Life & Death, released in 1988, was a groundbreaking DOS computer game that altered the world of medicine and medical education. Descending from the realm of traditional board games, the interactive video game allowed players to tackle real medical dilemmas presented in the context of virtual patients.
The game's approach to game design was radically different from other DOS games of the same period. While the gameplay was experiential, allowing players to explore possible treatments options, the game also provided educational opportunities to nurture a player's knowledge of medicine. Additionally, the game models the complex interplay between medical decisions and their outcomes, conveying a sense of moral investment in the results of a player's course of action.
At its core, Life & Death is a simulation game that requires a player to make decisions based on presented medical dilemmas. As the player encounters more complex cases, the difficulty increases, challenging the user to apply their growing medical knowledge to the situation. Unlike other games of the time, progress in Life & Death was determined by the player's thought process rather than the speed of their inputs.
In addition to providing an entertaining experience, Life & Death revolutionized the medical education sector. By allowing students to explore medical dilemmas in a virtual environment without its real-world consequences, the game provided an effective training platform. This helped medical students to gain experience in diagnosing and treating various illnesses without the pressures of a real-life setting.
Life & Death opened a whole new world of education and entertainment, bridging the gap between medicine and computer gaming. Through its innovative approach to game design, players were able to explore the intricacies of medicine-making, while discovering the importance of critical thinking in decision-making. In years to come, the implications of such an interactive educational game can only become increasingly obvious.
Magical Myths is an educational game that teaches Greek mythology. It consists of three different stories: The Greek Gods, Pandora's Box and King Midas. Each consists of text accompanied by images, including some animated ones. The stories themselves are not interactive other than pressing a button to move forward. Once a story is finished reading, the player is asked to answer some questions. These can be based on reading skills or vocabulary expansion. There are different question formats: multiple choice or fill in the blanks for reading questions and fill in, synonyms or antonyms for vocabulary questions.
The program comes with an editor called myth maker that allows the user to create new stories as well as accompanying questions with answers. There is also a mythical matching game which is a game of concentration where players have to flip over cards to reveal images with the goal of uncovering all the images.
Mancala, released in 1988 for the Commodore 64, is a classic board game that has stood the test of time. Its origins can be traced back thousands of years to ancient civilizations in Africa and the Middle East, making it one of the oldest games still in existence. Its enduring popularity can be attributed to its simple yet strategic gameplay, making it a favorite among players of all ages.
The premise of Mancala is simple: players must strategically move pieces (often called stones, seeds, or marbles) around a board with numbered pits in order to capture and accumulate the most pieces. The board is typically made up of 12 pits, with six on each side, and a larger storage pit at each end. The goal is to capture as many pieces as possible and store them in one's storage pit. The player with the most pieces in their storage pit at the end of the game is the winner.
What sets Mancala apart from other board games is its unique gameplay mechanics. Each turn, a player must take all the pieces from one of their pits and distribute them one by one to the succeeding pits in a counterclockwise direction. If the last piece lands in the player's storage pit, they get another turn. Additionally, if a player's last piece lands in an empty pit on their own side, they can capture all the pieces in the pit directly opposite of it. This adds a level of strategy as players must carefully consider their moves in order to strategically capture their opponent's pieces.
The Commodore 64 version of Mancala offers a variety of game modes, allowing players to choose between playing against the computer or against a friend. The computer opponent is challenging and offers multiple difficulty levels, making for an engaging gaming experience. The graphics may be simple compared to modern games, but they still hold up well and do not detract from the overall gameplay.
What makes Mancala truly stand out is its accessibility. The rules are easy to learn, and the gameplay is straightforward, making it a game that can be enjoyed by players of all ages and skill levels. It also promotes critical thinking skills, as players must constantly strategize and anticipate their opponent's moves.
The enduring popularity of Mancala is evident in its presence in many different cultures around the world. The game has been adapted and modified to fit various traditions and customs, further highlighting its appeal and adaptability. Its release on the Commodore 64 only solidified its place in gaming history, and it continues to be enjoyed by players to this day.
Earth has been invaded by the Orb Alliance, and a strictly restricted regime has been instituted for the remaining humans. Brown monk robes are the only clothing allowed, talking is a capital offense, and every human has been implanted with a tracking chip that records their every move. To hunt down criminals, the Orbs recruit 'Manhunters', humans with access to advanced technology and selected to be a combination of police and bounty hunters. The player controls one of these Manhunters as they unravel a conspiracy in the decaying heart of New York's ruins, and a mysterious serial killer on the loose.
