Games published by Wiering Software
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We provide a complete list of games published by this publisher.
Charlie II
Charlie II is the successor to Charlie the Duck. Once again, you play with Charlie the Duck through many different levels in this platform game.
The game contains 18 levels, with different worlds. Some levels are hidden, and can only be accessed through a secret exit. At the end of 6 levels, you must face a boss.
You start your adventure by choosing the difficulty level in which you want to play (easy, normal and hard). The difficulty level will affect the amount of treasures you must find in the level. If you exit the level before finding the required percentage, you will have to replay the level, as long as you don't find enough treasure. In easy you must find 55%, in normal 65% and in hard 75% of all the coins and diamonds in the game. Some are visible, others are hidden.
In a level, you have no weapons to defeat an enemy. However, you can jump on them, or use a shield to defeat them. Charlie has health and lives, if you are hit by an enemy, you lose one of your hearts (health). If you lose all of them, you lose a life. If you jump or fall on the spikes, you die immediately. The initial number of hearts depends on the difficulty.
Charlie can not only run and jump, he can also dive. This is necessary to find hidden areas in the level.
In his adventure, Charlie can find many Power-Ups, mostly hidden in boxes, which break if you jump on them.
You can find the following Power-Ups: Heart (will increase Charlie's health by filling the hearts), Super Heart (will give an extra heart; it means that when you had 2, now you have 3), Egg (will provide Charlie with an extra life), Letters (there are an A, a C, an E, an H, an I, an L and an R in a level; if you find them, they will form his name and when you have them all, you will get an extra life), Shield (will make Charlie invulnerable for a moment).
Charlie the Duck
Released in 1996 by a small team of developers from Germany, Charlie the Duck emerged as an engaging platform game for DOS that captivated players with its charming graphics and delightful gameplay. As an adventurous little duck, players guide Charlie through a series of vibrant levels filled with obstacles, enemies, and hidden treasures. The game stands out not only for its pixel art aesthetic but also for its whimsical soundtrack that complements the light-hearted atmosphere, making it an enjoyable experience for gamers of all ages.
The gameplay mechanics are simple yet effective, reinforcing the classic platform formula. Players navigate through picturesque landscapes, encountering various creatures that present challenges. Charlie can jump and collect coins, allowing him to accumulate points while dodging impending dangers. As the levels progress in complexity, players must develop timing and strategy to overcome formidable foes and engage with environmental puzzles. This easy-to-learn but difficult-to-master design has contributed to its longevity as a nostalgic title for many.
One of the game's key strengths lies in its colorful graphics. The vibrant backgrounds and cheerful character designs deliver an inviting visual experience, transporting players to a whimsical world of adventure. Each level introduces new scenery and elements, ranging from serene lakes to lush forests, all meticulously crafted to maintain the player’s interest. The art style captures the essence of 1990s platformers while adding a unique flair that distinguishes Charlie the Duck from other titles of the era.
Moreover, Charlie the Duck fosters a sense of discovery through its hidden collectibles and secret paths. Players are rewarded for their curiosity, often leading to the uncovering of rare items and additional challenges. This aspect of exploration not only adds depth to the gameplay but also extends replayability, ensuring that players remain engaged long after they have completed the main levels. The balance between exploration and action creates a fulfilling gaming experience.
In the realm of DOS titles, Charlie the Duck holds a special place as a quintessential platformer that emphasizes creativity and fun. Although it may not have achieved the mainstream acclaim of other games, its charm endures as a nostalgic relic from a simpler gaming era. Players often reminisce about their adventures with Charlie, recalling the joy of navigating through levels filled with whimsy and wonder. This timeless essence makes it a great introduction for younger gamers while still resonating with those who fondly remember their jumps in pixelated landscapes.
Charlie the Duck remains an enduring testament to the creativity and imagination of indie game development in the 1990s. It serves as a reminder of the power of simple yet engaging gameplay, illustrating how a small team’s passion can produce a beloved title that stands the test of time. For anyone seeking a delightful escapade in a charming virtual world, Charlie the Duck remains an adventure worth revisiting.
Mario & Luigi
Mario & Luigi landed on DOS in 2001, bringing a charming double-act to PC screens where most platforming felt sterner and more mechanical. The premise centers on the familiar brothers being pushed into a quest that mixes quick-footed travel with puzzle-like obstacles, letting players switch between their temperaments rather than just their sprites. Even without flashy modern flourishes, the game’s energy comes through in its constant sense of motion, as if every hallway and roadside scene is waiting for you to try something clever.
