Platform: Acorn Archimedes
Acorn Archimedes: the ARM-powered underdog that punched above its weight
The Acorn Archimedes occupies a special place in video game history. It was not the most commercially successful platform, and its game library was nowhere near as vast as those of the Amiga or the PC. Yet it introduced something far more consequential: it was the first mainstream home computer powered by ARM. That decision, made by Acorn Computers in the mid-1980s, became a seed for the entire mobile revolution decades later. In the short term it gave the Archimedes uncanny speed for its time, silky windowed graphics in a friendly desktop, and the power to render smooth 3D worlds when rivals were still juggling sprites and copper lists.
If you grew up in the UK in the late 1980s or early 1990s, there is a good chance your school had a wedge-shaped Acorn with a bright green function key. Many of us played Lemmings during lunch, loaded Zarch from a floppy, and then pretended we were learning economics in Sim City. The Archimedes lived in that unique space where education, futuristic hardware, and small but passionate game development met, and it remains one of the most fascinating platforms to explore today.
This article dives into the history, technology, games, culture, and legacy of the Acorn Archimedes as a video game platform, with a friendly but technical lens. If you already know your "podules" from your "WIMPs," you will probably smile at a detail or two. If you are curious why a 1987 British computer matters to modern gaming, the answer starts with three letters: ARM.
The launch and the moment it landed
By 1985 Acorn was riding the success of the BBC Micro in UK schools, but the market was moving quickly. The Commodore Amiga and Atari ST had arrived, IBM PC compatibles were improving at a steady clip, and Apple was leaning hard into the Macintosh. Acorn made a bold bet. Rather than rely on existing chips, it designed its own RISC processor. The new CPU was the ARM2, a clean and efficient 32-bit design that emphasized simple instructions and high performance per clock. Acorn built a new family of computers around it and, in 1987, launched the first Archimedes models.
The earliest machines included the A305, A310, and A440. They shipped with a windowed operating system originally called Arthur, later replaced by RISC OS. Compared with rivals of the same period, the Archimedes felt astonishingly quick. Windows snapped open, the pointer glided as if skating on glass, and graphics were sharp and colorful. Reviewers praised the responsiveness and the clever design of the OS. Players discovered the mouse could be more than a pointing device when they first wrestled with Zarch’s gravity and anti-grav thrust.
Over the next several years Acorn expanded the range. The A3000 arrived in 1989 in a compact wedge case that fit well on school desks. Later models such as the A3010, A3020, and A4000 catered to home and education, while the A540 and A5000 pushed the high end. In 1994 the Risc PC succeeded the original line, but the DNA remained recognizably Archimedes. While the platform never dominated home gaming markets like the Amiga did, it built a loyal base and delivered some genuinely pioneering titles.
If you want a crisp overview of the family and timeline, the Wikipedia entry for the Acorn Archimedes is a helpful companion.
Architecture: ARM inside before that was cool
The core of the Archimedes was the ARM2 running at 8 MHz in the initial models, later upgraded in some systems to the ARM3 at frequencies up to the mid 20s MHz, with a small but effective on-chip cache. Even the original chip could deliver several MIPS at a time when x86 machines needed far higher clocks to keep up. This raw efficiency defined the feel of the system.
Acorn paired the CPU with a set of custom support chips that gave the platform personality and capability. The MEMC managed memory and simple memory mapping, the IOC handled input and system timing, and the VIDC controlled video output and audio. This trio allowed the ARM to focus on number crunching while the chipset moved data in and out. The clean memory architecture, simple page tables, and predictable access patterns made programming a joy for many developers who cut their teeth on the machine. BBC BASIC V even shipped with an inline ARM assembler, a combination that spawned countless fast and clever games and demos.
Standard memory in the early machines started at 512 KB or 1 MB, quickly moving to 2 MB and beyond. Higher-end models and upgrades pushed that further, and the MEMC chip variants expanded the ceiling. Storage began with 3.5 inch floppies and, on higher models, SCSI hard drives. Later machines added built-in IDE options. Expansion was handled by slots with a delightfully Acorn name: "podules." If you needed Ethernet, a hard disk controller, a genlock, or something more exotic, you went shopping for a podule.
