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THE EGA CANON

games / the EGA canon

Forty‑three IBM PC games with 16‑color EGA graphics for which the PC was the lead platform: each was made for the PC first, and any other versions were converted from it. Each came out before Wolfenstein 3D (May 5, 1992). Games first made for another computer, a console, or arcades are not included.

Craft rates how accomplished a game's use of the 16‑color palette is, from 1 to 5, and ignores popularity. Pop is a 0 to 100 popularity score built from sales, cultural footprint, franchise impact, critical acclaim, and how present the game still is today; it is not a quality score. Each game links to at least one way to get its EGA version: a store package that includes it, or an archive.org copy of the EGA release.

AGI and SCI are Sierra's adventure‑game engines. AGI draws scenes with solid color fills; SCI0, the first SCI version, adds dithered fills.

Games that ScummVM supports also run in DOSBox; the "DOSBox only" filter lists the games ScummVM does not support.

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CraftTitleYearGenreDeveloperPopGet it
5
The Secret of Monkey IslandMark Ferrari's hand‑placed dithering turns 16 colors into skies, water, and jungle that read as continuous tone rather than pattern. This EGA release came out in October 1990, before the 256‑color VGA version.
1990
Adventure
Lucasfilm Games
80
5
King's Quest IV: The Perils of RosellaSierra's first SCI game, with dithered dawn and dusk skies, water reflections, and a haunted‑house interior built from the 16‑color palette.in King's Quest 4+5+6
1988
Adventure
Sierra On-Line
62
5
Quest for Glory: So You Want to Be a HeroSCI0 EGA with dense dithering in the forest canopy and across the Spielburg valley, and day and night views of the same locations.in Quest for Glory 1‑5
1989
Adventure
Sierra On-Line
59
5
Space Quest III: The Pirates of PestulonMark 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.in Space Quest 1+2+3
1989
Adventure
Sierra On-Line
59
5
LoomMark Ferrari's dithering builds gradient skies, fog, and water from interleaved 16‑color pixels that resolve into continuous tone at normal viewing distance.
1990
Adventure
Lucasfilm Games
51
4
Commander Keen in Goodbye, GalaxyAdrian 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.in Commander Keen Complete Pack
1991
Platformer
id Software
64
4
Indiana Jones and the Last Crusade: The Graphic AdventureEGA 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.
1989
Adventure
Lucasfilm Games
59
4
Quest for Glory II: Trial by FireSierra'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 rather than flat bands.in Quest for Glory 1‑5
1990
Adventure
Sierra On-Line
55
4
The Colonel's BequestIn 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 rather than hue carries the mood.
1989
Adventure
Sierra On-Line
44
4
Manhunter: New YorkEvryware'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.
1988
Adventure
Evryware
42
4
Conquests of Camelot: The Search for the GrailOne 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.
1990
Adventure
Sierra On-Line
42
3
Commander Keen in Invasion of the VorticonsThe pixel art is simple cartoon shapes; the feat is smooth full‑screen side‑scrolling on EGA through adaptive tile refresh, which made it the first PC platformer to scroll smoothly.in Commander Keen Complete Pack
1990
Platformer
id Software
77
3
Sid Meier's Railroad TycoonSide‑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.
1990
Simulation
MicroProse
70
3
Leisure Suit Larry in the Land of the Lounge LizardsAGI vector drawings in solid 16‑color fills, lifted above average by the neon signage and the interior lighting of the bar and casino.in Leisure Suit Larry: Greatest Hits and Misses
1987
Adventure
Sierra On-Line
69
3
StarflightThe 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.
1986
RPG
Binary Systems
67
3
Duke NukemClean, 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 rather than dithering. The archive.org item holds the shareware first episode.
