showing 1 - 50 of 785 gameschevron_right
name | publisher(developer) | year arrow_upward | description | |
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Retro Fuel | Coconut Pizza | 2020 | labelminimizeminimize | |
Planet X3 | 8-Bit Productions | 2018 | labelminimizeminimize | |
Paku Paku | Paladin Systems | 2011 | labelimageminimize | |
Snow Palace | ? | 2007 | labelminimizeminimize | |
Akiko and Minami | BB Software | 2004 | labelminimizeminimize | |
'Ghini Run | Piptol Productions (author) | 2002 | labelminimizeminimize | |
Classic Jumpman | Ingenieurbüro FRANKE | 2001 | Years ago there was a game called Jumpman running from a floppy boot disk for the IBM PC with 8088 at 4.77 MHz. Unfortunately this game was implemented in a way that makes it unplayable even with an 80286 at 6 MHz. The actual game Classic Jumpman is mostly equivalent with the optic, sound, and course of the play of the original. However, it runs on any PC using DOS. If there is a Soundblaster compatible sound card installed, it will be detected and used for sounds and music. [GeeTee]***[media=youtube]tVV1TKhcwvk[/media] | labelimagesubject |
Super Roco Bros. | Outhouse Software | 2001 | labelminimizeminimize | |
Noid | FastTrak Software (Hammer Technologies) | 2001 | This is a sample game to demo features of the DIV Games Studio. The game mechanics resembling Arkanoid are purposefully obscured and not revealed with documentation to encourage the player to engage in source diving. Short of that, players must resort to trial-and-error play to discover details. | labelminimizesubject |
Speed 4 Dummies | FastTrak (Hammer Technologies) | 2001 | A SuperTuxKart style game but without wacky powerups. Designed to demonstrate sprite scaling and rotation in DIV Games Studio development suite. The game is downloadable but the source code is packaged with DIV Games Studio development suite. | labelminimizeminimize |
Tower of Fortune | ? | 2001 | labelminimizeminimize | |
Gene Splicing | Nachos Software | 1999 | labelminimizeminimize | |
Peach's Dream | -MWD- Software | 1999 | labelminimizeminimize | |
Joe | author | 1998 | labelminimizeminimize | |
Bert Higgins: The Man From H.E.L.L. | Esoterica Software | 1998 | labelminimizeminimize | |
Future Conflict | ? | 1998 | labelminimizeminimize | |
Axia | Webfoot Technologies (Dungeon Dwellers Design) | 1998 | labelminimizeminimize | |
Get 5 | ? | 1998 | labelminimizeminimize | |
The Bard's Lore: The Warrior & The Dragon | ? | 1998 | The free full game can be downloaded, played and shared. The author sold real manuals, cluebooks, spellbook, and maps. Eventually the extra materials became free in digital downloads. The author declared "THE BARD'S LORE is now completely freeware, as of this date (Mars 2002)". However, he means pay-what-you-want a with $0 minimum and a $1 minimum if you choose to pay. "If you really like the game, you can of course deposit the former amount at $10 to my bank account. 1 dollar would be great but thanks to banking fees I cant go any lower.. =/ So if you feel up to it (i.e you liked the game enough to contribute to the maker)" And his Swiss bank account information is in the documentation. This used a patched version of The Bard's Tale Construction Set to provide variations and improvements on the original and allowed the author to create a unique adventure. | labelminimizeminimize |
Chasm - The Rift | Megamedia;GT Interactive (WizardWorks Software;Action Forms) | 1997 | [b]Minimum:[/b] * MS-DOS 5.0 * 486 DX4-100 CPU * VGA/SVGA GPU * 16 MB RAM * 75 MB HD space [b]Recommended:[/b] * Pentium CPU * VESA GPU***Latest version: 1.04 (as of ?)***Chasm - The Rift is a Quake like game that had many features unseen untill it's release, yet fell short to games like Quake and Hexen 2. The engine is almost exact to Quake's, yet excedes it in being able to blow off your enemies arms and head, environmental effects like rain etc. However, it's lack of hardware acceleration (OpenGL etc) support seemed it's biggest shortcoming. | labelimageminimize |
Nebula Fighter | One Reality;eGames (Holodream Software) | 1997 | labelminimizeminimize | |
OPDEMO | oP Group | 1997 | labelminimizeminimize | |
G-Quest | author | 1997 | labelminimizeminimize | |
Cosmo Dragon | author | 1997 | labelminimizeminimize | |
Dreams To Reality | Amber Company;Cryo Interactive (Cryo Interactive) | 1997 | labelminimizeminimize | |
Hungry? | MAD Software | 1997 | labelminimizeminimize | |
Ignition | Virgin Interactive Entertainment (Unique Development Studios) | 1997 | labelminimizeminimize | |
Jaguar GR1: Strike Force Delta Zulu | author | 1997 | labelminimizeminimize | |
Skyhawk Attack | author | 1997 | labelminimizeminimize | |
Tornado Squadron | author (Simis) | 1997 | labelminimizeminimize | |
