Uploaded April 2026 | Updated September 2026, 2 weeks ago
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#castlewolfenstein #retrogaming #appleii
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More about Castle Wolfenstein (from Wikipedia):
Castle Wolfenstein is a 1981 action-adventure game developed by Silas Warner for the Apple II and published by Muse Software in 1981. It is one of the earliest games based on stealth mechanics. A port to Atari 8-bit computers was released in 1982, followed by Commodore 64 (1983) and MS-DOS (1984). The player takes the role of an Allied prisoner of war during World War II who is held captive in the fictional Castle Wolfenstein. After escaping from a cell, the player's objective is to find the Nazis' secret war plans and escape from the castle. Nazi soldiers can be dealt with via impersonation, sneaking, or killing.
Warner was inspired by the 1961 film The Guns of Navarone and the 1980 arcade video game Berzerk. The 60 room castle is procedurally generated.
Castle Wolfenstein was positively received by critics and became one of the best-selling games of the early 1980s. The game was praised for its graphics, and gameplay, but criticized for long waiting times when opening chests. It had a direct influence on modern stealth games. A sequel, Beyond Castle Wolfenstein, was released in 1984. The rights to the Wolfenstein name were purchased for the 1992 first person shooter Wolfenstein 3D.
Development and release
Castle Wolfenstein was developed by Silas Warner at Muse Software and the game's cover art was drawn by John Benson.
The game was initially conceptualized as a game set in the mid-1980s in what Warner describes as "a guy running around rooms" and did not know how to develop the game further. He was uninterested in using space as a setting due to his belief that there were so many of them on the market. The concept changed after Warner watched the 1961 British-American war film The Guns of Navarone and was amazed by the Allied commandos who broke into a German fortress to destroy the German artillery battery. Within the same day, he played Berzerk, a multidirectional shooter arcade video game in which the player navigates through a maze with laser-shooting robots. He decided to use the same concept but with Nazi soldiers instead of robots. His idea was to take the basic common concept of an arcade shoot 'em up, where players dodge enemies with the intent of killing them, and change the objective to escape the enemy guards and their castle with shooting guards simply a means to an end and not an end in itself.
Warner implemented procedural level generation to the game, which took 35 to 60 seconds to complete before the gameplay of the original Apple version started; as a result, the game produced a new set of 60 rooms, the arrangement of which was nearly always different. He designed the game's architecture using three programs, each of which was on separate floppy disks and later integrated into a single floppy disk. The first one initialized the graphics and shuffled 64 interchangeable floor plans. The second disk governed the behavior of the castle's guards, while the third disk handled the player character's behavior. According to Warner, a lot of work went into synchronizing the programs, and he was satisfied with the result. For the soundtrack, he implemented his own voice for the German guards, using Apple II software called The Voice (also published by Muse Software). He used eight German phrases, such as Achtung, Schweinhund, and Halt.
Muse Software released Castle Wolfenstein in September 1981 for the Apple II and the game was made on other platforms. A port to the Atari 8-bit computers was published six months after the Apple release, and a Commodore 64 version in 1983 and to MS-DOS in 1984. Following the game's release, a software developed by Moxie, The Great Escape Utility, was marketed in 1983, promising bug fixes to speed up the opening of chests and the startup time of the game. It also allowed players to choose their starting location and gain an unlimited amount of items. The software is regarded as the first commercial trainer in video gaming.
Reception
According to Harvey Bernstein of Antic, after its release, Castle Wolfenstein "quickly shot to the top of the charts" and became "one of the most popular games for any microcomputer". In the October 1982 issue of Computer Gaming World, associate publisher and game merchandiser Dana Lombardy released an incomplete list of top-selling games as of 30 June 1982, where the game landed in 13th place with 20,000 copies sold. The game ultimately sold about 50,000 copies by 1983.
Creative Computing Video and Arcade Games complained about slow gameplay, but added "thrill of the escape" is "worth the wait".
