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Browse games starting with I

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I Ball II

1988, the year I Ball II was released on Commodore 64 as well as Amstrad CPC. Published by Firebird Software, this action game is available for free on this page.

I Can Be a Dinosaur Finder

I Can Be a Dinosaur Finder, also known as "Tyco Takes You Back to the Cretaceous Era," was a popular Windows game that was released in 1997. Developed by the gaming company Tyco, this game took players back to the time of the dinosaurs, allowing them to explore and learn about these ancient creatures in a fun and interactive way. The gameplay of I Can Be a Dinosaur Finder was both educational and entertaining. Players took on the role of a dinosaur hunter, tasked with finding and identifying different species of dinosaurs. They could travel to various locations such as swamps, forests, and mountains, using tools such as binoculars and cameras to spot and record their findings. The game also incorporated mini-games, such as fossil digging and puzzle solving, to keep players engaged and challenged. One of the highlights of I Can Be a Dinosaur Finder was its stunning graphics. The game was ahead of its time, featuring 3D animations and lifelike representations of famous dinosaurs such as T-Rex, Triceratops, and Stegosaurus. The attention to detail in the game's graphics was impressive, making players feel like they were truly living in the Cretaceous era. The educational aspect of I Can Be a Dinosaur Finder cannot be overlooked. The game was not only about hunting dinosaurs, but also about learning about their behavior, habitat, and characteristics. Each species' information was presented in a fun and engaging way, with interesting facts and trivia. The game also included a quiz at the end, allowing players to test their knowledge and retention of the information they learned throughout the game. Aside from the main gameplay, I Can Be a Dinosaur Finder also had additional features that added to the overall experience. Players could customize their character, choose their own soundtrack, and even create their own dinosaur encyclopedia. These extra elements added a personal touch to the game and allowed players to make it their own. Released over 20 years ago, I Can Be a Dinosaur Finder may seem outdated by today's gaming standards. However, for those who played it during its prime, the game holds a special place in their hearts. The nostalgia-inducing gameplay and the memories of exploring the prehistoric world of dinosaurs make this game a classic for many. And for those who have yet to experience it, I Can Be a Dinosaur Finder is a reminder of the simple yet captivating games that were once the norm.

I Can Be an Animal Doctor

I Can Be an Animal Doctor, released in 1998 for Windows, was a pioneer in the world of educational games. Developed by Humongous Entertainment, this game aimed to teach children about the importance of caring for animals and the role of veterinarians in society. With its colorful graphics and immersive gameplay, it quickly became a fan favorite. The game follows a young veterinarian, Dr. Sally, as she goes on various animal-saving adventures in her hometown. Players are tasked with helping Dr. Sally diagnose and treat sick animals by using a variety of tools and techniques. From identifying a dog's broken leg to helping a cat with a fever, the game covers a wide range of medical scenarios that keep children engaged and entertained. One of the standout features of I Can Be an Animal Doctor is its interactive gameplay. Children are encouraged to think critically and problem-solve as they navigate through different challenges. Additionally, the game includes fun mini-games such as memory matching and puzzle-solving to keep players on their toes. These mini-games not only add an extra layer of fun to the game but also help to reinforce the concepts being taught. Furthermore, the game promotes important values such as compassion and responsibility towards animals. By completing tasks and taking care of animals, players are rewarded with stickers and certificates for their achievements. This not only adds a sense of accomplishment but also teaches children the importance of taking care of their furry friends. Another highlight of I Can Be an Animal Doctor is its attention to detail. The game accurately depicts various animal breeds and their medical needs. From dogs and cats to birds and horses, each animal is unique and requires different treatments, making the game both fun and educational. Additionally, the game also teaches children about proper pet care, such as feeding and grooming, further emphasizing the importance of being a responsible pet owner. One of the reasons why I Can Be an Animal Doctor has stood the test of time is its replay value. With different animal scenarios and outcomes, each playthrough is a unique experience. This not only keeps children engaged and entertained but also encourages them to continue playing and learning.

