Level 9 Computing

Adventure Quest

Adventure Quest

BBC Microcomputer System - Released - 1983

The sequel to Colossal Adventure is an interactive fiction game with a VERB NOUN interface. The fantasy setting takes a clear influence from Lord of the Rings. After centuries of harmony, Middle Earth has hit problems due to a cataclysmic sequence of events - a crop failure leading to animals turning violent, and then an attack from a mysterious enemy to the north. The evil Demon Lord Alagiarept is discovered to be responsible, and as such the Wizards are given a week to beat him, before Middle Earth must surrender. You play a rookie magician with Meditation, Mysticism and Moneymaking skills. While the main war goes on, you attempt a much bolder mission - locate the four Stones-of-the-Elements and the Medallion of Life to enter Alagiarept's Dark Tower and kill him. Your quest will take you through Beaches, Moors and Rocky Outcrops, as well as more specific locations such as the Pillar in the Desert, the Cave of the Sun-Dial and the Mills of God. Wolves, skeletal hands, sharks and octopuses must be dealt with.

Adventure Quest

Adventure Quest

Amstrad CPC - Released - 1984

The sequel to Colossal Adventure is an interactive fiction game with a VERB NOUN interface. The fantasy setting takes a clear influence from Lord of the Rings. After centuries of harmony, Middle Earth has hit problems due to a cataclysmic sequence of events - a crop failure leading to animals turning violent, and then an attack from a mysterious enemy to the north. The evil Demon Lord Alagiarept is discovered to be responsible, and as such the Wizards are given a week to beat him, before Middle Earth must surrender. You play a rookie magician with Meditation, Mysticism and Moneymaking skills. While the main war goes on, you attempt a much bolder mission - locate the four Stones-of-the-Elements and the Medallion of Life to enter Alagiarept's Dark Tower and kill him. Your quest will take you through Beaches, Moors and Rocky Outcrops, as well as more specific locations such as the Pillar in the Desert, the Cave of the Sun-Dial and the Mills of God. Wolves, skeletal hands, sharks and octopuses must be dealt with.

Adventure Quest

Adventure Quest

Commodore 64 - Released - 1983

The sequel to Colossal Adventure is an interactive fiction game with a VERB NOUN interface. The fantasy setting takes a clear influence from Lord of the Rings. After centuries of harmony, Middle Earth has hit problems due to a cataclysmic sequence of events - a crop failure leading to animals turning violent, and then an attack from a mysterious enemy to the north. The evil Demon Lord Alagiarept is discovered to be responsible, and as such the Wizards are given a week to beat him, before Middle Earth must surrender. You play a rookie magician with Meditation, Mysticism and Moneymaking skills. While the main war goes on, you attempt a much bolder mission - locate the four Stones-of-the-Elements and the Medallion of Life to enter Alagiarept's Dark Tower and kill him. Your quest will take you through Beaches, Moors and Rocky Outcrops, as well as more specific locations such as the Pillar in the Desert, the Cave of the Sun-Dial and the Mills of God. Wolves, skeletal hands, sharks and octopuses must be dealt with.

Colossal Adventure

Colossal Adventure

BBC Microcomputer System - Released - 1983

Colossal Adventure is a complete, full size version of the classic mainframe text adventure game "Adventure", with all the treasures,creatures, rooms and puzzles of the original. It was written by Pete, Mike and Nick Austin, based on the original "Adventure" game by Willie Crowther and Don Woods. It is part 1 of the Middle Earth (aka Jewels of Darkness) Trilogy.

Colossal Adventure

Colossal Adventure

Microsoft MSX - Released - 1986

Colossal Adventure is a complete, full-size version of the classic mainframe game 'Adventure' with all the treasures, creatures, rooms and puzzles of the original. This game was the first of the Jewels of Darkness Trilogy, the other two being Adventure Quest and Dungeon Adventure.

Colossal Adventure

Colossal Adventure

Amstrad CPC - Released - 1984

Colossal Adventure takes its cue from the very earliest mainframe text adventures. Our hero must rescue the elves and find fifteen pieces of treasure. There are many dark areas, so lights and batteries are at a premium. Be careful of vicious dwarves, who can be killed using axes. You can carry up to four objects at a time; the useful ones include a newspaper, keys and sandwiches. The vocabulary includes saying spell names, DROPping items to stay within the carrying limit (and for other specific reasons), CATCHing a bird, and standard directions plus IN and OUT.

Dungeon Adventure

Dungeon Adventure

BBC Microcomputer System - Released - 1984

Dungeon Adventure concludes Level 9's Middle Earth lineage of fantasy interactive fiction games (later reprogrammed with graphics in Jewels of Darkness). The player is searching for magical treasures within the Demon Lord's fortress, after his defeat in Adventure Quest. There are over 200 specific locations, including rooms within the tower and outdoor locations to navigate en route. Objects range from a coffin and a giant belt to nasty images and a packing case; also watch out for Orcs, Dwarves and other creatures. The parser's vocabulary contains all the standard terms - EXAMINE, TAKE, OPEN and FILL for example.

Dungeon Adventure

Dungeon Adventure

Memotech MTX512 - Released - 1984

Dungeon Adventure concludes Level 9's Middle Earth lineage of fantasy interactive fiction games (later reprogrammed with graphics in Jewels of Darkness). The player is searching for magical treasures within the Demon Lord's fortress, after his defeat in Adventure Quest. There are over 200 specific locations, including rooms within the tower and outdoor locations to navigate en route. Objects range from a coffin and a giant belt to nasty images and a packing case; also watch out for Orcs, Dwarves and other creatures. The parser's vocabulary contains all the standard terms - EXAMINE, TAKE, OPEN and FILL for example.

Dungeon Adventure

Camputers Lynx - Released - 1983

Dungeon Adventure concludes Level 9's Middle Earth lineage of fantasy interactive fiction games (later reprogrammed with graphics in Jewels of Darkness). The player is searching for magical treasures within the Demon Lord's fortress, after his defeat in Adventure Quest. There are over 200 specific locations, including rooms within the tower and outdoor locations to navigate en route. Objects range from a coffin and a giant belt to nasty images and a packing case; also watch out for Orcs, Dwarves and other creatures. The parser's vocabulary contains all the standard terms - EXAMINE, TAKE, OPEN and FILL for example.

Dungeon Adventure

Dungeon Adventure

Microsoft MSX - Released - 1984

Dungeon Adventure concludes Level 9's Middle Earth lineage of fantasy interactive fiction games (later reprogrammed with graphics in Jewels of Darkness). The player is searching for magical treasures within the Demon Lord's fortress, after his defeat in Adventure Quest. There are over 200 specific locations, including rooms within the tower and outdoor locations to navigate en route. Objects range from a coffin and a giant belt to nasty images and a packing case; also watch out for Orcs, Dwarves and other creatures. The parser's vocabulary contains all the standard terms - EXAMINE, TAKE, OPEN and FILL for example.

