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Browse games starting with S

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S*M*A*S*H*E*D

1987, the year SMASHED was released on Commodore 64. Made by Alternative Software Ltd. and published by Alternative Software Ltd. this adventure game is available for free on this page.

S-Tetris

DOS 1991
The goal of this Super Tetris game, as in other similar games, is to rotate and drop blocks of various shapes into the spaces of a box, filling as many rows as possible before reaching the top row. Clear the rows by filling all the empty spaces as fast as possible to advance through the levels and get the highest score. In this version, you can control how many different block shapes are available in the game. These are grouped into sets of blocks: the standard one has the typical number you're used to seeing in other Tetris games; the extended one adds a few more; and the professional one, which provides a total of 15 different blocks. After choosing a set, you will be asked in which 'zone' (screen) you want to start playing.

S-Tris

Symbian 2004
In the realm of mobile gaming, few titles managed to capture the imagination of players quite like S-Tris. Released in 2004 on the Symbian platform, this engaging puzzle game drew inspiration from the timeless classic Tetris, yet introduced its own unique flair and intricacies that set it apart. As mobile phones began to evolve into handheld gaming devices, S-Tris emerged as a prime example of how developers could craft captivating experiences on smaller screens. S-Tris impressed players with its sleek graphics and smooth animations, which enhanced the overall enjoyment of gameplay. The interface was designed with a user-friendly approach, making it accessible for both seasoned gamers and those new to the genre. Vibrant colors and simple shapes invited players to immerse themselves in the captivating world of block-shifting, while the rhythmic music created an energetic atmosphere, urging players to improve their skills and compete for high scores. The core mechanics of S-Tris revolved around arranging falling blocks, or tetrominoes, into complete lines that disappear upon formation. However, this version included innovative twists, such as the introduction of various power-ups that provided strategic advantages and altered gameplay dynamics. Players could use these enhancers to clear multiple lines simultaneously or shift the game’s pace, adding depth and excitement to each session. This variation kept players engaged and motivated to refine their techniques, pushing them to achieve ever-higher scores. In addition to its compelling single-player mode, S-Tris allowed for multiplayer action, which significantly increased its replay value. Players could challenge friends or family members in head-to-head matches, further intensifying the competition and fun. This social element transformed the game into a communal experience, as users gathered to show off their skills and compete for bragging rights. The multi-faceted gameplay ensured that S-Tris maintained a dedicated player base, even years after its initial release. S-Tris left a lasting impression on mobile gaming culture, particularly during a time when the industry was rapidly evolving. The game showcased not only the potential of mobile platforms but also the creativity of developers who sought to elevate simple concepts. With its addictive mechanics, colorful visuals, and engaging multiplayer options, S-Tris became a cherished title for many players, demonstrating that innovative gameplay could succeed on even the smallest of screens. The legacy of this intriguing puzzle game continues to resonate, as it laid the groundwork for future mobile gaming experiences and remains fondly remembered by those who ventured into its vibrant, block-filled universe.

S-Tris 2

Symbian 2006
S-Tris 2, a compelling puzzle game released in 2006 for Symbian smartphones, garnered attention for its engaging gameplay and vibrant graphics. As a sequel to the original S-Tris, this rendition elevated the classic Tetris formula by introducing new mechanics and enhancements that captured the imagination of mobile gaming enthusiasts. The developers cleverly incorporated vivid visuals and rhythmic soundtracks, enticing players to immerse themselves in the crisp, block-dropping action. One of the standout features of S-Tris 2 is its diverse array of game modes. From classic challenges to more innovative variants, players encountered a refreshing mix that added replay value and excitement. The game cleverly designed levels with increasing difficulties, ensuring that players remained on their toes as they sought to clear lines and achieve high scores. This remarkable aspect kept the title dynamic, appealing to both casual gamers and competitive players alike. The user interface of S-Tris 2 was another highlight, showcasing an intuitive design that encouraged fluid navigation. The controls were responsive, allowing players to easily manipulate the falling tetrominoes as they strategized to fit pieces together seamlessly. This accessibility made the game inviting, catering to both veterans of puzzle games and newcomers attempting to grasp the rules. With its breathtaking animations and user-friendly controls, S-Tris 2 maintained a fine balance between challenge and enjoyment. S-Tris 2 embraced the spirit of social competition, allowing players to compare scores with friends and rivals. This feature not only spurred a sense of community but also instilled a healthy competitive spirit among users. The thrill of racing against others for the highest score created an exhilarating experience that encouraged repeated play sessions. This social aspect became a driving factor, pushing players to hone their skills and improve their strategies.

