showing 25 games

namepublisher(developer)year arrow_downwarddescription
Rocket Lander  IBM1982 labelimageminimize
LCM  ?1982 labelimageminimize
Lunar Landing author1982 labelimageminimize
Out on a LEM  author1984 labelimageminimize
Lunar Explorer: A Space Flight Simulator Electric Transit1986 labelimageminimize
Apollo 18: Mission to the Moon Accolade (Ted Gruber Software)1988 labelimageminimize
Driller  Incentive;Epyx1988Space Station Oblivion is the US version of Driller, and was published by Epyx. labelimageminimize
Rocket Ranger Cinemaware1988 labelimageminimize
Lunar Take Ediciones Manali1989 labelimageminimize
Millennium 2.2  Electric Dreams;Paragon Software (Software Studios)1989First released from Electric Dreams in 1989 with CGA/Tandy graphics. Published in the US by Paragon Software in 1991. That version featured MCGA graphics.***Millenium Return to Earth
[52]***Millenium 2.2
[52]***
[37]
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Tintin on the Moon  Infogrames1989 labelimageminimize
Boom ?199?An improved version of Doom, gave way to portable versions later on such as [[game:PrBoom]]. labelminimizeminimize
Moonbase Wesson International1990 labelimageminimize
Space 1889 Paragon Software;Empire Interactive (Paragon Software)1990 labelimageminimize
Voyager Ocean1990
[87]***
[17]***
[37]
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Planet's Edge: The Point of no Return New World Computing1992Supposedly this has a bug that prevents you from orbiting the first planet of any system, keyboard shortcut O should fix this each time, though.***Adventure into a living universe! Help solve the mystery of the vanished planet Earth...

You are a member of the United Nations First Approach (U.N.F.A.) team faced with the task of unraveling the bizarre disappearence of planet Earth. From the U.N.F.A. base on the Moon, you and your comrades will follow path of clues which you hope will lead to the restoration of your home world.

- Explore dozens of solar systems, each with planets featuring their own unique inhabitants and environments with which you must interact!
- Custom create your own spacecraft to transport and protect you on your wild journeys.
- Use your wit and your weapons against a galaxy of technologically advanced marauders.
- Both strategy-based and real-time combat options are available to suit individual styles of play.
- Story puzzles often have more than one solution, encouraging experimentation and replay.
- Delight in laser-hot graphics, animations and sound! A game of epic scale!
[Box blurb]
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DOOM id Software1993[b]npc strife[/b] - they don't do this automatically, but will beat up their allies if subjected to friendly fire. This is a "feature" repeated in many games using the Doom engine.
[b]possessed[/b] - the humans you encounter are controlled by demonic spirits or some such, not zombies or anything.***DoomEd as well as the DOS version of DOOM were developed on a several platforms running NeXTSTEP 3.3. NeXTSTEP's design didn't really care if these systems were 68k, x86, or PPC:[quote=John Romero]In fact, with the superpower of NeXTSTEP, one of the earliest incarnations of DoomEd had Carmack in his office, me in my office, DoomEd running on both our computers and both of us editing one map together at the same time. I could see John moving entities around on my screen as I drew new walls. Shared memory spaces and distributed objects. Pure magic.[/quote]
[Zerothis]***There was also an expansion to Doom called [game=#162120]The Ultimate Doom[/game] that added fourth episode, "Thy Flesh Consumed", into the mix.***Doom launched First-Person shooters as one of the dominant genres in PC gaming(although Wolfenstein 3D had established the genre), and also launched the PC as a viable gaming platform
Superb level design, well-designed weapons and truly frightening atmosphere. The pseudo-3D levels (Doom's engine didn't allow for levels to be multi-layered) were the best looking and immersive of the time and are still enjoyable today.
Also one of the PC's most copied games, its influence rings true in the vast array of First-person shooters. This has been both a blessing and a curse for gamers, as unimaginative and poorly executed Doom-clones swamped release schedules in the mid-to-late 90s.
Doom was originally released as shareware, allowing Doom to gather a massive following very quickly.***My first digital addiction.. pure nostalgia.

Think back and feel the atmosphere again that was hanging around your DOS machine when it was playing those sinister midi files... what a game!
[Roland]
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Absolute Zero Domark Software1995 labelminimizeminimize
The Ultimate Doom  GT Interactive (id Software)1995[media=youtube]K0nlO87evhY[/media]***The complete megahit game that set the world afire. Plus All-New Episode IV: Thy Flesh Consumed.

The demons came and the marines died. Except one. Your are the last defense against these hell-spawned hordes. Prepare for the most intense mutant-laden, blood-splattered action ever! The texture-mapped virtual world is so real, you don't just play DOOM - you live it.

The Ultimate DOOM takes you beyond anything you've ever experienced. First, you get all three original episodes - that's 27 levels of awesome, explosive excitement. Then it really blows you away with an all-new episode: Thy Flesh Consumed.

