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Games published by Millennium Interactive Ltd.

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Brutal Sports Football

Similar to Speedball 2, Brutal Sports Football is an ultra-violent sports game. Matches last 7 minutes and the objective is to get the ball into the goal, guarded by a net keeper. The oval ball can be thrown or kicked, resulting in frequent kicks up and down. Violence is the central element of the game: rather than rare occurrences, punching, stomping, the use of weapons and even decapitations are what abound in the game's action, and the key to victory. Objects with and without bonuses appear on the field, such as bombs to throw at opponents, rabbits to speed up the current player or turtles to slow him down. The teams total eleven and consist of seven humans and aliens, some of whom have unique abilities. There is a lot of blood and flailing limbs, which adds a touch of gruesome humor. Victory is achieved not only by scoring more goals than the opposing team, but also by decapitating all but one of their players. The player can choose between a single match, a knockout cup and leagues to advance through (a total of four).

Cloud Kingdoms

Baron von Bansai has stolen Terry's prized collection of crystals, and dropped them in 32 different realms, so Terry sets out to retrieve them. Seen from above, your challenge is to progress through these worlds, collecting keys to access different sections and avoiding balls and enemy bugs by jumping on them when possible. There are no 'lives' as such, but there is a strict time limit of about 400 seconds for the entire game, and death returns you to the beginning of the level, with the time lost as well. However, you get an extra 80 seconds for completing each level. The levels have all sorts of additional hazards: there are holes in the ground to avoid falling through (some visible, some hidden), arrows that force the ball to follow a certain direction, slippery squares that make the effect of any movement exaggerated, magnetized squares from which it is impossible to jump, and many more. Fortunately, in the levels also fall, at random intervals, many power-ups, time boosts and bonus fruits. To complete the game you have to pass 8 levels, and the structure is not linear: at the beginning you can choose between 4 levels, and after completing one of them you can choose between 4 more levels (which are different depending on the level you completed first). The third and fourth levels you face as you progress through the game are chosen from 3, the fifth and sixth from two, and only those last two levels are prescriptive (although they vary depending on the levels you've already done). Each of the 32 worlds has its own quirk: the Arrow Realm has a lot of arrows directing you, the Ice Realm is especially slippery, the Invisible Realm lets you figure out the route yourself (aside from the holes, which are all you can see), the Box Realm involves a lot of flying over some trapped squares to grab the keys they contain before making the main jumps to sections containing crystals, etc.

Daughter of Serpents

DOS 1992
Here is the video game 'Daughter of Serpents'! Released in 1992 on DOS, it is still available and playable with some tweaks. It's an adventure game, set in a detective

Diggers

Diggers, released in 1994, is a classic DOS game that captured the hearts of many players with its unique gameplay and charming graphics. Developed by Millenium Interactive Ltd., this game was a mix of strategy and action, set in a futuristic world ravaged by nuclear war. Players took on the role of a group of diggers, brave individuals tasked with digging tunnels in search of precious minerals and artifacts. The premise of Diggers was simple yet captivating. The game was set in a post-apocalyptic Earth where the surface was uninhabitable due to radiation. As a result, humanity had to live in underground tunnels, and that's where the diggers came in. These fearless miners were responsible for excavating valuable resources to help sustain the dwindling human population. What made Diggers stand out from other DOS games of that era was its innovative gameplay. Players had to strategically plan their digging routes while fending off hostile creatures that lived in the tunnels. These creatures, known as Nibblers, were constantly trying to sabotage the diggers' progress, creating a sense of urgency and danger throughout the game. Players had to think on their feet, outsmarting the Nibblers to survive and progress in the game. The graphics and soundtrack of Diggers were also noteworthy. The game had a charming pixelated style that has become synonymous with classic DOS games. The music, composed by well-known artist Bjorn Lynne, perfectly captured the tense and post-apocalyptic atmosphere of the game. The combination of the graphics and music immersed players in the game world, making it all the more thrilling to play. Another feature that made Diggers a hit among DOS gamers was its multiplayer mode. In this mode, players could compete against each other in a race to excavate the most resources within a limited time frame. This added a competitive element to the game and made it even more exciting to play with friends. Diggers was not only a fun and addictive game, but it also had an educational aspect. The game incorporated real-world elements of mining, such as different types of rocks and minerals, which made it somewhat educational for younger players. It was a game that not only entertained but also educated, making it a favorite among parents as well.

Global Effect

Essentially similar to The Settlers AKA Serf City, Global Effect involves building a strong local economy before going out to attack other nations and rule the world. The cities must contain housing, power sources, and energy supplies, which is where it gets tricky. You can choose the environmental setting of the game, similar to Civilization: an icy world or a post-apocalyptic one makes things much more difficult. Environmental factors play the biggest role in this game, as you have to use efficient energy sources if possible. You only have a certain level of energy at the beginning of the game, and you have to build enough 'green' things to increase it further; trees are the most efficient. Once you have a fully functional city capable of supporting military units of any quality, they can be directed into battle by giving them pre-planned flight paths that can be overridden if necessary. Two-player games can be played over null modem cables, even between different systems.

