Infocom

A Mind Forever Voyaging

A Mind Forever Voyaging

Commodore Amiga - Released - January 1, 1986

A Mind Forever Voyaging is a text-based interactive fiction game. The player reads descriptions which detail the surroundings and communicates with the game by typing in commands. Most of the time is spent in simulation mode where the player repeatedly visits the town of Rockvil and needs to record situations of everyday or special activities going on. If the player has recorded enough, the game progresses and the simulation ten years ahead can be visited. However, the recording device has no unlimited capacity - when full, the player needs to exit the simulation and let the recordings review by the project leader. Then the current simulation can be simply started again from the start to find new situations - the same applies when dying.

A Mind Forever Voyaging

A Mind Forever Voyaging

Commodore 128 - Released - September 13, 1985

"If you can look into the seeds of time, and say which grain will grow and which will not..." -Shakespeare IT'S 2031. The world is on the brink of chaos. In the United States of North America, spiraling crime and unemployment rates, decayed school systems and massive government regulations have led to a lazy, contentious society. To reverse this critical situation, government and industry leaders have developed a Plan combining the economic freedom and strong moral values of the 1950's with the technological advancements of the 21st century. Will the Plan ensure peace and prosperity? Or will it set the earth on a suicide course to destruction? As the world's first conscious, intelligent computer, only you can visit places that have never been seen before. Only you can view the future. And only you know what must be done to save humanity. A major departure for Infocom, A Mind Forever Voyaging is reminiscent of such classic works of science fiction as Brave New World and 1984. You'll spend less time solving puzzles, as you explore realistic worlds of the future

A Mind Forever Voyaging

A Mind Forever Voyaging

Atari ST - Released - 1985

The year is 2031 and the world is near the brink of economic collapse. To avoid this, the president comes up with a plan to stop the disaster - but before applying it, the long-term impacts on the world need to be validated. This is done with a simulation visited by the computer project PRISM, designed to be a true AI. The game starts when PRISM awakes from a simulation of his own, human life and is told that he is in fact the world's first sentient machine. At this point, the player takes control over PRISM. A Mind Forever Voyaging is a text-based interactive fiction game. The player reads descriptions which detail the surroundings and communicates with the game by typing in commands. Most of the time is spent in simulation mode where the player repeatedly visits the town of Rockvil and needs to record situations of everyday or special activities going on. If the player has recorded enough, the game progresses and the simulation ten years ahead can be visited. However, the recording device has no unlimited capacity - when full, the player needs to exit the simulation and let the recordings review by the project leader. Then the current simulation can be simply started again from the start to find new situations - the same applies when dying. Between simulations and toward the end there are situations outside the simulation, but overall the game is light on puzzle-solving and more about experiencing how said plan changes Rockvil and its people over time. Outside the simulation there are three more modes to enter: communications (switching to various video/audio units to examine other locations and people), library (various documents and other information to read) and interlace (communicating and giving orders to the own subsystems).

A Mind Forever Voyaging

A Mind Forever Voyaging

Apple Mac OS - Released - 1985

The year is 2031 and the world is near the brink of economic collapse. To avoid this, the president comes up with a plan to stop the disaster - but before applying it, the long-term impacts on the world need to be validated. This is done with a simulation visited by the computer project PRISM, designed to be a true AI. The game starts when PRISM awakes from a simulation of his own, human life and is told that he is in fact the world's first sentient machine. At this point, the player takes control over PRISM.

Arthur: The Quest for Excalibur

Arthur: The Quest for Excalibur

Apple Mac OS - July 1, 1989

In this Infocom Graphic Interactive Fiction, you play the role of Arthur in search of the Excalibur sword, stolen by the evil King Lot. To aid you in your quest, you are assisted by Merlin who grants you the power to transform yourself into a variety of animals.

Arthur: The Quest for Excalibur

Arthur: The Quest for Excalibur

MS-DOS - Released - 1989

In this Infocom Graphic Interactive Fiction, you play the role of Arthur in search of the Excalibur sword, stolen by the evil King Lot. To aid you in your quest, you are assisted by Merlin who grants you the power to transform yourself into a variety of animals.

Ballyhoo

Ballyhoo

Atari 800 - 1986

The player's character is bedazzled by the spectacle of the circus and the mystery of the performer's life. After attending a show of Tomas Munrab's "The Travelling Circus That Time Forgot", the player loiters near the tents instead of rushing through the exit. Maybe some clowns will practice a new act, or perhaps at least one of the trapeze artists will trip... It is Infocom's nineteenth game.

Ballyhoo

Ballyhoo

Microsoft MSX - Released - 1986

Ballyhoo is an interactive fiction computer game designed by Jeff O'Neill and published by Infocom in 1985. It was released for ten different 8 and 16-bit platforms, including MS-DOS, Atari ST, and Commodore 64. It is Infocom's nineteenth game.

Ballyhoo

Ballyhoo

Amstrad CPC - Released - 1986

Ballyhoo is a mystery text adventure in which you play a disillusioned circus goer who decides to help find the owner's kidnapped daughter. Gameplay involves searching for clues in the circus arena, the tents and other back areas trying to locate the girl. The game features a "Standard" difficulty level. The original Commodore 64 Grey Box Contents included: The Traveling Circus That Time Forgot Inc. Official Souvenir Program Circus Ticket (Sec.24 Row AA Seat 4) Purple Circus Balloon Advertising Card for Dr. Nostrum's Wondrous Curative

Ballyhoo

Ballyhoo

Atari ST - Released - 1986

Ballyhoo is a mystery text adventure in which you play a disillusioned circus goer who decides to help find the owner's kidnapped daughter. Gameplay involves searching for clues in the circus arena, the tents and other back areas trying to locate the girl. The game features a "Standard" difficulty level. The original Commodore 64 Grey Box Contents included: The Traveling Circus That Time Forgot Inc. Official Souvenir Program Circus Ticket (Sec.24 Row AA Seat 4) Purple Circus Balloon Advertising Card for Dr. Nostrum's Wondrous Curative

Beyond Zork

Beyond Zork

Apple II - Released - 1987

Aimlessly wandering through the Southlands of Quendor, the hero of the game encounters the Implementors, powerful beings who warn him of a terrible danger: the Coconut of Quendor, the very embodiment of Magic, has been stolen by terrifying monsters known as Ur-Grue, said to be the spirits of fallen Implementors. The task is clear, but by no means easy: locate the Ur-Grue and return the Coconut of Quendor to its rightful owners! Beyond Zork: The Coconut of Quendor introduces a somewhat different gameplay system compared to the previous text adventures of the Zork series. Text-based interaction and puzzle-solving are still present; however, role-playing elements have been added to the mix. The player character has six attributes assigned to him: endurance, strength, dexterity, intelligence, compassion, and luck. These can be determined by the player at the beginning of the game, randomly chosen by the game, or provided as part of a pre-generated character. The attributes affect the outcome of combat, which occurs in certain locations. They can also be raised or lowered during the game by gaining experience, drinking and eating certain items, wearing accessories, or in another fashion (sometimes humorous - for example, intelligence will be lowered by typing in swear words). Many locations and objects in the game are randomly generated.

Beyond Zork

Beyond Zork

MS-DOS - Released - 1987

Beyond Zork (full title: Beyond Zork: The Coconut of Quendor) is an interactive fiction computer game written by Brian Moriarty and released by Infocom in 1987. It was one of the last games in Infocom's Zork series; or, rather, one of the last Zork games that many Infocom fans consider "official" (titles such as Zork: Nemesis and Zork Grand Inquisitor were created after Activision had dissolved Infocom as a company and kept the "brand name"). It signified a notable departure from the standard format of Infocom's earlier games which relied purely on text and puzzle-solving: among other features, Beyond Zork incorporated a crude on-screen map, the use of character statistics and levels, and RPG combat elements. It is Infocom's twenty-ninth game.

Border Zone

Atari ST - Unreleased - 1987

It is the 1980's, and the Cold War between the Western Bloc (led by the USA) and the Eastern Bloc (led by the Soviet Union) is at its peak. The town of Ostnitz is located on the border between the fictional Eastern Bloc nation of Frobnia and the equally fictional neutral Litzenburg. The US ambassador is about to arrive in Ostnitz in order to deliver a speech on the occasion of the local Constitution Day. However, a plot to assassinate the ambassador, hence escalating the tension between the super-powers, is soon revealed. Border Zone is a text adventure game in which the player controls three different protagonists throughout three chapters: an American businessman and two special agents - a Western and an Eastern one. Besides the traditional text-based exploration and puzzle-solving, the game has real-time elements: time passes even if the player does not interact with the game. Some stealth-oriented sequences rely on these elements, timing being crucial to advance.

Border Zone

Border Zone

Apple Mac OS - Released - 1987

It is the 1980's, and the Cold War between the Western Bloc (led by the USA) and the Eastern Bloc (led by the Soviet Union) is at its peak. The town of Ostnitz is located on the border between the fictional Eastern Bloc nation of Frobnia and the equally fictional neutral Litzenburg. The US ambassador is about to arrive in Ostnitz in order to deliver a speech on the occasion of the local Constitution Day. However, a plot to assassinate the ambassador, hence escalating the tension between the super-powers, is soon revealed. Border Zone is a text adventure game in which the player controls three different protagonists throughout three chapters: an American businessman and two special agents - a Western and an Eastern one. Besides the traditional text-based exploration and puzzle-solving, the game has real-time elements: time passes even if the player does not interact with the game. Some stealth-oriented sequences rely on these elements, timing being crucial to advance.