I Can Carry and Borrow

Apple II 1987
Released in 1987, I Can Carry and Borrow stands as a charming staple in the realm of Apple II games. This educational title combines interactive gameplay with essential learning experiences, transforming the often mundane subject of arithmetic into an engaging adventure. Aimed at young players, the game incorporates elements of problem-solving and critical thinking, allowing users to grasp fundamental math concepts while navigating through colorful graphics and playful sound effects. In I Can Carry and Borrow, players are tasked with helping a character named Benny as he embarks on a quest to collect and manage various objects. The primary objective revolves around mastering simple addition and subtraction through different challenges. Players must strategize how to pick up items, balancing their inventory to solve puzzles and achieve set goals. This engaging mechanic invites a sense of accomplishment as users progress through diverse levels, each presenting progressively complex mathematical scenarios. The graphics in I Can Carry and Borrow are quintessentially reminiscent of late 1980s design, characterized by pixelated visuals that exude a nostalgic charm. The vibrant colors and whimsical character designs help to immerse players in Benny's world, making educational content feel less like a chore and more like an adventure. Each interaction is punctuated with delightful sound effects that enhance the gameplay experience, providing auditory feedback that keeps players engaged. One of the game's standout features is its accessibility, catering to children of varying skill levels. This adaptability ensures that the gameplay remains rewarding and challenging without veering into frustration. By promoting incremental learning, I Can Carry and Borrow allows players to build confidence in their mathematical skills, encouraging them to tackle more sophisticated tasks at their own pace. Parents and educators alike appreciated the seamless integration of entertainment and education, making it a popular choice for home and classroom use. Moreover, the game's simple yet effective design underlines the brilliance of the educational software movement of the 1980s. I Can Carry and Borrow exemplifies how gaming can be harnessed as a powerful tool for learning. The fusion of fun and education not only captivates young minds but also provides a foundation for deeper understanding as they progress through their academic journeys. With its engaging gameplay and educational value, this title remains an iconic representation of early educational gaming on the Apple II platform. As technology and gaming evolve, I Can Carry and Borrow serves as a reminder of the fundamental joys found in combining play with learning. Its legacy continues to inspire developers to create educational experiences that capture the imagination of young learners. Through Benny's adventures, players not only sharpen their math skills but also discover the endless possibilities that arise when education is presented in an entertaining, interactive format.

I Can Count

Apple II 1987
I Can Count is a delightful educational game released for the Apple II in 1987, developed by the innovative minds at SoftForm. This engaging software was designed with a primary objective: to enhance the mathematical skills of young children through an interactive and entertaining platform. Focusing on number recognition, basic arithmetic, and counting exercises, I Can Count effectively catered to early learners, combining fun gameplay with a solid educational foundation. The game features a colorful interface that captures the attention of its target audience. Brightly designed characters and whimsical scenarios create an inviting atmosphere for children. Players embark on various adventures where they must solve mathematical puzzles, engage in counting activities, and complete fun challenges. This clever integration of education and entertainment offers children a unique opportunity to learn while being fully immersed in a captivating digital world. One of the standout features of I Can Count is its adaptive learning mechanism. As players progress through different levels, the game adjusts its difficulty based on the child's performance. This adaptability ensures that each learner is appropriately challenged, promoting gradual mastery of basic math concepts. With an array of activities designed to cater to diverse learning styles, children can explore different paths in their mathematical journey, maintaining enthusiasm for the task at hand. Another important aspect of I Can Count is its emphasis on positive reinforcement. As children successfully navigate challenges, they are rewarded with encouraging messages and cheerful animations. This method of celebrating small victories helps build confidence in young learners, motivating them to tackle more complex problems without the fear of failure. By prioritizing a growth mindset, the game fosters a deeper love for mathematics and learning in general. In a world that increasingly relies on technology, I Can Count stands out as a pioneer in educational software. It showcased the potential of computers as effective tools for imparting essential skills to children. The combination of engaging gameplay, adaptable learning, and positive feedback set a precedent for future educational games. More than three decades after its release, I Can Count remains a nostalgic reminder of how early computer games could effectively support educational objectives while bringing joy to young minds.