1991
Platformer
Apogee Software
61
3
Space Quest: The Sarien EncounterAGI line‑and‑fill art whose strength is silhouette: the Arcada corridors and the Kerona desert read from shape alone, in solid fills.in Space Quest 1+2+3
1986
Adventure
Sierra On-Line
60
3
King's Quest III: To Heir Is HumanStandard AGI vector art in solid fills, a little above average in the wizard's house interiors and the mountain paths, ordinary elsewhere.in King's Quest 1+2+3
1986
Adventure
Sierra On-Line
57
3
Space Quest II: Vohaul's RevengeThe 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.in Space Quest 1+2+3
1987
Adventure
Sierra On-Line
57
3
F-19 Stealth FighterSolid‑filled polygon terrain with dithered horizon banding, seen through a detailed 16‑color cockpit panel.
1988
Simulation
MicroProse
57
3
Leisure Suit Larry III: Passionate Patti in Pursuit of the Pulsating PectoralsAn SCI0 Larry in the 16 EGA colors, with island resort, casino, and jungle screens using long dither gradients for sky and water rather than the flat fills of the AGI original.in Leisure Suit Larry: Greatest Hits and Misses
1989
Adventure
Sierra On-Line
57
3
Leisure Suit Larry Goes Looking for Love (in Several Wrong Places)SCI0 at 320x200 in the 16 EGA colors, with airport, cruise ship, and jungle screens that push cyan and magenta hard for comic brightness.in Leisure Suit Larry: Greatest Hits and Misses
1988
Adventure
Sierra On-Line
55
3
Hoyle's Official Book of Games: Volume 1An 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.
1989
Strategy
Sierra On-Line
55
3
Super Solvers: Treasure Mountain!Layered mountainside backdrops with dithered rock faces and a warm brown‑green palette held consistently across the climb.
1990
Edutainment
The Learning Company
55
3
Super Solvers: Midnight Rescue!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.
1989
Edutainment
The Learning Company with Sculptured Software
52
3
Wizardry VI: Bane of the Cosmic ForgeThe first Wizardry with EGA graphics, with hand‑drawn monster illustrations in dithered shading above an otherwise plain line‑drawn dungeon view.in Wizardry 6+7
1990
RPG
Sir-Tech Software
49
3
Police Quest II: The Vengeance of Sonny BondsSierra 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.in Police Quest Collection
1988
Adventure
Sierra On-Line
48
3
Grand Prix CircuitDithered sky bands above the horizon and a detailed cockpit view, with the DOS release shipping a separate EGA executable alongside the CGA one.
1988
Racing
Distinctive Software
47
3
Neverwinter Nights (AOL)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.
1991
RPG
Beyond Software
46
3
Police Quest: In Pursuit of the Death AngelFlat AGI fills in solid colors for the Lytton streets and the station house.
1987
Adventure
Sierra On-Line
45
3
Battlehawks 1942Scaled‑bitmap aircraft over a solid blue Pacific. Its VGA option is a 320x200 16‑color mode, not 256 colors.
1988
Simulation
Lucasfilm Games
45
3
BattleTech: The Crescent Hawk's InceptionOverhead tile world in a restrained industrial palette, with larger hand‑drawn mech and character panels in the cutscenes where the dithering does some modeling.
1988
RPG
Westwood Associates
45
3
Their Finest Hour: The Battle of BritainFlat‑shaded Spitfires and Heinkels over a clean two‑tone sky, with a combat film recorder for replaying missions.
1989
Simulation
Lucasfilm Games
45
3
Starflight 2: Trade Routes of the Cloud NebulaContinues 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.in Starflight 1+2
1989
RPG
Binary Systems
44
3
Lakers versus Celtics and the NBA PlayoffsThe 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.
1989
Sports
Electronic Arts
43
3
Spellcasting 101: Sorcerers Get All the GirlsLegend drew its illustrations for EGA's 640x350 16‑color mode rather than 320x200, so the Sorcerer University scenes have twice the horizontal resolution of standard EGA games and fine dithered shading.in Spellcasting 1+2+3
1990
Adventure
Legend Entertainment
43
2
MechWarriorA sparse flat‑shaded 3D view with very few polygons behind a static cockpit frame; the between‑mission portrait screens hold more visual interest than the combat does.
1989
Simulation
Dynamix
54
2
Hugo's House of HorrorsFlat, poster‑paint rooms with wobbly perspective and almost no dithering, drawn by a single developer for a shareware release.
