showing 1 - 50 of 212 gameschevron_right
name arrow_downward | publisher(developer) | year | description | platform | |
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Action Craps | Texas Instruments | 1979 | TI Calculators | labelminimizeminimize | |
AMAZING | Apple | 1984 | Mac OS Classic | labelimageminimize | |
Anvil of Dawn | New World Computing (DreamForge Intertainment) | 1995 | [b]Minimum[/b] * DOS 5.0 or greater * 486/33 CPU * 4 MB RAM * 5 MB free HD space * 2X CD-ROM drive * Mouse [b]Recommended:[/b] * 486/66 CPU * 30 MB free HD space***The game's unusual in the manner that although you select one of the five heroes to play as in the beginning, you get to meet the other four in your travels. The choice of hero mostly affects the voice-overs (and dialog with it) and appearance, attributes are freely customizable if you so desire.***The game was apparently re-released in 2007/01 with Windows XP support. Unable to verify this currently, though. | MS-DOS | labelimageminimize |
Automatic Crap Game | Texas Instruments | 1979 | TI Calculators | labelminimizeminimize | |
Backyard Birds | MECC | 1989 | Apple II E | labelminimizeminimize | |
Bailey's Book House | Edmark (Theatrix Interactive) | 1995 | Windows | labelminimizeminimize | |
Bailey's Book House | Edmark (Theatrix Interactive) | 1993 | Win3.1 | labelminimizeminimize | |
Ballyhoo | Infocom | 1986 | Difficulty Level: | Junior | Introductory |[b]>>STANDARD<<[/b]| Advanced | Expert | | Amstrad PCW | labelimageminimize |
Bango | Texas Instrument | 1979 | TI Calculators | labelminimizeminimize | |
Barbie Cool Looks Fashion Designer | Mattel | 1997 | Windows | labelminimizeminimize | |
Baseball III | Texas Instruments | 1979 | TI Calculators | labelminimizeminimize | |
Battle Chess | Interplay;Dice Multi Media;GameTap (Interplay) | 1988 | An entire medieval world at war on the checkered field! Only Battle Chess combines a magnificent chess logic system with colorful and dramatic 3D animations. Featuring 10 levels of play and an opening library of 30,000 moves challenging the most sophisticated players. Play against the computer or your friend or let the computer play against itself.*** [17]*** [22]*** [1] | MS-DOS | labelimagesubject |
Battle Chess | Interplay | 1991 | Win3.1 | labelimageminimize | |
Big Job | Discovery Channel Multimedia | 1996 | Win3.1 | labelminimizeminimize | |
Bingo | Digital Equipment Computer Users' Society | 1966 | [media=youtube]N2acWKvg0oI[/media]***Very early BASIC game program. Ported from a Dartmouth style BASIC to Micro Color BASIC for the TRS-80 MC-10. Debugged ad updated with new game options to add to the challenge. BINGO can be played here: http://faculty.cbu.ca/jgerrie/MC10/ | DEC PDP-1 | labelimagesubject |
Black Jack One Player | Texas Instruments | 1979 | TI Calculators | labelminimizeminimize | |
Blazing Paddles | Baudville | 1984 | Apple II E | labelimageminimize | |
Board Silly | Scholastic | 1989 | Apple II E | labelminimizeminimize | |
Buck Rogers Rides Again | Benwill Publishing | 1979 | Some sources say this game was not officially licensed by Benwill Publishing Corporation. | custom | labelminimizeminimize |
Bullseye Game | Texas Instrument | 1979 | Bullseye Game allows the player to play darts against the calculator. Both the player and calculator get five darts. The player has little control over the darts, so there's little interactivity. | TI Calculators | labelminimizesubject |
