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Games published by Microplay Software

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Challenge of The Five Realms

DOS 1992
This sadly forgotten role-playing game is part of MicroProse's brief foray into the genre. While the setting is a typical fantasy world, the plot is anything but typical: as king of the Five Kingdoms, you must disguise yourself and traverse your empire to avoid eventual doom and unite the feuding Kingdoms. The plot unfolds with vibrant graphics, memorable characters and numerous side quests that guarantee months (if not years) of gameplay. A truly epic game from Microplay, highly recommended for both casual and hardcore gamers with a lot of time on their hands). Designed by the same team that brought us the cult classic Bloodnet and later left MicroProse to form Take 2 Interactive.

Command H.Q.

DOS 1990
Command H.Q. was a groundbreaking strategy game that was released back in 1990 by MicroProse Software. It was a highly anticipated game that had players hooked from the very beginning with its unique concept and engaging gameplay. Command H.Q. was set in a fictional world where players were put in control of a country with the objective of conquering the world. The game offered both single player and multiplayer modes, allowing players to go head to head with other commandants or to take on the AI. The single player mode had a campaign with a set number of missions that increased in difficulty as the player progressed. This kept players engaged and challenged throughout the game. The multiplayer mode, on the other hand, had a more unpredictable element as players were competing against real people, making each battle unique. One of the standout features of Command H.Q. was its turn-based gameplay. Players had a limited amount of time to make strategic decisions and move their troops before the turn ended and it was their opponent's turn. This added an exciting element of suspense and strategy as players had to think quickly and efficiently to outsmart their opponent. The game had a diverse range of units and resources that players could use to their advantage. From infantry and tanks to fighter jets and submarines, players had to carefully choose which units to deploy in each mission. This added a layer of complexity to the game as players had to consider the strengths and weaknesses of each unit, along with the terrain and location of the battle. In addition to the intense battling, Command H.Q. also allowed players to manage their resources and economy. Players had to strategically build and manage their bases, factories, and resources to ensure their country's growth and success. This added an economic element to the game, making it more than just a battlefield simulation. The graphics of Command H.Q. may seem simple by today's standards, but at the time of its release, they were top of the line. The game had detailed maps and animations that made it more immersive and engaging. The sound effects and music also added to the overall experience, creating a truly immersive gameplay experience. Despite being almost 30 years old, Command H.Q. still holds up as a classic strategy game that paved the way for many others in the genre. It's a game that requires not only tactical skills but also strategic thinking and resource management. Its unique concept and engaging gameplay continue to attract players even today, making it a timeless classic in the world of DOS gaming.

Destroyer Escort

Destroyer Escort is a naval simulation with arcade elements in which you are the commander of a destroyer in the North Atlantic in World War II, where your mission is to escort six ships from one port to another. You are first presented with a choice of six routes between Britain, America, Gibraltar and Murmansk in the Soviet Union, and then choose your enemy weight between below average, average or above average. Once you have made your selections you are shown the bridge from a first person perspective with options to help you complete your mission. Map: Here you can see the entire North Atlantic, from North America to Europe, showing your position and that of other ships and aircraft in the area. Navigate: Here you steer the ship looking out over the waters and you can also control the speed with a radar that shows any nearby objects. Stats and damage: You can look over your ship to see if there is any damage and look at the game stats. Weapons: You have a selection of weapons that you can use and control to combat any attack and protect your convoy on various sides of your ship. You have two types of weapons, torpedoes and you can launch depth charges. Once you reach your destination you will receive a report of how you have done and to complete a mission successfully you have to get all the ships in your convoy to safety and not be destroyed yourself.

Global Conquest

DOS 1992
From Brian Moriarty's tribute to Dani Bunten: Command HQ's successor, 1992's Global Conquest, was the first four-player networked game released by a major publisher. Its absorbing mix of real-time action and resource development was the design prototype for a whole generation of combat simulations, such as Dune II, Warcraft, and Command and Conquer'. Sadly, the game turned out to be the last game Dani Bunten designed, before moving to Mpath to create multiplayer-only games.

Keith Van Eron's Pro Soccer

DOS 1989
Arcade style soccer game. It has two different parts: Indoor and Outdoor. The Outdoor game is normal European soccer. You can play single matches, league or tournament (world championships). Optional features are: weather effects, replays, customizable game duration. Some pretty fun moves and shots are available (e. g. banana bands). The indoor game features US ('fictional') soccer teams and is played on a much smaller field. It has different rules compared to outdoor soccer. Individual matches, league and All Star tournament can be played. The same moves and shots can be made, sometimes with even more fun effects (e. g. a banana shot that bounces off the wall and into the goal).

Midwinter 2

DOS 1992
The Midwinter games are good but difficult action/strategy/resource management epics that didn't work well because of the game's confusing interface. Had Singleton paid more attention to the interface and overall integration of disparate elements, this series would have been a winner. Still, those patient enough to learn the game's interface will be rewarded with an engaging espionage adventure that combines the adrenaline rush of James Bond movies with resource management and a highly detailed 3D game world. Undoubtedly two of the most successful cross-genre games ever.