I Can Football

Windows 2008
I Can Football for Windows, released in 2008, focuses on teaching and testing football fundamentals through a sequence of quick-play skill challenges. Players step onto a brightly lit training pitch and work through drills designed around common match actions such as controlling the ball, passing accurately, and striking on target. Each activity emphasizes timing and consistency, with results measured in points and accuracy, allowing practice sessions to gradually become more demanding as the challenges progress. Gameplay revolves around simple inputs mapped to responsive in-game actions. Players move their character around the field, positioning for the next objective, then perform football moves on cue—such as tapping to take a touch, directing a pass toward highlighted targets, or lining up a shot before the window closes. Many challenges include targets that shift location or require specific angles, encouraging players to adjust their timing rather than relying on repetition alone. Between drills, the game tracks overall performance to determine how effectively skills transfer from one type of challenge to the next. The setting is presented as a stylized football environment rather than a simulation of real leagues. A clean pitch, clear markings, and visually distinct target zones help guide attention during fast scenarios. Matches are framed as training encounters: a burst of movement, an assigned task, and immediate feedback based on contact, direction, and execution. This structure keeps each round focused, while a larger campaign of tasks offers variety in rhythm and difficulty. Visually, the game uses colorful character models and high-contrast effects to make every pass, touch, and shot easy to read. Ball movement is shown with simple motion cues and impact highlights when contact is made. Interface elements—score panels, target indicators, and progress markers—remain prominent without clutter, helping players understand what the next objective requires during action. Audio supports the training experience with lively background music and energetic sound effects for each interaction. Ball touches, passes, and shots are reinforced with crisp hits and short impact cues, while crowd-style ambience and announcer-like prompts provide guidance when a new drill begins. The overall effect is a friendly, encouraging atmosphere that rewards steady improvement, letting players refine control and precision until they can reliably hit targets and achieve top scores across the full set of football challenges.

I Can't Believe It's Not... Bomberman

DOS 1999
I Can't Believe It's Not Bomberman is Dodgy Posse's homage to Hudson Soft's classic Bomberman game. The game is played via the keyboard and has two game modes, Adventure mode and Battle mode, and three different sizes of play area. In Battle mode, the player faces a computer-controlled bomberman, while in Adventure mode the player faces a large number of fast-moving enemies on a preset number of maps. In both types of gameplay the objective is the same, to clear the map of enemies in order to continue. Some of the blocks that separate the player from the bad guys will reveal power-ups such as extra speed, ranged bombs and a 'freeze all bad guys' power-up.

I Dare You

You're an avid adventure gamer, but things are starting to get boring and stale and you'd love to do something different. At the Birmingham Adventure Gamers Society you talk to your friend Lizzie and decide that what you need is a REAL adventure. Lizzie agrees that this is a great idea and has found the perfect place for your new adventure. Her aunt owns an old house on the outskirts of Birmingham and is away for a couple of weeks on vacation, so Lizzie has challenged you to go to the house next week and try to complete her adventure. As you leave her house a week later, you have not received the address of the house, only a clue and so the start of a different adventure for you. I Dare You is a text adventure in which the screen has text describing your location and you type commands with the keyboard to interact with your environment.

