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TribalPlague

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My Top 101 Old Skool Games

My video game era begun with Pong in 1977. In 1983 my parents bought me an Apple IIe, was the beginning of my love for computer video games. Here is a list of my favorite top 10 games during that time. These games were my stepping stone into the world of computer video gaming.

I hope this list serves you as a blast from the past and you enjoy it reading it as much as I enjoyed compiling it for you.

Feel free to comment about your favorite games or if you played any games on my list.

My Apple IIe with 16kb of ram still works and boots up. I still play Elite from time to time on it.

List items

  • I played this game back in 1986 on my Apple IIe. It is still my favorite game of all times and it could easily be the grandfather of EVE Online. While I never bought this game (a friend of mine gave me a copy cracked by THE FiRM), I sent money to the developer later on and he sent me an autographed copy.

  • This was my first RPG on my Apple IIe. It came with a Cloth Map. Wicked game, I was able to have a lvl 99 monk, named N. I would go to the room with the 99 groups of 99 kobolds and beat the crap out of them.

  • I learned about Miranda Rights, and all that cop-work, from this game. I played it 1st on my Apple IIe.

  • I played Ultima 1-3 on my Apple IIe. Ultima 4,5,6 and 7 on different computers as the games came out. Still after Ultima 4, the games got more complex, but more bloated, Ultima 4: Quest of the Avatar had the perfect mix and balance.

  • After Elite this was my 2nd favorite outer space game. Elite was all about the combat and trading, Starflight was all about exploration.

  • Castle Wolfenstein is an early stealth-based action-adventure shooter computer game developed by Muse Software for the Apple II. It was first released in 1981 and later ported to Apple IIe, the Atari 8-bit family, and the Commodore 64.

    My parents bought me this game when they bought my Apple IIe.

    Muse followed Castle Wolfenstein with Beyond Castle Wolfenstein which is very similar in terms of game play and appearance. The objective of that game is to assassinate Adolf Hitler.

    Castle Wolfenstein inspired the game Wolfenstein 3D by id Software,[citation needed] which was released in 1992 and helped popularize the first-person shooter genre. Some fans of the original game now call it "Wolfenstein 2D" to differentiate it from id's game.

  • Another old skool classic. If you have never played Zork, you cannot consider yourself a gamer. Regardless of your age, download and play this game. Game was made by infocom.

    Zork was one of the first interactive fiction computer games and an early descendant of Colossal Cave Adventure. The first version of Zork was written in 1977–1979 on a DEC PDP-10 computer by Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling, and implemented in the MDL programming language. All four were members of the MIT Dynamic Modelling Group.

    "Zork" was originally MIT hacker slang for an unfinished program. The implementors briefly named the completed game Dungeon, but changed it back to Zork after receiving a trademark violation notice from the publisher of Dungeons & Dragons. Zork has also been adapted to a book series.

  • Leather Goddesses of Phobos is an interactive fiction computer game written by Steve Meretzky and published by Infocom in 1986. Like many other Infocom titles, it was released for the IBM PC (DOS), Atari 8-bit, Amiga, Apple II, Apple Macintosh, Atari ST and Commodore 64 computers. This game was Infocom's first "sex farce" and featured selectable "naughtiness" levels ranging from "tame" to "lewd". It was one of five top-selling Infocom titles to be re-released in Solid Gold versions including in-game hints. It is Infocom's twenty-first game.

  • It was designed by Adams and Infocom regular Steve Meretzky[36] and was one of Infocom's most successful games.[37] As with many Infocom games, the box contained a number of "feelies" including a "Don't panic" badge, some "pocket fluff", a pair of peril-sensitive sunglasses, an order for the destruction of the Earth, a small, clear plastic bag containing "a microscopic battle fleet" and an order for the destruction of Arthur Dent's house (signed by Adams and Meretzky).

  • Wishbringer: The Magick Stone of Dreams is an interactive fiction computer game written by Brian Moriarty and published by Infocom in 1985. It was intended to be an easier game to solve than the typical Infocom release, and provide a good introduction to interactive fiction for inexperienced players. It was one of five top-selling titles to be re-released in Solid Gold versions including in-game hints. Craig Shaw Gardner novelized Wishbringer in the Infocom Book line.

    Included in the Wishbringer package are several items, which Infocom called feelies:

    A book, The Legend of Wishbringer, that explains how the magic stone came to be (in the Solid Gold release, an in-game object included in the player's starting inventory instead of the packaging), the envelope and letter to be delivered to Ye Olde Magick Shoppe, a "postal zone map" of Festeron and a plastic glow-in-the-dark replica of the stone.

    All of this was FREE as in beer. Not like today's game where you have to buy it as a premium collector edition crap.

  • I played this game but it didnt have the same impact the 1st one had. Sierra was using a different technology to do the motion capture.

  • This game was a real funny one. It had the right mix of spice and comic mischief. The subsequent games were not as good as the first but they were still funny.

  • Another game in the same line of comic mischief as Leisure Suite Larry but based on space and with a lot less sexual remarks.

  • Another Apple IIe game that was awesome albeit very short.

  • This was a fun game by Brotherbound Software. you were a karateka and you went through levels killing things, up till you got to the final boss at the last level.

  • The box here is for Atari, but I played Choplifter on my Apple IIe.

  • This was a series of games made by Epyx based on typical California outdoor sports like surfing, skateboarding to name a few. Played it on the Apple IIe and one of my first PC's as well.

  • Track and Field brought in many other competitions games like those played in the olympics. It became a quick favorite.

