Early Mac Adventure Games
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The MacVenture games comprise a series of four adventure games introducing a characteristic menu-based point-and-click interface. They were originally developed for the Apple Macintosh by ICOM Simulations:
- Déjà Vu (1985)
- Uninvited (1986)
- Shadowgate (1987)
- Deja Vu II: Lost in Las Vegas (1988)
All these games have been released on other platforms including Commodore Amiga, Apple II, Atari ST, Commodore 64, IBM Personal Computer (PC), Pocket PC and Nintendo Entertainment System (NES). This article is about the original Macintosh versions which introduced new interface ideas to the adventure game genre and were blueprints for the other versions.
History[edit]
The MacVenture engine was written in 1985 for the first game in the series, Déjà Vu. Making the entire game fit together with system software on two 400 k single-sided floppy disks proved to be quite a challenge and special image compression routines had to be written to accomplish this.[1]
A handful of sequels such as Beyond Shadowgate and Shadowgate 64 were later made, with only the background story in common with the MacVenture games. The rights to the MacVentures are currently maintained by Zojoi.
The 'MacVenture' name was used in loading screens and about boxes – in the original releases for other platforms it was translated, e.g. 'Atari Venture' or 'PC Venture'. MacVenture is the only of these used for referring to the game series in other contexts.
Developers[edit]
The MacVenture team had the following contributors to all four titles:
- Darin Adler (primary developer)
- David Marsh (graphics)
- Terry Schulenburg (as 'Schulenberg' in Déjà Vu)
The following people had part in the development of some of the games, as noted:
Free Mac Adventure Games
- Mitch Adler (Déjà Vu II)
- Fred Allen (Déjà Vu II)
- Brian Baker (Déjà Vu II)
- Scott Berfield (producer/designer: Uninvited, producer: Déjà Vu, Shadowgate)
- Ed Dluzen (Déjà Vu II)
- Craig Erickson (Déjà Vu, Uninvited)
- Dave Feldman (Uninvited, Shadowgate, Déjà Vu II)
- Michael Manning (Déjà Vu II)
- Kurt Nelson (Déjà Vu)
- Karl Roelofs (graphics: Shadowgate, Déjà Vu II)
- Paul Snively (Déjà Vu II)
- Julia Ulano (Déjà Vu II)
- Mark Waterman (Déjà Vu, Uninvited)
- Billy Wolfe (Uninvited)
Features[edit]
The game interface is laid out in a novel 'desktop' style in which objects are taken from the environment and added to the player's possessions by dragging and dropping them into the 'inventory,' and in which there are standard menu commands such as 'Save as…'. Multiple objects can be selected and used at the same time by shift-clicking, and there is even a 'Clean up' command which sorts out the inventory in the same way as in the Finder (unlike the Finder, there is also a 'Mess up' command). Much as with any non-game application, the various game windows can be rearranged according to taste and the font of the text window changed as well. The MacVenture games use the Macintosh's built in widget toolkit for the user interface which adds to the feeling of the game as a regular application.
Unlike Sierra or LucasArts' classic adventure games, MacVentures are played in first-person perspective. The player's current view is displayed in a graphic window accompanied by a symbolic birds-eye view of exits in a side window. The name of the current location is displayed as the title of the graphic window. A characteristic feature is the 'self' window which provides a reference to the player himself for putting on clothes and the like.
The point-and-click approach means that no text commands are used except for occasional speech entered in a dialog box. Events taking place in the graphic window, as well as the result of the 'examine' command (similar to 'look' in other adventure games) are explained in a text window which also acts as a log of recent gameplay.
Content[edit]
The four MacVenture games all take place in settings common to movies. Two are hardboiled detective adventures, one is a haunted house ghost story, and the fourth a fantasyquest. The series has a lot of detail put into the game environment, in the form of a multitude of objects being able to act on each other. This gives a sense of depth to the environment, and -along the freedom to back and forth from room to room or street to street as you please- makes for a very non-linear gameplay.
Possibly to counter this liberty, all MacVenture games have some kind of time limit woven into the story: in Shadowgate the player must collect torches to be able to look around, in Uninvited evil forces gradually take control and create visions at unexpected times. In Déjà Vu the character has been injected with a poison, and has limited time to find the antidote. In Déjà Vu II the character is told to collect money or he will be killed.
