Games developed by Evryware
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Manhunter: New York
Earth has been invaded by the Orb Alliance, and a strictly restricted regime has been instituted for the remaining humans. Brown monk robes are the only clothing allowed, talking is a capital offense, and every human has been implanted with a tracking chip that records their every move. To hunt down criminals, the Orbs recruit 'Manhunters', humans with access to advanced technology and selected to be a combination of police and bounty hunters. The player controls one of these Manhunters as they unravel a conspiracy in the decaying heart of New York's ruins, and a mysterious serial killer on the loose.
Each chapter begins with orbs that assign the player's unnamed Manhunter a crime (such as a murder) or a target to investigate. The player obtains clues by using the 'MAD' computer, which displays records of all civilian movements in an area in an overhead map view. Starting with the victim and following the people who have encountered the victim that day, the player can move into a first-person investigative view at various New York landmarks to find clues to the suspect's identity. At the end of the day, the player must report the correct name of their suspect to the Orbs.
Manhunter uses a modified version of Sierra's AGI interpreter, with a rudimentary point-and-click interface to locate and uncover clues at investigative locations. At various points throughout the investigation, the player will also have to directly control the Manhunter in arcade-style challenges, such as dodging gang attacks or throwing knives through the fingers of bar patrons.
Pyrosaurus
Released in 1997, Pyrosaurus emerged as a captivating addition to the landscape of DOS games. Developed by an ambitious team of programmers, this title stands out not just for its quirky premise but also for its unique blend of adventure and puzzle-solving elements. Set in a vividly imagined prehistoric world, players step into the role of an energetic dinosaur navigating through a grassy expanse filled with fiery obstacles and intricately designed levels. The charm of Pyrosaurus lies in its ability to combine playful graphics with engaging gameplay, resonating with gamers eager for both challenge and nostalgia.
At the core of the game's appeal is its protagonist, a lively dinosaur equipped with the ability to breathe fire. This fascinating twist allows players to combat various threats, including a colorful array of enemies from other creatures to environmental hazards. The gameplay mechanics are intuitive, empowering players to easily grasp the controls while still delivering an exhilarating experience. The combination of jumping, dodging, and unleashing fire at foes creates a dynamic rhythm that keeps players consistently entertained. Each level is strategically crafted, offering a mild increase in difficulty that encourages exploration and experimentation.
The game's audiovisual presentation is another noteworthy aspect that contributes to its lasting charm. The graphics are bright and vivid, effectively capturing the playful spirit of its prehistoric setting. Each environment is intricately designed, showcasing lush landscapes peppered with engaging obstacles and enemies that add to the immersion. The sound design also deserves mention; catchy tunes and sound effects complement the visuals, enhancing the overall atmosphere. This craftsmanship results in an appealing package that resonates with gamers looking for a light-hearted escapade.
Pyrosaurus welcomes a broad spectrum of players, from those seeking a casual gaming experience to those yearning for a nostalgic dive into their childhood. While the gameplay mechanics are straightforward, the variety of levels and challenges keep even seasoned gamers engaged. Players often find themselves drawn back to the vibrant world, taking pleasure in mastering the levels and discovering hidden secrets scattered throughout the game. Its uncomplicated yet intriguing design makes it accessible, further solidifying its place in the pantheon of memorable DOS titles.
Despite the passage of time since its release, Pyrosaurus remains a testament to the creativity involved in mid-'90s game development. Through its delightful artistry and compelling gameplay, it has carved a niche in the hearts of many who experienced its charm. The game is a shining example of how engaging narratives and fun mechanics can flourish, capturing the essence of what makes vintage gaming so endearing. For those seeking a slice of nostalgia or simply a fun way to pass the time, revisiting Pyrosaurus can ignite a sense of joy and wonder that transcends the years.
Sierra Championship Boxing
One of Sierra On-Line's first releases, this game allows you to design your own boxer before taking him to the ring. You can play as a black or a white, a cartoon character or a kangaroo (!).