Dungeon Adventure (Level 9)

Dungeon Adventure (Level 9)

Amstrad CPC - Released - 1984

Dungeon Adventure concludes Level 9's Middle Earth lineage of fantasy interactive fiction games (later reprogrammed with graphics in Jewels of Darkness). The player is searching for magical treasures within the Demon Lord's fortress, after his defeat in Adventure Quest. There are over 200 specific locations, including rooms within the tower and outdoor locations to navigate en route. Objects range from a coffin and a giant belt to nasty images and a packing case; also watch out for Orcs, Dwarves and other creatures. The parser's vocabulary contains all the standard terms - EXAMINE, TAKE, OPEN and FILL for example.

Emerald Isle

Emerald Isle

Microsoft MSX - Released - 1985

You have been hired to deliver important documents across the Caribbean. Heavy winds take hold of your plane across the Bermuda Triangle. At the last moment, you parachute out, landing on a mysterious island known as Emerald Isle. It is said that no one ever returns from that place, but legend has that one person may be allowed to leave - the ruler of the island. The way to freedom is fraught with problems, of course, deadly predators and peculiar natives the least of them. The game is a text adventure utilizing Level 9's adventure system. The parser expects two- or three-word commands. On some systems, the game features graphics (more than 200 pictures).

Emerald Isle

Emerald Isle

Memotech MTX512 - Released - 1985

You have been hired to deliver important documents across the Caribbean. Heavy winds take hold of your plane across the Bermuda Triangle. At the last moment, you parachute out, landing on a mysterious island known as Emerald Isle. It is said that no one ever returns from that place, but legend has that one person may be allowed to leave - the ruler of the island. The way to freedom is fraught with problems, of course, deadly predators and peculiar natives the least of them. The game is a text adventure utilizing Level 9's adventure system. The parser expects two- or three-word commands. On some systems, the game features graphics (more than 200 pictures).

Emerald Isle

Emerald Isle

BBC Microcomputer System - Released - 1984

You have been hired to deliver important documents across the Caribbean. Heavy winds take hold of your plane across the Bermuda Triangle. At the last moment, you parachute out, landing on a mysterious island known as Emerald Isle. It is said that no one ever returns from that place, but legend has that one person may be allowed to leave - the ruler of the island. The way to freedom is fraught with problems, of course, deadly predators and peculiar natives the least of them. It is possible for the player to die in the game. If that happens they are resurrected elsewhere and retain all the posessions they had. The game is a text adventure utilizing Level 9's adventure system. The parser expects two- or three-word commands. On some systems, the game features graphics (more than 200 pictures).

Emerald Isle

Emerald Isle

Sinclair ZX Spectrum - Released - 1985

You have been hired to deliver important documents across the Caribbean. Heavy winds take hold of your plane across the Bermuda Triangle. At the last moment, you parachute out, landing on a mysterious island known as Emerald Isle. It is said that no one ever returns from that place, but legend has that one person may be allowed to leave - the ruler of the island. The way to freedom is fraught with problems, of course, deadly predators and peculiar natives the least of them. The game is a text adventure utilizing Level 9's adventure system. The parser expects two- or three-word commands. On some systems, the game features graphics (more than 200 pictures).

Emerald Isle

Emerald Isle

Amstrad CPC - Released - 1985

You have been hired to deliver important documents across the Caribbean. Heavy winds take hold of your plane across the Bermuda Triangle. At the last moment, you parachute out, landing on a mysterious island known as Emerald Isle. It is said that no one ever returns from that place, but legend has that one person may be allowed to leave - the ruler of the island. The way to freedom is fraught with problems, of course, deadly predators and peculiar natives the least of them. The game is a text adventure utilizing Level 9's adventure system. The parser expects two- or three-word commands. On some systems, the game features graphics (more than 200 pictures).

Emerald Isle

Emerald Isle

Atari 800 - Released - 1985

You have been hired to deliver important documents across the Caribbean. Heavy winds take hold of your plane across the Bermuda Triangle. At the last moment, you parachute out, landing on a mysterious island known as Emerald Isle. It is said that no one ever returns from that place, but legend has that one person may be allowed to leave - the ruler of the island. The way to freedom is fraught with problems, of course, deadly predators and peculiar natives the least of them. The game is a text adventure utilizing Level 9's adventure system. The parser expects two- or three-word commands. On some systems, the game features graphics (more than 200 pictures).

Gnome Ranger

Gnome Ranger

Sinclair ZX Spectrum - Released - 1987

Ingrid Bottomlow stands out from her family of gnomes - she's a gifted student, with a degree from the Institute of Gnome Economics. As a result, they exile her using a teleporting spell, leaving her lost in the forest. It is your job to keep her safe in this interactive fiction game. The game is split into three tasks, broadly relating to animal, vegetable and mineral in that order. The first involves defeating an evil witch, the second is the Riddle of the Shrinking Teapot, and the third involves precious stones. Commands such as FOLLOW, FIND and GO TO make travelling the game world much easier, and put an emphasis on object-manipulation and character interaction, rather than map-making. Instructions can be issued to other characters, with words like THEN, FIND and GIVE to join them. This co-operation is essential to solve many puzzles, and takes place in a world where characters have their own aims and motives. There are BRIEF and VERBOSE modes of text. A running joke in the game is that the screen display adds a 'g' to the start of all words beginning with n - 'gnorth' and 'gnugget' for example. Graphics are included in the disk versions of the game, except in the ports for Atari 8-bit and Apple II, which are text-only on every media.

Gnome Ranger

Gnome Ranger

Amstrad CPC - Released - 1987

Ingrid Bottomlow stands out from her family of gnomes - she's a gifted student, with a degree from the Institute of Gnome Economics. As a result, they exile her using a teleporting spell, leaving her lost in the forest. It is your job to keep her safe in this interactive fiction game. The game is split into three tasks, broadly relating to animal, vegetable and mineral in that order. The first involves defeating an evil witch, the second is the Riddle of the Shrinking Teapot, and the third involves precious stones. Commands such as FOLLOW, FIND and GO TO make travelling the game world much easier, and put an emphasis on object-manipulation and character interaction, rather than map-making. Instructions can be issued to other characters, with words like THEN, FIND and GIVE to join them. This co-operation is essential to solve many puzzles, and takes place in a world where characters have their own aims and motives. There are BRIEF and VERBOSE modes of text. A running joke in the game is that the screen display adds a 'g' to the start of all words beginning with n - 'gnorth' and 'gnugget' for example. Graphics are included in the disk versions of the game, except in the ports for Atari 8-bit and Apple II, which are text-only on every media.

Gnome Ranger

Gnome Ranger

Atari 800 - Released - 1987

Ingrid Bottomlow stands out from her family of gnomes - she's a gifted student, with a degree from the Institute of Gnome Economics. As a result, they exile her using a teleporting spell, leaving her lost in the forest. It is your job to keep her safe in this interactive fiction game. The game is split into three tasks, broadly relating to animal, vegetable and mineral in that order. The first involves defeating an evil witch, the second is the Riddle of the Shrinking Teapot, and the third involves precious stones. Commands such as FOLLOW, FIND and GO TO make travelling the game world much easier, and put an emphasis on object-manipulation and character interaction, rather than map-making. Instructions can be issued to other characters, with words like THEN, FIND and GIVE to join them. This co-operation is essential to solve many puzzles, and takes place in a world where characters have their own aims and motives. There are BRIEF and VERBOSE modes of text. A running joke in the game is that the screen display adds a 'g' to the start of all words beginning with n - 'gnorth' and 'gnugget' for example. Graphics are included in the disk versions of the game, except in the ports for Atari 8-bit and Apple II, which are text-only on every media.

