Games published by BMB Compuscience
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Sopwith
Two of the most beloved 'cult classics' of all time, Sopwith and its much improved successor, Sopwith 2 are classic CGA games that gave birth to the flying planes of destruction genre. Among the now legendary gameplay, the original Sopwith even had multiplayer networking options that took advantage of BMB Compuscience's 'Imaginet' networking product (in fact, the game was designed precisely to demonstrate Imaginet, according to the author).
So what is so special about Sopwith and its sequel? The best answer is that both games are incredibly addictive and fun. Sopwith is a side-scrolling biplane action game involving two sides: cyan and magenta planes. Your goal in single player mode is to destroy all enemy buildings and vehicles, either by shooting, bombing or colliding with them. To stop you, the enemy has deployed planes to shoot you down and buildings that shoot anti-aircraft fire at you. Each level ends when all enemy buildings and vehicles are destroyed, and is followed by a faster and more difficult level with the same map. Despite being an arcade game, all the elements of a good flight simulator are included, such as limited ammunition, ground artillery, limited fuel, and a limited number of bombs.
What makes Sopwith legendary is the ability to handle up to 8 players in multiplayer mode (4 human and 4 computer). The original Sopwith didn't have much physics modeling, and the AI was pretty weak. Sopwith 2 improves on the original in several ways, including smarter enemy aircraft, more enemies (including those pesky birds), bigger explosions, deformable terrain, and a cool real-time radar and mapping feature. Best of all, Sopwith 2 was coded with an internal timer that allows the game to run at the same speed on modern Pentiums as on IBM XT computers (similar to Alley Cat).
With exceptional gameplay, simple controls and plenty of surprises, Sopwith and Sopwith 2 are simply a must-have for any arcade fan. Be sure to also check out Sopwith: The Author's Edition: the best and definitive version of the game, released as freeware by designer David Clark in 2000.
Sopwith
During the early months of 1984 the personal computer scene welcomed a lean little aerial action title known as Sopwith. Released for DOS, the game invites players to inhabit a single seat biplane named after the famous WWI fighter, the Sopwith Camel. Its charm comes not from polish or grand ambitions but from compact execution and a bite sized challenge that fits the limitations of the era. In a market crowded with cautious portables and spreadsheet simulations, Sopwith offered pure arcade energy: take off, climb into a skirmish, and try to outfly a patrol of enemy planes over a stylized trench landscape. Its small footprint made it accessible to households with modest machines at the time.
Controls are straightforward yet exacting. The objective revolves around survival and a steady stream of action rather than a cinematic narrative. You fire rudimentary shots at interceptors and drop payloads onto ground targets while managing a crude throttle by tilting up and down. Fuel and ammunition resemble timers rather than resources; when they run out you land against your will. Wind and altitude subtly influence shot trajectories, forcing timing and patience. The pacing rewards risk, as daring passes yield more points and brief calm intervals provide a chance to reassess.
Visuals and sound reflect the hardware constraints; colors are scarce, sprites are chunky, and the screen scroll is modest. Terrain features trenches and fuel depots rendered with minimal shading, creating a toy battlefield that still reads clearly on a monochrome monitor. Sound is basic punch and blip, yet enough to cue players when a gunfire streaks past or a wing falters. That play area forces a steady focus on reflex and memory as you memorize patrol routes and wind quirks. The interface stays lean, keeping the cockpit feeling intimate instead of expansive.
Despite its simplicity Sopwith carved a niche in the annals of retro PC gaming, remembered by enthusiasts as a study in efficiency and tension. Its influence spanned later micro productions that prized tight control and brisk cycles over storytelling. Some fans ported the idea to modern platforms or recreated tiny homages that capture the same heartbeat. For collectors and emulation buffs, the 1984 original stands as a reminder that a handful of pixels and a handful of keys can still transport a player into a vivid historical fantasy. Worn by time yet agile, it invites new players to test their wits again.