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Games developed by MicroDeal Ltd.

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.

Airball

Airball is a classic DOS game that was released in 1987 by MicroDeal, a British video game developer. This unique puzzle game has stood the test of time and remains a beloved title among DOS gamers. In Airball, players take on the role of a shape-shifting character who must navigate through a series of 3D dungeons and solve challenging puzzles to escape and return to their original form. One of the most striking features of Airball is its graphics. Despite being released over 30 years ago, the game's 3D graphics were quite impressive for its time. The dungeons were rendered in different colors and designs, making each level feel unique and engaging. The game also had a realistic physics engine, which added to the overall immersive experience. The graphics may seem simple by today's standards, but at the time, they were revolutionary and added to the game's overall appeal. The gameplay of Airball is what truly sets it apart from other DOS games of its time. Players must navigate through a maze-like dungeon, avoiding traps and obstacles while collecting keys and solving puzzles. What makes the game even more challenging is that the player's character, the Airball, has the ability to inflate and deflate to different sizes. This adds a whole new layer of complexity to the puzzles, as players must figure out when to use the different sizes to their advantage. Another standout aspect of Airball is its soundtrack. The game has a catchy and upbeat electronic soundtrack that perfectly complements the fast-paced nature of the gameplay. The sound effects are also well done, adding to the immersion of the game. From the satisfying pop when the Airball inflates to the satisfying clink of a key being collected, the sound design in Airball is top-notch. Airball has a total of 24 levels, each increasing in difficulty. With no save feature available, players must complete each level in one sitting, adding to the challenge and intensity of the game. However, this also means that the game can feel repetitive at times, as players may have to replay levels multiple times before successfully completing them. Despite being released over three decades ago, Airball still holds up as a challenging and addictive DOS game. Its unique gameplay, impressive graphics, and catchy soundtrack make it a standout title among other games of its time. Whether you're a fan of puzzle games or simply looking for a nostalgic gaming experience, Airball is definitely worth checking out. So grab your DOS emulator and get ready to embark on a thrilling journey through the dungeons in Airball.

Cuthbert Goes Walkabout

1984, the year Cuthbert Goes Walkabout was released on Commodore 64, as well as Atari 8-bit and Dragon 32.

Cuthbert in Space

Cuthbert, the game's versatile protagonist, has gone into space this time. In a series of Joust-like levels, he must overcome two stages in each level. The first is the fuel stage, in which he must fly in his small shuttle from platform to platform and collect fuel pellets. You can only carry one tablet at a time, so you must return each one to the mothership parked at the bottom of the screen. Danger comes in the form of round objects passing horizontally across the screen at varying speeds. You cannot predict at what height they will enter the screen, but they can be knocked down. The second stage is the loot stage, in which Cuthbert must collect objects falling from the top of the screen, while avoiding the same objects as in the previous stage. Once Cuthbert has returned to the mothership, they travel to the next level. While passing through space, you may encounter problems, which are handled through a text-only interface. You may have to leave the ship to pick up spare parts, and then return them within a set time limit, or bombs will explode. It's simply a matter of adjusting a set of text coordinates, but the time limit makes adjustment an urgent matter.

Cuthbert in the Mines

In this episode of Cuthbert's adventurous life, he finds himself in something that could be described as a hellhole, even though the title tells us it's a mine. You could say it's a mixture of both. A queue of Cuthberts is waiting to be rescued from the mine, which means climbing up several levels of rails with ore cars before reaching the surface. This can be described as similar to the path in Frogger in terms of gameplay, but is complicated by the staircase where Satan himself climbs back and forth, shooting a bolt of fire at Cuthbert each time he finds himself on the same layer. Being struck by fire means that Cuthbert is sent to certain death in the flaming pits of hell below the rails. Being hit by a wagon, on the other hand, simply means that he is sent back to a lower track. If there he is hit by another wagon, the procedure is repeated, until he eventually ends up in the flames anyway. Cuthberts' line is seemingly infinite, but after killing five, it's game over. When you reach the surface, the skill level rises, which means that the wagons go at a faster pace and with smaller gaps between them.

Fright Night

Amiga 1988
Fright Night arrived in 1988 into the buzzing world of Amiga software, a title that seized the imagination of players hungry for eerie thrills. With its glossy cover art and faint hints of Gothic fantasy, the game promised an atmosphere thicker than typical arcade fare. Set against a backdrop of creaky mansions and shadowy corridors, it invited explorers to wend their way through dimly lit rooms where danger lurked behind every corner. The pacing was brisk yet attentive to mood, blending pulse driven action with a sense that the night itself could swallow an unprepared adventurer. Dare to enter tonight. Gameplay sits at the heart of Fright Night, a brisk blend of platforming and light shooting that tests timing as much as nerve. The player guides a nimble avatar through winding corridors, avoiding traps, leaping gaps, and dispatching oddball apparitions with a handful of weapons and power ups. Levels unfold in lazy magazines of color and texture, every screen offering a fresh angle on the same uneasy premise. The challenge compounds as paths twist back on themselves and doors vanish behind you, forcing sharpened reflexes and careful exploration to uncover hidden routes and extra lives. Every corner holds a surprise. Technically Fright Night showcases the era’s affection for vibrant palettes and ornate stage design. The Amiga handles detail with zeal, rendering decaying chandeliers, stained glass, and creeping cobwebs with a painterly touch. Animation remains crisp, with characters snapping from one action to the next in fluid motion, even when screens throng with menace. Audio stacks micro tunes and eerie ambience into a compact, memorable score that anchors tension without becoming distracting. When the lights drop on a fight, the soundscape carries weight, turning small triumphs into audible celebrations that resonate long after the screen goes dark. The mood lingers stubbornly. Reception at the time framed Fright Night as a cult curiosity rather than a blockbuster, but it earned a niche following among fans who adore atmospheric challenges and crisp cartridge style. Today it stands as a snapshot of late 80s adventure design, when developers experimented with genre blends and pushed hardware to its limits. The game inspires discussion about pacing, visual storytelling, and the role of sound in shaping dread. For collectors and retro enthusiasts, Fright Night offers a compact tour through a vanished era, reminding us that fear can be as compelling as triumph when rendered with care always.

