Games developed by Max Design GesMBH
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1503 A.D.: The New World
1503 A.D.: The New World, a real-time strategy game released in 2002, immerses players in the volatile milieu of the Age of Exploration. Set in the early 16th century, this title encourages players to navigate the intricacies of colonization, trade, and diplomacy as they establish their settlements in a newly discovered world. Developed by the German studio Sunflowers Interactive Entertainment Software, this game expanded upon its predecessor, 1602 A.D., by integrating enhanced graphics and a broader array of gameplay mechanics that contributed significantly to its critical acclaim.
The game begins by placing players in control of a ship, charged with the task of discovering new lands while managing limited resources. Upon landing on foreign shores, players must establish colonies that require not only careful planning but also a strategic approach to resource management. As players build and develop their settlements, they must ensure that the needs of their colonists are met, balancing the demands for food, commodities, and a sense of community. This aspect of the gameplay highlights the importance of logistics and economy, as successful colonies thrive on the efficient allocation of resources.
Incorporating realistic environmental conditions, 1503 A.D. introduces weather patterns and the need for sustainable practices, thereby heightening the complexity of gameplay. Players must grapple with the challenges posed by the diverse ecosystems, creating a need for thoughtful planning and adaptation. The dynamic game world is replete with opportunities for exploration and discovery, encouraging players to venture into the unknown and uncover the hidden treasures of their territories. It is a delightful balancing act where players can choose to engage in trade with indigenous populations or, conversely, confront them with military might.
The diplomatic dimension of 1503 A.D. significantly enriches the gameplay experience. Negotiating treaties, forming alliances, and perhaps even engaging in warfare, players must navigate a delicate web of international relations. This aspect adds a layer of depth to the overall strategy, as choosing diplomacy over conquest can yield long-term benefits, including more stable trade opportunities and shared resources. The interplay between competition and collaboration immerses players in the political intricacies of colonialism, prompting them to think critically about their strategies and alliances.
Visually, the game boasts charming graphics that bring vibrant landscapes and bustling towns to life. The colorful aesthetics combined with a scrolling map create an engaging environment that captures the essence of exploration during the era. Sound effects complement the visuals, accentuating the immersive experience and transporting players to another time.
1869
In 1869, players take on the role of a commodities trader in the Old West. The game is set in the fictional town of Deadwood, South Dakota, and features a number of historical figures, such as Wild Bill Hickok and Calamity Jane.
Players begin the game with a small amount of money, and must use it to purchase goods at the local store. These goods can then be sold at a higher price to other traders in the town, or used to complete quests for the townsfolk. The game features a day-night cycle, and certain events only happen at specific times of day.
The goal of the game is to become the richest trader in Deadwood. This can be accomplished by amassing a large fortune, or by completing certain objectives, such as building a hotel or constructing a railway.
1869 is a unique game that allows players to experience the Old West in a new and interesting way. The game features a number of challenging quests, and its day-night cycle ensures that there is always something new to do. If you're looking for a game that will take you back in time, 1869 is definitely worth checking out.
Burntime
Deserts cover the globe, cities are destroyed, the end of every civilization is near. The few survivors search for drinking water and food. They eat all they can find.
Like a Role-Playing-Game, you travel through the world and meet many computer-played characters. You want to rule the world. But there are other 3 characters with the same aim.
You spend the most game time looking at the map, which takes up several screens. The position of the 4 characters, their occupied conquests, the cities, and the health condition of your character are shown on the map.
The different settlements you can occupy are old factories, camping-grounds or ruins of old mega-cities. The five great cities are opened for all competitors and can’t be occupied. In these cities you cannot fight against your enemies.
Sometimes you meet a human for changing news, items or take them in your party. There are different classes of computer-characters: fighters, engineers or doctors for example. Every character of your party can carry up to 6 items (food, weapons). These items are produced by the settlements you control.
Cash
The Amiga game Cash, released in 1991, stands as a brisk example of early 90s arcade action adapted for home computers. Players assume the role of a nimble pursuer of wealth navigating labyrinthine locales that resemble banks, vault corridors, and neon-lit service bays. The game favors momentum over method, rewarding quick reflexes and careful timing as you thread through guarded halls, dodge motion sensors, and avoid environmental hazards. Its premise centers on gathering as much cash as possible before the clock runs out, with each level offering a different stage puzzle and a tighten grip on the player through escalating danger.
The controls are straightforward yet merciless: a joystick or keyboard directs movement, a leap command clears gaps, and occasional swift bursts of speed help outrun pursuers. Within each stage you map out routes that maximize point haul while avoiding traps, dead ends, and sentinel guardians. The design blends reflex fighting with light puzzle solving, forcing players to decide when to risk a sprint and when to pause and plan. Collectibles spring from chests, crates, and hidden nooks, contributing to a score that pushes you toward the exit with a looming timer pressing from behind.
Visually this title embraces the Amiga's strengths. Bright color palettes, smooth scrolling, and a flourish of parallax layers give depth to otherwise compact rooms. Sprites are crisp, with animation that communicates character intent clearly, whether sprinting, climbing, or ducking under danger. The soundscape uses chippy tunes and punchy effects that feel connected to the action, not intrusive at all. The interface keeps track of cash total, lives, and time, but never clutters the screen, allowing the prettiness of level design to shine through. It's a tidy package that respects hardware limits while delivering a punchy arcade rhythm.
Cash earned a fond niche among Amiga owners who admired niche action titles from the era. Critics praised its brisk pace and clever level variety, while some noted that the difficulty could become gnarly in late stages. Its influence appears in later treasure hunt and run-and-gun hybrids on home systems, where the emphasis on risk versus reward remains central. Even decades on, it is remembered for its brisk, gleaming atmosphere and a design ethos that trusted players to learn by doing. For collectors, it stands as a crisp capsule of Amiga creativity from 1991. Its soundtrack still echoes in memory of retro players today, collectors rejoice.
Strike Base
In Strike Base Earth is once again threatened by alien forces. The player controls Admiral Leighton who has to coordinate and direct defense battles on four moons with different geographical features (lava, mountains, forests and subway). Each mission starts with the tactical map where the actual combat situation is shown. Then the player has to equip the vehicles with the appropriate weapons, defenses and other tactical elements such as satellites or teleports. In each mission the player has a predefined set of the four types of vehicles at his disposal (two tanks, a bomber and a battle glider).
After these tactical preparations the action part of Strike Base begins: The player controls the vehicles in 1st or 3rd person view and shoots at the alien troops, e. g. with rocket launchers, tanks or mines. Of course, the player can only use one unit at a time, so he can set reference points for the others. Vehicles are controlled almost entirely with the mouse, the keyboard is used only for speed control. Destroyed enemies leave refreshments for the player's equipment, which can also be supplied at the base.
The 15 missions have varied objectives, e. g. destroy all enemies, find escape pods or destroy specific hostile units. A mission is lost when all units are destroyed or the enemy conquers the player's base. There are four difficulty levels that affect the number and strength of enemies, but only at the two highest levels can all missions be played.