Gnome Ranger

Gnome Ranger

BBC Microcomputer System - Released - 1987

Ingrid Bottomlow stands out from her family of gnomes - she's a gifted student, with a degree from the Institute of Gnome Economics. As a result, they exile her using a teleporting spell, leaving her lost in the forest. It is your job to keep her safe in this interactive fiction game. The game is split into three tasks, broadly relating to animal, vegetable and mineral in that order. The first involves defeating an evil witch, the second is the Riddle of the Shrinking Teapot, and the third involves precious stones. Commands such as FOLLOW, FIND and GO TO make travelling the game world much easier, and put an emphasis on object-manipulation and character interaction, rather than map-making. Instructions can be issued to other characters, with words like THEN, FIND and GIVE to join them. This co-operation is essential to solve many puzzles, and takes place in a world where characters have their own aims and motives. There are BRIEF and VERBOSE modes of text. A running joke in the game is that the screen display adds a 'g' to the start of all words beginning with n - 'gnorth' and 'gnugget' for example. Graphics are included in the disk versions of the game, except in the ports for Atari 8-bit and Apple II, which are text-only on every media.

Ingrid's Back!

Ingrid's Back!

BBC Microcomputer System - Released - 1988

Gnome Ranger II: Ingrid's Back! (known as just Ingrid's Back! on the game box cover) is a text adventure game by Level 9 and the sequel to Gnome Ranger A 3rd game to be called Gnome Ranger III: Gnome Free (or just Gnome Free) was written and designed, but was never programmed and released. Ingrid is Ingrid Bottomlow, the intellectual-but-clumsy gnome we met in Gnome Ranger. Her beloved home village Little Moaning is earmarked for a yuppie-friendly transformation by Jasper Quickbuck of Ridley's Manor. Ingrid has three cunning plans to stop him - producing a petition with everybody's signature, finding a more orthodox prevention method, and finally infiltrating Ridley's Manor itself by pretending to be a maid, and then finding proof that he's a dodgy geezer who should be locked up. These three quests can be played in any order, although they logically follow on from each other. She is accompanied by Flopsy the dog in the first 2 parts, and her cousin Daisy in the third. Ingrid's Back! uses the same game system as the original, and other contemporary Level 9 titles such as Knight Orc . Giving instructions to other characters (including Flopsy) and jumping around the map using GO TO and FOLLOW commands. A living and breathing world of people travelling, trading and relaxing underpins it all, and plays a part in most puzzles. The disk versions of the game contain graphics, the exception being the ports for Apple II and Atari 8-bit, which are text-only.

Ingrid's Back!

Ingrid's Back!

Sinclair ZX Spectrum - Released - 1988

Ingrid is Ingrid Bottomlow, the intellectual-but-clumsy gnome we met in Gnome Ranger. Her beloved home village Little Moaning is earmarked for a yuppie-friendly transformation by Jasper Quickbuck of Ridley's Manor. Ingrid has three cunning plans to stop him - producing a petition with everybody's signature, finding a more orthodox prevention method, and finally infiltrating Ridley's Manor itself by pretending to be a maid, and then finding proof that he's a dodgy geezer who should be locked up. These three quests can be played in any order, although they logically follow on from each other. She is accompanied by Flopsy the dog in the first 2 parts, and her cousin Daisy in the third. Ingrid's Back! uses the same game system as the original, and other contemporary Level 9 titles such as Knight Orc . Giving instructions to other characters (including Flopsy) and jumping around the map using GO TO and FOLLOW commands. A living and breathing world of people travelling, trading and relaxing underpins it all, and plays a part in most puzzles.

Jewels of Darkness

Jewels of Darkness

Sinclair ZX Spectrum - Released - 1986

This is a collection of three previously-published Rainbird interactive fiction (with graphics) games. It contains: Adventure Quest Colossal Adventure Dungeon Adventure The J.R.R. Tolkien Middle-earth theme was removed in this compilation. Only the respective original releases of the games have references to Middle-earth.

Jewels of Darkness

Jewels of Darkness

Amstrad CPC - Released - 1986

1986 saw the release of Jewels of Darkness on the Amiga system, a Text Adventure game with still pictures created by Level 9 and distributed by Firebird in USA and Rainbird in the rest of the world. Originally conceived in 1983 by Level 9 as the Middle-Earth trilogy, the standalone 8-bit releases of Colossal Adventure, Adventure Quest and Dungeon Adventure were enhanced and published in this renamed compilation Jewels of Darkness. The Amiga version is the update of the original text-only Middle Earth Trilogy. Jewels of Darkness enhances the original text-only incarnations released for 8-bit platforms by adding graphics, more extensive text descriptions, an extended parser that understands many more commands and other user-friendly features. The subsequent games in this trilogy are full of illogical puzzles and paper-thin plots, although Dungeon Adventure does add a D&D style magic system to make it more interesting. These games originally had references to Lords of the Ring novels that were later removed, possibly to avoid charges of copyright infringement.

Jewels of Darkness

Jewels of Darkness

Commodore 64 - Released - 1986

1986 saw the release of Jewels of Darkness on the Amiga system, a Text Adventure game with still pictures created by Level 9 and distributed by Firebird in USA and Rainbird in the rest of the world. Originally conceived in 1983 by Level 9 as the Middle-Earth trilogy, the standalone 8-bit releases of Colossal Adventure, Adventure Quest and Dungeon Adventure were enhanced and published in this renamed compilation Jewels of Darkness. The Amiga version is the update of the original text-only Middle Earth Trilogy. Jewels of Darkness enhances the original text-only incarnations released for 8-bit platforms by adding graphics, more extensive text descriptions, an extended parser that understands many more commands and other user-friendly features. The subsequent games in this trilogy are full of illogical puzzles and paper-thin plots, although Dungeon Adventure does add a D&D style magic system to make it more interesting. These games originally had references to Lords of the Ring novels that were later removed, possibly to avoid charges of copyright infringement.

Jewels of Darkness

Jewels of Darkness

Atari ST - Released - 1986

1986 saw the release of Jewels of Darkness on the Amiga system, a Text Adventure game with still pictures created by Level 9 and distributed by Firebird in USA and Rainbird in the rest of the world. Originally conceived in 1983 by Level 9 as the Middle-Earth trilogy, the standalone 8-bit releases of Colossal Adventure, Adventure Quest and Dungeon Adventure were enhanced and published in this renamed compilation Jewels of Darkness. The Amiga version is the update of the original text-only Middle Earth Trilogy. Jewels of Darkness enhances the original text-only incarnations released for 8-bit platforms by adding graphics, more extensive text descriptions, an extended parser that understands many more commands and other user-friendly features. The subsequent games in this trilogy are full of illogical puzzles and paper-thin plots, although Dungeon Adventure does add a D&D style magic system to make it more interesting. These games originally had references to Lords of the Ring novels that were later removed, possibly to avoid charges of copyright infringement.