1990
Adventure
David P. Gray
53
2
HarpoonA NATO‑symbology chart in 16 colors, with cyan sea, thin coastline vectors, unit counters, and menu text.
1989
Strategy
Three-Sixty Pacific with Applied Computing Services
49
2
Block Out3D 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.
1989
Puzzle
P.Z.Karen Co. Development Group
47
2
M1 Tank PlatoonIn EGA the sim draws flat‑shaded polygon vehicles over a bare horizon, and the tactical map uses solid fills with no dithering.
1989
Simulation
MicroProse
47
2
Mean 18Filled‑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.
1986
Sports
Microsmiths
45
1
QBasic GorillasSCREEN 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.
1991
Strategy
Microsoft
63
CraftTitleYearGenreDeveloperPopGet it
5
The Secret of Monkey IslandMark Ferrari's hand‑placed dithering turns 16 colors into skies, water, and jungle that read as continuous tone rather than pattern. This EGA release came out in October 1990, before the 256‑color VGA version.
1990
Adventure
Lucasfilm Games
80
3
Commander Keen in Invasion of the VorticonsThe pixel art is simple cartoon shapes; the feat is smooth full‑screen side‑scrolling on EGA through adaptive tile refresh, which made it the first PC platformer to scroll smoothly.in Commander Keen Complete Pack
1990
Platformer
id Software
77
3
Sid Meier's Railroad TycoonSide‑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.
1990
Simulation
MicroProse
70
3
Leisure Suit Larry in the Land of the Lounge LizardsAGI vector drawings in solid 16‑color fills, lifted above average by the neon signage and the interior lighting of the bar and casino.in Leisure Suit Larry: Greatest Hits and Misses
1987
Adventure
Sierra On-Line
69
3
StarflightThe 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.
1986
RPG
Binary Systems
67
4
Commander Keen in Goodbye, GalaxyAdrian 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.in Commander Keen Complete Pack
1991
Platformer
id Software
64
1
QBasic GorillasSCREEN 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.
1991
Strategy
Microsoft
63
5
King's Quest IV: The Perils of RosellaSierra's first SCI game, with dithered dawn and dusk skies, water reflections, and a haunted‑house interior built from the 16‑color palette.in King's Quest 4+5+6
1988
Adventure
Sierra On-Line
62
3
Duke NukemClean, 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 rather than dithering. The archive.org item holds the shareware first episode.
1991
Platformer
Apogee Software
61
3
Space Quest: The Sarien EncounterAGI line‑and‑fill art whose strength is silhouette: the Arcada corridors and the Kerona desert read from shape alone, in solid fills.in Space Quest 1+2+3
1986
Adventure
Sierra On-Line
60
5
Quest for Glory: So You Want to Be a HeroSCI0 EGA with dense dithering in the forest canopy and across the Spielburg valley, and day and night views of the same locations.in Quest for Glory 1‑5
1989
Adventure
Sierra On-Line
59
5
Space Quest III: The Pirates of PestulonMark 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.in Space Quest 1+2+3
1989
Adventure
Sierra On-Line
59
4
Indiana Jones and the Last Crusade: The Graphic AdventureEGA 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.
1989
Adventure
Lucasfilm Games
59
3
King's Quest III: To Heir Is HumanStandard AGI vector art in solid fills, a little above average in the wizard's house interiors and the mountain paths, ordinary elsewhere.in King's Quest 1+2+3
1986
Adventure
Sierra On-Line
57
3
Space Quest II: Vohaul's RevengeThe 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.in Space Quest 1+2+3
1987
Adventure
Sierra On-Line
57
3
F-19 Stealth FighterSolid‑filled polygon terrain with dithered horizon banding, seen through a detailed 16‑color cockpit panel.
