Games published by New World Computing, Inc.
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We provide a complete list of games published by this publisher.
Chaos Overlords
In 1996, Mac game Chaos Overlords was released. The game is set in a post-apocalyptic world where the player takes on the role of a Chaos Overlord, one of several warlords vying for control of the world. The player must build up their army and base of operations, and then take on the other Chaos Overlords in combat. The game was well-received upon its release, and is still considered a classic Mac game.
Chaos Overlords is a turn-based strategy game, with the player's turn consisting of a number of actions that can be taken. These actions include moving troops, conducting research, building structures and recruiting new troops. The game is set on a map of the post-apocalyptic world, with the player's base located in one of the many cities that are dotted around the map. The objective of the game is to defeat the other Chaos Overlords and become the sole ruler of the world.
The game was developed by Mac game development studio MacSoft, and was released for the Macintosh platform in 1996. It was well-received upon its release, with reviewers praising its gameplay and graphics. The game is still considered a classic Mac game, and is available for purchase on the Mac App Store.
Empire Deluxe
Empire Deluxe is a turn-based strategy game that emerged in 1993 from the creative minds at Empire Interactive. Building on the legacy of the original Empire, this game catered to a community of strategy aficionados craving a deep and engaging gameplay experience. Capturing the essence of global warfare, Empire Deluxe allows players to command their own civilization, make strategic decisions, and outmaneuver opponents on a grid-based map.
At its core, Empire Deluxe retains the addictive aspects of its predecessor while introducing a host of new features. The game operates on simple mechanics where players gather resources, construct units, and develop technologies to enhance their armies. Each turn demands careful consideration as players must not only plan their advancements but also anticipate their opponents’ moves. The addition of advanced terrain types, weather conditions, and varied unit abilities makes the tactical landscape much richer and encourages creative strategies.
One of the defining characteristics of Empire Deluxe is its extensive multiplayer capabilities. Players can engage in fierce competitions against computer opponents or face off with friends via local area network (LAN). This multiplayer aspect vastly increases the replayability, as each game can yield a unique scenario driven by player decisions and interactions. The ability to customize maps and game rules also fosters a more personalized experience, appealing to a wide range of players with different preferences in strategic play.
The game’s visual style complements its strategic depth. With simplistic yet distinctive graphics reminiscent of the era, the maps portray a variety of environments, from deserts to jungles. While the visuals may not be as advanced as contemporary titles, they evoke a nostalgic charm that resonates with players who were immersed in early '90s gaming culture. Furthermore, the sound design enhances the strategic atmosphere, with subtle sound effects that add to the immersion without overwhelming gameplay.
Empire Deluxe has earned a reputation as a classic in the realm of strategy games, respected for its depth and complexity. The game conjures memories for those who experienced its thrills and challenges during its initial release. Decades later, it remains a testament to the creativity and innovation of early video game design, inspiring the development of subsequent titles in the genre. Whether revisiting the game or exploring it for the first time, players continue to find value in its strategic nuances and engaging mechanics.
Empire II: The Art of War
A disappointing end to the illustrious Empire series that began in 1978, Empire II: The Art of War gives the feeling of having been rushed long before the game was ready. The result is an inconsistent, sometimes fun wargame that could have been much better than Empire Deluxe, but ended up being the sequel it never was.
As the description and Mobygames review make clear: 'This version includes more terrain and more sighting and movement rules. A significant change is that ground units can take damage in a skirmish instead of simply winning or losing (being destroyed). Rules for unit morale have also been added. If a unit's morale is too low, it retreats, regardless of your orders. Other additions are the possibility of reinforcements appearing on certain turns and weather factors. The scenario editor has been improved so that players can not only create their own maps and scenarios, but also their own custom units, including statistics and graphics. Thus, players can fight prehistoric battles, historical battles, fantasy battles, sci-fi battles, or whatever they want.
Although it is part of the Empire line, it has lost much of its charm. I think this is mainly due to the lack of necessary exploration. In Empire and Empire Deluxe, having to explore the area of the planet you are conquering plays an important role in the game. That is missing in this version. You always see the entire map, it's just a matter of being within sight of enemy units.
If you're an avid war gamer, you'll probably enjoy it. However, if you've heard great things about Empire and Empire Deluxe and think this will be an acceptable substitute, think again'.
Hammer of the Gods
One of the best and most original turn-based strategy games ever created, Holistic Design's Hammer of the Gods is an addictive empire-building game set in the world of Norse mythology.
