Games published by Box Office, Inc.
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ALF: The First Adventure
ALF: The First Adventure is a 1987 DOS game based on the popular TV show ALF. It was developed by Animation Magic, Inc. and published by Activision. The game was released on October 15th, 1987, and was available for MS-DOS and Commodore 64 systems.
The game is a side-scrolling platformer, where the player controls ALF, the furry alien from Melmac, who crash-landed on Earth. The goal of the game is to help ALF get back to Melmac by collecting pieces of his spaceship scattered around the Earth. To do this, ALF must explore various locations, such as a beach, a jungle, a city, and a cave. Along the way, ALF must collect items and power-ups to help him progress.
The game features various enemies, such as spiders, bees and robots, which ALF must avoid or defeat in order to progress. The game also features numerous puzzles, which must be solved in order for ALF to progress. ALF can jump and use his tongue to grab items or attack enemies. He also has a limited amount of energy and must replenish it by collecting food.
Overall, ALF: The First Adventure is a classic DOS game that is still enjoyable today. The game has a unique premise, interesting level design, and plenty of challenge. It is a great game for fans of the ALF TV show and those looking for a nostalgic platformer experience.
Chess, Checkers, and Backgammon
In 1987, the tech giant Apple released a game for their Apple II system that offered not just one, but three classic board games: Chess, Checkers, and Backgammon. This game, simply titled "Chess, Checkers, and Backgammon," offered players the chance to sharpen their strategic thinking and challenge friends and family in virtual matches.
One of the standout features of this game was its stunning graphics. In a time when pixelated graphics were the norm, Chess, Checkers, and Backgammon elevated the visual experience by delivering crisp and vibrant colors. Each game had its own unique board design and pieces, adding to the immersive experience. The attention to detail in the graphics made this a visually appealing game that players could truly get lost in.
But of course, a game is only as good as its gameplay, and Chess, Checkers, and Backgammon did not disappoint in this aspect. Each game offered different levels of difficulty, making it accessible for players of all skill levels. And for those who were new to these classic games, there was a helpful tutorial available to guide them through the rules and strategies.
What truly set this game apart from others of its time was the option for multiplayer matches. Players could challenge friends or family members to a game, either through a local connection or by taking turns on the same computer. This added a whole new level of excitement and competitiveness to the gameplay experience.
In addition to its impressive graphics and engaging gameplay, Chess, Checkers, and Backgammon also featured a soundtrack that truly set the mood for each game. From the regal orchestral pieces in Chess to the upbeat and playful tunes in Checkers and Backgammon, the soundtrack added an extra layer of enjoyment to the overall experience.
High Rollers
High Rollers arrived in the dormancy of late 1988, a DOS outing tucked between color adventures and stark business sims. The title promised more than a simple arcade diversion, inviting players into a fictional casino where luck meets strategy. Visually modest by today’s standards, the game relied on compact sprites and a grid of tile like surfaces that conveyed a smoky parlor ambiance. Sound was modest, with bleeps and a distant chime that rooted you in a digital parlour rather than a glossy Vegas imitation. The overall effect felt intimate, a pocket sized gamble designed for cramped monitors and focused sessions.
Mechanics unfold through a barebones interface that emphasizes choice over spectacle. A text guided menu presents several games to bet on, each offering different odds and risk levels. You allocate chips, confirm a wager, then watch results spawn as dice tumble or cards flip, depending on the chosen table. The random number generator yields quick pulses of fortune, while subtle patterns invite you to learn when to press your luck or pull back. It is a lean, disciplined design that rewards memory and nerve rather than flashy combo chains.
Players navigate with a handful of keyboard commands, and the screen layout keeps critical data in view: bankroll, current wager, and the tally of wins and losses. Opponents feel like stylized avatars rather than real people, each with a tell or habit that hints at their strategy. The pacing is deliberate, never frantic, which suits the vintage computer tempo and the adult minded mood of a casino floor. The win feel is modest, the losses teach restraint, and the tension builds through simple, repetitive cycles rather than cinematic flourishes.
High Rollers is a relic cherished by retro collectors and curious historians who crave the texture of late 80s software. Its charm lies not in technical prowess but in the compact philosophy of risk management under pressure. Emulation lets new players glimpse a world where opportunities appeared with keystrokes and disappointment came with a sigh rather than a siren. For those who chase authenticity, the game offers a window into a dormant genre, a reminder that a dice box and a careful strategy can illuminate a memorable evening spent with a monochrome CRT and a slow fan hum. Collectors still seek it, not for flash but for texture. This casino sim rewards patience and curiosity, inviting a late night revisit.
Jaws
Jaws, released in 1989, is a classic DOS game that brings the action and thrill of the iconic movie to your computer screen. Developed by Westwood Associates and published by Malibu Interactive, this game is based on the popular movie franchise of the same name. It follows the same storyline as the movie, but with its own unique twists and turns that keep players on the edge of their seats.
The game starts off with a small town on Amity Island being terrorized by a great white shark. As a player, you take on the role of Chief Brody, whose mission is to eradicate the shark and protect the innocent citizens of the island. You start off with limited resources, but as you progress through the game, you can earn points and upgrade your equipment to better tackle the ferocious shark.
One of the most exciting aspects of Jaws is the intense and nail-biting action sequences. The game features both ground and water combat, where you must use different strategies and weapons to take down the shark. On land, you can use a gun or a harpoon to fend off the shark, while in the water, you must navigate a vessel and use depth charges to weaken the shark's defenses. The game also includes a first-person perspective, allowing players to experience the action up close and personal.
In addition to the main storyline, Jaws also features mini-games and side missions that add to the overall immersion of the game. As Chief Brody, you can go on a rescue mission to save stranded swimmers, collect treasure from sunken ships, and even participate in a harpoon competition. These elements add depth and variety to the gameplay, making it a truly engaging experience.