  • Sid Meier's Pirates! is a video game created by Sid Meier and published and developed by MicroProse in 1987. It was the first game to include the name "Sid Meier" in its title as an effort by MicroProse to attract fans of Meier's earlier games, most of which were flight simulators. The game is a simulation of the life of a pirate, a privateer or a pirate hunter in the Spanish Main in the 16th, 17th and 18th centuries.

  • One of the best action puzzle games ever made was a quick favorite of mine as well.

  • I never played this game because it sucked compared to Pirates by Sid Meier. This combat game puts the player in control of a sword-wielding swashbuckler who must fight and dispatch various attackers. Combat occurs in a wooden-beamed chamber littered with skeletons and cobwebs, which the player views from the side.

  • Moebius: The Orb of Celestial Harmony is a computer game produced by Origin Systems and designed by Greg Malone. It was originally released in 1985 for the Apple II series of personal computers. The world of the game is inspired by Eastern philosophy, including such elements as martial arts combat, karma, meditation, fasting and frequent use of the yin-yang symbol. The game is primarily a top-down view tile-based role-playing game (RPG), but it has action-based combat sequences which use a side view, roughly similar to games such as Karateka.

  • Thomas M. Disch's Amnesia is a text adventure computer game created by Charles Kreitzberg's Cognetics Corporation, written by award-winning science fiction author Thomas M. Disch, and programmed by Kevin Bentley using the King Edward Adventure game authoring system developed by James Terry. The game was acquired and produced by Don Daglow and published by Electronic Arts (EA) in 1986 for the MS-DOS PC and Apple II systems. A version for Commodore 64 was released in 1987.

  • Stellar 7 is a futuristic tank simulation computer game based on the arcade game Battlezone in which the player assumes the role of a tank pilot. The enemies include anything from other tanks to mechanical birds. Several years later a sequel game, Nova 9 was released. The game's creator, Damon Slye, created similar tank games, including Arcticfox.

  • Airheart is a 1986 video game for the Apple II. It was designed and programmed by Dan Gorlin and published by Brøderbund.[1] It requires an Apple IIe enhanced (or later) game to run, as it uses double hi-res graphics.

  • Sabotage is a 1981 computer game for the Apple II family of computers, written by Mark Allen and published by On-Line Systems. The player controls a gun turret at the bottom of the screen by either keyboard, paddle control, or a single axis of a joystick. The turret can swivel to cover a large area of the screen, but cannot move from its base. Helicopters fly across the screen at varying heights, progressively lower over time, dropping paratroopers. The gun may fire multiple shots at once, and the shots may destroy helicopters or shoot paratroopers. Optionally the gun can also control its shots after they are fired (an initial game setting).

  • Spy's Demise is a 1983 computer game published by Penguin Software. It was originally written for the Apple II by Alan Zeldin and ported to the Atari, Commodore 64, TI-99/4A, and Vector-06c.

  • As the game's introduction succinctly puts it, "The object is to dig holes and pound the apples through the holes." Using the keyboard, the player controls a character that walks left and right along platforms made of green brick, and climbs up and down ladders between them. The player can use a shovel to dig holes through the platforms, into which enemies will fall and become trapped. Once an enemy is stuck in a hole, the player must strike it repeatedly with the shovel until it falls through and hits the level below. This must be done quickly, because after about 17 seconds an enemy will be able to free itself, filling in the hole in the process. The player can also refill holes they've dug, or drop through them. The game is an example of the "trap-em-up" genre, which also includes games like Heiankyo Alien, Lode Runner, and Boomer's Adventure in ASMIK World.

  • Archon: The Light and the Dark is a computer game developed by Free Fall Associates and distributed by Electronic Arts. It was originally developed for Atari 8-bit computers in 1983, but was later ported to several other systems of the day, including the Apple II, Commodore 64, Amstrad CPC, ZX Spectrum, Amiga, IBM PC, Apple Macintosh, PC-88, and NES. It was designed by Paul Reiche III and Jon Freeman and programmed by Anne Westfall. Reiche also produced the artwork for the game.

  • Autoduel is a 1985 computer role-playing game (CRPG) published by Origin Systems for the Atari 400 and Atari 800 (and other Atari 8-bits with OS "Transformer"), Commodore 64, Apple II, Apple Macintosh, and MS-DOS. It was released in 1987 for the Atari ST and in 1988 for the Amiga. It was based on the Steve Jackson Games series Car Wars which also includes the GURPS Autoduel worldbook.

  • Battle Chess is a computer game version of chess in which the chess pieces come to life and battle one another when capturing. It was released for the Commodore Amiga and subsequently on the 3DO, MS-DOS, Apple IIGS, Apple IIe, Commodore 64, Amiga CDTV, CD32, Atari ST, Apple Macintosh, Acorn Archimedes, FM Towns, Windows 3.x and Nintendo Entertainment System. A new version of Battle Chess is currently in development by Subdued Software via a license from Interplay Entertainment. It is set for a release date of Summer 2011 for the PC and iPad/iPhone.

  • Beach-Head is a video game developed and published in 1983 by Access Software for the Atari 8-bit and Commodore 64 home computers in the US. Versions for the C16, ZX Spectrum, BBC Micro and Acorn Electron (as well as the Atari and C64 versions) were published in Europe by U.S. Gold in 1984, followed by a version for the Amstrad CPC platform in 1985.

    Gameplay consists of several varying stages in which the player must control various vehicles including warships and tanks in order to defeat an enemy fleet, break through enemy beach defences and destroy an enormous gun-emplacement to win the game.

