Games developed by Panther Software Inc.
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Joshua
Joshua is a grand strategy game set in the fictional semi-medieval continent of the same name. The inhabitants of Joshua are experts in science and technology, which were used for both good and evil, leading to the invention of marvelous flying machines, but also mechanical warfare devices that allowed certain nations to take over large portions of the continent. The player can choose from any of three scenarios, which take place during the fictional 10th to 12th centuries of Joshua's history. The first scenario puts the player in command of the small desert nation Rujua; in the middle, the ruler of the Principality of Ashumenia fights against the kingdom of Ishtakar; the final scenario takes place in a part of the continent occupied by the mighty Barm Empire, and the player must resist their invasion as the leader of the kingdom of Ans.
The gameplay is similar to Koei's historical simulation games. Much of the interaction is menu-driven, as the player directs the internal policies, diplomacy, and military actions of the controlled state. As the ruler of a nation, the player has to keep the population happy, fortify cities, build catapults for protection, train soldiers, supply money and rations to the army, and engage in large-scale turn-based battles that take place on separate overhead screens.
Kitchen Panic
Kitchen Panic arrived on Windows in 1998, at a moment when PC gaming was shifting from floppy-era curiosities into brighter, click-and-go arcade hits. Its charm came from a simple premise: your cookery skills must survive a constant surge of hungry patrons. Behind the cartoony counters and quick color changes, the game treats the kitchen like a tiny emergency room, where every misplaced ingredient turns into a ticking problem.
You race to assemble orders by moving through stations for chopping, heating, and plating. Menus and timers stay visible so you can read each request, then commit without hesitation. The trick is juggling tasks: while a pan simmers, another order might need fresh prep, and failing to coordinate costs points or triggers penalties. The pace escalates quickly, forcing fast route planning rather than reflex alone.
Control is handled through the mouse and keyboard, delivering brisk, readable feedback when you select ingredients or start an action. Many sessions unfold like micro-management puzzles: prioritize high-impact steps, keep the workstation flow smooth, and remember that waiting for food to finish is part of the challenge. As difficulty ramps, the game introduces busier service windows and tougher combinations that test your memory of ingredients and cooking stages.
Visually, the game favors bold silhouettes, lively kitchen props, and a relentless sense of motion. Sound design leans into upbeat kitchen noises, short stings for successful deliveries, and a mischievous ambience that keeps you pushing forward. Although the setting stays lighthearted, the tension feels authentic, because the orders arrive without mercy and your decisions are judged immediately.
Decades later, players still mention it for the way it balances strategy with frantic satisfaction. It does not require long tutorials, yet it rewards repetition by teaching timing, batching, and anticipation. Even with modern kitchens full of simulation depth, this 1998 title remains a memorable slice of Windows arcade history, where panic can be choreographed into competence.
Some versions allow quick co-op style competition, with separate cooks racing for deliveries and watching each other’s slipups. Whether solo or shared, the game encourages a practiced rhythm: scan the queue, commit to one step, return before burn or spoilage happens. Checkpoints and score tracking make each run feel like a contest against your previous efficiency, so improvements show up in the clean chain from raw item to completed plate. When you finally nail a hectic rush, the satisfaction is calm, despite everything going wrong.
Lesser Mern
Long ago, two dragons, one red and one blue, were the first primitive creatures of this world. In time, they evolved into the humanoid gods Tarnas and Martia. A battle began between the two, and Martia unleashed her monsters upon the world.
One night, the young swordsman Tyl had a strange dream. One night, Tyl, a young swordsman, had a strange dream in which he dreamed that he was participating in the last battle of the universe between the gods. King Seva, introduced by his father, interprets the dream as a prophecy and sends Tyl on a dangerous journey to defeat Martia and her minions.
Lesser Mern is a Japanese-style role-playing game. The player controls tiles and their party on an overhead map, accessing locations represented by icons (cities and enemy territory). The turn-based combat system, leveling up, magic and equipment follow the tradition of the genre. Encounters with enemies are semi-random, and after a few steps, a small whirlpool appears near the main character, which can be avoided or engaged to start the battle.