1988
Simulation
MicroProse
57
3
Leisure Suit Larry III: Passionate Patti in Pursuit of the Pulsating PectoralsAn SCI0 Larry in the 16 EGA colors, with island resort, casino, and jungle screens using long dither gradients for sky and water rather than the flat fills of the AGI original.in Leisure Suit Larry: Greatest Hits and Misses
1989
Adventure
Sierra On-Line
57
4
Quest for Glory II: Trial by FireSierra'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 rather than flat bands.in Quest for Glory 1‑5
1990
Adventure
Sierra On-Line
55
3
Leisure Suit Larry Goes Looking for Love (in Several Wrong Places)SCI0 at 320x200 in the 16 EGA colors, with airport, cruise ship, and jungle screens that push cyan and magenta hard for comic brightness.in Leisure Suit Larry: Greatest Hits and Misses
1988
Adventure
Sierra On-Line
55
3
Hoyle's Official Book of Games: Volume 1An 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.
1989
Strategy
Sierra On-Line
55
3
Super Solvers: Treasure Mountain!Layered mountainside backdrops with dithered rock faces and a warm brown‑green palette held consistently across the climb.
1990
Edutainment
The Learning Company
55
2
MechWarriorA sparse flat‑shaded 3D view with very few polygons behind a static cockpit frame; the between‑mission portrait screens hold more visual interest than the combat does.
1989
Simulation
Dynamix
54
2
Hugo's House of HorrorsFlat, poster‑paint rooms with wobbly perspective and almost no dithering, drawn by a single developer for a shareware release.
1990
Adventure
David P. Gray
53
3
Super Solvers: Midnight Rescue!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.
1989
Edutainment
The Learning Company with Sculptured Software
52
5
LoomMark Ferrari's dithering builds gradient skies, fog, and water from interleaved 16‑color pixels that resolve into continuous tone at normal viewing distance.
1990
Adventure
Lucasfilm Games
51
3
Wizardry VI: Bane of the Cosmic ForgeThe first Wizardry with EGA graphics, with hand‑drawn monster illustrations in dithered shading above an otherwise plain line‑drawn dungeon view.in Wizardry 6+7
1990
RPG
Sir-Tech Software
49
2
HarpoonA NATO‑symbology chart in 16 colors, with cyan sea, thin coastline vectors, unit counters, and menu text.
1989
Strategy
Three-Sixty Pacific with Applied Computing Services
49
3
Police Quest II: The Vengeance of Sonny BondsSierra 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.in Police Quest Collection
1988
Adventure
Sierra On-Line
48
3
Grand Prix CircuitDithered sky bands above the horizon and a detailed cockpit view, with the DOS release shipping a separate EGA executable alongside the CGA one.
1988
Racing
Distinctive Software
47
2
Block Out3D 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.
1989
Puzzle
P.Z.Karen Co. Development Group
47
2
M1 Tank PlatoonIn EGA the sim draws flat‑shaded polygon vehicles over a bare horizon, and the tactical map uses solid fills with no dithering.
1989
Simulation
MicroProse
47
3
Neverwinter Nights (AOL)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.
1991
RPG
Beyond Software
46
3
Police Quest: In Pursuit of the Death AngelFlat AGI fills in solid colors for the Lytton streets and the station house.
1987
Adventure
Sierra On-Line
45
3
Battlehawks 1942Scaled‑bitmap aircraft over a solid blue Pacific. Its VGA option is a 320x200 16‑color mode, not 256 colors.
1988
Simulation
Lucasfilm Games
45
3
BattleTech: The Crescent Hawk's InceptionOverhead tile world in a restrained industrial palette, with larger hand‑drawn mech and character panels in the cutscenes where the dithering does some modeling.
1988
RPG
Westwood Associates
45
3
Their Finest Hour: The Battle of BritainFlat‑shaded Spitfires and Heinkels over a clean two‑tone sky, with a combat film recorder for replaying missions.
1989
Simulation
Lucasfilm Games
45
2
Mean 18Filled‑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.
1986
Sports
Microsmiths
45
4
The Colonel's BequestIn 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 rather than hue carries the mood.
1989
Adventure
Sierra On-Line
44
3
Starflight 2: Trade Routes of the Cloud NebulaContinues 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.in Starflight 1+2
1989
RPG
Binary Systems
44
3
Lakers versus Celtics and the NBA PlayoffsThe 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.
