Corridor 8: Galactic Wars was the planned sequel to Corridor 7, a first-person shooter by Capstone Software. The sequel used the Build engine and was supposed to be released in early 1997. However, Capstone and its parent company Intracorp Entertainment went bankrupt in 1996. One of the former developers published an early prototype including the source code and a design document of this game.
According to the document, Corridor 8 was planned to have 6 episodes with 10 maps each. The episodes were broken up into two sides: the human "Allied" and the alien "Axis", three episodes for each side. This game was also supposed to feature 18 characters plus 6 aliens redone from Corridor 7, 20 weapons to choose from and a secret weapon, and multi-player network gaming for up to 8 players.
The player must find a captured elf who has been frozen by the evil Polar bear king. You must survive the journey past the roaming bears and enter the castle holding the frozen elf.
Your task in this arcade game is to guide a frog across a treacherous road and river, and to safety at the top of the screen. Both these sections are fraught with a variety of hazards, each of which will kill the frog and cost you a life if contact is made.
Shooting Gallery is a simple game for DOS simulating a shooting gallery. You control mainly with the mouse to aim and try to hit targets to score points.
The game is divided into 7 rounds where each round has a different shooting game or a little bit more difficult version of a previous round.
Round 7 is always the Shootout which is a race against time to shoot as many badies as you can before the time limit runs out.
In this comedic espionage game, you play as Agent Arthur Yahtzee of the Special Secret Service. Your mission is to stop the most evil and sadistic human in the multiverse, Doctor Diablo, from ever using Hell’s Cheesecake to return to his home dimension.
Angra-I is a text-based adventure developed by Renato Degiovani, about a crazy programmer who has put the nuclear reactor at the Angra dos Reis power plant in the process of self-destruction, and now you, the player, need to enter the power plant, find the reactor control terminals, and deactivate the program that is controlling everything.
Time is short, and the player cannot waste it by trial and error. You have to think and act in the right direction, or else... Booooom!
The Abort/Retry/Fail team is proud to present the famously lost INFINITE ADVENTURE. This game is a visionary pioneer in procedural text generation, randomly generating rooms, maps, items, descriptions, and puzzles for a text adventure set in a Victorian mansion. INFINITE ADVENTURE was available for sale for only one month through a Spring 1987 shareware catalog published in Cleveland, Ohio.
An "interactive feelie" accompaniment to B.J. Best's game And Then You Come to a House Not Unlike the Previous One.
From the main menu the player can choose single missions (playing either alone or in networked multiplayer), a campaign consisting of missions strung together or to undergo training at the Soviet airbase at Saratov. The training is very extensive and teaches the use of weapons and avionics systems, navigation, battle tactics etc.
Combat can take place in three locales: Kazakhstan, Korea or Afghanistan. The Campaign mode features video clips as well as a detailed briefing before each mission, complete with a mission description, a detailed map and the ability to choose the desired ordnance.
The flight itself can be in novice mode, stable mode and realistic mode.
Short, single player, humorous text adventure game. Claimed to be one of the first works of erotic interactive fiction, as well as one of the first games to allow the player to choose their sex and sexual orientation, with different paths depending on those choices.
MECC released a DOS version of The Oregon Trail that was essentially identical to the Apple II version. However, the graphics had to be redrawn for the DOS version, using a different color palette and a slightly different resolution – and therefore screen shots of the DOS version are slightly different than the corresponding Apple II screen shots.
Manage your team through the 1996 championship and beyond. Choose to go for glory right away or build your team and keep it at the top for the next decade.
With full management control of engineers, contracts, sponsors, training, negotiations, drivers, merchandising, design, development, testing and race weekends it is up to you to get your team to the top!