The first thing you saw when you turned on the Packard Bell was a desktop full of shortcuts you didn't put there. Some were for programs nobody in your family would ever open. But one of them - one glowing little icon buried between Quicken and PrintShop - was a game. It came free with the computer. It was already installed. And it was about to consume every unsupervised hour you had for the next three years.
This was the deal in the mid-90s. You bought a computer and it came with software, the way a new car comes with floor mats. Except instead of floor mats, you got Myst. Or The Oregon Trail. Or a demo disc with thirty games on it, twenty-nine of which were unplayable after level one. That thirtieth one, though. That one got you.
The Bundled Games
Every PC manufacturer had their own bundle. Gateway. Compaq. Dell. HP. They'd throw in a handful of CD-ROMs the way a realtor leaves a bottle of wine on the kitchen counter. Welcome to your new machine. Here's something to do with it.
You might get SimCity 2000, which would teach you more about municipal zoning than twelve years of public school. You might get The Incredible Machine, a puzzle game where you built Rube Goldberg contraptions using pulleys, cats, and bowling balls. It was engineering school for eight-year-olds and it absolutely ruled.
- SkiFree (the yeti always won)
- Minesweeper (nobody understood the rules)
- Chip's Challenge
- Hover! (packed into the Windows 95 disc)
- Some version of Solitaire you played for 4,000 hours
- A demo of something actually good that expired after three levels
The thing about bundled games is that you didn't choose them. They chose you. And because of that, an entire generation of kids ended up playing the same weird handful of titles. That's why you can say "dysentery" to any American born between 1983 and 1995 and they'll immediately think of a covered wagon.
Edutainment, or How They Tricked Us
There was a whole genre built on a beautiful lie. The lie was: this is educational. The truth was: this is a video game and your parents don't know.
Math Blaster was a shooter. You were literally blasting aliens with math. Reader Rabbit turned phonics into a platformer. Where in the World Is Carmen Sandiego? made you memorize world capitals and you liked it because you were chasing a mysterious woman in a red trenchcoat across the globe. You felt like an Interpol agent. You were nine.
The genius of edutainment was that it exploited the one loophole in parental screen time restrictions. "Can I play on the computer?" was a negotiation. "Can I play my learning game?" was an automatic yes. Parents heard the word "educational" and their defenses crumbled. They'd walk past the living room and feel good about your screen time. Meanwhile you were learning nothing about geography and everything about how to game a multiple-choice quiz.
"Can I play on the computer?" was a negotiation. "Can I play my learning game?" was an automatic yes.
The Humongous Entertainment Universe
Humongous Entertainment deserves its own section because those games were genuinely, unreasonably good. Ron Gilbert - the guy who made Monkey Island - co-founded this company to make point-and-click adventure games for little kids. Putt-Putt was a talking purple car. Freddi Fish was a mystery-solving fish. Pajama Sam was a small child who went into his closet to fight Darkness and somehow ended up in a fully realized adventure game with inventory puzzles and branching dialogue.
These were real games. They had logic puzzles, Easter eggs on every screen, and voice acting better than it had any right to be. Pajama Sam: No Need to Hide When It's Dark Outside had more narrative ambition than half the "adult" games at CompUSA, and it was made for five-year-olds.
If you had a younger sibling, you watched them play these. And then you played them yourself when nobody was looking. Don't pretend you didn't.
The Big Box Era
Speaking of CompUSA. Let's talk about buying PC games in a physical store, because it was a completely different experience from buying console games.
Console games came in neat little cases. Uniform. PC games came in boxes the size of a textbook. Huge, beautiful, ridiculous boxes. You'd walk into CompUSA or the software aisle at Best Buy and there was an entire wall of these things, each one with painted cover art and system requirements on the side in microscopic font. Pentium 133 MHz. 16 MB RAM. 4x CD-ROM drive. You had to do math before you could buy a game.
- Minimum processor speed
- RAM requirements
- CD-ROM drive speed (2x? 4x? 8x?)
- Hard disk space needed
- Whether it required Windows 95 or ran on 3.1
- DirectX version (you never knew what you had)
Age of Empires came in one of those boxes. So did RollerCoaster Tycoon, which was basically a drug. You'd start playing at 4 PM on a Saturday and suddenly it was midnight and you'd built a theme park where every coaster was designed to make the little digital people throw up. Games came with real manuals, too. Spiral-bound sometimes. SimCity 2000 had one the size of a novella. It explained water tables. You read it on the toilet.
Demo Discs and Cereal Box Surprises
If you couldn't afford a $40 game, there were demo discs. PC Gamer magazine came with a CD-ROM every month, and that disc was a treasure chest. Thirty game demos, some shareware, maybe a mod, and a video where the editors discussed upcoming releases like they were delivering the evening news.
You'd play the first level of Descent or MechWarrior 2 until you had it memorized, until the demo was more familiar than your own bedroom. Then next month's disc would come and you'd do it all over again.
And then there were the cereal box CD-ROMs. You'd buy a box of Chex and inside, rattling around with the cereal dust, was a full game. Chex Quest. A total conversion of Doom where instead of a space marine, you were a piece of Chex cereal fighting aliens with a "zorcher." It was Doom - reskinned for children, distributed inside breakfast cereal. The 90s were insane.
You'd buy a box of Chex and inside was a full game. A total conversion of Doom. Inside cereal. The 90s were insane.
General Mills and Kellogg's did it too. Little CD-ROMs with mini-games stuck to cereal boxes or tucked inside as prizes. For about three years, your breakfast was a game distribution platform.
PC Gaming Was Its Own World
Here's the thing people forget: PC gaming and console gaming were completely separate cultures. The kid with a PlayStation and the kid with a Pentium II were having entirely different childhoods. Console kids had Crash Bandicoot and GoldenEye. PC kids had Myst and StarCraft and a whole ecosystem of weird shareware and Sim-somethings that console kids had never heard of.
PC gaming felt more solitary, more cerebral, more yours. You sat alone at the family computer - with or without headphones, because those bundled speakers were right there - and you disappeared into something. Console gaming was the couch. PC gaming was the desk. Console gaming was social. PC gaming was a private ritual performed in the glow of a 15-inch CRT at 800x600 resolution.
Looking back, those CD-ROMs were fragile little worlds. They scratched easily, came in jewel cases that cracked if you looked at them wrong. You'd stack them on a spindle or shove them into a Case Logic binder alongside your dad's Steely Dan albums.
But each disc was self-contained. No internet connection. No patches. No subscriptions. You put the disc in the tray, closed it, heard the drive spin up - that whirring, seeking sound - and a splash screen appeared. Then you were somewhere else. If you heard that sound right now, you'd be ten years old again, sitting in a computer chair too big for you, waiting for something wonderful to load.