Now you're dead meat. Just when you think you're getting pretty good at DOOM, you get hit with Perfect Hatred, Sever the Wicked and seven other expert levels never seen before! They're so incredibly tough, the first 27 levels will seem like a walk in the park!
[?]***Comes on 5 3½ disks.***[b]Minimum:[/b]
* MS-DOS 5.0
* 33 MHz 386 CPU
* VGA GPU
* 4 MB RAM
* 20 MB free HD space
* Sound Blaster or AdLib SPU

[b]Recommended:[/b]
* 8 MB RAM***The Ultimate Doom takes you far beyond the realms of your experience. All three original episodes of the greatest, splattertastic, adrenaline pumping game ever made are here - that's 27 levels of doomongerous gameplay to challenge even the most hardened gamer. But that's just for starters... Then, but only if you're tough enough, you can pick up the gauntlet of an all-new episode... Thy Flesh Consumed. Those fiendish geniuses from id have delved deep into their twisted psyches to present you with the ultimate Doom experience yet - nine new levels of the most torturous, twisting and toughest action imaginable. Will you prove big enough to meet the challenge?
[Box blurb]***Retail version of shareware [i][game=#19653]Doom[/game][/i] that included fourth episode: "Thy Flesh Consumed" which was not present in the registered version of the shareware release. The fourth episode is not considered canon either, as the story involved with it is intentionally ridiculous (avenging the murder of your white pet rabbit).
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Descent  Interplay (Parallax Software)1995Originally the levels were to be on board space stations. The use of a spacecraft and the micro-gravity nature of the environment actually do make a lot more sense this way. I mean, who flies a spacecraft into a mine? And why is there no evidence of gravity in the mines? (I vaguely recall the story of the game actually contrived something to explain the lack of gravity in the mines). The creative people decided that navigating space stations, although not in 3D, had been done to death already (and specifically it had been done in the FPS genre). After deciding on the new setting, game was refereed to as [i]Miner[/i]. Both documents and the source code used this title. Nobody much liked this title. The editor was name Med ([b]M[/b]iner [b]ed[/b]itor) but the dev team refused to call it anything but "The Editor". Based on the official designated title being chosen as [i]Inferno[/i], The dev team integrated inferno into source code. This official title only lasted 2 days however, as it was discovered that Ocean was releasing a game by that title and it would be published before [i]Miner[/i] could be. And there was an [i]Inferno[/i] episode of Doom.***Comes on 5 3½ disks.
An identical version comes on 1 CD-ROM***[b]Minimum:[/b]
* MS-DOS 5.0
* 33 MHz 386 CPU
* 4 MB RAM
* VGA GPU
* MS-compatible mouse

[b]Recommended:[/b]
* 33 MHz 486 CPU
* 8 MB RAM

[b]Forward compatibility:[/b]
* Runs under OS/2, Win3.x, Win95 and Win98 with expectedly higher system requirements.***The source code was released to public in 1997 under a proprietary license with a non-commercial clause.***Deep in the mines of Pluto, an unknown alien race has taken over the Post Terran Mineral Corporation and all intelligence shows that the planet is on a collision course with the Earth. Fly through over 30 levels of high speed, full 360° action in your attempt to stop the Earth's destruction.

* Play against up to 4 players over the network
* Scream down 3D texture-mapped passages
* Locate and use hidden power-ups and repair stations
* 'Morphing' Aliens
* Intelligent Alien creatures that 'learn' your strategies
* Plunge headlong down mine shafts
* Multi-channel digitized sound effects and rock score
[Box blurb]
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Alive... Behind the Moon Nova Media1996Alive ....Behind the Moon.... is an enhanced remake of the 1991 game Alive, originally developed by Lankhor for the Amstrad CPC.

On the moon's side which is turned away from earth a unknown cosmic element causes atmospheric changes. So James Butterfield, a dishonorable dismissed astronaut, flies with his friend Sven to the moon to check the situation and get a reward of one million dollars. Of course the space ship crashes. So the first task is to find medicine for the injured Sven. When that is taken care of James explores the moon and meets many foreign peoples like the Gouaks, Wounks or Amazons.

The user interface consists of many windows. The main window is in the upper right were a picture of the current view or conversational partner is shown. There the player can click on items to collect them or use items from the inventory to solve puzzles. Some items are showed in a close up view in a windows left to the main window when clicked on. There it can be manipulated further. Above this window is a mini map. Under the main window is a panel were the main actions can be chosen, e.g. looking, speaking or fighting. Left and right of this panel are the inventory screens were objects can be used and combined with each other. Finally on the far left are bars were the current stats of health, fatigue, durst and hunger are shown. These have to be hold on a reasonable height by eating, sleeping and so on

When speaking with someone the interfaces changes to another screen where left of the main windows the possible answers can be chosen. Under the main window the statements of the other person are displayed. Death waits behind every corner, a step in the wrong direction, a false answer or a lost fight lead to a individual game over screen.***
[65]
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Crusader: No Regret Electronic Arts (Origin Systems)1996 labelimageminimize
Final Doom id Software (TeamTNT)1996Two New, 32-Level DOOM II Episodes.

Evilution:

Far from earth, the UAC recommenced their experiments on on of the moons of Jupiter. A spaceship, mistaken for a supply vexxel on radar, hovered above the base. Hideous demons poured out, blanketing the base with death. All your comrades were quickly slaughtered or zombified. This time, it's not about survival. It's about revenge.

The Plutonia Experiment:

Every effort has been made by the nation's top scientists to close the seven interdimensional Gates of Hell, but one portal remains open. Alone, you must infiltrate the ravaged complex, defeat the demon Gatekeeper and seal the last Hell-hole before the undead are prepared to, once again, take over the world.
[?]***Includes two "campaigns":
* [i]TNT: Evilution[/i], with the events set on Io.
* [i]Plutonia Experiment[/i], with the events set on Earth.

Oddly it seems neither of the storylines take the player to Hell unlike in all other Doom games.
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Duke Nukem 3D  Apogee Software (3D Realms)1996About 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]
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Gene Splicing Nachos Software1999 labelminimizeminimize
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