Knight Orc

Knight Orc

Atari ST - Released - 1987

Knight Orc is a text adventure with graphics. The protagonist, Gringleguts the Orc, swears revenge on all humankind for the treatment of his race. The game flows in real time; each person and creature goes on about their daily lives and follows their schedule. So, if the protagonist revisits an area and finds a person that was previously there gone, it may mean that the person in question is in another location. The player's decisions and timing play a key role to the game's outcome.

Knight Orc

Knight Orc

Amstrad CPC - Released - 1987

Knight Orc is very different from anything you have seen before from Level 9. Their adventure system has been upgraded before, but this time it has been upgraded beyond recognition. So too have their graphics. Gone are the rather rudimentary and meaningless ‘representations’ replaced by ‘digitised’ pictures. Amiga owners get the best of the deal here, for there is more colour per picture on that machine than the others – including the Atari ST. But it is the mode of play that has changed most dramatically. No longer do you have to make a map, and slavishly follow it move by move to return to a place you have visited earlier. No longer do you have to remember where you dropped an object that you may need later. All that is required is that you know which object you need, or which location you want to reach. If that makes playing Knight Orc sound dead simple, then forget it! To offset the ease of operation, the adventure is endowed with more than its fair share of independent characters, with minds of their own, who get in your way, grabbing the very item you are looking for, and attack you with relentless determination. Having spent many hours playing this game I must admit that I didn’t actually finish it: I’m not sure that I want to finish wandering about this strange new world inside my Amiga. Of all the Amiga adventures I have played this is the best - try it and see.

Knight Orc

Knight Orc

Sinclair ZX Spectrum - Released - 1987

Knight Orc is a text adventure with graphics. The protagonist, Gringleguts the Orc, swears revenge on all humankind for the treatment of his race. The game flows in real time; each person and creature goes on about their daily lives and follows their schedule. So, if the protagonist revisits an area and finds a person that was previously there gone, it may mean that the person in question is in another location. The player's decisions and timing play a key role to the game's outcome.

Knight Orc

Knight Orc

Commodore Amiga - Released - 1987

Knight Orc is very different from anything you have seen before from Level 9. Their adventure system has been upgraded before, but this time it has been upgraded beyond recognition. So too have their graphics. Gone are the rather rudimentary and meaningless ‘representations’ replaced by ‘digitised’ pictures. Amiga owners get the best of the deal here, for there is more colour per picture on that machine than the others – including the Atari ST. But it is the mode of play that has changed most dramatically. No longer do you have to make a map, and slavishly follow it move by move to return to a place you have visited earlier. No longer do you have to remember where you dropped an object that you may need later. All that is required is that you know which object you need, or which location you want to reach. If that makes playing Knight Orc sound dead simple, then forget it! To offset the ease of operation, the adventure is endowed with more than its fair share of independent characters, with minds of their own, who get in your way, grabbing the very item you are looking for, and attack you with relentless determination. Having spent many hours playing this game I must admit that I didn’t actually finish it: I’m not sure that I want to finish wandering about this strange new world inside my Amiga. Of all the Amiga adventures I have played this is the best - try it and see.

Knight Orc

Knight Orc

Atari 800 - Released - 1987

Knight Orc is a text adventure with graphics. The protagonist, Gringleguts the Orc, swears revenge on all humankind for the treatment of his race. The game flows in real time; each person and creature goes on about their daily lives and follows their schedule. So, if the protagonist revisits an area and finds a person that was previously there gone, it may mean that the person in question is in another location. The player's decisions and timing play a key role to the game's outcome.

Lancelot

Lancelot

Atari 800 - Released - 1988

Travel back to the Age of Chivalry when knights were bold, galloping across the countryside and rescuing damsels in distress. This game recreates the time of wizards and the Knights of the Round Table. Lancelot is a three-part interactive fiction adventure, spanning the complete saga from the foundation of the Order to its finest hour - the quest for the Holy Grail. Guide Lancelot through his many exploits at Camelot, battle with wayward knights, and win the love of Guinever and Elaine. The challenge which has fascinated treasure hunters through the centuries is now yours - and you'll need all your strength, wit and valor to achieve your goal. To get the highest possible score, you should only kill combat foes when it is absolutely essential to survival. The game's command set includes the ability to issue instructions to other knights, and to automatically GO TO a place you have previously visited.

Lancelot

Lancelot

Commodore Amiga - Released - 1988

Travel back to the Age of Chivalry when knights were bold, galloping across the countryside and rescuing damsels in distress. This game recreates the time of wizards and the Knights of the Round Table. Lancelot is a three-part interactive fiction adventure, spanning the complete saga from the foundation of the Order to its finest hour - the quest for the Holy Grail. Guide Lancelot through his many exploits at Camelot, battle with wayward knights, and win the love of Guinever and Elaine. The challenge which has fascinated treasure hunters through the centuries is now yours - and you'll need all your strength, wit and valor to achieve your goal. To get the highest possible score, you should only kill combat foes when it is absolutely essential to survival. The game's command set includes the ability to issue instructions to other knights, and to automatically GO TO a place you have previously visited.

Lancelot

Lancelot

Atari ST - Released - 1988

Travel back to the Age of Chivalry when knights were bold, galloping across the countryside and rescuing damsels in distress. This game recreates the time of wizards and the Knights of the Round Table. Lancelot is a three-part interactive fiction adventure, spanning the complete saga from the foundation of the Order to its finest hour - the quest for the Holy Grail. Guide Lancelot through his many exploits at Camelot, battle with wayward knights, and win the love of Guinever and Elaine. The challenge which has fascinated treasure hunters through the centuries is now yours - and you'll need all your strength, wit and valor to achieve your goal. To get the highest possible score, you should only kill combat foes when it is absolutely essential to survival. The game's command set includes the ability to issue instructions to other knights, and to automatically GO TO a place you have previously visited.

Lancelot

Lancelot

BBC Microcomputer System - Released - 1988

Travel back to the Age of Chivalry when knights were bold, galloping across the countryside and rescuing damsels in distress. This game recreates the time of wizards and the Knights of the Round Table. Lancelot is a three-part interactive fiction adventure, spanning the complete saga from the foundation of the Order to its finest hour - the quest for the Holy Grail. Guide Lancelot through his many exploits at Camelot, battle with wayward knights, and win the love of Guinever and Elaine. The challenge which has fascinated treasure hunters through the centuries is now yours - and you'll need all your strength, wit and valor to achieve your goal. To get the highest possible score, you should only kill combat foes when it is absolutely essential to survival. The game's command set includes the ability to issue instructions to other knights, and to automatically GO TO a place you have previously visited.