In a 1991 Computer Gaming World survey of strategy and war games, M. Evan Brooks called the game an "arcade classic", and stated that despite the outdated graphics, it had remained in his "fond memories". In 1996, the same magazine listed Castle Wolfenstein as the 116th best game of all time.
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#castlewolfenstein #retrogaming #appleii
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More about Castle Wolfenstein (from Wikipedia):
Castle Wolfenstein is a 1981 action-adventure game developed by Silas Warner for the Apple II and published by Muse Software in 1981. It is one of the earliest games based on stealth mechanics. A port to Atari 8-bit computers was released in 1982, followed by Commodore 64 (1983) and MS-DOS (1984). The player takes the role of an Allied prisoner of war during World War II who is held captive in the fictional Castle Wolfenstein. After escaping from a cell, the player's objective is to find the Nazis' secret war plans and escape from the castle. Nazi soldiers can be dealt with via impersonation, sneaking, or killing.
Warner was inspired by the 1961 film The Guns of Navarone and the 1980 arcade video game Berzerk. The 60 room castle is procedurally generated.
Castle Wolfenstein was positively received by critics and became one of the best-selling games of the early 1980s. The game was praised for its graphics, and gameplay, but criticized for long waiting times when opening chests. It had a direct influence on modern stealth games. A sequel, Beyond Castle Wolfenstein, was released in 1984. The rights to the Wolfenstein name were purchased for the 1992 first person shooter Wolfenstein 3D.
Development and release
Castle Wolfenstein was developed by Silas Warner at Muse Software and the game's cover art was drawn by John Benson.
The game was initially conceptualized as a game set in the mid-1980s in what Warner describes as "a guy running around rooms" and did not know how to develop the game further. He was uninterested in using space as a setting due to his belief that there were so many of them on the market. The concept changed after Warner watched the 1961 British-American war film The Guns of Navarone and was amazed by the Allied commandos who broke into a German fortress to destroy the German artillery battery. Within the same day, he played Berzerk, a multidirectional shooter arcade video game in which the player navigates through a maze with laser-shooting robots. He decided to use the same concept but with Nazi soldiers instead of robots. His idea was to take the basic common concept of an arcade shoot 'em up, where players dodge enemies with the intent of killing them, and change the objective to escape the enemy guards and their castle with shooting guards simply a means to an end and not an end in itself.
Warner implemented procedural level generation to the game, which took 35 to 60 seconds to complete before the gameplay of the original Apple version started; as a result, the game produced a new set of 60 rooms, the arrangement of which was nearly always different. He designed the game's architecture using three programs, each of which was on separate floppy disks and later integrated into a single floppy disk. The first one initialized the graphics and shuffled 64 interchangeable floor plans. The second disk governed the behavior of the castle's guards, while the third disk handled the player character's behavior. According to Warner, a lot of work went into synchronizing the programs, and he was satisfied with the result. For the soundtrack, he implemented his own voice for the German guards, using Apple II software called The Voice (also published by Muse Software). He used eight German phrases, such as Achtung, Schweinhund, and Halt.
Muse Software released Castle Wolfenstein in September 1981 for the Apple II and the game was made on other platforms. A port to the Atari 8-bit computers was published six months after the Apple release, and a Commodore 64 version in 1983 and to MS-DOS in 1984. Following the game's release, a software developed by Moxie, The Great Escape Utility, was marketed in 1983, promising bug fixes to speed up the opening of chests and the startup time of the game. It also allowed players to choose their starting location and gain an unlimited amount of items. The software is regarded as the first commercial trainer in video gaming.
Reception
According to Harvey Bernstein of Antic, after its release, Castle Wolfenstein "quickly shot to the top of the charts" and became "one of the most popular games for any microcomputer". In the October 1982 issue of Computer Gaming World, associate publisher and game merchandiser Dana Lombardy released an incomplete list of top-selling games as of 30 June 1982, where the game landed in 13th place with 20,000 copies sold. The game ultimately sold about 50,000 copies by 1983.
