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Games - Company: German Design Group (11 result(s))

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Conquestador

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German Design Group 1992
Genre: Strategy
Rating: 4/6
Licence: Commercial
System: Amiga

Conquestador is really one of those games which show how much the game industry has changed. Even in 1992, which was still pretty much a transitional period, it might have been considered old-fashioned. Twenty years later, it's almost become a relic which nobody who has not played games since at least the 80s will be willing to touch. I'll try to explain why you get over your bias and still should.


Magic of Endoria

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German Design Group / Sunflowers 1994
Genre: Strategy
Rating: 3/6
Licence: Commercial
System: PC

When Magic of Endoria was released in June 1994, it belonged to a relatively new kind of games which let their players build and administrate a dungeon. This makes Magic of Endoria a kind of forerunner of the well-known Dungeon Keeper. Although Magic of Endoria was released as a C64 and a PC version, both games are quite different. This anomaly was caused by the success of games like Dune 2 (late 1992) and Warcraft (early 1994) which founded the real time strategy genre and started a hype. While the C64 version stayed a turn-based game as initially planned, the PC variant received an obstructive real-time corset in order to ride the wave.


Schwert und Magie 1: Das geheimnisvolle Kraut

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German Design Group 1989
Genre: RPG
Rating: 2/6
Licence: Commercial
System: C64
You believed episodic computer game series are a modern-day invention? Even before this concept was put into a first spotlight by Simulmondo in the early 1990s, the German Design Group had a go at it. Probably inspired by the commercial success of the Fighting Fantasy line of books, their Schwert und Magie games show a striking resemblance on many counts at least.

Schwert und Magie 2: Der unheimliche Tempel

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German Design Group 1989
Genre: RPG
Rating: 3/6
Licence: Commercial
System: C64
Der unheimliche Tempel is located right in the heart of the same floppy disk which already housed the predecessor. Not a lot could possibly have changed then, right? Conceptually maybe not, but that wouldn't have been in the concept of the series anyway. So it is just additional fodder for veteran adventurers of the first part? Indeed, but nevertheless, second parts of such series are usually of particular interest. Why? Because the first game can be seen as a kind of concept study demonstrating the game mechanics for a player trial. Making the second one the real "first" game.

Schwert und Magie 3: Das Piratenhaus

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German Design Group 1990
Genre: RPG
Rating: 2/6
Licence: Commercial
System: C64
What started as a simple delivery job turns into a new adventure: in the trading town of Lübeck – err, Trahve – our protagonist just happens to come by a damsel in distress and learns about the treasure of a former pirate captain in the process, which just happens to be hidden in her basement. Just that this basement is chock full of deadly traps; and other shady characters are also after the gold.

Schwert und Magie 4: Die Burg des Magiers

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German Design Group 1990
Genre: RPG
Rating: 3/6
Licence: Commercial
System: C64

Just by flipping the floppy disk, we've been magically transported from the pirate coast back to generic sword & sorcery waters. Back to right where the very first part of the series left off: that story's bad guy has kidnapped the familiar princess and keeps her prisoner on his castle. The king can't just send his army, as that would cause a major diplomatic crisis with the already not too friendly neighbour. So our adventurer has to take things into his own hands again.


Schwert und Magie 5: Das Haus des Vampirs

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German Design Group 1991
Genre: RPG
Rating: 3/6
Licence: Commercial
System: C64
A certain count Alucard has rented a feudal mansion on the small island of Romania. Since he moved in, little boys and girls keep disappearing from their beds in the middle of the night. The local druids took action and magically locked the vampire inside his house. They simply forgot to include the count's henchman in the ban. This way, the bad guy got hold of several pieces of the artefact whose power could free him again. The last druid calls our now seasoned adventurer – tonight is the final chance to defeat the bloodsucker once and for all.

Schwert und Magie 6: Der Turm des Todes

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German Design Group 1991
Genre: RPG
Rating: 2/6
Licence: Commercial
System: C64
Our adventurer just can't catch a break. Even though kings have been in his debt on several occasions and he has been rewarded with jewels, he is broke again; he even had to sell his sword! Luckily, his next employer provides a new one. We're supposed to retrieve a magical orb from the ruins of a late colleague's former home.

Schwert und Magie 7: Unter Wasser!

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German Design Group 1992
Genre: RPG
Rating: 1/6
Licence: Commercial
System: C64
Mermaid Sara tells our adventurer of a vast underwater world previously unknown to him, which her people share with the Atlanteans, who have physically adapted to underwater life after their island was swallowed by the ocean. Unfortunately, war has been raging for several years. This was triggered by a holy Atlantean statue disappearing, for which the mermaids were blamed. Sara is subsequently kidnapped by Atlantean soldiers right in front of our hero. Thanks to a special kind of chewing gum, the player's alter ego is able to breathe under water, so he throws himself into the waves and dives down.

Schwert und Magie 8: Insel der Wunder

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German Design Group 1992
Genre: RPG
Rating: 4/6
Licence: Commercial
System: C64
The previous part left a bit of a disenchanting impression, so expectations for part 8 will have been low. The underwater adventure previously played may actually have been the low point of the series by objective measures, disregarding general series fatigue. All the better that this one is indeed a very positive surprise: Insel der Wunder (island of wonders) brings the series to a clean close. Almost as if they suspected that this could be the last part and wanted to leave us with their best.


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