Games published by First Row Software Publishing, Inc.
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Dr. Dumont's Wild P.A.R.T.I.
This long-lost piece of IF from the powerhouse duo that brought you classics like Oo-Topos and Infidel is back in this zany adventure game centered on the principles of physics.
As a hapless student who has been introduced to the world of virtual reality in his crazy professor's machine, you must explore the world where almost everything is a metaphor for the principles of particle physics to reach the ultimate goal: to be the first human being to see the mysterious X particle. This is a difficult game that has some convoluted puzzles, although all of them are logical. The NPCs, well guided, enhance the atmosphere and the general madness.
In 1998, Mike Berlyn published a much improved version of this game through his company, Cascade Mountain Publishing, along with scanned Infocom-style feelies in . pdf format. Unfortunately, his company went out of business in early 2000, and Mike has graciously decided to distribute this new version for free. Therefore, the download here includes both the new remake (plus feelies in . pdf format), and the earlier 1987 version.
Prime Time
Prime Time is a classic DOS game that was released in 1988 and captured the hearts of many gamers with its unique concept and engaging gameplay. Developed by developer and publisher Mathel Games, this game combines elements of puzzle and strategy to create a truly addictive experience.
Set in a futuristic world, players take on the role of a television executive in charge of a broadcast network. The objective of the game is to attract viewers and increase the network's ratings by creating the perfect schedule lineup. This may sound easy, but it requires strategic planning and quick decision-making skills as the game progresses.
The visuals of Prime Time may not be the most sophisticated, but they are charming and perfectly fitting for the game's theme. The game features pixelated graphics and simple animations that add to its retro charm. The sound effects and music are also minimal but do not take away from the overall experience.
One of the most interesting aspects of Prime Time is the wide variety of programming options available. From news shows and sitcoms to game shows and sci-fi dramas, players must carefully select the right programs to appeal to different demographics and grab the attention of viewers. The game also offers the option to create original programs, adding a personal touch to the gameplay.
To add an extra layer of challenge, players must also manage their network's budget and make sure they stay profitable while trying to beat their competitors. As ratings increase, so does the pressure to deliver quality programming and keep up with demand. This adds a sense of urgency and keeps players engaged throughout the game.
Prime Time received positive reviews upon its release, with critics praising its unique concept and addictive gameplay. It is still regarded as a cult classic in the world of DOS gaming and is considered a pioneer in the simulation and strategy genre. Its popularity even led to a sequel, Prime Time II, which was released in 1992.
Star Empire
The ultimate goal of Empire! is to build a large galactic empire protected by a huge frontier shield. However, before achieving this, players have to complete various missions, trade with starbases and fight off invading aliens.
The ship is controlled from a top-down perspective, with four gauges indicating its energy level, temperature, radiation level and shield status. When the radiation level or temperature reaches the maximum, the ship is destroyed. The ship heats up when it is near a sun or firing weapons. The radiation level increases when carrying radioactive pods. When the ship runs out of fuel, it can refuel by collecting ore from planets. Two direction finders at the bottom of the screen point to the next starbase, the mission target or the manually selected target.
At starbases, players can accept missions and trade minerals, ores or people. These three goods can be found on planets (in the form of pods). To land on a planet, players must enter a warp hole. Once on the planet's surface, the game switches to first-person perspective and the player has to dodge or destroy the rockets fired at the ship and follow the direction indicators towards the pods or the 'exit'. Starbases must be supplied with materials in order to produce 'performance pods' and equipment for the ship.
To reach other star systems, players have to fly through asteroid belts. Although some systems can only be reached with a special hyperspace capsule.
Many star systems are overrun by aliens and can only be recovered when all aliens are eliminated. There are also systems that are infected with the plaque and players must be careful not to spread it to other systems.
As the game progresses, more aliens, better equipment and new starbases appear. When all systems have been visited, players can purchase starbases. When all systems are owned by the player, the game can be finished by building the border shield.
