Games developed by Ozark Softscape
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Command H.Q.
Command H.Q. was a groundbreaking strategy game that was released back in 1990 by MicroProse Software. It was a highly anticipated game that had players hooked from the very beginning with its unique concept and engaging gameplay. Command H.Q. was set in a fictional world where players were put in control of a country with the objective of conquering the world.
The game offered both single player and multiplayer modes, allowing players to go head to head with other commandants or to take on the AI. The single player mode had a campaign with a set number of missions that increased in difficulty as the player progressed. This kept players engaged and challenged throughout the game. The multiplayer mode, on the other hand, had a more unpredictable element as players were competing against real people, making each battle unique.
One of the standout features of Command H.Q. was its turn-based gameplay. Players had a limited amount of time to make strategic decisions and move their troops before the turn ended and it was their opponent's turn. This added an exciting element of suspense and strategy as players had to think quickly and efficiently to outsmart their opponent.
The game had a diverse range of units and resources that players could use to their advantage. From infantry and tanks to fighter jets and submarines, players had to carefully choose which units to deploy in each mission. This added a layer of complexity to the game as players had to consider the strengths and weaknesses of each unit, along with the terrain and location of the battle.
In addition to the intense battling, Command H.Q. also allowed players to manage their resources and economy. Players had to strategically build and manage their bases, factories, and resources to ensure their country's growth and success. This added an economic element to the game, making it more than just a battlefield simulation.
The graphics of Command H.Q. may seem simple by today's standards, but at the time of its release, they were top of the line. The game had detailed maps and animations that made it more immersive and engaging. The sound effects and music also added to the overall experience, creating a truly immersive gameplay experience.
Despite being almost 30 years old, Command H.Q. still holds up as a classic strategy game that paved the way for many others in the genre. It's a game that requires not only tactical skills but also strategic thinking and resource management. Its unique concept and engaging gameplay continue to attract players even today, making it a timeless classic in the world of DOS gaming.
Heart of Africa
In Heart of Africa, the unofficial sequel to The Seven Cities of Gold, you play an adventurer who must continue a quest started by another explorer, Hiram Primm, whose expedition has been reported missing while searching for the lost tomb of the pharaoh Ahnk Ahnk. Find the tomb and you can be the sole beneficiary of Primm's inheritance. The only information you have is Primm's unpublished document on the legend of Ahnk-Ahnk and his African diary.
The quest begins near a large port city and here you can find stores that will allow you to buy necessary items such as ropes and shovels. You start the quest with only 250 dollars. Use the map provided to find landmarks and important places that the natives can name when they give you directions. The natives are the key to your success. Not all natives behave the same with strangers. Offer them gold, copper or other gifts to win their friendship. But be careful, not all natives see your offer as a sign of friendship. Everyone has their own culture. Offering them the wrong gift may hinder your attempts to get the necessary information.
Use the joystick to move, press the fire button when you are standing still to move the control to the four icons on the left of the exploration window. Click on these icons for more options. The journal icon allows you to flip through your journal to review clues given to you by native bosses. The map icon allows you to see what you have explored so far. The options icon offers three options. Two allow you to check your location and status. The third allows you to leave things to form a cache. The hand icon lets you select what you have in your hand and allows you to use items from your backpack. If you are delirious, the joystick control will become uncertain, inverted or random.
Go to a pub in a port city to save your game. You can save up to 10 different games at a time on a single disk. Each time you start a new game, the location of the tomb and other valuables is subject to change.
M.U.L.E.
M. U. L. E. is about four hopeful explorers trying to make a fortune on a virgin planet. This is done by producing various goods (food, energy, blacksmithing, chrysite). Each of these goods has its utility: if you don't have enough food, you will have less time during your turn. If you don't have enough energy, your production will be less. If you don't produce enough smithore, there will be a shortage of M. U. L. E. s. Crystite is the great source of income that can make or break your game.
You start the game by selecting your race. Some are easier to play, others more difficult. There are three levels of difficulty, at the easiest the game only lasts 6 turns, but the actual game is 12 turns. In the easiest level there is no Crystite.
Each turn starts with land reclamation. Each player can choose a land point for himself on the map. If two players choose the same spot, the player with less money wins. The map consists of different landscapes. The river is best for producing food, the plains for energy and the mountains for blacksmithing. The crista is hidden and must first be found by bringing a sample of land to the city.
After claiming the land, each player takes turns cultivating their land and doing other tasks. They can buy M. U. L. E. s to start production on their land, sabotage other players by buying M. U. L. E. s and letting them loose, try to catch Wumpus to get money and try to find cristite veins. The time to do these things depends on whether the player has enough food. Finally the player goes to the casino and wins a small amount of money, depending on how much time he has left.
After the farming phase is the production phase in which each plot produces an amount of goods depending on a number of factors such as whether the player has enough energy stored, what type of plot is used and some random events such as sunspots that increase energy production. In addition, if the same player has plots that produce the same goods next to each other, they earn a bonus. Three plots of the same type of production anywhere on the map by the same player also give a bonus.
The third phase is the auction. Here players buy and sell their goods on the open market. Players negotiate the price by moving up and down on the screen. The store also has prices that depend on the abundance or scarcity of the goods. Thus, if there is a shortage of food, the price goes up and vice versa. This allows for various tactics, especially if one player manages to monopolize the production of food, energy or blacksmithing. If there is no food, the others do not have time to change their production types, if there is a shortage of energy, their land will not produce, and if there is no M. U. L. E. s cannot change production types on their plot. Hoarding goods also has a drawback in the form of surplus where every turn a percentage of goods are wasted.