Despite being based on the enhanced version of the engine used in Holistic's previous cult classic, The Prince (originally published by QQP as Merchant Prince), Hammer of the Gods remains relatively unknown. We may never know why the game disappeared so quickly from store shelves (the weak marketing campaign and the flood of great games during that year (1995) are the possible culprits). However, one thing is for sure: Hammer of the Gods is one of the most underrated strategy games you won't want to miss. Straddling history, myth and pure fantasy, Hammer of the Gods puts you in charge of a Viking clan. As a Viking worthy of his name, you must invade countries, plunder cities and fight your enemies, all in an attempt to please the gods and win Odin's favor. You can choose to play a tutorial scenario, a short mode in which you must complete twenty missions to win, or the full campaign in which only by completing Odin's final mission will you achieve victory. There are also multiplayer options (play by email, four player network or two player serial link), although they are somewhat limited and slow. Four races are present in the game: the Humans, the Elves, the Trolls and the Dwarves. To complete Odin's final quest, each race has victory conditions. Humans must possess magical weapons, Elves must control a fixed percentage of the population, Trolls must control a large army and Dwarves must possess a large amount of gold. Similar to its spiritual predecessor Machiavelli The Prince, each turn in Hammer of the Gods is divided into game sequences. You will be able to receive messages from other players or reports about attacks, choose the next mission (after completing one), move units and fight, send messages to establish diplomatic relations, resolve attacks from nearby enemy castle garrisons and, finally, be informed when a mission has been completed. Diplomacy will allow you to establish peace and trade treaties. You can suggest peace, declare neutrality or war, and as for the economy, you can offer limited trade, partial or total, or barter for specific goods. The combat screens are similar to those of Heroes of Might and Magic, that is, chess-like and played from a side-scrolling perspective, although the number of units you can control is limited. Units usually consist of Viking archers and swordsmen, but depending on the race you chose at the beginning, other units will be available, such as berserkers for humans. There are also heroes unique to each race and other special units that you will receive upon completing a quest. The quests, which make the game stand out from the rest, are undoubtedly the best feature of the game. Given by the Norse gods, they vary from easy to very challenging. The easiest will be to give one of your daughters in marriage to a god, or to find and raid a monastery. For the more powerful gods, you will have to fight skeletons, giants and even a dragon or conquer several cities. The rewards are important, as they provide you with magical weapons or spells, special ships and powerful creatures such as wizards, dragons and giants. Naturally, as you make your way to Odin, the most powerful god, the quests become increasingly complex and require you to juggle a fine balance of military might, economic prosperity and diplomacy to succeed.
Overall, Hammer of the Gods strikes me as one of the most refreshing turn-based strategy games. It plays like a cross between Machiavelli the Prince and Heroes of Might and Magic within a unique setting very well used. Definitely a forgotten classic that deserves a second chance... and overdue Hall of Fame status.Two thumbs up!
Note: This is the full game without the voices, ripped by Ben for Home of the Underdogs from my original CD:) Note that the game requires a VESA 1.2 compatible driver. Search Google.com for the UNIVBE program if your card is not VESA 1.2 compatible.
Heroes of Might and Magic
In 1995, Heroes of Might and Magic arrived on DOS and quickly proved that classic strategy could still feel crisp and imaginative. Players took command of armies, not just units, juggling scouting choices, resource management, and battlefield tactics in a single, cohesive loop. The presentation was bold for its era: cheerful portraits, readable map layouts, and an interface designed for fast decisions even when the screen felt crowded. Underneath the charm was a disciplined design, where every action either expanded your options for the next week on the campaign calendar or closed off paths you would regret.
The structure was famously map-driven. Armies moved across a hex grid, collecting towns, clearing neutral threats, and negotiating the geography of terrain bonuses. Towns were more than hubs; they were engines that shaped what your faction could become. As you built dwellings, upgraded defenses, and recruited specialized troops, the character of your roster emerged gradually, turning early gambles into long-term advantages. The fantasy variety mattered: each faction blended distinct combat styles, creature statistics, and spell behavior, so experimentation was encouraged rather than punished.
Combat itself delivered the strategic punch that made the series stick. Each battle unfolded in turn order, with initiative affecting tempo and morale-like momentum. Positioning on the battlefield mattered, because frontline durability, flank access, and distance to critical stacks could alter outcomes dramatically. Spells and hero abilities added tactical spice, especially when you planned for resistances, summoned units, and damage over multiple rounds. Even the randomness felt purposeful, since preparation and scouting often determined whether luck helped you or harmed you.
What distinguished the DOS release was how it balanced accessibility with depth. Newcomers could learn the basics rapidly, yet veterans found room for refinement: optimal week-by-week expansion, careful economy planning, and the art of reading an opponent’s likely threat lines from their creature composition. Scenario variety also kept the experience from turning into a single recipe. Some maps rewarded aggression and rapid recruitment, while others favored patient positioning, scouting to locate treasure chains, and timing your offensives around key bottlenecks.
