Spitfire Ace 1984 Simulation
One of the earliest flight sims by MicroProse, Spitfire Ace was designed by Sid Meier for the Atari and converted to PC version by R. Donald Awalt. The game depicts aerial combat over Europe in World War II. Your goal: pilot the Royal Marine Spitfire and defend London during the Blitz. Despite hardware limitations at the time, Spitfire Ace managed to present a reasonably realistic flight model, with decent graphics and animations (although like most early flight sims, it is almost impossible to tell different types of planes apart). There are 15 different scenarios you can choose from, ranging from...
Lords of Conquest 1987 Strategy
A classic wargame, Lords of Conquest is an abstract simulation that is easy to learn and play. The game is based on a little-known board wargame of the same name, and fortunately is a big improvement over that version. Gameplay is similar Risk the boardgame, with more emphasis on resource management. Each player takes turn at the beginning of the game to choose territories, and once every territory has a ruler, the race to conquer the entire map begins. Waging war is limited to moving stockpiles and armies across the map, although careful planning is key to winning, since each territory...
Exotic Car Showroom 1992 Educational
One of the more obscure releases from Capstone, and for good reason, Exotic Car Showroom is an average application that showcases a few car makes, without any "game" element. Unlike Ford Simulator that lets you test drive new Ford models in a first-person perspective sim, Exotic Car Showroom is just a database of a few cars that you can view statistics on-no more, no less. If you are interested in what new cars were made around 1991-1992, then you might find a few minutes' worth of enjoyment from another average release from Capstone, the "nadir" of computer gaming. Otherwise, you...
World War 2: Battles of South Pacific 1993 Strategy
World War II: Battles of the South Pacific is seemingly designed for all levels of war gamers rather than specifically for the die-hard purists that demand full accuracy in all things from a war game. While ships, submarines, aircraft and like hardware are based on historically accurate information, the actual game play and strategy needed to complete scenarios successfully doesn't always emulate proven war tactics. That's not necessarily fatal but expert war gamers will definitely be put off by the loosely structured approach to historical strategies and events. An example of this is the rigid and often incorrect alignment of...
Jagged Alliance: Deadly Games 1995 Strategy
In Jagged Alliance: Deadly Games you take a group of mercenaries (mercs) through a series of missions. Gameplay is almost identical to the original Jagged Alliance, featuring overhead-view turn based combat taking place over an area map. The main difference between the two products is the addition of new mission types, new weapons, multiplayer (over an IPX network), as well as scenario and campaign editors. Players begin by hiring up to six mercenaries from a roster of many and equip them with necessary weapons and items. They are then assigned to a mission with particular and unique objectives. The missions...
Secret Weapons Over Normandy 2003 Arcade action
I still have fond, fond memories of X-Wing, although time has blurred them a little. You know, turned them a sepia tone, making them nostalgic while obliterating any frustration, anger and grief that was felt at the time. But some of those memories achieved clarity again while playing Secret Weapons Over Normandy. Both games had Larry Holland at the helm. And both games feature missions that approach "mind-exploding." On more than a few occasions, I had to walk away from Secret Weapons Over Normandy. While the multi-part missions and level designs are top notch, actually finishing some of them will put...
Heaven & Hell 2003 Strategy
God games are a tricky genre for designers to create titles in because of their subject matter. You have to establish an all-powerful, or nearly all-powerful deity that can influence and manipulate their world in numerous ways. You have to persuade a number of denizens on the surface of the world to believe in your existence and the spectacles that you create in front of them. Perhaps more importantly, your struggle against opposing gods has to be seen as an important life and death struggle for the souls of every character on a level. Unfortunately, not every title designed manages...
Shannara 1995 Adventure
Shannara is a great adventure game made by the same people as the popular series from Sierra, Quest for Glory. The story is taken from the novel with the same title so if you have read this one you will have a great advantage compared to people that haven't read it once the game starts. The game has the same great graphics as games like Monkey Island the later games in the Sierra adventure series like Quest for Glory and King's Quest so you can't complain there. As mentioned earlier the game is based a lot on the original novel and...
Guy Spy 1992 Arcade action
In early 1990s, Readysoft released a number of animated action games that became instant hits on the Laserdisc platform, although their PC counterparts suffered poor sales in comparison. This is by no means surprising: although these games boast very high production values and excellent animations which are created by Don Bluth Studios, their value as a game is sorely lacking. These game are little more than PC version of "choose-your-own-adventure" books, in which gameplay is boiled down to choosing an action from multiple choices. PC versions are, naturally, cut-down versions from Laserdisc originals, with many sequences missing altogether. It wasn't...
Pref Club 1991 Strategy
Pref Club is a decent card game that is notable for introducing something that is missing from most card/casino games: club atmosphere. Instead of putting you in a tournament environment as in QQP's underrated Bridge Olympiad, or the casino environment Capstone implemented well in their games, Pref Club casts the game of bridge in the context of an exclusive card-playing club. After identifying yourself and your tastes, you are welcome to the club by a stodgy butler. The game itself is straightforward: choose two other club members to be your playing partners for the day. I don't know the English...
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