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    Home»Gaming»5 Retro Video Games (You’ve Probably Never Played)
    Gaming

    5 Retro Video Games (You’ve Probably Never Played)

    Loryn StoneBy Loryn StoneOctober 4, 201811 Mins Read
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    Video games are cool.

    One of my earliest memories was when I got an NES back in 1988. My sister and I loved that thing. Together, we annihilated the original Super Mario Bros./Duck Hunt cartridge. We power-blasted Mario 2 and Mario 3. We tag teamed Bubble Bobble with a vengeance. And come 1992 when I got the Super Nintendo for my seventh birthday…forget it. I never left my house again.

    But from 1994-1997 my family moved to Israel and toys stores touting the hottest games were no longer in sight. I was away from all the exciting Nintendo and Sega commercials, showing me how to be my most radical self. Because out there, no one played Nintendo.

    Or Super Nintendo.

    Or consoles of…any kind. Except that one rich family in the neighborhood with the Genesis and no games.

    Not to say kids in Israel in the mid-90s didn’t game. They just did a lot of that…going outside…on your bike…unsupervised…and like…socializing. But the games that existed were primarily PC games. And loads and loads of multipack 3.5-inch floppy discs. The hard plastic ones. Not the floppy-floppies. Between hordes of random discs loaded with demos and some unique methods of gameplay that didn’t involve consoles or computers, my American sensibilities were delightfully overloaded.

    1200px-Floppy_disk_2009_G1.jpg
    It’s bliiiiiiss

    But when I came back from Heeb-land and tried to discuss my newly occurred gaming experiences, no one except for my sisters had any idea what I was talking about, like when I started gushing over…

     

    5) Simon the Sorcerer

    Simon the Sorcerer was a Point-and-Click style adventure game made by Adventure Soft in 1993. And oh, by all the gracious fucks in hell, was I in love with this game. Let me preface this story with a quick anecdote. So, my Dad is the kind of guy who just…comes home with things. Your Dad might be like that too, or maybe it’s just a foreign Dad thing. But for real, anything from a random dog, to rabbits…bikes and tractors from who knows where. He just procured things. And when my Dad came home from work and just dropped a stack of 3.5 inch floppies on the computer desk, you didn’t question him.

    Dad: “I got you games.”

    Me: “Cool! What are they?”

    Dad: “Computer.”

    Me: “But what *kind* of games?”

    Dad: ::walks away::

    I stuffed this cartridge into our 1995 whatever-the-hell computer and booted up the DOS screen. Of all the games with random, irrelevant sounding titles there was one titled C://SORCERER. So, I booted it up. And what I got changed my life.

    Only except for English wording (or Spanish in the case of this particular YouTube video) the text was all in Hebrew…which I couldn’t read. So I had no idea that it said Simon H’Machchev which translates to Simon the Sorcerer. Therefore, I (for whatever reason my ten-year-old self decided to do) named him Kevin. His name was Kevin. And he was my boyfriend. And he was funny as hell. With a British accent. Ten years old or not, I knew that was sexy. Later in life, I found out that Simon was voiced by Chris Barrie, Arnold J. Rimmer of Red Dwarf fame, which is one of my favorite shows. And Rimmer is my favorite characters. Maybe it’s because that voice was embedded in my head right before puberty and my perversion really set in. Doesn’t matter. Because I loved that game.

    It’s a legitimately amazing fantasy game. A boy is sucked into a book. He finds a note from a wizard named Calypso that he needs to become a wizard and save the world from an evil wizard name Sordid. So, you collect a bunch of items, meet some crazy characters, use the objects in the right order. And bam- Wizard stat achieved.