  • B.C.'s Quest for Tires is a 1983 video game developed by Sydney Development Corp. and published by Sierra On-Line. It was released for the Commodore 64, Atari 8-bit, ColecoVision, ZX Spectrum, MSX, and Apple II, based on the comic strip B.C. by Johnny Hart. The name of the game is a play on the title of the contemporaneous film, Quest for Fire.

  • Beyond Castle Wolfenstein is a 1984 computer game by Muse Software. It is the sequel to the innovative and successful Castle Wolfenstein, a prototypical stealth game. Unlike the original game, Beyond Castle Wolfenstein was originally developed simultaneously for both the Apple II and the Commodore 64, but was quickly ported to DOS and the Atari 8-bit.

  • Cannonball Blitz is a game by Olaf Lubeck and released in the early 1980s by Sierra On-Line (then known as "On-Line Systems") for Apple II, VIC-20, and TI-99/4A computers. The game is a Donkey Kong clone, although cannonballs and cannons replace barrels and a soldier replaces the large ape. On the first level, the player character catches a flag instead of rescuing a girl.

  • Chessmaster is a chess playing computer game series which is now owned and developed by Ubisoft. It is the best-selling chess franchise in history, with more than five million units sold as of 2002

  • Crossfire is a popular Apple II, Atari 400/800, VIC-20 and Commodore 64 video game created by Jay Sullivan, first published by Sierra On-Line in 1981. It is a clone of the game Targ.

  • Dino Eggs is a 1983 computer platform game by Micro Fun. It was released for the Apple II and Commodore 64. The original, Apple II-series version was by David Schroeder, who also developed the concept for the game. The game was ported to the Commodore 64 by Leonard Bertoni.

  • GATO was a real-time submarine simulator published by Spectrum HoloByte in the 1980s for use on several platforms, including the Apple IIe and Atari XE Game System. It simulated combat operations aboard the Gato-class submarine USS Growler (SS-215) in the Pacific Theater of World War II. GATO was the first PC submarine simulator and the first simulator for the Apple Macintosh.

    The player was tasked with chasing Japanese shipping across a 20-sector map while returning for resupply as necessary from a submarine tender. The islands on the map were randomly generated and not based on real-world geography. Combat was conducted using a screen with a view through the periscope and at various gauges and indicators. The game had multiple difficulty levels, the highest of which required the player to translate mission briefings which were transmitted only as audible Morse Code.

    An unusual feature in the Apple IIe version allowed the game to be paused and a spreadsheet shown on the screen with a single button press, presumably for playing at work.

  • Hacker is a 1985 computer game by Activision. It was designed by Steve Cartwright, produced by Brad Fregger and was released for the Amiga, Amstrad CPC, Apple II, Atari XL/XE, Atari ST, Commodore 64, Macintosh, MS-DOS, MSX and ZX Spectrum. The game was released two years after the release of the film WarGames, when computer hacking and computer security were in the limelight.

  • Impossible Mission is a platform computer game for several home computers. The original version for the Commodore 64 was programmed by Dennis Caswell and published by Epyx in 1984.

  • Infiltrator is a 1986 video game published by U.S. Gold/Mindscape. It was developed for the Atari 8-bit family, Apple II, DOS, Commodore 64, Nintendo Entertainment System and ZX Spectrum by Chris Gray Enterprises.

    The player takes on the role of a master-of-all-trades hero named Johnny "Jimbo Baby" McGibbits. The player's objective is to fly a helicopter named the Gizmo DHX-3, land at enemy bases, and infiltrate compounds to stop the mad leader.

  • King's Quest: Quest for the Crown is a 1984 adventure game, originally published for the IBM PCjr simply as King's Quest. The story and the general design of the game was developed by Roberta Williams.

    The game was originally released simply as King's Quest, the subtitle "Quest for the Crown" was added to the game box in the 5th rerelease (1987), but did not appear in the game itself. The 1990 remake was renamed King's Quest 1: Quest for the Crown (King's Quest I on the box).

  • Remember this game because the bad guys aparently had obscene amounts of drugs and you had to kill them for it.

  • Manhunter: New York is a post-apocalyptic adventure game designed by Barry Murry, Dave Murry and Dee Dee Murry of Evryware and published in 1988 by Sierra On-Line. A sequel, Manhunter 2: San Francisco was released the next year in 1989.

  • Might and Magic (MM) is a series of role-playing video games from New World Computing, which in 1996 became a subsidiary of The 3DO Company. The producer of the series was Jon Van Caneghem.[1]

    Might and Magic is considered one of the defining examples of early PC role-playing games, along with the Bard's Tale, Ultima and Wizardry series.[2]

    The original Might and Magic series officially ended with the closure of the 3DO Company. The rights to the Might and Magic name were purchased for USD 1.3 million by Ubisoft,[3] who "rebooted" the franchise with a new series with no apparent connection to the previous continuity, starting with the games Heroes of Might and Magic V and Dark Messiah of Might and Magic.

  • Moon Patrol (ムーンパトロール?) is a classic arcade game by Irem that was first released in 1982. It was licensed to Williams for U.S. distribution.

    The player controls a moon buggy, viewing it from the side, that travels over the moon's surface. While driving it, obstacles such as craters and mines must be avoided. The buggy is also attacked by UFOs from above and tanks on the ground. Moon Patrol was one of the earliest linear side-scrolling shoot'em ups and one of the earliest arcade games to feature parallax scrolling.

