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When someone sat down at a computer in the mid-eighties to attempt simulating a military conflict in the Persian Gulf, they knew exactly what they were doing. Gulf Strike isn't a graphical comfort — it's a command center on screen, where you're the commander and also the one staring at lines of text and issuing orders.

It's a turn-based war strategy set in the Middle East region. You command units, move across the map, plan attacks and defend your positions. There's no exponential drama here, more like the administrative work of war — decision-making, logistics, moving pieces across the field. The graphics are minimalist, sound is practically non-existent. You play through menus and command inputs, which try to be intuitive, yet an eighties MS-DOS game doesn't have many options in that regard.
Gameplay is slow, deliberate, sometimes tedious — but if you're into tactics and decision-making without graphical effects, you'll find what you're looking for. The cycle is always the same: movement, attack, defense, end turn. The computer does the same. You miss the dynamism, you miss the plot that would pull you forward. On the contrary — you have space to actually think through your moves, rather than being pushed into quick reflexes.
In the eighties it was fresh enough to keep people entertained — military strategy on a home computer wasn't a given. Today Gulf Strike looks like gray office work that you'd play once because it was available and your game guide was a paper manual next to the screen.

If you're interested in the genesis of computer strategy and don't mind an archival look, you can fire it up in an emulator today and perceive it as a period artifact. It won't entertain you, but you'll understand it — and sometimes that's enough.