     

    4) Hugo the Troll (and other European Phone Games)

    Hugo.jpg

    Hugo the Troll was one of those hugely popular franchises that was so painfully European that I couldn’t help but turn my snarky, sanctimonious, Japanese game loving American nose up at it. Everyone in my school in Israel had Hugo fever and just thought this damn game was the hot jam. So, I asked myself, while trying not to electrocute myself as I attempted to jam my squared off American NES power plug into some gnarly, rounded Israeli outlet. If I wanted to play this Hugo game that all of you are crapping pants over…how would that be accomplished.

    Well…by turning on your damn TV, apparently.

    Hugo_characters.png

    Every day, for 30 minutes on Arutz Ha’Yeledim (The Children’s Channel) you could watch some sucker trying to play this game over the phone. You didn’t actually see them pressing buttons, but more like you heard the show host talking to whatever called connected, then see the screen as the player tried not to die. Really, the footage looked exactly like this.

    Yup…it’s more or less the epitome of a European franchise. I don’t mean that in an insulting way. They flavor and sensibilities are just…different. But if the phone player got to the final screen in Hugo, you’d fight against a super sexy witch named Grizzelda…and I really liked Grizzelda. Because she had long, wavy black hair, bedroom eyes, and…

    Leave me alone, she was exciting.

    But Hugo wasn’t the only phone game bopping around the Israeli cable networks. Via satellite television, you could also get a German channel where kids called in to the TV station and play Super Mario World over the phone. Badly. As someone who had mastered (mastered!) Super Mario World with the 96* by 1995, watching this show of German kids playing over the phone consistently unable to pass even the second level in the first world, Yoshi’s Island, kind of crushed my insides. And by “kind of” I mean you know…completely.

     

    3) Twins in Trouble

    709439-twins-in-trouble-dos-screenshot-player-select-hebrew.png

    I swear, I’m one of like five people who have played this game. And no, I’m not bragging for “cool and obscure” points. It was kind of a shit heap. But to me in 1995, it was a fascinating junk heap, and I played it for hours. The premise, taken from Moby Games: twins Jennie and Tom were having a “pleasant frolic through the forest”, until they came across a strange, unknown path… and were ambushed by a pair of goblins. The two mischievous creatures won’t tolerate any twins in the forest other than themselves, so they hatch a wicked plan to separate the children.

    Here, the player takes control of one of the siblings (either Tom or Jennie) as the other is abducted by the goblins. It was a Point-and-Click geared for very, very young children (and I tell you, I was already beating Donkey Kong Country 2 with all the secrets) I played this game repetitively for one simple thing.

    It was dubbed with South African accents. And that wasn’t on accident. Back in the mid-90s, there was a huge population increase in Israel from English-speaking countries. A grip (yes, that’s a quantitative amount) of American, Canadian, and British citizens poured into the country for reasons I’ll never understand because I was a kid in the mid-90s and I’m still bitter that the whole thing happened. But included in that population burst were South Africans. Rich, white Jewish people living in Africa with these kick ass accents that sounded like a British/Australian hybrid to my ears. I couldn’t get enough! Sadly, once my family and I came back from Israel, no one understood my joy. And no one had ever heard of this game.

    But at least my friends have eaten South African peri-peri hot sauce.

    Small victories.

     

    2) Vera the Israeli Chocolate Bar Cow (The Game!)

    Chocolate-list-header.jpg

    It’s funny how nostalgia works. Especially when it’s not America or another Western area. Because here, I can think of a commercial I think I saw when I was like, two and my brain was just starting to make memories, and some jerk on YouTube made a video compilation. Like, I can think of the Heinz Ketchup and Onions commercial that got caught on the VHS from when my parents taped It’s Your Homecoming, Charlie Brown and if I look hard enough on that damn internet, I can find it.

    But in a country like Israel, early media is just gone. And that’s exactly what happened to these amazing Vera the Cow games. There were four of them total, if I recall correctly, and these 3.5 floppy discs were packaged along with a chocolate bar. Vera was the mascot. She walked to the right, 2D platform style. She moo’d and jumped and collected her own brand of chocolate bar, floating in the air. It was the closest thing I came to playing a Mario-style game out there in Israel, and they were a lot of fun!