  • Neuromancer is a computer adventure game created by Interplay Productions in 1988 and distributed by Mediagenic (a brand name that Activision was also known by). It was designed by Bruce Balfour, Michael Stackpole, Brian Fargo, and by Troy A. Miles, who was also responsible for the programming.

    It is based loosely on the William Gibson novel of the same name and takes place in both the "real world" and the extensively realized and detailed world of cyberspace. It is also noted for having a soundtrack based on the Devo song "Some Things Never Change". The gaming rights at the time were owned by Timothy Leary, who brought the project to Interplay to develop.

  • The Oregon Trail is a computer game originally developed by Don Rawitsch, Bill Heinemann, and Paul Dillenberger in 1971 and produced by the Minnesota Educational Computing Consortium (MECC) in 1974. The original game was designed to teach school children about the realities of 19th century pioneer life on the Oregon Trail. The player assumes the role of a wagon leader guiding his party of settlers from Independence, Missouri, to Oregon's Willamette Valley over the Oregon Trail via a Conestoga wagon in 1848. The game has been released in many editions since the original release by various developers and publishers who have acquired rights to it.

  • Pitstop II is a racing video game published in 1984 by Epyx. It allows players to race head-to-head on a split screen. It is a sequel to the 1983 Pitstop and was available on many popular platforms of the era.

    The game allows players not only race around the track, but requires that they keep an eye on their tires and fuel gauge as well. Players are able to pull in for a pit stop to change tires as well as re-fuel.

  • Planetfall is a science fiction interactive fiction computer game written by Steve Meretzky, and the eighth title published by Infocom in 1983. Like most Infocom games, thanks to the portable Z-machine, it was released for several platforms simultaneously. The original release included versions for the PC (both as a booter and for DOS) and Apple II. The Atari ST and Commodore 64 versions were released in 1985. A version for CP/M was also released. Although Planetfall was Meretzky's first title, it proved one of his most popular works and a best-seller for Infocom; it was one of five top-selling titles to be re-released in Solid Gold versions including in-game hints. Planetfall utilizes the Z-machine originally developed for the Zork franchise and was added as a bonus to the "Zork Anthology". A review in Computer Gaming World considered the game a good place to start for those new to interactive fiction.[2] It has been described as "still lovingly remembered"

  • Raid Over Moscow is a computer game for the Atari 8-bit family, Commodore 64, Amstrad CPC, BBC Micro, ZX Spectrum, Enterprise 128 and Apple II family by Access Software published in Europe by U.S. Gold. It was also released under the title Raid.

    Released during the Cold War era, Raid Over Moscow is an action game in which the player (an American space pilot) has to stop three Soviet attacks on North America, then fight his way into and destroy Moscow's nuclear facility.

  • Rescue Raiders is a game by Sir-Tech Software for the Apple II.

    In 1991 Three-Sixty Pacific released Armor Alley, a recreation of Rescue Raiders for Mac OS and DOS. It added network support, which allowed up to four players to go head-to-head.

    These games subsequently inspired Super Army War for the Game Boy Advance and its Nintendo DS sequel, Glory Days 2.

  • Roadwar 2000, sometimes referred to as Roadwar 2K, is a 1986 computer game published by Strategic Simulations, Inc.. It is a turn-based strategy game set in a post-apocalyptic future which greatly resembles the world portrayed in the Mad Max movie series.

  • RobotWar was a programming game written by Silas Warner. This game, along with the companion program RobotWrite, was originally developed in the TUTOR programming language language on the PLATO system in the 1970s. Later the game was commercialized and adapted for the Apple II family of computers and published by Muse Software in 1981. The premise was that in the distant future of 2002, war was declared hazardous to human health, and now countries settled their differences in a battle arena full of combat robots. As the manual stated, "The task set before you is: to program a robot, that no other robot can destroy!"

    The main activity of the game was to write a computer program that would operate a (simulated) robot. The player could then select multiple robots who would do battle in an arena until only one was left standing. The robots did not have direct knowledge of the location or velocity of any of the other robots; they could only use radar pulses to deduce distance, and perhaps use clever programming techniques to deduce velocity. No physical dexterity was required or even relevant in RobotWar; there was no way for the player to actually take part in the battle.

  • Robot Odyssey is an adventure game, published by The Learning Company in 1984. It was released for the Apple II, TRS-80 Color Computer, and DOS.

  • The Seven Cities of Gold is an adventure game created by Dan Bunten (and the game development team Bunten founded, Ozark Softscape) and published by Electronic Arts in 1984. The player takes the role of a late-15th century explorer for Spain, setting sail to the New World in order to explore the map and interact with the natives in order to win gold and please the Spanish court. The name derives from the "seven cities" of Quivira and Cíbola that were said to be located somewhere in the Southwest United States.

  • Silent Service is a 1985 submarine simulator computer game. It was designed by Sid Meier and published by MicroProse for various 8-bit home computers, and in 1987 for 16-bit systems like the Commodore Amiga. The follow-up game Silent Service II was released in 1990.

  • Skyfox is a 1984 action computer game developed by Ray Tobey and published by Electronic Arts. Ariolasoft published the game in Europe. Originally developed for the Apple II, it was ported to the ZX Spectrum, Amstrad CPC, Commodore 64 and Macintosh in 1985 and to the Amiga and Atari ST in 1986. The game was produced by Stewart Bonn, and Richard Hilleman also supported Ray Tobey's work; both would later become high-ranking EA product development executives.

  • Sokoban 「倉庫番」 (warehouse keeper?) is a type of transport puzzle, in which the player pushes boxes or crates around in a warehouse, trying to get them to storage locations. The puzzle is usually implemented as a video game.

