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Games developed by Microcomputer Games, Inc.

We provide a list of companies that developed abandonware games. Select a company to view its games. To make searching easier, use pagination by number or letter.

Andromeda Conquest

Andromeda Conquest is a strategy/conquest game in which one to four players build galactic empires by establishing and defending space colonies, managing resources, and fighting other players for control of star systems. Before each turn, players receive resources from all their colonies. These have to be used during the turn or they are lost. Depending on the number of players, the galaxy consists of 12 to 48 star systems. The layout is based on a grid, and the package includes a pad of graph paper to keep track of ship and colony locations.

B-1 Nuclear Bomber

In B-1 Nuclear Bomber, you have to 'fly' a B-1 bomber to its destination, and destroy the mission target. You enter text commands to control the altitude, heading, radar, weapons, etc. of your bomber. And, of course, the USSR will try to prevent you from bombing their targets, with an arsenal of MiGs and SAMs, and you deal with them by using electronic countermeasures, evasive action, or shooting them down. The game ends when you reach a logical conclusion, either by deploying your bombs and getting far enough away, returning to base, or being destroyed. After this, you get a brief summary and the option to play again.

Bomber Attack

Bomber Attack is a classic side-scrolling game. The player pilots a bomber flying to the left, dropping bombs on enemy defenses below. The player's control over the bomber's movement is limited to up or down. The player must drop 25 bombs without hitting any hospitals. The bombing must be completed under fire from ground defenses and fighters sent to intercept the player's bomber.

By Fire & Sword

DOS 1985
A semi-historical abstraction of medieval warfare, this game lived up to Avalon Hill's early standards in computer gaming. [excerpt from M. Evan Brooks' website]. Certainly not the best representation of medieval times. Those interested in the subject should play SSI's Medieval Lords or AH's Kingmaker.

Clear for Action

1984, the year Clear for Action was released on Atari 8-bit. Made by Microcomputer Games, Inc. and published by Avalon Hill Game Company, The, this strategy game is available for free on this page.

Close Assault

Apple II 1982
From a time when the best graphics a computer game had to offer were on the cover of the box, Avalon Hill's Close Assault offers a hybrid computer/board game experience by including cardboard tokens and a game board. The result, according to the manual, is a 'visual impact . . . far greater than on the best computer graphics displays,' while freeing up for the processor 'a huge amount of limited resources' normally used to manage the graphical interface. Those resources are instead devoted to accounting for every soldier involved in the scenario, and fulfilling a dream of simulation board gamers of the time: realism in what you know and when you know it. In Close Assault, your opponent's units only appear on the board when seen by yours, their morale is only evident by their behavior, and only your experience will tell you the odds of success. This is a far cry from the usual board simulation experience, where you could check the combat success tables and footnote modifiers to judge exactly where the odds break in your favor, and use your opponent's front line morale markers to decide where to push. Close Assault's combination of three scenarios and three forces allows you to depict a dozen different historical situations spanning northern Europe in World War II. Squad-level tactics are simulated on a common map showing a small town and three levels of topography. Commands are entered numerically or as single letters in response to computer prompts as each player proceeds through six phases of hot turns - units moving, firing and reacting - representing two minutes of battle. As the computer issues the results of your bets and guesses, counters appear and disappear on the map, squads are detected and defeated or destroyed. In this sense, the game is a true hybrid, with players' attention going back and forth between the cardboard map and the computer screen. Units also come and go from your controller: when they become demoralized or enter melee combat, the computer takes over. Meanwhile, the manual comes straight out of the simulation board game tradition, outlined by themes and cases with occasional history and battle science lessons, such as (regarding morale), 'beneath the surface of any organized army lies a terrified mass of men yearning for home and peace'. The gaming experience would be limited to the standard armchair lieutenant's view, were it not for a simple number jotted on the squad notepad (an analog device to help humans remember casualties, equipment, experience, and leader locations). The number represents you on the battlefield. Somehow, this simple mechanism gets players involved in the course of the battle. If you suffer a casualty, the computer finishes the scenario for you as you watch, possibly even leading your soldiers to victory if you left your sergeants well positioned. In addition to two-player hot-seating, solo play is available, in which programmers put the computer's capable calculations to work in multi-turn tactics, nuanced with the historical characteristics of the opposing nationalities, from equipment to morale to battle tactics.