Border Zone

Border Zone

ScummVM - Released - 1987

Description It is the 1980's, and the Cold War between the Western Bloc (led by the USA) and the Eastern Bloc (led by the Soviet Union) is at its peak. The town of Ostnitz is located on the border between the fictional Eastern Bloc nation of Frobnia and the equally fictional neutral Litzenburg. The US ambassador is about to arrive in Ostnitz in order to deliver a speech on the occasion of the local Constitution Day. However, a plot to assassinate the ambassador, hence escalating the tension between the super-powers, is soon revealed. Border Zone is a text adventure game in which the player controls three different protagonists throughout three chapters: an American businessman and two special agents - a Western and an Eastern one. Besides the traditional text-based exploration and puzzle-solving, the game has real-time elements: time passes even if the player does not interact with the game. Some stealth-oriented sequences rely on these elements, timing being crucial to advance.

Bureaucracy

Bureaucracy

ScummVM - Released - 1987

Bureaucracy is a text adventure game that describes the misadventures of a person who has recently moved to a new apartment and begins to fall victim to various bureaucratic procedures that always go wrong. He can't receive his mail, access his bank account, or generally lead a normal life; all his activities are impeded by needless and confusing hurdles. In order to retrieve the lost mail and put his life back on track, the protagonist will have to meet exotic characters and perform various tasks while being constantly threatened by various bureaucratic occurrences.

Bureaucracy

Bureaucracy

MS-DOS - Released - 1987

Bureaucracy is a text adventure game that describes the misadventures of a person who has recently moved to a new apartment and begins to fall victim to various bureaucratic procedures that always go wrong. He can't receive his mail, access his bank account, or generally lead a normal life; all his activities are impeded by needless and confusing hurdles. In order to retrieve the lost mail and put his life back on track, the protagonist will have to meet exotic characters and perform various tasks while being constantly threatened by various bureaucratic occurrences. The gameplay involves typing commands composed out of verb and object combinations, used to interact with the game world and solve puzzles. In addition, a special "blood pressure" meter will gradually fill itself the more the protagonist is bothered by bureaucratic annoyances. Once this meter is completely full, the player character suffers an aneurysm, and the game ends.

Bureaucracy

Bureaucracy

ZiNc - Released - 1987

Bureaucracy! Everyone, at one time or another, feels bound up in an endless swathe of red tape. In Bureaucracy, best-selling humorist Douglas Adams draws on his own battles with beadledom to create a hilarious misadventure. You'll find yourself in the midst of a bureaucratic muddle so convoluted that you can't help but laugh. You've just landed a great new job and moved to a spiffy house in a nice little town. You're even being sent to Paris this very afternoon for a combination training seminar and vacation. What could possibly go wrong? The answer, of course, is everything. When the bank refuses to acknowledge your change-of-address form, you'll find yourself entangled in a series of bureaucratic mishap

Bureaucracy

Bureaucracy

Commodore 128 - Released - February 12, 1987

Bureaucracy is a text adventure game that describes the misadventures of a person who has recently moved to a new apartment and begins to fall victim to various bureaucratic procedures that always go wrong. He can't receive his mail, access his bank account, or generally lead a normal life; all his activities are impeded by needless and confusing hurdles. In order to retrieve the lost mail and put his life back on track, the protagonist will have to meet exotic characters and perform various tasks while being constantly threatened by various bureaucratic occurrences. The gameplay involves typing commands composed out of verb and object combinations, used to interact with the game world and solve puzzles. In addition, a special "blood pressure" meter will gradually fill itself the more the protagonist is bothered by bureaucratic annoyances. Once this meter is completely full, the player character suffers an aneurysm, and the game ends.

Cutthroats

Cutthroats

Commodore Plus 4 - Released - 1984

You live on a small seaport island called Hardscrabble -- hardly the hip place to be. Working as a professional scuba diver, you have the chance to salvage a sunken treasure from one of four shipwrecks, earn the respect of all the old farts and become wealthy beyond all imagination.

Cutthroats

Cutthroats

Apple II - Released - August 5, 1984

Cutthroats is an interactive fiction computer game written by Michael Berlyn and Jerry Wolper and was published by Infocom in 1984. Like the majority of Infocom's games, it was released for most of the popular computer platforms of the time, such as the Apple II, MS-DOS, Commodore 64 and several other platforms. It is Infocom's thirteenth game. The game takes place in and around the fictional Hardscrabble Island. For centuries, Hardscrabble was a thriving seaport, but the local fishing industry died out in the 1920s. Most of the area's remaining population is an assortment of hard-luck types and people of questionable ethics.

Cutthroats

Cutthroats

Apple Mac OS - Released - 1984

You live on a small seaport island called Hardscrabble -- hardly the hip place to be. Working as a professional scuba diver, you have the chance to salvage a sunken treasure from one of four shipwrecks, earn the respect of all the old farts and become wealthy beyond all imagination.

Deadline

Deadline

Atari ST - Released - 1986

You have 12 hours to solve the murder of Mr. Marshall Robner. If it was a murder... Mr Robner was found locked in his library, dead -- from a lethal dosage of anti-depressants. Friends and family are calling this a suicide of depressed wealthy industrialist. As Chief of Detectives, you find something just doesn't smell right about this case. You go out on a quest to find a suspect, his motive, method, and opportunity.

Deadline

Deadline

Apple II - Released - March 11, 1982

You have 12 hours to solve the murder of Mr. Marshall Robner. If it was a murder... Mr Robner was found locked in his library, dead -- from a lethal dosage of anti-depressants. Friends and family are calling this a suicide of depressed wealthy industrialist. As Chief of Detectives, you find something just doesn't smell right about this case. You go out on a quest to find a suspect, his motive, method, and opportunity.

Enchanter

Enchanter

ZiNc - Released - August 10, 1983

In ENCHANTER, the first of a spellbinding series in the tradition of ZORK, you are a novice magician whom Fate has chosen to do singlehanded combat with a dark and fierce power. But wordly weapons will avail you naught, for your foe is the Evil Warlock who holds sway over the land. To defeat him, you will have to match your skills as a necromancer against his, casting spells you have learned from your masters in the Circle of Enchanters and other incantations you will acquire as you proceed on your quest. If you succeed, you will be elevated to a seat in the illustrious Circle; if you fail, your land will be doomed to an eternity of darkness.

Enchanter Trilogy

Enchanter Trilogy

MS-DOS - Released - 1986

This compilation contains: - Enchanter - Sorcerer - Spellbreaker

Fooblitzky

Fooblitzky

Atari 800 - Released - 1986

Fooblitzky was Infocom's attempt at changing their image in three ways: by making a graphic and multiplayer strategy game. The concept was kind of a scavenger hunt, where players would run around town, spend money, collect clues, and deduce what the four objects were to win the game. It used many off-computer components, including folding maps/notebooks.

Hollywood Hijinx

Hollywood Hijinx

Apple Mac OS - Released - 1987

Buddy Burbank was a B-movie actor who one day met the wealthy Hildegarde Montague and married her. His wife's money allowed him to open his own studio, where he began to produce movies such as Attack of the Killer Rutabagas and other horror titles that gained little critical acclaim but apparently sold rather well. He then died of a heart attack, and Hildegarde followed him soon. In her will, she left the Burbank estate to her favorite nephew, under one condition: he has to find ten famous props from Buddy's movies within one night. Hollywood Hijinx is a text adventure game. The player interacts with the environment by typing combinations of verb commands and objects. The game's environment contains secret passages and mazes, which are necessary to explore in order to find the props and successfully complete the game.

Hollywood Hijinx

Hollywood Hijinx

Microsoft MSX - Released

Buddy Burbank was a B-movie actor who one day met the wealthy Hildegarde Montague and married her. His wife's money allowed him to open his own studio, where he began to produce movies such as Attack of the Killer Rutabagas and other horror titles that gained little critical acclaim but apparently sold rather well. He then died of a heart attack, and Hildegarde followed him soon. In her will, she left the Burbank estate to her favorite nephew, under one condition: he has to find ten famous props from Buddy's movies within one night. Hollywood Hijinx is a text adventure game. The player interacts with the environment by typing combinations of verb commands and objects. The game's environment contains secret passages and mazes, which are necessary to explore in order to find the props and successfully complete the game.

Hollywood Hijinx

Hollywood Hijinx

Amstrad CPC - Released - 1987

Buddy Burbank was a B-movie actor who one day met the wealthy Hildegarde Montague and married her. His wife's money allowed him to open his own studio, where he began to produce movies such as Attack of the Killer Rutabagas and other horror titles that gained little critical acclaim but apparently sold rather well. He then died of a heart attack, and Hildegarde followed him soon. In her will, she left the Burbank estate to her favorite nephew, under one condition: he has to find ten famous props from Buddy's movies within one night. Hollywood Hijinx is a text adventure game. The player interacts with the environment by typing combinations of verb commands and objects. The game's environment contains secret passages and mazes, which are necessary to explore in order to find the props and successfully complete the game.

Infidel

Infidel

Apple II - August 18, 1983

Infidel is an interactive fiction computer game published by Infocom in 1983. It was written by Patricia Fogleman and Michael Berlyn and was the first in the "Tales of Adventure" line. Due to Infocom's virtual Z-Machine, it was ported to a wide variety of popular computing systems of the day, including the Apple II and Commodore 64. It is Infocom's tenth game. nfocom intended Infidel to be the first of a "Tales of Adventure" series. Among the feelies in the package are several documents that set up the backstory. The player's character is a self-styled adventurer and fortune hunter. He's bitter because he thinks his boss, Craige, should treat him as a partner instead of an assistant. A call comes in while Craige is out checking equipment: a woman, Rose Ellington, wants to sponsor an expedition to discover the pyramid that her archeologist father never found. Egotistical and greedy for fame, the assistant tells Rose that he's capable of taking the job and decides to cut out Craige altogether.