The Honeymooners
Based on the 1950s television series of the same name, The Honeymooners is a series of mini-games. Ralph Kramden wants to hold the annual meeting of the Raccoon Lodge in Miami Beach. However, the treasury is quite empty and, in order to make his dream come true, the Kramdens and their friends, the Nortons, will have to work very hard and have a little luck to reach the necessary amount. But Miami Beach is a popular destination and families must hurry before all the hotels are booked.
The Honeymooners is actually 4 different mini-games for one to four players competing against each other. The goal is represented by a train car heading to Miami Beach. The objective is to earn enough points (presumably representing money) to move the car there. To earn points, the player attempts to complete one of the following mini-games: No Yes, Y or Bus: Ralph Kramden is a bus driver and must pick up as many passengers as possible and take them to their destinations. The game takes place in an overhead view on a map with street names and passengers. The objective is to pick up waiting passengers and take them to their desired destination. The player only controls the direction of the bus (up, down, left, right) and the speed. Delivering passengers gives points, but leaving passengers on the bus causes points to be lost. Hitting other traffic or returning to the bus depot will end the game.Sewer I Do: Ed Norton works for the sewer company and has a map of the tunnel layout. However, his map has blown up, so he must navigate the sewers from memory, fixing leaks and eventually returning to his ladder. The game takes place in a first-person 3D maze in which the player can move forward, backward, and turn left and right.Going to Pieces:Alice Kramden works in a department store and is talking to Trixie when she drops a puzzle. The player must reassemble the image before time runs out.Also, 'The $99,000 Answer' is Ralph's favorite game show, sometimes appearing at the end of mini-games as a double-or-nothing bonus round. Players must answer trivia questions related to the TV show The Honeymooners. However, game shows rely on luck and sometimes the player will win or lose randomly without being asked a question.
The Twilight Zone
The Twilight Zone for DOS arrived in 1988, riding the eerie reputation of the TV series rather than copying its episodes line by line. Instead of a straightforward adaptation, the game draws on that bleak anthology vibe: strange visitors, warped logic, and unsettling moral questions. Players guide a character through a sequence of hazards that feel like they were poured from a dream, where every hallway could betray you. The result is a title that feels more atmospheric than it does textbook, even when the mechanics stay firmly rooted in arcade-minded design.
Gameplay mixes exploration with action under constant pressure. You move through rooms packed with obstacles, then confront adversaries that refuse to behave like ordinary enemies. Combat and survival are entwined, because retreat rarely solves anything for long. Puzzles appear in the form of timed events, environmental switches, and pathways that demand careful attention. The game also leans on resource management, forcing you to consider what you use and when you use it, particularly as difficulty rises. Momentum matters, yet reckless speed invites disaster.
Visually, the DOS version uses sprite work and stark palettes to sell its otherworldly mood. Backgrounds may not be lush by later standards, but they deliver disquiet through contrast and composition. Animations stay readable, which helps during hectic moments, and the screen design encourages scanning for threats without losing your way. Sound reinforces the tone: short bursts, tense tones, and effects that underscore each stumble and near miss. Even when the visuals are simple, the combination creates a convincing sense of being watched by something offstage.
Controls reflect an era when precision was a virtue, not a luxury. Movement is responsive, yet the tight spaces and rapid enemy patterns mean positioning must be deliberate. The level structure encourages trial-and-error, though not in a hollow way; each failure tends to teach you how threats move and how the environment wants you to approach. Difficulty can feel punishing, but it also gives a satisfying learning curve for players who enjoy mastering patterns.
In historical context, The Twilight Zone stands out as a licensed game that cared about mood as much as mechanics. It does not try to become a cinematic experience, but it captures that signature sense of dread associated with twist-filled storytelling. For many players, it remains memorable as a cult-era DOS oddity: an atmospheric romp where every objective carries the faint suspicion that the universe is playing along.