quikchaos.com

Games

quik's childhood game collection: both games I adore and ones I never got around to, from 1981 through 1991, before 256-color games took over

A monochrome bitmap costs one bit per pixel. The 1984 Macintosh kept its 512 by 342 screen in 21,888 bytes of a 128 KB machine, and a monochrome tube needs no shadow mask, so it draws a sharper pixel than a color tube. The same arithmetic put Hercules monochrome graphics (720 by 348, 1982) on IBM PCs, a 640 by 400 mode on the Atari ST (1985), and a one-bit screen on the Amstrad PCW (1985). The art here is dithering: patterns of black and white pixels standing in for gray.

IBM's Color Graphics Adapter (1981) carried 16 KB of video memory. At 320 by 200 that is two bits per pixel, so four colors on screen, drawn from fixed sets the card's RGBI output could form: cyan, magenta, and white, or green, red, and yellow, over one background color. A third set, cyan, red, and white, appears on RGB monitors when the color burst is switched off, and some software used it. The adapter also drove televisions through a composite signal, where its pixels interfere with the NTSC color carrier and form sixteen artifact colors, and many high-profile games were drawn for that screen.

A digital RGB monitor takes three wires, one per primary, and each wire is on or off. That is one bit per primary, so 2 × 2 × 2 = 8 colors, the corners of the RGB cube: black, white, the three primaries, and the three pair mixes (red and green make yellow, green and blue make cyan, red and blue make magenta). No in-between level exists because the signal has no in-between voltage. Memory costs three bits per pixel: at 640 by 200 that is 128,000 pixels × 3 bits = 48,000 bytes, which is the 48 KB of video memory on NEC's PC-8801 (1981). The BBC Micro (1981) and Sharp's X1 (1982) drew in the same eight. One more bit for intensity doubles the set to 16, the RGBI of CGA and EGA; a third level per primary instead gives 3 × 3 × 3 = 27, the Amstrad CPC (1984). The Apple II (1977) sits here by count, not by wiring. Its hi-res screen is a one-bit bitmap whose pixel pairs read as orange, blue, green, or violet on an NTSC screen, six colors with black and white.

Add an intensity wire to digital RGB and the monitor shows sixteen colors. That RGBI standard is what IBM's Enhanced Graphics Adapter (1984) kept: four bits per pixel in four memory planes, each entry chosen from a 64-color palette. Commodore's VIC-II chip (1982) fixed its palette in silicon, the Atari ST (1985) picked its entries from 512 through a three-bit converter per gun, and NEC's PC-9801 picked from 4,096. On the IBM PC line, this was the ceiling that memory prices and monitor wiring set until the 256-color VGA, introduced in 1987 with IBM's PS/2 line, put an eight-bit palette index and a digital-to-analog converter on the display path.

Atari's ST (1985) keeps its palette in the Shifter chip as three bits per channel, 512 colors, with sixteen palette registers in the 320 by 200 mode and four in 640 by 200. Some Amiga ports of ST games kept the ST's 16-color art unchanged. The 1989 STE widened each channel to four bits, 4,096 colors.

NEC's PC-9801 (1982) began on the eight-color digital palette. Models from 1985 added an analog palette of four bits per channel, 4,096 colors, and by 1986 the PC-9801VX offered sixteen on screen at 640 by 400. That mode carried Japanese PC games through the 1990s. Artists dithered across the fine 640 by 400 grid to suggest more than sixteen tones.

sort by Craft: how accomplished the use of the palette is, 1 to 5, independent of sales or fame. A 5 shows in light red and a 4 in light magenta.Popularity: 0 to 100 from sales, cultural footprint, and critical acclaim; not a quality score. 65 and above in yellow, 57 to 64 in green, 50 to 56 in cyan. palette
art drawn on
genre

Opening screens are © their respective publishers, shown to illustrate the notes on each game's art. A rights holder can ask for an image to be removed through the contact on the terms page. Store and archive links go to third-party sites; this site hosts none of those files.

  • Castle Wolfenstein

    1981
    Opening screen: shot coming soon

    Action3-bit RGB

    Silas Warner drew the 1981 Apple II game in hi-res, placing its top-down room graphics with the hi-res character generator he had written for Muse's Super-Text. The guards speak eight German phrases through Muse's The Voice. The 1984 Muse DOS port redraws it in CGA.

    Art drawn on the Apple II; the original runs in AppleWin.

  • Defender

    1981
    Opening screen: shot coming soon

    ShooterEGA

    Williams' 6809 board draws Defender's 320x256 raster with 16 colors per pixel, which the team spent on a one-pixel-wide landscape line, stars that scroll slower than the ship, a scanner strip across the top, and Sam Dicker's particle explosions on black. The 1983 Atarisoft PC booter reduces it to four‑color CGA.

    Art drawn on the arcade board; the original runs in MAME.

  • Donkey

    1981
    Opening screen: shot coming soon

    ActionCGA

    DONKEY.BAS draws a two-lane road, a car, and a donkey as simple shapes in 320x200 four-color CGA, usually with three colors on screen, and shipped on the PC DOS 1.00 and 1.10 disks.

    Microsoft

    archive.org: Donkey (opens in new tab)

    craft 1popularity 54

  • MasterType

    1981
    Opening screen: shot coming soon

    Edutainment3-bit RGB

    The Apple II original puts the player's ship at the center of the hi-res screen with the words to type in the four corners and a missile, satellite, or fireball closing in from each, within the 280x192 mode's six colors. The 1983 PC port moves it to CGA with a 16‑color composite mode.

    Art drawn on the Apple II; the original runs in AppleWin.

  • Wizardry: Proving Grounds of the Mad Overlord

    1981
    Opening screen: shot coming soon

    RPG3-bit RGB

    The 1981 Apple II original fills most of its hi-res screen with text printed by the game's own character routine and gives about a tenth of it to a first-person maze drawn in white and violet lines. On an encounter the maze window gives way to a picture of the monster. The 1984 PC booter redraws it in CGA.

    Art drawn on the Apple II; the original runs in AppleWin.

  • The Hobbit

    1982
    Opening screen: shot coming soon

    AdventureZX Spectrum

    Around 30 locations carry illustrations based on Kent Rees originals, stored as outline data and filled with color on screen. The pictures draw on first visit or on request.

    Art drawn on the ZX Spectrum; the original runs in Fuse.

  • Microsoft Flight Simulator

    1982
    Opening screen: shot coming soon

    SimulationEGA

    Version 1.0 draws its instrument panel and out-the-window view in CGA 640x200 mode and relies on NTSC composite artifacting for color, so a composite monitor shows up to 16 colors and an RGB monitor shows black and white. Version 2.0 (1983) kept the 640x200 composite scheme for the PC and PCjr.

    subLOGIC (Bruce Artwick)

    archive.org: Microsoft Flight Simulator (opens in new tab)

    craft 4popularity 88

  • Ms. Pac-Man

    1982
    Opening screen: shot coming soon

    ActionEGA

    The Namco Pac-Man board draws a 224x288 vertical screen from 8x8 tiles and 16x16 sprites, each limited to four colors of a 16-color palette. Ms. Pac-Man gives its four solid-walled mazes their own color schemes (pink, light blue, brown, and dark blue) that rotate as levels progress. The 1984 Atarisoft PC port redraws the maze in four-color CGA with a composite mode.

    Art drawn on the arcade board; the original runs in MAME.

  • Pinball Construction Set

    1982
    Opening screen: shot coming soon

    Sandbox3-bit RGB

    Budge's Apple II original runs in 48K and draws the table and a bin of fifteen parts on the 280x192 hi-res screen in its six colors, with a floating hand cursor for drag and drop and a paint tool for custom table art. The 1985 PC port redraws it in four‑color CGA.

    Art drawn on the Apple II; the original runs in AppleWin.

  • Robotron: 2084

    1982
    Opening screen: shot coming soon

    ShooterEGA

    Robotron runs on Defender's Williams hardware with two added blitter chips and 16 colors per pixel. It draws its single arena on a black background chosen so the distinct robot shapes stand out, with rapid color cycling on the Brain waves that JoyStik cited as dynamic color.

    Art drawn on the arcade board; the original runs in MAME.

  • Rocky's Boots

    1982
    Opening screen: shot coming soon

    Edutainment3-bit RGB

    Robinett and Grimm draw the gates, wires, and rooms on the Apple II hi-res screen and code logic states in two of its six colors, orange for 1 and white for 0, so a live signal shows as orange moving through the circuit. The 280x192 mode's even and odd pixel rules fix which hues are available.

    Art drawn on the Apple II; the original runs in AppleWin.

  • Ultima II: The Revenge of the Enchantress

    1982
    Opening screen: shot coming soon

    RPG3-bit RGB

    The Apple II original, published by Sierra On-Line in August 1982, draws its overworld as hi-res tiles on black; Ultima Codex groups it with the four-color versions, whose black areas the 16-color Commodore 64 and Atari ST releases fill in. The IBM PC port keeps the tile layout in CGA, and the royalty dispute over that port led Garriott to found Origin Systems.