Bureaucracy | Infocom | 1987 | A hilarious interactive fiction by Douglas Adams (Author of The Hichhicker's Guide to the Galaxy series of books) based on a real incident in Adam's life triggered by bank's bureaucracy. As the bank was featured in this game, they eventually decided to issue a written apology to Douglas Adams, but sent it to his old address. The entire game does not deviate from the theme of bureaucracy. This includes the installation process, feelies, and packaging which denotes the probable lack of the buyer's compliance with the licensing agreement. Also in on the packaging are customer reviews complaining about the game's quirky compatibility with ProDOS, error ridden feelies, unrelated instruction manual, false in-game hints, added time and difficulty of getting the game through customs outside of the USA, errors in printing, difficulty in opening the packaging, inability to register the product which actually required additional payment, and how the game doesn't make any sense. All complaints are true. The game notably does not prominently post a difficulty level; see the spoiler below.[spoiler=show difficulty;hide difficulty]Difficulty Level: | Junior | Introductory | Standard |[b]>>ADVANCED<<[/b]| Expert |[/spoiler] Requires 520ST or newer, 512KB RAM, keyboard. 1 Player. Supports a printer. [Zerothis] | Atari ST | labelimagesubject |
Bureaucracy | Infocom | 1987 | A hilarious interactive fiction by Douglas Adams (Author of The Hichhicker's Guide to the Galaxy series of books) based on a real incident in Adam's life triggered by bank's bureaucracy. As the bank was featured in this game, they eventually decided to issue a written apology to Douglas Adams, but sent it to his old address. The entire game does not deviate from the theme of bureaucracy. This includes the installation process, feelies, and packaging which denotes the probable lack of the buyer's compliance with the licensing agreement. Also in on the packaging are customer reviews complaining about the game's quirky compatibility with ProDOS, error ridden feelies, unrelated instruction manual, false in-game hints, added time and difficulty of getting the game through customs outside of the USA, errors in printing, difficulty in opening the packaging, inability to register the product which actually required additional payment, and how the game doesn't make any sense. All complaints are true. The game notably does not prominently post a difficulty level; see the spoiler below.[spoiler=show difficulty;hide difficulty]Difficulty Level: | Junior | Introductory | Standard |[b]>>ADVANCED<<[/b]| Expert |[/spoiler] Supports a printer. [zerothis] | MS-DOS | labelimagesubject |
CAVERN | Epson | ? | Some of the game messages appear on the printer, but the game will still work if the printer is OFF. The small LCD screen is merely a window on the much larger maze/dungeon image. [Geoff Barnard] | Epson HX-20 | labelminimizesubject |
Checkmate! | Texas Instruments | 1979 | TI Calculators | labelminimizeminimize | |
Chess | Sinclair Research (Psion Software) | 1984 | QL | labelimageminimize | |
Color-Trek | Computerware | 1982 | Tandy Coco | labelminimizeminimize | |
Cross Country Auto Race | Texas Instruments | 1979 | TI Calculators | labelminimizeminimize | |
Crosscountry California | Didatech | 1987 | Apple II E | labelminimizeminimize | |
Crosscountry Canada | Didatech | 1986 | Apple II E | labelminimizeminimize | |
Crosscountry USA | Didatech | 1985 | Apple II E | labelminimizeminimize | |
Crossword Magic | L & S Computerware;Mindscape (L & S Computerware) | 1981 | Apple II E | labelimageminimize | |
Crossword Magic | Mindscape | 1985 | C64 | labelimageminimize | |
Deadline | Infocom | 1986 | Amstrad PCW | labelimageminimize | |
Design Your Own Railroad | Abracadata (Dill Software) | 1992 | Apple II E | labelminimizeminimize | |
Design Your Own Railroad | Abracadata (Dill Software) | 1992 | MS-DOS | labelminimizeminimize | |
Designasaurus | Britannica Software;DesignWare (Intergalactic Development) | 1988 | Apple IIGS | labelimageminimize | |
Destination: Mars! | Compu-Teach (Brian A. Rice) | 1991 | MS-DOS | labelminimizeminimize | |