1989
Sports
Electronic Arts
43
3
Spellcasting 101: Sorcerers Get All the GirlsLegend drew its illustrations for EGA's 640x350 16‑color mode rather than 320x200, so the Sorcerer University scenes have twice the horizontal resolution of standard EGA games and fine dithered shading.in Spellcasting 1+2+3
1990
Adventure
Legend Entertainment
43
4
Manhunter: New YorkEvryware'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.
1988
Adventure
Evryware
42
4
Conquests of Camelot: The Search for the GrailOne 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.
1990
Adventure
Sierra On-Line
42
CraftTitleYearGenreDeveloperPopGet it
3
King's Quest III: To Heir Is HumanStandard AGI vector art in solid fills, a little above average in the wizard's house interiors and the mountain paths, ordinary elsewhere.in King's Quest 1+2+3
1986
Adventure
Sierra On-Line
57
2
Mean 18Filled‑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.
1986
Sports
Microsmiths
45
3
Space Quest: The Sarien EncounterAGI line‑and‑fill art whose strength is silhouette: the Arcada corridors and the Kerona desert read from shape alone, in solid fills.in Space Quest 1+2+3
1986
Adventure
Sierra On-Line
60
3
StarflightThe 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.
1986
RPG
Binary Systems
67
3
Leisure Suit Larry in the Land of the Lounge LizardsAGI vector drawings in solid 16‑color fills, lifted above average by the neon signage and the interior lighting of the bar and casino.in Leisure Suit Larry: Greatest Hits and Misses
1987
Adventure
Sierra On-Line
69
3
Police Quest: In Pursuit of the Death AngelFlat AGI fills in solid colors for the Lytton streets and the station house.
1987
Adventure
Sierra On-Line
45
3
Space Quest II: Vohaul's RevengeThe 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.in Space Quest 1+2+3
1987
Adventure
Sierra On-Line
57
3
Battlehawks 1942Scaled‑bitmap aircraft over a solid blue Pacific. Its VGA option is a 320x200 16‑color mode, not 256 colors.
1988
Simulation
Lucasfilm Games
45
3
BattleTech: The Crescent Hawk's InceptionOverhead tile world in a restrained industrial palette, with larger hand‑drawn mech and character panels in the cutscenes where the dithering does some modeling.
1988
RPG
Westwood Associates
45
3
F-19 Stealth FighterSolid‑filled polygon terrain with dithered horizon banding, seen through a detailed 16‑color cockpit panel.
1988
Simulation
MicroProse
57
3
Grand Prix CircuitDithered sky bands above the horizon and a detailed cockpit view, with the DOS release shipping a separate EGA executable alongside the CGA one.
1988
Racing
Distinctive Software
47
5
King's Quest IV: The Perils of RosellaSierra's first SCI game, with dithered dawn and dusk skies, water reflections, and a haunted‑house interior built from the 16‑color palette.in King's Quest 4+5+6
1988
Adventure
Sierra On-Line
62
3
Leisure Suit Larry Goes Looking for Love (in Several Wrong Places)SCI0 at 320x200 in the 16 EGA colors, with airport, cruise ship, and jungle screens that push cyan and magenta hard for comic brightness.in Leisure Suit Larry: Greatest Hits and Misses
1988
Adventure
Sierra On-Line
55
4
Manhunter: New YorkEvryware'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.
1988
Adventure
Evryware
42
3
Police Quest II: The Vengeance of Sonny BondsSierra 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.in Police Quest Collection
1988
Adventure
Sierra On-Line
48
2
Block Out3D 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.
1989
Puzzle
P.Z.Karen Co. Development Group
47
4
The Colonel's BequestIn 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 rather than hue carries the mood.
1989
Adventure
Sierra On-Line
44
2
HarpoonA NATO‑symbology chart in 16 colors, with cyan sea, thin coastline vectors, unit counters, and menu text.
1989
Strategy
Three-Sixty Pacific with Applied Computing Services
49
3
Hoyle's Official Book of Games: Volume 1An 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.
1989
Strategy
Sierra On-Line
55
4
Indiana Jones and the Last Crusade: The Graphic AdventureEGA 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.
1989
Adventure
Lucasfilm Games
59
3
Lakers versus Celtics and the NBA PlayoffsThe 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.