    Art drawn on the Apple II; the original runs in AppleWin.

  • Archon: The Light and the Dark

    1983
    Opening screen: shot coming soon

    Strategy3-bit RGB

    The November 1983 Atari 8-bit original draws a 9x9 board of green squares whose shades cycle each turn, with yellow Light pieces and blue Dark pieces, and enlarges a contested square into a combat arena. Board and combat screens use 7 to 8 colors.

    Art drawn on the Atari 8-bit; the original runs in Altirra.

  • Atic Atac

    1983
    Opening screen: shot coming soon

    AdventureZX Spectrum

    Chris Stamper designed the graphics. Each room is drawn on the attribute grid, and Crash praised the color work and the mass of detail.

    Art drawn on the ZX Spectrum; the original runs in Fuse.

    Ultimate Play the Game

    archive.org (Spectrum): Atic Atac (opens in new tab)

    craft 4popularity 72

  • Lode Runner

    1983
    Opening screen: shot coming soon

    Puzzle3-bit RGB

    Doug Smith's 1983 Apple II original draws its diggable bricks in hi-res blue, its ladders, bars, and solid floors in white, its gold and guards in orange, and the runner in white, on 280x192 with a one-line score strip. Broderbund paid Smith to replace block-by-block movement with pixel-level animation before release.

    Art drawn on the Apple II; the original runs in AppleWin.

  • Manic Miner

    1983
    Opening screen: shot coming soon

    PlatformerZX Spectrum

    Each cavern is a single screen colored on the 8x8 attribute grid, one ink and one paper per cell. ZX Computing called it the most colorful game its reviewer had seen in December 1983.

    Art drawn on the ZX Spectrum; the original runs in Fuse.

  • Math Blaster!

    1983
    Opening screen: shot coming soon

    Edutainment3-bit RGB

    Richard Eckert and Janice Davidson's 1983 Apple II original runs four drill activities and a cannon game on the hi-res screen, with the title set in violet, white, and black. In the cannon game a figure is fired at the correct answer while a seal bouncing a ball counts down the time. The PC version of the same year uses CGA for the drills and text mode for the menus.

    Art drawn on the Apple II; the original runs in AppleWin.

  • One-on-One: Dr. J vs. Larry Bird

    1983
    Opening screen: shot coming soon

    Sports3-bit RGB

    Hammond's 1983 Apple II original runs on a II+, so it uses the 280x192 hi-res screen and its six colors. It draws a half court with two players animated from photographs EA took of Erving, so they read as people in motion; a hard dunk shatters the backboard and a janitor sweeps up the glass.

    Art drawn on the Apple II; the original runs in AppleWin.

  • Reach for the Stars: The Conquest of the Galaxy

    1983
    Opening screen: shot coming soon

    StrategyEGA

    The 1983 Commodore 64 original by Roger Keating and Ian Trout presents turn-based conquest of star systems within the C64's fixed 16-color palette. A period review called the graphics minimal, and the 1988 Third Edition replaced the interface with menus.

    Art drawn on the Commodore 64; the original runs in VICE.

  • Ultima III: Exodus

    1983
    Opening screen: shot coming soon

    RPG3-bit RGB

    The 1983 Apple II original gives the whole hi-res screen to graphics, dropping the mixed text mode of Ultima I and II. A tile map in hi-res green, violet, orange, and white sits at left, party panels at right, and messages at the bottom, with animated character tiles. Origin's own character routine letters the text, and the PC port redraws it for CGA composite color.

    Art drawn on the Apple II; the original runs in AppleWin.

    Origin Systems (Richard Garriott)

    archive.org: Ultima III: Exodus (opens in new tab)GOG: Ultima III: Exodus (opens in new tab)in Ultima 1+2+3

    craft 4popularity 57

  • The Ancient Art of War

    1984
    Opening screen: shot coming soon

    StrategyCGA

    The PC version draws a scrolling top-down campaign map and squad battles of up to 14 small soldiers in the CGA 320x200 four-color mode. The 1984 release is CGA only; EGA, Tandy, and Hercules modes arrived with the 1989 reissue.

    Evryware (Dave and Barry Murry)

    archive.org: The Ancient Art of War (opens in new tab)

    craft 3popularity 46

  • Boulder Dash

    1984
    Opening screen: shot coming soon

    Puzzle3-bit RGB

    The 1984 Atari 8-bit original draws Rockford, boulders, diamonds, and dirt as 16x16 blocks of four characters in a 24x40 character display. Each cave uses four colors, and the title composes large letters from Atari character graphics.

    Art drawn on the Atari 8-bit; the original runs in Altirra.

  • F‑15 Strike Eagle

    1984
    Opening screen: shot coming soon

    SimulationEGA

    The 1984 Atari 8-bit original shows a flat cockpit panel with a HUD, a blue sky band, and a green ground band, with targets drawn as small shapes. In-flight screens use 8 to 9 colors; the mission menu colors each text line separately and reaches 21.

    Art drawn on the Atari 8-bit; the original runs in Altirra.

  • GATO

    1984
    Opening screen: shot coming soon

    SimulationCGA

    The periscope view, instrument gauges, and patrol chart are drawn in 320x200 four-color CGA; a 1988 release added a 16-color Tandy and PCjr mode.

    Spectrum HoloByte

    archive.org: GATO (opens in new tab)

    craft 3popularity 52

  • Jet Set Willy

    1984
    Opening screen: shot coming soon

    PlatformerZX Spectrum

    Rooms are drawn on the attribute grid with a color pair per cell. Crash rated the use of color excellent in 1984, and Sinclair User praised the animation of ghosts, monks, and toilet seats.

    Art drawn on the ZX Spectrum; the original runs in Fuse.

  • Karateka

    1984
    Opening screen: shot coming soon

    Fighting3-bit RGB

    Mechner traced Super 8 film of his karate teacher frame by frame to animate the fighters on the Apple II hi-res screen at about eight frames per second. He drew the palace, its gate, and the cutaway scenes in the 280x192 mode's six colors. COMPUTE!'s 1985 review singled out the scrolling background and full‑colored details.

    Art drawn on the Apple II; the original runs in AppleWin.

    Jordan Mechner (Broderbund)

    GOG: Karateka (opens in new tab)archive.org: Karateka (opens in new tab)

    craft 5popularity 43

  • Knight Lore

    1984
    Opening screen: shot coming soon

    AdventureZX Spectrum

    Each room is drawn in a single color, which avoids attribute clash, and shading builds the isometric detail. The character changes to the room color on entry.

    Art drawn on the ZX Spectrum; the original runs in Fuse.

    Ultimate Play the Game

    archive.org (Spectrum): Knight Lore (opens in new tab)

    craft 5popularity 74

  • The Lords of Midnight

    1984
    Opening screen: shot coming soon

    StrategyZX Spectrum

    The landscaping method draws pre-scaled terrain images from eight compass points, giving 32,000 screen pictures. The scenery uses a blue-and-white palette, with allies and enemies in multicolor in the foreground.

    Art drawn on the ZX Spectrum; the original runs in Fuse.

  • MicroLeague Baseball

    1984
    Opening screen: shot coming soon

    SportsEGA

    Each play is drawn on a diamond view in CGA 320x200, with 16 artifact colors on a composite monitor and four on RGB, under a running text commentary. The player manages from real historical rosters instead of controlling the fielders.

    MicroLeague Sports Association

    archive.org: MicroLeague Baseball (opens in new tab)

    craft 3popularity 43

  • Montezuma's Revenge

    1984
    Opening screen: shot coming soon

    PlatformerEGA

    The 1984 Atari 8-bit original presents each room as one flip screen of ladders, ropes, conveyors, doors, and enemies on a black field, with 8 to 10 colors per room. Robert Jaeger wrote the program and drew the graphics on an Atari 800.

    Art drawn on the Atari 8-bit; the original runs in Altirra.

  • Rebelstar Raiders

    1984
    Opening screen: shot coming soon

    StrategyZX Spectrum

    Julian Gollop drew the installations as top-down plans and cross-sections, with units in profile. Crash called the graphics quite superb in October 1984.

    Art drawn on the ZX Spectrum; the original runs in Fuse.

  • Sabre Wulf

    1984
    Opening screen: shot coming soon

    AdventureZX Spectrum

    The jungle screens use bright, varied colors on the attribute grid. Crash rated the use of color excellent, and Sinclair User found the graphics rich but less disciplined than earlier Ultimate games.

    Art drawn on the ZX Spectrum; the original runs in Fuse.

    Ultimate Play the Game

    archive.org (Spectrum): Sabre Wulf (opens in new tab)

    craft 4popularity 72

  • The Seven Cities of Gold

    1984
    Opening screen: shot coming soon

    StrategyEGA

    The 1984 Atari 8-bit original scrolls a top-down map of a generated New World and switches to side-view village and port scenes with buildings, ships, and moving figures. Map screens use 6 to 9 colors and the side-view scenes up to 16, with the sky drawn as horizontal shade bands.

