If it's EGA or VGA, the majority of 160x100 video mode games will NOT run. In fact, I'm only aware of two that do... Tunneler, and my own Paku Paku...
... and Tunneler on a EGA will display "Squished' as it sets the text slice to 3px out of 350, giving you a bar at the bottom of the screen. With the later versions of Paku Paku I reprogram the CRTC to output 200 lines like a normal CGA mode so it doesn't have that problem. I actually pulled the values from when the switches are set to a CGA monitor, and force feed them into the CRTC regardless of the switch position!
I believe Tunneler and my own are also the only ones to work on a VGA card -- in Tunneler it has the problem that every other row is 1px wider due to the 9 line character width as the default text mode on a VGA is in fact 720x400. (just as EGA text mode normally defaults to 720x350, not 640x350) In the more recent versions of PP I reprogram the text mode to 640x400 with 8 pixel wide fonts so it doesn't have that problem either. Side note, I'm still a huge fan of the 90x30 VGA text mode...
But older "classic era" CGA games that use said mode? EGA and newer they just don't work -- EVEN if you set the card to 200 line mode. The character height change needed to make it work is done differently on EGA than it is CGA.
So no Round 42, Moonbugs, Bandit, Kids on Keys, Bricks, or Exterminator for you.
I've played with the idea of creating a TSR that at regular intervals forces the display into the correct setting, but if the game uses timers properly that could go tits-up face-down... would probably work with Round42 though since it quite clearly doesn't have any timer throttling.
Maybe program the mode override into a keystroke? Poll the port the CGA code tries to set?
I might play with this again when I have a break to see if some sort of compatibility fix could be implemented. If nothing else, could just make a program that looks for the mode set in known games, appends the fix code to the end of the executable, and replaces the offending code with a call and a bunch of nops. (or call and a jump... or two jump...)
Would be nice to take those old games and make them EGA/VGA/Jr compatible. I do love me some moonbugs...
Did I say Junior? Yeah, there's a problem there too. Blink on/off is set different. Found that out the hard way when writing Paku Paku... it's what prompted me to invest in buying a real Junior to test with since I mistakenly thought my Tandy 1000's (Yes, Plural) were "close enough" ... If "blink" stays on, every other pixel column will flash instead of show intensity.