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Games published by Sirius Software, Inc.

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

Alpha Shield

Here is the video game 'Alpha Shield'! Released in 1983 on Atari 8-bit, it is still available and playable with some tweaks. It's an action/strategy, arcade-set, sci-fi / futuristic, shooter-themed game.

Bandits

Your job is to guard the supplies at the moon base. Bandits of various sorts arrive in waves and descend, trying to get their hands on the goods. Armed with a mobile laser pistol and some shielding, you score points by shooting the Bandits. Bandits has 28 levels of play. You start with 5 ships and acquire an extra ship for every 5,000 points. The game is similar to Space Invaders.

Beer Run

Apple II 1981
In the early 1980s, the personal computer industry was just beginning to gain traction, and one of the standout games of the era was Beer Run. Released in 1981, Beer Run was a game developed by VickerSoft for the ever-popular Apple II computer. It combined elements of adventure, puzzle-solving, and fast-paced action to create a truly unique gaming experience. The premise of Beer Run was simple yet captivating. Players took on the role of a thirsty beer connoisseur who had to navigate through a maze of rooms to find and collect cans of beer while avoiding obstacles and enemies. With each level, the maze became more complex and challenging, requiring players to use their wits and quick reflexes to progress. Along with its addictive gameplay, Beer Run also boasted impressive graphics for its time. The game utilized the Apple II's advanced color capabilities, with each room featuring vibrant and detailed backgrounds. The characters and enemies also had a unique pixelated charm that added to the game's overall appeal. One of the standout features of Beer Run was its use of sound. The game had a catchy and upbeat soundtrack that perfectly complemented the gameplay. Each action, from collecting a beer to jumping over an obstacle, had its own unique sound effect, adding to the immersive experience. As players progressed through the game, they were met with increasingly difficult challenges. Moving enemies such as dogs and snakes, as well as static obstacles like walls and pits, kept players on their toes. Quick reflexes and strategic planning were crucial to surviving the maze and coming out victorious. Despite its simple concept, Beer Run was a hit with gamers of all ages. Its combination of adventure and action, along with its catchy soundtrack and colorful graphics, made it stand out in the competitive 1980s gaming market. It also set a foundation for similar maze-style games to come in the future. Although Beer Run may seem outdated compared to modern games, it holds a special place in the hearts of many gamers as a beloved classic. Its legacy continues to live on, with emulators and remakes keeping the game alive for new generations to discover and enjoy. For any retro gaming enthusiast or Apple II collector, Beer Run is a must-have addition to their gaming library.

Borg

Apple II 1981
Can you outrun and outshoot the dragon's minions? Beware the dragon's wrath if you do. Borg is a slightly more complex version of Stern's arcade game Berzerk. The player navigates a series of single-screen mazes, trying to shoot all enemies while avoiding enemy fire and touching walls. If he takes too long, the evil Grud will shout: 'Borg!' and the boss dragon Borg will come out, shout 'RUN!', and hunt down and kill the player, just like Evil Otto in Berzerk.

Both Barrels

Apple II 1980
One of the early pioneers in the world of gaming, Both Barrels was a revolutionary game released by Apple II in 1980. With its simplistic yet addicting gameplay, it quickly became a cult classic and left a lasting impact on the gaming industry. Developed by John Palevich and published by Spectrum HoloByte, Both Barrels was a first-person shooter game set in the Old West. Players took on the role of a cowboy on a mission to defend their town from a series of bandit attacks. Armed with a trusty revolver in each hand, players had to work quickly and efficiently to defeat the outlaws before they could wreak havoc on the town. What set Both Barrels apart from other games of its time was its innovative use of real-time 3D graphics. This was a groundbreaking feature that provided players with a realistic and immersive gaming experience. The graphics, while simple by today's standards, were considered top-of-the-line in the '80s and contributed greatly to the game's success. The gameplay itself was fast-paced and challenging, keeping players on their toes at all times. Each level presented different scenarios and obstacles, requiring players to think on their feet and strategize accordingly. With limited ammunition and time, players had to make every shot count to successfully defend the town. Another unique aspect of Both Barrels was its soundtrack. The game featured a western-inspired score that added to the overall atmosphere of the gameplay. It was composed by renowned musician Michael Hollick, who also worked on other popular Apple II games at the time. Both Barrels received critical acclaim for its innovative graphics, challenging gameplay, and overall entertainment value. It was also praised for its impressive sales, making it one of Apple II's top-selling games. Its success even led to a sequel, Both Barrels II, which was released in 1981. Despite its age, Both Barrels remains a prominent game in the history of gaming, with many fans still playing and reminiscing about it today. Its influence can also be seen in modern first-person shooter games, making it a true pioneer in the genre. Whether you're a veteran gamer or just discovering the world of retro gaming, Both Barrels is a must-play for any gaming enthusiast.

Buzzard Bait

DOS 1983
Buzzard Bait is a video game published in 1983 on DOS by Sirius Software, Inc. One of those obscure titles!