Graphics are shown in a 256×171-pixel window and, although interactive, remain mostly static. Some limited animation is featured on player-initiated actions and when entering a room. In Uninvited, Shadowgate and Déjà Vu II the about box has an animated presentation of the development team in the style of the game, accompanied by music.
The text element in the games is notably literate and plays a role in the character of the games. Object and location descriptions are written in a recognizable style, and descriptions of the player character can be quite disparaging (for example, looking at a flower vase in Uninvited, you are told, 'It looks like a goldfish bowl, but it's serving as a vase. Function before form, perhaps -- just as in your case).'
Sound[edit]
The MacVentures make good but limited use of the original Mac's sound hardware, which allows for 22 kHzmonodigitized sound. Sound effects consist mostly of door creaks and other noises related to actions, but Uninvited also presents some ambient sounds.
Except for the 'Winchester Cathedral' sound in Uninvited, there is no music in the gameplay of the MacVentures. However, the three latter games feature elaborate about boxes with music and have ending scores.
Characteristic features[edit]
- The freedom to pick up (most) objects and drop them at another location, at any chosen position. This could create annoyingly realistic 'where did I put that thing?' situations.
- The ability to put things inside hollow objects such as jars, bowls or drawers. Doing this increases the number of objects that can be carried in the inventory.
- The 'self' window containing an object referencing the main character. In Déjà Vu and Uninvited, the self is simply an oval with the text SELF, in Shadowgate and Déjà Vu II it is decorated in the theme of the game. Clicking in the background of the inventory window acts as a shortcut for selecting the self.
- When starting over by selecting 'New', the player is greeted by 'Good morning'/-'afternoon'/-'evening' depending on the time of day.
- Saved games are stored as ordinary files, unlike the more common save slots used in adventure games at this time.
- When completing the game, the player is given the option to enter her/his name and print a diploma in the theme of the game.
Ports[edit]
The MacVenture games were ported to a multitude of platforms, including game consoles. Because of hardware limitations, and possibly differing expectations on the user demographic, the games were limited when ported to different platforms—particularly the Nintendo Entertainment System. The Amiga and Apple IIGS versions were translated rather faithfully and only lack some graphics detail (the Mac had typically twice their resolution). The DOS versions were more limited graphically as they used the 320×200 4-color CGA mode.
Early Mac Adventure Games Download
NES ports[edit]
Because of limited resolution and memory constraints inherent to the Nintendo Entertainment System (NES), a lot of detour game objects and interactions as well as some critical ones were removed. The 'Consume' command was removed, and operating (renamed 'use') could only be performed with objects in the inventory. Also lost was the ability to rearrange objects by dragging and dropping, necessitating 'take' and 'leave' commands. Leaving could only be performed on unnecessary game objects, this in combination with numerous changes uncalled for by technical constraints caused a much more guided and linear gameplay. For instance, in NES Déjà Vu the player is prohibited from leaving the bathroom without having looked in the mirror.
The descriptive texts were rewritten in a shorter and in a simplified vocabulary (there is no sign of a coordinated attempt, as some of the more literate game texts were left unaltered). Some of these alterations were most likely made in concordance with Nintendo's censorship policy[2][3] of the time. In Uninvited the spells were turned into objects with names directly hinting at their use, the texts were also explicated to relieve players of unfolding the story by themselves. The digitized sound effects were removed, and music was introduced, giving the game more of an arcade game feel.
Release dates[edit]
Déjà Vu | Uninvited | Shadowgate | Déjà Vu II | |
---|---|---|---|---|
Macintosh | 1985 | 1986 | 1987 | 1988 |
Amiga | 1986 | 1987 | 1987 | 1989 |
Atari ST | 1987[4] | 1987[5] | n/a | 1989[6] |
DOS | 1987[7] | 1987 | 1988[8] | 1990 |
Commodore 64 | 1987[9] | 1988[9] | n/a | n/a |
Apple IIGS | 1988 | 1988 | 1988 | 1989 |
NES | 1990[10] | 1989[11] | 1989[12] | n/a |
Remakes[edit]
In the early 1990s ICOM Simulations made new versions of the four MacVentures for Windows 3.1 (the previous DOS ports used custom controls rather than Windows). These versions used a similar engine and the same objects and text. However, graphics and sound were completely remade (save for the 'Winchester Cathedral' record in Uninvited) with little effort to adhere to the game environments as depicted in the original versions. This created several anomalies where the textual descriptions do not match the way objects look.