There are three game modes:Fully interactive: You control all your fighter's movementsTraining: You tell your fighter how to fight (aggressive, punching, defensive, etc. ) between roundsFully simulated: The computer does all the fightingStats are entered in text variables, allowing you to not only customize your fighter very specifically (reach, height, weight, etc. ), but also to recreate some of the best boxers in history and match them in a simulation.
Supports two-player mode.
Space Dude
Space Dude is a fun and quirky action game from FormGen.
Advertised as 'an interactive animated movie where you control the action', it's actually a loop of mini-games linked by cutscenes to advance the story. The story: the evil Dorf King has kidnapped the princess and his mechanical strike force Hopper is attacking the Golden City. It's up to you to help Space Dude (a hero who looks like Mr. Potato Head on a surfboard) rescue the princess and save the kingdom. You can do this in three ways: by building defensive bases from which to keep the Hoppers at bay, by taking on the Hoppers directly, or by taking the fight to King Dorf himself. The game ends when you manage to defeat King Dorf. Whatever action you decide to take, you have to travel to your destination point. During this time, you will enter an 'interactive sequence' in which you will usually have to avoid obstacles that the Dorf King or Mother Nature has placed in front of you. Once you have arrived, you will enter another 'interactive sequence' in which you will have to destroy the bad guys, whatever their form. As there are a dozen variations of both types of 'interactive sequences', the game seems to be very dynamic. This means that you will be able to play different interactive sequences even if you try to perform the same action repeatedly. This adds a lot of variety to the game, even though it essentially only has two types of gameplay: shoot'em-up and obstacle avoidance episodes. Graphics-wise, the game is pretty badly pixelated, although the cutscenes are much better. The backstory is also totally superfluous, though amusing in parts.
All in all, Space Dude has enough humor and gameplay to keep action gamers interested. It takes a little while to get used to the controls and know what to do in each scenario, but once you get the hang of the game, it's quite fun. If you like Wacky Funsters or similar action games, you'll have a lot of fun with this game. I give it a thumbs up, even though it's not the best.
SpaceKids
Zeet and Deedle's grandfather is a great explorer, but he hasn't returned to the Moon from his last destination - Earth! His grandchildren are tasked with tracking him down and rescuing him from whatever Earthly threat has been holding him back, after interacting with a wide range of whimsical and surreal characters.
SpaceKids is a good sample of what interactive movies were like just before the CD-ROM format became the new standard for storing extensive multimedia content: instead of digitized actors with many megabytes, we have pre-rendered sprites in bytes versus 3D backgrounds, which rotate around the screen and stretch or deflect in real time with every possible bump or nudge. To please the kids, almost everything that isn't made of candy has a human face with big, pleading eyes somewhere.
Gameplay loosely follows the model established by Dragon's Lair: non-interactive (sometimes lengthy) animated segments are punctuated by episodes of player intervention, which consist of moving the actor of the moment - sometimes our protagonists, sometimes their opponent - in the right direction at the right time to pass some timed obstacle or choose a fork in the plot. Unlike Dragon's Lair, death doesn't lurk around every corner; failing to successfully overcome the obstacle (or, uh, vaguely interact with the strange new situation in the arbitrarily appropriate manner) usually just yields another opportunity to do so.
The Ancient Art of War
The Ancient Art of War, a strategy game released in 1984 for the DOS operating system, is a true classic in the world of video games. Developed by Evryware and published by Broderbund, this game takes players back to ancient times, where they can relive the battles and strategies of ancient civilizations.
Upon starting the game, players are given a choice between three great ancient empires: Greeks, Persians, and Egyptians. Each empire has its own strengths and weaknesses, as well as unique units and strategies. The game revolves around the concept of warfare, and players must use their tactics and strategies to defeat their enemies and conquer new territories.
One of the unique features of The Ancient Art of War is its use of terrain and weather. Players must take into account factors such as elevation, trees, and bodies of water when planning their attacks and defenses. Additionally, weather conditions such as rain or snow can affect the movement and visibility of their units. This adds a layer of realism and challenges to the game, making it more than just a simple strategy game.