Lancelot

Lancelot

Amstrad CPC - Released - 1988

Travel back to the Age of Chivalry when knights were bold, galloping across the countryside and rescuing damsels in distress. This game recreates the time of wizards and the Knights of the Round Table. Lancelot is a three-part interactive fiction adventure, spanning the complete saga from the foundation of the Order to its finest hour - the quest for the Holy Grail. Guide Lancelot through his many exploits at Camelot, battle with wayward knights, and win the love of Guinever and Elaine. The challenge which has fascinated treasure hunters through the centuries is now yours - and you'll need all your strength, wit and valor to achieve your goal. To get the highest possible score, you should only kill combat foes when it is absolutely essential to survival.

Lords of Time

Lords of Time

BBC Microcomputer System - Released - 1984

The first game in the Time and Magik trilogy. Doctor Who references are obvious in this adventure - you play a time travelling hero, who faces a group of Time Lords as they attempt to rewrite human history. To do this, you must collect nine objects which have an hourglass symbol on, from nine different time zones. You will encounter tigers and an Ice Queen in the Ice Age, a guard and a frog in the middle ages, a Cyberman in the future, and more mundane tasks in the present day. To enter different time zones, go into the grandfather clock in your home (the starting location) and activate one of the nine cogs. Lords of Time is played by typing commands to guide your character, moving in compass directions and with standard commands such as OPEN DOOR, GET GLASS and EXAMINE CAR. Objects you will encounter include keys, an emerald and a petrol can.

Lords of Time

Lords of Time

Memotech MTX512 - Released - 1984

Doctor Who references are obvious in this adventure - you play a time travelling hero, who faces a group of Time Lords as they attempt to rewrite human history. To do this, you must collect nine objects which have an hourglass symbol on, from nine different time zones. You will encounter tigers and an Ice Queen in the Ice Age, a guard and a frog in the middle ages, a Cyberman in the future, and more mundane tasks in the present day. To enter different time zones, go into the grandfather clock in your home (the starting location) and activate one of the nine cogs. Lords of Time is played by typing commands to guide your character, moving in compass directions and with standard commands such as OPEN DOOR, GET GLASS and EXAMINE CAR. Objects you will encounter include keys, an emerald and a petrol can.

Lords of Time

Lords of Time

Amstrad CPC - Released - 1984

Doctor Who references are obvious in this adventure - you play a time travelling hero, who faces a group of Time Lords as they attempt to rewrite human history. To do this, you must collect nine objects which have an hourglass symbol on, from nine different time zones. You will encounter tigers and an Ice Queen in the Ice Age, a guard and a frog in the middle ages, a Cyberman in the future, and more mundane tasks in the present day. To enter different time zones, go into the grandfather clock in your home (the starting location) and activate one of the nine cogs. Lords of Time is played by typing commands to guide your character, moving in compass directions and with standard commands such as OPEN DOOR, GET GLASS and EXAMINE CAR. Objects you will encounter include keys, an emerald and a petrol can.

Lords of Time

Lords of Time

Atari 800 - Released - 1983

Doctor Who references are obvious in this adventure - you play a time travelling hero, who faces a group of Time Lords as they attempt to rewrite human history. To do this, you must collect nine objects which have an hourglass symbol on, from nine different time zones. You will encounter tigers and an Ice Queen in the Ice Age, a guard and a frog in the middle ages, a Cyberman in the future, and more mundane tasks in the present day. To enter different time zones, go into the grandfather clock in your home (the starting location) and activate one of the nine cogs. Lords of Time is played by typing commands to guide your character, moving in compass directions and with standard commands such as OPEN DOOR, GET GLASS and EXAMINE CAR. Objects you will encounter include keys, an emerald and a petrol can.

Lords of Time

Lords of Time

Microsoft MSX - Released - 1983

Doctor Who references are obvious in this text adventure - you play a time travelling hero, who faces a group of Time Lords as they attempt to rewrite human history. To do this, you must collect nine objects which have an hourglass symbol on, from nine different time zones. You will encounter tigers and an Ice Queen in the Ice Age, a guard and a frog in the middle ages, a Cyberman in the future, and more mundane tasks in the present day. To enter different time zones, go into the grandfather clock in your home (the starting location) and activate one of the nine cogs. Lords of Time is played by typing commands to guide your character, moving in compass directions and with standard commands such as OPEN DOOR, GET GLASS and EXAMINE CAR. Objects you will encounter include keys, an emerald and a petrol can. This game was the first of the Time and Magik Trilogy, the other two being Red Moon and The Price of Magik.

Red Moon

Red Moon

Sinclair ZX Spectrum - Released - 1985

The Red Moon Crystal is the only source of Magik in the land, and stabilizes the forces of the world. This crystal has been stolen and as a result, the land has fallen into chaos. A single powerful magician is sent to rescue the Crystal from the castle where it's hidden. Red Moon is an graphical interactive fiction game. Players assume the role of the wizard on his quest to recover the crystal. They will have the use of many weapons and a dozen magical spells. Combat is a key element of the game: both the magician and enemy opponents have hit points, in the style of RPGs. Spellcasting requires certain objects to be collected, and many spells must also be cast on a specific target. Various objects will be found during the adventure, including garlic, pills and a mask.

Red Moon

Red Moon

Amstrad CPC - Released - 1985

The Red Moon Crystal is the only source of Magik in the land, and stabilizes the forces of the world. This crystal has been stolen and as a result, the land has fallen into chaos. A single powerful magician is sent to rescue the Crystal from the castle where it's hidden. Red Moon is an graphical interactive fiction game. Players assume the role of the wizard on his quest to recover the crystal. They will have the use of many weapons and a dozen magical spells. Combat is a key element of the game: both the magician and enemy opponents have hit points, in the style of RPGs. Spellcasting requires certain objects to be collected, and many spells must also be cast on a specific target. Various objects will be found during the adventure, including garlic, pills and a mask.

Red Moon

Red Moon

BBC Microcomputer System - Released - 1985

Red Moon is the second game in the Time and Magik Trilogy. The Red Moon Crystal is the only source of Magik in the land, and stabilizes the forces of the world. This crystal has been stolen and as a result, the land has fallen into chaos. A single powerful magician is sent to rescue the Crystal from the castle where it's hidden. Red Moon is an graphical interactive fiction game. Players assume the role of the wizard on his quest to recover the crystal. They will have the use of many weapons and a dozen magical spells. Combat is a key element of the game: both the magician and enemy opponents have hit points, in the style of RPGs. Spellcasting requires certain objects to be collected, and many spells must also be cast on a specific target. Various objects will be found during the adventure, including garlic, pills and a mask.

Red Moon

Red Moon

Atari 800 - Released - 1985

The Red Moon Crystal is the only source of Magik in the land, and stabilizes the forces of the world. This crystal has been stolen and as a result, the land has fallen into chaos. A single powerful magician is sent to rescue the Crystal from the castle where it's hidden. Red Moon is an graphical interactive fiction game. Players assume the role of the wizard on his quest to recover the crystal. They will have the use of many weapons and a dozen magical spells. Combat is a key element of the game: both the magician and enemy opponents have hit points, in the style of RPGs. Spellcasting requires certain objects to be collected, and many spells must also be cast on a specific target. Various objects will be found during the adventure, including garlic, pills and a mask.

