Games published by Software Terminal
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We provide a complete list of games published by this publisher.
TeleEpic II
Based on the same engine as TeleWar, TeleEpic II is a two-player medieval strategy game intended to be played by modem, alternatively by null modem or turn-based on a single computer.
In split-screen mode, the upper half of the screen features low-resolution scrolling graphics, while the lower half contains a high-resolution user interface and chatlog. The game is controlled entirely with the mouse, moving from man to man and aiming at your target, choosing weapon and direction of attack with the buttons on the lower half of the screen.
Your army consists of a dozen men, all armed with throwing daggers, throwing axes, a bow and arrows and a sword for melee combat. Each man has a unique number of life points and 'stride' (movement points). To regenerate, he can be instructed to rest or heal for one turn. Combat can be conducted in eight directions, which requires careful positioning of your units and choosing a weapon with the correct range. Ranged weapons, such as arrows or throwing axes, can only be used while stocks last.
The game ends once the enemy army is destroyed, or if the flag is captured. Three scenarios with different maps and terrain features have been incorporated: a battle in an open landscape with two fortresses, an open arena and a park maze. Games can be saved and replayed later, or transferred by modem to other users.
Although a TeleEpic III is advertised on the loading screen, it was never released. However, the TeleEpic series was developed in Medieval Warriors.
TeleGames
TeleGames burst onto the Amiga scene in 1987 as a quirky cabinet of mini adventures rather than a singular pursuit. The cover promised quick wits and quick hands, and the cartridge or disk carried a handful of bite sized challenges rather than one long quest. Its visuals flirt with the minty glow of late 80s CRTs, bold color sprites, and smooth scrolling that felt fancy next to clunkier machines. Players who sought a palate cleanse between bigger epics found a brisk alternative that demanded only short bursts of attention.
Inside TeleGames the anthology format is plain in the lineup. Each segment pivots on plain rules that twist into variable challenges, from timing tests to simple spatial puzzles, all paced by a jaunty soundtrack and lively sound effects. The aim is to rack up points through speed and precision, with easy to learn controls that welcome beginners yet offer small room for growth for veterans chasing high scores. No prologue or lore dominates; the joy rests in the immediacy of action.
Technical polish reveals itself in the Amiga's strengths. Bright palettes and crisp sprite work breathe life into the friendly mascots and sets, while the sound design rides the edge of a drum machine and chippy blips. The interface favors clear menus and responsive joystick input, letting players dive straight into rounds without fate stepping in to garnish the experience with needless frills. For collectors, the value lies less in story and more in the clever construction of varied tasks tucked into a compact package.
Reception in old magazines tended toward amused praise for ambition more than flawless execution. Some microgames feel tight and inventive, others skid on rough edges that remind you this is a budget friendly assembly rather than a polished single product. Still, TeleGames offered a social spark, inviting friends to compete in take turns sessions or hot seat showdowns that felt right at home in living rooms crowded around a neon monitor.
Today the game serves as a capsule of nine era quirks. It demonstrates how designers experimented with format under tight budgets, and how the Amiga platform could host a mixed bag of quick hits within a single release. Digital repositories preserve the code and artwork, enabling new generations to glimpse a time when a handful of coded ideas could spark collective laughter and friendly rivalry. TeleGames stands as a fingerprint of a vibrant, restless decade in home computing.
TeleWar
TeleWar is a two-player strategy game intended to be played via modem, alternatively via null modem or turn-based on a single computer.
In split-screen mode, the upper half of the screen features low-resolution graphics, while the lower half contains a high-resolution user interface and chatlog. The game is controlled entirely with the mouse, moving from one unit to another in your army and aiming at its target, rotating turrets and firing with the buttons on the lower half of the screen.
The army consists of light and heavy artillery, light and heavy armor, and supply trucks that can supply units with ammunition and fuel. Both supplies must be conserved or your army will be crippled. You can fire in eight directions, which requires careful placement of your units. Each unit has different range, firepower, and amount of fuel and ammunition. Because the screen is narrow, a single slow unit can block the advance of several others, requiring careful movement. You can sacrifice a turn to call for air support, as long as the enemy has not destroyed your radio antenna.
The game ends when the enemy army is destroyed, or if the flag is captured. Four scenarios and four types of terrain are supported.
TeleWar was followed by TeleWar II and had a medieval spinoff in the form of TeleEpic. It later became Operation Com-Bat.