    Art drawn on the Atari 8-bit; the original runs in Altirra.

  • Skool Daze

    1984
    Opening screen: shot coming soon

    SimulationZX Spectrum

    Keith Warrington drew characters as line art on squared paper, then filled pixels to make sprites. Rooms are framed like comic panels, and Crash praised its use of color.

    Art drawn on the ZX Spectrum; the original runs in Fuse.

    David Reidy, Keith Warrington

    archive.org (Spectrum): Skool Daze (opens in new tab)

    craft 3popularity 63

  • Balance of Power

    1985
    Opening screen: shot coming soon

    StrategyMono

    The IBM PC version is a self-booting disk carrying a Windows 1.0 runtime, and on CGA it shows the world map and menus in 640x200 two-color graphics, with 16-color EGA and Hercules monochrome as the other modes. Period press called the PC environment virtually identical to the Macintosh original.

    Art drawn on the Macintosh; the original runs in Mini vMac.

    Chris Crawford

    archive.org: Balance of Power (opens in new tab)

    craft 2popularity 55

  • Chaos: The Battle of Wizards

    1985
    Opening screen: shot coming soon

    StrategyZX Spectrum

    The board uses a redefined character set with animated sprites for arrows and lightning bolts. The color shade of each spell shows how hard it is to cast.

    Art drawn on the ZX Spectrum; the original runs in Fuse.

  • Deja Vu: A Nightmare Comes True!!

    1985
    Opening screen: shot coming soon

    AdventureMono

    Deja Vu shipped in October 1985 with black and white graphics; Mark Waterman drew the visuals, which sit in a 256x171 window and stay mostly static. Fitting the game and system software on two 400K disks required custom image compression.

    Art drawn on the Macintosh; the original runs in Mini vMac.

  • HardBall!

    1985
    Opening screen: shot coming soon

    SportsEGA

    A 16-color stadium with batter and pitcher sprites, from Bob Whitehead's 1985 Commodore 64 design; the DOS version supports CGA and EGA.

    Art drawn on the Commodore 64; the original runs in VICE.

    Accolade

    GOG: HardBall! (opens in new tab)in HardBall! + HardBall II

    craft 3popularity 43

  • NFL Challenge

    1985
    Opening screen: shot coming soon

    SportsCGA

    The game shows a symbol-based field in CGA 320x200 four-color mode with the play selection in nested text menus, and also runs in 80x25 text mode on monochrome adapters. The PC World 1985 cover story described animated plays; a later retrospective calls the presentation barebones and symbol based.

    XOR Corporation

    archive.org: NFL Challenge (opens in new tab)

    craft 2popularity 46

  • Romance of the Three Kingdoms

    1985
    Opening screen: shot coming soon

    Strategy3-bit RGB

    Sangokushi shipped December 10, 1985 at 14,800 yen as a turn-based province-conquest game with a map of China and named officers to recruit; the PC-88 version draws it in 8 colors at 640x200. Koei programmed its early historical simulations in BASIC.

    Art drawn on the NEC PC-8801; the original runs in M88 or MAME.

  • Silent Service

    1985
    Opening screen: shot coming soon

    SimulationEGA

    Michael Haire's 1985 Commodore 64 art gives each station its own screen on the 16-color palette. There is a gray-on-black panel of gauges and pipes, a two-profile damage diagram of the boat, a periscope view of blue sea with a black ship silhouette, and zoomable patrol and attack maps. The PC version of the same year redraws it in CGA, with EGA on later printings.

    Art drawn on the Commodore 64; the original runs in VICE.

  • Starquake

    1985
    Opening screen: shot coming soon

    PlatformerZX Spectrum

    About 400 screens fill the attribute grid with color. Crash noted that it avoids attribute clash, and Sinclair User called the graphics flicker free.

    Art drawn on the ZX Spectrum; the original runs in Fuse.

  • Thexder

    1985
    Opening screen: shot coming soon

    Action3-bit RGB

    The PC-88 original builds its backgrounds from scroll-unit map parts and redraws only the characters and changed areas, giving fast eight-direction scrolling in the 8-color 640x200 mode; the back-side stages use a darker color scheme. Sierra's DOS port instead used 640x200 EGA and dithering to simulate 64 colors.

    Art drawn on the NEC PC-8801; the original runs in M88 or MAME.

  • Where in the World Is Carmen Sandiego?

    1985
    Opening screen: shot coming soon

    Edutainment3-bit RGB

    The 1985 Apple II original, programmed by Dane Bigham with art by Gene Portwood and Lauren Elliott, draws a title globe and a brochure-style picture of each city in hi-res, six colors on a 280x192 screen. The city view sits at left and the command menu in the lower right. The 1986 PC port redraws the scenes in CGA.

    Art drawn on the Apple II; the original runs in AppleWin.

  • Winter Games

    1985
    Opening screen: shot coming soon

    SportsEGA

    Ropp and Michael Kosaka's art for the Commodore 64 original gives each of the seven events its own landscape screen: hot dog aerials, biathlon, figure skating, ski jump, speed skating, free skating, and bobsled. The screens use the VIC-II's 16-color palette in the 160x200 multicolor mode, where each 4x8 cell holds four colors.

    Art drawn on the Commodore 64; the original runs in VICE.

  • Xanadu

    1985
    Opening screen: shot coming soon

    RPG3-bit RGB

    A side-view action RPG with ten stages, released for the PC‑8801 in 1985.

    Art drawn on the NEC PC-8801; the original runs in M88 or MAME.

    Nihon Falcom

    Project EGG (PC-88): Xanadu (opens in new tab)

    craft 3popularity 69

  • The Bard's Tale II: The Destiny Knight

    1986
    Opening screen: shot coming soon

    RPGEGA

    Animated monster portraits in the framed view window; the 1988 DOS version followed the 1986 Commodore 64 original.

    Art drawn on the Commodore 64; the original runs in VICE.

  • Gunship

    1986
    Opening screen: shot coming soon

    SimulationEGA

    Filled-polygon ground objects under an Apache instrument panel with a HUD overlay; the 1986 DOS release supports EGA.

    Art drawn on the Commodore 64; the original runs in VICE.

    MicroProse

    GOG: Gunship (opens in new tab)in Gunship + Gunship 2000

    craft 3popularity 63

  • King's Quest III: To Heir Is Human

    1986
    Opening screen: shot coming soon

    AdventureEGA

    Standard AGI vector art in solid fills, a little above average in the wizard's house interiors and the mountain paths, ordinary elsewhere.

    Sierra On-Line

    GOG: King's Quest III: To Heir Is Human (opens in new tab)in King's Quest 1+2+3

    craft 3popularity 60

  • Math Rabbit

    1986
    Opening screen: shot coming soon

    Edutainment3-bit RGB

    Analee Nunan's art for the 1986 Apple II release draws four circus games (Clown's Counting, Tightrope, Circus Train, and Mystery Matching) on the 280x192 hi-res screen in its six colors on a 64K machine. The same year's PC release uses four-color CGA with a 16-color composite mode, and the 1993 Deluxe edition redraws it for 256‑color VGA.

    Art drawn on the Apple II; the original runs in AppleWin.

  • Mean 18

    1986
    Opening screen of Mean 18 (full size, opens in new tab)

    SportsEGA

    Filled‑polygon holes with hard color boundaries between fairway, rough, and green, under a horizon that is a single flat band. The game includes a course architect for building new courses.

    Microsmiths

    archive.org: Mean 18 (opens in new tab)

    craft 2popularity 46

  • Nobunaga's Ambition

    1986
    Opening screen: shot coming soon

    Strategy3-bit RGB

    Zenkokuban introduced a face graphic for each daimyo and a 50-province map of Japan, with still images or short animations for events such as typhoons, famines, and assassinations. The PC-88 displays 8 colors at 640x200.

    Art drawn on the NEC PC-8801; the original runs in M88 or MAME.

  • The Pawn

    1986
    Opening screen: shot coming soon

    AdventureAtari ST

    The PC release of January 1988 shows Geoff Quilley's location paintings in EGA 640x350 16-color mode and runs as a text adventure on machines without an EGA board. The illustrations were first drawn for the 1986 Atari ST release.

    Art drawn on the Atari ST; the original runs in Hatari.

    Magnetic Scrolls

    itch.io: The Pawn (opens in new tab)

    craft 4popularity 43

  • Penguin Adventure

    1986
    Opening screen: shot coming soon

    ActionMSX

    A pseudo-3D runner drawn in the TMS9918 mode with two colors per tile strip. Sprites supply the penguin and enemies.

    Art drawn on the MSX; the original runs in openMSX.

  • Shanghai

    1986
    Opening screen: shot coming soon

    PuzzleMono

    Brodie Lockard, who first wrote the game on PLATO, designed and programmed the July 1986 Macintosh version and shares the art credit with Don Wu; it draws the mahjong tile layout in black and white and runs on a Mac 128K. Macintosh Garden's version 2.x adds 256-color support and requires a Mac Plus.

