Uploaded August 2026 | Updated September 2026, 2 weeks ago
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More about Test Drive III: The Passion (from Wikipedia):
Test Drive III: The Passion is a racing video game developed and published by Accolade in 1990 for MS-DOS. It is the third game in the Test Drive series. While the first two Test Drive titles were developed by Distinctive Software, the third one was developed in-house at Accolade. This resulted in many differences from the first two games.
Developer: Accolade
Publisher: Accolade
Producer: Sam Nelson
Designer: Tom Loughry
Artists: Justin R. Chin, Roseann Mitchell
Composer: Russell Shiffer
Series: Test Drive
Platform: MS-DOS
Release: NA: 1990
Genres: Racing, simulation
Modes: Single-player, multiplayer
Gameplay
Unlike the first two titles, the third game has the concept of a free landscape; the player does not have to drive on a preset course. Each section contains alternate routes and shortcuts for reaching the finish line and the player can go wherever they want, i.e. drive off the road and onto the grass, hills, farms etc. The landscape includes features such as bridges, tunnels, water, hills and mountains. It also features railroad crossings with a real train running in a loop. The player must also obey the speed limit when a police car is in sight, otherwise they could be caught and fined.
The test course, situated in Northern California from Pacific Coast to Yosemite National Park, consists of five distinct sections (Scenic Coast, Coast Hills, Valley Farms, Foothills, and Sierra Vista) featuring varied landscapes. The game features three cars to drive; the Lamborghini Diablo, Ferrari Mythos Pininfarina Concept, and the Chevrolet Corvette CERV III Concept. Other features include changeable radio stations, windscreen wipers, headlights, and varying weather conditions and times of day.
Racing options include nine skill levels, head-to-head competition against two computer-controlled drivers, time trials against the clock, and racing against up to three other players, one at a time, on the same computer. Gameplay includes joystick and keyboard support as well as multiple viewpoints and replay options.
Development and release
While the first two Test Drive titles were developed by Distinctive Software, the third one was developed in-house at Accolade. This resulted in many differences over the first two games. The game was radically different from the previous two installments by abandoning sprite graphics and using a combination of bitmapped and polygon-fill 3D graphics, and digitized car interiors instead. Unlike the previous games which were released on a variety of platforms, it was released exclusively for DOS.
An add-on package, Road & Car, was released in 1991 as an extra purchase, featuring a New England road course from Cape Cod to Niagara Falls, and the Acura NSX and Dodge Stealth R/T Turbo cars. New to the Test Drive III environment were covered bridges, low-flying airplanes, hot air balloons, horses and buses. It allows the player to combine vehicles and landscapes from both the original game and the add-on for variety.
Reception
Computer Gaming World stated that Test Drive III: The Passion, while not spectacular, was a fine driving simulator and "a well-designed package". The magazine praised the Road & Car expansion's New England scenery and automobile reproductions, and stated that it provided "more of the same, with a slightly different angle" to the original game.
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More about Test Drive III: The Passion (from Wikipedia):
Test Drive III: The Passion is a racing video game developed and published by Accolade in 1990 for MS-DOS. It is the third game in the Test Drive series. While the first two Test Drive titles were developed by Distinctive Software, the third one was developed in-house at Accolade. This resulted in many differences from the first two games.
Developer: Accolade
Publisher: Accolade
Producer: Sam Nelson
Designer: Tom Loughry
Artists: Justin R. Chin, Roseann Mitchell
Composer: Russell Shiffer
Series: Test Drive
Platform: MS-DOS
Release: NA: 1990
Genres: Racing, simulation
Modes: Single-player, multiplayer
Gameplay
Unlike the first two titles, the third game has the concept of a free landscape; the player does not have to drive on a preset course. Each section contains alternate routes and shortcuts for reaching the finish line and the player can go wherever they want, i.e. drive off the road and onto the grass, hills, farms etc. The landscape includes features such as bridges, tunnels, water, hills and mountains. It also features railroad crossings with a real train running in a loop. The player must also obey the speed limit when a police car is in sight, otherwise they could be caught and fined.
