If you’re a fan of classic PC gaming and the era of shareware gems, then Clyde’s Adventure is one to dig up and revisit. Here’s a blog-post-style journey through its history, gameplay quirks, and place in the vintage Windows/PC scene.
Release & Developer Info
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Clyde’s Adventure was developed and published by Moonlite Software in 1992. Internet Archive+3Wikipedia+3MobyGames+3
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One noted release date is August 30, 1992. MobyGames+1
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Originally it was distributed under a shareware model for the first episode, with the second episode available by registration. Wikipedia+1
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The platform: it was made for DOS (IBM PC compatible) rather than Windows. MobyGames+1
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So if you’re running it today, you’d likely do so via an emulator (e.g., DOSBox).
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Over time, Moonlite Software made the full game available as freeware. Wikipedia+1
Gameplay & Unique Features
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The core concept: You play as Clyde, exploring castles, collecting gems, and finding the exit. Wikipedia+1
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Unlike many platformers of the time, Clyde’s Adventure does not focus on enemies to fight. Instead the challenge is navigating traps, teleporters, switches, bricks, falling hazards, and managing an energy meter. RGB Classic Games
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The energy meter is particularly interesting: Clyde loses energy when walking, jumping or falling from a height. If it runs out — game over. Play DOS Games .com+1
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There are two “episodes” (or chapters):
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Episode 1: Lost Treasure of Tahookaboo
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Episode 2: The Vanished King RGB Classic Games+1
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Each episode contains 16 castles, making 32 levels in total in the full (registered) game. MobyGames
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Graphically, it uses EGA (320×200 with 16 colours) with a bit of parallax scrolling (foreground, background, even “outside windows” glimpses) which was pretty notable for the time. RGB Classic Games+1
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The game also has plenty of “gotchas” — invisible blocks, teleports that lead to death, sealed passages, traps designed to confuse you. One reviewer described it as mischievous. The Obscuritory
Why It’s Worth a Retro Look
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It captures a specific era of game design where shareware platformers were flourishing: relatively small scope, quirky mechanics, experimental ideas.
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The absence of enemies and the focus on puzzle-platforming plus energy-management gives it a different flavour than more combat-focused platformers of the early 90s.
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Simple but colorful graphics, unusual level design, and a hidden layer of difficulty make it appealing for retro enthusiasts.
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Since it became freeware, it’s accessible for those who want to explore DOS-era games without hunting down out-of-print boxed copies.
Considerations & Caveats
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Because it uses DOS and older tech, you’ll want to run it via DOSBox or another emulator; it is not a native Windows game (despite being frequently grouped in vintage Windows/PC retrospectives).
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Some level designs may feel repetitive or frustrating by modern standards: many instant-death traps, hidden teleports, obscure solutions. As one site put it, “if you don’t like being nudged into retrying things a lot, it might wear on you”. My Abandonware+1
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The shareware episode (Episode 1) gives you a taste; unlocking the full game (Episode 2) historically required registration — but given the freeware status, you may find the complete version if your interest is piqued.
Legacy & Trivia
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A sequel, Clyde’s Revenge, was released in 1995. Wikipedia
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The game has been included in “abandonware” sites and retro archives, indicating its status as a cult favourite rather than a blockbuster hit. Internet Archive+1
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Reviewers highlight the “playful mocking” nature of the game (it seems aware it’s messing with you). Example: The Obscuritory wrote: “The game tries to warn you about upcoming funny business, but the castles are rife with unpleasant surprises.” The Obscuritory
Conclusion
For your vintage Windows/PC blog, Clyde’s Adventure is a gem (pun intended) in the landscape of early 90s PC platformers. While technically a DOS game, its spirit aligns with the Windows-era shareware mindset: quick to download, fun to explore, a bit rough around the edges, but full of character. If you like platform games where the “enemy” is the level design and your own patience rather than a barrage of monsters, it’s definitely worth a revisit.