    Art drawn on the Macintosh; the original runs in Mini vMac.

    Activision (Brodie Lockard)

    archive.org: Shanghai (opens in new tab)

    craft 3popularity 69

  • Silpheed

    1986
    Opening screen: shot coming soon

    Shooter3-bit RGB

    Player and enemy craft are drawn as 3D polygons that shrink toward the top of the screen over a tilted third-person backdrop, while bullets, obstacles, explosions, and some enemies use prepared sprite patterns; the opening demo starts with a wireframe launch sequence. The PC-88 displays 8 colors at 640x200.

    Art drawn on the NEC PC-8801; the original runs in M88 or MAME.

  • Space Quest: The Sarien Encounter

    1986
    Opening screen: shot coming soon

    AdventureEGA

    AGI line‑and‑fill art whose strength is silhouette: the Arcada corridors and the Kerona desert read from shape alone, in solid fills.

    Sierra On-Line

    GOG: Space Quest: The Sarien Encounter (opens in new tab)in Space Quest 1+2+3

    craft 3popularity 60

  • Starflight

    1986
    Opening screen of Starflight (full size, opens in new tab)

    RPGEGA

    The alien communication portraits are the EGA showpiece, dithered and shaded, while the procedurally generated planet surfaces are noisy by construction. The 1986 release supported CGA, Tandy, and Hercules; EGA came with a later version built in late 1987 at the earliest.

    Binary Systems

    archive.org: Starflight (opens in new tab)

    craft 3popularity 66

  • Ultima I: The First Age of Darkness

    1986
    Opening screen: shot coming soon

    RPG3-bit RGB

    Origin's Apple II rewrite of December 23, 1986 recodes the 1981 BASIC game in assembly and redraws it in hi-res: a tree, castle, lake, and sword title in green, orange, blue, violet, and white, animated overworld tiles, and monsters that wander in view. The 1987 PC port draws a second 16-color set for EGA and Tandy.

    Art drawn on the Apple II; the original runs in AppleWin.

  • Uninvited

    1986
    Opening screen: shot coming soon

    AdventureMono

    Uninvited was first developed in black and white for the Macintosh, with each location drawn as a still picture in the MacVenture engine's 256x171 window, and a hidden art gallery room collects extra drawings. Dave Marsh handled graphics across the series, and Mark Waterman is credited on this game and Deja Vu.

    Art drawn on the Macintosh; the original runs in Mini vMac.

  • Where in the USA Is Carmen Sandiego?

    1986
    Opening screen: shot coming soon

    Edutainment3-bit RGB

    The 1986 Apple II original draws each city scene in hi-res with large flat fills in one color pair: blue buildings with white outlines and orange detail against black, dithered clouds, and a small running figure for the suspect. The scenes share the 280x192 screen with the clue text and command list. The 1986 PC version renders them in CGA, with composite and Hercules output.

    Art drawn on the Apple II; the original runs in AppleWin.

  • California Games

    1987
    Opening screen: shot coming soon

    SportsEGA

    Six events, among them the half-pipe and surfing; the 1988 DOS version in EGA followed Epyx's 1987 Commodore 64 original.

    Art drawn on the Commodore 64; the original runs in VICE.

    Epyx

    Steam: California Games (opens in new tab)in the Pixel Games UK multi‑platform package

    craft 3popularity 51

  • Chuck Yeager's Advanced Flight Trainer

    1987
    Opening screen: shot coming soon

    SimulationEGA

    Filled-polygon aircraft, buildings, and terrain over a horizon, with color used as signaling; the PC release supports CGA, EGA, and Hercules.

    Lerner Research (Ned Lerner)

    archive.org: Chuck Yeager's Advanced Flight Trainer (opens in new tab)

    craft 2popularity 63

  • Dungeon Master

    1987
    Opening screen: shot coming soon

    RPGAtari ST

    The first-person dungeon views, monsters, and interface all share one 16-color palette in the ST low-resolution mode. Andrew Jaros drew the wall textures and creatures with shading built from a few related tones.

    Art drawn on the Atari ST; the original runs in Hatari.

  • Earl Weaver Baseball

    1987
    Opening screen: shot coming soon

    SportsEGA

    The play screen splits into a full-field view and a pitcher-batter close-up and uses 16 or fewer colors in each capture; the stadium title screen uses more. Each stadium is drawn to its real dimensions, including defunct parks such as Ebbets Field.

    Art drawn on the Amiga; the original runs in FS‑UAE or WinUAE.

  • Goldrunner

    1987
    Opening screen: shot coming soon

    ShooterAtari ST

    A vertically scrolling shooter in the ST low-resolution mode, with pixel art by Pete Lyon. Planet-surface backgrounds scroll against a fixed palette.

    Art drawn on the Atari ST; the original runs in Hatari.

    Steve Bak and Pete Lyon

    Atarimania (ST): Goldrunner (opens in new tab)

    craft 3popularity 43

  • Golvellius

    1987
    Opening screen: shot coming soon

    AdventureMSX

    A top-down action adventure drawn in TMS9918 mode. The Master System version later reused its design with a larger palette.

    Art drawn on the MSX; the original runs in openMSX.

    Compile

    no current release found

    craft 3popularity 43

  • Head over Heels

    1987
    Opening screen: shot coming soon

    AdventureZX Spectrum

    Bernie Drummond drew the isometric rooms and characters. Crash described the Spectrum playing areas as monochromatic, with colorful icons.

    Art drawn on the ZX Spectrum; the original runs in Fuse.

    Jon Ritman, Bernie Drummond

    archive.org (Spectrum): Head over Heels (opens in new tab)

    craft 5popularity 74

  • Leisure Suit Larry in the Land of the Lounge Lizards

    1987
    Opening screen of Leisure Suit Larry in the Land of the Lounge Lizards (full size, opens in new tab)

    AdventureEGA

    AGI vector drawings in solid 16‑color fills, lifted above average by the neon signage and the interior lighting of the bar and casino.

    Sierra On-Line

    GOG: Leisure Suit Larry in the Land of the Lounge Lizards (opens in new tab)in Leisure Suit Larry: Greatest Hits and Misses

    craft 3popularity 68

  • Maniac Mansion

    1987
    Opening screen: shot coming soon

    AdventureEGA

    Ron Gilbert and Gary Winnick's point-and-click mansion; the 1988 DOS version in EGA followed the 1987 Commodore 64 and Apple II originals.

    Art drawn on the Commodore 64; the original runs in VICE.

    Lucasfilm Games

    GOG: Maniac Mansion (opens in new tab)

    craft 3popularity 63

  • Mavis Beacon Teaches Typing!

    1987
    Opening screen: shot coming soon

    EdutainmentCGA

    The 1987 DOS original draws a classroom scene, an on-screen keyboard with ghost hands that follow the learner's typing, and a 3D typing race in CGA 320x200 with the cyan, magenta, and white palette, using dither for the sky and desk surfaces. Later Software Toolworks and Mindscape editions replaced the art with EGA, VGA, and Windows versions.

    The Software Toolworks

    archive.org: Mavis Beacon Teaches Typing! (opens in new tab)

    craft 3popularity 85

  • The Maze of Galious

    1987
    Opening screen: shot coming soon

    AdventureMSX

    An action adventure with colorful character sprites inside the fifteen fixed MSX colors. The Famicom version later redrew it.

    Art drawn on the MSX; the original runs in openMSX.

  • Metal Gear

    1987
    Opening screen: shot coming soon

    ActionMSX2

    The overhead flip-screen game is drawn for the MSX2's 16-color mode with a custom palette. Sprites carry the enemies and bullets, which the hardware limits on screen at once.

    Art drawn on the MSX2; the original runs in openMSX.

  • Mixed‑Up Mother Goose

    1987
    Opening screen: shot coming soon

    EdutainmentEGA

    A 1987 AGI game at 160x200 in 16 colors: flat nursery-rhyme scenes for young players, drawn with AGI's solid fills.

    Sierra On-Line

    archive.org: Mixed-Up Mother Goose (opens in new tab)

    craft 2popularity 43

  • Nemesis 2

    1987
    Opening screen: shot coming soon

    ShooterMSX

    Backgrounds use TMS9918 pattern tiles limited to two colors per 8-pixel strip. Ships with a 128K ROM including the SCC chip.

    Art drawn on the MSX; the original runs in openMSX.

    Konami

    no current release found

    craft 3popularity 51

  • Police Quest: In Pursuit of the Death Angel

    1987
    Opening screen: shot coming soon

    AdventureEGA

    Flat AGI fills in solid colors for the Lytton streets and the station house.

  • Shadowgate

    1987
    Opening screen: shot coming soon

    AdventureMono

    ICOM's Dave Marsh and Karl Roelofs drew the rooms as black and white pixels in MacPaint, shown in the MacVenture engine's 256x171 picture window with limited animation on entering a room or acting on an object. The Macintosh release was black and white only; color came with the Amiga, Atari ST, and DOS ports.