Return to Eden

Return to Eden

BBC Microcomputer System - Released - 1984

This is part 2 of the Silicon Dreams Trilogy. The command robots of Snowball have found the colonisable planet Eden, and already set about colonising this lush verdant planet. Not easy though - native plants and animals have adapted and fought back at the threat to their territory. A walled area now encloses the city, which is crumbling around you. When Snowball 9 reaches the planet, Commander Kim Kimberley is filmed apparently committing a murder. As Kim, you must escape from the 'justice' of crazed robot droids. Snowball 9's landing is made dangerous due to the robots malfunctioning. Return to Eden is an interactive fiction game which sets you as Kim, and challenges you to enter and survive within the robot city. Strange and surreal outcomes about - what do you get when you plant a brick? The world includes a bank, a theme park, the Corridors of Power, and a Starbike.

Return to Eden

Return to Eden

Memotech MTX512 - Released - 1984

This is part 2 of the Silicon Dreams Trilogy. The command robots of Snowball have found the colonisable planet Eden, and already set about colonising this lush verdant planet. Not easy though - native plants and animals have adapted and fought back at the threat to their territory. A walled area now encloses the city, which is crumbling around you. When Snowball 9 reaches the planet, Commander Kim Kimberley is filmed apparently committing a murder. As Kim, you must escape from the 'justice' of crazed robot droids. Snowball 9's landing is made dangerous due to the robots malfunctioning. Return to Eden is an interactive fiction game which sets you as Kim, and challenges you to enter and survive within the robot city. Strange and surreal outcomes about - what do you get when you plant a brick? The world includes a bank, a theme park, the Corridors of Power, and a Starbike.

Return to Eden

Return to Eden

Amstrad CPC - Released - 1984

The command robots of Snowball have found the colonisable planet Eden, and already set about colonising this lush verdant planet. Not easy though - native plants and animals have adapted and fought back at the threat to their territory. A walled area now encloses the city, which is crumbling around you. When Snowball 9 reaches the planet, Commander Kim Kimberley is filmed apparently committing a murder. As Kim, you must escape from the 'justice' of crazed robot droids. Snowball 9's landing is made dangerous due to the robots malfunctioning. Return to Eden is an interactive fiction game which sets you as Kim, and challenges you to enter and survive within the robot city. Strange and surreal outcomes about - what do you get when you plant a brick? The world includes a bank, a theme park, the Corridors of Power, and a Starbike. Unlike its predecessor, it features graphics, with over 200 illustrative pictures featured. adds the ability to type while the screen is updating. Vocabulary is simplified - a new IT command refers to the last-mentioned object, and clothing can be WEAR'ed without being GET'ted first.

Silicon Dreams

Silicon Dreams

Sinclair ZX Spectrum - Released - 1986

This interactive fiction game is a trilogy of the Level 9's adventures Snowball, Return to Eden, and Worm in Paradise. These had previously been released for some but not all of these systems. Silicon Dreams can be played as three separate games, but to obtain the maximum number of points, you must complete them in order (carrying your score from one adventure to the next). Snowball has graphics for the first time, and the other two games have more graphics than before, and some longer text descriptions are added to all 3 games. Snowball: As Kim Kimberley, your mission is to safeguard the colonization ship Snowball 9 and its passengers. When you are awakened prematurely from hibernation, you know something's wrong! Return to Eden: Your objective is to get into the new city of Enoch, and stop the Eden robots from destroying Snowball 9. Worm in Paradise: You have to find as much information about the city as possible, obtain money, and then become a member of the governing party of Eden.

Silicon Dreams

Silicon Dreams

Apple II - Released - 1987

Silicon Dreams is a trilogy of interactive fiction games developed by Level 9 Computing during the 1980s. The first game was Snowball, released during 1983, followed a year later by Return to Eden, and then by The Worm in Paradise during 1985. The next year they were vended together as the first, second and last of the Silicon Dreams. Early advertisements gave it the title of Silicon Dream, but it was pluralised later.

Silicon Dreams

Silicon Dreams

Atari 800 - Released - 1986

This interactive fiction game is a trilogy of the Level 9's adventures Snowball, Return to Eden, and Worm in Paradise. These had previously been released for some but not all of these systems. Silicon Dreams can be played as three separate games, but to obtain the maximum number of points, you must complete them in order (carrying your score from one adventure to the next). Snowball has graphics for the first time, and the other two games have more graphics than before, and some longer text descriptions are added to all 3 games. Snowball: As Kim Kimberley, your mission is to safeguard the colonization ship Snowball 9 and its passengers. When you are awakened prematurely from hibernation, you know something's wrong! Return to Eden: Your objective is to get into the new city of Enoch, and stop the Eden robots from destroying Snowball 9. Worm in Paradise: You have to find as much information about the city as possible, obtain money, and then become a member of the governing party of Eden.

Silicon Dreams Trilogy

Silicon Dreams Trilogy

BBC Microcomputer System - Released - 1986

Silicon Dreams is a trilogy of interactive fiction games developed by Level 9 Computing during the 1980s. The trilogy is set in a not too-distant future when humans have started colonising space. For the first two instalments the player has the role of Kim Kimberly, an undercover agent, whose goal in Snowball is to save the colonist's spacecraft from crashing into a star, and in Return to Eden to stop the defence system at the destination planet of Eden from destroying the craft. In The Worm in Paradise, the player, with the role of an unnamed citizen of Eden, must travel around the city of Enoch, learn its secrets, earn money and save the planet.

Snowball

Snowball

BBC Microcomputer System - Released - 1983

This is part 1 of the Silicon Dreams Trilogy. Snowball 9 was sent to Colonize Eridani A, with robots sent to prepare the territory around 100 years before human beings arrive, but something went wrong en route. Commander Kim Kimberley became aware of this when she was abruptly awoken from hibernation. Snowball is an interactive fiction game, which uses compression techniques to provide 7000 rooms in computers of this size. Kim must go from her hibernation chamber to the ship controls, and then work them to guide the ship safely to Eridani. Commands like INVENTORY, EXAMINE, TAKE and USE are available. Objects include a drinks machine, a bed, green foam, Kevlar and a silver tray.

Snowball

Snowball

Amstrad CPC - Released - 1984

Snowball 9 was sent to Colonize Eridani A, with robots sent to prepare the territory around 100 years before human beings arrive, but something went wrong en route. Commander Kim Kimberley became aware of this when she was abruptly awoken from hibernation. Snowball is an interactive fiction game, which uses compression techniques to provide 7000 rooms in computers of this size. Kim must go from her hibernation chamber to the ship controls, and then work them to guide the ship safely to Eridani. Commands like INVENTORY, EXAMINE, TAKE and USE are available. Objects include a drinks machine, a bed, green foam, Kevlar and a silver tray.