Its legacy is clear even now. The game helped define a template for turn-based fantasy strategy on personal computers, influencing how later entries treated towns, heroes, and combat clarity. For many players, the DOS version became a gateway: a first taste of grand campaigns, memorable art direction, and the satisfying rhythm of planning, marching, and fighting. It remains a notable piece of mid-90s PC game culture, where imagination met disciplined systems and kept pulling players back for another campaign week.
Iron Cross
Iron Cross is an ambitious but disappointing real-time war game that allows you to control infantry, artillery and armored units on various battlefields and you can play with either the Axis or the Allies.
There are twelve scenarios of progressive difficulty, from The Longest Day in Normandy, during the largest amphibious invasion in history, to Bridgehead at Remagen in Germany, where you must prevent the destruction of the last bridge over the Rhine.
In the words of M. Evan Brooks, veteran wargame reviewer: 'A 'real time' World War II tactical game, [Iron Cross] proved that 'real time' was just another name for making the player do so much in so little time that the AI seems truly inspired when in fact it was retarded. History takes a back seat in favor of fun; historical battles were determined by orders of battle that depended on your personal point purchases. If you enjoy being overwhelmed by game systems that clearly don't want you to have a valid chance of tactical success, then this was the game for you'.
The game has a few plus points, although they are all 'cosmetic': the authentic WWII imagery that appears throughout the game is well done, as are the digitized sound effects. The SVGA graphics also allow for a great view of the battlefield, although units are not as clearly represented as in SSI's classic Panzer General, so you'll probably struggle to make them out. Several units have characteristics such as reload speed, amount of ammo, speed, size, etc., although they don't seem to affect the outcome much because the enemy AI isn't too bright.
Overall, Iron Cross is a Real Dog that neither casual nor hardcore wargamers will enjoy. Avoid this game and play Clash of Steel instead.
King's Bounty
King's Bounty is a turn-based strategy game released in 1990 by New World Computing. It is set in the fantasy world of Etheria and revolves around the story of the player's character, a hero who is sent by the King to retrieve the lost crowns of the kingdom. The game was well-received by critics and players alike and is considered to be one of the best video games of its time.
The game is composed of two parts: the overworld map and the battle screen. On the overworld map, players traverse the world of Etheria, searching for the crowns, completing quests and engaging in encounters with friendly and hostile forces. On the battle screen, players engage in turn-based combat with the enemy forces, using their own troops, spells and magical items.
King's Bounty features an expansive character creation system that allows players to customize their hero's skills, equipment, and spells. Players can also recruit troops from various races, such as dwarves, elves, and orcs, and upgrade their troops with better weapons, armor and spells. The game also features a variety of magical items and spells that can be used to aid the player in combat and exploration.
King's Bounty is a beloved classic, praised for its unique combination of strategy and RPG elements. It was one of the first games to feature a true open-world experience, allowing players to explore the world of Etheria and engage in combat, quests and exploration at their own pace. Its accessible, yet complex gameplay and expansive character customization options made it an instant classic and a game that is still enjoyed by many today.
Might and Magic II: Gates to Another World
The space traveler and rogue guardian Sheltem has left the world VARN, where he was pursued by the relentless Corak the Mysterious and a group of local adventurers who were helping him. The Gates of Another World eventually leads them to another world, known as CRON. There, Sheltem's actions cause great turmoil, and the heroes must stop his madness, preventing him from throwing the planet into its own sun.
Gates to Another World is the second installment in the Might and Magic series, and a sequel to Secret of the Inner Sanctum. The core gameplay is similar to that of its predecessor: the player creates a party of six characters and explores vast 3D environments in first-person, while fighting enemies in turn-based combat and leveling up. Unlike the first game, enemy encounters occur at set points rather than appearing randomly, although enemy type selection remains random.
As in the previous game, character classes each rely on a particular attribute to be effective. The Knight, Paladin, Archer, Cleric, Sorcerer, and Thief return, and two new classes, the Ninja and Barbarian, are added. The selection of races includes humans, elves, dwarves, gnomes and half-orcs. There are several locations and items that are restricted to certain genders, alignments or races. A new feature is the ability to hire two non-player characters to travel with the party and participate in battles. A new skill system is also introduced, allowing characters to learn skills such as mountaineering (needed to traverse mountains), linguist (to read certain messages), cartographer (to create an automatic map), and others.
Compared to the first game, the sequel is more mission-oriented, with various characters in towns giving quests to the party, as opposed to the purely exploration-based travel of the predecessor. Time also plays an important role in this game, as some instances require the party to travel to different time periods. Characters also age as the game progresses; if the player waits too long, the characters' stats will change to reflect their aging, and they will eventually die.