The remade graphics were also used in the Infinite Ventures releases for Pocket PC.
Zojoi released a digital-only remake of Shadowgate for Windows, Mac, Linux, and iOS in 2014 via Steam, GOG.com, and the App Store.[13] While the game has a similar room layout to the original, the graphics, plot, and puzzles have all been redone. This remake was ported to consoles[13] by Abstraction Games and released in April of 2019 for the Nintendo Switch,[14]PlayStation 4 (via PlayStation Network),[15] and Xbox One (via Xbox Live).[16]
Reception[edit]
The MacVenture series sold 2 million units by 2003.[17] Black & white game for mac.
See also[edit]
References[edit]
- ^Adler, Darin. 'Monologue'. pp. 1985: Schoolwork suffers. Retrieved December 28, 2007.
- ^Crockford, Douglas. 'The Expurgation of Maniac Mansion'. Retrieved June 5, 2006.
- ^Nintendo's Era of Censorship
- ^http://www.atarilegend.com/games/games_detail.php?game_id=929
- ^http://www.atarilegend.com/games/games_detail.php?game_id=3100
- ^http://www.atarilegend.com/games/games_detail.php?game_id=930
- ^http://www.mobygames.com/game/dos/deja-vu-a-nightmare-comes-true/screenshots/gameShotId,5644/
- ^http://www.mobygames.com/game/dos/shadowgate/screenshots/gameShotId,17917/
- ^ abhttp://www.lemon64.com/?game_id=2760
- ^http://www.mobygames.com/game/nes/deja-vu-a-nightmare-comes-true/screenshots/gameShotId,74375/
- ^http://www.mobygames.com/game/nes/uninvited/screenshots/gameShotId,550581/
- ^http://www.mobygames.com/game/nes/shadowgate/screenshots/gameShotId,48287/
- ^ abhttps://www.zojoi.com/shadowgate
- ^https://www.nintendo.com/games/detail/shadowgate-switch
- ^https://store.playstation.com/en-us/product/UP4126-CUSA06961_00-000SHADOWGATEPS4
- ^https://www.microsoft.com/en-us/p/shadowgate-remake/9n1217ltqqs8
- ^'Archived copy'. Archived from the original on 2003-02-01. Retrieved 2003-02-01.CS1 maint: archived copy as title (link)
External links[edit]
The following list of text-based games is not to be considered an authoritative, comprehensive listing of all such games; rather, it is intended to represent a wide range of game styles and genres presented using the text mode display and their evolution across a long period.
On mainframe computers[edit]
Years listed are those in which early mainframe games and others are believed to have originally appeared. Often these games were continually modified and played as a succession of versions for years after their initial posting. (For purposes of this list, minicomputers are considered mainframes, in contrast to microcomputers, which are not.)