Creative Computing Video and Arcade Games complained about slow gameplay, but added "thrill of the escape" is "worth the wait".
In a 1991 Computer Gaming World survey of strategy and war games, M. Evan Brooks called the game an "arcade classic", and stated that despite the outdated graphics, it had remained in his "fond memories". In 1996, the same magazine listed Castle Wolfenstein as the 116th best game of all time.



![Evolution of Goonies (1984 - 2015) by Datasoft / Konami - comparison history C64 Apple Famicom NES
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#goonies #c64 #famicom #nesgames
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0:00 The Goonies - 1985
2:38 The Goonies - 1986
5:41 The Goonies - 1986
8:50 The Goonies II - 1987
11:50 The Goonies: 20th Anniversary Edition - 2006 [fan-made remake]
13:26 Lego Dimensions - 2015
More about The Goonies (from Wikipedia):
The Goonies (8-bit computers)
The Goonies is a puzzle-platform game programmed by Scott Spanburg and published in 1985 by Datasoft. The game is based on the Richard Donner movie of the same name. There are eight stages in the game, each based on a scene from the film. In each stage, the two Goonies must work together to solve puzzles and reach the exit to move on to the next stage. In single-player mode the joystick button can be used to switch between the two characters, while in the two player mode, each player controls one Goonie each.
The Goonies (Famicom video game)
The Goonies (Japanese: グーニーズ, Hepburn: Gūnīzu) is a 1986 platform game based on the film of the same name produced by Konami for the Family Computer. Konami also developed a completely different version for the MSX in Japan. First released on cartridge, it was later re-released in Disk System format in 1988. Although the game was never sold in retail in North America, Nintendo published an arcade port in North America for the VS. System (a coin-operated platform which runs on the same hardware as the NES) under the title Vs. The Goonies and it was also available as a PlayChoice-10 title in the region. A sequel was released titled The Goonies II, which saw a worldwide retail release.
The main theme song for most of the game is a chiptune rendition of Cyndi Laupers The Goonies R Good Enough. Evolution of Goonies (1984 - 2015) by Datasoft / Konami - comparison history C64 Apple Famicom NES](https://i.ytimg.com/vi/sVznbVfQnws/mqdefault.jpg)

![Sid Meiers Civilization - longplay fullplay - MicroProse, 1991 - PC / DOS - France chieftain 4X
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#civilization #strategygames #dosgames #4x
More about Sid Meiers Civilization (from Wikipedia):
Sid Meiers Civilization is a 1991 turn-based strategy 4X video game developed and published by MicroProse. The game was originally developed for MS-DOS running on a PC, and it has undergone numerous revisions for various platforms. The player is tasked with leading an entire human civilization over the course of several millennia by controlling various areas such as urban development, exploration, government, trade, research, and military. The player can control individual units and advance the exploration, conquest and settlement of the games world. The player can also make such decisions as setting forms of government, tax rates and research priorities. The players civilization is in competition with other computer-controlled civilizations, with which the player can enter diplomatic relationships that can either end in alliances or lead to war.
Civilization was designed by Sid Meier and Bruce Shelley following the successes of Silent Service, Sid Meiers Pirates! and Railroad Tycoon. Civilization has sold 1.5 million copies since its release and is considered one of the most influential computer games in history due to its establishment of the 4X genre. In addition to its commercial and critical success, the game has been deemed pedagogically valuable due to its presentation of historical relationships, and one of the greatest video games ever made by several publications. A multiplayer remake, Sid Meiers CivNet, was released for the PC in 1995. Civilization was followed by several sequels starting with Civilization II, with similar or modified scenarios.
Gameplay
Civilization is a turn-based single-player strategy game. The player takes on the role of the ruler of a civilization, starting with one (or occasionally two) settler units, and attempts to build an empire in competition with two to seven other civilizations. The game requires a fair amount of micromanagement (although less than other simulation games).[4] Along with the larger tasks of exploration, warfare and diplomacy, the player has to make decisions about where to build new cities, which improvements or units to build in each city, which advances in knowledge should be sought (and at what rate), and how to transform the land surrounding the cities for maximum benefit.