S. E. U. I. S.

Apple II 1982
Released in 1982, S. E. U. I. S. was a revolutionary game for the Apple II that took the gaming world by storm. Developed by Quicksilver Software, this space combat simulation game provided players with an immersive experience unlike any other game before it. Set in the year 2979, S. E. U. I. S. (which stands for Space Exploration, Unknown Intelligence, and Settlement) allowed players to explore a vast, open universe as they navigated their spaceship through various challenges and obstacles. The goal of the game was to establish new colonies on different planets, while facing off against enemy alien ships and other dangers lurking in the depths of space. What made S. E. U. I. S. stand out from other games at the time was its advanced graphics and gameplay. The game utilized a three-dimensional display, a feature that was unheard of in most games of the early 1980s. This gave players a more realistic and immersive experience, as they could truly feel like they were piloting a spaceship through the vast expanse of space. In addition to its groundbreaking graphics, S. E. U. I. S. also had a unique control system that allowed players to navigate their ship in a way that felt more intuitive and natural. Instead of using a joystick or keyboard, players used a special controller called the "Space-Grabber." This device resembled a small plastic spaceship that players could hold and manipulate to control their ship's movements. This added an extra layer of realism to the game and made it a fan favorite among gamers. The game also had a strong emphasis on strategy and decision-making. As players explored the universe and encountered hostile aliens, they had to make split-second decisions on how to engage in combat or whether to retreat and save their resources. These choices had consequences that could impact the player's progress and ultimately determine their success in the game. Despite its initial success, S. E. U. I. S. faced some backlash for its challenging difficulty level. Some players found the game to be too difficult, which led Quicksilver Software to release a version with adjustable difficulty settings. This way, players of all levels could still enjoy the game without feeling overwhelmed. S. E. U. I. S. was a game ahead of its time and left a lasting impact on the gaming industry. Its combination of innovative graphics, immersive gameplay, and strategic decision-making set a new standard for future games to follow. Today, it is considered a classic and is still enjoyed by retro gaming enthusiasts.

S.A.A.F.: Special Anti Alien Force

Mophun 2004
S.A.A.F.: Special Anti Alien Force casts players as a member of a covert strike team deployed to stop an escalating alien incursion. Missions take place across a chain of damaged outposts and hostile installations, from industrial corridors and derelict transport bays to exterior landing zones under constant threat from airborne and ground-based enemies. The action is structured around short, repeatable objectives, with each stage presenting a clear route of advance followed by defensive sweeps and last encounters designed to test accuracy and timing under pressure. Gameplay centers on real-time combat from a player-controlled, fixed perspective, emphasizing fast movement, target selection, and controlled fire. The basic toolset includes a ranged weapon with responsive firing and a steady cadence for sustained engagements, while additional armaments and tactical devices can be obtained during missions. Players must manage threats from multiple directions, navigate around cover-like obstacles, and push through waves of hostile units, using bursts of fire and quick positioning to prevent enemy overwhelm. Collectable upgrades and ammunition replenishments help balance the encounter pace and keep momentum during longer stages. Control on the Mophun platform is built around tight key-based maneuvering and immediate response to attack commands. Movement is responsive and designed for short bursts of repositioning, while the combat interface remains streamlined to suit handheld play. Health and damage feedback are presented clearly during firefights, and weapon performance is tuned for distinct enemy types, encouraging a practical mix of offensive aggression and selective targeting. Progression through the campaign maintains a mission-to-mission rhythm, with results contributing to the sense of building capability as the conflict escalates. Visually, the game uses crisp, stylized sprite work and bold color contrast to keep targets readable against sci-fi environments. Backgrounds feature layered scenery and scrolling effects that help the stages feel active, while impact moments—muzzle flashes, projectile trails, and explosion bursts—add emphasis to successful hits. Enemy designs range from compact grunts to larger, more disruptive forms, each telegraphing their presence through distinct silhouettes and movement patterns. The overall look presents a clean, arcade-like presentation suited to rapid, handheld sessions. Audio supports the action with energetic electronic soundtracks and urgent, synthetic sound effects that rise during combat. Weapon sounds and explosion cues provide strong feedback, while ambient sci-fi textures frame corridors and exterior areas with a constant atmosphere of alarm. The result is an experience tailored for quick play: the pace encourages repeated attempts, and the combination of clear threat patterns, immediate controls, and stage-focused objectives keeps the player engaged from first engagement to final confrontation.

S.C.A.R.S.

