Games developed by On-Line Systems
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.
Hi-Res Adventure #1: Mystery House
Hi-Res Adventure #1: Mystery House, released in 1980, is often considered the first ever graphical adventure game for the home computer market. Developed by On-Line Systems, which later became Sierra On-Line, Mystery House was designed for the Apple II and utilized the then-revolutionary graphics capabilities of the machine. The game is a true classic, not just for its groundbreaking technology, but also for its suspenseful plot and challenging puzzles.
The game begins with the player character, a writer named Ken Williams, arriving at an old Victorian mansion in search of a rumored treasure. The player is immediately immersed in the eerie atmosphere of the game, as they explore the dark and creepy mansion. The graphics, though simple by today's standards, were groundbreaking at the time and added a level of immersion never before seen. The use of color and shading gave a sense of depth and realism to the game world.
One of the most unique aspects of Mystery House was its use of illustrations to represent objects and scenes. This was a departure from the traditional text-based adventure games of the time and gave players a visual representation of the world they were exploring. The game also featured a first-person perspective, adding to the sense of being inside the game's world. Along with the graphics, the haunting background music in the game contributed to the overall atmosphere and helped to set the tone for the unfolding mystery.
Gameplay in Mystery House was non-linear, meaning players could explore the mansion in any order they chose. This added an element of freedom to the game, allowing players to solve puzzles and progress through the game in their own way. The puzzles themselves were challenging and required both logic and attention to detail to solve. From deciphering cryptic messages to searching for hidden switches, each puzzle was a unique and satisfying challenge.
As players navigate through the mansion, they encounter a variety of characters, each with their own mysterious backstory and potential motives. Uncovering the secrets and motives of these characters is a key aspect of the game, as the player must determine whom to trust and whom to suspect. This adds an element of suspense and intrigue that keeps players engaged and on the edge of their seats.
Hi-Res Adventure #2: The Wizard and the Princess
King George's daughter, Priscilla, has been kidnapped by an evil wizard named Harlin, who holds her in his castle. The King offers half his kingdom to anyone who will venture to the distant mountain land, enter the castle, defeat Harlin and bring back the princess. Only an adventurer is brave enough to accept this challenge.
The Wizard and the Princess is a text adventure with graphics. The game environments are composed of still images viewed from a first-person perspective. The player types combinations of verbs and objects to interact with the game world, move between locations, solve puzzles, and advance the story.
The IBM PC version, titled Adventure in Serenia, is exactly the same game, except for the introduction of the plot, which is described as a sequel to The Wizard and the Princess: Harlin uses the sands of time to undo his death by the brave wanderer, and the player has to defeat him once again.
Marauder
Marauder is a classic video game that was released for the Atari 2600 in 1982. Developed by Tigervision, this game was a space shooter that captivated gamers with its intense gameplay, vibrant graphics, and challenging levels. It was one of the first games to use a scrolling background, giving players a sense of depth and immersion in the game's world.
In Marauder, players take on the role of a lone space pilot on a mission to defeat a ruthless alien race known as the Gzorbon. Armed with a powerful spaceship and an array of weapons, players must navigate through treacherous asteroid fields and battle it out with enemy spacecrafts in order to reach the Gzorbon's home planet and defeat their leader.
The game features three different modes of play - Journey, Combat, and Rescue. In Journey mode, players must strategically maneuver their ship through a series of increasingly difficult levels while trying to collect as many points as possible. With each level, the number of enemy ships and obstacles increase, making for a truly challenging and addictive gameplay experience.
Combat mode, as the name suggests, is all about engaging in intense battles with enemy spacecrafts. In this mode, players are pitted against an onslaught of Gzorbon ships, each faster and more powerful than the last. The only way to survive is by using quick reflexes and precise aiming to take down the enemy ships.
Rescue mode adds a new dimension to the game by introducing a space station that players must protect at all costs. As enemy ships and asteroids speed towards the station, players must shoot them down and repair any damage to keep it safe. This mode not only tests players' combat skills but also challenges their strategic thinking and multitasking abilities.
One of the standout features of Marauder was its vibrant graphics and smooth scrolling background, which was a major technological achievement at the time. The game's visuals were a step above its contemporaries, and the fluid movement of the background gave players a sense of speed and excitement.
Another unique aspect of Marauder was its use of voice synthesis, something rarely seen in games back in 1982. The game used the AtariVox speech synthesizer to provide voice commands and feedback to the players, adding an extra layer of immersion to the gameplay experience.
Threshold
The 1983 Commodore 64 game, Threshold, was developed by Melbourne House and distributed by Datasoft for 8-bit home computers. This space-oriented shooter pulled in legions of combat-enthused users, thrusting them into the cockpit of a spacecraft and pitting them against the Enemy.
The main objective of Threshold was to take down as many enemy craft as possible, before ultimately going toe-to-toe with the colossal "Dora the Destroyer." The user's choice of ship typically dictated the level of difficulty. Weapon power-ups helped prepare for the massive threat lying in wait.
Upon completion of the main mission, the player was rewarded with an amusing animation sequence and additional level options, offering further replay value. Fuel management also contributed to the game's realism, creating a balancing act of sorts between destruction and scavenging for energy sources.
The presentation of Threshold was exemplary for its time. The stunning graphic capabilities of the Commodore 64 were in full effect, as the breathtaking sweeping solar landscapes truly came alive. The striking visuals, combined with a masterpiece of an 8-bit soundtrack composed by David Dunn, generated an immersive experience to savor.
Players were enraptured by Threshold's intense action-packed gameplay. The omnidirectional firing mechanism helped further bolster its charm. While the game was considered difficult, mastering the controls and techniques eventually led to victorious moments, even against the exceedingly powerful Dora the Destroyer. A feat of glory, indeed.