The test course, situated in Northern California from Pacific Coast to Yosemite National Park, consists of five distinct sections (Scenic Coast, Coast Hills, Valley Farms, Foothills, and Sierra Vista) featuring varied landscapes. The game features three cars to drive; the Lamborghini Diablo, Ferrari Mythos Pininfarina Concept, and the Chevrolet Corvette CERV III Concept. Other features include changeable radio stations, windscreen wipers, headlights, and varying weather conditions and times of day.
Racing options include nine skill levels, head-to-head competition against two computer-controlled drivers, time trials against the clock, and racing against up to three other players, one at a time, on the same computer. Gameplay includes joystick and keyboard support as well as multiple viewpoints and replay options.
Development and release
While the first two Test Drive titles were developed by Distinctive Software, the third one was developed in-house at Accolade. This resulted in many differences over the first two games. The game was radically different from the previous two installments by abandoning sprite graphics and using a combination of bitmapped and polygon-fill 3D graphics, and digitized car interiors instead. Unlike the previous games which were released on a variety of platforms, it was released exclusively for DOS.
An add-on package, Road & Car, was released in 1991 as an extra purchase, featuring a New England road course from Cape Cod to Niagara Falls, and the Acura NSX and Dodge Stealth R/T Turbo cars. New to the Test Drive III environment were covered bridges, low-flying airplanes, hot air balloons, horses and buses. It allows the player to combine vehicles and landscapes from both the original game and the add-on for variety.
Reception
Computer Gaming World stated that Test Drive III: The Passion, while not spectacular, was a fine driving simulator and "a well-designed package". The magazine praised the Road & Car expansion's New England scenery and automobile reproductions, and stated that it provided "more of the same, with a slightly different angle" to the original game.


![Lode Runner - C64 gameplay - Broderbund, 1983 - puzzle platformer - also for Apple II DOS VIC-20
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More about Lode Runner (from Wikipedia):
Lode Runner is a 2D puzzle-platform game, developed by Doug Smith and published by Broderbund in 1983. Its gameplay mechanics are similar to Space Panic from 1980. The player controls a character who must collect all the gold pieces in a level and get to the end while being chased by a number of enemies. It is one of the first games to include a level editor.
After the original game, a number of remakes, spin-offs and sequels were published in the Lode Runner series for different computers and consoles by different developers and publishers. Tozai Games holds the copyright and trademark rights.
The player controls a stick figure who must collect all the gold in a level while avoiding guards who try to catch the player. After collecting all the gold, the player must reach the top of the screen to reach the next level. There are 150 levels in the game, which progressively challenge players problem-solving abilities or reaction times.
Release and ports
Lode Runner was originally released on June 23, 1983. The original microcomputer versions were for the Apple II, Atari 8-bit computers, VIC-20, Commodore 64, and IBM PC compatibles. The VIC-20 version was released on cartridge, including the level editor. The Commodore 64 had both a disk and cartridge release, with the latter having 32 levels. The IBM PC port was originally on a self-booting disk and is incompatible with video cards other than CGA. A 1986 MS-DOS release runs on any video card.
The Famicom version was released by Hudson Soft in 1984 (North American NES release in 1986) and became one of the earliest third-party games made for that system. It has 50 levels, scrolling screens, added music, and graphics redone in a more cartoon-like style. In addition, fruits and vegetables randomly appear which may be grabbed for additional points. A level editor was included, which in Japan used the Famicoms Family BASIC tape drive to save ones work; however, as with many US localisations, the NES lacked the tape drive and thus there is no way to save levels created with the US release.
An arcade version of Lode Runner was produced by Irem in 1984. It was notably the first time an American computer game was adapted into a Japanese arcade game. It had some added features like the ability to hang off the ends of ladders and an improved enemy AI.
A port for the Macintosh 128K followed in January 1985; it runs on machines up to OS 6 and can be used on System 7 with a patch. Other versions include those for the Atari ST, ZX Spectrum, a licensed version for MSX published by ASCII Corporation, SG-1000, Windows 3.1x, and Game Boy.