    Sokoban was created in 1981 by Hiroyuki Imabayashi, and published in 1982 by Thinking Rabbit, a software house based in Takarazuka, Japan.

  • Space is a text-based computer role-playing game franchise for the Apple II that was originally designed by Steven Pederson and Sherwin Steffin of Edu-Ware Services, and then expanded upon in a sequel by David Mullich, in 1979.[1]. These games were notable for not only being one of the first science fiction RPG's to appear on personal computers, but also for providing a level of realism not found in other games of the time.[2]

    Players begin by creating characters to play in a futuristic interstellar society and then enrolling them in one of the military services: Navy, Army, Scouts, Merchant Marines, and other Services. While in the service, players choose their character's training, provided they qualify for it. Depending upon characters' physical and mental abilities, they may learn such skills as brawling, bribery, swordsmanship, computers, interstellar navigation, spaceship piloting, and so on. Through training and study, characters can also increase their base physical and mental abilities.

  • Star Trek: The Kobayashi Alternative was a Star Trek themed computer software game, designed for the Apple II Plus, Apple IIe, and Apple IIc. The game was also available for the Commodore 64, Macintosh and IBM PC. This text adventure was first published in 1985 by Simon & Schuster. The player assumes the role of Captain James T. Kirk. As Kirk, the player commands the actions of the Enterprise crew, as well as the Enterprise itself. The game was expansive and ambitious, but also very buggy.

    The plot is based on the idea that Starfleet is replacing the Kobayashi Maru scenario with a new test based on a mission from the Enterprise logs. The player is supposedly testing this "Kobayashi Alternative Command Performance Evaluation" for a Starfleet admiral.

  • Stationfall is an interactive fiction computer game written by Steve Meretzky and released by Infocom in 1987. Like the majority of Infocom's works, it was released simultaneously for several popular computer platforms of the time, such as the Commodore 64, Apple II, and PC. The game is a sequel to Planetfall, one of Infocom's most popular titles. It is Infocom's twenty-fifth game.

  • Strange Odyssey was a text-based adventure program written by Scott Adams and Neil Broome .

  • Summer Games is a sports video game developed by Epyx and released by U.S. Gold based on sports featured in the Summer Olympic Games. Released in 1984 for the Commodore 64, it was also eventually ported to the Apple II, Atari 2600, Atari 7800, Atari XL/XE and Sega Master System platforms. Amiga, ZX Spectrum, Amstrad CPC and Atari ST versions were also created for inclusion in compilations. In 2004 it would be "re-released" on the C64 Direct-to-TV.

  • Suspended: A Cryogenic Nightmare is an interactive fiction computer game written by Michael Berlyn and published by Infocom in 1983. Like most Infocom titles, it was available on most popular personal computers of the day, such as the Apple II, PC, Atari ST and Commodore 64. It was Infocom's sixth game.

  • Tetris (In Russian: Тет́рис) is a puzzle video game originally designed and programmed by Alexey Pajitnov in the Soviet Union. It was released on June 6, 1984,[2] while he was working for the Dorodnicyn Computing Centre of the Academy of Science of the USSR in Moscow, Russian Soviet Federative Socialist Republic.[3] He derived its name from the Greek numerical prefix tetra- (all of the game's pieces, known as Tetriminoes, contain four segments) and tennis, Pajitnov's favorite sport.

  • Thexder (テグザー Teguzā?) is a classic action-arcade game from Game Arts, released on a number of platforms throughout the late 1980's and 1990.

  • Tass Times in Tonetown is a 1986 adventure-themed computer game by Activision for multiple computer platforms. It was written by veteran Infocom designer Michael Berlyn and his long-time collaborator Muffy McClung Berlyn, and programmed by Bill Heineman of Interplay Productions, in cooperation with Brainwave Creations.[1]

    Tass Times was released for the Atari ST, Amiga, Commodore 64, Apple II, Apple IIGS, Macintosh and DOS. MobyGames notes that the PC port was released in the form of a booter, making the program effectively OS-agnostic.

  • Techno Cop is a 1988 action video game for the Amiga, Amstrad CPC, Apple II, Atari ST, Commodore 64, DOS and ZX Spectrum. It was subsequently ported to the Mega Drive/Genesis in 1990. The gameplay combines pseudo-3D driving in the graphical style of Outrun with side-scrolling action as the player controls a police officer driving to and then moved through various seedy locations in a one-man war against crime. The game was the first game on the Genesis to have a warning label due to its violent content.

    The game was largely panned by video game critics for its simplistic graphics, sound, and the fact that many of the levels looked too similar.

  • Time Zone is a multi-disk graphical adventure game written and directed by Roberta Williams for the Apple II. Developed in 1981 and released in 1982 by On-Line Systems (now Sierra Entertainment), the game was shipped with six double sided floppy disks and contained 1,500 areas (screens) to explore along with 39 scenarios to solve. Produced at a time when most games rarely took up more than one side of a floppy, Time Zone is believed to be one of if not the very first game of this magnitude ever released for home computer systems.

  • Civilization is a series of turn-based strategy, 4X video games produced by Sid Meier. Basic gameplay functions are similar throughout the series, namely, buiding a civilization on a macro-scale from prehistory up to the near future. As of March 12, 2008, the Civilization franchise has sold more than 8 million copies, according to Take-Two Interactive.[1][2]

    All titles in the series share similar gameplay. Each turn allows the player to move his or her units on the map, build or improve new cities and units, and initiate negotiations with the computer-controlled players. In between turns, computer players can do the same.