Control is the heart of the experience. Instead of relying solely on one-button combat, the duo framework encourages timing: step into danger, read the enemy pattern, and then choose the appropriate response. Movement feels snappy for its era, and interaction prompts nudge you toward exploration, whether that means squeezing past awkward corners or triggering environmental changes. When battles occur, the pace tends to be deliberate, encouraging short strategy shifts rather than button mashing. This keeps frustration from lingering too long, since mistakes usually reveal what to adjust next.
Visually, the graphics lean on readable silhouettes, bright character outlines, and background details that stay clear even on older monitors. The color palette does a good job of distinguishing safe zones from hazards, which matters when you are navigating rooms with distracting clutter. Sound design follows a similarly practical philosophy: upbeat themes and punchy sound effects support the action, while quieter cues help you notice when the world is about to throw a surprise your way.
The narrative tone is light, yet it still provides motivation through small, character-driven beats. Dialogue and event sequences highlight the brothers’ contrasting personalities, turning side moments into small payoffs. Enemies and set pieces tend to escalate in variety as the route lengthens, so the game avoids turning every confrontation into the same routine. Optional challenges, such as hidden items and clever detours, reward players who enjoy squeezing extra progress out of each location.
This DOS release feels like a bridge between playful platform roots and more structured, choice-based adventure design. If you are curious about early-2000s PC adaptations of console-style character games, this one offers an approachable entry point. It is not trying to be coldly technical; it aims for warmth, momentum, and the satisfying thrill of using teamwork in a world that keeps reinventing its obstacles.
Sint Nicolaas
Sint Nicolaas is a classic DOS game released in 1998. Developed by Dutch studio Vespucci, the game is a point-and-click adventure set in a traditional Dutch Christmas setting. Players take on the role of Sinterklaas, a Dutch version of Santa Claus, as he delivers presents to the children of a small village. The game was created in part to educate players about Dutch Christmas traditions and customs.
Sint Nicolaas is a single-player game that requires the player to traverse a range of locations, from the town square to the woods and a haunted castle. Players must interact with NPCs and collect items to solve puzzles and progress through the game. The game features a range of mini-games, including the ability to play musical instruments and a number of challenging puzzles. The game also features a number of Easter eggs, including secret levels and references to other games.
The game was well-received by critics upon its release, with praise for its graphics, puzzles and sound. It was also praised for its educational value, with some reviewers noting that it was a great way to learn about Dutch Christmas customs and traditions. The game was also praised for its replay value, as players can revisit levels and solve puzzles in different ways.
Sint Nicolaas remains a beloved classic DOS game, and is still widely available to play via emulation. It is a great example of a classic point-and-click adventure, and a great way to learn about Dutch culture and Christmas traditions. It is a timeless game, and one that will remain a fond memory for those who grew up playing it.
Super Angelo
Super Angelo, launched for DOS in 2001, is a side-scrolling platformer that leans into brisk momentum and immediate challenge. The plot thread is light, functioning more like a motivation for exploration than a sprawling narrative, yet the game’s atmosphere still feels purposeful: you move through themed stages filled with hazards, jump gaps, and test your timing against enemies that react quickly. Even without long cutscenes, the progression gives a steady sense of discovery, as each area introduces fresh obstacles and new rhythms.
Gameplay centers on precision movement, with jumping and basic offense forming the core loop. Angelo’s controls are tuned for responsive hops and fast retries, so the moment you slip on a spike wall or misread a platform gap, you can correct course without waiting through lengthy respawns. Items and pickups generally reward attention to the margins, nudging you to search corners, climb ledges, and experiment with routes rather than rushing straight down a single corridor. Difficulty ramps through tighter level geometry, denser enemy placements, and more punishing environmental traps.
Visually, the sprite work aims for clarity under retro constraints. Background layers help separate danger zones from safe footing, while animations stay readable even during chaotic movement. The level design often relies on clean signaling: bright interactable elements stand out, and the hazards tend to telegraph themselves through contrast and positioning. When you slow down to observe timing windows, you can notice how the designers choreographed movement paths, funneling you toward careful landings and encouraging controlled aggression.
Audio supports the action instead of drowning it out. Chiptune tracks provide a steady pulse that helps you judge tempo during jumps, and sound effects give immediate feedback when attacks connect, when you take damage, or when a secret is triggered. This feedback loop matters in a DOS platformer, because learning comes through repetition, and the game rewards that practice with consistent responsiveness.
As a DOS release, it also carries the practical charm of early-2000s home computing: many players encounter it through emulation, where display settings and input configuration can influence comfort. Running it under common DOS environments typically works smoothly, provided you map keys correctly and avoid overly aggressive scaling. For collectors and retro fans, the real appeal is the compact, fight-for-every-checkpoint structure, plus a gameplay feel that stays engaging long after the novelty of the era fades.