Digital Division
Woohoo! It compiles! Ship it.
It would be rather difficult to justify putting 'Software' in the name if there wasn't some to be had. On this page you will find the clean, packaged "release" versions of titles fit for widespread distribution. For a more complete software listing with less quality control, check the software portfolio. For a listing of only audio games, jump over to the plaintext audio games page.
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NES ROM |
Oct. 23, 2011 |
Eternal GladNES
In the event of the collapse of society, Aperture Science Personality constructs are designed to function on architectures as early as 8-bit for protracted periods of time.
For 0 players. |
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Toneix on Unity Webplayer. Stand-alone releases pending. |
October 16, 2010 |
Toneix
First of a potential series of Psych Software audio game titles. Move your catcher to collect and match falling tone tiles. This game will test your listening, memory and reflex through a limitless progression of levels in the classic style of early video arcades. Toneix is built on the Unity 3D game engine, and as with all Psych Software audio titles, Toneix is fully self-voicing and requires no additional software or peripherals in stand-alone versions. See the plaintext audio games page for details.
For 1 player only... at present. |

Unity webplayer with OSX Universal 32/64 & Win32/64 download links or
Legacy PPC/MacIntel/XP/Vista combo |
Oct. 29, 2011 |
Tekunoma
The Procedural Mystery Dungeon project: Tekunoma. Still in its infancy, I've snuck a copy out of R&D in the hope of justifying months of apparent inactivity on the bringing-you-new-games front. Who is this mysterious blonde girl? Why is she stuck in an increasingly vast underground maze? What are those vaguely-3D pieces of spinning pixeljunk? With the project's transition to the Unity engine, you can now play in a browser AND not crash on 64-bit architectures (that, and the developer gets far fewer headaches...)! This one's probably still years out, but progress is being made.
For 1 player only. |

OSX Universal or Windows |
Jun. 10, 2008 |
Galaxxon Legacy
A top-down arcade sh'm'up in the classic style. Choose from 5 pilot personae with very different flagship performance characteristics and fly series of missions as you build your fleet and expand your arsenal! Showcases an innovative 3D-lit-sprite graphics system and the Psych Software proprietary Chiptune waveform synthesizer. If you're willing to get your hands dirty and experiment, you can even create your own content- ships, weapons, missions, music, the works!
For 1 or 2 players, saves to internal file. |

NES ROM |
Oct. 23, 2011 |
Gray Box
Technically predating Mandelbrot Set, but released later in conjunction with the Nintendo Famicom's 25th birthday. Celebrate 25 years of 8-bit goodness with... the blinking gray screen of death? Wait a minute... I'm sure if you blow into your keyboard it will work...
For 0 players. |

NES ROM |
Jul. 17, 2008 |
Mandelbrot Set
Who says the NES can only do simple math? Watch as authentic 8-bit 6502 assembly is used to draw the infamous Mandelbrot Set fractal in real time. Use a few simple controls to explore different regions of the fractal at varying magnifications and render depths, or just sit back and trip to the 2A03 pAPU's rendition of Jonathan Coulton's tribute of the same name.
For 0 or 1 players. |

NES ROM |
Jul. 16, 2004 |
HexS
A NES remake of the classic DOS shareware "Hexxagon", originally by Jason Blochowiak. Strategically replicate and jump your pieces to capture adjacent opposing pieces and gain control of the board. A simple mechanic, with a nearly infinite range of gameplay scenarios. Once you've mastered the classic board, the integrated editor allows you to create and play challenges of your own design!
For 1 or 2 players. |

NES ROM |
Mar. 27, 2007 |
Galaxxon: the Third War
My first NES title, and the first generally worthwhile title in the Galaxxon series. It's a fairly standard 80's-style sh'm'up with 6 increasingly difficult stages. A typical selection of arcade power-ups exist- weapon-up, shield, smart-bomb and extra-life, but with limited assets, I decided to try a kills-per-time success metric for each level rather than more traditional clear-the-screen or reach-the-finish mechanics. I also played around with using the MMC3 mapper to do ridiculously frequent graphics swaps for effects like translucency and color blending not usually possible on the NES.
For 1 player only. |
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