1989
Sports
Electronic Arts
43
3
Leisure Suit Larry III: Passionate Patti in Pursuit of the Pulsating PectoralsAn SCI0 Larry in the 16 EGA colors, with island resort, casino, and jungle screens using long dither gradients for sky and water rather than the flat fills of the AGI original.in Leisure Suit Larry: Greatest Hits and Misses
1989
Adventure
Sierra On-Line
57
2
M1 Tank PlatoonIn EGA the sim draws flat‑shaded polygon vehicles over a bare horizon, and the tactical map uses solid fills with no dithering.
1989
Simulation
MicroProse
47
2
MechWarriorA sparse flat‑shaded 3D view with very few polygons behind a static cockpit frame; the between‑mission portrait screens hold more visual interest than the combat does.
1989
Simulation
Dynamix
54
5
Quest for Glory: So You Want to Be a HeroSCI0 EGA with dense dithering in the forest canopy and across the Spielburg valley, and day and night views of the same locations.in Quest for Glory 1‑5
1989
Adventure
Sierra On-Line
59
5
Space Quest III: The Pirates of PestulonMark 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.in Space Quest 1+2+3
1989
Adventure
Sierra On-Line
59
3
Starflight 2: Trade Routes of the Cloud NebulaContinues 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.in Starflight 1+2
1989
RPG
Binary Systems
44
3
Super Solvers: Midnight Rescue!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.
1989
Edutainment
The Learning Company with Sculptured Software
52
3
Their Finest Hour: The Battle of BritainFlat‑shaded Spitfires and Heinkels over a clean two‑tone sky, with a combat film recorder for replaying missions.
1989
Simulation
Lucasfilm Games
45
3
Commander Keen in Invasion of the VorticonsThe pixel art is simple cartoon shapes; the feat is smooth full‑screen side‑scrolling on EGA through adaptive tile refresh, which made it the first PC platformer to scroll smoothly.in Commander Keen Complete Pack
1990
Platformer
id Software
77
4
Conquests of Camelot: The Search for the GrailOne 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.
1990
Adventure
Sierra On-Line
42
2
Hugo's House of HorrorsFlat, poster‑paint rooms with wobbly perspective and almost no dithering, drawn by a single developer for a shareware release.
1990
Adventure
David P. Gray
53
5
LoomMark Ferrari's dithering builds gradient skies, fog, and water from interleaved 16‑color pixels that resolve into continuous tone at normal viewing distance.
1990
Adventure
Lucasfilm Games
51
4
Quest for Glory II: Trial by FireSierra'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 rather than flat bands.in Quest for Glory 1‑5
1990
Adventure
Sierra On-Line
55
5
The Secret of Monkey IslandMark Ferrari's hand‑placed dithering turns 16 colors into skies, water, and jungle that read as continuous tone rather than pattern. This EGA release came out in October 1990, before the 256‑color VGA version.
1990
Adventure
Lucasfilm Games
80
3
Sid Meier's Railroad TycoonSide‑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.
1990
Simulation
MicroProse
70
3
Spellcasting 101: Sorcerers Get All the GirlsLegend drew its illustrations for EGA's 640x350 16‑color mode rather than 320x200, so the Sorcerer University scenes have twice the horizontal resolution of standard EGA games and fine dithered shading.in Spellcasting 1+2+3
1990
Adventure
Legend Entertainment
43
3
Super Solvers: Treasure Mountain!Layered mountainside backdrops with dithered rock faces and a warm brown‑green palette held consistently across the climb.
1990
Edutainment
The Learning Company
55
3
Wizardry VI: Bane of the Cosmic ForgeThe first Wizardry with EGA graphics, with hand‑drawn monster illustrations in dithered shading above an otherwise plain line‑drawn dungeon view.in Wizardry 6+7
1990
RPG
Sir-Tech Software
49
4
Commander Keen in Goodbye, GalaxyAdrian 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.in Commander Keen Complete Pack
1991
Platformer
id Software
64
3
Duke NukemClean, 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 rather than dithering. The archive.org item holds the shareware first episode.
