Message here

Return to the Shadowlands


Commander Keen: Return to the Shadowlands – A Fan-Made Tribute to the Galaxy’s Youngest Hero

If you grew up blasting through alien worlds on your DOS machine, the name Commander Keen likely brings back a flood of memories—smooth EGA graphics, pogo-stick platforming, and a kid genius saving the galaxy in his homemade Bean-with-Bacon Megarocket. Today, we’re looking at a fan-made continuation of that legacy: Commander Keen: Return to the Shadowlands.


Released in 2020, Return to the Shadowlands is a full-length fan game created by the Keen community using the Commander Keen: Galaxy engine (specifically based on Keen 4: Secret of the Oracle). The project was developed by Levellass and Gridlock, two long-time members of the Commander Keen modding scene, and stands as one of the most polished and ambitious Keen mods ever made.

Back to the Shadowlands

The game acts as a direct sequel to Keen 4, bringing Commander Keen—also known as Billy Blaze—back to the familiar jungles, temples, and caves of the Shadowlands. The story begins when Keen intercepts a mysterious signal from the planet Gnosticus IV, hinting that an ancient evil has reawakened beneath the surface. Armed with his Neural Stunner and trusty pogo stick, Keen must once again traverse treacherous landscapes and outwit clever enemies to uncover the truth.

Classic Gameplay, New Surprises

Fans of the original Apogee titles will feel right at home. The movement physics, colorful pixel art, and memorable sound effects are all intact. However, Return to the Shadowlands expands upon them with:

  1. New enemies and hazards, each with unique behaviors.

  2. Completely original levels, designed with modern precision while retaining that 90s charm.

  3. Fresh story elements and cutscenes that fit naturally into the Keen universe.

  4. Quality-of-life improvements, like smoother map transitions and enhanced tile art.

It’s clear that this project was made by fans who truly love the series and understand what made it special.

A Community Effort

What makes Return to the Shadowlands remarkable isn’t just its authenticity—it’s the passion of the Commander Keen community that’s kept the series alive for over three decades. Since id Software released the Keen source code, dedicated fans have been creating new adventures, tools, and engine mods. This release is the culmination of years of collaboration on KeenWiki, Public Commander Keen Forum, and other fan hubs.

Play It Today

Commander Keen: Return to the Shadowlands runs on modern systems through emulation or DOSBox, and it’s completely free to download.

For fans of vintage PC gaming, this is more than a mod—it’s a love letter to one of DOS’s most iconic heroes. So dust off your helmet, charge your Neural Stunner, and get ready to pogo back into the Shadowlands!

Sorcerian (DOS, 1990)






If you’re diving back into the annals of DOS-era gaming for your retro blog, then Sorcerian is one of those under-celebrated titles that deserves the spotlight. Here’s a deeper look at the game: its origins, mechanics, quirks, and why it still resonates with vintage-PC fans.


Background & Release

Sorcerian was originally developed by Nihon Falcom Corp., a Japanese studio famed for JRPGs and action­RPGs. The game first appeared in 1987 on Japanese computer platforms (PC-8801 and others). crpgaddict.blogspot.com+3Wikipedia+3Wikipedia+3
The version most of us in the West know came through a DOS port, published by Sierra On‑Line, Inc. in 1990 for MS-DOS in the U.S. MobyGames+2waltoriouswritesaboutgames.com+2
It’s worth noting that while the Japanese original had many scenario expansions, the Western DOS edition is comparatively more limited (though still interesting). waltoriouswritesaboutgames.com+1


What makes it stand out

Here are some of the features that give Sorcerian its distinct flavour:

  • Party of adventurers + side-scrolling action: Unlike many CRPGs of the era which stuck to top-down or turn-based formats, Sorcerian places you in control of a party of up to four characters (out of a larger roster) who move in side-scroll fashion, with real-time action elements. MobyGames+1

  • Flexible character creation / development: At the outset you create characters of types like fighter, wizard, elf, dwarf. These characters have attributes (Strength, Intelligence, etc) and you engage in training, spell creation, weapon enchantment. MobyGames+1

  • Modular scenario format: The game isn’t strictly one long story; instead players pick from various “scenarios” (quests) to tackle. This gives replayability and variety. Wikipedia+1