Über Siedler S2 WeltRom Extreme | NBG EDV Handels- und Verlags | 1997 | labelminimizeminimize | |
PowerSlave | Playmates (Lobotomy Software) | 1996 | This version is [i]significantly[/i] different form the original console version. | labelimageminimize |
Lew Leon | CD Projekt (Leryx Longsoft) | 1996 | labelminimizeminimize | |
Chenard | author | 1996 | labelimageminimize | |
Blupimania | Epsitec | 1996 | labelminimizeminimize | |
Guimo | Jack in the Box | 1996 | labelminimizeminimize | |
Daggerfall | Bethesda Softworks | 1996 | The various demo various support sound hardware that the final version does not.*** [84]***[b]Minimum:[/b] * DOS 6.0 * 66 MHz 486DX2 CPU * 8 MB RAM * 50 MB HD space * mouse [b]Recommended:[/b] * 450 MB HD space [b]Soundcards:[/b] *Sound Blaster, Sound Blaster 16, AWE 32 * Pro Audio Spectrum * Ensoniq Soundscape * Gravis Ultrasound***2009-07-09 made temporarily available for free, on the 15th anniversary of the Elder Scrolls series.***Latest version: 1.07.213 (as of ?)***The control system for Daggerfall was surprisingly advanced for its time (in DOS game, anyway), I think. You could easily have mouse look in and practically use similar-ish control mechanism to what's in modern games (e.g. in Dark Messiah) to control which way or how you swung your weapons. The only difference was that instead of swinging in the direction you moved, it swung in the direction you dragged the mouse, which in effect prevented you from turning around with the mouse as long as you had the attack button pressed. The controls were also quite customizable, since you could easily configure them to resemble something similar to that time's control system. The game was also quite unique that you could scale any straight wall almost indefinitely, defying any laws of sensibility by dragging yourself across to heights that made no sense. Lack of this ability was one of the most disappointing factors in the sequels, I think (though I have to really blame the blatantly lighter mood of the other games for _really_ disappointing me.. honestly, the story description of both Morrowind and Oblivion is much darker, yet I feel like I'm playing in some kind of [[link:http://en.wikipedia.org/wiki/Teletubbies Teletubby]] land).***The Elder Scrolls: Daggerfall is the second chapter in the highly acclaimed Elder Scrolls role-playing series. Its predecessor, TES: Arena, won over twenty Best Role Playing Game of the Year awards and set a new level for computer role plating. TES: Daggerfall is the most ambitious CRPG ever created and surpasses the high standard set in Arena. Daggerfall offers you an opportunity to adventure in total freedom within a world where your destiny is of your own making and consequence evolves from your decisions. A world of love and darkness, magic and sorcery. Whether you choose to follow a quest or to venture out alone, you will interact with thousands of people as you travel across an expansive land in a time of fantasy and imagination. * The largest world ever created for a computer role-playing game. Adventure through thousands of cities, villages, dungeons, graveyards, ruins, castles, shrines and farms. * Interact with thousands of characters, both in dialogue and action. * Involve yourself in a complex world of constantly evolving political intrigue. * Own property and ships, participate in the politics of guilds and other organisations and trade goods and services. * Customise your character or even create a unique character class. * Participate in numerous large-scale, complex quests or venture off on your own. * A multiple path story, with several different endings. You decide how the game is played and won. [Box blurb]***Daggerfall is the sequel to Arena. The world is HUGE, with litterally thousands of NPC's, hundreds of towns and dungeons, and a nearly infinate number of choices that can be made. You can spend time on side quests, or attempt your main goal of saving Daggerfall from the spirit of it's dead king. | labelimagesubject |
Mega Motion | PiXEL STORM ENTERTAINMENT (Virtual Visions) | 1996 | labelminimizeminimize | |
FX racer | author | 1996 | labelminimizeminimize | |
Enigma | Geckosoft | 1996 | labelminimizeminimize | |
