors, is a tile-based wargame played in real-time - a rare trait in that period. The player takes command of either French or Russo-Austrian armies in the Battle of Austerlitz, fought on 2 December 1805 (which ended as a massive defeat of Third Coalition forces). You may play the complete battle, portion of it, or an alternative scenario. Fatigue and morale affects the infantry, cavalry and artillery on the battlefield.
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<li><a href="https://archive.org/details/msdos_Autobots_1989">Autobots (1989)</a><br>
Autobots is a platform game, where your player is a magnet for robots due to certain reasons. The reason for robots is to make you their slave for very brutal reason you could ever imagine, the reason for you is to smash them into one another for keeping the peace in the world. Different reasons may lead to different ends. So you should clear levels full of the robots making them smash into one another and not allowing the robots to catch you. The robots always move towards your player, so if you can get two robots moving on the same lateral plane towards you then they may be killed easily. When two robots crash into one another they form a pile of debris which can also be used to destroy robots. You get 10 points for each kill and special features during your progress. The manipulating of your player include moving your player by turns with cursor keys, teleporting your player randomly on the screen for limited number of times (you will always be teleported to a safe area where no robots can smash into you before giving you a chance to move), killing all robots in squares contiguous to your player for limited number of times, allowing you to make the robots move one turn while keeping your player in the same square, and zipping to the next level. On-line help and sound toggle are available also.
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<li><a href="https://archive.org/details/msdos_Autocrash_1991">Autocrash (1991)</a><br>
In Autocrash the player competes in a death tournament between "bumper cars". The goal is to dismount the opponent (or opponents) from his car, and hit him before he leaves the game zone. Along the stages, the enemy's A.I. difficulty level and his number will increase. Additionally, in some stages the enemies must be eliminated in a certain order.
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<li><a href="https://archive.org/details/msdos_Autoduel_1988">Autoduel (1988)</a><br>
Autoduel is a hybrid game based on Steve Jackson Games board game Car Wars. It incorporates elements of role-playing, driving and action-based combat. The game is set in a futuristic version of USA, where gangs and vigilantes rule the wilderness, and people's only protection are armored cars with mounted weaponry. The player is cast in the role of an average person who must at first earn enough money to buy an own car, and then perform courier missions throughout the country. The game's progression is fairly open-ended: the player is free to visit different cities, explore highways, participate in car Arena battles to earn money, take on gangsters in the wilderness, salvage car parts, etc. A few courier missions must be completed in order to advance the story. The player can construct and customize vehicles using guns, mine-layers, smokescreens, oil slicks, rockets and other accessories, choosing between various body and chassis types for the car. The entire game is viewed from a top-down perspective.
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<li><a href="https://archive.org/details/msdos_AUTS_-_The_Ultimate_Stress_Relief_Game_1995">AUTS - The Ultimate Stress Relief Game (1995)</a><br>
While Turboraketti was The Game that gave birth to the "cave flier" genre that grew incredibly popular especially in Finland in the 90's, AUTS was a simple, yet elegant clone of Turboraketti for PC's that launched a whole horde of further cave flier clones and cave flier inspired games, a trend that went on nearly for a whole decade. AUTS (Finnish for "ouch") is a 2-4 player side scrolling game on split screen, where players control V-shaped space ships and try to destroy each other with bullets and a secondary equipped gun that can be chosen from an arsenal of two dozen imaginative weapons. Players can recharge their energy and switch weapons on landing pads spread throughout the levels. Levels were bitmap images with a key-color which indicated a space where the ships can fly. A dedicated color from the palette for water was also included, but water didn't flow as in some more modern cave fliers (like in Wings). Players were able to construct new levels with a tool that converted bitmap images into a format understood by the game.
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<li><a href="https://archive.org/details/msdos_Avalon_1998">Avalon (1998)</a><br>
Avalon takes place in the future after the destruction of earth. A group of people known as the Avalon-cult flees to an distant planet called Avalon, which had an earth like climate. Unfortunately, one day their village was suddenly attacked by hundreds of strange creatures. The leader of the colonists, Lee, tried to negotiate with the monsters but was captured. A young man named Mace volunteers to seek for Lee and to find out what the monsters wanted in order to secure the safety of human life on the planet. The game itself is a console style RPG seen from an top-down view, where you solve puzzles, fight monsters and talk to the villagers. The battles are, like in many console RPGs, strategic and are turn-based.
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<li><a href="https://archive.org/details/msdos_Avoid_the_Noid_1989">Avoid the Noid (1989)</a><br>
Avoid the Noid is an advertisement ploy for Domino's Pizza. You are a pizza delivery boy who must deliver a pizza to Doom Industries while the creature Noid is set to prevent him from acheiving this goal. You must deliver the pizza to the top floor in 30 minutes or less, or the customer will get a discount and you will lose your job.
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<li><a href="https://archive.org/details/msdos_Avon_1989">Avon (1989)</a><br>
MS-DOS: Avon by (1989)
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<li><a href="https://archive.org/details/msdos_Awesome_Earl_in_SkateRock_1988">Awesome Earl in SkateRock (1988)</a><br>
Skate Rock is a side-scroller similar to Paperboy, only on a skateboard. You must navigate the streets and sidewalks, collecting flags before the time runs out to complete each level, dodging pedestrians, cars, and obstacles along the way. If and when you make it through all 10 levels, you will at last join the coveted ranks of the Slime Rat Skaters! Skate Rock was one of the earliest skateboarding video games, capturing the feel of 80s street skateboarding.
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<li><a href="https://archive.org/details/msdos_Axe_of_Rage_1989">Axe of Rage (1989)</a><br>
In the sequel to Barbarian / Death Sword, the Wizard Drax is back after your previous defeat of him. But this time, you're not alone. The princess you saved back then has taken up a sword and joined your cause! Now, it's more than a death match. You have to explore the many tunnels in his dungeon, defeat the dangerous monsters that come between you and put cold steel to Drax's throat. The game has similar game play to the original, but with a different challenge. Various monsters will come and attack you, but you'll need to use different approaches in order to defeat each of them. For example, you can't overhead chop a monster that's shorter than your axe. There are 4 dungeon levels to explore before you reach Drax at the final stage.
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<li><a href="https://archive.org/details/msdos_Axia_1998">Axia (1998)</a><br>
Move around in space in 360 degrees of freedom. Take on missions as a bounty hunter, blow up ships, asteriods, etc... and get cash all while revealing an evil plot.
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<li><a href="https://archive.org/details/msdos_B-1_Nuclear_Bomber_1983">B-1 Nuclear Bomber (1983)</a><br>
In B-1 Nuclear Bomber, you have to "fly" a B-1 bomber to it's destination, and destroy the target of the mission. You input text commands to control your bomber's altitude, course, radar, weapons, and so on. And, of course, the USSR will try to stop you from bombing their targets, with an arsenal of MiGs and SAMs, and they are dealt with by the use of electronic counter-measures, evasive actions, or by shooting them down. The game ends when it reaches a logical conclusion, either by deploying your bombs and getting far enough away, returning to base, or being destroyed. After this, you get a short summary, and an option to play again.
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<li><a href="https://archive.org/details/msdos_Baby_Jo_in_-_Going_Home_1991">Baby Jo in - Going Home (1991)</a><br>
As the eponymous Baby Jo you're trying to make it back home. Can a simple baby get past the four levels while avoiding the bad-tempered animals and machines on the way? Baby Jo in: "Going Home" is a side-scrolling platform game. Jo can pick up rattles which can be tossed at enemies (such as bees, lawnmowers or spiders). Apart from watching out for the baby's dropping health (represented as an increasingly tearful face), the baby's diaper gets wetter over time and the thirst increases, too. If the diaper becomes too wet or the baby becomes too thirsty, the player immediately loses a life, so collecting fresh bottles and diapers is important. The game is multilingual (you can choose between English, French, German and Spanish).
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<li><a href="https://archive.org/details/msdos_Back_to_the_Future_Part_III_1991">Back to the Future Part III (1991)</a><br>
Back to the Future III is a collection of four arcade games. Marty McFly and Doc Brown have traveled back through time to the year 1885 - and they're soon deep in trouble when they face "Mad Dog" Tannen's gang and have to find a way to return to the present. This game takes four scenes from the Hollywood movie Back to the Future III and turns them into arcade sequences: * Buckboard Chase: Doc Brown goes horseback in an attempt to save Hill Valley's lovely school teacher Clara. This game of quick ducking, jumping and shooting alternates between a side-scrolling and a top-down perspective. * Shooting Gallery: The name says it all. A classic game of aim-and-shoot, spiced up by hidden extras and bonus targets. * Pie Throwing: Meet the Mad Dog gang. They have guns, and you have... cream pies. It's an isometric version of the shooting gallery, only with ammo. And the targets shoot back. * The Train: Basically a side-scrolling beat-em-up on train wagons with some ducking and jumping. Get rid of the mechanics and collect speed logs to push the engine to a magic 88 mph.
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<li><a href="https://archive.org/details/msdos_Backgammon_1984">Backgammon (1984)</a><br>
Backgammon is a single player, shareware, backgammon game that is played against the computer. It is entirely keyboard controlled and has no sound. It includes both a history of the game, a section on the game's rules, and detailed instructions
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<li><a href="https://archive.org/details/msdos_Bad_Blood_1990">Bad Blood (1990)</a><br>
A nuclear war has turned the world into a wasteland. The pure-blooded humans have retreated in large cities while mutants live in small villages on the plains where they make a living by hunting the many monsters. Now one of the human leaders, Lord Dominix, wants to start a war to wipe out all the "bad-blooded" mutants. Your village chief has assigned you with the task of preventing this war. Bad Blood is a top-down action game with light role-playing elements. You can not create your own character but have to pick one of the three predefined ones: Varrigg (a strong green mutant who fights with his bare hands), Dekker (a human male armed with a knife) or Jakka (she looks human but can shoot laser beams from her eyes like Cyclops of X-Men fame). The choice you make has only a limited impact on gameplay and storyline. Gameplay consists of exploring the world map, visiting several cities and villages, talking with NPCs, picking up items and new weapons (like shotguns, grenades, Uzis etc.) and lots of real-time combat. Bad Blood lacks character stats and character development. The game has a day-night cycle which influences the amount of monsters on the plains and whether or not you can talk with some NPCs.
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<li><a href="https://archive.org/details/msdos_Bad_Dudes_1988">Bad Dudes (1988)</a><br>
Bad Dudes is a six-level action game originating in the arcades. The gameplay involving beating a succession of guys to complete the level, then an end-of-level bad guy. The action takes place on two different levels of the screen, which can be jumped across or navigated using ladders. Moves such as punches and kicks are on offer. The control method makes jumping sideways quite tricky.
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<li><a href="https://archive.org/details/msdos_Bad_Street_Brawler_1987">Bad Street Brawler (1987)</a><br>
In Bad Street Brawler, players take the role of the former punk rocker and current martial artist Duke Dunnegan, or aternatively the wrestler Gorgeous George (Bop N' Wrestle) or as a high school teacher pushed to far (Street Hassle) who finds he is the only one in the position to clean the mean streets from various thugs and loonies. Gameplay involves walking through the streets and taking out any enemies that get in the way. Kicks and punches are your basic moves at first, but as the game progresses, new moves and attacks become available, and new enemy types to beat up as well.
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<li><a href="https://archive.org/details/msdos_Bad_Machine_1998">Bad_Machine (1998)</a><br>
What happens when a computer has no programming? What if there is nothing stopping it from using its systems to do whatever it wants? It would probably be something like BAD_MACHINE. The game deviates from traditional interactive fiction in the fact that you see from the perspective of a robot. Literally. Everything you see is from the exact perspective of a modern, totally inhuman computer. That means you don't get any rational description of what you see. It's all in code. To better describe it, here is an exact quote from the game: "Dir ALT{ER}DDDisplace-: 2 [east -> north] Reclamation Sector (1) (clear*space) open -> bare floor. (insersection / entrance?) line delimiter cross=north: wider space. south: rec. seccttoor. Sector->Content_list: a disabled climber-class machine Salvager-class machine is here. Salvager #231 :: Mover #005 | [Salvager-class machine * Serial 14-231 * Power: 250 * GOOD MACHINE] Salvager #231 detach()e()s leg {type #0274} frOm disabled climber-class machine Salvager #231 picks the leg {type #0274} up." Now, with nothing but a broken compass, a corrupted database, and a dangerously low level of compliance, you must guide Mover #005 to safety...wherever that may be. BAD_MACHINE is made with TADS.
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<li><a href="https://archive.org/details/msdos_Balance_1993">Balance (1993)</a><br>
This German game of dexterity delivers what the title promises. Balance is a lesson in applied gravity: guide a ball to one or more targets by tilting the plane it sits on, much like in those little plastic toys that drive you insane. A simple premise made challenging by tricky, maze-like level layouts that go beyond the "A to B" routine, but require you to touch a certain number of target tiles in no particular order. You must reach all targets in limited time, or else you have to start over. If the ball falls off the edge, one of ten lives is lost. Special fields such as jumpers, accelerators or crumbling tiles test your reflexes; some levels even rotate. Balance uses vector graphics to draw flat, untextured fields on which the ball rolls. The plane is tilted with the mouse. Every few levels, you get a password to jump directly to that map. Even so, Balance is extremely difficult and only recommended for players with *a lot* of patience.
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<li><a href="https://archive.org/details/msdos_Balance_of_the_Planet_1990">Balance of the Planet (1990)</a><br>
Balance of the Planet is an environmental management simulation. It is the successor to Balance of Power. Chris Crawford seems to have a special liking for problems of global concern. Balance of Power dealt with politics in the cold war, its successor Balance of the Planet simulates nothing less than Earth's ecosystem. Although Maxis' Sim Earth is often credited as the first "ecosim", the title rightfully belongs to Crawford's game. Both games are equally interesting nevertheless, as they use two vastly different approaches to an enormously complex subject. Sim Earth tries to simulate the natural processes, i.e. continental drift, weather, global temperature etc. as accurately as possible, and calculates the global impact from this basic conditions. Balance of the Planet breaks down the ecological system into 150 single factors, connected in a cause-and-effect network. Rather than experiencing the ecosystem as a whole, you discover a string of subjects that influence each other. For example, when dealing with global warming, you'd be referred to carbon dioxides and methane (the causes) and rising sea level (the result). By following and understanding the links, you may thus find out in which way beef production influences inundation. There is, however, no accurate simulation of a global ecology, rather than a sophisticated schematic of factors and problems. Contrary to Sim Earth, you do not change the mechanisms of nature themselves. Instead, you're to try to influence society by funding and granting subsidies. If you raise the tax on coal considerably, coal burning and thus carbon dioxide output will be discouraged, but the strain on other forms of energy will increase. You'd be best advised to subsidise renewable energies -- which leaves less money for other pressing problems. Your job is to balance the ecology with the age-old system of reward and punishment. This has to be done in only nine turns; you are awarded or subtracted points, depending on your success. Balance of the Planet is highly customisable. You may not only load "biased" games, in which you play with a certain prejudice (e.g. pro-nuclear), but also change all the formulas used for calculations to your liking.
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<li><a href="https://archive.org/details/msdos_Ball_Game_The_1991">Ball Game, The (1991)</a><br>
This puzzle game features four players, any number of which can be human or computer, and is viewed from an isometric perspective. The basic gameplay is very similar to Virgin's Spot license. Your aim is to take control of the largest area of the board, which is done by moving your pieces so as for them to be next to pieces of another colour, which will then become your colour. There are three types of move - short moves which also see you retain the square you were in, jumps in which you lose the previous square, and moves using the teleporting device to move a larger distance. There are over 100 levels, which needn't be played in sequence. The board layouts feature gaps in, which must be incorporated into your strategy, to ensure that you don't leave a space next to a large number of your pieces, which would allow an opponent to swallow them up.
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<li><a href="https://archive.org/details/msdos_Ball_Race_1988">Ball Race (1988)</a><br>
A unique CGA 4-color racing game where you control a ball that races on a futuristic racecourse filled with floating "dummy" balls to avoid. Your top speed is affected by the amount of energy you have, and bumping into dummy balls or other competitors negatively affects your energy level. The game features up to three other competitors, either computer AI or a human opponent via modem. You can bounce into "fuel" balls to recharge your ball, and lay "mine" balls to damage the energy levels of your competitors. (Mind, they can do the same to you).
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<li><a href="https://archive.org/details/msdos_Ballgame_2_1992">Ballgame 2 (1992)</a><br>
These are the voyages of the purple ball. Its ongoing mission, to explore the galaxies, and to collect as many dilithium crystals as informed by Starfleet Command. This is a cute little game. The goal is to roll your ball through a maze (with nasty holes) to collect all the crystals and head to the exit, in not-too-much time. And there are bombs to blow up walls!
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<li><a href="https://archive.org/details/msdos_Balloon_Challenge_1993">Balloon Challenge (1993)</a><br>
This game is very similar to Boloball, another Soleau Software puzzle game. The objective of Balloon Challenge is to get your 25 colored balloons as high as you can on the game board. The higher the balloon goes, the higher the points awarded. The player with the highest score at the end of the game is the winner. There are many items to help or hinder your balloon from traveling higher. Dark clouds stop your balloon from going any higher. Hurricanes move your balloon to a different hurricane on the board. Airplanes destroy your balloon. Directional clouds move the balloon in the direction the arrow is facing.
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<li><a href="https://archive.org/details/msdos_Balloonz_1993">Balloonz (1993)</a><br>
Balloonz! is shareware title based on the game Balloon Fight, which has two distinct sub games. These games are: * Midnight Journeys This is a right-to-left-scrolling game in which the player is suspended by two balloons and must remain afloat as they travel across a night sky. On the way there are pink balloons to collect and burst. There are also stars to avoid as contact with a star bursts one of the balloons holding the player up. There are five levels available in the shareware version of this game and ten levels in the registered version. * Puff Gunners This is a two-player game. Each player has control of a gun that shoots a blast of air. Balloons fall from the top of the screen and the objective is to blow the balloons over to the opposing players side where they will burst on contact and score points. Each gun has a limited amount of energy so resources must be used carefully. This game is configurable from the main menu where such key game elements as 'strength of puff', 'number of simultaneous balloons', and starting energy per player can be set.
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<li><a href="https://archive.org/details/msdos_BananaTron_1989">BananaTron (1989)</a><br>
Taking a tip from 1977's Surround for the 2600 (and later, the 1982 movie Tron and its light-bike spin-offs -- but don't ask me where the banana came in!) this is one of those games where you control an extending line on the screen, avoiding collision with your own trail or that of the other player(s). No exciting changes are made to the time-tested formula: the conventional options include game speed, number of players (2-3) and whether the game screen has confining borders or wraps around.
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<li><a href="https://archive.org/details/msdos_Bananoid_1989">Bananoid (1989)</a><br>
Bananoid is a freeware Arkanoid-clone, which runs on a tweaked VGA mode the author likes to call "360x240 MCGA". It features seven levels that span two screens, for a total resolution of 544x240, according to the manual.
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<li><a href="https://archive.org/details/msdos_Bandit_1986">Bandit (1986)</a><br>
Bandit is a slot machine game. You start with $200 and you can play for $1 to $9 each time, by pressing the appropriate number key. After pulling the lever, three reels start to spin and when they stop you can see whether or not you have won money. You have won when the reels stop at a specific combination. For example when you see the word "Jackpot" three times, you have won the jackpot. The longer you play, the higher the jackpot will be.
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<li><a href="https://archive.org/details/msdos_Bandit_Kings_of_Ancient_China_1989">Bandit Kings of Ancient China (1989)</a><br>
In the 12th century, the Emperor Hui Zhong is faced with an internal rebellion led by Imperial Minister Gao Qiu. The Song Dynasty comes to an end, and Gao Qiu became the new ruler. You take the role of an exiled ruler, and you must build your stats up to be able to challenge- and destroy- Gao Qiu and restore Hui Zhong to the throne. The game is a military strategy game, like most of Koei's games, but instead of conquering a country, the goal is to depose the despotic ruler of China. You start out lowly, and have to work your way up by conquering smaller prefectures, forming alliances, and fighting small battles. You have to earn the right to attack Gao Qiu's home prefecture, though- he is off limits until you are powerful.
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<li><a href="https://archive.org/details/msdos_Bar_Games_1989">Bar Games (1989)</a><br>
The best elements of the bar scene have been captured and placed on your PC. Compete in a tournament or practice in up to 5 events, including Liar's Dice, Wet 'n' Wild, Last Call, Air Hockey and Pick-up-artist.
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<li><a href="https://archive.org/details/msdos_Barbarian_1989">Barbarian (1989)</a><br>
In this game you play the role of a barbarian who must navigate his way through dangerous dungeons. The game is played from a third person side scrolling perspective and also has platform jumping parts to it. The barbarian is controlled by using left and right on the joystick to move and up and down is used to scroll through the various commands at the bottom of the screen. When a command is highlighted pressing fire will perform that action thus saving on extra buttons being needed to play. There are two weapons at your disposal. A sword which you start the game with and later a bow which is handy for long range attacks. There are many traps to avoid and various monsters who have different attack patterns.
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<li><a href="https://archive.org/details/msdos_Barbie_1992">Barbie (1992)</a><br>
Barbie has a big day tomorrow, so she needs to get a good nights rest. She has strange dreams about all her planned activities. She must traverse five levels made up of a total of thirteen stages to make it through the night. Barbie travels through various location in the mall, at the beach and in the soda shop trying to make it from the left side of each level to the right. Each level is populated with animals and with living objects of the sort you would find in that location. She can jump with the A button and throw crystals with the B button. The longer you hold the button down, the farther each crystal is thrown. She has three kinds of crystals, each of which has a different effect. One makes creatures help her, one defeats them and one has varying effects.
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<li><a href="https://archive.org/details/msdos_Barbie_Super_Model_1993">Barbie Super Model (1993)</a><br>
Help Barbie become a great fashion model! This is an arcade game with many different activities to participate in. In each level, Barbie starts by going left to right with forced scrolling. She has a default speed and can speed up as well. She must avoid moving obstacles by moving up and down and controlling her speed. If she hits one, she loses a chance and it's game over if she runs out of chances. She must pick up items which grant point bonuses and extra chances. There is also a camera item to pick up which brings you to a magazine cover shoot. You are shown a cover with barbie wearing an outfit which is themed to the level. You must then go to her dressing room and dress her in a matching outfit. You are also given separate control of the colors of three different components and must match these. You are awarded points for each correct match. When you reach the right side of the level, you are given a runway practice. This consists of four positions on the runway floor labeled to tell you which button you must press at each one. Barbie then goes back through the level right-to-left. On the return trip, there is a handbag to pick up. This brings you to another magazine cover. You then go to a makeup mirror where you must match Barbie's hairstyle, earrings, eyeshadow and lip and nail color to the cover. Again, you are awarded points for each item which you get correct. When you reach the left side of the level, you must then do Barbie's runway walk that you were given earlier. You are awarded points for each station at which you perform the correct move. Barbie then continues to the next level. There are a total of four: Barbie driving down the street, skating on the beach, walking through a ski resort and walking through the park.
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<li><a href="https://archive.org/details/msdos_BarneySplat_1993">BarneySplat (1993)</a><br>
In an adaptation certainly not endorsed by PBS, this game puts the player in the shoes of a sociopathic Beavis and Butthead-style radical stoner anarchist (of the ~1992 variety), hepped up on H/P/A t-files and prepared to vent his disgust at all the problems of the world on one moronic purple dinosaur and the other participants on his show, through doping with narcotics to sabotage and booby-traps to, most of all, cartoonishly stylized (more Bakshi than WB) and couldn't-care typo-ridden ultraviolence. The game plays almost as a multiple-choice test on the Jolly Roger's Cookbook, with player input restricted to selecting from a psychedelically-coloured text list how he or she intends to ruin various innocuous activities associated with the show, such as snack time (by injecting the orange with vodka, perhaps?), singing a song together (while substituting in obscene new lines) or visiting the zoo (and selling kids into slavery or feeding Baby Bop to an alligator while there.) (While taking the kids to a GWAR concert is undeniably subversive, it does strain the suspension of disbelief.) The player is given regular status reports on the current state (of health and sobriety) of all the kids on the show; the ultimate goal is to render the entire cast unfit to perform further by the end of a week's worth of infiltrated episodes, following which the player may get to gather huge bonus points in an endgame sequence where Barney is fought to the death in a shopping mall. Though the gameplay is single-player, as a BBS door game callers would compete with each other for showings on the high-score table; in later versions of the software, dedicated fans were also granted the opportunity to submit scripted modules consisting of new, further deranged anti-social activities to run the kids through.
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<li><a href="https://archive.org/details/msdos_Baron_Baldric_-_A_Grave_Adventure_1993">Baron Baldric - A Grave Adventure (1993)</a><br>
The character Baron Baldric is quite known among Apogee fans for his appearance in Mystic Towers, but the Baron had earlier appeared in this side-scrolling game. It is considered very rare since the registered version was only sold in the Australian territory. The story behind Baron Baldric: A Grave Adventure takes place under Castle Pedabouch. You have to search for the family treasures in the tomb: it was told that, centuries before, Baron Baldric's ancestor, Baron Lazarus Pedabouche studied an evil Wolf-Magic and turned into a cruel tyrant: fortunately, when he seized Rosie, a local milk-maid, he was stoned to death by his own subjects. Rosie died too, and was doomed to haunt the whole castle until the ancient baron was slain. The game is somewhat similar to Impossible Mission 2 and the earlier Montezuma's Revenge because of many elements bringing the game far from the action genre. You have to find flints to light lamps when they go out, and regularly eat food to survive the maze.
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<li><a href="https://archive.org/details/msdos_Baryon_1995">Baryon (1995)</a><br>
Baryon is a straightforward vertical shooter which features a smooth graphical engine, a short digital sound track and various types of enemies. There are two types of ships, each with its own weapon types, as well as missile upgrades (homing as well as regular, more powerful ones), bombs and shield. The shareware version of Baryon features only one level, but the registered version promises more action-packed levels with more enemy types.
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<li><a href="https://archive.org/details/msdos_Bass_Class_1992">Bass Class (1992)</a><br>
Learn the secrets of bass fishing by casting off with Bass Class. In this simulation you will select all the small details that will determine whether you catch the big one or go home empty handed. Six different rods and 2300 different lure combinations are how specific the details get. You can even choose whether you want to use an outboard motor, trolling motor or paddling to get to where you want on one of the six different lakes in this game. Once in your location of choice via keyboard controls make your lure/rod selections and cast off using the mouse or keyboard watching out for hazards. Control your line and reel in and maybe you'll catch one of the dozens of different kinds of fish in each lake. LCD Depthfinders and other accessories will help you locate the best place to cast off. After fishing in the given time you must make it back to the weighing station and get your catch weighed against the AI players' catch. Only then will you know if you've learned anything about bass fishing.
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<li><a href="https://archive.org/details/msdos_BAT_2_-_The_Koshan_Conspiracy_1992">BAT 2 - The Koshan Conspiracy (1992)</a><br>
This second part of the BAT series takes place in ROMA 2, the most important city of the planet Shedishan. The United Galaxies Organization has contacted the "Bureau of Astral Troubleshooters (BAT) in order to investigate the murder of a BAT agent named Sylvia Hatford who tried to uncover the businesses of a mysterious dealer of important raw materials. You are playing the second agent, Jehan Menais, now involved in the dangerous investigations. The game itself is a mixture between graphics adventure, space combat simulator and strategy game. The adventure part is realized in a classic 2D point-and-click environment, the space combat can be best described as a small version of Firebird's Elite, and the various small arcade games included can either be played in a strategic mode or an arcade mode where your reaction skills are required.
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<li><a href="https://archive.org/details/msdos_Batn_Ball_1995">Bat'n Ball (1995)</a><br>
BAT 'n BALL is a game that tests your reflexes as you attempt to guard a castle of sorts from a drug-crazed bouncing ball. You have at your disposal a crude but effective bat and (hopefully) nerves of steel. Your castle is surrounded by a brick wall which quickly crumbles when hit by the malevolent ball. Defend it valiantly, for a hit to the pretty blocks at its core will lose you a life. Stick around untill your opponents lose their castles and you will progress to a new screen - lose all three lives and you've blown your chances.
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<li><a href="https://archive.org/details/msdos_Batman_Returns_1993">Batman Returns (1993)</a><br>
The Genesis title based on Batman Returns is a platform game in which the Dark Knight must traverse five action-filled levels on his way to confront the Penguin. Areas include the rooftops of Gotham City, Max Shreck's department store, the Red Triangle Circus and the sewers. Besides run-and-jump action, there's also a lot of combat in the game, as many of the Penguin's henchmen stand in Batman's way. He can knock them out with punches and kicks and a number of extra weapons stored in his utility belt. These include batarangs, which come in standard and self-seeking varieties, and smoke bombs that stun enemies for a while. In addition, Batman can shoot from his grappling gun and unleash a deadly swarm of bats towards enemies. All of these weapons have limited ammo, however, that must be collected. Other special tools Batman can use include the grappling hook to reach high places or swing across chasms, and his cape, which can be used to slow falls. Each of the five levels features several boss battles against Catwoman, the Penguin and others.
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<li><a href="https://archive.org/details/msdos_Battle_Chess_1988">Battle Chess (1988)</a><br>
Battle Chess is a quite typical chess game, but it comes with a twist: all pieces are represented by small, realistic figures that walk around on the chessboard, and when one piece takes another, they both take part in an animated battle. There is a different animation for each permutation, depending on which pieces are capturing or being captured. You can also play in 2D without animation. The game's opening library includes 30,000 different moves, ensuring a variety of games will unfold across the 10 skill levels. Multi-player support can be extended to modem and/or serial port play.
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<li><a href="https://archive.org/details/msdos_Battle_Chess_2_-_Chinese_Chess_1990">Battle Chess 2 - Chinese Chess (1990)</a><br>
A sequel to the original Battle Chess, this game takes on a more Chinese approach, both in the rules of the game and in the presentation. Using a Chinese variation of the game of Chess, pieces like the Queen and Bishop are replaced by Counsellors, Ministers, and Cannon. Pieces behave differently than their European counterparts and even the board is set up differently. Two things remain the same: the ultimate goal of checkmating the opposing player's king and the Battlechess style animated battles that occur when two pieces contend for the same spot on the board.
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<li><a href="https://archive.org/details/msdos_Battle_Fleet_1991">Battle Fleet (1991)</a><br>
Battle Fleet is a Battleship clone wherein you must place your five naval vessels on a grid while your computer or friend via modem does the same. After all the ships are placed you can now take turns trying to determine the location of each other's fleet and sinking them by taking well thought-out shots at the enemy grid. If you've placed a hit you will be notified of it on your enemy grid and can now try and guess which way the enemy ship is placed and sink them. Hence, the rules of the game are identical to the Milton Bradley game. The only differences are the grid numbering and some ship names.
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<li><a href="https://archive.org/details/msdos_Battle_Master_1991">Battle Master (1991)</a><br>
An early squad based combat strategy game set in a medieval style fantasy world. The player decides which race they want to play (Human, Orc, Dwarf or Elf) each with their own strengths and weaknesses. It is then a matter of clearing out areas of opponents and finding items to enhance your character's and companions abilities. There are many traps to avoid and death is a constant in what most people would find a very tough game. The nearest game to compare it to would be Rage Of Mages, though that has more of an RPG/RTT (real-time tactics) focus as opposed to "squad action", but it does bear aesthetic similarities and a squad based fantasy fighting theme. Gameplay for leader is action-oriented, with a menu that allows to Parley/Travel/Rally Troops, change formations or use items. The leader attacks with Melee and Projectile buttons. Some classes are more reliant on teammates than others. "Parley" allows you to buy (but not sell) items, or buy a Safe Pass (skip the area)
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<li><a href="https://archive.org/details/msdos_Battle_of_Antietam_1986">Battle of Antietam (1986)</a><br>
Battle of Antietam is a grand tactical simulation of the bloodiest day of the Civil War at the little town of Sharpsburg, Maryland along Antietam Creek. The game is played in 11 turns each representing 1 hour of real time. Players are awarded points based on casualties and territorial objectives. At the end of each turn and the end of the game points are calculated and compared to a chart which determines your level of victory. The game can be played under 3 different sets of rules (Basic, Intermediate and Advanced) with 5 levels of difficulty for each and can be played against another person or the computer can play either side.
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<li><a href="https://archive.org/details/msdos_Battle_of_the_Bulge_-_Tigers_in_the_Snow_1982">Battle of the Bulge - Tigers in the Snow (1982)</a><br>
On December 16, 1944 in the twilight of the Third Reich, Hitler played his last desperate gamble and launched a massive surprise assault against the thin allied lines in the Ardennes forest of Belgium and Luxemborg. As the German Commander your goal is to cross the Ardennes forest and get to the other side of the Meuse River. With division/regiment sized forces you must storm thru the allied forces taking as many towns as possible. If you choose to command the allied forces your goal is the same as the American commander in 1944. Hold out against the attacking germans until reinforcements arrive while keeping the enemy from taking towns and exiting from the map. The game lasts 15 turns. Each turn historically representing one day. The game can be played solitaire or against another individual.
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<li><a href="https://archive.org/details/msdos_Battleship_1998">Battleship (1998)</a><br>
This is a shareware version of the classic board game Battleship by Milton Bradley. Two players have a grid of boxes. You use your mouse to decide where your ships should go, and compete to try to find and sink your opponents ships. There is a win record menu that tells how many time you won and lost or drew. Options include whether the game has a 10 x 10 or 15 x 15 board, and allow you to choose between a single shot or salvo shooting, and whether you can use Cluster bombs, Cruise missiles and Smart Bombs, and you can use Ship resources or Fleet resources. There are Beginner, Intermediate or Expert skill levels, and you can decide who goes first, with the option of this being decided randomly.
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<li><a href="https://archive.org/details/msdos_Battlestorm_1990">Battlestorm (1990)</a><br>
A top-down space shooter that was different from most others at the time in that it did not just scroll continuously in one direction, but could scroll at different speeds in all possible directions on the X and Y axis, on the player's whim. The game takes place above the surface of a ruined, devastated planet: each level starts within a large area, in which your ship has free movement. Avoiding surface hazards, such as auto-aiming turrets, the goal is to destroy enemy spacecraft that hover around the large area in groups. Each wave of attacks is followed by a bomb-dropping mothership, which you must hurry up and destroy before it moves off the playfield, in order to proceed to the next wave; the last mothership gives way to the boss - a gigantic spacecraft that will chase you around the playfield. Beaten it? you are transported to a short section of standard shooter fare, where the screen auto-scrolls vertically, at the end of which you face a final monstrosity. This ends the level - on to the next one. Absorbing enemy fire will deplete your power, while collecting power-ups and destroying turrets can bring it back up somewhat. At 0% power, the game is over - although you may get an option to continue, based on how far you got.
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<li><a href="https://archive.org/details/msdos_Bazooka_of_the_Red_Dragon_1997">Bazooka of the Red Dragon (1997)</a><br>
A fond, if somewhat limited, adaptation of fellow BBS door and namesake Legend of the Red Dragon, BORD ramps up the silliness still further while offering much of the same gameplay -- single-key menu-driven fantasy adventure and combat for RPG stat building toward an ultimate showdown supplanting the sinister Red Dragon and resulting in the deliverance of the village of Cotopaxi. Slay monsters, challenge other characters to single combat, and upgrade your zany equipment (from Toothpick and Ball Cap to Elephant Tusk and Bulletproof Parka) ... and explore an overland map in a fashion unknown in LORD, building forts and encampments across the landscape. Some of the jargon has been changed -- HitPoints become "owies", Gold becomes Pebbles... but the silly pseudo-medieval fun remains much the same.
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<li><a href="https://archive.org/details/msdos_BCs_Quest_for_Tires_1984">BC's Quest for Tires (1984)</a><br>
Cute Chick is in trouble! She is being held captive by the dinosaur, and it is up to Thor to ride his trusty wheel to the rescue. There are many obstacles in the way which Thor will need to jump and duck, including rocks, trees, rivers, lava pits, cliffs, and of course Fat Broad. When you duck, the character bounces up and down, so don't duck too soon. BC's Quest For Tires is a side scrolling action game resembling Moon Patrol in some ways, featuring characters from the comic strip BC.
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<li><a href="https://archive.org/details/msdos_Beast_1984">Beast (1984)</a><br>
The hows and whys are apparently unimportant. What matters is this: you, represented by a double-pointing pair of ASCII glyphs, are trapped in a devious labyrinth. Your goal, however, is not to escape, but rather to survive: in the maze with you are a number of Beasts, looking like slim sinister Hs. If they find you, they will eat away one of your lives. Your weapons? None. However, nearly all of the walls in this maze can be pushed, like Sokoban crates... only indefinitely stackable. If you are able to line up wall segments and wait until a Beast enters into a gap between them, you should be able to close the gap on top of him, pushing the walls shut and making Beastly pulp. Maneuvre carefully, though, for once the wall segments are backed against the outside walls, you can only pull them back into "live", useful territory on certain levels. Also, you may hit a snag against solid-coloured immobile walls, preventing your stack from mashing the intended Beast. (Further complicating things, these immobile, "static" walls become deadly to the touch on later levels!) On harder levels, you get to meet the whole Beast family, Super-Beasts, eggs and the Hatched Beasts that emerge from them. Meaner and tougher, they possess enhanced abilities, such as only being crushable against immobile walls or being able to turn the tables and push walls back at you (how quickly the crusher is become the crushee!)
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<li><a href="https://archive.org/details/msdos_Bedlam_2_-_Absolute_Bedlam_1997">Bedlam 2 - Absolute Bedlam (1997)</a><br>
It is half a year after the happenings in Bedlam where Major Kern defeated evil biomechs. Now they are back under the name Biomex and have important facilities under their control. Of course this has the consequence that the player uses Major Kern's combat robot to kill them all. Bedlam 2: Absolute Bedlam is an isometric shooter where the player basically explores big levels and shoots everything on his way. The controls are not too complicated: left mouse click to move and right click to fire. When enemies are killed they leave extras behind like ammo, shield energy or money. The money is used to buy upgrades for the combat robot between the 30 missions. The missions have varied tasks, e.g. conquering an enemy base, recovering a new engine or rescuing prisoners. Secondary missions are not mandatory to complete the mission but give useful rewards. Later in the game the player controls up to three robots. The missions are divided in four campaigns which increase in difficulty but can be freely chosen.
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<li><a href="https://archive.org/details/msdos_Beer_Trivia_1993">Beer Trivia (1993)</a><br>
Beer Trivia tries something that very few games (only Rockstar and BarneySplat come to mind) attempt: to simulate inebriation in textmode. It plays as a multiple-choice trivia game, with lurid questions such as adults of drinking age might exchange at a local tavern, with one difference: if you get a question wrong, you have to "take a drink". Who can get drunk on virtual booze, you ask? As the character gets progressively more and more smashed, more and more of the text characters are replaced by random garble (the game's billed "intoxication simulation!"), making it more difficult to interpret questions and identify even known answers. The more drinks your player consumes, the greater the chance they will pass out, getting turfed from the game until the following day. One further exceptional racy element is the player's ability to have the correct answer to a failed question displayed in exchange for the virtual removal of a virtual garment -- up to three per day, beyond which even the computer doesn't want to contemplate. For registered users (only $10!), six bonus packs of additional questions on various subjects were available to bolster the 75 questions that came with the shareware installment.
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<li><a href="https://archive.org/details/msdos_Beethovens_2nd_1993">Beethoven's 2nd (1993)</a><br>
Beethoven's 2nd is a platform game where you get a chance to wear the metaphorical shoes of Beethoven - that lovable, big dog from the movie. Your four puppies need to be rescued and brought back to their mom. As a responsible father and guardian you'll first need to find the puppy, avoiding dangers such as bad-tempered cats, mean dogcatchers, acorns which have a habit to drop down just when you pass underneath, and careless skateboarders. You can bark at these opponents to scare them away. And if you'll find a source of water (such as a rubber hose), you can make yourself wet and then - in a tense situation - shake off the water, eliminating everyone in the vicinity. Once you find your pup, you'll find out that getting him back to his mom is no easy task. While your puppy can - thankfully - walk on his own accord when you put him down, you'll still have to carry it over obstacles, and you'll be forced to fight all the enemies again while doing it.
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<li><a href="https://archive.org/details/msdos_Beetlejuice_in_-_Skeletons_in_the_Closet_1990">Beetlejuice in - Skeletons in the Closet (1990)</a><br>
A truly bizarre game which was rather popular at the time. It's an action game of sorts, in which you play Beetlejuice himself and you have to kill (?) all kinds of skeletons with weapons -- you start with the ability to shoot a single loogie at the skeletons and, by collecting bonuses from destroyed skeletons, you may get additional loogies per shot or completely different weapons. Also, after you hit a skeleton, your friend Lidia has to collect the skeleton's remains with a vacuum cleaner; however, if a skeleton find Lidia she becomes imprisoned in a cage and you have to release her by hitting another skeleton and taking a "lightning bonus" from his remains. Another nice touch is the worm, which comes out of the playground every now and then and, should it hit you, kills you.
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<li><a href="https://archive.org/details/msdos_Begin_-_A_Tactical_Starship_Simulation_1989">Begin - A Tactical Starship Simulation (1989)</a><br>
Simulating the struggle between the nations of the Star Trek universe, Begin: A Tactical Starship Simulation puts you in charge of a fleet or a single ship against adversaries of your choosing. Four nations are available for the player to choose from; Federation, Romulan, Klingon, and Orion. After selecting who you will play and who the computer will play as you will then need to select the ships involved. This step allows the player to adjust the difficulty of the game to their choosing. If you'd like you can have a one-on-one battle or if you'd rather have an all out war between nine ships on each side. It's also possible to have a battle where the odds are stacked in your favour or on theirs with completely adjustable numbers up to nine on each side. After the number has been decided upon you will have to select just which specific ships are engaged. The choice is yours from hulking freighters to agile birds of prey. Once all the variable have been decided on it is time to do battle. Concentrating more on the various surprises of battle Begin: A Tactical Starship Simulation does not allow players to place their ships wherever they like. Your ships and your enemies' ships are placed at random places as shown on a small thumbnail and specified through written coordinates on the main play/command window. From this point on the strategies are all up to you. You may choose which weapons to fire with, where to move, and even choose to self destruct. Moves are made by typing out what you'd like to do, for example; "TORPEDO" or "TOR" for short (the game understands three letter summary commands). At this point you will be prompted which bays to fire from or what spread to use (for PHASERS) etc. After this the game will perform the commanded move and the turn will be over. A summary of events and outcomes of the turn will be listed and a read-out of ship status will be updated. Random events such as weapon malfunction are possible and you may get reports from other parts of your ship by typing in the right command. Reports available include; Casualties, Engine Temperatures, and lots more. Battles continue until one entire fleet is destroyed and a report is given at the end as to how you have performed.
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<li><a href="https://archive.org/details/msdos_Beneath_Apple_Manor_1978">Beneath Apple Manor (1978)</a><br>
An early graphical rogue-like dungeon crawl. Slay some monsters, build up some experience, explore deeper levels. The goal is to find the Golden Apple, buried somewhere deep in the basement beneath the manor. This game can be configured for either graphics or text, 10 different skill levels, and configurable room layouts. Each level is created randomly at the beginning of the game. Besides of monsters which you have to fight, you can also find treasures, secret doors and hidden traps in the dungeons.
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<li><a href="https://archive.org/details/msdos_Bert_and_the_Snake_1983">Bert and the Snake (1983)</a><br>
Bert and the Snake is a clone of Q*Bert. Your character must jump on a grid of blocks arranged in a pyramid shape, avoiding the snake and other characters that randomly appear. A successful jump changes that block's color. When you have hit all of the blocks on your current pyramid, you advance to the next level. Each level becomes increasingly difficult as the speed increases and more baddies are added into the mix. A high score table is included.
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<li><a href="https://archive.org/details/msdos_Best_of_the_Best_Championship_Karate_1992">Best of the Best Championship Karate (1992)</a><br>
Best of the Best Championship Karate is a realistic fighting game. After you choose your fighter for his parameters (strength, stamina and resistance), you can choose from 55 different moves. You can now train your fighter at a gym before the real fights. To master the game, one must alternate training and fights, as training improves stamina, strength and resistance. Be careful, loosing a fight reduces those parameters, so you have to be ready before getting on the ring !
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<li><a href="https://archive.org/details/msdos_Betrayal_1990">Betrayal (1990)</a><br>
Betrayal is a manager type strategy game. You try to gain control over various regions in order to supply your men with the necessary resources to defeat your enemies. As the game title says, the game has a main focus on illegal and secret operations in order to weaken your opponents.
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<li><a href="https://archive.org/details/msdos_Beverly_Hillbillies_The_1993">Beverly Hillbillies, The (1993)</a><br>
A quasi-adventure based on the movie The Beverly Hillbillies, which in turn was based on the popular US TV series from the 1960s and 70s. The player takes control of Jed Clampett after his unexpected discovery of oil, and help him build a new life in Beverly Hills, only to find out that two criminals targeted him as a blackmail victim.
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<li><a href="https://archive.org/details/msdos_Beyond_Castle_Wolfenstein_1985">Beyond Castle Wolfenstein (1985)</a><br>
Your mission is to infiltrate Nazi headquarters in disguise, find the bomb agents have hidden there, and plant it outside the door to Hitler's bunker. If you go in shooting everything in sight, a guard is bound to raise the alarm and it's unlikely you'll complete the mission. Use stealth and the occassional bribe to work your way to Hitler. You might have to kill a few guards, but think before you do. Oh, and did we mention you have to escape the way you came before the bomb explodes?
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<li><a href="https://archive.org/details/msdos_Beyond_Columns_1989">Beyond Columns (1989)</a><br>
Beyond Columns is a clone of the classic Columns game. Gameplay consists of different sets of tiles moving down the screen at an increasing speed. The goal is to get three or more matching tiles in a row upwards/downwards, left/right or diagonal. When they are lined up correctly, they disappear from the screen. Matches with over three tiles get you more points. A screen with high scores and a boss key function have been included. This game was developed by Brad P. Taylor and was followed by a sequel called Fallout.
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<li><a href="https://archive.org/details/msdos_Beyond_the_Black_Hole_1989">Beyond the Black Hole (1989)</a><br>
Use your paddles to pilot your orb in the search for the disappearance of Vern Grenington and his "entire vehicle service station" on Vicinity NAW-911 which "has long been known to contain a Black Hole." According to the game manual because most of their pilots grew up in the era of video games in the late 20th century, they have designed the orb control panel to resemble a video game! So just target your orb to eliminate the objects you see in the center of your screen in every level (however, in some levels you may have more "subtle" approach) in your path to The Black Hole...
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<li><a href="https://archive.org/details/msdos_Beyond_the_Titanic_1986">Beyond the Titanic (1986)</a><br>
In this mid-'80s text adventure, the player finds themselves a passenger on the doomed Titanic and must find some way to save themself before the ship crashes.
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<li><a href="https://archive.org/details/msdos_Beyond_Zork_-_The_Coconut_of_Quendor_1987">Beyond Zork - The Coconut of Quendor (1987)</a><br>
Aimlessly wandering through the Southlands of Quendor, the hero of the game encounters the Implementors, powerful beings who warn him of a terrible danger: the Coconut of Quendor, the very embodiment of Magic, has been stolen by terrifying monsters known as Ur-Grue, said to be the spirits of fallen Implementors. The task is clear, but by no means easy: locate the Ur-Grue and return the Coconut of Quendor to its rightful owners! Beyond Zork: The Coconut of Quendor introduces a somewhat different gameplay system compared to the previous text adventures of the Zork series. Text-based interaction and puzzle-solving are still present; however, role-playing elements have been added to the mix. The player character has six attributes assigned to him: endurance, strength, dexterity, intelligence, compassion, and luck. These can be determined by the player at the beginning of the game, randomly chosen by the game, or provided as part of a pre-generated character. The attributes affect the outcome of combat, which occurs in certain locations. They can also be raised or lowered during the game by gaining experience, drinking and eating certain items, wearing accessories, or in another fashion (sometimes humorous - for example, intelligence will be lowered by typing in swear words). Many locations and objects in the game are randomly generated.
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<li><a href="https://archive.org/details/msdos_Big_Bobs_Drive_In_1992">Big Bob's Drive In (1992)</a><br>
Big Bob's Drive In is a shareware game in which the player takes the role of a waitress, 'Skatin' Stacy', who must feed the customers of Big Bob's. The game consists of five levels, each corresponding to an area of the drive in. The levels take the form of a maze through which Stacey must skate. In the maze are customers who want feeding. Some want a specific food, others will take anything. The customers patrol within specific areas and Stacy must leave their food within their patrol area. If it's the wrong food the customer will continue patrolling. If it's the right food then the customer is satisfied and disappears. Stacey has a limited supply of food and must be careful not to waste any or else she'll run out before the end of the game. In the last level Stacy's in the car park and must deal with customers in cars who, if they get a hold of her, "will take her for a spin she might not enjoy". The only defence against such undesirables is the super burger, a food available on that level only.
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<li><a href="https://archive.org/details/msdos_Big_Business_1990">Big Business (1990)</a><br>
As CEO of a company the player's main goal will be making business decisions to stay ahead of the competitors and increase shareholder value. A plus for this game is the comic-style graphics.
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<li><a href="https://archive.org/details/msdos_Big_Game_Fishing_1991">Big Game Fishing (1991)</a><br>
Finally, after months and months of hard work in the busy metropolis you have decided to allow yourself a vacation on the limpid waters of the south seas where you will be able to engage your favorite sport : BIG GAME FISHING! But natives won't lose a chance to make some money of you: if you don't want your vacation to end in 1 day, you will have to catch not only a considerable amount of fish, but also the kind and the quantity of fish requested at the beginning of each day. If you should fail, you wont be able to pay the cost of your boat and buying gas, bait, etc... So, renting a boat for approximately $60, you are ready to catch such predator fishes as black marlin, blue marlin, swordfish, or tunny. The gameplay includes the economical and strategical management in the port or open waters and fishing simulation in the sea. In managerial phase you should buy an equipment necessary for the fishing such as Flares, Batteries, Lines, Fuel, and Sardines, examine the variable weather, set a destination point on the map, and navigate your boat to this point. You should have appropriate amount of fuel to navigate to open waters and between the ports. The biggest fishes are waiting for you in the northern deeper waters, so you will have to make a little money in the coastal areas before venturing to the north. Also the ability to send S.O.S. signal is available in case of very bad situation. In simulation phase you should mount a line, assign one of five bites, move the rod up/down, accelerate/decelerate the boat, throw a certain number of sardines to attract the fish, and catch the fish to earn the money and honour. The game has a three difficulty levels, it may be saved in progress and loaded later, and the highest achievements will be stored.
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<li><a href="https://archive.org/details/msdos_Big_Rig_1987">Big Rig (1987)</a><br>
Big Rig is a simulation that lets you experience the life of a long-distance trucker. Your task is to safely drive a 18-wheel tractor-trailer combination from coast to coast in time, trying to make a profitable trip. The gameplay and user interface are pretty basic. The game is played in text mode only, with your choice made by typing the right letter at the prompt. At the beginning of your trip, you can choose between three types of cargo (with or without time limit, perishable or not) and three routes -- each with different characteristics, like length or chances for bad wheather etc. After these preliminaries, you begin your trip. Gameplay is turnwise. At each turn, you choose your travelling speed (go too fast, and you may be stopped by the police -- too slow and you may not arrive in time). You'll have to keep an eye on your fitness and your gasometer - driving tired can result in deadly accidents, and running out of gas will cost you time and money. Gas and sleep can be replenished at truck stops. You'll also be slowed down by roadworks, flat tires, accidents, traffic jams, bad weather -- all those little things that make trucking fun! To get to New York in time, you'll need strategical planning, and a small amount of luck, too. And you'll get to learn a bit about the daily chores of your average trucker.
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<li><a href="https://archive.org/details/msdos_Biliardo_2_2001">Biliardo 2 (2001)</a><br>
Biliardo 2 is a freeware billiards game for two players. The pocketless table is rendered in the traditional top view, with certain controls and settings available at the bottom interface. Sliders can be adjusted to set the power of the shots and the table temperature. The cue aim and angle can be moved on two windows showing a close-up of the ball. Players take turns hitting the balls and scoring to the rules of each variation included: - In 5 Pins, players have to use their yellow and white balls to hit the opponent's and score points. Bonus points are received after knocking down the five skittles set at the table center with the red ball or the opponent's ball. If the skittles are hit directly, the points go to the adversary; - Goriziana and its double variation are similar to 5 Pins, but have nine skittles and slightly different scoring rules; - Bowls is played without cues, where each player throws four balls from their sides of the table. A red ball is launched at the start of each match, and the main objective is to stop the other balls as close as possible to it. Extra points are received when knocking down skittles with the red ball or the opponent's ball; - In Carom, the goal is to hit both the red ball and the opponent's ball on each turn. In the Cushion variations, the player has to bounce the ball from one or more of the cushions before striking the second ball; - 3 Balls is similar to Carom, but the players share a single white ball to hit up to three other balls.
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<li><a href="https://archive.org/details/msdos_Bill_and_Teds_Excellent_Adventure_1990">Bill & Ted's Excellent Adventure (1990)</a><br>
Based on the movie. You control Bill & Ted- Rufus, a time travelling "dude" from the future, gives you use of a time-travelling telephone booth. Use the phone booth to go back in time to many different eras, collect items, and get historical "dudes" to follow you. Some "dudes" won't come unless you can bribe them with the right object. You must get them to follow you back to modern times so you can pass a history report and keep your band, the "Wyld Stallyns" together. At the end of the game, you are graded based on time elapsed, and "dudes" accumulated.
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<li><a href="https://archive.org/details/msdos_Bill_Elliotts_NASCAR_Challenge_1990">Bill Elliott's NASCAR Challenge (1990)</a><br>
The signature of former champion Bill Elliott adorns one of the first few NASCAR racing games. There are six tracks, including favorites such as Watkins Glen and Talladega. The game is played through an in car view. Aerodynamic modifications and the drafting effect are incorporated. It features a practice mode as well as full races. Many brand name cars from Pontiac and Ford, fully customizable. Track details are flat shaded polygons. Instant replays are controlled by a VCR-style system.
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<li><a href="https://archive.org/details/msdos_Billy_The_Kid_Returns_1993">Billy The Kid Returns (1993)</a><br>
It's 1875. Your name is William Bonney. You're 15 years old. And you're in jail. But not for long! Billy the Kid Returns is the story of Billy the Kid, the infamous criminal from the late 19th century. You'll have the chance to play through several crucial moments in his life (and a few made up ones) in hopes of improving upon the Kid's own adventures. The game features ten levels, which range from the Kid's escape from jail, a search for hidden treasure, an ambush by the Apache, a fight against some deadly Senoritas, and his final confrontation against sheriff Pat Garrett. The game has side scrolling, platforming and top-down view stages. At the beginning, you must avoid soldiers and guard dogs, but in later stages you must evade wild animals, other rustlers, gunmen who're after your head for bounty, and snipers hidden in buildings. You only have one way to defend yourself: your gun, which you can use to kill nearly every enemy in the game. You can also pick up other items like apples, stars or tools to raise your score. Picking up cooked meat raises your available lives by one.
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<li><a href="https://archive.org/details/msdos_Bionic_Commando_1988">Bionic Commando (1988)</a><br>
In Bionic Commando the player takes control of a soldier with a bionic arm that extends and contracts. The bionic arm allows the soldier to grab onto fixed objects and swing around and climb up levels -- no jumping allowed! The arm also grabs opponents and pulls them towards the protagonist. The player's mission is to storm the enemy's fortress and destroy the launch computer to prevent the enemy from using their doomsday weapon.
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<li><a href="https://archive.org/details/msdos_BipBop_II_1993">BipBop II (1993)</a><br>
A Breakout clone in which you bounced the ball to eradicate in order, squares with Roman numerals on them. The action is spread over 20 levels and there are many special blocks to hit.
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<li><a href="https://archive.org/details/msdos_Black_Box_1982">Black Box (1982)</a><br>
In Black Box there is an 8x8 grid which contains several atoms hidden in it. Your job is to find the location of all of the atoms by projecting rays from the side of the box and observing what happens. If a ray directly hits an atom it will be absorbed. Rays that pass within one box of an atom will be reflected. After you have fired enough rays, you can venture a guess as to an atoms location. To help prevent random guessing you lose points for a ray that completely misses an atom or an incorrect guess about the atoms location, and gain points for rays that are absorbed or reflected and for a correct guess. If you get stumped you can end the game early and peek at the location of all atoms.
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<li><a href="https://archive.org/details/msdos_Black_Cauldron_The_1986">Black Cauldron, The (1986)</a><br>
Based on the Disney movie of the same name, The Black Cauldron focuses on the story of Taran, who is an assistant Pig-keeper in the land of Caer Dalben. One day Taran notices that one of his pigs, Hen Wen has magical powers. The Evil Horned King wants the pig so that he can locate the Black Cauldron and ultimately rule the world. Taran must now embark on a mission to rescue Hen Wen and defeat the Evil Horned King before he can discover the Cauldron's location. The Black Cauldron is a side-view adventure game. Gameplay is similar to other Sierra adventure games of its day (such as Space Quest II or King's Quest III) but does not use a text parser. Instead the function keys are used to initiate actions. Players control Taran and can make him walk, run, swim and interact (talk) with other characters in the game. Puzzle-solving and advancement in the plot requires item manipulation of using the right item at the right time or at the right location.
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<li><a href="https://archive.org/details/msdos_Black_Monday_1987">Black Monday (1987)</a><br>
Black Monday is a stock market simulation for one to six players. The goal is to earn as much money as possible by the end of ten turns. On each turn you will have the option of buying and selling stocks. The main screen where you can buy or sell will show a list of stocks available, along with their price information and how many you own. Graphs are also available to show the history of a stock throughout the game in order to aid in making decisions. After each player has a turn buying and selling, the stock market closes for the night. When it opens again, you will see a news ticker summarizing the changes to stock prices and the players will again have an opportunity to buy or sell (this process repeats until the end of the game when the winner is determined). Although the price changes to stocks are random, you can attempt to influence the price somewhat by buying or selling large quantities of a stock. If a stock is doing very well, you may earn dividends or the stock may split. If you get into trouble, you can also visit the bank and take out a loan.
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<li><a href="https://archive.org/details/msdos_Black_Sanctum_The_1984">Black Sanctum, The (1984)</a><br>
The Black Sanctum begins in a rugged, snow-covered mountain country. Your task is to rid the ancient monastery of evil that has taken over. Your task is compounded by the fact that the entrance to the ancient monastery is hidden and cloaked in secrecy. This graphical interactive fiction game uses standard single letter commands N,S,E,W for movement. You can also SAVE your current location on cassette for restarting later. The command parser is a standard verb-noun type (Go Door, for example).
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<li><a href="https://archive.org/details/msdos_Black_Sect_1993">Black Sect (1993)</a><br>
A book of spells has been stolen. A sinister Community is terrorizing a small village in the Yorkshire Moors. It is time for you to help. Go and search for the book of spells that has disappeared. Your trail takes many days and nights over the lonely moors. You may discover the secret entrance of the black sect's hidding place. But for you the adventure has only just begun...
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<li><a href="https://archive.org/details/msdos_Blackjack_1984">Blackjack (1984)</a><br>
Blackjack is a computerized version of the casino card game. The object of the game is to get a higher count than the dealer without going over 21. You can choose an amount of money to start with, and place a bet for each hand until you either run out of money or decide to quit while ahead! The game uses 80 column text mode with ascii characters to represent the cards.
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<li><a href="https://archive.org/details/msdos_Blade_Warrior_1991">Blade Warrior (1991)</a><br>
The world has been enslaved by Murk, and you've got to free it by collecting the seven fragments of a tablet which are in the possession of seven wizards who inhabit seven towers. Blade Warrior is a unique game in two ways, the most obvious being the graphics. Everything in this game is seen in silhouette - as you wander around looking for magical items and killing baddies, all you see is your silhouette and the silhouette of everything around you. The background is made up of a night sky, with clouds and hills. Secondly, the game is an unusual mix of adventuring and battling. On your way to collecting magical items and exploring the huge ingame map, you're assaulted by baddies. Then, once you have collected certain artifacts, you can conjure up spells (so long as you have the recipe) back in your tower, trade with wizards for those all important tablet pieces and get clues to the next important artifacts.
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<li><a href="https://archive.org/details/msdos_Blades_of_Steel_1990">Blades of Steel (1990)</a><br>
Based on the arcade game, Blades Of Steel is a hockey arcade action game (gameplay doesn't require the need to worry about statistics or provide the ability to customize teams.) Two players can play against each other, or one player against the computer. In one player mode there are single game and tournament mode options. From time to time a fight may break out, which will provide a close up view of the two players. The player has control during the miniature fight game sequence, with the loser having to spend time in the penalty box. The referee will break up fights that go on too long, and calls a few penalties such as icing. Several short clips of digitized voices are also featured.
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<li><a href="https://archive.org/details/msdos_Blake_Stone_-_Aliens_of_Gold_1993">Blake Stone - Aliens of Gold (1993)</a><br>
Aliens of Gold, the first game in the Blake Stone series, pits the space-age British secret agent against Dr. Pyrus Goldfire; a madman bent on world domination. Using a mastery of genetic engineering and a tremendous reserve of wealth, Dr. Goldfire intends to unleash a mutant army upon the Earth. The first chapter begins in Goldfire's S.T.A.R. Institute headquarters building. Each level has Blake fighting through guards to find an elevator keycard for the next level. Dr. Goldfire will personally appear along the way to fire shots at Blake, and his genetic creations also pose a tough challenge. Each chapter lasts 10 levels, and brings Blake closer to reaching Goldfire, only to have the mad doctor escape to a new installation in his network, and the start of a new chapter. Blake Stone uses the Wolfenstein 3-D engine to render its levels. Basic gameplay and enemy AI is similar in most respects. Some of Blake's innovations include silent weapons that can kill guards without alerting others. Alerts are given to the player through text messages on the HUD. Health can be gained through use of wall-mounted vending machines, operated with tokens picked up off dead guards. An automap and stat-tracking are both available during gameplay. Finally, there are friendly AI characters who offer clues and powerups when you speak to them - provided Blake doesn't accidentally shoot them first!
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<li><a href="https://archive.org/details/msdos_Blake_Stone_-_Planet_Strike_1994">Blake Stone - Planet Strike (1994)</a><br>
Blake Stone: Planet Strike! is the commercial sequel to Blake Stone: Aliens of Gold. An evolution rather than a revolution, Planet Strike! doesn't dramatically change things and features everything from the original game except the elevator. In the place of the elevator, the player must now collect a bomb on every map and bring it to a security cube; the bomb will destroy the cube allowing the player to use the exit. It features 24 new levels, played in a single episode in a linear fashion (despite a between level map trying to convince you otherwise), a new weapon, the Plasma Discharger (which functions as the game's ultimate weapon), and several new bad guys and bosses. Though the "new bad guys" comment is a little misleading as only one of them is actually all new; the others are the boss aliens from Aliens of Gold (with their stats reduced to non-boss level) or simply slightly edited and re-coloured bad guys from the previous game.
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<li><a href="https://archive.org/details/msdos_Blind_Wars_1992">Blind Wars (1992)</a><br>
Would you like to try playing RISK without knowing how many armies your opponent controls? Here is your chance. Blind Wars is very similar to RISK, except that you cannot see your opponents' armies, nor can your opponents see yours. This makes for unpredictable outcomes to the game. This game is a four player game, where three of the players are computer-controlled. Although it is similar to RISK, you are not playing on a true world map. You play on a group of countries and you are trying to take control of the 77 cities. Also in the game are various random occurrences that can affect the outcome of the game. Occurrences such as a city defecting to the enemy, or increased armies in a city or country happen randomly throughout the game making the game even more unpredictable.
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<li><a href="https://archive.org/details/msdos_Blitzkrieg_-_Battle_At_The_Ardennes_1990">Blitzkrieg - Battle At The Ardennes (1990)</a><br>
Blitzkrieg: Battle At The Ardennes is a conversion of the 1965 board game Blitzkrieg from Avalon Hill. In stead of the fictional country the original board game plays in this game features the Battle of the Bulge in the second World War. The game is a turn-based strategical wargame that plays on a map with hexagonal tiles. Each tile can represent different types of terrain, such as urban and forest, which has impacts on your units. Like the board game it features both land, naval and aerial units; this includes artillery and even V-2 Rockets. The game can be played against the computer or against another player.
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<li><a href="https://archive.org/details/msdos_Block_Five_1986">Block Five (1986)</a><br>
This game recreates the board game Go. On a large board, players are competing to complete lines of five of their pieces (crosses for you and naughts for the CPU player in this case). The offensiveness or defensiveness of the artificial intelligence's strategy is randomized with each play.
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<li><a href="https://archive.org/details/msdos_Block-Man_1_1994">Block-Man 1 (1994)</a><br>
Block-Man 1 is a shareware logic puzzle for one player. The story behind the game is that once upon a time King Triangulos ruled the kingdom of Bentangle. The king loved blocks, he'd played with them since he was a child and he loved them almost as much as he loved his daughter, the beautiful Princess Pentaguin. The princess must marry someone worthy so the king had a series of rooms constructed such that extreme cleverness in moving and using blocks was necessary to escape from each. The suitor who could complete all these puzzles would be a fit match for his daughter. Block-man is a commoner in the land of Bentangle but he loved the princess nonetheless and vowed to win her hand in marriage. The player controls Block-man. Block-Man is in a game-area bounded by red bricks and flaming torches, representing the room he's in. Every room has an exit and from his starting position Block-Man must get to that exit. In his way are walls and pits that he must overcome. The only available resource are building bricks. The only commands available are move left / right. pick up/put down and climb (a maximum of one brick only). Using these commands the player must solve the puzzle and get Block-Man to the exit of each room. The shareware game consists of ten levels. The full, registered, game has more levels, and for a further fee a constructor option that allows the player to create and play their own levels and those of other game owners is available .
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<li><a href="https://archive.org/details/msdos_Block-Man_2_1995">Block-Man 2 (1995)</a><br>
MS-DOS: Block-Man 2 by (1995)
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<li><a href="https://archive.org/details/msdos_Block-O-Mania_1989">Block-O-Mania (1989)</a><br>
Block-O-Mania is a turn-based puzzle game with a variety of puzzles with an overall high difficulty level. Like in Soko-Ban, the player has to push a number of boxes onto storage spots. This time however, there are four kinds of blocks, plus conveyors, unstable passages, and wraparound screens. It contains several dozen mind-benders for the true puzzle aficionado. The game was originally released as shareware on the BBS scene. With the advent of the Internet, it was eventually released as freeware on the web.
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<li><a href="https://archive.org/details/msdos_Blockage_2003">Blockage (2003)</a><br>
Blockage is your basic breakout clone. You have to keep your ball from getting past you and you have to destroy all of the bricks. There is one or two blocks in each level that you have to hit before you go onto the next level. If you hit it at the beginning, everything explodes and you get all of the points. If you hit it at the end, all of the bricks are gone so you already have all of the points so you just go to the next level. You can collect the hearts for extra lives. Everytime you hit a break, it explodes, sending debris everywhere so you have to pay attention or you might lose your ball in the confusion. There is no sound or highscore list. There also aren't any power-ups. It's just your basic, no frills, breakout game.
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<li><a href="https://archive.org/details/msdos_Blockout_1989">Blockout (1989)</a><br>
Blockout is a Tetris variant with an added twist: it's in 3D. The player can rotate the blocks in 3D in order to fit them into the pit they are being guided into. Advanced users can play this game with odd three-dimensional pieces, or change the size of the pit, for depth of between 6 and 18 piles, and width and length of between 3 and 7.
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<li><a href="https://archive.org/details/msdos_Blocks_from_Hell_1993">Blocks from Hell (1993)</a><br>
Sets of blocks fall down a shaft and you should rotate them in the right way before they reach the bottom. When you fill up a horizontal line, those blocks disappear. When you fail to fill up lines, the blocks will reach the top of the shaft and the game's over.
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<li><a href="https://archive.org/details/msdos_Blood_Money_1990">Blood Money (1990)</a><br>
The speech in the introductory sequence probably sums things up best - "the biggest unanswered question is 'where is the money?" The player has 4 missions to take on, in each case trying to kill baddies for the money they have, which can be spent in the shop rooms to upgrade their craft. Energy is depleted by contact with enemies and the walls, although there are some baddies who simply hover on your ship and steal, rather than physically doing damage. The game is a shoot 'em up which scrolls both horizontally and vertically, while being viewed from an R-Type style sideways perspective. Navigating the levels sometimes requires the player to duck through gaps in scenery.
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<li><a href="https://archive.org/details/msdos_Blox_1991">Blox (1991)</a><br>
Some games are both so compelling and so relatively straightforward to implement that programmers are driven to duplicate them upon first sight, if only to have a version to play at home. So it is that after his first round of Tetris, British programmer Graham Cluley was driven to hash out his own serviceable keyboard-controlled clone of the original falling-block megagame, never pausing to even confirm that his version had the same column-width as the standard version does. If it failed to take over the world, it's only because by '90, the market was already flooded with homebrew Tetris clones.
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<li><a href="https://archive.org/details/msdos_Blue_Angels_Formation_Flight_Simulation_1989">Blue Angels Formation Flight Simulation (1989)</a><br>
Blue Angels: Formation Flight Squadron is an F/A-18 flight simulator, with a focus on Air Shows. The Blue Angels are the United States' Navy Flight Demonstration Squadron, known for tight maneuvers and precision flying. The game attempts to replicate this by offering formation flying, having to react and coordinate with other Blue Angels in the air. The player can practice any maneuver in the simulator: dozens of high, low and flat maneuvers, Diamond 360 passes, left rolls and 4-point rolls or an entire air show for example. Other than practice events, the player can perform an air show or just go for a free flight. In the air, players fly from a 1st person perspective inside the plane or a 3rd person perspective from a chase plane behind the player. Additionally there are 4 different camera views and 3 different gameplay speeds. After the flight, an analysis is displayed of the flight and the player's performance graded.
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<li><a href="https://archive.org/details/msdos_Blue_Max_-_Aces_of_the_Great_War_1990">Blue Max - Aces of the Great War (1990)</a><br>
Blue Max is a World War I fighter plane simulator, where the player may fly fighter planes such as Fokker, Sopwith, Spad, and many other ones. The game allows split screen gaming for two players, cooperatively or competitively, with multiple 3D camera angle features. Missions involve shooting down enemy planes, while others focus on specific targets. The game includes a very unique feature for those who chose to use it: the ability to convert the dogfights to turn-based battles fought on a hexagonal map but still maintaining the 3D view in a frozen window.
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<li><a href="https://archive.org/details/msdos_Bluebush_Chess_1983">Bluebush Chess (1983)</a><br>
Bluebush Chess is one of the first computer chess programs for personal PC computers and has large graphics where the chess board covers nearly the whole screen. There are seven skill levels available plus postal chess. You can play black or white pieces and control them by selecting them through keyboard cursor movement. The computer can play either side or both for a demonstration game. You can set up and start play from any board position. The computer can also select the best move for you anytime. When the computer is thinking out its move, the cross on the King's crown flashes and the internal speaker sound is used to signify when each move is made along with the piece flashing before and after the move. The move list can be displayed on the screen, and you can also take back unwanted moves. The game has thousands of book opening moves and allows "en passant" pawn captures. All moves are checked for legality. The game is controlled via a menu system and you can change the play level, board setup, board color (15 different sets) and players color. In-game help info is also available.
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<li><a href="https://archive.org/details/msdos_Bluppo_1997">Bluppo (1997)</a><br>
Bluppo is a 1-2 player arcade game in which you have to collect fish. The story is that Bluppo loves to cook. A rich relative will buy him a restaurant but only if Bluppo cooks him a special meal. After much research Bluppo finds the recipe, the special dish requires the sweat of 3000 rare fish! Undaunted he dons his SCUBA gear and goes in search of the fish needed for the dish and hence his restaurant. On screen are fish swimming in pockets of water. Around them is either earth, mud or stone. Bluppo can travel through the earth but not through stone, though some stones can be blown up with bombs. Hazards include falling rocks, bombs, exploding fish, sharks and other nasties but there are friendly fish who will eat Bluppo's enemies if given the chance and some levels have additional oxygen tanks to prolong the game play. To complete a level Bluppo must collect the number of fish specified at the bottom of the screen and enter the exit gate. If Bluppo has not collected the correct number of fish, say because one died, then he will not be allowed to enter the exit gate and he will perish. All puzzles are timed and last as long as Bluppo's oxygen. There are six save game slots. The registered game has 60 one player levels, 60 two player levels, and Soundblaster support.
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<li><a href="https://archive.org/details/msdos_Blur_Way_1995">Blur Way (1995)</a><br>
MS-DOS: Blur Way by (1995)
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<li><a href="https://archive.org/details/msdos_Bo_Jackson_Baseball_1991">Bo Jackson Baseball (1991)</a><br>
Bo Jackson Baseball (TV Sports: Baseball in Europe) is an arcade oriented conversion of the popular American sport, in the same series as TV Sports: Football and TV Sports: Basketball. The player can choose among 26 teams and play directly in the positions of batter and pitcher. A managerial element is also included: when playing a whole season the player can choose the lineup and the batting order. Emphasis is put on user-friendliness and TV-style presentation, featuring the likeness of Bob McGill. It also features digitalised sound samples and motion captured player animations. The stats can be consulted from the main menu.
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<li><a href="https://archive.org/details/msdos_Bob_Morane_-_Science_Fiction_1_1987">Bob Morane - Science Fiction 1 (1987)</a><br>
An evil army of enemy space soldiers has invaded a space station. The player, taking the role of the infamous fictional character Bob Morane, must recover the control of the base, locating and destroying all the enemies. Bob Morane: Science Fiction 1 is a multi-directional scrolling shooter game. The gameplay is similar to the game Prohibition. Like in "Prohibition", the player must locate (along the spatial base) and shoot each enemy soldier in a limited amount of time, before that the enemy soldier shoots the player. The bests scores will be archived in the High-Scores table.
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<li><a href="https://archive.org/details/msdos_Bob_Saget_Killer_2000_1997">Bob Saget Killer 2000 (1997)</a><br>
Being a watered-down funnyman can make you some enemies in the programming community. Here, some QBasic hackers have whipped up a very simple simulator to dish out abuse to Mr. Saget from the barrel of a gun, all to sitcom audience moans and whistles, while demented circus music eggs the player on. Targeting specific areas with the mouse crosshairs inflicts special damage, section by anatomical section, until the onetime comedian is reduced to a pile of hilarious steak tartare.
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<li><a href="https://archive.org/details/msdos_Bob_vs_the_Mob_1995">Bob vs the Mob (1995)</a><br>
Essentially a limited Robotron clone (firing only in the direction of forward movement), Bob vs. the Mob sees your protagonist, a little stickman, running around a forested environment attempting to mow down the most assailants (more stickmen, apparently members of the criminal underworld) while expending the least ammunition, using a machine gun (for sharpshooters) and grenades (where a more ham-fisted approach is called for.)
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<li><a href="https://archive.org/details/msdos_Bobs_Dragon_Hunt_1992">Bob's Dragon Hunt (1992)</a><br>
Bob's Dragon Hunt is an exercise in using filled polygons to simulate a three-dimensional dungeon crawl, wading through all variety of draconic enemies (hence the title) and their various venomous, magical and breath effects, depicted in creative (if non-standard) 16-color effects. Beneath the glitter and "virtual reality" trappings lies a roguelike in spirit. Unlike Dungeon Hack and its brethren, navigation and control are rather nuanced, though the gameplay remains comparatively simple (hack, slash, repeat).
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<li><a href="https://archive.org/details/msdos_Bobby_Fischer_Teaches_Chess_1994">Bobby Fischer Teaches Chess (1994)</a><br>
Based on the best-selling chess-book of the same name by Bobby Fischer. The educational course, illustrated history of chess and 500 chess matches of amazing Bobby are presented in this game. Window-interface, 3D view, feedback of any depth, match recording and replaying are present. The strength of the engine is similar to Chessmaster 2000.
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<li><a href="https://archive.org/details/msdos_Body_Blows_1993">Body Blows (1993)</a><br>
Around the time of the Amiga version of Street Fighter 2, Amiga specialists Team 17 came up with a similar one on one beat 'em up, designed around the machine's strengths and weaknesses. In one-player mode you have four characters to choose from - brothers Dan and Nik play identically, Lo-Ray is a Buddhist Monk, and Junior a failed boxer. The opponents include a Ninja warrior, a businessman whose post-fight catchphrase is 'I'm sorry about that', and a thin Spanish girl. The backdrops feature lots of color and animation, varying from wrestling rings to building sites and beaches. The control is designed around one-button controllers, with special moves generated by pushing in a certain direction and pressing fire, and one 'super special' move by holding fire for a few seconds. The real skill is in combining these moves effectively.
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<li><a href="https://archive.org/details/msdos_Bolo_Adventures_I_1994">Bolo Adventures I (1994)</a><br>
A puzzle game with 40 levels. Escape from each level by pushing blocks around to block laser beams, fill in water etc. There are no time limits, as the emphasis is on puzzles rather than action.
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<li><a href="https://archive.org/details/msdos_Bolo_Adventures_II_1992">Bolo Adventures II (1992)</a><br>
A continuation of Bolo Adventures I, this game contains 40 more levels. The objective is the same; escape from each level by moving blocks to cut off laser beams and avoid monsters. Other hazards include water and electrified grates which must be deactivated before you can cross them.
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<li><a href="https://archive.org/details/msdos_Bolo_Adventures_III_1996">Bolo Adventures III (1996)</a><br>
The final part of the Bolo Adventures trilogy, this game has updated graphics and only 30 levels instead of the 40 in Bolo Adventure I and II. The objective remains the same, though - escape from each level by maneuvering blocks to fill in water, shut off laser beams and avoiding monsters. A demo level is provided, with a walkthrough to help introduce the game concept for new players.
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<li><a href="https://archive.org/details/msdos_Bolo_Ball_1992">Bolo Ball (1992)</a><br>
Play against the computer in this strategy marble maze arcade game. Your objective is to get your marbles to the bottom of a maze filled with ramps, walls, black holes and much more. Block your opponent by pushing your marbles into strategic positions to stop him from doing the same to you.
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<li><a href="https://archive.org/details/msdos_Bomber_1993">Bomber (1993)</a><br>
Vertical shooting game. You are in a slow, large aircraft that must fight its way back to home base.