Unlike some contemporaries, the Archimedes had no dedicated 2D blitter, which put pressure on the CPU for graphics heavy work. The flip side is that ARM punched hard enough to make up for it, especially in 3D. Developers leaned into filled polygons, height-mapped landscapes, and vector tricks. When you see Zarch or Stunt Racer 2000 in motion, what you are really watching is a young ARM flexing.
Graphics and sound capabilities
The VIDC video controller supported a flexible set of video modes with different resolutions and color depths. At the colorful end, games often used 256 colors drawn from a 4096-color palette, which was a big step up from the BBC Micro and competitive with the Amiga and VGA PCs of the day. At higher resolutions the number of on-screen colors decreased, which suited productivity apps and desktop work. Developers got good at squeezing visual style out of that palette, sometimes mixing dithering with clever palette changes to simulate more hues.
On the audio side, the Archimedes provided multi-channel 8-bit PCM sound mixed in hardware to stereo output. The number of channels and software-driven mixers varied with game engines and libraries, but the characteristic was the same: samples and music sounded clean and crisp for the era, with enough channels to layer effects and background music without hopelessly crackling the output. You will hear plenty of sample-based tunes in Archimedes footage and demos, together with effects like sleek engine whines and cannon thumps that felt grown up compared with simple PSG bleeps.
A nice detail is how RISC OS integrated sound into the system with a straightforward API. This made it easy for developers to play samples or sequence music without rewriting the wheel. It also encouraged a cottage industry of music trackers and small studio tools for the platform. The result was a scene where even shareware titles often had surprisingly sophisticated soundtracks.
RISC OS and the developer experience
RISC OS deserves a nod not just as the desktop you saw while double-clicking game icons, but as a major factor in why the Archimedes was such a productive system for game programmers. It was fast, consistent, and approachable. The WIMP environment, with its windows, icons, menus, and pointer, ran smoothly on modest hardware. Multiple programs could cooperate under the desktop Task Manager, and filing systems were extensible.
From a coding perspective the star of the show was BBC BASIC V. Imagine a built-in language with a comfortable syntax and a turbo button disguised as an inline ARM assembler. You could prototype a game in BASIC, profile it, then move the performance critical parts into tight hand-crafted assembler right inside your source file. This workflow is nostalgic today but it was a superpower in 1988.
Serious studios and ambitious hobbyists also used C, often the Norcroft compiler, and later C++. Graphics and sound libraries flourished. During the early 1990s, ports of popular engines showed up with remarkable speed given the size of the market, thanks to a few dedicated publishers and developers that specialized in the platform. If you enjoy reading up on the operating system’s design and cultural impact, the article on RISC OS is a great rabbit hole. To zoom out to the bigger picture and lineage, the ARM architecture entry is essential reading.
Playing on an Archimedes
If you did not grow up with one, it helps to understand the flavor of Archimedes gaming. Titles often expected a mouse, and game design leaned into smooth pointer control. Zarch used a mouse-driven thrust vector that took practice. Flight sims like Chocks Away expected you to be precise. Many action games mapped movement to cursor keys and the mouse buttons for firing, which gave them a distinctive feel compared with joysticks on the Amiga or gamepads on consoles.
Joystick support existed, but it was not standardized early on. The A3010 added a built-in game port which helped, while earlier models needed third party interfaces. Developers often targeted the lowest common denominator, which was a mouse and a keyboard, and this shaped the platform’s game identity. That said, plenty of later releases and ports supported digital joysticks, and a few racers and pilots felt great when you finally found the right adapter.
A typical gaming session involved a 3.5 inch floppy, a quick copy to RAM to speed things up, and the optional installation to a hard drive if you had one. Copy protection ranged from simple manual look-ups to disk-based checks. UK magazines occasionally shipped playable demos on cover floppies, and public domain libraries circulated shareware for a few coins and a stamped envelope. It was a very British scene, in the best way.