The Archers

The Archers

Sinclair ZX Spectrum - Released - 1987

Events in the rural village of Ambridge have enthralled BBC Radio 4 listeners since 1950. The computer game re-creation casts you as one of the scriptwriters. The game is split into four parts, in which you control Jack Woolley, Elizabeth Archer, Eddie Grundy and Nelson Gabriel in turn. Guide each character through their decisions (from 3 multiple-choices), with the aim of choosing the most listener-friendly choices. Your choices affect the show's rating directly, as well as changing the forthcoming plot. Characters can be removed from the show depending on how you develop certain storylines, but make sure not to axe the popular ones. Avoid offending special-interest groups, as the BBC comes down hard on writers who generate complaints. In some versions you can play the four parts individually; in others, progressing onto controlling a character is conditional on increasing the ratings while controlling the previous one.

The Archers

The Archers

BBC Microcomputer System - Released - 1987

The Archers was written by Pete Austin of Level 9. The BBC Micro version is a text only adventure. You must plan numerous episodes of Radio 4's The Archers and hope to increase the number of listeners each season.

The Archers

The Archers

Amstrad CPC - Released - 1987

Events in the rural village of Ambridge have enthralled BBC Radio 4 listeners since 1950. The computer game re-creation casts you as one of the scriptwriters. The game is split into four parts, in which you control Jack Woolley, Elizabeth Archer, Eddie Grundy and Nelson Gabriel in turn. Guide each character through their decisions (from 3 multiple-choices), with the aim of choosing the most listener-friendly choices. Your choices affect the show's rating directly, as well as changing the forthcoming plot. Characters can be removed from the show depending on how you develop certain storylines, but make sure not to axe the popular ones. Avoid offending special-interest groups, as the BBC comes down hard on writers who generate complaints. In some versions you can play the four parts individually; in others, progressing onto controlling a character is conditional on increasing the ratings while controlling the previous one.

The Growing Pains of Adrian Mole

The Growing Pains of Adrian Mole

BBC Microcomputer System - Released - 1987

The follow up to the game The Secret Diary of Adrian Mole. The game is an adventure of sorts, presenting you with 18 months of life viewed through the curious, confused and intellectual eyes of Adrian. Each section features a number of challenges, in which one of three choices on what to do must be made. As you play, the aim is to make Adrian as popular as possible by making the correct choices so as to exert a positive impression on Mum, Dad, Pandora, Nigel, Bert and all the rest. The game is split into four sections, which can be loaded individually or in sequence, with the score remaining in memory as you progress through them.

The Growing Pains of Adrian Mole

The Growing Pains of Adrian Mole

Sinclair ZX Spectrum - Released - 1987

Using the same game engine and structure as Level 9's game of The Secret Diary of Adrian Mole, the book's follow-up was recreated on computer. The game is an adventure of sorts, presenting you with 18 months of life viewed through the curious, confused and intellectual eyes of Adrian. Each section features a number of challenges, in which one of three choices on what to do must be made. As you play, the aim is to make Adrian as popular as possible by making the correct choices so as to exert a positive impression on Mum, Dad, Pandora, Nigel, Bert and all the rest. The game is split into four sections, which can be loaded individually or in sequence, with the score remaining in memory as you progress through them.

The Growing Pains of Adrian Mole

Atari 800 - 1987

Using the same game engine and structure as Level 9's game of The Secret Diary of Adrian Mole, the book's follow-up was recreated on computer. The game is an adventure of sorts, presenting you with 18 months of life viewed through the curious, confused and intellectual eyes of Adrian. Each section features a number of challenges, in which one of three choices on what to do must be made. As you play, the aim is to make Adrian as popular as possible by making the correct choices so as to exert a positive impression on Mum, Dad, Pandora, Nigel, Bert and all the rest. The game is split into four sections, which can be loaded individually or in sequence, with the score remaining in memory as you progress through them.

The Price of Magik

The Price of Magik

Commodore 64 - Released - 1986

In the final installment of the Time and Magik series of interactive fiction, the light from the Red Moon is under threat. It was captured and harnessed by the magicians of Baskalos, but its keeper Myglar has turned against them and is using it for himself. He must be defeated before the crystal is exhausted. The typing interface is typical of Level 9 games of the era. Time saving features include an ALL command can apply TAKE and EXAMINE to every object you can see, and the ability to type future commands while the screen is still scrolling. 18 spells are available, activated using 3-letter codes you will discover while exploring. These range from confusing or angering an enemy to healing yourself and detecting danger.

The Price of Magik

The Price of Magik

Sinclair ZX Spectrum - Released - 1986

The Price of Magik[edit] Sequel to the previous game; Myglar the Magician, guardian of the Crystal, has become insane and is draining its energy for his own use; he must be defeated before it is exhausted. Discovery Charter school is trash

The Price of Magik

The Price of Magik

Amstrad CPC - Released - 1986

In the final instalment of the Time and Magik series of interactive fiction, the light from the Red Moon is under threat. It was captured and harnessed by the magicians of Baskalos, but its keeper Myglar has turned against them and is using it for himself. He must be defeated before the crystal is exhausted. The typing interface is typical of Level 9 games of the era. Time saving features include an ALL command can apply TAKE and EXAMINE to every object you can see, and the ability to type future commands while the screen is still scrolling. 18 spells are available, activated using 3-letter codes you will discover while exploring. These range from confusing or angering an enemy to healing yourself and detecting danger.

The Price of Magik

The Price of Magik

BBC Microcomputer System - Released - 1986

In the final instalment of the Time and Magik trilogy of interactive fiction, the light from the Red Moon is under threat. It was captured and harnessed by the magicians of Baskalos, but its keeper Myglar has turned against them and is using it for himself. He must be defeated before the crystal is exhausted. The typing interface is typical of Level 9 games of the era. Time saving features include an ALL command can apply TAKE and EXAMINE to every object you can see, and the ability to type future commands while the screen is still scrolling. 18 spells are available, activated using 3-letter codes you will discover while exploring. These range from confusing or angering an enemy to healing yourself and detecting danger.

The Saga of Erik the Viking

The Saga of Erik the Viking

BBC Microcomputer System - Released - 1984

A video game based on the book of the same title by Terry Jones (from Monty Python). The book was later filmed by him. The game and the film have different stories, though. The game was written by the Austin brothers of Level 9 Computing and published for a range of home computers, including the BBC Microcomputer, by Mosaic.

The Saga of Erik the Viking

The Saga of Erik the Viking

Sinclair ZX Spectrum - Released - 1984

In this text adventure, you play the role of Erik the Viking. Upon returning home, you find your farm abandoned; your family has been kidnapped. You gather the things you need for a journey, and go rescue them. This game combines text adventure with graphics. The graphics illustrate the places you go, and are drawn on the screen as you watch. The display doesn't load a photo. Rather, a pen races around the screen, drawing the pictures in. While the picture is being drawn, the screen flickers. Although the pictures slow the game down a bit, they are done in a style reminiscent of Viking-age farms. In one scene, you are placed in the center of a longhouse, and they show the depression in the floor, just as can be seen in books.