  • Trinity is an interactive fiction computer game written by Brian Moriarty and published in 1986 by Infocom. It is widely regarded as one of the company's best works.

    The plot blends historical and fantastic elements as part of a prose poem regarding the destructive power of the atomic bomb and the futile nature of war in the atomic age. The name refers to the Trinity test, the first nuclear explosion, which took place in July 1945. It is Infocom's twentieth game and the last game released by the company when it was solvent.

  • Ultima II: The Revenge of the Enchantress, released on August 24, 1982 (USCO# PA-317-502), is the second computer role-playing game in the Ultima series.

    It was also the only official Ultima game published by Sierra On-Line. Controversy with Sierra over royalties for the IBM PC port of this game led the series creator Richard Garriott to start his own company, Origin Systems.

  • Ultima III: Exodus is the third game in the Ultima series. Exodus is also the name of the game's principal antagonist. Released in 1983,[1] it was the first Ultima game published by Origin Systems.

  • Ultima IV: Quest of the Avatar, first released in 1985 (USCO# PA-317-504) for the Apple II, is the fourth in the series of Ultima computer role-playing games. It is the first in the "Age of Enlightenment" trilogy, shifting the series from the hack and slash, dungeon crawl gameplay of its "Age of Darkness" predecessors towards an ethically-nuanced, story-driven approach. In 1996 Computer Gaming World named Ultima IV as #2 on its Best Games of All Time list on the PC. Designer Richard Garriott considers this game to be among his favorites from the Ultima series.

  • After having mastered the eight Virtues, attaining Avatarhood and retrieving the Codex of Ultimate Wisdom in the previous game, the player (as the Avatar) is summoned back to Britannia by his old comrades Iolo and Shamino using a magic coin, which was included as a trinket in the game's box. Lord British has been lost on an expedition into the Underworld, and a tyrant known as Lord Blackthorn now rules Britannia in his stead. Three powerful beings known as the Shadowlords have corrupted Blackthorn and terrorize the eight cities of Britannia. Blackthorn enforces a strict, fundamentalist version of the Virtues, which leads to results that are anything but virtuous (for example, citizens are required to give to charity or else face execution).

    Over the course of the game the Avatar learns that the Shadowlords sprang from three shards of Mondain's Gem of Immortality (destroyed at the conclusion of Ultima I) and represent the antithesis for the three principles of the Avatar - Falsehood, Hatred and Cowardice. With the help of his old companions and some new ones, the Avatar forms the Warriors of Destiny in order to eliminate the Shadowlords, undermine Blackthorn's rule, and rescue Lord British to restore him to his throne.

  • Ultima VI: The False Prophet, released by Origin Systems in 1990, is the sixth part in the computer role-playing game series of Ultima. It was the last in the "Age of Enlightenment" trilogy.

    The game came with a cloth map of Britannia and a Moonstone made from a black colored bit of glass.

  • Ultima VII: The Black Gate is the seventh installment of the Ultima series of computer role-playing games.

    The Black Gate was critically and commercially successful, being widely lauded as a high point in the series and as one of the best isometric RPGs ever created. In an interview with GameSpot, Richard Garriott stated that Ultima VII "was the most masterfully executed of the Ultima series." He has also often stated that the game was, along with Ultima IV, his own favorite part overall.

  • Forge of Virtue was an expansion pack that adds a quest to Ultima VII in which the Avatar must pass a series of tests to revalidate himself in the three principles of Truth, Love, and Courage, and destroy the last remnants of Exodus.

    With the expansion, an earthquake takes place at the beginning of the game. After speaking to Lord British about the tremors, the player will be given free use of a ship called The Golden Ankh, and can visit the Isle of Fire to begin the expansion subquests. The Isle of Fire was previously the site of Castle Exodus in Ultima III, and reappears only during this game.

    The main plot of the subquests involves destroying the Dark Core, which contains the last remnants of Exodus. In order to do so, the Avatar must obtain three talismans of Truth, Love and Courage, by passing their respective tests. The concave and convex lenses from Ultima VI are also required to complete the quest.

    The player is rewarded with a powerful weapon, The Black Sword, during the test of Courage. The Avatar also gains maximum strength, intelligence, and dexterity in the course of the tests, and after completing the quest, Lord British grants the player double strength on top of that. The Golden Ankh contains many extra supplies and the Avatar can use it for the rest of the game, making it unnecessary to purchase deeds from shipwrights.

  • Ultima VIII: Pagan is a video game, the eighth part of the computer role-playing game series Ultima. It was not as well-received as its predecessors, Ultima VII and Ultima VII Part Two: Serpent Isle. Developed in 1994, it is a DOS only title and is also the first game in the series to be rated M in North America.

  • Wasteland is a post-apocalyptic computer role-playing game first released in 1988. The game was designed by Alan Pavlish, Brian Fargo, Michael A. Stackpole and Ken St. Andre, programmed by Pavlish, and produced by David Albert for Interplay Productions, and published by Electronic Arts.

  • Where in the U.S.A. is Carmen Sandiego? is a computer game based on the popular game, Where in the World Is Carmen Sandiego? In the game, players, who are ACME agents, travel to 51 locations around the United States (50 cities and the District of Columbia) in order to find Carmen Sandiego's V.I.L.E. henchmen. At the first rank, gumshoe, the player has 6 days (144 hours) to track down, identify, issue a warrant for, and capture the criminal. Every third or fourth crime a player solves, he goes up in rank. This means that the player will have to travel through another city in the same amount of time. There are ten different ranks, and the player will run into Carmen at the rank of Master Detective after he has solved 38 crimes.