    Until the discs inexplicably corrupted and the games just gave up a few minutes in. What was that? I feel like somewhere in the stack of weird games my Dad brought home, there were a bunch of them that just gave up in the same way.

    But if anyone else ever played those strange, random Israeli chocolate bar games, you’re not alone. I remember them, too.

     

    1) Bootleg South African Famicon Systems

    IMG_3677.JPG

    With all the cheats unlocked.

    The first South African friend I ever made in Israel was this girl name Jade. She had two older brothers, one in Jr. High, and the other in High School. I liked playing Barbies with her because making up stories for them was my jam. One day while we were over at her flat, her brother was sitting on the floor (face in front of the TV) and he was playing Super Mario Bros. 3! I screamed internally- it was my game! The one I wasn’t able to play anymore because I couldn’t plug my consoles into those damn H-type circle plugs! But the writing on the screen, something was different. It was raw Japanese!

    Complete with a murder-face gun!

    I awkwardly peeked around the teenage boy I was insanely intimidated by (remember, I come from a family of five girls. I didn’t know how to boy) and took a good, long stare at the console he was playing.

    You never forget the moment you see your first bootleg system. With your first bootleg multi-cart.

    It’s like understanding that you can open a door and you come out of the floor in a different room. That sometimes, up and down are arbitrary. That beautiful for you is the bane of someone’s existence, and exclaimed “Oh my god, there’s avocado in it!” doesn’t have the same connotation to everybody.

    But that’s when you first start finding your place.

    “Do you play?” Jade’s brother asked.

    “Yeah I do,” I said, grabbing the controller. “Careful in the castle there- if you die, it flies away to the other side of the map.”

    “Oh, no worries,” Kevin said with controlled confidence. “I’ll enlist the anchor.”

    No one. Could ever get. The FREAKIN’ anchor.

    But this teenage boy on his bootleg Famicom system could. With a few button taps, he went to a secret menu that definitely wasn’t on my busted old American Nintendo. There I saw all the hammer suits. Tanukis. Leaf power ups.

    And that freakin’ anchor.

    It was a day where magic happened for me. I saw something new and exciting in a game that I’d played backwards and forward. On a strange, obscure system that I’d never seen before. I been to a place where the impossible happened! I’d wallhacked through a vortex into the great unseen where flowers smell like chocolates and dogs do your homework.

    And while all my friends back in the states were arguing over what was better, Mario 64 or Banjo Kazooie, I was in a foreign country. My video games were a beacon of hope. In these games, I escaped. In these stories, I imagined a better future.

    And you know what?

    I still play my Simon the Sorcerer CD-Rom to this day.

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    Loryn Stone
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    Loryn Stone has dedicated her life to the written Word of the Nerd. Her writing has also been published on other pop culture websites such as Cracked, LoadScreen, PopLurker, and Temple of Geek. Her debut young-adult novel "My Starlight" (a contemporary love letter to fandom, friendship, anime, cosplaying, love, and loss) is out now by Affinity Rainbow Publications. When she's not writing, Loryn's other interests include collecting robots (Megazords, specifically), playing bass, and blasting metal.