Civilizations critical success created a golden period of MicroProse where there was more potential for similar strategy games to succeed, according to Meier. This put stress on the companys direction and culture. Stealey wanted to continue to pursue the military-themed titles, while Meier wanted to continue his success with simulation games. Shelley left MicroProse in 1992 and joined Ensemble Studios, where he used his experience with Civilization to design the Age of Empires games. Stealey had pushed MicroProse to develop console and arcade-based versions of their games, but this put the company into debt, and Stealey eventually sold the company to Spectrum HoloByte in 1993; Spectrum HoloByte kept MicroProse as a separate company on acquisition.
Reception
Civilization has been called one of the most important strategy games of all time, and has a loyal following of fans. This high level of interest has led to the creation of a number of free and open source versions and inspired similar games by other commercial developers.
Computer Gaming World stated that a new Olympian in the genre of god games has truly emerged, comparing Civilizations importance to computer games to that of the wheel. The game was reviewed in 1992 in Dragon #183 by Hartley, Patricia, and Kirk Lesser in The Role of Computers column. The reviewers gave the game 5 out of 5 stars. They commented: Civilization is one of the highest dollar-to-play-ratio entertainments weve enjoyed. The scope is enormous, the strategies border on being limitless, the excitement is genuinely high, and the experience is worth every dime of the games purchase price.
Jeff Koke reviewed Civilization in Pyramid #2 (July/Aug., 1993), and stated that Ultimately, there are games that are a lot flashier than Civilization, with cool graphics and animation, but there arent many - or any - in my book that have the ability to absorb the player so totally and to provide an interesting, unique outcome each and every time its played.
Civilization won the Origins Award in the category Best Military or Strategy Computer Game of 1991. A 1992 Computer Gaming World survey of wargames with modern settings gave the game five stars out of five, describing it as more addictive than crack ... so rich and textured that the documentation is incomplete. In 1992 the magazine named it the Overall Game of the Year, in 1993 added the game to its Hall of Fame, and in 1996 chose Civilization as the best game of all time. Sid Meiers Civilization - longplay fullplay - MicroProse, 1991 - PC / DOS - France chieftain 4X](https://i.ytimg.com/vi/tJGtrdbW1_Q/mqdefault.jpg)


![Hoyles Official Book of Games: Volume 1 - full playthrough - Sierra On-Line, 1989 - PC / DOS cards
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#sierraonline #boardgames #dosgames
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More about Hoyles Official Book of Games: Volume 1 (from Wikipedia):
Developer: Sierra On-Line
Publisher: Sierra On-Line
Platform: DOS, Macintosh, Amiga, Atari ST
Release: NA: 1989
Genre: Card game
Hoyles Official Book of Games (later Hoyle Classic, Hoyle Card Games, or the Hoyle Series) is a series of computer games released from 1989 to 2016 that was initially developed and published by Sierra On-Line. The series focuses primarily on playing cards, but has also included board games, puzzles, dice, and dominos. It spawned a spin-off series dedicated to casino table games and machines called Hoyle Casino in 1996.
The series is named after 18th century playing card expert Edmond Hoyle, but some titles in the series also used trademarks and designs from the Hoyle brand of playing cards under license from Brown & Bigelow. Early titles had a volume numbering and included humorous computer opponents drawn from other Sierra video game series. Later titles saw yearly releases or specialized in particular types of games.
Encore Software took over publishing the series from 2005 to 2016, leading to the development of their own Encore Classic Games series in 2020.
Volume 1
Hoyles Official Book of Games: Volume 1 was the first card game simulator in the series, and a spiritual sequel to Sierras Hi-Res Cribbage (1981). It included five multi-player card games and the Klondike variant of Solitaire (Patience). The Hoyle trademark and facecards were used under license from Brown & Bigelow Inc.