    Art drawn on the Macintosh; the original runs in Mini vMac.

  • Sid Meier's Pirates!

    1987
    Opening screen: shot coming soon

    ActionEGA

    Michael Haire drew the 1987 Commodore 64 original's tavern scenes, portraits, sea views, and title from a redefined character set of 126 glyphs on the 16-color palette. Each picture is built from characters in place of a bitmap, and the Caribbean map is recreated from the cloth map in the box. The 1987 PC port redraws the art for CGA, EGA, and Tandy.

    Art drawn on the Commodore 64; the original runs in VICE.

  • Sorcerian

    1987
    Opening screen: shot coming soon

    RPG3-bit RGB

    A party-building action RPG of fifteen short scenarios. The PC-98 version is a port of the PC‑88 original.

    Art drawn on the NEC PC-8801; the original runs in M88 or MAME.

    Nihon Falcom

    Project EGG (PC-88): Sorcerian (opens in new tab)

    craft 3popularity 60

  • Space Quest II: Vohaul's Revenge

    1987
    Opening screen: shot coming soon

    AdventureEGA

    The Labion jungle is built in layers of overlapping foliage shapes in solid fills, and the underground caves carry the same layered approach into darker interiors.

    Sierra On-Line

    GOG: Space Quest II: Vohaul's Revenge (opens in new tab)in Space Quest 1+2+3

    craft 3popularity 60

  • UMS: The Universal Military Simulator

    1987
    Opening screen: shot coming soon

    StrategyEGA

    A tilted 3D battlefield rendered in flat colored blocks with information panels laid over it; Ed Isenberg made the MS‑DOS version.

    Intergalactic Development

    archive.org: UMS: The Universal Military Simulator (opens in new tab)

    craft 2popularity 46

  • Wheel of Fortune

    1987
    Opening screen: shot coming soon

    PuzzleCGA

    The first edition draws the puzzle board, wheel, and three contestants in 320x200 four-color CGA, with three rounds and a bonus round; no EGA or Tandy mode is listed for it.

    Softie, Inc.

    archive.org: Wheel of Fortune (opens in new tab)

    craft 1popularity 46

  • Ys I: Ancient Ys Vanished

    1987
    Opening screen: shot coming soon

    RPG3-bit RGB

    An action RPG in which the player bumps into enemies to fight. Its original release is for the PC‑8801.

    Art drawn on the NEC PC-8801; the original runs in M88 or MAME.

  • Battlehawks 1942

    1988
    Opening screen of Battlehawks 1942 (full size, opens in new tab)

    SimulationEGA

    Scaled‑bitmap aircraft over a solid blue Pacific. Its VGA option is a 320x200 16‑color mode, not 256 colors.

    Lucasfilm Games

    archive.org: Battlehawks 1942 (opens in new tab)

    craft 3popularity 46

  • BattleTech: The Crescent Hawk's Inception

    1988
    Opening screen of BattleTech: The Crescent Hawk's Inception (full size, opens in new tab)

    RPGEGA

    Overhead tile world in a restrained industrial palette, with larger hand‑drawn mech and character panels in the cutscenes where the dithering does some modeling.

  • Captain Blood

    1988
    Opening screen: shot coming soon

    AdventureAtari ST

    The DOS version keeps the fractal planet flyovers of the 1988 Atari ST original; the archive copy ships CGA and EGA asset sets.

    Art drawn on the Atari ST; the original runs in Hatari.

    ERE Informatique / Exxos

    archive.org: Captain Blood (opens in new tab)

    craft 3popularity 46

  • Carrier Command

    1988
    Opening screen: shot coming soon

    StrategyAtari ST

    Flat-shaded solid 3D islands and sea, converted from Realtime Games' 1988 Atari ST original; the MS-DOS version followed in 1989.

    Art drawn on the Atari ST; the original runs in Hatari.

    Realtime Games Software

    archive.org: Carrier Command (opens in new tab)

    craft 3popularity 46

  • F‑19 Stealth Fighter

    1988
    Opening screen of F-19 Stealth Fighter (full size, opens in new tab)

    SimulationEGA

    Solid‑filled polygon terrain with dithered horizon banding, seen through a detailed 16‑color cockpit panel.

    MicroProse

    GOG: F-19 Stealth Fighter (opens in new tab)

    craft 3popularity 66

  • Grand Prix Circuit

    1988
    Opening screen of Grand Prix Circuit (full size, opens in new tab)

    RacingEGA

    Dithered sky bands above the horizon and a detailed cockpit view, with the DOS release shipping a separate EGA executable alongside the CGA one.

    Distinctive Software

    archive.org: Grand Prix Circuit (opens in new tab)

    craft 3popularity 52

  • Jack Nicklaus' Greatest 18 Holes of Major Championship Golf

    1988
    Opening screen: shot coming soon

    SportsEGA

    A hole map shown beside the play view; the Accolade DOS release supports EGA.

    Art drawn on the Commodore 64 and MS-DOS together; the original runs in VICE.

  • King's Quest IV: The Perils of Rosella

    1988
    Opening screen: shot coming soon

    AdventureEGA

    Sierra's first SCI game, with dithered dawn and dusk skies, water reflections, and a haunted‑house interior built from the 16‑color palette.

    Sierra On-Line

    GOG: King's Quest IV: The Perils of Rosella (opens in new tab)in King's Quest 4+5+6

    craft 5popularity 63

  • King's Valley II

    1988
    Opening screen: shot coming soon

    PuzzleMSX

    A puzzle platformer with pyramid-themed tiles. The MSX2 version recolors some items and backgrounds.

    Art drawn on the MSX; the original runs in openMSX.

    Konami

    no current release found

    craft 3popularity 43

  • Leisure Suit Larry Goes Looking for Love (in Several Wrong Places)

    1988
    Opening screen: shot coming soon

    AdventureEGA

    SCI0 at 320x200 in the 16 EGA colors, with airport, cruise ship, and jungle screens that push cyan and magenta hard for comic brightness.

    Sierra On-Line

    GOG: Leisure Suit Larry Goes Looking for Love (in Several Wrong Places) (opens in new tab)in Leisure Suit Larry: Greatest Hits and Misses

    craft 3popularity 57

  • Manhunter: New York

    1988
    Opening screen of Manhunter: New York (full size, opens in new tab)

    AdventureEGA

    Evryware's AGI game holds a red‑orange sky over near‑black, boarded‑up Manhattan, using the EGA palette outside its comfortable range to keep everything grotesque and airless.

  • Might and Magic II: Gates to Another World

    1988
    Opening screen: shot coming soon

    RPGEGA

    A first-person 16-color dungeon view; the 1988 DOS version supports EGA and preceded the 1990 Amiga version.

    New World Computing

    GOG: Might and Magic II: Gates to Another World (opens in new tab)in Might and Magic 6‑pack

    craft 2popularity 46

  • Parodius: The Octopus Saves the Earth

    1988
    Opening screen: shot coming soon

    ShooterMSX

    A parody shooter with colorful characters kept within MSX1 sprite and strip limits. Backgrounds are tile‑based.

    Art drawn on the MSX; the original runs in openMSX.

    Konami

    no current release found

    craft 3popularity 51

  • Police Quest II: The Vengeance of Sonny Bonds

    1988
    Opening screen: shot coming soon

    AdventureEGA

    Sierra SCI0 art authored in 16 colors, with dithered sky and pavement gradients over backgrounds that are largely flat blue‑gray parking lots, offices, and roadsides.

  • Pool of Radiance

    1988
    Opening screen: shot coming soon

    RPGEGA

    Gold Box combat on a small tile set, with monster portraits adapted from the Monster Manual artwork; the DOS version supports EGA.

    Art drawn on the Commodore 64; the original runs in VICE.

    Strategic Simulations, Inc.

    GOG: Pool of Radiance (opens in new tab)in Forgotten Realms: The Archives, Collection Two

    craft 3popularity 66

  • Tetris

    1988
    Opening screen: shot coming soon

    PuzzleEGA

    Spectrum HoloByte's 1988 release of Alexey Pajitnov's game frames the well with painted Soviet scenes, among them a cosmonaut, rendered in the EGA palette. It was the first commercial Tetris release in the United States.

    Spectrum HoloByte

    archive.org: Tetris (opens in new tab)

    craft 3popularity 91

  • Wayne Gretzky Hockey

    1988
    Opening screen: shot coming soon

    SportsEGA

    The overhead rink, skaters, scoreboard sequences, and Zamboni use 16 colors; the title screen is a digitized photograph in a higher-color mode. Team colors are user-selectable, and the box copy advertises digitized fight footage.

    Art drawn on the Amiga; the original runs in FS‑UAE or WinUAE.

    Bethesda Softworks

    archive.org (PC): Wayne Gretzky Hockey (opens in new tab)

    craft 2popularity 43

  • Where in Europe Is Carmen Sandiego?