Essential and exclusive games
While the Archimedes library was not huge, it was memorable, and several titles became icons of the platform. Some started here and later spread to other systems; others were definitive RISC OS takes on well-known hits. Below is a curated tour that blends exclusives with high quality ports, emphasizing games that shaped the system’s reputation.
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Zarch (Lander): David Braben’s filled-polygon 3D action game was a revelation. Control a hovering craft over a deformable, height-mapped landscape, blasting infected terrain and enemy ships. The smooth frame rate, the flowing motion, and the mouse-driven control created a unique rhythm. Many players first saw Zarch as "Lander," a simplified demo bundled with early machines, then hunted down the full game. More context on the game itself is on Wikipedia’s Zarch page.
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ArcElite: The Archimedes version of Elite is often cited as one of the best interpretations of the classic space trading and combat sim. It kept the spirit of wireframes while adding solid performance, better AI, and quality-of-life improvements. The fast ARM CPU let the world feel bigger and more responsive, especially during busy combat sequences.
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Stunt Racer 2000: A physics-driven 3D racer where you launched off towering ramps and performed impossible loops. It was equal parts toy and simulation, a showpiece for the machine’s polygon muscle and a crowd pleaser at school computer clubs for years.
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Chocks Away: A World War I biplane sim that managed to be both accessible and deep. Two player dogfights were a rite of passage. Joystick support helped, but the mouse also worked surprisingly well with a little practice.
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Star Fighter 3000: Born on the Archimedes and later ported to other platforms, this free roaming 3D combat game mixed missions, exploration, and cinematic scale. Its ambition mirrored the trajectory of the hardware itself, graduating from a niche RISC platform to the mainstream. You can read about its cross-platform journey on the page for Star Fighter 3000.
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E-Type: A fast racer with a very British sense of style, riffing on the Jaguar E-Type and giving the Archimedes a recognizable racing mascot. It was a technical showpiece in its time and remains a fan favorite.
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Repton series: Although born on the BBC Micro, Repton’s puzzle gameplay found a comfortable home on the Archimedes with crisp graphics and polished versions. If you hung around British microcomputers, Repton was like an old friend who aged well.
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Lemmings and Lemmings 2: Ports that felt native thanks to strong mouse controls and tuned performance. They were a perfect fit for RISC OS’s point-and-click comfort.
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Prince of Persia, Cannon Fodder, Zool, Gods: These were representative of a wave of Amiga and PC hits that received honest, sometimes excellent, RISC OS conversions. Publishers like Superior Software and The 4th Dimension helped give the Archimedes owners a portfolio that spanned action, platformers, strategy, and simulations, even if not every big name arrived.
There were many more, of course. Small teams produced charming oddities, shareware puzzlers became playground legends, and flight sim fans were spoiled for choice. If you came to the platform today, you would probably start with Zarch, ArcElite, Chocks Away, and Stunt Racer 2000, then branch out into Star Fighter 3000 and a run of your favorite ports to compare the feel with your memories from Amiga or DOS.
Strengths, weaknesses, and how they shaped the library
The Archimedes thrived on 3D and on mouse-first design. That meant a disproportionate number of the platform’s stand-out games leaned toward simulations, free-flight action, and quasi-sandbox experiments that chewed on CPU cycles rather than hardware blitters. When viewed next to contemporaries, the platform sometimes struggled with the flashy 2D effects that the Amiga could throw around with sprites and copper trickery. You can see this trade-off in certain platformer ports that feel competent but not spectacular.
Another factor was the market size and location. The Archimedes sold well into UK education. Homes, however, were harder to crack because of price and the gravitational pull of the Amiga, the Atari ST, and consoles. That meant fewer AAA publishers committed to bespoke Archimedes development. The flipside is that small British studios could make a mark, and enthusiasts could release shareware that reached a dedicated audience. The distance from mainstream marketing also gave the platform a personality. It felt like a club rather than a mall.