Infidel

Apple Mac OS - Released - 1984

You've been marooned by your crew in the vast wasteland of the Egyptian Desert. The burning heat causes you to think you are a brave explorer of fortune, but you have already been branded an Infidel. You are more likely to starve to death than finding the gold and riches that are hidden in the pyramids.

James Clavell's Shogun

James Clavell's Shogun

Apple II - Released - 1988

James Clavell's Shōgun is an interactive fiction computer game written by Dave Lebling and released by Infocom in 1989. Like most of Infocom's games, it was released for several popular computer platforms of the time, such as the Apple II and PC. As the title indicates, the game is based on the book Shōgun by James Clavell. It is Infocom's thirty-third game. The game reproduces many of the novel's scenes, few of which are interconnected in any way. The player assumes the role of John Blackthorne, pilot-major of the Dutch trading ship Erasmus. During a voyage in the Pacific Ocean in the year 1600, the Erasmus is shipwrecked in Japan. Blackthorne must survive in a land where every custom is as unfamiliar to him as the language. After learning some of the society's ways, he is drawn into a political struggle between warlords and falls in love with a Japanese woman. Eventually he embraces Japanese life and is honored as a samurai.

Journey: The Quest Begins

Journey: The Quest Begins

Apple II - Released - 1989

Journey: The Quest Begins is an interactive fiction computer game designed by Marc Blank, with illustrations by Donald Langosy, and released by Infocom in 1989. Like the majority of Infocom's works, it was released simultaneously for several popular computer platforms of the time, such as the Commodore 64, Apple II, and PC. Journey is unusual among Infocom games in that it could be played entirely via mouse or joystick with no typing required. It was also the thirty-fifth and last game released by Infocom before parent company Activision closed the Cambridge office, effectively reducing Infocom to a "label" to be applied to later games.

Journey: The Quest Begins

Journey: The Quest Begins

Apple Mac OS - Released - 1989

Mysterious disasters have begun the once thriving fantasy land. Natural disasters and diseases trouble the population. A group of villagers was sent to seek the assistance of the reclusive wizard Astrix - but it has never returned. A new group is sent, led by the young carpenter Bergon, who is accompanied by the wizard Praxix, the healer Esher, and the true protagonist of the game - a merchant named Tag. Despite its "RPG-like" premise and the player's control of a party of four characters with unique powers, Journey: The Quest Begins is a puzzle-solving adventure game without role-playing elements. Unlike most Infocom games of the time, no typing is required in this game; the interface provides the player with a multiple choice of actions that the player selects in order to make the story progress. The game has plenty of text and detailed interaction possibilities. Using the abilities of the four controlled characters is often required to solve the puzzles.

Leather Goddesses of Phobos

Leather Goddesses of Phobos

Commodore Amiga - Released - 1986

The year is 1936, and suddenly the protagonist is abducted by the Leather Goddesses for the final testing in the plan which will enslave every man and woman on earth. These Leather Goddesses of Phobos are just finishing up their plans for the invasion of Earth. If the hero fails to escape and save humanity, the Leather Goddesses will turn the Earth into their pleasure dome. Leather Goddesses of Phobos is a text adventure with humorous overtones. The player uses standard commands in the text parser to observe his environment and pick up items. The game's 'naughtiness' level can be adjusted between Tame (G), Suggestive (PG), and Lewd (R).

Leather Goddesses of Phobos 2: Gas Pump Girls Meet the Pulsating Inconvenience from Planet X!

Leather Goddesses of Phobos 2: Gas Pump Girls Meet the Pulsating Inconvenience from Planet X!

ScummVM - Released - 1992

Almost twenty years passed since the inhabitants of Earth defeated the Leather Goddesses of Phobos. The year now is 1958, and the scientific world is excited at the news of the discovery of a new planet in the Solar System, a so-called "Planet X". One night, a spaceship crash-lands in the small town of Atom City, Nevada, home to a military base and a nuclear power plant. The alien Barth, a self-described "Pulsating Inconvenience" from Planet X, brings terrible news to the people of Earth: the Goddesses have conquered Planet X and forced its denizens to become sex slaves. Gas Pump Girls is the sequel to Leather Goddesses of Phobos. The player can choose between three different protagonists: the alien Barth, the gas station owner Zeke, or Lydia, the daughter of the astronomer who discovered Planet X. Barth's scenario involves different tasks, while the humans' gameplay is largely identical, with the exception of different dialogues. Unlike the previous game, the sequel is a graphical adventure without any text input. The player interacts with the environment in a point-and-click fashion, with a "smart cursor" that automatically changes its shape depending on the possible action that can be executed with a person or an object. The game has multiple-choice conversations, many of which are optional.

Leather Goddesses of Phobos: Solid Gold Edition

Commodore 128 - Released - December 13, 2018

The year is 1936, and suddenly the protagonist is abducted by the Leather Goddesses for the final testing in the plan which will enslave every man and woman on earth. These Leather Goddesses of Phobos are just finishing up their plans for the invasion of Earth. If the hero fails to escape and save humanity, the Leather Goddesses will turn the Earth into their pleasure dome. Leather Goddesses of Phobos is a text adventure with humorous overtones. The player uses standard commands in the text parser to observe his environment and pick up items. The game's 'naughtiness' level can be adjusted between Tame (G), Suggestive (PG), and Lewd (R).

Moonmist

Moonmist

Amstrad CPC - Released - 1986

Tamara Lynd has recently become engaged to Jack Tresyllian, a wealthy owner of the Tresyllian Castle in Cornwall, England. Shortly afterwards, she began seeing a ghost-like figure, a mysterious White Lady, who has allegedly been haunting the castle for centuries. A series of events and dark suspicions involving hidden treasure convince Tamara that her life is in danger. She contacts a friend of hers, a young American detective, asking him to travel to the castle and investigate the mystery. Moonmist is a text adventure game. In the beginning the player chooses between four different scenarios, represented by the colors red, blue, yellow and green. Each scenario has different tasks, a different criminal, and different treasure. The game has a built-in clock, and must be completed before 6:00 am in-game time, otherwise it ends prematurely. Depending on the player's choice of the protagonist's gender, characters may react differently to his or her actions.

Moonmist

Apple Mac OS - Released - 1986

Tamara Lynd has recently become engaged to Jack Tresyllian, a wealthy owner of the Tresyllian Castle in Cornwall, England. Shortly afterwards, she began seeing a ghost-like figure, a mysterious White Lady, who has allegedly been haunting the castle for centuries. A series of events and dark suspicions involving hidden treasure convince Tamara that her life is in danger. She contacts a friend of hers, a young American detective, asking him to travel to the castle and investigate the mystery.

Moonmist

Moonmist

Commodore Amiga - 1986

Tamara Lynd has recently become engaged to Jack Tresyllian, a wealthy owner of the Tresyllian Castle in Cornwall, England. Shortly afterwards, she began seeing a ghost-like figure, a mysterious White Lady, who has allegedly been haunting the castle for centuries. A series of events and dark suspicions involving hidden treasure convince Tamara that her life is in danger. She contacts a friend of hers, a young American detective, asking him to travel to the castle and investigate the mystery. Moonmist is a text adventure game. In the beginning the player chooses between four different scenarios, represented by the colors red, blue, yellow and green. Each scenario has different tasks, a different criminal, and different treasure. The game has a built-in clock, and must be completed before 6:00 am in-game time, otherwise it ends prematurely. Depending on the player's choice of the protagonist's gender, characters may react differently to his or her actions.

Nord and Bert Couldn't Make Head or Tail of It

Commodore Amiga - Released - 1987

Players of Infocom games are no doubt aware of the 'Interactive Fiction' tag put to their games – meaning they are stories. Nevertheless, they are 'adventures' as well, in the general sense of the word, as well as in the computer-game sense. Or at least, they have been until now. The adventure game format is nothing if not flexible, and in Nord and Bert, Infocom have come a long way from the traditional text adventure. Regular fans may, whilst not disliking this text only game, be rather disappointed that this is not the type of game they have come to know and love. Nord and Bert performs almost exactly the same as other Infocom games on screen. It has a parser, and indeed, the method of communicating with it is identical, too. Eight short 'stories' comprise this little piece of nonsense, for nonsense it is, and nonsense is what it sets out to be. Each story involves the use of wordplay, and the words must be guessed or spotted by the player, to reach the end. A score is registered for each episode, and to complete it, the total must be achieved. The final section cannot be played until all the others, which may be played in any order, have been completed. Full marks to Infocom for branching out with something highly original, and extremely cleverly put together. But do not play Nord and Bert expecting anything like any other Infocom you have ever played. You won't get it, and you will be disappointed. Do not play Nord and Bert if English is not your native tongue. Nord and Bert is a game of American wit. Do play it with a group of friends, perhaps over a few drinks.

Nord and Bert Couldn't Make Head or Tail of It

Apple Mac OS - Released - 1987

Nord and Bert Couldn't Make Head or Tail of It is a text adventure game revolving around puns and wordplays. Idioms and clichés have become real-world objects in the town of Punster, and the player has to sort them out in order to win. There are seven separate scenarios that can be played in any order, as well as the final one that can be accessed only after having completed all seven.

