Eye of the Beholder (1991): SSI’s Real-Time D&D Gamble
Eye of the Beholder ditched SSI’s turn-based Gold Box formula for real-time combat under Waterdeep — here’s how Westwood’s D&D debut still plays.
Eye of the Beholder ditched SSI’s turn-based Gold Box formula for real-time combat under Waterdeep — here’s how Westwood’s D&D debut still plays.
How Al Lowe’s 1987 comedy adventure became a 1991 VGA remake — plus the real story behind its famous age-verification trivia quiz.
How X-Wing’s real-time 3D polygon ships beat Wing Commander’s sprite tricks, and how its power-triangle combat holds up against TIE Fighter.
Not every “free” Apogee game really is. Ten DOS classics verified as complete, unrestricted freeware — plus four famous names we deliberately cut.
A $10,000 failure led Scott Miller to invent episodic shareware, sign id Software, and build Apogee into the model every free-to-play game copies.
How Watchmen artist Dave Gibbons helped design 1994’s Beneath a Steel Sky, and how it became a freeware classic preserved by ScummVM.
One programmer wrote Epic Pinball in assembly language in 10 months — then used its success to found the studio behind Unreal and Warframe.
Daggerfall’s procedurally generated world dwarfs Great Britain in size — how it was built, why it broke so often, and how to play it (free) in 2026.
How Sid Meier and Bruce Shelley turned Francis Tresham’s board game roots into the 1991 MicroProse classic — the real prototyping story.
How Éric Chahi built Another World alone in ~2 years using rotoscoped polygon animation instead of sprites — plus DOSBox setup and tips.
Before the chain-gun and one-liners, Duke Nukem was a 1991 Apogee shareware platformer. Development history, DOSBox setup, and the Duke Nukum name story.
How Midway’s bloody fighter, a 1993 Senate hearing, and Acclaim’s uncensored DOS port combined to create the ESRB rating system.