    1988
    Opening screen: shot coming soon

    EdutainmentEGA

    The left of the screen shows a cartoon landmark for the current country while the right carries the clue text and menus. The PC version draws these scenes in EGA or Tandy 16-color mode and reduces them to four colors on CGA.

  • Where Time Stood Still

    1988
    Opening screen: shot coming soon

    AdventureZX Spectrum

    The isometric landscape of rocks, trees, and undergrowth is drawn in monochrome. The Games Machine said color would only distract, and C&VG called the game entirely monochromatic.

    Art drawn on the ZX Spectrum; the original runs in Fuse.

  • World Class Leader Board

    1988
    Opening screen: shot coming soon

    SportsEGA

    Each hole is drawn as a 16-color landscape. The PC release followed the 1987 Commodore 64 original, and the archive description says the PC courses are more complex.

  • Xenon

    1988
    Opening screen: shot coming soon

    ShooterAtari ST

    The first Bitmap Brothers game uses the ST low-resolution mode for a metallic, shaded look on a vertically scrolling stage.

    Art drawn on the Atari ST; the original runs in Hatari.

  • Ys II: Ancient Ys Vanished - The Final Chapter

    1988
    Opening screen: shot coming soon

    RPG3-bit RGB

    Continues Ys I on the same PC‑88 engine.

    Art drawn on the NEC PC-8801; the original runs in M88 or MAME.

  • Block Out

    1989
    Opening screen of Block Out (full size, opens in new tab)

    PuzzleEGA

    3D Tetris in a pit seen from above: each piece falls as a wireframe and fills with flat color once placed, and each settled layer takes a different color to mark its depth, with no authored artwork beyond that.

    P.Z.Karen Co. Development Group

    archive.org: Block Out (opens in new tab)

    craft 2popularity 43

  • The Colonel's Bequest

    1989
    Opening screen: shot coming soon

    AdventureEGA

    In the 320x190 SCI0 picture area, ordered dithering in two‑color pairs draws the wood grain, wallpaper, and shadow of the lamp‑lit plantation interiors, and value carries the mood more than hue does.

    Sierra On-Line

    GOG: The Colonel's Bequest (opens in new tab)

    craft 4popularity 43

  • Curse of the Azure Bonds

    1989
    Opening screen: shot coming soon

    RPGEGA

    Gold Box house style with flat combat tiles; the DOS version is drawn in 16 colors and launched alongside the Apple II and Commodore 64 versions in 1989.

    Strategic Simulations, Inc.

    GOG: Curse of the Azure Bonds (opens in new tab)in Forgotten Realms: The Archives, Collection Two

    craft 3popularity 43

  • Dragon's Lair

    1989
    Opening screen: shot coming soon

    ActionEGA

    Visionary Design Technologies redrew Don Bluth's laserdisc animation as 16-color frames with black outlines and flat fills, cutting scenes to fit floppy disks. The Atari ST version followed in 1990; a Commodore User review credits compressing 130 megabytes of source material into the game.

    Art drawn on the Amiga; the original runs in FS‑UAE or WinUAE.

    ReadySoft (Don Bluth animation)

    GOG (PC): Dragon's Lair (opens in new tab)

    craft 4popularity 48

  • F‑16 Combat Pilot

    1989
    Opening screen: shot coming soon

    SimulationEGA

    Filled-polygon 3D flight with a small color set; reviewed for the PC and the Atari ST together in early 1989, with EGA and Tandy install options.

    Digital Integration

    archive.org: F-16 Combat Pilot (opens in new tab)

    craft 2popularity 46

  • Harpoon

    1989
    Opening screen: shot coming soon

    StrategyEGA

    A NATO‑symbology chart in 16 colors, with cyan sea, thin coastline vectors, unit counters, and menu text.

    Three-Sixty Pacific

    archive.org: Harpoon (opens in new tab)

    craft 2popularity 49

  • Hoyle's Official Book of Games: Volume 1

    1989
    Opening screen of Hoyle's Official Book of Games: Volume 1 (full size, opens in new tab)

    StrategyEGA

    An SCI0 EGA card table with dithered felt, and opponents drawn mostly from Sierra game characters such as Larry, King Graham, Rosella, and Roger Wilco, each with idle animation and a legible expression at portrait size.

  • Indiana Jones and the Last Crusade: The Graphic Adventure

    1989
    Opening screen of Indiana Jones and the Last Crusade: The Graphic Adventure (full size, opens in new tab)

    AdventureEGA

    EGA scene painting: the Venice catacombs build stone and torchlight from dither gradients, the zeppelin interior gets the same care, and the character sprites keep clear silhouettes.

  • Lakers versus Celtics and the NBA Playoffs

    1989
    Opening screen of Lakers versus Celtics and the NBA Playoffs (full size, opens in new tab)

    SportsEGA

    The court, crowd band, and player sprites are drawn in 16 colors, and the run and dunk animation cycles keep team uniforms distinguishable at sprite size.

  • Leisure Suit Larry III: Passionate Patti in Pursuit of the Pulsating Pectorals

    1989
    Opening screen: shot coming soon

    AdventureEGA

    An SCI0 Larry in the 16 EGA colors, with island resort, casino, and jungle screens using long dither gradients for sky and water where the AGI original used flat fills.

    Sierra On-Line

    GOG: Leisure Suit Larry III: Passionate Patti in Pursuit of the Pulsating Pectorals (opens in new tab)in Leisure Suit Larry: Greatest Hits and Misses

    craft 3popularity 60

  • M1 Tank Platoon

    1989
    Opening screen of M1 Tank Platoon (full size, opens in new tab)

    SimulationEGA

    In EGA the sim draws flat‑shaded polygon vehicles over a bare horizon, and the tactical map uses solid fills with no dithering.

    MicroProse

    GOG: M1 Tank Platoon (opens in new tab)

    craft 2popularity 49

  • MechWarrior

    1989
    Opening screen of MechWarrior (full size, opens in new tab)

    SimulationEGA

    A sparse flat‑shaded 3D view with few polygons behind a static cockpit frame; the between‑mission portrait screens hold more visual interest than the combat does.

  • Midwinter

    1989
    Opening screen: shot coming soon

    StrategyAtari ST

    A filled, shaded polygon snowscape and hand-drawn portraits for the 32 recruitable characters; the DOS version followed the 1989 Atari ST original and supports EGA and VGA.

    Art drawn on the Atari ST; the original runs in Hatari.

    Maelstrom Games

    archive.org: Midwinter (opens in new tab)

    craft 3popularity 46

  • North & South

    1989
    Opening screen: shot coming soon

    StrategyAtari ST

    Bold 16-color flats with hard outlines carried over from the Les Tuniques Bleues comic; first on the Amiga and Atari ST in September 1989.

    Art drawn on the Amiga and Atari ST; the original runs in Hatari for the ST version.

    Infogrames

    archive.org: North & South (opens in new tab)

    craft 3popularity 46

  • Pipe Dream

    1989
    Opening screen: shot coming soon

    PuzzleAtari ST

    A pipe grid in primary colors where green flooz flows through the pieces you lay; released for the Amiga, Atari ST, and DOS together in 1989.

    Art drawn on the Atari ST, Amiga, and DOS together; the original runs in Hatari for the ST version.

    The Assembly Line

    archive.org: Pipe Dream (opens in new tab)

    craft 2popularity 63

  • Populous

    1989
    Opening screen: shot coming soon

    StrategyEGA

    Glenn Corpes's isometric landscape blocks and small walker sprites use one 16-color palette in play; the title screen uses more colors. The Atari ST version followed in April 1989.

    Art drawn on the Amiga; the original runs in FS‑UAE or WinUAE.

  • Quest for Glory: So You Want to Be a Hero

    1989
    Opening screen: shot coming soon

    AdventureEGA

    SCI0 EGA with dense dithering in the forest canopy and across the Spielburg valley, and day and night views of the same locations.

    Sierra On-Line

    GOG: Quest for Glory: So You Want to Be a Hero (opens in new tab)in Quest for Glory 1‑5

    craft 5popularity 57

  • Red Storm Rising

    1989
    Opening screen: shot coming soon

    SimulationEGA

    A submarine simulation played from instrument panels, a sonar trace, and a North Atlantic map, with the 16 colors encoding data; the 1989 DOS version followed the 1988 Commodore 64 release.

  • Rick Dangerous

    1989
    Opening screen: shot coming soon

    PlatformerEGA

    The temple, Nazi base, and missile-silo tilesets use one 16-color palette on a 256-pixel-wide playfield. The graphics were drawn for the Atari ST and Amiga first and converted down to the 8‑bit machines.

    Art drawn on the Amiga and Atari ST; the original runs in FS‑UAE or WinUAE.

  • SimCity

    1989
    Opening screen: shot coming soon

    SimulationEGA

    The city view uses 16 colors for zone tiles, roads, and the map, with the pointer as a separate hardware sprite. Version 2.0 for 1 MB Amigas added Extra Half-Brite tilesets with up to 64 colors; the Macintosh version released the same month is monochrome.