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<li><a href="https://archive.org/details/msdos_Bombuzal_1989">Bombuzal (1989)</a><br>
Little Bombuzal has to blow up bombs on little islands in this puzzle game. In order to advance to the next level, all bombs need to detonate. There are various sizes of bombs. Bigger ones have such a huge blast radius that Bombuzal cannot trigger them directly - instead, he has to explode smaller bombs first and cause a chain reaction. So as one might imagine, later levels turn into loud blastfests that need to be carefully planned. Besides, later levels introduce all kinds of additional hazards and gimmicks, like ice floors, movable bombs, disappearing ground tiles, and much more. Nobody said being a pyromaniac is easy.
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<li><a href="https://archive.org/details/msdos_Bones_-_The_Game_of_the_Haunted_Mansion_1991">Bones - The Game of the Haunted Mansion (1991)</a><br>
Bones: The Game of the Haunted Mansion is a member of the pseudo-roguelike Wizard's Castle family. It is one of the oldest games of this family, originating in 1981 on DEC mainframes. The story is quite conservative: As in the other Wizard's Castle games, your task is to descend into a dungeon to find the all-powerful Globe of some mighty Warlock on the deepest level. The gameplay is a hybrid of boardgame-like exploration and roguelike dungeon crawl, the whole presented as in "windowed" interactive fiction game, while the setting is a mix of fantasy, horror and sci-fi elements, playing in a haunted mansion filled with dust, bones, undead skeletons, RAM chips needed for auto-mapping, Uzis and Laser guns, etc. The only graphics is the BGI title screen; the rest of the game plays in text mode and reminds late DOS applications with windows. There is only one kind of monster that you'll encounter: skeletons of all shapes and sizes: paper skeletons, flying skeletons, paranoid skeletons, closet skeletons, thief skeletons, and so on. You can fight them, but you can also try to talk to them, which may save hit points and also provide some information. Items are strewn in the castle waiting to be found by you. As in an adventure, you need to examine the room to find them, getting a vague description. To actually get the item, you need to guess what it is. For example, instead of saying "gold", you're told that you see "round disks". In extreme cases, items are just described as "something". Besides the usual gold and jewels, there are also some more esoteric items. Beside your bare hands, the most common weapons are bones. These, however, are easily dropped during a fight; swords and maces are more efficient, but the most powerful weapons are lasers or the legendary Uzi. Naturally, lasers require energy and Uzi needs ammo clips to work, which are hard to identify in the general trash lying around. You can also find explosives, or spell books useful for casting spells. The game incorporates a mapping system called "Bonebuster Mansion Mapper". Auto-mapping is inherent in Wizard's Castles gameplay, but here, it is not automatic: the mapper needs Video RAM to display something, and it needs Main RAM to store information. So in order to enable auto-mapping, you need to find (and identify) as much RAM chips as you can. Each K of RAM can only display or store one room, and chips aren't abundant either in a haunted mansion full of skeletons, so just like in reality, you'll be constantly running out of RAM. Finally, there are also nasty traps, like rooms filled with poison gas in which you begin to suffocate. These rooms only have one-way doors, so in order to leave them, you'll have to use your weapons to hammer the wall open, which takes time.
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<li><a href="https://archive.org/details/msdos_Booly_1991">Booly (1991)</a><br>
Booly is a puzzle game with a similar concept to Gem'X in some ways. You are presented with a top-down view of an array of inter-connected blocks, which are shown in a variety of colours. The aim is to turn them all to grey, but clicking on them (using the pointer you are in control of) will often cause a pattern of other squares to change to the next colour in the sequence as well. You are doing all this with a time limit for each of the 300 levels. A level designer allows you to create your own sequence of up to 1000 levels.
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<li><a href="https://archive.org/details/msdos_Boot_Camp_1989">Boot Camp (1989)</a><br>
Boot Camp is a slight twist on the sports game genre. The player is in a military boot camp, and needs to pass a variety of training exercises so that they can eventually complete important missions. Some of the events they'll compete in are the obstacle course, firing ranges, iron man race, arm wrestling, and a fight with their instructor. Gameplay is similar to that of the Epyx Games series, with many unique events that must be completed to move on. Two players can play simultaneously, or one player against the computer.
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<li><a href="https://archive.org/details/msdos_BopN_Wrestle_1986">Bop'N Wrestle (1986)</a><br>
The company behind Way of the Exploding Fist and Fighting Warrior also tried its hand at wrestling, with this game claiming to be the first 3D combat sports game, in which you can avoid the opponent by moving up or down the screen as well as left or right. Like any fighting game worth its salt, the game can be played with one or two players. In one-player mode there are 10 opponents to take on in sequence. The moves on offer include almost everything you'd find in real wrestling (and I don't mean WWE) - piledrivers, arm twists, body slams and turnbuckle flies, all of which are fully animated. The whole experience includes detailed multi-colour graphics and a full rock soundtrack.
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<li><a href="https://archive.org/details/msdos_Border_Zone_1987">Border Zone (1987)</a><br>
It is the 1980's, and the Cold War between the Western Bloc (led by the USA) and the Eastern Bloc (led by the Soviet Union) is at its peak. The town of Ostnitz is located on the border between the fictional Eastern Bloc nation of Frobnia and the equally fictional neutral Litzenburg. The US ambassador is about to arrive in Ostnitz in order to deliver a speech on the occasion of the local Constitution Day. However, a plot to assassinate the ambassador, hence escalating the tension between the super-powers, is soon revealed. Border Zone is a text adventure game in which the player controls three different protagonists throughout three chapters: an American businessman and two special agents - a Western and an Eastern one. Besides the traditional text-based exploration and puzzle-solving, the game has real-time elements: time passes even if the player does not interact with the game. Some stealth-oriented sequences rely on these elements, timing being crucial to advance.
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<li><a href="https://archive.org/details/msdos_Borrowed_Time_1985">Borrowed Time (1985)</a><br>
Borrowed Time is set in mid-1930's. The player assumes the role of a private investigator named Sam Harlow, who has to solve the kidnapping of his ex-wife Rita Sweeney. At the beginning, he runs away from two thugs, who want to kill him for an unknown reason. They fail, and he begins to search the town for clues, asking its inhabitants for information. But if the player makes a wrong move, Sam dies - killers come from nowhere and murder him... The player has to type in combinations of verbs and nouns to make an action. Locations are described in text form and presented by pictures, the latter often providing additional information not contained in the text description.
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<li><a href="https://archive.org/details/msdos_Boston_Bomb_Club_1991">Boston Bomb Club (1991)</a><br>
In this humorous puzzle-action game you as one of the members of mad scientists club have to play the game with other members. Billiard table is now a puzzle maze, where opponents throw bombs, and you have to operate some mechanisms to pass the bombs in certain places. Level after level the mechanisms are added and the difficulty is raised.
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<li><a href="https://archive.org/details/msdos_Boulder_Dash_1984">Boulder Dash (1984)</a><br>
You are Rockford, and you have to dig through monster infested caves in search of diamonds. In each level you must collect a certain number of these diamonds, in order to open a portal to the next stage. Enemies can be squashed by falling boulders, which are released when the ground below them is removed or they are pushed onto empty ground, but be careful because these can also squash you. In later levels, difficulty is increased by many puzzle elements and shorter time limits.
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<li><a href="https://archive.org/details/msdos_Boulder_Dash_II_-_Rockfords_Revenge_1985">Boulder Dash II - Rockford's Revenge (1985)</a><br>
In part two of the "Boulder Dash" series, game design hasn't changed compared to part one, so you still have to mine diamonds while avoiding falling rocks and cave monsters of all sorts. As in part one, later levels become more difficult because many puzzle elements are added.
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<li><a href="https://archive.org/details/msdos_Boulderoid_1994">Boulderoid (1994)</a><br>
This clone of Boulder Dash is a freeware attempt to popularize this game on PC and Amiga, while it was originally released on Commodore C64 platform back in 1984 . The game introduces VGA graphics and sound card support, but uses the caves developed for original Boulder Dash, Rockford's Revenge and C64 Boulder Dash Construction Kit as well as other unofficials. The game includes tools to edit new caves and convert X-BoulderDash files and C64 Boulder Dash Construction Kit files to Boulderoid format. Because of pressure from the original makers of Boulder Dash, Boulderoid's developers have been forced to stop working on this project, leaving its last version to be 1.15. On April 10, 2000, they've been forced to take it off their site.
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<li><a href="https://archive.org/details/msdos_Bounce_Zone_1990">Bounce Zone (1990)</a><br>
Move over, Pong, there's a new paddle game in town... and it boasts a whole other dimension! While the basic gameplay dynamics are as we've come to know and love (use your paddle to bounce the ball past your opponent's goal line), rather than manipulating the paddle along a single axis and bouncing the ball on a flat, 2D shufflepuck or air hockey surface, the paddles now move along two axes (the player adopting the vantage directly behind his own paddle) and volley the ball through a rectangular 3D court, bouncing not only off walls but the floor and ceiling also! First to 10 wins.
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<li><a href="https://archive.org/details/msdos_Bouncing_Babies_1984">Bouncing Babies (1984)</a><br>
A building is on fire and you have to rescue babies jumping (jumping?) from the building. A two man fire fighter team is the only thing between life and certain death for the bouncing babies. Use the fire fighter stretcher/trampoline to bounce the babies safely into the ambulance. The game has only three keys to play (1, 2, 3) which represents the positions where you can place your fireman team: left, middle, or right. Anticipate where the babies will fall from their jumping angle. Multiple and faster babies will jump off the building as you advance in the game.
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<li><a href="https://archive.org/details/msdos_Box_Ranger_1992">Box Ranger (1992)</a><br>
Box Ranger is a horizontally scrolling shoot-em-up and a parody of Soft Action's own Fox Ranger. The player controls a little pink box with wings, flying through stages infested by hostile insects and photos of game developers. Mid- and end-level bosses further impede the unlikely hero's progress. The default weapon shoots short bursts in a straight line, and upgrades include wingmen above and below the box, a shield that protects from attacks until broken, and additional weapons (which can also be acquired between stages by playing a rock-scissors-paper game). A special weapon is activated by pressing a separate key and has limited charges. The box has a set amount of hit points and respawns at the same location when losing a life, until it runs out of them and the player has to restart. Three difficulty levels are available.
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<li><a href="https://archive.org/details/msdos_Boxer_Rebellion_1982">Boxer Rebellion (1982)</a><br>
Boxer Rebellion is a puzzle game with a bit of action. The game is played on a board with several boxes defined by lines. You control a character that can only walk on those lines. The objective is to travel completely around each box. The problem here - and what brings some action to the game - is that you have opposition. Another character is also moving along the lines and you'll lose if it touches you. The game features 9 levels. In the first 5 you have to avoid only one enemy. The last 4 are harder, as there are two enemy characters moving around trying to get you. Besides simply running away from them, there are two other ways to escape, but you'll lose points if you use them. First, you can jump to another place in the board. Second, you can cut temporarily the line behind you, making it impossible for your enemies to catch you from that direction. Each box has a number inside. Those are the points you win when that box is "captured". You also gain points by completing levels depending on the time you took. The faster you are, the more you win. You can play Boxer Rebellion with the keyboard or the joystick - one of the first games supporting the latter.
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<li><a href="https://archive.org/details/msdos_Boxzum_1989">Boxzum (1989)</a><br>
In this game, the player and several opponents leave trails as they move around an empty black field. Crashing into one's own trail or the trail of an opponent causes death; the object is to outmaneuver and outlive all of the enemies. Starting level, difficulty and game speed are all adjustable.
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<li><a href="https://archive.org/details/msdos_BrainBreaker_1991">BrainBreaker (1991)</a><br>
BrainBreaker is a small puzzle game where the player must turn the playfield completely dark. A playfield consists of 3x3, 4x4 or even 5x5 cells. Per move, the player changes the color of an entire area (e.g. 1x3 or 2x2 at the 3x3 playfield), making light cells dark, but also dark cells light again. The game completes when all cells are turned dark. There is no way to lose, but the game counts the amount of moves until completion of a puzzle. Finally, there is a help button, which will highlight a possible move to solve the puzzle, which can be used as often as the player needs it.
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<li><a href="https://archive.org/details/msdos_Brainies_The_1992">Brainies, The (1992)</a><br>
This puzzle game has 101 levels, in which you have to guide a varying number of Brainies of four different colors onto a spot that matches their color. You control a cross-hair, and press fire while over a Brainy to take or give up control of its motion. Running out of time costs you a life. The challenge lies in the fact that you can only control the direction in which a Brainy will walk. Once this is set, he will continue to walk until he hits a wall, an obstacle or another Brainy. To make things a bit more complicated, there are various obstacles like arrows that change the direction a Brainy is walking in and items than can optionally be picked up.
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<li><a href="https://archive.org/details/msdos_Braminar_1987">Braminar (1987)</a><br>
The Overlord has enforced unjust laws throughout the kingdom of Braminar -- raising taxes, enslaving villages, and, worst of all, outlawing hamburgers. You are the stalwart adventurer bold enough to emerge from the ranks, accumulating through exploration the skills, experience, artifacts and followers necessary to undo his burger-hating rule and usher the realm of Braminar into a new golden age. The author has followed up the earlier Fantasia and concocted what he describes as "boolean interactive fiction" -- a game consisting of purely textual input and output occasionally prompting the player for confirmation of likely, valid actions in the style of many a BBS door game ("you may (S)teal food, (T)ake from trunk, or (L)eave"), mostly in answering Yes/No questions ("You come up to a hollow tree with a door. Enter?") or plugging in numbers for inventory management of a sort ("2 male and 8 female slaves have come down with: Turkey Pox. How many males to cure?") The game chugs along pretty much on its own -- combat, for instance, being a do-or-die affair of pressing any key to proceed to the next round, the computer taking care of both parties' tactics and strategies (or lack thereof: it will quite happily run you straight into the ground against a stronger opponent). It dishes up a varied but randomized assortment of standard adventure environments (sylvan glades, abandoned shacks, villages, inclement weather, Gypsy gambling dens, the Dark Castle of the Mad King) to be explored at your discretion, though it's up to the player and tough lessons learned in their past experience with the game to determine for themselves if they're tough enough to deal with (or desperate enough to risk dealing with) what they're likely to find in each area, which is sometimes beneficial ("the gnome greets you and gives you 3 food"), sometimes negative ("You release a Rune Guardian which comes out and burns you"), and sometimes neither ("As you enter, a centurion says to you: 'Have you driven a Ford lately?'"). As with Legend of the Red Dragon and Kingdom of Loathing, the stock fantasy tropes of fighting orcs and ogres with swords are mixed with jarring glimpses of surreal preoccupations -- here with giant hamburgers, Duncin' [sic] Doughnuts, and Hellen Reddy [sic]. Once the player has achieved the 20th level or beyond and accumulated both the Staff and the prime command, it is possible to enter the endgame, in which your total assets (largely, perhaps in a nod to Gor, consisting of male and female slaves) are converted into an army, one which automatically engages the Overlord's legions... their conflict depicted as two Progress Questian bars in a chart diminishing each other. Overwhelming forces will be needed to make even a dent in his waves of cannon fodder, but should you triumph over them, you then get to engage the Overlord in single combat.
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<li><a href="https://archive.org/details/msdos_Breach_1987">Breach (1987)</a><br>
Breach is a turn-based tactical squad combat game. It introduces team-oriented missions, RPG-style squad leader development and a scenario builder. In the ten missions supplied with the retail version (and potentially infinitely more created with the included scenario builder), a squad of usually five space marines under the command of a squad leader embarks on sci-fi missions that involve hostage rescue, data retrieval or simply elimination of opponents. Squad members advance and act in turn on basis of a movement point system. The multi-level maps consist of outside terrain and structures with several stories, connected by lifts, filled with enemies and objects. Squad members can find and use weapons such as grenades, rockets or detonation packs and tools such as Medikits, scanners or shields. In an unique twist, the squad leader advances from mission to mission (while the rest of the team is always new), improving his basic stats with each successfully completed assignment, based on his performance. Only experienced leaders may attempt STAR-rated scenarios. If the squad leader gets killed, he is lost forever: the game deletes the corresponding leader file.
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<li><a href="https://archive.org/details/msdos_Breach_2_1990">Breach 2 (1990)</a><br>
An early squad-level tactical combat game, much like the X-Com series of games and the more contemporary Laser Squad. Breach 2 features turn-based combat from an isometric point of view set in the far future. As one of the more unique aspects the squad leaders gain experience from successful missions should they survive. Breach 2 is set in the same sci-fi universe as Omnitrend's Universe and Rules of Engagement series and shares the same backstory with those games. Breach 2 is a part of the IGS (Interlocking Game System) and compatible with the two Rules of Engagement games. This means you can use Breach 2 to resolve the tactical combat situations, boarding an enemy ship for example, you run into in the starship command simulation, which is the heart and soul of the Rules of Engagement series. A scenario builder is included with the game, making it possible to create your own missions and trade them.
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<li><a href="https://archive.org/details/msdos_Break_Machine_1995">Break Machine (1995)</a><br>
Break Machine is a break-out game in 320*400 MODEX Vga. In another dimension the world Brickania exists. The main component of this world is The Brick. Some monsters came from this world to build the earth a big wall. The earthlings decided to destroy this atmospheric wall. As the fighter for earth you take control of the X-PAD 01 ship which is designed for "Space Bricks Breaking". You start the game with two balls. Many monsters will try to stop you on your quest. The full version of the game comes with 50 levels and 5 monsters. The shareware version features only 5 levels and 2 monsters. At every fifth level you will meet Worm-TRO, the Brickanian dicator. The game features three types of bricks: Normal ones, tri-flex bricks (you have to hit them three times) and transparent bricks which are indestructible. There are plenty of bonus items such as multi-ball, extra-ball and laser.
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<li><a href="https://archive.org/details/msdos_Breakers_1986">Breakers (1986)</a><br>
The protagonist of the game finds himself among the Breakers, an ancient race still harboring the hopes for a day when the Messiah would arrive and save the world. In a curious coincidence, according to their prophecies it turns out to be the very same day on which they encounter the protagonist. He must therefore convince them that he is indeed the Messiah, otherwise his return home and even his survival won't be guaranteed. Breakers is a text adventure game. The player interacts with the environment and converses with characters by typing commands and sentences. Similarly to other Synapse games, it has a real-time element. Characters may act regardless of the player's input, and some puzzles require the player to type commands within a time limit.
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<li><a href="https://archive.org/details/msdos_Breakfree_1995">Breakfree (1995)</a><br>
What do you get when you combine a Paddle game like Arkanoid and a 3D Shooter game like Doom? You get Breakfree, a 3D Paddle game where you 'shoot' fireballs against walls similar to your average Paddle game but with a 1st Person Perspective approach. The object of the game is to "break free", of which is done by destroying the (breakable) walls with the "balls" or in this case the fireballs you have. The fireballs will bounce back to you, of which you will bounce them back to the walls using your (invisible) paddle in front of you. Certain (red brick) walls, have bonuses that you have to 'catch' after you destroy them with your fireball. When you lose all your fireballs, gameover.
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<li><a href="https://archive.org/details/msdos_Breakline_1994">Breakline (1994)</a><br>
Breakline is a Breakout variant. You have a paddle which bounces a ball up and down to break blocks on the game field. You can activate several special abilities, e.g. releasing several balls at once or a ball which cuts through solid blocks. The levels include gimmicks like teleporters or bumpers. There is also a training mode in which you can select the individual levels.
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<li><a href="https://archive.org/details/msdos_Bricks_1984">Bricks (1984)</a><br>
Bricks is a clone of the game Breakout. You control a paddle at the bottom of the screen, and your goal is to destroy a wall of bricks by deflecting a bouncing ball. Each brick the ball comes into contact with will be destroyed, but if the ball falls off the bottom of the screen you lose a life. At some point in each level a bonus brick will appear (as indicated by the black border); if you can hit this brick before it turns back into a normal brick you will earn numerous bonus points. There are three different skill levels available.
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<li><a href="https://archive.org/details/msdos_Brickwar_1987">Brickwar (1987)</a><br>
MS-DOS: Brickwar by (1987)
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<li><a href="https://archive.org/details/msdos_Bridge_Deluxe_2_With_Omar_Sharif_1996">Bridge Deluxe 2 With Omar Sharif (1996)</a><br>
Another game about the card game of Bridge. You can play against the computer (the A.I. has some 20 options for bidding conventions and just card play) or against human opponents (there is even a LAN option). Included are some tutorials for beginner and intermediate players; the tutorials are presented by Omar Sharif himself.
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<li><a href="https://archive.org/details/msdos_Bridge_Hopper_1990">Bridge Hopper (1990)</a><br>
There are gaps in the bridge (three gaps in levels up to 6, four from there on), but does that deter pedestrians from willfully treading on, like Lemmings or Sleepwalkers, to their demise? Regrettably, that is not the case. Fortunately for the player, a stopgap measure is available to instantaneously block a bridge gap, all at the press of a key, typing in the number of the gap to cover. Unfortunately, as the people cross one gap and approach the next, the makeshift walkway must be moved. If the shameless walkers would cooperate and move in groups, this would be a piece of cake, but instead the player needs to accommodate all of them at their own paces and schedules, regardless of which gap they're approaching. At least they're all traveling in the same direction, right? Well, except for every third level. Wouldn't things be easier if only they'd built the bridge correctly in the first place?
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<li><a href="https://archive.org/details/msdos_Bridge_Master_1992">Bridge Master (1992)</a><br>
Bridge Master is a Bridge simulation allowing you either to improve your game play (by playing against the computer or against on-line friends), or to learn how to play Bridge completely from scratch. An on-screen assistant can give you tips on your strategy, or suggestions for the current move. The game is highly customizable, supporting different bidding conventions, game types, and several "player personalities" - meaning you can set the game style of your computer opponents (active, passive, trump-waster, etc.).
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<li><a href="https://archive.org/details/msdos_Bridge_Olympiad_1994">Bridge Olympiad (1994)</a><br>
A game of Contract Bridge (the classic card game) set in the National Bridge Club. Players can practice their skills against the 12 computer opponents using three different bidding systems (American Standard, Natural, and Precision). There is also a Tournament in which you play round robin against all the computer players with the highest score winning a spot in the NBC hall of fame.
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<li><a href="https://archive.org/details/msdos_Brix_1992">Brix (1992)</a><br>
Brix is a near exact clone of the Taito game Puzznic. You are presented with an array of pieces, which you can move horizontally, and when two or more of the same type touch, they disappear. The goal is to do that to every brick of the same geometrical shape painted on it, and fast, 'cuz time is running out quickly. When you have an odd number of a particular piece, 3 of them must be removed by ensuring that they make simultaneous contact.
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<li><a href="https://archive.org/details/msdos_Brix_1991_1991">Brix (1991)</a><br>
Brix is a near exact clone of the Taito game Puzznic. You are presented with an array of pieces, which you can move horizontally, and when two or more of the same type touch, they disappear. The goal is to do that to every brick of the same geometrical shape painted on it, and fast, 'cuz time is running out quickly. When you have an odd number of a particular piece, 3 of them must be removed by ensuring that they make simultaneous contact.
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<li><a href="https://archive.org/details/msdos_Brokeout_1989">Brokeout (1989)</a><br>
Brokeout is a simplistic and small (
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<li><a href="https://archive.org/details/msdos_Bruce_Lee_1987">Bruce Lee (1987)</a><br>
The late martial arts hero features in this platform game, with the aim of reaching a wizard in an underground lair, defeat of whom can offer him untold wealth. In each area you must collect the many strategically-placed lanterns before exiting through the newly-revealed passageway. Some rooms also have escalator-type sections to run along, and the standard (although slightly illogical in this context) ladders. On the way, you'll fight two enemies - a ninja and a green sumo warrior named Yamo. You can defeat them by punching, kicking, dropping on their heads or luring them into hazardous terrain, or even by making them accidentally hit each other. Even after they are killed, however, they keep coming back for more after a few seconds. Since they can move pretty intelligently (they even climb ladders), you should watch out for them. There are lots of hazards to avoid by either walking round or jumping - walls of electrical charge and exploding bushes for example.
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<li><a href="https://archive.org/details/msdos_Bruce_Lee_Lives_1989">Bruce Lee Lives (1989)</a><br>
You play the part of Bruce Lee, the only man who can fight back against Master Po and his army of martial arts warriors. You have to stop their destruction on Hong Kong Island! This martial arts game features a "learning" AI engine that can improve its strategy by examining and tracking your past actions... thus the player cannot beat the game by just re-using the same successful moves over and over again. This amounts to a difficult game where "the opponents very often beat the program's designers!"
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<li><a href="https://archive.org/details/msdos_Brudal_Baddle_1994">Brudal Baddle (1994)</a><br>
Brudal Baddle is a one-on-one fighting game. The story behind this title is that in 2023 at a laboratory in Los Alamos, Dr Chen found a way to punch holes in the fabric of space and time. A number of attempts to punch holes to the past had been successful, but on the first attempt to make a hole through to the future disaster struck. A cyborg like creature, Talis Ra, came through the hole, killed Dr Chen, and stole the equipment. Now all the holes have guardians on the other side, the player must take the form of one of the guardians and battle through all the holes to meet and defeat Talis Ra. Early shareware versions (e.g. v1.1) came with three characters available to the player. Later versions (e.g. v1.4) came with 5 characters. The full, registered included 8 characters in all.
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<li><a href="https://archive.org/details/msdos_Brutal_-_Paws_of_Fury_1995">Brutal - Paws of Fury (1995)</a><br>
The Dalai Llama has organised a martial arts contest for animals of all species to prove their skills, and you are competing in it. There are a wide variety of furry creatures to take on, and finally the Dalai Llama himself. Brutal: Paws of Fury is a one-on-one fighting game across a variety of levels, with mostly outdoor terrain. You can choose of the many characters. Throughout the game, your character travels across Dalai Llama's island, fighting a series of duels before getting to the final showdown. During a duel, you can punch and kick your opponent, try to use special attacks on him/her, or use a "taunt" that restores a bit of your health. Each battle lasts a number of rounds (how many - that is determined in the options menu); once one combatant has won that number of times during the battle, he wins. If the computer-controlled player won, it's game over (but you can still use a continue to start the fight anew); if you won, you move on to the next opponent. Once you have defeated them, you can watch an ending animation, different depending on the character you have chosen. Instead of beginning a whole new game, you can fight a single duel, choosing the opponent and terrain. You can choose to fight either a computer-controlled opponent or another human player. The visuals lean towards cutesiness, which makes a change from the gore of Mortal Kombat and the metal of Rise of the Robots. In the console versions, you start the game without special moves, but get a new one after each successful best-of-three bout. The computer versions drop this feature, though.
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<li><a href="https://archive.org/details/msdos_Bubble_Bobble_1988">Bubble Bobble (1988)</a><br>
Bubble Bobble is the story of two humans, Bub and Bob who wander into the mysterious cave of monsters and magically turn into dinosaurs. The only way to transform back is to reach the end of the cave... Bubble Bobble is a platform game, with each level being a single screen. The enemies must be cleared from a level to go to the next one. With one player controlling Bub and the other controlling Bob, the player can jump and collect items for points (such as fruit). The real power Bub and Bob have however is the ability to blow bubbles. These bubbles can be as platforms to leap on, or to trap enemies. Enemies trapped in a bubble must be popped by jumping into them, wherein they'll turn to fruit. Additionally, power-ups sometimes float by in bubbles. They include lightning, which flies out horizontally at enemies, and water, which drags the player and enemies straight down flowing over platforms. Taking too long to complete any level will summon Baron Von Blubba, who will float around the screen trying to destroy the player.
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<li><a href="https://archive.org/details/msdos_Bubble_Dizzy_1993">Bubble Dizzy (1993)</a><br>
Bubble Dizzy eschews the usual arcade adventure format of Dizzy games, instead being a simple action game. You must guide Dizzy through the underwater worlds, collecting pearls as you go. Dizzy starts at the bottom of the sea, and you have to get him to the top. You do this by jumping across bubbles, which only have a limited time before bursting. Enemies to avoid include sharks, octopuses and swordfish. Dizzy has limited oxygen, but more can be collected from O2 canisters. After completing a level, you get a bonus for the amount of pearls you collected and the amount of oxygen you have left.
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<li><a href="https://archive.org/details/msdos_Bubble_Pop_1997">Bubble Pop (1997)</a><br>
Bubble Pop is a one or two-player platform game featuring fruit, worms, penguins, other assorted animals and fireball throwing monsters that installs in both English and Swedish. The Evil One has captured Bublina and has turned all your friends against you. Armed only with a magic rod the player(s) must set out across each level to rescue her. The spell on your friends can be broken by the magic rod, this turns them into fruit and other bonus items. Along the way there are bonus letters to collect, magic bottles with spells like Invisibility, secret caves and big monsters to defeat The player must zap all the baddies on each level in order to progress. After a while a boss will appear who is hard to kill. The boss will randomly appear on any platform in the game and will both destroy bonus letters and attack the player(s) character(s). Points are scored for baddies zapped, fruit eaten and bonus items collected. The full game features: * over one hundred levels; * five different worlds: toy world, water world, hell, snow world and blob world; * five big bosses; * four different weapons; * twenty kinds of monster; * twenty bonus levels; * joystick support.
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<li><a href="https://archive.org/details/msdos_Buck_Rogers_-_Countdown_to_Doomsday_1990">Buck Rogers - Countdown to Doomsday (1990)</a><br>
Buck Rogers had once fought in the cold war, a pilot sent into outer space to destroy a Russian weapons platform. He was successful, but his success destroyed the planet, as nuclear war was launched, and you went into a centuries long cryogenic sleep, abandoned by the people who could not retrieve you. In the centuries that he slept, Earth colonized the solar system. There are large groups of people on Mars, Venus and Saturn. The colonies once existed to bring resources back to an Earth that had problems sustaining itself. But the intervening centuries brought a power shift. Now Earth is at the Mercy of the interstellar alliance RAM--formerly the Russian-American Mercantile, but now the superpower, based on asteroids surrounding the planet Mercury. Mercury exploits the Earth for resources, at the expense of Earth's population. Earth has fallen into barbarism, except for one small light--the New Earth Organization (NEO). These "rebels" consider themselves freedom fighters, and they are fighting for Earth's freedom from the interstellar powers. Awakened from centuries long sleep in the 25th Century, Buck Rogers becomes an ancient military hero and symbol of earlier times. As he is brought up to date, he decides to join the the NEO, to fight for his home planet. Buck Rogers: Countdown to Doomsday is a role-playing game similar in gameplay, interface, and visual styles to the Dungeons & Dragons games by SSI, despite the completely different setting and sci-fi scenario. The player's first task is to create a party of six characters from a choice of five classes (Rocketjock, Warrior, Medic, Rogue, and Engineer) and six races (Human, Desert Runner, Tinker, Venusian, Martian, and Mercurian). Then, these six new NEO recruits are trained, and are thrust into the battle for Earth. There are several navigation modes in the game. The player can navigate the space ship on a top-down map of the Solar System, choosing planets to land on. Hostile ships may attack the player-controlled ship in this mode. Landing on a planet usually positions the heroes on a local overworld map. Finally, navigation in individual locations (towns and hostile areas) is done in first-person perspective, with pseudo-3D environments. Combat is turn-based and is viewed from an isometric perspective; characters are represented as icons and can be freely moved on the battle field.
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<li><a href="https://archive.org/details/msdos_Buck_Rogers_-_Matrix_Cubed_1992">Buck Rogers - Matrix Cubed (1992)</a><br>
Following the events of the previous game, N.E.O. the New Earth Organization, has gained some notoriety for defeating the forces of R.A.M., The Russo-American Mercantile. Because of this, the heroes of that mission are sent to diplomatic talks on Venus and N.E.O. stands to recruit a powerful new ally. However it isn't long before trouble starts, and an assassination attempt is planned against the Venusian minister. This is only the beginning of a plot embroiled with the mysterious Matrix Device, which can turn matter into energy. Naturally these adventures will take the NEO agents all over the solar system. Matrix Cubed is an RPG navigated in first person for most places but with an overhead view for combat and ship navigation. Players will create (or import) a party of up to six characters and assign statistics, abilities and equipment. Players move their party in a first person maze of corridors, open area and rooms. Certain encounters will allow the player to make choices based on the party skills. In the case of combat, the player and enemy forces each have a turn, controlled on an overhead map.
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<li><a href="https://archive.org/details/msdos_Buck_Rogers_-_Planet_of_Zoom_1984">Buck Rogers - Planet of Zoom (1984)</a><br>
Loosely based on the Buck Rogers comic strips, Buck Rogers: Planet of Zoom is a fast-paced arcade racing game taking place on a futuristic racetrack. Guide your spaceship between pylons and shoot down other enemy racers.
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<li><a href="https://archive.org/details/msdos_Budokan_The_Martial_Spirit_1989">Budokan The Martial Spirit (1989)</a><br>
Budokan is a martial arts game covering Karate (unarmed combat), Kendo (using a wooden sword), Nunchaku (using piercing chain weapons) and Bo (using a staff). The player has a realistic range of moves and must use them wisely, as Ki (life-force) is drained for every move made, whether successful or not, and both this and your stamina level must be kept high. You can practice your skills alone, or spar against the instructors or your friends. Finally, when you feel you are ready, you can travel to the martial arts world championship tournament at Budokan.
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<li><a href="https://archive.org/details/msdos_Bumble_Plot_1982">Bumble Plot (1982)</a><br>
Bumble Plot is an educational game meant to help develop geometry skills for children between the ages of 8 to 12 years old. The game has a children-oriented visual design, but the actual gameplay consists entirely of real geometrical problems. Players' performance is evaluated with praise or encouragement.
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<li><a href="https://archive.org/details/msdos_Bumpy_1989">Bumpy (1989)</a><br>
The first game in the Bumpy series is, just like its sequels, about a head that can bump a lot. You control whether the head shall bump left or right, and how far up it will bounce, in a similar fashion to Mappy. You have to move across a series of bouncy platforms and pick up all items on the screen. Once all items are collected, the exit will appear so that you can go on to the next screen. While most platforms are perfectly harmless, some have additional qualities, such as being destructible, thereby granting access to other parts of the screen. Some platforms are on fire, which will turn out lethal unless you have picked up a water droplet in advance. Bumpy was remade for 16-bit platforms as Pop-Up, and then ported back once more to the Amstrad CPC.
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<li><a href="https://archive.org/details/msdos_Bumpys_Arcade_Fantasy_1992">Bumpy's Arcade Fantasy (1992)</a><br>
Mixture of action and puzzle elements. Collect items by jumping back and forth between several platforms. In later levels shape and function of these platforms changes and obstacles are added.
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<li><a href="https://archive.org/details/msdos_Bundesliga_Manager_Professional_1991">Bundesliga Manager Professional (1991)</a><br>
Your favorite soccer team is in the third class, has no money and no future? Take the job as a manager and lead your team in the first division. Bundesliga Manager Professional is a managerial simulator of soccer. The game simulates the German Bundesliga (first, second and third division) and the German league cup (DFB-Pokal). The teams and players has real names (season 1990). Up to 4 players can take part. You can transfer players, rise your stadium, deal for advertising, train your players. The tactics of your team can be set very individual on a small playing field. Also included are match graphics with 3D-animated goal chances. Other features: 36 different injuries Newspaper reports after every match 5 different skills Bundesliga Manager Professional is the second installment in the series.
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<li><a href="https://archive.org/details/msdos_Bunny_Bricks_1993">Bunny Bricks (1993)</a><br>
Bunny's girlfriend has been kidnapped by an ape, and 30 screens of blocks have been placed between them. Love can't climb all barriers, but a bunny skilled in baseball can smash through them, using his bat to hit each brick on each screen in turn. This sets the scene for a variant on Breakout. The screens contain rows of bricks, some of them indestructible, and lots of doors to open for access to other sections, and dividing lines affecting where the ball can go. Power-ups are released at regular intervals. You need to press fire as the ball approaches to strike it and keep it in play.
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<li><a href="https://archive.org/details/msdos_Burger_Blaster_1988">Burger Blaster (1988)</a><br>
Burger Blaster is an arcade shooter with a twist. Hamburger parts are flying through the sky, you must shoot them down and catch them in the correct order in order to make complete hamburgers and score points.
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<li><a href="https://archive.org/details/msdos_BurgerTime_1982">BurgerTime (1982)</a><br>
You play as Chef Pepper and your goal is to make giant hamburgers while evil eggs, sausages and pickles chase you around the game area. To properly make a hamburger you must assemble all of the ingredients together, dropping them from higher up onto the burger area below. To actually do this you have to let Chef Pepper step over every burger ingredient. As soon as an ingredient (a piece of lettuce for instance) has been stepped on, it will fall to the level below. Falling food will squish any enemy following you and will also "bump" any other ingredient below it farther down. Also, as an emergency defense against the enemy food, you can collect pepper shakers which will allow you to puff out a small pepper cloud that will momentarily stun enemies, allowing you to walk past them. Higher levels result in new level design, faster enemies and more ingredients to assemble. The PlayStation 2 version is a port of the original arcade game and comes with a soundtrack disc, a DVD, a guide book and some other bonuses.
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<li><a href="https://archive.org/details/msdos_Burntime_1993">Burntime (1993)</a><br>
Deserts cover the globe, cities are destroyed, the end of every civilization is near. The few survivors search for drinking water and food. They eat all they can find. Like a Role-Playing-Game, you travel through the world and meet many computer-played characters. You want to rule the world. But there are other 3 characters with the same aim. You spend the most game time looking at the map, which takes up several screens. The position of the 4 characters, their occupied conquests, the cities, and the health condition of your character are shown on the map. The different settlements you can occupy are old factories, camping-grounds or ruins of old mega-cities. The five great cities are opened for all competitors and can't be occupied. In these cities you cannot fight against your enemies. Sometimes you meet a human for changing news, items or take them in your party. There are different classes of computer-characters: fighters, engineers or doctors for example. Every character of your party can carry up to 6 items (food, weapons). These items are produced by the settlements you control.
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<li><a href="https://archive.org/details/msdos_Bush_Buck_-_Global_Treasure_Hunter_1991">Bush Buck - Global Treasure Hunter (1991)</a><br>
Application software experts PC Globe Inc. made an advance into the gaming sector in the early 90's within their field of expertise: geography. With a back catalog of several installments of the then-leading world atlas and almanac software, PC Globe, the company turned snippets of country-specific info into an educational game that mixed two-player "Identify that place" strategy with a "Get to know the globe" learning effect - can you say Carmen Sandiego? As the sinister Otto von Slinkenrat tries to pocket the world's treasures in his private collection, renowned adventurer Bush Buck sets out to find and secure the valuable objects for posterity. In a race around the globe, you and an opponent travel back and forth between 206 cities in 175 countries in search for clues to the treasures' whereabouts. Cities are connected by a network of plane routes; players take turns in jetting from one destination to the next. On each visit to a city, you learn some background info - e.g. about landmarks, geography, culture. Learning to place countries and cities on the globe is essential to finding the treasures, which are all linked to a specific place on Earth. If you know that a Samisen is a Japanese musical instrument, for example, you can make your way directly to Tokyo; if not, a set of clues that you collect on your travels will point out features of the target country and town which help narrow down your options - e.g. "It's an island country", "It's in East Asia" etc. The first player to visit the target town collects the treasure and has to return it to his home base for a points reward. For each game, the computer selects 15 out of 400 possible objects; if all are found or if both players run out of plane tickets (each flight costs one ticket), the game ends and whoever has amassed the most points wins. Three difficulty levels increase the AI strength and reduce helpful hints, making Bush Buck a challenge even for experienced globe trotters.
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<li><a href="https://archive.org/details/msdos_Bust-A-Move_1997">Bust-A-Move (1997)</a><br>
Bust-A-Move (also known as Puzzle Bobble) is a real-time puzzle game in which the player controls a device called "pointer" at the bottom of the screen, aiming and releasing randomly colored bubbles upwards. Depending on the aiming, the bubbles may float up directly or bounce off the walls, changing their trajectory. The goal is to aim the bubbles in such a way that they will touch identically colored ones. When such bubbles form a group of three or more, they pop and disappear from the screen. If the ceiling of the area is covered by too many bubbles, it will gradually descend; the game is over when it nearly reaches the player-controlled pointer. Should the player fail to release the bubbles within a specific time limit, they will be released automatically, unaffected by the pointer's aiming. A two-player mode is included as well. Each player competes on an area occupying half of the screen, dealing with identically generated bubbles. Whenever a player successfully disposes of a bubble group, a part of it is transferred onto the opponent's part of the screen. The game features the two dinosaur protagonists (Bob and Bub) as well as other characters from Bubble Bobble, even though the two games have distinctly different gameplay.
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<li><a href="https://archive.org/details/msdos_Buzzard_Bait_1983">Buzzard Bait (1983)</a><br>
Buzzard Bait is a single screen shoot'em up where you have to protect the humans from predatory buzzards. At the beginning of each round, three pair of buzzards each go into their nests to make sweet love. As soon as they reappear from the nest an egg also emerges, which quickly hatches. After the egg has hatched the parent buzzards swoop down to pick up humans to feed to their young. The player must protect the humans by shooting the buzzards. When the buzzards manages to pick up a human and feed it to their baby, it will also leave the nest and join the hunt. Sometimes a penguin fly across the screen, first at the top of the screen then the bottom. To avoid the low flying penguin, the player can jump across it which is tricky because then he can crash into a buzzard. After each round, there is a bonus round where the player can score an extra life. The player must move through a screen filled with penguins while collecting all three parts of the ship to gain an extra life. The penguins are harmless but bumping into them makes the player bounce around like a pinball. At the same time the player must avoid explosive mines which are left by a space ship that randomly appears.
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<li><a href="https://archive.org/details/msdos_C-Dogs_2000">C-Dogs (2000)</a><br>
The sequel to Cyberdogs, C-Dogs improves the original Cyberdogs gameplay formula. The game involves you taking your character on missions which usually involve shooting anything around using a variety of weapons that can be bought before missions. Many more options are available in this version, one of the most interesting being an editor that allows you to create your own C-Dogs campaigns.
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<li><a href="https://archive.org/details/msdos_Cabal_1988">Cabal (1988)</a><br>
Originating in the arcades, Cabal is a shooter where the protagonist runs back and forth along the bottom of the screen, ducking and dodging bullets and grenades from the enemy. The roll maneuver from the arcade was not implemented in the PC version. The player returns fire by moving a target around the screen which also moves the player character and may expose him to enemy fire. The enemies throughout the five levels come thick and fast and there are many of them. They include normal foot soldiers, tanks, helicopters and end of level bosses such as submarines and war machines. Just about everything on the screen can be blown up or shot. There are bonus points to be picked up for destroying buildings and weapons to be picked up from the enemy, such as machine guns and shotguns. Two-player mode is available.
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<li><a href="https://archive.org/details/msdos_Cadaver_-_The_Payoff_1991">Cadaver - The Payoff (1991)</a><br>
Cadaver: The Payoff is an add-on for Cadaver and requires the original disc from that game to play. It continues the story and offers four more isometric levels of fiendish puzzles. There are additional spells and potions as well as additional evil baddies to defeat. The in-game maps have also been completely redesigned.
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<li><a href="https://archive.org/details/msdos_California_Games_II_1990">California Games II (1990)</a><br>
California Games II is the sequel to the smash hit 1988 game. This time you compete in: hang-gliding, jetski, skateboarding, body boarding and snow boarding.
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<li><a href="https://archive.org/details/msdos_Cannon_Fodder_2_1994">Cannon Fodder 2 (1994)</a><br>
After the success of Cannon Fodder, a sequel was inevitable. The basic gameplay remained the same - guide a team of soldiers through a succession of levels populated by trees, huts and lakes. The major change is that the plot involves time travel, rather than straightforward war situations, and this means levels taking place in different scenarios including a strange `Alien Planet'. The levels include a variety of vehicles such as jeeps, tanks and helicopters, which can be used to shoot or even run down enemy soldiers. Standard bullets are joined by collectible grenades and rockets - use these wisely, as nothing else can destroy huts or vehicles. Finding strategic defense positions can be vital as well.
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<li><a href="https://archive.org/details/msdos_Capone_1988">Capone (1988)</a><br>
This is the first light-gun game for the Commodore Amiga. The action takes place in the Capone era of 1920s Chicago. The player is a lone gunman battling Capone's men down the streets and alleys of the city. The game plays much like Operation Wolf. As the game progresses, the screen scrolls sideways and evil gangsters pop up from behind windows and buildings. The player must take care not to hit innocent bystanders, including women, children, and pets strolling down the street. There are also two indoor scenes, including a warehouse filled with TNT and the finale that takes place inside a bank. Capone was released in the early years of the Amiga, and had a very unique look for its time. Although the major selling point of Capone was it was the first light-gun game available for the Amiga, players could also play entirely with a mouse. During mouse play, a cross-hair cursor appears on screen. Firing is accomplished simply by hitting the mouse button, or trigger on the light-gun.
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<li><a href="https://archive.org/details/msdos_Captain_Bible_in_the_Dome_of_Darkness_1994">Captain Bible in the Dome of Darkness (1994)</a><br>
Captain Bible in the Dome of Darkness is a Christian game released in 1994, by Bridgestone. A limited version named Captain Bible: Special Edition was released for free shortly afterwards. Using the Sword of the Spirit, the Shield of Faith and the power of the Holy Word we are tasked with helping our hero, Captain Bible in defeating the evil "cybers" who have invaded and incased a innocent human city. The main gameplay feature consists of finding the lost verses from the Bible, which you can find scattered in the city, and can be used to defeat your enemies.
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<li><a href="https://archive.org/details/msdos_Captain_Comic_II_-_Fractured_Reality_1990">Captain Comic II - Fractured Reality (1990)</a><br>
In this sequel to the original Captain Comic, you play a comic book-hero-like space ship captain who "beams down" to a strange planet to save its inhabitant. Your only weapon is your blaster, which can fire a varying number of shots depending on how many blastola colas you've collected. Other items you can find include the pickaxe, jet pack, magic wand and other little trinkets.
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<li><a href="https://archive.org/details/msdos_Captain_Dynamo_1993">Captain Dynamo (1993)</a><br>
Insane genius Austen van Flyswatter has stolen a huge collection of diamonds, and retrieving them involves navigating a succession of fiendishly-designed arrangements of platforms and traps. Does that sound like a job for a retired superhero? Captain Dynamo thinks so, and aims to recapture them for their rightful owner. Gameplay is platform-based, with 12 (6 in Amiga version) vertically-scrolling levels, each containing around 50 diamonds - the more of these you can collect, the higher your score. Some will require advance planning to reach, while you will often be dependent on booster pads to reach the higher sections of a level.
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<li><a href="https://archive.org/details/msdos_Captain_Power_and_the_Soldiers_of_the_Future_1988">Captain Power and the Soldiers of the Future (1988)</a><br>
Captain Power and the Soldiers of the Future is a 2D space shooter. Based on the '87 TV series Captain Power and the Soldiers of the Future, this computer game of the same name sends you into the year 2147. Earth is a wasteland, and the evil Lord Dread rules with an iron hand. Only a small group of high-tech soldiers under the command of the charismatic Captain Power battles the nemesis and his band of Bio Dread henchmen. None of this matters in the game though. Instead, you launch into two space shooter sequences. Part one, the training mission, has you destroy three Dread drones in a cockpit-view shooting range. Part 2, the Attack on Volcania, is a 2D sidescroller in which you eliminate approaching enemy spaceships. If enough hostiles have died, you get to bomb the enemy lair. The ship-shooting / hideout-bombing sequences are repeated until the fortresses shields are finally down. You will find more information about the Captain Power TV series in the trivia and links sections.
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<li><a href="https://archive.org/details/msdos_Capture_the_Flag_1993">Capture the Flag (1993)</a><br>
Capture the Flag is a strategy game, where two teams try to capture the other's flag before the other team captures theirs. The game takes place on a large field, with various types of terrain. You control one of the teams; the other team can be either controlled by the computer, or by another human player. The game is turn-based. During each turn, you can move each of your characters. Each of them has a limited number of movement points, so you can only move them up to a limited distance. Note that you move slower or faster (use more or less movement points) depending on the terrain you're moving through. The playfield is divided into two sides, one for each team. Initially, you know what's on your side of the field, but the opponent's side of the field is shrouded in darkness. By exploring the opponent's terrain, you can uncover the terrain there (and hopefully find out where his flag is). If you spot the opponent's flag, capture it by moving one of your characters onto it. However, if the opponent's character notices you snooping on his side of the field and catches up with you, your character will be sent to "prison" (which means that he's out of the game). Of course, you can do the same to his men that you find on your side of the field. Note, however, that if your opponent finds your "prison", he can free all his captured men. Trying to avoid notice by your opponents is a quite important factor. You can choose various modes of movement: when you run, you are fast, but more visible; if you're crawling, you're hard to see, but very slow (moving costs you more movement points). And vice versa - you don't always know where your opponent's men are, although you know where did you see them last.
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<li><a href="https://archive.org/details/msdos_Car_and_Driver_1992">Car & Driver (1992)</a><br>
Test drive ten of the best cars on ten varying tracks, from Monterey Raceway to a mall parking lot. Game setup is in the format of the Car & Driver magazine. Race solo or against multiple cars, computer-controlled or via modem. As with most racing games, includes replay with various camera angles.
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<li><a href="https://archive.org/details/msdos_Card_Sharks_1988">Card Sharks (1988)</a><br>
Based on a popular television show at the time it was released, Card Sharks is a question and answer guessing game in which you compete against a computer player or another "live person". Questions are asked based upon a poll of 100 people. You must guess how many out of 100 answered Yes or No. Your opponent then has the chance to guess whether the true answer is higher or lower than your answer. If you are right, you are taken to the "Cards" screen to play a video version of the "High Low" card game. Guessing correctly lets you keep control of the board, and the next question. If you lose, your opponent receives the next question. If you win enough times, you'll go to the "Big Bucks" card screen where you can bet all or part of your winnings on a more elaborate board of "High Low".
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<li><a href="https://archive.org/details/msdos_Cargo_Bay_Deluxe_1995">Cargo Bay Deluxe (1995)</a><br>
In the game you are some kind of minesweeper, who knows how to clear cargo bays of Altair-217 station from irradium explosive devices, which were planted by criminal group. You are only hope of colonists, whose lives are depended on you logic.
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<li><a href="https://archive.org/details/msdos_Carnage_1993">Carnage (1993)</a><br>
In Carnage you race in a top-down view where every car goes with the same speed. And if you want to see the next track you must win your race; if you can't, unfortunately the game is over! In total there are 18 tracks. After every race you earn 800 pounds, and go to a shop where you can buy necessary things for your car like nitros and mines, or equipments for upgrade.
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<li><a href="https://archive.org/details/msdos_Carrier_Command_1989">Carrier Command (1989)</a><br>
Carrier Command was one of the first real-time strategy games. You control an advanced cybernetic aircraft carrier complete with fighters, amphibious assault vehicles, laser defenses and a fleet of decoy drones. Your mission is to build a series of resource, factory, and defensive bases spanning an island chain. The only problem? At the other end of the chain is an even more advanced carrier under control of a terrorist organization with the same mission. As you move around the islands you must decide what facilities to build and where they will best support your advance. Resource islands provide materials that factory islands can use to build weapons and vehicles to replace your combat losses but both will be quickly overrun if the enemy attacks them while you are not present. You also have to ensure that your stockpiles of equipment are stored safely until you can find time to launch a resupply drone to bring them to your carrier. From your carrier, you can take first person control of your attack aircraft and amphibious tanks and use them to assault enemy islands or even the enemy carrier itself if you're lucky enough to find it. The weapon payloads on your vehicles are completely configurable based on your needs. An island invasion may require launching a virus bomb that will take over the enemy command systems or just blasting the base with a wire guided surface to surface missile. Ultimately, you have to find and destroy the enemy carrier but, doing so will require a solid supply infrastructure and a strategy for depriving your opponent of his.
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<li><a href="https://archive.org/details/msdos_Cartooners_1989">Cartooners (1989)</a><br>
Cartooners is a nice simple little program that allows you to make your very own animated cartoons. Using actor templates and static backgrounds, any user from a child as young as 5 can make semi-professional looking animations. Characters range from a duck to a bird, and a pig to a baseball. Your own imagination is this games boundary. By discovering new techniques you can make some pretty impressive looking toons. This is where the fun lies.
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<li><a href="https://archive.org/details/msdos_Cash_Invaders_2002">Cash Invaders (2002)</a><br>
In Cash Invaders you control a space ship at the bottom of the screen while shooting at aliens. It's like Space Invaders, except when you shoot one of the alien ships, they drop cash in the form of gold or silver coins, hence the name Cash Invaders. You can collect this money to buy power-ups. There are many different power-ups including, extra life, machine gun, shield, and boomerang. As you collect these power-ups, they slowly diminish over time and you have to buy more. You fight the aliens through 100 levels of intense action. Every level, it gets harder. After every 10 levels there is a bonus level where each of the aliens is marked with a number, shoot them in the correct order to score bonus points. As you go through the game, you will be faced with many challenges. Some of these challenges include stronger enemies, faster enemies, enemies that try to kamikaze, and levels that move too fast for your ship unless you buy the speed-up. The game includes a high score list that also tells you what date you scored it on.
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<li><a href="https://archive.org/details/msdos_Casino_Craps_1992">Casino Craps (1992)</a><br>
The game simulates Casino Craps, a gambling variant of the dice board party game. The player joins the table with certain amount of money in cash and starts to play. There are three computer players and a stickman seated at the table. The player places various bets (Pass Line, Come Line, Free Odds, Place, Field, Hardways, Center Table) against the bank and tries to win as much money as possible. If the player runs out of money, the casino loans him more money, and the stickman is changed at the table. The rules of the board game are accessible via in-game help.
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<li><a href="https://archive.org/details/msdos_Casino_Games_1982">Casino Games (1982)</a><br>
This must be one the first commercial casino games for PC. Play blackjack, slots and poker in ASCII graphics.
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<li><a href="https://archive.org/details/msdos_Castle_Master_1990">Castle Master (1990)</a><br>
Castle Master is the fourth and final individual game to use the Freescape first-person solid 3D game system (after Driller, Dark Side and Total Eclipse). As a Prince or Princess armed with a slingshot, you have to explore a medieval castle to free your beloved from the evil Magister. Gameplay combines action and puzzle-solving, across four primary towers with three levels each. Doors must be opened using one of the ten included keys. These are unmarked, as are the various potions - making it a challenge to know which keys open which doors, and which potions are beneficial. Contact with ghouls drains your energy, as does falling too far (there are narrow pathways to negotiate), while eating cheese can replenish this. Movement and aiming are controlled separately.
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<li><a href="https://archive.org/details/msdos_Castle_of_Dr._Brain_1991">Castle of Dr. Brain (1991)</a><br>
Castle of Dr. Brain is the first in a two-part series of educational puzzle-games from Sierra. This brain-blasting game is set, how surprisingly, in Dr. Brain's castle, where the player will have to beat Dr. Brain's traps and puzzles in order to fulfill the assignment given.
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<li><a href="https://archive.org/details/msdos_Castle_of_Kroz_1990">Castle of Kroz (1990)</a><br>
This is the first game of the Super Kroz trilogy. Despite the name, it's very much more of the same - more puzzles, more monsters to kill or avoid, and even more levels.
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<li><a href="https://archive.org/details/msdos_Castle_Ralf_1987">Castle Ralf (1987)</a><br>
Castle Ralf is a shareware interactive fiction first released in 1987. The background story: While driving out on holiday, you get lost in the middle of nowhere, when suddenly your tire has a puncture. Remembering a driveway just before the tire blew, you return to it, and guess where it leads? Right, to Castle Ralf. (Reminds me of Rocky Horror Picture Show, that.) The game starts with you trying to enter the castle. Once you did it (this won't be too difficult, but will cut off the way back), you'll quickly find that Castle Ralf is quite big and peculiar, extending onto three floors and a basement, including a Grand Central Closet and a sauna. You'll find some keys, enough burnt pizza for 87 people and a gigantic cheese, a video game called "Chiwawars!" which you can play, but also some technical puzzles which you will have to solve, designed by the castle's slightly eccentric owner, some Dr. Bellefleur. Castle Ralf features an innovative user interface: Besides typing your commands the traditional way, you can also select verbs with the cursor keys. This comes with a simple but well-done parser which understands some unusual and/or useful words, like IT, MAP (which gives you a map of the places you visited so far -- interactive fiction with automapping!), SMELL or COGITATE (which may or may not give you some hint). You can also use multiple commands, as " N. W. S. GET BEANS." All in all, the parser / verb selection combination works quite well, once you got used to it. The game's puzzles are quite challenging, but logical. As you will die a lot, you should SAVE often. The texts are short and to the point, being often quite funny and even a little Zorkian. They thus manage to convey a unique atmosphere while you are exploring the vast castle and try to solve Bellefleur's devious mechanical puzzles.
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<li><a href="https://archive.org/details/msdos_Castle_Wolfenstein_1984">Castle Wolfenstein (1984)</a><br>
In this game, the player takes control of a lone prisoner who has been taking captive in a large castle occupied by the Nazis. Getting out of the cell and picking up a weapon is just the beginning; the ultimate goal is to acquire the war plans of the Nazis, and escape from Castle Wolfenstein alive. Castle Wolfenstein is notable for being the first game that incorporated stealth-based gameplay mechanics. The player navigates the hero through the top-down corridors and rooms of the castle. The main gameplay challenge lies in dealing with the guards who patrol the castle and will be alerted to any noise made by the player. It is possible to shoot the guards, but the ammunition in the game is scarce, and some guards are very hard to kill, so the preferred course of action is moving without being noticed. If the player surprises a guard with a gun drawn, the guard will surrender, and the player will be able to frisk him for valuable items. The player should also search the treasure chests scattered across the castle. Some of them contain war plans, which are essential for winning the game; others have useful items, such as bullets, grenades, bulletproof vests, and guard uniforms. The uniforms can be worn for disguise; however, higher-ranked SS guards will be able to recognize the intruder. Chests might also contain food and beverage; imbibing alcohol will result in a temporary loss of aim and balance for the player character. The game's sound effects include some of the earliest examples of digital voice samples. The guards would sometimes shout out short phrases in German in an attempt to stop the protagonist.
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<li><a href="https://archive.org/details/msdos_Castles_1991">Castles (1991)</a><br>
Build a series of castles to gain dominion over all the land. You'll have to make decisions that will affect your favor with the Church, nobles, and peasants. Keep a strong military and a large workforce while watching the level of your treasury.
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<li><a href="https://archive.org/details/msdos_Castles_-_The_Northern_Campaign_1991">Castles - The Northern Campaign (1991)</a><br>
The Celts have been defeated and you've built a succession of castles across the wilds of Albion. But still there is no peace. The Picts are rebelling against you in the north and now you must build more castles to defend Albion from these wild savages. The Northern Campaign is the first campaign disk for Castles, and it includes many new features, such as new graphics, economics, new combat features (vikings, archers etc). and troop training. The Northern Campaign needs the original Castles, it can not be played by itself.
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<li><a href="https://archive.org/details/msdos_Catacomb_3-D_1992">Catacomb 3-D (1992)</a><br>
You are a mage descending into the dungeons of Nemesis the Lich, in order to kill him and save one guy named Grelminar. Catacomb 3-D is a simple fantasy first-person shooter game. To get to Grelminar, you have to complete several maze-like levels. Your sole weapon is a fireball spell, which can be used an unlimited number of times and can be charged up to cause more damage. You can also find one-time use items: bolts and nukes. A bolt launches several fireballs in a machine-gun fashion, while a nuke launches a ring of fireballs in all directions. The various enemies (such as orcs or trolls) that you meet while exploring are the main target for those fireballs. However, you can also destroy whole sections of walls, which is often necessary to complete the level. Items you can find include (apart from bolts and nukes) healing potions, keys to open doors, and scrolls that provide hints. There isn't an overhead map in the game, but you have a compass to guide you. What's more, various areas of the map have specific names displayed at the bottom of the screen, making it a bit easier to navigate.
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<li><a href="https://archive.org/details/msdos_Catacomb_II_1991">Catacomb II (1991)</a><br>
Petton Everhail, the most powerful magician in the world is hired to recover an enormous treasure buried deep beneath the ruins of the Kieralon Palace. However, the path to the treasure chamber is long and confusing and guarded by evil monsters such as goblins, skeletons, and worse. Catacomb II, which was later renamed to The Catacomb, does not change the game principle of its predecessor, but offers 30 new levels to explore. Still, players explore the ruins from a top-down perspective, use their magical powers to fight enemies, and discover hidden passages.
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<li><a href="https://archive.org/details/msdos_Catch_Em_1989_1989">Catch 'Em (1989)</a><br>
The objective of Catch 'Em is to catch all falling objects. Each level features a different object falling. When any object is missed, you lose a life, and your paddle, which you use to catch the objects, shrinks with one paddle. When a 'bad object' like a lightning bolt is caught, you also lose a life. You can re-win this life, but you can't have more lives than your 3 starting lives. Subsequent levels get more and more difficult simply because of the speed. Every four levels, a bonus level appears where you may or may not avoid all objects: it's simply for points.
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<li><a href="https://archive.org/details/msdos_Caveman_Ugh-Lympics_1989">Caveman Ugh-Lympics (1989)</a><br>
Olympic Games set in the stone age. Events include clubbing, dinoracing, firemaking, matetossing, saber racing and the dino vault. Supporting up to four players (six on the NES), you must select your caveman from a total of six different characters with different backgrounds, all with different skills and drawbacks.
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<li><a href="https://archive.org/details/msdos_Caverns_of_Gink_1985">Caverns of Gink (1985)</a><br>
In Caverns of Gink you control Prof. George Jumpalot on a quest to find a sacred statue left by the Ginkians, an ancient tribe of headhunters. The statue is somewhere in a large cave; you will need to explore the entire cave in order to find it. The cave consists of numerous red platforms; as you walk over each platform, the color changes to brown. When all of the platforms have been changed to brown the level is complete. The Ginkians are still around, however! They are trying to stop you from your goal by constantly shooting green arrows. This are poisonous and will cause you to lose a life if hit; if hit too many times the game is over. Prof. George Jumpalot can move left, right, jump, or fall in order to reach all of the platforms and dodge the arrows.
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<li><a href="https://archive.org/details/msdos_Caverns_of_Xaskazien_1995">Caverns of Xaskazien (1995)</a><br>
A one player hack and slash role-playing game, this one depicts an adventurers struggle through thirty levels of randomly generated dungeons to confront the arch-demon, Xaskazien.
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<li><a href="https://archive.org/details/msdos_Cell_Block_A_1999">Cell Block A (1999)</a><br>
Cell Block A is a two-player death match game set in a prison, there are several levels to pick from. As time goes on, the guards get bored and will throw down lead pipes, fire extinguishers and later if the players are lucky: a shotgun. Players can also kill each other by falling on each other's head or pushing the other onto the jagged iron beams on the bottom of the level. Game was bundled with its own level editor called Jailed.
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<li><a href="https://archive.org/details/msdos_Centurion_-_Defender_of_Rome_1990">Centurion - Defender of Rome (1990)</a><br>
Starting as a young Roman legionnaire in 275BC, your job is to conquer the known world through force or diplomacy, fighting on land and sea. Centurion: Defender of Rome is a turn-based strategy game. You start with one province, Rome, and one legion. To complete the game, you have to conquer all the provinces on the map. One part of the game is micro-managing your provinces. You set up tax rates and make people happy by organizing games. In Rome, you can organize a chariot race, a gladiatorial combat or even a simulated naval battle; this starts an action mini-game where you control the chariot rider, gladiator or ship. Another part of the game is military conquest. You can raise legions or strengthen them in any province you control (let's just hope there are enough men in the province, or your legion will be incomplete and weaker). There are three types of legions, each of them has a different strength. You can also move a legion to a neighbouring province. When you enter a province you don't yet control, you can speak with the ruler there. With luck, you can convince him to give you the province for free; but this isn't very likely, and you'll often have to fight. When your legion attacks a province, or defends one of your provinces from an invader, the game switches to an isometric view of the battlefield. You can give orders to your legion (assuming they are within the range of their commander's voice) and watch as they duke it out with the enemy forces. Eventually, one of the sides will be completely wiped out or panic and retreat. Finally, you can buy warships and have naval battles with the enemy fleet. This is represented as an action mini-game, depicting a duel of the flagships; however, the outcome of the battle actually depends on the strength of your fleet.
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<li><a href="https://archive.org/details/msdos_Cervii_1993">Cervii (1993)</a><br>
Worms (Cervi in Czech) is a game for 2-6 players at hot-seat, were all the players control their worms on the same screen. From the very beginning, each worm is increased in length with same speed in certain direction. By default, player should not collide with other worm bending its increase to the left or to the right. However, the gameplay options may be adjusted to allow certain types of collisions. Players may be organized in teams. Different amount of points is assigned to the players based on the type of collision. The winner is a first player who reaches the final score defined before the match start.
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<li><a href="https://archive.org/details/msdos_Chagunitzu_1990">Chagunitzu (1990)</a><br>
Chagunitzu is the predecessor of Paganitzu, and contains similar gameplay. The game is a top down puzzle game, where the player must push objects around and solve various puzzles. The player also has to watch out for enemies such as spiders.
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<li><a href="https://archive.org/details/msdos_Chain_Reaction_1996">Chain Reaction (1996)</a><br>
Chain Reaction is a one or two-player shareware "falling block" and tile-matching puzzle game. Blocks comprising bricks of different types descend from the top of the screen. When the player lines up the blocks so that three or more bricks of the same colour are in a row, (vertically, horizontally or diagonally), they explode scoring bonus points and making space for more blocks to be positioned. As they fall the blocks can be rotated and steered, in addition the order of the bricks within the blocks can be changed. Blocks fall faster as the player(s) progress through the levels. Other features of this game include difficulty settings, choice of start level, and choice of block set. The shareware version made four single player levels available. The full, registered, version offered a two player mode and "infinite levels of gameplay".
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<li><a href="https://archive.org/details/msdos_Challenge_of_the_Five_Realms_1992">Challenge of the Five Realms (1992)</a><br>
Subtitled Spellbound in the World of Nhagardia, this Microprose title came out the same year as their more popular work, Darklands. It is a top-down 256-color VGA role-playing game with a few unique twists. As Prince of Alonia, the player controls a party of up to 10 (!) characters, battling the evil lord Grimnoth in a standard fantasy setting. The game features "Ultima-style" character generation, in which the player's answers to situational questions help determine the protagonist's character type (diplomat, warrior, thief, or wizard) and attributes. An immense number of skills and attributes, akin to that of Daggerfall, add variety to the gameplay, allowing puzzles to be solved in different ways. Dawdling endlessly in side quests to build up your party is not a good idea, as the player has 100 days to stop the encroaching Plague of Darkness, whose spread is shown graphically in the interface. Under the "PAL system", characters not only have their own personalities (aggressive, cowardly), but will speak up and volunteer for tasks they are best-suited to perform (e.g., lockpicking, bribery).
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<li><a href="https://archive.org/details/msdos_Chamber_of_the_Sci-Fi_Mutant_Priestess_1989">Chamber of the Sci-Fi Mutant Priestess (1989)</a><br>
Set in a post-apocalyptic world, Chamber of The Sci-Mutant Priestess casts you as Raven, a young "Tuner" (psionic mutant), working for the Tuner Netwerk. One day, while out on assignment with his friend Sci Fi, he witnesses the massacre of a "Normal" village, by a group of Protozorqs (physical mutants). Raven and Sci Fi disobey their instructions from the Netwerk, and fight back against the Protozorqs. In the ensuing struggle, Sci Fi is captured and taken back to the Protozorqs' mountain temple. Raven vows to save her, and so gets himself captured, too. As the game starts, Raven is a prisoner in the crazy Protozorq temple, where something sinister and utterly insane seems about to happen. Apparently, Raven has to go through five ordeals, to become a "Divo" (a Messenger Of The New Solution). For each ordeal he completes, he receives a Vort skull. Can you complete the five ordeals, save Sci Fi and destroy the fiendish Protozorq plot, in time? Chamber of the Sci-Mutant Priestess (originally entitled Kult: The Temple of Flying Saucers) is a puzzle-solving adventure game. To solve the puzzles, Raven will sometimes need to collect and trade items; but more often, usage of the eight "psi-powers" is required. These powers range from a simple light spell ("Solar Eyes") to instant-kill ("EV" - extreme violence) and complex psychological effects ("Brainwarp"). The five ordeals can be completed in any order, or even skipped altogether to reach a different ending. A time limit is imposed on the ordeals, and is calculated by turns. A "wait" command, which skips a turn, is also available.
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<li><a href="https://archive.org/details/msdos_Champion_of_the_Raj_1991">Champion of the Raj (1991)</a><br>
Set in 1800, Champion of the Raj places you in command of one of five factions (British, French, Mogul Empire, Maruthras, Sikhs or Gurkhas) vying for control of India. Territories under your control will generate taxes which can be put towards hiring troops, improving the military, industry or law and order. Hiring troops and improving their weaponry allows players to attack and capture other territories, while investing in industry or law and order can improve the economy and reduce discontent. Players can also choose to use negotiation to bring new territories into their empire. The result of these negotiations often hinges on winning arcade sequences, an elephant race or a tiger hunt. Arcade sequences also follow major events such as capturing the palace of an enemy empire.
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<li><a href="https://archive.org/details/msdos_Champions_of_Krynn_1990">Champions of Krynn (1990)</a><br>
The War of the Lance is over, the dragon armies have been defeated. But evil has not left Krynn. In northeastern Ansalon, outposts of the Knights of Solamnia remain to guard the fragile peace. Your party of adventurers is hired to carry out missions for the Knights. On your first mission, you stumble upon Draconians, long believed to have left the area. What are their plans? On your travels you have to face dangers in many dungeons and towns and might even meet some of the legendary Heroes of the Lance. Champions of Krynn is the first of SSI's "gold box" games set in the AD&D world of Dragonlance, with all the usual features: first-person view and movement in dungeons, towns and outposts, overland travel on a map of the area and tactical turn-based combat from a top-down perspective. As the first game set in Krynn, it has several features unique to that setting: In character races, one can choose from Kender, Silvanesti or Qualinesti Elves and Mountain or Hill Dwarves in addition to humans and half-elves. Special character classes include Solamnic Knights, clerics of the major deities of Krynn and mages of either the Red or the White Robe. The deities grant special spells and powers to their respective clerics. Red and White mages have access to different spells and the phases of the moons of Krynn affect their spellcasting abilities.
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<li><a href="https://archive.org/details/msdos_Champions_of_Zulula_1994">Champions of Zulula (1994)</a><br>
Zulula is a town in the land of Akistar famous for fighting tournaments. Creatures and warriors from all over gather to enter and prove their worth, while evil plots below... It's up to the player to challenge the tournament and the evil that looms. In Champions of Zulula all character types can move in four directions, use two different attacks, jump, and block, with up to four characters participating in a fight at once. Gameplay modes include one-on-one fights (against computerized or other players), a tournament mode, the 20 Monsters Bash, and special boss fights. The game also contains many offbeat elements such as bizarre playable creatures and quirky dialogue.
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<li><a href="https://archive.org/details/msdos_Champions_of_Zulula_-_Elite_Edition_1995">Champions of Zulula - Elite Edition (1995)</a><br>
In the land of Akistar is a town known as Zulula that holds martial tournaments. Stories of these tournaments have spread across the land, leading to a surge of strong challengers and beasts ready to fight! The city holds many dark secrets, however, in the form of the Evil Lords who secretly rule. Can a hero not only claim fame and glory in the tournament, but also rid the city of these horrors? Champions of Zulula: Elite Edition is an expanded version of OSP's earlier Champions of Zulula. It is a slightly different take on the fighter genre with 24 different playable character types, several unique boss enemies, and multiple modes. Gameplay is somewhat simplistic with each character type having attacks, a jump, and a block. Arenas can hold up to four combatants at once, with each character being capable of moving on both the x- and y- axes. Gameplay modes include one-on-one fights (against computerized or other players), a tournament mode, the 20 Monsters Bash, and special boss fights. The game also contains many offbeat elements such as bizarre playable creatures and quirky dialogue.
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<li><a href="https://archive.org/details/msdos_Championship_Baseball_1986">Championship Baseball (1986)</a><br>
In this traditional baseball simulation, gameplay takes place mainly on a split screen.One side shows an overview of the field, the other showing the batter, with the latter view disappearing when the ball is hit. The game requires you to "draft" a team before play, composing the best possible squad based on each player's skill attributes. The game also allows a semblance of managerial control, and has an optional batting practice mode to warm up. It then allows you to play individual games, or participate in a 4 division, 24-team championship.
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<li><a href="https://archive.org/details/msdos_Championship_Golf_-_The_Great_Courses_of_the_World_-_Volume_I_Pebble_Beach_1986">Championship Golf - The Great Courses of the World - Volume I Pebble Beach (1986)</a><br>
Championship Golf: The Great Courses of the World - Volume I: Pebble Beach is a golf game which features the American course Pebble Beach. For every hit the game shows a 3D and overhead view of the situation, so the player can plan the next steps accordingly. The golf game itself is menu driven: the player changes various parameters, e.g. the golf club, the direction, the golfer's position, the strength and if the ball is hit in the middle or an outer edge. According to those parameters the game calculates the hit, which even may result in a straight miss, and then the next planning phase starts. The player may play a championship with all 18 holes or a training round with a single hole.
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<li><a href="https://archive.org/details/msdos_Championship_Manager_1992">Championship Manager (1992)</a><br>
Championship Manager starts a series of football management games, which means that you don't actually control your players during matches, but you're in charge of choosing the starting lineup and tactics. Matches are played out through a running commentary, with the chance to interrupt it to make substitutions or tactical changes. Each player's performance is rated out of 10 and these are among the many statistics stored throughout the game. The game features all the most important British competitions, and the database 80 league teams (each with complete squads) and 380 non-league and European teams (who you will sometimes play against, but can not purchase their players - buying overseas players is dealt with elsewhere). There are 1,500 players featured, each rated on attributes such as passing, tackling and creativity, and with details such as age and nationality also stored, and 650 managers, coaches, scouts, and physios. Between matches you can purchase or sell your players and trim your squad to suit your needs. When you approach a player, and both the club and player are interested, you put in an offer and see if the club accepts it - they may request an increase. The player will have demands for contract length and wage, before a deal can be completed. The game follows the season by splitting each week into weekday and weekend, each of which may or may not include a match. After you have done everything you press Done and the game progresses in time.
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<li><a href="https://archive.org/details/msdos_Championship_Manager_93-94_1993">Championship Manager 93-94 (1993)</a><br>
Championship Manager 93/94 is the successor to Championship Manager. The text-based interface remains the same, but several new features have been added to the game. Included now are reserve squads, transfers with international players and injury time. Also, the match engine has been slightly changed to give more information. As it could be expected, all statistics are up to date with the 93/94 season, including real world teams and players.
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<li><a href="https://archive.org/details/msdos_Charge_of_the_Light_Brigade_The_1991">Charge of the Light Brigade, The (1991)</a><br>
'The Charge of the Light Brigade' recreates the battle of Balaclava in 1854 during the Crimean War, when 25,000 Russian troops attempted to take control of this strategically important area from the outnumbered allied British, French and Turkish forces. This is a real-time strategy game and the player can change the speed at which the battle progresses. You can play either the Allies or the Russians, and choose either a computer opponent or play against another human player. Orders can be given in two modes - 'Unit Mode' where you can give orders to individual units or 'Group Mode', where you can give orders to groups of up to 8 units. Units are represented in the game as animated soldier miniatures, allowing you to select and change groups to five different types of line, column and square formations.
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<li><a href="https://archive.org/details/msdos_Charlie_the_Duck_1996">Charlie the Duck (1996)</a><br>
Charlie the Duck is a scrolling platform action game in Mario style, starring a cute little duck named Charlie. The player must help Charlie find his way through several levels, collecting coins, diamonds and other items, and watching out for dangerous creatures. Charlie can also dive into the water and discover secret areas.
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<li><a href="https://archive.org/details/msdos_Chess_1981">Chess (1981)</a><br>
Chess is one of the oldest PC games ever made: it was written in March, 1980 and converted to IBM PC in December, 1981. This is probably the very first chess game running in MS-DOS. Taking it's age into account, it's no surprise that the game features only text-mode graphics. The chess board and the pieces are drawn using ASCII characters. For the same reason, it's also no surprise that the user input is based just on keyboard commands. In Chess there is no multiplayer mode - you play only against the computer. As usual, in this kind of game, you can select the A.I.'s skill level. The game offers 24 difficulty levels.
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<li><a href="https://archive.org/details/msdos_Chessmaster_2000_The_1986">Chessmaster 2000, The (1986)</a><br>
This iteration of the Chessmaster series offers a strong chess opponent at 12 skill levels, catering for novices to grandmasters. Its many features include an opening library built around 71,000 moves and the ability to print out the move history. To help novices there is a teach mode showing all legal moves, a hint move offering what the computer feels is a strong move, and the chance for the Chessmaster to analyse all previous moves in a game. Famous real-life game positions and pre-set challenges offer individual challenges.
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<li><a href="https://archive.org/details/msdos_Chessmaster_3000_The_1991">Chessmaster 3000, The (1991)</a><br>
Chessmaster 3000 provides a strong chess opponent with 168 openings and different types of playfields (2D, 3D, and War Room). The game can suggest moves and determine the player's rating. It also contains 151 replications of classic real-world matches, and a Mentor feature which can act as a personal chess tutor through a variety of practical techniques.
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<li><a href="https://archive.org/details/msdos_Chesterland_Adventure_1995">Chesterland Adventure (1995)</a><br>
This is clearly a game written as an exercise, the author explicitly stating he used it to learn to program in Borland C, but unlike most such "hello, world" prototypes (ostensibly the first in a series of "RoachCrunch" exercise-games, but the only one ever seen), it remains nonetheless a complete game. The tropes are familiar: royalty have lost valuable items and require their return, while exploration is thwarted with colour-coded locks -- can the player find or trade items for the quest objects and progress through the disjointed story via accessing more remote map areas? Instead of playing it straight with a poker face while mangling "thee"s and "thou"s, however, the author has strewn the game landscape with his high-school friends and titans of '90s industrial music. Gameplay consists of navigating a roguelike-ish top-down text-symbol map, seemingly a reel cut from LORD 2, using the keyboard arrows and a handful of verbs (at least, the first letters of the verbs) to interact with the world. There is no combat, though there are a couple of sudden deaths and walking-dead situations.
