Uploaded April 2026 | Updated September 2026, 2 weeks ago
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More about Jones in the Fast Lane - Enhanced CD-ROM version (from Wikipedia):
Developer: Sierra On-Line
Publisher: Sierra On-Line
Director: Bill Davis
Producer: Guruka Singh Khalsa
Programmer: Warren Schwader
Artists: James Larsen, Andy Hoyos
Writers: Josh Mandel, Sol Ackerman, Warren Schwader
Composer: Ken Allen
Engine: SCI1
Platforms: MS-DOS, Windows 3.1x
Release:
NA: 1991 (Floppy disk)
NA: 1992 (CD-ROM)
Genre: Social simulation
Modes: Single-player, multiplayer
Jones in the Fast Lane is a social simulation game for MS-DOS compatible operating systems. It was developed and published by Sierra On-Line in 1991. Using a board game motif, the objective is to attain certain amounts of money, happiness, status, and education. The exact amounts needed are defined by the player(s) when the game begins. The game's name and goals are a play on the concept of keeping up with the Joneses.
Gameplay
The game world is represented by a board game-like ring of buildings in squares, resembling a cross between Monopoly and Careers. The game can be played by up to four players, who take turns "living" their respective weeks. If only one player is present, he or she may play against the titular "Jones".
Each player is represented by a coloured marble on the board. Players are free to move around in either direction, only limited by the time remaining per turn. Time is used up by moving to a new location and by performing actions like working, attending class, or resting. Each turn represents a week of the character's life, during which the player decides what the character does.
On weekends, each character experiences an "Oh What a Weekend" event, which uses up some money (usually less than $200), or, if the player has got a computer, creates some money in the form of earnings. These events are usually based on a purchase that the player made during his or her previous week, such as attending a show if the player purchased theater or concert tickets. The event can also be random, described to the player with traditional Sierra humor, e.g. "You went to Las Vegas in a $20,000 car and came back in a $200,000 Greyhound bus." If the player chooses to deposit all his or her cash in the bank at the end of week or simply ends the week with no cash then no money will be spent over the weekend. This also prevents a visit to the doctor which additionally uses up time.
The object of the game is to be the first player to achieve 100% success, this is achieved by reaching the top of four goals. The goals are wealth, happiness, education and career. Wealth is achieved by having a certain level of money in the bank, shares and cash in the hand, the player normally would earn this money by going to work. Happiness is achieved by achieving other goals, acquiring goods and taking time off work.
Development
The game's working title was Keeping Up with Jones. Jones in the Fast Lane was entirely developed as a set of storyboards before artwork or coding commenced. The "board game" interface was aimed at ensuring the rules were intuitive and accessible to younger or inexperienced players. The 256-color VGA graphics were impressive for the time, with most computer games still produced in 16-color EGA. Produced in 1990, its 1992 CD-ROM version was also one of the first games to run in Windows 3.1x which was released that year.
Monolith Burger, a fast food restaurant in Jones in the Fast Lane, is a reference to the restaurant of the same name in another Sierra series, Space Quest. Bill Davis, Jones in the Fast Lane's designer, stated that it is "the game you'll bring out when friends drop by, or when the family just can't take one more evening of Trivial Pursuit."
Reception
The One gave the MS-DOS version of Jones in the Fast Lane an overall score of 88%, calling it a "good example" of how to implement the gameplay of a board game on a computer. The One praises Jones in the Fast Lane's graphics, music and gameplay, expressing that gameplay has a "generally good feeling", noting the game's digitized actors and the varying music for each game location, furthermore stating that Jones has "first-class presentation". The One praises the computer AI, saying that it offers "a challenge", as well as Jones' multiplayer, expressing that "Playing the game with others incites plenty of excitement .... It's this kind of intensely competitive atmosphere that makes Jones a winner."
Strategy Plus's Brian Walker wrote, "As in most Sierra games, the joy comes from the process of discovery, and Jones is no exception to this." He considered the game "fun, and easy to play", but found it overpriced given its simplicity. Walker summarized it as "one of life's less essential purchases."
Contemporary reviews describe the game as a "humorous romp through modern life" and praised the graphics and clever wordplay, but noted it was essentially a computerised board game.