Title | Year Created | Creator | Notes |
---|---|---|---|
BBC | 1961 | John Burgeson | Baseball simulator |
Unnamed American football game[1] | 1968 or before | Unknown | For the Dartmouth Time Sharing System. One of 'many games' in library of 500 programs. |
The Sumer Game | 1968 | Doug Dyment | AKA Hamurabi |
Highnoon | 1970 | Christopher Gaylo | |
Baseball | 1971 | Don Daglow | |
Oregon Trail | 1971 | Don Rawitsch | |
Star Trek (strategy game) | 1971 | Mike Mayfield | |
Hunt the Wumpus | 1972 | Gregory Yob | |
Star Trek (script game) | 1972 | Don Daglow | |
TREK73 | 1973 | William K. Char, Perry Lee, and Dan Gee | |
Cornell U. Hockey | 1973 | Charles Buttrey | |
Wander | 1974 | Peter Langston | |
dnd | 1975 | Gary Whisenhunt and Ray Wood | |
Dungeon | 1975 | Don Daglow | |
Colossal Cave Adventure | 1976 | Will Crowther | The original adventure game |
Dukedom | 1976 | Vince Talbot | |
Empire | 1977 | Walter Bright | |
Mystery Mansion | 1977 | Bill Wolpert | |
Zork | 1977 | Tim Anderson, Marc Blank, Bruce Daniels and Dave Lebling | |
Acheton | 1978 | Jon Thackray, David Seal and Jonathan Partington | Adventure game originally hosted on Cambridge University's Phoenix mainframe |
Decwar | 1978 | Hysick, Bob and Potter, Jeff | |
MUD | 1978 | Roy Trubshaw and Richard Bartle | The first multi-user dungeon. See List of MUDs for later examples. |
Battlestar | 1979 | David Riggle | |
Brand X | 1979 | Peter Killworth and Jonathan Mestel | AKA Philosopher's Quest |
HAUNT | 1979 | John Laird | |
Martian Adventure | 1979 | Brad Templeton and Kieran Carroll | |
New Adventure | 1979 | Mark Niemiec | |
FisK | 1980 | John Sobotik and Richard Beigel | Text based adventure game |
Hezarin | 1980 | Steve Tinney, Alex Shipp and Jon Thackray | |
Kingdom of Hamil | 1980 | Jonathan Partington | Adventure game originally hosted on Cambridge University's Phoenix mainframe |
Monsters of Murdac | 1980 | Jonathan Partington | Adventure game originally hosted on Cambridge University's Phoenix mainframe |
Quondam | 1980 | Rod Underwood | Adventure game originally hosted on Cambridge University's Phoenix mainframe |
Rogue | 1980 | Michael Toy, Glenn Wichman, and Ken Arnold | |
LORD | 1981 | Olli J. Paavola | Based on Lord of the Rings |
Avon | 1983 | Jonathan Partington | Shakespeareanadventure game originally hosted on Cambridge University's Phoenix mainframe |
Castle | 1983 | Barry Wilks | |
Dunnet | 1983 | Ron Schnell | |
Fyleet | 1986 | Jonathan Partington | Adventure game originally hosted on Cambridge University's Phoenix mainframe |
Crobe | 1987 | Jonathan Partington | Adventure game originally hosted on Cambridge University's Phoenix mainframe |
Nidus | 1987 | Adam Atkinson | |
Quest of the Sangraal | 1987 | Jonathan Partington | Adventure game originally hosted on Cambridge University's Phoenix mainframe |
Spycatcher | 1989 | Jonathan Partington and Jon Thackray | Adventure game originally hosted on Cambridge University's Phoenix mainframe; released commercially by Topologika Software as Spy Snatcher |
On personal computers[edit]
Commercial text adventure games[edit]
These are commercial interactive fiction games played offline.
Title | Year Created | Creator | Notes |
---|---|---|---|
Adventureland | 1978 | Scott Adams of Adventure International | series |
Zork I: The Great Underground Empire | 1980 | Tim Anderson, Marc Blank, Bruce Daniels and Dave Lebling | series |
C.I.A Adventure | 1980 | Hugh Lampert of CLOAD | |
Softporn Adventure | 1981 | On-Line Systems | |
Madness and the Minotaur | 1981 | for Spectral Associates | |
The Hobbit | 1982 | Philip Mitchell and Veronika Megler of Beam Software | |
Valhalla | 1983 | Legend | |
Time and Magik | 1983 | Level 9 | |
Forbidden Quest | 1983 | Pryority Software | |
Valley of the Minotaur | 1983 | Nicolas van Dyk of Softalk | |
The Wizard of Akyrz | 1983 | Brian Howarth of Mysterious Adventures and Cliff J. Ogden for Adventure International | |
The Biz | 1984 | Chris Sievey of Virgin Games | Music band simulator for the ZX Spectrum |
High Stakes | 1984 | Angelsoft | |
The Hitchhikers Guide to the Galaxy | 1984 | Douglas Adams and Steve Meretzky of Infocom | |
Mindwheel | 1984 | Robert Pinsky for Synapse Software | |