Digama | Digital Equipment Computer Users' Society | 1970 | It is an extremely strange video game, the sources are scarce, in particular, I obtained the information from a website that stored BASIC codes from various European universities.***THE PROGRAM IS BASED ON THE USE OF EQUATIONS 6.3.5,6.3.6, AND 160' 6.3.18, WHICHEVER IS CLOSEST. DERIVATIVES HIGHER THAN 170' THE FIRST ARE FOUND FROM EQUATION 6.4.10. 180' INSTRUCTIONS: ENTER THE DATA ON LINES 360 AND FOLLOWING THE VALUES TO 220' YOU WANT TO KNOW THE DIGAMMA FUNCTION.***Videogame programm Lines [spoiler=show source code;hide source code] 00' NAME--DIGAMA 110' 120' DESCRIPTION--FINDS THE DIGAMMA OF Z FOR Z>0. 130' 140' SOURCE--NATIONAL BUREAU OF STANDARDS PUBLICATION AMS55. 150' THE PROGRAM IS BASED ON THE USE OF EQUATIONS 6.3.5,6.3.6, AND 160' 6.3.18, WHICHEVER IS THE CLOSEST. DERIVATIVES HIGHER THAN 170' THE FIRST ARE FOUND FROM EQUATION 6.4.10. 180' PROGRAM BY DEAN MYRON TRIBUS, THAYER SCHOOL OF ENGINEERING, 190' DARTMOUTH COLLEGE, HANOVER, N.H. 03755 200' 210' INSTRUCTIONS--ENTER DATA IN LINES 360 AND FOLLOWING THE VALUES FOR 220' WHICH YOU WISH TO KNOW THE DIGAMMA FUNCTION. 230' 240' 250' * * * * * * MAIN PRGRAM * * * * * * * * * * * 260' 270 FOR I=0 TO 5 280 READ J(I) 290 NEXT I 300 DATA 1, 1.2, 1.4, 1.6, 1.8, 2.0 310 FOR I=0 TO 5 320 FOR M=0 TO 8 330 READ C(M,I) 340 NEXT M 350 NEXT I 360 DATA -0.5772156,1.64493,-1.20205,1.08232,-1.03693,1.01734 370 DATA -1.00835,1.00408,-1.00201 380 DATA -0.2890399,1.26738,-.739016,.540832,-.425521,.344914 390 DATA -.283439, .234494,-.194666 400 DATA -.0613845,1.02536,-.494562,.3033376,-.20172,.138896 410 DATA -9.72778E-2,6.87339E-2,-4.87972E-2 420 DATA .1260475,.858432,-.351784,.185124,-.106281,.063462 430 DATA -3.86574E-2,2.38038E-2,-1.47473E-2 440 DATA .2849914,.736974,-.26193,.120409,-6.06949E-2,.031936 450 DATA -1.71866E-2,9.36679E-3,-5.14285E-3 460 DATA .4227843,.644934,-.202055,8.23229E-2,-3.69277E-2,.017343 470 DATA -8.34925E-3,4.07735E-3,-2.00838E-3 480 READ Z 490 IF Z<0 THEN 550 500 IF Z<1 THEN 570 510 IF Z<2 THEN 610 520 IF Z<50 THEN 640 530 LET D=LOG(Z)-(1/(2*Z))-(1/(12*Z^2))+(1/(120*Z^4))-(1/(252*Z^6)) 540 GO TO 690 550 PRINT "Z NEGATIVE" 560 GO TO 700 570 LET J=1+Z 580 GO SUB 710 590 LET D=D-1/Z 600 GO TO 690 610 LET J=Z 620 GO SUB 710 630 GO TO 690 640 LET J=1+Z-INT(Z) 650 GO SUB 710 660 FOR I=1 TO INT(Z-1) 670 LET D=D+(1/(J+I-1)) 680 NEXT I 690 PRINT "Z="Z, "D="D 700 GO TO 480 710 REMARK: THIS SUBROUTINE FINDS DIGAMMA OF J FOR 1<J<2 720 FOR K=0 TO 5 730 IF ABS(J-1-(K/5))>.1 THEN 760 740 LET I=K 750 GO TO 770 760 NEXT K 770 LET D=0 780 LET X=J-1-(I/5) 790 LET T=1 800 FOR M=0 TO 8 810 LET D=D+C(M,I)*T 820 LET T=T*X 830 IF ABS(T)<1E-8 THEN 850 840 NEXT M 850 PRINT 860 RETURN 870 DATA 49,50,51 880END [/spoiler] | DEC PDP-1 | labelminimizesubject |
Digits | Digital Equipment Computer Users' Society (Keiwit Computation Center) | 1970 | [media=youtube]yJXT_MCm87w[/media]***Digits is a number guessing game. The player is asked to write down three lines of 10 digits, where each digit can be 0, 1 or 2. The computer will then try to guess your numbers. The player must input the number sets and the computer compares it with its guesses. If it guessed correctly more than 10 times the computer wins, otherwise the player wins or it's a tie when exactly 10 guesses were correct.***Videogame Programming Lines [spoiler=show source code;hide source code] 100' NAME--DIGITS 110' 120' DESCRIPTION--GUESSES A SEQUENCE OF NUMBERS. 130' 140' SOURCE--UNKNOWN 150' 160' INSTRUCTIONS--TYPE "RUN" AND FOLLOW DIRECTIONS. 170' 180' 190' * * * * * * MAIN PROGRAM * * * * * * * * * * 200' 210 PRINT"THIS IS A GAME OF GUESSING." 220 PRINT "FOR INSTRUCTIONS, TYPE '1', ELSE TYPE '0'"; 230 INPUT E 240 IF E=0 THEN 360 250 PRINT 260 PRINT "PLEASE TAKE A PIECE OF PAPER AND WRITE DOWN" 270 PRINT "THE DIGITS '0', '1', OR '2' THIRTY TIMES AT RANDOM." 280 PRINT "ARRANGE THEM IN THREE LINES OF TEN DIGITS." 