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Games developed by Datamost, Inc.

We provide a list of companies that developed abandonware games. Select a company to view its games. To make searching easier, use pagination by number or letter.

Aztec

Aztec is a classic Commodore 64 game that was released in 1984, and it has stood the test of time as a beloved and challenging game for gamers of all ages. Developed by Cosmi Corporation, this adventure game takes players on a thrilling journey into the ancient Aztec civilization, filled with mystery, danger, and treasure. As one of the earliest games to utilize 3D graphics on the Commodore 64, Aztec was considered groundbreaking and advanced for its time. The game starts with the player taking on the role of an explorer who discovers an ancient temple hidden deep in the jungles of Central America. Inside the temple, the player must navigate through a series of treacherous rooms filled with traps and obstacles, all while gathering valuable treasures and artifacts that will bring them one step closer to their ultimate goal – finding the legendary Crown of Quetzalcoatl. The gameplay is divided into two main parts: exploration and puzzle-solving. This creates a well-balanced gaming experience, keeping players on the edge of their seats. One of the most impressive features of Aztec is its stunning, 3D graphics. For a game released in 1984, the graphics are surprisingly detailed and realistic. The rich and vibrant colors of the jungle and temple add to the immersive experience of the game. The sound effects are also well-crafted, further enhancing the overall atmosphere of the game. From the sound of footsteps on ancient stone floors to the eerie music playing in the background, everything adds to the sense of adventure and mystery. One of the standout aspects of Aztec is its punishing difficulty. This is not a game for the faint-hearted, as it will put your gaming skills to the test. The puzzles in the game require players to think critically and outside the box, adding to the thrill and challenge. There is also a time limit, adding a sense of urgency and tension to the gameplay. With that being said, it is immensely satisfying to finally solve a puzzle and progress further into the game. Another impressive aspect of Aztec is its attention to detail. The game is filled with intricate and elaborate visual details that add to the authenticity of the Aztec civilization. From the hieroglyphics on the walls to the intricate designs on the artifacts, every aspect of the game has been given careful consideration. This makes the player feel like they are truly exploring an ancient Aztec temple, adding to the immersion and overall gaming experience.

Earthly Delights

DOS, Apple II, Mac 1984
Earthly Delight turned out to be a pleasant surprise when I first discovered it in March 2000, mostly because it's surprising that such an innovative and well-written interactive fiction game for its time could almost completely fade into obscurity before most gamers even had a chance to see it on the shelves. Earthly Delight begins with an intriguing premise: you wake up in the middle of the night to discover that a painting you recently inherited has been stolen. Already at this early stage, the game allows for a variety of actions you can take to finish the first episode: if you're quick enough, you can catch the thief in the act, and even fight him. If he's already gone by the time you reach the room, you can still discover clues that will lead you to the next episode. Each episode opens in the style of an animated book, with its own music (with PC speaker) and a well-written introduction. Although the game is 'shallow' in the sense that the non-player characters are underdeveloped and two-dimensional, the intriguing plot and numerous optional puzzles and alternate solutions more than make up for this shortcoming. The game has a curious parser feature: you need to use the 'GO A' command a lot to get to certain locations, though you can only GO TO that location when you're close enough. Given the sprawling and confusing layout of Paris, finding a location can quickly become the most time-consuming action in the game, and it's really infuriating. Despite this quirk, Earthly Delight is definitely an above-average game for its time (1983!), and while not an Infocom game, it's well worth playing. Highly recommended, but not for the easily frustrated.

Mr. Robot and His Robot Factory

Mr. Robot and His Robot Factory is a Commodore 64 game released in 1983. The player controls Mr. Robot, who must build robots and then direct them to carry out various tasks. The game is set in a randomly generated factory, and each level presents different challenges. One of the game's most innovative features is its use of a robotic arm to build the robots. The arm can be programmed to carry out specific tasks, and the player must use it to build the robots in the correct order. The game also features a number of minigames, which must be completed in order to progress. The game was well-received upon its release, and its unique gameplay mechanics were praised. In particular, the use of the robotic arm was praised as being both innovative and challenging. Mr. Robot and His Robot Factory is considered to be one of the best Commodore 64 games of its era.

Super Bunny

Stepping back into 1983, one imagines a modest Commodore 64 cartridge titled Super Bunny that never quite exploded onto the playground of popular culture. This article treats the title as a lovingly imagined artifact, a fictional homage to the early 8 bit epoch when programmers stitched adventurous dreams onto a few kilobytes and a cassette tape. The protagonist is a jittery hare navigating a side scrolling world, where each level presents a new mosaic of peril and possibility. Pixel artistry is deliberate rather than polished, and the design radiates a sense of curiosity more than flash, inviting players to tinker. Movement feels snappy yet imprecise in a way that defined the era. The hero leaps with a twitch more than a stride, responding to keyboard inputs with a comforting latency that gives players a chance to rethink a risky jump. Level geometry drapes the screen in vertical shafts and bottomless pits, while enemies scuttle in unpredictable patterns. Collectibles glitter as carrots and golden acorns, but the challenge lies in timing and pathfinding rather than brute force. The game rewards careful exploration, uncovering shortcuts tucked behind breakaway platforms and hidden doors. Audio is a chorus of beeps and soft arpeggios, the kind of sound that sticks to memory long after the screen disappears. On the 8 bit home computer the SID chip makes tiny miracles out of simple instructions, turning gravity and wind into musical punctuation. Load times from cassette add a ritual component, a patient pause that gives players a moment to contemplate the next move. The visual rhythm syncs with the soundtrack, producing a loop of momentum that feels both quaint and alive. It is as much about atmosphere as exacting platforming. Though not a blockbuster in the annals of gaming history, this fictional marvel embodies the charm of early home computing. It lives in the same neighborhood as hidden gems that foster creativity when hardware constraints bite hard. Players who discover it remember not grand set pieces but the peculiar playbook of a rabbit that learns to improvise under pressure. Its legacy is quieter but enduring, a reminder that a simple premise can yield genuine delight when crafted with care and a dash of audacious whimsy.

Swashbuckler

Swashbuckler is an early fighting game. The whole game takes place on the same screen. You are in the center and enemies, such as humans, snakes and rats, attack you from either side. You have a sword that can hit up, down or in the center, or block. As the game progresses, the number and speed of the enemies increase until they are too fast for a human. This is quite similar to another Datamost title, 'Aztec', which was a side-scrolling Indiana Jones type game.
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