The Secret Diary of Adrian Mole Aged 13¾

The Secret Diary of Adrian Mole Aged 13¾

Atari 800 - Released - 1985

Sue Townsend created a phenomenon in the mid-1980s, essentially incorporating lots of sharp satire and observational humour into the diary of a confused teenager. It might sound like an odd idea for a computer game, but Level 9 felt that there was an adventure in there. Most of the major characters from the book appear, including Adrian's warring parents and their respective flings, his sweetheart Pandora, his best mate Nigel, school bully Barry Kent, and curmudgeonly pensioner Bert Baxter. The game does't use many typed commands. Instead the player reads passages of text (many of them from the book) and is given 3 choices as to what to do, which lead to other events unfolding. You can also use a help option which displays information about characters featured in the diary. Your aim throughout all of this is to make Adrian as popular as possible. The player's score and ranking is displayed at particular times during the game. The percentage achieved relates to the rank, with 26% being 'a spotty creep' and 38% 'a middling thicko' for example.

The Secret Diary of Adrian Mole Aged 13¾

The Secret Diary of Adrian Mole Aged 13¾

BBC Microcomputer System - Released - 1985

Playing this game will take you through a year in the life of Adrian Mole. As you progress through the days in Adrian's diary, you will be asked to make choices for Adrian. Press a number from 1 to 3 to choose one of the options suggested. Pressing key number 4 will display the command and help system menu. This gives a list of the additional features in the game and full instructions on how to use them.

The Worm in Paradise

The Worm in Paradise

Amstrad CPC - Released - 1986

Eden has been successfully colonised, by creating several domed cities. Society is rigidly functioning, unemployment, crime and poverty all non-existent. The economy functions on fines rather than taxes, making for a plethora of petty rules and no penal punishment. Robot employees make everything run cheaply. Body part reselling allows hospitals to turn a profit. Robots can even control human reproduction. The end result is a society in which humans have no useful role. Who would live in a 'paradise' like this? The Worm In Paradise is the culmination of the Silicon Dreams series of interactive fiction. The game relies on strict timing and a day/night cycle (using a decimal clock with 10 100-minute hours) – return to your home before darkness falls, and don't expect robots to help with tasks which will not be finished in the day. Vital buildings can be located using colour-coded co-ordinates, but these change every time you load the game, so be careful to write them down.

The Worm in Paradise

The Worm in Paradise

BBC Microcomputer System - Released - 1985

This is part 3 of the Silicon Dreams Trilogy. Eden has been successfully colonised, by creating several domed cities. Society is rigidly functioning, unemployment, crime and poverty all non-existent. The economy functions on fines rather than taxes, making for a plethora of petty rules and no penal punishment. Robot employees make everything run cheaply. Body part reselling allows hospitals to turn a profit. Robots can even control human reproduction. The end result is a society in which humans have no useful role. Who would live in a 'paradise' like this? The Worm In Paradise is the culmination of the Silicon Dreams series of interactive fiction. The game relies on strict timing and a day/night cycle (using a decimal clock with 10 100-minute hours) – return to your home before darkness falls, and don't expect robots to help with tasks which will not be finished in the day. Vital buildings can be located using colour-coded co-ordinates, but these change every time you load the game, so be careful to write them down.

The Worm in Paradise

The Worm in Paradise

Sinclair ZX Spectrum - Released - 1986

Eden has been successfully colonised, by creating several domed cities. Society is rigidly functioning, unemployment, crime and poverty all non-existent. The economy functions on fines rather than taxes, making for a plethora of petty rules and no penal punishment. Robot employees make everything run cheaply. Body part reselling allows hospitals to turn a profit. Robots can even control human reproduction. The end result is a society in which humans have no useful role. Who would live in a 'paradise' like this? The Worm In Paradise is the culmination of the Silicon Dreams series of interactive fiction. The game relies on strict timing and a day/night cycle (using a decimal clock with 10 100-minute hours) – return to your home before darkness falls, and don't expect robots to help with tasks which will not be finished in the day. Vital buildings can be located using colour-coded co-ordinates, but these change every time you load the game, so be careful to write them down

Time and Magik

Time and Magik

Apple Mac OS - Released - 1988

In a similar manner to Jewels of Darkness, this collection brings together three interlinked Level 9 adventures: Lords of Time Red Moon The Price of Magik The games have all been updated into the company's later adventure system, and have longer textual descriptions and some slight puzzle tweaks. The 16-bit versions are new and inevitably feature higher-resolution and more-colourful graphics.

Time and Magik: The Trilogy

Time and Magik: The Trilogy

Sinclair ZX Spectrum - Released - 1988

In a similar manner to Jewels of Darkness, this collection brings together three interlinked Level 9 adventures: Lords of Time Red Moon The Price of Magik The games have all been updated into the company's later adventure system, and have longer textual descriptions and some slight puzzle tweaks.

Time and Magik: The Trilogy

Time and Magik: The Trilogy

Atari ST - Released - 1988

In a similar manner to Jewels of Darkness, this collection brings together three interlinked Level 9 adventures: Lords of Time Red Moon The Price of Magik The games have all been updated into the company's later adventure system, and have longer textual descriptions and some slight puzzle tweaks. The 16-bit versions are new and inevitably feature higher-resolution and more-colourful graphics.

Time and Magik: The Trilogy

Time and Magik: The Trilogy

BBC Microcomputer System - Released - 1988

Time and Magik is a trilogy of text adventure games by Level 9. The individual games were initially released separately in 1983-1986. In 1988 the three games were revised, expanded and re-released together as a compilation by Mandarin Software, a division of Europress Software. Lords of Time A time traveller is sent into the distant past to collect a number of items required to defeat the evil Lords of Time. Red Moon Red Moon Crystal, a powerful source of Magik, has been stolen and must be recovered to save the country of Baskalos from destruction. The game won the award for best adventure game of the year in Crash magazine, and the game was voted best adventure game of the year at the Golden Joystick Awards. The Price of Magik Sequel to the previous game; Myglar the Magician, guardian of the Crystal, has become insane and is draining its energy for his own use; he must be defeated before it is exhausted.

Time and Magik: The Trilogy

Time and Magik: The Trilogy

Commodore Amiga - Released - 1988

Level 9's answer to the Infocom's Zork, this trilogy includes Lords of Time, Red Moon, and The Price of Magik, all of which center around wizards and spells. Despite the name "trilogy" these games do not share the same plot thread. Lords of Time has the best plot in this series: you must journey through time to collect various objects to defeat the Lord of Time. Red Moon and Price of Magik have more mundane plots, but the spell-related puzzles keep things interesting.

Time and Magik: The Trilogy

Time and Magik: The Trilogy

Atari 800 - Released - 1988

In a similar manner to Jewels of Darkness, this collection brings together three interlinked Level 9 adventures: 1. Lords of Time 2. Red Moon 3. The Price of Magik The games have all been updated into the company's later adventure system, and have longer textual descriptions and some slight puzzle tweaks. The 16-bit versions are new and inevitably feature higher-resolution and more-colourful graphics.

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