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Games developed by Denton Designs

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.

Bounces

Bounces is a futuristic sports game. Two players (one of whom can be controlled by the computer), compete against each other to score points. Each match consists of two halves of 90 seconds each, one on each side of the screen. The winner is simply the player with the most points at the end. There are two ways to score points. The first is to catch the bouncing ball through the sand and throw it through the goal slots on the opponent's side of the screen. The farther away from the opponent's half of the screen the slot is, the more points it is worth, but the harder it is to get the ball in; especially since each player is attached to his side of the screen by a wire. The second way to score points is to knock the other player down, either with the characters' fists or with the ball. Being knocked down reduces stamina, as does moving too far away from the other player's side of the screen or colliding with the wall to which each player is attached. If either player runs out of stamina, they will not respond until they recover.

Dante's Inferno

Dante's Inferno, released in 1986 for the Commodore 64, is a notable entry in the genre of video games that sought to adapt classic literature into interactive experiences. Developed by the renowned software house, the game is inspired by the first part of Dante Alighieri’s epic poem, Divine Comedy. The narrative follows the journey of Dante through the nine circles of Hell, an odyssey filled with various moral dilemmas and vivid allegorical themes. Players navigate a richly crafted world that blends adventure and arcade elements. At the heart of Dante's Inferno lies its unique gameplay mechanics, which combine platforming, puzzle-solving, and combat against an array of grotesque creatures. Each of the nine circles presents distinct environmental challenges and enemies that embody the sins associated with that particular realm. Players must employ a mix of strategy and quick reflexes to overcome these obstacles, often having to manage their limited resources wisely while exploring the intricacies of the underworld. The game's presentation, marked by haunting visuals and a haunting score, immerses players in a dark and foreboding atmosphere that mirrors the themes of suffering and redemption. The graphics of Dante's Inferno were remarkable for their time, showcasing detailed sprites and elaborate backgrounds that brought the Hellish landscape to life. The art direction drew heavily from medieval iconography, prompting players to confront the moral implications of their choices as they guided Dante deeper into the abyss. Each level is infused with symbolism reflective of Dante's original descriptions, allowing players to appreciate the layers of meaning behind each encounter. This attention to detail contributes to a compelling narrative experience that transcends mere gameplay. Sound, an often-overlooked aspect of early gaming, plays a vital role in enhancing the overall ambiance of Dante's Inferno. The game features an evocative score, punctuated by eerie sound effects that accentuate the dread and despair of the descent into Hell. From the chilling echoes of lost souls to the thunderous clashes of battle, the auditory elements create a sense of urgency that drives players to explore further. This audio-visual synergy establishes a gripping atmosphere that lingers in the minds of players long after they’ve set down the joystick. Dante's Inferno stands as a testament to the creative possibilities of video games as a medium for storytelling. By weaving together gameplay mechanics, artistic visuals, and immersive soundscapes, it invited players to confront profound questions about morality and the human condition. Despite its age, the game resonates with those who seek not only entertainment but also a deeper engagement with the themes that define humanity. In a world where such explorations are often left untouched, Dante's Inferno continues to hold a significant place in the canon of video game history.

Double Take

A shooting game. You are a teacher who can fly. The game area is divided into different types of rooms. There are two parallel universes (the 'good' and 'bad' - or 'modern' and 'ancient', if you prefer - versions of the universe), and sometimes you are sent from one universe to the other. Part of the game is to collect objects from these mirror worlds that have been swapped, and return them to their rightful place, thus restoring balance. Also, you have to shoot a bunch of aliens before they shoot you, culminating in a fight against the final big alien monster.

Eco

Eco is an Amiga game released in 1988 that puts the player in the role of a nature reserve manager. It tasks the player with managing the reserve's resources and keeping a balance between the plants and animals within the reserve. The game is presented in a top-down perspective, with the player able to direct the reserve's staff and make decisions about which resources to use and how best to make use of them. The game starts with the player selecting a reserve to manage, with each reserve having different levels of resources and difficulty. The player must then make decisions about how to use the resources available, such as setting up new habitats, managing the reserve's population, and protecting the reserve from poachers. The player must also ensure that the reserve's resources are balanced, as an imbalance will cause the reserve to become unsustainable and collapse. Eco provides an educational experience, as the player must learn about the various species in the reserve and how they interact with each other. The game also involves complex decision making, as the player must weigh up the benefits and drawbacks of different strategies for managing the reserve. The player must also be aware of the ecological impact of their decisions, as an imbalance in the reserve or excessive exploitation of resources can lead to its collapse. Eco also has an interesting multiplayer mode, allowing multiple players to work together to manage the same reserve. This mode provides an additional challenge for experienced players, as the players must collaborate to maintain the balance of the reserve. Eco is an interesting and enjoyable game that provides an educational experience while also being challenging and fun. Its unique mechanics, educational content, and multiplayer mode make it a standout game in the Amiga library.