Nord and Bert Couldn't Make Head or Tail of It

Atari ST - Released - 1987

Nord and Bert Couldn't Make Head or Tail of It is a text adventure game revolving around puns and wordplays. Idioms and clichés have become real-world objects in the town of Punster, and the player has to sort them out in order to win. There are seven separate scenarios that can be played in any order, as well as the final one that can be accessed only after having completed all seven. These scenarios are: - The Shopping Bizarre: Products in a grocery store have been replaced by nonsensical homonyms (such as "chocolate moose"), and the player has to revert them to their normal form. - Playing Jacks: Equipped with an item called "Jack of All Traits", the player has to construct words beginning with "Jack" to solve puzzles. - Buy the Farm: Clichéd expressions must be used in their literal meaning while exploring a farm. - Eat Your Words: More literal idioms used in a diner. - Act the Part: The protagonist is teleported into a 1950's-style sitcom, where he must perform visual gags. - Manor of Speaking: The protagonist explores a strange house in a more traditional humorous Infocom-style manner. - Shake a Tower: Letters in expressions have to be re-arranged to create humorous new meanings. - Meet the Mayor: The final chapter of the game, mixing elements of the others as the protagonist faces the mayor of Punster.

Planetfall

Planetfall

Commodore Plus 4 - Released - 1984

It all started with your great-great-grandfather who was a High Admiral and one of the founding officers of the Patrol. All generations since then have served in the Patrol. Now it's your turn and two years into you are still a lowly Ensign Seventh Class. Your direct report, Blather, is really making your life miserable. Are you really Stellar Patrol material? Planetfall is a science fiction interactive fiction computer game written by Steve Meretzky, and the eighth title published by Infocom in 1983. Like most Infocom games, thanks to the portable Z-machine, it was released for several platforms simultaneously. The original release included versions for the PC (both as a booter and for DOS) and Apple II. The Atari ST and Commodore 64 versions were released in 1985. A version for CP/M was also released. Although Planetfall was Meretzky's first title, it proved one of his most popular works and a best-seller for Infocom; it was one of five top-selling titles to be re-released in Solid Gold versions including in-game hints. Planetfall utilizes the Z-machine originally developed for the Zork franchise and was added as a bonus to the "Zork Anthology".

Planetfall

Planetfall

Commodore Amiga - 1985

It all started with your great-great-grandfather who was a High Admiral and one of the founding officers of the Patrol. All generations since then have served in the Patrol. Now it's your turn and two years into you are still a lowly Ensign Seventh Class. Your direct report, Blather, is really making your life miserable. Are you really Stellar Patrol material?

Planetfall

Planetfall

ZiNc - Released - 1983

"Join the Patrol, and see the Galaxy!" You took the poster's advice, bait and all, and marched right over to the recruitment station near your home on the backwater planet of Gallium. Images of exotic worlds, strange and colorful aliens, and Deep Space heroism had danced in your head as you signed the dotted line. And since that day the closest you've come to Deep Space heroism was scrubbing down the radioactive leper colony on Ishmael-3. But suppose that jumbo fortune cookie you got at Qwang's Take-Out Asteroid last shore leave was right. Maybe you will indeed narrowly escape disaster. It's even possible that you'll actually travel to an unknown corner of the Universe, where you'll save a doomed planet - or die in the attempt. In fact, we'll guarantee it - every crumb of it - because that's just the way the cosmic cookie crumbles.

Plundered Hearts

Plundered Hearts

Commodore Amiga - Released - 1986

Plundered Hearts is a text adventure game set in the late 1600's. The player takes control of a young Englishwoman who finds out that her father is sick. In order to take care of him, she travels to the West Indies. But on the way her ship is attacked by pirates, and she is carried away by their captain. Though still determined to find and help her father, the young woman discovers that perhaps she may find romance where she least expected it.

Plundered Hearts

Plundered Hearts

Apple II - Released - 1987

Plundered Hearts is an interactive fiction computer game created by Amy Briggs and published by Infocom in 1987. It was released simultaneously for several popular computer platforms of the time, such as the PC and Commodore 64. Plundered Hearts was Infocom's first (and only) game in the "romance" genre. It is Infocom's twenty-eighth game. In a move that was formerly unusual for Infocom but increasingly common after its acquisition by Activision, Plundered Hearts casts the player in a well-defined role. The lead character is a young woman in the late 17th century who has received a letter. Jean Lafond, the governor of the small West Indies island of St. Sinistra, says that the player's father has contracted a "wasting tropical disease". Lafond suggests that his recovery would be greatly helped by the loving presence of his daughter, and sends his ship (the Lafond Deux) to transport her.

Plundered Hearts

Plundered Hearts

Apple Mac OS - Released - 1987

Plundered Hearts is a text adventure game set in the late 1600's. The player takes control of a young Englishwoman who finds out that her father is sick. In order to take care of him, she travels to the West Indies. But on the way her ship is attacked by pirates, and she is carried away by their captain. Though still determined to find and help her father, the young woman discovers that perhaps she may find romance where she least expected it.

Seastalker

Seastalker

Apple Mac OS - Released - 1984

You must save the Aquadome! But is it in more danger from an inside traitor, or a vicious sea monster? As a famous inventor and scientist, you will use your inventions and skills to save the day.

Seastalker

Seastalker

Commodore Amiga - 1986

You must save the Aquadome! But is it in more danger from an inside traitor, or a vicious sea monster? As a famous inventor and scientist, you will use your inventions and skills to save the day.

Seastalker

Seastalker

Apple II - September 9, 1984

Seastalker is an interactive fiction computer game designed by Stu Galley and Jim Lawrence and published by Infocom in 1984. Like most of Infocom's works, it was released simultaneously for several popular computer platforms of the time, such as the Commodore 64, Apple II, and IBM PC. The game was marketed as an introduction to interactive fiction for pre-teen players. It is Infocom's twelfth game.

Sherlock: The Riddle of the Crown Jewels

Sherlock: The Riddle of the Crown Jewels

Commodore Amiga - Released - 1988

In The Riddle of the Crown Jewels, you play the role of Doctor Watson. You have received an urgent summons to the rooms of your good friend Sherlock Holmes by his landlady, Mrs. Hudson. Normally you are not up and about so early on a Saturday. But here you are, outside the Baker Street residence, and not a moment too soon; for the fog has thickened and travel without a lamp has become impossible. Infocom's Sherlock is infinitely better than the bug-ridden attempt by Melbourne House some years ago. It is not played in real time, but the day and time is displayed on the screen, only ticking away at each move you make. But remember – you do have a deadline to retrieve the jewels! Altogether, this is a mystery that conveys just about the right atmosphere for the place, time, and subject, with a good helping of general historical interest thrown in as well. I take my hat off to it. Now that is something I could recommend you to do before you get very far into the game, too!

Sorcerer

Sorcerer

Commodore Amiga - Released - 1986

Following the defeat of the evil krill in Enchanter, the intrepid apprentice have become a full member of the Circle, under the command of the famed Necromancer Belboz. Very soon, however, the hero notices that something strange has been happening to the master. He frequently talks to himself and seems to be under some sort of a malevolent influence - until one day, he is mysteriously kidnapped. Looks like the brave Enchanter must venture on a perilous journey once again, and bring back the leader of the Circle. Sorcerer is a sequel to Enchanter, and is part of the Zork universe. Like its predecessors, it is a text adventure, in which the player interacts with the game world by typing combinations of verbs and objects. The spell system from the previous game is back; a new feature is the protagonist's ability to drink magical potions, which must be done sometimes in order to solve the game's puzzles.

Sorcerer

Sorcerer

Apple II - Released - September 10, 1984

Sorcerer is an interactive fiction computer game written by Steve Meretzky and released by Infocom in 1984. It is the second game in the magic-themed "Enchanter trilogy", preceded by Enchanter and followed by Spellbreaker. It is Infocom's eleventh game. Following the unlikely defeat of Krill in Enchanter, the player's character has progressed from an Apprentice Enchanter to earning a coveted seat in the Circle of Enchanters. Belboz the Necromancer, the leader of the Circle, has become not only a mentor but a close friend as well. Lately, though, Belboz has seemed different. He's always distracted, even talking to himself at length. Whatever he's dealing with, Belboz doesn't see fit to confide in anyone. Surely he knows what he's doing.

Sorcerer

Sorcerer

ZiNc - Released - January 31, 1984

SORCERER, the second of a spellbinding fantasy series in the tradition of ZORK, takes you on a magical tour through the darker side of Zorkian enchantment. Your journey begins with a cryptic diary - the last trace of the now-vanished Belboz the Necromancer, grand and powerful leader of the Guild of Enchanters. It is feared that Belboz is in thrall to evil sorcery. If so, the very existence of the Circle of Enchanters could be forfeit. To rescue the kingdom and locate your mentor in the treacherous mists of time, you must gain the power and cunning of a true Sorcerer.

Sorcerer

Sorcerer

Atari ST - Released - 1985

Following the defeat of the evil krill in Enchanter, the intrepid apprentice have become a full member of the Circle, under the command of the famed Necromancer Belboz. Very soon, however, the hero notices that something strange has been happening to the master. He frequently talks to himself and seems to be under some sort of a malevolent influence - until one day, he is mysteriously kidnapped. Looks like the brave Enchanter must venture on a perilous journey once again, and bring back the leader of the Circle. Sorcerer is a sequel to Enchanter, and is part of the Zork universe. Like its predecessors, it is a text adventure, in which the player interacts with the game world by typing combinations of verbs and objects. The spell system from the previous game is back; a new feature is the protagonist's ability to drink magical potions, which must be done sometimes in order to solve the game's puzzles.