Broderbund released an enhanced version, Championship Lode Runner, in 1985, with 50 levels and a higher difficulty. The company offered a commemorative certificate to anyone who could submit proof of having beaten the game (and submitted proof of purchase to show that their copy of the game was not pirated). It was ported to the Apple, Atari, C64, MSX, and IBM PC, as well as the NES (although that version did not reach North America).
The Atari 8-bit version of Lode Runner was converted to cartridge and re-released by Atari Corporation in 1987, as one of the series of releases for the Atari XEGS console. This version contains all 150 levels and the level editor, which requires a disk drive.
Reception
Lode Runner was very successful. It was Broderbunds second best-selling Commodore game as of late 1987, and sales had surpassed 300,000 copies by August 1984. It was the top-selling computer game in the United States during 1983. By 1985, the game had sold just as many copies in Japan. As of 1999, Hudson Softs Famicom (NES) version had sold about 1.5 million cartridges in Japan and all versions of the game had sold over 3 million units worldwide, including more than 2 million sales in Japan alone.
Softline in 1983 praised Lode Runner, calling it smooth, thoughtful, and quite addictive. The magazine approved of its large number of unique levels, level editor (the possibilities are astounding), and emphasis on wits and strategy over violence. Computer Gaming World praised Lode Runners unusually easy-to-use level editor and the strategy necessary for an arcade title, describing it as one of the few thinking mens arcade games. In August 1984, Computer Gaming World held a contest for the best reader-built level. Praises for the introduction of strategy into the climbing game genre and for the intuitive level editor were repeated in Video magazines review of the game as well as praise for its graphics and animation, with the Apple II version being described as stand[ing] out far ahead of the pack.
Ahoy! in 1984 called the game a top-notch action game that requires both a quick mind and an agile joystick. With the easy-to-use game generator, Lode Runner is one of the best games available for the C-64. Lode Runner - C64 gameplay - Broderbund, 1983 - puzzle platformer - also for Apple II DOS VIC-20](https://i.ytimg.com/vi/on5ZsHfb1OY/mqdefault.jpg)
![Drol - longplay - Broderbund / Sega, 1983 - Apple II - platformer - also for C64, Atari 8-bit, Amiga
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More about Drol (from Wikipedia):
Drol is a video game published by Broderbund in 1983. It was written for the Apple II by Benny Aik Beng Ngo, then ported to the Commodore 64 and Atari 8-bit family. Versions were released for the SG-1000 in 1985 and Amiga in 1991.
The player controls a robot flying through a four story maze, attempting to rescue people and animals while avoiding traps and enemies such as alien creatures, snakes, eagles, magnets and axes. There are only three levels, but the game repeatedly starts over in a more difficult version if the third level is completed. In the third level of some[which?] versions, in order to reach the final floor without being eaten by a plant sprouting from out of nowhere, the player must choose between three different trapdoors, and the correct trapdoor varies from game to game.
When reviewing three new games in February 1984, ANALOG Computing said that Drol was by far the best thought-out, with refreshing sound effects and some of the best pseudo-3D graphics Ive ever seen, reminding the reviewer of a scene from The Ninth Configuration. Run magazine, reviewing the Commodore 64 version in May 1984, gave it an A–its highest rating—and described it as fun, funny, and exciting, although it was criticized for slow loading times. In 1984 Softline readers named the game the seventh most-popular Apple program of 1983. Ahoy! in 1984 called Drol an amusing little game. Electronic Fun with Computers & Games gave it 4 out of 4. Reviewer Marc Berman wrote:
Once in a while a home game comes along that has hit written all over it. Often its from an arcade hit or a spinoff of another game. But occasionally its a totally original idea. Games like that are as rare as honest politicians. Drol is one and I heartily endorse it.
David Stone reviewed the game for Computer Gaming World, and stated that the high quality of the animation, the cleverness of the animated foes, and the nonsense of the theme, all make Drol well-worth the money. Drol - longplay - Broderbund / Sega, 1983 - Apple II - platformer - also for C64, Atari 8-bit, Amiga](https://i.ytimg.com/vi/p7yt8_9WFSI/mqdefault.jpg)






