Games developed by ERE Informatique
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Amelie Minuit
You are Amelie, a blonde worker in a Parisian skyscraper. At 11 o'clock at night you realize that you have forgotten a very important document in the office and also the way to it. But you can't go home without the document, so you have to go back to the office, take it with you and leave the skyscraper. You also know that at 0. 00 A. M. the electricity in the skyscraper will turn off, and after that you can't go anywhere, so you have to do your female mission in one hour. The Skyscraper has 29 levels, 224 offices, 112 lobbies, 1 terrace, 336 doors, 8 keys and 1 document.
You have to get useful objects and walk from one office to another using them and looking for your document. Some doors must be opened with keys, which you have to find. Your commands include 'Open', 'Take', 'Look', 'Run', 'Take the key' and 'Read'.
There are five difficulty levels in the game, ranging from 'Very Easy' to 'Impossible'.
Bubble Ghost
Bubble Ghost is a classic DOS game that was released in 1988 by ERE Informatique. This game is a hit among old-school gamers and is loved for its simple yet addictive gameplay. In Bubble Ghost, players control a ghost who must guide a bubble through various obstacles to its destination. This game challenges players' problem-solving skills, patience, and reflexes, making it a true test of skill.
The premise of Bubble Ghost is quite straightforward - players control the ghost with their keyboard, guiding the bubble through a maze of rooms, each with different obstacles. The ultimate goal is to safely guide the bubble to its exit point without popping it. This might sound simple, but as players progress through the levels, the difficulty increases significantly. The obstacles become more complex, and players must navigate through tight corners, spinning blades, and even navigate underwater!
What sets Bubble Ghost apart from other DOS games of its time is its use of physics. The bubble behaves realistically and can be affected by the ghost's movements and reactions to obstacles. This adds an extra layer of depth to the gameplay, making it all the more engaging. The game also features beautiful, pixelated graphics and a catchy soundtrack that is sure to keep players hooked for hours on end.
One of the most notable aspects of Bubble Ghost is its level design. There are 35 levels in total, each with a unique layout, obstacles, and challenges. The game ramps up in difficulty gradually, ensuring that players have a chance to adapt to the new mechanics before things get too challenging. This makes it a perfect game for both beginners and experienced players. Completing each level requires problem-solving skills, quick reflexes, and precise movements, creating a satisfying sense of accomplishment.
Another highlight of Bubble Ghost is its replay value. With 35 levels, each with multiple routes, players can always go back and try to beat their previous score or find new paths to reach the exit. This adds a layer of strategy and encourages players to think outside the box, ensuring a fresh and rewarding experience every time they play.
Captain Blood
Released in 1988 for DOS, Captain Blood delivers a delightfully swashbuckling blend of action and strategy that feels like it was tuned for the late 8-bit era. Instead of confining you to a single repetitive loop, it invites you to plot routes, manage resources, and then commit to tense moments at sea and on deck. The premise is simple yet effective: you command a pirate crew driven by profit, revenge, and survival, pushing through a string of encounters that punish sloppy navigation and reckless spending.
Combat in this game carries an old-school punch. When battles begin, you are forced to think in short bursts, shifting between positioning and timing. Cannons, melee pressure, and the chaos of boarding create a constant sense of urgency, while enemy behavior gives your choices real consequences. Between fights, you feel the rhythm of planning: charting courses, scanning for threats, and deciding when to fight, when to retreat, and when to gamble on an opportunity. That push-pull between calculation and adrenaline is where the design shines.
Visually, the presentation leans on DOS-era clarity rather than flashy modern effects. Sprites and environments communicate movement and damage with a practical directness, letting you track hazards without drowning in unnecessary detail. The interface supports quick decision making, which matters because the game often asks for fast judgment under shifting conditions. Audio reinforces the swashbuckler atmosphere with energetic cues that underline victories and heighten tension during sieges, though it remains more functional than theatrical.
The mechanics reward experimentation. Upgrading assets, refining tactics, and learning how different opponents approach can turn a disastrous skirmish into a repeatable tactic. The progression also nudges you to balance risk: take too many fights early and you may run out of the very supplies needed for later survival. Win decisively and you begin to steer the campaign with greater confidence, transforming your crew from scrappy raiders into a dangerous force. It is the kind of structure that encourages players to develop personal habits, then test them against tougher situations.
Its appeal endures because it captures the sensation of being a commander, not merely a button masher. The title is remembered for its blend of nautical adventure and tactical pressure, delivered with the hardware limitations of its time. For anyone who enjoys classic DOS games, it offers a satisfying taste of piracy with enough systems depth to keep revisiting feel worthwhile.
Chamber of the Sci-Mutant Priestess
Set in a post-apocalyptic world, Chamber of the Sci-Mutant Priestess puts you in the shoes of Raven, a young 'Tuner' (psionic mutant), who works for the Tuner Netwerk. One day, while on a mission with her friend Sci Fi, she witnesses the massacre of a 'Normal' town by a group of Protozorqs (physical mutants). Raven and Sci Fi disobey the Netwerk's instructions and fight the Protozorqs. In the ensuing fight, Sci Fi is captured and taken to the mountain temple of the Protozorqs. Raven vows to save her, for which he is also captured. At the beginning of the game, Raven is imprisoned in the crazed temple of the Protozorq, where it seems that something sinister and totally insane is about to happen. Apparently, Raven has to go through five trials to become a 'Divo' (a Messenger of the New Solution). For each test she completes, she will receive a Vort skull. Can she complete all five tests, save Sci Fi and destroy Protozorq's diabolical plot in time?
Chamber of the Sci-Mutant Priestess (originally titled Kult: The Temple of Flying Saucers) is a puzzle-solving adventure game. To solve the puzzles, Raven will sometimes have to collect and trade items; but more often, the use of the eight 'psi powers' is required. These powers range from a simple light spell ('Solar Eyes') to instant death ('EV' - extreme violence) and complex psychological effects ('Brainwarp'). The five trials can be completed in any order, or even skipped to reach a different ending. A time limit is imposed on the tests, which is calculated in turns. There is also a 'wait' command, which allows you to skip a turn.
Eden Blues
Eden Blues is an action/adventure game by ERE, a French developer known for making quirky titles. From MobyGames' description:
'In this real-time adventure you are a prison prisoner guarded by droids. And you know the list of their duty: some of them are on duty by day, others by night. You have to find your way out of the maze using your legs and your ability to hit the doors. Your health decreases over time, and you must find the bottles to recover. When you are hitting the door, your physical stamina decreases and you must find a food to recover it. In [the] game you will also find the coins for the coffee vending machines, but watch out for talking portraits and other traps...'.
The game is fun, but the adventure elements are not as well integrated as OCEAN's classic The Great Escape. Your health steadily declines (from languishing too long in jail, perhaps?) and adds to the sense of urgency throughout the game, but fortunately those bottles aren't that hard to find. Mapping is a must in this game, otherwise you might find yourself back where you were before, with no more bottles to collect. The only thing in the game that can be called 'puzzle' is the need to observe the movement patterns of the droids.
Even with the interesting new objects you'll find every few screens, Eden Blues just isn't as fun or original as the other ERE classics. Play The Great Escape instead if you want a jailbreak action game.