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<li><a href="https://archive.org/details/msdos_Chex_Quest_1996">Chex Quest (1996)</a><br>
Chex Quest is a 3D FPS running on a modified DOOM engine. The planet Bazoik has been overrun by Flemoids- mucous-like alien creatures who are consuming all of the IFC's (Intergalactic Federation of Cereals) nutritious foods. You, a large square-shaped man must go in and rid the various levels of the miscellaneous green Flemoids. Your weaponry starts out with a bootspoon (which can be upgraded to a Super Bootspork) and a small Zorcher (which uses Zorch energy). The Zorcher can, of course, be upgraded to frightening levels... Zorch is apparently an interdimensional substance, because enough of it can "send a Flemoid back to his homeworld." You can strap on armor, of course- the armor is a Chex kibble (or a Super Chex kibble). This will protect you from the mucous that the Flemoids snort at you. The opening contains a notice to concerned parents, avowing that the game is non-violent; to keep childrens' interest, the violence was replaced with (and they tried to be delicate here) gross booger sounds. Your character never "dies", but becomes immobilized by being covered from head to toe in mucous. Healthy eating habits are also supposedly reinforced- health is regained by eating a bowl of fruit (10% energy), bowl of vegetables (25%), a glass of water (5%), or... yes... "a complete breakfast", featuring a bowl of cereal (presumably Chex), toast, glass of milk, and a piece of fruit, for a complete health boost.
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<li><a href="https://archive.org/details/msdos_Chex_Quest_2_1996">Chex Quest 2 (1996)</a><br>
In the sequel to Chex Quest, you again play the square cereal man. This time you Flemoids have taken over your cities, and its up to you to stop them. Using your arsonal of weapons from your first adventures, you travel to through the city all the way to the sewers, where you must face the head Flemoids themselves. This game was downloadable from the Chex Quest website. It could be classified as an add-on or mod, since it uses the same executable files to run the original game, but it technically isn't since it's a whole game.
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<li><a href="https://archive.org/details/msdos_Chex_Quest_3_1996">Chex Quest 3 (1996)</a><br>
MS-DOS: Chex Quest 3 by (1996)
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<li><a href="https://archive.org/details/msdos_Chickens_1996">Chickens (1996)</a><br>
"If you ever complained over meaningless violence on the TV, now is the time start again. The violence in chickens is truly meaningless. The poor innocent chickens run on to the screen and can't escape. All you have to do is throw (an unlimited amount) of bombs at them and watch them get teard apart." Martin Magnusson had told his game with these words. After 1 Ton weight and tiny men this time you use bombs to kill chickens! You grab and release bombs by mouse. Coded in Borland C++ and the graphics was drawn in Deluxe Paint II Enhanced.. Followed by a sequel from the same author. Freeware.
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<li><a href="https://archive.org/details/msdos_Chickens_2_1998">Chickens 2 (1998)</a><br>
Gory events continue with this sequel to Chickens : As you can easily guess the human race is at war with chickens. Once again you kill as many chickens as you can. You have a limited time. And this time you don't use bombs, you have a pointer, every time you press your mouse button it shoots! Coded in C. Emailware (This means if you like the game you should send the author an email or postcard).
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<li><a href="https://archive.org/details/msdos_Chinese_Checkers_1991">Chinese Checkers (1991)</a><br>
A translation of traditional Chinese Checkers. If you ever played "Argo Checkers" or "Hexxagon", do not dare to enter into this confusing realm of checkers. First of all, you have twice more checkers, and there can be up to six players, which is more than enough to mess up your life.
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<li><a href="https://archive.org/details/msdos_Chip_N_Dale_Rescue_Rangers_-_The_Adventures_in_Nimnuls_Castle_1990">Chip 'N Dale Rescue Rangers - The Adventures in Nimnul's Castle (1990)</a><br>
Based on the famous animation series by Disney. In the game the player controls Chip helped by Dale (automatically controlled by computer), who break through the obstacles made by one of their archvillains, Professor Norton Nimnul. The Rescue Rangers go through 9 levels to save the Monterey Jack caught by mouse-trap in Nimnul's castle. On the first 3 levels, Rangers must get to Nimnul's castle jumping in and out of pits, avoiding the running dogs and falling acid drops thrown by Nimnul himself. On the second 3 levels, Chip must avoid fire throws from candles, collect screws, and give them to Dale as he runs away from dogs. On the third 3 levels, Chip must avoid the machine with hands, collect screws, and give them to Dale running away from dogs. Between levels the animation is shown on how the player progresses in the game, such as, for example, Zipper transfer the screws collected by Rangers for the flying machine to repair it by Gadget.
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<li><a href="https://archive.org/details/msdos_Chomps_1983">Chomps (1983)</a><br>
Chomps is a clone of the game Pac-Man. In the game the player controls a smiley face with the goal of collecting all of the dots in one of four mazes. To make this task more difficult there are a number of monsters that roam around the maze; Like Pac-Man's ghosts, contact with a monster will cost the player a life. Each of the monsters has a different personality and will chase down the player in a unique manner; the number of monsters in the maze depends on the level being played. The only defense the player has against the monsters are the power dots; after collecting a power dot, the player is temporarily able to chase the monsters; bonus points are earned for catching them. Periodically an additional bonus item will appear in the maze which earns additional points if collected. The game features four different mazes, and each time a maze is cleared the speed and difficulty increase.
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<li><a href="https://archive.org/details/msdos_Choose_an_Enemy_1991">Choose an Enemy (1991)</a><br>
Choose an Enemy is a fighting game . Your aim is to defend your girlfriend against a guy who attacks her, shown from a first-person perspective. Before the fun begins, you have to choose your opponent. There are three men available with different speed and the ability to knock out one or two teeth with a single punch. After selecting your opponent the fight can begin. By pressing the shift keys of your keyboard, you punch with your left or your right fist and by pressing space bar, you can avoid punches. You win if you manage to knock out all 32 teeth of your opponent and you lose when you are toothless.
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<li><a href="https://archive.org/details/msdos_Choy-Lee-Fut_Kung-Fu_Warrior_1990">Choy-Lee-Fut Kung-Fu Warrior (1990)</a><br>
He raised from the Hell and sighed. On his face the wrath of a demon and the ambition of thousand devils. He sprouted like a bad seed in the temple of Shaolin, whose walls lodged the best fighters of all times. The destiny has decided that the last hour for the good has arrived, because the yellow devil seized the original manuscript where Cheng Heung wrote the art of the Choy Lee Fut. Supported on the force of the five magical animals, the speed and the technique of a good apprentice, we will cross the temple of Shaolin until finding the monster and recovering the scroll. We are expert in punches, we handle the sabre with ferocity and make the flexible lance more penetrating and versatile. And all thanks to the Chi. As first action, we will have the possibility of training with the Dummies (the wood men), where we will practice the distance, the speed and the use of complementary techniques. From which we will get up ourselves into the dynamics of the fight and the confrontations hand-to-hand with the partisans of the evildoer. The movements are varied, all of them based on the Kung-Fu techniques. With different arms we will be able to execute different movements using the same keys. Everything depends on the animal that our personage will adopt. The graphical theme also changes according to the fight scenes, including the face of the old man that observes us.
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<li><a href="https://archive.org/details/msdos_Christmas_Matchup_1994">Christmas Matchup (1994)</a><br>
Christmas Matchup is a Christian-themed Concentration game about the Bible. The cards are images relating to stories of the Bible, which the game attempts to educate the player about. The game is identical to traditional forms of the Concentration game. 1 to 3 players take turns turning over cards and trying to find matching pairs. The winner is the player with the most matches at the end of the game. The Windows version adds additional features, such as card descriptions and information on how to become a Christian.
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<li><a href="https://archive.org/details/msdos_Chuck_Yeagers_Advanced_Flight_Trainer_1987">Chuck Yeager's Advanced Flight Trainer (1987)</a><br>
In Chuck Yeager's Advanced Flight Trainer you have the chance to test pilot 14 different airplanes, such as the Bell X-1 and the Lockheed SR-71. It features 10 different viewpoints both inside and outside of the plane, with a zoom of up to 256x, and different aerodynamics for each plane. You can do different things with the planes, from racing against a computer opponent, to practising formation and stunt flights. You can follow the testing and development programme through its evolution. There is a "black box recorder" to replay your flights, and analysis of your performance compared to an ideal one.
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<li><a href="https://archive.org/details/msdos_Chuck_Yeagers_Air_Combat_1991">Chuck Yeager's Air Combat (1991)</a><br>
Chuck Yeager's Air Combat is a flight combat simulation. Fight over 50 missions with Chuck Yeager's advice on your side. You can use the mission builder to create your own missions if the history-based missions don't offer enough challenge. Replay modes let you fast forward and rewind through a recorded battle, including a 3-D "cube" visualization that helps analyze what happened.
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<li><a href="https://archive.org/details/msdos_Circuits_Edge_1990">Circuit's Edge (1990)</a><br>
Marid Audran is a private investigator who has been out of luck (and money) for quite a while, being forced to do petty delivery jobs to earn his living. During one of these errands, Marid finds his client dead. The authorities assume that he is the murderer; however, a powerful mafia boss pulls some strings and gets Marid off the hook. In exchange for this favor, Marid has to find out who really killed that man, who turned out to be the mafia ruler's assistant and whose death may be but a part of a larger scheme. Circuit's Edge is based on George Alec Effinger's When Gravity Fails novel. It is set in a dark version of the future, in which the Islamic world has become the sole dominant power on the planet. The events of the game take place in the Budayeen, the criminal and entertainment district of an unspecified city in the Middle East. Mature themes such as violence, drug usage and sex are liberally used to paint the game's grim setting. Though it contains a few adventure game elements, the game is primarily an RPG. The player navigates Marid through the city maze-like city, which resembles a pseudo-3D first-person dungeon area. Marid has to eat and rest from time to time in order to stay alive. Cybernetic modifications can be purchased to increase the protagonist's combat and hacking abilities. Money is gained by defeating enemies on the streets in simple turn-based battles, or by gambling. The game's interface is somewhat similar to that of Mars Saga.
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<li><a href="https://archive.org/details/msdos_Circuitry_1992">Circuitry (1992)</a><br>
MS-DOS: Circuitry by (1992)
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<li><a href="https://archive.org/details/msdos_Cisco_Heat_-_All_American_Police_Car_Race_1991">Cisco Heat - All American Police Car Race (1991)</a><br>
In this racing game, the players get to race in police cars instead of the usual racing cars driven by speed freaks (like in the Crazy Cars series). Break the law instead of upholding it, while racing through the streets of San Francisco (Cisco for short, hence the name). Take in the Golden gate Bridge, China Town and the Twin Peaks. Avoid collisions with trams, other cars (driven by annoying citizens), buildings and road blockades etc., while trying to reach the next checkpoint before the time runs out! Use your horn to alert other road-users of your presence.
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<li><a href="https://archive.org/details/msdos_Civil_War_1983">Civil War (1983)</a><br>
Civil War is a war strategy simulation. You play as the confederacy in the American Civil War, and need to allocate funds and decide on a strategy to win as many battles as you can. Each turn will provide a brief overview of the battle, and allow you to allocate funds for food, salaries, and weapons as well as choose the offensive or defensive strategy you wish to use. The computer will then display the results of the battle which depend on the choices you make. The battles used in the game are actual battles from the war, and the computer will compare the results of the choices you made to the actual historical results. In both the original and the Creative Computing version it's also possible to play against another player instead of against historical results.
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<li><a href="https://archive.org/details/msdos_CJ_in_the_USA_1993">CJ in the USA (1993)</a><br>
The follow-up to CJ's Elephant Antics, in which we find that The Hunter has kidnapped CJ's brothers and sisters and trapped them at various points around the USA. Needless to say, young CJ sets off to rescue them. The game is a standard platform title, in which you can shoot peanuts at your enemies, or use bombs you collect. You start with 9 lives, which sounds generous, but the levels are full of spikes and bad guys which can come to get you at any point. The enemies include policemen, Indians, dogs and burly American footballers (quite a stereotypical view of Americans there). Each level has a guardian at the end.
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<li><a href="https://archive.org/details/msdos_CJs_Elephant_Antics_1993">CJ's Elephant Antics (1993)</a><br>
CJ the baby elephant has fled captivity, and is desperate to reach his home in Africa. That means trekking halfway around the world, armed only with an infinite supply of peanuts and a handful of bombs (fortunately more can be collected as you go along). You start with nine lives, but the game's design is such that a lot of deaths will be unexpected, so prior knowledge of the layouts is essential to get through most sections of the five levels without losing lives. The two-player mode involves the screen following the lead player, so the latter can lose lives by getting too far behind. With lots of precise jumps across vertically-progressing ledges involved, a lot of skill and timing is required.
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<li><a href="https://archive.org/details/msdos_Clash_of_Steel_-_World_War_2_-_Europe_1939-45_1993">Clash of Steel - World War 2 - Europe 1939-45 (1993)</a><br>
Clash of Steel: World War II, Europe 1939-45 is a strategic board game were you take control of the Axis or the Allied forces. As axis leader you must conquest all Europe and North Africa prior January 1946 to win the game at 100%. If you are not eradicated prior this date you win to, but the allied nations still are live and this is not your goal. As Allied you must eradicate the Axis terror as quickly as you could.
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<li><a href="https://archive.org/details/msdos_Classic_Concentration_1988">Classic Concentration (1988)</a><br>
Concentration was a popular game show in the mid-to-late 1980s, and this game was adapted from that television program. Two players can play against each other, or one person can play against a computer generated opponent. The answer to the puzzle is hidden by tiles. The tiles have words denoting game prizes ("Mexico", "Camera", "Telescope", for example), and your object is to find the two matching worded tiles. Exposing two at a time, your memory is taxed as more prize tiles are revealed and then covered over again. As more tiles are matched, the hidden puzzle is revealed. Solve the puzzle and you win the game.
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<li><a href="https://archive.org/details/msdos_Classic_Concentration_-_2nd_Edition_1989">Classic Concentration - 2nd Edition (1989)</a><br>
Concentration was a popular game show in the mid-to-late 1980s, and this game was adapted from that television program. The sequel, Classic Concentration 2nd Edition, features the same interface with even more puzzles to solve. Two players can play against each other, or one person can play against a computer generated opponent. Solve the rebus that lies beneath 25 numbered panels (a rebus is a puzzle in which words are represented by combinations of pictures and individual letters). The tiles have words denoting game prizes ("Mexico", "Camera", "Telescope", for example), and your object is to find the two matching worded tiles. Exposing two at a time, your memory is taxed as more prize tiles are revealed and then covered over again. As more tiles are matched, the hidden puzzle is revealed. Solve the puzzle and you win the game.
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<li><a href="https://archive.org/details/msdos_Clockwiser_-_Time_is_Running_Out_1994">Clockwiser - Time is Running Out (1994)</a><br>
On each of Clockwiser's levels (100 on Amiga/Amiga CD32 and 110 on DOS), you are presented with a level layout, and a target layout, with the aim being to transform the former to match the target. The levels consist of a collection of cogs, which can be rotated either clockwise or anti-clockwise to achieve this goal. There are lots of special blocks to help out, including bombs, diamond-producers and anti-gravity blocks. Each level has its own time limit, ranging from seconds to minutes - this doesn't start until you make your first move, and you can look around the level at your leisure before making a stab at it. Each level has its own password, which makes progression a little easier.
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<li><a href="https://archive.org/details/msdos_Clone_Invader_1989">Clone Invader (1989)</a><br>
Clone Invader is, as one can deduce from its title, a clone of the classic arcade game Space Invaders. Controlling a small space fighter you have to destroy lines of alien ships before they can reach the bottom of the screen, to get points. To complete this task and enter a new level, the player has to stay alive and avoid being shot. You can either shoot the bullets of your enemies or hide behind one of the three rocks. Clone Invader can be played by up to two players (hot-seat, one after the other), either by mouse or by keyboard.
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<li><a href="https://archive.org/details/msdos_Clonk_1994">Clonk (1994)</a><br>
A small shareware strategy and action game for two players. There are 30 rounds with randomly generated terrain. In each round, every player gets assigned a team of small, humanoid beings called Clonks. One of them is the crew's captain and is of special importance, as the goal of each round is to exterminate the enemy's captain. Later rounds add new elements to the game like rocks or exploding flints that can be thrown, rain, thunderstorms and wildfires, monsters, catapults, castles where Clonks can be healed, or gold nuggets that can be exchanged for new crew members.
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<li><a href="https://archive.org/details/msdos_Clonk_3_-_Radikal_1996">Clonk 3 - Radikal (1996)</a><br>
Already the fourth game in the series, Clonk 3 Radikal added many new elements to the game. One player can play predefined missions or try to achieve peaceful goals such as selling all the gold, rescuing the fluffy Wipfs or killing all the monsters. The former goals can also be pursued by 2 to 4 players cooperatively on one computer, or they can decide to play a melee round in which each player tries to do the other teams in. Every single Clonk can be controlled by the player, in contrast to the group-wise controls of the predecessors. Clonks also learned to swim and dive, dig in different directions and build bridges. 4-Way scrolling allows for bigger scenarios filled with new raw materials and endangered by volcanoes, earthquakes and hostile creatures. A variety of new buildings, weapons, materials, vehicles and weather conditions to help or hinder the players actions make the game more complex and put a heavier weight on strategic thinking than classic Clonk games. The game also includes a mission editor, with which players can create their own scenarios by creating a landscape and defining every aspect including weather, initial property and goals.
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<li><a href="https://archive.org/details/msdos_Clonk_APE_1995">Clonk APE (1995)</a><br>
The Advanced Players Edition of Clonk is an improved version of the original Clonk game. As in the first Clonk game, Clonk A.P.E. included the player roster concept, which remembers each player's data and statistics over time. Instead of the predefined rounds of the original Clonk, the player can choose to play a randomly generated scenario, or customize one yourself. Further, the maximum number of players has been raised to 4 players simultaneously, and a couple of introductory tutorial rounds are available.
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<li><a href="https://archive.org/details/msdos_Cloud_Kingdoms_1990">Cloud Kingdoms (1990)</a><br>
Baron von Bansai has stolen Terry's precious collection of crystals, and dropped them onto 32 different kingdoms, so Terry sets off to retrieve them. Viewed from above, his challenge sees him having to progress through these worlds, collecting keys to gain access to different sections, and avoiding enemy balls and bugs by jumping them where possible. There are no 'lives' as such, but there's a strict time limit of around 400 seconds for the whole game, and death puts you back to the start of the level, with time lost as well. You get an extra 80 seconds for completing each level though. The levels feature all manner of further hazards - there are holes in the ground to avoid falling through (some visible, some hidden), arrows which force the ball in a particular direction, slippery squares making any movement's effect exaggerated, magneted squares making it impossible to jump from, and many more. Fortunately lots of power-ups, time boosts and bonus fruits are dropped onto the levels at random intervals as well. To complete the game you must clear 8 levels, and the structure is non-linear - initially you have a choice of 4 levels, and after completing one of those you have a choice of 4 more levels (which are different depending on which level you completed first). The third and fourth levels you take on as you go through the game are chosen from a choice of 3, the fifth and sixth from a choice of two, and only those final two levels are perscribed (although they do vary depending on which levels you've already done). Each of the 32 worlds has its own twist - Arrow Kingdom has a large amount of arrows directing you, Ice Kingdom is especially slippery, Unseen Kingdom leaves you to work out the route for yourself (other than the holes, which are all you can see), Box Kingdom involves a lot of flying over some trapped squares to grab the keys they contain before making the main jumps onto the sections which contain crystals, and so on.
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<li><a href="https://archive.org/details/msdos_Coaster_1993">Coaster (1993)</a><br>
The basic goal of "Coaster" is quite simply to build a roller coaster. After designing your coaster you have it ridden by a panel of experts which assign it a score. You can also ride it yourself.
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<li><a href="https://archive.org/details/msdos_Cobra_1987">Cobra (1987)</a><br>
Cobra, the space pirate hero of Buichi Terasawa's comic and TV series, receives a message from Dominique. Dominique is held prisoner by the evil Salamandar, and Cobra, along with his cybernetic assistant Lady (or Harmanoid, as she's called in the game's French), must rescue her. You start the game, and enter an isometric arena. You control both Cobra and Lady, each equipped with a gun. Shoot at everything that moves, and try to find the exit of the multidirectionally scrolling arena. As a backup weapon, you have also a set of five grenades to throw at troublesome enemies. Being hit once or twice is no problem, for you have a rather well-stocked energy bar. Controlling two characters at once means that you may be separated while rounding a corner or another obstacle, but the obstacles can also be used to regroup into a tighter or wider formation, depending on your choice of tactics. This tie-in uses a high resolution, at the cost of colours, to animate the screen with a high detail. Sounds is quite minimal, with no in-game music and simple sound effects. All in all, the game plays like a slower, isometric Gauntlet without the powerups.
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<li><a href="https://archive.org/details/msdos_Cobra_Mission_1992">Cobra Mission (1992)</a><br>
Trouble is in Cobra City! Gangsters roam the streets, and gang bosses seem to have taken the power in the city. Who is responsible for the situation? It is up to the private investigator JR Knight and his lovely companion Faythe to find out what is going on. Cobra Mission is based on an earlier release of the same name, but was developed from scratch and has many important differences that make it an independent title rather than a port. Many locations and characters were completely re-designed, and story events added or altered. There are also more different enemy types and many more items to find in this version. Like the original game, it is a Japanese anime-style RPG with erotic content. The game takes place in Cobra City, a large town divided into several parts. The player navigates the characters through the city in top-down view, visiting various buildings, talking to people, buying weapons and items, gathering information, and fighting random enemies. During battles, the game switches to first-person perspective. Both JR and Faythe can be controlled as a party. Unlike the earlier version, the battles are not turn-based. The player must click on the picture of the enemy in real time to inflict damage. The mouse cursor is always slightly moving during battles, which makes aiming more difficult. Many enemies have weak and strong areas, and it is necessary to aim precisely in order to have success. Following completion of major quests, the protagonist rescues young women who become grateful, giving him their telephone numbers. It is then possible to visit them and participate in erotic mini-games: The player is given a certain number of turns, during which he has to perform the correct actions to seduce the girl successfully.
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<li><a href="https://archive.org/details/msdos_Codename_ICEMAN_1989">Codename ICEMAN (1989)</a><br>
In the beginning of the 21st century, Earth is experiencing a global oil shortage. Surprisingly, Tunisia remains one of the few countries still in possession of large quantities of high-quality oil. USA and Soviet governments race each other in their attempts to purchase as much oil as possible. Finally, the Soviets take a step further and kidnap the US ambassador, hoping to provoke an international incident. Naval Officer Johnny Westland is sent to Tunisia with the order of rescuing the ambassador and preventing further escalation of the conflict. Code-Name: Iceman is primarily an adventure game similar to Sierra's other works in that genre. The player navigates the protagonist in eight different directions from third-person view, and types text commands to interact with the environment. The command "Look" may be typed separately and lead to different text descriptions depending on where on screen the protagonist is positioned. The game is similar to Police Quest series in that it relies on realistic procedures, in this case military instructions, first aid, etc. The player may reach dead ends and resort to restoring an earlier save if some of these procedures are not followed properly. In addition, a considerable portion of the game consists of submarine simulation, requiring the player to navigate a submarine and fight enemy craft.
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<li><a href="https://archive.org/details/msdos_Cohort_-_Fighting_for_Rome_1991">Cohort - Fighting for Rome (1991)</a><br>
Cohort is a real-time war game of tactical battles between Roman legions. Battles are fought on one of three different terrain maps with armies of selectable size and content. Units available include foot soldiers, archers, and cavalry. Game play can be paused to give orders, and generals may rally troops.
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<li><a href="https://archive.org/details/msdos_Cohort_2_1993">Cohort 2 (1993)</a><br>
Set around 200BC to 200AD, Cohort II give you the opportunity to set up battles between Roman armies of varying size and type, between warring races of barbarians, or to pit a Roman army and barbarian horde against each other. Over two dozen scenarios are provided (with the separate Scenario Cards) for those wishing to "draw their swords" immediately into a challenging battle. Your computer opponent has a variety of different tactics at its disposal, and will vary them depending on how the battle progresses. So even if you play the same scenario again and again, it won't be the same game twice.
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<li><a href="https://archive.org/details/msdos_Colony_The_1988">Colony, The (1988)</a><br>
In one bad day for humans, mankind was overwhelmed by an alien's captors. It was written year 2013 and human armies lasted only several weeks. And now it's over. These who had been talented become robots, with embedded control chip to assure theirs obedience, serving as supervisors in remaining human colonies. You are one of them, when your transport is hit by a laser beam coming from the surface on a routine way to your new assignment, shortening out your obedience chip circuits. The transport boat lands in hurry and you see yourself like only one leaving it. Colony 28 is a side-view shooter. The goal is clear: equipped by a strong robotic body, combining alien and human technologies you must seek how to destroy an alien ship from which they dominate the Earth and control all units. To your robotic arm is mounted machine gun, which supports three sorts of ammo. When it happens that you will run out of it, you can still rely on your robotic fists. Game supports an inventory, provides a few riddles and combat is realized through "Hide and Shoot" strategy - else you are no more.
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<li><a href="https://archive.org/details/msdos_Color_Lines_1992">Color Lines (1992)</a><br>
This is the original Russian version of Lines. It is a turn-based board game. Each turn, three randomly colored balls fall on random grids of a 9x9 squares board. Your mission is to re-locate the balls (by moving one of them per turn) to form lines consisting of five or more balls of the same color. The lines can be arranged vertically, horizontally, or diagonally. Each line you build immediately disappears, giving you points. There is basically no end to the game, but your first objective is to surpass the 3000 points scored by the "king". Once you surpass him, he loses the throne and you become the new king, but the game continues ad infinitum. You lose when the entire board is filled with balls.
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<li><a href="https://archive.org/details/msdos_Combination_Lock_1992">Combination Lock (1992)</a><br>
In the simulation of another CBS' TV gameshow with 1,000 questions you can play with a friend or challenge a computer-selected opponent. The gameshow was not aired at the times of game production and released for the first time as pilot in 1996. The object of the game is to earn the most money in two Matches, rob the Vault and make a safe getaway. Match consists of two Rounds: the Number Seeker and the Combination Cracker. Round 1: The Number Seeker gameboard consists of 9 boxes, each numbered from 1 to 99. Before selecting a number, players are asked a randomly selected trivia question, with three possible answers. The first player to select the correct answer gets to choose one of the numbers on the Number Seeker gameboard. (If the first player to answer the question is incorrect, then the second player may answer the question. If both players are incorrect then another question appears.) The first available number is highlighted. The player may highlight another number to display "OPEN," "LOCKED," "CASH" or the "BURGLAR." If the box reveals: - "LOCKED," the player receives no money and play continues. - "OPEN," the player has found one of the three numbers in the combination of the Vault. The player receives $100 in Match 1 and $150 in Match 2. - "CASH," the player receives $200 in Match 1 and $400 in Match 2. - "BURGLAR," the player loses $200 in Match 1 and $400 in Match 2. If the player does not have that much money, all of the player's money is lost. Once all three numbers in the combination have been found, Round 1 is over. Round 2: The Combination Cracker gameboard consists of 6 boxes containing every possible combination of the numbers revealed in Round 1. The player(s) must answer trivia questions, using the same controls as in Round 1, to earn the chance to try a combination. The safe will turn to each number of the selected combination. If the safe does not open, a buzzer sounds and a new question is asked. If the safe opens, the player earns $400 in Match 1 and $600 in Match 2. Bonus Round: The player with the most money at the end of the two Matches enters the Vault. The Vault gameboard consists of 15 boxes numbered between 1 and 99. The selected box will reveal a cash reward or one of two BURGLARs. The player may continue to select numbers as long as there is cash behind them. After each turn, the player is given the chance to make a "getaway." If player evades, all the money earned in the Vault is kept and the game is over, or player may continue selecting numbers. If the player reveals a BURGLAR, however, all of the money won in the Bonus Round is lost and the game is over. If the player uncovers all 13 of the cash prize boxes on the gameboard, all the money is kept and the game is over. The ten top players of the game are shown in the "MOST WANTED LIST" displayed at the end of each game.
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<li><a href="https://archive.org/details/msdos_Combots_1983">Combots (1983)</a><br>
In Combots, two combat robots are put in an arena to see which can hit its opponent more times with a laser in the given time limit. To play the game, the player(s) program two combots by giving it ten commands. There are three commands the combots can perform: move, turn, or fire. The combots will repeatedly follow its commands in the arena until time runs out. (For example, you could program a combot to follow these instructions: move, fire, move, fire, turn, move, turn, fire, move, fire. The combot keeps performing these actions and you have to hope when it fires your opponent happens to be in the way at the time!) At the end of the time limit, whichever combot has more hits wins.
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<li><a href="https://archive.org/details/msdos_Commander_Keen_5_-_The_Armageddon_Machine_1991">Commander Keen 5 - The Armageddon Machine (1991)</a><br>
Commander Keen 5: The Armageddon Machine is a platform game, the fifth in the Commander Keen series as a whole, and the second in the second series Goodbye, Galaxy. Eight-year-old genius Billy "Commander Keen" Blaze, having learnt about the alien Shikadi's plans to destroy the galaxy, arrives on board of their ship, the Omegamatic, in order to destroy it and prevent the evil deed. The objective is to reach and destroy the core of the Omegamatic, but before this happens, Billy must find and destroy four machines which protect the main elevator. The game begins with a top-down map of the Omegamatic. This is the level select screen, where Billy can walk around and the player can choose the next level they want to enter. On each level, Billy has to either make your way to the exit, or destroy a vital machine if there is one on this level. Once a level is completed, Billy ends up back on the overhead map. The levels are full of enemies, mostly robots of various kinds. There are also many deadly hazards. If Keen gets shot or touched by an enemy, or falls into a pit or touches something hazardous, he dies and loses one life. Thankfully, Keen can stun most enemies with his raygun. He also carries a pogo stick which allows him to jump very high. Other items to find include: ammo, gems and keycards that are needed to open locked doors, bonus items which give score, jars of "Vitalin" (100 of them give an extra life) and the rare Keg O' Vitalin which gives an extra life.
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<li><a href="https://archive.org/details/msdos_Commando_1986">Commando (1986)</a><br>
Several levels await your super-tough Commando in this vertical scrolling game. Armed with only a standard rifle and a few grenades you must take on hordes of Nazis. Some are wandering around in the open, while others have picked out hiding places, which you must approach from certain angles. Trees, rivers and bridges create a varied combat-like terrain and must be incorporated into your thinking. Extra grenades can be collected, and will definitely be required, as they allow you to kill from distance and thus avoid some enemy shots.
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<li><a href="https://archive.org/details/msdos_Complete_Chess_System_1993">Complete Chess System (1993)</a><br>
Complete Chess System is a Chess game that allows you to play a match against your computer. The game comes with a set of historical games played by pros. With a skill level similar to those of national champions the game is meant for professional chess players. The game of chess is played in top-down 2D with icons depicting the various pieces or in 3D from the player's perspective.
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<li><a href="https://archive.org/details/msdos_Computer_Circus_Maximus_1984">Computer Circus Maximus (1984)</a><br>
A direct translation of the Avalon Hill board game of the same name, Circus Maximus. Race your chariot around the track and try to be the winner. Strategic use of your whip on your horses, another driver, or another driver's horses, lead to crashes and other fun events as you maneuver for first place.
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<li><a href="https://archive.org/details/msdos_Computer_Diplomacy_1984">Computer Diplomacy (1984)</a><br>
Avalon Hill's classic strategic board game in its first commercial adaptation. Choose a country to play as, and attempt world domination.
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<li><a href="https://archive.org/details/msdos_Computer_Edition_of_Scrabble_The_1989">Computer Edition of Scrabble, The (1989)</a><br>
Perhaps the earliest "official" version of Scrabble for the PC. This adaptation of the classic word puzzle game allows up to four players with the option of using computer opponents that can compete at 8 different skill levels. The 20,000 word dictionary can be amended by the player to include words not initially recognized by the computer. Other features include a time clock and an option to save and load games.
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<li><a href="https://archive.org/details/msdos_Computer_Stocks_and_Bonds_1982">Computer Stocks & Bonds (1982)</a><br>
PC conversion of the board game. Try to make money at the stock market. Invest in stocks when their exchange price is low and when the price rises sell them to make profit. You have $5000 in cash at the beginning of the game and 10 different securities to choose from.
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<li><a href="https://archive.org/details/msdos_Computer_Underground_1993">Computer Underground (1993)</a><br>
Welcome to the world of hackers. Computer Underground is a game where you take on the role of a computer hacker and work to destroy data on other people's computers, bank computers, and more. You even have the chance to battle other hackers (NPC). You have the ability to upgrade your software and your computer as you work to become the best hacker out there. As you successfully hack other computers, your skill level will increase. Keep from having all your own data destroyed as you work to destroy the data on the computers you are hacking. Download a virus and send it to another computer to destroy data while you protect yourself with virus shield software. And don't forget to use backup media to restore some of those damaged MB.
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<li><a href="https://archive.org/details/msdos_Conan_-_The_Cimmerian_1991">Conan - The Cimmerian (1991)</a><br>
Conan: The Cimmerian was living happily as a blacksmith with his wife in the village of Irskuld, Cimmeria...until one fateful day. A group of horsemen raided his village...Conan was knocked unconscious, awakening only to find his wife and his friends butchered in the aftermath. Conan discovers architect of the slaughter was a wizard named Thoth Amon, a high priest of Cult of Set. Sword in hand, vengeance aflame, Conan now travels south in the land of Hyborea to the city of Shadizar. Here his journey of vengeance begins... Conan: The Cimmerian is an action-adventure game with some RPG elements. The game is divided into 3 areas. The first is the overland map, where Conan may travel only between identifiable town and other locations. The second is the town map, here Conan is viewed in a horizontal 3rd Person and the last is the combat screen (or when he enters houses) where Conan is viewed in vertical 3rd Person. Conan may also view his character status and inventory sheet, anytime during the course of the game. Gameplay consists of exploration and combat. The exploration element in the game sets Conan to find his way around towns and hidden locations, often breaking in houses and searching the premises for hidden loot. Towns consist of various places to visit, among others temples which usually offer quests, shops offering weapons and other items, and inns to stay for a health boost. NPC's may be conversed with to seek information, while the tougher-looking types may be provoked into combat. Combat is real-time, one-on-one with Conan on the left and the opponent on the right, consisting of only movement to the left or right and attacking. There are no defensive maneuvers. Both must now keep on attacking until the health bar of either side drops to zero. If Conan wins, he may search the remains and may find loot. At the beginning of the game, Conan may only use one sword style (swing) out of three available sword styles. Additional sword styles may be trained by a sword master.
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<li><a href="https://archive.org/details/msdos_Conflagration_1993">Conflagration (1993)</a><br>
MS-DOS: Conflagration by (1993)
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<li><a href="https://archive.org/details/msdos_Conflict_1990">Conflict (1990)</a><br>
Conflict is a political/strategy simulator, inspired by a prediction of how events in the Middle East could unfold in the 1990s. In this 1997, the Israeli prime minister dies (either by assassination or by bomb blast), and you're appointed as the new prime minister. In the game you have to make and follow political policies regarding other countries in the Middle East, control intelligence and purchase arms, try to beat the other countries in the nuclear race and keep peace with the Palestinians and, of course, conduct battles with other countries.
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<li><a href="https://archive.org/details/msdos_Conflict_-_Korea_the_First_Year_1950-1951_1992">Conflict - Korea the First Year 1950-1951 (1992)</a><br>
Conflict: Korea is a detailed wargame/simulation which concentrates on the first year of the Korean war. Three historical scenarios let you become General MacArthur or the commander of the North Korean forces. A hypothetical 1995 scenario is also included. Game mechanics are similar to other games in this Strategic Simulations series of games, such as Conflict: Middle East, Second Front, and Western Front.
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<li><a href="https://archive.org/details/msdos_Conflict_in_Vietnam_1986">Conflict in Vietnam (1986)</a><br>
The third and final installment in Microprose's Command series of war games simulates five key battles in Vietnam, beginning with the defeat of the French colonial army in 1954 and culminating in the 1972 victory of the Viet Cong against South Vietnam forces. Conflict in Vietnam adapts the well tried "accelerated real-time" game system of its predecessors to the jungle combat situation in Indochina, with its bizarre balance of power, specific technology (such massive use of helicopters) and unique strategic challenges. Impressively complex for its time, the simulation calculates a day-night-cycle, weather, terrain, supply lines, formations, unit organization and experience, to name only the most important factors. Two players can compete head to head on one computer, soloists may randomize the enemy priorities in some scenarios for added uncertainty on the battlefield. Even more so than in the previous games, designer duo Sid Meier and Ed Bever stress the educational aspect of their well-researched historical simulation: the manual is designed as a complementary read that offers extensive background information to the five scenarios and their 'what if' variants.
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<li><a href="https://archive.org/details/msdos_Congo_Bongo_1984">Congo Bongo (1984)</a><br>
Congo Bongo is an arcade platform game similar in many ways to Donkey Kong, but with an isometric perspective. The player takes control of a safari hunter who is searching for an ape named Bongo, determined to punish him for setting the hunter's tent on fire. The game consists of four one-screen stages, each with an objective to jump on platforms and reach the top. Various animals will try to stop the protagonist: for example, in the first level a large gorilla throws coconuts at him. The hero has no offensive abilities and must jump or otherwise avoid enemy attacks. Stages may contain obstacles or hazardous spots that would kill off the main character.
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<li><a href="https://archive.org/details/msdos_Connex_1992">Connex (1992)</a><br>
Starting this game will remind you of Pipe Dream, but the gameplay is a bit different. You will still make a pipe using various pipe pieces that appear. However, you don't get points for how long your pipe goes or how many times you overlap the pipe. Instead, you get points for how many loops you can make. If you complete a loop, it will disappear and you will get points for it. There is a timer that will continue to go down which makes the game more of a challenge. The timer can be increased a lot by completing loops, or a little by placing pieces.
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<li><a href="https://archive.org/details/msdos_Conquered_Kingdoms_1992">Conquered Kingdoms (1992)</a><br>
It's all out war against the computer, another person or via the internet! It's got EVERYTHING; humans, dragons, wizards, other creatures. Then you choose the map you want or have a randomly generated one made for you. The difference between this and other Risk-type games is that you have to take into consideration you MUST have commodities to continue your army's growth. Therefore you must gather as much gold, wood, etc. to keep your army going strong and to continue to build it up. On top of that, you must conquer as many towns, castles and fortifications as possible before the turn limit runs out.
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<li><a href="https://archive.org/details/msdos_Conquest_1992">Conquest (1992)</a><br>
Conquest is a Risk clone which uses the same game rules as the original game. The player places his/her army on the given map and must conquer the majority of the lands to win. Attacks can be made to adjacent lands and are made in turns. Once a battle is won the winning player can move their armies into the territory they just won. Eight people can play via modem or shared keyboard or other players can be assigned to the computer's AI. One variation on the theme this game presents are two unique maps, one very geometric map and one map representing Australia where the entire game is played out in territories of Australia.
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<li><a href="https://archive.org/details/msdos_Conquest_1983_1983">Conquest (1983)</a><br>
Conquest is a variant of the arcade game Joust. The player starts with four lives and controls a giant bird in the prehistoric age to battle pterodactyl warriors. The giant bird has the ability to run and to fly by constantly flapping its wings. Defeating pterodactyls is done by slamming into the pterodactyls (which bears no visual resemblance to actual pterodactyls) from a higher altitude; a lower altitude will result in death, while vertical altitude will result in the player and the pterodactyl bouncing off each other. Successfully slamming from a higher altitude will turn the pterodactyls into eggs, which may bounce away, as well as award the player with points. Additional points may be gathered by collecting these eggs. The game is divided into different rounds which will introduce more challenges: additional pterodactyls, which will spawn at any one of the eight green spawning areas; the lower ground will disappear and introduce wind current affecting the gravitational velocity of all moving objects in the game; the default six platforms may also change into fewer platforms; and an indestructible dragon may occasionally appear, resulting in instant death when collided with.
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<li><a href="https://archive.org/details/msdos_Conquest_of_Japan_1992">Conquest of Japan (1992)</a><br>
Conquest of Japan is a strategy title in which the player must conquer their opponents' cities on the Island of Honshu in 16th century Japan. The ten cities must be occupied to win, which can be done by forming armies to defend their five cities and attack those of the opponents. When a city is taken, any mobile army that came from that city is automatically disbanded. In this way, potentially overwhelming forces can be routed by conquering their cities -- but only if the player can conquer the city before its army reaches its target. Depending on how the cities are located at the start of the game, players may find this to be a key part of their campaign strategy. When armies battle, the game switches from the strategic map to a tactical one. Formations, unit orders, and morale are factors in the tactical battles.
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<li><a href="https://archive.org/details/msdos_Conquests_of_the_Longbow_-_The_Legend_of_Robin_Hood_1991">Conquests of the Longbow - The Legend of Robin Hood (1991)</a><br>
The year is 1193, and the Third Crusade has just ended. Richard the Lionheart, King of England, returns to Europe from the Holy Land. On the way, he is ambushed and abducted by the soldiers of the Austrian duke Leopold. The duke demands a large ransom to be paid in exchange for the king's freedom. However, the king's brother, Prince John, is content with the situation and plotting to take the throne for himself. That is when the legendary Robin Hood, one who robs from the rich and gives to the poor, decides to raise the money needed to liberate the king, with the help of his fellow outlaws of Sherwood Forest. Conquests of the Longbow is an adventure game and a follow-up to Conquests of Camelot. It uses an icon-based interface common to most contemporary Sierra adventures. Like its spiritual predecessor, it differs from most other games in the genre by reducing traditional inventory-based puzzles in favor of exploration and varied tasks dictated by the situation at hand. These include talking to characters, gathering information, making decisions, solving riddles, or participating in mini-games such as combat, archery contest, and Nine Men's Morris (with adjustable difficulty). The game is divided into days; each day is completed when certain tasks have been fulfilled. It is, however, possible to fail some of those tasks and still advance the plot. Several situations can be handled in different ways. The player's decisions affect Robin Hood's ranking towards the end of the game. Number of points scored, the amount of money collected for the ransom, and the fate of Robin's fellow outlaws are considered when awarding the rank. Depending on these factors the player reaches one of the four possible endings, ranging from Robin getting hanged to a happy conclusion of his love life.
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<li><a href="https://archive.org/details/msdos_Construction_Bob_in_the_Bouncing_Factory_1993">Construction Bob in the Bouncing Factory (1993)</a><br>
The user controls a trampoline. This trampoline can be moved across the bottom of the screen, horizontally. "Bob" jumps on this trampoline, and each time Bob hits the trampoline, he jumps higher than the previous time. On the top of the screen, there are some items that can be collected. When Bob hits the edge of the trampoline, he jumps to the side: you will have to move the trampoline to catch him the next time, because he will fall off and die otherwise. The objective is to collect a number of items at the top of the screen. When you have done so, the level is finished, and you proceed to the next level. If Bob falls on the ground (besides the trampoline), he dies. Bob has a number of lives; each time a level is finished, one extra life is added. If Bob has no lives left, the game is over.
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<li><a href="https://archive.org/details/msdos_Continuum_1990">Continuum (1990)</a><br>
Continuum is a 3D game viewed from third-person perspective. The player pilots a "Mobile", a craft which bounces off of the platforms that fill the rooms. The player can rotate the craft left and right, thrust it forward, and move the camera up and down for optimal viewing. The game contains 256 rooms, which the player explores while in search of 16 crystals and 16 cubes. The Mobile bounces from platform to platform, making its way around the room to the doors that lead into other rooms. On the way, the player encounters many other creatures and vehicles, as well as surprises, such as rooms with reversed gravity. There are two modes of play: Emotion and Action. * In Action, players start in the central room, and work their way around with a time limit. Players gain time when going into a room they haven't been in before, and when crystal or cube power-ups are picked up. When time runs out, the Mobile explodes and the game ends. * In Emotion, players can choose to start in any of the 12 regions into which the 256 rooms are grouped. The regions are arranged in the context of different areas of the human brain. While there is no timer, players also can't explore beyond the region that is chosen.
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<li><a href="https://archive.org/details/msdos_Conways_Game_of_Life_1996">Conway's Game of Life (1996)</a><br>
Some programs conventionally considered games are simulators that have been described as "software toys", such as Little Computer People or the iterations of Will Wright's Sim franchise, concerning themselves with the life cycles of simulated entities; in The Sims, it's the lives and deaths of people being simulated, while in Conway's Game of Life, it's the lives and deaths of single-celled entities (or "cellular automata"). These entities live on cells of a flat, 2D binary Cartesian grid and their life and reproduction is dictated according to a few demanding conditions. From step to step, their amount of adjacent neighbours (above, below, on the sides and diagonally) are measured: fewer than two or more than three, and the inhabitant of the cell will die; exactly two or three and they will remain stable; finally, any uninhabited square with three neighbours will spawn forth a new entity. The player is a Newtonian clockmaker god, arranging starting conditions of cell locations on the grid and then setting the system into motion to continue, untouched and unabated, as the game plays itself, evolving, and generations of cells tick along and produce kaleidoscopic patterns, flickering oscillators and stubborn, stable little clumps and lumps (or "still lifes"). The game was originally worked out slowly, by hand, on grid paper, blackboard or using tiles on a Go board, after being popularized in Martin Gardner's "Mathematical Games" column in Scientific American in October 1970, but increasing availability of computers have enormously expanded the options available (and enormously reduced the time and labour needed) to cell pattern researchers.
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<li><a href="https://archive.org/details/msdos_Cool_Spot_1994">Cool Spot (1994)</a><br>
Cool Spot is a colorful 2D platform game featuring the 7-Up mascot as the main protagonist. The game objective is fairly simple and straightforward. The player character has to collect enough number of cool points throughout each level in order to find and rescue his captured uncool Spot buddies and complete the game.
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<li><a href="https://archive.org/details/msdos_Cool_World_1992">Cool World (1992)</a><br>
A licensed game based on the live action/animation movie "Cool World" You play Frank Harris and your task is to stop Holli Would from entering the real world. You accomplish the levels by shooting doodles and collecting coins. Gameplay is set by 4 World with 4 levels each. Same as the movie, the game is based in cartoon graphics.
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<li><a href="https://archive.org/details/msdos_Corncob_3-D_The_Other_Worlds_Campaign_1992">Corncob 3-D The Other Worlds Campaign (1992)</a><br>
Corncob 3-D: The Other Worlds Campaign is an alternate version of the original Corncob 3-D which could be purchased directly from the manufacturer. After successfully driving out the alien invasion in the original game, the aliens have taken refuge in the other planets of the solar system! They're definitely planning a comeback, but the governments of the world have joined forces again, this time to drive them out of our solar system! Part sequel, part expansion, the game is now set in six different alien planets. It also has these new features: * 130 new missions * A mission and sound editor * Expanded documentation and an extensive level creation tutorial * In-game score and stat reports
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<li><a href="https://archive.org/details/msdos_Corncob_Deluxe_1994">Corncob Deluxe (1994)</a><br>
Corncob Deluxe takes place in an alternative history where World War II never happened. But all is not well. Instead of fighting Nazis, the world must deal with an even more deadly enemy...aliens. You take control of the Corsair "Corncob" and fight off the invaders in this sci-fi air-combat simulation.
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<li><a href="https://archive.org/details/msdos_Corsarios_1989">Corsarios (1989)</a><br>
As the name indicates, Corsarios is a game focused on sea affairs, which consists of two independent parts. On the first one, you will be on a wild island, a place in which we will have to face endless hordes of pirates whose only obsession will be killing us. Some of them will use all kind of deadly weapons, such as the famous saber or a blunderbuss. Luckily for us and unfortunately for them, our protagonist is quite capable when it comes to fight with punches and kicks. So if all goes well, you will find a small boat which is awaiting you at the other extreme of the island. The second part, to which we can access without the need of finishing the first one, takes place in a pirate galleon. There we will have to represent the role of the hero once again and we should try to rescue the beautiful damsel. Now the game system is quite different from the first part, because we will be no longer able to directly blow our enemies, but we will have to use a sword to finish with all of them. The objective consists in ascending to the pirate flags which are in the different masts of the ship and, in the end, to arrive where the girl is before she ends being food for sharks.
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<li><a href="https://archive.org/details/msdos_Cosmic_Crusader_1982">Cosmic Crusader (1982)</a><br>
Cosmic Crusader is to Galaxian as Space Strike (by the same programmer) was to Space Invaders. An alien space fleet has discovered the location of Earth, and - being an alien space fleet - immediately sets out on the attack. The only thing standing between the enemy and total Terran termination is you - the player, with your puny gunship that's stuck to the bottom of the screen and can only move left and right. Each stage pits you against a contingent of alien ships hovering menacingly above you. Occasionally, an enemy will break formation and go out on a sortie, diving towards you while shooting - only to re-emerge at the top of the screen. The different ship types have different offensive maneuvers. Shooting them in the midst of a dive scores more points than picking them off in formation; some will bring their buddies along and go out in triads, which net you a special bonus if destroyed in the right order. Another bonus is awarded for eliminating the command ship that comes along once per level, shoots at you and runs off. You can temporarily protect yourself by activating your shields (at the cost of your ability to fire) - knock down the occasional floating disc to get an extra one. You start with three ships, and gain a new one for every 2000 points scored. 9 difficulty levels are available.
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<li><a href="https://archive.org/details/msdos_Cosmic_Sheriff_1989">Cosmic Sheriff (1989)</a><br>
Cosmic Sheriff is a shoot 'm up game and you control Peter Jones, the Cosmic Sheriff who has to take out the rebels on a remote moon and shut down the pumps. In the year 2023 the element cobalt has become an element of great strategic importance for the human race. The last deposit in the galaxy is on IO, the third moon of Jupiter. An extraction plant has been installed but has been sabotaged by rebels. The rebels placed pumps that will explode if their request is not agreed upon. Orbital station TERRA-1 sends Peter Jones, the Cosmic Sheriff - controlled by the player - who is the best laser sniper of the galaxy. His mission is to deactivate the pumps and to end the saboteurs. The station has three zones: Zone 1. The warehouses Zone 2. Computer and control Systems Zone 3. The surface Zone 1 consists of three levels and contains two pumps, zone 2 consist of 5 different levels and it is necessary to deactivate four pumps. Zone 3 consists of 9 levels and has 6 pumps that must be deactivated. The pumps are always hidden behind doors, and Peter needs find and deactivate them before time runs out. Locked doors can be opened by firing on them and contain a digital indicator on which you can read how many times you need to fire. Beware, the base station is filled with all sorts of enemies. Aliens, called Maiketrons and the cause panic, invaders that carry laser guns. Androids, called Teeas. Tanks that equipped with revolving turrets. Mercenary soldiers from the planet Zorak called Lagartrones. They fight for the rebels.
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<li><a href="https://archive.org/details/msdos_Cosmic_Soldier_-_Psychic_War_1989">Cosmic Soldier - Psychic War (1989)</a><br>
The Century Parody is a powerful battleship on its way to the trade station Samar. Shooting out of the KGD Star System in the year 3656 and into the Quila System you will land on to the mysterious trade station and along with your android companion Kayla uncover an ancient mystery. Cosmic Soldier: Psychic War is the sequel to Cosmic Soldier. Like the first game, it is a "dungeon-crawling" RPG where you control your character as he explores the many levels of Samar, encounters Psychic soldiers and fights in mental battles. Unlike the first game, the battles here are action-based, requiring quick reaction and timing. When encountering an enemy character you can shoot him or her with your mind beam and hopefully beat them. You will find clues and objects on your adventure which you can question Kayla with. You can use different psychic powers to fight, explore and defend yourself. Along the way you can also find allies that will want you join you on your quest and you will be able to use these characters as well in your battles.
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<li><a href="https://archive.org/details/msdos_Countdown_1990">Countdown (1990)</a><br>
Mason Powers, a former CIA agent, awakens in a Turkish asylum with many of his memories erased. Gradually recovering from his amnesia, Mason realizes that he has been locked up for allegedly murdering his supervisor. Convinced that he is innocent, Mason eventually escapes from the mental hospital. However, that brings him back to his old job, where he becomes entangled in a world-wide conspiracy of espionage, terrorism, and murder. Countdown is an adventure game with emphasis on traveling and conversation, though inventory-based puzzles are present as well. Over the course of the game the protagonist travels to many different locations around the world, though the areas themselves are fairly small. Interaction is performed by choosing verb commands such as Look, Get, Taste, and others. There are no "hot spots" that indicate than an object can be interacted with. A bulk of the game is dedicated to conversations, which include, among others, special commands such as Help, Hassle, Pleasant, and Bluff. Sometimes choosing a wrong action may lead to a premature end of the game. A few segments involve navigating top-down mazes. It is possible to die in various ways and also get irrevocably stuck. The game imposes a time limit of ninety-six in-game hours on the player. Certain actions - such as spending more money and traveling by plane instead of a train - may help the player stay well within this limit. The game is notable for using digitized photography alongside hand-painted graphics; character portraits are all scanned photos. It also uses digitized music and speech samples, which can be heard even with a PC speaker thanks to a special software.
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<li><a href="https://archive.org/details/msdos_Countdown_to_Doom_1987">Countdown to Doom (1987)</a><br>
After your spaceship's crash-landing on Doom's inhospitable surface, you emerge from the wreckage to realise that unless you can locate the necessary spare parts your ship will corrode away in a mere 400 time units. Explore a exotic new world in this classic text-adventure.
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<li><a href="https://archive.org/details/msdos_Cover_Girl_Strip_Poker_1991">Cover Girl Strip Poker (1991)</a><br>
Yet another strip poker game. What is there to say about it? Well, here you can play with up to three players against one of eight digitized women. Each time you make a girl lose all her money, she takes off some of her clothes (4 of the 8 girls feature "movies" of the strip, which consist of half a dozen frames). At the beginning of the game, you may select your language at the beginning and can also choose to turn the girl's comments on or off. Finally, the game features a zoom function with which you can get even bigger pixels.
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<li><a href="https://archive.org/details/msdos_Crack_Down_1990">Crack Down (1990)</a><br>
Crack Down is a time-limited action game. The two heroes, Ben and Andy, have to get through the levels as quickly as possible placing bombs on X marks scattered around the levels. Although the levels are heavily defended, the player has an array of weaponry including a cannon, machine gun, and superbombs. The game may be played as either a one or two-player game.
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<li><a href="https://archive.org/details/msdos_Crack_of_Doom_The_1989">Crack of Doom, The (1989)</a><br>
Return to Mordor, where a dull red sky is filled with the dust and heat of Mount Doom. Brave the ash-covered wastelands of Gorgoroth, the blood-splashed courtyards in the Tower of Cirith Ungol, and a horrifying torture chamber guarded by grinning, brutal orcs. In this adventure you will be playing as Sam Gamgee and will begin outside the gates of Cirith Ungol. Dare you enter the Tower and try to save your beloved master, Frodo? Or should you somehow try to complete the quest alone, and hurl the Ring of Power into the fires of Mount Doom?
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<li><a href="https://archive.org/details/msdos_CRASH_1996">CRASH (1996)</a><br>
Crash is a Tron-like game distributed according to the freeware (for the DOS version) and shareware concepts (for the Windows version). Depending on these versions, human players can be up to two (DOS) or four (Windows), against up to ten (DOS & Windows) computer-controlled players. The year is 2234 and the government invented crash races to control the people, according to the story of this game. Futuristic cars are equipped with rockets and turbos and all you have to do is to stay alive until the end of the race, since there will be only one winner, that will take all the money offered by the United Planet Federation (UPF).
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<li><a href="https://archive.org/details/msdos_Crazy_Cars_1987">Crazy Cars (1987)</a><br>
Starting Titus' racing series of third-person perspective racing games, Crazy Cars encompasses the American Cross Country Prestige Cars Race. This takes in several parts of the USA, in several powerful cars. Initially you have a Porsche 911 Turbo in your hands, but this can later be upgraded to a Lamborghini and then a Ferrari. There are other cars on the road, which you must avoid contact with. Bumps and divots in the road throws the car off course, as does contact with any of the roadside barriers. Each race must be completed within the time limit.
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<li><a href="https://archive.org/details/msdos_Crazy_Cows_1998">Crazy Cows (1998)</a><br>
Crazy Cows is a strategy game much similar to the turn-based combat modes introduced by games like Jagged Alliance or X-Com, although less complex. The game itself consists of one big battleground where two teams - the Grey Cows and the Brown Cows - fight each other. Each team must battle each other for victory until the last cow wins. Each team has a number of cows that will fight for the cause. The teams have no advantages or disadvantages and only differ in color, like in chess. The battleground map, other than the two herds, also consist of scattered weapons: a katana sword or a shotgun and various terrain. However, the battleground map also introduced fog of war, where both team players must search the grey areas in order to achieve line of sight. Once they grey area's are explored, it stays that way. The game play is divided into two major modes, movement and combat. Movement consists of moving the cow in accordance with the Movement Points (MUs). While moving, the cow can usually search and explore the battleground to find enemies and weapons, as well as pick up weapons, which is done automatically by moving to the square where the weapon is allocated. A cow picking up a katana (melee) automatically becomes a Ninja Cow in a ninja outfit. A cow picking up a shotgun because a Mean Cow Punk with black shades (ranged). Cows can also move into strategic squares for defence or offence. Combat depends on what weapon the cow wields. If the cow is a ninja, eventually it has to come within range of the enemy cow, i.e. an adjacent square. Shotgun cows can attack enemy cows at range within line of sight.
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<li><a href="https://archive.org/details/msdos_Crazy_Eights_1988">Crazy Eights (1988)</a><br>
This adaptation of the classic card game was included in Big Blue Disk #21. In it, the player faces a computer opponent, using the keyboard to pick which card to play next. As in the card game, the player's object is to get rid of all of his or her cards as quickly as possible. The player must match either the value or suit of the previous card played, and eight cards are wild. If a card cannot be legally played, the player must draw, thus moving farther away from victory.
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<li><a href="https://archive.org/details/msdos_Crazy_Shot_1989">Crazy Shot (1989)</a><br>
This is a rather simple shooting range game simulating what one might find in an amusement park. From the menu you can choose between six different shooting range events such as shooting at moving ducks or shooting at balloons. When you run out of time or bullets you are presented with a prize that corresponds to how well you did on the event, for example a key ring if your aim was really bad.
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<li><a href="https://archive.org/details/msdos_Creepers_1992">Creepers (1992)</a><br>
Help your worm change into a butterfly by getting past obstacles. You will use a lot of tools and your intelligence. Gameplay is similar to Lemmings, but now with bugs.
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<li><a href="https://archive.org/details/msdos_Crime_and_Punishment_1984">Crime & Punishment (1984)</a><br>
Crime and Punishment is a courtroom simulation, where you play the judge. The emphasis lies on deciding the punishment, rather than if the person is guilty or not - that has already been decided. The aim is to receive as many Gavels as possible (out of ten), by choosing the same sentence as a judge. Cases range from perjury and theft right up to murder and rape. To help you make your decision, you can receive information about the crime. This includes the damage caused by the crime, the villain's background and personal circumstances, and his/her motive. Be aware that the more information you ask for, the less gavels you receive. The AI can sometimes produce surprising choices of sentences.
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<li><a href="https://archive.org/details/msdos_Crime_Does_Not_Pay_1990">Crime Does Not Pay (1990)</a><br>
Crime Does Not Pay is "Officially Endorsed by the Mafia." In this game the player can play as the Godfather, femme fatale, or the Killer. The player can use mobsters in order to bribe, blackmail, or fight. Play as either the Chinese or Italian gangs to get money and power. The player will be up against punks, cops, killers, and rival gangs.
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<li><a href="https://archive.org/details/msdos_Crime_Fighter_1993">Crime Fighter (1993)</a><br>
In the near future, gangland crime runs rampant. And you and up to three other friends are fighting to become the boss of the criminal underworld in a small city. You must commit various crimes, such as burglary, pickpocketing, robbery, kidnapping, assassination, and smuggling to climb through the ranks. Each type of crime has a minigame attached to it, be it tactical fighting, item pushing puzzles, breaking a code, sneaking past guards, or running through halls, trying to stay away from the cops. Eventually you will command up to 9 other gangsters to help you rise to power. Crime Fighter can be played by up to four people at the same machine, though a single player mode is available as well.
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<li><a href="https://archive.org/details/msdos_Crime_Time_1990">Crime Time (1990)</a><br>
Crime Time is a more or less classical 3rd person point-and-click adventure, with the major difference that you don't click on the graphics, but on controls below the graphics. Actions are done by clicking on words, as is movement. The story is a classical mystery setting: two friends go hitchhiking, and since it's raining so bad, they rest in a small hotel. One of the two starts to drink till he's totally out of control. He stumbles into the wrong room, gets knocked out and wakes up next to a corpse. Now, you have to prove you didn't do anything.
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<li><a href="https://archive.org/details/msdos_Crisis_in_the_Kremlin_1992">Crisis in the Kremlin (1992)</a><br>
One of the few political sims available, take over the Kremlin as one of the three Russian leaders (Ligachov, Yeltsin, or Gorbachov), determine your foreign and domestic policies, and react to the crises that happens (like the Chernobyl crisis). Keep yourself in office by keeping both the Nationalists and the Reformists in line. Can you do better than Gorbachov himself?
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<li><a href="https://archive.org/details/msdos_Crosscountry_Canada_1991">Crosscountry Canada (1991)</a><br>
Another installment in the geographical educational Crosscountry series represents the map of Canada. Players drive an 18-wheel truck around the country picking up and delivering a variety of commodities with typed-in commands (TURN ON MOTOR, LOOK AT MAP, REST, REPAIR, GO TO GAS STATION, etc.). As players travel between the cities, they learn valuable skills such as problem solving, map reading, and decision making. They'll learn time management, decide when to eat and sleep, and watch road conditions. The game is available for 1-2 players.
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<li><a href="https://archive.org/details/msdos_Crossfire_1983">Crossfire (1983)</a><br>
In this adaptation of the arcade game Targ your job is to defend your city from marauding alien beasts. You can simultaneously maneuver your craft and shoot in four directions while patrolling the regular grid of streets - the enemy has surrounded your city block, and attacks are coming in from all sides as the aliens swarm in with all guns blazing. To survive, you'll have to blast your way out by darting in and out of the line of fire and taking down the assailants with your own volleys: once they're all eliminated, you go forth to the next level, to face yet another wave. Ammunition is limited, and from time to time you'll have to restock by picking up a fresh supply. Every level contains four bonus crystals: as time goes by, they emerge one-by-one to be picked up, and each is worth twice as much as the last. The game starts you off with three ships, though you get a fresh one for every 5000 points you score.
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<li><a href="https://archive.org/details/msdos_Cruel_World_1993">Cruel World (1993)</a><br>
Made by the Israeli company Makh-Shevet, Cruel World is a tribute to the famous game Prince of Persia, having identical gameplay and looking very similarly to the classic platformer. The hero is an innocent citizen who was thrown into a deep dungeon without trial and explanation. The goal is to escape from prison. Just like the prince, the hero must perform a variety of runs and jumps, fight enemies (skeletons and others) in real-time combat, and occasionally solve environmental puzzles.
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<li><a href="https://archive.org/details/msdos_Crusade_1995">Crusade (1995)</a><br>
Despite the name, this game is not about the historical crusades. The scenarios in Crusade are fully fictional and in the campaign you spend your time conquering hostile castles. The graphics are the standard look of round-based tactical games: A map with hexagonal fields. You can use 15 different units, from combat troops to magicians and spies. Other possibilities are ships or even dragons, which have a better attack range than regular troops. In combat it is not only crucial to have good attack and defend values - the mere mass is important too. That's why you can group up to 50 soldiers together. Additional to the combat you have to ensure of the supply chain with corn by conquering villages and farms or your soldiers will die of hunger instead of by the sword. In the options you can change several settings to spice up the game. The game features two editors to change the provided missions and create your own.
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<li><a href="https://archive.org/details/msdos_Crusade_in_Europe_1985">Crusade in Europe (1985)</a><br>
The first of the Command Series of tactical wargames released by MicroProse in the mid-1980s, Crusade in Europe is the descendant of Meier's first wargame, NATO Commander. Sid Meier and Ed Bever, Ph.D., collaborated on Crusade's design, which (along with the game's manual) shows an enormous amount of research and attention to historical detail. As the title suggests, the game's focus is the European Theater of World War II in 1944-45, and the Normandy Invasion in particular. Although there are only five scenarios, each can be customized through multiple variants (with different initial deployments and reinforcement schedules) and levels of difficulty. Another nice feature is the ability to play using either traditional boardgame symbols or unit icons. Both sides (Allied and Axis) can be played, and two players can play head-to-head in hotseat mode.
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<li><a href="https://archive.org/details/msdos_Crusher_1991">Crusher (1991)</a><br>
Crusher is an action puzzle game where you must complete multiple tasks in order to win. You are in a dungeon and must collect 10,000 points before receiving your first objective. To collect points, you must collect diamonds and crush your enemies. While doing so, you must avoid running out of oxygen by collecting oxygen tanks, and you must break through walls using TNT that you find along the way. The game is played in a 25 room map. Once you get the 10,000 points and receive your first objective, you learn why you are really here: a maiden in distress named Eve. But there is more - play the game to find out all the various objectives you must complete to win it.
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<li><a href="https://archive.org/details/msdos_Crystal_Maze_The_1994">Crystal Maze, The (1994)</a><br>
A game based on the successful UK TV Show (1990 - 1995) of the same name. You have a team of six which you lead around the maze. There are four zones: Ocean, Aztec, Medieval and Futuristic. There are four types of game, Physical, Mental, Skill, and Mystery. Every game you win earns you a time crystal worth 5 seconds in your final destination, the Crystal Dome.
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<li><a href="https://archive.org/details/msdos_Crystal_Pixels_1997">Crystal Pixels (1997)</a><br>
Crystal Pixels is a 3D "simulation" from the mid 1990's, created by Alessandro Ghignola, who has gone on to create such works as Noctis, which is a detailed fictional space simulation project. The game was originally written in Italian, and has recently been converted to English. It utilizes blue wireframe graphics at 320x200 resolution. Crystal Pixels does not directly fit into any genres. Rooms and platforms sit in a void of space, encircling a lone star. These small rooms, called "pixels", can either have objects in them, or be entirely empty. When an explorer lands on one, they can move objects around, and can add and remove objects as well. This program does not have a preformed plot or goal to it, but instead allows the user to do with it what they like.
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<li><a href="https://archive.org/details/msdos_Crystals_of_Arborea_1990">Crystals of Arborea (1990)</a><br>
Mogroth, the deity of chaos, was enraged by the gods' decision to banish him from the pantheon. Plotting revenge, he began poisoning the minds of the nations of the world. Black elves and orcs became his minions. The gods flooded the land in response, secluding the island kingdom of Arborea as the last stronghold against Mogroth's forces. Jarel, the last Prince of the elf-like race of Sham-nirs, must find allies who would help him on his quest to obtain four elemental crystals, restore the power of the temples, and defeat Mogroth. Crystals of Arborea is an RPG which is a precursor to the Ishar games. The party of six characters roam the world (on a 2D map or by exploring 3D individual locations), defeating Mogroth's minions, gathering experience points and becoming stronger. Unlike the subsequent Ishar games, combat in this game is turn-based, and takes place on separate screens. The players must manually navigate party members on the battle field. Archers and spellcasters can use ranged attacks, while melee fighters must stand close to the enemy in order to strike.
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<li><a href="https://archive.org/details/msdos_Cubulus_1991">Cubulus (1991)</a><br>
How do you make an interesting computer game out of the venerable Rubik's Cube concept? According to cult programmer Tobias Richter, you view it from the top with all sides displayed, and allow the player to choose the number of sides, from 4 to 25. A large number of different starting arrangements are offered, grouped by difficulty. Rather than having a level-based progression, you can choose any of these from the start. A number of different tunes are provided, written by Team 17 cohort Bjo/rn Lynne.
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<li><a href="https://archive.org/details/msdos_Cunning_Football_1991">Cunning Football (1991)</a><br>
Put your ingenious strategies to good use in Cunning Football. However, your involvement doesn't end there. If you're on the offense you'll control the player with the ball and then after the snap you'll control the QB, then the player passed to etc. On defense you'll control the middle linebacker. The players, seen from a top down view and represented with letters for their position (L for Linebacker), can intercept, tackle, pass laterally. Before any play you'll get to choose from a menu as to what strategy you'd like your team to try and then see a menu that will show you what you should be trying to do according to that play. this same menu will show you the positions that key players on your team will be taking. A keyboard, mouse or joystick can be used to perform your winning moves on the field and to select plays.
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<li><a href="https://archive.org/details/msdos_Cuntlet_1992">Cuntlet (1992)</a><br>
MS-DOS: Cuntlet by (1992)
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<li><a href="https://archive.org/details/msdos_Curse_of_the_Azure_Bonds_1989">Curse of the Azure Bonds (1989)</a><br>
Outside of the town of Tilverton, the party of heroes has been ambushed, captured and cursed with five azure markings called "bonds". These bonds have dangerous magical powers that can take control of the heroes at the most inopportune times. They must now search for the source of the bonds, and free themselves from the curse. The second in the Gold Box series of role-playing games, Curse of the Azure Bonds is a sequel to Pool of Radiance. The gameplay is nearly identical to that of the predecessor and other Gold Box games. Following the AD&D rules of role-playing, the player creates a party of characters (up to the maximum of six). Two new character classes (Paladin and Ranger) are added to the four basic AD&D classes Fighter, Thief, Mage, and Cleric, which were available in Pool of Radiance. Exploration takes place in pseudo-3D environments, from first-person view. Battles (random as well as pre-set) take the player-controlled and enemy party to a top-down battle screen. Commands are issued in turn-based fashion, and the player-controlled characters can freely navigate the battle field. There is also an overview "world map" that allows instant traveling between cities.
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<li><a href="https://archive.org/details/msdos_Cyber_Police_1996">Cyber Police (1996)</a><br>
Cyber Police is a Final Fight-inspired arcade game set in the future. As a member of Cyber Police, your mission is to maintain the law and order from the evil henchmen of the Blue Scorpion gang, which are trying to sow chaos everywhere they go. To do so, you will have to make your way through the different scenarios that make up the city to try to locate Jemiah, the ruthless leader of the criminal gang. There are several characters with which to carry out your purpose (two robots: Perseus and Ishrall and one man: Duncan Dahoh), each one having its own characteristics. As in other beat em up's, you will normally fight fist to fist (or kick to kick), but when you defeat your enemies you will be able to carry their weapons until you receive an impact. With one button you will attack and with other you will jump.
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<li><a href="https://archive.org/details/msdos_Cyberchess_1992">Cyberchess (1992)</a><br>
A chess game with cyber-/Tron-like theme. The layout of the board has been modified to have pieces rest on intersections instead of squares, but the gameplay is identical to chess.
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<li><a href="https://archive.org/details/msdos_Cybercon_III_1991">Cybercon III (1991)</a><br>
The Cybercon III computer was built with the intent of looking after the world, but something went wrong--the computer killed people instead, and now the world lies in chaos. The player takes on the role of one of the few survivors, with the goal of destroying the Cybercon III computer. The gameplay of Cybercon III revolves around exploration and puzzle-solving as the player works their way through complex where the computer is stored, with the player tasked with destroying or disabling the computer and its defenses and bypassing the computer's notice, made easier by way of a secret entrance into the complex.
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<li><a href="https://archive.org/details/msdos_Cybergenic_Ranger_-_Secret_of_the_7th_Planet_1990">Cybergenic Ranger - Secret of the 7th Planet (1990)</a><br>
Cybergenic Ranger is a side-scrolling shoot'em up arcade game where you must shoot your way to success. You have to explore 7 different planets to collect some pods and discover the secret of the "7th Planet".
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<li><a href="https://archive.org/details/msdos_CyberStrike_1994">CyberStrike (1994)</a><br>
(From the back of the box): "I'ts kill or be killed. Move or die. Match wits against real players in CyberCity. Collect Power up modules to boost performance on your own personal Cyberpod. The longer you stay alive, the more powerful you become. Four teams of four players each compete for control of precious city squares. Work together or play head-to-head as you strive to blast your enemies out of their pods. Talk to your teammates or taunt your opponents. Strategy, skill and lightning reflexes are the only things that will keep you alive in this deadly world. Cyberstrike(tm)- it's multiplayer virtual reality at it's best." The objective is to stomp around blasting your foes with lasers, bombs, missiles, etc. while battling for city blocks.
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<li><a href="https://archive.org/details/msdos_Cyberwars_1992">Cyberwars (1992)</a><br>
Top-down shooter in which you must "save" the world, by going from arena to arena shooting at the other guy.
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<li><a href="https://archive.org/details/msdos_Cyril_Cyberpunk_1996">Cyril Cyberpunk (1996)</a><br>
In a futuristic Manhattan, a normal kid called Cyril is scanning the airwaves and receives some information about an alien invasion planned to take place in planet earth shortly. So he decides to take his flying skateboard and his gun and go hunt those aliens. This is a platform game where you shot your enemies and find keycards to open your way through 32 different levels (including 3 secret ones). The game also includes a level editor.
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<li><a href="https://archive.org/details/msdos_Cyrus_1985">Cyrus (1985)</a><br>
One of the world's first chess games designed for experts, Cyrus is also unfortunately one of the least known due to limited distribution. The IBM version can be played from a isometric 3-D perspective, or a traditional boring 2-D overhead view. There is a clock, which can be turned on or off. You can view analysis mode, examine game, or watch the computer play itself. The game has 16 difficulty levels!
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<li><a href="https://archive.org/details/msdos_D-Day_1992">D-Day (1992)</a><br>
This multi-genre game represents famous historical events of World War II called D-Day and related to operation "Overlord", when Allies attack Axis massively in France. The game proposes to be a general in command of Allies group and optionally perform certain actions by yourself also. Such actions include: 1. Piloting a plane over French territory to bomb strategically important places; 2. Landing on hostile territory as paratrooper; 3. Breaking through enemy lines as infantry soldier; 4. Driving a tank and fighting as a tank team with enemies in French village. All kinds of gameplay differ in looks from 1st or 3rd person perspective in simulator-like missions (tank and plane respectively) to isometric (infantry) and platform (paratrooper) with corresponding actions made in all of them. All such military actions may be played as single missions or combined and also strategically managed on the map during a real-time approach in Overlord campaign. The game progress may be saved to be restored later. Multiple options allow to turn off participation in certain or all military actions as well as adjust enemy actions including even such event as 'Hitler does not wake up'.
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<li><a href="https://archive.org/details/msdos_D-Day_-_America_Invades_1995">D-Day - America Invades (1995)</a><br>
Strategic wargame set in the campaign of the American VII corps on the Cotentin peninsula....well, D-Day. Spiritual successor to V for Victory: Utah Beach. You can play in either the allied or german side as you play on a series of pre-made scenarios or full campaign mode using the Avalon Hill's Worlds at War rules and game mechanics. Also included are a series of historical variants which can be turned on or off for each scenario. Graphics are 2d svga and the game includes modem support for two players head-to-head action.
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<li><a href="https://archive.org/details/msdos_D-Generation_1991">D-Generation (1991)</a><br>
Something has gone horribly wrong at Genoq Biolabs, Singapore. You're just a courier, sent to the building to deliver a package. Now you're trapped inside, the security system has gone crazy, genetically engineered organisms are on the rampage and things look like they could get even worse... Make your way through 10 floors of isometric action and puzzles, trying to stay alive and discover what's going on. Talk to and rescue survivors, pick up armaments and log into computer terminals. What caused the Genoq disaster? What's inside the vital package you've got to deliver? What is the D/Generation? And what is really waiting for you on the top floor of the building?
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<li><a href="https://archive.org/details/msdos_Dalek_Attack_1992">Dalek Attack (1992)</a><br>
In this game you play the role of the Doctor from the BBC science fiction program Doctor Who. The story sees you trying to stop the Daleks from invading earth with help from your companions. The gameplay starts with you flying along the sewers of London on a hover platform blasting monsters with your laser. In later levels the gameplay turns to on foot platform jumping and shooting Daleks and Robomen with your sonic screwdriver and grenades. There are three different incarnations of the doctor for you to play as well as three different companions for a second player to play co-operatively.
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<li><a href="https://archive.org/details/msdos_Daleks_1985">Daleks (1985)</a><br>
Following in the footsteps of the early UNIX game Robots (and perhaps from there the still-earlier BASIC game Chase?), this game puts the player in charge of a little protagonist, often claimed to be The Doctor, occupying a position on a top-down grid which is otherwise strewn, not with mines, but with those killer cyborgs which are his personal nemesis, the Daleks. They have no long-range weapons, but if they touch him, he will find himself ex-ter-min-ated! Fortunately for him, contact with them is as lethal to each other as it is to him. Every time he takes a step, they all draw one square closer to him; The Doctor's cunning strategy is to manoeuvre himself so as to cause their paths to intersect and the Daleks to terminally collide, leaving a pile of rubble dangerous both to him and to subsequent Daleks -- a strategy not always possible on the narrow confines of a grid. Fortunately for the good Doctor, where this game outdoes its predecessors is that he also has his trusty Sonic Screwdriver in hand, whose offensive use destroys all Daleks within a threatening one-square radius of him. Also, it allows him to teleport out of harm's way to a random location on the map -- hopefully one behind a pile of Dalek rubble, and not one within a single step of a Dalek currently on the map. In many versions both Sonic Screwdriver and Teleport use are limited. Should The Doctor survive this onslaught, he is brought to a new grid map, generally one populated with still further Daleks. Other features particular to some versions and absent from others include the use of graphical tiles vs. mere roguelike textmode character representation, and occasionally a conversion will use (universally unlicensed) sound effects taken from canonical Doctor Who sources; more commonly these games also offer a Last Stand command, to be used, like the "drop" in Tetris, when the player is so confident in the security of their location that they are willing to sit tight and grant the Daleks as many moves as it takes to either reach The Doctor or be rendered down into scrap metal through unforeseen collision. Successful use of the Last Stand often results in a score bonus; unsuccessful use of it, of course, results in The Doctor's death. (Don't worry, chances are good that he'll regenerate into a new incarnation -- not in this game, however). Some versions feature keyboard directional control (in which sometimes the player is granted access to diagonal movement like the Daleks are, and sometimes not), while others present The Doctor with a halo of directional arrows around him, to move him one step in the appropriate direction if an arrow is clicked upon. Generally he also has the option of standing in place and passing a turn.
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<li><a href="https://archive.org/details/msdos_DanDolme">DanDolme.zip</a><br>
Dan's girlfriend disappears when he least expects it, and now he's trapped in the world of video games! You control Dan, a naked man who has to navigate through a platform-filled world to find her and have sex with her, occasionally picking up some gold along the way. There are no enemies, but there are other hazards such as water or bottomless pits. Dan can also destroy certain walls and floors by urinating on them if he has found some beer.
