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Games developed by MicroProse 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.

Em@il Games: X-COM

Windows 1999
Games: X-COM is a turn-based game played by e-mail (optional computer hot-seat) loosely based on the original X-COM game. Units and weapons are similar. The graphics are basic but clear. The biggest difference is the gameplay, of course, which is very simple.

Fields of Glory

DOS 1993
This is a wonderful miniature tactical war game set in the Napoleonic era, with excellent unit animations, that predates Sid Meier's Gettysburg. Take control of France or Britain and see if you can prevent Napoleon's defeat at the famous Battle of Waterloo. Although the AI is nothing to write home about, the game includes a comprehensive database of Napoleonic warfare that is worth checking out, as well as some interesting scenarios.

Grand Prix 3

Windows 2000
Grand Prix 3, released in 2000, is a notable entry in the realm of racing simulations, developed by the esteemed studio MicroProse. This game marked a significant evolution from its predecessors and established a benchmark in the Formula 1 genre. Featuring histrionic graphics for its time, Grand Prix 3 invited players to immerse themselves in the exhilarating world of high-speed motorsport, allowing them to navigate the demanding circuits of the FIA Formula One World Championship. What set Grand Prix 3 apart was its formidable balance of realism and accessibility. The developers meticulously modeled the behavior of each car, allowing players to experience the unique handling characteristics that define Formula 1 vehicles. Whether piloting a McLaren or a Ferrari, users had the opportunity to fine-tune numerous aspects of their vehicles’ setups, including suspension, tire pressure, and aerodynamics. This level of customization not only enhanced the gameplay experience but also encouraged enthusiasts to delve into the engineering intricacies of racing. The game boasted an impressive roster of officially licensed teams and drivers from the 2000 F1 season, presenting an authentic feel that resonated with fans of the sport. Competing on meticulously recreated circuits such as Monaco and Silverstone added to the appeal, as the developers paid attention to detail, ensuring that each environment captured the essence of real-world racing. The addition of diverse weather conditions further added complexity, challenging players to adapt their driving strategies based on changing track conditions. Another noteworthy aspect of Grand Prix 3 was its AI engine, which demonstrated remarkable capabilities for its time. Opponents exhibited realistic racing behaviors, from aggressive overtaking maneuvers to strategic pit-stop decisions. The nuanced AI made each race a unique challenge, requiring players to adapt their tactics continually. This immersion in competitive racing heightened the overall experience, making it more than just a simple time trial or lap-based game. In addition to the single-player experience, Grand Prix 3 also featured online multiplayer capabilities, allowing racing enthusiasts to compete against one another in real-time. This aspect exponentially increased the game’s replayability, as players could challenge friends or strangers, adding a social dimension to the thrilling competition found in Formula 1 racing. Ultimately, Grand Prix 3 left an indelible mark on racing simulations, managing to captivate both casual gamers and dedicated fans of the motorsport alike, solidifying its status as a classic in the annals of video gaming history.

Grand Prix 3 Season 2000

Windows 2001
In the era when Windows PCs handled racing simulations with patience rather than speed, Grand Prix 3 Season 2000 arrived in 2001 as a focused slice of the Formula One calendar. Built on the Grand Prix 3 engine, this edition concentrates on the 2000 ruleset, teams, and circuits, so drivers feel they are inhabiting that year rather than sampling a generic championship. Players step into a garage atmosphere and immediately notice the steady rhythm of pre race ceremonies, pit strategy planning, and qualifying pressure. Menus are quick to navigate, and difficulty ramps in a sensible way, so practice sessions feel productive instead of punitive from one weekend to the next. Driving is the centerpiece, and the game treats each input as a message. Steering precision matters, yet traction control style aids can soften mistakes for newcomers. The circuit layout, elevation changes, and curb behavior are rendered with enough texture to make braking points feel earned. Whether you race with a keyboard, a wheel, or a gamepad, feedback comes through engine note, tire wear hints, and subtle oscillations when weight transfers at the limit. As a season package, it shines in authenticity. You can choose among famous lineups of 2000, chase teammate rivalries, and manage finances through a career style progression. Race weekend structure follows the calendar, with practice sessions that teach the track and setup screens that reward experimentation. Livery details, team branding, and car silhouettes are faithful enough to satisfy purists, while weather and track evolution add a touch of volatility that keeps every restart from becoming rote. Technically, the physics aim for that tightrope feel between speed and stability. Acceleration responds sharply, but mistakes echo for several corners as tires heat, grip fades, and aerodynamic balance shifts. Pit stops are not just animations; timing affects field position, tire choice, and race momentum. The game also handles overtaking through differential control and line management, making clean passes require commitment rather than button mashing. For Windows owners who enjoy classic sim culture, it remains a memorable stop in the evolution of racing games. The visuals may look dated compared with today’s shaders, yet the cockpit views and trackside atmosphere still convey speed convincingly. Multiplayer options let friends test setups and trade strategies, and the modding community has kept the platform lively for years. Even now, learning its braking discipline and throttle modulation offers the satisfying sensation of mastering a real machine.