Games
The games included are: Crazy Eights, Old Maid, Hearts, Gin Rummy, Cribbage, and Klondike.
Characters
For all games, except the last, the player could choose opponents, each having their own AI and manner of playing. These opponents included historical figures, members of Sierra staff, and characters from Sierra games.
When the player took too long making a decision, the characters started having dialogues, each according to his background. For example, Leisure Suit Larry begins to comment about women, while Roger Wilco wants to escape the game to save the universe again.
Sonny Bonds
Bulldog
Cassie
Christina
Devin
Diane
Colonel Henri Dijon
King Graham
The Kid
Larry Laffer
Shelly LeBlanc
Lenny
Jerry Moore
Princess Rosella
Warren Schwader
Sol Silverman
Thelma
Roger Wilco
Development
The original concept was submitted to Ken Williams (CEO/Founder of Sierra On-Line) by Warren Schwader. Once the project was greenlit, Warren acted as the Lead Programmer as well as the Game Designer. The games were programmed using Sierra On-lines proprietary scripting language: Sierra Creative Interpreter (SCI). SCI was originally created to aid in the development of Sierras core line of adventure games. Working with SCI to implement card games and to code artificial intelligence for the characters proved challenging.
Warren Schwader continued as the Lead Programmer and Game Designer for the next two games in the series. Rob Atesalp was the composer and sound designer for the original and next two games.
Reception
The game sold over 250,000 copies by 1990.
Computer Gaming World stated that interacting with Sierra characters in Volume 1 such as Leisure Suit Larry and Princess Rosella was fun, but annoying for those who preferred cards to humor. It criticized Volume 1 for slow performance and cribbages deviation from the official Hoyles rules, and stated that the other games were really childrens games and offer no great excitement.
By the mid 1990s, new versions of the game were published yearly, with some variants for particular types of games. All these releases are for PCs, unless otherwise specified.
Hoyle Casino series (1996–2016)
Hoyle Childrens Collection (1996)
Hoyle Classic Solitaire (1996, 1998)
Hoyle Classic Board Games (1997)
Hoyle Bridge (1997)
Hoyle Card Games (1997, 1999, 2000, 2001, 2002, 2003, 2004, 2005)
Hoyle Board Games (1998, 1999, 2000, 2001, 2002)
Hoyle Battling Ships & War (1998)
Hoyle Bridge & Euchre (1998, 1999)
Hoyle Hearts & Spades (1998, 1999)
Hoyle Classic Games 2 (1999)
Hoyle Word Games (1999, 2000, 2001)
Hoyle Backgammon & Cribbage (1999)
Hoyle Solitaire and Mahjong Tiles (1999, 2000)
Hoyle Crosswords (1999)
Hoyle Card Games (Game Boy Color; 2000)
Hoyle Kids Games (2000, 2001)
Hoyle Mahjong Tiles (2000)
Hoyle Puzzle Games (2002, 2003)
Hoyle Table Games (2003)
Hoyle Majestic Chess (2003)
Hoyle Puzzle & Board Games (2004)
Hoyle Backgammon (2006)
Hoyle Enchanted Puzzles (2008)
Hoyle Childrens Collection (2007)
Hoyle Puzzle & Board Games (2008, 2009)
Hoyle Card Games [2010] (2009)
Hoyle Card Games [2012] (2011); re-released as Encore Classic Card Games (2020)
Hoyle Puzzle & Board Games [2012] (2011); re-released as Encore Classic Puzzle & Board Games (2020)
Hoyle Classic Board Games Collection series (2012–2015)
Hoyle Official Card Games Collection (2015); re-released as Encore Card Games Collection (2019) Hoyles Official Book of Games: Volume 1 - full playthrough - Sierra On-Line, 1989 - PC / DOS cards](https://i.ytimg.com/vi/uMiGqeuCOKo/mqdefault.jpg)