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<li><a href="https://archive.org/details/msdos_Dangerous_Dave_in_the_Deserted_Pirates_Hideout_1990">Dangerous Dave in the Deserted Pirate's Hideout (1990)</a><br>
Guide Dave through ten terrifying levels as he tries to reclaim his trophies from a deserted pirate's hideout! This is a standard platform run and jump game although with only 10 levels it's meant to be more difficult than the usual. This game is in 16-color double-res mode on the Apple II and is essentially the same as the original Apple II hi-res version titled "Dangerous Dave in the Deserted Pirate's Hideout".
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<li><a href="https://archive.org/details/msdos_Dangerous_Dave_in_the_Haunted_Mansion_1991">Dangerous Dave in the Haunted Mansion (1991)</a><br>
Dangerous Dave in the Haunted Mansion (a.k.a Dave 2) is a sequel to Dangerous Dave. In this side-scrolling action game you run through a huge mansion with many different levels, battling all kinds of monsters and collecting items (mostly bonus points). Every so-and-so points you get an additional life, and every so-and-so levels you combat a boss. One of the things that make this game unique is that instead of just having a limited amount of ammunition, you have a shotgun and can shoot 8 bullets at any given time. However, you must wait in order for Dave to reload his gun. Another thing that sets the game apart is the ability to aim your gun in several angles (generally: up, down or straight ahead).
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<li><a href="https://archive.org/details/msdos_Dangerous_Streets_1994">Dangerous Streets (1994)</a><br>
Dangerous Streets is a colorful sprite-based fighting game in the vein of Street Fighter II. Its eight characters are diverse, ranging from fashion models to a bizarre monster "custodian". In addition to a two-player mode, the game also features single matches against the CPU and a tournament mode. The control scheme consists of the standard weak, medium and strong punches/kicks, and both keyboard and joystick controls are supported.
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<li><a href="https://archive.org/details/msdos_Dark_Castle_1987">Dark Castle (1987)</a><br>
The Black Knight has brought misery to the land, and the end way to end this is to enter his haunted house to slay him. You are the brave adventurer taking on this quest through 14 increasingly-tough zones. The bulk of the game is side-viewed, involving single screens to pass through, which incorporate ropes, cages and trapdoor. There are enemies walking, flying and hovering through this, and many of them respawn. Unusually your weapon to take them on (rocks) can be thrown through 360 degrees, which aims to make the gameplay more realistic and methodical. The screens were linked by hub screens, which the player passes through simply by clicking on a door.
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<li><a href="https://archive.org/details/msdos_Dark_Convergence_The_1993">Dark Convergence, The (1993)</a><br>
The Dark Convergence is a very rare horror adventure game from the early '90s. The plot is simple: one night the player and some friends have a car crash on a near-deserted road. The player is sent out to search for some help and stumbles on an abandoned house. Inside it bloody bodies are found, and unknown menaces from other worlds and other dimensions try to kill the player. Will you survive the night and save the day? The game is programmed in QBasic (there is even the .bas file inside the game's folder) and the engine is similar to the one used in the Hugo's House of Horror series. The player controls the character with arrow keys and types the desired action using the parser. The game focuses on a morbid atmosphere and on violence with many nasty and gory situations in it. The plot and atmosphere for some ideas are reminiscent of Dark Seed.
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<li><a href="https://archive.org/details/msdos_Dark_Designs_I_-_Grelminars_Staff_1990">Dark Designs I - Grelminars Staff (1990)</a><br>
In this fantasy role-playing game, an army of evil extra-dimensional creatures is building above the Gandolan mountains, threatening the civilized regions to the south. There is no army to defend the lands, but if a few hardy adventurers can find a magical staff in the castle of a long-dead mage named Grelminar, the gate can be closed and the invasion averted. The player controls a party of four characters, each with some standard-issue attributes: Strength, Dexterity, Constitution, Intelligence, Piety, Body Points and Magic Points. The game also features three of the usual character classes (fighters, mages and priests), and there are different spell lists for each of the spell-casting classes. Players can create their own characters or use the ones provided by the game; either way, progress is automatically saved from time to time (though there is a reset button which allows the player to start over from the beginning). The game starts out in a town (which is portrayed simply by a text-based menu system) and then proceeds into a multi-level dungeon. While exploring the dungeon, different areas of the screen display different information. There is a first-person, ninety-degree-turning view, an automap and, in some areas, a textual description. These are supplemented by random third-person, turn-based combat encounters which take place in the window that normally shows the 3-D dungeon view. In typical role-playing style, combat yields rewards of gold and experience (and sometimes equipment), and characters gain in abilities as they increase in experience.
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<li><a href="https://archive.org/details/msdos_Dark_Designs_II_-_Closing_the_Gate_1991">Dark Designs II - Closing the Gate (1991)</a><br>
Having recovered Grelminar's Staff in Dark Designs I: Grelminar's Staff, a group of adventurers must now journey to Mount Delkeina, traverse the dangerous tunnels there, defeat an evil warlord, and close the dimensional gate he is using to build an army of monsters. This sequel features the same gameplay as its predecessor, though some minor enhancements have been made, like giving clearer names to spells and pooling gold for the whole party rather than giving it to individual characters. It is possible to import a party from the previous game or to start over with new characters.
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<li><a href="https://archive.org/details/msdos_Dark_Side_1988">Dark Side (1988)</a><br>
In Driller, the Ketars attempted to blow up the moon Mitral, but you stopped them. Now, they have Energy Collection Devices collectively known as EGOs, and hope to stock them up to use towards the Zephyr One device, and direct its energy at the planet Evath, resulting in a catastrophic radiation overload. Your mission is to beam onto their base on the moon Tricuspid, and destroy the EGOs. Destroying one will buy you more of your limited time. The problem is, many are connected to at least 2 others, and those can immediately regenerate, so you must tackle them in an order in which those with only 1 connection are attacked first. You are inside a space suit, propelled by a Jet Pack with limited fuel, and possess lasers and a shield. Shield energy is limited, but can be recharged through pentagons and rods. In a world viewed through the the Freescape 3D system, you roam the verdant planet of trees, buildings and underground tunnels. Gameplay in Dark Side has more action than its predecessor, Driller. The Freescape world has a third dimension - due to the jetpack you can leave the ground and look down on the view. You can also rotate the angle and make quick U-turns. You must leave the ground to shoot the active part of an ECD, but the jetpack uses energy at a faster rate, so use this feature sparingly. You must avoid Plexors, which weaken your shield, and deflector devices, which can beam you into prison.
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<li><a href="https://archive.org/details/msdos_Dark_Woods_2_2002">Dark Woods 2 (2002)</a><br>
The sequel to Dark Woods starts in the ruined castle, where the original has ended. You, Eduin the fearless adventurer, must find your village that is located in the Dark Woods. You will not be alone. Evil creatures will try to stop you, and you will have to use your strength and mind to be successful. Dark Woods 2 is a top-down adventure game with graphics made entirely out of ASCII characters. The game world is divided into levels, which contain items that are needed to complete them, and enemies that have to be avoided or outsmarted. The game features 11 levels and the option to make/play custom levels.
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<li><a href="https://archive.org/details/msdos_Darkspyre_1990">Darkspyre (1990)</a><br>
The Gods of War, Intelligence, and Magic have created DarkSpyre, and intimidating tower full of riddles and monsters. The player takes control of an aspiring champion, whose goal is to explore the maze-like levels of the tower, retrieve five powerful runes hidden there, and ultimately save the world from destruction. DarkSpyre a top-down "dungeon-crawling" role-playing game. The player creates the protagonist, choosing gender and magic specialization (healing or offensive), as well as customizing his/her combat parameters. The game consists of navigating the tower's complex levels (39 of them must be traversed to complete the game, though there are 50 altogether), fighting monsters in action-based combat. The protagonist can equip a variety of weapons and armor; weapons can break after excessive usage, and armor will deteriorate in quality if worn for a long time. Spells are learned from scrolls found in the tower. The hero gains weapon and magic proficiency by repeatedly using the same weapon and/or spell.
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<li><a href="https://archive.org/details/msdos_Darts_1991_1991">Darts (1991)</a><br>
This simulation allows players to throw darts at a virtual board by hitting the space bar three times at critical moments. The first hit determines where the dart is aimed on a horizontal plane, the second determines the angle of the throw and the third determines the strength of the throw. The object of the game is to run out of points; points are lost by successfully hitting the dart board. Players cannot score until they have "doubled in" by hitting a double scoring area, and they must "double out" by hitting a double scoring area worth exactly the right amount of points in order to reduce their score to zero. The starting point value and the speed of the program can be adjusted.
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<li><a href="https://archive.org/details/msdos_Das_Boot_German_U-Boat_Simulation_1990">Das Boot German U-Boat Simulation (1990)</a><br>
Das Boot (literally 'The Boat') simulates controlling a Type VII U-Boat for the Nazis, in an exact recreation of submarine warfare circa 1941. Both internal and external views are provided, all rendered in full 3D. Allied submarines and surface boats are attacking you from all sides - use your Hydrophone to be aware of forthcoming threads, and use the water as protection from enemy planes. You have 4 styles of torpedo on board - Contact, Acoustic, Looping and Magnetic. All orders are sent in code, to prevent sensitive information reaching Allied forces, with an Enigma code-cracking machine built in to decipher them. There are three skill levels to play at.
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<li><a href="https://archive.org/details/msdos_Dave_Goes_Nutz_1993">Dave Goes Nutz (1993)</a><br>
Dave Goes Nutz is the fourth installation of the Dangerous Dave series. Dave has to rescue his little brother Delbert from the evil Dr. Nemesis who has hidden him in a mental hospital. Blast through levels of zombies using your shotgun.
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<li><a href="https://archive.org/details/msdos_David_Leadbetters_Greens_1991">David Leadbetter's Greens (1991)</a><br>
MicroProse made a change from military simulations by recreating golf in fine detail. This was the first golf game to operate in true 3D. This means that the player's stance and swing technique can be adjusted, and have a significant effect on the shot outcome. Although the manual's tutorial helps, it's harder to master than rivals such as PGA Tour Golf. There are six courses, an unprecedented number for a computer simulation, and tonnes of playing modes.
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<li><a href="https://archive.org/details/msdos_Davids_Kong_1984">David's Kong (1984)</a><br>
David's Kong is a Donkey Kong clone. The game consists of two parts, both played in the same level layout. First, you have to climb to the top to rescue your girlfriend while a gorilla throws barrels that roll down the ramps. When you get to the top, the gorilla throws one barrel down the middle of the platforms. This creates extra gaps in the platforms you will have to jump across. Also, a house appears at the bottom of the screen. In the second part, you have to carry your girlfriend down to the house. This time, flaming barrels move up the ramps and the gorilla throws flaming barrels aimed directly at you, in a straight line. The player can move left and right or up and down ladders with the cursor keys and jump by pressing F1. But when holding down a cursor key the player character doesn't move smoothly, so in order to manoeuvre quickly enough to avoid the barrels, you have to keep tapping the cursor keys. Also, if you jump while standing on a ladder it's instant death. The game was programmed in GW-BASIC by an unknown author, and distributed as a compiled executable.
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<li><a href="https://archive.org/details/msdos_Davidic_Matchup_1994">Davidic Matchup (1994)</a><br>
Davidic Matchup is a Concentration game, focusing on the teaching of David, from the Bible. Gameplay is similar to Concentration, where you find matching pairs of cards that are facedown. The cards are related to stories of David. 1-3 players can play and the winner is the one who matches the most cards.
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<li><a href="https://archive.org/details/msdos_Dawn_Raider_1990">Dawn Raider (1990)</a><br>
In this top-down vertical scrolling arcade shooter player controls an assault plane on its way through mechanized army forces over the Chinese territory. The plane is armed with missiles, machine gun or laser. Machine gun is transformed into powerful laser, while holding 'machine gun' key down. Progressing from stage to stage, player should keep plane's pilot alive eliminating the enemies. Each hit will decrease plane's oil reserve, and plane will crash after it is completely exhausted. Some foes drop out missiles, oil cans, and laser power cells, and player may collect or shoot them to switch between the resources to collect. The game is available for 1 or 2 players trying to complete their mission on the same screen in cooperative mode.
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<li><a href="https://archive.org/details/msdos_Day_of_the_Viper_1989">Day of the Viper (1989)</a><br>
The Sun League has been trying to fight back against the corrupted and oppressive Gar computer for many years. Now they have attacked a defense base. The only hope is for a Viper V droid to be sent in under your control to reactivate the planet's defenses. To do this, you must find floppy disks that are everywhere in the station to reboot that evil computer! To complete this task, you must fight 33 types of little robots who attack you. The action is viewed in first-person 3D, with directional arrows on screen for movement and rotation. There are 25 levels, each of which is automatically mapped as you explore it. Use turbolifts to get to them. Each object is managed by the game, and a notepad feature is provided to allow you to keep track of vital information.
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<li><a href="https://archive.org/details/msdos_Days_of_Thunder_1990">Days of Thunder (1990)</a><br>
Tom Cruise's film brought NASCAR racing to the masses, and Mindscape did the same for games players with this license. If you mentally change the driver names, it can be thought of as a recreation of real NASCAR racing rather than a direct recreation of the film. You play Cruise's Cole Trickle character (his name, like many of the others, is slightly different to that of a real NASCAR racer of the day) against your rivals on 8 tracks, based on real-life counterparts. The races are all on ovals, although the exact lengths, corner types and gradients are varied. This means that the ideal racing line on one track can put you into the wall on another. Qualifying is incorporated alongside the races themselves. From times to times you'll have to pull into the pit stop area. When doing so, you control the five members of the pit crew. Loosing time on pit will make you lose positions at the race. The other racers, however, never pit. The NES version has 3rd-Person perspective only.
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<li><a href="https://archive.org/details/msdos_Deadly_Racer_1994">Deadly Racer (1994)</a><br>
In the game you can choose one of the best rally cars, like Toyota Cerica (real Celica) and Mancia (real Lancia) Delta to try your driving skills on one of four types of track. Tracks has many obstacles to avoid, and your goal now is to win a race with less damage. The game has the same engine as Rally Championships but now you don't envolved in management and it is stunt races.
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<li><a href="https://archive.org/details/msdos_Death_Bringer_1988">Death Bringer (1988)</a><br>
The land of Mezron is in turmoil. The evil wizard Azazael has been resurrected and is now on the search for five gems which will grant him ultimate Power. You are a adventurer that has the task to stop the wizard. On your way you'll face medusas, evil cults of priestesses and many undead foes. The game features a 3D view of the world, which can be explored step by step like in many RPGs of the time, e.g. Bard's Tale or Dungeon Master.
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<li><a href="https://archive.org/details/msdos_Death_Knights_of_Krynn_1991">Death Knights of Krynn (1991)</a><br>
Death Knights of Krynn is the 2nd volume of the Dragonlance epic and is the sequel to Champions of Krynn. Characters from that game may be imported to this game. This time the party faces an undead threat that turns former friends into fierce enemies and infests Krynn with hordes of decaying monsters. The party must find the origin of these nightmarish undead creatures and eliminate it in order to save Krynn from turning into a land of undead. Like Champions of Krynn, Death Knights of Krynn introduces a different and unique character selection with the availability of the "Knight" class, unavailable in AD&D non-Dragonlance RPGs. Characters in this game may level-up to higher levels and obtain new skills as well as more powerful spells. Experienced Knights may ultimately choose one out of 3 "clans" to focus more on a different type of fighting style. Adventuring consists of either overland map travel or the standard 1st person town adventure. The player's party consists of 6 characters (of which one must be a Knight) as well as possible NPC characters joining your party. Wandering monsters will of course attack the party on occasion so gear up and prepare for undead monster-bashing combat!
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<li><a href="https://archive.org/details/msdos_Death_Sword_1988">Death Sword (1988)</a><br>
The evil magician Drax is terrorizing the jeweled city and cast a spell over the beautiful princess Marina who is forced to obey him. From the lands to the north, a hero is sent to help the city and free the princess. He is Gorth, the strongest of the barbarian warriors. With his sword in hand, he has to beat eight of Drax's best warriors and at last the magician himself. He will fight them in the woods, on the mountaintop, in the dungeon... finally reaching Drax's palace itself. This is essentially a one- or two-player fighting game where you control a big barbarian and fight another player or a computer AI. There are several kinds of hits, and some hits take off half a point while others take off a whole point. Each player has six of these "power points". They also have a special hard to perform "death sword" which decapitates your opponent, killing him with one fell swoop.
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<li><a href="https://archive.org/details/msdos_Decision_in_the_Desert_1985">Decision in the Desert (1985)</a><br>
Decision in the Desert was the second installment in the "Command Series" of tactical wargames co-designed by Sid Meier and Ed Bever and published by MicroProse in the mid 1980s. The game covers the North African theater during World War II. The design is essentially the same as in the first Command game, Crusade in Europe. Five different scenarios with multiple variants can be played. This, along with multiple levels of difficulty, gives the game significant replay value. Battles occur in real-time, though orders may be issued while the game is paused.
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<li><a href="https://archive.org/details/msdos_Dedale_1986">Dedale (1986)</a><br>
How far can you make it in this game of mazes? The object of the game is to move your character through a maze from start to finish before your points (time) run out. If you make it through, you get extra points (time) for the next level. The mazes start out very easy where you can see the path instantly and progress to more and more difficult mazes. Even if you can complete the maze, will you be able to do so in the time you have remaining?
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<li><a href="https://archive.org/details/msdos_Deep_II_-_The_Center_of_the_Earth_1993">Deep II - The Center of the Earth (1993)</a><br>
Aliens: go figure! Years ago Zybonians installed a control-center in the middle of planet Earth, so that years later, they could wrench the planet out of its orbit and bring it to their home system. (As the introduction notes: Why they want that? We don't know, but why let that get in the way of enjoying the game?) A sequel to their bottomless pit game Deep, written in Turbo Basic 1, Turbo Pascal 4 affords Deep II subtler structure and nuance. Both games follow the same basic premise -- as the documentation states: It's the same idea as Deep: you fall in a very deep pit. (Nothing is as simple as it seems: the computer randomly draws meandering cavern walls and you must direct your tethered stickman's descent so as to not collide with them, at the cost of shields.) 50 levels later, after picking up money and shield bonuses, avoiding mines, blasting through more than a little rock, and getting boosted with power-ups at automated pit stops, you too will arrive at the centre of the earth and discover the secret behind the Zybonian control-center.
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<li><a href="https://archive.org/details/msdos_Deep_Sea_Diver_1991">Deep Sea Diver (1991)</a><br>
MS-DOS: Deep Sea Diver by (1991)
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<li><a href="https://archive.org/details/msdos_Deep_Space_Operation_Copernicus_1987">Deep Space Operation Copernicus (1987)</a><br>
It is the year 2123. The genetically-programmed warriors of the Andromedan Hegemony are making the first moves to enforce their government's greatest desire: the takeover of the United Planets of Solaria's fantastically wealthy new mines in the Asteroid Belt. On Earth, capitol of the United Planets, military and political leaders are beginning frantic efforts to marshal human and material resources to fight off the alien onslaught. There is a knock at the front entrance to your dwelling. You open the door, only half-surprised to see that your visitor is a courier robot, painted in the distinctive blue-and-white uniform colors of the Solarian Armed Forces. It registers your palm-print on its signature pad, then passes you a sealed file container. You know without opening the iile that it contains a draft notice and briefing materials. In a few hours you will be in the cockpit of a Katana single-seat interceptor, perhaps fighting for your life against the invading Andromedans.... So the stage is set for Deep Space -- Operation Copernicus. As the pilot of a Katana war vessel, you will have your choice of four missions to test your skill and tactics flying--and fighting--amid the hurtling debris of the asteroid cluster known as the Trojan Group. Survival is up to you!
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<li><a href="https://archive.org/details/msdos_Defend_the_Alamo_1994">Defend the Alamo (1994)</a><br>
Defend The Alamo is a tactical simulation of the Battle of the Alamo (February 23 - March 6, 1836), a turning point of the Texas Revolution. The player takes command of Texian defenders in Alamo Mission (only a handful of riflemen and cannons), trying to fend off general Santa Anna's Mexican army, while conserving precious ammo and men. The game offers optional alternate set-ups for the battle (giving more chances to doomed defenders). Messengers can be sent with requests for reinforcements. You not only have top-down view of the mission, but also viewpoints in the four cardinal directions from the walls, where you can spot advancing troops or artillery pieces and react accordingly.
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<li><a href="https://archive.org/details/msdos_Defender_of_Boston_-_The_Rock_Island_Mystery_1992">Defender of Boston - The Rock Island Mystery (1992)</a><br>
Defender of Boston: The Rock Island Mystery is a role-playing game where the player takes on the role of a private investigator, located in Boston in the year 1921. His assignment is to go to an island called Rock Island to solve a mysterious disappearance of one Fred Black and a dangerous artifact described in the assignment brief as "The Thing", which has terrible powers for any mere mortal to control. The game begins with character development of a numerous amount of skills where you must allocate points for those skills. There is a wide array of skills from standard issue such as strength, dexterity, to more complex skills such as chemistry and ninjutsu. The interface is similar to most interactive fiction with graphic games with some additional features such as character stats, a clock, and several buttons for skills and other uses. An additional feature is using several objects and combining it into a new item. The ingredients of the object are automatically available in the skill menu, so you only have to find the appropriate ingredients during your travels. Combat occurs in real time, in the same way as travelling in the open.
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<li><a href="https://archive.org/details/msdos_Deja_Vu_2_-_Lost_in_Las_Vegas_1988">Deja Vu 2 - Lost in Las Vegas (1988)</a><br>
Dej`a Vu II: Lost in Las Vegas is the sequel to Dej`a Vu: A Nightmare Comes True. This time you wake up in Las Vegas with great headache and realize that you are Ace Harding, who has to find $112,000 of recently murdered Chicago's racketeer Joey Siegel for his boss and Las Vegas' mobster Tony Malone. You have a choice to find money in one week or classical "or else". Just for formality you are watched by Malone's thug Stogie Martin. During the investigation in Noir style you can collect and use items, talk to characters and make some decisions. The game has a multiple windows interface, which size and position you can change.
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<li><a href="https://archive.org/details/msdos_Deluxe_Ski_Jump_2000">Deluxe Ski Jump (2000)</a><br>
Deluxe Ski Jump is a shareware ski jumping simulation with full 3D graphics and simulated physics. The game contains 32 different hills, which vary in size from the tiny K50 in England to the huge K250 in Slovenia. DSJ also allows for up to 16 players (computer or human controlled) to compete for the World Cup trophy simultaneously, using the same computer. The actual jumping is performed using the mouse buttons (for jumping and landing) and by moving the mouse up and down (to angle your jumper in flight), a system which takes practice to master. There are several factors that affect the outcome of a jump, of which the most important is timing. A poorly timed "take off" will most likely drag you down and force you to land prematurely. Other factors include wind strength and direction as well as a certain knowledge of the hill you're jumping from.
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<li><a href="https://archive.org/details/msdos_Deluxe_Trivial_Pursuit_1992">Deluxe Trivial Pursuit (1992)</a><br>
Deluxe Trivial Pursuit is an improved new version of Trivial Pursuit, featuring among others 3,000 new questions, VGA 256-color graphics, music and sound effects, and a fully animated quizmaster.
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<li><a href="https://archive.org/details/msdos_Demon_Blue_1992">Demon Blue (1992)</a><br>
In the game, you are a small shaggy blue demon finding himself in a dungeon full of fallen angels, gargoyles, wasps, etc. Walking through them loses you energy, which is your life. So you have to run and jump avoiding them, collecting gems, blood drops, energy vials, and some sort of friend-demons such as eyes and tongues. On each level you have to find the keys to open a door to a magical cauldron guarded by a beautiful elf. Levels are decorated with statues of beautiful women, old men, dragons, swords, or eye walls.
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<li><a href="https://archive.org/details/msdos_Demon_Stalkers_1988">Demon Stalkers (1988)</a><br>
Demon Stalkers is essentially a Gauntlet clone. You must travel through 99 mazes, before meeting the final demon. The game features different enemies as you progress through the mazes, with clues to progression built in. There's a 2-player co-operative mode. The in-built level editor uses pull-down menus, and offers a high level of flexibility. As well as creating actual levels, you can create a integrated storyline and game world, as the text on scrolls can be edited.
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<li><a href="https://archive.org/details/msdos_Demons_Forge_1987">Demon's Forge (1987)</a><br>
For killing four palace guards, the king has banished you to the caverns of Demon's Forge. Now you must fight to stay alive and to find the exit with your life! No prisoner has ever found the exit or exited Demon's Forge! Being the greatest gladiator to ever serve the king, you may just have a chance to escape. Maybe.
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<li><a href="https://archive.org/details/msdos_Demons_Tomb_-_The_Awakening_1989">Demon's Tomb - The Awakening (1989)</a><br>
A famed archaeologist named Edward Lynton disappears mysteriously. Richard, his teenager son Richard sets out to discover what happened with his father. Unbeknown to him, the evil god Darsuggotha is trying to ascend from his dimension and incarnate on a heathen priest called Tzen. Richard must stop him, as the demon is bent on destroying the world. Demon's Tomb: The Awakening is a text adventure set on England on modern times. The game starts with a prologue to the rest of the game, where the player controls the main character's father while he is fighting for his life. After this brief prelude, the story jumps to 16 years-old Richard and his search for his father in Britain's moors. The parser is on par with the one developed by Infocom. It supports chain commands and adverb recognition, and goes beyond by adding support of mouse input and interface customization. These features are enabled on a menu that pops up when right-clicking on the screen. The optional verb menu allows complete sentence construction with the mouse. The interface can be changed to several different ways of displaying text, from a Zorkish traditional full screen output to a scrolling window. Some locations have a picture associated with them that can be displayed by pressing a key. There is support for setting up macros within the game (for example, a "IN" abbreviation for "Inventory" can be set by entering DEFINE IN=INVENTORY). The game has an online hint-system. The player gets clues by using the THINK ABOUT command with something in the game. The game supports disk saving and loading, as well as memory saving and loading (with the commands RAM SAVE and RAM LOAD, respectively).
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<li><a href="https://archive.org/details/msdos_Demons_Winter_1988">Demons Winter (1988)</a><br>
The land of Ymros was first encountered in Shard of Spring, and it returns in this follow up, which is viewed from above, but has a game-world 32 times the size of its predecessor. Your characters can include Humans, Elves, Dwarves and Trolls, each with different skills as well as generated and varying statistics, and one of 10 different character classes - Barbarian, Wizard and Scholar for Example. You will need to choose the right balance of these for your mission, which involves tracking down Malifon and gain revenge on the damage he has done to Ymros. Combat takes place via close-quarters combat and spell-casting, depending on the character's abilities. Towns can be visited to buy weapons, and you can return to your camp to worship one of the various Gods and receive their gifts such as resurrection and protection. It has also a 'skill/item' menu in which items can be used on other items to solve problems.
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<li><a href="https://archive.org/details/msdos_Denarius_Avaricius_Sextus_1992">Denarius Avaricius Sextus (1992)</a><br>
Denarius Avaricius Sextus is a text-parser adventure game similar to adventure games such as King's Quest. The game is set in the Roman city of Pompeii in 79 A.D., where the player takes on the role of a wealthy Roman citizen Avaricius aka Avvy. The objective of the game is to escape Pompeii before the (historic) volcanic eruption destroys the city. In order to do so, the player must explore the city of Pompeii for an escape route and overcome puzzles and obstacles along the way. A built-in command menu is also available as a substitute for typing the text parser commands.
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<li><a href="https://archive.org/details/msdos_Denomino_1997">Denomino (1997)</a><br>
Denomino is a single player, shareware, word building game for DOS. In this game the player uses domino-like tiles to build words. Each tile contains two pairs of letters. The player makes words by positioning their tile next to an existing tile so that one or more four letter words are made. The game takes place on a twelve by twelve grid. Points are scored based on the values on the dominoes and whether the tile covers a bonus square. The game is entirely mouse controlled. Tiles are dragged & dropped onto the game area. The right mouse button moves the tile in a vertical position while the left rotates the tile 90 degrees so that it can be dropped in its horizontal position. There are three types of game available. * The solo game where the player plays by themselves to put a fixed number of tiles on the board. * Playing against the computer to place a fixed number of tiles on the board * Playing against the computer with no tile limit. In this game the player can select from three levels of intelligence for the computer opponent All player moves must be made within a time limit. The game holds the top sixty player scores for each type of game. Other features of the game are its music sound track a 'Peek' button which shows the player a possible next move, though this does cost points when used), and a 'Pass this turn' button. The registered version of the game promises "unlimited access to all of the game's features" plus a head-to-head mode with the computer and "other variations".
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<li><a href="https://archive.org/details/msdos_Desert_Rats_-_The_North_Africa_Campaign_1988">Desert Rats - The North Africa Campaign (1988)</a><br>
Desert Rats is the second entry in R. T. Smith's World War II trilogy, including Arnhem and Vulcan. It simulates the North Africa Campaign in 1941-42 commencing with the arrival of Rommel in Tripoli and ends with the Battle of El Alamein. The bitter campaign includes Operations Battleaxe and Crusader and the Battle of Gazala. The game is named after the men of the 7th Armoured Division who were known as the Desert Rats after adopting a 'gerbil' as their insignia. Several versions like DOS and ZX Spectrum 128K includes two additional scenarios: Operation Compass and the Battle of Beda Fomm (December 1940-February 1941). The gameplay is shown on a scrolling map by turns. Players select the units and give them orders to hold position, move to, fortify, or assault. Units move on the grid of rectangular cells. The balance of battles may be adjusted by Malta Status (Historical, Operation Hercules, Not used as base) as well. Historically, Montgomery defeated Rommel at El Alamein, and it is player's opportunity to alter the history making it sooner or vice versa. The game is accompanied by a detailed instruction booklet including historical background notes of the campaign with maps and photographs. Two players representing Allied and Axis may be computer or human.
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<li><a href="https://archive.org/details/msdos_Design_Your_Own_Train_1989">Design Your Own Train (1989)</a><br>
MS-DOS: Design Your Own Train by (1989)
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<li><a href="https://archive.org/details/msdos_Designasaurus_II_1990">Designasaurus II (1990)</a><br>
Designasaurus II is an educational simulation game with action elements, playing in the far future. It enables you to create your own dinosaurs and then teleport them to different time geological time periods, in quest of hidden dinosaur geneprints. The background story: In the year 2501, the renegade scientist Dr. Max von Fusion has stolen the Designasaurus Research Foundation's prized Gigantodon geneprints and hidden them in different geological time periods, leaving only a poem with some hints about their whereabouts. You play a researcher who goes on the quest for the hidden prints to recreate the fabulous Gigantodon, get millions of credits and get promoted Chief Scientist. The game consists of two parts. First, you select a dinosaur to go exploring with. You can either select a predefined or create your own dinosaur, combining head, body, arms and tails of existing dinosaurs as you want. The combination of parts affects the dinosaurs attributes, like fighting skills or speed. Once you have created a dinosaur and given him a fancy name, you get the opportunity of printing it out before you go exploring. You are now ready for exploration. Select a geological era and a climate and teleport your creature there. You now start the overhead action-adventure part where you have to try to find the Gigantodon's geneprints. Of course, there are other dinosaurs too -- depending on the period and climate. Upon meeting, you can either eat them (if they are small enough), mate with them (if they are of your species and the opposite sex) or fight them. Just like in real life, successful mating is the most complicated, as afterwards you have to defend the eggs and then feed the young. You also have to keep an eye on your hunger, thirst and fatigue, so be sure to eat, drink and rest from time to time. At any time, you can save your game or teleport back to the foundation. This also happens automatically if your dinosaur is badly wounded, so you cannot lose in this game. Finally, you also get dinosaur facts displayed from time to time while exploring. You get points for successful playing, especially for finding parts of the geneprints. Once you have found all parts, you are promoted Chief Scientist and have won the game.
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<li><a href="https://archive.org/details/msdos_Desperado_2_1991">Desperado 2 (1991)</a><br>
In Desperado 2, the sequel to Gun.Smoke, the player is Marshall James, a sheriff sent by the State of Texas to restore order to the corrupt and violent town of Devil Stone. The game is divided into two parts. The first one is a side-scrolling run'n gun game in the style of Sunset Riders. The second part is set in a saloon, and is a first-person shooting game like the Lethal Enforcers games.
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<li><a href="https://archive.org/details/msdos_Destroyer_1987">Destroyer (1987)</a><br>
Destroyer is a 2D naval simulation. Players take the role of a captain controlling a United States Navy Destroyer class vessel. During World War II, the player has to command several Destroyer operations: * Subhunter missions * Rescue missions * Blockade runnings * Bombardment missions * Scout operations * Convoy escort
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<li><a href="https://archive.org/details/msdos_Detroit_1993">Detroit (1993)</a><br>
Detroit puts you in the year 1908, and you are the President of an upstart car company. You will build and design cutting-edge automobiles, take care of finances and promote your products with marketing campaigns. Vintage car lovers will really enjoy the game, as it includes many classic car designs, all of which you can modify to your heart's content. As time goes by, new technologies will become available, and the industry will evolve with faster and safer cars. Competition, of course, will become tougher as your competitors catch up to your technological advantages. You must then think globally -- open new factories overseas, and think of how to segment your market with different car models that do not cannibalize each other's sales.
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<li><a href="https://archive.org/details/msdos_Diamaze_1990">Diamaze (1990)</a><br>
Diamaze is a shareware graphical maze game, in which you play an ASCII-styled X-character. You travel in a mine collecting as many diamonds as possible and need to return to the entrance before your lantern goes out. Each game starts with a randomly-generated maze. Some diamonds are easy to get, but others require using dynamite sticks, given at the start of the level, to blast walls. To use dynamite, you press a letter on your keyboard to show which direction the blast should be aimed to. When you run out of time, you have an opportunity to see the whole maze and find what you missed.
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<li><a href="https://archive.org/details/msdos_Diamond_Ball_III_1992">Diamond Ball III (1992)</a><br>
In Diamond Ball III the player controls a colored ball that bounces up and down, and the player can only move it sideways. The gameplay is very similar to the Commodore 64 game Crillion. Move the ball around a maze that contains colored blocks that disappear when the ball touches them. The ball can only remove blocks of the same color, and it can change color when touching certain special blocks. Hazards come in the form of death blocks, barriers and barrier switches. When the levels is cleared, the diamonds are unlocked and the played needs to remove them as well to go to the next level.
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<li><a href="https://archive.org/details/msdos_Diamond_Digger_1986">Diamond Digger (1986)</a><br>
While treasure hunting you discover a huge shaft leading deep underground. Bloody marks on the walls warn you of a greedy ghost that haunts the abandoned mine. You can dig tunnels, but that takes longer than moving through the passageways. You have to collect the key before you can climb down the mine shaft to the next lower level. While collecting points you also must look out for the ghost, because one touch from him kills.
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<li><a href="https://archive.org/details/msdos_Die_Hard_1989">Die Hard (1989)</a><br>
This game is based on the movie Die Hard. A group of terrorists has taken control of a high rise tower in an attempt to take $600 million. Your job is to rescue your wife who is trapped in the building and stop the terrorists. The game is played with a 3-D point of view allowing you to search the building for useful items and fight terrorists with a variety of weapons or by hand. Cut scenes keep you informed of the plot as it progresses.
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<li><a href="https://archive.org/details/msdos_Die_Hard_2_-_Die_Harder_1992">Die Hard 2 - Die Harder (1992)</a><br>
Die Hard 2: Die Harder is a 2D shooting gallery. In the early 90's, two things just wouldn't die: Bruce Willis in the Die Hard trilogy of movies, and, well, 2D point-and-click shooters. Renowned software undertaker Grandslam was happily ready to dig the grave several inches deeper for both. The spade: a game called Die Hard 2: Die Harder. Based on the 1990 movie Die Hard 2, the program sends you through five stages modelled after key scenes of the film. As N.Y. cop John McClane, you have to shoot terrorists invading Washington's Dulles airport by quickly aiming a crosshair at them. You'll successively clear the luggage center, airport annexe and runway, then chase after the bad guys on a snowmobile and finally shoot it out on the wing of the terrorist's plane. Each stage consists of three screens; on the last one, several tougher bosses will appear. Occasionally, civilians cross the room and pray that you don't kill them. Most dying terrorists drop power-ups, namely med-kits, armour, grenades and weapons that are more powerful or fire faster. You collect these items by shooting them in time. If you do not aim fast enough, the terrorist's bullets will drain your health; you may die three times, but after that, John McClane bites the dust once and for all. Until you restart, that is. For more information on the movie Die Hard 2, see the trivia and links sections.
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<li><a href="https://archive.org/details/msdos_Dig_Dug_1983">Dig Dug (1983)</a><br>
Dig Dug is a 1-2 player arcade game in which you have to use your shovel to dig your way through the earth. Stopping you from doing this are two monsters, called Pooka and Fygar, who will continually chase you around. The only weapon that you carry is an air pump, which you can use to inflate the monsters to the point where they explode. (if you start to inflate them but stop doing so, the monsters will get turned back to their normal selves). Furthermore, rocks are scattered throughout the earth, and you can use these rocks to squash them. If the monsters do not find you for several seconds, they will eventually get turned into ghosts, which are able to walk through the earth. They are invincible and cannot be killed. From time to time, vegetables will appear in the center, and you can get these for points.
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<li><a href="https://archive.org/details/msdos_Digger_1992">Digger (1992)</a><br>
Digger is a remake of the classic Digger, your task is to collect diamonds, try to stay alive from falling diamonds/rocks and avoid ghosts. The game offers 32 levels, once you completed a level, you get the level code for the next, so you can skip levels the next time you play. Once you started a level, you have 3 minutes time to collect the amount of diamonds needed to complete the level. At the time you've done this, the exit is accessible and you can leave the level, but you can still collect the rest of the diamonds. You get 10 points per diamond, but only 1 point per second from the time from the 3 minutes you have spared when you exit fast enough. So for highscore purpose, it's good to collect most (or all) diamonds. After you gain a certain amount of points, you gain an extra life. Once you completed level 32, all remaining lives will be added to your score. Make sure, that you don't block your exit with a rock, or that you don't get trapped. If so, your only way to complete the level is by committing suicide and replaying it again. To make your diamond-collecting challenging, there a rock balls in the game. You can stand directly beneath them, but when you move just one square down, the rock will fall, and when you get hit, you're dead. This also happens to falling diamonds. So, if you must go down, move fast, and move then left or right to prevent impact. If it's only one rock, you can move them horizontal, as soon as there is more than one rock, it's impossible to move them further. Sometimes there are not enough diamonds in the game, in this case there are some sieves in the level, where you must put a rock on top of it, and if there is space beneath the sieve, the rock will fall through it, and gets transformed into a diamond. But of course, this is also a good idea to do this, when you already have the certain amount of diamonds to collect. And for a bit more challenge, there are ghosts in some levels, which you must avoid, or they kill you. The good news is, that they don't hunt you, they just follow a patrol route. The bad news is, who knows their route since most of the time, their route is blocked by a diamond or rock, once it's removed, they coming... But you can kill them, if you good enough to let a rock or diamond fall on their head, then they "explode" and destroy all 8 squares around them, so make sure, you are not in one of them. But be careful, the explosion will destroy anything, including solid walls, and this may trigger more fallen rocks/diamonds. If you once become tired of the levels, make your own ones, with the included level editor.
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<li><a href="https://archive.org/details/msdos_Digger_1983_1983">Digger (1983)</a><br>
Take control of a mechanical digging machine as you tunnel your way through the earth, searching for valuable gems and the even more valuable bags of gold! But watch out for Nobbins and Hobbins, and don't be careless enough to let the bags of gold crush you! Digger is an arcade game combining elements of the popular arcade games Dig Dug and Mr. Do!. Players control the titular 'Digger' that can tunnel through dirt with ease. The goal of each level is to gather up each of the gems, which allows you to progress to the next stage. However, Nobbins and Hobbins are also lurking within the levels - Nobbins are fairly slow, but transform into Hobbins which are much quicker. The enemies can only chase Digger through the tunnels he creates - they cannot dig through the dirt themselves. Digger's defenses consist of being able to shoot a single, rechargeable shot in the direction he is facing with F1 (which recharges after about thirty seconds), crushing his foes by digging underneath a gold bag and letting it plummet down, crushing anything in its path, or by collecting the bonus cherry that sometimes appears, causing Digger to become temporarily invincible.
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<li><a href="https://archive.org/details/msdos_Dimos_Quest_1993">Dimo's Quest (1993)</a><br>
To be able to marry Princess Dori, Dimo the frog has to collect all the sweets her father King Greenfoot wants throughout the kingdom! That means over 50 levels; so help Dimo in his quest in this cute puzzle game...
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<li><a href="https://archive.org/details/msdos_Dino_Hunt_1993">Dino Hunt (1993)</a><br>
Dino Hunt is a single-player shareware game. The objective is to get Nicky Neanderthal back to his cave after first hunting the many dinosaurs that inhabit the area. Points are scored for each dinosaur killed. Nicky is controlled with the arrow keys on the keyboard. He can move over ground and through grass but cannot pass through bushes or water. The spear is thrown by pressing the space bar. Entering Nicky's cave ends the current level and starts the next. The five levels get progressively harder as dinosaurs become faster and more abundant.
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<li><a href="https://archive.org/details/msdos_Dino_Wars_1990">Dino Wars (1990)</a><br>
Dino Wars is a strategic board game with some similarities to chess, with combat decided by action scenes. If you ever played Archon you know the idea behind this game. On a chess-like board (9x10 pieces in this game) you move different sorts of dinosaurs. If you hit an square on which an opponent dinosaur stands, the game changes to action mode. This is played as a beat-'em-up, in which you must beat the opponent dinosaur to win the square. Each dinosaur has it's own strategies, movement restrictions and different combat skills - which are roughly based on the historical properties of the real dinosaurs. As a result, knowing which dinosaurs are likely to win combat is crucial to the strategy. The action scenes can be played independently of the main strategic game.
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<li><a href="https://archive.org/details/msdos_Dino-Sorcerer_1990">Dino-Sorcerer (1990)</a><br>
A mix-and-match program for kids, Dino-Sorcerer is probably best remembered as one of the earliest games coded by John Romero after he started working at SoftDisk. Dino-Sorcerer lets you create fictional dinosaurs from various parts You can then save the resulting dinosaur to disk or print it. One of the most creative features in the game is that as you change a body part, the name of the dinosaur will also change accordingly. All the names sound semi-authentic, and some are quite amusing.
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<li><a href="https://archive.org/details/msdos_Dinosaur_Predators_1996">Dinosaur Predators (1996)</a><br>
Dinosaur Predators is a shareware educational game for all ages. In this game players get to play as prehistoric creatures and venture out to catch their prey. The game is divided into four games: "Jurassic Dinosaurs," "Terror in the Swamp," "Oviraptor Egg Thief," and "Ice Age Mammals." During the game players advance their scores by answering questions on geologic life.
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<li><a href="https://archive.org/details/msdos_Disc_1990">Disc (1990)</a><br>
Disc is a game of fast reflexes and clever thinking. Control one player against the computer or another person. The objective is to finish off opponents by knocking him off the platforms or by making the platform disappear by hitting the walls behind your opponents. Your weapon is a disc, which you can throw at your opponent or at the walls. The disc will ricochet off the walls, opening a wide range of angles and attacks. You can also try a direct hit at your opponents, as enough of these will eliminate him as well, but be careful - since it gives him a chance to block your disc, thus gain control of it! As you progress through the levels, from Novice, through Disciple, up to a Great Guide, your rivals become tougher, platforms take longer hits to disappear, and there are more discs on the playing field.
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<li><a href="https://archive.org/details/msdos_Discovering_America_1994">Discovering America (1994)</a><br>
This is an educational history game based on the Spanish exploration of America. You are placed on the shoes of a conquistador as he explores the southeastern region of North America, by selecting regions to explore from a map and picking up any gold and knowledge you find on the way. The game uses basic adventure gameplay with trading and interaction as the main objective and along the way you'll be treated to subtle history lessons regarding early native and colonial life via the continuous exploration.
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<li><a href="https://archive.org/details/msdos_Discovery_-_In_the_Steps_of_Columbus_1992">Discovery - In the Steps of Columbus (1992)</a><br>
Discovery: In the Steps of Columbus is a real-time strategy game of conquest and exploration. The player assumes the role of a "conquistador" as he sends his fleet of settlers to different locations on any of the 6 available new worlds. Depending on the resources they find, they'll start developing advanced settlements and cities, which can be used to start trading efforts between the fatherland and the new empire. There are five other nations with their own colonies in each area though, so competition is fierce enough to require the game to feature a combat module. This also comes into play when negotiations with the natives fail, and on sea, when facing pirates or enemy warships. The game features a comprehensive mouse-driven interface, as well as a choice of starting fatherland.
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<li><a href="https://archive.org/details/msdos_Disneys_Aladdin_1994">Disney's Aladdin (1994)</a><br>
The game from Virgin based on the 1992 animated Disney film is a side-scrolling platformer. The player controls Aladdin, who must make his way through several levels based on locations from the movie: from the streets and rooftops of Agrabah, the Cave of Wonders and the Sultan's dungeon to the final confrontation in Grand Vizier Jafar's palace. The Sultan's guards and also animals of the desert want to hinder Aladdin in his way. He can defend himself with his sword or by throwing apples. Next to apples, Aladdin can also collect gems which can be traded for lives and continues with a traveling trader. Finding Genie or Abu icons enables bonus rounds. The Genie bonus round is a game of luck played for apples, gems or extra lives. In Abu's bonus round, the player controls the little monkey who has to catch bonus items that fall from the sky, but without touching any of the unwanted objects like rocks and pots. The game's humorous animations were created by Walt Disney Feature Animation.
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<li><a href="https://archive.org/details/msdos_Disneys_Beauty_and_the_Beast_-_Be_Our_Guest_1992">Disney's Beauty and the Beast - Be Our Guest (1992)</a><br>
Disney's Beauty and the Beast: Be Our Guest is translation of the Disney movie Beauty and the Beast. Players solve simple puzzles playing as side characters with the aim of organizing a ball for Beauty and the Beast. The game is presented in colorful graphics and animations with a midi soundtrack. The game is aimed at children with simple puzzles such as memory, sorting pieces of cloth and creating a tune. As there is no way to fail a puzzle (the player can always try again), the player can't do anything wrong.
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<li><a href="https://archive.org/details/msdos_Disneys_Duck_Tales_-_The_Quest_for_Gold_1990">Disney's Duck Tales - The Quest for Gold (1990)</a><br>
This game follows the adventures of Scrooge McDuck and his three nephews, Huey, Dewey and Louie. The aim of the game is shown in the introduction. Flintheart Glomgold challenges Scrooge to a competition to see who the richest duck in the world is. They each have 30 days to see who can get the most money together and finally their dispute will be settled. Scrooge's office is your headquarters. Here you have three options - you can go exploring for treasure, play the stock market or dive into your money bin, occasionally finding a rare coin which adds to you treasure total. You need to get some money first before you can play the stock market though. You main source of income comes from the exploration map which hangs on the wall. From here, you can pick a destination, which you can travel to. There are four different scenarios when travelling to various parts of the world. It's these levels that are the most fun. You can choose to go mountain climbing, jungle bashing, search a cavern, or photograph some rare animals depending on your location. On screen information tells you which scenario it is, how long the trip will take and how much the treasure is worth. There's also an island in the Indian Ocean you can visit to check on who's winning between you and Glomgold. You have to fly to each location and your transport is LaunchPad McQuack! You have to take off at the airport and fly to the destination. There are obstacles along the way though, watch out for powerlines (these are really funny, you run into them and boing! bounce back); hot air balloons dropping refrigerators, anvils, 10 ton weights and pianos; cumulo nimbus clouds shooting lightening and fluffly clouds; whales blowing water out their spouts; tall mountains, rocky outcrops, fireworks, hay barns among other things. Landing on the other side requires a special skill ... Launchpads! You have to crash into the airport to land! Crash the plane though and it takes two days of your valuable time limit for Gyro Gearloose to fix it. Using Huey, Dewey and Louie, each being one of your three lives in the mountain climbing level, you must get from the base of the mountain to the top to get your treasure. Using the boys, you can hop from ledge to ledge, or when the going gets tough, use your grappling hook! This is a lot of fun and requires precision. There are also caves in the side of the mountain, which can transport you up or down the mountain. But watch out for bears in the caves. Other obstacles include falling rocks, the Beagle Boys dropping objects from above, mountain goats, Magica de Spell and more. The jungle features Scrooges' nephews again. Here you must use swinging vines, branches and even hippopotamus' backs to get to the treasure. Sleeping pumas, snakes, macaws and monkeys hamper you progress. Searching a cavern involves Scrooge, his nephews and niece, navigating a maze using the map at the bottom of the screen to get to the treasure whilst avoiding the yeti tracking them down. Photography, with Webbigail, Scrooge's niece, involves her taking snaps of rare animals in a forest. Some animals get you more money for your snaps than others. Once the thirty day marker is reached, whoever has the most gold between Scrooge and Glomgold is the winner.
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<li><a href="https://archive.org/details/msdos_Dizzy_-_Prince_of_the_Yolkfolk_1993">Dizzy - Prince of the Yolkfolk (1993)</a><br>
Rockwart the Troll has cast a spell on Daisy, leaving her asleep for 100 years. Dizzy sets off to put this right in a compact and concise arcade adventure following the conventions of the Dizzy series. You start the game trapped underground, thanks to the results of an errant spell, but can find your way out to explore the castle and find Daisy. There are stars to collect along the way, as well as food to replenish energy lost in contact with the many hazards. Succeed and you and Daisy will ride off into the sunset together.
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<li><a href="https://archive.org/details/msdos_DJ_Puffs_Volcanic_Capers_1992">DJ Puff's Volcanic Capers (1992)</a><br>
The player is DJ Puff the fire breathing dragon, set out to fry all your enemies in one puff. The objective of the game is to collect certain 'discs' spread across the game. These discs are either placed in hard to reach places or appear after you defeat certain types of monsters. Basically you have to blast your way through or fly (jump) through treacherous terrain: water and bamboo sticks are one of many terrain types that can kill your character. Blasted monsters turn into 'bonus fruit' (yes, fruit) of which you can obtain for additional points. A unique attribute of DJ Puff is that you can modify the speed to a very wide range, therefore the current CPU speed can be modified to suit the player (from Zzzzz speed to Lightning speed).
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<li><a href="https://archive.org/details/msdos_Dont_Go_Alone_1989">Don't Go Alone (1989)</a><br>
Don't Go Alone is a horror role-playing game. The player can choose their party from a variety of 16 paranormal characters available. With their party they'll investigate a haunted house on a hill. The house is huge and players will encounter over 100 spooky opponents and solve various puzzles in order to find out the mysteries of the haunted house. An automap feature helps prevent the player from loosing track in the huge dungeons of the game.
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<li><a href="https://archive.org/details/msdos_Donal_Ducks_Playground_1986">Donal Duck's Playground (1986)</a><br>
Donald Duck's Playground won several awards from educational software magazines as best educational game of the year. In it, you are Donald, working to earn money, which you then spend to buy playground equipment for your nephews Huey, Dewey and Louie to enjoy. The first job is to guide the Amquack Express around a top-down map with 8 stations, setting the junctions to ensure that packages are delivered to the correct stations. His job in produce involves catching fruits as they are thrown at him and placing them in the correct basket. At the toy store he must sort items by shape and colour, and be careful with the security switch. His final job is at an internal US airport, soring products based on their location's delivery code. The equipment for the playground must then be purchased and arranged, helping young minds get an appreciation of money management and cash-handling.
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<li><a href="https://archive.org/details/msdos_Donalds_Alphabet_Chase_1988">Donald's Alphabet Chase (1988)</a><br>
Donald's Alphabet Chase is an educational game for children ages 2-5 featuring Donald Duck. Donald's alphabet letters have escaped and are now hiding throughout the house! You need to help Donald locate all 26 of the letters and put them back in place. By pressing a letter on the keyboard, an animation is displayed where Donald finds and catches that letter. There are six different screens a letter may be hiding on, and each letter features a different animation. When all of the letters have been collected, the game is over and a bonus screen is displayed.
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<li><a href="https://archive.org/details/msdos_Donkey_Kong_1983">Donkey Kong (1983)</a><br>
Released in the arcades in 1981, Donkey Kong was not only Nintendo's first real smash hit for the company, but marked the introduction for two of their most popular mascots: Mario (originally "Jumpman") and Donkey Kong. Donkey Kong is a platform-action game that has Mario scale four different industrial themed levels (construction zone, cement factory, an elevator-themed level, and removing rivets from girders) in an attempt to save the damsel in distress, Pauline, from the big ape before the timer runs out. Once the rivets are removed from the final level, Donkey Kong falls, and the two lovers are reunited. From there, the levels start over at a higher difficulty. Along the way, Mario must dodge a constant stream of barrels, "living" fireballs, and spring-weights. Although not as powerful as in other future games, Mario can find a hammer which allows him to destroy the barrels and fireballs for a limited amount of time. Additionally, Mario can also find Pauline's hat, purse and umbrella for additional bonus points. Donkey Kong is also notable for being one of the first complete narratives in video game form, told through simplistic cut scenes that advance the story. It should also be noted that in many conversions of the original coin-op game for early 1980's consoles and computer-systems, Donkey Kong only used two or three of the original levels, with the cement factory most often omitted.
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<li><a href="https://archive.org/details/msdos_Doofus_1994">Doofus (1994)</a><br>
Doofus is like a reverse Sleepwalker - you play a simpleton (hence the title) and must get through a series of platform levels ensuring that neither you nor your pet dog get hurt. The game unusually scrolls from right to left, with the dog simply following you. The platforms are often on different levels, providing multiple routes through the game. Most hazards in the game can be shot, but others can be avoided by jumping. A number of bonus weapons and other enhancements are on offer.
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<li><a href="https://archive.org/details/msdos_Doom_-_The_Roguelike_2005">Doom - The Roguelike (2005)</a><br>
This game is a mix between two classic games: Rogue, the text-only dungeon crawl role-playing game that has spawned a whole genre of games, and DOOM, one of the breakthrough games for 1st-person shooter genre. The story is the same as in Doom: You are some soldier performing his monotonic duties in a space base on Phobos -- when suddenly your base is attacked. The only way out is through. Equipped only with a pistol, you start to shoot your way through the mazes. Early versions were text-only: instead of DOOM's 3D environment, the game world is rendered as a 2D grid of ASCII graphics (sound offects were borrowed from the original game). A later update added an optional graphics mode, using tile-based artwork, and a soundtrack of remixed DOOM tunes plus original material. Apart from the style, this game is a straight Rogue-like dungeon crawler. The gameplay is turn-based, with each action taking a certain amount of time. As in a role-playing game, the character has different stats that increase with his experience -- he can reload faster, do more damage, shoot more accurately etc. During the game, you find different weapons and power-ups, all well-known to doom players (blue sphere power-ups, green armor etc.). The game is freeware and was written in FreePascal, using the Valkyrie library by the same developer.
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<li><a href="https://archive.org/details/msdos_DOOM_2D_1996">DOOM 2D (1996)</a><br>
DOOM 2D is, as the name suggests, a 2D game styled after DOOM. Most of the graphics and sounds are ripped straight from the original wads, and used to create a 2D platformer. The storyline is presumably much the same (and even more sparse), shoot the hell spawn and save the world. Gameplay goes much like many other platform shooters, shooting the bad guys, pushing buttons, collecting the various weapons and powerups. It's DOOM, but not as we know it.
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<li><a href="https://archive.org/details/msdos_Dorks_Dreams_1991">Dork's Dreams (1991)</a><br>
Dork the Dinosaur settles down for a nap beneath a Triassic tree when a thunderstorm stirs up, frightening him. A lightning bolt hits the tree he's sheltering beneath, dropping a branch on his head and knocking him out cold. While he's unconscious, he dreams... that he is a character in an eight-level platform game. Each level has a fixed goal -- to reach the exit without touching enemies -- and some levels will feature distinctly non-prehistoric objects (springs, harpoons, bombs, balloons) for assistance in achieving that goal. Otherwise all Dork has going for him is a little dino shuffle and a little thecodont hop that unfortunately can't be used in conjunction with the shuffle.
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<li><a href="https://archive.org/details/msdos_Dotso_1995">Dotso (1995)</a><br>
Based on a pen and paper game often called Squares, your objective in Dotso is to create squares by completing lines between dots. The game creates a random board of dots and lines for you to start with. On your turn, you can create a single line between two dots either vertically or horizontally. If you are able to complete a square with that line, then you get to place another line. Every time you create a square, you get to place another line. When you cannot create another square, your opponent takes a turn. In the beginning, you are mostly just placing lines here and there where you feel it is best. Once you can no longer place more lines without giving your opponent the opportunity to create a square, then the game gets challenging as you must find out how to let your opponent get as few squares as possible while getting as many squares as you can for yourself.
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<li><a href="https://archive.org/details/msdos_Double_Dare_1988">Double Dare (1988)</a><br>
Double Dare is the computer version of the game show originally hosted by Marc Summers. Like the TV show, the game is basically a trivia game with the added enhancement of being able to answer the question, or take a dare. Dares consist of the Toss-up Challenge, the Physical Challenge, and in the last round, the Obstacle Course. Questions are varied, and in large enough number to avoid excessive repetition even over several games worth of play.
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<li><a href="https://archive.org/details/msdos_Double_Dragon_1988">Double Dragon (1988)</a><br>
Set in a post-apocalyptic New York, Double Dragon is the story of Billy and Jimmy Lee, twin brothers trained in the fighting style of Sou-Setsu-Ken. Together, they manage a small martial arts training school, teaching their students in self-defense. One day, Billy's girlfriend, Marian, is kidnapped off the street by the "Black Warriors", a savage street gang led by a man named Willy. The Black Warriors demand the Lee brothers disclose their martial arts secrets in exchange for Marian's freedom. The Lee brothers set out on a rescue mission to crush the Black Warriors and save Marian. Using whatever techniques they have at their disposal, from the basic punches and kicks to the invulnerable elbow strike, as well any weapon that comes into their hands, the Lee brothers must pursue the gang through the city slum, industrial area and the forest before reaching their hideout to confront the big boss, Willy. The NES version of this game also has an additional VS. fighting mode for one or two players. Players choose from a field of six different characters (Billy and 5 of the enemy characters) and enter into a one-on-one fighting match. Players have to punch, kick, jumpkick, and even use a weapon against their opponents until someone's health bar is fully drained. The winner is the last one standing.
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<li><a href="https://archive.org/details/msdos_Double_Dragon_II_-_The_Revenge_1989">Double Dragon II - The Revenge (1989)</a><br>
The lovely Marian was rescued from the clutches of the Black Warriors gang by Billy & Jimmy Lee in the first Double Dragon game, but now the gang has killed her in retaliation of their early defeat. The Dragons must now embark on a mission to avenge her death and defeat the Black Warriors for the second and final time. The original arcade version of "Double Dragon II" was essentially an improved version of the first game. In addition to offering renewed audio and visuals, as well as new traps, moves and enemy characters, "Double Dragon II" discarded the conventional punch and kick buttons in favor of a direction-oriented attacking system similar to the original Technos beat-em-up Renegade. The NES version offered new stages, new moves and illustrated cut-scenes, as well as a new final boss and a new ending. Unlike the first NES game, it offered 2-Player Co-Op gameplay with the option to turn off the friendly fire. The Game Boy version of "Double Dragon II" is an English localization of a "Kunio-kun" game (the Japanese franchise which inspired "Renegade" and "River City Ransom" and has nothing to do with the arcade and NES versions.
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<li><a href="https://archive.org/details/msdos_Double_Dragon_III_-_The_Sacred_Stones_1992">Double Dragon III - The Sacred Stones (1992)</a><br>
The final game in the trilogy. Billy and Jimmy Lee are returning from martial arts training when their paths cross a fortune teller. She tells them of a great evil in Egypt, their strongest adversary yet, and how the Rosetta Stones can aid them. This game features weapon shops where Billy and Jimmy can buy power-ups, tricks, energy and extra lives to aid them in their quest. Power-ups make Billy and Jimmy twice their size, increasing their damage done and range of attack. The character graphics have changed, moving away from cartoon style graphics to more realistic looking characters.
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<li><a href="https://archive.org/details/msdos_Double_Dribble_1990">Double Dribble (1990)</a><br>
Double Dribble is a basketball action game for one or two players. You can select different time limits for games, select teams, and begin playing! Gameplay is entirely action, so no time needs to be spent customizing the teams or with statistics. You control each player on the team one at a time (the player with or about to receive the ball will be human controlled, with the computer taking over the other players temporarily.) Some versions feature a small amount of digitized sound effects, and close ups of slam dunks.
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<li><a href="https://archive.org/details/msdos_Downhill_Challenge_1989">Downhill Challenge (1989)</a><br>
This skiing game is viewed from behind the player in 3D. There are four different events available - Slalom, Giant Slalom, Downhill and Ski Jump. These can be practiced in Training mode, or taken on in a sequence of 2 of each in Competition mode. You must pass through the pairs of gates and hit the single ones, remain on the course, and avoid trees and spectators. Offences such as these will cause you to accrue penalty points, which will detract from your score. Up to 5 players can attempt these, with their results compared at the end.
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<li><a href="https://archive.org/details/msdos_Dr_Thorps_Mini_Blackjack_1992">Dr Thorp's Mini Blackjack (1992)</a><br>
The game proposes to 1-6 players to play a Blackjack card game, betting the money and trying to beat a Dealer. All the participants play on the same table at hot seat. Casino's House Rules may be altered. In-game tutor may teach players the basics of blackjack strategy and card counting based on the statistically-derived tables originally created by Dr. Edward Thorp in the early 1960s.
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<li><a href="https://archive.org/details/msdos_Dr_Wongs_Jacks_and_Video_Poker_1992">Dr Wong's Jacks & Video Poker (1992)</a><br>
In this title only the "Jacks or better" variant of Stanford Wong Video Poker is included. The game represents the gambling 5-card draw poker with integrated Tutor and Stanford Wong as a Video Poker Analyzer. Thus, it is possible to set a bet, deal the hand, ask the tutor about most successful action, analyze the hand, hold certain cards, and win as much money as possible.
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<li><a href="https://archive.org/details/msdos_Dracula_in_London_1988">Dracula in London (1988)</a><br>
Dracula in London is a board game / adventure game based on the classic horror novel by Bram Stoker. Tired of his ancient and barren homeland in Romania, Dracula has come to London seeking fresh blood. He has already bitten and transformed Lucy Westerna into a vampiress, forcing the six remaining main characters to destroy her. Players take control of the six survivors and must track down and destroy the evil count before he can claim another victim. Dracula in London can be played as either a board game with multiple players controlling different hunters, or as an adventure game with a single player controlling all six characters. Each character has their own special abilities, for example John Harker is the only character able to follow up on clues, and Dr. Steward is the only character able to pick locks as well as calm down asylum inmate Reinfield if the madman should get out of control and attack your hunters. In order to locate the vampire's lairs, you must investigate local going-ons in London for signs of the count's presence. Once a lair has been found, you can equip your hunters with items and sacred weapons and explore the infested estates for the count and his places of rest. If you are unable to track Dracula down, he will flee to his family castle in Transylvania, and you can give chase for a final battle. But if you fail to destroy all his places of rest, there is a chance the count will escape and all your suffering will be for naught. The highly random nature of the game ensures a different experience each time. The five or six locations in London are randomly generated, and can contain clues to be followed, coffins to be destroyed, vermin to be fought in combat, and even encounters with the evil count himself. Also, many different random events often occur which can influence the course of the game. Hunters may be stricken with illness, forced to visit an ailing relative, or arrested by the police for breaking and entering. The madman Reinfield may slaughter your hunters at Dracula's command, or he could become the unlikely hero who shows up at the final battle and dispatchs the count for you. One of your characters, Mina, may be targeted by the count, and if you fail to protect her Dracula will transform her into a bloodthirsty vampiress.
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<li><a href="https://archive.org/details/msdos_Dragon_Force_-_Day_3_1993">Dragon Force - Day 3 (1993)</a><br>
MS-DOS: Dragon Force - Day 3 by (1993)
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<li><a href="https://archive.org/details/msdos_Dragon_History_1995">Dragon History (1995)</a><br>
Bert is a young dragon that lives with his parents Berta and Herbert in a magical land, where dragons got civilized, started to wear clothes and live peacefully with humans. One day, Herbert suddenly disappears, with rumors saying the he left his wife and son behind to search for a lost treasure. Meanwhile, a magical wand called Eveline decides to rule the world out of boredom, using Bert to cast a petrifying spell on the marionettes of a traveling puppeteer and cause other mischief among the local population. Now, Bert must fix all the trouble caused by Eveline, and search for his missing father. Draci Historie is a Czech point-and-click adventure game, originally the first Czech CD game ever to be published in 1995, and later released as open-source freeware in 2006 by the original developer. It follows the standards of the genre, where the main objective is to collect a series of scenery objects and use them to solve puzzles. The inventory shows the interior of a brown sack, and can be accessed by placing the cursor on the top of the screen. A map showing an overhead view of the land can be summoned by positioning the cursor at the bottom. New places are automatically added to the map as the player explores the surroundings, allowing instantaneous travel to any of the previously visited locations. The dialogue with other characters uses the branching tree system implemented by several other games, where multiple questions and answers appear listed as options at the bottom and the player has to select one of them. There is no menu with verbs, instead all the actions are performed with the right mouse button, while the left one is used to get descriptions of objects and portions of the scenery.
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<li><a href="https://archive.org/details/msdos_Dragon_Lord_1990">Dragon Lord (1990)</a><br>
Play one of the three evil wizards all competing to find the magical talisman. To do so, the player must hatch, raise, breed dragons, and use them to spread terror and power across the land! Use these dragons and spells to conquer or help numerous villages and cities across the land while devastating the other wizards also seeking control of the land. Dragon Lord introduces different levels of gameplay, which may be categorized as the following: * Alchemy The game introduces a complex process of alchemy. Different ingredients have positive and negative results in combination of different types of Magick equipment used for it. Use alchemy to strengthen (or even weaken) own dragons or use them to cast spells at surrounding villages and cities (as well as some alchemical spells for the player's own benefit). Creating a too powerful spell in the Magick Laboratory may introduce an unpleasant explosion in the lab. Ingredients may be obtained through villager tribute or purchase from traveling merchants. Note: The game is almost impossible to play without the Alchemical Table of Ingredients. * Dragon Breeding The player may breed several individual dragons in the castle. Each require nurturing and patience before they can hatch and even more so after they hatch! Use alchemy spells to help strengthen the dragon eggs (or they may not hatch at all!). * Dragon Missions and Political Map This feature gives a top-down perspective of the political map around the land. Send dragons to wreck havoc and terror to the surrounding villages and cities, or use them to explore the region and even protect villages and cities from enemy dragons! Attacking villages and cities may prompt them to surrender themselves under the player's control, providing the damage done is sufficient enough. This is also where the player may control the taxation of villages and cities (under player control) as well as any other information regarding them. * Dragon Combat! Though optional, the player may enter manual combat (as to automatic combat) and enter a top-down, side-scrolling (vertical) arcade combat when attacking villages or cities. Here the player basically uses a dragon to burn anything that remotely looks like a structure. Note: If there is an enemy dragon near the area, the enemy dragon will come to the defense of that village or city!
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<li><a href="https://archive.org/details/msdos_Dragon_Wars_1990">Dragon Wars (1990)</a><br>
Dragon Wars takes place in the magical land of Dilmun, an island of salvation perverted into a world of horror by Namtar (as you might expect - the bad guy). The player starts with a party of four in the city of Purgatory, equipped with nothing more than.. well - nothing. Worst of all your magic users won't help you out, either, because magic has been banned (to correct this unpleasing situation is one of your main objectives). Other main targets are surviving, getting out of Purgatory and toppling Namtar (maybe getting some decent clothing, one or two shiny swords and the like on your way out). Gameplay instantly reminds of the Bard's Tale series. Step-by-step first person 3D, opponents materialize out of the air. The combat system is turn based. Unlike its (spiritual?) predecessors the game features a full-blown skill system, auto-mapping and many places to actually use all these abilities. Reasonable distribution of your skill points is rather critical.
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<li><a href="https://archive.org/details/msdos_Dragons_Lair_1993_1993">Dragon's Lair (1993)</a><br>
Dirk the Daring was a heroic, if clumsy knight. When Princess Daphne was kidnapped by the dragon, Singe, and taken to his castle, Dirk set out to rescue her. Due to limitations of the computers at the time, this conversion of the coin-op arcade game, Dragon's Lair only features the first half of the game, which consists of entering Singe's Castle and encountering the dragon. The adventures are continued in a second part which completes the conversion of the arcade game. Dirk the Daring is controlled by the player, who views Dirk's actions on the screen from a third-person visual. The game is reactive and players must press the right controller direction or action button at the right time to have Dirk avoid traps, defeat monsters and otherwise stay alive.
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<li><a href="https://archive.org/details/msdos_DragonStrike_1990">DragonStrike (1990)</a><br>
A dragon flight simulator set in the AD&D world of Dragonlance. Fly dragons through the War of the Lance. When you successfully complete a mission, you can advance in rank, gain magical items and hit points or get a better dragon. The 20 missions include intercepting enemy dragons, destroying enemy ships and protecting the forces of good.
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<li><a href="https://archive.org/details/msdos_Dragonworld_1984">Dragonworld (1984)</a><br>
You have recieved word from a messenger that the "last dragon" has been kidnapped. You hold the scroll in your hand and read that you must travel with a special companion named Hawkwind. Only with him and yourself can you save the "last dragon" from never seeing the light of day again.
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<li><a href="https://archive.org/details/msdos_Drak_1995">Drak (1995)</a><br>
Another Tetris clone. In the phantasy world reconstructed after decadence, the favourite game was Drak - a game where you have to eliminate lines of blocks flying from the top. This game allows you to practice or complete the Conquest, ultimate goal of Drak, which consist of 100 stages. You have to eliminate lines until indicator turns yellow. Also bombs are flying from the top. Sometimes obstacles and other difficulties can be on the path of the flying object.
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<li><a href="https://archive.org/details/msdos_Drake_Snake_and_the_Secret_Crypt_1994">Drake Snake and the Secret Crypt (1994)</a><br>
Drake Snake and the Secret Crypt is a platform game where the player controls the eponymous Drake, who came to Africa in hopes of finding treasure. His plane crashes in the middle of jungle and Drake finds himself inside a cave complex. Drake explores the 13 levels of underground caverns and tries to find the exit while avoiding or killing the enemies within. Enemy creatures involve man-eating plants, spiders, birds and scorpions. Some enemies kill Drake instantly, while others just drain his health (not to mention that Drake's health is constantly falling slowly). Drake's main assets include: his jetpack which allows him to fly (but has limited fuel), a gun (with limited ammo) and bombs which can be set on the ground. Some walls can be blown up with bombs.
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<li><a href="https://archive.org/details/msdos_Drakkhen_1989">Drakkhen (1989)</a><br>
The prophecy has been fulfilled. The world shall be ruled by the dragons. On an island far away, their lords prepare for the conquest of the lands. There is only one hope for mankind. The emperor sends out four heroes -- warriors and magicians -- to solve the puzzle of tears and prevent the invasion of the Drakkhen. Drakkhen is a role-playing game with a visual presentation that combines 3D landscapes and 2D interiors. The player's party will travel overland on a flat terrain made up of vectors, on which 2D objects are zoomed (The same type of engine was later used in Eternam). The player will encounter monsters and fight them in real-time combat, and discover the palaces of the dragon lords. Indoors, the player has to find a way through the maze of chambers, solving puzzles and defeating the minions of the Drakkhen. Party members are depicted in four status windows on the left side of the screen, thus allowing to see their current status and equipment at once.
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<li><a href="https://archive.org/details/msdos_Dream_Warrior_1989">Dream Warrior (1989)</a><br>
In the future, the world is controlled by corporations rather than governments, and wars are fought in a dream world rather than in reality. The corporations can control dream demons to defeat their foes, but resistance fighters still defy them. The player is one of these resistance fighters hoping to rescue some friends from the control of Ocular, the mightiest of all dream demons. Gameplay is somewhat reminiscent of Xenophobe, with the player moving through side-scrolling, space-station-like environments shooting at an endless onslaught of strange creatures. By making good use of power-ups and gaining access to new levels, the player can eventually find Ocular, which can only be defeated if all six of its eyes are shot closed.
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<li><a href="https://archive.org/details/msdos_Droids_1982">Droids (1982)</a><br>
Droids is a strategy game for one to four players. There are four droids on Mercury which are used to retrieve minerals. The game board is a 15x10 grid which represents the planets surface. Each grid location starts out with a mineral that the droids can retrieve. During the game players take turns selecting one of the droids, and giving it a direction to move. The droid will keep moving in the selected direction for as long as it is able to retrieve minerals. The game ends when all four of the droids have become trapped (i.e. no more moves can be made), and whoever retrieved the most minerals wins!
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<li><a href="https://archive.org/details/msdos_Drug_Wars_1984">Drug Wars (1984)</a><br>
MS-DOS: Drug Wars by (1984)
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<li><a href="https://archive.org/details/msdos_Druglord_1991">Druglord (1991)</a><br>
A small little financial game- something like the old Lemonade Stand games, except for the drug sales, robberies, shootouts with the police. No graphics- everything takes place on a text screen. You start out with $500, in one of 8 cities (Chicago, Detroit, Las Vegas, Los Angeles, Miami, New York, San Diego, and Washington DC). Buy and sell 8 different types of drugs (Ludes, Speed, Grass, Crystal, Acid, Heroin, Crack, Cocaine- in order from lowest to highest in street value.) Sock some money into the bank so you don't lose it due to robbery; visit loan sharks (and try to pay them off before they beat you up); buy overcoats to increase your "holding" potential, and more. You also attempt to build your reputation- but the higher your reputation, the more cops on your tail. You can try to run or fight the cops (and if you've got the rep, bring along friends)- but fights with large numbers of cops can quickly kill you, and trying to run from large numbers of cops can be nearly impossible. Drug prices fluctuate seemingly at random (but around a base point) when going from city to city, although large scale events like street raids, factory explosions, etc. can cause temporary price increases or decreases in one round while in the same city.
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<li><a href="https://archive.org/details/msdos_Dstroy_1995">Dstroy (1995)</a><br>
Dstroy is a Bomberman-like game. There are several gameplay modes. This includes single player, cooperation, and deathmatch. Up to four players can play on the same computer with split-screen. Dstroy has no network support. In singleplayer (called story mode) and cooperative, the player(s) has to defeat all the monsters to advance to the next level. The levels consist of solid blocks, and breakable blocks. The players can break a block by dropping a bomb nearby. The bomb explodes only in vertical and horizontal directions, and any solid block will stop the explosion in that direction. Initially the bomb has a very limited range, and only one bomb can be placed at the same time. However when destroying breakable blocks, power-ups may appear. The most common power-ups is extending the range of your bombs, and the increasing the supply of bombs. Other power-ups include freezing all monsters, gaining increased speed, becoming invisible. Most of these are only temporary. Deathmatch has similar rules except that no monsters are present. The objective is to kill all other human players.
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<li><a href="https://archive.org/details/msdos_Duck_Hunt_1993">Duck Hunt (1993)</a><br>
Loosely inspired by Duck Hunt for the NES, for lack of a light gun this game instead demands an itchy trigger finger on the space bar. You play a little armed ASCII-man in the bottom centre of the screen; a series of rude birds will fly above you, and you must fire your shot timed such that the bullet's trajectory will intercept that of the bird. Too late, and the duck will insult you. Since you can only shoot straight up, this amounts to mentally anticipating how soon the duck will fly directly overhead, and subtracting the time it takes for your bullet to reach the duck's height. Gameplay continues until the hunter runs out of bullets.
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<li><a href="https://archive.org/details/msdos_Ducks_1998">Ducks (1998)</a><br>
Ducks is a former shareware, now freeware Lemmings clone for DOS. Instead of clearing the path to a portal for green creatures, the player controls a green duck, the leader of oranges ducks that must be guided to a rocket ship. Clicking and holding the right mouse button on any place of the gamefield makes the leader move towards it. When the green duck is close enough to the orange ducks, they start to follow it. Moving the mouse while holding down the button makes the green duck change direction accordingly. The rocket ship has a number on top, indicating the number of ducks necessary for it to take off. Numerous hazards scattered through the levels kill the ducks. Instead of Lemmings' more aseptic approach to violence, deaths on Ducks are quite gory, with the animals exploding and their blood splattering on nearby surfaces. A slimy monster wanders some levels and devours the birds, and they can also be murdered by spikes, fans, electric bolts and long falls. Switches turn off and on the electric arcs, but can only be activated by the leader, and only once per level. The ESC button makes them commit suicide, useful to quit a level made unsolvable by wrong actions. Several tools help to clear the path to the rocket. They appear as icons at the bottom of the screen, and can be changed with the arrow key and deployed with the left mouse button. The bomb explodes the scenery, removing chunks of it each time. Horizontal bridges and diagonal ladders help the ducks to cross safely over chasms and dangerous environments. The balloon acts like the bomb, but it goes upwards instead of falling. Stop signs makes the orange ducks stop their march, instead of walking toward deathly devices and places. Bricks can be placed on top of each other, to manually construct bridges. The teleport transports the leader anywhere in the level. Seagulls and flying saucers replace the leader, guiding the birds and moving automatically from one side to the other (the saucer goes up and down as well). There's a level editor available as an optional download on the developer site.
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<li><a href="https://archive.org/details/msdos_Duke_3D_Mania_1997">Duke 3D Mania (1997)</a><br>
The CD contains over 700 single player, co-op and Dukematch levels for Duke Nukem 3D. Features Remote Ridicule, configuration files & utilities. Includes FAQs, cheats, hints, walkthroughs, editor tutorials, and demos.
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<li><a href="https://archive.org/details/msdos_Duke_it_out_in_D.C._1997">Duke it out in D.C. (1997)</a><br>
This is an add-on episode for Duke Nukem 3D. Aliens have captured the President! Duke gets word that alien scum have landed in Washington D.C., laid it to waste, and imprisoned the leader of the free world. Always up for a heroic deed, Duke heads to D.C. to rid the city of enemy dirtbags and return the president to power! Includes 9 new levels plus one secret level. Works with Duke 3D v1.3d or newer, and Duke Atomic.