Windows 1998
S.C.A.R.S. arrived on Windows in 1998 as a gritty, tactical romp that made combat feel less like heroics and more like logistics under pressure. The premise centers on small, mission-driven teams operating in a damaged world where factions fight over territory, salvage, and leverage. Rather than focusing purely on spectacle, the game emphasizes decisions: what to deploy first, which routes to secure, when to retreat, and how to keep fragile units intact while the battlefield shifts around them. What makes the title interesting is its blend of command-style planning with direct, hands-on battlefield presence. You typically begin with a set of objectives and a limited pool of options, then earn further capacity through completed tasks and earned resources. The interface supports fast target switching, squad selection, and quick orders, so the action can feel brisk even when you are pausing to reconsider your angles. Combat itself leans on positioning, line of sight, and the practical difference between armored durability and raw firepower. In play, the roster of controllable war machines and support tools creates a problem-solving vibe. Some units excel at pushing forward, others are better at harassing, and certain setups are designed to blunt enemy advances with disruption effects. Missions often funnel you toward choke points, damaged infrastructure, and uneven terrain, where elevation and cover can outweigh twitch reflexes. When enemies mass, the game rewards layered responses: staggered entries, overlapping fields of fire, and rapid reassignment of roles as losses occur. Presentation was very much of its era. Graphics rely on chunky polygonal forms, simplified materials, and atmospheric touches that help sell distance and danger. Sound design uses industrial textures, abrupt weapon impacts, and radio-like feedback to keep attention anchored during chaotic turns. Controls are mouse-forward for selection, with keyboard commands for orders, which can feel precise once muscle memory settles, though newcomers may initially find the command rhythm less forgiving than modern strategy interfaces. Despite its age, S.C.A.R.S. has retained a small following because it captures a transitional moment in Windows gaming, when developers were still experimenting with how to fuse strategy thinking with arcade-minded combat pacing. Reviews at the time tended to split between players who enjoyed the mission structure and those who disliked the dated feel of handling and presentation. If you approach it with curiosity rather than nostalgia alone, the game offers a surprisingly thoughtful sandbox for tactical improvisation, and it remains a worthwhile curiosity for anyone who enjoys early mixed-genre experiments.

S.C.I.: Special Criminal Investigation

S.C.I.: Special Criminal Investigation is a classic action-adventure game that was released in 1990 for the Commodore 64. Developed by Cinemaware, this game was a sequel to their popular title "The King of Chicago" and was highly anticipated by fans of the genre. In S.C.I., players take on the role of a special agent trying to solve a series of high-profile crimes in the fictional city of Terminus. With its engaging storyline, challenging gameplay, and impressive graphics for its time, S.C.I. quickly became a fan favorite and is still remembered as one of the best games for the Commodore 64. One of the standout features of S.C.I. is its captivating storyline. The game begins with the player being assigned to an elite team of investigators in the city of Terminus. The team is tasked with solving a string of crimes committed by a notorious criminal organization known as the "Furies". As you progress through the game, you will encounter various challenges and obstacles, including tense interrogations, thrilling car chases, and high-speed boat pursuits. The game's narrative is well-written and keeps players engaged from start to finish, making it one of the most story-driven games of its time. Another aspect that sets S.C.I. apart from other games of the era is its challenging gameplay. The game is divided into six chapters, each with its own set of missions and objectives that players must complete in order to advance. The gameplay is a combination of puzzle-solving, action, and driving sequences, making it a well-rounded experience. With limited lives and a strict time limit for each mission, S.C.I. keeps players on the edge of their seats, constantly strategizing and planning their next move. The game's difficulty level is well-balanced, making it accessible to both novice and experienced players. One of the most impressive parts of S.C.I. is its graphics. For a game released in 1990, the graphics were considered top-notch and were a significant improvement from its predecessor, "The King of Chicago". The game features detailed and vibrant backgrounds, fluid animations, and realistic character designs. The attention to detail is evident, especially in the game's action sequences, where explosions and car crashes are visually stunning. The game's soundtrack is also worth mentioning, with its intense and catchy tunes adding to the overall immersive experience. In addition to its engaging gameplay and impressive visuals, S.C.I. also introduced a unique feature for its time, which was voice acting. The game utilizes digitized speech to add depth to the characters and immerse players even further. This was a significant advancement in gaming at the time and further added to the game's overall cinematic feel. The voice acting, coupled with the game's suspenseful music, creates an intense and realistic atmosphere that draws players in and keeps them on the edge of their seats.

S.C.Out

DOS 1992
A decent puzzle game from Atreid Concept (Kalisto), S. C. Out is a Chip's Challenge style game that features the option to create and play your own levels. The premise is simple: navigate your ship on a 2D board to the exit. Along the way, you'll have to collect keys, toggle switches, and deal with obstacles like one-way arrows and more. Unfortunately, Chip's Challenge does it better and with a much slicker level design than S. C. Out. Fortunately, the game's level editing tool is versatile and easy to use, so you can make up for the game's lack of challenge by creating your own levels. Anyone interested in the editor should check it out, but diehard puzzle fans should pass on this lackluster game.

S.D.I.

DOS, Atari ST, Mac 1987
S. D. I. takes place in the year 2017 of an alternate timeline, in which the Soviet Union still existed and posed a threat to the countries of the free world. The United States launched another Strategic Defense Initiative, its commander-in-chief being General Sloan McCormick. A Soviet extremist group made up of KGB members has taken control of space launch facilities and has begun firing nuclear missiles at the United States. McCormick must do his duty, but his heart belongs to a woman who is on the opposite side. He controls a space fighter that attempts to neutralize the enemy missiles. He must also repair defense satellites and infiltrate enemy bases to rescue his beloved and save his nation and the world.
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