Each chapter begins with orbs that assign the player's unnamed Manhunter a crime (such as a murder) or a target to investigate. The player obtains clues by using the 'MAD' computer, which displays records of all civilian movements in an area in an overhead map view. Starting with the victim and following the people who have encountered the victim that day, the player can move into a first-person investigative view at various New York landmarks to find clues to the suspect's identity. At the end of the day, the player must report the correct name of their suspect to the Orbs.
Manhunter uses a modified version of Sierra's AGI interpreter, with a rudimentary point-and-click interface to locate and uncover clues at investigative locations. At various points throughout the investigation, the player will also have to directly control the Manhunter in arcade-style challenges, such as dodging gang attacks or throwing knives through the fingers of bar patrons.
Marble Madness, released in 1987, is a classic DOS game that holds a special place in the hearts of many retro gaming enthusiasts. Developed by Mark Cerny and published by Atari Games, this innovative game brought a whole new level of excitement and challenge to the gaming world.
The premise of Marble Madness is simple yet incredibly addictive. Players take on the role of a marble and are tasked with navigating through various obstacle courses to reach the end goal in the shortest amount of time. The gameplay may seem simple, but with its challenging levels and increasing difficulty, Marble Madness kept players hooked for hours on end.
One of the most striking aspects of Marble Madness is its unique and visually stunning graphics. The game features colorful, isometric landscapes that are both mesmerizing and immersive. The attention to detail in the design of the levels is impressive, and each one offers a different setting and set of challenges for players to conquer.
In addition to its impressive graphics, Marble Madness also boasts an exceptional soundtrack. Composed by Hal Canon, the music perfectly complements the fast-paced gameplay and adds to the overall experience of the game. It is a perfect blend of electronic and classical music that will have players tapping their feet while trying to beat the clock.
One of the most notable features of Marble Madness is its innovative control system. Players use the directional arrows on their keyboard to move the marble, and the intuitive controls allow for precise movements, making the game all the more challenging and satisfying to beat. It may take some time to master the controls, but once you do, navigating through the courses becomes second nature.
Marble Madness also offers a multiplayer option, where two players can race against each other to reach the end goal. This feature added a whole new level of excitement to the game, making it a popular choice for parties and gatherings. It also sparked some friendly competition among friends, with players trying to outdo each other's times.
As with many DOS games, Marble Madness may seem outdated to some, but its gameplay and design have undoubtedly stood the test of time. It continues to be enjoyed by old fans and new players alike, and its legacy is evident through its numerous re-releases on different platforms over the years. Whether you are a retro gaming enthusiast or a newcomer to the world of DOS games, Marble Madness is a must-try for anyone looking for a challenging and enjoyable gaming experience.
Another excellent edutainment title from Davidson & Associates, designed by Jay Davidson himself. The description at MobyGames says it all:
An updated version of the old educational game Math Blaster! Unlike the previous version, this one is not in BASIC! A new graphical user interface, called the 'Davidson Student Desktop Interface', allows you to move from one part of the game to another without having to type.
The math is divided into five topics: addition, subtraction, multiplication, division, and fractions/decimals/percentages. The game itself is divided into 5 activities:
Countdown: this is a card-type 'game' with a score or time. A problem, with answer, is shown on the screen - when ordered, the same problem appears with no answer, and must be answered correctly. Ignition - problems appear, and on a correct answer, motivational messages and animations appear. The player has two chances to answer correctly, and receives a marker at the end showing the number of problems, the number solved, etc. (This marker appears in the next two activities). Problems with an answer appear, but without an internal component (such as 2 _ = 12). Three chances are given per problem to answer correctly. Again, there are encouraging messages and animations, and a certificate of achievement can be printed. Orbit - three problems appear on screen with parts of each in boxes; these boxes may contain errors and must be changed by the player. Each correct answer awards one star, and the player may attempt to answer twice. This can also print a certificate of achievement. Blasternaut- the action-oriented math activity- you control a Blasternaut that must enter a rocket aimed at the correct answer to a displayed problem. The math problems it contains are not randomly generated, but are pre-written lessons (which are printed in the instruction manual). Math Blaster Plus! can be used to create new lessons, can be used in the classroom to track student performance, and can print stored lessons as paper tests/quizzes for more traditional (and more boring) use'.
Definitely one of the best math programs ever made, despite its age. Highly recommended, especially for preschoolers.