There are a number of random events in the game. Some affect one player, usually the winning player receives small penalties and the losing player(s) receive small rewards. The major events that occur randomly are:
- M. U. L. E. goes crazy - the M. U. L. E. in one of the plots escapes losing that round's production plus the money to replace it.
- Earthquake on the planet - the production of smithore and crystite is much lower.
- Store fire - all stocks in the stores are destroyed (which means prices will skyrocket, but if you needed to buy something, you are at the mercy of other players).
- Pirate attack - pirates steal all the crista from stores and players (in the easiest level they steal smithore). It is very unpleasant if you have a lot of them waiting for better prices.
- Acid rain storm - affects the plot under the storm and below it increasing food production and decreasing energy production.
- Sunspot activity - increases energy production.
- Pest attack - eats all the food in a plot.
- Meteor strike - destroys the M. U. L. E in the plot it hits, but creates a very rich crista plot.
The game always has four players, with 1-4 human players possible and the rest played by the AI. Since players only need two buttons at most (up/down in the auction) in the auction, it is easy to play with four people around the computer.
Robot Rascals
Robot Rascals made its entrance on DOS in 1987, a banner year for small teams pushing colorful action puzzles onto clattering hardware. The game arrived amid the tail end of the 8 bit era and the dawn of more capable IBM compatibles, when publishers packed boxes with manuals, maps, and hopes. Its premise centers on a squad of cheerful little robots who must outsmart a malfunctioning lab. The tone blends whimsy with a pinch of danger, inviting players to tinker with odd contraptions while dodging hazards.
Gameplay unfolds as a tile based gauntlet where you switch between automata to progress. Each robot carries a niche tool—one can push switches from a distance, another can magnetically rearrange metal blocks, a third can sprint across fragile floors. Obstacles include jittering lasers, shifting platforms, and guarded doors that respond to timing. The controller typically relies on the keyboard or a modest joystick, with players planning steps ahead and synchronizing actions to avoid backtracking.
Graphic design leans on chunky pixel sprites painted against crisp, geometric backdrops. Neon accents pop against darker tones, giving the laboratory a lively yet slightly surreal atmosphere. Animation has a brisk feel for its era, and the interface remains readable despite the clack of mechanical sound effects. The soundtrack leans toward a catchy chiptune vibe, delivering short loops that echo in the ears long after play sessions end. The audiovisual package suits curious explorers more than jaw dropping spectacle.
Level architecture rewards memory and strategy. Rooms assemble into mazes of switches, gears, conveyors, and timing gates that demand precise sequencing. Even veterans encounter moments of clever reprieve after a hard reset, as new routes reveal themselves through careful experimentation. The difficulty curves upward gradually, inviting persistent play without forcing frustration. The game also carries a lighthearted humor in robot sprites and quirky level names, offering a friendly counterpoint to the mechanical menace.
Robot Rascals sits as a curious artifact from a vibrant DOS era. It demonstrates how compact teams could conjure surprising depth from limited memory and storage, offering a puzzle driven challenge that refuses to stay in one lane. For modern nostalgists, emulation and preserved manuals keep the experience accessible. The title helped pave a path for later gadget based platformers, and its memory lingers among collectors who relish obscure corners of computer game history. For retro color lovers and puzzle fans, it rewards patience and curiosity.
The Seven Cities of Gold
The Seven Cities of Gold is a legendary Commodore 64 game that was released in 1984. Developed by Ozark Software and published by Electronic Arts, this game takes players on an exciting adventure through the New World during the time of the Spanish conquest. With immersive gameplay, stunning graphics, and a unique blend of strategy and exploration, The Seven Cities of Gold quickly became a fan favorite and solidified its place in the history of video games.
The game begins in 1492, when the player takes on the role of a Spanish conquistador tasked with leading an expedition to discover the fabled seven cities of gold. As players navigate through uncharted territories, they must manage resources, negotiate with Native American tribes, and make strategic decisions to survive the harsh environments and rival conquistadors. The open-world aspect of the game allows players to explore the vast and diverse landscapes of the Americas, from the lush rainforests to the arid deserts.
One of the defining features of The Seven Cities of Gold is its unique dialogue system. Players must interact with the Native American tribes using short phrases and gestures, which adds a layer of authenticity and immersion to the game. Each tribe has its own unique language and culture, and players must carefully navigate diplomatic relations to gain their trust and ultimately achieve their goals. This aspect of the game was groundbreaking at the time and added a level of realism to the gameplay.
In addition to managing diplomatic relations, players must also deal with treacherous terrain and natural disasters such as hurricanes, tornadoes, and earthquakes. This adds an element of unpredictability to the game and challenges players to adapt their strategies on the fly. The player must also keep track of resources such as food, tools, and ammunition, as they are essential for survival and crucial to achieving success in the game.
The graphics of The Seven Cities of Gold were ahead of its time and are still impressive even by today's standards. The attention to detail in the environments and character sprites adds to the immersive experience of the game. The soundtrack also does an excellent job of enhancing the mood and setting the tone for different areas and events in the game. The graphics and sound design work together seamlessly to create a vivid and engaging world for players to explore.
In addition to the main gameplay, The Seven Cities of Gold also offers a variety of side missions and tasks for players to complete. These include searching for hidden treasures, discovering ancient artifacts, and even participating in strategic battles with rival conquistadors. These side missions add to the replayability and depth of the game, ensuring that players can continue to discover new and exciting challenges each time they play.