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No Commentary
More about Jones in the Fast Lane - Enhanced CD-ROM version (from Wikipedia):
Developer: Sierra On-Line
Publisher: Sierra On-Line
Director: Bill Davis
Producer: Guruka Singh Khalsa
Programmer: Warren Schwader
Artists: James Larsen, Andy Hoyos
Writers: Josh Mandel, Sol Ackerman, Warren Schwader
Composer: Ken Allen
Engine: SCI1
Platforms: MS-DOS, Windows 3.1x
Release:
NA: 1991 (Floppy disk)
NA: 1992 (CD-ROM)
Genre: Social simulation
Modes: Single-player, multiplayer
Jones in the Fast Lane is a social simulation game for MS-DOS compatible operating systems. It was developed and published by Sierra On-Line in 1991. Using a board game motif, the objective is to attain certain amounts of money, happiness, status, and education. The exact amounts needed are defined by the player(s) when the game begins. The game's name and goals are a play on the concept of keeping up with the Joneses.
Gameplay
The game world is represented by a board game-like ring of buildings in squares, resembling a cross between Monopoly and Careers. The game can be played by up to four players, who take turns "living" their respective weeks. If only one player is present, he or she may play against the titular "Jones".
Each player is represented by a coloured marble on the board. Players are free to move around in either direction, only limited by the time remaining per turn. Time is used up by moving to a new location and by performing actions like working, attending class, or resting. Each turn represents a week of the character's life, during which the player decides what the character does.
On weekends, each character experiences an "Oh What a Weekend" event, which uses up some money (usually less than $200), or, if the player has got a computer, creates some money in the form of earnings. These events are usually based on a purchase that the player made during his or her previous week, such as attending a show if the player purchased theater or concert tickets. The event can also be random, described to the player with traditional Sierra humor, e.g. "You went to Las Vegas in a $20,000 car and came back in a $200,000 Greyhound bus." If the player chooses to deposit all his or her cash in the bank at the end of week or simply ends the week with no cash then no money will be spent over the weekend. This also prevents a visit to the doctor which additionally uses up time.
The object of the game is to be the first player to achieve 100% success, this is achieved by reaching the top of four goals. The goals are wealth, happiness, education and career. Wealth is achieved by having a certain level of money in the bank, shares and cash in the hand, the player normally would earn this money by going to work. Happiness is achieved by achieving other goals, acquiring goods and taking time off work.
Development
The game's working title was Keeping Up with Jones. Jones in the Fast Lane was entirely developed as a set of storyboards before artwork or coding commenced. The "board game" interface was aimed at ensuring the rules were intuitive and accessible to younger or inexperienced players. The 256-color VGA graphics were impressive for the time, with most computer games still produced in 16-color EGA. Produced in 1990, its 1992 CD-ROM version was also one of the first games to run in Windows 3.1x which was released that year.
Monolith Burger, a fast food restaurant in Jones in the Fast Lane, is a reference to the restaurant of the same name in another Sierra series, Space Quest. Bill Davis, Jones in the Fast Lane's designer, stated that it is "the game you'll bring out when friends drop by, or when the family just can't take one more evening of Trivial Pursuit."
Reception
The One gave the MS-DOS version of Jones in the Fast Lane an overall score of 88%, calling it a "good example" of how to implement the gameplay of a board game on a computer. The One praises Jones in the Fast Lane's graphics, music and gameplay, expressing that gameplay has a "generally good feeling", noting the game's digitized actors and the varying music for each game location, furthermore stating that Jones has "first-class presentation". The One praises the computer AI, saying that it offers "a challenge", as well as Jones' multiplayer, expressing that "Playing the game with others incites plenty of excitement .... It's this kind of intensely competitive atmosphere that makes Jones a winner."
Strategy Plus's Brian Walker wrote, "As in most Sierra games, the joy comes from the process of discovery, and Jones is no exception to this." He considered the game "fun, and easy to play", but found it overpriced given its simplicity. Walker summarized it as "one of life's less essential purchases."
Contemporary reviews describe the game as a "humorous romp through modern life" and praised the graphics and clever wordplay, but noted it was essentially a computerised board game.
![Ms. Pac-Man - gameplay - Midway Games / Atarisoft, 1983 - PC / DOS - arcade port of Pac Man
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#mspacman #pacman #arcadegames #dosgames
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More about Ms. Pac-Man (from Wikipedia):
Ms. Pac-Man is a maze video game developed by General Computer Corporation (GCC) and published by Midway for arcades in 1982. It is a sequel to Pac-Man (1980) and the first entry in the series to not be made by Namco. Controlling the title character, Pac-Mans wife, the player is tasked with eating all of the pellets in an enclosed maze while avoiding four colored ghosts. Eating the larger power pellets lets the player eat the ghosts, which turn blue and flee.