  • Aging mechanic: One of the more unusual quirks: characters age as time passes — after each scenario a year might pass, which in turn affects their longevity. This is quite uncommon in the era. Wikipedia+1

  • Blending JRPG & console-style action: Though developed in Japan and with JRPG roots, the game has a strong hybrid feel — character stats, progression, spells meet side-scrolling movement, jumping, interacting. Reddit


Gameplay & mechanics – a brief walk-through

  • Starting out you create your adventuring party: up to ten characters may exist but you deploy up to four at a time. Wikipedia+1

  • You choose a scenario/quest. In town you visit inns, shops, train characters, enchant equipment, learn spells (there are many spells across different disciplines). MobyGames

  • When you leave town and enter hostile zones or dungeons, the game switches to a side-scroll viewpoint. Your party moves together; you control the front character actively, can swap lead character. Combat happens in real time: attack, defend, jump, use spells. Internet Archive+1

  • Dungeons have maze-like layouts, include puzzles (e.g., hidden switches), and you must manage characters and spells accordingly. MobyGames

  • Time passes: Each scenario may advance the clock, characters age. This can influence their lifespan. Also, you may spend time in training/enchanting, which also ages your characters. This requires strategic thought if you want to maximise your party’s viability. Wikipedia+1


Technical / DOS-era notes

  • The DOS version runs in the PC compatibles era (1990). Because it’s a Japanese import in concept, but localised/published by Sierra in the U.S., it has somewhat of a hybrid feel. waltoriouswritesaboutgames.com+1

  • Sound: As with many DOS games of the era, your experience will vary based on sound card (PC speaker vs AdLib vs SoundBlaster etc.). Some retro-gamers report that the DOS version runs nicely under DOSBox without extreme tweaking. waltoriouswritesaboutgames.com

  • Graphics: It uses 2D side-scrolling rather than high-end isometric or fully detailed sprites — by current standards it looks dated, but for its time it offered a unique blend of RPG elements and action movement. crpgaddict.blogspot.com


Legacy & why it matters

  • For the PC-gaming crowd of the early 1990s, particularly in the DOS era, Sorcerian is somewhat of a hidden gem: not as widely known as big console RPGs or blockbuster PC titles, but offering interesting mechanics (aging, scenario-based, party action).

  • It helped show that RPGs on the PC could adopt action-oriented mechanics and side-scrolling formats — blending console and PC sensibilities.

  • Its modular scenario design foreshadowed expansions and add-ons, something more common in later years.

  • For retro hobbyists, it’s a worthwhile play because it offers something different: you won’t be doing the exact same “wander around open world, level grind forever” that many RPGs of its time leaned heavily on.

  • It reminds us of a time when developers experimented with hybrids: action + stat progression, party management + freeform quests, aging mechanics (which very few games attempted).


For your blog – why readers might care

Since you’re writing for a retro DOS/Windows blog, you might highlight:

  • The cultural cross-pollination: Japanese developer Falcom meets Western publisher Sierra, bringing a JRPG-style game to DOS.

  • Unusual mechanics: Aging, scenario packs, party action in side-scroll, weapon enchantment + spells.

  • Challenge & vintage experience: Running it under DOSBox today gives a flavour of 1990-era PC gaming — appreciate the graphics limitations, sound hardware quirks, joystick/keyboard controls, etc.

  • Collector interest: For DOS game collectors, the 1990 Sierra U.S. release is an interesting piece — somewhat overlooked in the larger PC RPG space.

  • Context in RPG history: Place it between early PC RPGs and later console RPG explosion; show how it sits in the line of development of action-RPG hybrids.


Final thoughts

Sorcerian might not be the most famous RPG of its era, but it’s a unique one — a kind of bridge between Japanese RPG design and Western PC gaming, between action gameplay and traditional role-playing mechanics. For anyone interested in the evolution of DOS-era RPGs or just nostalgic for weird, experimental games from that time, it’s well worth revisiting.
If you like, I can look up screenshots, manual scans, or guide material (e.g., tips for DOSBox setup) and we can link them from your blog post.