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    Most studios searching for a match-3 level design company are looking for five different things. Some need levels built from scratch, others require a live game rebalanced before churn compounds, and some demand a content pipeline that won't fall behind. These are different problems, and they map to multiple types of companies. The mistake most studios make is treating "match-3 level design" as a single service category and evaluating every company against the same criteria. A specialist who excels at diagnosing retention problems in live games is the wrong hire for a studio that needs 300 levels built in 2 months. A full-cycle agency that builds from concept to launch isn't the right call for a publisher who already has engineering and art in place and just needs the level design layer covered. This guide maps 7 companies for match-3 level design services to the specific problem each one is built to solve. Find your problem first. The right company follows from there. What Match-3 Level Design Services Cover The term "level design" gets used loosely in this market, and this causes bad hires. A studio that excels at building levels from scratch operates dissimilarly from one that diagnoses why a live game's difficulty curve is losing players (even if both describe their service the same way on a website). Match-3 level design breaks into four distinct services, each requiring different expertise, different tooling, and a different type of partner. Level production — designing and building playable levels configured to a game's mechanics, obstacle set, and difficulty targets. This is what most studios mean when they say they need a level design partner, and it's the service with the widest range of quality in the market. Difficulty balancing and rebalancing — using win rates, attempt counts, and churn data to calibrate difficulty across hundreds of levels. Plus, this includes adjusting live content when the data shows a problem. Studios that only do level production typically don't offer this. Studios that do it well treat it as a standalone service. Live-ops level design covers the ongoing content pipeline a live match-3 game requires after launch (seasonal events, new level batches, limited-time challenges) sustained at volume and consistent in quality. This is a throughput and process problem as much as a design problem. Full-cycle development bundles level design inside a complete production engagement: mechanics, art, engineering, monetization, QA, and launch. Level design is one function among many. Depth varies by studio. Knowing which service you need before you evaluate a single company cuts the list in half and prevents the most common mistake in this market: hiring a full-cycle agency to solve a level design problem, or hiring a specialist to build a product from scratch. The List of Companies for Match-3 Level Design Services The companies below were selected based on verified credentials, named shipped titles where available, and the specific service each one is built to deliver. They are ranked by how well their capabilities match the service types outlined above. A specialist who does one thing exceptionally well sits above a generalist who does many things adequately. SolarSpark | Pure-play match-3 level design specialist SolarSpark is a remote-first studio built exclusively around casual puzzle game production. With 7+ years in the genre and 2,000+ levels shipped across live titles including Monopoly Match, Matchland, and KitchenMasters, it is the only company on this list that does nothing but match-3 level design. Level design services: Level production, difficulty curve planning, fail-rate balancing, obstacle and booster logic design, live-ops pipeline, competitor benchmarking, product audit and retention diagnostic. Verdict: The strongest pure specialist on this list. When level design is the specific constraint, SolarSpark is the right choice. What they do well: Every level is built around difficulty curves, fail/win balance, obstacle sequencing, and booster logic, measured against targets before delivery. Competitor benchmarking is available as a standalone service, mapping your game's difficulty curve and monetization structure against current top performers with specific, actionable output. Where they fit: Studios with a live or in-development game that need a dedicated level design pipeline, a retention diagnostic, or a one-off audit before soft launch. Honest caveat: SolarSpark does not handle art, engineering, or full-cycle development. Logic Simplified | Unity-first development with analytics and monetization built in Logic Simplified specializes in Unity-powered casual and puzzle games, with match-3 explicitly in their service portfolio. Operating for over a decade with clients across multiple countries, the studio positions itself around data-informed development: analytics, A/B testing, and monetization are integrated into the production process. Level design services: Level production, difficulty progression design, obstacle and blocker placement, booster and power-up integration, A/B tested level balancing, customer journey mapping applied to level flow. Verdict: A credible full-cycle option for studios that want analytics and monetization treated as design inputs from day one, not as post-launch additions. What they do well: Logic Simplified builds analytics and player behavior tracking into the design process. Their Unity expertise is deep, and their stated MVP timeline of approximately three months is competitive at their price point. India-based rates make full-cycle development accessible without requiring a Western agency budget. Where they fit: Studios building a first match-3 title that needs the full production chain handled by a single vendor, with analytics built in from the start. Honest caveat: No publicly named match-3 titles with verifiable App Store links appear in their portfolio. Ask for specific live game references and retention data during the first conversation before committing. Cubix | US-based full-cycle match-3 development with fixed-cost engagement Cubix is a California-based game development company with a dedicated match-3 service line covering level design, tile behavior, booster systems, obstacles, UI/UX, and full production on Unity and Unreal Engine. 