  • Where in the World Is Carmen Sandiego? is the title of several edutainment computer games in the Carmen Sandiego series that teach geography. The World games, often marketed as the flagship products of the Carmen series, were created by Brøderbund Software from 1985 to 1996 with another version released by The Learning Company in 2001. A remake of the first game was released on Facebook in 2011.

  • Where in Time is Carmen Sandiego? is the title of three edutainment computer games in the Carmen Sandiego series that teach history. The concept was later adapted into a television show on PBS.

  • Winter Games is a sports video game developed by Epyx (and released in Europe by U.S. Gold), based on sports featured in the Winter Olympic Games.

    A snow-and-ice themed follow-up to the highly successful Summer Games, Winter Games was released in 1986 for the Commodore 64 and later ported to several popular home computers and video game consoles of the 1980s.

    The game was presented as a virtual multi-sport carnival called the "Epyx Winter Games" (there was no official IOC licensing in place) with up to 8 players each choosing a country to represent, and then taking turns competing in various events to try for a medal.

  • Wizardry: Proving Grounds of the Mad Overlord is the first game in the Wizardry series of computer role-playing games. It was developed by Andy Greenberg and Robert Woodhead, and launched at a Boston computer convention in 1980. In 1979, Robert Sirotek and Fred Norman created Sir-tech Software, Inc. to distribute the game, and it was released in 1981.[2]

    The game was one of the first Dungeons & Dragons-style role-playing games to be written for computer play, and the first such game to offer color graphics.[3] It was also the first true party-based role-playing computer game.[2]

    The game eventually ended up as the first of a trilogy that also included Wizardry II: The Knight of Diamonds and Wizardry III: Legacy of Llylgamyn.[4] Proving Grounds needs to be completed in order to create a party that could play in the remainder of the trilogy.

  • Wizardry II: The Knight of Diamonds is the second scenario in the Wizardry series of computer role-playing games. It was published in 1982 by Sir-tech Software, Inc..

  • Wizardry III: Legacy of Llylgamyn is the third scenario in the Wizardry series of computer role-playing games. It was published in 1983 by Sir-tech Software, Inc..

    The City of Llylgamyn is threatened by the violent forces of nature. Earthquakes and volcanic rumblings endanger everyone. Only by seeking the dragon L'Kbreth can the city be saved.

    Legacy of Llylgamyn is another six level dungeon crawl, although the dungeon is a volcano so the party journeys upwards rather than downwards. The gameplay and the spells are identical to the first two scenarios. Parties of up to 6 characters could adventure at one time.

    Characters had to be imported from either Wizardry: Proving Grounds of the Mad Overlord or Wizardry II: The Knight of Diamonds. However, since the game was set years later, the characters were actually the descendants of the original characters. They kept the same name and class, could select a new alignment (class permitting), and were reset to level one.

  • Zak McKracken and the Alien Mindbenders is a graphical adventure game, originally released in October 1988 [1], published by LucasArts (known at the time as Lucasfilm Games). It was the second game to use the SCUMM engine, after Maniac Mansion. The project was led by David Fox and was co-designed and co-programmed by Matthew Alan Kane.

    Like Maniac Mansion, it was developed for the Commodore 64 and released in 1988 on that system and the PC. An Apple II version was apparently planned, but never released. The following year, the game was ported to the Amiga and Atari ST and rereleased on the PC with enhanced graphics. Finally, a version was produced for the Japanese FM-Towns computer, which came on a CD-ROM and featured 256-color graphics, full soundtrack and redrawn sprites in Anime style (when played in Japanese).

  • Maniac Mansion is a 1987 graphic adventure game developed and published by Lucasfilm Games. It was Lucasfilm's first published video game, and it was initially released for the Commodore 64 and Apple II. A comedy horror parody of B movies, it follows teenager Dave Miller as he ventures into a mansion and attempts to rescue his girlfriend from an evil mad scientist. The player uses a point-and-click control system to guide Dave and two of his friends through the mansion, avoiding its dangerous inhabitants and solving puzzles. The game was conceived in 1985 by Ron Gilbert and Gary Winnick, and the story was based on horror film and B movie clichés with humorous elements added in. The characters were based on people the developers knew as well as from characters from movies, comics, and horror magazines.

  • Day of the Tentacle, also known as Maniac Mansion II: Day of the Tentacle,[1][2] is a 1993 graphic adventure game developed and published by LucasArts. It is the sequel to the 1987 game Maniac Mansion. The game's plot follows Bernard Bernoulli and his friends Hoagie and Laverne as they attempt to stop the evil Purple Tentacle—a sentient, disembodied tentacle—from taking over the world. The player takes control of the three and solves puzzles while using time travel to explore different periods of history.

    Dave Grossman and Tim Schafer co-led the game's development, their first time in such a role. The pair carried over a limited amount of elements from Maniac Mansion and forwent the character selection aspect to simplify development. Inspirations included Chuck Jones cartoons and the history of the United States. Day of the Tentacle is the eighth LucasArts title to use the SCUMM engine, and the company's first title to feature voice acting.

    The game was released simultaneously on floppy disk and CD-ROM to critical acclaim. Critics focused on its cartoon-style visuals and comedic elements. Day of the Tentacle has featured regularly in lists of "top" games published more than a decade after its release, and aspects have been referenced in popular culture.