Call to Arms

DOS 1982
Call to Arms emerges from a cluttered year in which computers were learning to breathe like strategic partners rather than mere calculators. This DOS release from 1982 invites players into a compact battlefield where fog of war and limited resources turn every decision into a test of nerves. It marketed itself as a disciplined exercise in logistics, with scenarios that forced careful planning over impulse. Its title promises martial urgency and a stubborn devotion to tactical patience for keen strategists. The core loop centers on cautious movement, supply lines, and micro battles that accumulate into decisive outcomes. Players negotiate a grid of hexes or squares depending on the era of the port, guiding infantry, artillery, and skirmishers through tight corridors of realism. Orders arrive via terse prompts, demanding attention to terrain, line of sight, and retreat options. Victory hinges on avoiding overextension while exploiting the enemy's blind spots with well timed flanks and deft repositioning. The pace rewards patient calculation. Graphical ambition runs alongside technical restraint, resulting in a utilitarian presentation that feels like a map etched on parchment rather than a glossy screen. Icons resemble crude silhouettes, colors fade into austere tones, and animation is a rare commodity reserved for dramatic moments. Sound is presence rather than music, a handful of beeps and a creak that signal combat, retreat, or catastrophe. The atmosphere relies on textual narration and shading to convey momentum, tension, and the gravity of strategic misjudgments. Developers approached Call to Arms with a mindset borrowed from tabletop conflicts and board game prototyping. They coded tight routines that minimized flicker yet delivered crisp responses to player intent, a balancing act shaped by memory limits and processor speed. The 1982 release often shipped with a compact manual whose diagrams clarified terrain rules, supply chains, and victory conditions. Enthusiasts created fan patches and strategy notes, transforming the product into a shared apprenticeship where experimentation nourished improvement and curiosity flourished. The memory of this title survives in antiquarian catalogs and retro gaming streams where curious players hunt a shared snapshot of early strategy. Its austere elegance teaches restraint, rewarding planning over impulse and turning every skirmish into a microcosm of warcraft. Though technology has moved on, the game remains a touchstone for designers who chase clarity under pressure. For collectors, it is a portal to a stubborn era when computers demanded respect and imagination carried the day for many.

Capture the Flag

Capture the Flag is a 3D maze game in which one player has to Capture the Flag, while the other tries to stop him. It is one of the first games to allow the player 360 degrees of freedom of movement, and is a sort of sequel to Wayout. The player can choose to be an invader or a defender. The invader must find a way out of the maze through one of two doors, beyond which lies the flag. Each successful capture of the flag is worth 1 point and restarts the maze for another round. The defender can gain points by capturing the invader, which is done by simply running towards him, thus preventing the invader from reaching the flag. The two flags (or 'gates' as the game calls them) are represented by flashing walls, and when players see each other they are represented as moving blue or green walls. The music changes dynamically and becomes more intense when the invader and defender are close to each other. After a successful capture of the flag or the invader, a new maze is randomly generated.

Copts & Robbers

Apple II 1981
In the early 1980s, the home computer market was rapidly expanding and Apple was at the forefront with the release of their groundbreaking personal computer, the Apple II. Along with the computer came a plethora of new and innovative games, one of which was Cops & Robbers, released in 1981. Cops & Robbers was a unique and original addition to the Apple II game library. Developed by Synergistic Software, it was one of the first games to utilize the computer's color graphics and sound capabilities, setting a new standard for gaming at the time. The game was set in a fictional city and allowed players to choose to play as either a cop or a robber, each with their own distinct objectives and challenges. Playing as a cop, the goal was to patrol the city and apprehend all the robbers before they could successfully complete their heist and escape. This required quick thinking and precise timing as the robbers were constantly on the move and would often change their route to keep the cops on their toes. The cop's arsenal consisted of a gun, a nightstick, and a pair of handcuffs, all of which could be used to take down the elusive robbers. On the other hand, playing as a robber meant sneaking through the city and successfully completing a series of heists. The robbers had to avoid the cops while navigating through banks, stores, and museums to collect valuable items and escape through strategic routes. To make things more challenging, the robbers had to also avoid alarm systems and guard dogs, adding an extra layer of strategy to the gameplay. What set Cops & Robbers apart from other games of its time was its multiplayer mode. Two players could compete against each other, with one playing as the cop and the other as the robber, adding a competitive element to the game. The graphics and sound effects of the game were also top-notch, making it a truly immersive experience. Despite its simple premise, Cops & Robbers was a hit among Apple II gamers. It was praised for its addictive gameplay, challenging levels, and multiplayer mode. The game also received positive reviews from critics, with many hailing it as a must-have for any Apple II owner.

Critical Mass

Critical Mass, released by Apple in 1983, was a groundbreaking game that revolutionized the world of computer gaming. Developed by William R. Wright and released by Synapse Software, this game quickly became a fan favorite and a classic in the Apple II gaming community. With its unique gameplay and stunning graphics, Critical Mass set the standard for future computer games and cemented its place in history. The game is set in a post-apocalyptic world where players are tasked with saving humanity from an evil scientist who has unleashed a deadly virus. The objective of the game is to find and destroy the hidden lab before the virus spreads and wipes out the human race. Players control a sophisticated spaceship equipped with powerful weapons, and must navigate through a series of enemy-infested levels in order to locate the lab. One of the most notable features of Critical Mass is its intuitive gameplay. Unlike most other games at the time, this game allowed players to control their spaceship in a smooth and fluid manner, making the gameplay extremely enjoyable. The game also featured a unique control system, where players could use both the keyboard and joystick to move their spaceship and fire weapons. This revolutionary gameplay mechanic set the game apart from its contemporaries and made it a hit among gamers. Additionally, Critical Mass boasted stunning graphics for its time. The various levels were intricately designed with detailed backgrounds and enemies, making the gameplay visually appealing. The game also featured a catchy soundtrack that added to the overall immersive experience. These captivating graphics and sound effects drew players into the game and kept them hooked for hours on end. What truly made Critical Mass stand out was its replay value. The game featured multiple levels of varying difficulty, giving players a new challenge each time they played. The levels were also randomly generated, ensuring that no two playthroughs were the same. This added element of unpredictability made the game exciting and kept players coming back for more. Critical Mass received critical acclaim upon its release, with many lauding it for its advanced gameplay and stunning graphics. The game was not only a commercial success but also a pioneer in the world of computer gaming. It inspired future developers to push the boundaries and strive for innovative gameplay and design.
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