The game has three different modes: Campaign, Skirmish, and Editor. The Campaign mode takes players through historical battles and events, while the Skirmish mode allows for customizable battles on different maps. The Editor mode is a favorite among players, as it allows them to create their own custom maps and scenarios, adding endless possibilities to the game.
The graphics and sound of The Ancient Art of War may not be impressive by today's standards, but they were revolutionary for its time. The 8-bit graphics and simple sound effects perfectly capture the essence of the ancient world. The game also has a user-friendly interface, making it easy for players to navigate and control their units.
Despite being released almost four decades ago, The Ancient Art of War is still beloved by many gamers. Its simple yet challenging gameplay, historical accuracy, and endless replayability make it a timeless classic. The game has also inspired many other strategy games, paving the way for the genre in the video game industry.
The Ancient Art of War at Sea
The Ancient Art of War at Sea, a tactical warfare simulation launched in 1987, stands out as a classic in the realm of DOS gaming. Developed by Evryware and published by the notorious Broderbund, this strategy-based title elevated naval combat simulators beyond mere entertainment. By immersing players in historical naval conflicts, it encouraged a blend of cunning strategy and tactical execution that captivated a generation of gamers.
Setting itself apart from its contemporaries, The Ancient Art of War at Sea offered a rich tapestry of gameplay. Players were thrust into complex naval theaters during significant historical eras, making decisions that could change the course of maritime encounters. The game featured a variety of ships, including galleons and smaller vessels, each with unique capabilities and roles. This intricacy allowed for diverse strategies, as players could choose to engage in all-out assaults or employ more nuanced tactics, such as flanking maneuvers or diversionary tactics.
The interface of The Ancient Art of War at Sea, though rudimentary by today's standards, provided an intuitive method for engaging with its mechanics. The top-down view afforded players a strategic overview of the battlefield, allowing for the careful positioning of fleets and real-time decision-making as engagements unfolded. This design facilitated a focus on strategy rather than raw reflexes, nudging players toward a cerebral approach to combat. The limited graphics, characterized by pixelated ships and simplistic animations, did little to detract from the intricate strategic depth present within the game.
What truly distinguished The Ancient Art of War at Sea from other games in the genre was its extensive tutorial and scenario modes. The inclusion of historical scenarios enabled players to explore real battles with their specific contexts and challenges. This educational aspect, coupled with the thrill of competition, piqued interest and sparked a fascination with naval history. Many players found themselves not only developing strategies but also delving into the history behind their decisions, creating a rich synergy between gaming and learning.
As the years have passed, The Ancient Art of War at Sea remains a significant milestone in the evolution of strategy games. Its foundational approach to tactical warfare laid the groundwork for future titles in the genre. Although technology has advanced dramatically since its release, the core principles of strategic thinking and resource management continue to resonate with the gaming community. Nostalgic players often reminisce about the joys of defeating opponents while employing clever strategies, solidifying the game’s status in the annals of gaming history.
The Ancient Art of War in the Skies
After naval combat, the second sequel to The Ancient Art of War is about air combat in World War I. It is a real-time strategy game by nature, and most of the time is spent on the air map. It is a real-time strategy game by nature, and most of the time is spent on the air map. Here players plan their strategy and set objectives and routes for their aircraft. There are several statistics that are affected by what happens on the battlefield, for example, the destruction of factories lengthens the time the enemy can get new planes. In general, the game has many real and fictional campaigns, as well as an editor to create more, with the condition of winning to destroy the enemy's flight force, its capital or wear it down.
When a flight battle or bombardment occurs, the game switches to a side-scrolling combat screen. Here players actively participate in combat; during air battles the objective is to destroy the enemy and bombing raids are a matter of dropping the bomb at the right time while avoiding anti-aircraft fire. These sequences can be automatically calculated by the computer; then the pilot's skills affect his changes of success.