Horror Zombies from The Crypt

Horror Zombies from The Crypt pays homage to the horror genre of the 1950s through the creation of Count Frederick Valdemar (our hero of the game), the gothic mansion he enters and the creatures he will encounter there such as vampires, zombies, ghouls and many other terrifying things that movie buffs can easily recall. You have to pass six levels in which each level promises a hundred 'action' screens. . .

Hoverforce

Hoverforce, released in 1990 for DOS, drops you into a fast, sci‑fi scramble where mobility matters as much as firepower. Instead of treating hovering as a gimmick, the game builds its identity around three things: tight maneuvering, relentless target switching, and missions paced like a stress test. The world feels industrial and alien at the same time, with terrain that looks engineered for dramatic flight paths, sharp turns, and sudden dives. From the first minutes, you get the sense that this is meant to be played with intent, not patience. The core gameplay revolves around piloting a compact hovercraft through hostile zones while completing combat objectives. You face waves of enemy units that crowd your screen and demand quick reactions, whether you are lining up a clean shot or weaving through cluttered space. Weapon use is simple enough to learn instantly, yet it never becomes purely automatic; you have to judge distance, angle, and timing, especially when enemies pop in and out of view. Power and ammo feel like resources you spend, not something the level hands out for free. Controls are another standout. On DOS hardware, the game leans into the immediacy that keyboard flyers often struggle to deliver. Steering and firing respond with a brisk steadiness, so advanced maneuvers do not turn into frustrating guesswork. If you enjoy games where your craft behaves like an extension of your hands, you will probably appreciate the snappy feel. Even when the action gets chaotic, the heads‑up display keeps you oriented, highlighting threats and conveying vital status without turning the interface into visual noise. Visually, the title leans on chunky sprite work and readable silhouettes, using motion to sell speed rather than relying on modern polish. Scrolling backgrounds and shifting battlefields create a sense of momentum, and the explosions land with satisfying impact. Sound design does what it can within the era’s limits, using punchy effects and electronic tones to punctuate combat beats. The result is not cinematic immersion, but a sturdy arcade atmosphere that fits the pace. Hoverforce has the charm of a mid‑era experiment: it does not try to be everything, but it aims to deliver a crisp, playable hover combat fantasy. It gained attention largely among fans of DOS action who wanted momentum, challenge, and a vehicle feel that set it apart from blasters and run‑and‑gun standbys. If you are exploring classic computer games, this one is worth a try for its distinctive control response and its determined commitment to high‑velocity dogfighting.

James Pond 2: Codename: RoboCod

James Pond 2: Codename: RoboCod, released in 1993, is a sidescrolling platformer game developed by Millennium Interactive and published by Electronic Arts. The game was released for DOS, Amiga, and Sega Genesis. The player controls James Pond, a fish-like secret agent, who must stop the villain, Dr. Maybe, from taking over the world. James Pond can swim and jump, and can shoot bubbles at enemies. The game is divided into five worlds, each with multiple levels. In the first world, Pond must rescue hostages from a building. In the second world, he must stop a conveyor belt from delivering bombs to a city. In the third world, he must destroy a factory that is polluting the water. In the fourth world, he must rescue animals from a laboratory. In the fifth and final world, he must stop Dr. Maybe from launching a rocket. James Pond 2 is a challenging game that will keep players engaged for hours. The game's colorful graphics and catchy music are also sure to please.

Kid Gloves

Although not released for 8-bit systems, this platformer has a distinctly Commodore 64 feel to it. Bright primary colors and smiling characters serve to tell the story of Kid's journey to rescue his girlfriend. The levels feature a variety of enemies to kill, such as snakes, goblins and crocodiles, as well as flames and spinning wheels. Many of them appear during the level, forcing you to plan ahead. You have 10 lives, but the loss of one resets the level to its original state. The initial coin toss is pretty weak, but you can buy better weapons (as well as extra lives and smart bombs) from the store, which appears every 5 screens. Levels are quick-screen, and can usually be finished in different ways, resulting in different starting positions on the next screen, and you can travel back and forth through them, for example to collect bonuses that are visible but not accessible at the start of the level.

Kid Gloves II: The Journey Back

A platform game that is quite similar to Mario and Wonderboy. The boy must rescue the woman he loves by traversing 6 worlds, each divided into 4 levels. There are a series of enemies to defeat, following pre-set attack patterns or simply staying in place, to kill them with the sword. Once killed, most drop things like tokens, keys (sometimes needed to open end-of-level doors), apples (for extra energy), and occasionally poison. There are plenty of semi-hidden sections and bonus areas to find and explore, including arcade games and fruit machines. Each world ends with a boss.
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