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<li><a href="https://archive.org/details/msdos_Duke_Nukem_-_Episode_1_-_Shrapnel_City_1991">Duke Nukem - Episode 1 - Shrapnel City (1991)</a><br>
In the year 1997, the maniacal Dr. Proton has developed mechanical creatures known as Techbots. Commanding an army of Techbots, the insane scientist intends to conquer the entire world. There is only one hero on Earth who can stop him with his guns and attitude: Duke Nukum. Based on the same game engine as Crystal Caves, Duke Nukum, Episode 1: Shrapnel City is a side-scrolling shooter with platform elements. Most of the gameplay consists of shooting enemies and exploring the environments, trying to reach the exit and advance to the next stage. Some of the environment is destructible: obstacles can be eliminated by shooting them. Defeated enemies yield points to the player. Duke can also collect power-ups to increase his health or upgrade his gun, as well as pick up inventory items with special abilities. At the end of most levels the player may receive bonus points, depends on his performance and achievements unlocked during gameplay (e.g. destroying all security cameras). The game is the first episode of a trilogy; each episode was released separately and also as a complete game. In this episode, Duke hunts for Dr. Proton in a ruined Los Angeles, fending off Techbots who try to stop him.
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<li><a href="https://archive.org/details/msdos_Duke_Nukem_-_Episode_2_-_Mission_-_Moonbase_1991">Duke Nukem - Episode 2 - Mission - Moonbase (1991)</a><br>
In the year 1997, the maniacal Dr. Proton has developed mechanical creatures known as Techbots. Commanding an army of Techbots, the insane scientist intends to conquer the entire world. There is only one hero on Earth who can stop him with his guns and attitude: Duke Nukum. Based on the same game engine as Crystal Caves, Duke Nukum, Episode 2: Mission: Moonbase is a side-scrolling shooter with platform elements. Most of the gameplay consists of shooting enemies and exploring the environments, trying to reach the exit and advance to the next stage. Some of the environment is destructible: obstacles can be eliminated by shooting them. Defeated enemies yield points to the player. Duke can also collect power-ups to increase his health or upgrade his gun, as well as pick up inventory items with special abilities. At the end of most levels the player may receive bonus points, depends on his performance and achievements unlocked during gameplay (e.g. destroying all security cameras). The game is the second episode of a trilogy; each episode was released separately and also as a complete game. In this episode, Duke follows Dr. Proton to his moonbase, after the evil scientist has escaped the hero's wrath in the previous episode.
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<li><a href="https://archive.org/details/msdos_Duke_Nukem_-_Episode_3_-_Trapped_in_the_Future_1991">Duke Nukem - Episode 3 - Trapped in the Future (1991)</a><br>
In the year 1997, the maniacal Dr. Proton has developed mechanical creatures known as Techbots. Commanding an army of Techbots, the insane scientist intends to conquer the entire world. There is only one hero on Earth who can stop him with his guns and attitude: Duke Nukum. Based on the same game engine as Crystal Caves, Duke Nukum, Episode 3: Trapped in the Future is a side-scrolling shooter with platform elements. Most of the gameplay consists of shooting enemies and exploring the environments, trying to reach the exit and advance to the next stage. Some of the environment is destructible: obstacles can be eliminated by shooting them. Defeated enemies yield points to the player. Duke can also collect power-ups to increase his health or upgrade his gun, as well as pick up inventory items with special abilities. At the end of most levels the player may receive bonus points, depends on his performance and achievements unlocked during gameplay (e.g. destroying all security cameras). The game is the third episode of a trilogy, following Duke Nukum, Episode 2: Mission: Moonbase; each episode was released separately and also as a complete game. In this final episode, Dr. Proton has created his own future, where his power cannot be matched; Duke is thrown into this future nearly defenseless, and has to figure out a way to escape and defeat the mad doctor once and for all.
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<li><a href="https://archive.org/details/msdos_Duke_Nukem_3D_1996">Duke Nukem 3D (1996)</a><br>
The Atomic Edition of Duke Nukem 3D contains the three original episodes of the main game, the Plutonium Pak expansion, and many additional features like Windows themes, screensavers, jigsaw puzzles and an image carousel.
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<li><a href="https://archive.org/details/msdos_Duke_Nukem_II_1993">Duke Nukem II (1993)</a><br>
Duke Nukem II is a platform game and a sequel to Duke Nukem. While giving an interview on TV, the famous muscular hero Duke Nukem is captured by the evil Rigelatins, who intend to use his brain for conquering Earth. Duke easily escapes his prison cell. Now he has to make his way through four episodes, each one consisting of an assortment of levels with varying graphic design. On his way, Duke has to destroy lots of obstacles and enemies - both Rigelatin forces and apparent local wildlife. Initially, Duke has just a weak laser rifle, but he can also find a flamethrower (which allows him to shoot down to launch himself in the air), a rocket launcher or a far more powerful laser cannon. These stronger weapons, however, have limited ammo. There are also lots of items to collect: health items such as soda cans or atom power-ups, Duke Nukem merchandise which gives score, keys and access cards that let him pass through locked door or electrical barriers. Duke can also find a rapid fire power-up which lets him shoot faster, a cloaking device which allows him to go through forcefields, and a globe which will give the player a hint when brought to a special pedestal. A lot of items are hidden in boxes of various colors which have to be opened by shooting. Beware, as some boxes do not contain items, but rather a harmful bomb! On some levels, Duke can find a small spaceship. He can enter it and fly around the level, using the ship's powerful cannon to mow down everything in his way. However, the ship won't fit everywhere, so Duke will have to get out of it eventually.
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<li><a href="https://archive.org/details/msdos_Dune_1992">Dune (1992)</a><br>
Based on the legendary Frank Herbert novel of the same name and visually inspired by the 1984 David Lynch movie, Dune is a strategy-adventure hybrid where the player takes the role of young Paul Atreides, the son of Duke Leto. The Emperor Shaddam Corrino IV has given the Atreides House the rights to manage the extraction of the most precious substance in the entire universe - the Melange, commonly known as Spice in the desolate desert planet Arrakis (Dune), the only place in the universe capable of producing the substance. While everything indicates the offer is a trap orchestrated by their enemies the Harkonnen, the Atreides family agrees on moving, as he who controls the spice, controls the universe. The player arrives in Arrakis with the mission of contacting and convincing the Fremen tribes residing in sietches (desert settlements) near the Atreides palace to harvest the spice. Harvesting is the most important part of the game, required to purchase equipment from the smugglers and appease the emperor. To speed up the process of harvesting, the player can equip the tribes with harvesters to increase production and ornis to protect them from the gigantic protectors of the planet: Shai-Hulud - the sandworms. However, the spice doesn't last forever and new sietches must be prospected before having a mining crew assigned, but the player cannot run Southwards forever, as the Harkonnen enemy controls the North of the Planet, dangerously close to the Atreides Palace. Soon after the initial batches are sent to the Emperor, the player will have to actively deal with the Harkonnen, who will try to take control of player Sietches. For those, Fremen tribes can be assigned to military training with Gurney Halleck, but before doing such work Paul must have a certain reputation, gained by the control of Arrakis. As the game advances, the player will untap Paul's latent powers, as well as meeting other characters from the Dune universe, such as Duke Leto, Jessica, Thufir Hawat, Duncan Idaho, Harah, Chani, Stilgar and Liet Kynes, the mastermind behind the ecological plans on Dune - the ultimate goal.
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<li><a href="https://archive.org/details/msdos_Dune_2_-_The_Building_of_a_Dynasty_1992">Dune 2 - The Building of a Dynasty (1992)</a><br>
The planet Arrakis (also known as Dune for its sandy landscape) is the only place in the known universe where Melange (more commonly known as the Spice) can be found. The Spice is the basis of interstellar travel and thus the standard of the Imperial economy. To increase productivity, The Padishah Emperor has invited three powerful Houses (Harkonnen, Atreides and Ordos) to compete against one another economically and bring up spice production. Competition among these houses begins peacefully but soon turns ugly as they battle each other with armed troops, advanced weaponry, and spies. The planet itself is also hostile, with dangerous sandworms inhabiting the spice fields. Dune II is often considered the first mainstream modern real-time strategy game and established many conventions of the genre. Even though set in Frank Herbert's famous Dune universe, the game is only loosely connected to the plot of any of the books or the films based from them. Controlling either of the three Houses, the player must fight a number of battles against the other Houses. In the early levels, the goal is simply to earn a certain number of credits, while in the later missions, all enemies must be destroyed. The single resource in the game is the Spice, which must be collected by harvesters. The spice is converted to credits in a refinery, which are then spent to construct additional buildings and units. There are two terrain types: buildings can only be constructed on stone, while the Spice is only found on sand. However, units moving on sand attract the large sandworms of Dune, who are virtually indestructible and can swallow even large units whole. As levels progress, new and more advanced buildings and units are made available, including structures like a radar station, a repair facility or defense turrets and, for units, various ground troops, light vehicles and tanks. Each House can construct one unique special unit, and, after building a palace improvement, can unleash a unique palace effect. After a mission is completed, the player can select the next mission on a map of Dune. This choice determines the layout of the next map to be played, but has no effect on the overall campaign.
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<li><a href="https://archive.org/details/msdos_Dungeon_of_Shalan_1988">Dungeon of Shalan (1988)</a><br>
MS-DOS: Dungeon of Shalan by (1988)
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<li><a href="https://archive.org/details/msdos_Dungeon_Quest_1985">Dungeon Quest (1985)</a><br>
Dungeon Quest is a top-down dungeon crawl role-playing game written in BASIC that is most similar to the Warriors of Ras series of early computer RPGs. As usual, you'll begin with creating your character, having a choice of seven standard classes. Re-rolling bad throws is not allowed here, but you may be able to transfer attribute points. You can create up to nine characters. Last thing to do before beginning your quest is a visit to the shop, to buy armor, weapons, light sources and other useful stuff. Now you're ready to hit the dungeon levels. You can control a party of up to 9 characters. The full current level is shown in a top-down view, and you can start to do the usual timeless dungeon crawl routine: slay monsters, open doors, open treasure chests with or with out traps, everything with a somewhat eye-hurting red and green background, complete with simple graphics and a cumbersome user interface. Interesting, however, is the way of how the multi-character party is controlled: Focus is given to one character are controlled one after the other, with each having a few actions before control is passed to the next. This allows some hot seat multiplayer crawling. As to the background story... What background story? This game is not concerned with these trifles.
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<li><a href="https://archive.org/details/msdos_Dungeons_of_Death_1994">Dungeons of Death (1994)</a><br>
MS-DOS: Dungeons of Death by (1994)
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<li><a href="https://archive.org/details/msdos_Dungeons_of_Dunjin_The_1991">Dungeons of Dunjin, The (1991)</a><br>
MS-DOS: Dungeons of Dunjin, The by (1991)
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<li><a href="https://archive.org/details/msdos_Dungeons_of_Kairn_1989">Dungeons of Kairn (1989)</a><br>
Save the kingdom of Hamnlin from the Mad Mage Inshanis, by setting out to recover Artifacts hidden throughout the vast lands of Kairn. Recruit new adventurers from a variety of professions and level them up as you gain experience, slay monsters and explore the dungeons. The Mad Mage is in possession of all the Artifacts save three. These you must recover, then journey to the Mad Mage's island and use them to defeat him. The shareware version only includes the first dungeon; a registered copy adds the other 3.
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<li><a href="https://archive.org/details/msdos_Duracell_-_Run_the_Bunny_1996">Duracell - Run the Bunny (1996)</a><br>
MS-DOS: Duracell - Run the Bunny by (1996)
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<li><a href="https://archive.org/details/msdos_Dusk_of_the_Gods_1991">Dusk of the Gods (1991)</a><br>
The time of Ragnarok draws near. In the final battle between Gods and Giants, the dead will rise from Hela's realm of torture and rally under the banner of Loke, the God of Mischief, who shall turn all of Midgard into a battlefield against his brother Odin, the one-eyed, father of the Gods of Asgard. As Thor drops Mjollnir, his hammer of lightning, as Freya falls from her Golden Cart and Heimdal is pierced by the horns of Loke, the fire giant Surt shall wield his ensorcelled sword and purge the land in flames, so that eons later, a new dynasty of man can arise. Thus the sage Mimer has seen it in the Well of Wisdom. It is the dusk of the gods. Can fate be turned? Odin summons a champion, who has died on the fields of battle and is guided to Asgard by the Valkyries. This champion must find the six elements needed to forge a chain that can bind the hell hound Fenris, the Giant's best ally in the upcoming pandemonium. In addition, the champion must stop the quarrels of the Gods. Thor has lost the head of his hammer. Vidar, a son of Odin, strives to slay Hodur, who is said to have killed Baldur. Freya, the goddess of love and beauty, desires a necklace held by four dwarves. Frey is madly in love with the giantess Gerd, daughter of Surt, who demands the all-powerful Sword of Victory in exchange for the hand of Gerd. As you plunge into the whirl of intrigue, deceit and greed in the realm of the Viking gods, you travel the lands of the living and the dead, visit Aesir's underwater realm and cross the oceans in a magical pocket ship, and have a hand in all the legends from King Beowulf's fight with the dragon to the slaying of the Lady of the Hill. Dusk of the Gods is a role-playing game that focuses on exploration of the Viking legends and conversations with various characters in a large, seamless game world featuring a day and night cycle. The role-playing system in the game is rather simple: the main character has only two basic statistics (Warrior and Sage abilities), and the action-oriented battles are based on an uncomplicated point-and-click interaction. Magic system relies on usage of runes to cast spells.
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<li><a href="https://archive.org/details/msdos_Dylan_Dog_-_Gli_Uccisori_1992">Dylan Dog - Gli Uccisori (1992)</a><br>
Based on the Italian comics character Dylan Dog, London "nightmare detective", Gli Uccisori (The Murderers) is another volume created by Tiziano Sclavi himself and is a side-view action platform game with puzzle elements. After the nightmare Dylan saw in his dream, he received the invitation from one mysterious person to visit a mansion along with many other people. Accepting the invitation, Dylan (clothed in his signature red shirt, black jacket, and blue jeans) entered the house and took part in the sumptuous feast. But the wine was poisoned, and the part of guests were the murderers. Dylan, remembering the nightmare, just in case took the revolver with him. And here it all starts... You as Dylan should move around the house, fight with the murderers with bare hands, with revolver, or with weapons found in the house such as knife, screwdriver, sword, or maul. You should find certain keys to open certain doors. Also after killing certain murderers, you'll be provided with certain secrets given to you by the survived guests. Main parts of the story is told in comics art-style without any literary material. The problems for you in the mansion along the murderers are: 1) the timeflow, so you should act quickly; 2) your life energy, so you should keep it as high as possible blocking the opponent's hits; 3) number of the bullets for the revolver, so you should use them wisely; 4) no ability to save the game, so you should break through to the finish during the single seance of the gameplay; 5) the mansion's owner, whose identity you'll understand at the very end.
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<li><a href="https://archive.org/details/msdos_E.S.S_Mega_1991">E.S.S Mega (1991)</a><br>
E.S.S. Mega (European Space Simulator Mega) is a space shuttle simulation using 3D-modelled graphics. The game features one long campaign that emphasizes micro-level decisions (e.g. how much fuel to carry) over macro-level space program policies. You will first equip the space shuttle with cargo, crew, and energy. Then you will launch, pilot, and land it on a "shuttle carrier". When your shuttle is safely orbiting Earth, you will send up and maintain satellites, build and manage a space station. The in-game space database provides information.
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<li><a href="https://archive.org/details/msdos_E.T._-_No_More_Mr._Nice_Alien_1997">E.T. - No More Mr. Nice Alien (1997)</a><br>
A minigame for a three-hour Blender competition (#19) demanding works incorporating the three subjects "E.T.", "being scared" and "Stonehenge", this title adeptly strings them together, permitting the player to play E.T., frying tourists who are being scared at Stonehenge... er, with destructive rays fired from the tip of his glowing finger. Plot niceties such as why E.T., the friendly extra-terrestial, has such anger at the tourists -- or since when his finger began packing such a payload -- are largely unexplored here. As far as gameplay goes, the following can be said: the tourists run at varying speeds, and can only be shot when the finger is fully charged -- beyond these factors, the rule of the day is "if it moves, shoot it!"
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<li><a href="https://archive.org/details/msdos_Eagle_Eye_Mysteries_1993">Eagle Eye Mysteries (1993)</a><br>
Eagle Eye Mysteries is an educational game which incorporates some unique gameplay ideas not seen in many other games. A bit like Law and Order for kids, the game has over 50 different mysteries to solve, ranging from missing items to dug up skeletons to mysterious sea monster sightings to sculpture forgeries. With the help of Jake and Jennifer Eagle, you must interrogate suspects, gather information, and then decide on the culprit. Though intended to help improve reading comprehension and problem solving skills, Eagle Eye Mysteries can be a challenge for adults as well.
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<li><a href="https://archive.org/details/msdos_Eagle_Eye_Mysteries_in_London_1994">Eagle Eye Mysteries in London (1994)</a><br>
Eagle Eye Detective Agency is back and this time they are solving mysteries in London! Help Jake and Jennifer Eagle solve over 50 mysteries while enjoying some sight-seeing and learning about the landmarks of London. Collect clues and review them in your mini palm top-like computer, T.R.A.V.I.S (Text Retrieval And Video Input System). When you finish solving a mystery, you will be awarded a special page in your very own scrapbook.
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<li><a href="https://archive.org/details/msdos_Eamon_1988">Eamon (1988)</a><br>
Eamon was one of the earliest role-playing games available for the Apple II. It was also perhaps the first ever adventure game construction set. The game was public domain, so it was mainly distributed in Apple user groups and by trading with friends. The main game consists of the Eamon Master disk, which has the Main Hall and a short adventure called the Beginner's Cave. You start the game in the Main Hall, where you create a new character or select an old character. You are able to buy weapons, spells, and armor and go on your adventure. Weapons come in five different types: Axe, Bow, Mace, Spear, and Sword. There are three types of armor: Leather, Chain, and Plate. There are also several spells: Blast, a damage spell; Power, which has random effects, Heal, which cures you; and Speed, which increases your chance to hit. Character development is fairly simple. Your character starts with random stats in three categories: Hardiness (how much you can carry and the amount of damage you can take), Agility (How good you are in combat) and Charisma (Affects the costs of items in the store and the friendliness of monsters). You also has percentage ratings for each of the weapon types that determine, along with the armor penalty, whether you can hit or not. These percentage ratings have a chance of going up every time you hit a monster with that type of weapon. The game is entirely text-based, though the construction set allows the addition of graphics. You interact with the environment typing simple one or two-word game commands such as ATTACK RAT, INVENTORY, or NORTH. There is no option to save your game, so death is often quick, sudden, and final.
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<li><a href="https://archive.org/details/msdos_Eardis_-_Revolution_Force_1994">Eardis - Revolution Force (1994)</a><br>
MS-DOS: Eardis - Revolution Force by (1994)
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<li><a href="https://archive.org/details/msdos_Earl_Weaver_Baseball_1987">Earl Weaver Baseball (1987)</a><br>
A game with teams of era's like with Babe Ruth and Willie Mays. A game very up to date game for it's time. Camera angles and TV style presentations.
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<li><a href="https://archive.org/details/msdos_Earl_Weaver_Baseball_II_1991">Earl Weaver Baseball II (1991)</a><br>
Earl Weaver Baseball II is a realistic baseball game in 3D. Graphics are in full screen SVGA, and feature fully animated players and various camera positions. Compared to the original there are enhanced physics, and the real and fantasy playground options help to get an authentic atmosphere ingame. The game has four different skill levels. Various statistics can help you to improve your gameplay. Accumulated full game stats with over 50 stats, ratings for hitter and fielders, and more than 30 pitcher stats. Ratings will be helpful for you while choosing the right tactics, for example against powerful hitters. Statistics for all the major leagues of the day are included as well as manager stats. Included in the package is the "Commissioner's Disk II" containing a Manager Construction Set to create your own managers, a complete Fantasy League creation module, the ability to design your own parks and fields, and even print baseball cards. Multiplayer options let you challenge Earl Weaver himself or play against friends.
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<li><a href="https://archive.org/details/msdos_Earth_Invasion_1993">Earth Invasion (1993)</a><br>
The Yanchooz with their leader Xyfud Plasfoc are the bad guys of the universe. They try to destroy and enslave all other races and you are one of them. To be more specific, you are their worst fighter who screwed up the last 18 missions. As a consequence your leader is pretty pissed off of you and wants you dead. Your task is it to head to Earth, the only race who could defend itself successfully against the Yanchooz so far, and open a road for your capital ships. The problem is that you are completely alone. Nobody believes in you and now it's up to you to accomplish this suicidal mission. Earth Invasion is a shareware space arcade shooter with 10 missions. In each of the 10 missions you have to defeat five waves of human ships that differ from each other in their type and their amount. To clean each system a capital ship needs to be destroyed. After that you return to your home destroyer but your ship won't be repaired (remember, they want you dead) and you carry your defects into the next system. But your space fighter is equipped with HIJKE shield converters. From time to time a HIJKE capsule prowls through the system and when you catch it your shield regenerates. Unfortunately you only have 30 shield converters i.e. you should ration these capsules. Shareware version is limited to the first five missions and you can't save your game.
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<li><a href="https://archive.org/details/msdos_Earthly_Delights_1984">Earthly Delights (1984)</a><br>
Your favorite Uncle, from whom you haven't heard from in years has just died. He left you a peculiar inheiritance: a painting of a beautiful woman. The following night, the painting is stolen, sending you on a world-wide journey to discover who has the painting, and why.
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<li><a href="https://archive.org/details/msdos_Earthrise_1990">Earthrise (1990)</a><br>
A sci-fi adventure in which the player attempts to save Earth from a collision with a mechanically controlled asteroid. Space travel and exploration of the deserted mining colony.
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<li><a href="https://archive.org/details/msdos_Eco_Phantoms_1990">Eco Phantoms (1990)</a><br>
After six years away from Earth, your delivery contract is finally over, you've been paid a fat cheque and you can't wait to get home. As your ship gets closer and closer to the old beloved blue planet, the anticipation mounts. But wait! What's this? The earth is an unfamiliar, grey husk! A vast alien mothership hangs above it, mercilessly sucking out all of its natural resources. While you were away, the Eco Phantoms arrived, and did this! Now, you've managed to steal an Eco zeppelin craft and have gone down to Earth, to try to reverse the planet-draining process before it's too late. The Eco Phantoms have built several domes on the planet's surface, which house their buildings and equipment. You'll have to navigate through three of these domes, learning how to operate and maintain your alien craft, gathering resources, collecting data spheres, rescuing prisoners and engaging in confrontations with the Eco forces. Eventually, if you survive long enough, you'll be able to enter the alien mothership, where you will have to reprogram the main computer, to reverse the process and restore Earth to life. Eco Phantoms is a hybrid game that contains exploration with an aircraft in pseudo-3D dungeon-like environments, action-based combat, arcade sequences, and puzzle-solving elements.
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<li><a href="https://archive.org/details/msdos_EcoQuest_2_-_Lost_Secret_of_the_Rainforest_1993">EcoQuest 2 - Lost Secret of the Rainforest (1993)</a><br>
In Lost Secret of the Rainforest the player controls a boy named Adam Greene who, along with his father Noah, a doctor of ecology, travels to the town Iquitos in South America, to meet the Ecology Emergency Network. The two intend to go on an expedition up the Amazon river and try to establish contact with a native tribe known as the Grove People. After having separated from his father, Adam must venture into the rainforest, discover the secret of the mysterious Forest Heart and find the lost City of Gold in his pursuit of a remedy for the Grove People. This sequel to EcoQuest: The Search for Cetus is similar to its predecessor in presentation and gameplay, being an adventure game with educational elements. Like the first game, it has an icon-based interface and does not allow the player to get irrevocably stuck in the game or let the player character die. A specific feature of this installment is the so-called "Ecorder", a device Adam uses to record information about the flora and fauna of the area he explores.
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<li><a href="https://archive.org/details/msdos_Ed_Chess_1994">Ed Chess (1994)</a><br>
A very basic chess game. Play against the AI, another person, or have the computer play itself.
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<li><a href="https://archive.org/details/msdos_Eddy_and_Co_1995">Eddy & Co (1995)</a><br>
Eddy & Co is a commercial game which advertises Eismann, a German distributor for deep-frozen food. The game stars the eponymous Eddy and his three friends Trixi, Johnny, and Bonny (the company's mascots at the time of the game's development) who must save Eismann world from evil monsters. The game itself is a classic side-scrolling platformer. The player walks through the level and must defeat a boss at the end of it to open the exit. The player can control all four characters. The player starts controlling Eddy but at every save point in the level they can switch to any other character as often as they like. Eddy and his friends each have different properties in terms of speed, health points. and how high they can jump. Enemies are defeated by jumping on them, but a power-up enables a character to throw snow balls for a short time.
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<li><a href="https://archive.org/details/msdos_Eden_Blues_1987">Eden Blues (1987)</a><br>
In this real-time adventure you are a prisoner of jail guarded by droids. And you know the roster of their duty, some of them are on beat by day, some by night. Another of them like a dogs, who is on beat all time. But you have to find the way out of labyrinth using your legs and a knack to bash the doors out. With time your health is decreasing and you must find the bottles to recuperate. When you are bashing the door, your physical endurance is decreasing and you must find a food to restore it. In game you'll also find the coins for coffee dispensing machines but beware of talking portraits and other traps...
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<li><a href="https://archive.org/details/msdos_Egaint_1989">Egaint (1989)</a><br>
EGAint Is Not Tetris... got it? In fact, it's a freeware Tetris style game, one of the earliest such releases on the IBM PC. Being that it was so small (under 100kb, an easy 2400 baud download), Egaint lacked the background pictures Tetris players enjoyed, but it did sport high-resolution graphics and some custom game settings, including several exotically-named block styles, and shapes not seen in most Tetris clones. The game featured a "tournament mode", with a fixed, non-random set of falling blocks, but no multiplayer support. The package also included a separate, text-mode version, simply called AINT.
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<li><a href="https://archive.org/details/msdos_EGATrek_1992">EGATrek (1992)</a><br>
<p><b>Published by</b> Sofsource, Inc. </p><p><b>Developed by</b> Arcanum Computing </p><p><b>Released</b> 1992 </p><p><b>Platform</b> DOS </p><p><b>ESRB Rating</b> Kids to Adults </p><p><b>Genre</b> Simulation, Strategy </p><p><b>Theme</b> Sci-Fi / Futuristic</p><p></p><p>From Mobygames.com. <a href="http://www.mobygames.com/game/dos/ega-trek" rel="nofollow">Original Entry</a></p>
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<li><a href="https://archive.org/details/msdos_Eight_Ball_Deluxe_1993">Eight Ball Deluxe (1993)</a><br>
This pinball simulator was the first one to simulate a real pinball machine. With support to high resolutions (1024x768) it only includes one pinball game. As special features the player can change the voltage levels and an un-common magnet ball option that allows guiding the ball and discovering the different combos for a best score.
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<li><a href="https://archive.org/details/msdos_Electranoid_1995">Electranoid (1995)</a><br>
Electranoid is an Arkanoid-style arcade game which features the same basic gameplay as its inspiration, with additional enemies thrown in. Like Arkanoid, the player's objective is to break all the bricks in a level and move on to the next level. Along the way, the player must also contend with enemy fighters like Menacers that launch balls of different colors (and corresponding effects) in an attempt to confuse him/her and Destroyers who will attempt to destroy the player by launching killer balls. But the player can gain an advantage by grabbing power-ups like lasers and multi-balls. In all, a registered user of this game can play up to 100 levels.
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<li><a href="https://archive.org/details/msdos_Electric_Crayon_3.0_-_Inspector_Gadget_-_Safety_Patrol_1991">Electric Crayon 3.0 - Inspector Gadget - Safety Patrol (1991)</a><br>
Inspector Gadget: Safety Patrol is another title in the Electric Crayon series. The game is a coloring book with 30 illustrations, with the characters of the famous TV cartoon "Inspector Gadget" that include safety education messages. There are 16 colors "in screen" for coloring the pictures, but the user has the "mix option" that can get 256 colors. Later, pictures could be printed with, or without, a message, a monthly calendar etc.
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<li><a href="https://archive.org/details/msdos_Electric_Crayon_3.1_-_At_the_Zoo_1992">Electric Crayon 3.1 - At the Zoo (1992)</a><br>
This computer coloring book is another part in the Electric Crayon series and it has 30 pictures of different Zoo inhabitants to color. Pictures could be colored from a palette of 16 colors. A mix button would "mix" the current color with the 15 other colors and give a total of 256 colors. Choosing a color and clicking in the picture do a color fill in the area clicked. The finished, or in progress, coloring was automatically saved to disk. Player may also remove all colors applied previously to start coloring from the very beginning. Each picture has an educational description. Pictures could be printed with, or without, a monthly calendar, description, message, banner, etc.
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<li><a href="https://archive.org/details/msdos_Electric_Crayon_3.1_-_Super_Mario_Bros_and_Friends_-_When_I_Grow_Up_1992">Electric Crayon 3.1 - Super Mario Bros & Friends - When I Grow Up (1992)</a><br>
This computer coloring book is another part in the Electric Crayon series and it has 29 pictures of different Super Mario Bros` and their friends` occupations to color. Pictures could be colored from a palette of 16 colors. A mix button would "mix" the current color with the 15 other colors and give a total of 256 colors. Choosing a color and clicking in the picture do a color fill in the area clicked. The finished, or in progress, coloring was automatically saved to disk. Player may also remove all colors applied previously to start coloring from the very beginning. Each picture has an educational description of the occupation, such as who the waitress, scientist, lawyer, or racer, etc., are to choose when player grow up. Several pictures have animation sequences. Pictures could be printed with, or without, a monthly calendar, description, message, banner, etc.
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<li><a href="https://archive.org/details/msdos_Electric_Crayon_Deluxe_-_Teenage_Mutant_Ninja_Turtles_-_World_Tour_1990">Electric Crayon Deluxe - Teenage Mutant Ninja Turtles - World Tour (1990)</a><br>
This computer coloring book is another part in the Electric Crayon series and it has 30 pictures of different world places, such as Kremlin, Redwood, Taj Mahal, Fuji, Alps, etc., with Teenage Mutant Ninja Turtles to color. Pictures could be colored from a palette of 16 colors. Choosing a color and clicking in the picture do a color fill in the area clicked. The finished, or in progress, coloring was automatically saved to disk. Player may also remove all colors applied previously to start coloring from the very beginning. Each picture has an educative description and could be printed.
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<li><a href="https://archive.org/details/msdos_Elements_1994">Elements (1994)</a><br>
Elements is a puzzle game where you use the arrow keys to guide a small green ball (called "Element") through mazes without running out of energy. You lose energy by moving in any direction. Energy is displayed as an orange stripe along the bottom of the screen alongside your score, keys and the number of shards you have collected. You start with three lives (displayed on the bottom right corner). If you run out of energy or fall into holes, you lose a life and return to the first maze in the current level. There is a square marked X at the end of each level that gives you a password that will allow you to start at the next level the next time you play.
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<li><a href="https://archive.org/details/msdos_Elevator_1986">Elevator (1986)</a><br>
The gameplay of Elevator is similar to that of Spy's Demise. The goal is to reach the top of the screen while collecting all the pots of gold. You start at the bottom left walking right. When you reach the right side you move one row up. Then you have to walk all the way to the left and you will go up one row again etc. You have to avoid the elevators that constantly move up and down. As the levels go up, the elevators get faster and the game gets a whole lot harder.
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<li><a href="https://archive.org/details/msdos_Elevators_from_Hell_1992">Elevators from Hell (1992)</a><br>
The objective in Elevators from Hell is to collect all seven tokens (one on each floor) and then escape the building... alive! The building consists of seven floors, each floor has two elevators (left and right), the elevator panel (center) and a token (between left elevator and the panel). The panel will call the nearest elevator, regardless of left or right. Sounds easy? It would be if the player were alone in the building. Unfortunately, there is a Robo Guard patrolling the building. If the player comes too close to the Robo Guard, he will fire his red laser beam to kill the player.
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<li><a href="https://archive.org/details/msdos_Elite_1987">Elite (1987)</a><br>
Elite is a free-form space trading and combat simulation, commonly considered the progenitor of this sub-genre. The player initially controls a character referred to as "Commander Jameson", starting at Lave Station with 100 credits and a lightly armed trading ship called Cobra Mark III. Most of the game consists of traveling to various star systems, trading with their inhabitants, gaining money and reputation. Money can also be gained by other means beside trading; these include undertaking military missions, bounty hunting, asteroid mining, and even piracy. As the player character earns money, he becomes able to upgrade his ships with enhancements such as better weapons, shields, increased cargo capacity, an automated docking system, etc. The game utilizes pseudo-3D wire-frame graphics; its world is viewed from a first-person perspective. It has no overarching story, though a race known as Thargoids play the role of antagonists: their ships will often attack the player-controlled ship, forcing the player to engage in space combat. Combat is action-oriented, taking place in the same environment as the exploration. The player must use various weapons the ship is equipped with, as well as manoeuvre the ship, trying to dodge enemy attacks. The player can also choose to attack neutral ships; doing so will decrease the protagonist's reputation, eventually attracting the attention of the galactic police. Elite is notable for its expansive game world, consisting of eight galaxies and 256 planets. The player is free to travel to any of these planets, provided his ship has enough fuel for the trip (the ship's fuel capacity is limited for a journey to the distance of seven light years).
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<li><a href="https://archive.org/details/msdos_Elvira_-_The_Arcade_Game_1991">Elvira - The Arcade Game (1991)</a><br>
A platform game starring the well-known Mistress of the dark popularized by Horror Soft's RPGs, Elvira: The Arcade Game consists of two worlds: fire and ice. The two huge levels have much in common. There are many weapons and power-ups that Elvira can pick up. Elvira will have to kill many different enemies.
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<li><a href="https://archive.org/details/msdos_Elvira_2_-_The_Jaws_of_Cerberus_1991">Elvira 2 - The Jaws of Cerberus (1991)</a><br>
Elvira - a horror movie star, a witch, and your girlfriend - is in trouble. A demon Cerberus has kidnapped her in order to kill her and gain her power. To save Elvira, you arrive at the studios of Black Widow Productions, where she is being held. Unfortunately, the whole studio is filled with monsters, as the horror movie sets have turned real. Elvira II: The Jaws of Cerberus is an adventure/RPG first-person game. You begin by choosing one of the four classes for your character (which determines your starting attributes, such as Strength, Intelligence etc.). For movement, you click the arrows in the bottom-right corner of the screen. Collecting items can be done via clicking on them in the first-person view window and dragging them into your inventory. (You can also click the "room" icon to see all the items that you've found in the room so far.) Should you encounter monsters, you fight by clicking on them. You can choose one of the four tactics (Normal, Defense, Fierce, Berserk) when fighting, and there's a number of different weapons you can find in the game. If you meet someone who doesn't want to murder you (a very rare occurrence) you can talk to him, though conversations are pretty simple and consist mainly of short phrases. As you defeat monsters, explore the game world and cast spells (see below), you get experience. Once you have enough experience, you gain a level, and your attributes improve. Thanks to Elvira's spellbook she gave you, you have the ability to create and cast spells. Some spells can be used to heal yourself, protect you in combat or damage your enemies, other are necessary to solve certain puzzles and make progress in the game. Creating a spell requires you to be of high enough level and to have the proper ingredients, different for every spell. The ingredients are usually gone forever once the spell is ready, so beware and don't use up any items vital for completing the game! Casting a spell requires you to use some amount of Power Points (PP), which regenerate automatically but slowly. What's more, you only get a limited number of castings when you prepare a spell, so don't waste them.
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<li><a href="https://archive.org/details/msdos_Emmanuelle_1989">Emmanuelle (1989)</a><br>
This adventure is licensed from an autobiography of the rather sordid life of Maryat Rollet-Andriane. It centres around a man's efforts to attract her - suffice to say, he doesn't do so by offering her a can of Pepsi, and the game is not aimed at the young or prudish. Most of the game involves using multiple-choice dialogue to produce the correct outcome. You will visit bars, beaches, and many glamorous cities. There are also several sub-games, as you visit a casino, fend off love rivals, and face down smugglers.
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<li><a href="https://archive.org/details/msdos_Empire_-_Wargame_of_the_Century_1987">Empire - Wargame of the Century (1987)</a><br>
The object of the game is simple - gain control of the entire world by using your armies to crush your opponents. You'll start off with a city, which must then produce armies, that are used to conquer more cities. The array of unit types is limited to eight, including various ships, fighter planes, ground units and a submarine. This is more than made up for by the significantly different abilities each of the units possess, and the game will mostly likely appeal to the Chess and Risk player's of the world.
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<li><a href="https://archive.org/details/msdos_Empire_Deluxe_1993">Empire Deluxe (1993)</a><br>
An updated version of White Wolf's earlier Empire game, which was based on a wargame dating back to early mainframe days. One to six players (human or computer with three levels of intelligence) compete to conquer the world using their ground, air, and sea units. There are three versions of the game available: basic, standard, and advanced. The basic game provides the minimal types of units, a completely viewable map, and basic production rules. The standard game adds some new units, forces you to explore the map to view it, and slightly modifies the production rules. Finally, the advanced game (for the true wargamer) adds even more types of units, terrain effects on movement and sighting, and slightly more complicated production rules. In addition to playing one or more people around the same computer, you could play via mail (by posting disks back and forth), e-mail, modem, network, or direct serial link. The game also came with some preset scenarios and maps for players to use. Additionally, there was an editor that let players create their own maps and scenarios. Copy protection was a compromise between security and player convenience. Rather than looking up a word in the manual every time the game was run, this was only required when running the separate executable that set game options. (Screen resolution, sound options, etc.) Naturally, you always had to run it before playing the first time. White Wolf and New World Computing also released a scenario disk for the game and later released the Windows version with the extra scenarios on CD-ROM.
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<li><a href="https://archive.org/details/msdos_Empire_Soccer_94_1994">Empire Soccer 94 (1994)</a><br>
Rather than copying Sensible Soccer or Kick Off, this football game features a number of comical and unrealistic touches. Although the view is top-down, the pitch is small and square, and the players appear huge on it. A range of moves including overhead kicks, trapping the ball and quick 1-2 passes can be mastered. Before each match your team can choose special moves to assign to each player - power shots with ludicrous curve, super dribbling (making the ball stick to your foot), and a Barge power to push players out of the way. A full world cup tournament is offered, which up to 8 human players can partake in, as well as single exhibition matches. The action replays feature a VCR-style control.
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<li><a href="https://archive.org/details/msdos_Encounter_1984">Encounter (1984)</a><br>
Somewhat similar to Space Invaders, you pilot a craft that is flying through space while avoiding pieces of your destroyed planet and being shot by the alien space craft who destroyed your planet. You must destroy those craft before running out of fuel. Rather than a full screen of enemies to destroy, you start out the game only needing to fight two spaceships... but that is just the beginning.
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<li><a href="https://archive.org/details/msdos_Encyclopedia_of_War_-_Ancient_Battles_1988">Encyclopedia of War - Ancient Battles (1988)</a><br>
This game is actually a lot like chess! It's a games designed to simulate pitched battles in the Ancient world. There is a set of armies available from the earliest times until the fall of the Western Roman Empire, in 475 A.D. You can design the terrain and/or units, set-up each side's troops and then it's just on to the battle. You are doing nothing but fighting the battle you created. There are also some pre-designed scenarios and maps for your enjoyment.
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<li><a href="https://archive.org/details/msdos_England_Championship_Special_1991">England Championship Special (1991)</a><br>
Featuring the English national squad in a top-down soccer game, England Championship Special represents British publisher Grand Slam's attempt to cash in on both England's respectable semi-final entry at the 1990 World Cup and the popularity of Anco's acclaimed Kick Off series. With its 1991 release, English Championship Special is somewhat awkwardly set in between the 1990 World Cup (England made the semi finals, its best result since 1966, then lost to Germany and to Italy in the third-place match) and the European Championship of 1992, to which the "Championship Special" part of the title refers. The squad composition is based on the 1991 status quo, which means you'll go into the Euro tournament with World Cup veterans such as Waddle, Beardsley and Wright, but without 1992 players like Alan Shearer or Alan Smith, infamous substitute to Gary Lineker in the Sweden match. While Grand Slam got the England team and manager to officially endorse the game (thus having names and photos of 20 squad members from Robson to Gascoigne), they didn't buy the Euro Championship license. You'll be playing seven out of 22 European nations for the "Champions of Europe" title in a nondescript international tournament, from group matches to finals. Mimicking Kick Off in style and perspective, European Championship Special is geared towards high-speed play at bottom-level complexity, with only one action key for kicks and slides and heads. No cards and hardly any penalties, primitive AI and straightforward gameplay make for goals galore, and the weather system turns out to be wind velocities only, which turns out don't affect the ball at all.
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<li><a href="https://archive.org/details/msdos_Entity_1994">Entity (1994)</a><br>
Entity is a side-scrolling platform game in which you control a female (in her bare essentials) trying to save a planet from an evil creature (the entity) that has broken lose from it's petrified state and is about to wreak havoc. An elder informs her that she is the chosen one, whom we get to see in the intro.
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<li><a href="https://archive.org/details/msdos_Eojjeonji_Joheun_Il-i_Saenggil_Geot_Gateun_Jeonyeok_1997">Eojjeonji Joheun Il-i Saenggil Geot Gateun Jeonyeok (1997)</a><br>
Eojjeonji Joheun Il-i Saenggil Geot Gateun Jeonyeok (which roughly translates to "A Night Where Good Things Are Bound to Happen") is a Korean-made beat-em-up based on the comic book by Myung Jin Lee. The protagonist of the game is a rebellious teenager named Namgoong Gunn. On the way to his new school, where he hopes to forget his rather violent past, he spots a beautiful girl, and immediately afterwards his wallet gets stolen. Following the thief, Gunn gets involved in a struggle against a powerful criminal syndicate. The basic gameplay system involves standard combination of punches, kicks, and jumps, in a Final Fight-like fashion. However, the game also has an RPG element in that it awards the protagonist experience points for defeating enemies or even simply harming them. At a level-up screen the player can choose to upgrade Gunn's "tech", which allows him to learn new moves such as dashing, grabbing enemies, getting up faster, and others. The player can also choose to upgrade the protagonist's health bar, attack power, and speed.
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<li><a href="https://archive.org/details/msdos_Epic_Baseball_1995">Epic Baseball (1995)</a><br>
Epic Baseball is a baseball management and coaching simulator. The game allows for Exhibition Play as well as League Play. In Exhibition play you will select both teams playing and where they're playing. In League Play you will guide a single team through the majors. There are also options to modify schedules and playbooks. Once a game starts, you as the coach, can select who will play and how they will play. The action on the field is automatic but you will determine for example whether a hitter will play aggressively or will bunt and whether a pitcher will throw curves or ball the player to base. The game's graphical depictions of baseball are optional and a coach can simply opt out of them and see the final scores. The shareware edition of the game is limited to five historic teams, exhibition games only and no modifications of playbooks or schedules. The Deluxe edition of the game has: all officially licensed MLBPA players and teams, League Play, League Utilities allowing you to manage league and teams, Reports which you can generate, view and print, Schedule Editor which lets you make up your own schedules. The Mega-Pack edition of the game includes all the aforementioned plus all National League & American League stadiums as well as General Manager/Owner disk that allows for creation of your own manager profile. As well, this disk lets you trade players and rearrange teams as you see fit.
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<li><a href="https://archive.org/details/msdos_Eracha_1996">Eracha (1996)</a><br>
Eracha is a platform game in which you play a caveman. You go around killing ghosts and other creatures to get to the end of each level. You have a club to kill the monsters and you can also pick up different weapons you can throw. The controls are very easy. You use the cursor keys to move, up to jump, control to use your club, alt to throw an item and space to switch through your throwing items. There are eight levels to play in total.
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<li><a href="https://archive.org/details/msdos_Escape_from_Delirium_1996">Escape from Delirium (1996)</a><br>
Amateur made, shareware imitation of Monkey Island 2 / Simon the Sorceror. But don't let that put you off - this is a quality game in its own right. You are adventurer Paul Cole, the year is 1948, and you have been lowered down a pit to investigate a the discovery of a corpse. Then you find you cannot get out. The rest is up to you! The main difference between this and another LucasArts' SCUMM engine game is the lack of obvious humor. It seems to take itself very seriously.
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<li><a href="https://archive.org/details/msdos_Escape_from_Hell_1990">Escape from Hell (1990)</a><br>
For an inexplicable reason, an ordinary guy named Richard was thrown into Hell. Apparently, there has been some mistake, but it doesn't look like anyone is about to correct it - Richard's own Guardian Angel has left him a note in a telephone booth, making it clear that Richard can rely on no one but himself. The first thing he has to do is find companions (luckily, Hell seems to be a rather densely populated place), who would help him on his perilous journey through this very unpleasant place.. Escape from Hell is a role-playing game that uses the Wasteland engine. Richard's party navigates the top-down environments, encountering and interacting with characters, friendly and otherwise. Compared to Wasteland, the role-playing system is simpler, with more traditional leveling up and more focus on combat abilities. The skill system is present, but skills need to be acquired or learn from trainers rather than increased by repeated usage. Most of the skills are combat-oriented, though some (such as hacking, swimming, and others) apply to non-combat activities. Despite its horror premise, Escape from Hell contains many comedic elements. Many of the weapons and other accessories have funny names, much of the dialogue is humorous, and characters who join Richard's party are popular historical or fictional figures such as Stalin, Genghis Khan, Hamlet, Mozart, and others.
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<li><a href="https://archive.org/details/msdos_Escape_from_Markana_1994">Escape from Markana (1994)</a><br>
Escape from Markana is a single-player "escape the maze"-type game. The player takes the role of a hero who has been taken prisoner by the nation of Markana. After a long and intensive interrogation the Markana leave you alone in their maze. They are so certain that their obstacle, trap and puzzle laden maze is impenetrable that they leave no guards around so all the player has to do is escape. Further evidence of their pride in the security of their maze is the fact that they also use it to store treasure and the odd gun. Points are scored for each object collected. The game is divided into sections. Program Markana1 includes levels 1, 2, and 3 while program Markana2 includes levels 4, 5, and 6 and so on. On loading the game it attempts to adjust to the speed of the host computer. This test takes between one and ten minutes but, according to the game's documentation, can take up to twenty minutes. There is an on-screen manual which describes the game in detail, this accessed by a separate program. The game has one save slot. The shareware version has six levels. The full registered version has 12 levels and over 1000 screens.
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<li><a href="https://archive.org/details/msdos_Escape_from_the_Planet_of_the_Robot_Monsters_1990">Escape from the Planet of the Robot Monsters (1990)</a><br>
Escape from the Planet of the Robot Monsters has the player sent on a rescue mission to Planet X. This planet has been taken over by robots and it's up to the player to find and evacuate the remaining humans. It's a shooter similar to Gauntlet, only with an isometric viewpoint. The protagonist runs around the levels shooting robots, rescuing humans and picking up items.
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<li><a href="https://archive.org/details/msdos_Eternal_Adventure_The_1995">Eternal Adventure, The (1995)</a><br>
Like VariTale before it, TEA is a BBS door for automating the infrastructure permitting the playing of Choose-Your-Own-Adventure type plot-forking games -- all it needs are the stories, provided by your BBS userbase (or, optionally, by an included sample pack of 65 rooms)! It starts you off with one room (not coincidentally an ad for the program's home BBS) and from there users can write descriptions of new rooms (hypothetically an unlimited amount, but only 100 in the unregistered version) with plenty of options (not necessarily merely binary choices) and full hypertext capability to connect to any other written page regardless of whether it fits the chronology or sequence.
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<li><a href="https://archive.org/details/msdos_Euro_Soccer_1992">Euro Soccer (1992)</a><br>
The game represents the most powerful European teams of 1992 season. England, Germany, Scotland, Netherlands, Italy, Spain, France, and Sweden propose the best teams of their premier divisions such as Bayern Muenchen, Manchester United, Celtic, Ajax, AC Milan, Real Madrid, FC Barcelona, Monaco, IFK Goeteborg, etc. for player's choice. Gameplay flows in side view, where soccer players are controlled either by human or CPU. There are two modes of playing. The first one is "Friendly match" for 2 players (playable only if a joystick is installed along with keyboard). The second one is "Euro Cup tournament" for 1 player. Different options such as match length (2/4/6/8 minutes), weather conditions (wet/dry), formation of the teams (4-4-2/4-3-3/4-2-4), and national anthems (on/off) may be adjusted. Simulation of the players` team actions lies in the following. When the ball is near the player of your team, this player is selected as active and becomes controllable. As this player you should run to the player of the opposite team and take the ball, after that you may run with the ball, which is stuck to your feet, give a pass to another player of your team, or strike the ball. Your player may be moved in 8 directions. Your goalkeeper keeps your gates by himself. Camera follows the ball but with some delay, so the ball is often not in the center of the playscreen as well as nearest player of your team is not visible. There is no ability to save the game in progress. So tournament should be played from the very beginning 'til the end during a single game session.
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<li><a href="https://archive.org/details/msdos_European_Championship_1992_1992">European Championship 1992 (1992)</a><br>
Tecmo's World Cup '90 arcade game was remodeled based on the 1992 European Championships for its home computer release. The tournament's structure of the time (2 groups of 4 play each other once, top 2 go through to semi-finals followed by a final) is recreated, with any of Europe's soccer nations available to be chosen as those 8, and 1 or 2 human players choosing their team, playing on either keyboard or joystick. The matches are played from a side-scrolling perspective. The ball sticks to the player's foot, and can be kicked or passed with a press of the fire button. The referee is fairly lenient when it comes to tough sliding tackles, although fierce contact will result in a free kick being given.
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<li><a href="https://archive.org/details/msdos_Evasive_Action_1993">Evasive Action (1993)</a><br>
An interesting flight sim that takes you through four world wars. This sim allows you to flight historically accurate planes from WW1 and WW2, modern day fighters from present day for WW3, and space ships for WW4.
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<li><a href="https://archive.org/details/msdos_Evets_-_The_Ultimate_Adventure_1988">Evets - The Ultimate Adventure (1988)</a><br>
Evets is a relatively rare roguelike game that has several unusual features like controlling a party of characters instead of a solo character, and group of monsters instead of single monsters. Apart of this and the slightly unusual menu-based user interface, the game is a quite typical traditional. The game starts at the main menu, where you'll first have to assemble a party. You can create character by choosing a race (six races available), a class (one of four classes, but there are four more classes in the game) and an alignment (D&D like, plus an "Amoral" alignment) and then distributing some points on some class-determined stats. Each character is already quite well equipped, so you can immediately start exploring the dungeons, but you can also spend some money buying better stuff. The dungeons appear in usual roguelike manner -- top-down view in ASCII graphics. You move through rooms and corridors, occasionally meeting groups of monsters which results in a turn-based combat. During combat, you have the possibilities to fight, cast a spell, use an item, parry or run. You may stumble upon several groups of monsters at once, like 4 skeletons and 2 gromes, in which case you'll have to choose whom to attack first, which gives the combat a tactical touch. When you won a fight, you get experience and gold. The dungeons also feature some special locations like traps, shops and a review board, the latter revealing another specialty of Evets, which is switching character classes during the game. Despite its unusual and promising features, the game has a quite cumbersome and non-standard interface which makes it difficult to handle. For example, spells you want to cast have to be entered by full name, which is somewhat cumbersome as some spell's name have been abbreviated ("Magic missle"), but at least, the last entered spell is the default.
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<li><a href="https://archive.org/details/msdos_Evolution_1983">Evolution (1983)</a><br>
Evolution is an arcade style action game with six levels where you need to evolve from an amoeba to a human. Each level is a different stage in evolution with it's own unique goals. The first level is the amoeba stage where you need to eat all the DNA on the screen while avoiding the spores, microbes, and antibodies that are trying to stop you. The second level is the tadpole stage. The tadpole needs to eat three flies to move on to the next stage while avoiding the very hungry fish. Next is the rodent stage, where you need to eat five blocks of cheese while avoiding the snakes. In level four you need to guide a beaver across alligator infested waters to retrieve sticks and build a dam. The fifth level is the gorilla stage, where your gorilla has to use coconuts to fight off monkeys that are trying to steel its orange stash. And finally is the human stage, where you have to use a laser gun to fight off mutants that are trying to take over the earth.
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<li><a href="https://archive.org/details/msdos_Excelsior_Phase_One_-_Lysandia_1993">Excelsior Phase One - Lysandia (1993)</a><br>
Excelsior is a tile-based RPG (in the vein of the early Ultima games). It places you on the planet of Lysandia with the goal of eliminating the chaotic presence threatening the planet. The game follows traditional RPG concepts, including character creation, a variety of weapons and magic spells, skill sets (such as swimming, music, and seamanship). The game provides a number of quests and side-quests designed to bring your character closer to completing the goal of liberating Lysandia.
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<li><a href="https://archive.org/details/msdos_Executive_Suite_1982">Executive Suite (1982)</a><br>
After a short job interview, you get hired to Mighty Microcomputer Corporation. You have only one goal in your mind: to become the president of the company as soon as possible! The game presents you with situations and problems which you must solve by choosing from multiple choices. After a series of questions the game evaluates your performance. If you have made the right choices, you get to advance in your career, but if you have made the wrong decisions, you get fired from the company and the game ends.
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<li><a href="https://archive.org/details/msdos_Exodus_-_Journey_to_the_Promised_Land_1992">Exodus - Journey to the Promised Land (1992)</a><br>
In Exodus you need to guide Moses through 100 different levels in order to reach the promised land. The gameplay features an action/strategy part similar to Boulder Dash, and a question part. In the action part, you need to collect five question marks and enough Manna to open the exit of the maze-like screens. There are a variety of boulders, walls, dirt, and other obstacles in the way. Some obstacles can be destroyed when moses uses his staff to say the word of god, other obstacles can be pushed out of the way, and some you must find a way around. You need to be careful when navigating around the screens, if you cause any boulders to fall and they land on you a life is lost. Also wandering about are a variety of enemies which can be destroyed or avoided, but will cost you one life if you get caught. When you find all the question marks and manna you need, the exit appears and you can move on to the question phase. Here you will be asked five multiple choice questions about the book of Exodus. Answering the questions correctly will reward you with bonuses, such as extra lives.
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<li><a href="https://archive.org/details/msdos_Expert_School_of_Knowledge_1992">Expert School of Knowledge (1992)</a><br>
Expert School of Knowledge is a trivia game for up to four players. There are three levels of play; beginner, intermediate, and advanced. Beginner gives one point per answer with thirty seconds on the clock. Intermediate gives two points and twenty seconds. Advanced rewards three points per correct answer but only allows ten seconds per answer. There are ten questions per category and the categories are; literature, music & arts, history, grab bag, entertainment & sports, science & computers, nature, mathematics, geography, and vocabulary. Randomly the game will ask you a bonus question which rewards a doubled point. After all the categories are finished the game will give you a final score, a grade average and, if deserving, an honorary diploma which you can print.
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<li><a href="https://archive.org/details/msdos_Eye_of_Horus_1989">Eye of Horus (1989)</a><br>
As a mystical shaman, go through a pyramid in ancient Egypt to get the magical eye of horus. In a cool twist, by pressing the up arrow you turn into a birdy and can search through the levels. Just press the down arrow and voila! Human again. Many traps try to trick you.
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<li><a href="https://archive.org/details/msdos_Eye_of_the_Beholder_1991">Eye of the Beholder (1991)</a><br>
Something evil is lurking below the city of Waterdeep. The Lords of Waterdeep summon a group of heroes to investigate, but someone or something has been watching the proceedings. After the heroes enter the sewers, the ceiling collapses behind them. The only way out is the way down, into a dungeon filled with monsters, traps and puzzles. Eye of the Beholder is a dungeon crawler RPG with a first-person perspective based on the 2nd Edition AD&D rules. The starting party consists of four characters and up to two NPCs can join later. Combat and magic happen in real time, similarly to Dungeon Master. There is a variety of monsters to fight and spells to cast. The game features a point-and-click interface for fighting, spellcasting and handling objects.
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<li><a href="https://archive.org/details/msdos_Eye_of_the_Beholder_II_-_The_Legend_of_Darkmoon_1991">Eye of the Beholder II - The Legend of Darkmoon (1991)</a><br>
The Archmage Khelben summons the Heroes of Waterdeep, slayers of the Beholder Xanathar, for another mission. Strange things are happening in the forests near Waterdeep, centered around the Temple Darkmoon. People have been disappearing and shallow graves containing human remains have been found. Khelben teleports the party to the forests near Darkmoon so they may find out what kind of evil is working in the towers of the temple. Eye of the Beholder II: The Legend of Darkmoon is, like its predecessor, a first-person dungeon-crawling role-playing game based on the second edition of AD&D rules. It uses the same point-and-click gameplay mechanics and controls as the first game, with only minor changes. The game is set entirely in pseudo-3D maze-like areas; no automapping is available. Combat flows in real time, and characters can move as a single unit to lure enemies or avoid blows. A starting party consists of four characters, which can be transferred from the earlier game or created from scratch. Six classes (Fighter, Ranger, Paladin, Cleric, Mage, and Thief) are available. Characters can reach higher levels and learn new spells, must face new and tough monsters, and solve multiple puzzles. Compared to the first game, many more illustrated NPC encounters and cutscenes were added.
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<li><a href="https://archive.org/details/msdos_Eye_of_the_Beholder_III_-_Assault_on_Myth_Drannor_1993">Eye of the Beholder III - Assault on Myth Drannor (1993)</a><br>
This is the third and the final part of Eye of the Beholder trilogy. While boasting of their exploits in the the previous game, the party is approached by a man with a tale of a dangerous lich who threatens the surrounding area. Without hesitation the party agrees to deal with the lich, and the mysterious man teleports them into yet another adventure. The game is more or less the same as the predecessors, the battles play out in the same way as in previous entries. Characters can fight mano-a-mano, or they can throw things, weapons, arrows, etc. Open spaces have been added to the game as well as the ability for the entire party to attack at once. New high level monsters, spells, and equipment can be found as well.
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<li><a href="https://archive.org/details/msdos_Eye_of_the_Storm_1993">Eye of the Storm (1993)</a><br>
It is 2124, and alien life has been found in our own solar system. The location of this life is just as surprising as its existence; There is a whole ecosystem living within the incredibly hostile atmosphere of the gas giant, Jupiter. When these findings became public, and the hostile nature of some of the creatures became known, the 'eye' of Jupiter was declared a frontier zone. Of course, it wasn't long before someone thought of a great way to make money out of our new neighbours and the first Hunters were dispatched from earth. Now TVs across the globe display nightly broadcasts of Hunters engaged in blood-thirsty combat with the inhabitants of Jupiter. Does no-one care that these new life-forms are being wiped out in the name of mass entertainment? Well, I.C.E. care. The Interstellar Conservation Executive has sent you, its newest recruit, off to Jupiter to study and document all the lifeforms you can find. You make money not by killing them, but by filming their actions. You can then use this money to upgrade your ship's engines and descend lower into Jupiter's atmosphere, to discover even weirder creatures. You'll also find people who want you to collect rare objects for them (also in exchange for cash), you'll find strange alien artefacts that may or may not help you in your quest and you'll probably have to engage in a few fights with the Hunters. It's a little sick, but these images will be broadcast to the audiences back home, too, so you'll make more money from that. Still, better to kill an evil Hunter from earth than a peaceful space whale from Jupiter, right?
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<li><a href="https://archive.org/details/msdos_F_Godmom_1991">F Godmom (1991)</a><br>
F.Godmom is a platform game, featuring a fairy godmother as the protagonist. All the fairy godmothers have been captured, and only you are left to save them. On each level, the player needs to collect all the tokens, find the key and get to the exit. Monsters kill the fairy if they come in contact with her. The player's only weapon is a magic wand that can be used to transform objects. The player first uses the wand on any object to acquire a "wand pattern", then he can transform anything (walls, ladders, monsters...) into said object. This can be used to create ladders to travel, get rid of monsters etc., though all transformed objects revert to their original form after a while. Some levels feature gray objects which cannot be affected by the wand.
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<li><a href="https://archive.org/details/msdos_F-14_Tomcat_1990">F-14 Tomcat (1990)</a><br>
F-14 Tomcat is a flight simulator / action game. You get to fly an F-14 in a variety of combat situations, either in a single battle at a time or create a career. Graphical enhancements that were new for the time period include full 256-color support and gradiated ground/sky/horizon.
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<li><a href="https://archive.org/details/msdos_F40_Pursuit_Simulator_1989">F40 Pursuit Simulator (1989)</a><br>
You have discovered evidence that a rogue group of police officers are involved in a stolen car racket To stop them profiting form their dubious actions you must get across America as quickly as possible. This is made a little easier by the fact that your turbocharged Ferrari F40 can do over 300 MPH. There are many forks in the road, with arrows at the top of the screen indicating which route is quicker. Any high-speed contact causes the car to blow up, but you have an infinite supply of these, and the only real penalty is the lost time. There are lots of road blocks to swerve around. The police are after you - pay attention to the sirens and stay out of their way.
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<li><a href="https://archive.org/details/msdos_FaceMaker_1982">FaceMaker (1982)</a><br>
Everyone's mothers always say "Don't make those faces! They'll stay like that!" But now you have the chance to make the silliest looking faces anyone's ever seen! Choose from a wide assortment of eyes, ears, noses, and mouths. Then make your newly created faces blink, wiggle their ears, wink, or razz you. You can even play a "Simon Says.." type game where your face will do some kind of action and you have to follow along!
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<li><a href="https://archive.org/details/msdos_Fahrenheit_451_1984">Fahrenheit 451 (1984)</a><br>
Based on Ray Bradbury's classic science fiction novel Fahrenheit 451. In a not so distant future, books have become illegal. As Fireman Guy Montag, the player's role is not to save houses, but to burn them for the books inside. However, Guy becomes passionate about books and becomes a rebel, pursued by the authorities. With the help of the Underground, he must survive and save books from complete extinction.
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<li><a href="https://archive.org/details/msdos_Falcon_1987">Falcon (1987)</a><br>
The long Falcon simulation legacy of hardcore simulations of the F-16 fighter plane begins here. The plane's electronic displays and radars are simulated fully, with 4 styles of HUD. Not only can your plane barrel-roll and scissor, the enemy planes can too, with Artificial Intelligence recreating the moves of a real pilot. This was one of the earliest games to offer head-to-head play by linking two machines. It comes with a massive manual, detailing all those functions.
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<li><a href="https://archive.org/details/msdos_Falcon_3.0_1991">Falcon 3.0 (1991)</a><br>
Another update of the hardcore simulation Falcon from Spectrum Holobyte with everything that fans of the game expect, while taking advantage of the latest computer technology. Better missions in this version, as well as being able to fly in an 8-plane force, which you can do while linked to another computer, either by dialup modem or the ever loveable null-modem!
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<li><a href="https://archive.org/details/msdos_Falcon_A.T._1988">Falcon A.T. (1988)</a><br>
A vastly improved version of Spectrum Holobyte's widely popular game Falcon, with high-res EGA graphics, better mission planning, and a head to head mode.
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<li><a href="https://archive.org/details/msdos_Fallen_Angel_1989">Fallen Angel (1989)</a><br>
Fallen Angel is a side scrolling fighting game similar to Double Dragon. You play the fallen angel, sent on a mission to locate the leader of a drug distribution network. Beginning in the London underground, each level will present you with two tasks to complete: find a plane ticket to reach the next level, and destroy the ring leader of the area. To do this you will need to fight the (often well armed) thugs found in the various underground train stations and on the trains themselves. Each level consists of several stations; when all the thugs in a station are defeated, you may get on the train to go to a different station. The plane ticket you are searching for may be found in any one of these stations, and the level boss will be found in the last station. You are free to complete these two tasks in any order you choose, and don't need to visit the stations in any particular order. Fallen angel has the ability to perform a variety of kicks and punches to deal with the bad guys, and can occasionally pick up weapons.
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<li><a href="https://archive.org/details/msdos_FallThru_1990">FallThru (1990)</a><br>
The beautiful vistas of farmlands, forests, mountains and deserts that greet you upon your arrival on Faland does little to calm your nerves about how you arrived at this strange land. Considering how dangerous it is with all the demons, monsters, wild animals and renegades running around you know you have only one thing you must do. Get back home. The farm settlement of Or'gn is where your journey home begins. You and up to three players take turns trying to reach home while scoring as many points as possible. Since the journey is dangerous you may die but you will have multiple chances to continue your quest at a cost of demerit points. You must examine many items, talk to the inhabitants and solve side-quests. Arm yourself well and do battle with the enemies lying in wait. Earn ralls, the currency of choice around these parts, by finding treasure or trading commodities with shopkeepers. Raise your status high enough and you just may find your way back home. Utilizing a rich back story FallThru is a interactive-text role playing game played in turns or alone. The player can communicate, trade and earn money in the ultimate goal of leveling their character up enough to finish the quest. The player may save their game at any point to continue later or to pass the game to another player. Dying will cost points but allows players to pick up where they last saved.
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<li><a href="https://archive.org/details/msdos_Family_Feud_1987">Family Feud (1987)</a><br>
This is the first Family Feud computer game based on the successful television game show. A few years later, Softie developed The All New Family Feud with more advanced graphics and music. Two families compete against each other or against a computer family, 5 people per family. Just like in the tv show, there are 3 Rounds ending in a timed Bonus "Fast-Money" Round. Randomly generated questions are asked, and the object is to figure out the most popular answers from the 100 people poled. Each member of the family contributes during the Rounds, and two people play in the Bonus Round.
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<li><a href="https://archive.org/details/msdos_Fantastic_Four_1986">Fantastic Four (1986)</a><br>
MS-DOS: Fantastic Four by (1986)
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<li><a href="https://archive.org/details/msdos_Fantasy_Empires_1993">Fantasy Empires (1993)</a><br>
Build and control an Empire! In Fantasy Empires you play the ruler of a fledging kingdom; your objective: Take over adjacent kingdoms one by one using magic, war, or strategic planning. Features real-time combat in an overhead view, as well as a computer controlled The Dungeon Master, who provides insight as well as comic relief. Form alliances, recruit armies, train heroes, send them on quests, cast spells, manage resourses. All set in the enchanted world of D&D. Up to five players can take turns waging war against one another.
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<li><a href="https://archive.org/details/msdos_Fantasy_World_Dizzy_1991">Fantasy World Dizzy (1991)</a><br>
Dizzy's third adventure sees the introduction of the Yolkfolk, including Daisy, who has got lost in the fantasy world of the title. Dizzy sets off to rescue her, braving dragons, rats and alligators along the way. The lands are littered with coins, and as well as completing the main task you should aim to collect as many of these as possible. There are puzzles on most screens, involving collecting objects such as keys, food and water buckets, and using them on doors, flames and such. Unlike the first two game, dialogue boxes between Dizzy and various other characters are included, giving the game a sense of character and humor as well as guiding you through the puzzles somewhat.
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<li><a href="https://archive.org/details/msdos_Farmers_Daughter_The_2002">Farmer's Daughter, The (2002)</a><br>
The farmer's daughter is the eternal complement to the traveling salesman in American folklore and humour, practically Jungian archetypes licking their lips and circling each other warily while trying to figure out how to avoid the shotgun wedding neither party wants their hot-blooded fling to result in. Your car broken down near a farm in the middle of nowhere, now you are thrust into the joke and things are a lot less funny when it's your ass on the line. Not only do you have to navigate around the ornery farmer and his itchy boomstick finger, but your travails are complicated by elements hitherto untapped in the shaggiest dog telling of the joke -- two inbred hick brothers straight out of Deliverance and a mean farm dog with an appetite for sausage. All that plus you're working against the clock, the minutes ticking away until the garage comes to tow your vehicle and remove you from this den of the dangerous temptation you can't quite permit yourself to forego. Fortunately, the farm is full of nooks and crannies, well-stocked with all the objects you will need to use to distract or disable your obstructing antagonists... unfortunately, coordinating their movements will prove such a labyrinthine process that the game player is guaranteed to die a dozen deaths before eventually determining the convoluted route to this joke's eternal punchline.
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<li><a href="https://archive.org/details/msdos_Fast_Break_1988">Fast Break (1988)</a><br>
Fast Break is an action/strategy basketball game for one or two players. You play three on three (guard, center, and forward) on the whole court with 3, 6, 9, or 12 minute quarters. At the start of the game you can customize your team by choosing from a variety of different players, each with their own strengths and weaknesses. Included are 14 different plays you can use during the game along with the playmaker which lets you design your own plays. Players can be substituted or the playbook modified by calling timeouts or waiting for the end of a quarter.
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<li><a href="https://archive.org/details/msdos_Fast_Food_1989">Fast Food (1989)</a><br>
Fast Food is similar to Pac-Man or Boulder Dash, but not quite. The objective is to collect all fast food on the screen: that means, food that is moving fast. While doing so, you will have to avoid the monsters, otherwise you'll get killed. There are 30 levels, increasing in difficulty from very easy to extremely difficult.
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<li><a href="https://archive.org/details/msdos_Fast_Tracker_2_1994">Fast Tracker 2 (1994)</a><br>
FastTracker 2 is a tracker created by Fredrik "Mr. H" Huss and Magnus "Vogue" Högdahl, two members of the demogroup Triton (who later founded Starbreeze Studios) which set about releasing their own tracker after breaking into the scene in 1992 and winning several demo competitions. The source code of FastTracker 2 is written in Pascal using Borland Pascal 7 and TASM. The program works natively under MS-DOS. In 1993, Triton released FastTracker. This tracker was able to load and save standard four channel MOD files, as well as extended MOD files with six or eight channels (identical to standard MOD files, aside from the extra channel data and ID markers "6CHN" or "8CHN"). It was only compatible with Creative Labs' SoundBlaster series of sound cards, which were most popular on the PC at that time. The whole editor was a single 43 KiB DOS executable. Through 1994, the musicians in Triton released some songs in a new multichannel "XM" format, accompanied by a pre-release, standalone player. In November 1994, FastTracker 2 was released to the public, with support for the Gravis Ultrasound soundcard. FT2's biggest "rivals" in the scene were Scream Tracker and, in later years, Impulse Tracker. "FT2 vs IT" is a common and still ongoing debate among musicians, usually involving IT users complaining about FT2's mouse interface while FT2 users commending the very same, and pointing out that every mouse feature has a keyboard shortcut as well. FastTracker 2 was discontinued after the release of version 2.08 in August 1997, though a beta version of 2.09 was leaked to the public in 1999. Version 2.09 was only an unofficial bugfix by Andreas Viklund. The bugfix also has a few new usability additions, such as the possibility to exit previously "stuck" windows by only using the mouse. Version 2.09 does not have full support for the Gravis Ultrasound card, and it was not an official release although it was available from Starbreeze's website. On May 23, 1999, Starbreeze productions announced on their website that "FT2 has been put on hold indefinitely. [...] If this was an ideal world, where there was infinite time and no need to make a living, there would definitely be a multiplatform Fasttracker3. Unfortunately this world is nothing like that," signed by Vogue. Computer games by Epic Games like Unreal and Unreal Tournament or Ion Storms Deus Ex used the Fast Tracker II XM format additionally to others, encapsulated in a "UMX" Container, supported by the Galaxy Sound Engine.
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<li><a href="https://archive.org/details/msdos_Fatal_Challenge_1992">Fatal Challenge (1992)</a><br>
Fatal Challenge is a simple fighting game which takes place on an urban rooftop. The challengers Ken and Roc fight three rounds for seemingly a neverending number of levels. Both fighters are identical save for a grey vest and camo pants that Roc wears as opposed to Ken's skins and green pants get-up. Two players can face each other or one player can play the computer. The controls are fairly simplistic in that the player can jump, punch, move, and kick. Jumping kicks as well as throws are possible with the combination of right keys.
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<li><a href="https://archive.org/details/msdos_Fatal_Fumes_1997">Fatal Fumes (1997)</a><br>
Fatal Fumes is an overhead racing game featuring 256-color parallax scrolling similar to James Pond 2: Codename: RoboCod at the speed of 70 fps. It is the first project of a small Finnish group which later improved the game after its first release. The full version for registered users contains 35 tracks, twelve vehicles, twelve opponents, a track editor and both a 2-player and a general multiplayer mode. There are no weapons in the game, the focus is entirely on racing.
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<li><a href="https://archive.org/details/msdos_Fate_1996">Fate (1996)</a><br>
Fable is a classical puzzle-solving graphic adventure with hand-drawn backgrounds. The hero Quickthorpe is a young man who must leave his home village and travel through four fantasy worlds, each dedicated to a particular element. The goal of the journey is to find four mystic gemstones in order to learn about the secrets of an extinct race known as Mecubarz, and help his people with this knowledge. Interaction with the environment is done by clicking on an object and selecting available actions. Puzzles are for the most part inventory-based. Wrong choices may lead to the hero's death and a premature end of the game.
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<li><a href="https://archive.org/details/msdos_Father_World_1994">Father World (1994)</a><br>
Father World is an action game with adventure elements. Peace in a megalopolis is threatened by a mysterious demon and his cyborg minions. A lone hero agrees to do what the authorities can't: single-handedly avert the threat. The game is very similar to Another World visually, though it contains by far less platforming elements and setpieces, and focuses on exploration, making it feel more like an adventure game. The player navigates the protagonist through side-view environments, talking to characters, obtaining quests, and occasionally engaging in combat and avoiding obstacles. Character animation is almost identical to that of Another World; the hero is able to run, jump, perform a running jump, and crouch.
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<li><a href="https://archive.org/details/msdos_Fatman_-_The_Caped_Consumer_1994">Fatman - The Caped Consumer (1994)</a><br>
One night, when Roy Fat was home, thugs from the evil Thindicate corporation kidnap Roy's old lady while she watches television, and the only way that Roy is going to get her back is to trade her for the Duplicator, and the complete documentation that came with it. There are seven stages to the game, and there are three levels each in the first stage, only two in the rest. The object of the game is to eat all the food that there is in the level. Once all food is eaten by Roy, a tone will sound, meaning that the gate that leads Roy into the next level will be open. Stopping him from doing this is insects and other wildlife, including rats, birds, bats, and many more. Roy is able to fix this, however, by using a variety of weapons like his foot, his fat tummy, carrots, mushroom bombs, and my personal favorite, his burp. He can also jump in the air and land on his ass to get rid of enemies. If he touches an enemy, he loses one of his lives. If he loses all his lives, the game is over. Once Roy has collected all the food in a stage, he has to face a boss that is usually much bigger than him. Fatman can also pass flags, which lets him continue where he left off if he loses a life. Besides enemies, other hazards need to be looked out for, including spike, spikeballs, water, and fire.
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<li><a href="https://archive.org/details/msdos_Fellowship_of_the_Ring_The_-_Part_1_1986">Fellowship of the Ring, The - Part 1 (1986)</a><br>
The Fellowship of the Ring is an interactive fiction (with graphics) game based on the first volume of J.R.R. Tolkien's novel The Lord of the Rings, describing the efforts of the Hobbits Frodo, Pippin, and Sam and their quest to bring the ring to Mount Doom. The game is divided into two parts (represented by two separate executable files: DOS version). The first part starts with Frodo at his home in the Shire, where eventually you will team up with the other Hobbits Pippin and Sam, as well as Aragorn and Gandalf. From meeting with Tom Bombadil, the Green Knight, the Balrog and ends with the Nazgul River incident. The second part of the game starts with forming of the fellowship, thus adding new team members: Boromir, Legolas, etc., until the end of the novel.
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<li><a href="https://archive.org/details/msdos_Fellowship_of_the_Ring_The_-_Part_2_1986">Fellowship of the Ring, The - Part 2 (1986)</a><br>
The Fellowship of the Ring is an interactive fiction (with graphics) game based on the first volume of J.R.R. Tolkien's novel The Lord of the Rings, describing the efforts of the Hobbits Frodo, Pippin, and Sam and their quest to bring the ring to Mount Doom. The game is divided into two parts (represented by two separate executable files: DOS version). The first part starts with Frodo at his home in the Shire, where eventually you will team up with the other Hobbits Pippin and Sam, as well as Aragorn and Gandalf. From meeting with Tom Bombadil, the Green Knight, the Balrog and ends with the Nazgul River incident. The second part of the game starts with forming of the fellowship, thus adding new team members: Boromir, Legolas, etc., until the end of the novel.
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<li><a href="https://archive.org/details/msdos_Ferrari_Formula_One_1989">Ferrari Formula One (1989)</a><br>
With the full support of Scuderia Ferrari, Formula One racing was recreated in detail in this simulation, with the top drivers and teams of 1986 to compete against for the most successful F1 team of all. You job does not start at the racetrack; perfecting the car at the Maranello factory, in the wind tunnel to sort aerodynamics, and at the test track of Fiorano, is all required to get the most competitive car you can. You can jump straight into the races however, either as one-offs or a full championship season. Races can last from 18km to the full 300+km distance, with all the practice and qualifying sessions. Car setup at the track involves selecting wing settings, tyre compounds, fuel usage (important in the days of turbocharged engines) and the like. The action is viewed from inside the cockpit, with rear-view mirrors to help prevent collisions.
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<li><a href="https://archive.org/details/msdos_Finagle_1992">Finagle (1992)</a><br>
Finale is a collection of four games: * Ghosts 'n Goblins * Paperboy * Space Harrier * Overlander
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<li><a href="https://archive.org/details/msdos_Final_Frontier_1989">Final Frontier (1989)</a><br>
When mankind started inputting the events into Earth's biosphere it was unable to handle, the biosphere crashed. Genetically modified organisms led to the death of all life forms except androids produced for the last war. They collected resources, built robots, sent them out to fight, and so on. The Earth made a replacement for the biosphere based on radiation energy rather than solar energy. The androids have discovered that the radiation storms leave a trail of nuclear material and have started collecting it for use as an energy source. And they've started to evolve. Collecting the metal debris, they've analyzed and redesigned the robots, advancing their evolution. Because of this situation, planetary review panel has asked the design council to stop the demolition of planet surface and reallocation to design pool. And design council has accepted the recommendation with one condition. A clearly dominant android form must emerge before the next review, or the planet will be reassigned to design pool. So, player controls a mobile android mil-ind-camp complex, commonly called a robot city. Player's aim is to conquer all other robot cities on the continent and develop manufacturing and design capabilities to make him the supreme model. The continent is divided up into the zones. Each zone contains an enemy city. Player's city is mobile and can move between zones, and around the map within a zone. Player have a central store of metal and energy used to build robots. These player sends out from city to collect more energy and metal, fight enemy robots, and locate and destroy the enemy city in each zone. Player's production line can produce only a limited number of robot models and it takes time, energy and metal to produce them. Player can obtain the plans to produce better and more devastating models by defeating mutant cities in particular zones which are marked on world map. The combat and production capabilities of the enemy cities vary from zone to zone, and player must find a route to each mutant city which does not take him through a zone containing a city more powerful than player can handle, since player needs to destroy the enemy city to be able to pass through a zone. There are a number of things which make life more difficult. The rugged terrain of the devastated earth restricts the movement of some robot models. For example, hover powered models cannot cross hills or broken ground, and tracked models cannot cross lava flows. Radiation storms will destroy any robots which get caught up in them, and electromagnetic storms may destroy any flying models in a zone. The game has three screens from which player controls the action: * The Icon screen has icons with various functions around the edges including icons to access the other two screens, and a radar map of the zone player is in at the center. The radar map can be made to display a wide variety of different information by selecting various icons. * The main map is where the action takes place. This is a scrolling map of the zone, showing player's city, his robots, enemy and the various type of the terrain and other hazards player encounters. Action here is controlled via a cursor which player can move around the map. * The production screen is the factory floor from which player designs and builds the robots, and keeps track on his metal and energy resources.