I Have No Tomatoes

I Have No Tomatoes, a quirky and unconventional action-puzzle game, burst onto the gaming scene in 2004, showcasing the creativity and whimsy synonymous with independent game development. Created by the talented team at Giga-Watt Studios, this title piqued the curiosity of players with its offbeat premise and engaging gameplay mechanics. Players find themselves in a surreal world filled with tomatoes that have taken on a life of their own, resulting in a delightful adventure that challenges both reflexes and strategic thinking. The narrative centers around a pair of anthropomorphic characters who embark on a mission to thwart an invasion of mischievous tomatoes. These animated vegetables serve as the primary antagonists, and players must navigate through a series of levels filled with challenges, puzzles, and intense tomato-based battles. The game's humor shines through in its colorful graphics and cartoonish art style, creating an amusing contrast to the action-packed gameplay. Each level introduces new mechanics, ensuring that players remain engaged and entertained as they advance through the increasingly complex environments. At its core, I Have No Tomatoes offers an innovative blend of platforming elements and light puzzle-solving tasks. Players are encouraged to utilize their environment to outsmart the tomato menace while unlocking special abilities and power-ups that enhance gameplay. The intuitive controls allow for smooth navigation, while the whimsical sound design and playful soundtrack add to the overall experience. This combination of elements guides players through a whirlwind adventure, keeping them on their toes as they strategize their way to victory. The game’s unique charm extends beyond its mechanics; its underlying absurdity and playful tone create an inviting atmosphere for gamers of all ages. The quirky character design and imaginative world-building evoke a sense of nostalgia reminiscent of classic platformers while simultaneously bringing fresh ideas to the table. Each encounter with the tomatoes heightens the stakes, encouraging players to fine-tune their skills and adapt to the vibrant chaos unfolding on screen. As time has progressed, I Have No Tomatoes has maintained a dedicated following, thanks in part to its charming aesthetics and engaging gameplay. The title stands as a testament to the innovative spirit of independent game development, providing a refreshing alternative to mainstream offerings. Players seeking a unique gaming experience are likely to find joy in the absurdity and charm of this delightful entry in the world of video games.

I Love Kittens!

Windows 2007
On the crowded shelf of late 2000s PC casual titles I Love Kittens! stands out as a bright speck of whimsy. Released in 2007 for Windows, the game invited players into a cozy world where fluffy feline friends offered tiny challenges rather than grand epic quests. It arrived at a moment when many households embraced lightweight diversions between work tasks, breakfasts, and commutes. The premise promised warmth, gentle humor, and a dash of mischief, creating an easy entry point for players of all ages. Visually the game leans toward cheerful simplification with rounded shapes, pastel palettes, and kittens that radiate personality through tiny animations. The user interface favors clarity over clutter, echoing practical design standards of the era. Backgrounds drift between sunlit rooms, cozy windowsills, and playful backyards, all rendered with a soft glow that suggests comfort rather than challenge. Sound effects mirror the mood, each ching of a coin and purr beneath the soundscape contributing to a steady sense of informal reward. At its core the game presents a collection of bite sized puzzles and mini challenges that reward quick thinking and gentle persistence. The core loop couples simple mechanics with charming incentives such as new kitten companions and decorative accessories. Players click and drag, connect paths, or assemble cute dioramas as kittens react with expressive animations. Difficulty scales gradually, offering a comforting ramp rather than a punishing sprint. Hidden ribbons and cheerful achievements nudge players to return, turning routine sessions into small celebratory rituals. Accessibility sits high on the list of strengths, inviting newcomers with intuitive mouse driven controls and a forgiving learning curve. Short levels keep sessions compact, making the game ideal for a quick stretch during a busy day. The interface preserves a friendly tone even when options multiply, avoiding techy jargon. If the pace slows it is only to let players savor moments when a kitten shows delight after a clever maneuver or a new hue appears in the scene. The game evokes a specific charm of early casual software before microtransactions and glossy marketing dominated the horizon. It rewarded curiosity with cozy rewards, never pushing players toward grind but gently inviting repeated visits. Fans remember the amiable soundtrack, the gleam of glossy fur on tiny paws, and the comforting feeling that simplicity can still delight. I Love Kittens! stands as a miniature time capsule within Windows gaming, a reminder that warmth and whimsy could coexist with accessible play.
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