Spellbreaker

Spellbreaker

ZiNc - Released - September 16, 1985

SPELLBREAKER, the riveting conclusion to the ENCHANTER trilogy, explores the mysterious underpinnings of the Zorkian universe. A world founded on sorcery suddenly finds its magic failing, and only you, leader of the Circle of Enchanters, can uncover and destroy the cause of this paralyzing chaos. The very core of your civilization is under siege, and only a perilous journey through the black foundation of magic itself will yield a chance for survival. And although your triumph over this unknown Evil is uncertain, you must embark without hesitation and prove yourself the worthiest mage in the land.

Spellbreaker

Spellbreaker

Apple II - Released - September 10, 1985

Spellbreaker is an interactive fiction computer game written by Dave Lebling and released by Infocom in 1985, the third and final game in the "Enchanter Trilogy." It was released for the Amiga, Amstrad CPC, Apple II, Atari 8-bit family, Atari ST, Commodore 64, Macintosh, and MS-DOS. It is Infocom's eighteenth game. Over the course of events in the trilogy's earlier games from 956 to 957 GUE (Enchanter and Sorcerer), the player's character has progressed from a novice wizard possessing a few weak spells to the leader of the Circle of Enchanters. Now, in 966 GUE (ten years after the events of Enchanter), the very foundations of Magic itself seem to be failing, and the leaders of all the Guilds in the land have gathered to demand answers. In the midst of this impassioned meeting, the crowd is suddenly transformed into a group of toads and newts. Everyone present is affected except for the player and a shadowy figure who flees the hall. In the course of investigating the mystery, the player learns new, powerful spells that must be used in novel ways. But since magic is no longer dependable, each spell has a chance of failing. The only objects that can help to shore up the effectiveness of sorcery are the Cubes of Foundation, each of which can transport the player to a different location and strengthen certain spells. Eventually the player discovers a terrible secret: the shadowy figure responsible for all this chaos is a dark twin. Even with magic, every action has an equal and opposite reaction; and with every spell cast, the player's opposite has grown stronger. Finally, this evil being seizes the magic cubes and uses them to construct a portal which will bestow near-infinite power. The only way to defeat the doppelgänger is to sabotage the portal, an action which also leads to the destruction of all magic.

Spellbreaker

Spellbreaker

Commodore Amiga - Released - 1986

The head of the Circle of Enchanters is a brave hero, the same one who has defeated the evil Krill and solved the mystery of the Necromancer Belboz. However, now an even greater threat has appeared: the very foundations of the art of Magic seem to be failing! The Guilds organize a great assembly to discuss the alarming waning of Magic; suddenly, a mysterious shadowy figure casts a spell that transforms everyone to toads and newts - everyone but the intrepid leader of the Circle, who must commit his most heroic deeds yet, solving the hardest mystery of all. The concluding part of the Enchanter trilogy within the Zork universe, Spellbreaker is a sequel to Sorcerer. The game plays similarly to its predecessors, the player inputting text commands to interact with the game world and solve puzzles. The magic system is still present; however, spellcasting can fail now, due to the game's premise of the decline of magic. A new feature is the player's ability to name the objects the protagonist collects in the game. This ability becomes a necessity when the player is required to collect the identically-looking Cubes of Foundation, having to name them in order to differentiate between them.

Starcross

Starcross

Commodore Amiga - 1986

Starcross is yet another masterpiece from Infocom, this time one of their earliest sci-fi releases. In the game, you play a black-hole miner who is captured by a drifting alien vessel. Your task is to figure out weird alien gadgets in order to find your way home. The game's hallmarks lie in top-notch writing and very well-designed puzzles. Alien artifacts and locations are described so vividly they spark your interest in exploration. As one of Infocom's earliest games, the parser is limited and does not allow shortcuts that IF fans would consider indispensable. The game's only weakness is the NPCs, who are not as well fleshed out as Infocom's other games. Your ship's computer is still amusing, though. Starcross is one of the best text adventures I have played. The only other “Expert” level sci-fi game from Infocom, it is not as difficult as Suspended, but it is still very difficult. It is a good kind of difficult, though - a game that will captivate and challenge you for hours on end. It requires a lot of time and patience, but you will be well rewarded with an outstanding and unique adventure when you do.

Starcross

Starcross

Commodore Plus 4 - Released - 1984

The year is 2186. Humanity has established colonies on the moon, Mars, and several of the larger asteroids. Earth's sky is dotted with space habitats, and the spaceways are always busy. As usual, there is the urgent need for energy to power this advanced civilization; one of the primary sources of that energy is quantum black holes. In Starcross, you are a miner of black holes, scouring the asteroid belt in your one-man survey ship. Finding and harnessing a single black hole can make a person's fortune. It's a lonely business, fraught with the known and unknown hazards of space. You've equipped your ship, the M.C.S. STARCROSS, with the best gear you could afford. You've put everything into this venture, and though you've tried before, you somehow sense that this time will be different. The ship's computer handles the functions of navigation and routine maintenance. You watch the sophisticated mass detector as it unceasingly scans the vicinity for uncharted masses. To assuage the tedium of your long trip, you browse through the compact tape library, a compendium of human knowledge and culture. But the drone of the ship gradually lulls you into a deep sleep. As you sleep, you dream of the riches which would be yours if your search for a quantum black hole is successful. Little do you suspect that the alarm on your mass detector is about to jolt you out of your dream - but not to grapple with the long-sought black hole. Your quest has taken an unexpected turn, for you are destined to rendezvous with a gargantuan alien spaceship from the outer fringes of the galaxy.

Starcross

Starcross

Apple Mac OS - Released - 1984

The year is 2186. Humanity has established colonies on the moon, Mars, and several of the larger asteroids. Earth's sky is dotted with space habitats, and the spaceways are always busy. As usual, there is the urgent need for energy to power this advanced civilization; one of the primary sources of that energy is quantum black holes. In Starcross, you are a miner of black holes, scouring the asteroid belt in your one-man survey ship. Finding and harnessing a single black hole can make a person's fortune. It's a lonely business, fraught with the known and unknown hazards of space. You've equipped your ship, the M.C.S. STARCROSS, with the best gear you could afford. You've put everything into this venture, and though you've tried before, you somehow sense that this time will be different.

Stationfall

Stationfall

Apple Mac OS - Released - 1987

Stationfall is a text adventure game and a sequel to Planetfall, featuring the same protagonist who has been promoted from Ensign Seventh Class to Lieutenant First Class. However, the current work in the Stellar Patrol seems to be less satisfying than before, as the Lieutenant has to deal with boring paperwork. One day the Lieutenant receives an assignment that involves accompanying a spacetruck to a space station and picking up a load of "Request for Stellar Patrol Issue Regulation Black Form Binders Request Form Forms". The Lieutenant travels to the space station with his robotic side-kick Floyd. Once they arrive, they find it deserted, with only an ostrich and an Arcturian balloon creature left untouched. The two must investigate the station and find out what happened.

Stationfall

Stationfall

Amstrad CPC - Released - 1987

Stationfall is a text adventure game and a sequel to Planetfall, featuring the same protagonist who has been promoted from Ensign Seventh Class to Lieutenant First Class. However, the current work in the Stellar Patrol seems to be less satisfying than before, as the Lieutenant has to deal with boring paperwork. One day the Lieutenant receives an assignment that involves accompanying a spacetruck to a space station and picking up a load of "Request for Stellar Patrol Issue Regulation Black Form Binders Request Form Forms". The Lieutenant travels to the space station with his robotic side-kick Floyd. Once they arrive, they find it deserted, with only an ostrich and an Arcturian balloon creature left untouched. The two must investigate the station and find out what happened.

Stationfall

Stationfall

ZiNc - Released - 1987

What a trotting krip! Since your incredible heroics in Planetfall, where you risked life and limb to save the planet Resida, things have hardly changed at all. Sure, you were promoted to Lieutenant First Class, but this only meant that your dull life of cleaning grotch cages was replaced by an equally dull life of paperwork. Now you've got another assignment tailor-made for a grotchbrain: pilot a spacetruck to a nearby station to pick up a load of trivial forms. Trot and double trot! But all is not lost. By a happy twist of fate, your companion for the journey is your old pal Floyd! That's right, it's the same mischievous little robot, crayons and paddleball at the ready, who was your helpful buddy in Planetfall. Getting to the space station is easy. But once there, you find it strangely deserted. Even the seedy space village surrounding the station is missing its ragtag tenants. A spooky alien ship carrying only an empty pedestal rests in a docking bay. An ostrich and an Arcturian balloon creature are found, abandoned but in perfect health. The commander's log describes the mysterious breakdown of machinery, demonstrated by a roving hull-welder who seems bent on your destruction. And finally even Floyd begins acting oddly...

Stationfall

Stationfall

Atari ST - Released - 1987

Stationfall is a text adventure game and a sequel to Planetfall, featuring the same protagonist who has been promoted from Ensign Seventh Class to Lieutenant First Class. However, the current work in the Stellar Patrol seems to be less satisfying than before, as the Lieutenant has to deal with boring paperwork. One day the Lieutenant receives an assignment that involves accompanying a spacetruck to a space station and picking up a load of "Request for Stellar Patrol Issue Regulation Black Form Binders Request Form Forms". The Lieutenant travels to the space station with his robotic side-kick Floyd. Once they arrive, they find it deserted, with only an ostrich and an Arcturian balloon creature left untouched. The two must investigate the station and find out what happened.