The joystick situation created its own feedback loop. Without a universal, early joystick standard, developers designed for mouse and keyboard. Fans either adapted or bought interfaces. Later machines, like the A3010 with its game port, improved matters, but by then the pattern was set.
Community, magazines, and culture
The Archimedes scene had a cozy, collegial vibe. School labs were often seeded with A3000s and A3020s. That meant lots of people learned to program on the same machines they used to play. Public domain libraries, local user groups, and a handful of magazines curated disks of demos and utilities. The philosophy of RISC OS encouraged mixing and tinkering, so even non-programmers got used to dragging small modules around, recording sound snippets, or editing sprites with bundled tools.
There is a certain joy in remembering how shareware registration worked. You would fill a form, add a check, and mail it. A few weeks later a disk arrived with your personalized copy or a code scribbled on a compliments slip. The rhythm was slower but charming. The scene had patience for ideas and for the people behind them.
Hardware quirks and upgrades
Although it was a sleek machine on the surface, the Archimedes line invited poking around inside. Upgrading an ARM2-based system to an ARM3 was a common and transformative step. Memory expansions were plentiful. A SCSI or IDE hard drive opened up bigger games and faster loading. Swapping a monitor for a multisync model unlocked higher resolution modes in the desktop and made everything look crisper.
Networking came to the party in several ways. Acorn’s own Econet let schools and small offices link machines for file and printer sharing. Ethernet podules were common in later years. For multiplayers, that occasionally meant LAN dogfights and creative lab sessions that stretched the definition of "IT class" in fun ways.
Not all quirks are fun. If you are restoring a machine today, be aware of the real-time clock battery, typically a barrel-style NiCd on many models. They are notorious for leaking and eating traces. Replacing the battery and cleaning the board are almost rites of passage for new owners. Power supplies might need recapping after decades of service. Keyboards can yellow and lose springs. The good news is that the community has produced guides and parts to help.
Emulation and preservation
You can explore Archimedes gaming without owning a vintage unit. The emulation scene matured to the point where you can run many titles smoothly, try different models, and even test out RISC OS desktops in a window. Because RISC OS and the machines’ ROMs are their own world, the usual legal and technical caveats apply, but plenty of public domain software and homebrew has been preserved. It is also easier now to find disk images of commercial games you legally own. For background on the operating system’s state today, the RISC OS entry maintains links to active distributions and historical notes.
Preservation is more than bits. Enthusiasts have scanned manuals, photographed hardware, and interviewed developers who cut their teeth on the platform. That oral history protects the niche but important role the Archimedes played, especially in UK schools and in the early careers of developers who later moved to the PC, consoles, and mobile.
Impact and legacy
Strip away the charming specifics and the headline is simple. The Archimedes proved in public that ARM was ready for prime time. We often think of ARM as a phone chip family, but its roots are in Acorn’s home computers. The ARM2 and ARM3 that powered kids’ first 3D flights also lit the path for the low-power, high-efficiency computing that took over the world. The architectural lessons about doing more with less, minimizing wasted cycles, and trusting compilers and clean design have echoed across decades.
As a video game platform, the Archimedes influenced design in quieter ways. It pushed developers to embrace mouse control schemes, to experiment with real-time 3D at home, and to think about sandboxes and open-ended play. Zarch’s fluid physics and control were early hints of what fully 3D, high frame rate gameplay could feel like without a room full of hardware. Star Fighter 3000 showed how an ambitious project could scale across platforms. ArcElite stands as a testament to how extra CPU headroom can deepen an already beloved simulation.
The transition to the Acorn Risc PC extended the line’s life and kept RISC OS gaming alive into the mid and late 1990s. Meanwhile, the mainstream gaming world moved to DOS, Windows, and consoles. In that big picture, the Archimedes remained a niche. Yet when you trace the people behind studios, the skills they learned, and the design choices they carried forward, the influence is palpable.