1991
Platformer
Apogee Software
61
3
Neverwinter Nights (AOL)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.
1991
RPG
Beyond Software
46
1
QBasic GorillasSCREEN 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.
1991
Strategy
Microsoft
63
CraftTitleYearGenreDeveloperPopGet it
3
Battlehawks 1942Scaled‑bitmap aircraft over a solid blue Pacific. Its VGA option is a 320x200 16‑color mode, not 256 colors.
1988
Simulation
Lucasfilm Games
45
3
BattleTech: The Crescent Hawk's InceptionOverhead tile world in a restrained industrial palette, with larger hand‑drawn mech and character panels in the cutscenes where the dithering does some modeling.
1988
RPG
Westwood Associates
45
2
Block Out3D 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.
1989
Puzzle
P.Z.Karen Co. Development Group
47
4
The Colonel's BequestIn 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 rather than hue carries the mood.
1989
Adventure
Sierra On-Line
44
4
Commander Keen in Goodbye, GalaxyAdrian 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.in Commander Keen Complete Pack
1991
Platformer
id Software
64
3
Commander Keen in Invasion of the VorticonsThe pixel art is simple cartoon shapes; the feat is smooth full‑screen side‑scrolling on EGA through adaptive tile refresh, which made it the first PC platformer to scroll smoothly.in Commander Keen Complete Pack
1990
Platformer
id Software
77
4
Conquests of Camelot: The Search for the GrailOne 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.
1990
Adventure
Sierra On-Line
42
3
Duke NukemClean, 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 rather than dithering. The archive.org item holds the shareware first episode.
1991
Platformer
Apogee Software
61
3
F-19 Stealth FighterSolid‑filled polygon terrain with dithered horizon banding, seen through a detailed 16‑color cockpit panel.
1988
Simulation
MicroProse
57
3
Grand Prix CircuitDithered sky bands above the horizon and a detailed cockpit view, with the DOS release shipping a separate EGA executable alongside the CGA one.
1988
Racing
Distinctive Software
47
2
HarpoonA NATO‑symbology chart in 16 colors, with cyan sea, thin coastline vectors, unit counters, and menu text.
1989
Strategy
Three-Sixty Pacific with Applied Computing Services
49
3
Hoyle's Official Book of Games: Volume 1An 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.
1989
Strategy
Sierra On-Line
55
2
Hugo's House of HorrorsFlat, poster‑paint rooms with wobbly perspective and almost no dithering, drawn by a single developer for a shareware release.
1990
Adventure
David P. Gray
53
4
Indiana Jones and the Last Crusade: The Graphic AdventureEGA 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.
1989
Adventure
Lucasfilm Games
59
3
King's Quest III: To Heir Is HumanStandard AGI vector art in solid fills, a little above average in the wizard's house interiors and the mountain paths, ordinary elsewhere.in King's Quest 1+2+3
1986
Adventure
Sierra On-Line
57
5
King's Quest IV: The Perils of RosellaSierra's first SCI game, with dithered dawn and dusk skies, water reflections, and a haunted‑house interior built from the 16‑color palette.in King's Quest 4+5+6
1988
Adventure
Sierra On-Line
62
3
Lakers versus Celtics and the NBA PlayoffsThe 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.
1989
Sports
Electronic Arts
43
3
Leisure Suit Larry Goes Looking for Love (in Several Wrong Places)SCI0 at 320x200 in the 16 EGA colors, with airport, cruise ship, and jungle screens that push cyan and magenta hard for comic brightness.in Leisure Suit Larry: Greatest Hits and Misses
1988
Adventure
Sierra On-Line
55
3
Leisure Suit Larry III: Passionate Patti in Pursuit of the Pulsating PectoralsAn SCI0 Larry in the 16 EGA colors, with island resort, casino, and jungle screens using long dither gradients for sky and water rather than the flat fills of the AGI original.in Leisure Suit Larry: Greatest Hits and Misses
1989
Adventure
Sierra On-Line
57
3
Leisure Suit Larry in the Land of the Lounge LizardsAGI vector drawings in solid 16‑color fills, lifted above average by the neon signage and the interior lighting of the bar and casino.in Leisure Suit Larry: Greatest Hits and Misses
1987
Adventure
Sierra On-Line
69
5
LoomMark Ferrari's dithering builds gradient skies, fog, and water from interleaved 16‑color pixels that resolve into continuous tone at normal viewing distance.