Stationfall

Stationfall

Commodore Amiga - 1987

After the fall of the Second Galactic Union in 1716 GY, a ten-thousand-year dark age settled upon the galaxy. Interstellar travel was nonexistent, and many star systems descended into a near-barbaric state, buring coal and gas for energy, and growing food directly from exposed topsoil. In 11,203 GY, a treaty between the Empires of Tremain and Galium formed the Third Galactic Union. Your great-great-grandfather was a founding officer of the Stellar Patrol, and for five generations, your family has served in the Patrol. It was always taken for granted that you would sign up as soon as you came of age. Once in the Patrol, you discovered that the exciting career promised in all the Patrol recruitment brochures was nonsense. Your life was drudgery and demerits. Then came your big moment: shipwrecked on a seemingly deserted world, you met an exuberant robotic companion named Floyd. Together, the two of you discovered the secret of that mysterious planet, Resida, and saved it from near destruction. As a result of your heroics, you were offered, and quickly accepted, a juicy promotion. Finally, your life in the Stellar Patrol would be as exciting as those brochures had promised! Oh, how naive you'd been. Your daily routine simply replaced tedious scrubwork with tedious paperwork. Since your planetfall on Resida, five long years have dragged by, without a single event worthy of note. Why, just look at today's “thrilling” assignment: scooting over to Space Station Gamma Delta Gamma 777-G 59/59 Sector Alpha-Mu-79 to pick up a supply of Request for Stellar Patrol Issue Regulation Black Form Binders Request Form Forms...

Suspect

Suspect

Commodore Amiga - Released - 1986

You are a suspected murderer and time is running out because the police are ready to throw the books at you. If you ever want to return to your normal life of being a reporter you better prove your innocence. However, the real murderer probably watching your every move -- so be careful.

Suspect

Suspect

Apple II - Released - September 11, 1984

Suspect is an interactive fiction computer game designed by Dave Lebling and published by Infocom in 1984. It is the last murder mystery Infocom released, bringing an end to a popular genre of titles such as Deadline and The Witness. Like most Infocom titles, it was written in highly portable ZIL and made available for an array of popular computer platforms, including the Apple II, IBM PC, Atari ST, and Commodore 64. It is Infocom's fifteenth game. The player's character is a reporter for the fictitious newspaper The Washington Representative. Veronica Ashcroft-Wellman, a longtime friend and wealthy socialite, has sent an invitation to the annual Ashcroft Halloween Ball, where Maryland's high society bluebloods rub elbows, network, and congratulate each other on their fortunes. The paper's editor suggests covering the party as a story, smelling an easy article that could either praise or mock the wealthy. Since it is a costume party, the player's character suits up in a rented cowboy outfit and moseys over to the bash. Many attendees wear masks, making it difficult to initially identify them. Not long into the party, however, Veronica is found dead—strangled with a very familiar-looking lariat, with a bullet from the costume's gunbelt lying near the body for good measure. But the player stashed the rope in the closet earlier, and the bullet is missing from the back of the belt; anyone could have taken them! Nevertheless, the player is the prime suspect in Veronica's murder. A lot of snooping has to be done to identify the real killer.

Suspect

Suspect

Amstrad CPC - Released - 1986

You are a suspected murderer and time is running out because the police are ready to throw the books at you. If you ever want to return to your normal life of being a reporter you better prove your innocence. However, the real murderer probably watching your every move -- so be careful.

Suspect

Suspect

Atari ST - Released - 1985

You are a suspected murderer and time is running out because the police are ready to throw the books at you. If you ever want to return to your normal life of being a reporter you better prove your innocence. However, the real murderer probably watching your every move -- so be careful.

Suspended: A Cryogenic Nightmare

Suspended: A Cryogenic Nightmare

Apple Mac OS - Released - 1984

On a space settlement named Contra, a human being serves as a regulator for the planet's vital systems: he controls transportation, weather, and manages resources all while being in a deep sleep, through the neural power of his brain. Such a regulator is called Central Mentality. However, after five hundred years of stasis, the current Central Mentality suddenly awakens, greatly troubled by reports of computer malfunctioning and resulting problems in weather condition, food production, and transport. He must now act, and act quickly: the crew members assumed that he has gone insane, and are coming to disconnect his mind. But what can he do if his state of suspended animation prevents him from moving?

Suspended: A Cryogenic Nightmare

Suspended: A Cryogenic Nightmare

Commodore Plus 4 - Released - 1984

On a space settlement named Contra, a human being serves as a regulator for the planet's vital systems: he controls transportation, weather, and manages resources all while being in a deep sleep, through the neural power of his brain. Such a regulator is called Central Mentality. However, after five hundred years of stasis, the current Central Mentality suddenly awakens, greatly troubled by reports of computer malfunctioning and resulting problems in weather condition, food production, and transport. He must now act, and act quickly: the crew members assumed that he has gone insane, and are coming to disconnect his mind. But what can he do if his state of suspended animation prevents him from moving? Suspended is a text adventure game with a twist: instead of navigating the protagonist, the player indirectly controls six robots that do his bidding, exploring the environment and interacting with it. Each robot has different functions and has its own way of seeing reality and reacting to events around it. Iris is the only robot that can see and therefore visually describe locations and objects; Whiz can provide technical information obtained from computers; the sonar-powered Waldo is good at holding items; Auda is an expert in sounds; the cryptically speaking Poet senses the flow of electric currents; finally, Sensa can detect magnetic and photon emissions. The player advances in the game by using the different abilities of the robots and solving puzzles.

Suspended: A Cryogenic Nightmare

Suspended: A Cryogenic Nightmare

Apple II - Released - September 11, 1983

Suspended: A Cryogenic Nightmare is an interactive fiction video game written by Michael Berlyn and published by Infocom in 1983. Like most Infocom titles, it was available on most popular personal computers of the day, such as the Apple II, PC, Atari ST, and Commodore 64. It was Infocom's sixth game. The player's character has been embedded within a facility that controls vital systems, such as moving public transportation belts and weather control, for an Earth-settled planet called Contra. During the player's five-hundred-year tenure, the player would normally be kept in stasis while his sleeping mind serves as the Central Mentality for the largely self-maintaining systems. As the game opens, however, he is awakened by severe error messages; something is going wrong. The facility has suffered catastrophic damage from an earthquake, and the Filtering Computers are shutting down or becoming dangerously unstable. The inhabitants of the city assume that the Central Mentality has gone insane and is purposely harming the city, as a previous CM had done. The player's task is to repair the damage and restore the systems to normal states before a crew arrives at the facility to "disconnect" his mind, killing him, to be replaced with a clone.

Suspended: A Cryogenic Nightmare

Suspended: A Cryogenic Nightmare

ZiNc - Released - February 22, 1983

They said you would sleep for half a millennium -- not an unreasonable length of time, considering you'd be in limited cryogenic suspension. Your body would rest frozen at the planet's nerve center, an underground complex 20 miles beneath the surface. Your brain, they told you, would be wired to a network of computers; your mind would continue to operate at a minimal level, overseeing maintenance of surface-side equilibrium. And you would not awake, so they promised, until your 500 years had elapsed -- barring, of course, the most dire emergency. Then, and only then, you would be awakened to save your planet by strategically manipulating six robots, each of whom perceives the world differently. But such a catastrophe, you have been assured, could not possibly occur. Good morning.

Suspended: A Cryogenic Nightmare

Suspended: A Cryogenic Nightmare

Commodore Amiga - Released - 1986

On a space settlement named Contra, a human being serves as a regulator for the planet's vital systems: he controls transportation, weather, and manages resources all while being in a deep sleep, through the neural power of his brain. Such a regulator is called Central Mentality. However, after five hundred years of stasis, the current Central Mentality suddenly awakens, greatly troubled by reports of computer malfunctioning and resulting problems in weather condition, food production, and transport. He must now act, and act quickly: the crew members assumed that he has gone insane, and are coming to disconnect his mind. But what can he do if his state of suspended animation prevents him from moving? Suspended is a text adventure game with a twist: instead of navigating the protagonist, the player indirectly controls six robots that do his bidding, exploring the environment and interacting with it. Each robot has different functions and has its own way of seeing reality and reacting to events around it. Iris is the only robot that can see and therefore visually describe locations and objects; Whiz can provide technical information obtained from computers; the sonar-powered Waldo is good at holding items; Auda is an expert in sounds; the cryptically speaking Poet senses the flow of electric currents; finally, Sensa can detect magnetic and photon emissions. The player advances in the game by using the different abilities of the robots and solving puzzles.

The Hitchhiker's Guide to the Galaxy

The Hitchhiker's Guide to the Galaxy

Commodore Plus 4 - Released - 1984

You are Arthur Dent, an Englishman with a bad hangover wearing a dressing gown containing a much needed buffered analgesic and some fluff. Your house has just been destroyed, followed shortly thereafter by your planet Earth (mostly harmless). You’ve been rescued by your friend Ford Prefect, who’s not actually an out-of-work actor. He has given you a book (The Hitchhiker’s Guide to the Galaxy), a towel, and is now telling you to put a fish in your ear. It must be a Thursday; you’ve never quite gotten the hang of Thursdays. The Hitchhiker’s Guide to the Galaxy is written by Douglas Adams and Steven Meretzky and based on Adams’ BBC radio series, television series, and the series of subsequent novelizations. It’s one of the classic Interactive Fiction games produced by Infocom, labeled as Science Fiction and has a Standard Level of Difficulty. Though divergent from the source material, the main characters, locations, and concepts are here. Unlike the book, death can come quickly if Arthur fails to observe his surroundings, collect inventory, talk to people, and consult the Guide. DON’T PANIC! Original C=64 Grey Box Contents: Megadodo Publications Advertising Booklet for your very own Hitchhiker's Guide to the Galaxy complete with Fluff, Destruct orders for your home and planet, a nice red button with the words DON'T PANIC printed in large yellow letters, a pair of Joo Janta 200 Super-Chromatic Peril-Sensitive Sunglasses, No Tea, and your very own Microscopic Space Fleet. All this can be yours, for the low, low price of only 59.99 Altairian Dollars.

