showing 6 games

namepublisher(developer)year arrow_downwarddescription
Agent USA  Scholastic (Tom Snyder Productions)1985This is a boot loading game that does not require an operating system be running on the computer (the disk provides its own). It only needs an 8088/8086 IBM-PC or compatible computer.

You play Agent USA as he attempts to eradicate the FuzzBomb epidemic. He must grow the only cure for the FuzzBomb, crystals, that replicate only when laid still outdoors. Since they cure the infected (FuzzBodies), they extremely valuable to the average citizen that does not want to be infected. They are likely to be stolen while replicating. If a citizen or Agent USA are holding crystals when touched by a FuzzBody, a crystal is destroyed rather getting the infection. Agent USA can block or push citizens to protect his crystal farm. Additionally, a FuzzBody is cured and becomes a normal citizen if they touch (and break) a crystal. Agent USA will be traveling the US via trains. Fuzzbodies will be spreading the infection in the mean time. And the original FuzzBomb is located in one of the infected cities. The ultimate goal is to find the source, the original FuzzBomb, and drop 100 crystals on it.

This is an edutainment game that introduces train scheduling, ticket buying, geography, time zones, and epidemic spread.***Not really a DOS game as it wasn't installed or required no O/S to be installed on the PC.

It's a so called "PC booter" game.
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Gold Rush! Sierra On-Line1988 labelimageminimize
Darklands Microprose (MPS Labs)1992Darklands has a unique mix of features. Good and evil are not enforced on the player. 'Evil quests' and 'good quests' are offered. Reviews noted an "element of free-will" which is a very rare thought when it comes to videogames (I actually cannot think of any other examples of a reviewer saying "free-will" about a game). The reputation system is regional. Thus players can be hated in one region and revered in another. The world is based on 15th century Europe and only contains supernatural elements that people believed at the time (The game is naturalistic by 15th century Europe standards). This is a world of humans, not fairy tale creatures. The manual devotes quite a bit of text to disclaim the presented world as one that was believed to be, not one that was factual, and point out it is a world unaware of contemporary or future reality. The manual claims only 15th century texts were sourced for the game. Characters are free to acquire and nurture skills as they see fit. This means, for example, a physically strong warrior may also devote training to picking locks. A cleric could even learn to pick pockets. Characters age, which comes with appropriate advantages and disadvantages. Or, players may opt to start with an older character who has already acquired and trained in selected skills. Older starter characters have also likely acquired more advanced equipment. Locations in the game are actual historical locations within the Holy Roman Empire. For the player's sake, locations are marked with the historically accurate name and their modern names. The interface present two main modes of interacting with the world. Reading and selecting dialogues for interactive fiction style play and strategic round-based battles (simultaneous turns) in hand-painted orthographic environments. In battle, different weapons and armor have appropriate strengths and weaknesses when interacting with each other. Plate armor, for example, is strong against bladed weapons but weaker against blunt and spiked weapons. This is an open world game with a main quest. There are no set paths to 'win' and the final boss' location is randomized for each play through. It is up to the player to ready themselves and discover the location of the final boss by any of the means provided by the game. 15th century religion plays a tremendous role in the game and main quest.

The game reportedly took 3 years and cost 3 million dollars. An tremendous amount of resources for a non-multimedia disk based 1992 DOS RPG from Microprose. An Amiga version was considered but deemed to much game to run from floppies and to few Amiga customers with hard drives. The Atari ST game known as "Darklands" is unrelated to this one.***
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Pepper's Adventures In Time  Sierra On-Line1993The Original Concept: William C. Davis credit is incorrect.
The concept was provided by the Sierra VP of Development/Creative Director, Bill Davis, a.k.a. William R. Davis.
The credit should read Original Concept: Bill Davis, I don't know who William C. Davis is.
[Bill Davis, a.k.a. William R. Davis]
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Quest for Glory: Shadows of Darkness  Sierra On-Line;BUG International (Sierra On-Line)1993Contains several references to H.P. Lovecraft's works.***The CD version has full voice overs and seems to have come with the Win3.1 version, although I'm unable to verify if the Win3.1 version is exactly the same as the DOS version with Win3.1 support (it can use the Windows audio drivers instead of being limited to few speicfic cards supported by the DOS version, etc.). labelimageminimize
Doofus Prestige (X-ample Architectures)1994 labelimageminimize
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