1990
Adventure
Lucasfilm Games
51
2
M1 Tank PlatoonIn EGA the sim draws flat‑shaded polygon vehicles over a bare horizon, and the tactical map uses solid fills with no dithering.
1989
Simulation
MicroProse
47
4
Manhunter: New YorkEvryware'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.
1988
Adventure
Evryware
42
2
Mean 18Filled‑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.
1986
Sports
Microsmiths
45
2
MechWarriorA sparse flat‑shaded 3D view with very few polygons behind a static cockpit frame; the between‑mission portrait screens hold more visual interest than the combat does.
1989
Simulation
Dynamix
54
3
Neverwinter Nights (AOL)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.
1991
RPG
Beyond Software
46
3
Police Quest II: The Vengeance of Sonny BondsSierra 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.in Police Quest Collection
1988
Adventure
Sierra On-Line
48
3
Police Quest: In Pursuit of the Death AngelFlat AGI fills in solid colors for the Lytton streets and the station house.
1987
Adventure
Sierra On-Line
45
1
QBasic GorillasSCREEN 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.
1991
Strategy
Microsoft
63
4
Quest for Glory II: Trial by FireSierra'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 rather than flat bands.in Quest for Glory 1‑5
1990
Adventure
Sierra On-Line
55
5
Quest for Glory: So You Want to Be a HeroSCI0 EGA with dense dithering in the forest canopy and across the Spielburg valley, and day and night views of the same locations.in Quest for Glory 1‑5
1989
Adventure
Sierra On-Line
59
5
The Secret of Monkey IslandMark Ferrari's hand‑placed dithering turns 16 colors into skies, water, and jungle that read as continuous tone rather than pattern. This EGA release came out in October 1990, before the 256‑color VGA version.
1990
Adventure
Lucasfilm Games
80
3
Sid Meier's Railroad TycoonSide‑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.
1990
Simulation
MicroProse
70
3
Space Quest II: Vohaul's RevengeThe 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.in Space Quest 1+2+3
1987
Adventure
Sierra On-Line
57
5
Space Quest III: The Pirates of PestulonMark 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.in Space Quest 1+2+3
1989
Adventure
Sierra On-Line
59
3
Space Quest: The Sarien EncounterAGI line‑and‑fill art whose strength is silhouette: the Arcada corridors and the Kerona desert read from shape alone, in solid fills.in Space Quest 1+2+3
1986
Adventure
Sierra On-Line
60
3
Spellcasting 101: Sorcerers Get All the GirlsLegend drew its illustrations for EGA's 640x350 16‑color mode rather than 320x200, so the Sorcerer University scenes have twice the horizontal resolution of standard EGA games and fine dithered shading.in Spellcasting 1+2+3
1990
Adventure
Legend Entertainment
43
3
StarflightThe 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.
1986
RPG
Binary Systems
67
3
Starflight 2: Trade Routes of the Cloud NebulaContinues 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.in Starflight 1+2
1989
RPG
Binary Systems
44
3
Super Solvers: Midnight Rescue!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.
1989
Edutainment
The Learning Company with Sculptured Software
52
3
Super Solvers: Treasure Mountain!Layered mountainside backdrops with dithered rock faces and a warm brown‑green palette held consistently across the climb.
1990
Edutainment
The Learning Company
55
3
Their Finest Hour: The Battle of BritainFlat‑shaded Spitfires and Heinkels over a clean two‑tone sky, with a combat film recorder for replaying missions.
1989
Simulation
Lucasfilm Games
45
3
Wizardry VI: Bane of the Cosmic ForgeThe first Wizardry with EGA graphics, with hand‑drawn monster illustrations in dithered shading above an otherwise plain line‑drawn dungeon view.in Wizardry 6+7
1990
RPG
Sir-Tech Software
49