Computer Facts in Five

DOS 1982
A computer version of Avalon Hill's board game, Facts in Five, this game challenges players to recall trivia by category and initial letter. The computer generates five categories (e. g. , 'Living Statesmen'), some with subcategories (e. g. , 'State Governors'), along with five letters. Players then try to remember the names that begin with each letter and fit into the category and subcategory. After five minutes, the mental work is finished and scoring begins, weighted by completing the rows and columns. The microprocessor conversion allows more than a thousand combinations of categories and subcategories, and many variations of the traditional board game. In addition to the humble solitaire, two players can compete for higher scores, taking turns between five-minute rounds and typing blind if they wish. Even more can compete simultaneously in 'party mode', using the included score sheets to record their answers. The game screen consists simply of the list of categories and an accompanying grid of letters, which can be the same or different within each category. Players can navigate between the letters or are randomly prompted to enter each answer at the bottom. A game consists of five five-minute rounds, each with new choices, in order to recover from a particularly damaging set of categories or letters. Variations allow categories to be preselected or even created by the players. Since verification of correct answers (by voting or by reference) is left up to the players, the game is virtually unlimited in its content.

Computer Facts in Five

DOS 1982
A computer version of Avalon Hill's board game, Facts in Five, this game challenges players to recall trivia by category and initial letter. The computer generates five categories (e. g. , 'Living Statesmen'), some with subcategories (e. g. , 'State Governors'), along with five letters. Players then try to remember the names that begin with each letter and fit into the category and subcategory. After five minutes, the mental work is finished and scoring begins, weighted by completing the rows and columns. The microprocessor conversion allows more than a thousand combinations of categories and subcategories, and many variations of the traditional board game. In addition to the humble solitaire, two players can compete for higher scores, taking turns between five-minute rounds and typing blind if they wish. Even more can compete simultaneously in 'party mode', using the included score sheets to record their answers. The game screen consists simply of the list of categories and an accompanying grid of letters, which can be the same or different within each category. Players can navigate between the letters or are randomly prompted to enter each answer at the bottom. A game consists of five five-minute rounds, each with new choices, in order to recover from a particularly damaging set of categories or letters. Variations allow categories to be pre-selected or even created by the players. Since verification of correct answers (by voting or by reference) is left up to the players, the game is virtually unlimited in its content.

Computer Football Strategy

Computer Football Strategy is modeled after Avalon Hill's football-based board game. Players can choose from a large roster of professional teams ranging from the 1966 Green Bay Packers to the 1982 Washington Redskins. Naturally, this is a strategy game in which players choose from many formations for offense and defense to set up each down. Once the down is selected it is played in top-down animation style with the result of the plays and statistics. The game supports both player-versus-computer and two-player modes.

Computer Statis Pro Baseball

Computer Statis Pro Baseball is a classic sports game released in 1984 for the Commodore 64. This game was a revolutionary addition to the world of baseball simulation, offering players the opportunity to manage their own baseball team and compete against other teams in a realistic and detailed virtual league. Upon its release, Computer Statis Pro Baseball quickly gained popularity among gamers, baseball fans, and even real-life baseball managers. The game's advanced statistics and realistic gameplay gave players a taste of what it's like to run a professional baseball team. With its expertly designed interface and challenging gameplay, it offered a unique gaming experience that appealed to both casual and hardcore players alike. One of the most impressive aspects of Computer Statis Pro Baseball is its attention to detail. The game features an extensive database of players, including over 1,500 real-life players from the 1983 and 1984 baseball seasons. Each player is assigned an accurate skill rating based on their real-life performance, making the game all the more realistic. The game also takes into account various factors such as aging, injuries, and even player fatigue to ensure that every in-game decision has a significant impact on the team's performance. In addition to managing the team, players also have the option to play individual games on a play-by-play basis or simulate entire seasons. The game's advanced AI allows for dynamic gameplay based on the in-game strategies and decisions made by the player. This adds an extra layer of challenge, as players must always be on their toes and adapt to the changing circumstances. Computer Statis Pro Baseball also offers a plethora of features to customize the game according to individual preferences. Players can create their own leagues, teams, and players, giving them full control over the game's outcome. The game also has a multiplayer mode, allowing players to compete against each other in head-to-head matches, making it a perfect game for local gaming parties with friends. Despite being released over three decades ago, Computer Statis Pro Baseball remains a highly popular game among retro gaming enthusiasts. Its deep gameplay and accurate simulation of real-life baseball make it a timeless classic that continues to stand the test of time. The game's impact on the gaming industry is undeniable, and it has paved the way for many modern-day baseball simulation games.
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