Mavis Beacon Teaches Typing!, released in 1987, is a DOS game that has become a household name for anyone who grew up in the era of personal computers. It was the first typing software of its kind, designed to teach individuals of all ages and skill levels how to type efficiently and accurately. The game quickly gained popularity and became a staple in schools and homes worldwide.
The brainchild of three developers – Norman Bierbaum, Michael Wallace, and Lance Haffner – Mavis Beacon Teaches Typing! was created to address the growing need for touch typing skills as computers became more prevalent in everyday life. What made this game unique was its interactive approach to learning. Unlike traditional typing exercises, Mavis Beacon used a fictional character, the eponymous Mavis Beacon, to guide players through various lessons and exercises. This made the learning process more engaging and enjoyable.
The game's interface was simple yet effective. It consisted of a virtual keyboard at the bottom of the screen and a passage at the top that players had to type out. As users progressed through the game, the difficulty level increased, challenging them to type more complex passages accurately and at a faster pace. Players were also given feedback on their accuracy, typing speed, and errors, allowing them to track their progress over time. This feature was especially useful for teachers and parents who wanted to monitor their child's typing skills.
One of the unique aspects of Mavis Beacon Teaches Typing! was its incorporation of music. The game featured upbeat and catchy tunes that played in the background while players typed, adding an element of fun to an otherwise mundane task. The game also had a variety of colorful and engaging graphics that made the learning experience more visually appealing.
Mavis Beacon Teaches Typing! was not just a game; it was also a valuable tool for people of all ages and professions. Many companies used the game to train their employees in touch typing, boosting productivity and efficiency in the workplace. The game also proved to be beneficial for individuals with learning disabilities, who found it easier to improve their typing skills through the game's interactive and visual nature.
Over the years, Mavis Beacon Teaches Typing! has evolved and adapted to changes in technology. It has been updated to run on various operating systems and has even been converted to mobile and online versions, making it accessible to a wider audience. The game remains popular to this day, with millions of copies sold worldwide and a loyal fan base that continues to use it for both educational and recreational purposes.
The Apple IIGS computer, released in 1986 as a successor to the popular Apple II line of machines, featured a host of improvements and features that set it apart from its predecessor. One of the most beloved titles of the IIGS era was Mazer II, a graphical adventure title released in 1992.
Mazer II was the sequel to the 1989 release Mazer. Though the two titles feature similar gameplay, Mazer II included several enhancements that set it apart from its forebear. For instance, rather than using static images, Mazer II employed animated graphics to convey its story. Furthermore, the title featured an improved user interface, including a sidebar with helpful hints on how to solve each of the game’s puzzles.
Mazer II put players in the shoes of a daring alien explorer on a mission to discover new worlds and solve the mysteries of the Maze of Mort. Throughout the game, players could fly around the universe in their own spaceship, exploring star systems in search of clues to the maze’s ultimate solution.
In addition to its improved visuals, Mazer II included several puzzle types, such as matching, number coding and memory games. It also featured numerous cutscenes, as well as turn-based battles in which the character must battle a variety of alien foes.
As one would expect from a product of the Apple IIGS era, Mazer II boasted excellent music and sound effects. The title also supported modifiable level difficulty settings, allowing players to tailor the game’s difficulty level according to their own tastes.
The Apple IIGS version of Mazer II provided a unique gaming experience, one that would remain fondly remembered by Apple fans for generations to come. Its combination of improved graphics and intriguing puzzles, set against a backdrop of engrossing music and sound effects, created an adventure that few titles from the era could match.
Mean 18 is a golf simulator released in the early years of 16-bit technology. It used the three-click control system, whereby the first click starts the swing, the second click sets the power, and the third click sets the draw or fade.
Aside from the Bush Hill course, the game comes with the Famous Course Disc Volume I, which includes:St Andrews, Scotland, UKPebble Beach, California, USAAugusta National, Georgia, USAA unique feature for the time was the Course Architect, which was quite versatile with practice.
Both beginner and expert difficulty options are offered; the latter mode has more pronounced draw and fade effects, making the timing of the third click even more crucial. You can also choose between normal and pro tees - in the latter option the distance of the holes is longer, and the computer doesn't choose the best club automatically. Because long drives are not a crucial aspect on many of the holes, the Beginner/Expert setting is a more important factor in your likely score.
If you haven't played Mean 18: Famous Course Disk Volume II or want to try this sports video game, download it now for free! Released in 1986 by Accolade, Inc, Mean 18: Famous Course Disk Volume II was an above average golf title in its time.
Mean 18: Famous Course Disk Volume II is an add-on for Mean 18, you will need the original game to play.