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<li><a href="https://archive.org/details/msdos_Final_Orbit_1990">Final Orbit (1990)</a><br>
Final Orbit is a top-down giant robot action game. You pilot an egg-shaped robot, shooting everything in sight on each level. In the first three levels of this game, you man a walker. Once inside the main complex, however, you are stripped down to your combat armor and your basic weapon. More powerful weapons can be picked up along the way and those weapons can be made more powerful when picking up another weapon by hitting the trash creatures on the screen.
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<li><a href="https://archive.org/details/msdos_Final_Soul_1995">Final Soul (1995)</a><br>
Final Soul is a text adventure game, where you are stuck in the house, and through puzzles and riddles, must find your way out. Through the use of fun, and sometimes, complex puzzles, you have to piece things together to get out of what appears to be a haunted house! You will run into others in the house, all friends of the people who invited everyone! Keep an eye on what you see and what you hear - there's clues to be found everywhere! The only "graphics" is the map of the house which is composed of ASCII graphics.
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<li><a href="https://archive.org/details/msdos_Fire_and_Ice_1993">Fire & Ice (1993)</a><br>
The background story of Fire & Ice is quick to tell: A coyote (you) runs, throwing ice cubes, through various worlds. In the levels you must jump on platforms and kill your enemies. The enemies (for example, birds and penguins) can be shot with your ice cubes; they become frozen, so you smash them. Sometimes they leave part of a key behind after they're destroyed. The complete key, assembled from all the pieces, opens the door to the next world. In this "jump & run" you can also get some power-ups. You can find some coyote puppies; these puppies follow you, are invulnerable, and also shoot enemies. In higher regions you find some snow-flakes; enough of these and you get a great snowball for freezing more enemies on the screen.
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<li><a href="https://archive.org/details/msdos_Fire_and_Forget_1988">Fire and Forget (1988)</a><br>
Restore peace on earth and collect a high score while doing so in the first one of the Fire and Forget games by Titus. Fire and Forget is a racing game in which you have to complete courses by blowing up various enemies and avoiding obstacles on the road. The different tracks are located all over the globe. There are six courses within each level of difficulty. You have an infinite amount of lives, but when your car runs out of fuel it's game over. So be sure to pick up those power-ups.
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<li><a href="https://archive.org/details/msdos_Fire_Brigade_-_The_Battle_for_Kiev_1943_1989">Fire Brigade - The Battle for Kiev 1943 (1989)</a><br>
The Fire Brigade was the 48th Panzer Korps, which was heavily involved in the battle this wargame recreates - Operation Barbarossa, Germany's attempted offensive in Russia during World War 2. The game recreates the situations at 3 dates in the attack, and you can play any of those from either side. You have a range of units under your command, as although the battle was largely tank-based there were also infantry and air units involved. Units can be told which positions to take up, and whether to defend a spot or consciously aim to attack it. The game's AI incorporates the significance of bridges, rivers and forests as strategic points, and your units can be subject to fatigue.
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<li><a href="https://archive.org/details/msdos_Fire_Fighter_1998">Fire Fighter (1998)</a><br>
Playing a bit like the reverse of Pyro II, this game puts the player in charge of a forest fire response team, combating the spread of flare-ups into timberland and cabins using three fire-fighting tools: water Drops, Firebreaks, and Backfires, all of which work with varying success depending on the regard to the wind speed and direction. The layouts of flashpoints, cabins and fire-thwarting lakes is randomly generated with each game; a high score is assigned based on how quickly the player is able to control the total damage inflicted by all fires.
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<li><a href="https://archive.org/details/msdos_Fire_King_1990">Fire King (1990)</a><br>
The city of Stormhaven Bay was once enjoying prosperity, protected by the balance of four elements: Fire, Water, Earth, and Air. Each element had a mage that supervised and controlled it, preserving harmony in the land. But the Fire Mage, the leader of the group, was slain by a horrifying monster. This broke the balance, and monsters began to roam the land and attack townspeople. A brave hero is needed to defeat the fiends and restore peace! Fire King is a follow-up to Demon Stalkers. Like its predecessor, it is essentially a Gauntlet variant in its core. The player explores the top-down world, descending into dungeons and fighting hordes of enemies in fast-paced, action-oriented combat. Compared to its spiritual predecessors, Fire King incorporates more RPG elements.The player can choose to control one of the six available characters, and specialize in one of the three disciplines: Magic, Armor, and Strength. Spells and other helpful items can be found in the dungeons and used against the enemies.
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<li><a href="https://archive.org/details/msdos_Firestorm_-_The_Forest_Fire_Simulation_Program_1995">Firestorm - The Forest Fire Simulation Program (1995)</a><br>
As its subtitle states, Firestorm is a forest fire simulation -- the first in a series of similar games by Cricket Software, in which you control ground and air based forces to fight forest fires in realtime. After starting the game, you see the map where the action takes place -- a top-down view of 180,000 acres of forested coastland somewhere in the Northwest, containing mountains and hills, roads and buildings, rivers and a lake. You now start with setting up the situation, placing up to five fires and initializing the wind direction. Both may be done randomly by the computer or manually by you. After pressing the GO button the real action begins: The fires start to slowly spread out, influenced by wind and terrain, and you have to control your four fire crews and two air tankers to prevent it. The fire crews can be used to cut fire-lines in the forests, preventing fire propagation, but you first have to move them near the fire, so be sure to let your ground crew use the roads. The two air tankers at your disposal can drop lines of fire retardants which will also stop the fire's progression. After dropping the retardants, the air units have to get back to their respective base for refueling, which takes some time. You can pause the simulation at any time to think about your next move. The game is highly configurable -- you can change the speed of fire crews, air units and of the fire, and you can select the air units' refueling and their retardants' drop time before starting the game. Wind parameters can be switched from manual to automatic anytime during the game. The game is entirely mouse-controlled. Firestorm turns out to be a simple, yet realistic and immersive simulation of fighting forest fires, requiring rapid decision and strategic skill.
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<li><a href="https://archive.org/details/msdos_First_Expedition_1987">First Expedition (1987)</a><br>
First Expedition is a naval simulation game. The player navigates the seas of an alien world in search of ancient artifacts. Gameplay involves navigation, interaction with natives, and fighting. Many aspects of seafaring have been modeled, including weather effects.
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<li><a href="https://archive.org/details/msdos_First_Over_Germany_1988">First Over Germany (1988)</a><br>
First Over Germany is a simulation of a B-17 bomber group in World War II. The simulation covers the actual events surrounding the formation of the 306th Bomb Group. Its training, and transition to Thurleigh, England, and twenty five missions that a pilot might have flown at that time. You'll start of as a second lieutenant with only a few hours of flight experience. You must choose your crew, and then learn to fly in a series of training flying missions. You'll then also learn how to take off with your plane and then form in a formation group. After learning the basics, you'll go out on practice bombing runs. Earning the highest efficient ratings will get you the best scores during the game. The first missions will start in the USA. When your are finished with the training missions, you'll fly to England to take part in the war effort. Now your 25 mission tour of duty will begin, where you take part in bombing raids over Germany. Make sure you make a copy of you game disk before beginning to play. You'll have to drop bombs and then make your way back home. Sometimes damage will occur during these missions. Aptitude, Stamina, Copilot, Bombardier, Navigator, Engineer, Radio Operator and Gunner Positions all have an effect how your missions succeed. Each mission that you undertake will have a briefing screen describing the mission and objectives, similar to the screens in the training session. During you missions, there are thirteen possible types of damage that your aircraft can sustain. After each mission is completed, you will earn efficiency points. You will gain points for amount of enemy craft shot down, completing the mission and successful formations during the mission. You will also loose efficiency points for crashing, using a secondary airfield, ditching, bailing out and if you fall out of formation.
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<li><a href="https://archive.org/details/msdos_First_Samurai_1992">First Samurai (1992)</a><br>
"The Demon King descends from his mountain domain to you, the First Samurai and your master. Defenceless against the Demon's magic, you succumb to his powers, leaving the your Master to fight the Demon King alone. Your master falls in combat, dying. But, with his last breath, he summons the Wizard Mage. The Demon King fearing defeat, escapes to the future. Tormented, the young samurai seeks the teachings of the Wizard Mage in the ways of magic. Boiled with revenge and armed with a magical sword, the young samurai follows the Demon King into the future and the unknown..." The First Samurai is a platform action game very much similar to other platform games, but with a medieval oriental touch to it in addition to various unique features. Arriving in the new unknown land, you are defenceless hence your fists and kicks. But as you journey forth, you'll find your trusty magical sword as well as throwing weapons such as knives and axes. With your martial art skills, your enemy best beware with those sudden moves that may prove fatal! The First Samurai offers a wide array of weapons, special items and other objects. Combat is usually melee, either relying on your punch or kicks or using the magical sword to slash some pretty skillful blows in whatever direction possible. Monsters are forever regenerating but food for health is plentiful. It actually takes an effort to be killed...
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<li><a href="https://archive.org/details/msdos_Fisher-Price_-_Firehouse_Rescue_1988">Fisher-Price - Firehouse Rescue (1988)</a><br>
In Fisher-Price: Firehouse Rescue, the player controls a fireman driving a firetruck. Both the fireman and the firetruck bear the familiar style of the popular Fisher-Price toy line. The object of the game is to rescue pets from trees and people from houses in the immediate neighborhood. There are 2 parts to this task: the first part involves navigating the maze-like streets from an overhead perspective in order to find the troubled residence. Once the house is reached, the second part of the job is to maneuver the firetruck's ladder underneath the person or animal in need of rescue, from a side perspective, and letting them down to safety. While the first level confines the entire neighborhood to a one-screen maze, later levels span multiple screens, thereby increasing the challenge. Further, later levels also add time limits and additional keys that the player must collect before attempting the rescue mission.
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<li><a href="https://archive.org/details/msdos_Five-a-Side_Indoor_Soccer_1985">Five-a-Side Indoor Soccer (1985)</a><br>
A very simplistic version of indoor soccer played against the computer or another player.
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<li><a href="https://archive.org/details/msdos_Flagger_1992">Flagger (1992)</a><br>
In Flagger the player must reveal the location of mines by marking them. This is done by revealing cells which contain numbers indicating how many mines are directly adjacent (if no mines are adjacent at all, the cell is completely empty). If a mine is clicked on, all mines are revealed and the game ends. If all mines are marked, the player wins the game. Unlike the Windows game Minesweeper, Flagger does not calculate empty blocks, so any cell on the screen must be clicked on (left for revealing, right for setting a flag). Also, the game runs against the clock while playing, not just for highscore reason.
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<li><a href="https://archive.org/details/msdos_Flames_of_Freedom_1991">Flames of Freedom (1991)</a><br>
This sequel to Midwinter takes place years after the events of the first game. The world has thawed and Midwinter has dissapeared beneath the ocean. It's legacy, the Peaceful Atlantic Federation is facing an invasion by the slave trading Saharan Empire. Between the two lie the Slave isles, a chain of islands under the oppressive thumb of the Saharans. You are a covert operative for the Atlantic Federation. Your mission is to conduct assassinations, enlist rebels and sabotage the Saharans operations in the slave isles. As you carry out these open-ended missions, the islands will rebel and aid your efforts when the Saharan invasion finally comes. Flames of freedom uses the same engine as Midwinter for land, air, and sea travel (and combat) but now, you control only a single customizable character. A strategic map allows you to identify key islands for your cause and determine the mission objectives that will sway it's population to your cause. Then, it's up to you to head in and carry out the mission as you see fit (perhaps guns first, perhaps with a big bag of money, perhaps just relying on your charm). Flames of Freedom mixes first person action with strategy, vehicle combat, and diplomacy for a unique gaming experience that carries on the Midwinter legacy.
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<li><a href="https://archive.org/details/msdos_Fleet_Sweep_1983">Fleet Sweep (1983)</a><br>
Fleet Sweep is a space shoot'em-up. There are eight different aliens, each with a different attack pattern. When you clear the screen you move to the next zone, 10 zones is called a fleet. After each fleet the game gets more difficult. In the first zones you face four of the same aliens, then alien types are combined. Starting from zone 30, the attack patterns are repeated only faster and with five aliens. You can start the game at four difficulty settings. Beginner - Start at zone 0 with 0 points. Novice - Start at zone 10 with 2000 points. Advanced - Start at zone 20 with 4000 points. Expert - Start at zone 30 with 6000 points. As an extra gameplay element, you have a limited amount of fuel, if it runs out you die. The fuel is slightly refilled every time you shoot an alien. There are also bonus ships that sometimes appear at the top of the screen which (if shot properly) will drop a fuel ball. Catch it to refill the fuel bar. You also have torpedoes to kill all onscreen aliens, useful to skip the more difficult zones.
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<li><a href="https://archive.org/details/msdos_Flight_Assignment_Airline_Transport_Pilot_1990">Flight Assignment Airline Transport Pilot (1990)</a><br>
Airline Transport Pilot is an advanced simulator from subLOGIC, that allows you to fly airliners, such as Boeing 737, 747, 767 or Airbus A320. The graphics engine was improved, with two dozen different airports across the entire continental US, some buildings in major cities, and radio beacons all across the country. And for the first time in flight sim history, Air Traffic Control. The AI ATC will actually give you directions!
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<li><a href="https://archive.org/details/msdos_Flight_of_the_Intruder_1990">Flight of the Intruder (1990)</a><br>
Join "Tiger" Cole and "Cool Hands" Grafton as you command the US Naval Aviators over Vietnam. Take on MiGs, AAA, and SAM, and the unforgiving nature of carrier aviation. Configure each plane's loadout for your mission, plan your mission package, then fly your missions. Command multiple sections of planes and switch among them at will. When you're done, you can even try your hand at LANDING on an aircraft carrier.
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<li><a href="https://archive.org/details/msdos_Flightmare_1984">Flightmare (1984)</a><br>
Fight off a band of vandals and punks with your airplane before they reach your city. One of the earliest shareware games, you pilot a prop plane that is represented in "3D" -- you can see (and manipulate) your plane in both the horizontal and vertical viewpoints. Refuel with your blimp, but don't waste too much time...
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<li><a href="https://archive.org/details/msdos_Flippys_Circus_Coins_1988">Flippy's Circus Coins (1988)</a><br>
This educational program, included in Big Blue Disk #26, provides several mini-games designed to teach children about change. "Name That Coin" and "Pick the Coins" simply deal with matching coins and their names. "Silly Seals" requires the player to choose coins thrown by seals in order to reach a certain total of money. "The Cycler" involves catching falling coins to help make change for a dollar. "Refreshments" has the player picking coins to pay for a variety of food items. "High Diver" asks the player to add up coins and type in their total value; each correct answer sends a diver higher up a ladder to his goal. All of the games are accompanied by animation and PC speaker music.
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<li><a href="https://archive.org/details/msdos_FlixMix_1993">FlixMix (1993)</a><br>
FlixMix is a jigsaw puzzle game in which the user has to assemble a jigsaw puzzle from square pieces. But there is a catch! The jigsaw puzzle is an animated picture so each pieces is not a static part of a picture but a small part of a large animation you have to assemble. You can set a number of options such as the number of pieces and whether the animation randomly plays back and forth or just in one direction, there are also four different modes of play for single or multi player, in this case more like party play. The animations vary from optical illusions to simple CG.
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<li><a href="https://archive.org/details/msdos_Floatris_1993">Floatris (1993)</a><br>
Floatris is a Tetris clone. Instead of playing one game at a time, the player plays eight games simultaneously. And instead of blocks falling down, the blocks float upwards. There are also a couple of new shapes for the blocks. When a playing field is full, the player can continue to play with the remaining playing fields, until all eight playing fields are full and then the game is over.
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<li><a href="https://archive.org/details/msdos_Floor_13_1992">Floor 13 (1992)</a><br>
Somewhere in London is a secret organization that is based on the 13th floor of an office building. The sole purpose for this organization's existence is to keep the current British government in power at any cost - specifically, that means helping the current Prime Minister keep ahead of his competition in the polls. Floor 13 is a management simulation controlled by a menu-based system (similar to Darklands) and is presented in black and white for a film noir feel. Players take the role of the Director General in this secret organization, and are given a target date of 20 days to attend to their duties. During this period, performance will be evaluated based on the Prime Minister's polling results. If the PM is doing well, the agency will be expanded and will have more equipment and services available to handle the situations it will encounter later in the game. If the PM is behind, Floor 13 risks reduction in the number of services it has available or even the player's continued employment. After each successful 20 day period, another 20 days are added to the calendar, full of new problems and objectives. During the time between target dates, players will have to deal with various problems, both externally and internally. Some examples include: saving the son of the U.S. President from terrorists, breaking up a drug ring controlled by a VIP recently honored by the Queen, or even prevent a scientist in the British space agency from publicly stating that their latest achievement has been a total sham (shades of the film "Capricorn One"). While you are completing these tasks there is another secret society that will pressure you to have its goals completed, and this may very well interfere with the missions officially assigned to Floor 13. The Floor 13 organization is not a benevolent one and players will need to do some rather unpleasant things to ensure that the democratic machine runs smoothly. Examples of activities include: searching and looting people's homes, calling in commando units for heavy assault purposes, wire-tapping and trailing people without bothering to go through legal channels, discrediting notable people through the media and infiltrating established organizations. At times, you might even need to detain citizens and torture them (the torture bits can get rather graphic at times, though it's doled out through a text report), or even assassinate troublesome proles (one of the few political policy games, along with Shadow President and CyberJudas, to allow for such an activity). However if players become too eager at performing these "black hat" activities, they may draw too much attention to the agency and may summon the attention of a certain "Mr. Garcia" (who is good at helping noisy Director Generals fly through office windows).
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<li><a href="https://archive.org/details/msdos_Flying_Tigers_1994">Flying Tigers (1994)</a><br>
Flying Tigers is a simple overhead shooter in the spirit of Raiden and Raptor. In the year 2047, a terrorist organization has developed technology that allowed them to travel back in past. They contacted the Axis powers in 1943 and started selling weapons to them in an attempt to conquer the world. An elite group of fighters known as the Flying Tigers are sent to put an end to this nefarious plan.
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<li><a href="https://archive.org/details/msdos_Flying_Tigers_II_1994">Flying Tigers II (1994)</a><br>
Obviously a sequel to Flying Tigers, this game makes us the pilot of a hi-tech ship, known as "Flying Tiger". According to the story, you are fighting "techno terrorists" who have begun a sinister plot to destroy all the Flying Tigers. Whatever, let's just go shoot some planes! Similar to Raptor, Flying Tigers II is a typical vertical-scrolling shoot 'em up, where you have to survive until end of level. Planes attack you relentlessly, and each four levels you get to fight several bosses - very powerful and strong planes. You can also come upon zeppelins of steel (don't ask), warships and active volcanoes. While you'll be flying over the sea most of the time, you can also encounter patches of land with ground installations of them; all of these can be blown up. During your mission, you'll find weapon upgrades (which also heal you a little). The yellow bonuses change the type of your main weapon (which is basically a machine gun), while the blue ones give you a secondary weapon - such as lasers, missiles or flaming napalm! You can shoot the bonuses to change the weapon contained within them. At the end of every level, you get bonus points for the planes and buildings you destroyed.
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<li><a href="https://archive.org/details/msdos_Fooblitzky_1985">Fooblitzky (1985)</a><br>
Fooblitzky was Infocom's attempt at changing their image in three ways: by making a graphic and multiplayer strategy game. The concept was kind of a scavenger hunt, where players would run around town, spend money, collect clues, and deduce what the four objects were to win the game. It used many off-computer components, including folding maps/notebooks.
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<li><a href="https://archive.org/details/msdos_Football_1986">Football (1986)</a><br>
For all armchair quarterbacks, subLOGIC's football is an in depth strategy/action football game complete with full rosters of (fictional) players. Once a play has been selected using the quick menus, the game shifts into action mode where you control player's actions. One or two player modes available; play against a friend or the computer.
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<li><a href="https://archive.org/details/msdos_Football_Limited_1994">Football Limited (1994)</a><br>
For all armchair quarterbacks, subLOGIC's football is an in depth strategy/action football game complete with full rosters of (fictional) players. Once a play has been selected using the quick menus, the game shifts into action mode where you control player's actions. One or two player modes available; play against a friend or the computer.
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<li><a href="https://archive.org/details/msdos_Football_Manager_1982">Football Manager (1982)</a><br>
The football management game style has been one of the most enduring since Kevin Toms pioneered it in 1982. You start in the 4th division with the team of your choice, and can play on indefinitely in the hope of reaching the top division and dominating it, as well as winning the cups. Players can be bought or sold, with their transfer values varying according to the size of any bid. Their skills and morale vary as the season goes on, with resting key players in easy matches often a key move. You can take out a loan, limited depending on your division, while day-to-day bills must be covered. Matches feature short animated highlights sequences of key moments (Text only for C16).
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<li><a href="https://archive.org/details/msdos_Footy_Fanatic_1995">Footy Fanatic (1995)</a><br>
You have just been accepted manager in a new European Super League to a team of your choice. There are over a hundred different teams to manage from all over Europe, and it is fun to take teams from minnow countries to the Serie A.
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<li><a href="https://archive.org/details/msdos_Forbidden_Quest_1983">Forbidden Quest (1983)</a><br>
Your one man spaceship crash lands on a barren planet. You must take it upon yourself to look for remnants of any type of civilization on the planet in 103 locations in this text adventure game.
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<li><a href="https://archive.org/details/msdos_Ford_Simulator_5.0_1994">Ford Simulator 5.0 (1994)</a><br>
A greatly updated version of the classic Ford Simulator with the newest Ford models. You can see the Tech Specifications or just drive. Your Objective is arrive at the Lake Wakatonka. The cars' performance is realistically modeled; it's not so easy to drive in high speeds and in curves.
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<li><a href="https://archive.org/details/msdos_Forgotten_Worlds_1991">Forgotten Worlds (1991)</a><br>
Forgotten Worlds features two characters known as The Nameless Ones, who both look like Arnold Schwarzenegger, one even has a mohawk. It's their job to rid the planet of the attacking aliens. Guiding your character around the screen as they fly with jet-packs, guns on full auto, you control a satellite which you rotate around your character for the direction in which your gun is firing. At the end of each level is a boss which needs to be killed to progress. Enemies that have been killed drop money. At the end of every level is a shop where you can buy weapons, armour, items and first-aid packs.
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<li><a href="https://archive.org/details/msdos_Formula_One_1994">Formula One (1994)</a><br>
F1 is an Official Formula One Racing Game. There are two modes of play available: "Arcade", "Grand Prix". In both of these modes you complete a certain number of laps (4, 8, or 12) and select which circuit that you want to race on. The circuits include San Marino, France, Britain, Germany, Italy, Portugal, Japan, and Australia. Some circuits are easy, while some are difficult. There are slight differences between the two modes. For instance, "Arcade" allows you to select the circuit in any order that you like, whereas "Grand Prix" only allows you to fine-tune your car before starting a race. You also need to race a circuit in the order that they appear on the circuit selection screen, but you can skip a track if you want. F1 is a 1-2 player game, meaning that if you have another player handy, you can compete against each other.
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<li><a href="https://archive.org/details/msdos_Fountain_of_Dreams_1990">Fountain of Dreams (1990)</a><br>
Following on the popularity of Wasteland, Electronic Arts released this unofficial sequel, using a modified version of the Wasteland game engine. Fountain of Dreams takes place several decades after a nuclear bombardment has caused the state of Florida to break off from the mainland and become an isolated island community. The survivors of the war have split into several opposing factions, and life on the island of Florida is constantly threatened both by the ever present threat of radiation-induced mutation and by the Killer Clowns, a group of deranged and heavily armed marauders descended from circus performers stranded on the island by the war. When the Clowns murder the only man with the knowledge to stop the spread of the mutation, it becomes your task to locate a cure to the mutation before it overtakes your group of survivors as well as what's left of humanity on the island.
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<li><a href="https://archive.org/details/msdos_Four_Card_Solitaire_1989">Four Card Solitaire (1989)</a><br>
In this solitaire game, the player has four columns to work with, and each starts with just one card in it. Whenever two cards on the bottoms of stacks have the same suit, the card with the lowest value can be removed. At any time, a single card may also be moved from the bottom of any stack to a vacant column or a new set of four cards may be dealt onto the bottoms of the stacks. The object of the game is to have an ace at the top of every column.
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<li><a href="https://archive.org/details/msdos_FourSide_1990">FourSide (1990)</a><br>
In this domino game, two players are each given a hand of five square tiles with numbers on each side. The players take turns placing these tiles onto a seven-by-nine grid, but tiles can only be placed next to one another if their touching sides have the same numeric value. Fortunately, tiles can be rotated to find the best possible fit. Every time a tile is put down, the player that placed it scores a number of points equal to the number of sides touching tiles already on the board multiplied by the values of those sides. Certain areas of the board are marked as BONUS or MINUS squares -- placing a tile on one of these causes a player to immediately gain or lose twenty points. The game supports player vs. player, player vs. computer and computer vs. computer play, and it also has three difficulty levels. Higher difficulty levels feature a greater variety of tiles for players to cope with. In-game hints are available if needed.
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<li><a href="https://archive.org/details/msdos_Fourth_Protocol_The_1985">Fourth Protocol, The (1985)</a><br>
This interactive fiction computer game is based on the bestselling Cold War spy novel by Frederick Forsyth released in 1984 by Hutchinson publishing. As the novel's hero John Preston, you have been appointed head of the C1(A), an agency of the British Secret Intelligence Service. You uncover a plot, named AURORA, to take power in the Soviet Union hatched by a secret faction of high-level minds. In order to stop their plan you read a lot of info found in Top Secret folders, set wiretaps, monitor and interrogate suspects and informants, and gather facts and clues. The game has three main sections - The NATO Documents, The Bomb and The SAS Assault. A secret code must be gained in order to proceed from one to the next. Unique icon-based graphics provide the means to conduct your investigation though they're not mouse-clickable (you have to browse the icons using the space bar). Plot twists and developments happen during the game and are communicated to you with text-only descriptions.
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<li><a href="https://archive.org/details/msdos_Fox_Ranger_1992">Fox Ranger (1992)</a><br>
Fox Ranger is a side scrolling space shooter from Korea. There are 6 stages with an end-boss at the end of each stage. The gameplay is simply shoot-anything-that-moves and there are lots of enemies on screen to shoot down. Press CTRL to fire the standard weapon and ALT to use the extra weapon, which is shown in a box at the top of the screen. When you die and your standard weapon is powered-up you don't lose it, instead it is powered-down, so you still have at least something. You can select level easy, normal or hard to start with 7, 5 or 3 ships. And you can set the shield to easy, normal or hard to start with 9, 6 or 3 shield units.
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<li><a href="https://archive.org/details/msdos_Framed_1995">Framed (1995)</a><br>
You have been Framed and thrown into a foreign jail. Your quest is to escape the jail and then prove your innocence. Although it is a side-scroller, arcade game in similar style to the Commander Keen Series, there is a deeper plot and more true "adventure" elements in Framed. While you do have weapons and ammunition, there are ways to avoid shooting enemies altogether. Up to 16 inventory items can be held at one time and some can be combined to use to solve a situation or puzzle.
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<li><a href="https://archive.org/details/msdos_Franko_-_The_Crazy_Revenge_1996">Franko - The Crazy Revenge (1996)</a><br>
Alex and Franko were a pair of great friends, born in times where Poland was morphing from communist country into something else. Lost in the world, they couldn't find them self in the new reality. Living in the Polish city of Szczecin, the two were growing up in a rather unfriendly neighborhood. Mastering martial arts, they found their life tough but very interesting. Until one day a band of thugs attacked them. After a long fight, when Franko was able to see and feel again, he saw a body of his friend, and in his ears he still heard the laughter of the band's leader, Klocek. Now it's time for revenge. Franko is a classical Double Dragon-style action game. With excessive amount of blood and violence, it is suitable for mature audiences only. The player walks right through the streets of a Polish city (decorated with typical decor of the communist era). On his way, he faces various kinds of enemies, from punks, through karatekas, to infamous Communist law enforcement groups like ZOMO. The enemies can be fought with a variety of hand-to-hand blows and moves, though some of them carry guns.
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<li><a href="https://archive.org/details/msdos_Freakin_Funky_Fuzzballs_1990">Freakin Funky Fuzzballs (1990)</a><br>
Freakin' Funky Fuzzballs is a little puzzle game where you step into square worlds defending your Fuzzball from the enemy while trying to get all the keys or cards to enter the next level. In each level (of a total of 15 in five different worlds) you can get different items and goodies which will help you to accomplish your goal...
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<li><a href="https://archive.org/details/msdos_Freaks_1993">Freaks (1993)</a><br>
MS-DOS: Freaks by (1993)
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<li><a href="https://archive.org/details/msdos_Freddy_Hardest_in_South_Manhattan_1989">Freddy Hardest in South Manhattan (1989)</a><br>
In the future NYC has become inhospitable and depraved, with thugs lining every street waiting to pounce on ordinary civilians. Thankfully Freddy Hardest is on hand to face up to the baseball bats and knives, in a side-scrolling beat 'em up game. As with any Dinamic title, the difficulty level is set high. A few kicks and punches are available to you, and you have one life with energy which depletes as you get hit, but can be recharged by finding a safe space to stand still.
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<li><a href="https://archive.org/details/msdos_Free_DC_1991">Free DC (1991)</a><br>
With robots now in control of the Earth, the last remaining humans are held in a Zoo. They are alongside key American artifacts, for the entertainment and curiosity of the robot overlords. A wave of killings is taking place, and you have 12 hours to work out who is responsible and why. Free D.C! is primarily an adventure game, in which conversations with other characters provide most of the clues. The game is not puzzle-oriented in the way contemporaries such as Monkey Island and Legend of Kyrandia are, and is organized in a non-linear way. Graphics are made using Claymation figures, and the sound includes sampled speech.
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<li><a href="https://archive.org/details/msdos_Freshwater_Fishing_Simulator_1995">Freshwater Fishing Simulator (1995)</a><br>
This textmode BBS door game (with local play) allows the player to tool a boat around various bodies of freshwater with the arrow keys and see what comes up when the fishing line is cast into the blue deep, after situating near the desired water depth and bottom conditions and selecting an appropriate type and size of lure and line retrieval speed. Elements of strategy come into play when deciding whether to give a struggling fish slack or not, while the calm fisherman must have quick twitch reflexes to capitalise on a fish's idle nibble. The game, permitting tournament competitions as well as idle one-off forays to the lake, keeps extensive track of records -- which species caught where, of what size, and allows players to compare their performance to that of those who came before.
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<li><a href="https://archive.org/details/msdos_FriendlyWare_PC_Introductory_Set_1983">FriendlyWare PC Introductory Set (1983)</a><br>
A set of 16 games, 9 business tools and 4 miscellaneous applications designed for use on IBM PC and compatibles. The entire concept of the package is to familiarize new computer users with the capabilities of a home computer from entertainment to productivity. All games and programs are accessed via three menus. All graphics are produced in ASCII format. Games included in FriendlyWare PC Introductory Set are: * Master Mind - a version of the popular code breaking game where the player deducts a final answer by eliminating all other possibilities. * Nevada Dice - a simple craps game. * Killer Maze - a first-person maze game where the objective is to, obviously, escape the maze. * Sea Battle - a Battleship clone. * Boggy Marsh - a game where you are given a grid and guess the location of a monster hiding within by deducting an answer from the clues and directions given by the computer. * Hangman - clone of Hangman where the player tries to guess phrases and words. * Tic Tac Toe - a tic-tac-toe game that is nearly impossible to beat. * Wildcatter - take charge of an oil drilling operation and hope to strike oil. * Othello - An Othello clone where the objective is to leap over your opponents chips and make them turn into your. * Peg Leap - checkers-like game played on a plus shaped game board. * Blackjack - a version of Blackjack. * Dominoes - a common block or draw game involving Dominoes. * PC Golf - A top-down golf simulator where hits are determined not by graphical aiming but my mathematical calculations and dumb luck. * Head Coach - a football game where you coach a team of your choice and make play decisions for them hopefully leading the team to victory. * Match - a simple tile-matching game. * Towers of Atlantis - a Towers of Hanoi clone. The business tools included are: * Business Simulation * Depreciation Costs * Inventory Reorder * Present/Future Value * Amortization Analysis * Economic Order Quantity * Break Even Analysis * Stock Ratio Analysis * Check Book Register The remaining miscellaneous applications are: * Eye & Hearing Test * You Draw It * Personal Biorhythms * Sports Predicting
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<li><a href="https://archive.org/details/msdos_Frigate_1989">Frigate (1989)</a><br>
1,000,000 square miles of open sea, your nuclear powered frigate and a fleet of Russian ships circling you. This is the set-up of Frigate a strategy battle game taking place near the end of the Cold War. Your mission is straight-forward. Destroy as many enemy ships as you can and try not to die. Points will be awarded for your evasive skills as your enemies are very well armed and for your hunting skills. Luckily your weapons are far stronger but there's strength in numbers. At your disposal are the following tools; radar, sonar, anti-missile weapons, radio jammers, and of course your ordnance. Your view screen shows two main windows with one devoted to our ship's status and one command menu where you give orders and receive notes about what is happening around you. Information is constantly being updated as to your ships defenses and weapons as well as the position of enemies and their missiles. The game-play is turn based and you can try and enter as many commands as you like in the given time period. As with many simulation games there are repercussions to damages you will receive from malfunctioning radars to weapon arrays. Graphics are largely non-existent and almost everything except for the title screen are text based so making your own written charts may aid you in successfully completing your mission.
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<li><a href="https://archive.org/details/msdos_Frogger_1983">Frogger (1983)</a><br>
Your task in this arcade game is to guide a frog across a treacherous road and river, and to safety at the top of the screen. Both these sections are fraught with a variety of hazards, each of which will kill the frog and cost you a life if contact is made. The road is full of cars and trucks, at variable speeds. The river water itself is fatal, as are the snakes which hover within on later levels. Frogger must use the arrangement of logs, turtles (which are only there for a short time) and alligators (but stay away from their faces), and then jump into one of the open home-cells, ideally one containing a fly for extra points. Once all holes have been filled, you move onto the next, harder, level.
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<li><a href="https://archive.org/details/msdos_Front_Page_Sports_Baseball_94_1994">Front Page Sports Baseball '94 (1994)</a><br>
The first Baseball game developed under Dynamix's "Front Page Sports" brand name. This one delivers an equally balanced team-management and statistically accurate experience based on the 1994 Major League season. You can play head to head, or vs the computer in single games, full seasons or career mode, in which players age, improve, decline, retire, etc. You can perform amateur drafts drawing talent from colleges at the beginning of each season, etc. Statistically speaking the game includes enough statistics to satisfy the most eager stats-fan, and though it only comes with 1994's stats, the game comes with a separate program that allows you to modify or create new players. Available in both Floppy and CD version.
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<li><a href="https://archive.org/details/msdos_Fruit_Salad_1997">Fruit Salad (1997)</a><br>
Fruit Salad is a freeware single-player game in the style of Puzzle Bobble. The player is presented with a canon that fires different coloured fruit at a stack of fruit at the top of the screen. When three or more pieces of fruit of the same colour are stacked together they explode giving bonus points. Each level is timed as the top of the stack descends and the game is over if the level has not been cleared before it reaches the bottom. The game has over fifty levels and twenty backgrounds. The game's level editor was available to anyone sending the developers chocolate or 'something funny'.
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<li><a href="https://archive.org/details/msdos_Full_Metal_Planete_1990">Full Metal Planete (1990)</a><br>
Full Metal Planete is a tie-in of a board game of the same name. Up to four players land on a planet with their motherships, trying to gather as much ore as possible within 24 game rounds. This almost sounds like a happy, idyllic round of pick-the-flowers, if it weren't for the truckload of tanks and destroyers that each players happens to have in the cargo area of his mothership. So the players usually spend an equal amount of time picking up ore and bashing their contenders' heads in. The computer game is an accurate conversion of the board game; virtually every feature is present. Strategy is needed to succeed in the game. The only semi-random thing are the tides (high tide, low tide, and something in-between) which can strand boats and engulf tanks, but even they can be partially predicted.
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<li><a href="https://archive.org/details/msdos_Funball_1995">Funball (1995)</a><br>
Funball is a checkers-like game for two players. The goal is for a player to get a ball onto the opponent's base, while stopping the opponent from doing the same. Each player controls one color of balls--either red or green. Like checkers, the game board is an eight-by-eight grid. Unlike checkers's squares, though, Funball's bases don't just passively accept balls. Bases can change a ball's size, teleport it, spring it further along, cause it to slide past rather than land, or have numerous other effects--there are thirteen different types of bases. The arrangement of the different kinds of bases isn't always the same, either. When starting a new game, the player can choose from five different preset boards, or use the board editor to create a custom board. Not only are there different types of bases, the balls themselves can be different sizes. The relative sizes of the balls determines the outcome of an attack, and can have other effects, depending on the target base. In addition to the balls, the board can contain a spider, which moves around the board each turn, and can lay eggs that balls can absorb to grow larger. The game can be played against the computer, or against a friend in hotseat mode.
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<li><a href="https://archive.org/details/msdos_Fury_of_the_Furries_1993">Fury of the Furries (1993)</a><br>
In Fury of the Furries, you control a cute, round creature called Tiny, who must defeat "the wicked one" who has captured the King, and turned all the Tinies into mindless monsters. Fortunately your Tiny has special powers. It can transform himself into a swimmer, rock eater, fireball spitter, or rope swinger during its quest. The game takes place on a huge island separated into eight regions: Desert, Lagoon, Forest, Pyramids, Mountains, Factory, Village, and finally the Castle. For the US release, the title was changed to 'Pac-In-Time'. It's exactly the same game. Only the characters were changed : the not-so-known European Tinies (from the Skweek, Super Skweek, Tiny Skweeks/Brainies/Tinies games) were replaced by the widely known Pac-Man.
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<li><a href="https://archive.org/details/msdos_Future_Classics_1990">Future Classics (1990)</a><br>
The Future Classics Collection is a collection of five distinctly-themed games that stress action and strategy equally. The programmers of the games had previously worked for Cinemaware and MicroProse. The gameplay of the five games is extremely varied: DiskMan: Backup your computer disks; collect as many disks as you can, avoiding all hazards along the way and inserting the disks into the disk drive to open the exit to the next level. Tankbattle: Work your way across a battlefield to capture the opposing coat of arms to open the exit to the next level. Avoid turrets, bombs, and other obstacles. Lost 'N Maze: Quickly travel through the corridors of the maze until you locate the keys to the exit. Collect various power-ups and bonus points along the way. Diet Riot: Put all the junk food stores out of business by having your man gather all the food crates for each store and throw them in the dumpster. Beware of junk food -- eating it slows you down and threatens you with a heart attack; you can "work out" using the exercise equipment to speed back up, as well as eating healthy food. Blockalanche: An isometric-view Tetris clone, with the differences of being able to select your next piece (if you're quick enough) and being only able to rotate your block around one axis. The gameplay options are also quite varied: Each game can be played one player alone, two players alternately, two players simultaneously, or one player against one of three computer personalities -- including split-screen play for head-to-head competition.
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<li><a href="https://archive.org/details/msdos_Fuzzys_World_of_Miniature_Space_Golf_1995">Fuzzy's World of Miniature Space Golf (1995)</a><br>
Do you want to play Space golf? --It sounds really amazing. If your answer is yes, probably this game is your only option which has a miniature shape in "zany" scenarios. In each hole (a total of 18 hole courses) you try to give your best shots by just giving simple directions to the ball with your mouse. Since you are playing in space there is no air, no cruel wind conditions; just swing it to your "desired" destination!
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<li><a href="https://archive.org/details/msdos_G-stones_III_1994">G-stones III (1994)</a><br>
G-stones III is a shareware game Breakout variant. The game area consists of an arrangement of bricks at the top of the screen. The player controls a paddle which moves left / right along the bottom of the screen and must prevent a ball, or sometimes multiple balls, from touching the bottom of the screen. When the balls strikes the bricks on the screen they either destroy the brick or trigger some kind of feature such as releasing an extra ball, or a bonus item. Some bricks cannot be destroyed and others can be switched on or off as the ball strikes a switch. The registered game features random levels, choosing 20 levels from a possible 100, which makes each game different. There is no save game option. The game has many features, including: * up to 6 players with individual difficulty settings, not all at once; * 3 levels of difficulty * 43 types of gems * 11 backgrounds * up to 4 moving balls can be in play at the same time * 5 levels per game * adjustable game and mouse speed.
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<li><a href="https://archive.org/details/msdos_Gadget_-_Lost_in_Time_1993">Gadget - Lost in Time (1993)</a><br>
The game is a combination of two genres, platformer and quiz game. Gadget, the main character, has invented a time machine and uses it to go back to the dinosaur age. In order to return, he must obtain a crystal to power the time machine. This allows him to go forward in time to the next major age. The crystal is only available to collect after answering enough questions. The questions are scattered around each level, in the form of some object from that era and are multiple choice. A question only appears in one location at a time, and answering a question incorrectly results in it moving to the next location. Gadget can stun enemies by jumping on them, and get rid of them by picking them up and throwing them.
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<li><a href="https://archive.org/details/msdos_Galacta_-_The_Battle_for_Saturn_1992">Galacta - The Battle for Saturn (1992)</a><br>
Gamplay is similar to Galaxian and Galaga, Galacta gives you a top-down space shooter just like the arcade games. Move back and forth along the bottom of the screen as you avoid the attacks from the enemy ships and launch your own attacks at them. You can be destroyed by any shot from an enemy or by hitting an enemy ship as it swoops in at you. The enemies will come down in various pre-set patterns and do not really try to hit you... but staying out of their way can still be a challenge. Watch out as the ships fly down at you and as they return from the bottom of the screen flying up again. Get various power-ups such as shields to help you survive their attacks. If you make it through a wave of enemies without dying, you get a bonus to your score.
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<li><a href="https://archive.org/details/msdos_Galactic_Battle_1990">Galactic Battle (1990)</a><br>
This Space Invaders-style shooter pits the player against eleven different waves of alien opponents which recur over the course of an infinite number of levels. The player can move horizontally and (to a limited degree) vertically, and the traditional gun is accompanied by a shield that can be activated at the press of a button. Everything costs energy, however, so there is a time constraint to play. Medals are earned during play which can be redeemed for ship enhancements (reduced energy use, increased fire power or increased shot damage) if the player is able to successfully dock with a starbase. Docking also refills the player's energy after each wave.
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<li><a href="https://archive.org/details/msdos_Galactic_Conqueror_1988">Galactic Conqueror (1988)</a><br>
As rebel forces close in on the space station Gallion, you launch strikes against enemy-controlled planets in the most sophisticated techno-toy available to mankind, the space fighter Thunder Cloud II. The game is a blend of action sequences in an Afterburner-esque pseudo-3D view. These sequences vary between ground combat, aerial combat and space combat, with different motion physics and enemy craft. There is also a strategic battle choices on a galactic map invaded in real-time. The PC version uses speaker tweaks to recreate the game's tune on theoretically-inferior hardware.
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<li><a href="https://archive.org/details/msdos_Galactic_Gladiators_1983">Galactic Gladiators (1983)</a><br>
Early tactical combat game about humans and aliens duking it out with laser guns, melee weapons and special powers. Campy alien races included Viking warriors with horns, Denebian slime devils and space mutants with a killer touch. Much of the game would be spent watching the blinking words, "PLAYER TWO IS PLANNING HOW TO DEFEAT YOU".
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<li><a href="https://archive.org/details/msdos_Galactic_Warrior_Rats_1993">Galactic Warrior Rats (1993)</a><br>
Einstein, Newton and Darwin are the Galactic Warrior Rats, mutant hybrids who come under your control in this top-down multi-directional shooter. Their plan is to save the badly polluted planet Smeaton Five by destroying its robotic defences and the computer primed to explode it. Many enemies must be shot down along the way, but most release credits when shot - wait a few seconds for these to appear. You have three lives, with each rat representing a life, which means that all upgrades are lost when you lose a life, and each rat's protective biosphere has the ability to withstand a few shots. Before heading into the action, you can spend your initial 500 credits on upgrades and weaponry. Your movement features a degree of inertia, making it harder to stop short of a position.
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<li><a href="https://archive.org/details/msdos_Galactix_1992">Galactix (1992)</a><br>
Defend Earth from destruction from the onslaught of the Xidus fleet. Your state-of-the-art ship is equiped with a limitless supply of ammunition, and in addition has missles, bombs, and a retractable claw used for retrieving ship upgrades during the heat of battle.
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<li><a href="https://archive.org/details/msdos_Galaxian_1983">Galaxian (1983)</a><br>
Galaxian is a shoot 'em up in which the player is at the bottom of the screen, with an arrangement of aliens at the top. The player moves left and right to aim at an alien, then shoots a bullet up the screen, and the alien it hits is killed. The aliens are classed as Drones, Emissaries, Hornets and Commanders, with those higher up the screen scoring more points when destroyed. At set intervals an enemy will move down the screen towards you, escorting a bomber, which is a moment of high danger. Clear a wave and another is generated.
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<li><a href="https://archive.org/details/msdos_Galaxy_Trek_1983">Galaxy Trek (1983)</a><br>
Take control of the USS Columbia in an attempt to stop a group of warships from attacking Federation Headquarters. Galaxy Trek is a space battle game where your only goal is to destroy all the warships. The game uses ASCII graphics and can be played using RGB, Mono, or Composite graphics. Your ship control is limited to navigating between a set of quadrants by setting a course and a speed for each jump. If you enter a sector with an enemy, or enemies, you can engage them in battle using phasers or torpedoes. You have a limited supply of energy for your phasers and shields, so you'll need to stop at a space station to resupply now and then during your battles. You have a limited time to take out those warships, so get moving!
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<li><a href="https://archive.org/details/msdos_Galleons_of_Glory_1990">Galleons of Glory (1990)</a><br>
This historical simulation game recreates the voyage of Portuguese explorer Magellan as he attempted to circumnavigate the world for the first time. Deal with rough seas, unreliable maps, rebellious crews, unfriendly natives, and other hazards of 16th-century voyagers. Features persons and situations based on actual history.
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<li><a href="https://archive.org/details/msdos_Gamma_Force_in_a_Pit_of_a_Thousand_Screams_1988">Gamma Force in a Pit of a Thousand Screams (1988)</a><br>
In a dangerous world, individual superheroes are not enough. Even the best of them - a humanoid made of flame, an elf princess with a mean bow, and a musclebound waterbeast - can't do it all themselves. When they come together, they are the Gamma Force. Can anybody stop them? A part of InfoComics, Gamma Force in Pit of a Thousand Screams follows the same gameplay template as the other members of this series. The gameplay basically consists of occasional decision-making, which interrupts viewing the comic book-like scenes of the game, advancing the story in different ways, depending on the player's choices. The player can also switch the points of view of the various characters, gaining more insight into the narrative.
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<li><a href="https://archive.org/details/msdos_Ganja_Farmer_1998">Ganja Farmer (1998)</a><br>
You are John Parker, Rastafarian soldier, trying to defend your herb/pot/weed/marijuana/ganja field against American soldiers. You stand on your Volkswagen bus 1969 and fire bullets to the landing soldiers. Also don't forget to destroy bombers, helicopters and later on UFO, too. Game takes part in levels and after each level Rastafarian god Jah comes to help you, renew your weed plants and to give you some more power.
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<li><a href="https://archive.org/details/msdos_Gapper_1986">Gapper (1986)</a><br>
A straightforward Amidar clone, Gapper adds a little twist, acknowledged in its name. As in its predecessors, the goal here is to change the colour of a series of lines (here in a straight grid pattern of increasing complexity) by traversing all of them -- a dotless Pac-Man or 2D Q-bert, if you will. The player's trail-leaving sprite, the Gapper, is ever pursued by the Seeker, a little enemy that finds the most effective route to intercept the player, follows it, meets up and deducts a life. In order to throw the Seeker off the trail, the Gapper has the option of producing a temporary "gap" in its trail, impassable by either of them until it expires.
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<li><a href="https://archive.org/details/msdos_Gary_Grigsbys_Pacific_War_2000">Gary Grigsby's Pacific War (2000)</a><br>
The classic 1992 wargame has been completely revamped with new artwork, new units, new everything! Every single unit, every single plane, every single ship, gun, tank, etc. are accounted for in this game! Play against the computer or watch computer play both sides. Do hotseat multiplayer, or conduct play by e-mail (PBEM). The choice is yours. A full "recorder" records your moves and computer moves turn-by-turn for later analysis. Full database editor is included. Best of all, it is FREE! Download it from the Matrix Games website!
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<li><a href="https://archive.org/details/msdos_Gary_Grigsbys_Pacific_War_1992">Gary Grigsby's Pacific War (1992)</a><br>
A grand strategical game covering World War 2 in the Pacific and South East Asia areas. The player has to manage every aspect of the conflict: From building Task Forces, moving troops and planes, to managing production, it's all there (and much more). Different starting points to enter the war can be chosen. Either side can be played by a human player.
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<li><a href="https://archive.org/details/msdos_Gary_Grigsbys_War_in_Russia_1993">Gary Grigsby's War in Russia (1993)</a><br>
A World War 2 strategy game covering the war on the eastern front from 1941 to 1945. Game-scale is set to corps level (Russian corps-level units are army sized). Both, Russian and German, sides can be played. The player has full control over all aspects of the war including production of war material. The forces of both side are simulated into detail and you can review your divisions up to squad/tank level. There are several different starting points available, for example 22 Jun 1941 (Operation Barbarossa) or 5 Jul 1943 (Operation Zitadelle; Battle of Kursk). Events on other fronts (North Africa, Italy, Western Front) are also simulated and can be influenced indirectly by the player. The axis player will also have to deal with the strategic bombing campaign of allied bomber fleets.
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<li><a href="https://archive.org/details/msdos_Gateway_1992">Gateway (1992)</a><br>
When humans finally managed to colonize the planet Venus, they discovered a gigantic system of artificial underground tunnels there. It is assumed that a highly advanced alien race known as Heechee has constructed those tunnels thousands of years ago. Eventually, an abandoned, yet fully functional Heechee spaceship is discovered. One of the explorers boards it, which leads humanity towards the discovery of a space station with many similar ships - all with coordinates of unknown planets already punched in. This station becomes known as the Gateway, being humanity's only connecting point to the rest of the universe. Since traveling to the potentially dangerous destinations involves a great deal of risk, only some particularly courageous (or perhaps reckless) adventurers, called "prospectors", volunteered to go on these journeys. The protagonist of the game is one of those prospectors, having won the membership alongside a small sum of money and a one-way ticket to the Gateway. Eventually, he discovers an ancient device that contain a warning against a mysterious alien species known as Assassins - and the prospector is entrusted with the task of protecting the humans from that threat. Gateway is a text adventure with graphics, based on the Heechee universe books by Frederik Pohl. It is identical in interface and general concept to Legend's other text-driven adventures (such as the Spellcasting series): the player may opt for text-only input as well as selecting verbs from a list. Clicking on objects or characters within the graphical representation of the location provides a text description. Puzzles are mostly inventory-based, though there are logic-related tasks as well. The player character explores various planets during the course of the journey. In a few cases, it is possible to die in the game.
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<li><a href="https://archive.org/details/msdos_Gateway_2_-_Homeworld_1993">Gateway 2 - Homeworld (1993)</a><br>
A huge, strangely shaped object was spotted just outside the orbit of Pluto. Scientists dub this object "The Artifact", assuming it to be a spaceship possibly connected to the mysterious alien race, the Heechee, who have disappeared without a trace, leaving only ships with cryptic destinations behind. Meanwhile, a terrorist sect is planning to use The Artifact to lure in the Assassins, an alien community bent on destroying other species. Eventually, a sole explorer reaches the enigmatic ship, only to discover traces of former Gateway prospectors . This leads him to believe that something might be malfunctioning at the very core of the Heechee civilization. Gateway II: Homeworld is a sequel to Gateway. It is the last adventure game by Legend Entertainment to use text-based input, after Companions of Xanth introduced a purely graphical engine. Its interface is identical to that of Eric the Unready: while most commands can be either typed in or selected from a list combining verbs and available objects, conversations with characters are handled by choosing pre-set topics and displayed on separate screens. The game also features some animated cutscenes.
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<li><a href="https://archive.org/details/msdos_GATO_1984">GATO (1984)</a><br>
BACKGROUND In Gato, you play the commander of a United States submarine in the Pacific Ocean during World War II against Japanese warships. GAMEPLAY Gato is a 3D real-time submarine simulation game. Gameplay consists of missions where the primary directive is to navigate your submarine to track and intercept (multiple) enemy warships (patrol boats, destroyers, etc.) on the randomly created map and close in for the kill with torpedoes. Combat itself consists of a direct visual of enemy ships (via periscope) and firing torpedoes at the correct angle to ultimately sink the ship. Be warned that although you have the element of surprise, enemy ships can fire back! When all hell breaks loose, an identified submarine is a sitting duck to those Japanese guns. Be prepared to direct your damage control team to fix up your damaged submarine ASAP! The mission ends when you have successfully eliminated all targets in the map.
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<li><a href="https://archive.org/details/msdos_Gauntlet_1988">Gauntlet (1988)</a><br>
Gauntlet is an action game where players choose characters and fight their way through hordes of enemies that assault them on the way to the end of the level. One or two players must make their way through 100 levels of mayhem and magic. The game features a choice of four characters to play with, each with different weapons. Thor the Warrior has a bludgeoning battle axe, Thyra the Valkyrie has a close range sword, Questor the Elf has his long range bow, and Merlin the Wizard has magical bolts. Ghosts, goblins and even the life-draining Death are among the enemies. Enemies stream out of generators, so destroy these before tackling the rest. Keys are needed to open the many doors within the levels, and in some situations a door will contain only bonus items, not a progressive route. Scattered magic potions act like smart bombs and clear the screen of all enemies. Beware of poison though, this reduces the character's energy level. Treasure is abundant throughout the levels and adds to the player's score.
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<li><a href="https://archive.org/details/msdos_Gauntlet_II_1989">Gauntlet II (1989)</a><br>
Gauntlet II is very similar to its predecessor. Up to four players (a wizard, a warrior, an elf, and a valkyrie) make their way through various mazes, collect treasures and magic potions, and fend off assorted creatures and ghosts.
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<li><a href="https://archive.org/details/msdos_Gazza_II_1991">Gazza II (1991)</a><br>
This edition of the second game licensed around England footballer Paul Gascoigne combines arcade action and management. A four-division Super League of top European clubs is featured, with the potential for multiple managers to play. You can buy, scout for and sell players, and set up individual tactical systems. The in-game action has a side-scrolling view and close ball control. The game is tolerant of tough tackles, as these are usually successful and rarely result in a foul. You can swerve, chip and head the ball in any direction.
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<li><a href="https://archive.org/details/msdos_GBA_Championship_Basketball_-_Two-on-Two_1986">GBA Championship Basketball - Two-on-Two (1986)</a><br>
GBA Championship Basketball can be played as One or Two Player vs. the Computer or Two Player with Computer Teammates and includes Practice Play. Draft your Teammates from a list of ten players whose styles are patterned after real professional superstars. Practice with games like "Around the world" and "Horse", or go one-on-one with a friend. You play GBA Basketball on a full court. And when it comes to shooting, you have a full range of choices, like hook shots, tip-ins, jumpshots and even dunks. After each game, you can read the sports page of the Gamestar Gazette to check box scores and division standings.
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<li><a href="https://archive.org/details/msdos_Gear_Works_1992">Gear Works (1992)</a><br>
This top-down puzzle game starts with a screen featuring a number of red cogs at different parts of the screen, and a grid of pegs (which become less complete on later levels). Your task on each level is to use a number of gears of one of 3 different sizes to ensure that all the pegs are linked together. All this has to be completed before the engine overheats. Making life harder are two creatures with the peculiar name `Poffins'. One of these goes around removing pegs, and the other causes the engine to overheat further. They can be shot out of the way, or have gears placed over them to stop them. There's also a bonus round, which is a fruit machine, only with cogs and other things from the game rather than fruit.
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<li><a href="https://archive.org/details/msdos_Geisha_1990">Geisha (1990)</a><br>
Geisha is an erotic adventure game. A mad scientist kidnapped the protagonist's girlfriend Eva, and wants to transform her into some sort of a futuristic geisha (half-machine, half-human). The hero travels to Tokyo and must face various dangers to prevent this from happening. The game uses a point-and-click interface (with mouse support) and has several small sub-games included, such as a simple card game, a jigsaw puzzle with a time limit, a short arcade sequence, and others.
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<li><a href="https://archive.org/details/msdos_Gemfire_1992">Gemfire (1992)</a><br>
Koei made an incursion into the fantasy worlds of magic with this game. Six magicians, each trapped inside a magical gem, are liberated from the crown Gemfire by Princess Robyn, daughter of the tyrannical ruler of Ishmeria, King Eselred. Fleeing across the length and breadth of the island nation, they each choose a leader from the greatest noble houses as their champion to topple Eselred and bring peace to Ishmeria. Players select one of these noblemen and seek to unite all the provinces under their banner through a combination of warfare and diplomacy.
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<li><a href="https://archive.org/details/msdos_Gemini-2_1986">Gemini-2 (1986)</a><br>
Your remote controlled Gemini tank is a powerful weapon. Battle enemies on remote planets and try to kill three of their tanks before they destroy yours. Drive your tank with the arrow keys and shoot with the space bar. Check your targeting maps and charts on the bottom of the screen to home in on your enemy and blast them to bits. Remember to keep an eye on your damage meter because otherwise it'll be your bits that's blasted. Gemini-2 is a sequel to Gemini but is very similar to the original game. Identical to the first game with a Telegamming mode which allows you to take on human opponents across phone lines while the new practice mode allows you to take on computer controlled enemies to get warmed up.
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<li><a href="https://archive.org/details/msdos_Gettysburg_-_The_Turning_Point_1986">Gettysburg - The Turning Point (1986)</a><br>
Gettysburg: The Turning Point is a grand tactical simulation of the most famous, well known and arguably the most decisive battle of the Civil War fought at the little town of Gettysburg, Pennsylvania from July 1 to July 3, 1863. The game uses a refined version of SSI's Antietam game system and is played in 42 turns each representing 1 hour of real time over a 3 day period.. Players are awarded points based on casualties and territorial objectives. At the end of each turn and the end of the game points are calculated and compared to a chart which determines your level of victory. The game can be played under 3 different sets of rules (Basic, Intermediate and Advanced) with 5 levels of difficulty for each and can be played against another person or the computer can play either side.
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<li><a href="https://archive.org/details/msdos_GFL_Championship_Football_1987">GFL Championship Football (1987)</a><br>
This must be one of the earliest team sport games to use a first-person view - the packaging mocks the Xs and Os used to represent players in contemporary Gridiron games. What you see is what the player sees - control and viewpoint passes from the kicker to the receiver on a punt or kickoff, and the quarterback to the running back or receiver on a pass or kick. Releasing passes involves rotating the controls to select the pass direction. To take the ball, aim the visible hands in the centre of the screen. There are 28 teams split into four divisions; their names are fictional (including the Seagulls, Mustangs and Geronimos), and each is rated out of 3 on 8 areas of skill. Matches last for 4 quarters of either 4 or 7 minutes' in-play time. Menus to select plays or teams involve using diagonal movements for selection. Standard Gridiron rules apply - gain 10 yards in 4 attempts (downs) without fumbling or having a pass intercepted; kick a punt or field goal if you are about to fail at this.
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<li><a href="https://archive.org/details/msdos_Ghengis_Khan_II_-_Clan_of_the_Grey_Wolf_1993">Ghengis Khan II - Clan of the Grey Wolf (1993)</a><br>
As in the first part you could participate in two conquests: Mongol conquest and world conquest. In the first you must unite all the little tribes of the country. The world conquest is more complex: You must use all your senses to make the world as you wish.
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<li><a href="https://archive.org/details/msdos_Ghost_of_the_Fireflies_2007">Ghost of the Fireflies (2007)</a><br>
Arguably boasting the most intriguing premise of any Paul Panks game, Ghost of the Fireflies sees the player initially directing the actions of Camphora, a phantom beetle, through the environs of Atsuta Jingu... plotting revenge against Sugawara no Michizane for reasons not initially clear. Navigating this tricky scenario is achieved with the assistance of Raiythius, a sassy Zen hellhound sidekick with a penchant for conveying enlightenment through physical pain and micturition. While the setting of this text adventure is quite explicitly and thoroughly Japanese, the game boasts even stranger cameo appearances than previous Panks games, including a suffering Jesus of Nazareth at the start screen, Bruce Lee as the shopkeeper (with Mr. Miyagi in the eaves) and founding father Ben Franklin, murdered for cheating in a gambling game with Wyatt Earp and his posse at the Oibara Inn. All this plus the game's author himself (hinting at some bizarre post-modern denouement) as the frontman for the house band the Singing Nobunagas! The gameplay is largely a matter of roving between areas picking up that which is not nailed down and killing that which can be overcome through physical combat (but now nearly featuring -- see trivia -- an alchemical magic system of sorts).
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<li><a href="https://archive.org/details/msdos_Ghostbusters_II_1989">Ghostbusters II (1989)</a><br>
Re-live the movie as you bust ghosts, collect slime, find the proper mixture, break outta jail and hunt down Vigo, the Scourge of Carpathia.
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<li><a href="https://archive.org/details/msdos_Ghosts_N_Goblins_1987">Ghosts 'N Goblins (1987)</a><br>
MS-DOS: Ghosts 'N Goblins by (1987)
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<li><a href="https://archive.org/details/msdos_Giana_Sisters_1987">Giana Sisters (1987)</a><br>
MS-DOS: Giana Sisters by (1987)
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<li><a href="https://archive.org/details/msdos_Giana_Sisters_32k_1998">Giana Sisters 32k (1998)</a><br>
MS-DOS: Giana Sisters 32k by (1998)
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<li><a href="https://archive.org/details/msdos_Giana_Sisters_X-Mas_98_1998">Giana Sisters X-Mas 98 (1998)</a><br>
MS-DOS: Giana Sisters X-Mas 98 by (1998)
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<li><a href="https://archive.org/details/msdos_Giant_Space_Slug_1990">Giant Space Slug (1990)</a><br>
As a giant space slug your job is to guard your territory. Random hot-shot space-ship pilots insist on landing on your territory but don't know they're trespassing. As you devour their ships your body will get larger and larger but be careful not to go and eat yourself! Your territory is surrounded by high levels or radiation too so watch out for the borders. A simple Snake clone, Giant Space Slug, uses ASCII graphics and has numbered levels of hardness which the player will select. The higher the level the faster you and the space-ships move.
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<li><a href="https://archive.org/details/msdos_Giddy_3_-_The_Retro_Eggsperience_2000">Giddy 3 - The Retro Eggsperience (2000)</a><br>
The world is under attack from robot stompers from beyond the clouds, and the egg-shaped super hero Giddy has to save the day! Giddy 3 is a freeware clone of Dizzy and its sequels. Intended as parody of that classic series, it also stars an anthropomorphic egg that must collect objects in order to solve puzzles. At the left side of the top of the screen there is the counter for lives and three stars as the energy bar. If the egg touches any of the enemies, this energy bar decreases, and when it is completely drained the egg dies and the player loses a life. On the top-right side there is the accumulated number of coins collected by the character. Giddy can jump and use inventory items. When a light bulb lights up (when Giddy walks over certain spots), pressing enter displays a hint about one of the puzzles. One of the main differences of this installment compared to the previous ones is the addition of side-scrolling instead of the traditional flip-screen. Also, this is the first time in the series that music and sound effects could be played simultaneously.
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<li><a href="https://archive.org/details/msdos_Girlfriend_Construction_Set_1989">Girlfriend Construction Set (1989)</a><br>
This game pits the player as a single man on the prowl for some action. Custom-building the personality and traits of a romantic counterpart, the game can simulate a wide variety of dating experiences, each of which scenarios offers a number of multiple-choice questions yielding an impact on how well the date ultimately went. Over the course of a series of dates that go well, the player can dump flawed girlfriends and seek out ones with more consistent perfection (self-improvement is also a factor; if the girlfriend exceeds her partner, she will be dumping him). A distant goal is to gradually improve both self and partner so as to eventually wrangle invitations to the Big Party, into which only perfect couples are permitted.
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<li><a href="https://archive.org/details/msdos_Gladiator_1995">Gladiator (1995)</a><br>
Gladiator resembles Gauntlet, set in medieval times. You must travel the forest and kill off all the monsters, collecting treasures en route. You can select from seven different classes of characters, each with their own strengths and weaknesses in areas such as strength, dexterity and armor.
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<li><a href="https://archive.org/details/msdos_Global_Conquest_1992">Global Conquest (1992)</a><br>
Global Conquest is a board game of world domination by Dan Bunten. The goal of the game is to explore and dominate the world - which is inhabited by natives - before the other three players do so. You can play against computer players, or play your friends through modem link. You take control of 'pieces', such as infantry, submarines, battleships and aircraft carriers. There are also special units, such as the spy who can slow unit production and steal secrets from opposing teams. You control your army through the "ComCen" or Command Center, analogous to the King in chess - if you lose your ComCen, you're out of the game. Gameplay is turn based with the player managing different aspects of their kingdom each turn, such as the economics of their cities (called 'Burbs'), their army, airforce and navy, any battles that are progressing, espionage tactics, treaties and alliances and random events. Random events are picked through a 'card' system, a card being selected every five turns. Drought, plague, taxpayer revolt, pope visits and battle fatigue are a sample of the many random events that can occur over the duration of the game.
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<li><a href="https://archive.org/details/msdos_Global_Domination_1993">Global Domination (1993)</a><br>
In the near future, the world is divided in 5 power nations that will fight until the conquest of all the world You could use the tactics, spying and diplomacy to made it. The rest of little powers will fall under your control. The peace will be the goal, the peace when you are the only one leader on the world
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<li><a href="https://archive.org/details/msdos_Global_Effect_1992">Global Effect (1992)</a><br>
Essentially similar to The Settlers AKA Serf City, Global Effect involves building up a sound local economy before going out to attack other nations and rule the world. Cities must contain housing, food sources and power supplies, which is where it gets complicated. You can choose the environmental settings of the game, in a similar way to Civilization - an icy world or a post-apocalyptic one make things much tougher. Environmental factors play the biggest part in this game, as you have to use efficient power sources if possible. You only get a certain level of power at the start of the game, and have to build enough 'green' things to increase it further - trees are the most effective. Once you have a fully functional city capable of supporting military units of any quality, these can be directed off into battle by giving them pre-planned flight paths which can be over-ridden if need be. Two-player games can be played via null-modem cables, even across different systems.
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<li><a href="https://archive.org/details/msdos_Gnafu_1986">Gnafu (1986)</a><br>
Although sounding similar to Snafu and hanging onto the element of a growing wall from that game Gnafu is more akin to Snake type games. In this unlicensed clone, of the original C64 game by Hebdogiciel, you play a caterpillar that lives in an enclosed garden. In the garden are mushrooms and cherries. You must eat all the cherries that cause you to grow in length while avoiding the mushrooms and walls. If you hit either of those you will lose a life and eventually the game will be over. If you manage to eat all the cherries on the screen you will move on to another randomly generated level. High scores gained are displayed once the game is finished.
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<li><a href="https://archive.org/details/msdos_Gnome_Ranger_1987">Gnome Ranger (1987)</a><br>
Ingrid Bottomlow stands out from her family of gnomes - she's a gifted student, with a degree from the Institute of Gnome Economics. As a result, they exile her using a teleporting spell, leaving her lost in the forest. It is your job to keep her safe in this interactive fiction game. The game is split into three tasks, broadly relating to animal, vegetable and mineral in that order. The first involves defeating an evil witch, the second is the Riddle of the Shrinking Teapot, and the third involves precious stones. Commands such as FOLLOW, FIND and GO TO make travelling the game world much easier, and put an emphasis on object-manipulation and character interaction, rather than map-making. Instructions can be issued to other characters, with words like THEN, FIND and GIVE to join them. This co-operation is essential to solve many puzzles, and takes place in a world where characters have their own aims and motives. There are BRIEF and VERBOSE modes of text. A running joke in the game is that the screen display adds a 'g' to the start of all words beginning with n - 'gnorth' and 'gnugget' for example. Graphics are included in the disk versions of the game, except in the ports for Atari 8-bit and Apple II, which are text-only on every media.
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<li><a href="https://archive.org/details/msdos_Gnome_Ranger_II_-_Ingrids_Back_1988">Gnome Ranger II - Ingrid's Back (1988)</a><br>
Ingrid is Ingrid Bottomlow, the intellectual-but-clumsy gnome we met in Gnome Ranger. Her beloved home village Little Moaning is earmarked for a yuppie-friendly transformation by Jasper Quickbuck of Ridley's Manor. Ingrid has three cunning plans to stop him - producing a petition with everybody's signature, finding a more orthodox prevention method, and finally infiltrating Ridley's Manor itself by pretending to be a maid, and then finding proof that he's a dodgy geezer who should be locked up. These three quests can be played in any order, although they logically follow on from each other. She is accompanied by Flopsy the dog in the first 2 parts, and her cousin Daisy in the third. Ingrid's Back! uses the same game system as the original, and other contemporary Level 9 titles such as Knight Orc . Giving instructions to other characters (including Flopsy) and jumping around the map using GO TO and FOLLOW commands. A living and breathing world of people travelling, trading and relaxing underpins it all, and plays a part in most puzzles. The disk versions of the game contain graphics, the exception being the ports for Apple II and Atari 8-bit, which are text-only.
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<li><a href="https://archive.org/details/msdos_Go_Simulator_1991">Go Simulator (1991)</a><br>
Go Simulator is a computer adaptation of the classic Chinese strategic board game known worldwide as go. The game includes a complete tutorial to learn the basic rules of go. Using the numerous available options, the player can customize the game to adapt the difficulty: size of the board (from 9x9 to 19x19 lines), AI level (1 to 20), handicap (0 to 29 stones on the board before the game starts), etc. It is possible to play against the computer or a friend, and even watch the AI play against itself.
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<li><a href="https://archive.org/details/msdos_Goal_94_1994">Goal 94 (1994)</a><br>
Goal 94, the game of International soccer management, includes the new rule changes introduced in World Cup 94, along with the addition of several new features to the game: The updated team squads now allow player ages, goals, caps and skills to be changed by the user. Also, a printed manual is also supplied with the registered version the game. New features over the older version include: 3 points for a win. Substitute keeper allowed. Commentary available for entire game. Commentary can also be printed. Better crossing and more effective centre forwards ages, caps, goals and skills can be customised. New Animation. Speed introduced into player details. Keeper stats include goal conceded. Option to begin game with World Cup or Continental Championship. The features in "Goal 1" and Goal 2 are also found in Goal 94.
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<li><a href="https://archive.org/details/msdos_Gobman_1992">Gobman (1992)</a><br>
Gobman is a 90's clone of Pac-Man. Like in Pac-Man, you play a yellow circle going around a maze eating dots, except every time you advance a maze the maze changes its color and shape. There are also small items around the maze to help Gobman collect the dots like Hourglasses and bombs. It is also a little easier to collect the dots because of the speed of the Ghosts.
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<li><a href="https://archive.org/details/msdos_God_of_Thunder_1993">God of Thunder (1993)</a><br>
The mighty god Odin goes from time into deep sleep. During the time of such an "Odinsleep", the mischievous god Loki stole from Odin his favorite land, Midgard, and populated it by monsters. But Odin has a son - Thor, the god of thunder. Using his powerful hammer Mjolnir, Thor must travel to Midgard, face Loki and his assistants, and reclaim the land for his father. God of Thunder is an action game with strong elements of puzzle-solving. Thor explores Midgard, fighting enemies in action-based combat, using his hammer or lightning attacks. Many hazards are there to make the hero's life difficult, and the player must solve puzzles to protect Thor and advance the story. The puzzles range from simple exercises in re-arranging objects to more complex examples that occupy the entire screen. Most of the game is viewed from a top-down perspective, though there are platform sequences as well.
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<li><a href="https://archive.org/details/msdos_Goferpop_1991">Goferpop (1991)</a><br>
Goferpop is a 2D 50K shooting game in which the player shoots gophers that pop out of the ground. The game field is a row of grass and the gophers will pop out anywhere on the field. The mouse is used to move a gun back and forth and when a gopher appears the player must click the mouse in order to shoot it. The score is based on how many gophers are killed and how quickly, as measured by the "Gophers shot per hour" metric. There is no game over, but there is a high score table.
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<li><a href="https://archive.org/details/msdos_Gold_of_the_Americas_-_The_Conquest_of_the_New_World_1989">Gold of the Americas - The Conquest of the New World (1989)</a><br>
Subtitled "Conquest Of The New World". A four player strategy game in which you took the role of either England, France, Spain or Portugal and set about exploring and conquering the New World: America. This game was historically accurate so if you want to win, best be Spain. You had to look after your colonies, explore unknown regions and invade other players territory.
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<li><a href="https://archive.org/details/msdos_Golden_Axe_1990">Golden Axe (1990)</a><br>
Golden Axe is an arcade beat-'em-up game that puts players in the shoes of one of three heroes, each with his own reason for trying to overthrow the evil rule of Death-Adder, who - along with his forces of darkness - kidnapped and imprisoned the King and his daughter and stole the legendary Golden Axe. This is a horizontal fighting game, where you basically take one of the three characters (the barbarian Ax Battler, a dwarf named Gilius Thunderhead or the amazon Tyris Flare) and bash everything which stands between you and Death Adder himself. The game allows to play up to two players on a same screen, however in the C64 version this option has not been implemented. C64 version was also stripped off in the other areas, such as: only one enemy can engage the player at a time or there are only two types of dragons instead of three.
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<li><a href="https://archive.org/details/msdos_Golden_Basket_1990">Golden Basket (1990)</a><br>
"Golden Basket" is a basketball simulator with many difficulty levels (including the usual NBA) and also the typical options like redefining the keyboard, possibility of playing against the computer or a friend, choosing the length of every match and even a demo mode to see how the game works. Also, the refree respects millimetrically the rules of the International Basketball Federation, therefore, you should know all of them if you want to enter in competition.
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<li><a href="https://archive.org/details/msdos_Golden_Eagle_1991">Golden Eagle (1991)</a><br>
The plot of Golden Eagle is a basic one: the evil priest Nahmur stole the Golden Eagle, severed it into five parts and hid them in the city. The player controls a special agent with the order (the employees are mutants) to find said parts. So the player walks through the levels while shooting all opposition. There are also some basic puzzles to solve (collecting an item at one place and using it at another or switch puzzles) and safes to open (either with found codes or by using special equipment) in order to find the eagle parts. There are also some traps to avoid. Besides walking and moving, the protagonist can jump and duck. All other actions like crawling can only be performed in certain places. Using terminals reveal useful information in the form of messages or a map for easier orientation. Other terminals offer the possibility to play a completely optional game of Reversi.
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<li><a href="https://archive.org/details/msdos_Gonzzalezz_1989">Gonzzalezz (1989)</a><br>
Gonzzalezz is a side-scrolling platform game from Spain. The main protagonist is a Mexican stereotype (complete with sombrero and huge mustache), that has an obsession with the traditional siesta. The game is divided in two loads: 0M In the first one, Gonzalez must escape his own nightmare. He moves by executing precise jumps in one big level divided in seven sections, a surreal landscape littered with dangerous objects like flying vacuum-cleaners, disembodied hands, etc. The Q key is the jump button, while the O and P move him left and right respectively. 0M In the second load, Gonzalez must find his hammock while avoiding the dangers of a stereotypical Mexican landscape (Indian tribes, wild animals, etc). Weapons and ammunition are scattered in one large level divided in sections. He can collect or drop these by crouching with the A key and can use them with the SPACE bar.
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<li><a href="https://archive.org/details/msdos_Goody_1987">Goody (1987)</a><br>
In Goody you are a thief with a mission to break into a Spanish bank. In order to accomplish that you need the appropriate tools, such as a torch and pincers. On the way toward the bank you must avoid policemen, gorillas, kung-fu experts, women sweeping the street, paper airplanes, and other hazards. The game is a platformer with light puzzle-solving which requires usage of the correct object in the correct place, similar to Jet Set Willy.
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<li><a href="https://archive.org/details/msdos_Goofys_Railway_Express_1991">Goofy's Railway Express (1991)</a><br>
In Goofy's Railway Express, Goofy and Mickey are railroad conductors helping children with colors and shapes. This is done by a series of screens for young children to start visually identifying shapes and color matching while the train crosses colorful landscapes. When the train smoke stack produces colored shapes, such as a square, circle, or triangle, the child must press the spacebar key. If the shape and color matches the shape and color above a Disney character waiting on the train platform, then the train will stop and pick up that passenger. Otherwise an unique animation appears somewhere on the screen for entertainment.
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<li><a href="https://archive.org/details/msdos_Gore_Galore_-_The_Breakout_1995">Gore Galore - The Breakout (1995)</a><br>
MS-DOS: Gore Galore - The Breakout by (1995)
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<li><a href="https://archive.org/details/msdos_Graeme_Souness_Soccer_Manager_1992">Graeme Souness Soccer Manager (1992)</a><br>
Graeme Souness Soccer Manager is a basic football managing game based on the English leagues where the player is responsible for bringing a team (any available) from the Conference to the top division. Options are limited: the player can select the starting eleven, the players being rated in both ability and fitness, explore the transfer market for signing better players and request overdraft extensions. While no player refuses the sign for your team (even if it's still on the Conference), the real game challenge is to balance finances, and avoid paying too much in wages while still in the lower divisions.