The graphics and sound effects of Jaws are top-notch, considering it was released in 1989. The shark is designed in great detail, and its movements and attacks are so realistic that it will send shivers down your spine. The sound effects, especially the iconic theme song from the movie, add to the intensity and atmosphere of the game.
Jaws is undoubtedly a challenging game, but it is also highly rewarding. As you progress through the levels, the shark becomes bigger and more powerful, making it harder to defeat. However, with determination and quick reflexes, you can conquer the great white and emerge as the hero of the island.
MB Bingo
MB Bingo, released in 1989, was a widely popular DOS game that captivated players with its simple yet addictive gameplay. Created by MB Software, this game was an instant hit among computer gamers of all ages. From its pixelated graphics to its lively soundtrack, MB Bingo provided endless hours of entertainment for its fans.
One of the key reasons for the game's success was its easy-to-learn gameplay. As the name suggests, MB Bingo is a digital adaptation of the classic game of bingo. However, unlike traditional bingo games, MB Bingo provided players with a variety of options to customize their gameplay. From choosing the number of cards to the speed of the game, players had the freedom to set the game according to their preferences.
Another standout feature of MB Bingo was its vibrant graphics. Despite the limitations of 1980s technology, the game managed to create a visually appealing experience for its players. Each bingo card was displayed with vivid colors and intricate details, keeping players engaged and excited throughout the game. The game's interface was also user-friendly, making it easy for even the most novice player to navigate and enjoy.
In addition to its addictive gameplay and impressive graphics, MB Bingo also offered a multiplayer mode. This feature allowed players to compete with their friends or family on a split-screen, adding a fun and competitive element to the game. The multiplayer mode quickly became a favorite among players, as it provided an opportunity to engage in friendly competition and showcase their bingo skills.
Moreover, MB Bingo featured a wide range of game modes to keep players on their toes. From classic bingo to blackout and pattern bingo, each mode provided a unique experience and kept the game from becoming repetitive. This diversity in gameplay was a major factor in the game's longevity and ensured that players kept coming back for more.
Aside from its entertainment value, MB Bingo was also praised for its educational aspect. The game utilized traditional bingo to teach players numbers and basic mathematical skills. This made it a popular choice among parents and educators, who saw it as a fun and interactive way for children to learn.
Psycho
Psycho, released for DOS in 1988, is a lean, haunted sampler of late-80s design that refuses to hand you a calm ride. Players assume the role of a protagonist who finds himself adrift in a shifting maze of corridors, cryptic rooms, and sinister whispers, where every choice seems to tug toward a darker truth about memory and perception. The atmosphere lurches between noir paranoia and surreal nightmare, with hand-crafted dialogue that hints at trauma rather than revealing it outright. Visuals lean on blocky, high-contrast sprites and grim palettes, while the soundtrack clings to jittery synths that feel almost alive, breathing menace into the player's nerves.
Mechanically, Psycho leans on a parser-style command system rather than a point-and-click veneer, forcing players to string together actions in a shadow-dense world. Text prompts guide exploration, yet doors yield only after you decipher clues etched in graffiti, scattered memory fragments, or lines spoken by an unreliable narrator. Puzzles blend inventory scraps with symbolic riddles; solving them often requires reframing reality and catching hints that drift as the scene folds upon itself. The game supports multiple routes and endings, rewarding careful reading and persistence over aimless exploration. Save mechanics offer reasonable reliability, a humane concession in a mission that feels relentlessly capricious.
Visually Psycho uses a restrained palette and tight sprite work that gives a grim, claustrophobic feel. Hallways loop; lighting is used to mock certainty, with flickers revealing hidden symbols and warnings. The interface is spare, letting the mood carry the fear rather than flashy effects. Sound design - minimalist but expressive - plays a crucial role: staccato notes, distant footsteps, and whispered voices create a living chamber of dread. The aesthetic choice to present landscapes as half-remembered memories gives the sense that the player is not merely traveling through a game world but excavating a psyche. Its puzzles rarely spell out the path, inviting stubborn curiosity.
Upon release Psycho established itself as a cult curiosity rather than a blockbuster; it drew praise for ambition, and criticism for obtuse pacing. Yet its influence lingers in designer circles that admire how narrative and environment can be braided into puzzle logic. It feeds a lineage of psychologically oriented adventures, hinting that gameplay could be a tool for introspection rather than conquest. For collectors and retro enthusiasts, the game represents a snapshot of an era when developers experimented with form, density, and existential dread inside the constraints of DOS hardware.
The $100,000 Pyramid
In the late 1980s, the game show The $100,000 Pyramid was a smash hit on television. Now, fans of the show could play the game at home with The $100,000 Pyramid video game for MS-DOS. Released in 1988, The $100,000 Pyramid was a faithful recreation of the show, complete with the announcer, music, and sound effects.
The game followed the same rules as the show. Two players, either human or computer-controlled, took turns trying to guess words and phrases from clues given by the other player. The goal was to get as many matches as possible before time ran out. The more matches that were made, the higher the score.
The game featured several rounds, including the Winner’s Circle, where the player with the most points was given a chance to guess the secret phrase and win the big prize. The game also included bonus rounds, such as the Super Six, where players could score extra points by correctly guessing the secret word.
The $100,000 Pyramid video game was an instant hit with fans of the show. It featured all the elements of the television show, and it was easy to pick up and play. The visuals were simple but effective, and the sound effects and music added to the atmosphere. The controls were straightforward, and the gameplay was addictive.
The $100,000 Pyramid was an enjoyable and faithful recreation of the classic game show. It was a great way for fans of the show to test their knowledge and relive the excitement of The $100,000 Pyramid.