    Art drawn on the Amiga; the original runs in FS‑UAE or WinUAE.

  • Space Manbow

    1989
    Opening screen: shot coming soon

    ShooterMSX2

    Stages scroll in several directions in the V9938 tile mode, with a Konami sprite driver raising the sprite count to 64. Bosses are large and built from many sprites.

    Art drawn on the MSX2; the original runs in openMSX.

  • Space Quest III: The Pirates of Pestulon

    1989
    Opening screen: shot coming soon

    AdventureEGA

    Mark Crowe's alien vistas: the garbage freighter, the Pestulon exterior, and the Monolith Burger interior each build their light from dither gradients within the 16‑color palette.

    Sierra On-Line

    GOG: Space Quest III: The Pirates of Pestulon (opens in new tab)in Space Quest 1+2+3

    craft 5popularity 63

  • Starflight 2: Trade Routes of the Cloud Nebula

    1989
    Opening screen: shot coming soon

    RPGEGA

    Continues the series' EGA look: dithered planet surfaces seen from orbit, a color‑coded starmap, and alien communication portraits drawn with two‑color blends inside the 16‑color limit.

    Binary Systems

    GOG: Starflight 2: Trade Routes of the Cloud Nebula (opens in new tab)in Starflight 1+2

    craft 3popularity 46

  • Street Rod

    1989
    Opening screen: shot coming soon

    RacingEGA

    Side-view cars drawn in 16 colors, with drive-in, junkyard, and engine-bay screens. The 2014 freeware re-release is the official download.

    P.Z.Karen Co. Development Group

    Free download: Street Rod (opens in new tab)

    craft 3popularity 43

  • Stunt Car Racer

    1989
    Opening screen: shot coming soon

    RacingAtari ST

    Geoff Crammond's elevated tracks in filled 3D; the EGA build runs at lower detail than the 16-bit versions. Tim Ansell made the DOS version, archived under its US title, Stunt Track Racer.

    Art drawn on the Amiga and Atari ST; the original runs in Hatari for the ST version.

    Geoff Crammond

    archive.org: Stunt Car Racer (opens in new tab)

    craft 2popularity 46

  • Super Solvers: Midnight Rescue!

    1989
    Opening screen of Super Solvers: Midnight Rescue! (full size, opens in new tab)

    EdutainmentEGA

    Bright flat‑color school corridors with clean outlines and readable robot sprites; there is barely any dithering, and the palette keeps the reading‑comprehension text overlay legible.

    The Learning Company

    archive.org: Super Solvers: Midnight Rescue! (opens in new tab)

    craft 3popularity 52

  • Test Drive II: The Duel

    1989
    Opening screen: shot coming soon

    RacingEGA

    Each of the two cars, the Ferrari F40 and the Porsche 959, has its own dashboard file, and the install launches a dedicated EGA executable.

    Distinctive Software

    archive.org: Test Drive II: The Duel (opens in new tab)

    craft 3popularity 60

  • Their Finest Hour: The Battle of Britain

    1989
    Opening screen of Their Finest Hour: The Battle of Britain (full size, opens in new tab)

    SimulationEGA

    Flat‑shaded Spitfires and Heinkels over a clean two‑tone sky, with a combat film recorder for replaying missions.

  • Champions of Krynn

    1990
    Opening screen: shot coming soon

    RPGEGA

    Gold Box art in 16 colors by Tom Wahl, rated by reviewers as on par with Secret of the Silver Blades; the DOS version tops out at EGA.

    Strategic Simulations, Inc.

    GOG: Champions of Krynn (opens in new tab)in Dungeons & Dragons: Krynn Series

    craft 3popularity 43

  • Commander Keen in Invasion of the Vorticons

    1990
    Opening screen of Commander Keen in Invasion of the Vorticons (full size, opens in new tab)

    PlatformerEGA

    The pixel art is simple cartoon shapes; the feat is smooth full‑screen side‑scrolling on EGA through adaptive tile refresh, a technique id Software built so a PC could scroll like a console.

    id Software

    GOG: Commander Keen in Invasion of the Vorticons (opens in new tab)in Commander Keen Complete Pack

    craft 3popularity 72

  • Conquests of Camelot: The Search for the Grail

    1990
    Opening screen of Conquests of Camelot: The Search for the Grail (full size, opens in new tab)

    AdventureEGA

    One of the last SCI0 games, with dense dithered backgrounds: the Jerusalem bazaar, the desert crossing from Gaza, and the Grail approach get near‑painted blends out of 16 fixed colors.

  • Hugo's House of Horrors

    1990
    Opening screen of Hugo's House of Horrors (full size, opens in new tab)

    AdventureEGA

    Flat, poster‑paint rooms with wobbly perspective and almost no dithering, drawn by a single developer for a shareware release.

  • Kick Off 2

    1990
    Opening screen: shot coming soon

    SportsAtari ST

    A top-down pitch with small player sprites drawn for speed; the DOS version followed the 1990 Amiga and Atari ST originals.

    Art drawn on the Amiga and Atari ST; the original runs in Hatari for the ST version.

    Anco Software

    archive.org: Kick Off 2 (opens in new tab)

    craft 2popularity 43

  • King's Bounty

    1990
    Opening screen: shot coming soon

    StrategyEGA

    Bright continent tiles and creature portraits; released for the Apple II and the IBM PC together in mid-1990. The Amiga graphics were redone later.

    New World Computing

    archive.org: King's Bounty (opens in new tab)

    craft 3popularity 43

  • Loom

    1990
    Opening screen of Loom (full size, opens in new tab)

    AdventureEGA

    Mark Ferrari's dithering builds gradient skies, fog, and water from interleaved 16‑color pixels that resolve into continuous tone at normal viewing distance.

    Lucasfilm Games

    archive.org: Loom (opens in new tab)

    craft 5popularity 54

  • Metal Gear 2: Solid Snake

    1990
    Opening screen: shot coming soon

    ActionMSX2

    Character portraits modeled on film actors are drawn for the MSX2's 16-color palette. The cartridge also carries Konami's SCC sound chip.

    Art drawn on the MSX2; the original runs in openMSX.

  • Pharaoh's Tomb

    1990
    Opening screen: shot coming soon

    PlatformerCGA

    The game draws in CGA mode 04h, 320 by 200 pixels in four colors, on the FAST (Fluid Animation Software Technology) engine. Computer Gaming World praised its animation and level design.

    Micro F/X Software

    Free download: Pharaoh's Tomb (opens in new tab)

    craft 1popularity 40

  • Quest for Glory II: Trial by Fire

    1990
    Opening screen: shot coming soon

    AdventureEGA

    Sierra's SCI0 EGA near its ceiling: Shapeir's tiled architecture uses repeated ornamental motifs without going noisy, and the desert screens carry sunset and dune gradients built from careful dithering.

    Sierra On-Line

    GOG: Quest for Glory II: Trial by Fire (opens in new tab)in Quest for Glory 1‑5

    craft 4popularity 54

  • SD Snatcher

    1990
    Opening screen: shot coming soon

    RPGMSX2

    The RPG redraws the Snatcher cast as small deformed sprites in a 16-color MSX2 palette. It shipped on a cartridge with the SCC sound chip.

    Art drawn on the MSX2; the original runs in openMSX.

    Konami

    no current release found

    craft 4popularity 45

  • The Secret of Monkey Island

    1990
    Opening screen of The Secret of Monkey Island (full size, opens in new tab)

    AdventureEGA

    Mark Ferrari's hand‑placed dithering turns 16 colors into skies, water, and jungle that read as continuous tone. This EGA release came out in October 1990, before the 256‑color VGA version.

  • Sid Meier's Railroad Tycoon

    1990
    Opening screen of Sid Meier's Railroad Tycoon (full size, opens in new tab)

    SimulationEGA

    Side‑view locomotive portraits and station scenes are dithered for metal and steam, and the scrolling map keeps a small palette so track stays distinct from terrain.

  • Spellcasting 101: Sorcerers Get All the Girls

    1990
    Opening screen of Spellcasting 101: Sorcerers Get All the Girls (full size, opens in new tab)

    AdventureEGA

    Legend drew its illustrations for EGA's 640x350 16‑color mode, so the Sorcerer University scenes have twice the horizontal resolution of standard 320x200 EGA games and fine dithered shading.

    Legend Entertainment

    GOG: Spellcasting 101: Sorcerers Get All the Girls (opens in new tab)in Spellcasting 1+2+3

    craft 3popularity 43

  • Super Solvers: Treasure Mountain!

    1990
    Opening screen of Super Solvers: Treasure Mountain! (full size, opens in new tab)

    EdutainmentEGA

    Layered mountainside backdrops with dithered rock faces and a warm brown‑green palette held consistently across the climb.

  • Warlords

    1990
    Opening screen: shot coming soon

    StrategyEGA

    The game is played on a 16-color map of Illuria; Greame Whittle is the credited artist. The Amiga and DOS versions are both dated 1990.