Rick Dangerous

Rick Dangerous arrived on PC in 1989, bringing Beam Software’s bold mix of platform hopping and puzzle logic to DOS. The protagonist is a swaggering adventurer who tumbles through themed locations that feel like someone folded a comic strip into a maze. From the opening moments, the game invites impatience: it throws hazards at you quickly, then demands precise timing with every leap. Even without modern conveniences, it still manages to look lively, thanks to snappy sprite work and backdrops that scroll smoothly. Structure-wise, each stage is more than a straight run. You push forward by finding keys, disabling traps, and using items in the right order, otherwise a door stays shut or a platform collapses at the worst instant. Enemies range from stubborn bruisers to wandering annoyances that punish overconfidence. The camera follows with a cautious pace, so you learn to read what lies just beyond the edge of the screen. Death is frequent, yet the restart points keep the loop tense rather than tedious, encouraging experimentation instead of retreat. Controlling the character feels weighty, with jumps that reward clean inputs and punish button-mashing. Combat exists, but it is not the headline; most progress comes from movement, projectile timing, and smart navigation through pockets of danger. Tricky terrain appears in quick bursts: icy slopes, flickering bridges, and vertical shafts where a small misstep turns into a long fall. The game’s difficulty curve grows sharper as you gain confidence, because tricks that were harmless earlier start chaining into surprises. Because the worlds are claustrophobic, small environmental clues matter: a suspicious wall panel might hide a doorway, and a safe-looking ledge could be a one-use trap. Scavenging is rewarded with extra health and more ammo, so cautious runs occasionally outshine speed. Mastery comes from memorizing enemy routes and repeating sections until your reflexes match the tempo. The hook is persistence. Visually, the DOS version is punchy rather than fancy, using bold silhouettes and high-contrast palettes that stay readable even when the action gets frantic. Audio support is similarly energetic, with upbeat chiptune themes and crackling effects that make explosions and door clicks sound satisfying. Players later rediscovered the title as a benchmark for tough-yet-fair design, and sequels turned its tone into a recognizable brand of cheeky peril. If you approach it as a puzzle you solve with your hands, not just your aim, the DOS adventure remains oddly charming decades later.

Savage

Savage contains three different parts, each with its own style. You can play all three, but to get more than one life in levels 2 or 3, you must first enter the code obtained by completing the previous level. You play Savage, a muscular warrior who was imprisoned in a castle. When he was released, he discovered that his imprisonment had been a trick for the sole purpose of imprisoning his love, the maiden. To rescue her you have to advance through the 3 parts of the game. The first is a simple horizontal scrolling shooter, in which you use the trajectory of your shots to kill enemies and collect the treasures and upgraded weapons they drop when they die. The second is a 3D first-person perspective shooter that resembles Space Harrier, with skulls to shoot and monoliths to avoid. In the third you play in the eagle form of Savage, flying through platform-style levels avoiding time-based hazards and shooting anyone who gets in your way. In this section you can shoot bubbles to release power-ups.

Sea Rogue

DOS 1992
Sea Rogue is one of my favorite games of all time: it is eminently playable, fun, refreshing, original, and yet not many people have heard of it. Designed by former Navy veterans at Software Sorcery, this game was published by MicroProse with, unfortunately, very little fanfare. Which is a shame, because not only is it the most realistic and fun shipwreck hunting game ever made, but it's also one of the most original and creative I've seen. The most amazing thing about Sea Rogue is the endless options for every action you can take, all of which are authentic. You're in command of a crew sailing the Atlantic and Caribbean in search of shipwrecks. Collect tips and maps from bars, libraries and researchers. With the help of your navigator, land at the correct coordinates indicated on the map (but be careful: some maps are fake). Send some of your team members to the bottom, some with harpoons, others with metal detectors, and carefully plot the terrain according to the levels of metal lurking beneath the mud, salvaging anything of value. A great deal of research effort and attention to actual wreck diving methodology is apparent here: you have to identify every ship you encounter, and hundreds of real wrecks are included, each with an accurate cargo manifest and background information. As you pull swords and encrusted cups from the Spanish fleet, you'll return to port to sell your loot and acquire information for more wrecks that promise even greater rewards. The object of the game is, of course, to accumulate enough wealth to retire and live happily ever after. To do this, however, you'll have to hunt dozens (if not hundreds) of wrecks until you can afford the 'Sea Rogue', the world's most high-tech and expensive wreck-hunting submarine. However, by the time you can afford the Sea Rogue, treasure hunting can turn nasty, as your rival Eddy is ready to steal your loot by any means. That's why the Sea Rogue comes equipped with torpedo tubes and other high-tech weaponry. Having the Sea Rogue also allows you to use depth sounders to explore the latest wrecks, for example, freighters. Here you have the opportunity to find the world's most famous wrecks, such as the Lusitania, or the ultimate goal of all wreck hunters: the Titanic. Since the locations of the wrecks are randomized in each new game, the replay value of Sea Rogue is high, as you will always come across wrecks that you had not encountered before in the previous game. Overall, a must-play game for anyone with a slight interest in treasure hunting - two thumbs up!

Sharkey's 3D Pool

Sharkey's 3D Pool is one of the first 3D pool games, with a fully rotating table and a variable viewpoint that allows for much more realistic shots than the traditional top-down style of play (although the game can be played this way). The pace, spin and angle of each shot can be precisely configured prior to play. Both 8-ball (pocket all seven colors plus black to win) and 9-ball (pocket the 9-ball with a shot that also hits the lowest remaining ball, whatever it is) are included. There are seven skill levels to beat. A trick shots mode is also included, with 20 preset shots. Before each match it is possible to bet on the outcome.
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