Zooming out even further, it is sometimes said that the Archimedes won the longer game. It did not conquer the living room in 1990, but its processor lineage conquered the world inside our pockets. The arc from a 1987 British desktop to the phone in your hand is not marketing poetry. It is a straight line through ARM architecture, and the Archimedes is the dot where that line first hit everyday users.
Curiosities and anecdotes
A machine as distinctive as the Archimedes collected a fair share of fun details. These tidbits add flavor and make excellent conversation starters at retro meetups.
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The OS was called Arthur before it was RISC OS: Early machines shipped with Arthur, a name that felt very Acorn and very British. It gave way to RISC OS 2 and later RISC OS 3, which defined the platform’s mature desktop.
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"Podule" is peak Acorn vocabulary: Expansion cards were called podules, a portmanteau that still makes veterans grin. Ask three Acorn fans to pronounce it and you will probably hear three slightly different takes.
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Lander sold the dream: Many early Archimedes units shipped with a demo called Lander. It was a simplified version of Zarch that nevertheless blew minds. More than one owner bought the full game after failing to land for the fiftieth time.
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BBC BASIC was a teaching tool and a weapon: Students learned programming in BBC BASIC, then discovered they could accelerate their code by dropping into inline ARM assembly. That jump, from beginner-friendly to bare metal, is unusual by modern standards.
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Education first shaped game design: With so many machines in schools, games had to be classroom friendly. That meant strategy, simulations, and puzzle titles with genuine educational value rose naturally. Teachers were often quietly happy about that.
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Superior and The 4th Dimension carried the torch: These publishers were to the Archimedes what Psygnosis and Ocean were to the Amiga world, scaled down. Their catalogs capture the heart of the platform better than any single title.
I will add a personal memory. The first time I saw Zarch running was in a lab full of A3000s with green function keys. A couple of us traded the mouse, each trying to keep the craft hovering without slamming into the terrain. The combination of smooth motion and unforgiving physics was magnetic. It is the kind of moment that sticks, years later, even after playing games that are bigger, prettier, and more expensive.
Buying, restoring, and collecting today
If the Archimedes bug bites and you want real hardware, a little homework helps. Machines with RISC OS 3, such as the A3020 or A4000, are friendly choices. An A3010 is attractive for its built-in game port and approachable form factor. Higher-end units like the A540 and A5000 are desirable but pricier and more complex.
Before you power anything up, check the real-time clock battery. If it is a barrel-shaped NiCd and it has leaked, stop and clean the corrosion, then replace the battery with a modern solution. Power supplies often need new capacitors. Inspect the keyboard membrane and case plastics. Monitors are their own adventure. Multisync displays are ideal, but adapters and scalers are available if you want to use a modern screen.
Software wise, many commercial games exist as floppy disk images. Be mindful of copyright and provenance. Fortunately, a large body of public domain and shareware remains accessible, and modern flash-based storage adapters can make daily use practical. If you want to cheat a little, emulation lets you sample broadly before you commit to specific hardware.
As with any retro ecosystem, prices swing. What stays constant is the enthusiasm of the community and the satisfaction of hearing that distinctive startup bong as the RISC OS desktop appears. It is a small miracle every time.
How to place the Archimedes in gaming history
Once you untangle the threads, the Archimedes sits at an interesting crossroads. It was a proving ground for ARM and a platform where many UK developers learned their craft. It showcased early real-time 3D in the home with a confidence that few peers could match in 1987 through the early 1990s. Its mouse-first design shaped game feel in ways that foreshadowed PC gaming’s rise. It never commanded the blockbuster franchises of its era, yet it routinely surprised those who sat down in front of one.
If you evaluate it as a pure gaming machine, you might wish for a blitter, stronger joystick support out of the gate, and a bigger commercial library. If you judge it as an innovator and incubator, it earns top marks. The best way to appreciate it is to try the games that only really feel right on this platform. Load Zarch, fly in Chocks Away, run a few circuits in Stunt Racer 2000, and admire the smoothness of ArcElite. Those experiences are the Archimedes at its most itself.