Gauntlet (DOS, 1986)




Gauntlet (1986) – The Legendary Dungeon Crawler That Defined Cooperative Play

Few games from the 1980s carry the same legacy as Gauntlet, a top-down dungeon crawler originally developed by Atari Games and released in arcades in 1985. Its immense popularity quickly led to home computer ports, including versions for MS-DOS, Apple II, Commodore 64, and several others in 1986.

Enter the Dungeon

Gauntlet stood out for its groundbreaking four-player cooperative gameplay, letting friends choose between four iconic heroes:

                                                  Thor the Warrior – strong and resilient

Thyra the Valkyrie – balanced and durable
Merlin the Wizard – powerful with magic
Questor the Elf – fast and agile

The goal was simple but addicting—battle through endless mazes filled with ghosts, demons, and monsters, gather treasure, and survive as long as possible while your health constantly ticks down. Players had to fight, collect food, and find keys to advance deeper into the dungeon.

From Arcade to PC

When Gauntlet made its way to MS-DOS and other home systems in 1986, it became one of the first true multiplayer experiences on personal computers. Though the home versions couldn’t quite match the arcade’s simultaneous four-player chaos, they captured the same sense of frantic action and teamwork.

Technical and Historical Highlights

                                                         

Original Arcade Release: 1985

MS-DOS / Home Computer Ports: 1986
Developer: Atari Games
Publisher (PC): Mindscape
Genre: Action / Dungeon Crawler
Notable Feature: Early example of real-time cooperative multiplayer gameplay
Legacy: Inspired countless games, including Diablo, Dark Alliance, and Torchlight

A Lasting Influence

Gauntlet is often credited with pioneering the action RPG genre, combining fast-paced combat with exploration, loot, and teamwork. Its famous voice-overs — “Wizard needs food, badly!” — became part of gaming history and are still quoted today.

For vintage PC gamers, the MS-DOS version of Gauntlet remains a must-play experience — a reminder of when simple graphics and sound effects could still deliver endless hours of fun and chaos.

Luigi en Circusland (DOS, 1994)





Let’s dive into the quirky world of Luigi en Circusland, a rather obscure platform-action title from the DOS era. If you’re into retro gaming oddities or Spanish PC game history, this one is worth a look (for better or worse).


What is Luigi en Circusland?

  1. Luigi en Circusland is a DOS game released in 1994 (Spain) by Topo Soft — both as developer and publisher. My Abandonware+2LaunchBox Games Database+2

  2. It is the sequel to the earlier DOS game Luigi & Spaghetti (1992) by the same company. MobyGames+2LaunchBox Games Database+2

  3. Genre: 2D side-view platform/action game. The game involves guiding Luigi through “circus” themed levels, fighting off clowns and other circus-style enemies. LaunchBox Games Database+1

  4. According to sources, this is an “unofficial” outing for Luigi — i.e., not affiliated with Nintendo’s official Luigi from the Mario franchise. LaunchBox Games Database


Gameplay and Features

  1. The central premise: You control Luigi as he ventures into circus-land, going through various themed areas (under the big top, perhaps carnival rides, clown acts) and battling enemies — especially “evil clowns and other funny enemies”. Internet Archive+1

  2. Compared to its predecessor Luigi & Spaghetti, the gameplay is reportedly very similar, albeit with less novelty. For example, the earlier game had “Spaghetti” (a worm companion) assisting Luigi; in Circusland that companion is not present. LaunchBox Games Database+1

  3. One review mentions that while Luigi & Spaghetti was smooth, charming and had variety, Luigi en Circusland suffered from “less inspired” levels, more pixelation in graphics, and repetitive gameplay. My Abandonware+1

  4. The presentation: The box art (see above) shows a large menacing clown-like mouth opening, and Luigi jumping inside — giving a bit of the weird/quirky tone.

  5. Technical details: DOS game; side-view scrolling; standard for mid-90s Spanish PC platformers. My Abandonware+1


Publisher & Developer: Topo Soft

  1. Topo Soft was a Spanish game company active primarily in the 1980s and early 1990s. They developed and published games under their own banner. (Here they are both developer and publisher for Luigi en Circusland.)

  2. According to one database entry: this game was “the last Topo’s attempt to maintain itself on the market before completely disappearing from the gaming scene.” LaunchBox Games Database

  3. Meaning: Luigi en Circusland isn’t just a niche title but also part of the twilight of Topo Soft’s operations — so in that sense it holds a small historical “end of an era” significance for Spanish PC game development.