The Hitchhiker's Guide to the Galaxy

The Hitchhiker's Guide to the Galaxy

Apple II - Released - 1984

You are Arthur Dent, an Englishman with a bad hangover wearing a dressing gown containing a much needed buffered analgesic and some fluff. Your house has just been destroyed, followed shortly thereafter by your planet Earth (mostly harmless). You’ve been rescued by your friend Ford Prefect, who’s not actually an out-of-work actor. He has given you a book (The Hitchhiker’s Guide to the Galaxy), a towel, and is now telling you to put a fish in your ear. It must be a Thursday; you’ve never quite gotten the hang of Thursdays. The Hitchhiker’s Guide to the Galaxy is written by Douglas Adams and Steven Meretzky and based on Adams’ BBC radio series, television series, and the series of subsequent novelizations. It’s one of the classic Interactive Fiction games produced by Infocom, labeled as Science Fiction and has a Standard Level of Difficulty. Though divergent from the source material, the main characters, locations, and concepts are here. Unlike the book, death can come quickly if Arthur fails to observe his surroundings, collect inventory, talk to people, and consult the Guide. DON’T PANIC! Original C=64 Grey Box Contents: Megadodo Publications Advertising Booklet for your very own Hitchhiker's Guide to the Galaxy complete with Fluff, Destruct orders for your home and planet, a nice red button with the words DON'T PANIC printed in large yellow letters, a pair of Joo Janta 200 Super-Chromatic Peril-Sensitive Sunglasses, No Tea, and your very own Microscopic Space Fleet. All this can be yours, for the low, low price of only 59.99 Altairian Dollars.

The Hitchhiker's Guide to the Galaxy

The Hitchhiker's Guide to the Galaxy

Amstrad CPC - Released - 1985

You are Arthur Dent, an Englishman with a bad hangover wearing a dressing gown containing a much needed buffered analgesic and some fluff. Your house has just been destroyed, followed shortly thereafter by your planet Earth (mostly harmless). You’ve been rescued by your friend Ford Prefect, who’s not actually an out-of-work actor. He has given you a book (The Hitchhiker’s Guide to the Galaxy), a towel, and is now telling you to put a fish in your ear. It must be a Thursday; you’ve never quite gotten the hang of Thursdays. The Hitchhiker’s Guide to the Galaxy is written by Douglas Adams and Steven Meretzky and based on Adams’ BBC radio series, television series, and the series of subsequent novelizations. It’s one of the classic Interactive Fiction games produced by Infocom, labeled as Science Fiction and has a Standard Level of Difficulty. Though divergent from the source material, the main characters, locations, and concepts are here. Unlike the book, death can come quickly if Arthur fails to observe his surroundings, collect inventory, talk to people, and consult the Guide. DON’T PANIC! Original C=64 Grey Box Contents: Megadodo Publications Advertising Booklet for your very own Hitchhiker's Guide to the Galaxy complete with Fluff, Destruct orders for your home and planet, a nice red button with the words DON'T PANIC printed in large yellow letters, a pair of Joo Janta 200 Super-Chromatic Peril-Sensitive Sunglasses, No Tea, and your very own Microscopic Space Fleet. All this can be yours, for the low, low price of only 59.99 Altairian Dollars.

The Hitchhiker's Guide to the Galaxy

The Hitchhiker's Guide to the Galaxy

Microsoft MSX - Released - 1984

The Hitchhiker's Guide is a text adventure game, where the player, in the role of Arthur Dent, solves a number of puzzles to complete various objectives to win the game. This includes collecting and using a number of items within their inventory. The player has a limited variety of commands that they can enter to observe, move about, and interact with the game's world, such as "look", "inventory", "north" (to move north) "take screwdriver", or "put robe on hook". Most commands will advance the game's turn counter, and some puzzles require the player to complete the puzzle within a fixed number of turns or else may end the game and require the player to restart at the beginning or a saved state; passive commands like "look" and "inventory", and mistyped or non-comprehended commands do not count as turns. Once the player can acquire it, the player can use the eponymous Hitchhiker's Guide to the Galaxy to ask about a wide variety of topics, some which may be helpful in solving the game's puzzles.

The Hitchhiker's Guide to the Galaxy

The Hitchhiker's Guide to the Galaxy

ZiNc - Released - 1984

Don't Panic! Relax, because everything you need to know about playing The Hitchhiker's Guide to the Galaxy is contained in the pages of this manual. In this story, you will be Arthur Dent, a rather ordinary earth creature who gets swept up in a whirlwind of interstellar adventures almost beyond comprehension. As the story begins bulldozers are waiting to reduce your house to rubble to make way for a motorway bypass. While you attempt to deal with this problem, your rather strange friend Ford Prefect drops by to tell you that the Earth is about to be demolished to make way for an interstellar bypass! If you survive this double threat, you'll embark on a series of inter-galactic misadventures even funnier than your worst nightmares! A special note for people who have read the book "The Hitchhiker's Guide to the Galaxy". Although the opening of the game is fairly similar to the book, the story quickly diverges, with lots of new material and different twists. Although familiarity with the story may make a few of the early puzzles easier, if you rely too heavily on this previous knowledge you will certainly end up getting misled.

The Hitchhiker's Guide to the Galaxy

The Hitchhiker's Guide to the Galaxy

Atari ST - Released - 1985

You are Arthur Dent, an Englishman with a bad hangover wearing a dressing gown containing a much needed buffered analgesic and some fluff. Your house has just been destroyed, followed shortly thereafter by your planet Earth (mostly harmless). You’ve been rescued by your friend Ford Prefect, who’s not actually an out-of-work actor. He has given you a book (The Hitchhiker’s Guide to the Galaxy), a towel, and is now telling you to put a fish in your ear. It must be a Thursday; you’ve never quite gotten the hang of Thursdays. The Hitchhiker’s Guide to the Galaxy is written by Douglas Adams and Steven Meretzky and based on Adams’ BBC radio series, television series, and the series of subsequent novelizations. It’s one of the classic Interactive Fiction games produced by Infocom, labeled as Science Fiction and has a Standard Level of Difficulty. Though divergent from the source material, the main characters, locations, and concepts are here. Unlike the book, death can come quickly if Arthur fails to observe his surroundings, collect inventory, talk to people, and consult the Guide. DON’T PANIC! Original Contents: Megadodo Publications Advertising Booklet for your very own Hitchhiker's Guide to the Galaxy complete with Fluff, Destruct orders for your home and planet, a nice red button with the words DON'T PANIC printed in large yellow letters, a pair of Joo Janta 200 Super-Chromatic Peril-Sensitive Sunglasses, No Tea, and your very own Microscopic Space Fleet. All this can be yours, for the low, low price of only 59.99 Altairian Dollars.

The Lost Treasures of Infocom

The Lost Treasures of Infocom

MS-DOS - Released - 1991

The Lost Treasures of Infocom is a collection of 20 computer games from interactive fiction pioneer Infocom, released in 1991. It was available in MS-DOS, Macintosh, Amiga, and Apple IIGS versions, as well as a cross-platform CD-ROM version, followed by a re-release on the Apple Computer iOS platform in 2012. Infocom was closed in 1989 by its then-parent company Activision. Still holding the copyright to nearly all the past Infocom titles, Activision bundled 20 of the most popular into this package. The games included are: - Ballyhoo - Beyond Zork: The Coconut of Quendor - Deadline - Enchanter - The Hitchhiker's Guide to the Galaxy - Infidel - Lurking Horror - Moonmist - Planetfall - Starcross - Stationfall - Sorcerer - Spellbreaker - Suspect - Suspended - The Witness Zork I: The Great Underground Empire - Zork II: The Wizard of Frobozz - Zork III: The Dungeon Master - Zork Zero: The Revenge of Megaboz

The Lost Treasures of Infocom

The Lost Treasures of Infocom

Apple Mac OS - Released - 1991

The Lost Treasures of Infocom is a collection of 20 computer games from interactive fiction pioneer Infocom, released in 1991. It was available in MS-DOS, Macintosh, Amiga, and Apple IIGS versions, as well as a cross-platform CD-ROM version, followed by a re-release on the Apple Computer iOS platform in 2012. Infocom was closed in 1989 by its then-parent company Activision. Still holding the copyright to nearly all the past Infocom titles, Activision bundled 20 of the most popular into this package. The games included are: - Ballyhoo - Beyond Zork: The Coconut of Quendor - Deadline - Enchanter - The Hitchhiker's Guide to the Galaxy - Infidel - Lurking Horror - Moonmist - Planetfall - Starcross - Stationfall - Sorcerer - Spellbreaker - Suspect - Suspended - The Witness Zork I: The Great Underground Empire - Zork II: The Wizard of Frobozz - Zork III: The Dungeon Master - Zork Zero: The Revenge of Megaboz

