Games developed by Junkyard
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Match Day Manager
Match Day Manager is an English soccer team management game, in which players start by managing any team in Division 3 (fourth tier), and try to get promoted to the Premiership.
The player has the usual options, from assigning training, scouting, checking who the fan favorites are (after all, they want to see them play), signing players and staff (scout, coach and physio), but the main difference between MDM and other management games is the way the time passes: instead of making all the changes and then pressing a button to jump to the next matchday, the manager has a calendar with five daily slots, and to make any changes, they have to be booked first. The only actions that do not require any booking are the consultation of the fixtures themselves, the tables and the financial status.
It is also possible to edit the set of names, as well as edit the kits and the names of each team.
Sink or Swim
Sink or Swim is a DOS game from 1993 that captures the early 90s appetite for brisk, bite-sized challenges paired with mischievous tension. The premise revolves around getting a character through watery, hazardous spaces where mistakes feel immediate and a second chance is never far away. Instead of leaning on grand cinematic flourishes, it uses gameplay pressure: one wrong step, a misjudged jump, or a moment of hesitation can quickly spiral from harmless trouble into full-on embarrassment.
Control is where the title earns its keep. The keyboard-centric setup encourages confident movement rather than slow deliberation, and the feel of the character is tuned for quick corrections. Players typically navigate through a patchwork of platforming beats, timing checks, and obstacle encounters, all while water-related threats keep reminding you that buoyancy is not a forgiving friend. The challenge is not only reaching the goal, but doing it without losing momentum to slippery surfaces or getting trapped by enemy routines and environmental geometry.
Level design favors variety over repetition, presenting different arrangements of ledges, currents, and hazards that force you to adapt as you progress. Some segments reward clean, athletic routing, while others demand a more cautious rhythm, letting you study patterns before committing. If you are the type who tries to brute-force every section, the game politely but firmly counters you; it nudges you toward learning, then punishes you for forgetting. Checkpoints and short runs help keep frustration from metastasizing into rage, which was a welcome design choice for DOS-era sessions lasting only a few minutes.
Visually, the presentation fits the period’s constraints while staying readable. Sprite work and tile environments emphasize clarity, so the action stays legible even during hectic moments. Audio is similarly functional: crisp sound effects and simple musical cues create atmosphere without smothering your attention. On period PCs, it runs with the kind of responsiveness that makes platforming feel fair, as though each move is happening right when you intend it.
What gives Sink or Swim staying power is its personality: it is light on ceremony and heavy on challenge, like a mischievous coach who refuses to congratulate you until you actually earn it. Even today, it has a pleasing directness, a reminder of why DOS classics became personal habits. If you enjoy compact arcade momentum, learnable hazard patterns, and that satisfying moment when a tricky section finally clicks, this 1993 oddball deserves a spot in any retro shelf.