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Games published by Oase Software

Select a publisher to browse its games. We provide a complete list of games published by this publisher.

Airport

Amiga 1990
Aipoirt is a flight controller simulation. The player has to control all the air traffic of a Airport. Normal are incoming and outgoing planes that should not collide, but there are also special cases such as bad weather or emergencies. The game takes place entirely on an aerial map where the player gives orders, receives warnings about incoming flights and can see additional information about each aircraft (e. g. the route). Every 15 minutes, the game awards points and ranks (or downgrades) based on the player's performance. The game features eight Airportwith different difficulty (from one to four runways) and an editor to create more.

Backgammon Royal

Amiga 1996
1996, the year Backgammon Royal was released on Amiga. Published by Oase Software, this strategy game is available for free on this page.

Brain Challenge: The Arena of Death

Amiga 1993
Brain Challenge: The Arena of Death is a strategy game with strong similarities to the board game Stratego. The backstory is about an evil lord who has to be driven out of his castle. Each player has 24 game stones with different ranks that are distributed on the own half of a chessboard. In each round the player can move one stone with the goal of conquering the immobile palace (represented by a flag). However, the main drawback is that the ranks of each enemy stone are hidden until it is attacked. During an attack, the higher rank always wins. If both have the same rank, both lose. In addition, each player also has fixed bombs that are always deadly when attacked.

Delivery Agent

Amiga 1993
Delivery Agent is a management simulation in which one to four players take control of a shipping agency. The goal is to be as successful as possible within a period of half to five years that is set before starting a new game. The basic way to earn money is to buy vehicles (trucks, planes and ships) and accept missions from customers. There are several things to consider, such as the type of cargo (some require special vehicles and/or vehicles), the time frame, the capacity (a good workload is good for balance, but delays lead to penalties in the contract) and the route. Trucks can be upgraded (e.g., with a reefer wagon) or repaired. Of course, other options are also available: advertising to reach new customers, sabotaging the competition, selling illegal goods, opening repair stations, borrowing money or trading stocks. Also important is the image of the company, which is damaged when illegal actions come to light. The interface is completely menu-driven.

Sternsiedler

Amiga 1994
Sternsiedler, a relatively obscure yet intriguing title for the Amiga, emerged in 1994 to offer a fresh take on the burgeoning world of science fiction strategy games. Crafted by the little-known development team renowned for their experimental flair, the game immerses players in the unpredictable depths of space colonization. Its name, which translates as Star Settler, signals the core experience: expanding humankind’s frontier onto distant celestial bodies amidst a galaxy teeming with challenges. While contemporaries leaned heavily on military conquest, Sternsiedler’s primary focus revolved around thoughtful resource management and diplomatic negotiation, setting it apart from the crowded landscape of real-time strategy offerings. The heart of Sternsiedler rests in its intricate blend of logistics and world-building. Players begin with a single fledgling outpost on a desolate moon and are immediately tasked with extracting vital resources like ore and water. The allocation of these resources drove every decision, impacting everything from the construction of research domes and solar farms to the maintenance of delicate life support systems. Each planetary body offered unique environmental hazards, forcing players to adjust their tactics and prioritize certain advancements. The procedural element behind planet generation ensured no two campaigns felt the same, thereby extending Sternsiedler’s replayability beyond its modest visuals. Graphically, Sternsiedler’s presentation was consistent with mid-90s Amiga sensibilities. The interface, though utilitarian, boasted distinctive, pixel-art renderings of machinery and domes, evoking a gritty sense of frontier life. The soundscape paired subdued electronic music with the gentle hum of space equipment, helping to cultivate an atmosphere of isolation punctuated by the faint promise of discovery. Despite lacking the polish of games by larger studios, the title compensated with a palpable sense of ambition and ingenuity. Interactions with alien cultures introduced an additional layer of complexity. Negotiating treaties or competing over precious territories required a supple understanding of AI behavior, ensuring that diplomacy was never simply an afterthought. Sometimes, rival colonies might form uneasy alliances, while in other scenarios, antagonistic skirmishes would threaten hard-won progress. Sternsiedler’s dynamic AI facilitated emergent narratives, making each playthrough uniquely personal. The legacy of Sternsiedler is perhaps defined by its cult status among dedicated Amiga enthusiasts. Though overshadowed by blockbusters like Dune II and Settlers, its detailed simulation and atmospheric presentation carved out a small but dedicated following. Decades later, retro gaming communities continue to uncover hidden depths within its system-driven design, ensuring that Sternsiedler remains an enduring touchstone for aficionados of strategic space colonization.
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