Enigma Force

After the events described in Shadowfire, General Zoff, the Republican dictator, has been captured, but he still had time to declare war on the Empire. As five members of Team Enigma - Zark, Sevrina, Syylk, Maul and yourself - escort Zoff to face the wrath of the Emperor, war breaks out across the galaxy. As you cross the Imperial border, Zoff focuses his awesome psionic powers on the Enigma ship's guidance system. Moments later, the ship lurches and burns through the atmosphere of a planet. You wake up, head throbbing, to discover that the Enigma ship has been wrecked and General Zoff has disappeared.... The gameplay is very similar to that of its predecessor Shadowfire. Take control of your four Enigma Force, each with different abilities, and lead them through a subway complex filled with enemy soldiers and lots of puzzles. Often you will have to combine the abilities of more than one crew member to solve a single puzzle. The user interface is completely icon-based. Only character movement and shooting are done directly with the joystick. The game is real-time and you often have to switch characters because enemy troops also move around the complex and attack.

Eye of Horus

Eye of Horus is a classic DOS game released in 1989. It has all the makings of an engaging and highly immersive gaming experience, from the action-packed side-scroller style of play to its whimsical Egyptian theme. Players take on the role of Horus, the ancient Egyptian god, and must navigate through progressively harder levels filled with mummies, enemies, and traps to ultimately save your beloved country of Egypt from destruction. As you make your way through the game, you must swing and jump your way across treacherous obstacles. The sound effects in conjunction with the stylish, yet challenging, graphics help draw the player in. The game also features traps to dodge, and enemies to battle in a unique and thrilling 8-bit format. One of the most distinguishing features of Eye of Horus is its skill-based learning structure. The controls of the game are fairly simple, which makes it user friendly to all types of players. For more advanced players, the game's difficulty gradually increases with each level, so you must constantly be mastering new strategies and adapting to the changing environment. The game mimics many of the iconic scenes found in traditional Ancient Egyptian mythology. This gives the game a unique feel that allows it to stand out against other DOS games of the era. Despite its low system requirements and simplistic design, Eye of Horus still offers the player a deep and entertaining gaming experience. For those looking for challenging action as well as a sory that breaks the mold, Eye of Horus hits all the right notes. The game utilizes some of the most emblematic elements of ancient Egyptian folklore, wrapped in the context of an exciting adventure. Without a doubt, this finely crafted DOS classic is worthy of popping into your PC today.

Flashpoint

Flashpoint is a classic ZX Spectrum game that was released in 1987. Developed by Codemasters, it is an arcade-style shooter that has the player take the role of a fighter jet pilot. The main objective of the game is to complete various missions such as bombing enemy targets, escorting friendly aircraft, and engaging in air-to-air combat. The game features an impressive 3D-style graphics system and a variety of challenging levels. The controls are simple and intuitive, making it easy to pick up and play. The visuals are quite detailed and colorful, and the sound effects are spot-on. The game also features a range of power-ups which can be used to help complete levels and provide an extra challenge. Flashpoint is a great game for fans of arcade-style shooters, as it offers plenty of action and intense gameplay. It's easy to learn, yet difficult to master, as the levels become increasingly more difficult as the game progresses. There are also a variety of different enemy types, each with their own unique tactics and weaknesses. Overall, Flashpoint is a great game for fans of classic shooters. It has great visuals, a good variety of levels, and plenty of intense action. It's easy to learn, yet difficult to master, and the variety of enemy types helps keep the game interesting. Flashpoint is a great game for fans of arcade-style shooters, and is definitely worth checking out.

Foxx Fights Back

1988, the year Foxx Fights Back was released on Commodore 64. Made by Denton Designs and published by Image Works, this action game is available for free on this page.

Frankie Goes to Hollywood

Frankie Goes to Hollywood is one of the most iconic video games released on the Commodore 64 platform in 1985. Developed by Ocean Software, the game was based on the band's hit single "Relax" and its accompanying album, Welcome to the Pleasuredome. The game was set in a futuristic world where the player had to battle against robots and other enemies in order to save the world from destruction. The game featured a wide range of levels, each with its own unique challenge. Players had to explore a variety of locations, search for items, and battle enemies in order to progress. One of the most significant elements of the game was its use of digitized graphics and sound. The visuals and audio were taken directly from the album and provided a great sense of atmosphere to the game. Frankie Goes to Hollywood was a critical and commercial success. It was praised for its innovative use of digitized graphics and sound, and many reviewers noted its replay value. The game was also praised for its level design and difficulty, which could be adjusted to suit the player's skills. The legacy of Frankie Goes to Hollywood lives on in the hearts of many gamers. To this day, the game is still remembered fondly as one of the classic Commodore 64 titles. Its combination of digitized graphics, sound, and level design have gone on to influence many other games. While the game may not have the same level of popularity as some other classic titles, it remains a beloved part of gaming history and is still enjoyed by fans of the platform.

Infodroid

Infodroid is set on a planet that deals exclusively with administration and focuses on the delivery of information and packages. The player is in charge of a start-up company and tries to become a big player within an established competition. All deliveries are executed by droids traveling in five streams (two forward and two backward) with different speeds; the central one is static and allows entry into a variety of rooms: junctions, dispatch rooms where new delivery jobs can be taken and old ones concluded, information rooms where game options can be changed, and garages for repair work. Along the way, droids from other companies try to ram the player (hence the need for repairs), which must be avoided by jumping between streams. With the money earned by delivering packages to the correct destination, new droids can be purchased or old ones can be upgraded, e. g. better shields or power-ups that allow jumping several streams at once.
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