Zyll | 1984 | Marshal W. Linder and Scott B. Edwards for IBM | |
The Pawn | 1985 | Magnetic Scrolls | |
A Mind Forever Voyaging | 1985 | Steve Meretzky of Infocom | |
Brimstone | 1985 | James Paul for Synapse | |
Essex | 1985 | Bill Darrah for Synapse | |
Hampstead | 1985 | Peter Jones and Trevor Lever for Melbourne House | |
Bored of the Rings | 1985 | Delta 4 | |
Mind Wheel | 1985 | Brøderbund Software | |
Heavy on the Magick | 1986 | Gargoyle Games | |
Breakers | 1986 | Rodney R. Smith for Synapse | |
Terrormolinos | 1986 | Peter Jones and Trevor Lever for Melbourne House | |
Amnesia | 1987 | Thomas M. Disch | The only entirely non-graphical text adventure ever published by Electronic Arts |
Braminar | 1987 | ||
Dodgy Geezers | 1987 | Peter Jones and Trevor Lever for Melbourne House | |
Enchanted Castle | 1987 | Michael R. Wilk[2] | |
Gnome Ranger | 1987 | Level 9 | |
Jacaranda Jim | 1987 | Graham Cluley | |
Nord and Bert Couldn't Make Head or Tail of It | 1987 | Jeff O'Neill for Infocom | |
Sherlock: The Riddle of the Crown Jewels | 1987 | Bob Bates for Infocom | |
Shadows of Mordor | 1987 | Melbourne House | |
Knight Orc | 1987 | Level 9 | |
The Guild of Thieves | 1987 | Magnetic Scrolls | |
Fish! | 1988 | Magnetic Scrolls | |
Ingrid's Back | 1988 | Level 9 | |
Corruption | 1988 | Magnetic Scrolls | |
Dr. Dumont's Wild P.A.R.T.I. | 1988 | Michael and Muffy Berlyn | |
Avalon | 1989 | Yehuda Simmons[3] | A MUD, notable for its pioneering introduction of various innovations such as plotted quests, real estate, banking and distinct skills [4][5] |
The Hound of Shadow | 1989 | for Eldritch Games | |
Humbug | 1990 | Graham Cluley | |
Danger! Adventurer at Work! | 1991 | Simon Avery | |
Spy Snatcher | 1992 | Jonathan Partington and Jonathan Thackray for Topologika | |
dead rage | 2005 | Tate Productions | |
World War II: Heroes of Valor | 2009 | Samuel Horton | |
Cypher: Cyberpunk Text Adventure | 2012 | Cabrera Brothers [6] | |
The Yawhg | 2013 | Emily Carroll[7] | |
Shimlar | 2013 | SHIMLAR LTD. | Text-Based RPG |
Criminal Gangsters | 2014 | Inspire Gaming[8] | |
SanctuaryRPG: Black Edition | 2015 | Black Shell Games | Text-Based RPG[9] |
What Would You Do As a Nigerian Tribal Chief | 2015 | Nathaniel Ogungbuyi[10] | |
Commandverse | 2015 | Cyborg Reality | Text-Based God Game[11] |
Open Sorcery | 2017 | Open Sorcery Games | Text-Based RPG[12] |
City of Ages | 2017 | Darren N. Lory of formsmatter.com[13] | written in Visual Basic 6.0 sr 6 |
On Android phones[edit]
Title | Year Created | Creator | Notes |
---|---|---|---|
Snipes | 2017 | Charles Bergren of bdesigncorp.com[14] | rewritten in Java |
Miscellaneous games[edit]
Best Adventure Games For Mac
Title | Year Created | Creator | Notes |
---|---|---|---|
Wizard's Castle | 1978 | Joseph R. Power | |
Aliens | 1982 | Yahoo Software | Space Invaders clone for Kaypro. |
CatChum | 1982 | Yahoo Software | Pac-Man clone for Kaypro. |
Ladder | 1982 | Yahoo Software | Donkey Kong clone for Kaypro. |
Snipes | 1983 | SuperSet | |
Sleuth | 1983 | Eric N. Miller | |
Beast | 1984 | Dan Baker, Alan Brown, Mark Hamilton and Derrick Shadel | |
Kingdom of Kroz | 1987 | Scott Miller of Apogee Software | |
Mtrek | 1987 | Chuck Peterson of UCSC | |
ZZT | 1991 | Tim Sweeney of Epic MegaGames | |
Curses! | 1993 | Graham Nelson | |
MegaZeux | 1994 | Alexis Janson of Software Visions | Supports editing the character set to allow for more advanced graphical capabilities than most text mode games. |
Jigsaw | 1995 | Graham Nelson | |
Chibot Ultra Battle | 1999 | ||
PAEE | 1999 | Enrique D. Bosch | |
For a Change | 1999 | Dan Schmidt | |
Shade | 2000 | Andrew Plotkin | |
Shrapnel | 2000 | Adam Cadre | |
The Gostak | 2001 | Carl Muckenhoupt | |
Cantr II | 2001 | Jos Elkink | Text-Based Society Simulator |
Deadline Enchanter | 2007 | Alan DeNiro | |
combatgrounds | 2008 | war games | |
sie fate | 2014 | fate team | |
Tau Station | 2018 | Makes Dreams Happen | Narrative sci-fi MMORPG[15] |
Warsim: The Realm of Aslona | 2019 | Huw Millward | Complex kingdom management simulator with procedurally generated ascii art systems [16][17] |
Online games[edit]
Play-by-email games[edit]
These are play-by-email games played online.