Grand Prix 4

Windows 2002
Grand Prix 4, released in 2002, is a classic racing simulation game that remains etched in the memories of racing enthusiasts and gamers alike. Developed by the renowned studio Micro Prose, the game is widely regarded as one of the finest Formula 1 titles of its era. With stunning graphics, intricate gameplay mechanics, and an authentic representation of the F1 racing experience, Grand Prix 4 captivated players by delivering an unparalleled sense of realism on the digital track. One of the standout features of Grand Prix 4 is its meticulous attention to detail, from the lifelike car models to the accurately designed circuits reflecting real-world tracks. Players can immerse themselves in various championship modes, decreasing the gap between virtual racing and the adrenaline-pumping thrill of Formula 1. With all the teams, drivers, and cars meticulously recreated, fans of the sport can engage with their favorite franchises and compete against the most famous names in racing history, such as Michael Schumacher and Mika Häkkinen. The game's physics engine deserves special mention, as it simulates car handling with remarkable precision. Factors such as tire wear, fuel loads, and weather conditions significantly affect performance, forcing players to adapt their strategies throughout races. The nuanced handling of the cars allows for a dynamic and engaging experience, where mastering each track requires skill, practice, and a solid understanding of racing dynamics. Gamers quickly discovered that merely being faster than the competition was insufficient; strategic thinking and tactical decision-making were equally critical for achieving success. Another compelling aspect of Grand Prix 4 is its deep customization options. Players can fine-tune their vehicles to suit their racing style, adjusting parameters like aerodynamics, suspension, and gearing ratios. This aspect of the game provided a personalized touch, appealing to both casual players and hardcore simulation aficionados. Additionally, the ability to simulate full race weekends, including practice and qualifying sessions, enhanced the immersive experience, allowing players to strategize and prepare in a manner that mirrors the real-world environment. Despite its publication being over two decades ago, Grand Prix 4 has continued to maintain a loyal fanbase. Enthusiasts often cite the title for its engaging gameplay and the nostalgia associated with it. Various online communities have emerged dedicated to the game, where players share mods, screenshots, and their racing achievements. These forums serve as a testament to the lasting legacy of Grand Prix 4, showcasing how a well-crafted racing simulation can resonate with players long after its release, transcending generations and paving the way for future racing games.

Grand Prix II

DOS 1996
Grand Prix II is a racing simulator developed by MicroProse and released in 1996. It is part of a series of simulation games which push players to experience the thrills and daring feats of motor racing. All the official tracks from the championship are included in the game, with realistic representation of car models, from the front and back view. Gameplay is realistically modelled with careful attention to the physics of cars and tracks. Unknown risks can be taken, such as pushing your car beyond its limits in order to gain those extra milliseconds needed to defeat your competition. This found in a variety of different game modes, such as the Grand Prix championship with qualifiers, head to head races and the possibility of driving a custom car against the computer or even fellow players. Aside from the realism factor, a wide array of visuals and audio effects add to the sense of immersion into the sport. Starting with the announcer announcing o race start, the graphic detail of the visual aspect, not only does the track show its bumps but also the amazing ability of the car to skid around the corners, as well as the opponents' cars. Competing cars can be heard in a variety of ways, and knowing when the engine and tires are in peak performance mode is critical if one wants to have any chance of winning. In addition, Grand Prix II incorporates an array of advanced tuning settings, allowing the player to tweak their car's performance for peak performance, and this feature is a great plus for those who are into the technical side of the sport or just want to experiment with car setups. The manual provides a good amount of information on how to adjust the car's setup to best use its abilities. Players of Grand Prix II are in for a highly intense and unpredictable race experience. As the series continues to challenge motor racing enthusiasts, they will ask themselves the same question: can you beat the competition? That answer is left up to them.