290 PRINT "I'LL ASK FOR THEM 10 AT A TIME." 300 PRINT "I WILL ALWAYS GUESS FIRST, AND THEN LOOK AT YOUR" 310 PRINT "NEXT NUMBER TO SEE IF I WAS RIGHT. BY PURE LUCK I" 320 PRINT "OUGHT TO BE RIGHT 10 TIMES. BUT I HOPE TO DO BETTER" 330 PRINT "THAN THAT****" 340 PRINT 350 PRINT 360 READ A,B,C 370 DATA 0,1,3 380 DIM M(26,2) 390 DIM K(2,2), L(8,2) 400 MAT M = CON 410 MAT K = CON 420 MAT K = (9)*K 430 MAT L = CON 440 MAT L = (3)*L 450 LET L(0,0) = 2 460 LET L(4,1) = 2 470 LET L(8,2) = 2 480 LET Z = 26 490 LET Z1 = 8 500 LET Z2 = 2 510 LET X = 0 520 FOR T = 1 TO 3 530 PRINT 540 PRINT "TEN NUMBERS PLEASE"; 550 INPUT N(1), N(2), N(3),N(4),N(5),N(6),N(7),N(8),N(9),N(10) 560 FOR I = 1 TO 10 570 LET W = N(I) - 1 580 IF W = SGN(W) THEN 620 590 PRINT "USE ONLY THE DIGITS '0', '1', OR '2'." 600 PRINT "LET'S TRY AGAIN." 610 GOTO 530 620 NEXT I 630 PRINT 640 PRINT "MY GUESS", "YOUR NO.", "RESULT", "NO. RIGHT" 650 PRINT 660 FOR U = 1 TO 10 670 LET N = N(U) 680 LET S = 0 690 FOR J = 0 TO 2 700 LET S1 = A*K(Z2,J) + B*L(Z1,J) + C*M(Z,J) 710 IF S > S1 THEN 760 720 IF S < S1 THEN 740 730 IF RND<.5 THEN 760 740 LET S=S1 750 LET G=J 760 NEXT J 770 PRINT G, N(U), 780 IF G=N(U) THEN 810 790 PRINT "WRONG", X 800 GOTO 830 810 LET X = X+1 820 PRINT "RIGHT", X 830 LET M(Z,N) = M(Z,N)+1 840 LET L(Z1,N) = L(Z1,N)+1 850 LET K(Z2,N) = K(Z2,N)+1 860 LET Z = Z - INT(Z/9)*9 870 LET Z = 3*Z+N(U) 880 LET Z1 = Z-INT(Z/9)*9 890 LET Z2 = N(U) 900 NEXT U 910 NEXT T 920 PRINT 930 IF X>10 THEN 980 940 IF X<10 THEN 1010 950 PRINT "I GUESSED EXACTLY 1/3 OF YOUR NUMBERS." 960 PRINT "IT IS A TIE GAME." 970 GOTO 1030 980 PRINT "I GUESSED MORE THAN 1/3 OF YOUR NUMBERS." 990 PRINT "I WIN." 1000 GOTO 1030 1010 PRINT "I GUESSED LESS THAN 1/3 OF YOUR NUMBERS." 1020 PRINT "YOU BEAT ME. CONGRATULATIONS***" 1030 PRINT 1040 PRINT "DO YOU WANT TO TRY AGAIN?" 1050 PRINT "IF YES, TYPE '1'; IF NO, TYPE '0'"; 1060 INPUT X 1070 IF X =1 THEN 400 1080 PRINT "THANKS FOR THE GAME." 1090 END [/spoiler] | DEC PDP-1 | labelimagesubject |
Dino-Sorcerer | Softdisk | 1990 | Apple II E | labelminimizeminimize | |
Dr. Seuss Kindergarten | The Learning Company | 1998 | Mac OS Classic | labelimageminimize | |
Duel | Texas Instruments | 1979 | TI Calculators | labelminimizeminimize | |
Dungeon | Digital Equipment Computer Users' Society;Claremont Graduate University | 1976 | Unofficial adaptation of the tabletop RPG game Dungeons & Dragons for the PDP-10. The game is played mostly in text, but features a top-down view of the action in which only the areas that the player's party of characters can see (using line of sight, and individual abilities such as infravision to determine what should be visible). In encounters within the dungeon the player can determine what each character does. Aside from having a base class, race and statistics, characters earn experience points and grow in level.***Actually for DEC PDP-10 mainframes. Also for the HP3000 microcomputer. Not to be confused with a PDP-10 game called [game=#96876]Dungeon (DUNGEN)[/game] that became the game [gametag=zork Zork]zork Zork[/gametag] This was an unofficial implementation of the Dungeons and Dragons ruleset in a computer game and one of the first CRPGs ever. This game had many innovations and advancements that would influence RPGs to this day. All the basic D&D rules were implemented. Players could choose race, explore dungeons, earn skills and experience points, and so on. Mostly text based, the game could also show a top down graphical map. The map used line of site, fog of war, light sources and variable brightness. It also considered the viewing character's infravision abilities, which varied by race. The map was used optionally, as the text description were antiquate and faster. A teletype machine or a line printer could be used to 'save' games and characters for later use. The game was meant for use on a CRT display and game status could be shown and noted. By reentering the status of games and characters, one could 'load' them again later. A printout was a convenient way to save, but the game could also be played by printouts alone for players who did not have a CRT screen. At the time, it was the largest game ever created, requiring 36K. Its massive size was one of the reasons for its lack of popularity. It competed with Don Daglow's earlier game Star Trek (at 32K) for space on mainframes to which the [url=http://en.wikipedia.org/wiki/DECUS]DECUS[/url] group had access. As all geeks know, Star Trek trumps D&D :) Some administrators had also set limits on how much space could be used for games. 