The Lost Treasures of Infocom

The Lost Treasures of Infocom

Apple iOS - Released - 2012

The Lost Treasures of Infocom is a collection of 20 computer games from interactive fiction pioneer Infocom, released in 1991. It was available in MS-DOS, Macintosh, Amiga, and Apple IIGS versions, as well as a cross-platform CD-ROM version, followed by a re-release on the Apple Computer iOS platform in 2012. Infocom was closed in 1989 by its then-parent company Activision. Still holding the copyright to nearly all the past Infocom titles, Activision bundled 20 of the most popular into this package. The games included are: - Ballyhoo - Beyond Zork: The Coconut of Quendor - Deadline - Enchanter - The Hitchhiker's Guide to the Galaxy - Infidel - Lurking Horror - Moonmist - Planetfall - Starcross - Stationfall - Sorcerer - Spellbreaker - Suspect - Suspended - The Witness Zork I: The Great Underground Empire - Zork II: The Wizard of Frobozz - Zork III: The Dungeon Master - Zork Zero: The Revenge of Megaboz

The Lost Treasures of Infocom II

The Lost Treasures of Infocom II

Apple Mac OS - Released - 1992

Compilation of 11 Infocom games: Border Zone A Mind Forever Voyaging Plundered Hearts Bureaucracy Cutthroats Hollywood Hijinx Seastalker Sherlock: The Riddle of the Crown Jewels Wishbringer Nord and Bert Couldn't Make Head or Tail of It Trinity CD-ROM Release contains 3 Extra Adventure Games created by the Staff of Infocom: Arthur: The Quest for Excalibur Journey: The Quest Begins James Clavell's Shogun

The Lurking Horror

The Lurking Horror

Apple Mac OS - Released - 1987

Despite a terrible snowstorm, a young G.U.E. Tech student travels to the school's computer lab to work on his grad paper. However, something strange has happened. The file containing the student's document has been partially overwritten by the Department of Alchemy's files. At first the student's only goal is to retrieve his lost document, but soon he realizes that something far more sinister is occurring in the depths of the school building. The Lurking Horror is Infocom's only horror-themed text adventure game. The game is set in the haunted school building, in the midst of a blizzard that rendered escape impossible. The player explores the environments and has to solve puzzles to overcome obstacles. There are hostile creatures in the game, most of which must be defeated or outsmarted by using specific items.

The Lurking Horror

The Lurking Horror

Atari ST - Released - 1987

Despite a terrible snowstorm, a young G.U.E. Tech student travels to the school's computer lab to work on his grad paper. However, something strange has happened. The file containing the student's document has been partially overwritten by the Department of Alchemy's files. At first the student's only goal is to retrieve his lost document, but soon he realizes that something far more sinister is occurring in the depths of the school building. The Lurking Horror is Infocom's only horror-themed text adventure game. The game is set in the haunted school building, in the midst of a blizzard that rendered escape impossible. The player explores the environments and has to solve puzzles to overcome obstacles. There are hostile creatures in the game, most of which must be defeated or outsmarted by using specific items.

The Lurking Horror

The Lurking Horror

ZiNc - Released - June 5, 1987

A winter night at the G.U.E. tech campus with most students away on vacation serves as the backdrop for this tale of Lovecraftian horror. You must finish the last term paper (deadline tomorrow!). All the computers in the dorm are in use, so you endured a snowstorm to travel to the institute's computer laboratory. However, the snowstorm turned into a blizzard and you decided to remain in the complex for the night, working on the report. Although the game begins as a quest to try to salvage the term paper, alarming events soon unfold, revealing a powerful evil within the school's depths.

The Lurking Horror

The Lurking Horror

Amstrad CPC - Released - 1987

The Lurking Horror is an interactive fiction game released by Infocom in 1987. The game was written by Dave Lebling and inspired by the horror fiction writings of H. P. Lovecraft (including his Cthulhu Mythos). Like most of Infocom's games, it was released for several platforms simultaneously thanks to the Z-machine. The original release included versions for DOS, the Apple II, Atari ST, Atari 8-bit family and Commodore 64. Later, it was ported to the Amiga with the addition of sound effects, making it the first title with that feature. The effects would play at appropriate times in the game in an effort to intensify the horror atmosphere. This marked one of the few major additions to the Z-machine with the exception of graphics; traditionally, Infocom had eschewed such changes in favor of expanding the parser capacity and overall size of game files. It was Infocom's 26th game; Infocom rated it as "Standard" in terms of difficulty. Lurking Horror was the only horror game ever released by Infocom.

The Lurking Horror

The Lurking Horror

Apple II - Released - August 23, 1987

Despite a terrible snowstorm, a young G.U.E. Tech student travels to the school's computer lab to work on his grad paper. However, something strange has happened. The file containing the student's document has been partially overwritten by the Department of Alchemy's files. At first the student's only goal is to retrieve his lost document, but soon he realizes that something far more sinister is occurring in the depths of the school building. The Lurking Horror is Infocom's only horror-themed text adventure game. The game is set in the haunted school building, in the midst of a blizzard that rendered escape impossible. The player explores the environments and has to solve puzzles to overcome obstacles. There are hostile creatures in the game, most of which must be defeated or outsmarted by using specific items. While not a direct adaption of his stories, the game itself was heavily inspired by the writings of H.P. Lovecraft.

The Lurking Horror

The Lurking Horror

Commodore Amiga - Released - 1987

The Lurking Horror is an interactive fiction game released by Infocom in 1987. The game was written by Dave Lebling and inspired by the horror fiction writings of H. P. Lovecraft (including his Cthulhu Mythos). Like most of Infocom's games, it was released for several platforms simultaneously thanks to the Z-machine. The original release included versions for DOS, the Apple II, Atari ST, Atari 8-bit family and Commodore 64. Later, it was ported to the Amiga with the addition of sound effects, making it the first title with that feature. The effects would play at appropriate times in the game in an effort to intensify the horror atmosphere. This marked one of the few major additions to the Z-machine with the exception of graphics; traditionally, Infocom had eschewed such changes in favor of expanding the parser capacity and overall size of game files. It was Infocom's 26th game; Infocom rated it as "Standard" in terms of difficulty. Lurking Horror was the only horror game ever released by Infocom.

The Witness

The Witness

Commodore Amiga - Released - 1986

The Witness is a text adventure in which the player takes control of a police detective working near Los Angeles. The year is 1938, and on this stormy February night a wealthy but frightened man has asked the detective for protection. In spite of his best efforts, a death occurs, and the hero has twelve hours to solve the mystery and try to arrest the killer. If the player thinks there is enough evidence against one or more suspects to convince a jury of their guilt, he can arrest them and conclude the case.

The Witness

The Witness

Apple II - Released - September 13, 1983

The Witness is an interactive fiction computer game published by Infocom in 1983. Like Infocom's earlier title Deadline, it is a murder mystery. The Witness was written in the ZIL language for the Z-machine, which allowed it to be released simultaneously on many popular computer platforms including the Apple II and the Commodore 64. It is Infocom's seventh game. The game takes place in Cabeza Plana, a quiet (and fictitious - the name is Spanish for "Flathead", an inside joke from Zork mythology) suburb of Los Angeles, California in February 1938. Freeman Linder, a local millionaire, has begged the police for protection from a man named Stiles. The player's character is a detective assigned one evening to check out the wealthy man's claims. Is Linder seriously in danger or just another rich eccentric? Before the player can decide, a window explodes and Linder collapses, dead. The case of possible harassment has just become a murder, with the player as the only witness. With the help of Sgt. Duffy (last seen in Deadline), the player has until sunrise to solve the mystery. As usual, motive, method and opportunity must all be established to secure a "solid" arrest and the optimal ending.

The Witness

The Witness

Apple Mac OS - Released - 1984

The Witness is a text adventure in which the player takes control of a police detective working near Los Angeles. The year is 1938, and on this stormy February night a wealthy but frightened man has asked the detective for protection. In spite of his best efforts, a death occurs, and the hero has twelve hours to solve the mystery and try to arrest the killer. If the player thinks there is enough evidence against one or more suspects to convince a jury of their guilt, he can arrest them and conclude the case.

The Witness

Atari ST - Released - 1985

The Witness is a text adventure in which the player takes control of a police detective working near Los Angeles. The year is 1938, and on this stormy February night a wealthy but frightened man has asked the detective for protection. In spite of his best efforts, a death occurs, and the hero has twelve hours to solve the mystery and try to arrest the killer. If the player thinks there is enough evidence against one or more suspects to convince a jury of their guilt, he can arrest them and conclude the case.

The Witness

The Witness

Amstrad CPC - Released - 1986

The Witness is a text adventure in which the player takes control of a police detective working near Los Angeles. The year is 1938, and on this stormy February night a wealthy but frightened man has asked the detective for protection. In spite of his best efforts, a death occurs, and the hero has twelve hours to solve the mystery and try to arrest the killer. If the player thinks there is enough evidence against one or more suspects to convince a jury of their guilt, he can arrest them and conclude the case.

Trinity

Trinity

Apple II - Released - 1986

Trinity is an interactive fiction computer game written by Brian Moriarty and published in 1986 by Infocom. It is widely regarded as one of the company's best works. Trinity was included as one of the titles in the 2010 book 1001 Video Games You Must Play Before You Die. The plot blends historical and fantastic elements as part of a prose poem regarding the destructive power of the atomic bomb and the futile nature of war in the atomic age. The name refers to the Trinity test, the first nuclear explosion, which took place in July 1945. It is Infocom's twentieth game and the last game released by the company when it was solvent.

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