Where to read and watch more
You will find lots of primary and secondary sources that deepen the story. A few starting points:
- A well-scoped overview in the Acorn Archimedes article.
- Operating system context and modern status in RISC OS.
- Broader context on the CPU lineage and why it mattered so much long term in ARM architecture.
- Specific game histories in Zarch and Star Fighter 3000.
- Background on key publishers in Superior Software and The 4th Dimension.
That mix of technical, historical, and game-focused material paints a satisfying picture. Pair it with a few videos of original hardware in motion and you get the full effect.
A last word
The Acorn Archimedes is a reminder that influence does not always track sales charts. It was a speedy RISC machine in a world that had not yet decided if RISC belonged on desktops. It had a friendly OS that turned computing into a drag-and-drop conversation. It nurtured a community that thought nothing of switching from coding to gaming to drawing within a single afternoon. And yes, it powered some wonderful games that pushed physics and 3D long before those buzzwords became marketing bullet points.
If you are a retro game fan who enjoys technology stories with a twist, the Archimedes is a gem. It rewards you with a sense of discovery, with elegant engineering, and with a different angle on a familiar era. It sits quietly in the background of modern computing as the ancestor of the ARM chips we now carry everywhere. That alone would make it noteworthy. The fact that it also let us skip homework to hover a craft over a neon landscape is the cherry on top.
Most played games
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2067 BCStory -Extras -Complete -
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AlerionStory -Extras -Complete -
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Bug Hunter in SpaceStory -Extras -Complete -
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BlowpipeStory -Extras -Complete -
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Fireball IIStory -Extras -Complete -
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Castle BlackheartStory -Extras -Complete -
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StarchStory -Extras -Complete -
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ProvocatorStory -Extras -Complete -
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PowerbandStory -Extras -Complete -
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Cyber Chess (1993)Story -Extras -Complete -
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Galactic DanStory -Extras -Complete -
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Chocks AwayStory -Extras -Complete -
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Apocalypse (1990)Story -Extras -Complete -
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3D Construction KitStory -Extras -Complete -
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HamstersStory -Extras -Complete -
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The DungeonStory -Extras -Complete -
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ArcEliteStory -Extras -Complete -
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The Magnetic Scrolls CollectionStory -Extras -Complete -
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Repton (1985)Story -Extras -Complete -
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Fire & Ice (1992)Story 0h 59mExtras -Complete -
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Conqueror (1989)Story -Extras -Complete -
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NebulusStory 1h 10mExtras -Complete -
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Star FighterStory -Extras -Complete -
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ZoolStory 2h 19mExtras 3h 50mComplete 0h 43m
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SWIVStory 1h 5mExtras -Complete -
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LoopzStory 0h 14mExtras -Complete -
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Pac-ManiaStory 0h 53mExtras -Complete 1h 14m
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Xenon 2 MegablastStory 1h 3mExtras -Complete 3h 13m
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Wolfenstein 3DStory 6h 17mExtras 10h 20mComplete 11h 25m
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Virus (1988)Story -Extras -Complete -
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Spy vs. Spy (1984)Story 0h 59mExtras 1h 4mComplete -
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Simon the SorcererStory 7h 3mExtras 8h 57mComplete 7h 5m
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SimCity (1989)Story 15h 29mExtras 18h 42mComplete 32h 49m
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Sensible SoccerStory 20h 36mExtras 15h 27mComplete 108h 32m
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Lotus Turbo Challenge 2Story 3h 34mExtras 19h 7mComplete -
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Impossible Mission (1984)Story 3h 13mExtras -Complete -
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Flashback (1992)Story 6h 10mExtras 6h 3mComplete 8h 11m
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Chuck RockStory 1h 38mExtras 3h 55mComplete 1h 46m
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Cannon Fodder (1993)Story 7h 54mExtras -Complete 31h 21m
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Battle ChessStory 1h 31mExtras 4h 57mComplete 19h 7m