32K was a common limit. As games became more popular, many reduced their limit to 16K. But probably of more concern was the time it took to play, especially if there was no monitor. Computer time had to be reserved. Science and education was given priority over games (so much for old fashion values :) Dungeon was turn based, each and every move for all characters had to be described and entered, no shortcuts. Star Trek was a much faster play. [Zerothis] | DEC PDP-1 | labelminimizesubject |
Dungeon | DECUS;Claremont Graduate University | ? | This was an unofficial implementation of the Dungeons and Dragons ruleset in a computer game and one of the first CRPGs ever. This game had many innovations and advancements that would influence RPGs to this day. All the basic D&D rules were implemented. Players could choose race, explore dungeons, earn skills and experience points, and so on. Mostly text based, the game could also show a top down graphical map. The map used line of site, fog of war, light sources and variable brightness. It also considered the viewing character's infravision abilities, which varied by race. The map was used optionally, as the text description were antiquate and faster. A teletype machine or a line printer could be used to 'save' games and characters for later use. The game was meant for use on a CRT display and game status could be shown and noted. By reentering the status of games and characters, one could 'load' them again later. A printout was a convenient way to save, but the game could also be played by printouts alone for players who did not have a CRT screen. At the time, it was the largest game ever created, requiring 36K. Its massive size was one of the reasons for its lack of popularity. It competed with Don Daglow's earlier game Star Trek (at 32K) for space on mainframes to which the DECUS group had access. As all geeks know, Star Trek trumps D&D :) Some administrators had also set limits on how much space could be used for games. 32K was a common limit. As games became more popular, many reduced their limit to 16K. But probably of more concern was the time it took to play, especially if there was no monitor. Computer time had to be reserved. Science and education was given priority over games (so much for old fashion values :) Dungeon was turn based, each and every move for all characters had to be described and entered, no shortcuts. Star Trek was a much faster play. | HP3000 | labelminimizeminimize |
Dungeon Hack | SSI (Dreamforge Intertainment) | 1993 | This game uses the same engine as Eye of the Beholder III. But generates random dungeons and encounters. | MS-DOS | labelimageminimize |
Dungeon Quest | author | 1985 | MS-DOS | labelimageminimize | |
Dungeons and Dragons | Texas Instruments | 1979 | TI Calculators | labelminimizeminimize | |
Dusk of the Gods | Interstel (Event Horizon Software) | 1991 | MS-DOS | labelimageminimize | |
E.T. The Extra-Terrestrial: Digital Companion | NewKidCo (Powerhead Games) | 2001 | GBC | labelminimizeminimize | |
Earl Weaver Baseball II | Electronic Arts (Mirage Graphics) | 1991 | Game as an action mode (play typical 1-2 player baseball) and management mode (typical sports manager except with 2-player option) When played on a VGA card in EGA mode, there was a setting that allowed the game to use VGA colors by directly addressing the registers of the card (bypassing the card's BIOS). This actually allows faster animations than using VGA mode. VGA mode was not supported even if VGA cards were. On a pre-VGA card, this setting was not available and the EGA colors were black, yellow, green, and red (same as CGA mode). MCGA mode shows 256 colors; but of course not many people ever had MCGA. | MS-DOS | labelminimizeminimize |