Want to try your hand at being a TV station producer and see if you have an instinct for audiences? Prime Time gives you the chance, but fair warning — it's nowhere near as simple as it looks from the couch.

This is a 1988 simulator where you're the head of television production. Your job is to assemble schedules, pick shows, plan broadcasts, and try to keep both viewers and finances in the black. You won't be playing in a graphical world — this is tables, numbers, and text menus. The game runs on DOS and ruthlessly crunches its own math without any fancy graphics window.
You play through simple menus and number entry. You pick from intricately named programs (news, dramas, reality — nobody's thought of that word yet), set broadcast times, advertising budgets, and wrestle with the competition. The game calculates everything — how much the ad agencies will pay, how much production costs you, where your ratings are headed. Playing is surprisingly gripping, if boredom doesn't kill you before you see the first results. Graphics are zero, sound too, but that's exactly where the charm lies — like Sudoku without an eraser.
Prime Time is one of those old simulators that commanded respect back in the eighties and nineties. It wasn't a game for fun like Doom or Prince of Persia — it was a game for learning. Logic and curiosity that forced you to experiment. Nobody makes things like that anymore — believe it. Modern simulators have web-design looks, polish, and gloss, but the original version was elegant minimalism.
Prime Time has aged fairly well. The core idea still holds — assembling schedules, pitting shows against each other, watching whether your picks draw an audience. Like Magic: The Gathering, except with TV programming instead of cards. Today, anyone who wants to feel how games used to be made — with patience, with math, and with faith that players would stick around — can play it.
If you're curious enough to see how simulators were built, you can play it in DOSBox or through emulators in your browser. You won't be glued for days, but those four or five evenings when tables of numbers are crawling through your brain might just be worth it. It's not a game for everyone — it's like reading a balance sheet proposal with a pencil in hand — but that's exactly what makes it unique.