Interesting Bits & Retro Context

  1. Language / market: The game was released in Spain. As with many Spanish PC titles of that era, distribution was limited, and documentation/coverage outside Spain is sparse. My Abandonware

  2. Abandonware status: It is now listed on abandonware sites, which reflects its age and fairly obscure status. My Abandonware+1

  3. Community note: On the r/dosgaming forum someone notes that Luigi en Circusland can be tricky to get running and may include copy-protection issues (“…always gives me an error when I beat the first level, stating that the game must be reinstalled using the original CDs.”) reddit.com

  4. Legacy: Because the game is a sort of “unofficial Luigi” outing, it occupies a curious niche. It’s not part of the official Luigi (or Mario) canon, but uses the name and platforming hero image.

  5. For fans of retro PC gaming, especially Spanish-language titles, it’s a piece of gaming archaeology: what lesser-known developers were doing in the early 1990s as the PC platform was evolving rapidly.


Should You Play It?

If you’re asking whether Luigi en Circusland is a must-play classic, the answer is probably “only if you’re into retro, obscure, or niche games”. Some pros and cons:

Pros:

  A fun blast of vintage platforming with quirky circus aesthetic.

A window into Spanish PC game history and the lesser-told stories outside major console/US markets.
Nostalgia value, especially if you like chasing down oddities.
Cons:
According to reviews, graphics and level design are less strong than its predecessor. My Abandonware+1
Possibly less polish, more repetition—so might feel dated or rough by modern standards.
Running it may require DOS-emulation tweaks (e.g., DOSBox) and dealing with potential copy-protection quirks.

Final Thoughts

In a time when platformers were everywhere, Luigi en Circusland stands out for its oddball premise (Luigi, the circus theme, clowns) and its role as a late-entry from a Spanish developer trying to hang on in a rapidly changing PC game market. It may not be the most celebrated game of its era, but for collectors, emulator fans, or people curious about regional game development, it offers a slice of history and weird charm.

Conquest (DOS, 1983)




Conquest for DOS: A Forgotten Flight of Feathers and Fury

Released in the mid-1980s, Conquest for DOS is one of those overlooked arcade-style gems that perfectly captures the charm and challenge of early PC gaming. Developed and published by Windmill Software in 1983, Conquest was part of a wave of early IBM PC titles that brought arcade action to the home computer — no small feat for machines better known for spreadsheets and text adventures.

At first glance, Conquest may remind players of the classic arcade hit Joust from Williams Electronics, and for good reason. The gameplay follows a similar formula: players control a bird-mounted knight who must defeat enemies by colliding with them while maintaining a higher altitude. The simple premise hides a surprising amount of depth, thanks to precise controls, gravity-driven physics, and increasingly aggressive enemy AI.

The DOS version of Conquest pushed early PC hardware to its limits. Like other Windmill Software releases (Digger, Rollo and the Brush Brothers), it used clever programming tricks to produce smooth animation and responsive controls on CGA graphics hardware. The game’s vivid brown and green color palette — typical of CGA’s limited options — gave Conquest its unique visual identity. Despite the simple graphics, the game’s fluidity and addictive challenge made it stand out among its contemporaries.

Gameplay was straightforward but intense. You guided your bird through a series of platforms, eliminating enemy riders by timing your jumps and flaps. Each level ramped up the difficulty with faster opponents and trickier terrain, demanding sharp reflexes and spatial awareness. Once you cleared a wave of enemies, the next round began with even more perilous odds.

Conquest also deserves recognition for its contribution to the early PC arcade scene. Before sound cards and EGA graphics, it proved that fast, fun, and competitive gameplay could exist on DOS systems. The controls were simple, but mastery required patience — a hallmark of the best arcade experiences of the era.

While Conquest never reached the fame of Joust or Digger, it remains a fascinating piece of PC gaming history. For retro gaming fans, it’s a reminder of an era when developers had to outsmart hardware limitations to deliver arcade thrills on home computers.

If you’re a DOS enthusiast or a collector of early PC action titles, Conquest is well worth a revisit. Its feathered battles and fierce duels are as challenging today as they were four decades ago — a true test of skill from the golden age of DOS gaming.