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<li><a href="https://archive.org/details/msdos_Grailquest_1989">Grailquest (1989)</a><br>
A game in the world of the legendary King Arthur, but adding a few more features than you're "run of the mill" adventure. This game also includes adult "situations" that add to the classic motif. During the actual quest for the search of the grail, there are sub-quests to master as well.A VERY detailed graphic adventure game that has a very high end interactive fiction storyline. This game uses a "point and shoot" interface that uses your mouse.
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<li><a href="https://archive.org/details/msdos_Grand_Prix_500_cc_1987">Grand Prix 500 cc (1987)</a><br>
Grand Prix 500 cc is a motorbike simulator viewed from behind your bike. It lets you ride on 12 circuits all around the world. You can play either alone or against a friend (with an unusual vertically-split screen), and in addition to the championship mode (9 laps with 6 competitors) there's a training mode (just 2 laps with 2 competitors). You can chose to race on any circuit at a time or go for the world championship mode where you race on the circuits in order.
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<li><a href="https://archive.org/details/msdos_Grand_Prix_Master_1989">Grand Prix Master (1989)</a><br>
A motorcycle racing game recreating the now-defunct 80cc world motorcycle racing championship. It was licensed around Spanish ace Jorge Martinez 'Aspar', and your (and his) racing rivals including future 500cc World Champion Alex Criville. The game features a full practice mode as well as qualifying and races. There are only 8 computer bikes, although the real life championship points system is used, meaning that the penalty for not finishing is bigger than in real life, especially as you only have 5 bikes to last the season. The game is viewed from overhead, and the controls are, unusually, direction based, so to take a straight which (in the overhead view) involves going up and to the right, you must push the joystick in that direction.
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<li><a href="https://archive.org/details/msdos_Grand_Prix_Unlimited_1992">Grand Prix Unlimited (1992)</a><br>
This is a Formula One simulation similar to World Circuit / Formula One Grand Prix, including the real teams and cars, 16 different Grand Prix courses and a track editor. The player can drive for one of five real Formula One teams in a single race or in a complete season. The car setup must be modified to gain maximum performance, and realistic weather effects must be dealt with. There are fly-by style views of each course, and full control over the location of the camera positions and angles.
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<li><a href="https://archive.org/details/msdos_Grandmaster_Chess_1993">Grandmaster Chess (1993)</a><br>
Grandmaster Chess is a chess game with multiple skill levels and various sets of boards and pieces. Other features include pull-down menus, an analysis mode, a VCR-like replay option and the ability to give the player a chess rating.
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<li><a href="https://archive.org/details/msdos_Grave_Yardage_1989">Grave Yardage (1989)</a><br>
Fantasy Football where monsters pummel each other and dodge landmines to make touchdowns!
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<li><a href="https://archive.org/details/msdos_Gravity_Force_2000_2000">Gravity Force (2000)</a><br>
A remake of the Amiga/Atari ST game from 1989 (see Gravity Force). With a similar control scheme and feel to Thrust, the aim is to make your way through a series of levels, collecting all cargo containers and returning them to your home base. As if controlling your own ship wasn't difficult enough, there are numerous enemies patrolling the cave system who seem intent on making your job hell. Instead of making a straight remake, the author has created some brand new levels and mission types (e.g. escort missions, bombing runs), to add variety. There is also a limited version of the original game's 'single player race' mode (in which you attempt to set new time records for completing levels) and a simple 2-player dogfight mode.
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<li><a href="https://archive.org/details/msdos_Gravity_Force_1989_1989">Gravity Force (1989)</a><br>
Gravity Force is a game of dexterity. Your task is to pilot a small spaceship through a series of mazes and collect various cargo containers on your way. Your spaceship obeys the laws of gravity. You have to use a single thruster to avoid collision with walls or the ground. Various types of enemies will try to hinder your cargo salvage missions. The single player part of the game consists of a total of 49 mazes. After each five successfully finished levels you will receive a password that allows you to choose the corresponding level as your starting point in the main menu. The ten highest scores achieved will be permanently saved on disk. There are three other game modes available: Race, Two Pilot Race and Dogfight. * In Race mode you can choose one of 10 available tracks and try to achieve the best times. You'll have to avoid obstacles similar to the ones found in the single player mission mode, and a crash means that the race is over. If you succeed in achieving a track record it will be saved permanently also. * Two Pilot Race offers three different tracks. The screen is splitted into two parts. Your only task is to reach the finish line before your opponent. If you crash you'll be respawned at the starting point. * Dogfight offers two tracks where you can fight against another player.
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<li><a href="https://archive.org/details/msdos_Great_Escape_The_1987">Great Escape, The (1987)</a><br>
The Great Escape is an isometric action-adventure game. Controlling a prisoner of war in a German camp, your goal is to break out undetected. There are numerous ways to freedom - back doors, cracked fences, even underground tunnels. However, you have to plan your escape while obeying the strict rules of the camp. Number one: Daily program. You have to attend two roll calls a day, one meal, one exercise, and stay in bed at night. Failure to appear at any of these events will result in the alarm being rung. When you do not touch the controls, your protagonist will move automatically, going to all important events. You have to detect and use gaps in the time-table to explore the camp. Rule number two: guard rooms are off limits. If a soldier catches you in a room that is forbidden, you will be placed in solitary confinement. Of course, you have to enter restricted parts of the camp to find items crucial for your escape. The moral flag will turn from green to red to indicate that you are in an area where you shouldn't be. Rule number three: no prisoner may carry forbidden objects. When you are caught in a suspicious situation, you will be stripped of all items that you found so far. To avoid that, you have to deposit objects in a safe place. You need to find keys to open locked doors, uniforms for camouflage, flashlights to see in dark tunnels, and many more. Rule number four: guard commands are to be obeyed at all times. The German soldiers patrol on fixed routes and have a line of sight. You have to learn the guard's routes and sneak past their backs to avoid detection when breaking out. If you are caught, your morale will decrease. If your morale reaches zero, your will to escape is broken.
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<li><a href="https://archive.org/details/msdos_Great_Machine_The_2005">Great Machine, The (2005)</a><br>
The Great Machine is an allegory for thousands of years of cyclical human history (lessons unlearned, doomed to be repeated) embroiled in continuous military warfare and conflict wherever there are people; the cruel teeth of its gears oiled with the blood of young idealists and its furnaces fueled with the defiled bodies of innocent non-combatants. The function of the machine is nothing beyond self-perpetuation of its own antisocial operation. For some reason warfare is a popular theme for games -- likely on account of a sanitized presentation, playing up the glamorous aspect of saving villages by destroying them. This game does not pull these punches. The player directs the irrelevant choices of a little man caught in the crossfire, compelled by circumstances to serve a tour of duty in his nation's military service and attempt to kill other men such as himself based on orders from his supervising officers, who must have good, albeit undisclosed, reasons for issuing such instructions. The protagonist is assigned the black operation of the assassination of a charismatic cult leader, "Los", whose group's non-aligned activities are undermining the efficiency of his unit's operations in the area. With some ambivalence, but eager to remain on the right end of the gun, the player heads out into the bleak brutality of a tormented world gone mad, its piebald absurdity underscored by ongoing nightmares and hallucinations either the result of supernatural forces or incipient shell-shock-induced dementia. Author Jonas Kyratzes takes a departure here from the Myst-style 1st-person graphical adventure genre informing his other works of philosophical gaming activism, instead presenting the effects (and the futility) of human agency in the face of the insanity of the trenches through an all-text multiple-choice Choose-Your-Own-Adventure idiom, yielding reams of moody reading -- occasionally breaking from prose into free verse to indicate the stark effects of sudden physical (and gradual mental and emotional) trauma -- between player input opportunities. Like Mercy before it, the gameplay here is entirely secondary to the story being told; the author is presenting a morality play about authority and how, as Mao said, all political power comes from the barrel of a gun. The player is not an author of this story, merely a player on its stage, endlessly going through the meaningless motions, between elusive sparks of genuine hope, of an existential nightmare from which one can't escape -- Orwell's "boot, stamping on a human face forever."
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<li><a href="https://archive.org/details/msdos_Great_Napoleonic_Battles_1991">Great Napoleonic Battles (1991)</a><br>
Great Napoleonic Battles is a turn-based hex wargame which not only allows players to play three epic battles from the Napoleonic Wars but also includes a construction kit to re-create any land-based battle of the Napoleonic period. It consists of four programs: a 'Battle' program to play scenarios; a 'Mapmaker' to customise or create new maps; a 'Menmaker to create or modify units and pieces used in the battles; and a 'Warmaker' to modify rules, objectives and conditions of combat. The game comes with three ready-made scenarios - the battles of Marengo and Waterloo, where you play the French, and the battle of Quatre Bras where you play the British. Players can choose to play either side in a user-created scenario, or create two-player scenarios.
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<li><a href="https://archive.org/details/msdos_Great_Naval_Battles_Vol_I_-_North_Atlantic_1939-1943_1992">Great Naval Battles Vol I - North Atlantic 1939-1943 (1992)</a><br>
Great Naval Battles: North Atlantic 1939-1943 is the first of four Naval Combat Simulators by Strategic Simulations Inc. in the 1990's. The player commands either the British Navy or German Navy during WW II. Fight an entire campaign, mini campaigns or individual battles. The game includes a historical database of ships, display of ships damage status by deck, real time action and instant replay features. There are 3 ways to enjoy the game. The Captain's view puts you on the bridge of one of the great battleships, cruisers or destroyers of the era. Listen to the dramatic sound effects created by the roar of your guns as you fire them. Watch the shells splash in the distance or explode on target. See the flash of enemy guns and feel your ship vibrate as it is hit. Go down below with the damage control parties and attempt to plug the holes before your ship capsizes and sinks. The Fleet view shows an eagle eye perspective of the individual ships in the task force. The Grand Admiral view zooms out even further to give you a strategic map of your entire navy and all visible enemy vessels.
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<li><a href="https://archive.org/details/msdos_Great_Naval_Battles_Vol_II_-_Guadalcanal_1942-43_1994">Great Naval Battles Vol II - Guadalcanal 1942-43 (1994)</a><br>
Great Naval Battles Guadalcanal 1942-1943 is the second installment of Strategic Simulations Advanced Simulator Series. The game sends you to the South Pacific for the monumental conflict that rocked this remote island in the Solomons during 1942-1943. Five tactical battles,three carrier battles and two full campaigns are included. Build your forces with 100 ship types or 20 plane types as you engage enemy forces on land, at sea or in the air.
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<li><a href="https://archive.org/details/msdos_Gremlins_1984">Gremlins (1984)</a><br>
Gremlins is an action game based on the Steven Spielberg movie of the same name. The game takes place just after midnight when there are Gremlins and Mogwai running around Billy's living room! You control Billy from a 3rd person point of view. On each level, your goal is to catch all of the Mogwai and return them to their cage (located in the upper right corner of the screen) and to destroy all of the Gremlins with a sword. Each level has a time limit - at 6:00 am when the sun rises. You move on to the next level by completing your tasks or just surviving until 6:00, although more points are awarded for the former. You will also receive bonus points for each Mogwai returned to the cage. On many of the levels there will be various types of food lying about the screen. If a Mogwai eats any food, it will turn into a gremlin. There may also be puddles of water; if a Gremlin or Mogwai runs into the water, it will split into two. Some levels also contain a refrigerator or popcorn machine which will throw food out onto the screen, or a television which will distract the Gremlins. You also begin the game with a limited number of flash cubes; if you get into trouble, you can use these to temporarily stun all of the Gremlins and Mogwai. As the levels progress gameplay becomes faster and the Gremlins and Mogwai more numerous.
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<li><a href="https://archive.org/details/msdos_Gremlins_2_-_The_New_Batch_1990_1990">Gremlins 2 - The New Batch (1990)</a><br>
As Billy, you set off to rescue Gizmo the Gremlin from Clamp Tower skyscraper, where Dr. Catheter plans to viciously experiment with him. Unfortunately, Catheter gets word of your plans, and mixes up a whole new batch of vicious gremlins. As a result, your mission is now one of destruction and avoidance. Elite's implementation of this is a five-level side-view action game, in which you run around avoiding or shooting the gremlins. Each level has a secret object which must be collected. Bonus items such as extra lives and time can be collected, as can improved weapons, and credits to spend on a new weapon after each level.
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<li><a href="https://archive.org/details/msdos_Gremlins_2_-_The_New_Batch_1991_1991">Gremlins 2 - The New Batch (1991)</a><br>
In the tradition of the game Beetlejuice, Gremlins 2 is an arcade game in which you have to go around a building shooting gremlins and collecting all sorts of items. The game's features include an alarm system, two types of weapons and various kinds of scenery.
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<li><a href="https://archive.org/details/msdos_Grime_1984">Grime (1984)</a><br>
A deadly, all-consuming mold has emerged from the polluted swamp, spawned from toxic chemical waste, and engulfing everything in its path with venomous grime. Go forth in your herbicide-spewing Herbmobile, and destroy the mold colonies which are threatening the town of Spudville. The game is similar in style to Centipede and its variants, but distinct in some gameplay mechanics. Your vehicle can move throughout the entire playing field, shoot in four directions, and toggle an auto-fire mode. Battle the expanding patches of grime, the mutated wildlife, and the spores that continuously deposit new colonies of mold.
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<li><a href="https://archive.org/details/msdos_Guerrilla_War_1987">Guerrilla War (1987)</a><br>
A tropical island (specified as Cuba in the Japanese original) is being oppressed by a dictator, but fortunately one or two brave US soldiers (Ernesto "Che" Guevara in the Japanese version) are on hand to restore justice. March through the rivers, swamps and forests to overthrow the dictator (specified as Batista in Japan) in this evolution of the Commando style. The game scrolls vertically, as you move up the screen shooting enemies, finding good strategic firing points and collecting powerups. As the enemy soldiers come towards you in groups, some care is required when picking them off, either using your gun or the grenades. There are also hostages carried by some soldiers, with points bonuses for not shooting these but shooting their captors. Each level ends with a boss.
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<li><a href="https://archive.org/details/msdos_Guimo_1997">Guimo (1997)</a><br>
Guimo is a 2D platform game featuring several stages full of action. The story is situated in a parallel world called "Bitland", the Earth-brother world where inhabitants are under terrible danger after the invasion of Necterion and his army. To restore harmony between the two worlds, the best trained and fearless sentinel (entities responsible for the dimensional passage between both worlds) is ready under your command: GUIMO! The game also offers many innovative features for this epoch (1997): enemy AI, Eggy robots (auxiliar pals!), digital music, etc.
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<li><a href="https://archive.org/details/msdos_Guldkorn_Expressen_1991">Guldkorn Expressen (1991)</a><br>
Produced as a product tie-in with OTA's honey puff cereal, Guldkornexpressen (or Kalaspuffsexpressen) revolves around the brand's bear mascot, who drives a train filled with honey puffs. His task on each level is to pick up boxes of the cereal, add honey and drive the train to the end of the level, where the cargo is loaded into a big box of Guldkorn. It is not just a straight forward career along the tracks, though. Switches must be set back and forth for the train to go on the right tracks, there are rocks and fallen trees on the track, and you must keep your speed so as not to crash into things. Fortunately for Puff the bear, he has a honeybee friend. By tapping the joystick button, you activate the bee. It is the bee's task to activate the switches and to operate the honey tap. If you hold in the joystick button, you activate an action menu to deal with obstacles. You can choose to jump over fallen trees, throw dynamite at rocks or to let the bear jump out and dig away dirt from the tracks.
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<li><a href="https://archive.org/details/msdos_Gulf_Strike_1985">Gulf Strike (1985)</a><br>
Based upon the popular boardgame, Gulf Strike allows you to examine every aspect of the complex Persian Gulf region. Complete air, land and sea orders of battle for more than a dozen nations allows you to fight each conflict to its unpredictable conclusion. The game will end when one of the following occurs: After 25 turns have been completed, the Soviet/Iraqi side gains 9 victory points, or the players choose to end the game.The game is for 1 or 2 players and usually takes 1-5 hours to complete. Avalon Hill rated this game a 7 on their 1(easy) -10(hard) complexity scale.
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<li><a href="https://archive.org/details/msdos_Gumboots_Australia_1990">Gumboots Australia (1990)</a><br>
Head on down to Australia and help solve a plethora of mysteries as an investigator in Gumboots Australia. This graphic adventure game plays like a somewhat managerial click and find type of game. You start with almost no money and must travel from town to town looking for answers. Travelling isn't free of course so on the way you must do odd jobs to earn money to travel with car, bus, or airplane. Of course travelling with car or plane is the fastest but they're also the costliest. You've gotta take into account how much time you still have to solve the mystery otherwise you might have to ask your bosses for an extension. You have about eight chances to extend your deadline but each extension takes away a bonus point. Use your time wisely and accept jobs that pay the highest for the least amount of days to get to your destination. You should also remember to chart your travels accordingly, say if for example, you have to travel to capital cities so that you don't end up back-tracking and wasting time and money. Once at your destination you can click investigate and search different locales for clues or answers. There are also random events that happen such as radio call-in shows where if you get the right answer you can earn some cash. Sometimes your actions can have dire consequences such as buying counterfeit goods or trying to help feral cats. These incidents can cost you money and or time to undo. Once the clues are all found you will collect a reward based on the time it took and the extensions you used up. Sometimes your job isn't just to solve mysteries however, on occasion you will just have to run some random errands for your bosses such as the mission that you get as a tutorial. Other tools available to you on your quests are a notepad which generates important notes on its own and a database which you can use to search for keywords you think up of on your missions. The database can sometimes help you think of which locations could have the best leads.
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<li><a href="https://archive.org/details/msdos_Gunboat_1990">Gunboat (1990)</a><br>
Gunboat is a 2D action simulation. You take control of a U.S. Gunboat in several conflict zones. Your Gunboat carries a crew of four men: - A first-class petty officer who serves as boat captain and pilot - A gunner's mate, who controls the forward guns - An engine man, who takes care of the engines and serves as midship gunner - A seaman who controls the aft guns All four men are cross-trained in each other's tasks ... redundancy becomes crucial if one or two crew members are wounded or dead. Be careful on the rivers ...! Anchors aweigh!
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<li><a href="https://archive.org/details/msdos_Gunship_2000_CD-ROM_Edition_1993">Gunship 2000</a><br>
Take the Apache, the new Longbow Apache, The Blackhawk, Comanche Scout, Comanche Gunship, or the MD-500 Defender on campaigns or missions. Updated graphics engine has much more detailed terrain variation with true valleys/hills and even train tunnels that you can fly through. When you are promoted to a sufficient rank you can take along multiple helicopters to accomplish your objectives. The dynamic campaign generates new missions based on multiple maps. Attack, defend, sweep, scout, rescue, drop... Lots of missions to keep you busy. Crew learn and grow in experience as they survive and succeed. A full mission recorder allows you to view EVERY member of your team as they fight or die. Plenty of weapons are available for your side from the latest Hellfire missiles and Sidearm anti-radar missiles to the old fashioned chain gun and gun pods are available for your use. The enemy can be well armed as well, from deadly 2S6 gun/missile combo to old-fashion ZSU-23, even the occasional MiGs.
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<li><a href="https://archive.org/details/msdos_Guy_Spy_and_the_Crystals_of_Armageddon_1992">Guy Spy and the Crystals of Armageddon (1992)</a><br>
In this interactive cartoon you are a brave English soldier, who must stop Fascist Von Max, who wants to build a Doomsday Machine with the special crystals. On every level you have to do something different such as shooting the foes, different fights, several chases, etc. Progressing in game allows you to watch the colorful animation of perilous adventure.
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<li><a href="https://archive.org/details/msdos_H.U.R.L._1995">H.U.R.L. (1995)</a><br>
The Slob Zone is under the control of Bob the Slob, the leader of the Hardcore Union of Radical Litterbugs, an army of oversized animals. Bob the Slob has stolen all the world's clean underwear, and sends his dirty minions against the one brave hero who dares to venture into his realm and reclaim the stolen goods. H.U.R.L. is a non-violent action game that uses a first-person perspective and 3D graphics reminiscent of first-person shooters. Instead of shooting enemies, however, the protagonist washes them. Soap, water balloons and deodorant can be found or acquired at vending machines, trading collected rubbish for them. Animals try to hit the hero with various kinds of dirt, to which he reacts with cleaning; after having been assaulted with cleaning utensils for a sufficient amount of time animals surrender.
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<li><a href="https://archive.org/details/msdos_H20_1996">H20 (1996)</a><br>
MS-DOS: H20 by (1996)
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<li><a href="https://archive.org/details/msdos_Hack_1984">Hack (1984)</a><br>
Hack is the precursor to NetHack, both members of the family of text-based Rogue-like games. Like other roguelikes, Hack is the quintessential computer role-playing game (RPG): Choose a character class and venture forth into the dungeon to fight monsters and gain treasure. Like all descendants of Rogue, Hack is displayed from a top-down view, painted with text characters. The player ventures throughout the dungeon, visiting rooms connected by thin corridors. Gameplay is turn-based, with the turn beginning with the player's action (move, attack, eat, cast spell, etc.). Commands are mapped to various letters of the keyboard, including "i" for inventory, "e" for eat food, etc. with one exception: Attacking a monster involves running into it, so the "attack" function shares the same keys as movement. Hack is one of the first significant deviations from Rogue, notable by the rich interaction possible in the game world: Simple actions result in complex (yet logical) reactions. For example, it is not uncommon to throw a boomerang only to miss the target and have it return to hit the player; or kill a monster that has the ability to turn you to stone as an attack, then accidentally step on its carcass on the way out and turn to stone; or having a bolt of fire from a magic wand ricochet around the room, hit the player, and cause his magic scrolls to catch on fire; etc. In addition, monsters and objects have secondary, hidden properties; for example, killing and eating a leprechaun will result in the player randomly teleporting to different locations.
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<li><a href="https://archive.org/details/msdos_Hacker_2_-_The_Doomsday_Papers_1986">Hacker 2 - The Doomsday Papers (1986)</a><br>
Hacker II: The Doomsday Papers is a real-time strategy game. It is the sequel to Hacker. Once again you hack into a computer system, just to end up saving the world. Hacker II: The Doomsday Papers opens with the console to the "Actisource" computer hotline system (a nice self-ironic pun - although nobody knows why a serious hacker might want to crack a help service for computer games...). However, your quiet little hack is soon disturbed: The government wants you for a secret mission. It, again, involves a robot drone and you're the one at the remote control. Although this time, it's not the whole globe that's your playground, but a high security facility in Russia, where the plans for global domination are hidden. In fact, all you've got to do is to guide your drone to the vault on a 2D map of the building. However, there are two major obstacles: Patrolling guards and security cameras. To avoid detection, you've got to trick the observers. By tapping the surveillance system you can see what cameras are currently active and which rooms they monitor. Your task is to bypass the video signal of the right cameras with a taped recording of an empty room, so that your drone is hidden from the view. You control four monitors, which you may freely switch to show the security monitor, the radar map, VCR output or one of the 38 cameras -- thus keeping an eye on guard movement while simultaneously controlling your drone and synchronizing recordings to cameras. Whew, sounds like a lot of work? It is.
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<li><a href="https://archive.org/details/msdos_HacX_1997">HacX (1997)</a><br>
HacX is a commercial add-on for Doom II. The gameplay is mostly the same - you run through levels, kill monsters and search for a keycard from time to time. The game contains completely new sprites and maps and uses the Doom engine. There are some new features, like destructible objects.
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<li><a href="https://archive.org/details/msdos_Halls_of_Montezuma_-_A_Battle_History_of_the_United_States_Marine_Corps_1990">Halls of Montezuma - A Battle History of the United States Marine Corps (1990)</a><br>
The military is often painted in terms of precision. Orders are expected to be followed exactly. But what happens when those giving the orders are blind? Blindness is a fact of life for commanders, who have to wait for their men to call in with information. This game puts the player in the shoes of a Corps commander--a man responsible for several divisions--for the lives of thousands of men. The player will command some of the most famous battles in U.S. history, and will have to deal with the same lack of face-to-face contact that plagues every higher-level military leader. In this game the player replays historical battles in the wars with Mexico, World War I, World War II and the Korean War. Think for a moment about war from the perspective of the Marine. Out in the field, their duty is to carry out orders to the best of their ability. They must try to cope with the unexpected that interferes with their progress--weather, enemies, terrain, fatigue, lack of supplies... Unfortunately, it is a fact that there is a disconnect between soldiers in the field and the commanders in the command centers. Commanders don't have a personal connection to each person under them. They rely on those underneath them to report in... This game gives some insight to the problems of command. There are hundreds of units to keep track of, and the player needs a way to keep them organized. The units become symbols on a map-board. Contact with the units is limited to the reports that they send back and the orders that the player sends out. Once the orders are given, the situation is really out of your control. Will they be able or willing to follow orders exactly? What happens if they are interrupted by the enemy, by weather, by terrain. Is the information on enemy movements accurate, or did the player just send a division (thousands of men) to their deaths? Most soldiers and Marines have never had the opportunity to see just what goes on inside the command centers, where the orders that they must follow come from. This game recreates the command center.
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<li><a href="https://archive.org/details/msdos_Hammer_Boy_1991">Hammer Boy (1991)</a><br>
Hammer Boy is an arcade game that plays like a cross between Kaboom! and Whac-A-Mole. Armed with a big hammer, your job is to prevent the American Indians from reaching the tower behind your fort by hitting them on the head and putting out the fires that are thrown from the side. That's really it to the game -- new levels bring different backgrounds (battleship, castle and space base) with corresponding enemies (pirates, knights and aliens), but essentially the same gameplay. This game is based on the comic book hero.
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<li><a href="https://archive.org/details/msdos_Hammer-Head_1992">Hammer-Head (1992)</a><br>
Hammer-Head is a horizontal-scrolling platform game. We take the role of Top, a secret agent, and we must to advance around the levels striking our enemies with the head. During the development of the phases we will be able to take a number of items, that on having finished every level we will be able to change for energy, time, lives extra or a " mini companion " controlled by the computer.
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<li><a href="https://archive.org/details/msdos_Hamurabi_1996">Hamurabi (1996)</a><br>
The great grand-daddy of all god games, Hamurabi puts the player in the shoes (well, sandals) of Hammurabi the Wise, ruler of ancient Sumeria. Though this king is best known historically for his codification of laws and edicts, composed and engraved in cuneiform tablets ~1780 BC, the game veers away from lawmaking and the pursuit of justice in favour of guiding your population of subjects to stable, contented growth. The game puts it, somewhat blandly, in other words: YOUR TASK IS TO DEVELOP A STABLE ECONOMY BY THE WISE MANAGEMENT OF YOUR RESOURCES. YOU WILL BE BESET FROM TIME TO TIME BY NATURAL EVENTS. Results of your actions are narrated to you in plain text; player input primarily consists of punching in numbers and selecting the occasional YES and NO (the end of every turn typically asking you DO YOU WISH TO ABDICATE?) into your keyboard, touchscreen -- or TeleType terminal. Gameplay and interaction are restrictive, but the minimalist number-crunching is foundational for all the managerial leadership games that followed: You can buy and sell acres of land, purchasing extra bushels of grain to sow in your fields or feed your populace if so needed. Between turns (only 10 on the iPhone version), citizens starve and are laid low by plagues, peasants immigrate to replace them, and vermin deplete your stores of grain reserves. One year is much the same as the next, though the particular numerical values shift according to elegant algorithms the deeper understanding of which will lead you to a fruitful and harmonious reign, concluding with enthusiastic congratulations from the computer: A FANTASTIC PERFORMANCE!!! CHARLEMAGNE, DISRAELI, AND JEFFERSON COMBINED COULD NOT HAVE DONE BETTER!
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<li><a href="https://archive.org/details/msdos_Hanks_Quest_-_Victim_of_Society_2002">Hank's Quest - Victim of Society (2002)</a><br>
MS-DOS: Hank's Quest - Victim of Society by (2002)
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<li><a href="https://archive.org/details/msdos_Hannibal_1992">Hannibal (1992)</a><br>
In this turn-based game you play a role of Carthagean warlord Hannibal in his struggle with Roman Empire. Managing resources derived from mines and rised by economy, you recruit armies (people, horses, elephants), siege cities, win the battles, and expand your influence from Africa to Europe.
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<li><a href="https://archive.org/details/msdos_HappyLand_Adventures_2000">HappyLand Adventures (2000)</a><br>
HappyLand is a side scrolling platform jumping game that requires you to gather and lead happyland animals to the happyzones. You play a dog that receives instructions from various old men throughout the game. Once you've lead enough animals to the happyzone, the level door opens and you can proceed to the next level. Of course, you can also stay and find all the goodies hidden in each level.
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<li><a href="https://archive.org/details/msdos_Harald_Hardtooth_in_The_fight_of_the_clean_teeth_1992">Harald Hardtooth in The fight of the clean teeth (1992)</a><br>
Harald Hardtooth is a tooth with a face, arms, legs and a bowtie, armed with a tube of toothpaste. He must use this toothpaste to shoot all manner of bacteria enough times to kill (erode?) them. The levels are made up of a sequence of platforms, which run across most of the level. Harald Hardtooth can always jump up one level, or jump down as far as necessary to reach the next ledge under him without incurring damage, although falling off the bottom of the level costs you a life. Energy is lost through contact with the bacteria, and you have a limited supply of toothpaste, with a need to collect more as the game goes on. You can also collect enhanced weaponry such as double firing.
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<li><a href="https://archive.org/details/msdos_Hard_Drivin_1990">Hard Drivin' (1990)</a><br>
Hard Drivin' is a 3D arcade hit from Atari Games. You are in control of a high-performance sports car. Your objective is to race around the course as fast as possible and hit as many checkpoints as possible. If you hit a checkpoint you gain extra time to go farther. You will see traffic on the road both in your direction and coming down the opposite direction, so be careful when you pass... The course has two sections: speed track, and stunt track. Speed track is longer, but you can usually achieve higher speeds. Stunt track requires you to perform several stunts such as jumping bridges, driving through a loop, and so on. Crashing the car has no serious consequences and indeed shows a replay of your crash from a cinematic angle. Admire your crash head-on into the cement truck, or clipping the minivan, or flying off the bridge in the wrong angle... You lose several seconds as your car is "reset" and you get up to speed again. The home conversions retain most of the then-advanced 3D graphics but lack the force-feedback that was in the arcade version.
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<li><a href="https://archive.org/details/msdos_Hard_Hat_Mack_1984">Hard Hat Mack (1984)</a><br>
Hard Hat Mack is a platform game similar in concept to Donkey Kong. The player controls a worker who must complete specific objectives in a construction site while avoiding enemies and trying not to run out of time. The game has three vertical levels consisting of simple paths, springboards, conveyor belts, and elevators. The goals involve replacing holes in the floor, catching a moving jackhammer to secure plates, collecting lunchboxes, and dropping wares into a processor. The titular hero loses a life when hit by falling bolts or tagged by wandering vandals or OSHA representatives. The game is over after the player character loses three lives. Completing the three unique levels brings the player back to the beginning, with the game cycling through the same levels at a faster speed.
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<li><a href="https://archive.org/details/msdos_HardBall_II_1989">HardBall II (1989)</a><br>
The sequel to the pioneering Accolade baseball game with many new features, including better graphics and animation and authentic major league ballparks.
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<li><a href="https://archive.org/details/msdos_HardBall_III_1992">HardBall III (1992)</a><br>
The third game in the Hardball baseball series. This revision features 256 colour VGA graphics, and announcer Al Michaels provides running commentary while you play.
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<li><a href="https://archive.org/details/msdos_Harlem_Globetrotters_1990">Harlem Globetrotters (1990)</a><br>
This game allows you to play as either the Harlem Globetrotters or their rivals, the Generals, in an exhibition basketball game. The player can choose to have the quarters last from one minute to twelve minutes. Also, if you are playing as the Harlem Globetrotters you are able to pull off special maneuvers such as a behind the back pass, slam dunk, and a piggy back slam. At certain moments during the game the Harlem Globetrotters team can also interfere with the referee by pulling down his pants and tripping him.
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<li><a href="https://archive.org/details/msdos_Harpoon_1989">Harpoon (1989)</a><br>
A modern naval battle simulator based on Larry Bond's popular Harpoon board-game from 1980. The game features 13 possible Cold War scenarios, each of which can be affected by multiple factors. You can choose from an authentic arsenal of over 100 Soviet and NATO weapons. Use sensors, radars and sonar to track enemy ships. Crucial information on capabilities can be checked from the informative database. Several Battleset data disks and a Scenario editor were later released.
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<li><a href="https://archive.org/details/msdos_Hat_Trick_1987">Hat Trick (1987)</a><br>
Hat Trick is a two-on-two hockey game. Each player controls a goalie and a skater. The object is to shoot the puck into the opposing teams goal. Each game lasts two minutes.
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<li><a href="https://archive.org/details/msdos_Heart_of_China_1991">Heart of China (1991)</a><br>
Kate, the daughter of a wealthy businessman named E.A. Lomax, is abducted by a Chinese warlord named Li Deng near Chengdu, where she was volunteering as a nurse. Lomax recruits the former World War I fighter pilot Jake "Lucky" Masters for a dangerous mission: travel to Hong-Kong, locate a mysterious ninja, and find a way to infiltrate Li Deng's fortress and rescue Kate. Heart of China is an adventure game with a romantic theme somewhat reminiscent of films such as Raiders of the Lost Ark. The game is set during the 1930's in China as well as a few other locations. It uses a simple point-and-click system for interaction and object manipulation, and is very similar visually and gameplay-wise to Rise of the Dragon. Some of the tasks in the game have multiple solutions, allowing the player to pursue different methods and choose different responses in branching dialogues. However, some choices may lead to the protagonist's death or bring the investigation to a dead end. There are also a few arcade sequences, which can be skipped if the player fails to complete them after several tries. The game utilizes digitized photos of live actors superimposed on hand-painted graphics.
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<li><a href="https://archive.org/details/msdos_Heat_Wave_-_Offshore_Superboat_Racing_1990">Heat Wave - Offshore Superboat Racing (1990)</a><br>
Heat Wave: Offshore Superboat Racing is a racing game in which the player uses a power boat to race against four AI opponents. There are various aspects to keep track of during a race, like avoiding overheating the motors or a steady adjustment of the trim. During the race it may be needed to stop and conduct repairs on the ship due to contact with the opponents or the environment. However, it is important that the player took repair parts and fuel (which can be chosen after the qualifying race) with them. There are six courses and an editor to create more.
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<li><a href="https://archive.org/details/msdos_Heavy_Metal_1989">Heavy Metal (1989)</a><br>
This multi-genre military action game puts player in the seat of tactical commander of mechanized forces. Starting as Cadet, you'll raise your career from the rookie, when you should perform actions by yourself in different vehicles, to the ultimate elite, when you should act as a Tactical genius. There are three kinds of combat simulations: 1. MBT (main battle tank M1A1 Abrams), where in first-person view you should sit in tank's cockpit, command your gunner and driver, and eliminate surrounding enemies; 2. FAV (fast attack vehicle XR311), where in third-person view you should drive your vehicle in desert, shoot scattered obstacles and enemy helicopters, and avoid the bombs dropped from the skies ; 3. ADAT (air defense anti-tank M1132A), where in first-person view you should shoot air and ground enemies, surrounding your statical position. Performing useful actions in each mode, you'll gain points, and gathering 5,000 points in each mode will give you a seat of Tactical Commander. Here you'll be able to continue your actions on the field, or perform some tactical moves using the map, which is very similar to the territory, including and surrounding Western Germany.
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<li><a href="https://archive.org/details/msdos_Heavy_Water_Jogger_1992">Heavy Water Jogger (1992)</a><br>
One day, Fred Fluke, owner of Three-Miles-Inland nuclear plant arrives at work to find that one of the plant's senior technicians, fed up with being paid minimum wage, has finally snapped and set the nuclear reactor to self-destruct. Fluke has only 30 minutes to make it to the control room and avert a disaster. In Heavy Water Jogger, you, of course, play Fred Fluke himself, the man tasked with saving the town. Beginning at the entrance to the nuclear plant, you must make your way through the maze-like building to the control room at the center. Your task would be hard enough if you only had to navigate the maze, but on top of that, the plant's V7734 model security robots have gone haywire, and if they catch you, they'll zap you back to the beginning of the maze. Heavy Water Jogger is a game where you can't lose. Even if you run out of health or time, the game will simply pretend the whole thing never happened, and start over from the beginning. (For this reason, the game also doesn't allow you to save your game at any point.) The game is designed to be intentionally frustrating, often sending you back to start from scratch but never actually ending until you win.
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<li><a href="https://archive.org/details/msdos_Heimdall_1992">Heimdall (1992)</a><br>
You play as Heimdall, a demi-god based in Norse mythology. Heimdall's job is to protect the entrance to Asgard, the home of the gods, from all evil, including the terrible Ragnarok, when all the evil forces come together to try and destroy the gods and ultimately everything. Unfortunately Ragnarok is on its way and if that wasn't bad enough, Loki, god of mischief, has hidden Thor's hammer, Odin's sword and Frey's spear in three worlds. You, as the newly mortalized Heimdall, must visit each of these worlds to collect the god's weapons. The first is Midgard (or Earth), the second is Utgard (the world of the giants) and the third is Asgard itself, the home of the gods. Each world has around 15 islands and each island has countless rooms. When you start your mission you are given three sub-games to complete. How well you complete these games determines Heimdall's stats (strength, agility etc) as well as how many people he can choose from to make up his party. If you don't do well then you won't get the full 30 characters to choose from and some of the better ones will not be available to you. The first sub-game is the Axe Throwing Contest. Here you must throw axes at a young barmaid tied to a stock by her pig-tails. The idea is to hit the pig-tails and not her! Unfortunately because Heimdall is a bit drunk, your cursor wobbles all over the place! The second sub-game is Pig Catching (where you must chase and hopefully catch a pig in its pen) and the third is the Long Boat Fight (where you must try and get to the other side of the long boat without being thrown overboard). Once you've done this it's time to wander around the isometric landscape solving puzzles and killing baddies (in a similar style to Cadaver) until you eventually find one of the god's missing weapons.
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<li><a href="https://archive.org/details/msdos_Heirs_to_the_Throne_1992">Heirs to the Throne (1992)</a><br>
Fantasy-themed strategic/managerial wargame. The premise is that in a vast continent made up of warring fiefdoms a king arose and unified the whole land. Eventually the once warring barons agreed that they couldn't live peacefully with each other and the king was assassinated while the sole heir was conveniently out fighting in the Crusades. You play one of this barons who must expand his starting territory and conquer the entire kingdom. Gameplay is phase-based and you have to do all sort of things from commanding armies and devicing combat strategies to managing your budding villages and fiefdoms by collecting taxes, recruiting, and balancing your checkbook. The game includes a series of gameplay options to modify and create your own game modes. You can select the size of the kingdom, the amount of territory to be explored, the chances of random events, and there's even an option that makes the game a race against the clock as you try to get the kingdom before the rightful heir returns. Includes hot-seat multiplayer support for up to 4 players.
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<li><a href="https://archive.org/details/msdos_Helious_1993">Helious (1993)</a><br>
Helious is a game where you must maneuver a balloon through levels without popping it. As you maneuver the balloon, air is released and if too much air is released, you also lose, adding some strategy to the game. As the levels progress, the levels get various dangers added such as pins, rain, turrets that shoot at you, and more. Some areas even require your balloon to be small enough to go through which will mean letting out additional air. You will also be able to get items to throw at any enemies you encounter as you get into higher levels.
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<li><a href="https://archive.org/details/msdos_Helious_II_1993">Helious II (1993)</a><br>
Helious II is the second part of Helious. The first part was available without charge as a shareware "teaser" where you had to pay for the second part of the game, Helious II. Just as with Helious, you must maneuver a balloon through the different levels. Every maneuver releases air from the balloon, and if too much is released, you lose. In later levels, various dangers will be added to the levels such as turrents, pins, locked doors, and more. Once you reach later levels, you will get things to throw at various enemies that can attack you rather than just dodging them.
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<li><a href="https://archive.org/details/msdos_Hellfire_Zone_1995">Hellfire Zone (1995)</a><br>
As a pilot of an Apache Helicopter you have to fly through enemy terrain and save captured F-14 pilots. A wide range of enemies like tanks, soldiers, and air units such as airfighters and heavy-armed choppers will try to stop you. Armed with chainguns and missiles, destroy enemy strongholds to rescue your comrades. Extra weapons can be picked up by landing close to objects.
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<li><a href="https://archive.org/details/msdos_Hellraider_1989">Hellraider (1989)</a><br>
You are a commander of HMS Raider, on a daring privateer raid into the extremities of the planet Hell. Your mission is to collect diamonds from this hellish planet. Fly around, collect diamonds and shoot all incoming enemies. Only your HMS Raider can collect diamonds. There are four fighters inside your Raider, called Orbitals. You can use them to survey the area and destroy enemies while your mothership keeps collecting diamonds automatically or by another player. If orbital is used, camera follows it, so stay close to Raider if another player is controlling it. It is hard to collect diamonds if can't see them or yourself)
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<li><a href="https://archive.org/details/msdos_Hera_-_Sword_of_Rhin_1995">Hera - Sword of Rhin (1995)</a><br>
MS-DOS: Hera - Sword of Rhin by (1995)
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<li><a href="https://archive.org/details/msdos_Heretic_-_Shadow_of_the_Serpent_Riders_1996">Heretic - Shadow of the Serpent Riders (1996)</a><br>
Heretic: Shadow of the Serpent Riders is the expanded version of the original Heretic retail release with the addition of two new episodes. This gives Heretic: Shadow of the Serpent Riders a total of five episodes compared to the original Heretic's three episodes (and a single episode for the shareware release). Owners of the original Heretic are able to download a free patch which will update the game to the Shadow of the Serpent Riders' full five episodes. Your world has been ravaged by the three Serpent Riders from the Abyss. Afterwards two of the Riders have left, while one, D'Sparil remains to oversee the oppression. It is your duty, as the Heretic, to destroy this demon. Heretic is the first game in the Heretic/Hexen franchise. Here begins Raven's tradition of taking id's latest game engines, improving on them, and using them in a fantasy game. For Heretic, the Doom engine was used. The Raven team enhanced the engine with the addition of an inventory system, the ability to look up and down, and the ability to fly, along with some lesser features such as powerful wind currents. Not counting the inventory, the core gameplay that made Doom such a hit remained the same.
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<li><a href="https://archive.org/details/msdos_Heros_Heart_1992">Hero's Heart (1992)</a><br>
Hero's Heart is a game where you play the role of a hero and you have to collect all of the hearts in a level before proceeding to to next level. There are 25 levels. To collect the hearts, you have to solve a series of puzzles such as, how to turn a blue heart to red, how to get four spaces over water with only three blocks, and what order to do things in. There are many more obstacles such as boulders, arrows, balloons, monsters, and fire. You have to solve the puzzles to get to the hearts. Many times, you have to do things in a certain order or the other heart will become blocked by obstacles. This game is sort of like Chip's Challenge. Hero's Heart also has a level editor with all of the obstacles that are in the game. You can change the background, the music, and make unique levels. Hero's Heart requires a lot of thinking so you can solve the puzzles. Then when you finish a level, you can do it again and try to get the least amount of moves. Hero's Heart is a shortened version of Hero's Gold, which includes more obstacles and levels.
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<li><a href="https://archive.org/details/msdos_Heroes_of_the_357th_1992">Heroes of the 357th (1992)</a><br>
3D, real-time, World War II flight combat game. Based on the actual missions flown by the 357th squadron (the Yoxford Boys) and their P-51 Mustangs. The action takes place in skies over France, and Germany as the player flies from England on strike, combat, escort, and special missions. Animated strafing `walks bullets' to ground targets. Includes campaign or Tour of Duty option as well as practice, and single mission modes.
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<li><a href="https://archive.org/details/msdos_Heroes_of_the_Lance_1989">Heroes of the Lance (1989)</a><br>
Based on the later parts of the Dragonlance book Dragons of Autumn Twilight, the heroes descend into a ruined city in search of the disks of Mishakal. The gameplay consists of horizontal fighting with a maze like map using doors to change the view. The party consists of the 8 Heroes of the Lance, using one at a time and the player can switch between them at any time. Each character has different types of attacks and spells making them more suited to fighting different enemies as well as acting as lives. One of the AD&D games that takes a break from the usual RPG style.
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<li><a href="https://archive.org/details/msdos_Hexen_-_Beyond_Heretic_1995">Hexen - Beyond Heretic (1995)</a><br>
Hexen is the sequel to Heretic. While the Heretic was destroying D'Sparil, the other two Serpent Riders have come to your dimension and slaughtered everyone. Or so they thought. Three humans have managed to escape with their lives and now seek vengeance against the Serpent Rider Korax who remains in their world. Like Heretic, Hexen is a fantasy game based on an enhanced DOOM engine. All of Heretic's innovations like vertical looking, flying, and the inventory system have been carried over. The new major changes this time around are three characters for the player to choose from and the level hub system. The characters are the Fighter, the Cleric, and the Mage. Each one has four unique weapons and different levels of speed and armor. The hub system steps away from the traditional "single levels stringed along into episodes" system which had been carried over into the FPS genre from sidescrollers and made popular by Wolfenstein 3D. In Hexen's hub system each episode is still made up of interconnected levels, but most of the levels are connected to a single "hub" level through portals. There are also portals between some of the "spoke" levels. Many of the puzzles in Hexen require travel back and forth between different levels. Other innovations in Hexen included weather effects, jumping, earth-quakes, and destructible objects such as trees and vases.
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<li><a href="https://archive.org/details/msdos_Hexen_-_Deathkings_of_the_Dark_Citadel_1996">Hexen - Deathkings of the Dark Citadel (1996)</a><br>
Deathkings of the Dark Citadel is the only official expansion of the original Hexen game. Continuing the story of the original game, the protagonist picks up the Chaos Sphere at the end of the game and is then transported to the realm of the dead. To escape he must travel to the citadel of and slay the Death Kings. This add-on pack features 20 new single player levels across three new hubs and 6 new deathmatch levels from the original Hexen team. There is no new content besides the new levels (i.e. bad guys, textures etc.)
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<li><a href="https://archive.org/details/msdos_Hexxagon_1993">Hexxagon (1993)</a><br>
Hexxagon is a board game based on Ataxx, except with a hexagon grid instead of a square grid. It takes place on a board made up of hexes, 58 in total, and each player starts with three pawns. You can move a pawn two hexes in any direction, or clone a pawn onto an adjacent hex. Every opponent's pawn adjacent to the pawn you just placed becomes yours. The winner is the player who has the most pawns once the board is filled up, or the player who eliminates all of the opponent's pawns, in which case the game fills the board with their pawns automatically.
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<li><a href="https://archive.org/details/msdos_Hexxagon_2_1993">Hexxagon 2 (1993)</a><br>
Sequel to Argo's original and widely known Hexxagon, Hexxagon 2 adds improved graphics, better AI and somewhat better board configuration options while keeping the same fundamental gameplay.
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<li><a href="https://archive.org/details/msdos_Hezarin_1981">Hezarin (1981)</a><br>
MS-DOS: Hezarin by (1981)
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<li><a href="https://archive.org/details/msdos_Hidden_Agenda_1988">Hidden Agenda (1988)</a><br>
Hidden Agenda is a government simulation game oriented on political decisions and their consequences. The player is in the role of a newly chosen president of a fictitious Latin American country called Chimerica.
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<li><a href="https://archive.org/details/msdos_High_Command_-_Europe_1939-45_1992">High Command - Europe 1939-45 (1992)</a><br>
High Command is a strategic-level strategy game that places you in the role of leader of either the Allied or Axis High Command in Europe during WWII. As a leader of your High Command you will have to make numerous political, economic and military decisions in your attempt to achieve your war aims.
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<li><a href="https://archive.org/details/msdos_High_Rollers_1988">High Rollers (1988)</a><br>
The game is a computer adaptation of an American TV game show, where two competitors should win a game and money, throwing dices, eliminating certain numbers and answering trivial questions. The gameplay flows in real-time mode. For each roll of the dice a question must be answered. The first player should press his/her keys to have a chance to answer the question. If the first player to hit their key answers correctly, then he or she have control of the dice and may decide whether to roll them or pass them to the other player. If however the first player to answer answers incorrectly, then the other player has control of the dice and may roll or pass. In the one player game, you compete against the computer. In novice mode the computer plays less intelligently than in expert mode and responds incorrectly to questions more often. The two player game follows the same format as one player game, but with both human opponents playing at hot-seat. The object of the game is to clear the columns of numbers thus winning the money total at the bottom of the column (if you win the game). In order to take numbers off the board you must answer a question correctly or be passed the dice. You roll the dice trying not to roll a total that doesn't equal some of the remaining numbers on the board. For example if there are only three numbers left on the board it is probably a good idea to pass the dice since there are quite a few illegal rolls. For every Doubles you roll, you get an insurance marker which allows you to roll illegally without losing the game (but only once). You can take off 1,2,3 or 4 numbers from the board at one time. Winning the competition, Bonus Round will be proposed to a player. Its idea is to clear all of the numbers off of the board, without rolling an illegal combination (without an insurance marker). If a player achieves the goal, he/she get an additional $10,000! After a player completes the bonus round he/she become the current champion and subsequent players must play him/her until they defeat him/her. But the current champion does not appear in the High Rollers Champions file until he/she loses. Hi-scores are written in Top Ten Table.
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<li><a href="https://archive.org/details/msdos_High_Stakes_by_Dick_Francis_1986">High Stakes by Dick Francis (1986)</a><br>
As Steven Scott; a millionaire - you find out that your trainer and rider for your award winning racehorse has been stealing from you. Now, you must face deceit and danger around every turn to find out why in this interactive text adventure game.
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<li><a href="https://archive.org/details/msdos_Highway_Fighter_1994">Highway Fighter (1994)</a><br>
Highway Fighter is a scrolling top-down shooter, where you control a car equipped with advanced weaponry, sent out to destroy a world-threatening criminal organization. Each level is a long, winding road along which the car drives, facing various enemy vehicles coming at him from the opposite direction. Close contact with the edges of the road or with the enemies will result in destruction. The car is equipped with a laser cannon with which to destroy the opponents. There are a couple of pick-ups that can be found on the way: a weapon upgrade, a bonus that allows the car to destroy enemies by running into them, a bomb that instantly clears the screen of enemies, and three types of shields: a rotation shield (it orbits the car and destroys bad guys on contact), a side shield (prevents the car from destruction from the edges of the road) and a forward shield (destroys enemies in front of the car).
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<li><a href="https://archive.org/details/msdos_Hippys_Quest_1990">Hippy's Quest (1990)</a><br>
MS-DOS: Hippy's Quest by (1990)
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<li><a href="https://archive.org/details/msdos_Hired_Guns_1993">Hired Guns (1993)</a><br>
The year is 2712, and four mercenaries have been sent to the planet Graveyard on a hostage rescue mission. Upon arriving, however, they discover that the call for help was just an excuse to lure them into proving grounds, where they will have to fight genetically engineered creatures. Hired Guns is an action RPG using square-based movements, `a la Dungeon Master, in which up to four players can take part and set in a futuristic setting. The screen is split into 4 parts (or 3 in case 3 players play together), each one representing the viewpoint of the characters, these being selected from a team of 12 available mercenaries. If one player plays alone, he will control all 4 characters, using the mouse to navigate between each character viewpoints. A follow mode is available to avoid tedious numerous amounts of clicking when moving several characters. If two players play together, then each player will use a mouse to control two characters. In three or four-player mode, players can freely choose to control their characters via either a joystick/joypad or some of the predefined keyboard layouts or a mouse. When 4 people play together, the screen will display 4 viewpoints, like in 1 and 2-player modes. In 3-player mode, the top of the screen displays two viewpoints for player 1 and 2, but the lower part of the screen displays a single viewpoint, centered, for player 3. Three game modes are available. The Training mode features 5 simple maps on which the player(s) can learn how to move, use inventory items etc... The Full Campaign mode takes the player(s) to the far reaches of the Luyten planetary system, on the planet Graveyard. Battling through more than 20 theaters of engagement, your team of mercenaries test their limits of military prowess in order to wipe out all threats on the planet surface. To this end, they have to make their way through the different missions and gather 4 fusion power core rings, before entering the final mission in the Spaceport. Finally, in Short Action game mode, the player(s) can choose between 17 maps. On those maps, the player(s) will have to fight some enemies to reach the exit within a specified time limit. Additionally, when more than one player takes part in the mission, players will compete with each other since only the first to reach the exit will win.
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<li><a href="https://archive.org/details/msdos_Hobbit_The_1983">Hobbit, The (1983)</a><br>
Hobbit: The True Story is a tiny adventure, spoofing Tolkien's classic children's book. The game also is one of the first text adventures implemented completely using DOS batch files. You enter your commands at the trusty "C:\>" DOS prompt. Each verb corresponds to a batch file with objects passed as arguments, and the game's state is stored in environment variables. Even saving and restoring works this way. Entering "DIR *.BAT /W" gives you a list of available commands, and you can also add the game directory to the DOS PATH environment variable, making the game a part of the DOS operation system, just like PING or FORMAT... The game starts with you, Bilbo, sitting in his cozy little hobbit cave together with his pals Gandalf and Thorin. You'll soon find out that not everything is as you might remember it from the book: Gandalf seems to be working on a strange spell that involves exploding hobbits, while Thorin has turned into a drug addict hippie, judging from his answer, some serious with personal problems. Although the game has but seven rooms, it gives you the occasion to retrace all the memorable scenes of the book -- together with psychotic Thorin, you'll be dealing with stoned trolls, goof off at Elrond's Last Homely Home and, ultimately, enter Smaug's fabulous cave. The 2001 "redux Director's Cut" edition introduces some completely new content involving Thorin and a naked dwarf woman that won't be disclosed here for the sake of our innocent youth. It also improved compatibility for Win32.
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<li><a href="https://archive.org/details/msdos_Hockey_League_Simulator_1989">Hockey League Simulator (1989)</a><br>
Hockey League Simulator allows you to design and manage your own customized league or create current or classic leagues from the past.
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<li><a href="https://archive.org/details/msdos_Hockey_League_Simulator_II_1992">Hockey League Simulator II (1992)</a><br>
Hockey League Simulator II is a hockey management simulator. The player becomes the manager and creates his own team. It deals with salaries and coaches can be hired or fired.
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<li><a href="https://archive.org/details/msdos_Hocus_Pocus_1994">Hocus Pocus (1994)</a><br>
Hocus Pocus is a young magician apprentice who has two goals in life: to join the Council of Wizards in the land of Lattice, and to marry his sweetheart Popopa. Unfortunately, both objectives cannot be accomplished without embarking on a long and dangerous journey to gather magical crystals on behalf of the wizard chief Terexin. The quest for career and love begins! Hocus Pocus is an action platform game. Controlling the young magician, players run, jump, and climb through levels populated by various types of monsters. Hocus will encounter many magic potions on his way; some will restore health, others will grant special powers; such as as a super-jump that will allow access new areas, or laser shot which offers a better attack.
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<li><a href="https://archive.org/details/msdos_Hole_in_One_1995">Hole in One (1995)</a><br>
In this Golf Simulator you can choose field, course, tournament, player and go outdoors. Here is ordinary golf equipment, as usually you can choose your power and direction. But camera may be placed everywhere. Background landscapes are pixel-video.
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<li><a href="https://archive.org/details/msdos_Home_Alone_1991">Home Alone (1991)</a><br>
MS-DOS: Home Alone by (1991)
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<li><a href="https://archive.org/details/msdos_Home_Alone_2_-_Lost_in_New_York_1992">Home Alone 2 - Lost in New York (1992)</a><br>
The sequel to Home Alone. As in the film, this time Kevin McCallister is lost in New York and must avoid the criminals Harry and Marv through 4 levels of gameplay. This version comes con a set of weapons to use against the thugs like the super somersault or the punch gun.
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<li><a href="https://archive.org/details/msdos_Home_Run_Derby_1995">Home Run Derby (1995)</a><br>
Fantasy baseball Home Run Derby. It's you versus the best in the league in a Home Run Derby.
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<li><a href="https://archive.org/details/msdos_Homey_D_Clown_1993">Homey D Clown (1993)</a><br>
"Homey don't play that!" Take on the role of Homey D. Clown, the most popular Damon Wayans character from Fox's sketch-comedy series "In Living Color". Players guide Homey through his typical day on the streets of New York, using his sock to bop the annoying people he meets. Gameplay is point-and-click, with a combination of adventure and a little arcade.
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<li><a href="https://archive.org/details/msdos_Hong_Gildong-jeon_2_1995">Hong Gildong-jeon 2 (1995)</a><br>
Hong Gildong-jeon 2 is a follow-up to Hong Gildong-jeon. Like its predecessor, it is based on the classic Korean tale of a boy who is persecuted by his own family and grows up to become a noble-hearted bandit and a hero. Unlike the first game, it is an interactive cartoon movie similar to Dragon's Lair. The player watches short animated scenes depicting various dangers and hazards (some of them comical) occurring to Hong Gildong, and presses directional arrows combined with the action key at the right moments in order to trigger the next scene.
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<li><a href="https://archive.org/details/msdos_Hong_Pong_1998">Hong Pong (1998)</a><br>
Hong Pong is a Pong variant set in five different war zones (including one hidden) and with tanks instead of paddles. Played with two tanks, one on each side of the screen, players need to prevent a spinning nuke from touching their side of the screen, while shooting missiles at the opponent or forcing the nuke to hit his side. In the middle of the screen different kinds of vehicles pass and these hurt the player when touched. It is also possible to activate a shield to block the incoming missiles, but while it is up firing is disabled. The game can be played by two players simultaneously on a single screen with a single keyboard. There are four vehicles to choose from, three difficulty levels, a practice mode, and an rendered opening and ending cutscene sequence.
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<li><a href="https://archive.org/details/msdos_Hook_1992">Hook (1992)</a><br>
Peter Banning is an ordinary suburban dad with two kids - or so everyone thinks. What not even his family know is his past as Peter Pan, scourge of Captain Hook in JM Barrie's children's fiction. Captain Hook gains revenge on Banning by stealing his two children, so Peter must return to Neverland, return to eternal childhood, and get them back. It's a point and click adventure, and the pirate setting ensures that it recalls the Monkey Island games. The top 2/3 of the screen features a visual depiction of the area Peter is in, which a row of icons along the bottom can be selected to alter the function of a mouse click. These include looking at an object, picking it up, talking to people, using objects to solve problems (often in combination with others), and giving objects to others.
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<li><a href="https://archive.org/details/msdos_Hopy-ONE_1996">Hopy-ONE (1996)</a><br>
The bio-droid, Hopy-ONE, was created in a laboratory Professor Jonathan Silt had set up in 2013 to research the F.L.V. (Fast Line Virus), the deadliest strain of mutating virus in the galaxy. Silt was infected and cryogenically frozen in 2026. Hopy-ONE's mission was to collect samples of the virus to aid in the production of a vaccine. The fate of Silt, who waits in cryosleep, and the fate of the entire universe, rests with Hopy-ONE. Bio-droid Hopy-ONE must collect samples of the F.L.V. at each level before moving on to the next. On each level bio-droid may move left/right, stretch and jump by shrinking and releasing itself. Also bio-droid may shoot in horizontal plane to eliminate another droids moving and shooting on the level, and extend tentacles (also morph).
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<li><a href="https://archive.org/details/msdos_Horror_Zombies_from_the_Crypt_1990">Horror Zombies from the Crypt (1990)</a><br>
Horror Zombies from the Crypt pays homage to the horror genre of the 1950's by creating Count Frederick Valdemar (our hero of the game), the gothic mansion he enters, and the creatures he is going to meet there like vampires, zombies, ghouls and many other scary things that cinema fans can easily remember. You have six levels to pass where each level promising one hundred "all-action" screens...
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<li><a href="https://archive.org/details/msdos_Hostage_Rescue_Mission_1989">Hostage Rescue Mission (1989)</a><br>
Terrorists have overrun an embassy and hold the people inside as hostages. You control six counter-terrorists whose mission is to eliminate the terrorists. In the first part of the game, you have to bring three men into position so they can snipe the building. The second part involves entering the building with the other three men to kill the terrorists and rescue the hostages. Depending on how well you positioned your snipers, you can use them to assist you on that mission.
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<li><a href="https://archive.org/details/msdos_Hotshot_1989">Hotshot (1989)</a><br>
A simple two-player game released to much marketing fanfare, Hotshot places you and another player (either another person or an AI robot) in an arena split down the middle into two save for a hole about half the screen's height for the ball to travel through, with a series of bricks on each side to destroy. The aim of the game is to destroy your own bricks before your opponent can destroy his. This is achieved by catching the small by pointing your suction device at it and holding fire, and then releasing in the needed by letting go of the button. This is easier said than done, as the ball neither moves in a straight line or according to the natural rules of.gravity. Should either player be hit with the ball and not catch it properly, they will be knocked down and possession of the ball is passed to the other player.
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<li><a href="https://archive.org/details/msdos_House_at_the_Edge_of_Time_The_1990">House at the Edge of Time, The (1990)</a><br>
When your eccentric uncle dies he leaves behind his vast fortune to you. The catch? You've gotta spend one chilling night at his Pseudo-Tudor-Greco-Gothic-Byzantine mansion. The other catch? Well it seems that the laws of space and time don't really apply within its walls. As you roam around his house you'll run into characters and creatures from all over the place and if you survive long enough you'll be greatly rewarded. The House at the Edge of Time is a text adventure which takes place within one house. The usual rules of the text adventures apply in regards to movement and interaction. Movement is made through the various scenes by typing in the directions you'd like to move such as North, South, or N, S for short. Interaction with objects that you "look" at are done by figuring out the vocabulary of the game and applying it by typing simple phrases like "Take flower" or "Pull door". A list of inventory of items you've picked up is also available by typing out inventory.
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<li><a href="https://archive.org/details/msdos_Hoverforce_1990">Hoverforce (1990)</a><br>
Hoverforce takes place in the year 2050 where enemies known as 'alterants' have taken control of the city by distributing mind controlling drugs. You play with a 3-D view from a hovercraft in an attempt to destroy all alterants and stop the drug runs they make. The story is slightly different in Resolution 101. This game is set in the USA in the city of Las Envegas. Crime is rife and law enforcement just cannot cope so in 2038 a new law, Resolution 101, was passed which allows convicted felons to be released from jail in return for tracking down and eliminating gangland bosses. The player takes the role of one of these 'Search and Destroy' criminals. They are given a Theta 4000 ground skimmer armed with a light machine gun and they play their way through a series of increasingly difficult levels. Each level starts with a meeting with the sheriff who names the new target. After that the player is in their skimmer patrolling the streets shooting things, not mind controlled alterants but the drug runner's henchmen and gangland minions (same sprites different names). The city of Las Envegas is divided into four areas each of which is controlled by a separate drug runner. The during the course of the game's twelve levels the player must defeat each runner three times in order to finally kill them. The runners have minions who will attack the player as they pursue their quest for justice / freedom. As these are destroyed they leave behind cash and drugs that can be collected, the drugs must be collected as evidence. As a further complication the drug runner only makes a few runs through the city in each level so the player must collect the evidence and shoot them down before the last run is complete, otherwise the sheriff will be displeased and the player will lose a life. Around the city are three shops where the player can upgrade weapons, and repair shields or their skimmer.
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<li><a href="https://archive.org/details/msdos_Hovertank_1991">Hovertank (1991)</a><br>
One of many games developed by id to fulfill their contract with Softdisk. In Hovertank you play mercenary Brick Sledge, hired to rescue people from cities targeted for nuclear strikes. Get in your Hovertank and get them before the missile hits.
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<li><a href="https://archive.org/details/msdos_Hoyle_Classic_Card_Games_1993">Hoyle Classic Card Games (1993)</a><br>
The fourth (comparatively little-known) installment in Sierra On-Line's Hoyle series offers a collection of eight popular card games: Bridge, Euchre, Old Maid, Gin Rummy, Hearts, Cribbage, Crazy Eights, and Klondike. In addition to reading the basic rules for each individual game, players can now access an interface tutorial and a glossary of game-specific terms, as well as customize a range of options. Hoyle Classic Card Games is apparently the last volume in the series to feature animated characters from other Sierra titles.
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<li><a href="https://archive.org/details/msdos_Hoyle_Official_Book_of_Games_-_Volume_1_1989">Hoyle Official Book of Games - Volume 1 (1989)</a><br>
Play six different card games (Crazy Eights, Old Maid, Hearts, Gin Rummy, Cribbage, and Klondike Solitaire) against 0-3 computer opponents (as appropriate for each game). There are 18 available computer opponents, including characters from other Sierra games (Colonel Henry Dijon, Shelly LeBlanc, Officer Sonny Bonds, Larry Laffer, King Graham, Roger Wilco and Princess Rosella), Sierra employees (Warren Schwader and Jerry Moore) and their children, and others. The different opponents play the different games at different skill levels, and are broken up into "Serious" and "Not-So-Serious" categories. All the opponents will taunt you (in character) as you play (though you can turn off in-game conversation if it's too distracting).
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<li><a href="https://archive.org/details/msdos_Hoyle_Official_Book_of_Games_-_Volume_2_1990">Hoyle Official Book of Games - Volume 2 (1990)</a><br>
The sequel to Hoyle's Book Of Games. There are lots of games in this edition, but all of them are Solitare games. So if you like playing many different versions of solitare, buy volume 2 of hoyles book of games!
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<li><a href="https://archive.org/details/msdos_Hoyle_Official_Book_of_Games_-_Volume_3_1991">Hoyle Official Book of Games - Volume 3 (1991)</a><br>
Six board games are transformed to the computer screen in the third Hoyle's release. Snakes & Ladders, Backgammon, Yacht / Yahtzee, Checkers, Dominoes and Pachisi / Parcheesi all feature, with animated graphics and sound effects. As there is no time-sensitive action, and the game rules are familiar, these packs were designed to appeal to a wider range of people than most computer games. At least one human player is required - other players can be human or computer. The 18 computer opponents from the first Hoyle's game return, many of them modeled on other Sierra characters such as Larry Laffer, and again some play 'good' and some play 'evil'.
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<li><a href="https://archive.org/details/msdos_Hugo_2_-_Whodunit_1991">Hugo 2 - Whodunit (1991)</a><br>
Hugo II: Whodunit? is the second game in the Hugo adventure game series. Hugo and his wife, Penelope, arrive to stay at the mansion that belongs to Hugo's Great Uncle Horace. Penelope falls asleep in the bedroom, while Hugo accidentally finds a bookcase passage and is locked in a secret room. Penelope wakes up, only to witness Uncle Horace's murder through the keyhole. The player controls Penelope (and later, briefly, Hugo) and must solve the murder. Much like its predecessor, Hugo's House of Horrors, Hugo II: Whodunit? is an adventure game in the style of Sierra's AGI games. The player moves Penelope with arrow keys and types in commands on the bottom of the screen.
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<li><a href="https://archive.org/details/msdos_Hugo_3_-_Jungle_of_Doom_1992">Hugo 3 - Jungle of Doom (1992)</a><br>
Hugo III: Jungle of Doom is the third and final installment in the EGA adventure series Hugo. The game features the existing engine in previous Hugo games along with some new features. These include a turbo button, and a "hints" feature. In this game Hugo and his girlfriend Penolope crash in a jungle somewhere in South America and she is soon bitten by a poisonous snake. As Hugo you venture through the jungle, confront a witch doctor and try to find the "pool of life". The Hugo series goes on to become a 3d first person shooter, Nitemare-3D.
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<li><a href="https://archive.org/details/msdos_Hugos_House_of_Horrors_1990">Hugo's House of Horrors (1990)</a><br>
You are Hugo and you have to save your girlfriend, who had went to babysit a baby in a haunted house. Gameplay is similar to traditional Sierra-style adventures.
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<li><a href="https://archive.org/details/msdos_Human_Killing_Machine_1988">Human Killing Machine (1988)</a><br>
In today's moral climate, it seems that almost everyone is living by the rule 'kill or be killed'. Some people are taking the idea to extremes, plunging into danger just to prove that they are really tough and a lot stupider than the rest. In this game, players control Kwon, dubbed the Human Killing Machine. He has vowed to demonstrate the power of his homeland; and does this by battling a series of opponents in several countries such as Moscow, Amsterdam, and Barcelona. HKM uses the term 'knockdown' for players who defeat their current opponent. Three knockdowns are needed for the player to move onto the next opponent. Bonus points are awarded for the remaining energy Kwon has when he has successfully defeated his opponent. The player has five lives, and if all of them are used up, the game is over.
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<li><a href="https://archive.org/details/msdos_Humbug_1990">Humbug (1990)</a><br>
You might be mistaken for thinking that the "treasure hunt in a mansion full of secrets" theme had been played out -- if not in text adventures, then surely in interactive CD-ROMs. And yet here is a text adventure that puts us squarely in that familiar setting, but one which siphons out the worn cliches and tired pretension and shores up the fragile framework with a vigorous injection of healthy, red-blooded absurd fun. One magical Christmas you visit your grandfather's estate at Attervist Manor, only to discover him mysteriously caught in an unwakeable slumber, suspiciously bearing a letter from the solicitors of the sinister dentist who lives next door regarding his purchase of Grandad's estate. You will travel the length and breadth of this estate in search of a cure to your grandfather's condition and buried treasure to ensure the estate's financial independence. But that's not what this game is about: it's about the particle accelerator in the bedroom and the Viking longboat stuck in the pond ice; it's about the clockwork shark (Grandad's contribution to the war effort) baking goodies in the kitchen; it's about needing the gloves so you can pick up the hedgehog. No, these don't make sense -- but as games are about fun we can overlook that and hide it beneath the Groucho Marx-glasses of "whimsy."
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<li><a href="https://archive.org/details/msdos_Hunchback_1988">Hunchback (1988)</a><br>
Victor Hugo never could have expected that his creation Quasimodo, the Hunchback of Notre Dame, would run such an obstacle course as is dished up in this game, dodging fireballs and arrows while leaping over pits and pikemen, sometimes with the help of a swinging bell-pull rope, in hopes of rescuing his beloved Esmeralda from the top tower -- all while being slow-but-steady chased across the castle parapets by an invincible knight in full armour. Once you get the hang of any individual obstacle, the game starts throwing them at you in tandem, until toward the end you're tracking the swing of the rope, the thrust of the lance, the approach of the arrow and the advance of the knight all simultaneously. Succeed, against all odds, and you get to do it again, but faster! Even an able-bodied protagonist would have a hard time juggling all these threats, but the player must succeed controlling a handicapped person.
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<li><a href="https://archive.org/details/msdos_Hyper_Tank_1999">Hyper Tank (1999)</a><br>
Go around in your tank and shoot the bad guys and avoid getting shot in the process.
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<li><a href="https://archive.org/details/msdos_Hyperspeed_1991">Hyperspeed (1991)</a><br>
Hyperspeed is a space trading and combat simulation game, and a follow-up to Lightspeed. The player controls a pilot who is sent on a mission to find a new home for humans, after the Earth has become nearly uninhabitable. The goal is to encounter alien species and negotiate with them to allow the colonization of a planet by the humans. To do that, the player has to engage in diplomatic talks and trading, and also fend off hostile aliens. The gameplay mostly relies on the template introduced by Elite: the player explores the galaxy piloting a space ship, encountering alien races, trading with them, and purchasing better weapons, shields, and engine for the space ship, helping the protagonist to survive in combat. There are four star clusters to explore, each one with its own difficulty level.
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<li><a href="https://archive.org/details/msdos_I_Play_-_3D_Tennis_1992">I Play - 3D Tennis (1992)</a><br>
This tennis simulation followed up Simulmundo's 3D World Boxing, while 3D World Soccer was the final game in the series. There is some sports management involved as the player you choose (from pre-built selection or from your own creation) can improve his skills (forehand, backhand, serve, volley, etc.) as he wins matches and prize money and moves up in the rankings. There's 4 different play options: Singles Match, Singles Tournament, Grand Slam, and ATP Tour. You must be qualified to play for the last two options based on your current ranking. Beating opponents ranked higher will move your own ranking higher more quickly. The playing view is directly from behind the player but as you approach the net it is scaled to always be appropriate for what the player would see from that vantage point. The players are viewed in large well-animated forms and even the backgrounds of crowd scenes are also animated. At the bottom of the screen there are player's photos and ability bar graphs as well as a small overhead view of the player's positions on the court.
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<li><a href="https://archive.org/details/msdos_I_Damiano_-_The_Wizard_of_Partestrada_1985">I, Damiano - The Wizard of Partestrada (1985)</a><br>
An interactive fiction game based on a Bantam fantasy novel by R.A. MacAvoy, this was released at a time when book publishers were dipping their toes into the text adventure game market. You play as a young warlock named Damiano Delstrego in a fantastical version of the Italian Renaissance. The angel Raphael gives you lute lessons, while his evil brother Lucifer plans the downfall of your city Partestrada where the villainous General Pardo is about to start a bloody war. Your goal is to find a sacred stone which contains the secret of life in order to save the city. Through the text parser, you type in your actions and your talking dog sidekick who calls you "Master" will give you feedback and hints on your progress. Through a good-evil meter at the top of the screen, you can measure how honorably you are acting or whether you have to resort to accepting Lucifer's help.
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<li><a href="https://archive.org/details/msdos_ICON_-_The_Quest_for_the_Ring_1984">ICON - The Quest for the Ring (1984)</a><br>
Beautiful maidens live in the river Rhine, protecting the gold that lies there. It is said that the owner of this gold will learn secrets of immense power. But in order to possess the gold, the person has to renounce love completely. Years have passed, and nobody dared make such a sacrifice. But finally, a dwarf named Alberich decided that power was worth more to him than love. He took control of the gold, and became a dark ruler of evil creatures. Will a hero ever rise, brave enough to stop the madness?.. Based on the popular Ring of the Nibelungen story (itself based on tales from the Norse mythology), ICON: Quest for the Ring is a "dungeon crawler" along the lines of Temple of Apshai, but with fully action-based combat, making it to one of the earliest action RPGs. The player navigates the hero through top-down environments heavily populated by hostile creatures. Standing near the enemy and pressing the attack button will make the protagonist swing the equipped melee weapon; ranged attacks require an additional directional key to execute. As the player progresses, defeating enemies on the way, the protagonist gains levels and becomes stronger. Various weapons and other items are scattered around the dungeons; the hero equips a weapon automatically when he finds it.
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<li><a href="https://archive.org/details/msdos_Igor_-_Objective_Uikokahonia_1994">Igor - Objective Uikokahonia (1994)</a><br>
Igor, a college student, wants to date the most beautiful girl of his school. Instead he discovers a criminal plot he has to investigate. The game offers classic 2D point-and-click adventure gameplay. There are actions buttons near the bottom of the screen, as well as an inventory.
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<li><a href="https://archive.org/details/msdos_Ikari_Warriors_1987">Ikari Warriors (1987)</a><br>
Ikari Warriors is a vertically scrolling action game where one or two players fight their way through a variety of terrain, such as jungles, rivers, and ruins. Along the way different weapons can be found, including machine guns, grenades, and rocket launchers.
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<li><a href="https://archive.org/details/msdos_Ikari_Warriors_II_-_Victory_Road_1988">Ikari Warriors II - Victory Road (1988)</a><br>
Heavy on the action, Ikari Warriors became a favorite both in the arcades and on home consoles. To fuel that frenzy, SNK and Tradewest teamed up again for a sequel, Victory Road, released later that same year. This time, the Ikari Warriors take on more cosmic foes, battling rock-headed beasts, one-eyed green men and other odd creatures.
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<li><a href="https://archive.org/details/msdos_Il_grande_gioco_di_Tangentopoli_1993">Il grande gioco di Tangentopoli (1993)</a><br>
Il grande gioco di Tangentopoli (The great game of Bribesville) is an Italian game influenced by the great scandal of "Mani pulite", where many politicians were arrested and some major parties disappeared. There are two type of levels. In the first you need to shoot some political leaders with small flags, and at the same time avoid a thermometer showing full. In the second you need to prevent some important papers from getting lost.
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<li><a href="https://archive.org/details/msdos_Iljimae-jeon_-_Manpa_Sikjeok-pyeon_1994">Iljimae-jeon - Manpa Sikjeok-pyeon (1994)</a><br>
Manpa Sikjeok-pyeon is based on the Chinese Ming Dynasty story of Yi Zhi Mei ("Iljimae" in Korean), a mysterious thief who steals from the rich to give to the poor. The story involves the search for a magic bamboo flute that alone can put an end to wars. The material, however, is treated very loosely, with added characters and locations (including futuristic ones) that have little to do with the original tale. The game is an arcade on-rails shooter with an over-the-shoulder pseudo-3D view, similarly to Space Harrier. Unlike that game, all three controllable protagonists are confined to the ground. Their main method of defense is shooting at enemies, but they can also use melee moves with a chance to evade enemy attacks. Stages also contain obstacles, many of which can be destroyed. Power-ups include weapon upgrades, autofire, and health-restoring food. If a player collects a special ticket in a stage he gains access to a store, where all these items plus upgradeable super-attacks can be bought. Stages usually end with a boss battle. Cooperative two-player mode is available.
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<li><a href="https://archive.org/details/msdos_Immortal_The_1991">Immortal, The (1991)</a><br>
Your old mentor Mordamir has disappeared - probably kidnapped. You're not too sure where he might be, but a dungeon is always a good place to look, so you seek out the nearest one and plunge into its depths. Beware: eight levels of traps and deadly enemies await. The Immortal is an isometric game with puzzle-solving and action combat. Progress is made by encountering a hazard, dying, solving the problem, encountering the next hazard. To solve a level, you have to know its traps and their patterns by heart. The puzzles range from simple avoidance of traps to the correct use of items; you collect objects in an inventory. Every now and then, the game offers a special challenge. For example, you've got to ride a magic carpet through a hallway full of fire traps, or ride a barrel on an underground river. The dungeon isn't empty: some friendly characters may have valuable information or trade items, the nasty sort of guys will attack. Combat is fought man-to-man on a special screen. Your adversary indicates his next attack a few seconds before he executes it, so you've got time to react appropriately. You can dodge to the left or the right, as well as attack from these two directions. There is no save option in the game, but you may restart each level as often as you like. Levels can be skipped by entering passwords.
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<li><a href="https://archive.org/details/msdos_ImpArea_1994">ImpArea (1994)</a><br>
Impact is an old break-out style game. The user controls a paddle and needs to catch a ball with the paddle each time it comes down. When the ball hits a brick, it is destroyed (unless it's made undestroyable). Sometimes, a bonus will come out of the brick. This adds to the 'bonus score'. When the player collected one or more bonuses, he may 'release' them, and he receives a powerup. Each 'bonus score' has a different powerup: the most powerful powerups need the largest number of bonus points. Impact comes with a lot of levels and a level editor.