Duke Nukem 3D | Apogee Software (3D Realms) | 1996 | About tech / gameplay innovation, to quote TV Tropes: [quote]First Person Shooters prior to Duke 3d didn't feature "realistic" real world locations. Things that Duke 3d did first include: televisions that show different programmes; closed circuit security cameras that let you see other areas of the level than the bit you're in; working subway trains that take you across "town"; strip bars/clubs; breakable glass/destroyable furniture/mirrors that you can see your own reflection in; triggered set pieces such as earthquakes that can destroy the architecture around the player; and working toilets that you can use to gain extra health. These things were quite revolutionary at the time, and the level design in later games of the genre (such as Half Life, Deus Ex, Soldier Of Fortune, and even aspects of Doom 3) show signs of its ground breaking influence. It could be argued that this organic approach to level design would have come about anyway as a direct result of increasingly better technology... but nevertheless, Duke 3d was there first.[/quote]***The source code for the 1.5 version was released under GPL license on 2003-04-01.***"Complete Version", the one I have, came on single CD-ROM. I'm pretty sure some older releases came on several 3½ disks.***[b]Minimum:[/b] * 486 CPU * 8 MB RAM * VGA GPU * 30 MB free HD space [b]Recommended:[/b] * 486DX2 / 66 MHz CPU (Pentium for SVGA modes) * 16 MB RAM * VESA-compliant VGA or SVGA GPU [b]Supported sound cards:[/b] For music: Gravis UltraSound, Sound Blaster (all of them), SoundMan16, Pro Audio Spectrum, SoundScape, Waveblaster, Sound Canvas, Adlib, and General MIDI. For sound: Sound Blaster (all of them), Gravis UltraSound, SoundMan16, Pro Audio Spectrum, SoundScape, Disney/Tandy Sound Sources.***The third chapter in the series, and the first with a 3D perspective (the original Duke Nukem and the sequel, Duke Nukem II, are side scrolling platform games). This game, set sometime in the early 21st century, begins in a ravaged LA, which was overtaken by aliens while you were abducted during Duke Nukem II. Duke, upon returning to Earth, finds himself with another mess to clean up, and another alien race that needs exterminating. Duke is a can-do hero who realizes that sometimes innocent people have to die in order to save Earth, so accuracy of gun fire is not a real concern to him. :) This game has a long list of cool things that haven't been attempted in 3D action games, yet. The weapons, for example, kick-butt: * There's a mine that can be placed on any wall and sends out a laser trip beam-- perfect for multiplayer games. * There's also a shrinker ray that reduces an opponent to the size of a G.I. Joe, at which point they are foot fodder--watch them splat! * As in Shadow Warrior, you can swim under water, and even shoot players who are standing outside the water, or vice versa. [3D Realms] | labelimagesubject |
5 x 5 Wygrajmy razem | author | 1996 | labelminimizeminimize | |
AH-64D Longbow | Jane's Combat Simulations (Origin Systems) | 1996 | labelimageminimize | |
Alien Rampage | Softdisk Publishing (Inner Circle Creations) | 1996 | [b]Minimum:[/b] * MS-DOS 5.0 * 66 Mhz 486 DX CPU * 8 MB RAM * VGA capable GPU * 19 MB HD space [b]Recommended:[/b] * 75 MHz Pentium CPU * 16 MB RAM | labelimageminimize |
Berlin 1955 | Viper Software | 1996 | Created with the "Flight Sim Toolkit". | labelimageminimize |
Chex Quest | Digital Café;Ralston-Purina (Digital Café) | 1996 | Distributed inside Chex cereal boxes as a freebie. | labelminimizeminimize |
Chickie Egg | Criterion Software Group | 1996 | labelminimizeminimize | |
Dive: The Conquest of Silver Eye | WizardWorks (Diamond Software) | 1996 | A enchanted adventure in the deeps seas. Search the hidden and mysterious treasure in the fabled pirate's cove of Silver Eye on the bottom of the sea. Fight your way through the inhabitants of the dark underworld. | labelimagesubject |
Mortal Kombat II | Midway (Probe Software) | 1996 | labelminimizeminimize | |
Nemesis: The Wizardry Adventure | Virgin Interactive (Sir-tech Software) | 1996 | Players control as an seemingly unremarkable peasant who was minding his own business when [spoiler=when someone;close spoiler]the society of Nitherin Mages[/spoiler] sent a fowl beast in an attempted kidnapping. A good wizard completely deck-out for battle just happened to be watching over the peasant while standing in a tiny boat in a nearby water (hmmm), and foiled the kidnapping. The High Council knows of the group responsible but not the reason, nor why they have such a specific target. The unremarkable present is charged to investigate and stop them. Individual item skill is gained by using said item. Spells can be learned. For battle, commands are selected and the player then clicked on the target. There is a great deal of talking to be done to complete the investigation. There are many puzzle to be solved. All done with the mouse or keyboard shortcuts. Conceived as a complex real-time adventure game with dialog and combat but with contrastingly simplified interface that is still "more than click-click-click". It does not take place in the same Universe as the main Wizardry series and gameplay has nothing in common with the main Wizardry series (even critics who loved the game gave it poor ratings for calling it "Wizardry").*** [84]*** [65] | labelimagesubject |