Games developed by Mark Data Products
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AstroBlast
AstroBlast is a simple space shoot'em'up, a clone of the arcade game Astro Fighter, which evolved very little from the original Space Invaders. As in that game, your spaceship must shoot down rows of slowly advancing aliens, and with only one shot on screen at a time. The movement patterns have not yet evolved into something like Galaxian, as the enemies never pounce on you, but move in formation, but they are still slightly more advanced than Space Invaders, as they perform small detachment patterns to make aiming difficult. Of course, the barriers of Space Invaders are removed, as this takes place in space.
Your spaceship has only one life, but three bars on its shield, which gives about the same result as three lives. What sets AstroBlast apart is the small amount of fuel your ship has, and that it can only be refilled every four levels. Therefore, you must shoot down all the aliens as quickly as possible, or you will run out of fuel before you reach the refueling level.
Calixto Island
In the mid-1980s, a small company called Mark Data Products released 6 parser-based adventure games, similar to early Polarware and Scott Adams titles. Although the games are reasonably successful on Tandy's CoCo computer, the IBM PC versions did not achieve the same level of success.
Although the graphics are quite good for the time, the parser is rather primitive: only simple verb+noun constructions, such as GET HAT, are understood, and some verbs that are common in IF games, such as SEARCH, are not always recognized. Fortunately, the games compensate for the primitive parser with a well-written plot, amusing characters, and some clever puzzles. The plot of Calixto Island: 'A valuable museum treasure has been stolen; can you retrieve it? Calixto Island is a challenging puzzler with an occasional touch of humor. You'll visit a laboratory, a Mayan pyramid and meet the mad trader Jack, all in vivid color and exciting detail'.
Thanks to the generosity of Bob Withers, co-creator of these games, who has posted both the games and their source codes on his website for free download, you can now experience a forgotten past from the early days of adventure gaming. All are recommended, but if you want the best of the bunch, I recommend my favorites: Trekboer and Calixto Island.
Sea Quest
In the mid-1980s, a small company called Mark Data Products released 6 parser-based adventure games, similar to early Polarware and Scott Adams titles. Although the games are reasonably successful on Tandy's CoCo computer, the IBM PC versions did not achieve the same level of success.
Although the graphics are quite good for the time, the parser is rather primitive: only simple verb+noun constructions, such as GET HAT, are understood, and some verbs that are common in IF games, such as SEARCH, are not always recognized. Fortunately, the games compensate for the primitive parser with a well-written plot, amusing characters, and some clever puzzles. The plot of Sea Search: 'Get your shark repellent and scuba tanks ready! The underwater scenes in this adventure are unforgettable. You'll encounter a pirate, a mermaid and some hungry sharks in this colorful and unique treasure hunt'.
Thanks to the generosity of Bob Withers, co-creator of these underwater games, who has posted both the games and their source codes on his website for free download, you can now experience a forgotten past from the early days of adventure games. All are recommended, but if you want the best of the bunch, I recommend my favorites: Trekboer and Calixto Island.
The Black Sanctum
In the mid-1980s, a small company called Mark Data Products released 6 parser-based adventure games, similar to early Polarware and Scott Adams titles.
Although the games are reasonably successful on Tandy's CoCo computer, the IBM PC versions did not achieve the same level of success. Although the graphics are quite good for the time, the parser is rather primitive: only simple verb+noun constructions, such as GET HAT, are understood, and some verbs that are common in IF games, such as SEARCH, are not always recognized.
Fortunately, the games compensate for the primitive parser with a well-written plot, amusing characters, and some clever puzzles. The plot of The Black Sanctum: 'Confront the forces of black magic as you journey through an ancient 18th century monastery. Learn about all the evil places in this spooky adventure in full high-resolution detail. If you like suspense, you'll love seeking out and destroying evil in this classic tale'.
Thanks to the generosity of Bob Withers, co-creator of these games, who has posted both the games and their source codes on his website for free download, you can now experience a forgotten past from the early days of adventure games. All are recommended, but if you want the best of the bunch, I recommend my favorites: Trekboer and Calixto Island.
The Black Sanctum
Released in 1982 by Speakeasy Software, The Black Sanctum was a text-based role-playing game for the Dragon 32/64 computer. Set in a medieval fantasy world, the game follows the journey of a lone adventurer tasked with recovering the stolen magical Orb of Light from the treacherous Black Sanctum. Packed with rich storytelling, intricate puzzles, and challenging combat, The Black Sanctum was a standout game during the golden age of computer gaming.
The game's simple yet effective graphics, consisting of ASCII characters and basic illustrations, allowed players to focus on the narrative and gameplay. As the main protagonist, players had to navigate through various locations, including forests, caves, and castles, in search of clues and allies to aid in their quest. Along the way, they would encounter challenging creatures and NPCs (non-player characters) that would either fight or help them in their journey.
What truly sets The Black Sanctum apart from other RPGs of its time was its immersive and thought-provoking storytelling. The game's narrative was filled with twists and turns, and every decision made by the player had a consequence, shaping the outcome of the game. The dialogue between NPCs was well-written and added depth to the characters, making them feel like real individuals in the world of the game.
The Black Sanctum also featured a unique puzzle element that was integrated seamlessly into the gameplay. These puzzles ranged from riddles to logic puzzles, challenging the player's critical thinking skills and adding another layer of depth to the game. The game's developers, Speakeasy Software, were known for incorporating puzzles into their games, and The Black Sanctum was no exception.
In terms of combat, The Black Sanctum allowed players to choose their fighting style, whether it be with swords, magic, or ranged weapons. The combat system was turn-based, and the player had to strategically plan their moves to defeat enemies. The game also featured an inventory system where players could collect items and use them in the game or to solve puzzles.
One of the most impressive aspects of The Black Sanctum was its replay value. With multiple paths and outcomes, players could spend hours exploring different options and discovering new secrets every time. This, paired with its challenging gameplay and immersive storytelling, made The Black Sanctum a must-play for any RPG fan in the 1980s.