  • Zaxxon is a 1982 arcade game developed and released by Sega. Some sources[2][3][4] claim that Japanese electronics company Ikegami Tsushinki also worked on the development of Zaxxon. The game gives the player the experience of flying a fighter craft through a fortress while shooting at enemy entities (missiles, enemy gunfire, etc.) The object of the game is to hit as many targets as possible without being shot down or running out of fuel—which can be replenished, paradoxically, by blowing up fuel drums.

  • Doom II: Hell on Earth is an award winning first-person shooter video game and second title of id Software's Doom franchise.[1] Unlike Doom which was initially only available through shareware and mail order, Doom II was a commercial release sold in stores. Master Levels for Doom II, an expansion pack that includes 21 new levels, was released on December 26, 1995 by id Software.

  • Duke Nukem 3D is a first-person shooter computer game developed by 3D Realms and published by GT Interactive Software. The full version was released for the PC (the shareware version was released on January 29, 1996). It is a sequel to the platform games Duke Nukem and Duke Nukem II published by Apogee. An expansion pack, Plutonium Pak, was released in November 1996.

    Duke Nukem 3D features the adventures of the titular macho Duke Nukem (voiced by Jon St. John), who fights back an alien invasion on Earth. Reception of Duke Nukem 3D has been largely positive. Reviewers praised the interactivity of the environment and the humor within the game. Similarly it was a big commercial hit selling about 3.5 million copies.[4] The game's erotic elements and portrayal of women have incited controversy. After fifteen years in development hell, a direct sequel was released called Duke Nukem Forever.

  • The Secret of Monkey Island is a graphic adventure game developed by Lucasfilm Games and published by the same company after its name was changed to LucasArts. The game spawned a number of sequels, collectively known as the Monkey Island series. The fifth game to use the SCUMM engine, The Secret of Monkey Island was released in October 1990,[1] and was primarily designed by Ron Gilbert, with Tim Schafer and Dave Grossman. The trio also led the development of the sequel Monkey Island 2: LeChuck's Revenge.

  • Command & Conquer (often abbreviated as C&C or CnC) is a video game franchise, mostly of the real-time strategy style as well as a first-person shooter game based on the former. The Command & Conquer series was initially developed by Westwood Studios between 1995 and 2003, with development being taken over by Electronic Arts with the liquidation of Westwood Studios in 2003.

  • The Settlers II: Veni, Vidi, Vici (original German title: Die Siedler II: Veni, Vidi, Vici) is a real-time strategy computer game, released by Blue Byte Software in 1996. Its gameplay is very similar to that of its predecessor, The Settlers, albeit with a Roman theme and improved graphics. It is the second game in The Settlers series.

    Many fans of the franchise consider this the best game of the Settlers series, primarily because future installments changed the transport management aspect considerably.[citation needed] This popularity more recently boosted Blue Byte's decision to publish a remake of the game, The Settlers II 10th Anniversary for Windows and Nintendo DS port.

8 Comments

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crcruz3

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Great list.

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nyq

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Edited By nyq

Greetings, i am trying to remember an old mac game, late 80s early 90s. I had a mac performa 560. The game was on a 3.5in floppy. Ill describe the things i recall. Point and click game with like poor photo realistic graphics at first, you begin in a bedroom, everything is black and white. You more thru the rooms, i remember a annoying little brother room, also a bathroom. Eventually you fall asleep and wake up to everything in color, and more cartoony, and changed, like If you go back in that bathroom there is a tentacle monster (or something) in there now. After you leave the house, i remember there is a wolf/fox guy you need to get a fake ID from, also i rememebr like a giant government office of hallways with identical doors, and some alien looking guys working behind the desk. I never got very far in the game, but its haunted me for years, hope you can help me track down the name, thanks in advance!

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alexltair

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@nyq:

Hugo’s House of Horrors ?

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nyq

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@alexltair thats not it but thank you for trying. In the game i am remembering you dont see your character ever, so 1st person.

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spencer1112

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@nyq: I think I found it — the game was Dream Zone!

I hope somebody reads this so I can get credit...... :)

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nyq

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@spencer1112: Holy shit this IS it! DREAM ZONE! I am blown away. First so many friends I that talk retro games with said i made it up. Every few years i would try to deep search the web and look at every game on lists like this one, or thru the mac archive just hoping id see the cover and find it, and always nothing. Honestly I posted here with no expectation that anyone would respond or whatever. I was taking a mid day nap when i got this notification, so i woke up to this AMAZING news and immediately searched and found a walk-through on youtube, which was so incredibly satisfying after all these years to not only see it again and know I was not imagining it, but get to see what happens after you get the form for the fake ID! My 10 year old self could never get past that government building, and I see now that it was purposely deigned to take forever and be over complicated. I feel vindicated that I wasn't just that bad at the game. lol. I knew i was on the right track thinking Nightmare Zone all this time, this is so cool. Thank you SO much Spencer1112 for solving this one, and actually responding when you did, you get the credit for sure! I gotta know if you had played this or how you heard of the game or knew what it was. Did you have to do research or stumble on it? I swear i looked and looked even in pdf scans of gaming mags with games reviews from the period and all over any forum i could find, so good on you man!

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spencer1112

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@nyq:

Thanks. Yeah, I’ve never played the game or even heard of it. I was just wandering through some of the retro gaming sites and I saw your post. I saw you originally posted the info 2 years ago and then replied to a post 8 months ago, so I figured you really wanted to solve this. I’m usually pretty good at deep diving the internet and thought it would be an interesting challenge. I just searched for - retro computer game apple “fake ID” walkthrough - and a walkthrough for the Amiga version popped up a few pages down. The walkthrough mentioned something about a Fox so I knew I had it! Lol. Glad I could help out!