King Tut

King Tut, released in 1984 for the Dragon 32/64 game system, was a groundbreaking title that combined adventure and strategy in a unique and engaging way. Developed by the Australian company Microdeal, this game quickly gained attention for its advanced graphics, immersive gameplay, and challenging levels. The premise of King Tut revolves around exploring the ancient pyramids of Egypt in search of hidden treasures and artifacts. The player takes on the role of a daring adventurer who must navigate through traps and puzzles in order to progress through each level. The game takes place in a 3D environment, which was quite a feat for the Dragon 32/64 system at the time. The graphics were vibrant and detailed, making the adventure feel even more realistic. One of the most interesting aspects of King Tut is the strategy involved in completing each level. The player must carefully plan their moves, as one wrong step could result in being trapped or falling victim to a deadly trap. This added an element of challenge and critical thinking to the gameplay, keeping players engaged for hours on end. The game also features a unique save feature, allowing players to save their progress and continue their adventure at a later time. This was a game-changer for the time, as most games required players to complete the entire game in one sitting. The save feature not only added convenience, but it also made the game more accessible for players of all skill levels. In addition to its impressive graphics and strategic gameplay, King Tut also boasted an immersive soundtrack. The captivating music and sound effects enhanced the overall experience, drawing players deeper into the ancient world of Egypt. This attention to detail added a new layer of depth to the game, making it a truly immersive experience. The popularity of King Tut on the Dragon 32/64 system grew rapidly, with gamers praising its innovative gameplay and impressive graphics. It even received a sequel, King Tut II: Tutankhamun's Revenge, which continued the adventure with even more challenging levels and features. Decades later, the game still holds a special place in the hearts of many retro gamers, earning its spot as a classic title for the Dragon 32/64 system.

Leatherneck

A platoon of four tough soldiers has to take out enemies in a jungle. At the start of the game, four soldiers appear, and those not present to play are killed immediately - a joystick adapter is required for 3- or 4-player games. Leatherneck resembles Ikari Warriors - waves of soldiers move across the screen shooting at you, and you must shoot them before the bullets make contact. You are armed with grenades to shoot down mounted turrets, or kill a wide range of enemies at once, but watch out for enemy grenades. There are boxes of extra ammo and upgraded weapons that you can pick up; move the joystick to change the one you're using. Unusually, your shots are long range and take effect instantly. You can't change the direction you are heading, but you have the option to strafe.

Robin Hood

The 1980s were a time of great innovation in the world of video gaming. In 1984, the Dragon 32/64 game system released a new game that would capture the hearts and minds of players for years to come: Robin Hood. Developed by Red Shift Ltd., this game was an adaptation of the beloved legend of Robin Hood and his band of Merry Men. From its detailed graphics to its strategic gameplay, Robin Hood offered players an immersive and thrilling experience like no other. Upon starting the game, players were presented with a beautifully animated introduction that set the stage for their adventure. The graphics, though limited by the technology of the time, were vibrant and captivating. The game’s creator, Peter Carter, paid great attention to detail, allowing players to truly feel like they were a part of the world of Robin Hood. The characters, from Robin Hood himself to the mischievous Little John, were rendered with care and brought to life on screen. As players delved into the game, they were greeted with a diverse and challenging world. From Sherwood Forest to Nottingham Castle, the game’s environments were varied and kept players on their toes. The game’s objective was to gather resources to defeat the Sheriff of Nottingham and ultimately rescue the beautiful Maid Marian. This necessitated strategic planning and organization, as players had to carefully manage their band of Merry Men and make use of their unique skills. The gameplay was addictive and kept players engaged for hours on end. One of the standout features of Robin Hood was its dynamic combat system. Players could engage in thrilling sword fights with the Sheriff’s guards, using skillful maneuvers to take down their foes. The game also incorporated interactive elements, such as climbing walls and dodging arrows, to add an extra layer of excitement. With each successful battle, players felt a sense of victory and satisfaction, driving them to progress further in the game. Beyond the gameplay, Robin Hood also featured a captivating soundtrack. The music, composed by Michael Ware, perfectly captured the spirit of the game and added to the immersion factor. From the melodic tunes of the Sherwood Forest to the intense battle music, the soundtrack was an essential element that brought the game to life. Robin Hood was a critical and commercial success, receiving rave reviews from gamers and critics alike. Its innovative gameplay, detailed graphics, and immersive soundtrack set a high standard for future video games to come. To this day, it remains beloved by players and is considered a classic in the world of retro gaming. For those looking for a thrilling adventure steeped in legend and folklore, Robin Hood on the Dragon 32/64 is a must-play.

Skramble

Skramble is a variant of Scramble (with the spelling changed for legal reasons). Apart from the obvious hardware limitations, it is a fairly faithful copy of the original shooter. You pilot your spaceship through a cave system (divided into five sections) full of ground-launched missiles, radar installations and annoying objects flying in your way. Destroy them with your bombs and forward cannon. At the same time, you must keep an eye on your fuel level. Bomb the fuel silos on the ground to fill it up.
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