Impossible Mission 2025

Amiga 1994
The evil Elvin Atombender returns in this modernized version of the original Epyx game. Elvin has assembled a team of robots in his high-security tower; the only way to stop him from releasing them is to destroy them first. The game is puzzle-oriented as before, although the levels are now scrolling, and as such much larger than before. Each one contains objects to collect in order to tackle the final puzzle of the level, which involves linking them together in the form of sliding blocks. There are plenty of bonus games, from a Simon title to a standard shoot 'em up. For the more seasoned veterans, a near-perfect remake of the C64 original is on offer.

Jump Jet

DOS 1992
One of MicroProse's most overlooked flight simulators, Harrier Jump Jet is a highly detailed flight simulator of the RAF Harrier GR7 and the US Marine Corps AV-8B that uses a very innovative for its time gouraud shading technology to create more realistic looking objects and scenery. The result is quite nice, not realistic by today's standards, but much better than one was used to. Developed by the UK division of MicroProse, Harrier Jump Jet is a great addition to the company's long list of classic flight simulators. With excellent graphics, flight dynamics and campaign options, Harrier Jump Jet is highly recommended for all armchair pilots, and especially for fans of Digital Integration's Tornado. It may not be as realistic as Simis' Harrier Super-VGA, but it is a lot of fun to fly.

TinHead

Genesis 1993
Genesis players in 1993 met TinHead, a brisk side scrolling action platformer dressed in macabre whimsy. The plot follows a dauntless tin fellow hurled into a hostile factory like world, where levers, pipes, and industrial clutter hide darker intentions. Rather than heavy storytelling, the game uses quick cutscene like moments and level entrances to set stakes, keeping momentum high. The overall mood mixes slapstick absurdity with spooky menace, which makes its visuals feel oddly memorable even today. Control is tight for a 16 bit machine, with responsive jumps, snappy turns, and gravity that stays consistent. Movement focuses on precision platforming: timed leaps over machinery, cautious landings on moving platforms, and short bursts of speed to clear gaps before hazards close in. Checkpoints are spaced to reward practice, and the level layout nudges exploration without turning every room into a maze. Between stages, the game nudges you to grab coins and tools, because health and ammo rewards often sit just off the safest line. Once you notice that pattern, retries feel lighter. Combat leans toward direct action. TinHead can fire projectile blasts while closing distance with quick hits when foes overreach. Enemies range from rusted brutes that rush forward to squat critters that patrol at ankle height, forcing constant reading of movement patterns. Power pickups, including temporary boosts and extra ammo, help when the screen fills with threats. Boss encounters escalate with multi phase behavior, demanding dodges that look simple until you start juggling platform positions and incoming attacks. What stands out most is presentation. Sprites are bold, the parallax backgrounds sell depth behind the steel corridors, and animation frames keep the tin hero from feeling stiff. Color choices swing between sickly greens, warm hazard ambers, and cold grays, so rooms never blend together. The soundtrack favors punchy rhythms and crunchy percussion, matching the game’s relentless pace. Sound effects are crisp, from weapon pops to clangs when hits land, which gives feedback a satisfying bite. TinHead sits among Genesis platformers that tried to be faster and weirder than the usual fantasy fare. It is not the easiest title, yet its learning curve feels fair, with repeated attempts revealing safer routes and better timing. For collectors, the cartridge is a curious piece of early 90s experimentation, and for modern players it offers a nostalgic jolt of arcade like design. Even when you lose, the game reloads your focus in seconds.

Tower of Babel

In 1990, Rainbird Software publishes Tower of Babel on Amiga. Also released on Acorn 32-bit, this action-puzzle game is abandonware and is set in a futuristic sci-fi and robot setting.
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