30+ in-house animators can cover the full scope of puzzle game production. Level design services: Level production, combo and difficulty balancing, blocker and locked tile placement, move-limit challenge design, booster and power-up integration, scoring system design. 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Galaxy4Games | Data-driven match-3 development with published retention case studies Galaxy4Games is a game development studio with 15+ years of operating history, building mobile and cross-platform games across casual, RPG, and arcade genres. Match-3 is a named service line. What distinguishes them from most studios on this list is a level of public transparency about retention data. Their case studies document real D1 and D7 numbers from shipped titles. Level design services: Level production, difficulty curve development, booster and obstacle design, progression system design, LiveOps level content, A/B testing integration, analytics-based balancing. Verdict: The most transparent full-cycle option in terms of real retention data. For studios that want to see numbers before they hire, Galaxy4Games offers evidence most studios keep private. What they do well: Their Puzzle Fight case study documents D1 retention growing to 30% through iteration. Their modular system reduces development time and costs through reusable components, and their LiveOps infrastructure covers analytics, event management, and content updates as a planned post-launch function. Where they fit: Studios that need a data-informed full-cycle match-3 partner and want to evaluate a studio's methodology through published results. Honest caveat: Galaxy4Games covers a broad genre range (casual, RPG, arcade, educational, and Web3), which means match-3 is one of several service lines rather than a primary focus. Zatun | Award-winning level design and production studio with 18 years of operating history Zatun is an indie game studio and work-for-hire partner operating since 2007, with game level design listed as a dedicated named service alongside full-cycle development, art production, and co-development. With 250+ game titles and 300+ clients across AAA studios and indie teams, this agency has one of the longest track records. Level design services: Level production, difficulty progression design, level pacing and goal mapping, game design documentation, Unity level design, Unreal level design, level concept art. Verdict: A reliable, experienced production partner with a long track record and genuine level design depth. What they do well: Zatun's level design service covers difficulty progression, pacing maps, goal documentation, and execution in Unity and Unreal. Their 18 years of operation across 250+ titles gives them a reference library of what works across genres. Their work-for-hire model means they can step in at specific production stages without requiring ownership of the full project. Where they fit: Studios that need a specific level design or art production function covered without a full project handoff. This can be useful for teams mid-production that need additional capacity on a defined scope. Honest caveat: No publicly named match-3 titles appear in Zatun's portfolio, their verified work spans AAA and strategy genres; match-3 specific experience should be confirmed directly before engaging. Gamecrio | Full-cycle mobile match-3 development with AI-driven difficulty adaptation Gamecrio is a mobile game development studio with offices in India and the UK, covering match-3 development as an explicit service line alongside VR, arcade, casino, and web-based game development. Their stated differentiator within match-3 is AI-driven difficulty adaptation. Thus, levels adjust based on player skill. Level design services: Level production, AI-driven difficulty adaptation, booster and power-up design, progression system design, obstacle balancing, social and competitive feature integration, monetization-integrated level design. Verdict: An accessible full-cycle option with a technically interesting differentiator in AI-driven balancing. What they do well: Gamecrio builds monetization architecture into the level design process: IAP placement, rewarded ad integration, battle passes, and subscription models are considered alongside difficulty curves and obstacle sequencing. The AI-driven difficulty adaptation is a genuine technical capability that more established studios in this market have been slower to implement. Where they fit: Early-stage studios that need a full-cycle match-3 build with monetization designed in from the first level. Honest caveat: No publicly named shipped match-3 titles are listed on their site — request live App Store links and verifiable retention data before committing to any engagement. Juego Studios | Full-cycle and co-development partner with puzzle genre credentials and flexible engagement entry points Founded in 2013, Juego Studios is a global full-cycle game development and co-development partner with offices in India, USA, UK, and KSA. 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