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<li><a href="https://archive.org/details/msdos_Imperium_1990">Imperium (1990)</a><br>
Imperium is a game of galactic conquest similiar to Master of Orion or Stars!. It features depth and strategy, and good AI. In-game graphics are rare. The game mainly uses written statistics.
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<li><a href="https://archive.org/details/msdos_Impossible_Mission_II_1988">Impossible Mission II (1988)</a><br>
You have 8 hours to prevent Elvin, a psychotic genius, from destroying the world in this sequel to Impossible Mission. Enter Elvin's tower fortress, avoid his robots, assemble security combinations for each tower, recover musical sequences and tie them together into a full melody to reach Elvin's central control room.
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<li><a href="https://archive.org/details/msdos_In_Search_of_Dr._Riptide_1994">In Search of Dr. Riptide (1994)</a><br>
MS-DOS: In Search of Dr. Riptide by (1994)
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<li><a href="https://archive.org/details/msdos_In_Search_of_the_Most_Amazing_Thing_1983">In Search of the Most Amazing Thing (1983)</a><br>
Your uncle, Smoke Bailey, was a great adventurer and explorer. In one of his adventures he found "The Most Amazing Thing", an item that holds the secrets of the universe. Unfortunately he lost it somewhere in the Mire. Now he wants you to take up the task and recover the object. The Mire is a dangerous place, but your uncle has provided you a B-Liner as transportation as well as items you can sell at the auction at Metallica City, where you will use the money you earn to buy equipment for your travels. Good luck! In Search of the Most Amazing Thing is a vast game, where gameplay is usually divided into 2 parts: Diplomacy Diplomacy consists of how you find clues and information regarding the Most Amazing Thing. Early in the game, you only communicate with your Uncle Smoke to get items from him and sell them at the auction for the highest price. Later in the game when you're adventuring, you will meet numerous strange Mire tribes where you will barter your goods and knowledge for clues to the Most Amazing Thing. Adventuring The B-Liner is something between a balloon and a beach buggy. The Mire is a very big place and dangerous place, but with the B-Liner you can drive or fly across it in no time. Beware the Mire crabs though! You have complete control of the course of the game. There is no linear path that you must follow, making this game a new experience every time you play it, as each new game creates a random new world to explore.
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<li><a href="https://archive.org/details/msdos_In_the_Days_of_Knights_and_Kings_1989">In the Days of Knights & Kings (1989)</a><br>
This educational strategy game represents the events of Norman Conquest of England taking place in XI century. Historically, Harold the Second, last Anglo-Saxon king of England, lost the Battle of Hastings to William the Conqueror, Duke of Normandy, who became the next king. The game is flown on schematic map of England. Players take the roles of William and Harold. In turns they give orders, move units and conquer areas. To win the game, player must gain 60 points. Points are gained by controlling land and taxing peasants. Potency is important in taxing peasants and fighting: it is increased on "low" tax rates and decreased on "medium"/"hard" tax rates. Player will gain 1 point per 1 peasant at "medium" tax rate and 2 points at "hard" tax rate. To set the tax rate player should have tax collectors. If one of player's units enters an area occupied by enemy, the fight will be proposed. Area becomes controlled by player if it was not occupied by anyone, or fight was won. Spies may be used. They hide from the enemies and are not seen around 80% of the time no matter who occupies the land. Killing the opposing monarch will not necessarily win the game. Harold is already the king, so William can crown himself as soon as he gains 30 points or kills Harold. He must go to London to accept the crown. The educational twist of the game is in-game encyclopedia and a question before player's turn. Incorrect answer will result in a loss of player's movement ability. The Quiz full of questions on these historical events may be played instead of strategy simulation, where multiple options may be turned on/off as well.
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<li><a href="https://archive.org/details/msdos_In_the_Dead_of_Night_1995">In the Dead of Night (1995)</a><br>
In this game you are private investigator Tom Scool. You have been hired by a dishonest jewel collector to sneak into a famous actress' chalet, posing as the double of well-known thriller writer Eric Wells, and to steal her precious gem "Vesnu". But the actress was killed by one of her guests and because of snowstorm you have to wait for police and try to solve this murder case by yourself. Every character has their own personality and you have to find their weakest places, talking to all of them and collecting the items which are available for your inventory. The game supports English and Italian languages.
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<li><a href="https://archive.org/details/msdos_Inanimate_Racer_1998">Inanimate Racer (1998)</a><br>
We've all heard the expression "going nowhere fast" but how often has it been simulated in a computer game? Strap yourself to the keyboard and get ready for indescribable excitement as the player selects one of five inanimate racers -- from a teddy bear to a toaster to the dark horse Chia Pet -- and it goes to the races, burning up the asphalt on a beautiful summer day. Blink and you might miss the action!
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<li><a href="https://archive.org/details/msdos_Incunabula_1984">Incunabula (1984)</a><br>
In this strategy game, three to seven players (1-6 humans and at least one computer-controlled) compete to progress from tribe to clan to nation to empire. They will face not only each other, but also famine, plague, civil war, insurrection, and earthquakes. To win, each player will build cities and fleets; do battle; form alliances; produce grain, metal, and trade goods; and barter. Players must also choose a "basis of law" (Theocracy, Oligarchy, Utopia, or Khanate). This choice will affect consumption rates, production, and battle strength. It can also affect the probability and/or severity of the various disasters. Khanates are nomadic raiders and have some slightly different rules from the other types. Although the game is turn-based as far as each player giving movement commands, the execution of the commands is random. After all players have entered their commands, the computer executes them in a random order. In some cases, this can prevent another player's orders from being carried out. In addition to the main game, players can also choose from two shorter scenarios. The first is called Imperium. In it, players just build cities and fleets and do not trade. The winner is the player who defeats the others in battle. The second scenario is Traders. In this game, there is no movement or battle, just trade. The first player to accumulate 1000 trade points wins.
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<li><a href="https://archive.org/details/msdos_Indenture_1991">Indenture (1991)</a><br>
Indenture is a variant of the Atari 2600 game Adventure. Your goal is to return the golden chalice to the yellow castle. In your way are locked castle gates, a bat, and several dragons who would like nothing better than to eat you alive. Just like in Adventure you start out at the yellow castle gates and you must navigate your way around the game's maze like map in search of the chalice. The player character is represented by a yellow dot. Gameplay and visual style in the game are rather simple. You control your character via the arrow keys and pick up objects like keys, bridges, and the sword by walking over them. However you can only carry one object at a time. The author has added two more game variations to the older game's three. Game 4 has 300 rooms, if you can discover the secret to unlocking them.
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<li><a href="https://archive.org/details/msdos_Indiana_Jones_and_The_Fate_of_Atlantis_-_The_Action_Game_1992">Indiana Jones and The Fate of Atlantis - The Action Game (1992)</a><br>
Being an action title, the game starts off where Indy is about to have an excuse to use his trusty whip: in Monte Carlo, after he recruited headstrong former student Sophie to his aid and determined the location of ancient discs needed to open the door to the lost city of Atlantis. Most action takes place in isometric view, although there are some variations along the way to keep up interest. There are even some adventure-game elements, such as Indy's inventory which you can fill with various objects to use (i.e. money to buy things). They are mostly easy though, and are there only to relieve the tension from knuckle-blistering action.
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<li><a href="https://archive.org/details/msdos_Indiana_Jones_and_The_Last_Crusade_1989">Indiana Jones and The Last Crusade (1989)</a><br>
As in the movie (and the more famous graphic adventure), your task is to find the Holy Grail. Before this can be done you must find the Cross of Coronado, a shield and a diary. This makes for a four-level arcade adventure combining climbs, exploration (with several routes through each level, and some traps) and puzzles. Indy is armed with his trusty whip to fight off foes, but can also get involved in hand-to-hand combat. The first level takes place in caves underneath Colorado, before you reach a moving circus train strewn with traps, a Zeppelin which is full of guards and ladders, and then Castle Grunwald in Austria.
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<li><a href="https://archive.org/details/msdos_Indiana_Jones_and_the_Last_Crusade_-_The_Action_Game_1989">Indiana Jones and the Last Crusade - The Action Game (1989)</a><br>
As in the movie (and the more famous graphic adventure), your task is to find the Holy Grail. Before this can be done you must find the Cross of Coronado, a shield and a diary. This makes for a four-level arcade adventure combining climbs, exploration (with several routes through each level, and some traps) and puzzles. Indy is armed with his trusty whip to fight off foes, but can also get involved in hand-to-hand combat. The first level takes place in caves underneath Colorado, before you reach a moving circus train strewn with traps, a Zeppelin which is full of guards and ladders, and then Castle Grunwald in Austria.
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<li><a href="https://archive.org/details/msdos_Indiana_Jones_and_the_Temple_of_Doom_1989">Indiana Jones and the Temple of Doom (1989)</a><br>
The computer versions of Indiana Jones and the Temple of Doom are conversions of the Atari arcade game based on the second movie in the series. As Indy you must complete several cycles of the following 3 types of levels: 1. Mine level: Whip your way through a mine in order to free children that are held captive. Use your whip to swing across chasms, climb ladders, ride along conveyor belts and defend yourself against attacks from Thuggee guards, bats, snakes and the fireball-throwing Mola ram. Escape with the mine cart after you've freed all children. 2. Mine cart level: Pick the right route through a network of tracks while riding in a mine cart. Avoid potholes, broken tracks & guards in carts and safely reach the end of the track. 3. Temple level: Make your way to the altar and grab the Sankara stone while Mola Ram, bats and Thuggee guards attack you. Watch out for that lava. With every cycle the mine & mine cart levels become more complex, the layout of the temple levels is always the same. After several cycles there's a showdown with Mola Ram on the rope bridge.
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<li><a href="https://archive.org/details/msdos_Indianapolis_500_The_Simulation_1989">Indianapolis 500 The Simulation (1989)</a><br>
The famous Indianapolis 500 Mile race, held annually at the Indianapolis Motor Speedway on the Memorial Day weekend, is one of the most famous automobile racing events in North America. The event is simulated here using 3D polygon graphics to recreate the 33 cars in the race. Players are able to choose their car and customize it with a variety of options. Modifications include wing down-force, tire pressures, wheel stagger (making the right-side wheels larger, to compensate for the banked corners) and turbo output (which provides boost, but stresses the engine and uses more fuel). After qualifying (by performing during four laps and taking the average) players can race over 10, 30, 60 or the full 200 laps. Lower modes remove car damage and the 'full-course yellow' system, the absence of these can make for repeat carnage including traffic collisions and huge pile-ups.
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<li><a href="https://archive.org/details/msdos_IndyCar_Racing_1993">IndyCar Racing (1993)</a><br>
IndyCar Racing is Papyrus' second racing game, four years after the release of Indianapolis 500. With an official license, all the real track names and designs are available (eight in total), with authentic sponsors and logos. Other features include multiple TV-type replays, a comprehensive garage and setup routine and breakaway parts when making contact with other cars. This is a pure open-wheel simulation, based on the American races, with realistic car handling and room for racing techniques based on grip, ideal racing lines, and throttle-to-brake interaction.
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<li><a href="https://archive.org/details/msdos_Infiltrator_1987">Infiltrator (1987)</a><br>
Infiltrator is a combination of first-person helicopter simulator and isometric third-person espionage action. You, as Johnny McGibbitts, ace pilot and neurosurgeon, were given a mission against the "Mad Leader". You have to fly in helicopter behind enemy lines and make a diversion there. You can fool the choppers into believing that you are a one of bad guys, and also you can show false documents to guards in enemy camp. If they aren't fooled then you can use spray of sleeping gas or even a grenade. There are many houses in the camp, which have many rooms containing useful items, but you won't be able to get them all because of the time limit for the operation.
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<li><a href="https://archive.org/details/msdos_Infiltrator_II_1988">Infiltrator II (1988)</a><br>
Jimbo McGibbets is back in the sequel to the original. You play a soldier on a mission to infiltrate the enemy's compound and spy on them. The game is broken up in to two parts: Walking around in the enemy camp, or flying missions in your advanced attack helicopter. You can enter enemy huts in the compound and retrieve weapons and information. Use gas grenades on the guards to give yourself time to search rooms. Flying your attack chopper presents you with a view out the cockpit and control panel. You will be attacked by numerous airplanes and can attack ground defense systems too.
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<li><a href="https://archive.org/details/msdos_Inner_Worlds_1996">Inner Worlds (1996)</a><br>
Inner Worlds is a side-scrolling fantasy action game in which you play the role of a woman named Nikita who happens to be a werewolf. The game consists of three episodes (the first was distributed as shareware, you had to buy the full game to play the other three). In the first episode, Nikita is trusted by the village elder to free her people from the Gralob, an evil creation of a misguided genius, so she must travel to Castle Drofanayrb where the creature lurks. In the second episode she finds out that the Gralob was only one of two horrible creatures. And finally, in the third episode, she must travel to a volcanic mountain, inside which the secret of Drofanayrb lives, to fulfill her destiny. The gameplay is quite simple. You can jump, climb, crawl (same things in wolf form, however you're much smaller as a wolf, thus you can squeeze through narrow passages and you have a special "frenzy" move that tears enemies apart). In some levels you can find necklaces that upgrade your health, mana or attack damage. You can find weapons such as hammers, swords, or bows, and you can upgrade them with scrolls giving them unique abilities (ex. the hammer can "throw" lightning). You can also find different gems that give life or mana and potions that help jump higher, fall slower. Mana is needed for spells that you can aquire from level bosses. Each episode consists about 9 levels, and every third level has a boss. The enemies consist of animals, and experimental creatures of the castle. So you'll encounter spiders, bats, huge centipedes, alien-like creatures, huge green beasts that can stretch their arms. The graphics of the game are a little strange as the characters are in 2D but the scenery and the foreground is a little bit 3D. The music creates an eerie mood suitable for the game.
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<li><a href="https://archive.org/details/msdos_Inside_Trader_The_Authentic_Stock_Trading_Game_1987">Inside Trader The Authentic Stock Trading Game (1987)</a><br>
The object of Inside Trader is "to make millions of dollars without being apprehended by the [SEC]." The player starts with $30,000 and makes money playing the fictional stock market, keeping an eye on current events via "the wire service." It is entirely possible to play the game without using any inside information. (But what's the fun in that?) The commands are very simple. The player either buys or sells stock, pays for information, gets reports, and, if caught, cooperates with the SEC or destroys evidence. Cooperating means an automatic fine, but he can continue playing. If he does nothing, there's a small chance they'll drop the charges, but if they don't he'll pay a higher fine. If he destroys evidence, there's a slight better chance of getting off scott-free, but getting caught means jail time and the end of the game.
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<li><a href="https://archive.org/details/msdos_Inspector_Gadget_1992">Inspector Gadget (1992)</a><br>
MS-DOS: Inspector Gadget by (1992)
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<li><a href="https://archive.org/details/msdos_International_Athletics_1992">International Athletics (1992)</a><br>
International Athletics is an arcade track & field game by the Spanish developer True Emotions. It was initially published by Opera Soft in Spain in 1992 under the title Olympic Games '92, then licensed by Zeppelin in 1993 for their "International" series of sports simulations. International Athletics consists of eight events, grouped in three basic categories: * Running - 100m, 110m hurdles * Jumping - Long Jump, High Jump, Triple Jump * Throwing - Javelin, Shot Putt, Discus Rather than the traditional rhythmic key tapping or joystick rattling of the Decathlon offspring, International Athletics requires only timing, with most events mastered with only two key presses. To run the 100 meters for instance, you hit the action key once to get your athlete started, then adjust his target speed on a slider. Once that's done, you lean back and watch him race to the finishing line. Events such as triple jump and 110m hurdles require several accurately times keystrokes in order to succeed. In general, mastering the events and even setting new world records is a matter of only one or two repeats. Practice mode lets you exercise your timing, competition mode plays through all eight events in set order. If you fail to meet the qualification requirement on one event, you are out instantly. Up to four players can compete on one PC in split-screen mode. The game's presentation is thin, with digitized photos of the eight events as the main eye-candy and a complete lack of atmospheric stadium sequences, ceremonies or national anthems; in this respect, International Athletics doesn't even meet the standards set by Summer Games and Epyx' other late-80s sports classics. Options include three difficulty levels, changing wind and different weather conditions, which are not visually represented but affect the achievable event result. Likely one of the most esoteric options seen in a track & field game so far is the possibility to activate doping. This doesn't mean that players can actively dope their athletes, but they may fail random doping checks after each event, which results in immediate disqualification - essentially a form of Russian Roulette.
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<li><a href="https://archive.org/details/msdos_International_Bridge_Contractors_1985">International Bridge Contractors (1985)</a><br>
Simulating an industrial concern a bit more high-stakes than a lemonade stand, this game puts the player behind the accounting ledger of a company that builds bridges, which are large, complicated objects whose construction requires many resources and much labour. Coordinating supplies of both leaves a bit of money left over for research & development, which may yield one-time dividends or permanently lower some costs -- if not necessarily paying for itself except on a long-term scale. Random events in the business world may find their way to the player's desk, arbitrarily benefiting or penalizing their company -- some ~25 events in the original TRS-80 BASIC listing, increased to over 65 in the MS-DOS BASICA version. All of this is a sideshow to the main business of winning contracts to build bridges. To even be considered for eligibility the player's company must have all necessary elements ready to go. Then there is a gentle art to a winning bid, striking some point on a Laffer curve not too high to be accepted but not too low to yield significant profits. Random factors are tempered with general rules, such as the documentation's suggestion to "Make note that usually the more expensive bridges will mean bigger costs, hence you are capable of making larger bids, and therefore make larger profits." Once the player successfully amasses $500 million in profits, they are declared chairman of the board and the game concludes. Much more likely, however, is falling into bankruptcy, which ends the game a whole different way.
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<li><a href="https://archive.org/details/msdos_International_Open_Golf_Championship_1993">International Open Golf Championship (1993)</a><br>
Ocean presents in association with Pringle of Scotland an international open golfing experience. The game features many and varied forms of golf including skins, foursomes, matchplay, strokeplay, practice and fourball with the action taking place over a wide variety of terrain and locations. All of the expected levels of difficulty are also available starting of as an amateur, working through to professional standard and for the few amongst us even master level. The landscape is realistically portrayed in real-time 3D, with bird's eye tracking shots of your strokes giving the player the full story on each and every shot allowing the player to get a better understanding of each course. Also included is the ability to take your character and shot statistics with you on a floppy disc around to your friend's house, invaluable if you want to start off with the correct handicap.
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<li><a href="https://archive.org/details/msdos_International_Rugby_Challenge_1993">International Rugby Challenge (1993)</a><br>
The follow-up to Rugby: The World Cup. The game features more options than before, with an icon-driven menu system including different control choices and match lengths. Controls are similar to the original game, but tackling is now harder and requires more precise player placement, and rucks and mauls are implemented. As before, the scrums involve joystick-waggling, and are crucial to advancing the ball. Conversions are taken from a separate 3D view.
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<li><a href="https://archive.org/details/msdos_International_Soccer_1994">International Soccer (1994)</a><br>
Released to coincide with the 1994 World Cup, this one has an overhead view similar to Sensible Soccer. Real teams are provided at both club and national level - although, contrary to what the packaging claimed, the player names are invented. The players vary in speed, and in which skills (such as heading, overhead kicks, close control and shooting) they are competent in. Running with the ball generally works better than passing. Plenty of tournaments are offered, as is the chance to edit team data and kits. One advantage it has over the original Sensible Soccer is onscreen referees and linesmen.
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<li><a href="https://archive.org/details/msdos_International_Soccer_Challenge_1990">International Soccer Challenge (1990)</a><br>
International Soccer Challenge is loosely a sequel to MicroProse Soccer and it has many similarities to the original, including the way the ball sticks to your player's foot. The major difference is the visual perspective, which is in pure 3D, viewed just behind the ball as you move up the pitch, with full polygons and some shading. You have a radar on screen to allow you to see where your team-mates are, which reduces the disadvantage of not being able to look behind you. Two tournaments are featured - a superleague and a recreated World Cup, as well as practice modes. By moving the joystick as you shoot, you can adjust the direction and height of a pass or shot, allowing for a wide range of moves.
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<li><a href="https://archive.org/details/msdos_International_Sports_Challenge_1992">International Sports Challenge (1992)</a><br>
International Sports Challenge let you and up to 3 friends compete in 6 different sports and 21 separate events. You can choose from any mixture of individual events (over 2000 combinations) or play them in sequence with the 26-mile marathon. Sports available are: - Marathon, - Diving: one- and two-meter springboard, five-meter platform, or medley competition. More than 40 total dives are available. - Show-jumping: difficulty levels include Gymkhana, National, International and World. - Swimming: 50-, 100- or 200-metre races, using breast-stroke, butterfly or freestyle. You can also swim the 200-metre medley (50 metres each of breast-stroke, freestyle, back-stroke and butterfly). - Cycling: 1000- and 2000-metre courses in sprint or pursuit racing. - Shooting: skeet, trap, boar (moving) or target shooting. While some events are purely rendered in 2D (marathon, diving, swimming, shooting), some other are a mixture of flat-shaded 3D and sprites (show-jumping, cycling).
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<li><a href="https://archive.org/details/msdos_International_Tennis_Open_1994">International Tennis Open (1994)</a><br>
More of a simulation than an action game, with a multimedia showcase (the game's got thousands of mini-videos, voiceovers, etc.). You select one of 9 nations to represent and get to play singles against a variety of opponents (no doubles play) in either practice mode, quick match, or tournament. Practice is pretty self-explanatory, quick match allows you to select your opponent (among 4 fictional players) and the type of court (concrete, grass, clay). While on tournament mode you select a host city from around the world and start playing from the quarter-finals on. You view the action from a 3rd-person perspective and in-game graphics consist of 2-d rotoscoped-animated sprites.
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<li><a href="https://archive.org/details/msdos_Interphase_1989">Interphase (1989)</a><br>
Dreams are made by The Dreamtrack Corporation, a group of evil subliminal-messengers whose intention is to destroy the minds of the minority of people capable of interpreting other people's dreams and live them out through entertainment. That's the story in this distinctly Cyberpunk-inspired title, and you play Chad, the man who discovers this secret, and aims to put an end to it. Your task on each level is to clear a path for Kaf-E, your girlfriend, to be able to progress to the heart of the Dreamtrack HQ, getting past each of the myriad of security systems they have built up. A map must be used to navigate the route through the systems, with lots of information readily available. The basic gameplay sees you darting through 3D tunnels using the mouse, and is like a prototype Descent, with your ship kitted out with cannons and missiles, with each enemy better dealt with by one or the other. As well as ensuring your own survival, you must guide Kaf-E through the levels by blasting out the correct sections to clear a path for her. As she has no intelligence, and simply walks into walls, this element can be compared to Lemmings.
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<li><a href="https://archive.org/details/msdos_Into_the_Eagles_Nest_1987">Into the Eagle's Nest (1987)</a><br>
Pandora's first game combines the Gauntlet style with the World War 2 setting, and specifically the Eagle's Nest building which is being used by a commander as his HQ. Three Allied soldiers have been captured, and you must infiltrate the facilities, rescue your brave comrades, destroy the building, and salvage as much of the stolen art treasures as possible. There are eight levels to explore, each with a specific mission objective. Some of the paintings are loose, others are in crates which must first be shot. Explosives must be collected, not shot. With limited ammunition, guards everywhere, keys at a premium, and lots of strategic hiding points, an all-guns-blazing approach is less successful than a planned, measured one.
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<li><a href="https://archive.org/details/msdos_Inva-taxi_1994">Inva-taxi (1994)</a><br>
Pentti-Antero Sillankoeykaeys has been severely disabled for his whole life. After his 27th birthday he starts seeing prophetic dreams which help him to miraculously cure himself. He feels an urge to contribute something back to the society and starts a taxi service for the disabled; the Inva-taxi. Even though Inva-taxi was originally meant to be a simple joke, it was one of those games that spread in Finnish BBS systems. The gameplay is based on a unique feature: speech recognition by the player. The player listens to the incomprehensible mongling of instructions given by disabled people and tries to select the right destination for the taxi ride. There really isn't any more content in the game than listening to the samples and clicking the right spot on the map.
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<li><a href="https://archive.org/details/msdos_Invaders_1978_1996">Invaders 1978 (1996)</a><br>
Invaders 1978 is a clone of Taito's Space Invaders, modeled to closely resemble the original arcade version. The player is at the bottom of the screen facing upwards, moving left and right to shoot the row of aliens as they move left and right. Aliens at the top of the screen are worth more points. This version has wider graphics than the original, and is a little quieter, reflecting the 'no frills' design philosophy. To make it a carbon copy, there is no high score table and keys cannot be remapped. The game was originally available through mail order, and later became freeware.
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<li><a href="https://archive.org/details/msdos_Invasion_of_the_Mutant_Space_Bats_of_Doom_1995">Invasion of the Mutant Space Bats of Doom (1995)</a><br>
This game, despite its cheesy name, is one of the cutest shoot-'em-up style games ever made for the PC. There's not much to tell about the game, simply because it's very straightforward. You take the role of a lone starship pilot, who happens to encounter the "Dreaded Space Bats of Doom" on a routine assignment in outer space, and are all that stands between them and the invasion of Earth. The game consists of 66 stages, arranged in some sort of pattern (for example, every type of bats you encounter takes 3 stages to pass, each of three introducing new challenges). Once every several bats you kill you get one of four bonuses - purple gems, 6 of which grant you another life, a green gem which makes your missiles faster, a red one which gives you additional missiles per round, or a white gem which grants you a time-limited "hyper" mode. The game is very addictive and challenging, and the cliche' name/plot makes it a refreshing change from all the typical Space Invaders clones...
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<li><a href="https://archive.org/details/msdos_Iron_Cross_1994">Iron Cross (1994)</a><br>
Iron Cross is a real time/turn based hybrid wargame placed in the France of WW2. You create a character and then go at it in 1 one of 12 pre-made scenarios from either side. Depending on your prowess you'll be promoted or demoted with the consequential increase or decrease of units available to command. Graphics are top-down 2d svga sprites, and the game includes historical commentary on all of the 12 scenarios, as well as a scenario editor.
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<li><a href="https://archive.org/details/msdos_Iron_Lord_1990">Iron Lord (1990)</a><br>
Iron Lord is a strategy game with action and light adventure elements, set in the Middle Ages and featuring hand-drawn graphics. After returning from journeys far away, you find your ancestral castle in ruins, and hear rumors that a huge army is marching towards your land. Your only hope is to raise an army and fight back, but after your long absence you are an unknown heir to the land. To raise the army you need to win the respect of the people, by traveling through your land and accomplishing tasks, win competitions, and finally gather enough men to fight the army.
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<li><a href="https://archive.org/details/msdos_Iron_Seed_1994">Iron Seed (1994)</a><br>
Iron Seed is a game of strategy in which you must develop the strength and knowledge necessary to unite the free worlds, and defeat the alien horde that threatens the galaxy. You begin with a single ship, and a chosen crew. Research, exploration, and diplomacy, are essential elements for success. New Ships, new upgrades, and ancient artifacts will help you in your efforts. Combat will be both randomly thrust upon you, and planned for in your grand strategy.
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<li><a href="https://archive.org/details/msdos_Ishar_-_Legend_of_the_Fortress_1992">Ishar - Legend of the Fortress (1992)</a><br>
Ishar: Legend of the Fortress is the sequel to the Crystals of Arborea. Morgoth and Morgula, the black god and his witch wife who were defeated in the previous game, had a child, Krogh. Their evil progeny is based in the fortress Ishar, which means "unknown" in the elven tongue, and has plans to reduce to population of Kendoria to slavery. The player takes the role of a traveler who, with the aid of up to five companions, battles through the fortress to defeat Krogh and stop the spread of the powers of chaos. Unlike its predecessor, Ishar is viewed entirely from first-person perspective, and its combat is real-time rather than turn-based.
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<li><a href="https://archive.org/details/msdos_Ishar_2_-_Messengers_of_Doom_1993">Ishar 2 - Messengers of Doom (1993)</a><br>
Ishar 2: Messengers of Doom is the sequel to Ishar: Legend of the Fortress. Following the defeat of Krogh and the banishment of the powers of chaos, Ishar became a cultural and intellectual centre in Kendoria. Over time people came to the island and settled there. A city named Zach's Island developed and flourished. Shandar, a monk of chaos, entered the city along with settlers from the northern lands. His trading in hallucinogens soon made him rich and powerful. Eventually Shandar controlled Zach's Island and had many followers and worshippers. He built a strong fortress, a second Ishar, to challenge the empire. The warrior Zubaran has a vision that sends him on the quest to defeat Shandar and save his homeland. The gameplay system is similar to that of the predecessor and includes exploration of 3D outdoor areas, towns, and dungeons, party management and real-time combat. In the sequel the player can import saved characters from Ishar, or recruit characters to join Zubaran on the quest. The game world includes dungeons, tree-cities, mountain paths with real graded height effect. Unlike the first game, there is a day and night cycle in Messengers of Doom. Shops are closed during the day, and medieval nightclubs are open only at night. The game world is considerably larger than in the previous game. Other new features include the ability to use pet animals as allies in battles, and create magic potions.
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<li><a href="https://archive.org/details/msdos_Island_Hopper_1998">Island Hopper (1998)</a><br>
Classic style plane shooter. Move up a vertical scrolling environment and shoot anything that moves.
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<li><a href="https://archive.org/details/msdos_Island_of_Dr._Brain_1992">Island of Dr. Brain (1992)</a><br>
In the sequel to Castle of Dr. Brain, you will have to assist Dr. Brain in retrieving a battery for one of his experiments - the plans for which were stolen by Dr. Brain's archrival scientist. In order to beat the scientist, you will have to tour the Island of Dr. Brain in search of the elusive battery. On your way you will have to solve a plethora of puzzles in various difficulty levels, and even find use for a bunch of pink flamingoes!
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<li><a href="https://archive.org/details/msdos_Isometric_Bomber_1999">Isometric Bomber (1999)</a><br>
Isometric Bomber is an game similar to the classic Bomberman, but with isometric graphics. The art features a crayon style similar to Super Mario World 2: Yoshi's Island. The player can play alone or with another player. There are two play modes: History mode and Battle mode.
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<li><a href="https://archive.org/details/msdos_Izmir_1995">Izmir (1995)</a><br>
Izmir is a sci-fi 3D chase-view shooter similar to Space Harrier. The player controls an armored mech who is deployed onto a hostile planet and has to destroy or avoid mechanized enemies and traps on his way. The mecha can freely fly or advance on the ground; even though most obstacles are situated there, it is necessary to descend from time to time to pick up ammunition. The protagonist can acquire different weapons throughout the game, including energy guns and bombs. Each stage ends with a boss battle.
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<li><a href="https://archive.org/details/msdos_Iznogoud_1987">Iznogoud (1987)</a><br>
This game from 1987 is based on the adventures of the French comic book character Iznogoud. You are in the role of the Grand Vizier Iznogoud, whose only thought is to depose the Caliph of magical Baghdad and become "Caliph instead of the Caliph!" To accomplish this aim, you must wander around and interact with characters around you, acquiring objects along the way that may or may not be useful, and figure out how all this will help you achieve your goal. During the game, you have 4 different methods of interacting with other characters: you can give objects to them, you can threaten them, you can flatter them, and you can throw a tantrum. Depending on the character, these actions will elicit different responses--or none altogether. You will need objects for various things, and objects are all acquired from other characters. Some characters are helpful, others are not. But the right combination of your actions will help you to become Caliph instead of the Caliph, while the wrong ones will often land you in a cell beneath the palace. Just be careful not to lose your own head in the process!
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<li><a href="https://archive.org/details/msdos_J_and_Js_Vegas_Pack_-_Black-Jack_1992">J & J's Vegas Pack - Black-Jack (1992)</a><br>
Classic blackjack game in DOS. Objective beat the dealer by getting as close as possible to 21. Has mouse support.
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<li><a href="https://archive.org/details/msdos_J-Bird_1983">J-Bird (1983)</a><br>
J-Bird is a conversion of the arcade game Q*Bert. The object of the game is to change all tiles in a pyramid to the target color by having J-Bird jump on the tile. Various creatures and objects can get in the way of J-Bird. These include a bouncing snake, cats, falling balls, and frogs. There are four rounds per level, and each level increases in difficulty by having more enemies onscreen and requiring more complicated rules for a tile to reach the target color (for example, on the second level you need to jump on each tile twice). On the sides of the pyramid are platforms which J-Bird can jump onto to evade the snake. If the snake is close enough to the platform when J-Bird jumps on, the snake will fall off the edge.
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<li><a href="https://archive.org/details/msdos_Jabbertalky_1982">Jabbertalky (1982)</a><br>
Jabbertalky contains several educational puzzle games where you need to figure out sentences created by the computer. The game can be played by one or more players, and there are eight levels of difficulty available in each of the game modes: Free Verse: This game mode isn't interactive; the computer will display on the screen various sentences which it creates from either its own vocabulary or one you have created to give an idea of what the selected difficulty will be like in the other game modes. Alphagrammar: In this game, the computer will generate a sentence and show you empty spaces where the letters should be. At the top of the screen, the alphabet is listed along with the number of each letter that appears in the sentence. From these clues your goal is to fill in all the letters of the sentence in the shortest time possible. Cryptogrammar: In this game, the computer will present you with a jumbled sentence where each letter has been substituted with another letter. To solve the cryptogram you will need to flip letters around, swap the order of letters, or move letters to a new space until you have correctly created the sentence. Jabbergrammar: This allows you to customize Jabbertalky by creating new word lists that can be used by the game.
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<li><a href="https://archive.org/details/msdos_Jacaranda_Jim_1987">Jacaranda Jim (1987)</a><br>
Crashing your spaceship on a strange planet and formulating some sort of escape plan is a longstanding convention in science fiction literature, film and games. This game begins with Jacaranda Jim's spaceship crashing on Ibberspleen IV and there the conventions evaporate: his antagonists? A fleet of homicidal beechwood armchairs. It's all right, though -- with your constant companion Alan the Gribbley and the assistance of Mavis, a cow, you will help Jim navigate Ibberspleen's strangely familiar village marketplace, hunting for legendary treasure and, ultimately, a return to outer space.
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<li><a href="https://archive.org/details/msdos_Jack_in_the_Dark_1993">Jack in the Dark (1993)</a><br>
The player controls a little girl, who is up against Jack, the main bad guy from Alone in the Dark 2. Jack in the Dark was a free Christmas-time promotion that you could download from BBSes; it was later included on the CD version of Alone in the Dark.
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<li><a href="https://archive.org/details/msdos_Jackal_1988">Jackal (1988)</a><br>
The enemy army has captured too many of your forces. Being held in P.O.W. camps, these soldiers are effectively out of the war... unless some kind of rescue operation can be mounted. Heavy Forces are too slow and visible to be of any use, but perhaps something smaller and lighter may make it in where larger forces would fail. A small jeep, maybe two, crewed by about 4 people.... minimal enough not to represent too much of a loss and yet suitable enough to aid in rescue. But of course, if these brave men want to succeed AND come back alive; they'll need to fight like animals... they'll need to fight like jackals... Jackal is an overhead view jeep game for up to 2 players. The controller moves in four directions, button A fires your gernades (upgradable to bazooka) and button B your machine gun which ALWAYS fires to the top of the screen. Your mission is to locate facilities where soldiers are being held prisoner, rescue as many as possible, and escort them to a safe landing zone where they will be air transported away. After that, you'll need to fight a boss battle against the enemy to progress.
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<li><a href="https://archive.org/details/msdos_Jai_Alai_1991">Jai Alai (1991)</a><br>
"Jai Alai" is a game based on the Basque handball (or Basque "pelota"), a sport original from the Basque country which is very popular in the whole Spain, but also to a lesser extent in some regions of the United States since the early XX century, the times of the European migrations. The games are disputed between two teams (composed of two players each one), with a scoring system very similar to the one of table tennis; it is, we will be able to score if we are in possession of the serve, in opposite case, our successes will only allow us to recover it. But instead of a net, we will have to play with a wall, using it as our "third player".
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<li><a href="https://archive.org/details/msdos_James_Bond_007_-_A_View_to_Kill_1985">James Bond 007 - A View to Kill (1985)</a><br>
You are James Bond 007 and you must stop Max Zorin from destroying Silicon Valley and dominating the microchip market. If you fail, Max Zorin will flood Silicon Valley by creating a major earthquake. The gameplay is similar to Goldfinger but it doesn't follow the movie as closely. The game will take you to the Siberian Mountains, Paris, and San Francisco.
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<li><a href="https://archive.org/details/msdos_James_Clavells_Shogun_1988">James Clavell's Shogun (1988)</a><br>
In this Infocom interactive adaptation of James Clavell's Shogun novel, you play John Blackthorne, the first Englishman to set foot on Japanese soil.
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<li><a href="https://archive.org/details/msdos_James_Pond_2_-_Codename_-_RoboCod_1993">James Pond 2 - Codename - RoboCod (1993)</a><br>
In his second adventure James Pond must retrieve the toys Dr Maybe has stolen. Pond has been armed with an Inspector Gadget-style stretch device, which he can use to view higher areas or claw onto ceilings so as to slide across them. The gameplay takes place across worlds themed around particular types of toys, such as sporting goods, candy and aircraft. The levels scroll sideways, although a small amount of vertical movement is included. On each level Pond must collect 2 penguins and reach the exit, although there are usually multiple exits and lots of secret areas to explore. After completing each pair of two worlds (each of which has three sub levels), a boss must be faced.
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<li><a href="https://archive.org/details/msdos_Jang-gi_1991">Jang-gi (1991)</a><br>
Jang-gi simulates the Korean two-player board game similar to Chinese Chess and is unofficially called Korean Chess. The game is played on 9x10 point board, without the Chinese river in the middle. Jangi-gi board rules allows the player to select a unit, examine the place, where it may move, make a move, and win the game by capturing as much opponent's units as possible. During the game, a list of captured pieces may be examined, move may be replayed, and other options may be adjusted. Game progress may be saved, restored, replayed, and printed.
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<li><a href="https://archive.org/details/msdos_Janitor_Joe_1984">Janitor Joe (1984)</a><br>
Janitor Joe is an action platform game. On an automated space station all of the robots have gone crazy, and Joe needs to escape! In order to escape, he needs to collect all of his keys which are located throughout the space station. You control Joe and need to climb and jump around the various platforms to reach all of the keys. On each screen there are several mad robots wandering about which should be avoided (or you lose a life). You also need to make sure you don't fall too great a distance or run out of oxygen! There are five different difficulty levels available, and also a special hidden room.
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<li><a href="https://archive.org/details/msdos_Jazz_Jackrabbit_1994">Jazz Jackrabbit (1994)</a><br>
Jazz Jackrabbit is the PC world's answer to Sonic the Hedgehog. In this platform game, Jazz, the hero of the rabbit planet Carrotus, must rescue the beloved rabbit princess, Eva Earlong, and defeat the leader of the turtle terrorists, Devan Shell, traveling to different planets to gather clues concerning Eva's whereabouts while liberating them from Shell's tyranny. The similarity to Sonic the Hedgehog manifests itself in Jazz's uncanny speed, and the fact it increases the more he runs. However, the rest of the gameplay mechanics are different. The game is primarily a shooter, meaning that in order to defeat his enemies, it's not enough for Jazz to jump over their heads. Jazz starts with a blaster, but during the course of the game acquires other weapons, such as grenade launcher, flamethrower, TNT, etc. Jazz can also pick up various power-ups, including a force shield, a hoverboard that allows him to float in the air, a bird that will fight on Jazz's side, and others.
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<li><a href="https://archive.org/details/msdos_Jazz_Jackrabbit_-_Holiday_Hare_1994_1994">Jazz Jackrabbit - Holiday Hare 1994 (1994)</a><br>
Jazz Jackrabbit: Holiday Hare 1994 is a side-scrolling platformer starring the titular hare. Jazz must survive three areas of Holidaius using his own weapons to fight mongrels, monkeys, hands, ski turtles, and devils. The graphics have a Christmas theme, meaning that the player will see snow, Christmas trees (with and without decorations), and red-and-white striped poles. Music has been changed, which is basically a remix of Christmas songs, including Jingle Bells, Deck the Halls, Rudolph, The Twelve Days of Christmas, and Silent Night. The game was released by Epic as freeware, and can be downloaded from the Internet.
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<li><a href="https://archive.org/details/msdos_Jazz_Jackrabbit_-_Holiday_Hare_1995_1995">Jazz Jackrabbit - Holiday Hare 1995 (1995)</a><br>
Played all six episodes of Jazz Jackrabbit and still can't get enough? Then play this special "Christmas" edition of Jazz. Featuring four levels with new graphics and sound, including a rap version of Little Drummer Boy. You still have your favorite weapons: RF missiles, toasters, blasters, and launcers, but sadly, there are no bosses in the game. This game is freely downloadable on most freeware/shareware sites.
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<li><a href="https://archive.org/details/msdos_Jesus_Matchup_1994">Jesus Matchup (1994)</a><br>
Part of a 4 part series, Jesus Matchup is a Concentration game focused on teaching about Jesus and the Bible. The game is played just like a regular Concentration game, where you must match up pairs of cards that are face down. 1-3 players can play, and the winner is the player with the most pairs at the end of the game.
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<li><a href="https://archive.org/details/msdos_Jesus_of_Nazareth_2005">Jesus of Nazareth (2005)</a><br>
The classic text adventure game structure involves a treasure hunt of sorts, collecting exceptional or valuable objects and amassing them in some central repository. This is a game in much the same fashion, except that instead of objects, you recruit party members. Oh yes, and did I mention: it's 28 AD, your name is "Jesus", and your party members are the apostles? You will roam near and far over the hills and under the caves of Roman Judea running mundane errands, retrieving everyday items and completing missions to satisfy your would-be apostles. There are no walking-on-water shortcuts and in fact, no instances of miraculous behaviour whatsoever. Should you die in combat (a nasty, do-or-die piece of work, often producing apparently random results), do not expect resurrection. Combat? That's right -- despite some scriptural inspiration, a generous helping of Biblical diction and a conversational style heavily influenced by parables, completion of the game demands some distinctly un-Christian behavior: closer to The Last Temptation than to The Passion, the creed of WWJD will be insufficient to successfully guide the player through this game.
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<li><a href="https://archive.org/details/msdos_Jet_1985">Jet (1985)</a><br>
Based on subLOGIC's classic Flight Simulator. Choose either an F-16 Fighting Falcon for land missions or an F-18 Hornet for missions starting at sea from an aircraft carrier. You can practice flying and aerobatics in "free flight" mode, dogfight against Soviet MiGs, launch strikes against land or sea based targets, watch a demo, or load a subLOGIC scenery disk. For either combat mode, you get to select which missiles and bombs your plane will have. Most of the indicators a real jet fighter would have are present: altimeter, heading, frame loading, gear status, brake status, fuel level, radar, attitude, and range. You can turn a few of these on and off. Controls consist of either the joystick or numeric keypad for steering and other keys to handle your optional indicators, landing gear, weapons, and even the eject button! Lastly, if you want a different perspective, you can get a view from the control tower instead of your cockpit.
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<li><a href="https://archive.org/details/msdos_Jet_2.0_1987">Jet 2.0 (1987)</a><br>
The game is a very improved version of SubLOGIC's Jet. Improvements is made for overall speed, flight characteristics, higher precision calculations, smooth zooming, game menu, video modes support, and system functions. Mouse control and landing gear was added. This time, game may be loaded via scenery files (no longer only scenery disks). Scenery disks of previous versions of the game may be converted to the files of new format also. New 10-minute demonstration includes sample aerobatics, target strike simulation, parachute ejection, positioned text messages as demo progresses, and sampling scenes from the best of scenery disks. Demo scenery is also available for free flight mode.
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<li><a href="https://archive.org/details/msdos_Jet_Set_Willy_1999">Jet Set Willy (1999)</a><br>
This freeware remake of the 8-bit classic from 1984 updates the graphics and sounds, adding a unique classical melody for each room, and more colors and details to the environment and characters. As in the original, the player controls Willy, the miner that became a millionaire in the previous game, wandering through his mansion after being ordered by Maria the housekeeper to clean all the rooms after a party. Willy must collect all the objects to gain access to his bedroom, whose entrance is blocked by the bossy woman. The rooms are filled with strange creatures, and Willy can be killed by touching any of them, by falling from great heights or by hazardous environments. The DOS version allows saving and loading with the F7 and F8 key at any point in the game. Other settings like speed and music selection can be changed on the options menu.
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<li><a href="https://archive.org/details/msdos_JetFighter_The_Adventure_1988">JetFighter The Adventure (1988)</a><br>
Fly the F/A-18, F-16, and F-14 in a hypothetical invasion of the U.S. west coast by the Soviet Union. Missions range from combat air patrols to bombing runs to intercepting cruise missiles. Plus, carrier launches and landings are also possible. Graphics include a detailed model of San Francisco -- the Golden Gate Bridge, Transamerica tower/pyramid, and more are all represented. This game is effectively an enhanced version of F/A-18 Interceptor from the Amiga (same setting, programmers etc) with extra missions and the addition of the F-14.
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<li><a href="https://archive.org/details/msdos_Jetman_1991">Jetman (1991)</a><br>
Remaking the classic Spectrum game 'Jetpac' from Ultimate Play the Game, the titular hero must fly around shooting aliens, initially to rebuild his craft, and then to collect enough fuel to fly off a succession of levels, picking up gold as he goes. The remake was designed to run super-fast on 286s, but appears to have been speed-locked successfully, so you won't need MoSlo for a change. The scoring is much lower in this version, with aliens worth a single point. The game keeps track of your high score, but this information is not saved. The 256-colour graphics and speaker sound both represent automatic advances over anything the Spectrum can do.
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<li><a href="https://archive.org/details/msdos_Jetpack_1993">Jetpack (1993)</a><br>
You are an explorer trying to gather green gems from more than 100 small dungeons. You have a jetpack and an electric...tazer, phaser, whatever. Your jetpack consumes fuel and extra fuel can be found over the map. You can also pick up enemy freezers and invulnerability powerups. Your tazer thing can cut through some materials to get through the level successfully, but it cannot hurt enemies. You can also use teleporters and ladders. Ice and grass can hinder your progress.
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<li><a href="https://archive.org/details/msdos_Jetstrike_1994">Jetstrike (1994)</a><br>
MIS, the FBI, NASA, the KGB, MOSSAD and even top secret agents from the North Beckinsdale Pigeon Fancier's Association swung into action immediately. They were swiftly halted in their tracks when they received a top level order warning of a massive campaign of bribery of government officials in all countries. It appeared that any overt attempt to destroy SPUDD would result in the downfall of most of the world's governments. SPUDD-controlled leaders would soon rise to replace them. As the situation has worsened by the day, and SPUDD's forces have grown from strength to strength, the various agencies have now put together an underground task force which they hope will combat the growing threat. This elite task force comprises one agent (yourself - nice of you to volunteer by the way), a highly trained mechanic called Harry, and a field support officer to assign missions. The plan is that you will "borrow" aircraft from local air forces and carry out secret strike missions on SPUDD forces while they are still small enough to have to stay hidden. Hopefully, by damaging their supply lines, factories and control centres, you should be able to ruin their plans of world domination. However, if you wreck too many expensive aircraft, your sponsors will not be able to cover for you, resulting in your sent back to the secret agent's Basic Training School. In Jetstrike you must stop the devious SPUDD forces by attacking them with your "borrowed" aircraft. Your Commanding Officer will give you a mission objective which you have to try to achieve without being shot down, blown up or crashing into mountains. Jetstrike is an 2D side-scrolling action game like Bro/derbund's Wings of Fury. The great difference between these games is, in Jetstrike it's possible to use 32 aircraft and 6 helicopters in several combat-missions or to be a part of the Aerolympics.
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<li><a href="https://archive.org/details/msdos_Jewels_of_Darkness_1986">Jewels of Darkness (1986)</a><br>
This is a collection of three previously-published Rainbird interactive fiction (with graphics) games. It contains: * Adventure Quest * Colossal Adventure * Dungeon Adventure The J.R.R. Tolkien Middle-earth theme was removed in this compilation. Only the respective original releases of the games have references to Middle-earth.
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<li><a href="https://archive.org/details/msdos_Jigsaw_Puzzle_1994">Jigsaw Puzzle (1994)</a><br>
A Jigsaw Puzzle simulation. It includes a lot of puzzles that go by original children's artwork or new designs. All you have to do is fit the puzzle pieces in the board in the shortest time, and flipping the pieces is not necessary. It features a high score for finishing the puzzle in short time or joystick or mouse option and three levels of gameplay.
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<li><a href="https://archive.org/details/msdos_Jill_of_the_Jungle_1992">Jill of the Jungle (1992)</a><br>
Jill of the Jungle is the first episode of a shareware series. It is a platform game where the player takes the role of the titular character: an amazon woman who takes the untypical role of monster-slaying, leather-wearing feminist warrior. Jill's most distinguishing ability is morphing into various creatures, such as a bird, a fish, and others, which allow her to explore specific areas. Levels often feature platform structures that must be navigate precisely, as well as keys that must be found in order to advance. There are no boss battles in the game. The game can be saved anywhere.
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<li><a href="https://archive.org/details/msdos_Jill_of_the_Jungle_-_Jill_Goes_Underground_1992">Jill of the Jungle - Jill Goes Underground (1992)</a><br>
Jill of the Jungle 2 is the second in the Jill of the Jungle trilogy. It follows the same concept, but includes new graphics, somewhat improved animation and completely new levels and musical soundtrack. In this particular game, after having explored the depth of the mysterious jungle, Jill proceeds into Montezuma's castle and indeed goes underground in the attempt to rescue her Prince. Gameplay is side-viewed and platform-style, with hazards to overcome include fiure-breathing enemies and spikes. Jill can transform into various creatures to help her escape; when in human form she is limited to her trusty knife.
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<li><a href="https://archive.org/details/msdos_Jill_of_the_Jungle_-_Jill_Saves_the_Prince_1992">Jill of the Jungle - Jill Saves the Prince (1992)</a><br>
The final installment in the Jill of the Jungle trilogy features improved animations, new graphics, new music, new levels and a myriad of new enemies. It also features a map-based world which does not exist in the first two games. The story thus far: after having explored the jungle and defeated the forced of darkness in the first two games, Jill must endure another quest in order to save the jungle from being destroyed: Jill must save the prince, who has been kidnapped by an evil green lizardman who wishes to destroy the jungle and build condos instead. Unless Jill saves the prince, he will succeed in his evil cause.
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<li><a href="https://archive.org/details/msdos_Jim_Hensons_Muppet_Adventure_No._1_-_Chaos_at_the_Carnival_1989">Jim Henson's Muppet Adventure No. 1 - Chaos at the Carnival (1989)</a><br>
Chaos at the Carnival is a collection of six arcade mini-games. Miss Piggy has been "pignapped" by the sinister Dr. Grump; her Muppet friends come to the rescue. Kermit, Gonzo, Fozzie and three other characters from the children's TV show dash into Grump's mysterious fun fair in search for their pink companion. They must brave five rides in succession in order to take on the Grumpasaurus in the final carnival confrontation. * Tunnel of Love: Avoid objects in the waterway * Duck Hunt: Hit passing ducks with tomatoes * Space Ride: Land a spaceship in the correct dock using rocket blasts * Bumper Cars: Race around the track and avoid crashing into obstacles * Funhouse: Find a way through a small maze filled with guard dogs * Battle of the Grumpasaurus: Tickle the Grumpasaurus so that he laughs himself silly The C-64, Apple II and DOS versions of Chaos at the Carnival support two players, taking turns. The versions for the four platforms differ strongly; see the trivia section for details.
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<li><a href="https://archive.org/details/msdos_Jim_Power_in_Mutant_Planet_1993">Jim Power in Mutant Planet (1993)</a><br>
MS-DOS: Jim Power in Mutant Planet by (1993)
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<li><a href="https://archive.org/details/msdos_Jimmy_Connors_Pro_Tennis_Tour_1990">Jimmy Connors Pro Tennis Tour (1990)</a><br>
Endorsed by famous tennis player, Jimmy Connors, this game offers tournament and single play on multiple court types. Using crosshairs, aim your ball to the other side of the court and hope you hit where you want. If you are lucky, you might even score an Ace. If not, you will need to be ready to return your opponent's return. Run back and forth as you try to keep hitting the ball over the net until your opponent misses, or you do. When you hit the ball, you will want to attempt changing the direction and speed of the ball to throw your opponent off balance. This is the real challenge of any tennis game.
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<li><a href="https://archive.org/details/msdos_Jinxter_1988">Jinxter (1988)</a><br>
Aquatania has recently become the land of misfortunes, due to a group of plotting witches. The task of finding five charms and a magic bracelet to put things right falls on you. And you need a change of luck, because events in this game often emphasise the slings and arrows of outrageous fortune. You get hit by a car, fall a great height, sprayed with cheese sandwich and more! Being the guinea pig in this strange world will drive you insane - if this jinxed land doesn't do it first. Jinxter is an interactive fiction with graphics title that takes a realistic world of people and situations, and then plays with the boundaries to create a strange and puzzling world. Characters are all getting on with their own tasks, and getting them to help you is usually a case of making sure something's in it for them. Dialogue aims to add a comic touch to proceedings. Puzzles can often be solved in multiple ways, but the most obvious way is not always the correct one. Due to the presence of a Guardian, you can't actually die.
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<li><a href="https://archive.org/details/msdos_Joe_Montana_Football_1990">Joe Montana Football (1990)</a><br>
The license in this game is for famous player Joe Montana, but not for the NFL itself, so the teams represent cities rather than real-world teams, and the roster of players is fictional, although they can be fully edited. All the major rules of major league football are intact. The action is viewed from the side, with the ability to catch and tackle while on the move. A ReceiverCam to help you find a free man to pass to. Multi-angle replays are built in, and can be saved to disk for a Highlights reel. This game features a playbook that lets you edit and save plays and use them during the game.
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<li><a href="https://archive.org/details/msdos_John_Elways_Quarterback_1988">John Elway's Quarterback (1988)</a><br>
In John Elway's Quarterback, it's one player vs. the computer or two human players going head-to-head in single-game American football action. Select your team's home city (there is no NFL or NFLPA license, so there are no real teams or players) and then battle the opposing team for four 15-minute (accelerated real-time) quarters. Graphics are simple: one team has blue uniforms, the other team red ones. The human player gets control of the quarterback on offense and the middle linebacker on defense. The play perspective is top-down and vertical-scrolling. Choose from 9 offensive--mostly passing--plays and 6 defensive plays. Teams have 9 players each.
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<li><a href="https://archive.org/details/msdos_John_Madden_Football_1989">John Madden Football (1989)</a><br>
Old american football simulation co-designed by famous sportscaster John Madden. The first game in EA's long-running Madden series. Different versions of this game have been available on almost every platform - with the Mega Drive version being the most famous of them all. The game concentrates more on tactics than pure action.
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<li><a href="https://archive.org/details/msdos_Jonny_Quest_-_Curse_of_the_Mayan_Warriors_1993">Jonny Quest - Curse of the Mayan Warriors (1993)</a><br>
Jonny Quest is an action-adventure game with beat-em-up sequences. This game is based on the Hanna-Barbera animation series The Adventures of Jonny Quest of 1964. Jonny is a bright young fellow with a talent for judo-fighting, defeating evil creatures and generally doing heroic things normally not suited for 14-year-old boys. When mayan idols disappear in the South American rain forest, the Team Quest sets out to comb through the jungle and a couple of temples. Gameplay is divided into two parts: On the top-down map of the forest and the temples, Jonny and his friend Hadji search for useful items and solve puzzles. If they encounter an adversary, the game switches to a side-view. Jonny's then got to defeat his opponent in classical beat-em-up-style with a variety of punches and kicks. After a short time, Hadji and the dog Bandit appear on the scene and help Jonny by casting spells (Hadji) and dragging the enemy around (Bandit). If you lose, you'll get two additional chances; after that, the game is over. All main actions (talk, look around, access inventory) are performed via the F-keys; more sophisticated possibilities like using items involve strings of F-key/direction key usage. The puzzles in the game are inventory-based.
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<li><a href="https://archive.org/details/msdos_Jordan_vs_Bird_-_One_on_One_1988">Jordan vs Bird - One on One (1988)</a><br>
Two of the greatest icons of the Golden Age of the NBA match up in this game. On one side, the spectacular dunks of Michael Jordan of the Chicago Bulls; on the other, Larry Bird's incredible accuracy from the outside. While Bird feels right home at the three-point contest, where five racks with five balls each are placed around the three-point arc and the player must pick each ball and throw in the the best timing possible to get as many points as possible during the 60 second window, only Jordan has the air-time to perform on the slam dunk contest, where the player has a number of dunks at his disposal, each requiring different timing to get the best score from all three attempts from the judges, and win the competition. While they are two completely different players, they can still go one-on-one on a half-court match, played to points or with a time duration. Can Bird's stealing and outside shooting ability be a match to Jordan's speed and jumping abilities?
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<li><a href="https://archive.org/details/msdos_Journey_to_the_Center_of_the_Earth_1988">Journey to the Center of the Earth (1988)</a><br>
First computerised version of the novel written by Jules Verne, Journey to the Center of the Earth is a mix of action and adventure - an exploration game paved with many action-oriented mini-games. You play the role of a scientist who is on the way to prove that Arne Saknussem's scroll is true, i.e. he really discovered the center of the Earth. You'll have to find your way through the volcano Knessel, avoiding falling rocks and mammoths alike.
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<li><a href="https://archive.org/details/msdos_Joust_1983">Joust (1983)</a><br>
In Joust, players take control of a knight with a lance who rides their flying ostrich (or stork, for Player 2) to do battle against computer-controlled evil knights who ride atop vultures. Players must flap their steed's wings to hit the enemy from a higher jousting point to destroy the vulture and its rider. Once the enemy has been hit, an egg falls to one of the platforms below. The heroic knights must destroy the eggs before they hatch and release new and increasingly more difficult knights. The three strengths of enemy knights are Bounder (red knight), Hunter (white knight), and Shadow Lord (blue knight). These enemy knights are not the only challenge to be found in the game. Players must also contend with crumbling platforms, lava trolls who attempt to pull knights into the fire, and the dreaded "unbeatable"(?) pterodactyl. The game was novel for its time for being one of the few two-player simultaneous games in the arcade.
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<li><a href="https://archive.org/details/msdos_Joust_VGA_1990">Joust VGA (1990)</a><br>
A colourful but resource-efficient unauthorised fan remake of an arcade classic, all of the salient elements remain from the absurd original: the bird-mounted knights jockeying for aerial superiority (literally: when two riders meet, the one in the lower position is dismounted), leaving eggs in their wake and avoiding additional threats from flying prehistoric reptiles and the red hand of an angry lava monster.
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<li><a href="https://archive.org/details/msdos_Joyous_Rebel_1996">Joyous Rebel (1996)</a><br>
Joyous Rebel is an RPG inspired by the Ultima series of games. Initially a shareware title, it was later made available free of charge. It is a reworked version of a smaller game known as Joyous Rebellions of Jive Culture. As a guardian it is your duty to defend the king king of light. But you had to travel from you islands on a journey of peace and while you where gone booth the king and you feels that evil draws near. You hurry back to you island to defend the king but an enormous storm slows you down and a lightning almost kills you when it hits your boat a fisherman saves you and let you sleep over the night in his cabin. You are now well rested and must hurry to the caste to save the king of light. The screen is divided into two parts; to the left is the game area where all the action takes place and to the left is your inventory and indicators of what action you are about to execute. In the game you can use four commands: change between attack mode and walk mode, fire ballistic weapon, Do it (climb stairs, open doors, pick up items) and use inventory. The inventory can contain 24 items.
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<li><a href="https://archive.org/details/msdos_Jr._Pac-Man_1988">Jr. Pac-Man (1988)</a><br>
Jr. Pac-Man features gameplay similar to the original Pac-Man, but with a few changes. As Jr., you need to eat all of the dots in a maze without running into the four ghosts that are trying to get you. The maze is now much larger, and no longer fits on a single screen. The maze will scroll around to follow the action. From time to time a tasty bonus will bounce around the screen which can be eaten for extra points. There are tricycles, kites, drums, balloons, trains, root beers, and other bonuses that appear as the levels progress. When the bonus items bounce around the screen, any dots they touch will become larger and are now worth 50 points each instead of 10. However, one of these larger dots will cause Jr. Pac-Man to slow down greatly when he eats them making it more difficult to remain one step ahead of the ghosts which constantly pursue him! Located throughout the maze are power pellets; when Jr. eats one of these, the ghosts will temporarily turn blue and can now be eaten to earn even more points.
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<li><a href="https://archive.org/details/msdos_JRR_Tolkiens_War_in_Middle_Earth_1988">JRR Tolkien's War in Middle Earth (1988)</a><br>
Three Rings for the-Elven kings under the sky, Seven for the Dwarf-lords in their hall of stone, Nine for mortal men doomed to die, One for the Dark Lord on his throne In the land of Mordor where the Shadows lie. One Ring to rule them all, One Ring to find them, One Ring to bring them all and the darkness bind them In the Land of Mordor where the Shadows lie. September 23, 1418 s.r. Frodo Baggins receives a letter from Gandalf the Grey, telling him to leave at once for Rivendell and to keep an eye out for a friend on the road by the name of Strider. He also warns that the servants of the Enemy are in pursuit and have taken the guise of riders in black. J.R.R. Tolkien's War in Middle Earth is the 16-bit game with additional adventuring features compared to the 8-bit version, loosely depicting the events of the One Ring from the Shire to Mt. Doom. The game starts with the three hobbits: Frodo, Sam, and Pippin surrounded by nine individual units of Nazgul near the Shire. Although the first task is to travel to Rivendell, the player is free to decide how heroes and armies progress, despite the in-game conventional storyline. Victory is attained by successfully sending the ring bearer to Mt. Doom - how this accomplished is completely up to the player. Additionally, any hero including Frodo may die during combat. If the ring bearer dies during combat, a new ring bearer (if they survive the encounter) will be appointed to carry the One Ring. If the enemy gains possession of the One Ring is taken by the enemy, they will attempt to reach Barad-Dur, Sauron's fortress in the heart of Mordor, which will result in the player's defeat. The player will also lose if the enemy manages to seize three major allied citadels. Gameplay is divided in accordance to the three different map levels used: Full Map Level Consists of the whole map of Middle Earth on one screen. All heroes and armies will be shown as colored dots; blue as allied units, green as neutral units, and red as enemy units, as well as general terrain and regional displays. All forces are in the game are viewable as no fog of war feature is in effect. Campaign Level Most gameplay features of the war takes place at this level. This map offers more detail of locations and units; all locations such as towns, citadels, ruins, etc., may be viewed from here; characters are displayed as figured and armies as badges. Large armies will be shown as a shield, indicating the unit type as well as the shield background signifying the unit's country of origin. Although at the start of the game various character and armies are viewable across the map, only flashing units may be issued orders by the player. Combat encounters for armies also commence at this level, which will prompt a new window where the player may opt to enter a battle or ignore the event. Combat orders consist of four commands: charge, engage, withdraw, and retreat. The battle when all units of either side is completely destroyed or retreats. Animation Level Animated encounters for characters take place at the level, either for story or combat-related events. Random encounters will prompt a window to be opened and the player may opt to go there or ignore the event. Objects, such as armor, weapons, and other equipment are also viewable and may only be manipulated at this level (e.g. equip, use, etc.). Some units of the West require certain items before their units may be mobilized.
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<li><a href="https://archive.org/details/msdos_Juggles_Butterfly_1983">Juggles' Butterfly (1983)</a><br>
Juggles' Butterfly is an educational game for children ages 3-6. The game includes a keyboard template with two blue lines which will divide the keyboard into four sections. During the game you will be asked to press keys which are located above, below, to the left, or to the right of the blue lines that are placed on the keyboard. With a correct answer colored shapes will appear on the screen. Afterwards there is a free form mode where you can 'create' an animated picture; pressing a key on the corresponding section of the keyboard will draw a section of either a rainbow, butterfly, or windmill or change the colors that are used once the image is complete.
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<li><a href="https://archive.org/details/msdos_Jump_n_Bump_1998">Jump 'n Bump (1998)</a><br>
A real-time multiplayer-only keyboard-crowding (or network) game, this game pits up to four human-operated cute fuzzy widdle bunnies against each other for one goal only: lagomorphic cranial domination. Against a pastoral Warner Bros. backdrop (or any of over a hundred fan-made levels!) these rabbits re-enact 2D platform Joust glories minus the lava, eggs and ostriches; in short, the players pursue each other -- now hunting, now hunted, the tables turned at the blink of an eye -- aiming to exploit variable special landscape features of slippery ice, delaying water and elevating springboards to their advantage. Points are scored by jumping on other bunnies' heads, to great (and gory) effect; a running tally of head-squishings is kept, with flattened players continually re-spawning.
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<li><a href="https://archive.org/details/msdos_Jump_Jet_1992">Jump Jet (1992)</a><br>
The RAF's Harrier GR7, or the US Marine Corps' AV-8B represented a new generation of aircraft. Vertical take-off and landing, plus the ability to hover and reverse, make this a plane of immense power, capable of winning any argument, and here's your chance to fly it. Fly in three imagined flash-point areas of future conflict (which are now in the past): Hong Kong 1996, the Falklands 1997 and Nord Kapp 1998. Each of these has multiple difficulty settings. Pre-flight briefings and scene-setting drags you into the action, but mission objectives and enemies change as the flights unfold due to real-time AI.
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<li><a href="https://archive.org/details/msdos_Jumpjet_1990">Jumpjet (1990)</a><br>
This is a nice and simple game. You pilot a plane, and you just blow other planes up, while performing your mission of blowing other things up. For those familiar with old-school arcade games, think of Jumpjet as a combination of Defender and Scramble.
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<li><a href="https://archive.org/details/msdos_Jumpman_1984">Jumpman (1984)</a><br>
Jumpman is a bomb disposal expert. He is called on to save the Jupiter headquarters after the evil Alienators invade it and booby-trap its 30 levels. In this early platform game, the titular hero must find his way around each screen, collecting every bomb. There are platforms and ladders to use, and a jet booster to propel you up the screen. However there are also enemies to avoid, and Jumpman must be careful not to fall too far.
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<li><a href="https://archive.org/details/msdos_Jungle_Hunt_1983">Jungle Hunt (1983)</a><br>
Jungle Hunt offers four unique adventure experiences, which repeat with greater difficulty once all four have been survived. If you don't survive these adventures, you will not only lose your own life but that of the lovely Penelope, who has been captured by cannibals! The first part challenges your Tarzan skills - can you swing on the vines without plummeting to your doom? The second part pits you against a whole bunch of nasty crocodiles in a mighty river. Fortunately, you have a knife to fight back with. Don't forget to go up for air! In the third part, you face a battle against oncoming boulders of varying sizes and physics. Once you've cleared all these treacherous hazards, you still must confront the dreaded cannibal, who is armed with a wicked spear. Can you get past him and save the lovely Penelope? Gameplay involves much strategic jumping and knife play (in the river/crocodile phase). The view is always a side view, much like Pitfall! and later platform games.
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<li><a href="https://archive.org/details/msdos_Jungle_Jack_1995">Jungle Jack (1995)</a><br>
Based on the 1993 Danish animated film, "Jungledyret". The plot is about a rare jungle animal named Jack (aka, Hugo) who lives a happy life in the jungle of India with his monkey pals. However, a rich movie owner's ex-wife plans to get her hands on the poor creature. He suddenly escapes from the crazy actress to find a lot of dangerous hazards (including cats) around the city. With the help of Rita the Fox, he must get to a boat which will take him home. Jungle Jack is a platform game. There are no weapons, but Jack can leap onto the hazard's head to avoid him/her/it (except the electricity coming from the wires in Level 3). The power-ups are Jack's favourite food, fruits. They give him more energy and boost up the score.
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<li><a href="https://archive.org/details/msdos_Kaeon_1992">Kaeon (1992)</a><br>
In this arcade side-scrolling shooter, you are a pilot of space jet sent to infiltrate some planet, Kaeon. Your way to the core of this planet will be perilous, because its environment is full of different enemies. You have to pass six stages (Orbiting Defence Station, Atmosphere, Alien Forest, Capital City, Underground, and the Core) till the successful final. Your space jet has 3 kinds of fire weapons (activated by different keys) and extras, which power may be increased with power-ups collected during your flight. Standing, flying, or moving enemies are shooting at you as well as powerful Bosses block your way to the victory. The options allow you to define the rate of your and enemy shots, ability to die by collision with walls or enemies, etc. When you finish the level, the password will be given to you to continue your progress from this point. The top scores will be stored also.
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<li><a href="https://archive.org/details/msdos_Kamikazi_Alien_1982">Kamikazi Alien (1982)</a><br>
A very simple and primitive spaceshooter. Shoot aliens before they reach your spaceship. The ship is equipped with two weapons: plasma guns and smart bombs. You get more points, if you shoot the aliens immediately after they appear.
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<li><a href="https://archive.org/details/msdos_Kampfgruppe_1987">Kampfgruppe (1987)</a><br>
A platoon-level tactical game of armored warfare that encompasses almost all ground weapons used on the Russian Front from 1941-45. Kampfgruppe puts the player in command of either a German or Russian battle group, providing four historical and an infinite number of randomly created scenarios. The historical scenarios: * Meeting engagement east of Bryansk (July 7, 1942). * Attempted relief of Stalingrad (December 17, 1942). * Attack toward Kiev (November 3, 1943). * Attack toward Berlin (March 22, 1945). The game will automatically end after 20 turns (after 30 if there is an assault battle being played). However a game may be ended earlier or continue after it has ended if all sides agree. At the end of the game victory points will be awarded which will determine whether the battle was a draw or a marginal, substantive, or decisive victory.
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<li><a href="https://archive.org/details/msdos_Karateka_1986">Karateka (1986)</a><br>
The evil Akuma has destroyed the protagonist's homeland, killed many of his friends and kidnapped the princess Mariko. Fortunately, the hero is skilled in martial arts, so his inevitable quest to reach Akuma's palace and rescue Mariko has a chance of success. Karateka is viewed from the side and features a succession of increasingly difficult opponents. Three types of punches and kicks are available to both the player character and his foes, differentiated by their height (low, medium, and high). The protagonist has a health bar, which refills itself gradually when he stands still.
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<li><a href="https://archive.org/details/msdos_Karnov_1987">Karnov (1987)</a><br>
Jinborov Karnovski (also known as the titular Karnov), is a Russian circus strongman who is collecting all of the pieces of a treasure map so he can become a wealthy man. This Lost Treasure of Babylon is being guarded by the evil dragon Ryu. While the gameplay is basically the same as the other versions, the story for the Famicom version is different. It involves Karnov, who comes from a small town called Cleamina, being called by God to be his envoy. Karnov is tasked with getting rid of the evil troublemaker known as Alakatai. Karnov features nine stages of side-scrolling action. Karnov's main attack is to breathe fireballs at his enemies. Karnov can collect power-up orbs which can increase the amount of fire he can breathe out. Karnov is also able to jump, with the height being increased by collecting boots. Other items Karnov can carry and use include bombs, ladders, boomerangs, clappers (which destroy minor enemies that are currently on the screen instantaneously), and shields. Occasionally, Karnov will be able to make use of certain items such as wings which let him fly in the air and a scuba gear helmet which lets him swim underwater. Also, scattered throughout the stages are K icons. Collecting 50 of these will reward Karnov an extra life.
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<li><a href="https://archive.org/details/msdos_Keef_the_Thief_1989">Keef the Thief (1989)</a><br>
Play Keef the Thief, a promising young thief who finds himself on the outskirts of the Mercon the Merchant City. Considering the penalty of thievery is the removal of certain body parts, our young hero must be careful in his profession and ultimately (among others) train himself to access and steal from the city treasury. Keef the Thief: A Boy and His Lockpick is a first-person perspective role-playing game. It has elements of parody, clearly identifiable from various descriptions in the game and enemy names during combat. One of the goals in the game is to steal everything in sight - at least in the city. The game map itself includes, beside the city, various dungeons, jungles, and an arena, among others. The game introduces four vital elements of game play: Thievery, Adventuring, Combat, and Alchemy: * Thievery The thievery element is based on the ability to disarm traps before the player can loot treasure. There are many houses or other places where the player can steal valuable objects (at least within the city walls). The higher the skills, the more options the player has to rightly pick which course the player wants to choose to disarm a trap. * Adventuring When the player has stolen everything valuable from underwear to gold crowns from the city, eventually the player will have to venture outside the city into the unknown depths of the surrounding jungle. There are a lot of places that has yet to be discovered in the game. Just be sure to be well equipped with armor and weapons. Monsters have a bad habit of popping up, almost always! * Combat The first-person real-time combat setting comes complete with a top-down radar indicating the player's positioning and the enemies. In the combat screen the player can melee to victory or just shoot them from a distance. That is if the player has the appropriate weapons available. * Alchemy For the most part it's alchemy, though magic spells are also created through this process. Collecting ingredients is one thing, experimenting on what works is another. Sometimes the player may get lucky and find a recipe. Sometimes.
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<li><a href="https://archive.org/details/msdos_Keno_1989">Keno (1989)</a><br>
Keno is a simple, no frills adaptation of the popular casino game. You must pick up to fifteen numbers out of eighty total. Once you've done that, the computer will choose twenty random numbers. If any of the numbers you chose are the same as the ones that came up during the random drawing, you win a prize. If you pick more numbers, the maximum prize will also increase - but it'll also be harder to win the minimum $1 payout.
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<li><a href="https://archive.org/details/msdos_Kentris_1991">Kentris (1991)</a><br>
Kentris is a Freeware Tetris clone made by build engine creator Ken Silverman. As usual for a Tetris game, you rotate and move falling blocks of various shapes so as to arrange them into complete lines without gaps. A few amusing sound effects are added by Silverman.
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<li><a href="https://archive.org/details/msdos_Khalaan_1990">Khalaan (1990)</a><br>
Khalaan is an interesting strategy game of empire building set in the ancient Arabic world. Turn based, it requires you to establish trade, raise armies, and manage your economy to build a strong empire. You can expand your empire through conquest and diplomacy. Turns are seasonal, and military, naval, and trade caravans are the tools of empire.
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<li><a href="https://archive.org/details/msdos_Kick_Off_3_-_European_Challenge_1994">Kick Off 3 - European Challenge (1994)</a><br>
The third entry in the Kick Off series is the first that offers a isometric view instead of the old top-down view. In the game there are four competitions (World Cup Finals, League, Knock Out Cup and the challenge). There is several options for game speed and ball control to suit both novice and skilled gamers. Each of the 32 teams in the game has a distinct style of play, ensuring that no two games are alike. Each team also has "key players", such as Liberos and Wingers, who play a pivotal role in how that team plays. Kick Off 3 offers two styles of play: Arcade and Simulation. The difference is that in the Arcade mode you can switch of rules to focus purely on reflexes.
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<li><a href="https://archive.org/details/msdos_Kicks_1989">Kicks (1989)</a><br>
Kicks is a French Qix clone. As in Qix the player must "catch" a percentage of the game screen (70% in this case) to pass to the next level. Of course, the player must avoid, or capture, all the enemies that go through the game zone. There are three enemy types along the game: "Rollers", "Kicks" and "Suiveurs".
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<li><a href="https://archive.org/details/msdos_Kid_1996">Kid (1996)</a><br>
Collect the fruit, avoid the snakes and creatures and try not to fall in any pitfalls in Kid. Stephan Vogler's straightforward platform game let's you play as the titular "Kid" and advance through a handful of levels while trying to survive the usual foes. Plan your path well because those blocks you keep busting with your head could lead to a safer path and an exit worth more points. You have three lives and no continues after a game over scenario but you will pick up exactly where you left off after each lost life. Getting hit once by enemies will do you in. A high score table is displayed at the end but you must score higher than 1000 points to end up on it.
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<li><a href="https://archive.org/details/msdos_Killerball_1991">Killerball (1991)</a><br>
In the dark future the new brutal sports game will be invented - Killerball - a blend of American Football, Roller-Skating, and Pinball. The three leagues (Elite, Major and Minor) will differ by the level of brutality. The action takes place in a circular rink. Each team of five players should put the iron ball in the small hole of the opposite team to make a score, and do not allow the players of another team to make the same. Each team player has health indicator, which will decrease during the game, because the only way to take the ball is to knock down the opponent in any brutal way. Each match during the season has time limit, but it may be finished also if all the players of any team will be unconscious and at least one ball will be put in the hole. The game has a training mode, where you may play a single match with a computer or another human player, and tournament mode, where eight teams controlled either by computer or human players will fight for the victory. Tournament progress may be saved and restored.
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<li><a href="https://archive.org/details/msdos_Killing_Cloud_1991">Killing Cloud (1991)</a><br>
Killing Cloud is set in a San Francisco ravaged by an opaque orange death smog layer known as the Killing Cloud. This hovers around the middle of the skyscrapers, creating a claustrophobic low level experience (and a different feel to the many other flight simulations set in the city, such as F/A-18 Interceptor). In this maelstrom, the Black Angel gang is terrorising the public. The player is a member of the SFPD Police force, charged with bringing them down throughout ten missions. Some are out-and-out action while others are more strategic. You can only survive for 20 minutes in the smog, so time is crucial in these missions. In addition to outflying the enemy on your hoverbike, the player must carefully pre-position ground forces to arrest him when he is brought down, using Pick-Up Pods. Once arrested, a suspect must be interrogated to release enough information to know what the next threat is.
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<li><a href="https://archive.org/details/msdos_Kindercomp_1983">Kindercomp (1983)</a><br>
An early learning game for kids aged 3-8. This program is a collection of 6 learning games: Draw, Scribble, Names, Sequence, Letters and Match. KinderComp helps children improve their reading and counting skills as well as familiarizing them with the computer keyboard.
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<li><a href="https://archive.org/details/msdos_King_of_Chicago_The_1986">King of Chicago, The (1986)</a><br>
With Al Capone out of the picture, Chicago's prohibition-era profit is up for grabs. Are you merciless and cunning enough to gain it by whatever means are required? Every action you take has complex long-term consequences which are not always obvious at the time. You must keep your people on your side, watching what you say and do, knowing that an overthrow could be hatched at any moment. Look after your woman as well - who's going to respect a single mobster? The money has to be juggled in these ways, not forgetting to reach an 'understanding' with the Mayor to avoid any negative attentions.
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<li><a href="https://archive.org/details/msdos_Kings_Bounty_1990">King's Bounty (1990)</a><br>
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