General Computer made the game as a modification kit for the original Pac-Man, titled Crazy Otto. However, due to previous legal action with Atari, Inc., GCC was forced to present the project to Midway, the North American distributor of Pac-Man. Midway purchased the project and enlisted GCC to use the game as a basis for the sequel to Pac-Man. Multiple names were considered for the game, including Miss Pac-Man and Mrs. Pac-Man, before the final name was chosen for being easier to pronounce. While development had started without Namcos consent, company president Masaya Nakamura was brought in and provided feedback on the player characters design. The company ultimately collected the same royalties on each cabinet as they had with Pac-Man.
Ms. Pac-Man was acclaimed by critics for its improvements to the original gameplay and for having a female protagonist; some have described it as superior to Pac-Man. It has been listed among the greatest video games of all time and as one of the most successful American arcade games ever made. The games success inspired a variety of successful merchandise, several ports for numerous home consoles and handheld systems, a television cartoon that included Pac-Man, and numerous video game sequels and remakes which spawned a Ms. Pac-Man spin-off series. The rights to the game are owned by Namcos successor company, Bandai Namco Entertainment. However, the game and its title character have suffered legal ownership issues between Namco and General Computer Corporation.
Release and versions
Reporter Patrick Goldstein of the Los Angeles Times reported that the game made its public debut on February 3, 1982 in typical showbusiness style at a press conference at the Castle Park Entertainment Center in Sherman Oaks. He noted that [t]he game is expected to appear in many video arcades during the next few weeks.
Atari, Inc. released versions for the Atari 2600, Atari 5200, Atari 7800 and Atari 8-bit computers. There were also versions for the VIC-20, Commodore 64, ZX Spectrum, IBM PC compatibles, Apple II and TI-99/4A released under the Atarisoft label. Unlike Pac-Man, most home versions of Ms. Pac-Man include all three intermission screens from the arcade game. The Atari 2600 rendition of Pac-Man was infamous for its flashing ghosts, while the 2600 port of Ms. Pac-Man had minimal flicker.
A tabletop version of Ms. Pac-Man was released in 1983 by Coleco. The unit was shaped like a miniature arcade cabinet, was controlled with a small built-in joystick, and used a multicolor vacuum fluorescent display. It was a runner-up for Stand-Alone Game of the Year at the 1983 Arcade Awards held in January 1984.
Later ports and re-releases
Hardware
Ms. Pac-Man has been re-released into new arcade cabinets since. In 2001, Namco released an arcade board with both Ms. Pac-Man and Galaga in honor of the 20th anniversary of both games with the subtitle 20 Year Reunion / Class of 1981. It also has Pac-Man as a hidden bonus game. The later 25th Anniversary Edition in 2005 allows all three games to be selected on the main menu. As part of Pac-Mans 30th anniversary, Ms. Pac-Man is one of the games included on the home version of Pac-Mans Arcade Party arcade machine. Pac-Mans Arcade Party was succeeded in 2018 by Pac-Mans Pixel Bash, which added 19 games to the existing roster, but Ms. Pac-Man was only available if the machine was set to Free Play.
In June 2020, Tastemakers Arcade1Up decided to announce that Ms. Pac-Man would finally be added to their lineup of 3/4 scale arcade cabinets. The unit will also contain a few other Bandai Namco arcade games, including Galaxian, Pac-Mania and Pac-Man Plus.
Additionally, a standalone, battery-powered version of the game released by Jakks Pacific can be plugged directly into a television.
Non-arcade versions
In January 1984, the Atari 2600 port of Ms. Pac-Man won the Videogame of the Year award at the 1983 Arcade Awards, tied with Lady Bug.
Computer Games magazine called the Commodore 64 version a Spectacular and Incredible conversion, while stating that the Atari 5200 and IBM PC versions suffered from limitations, but were nevertheless enjoyable ports. They later gave a Classic rating for other home computer versions, calling Ms. Pac-Man the greatest maze game. Ms. Pac-Man - gameplay - Midway Games / Atarisoft, 1983 - PC / DOS - arcade port of Pac Man](https://i.ytimg.com/vi/xzVOcqfojWc/mqdefault.jpg)





![Sid Meiers Civilization - longplay - MicroProse, 1991 - PC / DOS - original turn-based strategy 4X
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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 - MicroProse, 1991 - PC / DOS - original turn-based strategy 4X](https://i.ytimg.com/vi/ywANKBvS7wA/mqdefault.jpg)