    Strategic Studies Group

    GOG: Warlords (opens in new tab)in Warlords I + II

    craft 3popularity 46

  • Wizardry VI: Bane of the Cosmic Forge

    1990
    Opening screen: shot coming soon

    RPGEGA

    The first Wizardry with EGA graphics, with hand‑drawn monster illustrations in dithered shading above an otherwise plain line‑drawn dungeon view.

  • Another World

    1991
    Opening screen: shot coming soon

    AdventureEGA

    Flat-shaded vector polygons are drawn on a 16-color palette, with several palettes swapped in for fades and scene changes. Eric Chahi rotoscoped and hand-built the shapes, and limited colors give each scene a single dominant hue.

    Art drawn on the Amiga; the original runs in FS‑UAE or WinUAE.

  • Arctic Adventure

    1991
    Opening screen: shot coming soon

    PlatformerCGA

    Four-color CGA screens on the FAST engine shared with Pharaoh's Tomb, drawn by George Broussard, across four volumes of twenty levels; Home of the Underdogs calls the graphics adequate given CGA's limit. Released as freeware on March 20, 2009.

    Micro F/X Software

    archive.org: Arctic Adventure (opens in new tab)

    craft 1popularity 20

  • Brandish

    1991
    Opening screen: shot coming soon

    RPGPC-98

    A mouse-driven top-down dungeon crawler with more than 40 floors, drawn for the PC‑98.

    Art drawn on the NEC PC-9801; the original runs in Neko Project II.

    Nihon Falcom

    Project EGG (Windows): Brandish (opens in new tab)

    craft 3popularity 43

  • Catacomb 3-D

    1991
    Opening screen: shot coming soon

    ShooterEGA

    The first id game with texture-mapped walls, drawn in 16-color EGA, and the first to show the player's hand in the view; Adrian Carmack drew the enemies. The engine was extended for Wolfenstein 3D.

    id Software

    GOG: Catacomb 3-D (opens in new tab)

    craft 3popularity 42

  • Commander Keen in Aliens Ate My Babysitter!

    1991
    Opening screen: shot coming soon

    PlatformerEGA

    Uses a modified Goodbye, Galaxy engine with 16-color EGA art and the series' first music, composed by Robert Prince. FormGen sold it at retail with a five-level demo; a CGA version was also made.

  • Commander Keen in Goodbye, Galaxy

    1991
    Opening screen: shot coming soon

    PlatformerEGA

    Adrian Carmack's tilesets fill the screen with dithered cave and pyramid backdrops that read as texture, and with saturated foliage on Gnosticus IV. Background and foreground scroll at the same rate, with no parallax layer.

    id Software

    GOG: Commander Keen in Goodbye, Galaxy (opens in new tab)in Commander Keen Complete Pack

    craft 4popularity 63

  • Commander Keen in Goodbye, Galaxy: Secret of the Oracle

    1991
    Opening screen: shot coming soon

    PlatformerEGA

    Sixteen-color EGA tiles draw platforms from slightly above for a pseudo-3D effect, a refined form of the Keen Dreams graphics update, with fireman's poles and a between-level map. A four-color CGA edition was sold alongside the EGA game.

  • Commander Keen in Goodbye, Galaxy: The Armageddon Machine

    1991
    Opening screen: shot coming soon

    PlatformerEGA

    Shares the Goodbye, Galaxy engine and 16-color EGA tile conventions with Secret of the Oracle and was released with it on December 15, 1991 as the registered episode. A CGA edition of both episodes was also sold.

  • Commander Keen in Keen Dreams

    1991
    Opening screen: shot coming soon

    PlatformerEGA

    Prototyped the pseudo-3D view, ramps, and sound card support later refined in Goodbye, Galaxy; Keen, in pajamas, throws seeds that turn enemies into flowers. Built for 16-color EGA with a separate CGA build selected by a compile constant.

  • Crystal Caves

    1991
    Opening screen: shot coming soon

    PlatformerEGA

    Sixteen-color EGA cave tiles and small sprites, most drawn by Frank Maddin, with each of the three episodes using its own graphics set. Apogee's 1993 order form describes it as similar to Commander Keen in style and action.

    Apogee Software (Frank Maddin)

    GOG: Crystal Caves (opens in new tab)

    craft 3popularity 60

  • Dangerous Dave in the Haunted Mansion

    1991
    Opening screen: shot coming soon

    PlatformerEGA

    Built on the Shadow Knights engine with 16-color EGA tiles, art by Adrian Carmack and Jerry Jones; Dave carries a shotgun through eight side-view mansion levels of monsters. Froggman reissued it in 1993 as Rooms of Doom.

    id Software (Gamer's Edge)

    archive.org: Dangerous Dave in the Haunted Mansion (opens in new tab)

    craft 3popularity 48

  • Dark Ages

    1991
    Opening screen: shot coming soon

    PlatformerEGA

    An EGA side-scroller with art and levels by Allen H. Blum III, released February 1991 in three volumes; Apogee's freeware notes call it the first shareware game with AdLib music. RGB Classic Games describes the look as primitive.

    Scenario Software (Todd Replogle)

    archive.org: Dark Ages (opens in new tab)

    craft 2popularity 40

  • Duke Nukem

    1991
    Opening screen of Duke Nukem (full size, opens in new tab)

    PlatformerEGA

    Clean, readable EGA platform tiles with hard‑edged neon accents on the lab and city sets; the sprites are chunky, and flat fills carry the look, with little dithering. The archive.org item holds the shareware first episode.

    Apogee Software

    archive.org: Duke Nukem (opens in new tab)

    craft 3popularity 60

  • Hovertank 3D

    1991
    Opening screen: shot coming soon

    ShooterEGA

    Walls are solid-colored trapezoids without textures, and enemies are 2D sprites scaled by distance, all within 16 EGA colors. Adrian Carmack drew the mutants and tentacled flying saucers.

    id Software

    archive.org: Hovertank 3D (opens in new tab)

    craft 2popularity 39

  • Lemmings

    1991
    Opening screen: shot coming soon

    PuzzleEGA

    The playfield runs in 16 colors with Scott Johnson's rock, earth, and crystal tilesets and Gary Timmons's three-color lemming animations; the skill panel below uses a separate palette. The lemming green, blue, and white were chosen with the PC EGA palette in mind.

    Art drawn on the Amiga; the original runs in FS‑UAE or WinUAE.

  • Llamatron: 2112

    1991
    Opening screen: shot coming soon

    ShooterAtari ST

    A Robotron-style arena shooter in the ST low-resolution mode, where many small sprites in few colors crowd the screen.

    Art drawn on the Atari ST; the original runs in Hatari.

  • Neverwinter Nights (AOL)

    1991
    Opening screen: shot coming soon

    RPGEGA

    Gold Box art adapted for an online service: the 16‑color dungeon views and portraits of SSI's single‑player games, with chat and party information around the frame. The archived copy is an offline build with the online code removed.

  • Paganitzu

    1991
    Opening screen: shot coming soon

    PuzzleEGA

    Fixed-screen tile puzzles inside an Aztec pyramid, drawn for 16-color EGA with a CGA mode; snakes spit venom at anyone passing beside them, spiders kill on contact, and boulders are pushed Sokoban-style. Three episodes, the first shareware.

    Keith Schuler (Trilobyte)

    Steam: Paganitzu (opens in new tab)

    craft 3popularity 40

  • Prehistorik

    1991
    Opening screen: shot coming soon

    PlatformerAtari ST

    A Titus platformer drawn as a 16-color cartoon: flip screens with no scrolling across grassy plains, frozen valleys, forest, and volcanic caves, with a caveman who swings a club.

    Art drawn on the Atari ST and Amiga; the original runs in Hatari for the ST version.

    Titus France

    GOG: Prehistorik (opens in new tab)in Prehistorik 1+2

    craft 3popularity 40

  • QBasic Gorillas

    1991
    Opening screen of QBasic Gorillas (full size, opens in new tab)

    StrategyEGA

    SCREEN 9 primitives at 640x350: rectangles for buildings, a filled‑circle sun with a face, and two gorillas built from filled boxes and circle arcs, all with no dithering.

  • Rescue Rover

    1991
    Opening screen: shot coming soon

    PuzzleEGA

    A 30-level robot maze puzzle game designed by Tom Hall with 16-color EGA art by Adrian Carmack; the shareware release holds the first 10 levels. Its code grew out of id's aborted Super Mario Bros. 3 port.

    id Software

    archive.org: Rescue Rover (opens in new tab)

    craft 2popularity 31

  • Shadow Knights

    1991
    Opening screen: shot coming soon

    ActionEGA

    A side-view ninja game in 16-color EGA with village, cemetery, and castle levels; IGN wrote that it does not look as pretty as Commander Keen, and Kotaku summarized it as 'id does Shinobi'. Froggman reissued it in 1993 as Budo.

    id Software

    archive.org: Shadow Knights (opens in new tab)

    craft 2popularity 31