Title | Year Created | Creator |
---|---|---|
Lords of the Earth | 1983 | |
Quantum Space | 1989 | |
Atlantis PbeM | 1993 | |
Eressea PbeM | 1996 | |
WW2 The Big One PbeM | 2010 |
BBS door games[edit]
These are BBS door games played online.
Title | Year Created | Creator |
---|---|---|
TradeWars 2002 | 1987 | Gary Martin for Martech Software |
Legend of the Red Dragon | 1989 | Seth Able Robinson |
MUDs[edit]
Other[edit]
- Multi-Trek (MTrek) (1986) by Chuck L. Peterson
- Imperium (1989) by Pocketfiction
- Rise to Glory (1997) by Jason Granum
- JavaTrek (JTrek) (2003) by Joe Hopkinson and Jay Ashworth
- 'Thy Dungeonman' (2004) by The Brothers Chaps
- Text Gangsters (2014) by Pan Gamers
- 'Crypt Shyfter' (2017) by Kung Fu Space Barbarian
- 'DNDBBS' (1990) DNDBBS
See also[edit]
References[edit]
Online Adventure Games Mac
- ^Kemeny, John G.; Kurtz, Thomas E. (11 October 1968). 'Dartmouth Time-Sharing'. Science. 162: 223–228. Archived from the original on 4 March 2016.
- ^Michael R. Wilk (1 January 1987). 'Enchanted Castle' – via Internet Archive.
- ^Lives, Avalon, The Legend. 'Online RPG Game - Avalon - Text Based Games'. Archived from the original on 2015-12-05.
- ^'Richard A. Bartle: Reviews - UK'. Archived from the original on 2015-12-28.
- ^'Designing Virtual Worlds'. Archived from the original on 2015-11-18.
- ^'Archived copy'. Archived from the original on 2017-10-08. Retrieved 2017-10-07.CS1 maint: archived copy as title (link)
- ^'The Yawhg'. Archived from the original on 2014-06-01.
- ^http://www.criminalgangsters.co.ukArchived 2014-11-29 at the Wayback Machine
- ^'Archived copy'. Archived from the original on 2018-05-14. Retrieved 2018-05-14.CS1 maint: archived copy as title (link)
- ^'Archived copy'. Archived from the original on 2015-07-07. Retrieved 2015-05-17.CS1 maint: archived copy as title (link)
- ^http://www.cyborgreality.com/[dead link]
- ^'Archived copy'. Archived from the original on 2017-05-24. Retrieved 2017-05-06.CS1 maint: archived copy as title (link)
- ^'Archived copy'. Archived from the original on 2018-03-04. Retrieved 2018-03-03.CS1 maint: archived copy as title (link)
- ^http://www.bdesigncorp.comArchived 2017-12-01 at the Wayback Machine
- ^'Tau Station'. Retrieved 2018-10-16.
- ^'Warsim: the realm of Aslona on Steam'. Retrieved 2019-01-16.
- ^'Warsim: the realm of Aslona community on Reddit'. Retrieved 2019-01-16.