Jones in the Fast Lane
Last updated: January 9, 2026
Overview
Jones in the Fast Lane is a life simulation game developed by Sierra On-Line and released in 19901. The game represents a unique departure from Sierra’s typical adventure game formula, combining elements of board games with life simulation in what designer Bill Davis described as “the game you’ll bring out when friends drop by, or when the family just can’t take one more evening of Trivial Pursuit”2. Built using Sierra’s SCI (Sierra Creative Interpreter) engine3, the game presents players with a satirical take on the pursuit of the American Dream4.
The game is structured as a turn-based strategy simulation where players compete to achieve various life goals including money, happiness, education, and career advancement5. As one contemporary review noted, “Jones in the Fast Lane is a simulation of a person’s life, presented as a turn-based strategy game”6. The gameplay unfolds on a board game-like interface representing a city, where players navigate between different locations to work, study, shop, and live their virtual lives7.
Game Info
Story Summary
The game opens with the narrative framing: “My name is Jones, and I’d like you to meet my beautiful family. We may not be rich or famous, but at least we’re honest and hardworking”10. Players begin as “a no name lowlife with no education in the 80s” and must work to “get a job, get a haircut, education and make some money”11. The game’s premise centers around competing against the computer-controlled Jones character or other human players to achieve success in various aspects of life12.
Rather than focusing on fantastical settings, Jones in the Fast Lane “roots its gameplay in the realities of everyday life, albeit with a satirical twist”13. The game includes humorous scenarios and random weekend events, such as the memorable text: “You went to Las Vegas in a 200,000 Greyhound bus”14.
Gameplay
Interface and Controls
The game can be controlled using both mouse and keyboard, with players clicking on locations and objects to interact and using on-screen prompts to make decisions that shape their character’s life13. The interface resembles a traditional board game, with the board representing the city where players live7. Time serves as the primary resource, with exactly 168 hours available per weekly turn4.
Structure and Progression
Each turn represents a week of the player’s life, and players must allocate their limited time between various activities1. The game involves enrolling in school, paying rent, and buying necessities15. Players typically start by “flipping burgers at the local fast food store, earning around $4 an hour” before advancing to better employment opportunities16. As Warren Schwader, the lead programmer, noted: “Generally, you just need to stick with the basics: eat every week, go to school, then work and watch that economy”17.
Puzzles and Mechanics
Victory is achieved by being the most successful person first, with success measured not just by financial worth but by happiness factors as well1. The game includes references to other Sierra properties, such as the Monolith Burger fast food restaurant from Space Quest18. Weekend events provide humorous random occurrences that can dramatically affect a player’s progress14.
Reception
Contemporary Reviews
| Publication | Score | Notes |
|---|---|---|
| The One | 88% | Called it a “good example of how to implement the gameplay of a board game on a computer”19 |
| Power Play | 54% | Review by Anatol Locker19 |
| Joystick | 80% | Review by Duy Minh19 |
| Los Angeles Times | 4/5 stars | Described as “A humorous romp through modern life”20 |
Modern Assessment
Jones in the Fast Lane received significant recognition, winning Computer Gaming World’s “Adventure of the Year” award for 199021 and the Software Publishers Association’s “Best Adventure” award for the same year22. Modern ratings include 4.37/5 on MyAbandonware23, 8.6/10 on IMDb24, and 67% on MobyGames1. Steam reviews show a mixed to positive reception from the contemporary gaming community25.
Development
Origins
Jones in the Fast Lane was originally developed as a board game before being adapted into a video game26. The project represented Sierra’s exploration into new game genres beyond their traditional adventure games. The game was entirely developed using storyboards before any artwork or coding commenced, following a new methodology introduced by Bill Davis that was borrowed from the film industry22.
Production
The development team consisted of 37 people15, with Warren Schwader serving as the lead programmer17. The game used Sierra’s SCI1 (Sierra Creative Interpreter) engine27. Sierra recruited realistic-looking characters for the game, using rotoscoped animation techniques9. The voice cast included notable Sierra personnel such as Josh Mandel, Mark Crowe, and Ken Allen28.
The CD-ROM version, released in August 1991, featured full voice acting16. Ken Allen composed the musical score, with Tom Lewandowski also contributing to the soundtrack29. The game supported Roland MT-32 sound modules for enhanced audio quality30.
Technical Achievements
The game featured 256-color VGA graphics at 320x200 resolution9 and supported multiple graphics modes including EGA and VGA3. It required a minimum of 512 KB RAM for EGA mode and 640 KB for VGA mode31. The game had no copy protection and could only save one game at a time3. Technical specifications included support for various sound cards including Sound Blaster, Ad Lib, and Roland MT-329.
Legacy
Jones in the Fast Lane stands as “one of Sierra’s more unusual games, departing from their typical adventure game formula”26. The game’s influence can be seen in modern life simulation games, with its board game-strategy hybrid approach being particularly innovative for its time32. As one modern assessment noted, “Not only did it successfully incorporate strategic elements into a life simulation game, but it also managed to do so with an endearing sense of humor that still resonates with players today”13.
The game has been preserved through various digital distribution platforms and remains playable through DOSBox emulation33. Fan-made Flash remakes have also been created, demonstrating the game’s lasting appeal34.
Downloads
Purchase / Digital Stores
- Currently unavailable on major digital platforms
- GOG Dreamlist - Community wishlist
Download / Preservation
Series Continuity
- Previous: None
- Next: None (standalone title)
References
Footnotes
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MobyGames – - Basic game information and release details ↩ ↩2 ↩3 ↩4 ↩5 ↩6
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Wikipedia – - Designer quote about game’s intended audience ↩
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Grokipedia – - Game description as satirical take on American Dream ↩ ↩2
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Giant Bomb – - Gameplay mechanics and objectives ↩
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Internet Archive – - Game genre classification ↩
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Games Database – - Board game interface description ↩ ↩2
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MobyGames Credits – - Development team credits ↩
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PC Gaming Wiki – - Platform compatibility information ↩ ↩2 ↩3 ↩4
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Internet Archive Manual – - Game opening narrative ↩
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EOX Studios Bandcamp – - Game premise description ↩
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Best DOS Games – - Gameplay philosophy ↩ ↩2 ↩3
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Classic Reload – - Weekend event example ↩ ↩2
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MobyGames CD-ROM – - Starting career progression ↩ ↩2
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The Cutting Room Floor – - Easter egg references ↩
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AMR Archive – - The One magazine review ↩ ↩2 ↩3
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Los Angeles Times – - Contemporary newspaper review ↩
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The Digital Antiquarian – - Computer Gaming World award ↩
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The Digital Antiquarian – - Software Publishers Association award ↩ ↩2
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MyAbandonware – - User ratings ↩
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IMDb Search – - IMDb ratings ↩
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Steam Community – - Modern Steam reviews ↩
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Sierra Fandom – - Original board game development ↩ ↩2
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Space Quest Fandom – - SCI engine information ↩
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MobyGames Credits – - Voice cast information ↩
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MIDI Music Adventures – - MT-32 soundtrack information ↩
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MobyGames Specs – - Memory requirements ↩
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Play Classic Games – - Game design innovation ↩
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DOSBox Wiki – - Modern compatibility ↩
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AGD Interactive Forum – - Fan remake information ↩
